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		<id>https://www.potterverse.hayashi-park.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ZFMnii6Vb9xna+LM+-ge</id>
		<title>Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e) - User contributions [en]</title>
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		<updated>2026-06-02T23:06:16Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1525</id>
		<title>Acromantula</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1525"/>
				<updated>2019-02-25T17:24:52Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&amp;lt;includeonly&amp;gt;== [[Acromantula]] ==&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Large beast, unaligned&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Armor Class :14 (natural armor)&lt;br /&gt;
&lt;br /&gt;
;Hit Points :26 (4dl0 + 4)&lt;br /&gt;
&lt;br /&gt;
;Speed :30 ft., climb 30 ft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR || DEX || CON || INT || WIS || CHA&lt;br /&gt;
|-&lt;br /&gt;
| 14 (+2) || 16 (+3) || 12 (+1) || 2 (-4) || 11 (+0) || 4 (-3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Skills :Stealth +7&lt;br /&gt;
&lt;br /&gt;
;Senses :blindsight 10 ft., darkvision 60 ft., passive Perception 10&lt;br /&gt;
&lt;br /&gt;
;Languages :—&lt;br /&gt;
&lt;br /&gt;
;Challenge :1 (200 XP)&lt;br /&gt;
&lt;br /&gt;
;Spider Climb :The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
&lt;br /&gt;
;Web Sense :While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.&lt;br /&gt;
&lt;br /&gt;
;Web Walker :The spider ignores movement restrictions caused by webbing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Bite :Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.&lt;br /&gt;
&lt;br /&gt;
;Web :(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. &lt;br /&gt;
&lt;br /&gt;
;Habitat :Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Potterverse Description ==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear [[Basilisk]]s.[http://harrypotter.wikia.com/wiki/Acromantula]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1524</id>
		<title>Acromantula</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1524"/>
				<updated>2019-02-25T17:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&amp;lt;includeonly&amp;gt;== [[Acromantula]] ==&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Large beast, unaligned&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Armor Class :14 (natural armor)&lt;br /&gt;
&lt;br /&gt;
;Hit Points :26 (4dl0 + 4)&lt;br /&gt;
&lt;br /&gt;
;Speed :30 ft., climb 30 ft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR || DEX || CON || INT || WIS || CHA&lt;br /&gt;
|-&lt;br /&gt;
| 14 (+2) || 16 (+3) || 12 (+1) || 2 (-4) || 11 (+0) || 4 (-3) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Skills :Stealth +7&lt;br /&gt;
&lt;br /&gt;
;Senses :blindsight 10 ft., darkvision 60 ft., passive Perception 10&lt;br /&gt;
&lt;br /&gt;
;Languages :—&lt;br /&gt;
&lt;br /&gt;
;Challenge :1 (200 XP)&lt;br /&gt;
&lt;br /&gt;
;Spider Climb :The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
&lt;br /&gt;
;Web Sense :While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.&lt;br /&gt;
&lt;br /&gt;
;Web Walker :The spider ignores movement restrictions caused by webbing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Bite :Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.&lt;br /&gt;
&lt;br /&gt;
;Web :(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. &lt;br /&gt;
&lt;br /&gt;
;Habitat :Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Potterverse Description ==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear [[Basilisk]]s.[http://harrypotter.wikia.com/wiki/Acromantula]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1523</id>
		<title>Acromantula</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1523"/>
				<updated>2019-02-25T17:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&amp;lt;includeonly&amp;gt;== [[Acromantula]] ==&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Large beast, unaligned&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Armor Class :14 (natural armor)&lt;br /&gt;
&lt;br /&gt;
;Hit Points :26 (4dl0 + 4)&lt;br /&gt;
&lt;br /&gt;
;Speed :30 ft., climb 30 ft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR || DEX || CON || INT || WIS || CHA&lt;br /&gt;
|-&lt;br /&gt;
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Skills :Stealth +7&lt;br /&gt;
&lt;br /&gt;
;Senses :blindsight 10 ft., darkvision 60 ft., passive Perception 10&lt;br /&gt;
&lt;br /&gt;
;Languages :—&lt;br /&gt;
&lt;br /&gt;
;Challenge :1 (200 XP)&lt;br /&gt;
&lt;br /&gt;
;Spider Climb :The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
&lt;br /&gt;
;Web Sense :While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.&lt;br /&gt;
&lt;br /&gt;
;Web Walker :The spider ignores movement restrictions caused by webbing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Bite :Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.&lt;br /&gt;
&lt;br /&gt;
;Web :(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. &lt;br /&gt;
&lt;br /&gt;
;Habitat :Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Potterverse Description ==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear [[Basilisk]]s.[http://harrypotter.wikia.com/wiki/Acromantula]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1522</id>
		<title>Acromantula</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1522"/>
				<updated>2019-02-25T17:21:47Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&amp;lt;includeonly&amp;gt;== [[Acromantula]] ==&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Large beast, unaligned&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Armor Class :14 (natural armor)&lt;br /&gt;
&lt;br /&gt;
;Hit Points :26 (4dl0 + 4)&lt;br /&gt;
&lt;br /&gt;
;Speed :30 ft., climb 30 ft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR || DEX || CON || INT || WIS || CHA&lt;br /&gt;
|-&lt;br /&gt;
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Skills :Stealth +7&lt;br /&gt;
&lt;br /&gt;
;Senses :blindsight 10 ft., darkvision 60 ft., passive Perception 10&lt;br /&gt;
&lt;br /&gt;
;Languages :—&lt;br /&gt;
&lt;br /&gt;
;Challenge :1 (200 XP)&lt;br /&gt;
&lt;br /&gt;
;Spider Climb :The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
&lt;br /&gt;
;Web Sense :While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.&lt;br /&gt;
&lt;br /&gt;
;Web Walker :The spider ignores movement restrictions caused by webbing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Bite :Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.&lt;br /&gt;
&lt;br /&gt;
;Web :(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. &lt;br /&gt;
&lt;br /&gt;
;Habitat :Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Potterverse Description ==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear [[Basilisk]]s.[http://harrypotter.wikia.com/wiki/Acromantula]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1521</id>
		<title>Acromantula</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Acromantula&amp;diff=1521"/>
				<updated>2019-02-25T17:18:42Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Creatures]]&lt;br /&gt;
&amp;lt;includeonly&amp;gt;== [[Acromantula]] ==&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Large beast, unaligned&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Armor Class :14 (natural armor)&lt;br /&gt;
&lt;br /&gt;
;Hit Points :26 (4dl0 + 4)&lt;br /&gt;
&lt;br /&gt;
;Speed :30 ft., climb 30 ft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR || DEX || CON || INT || WIS || CHA&lt;br /&gt;
|-&lt;br /&gt;
| 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Skills :Stealth +7&lt;br /&gt;
&lt;br /&gt;
;Senses :blindsight 10 ft., darkvision 60 ft., passive Perception 10&lt;br /&gt;
&lt;br /&gt;
;Languages :—&lt;br /&gt;
&lt;br /&gt;
;Challenge :1 (200 XP)&lt;br /&gt;
&lt;br /&gt;
;Spider Climb :The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.&lt;br /&gt;
&lt;br /&gt;
;Web Sense :While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.&lt;br /&gt;
&lt;br /&gt;
;Web Walker :The spider ignores movement restrictions caused by webbing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Actions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
;Bite :Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.&lt;br /&gt;
&lt;br /&gt;
;Web :(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. &lt;br /&gt;
&lt;br /&gt;
;Habitat :Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Potterverse Description ==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear [[Basilisk]]s.[http://harrypotter.wikia.com/wiki/Acromantula]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1520</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1520"/>
				<updated>2019-02-25T15:26:54Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magical Creatures List ==&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Abraxan Flying Horse}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Acromantula}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Aethonan Flying Horse}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Amazonian Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Angry Mob (DnD)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
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{{:Billywig}}&lt;br /&gt;
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{{:Blast-Ended Skrewt}}&lt;br /&gt;
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{{:Blink Dog (DnD)}}&lt;br /&gt;
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{{:Cat, Familiar}}&lt;br /&gt;
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{{:Cockatrice}}&lt;br /&gt;
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{{:Coco Rumsey Catcher}}&lt;br /&gt;
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{{:Common Welsh Green Dragon}}&lt;br /&gt;
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{{:Companion Owl}}&lt;br /&gt;
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{{:Crab, Fire}}&lt;br /&gt;
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{{:Crab, Giant Fire}}&lt;br /&gt;
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{{:Crup}}&lt;br /&gt;
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{{:Daraliznof Freaazer}}&lt;br /&gt;
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{{:Dementor}}&lt;br /&gt;
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{{:Diricawl}}&lt;br /&gt;
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{{:Dog, Three-Headed}}&lt;br /&gt;
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{{:Dragon}}&lt;br /&gt;
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{{:Dragon, Antipodean Opaleye}}&lt;br /&gt;
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{{:Dragon, Green Welsh}}&lt;br /&gt;
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{{:Dragon, Ridgeback}}&lt;br /&gt;
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{{:Dragon Toad}}&lt;br /&gt;
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{{:Elf, Half (Veela)}}&lt;br /&gt;
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{{:Elf, Half (DnD)}}&lt;br /&gt;
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{{:Elf, House}}&lt;br /&gt;
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{{:Fairy}}&lt;br /&gt;
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{{:Familiar Cat}}&lt;br /&gt;
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{{:Fire Crab, Giant}}&lt;br /&gt;
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{{:Flying Horse, Abraxan}}&lt;br /&gt;
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{{:Flying Horse, Thestral}}&lt;br /&gt;
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{{:Giant}}&lt;br /&gt;
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{{:Giant, Half}}&lt;br /&gt;
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{{:Gnome (DnD)}}&lt;br /&gt;
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{{:Gnome}}&lt;br /&gt;
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{{:Goblin, Giant}}&lt;br /&gt;
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{{:Goblin, Half}}&lt;br /&gt;
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{{:Goff, Gringwart}}&lt;br /&gt;
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{{:Green Dragon (DnD)}}&lt;br /&gt;
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{{:Grick}}&lt;br /&gt;
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{{:Griffin}}&lt;br /&gt;
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{{:Griffon}}&lt;br /&gt;
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{{:Gryphon}}&lt;br /&gt;
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{{:Grindylow}}&lt;br /&gt;
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{{:Half Giant}}&lt;br /&gt;
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{{:Half Goblin}}&lt;br /&gt;
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{{:Half Troll}}&lt;br /&gt;
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{{:Hebridean Black Dragon}}&lt;br /&gt;
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{{:Hippocampus}}&lt;br /&gt;
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{{:Hidebehind}}&lt;br /&gt;
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{{:Horse, Flying}}&lt;br /&gt;
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{{:Horse, Abraxan Flying}}&lt;br /&gt;
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{{:Horse, Aethonian Flying}}&lt;br /&gt;
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{{:House Elf}}&lt;br /&gt;
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{{:Horklump}}&lt;br /&gt;
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{{:Horntail Dragon, Hungarian}}&lt;br /&gt;
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{{:Human}}&lt;br /&gt;
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{{:Human, Half}}&lt;br /&gt;
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{{:Hungarian Horntail Dragon}}&lt;br /&gt;
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{{:Imp}}&lt;br /&gt;
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{{:Imperial Dragonfly}}&lt;br /&gt;
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{{:Inferi}}&lt;br /&gt;
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{{:Jarvey}}&lt;br /&gt;
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{{:Jobberknoll}}&lt;br /&gt;
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{{:Kappa}}&lt;br /&gt;
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{{:Knarl}}&lt;br /&gt;
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{{:Large Spider}}&lt;br /&gt;
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{{:Leldendi, Miraf}}&lt;br /&gt;
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{{:Leprechaun}}&lt;br /&gt;
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{{:Lethifold}}&lt;br /&gt;
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{{:Lich (DnD)}}&lt;br /&gt;
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{{:Limax}}&lt;br /&gt;
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&lt;br /&gt;
{{:Little People}}&lt;br /&gt;
&lt;br /&gt;
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{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Longhorn Dragon, Romanian}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Malaclaw, Mackled}}&lt;br /&gt;
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&lt;br /&gt;
{{:Manticore}}&lt;br /&gt;
&lt;br /&gt;
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{{:Marmite}}&lt;br /&gt;
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{{:Merpeople}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Merpeople (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
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{{:Mooncalf}}&lt;br /&gt;
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&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
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&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
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&lt;br /&gt;
{{:Newt, Double-Ended}}&lt;br /&gt;
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&lt;br /&gt;
{{:Niffler}}&lt;br /&gt;
&lt;br /&gt;
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{{:Nogtail}}&lt;br /&gt;
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{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Norwegian Ridgeback Dragon}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Ogre}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Ogre, Half}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Orange Snail, Giant}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Orc (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Owl, Companion}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Pegasus}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:People, Little}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Peruvian Vipertooth Dragon}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Peruvian Salamander}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Pixie}}&lt;br /&gt;
&lt;br /&gt;
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{{:Pixie (DnD)}}&lt;br /&gt;
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{{:Plague Rat (DnD)}}&lt;br /&gt;
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{{:Plimpy}}&lt;br /&gt;
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{{:Pogrebin}}&lt;br /&gt;
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{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Puffskein}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Puffskein, Appaloosa}}&lt;br /&gt;
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&lt;br /&gt;
{{:Puffskein, Fanged}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Purple Toad, Giant}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Pygmy Puff}}&lt;br /&gt;
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{{:Quintaped}}&lt;br /&gt;
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{{:Quipper (DnD)}}&lt;br /&gt;
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{{:Rat, Giant (DnD)}}&lt;br /&gt;
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&lt;br /&gt;
{{:Red Dragon (DnD)}}&lt;br /&gt;
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{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
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{{:Re&amp;#039;em}}&lt;br /&gt;
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{{:Red Cap}}&lt;br /&gt;
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{{:Red Dragon (DnD)}}&lt;br /&gt;
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&lt;br /&gt;
{{:Ridgeback Dragon, Norwegian}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Romanian Longhorn Dragon}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Salamander (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Salamander, Amazonian}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Salamander, Frost}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Salamander, Peruvian}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
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{{:Shortsnout Dragon, Swedish}}&lt;br /&gt;
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{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Silver Dragon (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Slug, Flesh-Eating}}&lt;br /&gt;
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{{:Snail, Giant Orange}}&lt;br /&gt;
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{{:Snallygaster}}&lt;br /&gt;
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{{:Sphinx}}&lt;br /&gt;
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{{:Sphinx (DnD)}}&lt;br /&gt;
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{{:Spider, Cocoon}}&lt;br /&gt;
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&lt;br /&gt;
{{:Spider, Giant (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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{{:Spider, Large}}&lt;br /&gt;
&lt;br /&gt;
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{{:Squid, Giant}}&lt;br /&gt;
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{{:Snidget, Golden}}&lt;br /&gt;
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{{:Stirge (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Swarm of Grindylows}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Swedish Shortsnout}}&lt;br /&gt;
&lt;br /&gt;
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{{:Swooping Evil}}&lt;br /&gt;
&lt;br /&gt;
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{{:Specter (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
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{{:Thestral Flying Horse}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Three-toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Toad, Dragon}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Toad, Giant Purple}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Toad, Three-Toed Tree}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Toad, Wide-Mouth}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Troll, Forest (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Troll, Half}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
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{{:Twig Blight (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Ukrainian Ironbelly Dragon}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampire}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Veela}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vipertooth Dragon, Peruvian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Werehouse}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Werewolf}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:White Dragon (DnD)}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{:Warg (DnD)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Welsh Green Dragon, Common}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Worg (DnD)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Worm, Glow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti (DnD)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Zombie (DnD)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
&lt;br /&gt;
{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
== Dragons ==&lt;br /&gt;
&lt;br /&gt;
A dragon has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d12 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to total Hit Dice.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A melee attack for which the dragon may use its claws, mouth, or tail.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed (feet) || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Antipodean Opaleye[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+12) Breath + || Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Chinese Fireball[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Common Welsh Green[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Hebridean Black[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Hungarian Horntail[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Norwegian Ridgeback[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Peruvian Vipertooth[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50, fly 100 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Romanian Longhorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Swedish Shortsnout[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Ukrainian Ironbelly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
———&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
————&lt;br /&gt;
&lt;br /&gt;
== Mundane Creatures ==&lt;br /&gt;
&lt;br /&gt;
An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
|-&lt;br /&gt;
| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
|-&lt;br /&gt;
| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1519</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1519"/>
				<updated>2019-02-24T01:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magical Creatures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Acromantula}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Amazonian Salamander}}&lt;br /&gt;
&lt;br /&gt;
----- &lt;br /&gt;
&lt;br /&gt;
{{:Angry Mob}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Appaloosa Puffskein}} See Puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ashwinder}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Augurey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Basilisk}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Billywig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Blast-Ended Skrewt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Boggart}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bogey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
 {{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bowtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Briar Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bundimun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cat}} &lt;br /&gt;
&lt;br /&gt;
(Companion/Familiar)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Centaur}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chizpurfle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Clabbert}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Coco Rumsey Catcher}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cocoon Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Crup}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Companion {{:Owl}}s&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Daraliznof Freaazer}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dementor}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Diricawl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Double-Ended Newt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Dragons ==&lt;br /&gt;
&lt;br /&gt;
A dragon has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d12 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to total Hit Dice.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A melee attack for which the dragon may use its claws, mouth, or tail.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed (feet) || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Antipodean Opaleye[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+12) Breath + || Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Chinese Fireball[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Common Welsh Green[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Hebridean Black[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Hungarian Horntail[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Norwegian Ridgeback[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Peruvian Vipertooth[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50, fly 100 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Romanian Longhorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Swedish Shortsnout[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Ukrainian Ironbelly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dragon Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dugbog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erkling}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erumpent}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fairy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fanged Puffskein}} See puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flailtail Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flesh-Eating Slug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flobberworm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	Flying Horse Species Names&lt;br /&gt;
	Abraxan, the Aethonan, the Granian and the Thestral&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
		Oshorian&lt;br /&gt;
Crabral&lt;br /&gt;
Maenan&lt;br /&gt;
Aepotral&lt;br /&gt;
Shemin&lt;br /&gt;
Meatan&lt;br /&gt;
Brixian&lt;br /&gt;
Prilin&lt;br /&gt;
Fredial&lt;br /&gt;
Thennan&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Frost Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fwooper}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Dung Beetle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Groblin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Orange Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Purple Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Squid}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glow Worm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glumbumble}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gnome}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Grindylow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gringwart Goff}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Half-Human}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippocampus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
Male House Elves	Female House Elves&lt;br /&gt;
Looby&lt;br /&gt;
Hodpey&lt;br /&gt;
Loory&lt;br /&gt;
Zoody&lt;br /&gt;
Condy&lt;br /&gt;
Fanpy&lt;br /&gt;
Cabby&lt;br /&gt;
Zalry&lt;br /&gt;
Monpy&lt;br /&gt;
Goddy	Wimpy&lt;br /&gt;
Ninmy&lt;br /&gt;
Nopkey&lt;br /&gt;
Teesey&lt;br /&gt;
Meemey&lt;br /&gt;
Keeny&lt;br /&gt;
Deekey&lt;br /&gt;
Keemy&lt;br /&gt;
Popky&lt;br /&gt;
Jeekey&lt;br /&gt;
Jooby&lt;br /&gt;
Talky&lt;br /&gt;
Rokdy&lt;br /&gt;
Colkey&lt;br /&gt;
Tordy&lt;br /&gt;
Cokpey&lt;br /&gt;
Bokkey&lt;br /&gt;
Wobbey&lt;br /&gt;
Joorey&lt;br /&gt;
Sabpey	Ninny&lt;br /&gt;
Gilny&lt;br /&gt;
Rinny&lt;br /&gt;
Siply&lt;br /&gt;
Veesy&lt;br /&gt;
Veemy&lt;br /&gt;
Geepey&lt;br /&gt;
Dimly&lt;br /&gt;
Jeeley&lt;br /&gt;
Kimky&lt;br /&gt;
&lt;br /&gt;
{{:Hodag}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Horklump}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imperial Dragonfly}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jarvey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jobberknoll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Kappa}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Knarl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Large Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Leprechaun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lethifold}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Limax}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Marmite}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nogtail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Peruvian Salamander}} see salamander&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plague Rat}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plimpy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pogrebin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Quintaped}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Re&amp;#039;em}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Red Cap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Snallygaster}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three Toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
———&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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&lt;br /&gt;
————&lt;br /&gt;
&lt;br /&gt;
== Mundane Animals ==&lt;br /&gt;
&lt;br /&gt;
An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
|-&lt;br /&gt;
| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
|-&lt;br /&gt;
| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1518</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1518"/>
				<updated>2019-02-24T01:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magical Creatures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Acromantula}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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{{:Amazonian Salamander}}&lt;br /&gt;
&lt;br /&gt;
----- &lt;br /&gt;
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{{:Angry Mob}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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{{:Appaloosa Puffskein}} See Puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ashwinder}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Augurey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Basilisk}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Billywig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Blast-Ended Skrewt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Boggart}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bogey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
 {{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bowtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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{{:Briar Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bundimun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cat}} &lt;br /&gt;
&lt;br /&gt;
(Companion/Familiar)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Centaur}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chizpurfle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Clabbert}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Coco Rumsey Catcher}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cocoon Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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{{:Crup}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Companion {{:Owl}}s&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Daraliznof Freaazer}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dementor}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Diricawl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Double-Ended Newt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Dragons ===&lt;br /&gt;
&lt;br /&gt;
A dragon has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d12 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to total Hit Dice.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A melee attack for which the dragon may use its claws, mouth, or tail.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed (feet) || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Antipodean Opaleye[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+12) Breath + || Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Chinese Fireball[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Common Welsh Green[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Hebridean Black[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Hungarian Horntail[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Norwegian Ridgeback[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Peruvian Vipertooth[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50, fly 100 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Romanian Longhorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Swedish Shortsnout[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Ukrainian Ironbelly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dragon Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dugbog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erkling}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erumpent}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fairy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fanged Puffskein}} See puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flailtail Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flesh-Eating Slug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flobberworm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	Flying Horse Species Names&lt;br /&gt;
	Abraxan, the Aethonan, the Granian and the Thestral&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
		Oshorian&lt;br /&gt;
Crabral&lt;br /&gt;
Maenan&lt;br /&gt;
Aepotral&lt;br /&gt;
Shemin&lt;br /&gt;
Meatan&lt;br /&gt;
Brixian&lt;br /&gt;
Prilin&lt;br /&gt;
Fredial&lt;br /&gt;
Thennan&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Frost Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fwooper}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Dung Beetle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Groblin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Orange Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Purple Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Squid}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glow Worm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glumbumble}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gnome}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Grindylow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gringwart Goff}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Half-Human}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippocampus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
Male House Elves	Female House Elves&lt;br /&gt;
Looby&lt;br /&gt;
Hodpey&lt;br /&gt;
Loory&lt;br /&gt;
Zoody&lt;br /&gt;
Condy&lt;br /&gt;
Fanpy&lt;br /&gt;
Cabby&lt;br /&gt;
Zalry&lt;br /&gt;
Monpy&lt;br /&gt;
Goddy	Wimpy&lt;br /&gt;
Ninmy&lt;br /&gt;
Nopkey&lt;br /&gt;
Teesey&lt;br /&gt;
Meemey&lt;br /&gt;
Keeny&lt;br /&gt;
Deekey&lt;br /&gt;
Keemy&lt;br /&gt;
Popky&lt;br /&gt;
Jeekey&lt;br /&gt;
Jooby&lt;br /&gt;
Talky&lt;br /&gt;
Rokdy&lt;br /&gt;
Colkey&lt;br /&gt;
Tordy&lt;br /&gt;
Cokpey&lt;br /&gt;
Bokkey&lt;br /&gt;
Wobbey&lt;br /&gt;
Joorey&lt;br /&gt;
Sabpey	Ninny&lt;br /&gt;
Gilny&lt;br /&gt;
Rinny&lt;br /&gt;
Siply&lt;br /&gt;
Veesy&lt;br /&gt;
Veemy&lt;br /&gt;
Geepey&lt;br /&gt;
Dimly&lt;br /&gt;
Jeeley&lt;br /&gt;
Kimky&lt;br /&gt;
&lt;br /&gt;
{{:Hodag}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Horklump}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imperial Dragonfly}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jarvey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jobberknoll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Kappa}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Knarl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Large Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Leprechaun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lethifold}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Limax}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Marmite}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nogtail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Peruvian Salamander}} see salamander&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plague Rat}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plimpy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pogrebin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Quintaped}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Re&amp;#039;em}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Red Cap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Snallygaster}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three Toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
———&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
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XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
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;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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== Mundane Animals ==&lt;br /&gt;
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An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
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| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
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| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
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| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
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| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
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| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
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| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
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| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
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| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1517</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1517"/>
				<updated>2019-02-24T01:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Magical Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
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== Magical Creatures ==&lt;br /&gt;
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=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
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-----&lt;br /&gt;
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{{:Acromantula}}&lt;br /&gt;
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{{:Amazonian Salamander}}&lt;br /&gt;
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----- &lt;br /&gt;
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{{:Angry Mob}}&lt;br /&gt;
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{{:Appaloosa Puffskein}} See Puffskein&lt;br /&gt;
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{{:Ashwinder}}&lt;br /&gt;
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{{:Augurey}}&lt;br /&gt;
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{{:Basilisk}}&lt;br /&gt;
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{{:Billywig}}&lt;br /&gt;
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{{:Blast-Ended Skrewt}}&lt;br /&gt;
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-----&lt;br /&gt;
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{{:Boggart}}&lt;br /&gt;
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{{:Bogey}}&lt;br /&gt;
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 {{:Boomslang}}&lt;br /&gt;
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{{:Bowtruckle}}&lt;br /&gt;
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{{:Briar Toad}}&lt;br /&gt;
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== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
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-----&lt;br /&gt;
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{{:Bundimun}}&lt;br /&gt;
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-----&lt;br /&gt;
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{{:Cat}} &lt;br /&gt;
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(Companion/Familiar)&lt;br /&gt;
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-----&lt;br /&gt;
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{{:Centaur}}&lt;br /&gt;
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{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
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{{:Chizpurfle}}&lt;br /&gt;
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{{:Clabbert}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Coco Rumsey Catcher}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cocoon Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Crup}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Companion {{:Owl}}s&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Daraliznof Freaazer}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dementor}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Diricawl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Double-Ended Newt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dragon Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dugbog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erkling}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erumpent}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fairy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fanged Puffskein}} See puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flailtail Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flesh-Eating Slug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flobberworm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	Flying Horse Species Names&lt;br /&gt;
	Abraxan, the Aethonan, the Granian and the Thestral&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
		Oshorian&lt;br /&gt;
Crabral&lt;br /&gt;
Maenan&lt;br /&gt;
Aepotral&lt;br /&gt;
Shemin&lt;br /&gt;
Meatan&lt;br /&gt;
Brixian&lt;br /&gt;
Prilin&lt;br /&gt;
Fredial&lt;br /&gt;
Thennan&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Frost Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fwooper}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Dung Beetle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Groblin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Orange Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Purple Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Squid}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glow Worm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glumbumble}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gnome}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Grindylow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gringwart Goff}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Half-Human}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippocampus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
Male House Elves	Female House Elves&lt;br /&gt;
Looby&lt;br /&gt;
Hodpey&lt;br /&gt;
Loory&lt;br /&gt;
Zoody&lt;br /&gt;
Condy&lt;br /&gt;
Fanpy&lt;br /&gt;
Cabby&lt;br /&gt;
Zalry&lt;br /&gt;
Monpy&lt;br /&gt;
Goddy	Wimpy&lt;br /&gt;
Ninmy&lt;br /&gt;
Nopkey&lt;br /&gt;
Teesey&lt;br /&gt;
Meemey&lt;br /&gt;
Keeny&lt;br /&gt;
Deekey&lt;br /&gt;
Keemy&lt;br /&gt;
Popky&lt;br /&gt;
Jeekey&lt;br /&gt;
Jooby&lt;br /&gt;
Talky&lt;br /&gt;
Rokdy&lt;br /&gt;
Colkey&lt;br /&gt;
Tordy&lt;br /&gt;
Cokpey&lt;br /&gt;
Bokkey&lt;br /&gt;
Wobbey&lt;br /&gt;
Joorey&lt;br /&gt;
Sabpey	Ninny&lt;br /&gt;
Gilny&lt;br /&gt;
Rinny&lt;br /&gt;
Siply&lt;br /&gt;
Veesy&lt;br /&gt;
Veemy&lt;br /&gt;
Geepey&lt;br /&gt;
Dimly&lt;br /&gt;
Jeeley&lt;br /&gt;
Kimky&lt;br /&gt;
&lt;br /&gt;
{{:Hodag}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Horklump}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imperial Dragonfly}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jarvey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jobberknoll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Kappa}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Knarl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Large Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Leprechaun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lethifold}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Limax}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Marmite}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nogtail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Peruvian Salamander}} see salamander&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plague Rat}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plimpy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pogrebin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Quintaped}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Re&amp;#039;em}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Red Cap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Snallygaster}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three Toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
———&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
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XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
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XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
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;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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== Mundane Animals ==&lt;br /&gt;
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An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
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| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
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| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
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| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
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| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
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| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
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| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1516</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1516"/>
				<updated>2019-02-24T01:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magical Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Dragons ===&lt;br /&gt;
&lt;br /&gt;
A dragon has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d12 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to total Hit Dice.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A melee attack for which the dragon may use its claws, mouth, or tail.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed (feet) || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Antipodean Opaleye[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+12) Breath + || Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Chinese Fireball[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Common Welsh Green[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Hebridean Black[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Hungarian Horntail[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Norwegian Ridgeback[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Peruvian Vipertooth[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50, fly 100 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Romanian Longhorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Swedish Shortsnout[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Ukrainian Ironbelly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Acromantula}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Amazonian Salamander}}&lt;br /&gt;
&lt;br /&gt;
----- &lt;br /&gt;
&lt;br /&gt;
{{:Angry Mob}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Appaloosa Puffskein}} See Puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ashwinder}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Augurey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Basilisk}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Billywig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Blast-Ended Skrewt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Boggart}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bogey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
 {{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bowtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Briar Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bundimun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cat}} &lt;br /&gt;
&lt;br /&gt;
(Companion/Familiar)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Centaur}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chizpurfle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Clabbert}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Coco Rumsey Catcher}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cocoon Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Crup}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Companion {{:Owl}}s&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Daraliznof Freaazer}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dementor}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Diricawl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Double-Ended Newt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dragon Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dugbog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erkling}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erumpent}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fairy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fanged Puffskein}} See puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flailtail Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flesh-Eating Slug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flobberworm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	Flying Horse Species Names&lt;br /&gt;
	Abraxan, the Aethonan, the Granian and the Thestral&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
		Oshorian&lt;br /&gt;
Crabral&lt;br /&gt;
Maenan&lt;br /&gt;
Aepotral&lt;br /&gt;
Shemin&lt;br /&gt;
Meatan&lt;br /&gt;
Brixian&lt;br /&gt;
Prilin&lt;br /&gt;
Fredial&lt;br /&gt;
Thennan&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Frost Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fwooper}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Dung Beetle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Groblin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Orange Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Purple Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Squid}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glow Worm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glumbumble}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gnome}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Grindylow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gringwart Goff}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Half-Human}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippocampus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
Male House Elves	Female House Elves&lt;br /&gt;
Looby&lt;br /&gt;
Hodpey&lt;br /&gt;
Loory&lt;br /&gt;
Zoody&lt;br /&gt;
Condy&lt;br /&gt;
Fanpy&lt;br /&gt;
Cabby&lt;br /&gt;
Zalry&lt;br /&gt;
Monpy&lt;br /&gt;
Goddy	Wimpy&lt;br /&gt;
Ninmy&lt;br /&gt;
Nopkey&lt;br /&gt;
Teesey&lt;br /&gt;
Meemey&lt;br /&gt;
Keeny&lt;br /&gt;
Deekey&lt;br /&gt;
Keemy&lt;br /&gt;
Popky&lt;br /&gt;
Jeekey&lt;br /&gt;
Jooby&lt;br /&gt;
Talky&lt;br /&gt;
Rokdy&lt;br /&gt;
Colkey&lt;br /&gt;
Tordy&lt;br /&gt;
Cokpey&lt;br /&gt;
Bokkey&lt;br /&gt;
Wobbey&lt;br /&gt;
Joorey&lt;br /&gt;
Sabpey	Ninny&lt;br /&gt;
Gilny&lt;br /&gt;
Rinny&lt;br /&gt;
Siply&lt;br /&gt;
Veesy&lt;br /&gt;
Veemy&lt;br /&gt;
Geepey&lt;br /&gt;
Dimly&lt;br /&gt;
Jeeley&lt;br /&gt;
Kimky&lt;br /&gt;
&lt;br /&gt;
{{:Hodag}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Horklump}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imperial Dragonfly}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jarvey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jobberknoll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Kappa}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Knarl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Large Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Leprechaun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lethifold}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Limax}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Marmite}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nogtail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Peruvian Salamander}} see salamander&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plague Rat}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plimpy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pogrebin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Quintaped}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Re&amp;#039;em}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Red Cap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Snallygaster}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three Toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
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&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
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------&lt;br /&gt;
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&lt;br /&gt;
———&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
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;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
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————&lt;br /&gt;
&lt;br /&gt;
== Mundane Animals ==&lt;br /&gt;
&lt;br /&gt;
An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
|-&lt;br /&gt;
| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
|-&lt;br /&gt;
| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Odd%27s_Bodkins&amp;diff=1515</id>
		<title>Odd&#039;s Bodkins</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Odd%27s_Bodkins&amp;diff=1515"/>
				<updated>2018-08-03T18:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
This is a shop selling unusual and useful magic items at strategic prices. It&amp;#039;s meant for the &amp;quot;local heroes&amp;quot; tier (levels 1 to 4). the average income of a character in this tier (using the suggested number of treasure hoard rolls on p. 133 DMG) is 140 gp per level. the shop prices were chosen with this income in mind.&lt;br /&gt;
&lt;br /&gt;
Show this list to the players soon after the campaign begins, either the first or second session. They won&amp;#039;t be able to afford much, but they&amp;#039;ll probably see some things they&amp;#039;d like to save up for, and this will add a fun motivational element to the campaign.&lt;br /&gt;
&lt;br /&gt;
The [[Tome of Spirals]] and the [[Misty Stone]] have hidden features which are not to be revealed to the players until after purchase. They&amp;#039;re &amp;quot;gamble&amp;quot; items: the player doesn&amp;#039;t know what they&amp;#039;ll get.&lt;br /&gt;
&lt;br /&gt;
The shop is owned by [[Amethyst Odd]], who runs it out of a travelling caravan. This allows Amethyst to follow the PCs around wherever they might wander.&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
;[[Pot of Protecting]]: (80 gp) - earthenware pot which cannot be destroyed (comes with lid)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Hood of the Rat Folk]]: (90 gp) - hat which makes the wearer into a rat person while donned[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Lump of Delight]]: (50 gp) - a rosewater-flavoured square of powdered sweet jelly which heals 1d6+1 damage[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of the Maiden]]: (110 gp) - disguises the wearer as a soft, tumble-haired maiden beneath a shadowy hood (doesn’t work with the hood down)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Oil of Binding]]: (50 gp) - oil which adheres any two surfaces together (enough for 3 uses)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Loyal Little Coin]]: (50 gp) - a coin which always finds its way back to its owner as long as the owner scratches her name onto it. It will also roll or spin forever[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Changes]]: (230 gp) - allows the wearer to swap ability scores around at will, but gives a -2 saving throw penalty as the maleability makes the spirit less resistant[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Ancient Tome of Spirals]]: (100 gp) - ancient book in ancient language with ancient snakeskin binding and ancient hypnotic pattern on cover&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;(Secret save by DM to resist hypnosis - if failed, character gives off an odd aura which gives Disadvantage on Charisma checks (eventually will acquire snake eyes). Intelligence roll required to make out the language. Book describes a complicated ritual which gives the ritualist the ability to transform into a snake.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;the Ritual - must make an Intelligence roll to understand the instructions of the text (made in secret by DM); Wisdom saving throw to cast (Disadvantage if failed the Intelligence roll). If successful, the cost for each transformation is 2 hp. If failed, the character loses 1d6+1 hp. If critically failed, the character becomes a human-snake hybrid. the snake is large and venemous. After succeeding at the ritual, the Snake God takes a personal interest in the character.)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Wig of Foreseeing]]: (200 gp) - allows the wearer to guage the odds of succeeding at a task in the immediate future. Made from the hair of a famous witch.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Gem of the Void]]: (450 gp) - dispels magic effects in an aura around it once per day[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Misty Stone]]: (300 gp) - a small smooth stone covered in cold perspiration. Found at a sacred lake.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;(When rubbed, the stone summons a small, lizardlike humanoid with iridescent scales and black feathered wings in a swirl of mist. Mist swirls constantly around the little creature, which will serve the one who has the stone. It introduces itself as Gergren or Azamir (DM&amp;#039;s choice). It has no skill at fighting, but will perform whatever mundane tasks the master commands. Can create an obscuring mist to protect the master in danger.)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Fire Pouch]]: (190 gp) - contains an everburning flame&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Odd%27s_Bodkins&amp;diff=1514</id>
		<title>Odd&#039;s Bodkins</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Odd%27s_Bodkins&amp;diff=1514"/>
				<updated>2018-08-03T18:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: Created page with &amp;quot;Category:Places This is a shop selling unusual and useful magic items at strategic prices. It&amp;#039;s meant for the &amp;quot;local heroes&amp;quot; tier (levels 1 to 4). the average income of a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
This is a shop selling unusual and useful magic items at strategic prices. It&amp;#039;s meant for the &amp;quot;local heroes&amp;quot; tier (levels 1 to 4). the average income of a character in this tier (using the suggested number of treasure hoard rolls on p. 133 DMG) is 140 gp per level. the shop prices were chosen with this income in mind.&lt;br /&gt;
&lt;br /&gt;
Show this list to the players soon after the campaign begins, either the first or second session. They won&amp;#039;t be able to afford much, but they&amp;#039;ll probably see some things they&amp;#039;d like to save up for, and this will add a fun motivational element to the campaign.&lt;br /&gt;
&lt;br /&gt;
The [[Tome of Spirals]] and the [[Misty Stone]] have hidden features which are not to be revealed to the players until after purchase. They&amp;#039;re &amp;quot;gamble&amp;quot; items: the player doesn&amp;#039;t know what they&amp;#039;ll get.&lt;br /&gt;
&lt;br /&gt;
The shop is owned by [[Amethyst Odd]], who runs it out of a travelling caravan. This allows Amethyst to follow the PCs around wherever they might wander.&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
[[Pot of Protecting]]: (80 gp) - earthenware pot which cannot be destroyed (comes with lid)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Hood of the Rat Folk]]: (90 gp) - hat which makes the wearer into a rat person while donned[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Lump of Delight]]: (50 gp) - a rosewater-flavoured square of powdered sweet jelly which heals 1d6+1 damage[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Cloak of the Maiden]]: (110 gp) - disguises the wearer as a soft, tumble-haired maiden beneath a shadowy hood (doesn’t work with the hood down)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Oil of Binding]]: (50 gp) - oil which adheres any two surfaces together (enough for 3 uses)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Loyal Little Coin]]: (50 gp) - a coin which always finds its way back to its owner as long as the owner scratches her name onto it. It will also roll or spin forever[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Cloak of Changes]]: (230 gp) - allows the wearer to swap ability scores around at will, but gives a -2 saving throw penalty as the maleability makes the spirit less resistant[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Ancient Tome of Spirals]]: (100 gp) - ancient book in ancient language with ancient snakeskin binding and ancient hypnotic pattern on cover&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;(Secret save by DM to resist hypnosis - if failed, character gives off an odd aura which gives Disadvantage on Charisma checks (eventually will acquire snake eyes). Intelligence roll required to make out the language. Book describes a complicated ritual which gives the ritualist the ability to transform into a snake.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;the Ritual - must make an Intelligence roll to understand the instructions of the text (made in secret by DM); Wisdom saving throw to cast (Disadvantage if failed the Intelligence roll). If successful, the cost for each transformation is 2 hp. If failed, the character loses 1d6+1 hp. If critically failed, the character becomes a human-snake hybrid. the snake is large and venemous. After succeeding at the ritual, the Snake God takes a personal interest in the character.)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Wig of Foreseeing]]: (200 gp) - allows the wearer to guage the odds of succeeding at a task in the immediate future. Made from the hair of a famous witch.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Gem of the Void]]: (450 gp) - dispels magic effects in an aura around it once per day[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Misty Stone]]: (300 gp) - a small smooth stone covered in cold perspiration. Found at a sacred lake.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;(When rubbed, the stone summons a small, lizardlike humanoid with iridescent scales and black feathered wings in a swirl of mist. Mist swirls constantly around the little creature, which will serve the one who has the stone. It introduces itself as Gergren or Azamir (DM&amp;#039;s choice). It has no skill at fighting, but will perform whatever mundane tasks the master commands. Can create an obscuring mist to protect the master in danger.)[https://www.reddit.com/r/DnDBehindTheScreen/comments/8ccs3g/the_shop_of_amethyst_odd_magic_items_at_strategic/]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
[[Fire Pouch]]: (190 gp) - contains an everburning flame&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Items&amp;diff=1513</id>
		<title>Category:Items</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Items&amp;diff=1513"/>
				<updated>2018-08-03T18:33:36Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Birchblossom Arrows]]&lt;br /&gt;
&lt;br /&gt;
[[Cat&amp;#039;ll Ring]]&lt;br /&gt;
&lt;br /&gt;
[[Cloak of Protection]]&lt;br /&gt;
&lt;br /&gt;
[[Cudgel of Father Oswald]]&lt;br /&gt;
&lt;br /&gt;
[[Heart of Sorrow]]&lt;br /&gt;
&lt;br /&gt;
[[Orb of the Warmage]]&lt;br /&gt;
&lt;br /&gt;
[[Ring of Mindshielding]]&lt;br /&gt;
[[Category:Setting]][[Category:DM Tools]][[Category:Rules]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/rkXNLkcING The Fang of the Dragonlord] was designed to replace Vladmir Horngaard&amp;#039;s +2 Greatsword because basic +X weapons are boring and my party&amp;#039;s paladin was built around polearm master. It&amp;#039;s far more thematic for paladins and I felt it better suited a relic of Argynvostholt.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/SymEY45UNG Shadebane, Bow of Argynvost] is the weapon I made for my ranger to eventually find but he&amp;#039;s since unknowingly talked the party out of visiting every reasonable location for such a weapon to be found. The special attacks this bow offers is designed to emulate the abilities of a silver dragon and I&amp;#039;d suggest placing it either in Ravenloft, on the fields north of Berez, or offering it as a reward from Argynvost&amp;#039;s spirit for returning the light to Argynvostholt. [https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/ry7RHVL7x7 Wachter&amp;#039;s Eye Ring] is an item several of my characters have received for joining in Baroness Wachter&amp;#039;s &amp;quot;book club&amp;quot;, although only one of the characters has been involved in the rituals done in the basement most of them have begun trading favours with her. In my game the cult has developed into something much more powerful than the vanilla module, serving as a secondary concern only a step or two below Strahd himself and has been canonized to be serving Glasya.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/Byb-Augpg7 Feralys Amuntor] and the [http://homebrewery.naturalcrit.com/share/SkZGXWAnlQ Scepter of Fallen Stars] are items my party took special interest in when they discovered the treasure vault of the Amber Temple and seeing as both my Warlock and Rogue were still in need of a fun toy I thought these to be a great opportunity to do a writing prompt. The blade is based around a terrible story of a princess forced into marriage and the rod is designed to be specifically weird to help hint to the multi-setting nature of CoS.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Equipment and Gear ==&lt;br /&gt;
=== Wands ===&lt;br /&gt;
==== Choosing a Wand ====&lt;br /&gt;
As it is well known, the wand chooses the wizard.  Every wand is different, most notably in three aspects:  Wood, Core, and Length.  Each of these aspects will give a wand distinct characteristics, and as a result of choosing your player character will give your character certain traits.  You may only receive the benefits of one wand at a time, and you only receive the benefits of a wand that has chosen you (in game, this just means that you must fulfill the prerequisites).&lt;br /&gt;
&lt;br /&gt;
Of course, we do not all have Ollivander present with us to help us find a perfect fit, but we have something else.  You are sculpting your character, so your choice in wand should reflect the type of person that your character is.  For example, a dark wizard would be quite unlikely to wield a wand of Pear wood with a Unicorn hair, as both of these aspects would conflict with an evil nature. A player’s first wand is free by default, but further wands may be purchased if she so desires. The typical price for a wand is 7 galleons.&lt;br /&gt;
&lt;br /&gt;
In short, a wand should be chosen to reflect your character’s personality.  The following tables are included to show the different types of woods, cores, lengths, and the results that they will have on your character, as well as the requirement to be “chosen” by that wand.  Thematic information about wand woods can be found here.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Woods ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wand Wood || Prerequisites || Trait Imbued&lt;br /&gt;
|-&lt;br /&gt;
| Acacia[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-chaotic alignment || An acacia wand can only be used by its owner, with few exceptions.  If another character attempts to use an acacia wand that isn’t her own, she incurs a 100% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Alder[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on concentration checks.&lt;br /&gt;
|-&lt;br /&gt;
| Apple[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Good alignment. || Gain two additional non-human languages.&lt;br /&gt;
|-&lt;br /&gt;
| Ash[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-chaotic alignment || If another witch or wizard, ally or enemy, attempts to use an ash wand that isn’t their own, they incur a 25% spell failure chance.  This is increased to 50% if coupled with a unicorn hair core.&lt;br /&gt;
|-&lt;br /&gt;
| Aspen[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-neutral alignment || Gain a +1 bonus on attack rolls with projectile Charms.&lt;br /&gt;
|-&lt;br /&gt;
| Beech[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 13 || Gain a +1 bonus on Stealth and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Blackthorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Mig 17 || Gain a +1 bonus on attack rolls with Hexes and Curses.&lt;br /&gt;
|-&lt;br /&gt;
| Black Walnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 17 || At 1st level, and every three levels thereafter, add a bonus Charm from a Domain you’re proficient in to your spell list.&lt;br /&gt;
|-&lt;br /&gt;
| Cedar[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on Sense Motive checks, and Sense Motive becomes a class skill for you. If Sense Motive is already a class skill for you, gain an additional +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Cherry[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 15 || Whenever a spell you cast would deal nonlethal damage, you may choose to have any amount of that damage up to half, rounded down, dealt as lethal damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| Chestnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on Handle Animal and Fly checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Cypress[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Gryffindor or Hufflepuff || When below 5 hit points, gain a +4 bonus on all damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Dogwood[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-lawful alignment || Gain the ability to, once per day, cast one spell not on your spell list whose prerequisites you otherwise satisfy. However, you cannot cast non-verbal spells.&lt;br /&gt;
|-&lt;br /&gt;
| Ebony[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful alignment || Deal an additional 1d4 points of damage on critical hits with damaging spells.&lt;br /&gt;
|-&lt;br /&gt;
|+ Sorry, No Elder Wand ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Elm || Dex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] 13 || Reduce the damage taken from critical failures by half, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
| English Oak[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 13 || Gain a +1 bonus on Survival and Knowledge (Nature) checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Fir[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 13 || Gain an additional hit point per level.&lt;br /&gt;
|-&lt;br /&gt;
| Hawthorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Mig 16 or Wis 16 || If your Wisdom score is 16 or higher, your damaging Curses deal +1 bonus damage. If your Might score is 16 or higher, your healing spells heal for +1 bonus hit point.&lt;br /&gt;
|-&lt;br /&gt;
| Hazel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Neutral alignment || A hazel wand emits puffs of smoke when passing over underground water sources.&lt;br /&gt;
|-&lt;br /&gt;
| Holly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wisdom score no higher than 12 || You gain a +1 bonus on Will saves.&lt;br /&gt;
|-&lt;br /&gt;
| Hornbeam[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful alignment || Gain a +2 bonus on the Craft, Perform, or Profession skill of your choice. Additionally, your wand cannot be used to perform acts against your moral code.&lt;br /&gt;
|-&lt;br /&gt;
| Larch[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Int 13 || Add an additional 1st- or 0-level spell from among your Domains to your spell list at level 1.&lt;br /&gt;
|-&lt;br /&gt;
| Laurel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-evil alignment || A laurel wand deals 2d6 electric damage (DC 20 Reflex save) to any witch or wizard who attempts to steal it from its owner.&lt;br /&gt;
|-&lt;br /&gt;
| Maple[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Maple wands prefer not to stay in one place for long periods of time. As long as the wielder of a maple wand is traveling, she gains a +1 bonus on Fortitude and Reflex saves. Otherwise, she incurs a 10% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Pear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Good alignment || Gain a +1 bonus on Diplomacy and Bluff checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Pine[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 15 || Add an additional 2nd- or 1st- level spell from among your Domains to your spell list at level 4.&lt;br /&gt;
|-&lt;br /&gt;
| Poplar[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful Good or Lawful Evil || Reduce any spell failure chances incurred for spells cast with this wand by half, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
| Red Oak[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 13 || You gain a +1 bonus on attack and damage rolls during the surprise round.&lt;br /&gt;
|-&lt;br /&gt;
| Redwood[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 15 || You gain a +1 bonus on Reflex saves.&lt;br /&gt;
|-&lt;br /&gt;
| Rowan[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-evil alignment || You gain a +1 bonus on attack rolls made to target other spells.&lt;br /&gt;
|-&lt;br /&gt;
| Silver[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] Lime || None || Increase the DC of Will saves against your Authority spells by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Spruce[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 13 || You gain a +1 bonus on Intimidate and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Sycamore[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 13 || You gain a +1 bonus on Bluff and Survival checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Vine[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Cha 15 || Gain a +1 bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
| Walnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Int 17 || At any single level of your choosing, add an additional spell from any Domain to your spell list.&lt;br /&gt;
|-&lt;br /&gt;
| Willow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Cha 13; non-Chaotic alignment || Up to three hit points per day of healing done by your spells don’t count towards a character’s daily healing limit.&lt;br /&gt;
|-&lt;br /&gt;
| Yew[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Chaotic Good or Chaotic Evil || You gain a +3 bonus on Fortitude saving throws made to stabilize&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Cores ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wand Core || Trait Imbued&lt;br /&gt;
|Dragon Heartstring || At levels 1, 4, and 7 learn one additional spell in a domain you are proficient in.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|Phoenix Feather || At levels 1, 4, and 7 learn one additional spell in a domain that you are not proficient in.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|Unicorn Hair || You get a +2 bonus on all concentration checks made to cast a spell with a wand.  When your wand is used by someone other than yourself, the user incurs a 25% spell failure chance.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Length ====&lt;br /&gt;
&lt;br /&gt;
Wand length is usually influenced by stature and depth of personality, but the makers of this ruleset leave the length of the wand up to the player.  The length of the wand serves no gameplay purpose.  Wands are normally between 8-15 inches.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Generic Equipment and Gear ==&lt;br /&gt;
&lt;br /&gt;
Note: Items listed below may typically only be purchased with the type of currency for which they have a listed price (wizarding or Muggle). Muggle goods have USD and GBP prices listed, but campaigns taking place in countries where these currencies are not used may, of course, use the appropriate local Muggle currency. For convenience, wizarding goods and services are highlighted blue and Muggle goods and services are highlighted red. Goods and services that can be found in both worlds are highlighted purple. Note that since characters start only with wizarding currency, their starting gear may not include Muggle-only gear.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| !Item || Price || Weight (lbs.) || Description&lt;br /&gt;
|-&lt;br /&gt;
| Omnioculars || 10G || 1 || Omnioculars are the wizarding equivalent of Muggle binoculars, but with the additional features of being able to magically slow down and replay action.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, potionmakers || 10G || 3 || Finely crafted robes specialized for potion making.  Grants +2 to Craft (potions) checks.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, standard || 3G, 10S || 3 || Typical wizard robes with no special qualities.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, warlock || 10G || 3 || Finely crafted wizard robes that reduce spell failure chance by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Outfit, Muggle || £25/$30 || 3 || Typical Muggle clothes, the exact assortment of which may be chosen by the player or GM. Wearing a Muggle outfit instead of robes incurs a 5% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Muggle goods || Check Amazon || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Invisibility Cloak || 90G || 2 || Provides invisibility to the wearer and all other things underneath. Note that unlike the Deathly Hallow, a generic invisibility cloak is not infallible in its magic and often loses effectiveness over time.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll || 1G/£21/$25 || 5 || A simple sleeping bag that can provide warmth for sleeping times.&lt;br /&gt;
|-&lt;br /&gt;
| Watch || 1G/£21/$25 || - || As long as the watch is kept undamaged it can provide the exact time.&lt;br /&gt;
|-&lt;br /&gt;
| Mirror, handheld || 3S, 10K/ £4.20/ $5 || 1 || Pretty self-explanatory, I reckon.&lt;br /&gt;
|-&lt;br /&gt;
| Food, one day’s worth || 8S/£10/$12 || 1 || Enough non-perishable food to last a human adult one day.&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Frog || 1S || 0.1 || An enchanted, frog-shaped candy. Each chocolate frog comes with a collectible card featuring a famous witch or wizard. Some of these can be quite valuable...&lt;br /&gt;
|-&lt;br /&gt;
| Extendable Ears || 1G || 0.2 || A piece of string that can be connected to the user’s ear and put under a door to hear the goings-on of the other side.&lt;br /&gt;
|-&lt;br /&gt;
| Wizard’s chess set || 13S/£16/$20 || 1 || Identical to the Muggle equivalent, except the pieces are enchanted and move on their own as directed by the player.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, standard || 4S/£5/$6 || 0.5 || An inkwell of unremarkable ink used for any and all writing needs.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, disappearing || 2G || 0.5 || An inkwell of ink that disappears shortly after use. Can be revealed afterwards by various magical means.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, everlasting || 2G || 0.5 || An inkwell of ink that can never be removed (except in exceptional scenarios, at GM discretion) after use.&lt;br /&gt;
|-&lt;br /&gt;
| Textbook || 4G || 2 || A character can use a textbook to take 10 on a relevant Knowledge check. If trained in that Knowledge skill, the character can take 20 instead. Taking 10 or 20 this way takes 6d6 minutes. Example textbooks include A History of Magic (History) and Fantastic Beasts and Where to Find Them (Magical Creatures).&lt;br /&gt;
|-&lt;br /&gt;
| Remembrall || 15G || 1 || A Remembrall contains white smoke which turns red when its possessor has forgotten something. GMs may use this to hint to a player that he or she has forgotten or is ignoring a crucial piece of information. Note that the Remembrall does not actually assist in reminding the owner what the forgotten information is. &lt;br /&gt;
|-&lt;br /&gt;
|+Potion-making gear and ingredients&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, brass || 21G || 25 || A high quality cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 20 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, copper || 25G || 25 || A high quality and tough cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 25 hit points and 1 Hardness.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, pewter || 15G || 20 || A standard, unremarkable type of cauldron. It has 15 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, silver || 30G || 25 || The highest quality cauldron, although not the toughest.  It provides a +2 bonus on Craft (Potions) checks.  It has 10 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Ingredient (5 Uses) || 2G || 1 || A mixture of magical herbs with many magical properties that is used in most potions.&lt;br /&gt;
|-&lt;br /&gt;
| Potion-making Component Pouch || 10S || 0.5 || Required to safely carry ingredients for potion-making. See Potions for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Potion-making Equipment || 5G || 2 || Set of potion making equipment, including phials, a silver knife, a mortar and pestle, and scales. This is not required for potion making but attempting to brew a potion without one incurs a -2 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Asphodel root || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Bezoar || 1G/£8/$10 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Bicorn horn || 3G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Dragon blood || 4G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Eye of newt || 8S/£4/$6 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fairy wings || 3G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fluxweed || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Gillyweed || 4S || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Knotgrass || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Lacewing fly || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Leeches || 8S/£6/$9 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Mandrake root || 2G/£10/$15 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Moondew || 6S ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade || 8S/£4/$6 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Pomegranate juice || 6S/£2/$3 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Rat spleen || 8S/£4/$6 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Unicorn horn || 8G ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wormwood || 4S/£2/$3 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Ageing Potion || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Alihotsy Draught || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Amortentia || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Angel’s Trumpet Draught || 16G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Paralysis Potion || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Common Poisons || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Uncommon Poisons || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Veritaserum || 28G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Babbling Beverage || 9G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Beautification Potion || 15G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Draught of Living Death || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Potion || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Essence of Dittany || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Felix Felicis || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fire Protection Potion || 18G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Mandrake Restorative Draught || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Oculus Potion || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Polyjuice Potion || 22G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Revive Potion || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Shrinking Solution || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Draught || 9G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Strengthening Potion || 15G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Swelling Solution || 10G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Veritaserum || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wiggenweld Potion || 31G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wolfsbane Potion || n/a ||  || See Potions for details&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Ridiculous and Impractical but Fun Wondrous Items ==&lt;br /&gt;
&lt;br /&gt;
