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A new vehicle from Aetherdrift, last year's racing-themed MtG set. This one belongs to the Goblin Rocketeers, one of ten teams participating in the Grand Prix. These goblin speedsters worship a deity of ultimate adrenaline, the BOOSTGOD, and in its name they work to break the velocity barrier that they believe surrounds the multiverse. The best way to do that? Strapping massive metal rockets onto rickety wooden cars, of course!
This is just one of dozens of new vehicles I'm building statblocks for, with player-facing rules for driving them to come later! If you want to be like the Goblin Rocketeers, and get to see my work FASTER than EVERYONE, you can get everything one week early by signing up to support me on Patreon! And if you're feeling generous, you can sign up to be a Dungeon Delver, supporting me for a little more per month. That also gets you other homebrew content-- like my latest release, the Way of the Arcane Technique, a monk subclass that learns martial techniques to cast arcane spells.
Airmark's Guide to Planar Vegetables: Carcerian Snapdragon
Taller than most conventional humanoids at its fullest growth and well-adapted for the thin, nutrient-poor quagmire of its home on the first sphere of Carceri, Othrys, the carcerian snapdragon is an uncommon splash of color in an otherwise dreary landscape.
Possessing dark green, almost black, leaves and stems, carcerian snapdragons are best-known for their flowers, which are typically larger than a humanoid head and brightly colored in some shade of green, yellow, orange, or red. Lined with sharp thorns in place of a flower's typical vegetable reproductive equipment, the snapdragon's most dangerous parts are its flowers, with which it consumes meat to supplement the poor nutrients its environment provides.
A standard mature snapdragon has five stems and flowers, which are all terribly jealous of each other's prize; faced with multiple prey options, the heads are far more likely to fight amongst themselves, attempting to tear their prey asunder, heedless that the resulting meal will be shared by the whole plant.
Severing all of the snapdragon's fronds is the most expedient way to incapacitate the plant, but like a hydra, it grows them back at a ferocious rate, meaning many choose to take the slower, longer route to success. If properly fed, snapdragons do not wander a territory much, so they make striking and dangerous additions to any planar garden- provided they can be supplied with the necessary meat.
It's at times like this I wish I'd kept practicing art past like 14. because a cat sized Behir would be adorable. like a Doxin with more legs. When researching Behir I found out that these 40 foot centepede-dragon-crocodile things had apparently been selectively bred in one random offshoot 3e book to be half that size, with a mention of ones the size of a small dog. The Shining South only showed the "Guard Behir," but I realized this followed the trend of what we did with cattle and dogs, so I knew what I had to do.
The Young Behir cannot yet control its electricity fully, leading to a constant discharge of electricity around it and a weaker breath weapon overall. They're sometimes kept by nobility as intelligent guards, and are loyal if treated well and kept full. Pocket behir are used as exotic pets and warlock companions. They're proud, but will bond with a companion that treats them well. This is despite thier dislike of people, and likely because some secret side of them realizes they aren't as strong as they act. They also make a good stand-in for hatchlings if your players come across some.
And if you're interested in behir, here's a little video.
I've got this idea from a different Homebrew regarding this image that I modified to be a Boss Monster in my on-going Horror Campaign. This was an encounter for a 4th Level Party with 5 Players and while challenging, they emerged victorious (just one of them died due to an ability I omitted from this version as I feel it might have been too strong)!
This is a different spin on the usual Werewolf, being a Werewolf that hates his lycanthropic curse and hates the death and destruction they caused. Such strong internalized emotions transformed the poor soul into an even stronger Werewolf: a Weeping Wolf.
The profound sadness and regret the person had is the central theme behind this strong, intimidating Werewolf that makes sure to leave an impact with the party.
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FGuilt Haunts are a class of incorporeal undead created when a person dies, either through malice or happenstance, and the person responsible for the murder opts to cover up the death, either hiding their involvement or concealing the death ever even occurred by disposing of the body. The Haunt is manifested by a combination of the spirits desire for closure, and the guilt of the perpetrator, Hence the name.
Guilt Haunts are typically invisible to everyone except the one responsible for their death. Like ghosts they keep the alignment of their former life, and so their behavior and motivation vary; Some guilt haunts merely want justice for what was done to them and implore their killer to confess what they have done, hounding or stalking them relentlessly, some guilt haunts are malicious and spiteful, and take great joy in tormenting their killers. A rare few Guilt Haunts, those created through honest accidents, hold no ill will towards their killer, but still implore them to tell the truth so both of them can move on.