=== [[The Cabbage of Health]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Magnet Wand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ladle of Luxury]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Juggling Pins of John the Dockhand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Snail Sail]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gillywiggle&amp;#039;s Good Time Snack Cakes]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Barbed Wire]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Lava Stone of Fal-Mi-Zar]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Rutabaga of Ominous Foreboding]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Glass Eye of Oration]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ocarina of Evasion]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cousin Cody&amp;#039;s Crazy Corn]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Squirrel Pelt]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Towel of Sordid Tales]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Indelible Ink]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Best-Ever Hard Candies]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[That Fat Kid&amp;#039;s Pink Scarf]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Horseshoes of Doing Back-Flips]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dr. Crapulon&amp;#039;s Horn-Rimmed Glasses]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Ice Cream Ball]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Very Impressive Bookshelf]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Stoneskin Sweater]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Unearthly Quill]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Fletcher&amp;#039;s Larch Basket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Tourmaline Tower]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Adjustable Wrench]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Traffic Cone]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Diplomat&amp;#039;s Case of Surprising Credentials]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dental Tools]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Bodacious Bug Spray]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ant Tattoo]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Live Toad of Kalhala Swamp]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Byron the Bean Bag]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Umbuku&amp;#039;s Float Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Jubilee Jumper]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Jabber-Flap&amp;#039;s Salt Cod of Perfect Pitch]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Singing Potion]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Rudy Buckle&amp;#039;s One Note Disguise Charm]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Feeber&amp;#039;s Tinderbox]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Trope Brush]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Carrying Pail]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Raising Fork]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Ideal Fruit Supplier]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Butterfly Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ring of Gordnos]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Super Mop]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Golden Whistle]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Great Cape]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Itching Powder]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Sparkle Sand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dog Paddle]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Coconut Shells]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Horn of Plain-ity]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Charm Bracelet]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Yanerva&amp;#039;s Wet Blanket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Mikhaili&amp;#039;s Carpet of Ham Dinners]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Translation Orb]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Permanent Marker]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Colwidth&amp;#039;s Thinking Cap]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Pocket Gloves]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Camo Jacket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Powell&amp;#039;s Potted Plant]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Utu&amp;#039;s Spoon]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gumm-Duffin&amp;#039;s Extra-planar Periscope]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Miracle Pills]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Really Useful Rope]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Baby Hippopotamus Statue of Good Fortune]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Scissors of Gravity]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Holly&amp;#039;s Coin of Loaves and Swishes]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Unhelpful Servant Bell]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Sparkling Water]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Lob&amp;#039;s Far Out Cooking Pot]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gahmuffini&amp;#039;s Rat Flute]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ogzo&amp;#039;s Famous Silent Nails]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Shiny Lightning Necklace]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Turtlewallop&amp;#039;s Air Shirt]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Yipkoti&amp;#039;s Acid Lock pick]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Slap-Jam Miracle Salve]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Miss Sugar&amp;#039;s Fishbowl of Youth]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Tony the Basilisk Hunter&amp;#039;s Goggles]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cursed Items]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Cursed Turkey Leg]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Thorn of Hallowed Ground]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ring Toit]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cope Stone]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Flower Tattoo of Remor]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Diamond Necklace of Newark]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[New Socks]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Moose Antler]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Little Meow Meow]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Clove Oil]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Udalhum&amp;#039;s Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;Ogre Cloak: While wearing this medium sized robe or cloak you appear as an ogre. It takes your approximate face and gear and translates it to the height, girth and facial expressions of how you would look taller, fatter and not as clever. Of course, sound is still your problem: if a gnome would wear this he would appear to be an ogre that talks out of his buttox. Also, as one equips and drops items these would change in size according to proportion. Cloaks for other races were made as well, but this is a party favourite.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Sliding Shield: This shield is very slippery on one side and can balance itself rather well. This makes it excellent for the owner to slide down stairs or bannisters, down hills and &amp;#039;skateboard&amp;#039; along streets.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Kite Shield (now with strings!): Your shield can hover so long as it has less than 5lbs worth of weight on, in or around it. If it catches a wind it can pull up exactly as a kite might. It comes with an endless string that is very tough (i.e. magical), possibly made of giant-spider silk or some such? It can produce about 100&amp;#039; of string per day, 700&amp;#039; maximum storage.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Pure &amp;amp; Powerful Perfume: This bottle with an atomizer sprays out a mist that not only cleans any large or smaller creature but gives it a wonderful scent for the next d4 hours. Owner has a choice of: Pine Pure, Memorizing Musk, Money Mint, Crunchy Cookie or Sickly Sweet. Those sprayed gain advantage on saves vs. disease. Those tracking persons under this effect have advantage as well. Maximum of five charges, restores 1-3 shots per day. Also: surprising something &amp;#039;upwind&amp;#039; is impossible whilst so enchanted.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Fyne Floozie Mugg: This mug turns liquid poured into it into a fantastic strong-alcoholic beverage flavour of your choice. Upon imbibing but one sip the owner is intoxicated so long as they hold onto the mug. This mug does clean the liquid but no more than a basic filtration (cannot remove poison). Also, there is no alcohol in this fluid after &amp;#039;enchantment&amp;#039;, this is an illusionary / mind altering effect.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Singing Sword: Whilst in combat or any time the owner proudly brandishes this blade it sings with operatic bravado that rings out well past 300&amp;#039;. It is fine music indeed... but consider it impossible to surprise anything that isn&amp;#039;t stone deaf for about the nearest kilometre or so.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Broom o&amp;#039; Sweepin&amp;#039;: If placed firmly upright it sweeps, usually putting the dust in corners or up-flicking it under carpets. if grabbed it stops.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Hourglass of Upward Mobility: This hourglass has exactly an hour worth of sand in it but it pours against the direction of local gravity. Also: once per day the owner will be woken up at whatever time they specify (&amp;#039;when my friends get up&amp;#039; or &amp;#039;when it is time for my watch&amp;#039; or &amp;#039;at the break of dawn&amp;#039; or even &amp;#039;when there is obvious combat nearby&amp;#039;).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Bubble Wand: This wand has a loop at the end. It can produce bubbles at will. It has an upward maximum of 100 bubbles in the air at one time, maximum sphere size of approx. 2&amp;#039; or so. This can create disadvantage / obscurity for 5&amp;#039; radius around user.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Theme Sunglasses: When donned these glasses give out appropriate theme music appropriate to the situation. Thus, whilst in combat it is dramatic and tense. Whilst trying to stealth it is suspenseful and dire sounding. Whilst trying to sleep it is soft and melodic. Whilst trying to be charming or entertaining it changes based on the success of your persuasion or performance roll. Can give advantage on such rolls if the audience you are trying to impress feels sympathy or pity for the wearer of these sunglasses. Stealth is impossible unless creatures nearby are stone-deaf. Gives light-averse creatures (Drow, kobolds, orcs, etc.) resistance vs. this sunlight suffrage.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Boom, Bonfire: This appears to be a little bottle filled with tiny twigs. When thrown at the floor with force it slowly expands over the course of a minute into a bonfire (wood, tinder and all) which burns for an hour (more if fed combustibles).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Comfy Cap: when wearing this you feel comfortable in nearly all weather conditions. You can feel warm whilst nearly naked at -20F and as warm as 120F // 50C to -30C. This can also come in long john, undershirt and snuggly-sock varieties.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Tough Net: On command, net curls up into a small ball, about the size of a fist (abandoning all things inside or outside of it). It expands out into a normal net when thrown. It is laced with mithril and adamantine strings and is indestructible when not in an Anti-magic Zone or in a Beholder&amp;#039;s main-eye gaze. Great for that Catapult spell![https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Catch Ball: This ball is easily thrown up to 500&amp;#039;. It is caught at advantage. Target must make a dex save to avoid having this item appear in inventory.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Whatever Floats Your Boat: This large, flat ceramic plate can be attached to anything the size of a ship or smaller. This not only makes it impossible for such a thing to sink it gives those using steering equipment advantage on sailing such a vessel. Handy after sinking on the Titanic / two can fit on the door.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Forever Tapestry: This scroll consists of two brass bars 2&amp;#039; long, held together by a sheet of fine vellum: and can be stretched up to ten feet. The image upon this can be whatever the owner imagines. If this is an attempt at high art, the owner must make the appropriate successful craft roll. If the owner has Keen Mind nearly anything they have seen in the past month can be shown on this surface in perfect clarity. This image can change at-will, so scripts and movies can easily be played out on this surface.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Wand of Social Connection: Pointing this wand at any target within 500&amp;#039; feet (direct line of sight) allows you to reach out and touch someone. Though this touch is clear it cannot break concentration: though it could push an object less than 5 lbs about one foot away from wand-owner. The touch of this can feel friendly (&amp;#039;like a warm hand on the shoulder&amp;#039;) to hostile (&amp;#039;jab in the ribs&amp;#039;) or even creepy (&amp;#039;tickling your feet without permission&amp;#039;).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Dragonclouder Bottle: This bottle appears to have a solid silver decal on it of a silver dragon (of course). Once per day this bottle can be opened and a gargantuan dragon shaped cloud appears in the sky: 100-1000 feet directly above (owner&amp;#039;s choice). Nice![https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Vandal&amp;#039;s Wand: Up to five times a day the person can paint something 5&amp;#039; x 5&amp;#039; on any surface with oil paints. It regains 1-4 charges at midnight. On use of the final charge with a roll of 1 on d20 it explodes paints in a 5&amp;#039; radius.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Sunglasses: When wearing these shaded glasses allow the owner / user to see the sun setting on the horizon. This is an illusion and does not add to your ability to actually see anything. In fact, it works effectively underground: the horizon isn&amp;#039;t there either.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Cloak of Support Staff: Whilst wearing this cloak you appear to be someone that would be employed in that area to do tasks appropriate to nearby functions. Thus, you gain the outfit of a janitor, a custodian, a theatre crew, audio-visual geek or whatever station of duty that is of minimal consequence. In urban situations the owner has advantage on &amp;#039;disguise&amp;#039; checks when they are trying to blend in and just not be noticed.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Awesome Pillow: This pillow can change shape from 1&amp;#039; x 1&amp;#039; up to the size of a full mattress (queen size maximum). It floats 1&amp;#039; above the ground or liquids allowing for 444 lbs maximum. Resting on this surface gives any creature advantage rolls on getting to sleep.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Brush of Mr. Clean: Clean things three times per day up to 5&amp;#039; cubed maximum. Great for anything: even teeth, dragon scales, hard-to-get areas and even those stubborn blood stains.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Breakable Bottle: Bottle slowly re-assembles itself 1-10 rounds after shattering. Great party trick. If you are clever you can put a ship in it / impress your friends.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Wet Bucket: Fills with water up to three times a day.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Dog whistle: When any dog or dog-like creature (even a werewolf in humanoid form) comes within 120&amp;#039; it whistles. Continually. Sharply. Possibly one of the most annoying items ever, especially at the dog park.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Findable Key: Once attuned (one week minimum) you always know where this key is, up to 120&amp;#039;. Key sticks to anything but comes off with any solid pull of forceful-intent (DC 3).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Picture This: Point this hardwood frame (1&amp;#039; x 2&amp;#039;) at any scene: the image appears as if portrait painted in oils. Image remains until someone does this again. Command word(s) are usually written on the frame (&amp;#039;Say Cheese&amp;#039; or the like).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Mending Manacles: These manacles are solid metal, two brackets firmly attached to one another at an angle. If shattered they re-form within exactly ten seconds. Once set they can only be shattered on DC of 30. Command word (written on inside of manacles) causes these to self shatter. Can be shattered by a blacksmith with an appropriate forge. These manacles re-form at sunrise every day.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Emancipated Familiar: This spirit is in the form of some animal and its owner (mage? warlock? bard?) is long gone and it simply decided not to go home. It still wanders about joining up with minds telepathically sending interesting images to whomever. It can disappear into some pocket dimension at will.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Hot Pot: This pot can, at will, get hot enough to cook nearly anything. It also gets warm enough on the outside to give someone close to it advantage for surviving colder climates (mmm... warm). It can also shrink in size to be about the size of a large mug.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Creepy Doll: The doll sits up and stares at whatever creature is closest to it. If the target of its staring stares back, it stands up. This doll gets advantage on staring contests.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Backpack of Parachuting: This backpack allows the owner to have a large silk sheet unravel so as to reduce falling speed to relatively safe levels. This only functions once per day / weight limit of 222 lbs.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Neverending Story: This book has 1001 chapters that all fit into one pocketbook, somehow. On a roll of 1 on d4 you read a story related to one of the other 1000 within this book. Once per year the stories change. These stories are always fictional / not intended to resemble characters living or dead.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Dancing Skeleton: This vase contains a complete set of bones of some unfortunate humanoid. When this vase is shattered the bones will rise up and assemble... and dance. This set of bones keeps dancing until destroyed or dispelled. The skeleton has five hit points and has two clicky things and may also employ a wide-brimmed hat.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Catnip Baggie of Tenebrous Tabbycat: This tiny bag filled with what smells like catnip has no apparent opening. Upon attunement the owner is followed by a shadowy form of a feline about the size of a typical house cat. If exposed to magical light this shadow is destroyed and will not re-appear until midnight.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Boots of Marching: These boots, when worn, make the sounds of about 40 troops marching in-step with your pace (whatever that may be). Also, boots will try to alter your pace to that of a march, DC 10 to avoid.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Infinite Pit Illusion: this square of glass mirror is about 2&amp;quot; x 2&amp;quot;. If placed or tossed on a floor (or any surface large enough) it creates an illusion of 10&amp;#039; x 10&amp;#039; that appears to go &amp;#039;down&amp;#039; forever. If this is stuck to a wall it appear to make a &amp;#039;hallway&amp;#039; that goes on forever. Those standing in the midst of this &amp;#039;pit&amp;#039; or empty space will appear to just hover over nothing (the illusion does not break though it is quite harmless).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;North Arrows: If thrown, shot or otherwise free to move, these arrows go north with whatever Newtonian energy as is given to them. As such these always miss their target unless the one launching these missiles specifically aiming for targets that are exactly northward.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Rolling Marble: This marble never stops rolling. 77% chance this glass ball was made to be indestructible. 47% it has Continual Flame inside it. 84% chance it has 1-25 Magic Mouth spells that talk under specific circumstances (decided by DM). 43% chance it has a permanent illusion inside of it (could be a landscape you can see when you hold it close to your vision, perhaps it is One Unblinking Eye or it could even be the image of gentle falling snow that never seems to stop). 32% of these can be attuned and will go the direction as sent by owner (max 30&amp;#039; range of control, rolls randomly thereafter).[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Stuffed Dragon: plush toy This stuffy dragon will (on contact) whisper in your mind how you can do good deeds &amp;amp; such things for the world if it is made to resemble one of the metallic dragons. If chromatic in resemblance this item will make constant suggestions of how to make people suffer or accomplish vile deeds. Three times per day you can squeeze it and it will breathe out its breath weapon, one foot range, 1 hit point damage. Reds and Golds are great for lighting cigars! All stuffy dragons are immune to their damage type. Except poison. All stuffies are immune to poison.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8c5cph/some_odd_common_magic_items/]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1512</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Creatures&amp;diff=1512"/>
				<updated>2018-08-03T18:32:55Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creatures &amp;amp; Monsters ported back and forth between the Potterverse and 5e D&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Hermione Granger and Harry Potter in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Mundane Animals ==&lt;br /&gt;
&lt;br /&gt;
An animal has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice (medium progression).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Reflex saves.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Anaconda[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, climb 20, swim 20 || Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) || Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 || Senses scent;  Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Antelope[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 60 || Melee gore +1 (1d4) || Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Armadillo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee claw +0 (1d2–3) || Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 || Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.&lt;br /&gt;
|-&lt;br /&gt;
| Badger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, burrow 10 || Melee bite +1 (1d3), 2 claws +1 (1d2) || Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.&lt;br /&gt;
|-&lt;br /&gt;
| Bat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 5, fly 40 || Melee bite +6 (1d3–5) || Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 || Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Bear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) || Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;&lt;br /&gt;
|-&lt;br /&gt;
| Bee[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11&lt;br /&gt;
|-&lt;br /&gt;
| Buffalo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +10 (2d6+12)  || Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Butterfly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || none || Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Camel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee bite +4 (1d4+6) || Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 || Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Cat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 30 || Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) || Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Cheetah[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)  || Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)&lt;br /&gt;
|-&lt;br /&gt;
| Chimp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 30 || Melee 2 slams +2 (1d4+7) || Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Crocodile[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 20, swim 30 || Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) || Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Crow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Deer[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 || Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers || Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 || Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5&lt;br /&gt;
|-&lt;br /&gt;
| Dog[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +2 (1d4+1)  || Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 ||  Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || swim 80 || Melee slam +3 (1d4+1)  || Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 || Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Dove[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Eagle[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 80 || Melee 2 talons +3 (1d4), bite +3 (1d4) || Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;&lt;br /&gt;
|-&lt;br /&gt;
| Elephant[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40 || Melee gore +16 (2d8+10), slam +16 (2d6+10) || Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21&lt;br /&gt;
|-&lt;br /&gt;
| Fox[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 40 || Melee bite +1 (1d3-1) || Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 30, climb 30 || Melee 2 slams +9 (1d6+10); || Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 || Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8&lt;br /&gt;
|-&lt;br /&gt;
| Hippo[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +8 (2d8+6) || Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 || Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.&lt;br /&gt;
|-&lt;br /&gt;
| Horse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50 || Melee 2 hooves –2 (1d4+1) || Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6; &lt;br /&gt;
|-&lt;br /&gt;
| Ibex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Leopard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30, climb 20 || Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) || Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);&lt;br /&gt;
|-&lt;br /&gt;
| Lion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) || Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); &lt;br /&gt;
|-&lt;br /&gt;
| Lizard[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d4–4) || Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 || Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Monkey[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30, climb 30 || Melee bite +4 melee (1d3–4) || Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand&lt;br /&gt;
|-&lt;br /&gt;
| Mosquito[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Mountain Goat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 || Melee gore +2 (1d4+2)  || Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 || Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);&lt;br /&gt;
|-&lt;br /&gt;
| Mouse[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +5 (1d3–5) || Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Otter[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20, swim 30 || Melee bite +5 (1d3-4) || Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 || Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10&lt;br /&gt;
|-&lt;br /&gt;
| Owl[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee 2 talons +5 (1d4–2) || Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 || Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Parrot[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +2 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Penguin[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, swim 40 || Melee bite +0 (1d3–1) || Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 || Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath;  toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.&lt;br /&gt;
|-&lt;br /&gt;
| Pig[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 30 || Melee bite +1 (1d4)  || Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5&lt;br /&gt;
|-&lt;br /&gt;
| Pigeon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 10, fly 40 || Melee bite +6 (1d3–4) || Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 || Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rabbit[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 50 || Melee bite –2 (1d3–4) || Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 || Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3-1) || Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3&lt;br /&gt;
|-&lt;br /&gt;
| Rat[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15, swim 15 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;&lt;br /&gt;
|-&lt;br /&gt;
| Raven[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 10, fly 40 || Melee bite +4 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 || Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6 &lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee gore +8 (2d6+9) || Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 || Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 30 || Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) || Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 || Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;&lt;br /&gt;
|-&lt;br /&gt;
| Seabird[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 10, fly 40 || Melee bite +3 (1d3–4) || Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 || Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7 &lt;br /&gt;
|-&lt;br /&gt;
| Tarantula[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || D || 15, climb 15 || Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.)  || Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 || Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;&lt;br /&gt;
|-&lt;br /&gt;
| Tiger[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 || Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6)  || Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Tortoise[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 5, swim 20 || Melee bite –2 (1d3–4) || Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 || Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Viper[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20, swim 20 || Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) || Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 || Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 10, fly 50 || Melee bite +2 (1d6+1)  || Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 || Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;&lt;br /&gt;
|-&lt;br /&gt;
| Wasp[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || F || fly 10 || Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) || Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 || Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12&lt;br /&gt;
|-&lt;br /&gt;
| Weasel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || T || 20, climb 20 || Melee bite +4 (1d3–4 plus attach) || Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 || Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;&lt;br /&gt;
|-&lt;br /&gt;
| Wolf[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 50 || Melee bite +2 (1d6+1 plus trip) || Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 || Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Magical Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Dragons ===&lt;br /&gt;
&lt;br /&gt;
A dragon has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d12 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Good Fortitude and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to total Hit Dice.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* A melee attack for which the dragon may use its claws, mouth, or tail.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed (feet) || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Antipodean Opaleye[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+12) Breath + || Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Chinese Fireball[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13 || &lt;br /&gt;
|-&lt;br /&gt;
| Common Welsh Green[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Hebridean Black[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Hungarian Horntail[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Norwegian Ridgeback[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Peruvian Vipertooth[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 50, fly 100 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Romanian Longhorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Swedish Shortsnout[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 40, fly 80 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|-&lt;br /&gt;
| Ukrainian Ironbelly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || G || 30, fly 60 || Melee +4 (4d6+10) Breath + || Str, Dex, Con, Int, Wis, Cha  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magical Humanoids ===&lt;br /&gt;
&lt;br /&gt;
[[Werehouse]]&lt;br /&gt;
&lt;br /&gt;
A magical humanoid has the following features (unless otherwise noted).[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* d8 Hit Die.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Fair Fortitude, Reflex, and Will saves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
* Many magical humanoids do not have natural weapons but carry weapons instead.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Size || Speed || Attacks || Ability scores || Special qualities and notes&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 60 || Trample +5 (1d10) || Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| Giants[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Goblins[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9 || &lt;br /&gt;
|-&lt;br /&gt;
| House-elves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || S || 20 ||  || Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14 || &lt;br /&gt;
|-&lt;br /&gt;
| Merpeople[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 5, swim 50 ||  || Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11 || &lt;br /&gt;
|-&lt;br /&gt;
| Ogres[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40 ||  || Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8 || &lt;br /&gt;
|-&lt;br /&gt;
| Trolls[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || H || 50 ||  || Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Vampires[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 40 ||  || Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17 || &lt;br /&gt;
|-&lt;br /&gt;
| Veela[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || M || 30 ||  || Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22 || &lt;br /&gt;
|-&lt;br /&gt;
| Werewolves[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || L || 40, climb 20 ||  || Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 || The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Acromantula}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Amazonian Salamander}}&lt;br /&gt;
&lt;br /&gt;
----- &lt;br /&gt;
&lt;br /&gt;
{{:Angry Mob}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Appaloosa Puffskein}} See Puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ashwinder}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Augurey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Basilisk}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Billywig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Blast-Ended Skrewt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Boggart}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bogey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
 {{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bowtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Briar Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Bugbear]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
[[Giant Groblin]] ([[Half Giant]], Half [[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Bundimun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cat}} &lt;br /&gt;
&lt;br /&gt;
(Companion/Familiar)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Centaur}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chimaera}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Chizpurfle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Clabbert}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cockatrice}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Coco Rumsey Catcher}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Cocoon Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Crup}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Companion {{:Owl}}s&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Daraliznof Freaazer}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dementor}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Diricawl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doppelganger}}	as {{:Metamorphmagus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Double-Ended Newt}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Dragons|Dragon Species}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dragon Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Dugbog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erkling}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Erumpent}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fairy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fanged Puffskein}} See puffskein&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flailtail Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flesh-Eating Slug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Flobberworm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Category:Flying Horses|Flying Horse}} Species as [[Pegasus]]&lt;br /&gt;
	Flying Horse Species Names&lt;br /&gt;
	Abraxan, the Aethonan, the Granian and the Thestral&lt;br /&gt;
	http://www.fantasynamegenerators.com/hp-winged-horse-names.php&lt;br /&gt;
		Oshorian&lt;br /&gt;
Crabral&lt;br /&gt;
Maenan&lt;br /&gt;
Aepotral&lt;br /&gt;
Shemin&lt;br /&gt;
Meatan&lt;br /&gt;
Brixian&lt;br /&gt;
Prilin&lt;br /&gt;
Fredial&lt;br /&gt;
Thennan&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Frost Salamander}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Fwooper}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ghoul}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Dung Beetle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Groblin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Fire Crab}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Orange Snail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Purple Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Rat]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Giant Spider]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Common-speaking [[Acromantula]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Giant Squid}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glow Worm}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Glumbumble}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gnome}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Golden Snidget}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Grick]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Boomslang}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Griffin}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Grindylow}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Gringwart Goff}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Goblin}} as [[:Groblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Groblin}}  as [[Goblin]] (see [[The Goblin Problem]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half Giant]] as Goliath?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Half-Human}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Half-Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As the D&amp;amp;D [[Half-Ogre]], {{:Half-Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Hobgoblin]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} [[Half-Human]], Half-[[Groblin]])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hobgroblin}} &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippocampus}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hidebehind}}&lt;br /&gt;
&lt;br /&gt;
Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object.&lt;br /&gt;
(http://harrypotter.wikia.com/wiki/Hidebehind)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Hippogriff}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:House Elf}}&lt;br /&gt;
‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’&lt;br /&gt;
Dobby in&lt;br /&gt;
Harry Potter and the Half-Blood Prince, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
House Elf Names&lt;br /&gt;
http://www.fantasynamegenerators.com/hp-house-elf-names.php&lt;br /&gt;
Male House Elves	Female House Elves&lt;br /&gt;
Looby&lt;br /&gt;
Hodpey&lt;br /&gt;
Loory&lt;br /&gt;
Zoody&lt;br /&gt;
Condy&lt;br /&gt;
Fanpy&lt;br /&gt;
Cabby&lt;br /&gt;
Zalry&lt;br /&gt;
Monpy&lt;br /&gt;
Goddy	Wimpy&lt;br /&gt;
Ninmy&lt;br /&gt;
Nopkey&lt;br /&gt;
Teesey&lt;br /&gt;
Meemey&lt;br /&gt;
Keeny&lt;br /&gt;
Deekey&lt;br /&gt;
Keemy&lt;br /&gt;
Popky&lt;br /&gt;
Jeekey&lt;br /&gt;
Jooby&lt;br /&gt;
Talky&lt;br /&gt;
Rokdy&lt;br /&gt;
Colkey&lt;br /&gt;
Tordy&lt;br /&gt;
Cokpey&lt;br /&gt;
Bokkey&lt;br /&gt;
Wobbey&lt;br /&gt;
Joorey&lt;br /&gt;
Sabpey	Ninny&lt;br /&gt;
Gilny&lt;br /&gt;
Rinny&lt;br /&gt;
Siply&lt;br /&gt;
Veesy&lt;br /&gt;
Veemy&lt;br /&gt;
Geepey&lt;br /&gt;
Dimly&lt;br /&gt;
Jeeley&lt;br /&gt;
Kimky&lt;br /&gt;
&lt;br /&gt;
{{:Hodag}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Horklump}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imp}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Imperial Dragonfly}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jarvey}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Jobberknoll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Kappa}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Knarl}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Large Spider}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Leprechaun}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lethifold}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Lich]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Wizard with [[Horcrux]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Limax}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Little People (Classification)}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Lobalug}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mackled Malaclaw}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Manticore}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Marmite}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Merpeople}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Metamorphmagus}} as [[Doppelganger]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Miraf Leldendi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Mooncalf}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Murtlap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nazzle Mumph}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Niffler}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nogtail}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Nundu}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Occamy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Ogre]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Mountain Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Orc]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a Human {{:Marauder}} - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Owl]]s (Companion)&lt;br /&gt;
http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm&lt;br /&gt;
Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large male scops owl. He is easily confused and is a bit noisy.&lt;br /&gt;
&lt;br /&gt;
Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Patronus}}&lt;br /&gt;
&lt;br /&gt;
‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’&lt;br /&gt;
Professor Lupin in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Pegasus]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a [[Category:Winged Horses]] Same stats for different breeds: {{:Thestral}}, {{:Abraxan}}, {{:Aethonan}}, {{:Granian}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Phoenix}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’&lt;br /&gt;
Albus Dumbledore in&lt;br /&gt;
Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Peruvian Salamander}} see salamander&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pixie}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plague Rat}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Plimpy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pogrebin}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Porlock}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Puffskein}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Pygmy Puff}} pets and non-aggressive creatures (1 hit point, no abilities)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Quintaped}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Quipper]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Grindlylow}} (and {{:Swarm of Grindylows}})&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Ramora}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Re&amp;#039;em}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Red Cap}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Rougarou}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Salamander}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shelliferous Drogodflikerous}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Shrake}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Snallygaster}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Sphinx}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Streeler}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Stirge]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Doxy}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Swooping Evil}}&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Swooping_Evil&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Tebo}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three Toed Tree Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Three-Headed Dog}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Thunderbird}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Transforming Rabbit}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Troll]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Forest Troll}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollcleg}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Trollwig}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Twig Blight]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Bushtruckle}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Unicorn}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Valcore}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Vampyr Mosp}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wampus Cat}}&lt;br /&gt;
Pan-therapeutic effects&lt;br /&gt;
&lt;br /&gt;
Hunted for taxidermy: cat-ass-trophy but he’s feline better now&lt;br /&gt;
&lt;br /&gt;
Favorite weapon: cat-ana &lt;br /&gt;
&lt;br /&gt;
BREED&lt;br /&gt;
Cat&lt;br /&gt;
APPEARANCE&lt;br /&gt;
Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs&lt;br /&gt;
MAGIC ABILITIES&lt;br /&gt;
Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core&lt;br /&gt;
TYPICAL HABITATS&lt;br /&gt;
Appalachia&lt;br /&gt;
ALLEGIANCE&lt;br /&gt;
Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry&amp;#039;s house beasts&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Werewolf|Werewolves}}&lt;br /&gt;
&lt;br /&gt;
‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Wide-Mouth Toad}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Worg]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really a: &lt;br /&gt;
&lt;br /&gt;
{{:Graphorn}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{:Yeti}} as the D&amp;amp;D creature.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Zombie]] ==&lt;br /&gt;
&lt;br /&gt;
...Is really an {{:Inferi}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Machine-Learning-Generated Potterian Creatures ==&lt;br /&gt;
&lt;br /&gt;
HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature&amp;#039;s total HP (hit points).d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :What it looks like.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : What it wants.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :None, leather, chain, plate, or plate+shield, in order from worst to best.&lt;br /&gt;
&lt;br /&gt;
;Movement :Compared to a normal human.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Roll 2d6 and try to get under Morale or the creature flees.&lt;br /&gt;
&lt;br /&gt;
;Damage :How much HP damage it does on a successful hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :How many show up or appear in a herd.&lt;br /&gt;
&lt;br /&gt;
Monster names taken from Janelle Shane&amp;#039;s neural network.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Animal, Dome]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :furry turtle&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : lettuce&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield)&lt;br /&gt;
&lt;br /&gt;
;Movement : 10 ft.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 bite&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Barber]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human in a white apron. Long black moustache, bald head.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shave all men who do not shave themselves. Will shave not-men for reasonable rates.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 slashing&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d4&lt;br /&gt;
&lt;br /&gt;
Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Beeple, Desert]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated camel with a long pointed snout&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : delicious beetles, water, attractive lady- or gentlemen- beeples&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d8 piercing/1d6 kicking&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Brain, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a flying brain hovering on 4 blue-white jets of fire&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to devour the mental energy of intelligent creatures&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 psychic blast/2d6 fire/2d6 fire&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Burglestar]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)&lt;br /&gt;
&lt;br /&gt;
;Appearance :a starfish with five limbs, each ending in a branching bone-like tree&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to open locks, eat sea urchins&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/8th normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it&amp;#039;s one of the Creator&amp;#039;s little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Cloud of Chaos]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a 30&amp;#039; wide cloud of pink-purple-green sparkles&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to adjust everything. May not actually want anything.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :see below.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC&amp;#039;s character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dog, Goblin]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to lick things, smell things, chew on things, obey masters&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d10&lt;br /&gt;
&lt;br /&gt;
Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Dragon, Purple Fang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people, hoard panic.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :18 (as plate + shield).&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :0, or 1d6 claw if really annoyed.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Durp Snake]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a pale green snake with a perpetually worried expression&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live a long and happy life&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :10d6 poison damage&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It&amp;#039;s tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Astro-]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :silvery-blue fish with very hard scales.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : no one knows. Fish things, presumably.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 5&lt;br /&gt;
&lt;br /&gt;
;Damage :2d8 on impact, 1d4 biting&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :showers of 3d100&lt;br /&gt;
&lt;br /&gt;
Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don&amp;#039;t mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fish, Sun of]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a radiating sun of herrings. Tails in, gawping mouths out. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shine benevolently&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal (floating)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :none&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Fraithwarp, Giant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to pick people up, turn them upside-down, and shake them to see what falls out.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 7&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 from the shaking, 2d6 if it stomps on you or bites your head.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Giant, Dunebat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant khaki bat with a huge scoop mouth&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat delicious beetles, ostrich eggs, young camels, small children&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :3x normal, or 5x normal if diving&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning on a miss, 1d6 per round if swallowed&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Golem, Rain]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a human figure made of rain. Drops appear where the figure&amp;#039;s outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can drown an unconscious creature with 10 rounds of constant effort.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hatfright]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wonderful and expensive wizard&amp;#039;s hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).&lt;br /&gt;
Armour: as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal (hopping).&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 per round biting. Difficult to remove once it bites.&lt;br /&gt;
&lt;br /&gt;
A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim&amp;#039;s head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Horse (Spider, Brain)]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a giant brain with hairy eight spider legs... and a saddle.&lt;br /&gt;
Armour: none&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal on all surfaces (even upside-down)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 piercing &lt;br /&gt;
&lt;br /&gt;
Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Hound, Plant]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a wolf made of vines with a venus flytrap head&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat rabbits, mice, small children. To digest happily in the sun.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
They urch out of the woods, pink mouths open and sticky. They can&amp;#039;t chase you down, but they can corner you. They aren&amp;#039;t quick but they are very, very good at blocking escape routes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jabberwont]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a blue rabbit with elk horns, fangs, and a snake&amp;#039;s tail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : riddles&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 lightning from its horns. Will not attack unless cornered.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you&amp;#039;ll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Kick Spirit]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ghost with a malicious grin. Only visible when it wants to be visible.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to kick people in the backside&lt;br /&gt;
Armour: none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, can pass through solid objects&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d4 from being kicked in the pants&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you&amp;#039;re trying to get on a horse. While you&amp;#039;re getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Lycanthrope, Wereladoo]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : in Ladoo form, to bite people and stack delicate pottery into pyramids.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain.&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (bounding)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe. &lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It&amp;#039;s a weird creature. People who think about it too much become Wereladoos.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Man-Can]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to live in peace, roll down soft hills, acquire gold.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 punching&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10x1d10&lt;br /&gt;
&lt;br /&gt;
Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Memeball]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4 (chan)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :cat&lt;br /&gt;
Armour: as chain (letter)&lt;br /&gt;
&lt;br /&gt;
;Movement :it move it. You like to move it move it. We like to move it move. &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : the memeball has no morales because it is Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 directly to the soul, 3d6 lazor, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :100 - 1 for every meme the players can list in under a minute and I&amp;#039;m very sorry about this.&lt;br /&gt;
&lt;br /&gt;
Deployed via a series of tubes. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Ogre, Space]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to collect samples, go back into space&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 8&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bludgeoning (with a sample collection trowel).&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d6&lt;br /&gt;
&lt;br /&gt;
There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Owlborn]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :human body, owl head, little tufts of feathers&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat raw meat, get silver, form conspiracies&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (flight)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :10d10&lt;br /&gt;
&lt;br /&gt;
Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren&amp;#039;t very bright but they love to conspire. They have a false reputation for great and solemn wisdom. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Pigaloth]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :8d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an enormous pig. Lives in the water. Small trees grow on its back.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : food&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate. Reduces all incoming damage by 6.&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2 normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :2d6 biting or trampling&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Serpent Shark]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :5d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :A snake with fins and a zipper of teeth halfway down both sides.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat things&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as chain&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal in water&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 10&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. On a 6, does an additional 1d6 damage, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1d10&lt;br /&gt;
&lt;br /&gt;
Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Shadowstaffer]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a black shadow, an ethereal nightmare humanoid&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to file, sort, collate, staple, copy, transcribe, and fetch hot drinks&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (but it is a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 (drops 1 point per hour if unpaid)&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Summoned by a wizard&amp;#039;s spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Spectral Woof Greepy]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :0 (2 HP)d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : scritches, steak&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none (as a ghost)&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :0&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Undead Lake Man, Fire]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he&amp;#039;s coming for the village! Flee! Fleee for your liiiiiives!&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : He&amp;#039;s at the gates! He&amp;#039;s come for us!&lt;br /&gt;
&lt;br /&gt;
;Armor Class :Our arrows do nothing!&lt;br /&gt;
&lt;br /&gt;
;Movement :Relentless, implacable, unstoppable!&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : Knows no pain, remorse, or fear. &lt;br /&gt;
&lt;br /&gt;
;Damage :Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1. Thankfully, blessedly, there is only 1.&lt;br /&gt;
&lt;br /&gt;
Or is there?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Bat]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a white bat with soft iridescent wings and a glowing horn the size of a nail&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to flit mysteriously through the moonlit wood &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal (flying) &lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Black Willow]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :12d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to shelter virtuous people&lt;br /&gt;
Armour: as plate+chain. It&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Movement :it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : it&amp;#039;s a tree.&lt;br /&gt;
&lt;br /&gt;
;Damage :0. Can curse you to wander forever.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Unicorn, Fumble]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a hoser with bubber lags &amp;amp; a honr&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : parnce a round merilee&lt;br /&gt;
&lt;br /&gt;
;Armor Class :lather&lt;br /&gt;
&lt;br /&gt;
;Movement :x2 nermal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : dozen&lt;br /&gt;
&lt;br /&gt;
;Damage :6d1 blugdoning&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :!&lt;br /&gt;
&lt;br /&gt;
Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire Bear]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :6d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :an emaciated bear with patchy grey fur, red eyes, and huge fangs&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living. Needs a lot of blood. &lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :2x normal, fly 2x normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12 &lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)&lt;br /&gt;
&lt;br /&gt;
Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Vampire, Putter]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :1d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a perfectly normal golf club&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to drain the blood of the living&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as plate&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (hopping), normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 12&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it&amp;#039;s a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It&amp;#039;s real. And stay away from my golf clubs,  you hear?&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Walfablang]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist. &lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to bite people&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf&amp;#039;s paw, a horse&amp;#039;s leg, etc.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
Some say a wizard did it. They are probably right.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wendless Woll]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :2d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a twisting snake of smoke and oil, long forgotten, lost in toil&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : sliding smoothly through the soil&lt;br /&gt;
&lt;br /&gt;
;Armor Class :cutting, curling in a coil&lt;br /&gt;
&lt;br /&gt;
;Movement :shimmer-speed, an arching arrow&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : wounding widows, melting marrow&lt;br /&gt;
&lt;br /&gt;
;Damage :a killing kiss, a barren barrow&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :mark your mantle, ward your wall; creeping closer, Wendless Woll. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Will O’Dragon]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :4d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a ball of mist and lightning, crackling softly like a dying fire.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to touch metal things, particularly iron and silver.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :none&lt;br /&gt;
&lt;br /&gt;
;Movement :1/2x normal (flying)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 4&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 lightning, drains 1 level on a hit.&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :1&lt;br /&gt;
&lt;br /&gt;
The king of the will-o&amp;#039;-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Wolfworm]]&lt;br /&gt;
&lt;br /&gt;
;Hit Dice :3d8&lt;br /&gt;
&lt;br /&gt;
;Appearance :a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.&lt;br /&gt;
&lt;br /&gt;
;Wants / Motive / Goal : to eat moles, voles, rats, sheep, and people if it can get them.&lt;br /&gt;
&lt;br /&gt;
;Armor Class :as leather&lt;br /&gt;
&lt;br /&gt;
;Movement :normal (on surface or burrowing)&lt;br /&gt;
&lt;br /&gt;
;Morale / DC to prevent it fleeing : 6&lt;br /&gt;
&lt;br /&gt;
;Damage :1d6 bite/1d6 claw&lt;br /&gt;
&lt;br /&gt;
;Number Appearing :2d6&lt;br /&gt;
&lt;br /&gt;
The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Magical Creatures by Classification ===&lt;br /&gt;
&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Jarvey]&lt;br /&gt;
&lt;br /&gt;
X	[[Flobberworm]] · [[Horklump]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XX	[[Augurey]] · [[Bowtruckle]] · [[Chizpurfle]] · [[Clabbert]] · [[Diricawl]] · [[Fairy]] · [[Ghoul]] · [[Gnome]] · [[Grindylow]] · [[Imp]] · [[Jobberknoll]] · [[Mooncalf]] · [[Porlock]] · [[Puffskein]] · [[Ramora]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXX	[[Ashwinder]] · [[Billywig]] · [[Bundimun]] · [[Crup]] · [[Doxy]] · [[Dugbog]] · [[Fire Crab]] · [[Fwooper]] · [[Glumbumble]] · [[Hippocampus]] · [[Hippogriff]] · [[Hodag]] · [[Jarvey]] · [[Knarl]] · [[Kneazle]] · [[Leprechaun]] · [[Lobalug]] · [[Mackled Malaclaw]] · [[Moke]] · [[Murtlap]] · [[Niffler]] · [[Nogtail]] · [[Pixie]] · [[Plimpy]] · [[Pogrebin]] · [[Red Cap]] · [[Salamander]] · [[Sea Serpent]] · [[Shrake]] · [[Streeler]] · [[Winged Horse]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXX	[[Centaur]] · [[Demiguise]] · [[Erkling]] · [[Erumpent]] · [[Golden Snidget]] · [[Graphorn]] · [[Griffin]] · [[Hidebehind]] · [[Kappa]] · [[Kelpie]] · [[Merpeople]] · [[Occamy]] · [[Phoenix]] · [[Re&amp;#039;em]] · [[Runespoor]] · [[Snallygaster]] · [[Sphinx]] · [[Tebo]] · [[Thestral]] · [[Thunderbird]] · [[Troll]] · [[Unicorn]] · [[Winged Horse]] · [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
XXXXX	[[Acromantula]] · [[Basilisk]] · [[Chimaera]] · [[Dragon]] · [[Horned Serpent]] · [[Lethifold]] · [[Manticore]] · [[Nundu]] · [[Quintaped]] · [[Wampus Cat]] · [[Werewolf]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Bantling]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it&amp;#039;s own. Each meal and sleep cycle will add an apparent 2 years to the bantling&amp;#039;s age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blind Agnes]]: Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes&amp;#039; face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Blue Blob]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Cave Locust]]: Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Cave Tarsier]]: Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Facula]]: Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[False Fortune]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it&amp;#039;s motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it&amp;#039;s digestive acids will do 1d6 damage a round. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Glass Golem]]: Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Greater Crested Potionguide]]: Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it&amp;#039;s finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Grey Tortoise]]: Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6&amp;quot; Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;br /&gt;
&lt;br /&gt;
;[[Torporous Worms]]: Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness &amp;amp; drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades&amp;#039; bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [https://zapdoc.tips/deadly-distractions-blind-agnes-armor-class-9-10-hit-dice-1d.html]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Plants&amp;diff=1511</id>
		<title>Category:Plants</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Plants&amp;diff=1511"/>
				<updated>2018-08-03T18:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;[[Abyssal Blackgrass]]:Thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diamater clumps, but its roots extend in a 50 ft diamater just beneath the surface. Natural healing is prevented when standing above its roots, and magical healing only heals half the normal HP. If the clump is pulled out, the plant survives and regrows the clump in 1d4 days. Only digging up the whole root system or the use of a Blight-type spell can truly kill it. Has taint-mechanic boosting effects.&lt;br /&gt;
[Heroes of Horror p. 68]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Adamant Algae]]:Rare algae that grows in water gathered around adamantine. Produces dark red liquid that doubles natural healing rate for 24 hours (requires 1 ounce per 100 lb of body weight). Typical pool contains 32 ounces of the liquid, which becomes useless 30 minutes after removal from the pool unless stored in an adamantine vial (200 gp), which makes it last for 1 month. Adamant Algae die within 1 our after removal from their pool.&lt;br /&gt;
[Dragon 347 p. 45]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Air Plant]]:A sponge-like pond-surface plant that produces and stores air. A fist-sized piece can be held in the mouth to provide a medium creature with 5 minutes of air before dying. 25 gp&lt;br /&gt;
[Stormwrack p. 109]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Alfengrape]]:A glowing grape-vine magically created by elves that produces grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants selss for 100 pg and can live up to 700 years. See article for information on how to cultivate o&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Arkas Grass]]:Type of Grass used as Horsefeed, fillies raised on Arkas Grass grow up to have a 70 ft landspeed and +2 Dex &amp;amp; Con, grant a +2 on Handle Animal against them and can be trained in half the normal time.&lt;br /&gt;
[CoV p. 155]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ash Willow]]:Dark red tree native to the elemental plane of fire that can grow to 120 ft tall. It thrives of heat, often growing from pools of lava. They continuously rain ash around them, producing 1 lb per day per 10 ft of its height. It extends runner roots that spawn 1d3 new tree each month. They create areas of calm, slow-bunring forests within the volatile plane.&lt;br /&gt;
[Dragon 347 p. 48]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Atramen]]:A planar fruit that grows shoals of the Elemental Plane of Earth that are close to the Negative Energy Plane. It can be cold-pressed into an oil that, when thrown as a splash weapon, imposes a -4 penalty on Fort saves for 1 minute (-1 on splash). 50 gp for oil flask, alchemy DC 20 to create.&lt;br /&gt;
[PlH p. 75]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Barrelstalk]]:Large cask-shaped fungus that grows to 5 x 8 ft. Outside is hard as woody, inner flesh is edible, center contains 20 to 50 gallons of water. After 10 years of growth, it beings spore production and the flesh grows black and poisonous.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Bluecap]]:Common underdark crop. Fugus itself is inedible, but spores can be made into flour. Grows with or without faerzress.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Blueleaf]]:Durable tree with gleaming blue leaves native to humid temperate and subarctic latitudes. Reaches 40 ft height, rarely develops thick trunks, bends rather than breaks under wind/snow and tends to grow in thick strands. Sap and crushed leaves yield vivid blue dye, burnt wood creates leaping blue flames. It&amp;#039;s wood can be magically treated to be as hard as steel (requires 10 days and 10 ranks in craft alchemy or woodworking) and then fashioned into armor, counting as Masterwork and providing a half-weight benefit. Costs range from 300 gp to 1200 gp.&lt;br /&gt;
&lt;br /&gt;
;[[Bone Fungus]]:Bulbous ivory-coloured fungus that reseales a 10 ft cloud of spores that work as an inhaled poison (DC 14, 1d6 dex/1d6 dex). If damage is taken, bone density is reduced, resulting in extra damage from bludgeoning damage in te form of an extra 1 critical mulities. Immune to Acid and sonic, destroyed by cold damage, fire and electricity also destroy but release spores.&lt;br /&gt;
[Dungeonscape p. 140]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Boomshroom]]:&amp;quot;Special Environmental Conditions&amp;quot; in swamps and marshes can give rise to up to 300 ft radius patches of these magical mushrooms. They detect as Moderate Evocation (Spellcraft DC 20 to identify), and explode as a Fire Trap spell if distrubed. A Disable Device or Survival Check (DC 27) allows you to pick one, but it renders them inert. Always regrow in the same spot in 10 days after triggering or any other attempt to purge them.&lt;br /&gt;
[Magic of Faerun p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Bronzewood]]:Hard wood native to Aerenal that is as durable as steel/iron but 10% lighter, although it can&amp;#039;t be used for chain weapons. ACP of medium/heavy armor made from bronzewood does not apply to hide-checks made in woodlands. +4000 gp for medium, + 9000 gp for heavy, +500 gp/lb for other items.&lt;br /&gt;
[ECS p. 126]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Cassil]]:Mustard-like shrub, whose seeds can be made into a powder that suppresses male fertility for 3d4 days (1 hour to take effect). DC 15 Heal or profession herbalism check can detect its effects, while a DC 20 check can reverse them.&lt;br /&gt;
[FRCS p. 96]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Cave Moss]]:A faerzress dependent moss that is grazed by giant vermin and rothe.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Cave Star]]:Glowing yellow lichen found on chill cave roofs, but can&amp;#039;t stand warm places. It can be made into Lantern Stars, which a fist-sized balls of glass containing a mixture of Cave Star and reagents that give light as a torch for 4 hours. Alchemy DC 10, 5 gp&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Choke Mold]]:Bright yellow mold native to the elemental plane of earth commonly found in 2d4 patches that devours air, creating localized vacuums (can cause air-tight space to collapse inwards). Creatures within 5 ft of a patch begin to suffocate unless there is a Stoneshroom in the same square.&lt;br /&gt;
[Dragon 347 p. 45]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Coldwood]]:A Fey-created variety of Hickory that reaches maturity in 2 decades and has properties identical to steel, except the Fey/Druid-aversion part. Items are always materwork, Crafting DCs for Coldwood items are 8 higher. Sapling sells for 500 gp, see article for information on item prices and how to cultivate.&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Cotsbalm]]:Fleshy-leafed plant with small yellow flowers that grows 1 ft tall. It is hardy and found in temperate and sub-tropical regions. Its syrupy sap can be applied to a injury or contact poison victim to grant a :+8 Alchemical bonus on the secondary Fort save against a poison. Alchemy DC 35, 75 gp.&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Covadish]]:Plant native to Aerenal, whose leaves when used as a component in a necromancy spell have a 30% chance of increasing CL by 2. 750 gp&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Darkberry]]:Bush that grows clumps small purple berries. The handful of berries that reach ripeness each year contain shadowstuff in their skins, and if broken or curshed, they create a 5 ft diamter cricle of “blackness” for 2 rounds. 5 pg.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Darkroot]]:Large black twisted rout that grows to 10 ft in found by waterfalls and similar damp areas. It tastes vile, so chewing/swallowing. it induces vomiting. It can be made into Titan Gum, a strong and fast-setting glue that bonds in one round and requires a DC 20 Strength check to remove. It can support 500 lb of weight. Alchemy DC 15, 25 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Darkshine]]:Crystallizing glossy-black fungus hat grows sharp 6-ft long shards, native areas of elemental plane earth featuring portals to the negative energy plane. Areas with Darkshine in it function as clatrops that deal 1d10 damage, and damaged creature can not be magically healed for 1 minute. A patch has hardness 5, 20 hp and takes half damage from piercing and slashing weapons, but it take 1 point of damage each our it is exposes to any light-source stronger than a candle.&lt;br /&gt;
[Dragon 347 p. 46]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Darkwood aka. Zalantar]]:Wood items made from this tree&amp;#039;s magical wood are half-weight and masterwork, with shields having -2 ACP. Cost is equal to masterwork plus 10 gp/lb. Can also be fashioned into elven Darkleaf armor, which has -5 ASF and +1 Max Dex, -2 ACP and is 1 category lighter. Darkleaf armor creation requires DC 25 Alchemy check; costs +750 gp for light, + 2250 gp for medium and + 3000 gp for heavy.&lt;br /&gt;
[DMG p. 283, A&amp;amp;E p. 19, ECS p. 120, FRCS p. 80]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Deep Imaskari Waterplant]]:These magical plants are found in every deep imaskari household and grow 2-inch diameter balls of water grow from them every day and can be carried like oranges, until they are pierced and drank from.&lt;br /&gt;
[Und p. 140]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Densewood]]:Hard and strudy tree native to Aerenal whose wood has Hardness 8, 20 hp/inch and +5 Break DC. It doubles the weight of any wooden item and costs twice as much (prior to adding masterwork cost or similar).&lt;br /&gt;
[ECS p. 127]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Devil Weed aka. Wyssin]]:Tobaccolike smoked Drug, Initial1 Wis damage , Secondary +2 Alchemical Str bonus and shaken for 1d3 hours, no overdose. Low Addiction, Alchemy DC 20, 6 gp&lt;br /&gt;
[BoVD p. 42]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Djin Blossom]]:Fern native to the Elemental Plane of Air. Wearing one of its petals grants a +2 bonus on saves VS inhaled poisons and gas- based effects, and a DC 20 alchemy check allows one to make it into a perfume that grants a +2 bonus on all charisma-based skill checks for 24 hours. Perfume costs 400 gp, mature plant sells for&lt;br /&gt;
2000 gp-3000 gp. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Dragonseye Oak]]:Oak native to Q&amp;#039;barra, whose acorns when used as a component for ecovaction spell with an energy descriptor have a 10% chance of Empowering the spell. 60 gp&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Duskwood]]:Black-barked tree that grows 60 ft tall in tightly spaces groves, featuring small branches and smokey grey wood that&amp;#039;s strong as iron (hardness 10, 30 Hp/inch)but half the weight. Items made from it count as master-work and replaces steel in weapons and Breastplates , which have altered stats and counts as light armor. Costs +1500 for a weapon, +300 for a breastplate.&lt;br /&gt;
[MoF p. 178]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Dwarven Oak]]:Stunted, gnarled tree found on the slopes of temperate mountains that looks like a sitting Dwarf from a distance. Its bark can be made into a borwn fluid that can be added to poisons up to 1 hour before the poison is used to increase the poison&amp;#039;s DC by 2. Alchemy DC 25, 100 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Eldritch Whorlwood]]:Tree with a twisted and gnarled grain pattern, which becomes straight if a wand or other charged magic item made of Eldritch Whorlwood expends all its charges (DC 15 Knowledge Arcane to determine remaining charges from the pattern). Tree has darkess 6 and 10 HP/inch, requires magical care to grow/live, and can be propagated via both seeds and cutting. Charged magic items made from Eldritch Whorlwood cost 5% more.&lt;br /&gt;
Explorer&amp;#039;s Handbook p. 151&lt;br /&gt;
&lt;br /&gt;
;[[Elven Willow]]:Small tree (up to 5 ft tall) with golden-sheen bark that produces golden buds in the spring. Grows on riverbanks in temperate areas. Its sap can be made into a Elf Hazel, which fades scars if applied over the course of a week.&lt;br /&gt;
Alchemy DC 10, 5 gp&lt;br /&gt;
Ember root&lt;br /&gt;
A shrivelled-coconut looking plant native to the elemental plane of fire that grows on aly solid stone in areas of at least extreme heat. The flesh is poisonous, but the core contains drinkable liquid that never grows hotter than 70 degrees and one ounce of which equates to one day&amp;#039;s worth of water. A typical ember-root contains 1d4 ounces of liquid and is worth 200 gp on eht elemental plane of fire, while the juice is worth 40 gp per ounce. DC 30 survival check to find.&lt;br /&gt;
[Dragon 347 p. 48]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Entangle Weed]]:Nigh-invisible (DC 22 spot check to notice from within 10 ft) seaweed native to the elemental plane of water that forms patches of about 600 ft diameter. Entering a square with it forces a DC 20 Ref save against becoming entangled (Str check to escape DC 15 +1 per failed attempt). Each failed attempt to escape deal 1d6 nonlethal damage and causes fatigue, and taking 60 points of damage from it causes exhaustion. Hardness 0 and 10 HP/square.&lt;br /&gt;
[Dragon 347 p. 50]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Fesul]]:A type of gnarled, twisted tree that favors cold and poor soil and areas with little purchase such as cliffsides. Its cinnamon-brown wood crumbles when touched. Spring flowers from this tree can be made into perfume that grants a +1 compentence bonus to Cha- based checks made to persuade another for 10 minutes. One tree yields :1d4-1 ounces per year and 1 ounce of oil has 10 applications. 100 gp&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Fey Cherry]]:Unbelievably massive cherry trees that can live forever. Area under its canopy is mystically protected, i.e. always temperate and windspeeds are dampened by 20 mph. Items made from Fey Cherry cost 10% less gp and XP to enhance magically. It blossoms annually but only creates cherries every 10 years, and eating a cherry picked less than a day ago (gentle repose applies) grants a Protection from Evil effect for 5 minutes. Sapling sells for 3000 gp. See article for information on how to cultivate.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Fire Lichen]]:Orange white lichen that growths in warm underground areas. Can be made into a spicy paste or fiercely hot liquor.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Flame Clove]]:Garlic with essence of the elemental plane of fire. Mild poison (DC 13 1d6 fire/ 1 dex). If boiled in salt water, crushed and added to food it keep s the food hot for 1d4 days without drying it out. Adding it t alchemsits fire doubles the fire damage and doubles the doration. It matures in 5 weeks and is viable for 3 week following. A bulb sells for 20 gp.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Fleshshiver]]:Ten-coloured mushroom that grows in the soil between the roots of tropical fruit trees. It can be mixed with mud and then added to a compress that, when applied ot the head of a diseased creature, grants a +2 alchemical bonus to Fort saves against disease for 1 day. Surival DC 20, 25 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Galda]]:A yellowish tree that produces a salty fruit.&lt;br /&gt;
[LGG p. 143]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Glowvine]]:A morning glory derivative that gives of light as a torch at nice. It grows 1 ft every 2 weeks. Seedling sells for 500 gp. See article for information on how to cultivate.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Goblin Rogue]]:Medium-sized bush with yellow-orange berries in autumn found in temperate regions. It can be made into Goblin Ink, which is waterproof. Alchemy DC 10, 20 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Golden Desert Tree]]:A rare desert ree, whose sap is a vital ingredient in expensive perfumes and incense. When used as a component in casting a summoning spell with a 1 round casting time, it reduces the casting time to a standard action.&lt;br /&gt;
[CM p. 136]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Goldencup]]:Oily yellow moss found where water collects near the bottom of rocks in tundras. Can be chewed to induce mild euphoria, granting a +2 alchemical bonus on saves VS fear for for 30 minutes. However, upon entering combat while under the effects of goldencup, a creauter must make a DC 10 Will-save or be affected by a Confusion effect for the remaining duration. Survival DC 25, 50 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Green Air Bramble]]:Fast-growing creping vine that sprouts green berries. Can grow in most inhospitable climates and only needs to be in moist soil for 6 hours per week. Exposure to poison quickly kills the plant, wrinkling leaves and berries. Carrying 3 ft vine grants +2 untyped bonus to resist inhaled poisons, airborne diseases and nauseating effects like stinking cloud. 80 gp&lt;br /&gt;
[CS p. 118]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Gulthias Tree]]:A severely evil tree that came to be when a vampire was staked to the ground with a stake that was still green and took root. Focus of the adventure.&lt;br /&gt;
[Sunless Citadel]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Halfling Thistle]]:Small hardy thistle with a violet flower that grows in all temperature areas, especially highlands. It can be made into Shinewater, which removes all rust and corrosion from metal objects left to soak in it overnight. One dose re-rusts a medium- sized metal weapon. Alchemy DC 5, 5 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Hathil]]:Plant native to the Shadow March, which when used as a component for a transmutation spell has a 35% chance of increasing the DC by 1. 90 gp. ECS p. 91&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Healing Apple Tree]]:A magically bred medium-sized apple tree that bears red fruits that heal like Goodberries (does not count as a meal). A tree produces 100 apples per season.&lt;br /&gt;
[Mysteries of the Moonsea p. 61]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Helmthorn]]:Very hardy and adaptable vine-line ground shrub with dark waxy green leaves and black thorns as long as human hands, which are sometime uses as needles or dart points. Produces indigo coloured berries with a tart flavour that can be used for winemaking. Occasionally, a sring of berries will be scarlet red instead of indigo. If Goodberry is cast on a Red Helmthorn Berry, the effect lasts for one extra day.&lt;br /&gt;
[FRCS p. 79, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ice Lotus]]:Solitary Translucent blue-white flower found in cold environments that can be made into Icewalker Oil, which is a blue liquid that grants the Ice Walking ability of White Dragons for 10 minutes. Alchemy DC 25, 75 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Infusions]]:Infusions are a type of spell-trigger item made by infusing small plants with spells, and the spells are activated by eating the plant. Growing the plants personally can severely reduce the cost. See book for details.&lt;br /&gt;
[MotW p. 32]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ipt and Roanwood]]:Trees that grow over 100 ft.&lt;br /&gt;
[PGG p. 143]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ironvine]]:A type of Underdark vine that is as hard as iron. Always found interwoven into a thick curtain that blocks passage.&lt;br /&gt;
[Und p. 149]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Jabberweed]]:Tenacious ugly root native to pandemonium that looks like a pocked, multi-digit skeletal hand with lots of holes in it that cause a low missing sound audible to 100 ft (DC 15 listen to notice sound and direction) that imposes a -4 penalty to other listen checks. If kept wrapped in moist cloth it survives for 1 week away from pandemonium, but DC 18 Knowledge (Nature) check can keep it alive for another week. 60 gp, 1 lb&lt;br /&gt;
[CS p. 119]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Kieros]]:Herb native to the Madwood in Aerenal, whose leaves when used as a compoent for a death descriptos spell have a 30% chance of increasing the DC by 2.&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Kiss of Discord aka. Lusiri Blossom]]:Herb with dull red leaves that resemble lips. Ingestion causes 1d3 hours of hallucinations as Confusion, Fort DC 13 negate. As component for Chaos descriptor spells it grants +2 effective CL. 310 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lakeleaf]]:Parsley like herb descended from plants growing on the shores of the river Oceanus. If crushed and rubbed onto meat, that meat never dries out regardless of how overcooked. If used as a component for casting gentle repose, it double the duration (does not stack with extend spell). Matures in 14 weeks and remains viable for 5 weeks after. One spring sells for 20 gp.&lt;br /&gt;
[Dragon 357 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lichbriar]]:Bougainvillea- looking pants that clings to any surface and grows up to 50 ft in ideal conditions. It has poisons thorns (DC 14 1d2 Str + 1d4 Dex intial and secondary) and subsists by growing roots into living creatures and slowly draining their EXP until they die. See article for information on how to cultivate and exact mechanics.&lt;br /&gt;
[Dragon 357 p. 57]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lish]]:Smal tree, which grows dozens of small nuts in the spring in temperate forests. A handful of the nuts sustains a medium creature for a day. Eating a Lish Nut as a full-round action provides limited protection from vermin, which must succeed a DC 11 Will-save or or becoming sickened for 2d4 rounds after touching/attacking the creature exuding the nut&amp;#039;s odour. Surivial DC 30, 10 gp&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Livewood]]:Highly magical green-coloured tree native to Aerenal whose wood remains alive when felled. Items made from it are affected by Plant Growth, sprouting small branches and leaves, while Speak with Plants allows one to communicate with them and Blight damages them as if they were plant creatures. Livewood items can also be used for Tree Stride, Animate Plants can animate a Livewood object, and Dryads can live in Livewood objects. As a living object, a Livewood items are immune to the Disintegrate spell. It has Hardness 6, 10 HP/inch, and cost is +50 %.&lt;br /&gt;
[ECS p. 127]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Living Wood aka. Lifewood]]:This &amp;quot;special living wood&amp;quot; is writtento only be found in Elven Forests, where it was specially &amp;quot;bred&amp;quot;. It heals 1 HP per round. Whether this is a particular type of tree or if any tree type of tree can be bred/harvested to be Living Wood is anyone&amp;#039;s guess.&lt;br /&gt;
[SBG p. 36, Dragon 304 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Luhix]]:Wound-powder Drug, made from stalks of Abyssal plants. Initial 1 damage to all ability scores and intense pain, Secondary 1d2 alchemical bonus to all ability scores for and pain immunity 1d2 hours, Overdose DC 25 Fort or painful death if 2 doses in 24 hours. Vicious addiction, alchemy DC 30, 2000 gp&lt;br /&gt;
[BoVD p. 42]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Luurden aka. Bloodfruit]]:Faerzress dependent pale gnared tree that looks dead, except for a short period every 3 or 4 years where it produces bitter red fruit that cam be made into wine.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Maiden&amp;#039;s Hair aka. Earthsilk]]:An odd mushroom cultivated by dwarves for the silken tendrils that hang from it and collect moisture. These tendrils are touch and time-consuming to harvest, but they can be made into yarn that can create a very touch silk that make tough rope (Hardness 1, 10 hp, DC 26 to burst) and shirts that grant DR 1/slashing or bludgeoning, although the shirt can be torn by a piercing damage critical hit, at which point it looses its properties until repaired. Rope costs 12 gp, Jersey costs 150 gp.&lt;br /&gt;
[RoS p. 160]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Masthin]]:Plant native to Q&amp;#039;barra jungle that produces natural intoxicants when young that attract wild animals. If its shoots are used as a component for any enchantment spell targeting animals or magical beasts, they have a 40% chance of doubling spell duration. 60 gp.&lt;br /&gt;
[ECS p. 92]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Meadow Giant]]:Tenacious garge green-stemmed weed that can spring up over night in temperate grasslands, plains and farmlands. It easily threatens crops, and its powderes stem can be made into an anti- coagulant called White Sanguine, which when added to an injury poison, causes the victim to bleed for 1 point of damage each round for one minute, if it fails a save against the poison. Magical healing or a DC 15 Heal check stops the bleeding. Alchemy DC 20, 100 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Mimetic Plants]]:A non-specific category of plants whose fibers have the ability to take on the hue of whatever is around it. Forms the basis for Chameleonweave.&lt;br /&gt;
[MoE p. 139]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Mordayn]]:Inhaled steam Drug made from “rare Herb found in deep forest”. Initial hallucinations as Bestow Curse action loss for d20 + 10 minutes, Secondary 1d4 Con and Wis damage, DC 17 Will or 1d4 hour suggestion to immediately take drug again, Overdose DC 17 Fort or 1d10 Con/1d10 Con. High addiction, Alchemy DC 20, 200 gp.&lt;br /&gt;
BoVD p. 42, LoD p. 183&lt;br /&gt;
&lt;br /&gt;
;[[Mule Pollen]]:A daisy-type yellow flower. Inhaling the pollen grants +2 Str and imposes a -2 penalty to Int and Wis for 1d4 x 10 minutes. DC 12 save to avoid addiction, wherein addiction causes constant fatigue while not under the influence of the pollen. Neutralize Poison cures addiction.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Musk Muddle]]:Stinky, brown, dead-looking plant with wide leaves found in swamps and marshes. Can be made into Burn Salve, which when applied within 2 rounds after taking fire damage, heals 1d6 points of the damage done by fire. Alchemy DC 10, 15 gp&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Nahre Lotus]]:Water Lilly native to the Elemental Plane of Water that draws water from its home plane at a rate of 50 gallons per day. Plant sells for 10000 gp, seedling sells for 500 gp, vial containing a dead plants (which functions as a splash weapon against plant creatures) sells for 200 gp. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Nararoot]]:Woody black tuber with a licorice flavor. If made into tea, it suppresses female fertility for 1d4+2 days, while chewing it raw has the same effect for 2d4+4 days. Same DCs as for Cassil.&lt;br /&gt;
[FRCS p. 96]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Obaddis Leaf]]:Rare holly variety that can retain some magic if used as Druid divine focus. As component for Plant domain spell or plant- targeting spell it doubles both area and duration. 130 gp.&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Old Man&amp;#039;s Friend]]:Sticky leaf herb that grows to 2 inches in large (up to 10 by 10 ft) beds that acts like catnip for dogs. Can be made into a thick grey substance called gash glue, which can stabilize a dying creature. Alchemy DC 20, 40 gp&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Orevine]]:A vine-grape looking plant native to the Elemental Plane of water that draws metal from the surrounding soil. Depending what type of metal it is keyed to, it sells for 2000 gp – 10000 gp, producing between 300 gp – 2000 gp worth of the metal per month. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Orticusp]]:Extremely rare flower with a root that looks like a pale white fist, found in temperate forests with trees of at least 150 years of age. Fey within 20 yards can smell its earthy aroma and find it easily. If the root is pulped it can be made into Night Venom, which when added to a poison, adds an additional saving throw (at the poisons&amp;#039; normal DC) to the initial save against the poison. Failure causes the creature to fall asleep until the secondary effect of the poison kicks in. Alchemy DC 35, 500 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Oruighen]]:A rare cactus native to alkaline salts that can be made into an inhaled powder drug, although it&amp;#039;s really just a poison DC 14 tht causes blindess for 2d4 minutes and extreme nostirl and nose pain that cause -2 penalty to attacks, skill checks and saves. 20 gp.&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Panaeolo]]:Magical herb whose leaves tastes like leather and function as an ingested drug with no initial effect. Secondary effect is to increase all arcane spell save DCs by 2 for 1d4 hours and 1d6 Cha damage. A second dose within an hour of the first improves the effect to a +3 to save DCs and deals 2d8 Cha damage. Further doses only cause Cha damage. Low addiction, 250 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Pixie Table]]:Rare 1-ft tall and 1 ft diameter mushroom with a dark lavender cap that can be found in any woodland but is most common in temperate forests housing Fey. If boiled with cloth, it dyes it Lavender. It is the main ingredient for a red liquid called memorybind, which allows a prepared caster to prepare an extra 1st level spell in exchange for reducing all save DCs by 2. Alchemy DC 20, 300 gp&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Poison Apple Tree]]:A magically bred medium-sized apple tree that bears red fruits that taste good but function as a Fort DC 15 1d6/1d6 Con poison. A tree produces 100 apples per season.&lt;br /&gt;
[Mysteries of the Moonsea p. 62]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Pomow]]:A magically created dark-purple spheroid fruit-plant that grows to 1-2 feet across, serves as a hardy crop viable in a range of climates. Meat, root and seeds are edible and high in protein, core of the plant is filled with juice, the fibres are similar to cotton, and the rind can hold a razor edge. A new fruit starts growing as soon as the old one is plucked.&lt;br /&gt;
[SoS p. 51]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[&amp;quot;Powdered Desert plant&amp;quot; (x Wolves&amp;#039; Milk)]]:Distilled liquid drug that stains lips blue, Initial 1 Wis damage, Secondary 1d4 hours pain immunity, euphoria and -2 Initiative, Overdose if second does during duration causing Slowed for 2d4 hours.Medium Addiction, Alchemy DC 25, 15 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Prickly Tea]]:Thorny bush about 3 ft in height with grey-green leaves. Can be made into a mild stimulant tea:, or with the alchemy skill, a substance called senses; which tastes terrible but grants a +1 alchemical bonus to Spot and Listen for 1 hour. Alchemy DC 25, 50 gp&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Rare Blue Mushroom&lt;br /&gt;
Inhaled Mushroom Powder Drug, Initial +2 Alchemical to Int and Cha for 1 hour, Seconary 1 Str damage, -2 alchemical penalty to Wis for 1d4 hours and Str and Con for 2d4 hours, Overdose 2d6 damage if 2 doses in 12 hours and 4d6 damage plus paralysis for 2d4 hours if 3 or more doses in 24 hours. Medium Addiction, Alchemy DC 25, 100 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Razorvine]]:Twinning climber native to the Lower Planes (also found in Sigil) that is nigh impossible to get rid of as it grows at least 1 ft per day even if cut down to a stub. Dried Razorvine provides excellent fire kindle. Light contact deals 1d6 points of damage, while e.g. falling into it deals up to 3d6 points of damage; but this damage is reduced by a creatures natural armor bonus plus half its regular armor bonus.&lt;br /&gt;
[PlH p. 146, Expedition to the Demonweb pits. p. 107]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Reath]]:Parasitic Vine that grows on Eldeen Reach trees, whose leaves when used as a component for a plant-(creature) targeting spell has a 45% chance of increasing the DC by 2. 120 gp&lt;br /&gt;
[ECS p. 92]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Redflower]]:Tiny red-bog flower crushed leaf drug, no initial effect, Secondary 10 minutes Ability to use move action to gain +4 competence to attack single creatur, Overdose if second dose during duration causes 1d4 x 10 minutes nauseated. Low Addiction, Alchemy DC 27, 300 gp.&lt;br /&gt;
[BoVD p. 43, LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ripplebark]]:Shelf-like fungus that looks like rooting flesh but is perfectly edible, although it tastes better if cooked properly.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ripplewood]]:Dark-green vine up to 400 ft long with no roots or leaves native to the elemental planes of air. Forms massive twisted nests of at least 4 vines that choose their “down” to be in the centre between them to float about the elemental plane of air. Often used by giant eagles and such to make nests. A cluster can support 500 lb per 5 ft square. Hardness 5 and 20 hp per 100 ft section, centre has 25 hp.&lt;br /&gt;
[Dragon 347 p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ruby Apple Tree]]:A legendary tree allegedly created by a by a female elf most severely gifted in the cultivation of magically grown plants. Its an apple tree that grows rubies instead of apples. Similar trees grow in Mottlegrasp’s Orchard in Bytopia&lt;br /&gt;
[RotW p. 26, DMG p. 164]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sable Fir]]:A type of tree from a eponymous forest on the world of greyhawk that allegedly makes excellent arrow-shafts and turns a deep lustrous black if lumbered mid-winter and rubbed with hot oils.&lt;br /&gt;
[LGG p.142]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Salamander Orchids]]:Orchid that&amp;#039;s constantly on fire from the City of Brass on the elemental plane for fire that subsists on its home-planes energy wherever it is. Reduces the cost of a Flaming or Flaming burst weapon by 500 gp or 100 exp. Handling it without proper tools deals 1d6 points of damage. Mature plant sells for 2500 gp, lives up to 125 years. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sand Vine]]:Relatively rare rope-like seaweed found along temperate or warmer coasts. Grows both above and below water, commonly rooted to a small rock. Can be dried and used as rope. With alchemy, its juices can be made into Vine Oil, which is a topical aesthetic that allows a creature to fight until -5 hit points (does not stabilize). Lasts for 1 hour, has the side-effect that within 24 hours of use, a creature can not stabilize on its own. Regular use gives a signature smell. Alchemy DC 15, 50 gp.&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Scholar&amp;#039;s Dream]]:Ivy that grows on sage graves. If used as component for knowledge domain spells it doubles range and duration. 175 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Serren Wood]]:Tree from Arborea&amp;#039;s top layer Arvandor, vessel for nature spirits. Bow, Arrow or Crossbow bolt made from this wood has non- magical Ghosttouch. 4000 gp per weapon or 50 bolts&lt;br /&gt;
[BoED p. 38]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sezarad]]:Broad vivid flower with a short brittle root, which when chewed functions as a drug. The initial and secondary effects are 1d8 temp HP that overlap with each other that last for 10 minutes after initial ingestion. Also, 1d4 Wis damage. Low Addiction, 75 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Shadowtop]]:Massive trees native to humid climates that grow 2 ft a year, top out at 90 ft and reach a 10 ft or more diameter. Its wood is fibrous and tough, making it unusual for carving or building, but burns hot with very little smoke (torch lasts 2 hours) and its fibres make good ropes.&lt;br /&gt;
[FRCS p. 79, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Silverwood]]:A type of tree nurtured by sylvan elves to grow into unique forms, be free of disease and produce delicious sap that is made into famous elven mead. The sap is clear and slightly sticky, and provides a _2 alchemical bonus on Fort saves VS poison for 1 hour. A typical tree yields 2d4 ounces of sap a year.&lt;br /&gt;
[LGG p. 142, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sky Lotus]]:White stemless flower native to the elemental plane of air. Provides 1 day of nutrition, but contain trace ammounts of arsenic that can affect creatures that eat a lot of them. If oil is collected from 10 sky lotuses, it produces a natural potion of levition that is also a dose of arsenic. 30 gp.&lt;br /&gt;
[Dragon 347 p. 44]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sleepweed]]:This plant appears similar to milkweed, and its pods contain sleep- inducing spores. If Pods can be thrown as a ranged touch attack (increment 5 ft), and a struck target must make a DC 12 Will save (yes, it is Will) or fall asleep for 1 minute.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Slumberweed]]:Dried and powedered leaves of this plant, if inhaled or ingested, can cause a &amp;quot;sleeplike state resembling death&amp;quot; for 8 hours (Fort DC 12 negates). Can be delivered via blowgun, no Heal DC for seeing through fake death given. 500 gp per dose, no craft DC given.&lt;br /&gt;
[Dragon 316 p. 39]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Snowflake Lichen]]:Maigcal plant that looks like snow and grows on rocks in cold climates. It leeches heat, dealing 1d6 cold damage to creatures within 10 ft. Touching causes 1 Dex damage (DC 15 Fort negates, gloves/boots grant +2 circumstance bonus on save). Can be made into a weak inhaled poison:, DC 11 1 Str/ 1 Dex&lt;br /&gt;
[Frost p. 16]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Soarwood]]:Rare wood native to Aerenal that possesses magical buoyancy. Water-vessels made from Soarwood cost quadruple and move at double speed. Soarwood is 75% lighter than regular wood, and weight is 75% less. It is a necessary component for the construction of Eberron-style airships, and when worked into an airship, it becomes naturally lighter than air.&lt;br /&gt;
[ECS p. 127, Explorer&amp;#039;s Handbook p. 30]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Spotty Dragonfire]]:Wildflower with red, yellow and orange petals that grows to 1 ft high and stretches 6 inch in diameter and only blooms at night. It can be found in tropical to temperate regions and grows solitary, except near red dragon lairs, where it glows plentiful. It can be made into Dragon grew, which grants a +1 Alchemical bonus to all fortitude saves for 1 hour. Alchemy DC 25, 50 gp&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Stoneshrooms]]:Chalky rock-looking fungus native to the elemental plane of earth that is both edible (1 stoneshroom =1 meal) and produces spores in the form of breathable air. Also, for 24 hours after eating a Stoneshroom, a creature can hold its breath twice as long as normal. Stoneshroom subsists on minerals in the rock, remains edible for 1 day after picking, and is worth 20 gp.&lt;br /&gt;
[Dragon 347 p. 47]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Stygian Pumpkin]]:A sulphur-scented dead-looking variety of pumpkin that can grow in any temperate region and is culitvate by goblins as food. It grows rapidly over large areas, rendering the soil poisonous to other plants. It can be made into Devil&amp;#039;s Soap, which is a stinking black paste that grants fire resistance 2 for 1 hour. Alchemy DC 20, 25 gp.&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sunflower of Pelor]]:Large sunflower commonly found where undead were destroyed by Pelorian turn undead. If petals are treated with various unguents and used as component for sun-domain or light descriptor spells it doubles spell area. 100 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sussur aka. Deeproot]]:A rare, magical, faerzres-dependent tree with long gnarled branches and banyan-like aerial roots found in the largest underdark caverns. Grows to 60 ft of height, has very few leaves, and absorbs magic, creating massive (i.e. several 100 ft) antimagic fields.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Suth]]:Greybark tree with long, soft, olive-green leaves that likes to grow horizontal to the ground and then double back at an angle. Suths that grow together tend to intertwine, forming wall-like barriers. Wood is hard and durable, making it difficult to work, but sheets of this wood retain strength for decades, making it great for book- covers. It also makes good shield-wood, especially since soaking it in water before battle keeps it from catching fire.&lt;br /&gt;
[FRCS p. 80]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tahtoalethi (Wishfern)]]:Mystal plant that grants a wish every 1d100 years on the night of the winter solstice. Seed sells for 25000 gp, devilishly hard to cultivate, see article for information.&lt;br /&gt;
[Dragon 357 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tekkil]]:Succulent swamp plant with fat red leaves, which when chewed function as an analgesic drug. No initial effect, secondary effect is the reduction of any save made against or penalties caused by pain&lt;br /&gt;
by :1 for the next 1d4 hours. Also, damage reduction 1/non-lethal and -2 Initiative for. Overdose occurs with second dose during the original duration and causes a Slow effect for 2d4 hours.&lt;br /&gt;
[LOD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tereeka Root]]:Slime white tuber native to the shaded sandy ground in temperate climates with a bitter taste. After chewing it for one minute a creature to fit until -5 HP and regain HP while resting as if under the care of a healer for the next 12 hours. Surivial DC 30, 150 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Thistledown]]:A silken fabric made by elves (presumably from an eponymous plant) that can be worked into armor to make it easier to move in, increasing ACP by 1 and reducing ASF by 5%. Requires DC 15 Craft (tailoring) and costs 250 gp.&lt;br /&gt;
[RotW p. 168]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Torchstalk]]:Nonmagical mushroom that can serve as a torch. Takes 1d4+1 minutes to ignite, but burns for 24 hours shedding bright illumination in 10 ft radius. Has a sub-species that explodes into chokcing spores after 5 rounds of burning, requiring anyone within 20 ft to make a DC 15 Fort save to negate 1d4 Con damage. DC 18 appropriate Knowledge or Survival check allows differentiation between the two types.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Trueroot]]:A legendary sapling that is said to have been accidentally created during a series of experiments involving the repeated grafting of various magically enhanced roots onto treants, from which seeds were planted to create saplings that were then grafted with each other and so on. The trueroot sapling&amp;#039;s roots are said to have pulled magical energy from an unknown place, and this magical energy could be channeled into other plants to accelerate their growth to be 10 times faster, or be channelled into spellcasters to give perfect health and “almost limitless spellcasting”. The trueroot died after small cutting were taken to propegate it and there are no known successes in recreating it.&lt;br /&gt;
[RoD p. 80]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Twilight Green]]:Distant belladonna relative, Ingested DC 14 Fort or 1d4/1d4 Con damage poison. If used as component for negative energy damage dealing spell, it increases damage by 1 point per spell level. 250 gp.&lt;br /&gt;
[CC p. 133]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tyrant&amp;#039;s Sword]]:Coarse grass with broad sharp leaves with silver edges that grows to 2 ft in hight. Sporadically found in tundras and temperate plains, it grows slow and doesn&amp;#039;t compete well. It cam be made into Frost Lotion, which has the same effect DC and cost as Burn Salve, but for Cold damage.&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Visma Paste]]:Tropical bush with dark broad leaves, which when made into a paste can soothe burns, i.e. heal 1d3 points of non-lethal damage sustained from heat exposure. It also grants a +2 alchemical bonus on the next save made VS environmental heat damage within 1 hour of application. Survival DC 15, 30 gp&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Vodare]]:Powder Drug made from flower that grows on graves of Rallaster worshippers, Initial +2 Alchemical to intimiate and saves VS fear for 1d4 hours, Secondary -4 alchemical penatly to Diplomacy &amp;amp; Bluff for 2d4 hours, Overdose if additional dose within 4 hours&lt;br /&gt;
DC 15 CON or catatonia. High Addiction, Alchemy DC 15, 40 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Waterorb]]:Bulbous aquatic fungus that grows in boulder-like patches in detritus areas.&lt;br /&gt;
[Und p. 109]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Weirwood]]:Rare oak-like tree with leaves that are a silver-sheen brown on top and velvet black on the underside, often protected by Dryads and Treants. Can grow huge and many-branched, will not burn from non-magical fire, and imparts a warm clear tone to musical instruments made from it. It can replace oak or holly in any spell, and living Weirwood has fire resistance 20 (no means to preserve this quality after harvesting is known). Weirwood within the illumiation radius of a magical ight source emits light as a candle for 1d4+1 rounds after leaving the area.&lt;br /&gt;
[FRCS p. 80, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
;[[Wild Fireclover]]:Brilliant orange-red summer-flower found in temperate plains and farmland. Crushed petals give of a lovely smell for 1 week. The stem can be made into a substance called Mindfire, which when added to an ingested poison, imposes a -2 alchemical penalty to will-saves to those who fail a save against the poison, and forces casters to make concentration checks (DC 15 + spell level) to cast spells. Effects last 1 hour. Alchemy DC 30, 200 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
;[[Wildwood aka. Saelas]]:A flexible wood that can be worked into armor (counts as masterwork, -1 AC, Max dex +1, ACP -1, no ACP on hide in undergrowth, ASF -5, -25% weight compared to metal). Wildwood “heals” a point of damage over 24 hours if exposed to sunlight for at least 1 our, or, heals 5 points if also left to soak in water for 8 hours. Cost is double that of ordinary masterwork equivalent, but crating time is unaffected, and crafting requires craft (woodworking). It has hardness 6 and 10 HP/inch.&lt;br /&gt;
[RotW p. 169]&lt;br /&gt;
&lt;br /&gt;
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;[[Witchweed]]:A plants whose leaves and stalks can be refined into a paste, which is then rolled into a smokestick of sorts that creates 10 ft cube of light smoke (no concealment) that forces casters to make a concentration check as if casting defensively or loose the spell. The smoke is effective for 5 founds. Alchemy DC 20, 40 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
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;[[Wittlewort]]:Herb with green gossamer-like fronds which, due to its rapid growth cycle, is found onliny in the spring in temperate, subtropical or tropical areas. Deters slugs and other pests. If powdered, it can be made into Wittlewort brew, which grants those under Enchantment effects another saving throw (if the effect allowed one).Alchemy DC 15, 30 gp&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
;[[Wolfsbane aka. Belladonna]]:A creature affected with Lycanthropy can eat a spring of wolfsbane within 1 hour of affliction to try and shrug off the affliction with a DC 20 Fortitude save. Alternatively, a Heal Check can be made, and the result can be used in place of the creature&amp;#039;s bonus to Fort saves (whichever is higher). Only one attempt can be made. Wolfsbane is also toxic, requiring a DC 13 Fort save to avoid 1d6/2d6 Str damage.&lt;br /&gt;
[Monster Manual p. 178]&lt;br /&gt;
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;[[Wolfweed]]:Similar in appearance to Wolfsbane, this plant can be made into a substance called Journeyman Serum, which provides a +2 Alchemical bonus on constitution checks to avoid damage from a forces march. Alchemy DC 5, 5 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
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;[[Yarpick aka. Daggerthorn]]:A type of tree that grows small fruit whose seeds are nourishing both whole and as ground meal.&lt;br /&gt;
[LGG p. 140]&lt;br /&gt;
&lt;br /&gt;
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;[[Zurkhwood]]:Giant 30-40 ft high mushroom. Has large spores that can be eaten if prepared properly, and its hardy stalks serve as an Underdark substitute for wood.&lt;br /&gt;
[Und p. 109]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Plants&amp;diff=1510</id>
		<title>Category:Plants</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Plants&amp;diff=1510"/>
				<updated>2018-08-03T18:27:34Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: Created page with &amp;quot;;Abyssal Blackgrass: Thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diamater clumps, but its roots extend...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;[[Abyssal Blackgrass]]:&lt;br /&gt;
Thick black weed native to the lower planes that propagates via tiny seeds. On the surface it appears as 1-foot diamater clumps, but its roots extend in a 50 ft diamater just beneath the surface. Natural healing is prevented when standing above its roots, and magical healing only heals half the normal HP. If the clump is pulled out, the plant survives and regrows the clump in 1d4 days. Only digging up the whole root system or the use of a Blight-type spell can truly kill it. Has taint-mechanic boosting effects.&lt;br /&gt;
[Heroes of Horror p. 68]&lt;br /&gt;
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;[[Adamant Algae]]:&lt;br /&gt;
Rare algae that grows in water gathered around adamantine. Produces dark red liquid that doubles natural healing rate for 24 hours (requires 1 ounce per 100 lb of body weight). Typical pool contains 32 ounces of the liquid, which becomes useless 30 minutes after removal from the pool unless stored in an adamantine vial (200 gp), which makes it last for 1 month. Adamant Algae die within 1 our after removal from their pool.&lt;br /&gt;
[Dragon 347 p. 45]&lt;br /&gt;
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;[[Air Plant]]:&lt;br /&gt;
A sponge-like pond-surface plant that produces and stores air. A fist-sized piece can be held in the mouth to provide a medium creature with 5 minutes of air before dying. 25 gp&lt;br /&gt;
[Stormwrack p. 109]&lt;br /&gt;
&lt;br /&gt;
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;[[Alfengrape]]:&lt;br /&gt;
A glowing grape-vine magically created by elves that produces grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants selss for 100 pg and can live up to 700 years. See article for information on how to cultivate o&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
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;[[Arkas Grass]]:&lt;br /&gt;
Type of Grass used as Horsefeed, fillies raised on Arkas Grass grow up to have a 70 ft landspeed and +2 Dex &amp;amp; Con, grant a +2 on Handle Animal against them and can be trained in half the normal time.&lt;br /&gt;
[CoV p. 155]&lt;br /&gt;
&lt;br /&gt;
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;[[Ash Willow]]:&lt;br /&gt;
Dark red tree native to the elemental plane of fire that can grow to 120 ft tall. It thrives of heat, often growing from pools of lava. They continuously rain ash around them, producing 1 lb per day per 10 ft of its height. It extends runner roots that spawn 1d3 new tree each month. They create areas of calm, slow-bunring forests within the volatile plane.&lt;br /&gt;
[Dragon 347 p. 48]&lt;br /&gt;
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;[[Atramen]]:&lt;br /&gt;
A planar fruit that grows shoals of the Elemental Plane of Earth that are close to the Negative Energy Plane. It can be cold-pressed into an oil that, when thrown as a splash weapon, imposes a -4 penalty on Fort saves for 1 minute (-1 on splash). 50 gp for oil flask, alchemy DC 20 to create.&lt;br /&gt;
[PlH p. 75]&lt;br /&gt;
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;[[Barrelstalk]]:&lt;br /&gt;
Large cask-shaped fungus that grows to 5 x 8 ft. Outside is hard as woody, inner flesh is edible, center contains 20 to 50 gallons of water. After 10 years of growth, it beings spore production and the flesh grows black and poisonous.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
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;[[Bluecap]]:&lt;br /&gt;
Common underdark crop. Fugus itself is inedible, but spores can be made into flour. Grows with or without faerzress.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
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;[[Blueleaf]]:&lt;br /&gt;
Durable tree with gleaming blue leaves native to humid temperate and subarctic latitudes. Reaches 40 ft height, rarely develops thick trunks, bends rather than breaks under wind/snow and tends to grow in thick strands. Sap and crushed leaves yield vivid blue dye, burnt wood creates leaping blue flames. It&amp;#039;s wood can be magically treated to be as hard as steel (requires 10 days and 10 ranks in craft alchemy or woodworking) and then fashioned into armor, counting as Masterwork and providing a half-weight benefit. Costs range from 300 gp to 1200 gp.&lt;br /&gt;
&lt;br /&gt;
;[[Bone Fungus]]:&lt;br /&gt;
Bulbous ivory-coloured fungus that reseales a 10 ft cloud of spores that work as an inhaled poison (DC 14, 1d6 dex/1d6 dex). If damage is taken, bone density is reduced, resulting in extra damage from bludgeoning damage in te form of an extra 1 critical mulities. Immune to Acid and sonic, destroyed by cold damage, fire and electricity also destroy but release spores.&lt;br /&gt;
[Dungeonscape p. 140]&lt;br /&gt;
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;[[Boomshroom]]:&lt;br /&gt;
&amp;quot;Special Environmental Conditions&amp;quot; in swamps and marshes can give rise to up to 300 ft radius patches of these magical mushrooms. They detect as Moderate Evocation (Spellcraft DC 20 to identify), and explode as a Fire Trap spell if distrubed. A Disable Device or Survival Check (DC 27) allows you to pick one, but it renders them inert. Always regrow in the same spot in 10 days after triggering or any other attempt to purge them.&lt;br /&gt;
[Magic of Faerun p. 43]&lt;br /&gt;
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;[[Bronzewood]]:&lt;br /&gt;
Hard wood native to Aerenal that is as durable as steel/iron but 10% lighter, although it can&amp;#039;t be used for chain weapons. ACP of medium/heavy armor made from bronzewood does not apply to hide-checks made in woodlands. +4000 gp for medium, + 9000 gp for heavy, +500 gp/lb for other items.&lt;br /&gt;
[ECS p. 126]&lt;br /&gt;
&lt;br /&gt;
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;[[Cassil]]:&lt;br /&gt;
Mustard-like shrub, whose seeds can be made into a powder that suppresses male fertility for 3d4 days (1 hour to take effect). DC 15 Heal or profession herbalism check can detect its effects, while a DC 20 check can reverse them.&lt;br /&gt;
[FRCS p. 96]&lt;br /&gt;
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&lt;br /&gt;
;[[Cave Moss]]:&lt;br /&gt;
A faerzress dependent moss that is grazed by giant vermin and rothe.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
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;[[Cave Star]]:&lt;br /&gt;
Glowing yellow lichen found on chill cave roofs, but can&amp;#039;t stand warm places. It can be made into Lantern Stars, which a fist-sized balls of glass containing a mixture of Cave Star and reagents that give light as a torch for 4 hours. Alchemy DC 10, 5 gp&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
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&lt;br /&gt;
;[[Choke Mold]]:&lt;br /&gt;
Bright yellow mold native to the elemental plane of earth commonly found in 2d4 patches that devours air, creating localized vacuums (can cause air-tight space to collapse inwards). Creatures within 5 ft of a patch begin to suffocate unless there is a Stoneshroom in the same square.&lt;br /&gt;
[Dragon 347 p. 45]&lt;br /&gt;
&lt;br /&gt;
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;[[Coldwood]]:&lt;br /&gt;
A Fey-created variety of Hickory that reaches maturity in 2 decades and has properties identical to steel, except the Fey/Druid-aversion part. Items are always materwork, Crafting DCs for Coldwood items are 8 higher. Sapling sells for 500 gp, see article for information on item prices and how to cultivate.&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
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;[[Cotsbalm]]:&lt;br /&gt;
Fleshy-leafed plant with small yellow flowers that grows 1 ft tall. It is hardy and found in temperate and sub-tropical regions. Its syrupy sap can be applied to a injury or contact poison victim to grant a :+8 Alchemical bonus on the secondary Fort save against a poison. Alchemy DC 35, 75 gp.&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
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;[[Covadish]]:&lt;br /&gt;
Plant native to Aerenal, whose leaves when used as a component in a necromancy spell have a 30% chance of increasing CL by 2. 750 gp&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
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;[[Darkberry]]:&lt;br /&gt;
Bush that grows clumps small purple berries. The handful of berries that reach ripeness each year contain shadowstuff in their skins, and if broken or curshed, they create a 5 ft diamter cricle of “blackness” for 2 rounds. 5 pg.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
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;[[Darkroot]]:&lt;br /&gt;
Large black twisted rout that grows to 10 ft in found by waterfalls and similar damp areas. It tastes vile, so chewing/swallowing. it induces vomiting. It can be made into Titan Gum, a strong and fast-setting glue that bonds in one round and requires a DC 20 Strength check to remove. It can support 500 lb of weight. Alchemy DC 15, 25 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
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;[[Darkshine]]:&lt;br /&gt;
Crystallizing glossy-black fungus hat grows sharp 6-ft long shards, native areas of elemental plane earth featuring portals to the negative energy plane. Areas with Darkshine in it function as clatrops that deal 1d10 damage, and damaged creature can not be magically healed for 1 minute. A patch has hardness 5, 20 hp and takes half damage from piercing and slashing weapons, but it take 1 point of damage each our it is exposes to any light-source stronger than a candle.&lt;br /&gt;
[Dragon 347 p. 46]&lt;br /&gt;
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;[[Darkwood aka. Zalantar]]:&lt;br /&gt;
Wood items made from this tree&amp;#039;s magical wood are half-weight and masterwork, with shields having -2 ACP. Cost is equal to masterwork plus 10 gp/lb. Can also be fashioned into elven Darkleaf armor, which has -5 ASF and +1 Max Dex, -2 ACP and is 1 category lighter. Darkleaf armor creation requires DC 25 Alchemy check; costs +750 gp for light, + 2250 gp for medium and + 3000 gp for heavy.&lt;br /&gt;
[DMG p. 283, A&amp;amp;E p. 19, ECS p. 120, FRCS p. 80]&lt;br /&gt;
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;[[Deep Imaskari Waterplant]]:&lt;br /&gt;
These magical plants are found in every deep imaskari household and grow 2-inch diameter balls of water grow from them every day and can be carried like oranges, until they are pierced and drank from.&lt;br /&gt;
[Und p. 140]&lt;br /&gt;
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;[[Densewood]]:&lt;br /&gt;
Hard and strudy tree native to Aerenal whose wood has Hardness 8, 20 hp/inch and +5 Break DC. It doubles the weight of any wooden item and costs twice as much (prior to adding masterwork cost or similar).&lt;br /&gt;
[ECS p. 127]&lt;br /&gt;
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;[[Devil Weed aka. Wyssin]]:&lt;br /&gt;
Tobaccolike smoked Drug, Initial1 Wis damage , Secondary +2 Alchemical Str bonus and shaken for 1d3 hours, no overdose. Low Addiction, Alchemy DC 20, 6 gp&lt;br /&gt;
[BoVD p. 42]&lt;br /&gt;
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;[[Djin Blossom]]:&lt;br /&gt;
Fern native to the Elemental Plane of Air. Wearing one of its petals grants a +2 bonus on saves VS inhaled poisons and gas- based effects, and a DC 20 alchemy check allows one to make it into a perfume that grants a +2 bonus on all charisma-based skill checks for 24 hours. Perfume costs 400 gp, mature plant sells for&lt;br /&gt;
2000 gp-3000 gp. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 53]&lt;br /&gt;
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;[[Dragonseye Oak]]:&lt;br /&gt;
Oak native to Q&amp;#039;barra, whose acorns when used as a component for ecovaction spell with an energy descriptor have a 10% chance of Empowering the spell. 60 gp&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
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;[[Duskwood]]:&lt;br /&gt;
Black-barked tree that grows 60 ft tall in tightly spaces groves, featuring small branches and smokey grey wood that&amp;#039;s strong as iron (hardness 10, 30 Hp/inch)but half the weight. Items made from it count as master-work and replaces steel in weapons and Breastplates , which have altered stats and counts as light armor. Costs +1500 for a weapon, +300 for a breastplate.&lt;br /&gt;
[MoF p. 178]&lt;br /&gt;
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;[[Dwarven Oak]]:&lt;br /&gt;
Stunted, gnarled tree found on the slopes of temperate mountains that looks like a sitting Dwarf from a distance. Its bark can be made into a borwn fluid that can be added to poisons up to 1 hour before the poison is used to increase the poison&amp;#039;s DC by 2. Alchemy DC 25, 100 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
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;[[Eldritch Whorlwood]]:&lt;br /&gt;
Tree with a twisted and gnarled grain pattern, which becomes straight if a wand or other charged magic item made of Eldritch Whorlwood expends all its charges (DC 15 Knowledge Arcane to determine remaining charges from the pattern). Tree has darkess 6 and 10 HP/inch, requires magical care to grow/live, and can be propagated via both seeds and cutting. Charged magic items made from Eldritch Whorlwood cost 5% more.&lt;br /&gt;
Explorer&amp;#039;s Handbook p. 151&lt;br /&gt;
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;[[Elven Willow]]:&lt;br /&gt;
Small tree (up to 5 ft tall) with golden-sheen bark that produces golden buds in the spring. Grows on riverbanks in temperate areas. Its sap can be made into a Elf Hazel, which fades scars if applied over the course of a week.&lt;br /&gt;
Alchemy DC 10, 5 gp&lt;br /&gt;
Ember root&lt;br /&gt;
A shrivelled-coconut looking plant native to the elemental plane of fire that grows on aly solid stone in areas of at least extreme heat. The flesh is poisonous, but the core contains drinkable liquid that never grows hotter than 70 degrees and one ounce of which equates to one day&amp;#039;s worth of water. A typical ember-root contains 1d4 ounces of liquid and is worth 200 gp on eht elemental plane of fire, while the juice is worth 40 gp per ounce. DC 30 survival check to find.&lt;br /&gt;
[Dragon 347 p. 48]&lt;br /&gt;
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;[[Entangle Weed]]:&lt;br /&gt;
Nigh-invisible (DC 22 spot check to notice from within 10 ft) seaweed native to the elemental plane of water that forms patches of about 600 ft diameter. Entering a square with it forces a DC 20 Ref save against becoming entangled (Str check to escape DC 15 +1 per failed attempt). Each failed attempt to escape deal 1d6 nonlethal damage and causes fatigue, and taking 60 points of damage from it causes exhaustion. Hardness 0 and 10 HP/square.&lt;br /&gt;
[Dragon 347 p. 50]&lt;br /&gt;
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;[[Fesul]]:&lt;br /&gt;
A type of gnarled, twisted tree that favors cold and poor soil and areas with little purchase such as cliffsides. Its cinnamon-brown wood crumbles when touched. Spring flowers from this tree can be made into perfume that grants a +1 compentence bonus to Cha- based checks made to persuade another for 10 minutes. One tree yields :1d4-1 ounces per year and 1 ounce of oil has 10 applications. 100 gp&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
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;[[Fey Cherry]]:&lt;br /&gt;
Unbelievably massive cherry trees that can live forever. Area under its canopy is mystically protected, i.e. always temperate and windspeeds are dampened by 20 mph. Items made from Fey Cherry cost 10% less gp and XP to enhance magically. It blossoms annually but only creates cherries every 10 years, and eating a cherry picked less than a day ago (gentle repose applies) grants a Protection from Evil effect for 5 minutes. Sapling sells for 3000 gp. See article for information on how to cultivate.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
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;[[Fire Lichen]]:&lt;br /&gt;
Orange white lichen that growths in warm underground areas. Can be made into a spicy paste or fiercely hot liquor.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
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;[[Flame Clove]]:&lt;br /&gt;
Garlic with essence of the elemental plane of fire. Mild poison (DC 13 1d6 fire/ 1 dex). If boiled in salt water, crushed and added to food it keep s the food hot for 1d4 days without drying it out. Adding it t alchemsits fire doubles the fire damage and doubles the doration. It matures in 5 weeks and is viable for 3 week following. A bulb sells for 20 gp.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
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;[[Fleshshiver]]:&lt;br /&gt;
Ten-coloured mushroom that grows in the soil between the roots of tropical fruit trees. It can be mixed with mud and then added to a compress that, when applied ot the head of a diseased creature, grants a +2 alchemical bonus to Fort saves against disease for 1 day. Surival DC 20, 25 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
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;[[Galda]]:&lt;br /&gt;
A yellowish tree that produces a salty fruit.&lt;br /&gt;
[LGG p. 143]&lt;br /&gt;
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;[[Glowvine]]:&lt;br /&gt;
A morning glory derivative that gives of light as a torch at nice. It grows 1 ft every 2 weeks. Seedling sells for 500 gp. See article for information on how to cultivate.&lt;br /&gt;
[Dragon 357 p. 56]&lt;br /&gt;
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;[[Goblin Rogue]]:&lt;br /&gt;
Medium-sized bush with yellow-orange berries in autumn found in temperate regions. It can be made into Goblin Ink, which is waterproof. Alchemy DC 10, 20 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
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;[[Golden Desert Tree]]:&lt;br /&gt;
A rare desert ree, whose sap is a vital ingredient in expensive perfumes and incense. When used as a component in casting a summoning spell with a 1 round casting time, it reduces the casting time to a standard action.&lt;br /&gt;
[CM p. 136]&lt;br /&gt;
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;[[Goldencup]]:&lt;br /&gt;
Oily yellow moss found where water collects near the bottom of rocks in tundras. Can be chewed to induce mild euphoria, granting a +2 alchemical bonus on saves VS fear for for 30 minutes. However, upon entering combat while under the effects of goldencup, a creauter must make a DC 10 Will-save or be affected by a Confusion effect for the remaining duration. Survival DC 25, 50 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
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;[[Green Air Bramble]]:&lt;br /&gt;
Fast-growing creping vine that sprouts green berries. Can grow in most inhospitable climates and only needs to be in moist soil for 6 hours per week. Exposure to poison quickly kills the plant, wrinkling leaves and berries. Carrying 3 ft vine grants +2 untyped bonus to resist inhaled poisons, airborne diseases and nauseating effects like stinking cloud. 80 gp&lt;br /&gt;
[CS p. 118]&lt;br /&gt;
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;[[Gulthias Tree]]:&lt;br /&gt;
A severely evil tree that came to be when a vampire was staked to the ground with a stake that was still green and took root. Focus of the adventure.&lt;br /&gt;
[Sunless Citadel]&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
;[[Halfling Thistle]]:&lt;br /&gt;
Small hardy thistle with a violet flower that grows in all temperature areas, especially highlands. It can be made into Shinewater, which removes all rust and corrosion from metal objects left to soak in it overnight. One dose re-rusts a medium- sized metal weapon. Alchemy DC 5, 5 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Hathil]]:&lt;br /&gt;
Plant native to the Shadow March, which when used as a component for a transmutation spell has a 35% chance of increasing the DC by 1. 90 gp. ECS p. 91&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Healing Apple Tree]]:&lt;br /&gt;
A magically bred medium-sized apple tree that bears red fruits that heal like Goodberries (does not count as a meal). A tree produces 100 apples per season.&lt;br /&gt;
[Mysteries of the Moonsea p. 61]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Helmthorn]]:&lt;br /&gt;
Very hardy and adaptable vine-line ground shrub with dark waxy green leaves and black thorns as long as human hands, which are sometime uses as needles or dart points. Produces indigo coloured berries with a tart flavour that can be used for winemaking. Occasionally, a sring of berries will be scarlet red instead of indigo. If Goodberry is cast on a Red Helmthorn Berry, the effect lasts for one extra day.&lt;br /&gt;
[FRCS p. 79, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ice Lotus]]:&lt;br /&gt;
Solitary Translucent blue-white flower found in cold environments that can be made into Icewalker Oil, which is a blue liquid that grants the Ice Walking ability of White Dragons for 10 minutes. Alchemy DC 25, 75 gp.&lt;br /&gt;
[Dragon 301 p. 56]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Infusions]]:&lt;br /&gt;
Infusions are a type of spell-trigger item made by infusing small plants with spells, and the spells are activated by eating the plant. Growing the plants personally can severely reduce the cost. See book for details.&lt;br /&gt;
[MotW p. 32]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ipt and Roanwood]]:&lt;br /&gt;
Trees that grow over 100 ft.&lt;br /&gt;
[PGG p. 143]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ironvine]]:&lt;br /&gt;
A type of Underdark vine that is as hard as iron. Always found interwoven into a thick curtain that blocks passage.&lt;br /&gt;
[Und p. 149]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Jabberweed]]:&lt;br /&gt;
Tenacious ugly root native to pandemonium that looks like a pocked, multi-digit skeletal hand with lots of holes in it that cause a low missing sound audible to 100 ft (DC 15 listen to notice sound and direction) that imposes a -4 penalty to other listen checks. If kept wrapped in moist cloth it survives for 1 week away from pandemonium, but DC 18 Knowledge (Nature) check can keep it alive for another week. 60 gp, 1 lb&lt;br /&gt;
[CS p. 119]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Kieros]]:&lt;br /&gt;
Herb native to the Madwood in Aerenal, whose leaves when used as a compoent for a death descriptos spell have a 30% chance of increasing the DC by 2.&lt;br /&gt;
[ECS p. 91]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Kiss of Discord aka. Lusiri Blossom]]:&lt;br /&gt;
Herb with dull red leaves that resemble lips. Ingestion causes 1d3 hours of hallucinations as Confusion, Fort DC 13 negate. As component for Chaos descriptor spells it grants +2 effective CL. 310 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lakeleaf]]:&lt;br /&gt;
Parsley like herb descended from plants growing on the shores of the river Oceanus. If crushed and rubbed onto meat, that meat never dries out regardless of how overcooked. If used as a component for casting gentle repose, it double the duration (does not stack with extend spell). Matures in 14 weeks and remains viable for 5 weeks after. One spring sells for 20 gp.&lt;br /&gt;
[Dragon 357 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lichbriar]]:&lt;br /&gt;
Bougainvillea- looking pants that clings to any surface and grows up to 50 ft in ideal conditions. It has poisons thorns (DC 14 1d2 Str + 1d4 Dex intial and secondary) and subsists by growing roots into living creatures and slowly draining their EXP until they die. See article for information on how to cultivate and exact mechanics.&lt;br /&gt;
[Dragon 357 p. 57]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Lish]]:&lt;br /&gt;
Smal tree, which grows dozens of small nuts in the spring in temperate forests. A handful of the nuts sustains a medium creature for a day. Eating a Lish Nut as a full-round action provides limited protection from vermin, which must succeed a DC 11 Will-save or or becoming sickened for 2d4 rounds after touching/attacking the creature exuding the nut&amp;#039;s odour. Surivial DC 30, 10 gp&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Livewood]]:&lt;br /&gt;
Highly magical green-coloured tree native to Aerenal whose wood remains alive when felled. Items made from it are affected by Plant Growth, sprouting small branches and leaves, while Speak with Plants allows one to communicate with them and Blight damages them as if they were plant creatures. Livewood items can also be used for Tree Stride, Animate Plants can animate a Livewood object, and Dryads can live in Livewood objects. As a living object, a Livewood items are immune to the Disintegrate spell. It has Hardness 6, 10 HP/inch, and cost is +50 %.&lt;br /&gt;
[ECS p. 127]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Living Wood aka. Lifewood]]:&lt;br /&gt;
This &amp;quot;special living wood&amp;quot; is writtento only be found in Elven Forests, where it was specially &amp;quot;bred&amp;quot;. It heals 1 HP per round. Whether this is a particular type of tree or if any tree type of tree can be bred/harvested to be Living Wood is anyone&amp;#039;s guess.&lt;br /&gt;
[SBG p. 36, Dragon 304 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Luhix]]:&lt;br /&gt;
Wound-powder Drug, made from stalks of Abyssal plants. Initial 1 damage to all ability scores and intense pain, Secondary 1d2 alchemical bonus to all ability scores for and pain immunity 1d2 hours, Overdose DC 25 Fort or painful death if 2 doses in 24 hours. Vicious addiction, alchemy DC 30, 2000 gp&lt;br /&gt;
[BoVD p. 42]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Luurden aka. Bloodfruit]]:&lt;br /&gt;
Faerzress dependent pale gnared tree that looks dead, except for a short period every 3 or 4 years where it produces bitter red fruit that cam be made into wine.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Maiden&amp;#039;s Hair aka. Earthsilk]]:&lt;br /&gt;
An odd mushroom cultivated by dwarves for the silken tendrils that hang from it and collect moisture. These tendrils are touch and time-consuming to harvest, but they can be made into yarn that can create a very touch silk that make tough rope (Hardness 1, 10 hp, DC 26 to burst) and shirts that grant DR 1/slashing or bludgeoning, although the shirt can be torn by a piercing damage critical hit, at which point it looses its properties until repaired. Rope costs 12 gp, Jersey costs 150 gp.&lt;br /&gt;
[RoS p. 160]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Masthin]]:&lt;br /&gt;
Plant native to Q&amp;#039;barra jungle that produces natural intoxicants when young that attract wild animals. If its shoots are used as a component for any enchantment spell targeting animals or magical beasts, they have a 40% chance of doubling spell duration. 60 gp.&lt;br /&gt;
[ECS p. 92]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Meadow Giant]]:&lt;br /&gt;
Tenacious garge green-stemmed weed that can spring up over night in temperate grasslands, plains and farmlands. It easily threatens crops, and its powderes stem can be made into an anti- coagulant called White Sanguine, which when added to an injury poison, causes the victim to bleed for 1 point of damage each round for one minute, if it fails a save against the poison. Magical healing or a DC 15 Heal check stops the bleeding. Alchemy DC 20, 100 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Mimetic Plants]]:&lt;br /&gt;
A non-specific category of plants whose fibers have the ability to take on the hue of whatever is around it. Forms the basis for Chameleonweave.&lt;br /&gt;
[MoE p. 139]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Mordayn]]:&lt;br /&gt;
Inhaled steam Drug made from “rare Herb found in deep forest”. Initial hallucinations as Bestow Curse action loss for d20 + 10 minutes, Secondary 1d4 Con and Wis damage, DC 17 Will or 1d4 hour suggestion to immediately take drug again, Overdose DC 17 Fort or 1d10 Con/1d10 Con. High addiction, Alchemy DC 20, 200 gp.&lt;br /&gt;
BoVD p. 42, LoD p. 183&lt;br /&gt;
&lt;br /&gt;
;[[Mule Pollen]]:&lt;br /&gt;
A daisy-type yellow flower. Inhaling the pollen grants +2 Str and imposes a -2 penalty to Int and Wis for 1d4 x 10 minutes. DC 12 save to avoid addiction, wherein addiction causes constant fatigue while not under the influence of the pollen. Neutralize Poison cures addiction.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Musk Muddle]]:&lt;br /&gt;
Stinky, brown, dead-looking plant with wide leaves found in swamps and marshes. Can be made into Burn Salve, which when applied within 2 rounds after taking fire damage, heals 1d6 points of the damage done by fire. Alchemy DC 10, 15 gp&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Nahre Lotus]]:&lt;br /&gt;
Water Lilly native to the Elemental Plane of Water that draws water from its home plane at a rate of 50 gallons per day. Plant sells for 10000 gp, seedling sells for 500 gp, vial containing a dead plants (which functions as a splash weapon against plant creatures) sells for 200 gp. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Nararoot]]:&lt;br /&gt;
Woody black tuber with a licorice flavor. If made into tea, it suppresses female fertility for 1d4+2 days, while chewing it raw has the same effect for 2d4+4 days. Same DCs as for Cassil.&lt;br /&gt;
[FRCS p. 96]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Obaddis Leaf]]:&lt;br /&gt;
Rare holly variety that can retain some magic if used as Druid divine focus. As component for Plant domain spell or plant- targeting spell it doubles both area and duration. 130 gp.&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Old Man&amp;#039;s Friend]]:&lt;br /&gt;
Sticky leaf herb that grows to 2 inches in large (up to 10 by 10 ft) beds that acts like catnip for dogs. Can be made into a thick grey substance called gash glue, which can stabilize a dying creature. Alchemy DC 20, 40 gp&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Orevine]]:&lt;br /&gt;
A vine-grape looking plant native to the Elemental Plane of water that draws metal from the surrounding soil. Depending what type of metal it is keyed to, it sells for 2000 gp – 10000 gp, producing between 300 gp – 2000 gp worth of the metal per month. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Orticusp]]:&lt;br /&gt;
Extremely rare flower with a root that looks like a pale white fist, found in temperate forests with trees of at least 150 years of age. Fey within 20 yards can smell its earthy aroma and find it easily. If the root is pulped it can be made into Night Venom, which when added to a poison, adds an additional saving throw (at the poisons&amp;#039; normal DC) to the initial save against the poison. Failure causes the creature to fall asleep until the secondary effect of the poison kicks in. Alchemy DC 35, 500 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Oruighen]]:&lt;br /&gt;
A rare cactus native to alkaline salts that can be made into an inhaled powder drug, although it&amp;#039;s really just a poison DC 14 tht causes blindess for 2d4 minutes and extreme nostirl and nose pain that cause -2 penalty to attacks, skill checks and saves. 20 gp.&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Panaeolo]]:&lt;br /&gt;
Magical herb whose leaves tastes like leather and function as an ingested drug with no initial effect. Secondary effect is to increase all arcane spell save DCs by 2 for 1d4 hours and 1d6 Cha damage. A second dose within an hour of the first improves the effect to a +3 to save DCs and deals 2d8 Cha damage. Further doses only cause Cha damage. Low addiction, 250 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Pixie Table]]:&lt;br /&gt;
Rare 1-ft tall and 1 ft diameter mushroom with a dark lavender cap that can be found in any woodland but is most common in temperate forests housing Fey. If boiled with cloth, it dyes it Lavender. It is the main ingredient for a red liquid called memorybind, which allows a prepared caster to prepare an extra 1st level spell in exchange for reducing all save DCs by 2. Alchemy DC 20, 300 gp&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Poison Apple Tree]]:&lt;br /&gt;
A magically bred medium-sized apple tree that bears red fruits that taste good but function as a Fort DC 15 1d6/1d6 Con poison. A tree produces 100 apples per season.&lt;br /&gt;
[Mysteries of the Moonsea p. 62]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Pomow]]:&lt;br /&gt;
A magically created dark-purple spheroid fruit-plant that grows to 1-2 feet across, serves as a hardy crop viable in a range of climates. Meat, root and seeds are edible and high in protein, core of the plant is filled with juice, the fibres are similar to cotton, and the rind can hold a razor edge. A new fruit starts growing as soon as the old one is plucked.&lt;br /&gt;
[SoS p. 51]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[&amp;quot;Powdered Desert plant&amp;quot; (x Wolves&amp;#039; Milk)]]:&lt;br /&gt;
Distilled liquid drug that stains lips blue, Initial 1 Wis damage, Secondary 1d4 hours pain immunity, euphoria and -2 Initiative, Overdose if second does during duration causing Slowed for 2d4 hours.Medium Addiction, Alchemy DC 25, 15 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Prickly Tea]]:&lt;br /&gt;
Thorny bush about 3 ft in height with grey-green leaves. Can be made into a mild stimulant tea:, or with the alchemy skill, a substance called senses; which tastes terrible but grants a +1 alchemical bonus to Spot and Listen for 1 hour. Alchemy DC 25, 50 gp&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Rare Blue Mushroom&lt;br /&gt;
Inhaled Mushroom Powder Drug, Initial +2 Alchemical to Int and Cha for 1 hour, Seconary 1 Str damage, -2 alchemical penalty to Wis for 1d4 hours and Str and Con for 2d4 hours, Overdose 2d6 damage if 2 doses in 12 hours and 4d6 damage plus paralysis for 2d4 hours if 3 or more doses in 24 hours. Medium Addiction, Alchemy DC 25, 100 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Razorvine]]:&lt;br /&gt;
Twinning climber native to the Lower Planes (also found in Sigil) that is nigh impossible to get rid of as it grows at least 1 ft per day even if cut down to a stub. Dried Razorvine provides excellent fire kindle. Light contact deals 1d6 points of damage, while e.g. falling into it deals up to 3d6 points of damage; but this damage is reduced by a creatures natural armor bonus plus half its regular armor bonus.&lt;br /&gt;
[PlH p. 146, Expedition to the Demonweb pits. p. 107]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Reath]]:&lt;br /&gt;
Parasitic Vine that grows on Eldeen Reach trees, whose leaves when used as a component for a plant-(creature) targeting spell has a 45% chance of increasing the DC by 2. 120 gp&lt;br /&gt;
[ECS p. 92]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Redflower]]:&lt;br /&gt;
Tiny red-bog flower crushed leaf drug, no initial effect, Secondary 10 minutes Ability to use move action to gain +4 competence to attack single creatur, Overdose if second dose during duration causes 1d4 x 10 minutes nauseated. Low Addiction, Alchemy DC 27, 300 gp.&lt;br /&gt;
[BoVD p. 43, LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ripplebark]]:&lt;br /&gt;
Shelf-like fungus that looks like rooting flesh but is perfectly edible, although it tastes better if cooked properly.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ripplewood]]:&lt;br /&gt;
Dark-green vine up to 400 ft long with no roots or leaves native to the elemental planes of air. Forms massive twisted nests of at least 4 vines that choose their “down” to be in the centre between them to float about the elemental plane of air. Often used by giant eagles and such to make nests. A cluster can support 500 lb per 5 ft square. Hardness 5 and 20 hp per 100 ft section, centre has 25 hp.&lt;br /&gt;
[Dragon 347 p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Ruby Apple Tree]]:&lt;br /&gt;
A legendary tree allegedly created by a by a female elf most severely gifted in the cultivation of magically grown plants. Its an apple tree that grows rubies instead of apples. Similar trees grow in Mottlegrasp’s Orchard in Bytopia&lt;br /&gt;
[RotW p. 26, DMG p. 164]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sable Fir]]:&lt;br /&gt;
A type of tree from a eponymous forest on the world of greyhawk that allegedly makes excellent arrow-shafts and turns a deep lustrous black if lumbered mid-winter and rubbed with hot oils.&lt;br /&gt;
[LGG p.142]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Salamander Orchids]]:&lt;br /&gt;
Orchid that&amp;#039;s constantly on fire from the City of Brass on the elemental plane for fire that subsists on its home-planes energy wherever it is. Reduces the cost of a Flaming or Flaming burst weapon by 500 gp or 100 exp. Handling it without proper tools deals 1d6 points of damage. Mature plant sells for 2500 gp, lives up to 125 years. See article for information on how to cultivate on the material plane.&lt;br /&gt;
[Dragon 357 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sand Vine]]:&lt;br /&gt;
Relatively rare rope-like seaweed found along temperate or warmer coasts. Grows both above and below water, commonly rooted to a small rock. Can be dried and used as rope. With alchemy, its juices can be made into Vine Oil, which is a topical aesthetic that allows a creature to fight until -5 hit points (does not stabilize). Lasts for 1 hour, has the side-effect that within 24 hours of use, a creature can not stabilize on its own. Regular use gives a signature smell. Alchemy DC 15, 50 gp.&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Scholar&amp;#039;s Dream]]:&lt;br /&gt;
Ivy that grows on sage graves. If used as component for knowledge domain spells it doubles range and duration. 175 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Serren Wood]]:&lt;br /&gt;
Tree from Arborea&amp;#039;s top layer Arvandor, vessel for nature spirits. Bow, Arrow or Crossbow bolt made from this wood has non- magical Ghosttouch. 4000 gp per weapon or 50 bolts&lt;br /&gt;
[BoED p. 38]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sezarad]]:&lt;br /&gt;
Broad vivid flower with a short brittle root, which when chewed functions as a drug. The initial and secondary effects are 1d8 temp HP that overlap with each other that last for 10 minutes after initial ingestion. Also, 1d4 Wis damage. Low Addiction, 75 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Shadowtop]]:&lt;br /&gt;
Massive trees native to humid climates that grow 2 ft a year, top out at 90 ft and reach a 10 ft or more diameter. Its wood is fibrous and tough, making it unusual for carving or building, but burns hot with very little smoke (torch lasts 2 hours) and its fibres make good ropes.&lt;br /&gt;
[FRCS p. 79, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Silverwood]]:&lt;br /&gt;
A type of tree nurtured by sylvan elves to grow into unique forms, be free of disease and produce delicious sap that is made into famous elven mead. The sap is clear and slightly sticky, and provides a _2 alchemical bonus on Fort saves VS poison for 1 hour. A typical tree yields 2d4 ounces of sap a year.&lt;br /&gt;
[LGG p. 142, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sky Lotus]]:&lt;br /&gt;
White stemless flower native to the elemental plane of air. Provides 1 day of nutrition, but contain trace ammounts of arsenic that can affect creatures that eat a lot of them. If oil is collected from 10 sky lotuses, it produces a natural potion of levition that is also a dose of arsenic. 30 gp.&lt;br /&gt;
[Dragon 347 p. 44]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sleepweed]]:&lt;br /&gt;
This plant appears similar to milkweed, and its pods contain sleep- inducing spores. If Pods can be thrown as a ranged touch attack (increment 5 ft), and a struck target must make a DC 12 Will save (yes, it is Will) or fall asleep for 1 minute.&lt;br /&gt;
[MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Slumberweed]]:&lt;br /&gt;
Dried and powedered leaves of this plant, if inhaled or ingested, can cause a &amp;quot;sleeplike state resembling death&amp;quot; for 8 hours (Fort DC 12 negates). Can be delivered via blowgun, no Heal DC for seeing through fake death given. 500 gp per dose, no craft DC given.&lt;br /&gt;
[Dragon 316 p. 39]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Snowflake Lichen]]:&lt;br /&gt;
Maigcal plant that looks like snow and grows on rocks in cold climates. It leeches heat, dealing 1d6 cold damage to creatures within 10 ft. Touching causes 1 Dex damage (DC 15 Fort negates, gloves/boots grant +2 circumstance bonus on save). Can be made into a weak inhaled poison:, DC 11 1 Str/ 1 Dex&lt;br /&gt;
[Frost p. 16]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Soarwood]]:&lt;br /&gt;
Rare wood native to Aerenal that possesses magical buoyancy. Water-vessels made from Soarwood cost quadruple and move at double speed. Soarwood is 75% lighter than regular wood, and weight is 75% less. It is a necessary component for the construction of Eberron-style airships, and when worked into an airship, it becomes naturally lighter than air.&lt;br /&gt;
[ECS p. 127, Explorer&amp;#039;s Handbook p. 30]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Spotty Dragonfire]]:&lt;br /&gt;
Wildflower with red, yellow and orange petals that grows to 1 ft high and stretches 6 inch in diameter and only blooms at night. It can be found in tropical to temperate regions and grows solitary, except near red dragon lairs, where it glows plentiful. It can be made into Dragon grew, which grants a +1 Alchemical bonus to all fortitude saves for 1 hour. Alchemy DC 25, 50 gp&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Stoneshrooms]]:&lt;br /&gt;
Chalky rock-looking fungus native to the elemental plane of earth that is both edible (1 stoneshroom =1 meal) and produces spores in the form of breathable air. Also, for 24 hours after eating a Stoneshroom, a creature can hold its breath twice as long as normal. Stoneshroom subsists on minerals in the rock, remains edible for 1 day after picking, and is worth 20 gp.&lt;br /&gt;
[Dragon 347 p. 47]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Stygian Pumpkin]]:&lt;br /&gt;
A sulphur-scented dead-looking variety of pumpkin that can grow in any temperate region and is culitvate by goblins as food. It grows rapidly over large areas, rendering the soil poisonous to other plants. It can be made into Devil&amp;#039;s Soap, which is a stinking black paste that grants fire resistance 2 for 1 hour. Alchemy DC 20, 25 gp.&lt;br /&gt;
[Dragon 301 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sunflower of Pelor]]:&lt;br /&gt;
Large sunflower commonly found where undead were destroyed by Pelorian turn undead. If petals are treated with various unguents and used as component for sun-domain or light descriptor spells it doubles spell area. 100 gp&lt;br /&gt;
[CC p. 132]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sussur aka. Deeproot]]:&lt;br /&gt;
A rare, magical, faerzres-dependent tree with long gnarled branches and banyan-like aerial roots found in the largest underdark caverns. Grows to 60 ft of height, has very few leaves, and absorbs magic, creating massive (i.e. several 100 ft) antimagic fields.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Suth]]:&lt;br /&gt;
Greybark tree with long, soft, olive-green leaves that likes to grow horizontal to the ground and then double back at an angle. Suths that grow together tend to intertwine, forming wall-like barriers. Wood is hard and durable, making it difficult to work, but sheets of this wood retain strength for decades, making it great for book- covers. It also makes good shield-wood, especially since soaking it in water before battle keeps it from catching fire.&lt;br /&gt;
[FRCS p. 80]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tahtoalethi (Wishfern)]]:&lt;br /&gt;
Mystal plant that grants a wish every 1d100 years on the night of the winter solstice. Seed sells for 25000 gp, devilishly hard to cultivate, see article for information.&lt;br /&gt;
[Dragon 357 p. 58]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tekkil]]:&lt;br /&gt;
Succulent swamp plant with fat red leaves, which when chewed function as an analgesic drug. No initial effect, secondary effect is the reduction of any save made against or penalties caused by pain&lt;br /&gt;
by :1 for the next 1d4 hours. Also, damage reduction 1/non-lethal and -2 Initiative for. Overdose occurs with second dose during the original duration and causes a Slow effect for 2d4 hours.&lt;br /&gt;
[LOD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tereeka Root]]:&lt;br /&gt;
Slime white tuber native to the shaded sandy ground in temperate climates with a bitter taste. After chewing it for one minute a creature to fit until -5 HP and regain HP while resting as if under the care of a healer for the next 12 hours. Surivial DC 30, 150 gp.&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Thistledown]]:&lt;br /&gt;
A silken fabric made by elves (presumably from an eponymous plant) that can be worked into armor to make it easier to move in, increasing ACP by 1 and reducing ASF by 5%. Requires DC 15 Craft (tailoring) and costs 250 gp.&lt;br /&gt;
[RotW p. 168]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Torchstalk]]:&lt;br /&gt;
Nonmagical mushroom that can serve as a torch. Takes 1d4+1 minutes to ignite, but burns for 24 hours shedding bright illumination in 10 ft radius. Has a sub-species that explodes into chokcing spores after 5 rounds of burning, requiring anyone within 20 ft to make a DC 15 Fort save to negate 1d4 Con damage. DC 18 appropriate Knowledge or Survival check allows differentiation between the two types.&lt;br /&gt;
[Und p. 108]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Trueroot]]:&lt;br /&gt;
A legendary sapling that is said to have been accidentally created during a series of experiments involving the repeated grafting of various magically enhanced roots onto treants, from which seeds were planted to create saplings that were then grafted with each other and so on. The trueroot sapling&amp;#039;s roots are said to have pulled magical energy from an unknown place, and this magical energy could be channeled into other plants to accelerate their growth to be 10 times faster, or be channelled into spellcasters to give perfect health and “almost limitless spellcasting”. The trueroot died after small cutting were taken to propegate it and there are no known successes in recreating it.&lt;br /&gt;
[RoD p. 80]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Twilight Green]]:&lt;br /&gt;
Distant belladonna relative, Ingested DC 14 Fort or 1d4/1d4 Con damage poison. If used as component for negative energy damage dealing spell, it increases damage by 1 point per spell level. 250 gp.&lt;br /&gt;
[CC p. 133]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Tyrant&amp;#039;s Sword]]:&lt;br /&gt;
Coarse grass with broad sharp leaves with silver edges that grows to 2 ft in hight. Sporadically found in tundras and temperate plains, it grows slow and doesn&amp;#039;t compete well. It cam be made into Frost Lotion, which has the same effect DC and cost as Burn Salve, but for Cold damage.&lt;br /&gt;
[Dragon 301 p. 54]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Visma Paste]]:&lt;br /&gt;
Tropical bush with dark broad leaves, which when made into a paste can soothe burns, i.e. heal 1d3 points of non-lethal damage sustained from heat exposure. It also grants a +2 alchemical bonus on the next save made VS environmental heat damage within 1 hour of application. Survival DC 15, 30 gp&lt;br /&gt;
[Dragon 336 p. 98]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Vodare]]:&lt;br /&gt;
Powder Drug made from flower that grows on graves of Rallaster worshippers, Initial +2 Alchemical to intimiate and saves VS fear for 1d4 hours, Secondary -4 alchemical penatly to Diplomacy &amp;amp; Bluff for 2d4 hours, Overdose if additional dose within 4 hours&lt;br /&gt;
DC 15 CON or catatonia. High Addiction, Alchemy DC 15, 40 gp.&lt;br /&gt;
[BoVD p. 43]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Waterorb]]:&lt;br /&gt;
Bulbous aquatic fungus that grows in boulder-like patches in detritus areas.&lt;br /&gt;
[Und p. 109]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Weirwood]]:&lt;br /&gt;
Rare oak-like tree with leaves that are a silver-sheen brown on top and velvet black on the underside, often protected by Dryads and Treants. Can grow huge and many-branched, will not burn from non-magical fire, and imparts a warm clear tone to musical instruments made from it. It can replace oak or holly in any spell, and living Weirwood has fire resistance 20 (no means to preserve this quality after harvesting is known). Weirwood within the illumiation radius of a magical ight source emits light as a candle for 1d4+1 rounds after leaving the area.&lt;br /&gt;
[FRCS p. 80, MoF p. 181]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Wild Fireclover]]:&lt;br /&gt;
Brilliant orange-red summer-flower found in temperate plains and farmland. Crushed petals give of a lovely smell for 1 week. The stem can be made into a substance called Mindfire, which when added to an ingested poison, imposes a -2 alchemical penalty to will-saves to those who fail a save against the poison, and forces casters to make concentration checks (DC 15 + spell level) to cast spells. Effects last 1 hour. Alchemy DC 30, 200 gp&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Wildwood aka. Saelas]]:&lt;br /&gt;
A flexible wood that can be worked into armor (counts as masterwork, -1 AC, Max dex +1, ACP -1, no ACP on hide in undergrowth, ASF -5, -25% weight compared to metal). Wildwood “heals” a point of damage over 24 hours if exposed to sunlight for at least 1 our, or, heals 5 points if also left to soak in water for 8 hours. Cost is double that of ordinary masterwork equivalent, but crating time is unaffected, and crafting requires craft (woodworking). It has hardness 6 and 10 HP/inch.&lt;br /&gt;
[RotW p. 169]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Witchweed]]:&lt;br /&gt;
A plants whose leaves and stalks can be refined into a paste, which is then rolled into a smokestick of sorts that creates 10 ft cube of light smoke (no concealment) that forces casters to make a concentration check as if casting defensively or loose the spell. The smoke is effective for 5 founds. Alchemy DC 20, 40 gp&lt;br /&gt;
[LoD p. 185]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Wittlewort]]:&lt;br /&gt;
Herb with green gossamer-like fronds which, due to its rapid growth cycle, is found onliny in the spring in temperate, subtropical or tropical areas. Deters slugs and other pests. If powdered, it can be made into Wittlewort brew, which grants those under Enchantment effects another saving throw (if the effect allowed one).Alchemy DC 15, 30 gp&lt;br /&gt;
[Dragon 301 p. 53]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Wolfsbane aka. Belladonna]]:&lt;br /&gt;
A creature affected with Lycanthropy can eat a spring of wolfsbane within 1 hour of affliction to try and shrug off the affliction with a DC 20 Fortitude save. Alternatively, a Heal Check can be made, and the result can be used in place of the creature&amp;#039;s bonus to Fort saves (whichever is higher). Only one attempt can be made. Wolfsbane is also toxic, requiring a DC 13 Fort save to avoid 1d6/2d6 Str damage.&lt;br /&gt;
[Monster Manual p. 178]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Wolfweed]]:&lt;br /&gt;
Similar in appearance to Wolfsbane, this plant can be made into a substance called Journeyman Serum, which provides a +2 Alchemical bonus on constitution checks to avoid damage from a forces march. Alchemy DC 5, 5 gp.&lt;br /&gt;
[Dragon 301 p. 55]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Yarpick aka. Daggerthorn]]:&lt;br /&gt;
A type of tree that grows small fruit whose seeds are nourishing both whole and as ground meal.&lt;br /&gt;
[LGG p. 140]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Zurkhwood]]:&lt;br /&gt;
Giant 30-40 ft high mushroom. Has large spores that can be eaten if prepared properly, and its hardy stalks serve as an Underdark substitute for wood.&lt;br /&gt;
[Und p. 109]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Our_Session_2&amp;diff=1509</id>
		<title>Our Session 2</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Our_Session_2&amp;diff=1509"/>
				<updated>2018-07-30T03:34:50Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ellen takes a mundane train from her no-maj family home in [https://goo.gl/maps/9FDGWRmTWAm Blyth, Ontario] down to [[Ilvermorny]].  Professor [[Eulalie Hicks]] walks the young first year students from the mundane train station at [[North Adams]], Massachusetts up [[Mt. Greylock]] to Ilvermorny, as is tradition.&lt;br /&gt;
&lt;br /&gt;
Along the way, Professor Hicks explained a little of the [https://www.pottermore.com/writing-by-jk-rowling/ilvermorny history of Ilvermorny], including William the Pukwudgie and Isolt Sayre.&lt;br /&gt;
&lt;br /&gt;
Once at the courtyard of Ilvermorny, Ellen was tapped on the head by the [[Snakewood Tree]] and received a branch of snakewood for use in constructing her wand.  She and the others received their blue and cranberry robes and proceeded to the House Sorting ceremony.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ellen was selected by the Thunderbird, Pukwudgie, and Wampus statues during the ceremony and soon chose [[Thunderbird House]], feeling most at home among those misfits and outcasts.&lt;br /&gt;
&lt;br /&gt;
Later, Professor Hicks offered to send off Ellen&amp;#039;s snakewood branch to [[Shikoba Wolfe]] the Thunderbird wandmaker.  Its return would be delayed by a few weeks due to unknown circumstances.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
That evening, Ellen and most of the other 150-odd first years ambled to the little nearby wizarding town of [[Bellows Pipe]], nearby on the Greylock ridgeline.  A friendly fellow Thunderbird, [[Cormac O&amp;#039;Brien]], was gobsmacked to learn Ellen was born of no-maj parents and had never had butterbeer.  He immediately directed her to [[Sweetonius]] Paulinus&amp;#039;s Tasties and Delectables shoppe.&lt;br /&gt;
&lt;br /&gt;
While waiting in line for Ellen&amp;#039;s first-ever butterbeer, she meets two additional Thunderbird students, [[Jaina Gaunt Snowlight]] (swathed head-to-toe in a burka-like garment) and [[Equebus James Henkenius]], an affable Montreal kid with a thick Canadian accent.  &lt;br /&gt;
&lt;br /&gt;
They enjoy their butterbeers at a booth table while James teaches Ellen her very first charm, [[Aqua Eructo]]!  They are immediately chastized by Professor [[Haiduc Grubb]] (wearing a brown three piece suit and 1920&amp;#039;s spectacles) for casting magic in a town shop.&lt;br /&gt;
&lt;br /&gt;
They overhear a newsie just outside the shop hawking the sunset edition of the &amp;#039;&amp;#039;[[Wizard&amp;#039;s Voice]]&amp;#039;&amp;#039; newspaper: &lt;br /&gt;
&lt;br /&gt;
* [[The Dark Wizard]]&amp;#039;s murderous spree across Europe, all seems to have begun near [[Godric Hollow]] in England.&lt;br /&gt;
* An unnamed but renowned magizoologist doing a national speaking tour up the Atlantic coast.&lt;br /&gt;
* Pan-Pacific Wizarding Tournament to begin. [[Taisho-era Japan|Japanese]] wizarding school [https://www.pottermore.com/writing-by-jk-rowling/mahoutokoro Mahoutokoro] [https://www.pottermore.com/writing-by-jk-rowling/castelobruxo Castelobruxo] to compete with Ilvermorny this year.&lt;br /&gt;
* Are Rougarou being hunted to extinction? Experts weigh in.&lt;br /&gt;
[[Category:Campaign Plot Notes‏]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1508</id>
		<title>Dark Wizard</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1508"/>
				<updated>2018-07-30T03:30:50Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Potterverse-ified Version of Strahd: Gellert Grindelwald ==&lt;br /&gt;
&lt;br /&gt;
Not long after his split from Albus Dumbledore at [[Godric&amp;#039;s Hollow]], Gellert Grindelwald fixated upon a new love interest, a much more kindred soul to his own blackened one.  They murderously fought their way across Europe in a gleeful, blood-soaked spree.  While exploring/terrorizing Beauxbatons, they discover an original Time Turner, steal it, and attempt a getaway using the floo system (at that time permitted to go transcontinental).  At that moment, they are interdicted by a combined French, Italian, Austrian, and Portuguese Auror team.  Grindelwald&amp;#039;s love interest is blasted forcefully into the floo system, destroying the Time Turner &amp;#039;&amp;#039;en route&amp;#039;&amp;#039; and scattering the person through time across Minami Iwo Jima (Mahoutokoro).  Ellen&amp;#039;s parents emigrate from Japan to [[Blyth]], Canada shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Grindelwald believes that the love interest&amp;#039;s soul is now reborn or reformed somehow (as Ellen) and has been searching for her using the child&amp;#039;s natural magizoological bent as a signature.  This search brings him to North America after he is able to remotely arrange for Ellen&amp;#039;s matriculation into Ilvermorny on behalf of her unwitting Muggle parents.  He is delayed in his efforts to intercept Ellen as she travels to Ilvermorny, and he is almost discovered by MACUSA agents upon his arrival in the guise of Percival Graves.  He&amp;#039;s forced to keep up the charade of the head Auror, delaying him more than a month in total.  He&amp;#039;s finally able to take his flying [https://youtu.be/TiblmGnet2Q?t=148 chaise-and-six] (pulled by [[Thestral]]s) up to Ilvermorny from New York.&lt;br /&gt;
&lt;br /&gt;
He soon learns that he&amp;#039;s unable to enter the grounds of Ilvermorny given its magical protections.  So, he begins probing the site and triggers the [[Library Caper]] during the first week of school for Ellen.  &lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strahd&amp;#039;s Motives/Goals== &lt;br /&gt;
[[Category:Barovians]]&lt;br /&gt;
&lt;br /&gt;
;Turn Ireena&lt;br /&gt;
:Strahd thinks she is his love Tatyana reborn. He has already drank her blood twice. The next time he does so, he will kill her and turn her into his vampire consort.&lt;br /&gt;
&lt;br /&gt;
;Find [[Rudolph van Richten|Dr. van Richten]]&lt;br /&gt;
:Strahd wants to find him and break his spirit.&lt;br /&gt;
&lt;br /&gt;
;Search for a Successor/Consort&lt;br /&gt;
:Strahd will test the heroes to see if they are worthy. The more challenges they overcome, the more he is interested in them.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
His plane shifting horse is Beucephalus, it’s a Nightmare that usually chills in the crypts. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
There is also Baba Lysaga who sees herself as Strahd’s mother figure. (Berez) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Rahadin is another one of his allies, kind of acts as a manservant as well. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I wouldn’t necessarily call Morgantha and her daughters his allies. He... tolerates then and they enjoy the atmosphere of Barovia [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Vistani work for him, are his spies. They lure people in. Though not a spy, Madam Eva does want to see Strahd saved. She is his half sister after all... a fact Strahd does not know. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The werewolves work for him, as do the Barovian witches. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Lady Wachter supports Strahd. (Vallaki) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Abbot is making Strahd a bride. (Krezk) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The vampire spawn Escher will try to harm the party to earn Strahd’s good graces. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Strahd’s tomb has three of his brides (can’t remember their names) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
He’s not an ally but will stop anyone who tells him they want to stop Strahd, Vladimir Horngaard, leader of the revenants. He likes that Strahd is in his own hell. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I see Exanther, the forgetful lich in the Amber Temple as being friendly with Strahd. Maybe not full blown allies but definitely not enemies. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
the druids of Yester Hill, and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
the bats and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
wolves of Barovia. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
The Vistani Arrigal does Strahd&amp;#039;s bidding as well.&lt;br /&gt;
&lt;br /&gt;
== Running Strahd encounters afield ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
&lt;br /&gt;
How often Strahd shows up is really important. Use him too much, and he becomes too familiar and not scary. Use him too sparingly and he doesn&amp;#039;t appear to be a menace. In my opinion, one Strahd encounter every other gaming session on average is about right. Curse of Strahd can be really heavy on RP at times, and a Strahd encounter is a great way to break that up. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== The Set Up ===&lt;br /&gt;
&lt;br /&gt;
CoS is an interesting module because the best encounters with Strahd will be designed ahead of time by the DM. You have to do more legwork than the previous modules, but it is worth it. I tend to have my encounters occur at the beginning of the gaming session and this is for two reasons: 1. I know where they are so I can craft the environment/layout of the encounter ahead of time. 2. It reminds the players of their goal and jump starts the action right away. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
==== Strahd brings minions ====&lt;br /&gt;
&lt;br /&gt;