In most circumstances, Guilt Haunts prefer not to engage in combat, instead either stalking or hounding their killer or engaging in pranks in trickery against them. In cases where they must fight however they are devastating opponents, capable of inflicting psychic harm on victims which forces them to rattle off secrets, they can also manifest ghostly locks which embody a victims guilt over pass misdeeds, and grows heavier the longer it remains attached.
Guilt haunts vary in appearance, but typically appear as they did when they died; a man run over by a carriage will resemble a broken and mangled body, a man murdered by his partner with a cleaver to the head will retain the source of their death. a woman brutally murdered by their husband will look like a hideous corpse with torn out eyes, while a little girl sacrificed by her warlock brother will look entirely normal.
[I don't actually have any specific plans for these psychopomps, but writing them and their lore out is helping me figure out cosmology stuff for my setting. The "Realm of Being," by the way, is basically the Prime Material, except it's not prime, it's just one stop on the Astral Current.]
Ember Weaver (CR 8)
Medium Primordial (psychopomp), Neutral
Space 5 ft. Reach 5 ft.
Initiative +2
HP 77 (14d8 + 14)
AC 16 (Natural Armor)
Proficiency Bonus +4
Str 12 (+1) Dex 14 (+2) Con 13 (+1) Int 12 (+1) Wis 18 (+4) Cha 14 (+2)
Languages Primordial, Abyssal, Celestial, Infernal
Speed 30 ft., fly 60 ft.
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Servant of Light: An ember weaver is immune to any spell that would attack it with light. This is up to DM discretion, but as some examples, an Ember Weaver would be immune to Faerie Fire, Sunbeam, Sunburst, and Wall of Light. This does not make it immune to visual illusions.
Spirit Touch: A psychopomp’s weapons are magical, and can target creatures in the Ethereal Plane (such as those under the effects of Blink.)
Spiritsense: A psychopomp can automatically pinpoint the location of any creature with a soul within 60 ft. of them.
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Innate Spellcasting (Spell DC 16, spell attack bonus +8): The ember weaver’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components.
At Will - Dancing Lights
3/day - Hypnotic Pattern, Scorching Ray
1/day - Flame Strike, Sickening Radiance, Wall of Light
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Actions
Multiattack: The ember weaver makes two Fiery Touch attacks.
Eerie Radiance: As an action, the ember weaver can surround itself in swirling embers, emitting bright light out to 30 feet and dim light for another 30 feet. Any living or undead creature touched by this light must make a DC 16 Wisdom saving throw or lose any immunity to the charmed or frightened conditions while it remains in the light. At the end of each of an affected creature’s turn, it may repeat the saving throw to end the effect. Once a creature succeeds on the saving throw, it is immune to this ember weaver’s Eerie Radiance for 24 hours.
Rush of Souls (Recharge 5-6): The ember weaver releases a wave of soul energy to trample its foes. Each creature in a 60 ft. cone takes 21 (6d6) force damage and is knocked prone. A creature that succeeds on a DC 16 Dexterity saving throw takes half damage and isn’t knocked prone.
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Tactics
The ember weaver is a sort of mid-range blaster caster, with a bit of control. They pair best with something else that inflicts charmed or frightened, as in order to use Hypnotic Pattern on a normally immune creature, the target will get two saves against Eerie Radiance.
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Lore
Ember weavers appear as humanoid beings made of light covered in gray robes and wrappings. They act as guides to souls on the Astral Current. The vanths guard the path, but the ember weavers determine it. The Current is not a set path, it is simply the stream of souls moving through the planes, and thus its course can be changed. The ember weavers are the beacons that set the course of the Current, and while they generally permit the vanths to do their work, but are able to provide supporting fire from their posts. They are almost never seen in the Realm of Being.
The psychopomps are a mysterious group of creatures that oversee the machinery of death. While they are infamously reticent about their history, methods, and motives, scholars have uncovered evidence of a time before the Astral Current and reincarnation, and a popular theory states that the psychopomps, or their predecessors, created it. They certainly maintain and safeguard it now, as anyone who has found the Current in the Astral Sea can attest, having likely been driven off by waves of the creatures. Their realm lies somewhere in the Astral Sea, but no one has yet found it and returned to tell of it. A few who have been invited to take a portal there directly report an island made of bone, and buildings made of stone embedded with fossils.