When Strahd is encountered outside Ravenloft, he brings buddies. Don&amp;#039;t roll on the table, just choose whatever monsters are level and environment appropriate for the PCs. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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== Hooks &amp;amp; Encounters ==&lt;br /&gt;
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=== Uninvited guests ===&lt;br /&gt;
&lt;br /&gt;
Setting: Baron Vallakovich&amp;#039;s manor at dinner with the PCs ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s monsters: Dire wolves&lt;br /&gt;
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X-Factor: Izek Strazni is also at dinner&lt;br /&gt;
&lt;br /&gt;
The way it went: Strahd charms Ireena, and she is held back by the party. Izek leaps to his sister&amp;#039;s defense as they fight the wolves in the manor. Strahd uses an animate objects spell from the threshold and then backs off to let the party fight the dire wolves. Vallakovich isn&amp;#039;t having any of it and wants them out of his home and Vallaki after they beat the wolves. Bonus - The party now has to figure out where to go, and if they like Izek or not. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Blue Water Bats ===&lt;br /&gt;
&lt;br /&gt;
Setting: The upper floor of the Blue Water Inn ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s Monsters: Bat Swarms&lt;br /&gt;
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X-Factor: Rain and thunder outside. A flash of lightning allows the PC on watch to glimpse Strahd watching them through the window (I know he can&amp;#039;t fly, and they are on the second story, but he could have easily prepared the &amp;quot;Fly&amp;quot; spell that day&amp;quot;). ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
The way it went: The windows all shattered at once and the bats attacked. Strahd makes a quick exit into the night. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s getting close to time to up the Ante on some of Strahd&amp;#039;s psycological warfare. I got a great idea from another poster on this subreddit about using some of the groups favorite NPCs as leverage. My favorite idea I saw was having two NPCs (Probably Urich Martikov and his Wife) astride horses with nooses around their necks. Strahd will ask for whatever he wants (Ireena, or one of the magic items they have found) or the NPCs die - Except they are already dead, and vampire spawn. We will see how that plays out. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== How to not get Strahd killed too early ===&lt;br /&gt;
&lt;br /&gt;
One of my groups already got a hold of their Sunblade. Make sure you read up on how the sunblade works and how much sunlight hamstrings Strahd. This weapon really screws our boy. Sunlight does 20 radiant damage a turn if Strahd is in it, it also stops his regeneration of 20 hp/turn (which means it essentially does 40 damage a turn), AND prevents him from taking gaseous form if he is reduced to 0 hp. The Sun Blade sheds light out to 20 to 60 feet - Brutal. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
So what is an undead dictator to do when faced with such oppression? Strahd is a hard monster to run effectively because he has SO many options and he will get clobbered by a level 10 party in 2 rounds or so. First of all, notice that Strahd is almost ALWAYS going to get the drop on the PCs if he wants. He has greater invisibility and a stealth score of +14, which means he will be most likely rolling his checks with advantage at +14. If you really want to kick the shit outta your PCs with this guy you have to be cagey and smart, like Strahd himself. Use every trick in the book and have a plan. This is my plan for when Strahd is actually trying to kill them: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Before fight: Greater Invisibility and Scrying. Strahd needs to know when they are coming, and Scrying lets him do that. He also wants to know if the party has access to the spell &amp;quot;Greater Restoration&amp;quot;. He lays out &amp;quot;Children of the Night&amp;quot; before starting the fight so the help arrives soon. Then Invisibility is cast and he is ready. Round one: Roll your stealth check with advantage and compare to PCs passive perception - They didn&amp;#039;t beat him? No of course they didn&amp;#039;t. Looks like you get a surprise round (It is worth noting that the way surprise works in 5th, I&amp;#039;m pretty sure Strahd will get his full host of legendary actions during his surprise round - I could be wrong) that you are going to use to Dominate the weak willed warrior with the sunblade. Did you get him? You use your legendary actions to move up to some foolish wizard or other squishy and beat on him relentlessly - and don&amp;#039;t forget you have advantage because you are invisible. This is where Greater Restoration is important because it will end your charm. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Round two and later: Is the sunblade wielder charmed? &amp;quot;Fellow warrior - You wouldn&amp;#039;t allow such a blade to harm me would you? Give it to me so that I may prevent this. I&amp;#039;ll make it worth your while&amp;quot; The PC uses his move and action to de-activate the Sunblade and hand it to Strahd whenever he becomes visible. Strahd is going to take a ton of damage here because the rest of the party is going to UNLOAD on him. Strahd&amp;#039;s AC sucks and his HP is pretty low. Don&amp;#039;t forget you have resistance to some damage and you are invisible (until you duff a concentration check). Also don&amp;#039;t forget that we can move as a legendary action without provoking attacks of opportunity - and you can run up walls when you do this thanks to spider climb. For Strahds action, you just are going to want to lay into the same squishy PC. Each unarmed strike is going to do 24 damage on average, while the bite is only 17. Unarmed strikes are the way to go if he doesn&amp;#039;t need the healing of the bite. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Is the Sunblade wielder not charmed? Well crap. Time to go. If Strahd is in his lair, you use the lair action to allow him to move through walls his normal action to fire a level 4 fireball, and his legendary actions to get out and lick his wounds. If he is not in his lair, you are really in trouble. Probably best to turn into a bat and get away ASAP and give it another go later. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I think it is important to note that when the party finds Strahd in the area the Tarrokka indicates, I don&amp;#039;t think it would be wise to have him prep for the battle with the invisibility and the Children of the Night. This is where the showdown is supposed to happen, and the party should have their best chance to bring him down at this point. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I hope this helps other DMs. If you bring nothing else away from this, remember to plan out the encounters (I even write canned descriptions and some Strahd dialog) and have them at the beginning of your session. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
== Lategame Strahd Encounters ==&lt;br /&gt;
&lt;br /&gt;
After your PCs get ahold of a sunlight emitting item and are level 7 or so, they start to actually pose a threat to Strahd, especially if he is caught outside of Ravenloft. Once this happens, I&amp;#039;ve had Strahd stop toying with them by attacking them, and really amps up the psychological warfare. Strahds goals are now to get Ireena at all costs, and get the party to start infighting. Now this is a careful line to walk because we want the characters to suspect each other, but we don&amp;#039;t want the players to actually have any hurt feeling from your game. This topic is actually really difficult to sum up quickly (and has been written about a lot on here), but I am just going to say here that some of these encounters may not be appropriate for your players. You should be able to gauge that by now, which is why we save these until the late game. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Get Ireena ===&lt;br /&gt;
&lt;br /&gt;
When the PCs are level 7 or so, and getting close to being able to fend of Strahd effectively, he is going to stop messing around and take Ireena by whatever means necessary. In all three of my groups, Strahd has taken Ireena. How you do it depends heavily on what is going on with her at the time. In one group Ireena was being held at the Church in Vallaki after they hallowed the church grounds while they went off and adventured. Eventually some villagers found the party and told them that Strahd had taken her with Izek in his thrall. If she is adventuring with the party, Strahd could attack on his Nightmare mount, grab Ireena and go to the ethereal plane and then back to Ravenloft. What needs to be clear is he isn&amp;#039;t messing around anymore. This encounter can lead to a death of one or more party members if they are very stubborn about not letting Ireena go. This is OK. Maybe even good. They will probably have a means to bring back the dead at this point via the Abbot or the Raise Dead scroll from Van Richten. Make them use it! ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Strahd Gets Psychological ===&lt;br /&gt;
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The next group of encounters are examples of what I was referring to earlier. These encounters are designed to break group cohesion. They are extremely toned down versions of methods people use to break down prisoners in real life. This is why they may not be appropriate for some groups. I think most groups will have fun with these since it is very apparent what you as the DM is trying to do, so they feel like they are &amp;quot;Winning&amp;quot; just by staying united. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Strahd Plays Favorites ===&lt;br /&gt;
&lt;br /&gt;
One method of breaking group cohesion prisoners psychologically is by treating one person very well and the others like dirt. When a player couldn&amp;#039;t make it to a session of DnD, their character didn&amp;#039;t come on the adventure with the others. Off screen, Strahd charms them and gives them a little gift. A plump bag of Electrum pieces with his visage on them, or whatever (a silvered weapon with Strahd&amp;#039;s crest is a great one as well) - the more conspicuous the better. When the next session starts, you take the Player aside and tell them what happened. The PC then rejoins the group fully rested and with the gift, after having just talked to the DM one on one. If you do this one or two more times with the same player - it is going to look pretty fishy. You can also deliver gifts to the one PC via intermediaries(The Wereravens, Krezkovs, etc.) on behalf of someone called &amp;quot;Vasili Van Holtz&amp;quot; ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== The Prisoner&amp;#039;s Dilemma ===&lt;br /&gt;
&lt;br /&gt;
This one takes a bit of set up. Here is what I did: I made an envelope for each player. Inside the envelope was a paper of instructions, and two &amp;quot;Decision&amp;quot; slips of paper. One of the slips has &amp;quot;Stay&amp;quot; written on it, and the other has &amp;quot;Leave&amp;quot; written on it. The paper of instructions had the following written: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd Von Zarovich looks directly into your eyes while ignoring everyone else at the table. You hear his voice in your head, but his lips do not move. “I alone have the power to allow you to leave my realm. I will grant you this power if you but ask. However, I will not allow all of you to leave, for I see great promise in your souls. Some of you will need to stay here and help me rule Barovia. If you decide you will leave, your allies will stay. If more than one of you decides to leave, I will choose who exits based on your response.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Players: Place your written response and decision slip of your choice back into the envelope. The DM will pass around another envelope into which your discarded decision slip will go. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Before the players arrived, I also had a secret envelope with 5 decision slips in it. One of them said &amp;quot;Leave&amp;quot; and the others said &amp;quot;Stay&amp;quot;. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
During the course of the session, Strahd (or an illusion of Strahd) needs to get them near a dinner table. I used the table in Argynvostholdt - but any of them will do. He invites them to sit. Then the envelopes are passed out. The players aren&amp;#039;t allowed to talk, they just read and write their response on the paper, and put their slip in. Make sure they keep their eyes on their own work and no peeking. They are good little heroes, and will all choose &amp;quot;Stay&amp;quot;. Then you send the envelope around for the discarded decision slips (These should all be &amp;quot;Leave&amp;quot;). After that, you get to read all the responses. Then Strahd says something like &amp;quot;You should give up your quest for Ireena. In fact, it appears one of you already has.&amp;quot; Then you drop the secret envelope on the table as Strahd turns to mist and leaves. Cue the players yelling &amp;quot;NO ONE OPEN IT!&amp;quot; and someone inevitably opening it. Great fun. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Dinner with the Devil ===&lt;br /&gt;
&lt;br /&gt;
This encounter is designed to take place at K10 in Ravenloft. The illusion of Strahd talking for a short period of time but I didn&amp;#039;t like that. This is how I wanted to do it (This one never happened since my offline group never went to K10. Please let me know if you run this!) to continue breaking them down. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
The set up is again, one envelope for each player. One player gets the following message: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the White Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
&lt;br /&gt;
The rest of the players get the following message:&lt;br /&gt;
&lt;br /&gt;
Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the Red Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
&lt;br /&gt;
Now you take the envelopes and on the count of three, have the players lift an arm in a toast which corresponds to the color wine they drink. Left arm toast for red, right arm toast for white. Most likely, all but one will toast in red wine. The player who toasts in white wine will have the following happen : &amp;quot;As the tannic taste of the wine slides down your throat, you feel an itching on your forehead, as a small horizontal cut forms, two inches wide. The edges of the wound bleed, scab, and then heal in seconds. As they do so, they draw apart revealing an eye with a vertically slit pupil.&amp;quot; The character will now benefit from advantage to insight and perception checks while the eye is open. Closing the eye removes the benefit and makes the eye indistinguishable from a wrinkle on the forehead. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Edit: A fellow DM has beautified these, which you can find here:&lt;br /&gt;
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Strahd Wine Letter&lt;br /&gt;
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[[File:Strahd_Wine_Letter.jpg]]&lt;br /&gt;
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[https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit]&lt;br /&gt;
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The Illusion of Strahd in the room then disappears like normal.&lt;br /&gt;
&lt;br /&gt;
=== What do we do with Ireena? ===&lt;br /&gt;
&lt;br /&gt;
Now that Strahd has Ireena, what is he going to do with her? Well, I have him planning a wedding. He sends out invitations to the NPCs of Barovia, including the players. At the wedding it is implied that he will make Ireena into a vampire spawn unless the party can save her. This gives a time limit on them - which moves the story along nicely. But where is Ireena held until then? You can decide later. She might be with Strahd at the foretold location. She might be somewhere else in the castle - it is bad luck to see the bride before the wedding after all. Depending on the tone of game you want to run, she might already be a vampire spawn. It gives you a lot of options. I&amp;#039;m probably going to have her at the foretold location, charmed, but alive. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The Dark Wizard is definitely a lawful individual. He has a zero tolerance policy for dishonesty and banditry. When he first took Barovia, he beheaded every single Burgomaster in the valley because they were all skimming the taxes. Even after he became a vampire, he would actively hunt and slaughter those who violated his laws. In his own words: &amp;quot;those who broke my laws rarely got the chance to repeat the offense.&amp;quot; ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard is a creature of his word. If you can extract an actual promise from him, you can expect him to keep it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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He has little patience for incompetence and stupidity. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard has a sense of humor, it&amp;#039;s occasionally a very black sense of humor, but he has it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard is actually somewhat fond of the creatures he controls...wolves and bats get pets from him when he calls them outside of combat. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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If The Dark Wizard needs to travel, he&amp;#039;ll load a coffin into a coach so he has a handy place to sleep if he&amp;#039;s out too long. During the day, the coach will be guarded by a veritable horde of wolves and anything else he deems necessary. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard can be extremely cruel when it comes to taking revenge...the man responsible for the rebellion that happened at the same time he was turned into a vampire was later hunted down, drained dry, then left in a sealed stone crypt to animate as a Vampire Spawn...then was left there to starve to death from lack of blood over the course of about a month. [[Lady Fiona Wachter]]&amp;#039;s ancestor was present for this, and visited that crypt to listen to the man/vampire spawn trying to get out and suffering for the entire time it took him to die (he was responsible for the death of her parents as well). ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard has a lingering tolerance for servants of the Morninglord, because a confidant of his was a priestess of that faith before he &amp;#039;died.&amp;#039; He lets the religion continue to exist in his lands out of respect for her. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard does NOT need an invitation to enter a house that is within his domain...as Lord of Barovia, he owns the entire Baratok Valley, so every house within it technically belongs to him. He may, however, pretend that he needs an invitation. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard is extremely interested in magical lore of all sorts. He&amp;#039;s constantly looking for magical means by which he can secure Tatyana and escape the mists. The lure of spellbooks and other pieces of arcane lore may be sufficient to lure him somewhere. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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------&lt;br /&gt;
Overview&lt;br /&gt;
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Strahd is smart.&lt;br /&gt;
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Strahd&amp;#039;s combat tactics should adapt to the players. He should figure out the party&amp;#039;s weaknesses and target them explicitly. For example, a party with lots of single-target damage but little AoE capabilities will struggle with large hosts of weak enemies. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has long-since figured out that something is sabotaging his efforts to get Tatyana. This is why he doesn&amp;#039;t just punch the party&amp;#039;s teeth in and snatch her the moment they walk away from Barovia Town. &amp;quot;Grab her and turn her into a vampire&amp;quot; hasn&amp;#039;t worked in 700 years, the PCs (as a wildcard not native to Barovia) present an opportunity to try more creative solutions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is extremely well-informed. Between his spies, ability to Scry, and ability to Charm people for information, it should be rare that he is unaware of something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd should not make stupid mistakes. If he ever lays hands on the Villain Ball, I have done something wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a General&lt;br /&gt;
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Strahd&amp;#039;s tactical acumen applies to any monsters he is commanding. The party should be able to tell when Strahd is directly in charge of enemies they are fighting because they will be drawn into ambushes and kill-boxes, be outflanked regularly, and have to deal with enemies targeting squishy party members first. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is very familiar with mixed-unit tactics and should use them. Look for tactical synergy between monsters under his control and exploit it. For example: zombie meat-shields backed up by skeleton archers and/or using wolves to run down the PCs and knock them Prone so slower units (like Vampire Spawn or Zombies) can catch up. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is familiar with the effectiveness of Magic as tactical support. The party should encounter Strahd-commanded monsters that have been magically buffed by spellcasters who didn&amp;#039;t stick around for the actual fight ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is familiar with the role of terrain in combat. The party should never have a terrain-based advantage when fighting Strahd-commanded forces, and Strahd should bring units well-suited to the environment. For example, if Strahd has the druids throw a horde of Blights at the party, they should attack on open terrain with no choke-points. In terrain with significant elevation differences, archers should be positioned on high-ground ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a wizard with access to every single spell in the game ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If there&amp;#039;s a 5th level or lower spell in the books that looks useful to Strahd, he has access to it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has absurd Ambush capabilities ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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He has the home-field advantage. He may have nests of monsters hidden all over the valley (like the Vampire Spawn in the coffin-maker&amp;#039;s attic) that he can deploy. He has also had centuries to familiarize himself with the terrain to pick out good spots for an ambush. It&amp;#039;s entirely possible for him to have minions he hid so long ago that all traces of their hiding place are gone (such as burying Zombies somewhere long enough ago that grass grew over their hidey hole). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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He, personally, has absurd stealth capabilities between a very high Stealth check and the ability to go Invisible ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Beucephalus allows him and his minions to travel via the Ethereal Plane...which is almost entirely imperceptible and completely intangible to people on the Material Plane and lets them ignore pesky things like walls. Bear in mind that Beucephalus can only move 3 willing creatures back and forth at a time. (Note: &amp;#039;Charmed&amp;#039; can quickly become &amp;#039;Willing.&amp;#039;) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is Bored&lt;br /&gt;
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With all the advantages Strahd has, if he wanted the party dead...they&amp;#039;d be dead. But, Strahd has been living in Barovia for centuries and there&amp;#039;s nothing native to the valley that actually threatens him. Adventurers are a rare opportunity for him to find some entertainment. Strahd&amp;#039;s entertainment primarily consists of terrorizing people and corrupting &amp;#039;good&amp;#039; things. This all manifests in a few ways... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is not actually bothered when his plans don&amp;#039;t work. Instead, he&amp;#039;s impressed because it&amp;#039;s something novel. He may congratulate the party on their accomplishment. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s plans are not always about achieving a tangible objective. For example, the Feast of St. Andrals is not some rare opportunity to get rid of a thorn in his side. If he really wanted the bones gone, they&amp;#039;d have been gone ages ago. He has lots of minions that are unaffected by holy ground (like cultists, druids, and werewolves) who could steal them and dispose of them much more thoroughly than hiding them in some old dude&amp;#039;s closet. Rather, the plan was more about Henrik, Milivoj, and Yeska. Three people who don&amp;#039;t serve Strahd that were manipulated into doing something that put the lives of a large number of people in danger and almost destroyed the one &amp;#039;safe place&amp;#039; in the valley. Even leaving the bones in Henrik&amp;#039;s closet was deliberately aimed to taunt him with the fact of &amp;quot;You could fix this at any time, but you are too cowardly to risk it.&amp;quot; And they get to deal with the knowledge of what they did for the rest of their lives. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cities provide no actual protection from Strahd. None of them are actually capable of defending themselves against him and his forces. They continue to exist because he wants them to. After all, it&amp;#039;s a lot more convenient when your food-stock takes care of itself and tends to its own pens. If Strahd decides a city needs to go, it&amp;#039;s history. (The half-dozen Vampire Spawn that Strahd dropped in the coffin-maker&amp;#039;s shop could, most likely, take out the entire guard force by themselves. 24 guards and a pallisade really isn&amp;#039;t much in the way of viable defenses against a Vampire Lord.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is trying to draw things out. Until the party reaches the &amp;#039;too dangerous to let live&amp;#039; stage, he won&amp;#039;t actively try to kill PCs. If they just happen to die, then oh well, guess they weren&amp;#039;t going to be interesting anyway. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s campaign against the PCs should be psychological warfare heavy. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a Prisoner&lt;br /&gt;
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For all his power, for all his might...Strahd is a prisoner in the lands of Barovia. With his permission, anyone can safely leave Barovia--except for him. He is both Lord of Barovia, and the inmate that can never leave. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has an ancient agreement with the Vistani, giving them free passage through his lands. In exchange, they act as informants for him. (Some Vistani serve him directly, but this is not the norm.) This is how he gets news from the outside if he is interested. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is aware that something more powerful than him is toying with him, and is trying to find a way to break their grip on him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd Is The Land&lt;br /&gt;
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Strahd has an intrinsic tie to Barovia, this has a few effects. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Weather conditions conspire to favor Strahd. This can mean anything from him getting Dramatic Cracks of Thunder whenever he wants them, to having a heavy rain or fog obscuring sight and sound when he wants to be sneaky, to just making people he doesn&amp;#039;t like miserable. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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On a grand scale, Strahd can alter the environment. Historically, he used this power to destroy the town of Berez by flooding it and permanently turning it into a swamp. This is part of why you cannot successfully defend a town that Strahd wants to destroy...he can turn the environment against it. (Flood Vallaki, take Krezk out with an avalanche, etc) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd technically owns everything in the entire valley; he does not need an invitation to enter a home. This is a trump card for him, though--and not something he reveals lightly. Also, he still maintains some noble sensibilities--it&amp;#039;s rude to just barge into someone&amp;#039;s home without an invitation. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Creative Tactics&lt;br /&gt;
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Because of Strahd&amp;#039;s capabilities, he has tactical options not available to your average enemy...particularly when he is acting as a commander. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Fun and Games with Beucephalus&lt;br /&gt;
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Beucephalus, despite getting only an extremely minor mention in the book, is incredibly useful...as such, I upgraded him a bit in my game. Strahd put forth the effort to acquire Barding for the horse, upping its AC to 18. So, given this, lets look at some options... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is faster than you: With a mount that flies at 90&amp;#039;, Strahd is the fastest moving thing in the valley apart from the Rok. He can easily beat the party to any location he wants to beat them to. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Infiltration: Beucephalus can transport Strahd and/or several minions via the Ethereal Plane into otherwise-impossible-to-access locations and drop them off. It is impossible for them to be seen coming. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Ambush: Can move allied creatures into an ambush location, then they all Ready Actions to attack the moment the are shifted to the Material. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Tactical repositioning: Beucephalus can pull allies into the Ethereal, relocate them, then pop back into the Material with them on the next round. This allows him to move allied creatures past choke points, barricades, and other obstacles. This can be paired with the &amp;#039;Perfect Ambush&amp;#039; option to dogpile a vulnerable character. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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It&amp;#039;s raining monsters: This takes some prep-work, but Beucephalus can be used to lead a parade of creatures through the Ethereal to points near the PCs. Beucephalus then goes from point to point, popping these monsters back to the Material Plane, delivering a moderate force to a location without any sign of their approach. Easily usable to fill houses with monsters to all come pouring out to attack the PCs once the time is right. For a bit of hilarity, make this literal. The monsters all stand above the combat point, and Beucephalus starts transporting them back to the Material, allowing them to literally rain down on the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Using Beucephalus is not without risks. If he is destroyed then any creatures presently on the Ethereal are stranded there. This is another good reason for Strahd to have devil-summoning spells, as he may get stranded on the Ethereal and need to temporarily summon up another Nightmare to get himself out. An alternative possibility is to make it that Beucephalus cannot be properly killed...if killed, Strahd can resummon it in 24 hours. Pulling in a magic item from Mordenkainen&amp;#039;s Tome of Foes (Infernal Tack) could be used with this--if you want to get rid of Beucephalus, you need to get the spurs that summon him and bind him to Strahd. Without them, he can&amp;#039;t summon the Nightmare (and if you&amp;#039;re evil...maybe now you can). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Confusion Tactics&lt;br /&gt;
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If Strahd gets to prepare the battlefield, perhaps he sets some things up in advance. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory Terrain to hide natural or unnatural (like pit traps) perils ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cast Seeming to disguise creatures as something they aren&amp;#039;t. This could be anything from making monsters look like normal people, to making them look like other sorts of monster. Ghouls disguised as Zombies, Skeletons disguised as Vampire Spawn (see how fast the PCs run). Disguising a mob of undead as a mob of bandits may trick the party&amp;#039;s divine casters into not attempting to Turn them...or vice versa, getting the divine caster to waste an Action trying to Turn humanoids. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory body doubles. Illusion spells can be used to make a minion look like him, or himself look like one of his minions. As a &amp;#039;cheating to get out of defeat free&amp;#039; aside...in the event that your PCs get off a bunch of lucky crits and &amp;#039;lay Strahd out,&amp;#039; you could always retroactively decide that they took out a illusion-cloaked body double, not the real thing. Or use it for a bait and switch...throw a Vampire Spawn magicked to look like Strahd at them and let them kill it. While the PCs stand there going &amp;#039;wtf, that was it?&amp;#039; the real thing pops up and flattens the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Employ the use of bait--fake and legitimate. Charm, Suggest, or Force random innocents into positions that will draw the PCs into a trap. Or polymorph a monster into looking like an innocent for the same purposes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Playing with Charm&lt;br /&gt;
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A vampire&amp;#039;s charm is very powerful, but has its limits. While you see Strahd as your dear friend and are incapable of trying to do him harm--it doesn&amp;#039;t mean you aren&amp;#039;t still friends with the other PCs. If he&amp;#039;s going to Charm you into betraying your friends, he has to make them not your friends first. However, Strahd does not have to be in humanoid form to use Charm. Charming people as a bat is perfectly functional. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm the bearer of the Sunsword. Politely ask them to turn it off, as it is hurting him. Then, unleash some sob-story about how that sword belonged to his dearly beloved brother and he has been looking for it for ages and oh wouldn&amp;#039;t the PC let him return the sword to his brother&amp;#039;s grave. It would give him so much closure to have finally recovered the last of his brother&amp;#039;s most precious belongings. (Note: Nothing said in that statement is a lie as long as Strahd takes the sword back to his brother&amp;#039;s grave before trying to destroy it.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pre-Charm some PCs before a fight breaks out. Enjoy the chaos as members of the party are trying to break up the fight rather than trying to kill him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a PC then use Sending or Rary&amp;#039;s Telepathic Bond to send them secret messages and instructions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Have conversations with Charmed PCs. Plant ideas in their heads that their other &amp;#039;friends&amp;#039; don&amp;#039;t appreciate them. Or that they don&amp;#039;t trust them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Remember that Charm works on NPCs, too. He can Charm an otherwise neutral NPC into trying to break up a fight or fighting on his side so the PCs end up either killing an innocent person, or being paranoid about whether or not any humanoid they are fighting against is actually doing it of their own will and always going for non-lethal. Couple this with Illusions for extra chaos. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Making Strahd seem omniscient (without cheating)&lt;br /&gt;
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One of the scariest things about Strahd, in my mind, is when the players start to believe he is all-knowing. When they start to believe that he truly is the land, and that they can&amp;#039;t hide their actions from him. In truth, Strahd is not all-knowing--but he likes people to think he is. While it is fully possible to just cheat and make Strahd know things, I find it more fun to look at how he can actually seem omniscient ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Detect Thoughts to have Strahd finish people&amp;#039;s sentences for them. Or have him ask them questions, then he vocalizes the answer to that question if they don&amp;#039;t respond. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pair Charm with Modify Memory to interview characters (PCs and NPCs) without their knowledge. Strahd Charms them, asks them questions for less than 10 minutes, then wipes the event from their memory. He could gain some extremely personal information about PCs this way. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies. Spies everywhere. They don&amp;#039;t even have to be malicious or even all that active--they don&amp;#039;t need to follow the players around or act suspicious. They might just be some rando Barovian that got an unpleasant visit and offered something (even if that something was &amp;quot;I won&amp;#039;t feed you to my wolves&amp;quot;) in exchange for reporting anything they happen to learn about Outsiders. Most Barovians are flatly terrified of Strahd--it wouldn&amp;#039;t be hard at all for him to press some into service for little things like that. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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When scrying, choose your targets cleverly. If the PCs are hanging out with someone who serves Strahd, target that person (as they&amp;#039;ll auto-fail voluntarily). If your party travels with animals (like horses), target them instead of a PC. It&amp;#039;s a lot easier to get hair from the party&amp;#039;s horse while it&amp;#039;s in a stable than it is to get hair from a PC. Still, try to get a lock of hair (or other sheddable body-part, like scales) from each PC. If the PCs all go down in a fight...perhaps rather than making it a TPK, they all wake up with missing bits of hair. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies on the Ethereal Plane. Strahd has Beucephalus pop a minion onto the Ethereal Plane and has them follow the party around for a while. Perhaps he always has a spy camping them from the Ethereal, and they just rotate out to go back and report to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Moles. The book tends to call out that humanoids allied to Strahd are pretty open about their allegiance. This is dumb. Sure, maybe some of them are all rah-rah-Strahd-forever! But some are certainly aware that they can better serve their master if their allegiance is secret. Have individuals who are servants of Strahd be friendly--have them lie about their allegiance (or tell an &amp;#039;exact words&amp;#039; falsehood where the words they say are technically true, but intended to mislead). Do stuff that aids the PCs but doesn&amp;#039;t hamper Strahd (much). Then they can happily report to Strahd all the information that the PCs freely give them, because they trust them now. In my game, I did this with the Vistani near Vallaki. The PCs like them and quite trust Luvash (finding him to be a very entertaining character because he&amp;#039;s this massive thug-looking guy who is obviously wrapped around his daughter&amp;#039;s finger) to the point of letting him sneak them into Vallaki and watch their horse while they are in there. Naturally, Luvash has acquired some horse-hair for his master&amp;#039;s scrying spells at this point. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Effects of this&lt;br /&gt;
&lt;br /&gt;
If the party comes up with some sort of pass-phrase or sign to prove it&amp;#039;s really them, check to see if they are being observed when they decide on it. If so, Strahd now knows the &amp;#039;trick&amp;#039; they came up with to confirm their identity. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is not surprised by plans or tricks that the players come up with. If they sit around working out a strategy for fighting him, he knows what their plan is. In fact, he may develop plans specifically to counter them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If a planned deception was discussed out loud by the PCs, Strahd knows about it. The only way to have a real chance at deceiving him is to do it off-the-cuff, or at least never discuss it out loud. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
There are countermeasures to this, but your players will have to figure them out...if they realize what&amp;#039;s happening in the first place. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stages of Interest&lt;br /&gt;
&lt;br /&gt;
In my game, I gauge Strahd&amp;#039;s current interest in the party in 5 levels. The more attention Strahd is paying to you, the more dangerous your life becomes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 1: Aware&lt;br /&gt;
&lt;br /&gt;
The party has only recently arrived in Barovia and hasn&amp;#039;t done anything of note yet. Strahd is aware that they exist because he is aware of anyone who enters his domain, but isn&amp;#039;t paying much attention to them. Basically, they need to prove they aren&amp;#039;t just going to bite it the first time a couple zombies jump them before he&amp;#039;s going to bother paying attention. At this point... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd continues business as normal. If the party encounters him at this point, it&amp;#039;s coincidental--he was somewhere doing something, and they just happened to be there at the same time. The Feast of St. Andrals is an example of such a potential encounter. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Vistani and other allies of Strahd will report to him anything they learn about the PCs, but Strahd is making no special effort to investigate them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If they encounter creatures Strahd controls, he is not commanding them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 2: Interested&lt;br /&gt;
&lt;br /&gt;
The party has performed some unexpected or impressive feat (thwarting a plan, killing a powerful creature, acquiring a relic, etc.) and Strahd has deemed them worth his attention. At this point, he is primarily gathering information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Spies start trying to steal a personal effect or bit of hair from the PCs to boost the efficacy of Strahd&amp;#039;s Scrying spell. Randomly call for Wisdom saves from the party to represent his attempts to scry on them (definitely don&amp;#039;t tell them why they are saving). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If a PC is isolated at some point, Strahd may attempt to interview them. He approaches them in bat form and tries to Charm them. If successful, he takes humanoid form and has a chat. He wants to know more about them and their companions, and asks questions to that effect. He keeps the interview short, then tries to use Modify Memory to wipe the conversation from the PC&amp;#039;s head. In play, simply call for Wisdom Saves from the isolated player and don&amp;#039;t tell anyone anything if they fail both (perhaps tell the player outside of the game if you want to let them RP out their (forgotten) discussion with Strahd. Strahd can use the same trick on NPCs that the party is friendly with. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd will observe the party in combat while invisible/ethereal/as a bat/etc. He may throw a mixed or buffed unit at them and command it, just to see how they fare. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
This is when Strahd sends them the invitation to dinner. I recommend having a look at elven tower&amp;#039;s guide on Dinner with Strahd, as it is much better than what&amp;#039;s in the book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If you plan to plant a Strahd-serving mole in the party, now&amp;#039;s the time. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 3: Active Interference&lt;br /&gt;
&lt;br /&gt;
Strahd has gathered enough information, and now it&amp;#039;s time to have fun. This is the stage that Strahd will be in for most of the adventure. He is seeking to corrupt the PCs, manipulate them into helping him bypass whatever it is that is keeping him from Ireena, break their spirits, or whatever else he deems suitable for a given PC. This will be broken up into two parts... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Changes to life for the party&lt;br /&gt;
&lt;br /&gt;
Enemies should behave more intelligently and mixed units should start becoming more common. However, more intelligent creatures may intentionally leave downed creatures alive (deal non-lethal KO damage), because Strahd isn&amp;#039;t done with them yet ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd himself may pick fights with them, just to kick them around a bit. Always have multiple escape plans in mind. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s pyschological warfare goals are primarily focused on sowing distrust and paranoia among the PCs. If a particular PC seems susceptible to betraying their friends, he focuses on isolating that character. Additionally, if he can get them to do something &amp;#039;evil&amp;#039; then points to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Example ideas for ways Strahd may interact&lt;br /&gt;
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Strahd gives the party a quest. The quest is to do something that is objectively good (such as saving children from Old Bonegrinder/Werewolves or restoring the winery). He doesn&amp;#039;t really care if they succeed or not, he just wants to see what they&amp;#039;ll do. Do they refuse the quest because of its source? Are they second-guessing themselves the whole way? Do they do the opposite of what he asked them to do? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd continues information gathering. If he catches a PC or allied NPC alone, he does the same he did during Stage 2, but may also bite them as well. That way, they go back to the party with a bite mark on their neck and no knowledge of how it got there. Which a paranoid party may take as a sign of untrustworthiness or outright collusion. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a party member or allied NPC, then use Sending or a pre-established Rary&amp;#039;s Telepathic Bond to get them to do suspicious things or things harmful to the party. As Strahd does not need to be in humanoid form to Charm targets, he can establish the Charm as a bat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Seeming to &amp;#039;replace&amp;#039; someone (or multiple someones). For example, sneak into the Blue Water Inn and temporarily incapacitate the Martikovs and some or all of the patrons. Replace them with cultists (for anyone the party needs to talk to) and undead, all masked into looking &amp;#039;normal&amp;#039; with Seeming. When the party realizes something is off, attack. Seeming doesn&amp;#039;t drop just because combat started, so this will cause all manner of chaos. For extra fun, have a few genuinely uninvolved innocents mixed in there, just to see if the freaked out PCs end up killing innocent bystanders. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Use Seeming on the party--make them look like monsters or Vampire Spawn. Enjoy the fact that they are stuck out in the wilderness for the night, or getting attacked by allies. Or even other PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Alternately, Strahd can use Disguise Self or Alter Self to personally replace an individual for the purpose of talking with the PCs--he may even replace a PC for a short while. For example, if he catches a PC alone he can incapacitate them and hand them off to a minion. He takes their form and returns to the party, and continues along with them for a short while. In a short while, they happen upon a coffin lying in the road...just as they arrive, the actual PC wakes up inside the coffin. Strahd lets the &amp;quot;who is the real one!?&amp;quot; drama play out for a moment, then drops the disguise, thanks the party for their company, and departs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd sends a PC a bag of money with a note, thanking them for some obscure &amp;#039;service.&amp;#039; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd may start making subtle overtures towards a PC he thinks he can corrupt ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Adopt a disguised &amp;#039;role&amp;#039; that he plays, and be friendly with the NPCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Try to get the PCs to dislike/distrust the actual decent people in the valley and make friends with Strahd&amp;#039;s servants. (In my game so far, the PCs are very buddy-buddy with the Vistani that live outside Vallaki). In the case of the Vistani, make up some BS about how Strahd has a non-aggression pact with them as part of their &amp;#039;we can come and go freely from Barovia.&amp;#039; Make them think that their Vistani &amp;#039;allies&amp;#039; are the only folk in the valley that are &amp;#039;safe&amp;#039; from Strahd. NOTE: Strahd&amp;#039;s servants are smart enough to keep their true allegiance a secret. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 4: Break Them&lt;br /&gt;
&lt;br /&gt;
Strahd is ready to start breaking his toys now. Continue anything he was doing in Stage 3, but turn it up to 11. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If Strahd has found a PC he can isolate from the rest, his goal with them is to make it so that this person dislikes their &amp;#039;allies&amp;#039; enough that, while charmed, he can command them to turn on their friends. Perhaps even get them to do it voluntarily. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Capitalize on any seeds of distrust and paranoia planted in Stage 3. Make note of what worked and what didn&amp;#039;t, and double down on the points that worked. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd begins using creative combat tactics (see below) on a regular basis, and many foes will be under his command. He may even directly lead strike teams to harm the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Additional example ideas for how Strahd may interact&lt;br /&gt;
&lt;br /&gt;
Dominate someone the party likes and force them to attack the party ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Make offers to the party (such as &amp;#039;Bring me Ireena and I&amp;#039;ll let you leave.&amp;#039;). If possible, manipulate/lie about the results of agreement or disagreement. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Allow them to find a suit of armor...either the presently-inert Animated Armor in the Tower of Khazan, or Strahd&amp;#039;s Animated Armor. The armor has been throughly worked over with Nystul&amp;#039;s Magic Aura to hide its true nature. Let them enjoy the armor...then, in the final battle, activate the armor. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Spread rumors to lead PCs to cursed items (such as the Staff of Frost in the Amber Temple) that may corrupt them ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Manipulate someone (non-evil) into setting the Assassin bound to the magic mirror on one of the PCs. Charm them while in disguise and lie to them about what the mirror does (tell them it will summon a spectral warrior to go to the PCs&amp;#039; aid if they speak the rhyme and say a PC&amp;#039;s name.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the Revenants at Argynvostholt are still around, see to it that they find out the PCs are aiming to kill Strahd. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Dream to harass a PC, hiding the fact that Strahd is sending the dream. If targeting a Cleric or Paladin, make it seem like a Dream from their deity, informing them that Strahd cannot be killed, they can only seek to redeem him. Or that Strahd must live on and suffer, rather than being killed. Alternately, give them a Dream about Madame Eva sending them an &amp;#039;extra prophecy&amp;#039; to aid them along their way. In short, give them dreams that give them disruptive/false information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the PCs have experience with Strahd replacing people, use Suggestion to get an NPC the PCs know well to behave in a way that is out of character for them...see if the PCs&amp;#039; paranoia fires off and makes them harm/kill a friend. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Use Seeming to make innocents look like monsters, try to get the PCs to attack them. Drop the spell after about half of them are dead. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the party has acquired any of the Relics, use trickery and other people to try to take it from them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Spread copious amounts of misinformation throughout the valley. Rumors that the sunsword is cursed to gradually overtake the mind of its wielder, that overuse of the Holy Symbol of Ravenkind will turn you into a Raven, that one of the PCs or someone they know was seen conversing with a vampire spawn in the middle of the night (when the rest of the party was in bed), rumors of powerful useful things in the mountains to the North, rumors of a cult in Krezk, and so on. Just make up a bunch of bull-crap and spread it around. The best part with this is that no Insight check can prove these false...because the PCs are hearing this information second or third-hand, likely from someone who believes it to be true...Insight or even Zone of Truth doesn&amp;#039;t help you against someone who is simply wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 5: Obliterate&lt;br /&gt;
&lt;br /&gt;
The party is too dangerous to be left alive or has enraged Strahd. He wants them dead. The gloves are off. However, Strahd is still a highly intelligent and successful general. He&amp;#039;s not going to just hurl himself at them in a wild fury and immediately fight to the death. No, he&amp;#039;s going to wear them down and deplete their resources--so that when he goes for the kill, it&amp;#039;s easy. This is how you force the final confrontation...the PCs&amp;#039; best move is to go on the offensive as soon as possible--the longer they wait around while Strahd is doing this, the harder their life is going to become. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is done playing. If he thinks a PC can be corrupted, he makes his move. If not, they die. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd knows how dangerous the PCs have become and begins using attrition-style warfare to wear them down. Attacks against the PCs are always conducted with a goal in mind: Kill that character, acquire that item, destroy that location, etc. Strahd can always make more undead, he can always turn new Vampire Spawn. If he sacrifices a half-dozen Spawn and a large number of zombies to get his hands on the Sunsword or kill a single PC, that counts as a win in his book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd begins destroying the PCs&amp;#039; network of allies. If possible, he kills these NPCs in front of the PCs (Wall of Force/Drain them dry, for example). Once the PCs realize what is going on and start avoiding their allies, they start getting reports that their friends are all being killed. NPCs with a shakier relationship with the PCs may turn on them to try to protect themselves. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If Strahd has a mole among them, now is the time to strike. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd seeks to compromise or destroy their base of operations. He wants them isolated and exhausted. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is more careful in combat, especially if the party has Sunlight-producing relics. He may avoid the front lines, using his forces instead of taking the field directly. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s targeting of their allies and safe places is aimed at demoralizing them as well as destroying assets. Killed allies should be killed horribly and/or turned into Vampires/Undead to be used against the PCs. If the resulting undead is capable of speech, then they should be forced to curse and scream at the PCs, blaming them for what was done to them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If the PCs have made &amp;#039;friends&amp;#039; with any of Strahd&amp;#039;s servants, now is the time for a precision-strike betrayal. Attack them in their sleep, poison their food, whatever hurts the most. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Final Battle&lt;br /&gt;
&lt;br /&gt;
So, here we are. The party has gathered their artifacts, rallied themselves, and marched on Castle Ravenloft. So, how do we make this a Battle worthy of Legends? Strahd is...not actually that durable. In the face of the Sunsword, the Holy Symbol of Ravenkind, St. Markovia&amp;#039;s Thighbone, and the Icon of Ravenloft...if Strahd tries to fight them straight up, he&amp;#039;s going to go down like a chump. So, here we go... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Disclaimer: if you completely follow my advice here, you&amp;#039;re probably headed for a TPK. Pick the pieces you like and implement them (or go whole hog and TPK em, up to you) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Prepare for them&lt;br /&gt;
&lt;br /&gt;
Strahd knows they are coming. Of course he knows. So, let&amp;#039;s get ready for them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Swap out his spell list. The spells listed in his statblock are what I consider his day-to-day overlording loadout. If he&amp;#039;s going to war, he should switch out for more appropriate spells. Consider where your party is set to have their Final Battle with Strahd, and pick whatever spells off the Wizard spell list are the most advantageous. (For example, Gust of Wind is kind of useless in the crypts...but if he&amp;#039;s fighting them on top of the castle, punting the party off the side is awesome). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If the party includes a Paladin or other caster with a Detect Evil/Divine Sense capability, prepare and Cast Nystul&amp;#039;s Magic Aura on himself. Change his apparent creature type to humanoid to confound their spell. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Wear the party down. If the party shows up to battle Strahd and is at full strength, he didn&amp;#039;t do his job right. You have an army. Use it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Gear up. If you want drama, let Strahd summon it onto himself as a Bonus Action...but if Strahd&amp;#039;s Armor is still around, he puts it on. This gives him an even higher AC, immunity to lightning damage, and a lightning-based ranged attack. And a lightning-damage dealing sword, if he wants to use that instead of his claws. (For fun...have him hold off on doing this for a bit...where he just plays with the PCs like a big cat. Then he goes &amp;quot;I suppose that&amp;#039;s enough playing around. Time to die.&amp;quot; :Snaps his fingers and armor materializes around him:) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
As DM, study the area he will be fighting them in. What&amp;#039;s around it, above it, below it? Where can Strahd go to buy himself a few rounds to recover? Look at the Battle section below and figure out how Strahd plans to tackle this. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Battle&lt;br /&gt;
&lt;br /&gt;
Go time. Note that some of these recommendations may contradict the number of spell slots he has (such as suggesting using Seeming but also suggesting using Wall of Force, despite the fact that he only has the one 5th level spell slot). This is to give options to you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Action Economy disparity sucks. Crowd Control is Strahd&amp;#039;s friend. Polymorph, Hypnotic Pattern, Wall of Force, and anything else that takes PCs out of the fight tilts things in his favor. The fewer attacks being leveled at him per round, the better. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Kite your enemies. Strahd can walk through walls to put stout stone between himself and sunlight-producing artifacts, and can lure the PCs to chase him...either into other enemies, or into traps. Strahd knows where all his traps are, of course...so why wouldn&amp;#039;t he lead the PCs into them? Remember, Strahd has Spider Climb and can go through floors and ceilings. Doing this also gives him time out of sunlight in order to regenerate HP. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Abuse Seeming to devour party resources. Strahd can make an arbitrarily large number of minions look like him before the PCs show up. Have decoy Strahds all over the place...use them as sacrificial pawns to lure the party to bad places. For extra evil...when the party finds Strahd at the appointed location, they are likely to open big. Unload on him with everything they&amp;#039;ve got to try to Alpha him down. So, have the &amp;#039;Strahd&amp;#039; they find be a Vampire Spawn under Seeming. They nuke &amp;#039;Strahd&amp;#039; and blow all their best tricks...likely reducing the spawn to dust. The party stands there for a second going &amp;quot;Um...is that it?&amp;quot; Then Strahd&amp;#039;s laughter starts echoing through the room and he either suckerpunches someone from behind, or several more &amp;#039;Strahds&amp;#039; show up (maybe one of them is even the real thing!) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Charm people. Pre-emptively, if possible. Convincing the Fighter or Paladin to hand over the Sunsword, or pitch it off the side of the castle is a great way to get rid of a serious hazard to your health. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Target Priority. In my experience, it&amp;#039;s sort of common for DMs to &amp;#039;play along&amp;#039; and have the monsters fight the martial characters for the most part. Strahd&amp;#039;s not an idiot, though...what&amp;#039;s the point of playing around with the walking ball of armor when the squishy wizard is blowing him up, or the healer is undoing his efforts to murder you. Pick your targets based on who it would hurt the party the most to lose. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Isolate Sunlight wielders. These are the most directly dangerous foes, as they produce an aura that hurts you, blocks your regen, AND prevents you from going Mist-form if you are defeated. Polymorph them, enclose them in a cubic Wall of Stone, lock them in rooms by themselves, use minions to knock them into traps ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Separate the party. Strahd can close and lock doors as a lair action. If his lair action comes up and the party is divided between rooms with a door in between them...slam the door shut and lock it, then suckerpunch whichever half of the party is the most vulnerable (or painful to lose). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Exploit your speed. If Strahd is going full-out, he can cover 150&amp;#039; in a round. (Move, Dash, LA-movex3). Nobody can catch him when he wants to outpace you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Exploit your absurd stealth check. Given that Strahd can pass through walls and outrun everyone, breaking line of sight is easy. Strahd should be striking from Stealth on a regular basis. The party should not &amp;#039;catch&amp;#039; Strahd, he should loop around and suckerpunch them while they are chasing him. Of note: Strahd can use Lair Actions without breaking stealth. Go sneaky, then use the Specter and Shadow Lair Actions to reduce HP and Str values across the party. Prioritize with the Shadows, of course...aim for the Str-dependent characters. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If you can go outside onto the rooftops or ramparts, enjoy the fact that the weather is on Strahd&amp;#039;s side. For a climactic encounter like this, there should be a full-blown thunderstorm on. The rain should limit visibility and make perilous footing (like the rooftops) even more dangerous. Strahd&amp;#039;s spider climb lets him basically ignore the perilous footing. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Ration your Legendary Resistances. Turn Undead is not a big deal. Accept the turning, activate the &amp;#039;walk through walls&amp;#039; lair action, then leave the party feeling foolish while Strahd runs off to go regenerate all his hitpoints, and a party member is down a Channel Divinity. You can always flee to regen health as well, so unless it would put him dangerously close to death, don&amp;#039;t worry about failing saves vs. damage. No, the big threats are the ones that prevent Strahd from moving. As long as Strahd can move, he can put a solid object between himself and the PCs and can regenerate health. (Tactically, your best option to beat Strahd like this is to pop Wall of Force to make a box trapping him and you in one place.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Bring in allies. If there are still enemies in the castle, call them in or lead the party to them. Certainly Rahadin would spring to his master&amp;#039;s aid if he knew Strahd was under attack. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Try to lead the party away from your crypt. If Strahd is killed and isn&amp;#039;t in sunlight when he dies, he turns to mist and flows back to his coffin. Once he gets there, you have 1 hour to finish him off or he regains consciousness, then rapidly regenerates all his hitpoints (regeneration feature starts working again). And you&amp;#039;re back to square one. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Ultimately, the final battle with Strahd should range all over the castle. The more the party has explored and cleared the castle before fighting Strahd, the less likely they are to die horribly. Strahd won&amp;#039;t have many allies left to lead them to and the party should have figured out where the traps are. You could even have it that allies of the party who have survived up to this point get involved in little ways. As an off-the-cuff example...suppose Strahd convinced someone to pitch the Sunsword off the side of the castle. At a dramatically appropriate moment, one of the Keepers of the Feather (in Raven form) drops the sword in a PC&amp;#039;s hands. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Conclusion&lt;br /&gt;
A few specific call-outs for handy spells... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Nystul&amp;#039;s Magic Aura: Allows Strahd to obscure his creature type from all forms of detection magic. This is critically important if you want Strahd to disguise himself to mess with the PCs directly--especially if you have a Paladin in the party. A lot of PCs forget this spell exists, enjoy how confused they are when their good human buddy Vasili turns out to be a vampire. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Wall of X: Battlefield Control is awesome. A special mention goes out to Wall of Force, as a bubble of that spell may let him isolate a single character so he can freely drain them dry in front of others, without risk of being interrupted. Wall of Stone is also useful because it lets him enclose someone generating Sunlight in an opaque box from which they can&amp;#039;t bother him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Glyph of Warding: Perhaps the most useful base-defense spell in the game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Mordenkainen&amp;#039;s Private Sanctum: For making a prison that hides people from divination magic, or seeding &amp;#039;dead zones&amp;#039; around the castle that he can hide in if being tracked magically. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Negative Energy Flood: Heal undead minions ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Life Transference: Strahd&amp;#039;s resistance to Necrotic damage means this won&amp;#039;t be as effective coming from him. But he heals at 20hp per round, which is more damage than the spell is likely to do to him. But, it lets him heal Beucephalus or other minions--particularly useful when he himself is not in combat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Far Step: And you thought he was fast before... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Any enchantment spell that makes the target potentially attack its allies ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Dream: For when you want to screw with the PCs in their sleep ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Seeming: For disguising squads of undead monsters as perfectly ordinary commoners ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Disguise Self: Because obviously ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Mislead: Functional tele-presence. Allows Strahd to directly converse with the PCs while putting himself at no risk. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Fabricate: Oh, you fled across a river to get away from my and my spawn? That&amp;#039;s cute, here let me magick a bridge up out of nowhere. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Fly: Extremely useful for anyone ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Leomund&amp;#039;s Tiny Hut: Why would he not put this up over his coffin every day? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Sending: Secure communication. Extra useful on a Charmed target. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Seeming: Wait...Strahd can made a 30&amp;#039; radius horde of his minions all look exactly like him? Or like the party&amp;#039;s best NPC friends? Awesome! ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Modify Memory: Sometimes you don&amp;#039;t want people to remember something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Rary&amp;#039;s Telepathic Bond: Great for commanding a Charmed creature. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Polymorph: Only being able to turn into a Bat or Wolf is lame. And turning enemies into newts is always fun ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Summon Greater Demon: Because dropping a CR 5 demon on someone&amp;#039;s head is a great option to have. Especially when you can just drop through the floor to avoid any nasty repercussions of it breaking free of your control. It&amp;#039;s a great &amp;quot;Here, play with this for a while while I go downstairs to recover some HP&amp;quot; option. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Animate Objects: 10 tiny objects is downright murderous...as a PC, I have completely upended combat encounters by burying my enemies in a swarm of animated ball bearings. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Manipulation&lt;br /&gt;
Strahd is a master manipulator. Why do something yourself, if you can make someone else do it for you, and then thank YOU for allowing them to do it? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example scenario: ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd &amp;#039;failed&amp;#039; to secure the Church of St. Andral, and the bones have been returned, and Ireena is currently hiding in the church. Now, Strahd could send cultists, druids or werewolves as OP&amp;#039;s post suggests, or, he could send the party. Naturally, the party isn&amp;#039;t going to be very keen to hand Ireena over to him just like that. So here&amp;#039;s what happened in my campaign, as Strahd manipulated the Hags at Bonegrinder Windmill and the party into conflict, forcing the party to take refuge in the Church, and then kidnap Ireena and hand her to Strahd, all without the party knowing it was Strahd&amp;#039;s plan. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd invites the party to dinner, after buying all of Morgantha&amp;#039;s Dream Pastries. Morgantha returns to the Windmill to make more pastries, completing the coven right as the party passes by on their way to dinner with Strahd. The screams of crushed children attract party attention and a fight erupts. The hags, if beaten, retreat to the Ethereal plane. At the Castle, Strahd plays the gracious host, consoling the wounded and weary party, allowing them to rest in the safety of his home. When dinner arrives, Strahd offers the party a choice between Ireena and something they cannot refuse: they may only choose one. This &amp;#039;something&amp;#039; must be something the party cannot afford to pass on, up to and including allowing a member of the party to leave Barovia and return home. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
After the party has made their choice and (most likely) not chosen Ireena, Strahd follows through on his end of the bargain immediately, as the party eats poisoned food (that&amp;#039;s been disguised by Nystul&amp;#039;s Magic Aura). The poison is a DC 17 Con Save (Strahd&amp;#039;s save DC) or after 4 hours, gain 1 stack of exhaustion. Strahd then tells the party to leave. Poison may not be necessary, and the delay in application should make it hazy as to if it really was Strahd who poisoned them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Outside the safety of the castle, the bereaved Night Hags will use their Nightmare Haunting ability to prevent members of the party from sleeping, causing them to gain an additional stack of exhaustion each night. Make sure your players know, mechanically, they die if they reach 6 stacks. Cue party panic as they have no way of dealing with Hags they can&amp;#039;t touch. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
The only solution, other than fleeing back into Castle Ravenloft (the drawbridge is up, showing that&amp;#039;s unwelcome), is to seek refuge in the Hallowed Church of St. Andral, where the Night Hags cannot go. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Once the party is in the church, Strahd sends an agent to deliver a message:&lt;br /&gt;
&lt;br /&gt;
This was not part of your arrangement with the Dark Lord. You are now instructed to deliver Ireena to the south gate, tonight, at midnight. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Now the party has a decision to make. Defy the will of the Dark Lord and renege on their deal, or comply with his demands? Either way, the Night Hags are still out there. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
My party complied, delivered Ireena to Strahd in the dead of night and dusted their hands of the whole situation. One even said &amp;quot;I think we handled that well.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Little did they know, that every step of their journey had been carefully orchestrated by Strahd, from ensuring the Night hags were all present at the Windmill, to the party&amp;#039;s entry into a doomed bargain. Why fight your enemies, or do any of the legwork yourself, when you can manipulate others into doing it for you? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
General Notes&lt;br /&gt;
Strahd will want to claim a body part from each of the characters at some point. A finger, a section of their skin, something more tangible than their hair. During the final battle, he can &amp;#039;kill&amp;#039; the characters and then have a minion in the dungeons use the resurrection Dark Power from the Amber Temple, to resurrect the character using this body part. Now, if the party attempts to resurrect their dead comrade, the spell will fail as the soul is already in a new body. Oh, and the new body was resurrected inside one of Strahd&amp;#039;s dungeon cells. Make sure to have Strahd vocally reassert his dominance over the souls of the dead within his domain. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Speaking of Dark Gifts, much of Strahd&amp;#039;s illusory repertoire breaks down once the party has access to True Sight from the Amber Temple. Keep this in mind during the late game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Similarly, be careful turning players into Revenants. The only way Strahd can hide from a Revenant is by using his Nightmare Stead to hide on the Ethereal Plane. The party always knowing where the true Strahd is, is a super powerful tool. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Consider allowing each of the &amp;#039;seeds&amp;#039; from the Winery, to increase the Crystal Heart&amp;#039;s HP by 50. The location of the third seed is never disclosed in the module, so I chose to have mine powering the Heart at the start of the game, giving it its 50 HP. Allowing Strahd to collect the other seeds later in the campaign gives him an objective that doesn&amp;#039;t directly involve the party (making him seem more &amp;#039;real&amp;#039;) and when he does acquire them, boosts his tankability substantially, which is one of his weak points. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd has absolutely crafted a Shield Guardian for himself. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Be prepared for the party to use the &amp;#039;True Resurrection&amp;#039; Dark Gift, to resurrect Argonvost, or Queen Ravenova. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
The best location for the final fight to occur (for Strahd) is the bone room, in the basement. It&amp;#039;s Desecrated Ground, which grants undead in the area advantage on all saving throws (and shores up another of Strahd&amp;#039;s weaknesses, namely his susceptibility to magic). He can also wall-phase into the stairwell that adjoins the room, yet has no physical room access. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Losing control of your character sucks. As odd as it sounds, try to avoid using Strahd&amp;#039;s Charm ability on player-characters during combat, as it drastically impacts player agency. Target NPC companions instead, even if they auto-fail the save as a consequence. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Additionally, Strahd never does anything for only one reason. Everything he does is to achieve as much as possible, with as little effort as possible. Harassing the party should be done because he wants to distract them from something else, and expend their resources. It&amp;#039;s usually very easy to think up a second reason why Strahd would do something, but it&amp;#039;s always worth thinking about, if only to better roleplay a character who has spent the last 500 years perfecting his art. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
As a final note, always try to fail forward. Strahd is a tactical and military genius. When he plans, he assumes that plan will fail, and so has a second plan for when it does. Out-thinking Strahd should be difficult if not impossible. Take liberties with timing. If it took you a week of thought and planning to come up with a plan, Strahd did it in a few hours. If you need something that&amp;#039;s permanently affected by Nystul&amp;#039;s Magic Aura, then Strahd thought of this eventuality 29.9 days ago. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is very good at what he does; and he is always in control. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
== Statblocks ==&lt;br /&gt;
=== Harder CR 17 Strahd ===&lt;br /&gt;
&lt;br /&gt;
[[File:Strahd_Update_to_CR_17.jpg]]&lt;br /&gt;
&lt;br /&gt;
[http://www.enworld.org/forum/content.php?3285-Check-Out-This-Beefed-Up-CR17-Strahd!#.Vt_ePkZNqSq]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1507</id>
		<title>Library Caper</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1507"/>
				<updated>2018-07-30T03:24:05Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation of [https://dungeonmagazineguide.files.wordpress.com/2016/06/dungeon-magazine-009.pdf The Library of Ferrantia]&lt;br /&gt;
&lt;br /&gt;
;Act 0, Evil prepares: Miners break into the library subbasement utterly by accident by mining from the [[Adams Marble Quarry]].  They are directed in this effort by [[The Dark Wizard]] posing as Sam Tick, a mining expert, who is prevented by barrier enchantments at Ilvermorny from stepping onto the property. &lt;br /&gt;
&lt;br /&gt;
;Act 1, Establishing shot: air of mischief and excitement as Ellen and her friends sneak into the library one night their first week at school. &lt;br /&gt;
&lt;br /&gt;
;Act 2, Something bad happens: the kids soon find the librarian, [[Paige Turner]], injured and unconscious on the library floor and they hear the sounds of the miners recounting how the books must be incredibly valuable on the black market. &lt;br /&gt;
&lt;br /&gt;
;Act 3, Enter the hero: Ellen faces the choice of what to do. &lt;br /&gt;
&lt;br /&gt;
;Act 4, Commitment: the Dark Wizard and his henchmen become aware of Ellen and her friends’ initial response to the situation and try to trap them in the library so they can quietly subdue the kids while stealing magizoology books. &lt;br /&gt;
&lt;br /&gt;
The moment Grindelwald spots Ellen: &amp;quot;[https://youtu.be/TiblmGnet2Q?t=45 Magic blooms only in rare souls]. You need skulk in the shadows no longer, little one,&amp;quot; and extends a hand to her.  Of course, he&amp;#039;s scary and insane in his quest for added power in his crusade against Muggles.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come with me, Ellen.  The old ways serve us no longer,&amp;quot; he invites chillingly, speaking to her as if she&amp;#039;s older, as if she knows him, as if she&amp;#039;s someone else entirely.  &amp;quot;I&amp;#039;ve had a vision, my child.  I will rise to dominance over the wizarding world.  Muggles are lesser. Disposable. Come with me and we shall seek out the magical beasts as we once did, and draw them into [[Nurmengard]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;Act 5, Pursue initial/obvious goal despite complications: Ellen and her crew must evade, foil, or thwart several mundane miners and a very powerful, increasingly evil wizard. &lt;br /&gt;
&lt;br /&gt;
* stealth option: hide, try to steal back stolen books&lt;br /&gt;
* social option: try to break the charm hold on the miners&lt;br /&gt;
* battle option: mainly fight vs. miners and Dark Wizard’s familiar used as spellcasting conduit&lt;br /&gt;
* transcend option: just break out and seek help immediately&lt;br /&gt;
&lt;br /&gt;
;Act 6, Reversal: All seems lost for a long dark moment because the bad guy manages to ___________. Perfect moment for a little help from a little friend. &lt;br /&gt;
&lt;br /&gt;
;Act 7, Go for the true goal: Unfolds in real-time as Ellen’s party now fights to escape/warn the rest of the school about the Dark Wizard’s approach &amp;amp; attack. &lt;br /&gt;
&lt;br /&gt;
;Act 8, Back to normal/can never be normal again: Ellen’s party now must face the school year knowing that a mysterious and powerful Dark Wizard is hunting them specifically. &lt;br /&gt;
&lt;br /&gt;
[[Category:Oneshots]]&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Library Caper Items===&lt;br /&gt;
&lt;br /&gt;
;Fox-in-a-Bag: Sleeps all the time. As soon as it touches the ground, it will run around like crazy. Dex 18, AC as plate because of high Dexterity + foxy nature. If you pick it up (good luck) it will fall back asleep.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.[http://soogagames.blogspot.com/2009/07/100-interesting-magic-items-first-half.html]&lt;br /&gt;
&lt;br /&gt;
;Jesters Skull: tells bad joke on request, 1in6 good [http://elfmaidsandoctopi.blogspot.com.au/2013/08/gothic-zone-book-intro.html]&lt;br /&gt;
&lt;br /&gt;
;Perpetual motion machine: Utterly unremarkable in a world filled with magic, but still cool.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;A hefty piece of magnetic ore: that fell from the skies[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;A gnarled walking staff: of living wood that can manipulate tiny objects while you hold it[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;Antique animal cage: [https://www.dicegeeks.com/cottage-1d100-rpg-list/]&lt;br /&gt;
&lt;br /&gt;
;A small rabbit-fur pouch: filled with ceremonial herbs and incense[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;Armor Piercing Arrows: arranged on a wall display. Tipped with special metals that ignore AC, +2 to hit.[http://dndspeak.com/2018/05/100-different-arrow-types/]&lt;br /&gt;
&lt;br /&gt;
;Scrying Arrow: arranged on the wall display.  It takes a moment to prep the scrying arrow. You look into the foggy glass and your non dominant eye loses sight for a second before reforming inside the glassy bulb. This effect lasts for a minute. This arrow can then be shot.[http://dndspeak.com/2018/05/100-different-arrow-types/]&lt;br /&gt;
&lt;br /&gt;
;A coin: that appears to have the same sides to everyone except you[https://www.reddit.com/r/d100/comments/6zx05f/d100_trinkets/]&lt;br /&gt;
&lt;br /&gt;
;A small, leather-bound book: filled with prophecies. All of them will be found to be true, but the last of them is dated just a few weeks ago.[https://www.reddit.com/r/d100/comments/6zx3b5/d100_curious_items/]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1506</id>
		<title>Dark Wizard</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1506"/>
				<updated>2018-07-30T03:15:55Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Potterverse-ified Version of Strahd: Gellert Grindelwald ==&lt;br /&gt;
&lt;br /&gt;
Not long after his split from Albus Dumbledore at [[Godric&amp;#039;s Hollow]], Gellert Grindelwald fixated upon a new love interest, a much more kindred soul to his own blackened one.  They murderously fought their way across Europe in a gleeful, blood-soaked spree.  While exploring/terrorizing Beauxbatons, they discover an original Time Turner, steal it, and attempt a getaway using the floo system (at that time permitted to go transcontinental).  At that moment, they are interdicted by a combined French, Italian, Austrian, and Portuguese Auror team.  Grindelwald&amp;#039;s love interest is blasted forcefully into the floo system, destroying the Time Turner &amp;#039;&amp;#039;en route&amp;#039;&amp;#039; and scattering the person through time across Minami Iwo Jima (Mahoutokoro).  Ellen&amp;#039;s parents emigrate from Japan to [[Blyth]], Canada shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Grindelwald believes that the love interest&amp;#039;s soul is now reborn or reformed somehow (as Ellen) and has been searching for her using the child&amp;#039;s natural magizoological bent as a signature.  This search brings him to North America after he is able to remotely arrange for Ellen&amp;#039;s matriculation into Ilvermorny on behalf of her unwitting Muggle parents.  He is delayed in his efforts to intercept Ellen as she travels to Ilvermorny, and he is almost discovered by MACUSA agents upon his arrival in the guise of Percival Graves.  He&amp;#039;s forced to keep up the charade of the head Auror, delaying him more than a month in total.  He&amp;#039;s finally able to take his flying [ chaise-and-six] (pulled by [[Thestral]]s) up to Ilvermorny from New York.&lt;br /&gt;
&lt;br /&gt;
He soon learns that he&amp;#039;s unable to enter the grounds of Ilvermorny given its magical protections.  So, he begins probing the site and triggers the [[Library Caper]] during the first week of school for Ellen.  &lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strahd&amp;#039;s Motives/Goals== &lt;br /&gt;
[[Category:Barovians]]&lt;br /&gt;
&lt;br /&gt;
;Turn Ireena&lt;br /&gt;
:Strahd thinks she is his love Tatyana reborn. He has already drank her blood twice. The next time he does so, he will kill her and turn her into his vampire consort.&lt;br /&gt;
&lt;br /&gt;
;Find [[Rudolph van Richten|Dr. van Richten]]&lt;br /&gt;
:Strahd wants to find him and break his spirit.&lt;br /&gt;
&lt;br /&gt;
;Search for a Successor/Consort&lt;br /&gt;
:Strahd will test the heroes to see if they are worthy. The more challenges they overcome, the more he is interested in them.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
His plane shifting horse is Beucephalus, it’s a Nightmare that usually chills in the crypts. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
There is also Baba Lysaga who sees herself as Strahd’s mother figure. (Berez) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Rahadin is another one of his allies, kind of acts as a manservant as well. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I wouldn’t necessarily call Morgantha and her daughters his allies. He... tolerates then and they enjoy the atmosphere of Barovia [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Vistani work for him, are his spies. They lure people in. Though not a spy, Madam Eva does want to see Strahd saved. She is his half sister after all... a fact Strahd does not know. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The werewolves work for him, as do the Barovian witches. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Lady Wachter supports Strahd. (Vallaki) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Abbot is making Strahd a bride. (Krezk) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The vampire spawn Escher will try to harm the party to earn Strahd’s good graces. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Strahd’s tomb has three of his brides (can’t remember their names) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
He’s not an ally but will stop anyone who tells him they want to stop Strahd, Vladimir Horngaard, leader of the revenants. He likes that Strahd is in his own hell. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I see Exanther, the forgetful lich in the Amber Temple as being friendly with Strahd. Maybe not full blown allies but definitely not enemies. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
the druids of Yester Hill, and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
the bats and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
wolves of Barovia. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
The Vistani Arrigal does Strahd&amp;#039;s bidding as well.&lt;br /&gt;
&lt;br /&gt;
== Running Strahd encounters afield ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
&lt;br /&gt;
How often Strahd shows up is really important. Use him too much, and he becomes too familiar and not scary. Use him too sparingly and he doesn&amp;#039;t appear to be a menace. In my opinion, one Strahd encounter every other gaming session on average is about right. Curse of Strahd can be really heavy on RP at times, and a Strahd encounter is a great way to break that up. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== The Set Up ===&lt;br /&gt;
&lt;br /&gt;
CoS is an interesting module because the best encounters with Strahd will be designed ahead of time by the DM. You have to do more legwork than the previous modules, but it is worth it. I tend to have my encounters occur at the beginning of the gaming session and this is for two reasons: 1. I know where they are so I can craft the environment/layout of the encounter ahead of time. 2. It reminds the players of their goal and jump starts the action right away. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
==== Strahd brings minions ====&lt;br /&gt;
&lt;br /&gt;
When Strahd is encountered outside Ravenloft, he brings buddies. Don&amp;#039;t roll on the table, just choose whatever monsters are level and environment appropriate for the PCs. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
== Hooks &amp;amp; Encounters ==&lt;br /&gt;
&lt;br /&gt;
=== Uninvited guests ===&lt;br /&gt;
&lt;br /&gt;
Setting: Baron Vallakovich&amp;#039;s manor at dinner with the PCs ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s monsters: Dire wolves&lt;br /&gt;
&lt;br /&gt;
X-Factor: Izek Strazni is also at dinner&lt;br /&gt;
&lt;br /&gt;
The way it went: Strahd charms Ireena, and she is held back by the party. Izek leaps to his sister&amp;#039;s defense as they fight the wolves in the manor. Strahd uses an animate objects spell from the threshold and then backs off to let the party fight the dire wolves. Vallakovich isn&amp;#039;t having any of it and wants them out of his home and Vallaki after they beat the wolves. Bonus - The party now has to figure out where to go, and if they like Izek or not. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Blue Water Bats ===&lt;br /&gt;
&lt;br /&gt;
Setting: The upper floor of the Blue Water Inn ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s Monsters: Bat Swarms&lt;br /&gt;
&lt;br /&gt;
X-Factor: Rain and thunder outside. A flash of lightning allows the PC on watch to glimpse Strahd watching them through the window (I know he can&amp;#039;t fly, and they are on the second story, but he could have easily prepared the &amp;quot;Fly&amp;quot; spell that day&amp;quot;). ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
The way it went: The windows all shattered at once and the bats attacked. Strahd makes a quick exit into the night. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s getting close to time to up the Ante on some of Strahd&amp;#039;s psycological warfare. I got a great idea from another poster on this subreddit about using some of the groups favorite NPCs as leverage. My favorite idea I saw was having two NPCs (Probably Urich Martikov and his Wife) astride horses with nooses around their necks. Strahd will ask for whatever he wants (Ireena, or one of the magic items they have found) or the NPCs die - Except they are already dead, and vampire spawn. We will see how that plays out. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== How to not get Strahd killed too early ===&lt;br /&gt;
&lt;br /&gt;
One of my groups already got a hold of their Sunblade. Make sure you read up on how the sunblade works and how much sunlight hamstrings Strahd. This weapon really screws our boy. Sunlight does 20 radiant damage a turn if Strahd is in it, it also stops his regeneration of 20 hp/turn (which means it essentially does 40 damage a turn), AND prevents him from taking gaseous form if he is reduced to 0 hp. The Sun Blade sheds light out to 20 to 60 feet - Brutal. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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So what is an undead dictator to do when faced with such oppression? Strahd is a hard monster to run effectively because he has SO many options and he will get clobbered by a level 10 party in 2 rounds or so. First of all, notice that Strahd is almost ALWAYS going to get the drop on the PCs if he wants. He has greater invisibility and a stealth score of +14, which means he will be most likely rolling his checks with advantage at +14. If you really want to kick the shit outta your PCs with this guy you have to be cagey and smart, like Strahd himself. Use every trick in the book and have a plan. This is my plan for when Strahd is actually trying to kill them: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Before fight: Greater Invisibility and Scrying. Strahd needs to know when they are coming, and Scrying lets him do that. He also wants to know if the party has access to the spell &amp;quot;Greater Restoration&amp;quot;. He lays out &amp;quot;Children of the Night&amp;quot; before starting the fight so the help arrives soon. Then Invisibility is cast and he is ready. Round one: Roll your stealth check with advantage and compare to PCs passive perception - They didn&amp;#039;t beat him? No of course they didn&amp;#039;t. Looks like you get a surprise round (It is worth noting that the way surprise works in 5th, I&amp;#039;m pretty sure Strahd will get his full host of legendary actions during his surprise round - I could be wrong) that you are going to use to Dominate the weak willed warrior with the sunblade. Did you get him? You use your legendary actions to move up to some foolish wizard or other squishy and beat on him relentlessly - and don&amp;#039;t forget you have advantage because you are invisible. This is where Greater Restoration is important because it will end your charm. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Round two and later: Is the sunblade wielder charmed? &amp;quot;Fellow warrior - You wouldn&amp;#039;t allow such a blade to harm me would you? Give it to me so that I may prevent this. I&amp;#039;ll make it worth your while&amp;quot; The PC uses his move and action to de-activate the Sunblade and hand it to Strahd whenever he becomes visible. Strahd is going to take a ton of damage here because the rest of the party is going to UNLOAD on him. Strahd&amp;#039;s AC sucks and his HP is pretty low. Don&amp;#039;t forget you have resistance to some damage and you are invisible (until you duff a concentration check). Also don&amp;#039;t forget that we can move as a legendary action without provoking attacks of opportunity - and you can run up walls when you do this thanks to spider climb. For Strahds action, you just are going to want to lay into the same squishy PC. Each unarmed strike is going to do 24 damage on average, while the bite is only 17. Unarmed strikes are the way to go if he doesn&amp;#039;t need the healing of the bite. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Is the Sunblade wielder not charmed? Well crap. Time to go. If Strahd is in his lair, you use the lair action to allow him to move through walls his normal action to fire a level 4 fireball, and his legendary actions to get out and lick his wounds. If he is not in his lair, you are really in trouble. Probably best to turn into a bat and get away ASAP and give it another go later. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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I think it is important to note that when the party finds Strahd in the area the Tarrokka indicates, I don&amp;#039;t think it would be wise to have him prep for the battle with the invisibility and the Children of the Night. This is where the showdown is supposed to happen, and the party should have their best chance to bring him down at this point. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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I hope this helps other DMs. If you bring nothing else away from this, remember to plan out the encounters (I even write canned descriptions and some Strahd dialog) and have them at the beginning of your session. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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== Lategame Strahd Encounters ==&lt;br /&gt;
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After your PCs get ahold of a sunlight emitting item and are level 7 or so, they start to actually pose a threat to Strahd, especially if he is caught outside of Ravenloft. Once this happens, I&amp;#039;ve had Strahd stop toying with them by attacking them, and really amps up the psychological warfare. Strahds goals are now to get Ireena at all costs, and get the party to start infighting. Now this is a careful line to walk because we want the characters to suspect each other, but we don&amp;#039;t want the players to actually have any hurt feeling from your game. This topic is actually really difficult to sum up quickly (and has been written about a lot on here), but I am just going to say here that some of these encounters may not be appropriate for your players. You should be able to gauge that by now, which is why we save these until the late game. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Get Ireena ===&lt;br /&gt;
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When the PCs are level 7 or so, and getting close to being able to fend of Strahd effectively, he is going to stop messing around and take Ireena by whatever means necessary. In all three of my groups, Strahd has taken Ireena. How you do it depends heavily on what is going on with her at the time. In one group Ireena was being held at the Church in Vallaki after they hallowed the church grounds while they went off and adventured. Eventually some villagers found the party and told them that Strahd had taken her with Izek in his thrall. If she is adventuring with the party, Strahd could attack on his Nightmare mount, grab Ireena and go to the ethereal plane and then back to Ravenloft. What needs to be clear is he isn&amp;#039;t messing around anymore. This encounter can lead to a death of one or more party members if they are very stubborn about not letting Ireena go. This is OK. Maybe even good. They will probably have a means to bring back the dead at this point via the Abbot or the Raise Dead scroll from Van Richten. Make them use it! ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Strahd Gets Psychological ===&lt;br /&gt;
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The next group of encounters are examples of what I was referring to earlier. These encounters are designed to break group cohesion. They are extremely toned down versions of methods people use to break down prisoners in real life. This is why they may not be appropriate for some groups. I think most groups will have fun with these since it is very apparent what you as the DM is trying to do, so they feel like they are &amp;quot;Winning&amp;quot; just by staying united. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Strahd Plays Favorites ===&lt;br /&gt;
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One method of breaking group cohesion prisoners psychologically is by treating one person very well and the others like dirt. When a player couldn&amp;#039;t make it to a session of DnD, their character didn&amp;#039;t come on the adventure with the others. Off screen, Strahd charms them and gives them a little gift. A plump bag of Electrum pieces with his visage on them, or whatever (a silvered weapon with Strahd&amp;#039;s crest is a great one as well) - the more conspicuous the better. When the next session starts, you take the Player aside and tell them what happened. The PC then rejoins the group fully rested and with the gift, after having just talked to the DM one on one. If you do this one or two more times with the same player - it is going to look pretty fishy. You can also deliver gifts to the one PC via intermediaries(The Wereravens, Krezkovs, etc.) on behalf of someone called &amp;quot;Vasili Van Holtz&amp;quot; ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== The Prisoner&amp;#039;s Dilemma ===&lt;br /&gt;
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This one takes a bit of set up. Here is what I did: I made an envelope for each player. Inside the envelope was a paper of instructions, and two &amp;quot;Decision&amp;quot; slips of paper. One of the slips has &amp;quot;Stay&amp;quot; written on it, and the other has &amp;quot;Leave&amp;quot; written on it. The paper of instructions had the following written: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Strahd Von Zarovich looks directly into your eyes while ignoring everyone else at the table. You hear his voice in your head, but his lips do not move. “I alone have the power to allow you to leave my realm. I will grant you this power if you but ask. However, I will not allow all of you to leave, for I see great promise in your souls. Some of you will need to stay here and help me rule Barovia. If you decide you will leave, your allies will stay. If more than one of you decides to leave, I will choose who exits based on your response.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Players: Place your written response and decision slip of your choice back into the envelope. The DM will pass around another envelope into which your discarded decision slip will go. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Before the players arrived, I also had a secret envelope with 5 decision slips in it. One of them said &amp;quot;Leave&amp;quot; and the others said &amp;quot;Stay&amp;quot;. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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During the course of the session, Strahd (or an illusion of Strahd) needs to get them near a dinner table. I used the table in Argynvostholdt - but any of them will do. He invites them to sit. Then the envelopes are passed out. The players aren&amp;#039;t allowed to talk, they just read and write their response on the paper, and put their slip in. Make sure they keep their eyes on their own work and no peeking. They are good little heroes, and will all choose &amp;quot;Stay&amp;quot;. Then you send the envelope around for the discarded decision slips (These should all be &amp;quot;Leave&amp;quot;). After that, you get to read all the responses. Then Strahd says something like &amp;quot;You should give up your quest for Ireena. In fact, it appears one of you already has.&amp;quot; Then you drop the secret envelope on the table as Strahd turns to mist and leaves. Cue the players yelling &amp;quot;NO ONE OPEN IT!&amp;quot; and someone inevitably opening it. Great fun. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Dinner with the Devil ===&lt;br /&gt;
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This encounter is designed to take place at K10 in Ravenloft. The illusion of Strahd talking for a short period of time but I didn&amp;#039;t like that. This is how I wanted to do it (This one never happened since my offline group never went to K10. Please let me know if you run this!) to continue breaking them down. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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The set up is again, one envelope for each player. One player gets the following message: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the White Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
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The rest of the players get the following message:&lt;br /&gt;
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Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the Red Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
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Now you take the envelopes and on the count of three, have the players lift an arm in a toast which corresponds to the color wine they drink. Left arm toast for red, right arm toast for white. Most likely, all but one will toast in red wine. The player who toasts in white wine will have the following happen : &amp;quot;As the tannic taste of the wine slides down your throat, you feel an itching on your forehead, as a small horizontal cut forms, two inches wide. The edges of the wound bleed, scab, and then heal in seconds. As they do so, they draw apart revealing an eye with a vertically slit pupil.&amp;quot; The character will now benefit from advantage to insight and perception checks while the eye is open. Closing the eye removes the benefit and makes the eye indistinguishable from a wrinkle on the forehead. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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Edit: A fellow DM has beautified these, which you can find here:&lt;br /&gt;
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Strahd Wine Letter&lt;br /&gt;
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[[File:Strahd_Wine_Letter.jpg]]&lt;br /&gt;
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[https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit]&lt;br /&gt;
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The Illusion of Strahd in the room then disappears like normal.&lt;br /&gt;
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=== What do we do with Ireena? ===&lt;br /&gt;
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Now that Strahd has Ireena, what is he going to do with her? Well, I have him planning a wedding. He sends out invitations to the NPCs of Barovia, including the players. At the wedding it is implied that he will make Ireena into a vampire spawn unless the party can save her. This gives a time limit on them - which moves the story along nicely. But where is Ireena held until then? You can decide later. She might be with Strahd at the foretold location. She might be somewhere else in the castle - it is bad luck to see the bride before the wedding after all. Depending on the tone of game you want to run, she might already be a vampire spawn. It gives you a lot of options. I&amp;#039;m probably going to have her at the foretold location, charmed, but alive. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
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=== Notes ===&lt;br /&gt;
The Dark Wizard is definitely a lawful individual. He has a zero tolerance policy for dishonesty and banditry. When he first took Barovia, he beheaded every single Burgomaster in the valley because they were all skimming the taxes. Even after he became a vampire, he would actively hunt and slaughter those who violated his laws. In his own words: &amp;quot;those who broke my laws rarely got the chance to repeat the offense.&amp;quot; ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard is a creature of his word. If you can extract an actual promise from him, you can expect him to keep it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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He has little patience for incompetence and stupidity. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard has a sense of humor, it&amp;#039;s occasionally a very black sense of humor, but he has it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard is actually somewhat fond of the creatures he controls...wolves and bats get pets from him when he calls them outside of combat. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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If The Dark Wizard needs to travel, he&amp;#039;ll load a coffin into a coach so he has a handy place to sleep if he&amp;#039;s out too long. During the day, the coach will be guarded by a veritable horde of wolves and anything else he deems necessary. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard can be extremely cruel when it comes to taking revenge...the man responsible for the rebellion that happened at the same time he was turned into a vampire was later hunted down, drained dry, then left in a sealed stone crypt to animate as a Vampire Spawn...then was left there to starve to death from lack of blood over the course of about a month. [[Lady Fiona Wachter]]&amp;#039;s ancestor was present for this, and visited that crypt to listen to the man/vampire spawn trying to get out and suffering for the entire time it took him to die (he was responsible for the death of her parents as well). ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard has a lingering tolerance for servants of the Morninglord, because a confidant of his was a priestess of that faith before he &amp;#039;died.&amp;#039; He lets the religion continue to exist in his lands out of respect for her. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard does NOT need an invitation to enter a house that is within his domain...as Lord of Barovia, he owns the entire Baratok Valley, so every house within it technically belongs to him. He may, however, pretend that he needs an invitation. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard is extremely interested in magical lore of all sorts. He&amp;#039;s constantly looking for magical means by which he can secure Tatyana and escape the mists. The lure of spellbooks and other pieces of arcane lore may be sufficient to lure him somewhere. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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Overview&lt;br /&gt;
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Strahd is smart.&lt;br /&gt;
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Strahd&amp;#039;s combat tactics should adapt to the players. He should figure out the party&amp;#039;s weaknesses and target them explicitly. For example, a party with lots of single-target damage but little AoE capabilities will struggle with large hosts of weak enemies. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has long-since figured out that something is sabotaging his efforts to get Tatyana. This is why he doesn&amp;#039;t just punch the party&amp;#039;s teeth in and snatch her the moment they walk away from Barovia Town. &amp;quot;Grab her and turn her into a vampire&amp;quot; hasn&amp;#039;t worked in 700 years, the PCs (as a wildcard not native to Barovia) present an opportunity to try more creative solutions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is extremely well-informed. Between his spies, ability to Scry, and ability to Charm people for information, it should be rare that he is unaware of something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd should not make stupid mistakes. If he ever lays hands on the Villain Ball, I have done something wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a General&lt;br /&gt;
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Strahd&amp;#039;s tactical acumen applies to any monsters he is commanding. The party should be able to tell when Strahd is directly in charge of enemies they are fighting because they will be drawn into ambushes and kill-boxes, be outflanked regularly, and have to deal with enemies targeting squishy party members first. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is very familiar with mixed-unit tactics and should use them. Look for tactical synergy between monsters under his control and exploit it. For example: zombie meat-shields backed up by skeleton archers and/or using wolves to run down the PCs and knock them Prone so slower units (like Vampire Spawn or Zombies) can catch up. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is familiar with the effectiveness of Magic as tactical support. The party should encounter Strahd-commanded monsters that have been magically buffed by spellcasters who didn&amp;#039;t stick around for the actual fight ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is familiar with the role of terrain in combat. The party should never have a terrain-based advantage when fighting Strahd-commanded forces, and Strahd should bring units well-suited to the environment. For example, if Strahd has the druids throw a horde of Blights at the party, they should attack on open terrain with no choke-points. In terrain with significant elevation differences, archers should be positioned on high-ground ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a wizard with access to every single spell in the game ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If there&amp;#039;s a 5th level or lower spell in the books that looks useful to Strahd, he has access to it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has absurd Ambush capabilities ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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He has the home-field advantage. He may have nests of monsters hidden all over the valley (like the Vampire Spawn in the coffin-maker&amp;#039;s attic) that he can deploy. He has also had centuries to familiarize himself with the terrain to pick out good spots for an ambush. It&amp;#039;s entirely possible for him to have minions he hid so long ago that all traces of their hiding place are gone (such as burying Zombies somewhere long enough ago that grass grew over their hidey hole). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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He, personally, has absurd stealth capabilities between a very high Stealth check and the ability to go Invisible ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Beucephalus allows him and his minions to travel via the Ethereal Plane...which is almost entirely imperceptible and completely intangible to people on the Material Plane and lets them ignore pesky things like walls. Bear in mind that Beucephalus can only move 3 willing creatures back and forth at a time. (Note: &amp;#039;Charmed&amp;#039; can quickly become &amp;#039;Willing.&amp;#039;) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is Bored&lt;br /&gt;
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With all the advantages Strahd has, if he wanted the party dead...they&amp;#039;d be dead. But, Strahd has been living in Barovia for centuries and there&amp;#039;s nothing native to the valley that actually threatens him. Adventurers are a rare opportunity for him to find some entertainment. Strahd&amp;#039;s entertainment primarily consists of terrorizing people and corrupting &amp;#039;good&amp;#039; things. This all manifests in a few ways... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is not actually bothered when his plans don&amp;#039;t work. Instead, he&amp;#039;s impressed because it&amp;#039;s something novel. He may congratulate the party on their accomplishment. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s plans are not always about achieving a tangible objective. For example, the Feast of St. Andrals is not some rare opportunity to get rid of a thorn in his side. If he really wanted the bones gone, they&amp;#039;d have been gone ages ago. He has lots of minions that are unaffected by holy ground (like cultists, druids, and werewolves) who could steal them and dispose of them much more thoroughly than hiding them in some old dude&amp;#039;s closet. Rather, the plan was more about Henrik, Milivoj, and Yeska. Three people who don&amp;#039;t serve Strahd that were manipulated into doing something that put the lives of a large number of people in danger and almost destroyed the one &amp;#039;safe place&amp;#039; in the valley. Even leaving the bones in Henrik&amp;#039;s closet was deliberately aimed to taunt him with the fact of &amp;quot;You could fix this at any time, but you are too cowardly to risk it.&amp;quot; And they get to deal with the knowledge of what they did for the rest of their lives. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cities provide no actual protection from Strahd. None of them are actually capable of defending themselves against him and his forces. They continue to exist because he wants them to. After all, it&amp;#039;s a lot more convenient when your food-stock takes care of itself and tends to its own pens. If Strahd decides a city needs to go, it&amp;#039;s history. (The half-dozen Vampire Spawn that Strahd dropped in the coffin-maker&amp;#039;s shop could, most likely, take out the entire guard force by themselves. 24 guards and a pallisade really isn&amp;#039;t much in the way of viable defenses against a Vampire Lord.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is trying to draw things out. Until the party reaches the &amp;#039;too dangerous to let live&amp;#039; stage, he won&amp;#039;t actively try to kill PCs. If they just happen to die, then oh well, guess they weren&amp;#039;t going to be interesting anyway. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s campaign against the PCs should be psychological warfare heavy. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a Prisoner&lt;br /&gt;
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For all his power, for all his might...Strahd is a prisoner in the lands of Barovia. With his permission, anyone can safely leave Barovia--except for him. He is both Lord of Barovia, and the inmate that can never leave. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has an ancient agreement with the Vistani, giving them free passage through his lands. In exchange, they act as informants for him. (Some Vistani serve him directly, but this is not the norm.) This is how he gets news from the outside if he is interested. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is aware that something more powerful than him is toying with him, and is trying to find a way to break their grip on him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd Is The Land&lt;br /&gt;
&lt;br /&gt;
Strahd has an intrinsic tie to Barovia, this has a few effects. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Weather conditions conspire to favor Strahd. This can mean anything from him getting Dramatic Cracks of Thunder whenever he wants them, to having a heavy rain or fog obscuring sight and sound when he wants to be sneaky, to just making people he doesn&amp;#039;t like miserable. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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On a grand scale, Strahd can alter the environment. Historically, he used this power to destroy the town of Berez by flooding it and permanently turning it into a swamp. This is part of why you cannot successfully defend a town that Strahd wants to destroy...he can turn the environment against it. (Flood Vallaki, take Krezk out with an avalanche, etc) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd technically owns everything in the entire valley; he does not need an invitation to enter a home. This is a trump card for him, though--and not something he reveals lightly. Also, he still maintains some noble sensibilities--it&amp;#039;s rude to just barge into someone&amp;#039;s home without an invitation. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Creative Tactics&lt;br /&gt;
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Because of Strahd&amp;#039;s capabilities, he has tactical options not available to your average enemy...particularly when he is acting as a commander. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Fun and Games with Beucephalus&lt;br /&gt;
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Beucephalus, despite getting only an extremely minor mention in the book, is incredibly useful...as such, I upgraded him a bit in my game. Strahd put forth the effort to acquire Barding for the horse, upping its AC to 18. So, given this, lets look at some options... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is faster than you: With a mount that flies at 90&amp;#039;, Strahd is the fastest moving thing in the valley apart from the Rok. He can easily beat the party to any location he wants to beat them to. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Infiltration: Beucephalus can transport Strahd and/or several minions via the Ethereal Plane into otherwise-impossible-to-access locations and drop them off. It is impossible for them to be seen coming. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Ambush: Can move allied creatures into an ambush location, then they all Ready Actions to attack the moment the are shifted to the Material. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Tactical repositioning: Beucephalus can pull allies into the Ethereal, relocate them, then pop back into the Material with them on the next round. This allows him to move allied creatures past choke points, barricades, and other obstacles. This can be paired with the &amp;#039;Perfect Ambush&amp;#039; option to dogpile a vulnerable character. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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It&amp;#039;s raining monsters: This takes some prep-work, but Beucephalus can be used to lead a parade of creatures through the Ethereal to points near the PCs. Beucephalus then goes from point to point, popping these monsters back to the Material Plane, delivering a moderate force to a location without any sign of their approach. Easily usable to fill houses with monsters to all come pouring out to attack the PCs once the time is right. For a bit of hilarity, make this literal. The monsters all stand above the combat point, and Beucephalus starts transporting them back to the Material, allowing them to literally rain down on the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Using Beucephalus is not without risks. If he is destroyed then any creatures presently on the Ethereal are stranded there. This is another good reason for Strahd to have devil-summoning spells, as he may get stranded on the Ethereal and need to temporarily summon up another Nightmare to get himself out. An alternative possibility is to make it that Beucephalus cannot be properly killed...if killed, Strahd can resummon it in 24 hours. Pulling in a magic item from Mordenkainen&amp;#039;s Tome of Foes (Infernal Tack) could be used with this--if you want to get rid of Beucephalus, you need to get the spurs that summon him and bind him to Strahd. Without them, he can&amp;#039;t summon the Nightmare (and if you&amp;#039;re evil...maybe now you can). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Confusion Tactics&lt;br /&gt;
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If Strahd gets to prepare the battlefield, perhaps he sets some things up in advance. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory Terrain to hide natural or unnatural (like pit traps) perils ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cast Seeming to disguise creatures as something they aren&amp;#039;t. This could be anything from making monsters look like normal people, to making them look like other sorts of monster. Ghouls disguised as Zombies, Skeletons disguised as Vampire Spawn (see how fast the PCs run). Disguising a mob of undead as a mob of bandits may trick the party&amp;#039;s divine casters into not attempting to Turn them...or vice versa, getting the divine caster to waste an Action trying to Turn humanoids. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory body doubles. Illusion spells can be used to make a minion look like him, or himself look like one of his minions. As a &amp;#039;cheating to get out of defeat free&amp;#039; aside...in the event that your PCs get off a bunch of lucky crits and &amp;#039;lay Strahd out,&amp;#039; you could always retroactively decide that they took out a illusion-cloaked body double, not the real thing. Or use it for a bait and switch...throw a Vampire Spawn magicked to look like Strahd at them and let them kill it. While the PCs stand there going &amp;#039;wtf, that was it?&amp;#039; the real thing pops up and flattens the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Employ the use of bait--fake and legitimate. Charm, Suggest, or Force random innocents into positions that will draw the PCs into a trap. Or polymorph a monster into looking like an innocent for the same purposes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Playing with Charm&lt;br /&gt;
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A vampire&amp;#039;s charm is very powerful, but has its limits. While you see Strahd as your dear friend and are incapable of trying to do him harm--it doesn&amp;#039;t mean you aren&amp;#039;t still friends with the other PCs. If he&amp;#039;s going to Charm you into betraying your friends, he has to make them not your friends first. However, Strahd does not have to be in humanoid form to use Charm. Charming people as a bat is perfectly functional. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm the bearer of the Sunsword. Politely ask them to turn it off, as it is hurting him. Then, unleash some sob-story about how that sword belonged to his dearly beloved brother and he has been looking for it for ages and oh wouldn&amp;#039;t the PC let him return the sword to his brother&amp;#039;s grave. It would give him so much closure to have finally recovered the last of his brother&amp;#039;s most precious belongings. (Note: Nothing said in that statement is a lie as long as Strahd takes the sword back to his brother&amp;#039;s grave before trying to destroy it.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pre-Charm some PCs before a fight breaks out. Enjoy the chaos as members of the party are trying to break up the fight rather than trying to kill him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a PC then use Sending or Rary&amp;#039;s Telepathic Bond to send them secret messages and instructions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Have conversations with Charmed PCs. Plant ideas in their heads that their other &amp;#039;friends&amp;#039; don&amp;#039;t appreciate them. Or that they don&amp;#039;t trust them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Remember that Charm works on NPCs, too. He can Charm an otherwise neutral NPC into trying to break up a fight or fighting on his side so the PCs end up either killing an innocent person, or being paranoid about whether or not any humanoid they are fighting against is actually doing it of their own will and always going for non-lethal. Couple this with Illusions for extra chaos. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Making Strahd seem omniscient (without cheating)&lt;br /&gt;
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One of the scariest things about Strahd, in my mind, is when the players start to believe he is all-knowing. When they start to believe that he truly is the land, and that they can&amp;#039;t hide their actions from him. In truth, Strahd is not all-knowing--but he likes people to think he is. While it is fully possible to just cheat and make Strahd know things, I find it more fun to look at how he can actually seem omniscient ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Detect Thoughts to have Strahd finish people&amp;#039;s sentences for them. Or have him ask them questions, then he vocalizes the answer to that question if they don&amp;#039;t respond. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pair Charm with Modify Memory to interview characters (PCs and NPCs) without their knowledge. Strahd Charms them, asks them questions for less than 10 minutes, then wipes the event from their memory. He could gain some extremely personal information about PCs this way. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies. Spies everywhere. They don&amp;#039;t even have to be malicious or even all that active--they don&amp;#039;t need to follow the players around or act suspicious. They might just be some rando Barovian that got an unpleasant visit and offered something (even if that something was &amp;quot;I won&amp;#039;t feed you to my wolves&amp;quot;) in exchange for reporting anything they happen to learn about Outsiders. Most Barovians are flatly terrified of Strahd--it wouldn&amp;#039;t be hard at all for him to press some into service for little things like that. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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When scrying, choose your targets cleverly. If the PCs are hanging out with someone who serves Strahd, target that person (as they&amp;#039;ll auto-fail voluntarily). If your party travels with animals (like horses), target them instead of a PC. It&amp;#039;s a lot easier to get hair from the party&amp;#039;s horse while it&amp;#039;s in a stable than it is to get hair from a PC. Still, try to get a lock of hair (or other sheddable body-part, like scales) from each PC. If the PCs all go down in a fight...perhaps rather than making it a TPK, they all wake up with missing bits of hair. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies on the Ethereal Plane. Strahd has Beucephalus pop a minion onto the Ethereal Plane and has them follow the party around for a while. Perhaps he always has a spy camping them from the Ethereal, and they just rotate out to go back and report to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Moles. The book tends to call out that humanoids allied to Strahd are pretty open about their allegiance. This is dumb. Sure, maybe some of them are all rah-rah-Strahd-forever! But some are certainly aware that they can better serve their master if their allegiance is secret. Have individuals who are servants of Strahd be friendly--have them lie about their allegiance (or tell an &amp;#039;exact words&amp;#039; falsehood where the words they say are technically true, but intended to mislead). Do stuff that aids the PCs but doesn&amp;#039;t hamper Strahd (much). Then they can happily report to Strahd all the information that the PCs freely give them, because they trust them now. In my game, I did this with the Vistani near Vallaki. The PCs like them and quite trust Luvash (finding him to be a very entertaining character because he&amp;#039;s this massive thug-looking guy who is obviously wrapped around his daughter&amp;#039;s finger) to the point of letting him sneak them into Vallaki and watch their horse while they are in there. Naturally, Luvash has acquired some horse-hair for his master&amp;#039;s scrying spells at this point. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Effects of this&lt;br /&gt;
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If the party comes up with some sort of pass-phrase or sign to prove it&amp;#039;s really them, check to see if they are being observed when they decide on it. If so, Strahd now knows the &amp;#039;trick&amp;#039; they came up with to confirm their identity. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is not surprised by plans or tricks that the players come up with. If they sit around working out a strategy for fighting him, he knows what their plan is. In fact, he may develop plans specifically to counter them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If a planned deception was discussed out loud by the PCs, Strahd knows about it. The only way to have a real chance at deceiving him is to do it off-the-cuff, or at least never discuss it out loud. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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There are countermeasures to this, but your players will have to figure them out...if they realize what&amp;#039;s happening in the first place. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stages of Interest&lt;br /&gt;
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In my game, I gauge Strahd&amp;#039;s current interest in the party in 5 levels. The more attention Strahd is paying to you, the more dangerous your life becomes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 1: Aware&lt;br /&gt;
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The party has only recently arrived in Barovia and hasn&amp;#039;t done anything of note yet. Strahd is aware that they exist because he is aware of anyone who enters his domain, but isn&amp;#039;t paying much attention to them. Basically, they need to prove they aren&amp;#039;t just going to bite it the first time a couple zombies jump them before he&amp;#039;s going to bother paying attention. At this point... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd continues business as normal. If the party encounters him at this point, it&amp;#039;s coincidental--he was somewhere doing something, and they just happened to be there at the same time. The Feast of St. Andrals is an example of such a potential encounter. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Vistani and other allies of Strahd will report to him anything they learn about the PCs, but Strahd is making no special effort to investigate them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If they encounter creatures Strahd controls, he is not commanding them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 2: Interested&lt;br /&gt;
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The party has performed some unexpected or impressive feat (thwarting a plan, killing a powerful creature, acquiring a relic, etc.) and Strahd has deemed them worth his attention. At this point, he is primarily gathering information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies start trying to steal a personal effect or bit of hair from the PCs to boost the efficacy of Strahd&amp;#039;s Scrying spell. Randomly call for Wisdom saves from the party to represent his attempts to scry on them (definitely don&amp;#039;t tell them why they are saving). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If a PC is isolated at some point, Strahd may attempt to interview them. He approaches them in bat form and tries to Charm them. If successful, he takes humanoid form and has a chat. He wants to know more about them and their companions, and asks questions to that effect. He keeps the interview short, then tries to use Modify Memory to wipe the conversation from the PC&amp;#039;s head. In play, simply call for Wisdom Saves from the isolated player and don&amp;#039;t tell anyone anything if they fail both (perhaps tell the player outside of the game if you want to let them RP out their (forgotten) discussion with Strahd. Strahd can use the same trick on NPCs that the party is friendly with. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd will observe the party in combat while invisible/ethereal/as a bat/etc. He may throw a mixed or buffed unit at them and command it, just to see how they fare. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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This is when Strahd sends them the invitation to dinner. I recommend having a look at elven tower&amp;#039;s guide on Dinner with Strahd, as it is much better than what&amp;#039;s in the book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If you plan to plant a Strahd-serving mole in the party, now&amp;#039;s the time. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 3: Active Interference&lt;br /&gt;
&lt;br /&gt;
Strahd has gathered enough information, and now it&amp;#039;s time to have fun. This is the stage that Strahd will be in for most of the adventure. He is seeking to corrupt the PCs, manipulate them into helping him bypass whatever it is that is keeping him from Ireena, break their spirits, or whatever else he deems suitable for a given PC. This will be broken up into two parts... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Changes to life for the party&lt;br /&gt;
&lt;br /&gt;
Enemies should behave more intelligently and mixed units should start becoming more common. However, more intelligent creatures may intentionally leave downed creatures alive (deal non-lethal KO damage), because Strahd isn&amp;#039;t done with them yet ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd himself may pick fights with them, just to kick them around a bit. Always have multiple escape plans in mind. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s pyschological warfare goals are primarily focused on sowing distrust and paranoia among the PCs. If a particular PC seems susceptible to betraying their friends, he focuses on isolating that character. Additionally, if he can get them to do something &amp;#039;evil&amp;#039; then points to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Example ideas for ways Strahd may interact&lt;br /&gt;
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Strahd gives the party a quest. The quest is to do something that is objectively good (such as saving children from Old Bonegrinder/Werewolves or restoring the winery). He doesn&amp;#039;t really care if they succeed or not, he just wants to see what they&amp;#039;ll do. Do they refuse the quest because of its source? Are they second-guessing themselves the whole way? Do they do the opposite of what he asked them to do? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd continues information gathering. If he catches a PC or allied NPC alone, he does the same he did during Stage 2, but may also bite them as well. That way, they go back to the party with a bite mark on their neck and no knowledge of how it got there. Which a paranoid party may take as a sign of untrustworthiness or outright collusion. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a party member or allied NPC, then use Sending or a pre-established Rary&amp;#039;s Telepathic Bond to get them to do suspicious things or things harmful to the party. As Strahd does not need to be in humanoid form to Charm targets, he can establish the Charm as a bat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Use Seeming to &amp;#039;replace&amp;#039; someone (or multiple someones). For example, sneak into the Blue Water Inn and temporarily incapacitate the Martikovs and some or all of the patrons. Replace them with cultists (for anyone the party needs to talk to) and undead, all masked into looking &amp;#039;normal&amp;#039; with Seeming. When the party realizes something is off, attack. Seeming doesn&amp;#039;t drop just because combat started, so this will cause all manner of chaos. For extra fun, have a few genuinely uninvolved innocents mixed in there, just to see if the freaked out PCs end up killing innocent bystanders. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Use Seeming on the party--make them look like monsters or Vampire Spawn. Enjoy the fact that they are stuck out in the wilderness for the night, or getting attacked by allies. Or even other PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Alternately, Strahd can use Disguise Self or Alter Self to personally replace an individual for the purpose of talking with the PCs--he may even replace a PC for a short while. For example, if he catches a PC alone he can incapacitate them and hand them off to a minion. He takes their form and returns to the party, and continues along with them for a short while. In a short while, they happen upon a coffin lying in the road...just as they arrive, the actual PC wakes up inside the coffin. Strahd lets the &amp;quot;who is the real one!?&amp;quot; drama play out for a moment, then drops the disguise, thanks the party for their company, and departs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd sends a PC a bag of money with a note, thanking them for some obscure &amp;#039;service.&amp;#039; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd may start making subtle overtures towards a PC he thinks he can corrupt ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Adopt a disguised &amp;#039;role&amp;#039; that he plays, and be friendly with the NPCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Try to get the PCs to dislike/distrust the actual decent people in the valley and make friends with Strahd&amp;#039;s servants. (In my game so far, the PCs are very buddy-buddy with the Vistani that live outside Vallaki). In the case of the Vistani, make up some BS about how Strahd has a non-aggression pact with them as part of their &amp;#039;we can come and go freely from Barovia.&amp;#039; Make them think that their Vistani &amp;#039;allies&amp;#039; are the only folk in the valley that are &amp;#039;safe&amp;#039; from Strahd. NOTE: Strahd&amp;#039;s servants are smart enough to keep their true allegiance a secret. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 4: Break Them&lt;br /&gt;
&lt;br /&gt;
Strahd is ready to start breaking his toys now. Continue anything he was doing in Stage 3, but turn it up to 11. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If Strahd has found a PC he can isolate from the rest, his goal with them is to make it so that this person dislikes their &amp;#039;allies&amp;#039; enough that, while charmed, he can command them to turn on their friends. Perhaps even get them to do it voluntarily. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Capitalize on any seeds of distrust and paranoia planted in Stage 3. Make note of what worked and what didn&amp;#039;t, and double down on the points that worked. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd begins using creative combat tactics (see below) on a regular basis, and many foes will be under his command. He may even directly lead strike teams to harm the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Additional example ideas for how Strahd may interact&lt;br /&gt;
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Dominate someone the party likes and force them to attack the party ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Make offers to the party (such as &amp;#039;Bring me Ireena and I&amp;#039;ll let you leave.&amp;#039;). If possible, manipulate/lie about the results of agreement or disagreement. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Allow them to find a suit of armor...either the presently-inert Animated Armor in the Tower of Khazan, or Strahd&amp;#039;s Animated Armor. The armor has been throughly worked over with Nystul&amp;#039;s Magic Aura to hide its true nature. Let them enjoy the armor...then, in the final battle, activate the armor. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spread rumors to lead PCs to cursed items (such as the Staff of Frost in the Amber Temple) that may corrupt them ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Manipulate someone (non-evil) into setting the Assassin bound to the magic mirror on one of the PCs. Charm them while in disguise and lie to them about what the mirror does (tell them it will summon a spectral warrior to go to the PCs&amp;#039; aid if they speak the rhyme and say a PC&amp;#039;s name.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the Revenants at Argynvostholt are still around, see to it that they find out the PCs are aiming to kill Strahd. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Dream to harass a PC, hiding the fact that Strahd is sending the dream. If targeting a Cleric or Paladin, make it seem like a Dream from their deity, informing them that Strahd cannot be killed, they can only seek to redeem him. Or that Strahd must live on and suffer, rather than being killed. Alternately, give them a Dream about Madame Eva sending them an &amp;#039;extra prophecy&amp;#039; to aid them along their way. In short, give them dreams that give them disruptive/false information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the PCs have experience with Strahd replacing people, use Suggestion to get an NPC the PCs know well to behave in a way that is out of character for them...see if the PCs&amp;#039; paranoia fires off and makes them harm/kill a friend. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Seeming to make innocents look like monsters, try to get the PCs to attack them. Drop the spell after about half of them are dead. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the party has acquired any of the Relics, use trickery and other people to try to take it from them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spread copious amounts of misinformation throughout the valley. Rumors that the sunsword is cursed to gradually overtake the mind of its wielder, that overuse of the Holy Symbol of Ravenkind will turn you into a Raven, that one of the PCs or someone they know was seen conversing with a vampire spawn in the middle of the night (when the rest of the party was in bed), rumors of powerful useful things in the mountains to the North, rumors of a cult in Krezk, and so on. Just make up a bunch of bull-crap and spread it around. The best part with this is that no Insight check can prove these false...because the PCs are hearing this information second or third-hand, likely from someone who believes it to be true...Insight or even Zone of Truth doesn&amp;#039;t help you against someone who is simply wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 5: Obliterate&lt;br /&gt;
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The party is too dangerous to be left alive or has enraged Strahd. He wants them dead. The gloves are off. However, Strahd is still a highly intelligent and successful general. He&amp;#039;s not going to just hurl himself at them in a wild fury and immediately fight to the death. No, he&amp;#039;s going to wear them down and deplete their resources--so that when he goes for the kill, it&amp;#039;s easy. This is how you force the final confrontation...the PCs&amp;#039; best move is to go on the offensive as soon as possible--the longer they wait around while Strahd is doing this, the harder their life is going to become. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is done playing. If he thinks a PC can be corrupted, he makes his move. If not, they die. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd knows how dangerous the PCs have become and begins using attrition-style warfare to wear them down. Attacks against the PCs are always conducted with a goal in mind: Kill that character, acquire that item, destroy that location, etc. Strahd can always make more undead, he can always turn new Vampire Spawn. If he sacrifices a half-dozen Spawn and a large number of zombies to get his hands on the Sunsword or kill a single PC, that counts as a win in his book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd begins destroying the PCs&amp;#039; network of allies. If possible, he kills these NPCs in front of the PCs (Wall of Force/Drain them dry, for example). Once the PCs realize what is going on and start avoiding their allies, they start getting reports that their friends are all being killed. NPCs with a shakier relationship with the PCs may turn on them to try to protect themselves. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If Strahd has a mole among them, now is the time to strike. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd seeks to compromise or destroy their base of operations. He wants them isolated and exhausted. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is more careful in combat, especially if the party has Sunlight-producing relics. He may avoid the front lines, using his forces instead of taking the field directly. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s targeting of their allies and safe places is aimed at demoralizing them as well as destroying assets. Killed allies should be killed horribly and/or turned into Vampires/Undead to be used against the PCs. If the resulting undead is capable of speech, then they should be forced to curse and scream at the PCs, blaming them for what was done to them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the PCs have made &amp;#039;friends&amp;#039; with any of Strahd&amp;#039;s servants, now is the time for a precision-strike betrayal. Attack them in their sleep, poison their food, whatever hurts the most. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Final Battle&lt;br /&gt;
&lt;br /&gt;
So, here we are. The party has gathered their artifacts, rallied themselves, and marched on Castle Ravenloft. So, how do we make this a Battle worthy of Legends? Strahd is...not actually that durable. In the face of the Sunsword, the Holy Symbol of Ravenkind, St. Markovia&amp;#039;s Thighbone, and the Icon of Ravenloft...if Strahd tries to fight them straight up, he&amp;#039;s going to go down like a chump. So, here we go... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Disclaimer: if you completely follow my advice here, you&amp;#039;re probably headed for a TPK. Pick the pieces you like and implement them (or go whole hog and TPK em, up to you) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Prepare for them&lt;br /&gt;
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Strahd knows they are coming. Of course he knows. So, let&amp;#039;s get ready for them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Swap out his spell list. The spells listed in his statblock are what I consider his day-to-day overlording loadout. If he&amp;#039;s going to war, he should switch out for more appropriate spells. Consider where your party is set to have their Final Battle with Strahd, and pick whatever spells off the Wizard spell list are the most advantageous. (For example, Gust of Wind is kind of useless in the crypts...but if he&amp;#039;s fighting them on top of the castle, punting the party off the side is awesome). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the party includes a Paladin or other caster with a Detect Evil/Divine Sense capability, prepare and Cast Nystul&amp;#039;s Magic Aura on himself. Change his apparent creature type to humanoid to confound their spell. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Wear the party down. If the party shows up to battle Strahd and is at full strength, he didn&amp;#039;t do his job right. You have an army. Use it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Gear up. If you want drama, let Strahd summon it onto himself as a Bonus Action...but if Strahd&amp;#039;s Armor is still around, he puts it on. This gives him an even higher AC, immunity to lightning damage, and a lightning-based ranged attack. And a lightning-damage dealing sword, if he wants to use that instead of his claws. (For fun...have him hold off on doing this for a bit...where he just plays with the PCs like a big cat. Then he goes &amp;quot;I suppose that&amp;#039;s enough playing around. Time to die.&amp;quot; :Snaps his fingers and armor materializes around him:) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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As DM, study the area he will be fighting them in. What&amp;#039;s around it, above it, below it? Where can Strahd go to buy himself a few rounds to recover? Look at the Battle section below and figure out how Strahd plans to tackle this. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Battle&lt;br /&gt;
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Go time. Note that some of these recommendations may contradict the number of spell slots he has (such as suggesting using Seeming but also suggesting using Wall of Force, despite the fact that he only has the one 5th level spell slot). This is to give options to you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Action Economy disparity sucks. Crowd Control is Strahd&amp;#039;s friend. Polymorph, Hypnotic Pattern, Wall of Force, and anything else that takes PCs out of the fight tilts things in his favor. The fewer attacks being leveled at him per round, the better. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Kite your enemies. Strahd can walk through walls to put stout stone between himself and sunlight-producing artifacts, and can lure the PCs to chase him...either into other enemies, or into traps. Strahd knows where all his traps are, of course...so why wouldn&amp;#039;t he lead the PCs into them? Remember, Strahd has Spider Climb and can go through floors and ceilings. Doing this also gives him time out of sunlight in order to regenerate HP. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Abuse Seeming to devour party resources. Strahd can make an arbitrarily large number of minions look like him before the PCs show up. Have decoy Strahds all over the place...use them as sacrificial pawns to lure the party to bad places. For extra evil...when the party finds Strahd at the appointed location, they are likely to open big. Unload on him with everything they&amp;#039;ve got to try to Alpha him down. So, have the &amp;#039;Strahd&amp;#039; they find be a Vampire Spawn under Seeming. They nuke &amp;#039;Strahd&amp;#039; and blow all their best tricks...likely reducing the spawn to dust. The party stands there for a second going &amp;quot;Um...is that it?&amp;quot; Then Strahd&amp;#039;s laughter starts echoing through the room and he either suckerpunches someone from behind, or several more &amp;#039;Strahds&amp;#039; show up (maybe one of them is even the real thing!) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm people. Pre-emptively, if possible. Convincing the Fighter or Paladin to hand over the Sunsword, or pitch it off the side of the castle is a great way to get rid of a serious hazard to your health. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Target Priority. In my experience, it&amp;#039;s sort of common for DMs to &amp;#039;play along&amp;#039; and have the monsters fight the martial characters for the most part. Strahd&amp;#039;s not an idiot, though...what&amp;#039;s the point of playing around with the walking ball of armor when the squishy wizard is blowing him up, or the healer is undoing his efforts to murder you. Pick your targets based on who it would hurt the party the most to lose. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Isolate Sunlight wielders. These are the most directly dangerous foes, as they produce an aura that hurts you, blocks your regen, AND prevents you from going Mist-form if you are defeated. Polymorph them, enclose them in a cubic Wall of Stone, lock them in rooms by themselves, use minions to knock them into traps ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Separate the party. Strahd can close and lock doors as a lair action. If his lair action comes up and the party is divided between rooms with a door in between them...slam the door shut and lock it, then suckerpunch whichever half of the party is the most vulnerable (or painful to lose). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Exploit your speed. If Strahd is going full-out, he can cover 150&amp;#039; in a round. (Move, Dash, LA-movex3). Nobody can catch him when he wants to outpace you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Exploit your absurd stealth check. Given that Strahd can pass through walls and outrun everyone, breaking line of sight is easy. Strahd should be striking from Stealth on a regular basis. The party should not &amp;#039;catch&amp;#039; Strahd, he should loop around and suckerpunch them while they are chasing him. Of note: Strahd can use Lair Actions without breaking stealth. Go sneaky, then use the Specter and Shadow Lair Actions to reduce HP and Str values across the party. Prioritize with the Shadows, of course...aim for the Str-dependent characters. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If you can go outside onto the rooftops or ramparts, enjoy the fact that the weather is on Strahd&amp;#039;s side. For a climactic encounter like this, there should be a full-blown thunderstorm on. The rain should limit visibility and make perilous footing (like the rooftops) even more dangerous. Strahd&amp;#039;s spider climb lets him basically ignore the perilous footing. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Ration your Legendary Resistances. Turn Undead is not a big deal. Accept the turning, activate the &amp;#039;walk through walls&amp;#039; lair action, then leave the party feeling foolish while Strahd runs off to go regenerate all his hitpoints, and a party member is down a Channel Divinity. You can always flee to regen health as well, so unless it would put him dangerously close to death, don&amp;#039;t worry about failing saves vs. damage. No, the big threats are the ones that prevent Strahd from moving. As long as Strahd can move, he can put a solid object between himself and the PCs and can regenerate health. (Tactically, your best option to beat Strahd like this is to pop Wall of Force to make a box trapping him and you in one place.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Bring in allies. If there are still enemies in the castle, call them in or lead the party to them. Certainly Rahadin would spring to his master&amp;#039;s aid if he knew Strahd was under attack. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Try to lead the party away from your crypt. If Strahd is killed and isn&amp;#039;t in sunlight when he dies, he turns to mist and flows back to his coffin. Once he gets there, you have 1 hour to finish him off or he regains consciousness, then rapidly regenerates all his hitpoints (regeneration feature starts working again). And you&amp;#039;re back to square one. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Ultimately, the final battle with Strahd should range all over the castle. The more the party has explored and cleared the castle before fighting Strahd, the less likely they are to die horribly. Strahd won&amp;#039;t have many allies left to lead them to and the party should have figured out where the traps are. You could even have it that allies of the party who have survived up to this point get involved in little ways. As an off-the-cuff example...suppose Strahd convinced someone to pitch the Sunsword off the side of the castle. At a dramatically appropriate moment, one of the Keepers of the Feather (in Raven form) drops the sword in a PC&amp;#039;s hands. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Conclusion&lt;br /&gt;
A few specific call-outs for handy spells... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Nystul&amp;#039;s Magic Aura: Allows Strahd to obscure his creature type from all forms of detection magic. This is critically important if you want Strahd to disguise himself to mess with the PCs directly--especially if you have a Paladin in the party. A lot of PCs forget this spell exists, enjoy how confused they are when their good human buddy Vasili turns out to be a vampire. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Wall of X: Battlefield Control is awesome. A special mention goes out to Wall of Force, as a bubble of that spell may let him isolate a single character so he can freely drain them dry in front of others, without risk of being interrupted. Wall of Stone is also useful because it lets him enclose someone generating Sunlight in an opaque box from which they can&amp;#039;t bother him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Glyph of Warding: Perhaps the most useful base-defense spell in the game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Mordenkainen&amp;#039;s Private Sanctum: For making a prison that hides people from divination magic, or seeding &amp;#039;dead zones&amp;#039; around the castle that he can hide in if being tracked magically. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Negative Energy Flood: Heal undead minions ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Life Transference: Strahd&amp;#039;s resistance to Necrotic damage means this won&amp;#039;t be as effective coming from him. But he heals at 20hp per round, which is more damage than the spell is likely to do to him. But, it lets him heal Beucephalus or other minions--particularly useful when he himself is not in combat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Far Step: And you thought he was fast before... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Any enchantment spell that makes the target potentially attack its allies ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Dream: For when you want to screw with the PCs in their sleep ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Seeming: For disguising squads of undead monsters as perfectly ordinary commoners ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Disguise Self: Because obviously ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Mislead: Functional tele-presence. Allows Strahd to directly converse with the PCs while putting himself at no risk. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Fabricate: Oh, you fled across a river to get away from my and my spawn? That&amp;#039;s cute, here let me magick a bridge up out of nowhere. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Fly: Extremely useful for anyone ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Leomund&amp;#039;s Tiny Hut: Why would he not put this up over his coffin every day? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Sending: Secure communication. Extra useful on a Charmed target. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Seeming: Wait...Strahd can made a 30&amp;#039; radius horde of his minions all look exactly like him? Or like the party&amp;#039;s best NPC friends? Awesome! ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Modify Memory: Sometimes you don&amp;#039;t want people to remember something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Rary&amp;#039;s Telepathic Bond: Great for commanding a Charmed creature. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Polymorph: Only being able to turn into a Bat or Wolf is lame. And turning enemies into newts is always fun ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Summon Greater Demon: Because dropping a CR 5 demon on someone&amp;#039;s head is a great option to have. Especially when you can just drop through the floor to avoid any nasty repercussions of it breaking free of your control. It&amp;#039;s a great &amp;quot;Here, play with this for a while while I go downstairs to recover some HP&amp;quot; option. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Animate Objects: 10 tiny objects is downright murderous...as a PC, I have completely upended combat encounters by burying my enemies in a swarm of animated ball bearings. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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-----&lt;br /&gt;
Manipulation&lt;br /&gt;
Strahd is a master manipulator. Why do something yourself, if you can make someone else do it for you, and then thank YOU for allowing them to do it? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Here&amp;#039;s an example scenario: ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Strahd &amp;#039;failed&amp;#039; to secure the Church of St. Andral, and the bones have been returned, and Ireena is currently hiding in the church. Now, Strahd could send cultists, druids or werewolves as OP&amp;#039;s post suggests, or, he could send the party. Naturally, the party isn&amp;#039;t going to be very keen to hand Ireena over to him just like that. So here&amp;#039;s what happened in my campaign, as Strahd manipulated the Hags at Bonegrinder Windmill and the party into conflict, forcing the party to take refuge in the Church, and then kidnap Ireena and hand her to Strahd, all without the party knowing it was Strahd&amp;#039;s plan. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Strahd invites the party to dinner, after buying all of Morgantha&amp;#039;s Dream Pastries. Morgantha returns to the Windmill to make more pastries, completing the coven right as the party passes by on their way to dinner with Strahd. The screams of crushed children attract party attention and a fight erupts. The hags, if beaten, retreat to the Ethereal plane. At the Castle, Strahd plays the gracious host, consoling the wounded and weary party, allowing them to rest in the safety of his home. When dinner arrives, Strahd offers the party a choice between Ireena and something they cannot refuse: they may only choose one. This &amp;#039;something&amp;#039; must be something the party cannot afford to pass on, up to and including allowing a member of the party to leave Barovia and return home. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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After the party has made their choice and (most likely) not chosen Ireena, Strahd follows through on his end of the bargain immediately, as the party eats poisoned food (that&amp;#039;s been disguised by Nystul&amp;#039;s Magic Aura). The poison is a DC 17 Con Save (Strahd&amp;#039;s save DC) or after 4 hours, gain 1 stack of exhaustion. Strahd then tells the party to leave. Poison may not be necessary, and the delay in application should make it hazy as to if it really was Strahd who poisoned them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Outside the safety of the castle, the bereaved Night Hags will use their Nightmare Haunting ability to prevent members of the party from sleeping, causing them to gain an additional stack of exhaustion each night. Make sure your players know, mechanically, they die if they reach 6 stacks. Cue party panic as they have no way of dealing with Hags they can&amp;#039;t touch. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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The only solution, other than fleeing back into Castle Ravenloft (the drawbridge is up, showing that&amp;#039;s unwelcome), is to seek refuge in the Hallowed Church of St. Andral, where the Night Hags cannot go. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Once the party is in the church, Strahd sends an agent to deliver a message:&lt;br /&gt;
&lt;br /&gt;
This was not part of your arrangement with the Dark Lord. You are now instructed to deliver Ireena to the south gate, tonight, at midnight. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Now the party has a decision to make. Defy the will of the Dark Lord and renege on their deal, or comply with his demands? Either way, the Night Hags are still out there. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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My party complied, delivered Ireena to Strahd in the dead of night and dusted their hands of the whole situation. One even said &amp;quot;I think we handled that well.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Little did they know, that every step of their journey had been carefully orchestrated by Strahd, from ensuring the Night hags were all present at the Windmill, to the party&amp;#039;s entry into a doomed bargain. Why fight your enemies, or do any of the legwork yourself, when you can manipulate others into doing it for you? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
General Notes&lt;br /&gt;
Strahd will want to claim a body part from each of the characters at some point. A finger, a section of their skin, something more tangible than their hair. During the final battle, he can &amp;#039;kill&amp;#039; the characters and then have a minion in the dungeons use the resurrection Dark Power from the Amber Temple, to resurrect the character using this body part. Now, if the party attempts to resurrect their dead comrade, the spell will fail as the soul is already in a new body. Oh, and the new body was resurrected inside one of Strahd&amp;#039;s dungeon cells. Make sure to have Strahd vocally reassert his dominance over the souls of the dead within his domain. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Speaking of Dark Gifts, much of Strahd&amp;#039;s illusory repertoire breaks down once the party has access to True Sight from the Amber Temple. Keep this in mind during the late game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Similarly, be careful turning players into Revenants. The only way Strahd can hide from a Revenant is by using his Nightmare Stead to hide on the Ethereal Plane. The party always knowing where the true Strahd is, is a super powerful tool. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Consider allowing each of the &amp;#039;seeds&amp;#039; from the Winery, to increase the Crystal Heart&amp;#039;s HP by 50. The location of the third seed is never disclosed in the module, so I chose to have mine powering the Heart at the start of the game, giving it its 50 HP. Allowing Strahd to collect the other seeds later in the campaign gives him an objective that doesn&amp;#039;t directly involve the party (making him seem more &amp;#039;real&amp;#039;) and when he does acquire them, boosts his tankability substantially, which is one of his weak points. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Strahd has absolutely crafted a Shield Guardian for himself. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Be prepared for the party to use the &amp;#039;True Resurrection&amp;#039; Dark Gift, to resurrect Argonvost, or Queen Ravenova. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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The best location for the final fight to occur (for Strahd) is the bone room, in the basement. It&amp;#039;s Desecrated Ground, which grants undead in the area advantage on all saving throws (and shores up another of Strahd&amp;#039;s weaknesses, namely his susceptibility to magic). He can also wall-phase into the stairwell that adjoins the room, yet has no physical room access. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Losing control of your character sucks. As odd as it sounds, try to avoid using Strahd&amp;#039;s Charm ability on player-characters during combat, as it drastically impacts player agency. Target NPC companions instead, even if they auto-fail the save as a consequence. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Additionally, Strahd never does anything for only one reason. Everything he does is to achieve as much as possible, with as little effort as possible. Harassing the party should be done because he wants to distract them from something else, and expend their resources. It&amp;#039;s usually very easy to think up a second reason why Strahd would do something, but it&amp;#039;s always worth thinking about, if only to better roleplay a character who has spent the last 500 years perfecting his art. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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As a final note, always try to fail forward. Strahd is a tactical and military genius. When he plans, he assumes that plan will fail, and so has a second plan for when it does. Out-thinking Strahd should be difficult if not impossible. Take liberties with timing. If it took you a week of thought and planning to come up with a plan, Strahd did it in a few hours. If you need something that&amp;#039;s permanently affected by Nystul&amp;#039;s Magic Aura, then Strahd thought of this eventuality 29.9 days ago. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
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Strahd is very good at what he does; and he is always in control. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
== Statblocks ==&lt;br /&gt;
=== Harder CR 17 Strahd ===&lt;br /&gt;
&lt;br /&gt;
[[File:Strahd_Update_to_CR_17.jpg]]&lt;br /&gt;
&lt;br /&gt;
[http://www.enworld.org/forum/content.php?3285-Check-Out-This-Beefed-Up-CR17-Strahd!#.Vt_ePkZNqSq]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Atro_City&amp;diff=1505</id>
		<title>Atro City</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Atro_City&amp;diff=1505"/>
				<updated>2018-07-29T23:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: Created page with &amp;quot;The secret sixth Wizarding borough of New York.[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The secret sixth Wizarding borough of New York.[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1504</id>
		<title>Category:Places</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1504"/>
				<updated>2018-07-29T23:46:22Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Atro City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Places|Alphabetically]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonmag.com/5.0/html5/45813#!/article/106799/101184427 Volo&amp;#039;s Guide to Barovia]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== America / United States of America ==&lt;br /&gt;
&lt;br /&gt;
=== Massachusetts, USA ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ilvermorny School of Witches and Wizards]] ====&lt;br /&gt;
&lt;br /&gt;
Mt. Greylock, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny School of Witches and Wizards#Rooms and Facilities of Ilvermorny|Rooms and facilities at Ilvermorny]] =====&lt;br /&gt;
&lt;br /&gt;
====== [[Snakewood Tree]] (Schlangenholz) ======&lt;br /&gt;
&lt;br /&gt;
* Powerfully magical: healing &lt;br /&gt;
&lt;br /&gt;
* Grew up where they buried Isolt’s disabled wand&lt;br /&gt;
&lt;br /&gt;
* Salazar Slytherin’s wand was snakewood/mundane&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Bellows Pipe Village]], Gateway wizards’ village ====&lt;br /&gt;
&lt;br /&gt;
On Mt. Greylock side ridge &amp;quot;Ragged Mountain&amp;quot; near Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Raven Rocks ====&lt;br /&gt;
&lt;br /&gt;
Formation at the base of the ridge toward North Adams, MA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== North Adams, Massachusetts ====&lt;br /&gt;
&lt;br /&gt;
Nearby Muggle town&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hoosic Tunnel ====&lt;br /&gt;
&lt;br /&gt;
Cursed rail tunnel nearby&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wampanoag &amp;amp; Narragansett tribal areas ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pocomtuc/Deerfield, MA ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New York City ===&lt;br /&gt;
&lt;br /&gt;
==== The Blind Pig ====&lt;br /&gt;
&lt;br /&gt;
Magical speakeasy [http://harrypotter.wikia.com/wiki/The_Blind_Pig] run by Gnarlak, American goblin gangster[http://harrypotter.wikia.com/wiki/Gnarlak]&lt;br /&gt;
&lt;br /&gt;
Tavern quest hooks, functionally&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Magical Congress of the United States of America|MACUSA]] / [[Magical Congress of the United States of America]]==== &lt;br /&gt;
&lt;br /&gt;
Located within Woolworths Building&lt;br /&gt;
&lt;br /&gt;
MACUSA’s primary aim was to rid the continent of [[Scourers]], corrupt wizards who had hunted their fellow magical beings for personal gain. &lt;br /&gt;
&lt;br /&gt;
===== [[Department of Magical Law Enforcement]] =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===== Department of Magical Transportation =====&lt;br /&gt;
&lt;br /&gt;
Because it is difficult and dangerous, [[Apparation]] requires a licence from the Department of Magical Transportation, which can only be issued to those of seventeen and over. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Federal Bureau of Covert Vigilance and No-Maj Obliviation =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Body for Protection of Magical Species =====&lt;br /&gt;
&lt;br /&gt;
Run by [[Irene Kneedander]]&lt;br /&gt;
&lt;br /&gt;
Provoked the The Great Sasquatch Rebellion of 1892, forcing MaCUSA’s move to NYC from DC&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizard Broadway ====&lt;br /&gt;
&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Wizard_Broadway&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Noman]] ====&lt;br /&gt;
&lt;br /&gt;
{{:Noman}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[Atro City]] ====&lt;br /&gt;
&lt;br /&gt;
{{:Atro City}}&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Canada ==&lt;br /&gt;
&lt;br /&gt;
=== [[Blyth, Ontario]] ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen]]’s hometown [https://goo.gl/maps/VtJLy3mKM9D2 Google map]&lt;br /&gt;
&lt;br /&gt;
Outside of setting: home to annual Potterverse festival [https://nerdist.com/harry-potter-festival-transfigured-town-canada/]&lt;br /&gt;
&lt;br /&gt;
==== Takagawa Family Home ====&lt;br /&gt;
&lt;br /&gt;
==== Provincial University of Ontario at Blyth ====&lt;br /&gt;
&lt;br /&gt;
Ellen’s father [[Makoto Takagawa]] is a successful Muggle professor at P.U.O.B.&lt;br /&gt;
&lt;br /&gt;
Could use ideas from [https://dnd-wiki.org/wiki/Sigil_Prep_(3.5e_Campaign_Setting) Sigil Preparatory School for Wizards], &amp;#039;&amp;#039;&amp;#039;caution, DanDwiki...!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Europe ==&lt;br /&gt;
&lt;br /&gt;
=== [[Azkaban Prison]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Durmstrang Institute]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry somewhere near northern Europe or Scandinavia.&lt;br /&gt;
&lt;br /&gt;
=== [[Beauxbatons Academy of Magic]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry near France.&lt;br /&gt;
&lt;br /&gt;
== United Kingdom / England / Scotland ==&lt;br /&gt;
&lt;br /&gt;
[https://www.google.com/maps/d/edit?mid=1FDqV7xhtP6q7Dhmaa3Ay8aawnVg&amp;amp;ll=53.742477009084155%2C-1.8710208749999993&amp;amp;z=6 Map of UK Potterverse locations]&lt;br /&gt;
&lt;br /&gt;
=== [[Diagon Alley]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Welcome,” said Hagrid, “to Diagon Alley.”’ -- Rubeus Hagrid in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
Accessed via the [[Leaky Cauldron]] pub.&lt;br /&gt;
&lt;br /&gt;
==== Gringott’s Wizarding Bank ====&lt;br /&gt;
&lt;br /&gt;
Only wizard bank in the world&lt;br /&gt;
&lt;br /&gt;
==== Jimmy Kiddell&amp;#039;s Wonderful Wands ====&lt;br /&gt;
&lt;br /&gt;
In Diagon Alley. He is presumably an inferior wandmaker to Garrick Ollivander as most wizard children get their wands at Ollivanders.&lt;br /&gt;
&lt;br /&gt;
==== Ollivander&amp;#039;s Wands ====&lt;br /&gt;
&lt;br /&gt;
==== [[St. Mungo&amp;#039;s Hospital]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Knockturn Alley]] ====&lt;br /&gt;
&lt;br /&gt;
Home to nefarious Dark Arts practitioners and questionable shops.&lt;br /&gt;
&lt;br /&gt;
=== Hogsmeade Village ===&lt;br /&gt;
&lt;br /&gt;
==== [[Honeyduke’s Express]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Hogwarts School of Wizardry and Magic]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Harry Potter must stay where he is safe. He is too great, too good to lose. If Harry Potter goes back to Hogwarts, he will be in mortal danger.”’--Dobby in Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
==== Headmaster ====&lt;br /&gt;
&lt;br /&gt;
Phineas Nigellus Black (Slytherin), until 1925[http://harrypotter.wikia.com/wiki/Phineas_Nigellus_Black]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&amp;#039;s Phineas Nigellus. . . my great-great-grandfather, see? . . . least popular Headmaster Hogwarts ever had.&amp;quot;—Sirius Black on Phineas&amp;#039;s legacy as Hogwarts Headmaster.&lt;br /&gt;
&lt;br /&gt;
Anti-Muggle&lt;br /&gt;
&lt;br /&gt;
==== Professors ====&lt;br /&gt;
&lt;br /&gt;
[[Albus Dumbledore]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Nurmengard]] / [[Barovia Region]] ==&lt;br /&gt;
&lt;br /&gt;
=== [[Argynvostholt]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Barovia Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder|Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Castle Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Death House]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Barovia]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Kresk Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Mount Bartok]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Svalich Road]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Svalich Woods]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tser Encampment]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tsolenka Pass]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Van Richten Tower]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Vallaki]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Werewolf Den]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard of the Wines]] ===&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1503</id>
		<title>Category:Places</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1503"/>
				<updated>2018-07-29T23:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Atro City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Places|Alphabetically]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonmag.com/5.0/html5/45813#!/article/106799/101184427 Volo&amp;#039;s Guide to Barovia]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== America / United States of America ==&lt;br /&gt;
&lt;br /&gt;
=== Massachusetts, USA ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ilvermorny School of Witches and Wizards]] ====&lt;br /&gt;
&lt;br /&gt;
Mt. Greylock, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny School of Witches and Wizards#Rooms and Facilities of Ilvermorny|Rooms and facilities at Ilvermorny]] =====&lt;br /&gt;
&lt;br /&gt;
====== [[Snakewood Tree]] (Schlangenholz) ======&lt;br /&gt;
&lt;br /&gt;
* Powerfully magical: healing &lt;br /&gt;
&lt;br /&gt;
* Grew up where they buried Isolt’s disabled wand&lt;br /&gt;
&lt;br /&gt;
* Salazar Slytherin’s wand was snakewood/mundane&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Bellows Pipe Village]], Gateway wizards’ village ====&lt;br /&gt;
&lt;br /&gt;
On Mt. Greylock side ridge &amp;quot;Ragged Mountain&amp;quot; near Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Raven Rocks ====&lt;br /&gt;
&lt;br /&gt;
Formation at the base of the ridge toward North Adams, MA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== North Adams, Massachusetts ====&lt;br /&gt;
&lt;br /&gt;
Nearby Muggle town&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hoosic Tunnel ====&lt;br /&gt;
&lt;br /&gt;
Cursed rail tunnel nearby&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wampanoag &amp;amp; Narragansett tribal areas ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pocomtuc/Deerfield, MA ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New York City ===&lt;br /&gt;
&lt;br /&gt;
==== The Blind Pig ====&lt;br /&gt;
&lt;br /&gt;
Magical speakeasy [http://harrypotter.wikia.com/wiki/The_Blind_Pig] run by Gnarlak, American goblin gangster[http://harrypotter.wikia.com/wiki/Gnarlak]&lt;br /&gt;
&lt;br /&gt;
Tavern quest hooks, functionally&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Magical Congress of the United States of America|MACUSA]] / [[Magical Congress of the United States of America]]==== &lt;br /&gt;
&lt;br /&gt;
Located within Woolworths Building&lt;br /&gt;
&lt;br /&gt;
MACUSA’s primary aim was to rid the continent of [[Scourers]], corrupt wizards who had hunted their fellow magical beings for personal gain. &lt;br /&gt;
&lt;br /&gt;
===== [[Department of Magical Law Enforcement]] =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===== Department of Magical Transportation =====&lt;br /&gt;
&lt;br /&gt;
Because it is difficult and dangerous, [[Apparation]] requires a licence from the Department of Magical Transportation, which can only be issued to those of seventeen and over. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Federal Bureau of Covert Vigilance and No-Maj Obliviation =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Body for Protection of Magical Species =====&lt;br /&gt;
&lt;br /&gt;
Run by [[Irene Kneedander]]&lt;br /&gt;
&lt;br /&gt;
Provoked the The Great Sasquatch Rebellion of 1892, forcing MaCUSA’s move to NYC from DC&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizard Broadway ====&lt;br /&gt;
&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Wizard_Broadway&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Noman]] ====&lt;br /&gt;
&lt;br /&gt;
{{:Noman}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[Atro City]] ====&lt;br /&gt;
&lt;br /&gt;
...the secret Wizarding borough of New York[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Canada ==&lt;br /&gt;
&lt;br /&gt;
=== [[Blyth, Ontario]] ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen]]’s hometown [https://goo.gl/maps/VtJLy3mKM9D2 Google map]&lt;br /&gt;
&lt;br /&gt;
Outside of setting: home to annual Potterverse festival [https://nerdist.com/harry-potter-festival-transfigured-town-canada/]&lt;br /&gt;
&lt;br /&gt;
==== Takagawa Family Home ====&lt;br /&gt;
&lt;br /&gt;
==== Provincial University of Ontario at Blyth ====&lt;br /&gt;
&lt;br /&gt;
Ellen’s father [[Makoto Takagawa]] is a successful Muggle professor at P.U.O.B.&lt;br /&gt;
&lt;br /&gt;
Could use ideas from [https://dnd-wiki.org/wiki/Sigil_Prep_(3.5e_Campaign_Setting) Sigil Preparatory School for Wizards], &amp;#039;&amp;#039;&amp;#039;caution, DanDwiki...!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Europe ==&lt;br /&gt;
&lt;br /&gt;
=== [[Azkaban Prison]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Durmstrang Institute]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry somewhere near northern Europe or Scandinavia.&lt;br /&gt;
&lt;br /&gt;
=== [[Beauxbatons Academy of Magic]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry near France.&lt;br /&gt;
&lt;br /&gt;
== United Kingdom / England / Scotland ==&lt;br /&gt;
&lt;br /&gt;
[https://www.google.com/maps/d/edit?mid=1FDqV7xhtP6q7Dhmaa3Ay8aawnVg&amp;amp;ll=53.742477009084155%2C-1.8710208749999993&amp;amp;z=6 Map of UK Potterverse locations]&lt;br /&gt;
&lt;br /&gt;
=== [[Diagon Alley]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Welcome,” said Hagrid, “to Diagon Alley.”’ -- Rubeus Hagrid in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
Accessed via the [[Leaky Cauldron]] pub.&lt;br /&gt;
&lt;br /&gt;
==== Gringott’s Wizarding Bank ====&lt;br /&gt;
&lt;br /&gt;
Only wizard bank in the world&lt;br /&gt;
&lt;br /&gt;
==== Jimmy Kiddell&amp;#039;s Wonderful Wands ====&lt;br /&gt;
&lt;br /&gt;
In Diagon Alley. He is presumably an inferior wandmaker to Garrick Ollivander as most wizard children get their wands at Ollivanders.&lt;br /&gt;
&lt;br /&gt;
==== Ollivander&amp;#039;s Wands ====&lt;br /&gt;
&lt;br /&gt;
==== [[St. Mungo&amp;#039;s Hospital]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Knockturn Alley]] ====&lt;br /&gt;
&lt;br /&gt;
Home to nefarious Dark Arts practitioners and questionable shops.&lt;br /&gt;
&lt;br /&gt;
=== Hogsmeade Village ===&lt;br /&gt;
&lt;br /&gt;
==== [[Honeyduke’s Express]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Hogwarts School of Wizardry and Magic]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Harry Potter must stay where he is safe. He is too great, too good to lose. If Harry Potter goes back to Hogwarts, he will be in mortal danger.”’--Dobby in Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
==== Headmaster ====&lt;br /&gt;
&lt;br /&gt;
Phineas Nigellus Black (Slytherin), until 1925[http://harrypotter.wikia.com/wiki/Phineas_Nigellus_Black]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&amp;#039;s Phineas Nigellus. . . my great-great-grandfather, see? . . . least popular Headmaster Hogwarts ever had.&amp;quot;—Sirius Black on Phineas&amp;#039;s legacy as Hogwarts Headmaster.&lt;br /&gt;
&lt;br /&gt;
Anti-Muggle&lt;br /&gt;
&lt;br /&gt;
==== Professors ====&lt;br /&gt;
&lt;br /&gt;
[[Albus Dumbledore]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Nurmengard]] / [[Barovia Region]] ==&lt;br /&gt;
&lt;br /&gt;
=== [[Argynvostholt]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Barovia Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder|Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Castle Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Death House]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Barovia]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Kresk Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Mount Bartok]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Svalich Road]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Svalich Woods]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tser Encampment]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tsolenka Pass]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Van Richten Tower]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Vallaki]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Werewolf Den]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard of the Wines]] ===&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Noman&amp;diff=1502</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Noman&amp;diff=1502"/>
				<updated>2018-07-29T23:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
(&amp;quot;NOH-min&amp;quot;): A magically hidden &amp;#039;&amp;#039;witches-only&amp;#039;&amp;#039; island near Roosevelt Island[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj].  Think Wonder Woman&amp;#039;s island of Amazons.  Created because my wife loves Wonder Woman.&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Noman&amp;diff=1501</id>
		<title>Noman</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Noman&amp;diff=1501"/>
				<updated>2018-07-29T23:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: Created page with &amp;quot;Category:Places  A magically hidden &amp;#039;&amp;#039;witches-only&amp;#039;&amp;#039; island near Roosevelt Island[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj].  Think...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
A magically hidden &amp;#039;&amp;#039;witches-only&amp;#039;&amp;#039; island near Roosevelt Island[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj].  Think Wonder Woman&amp;#039;s island of Amazons.  Created because my wife loves Wonder Woman.&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1500</id>
		<title>Category:Places</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1500"/>
				<updated>2018-07-29T23:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Noman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Places|Alphabetically]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonmag.com/5.0/html5/45813#!/article/106799/101184427 Volo&amp;#039;s Guide to Barovia]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== America / United States of America ==&lt;br /&gt;
&lt;br /&gt;
=== Massachusetts, USA ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ilvermorny School of Witches and Wizards]] ====&lt;br /&gt;
&lt;br /&gt;
Mt. Greylock, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny School of Witches and Wizards#Rooms and Facilities of Ilvermorny|Rooms and facilities at Ilvermorny]] =====&lt;br /&gt;
&lt;br /&gt;
====== [[Snakewood Tree]] (Schlangenholz) ======&lt;br /&gt;
&lt;br /&gt;
* Powerfully magical: healing &lt;br /&gt;
&lt;br /&gt;
* Grew up where they buried Isolt’s disabled wand&lt;br /&gt;
&lt;br /&gt;
* Salazar Slytherin’s wand was snakewood/mundane&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Bellows Pipe Village]], Gateway wizards’ village ====&lt;br /&gt;
&lt;br /&gt;
On Mt. Greylock side ridge &amp;quot;Ragged Mountain&amp;quot; near Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Raven Rocks ====&lt;br /&gt;
&lt;br /&gt;
Formation at the base of the ridge toward North Adams, MA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== North Adams, Massachusetts ====&lt;br /&gt;
&lt;br /&gt;
Nearby Muggle town&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hoosic Tunnel ====&lt;br /&gt;
&lt;br /&gt;
Cursed rail tunnel nearby&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wampanoag &amp;amp; Narragansett tribal areas ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pocomtuc/Deerfield, MA ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New York City ===&lt;br /&gt;
&lt;br /&gt;
==== The Blind Pig ====&lt;br /&gt;
&lt;br /&gt;
Magical speakeasy [http://harrypotter.wikia.com/wiki/The_Blind_Pig] run by Gnarlak, American goblin gangster[http://harrypotter.wikia.com/wiki/Gnarlak]&lt;br /&gt;
&lt;br /&gt;
Tavern quest hooks, functionally&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Magical Congress of the United States of America|MACUSA]] / [[Magical Congress of the United States of America]]==== &lt;br /&gt;
&lt;br /&gt;
Located within Woolworths Building&lt;br /&gt;
&lt;br /&gt;
MACUSA’s primary aim was to rid the continent of [[Scourers]], corrupt wizards who had hunted their fellow magical beings for personal gain. &lt;br /&gt;
&lt;br /&gt;
===== [[Department of Magical Law Enforcement]] =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===== Department of Magical Transportation =====&lt;br /&gt;
&lt;br /&gt;
Because it is difficult and dangerous, [[Apparation]] requires a licence from the Department of Magical Transportation, which can only be issued to those of seventeen and over. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Federal Bureau of Covert Vigilance and No-Maj Obliviation =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Body for Protection of Magical Species =====&lt;br /&gt;
&lt;br /&gt;
Run by [[Irene Kneedander]]&lt;br /&gt;
&lt;br /&gt;
Provoked the The Great Sasquatch Rebellion of 1892, forcing MaCUSA’s move to NYC from DC&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizard Broadway ====&lt;br /&gt;
&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Wizard_Broadway&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Noman]] ====&lt;br /&gt;
&lt;br /&gt;
{{:Noman}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[Atro City]] ====&lt;br /&gt;
&lt;br /&gt;
...the Wizarding borough of New York[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Canada ==&lt;br /&gt;
&lt;br /&gt;
=== [[Blyth, Ontario]] ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen]]’s hometown [https://goo.gl/maps/VtJLy3mKM9D2 Google map]&lt;br /&gt;
&lt;br /&gt;
Outside of setting: home to annual Potterverse festival [https://nerdist.com/harry-potter-festival-transfigured-town-canada/]&lt;br /&gt;
&lt;br /&gt;
==== Takagawa Family Home ====&lt;br /&gt;
&lt;br /&gt;
==== Provincial University of Ontario at Blyth ====&lt;br /&gt;
&lt;br /&gt;
Ellen’s father [[Makoto Takagawa]] is a successful Muggle professor at P.U.O.B.&lt;br /&gt;
&lt;br /&gt;
Could use ideas from [https://dnd-wiki.org/wiki/Sigil_Prep_(3.5e_Campaign_Setting) Sigil Preparatory School for Wizards], &amp;#039;&amp;#039;&amp;#039;caution, DanDwiki...!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Europe ==&lt;br /&gt;
&lt;br /&gt;
=== [[Azkaban Prison]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Durmstrang Institute]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry somewhere near northern Europe or Scandinavia.&lt;br /&gt;
&lt;br /&gt;
=== [[Beauxbatons Academy of Magic]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry near France.&lt;br /&gt;
&lt;br /&gt;
== United Kingdom / England / Scotland ==&lt;br /&gt;
&lt;br /&gt;
[https://www.google.com/maps/d/edit?mid=1FDqV7xhtP6q7Dhmaa3Ay8aawnVg&amp;amp;ll=53.742477009084155%2C-1.8710208749999993&amp;amp;z=6 Map of UK Potterverse locations]&lt;br /&gt;
&lt;br /&gt;
=== [[Diagon Alley]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Welcome,” said Hagrid, “to Diagon Alley.”’ -- Rubeus Hagrid in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
Accessed via the [[Leaky Cauldron]] pub.&lt;br /&gt;
&lt;br /&gt;
==== Gringott’s Wizarding Bank ====&lt;br /&gt;
&lt;br /&gt;
Only wizard bank in the world&lt;br /&gt;
&lt;br /&gt;
==== Jimmy Kiddell&amp;#039;s Wonderful Wands ====&lt;br /&gt;
&lt;br /&gt;
In Diagon Alley. He is presumably an inferior wandmaker to Garrick Ollivander as most wizard children get their wands at Ollivanders.&lt;br /&gt;
&lt;br /&gt;
==== Ollivander&amp;#039;s Wands ====&lt;br /&gt;
&lt;br /&gt;
==== [[St. Mungo&amp;#039;s Hospital]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Knockturn Alley]] ====&lt;br /&gt;
&lt;br /&gt;
Home to nefarious Dark Arts practitioners and questionable shops.&lt;br /&gt;
&lt;br /&gt;
=== Hogsmeade Village ===&lt;br /&gt;
&lt;br /&gt;
==== [[Honeyduke’s Express]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Hogwarts School of Wizardry and Magic]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Harry Potter must stay where he is safe. He is too great, too good to lose. If Harry Potter goes back to Hogwarts, he will be in mortal danger.”’--Dobby in Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
==== Headmaster ====&lt;br /&gt;
&lt;br /&gt;
Phineas Nigellus Black (Slytherin), until 1925[http://harrypotter.wikia.com/wiki/Phineas_Nigellus_Black]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&amp;#039;s Phineas Nigellus. . . my great-great-grandfather, see? . . . least popular Headmaster Hogwarts ever had.&amp;quot;—Sirius Black on Phineas&amp;#039;s legacy as Hogwarts Headmaster.&lt;br /&gt;
&lt;br /&gt;
Anti-Muggle&lt;br /&gt;
&lt;br /&gt;
==== Professors ====&lt;br /&gt;
&lt;br /&gt;
[[Albus Dumbledore]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Nurmengard]] / [[Barovia Region]] ==&lt;br /&gt;
&lt;br /&gt;
=== [[Argynvostholt]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Barovia Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder|Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Castle Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Death House]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Barovia]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Kresk Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Mount Bartok]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Svalich Road]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Svalich Woods]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tser Encampment]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tsolenka Pass]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Van Richten Tower]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Vallaki]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Werewolf Den]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard of the Wines]] ===&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1499</id>
		<title>Category:Places</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1499"/>
				<updated>2018-07-29T23:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Wizard Broadway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Places|Alphabetically]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonmag.com/5.0/html5/45813#!/article/106799/101184427 Volo&amp;#039;s Guide to Barovia]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== America / United States of America ==&lt;br /&gt;
&lt;br /&gt;
=== Massachusetts, USA ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ilvermorny School of Witches and Wizards]] ====&lt;br /&gt;
&lt;br /&gt;
Mt. Greylock, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny School of Witches and Wizards#Rooms and Facilities of Ilvermorny|Rooms and facilities at Ilvermorny]] =====&lt;br /&gt;
&lt;br /&gt;
====== [[Snakewood Tree]] (Schlangenholz) ======&lt;br /&gt;
&lt;br /&gt;
* Powerfully magical: healing &lt;br /&gt;
&lt;br /&gt;
* Grew up where they buried Isolt’s disabled wand&lt;br /&gt;
&lt;br /&gt;
* Salazar Slytherin’s wand was snakewood/mundane&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Bellows Pipe Village]], Gateway wizards’ village ====&lt;br /&gt;
&lt;br /&gt;
On Mt. Greylock side ridge &amp;quot;Ragged Mountain&amp;quot; near Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Raven Rocks ====&lt;br /&gt;
&lt;br /&gt;
Formation at the base of the ridge toward North Adams, MA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== North Adams, Massachusetts ====&lt;br /&gt;
&lt;br /&gt;
Nearby Muggle town&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hoosic Tunnel ====&lt;br /&gt;
&lt;br /&gt;
Cursed rail tunnel nearby&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wampanoag &amp;amp; Narragansett tribal areas ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pocomtuc/Deerfield, MA ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New York City ===&lt;br /&gt;
&lt;br /&gt;
==== The Blind Pig ====&lt;br /&gt;
&lt;br /&gt;
Magical speakeasy [http://harrypotter.wikia.com/wiki/The_Blind_Pig] run by Gnarlak, American goblin gangster[http://harrypotter.wikia.com/wiki/Gnarlak]&lt;br /&gt;
&lt;br /&gt;
Tavern quest hooks, functionally&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Magical Congress of the United States of America|MACUSA]] / [[Magical Congress of the United States of America]]==== &lt;br /&gt;
&lt;br /&gt;
Located within Woolworths Building&lt;br /&gt;
&lt;br /&gt;
MACUSA’s primary aim was to rid the continent of [[Scourers]], corrupt wizards who had hunted their fellow magical beings for personal gain. &lt;br /&gt;
&lt;br /&gt;
===== [[Department of Magical Law Enforcement]] =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===== Department of Magical Transportation =====&lt;br /&gt;
&lt;br /&gt;
Because it is difficult and dangerous, [[Apparation]] requires a licence from the Department of Magical Transportation, which can only be issued to those of seventeen and over. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Federal Bureau of Covert Vigilance and No-Maj Obliviation =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Body for Protection of Magical Species =====&lt;br /&gt;
&lt;br /&gt;
Run by [[Irene Kneedander]]&lt;br /&gt;
&lt;br /&gt;
Provoked the The Great Sasquatch Rebellion of 1892, forcing MaCUSA’s move to NYC from DC&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizard Broadway ====&lt;br /&gt;
&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Wizard_Broadway&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Noman]] ====&lt;br /&gt;
&lt;br /&gt;
....is an island[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[Atro City]] ====&lt;br /&gt;
&lt;br /&gt;
...the Wizarding borough of New York[https://www.reddit.com/r/DnD/comments/4jd7bd/ideas_for_punny_place_names/d35o9yj]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Canada ==&lt;br /&gt;
&lt;br /&gt;
=== [[Blyth, Ontario]] ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen]]’s hometown [https://goo.gl/maps/VtJLy3mKM9D2 Google map]&lt;br /&gt;
&lt;br /&gt;
Outside of setting: home to annual Potterverse festival [https://nerdist.com/harry-potter-festival-transfigured-town-canada/]&lt;br /&gt;
&lt;br /&gt;
==== Takagawa Family Home ====&lt;br /&gt;
&lt;br /&gt;
==== Provincial University of Ontario at Blyth ====&lt;br /&gt;
&lt;br /&gt;
Ellen’s father [[Makoto Takagawa]] is a successful Muggle professor at P.U.O.B.&lt;br /&gt;
&lt;br /&gt;
Could use ideas from [https://dnd-wiki.org/wiki/Sigil_Prep_(3.5e_Campaign_Setting) Sigil Preparatory School for Wizards], &amp;#039;&amp;#039;&amp;#039;caution, DanDwiki...!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Europe ==&lt;br /&gt;
&lt;br /&gt;
=== [[Azkaban Prison]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Durmstrang Institute]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry somewhere near northern Europe or Scandinavia.&lt;br /&gt;
&lt;br /&gt;
=== [[Beauxbatons Academy of Magic]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry near France.&lt;br /&gt;
&lt;br /&gt;
== United Kingdom / England / Scotland ==&lt;br /&gt;
&lt;br /&gt;
[https://www.google.com/maps/d/edit?mid=1FDqV7xhtP6q7Dhmaa3Ay8aawnVg&amp;amp;ll=53.742477009084155%2C-1.8710208749999993&amp;amp;z=6 Map of UK Potterverse locations]&lt;br /&gt;
&lt;br /&gt;
=== [[Diagon Alley]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Welcome,” said Hagrid, “to Diagon Alley.”’ -- Rubeus Hagrid in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
Accessed via the [[Leaky Cauldron]] pub.&lt;br /&gt;
&lt;br /&gt;
==== Gringott’s Wizarding Bank ====&lt;br /&gt;
&lt;br /&gt;
Only wizard bank in the world&lt;br /&gt;
&lt;br /&gt;
==== Jimmy Kiddell&amp;#039;s Wonderful Wands ====&lt;br /&gt;
&lt;br /&gt;
In Diagon Alley. He is presumably an inferior wandmaker to Garrick Ollivander as most wizard children get their wands at Ollivanders.&lt;br /&gt;
&lt;br /&gt;
==== Ollivander&amp;#039;s Wands ====&lt;br /&gt;
&lt;br /&gt;
==== [[St. Mungo&amp;#039;s Hospital]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Knockturn Alley]] ====&lt;br /&gt;
&lt;br /&gt;
Home to nefarious Dark Arts practitioners and questionable shops.&lt;br /&gt;
&lt;br /&gt;
=== Hogsmeade Village ===&lt;br /&gt;
&lt;br /&gt;
==== [[Honeyduke’s Express]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Hogwarts School of Wizardry and Magic]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Harry Potter must stay where he is safe. He is too great, too good to lose. If Harry Potter goes back to Hogwarts, he will be in mortal danger.”’--Dobby in Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
==== Headmaster ====&lt;br /&gt;
&lt;br /&gt;
Phineas Nigellus Black (Slytherin), until 1925[http://harrypotter.wikia.com/wiki/Phineas_Nigellus_Black]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&amp;#039;s Phineas Nigellus. . . my great-great-grandfather, see? . . . least popular Headmaster Hogwarts ever had.&amp;quot;—Sirius Black on Phineas&amp;#039;s legacy as Hogwarts Headmaster.&lt;br /&gt;
&lt;br /&gt;
Anti-Muggle&lt;br /&gt;
&lt;br /&gt;
==== Professors ====&lt;br /&gt;
&lt;br /&gt;
[[Albus Dumbledore]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Nurmengard]] / [[Barovia Region]] ==&lt;br /&gt;
&lt;br /&gt;
=== [[Argynvostholt]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Barovia Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder|Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Castle Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Death House]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Barovia]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Kresk Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Mount Bartok]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Svalich Road]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Svalich Woods]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tser Encampment]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tsolenka Pass]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Van Richten Tower]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Vallaki]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Werewolf Den]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard of the Wines]] ===&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1498</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1498"/>
				<updated>2018-07-29T23:35:37Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m running a Harry Potter-themed D&amp;amp;D campaign for my wife.  This site collects my notes and plans sourced from all over the web and the Potterverse.  You&amp;#039;re welcome to enjoy them too!  Please support the creators of D&amp;amp;D and Harry Potter by buying their stuff.&lt;br /&gt;
&lt;br /&gt;
== [[:Category:DM_Tools|DM Tools]] ==&lt;br /&gt;
[[Image:Watermark Crest160.jpg|thumb|400px|Hayashi Park House Crest]] &lt;br /&gt;
[[Character Name Blanks]], [[Place Name Generators]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Handouts|Handouts]] &amp;amp; printables&lt;br /&gt;
&lt;br /&gt;
[[:Special:Upload|Upload a file]]&lt;br /&gt;
&lt;br /&gt;
[http://prints.mikeschley.com/p678546160/h603e2569#h603e2569 Purchase hires maps]&lt;br /&gt;
&lt;br /&gt;
[[List of Milestones]]&lt;br /&gt;
&lt;br /&gt;
[[Page Index]]&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Greyhawk Initiative [http://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf pdf]&lt;br /&gt;
 &lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf) pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Campaign Plot Notes|Campaign Plot Notes]] ==&lt;br /&gt;
&lt;br /&gt;
  [[Story Campaign Acts]]: &lt;br /&gt;
  [[Act 0]]: Evil Toils Long Into the Night&lt;br /&gt;
  [[Act 1]]: Establishing Shot/Opening Image&lt;br /&gt;
  [[Act 2]]: Something Bad Happens/The Hook&lt;br /&gt;
  [[Act 3]]: Enter the Hero/Heroine&lt;br /&gt;
  [[Act 4]]: Commitment&lt;br /&gt;
  [[Act 5]]: The First Goal Is Wrong But Fun&lt;br /&gt;
  [[Act 6]]: Reversal Moment&lt;br /&gt;
  [[Act 7]]: Go For The Real Goal&lt;br /&gt;
  [[Act 8]]: Back to the Beginning&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Continuous Elements ===&lt;br /&gt;
&lt;br /&gt;
[[:Category:Themes|Themes]] &amp;amp; [[Tone]]&lt;br /&gt;
&lt;br /&gt;
[[Background Music]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Our Campaign Record]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Other Campaigns ===&lt;br /&gt;
&lt;br /&gt;
[[Historic Arcs]]: other homebrewed plots for 5e and set in the Potterverse.  These are wonderful resources to draw from.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Setting|Setting]] ==&lt;br /&gt;
&lt;br /&gt;
1920s American wizarding communities, near the time of [Fantastic [[:Category:Creatures|Beasts]] and [[:Category:Places|Where to Find]] Them]. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Characters]] &amp;amp; [[:Category:Factions|Factions]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Party ====&lt;br /&gt;
&lt;br /&gt;
;[[Mitsuko Ellen Takagawa|Ellen Takagawa]] :mudblood daughter of a professor and a veterinarian. [[Magizoologist]] hopeful. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Cormac O’Brien]] :Straightman to James’s comedian. Mid-Atlantic/non-accent. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Jaina Gaunt Snowlight]] :Always completely swathed in clothing from head to toe. Has snakelike eyes. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Equebus James Henkenius]] :A jovial and socially awkward Canuck Viking, accent and all. Tall, often bumps his head on things. Uses Minnesota negation language. Student in [[Thunderbird House]] of Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:NPCs|NPCs]] ====&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Ilvermorny Students|Other Ilvermorny Students]] ===== &lt;br /&gt;
;[[Aaron Whitaker]] :Thunderbird House Lead Student&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;[[Lucile Knox]] :Wampus House student and [[Dueling Club]] enthusiast&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unassigned names: Elsie Beasley, Kathryn Hayden, Isabelle Stephenson, Ella Wyatt, Marilyn Cameron&lt;br /&gt;
&lt;br /&gt;
Leonard Myers, August Pickett, Ellis Rollins, Melvin Yates, &lt;br /&gt;
&lt;br /&gt;
Alyan Kovic, A Bard who parodies other bards.[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0p65v]&lt;br /&gt;
&lt;br /&gt;
Leth Al de Mage[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0rvmb]&lt;br /&gt;
&lt;br /&gt;
(be friends with) Benny Fitz[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds11542]&lt;br /&gt;
&lt;br /&gt;
Gawain Forebroak[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0p45e]&lt;br /&gt;
&lt;br /&gt;
Chester Minute[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0p45e]&lt;br /&gt;
&lt;br /&gt;
Arthur Einemoor[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0p45e]&lt;br /&gt;
&lt;br /&gt;
Morris Better[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds0p45e]&lt;br /&gt;
&lt;br /&gt;
Sawyer Priors: Head chaplain at [[Ilvermorny]][https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Nika Thyme: An unlikely savior[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Bornina Barnaby: Never remembers to close doors behind her[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Lorna du Hardweigh: Refuses to listen to advice[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Corin Frakes: Good with milk[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Holden de Bagg: Don&amp;#039;t get caught[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Amos Trewe: Best archer in the country[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds1qra0]&lt;br /&gt;
&lt;br /&gt;
Stypher Wynn Australian Tiefling [[Magizoology|Magizoologist]] Beast Master from the land down under[https://www.reddit.com/r/dndnext/comments/7nbten/looking_for_pun_names/ds204vo]&lt;br /&gt;
&lt;br /&gt;
The Dragon with the Girl Tattoo[https://www.reddit.com/r/DnD/comments/6b3hqp/punny_book_titles/dhjmmqy]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny Faculty]] =====&lt;br /&gt;
&lt;br /&gt;
{{:Ilvermorny Faculty}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Ilvermorny Staff =====&lt;br /&gt;
&lt;br /&gt;
[[Devlin Thådetåils]], Cleric, runs [[Ilvermorny Infirmary]] wing.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Paige Turner]], Deputy Headmistress of [[Ilvermorny Library]] facilities.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jacques Parrow]], Assistant [[Ilvermorny Grounds|Grounds]]keeper. [[Vistani]].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Les Dudas]], Hot-tempered campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Sorden Bord]], campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Tychus Early]], druid, Ilvermorny groundskeeper, [[:Category:Eagles of War|Eagle of War]].&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Residents of Bellows Pipe|Bellows Pipe Residents]] =====&lt;br /&gt;
&lt;br /&gt;
;[[Arctura LeStrange]]: Voice: tight throat, high gorge feminine.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Finn Isher]]: Uncharismatic wizardly police officer.  Known to close cases with a little too much prejudice.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sarja Avlevina]]: voice: strong Russian accent. An achingly beautiful victim/escapee of Gellert Grindelwald’s recent experiments with wizarding power in Europe. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sweetonius Paulinus]]: Goblin.  Owner and Proprietor of [[Sweetonius&amp;#039;s]] candy shoppe.  Enigmatic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== The BBEG =====&lt;br /&gt;
&lt;br /&gt;
[[The Dark Wizard]] Gellert Grindelwald, aka Strahd. OwO&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Places|Places]], locations, &amp;amp; sites ===&lt;br /&gt;
&lt;br /&gt;
[[Ilvermorny]], [[New York City]], [[Hogwarts]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Creatures|Creatures]], monsters, &amp;amp; beasts ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== [[Money]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Slang of the Roaring 20s]] ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Rules &amp;amp; Resources == &lt;br /&gt;
&lt;br /&gt;
Fitting 5e rules and mechanics to a Potterverse look-and-feel.&lt;br /&gt;
&lt;br /&gt;
Reskinning [Curse of Strahd] away from gothic horror toward Rowling-esque whimsy.&lt;br /&gt;
&lt;br /&gt;
=== [[Character Creation]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Assembling The Party]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Spells|Spells/Magic]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Spells|Spell list]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Spells and Magic|Spells and Magic Rules]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Wild Magic Surges]] (table) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Minor Magic Side Effects]] (list) ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Items|Items]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Potions|Potions]] ==== &lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Equipment|Equipment]] ====&lt;br /&gt;
&lt;br /&gt;
[[:Category:Weapons|Weapons]], [[:Category:Armors|Armors]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Fantastic [[:Category:Creatures|beasts]] and [[:Category:Places|where]] to find them ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Combat]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Character deaths]] and how to handle them ===&lt;br /&gt;
&lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[List of Milestones|Milestones]] for leveling up ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Many mechanics indeed are taken directly from 5th edition SRD (all credit to Wizards of the Coast in those cases), but much of it is from scratch as JK Rowling’s wizarding world has many clashes with that of D&amp;amp;D, particularly in the use of magic. In many ways, this wiki can be thought of as variant magic rules for D&amp;amp;D 5th edition.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1497</id>
		<title>Library Caper</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1497"/>
				<updated>2018-07-29T23:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation of [https://dungeonmagazineguide.files.wordpress.com/2016/06/dungeon-magazine-009.pdf The Library of Ferrantia]&lt;br /&gt;
&lt;br /&gt;
;Act 0, Evil prepares: Miners break into the library subbasement utterly by accident by mining from the [[Adams Marble Quarry]].  They are directed in this effort by [[The Dark Wizard]] posing as Sam Tick, a mining expert, who is prevented by barrier enchantments at Ilvermorny from stepping onto the property. &lt;br /&gt;
&lt;br /&gt;
;Act 1, Establishing shot: air of mischief and excitement as Ellen and her friends sneak into the library one night their first week at school. &lt;br /&gt;
&lt;br /&gt;
;Act 2, Something bad happens: the kids soon find the librarian, [[Paige Turner]], injured and unconscious on the library floor and they hear the sounds of the miners recounting how the books must be incredibly valuable on the black market. &lt;br /&gt;
&lt;br /&gt;
;Act 3, Enter the hero: Ellen faces the choice of what to do. &lt;br /&gt;
&lt;br /&gt;
;Act 4, Commitment: the Dark Wizard and his henchmen become aware of Ellen and her friends’ initial response to the situation and try to trap them in the library so they can quietly subdue the kids while stealing magizoology books. &lt;br /&gt;
&lt;br /&gt;
;Act 5, Pursue initial/obvious goal despite complications: Ellen and her crew must evade, foil, or thwart several mundane miners and a very powerful, increasingly evil wizard. &lt;br /&gt;
&lt;br /&gt;
* stealth option: hide, try to steal back stolen books&lt;br /&gt;
* social option: try to break the charm hold on the miners&lt;br /&gt;
* battle option: mainly fight vs. miners and Dark Wizard’s familiar used as spellcasting conduit&lt;br /&gt;
* transcend option: just break out and seek help immediately&lt;br /&gt;
&lt;br /&gt;
;Act 6, Reversal: All seems lost for a long dark moment because the bad guy manages to ___________. Perfect moment for a little help from a little friend. &lt;br /&gt;
&lt;br /&gt;
;Act 7, Go for the true goal: Unfolds in real-time as Ellen’s party now fights to escape/warn the rest of the school about the Dark Wizard’s approach &amp;amp; attack. &lt;br /&gt;
&lt;br /&gt;
;Act 8, Back to normal/can never be normal again: Ellen’s party now must face the school year knowing that a mysterious and powerful Dark Wizard is hunting them specifically. &lt;br /&gt;
&lt;br /&gt;
[[Category:Oneshots]]&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Library Caper Items===&lt;br /&gt;
&lt;br /&gt;
;Fox-in-a-Bag: Sleeps all the time. As soon as it touches the ground, it will run around like crazy. Dex 18, AC as plate because of high Dexterity + foxy nature. If you pick it up (good luck) it will fall back asleep.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.[http://soogagames.blogspot.com/2009/07/100-interesting-magic-items-first-half.html]&lt;br /&gt;
&lt;br /&gt;
;Jesters Skull: tells bad joke on request, 1in6 good [http://elfmaidsandoctopi.blogspot.com.au/2013/08/gothic-zone-book-intro.html]&lt;br /&gt;
&lt;br /&gt;
;Perpetual motion machine: Utterly unremarkable in a world filled with magic, but still cool.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;A hefty piece of magnetic ore: that fell from the skies[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;A gnarled walking staff: of living wood that can manipulate tiny objects while you hold it[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;Antique animal cage: [https://www.dicegeeks.com/cottage-1d100-rpg-list/]&lt;br /&gt;
&lt;br /&gt;
;A small rabbit-fur pouch: filled with ceremonial herbs and incense[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;br /&gt;
&lt;br /&gt;
;Armor Piercing Arrows: arranged on a wall display. Tipped with special metals that ignore AC, +2 to hit.[http://dndspeak.com/2018/05/100-different-arrow-types/]&lt;br /&gt;
&lt;br /&gt;
;Scrying Arrow: arranged on the wall display.  It takes a moment to prep the scrying arrow. You look into the foggy glass and your non dominant eye loses sight for a second before reforming inside the glassy bulb. This effect lasts for a minute. This arrow can then be shot.[http://dndspeak.com/2018/05/100-different-arrow-types/]&lt;br /&gt;
&lt;br /&gt;
;A coin: that appears to have the same sides to everyone except you[https://www.reddit.com/r/d100/comments/6zx05f/d100_trinkets/]&lt;br /&gt;
&lt;br /&gt;
;A small, leather-bound book: filled with prophecies. All of them will be found to be true, but the last of them is dated just a few weeks ago.[https://www.reddit.com/r/d100/comments/6zx3b5/d100_curious_items/]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1496</id>
		<title>Library Caper</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Library_Caper&amp;diff=1496"/>
				<updated>2018-07-29T23:27:04Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adaptation of [https://dungeonmagazineguide.files.wordpress.com/2016/06/dungeon-magazine-009.pdf The Library of Ferrantia]&lt;br /&gt;
&lt;br /&gt;
;Act 0, Evil prepares: Miners break into the library subbasement utterly by accident by mining from the [[Adams Marble Quarry]].  They are directed in this effort by [[The Dark Wizard]] posing as Sam Tick, a mining expert, who is prevented by barrier enchantments at Ilvermorny from stepping onto the property. &lt;br /&gt;
&lt;br /&gt;
;Act 1, Establishing shot: air of mischief and excitement as Ellen and her friends sneak into the library one night their first week at school. &lt;br /&gt;
&lt;br /&gt;
;Act 2, Something bad happens: the kids soon find the librarian, [[Paige Turner]], injured and unconscious on the library floor and they hear the sounds of the miners recounting how the books must be incredibly valuable on the black market. &lt;br /&gt;
&lt;br /&gt;
;Act 3, Enter the hero: Ellen faces the choice of what to do. &lt;br /&gt;
&lt;br /&gt;
;Act 4, Commitment: the Dark Wizard and his henchmen become aware of Ellen and her friends’ initial response to the situation and try to trap them in the library so they can quietly subdue the kids while stealing magizoology books. &lt;br /&gt;
&lt;br /&gt;
;Act 5, Pursue initial/obvious goal despite complications: Ellen and her crew must evade, foil, or thwart several mundane miners and a very powerful, increasingly evil wizard. &lt;br /&gt;
&lt;br /&gt;
* stealth option: hide, try to steal back stolen books&lt;br /&gt;
* social option: try to break the charm hold on the miners&lt;br /&gt;
* battle option: mainly fight vs. miners and Dark Wizard’s familiar used as spellcasting conduit&lt;br /&gt;
* transcend option: just break out and seek help immediately&lt;br /&gt;
&lt;br /&gt;
;Act 6, Reversal: All seems lost for a long dark moment because the bad guy manages to ___________. Perfect moment for a little help from a little friend. &lt;br /&gt;
&lt;br /&gt;
;Act 7, Go for the true goal: Unfolds in real-time as Ellen’s party now fights to escape/warn the rest of the school about the Dark Wizard’s approach &amp;amp; attack. &lt;br /&gt;
&lt;br /&gt;
;Act 8, Back to normal/can never be normal again: Ellen’s party now must face the school year knowing that a mysterious and powerful Dark Wizard is hunting them specifically. &lt;br /&gt;
&lt;br /&gt;
[[Category:Oneshots]]&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Library Caper Items===&lt;br /&gt;
&lt;br /&gt;
;Fox-in-a-Bag: Sleeps all the time. As soon as it touches the ground, it will run around like crazy. Dex 18, AC as plate because of high Dexterity + foxy nature. If you pick it up (good luck) it will fall back asleep.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.[http://soogagames.blogspot.com/2009/07/100-interesting-magic-items-first-half.html]&lt;br /&gt;
&lt;br /&gt;
;Jesters Skull: tells bad joke on request, 1in6 good [http://elfmaidsandoctopi.blogspot.com.au/2013/08/gothic-zone-book-intro.html]&lt;br /&gt;
&lt;br /&gt;
;Perpetual motion machine: Utterly unremarkable in a world filled with magic, but still cool.[https://www.reddit.com/r/d100/comments/6zwwp1/d100_minor_magic_items/]&lt;br /&gt;
&lt;br /&gt;
;A hefty piece of magnetic ore: that fell from the skies[http://www.eberron5e.com/game-mastery/trinkets-treasures/100-new-trinkets]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Ilvermorny_School_of_Witches_and_Wizards&amp;diff=1495</id>
		<title>Ilvermorny School of Witches and Wizards</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Ilvermorny_School_of_Witches_and_Wizards&amp;diff=1495"/>
				<updated>2018-07-29T23:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ilvermorny_Ext.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;br /&gt;
&lt;br /&gt;
== Protections ==&lt;br /&gt;
&amp;quot;It stands at the highest peak of Mount Greylock, where it is concealed from non-magic gaze by a variety of powerful enchantments, which sometimes manifest in a wreath of misty cloud.&amp;quot; —Description of Ilvermorny&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
It is impossible to [[Apparate]] or Disapparate within Ilvermorny, Hogwarts, and other similarly [http://harrypotter.wikia.com/wiki/Unplottability nonplottable] places. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
== Student Houses ==&lt;br /&gt;
=== Pukwudgie ===&lt;br /&gt;
=== Horned Serpent ===&lt;br /&gt;
&lt;br /&gt;
Founded by [[Isolt Sayre]], Ilvermorny founder!&lt;br /&gt;
&lt;br /&gt;
Horned Serpent House is sometimes considered to represent the mind of a witch or wizard. It is also said that Horned Serpent favours scholars.[3]&lt;br /&gt;
&lt;br /&gt;
They are often associated with or said to control the weather, particularly rain, lightning, and thunder.[5][6] Magical abilities ascribed to them include shape-shifting, invisibility, and hypnotic powers.[6]&lt;br /&gt;
&lt;br /&gt;
=== Wampus ===&lt;br /&gt;
&lt;br /&gt;
=== Thunderbird ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen&amp;#039;s]] chosen house in 1917.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ilvermorny Faculty|Faculty]] ==&lt;br /&gt;
&lt;br /&gt;
{{:Ilvermorny Faculty}}&lt;br /&gt;
&lt;br /&gt;
== Staff ==&lt;br /&gt;
&lt;br /&gt;
[[Tychus Early]], an [[Eagle of War]], returned to his alma mater, Ilvermorny, seeking peace and quiet as a groundskeeper. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Academic Classes ==&lt;br /&gt;
[http://harrypotter.wikia.com/wiki/Hogwarts_subjects Source]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
‘“E”,’ George corrected her, ‘“E” for “Exceeds Expectations”. And I’ve always thought Fred and I should’ve got “E” in everything, because we exceeded expectations just by turning up for the exams.”--George Weasley in &amp;#039;&amp;#039;Harry Potter and the Order of the Phoenix&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== First Year Classes ===&lt;br /&gt;
&lt;br /&gt;
;Transfiguration :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘Hermione let her robes fall and Ron backed into the sink. Her face was covered in black fur. Her eyes had gone yellow and there were long pointed ears poking through her hair.’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | &amp;#039;&amp;#039;Harry Potter and the Chamber of Secrets&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Charms :Basic introductory spellcasting with a wand.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Potions :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘Deliberately causing mayhem in Snape&amp;#039;s Potions class was about as safe as poking a sleeping dragon in the eye.’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | &amp;#039;&amp;#039;Harry Potter and the Chamber of Secrets&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;History of Magic :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Defense Against the Dark Arts :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Astronomy :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘“Good luck, Harry Potter,” said Firenze. “The planets have been read wrongly before now, even by centaurs. I hope this is one of those times.”’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Firenze in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Magizoology Course]] :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Flying Lessons :Uses [[broomsticks]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘Hermione Granger was almost as nervous about flying as Neville was. This was something you couldn&amp;#039;t learn by heart out of a book – not that she hadn’t tried.’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | Firenze in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: solid; border-width:1px;max-width:40em;margin-left:auto;margin-right:auto;&amp;quot; &lt;br /&gt;
| cellpadding=10 | ‘Harry cast about for a happy memory. Certainly, nothing that had happened to him at the Dursleys’ was going to do. Finally, he settled on the moment when he had first ridden a broomstick.’&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: gray;&amp;quot; cellpadding=10 | &amp;#039;&amp;#039;Harry Potter and the Prisoner of Azkaban&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Second Year Classes ===&lt;br /&gt;
;Transfiguration :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Charms :&lt;br /&gt;
&lt;br /&gt;
;Potions :&amp;lt;br /&amp;gt;-----&amp;lt;br/&amp;gt;‘“Why can’t I drink the potion instead?” asked Harry desperately.&amp;lt;br /&amp;gt;&amp;amp;nbsp;&amp;lt;br/&amp;gt;“Because I am much older, much cleverer, and much less valuable,” said Dumbledore.’--&amp;#039;&amp;#039;Harry Potter and the Half-Blood Prince&amp;#039;&amp;#039;, J.K. Rowling&amp;lt;br /&amp;gt;-----&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;History of Magic :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Defense Against the Dark Arts :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Astronomy :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Magizoology :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Flying lessons :Uses [[broomsticks]]&lt;br /&gt;
&lt;br /&gt;
=== Third/Fourth/Fifth Year Classes ===&lt;br /&gt;
&lt;br /&gt;
Third, fourth, and fifth year students choose two electives plus usual core courses: Transfiguration, Charms, Potions, History of Magic, Defense against the Dark Arts, Astronomy, &amp;amp; Magizoology.&lt;br /&gt;
&lt;br /&gt;
Fifth year students also begin N.E.W.T. professional advising with a faculty member paired to them.&lt;br /&gt;
&lt;br /&gt;
==== Third/Fourth (&amp;quot;Midyear&amp;quot;)/Fifth Year Electives ====&lt;br /&gt;
&lt;br /&gt;
;Arithmancy :&lt;br /&gt;
&lt;br /&gt;
;Muggle Studies :&lt;br /&gt;
&lt;br /&gt;
;Divination :&amp;lt;br/&amp;gt;-----&amp;lt;br/&amp;gt;‘Neville’s childhood had been blighted by Voldemort just as much as Harry’s had, but Neville had no idea how close he had come to having Harry’s destiny.’--&amp;#039;&amp;#039;Harry Potter and the Half-Blood Prince&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
;Study of Ancient Runes :&lt;br /&gt;
&lt;br /&gt;
;Advanced Care of Magical Creatures :&lt;br /&gt;
&lt;br /&gt;
;Ghoul Studies :&lt;br /&gt;
&lt;br /&gt;
;Xylomancy :Twig divination, advanced herbomancy&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Students sit for their Ordinary Wizarding Level (O.W.L.) exams at the end of their fifth year in residence.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ordinary. Wizarding. Level. Examinations. O.W.L.s. More commonly known as &amp;#039;Owls&amp;#039;. Study hard and you will be rewarded. Fail to do so and the consequences may be… severe.&amp;quot;[http://harrypotter.wikia.com/wiki/Ordinary_Wizarding_Level]&lt;br /&gt;
&lt;br /&gt;
=== Sixth and Seventh Year Classes ===&lt;br /&gt;
&lt;br /&gt;
Sixth and seventh year students choose two advanced electives plus usual core courses: Transfiguration, Charms, Potions, History of Magic, Defense against the Dark Arts, Astronomy, &amp;amp; Magizoology.  Mandatory N.E.W.T. training is also required of all sixth and seventh year students.&lt;br /&gt;
&lt;br /&gt;
==== Sixth &amp;amp; Seventh Year Electives ====&lt;br /&gt;
&lt;br /&gt;
;Advanced Flying and Broomstick Formations :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Apparition Lessons :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Technical Alchemy: Transmutation and elemental magic :&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Disciplinary Policies ==&lt;br /&gt;
&lt;br /&gt;
‘“Of course, it would be difficult. And dangerous, very dangerous. We’d be breaking about fifty school rules, I expect.”’ -- Hermione Granger in &amp;#039;&amp;#039;Harry Potter and the Chamber of Secrets&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In short, [[Rappaport’s Law]] drove the American wizarding community, already dealing with an unusually suspicious [[No-Maj]] population, still deeper underground.&amp;quot;—Overview of the law&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Rappaport&amp;#039;s Law is an American wizarding law enacted by President [[Emily Rappaport]] in 1790 in response to the fallout of [[Dorcus Twelvetrees]]&amp;#039;s breach of the [[International Statute of Secrecy]]. It will be repealed eventually in 1965.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Ilvermorny students are held to a strict standard of discipline with regard to [[Rappaport&amp;#039;s Law]].  Any student suspected of breaking school policy or wizarding law is automatically placed on restrictions and earns demerits for their student house.  Any student caught or proven to have broken school policy or wizarding law is summarily ejected from the school.  Literally.&lt;br /&gt;
&lt;br /&gt;
== Rooms and Facilities of Ilvermorny ==&lt;br /&gt;
&lt;br /&gt;
Adapted from [http://harrypotter.wikia.com/wiki/Category:Hogwarts_locations this source].&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
&lt;br /&gt;
[[Ilvermorny Armory|Armory]], guarded perpetually by [[Claude UrWayin]], an animated suit of armor.&lt;br /&gt;
&lt;br /&gt;
Artifact Room&lt;br /&gt;
&lt;br /&gt;
Astronomy reading room&lt;br /&gt;
&lt;br /&gt;
Astronomy Room&lt;br /&gt;
&lt;br /&gt;
Attic&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
&lt;br /&gt;
Repair Workshop and Toolshed&lt;br /&gt;
&lt;br /&gt;
Bellows Pipe path&lt;br /&gt;
&lt;br /&gt;
Bellows Pipe cog railroad station&lt;br /&gt;
&lt;br /&gt;
[[&amp;#039;Bewere, Do Not Enter&amp;#039; Gate]]: curses anyone passing through to have lycanthrope. &amp;#039;Were&amp;#039;, get it??  I kill me!&lt;br /&gt;
&lt;br /&gt;
Broom Cupboard&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
C&lt;br /&gt;
&lt;br /&gt;
Cauldron Room&lt;br /&gt;
&lt;br /&gt;
Clock Tower balcony&lt;br /&gt;
&lt;br /&gt;
Common room corridor&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
D&lt;br /&gt;
&lt;br /&gt;
Defence Against the Dark Arts Storeroom&lt;br /&gt;
&lt;br /&gt;
Defence Against the Dark Arts teacher&amp;#039;s office&lt;br /&gt;
&lt;br /&gt;
Detention Chamber&lt;br /&gt;
&lt;br /&gt;
Disused classroom&lt;br /&gt;
&lt;br /&gt;
Duelling Club room&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
E&lt;br /&gt;
&lt;br /&gt;
East Towers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
F&lt;br /&gt;
&lt;br /&gt;
Floo Room&lt;br /&gt;
&lt;br /&gt;
First Floor&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
Gorlach&amp;#039;s Ravine to [[Raven Rocks]]&lt;br /&gt;
&lt;br /&gt;
Great Round Tower&lt;br /&gt;
&lt;br /&gt;
	Dining Greathall, ground floor&lt;br /&gt;
&lt;br /&gt;
Grounds, Quidditch Practice&lt;br /&gt;
	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
H&lt;br /&gt;
&lt;br /&gt;
Headmaster Portraits Gallery&lt;br /&gt;
&lt;br /&gt;
Headmaster&amp;#039;s Office&lt;br /&gt;
&lt;br /&gt;
Herbomancy Bluehouse&lt;br /&gt;
&lt;br /&gt;
Herbomancy Greenhouse&lt;br /&gt;
&lt;br /&gt;
Herbomancy Redhouse&lt;br /&gt;
&lt;br /&gt;
Herbomancy Whitehouse&lt;br /&gt;
&lt;br /&gt;
House Point Ceremony chamber&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
J&lt;br /&gt;
&lt;br /&gt;
Jinxes Classroom&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
K&lt;br /&gt;
&lt;br /&gt;
Kitchens&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
L&lt;br /&gt;
&lt;br /&gt;
Landing Strip for Carriages&lt;br /&gt;
&lt;br /&gt;
Laundry&lt;br /&gt;
&lt;br /&gt;
Lawn&lt;br /&gt;
&lt;br /&gt;
Lever Rooms&lt;br /&gt;
&lt;br /&gt;
[[Ilvermorny Library]]&lt;br /&gt;
&lt;br /&gt;
* Front portico with statuesque collonades&lt;br /&gt;
* Back entrance&lt;br /&gt;
&lt;br /&gt;
Link Building&lt;br /&gt;
&lt;br /&gt;
Long Gallery&lt;br /&gt;
&lt;br /&gt;
Lost Wands &lt;br /&gt;
&lt;br /&gt;
Lower Art Room&lt;br /&gt;
&lt;br /&gt;
Lower Chambers&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
M&lt;br /&gt;
&lt;br /&gt;
[[Misty Ridges]]&lt;br /&gt;
&lt;br /&gt;
Muggle Studies showroom&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
N&lt;br /&gt;
&lt;br /&gt;
North battlements&lt;br /&gt;
&lt;br /&gt;
North Wing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
O&lt;br /&gt;
&lt;br /&gt;
Owlery&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
P&lt;br /&gt;
&lt;br /&gt;
Path to [[North Adams]], MA&lt;br /&gt;
&lt;br /&gt;
Pepperpot&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Q&lt;br /&gt;
&lt;br /&gt;
Quidditch Changing Rooms&lt;br /&gt;
&lt;br /&gt;
Quidditch Practice Grounds&lt;br /&gt;
&lt;br /&gt;
Quiet room&lt;br /&gt;
&lt;br /&gt;
[[Quintaped Lawn]] connects the four house dormitories to the remainder of Ilvermorny buildings and halls.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
R&lt;br /&gt;
&lt;br /&gt;
Ravine, Gorlach&amp;#039;s to [[Raven Rocks]]&lt;br /&gt;
&lt;br /&gt;
Room of Rewards&lt;br /&gt;
&lt;br /&gt;
Room of Runes&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
S&lt;br /&gt;
&lt;br /&gt;
[[Scent in L]]: this large L-shaped sculpture gives off an incredibly intense scent, strong enough to prevent passage beyond it. Usable as a puzzle obstacle in the [[Ilvermorny Library|Library]].&lt;br /&gt;
&lt;br /&gt;
Second-floor arcade&lt;br /&gt;
&lt;br /&gt;
Second-floor corridor&lt;br /&gt;
&lt;br /&gt;
Secret passages&lt;br /&gt;
&lt;br /&gt;
Staff Breakroom&lt;br /&gt;
&lt;br /&gt;
Storage Cupboard&lt;br /&gt;
&lt;br /&gt;
Study Cubbies, Library&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
T&lt;br /&gt;
&lt;br /&gt;
Terrace, Greylock&lt;br /&gt;
&lt;br /&gt;
The Balds (Paddock)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thunderbird Hall&lt;br /&gt;
&lt;br /&gt;
	Thunderbird House Forecourt Yard&lt;br /&gt;
	&lt;br /&gt;
	Thunderbird Battlements&lt;br /&gt;
&lt;br /&gt;
	[[Thunderbird House Foyer]], containing:&lt;br /&gt;
&lt;br /&gt;
{{:Draziw the Confused}}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;Connects to:[[Thunderbird House Forecourt Yard]] via the front door, and opens onto [[Thunderbird House Commons]].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Commons]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Boys&amp;#039; Alcoves]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Girls&amp;#039; Alcoves]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Youth Alcoves]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Vista Balcony]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Trophy Hall]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Herbalism &amp;amp; Potions Workshop]]&lt;br /&gt;
	&lt;br /&gt;
	[[Thunderbird House Widow&amp;#039;s Walk]]&lt;br /&gt;
&lt;br /&gt;
Thundermug Room&lt;br /&gt;
&lt;br /&gt;
Transfiguration Classroom Labyrinth&lt;br /&gt;
&lt;br /&gt;
Trophy Hall&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
V&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
W&lt;br /&gt;
&lt;br /&gt;
West Tower battlements&lt;br /&gt;
&lt;br /&gt;
Writing Supplies Room&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Sarja_Avlevina&amp;diff=1494</id>
		<title>Sarja Avlevina</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Sarja_Avlevina&amp;diff=1494"/>
				<updated>2018-07-29T23:17:52Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]][[Category:NPCs]][[Category:Residents of Bellows Pipe]][[Category:Barovians]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Ezmerelda_d%27Avenir&amp;diff=1493</id>
		<title>Ezmerelda d&#039;Avenir</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Ezmerelda_d%27Avenir&amp;diff=1493"/>
				<updated>2018-07-29T23:17:42Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Vistani]] and [[Thunderbird House]] student.[[Category:Barovians]]&lt;br /&gt;
&lt;br /&gt;
== Physical ==&lt;br /&gt;
=== Ages slowly ===&lt;br /&gt;
As noted in that post, Vistani don&amp;#039;t really age the way normal humans do...and nobody (except the Vistani, and they aren&amp;#039;t telling) actually knows if they can die of old age. They certainly don&amp;#039;t seem to get frail when they get old. By Vistani standards, Ezmerelda is extremely young--not a child, but still quite young. The fact that she is, for all intents and purposes, ageless may have an impact on her mindset. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
There is a contradiction between her book description and the picture of her...the book says she takes care to hide her prosthetic leg from view, the picture shows it plain as day. Because it&amp;#039;s more interesting, I went with the book description. She doesn&amp;#039;t like people knowing about her false leg and goes to significant lengths to keep it a secret. She will only remove it in the privacy of her wagon, with the door locked. If you want to set off a nice character-building RP scene, have something happen that reveals her false leg (arrow gets stuck in it, PC walks in on her when she&amp;#039;s removed it, etc.) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
I gave her a number of extra scars from a life lived hunting monsters without regular access to magical healing. She keeps most of them covered.  ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Must travel or die ===&lt;br /&gt;
Possesses a ridiculous level of wanderlust. She must travel or, as mentioned in that post, she may cease to be a Vistana. If the PCs decide to take some downtime, she&amp;#039;s going to wander off for a while, even if just to go for a drive/walk/ride to a different town to &amp;quot;clear her head.&amp;quot; She will avoid explaining why she has to travel if she can help it...she&amp;#039;ll make up an excuse for why she needs to drive off to a different town. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Knows most of the stories of the Doroq and is able to dance the Prastonata...however, she&amp;#039;s not quite as good at the dance as she used to be, on account of her artificial leg--an immobilized ankle messes with some of the movements. (See Van Richten&amp;#039;s Guide to the Vistani if you want to find three examples of Doroq stores she could share) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Expertises: Deception, Perception, Survival ===&lt;br /&gt;
Ez is a skill-monkey and is good at a LOT of things. She has Expertise in Deception, Perception, and Survival and Proficiency in a bunch of other skills. Make sure to draw attention to how multiskilled she is. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Skill: Sleight of Hand ===&lt;br /&gt;
How she hides weapons on herself (see following notes). She&amp;#039;s quite good at it. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Skill: Animal Handling ===&lt;br /&gt;
Gets along with animals extremely well. Animals not under The Dark Wizard&amp;#039;s control are not hostile towards her, and generally seem to like her. She might actually be able to communicate with them. (At the very least, she won&amp;#039;t actually admit whether or not she can talk to animals). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Skill: Curses ===&lt;br /&gt;
Vistani are particularly gifted at laying curses on people and can do so without the need of casting spells. They have to be in a hostile enough state of mind, but they can curse you with nearly any doom they can think of. Ezmerelda has this capability--for using it, consider these guidelines: ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Curse should be in response to a significant wrong. Just fighting something isn&amp;#039;t enough for her to get a serious curse going--she has to be well and truly furious (though Vistani rage burns cold). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Curse should be poetically (or karmically) appropriate to the wrong that was done. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Curses should have a varying degree of severity based on how mad the Vistani is when they lay the curse--ranging from an annoyance (It now requires skill-checks for you to operate a doorknob) to damaging (You gain horrifying, monstrous features) to absolutely deadly (van Richten&amp;#039;s &amp;quot;everyone you care about gets killed by monsters&amp;quot; curse). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
All but the worst curses should have an escape clause...some way to either release the curse, or at least bypass its worst effects. A curse averted by using its escape clause does not trigger the psychic backlash. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
The curse should be spoken aloud, and reference (however vaguely) its nature and its escape clause. It does not have to rhyme...but making it rhyme can be fun. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
A curse should never reference game mechanics out loud. If someone is cursed, they should have to figure out what happened to them--rather than it being immediately apparent. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
A [[Darklord]] (like The Dark Wizard) is already cursed by the [[Dark Powers]]. A Vistani cannot curse a Darklord. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Example curses from Ezmerelda ====&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;May you look every bit as noble as you act.&amp;quot;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Curse used against someone who behaves in cruel fashion...curses them with some hideous deformity. Escape clause is that if they start behaving in a noble fashion, the deformity becomes less and less noticeable until it disappears. However, the curse is not gone, if the cursed individual reverts to their old ways, the deformity comes back. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;You of clever fingers who pulled my home apart, may your hands bear the stains of your heart.&amp;quot;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Curse used against someone who robs her wagon...curses them that their hands turn pitch black. Escape clause is that by seeking atonement for their wrongdoing (whatever form that takes), they may clear it up and return their hands to normal. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;May the world repay you with all the kindness you have shown me.&amp;quot;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Harder to escape curse against someone who was particularly nasty to her. Curse could include Disadvantage on Charisma checks, or simply degrading the &amp;#039;attitude&amp;#039; of any individual they meet (Friendly &amp;gt; Indifferent, Indifferent &amp;gt; Hostile, Hostile &amp;gt; Violent). The escape clause is that you have to track Ezmerelda herself down again, and make up for how nasty you were to her. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;quot;You thrum and strum and charm with lies, with the strings may your hands be forever tied.&amp;quot;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Curse used against a Bard who does something that ticks her off, likely involving lying to her. Curses them to be unable to play stringed instruments. This is a nasty one, because the &amp;#039;Escape Clause&amp;#039; is simply that they can still play instruments that don&amp;#039;t have strings. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Note: Ezmerelda should feel no need to explain her ability to lay curses on people. It&amp;#039;s simply &amp;quot;one of the reasons many fear to cross the Vistani&amp;quot;. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Combat Curse ====&lt;br /&gt;
&lt;br /&gt;
Ezmerelda&amp;#039;s daily Curse power is kinda terrifying. If you choose to let her use it freely in combat (rather than her cursing people the old-fashioned &amp;quot;You have done something to greatly anger me&amp;quot; model), she is giving double-damage to a particular damage type against a single target. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Curse: Damage Vulnerability ====&lt;br /&gt;
Picking which damage type can have a huge impact. If Ezmerelda is soloing something, pick Lightning. a Triple Tap with Lightning Bolt against a target vulnerable to lightning damage will kill nearly anything. Depending on Saves, that&amp;#039;s throwing down an average of between 72 and 144 damage. If you have a Rogue in the party, consider Piercing damage--double damage sneak attacks are astoundingly destructive. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
I would recommend maintaining the idea that she can&amp;#039;t curse The Dark Wizard. Giving him vulnerability to the party&amp;#039;s favorite damage type can kill The Dark Wizard in a huge hurry...at the very least, she can eat one of his Legendary Resistances. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Skill: Disguise ===&lt;br /&gt;
&lt;br /&gt;
Ezmerelda owns a Disguise Kit, several alternative outfits, and a few wigs. I made her Proficient with the Disguise Kit and, paired with her Expertise in Deception...she&amp;#039;s really, really good at disguising herself. Here are her three &amp;#039;stock&amp;#039; characters that I have set up for her: ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Old Lady ====&lt;br /&gt;
&lt;br /&gt;
A slightly disheveled black wig liberally streaked with gray, makeup to add wrinkles and disguise her eye shape and skin-color. She carries a gnarled walking stick that she hollowed out and hides her Rapier inside of, and dresses in ratty, faded clothing, particularly a faded cloak that she keeps tucked up over her head. Her clothing is quite obscuring featuring long sleeves and gloves to hide the fact that she is built like a young athlete--not an old lady...though she may use illusions to disguise her limbs in the event that she is &amp;#039;exposed.&amp;#039; In this character she plays the part of a kindly but poor old woman...she gives little treats to kids, grumbles about her joints, and walks hunched over with a pronounced limp that leans on her staff. When she wants to largely avoid notice, this is her go-to disguise. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Bombshell ====&lt;br /&gt;
&lt;br /&gt;
Sometimes the best disguise is being the most obvious thing in the room. She dons a voluminous blonde wig and dresses in fine (and alluring) clothing, adding makeup both to enhance her looks and subtly disguise the features that mark her as Vistana. She tailors this one&amp;#039;s behavior based off where she is and what she&amp;#039;s doing, but the character is always bold, proud, and at least a little flirty. Her fancy clothing, like her hair, tends towards the voluminous, allowing her to stow weapons under all the frippery. She also had the clothing altered such that it is very easy and swift to remove all the foofy bits so she can rapidly get at her weapons and be free to fight if needed. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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==== Nondescript ====&lt;br /&gt;
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An array of characters based on the idea of appearing &amp;#039;normal.&amp;#039; As usual, she uses makeup to alter her distinctive Vistani facial features, and pairs it with a simple brown wig of straight hair that falls just past her shoulders. The simple design allows her to restyle the wig (sometimes incorporating some of her own hair--though her natural hair is quite wavy) to give an array of different looks. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Vistani are not popular in Barovia or in many other lands. And she doesn&amp;#039;t travel in a self-sufficient caravan, leaving her dependent on &amp;#039;&amp;#039;&amp;#039;giorgios&amp;#039;&amp;#039;&amp;#039; for the necessities of life that she can&amp;#039;t find for herself. As a result, she generally dons a disguise when going into town in order to hide her Vistani nature. Even though her Boemite &amp;#039;you like me&amp;#039; aura can get her into most places...a Vistani still draws a lot of attention that she&amp;#039;d often rather not have. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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When in disguise, Ezmerelda is always armed. She always finds a place to hide her component pouch or wand and can always find places to stash daggers and darts, and may strap her shortsword or handaxe to her back. The Rapier is harder, which is why she likes the Old Lady disguise, because it lets her carry the hollowed out walking stick that her rapier fits inside of. If she can get away with it, she&amp;#039;ll try to incorporate the walking stick into any disguise she can. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Monster Hunter ===&lt;br /&gt;
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Ezmerelda is a veteran monster hunter who was trained by the legendary monster hunter, [[Rudolph van Richten]]. As a result, she is really, really good at killing monsters.  (After all, in this module van Richten is only CR 5...the same as a Vampire Spawn, but he has canonically soloed mature vampires (CR13).) Ezmerelda will often quote from the Van Richten&amp;#039;s Guides from AD&amp;amp;D2E, providing both anecdotes and useful information. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Finding a monster that Ezmerelda doesn&amp;#039;t know anything about should be spectacularly rare. As a rule, she&amp;#039;ll know what she&amp;#039;s fighting, what to expect from that enemy, how it is likely to fight you, and how to best kill it. If fighting with a party, she&amp;#039;ll share that info. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Will do her best to drill &amp;#039;vital information&amp;#039; into allies&amp;#039; heads. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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==== Creative, cunning tactical ====&lt;br /&gt;
Ezmerelda is very, very creative. A common thread in Ravenloft lore is that the main characters aren&amp;#039;t powerful enough to just roll over their foes--they have to be creative in how they fight in order to win.  As a result, Ezmerelda is very creative and spectacularly pragmatic when it comes to hunting monsters. If there&amp;#039;s a pack of foes, she&amp;#039;ll try to separate them and pick them off one at a time. If there are natural features she can use to get an edge, she&amp;#039;ll do so (after all, collapsing a cave on top of bunch of monsters will probably kill a bunch of them and those that survive will be tired by the effort of digging themselves out). &amp;quot;The imagination is a weapon. Those who fail to use it die first.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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==== Asks for items strategically ====&lt;br /&gt;
If the party contains a Cleric or Paladin, she is likely to try to procure the materials to make Holy Water, and try to get them to make her more. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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On top of the basics, my take on her has given her a few extra things she knows that are either homebrew in nature, or drawn from older editions, that she can share with the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Killing a ghost isn&amp;#039;t always as easy as just blasting it until it dissipates. You have to figure out what binds them to this world and resolve that in order for them to not just reform later. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Poisoner === &lt;br /&gt;
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Ezmerelda has a [[Poisoner&amp;#039;s Kit]], and it makes sense that she&amp;#039;s Proficient in it. In addition to the canon (not terribly useful because of how long they take to make) poisons, she knows how to make a few extra things... ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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==== Gypsy Kiss ====&lt;br /&gt;
[[Gypsy Kiss]]: Must be applied to the lips of a creature and only takes effect after Contact with another target creature&amp;#039;s mouth, who is then the target of the poison. The poison has no effect on the person who first applied it. A creature subjected to this poison must succeed on a DC 14 Constitution Saving Throw or become Poisoned for 1 hour. The Poisoned creature can&amp;#039;t knowingly speak a lie, as if under the effect of a Zone of Truth spell. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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==== Corpseblight ====&lt;br /&gt;
[[Corpseblight]]: Built upon harvested spores from a carefully curated fungus, this is a powdery contact poison often thrown in a glass vial, where it affects anything within a 5&amp;#039; radius of where it shatters. Any undead creature of CR 4 or less that is exposed to Corpseblight must make an immediate DC 15 Constitution save or take 1d6+6 necrotic damage that ignores resistance and immunity. Every hour afterwards, the undead must make another Constitution Saving Throw or take an additional 1d6+6 unresistable necrotic damage. The undead must succeed on a total of 3 such saves in order to ward off the infection. If the undead reaches 0 hit points, they disintegrate entirely. If Corpseblight is applied to an inanimate corpse, the corpse disintegrates over 24 hours, leaving no trace. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Corpseblight is infectious while active. Any applicable undead that comes within 5&amp;#039; of an afflicted undead or corpse for the first time in a round, or starts their turn there, must Save or be infected. Successfully throwing off the infection does not grant any sort of immunity to Corpseblight. Thus, a large mob of undead will often repeatedly reinfect one another. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Special: Corpseblight is a very rare fungus and she has to create more by &amp;#039;breeding it&amp;#039; on actual corpses. If her stock is destroyed, it&amp;#039;s gone. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Note: Corpseblight is intentionally balanced to not be useful in combat and solitary undead will likely save against it before it kills them. But it&amp;#039;s great for clearing out a horde of zombies (who will keep reinfecting each other even when they save)--so long as you aren&amp;#039;t in a rush to get past them. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Potionmaker, poisonmaker ===&lt;br /&gt;
Knows how to make some exotic poisons and potions that she picked up in her travels. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Knows lycanthropy cures ===&lt;br /&gt;
Knows several possible ways to cure Lycanthropy if the curse is too strong for a simple &amp;#039;Remove Curse&amp;#039; to resolve. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Stealth ===&lt;br /&gt;
Vistani are virtually impossible to track without magical aid. If she&amp;#039;s traveling alone, treat her as if she is under the effects of Pass Without Trace for attempts to track her. Her ability to destroy traces of a camp border on the miraculous. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Survival ===&lt;br /&gt;
Can light a fire virtually anywhere in any conditions even with horrible fuel. (Give her a pile of seaweed in a thunderstorm, and she&amp;#039;ll have a fire crackling away in moments) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Is a deft hand at foraging--treat her as if she has the foraging feature of the Outlander background. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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=== Skill: Tarokka and [[Legilimency]] ===&lt;br /&gt;
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It is explicitly called out that Ezmerelda is able to perform a [[Tarokka]] reading in lieu of [[Madame Eva]]. This means that she possesses the seer qualities common among female [[Vistani]]. This can be useful if the party gets stuck, but there are a few constraints to keep in mind... ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Tarokka is usually pretty vague. The precision of the opening reading is weird for a Tarokka reading. Normally, only Madame Eva can reliably get Tarokka readings that clear. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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A Vistana cannot foretell anything about themselves. Any attempt to do so results in either spectacularly vague results, or a completely random outcome. Ezmerelda can peek at the future of the PCs, but cannot peek at her own future. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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There is no single, set way that Vistani arrange Tarokka cards. Make up arrangements, group sets of cards together to carry a message, and mess with this however you&amp;#039;d like. Alternately, find the Ravenloft Campaign Guide--it has sample card arrangements you can use. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Thus, if you&amp;#039;re willing to stack the deck and put forth the effort to use the card descriptions in Appendix E, you can have Ezmerelda perform Tarokka readings for things above and beyond the initial artifact-placement reading. Just as an off-the-top-of-my-head example...if you need to drop a hint to the party that [[Vladimir Horngaard]] can be redeemed, rather than having to deal with a vicious revenant who intends to prevent you from killing The Dark Wizard.... ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Ezmerelda shuffles the cards together and then, with a distant look on her face, begins laying them out. The One of Swords placed in the center. To its left is placed The Broken One, above it is placed the Eight of Stars. To its right is placed The Artifact, and beneath it is placed the Six of Glyphs. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Explanation: This arrangement is set in the &amp;#039;Basic Cross.&amp;#039; The same format used in the original &amp;quot;where are the artifacts?&amp;quot; reading. When Vistani use this layout it uses the following rules. The Central card is the Subject of the reading--in this case, the One of Swords (Avenger): one who seeks revenge for a great wrong (Horngaard). The Card to the left represents The Past: The Broken One representing defeat, failure, and despair--but also (possibly) the loss of something of great importance. The top card represents the present: The Eight of Stars (The Necromancer) can represent one who is on a destructive path. The right card represents the future: The Artifact--emphasizing the importance of some physical object that must be obtained (or protected, or destroyed) at all costs. And the bottom card speaks of the result: The Six of Glyphs (Anarchist) represents a significant change brought about in one whose beliefs are challenged. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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In short: The Avenger (Horngaard) presently follows a destructive path because of failure and something lost in the past--recovering said something will trigger a significant change in him. Naturally, don&amp;#039;t have Ezmerelda explain it that clearly...be vague and cryptic and fortune-teller-y. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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===== A few extra ideas for Tarokka =====&lt;br /&gt;
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Pick specific cards to &amp;#039;represent&amp;#039; certain PCs. There&amp;#039;s a card for most classes, so you can just use those when you have a character-specific hint to dole out. Or you can pick them based off their personalities, for a little extra &amp;#039;accuracy.&amp;#039; ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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The Four of Stars is a useful card...one of the things it represents is a &amp;quot;warning of an overlooked clue or piece of information.&amp;quot; You can use this card to hint to the PCs that they missed something in a place they have been before. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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You can use the orientation of the cards for extra meanings--if the card is placed upside down, you can claim that it means the opposite of its &amp;#039;standard&amp;#039; meaning, or means a twist on the original. For example, The Raven normally means a hidden ally or source of good...flip it upside down, and it could be a warning of a hidden enemy or spy. The Four of Stars can represent someone guided by logic and reasoning--flip it over to represent someone ruled by their emotions. Or for a more nuanced one: The Two of Swords (Paladin) normally represents a Just and Noble warrior, one who achieves good while doing things rightly--inverted, it could mean treachery done in the name of good deeds (i.e. &amp;quot;For the Greater Good.&amp;quot;). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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== Personality ==&lt;br /&gt;
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=== Habits and Flavor ===&lt;br /&gt;
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As a result of her background and upbringing, Ezmerelda has a few odd habits. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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When adding seasoning to something while cooking, she always sprinkles it in a triangular pattern. &amp;quot;Ground to Plant to Body to Ground&amp;quot; is a cycle the Vistani revere, and represent in this pattern. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Many of her day-to-day behaviors have a ritualistic feel to them, from how she gets ready in the morning, to how she saddles a horse, to how she cleans up a campsite before leaving it. She always does things in the exact same way. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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&amp;quot;Lunadi&amp;quot; is a Patterna term meaning &amp;#039;By the Moon.&amp;#039; She uses this in place of any sort of oath to a deity. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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&amp;quot;Koorah&amp;quot; is a Patterna exclamation of utter agreement. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Ezmerelda owns a very nice Holy Symbol of the Morninglord, but doesn&amp;#039;t actually worship that deity. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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If asked her age, she always qualifies it as &amp;quot;By Giorgio counting.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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If she clasps her hands together in front of her, it&amp;#039;s a non-verbal signal that she wants to be left alone. Likewise, she will utterly ignore anyone who has their hands clasped in front of them (the Vistani do this to get some &amp;#039;privacy&amp;#039; despite living in caravans). She will explain this if asked, or if she is spoken to outside of an emergency when she has her hands clasped. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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By 2E lore...Vistani don&amp;#039;t have a distinctive accent. However, Ezmerelda may have taught herself to fake multiple different accents so that she can either blend in to an area more easily or sound just foreign enough that people leave her alone...but also consider her enough of an outsider that when something outside of their experience happens, they listen to the outsider who seems to know what&amp;#039;s going on. Perhaps she first learned to do this around van Richten so she wouldn&amp;#039;t &amp;quot;sound like a Vistani&amp;quot; and he&amp;#039;d be a little more comfortable around her. This might also be where she first started disguising herself. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Her idea of a Compliment is &amp;quot;Proud and defiant, clear-eyed and wise.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Talks and interacts with animals as if they can understand her...they probably can. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Will scratch or draw [[Tralak]]s onto things as warning signs. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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If she notices a Tralak or Paatern, she&amp;#039;ll usually adjust her actions based on it...but not explain why (or point out the tralak). For example, if she spots a mark that indicates a place is haunted, she&amp;#039;ll recommend the party spend the night somewhere else. If they ask why, she&amp;#039;ll tell them the place is haunted. She won&amp;#039;t explain how she knows this unless someone explicitly asks her. And even then, she might be evasive. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Is entirely aware of her passive &amp;quot;You like me&amp;quot; aura and happily exploits it. This may result in a few temporary crushes on the part of NPCs (between Ezmerelda&amp;#039;s Cha, Performance Skill, and her Aura...she can be quite alluring when she wants to be). If she can make the Gypsy&amp;#039;s Kiss poison listed above, she may exploit her charm to &amp;#039;plant&amp;#039; the poison on her target. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Will be deeply unsettled by the Vistani near Vallaki. The Vistani are always lead by a female seer (called the Raunie) who handles high-end decision making, justice, etc. partnered with a male Captain who runs the day-to-day operations of the caravan. The Vallaki camp being run by a pair of brothers is just... wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Always knows the direction and distance to the nearest river (good place to ditch vampires) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Performs &amp;#039;Safety Checks&amp;#039; to make sure she&amp;#039;s not interacting with monsters. She always provides the materials for these checks. To test for Lycanthropes, she&amp;#039;ll have you prick your finger on a steel dagger. To test for Vampires, she&amp;#039;ll have you dip your finger in a vial of Holy Water, immerse yourself in a river, enter a home uninvited, or she&amp;#039;ll check for your reflection in a mirror. Until you have passed her safety checks, she doesn&amp;#039;t trust you. You may have to re-pass them at various points. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Routinely uses Detect Magic and Identify as rituals to check people and things for contaminating magic. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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As she knows she is hunting a Vampire, she&amp;#039;s cautious about its [[Charm]]. If you have been away from the party within the last 24 hours, she doesn&amp;#039;t trust you. This is part of why she spends time near [[Khazan&amp;#039;s Tower]]...an antimagic field suppresses a vampire&amp;#039;s Charm effect, so when she needs to be absolutely sure she&amp;#039;s thinking properly (or that someone isn&amp;#039;t Charmed), she goes there. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
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Is very cautious about curses and cursed objects. Her ability to lay curses makes her very much aware of how powerful they are. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
May make references to places, events, and beings not native to Faerun. Her ability to control the Mists for travel means she has visited numerous other planes. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Is extremely fond of her wagon--it&amp;#039;s her base of operations, mode of transport, and home. &amp;quot;Angry&amp;quot; doesn&amp;#039;t begin to cover it if the party blows it up (and angry Vistani are prone to curse people). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ezmerelda&amp;#039;s Flaw ===&lt;br /&gt;
&lt;br /&gt;
I go where angels fear to tread. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Looking at her character write-up, her Flaw hardly seems like a flaw. In fact, if you take that flaw at face value it looks like the character trait that every adventurer has. Seriously...who intentionally picks a fight with a dragon!? ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
However, if you look at the origin of what that line is referring to: &amp;quot;Fools rush in where angels fear to tread&amp;quot; (Alexander Pope, An Essay on Criticism) you get more of an idea of what it means. It means she is &amp;#039;&amp;#039;&amp;#039;reckless&amp;#039;&amp;#039;&amp;#039;. It means she will charge headlong into situations that a wiser person would avoid or approach more cautiously. If you look through the book, you can see glimmers of this. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
==== Examples of her flaw ====&lt;br /&gt;
Chapter 4: Ezmerelda is solo-exploring Castle Ravenloft. She burns her one use of Greater Invisibility to sneak up on the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Chapter 7: Ezmerelda stole a horse from the Vallaki Vistani camp, just so she could get to Argynvostholt faster. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Chapter 8: Ezmerelda plans to try to suckerpunch The Dark Wizard in Krezk, right in front of the Abbot and Vasilika. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Chapter 11: Ezmerelda just tried to solo The Dark Wizard and got her butt kicked (and stole a horse in the process of getting away). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
This can complicate the lives of the PCs significantly, because she&amp;#039;ll boldly face down opponents that are beyond her (and the party&amp;#039;s) depth. Of course she&amp;#039;ll engage the Night Hags at Old Bonegrinder...they&amp;#039;re killing children! Of course she&amp;#039;s going to raid the Werewolf laid, they&amp;#039;re also killing children! The Dark Wizard shows up? Bring it! ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Bear in mind, Ezmerelda is not stupid. She has the sense to run away when she&amp;#039;s losing (but probably won&amp;#039;t run until she&amp;#039;s actually losing), and the party should be able to talk her down from her initial plans. She can even come up with better plans herself if she takes the time to think about it. It&amp;#039;s simply that her flinch reaction is brash and reckless, rather than measured and thoughtful. I mean...we&amp;#039;re talking about a girl who ran away from home at 15 to go find this random guy who her family screwed over, then almost killed her family in revenge, but chose not to at the last moment. Not exactly a measured, cautious individual. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
In fact, her plans aren&amp;#039;t always bad. For example, her plan to ambush The Dark Wizard in Krezk isn&amp;#039;t a bad one...if a vampire is reduced to 0hp and can&amp;#039;t get back to their coffin via mist form in 2 hours, they are destroyed. Krezk is far enough away from Ravenloft that this would be the case if she killed The Dark Wizard here. She just....kinda missed the fact that the Abbot and Vasilika may act to defend The Dark Wizard. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s a testament to Ezmerelda&amp;#039;s skill that she&amp;#039;s survived this long, despite her recklessness. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Cold fury ===&lt;br /&gt;
Ezmerelda, like most Vistani, has a temper. But their tempers don&amp;#039;t flare hot...instead, they get coldly furious, then curse you. Bear in mind that a Vistana is not necessarily restricted to only the curse in their statblock. If a Vistana gets mad and declares some sort of Doom on you, you&amp;#039;d better pay attention to what they said. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Inscrutable ===&lt;br /&gt;
Important: Ezmerelda, like all Vistani, is more or less inscrutable. She does not freely explain herself, her powers, or her people. The Vistani are most interesting (IMO) when players come to realize that the more they learn about them, the less they actually understand them. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
=== Slang ===&lt;br /&gt;
Casually refers to anyone not Vistani as a giorgio...especially when they don&amp;#039;t understand something about her or her abilities. It&amp;#039;s not quite a slur...but it&amp;#039;s not positive either. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Patterna ===&lt;br /&gt;
Speaks the Patterna (allows her to basically babble gibberish with other Vistani and communicate massive amounts of info with them in a very short period) and can read and uses Tralaks (basically Hobo Marks). She can also understand Paaterns, which are incredibly inconspicuous markers the Vistani leave around that are normally extremely hard to spot (such as a Feather lodged in the bark of a tree, or a knotted willow branch. These all mean something, but the Vistani won&amp;#039;t explain what they mean). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
=== Faction ===&lt;br /&gt;
Based off old lore, Ezmerelda is of the [[Corvara Tribe]], part of the [[Boem Tasque]]. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
The Boem Tasque has an uncanny ability to make people like them...as long as they are physically present. A Boem caravan can roll up to a town that dislikes Vistani, draw the entire town into the carnival they pitch. People laugh and joke, spending their money to enjoy the attractions the Boem have brought and having a great time. Then the caravan leaves, and the town spits in their direction as they go, cursing them as layabouts and shysters. This is because the Boem seem to exude a passive, low-end Charm Person-like effect that has a potent (but temporary) effect on your average person. Ezmerelda possesses this ability. While she is present, NPCs will generally be friendly towards her, even fascinated by her--but as soon as she&amp;#039;s gone, their attitudes snap right back to normal. This effect does not work on someone who has a true grudge against the Vistani beyond just prejudice. (Note: Unlike a true Charm Person, someone effected by a Boemite&amp;#039;s &amp;quot;you like me&amp;quot; aura doesn&amp;#039;t realize they were unnaturally influenced. Additionally, at your discretion, this may not work on the PCs at all.) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Vistani free passage vs. Mists ===&lt;br /&gt;
Has the standard Vistani free-pass to move through the Mists of Ravenloft and, in fact, has control over where they take her. She can come and go from Barovia at will, using the mists to travel pretty much anywhere she wants to go. She can&amp;#039;t safely take anyone else with her without The Dark Wizard&amp;#039;s blessing, though. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Gear: Well-armed ==&lt;br /&gt;
Ez carries three melee weapons, a +1 Rapier, +1 Handaxe, and Silvered Shortsword. Normally, she should use either just her Rapier (to keep a hand free for spellcasting) or her Rapier and her Shortsword. She&amp;#039;s a Dex-based fighter, so that pair makes the most sense and does the most damage. However, she carries that +1 Handaxe because it&amp;#039;s the only other magic weapon she owns and will be more effective against monsters with Resistance or Immunity to non-magic damage (that don&amp;#039;t have a Silver Bypass like Werewolves). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ez owns more weapons than she carries. The only one really useful to her is the crossbow (It does make some sense that she wouldn&amp;#039;t always be carrying this. Her Firebolt Cantip generally does more damage than a crossbow would. The main reason I could see her using the crossbow is if she had poisoned the bolts). She could lend out extra weapons to the PCs if they need them. Personally, I gave her some daggers and darts as well--she strikes me as the sort of person who would be armed to the teeth and disarming them is a bit hilarious as they produce an entire arsenal from their person. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t forget about her Holy Water. Tagging a Vampire with the stuff has a double purpose...the Radiant Damage is nice, but does less raw damage than her Firebolt or Rapier would...but it shuts off their Regen for a round, boosting its effective damage by +10 (or +20 vs. The Dark Wizard). ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Class: Wizardess ==&lt;br /&gt;
As a Wizardess, she needs either an Arcane Focus or a Component Pouch, so I gave her one of each (wand for a focus)--she carries both at the same time. The component pouch is nice for valuable components (like the Pearl for Identify) and if someone is forcing her to disarm and finds the Component Pouch, they&amp;#039;re less likely to keep looking until they find wherever she hid the Wand on her person. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ezmerelda casts spells as a Wizard. Thus she should have a Spellbook and can learn/swap out spells. Using the Wizard character class, I realized that while she has the right number of spells prepared, she should have more spells than that in her Spellbook. As a 7th level Wizard, she should have a minimum of 18 spells in her Spellbook, she&amp;#039;s short 7 spells. These are the ones I gave her... ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
1st level: Detect Magic, Identify, Disguise Self, Alarm 2nd Level: N/A 3rd Level: Dispel Magic, Remove Curse 4th Level: Fabricate ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
If she gets her hands on spell scrolls or spellbooks, she can expand her repertoire even further. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wandless caster ===&lt;br /&gt;
If, by some chance, Ezmerelda is Disarmed and they find wherever she hid her wand...the following spells still work: Fire Bolt, Mage Hand, Prestidigitation, Magic Missile, Shield, Knock, Mirror Image, and Greater Invisibility. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
=== Alchemist&amp;#039;s Fire ===&lt;br /&gt;
Ezmerelda has access to 101 vials of [[Alchemists Fire]]. She may very well be willing to pull some down off the walls and carry them with her. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
For flavor, here is how I laid out where she carries her loadout. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Rapier is on her left hip with a small wooden mallet just behind it. Shortsword and Handaxe on her right--the shortsword is in front. She has a total of 4 belt pouches. On her left, forward of the rapier is a small watertight case holding her spell components. On her right, forward of the shortsword is general purpose--money and other small objects. Positioned behind both sets of weapons are matching pouches, each one partitioned to hold vials: there are three vials of holy water and a potion of greater healing in each one. Set through loops on the very back of her belt are her three stakes, positioned to rest in the small of her back. Her overcoat conceals most of her gear--the only weapon that is immediately apparent is her rapier. If she is carrying her crossbow, it rides behind her rapier, and she has a small belt quiver for the bolts that is attached between her shortsword and handaxe. She has a significant number of darts and daggers hidden on her person: a dagger in each boot, strapped to the small of her back under her tunic, and slots for darts stitched into her overcoat and bracers, and more anywhere else you think she should/could hide them. Her wand is hidden...somewhere. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Expansions based on her Stat-block and Belongings ==&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Positoxins|Positoxins]] ==&lt;br /&gt;
&lt;br /&gt;
This is a set of poisons I&amp;#039;ve imported from older editions. Unlike a normal poison, they require [[Holy Water]] as a base ingredient. Furthermore, crafting one consumes a use of Channel Divinity from the crafter or a willing assistant. Thus, while Ezmerelda may have a few of these in stock, she&amp;#039;s presently unable to make more without help from a Cleric or Paladin. Positoxins are special in that they explicitly bypass the resistance or immunity an undead creature has against poison or the poisoned condition. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
[[Bloodwine]]: This crimson liquid is specialized to harm the sorts of undead that bite you. Any living being can ingest bloodwine and it remains potent in their system for 4 hours. If an undead creature bites someone with Bloodwine in their system, they must make a DC 15 Constitution Saving throw or be Poisoned for 1 minute (ignoring immunity to the Poisoned condition). Additionally, if they drain the character&amp;#039;s blood, they take 2d6 poison damage that bypasses its immunities and resistances. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
[[Gravedust]]: This gray-brown powder derives its name from its resemblance to the grime common in tombs and other long-enclosed areas. A corporeal undead that comes into contact with this poison must make a DC 10 Constitution Saving Throw or be Poisoned for 1 minute (ignoring immunity to the Poisoned condition). Additionally, any undead that possesses the Undead Fortitude feature loses use of this feature while poisoned. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Extra Hook ==&lt;br /&gt;
&lt;br /&gt;
If you need an extra plot hook for Ezmerelda--something for her to be doing besides just meandering around Ravenloft trying to figure out how to kill The Dark Wizard...Ezmerelda is based out of Krezk or Khazan&amp;#039;s Tower, which puts her really close to the Werewolf den. The Werewolves are harming kids, which sets off Ezmerelda&amp;#039;s Ideal...if you need a hook for the werewolves, she could be targeting them as well as The Dark Wizard. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== Complications ==&lt;br /&gt;
&lt;br /&gt;
By her stats, Ezmerelda is one of the most potent allies a party can draw. In terms of simple CR, she&amp;#039;s second only to Mordenkainen as an ally, and vastly easier to make friends with. In addition, Ez&amp;#039;s versatility is amazing (By HP she&amp;#039;s on par with an 11th level Paladin, her stats are absurdly good, she&amp;#039;s a skill-monkey, a 7th level Wizard, AND has enough martial prowess to have Multiattack with her mainhand weapon. And then you add her Evil Eye and Curse features. Girl&amp;#039;s a beast.) ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
But...it&amp;#039;s not all sunshine and rainbows having her as your ally. Here are some complications that may arise because Ezmerelda is their friend. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ezmerelda is [[Vistani]] and [[Barovian|Barovians]] don&amp;#039;t like Vistani. She is &amp;#039;&amp;#039;&amp;#039;not welcome in any town&amp;#039;&amp;#039;&amp;#039; in the valley, and NPCs may dislike the players because they are hanging out with &amp;quot;one of them.&amp;quot; She can circumvent some of this by putting on a disguise, and your average person has little hope of seeing through her disguise...but if her cover is blown while she&amp;#039;s in town, expect a very alarmed response from the town. Few people will seek to harm a Vistana (fear of being cursed), but it will not be a good reaction. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ezmerelda is used to keeping secrets. Vistani are not open with information about themselves and what they can do and Ezmerelda is used to playing her cards close to the chest. Add to that, she&amp;#039;s a phenomenal liar and it&amp;#039;s very possible that she could be reflexively keeping secrets from the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ezmerelda has a temper. She&amp;#039;s not the screaming and yelling type (no Vistani on record are) but she may very well curse someone in the middle of town if they inflict a significant wrong on her.  ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
Ezmerelda cares little for townie politics. She doesn&amp;#039;t care that Victor Vallakovich is the Burgomaster&amp;#039;s heir. If you&amp;#039;re using my take on him and Ezmerelda finds out...that spits in the face of her Ideal, and she is going to at least curse him for it. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
If Ezmerelda is not the party&amp;#039;s destined ally, she has an option available to her that the PCs don&amp;#039;t have: she can leave. Ezmerelda may decide that she&amp;#039;s not ready to fight The Dark Wizard yet and, since she&amp;#039;s effectively ageless, she might bail. She might decide to come back in a decade or three when she&amp;#039;s had time to refine her magic and get better at fighting, then hop in her wagon and drive off into the Mists. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
== BACKSTORY NOTE ==&lt;br /&gt;
Ezmerelda&amp;#039;s backstory and the handout &amp;quot;Journal of Rudolph van Richten&amp;quot; contradict. (Artifacts of 2E...Ezmerelda didn&amp;#039;t exist back then) You will need to find a way to resolve this if Ezmerelda is to play anything like a large part in the story. I won&amp;#039;t go into it in heavy detail here, but there are numerous other takes and rewrites of the journal that tidy this up. Perhaps he simply moved on (and Ezmerelda mistook his distraction for mercy), perhaps Ezmerelda survived the attack and sought him out for revenge...but ended up working alongside him, or something else. Either way, give it some thought. ([https://www.reddit.com/r/CurseofStrahd/comments/8wct9k/my_notes_on_ezmerelda_davenir_vistani_monster/ Source])&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Mordenkainen&amp;diff=1492</id>
		<title>Mordenkainen</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Mordenkainen&amp;diff=1492"/>
				<updated>2018-07-29T23:17:29Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AKA Mad Mage of Mount Bartok, an Auror&lt;br /&gt;
&lt;br /&gt;
== Prepare Spells ==&lt;br /&gt;
You should definitely make notes on a few spells you want him to use - Time stop? Cone of cold? A lightning bolt cast at an 8th level slot? And definitely counterspell. Read up on them, maybe write down what they do and a page number in advance.  [http://thecampaign20xx.blogspot.com/2016/03/dungeons-dragons-guide-to-curse-of.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mansion: The magnificent mansion is on PH page 261.&lt;br /&gt;
[[Category:NPCs]][[Category:Characters]][[Category:Barovians]]&lt;br /&gt;
&lt;br /&gt;
== Reward ==&lt;br /&gt;
If the heroes help him shake off his nuttiness, he gives them each a Charm of Heroism: It gives the effect of a Potion of Heroism. &lt;br /&gt;
&lt;br /&gt;
* +d4 to attack rolls and saving throws for one minute (10 rounds). * 10 temporary hit points for one hour. [http://thecampaign20xx.blogspot.com/2016/03/dungeons-dragons-guide-to-curse-of.html]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Mad_Mage_of_Mount_Bartok&amp;diff=1491</id>
		<title>Mad Mage of Mount Bartok</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Mad_Mage_of_Mount_Bartok&amp;diff=1491"/>
				<updated>2018-07-29T23:17:19Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You mean [[Mordenkainen]].&lt;br /&gt;
[[Category:Characters]][[Category:NPCs]][[Category:Barovians]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Argynvost&amp;diff=1490</id>
		<title>Argynvost</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Argynvost&amp;diff=1490"/>
				<updated>2018-07-29T23:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible use as undead servant of Strahd vs. 7th level party late game.&lt;br /&gt;
&lt;br /&gt;
[[File:Argynvost_Statblock.png]]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/CurseofStrahd/comments/7y8ho4/spoiler_argynvost/ reddit]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Characters]][[Category:Barovians]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Abbott&amp;diff=1489</id>
		<title>Abbott</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Abbott&amp;diff=1489"/>
				<updated>2018-07-29T23:17:02Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Abbott&amp;#039;s Journal ==&lt;br /&gt;
&lt;br /&gt;
[[File:Abbots-journal.pdf]]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/CurseofStrahd/comments/7wgbf0/spoiler_curse_of_strahd_journal_of_the_abbot/ reddit]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:NPCs]][[Category:Barovians]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Ireena&amp;diff=1488</id>
		<title>Ireena</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Ireena&amp;diff=1488"/>
				<updated>2018-07-29T23:15:33Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Barovians]]&lt;br /&gt;
Tatyana has reincarnated in the valley dozens of times. She ALWAYS dies before Strahd can turn her (this is the eponymous &amp;#039;Curse of Strahd:&amp;#039; to forever pursue Tatyana, but for her to be snatched away before he can have her). ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
There is never a corpse. Every time she dies, the mists swirl in around her and whisk the body away. Strahd doesn&amp;#039;t even get a body to mourn over (or try to resurrect or raise as undead or whatever). ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
Tatyana&amp;#039;s reincarnated personality is not always consistent, but she always looks exactly the same. ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
She is alluring to the point that Strahd suspects that the artist who painted her portrait (in his study) may have fallen for her just in the process of painting her...though that may be Strahd&amp;#039;s jealousy talking. ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
Tatyana&amp;#039;s reincarnation always has some amount of latent memories that Strahd can draw out of her. He is very careful with the memories he activates, trying to focus only on the &amp;#039;good&amp;#039; things between the two of them, while cutting Sergei out of the picture entirely. ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
The ritual by which Strahd is trying to turn Ireena (and has tried to turn every prior Tatyana incarnation) is called a Bride Ceremony. It&amp;#039;s why he has attacked her twice in a row without killing/turning her, but the [CoS] book says the third time is when he&amp;#039;s going to finish it. This is NOT something a vampire does lightly, and should tip off any knowledgeable PC or NPC (say Ezmerelda or Rictavio) that Ireena isn&amp;#039;t just the vampire&amp;#039;s &amp;quot;next victim.&amp;quot; Details on a [[Act 7#The Wedding Ceremony|Bride Ceremony]] ([https://www.reddit.com/comments/8a2b91 reddit])&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
Ireena is...passable with a sword. She&amp;#039;s not amazing by PC standards, but she&amp;#039;s significantly better than your average civilian. However, more importantly...she has the Parry feature. Speaking in terms of PC capabilities, that&amp;#039;s something only a Battlemaster Fighter learns how to do, at a minimum of 3rd level. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
So, translating this into her character...Ismark has trained his little sister to defend herself, but has focused more on defensive swordplay than offensive. I portrayed this as Ismark being very protective of his little sister...and viewing her as his &amp;quot;Little Sister.&amp;quot; In essence, he trained her in swordplay with the intent that she could keep herself alive until he could get there to beat the crap out of whatever was attacking her. I portrayed him as protective to the point that he is actually hampering Ireena&amp;#039;s ability to defend herself. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Thus, Ireena has some capability to get better. She&amp;#039;s not a PC and her skill shouldn&amp;#039;t grow explosively like a PC would, but she has the ability to improve if she is trained by the PCs. Normal people aren&amp;#039;t like adventurers. They don&amp;#039;t just become monstrously more powerful, invent new techniques and tactics, and so on...they get steadily better at the things they have been taught. So if a PC takes it upon themselves to train Ireena, her skill with a blade will improve. You can represent this by increasing her HP, bumping up her To-Hit bonus, and maybe--eventually--giving her a multiattack. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
End of the day though...she&amp;#039;s not going to be any sort of front-liner. Better at defending herself from mundane threats, sure, but the PCs should always outclass her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Social&lt;br /&gt;
&lt;br /&gt;
In my version of Ireena, this is where she shines. A Noble is Proficient in Persuasion, Deception, and Insight. She&amp;#039;s not on the level of a PC Bard, but she can talk circles around most normal people. But...there&amp;#039;s more to it than just simple stats. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is the only daughter of Burgomaster Kolyan Indirovich (adopted...but very few people know that). Ireena is part of one of three noble families in the entire valley. And, after Kolyan&amp;#039;s death...Ismark is the new Burgomaster. As such, I assigned to her the Position of Privilege feature from the Noble background. The commoners in the valley will bend over backwards to accommodate her if they know who she is, and she can go basically anywhere she wants and dismiss protests with a disparaging glare. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Even if Ireena is not the one doing the talking, her mere presence backing up the PC who is doing the talking lends significant political pressure to whatever the PC is trying to do. Mechanically, she can Help with social actions aimed at Barovians simply by being present and making it clear that she&amp;#039;s on the PC&amp;#039;s side. Alternatively, if using the &amp;#039;Attitude&amp;#039; rules laid out in the DMG for social interaction, simply consider that for an average Barovian, she always starts one level better than normal. An Indifferent NPC may be Friendly to her, a Hostile one may shift to indifference (doesn&amp;#039;t really like her, but doesn&amp;#039;t want the trouble that comes from torquing off a noble). ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Information&lt;br /&gt;
&lt;br /&gt;
Ireena is a noble&amp;#039;s daughter--she is probably one of the best educated individuals in the valley. She should be familiar with the geography of the valley, be able to provide information about important people in each town, and regurgitate trivia about the history of Barovia without having to make a check at all--this is information that was thoroughly pounded into her head as a child. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Political Guile&lt;br /&gt;
&lt;br /&gt;
From here, we&amp;#039;re moving into things that are my own adjustments to her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is the daughter of a nobleman and is thus well educated in the art of politics. The town of Vallaki is a political nightmare/powder keg and Ireena can be invaluable in helping the party navigate it. She knows how to properly execute a political scandal (she&amp;#039;s read about tons of them, after all) to disgrace individuals, and all manner of other pieces. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Hobby &amp;gt; Feat Unlock&lt;br /&gt;
&lt;br /&gt;
To give Ireena some more flair to her personality, I gave her a hobby. She does embroidery as it is an &amp;quot;appropriate hobby for a lady.&amp;quot; She&amp;#039;s quite good, actually...and this provides a segue to another potential expansion on her abilities. Ireena&amp;#039;s skill with a needle and thread makes her a potential medic. Given time to learn, she can pick up the basics of medical care and herbalism. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Mechanically, this provides the ability for Ireena to &amp;#039;unlock&amp;#039; the Healer feat for herself, plus the ability to manufacture Healer&amp;#039;s Kits. This gives her some nice out-of-combat healing capabilities (she&amp;#039;s not durable enough to do this in combat) and can let her stabilize/resuscitate downed PCs. This is not as huge of an upgrade as giving her access to healing magic, as I have seen some do, but it gives her some solid utility. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Personality&lt;br /&gt;
&lt;br /&gt;
Ireena is called out as an individual who appears mild, but is strong-willed and does her best to save herself. I made a few further adjustments for flavor... ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena has a stubborn streak. When she deems it necessary, she plants herself and changing her mind becomes extraordinarily difficult. (Such as refusing to leave the town for her own safety until her father had a proper burial ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is more cunning than she seems. Her appearance seems to scream &amp;quot;Innocent, wide-eyed idealist,&amp;quot; but Ireena is Barovian. Idealism died centuries ago.&lt;br /&gt;
&lt;br /&gt;
Believes Strahd cannot be killed. Her current goal is to disappear and avoid notice until Strahd loses interest...she doesn&amp;#039;t have enough information to know that this is not possible. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is an individual who knows very well what it&amp;#039;s like to be afraid. While this makes some people jumpy and paranoid, it has made her kinder. She&amp;#039;s quick to comfort children, help people in need, etc. Ireena should come across as a rare point of light in a very dark land...one of a tiny handful of genuinely good, altruistic individuals in the entire valley. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
The book lists a very large number of unnamed NPCs as being Lawful Good. This is absurd, because it implies that LG guards are willingly working with a known child-murderer (Izek Strazni) and locking people up for &amp;quot;not being happy enough.&amp;quot; Thus, in my game, all unnamed NPCs are changed to some variety of Neutral or Evil to represent the fact that &amp;#039;goodness&amp;#039; is rare in Barovia. This should make Ireena stand out even more. She is a genuinely good person. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is seriously invested in keeping herself in one piece and free from Strahd. She will do absolutely anything and everything in her power to assist the party. She should be one of the most actively helpful individuals the party will ever encounter. Once she realizes she can&amp;#039;t keep up in a fight, she&amp;#039;ll try to help in other ways--gathering expended ammo, teaching herself first aid, searching bodies for useful stuff, and so on. (In short, think Elizabeth from Bioshock Infinite.) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is unused to the rigors of life on the move--especially at the pace set by Adventurers. For the first while she&amp;#039;s traveling with them, she&amp;#039;ll be tired and her feet will be hurting her. She may shows signs of this and will be very grateful for any kindness or help offered, but will absolutely not complain about it. Ireena is good at sucking it up and dealing with it...the party has enough going on helping protect her from Strahd, they do not need to hear the minor gripes of a rich girl. (Note: whiny NPCs get ditched by every player I&amp;#039;ve ever played with--avoid making her a complainer) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is scared. She puts on a brave face and tries to channel her fear into productive things (it&amp;#039;s a large part of why she&amp;#039;s so motivated) but Strahd terrifies her. Ireena just happens to be the sort who is motivated by fear, not incapacitated by it. (Note: scaredy-cat NPCs also often get ditched by players. It&amp;#039;s okay for her to be scared--but she shouldn&amp;#039;t be cowering in corners) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena has a sense of humor...unusual for the normally dour Barovians (it&amp;#039;s a lingering effect of Tatyana&amp;#039;s soul...an individual initially born in a much happier time). She may crack jokes on occasion. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Notes on her Appearance&lt;br /&gt;
&lt;br /&gt;
Just a few things that may be worth pointing out to make her a little more memorable. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena&amp;#039;s hair is Auburn (brownish red). A fairly uncommon hair color that I decided was basically unheard of in Barovia. In my game, she dyes her hair black both to throw off the PCs as to her relationship to Tatyana and, in-game, because &amp;#039;red hair is unlucky.&amp;#039; (It&amp;#039;s a rare trait and all of Tatyana&amp;#039;s reincarnations--whom Strahd has always targeted and who have always died as a result of this--had auburn hair). She has to re-do the dye on a regular basis or it will wash out. If restored to its natural color, Ireena will stand out in a crowd. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
She&amp;#039;s very pretty, has a good Cha score, and is kind. It&amp;#039;s not at all unreasonable that NPCs (or possibly even PCs) may develop a crush on her. Remember that Strahd is extremely jealous. An NPC who flirts too hard with Ireena may end up dead. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Given that I gave her the hobby of embroidery--cloth items (clothes, her backpack, etc) belonging to her tend to have little embroidered flourishes on them. This can aid the party in identifying her belongings should something happen that makes her go missing. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Lingering effects of her re-issued soul&lt;br /&gt;
&lt;br /&gt;
Ireena bears Tatyana&amp;#039;s soul. While I, personally, got rid of the endings with Sergei (I don&amp;#039;t like Ireena&amp;#039;s personality being subsumed, and her being automagically whisked off to happily ever after), I rolled in a few additions based off who she used to be. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
This is a unique trait to her soul, and no one else&amp;#039;s...Ravenloft fiction reveals that unlike everyone else who reincarnates within Ravenloft, Tatyana&amp;#039;s soul is carrying around pieces of the original Tatyana besides just her appearance. For example, the book I, Strahd shows that, if prompted correctly, a reincarnation of Tatyana can recover some of Tatyana&amp;#039;s memories...and Strahd does this on a regular basis in his attempts to woo Tatyana&amp;#039;s reincarnations (carefully only awakening those memories that are beneficial to his attempts, and steering wide of anything that could awaken her memories of Sergei). ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
These memories can be triggered by careful coaxing that Strahd has perfected over the centuries, but can also be set off by encountering things that remind her of Tatyana&amp;#039;s life. Not all of the memories are conscious...as you&amp;#039;ll see in my examples. Her relationship with these memories is a bit unusual as they both are and are not her own memories. &amp;quot;Ireena&amp;quot; is still the dominant set of memories, so Tatyana&amp;#039;s memories will feel slightly alien and out of place to her (especially because these memories occurred before Barovia was entrapped in the Mists. There are actual clear skies and sunny days in Tatyana&amp;#039;s memories--things Ireena has never laid eyes upon)...and some of them may be downright traumatizing. The memories lack context--they are just snippets of Tatyana&amp;#039;s life. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
By my slight re-write of canon--while they were courting, Sergei (who was a gifted warrior) took it upon himself to teach Tatyana a bit about sword play (share your hobbies with those you love, I guess?). As a result, while Ireena doesn&amp;#039;t own a Rapier at the start of the adventure, if she acquires one later--she&amp;#039;ll take to it like a fish to water. Again, she&amp;#039;s not a PC...she won&amp;#039;t explosively grow in skill the way they do. But she will be good with a rapier from the first time she picks one up. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena seems to know her way around Castle Ravenloft. This isn&amp;#039;t a conscious awareness, but if she wants to go somewhere in the castle, she can find her way there without fail. She is not, however, aware of changes made since Tatyana&amp;#039;s death (like all the traps). ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena is drawn to strong warrior types...even if it doesn&amp;#039;t manifest as a crush, even if the party&amp;#039;s strong warrior type isn&amp;#039;t male or human...she&amp;#039;ll gravitate towards that individual (especially if she is nervous). ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
At any point that is of maximum detriment to Strahd&amp;#039;s attempts to wed her, the Dark Powers may trigger Ireena to unlock whatever memories are most likely to make Strahd&amp;#039;s attempts blow up in his face. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
She will recognize Sergei, if she sees him in the crypts, and will unlock fragmentary memories of him. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Because I hate the whole Krezk Pool encounter and all of the &amp;quot;Sergei appears and Ireena ceases to exist in favor of Tatyana&amp;quot; scenes...if she encounters Sergei, she will recognize him and unlock a rather large batch of memories that reveals her former identity to her. However, she continues to be Ireena, retains her personality, and must make her own decisions. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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She will feel nostalgic around the Sunsword, feeling like she recognizes the hilt. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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The view from the Overlook (Area K6 in Castle Ravenloft) is nostalgic to her, and unlocks a memory of clear, beautiful days seen from that spot. Weird, as she has never seen clear skies in her life. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Seeing the painting of Tatyana in Strahd&amp;#039;s study may trigger a memory of sitting for that painting. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Seeing the dining room (and rotted cake) in Ravenloft may trigger a flashbulb of herself in a wedding dress, with the room richly decorated, and the cake fresh. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Near-immunity to danger&lt;br /&gt;
&lt;br /&gt;
Creatures that serve Strahd are aware of who Ireena is. They are fully aware that if they harm her, they have to answer to Strahd. Intelligent monsters, or monsters that Strahd controls won&amp;#039;t harm her. They may disarm her or incapacitate (without real harm) her if she is fighting them, but they know that if they hurt Strahd&amp;#039;s beloved, he will torture them to death. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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This allows the PCs to have her around without having to constantly fret about protecting her. She&amp;#039;s not a fighter, but she&amp;#039;s handy to keep around and you don&amp;#039;t actually have to work that hard to protect her from getting killed. (Think Elizabeth from Bioshock Infinite. Immune to normal combat, handy to have around, and [ideally] sends players into a rage when she gets kidnapped) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena should even have a resistance to being abducted due to Strahd&amp;#039;s protection. Strahd has been trying to &amp;#039;get&amp;#039; Tatyana for centuries (it hasn&amp;#039;t worked yet), and he is quite capable of taking her from the PCs if he wants to. The fact that she&amp;#039;s traveling with the PCs means Strahd wants her there. By my notes on Strahd, he is attempting &amp;#039;creative solutions&amp;#039; at this point, and the PCs are part of it. If Ireena is to be taken by Strahd or his servants, it should be a climactic event...she shouldn&amp;#039;t have people trying to drag her off into the woods every time a fight breaks out. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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In short, if the PCs are constantly having to rescue her during combat, they are going to get annoyed and find somewhere &amp;#039;safe&amp;#039; to ditch her...think of all the &amp;#039;normal&amp;#039; escort quests you get stuck with in video games and how much they suck. Ireena should NOT be one of those individuals. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Ireena&amp;#039;s Role in Strahd&amp;#039;s Curse&lt;br /&gt;
&lt;br /&gt;
Ireena is doomed. Most likely. The Curse of Strahd is that he will forever pursue Tatyana, but never have her. And the Dark Powers will straight-up cheat to make sure of this. Strahd may kidnap Tatyana, he may start the process of turning her into a vampire, he may even have a whole wedding ceremony in the works see here for details on the &amp;#039;Bride Ceremony&amp;#039; that Strahd is using to try turn Ireena into a free-willed full-blown vampire that retains her personality...also skipping the spawn stage. But it will always fail. Ireena will die instead of becoming Strahd&amp;#039;s. The Dark Powers will ensure it. Here are a few options for ways she could go down even if Strahd takes her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Strahd&amp;#039;s Charm unexpectedly fails at an inopportune time and Ireena throws herself off something to her death (poetically appropriate, because this is exactly how Tatyana died. Strahd had her Charmed, then the Charm just abruptly puttered out and she fled from him--ultimately hurling herself off the castle walls.) She could also throw herself off of Bucephalus while the Nightmare is transporting her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
If Ireena is aware of what is happening (has been told about the Bride Ceremony) she may kill herself rather than be turned. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Strahd completes the third and final feeding of the Bride Ceremony...but lets Ireena feed on him for too long (or can&amp;#039;t stop her). She goes mad and dies screaming in agony. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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The party shows up in the middle of the third feeding, before Strahd can give Ireena his blood. Unless healed promptly, she dies of blood loss while the adventurers distract Strahd. He flies into a rage and attacks (final confrontation time) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Ezmerelda or Rictavio recognize the makings of a bride ceremony when they see it, agree to kill Ireena if she is taken by Strahd (better off dead). Perhaps Strahd just finished the third feeding successfully, is fighting the PCs, and Ez/Rict stake Ireena before she awakens as a vampire. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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On top of this, here&amp;#039;s a thought that may make rescuing Ireena a little easier if Strahd has her: historically, Strahd&amp;#039;s Charm has been unreliable on Tatyana. In Ravenloft fiction, we can see cases where Strahd charms others, and has completely dominion over them--but he Charms Tatyana, and it randomly craps out at the most inopportune moment possible. So, perhaps history will repeat itself in that way: Ireena is doing whatever, charmed by Strahd. But, when the PCs call out to her, she looks confused for a moment and then the Charm breaks. She&amp;#039;s back to being terrified of Strahd and wanting to get away from him. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Important Note: Normally, when a vampire bites you, it&amp;#039;s relatively painless. You get light-headed from the blood loss, possibly feel disoriented by the Charm effect if used. However, a bite performed as part of a Bride Ceremony feels incredibly good, likely one of the best sensations an individual has ever felt. Ireena has been bitten twice and experienced this. It&amp;#039;s quite embarrasing for her to admit this (what kind of person would like getting drained by a vampire?) and she probably hasn&amp;#039;t told anyone about that facet of Strahd&amp;#039;s attacks on her, but it&amp;#039;s a sure indicator that Strahd is trying for a Bride Ceremony. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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As a final note on this...if Ireena dies, she doesn&amp;#039;t leave a corpse. The Mists swirl in, envelop her body, and then disappear. Strahd doesn&amp;#039;t get to take her to the Abbot to get her Raised, he doesn&amp;#039;t get to animate her corpse to keep around, he doesn&amp;#039;t even get a body to preserve and bury. She&amp;#039;s just gone. Every time. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Results of all of this&lt;br /&gt;
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So, all of that said...what does this mean for gameplay with her?&lt;br /&gt;
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Social utility over combat utility&lt;br /&gt;
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Ireena&amp;#039;s status as a noblewoman and her own social skills mean she is more useful in a social setting than she is in a fight. If her identity is known, her mere presence lends weight to the PCs words (having an NPC that dispenses social advantage just by giving people &amp;#039;looks&amp;#039; will make her rather popular with the socially-focused member(s) of your party). Perhaps entertainingly, people may assume she&amp;#039;s in charge and that the PCs are simply her entourage/bodyguards. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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The party&amp;#039;s life should just be easier with Ireena around--they get better prices on things, Barovians are more accomodating and less suspicious, etc. Furthermore, if you leave Ireena somewhere for a while, she will naturally start socially connecting with people. She will make friends, learn about useful individuals, and otherwise wield that 16 Charisma over everyone else&amp;#039;s 10. Given her current focus on survival, she is likely to seek out making &amp;#039;friends&amp;#039; with people who are potentially useful to the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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As an example: in my campaign the party left her in the Blue Water Inn in Vallaki while they ran around doing other things. Ireena spent that time making friends and accumulating gossip and rumors--just in case some of it proved useful. By the time they got back Ireena had a solid grasp of the political situation in town, including the predominant rumors surrounding the Baron and Lady Wachter--and had learned where all the shops in town were. She didn&amp;#039;t info-dump on the PCs, she&amp;#039;d just filed all that information away in her head and brought things up if they seemed to be relevant. It provided a nice, relatively seamless way to make the &amp;#039;rumors and knowledge&amp;#039; block available to the PCs without info-dumping on my players. Ireena got the info-dump, and she&amp;#039;ll dispense bits of it as needed. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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On top of that, she is aware of people with a useful skill if the party needs something. (For example: she knows the wolf hunters can be hired as guides. She knows that the blacksmith&amp;#039;s wife is a fletcher, but doesn&amp;#039;t display the stuff she makes--everyone in town knows what she does so they go talk to her if they need something. She knows that there&amp;#039;s a wainwright in town if the party wants to buy a wagon; but he&amp;#039;s not very popular in town because he deals with Vistani.) ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Drive for Self-Improvement&lt;br /&gt;
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Throughout most of Ireena&amp;#039;s life, she&amp;#039;s thought she was pretty well skilled. She&amp;#039;s the finest swordswoman in Barovia Town and, while she can&amp;#039;t compare to Ismark...nobody can compare to Ismark (that she knows of). Her big brother is an absolute beast with a blade. With her sheltered life, she has figured that she has all the skills she really needs. Traveling with the PCs will be quite illuminating for her, and will cause her to start trying to better herself. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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She&amp;#039;ll learn that her sword skills really aren&amp;#039;t that impressive and she has a long way to go. Yeah, she&amp;#039;s pretty good by normal-people standards but (apart from the multiattack) by PC standards, even Ismark isn&amp;#039;t actually that amazing with a blade. A typical martial PC is better than he is...much less someone like a Battlemaster. The first time she sees the PCs fight, she&amp;#039;s going to seriously re-evaluate her skill level--and, perhaps, seek training from one of the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Circumstances that enter her life will drive her to want to learn new skills. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If Izek kidnaps her and locks her in his room, she&amp;#039;s going to ask the party sneak to teach her how to pick locks--or at give her the basics. She won&amp;#039;t be proficient with the tools...but she&amp;#039;ll try to break out if she can. She may even ask a PC for help in hiding lockpicks on her person somewhere they are unlikely to be found. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If PCs are getting injured, and/or there&amp;#039;s a PC with medical skills, Ireena will acknowledge that she is not talented in combat the way the PCs are, but wants to help...she&amp;#039;ll get to work on unlocking the &amp;#039;Healer&amp;#039; feat for herself. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If she sees a PC successfully hide weapons on their person (happened in my campaign...the Rogue somehow managed to disappear a pair of shortswords when being searched), she&amp;#039;s going to ask for pointers on doing the same. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If Ireena can&amp;#039;t find someone to teach her what she wants to know, she&amp;#039;ll try to find another way to learn it. Baron Vallakovich has a nice library full of books...she may find instructional books buried in there that she can use to teach herself useful things. This gives her something to do if the party leaves her in Vallaki so that she&amp;#039;s even more useful if you bring them back to collect her again. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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This also gives some flavor to make her seem more alive--little things that show she is a self-motivated individual who is doing things on her own can make her a more intriguing character. If Ireena is idle, have her be practicing something the PCs taught her. For a from-my-game example, my players were floored when Ireena asked the rogue for pointers on lock-picking...then were surprised/delighted when they returned to the inn to find that Ireena had purchased a padlock and was using some of the rogue&amp;#039;s spare tools to practice on it. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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The Cover Story&lt;br /&gt;
&lt;br /&gt;
Ireena is fully aware of the situation she&amp;#039;s in. She&amp;#039;s being preyed on by the vampire and this brings her all manner of trouble. She has not forgotten that the people of Barovia panicked and refused to associate with her (despite her status) because they learned that Strahd was targeting her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Thus, Ireena comes up with a cover story for why she is traveling. She hides the fact that Strahd is targeting her, and keeps the bite marks hidden until they heal and instead makes up a story to cover why she is traveling. This is not an off-the-cuff lie...it&amp;#039;s something she planned and rehearsed to make it as convincing as possible, and then decided to act on her lie so it is actually a truth (if only a half-truth). In my game (Ismark was persuaded to stay behind), this was her story: ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My father, Burgomaster Kolyan Indirovich, has died and my brother has taken up his responsibilities. I am traveling across the valley, to stop at every church of the Morning Lord and pray for my father, that his rest may be eternal. I do not know how long I will stay, I will move as I feel led to. And, while I travel, my brother has asked that I bear his greeting to the lords of Vallaki and Krezk, and his wish to maintain and even strengthen the relationships between our towns.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Self-Rescue&lt;br /&gt;
&lt;br /&gt;
In order to prevent Ireena from being the Designated Damsel in Distress, have her engineer her own escapes--or at least try to. The key point to remember here is this: she understands her limitations. Ireena is not a strong fighter and she&amp;#039;s not ninja-level sneaky. But she&amp;#039;s clever, well-educated, good at reading people, and is excellent at convincing people of things (either through persuasion or deception). For example... ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Suppose Ireena is abducted by Izek. Once she realizes what&amp;#039;s going on and that she&amp;#039;s in trouble (the room full of dolls that look like her is a real big hint), she&amp;#039;s going to start trying to engineer her escape. If she&amp;#039;s met the Baron, she&amp;#039;ll use her position as a noblewoman to make sure the Baron talks to her...she will either tell her story (about praying at the church) to him, or use the story if he&amp;#039;s already heard it. The Baron has a rather rebellious son, and may be moved by the &amp;#039;fine dutiful daughter&amp;#039; that Ireena seems to be. Ireena&amp;#039;s goal here is to attain increasing amounts of liberty for herself so she can move around and try to find a chance to get away. The catch here is that Izek is going to resist this idea strongly--so this is more likely to drive a wedge between Izek and the Baron...as the Baron is meddling in the one thing that Izek values more than him. Ireena will try to encourage this rift, knowing that if Izek gets kicked out of the Baron&amp;#039;s house, that puts her outside--better chance to escape. On top of this (in my game) she also wrote a letter to the PCs, ostensibly to assure them that everything was fine and they didn&amp;#039;t need to rescue her...but left a code in the letter asking them for help. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Ireena&amp;#039;s best weapons are her words and her mind. This could include anything from what&amp;#039;s listed above, to asking Strahd for a chance to &amp;#039;say goodbye&amp;#039; to friends and family (hopefully luring him to a place the PCs can attack and rescue her), to using coded messages and notes to communicate with the PCs (especially effective if she has become friendly with the Keepers of the Feather, and can use Ravens and Wereravens to send notes). It could even be as simple as Ireena negotiating with Strahd for tours of the castle (I would like to see my new home, after all), then writing details about it down so the PCs have advanced intel on what to expect when they go to break in. And she could probably pull it off, too. Her Deception check is significantly better than Strahd&amp;#039;s Insight check (+5 vs +2). If she opts to play along, she can likely fool him--even to the point where she might convince him that he doesn&amp;#039;t actually need to Charm her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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In short...even if Ireena is captured, she should not idly sit by and lament her state. She should set about using her wits and skill with words to either rescue herself, or orchestrate her own rescue. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Ireena is Active&lt;br /&gt;
&lt;br /&gt;
In a lot of games of D&amp;amp;D whenever the PCs aren&amp;#039;t in town NPCs go into stasis. Nothing happens, nothing progresses, they just wait for the PCs to come back. Don&amp;#039;t do this with Ireena. If the party leaves her somewhere, she should not go into stasis. She is actively trying to keep herself alive and free, regardless of whether or not the PCs are in the same room. Have things happen around her, and put her at the heart of it. For a few examples... ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If left in Vallaki and the party hasn&amp;#039;t resolved the political Charlie Foxtrot that is the town, she (as a noble) gets tangled up in it. Perhaps if Lady Wachter seizes power because Izek is dead, Ireena learns of her allegiance to Strahd and, when the PCs come back, Ireena is leading a resistance against her out of the church. If you want a nice visual indication of the change...she gets her hands on Baron Vallakovich&amp;#039;s armor and rapier, and has the local smith adjust the breastplate to fit her. So they leave behind a noble girl in traveling clothes, and come back to an armed and armored girl who has taken over half the town. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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If left in Krezk, she happens upon the Pool herself, encounters Sergei, but elects to &amp;#039;stay.&amp;#039; Sergei understands completely, and accepts this. She is now armed with personal memories about Strahd and Castle Ravenloft. She gave give them insights into his past, and even sketch maps of parts of Ravenloft she was familiar with. Naturally, she contacts the PCs about this. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
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Regardless of where she&amp;#039;s left, she learns of and makes contact with the Keepers of the Feather. She starts collating information from them and wielding them as a spy network to support the PCs. She&amp;#039;ll also convince the wereravens to serve as couriers, carrying letters to the party in Raven form. If the party later recollects her, she continues getting regular updates from the Keepers via Raven. This can work great for plot hooks, as Ireena&amp;#039;s new spy network discovers things the PCs may be interested in tackling. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
If taken by Strahd, will try to stay in touch with the PCs...likely by raven. Her letters may be a bit disjointed at this point, depending on whether or not she&amp;#039;s currently Charmed. When she has periods out from under his Charm, she&amp;#039;ll realize that he is messing with her head and resolves to tell the party what her current opinion of Strahd is at the start of every letter. She can justify it as warning them, or rambling about how awesome he is, depending on her current state. That way, the PCs get advance warning in a letter whether or not the contents may be compromised. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
As mentioned above, if Ireena is captured by anyone for any reason...she&amp;#039;ll set about trying to free herself (unless Strahd is successfully keeping her locked down with Charm). Ideally, she should incorporate skills she learned from the PCs to do so--that way the PCs can see that teaching her actually accomplished something. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Ireena should actively seek to further a useful knowledge-base. Getting her hands on things that can teach her new things that would be useful to keeping herself alive is a priority for her. Letting the party walk in on her while she&amp;#039;s reading a book on medicinal plants or sitting on a bed with a padlock and some borrowed thieves&amp;#039; tools can provide extra depth to her personality, and give them hints of skills she may manifest later. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
If Ireena is traveling with the party, she should actively seek to be useful. She should offer to go shopping to help them restock on provisions, help forage for food (Help Action, she&amp;#039;s not a good survivalist herself), scavenge for ammo, carry stuff for them, and so on. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Survival?&lt;br /&gt;
&lt;br /&gt;
If Ireena survives, she survives. She leaves Barovia--with the PCs if they&amp;#039;ll have her along. As mentioned above, I can&amp;#039;t stand all of the Sergei scenes as written in the book. The most that may happen is that an image of Sergei may appear and thank the party for saving his beloved&amp;#039;s soul from this cyclical torture. He acknowledges that Ireena is not Tatyana, despite her soul and fragmented memories, and wishes her a long and happy life. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
General Tips on making her seem Interesting&lt;br /&gt;
&lt;br /&gt;
These didn&amp;#039;t quite slot into the sections above, or were mentioned but not clearly expanded upon. Of note: a lot of this is useful any time you want PCs to like an NPC. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Make sure she Does Things. Ireena should have initiative and shouldn&amp;#039;t just sit around and wait on the PCs. Most players are used to NPCs existing for their sake, and may be surprised to find that Ireena is doing things all on her own. Have them find her practicing with her rapier, making friends with other NPCs, practicing skills the PCs taught her, reading books to learn new things, and so on. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Play her smart. Ireena is clever--she should be aware of her capabilities and know what she can and cannot do. She knows she&amp;#039;s no match for a werewolf, she shouldn&amp;#039;t blitz one. She knows she can&amp;#039;t take Izek Strazni in a fight and shouldn&amp;#039;t try it unless she is desperate. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t depend on the party for everything. If Ireena can solve a problem herself, let her solve it. Just remember the above notes--Ireena is far more likely to solve problems with cleverness, persuasion, being good at reading people, and perhaps a little deception/manipulation than she is to solve a problem with violence. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
If something is within her domain of expertise, you can use her to &amp;#039;bail out&amp;#039; the party if they aren&amp;#039;t rolling well or get stuck on an idea. She has a good Insight Check (which is a skill that, for some reason, my players never seem to take Proficiency in) and may nudge a PC if something doesn&amp;#039;t seem right to her. But, make sure she isn&amp;#039;t overshadowing the players--she will generally defer to them (they are the experienced adventurers, after all). ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
&lt;br /&gt;
Give her some defining behavioral quirks that make her more distinctive. Does she chew on her lower lip when she&amp;#039;s focusing hard on something? Does she have a poorly behaved lock of hair that is always getting in her face? Is she easily embarrassed? Does she have a surprisingly coarse vocabulary when something startles her? ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/ reddit/u/guildsbounty])&lt;br /&gt;
-----&lt;br /&gt;
Absolutely brilliant, and similar in many ways to how I&amp;#039;ve been running Ireena. I never liked the &amp;quot;give her Fighter levels&amp;quot; approach, either, but I have thought about increasing her HP (maybe to 21) over time, as you suggested. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
One of my players complained from the beginning that she finds Ireena very flat and boring, for which I didn&amp;#039;t blame her (the book does an awful job at making Ireena interesting other than being the designated Macguffin), but it did make me very sad. Here&amp;#039;s what I focused on to make Ireena more valued by the players: ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
Local privilege. Ireena is a Barovian, so she doesn&amp;#039;t face the xenophobia that the party will. People will open up around her more readily. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
Social station and education. Vallaki&amp;#039;s Baron treated her like an esteemed guest of honor both because of her station and because he wanted to taunt Strahd by keeping her away from him. When the party learned about Udo being imprisoned in the manor, only Ireena and Ismark (mostly Ireena) were able to convince the baron to show mercy and release him, saving the party from breaking in and putting themselves at risk. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
Light in darkness. Most Barovians are unpleasant and dour when not outright hostile. Ireena is exceptional for her kindness and good humor, traits which weren&amp;#039;t obvious at first because she had been living in fear for the last few days, but after she became familiar with the party, her true self began to come out. Ismark lamented to the party how much being a target of Strahd changed Ireena and how awful it was that the people of the village shunned her after she became Strahd&amp;#039;s prey. Ireena never has an unkind word to say about the party, which should be contrasted with the hostility of the random peasants and her brother&amp;#039;s brash demeanor. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
Self-sacrifice. Ireena hates seeing other people suffer on her behalf. She is extremely grateful for the party helping to escort her but regrets that they are in danger because of her. She has been willing to put herself in danger to help the party, against Ismark&amp;#039;s insistence that she stay behind. An example from my game is when she agreed to go to a meeting with Izek when Izek offered to meet with one of the party members trusted by the baron in order to explain some things, but only if they brought the &amp;quot;girl from his dreams.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
Ireena admires the characters. People like to be liked. I had Ireena be enchanted with one of the party members, a courtier, and look up to that character as a model of a sophisticated noblewoman, since all that Ireena has known of how to be an aristocrat is ancient books of poetry handed down through her family. When the characters are hurt or in danger, Ireena shows concern. Ireena bonded with the courtier character after that character disappeared and returned the next morning bitten by Strahd. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
The party still doesn&amp;#039;t want to haul Ireena around, but they all like her, most of them feel badly for her, and I don&amp;#039;t think anyone wants to see harm come to her. ([https://www.reddit.com/r/CurseofStrahd/comments/8vsw2p/my_notes_on_running_ireena_without_making_her_a/e1qw0xc reddit])&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Adopted or Not? On Izek ===&lt;br /&gt;
&lt;br /&gt;
The book tells us that Ireena is the adopted daughter of Barovia&amp;#039;s Burgomaster and that her long lost brother is Izek Strazni, the demon armed miscreant from Vallaki. For the sake of incorporating my PCs into the narrative, I changed this.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;ve given Ireena&amp;#039;s role to a PC, then no problem. Keep this detail and have the surprise hit the whole party when they get to Vallaki.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
If Ireena is still an NPC, then she&amp;#039;s the blood daughter of the Burgomaster and sister to Ismark. She isn&amp;#039;t related to Izek at all, so that&amp;#039;s a detail/rumor you don&amp;#039;t have to worry about dropping on the party. INSTEAD, one of your PCs is Izek&amp;#039;s sister. It&amp;#039;s entirely possible that one of your PCs was carted out of Barovia as a baby and doesn&amp;#039;t know that they&amp;#039;re actually a native to this land. In my game, I got lucky enough that my player wanted to be a teifling urchin. The teifling/devil bit ended up lining up really well with Izek&amp;#039;s demon arm.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
In a nutshell, one of your PCs is Izek&amp;#039;s sister. Whether that PC also has Ireena&amp;#039;s function narratively is up to you.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
== Ireena&amp;#039;s Personality ==&lt;br /&gt;
&lt;br /&gt;
Ireena is one of the few truly good individuals in the game. She&amp;#039;s got a stubborn streak and a love for discovering new things, but also honestly wants to help those in need. Though she fears Strahd, she doesn&amp;#039;t let that fear stand in her way and actively works to avoid him.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
I would highly recommend using this guide to run Ireena as an NPC. It&amp;#039;s detailed and wonderful and really breathes some life into this otherwise static character.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Some of my favorite and most important notes from that guide about Ireena are the following:[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Redheads are bad luck in Barovia, mostly because of a series of redheaded maidens (Tatyana&amp;#039;s reincarnations) that all died horribly. Ireena herself has red-brown hair and regularly dyes it black to avoid attention.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Ireena embroiders as her lady-like hobby. Her pack and other things have evidence of her stitch work.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Ireena knows the horrors of Barovia all too well. But unlike most people who let those horrors harden and corrupt them, they&amp;#039;ve only made Ireena more understanding and sympathetic to those in need.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Ireena hates feeling helpless and/or useless. While she&amp;#039;s not as capable as a PC in battle, she acts as a great support character in order to aid the party. She actively collects spent ammo, patches up wounds, and darts in and out of combat to avoid being in the way. She does not want to be a burden to the party.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
== Ireena&amp;#039;s Ending ==&lt;br /&gt;
&lt;br /&gt;
I hate the weird, ghost-y endings that the book provides for Ireena. Having her suddenly turn into Tatyana&amp;#039;s spirit and fly off on a rainbow of happiness with Sergei is so cheap. It undermines Ireena&amp;#039;s character and basically tells us that she&amp;#039;s worthless compared to a dead ghost lady that the PCs will never meet. Hell to the No.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
===Doomed?===&lt;br /&gt;
&lt;br /&gt;
The Dark Powers actively work against Strahd to keep Tatyana just out of his reach. No matter how had he tries, she will never be his. That is Strahd&amp;#039;s curse.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Strahd&amp;#039;s curse means that Ireena is cursed as well. The closer Strahd gets to Ireena, the more likely the Dark Powers will intervene to take her from him. Yes, Ireena may actively work against Strahd and yes, Ireena would rather take her own life than be with the vampire. But if all that failed and somehow Ireena agreed to marry Strahd and become his one true bride, the Dark Powers would still cause a random meteor to fall from the sky and land on poor Ireena.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
===Happy Ending===&lt;br /&gt;
&lt;br /&gt;
While Ireena might come to accept that she is Tatyana&amp;#039;s reincarnation, she should always retain her own personality. Little flashes of memory and knowledge from Tatyana&amp;#039;s life may come back to her under various circumstances, but they shouldn&amp;#039;t alter Ireena as a person. Therefore, Ireena should never fly off with Sergei in her happy ending.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
If Ireena were to avoid Strahd, she could potentially live out her life in hiding. This would be difficult, though, since Strahd has eyes just about everywhere. But it is possible.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
If Strahd is defeated, Ireena would be permanently free to live out her life. Even if that means Strahd is only replaced with another dark ruler, the new ruler wouldn&amp;#039;t have the same obsession with Ireena.[https://www.reddit.com/r/CurseofStrahd/comments/8xu9lo/fleshing_out_curse_of_strahd_the_village_of/]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Izek_Strasni&amp;diff=1487</id>
		<title>Izek Strasni</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Izek_Strasni&amp;diff=1487"/>
				<updated>2018-07-29T23:15:17Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reskinned as &amp;#039;&amp;#039;&amp;#039;Curtis Crowbane&amp;#039;&amp;#039;&amp;#039;[https://www.reddit.com/r/DnD/comments/4akszm/punny_dd_character_names/d117tjp], a malevolent thug with bard skills.&lt;br /&gt;
&lt;br /&gt;
;Voice:Kurt Cobain&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]][[Category:NPCs]][[Category:Ilvermorny Staff]][[Category:Bellows Pipe Residents]][[Category:DMDadJokes]][[Category:Barovians]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Rudolph_van_Richten&amp;diff=1486</id>
		<title>Rudolph van Richten</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Rudolph_van_Richten&amp;diff=1486"/>
				<updated>2018-07-29T23:14:58Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Barovians]]&lt;br /&gt;
== The Legend ==&lt;br /&gt;
&lt;br /&gt;
Rudolph van Richten is an old monster hunter. Let me say that again...he is an old monster hunter. He got into the monster hunting trade around the time his son was 14, which would probably put van Richten in his late thirties to early forties. Ball-parking it, he&amp;#039;s probably at least in his 80s by now. This is a man who has been hunting and slaying monsters for decades.&lt;br /&gt;
&lt;br /&gt;
The name Van Richten is known; the common folk know it, the monsters know it--he is a legend. Imagine if you will, the &amp;#039;scary stories&amp;#039; that parents tell their kids to possibly frighten them away from certain things. Van Richten is the scary story that monsters tell their children. By the time your players meet him (for real--not just his disguise), they should have heard the name several times. So, how should this play out? Here are a few ideas...&lt;br /&gt;
&lt;br /&gt;
* Van Richten wrote a series of books, detailing all he knew about monsters of all sorts. The &amp;#039;Van Richten&amp;#039;s Guide to the [monster]&amp;#039; series. Perhaps your players find a copy of one...perhaps when they succeed on a monster-knowledge check, you tell them that they remember reading [fact] in the book Van Richten&amp;#039;s Guide to [monster].&lt;br /&gt;
&lt;br /&gt;
* If the players do something impressive involving slaying monsters, have NPCs compare them to the legends they have heard of Van Richten.&lt;br /&gt;
&lt;br /&gt;
* Perhaps work with a player to inject an encounter with Van Richten into their backstory.&lt;br /&gt;
&lt;br /&gt;
* If the PCs are hanging around somewhere, perhaps someone in a tavern launches into a story of one of Rudolph Van Richten&amp;#039;s exploits.&lt;br /&gt;
&lt;br /&gt;
* Some monsters are afraid of him. If Van Richten drops the Rictavio disguise and who he is becomes known, intelligent monsters may balk at the idea of fighting him. Others may specifically target him for the &amp;#039;glory of killing Van Richten.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* If NPCs become aware of who he is, their treatment of him should border on worship...albeit, distant. Just imagine if Batman suddenly turned up in the local pub. They are astounded by him, admire him, but are kind of afraid of him.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== The Beginning - A Physician ==&lt;br /&gt;
&lt;br /&gt;
Before Van Richten became the great monster hunter he is known as today, he was a doctor. His medical background should carry through into how he operates today.&lt;br /&gt;
&lt;br /&gt;
* He does have a good Medicine check, and should be quick to look for cause of death, stabilize injured people, treat injuries, etc.&lt;br /&gt;
&lt;br /&gt;
* He should have a great deal of understanding about anatomy, and has extended this knowledge to include monster anatomy and biology. He knows what harms them and why, he knows where to hit them to make it hurt. He has figured this out by doing autopsies on monsters he killed.&lt;br /&gt;
&lt;br /&gt;
* To reflect his medical background, I gave him the Healer Feat. (Seriously, what doctor wouldn&amp;#039;t be able to use medical supplies to patch someone up effectively?)&lt;br /&gt;
&lt;br /&gt;
* His way of thinking and his approach to things has a scholarly bent. He is not quick to rush into danger and instead gathers information before he acts.&lt;br /&gt;
&lt;br /&gt;
== The Weight of Experience ==&lt;br /&gt;
&lt;br /&gt;
Van Richten is (certainly within Ravenloft) the most experienced monster hunter to have ever lived. Additionally, we know that he has taken out creatures far outside of his weight class. Canonically to Ravenloft Lore, VR has taken out full vampires, lycanthropes of all sorts, and at least one Mummy Lord. So, what does this mean? Well...basically, mix together a Witcher and Batman, then pack it into a really old guy.&lt;br /&gt;
&lt;br /&gt;
* If it involves monsters, Van Richten knows it. No check necessary.&lt;br /&gt;
&lt;br /&gt;
* If a monster is vulnerable to something, he&amp;#039;s carrying it. Feel free to include &amp;#039;traditional&amp;#039; vulnerabilities that monsters could have that aren&amp;#039;t necessarily in the books. Wolfsbane (specially prepared Aconite) repels or poisons werewolves, garlic repulses vampires, etc.&lt;br /&gt;
&lt;br /&gt;
* If there is something you can create that a monster is harmed by, he knows how to make it.&lt;br /&gt;
&lt;br /&gt;
* If he knows in advance what sort of monster he is going to go up against and there is a Cleric Spell that would be useful, assume he prepared it.&lt;br /&gt;
&lt;br /&gt;
* His ability to predict the actions of monsters should be nearly flawless. As the DM...straight up cheat with his predictive abilities. You know what your monsters are going to do next, so have him react accordingly. He sees the werewolves in front and correctly predicts that another group would be moving in stealth to flank the party. If one is about to rush him and attack him, he moves out of its movement range before it can charge. When it comes to getting attacked by monsters, he is simply never surprised by what they do. Strahd is an exception...elder vampires are extremely hard to predict.&lt;br /&gt;
&lt;br /&gt;
* His understanding of how monsters behave should be uncanny. He doesn&amp;#039;t need to track them, he can generally make a reliable guess at where their lair would be. If he decides to stake out a monster to ambush it when it next attacks someone, he always stakes out the right place.&lt;br /&gt;
&lt;br /&gt;
* Can produce non-traditional solutions to dealing with certain kinds of monster. For example, he may be able to figure out a way to put a ghost to rest (by breaking its ties to the world), rather than having to fight it.&lt;br /&gt;
&lt;br /&gt;
* He will use his skills to help the party coordinate. He&amp;#039;s not a specialist in small unit tactics, so he won&amp;#039;t actually try to command the PCs, but he will give them advice and call warnings. For example: &amp;quot;The attack from the front is a decoy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Van Richten&amp;#039;s skill-set should be eclectic in the extreme. I operate under the assumption that he has picked up bits and pieces of useful knowledge from all over the place. He is not proficient with Smith&amp;#039;s Tools, but knows how to Silver a weapon. He&amp;#039;s not proficient with a Poisoner&amp;#039;s Kit, but knows how to make several toxins and compounds that are effective against various sorts of monster. He&amp;#039;s not a proficient survivalist, but can identify monster tracks on sight. He&amp;#039;s not proficient in Investigation, but he can piece together the evidence of a monster attack easy as breathing.&lt;br /&gt;
&lt;br /&gt;
VR&amp;#039;s campaign against monsters is obsessive. He is on a lifelong Rampage of Revenge over what a Vampire did to his son. He has gathered up every single possible tool that he can get his hands on that makes him more effective at Killing Monsters and discarded most of the rest.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The Slayer ==&lt;br /&gt;
&lt;br /&gt;
Van Richten Kills Monsters. He doesn&amp;#039;t fight or battle or hunt monsters, he kills them. And he does all of this, despite only having a CR of 5. How, you ask? Well...If any of you have read the manga Goblin Slayer...basically that.&lt;br /&gt;
&lt;br /&gt;
For the rest of you, let me give a quick explanation: in that story, the main character is on a one man extermination campaign against goblins. The people that travel with him are constantly shocked (and appalled) at all the sneaky, filthy, under-handed tricks he pulls in order to kill the maximum number of goblins as swiftly and efficiently as possible. That should be how Van Richten operates...just to give some examples...&lt;br /&gt;
&lt;br /&gt;
* Necromancer and his undead holed up in an old mansion? Bar the doors and set it on fire.&lt;br /&gt;
&lt;br /&gt;
* Vampire built his lair on low ground? Divert a river to flood the whole thing with Running Water.&lt;br /&gt;
&lt;br /&gt;
* Vampire didn&amp;#039;t make sure his coffin was under enough layers of solid material? Blow/tear the top off and bathe the coffin in daylight.&lt;br /&gt;
&lt;br /&gt;
* Found the vampire&amp;#039;s coffin before you go to kill it? Anyone know the spell Leomund&amp;#039;s Tiny Hut? That&amp;#039;ll prevent the vampire&amp;#039;s mist form from getting back to its coffin.&lt;br /&gt;
&lt;br /&gt;
* Cave full of werewolves? Set large fires in the entrances, then cave the entrance in beyond the fire...then just wait for the fire to eat all the air out of the cave.&lt;br /&gt;
&lt;br /&gt;
* Necromancer with an army? Infect the army with Corpseblight (see my Ezmerelda writeup) then put a crossbow bolt through the necromancer&amp;#039;s throat while he struggles to figure out why his undead army is falling apart.&lt;br /&gt;
&lt;br /&gt;
In short...if you can think of a horrific, brutal, and/or efficient way for him to kill things with the environment, without really endangering himself directly...he&amp;#039;ll do it.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The Old Hero ==&lt;br /&gt;
&lt;br /&gt;
Van Richten is not as young as he once was. If anything, this has emphasized his traits mentioned above. Once upon a time, he was young and strong and agile--able to fight monsters directly and come out on top. But now he&amp;#039;s old. His body can&amp;#039;t keep up with his old way of fighting, so he&amp;#039;s had to adapt. He focuses more on magic now, but mostly focuses on killing things without having to actually fight them.&lt;br /&gt;
&lt;br /&gt;
In a straight fight, he is more likely to let the PCs handle the front lines. They&amp;#039;re young enough to handle it, after all. Which could be where you use his support-caster loadout.&lt;br /&gt;
&lt;br /&gt;
As to his personality, I recommend against making him a generic crotchety old man. Instead, might I recommend taking him after the mold of Vesemir from The Witcher series. Their both examples of really old monster hunters...masters of their trade, and also too old to put up with your bullcrap. He&amp;#039;s mellowed out a lot since he got started, but is still quite determined to see the end of any monsters he can.&lt;br /&gt;
&lt;br /&gt;
His age is a balancing factor that can keep him from turning into a spotlight thief. I mean...Van Richten is the main character of all of his stories. He has worked with countless groups of adventurers and heroes...it would be easy for him to steal the spotlight from the PCs. So you can balance this with the fact that he&amp;#039;s old and he&amp;#039;s cautious. And, well...the rest of it, I&amp;#039;ll get to that in a sec.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
A Cursed Man&lt;br /&gt;
&lt;br /&gt;
Van Richten suffers a curse bestowed on him by a Vistani:&lt;br /&gt;
&lt;br /&gt;
 Live you always among monsters, and see everyone you love die beneath their claws.&lt;br /&gt;
&lt;br /&gt;
Its effect on him can best be summarized with this statement: &amp;quot;Van Richten Dies Last.&amp;quot; This curse is both a boon and a bane to him. The curse is a large part of why he has lived so long--how he has accumulated so much experience and expertise. He is cursed to always see his friends and allies die--which means he has to live long enough to see it happen.&lt;br /&gt;
&lt;br /&gt;
For a long time, he was unaware of the exact nature of the curse on him, but he is apparently aware of it now (as of Curse of Strahd). Thus, we have a few effects to consider.&lt;br /&gt;
&lt;br /&gt;
* Van Richten feels guilty. For decades he fought alongside others with monsters, completely unaware that he was a doombringer among them. Now that he knows, he is burdened by all the deaths he feels that his presence caused.&lt;br /&gt;
&lt;br /&gt;
* Van Richten isolates himself. He doesn&amp;#039;t let people get close to him for fear that his curse will take them out.&lt;br /&gt;
&lt;br /&gt;
* If Van Richten is traveling with the party, he has excellent odds of surviving--if someone is going to die in the party, it&amp;#039;ll be someone other than him.&lt;br /&gt;
&lt;br /&gt;
* Van Richten&amp;#039;s curse should have a tangible impact if he is traveling with the party: he is a Doombringer of the highest order. His mere presence among the party should invite tragedy and disaster.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== The Tragedy of Ezmerelda and Van Richten ===&lt;br /&gt;
&lt;br /&gt;
In the revised 5E backstory that created Ezmerelda, there&amp;#039;s a tragedy in here: Van Richten&amp;#039;s curse could have been lifted years ago.&lt;br /&gt;
&lt;br /&gt;
By old Ravenloft Lore, the strongest of curses laid down by a Vistana can only be lifted by the Vistana who placed it, or a blood relative of that Vistana. Van Richten&amp;#039;s curse was a Death Curse laid on him by Ezmerelda&amp;#039;s mother. Only Ezmerelda has the ability to revoke the curse. But here&amp;#039;s the problem...&lt;br /&gt;
&lt;br /&gt;
Ezmerelda is Vistani...by nature, they are secretive about their abilities. Beyond that, Van Richten doesn&amp;#039;t trust Vistani and likely commanded Ezmerelda to not use her Vistani abilities in his presence. As a result, Van Richten doesn&amp;#039;t know how Vistani curses work--he doesn&amp;#039;t know that they can be revoked by a blood relative of the one who laid it. He&amp;#039;s a Cleric...he has undoubtedly tried Remove Curse himself and it failed. As far as he knows, the curse is permanent.&lt;br /&gt;
&lt;br /&gt;
Van Richten is also secretive and, as mentioned, doesn&amp;#039;t trust the Vistani. He kept Ezmerelda at arm&amp;#039;s length as best he could both because he couldn&amp;#039;t trust her, but also to try to protect her from the curse...and even if he was aware of the curse when they traveled together, he never told her about it.&lt;br /&gt;
&lt;br /&gt;
If either one of them had been less secretive, more open...his curse would have been revoked a long time ago.&lt;br /&gt;
&lt;br /&gt;
Flavor: If you want the curse to be broken, here&amp;#039;s how it went down (with a different actor in Ez&amp;#039;s place) in VR&amp;#039;s Guide to the Vistani...with some minor tweaks to adjust for backstory inconsistencies.&lt;br /&gt;
&lt;br /&gt;
NOTE: My version of Ezmerelda and VR&amp;#039;s backstory sticks closer to the original--and what was written in the VR&amp;#039;s Journal handout. It involves VR destroying Ezmerelda&amp;#039;s caravan while she was very, very young. She survived the undead assault and later got picked up by another caravan of Vistani (in my version...it was actually the Zarovan tribe--Madam Eva&amp;#039;s caravan). She originally wanted revenge on VR...but time with Eva (and the prescience of the most powerful Vistana of them all) showed her the tragedy of what had happened from an outside perspective. Ez realized that the whole thing was a horrible tragedy and wrongs had been committed on both sides. She thus set out to try to find Van Richten and try to make things right...though Eva never told her about the curse her mother had laid on Van Richten.&lt;br /&gt;
&lt;br /&gt;
 Van Richten and Ezmerelda must travel to the place the curse was first laid...a small clearing in the forests of Barovia where the ruins of Ezmerelda&amp;#039;s caravan still lie. Both must verbally acknowledge the wrong that had been done and verbally forgive one another for it...then the remains of Ezmerelda&amp;#039;s caravan must be burned (possibly while warding off an unending attack until the caravan is gone).&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The Disguise ==&lt;br /&gt;
&lt;br /&gt;
Van Richten got the idea for &amp;#039;Rictavio&amp;#039; from his exposure to her and her occasional methods for blending in when going somewhere that didn&amp;#039;t like Vistani. In short: &amp;quot;Sometimes the best disguise is being the most obvious thing in the room.&amp;quot; As mentioned in the book, Ezmerelda has never encountered the Rictavio disguise (my explanation is that he came up with it after they parted)...in the same way, VR isn&amp;#039;t familiar with any of the disguises Ezmerelda is currently using.&lt;br /&gt;
&lt;br /&gt;
It really is a rather perfect disguise. Van Richten is known as a grim, serious individual. A dour old man who roves the world slaying monsters. &amp;quot;Rictavio&amp;quot; is a flamboyant fop who tells ludicrous stories, commits crimes against music, and is constantly trying to recruit people to his Circus of Wonders. He should be portrayed as extremely over the top and completely harmless. It should be very jarring to your players if he drops the act.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Rictavio knows that even if someone suspects he&amp;#039;s hiding something, they are extremely unlikely to guess the truth. If a player rolls well on Insight against him and figures out he&amp;#039;s full of crap, that only tells them that he&amp;#039;s lying about something...not what he is lying about. And his response is to just carry on and ignore accusations that he is lying. Sure, the PCs may figure out that he&amp;#039;s full of crap (his stories are obvious fabrications) but he just carries right along, sticking to his guns even though the players know it&amp;#039;s crap.&lt;br /&gt;
&lt;br /&gt;
Honestly though, I have yet to have a player try to get a serious read on Rictavio&amp;#039;s personality. He strikes them as so straight forward--a carnie who is spinning tall tales for amusement. Sure, my players figure he&amp;#039;s important via metagame knowledge (he had a scene where I focused on him), but they really don&amp;#039;t suspect that he&amp;#039;s any more than what he appears to be.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== A Hard Man to Pin Down ==&lt;br /&gt;
&lt;br /&gt;
Van Richten is a man with a plan for killing Strahd, and it&amp;#039;s a plan that plays well to his aged capabilities: &amp;quot;wait til Strahd takes a long nap, then stake him in his sleep.&amp;quot; Of anyone in the valley, Van Richten knows how deadly Strahd is. He has fought elder vampires before and Strahd is the greatest of them all. He may very well believe that trying to fight him head on is pure folly.&lt;br /&gt;
&lt;br /&gt;
This can be a large part that prevents Van Richten from turning into the spotlight thief a man of his skills could very easily become...&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s important to note: Most of the &amp;quot;Destined Allies&amp;quot; the party can draw from Madame Eva have notes about how the PCs can get that individual to join them. Van Richten has no such notes. Instead, it says this...&lt;br /&gt;
&lt;br /&gt;
 Van Richten works alone. [...] Furthermore, he believes too much is at stake to risk exposure.&lt;br /&gt;
&lt;br /&gt;
* Van Richten is (by older lore) aware of Madame Eva but (unlike many others in they valley) he won&amp;#039;t immediately cave to her prophecies, drop everything he has been working on, and throw his lot in with the PCs. Here are a few important things to keep in mind if the party is trying to recruit him...&lt;br /&gt;
&lt;br /&gt;
* Van Richten is quite certain that if he drops his disguise, Strahd will find him and wreck him. (This is one of Strahd&amp;#039;s Primary Goals as listed in Chapter 1)&lt;br /&gt;
&lt;br /&gt;
* Van Richten&amp;#039;s disguise is magically augmented. As long as the party can&amp;#039;t get his hat off, they cannot prove that he is not a carnie ringmaster&lt;br /&gt;
&lt;br /&gt;
* Van Richten&amp;#039;s disguise is only useful against Strahd as long as no one knows who he really is. The Ring of Mind Shielding only works on him...it doesn&amp;#039;t work on the PCs. VR knows that if anyone else finds out, Strahd can Charm them or read their mind or otherwise extract that information from them.&lt;br /&gt;
&lt;br /&gt;
* Van Richten is fully aware of his curse. He will avoid physically joining up with the party for fear that he will get them all killed.&lt;br /&gt;
&lt;br /&gt;
* Van Richten &amp;#039;&amp;#039;&amp;#039;does not talk about his curse.&amp;#039;&amp;#039;&amp;#039; He knows well the bravery of adventurers and that telling them about his curse tends to result in responses like &amp;quot;Oh, you don&amp;#039;t need to worry about us, we&amp;#039;re strong!&amp;quot; followed shortly by &amp;quot;:dying noises:.&amp;quot; Rebuffing their advances without mentioning the curse is much more effective at getting them to stay away from him so his curse doesn&amp;#039;t kill them.&lt;br /&gt;
&lt;br /&gt;
* Even if Van Richten consents to offer them aid, it should be indirect as much as possible. He has his plan, he&amp;#039;s set in his ways, he&amp;#039;s not going to go gallivanting off with a bunch of young adventurers. And, he should stay in character as much as possible...blowing his cover will only bring Strahd down on him AND the PCs.&lt;br /&gt;
&lt;br /&gt;
Ideally, even if the party can convince him to help...his help should primarily take the form of a surprisingly knowledgeable carnival ringmaster who is &amp;quot;certainly not going to go out and fight monsters with you. I&amp;#039;m a ringmaster, not an adventurer!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He may lend the party his wagon to travel around in (once he finds somewhere else to stash his tiger...or may lend them the tiger as well), give them helpful advice--possibly using ravens to stay in touch over long-distance if the PCs make friends with the Keepers, and provide the sort of support that a Carnie could offer. But, it should take rather extreme circumstances for him to actually be honest with the PCs...and they may have to do something about his Curse before he&amp;#039;ll actually travel with them. (See the section above...Remove Curse won&amp;#039;t cut it, the curse is far too strong.)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Getting Him to Join Up ==&lt;br /&gt;
&lt;br /&gt;
Van Richten wants to stay under cover...so how does the party get him to change his mind?&lt;br /&gt;
&lt;br /&gt;
Easy: Ruin his plan&lt;br /&gt;
&lt;br /&gt;
If Van Richten&amp;#039;s cover is blown, his plan is a wash. The whole plan depends on his identity staying a secret until Strahd goes into hibernation. If Strahd identifies Van Richten before then, he will try to kill him and VR is pretty sure he can&amp;#039;t take Strahd in a fight. Thus...if VR&amp;#039;s cover is blown, he is stuck with two bad choices: Either he tries to keep going it alone, gets killed by Strahd, and fails his &amp;#039;final mission,&amp;#039; or he accepts the risk to the PCs and joins them to try to take Strahd down directly. A few example ways to blow his cover...&lt;br /&gt;
&lt;br /&gt;
* Knock his hat off. A Hat of Disguise only works as long as it stays on your head, so if something happens that knocks the hat off, &amp;#039;Rictavio&amp;#039; is replaced by Van Richten.&lt;br /&gt;
&lt;br /&gt;
* Let the Tyger Tyger event happen. When Rictavio flees to the Tower of Khazan, he&amp;#039;s inside an Antimagic field and cannot disguise himself&lt;br /&gt;
&lt;br /&gt;
* Even if Van Richten is distorting his voice, Ezmerelda may still recognize it...even if what she recognizes is the cadence his voice adopts when he&amp;#039;s explaining something.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Ability Loadout ==&lt;br /&gt;
&lt;br /&gt;
VR is a Cleric...and his listed Prepared Spells speaks more of a support caster than a Monster Hunter who has gone solo. But, because he&amp;#039;s a Cleric, he can swap out his prepared spells at will to any other spells on the Cleric list. Additionally, I granted him the Turn Undead feature because it just makes sense. Here are a few notes on spells for him to use...&lt;br /&gt;
&lt;br /&gt;
* Dawn creates Sunlight. If he can lock a vampire down within the area of effect, they will be dust in short order.&lt;br /&gt;
&lt;br /&gt;
* Dispel Evil and Good breaks a vampire&amp;#039;s Charm. However...things can&amp;#039;t really leave Barovia, so the Dismissal part of that spell won&amp;#039;t be terribly effective here.&lt;br /&gt;
&lt;br /&gt;
* Geas is useful when he needs to find something. For example, capture a werewolf then place a Geas on it to lead them to the den.&lt;br /&gt;
&lt;br /&gt;
* Lesser and Greater Restoration are enormously useful, as is Remove Curse.&lt;br /&gt;
&lt;br /&gt;
* Guiding Bolt is a great weapon against Vampires. Shuts down their regen, and gives the next attack Advantage.&lt;br /&gt;
&lt;br /&gt;
* Hallow: If VR can get his hands on the material components for this, he can create Holy Ground to help protect the PCs. Create a bubble of Hallowed Ground around the Antimagic Zone that covers the Tower of Khazan....talk about a fortress. (Sure, you&amp;#039;ll have a bubble of non-hallowed ground where the A/M zone is...but it&amp;#039;s entirely surrounded by Hallowed territory.&lt;br /&gt;
&lt;br /&gt;
* Given his skill at predicting his foes...dropping Sanctuary on a creature they are about to attack can completely trash their attempts&lt;br /&gt;
&lt;br /&gt;
* Spirit Guardians is just....awesome.&lt;br /&gt;
&lt;br /&gt;
If you feel he needs a bit more umph...I suggest picking a Cleric Domain for him to have features from. Might I recommend the Grave Domain.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
AKA Rictavio. He is a big part of Strahd’s story, and has quite a fantastic – if tragic – story of his own, as Rudolph van Richten – legendary vampire hunter. Plus, his Vistani protégé [[Ezmerelda d&amp;#039;Avenir]] is in Barovia as well, and I think she’s a great possible ally for the adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1485</id>
		<title>Dark Wizard</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Dark_Wizard&amp;diff=1485"/>
				<updated>2018-07-29T23:14:43Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strahd&amp;#039;s Motives/Goals== [[Category:Barovians]]&lt;br /&gt;
&lt;br /&gt;
;Turn Ireena&lt;br /&gt;
:Strahd thinks she is his love Tatyana reborn. He has already drank her blood twice. The next time he does so, he will kill her and turn her into his vampire consort.&lt;br /&gt;
&lt;br /&gt;
;Find [[Rudolph van Richten|Dr. van Richten]]&lt;br /&gt;
:Strahd wants to find him and break his spirit.&lt;br /&gt;
&lt;br /&gt;
;Search for a Successor/Consort&lt;br /&gt;
:Strahd will test the heroes to see if they are worthy. The more challenges they overcome, the more he is interested in them.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
His plane shifting horse is Beucephalus, it’s a Nightmare that usually chills in the crypts. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
There is also Baba Lysaga who sees herself as Strahd’s mother figure. (Berez) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Rahadin is another one of his allies, kind of acts as a manservant as well. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I wouldn’t necessarily call Morgantha and her daughters his allies. He... tolerates then and they enjoy the atmosphere of Barovia [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Vistani work for him, are his spies. They lure people in. Though not a spy, Madam Eva does want to see Strahd saved. She is his half sister after all... a fact Strahd does not know. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The werewolves work for him, as do the Barovian witches. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Lady Wachter supports Strahd. (Vallaki) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The Abbot is making Strahd a bride. (Krezk) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
The vampire spawn Escher will try to harm the party to earn Strahd’s good graces. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
Strahd’s tomb has three of his brides (can’t remember their names) [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
He’s not an ally but will stop anyone who tells him they want to stop Strahd, Vladimir Horngaard, leader of the revenants. He likes that Strahd is in his own hell. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
I see Exanther, the forgetful lich in the Amber Temple as being friendly with Strahd. Maybe not full blown allies but definitely not enemies. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zwrpx/]&lt;br /&gt;
&lt;br /&gt;
the druids of Yester Hill, and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
the bats and [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
wolves of Barovia. [https://www.reddit.com/r/CurseofStrahd/comments/8x0ebb/is_there_a_list_of_strahds_allies_anywhere/e1zzeyy]&lt;br /&gt;
&lt;br /&gt;
The Vistani Arrigal does Strahd&amp;#039;s bidding as well.&lt;br /&gt;
&lt;br /&gt;
== Running Strahd encounters afield ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
&lt;br /&gt;
How often Strahd shows up is really important. Use him too much, and he becomes too familiar and not scary. Use him too sparingly and he doesn&amp;#039;t appear to be a menace. In my opinion, one Strahd encounter every other gaming session on average is about right. Curse of Strahd can be really heavy on RP at times, and a Strahd encounter is a great way to break that up. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== The Set Up ===&lt;br /&gt;
&lt;br /&gt;
CoS is an interesting module because the best encounters with Strahd will be designed ahead of time by the DM. You have to do more legwork than the previous modules, but it is worth it. I tend to have my encounters occur at the beginning of the gaming session and this is for two reasons: 1. I know where they are so I can craft the environment/layout of the encounter ahead of time. 2. It reminds the players of their goal and jump starts the action right away. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
==== Strahd brings minions ====&lt;br /&gt;
&lt;br /&gt;
When Strahd is encountered outside Ravenloft, he brings buddies. Don&amp;#039;t roll on the table, just choose whatever monsters are level and environment appropriate for the PCs. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
== Hooks &amp;amp; Encounters ==&lt;br /&gt;
&lt;br /&gt;
=== Uninvited guests ===&lt;br /&gt;
&lt;br /&gt;
Setting: Baron Vallakovich&amp;#039;s manor at dinner with the PCs ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s monsters: Dire wolves&lt;br /&gt;
&lt;br /&gt;
X-Factor: Izek Strazni is also at dinner&lt;br /&gt;
&lt;br /&gt;
The way it went: Strahd charms Ireena, and she is held back by the party. Izek leaps to his sister&amp;#039;s defense as they fight the wolves in the manor. Strahd uses an animate objects spell from the threshold and then backs off to let the party fight the dire wolves. Vallakovich isn&amp;#039;t having any of it and wants them out of his home and Vallaki after they beat the wolves. Bonus - The party now has to figure out where to go, and if they like Izek or not. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Blue Water Bats ===&lt;br /&gt;
&lt;br /&gt;
Setting: The upper floor of the Blue Water Inn ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s Monsters: Bat Swarms&lt;br /&gt;
&lt;br /&gt;
X-Factor: Rain and thunder outside. A flash of lightning allows the PC on watch to glimpse Strahd watching them through the window (I know he can&amp;#039;t fly, and they are on the second story, but he could have easily prepared the &amp;quot;Fly&amp;quot; spell that day&amp;quot;). ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
The way it went: The windows all shattered at once and the bats attacked. Strahd makes a quick exit into the night. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s getting close to time to up the Ante on some of Strahd&amp;#039;s psycological warfare. I got a great idea from another poster on this subreddit about using some of the groups favorite NPCs as leverage. My favorite idea I saw was having two NPCs (Probably Urich Martikov and his Wife) astride horses with nooses around their necks. Strahd will ask for whatever he wants (Ireena, or one of the magic items they have found) or the NPCs die - Except they are already dead, and vampire spawn. We will see how that plays out. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== How to not get Strahd killed too early ===&lt;br /&gt;
&lt;br /&gt;
One of my groups already got a hold of their Sunblade. Make sure you read up on how the sunblade works and how much sunlight hamstrings Strahd. This weapon really screws our boy. Sunlight does 20 radiant damage a turn if Strahd is in it, it also stops his regeneration of 20 hp/turn (which means it essentially does 40 damage a turn), AND prevents him from taking gaseous form if he is reduced to 0 hp. The Sun Blade sheds light out to 20 to 60 feet - Brutal. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
So what is an undead dictator to do when faced with such oppression? Strahd is a hard monster to run effectively because he has SO many options and he will get clobbered by a level 10 party in 2 rounds or so. First of all, notice that Strahd is almost ALWAYS going to get the drop on the PCs if he wants. He has greater invisibility and a stealth score of +14, which means he will be most likely rolling his checks with advantage at +14. If you really want to kick the shit outta your PCs with this guy you have to be cagey and smart, like Strahd himself. Use every trick in the book and have a plan. This is my plan for when Strahd is actually trying to kill them: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Before fight: Greater Invisibility and Scrying. Strahd needs to know when they are coming, and Scrying lets him do that. He also wants to know if the party has access to the spell &amp;quot;Greater Restoration&amp;quot;. He lays out &amp;quot;Children of the Night&amp;quot; before starting the fight so the help arrives soon. Then Invisibility is cast and he is ready. Round one: Roll your stealth check with advantage and compare to PCs passive perception - They didn&amp;#039;t beat him? No of course they didn&amp;#039;t. Looks like you get a surprise round (It is worth noting that the way surprise works in 5th, I&amp;#039;m pretty sure Strahd will get his full host of legendary actions during his surprise round - I could be wrong) that you are going to use to Dominate the weak willed warrior with the sunblade. Did you get him? You use your legendary actions to move up to some foolish wizard or other squishy and beat on him relentlessly - and don&amp;#039;t forget you have advantage because you are invisible. This is where Greater Restoration is important because it will end your charm. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Round two and later: Is the sunblade wielder charmed? &amp;quot;Fellow warrior - You wouldn&amp;#039;t allow such a blade to harm me would you? Give it to me so that I may prevent this. I&amp;#039;ll make it worth your while&amp;quot; The PC uses his move and action to de-activate the Sunblade and hand it to Strahd whenever he becomes visible. Strahd is going to take a ton of damage here because the rest of the party is going to UNLOAD on him. Strahd&amp;#039;s AC sucks and his HP is pretty low. Don&amp;#039;t forget you have resistance to some damage and you are invisible (until you duff a concentration check). Also don&amp;#039;t forget that we can move as a legendary action without provoking attacks of opportunity - and you can run up walls when you do this thanks to spider climb. For Strahds action, you just are going to want to lay into the same squishy PC. Each unarmed strike is going to do 24 damage on average, while the bite is only 17. Unarmed strikes are the way to go if he doesn&amp;#039;t need the healing of the bite. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Is the Sunblade wielder not charmed? Well crap. Time to go. If Strahd is in his lair, you use the lair action to allow him to move through walls his normal action to fire a level 4 fireball, and his legendary actions to get out and lick his wounds. If he is not in his lair, you are really in trouble. Probably best to turn into a bat and get away ASAP and give it another go later. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I think it is important to note that when the party finds Strahd in the area the Tarrokka indicates, I don&amp;#039;t think it would be wise to have him prep for the battle with the invisibility and the Children of the Night. This is where the showdown is supposed to happen, and the party should have their best chance to bring him down at this point. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I hope this helps other DMs. If you bring nothing else away from this, remember to plan out the encounters (I even write canned descriptions and some Strahd dialog) and have them at the beginning of your session. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/4vknx8/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
== Lategame Strahd Encounters ==&lt;br /&gt;
&lt;br /&gt;
After your PCs get ahold of a sunlight emitting item and are level 7 or so, they start to actually pose a threat to Strahd, especially if he is caught outside of Ravenloft. Once this happens, I&amp;#039;ve had Strahd stop toying with them by attacking them, and really amps up the psychological warfare. Strahds goals are now to get Ireena at all costs, and get the party to start infighting. Now this is a careful line to walk because we want the characters to suspect each other, but we don&amp;#039;t want the players to actually have any hurt feeling from your game. This topic is actually really difficult to sum up quickly (and has been written about a lot on here), but I am just going to say here that some of these encounters may not be appropriate for your players. You should be able to gauge that by now, which is why we save these until the late game. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Get Ireena ===&lt;br /&gt;
&lt;br /&gt;
When the PCs are level 7 or so, and getting close to being able to fend of Strahd effectively, he is going to stop messing around and take Ireena by whatever means necessary. In all three of my groups, Strahd has taken Ireena. How you do it depends heavily on what is going on with her at the time. In one group Ireena was being held at the Church in Vallaki after they hallowed the church grounds while they went off and adventured. Eventually some villagers found the party and told them that Strahd had taken her with Izek in his thrall. If she is adventuring with the party, Strahd could attack on his Nightmare mount, grab Ireena and go to the ethereal plane and then back to Ravenloft. What needs to be clear is he isn&amp;#039;t messing around anymore. This encounter can lead to a death of one or more party members if they are very stubborn about not letting Ireena go. This is OK. Maybe even good. They will probably have a means to bring back the dead at this point via the Abbot or the Raise Dead scroll from Van Richten. Make them use it! ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Strahd Gets Psychological ===&lt;br /&gt;
&lt;br /&gt;
The next group of encounters are examples of what I was referring to earlier. These encounters are designed to break group cohesion. They are extremely toned down versions of methods people use to break down prisoners in real life. This is why they may not be appropriate for some groups. I think most groups will have fun with these since it is very apparent what you as the DM is trying to do, so they feel like they are &amp;quot;Winning&amp;quot; just by staying united. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Strahd Plays Favorites ===&lt;br /&gt;
&lt;br /&gt;
One method of breaking group cohesion prisoners psychologically is by treating one person very well and the others like dirt. When a player couldn&amp;#039;t make it to a session of DnD, their character didn&amp;#039;t come on the adventure with the others. Off screen, Strahd charms them and gives them a little gift. A plump bag of Electrum pieces with his visage on them, or whatever (a silvered weapon with Strahd&amp;#039;s crest is a great one as well) - the more conspicuous the better. When the next session starts, you take the Player aside and tell them what happened. The PC then rejoins the group fully rested and with the gift, after having just talked to the DM one on one. If you do this one or two more times with the same player - it is going to look pretty fishy. You can also deliver gifts to the one PC via intermediaries(The Wereravens, Krezkovs, etc.) on behalf of someone called &amp;quot;Vasili Van Holtz&amp;quot; ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== The Prisoner&amp;#039;s Dilemma ===&lt;br /&gt;
&lt;br /&gt;
This one takes a bit of set up. Here is what I did: I made an envelope for each player. Inside the envelope was a paper of instructions, and two &amp;quot;Decision&amp;quot; slips of paper. One of the slips has &amp;quot;Stay&amp;quot; written on it, and the other has &amp;quot;Leave&amp;quot; written on it. The paper of instructions had the following written: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd Von Zarovich looks directly into your eyes while ignoring everyone else at the table. You hear his voice in your head, but his lips do not move. “I alone have the power to allow you to leave my realm. I will grant you this power if you but ask. However, I will not allow all of you to leave, for I see great promise in your souls. Some of you will need to stay here and help me rule Barovia. If you decide you will leave, your allies will stay. If more than one of you decides to leave, I will choose who exits based on your response.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Players: Place your written response and decision slip of your choice back into the envelope. The DM will pass around another envelope into which your discarded decision slip will go. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Before the players arrived, I also had a secret envelope with 5 decision slips in it. One of them said &amp;quot;Leave&amp;quot; and the others said &amp;quot;Stay&amp;quot;. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
During the course of the session, Strahd (or an illusion of Strahd) needs to get them near a dinner table. I used the table in Argynvostholdt - but any of them will do. He invites them to sit. Then the envelopes are passed out. The players aren&amp;#039;t allowed to talk, they just read and write their response on the paper, and put their slip in. Make sure they keep their eyes on their own work and no peeking. They are good little heroes, and will all choose &amp;quot;Stay&amp;quot;. Then you send the envelope around for the discarded decision slips (These should all be &amp;quot;Leave&amp;quot;). After that, you get to read all the responses. Then Strahd says something like &amp;quot;You should give up your quest for Ireena. In fact, it appears one of you already has.&amp;quot; Then you drop the secret envelope on the table as Strahd turns to mist and leaves. Cue the players yelling &amp;quot;NO ONE OPEN IT!&amp;quot; and someone inevitably opening it. Great fun. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
=== Dinner with the Devil ===&lt;br /&gt;
&lt;br /&gt;
This encounter is designed to take place at K10 in Ravenloft. The illusion of Strahd talking for a short period of time but I didn&amp;#039;t like that. This is how I wanted to do it (This one never happened since my offline group never went to K10. Please let me know if you run this!) to continue breaking them down. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
The set up is again, one envelope for each player. One player gets the following message: ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the White Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
&lt;br /&gt;
The rest of the players get the following message:&lt;br /&gt;
&lt;br /&gt;
Inside your head you hear Strahd talk to you. He says the following: “I have watched you for a long time. I know why you have come here, and what you seek to do. Know that it won’t be easy. I am ancient. I am the land. Nurmengard is my home, and my prison. The Dark Powers keep me here and they keep a tally. For me to be released from my service to them, another must take my place. I have seen your power grow over time. First, a matchstick; now, a roaring fire. Only one such as you could hope to succeed me. The Dark Powers are anything but foolish, and foiling them will require intimate coordination between us. I need you as much as you need me. Take a measure of my power and join me, such that we can bring about a new era to this land. You need only drink the Red Wine to give your approval and become infused with power.” ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Circle the color wine your character will drink and write your characters name, and hand the paper back to the DM. If you want to try something like a sleight of hand to switch glasses or something write it below. Hand the paper back to the DM secretly. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
I, _______________________ will drink the RED / WHITE wine.&lt;br /&gt;
&lt;br /&gt;
Now you take the envelopes and on the count of three, have the players lift an arm in a toast which corresponds to the color wine they drink. Left arm toast for red, right arm toast for white. Most likely, all but one will toast in red wine. The player who toasts in white wine will have the following happen : &amp;quot;As the tannic taste of the wine slides down your throat, you feel an itching on your forehead, as a small horizontal cut forms, two inches wide. The edges of the wound bleed, scab, and then heal in seconds. As they do so, they draw apart revealing an eye with a vertically slit pupil.&amp;quot; The character will now benefit from advantage to insight and perception checks while the eye is open. Closing the eye removes the benefit and makes the eye indistinguishable from a wrinkle on the forehead. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
&lt;br /&gt;
Edit: A fellow DM has beautified these, which you can find here:&lt;br /&gt;
&lt;br /&gt;
Strahd Wine Letter&lt;br /&gt;
&lt;br /&gt;
[[File:Strahd_Wine_Letter.jpg]]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit]&lt;br /&gt;
&lt;br /&gt;
The Illusion of Strahd in the room then disappears like normal.&lt;br /&gt;
&lt;br /&gt;
=== What do we do with Ireena? ===&lt;br /&gt;
&lt;br /&gt;
Now that Strahd has Ireena, what is he going to do with her? Well, I have him planning a wedding. He sends out invitations to the NPCs of Barovia, including the players. At the wedding it is implied that he will make Ireena into a vampire spawn unless the party can save her. This gives a time limit on them - which moves the story along nicely. But where is Ireena held until then? You can decide later. She might be with Strahd at the foretold location. She might be somewhere else in the castle - it is bad luck to see the bride before the wedding after all. Depending on the tone of game you want to run, she might already be a vampire spawn. It gives you a lot of options. I&amp;#039;m probably going to have her at the foretold location, charmed, but alive. ([https://www.reddit.com/r/DnDBehindTheScreen/comments/6b5ozt/what_i_have_learned_from_running_curse_of_strahd/ reddit])&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The Dark Wizard is definitely a lawful individual. He has a zero tolerance policy for dishonesty and banditry. When he first took Barovia, he beheaded every single Burgomaster in the valley because they were all skimming the taxes. Even after he became a vampire, he would actively hunt and slaughter those who violated his laws. In his own words: &amp;quot;those who broke my laws rarely got the chance to repeat the offense.&amp;quot; ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard is a creature of his word. If you can extract an actual promise from him, you can expect him to keep it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
He has little patience for incompetence and stupidity. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard has a sense of humor, it&amp;#039;s occasionally a very black sense of humor, but he has it. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard is actually somewhat fond of the creatures he controls...wolves and bats get pets from him when he calls them outside of combat. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
If The Dark Wizard needs to travel, he&amp;#039;ll load a coffin into a coach so he has a handy place to sleep if he&amp;#039;s out too long. During the day, the coach will be guarded by a veritable horde of wolves and anything else he deems necessary. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard can be extremely cruel when it comes to taking revenge...the man responsible for the rebellion that happened at the same time he was turned into a vampire was later hunted down, drained dry, then left in a sealed stone crypt to animate as a Vampire Spawn...then was left there to starve to death from lack of blood over the course of about a month. [[Lady Fiona Wachter]]&amp;#039;s ancestor was present for this, and visited that crypt to listen to the man/vampire spawn trying to get out and suffering for the entire time it took him to die (he was responsible for the death of her parents as well). ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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The Dark Wizard has a lingering tolerance for servants of the Morninglord, because a confidant of his was a priestess of that faith before he &amp;#039;died.&amp;#039; He lets the religion continue to exist in his lands out of respect for her. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard does NOT need an invitation to enter a house that is within his domain...as Lord of Barovia, he owns the entire Baratok Valley, so every house within it technically belongs to him. He may, however, pretend that he needs an invitation. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
&lt;br /&gt;
The Dark Wizard is extremely interested in magical lore of all sorts. He&amp;#039;s constantly looking for magical means by which he can secure Tatyana and escape the mists. The lure of spellbooks and other pieces of arcane lore may be sufficient to lure him somewhere. ([https://www.reddit.com/comments/8a2b91 Source])&lt;br /&gt;
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------&lt;br /&gt;
Overview&lt;br /&gt;
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Strahd is smart.&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s combat tactics should adapt to the players. He should figure out the party&amp;#039;s weaknesses and target them explicitly. For example, a party with lots of single-target damage but little AoE capabilities will struggle with large hosts of weak enemies. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd has long-since figured out that something is sabotaging his efforts to get Tatyana. This is why he doesn&amp;#039;t just punch the party&amp;#039;s teeth in and snatch her the moment they walk away from Barovia Town. &amp;quot;Grab her and turn her into a vampire&amp;quot; hasn&amp;#039;t worked in 700 years, the PCs (as a wildcard not native to Barovia) present an opportunity to try more creative solutions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is extremely well-informed. Between his spies, ability to Scry, and ability to Charm people for information, it should be rare that he is unaware of something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd should not make stupid mistakes. If he ever lays hands on the Villain Ball, I have done something wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a General&lt;br /&gt;
&lt;br /&gt;
Strahd&amp;#039;s tactical acumen applies to any monsters he is commanding. The party should be able to tell when Strahd is directly in charge of enemies they are fighting because they will be drawn into ambushes and kill-boxes, be outflanked regularly, and have to deal with enemies targeting squishy party members first. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is very familiar with mixed-unit tactics and should use them. Look for tactical synergy between monsters under his control and exploit it. For example: zombie meat-shields backed up by skeleton archers and/or using wolves to run down the PCs and knock them Prone so slower units (like Vampire Spawn or Zombies) can catch up. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is familiar with the effectiveness of Magic as tactical support. The party should encounter Strahd-commanded monsters that have been magically buffed by spellcasters who didn&amp;#039;t stick around for the actual fight ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is familiar with the role of terrain in combat. The party should never have a terrain-based advantage when fighting Strahd-commanded forces, and Strahd should bring units well-suited to the environment. For example, if Strahd has the druids throw a horde of Blights at the party, they should attack on open terrain with no choke-points. In terrain with significant elevation differences, archers should be positioned on high-ground ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is a wizard with access to every single spell in the game ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If there&amp;#039;s a 5th level or lower spell in the books that looks useful to Strahd, he has access to it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has absurd Ambush capabilities ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
He has the home-field advantage. He may have nests of monsters hidden all over the valley (like the Vampire Spawn in the coffin-maker&amp;#039;s attic) that he can deploy. He has also had centuries to familiarize himself with the terrain to pick out good spots for an ambush. It&amp;#039;s entirely possible for him to have minions he hid so long ago that all traces of their hiding place are gone (such as burying Zombies somewhere long enough ago that grass grew over their hidey hole). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
He, personally, has absurd stealth capabilities between a very high Stealth check and the ability to go Invisible ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Beucephalus allows him and his minions to travel via the Ethereal Plane...which is almost entirely imperceptible and completely intangible to people on the Material Plane and lets them ignore pesky things like walls. Bear in mind that Beucephalus can only move 3 willing creatures back and forth at a time. (Note: &amp;#039;Charmed&amp;#039; can quickly become &amp;#039;Willing.&amp;#039;) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is Bored&lt;br /&gt;
&lt;br /&gt;
With all the advantages Strahd has, if he wanted the party dead...they&amp;#039;d be dead. But, Strahd has been living in Barovia for centuries and there&amp;#039;s nothing native to the valley that actually threatens him. Adventurers are a rare opportunity for him to find some entertainment. Strahd&amp;#039;s entertainment primarily consists of terrorizing people and corrupting &amp;#039;good&amp;#039; things. This all manifests in a few ways... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is not actually bothered when his plans don&amp;#039;t work. Instead, he&amp;#039;s impressed because it&amp;#039;s something novel. He may congratulate the party on their accomplishment. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s plans are not always about achieving a tangible objective. For example, the Feast of St. Andrals is not some rare opportunity to get rid of a thorn in his side. If he really wanted the bones gone, they&amp;#039;d have been gone ages ago. He has lots of minions that are unaffected by holy ground (like cultists, druids, and werewolves) who could steal them and dispose of them much more thoroughly than hiding them in some old dude&amp;#039;s closet. Rather, the plan was more about Henrik, Milivoj, and Yeska. Three people who don&amp;#039;t serve Strahd that were manipulated into doing something that put the lives of a large number of people in danger and almost destroyed the one &amp;#039;safe place&amp;#039; in the valley. Even leaving the bones in Henrik&amp;#039;s closet was deliberately aimed to taunt him with the fact of &amp;quot;You could fix this at any time, but you are too cowardly to risk it.&amp;quot; And they get to deal with the knowledge of what they did for the rest of their lives. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cities provide no actual protection from Strahd. None of them are actually capable of defending themselves against him and his forces. They continue to exist because he wants them to. After all, it&amp;#039;s a lot more convenient when your food-stock takes care of itself and tends to its own pens. If Strahd decides a city needs to go, it&amp;#039;s history. (The half-dozen Vampire Spawn that Strahd dropped in the coffin-maker&amp;#039;s shop could, most likely, take out the entire guard force by themselves. 24 guards and a pallisade really isn&amp;#039;t much in the way of viable defenses against a Vampire Lord.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is trying to draw things out. Until the party reaches the &amp;#039;too dangerous to let live&amp;#039; stage, he won&amp;#039;t actively try to kill PCs. If they just happen to die, then oh well, guess they weren&amp;#039;t going to be interesting anyway. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s campaign against the PCs should be psychological warfare heavy. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is a Prisoner&lt;br /&gt;
&lt;br /&gt;
For all his power, for all his might...Strahd is a prisoner in the lands of Barovia. With his permission, anyone can safely leave Barovia--except for him. He is both Lord of Barovia, and the inmate that can never leave. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd has an ancient agreement with the Vistani, giving them free passage through his lands. In exchange, they act as informants for him. (Some Vistani serve him directly, but this is not the norm.) This is how he gets news from the outside if he is interested. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is aware that something more powerful than him is toying with him, and is trying to find a way to break their grip on him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd Is The Land&lt;br /&gt;
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Strahd has an intrinsic tie to Barovia, this has a few effects. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Weather conditions conspire to favor Strahd. This can mean anything from him getting Dramatic Cracks of Thunder whenever he wants them, to having a heavy rain or fog obscuring sight and sound when he wants to be sneaky, to just making people he doesn&amp;#039;t like miserable. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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On a grand scale, Strahd can alter the environment. Historically, he used this power to destroy the town of Berez by flooding it and permanently turning it into a swamp. This is part of why you cannot successfully defend a town that Strahd wants to destroy...he can turn the environment against it. (Flood Vallaki, take Krezk out with an avalanche, etc) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd technically owns everything in the entire valley; he does not need an invitation to enter a home. This is a trump card for him, though--and not something he reveals lightly. Also, he still maintains some noble sensibilities--it&amp;#039;s rude to just barge into someone&amp;#039;s home without an invitation. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Creative Tactics&lt;br /&gt;
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Because of Strahd&amp;#039;s capabilities, he has tactical options not available to your average enemy...particularly when he is acting as a commander. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Fun and Games with Beucephalus&lt;br /&gt;
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Beucephalus, despite getting only an extremely minor mention in the book, is incredibly useful...as such, I upgraded him a bit in my game. Strahd put forth the effort to acquire Barding for the horse, upping its AC to 18. So, given this, lets look at some options... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is faster than you: With a mount that flies at 90&amp;#039;, Strahd is the fastest moving thing in the valley apart from the Rok. He can easily beat the party to any location he wants to beat them to. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Infiltration: Beucephalus can transport Strahd and/or several minions via the Ethereal Plane into otherwise-impossible-to-access locations and drop them off. It is impossible for them to be seen coming. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Perfect Ambush: Can move allied creatures into an ambush location, then they all Ready Actions to attack the moment the are shifted to the Material. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Tactical repositioning: Beucephalus can pull allies into the Ethereal, relocate them, then pop back into the Material with them on the next round. This allows him to move allied creatures past choke points, barricades, and other obstacles. This can be paired with the &amp;#039;Perfect Ambush&amp;#039; option to dogpile a vulnerable character. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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It&amp;#039;s raining monsters: This takes some prep-work, but Beucephalus can be used to lead a parade of creatures through the Ethereal to points near the PCs. Beucephalus then goes from point to point, popping these monsters back to the Material Plane, delivering a moderate force to a location without any sign of their approach. Easily usable to fill houses with monsters to all come pouring out to attack the PCs once the time is right. For a bit of hilarity, make this literal. The monsters all stand above the combat point, and Beucephalus starts transporting them back to the Material, allowing them to literally rain down on the PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Using Beucephalus is not without risks. If he is destroyed then any creatures presently on the Ethereal are stranded there. This is another good reason for Strahd to have devil-summoning spells, as he may get stranded on the Ethereal and need to temporarily summon up another Nightmare to get himself out. An alternative possibility is to make it that Beucephalus cannot be properly killed...if killed, Strahd can resummon it in 24 hours. Pulling in a magic item from Mordenkainen&amp;#039;s Tome of Foes (Infernal Tack) could be used with this--if you want to get rid of Beucephalus, you need to get the spurs that summon him and bind him to Strahd. Without them, he can&amp;#039;t summon the Nightmare (and if you&amp;#039;re evil...maybe now you can). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Confusion Tactics&lt;br /&gt;
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If Strahd gets to prepare the battlefield, perhaps he sets some things up in advance. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory Terrain to hide natural or unnatural (like pit traps) perils ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Cast Seeming to disguise creatures as something they aren&amp;#039;t. This could be anything from making monsters look like normal people, to making them look like other sorts of monster. Ghouls disguised as Zombies, Skeletons disguised as Vampire Spawn (see how fast the PCs run). Disguising a mob of undead as a mob of bandits may trick the party&amp;#039;s divine casters into not attempting to Turn them...or vice versa, getting the divine caster to waste an Action trying to Turn humanoids. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Illusory body doubles. Illusion spells can be used to make a minion look like him, or himself look like one of his minions. As a &amp;#039;cheating to get out of defeat free&amp;#039; aside...in the event that your PCs get off a bunch of lucky crits and &amp;#039;lay Strahd out,&amp;#039; you could always retroactively decide that they took out a illusion-cloaked body double, not the real thing. Or use it for a bait and switch...throw a Vampire Spawn magicked to look like Strahd at them and let them kill it. While the PCs stand there going &amp;#039;wtf, that was it?&amp;#039; the real thing pops up and flattens the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Employ the use of bait--fake and legitimate. Charm, Suggest, or Force random innocents into positions that will draw the PCs into a trap. Or polymorph a monster into looking like an innocent for the same purposes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Playing with Charm&lt;br /&gt;
&lt;br /&gt;
A vampire&amp;#039;s charm is very powerful, but has its limits. While you see Strahd as your dear friend and are incapable of trying to do him harm--it doesn&amp;#039;t mean you aren&amp;#039;t still friends with the other PCs. If he&amp;#039;s going to Charm you into betraying your friends, he has to make them not your friends first. However, Strahd does not have to be in humanoid form to use Charm. Charming people as a bat is perfectly functional. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm the bearer of the Sunsword. Politely ask them to turn it off, as it is hurting him. Then, unleash some sob-story about how that sword belonged to his dearly beloved brother and he has been looking for it for ages and oh wouldn&amp;#039;t the PC let him return the sword to his brother&amp;#039;s grave. It would give him so much closure to have finally recovered the last of his brother&amp;#039;s most precious belongings. (Note: Nothing said in that statement is a lie as long as Strahd takes the sword back to his brother&amp;#039;s grave before trying to destroy it.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pre-Charm some PCs before a fight breaks out. Enjoy the chaos as members of the party are trying to break up the fight rather than trying to kill him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a PC then use Sending or Rary&amp;#039;s Telepathic Bond to send them secret messages and instructions. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Have conversations with Charmed PCs. Plant ideas in their heads that their other &amp;#039;friends&amp;#039; don&amp;#039;t appreciate them. Or that they don&amp;#039;t trust them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Remember that Charm works on NPCs, too. He can Charm an otherwise neutral NPC into trying to break up a fight or fighting on his side so the PCs end up either killing an innocent person, or being paranoid about whether or not any humanoid they are fighting against is actually doing it of their own will and always going for non-lethal. Couple this with Illusions for extra chaos. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Making Strahd seem omniscient (without cheating)&lt;br /&gt;
&lt;br /&gt;
One of the scariest things about Strahd, in my mind, is when the players start to believe he is all-knowing. When they start to believe that he truly is the land, and that they can&amp;#039;t hide their actions from him. In truth, Strahd is not all-knowing--but he likes people to think he is. While it is fully possible to just cheat and make Strahd know things, I find it more fun to look at how he can actually seem omniscient ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Detect Thoughts to have Strahd finish people&amp;#039;s sentences for them. Or have him ask them questions, then he vocalizes the answer to that question if they don&amp;#039;t respond. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Pair Charm with Modify Memory to interview characters (PCs and NPCs) without their knowledge. Strahd Charms them, asks them questions for less than 10 minutes, then wipes the event from their memory. He could gain some extremely personal information about PCs this way. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spies. Spies everywhere. They don&amp;#039;t even have to be malicious or even all that active--they don&amp;#039;t need to follow the players around or act suspicious. They might just be some rando Barovian that got an unpleasant visit and offered something (even if that something was &amp;quot;I won&amp;#039;t feed you to my wolves&amp;quot;) in exchange for reporting anything they happen to learn about Outsiders. Most Barovians are flatly terrified of Strahd--it wouldn&amp;#039;t be hard at all for him to press some into service for little things like that. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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When scrying, choose your targets cleverly. If the PCs are hanging out with someone who serves Strahd, target that person (as they&amp;#039;ll auto-fail voluntarily). If your party travels with animals (like horses), target them instead of a PC. It&amp;#039;s a lot easier to get hair from the party&amp;#039;s horse while it&amp;#039;s in a stable than it is to get hair from a PC. Still, try to get a lock of hair (or other sheddable body-part, like scales) from each PC. If the PCs all go down in a fight...perhaps rather than making it a TPK, they all wake up with missing bits of hair. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Spies on the Ethereal Plane. Strahd has Beucephalus pop a minion onto the Ethereal Plane and has them follow the party around for a while. Perhaps he always has a spy camping them from the Ethereal, and they just rotate out to go back and report to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Moles. The book tends to call out that humanoids allied to Strahd are pretty open about their allegiance. This is dumb. Sure, maybe some of them are all rah-rah-Strahd-forever! But some are certainly aware that they can better serve their master if their allegiance is secret. Have individuals who are servants of Strahd be friendly--have them lie about their allegiance (or tell an &amp;#039;exact words&amp;#039; falsehood where the words they say are technically true, but intended to mislead). Do stuff that aids the PCs but doesn&amp;#039;t hamper Strahd (much). Then they can happily report to Strahd all the information that the PCs freely give them, because they trust them now. In my game, I did this with the Vistani near Vallaki. The PCs like them and quite trust Luvash (finding him to be a very entertaining character because he&amp;#039;s this massive thug-looking guy who is obviously wrapped around his daughter&amp;#039;s finger) to the point of letting him sneak them into Vallaki and watch their horse while they are in there. Naturally, Luvash has acquired some horse-hair for his master&amp;#039;s scrying spells at this point. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Effects of this&lt;br /&gt;
&lt;br /&gt;
If the party comes up with some sort of pass-phrase or sign to prove it&amp;#039;s really them, check to see if they are being observed when they decide on it. If so, Strahd now knows the &amp;#039;trick&amp;#039; they came up with to confirm their identity. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is not surprised by plans or tricks that the players come up with. If they sit around working out a strategy for fighting him, he knows what their plan is. In fact, he may develop plans specifically to counter them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If a planned deception was discussed out loud by the PCs, Strahd knows about it. The only way to have a real chance at deceiving him is to do it off-the-cuff, or at least never discuss it out loud. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
There are countermeasures to this, but your players will have to figure them out...if they realize what&amp;#039;s happening in the first place. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stages of Interest&lt;br /&gt;
&lt;br /&gt;
In my game, I gauge Strahd&amp;#039;s current interest in the party in 5 levels. The more attention Strahd is paying to you, the more dangerous your life becomes. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 1: Aware&lt;br /&gt;
&lt;br /&gt;
The party has only recently arrived in Barovia and hasn&amp;#039;t done anything of note yet. Strahd is aware that they exist because he is aware of anyone who enters his domain, but isn&amp;#039;t paying much attention to them. Basically, they need to prove they aren&amp;#039;t just going to bite it the first time a couple zombies jump them before he&amp;#039;s going to bother paying attention. At this point... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd continues business as normal. If the party encounters him at this point, it&amp;#039;s coincidental--he was somewhere doing something, and they just happened to be there at the same time. The Feast of St. Andrals is an example of such a potential encounter. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Vistani and other allies of Strahd will report to him anything they learn about the PCs, but Strahd is making no special effort to investigate them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If they encounter creatures Strahd controls, he is not commanding them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 2: Interested&lt;br /&gt;
&lt;br /&gt;
The party has performed some unexpected or impressive feat (thwarting a plan, killing a powerful creature, acquiring a relic, etc.) and Strahd has deemed them worth his attention. At this point, he is primarily gathering information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Spies start trying to steal a personal effect or bit of hair from the PCs to boost the efficacy of Strahd&amp;#039;s Scrying spell. Randomly call for Wisdom saves from the party to represent his attempts to scry on them (definitely don&amp;#039;t tell them why they are saving). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If a PC is isolated at some point, Strahd may attempt to interview them. He approaches them in bat form and tries to Charm them. If successful, he takes humanoid form and has a chat. He wants to know more about them and their companions, and asks questions to that effect. He keeps the interview short, then tries to use Modify Memory to wipe the conversation from the PC&amp;#039;s head. In play, simply call for Wisdom Saves from the isolated player and don&amp;#039;t tell anyone anything if they fail both (perhaps tell the player outside of the game if you want to let them RP out their (forgotten) discussion with Strahd. Strahd can use the same trick on NPCs that the party is friendly with. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd will observe the party in combat while invisible/ethereal/as a bat/etc. He may throw a mixed or buffed unit at them and command it, just to see how they fare. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
This is when Strahd sends them the invitation to dinner. I recommend having a look at elven tower&amp;#039;s guide on Dinner with Strahd, as it is much better than what&amp;#039;s in the book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If you plan to plant a Strahd-serving mole in the party, now&amp;#039;s the time. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Stage 3: Active Interference&lt;br /&gt;
&lt;br /&gt;
Strahd has gathered enough information, and now it&amp;#039;s time to have fun. This is the stage that Strahd will be in for most of the adventure. He is seeking to corrupt the PCs, manipulate them into helping him bypass whatever it is that is keeping him from Ireena, break their spirits, or whatever else he deems suitable for a given PC. This will be broken up into two parts... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Changes to life for the party&lt;br /&gt;
&lt;br /&gt;
Enemies should behave more intelligently and mixed units should start becoming more common. However, more intelligent creatures may intentionally leave downed creatures alive (deal non-lethal KO damage), because Strahd isn&amp;#039;t done with them yet ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd himself may pick fights with them, just to kick them around a bit. Always have multiple escape plans in mind. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s pyschological warfare goals are primarily focused on sowing distrust and paranoia among the PCs. If a particular PC seems susceptible to betraying their friends, he focuses on isolating that character. Additionally, if he can get them to do something &amp;#039;evil&amp;#039; then points to him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Example ideas for ways Strahd may interact&lt;br /&gt;
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Strahd gives the party a quest. The quest is to do something that is objectively good (such as saving children from Old Bonegrinder/Werewolves or restoring the winery). He doesn&amp;#039;t really care if they succeed or not, he just wants to see what they&amp;#039;ll do. Do they refuse the quest because of its source? Are they second-guessing themselves the whole way? Do they do the opposite of what he asked them to do? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd continues information gathering. If he catches a PC or allied NPC alone, he does the same he did during Stage 2, but may also bite them as well. That way, they go back to the party with a bite mark on their neck and no knowledge of how it got there. Which a paranoid party may take as a sign of untrustworthiness or outright collusion. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Charm a party member or allied NPC, then use Sending or a pre-established Rary&amp;#039;s Telepathic Bond to get them to do suspicious things or things harmful to the party. As Strahd does not need to be in humanoid form to Charm targets, he can establish the Charm as a bat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Seeming to &amp;#039;replace&amp;#039; someone (or multiple someones). For example, sneak into the Blue Water Inn and temporarily incapacitate the Martikovs and some or all of the patrons. Replace them with cultists (for anyone the party needs to talk to) and undead, all masked into looking &amp;#039;normal&amp;#039; with Seeming. When the party realizes something is off, attack. Seeming doesn&amp;#039;t drop just because combat started, so this will cause all manner of chaos. For extra fun, have a few genuinely uninvolved innocents mixed in there, just to see if the freaked out PCs end up killing innocent bystanders. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Seeming on the party--make them look like monsters or Vampire Spawn. Enjoy the fact that they are stuck out in the wilderness for the night, or getting attacked by allies. Or even other PCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Alternately, Strahd can use Disguise Self or Alter Self to personally replace an individual for the purpose of talking with the PCs--he may even replace a PC for a short while. For example, if he catches a PC alone he can incapacitate them and hand them off to a minion. He takes their form and returns to the party, and continues along with them for a short while. In a short while, they happen upon a coffin lying in the road...just as they arrive, the actual PC wakes up inside the coffin. Strahd lets the &amp;quot;who is the real one!?&amp;quot; drama play out for a moment, then drops the disguise, thanks the party for their company, and departs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd sends a PC a bag of money with a note, thanking them for some obscure &amp;#039;service.&amp;#039; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd may start making subtle overtures towards a PC he thinks he can corrupt ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Adopt a disguised &amp;#039;role&amp;#039; that he plays, and be friendly with the NPCs. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Try to get the PCs to dislike/distrust the actual decent people in the valley and make friends with Strahd&amp;#039;s servants. (In my game so far, the PCs are very buddy-buddy with the Vistani that live outside Vallaki). In the case of the Vistani, make up some BS about how Strahd has a non-aggression pact with them as part of their &amp;#039;we can come and go freely from Barovia.&amp;#039; Make them think that their Vistani &amp;#039;allies&amp;#039; are the only folk in the valley that are &amp;#039;safe&amp;#039; from Strahd. NOTE: Strahd&amp;#039;s servants are smart enough to keep their true allegiance a secret. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 4: Break Them&lt;br /&gt;
&lt;br /&gt;
Strahd is ready to start breaking his toys now. Continue anything he was doing in Stage 3, but turn it up to 11. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If Strahd has found a PC he can isolate from the rest, his goal with them is to make it so that this person dislikes their &amp;#039;allies&amp;#039; enough that, while charmed, he can command them to turn on their friends. Perhaps even get them to do it voluntarily. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Capitalize on any seeds of distrust and paranoia planted in Stage 3. Make note of what worked and what didn&amp;#039;t, and double down on the points that worked. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd begins using creative combat tactics (see below) on a regular basis, and many foes will be under his command. He may even directly lead strike teams to harm the party. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Additional example ideas for how Strahd may interact&lt;br /&gt;
&lt;br /&gt;
Dominate someone the party likes and force them to attack the party ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Make offers to the party (such as &amp;#039;Bring me Ireena and I&amp;#039;ll let you leave.&amp;#039;). If possible, manipulate/lie about the results of agreement or disagreement. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Allow them to find a suit of armor...either the presently-inert Animated Armor in the Tower of Khazan, or Strahd&amp;#039;s Animated Armor. The armor has been throughly worked over with Nystul&amp;#039;s Magic Aura to hide its true nature. Let them enjoy the armor...then, in the final battle, activate the armor. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spread rumors to lead PCs to cursed items (such as the Staff of Frost in the Amber Temple) that may corrupt them ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Manipulate someone (non-evil) into setting the Assassin bound to the magic mirror on one of the PCs. Charm them while in disguise and lie to them about what the mirror does (tell them it will summon a spectral warrior to go to the PCs&amp;#039; aid if they speak the rhyme and say a PC&amp;#039;s name.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the Revenants at Argynvostholt are still around, see to it that they find out the PCs are aiming to kill Strahd. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Dream to harass a PC, hiding the fact that Strahd is sending the dream. If targeting a Cleric or Paladin, make it seem like a Dream from their deity, informing them that Strahd cannot be killed, they can only seek to redeem him. Or that Strahd must live on and suffer, rather than being killed. Alternately, give them a Dream about Madame Eva sending them an &amp;#039;extra prophecy&amp;#039; to aid them along their way. In short, give them dreams that give them disruptive/false information. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the PCs have experience with Strahd replacing people, use Suggestion to get an NPC the PCs know well to behave in a way that is out of character for them...see if the PCs&amp;#039; paranoia fires off and makes them harm/kill a friend. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Use Seeming to make innocents look like monsters, try to get the PCs to attack them. Drop the spell after about half of them are dead. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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If the party has acquired any of the Relics, use trickery and other people to try to take it from them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Spread copious amounts of misinformation throughout the valley. Rumors that the sunsword is cursed to gradually overtake the mind of its wielder, that overuse of the Holy Symbol of Ravenkind will turn you into a Raven, that one of the PCs or someone they know was seen conversing with a vampire spawn in the middle of the night (when the rest of the party was in bed), rumors of powerful useful things in the mountains to the North, rumors of a cult in Krezk, and so on. Just make up a bunch of bull-crap and spread it around. The best part with this is that no Insight check can prove these false...because the PCs are hearing this information second or third-hand, likely from someone who believes it to be true...Insight or even Zone of Truth doesn&amp;#039;t help you against someone who is simply wrong. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Stage 5: Obliterate&lt;br /&gt;
&lt;br /&gt;
The party is too dangerous to be left alive or has enraged Strahd. He wants them dead. The gloves are off. However, Strahd is still a highly intelligent and successful general. He&amp;#039;s not going to just hurl himself at them in a wild fury and immediately fight to the death. No, he&amp;#039;s going to wear them down and deplete their resources--so that when he goes for the kill, it&amp;#039;s easy. This is how you force the final confrontation...the PCs&amp;#039; best move is to go on the offensive as soon as possible--the longer they wait around while Strahd is doing this, the harder their life is going to become. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is done playing. If he thinks a PC can be corrupted, he makes his move. If not, they die. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd knows how dangerous the PCs have become and begins using attrition-style warfare to wear them down. Attacks against the PCs are always conducted with a goal in mind: Kill that character, acquire that item, destroy that location, etc. Strahd can always make more undead, he can always turn new Vampire Spawn. If he sacrifices a half-dozen Spawn and a large number of zombies to get his hands on the Sunsword or kill a single PC, that counts as a win in his book. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd begins destroying the PCs&amp;#039; network of allies. If possible, he kills these NPCs in front of the PCs (Wall of Force/Drain them dry, for example). Once the PCs realize what is going on and start avoiding their allies, they start getting reports that their friends are all being killed. NPCs with a shakier relationship with the PCs may turn on them to try to protect themselves. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If Strahd has a mole among them, now is the time to strike. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd seeks to compromise or destroy their base of operations. He wants them isolated and exhausted. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd is more careful in combat, especially if the party has Sunlight-producing relics. He may avoid the front lines, using his forces instead of taking the field directly. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Strahd&amp;#039;s targeting of their allies and safe places is aimed at demoralizing them as well as destroying assets. Killed allies should be killed horribly and/or turned into Vampires/Undead to be used against the PCs. If the resulting undead is capable of speech, then they should be forced to curse and scream at the PCs, blaming them for what was done to them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If the PCs have made &amp;#039;friends&amp;#039; with any of Strahd&amp;#039;s servants, now is the time for a precision-strike betrayal. Attack them in their sleep, poison their food, whatever hurts the most. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Final Battle&lt;br /&gt;
&lt;br /&gt;
So, here we are. The party has gathered their artifacts, rallied themselves, and marched on Castle Ravenloft. So, how do we make this a Battle worthy of Legends? Strahd is...not actually that durable. In the face of the Sunsword, the Holy Symbol of Ravenkind, St. Markovia&amp;#039;s Thighbone, and the Icon of Ravenloft...if Strahd tries to fight them straight up, he&amp;#039;s going to go down like a chump. So, here we go... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Disclaimer: if you completely follow my advice here, you&amp;#039;re probably headed for a TPK. Pick the pieces you like and implement them (or go whole hog and TPK em, up to you) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Prepare for them&lt;br /&gt;
&lt;br /&gt;
Strahd knows they are coming. Of course he knows. So, let&amp;#039;s get ready for them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Swap out his spell list. The spells listed in his statblock are what I consider his day-to-day overlording loadout. If he&amp;#039;s going to war, he should switch out for more appropriate spells. Consider where your party is set to have their Final Battle with Strahd, and pick whatever spells off the Wizard spell list are the most advantageous. (For example, Gust of Wind is kind of useless in the crypts...but if he&amp;#039;s fighting them on top of the castle, punting the party off the side is awesome). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If the party includes a Paladin or other caster with a Detect Evil/Divine Sense capability, prepare and Cast Nystul&amp;#039;s Magic Aura on himself. Change his apparent creature type to humanoid to confound their spell. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Wear the party down. If the party shows up to battle Strahd and is at full strength, he didn&amp;#039;t do his job right. You have an army. Use it. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Gear up. If you want drama, let Strahd summon it onto himself as a Bonus Action...but if Strahd&amp;#039;s Armor is still around, he puts it on. This gives him an even higher AC, immunity to lightning damage, and a lightning-based ranged attack. And a lightning-damage dealing sword, if he wants to use that instead of his claws. (For fun...have him hold off on doing this for a bit...where he just plays with the PCs like a big cat. Then he goes &amp;quot;I suppose that&amp;#039;s enough playing around. Time to die.&amp;quot; :Snaps his fingers and armor materializes around him:) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
As DM, study the area he will be fighting them in. What&amp;#039;s around it, above it, below it? Where can Strahd go to buy himself a few rounds to recover? Look at the Battle section below and figure out how Strahd plans to tackle this. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
The Battle&lt;br /&gt;
&lt;br /&gt;
Go time. Note that some of these recommendations may contradict the number of spell slots he has (such as suggesting using Seeming but also suggesting using Wall of Force, despite the fact that he only has the one 5th level spell slot). This is to give options to you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Action Economy disparity sucks. Crowd Control is Strahd&amp;#039;s friend. Polymorph, Hypnotic Pattern, Wall of Force, and anything else that takes PCs out of the fight tilts things in his favor. The fewer attacks being leveled at him per round, the better. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Kite your enemies. Strahd can walk through walls to put stout stone between himself and sunlight-producing artifacts, and can lure the PCs to chase him...either into other enemies, or into traps. Strahd knows where all his traps are, of course...so why wouldn&amp;#039;t he lead the PCs into them? Remember, Strahd has Spider Climb and can go through floors and ceilings. Doing this also gives him time out of sunlight in order to regenerate HP. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Abuse Seeming to devour party resources. Strahd can make an arbitrarily large number of minions look like him before the PCs show up. Have decoy Strahds all over the place...use them as sacrificial pawns to lure the party to bad places. For extra evil...when the party finds Strahd at the appointed location, they are likely to open big. Unload on him with everything they&amp;#039;ve got to try to Alpha him down. So, have the &amp;#039;Strahd&amp;#039; they find be a Vampire Spawn under Seeming. They nuke &amp;#039;Strahd&amp;#039; and blow all their best tricks...likely reducing the spawn to dust. The party stands there for a second going &amp;quot;Um...is that it?&amp;quot; Then Strahd&amp;#039;s laughter starts echoing through the room and he either suckerpunches someone from behind, or several more &amp;#039;Strahds&amp;#039; show up (maybe one of them is even the real thing!) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Charm people. Pre-emptively, if possible. Convincing the Fighter or Paladin to hand over the Sunsword, or pitch it off the side of the castle is a great way to get rid of a serious hazard to your health. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Target Priority. In my experience, it&amp;#039;s sort of common for DMs to &amp;#039;play along&amp;#039; and have the monsters fight the martial characters for the most part. Strahd&amp;#039;s not an idiot, though...what&amp;#039;s the point of playing around with the walking ball of armor when the squishy wizard is blowing him up, or the healer is undoing his efforts to murder you. Pick your targets based on who it would hurt the party the most to lose. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Isolate Sunlight wielders. These are the most directly dangerous foes, as they produce an aura that hurts you, blocks your regen, AND prevents you from going Mist-form if you are defeated. Polymorph them, enclose them in a cubic Wall of Stone, lock them in rooms by themselves, use minions to knock them into traps ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Separate the party. Strahd can close and lock doors as a lair action. If his lair action comes up and the party is divided between rooms with a door in between them...slam the door shut and lock it, then suckerpunch whichever half of the party is the most vulnerable (or painful to lose). ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Exploit your speed. If Strahd is going full-out, he can cover 150&amp;#039; in a round. (Move, Dash, LA-movex3). Nobody can catch him when he wants to outpace you. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Exploit your absurd stealth check. Given that Strahd can pass through walls and outrun everyone, breaking line of sight is easy. Strahd should be striking from Stealth on a regular basis. The party should not &amp;#039;catch&amp;#039; Strahd, he should loop around and suckerpunch them while they are chasing him. Of note: Strahd can use Lair Actions without breaking stealth. Go sneaky, then use the Specter and Shadow Lair Actions to reduce HP and Str values across the party. Prioritize with the Shadows, of course...aim for the Str-dependent characters. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
If you can go outside onto the rooftops or ramparts, enjoy the fact that the weather is on Strahd&amp;#039;s side. For a climactic encounter like this, there should be a full-blown thunderstorm on. The rain should limit visibility and make perilous footing (like the rooftops) even more dangerous. Strahd&amp;#039;s spider climb lets him basically ignore the perilous footing. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Ration your Legendary Resistances. Turn Undead is not a big deal. Accept the turning, activate the &amp;#039;walk through walls&amp;#039; lair action, then leave the party feeling foolish while Strahd runs off to go regenerate all his hitpoints, and a party member is down a Channel Divinity. You can always flee to regen health as well, so unless it would put him dangerously close to death, don&amp;#039;t worry about failing saves vs. damage. No, the big threats are the ones that prevent Strahd from moving. As long as Strahd can move, he can put a solid object between himself and the PCs and can regenerate health. (Tactically, your best option to beat Strahd like this is to pop Wall of Force to make a box trapping him and you in one place.) ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Bring in allies. If there are still enemies in the castle, call them in or lead the party to them. Certainly Rahadin would spring to his master&amp;#039;s aid if he knew Strahd was under attack. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Try to lead the party away from your crypt. If Strahd is killed and isn&amp;#039;t in sunlight when he dies, he turns to mist and flows back to his coffin. Once he gets there, you have 1 hour to finish him off or he regains consciousness, then rapidly regenerates all his hitpoints (regeneration feature starts working again). And you&amp;#039;re back to square one. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Ultimately, the final battle with Strahd should range all over the castle. The more the party has explored and cleared the castle before fighting Strahd, the less likely they are to die horribly. Strahd won&amp;#039;t have many allies left to lead them to and the party should have figured out where the traps are. You could even have it that allies of the party who have survived up to this point get involved in little ways. As an off-the-cuff example...suppose Strahd convinced someone to pitch the Sunsword off the side of the castle. At a dramatically appropriate moment, one of the Keepers of the Feather (in Raven form) drops the sword in a PC&amp;#039;s hands. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Conclusion&lt;br /&gt;
A few specific call-outs for handy spells... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Nystul&amp;#039;s Magic Aura: Allows Strahd to obscure his creature type from all forms of detection magic. This is critically important if you want Strahd to disguise himself to mess with the PCs directly--especially if you have a Paladin in the party. A lot of PCs forget this spell exists, enjoy how confused they are when their good human buddy Vasili turns out to be a vampire. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Wall of X: Battlefield Control is awesome. A special mention goes out to Wall of Force, as a bubble of that spell may let him isolate a single character so he can freely drain them dry in front of others, without risk of being interrupted. Wall of Stone is also useful because it lets him enclose someone generating Sunlight in an opaque box from which they can&amp;#039;t bother him. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Glyph of Warding: Perhaps the most useful base-defense spell in the game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Mordenkainen&amp;#039;s Private Sanctum: For making a prison that hides people from divination magic, or seeding &amp;#039;dead zones&amp;#039; around the castle that he can hide in if being tracked magically. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
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Negative Energy Flood: Heal undead minions ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Life Transference: Strahd&amp;#039;s resistance to Necrotic damage means this won&amp;#039;t be as effective coming from him. But he heals at 20hp per round, which is more damage than the spell is likely to do to him. But, it lets him heal Beucephalus or other minions--particularly useful when he himself is not in combat. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Far Step: And you thought he was fast before... ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Any enchantment spell that makes the target potentially attack its allies ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Dream: For when you want to screw with the PCs in their sleep ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Seeming: For disguising squads of undead monsters as perfectly ordinary commoners ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Disguise Self: Because obviously ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Mislead: Functional tele-presence. Allows Strahd to directly converse with the PCs while putting himself at no risk. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Fabricate: Oh, you fled across a river to get away from my and my spawn? That&amp;#039;s cute, here let me magick a bridge up out of nowhere. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Fly: Extremely useful for anyone ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Leomund&amp;#039;s Tiny Hut: Why would he not put this up over his coffin every day? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Sending: Secure communication. Extra useful on a Charmed target. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Seeming: Wait...Strahd can made a 30&amp;#039; radius horde of his minions all look exactly like him? Or like the party&amp;#039;s best NPC friends? Awesome! ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Modify Memory: Sometimes you don&amp;#039;t want people to remember something. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Rary&amp;#039;s Telepathic Bond: Great for commanding a Charmed creature. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Polymorph: Only being able to turn into a Bat or Wolf is lame. And turning enemies into newts is always fun ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Summon Greater Demon: Because dropping a CR 5 demon on someone&amp;#039;s head is a great option to have. Especially when you can just drop through the floor to avoid any nasty repercussions of it breaking free of your control. It&amp;#039;s a great &amp;quot;Here, play with this for a while while I go downstairs to recover some HP&amp;quot; option. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
Animate Objects: 10 tiny objects is downright murderous...as a PC, I have completely upended combat encounters by burying my enemies in a swarm of animated ball bearings. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/ reddit])&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Manipulation&lt;br /&gt;
Strahd is a master manipulator. Why do something yourself, if you can make someone else do it for you, and then thank YOU for allowing them to do it? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example scenario: ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd &amp;#039;failed&amp;#039; to secure the Church of St. Andral, and the bones have been returned, and Ireena is currently hiding in the church. Now, Strahd could send cultists, druids or werewolves as OP&amp;#039;s post suggests, or, he could send the party. Naturally, the party isn&amp;#039;t going to be very keen to hand Ireena over to him just like that. So here&amp;#039;s what happened in my campaign, as Strahd manipulated the Hags at Bonegrinder Windmill and the party into conflict, forcing the party to take refuge in the Church, and then kidnap Ireena and hand her to Strahd, all without the party knowing it was Strahd&amp;#039;s plan. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd invites the party to dinner, after buying all of Morgantha&amp;#039;s Dream Pastries. Morgantha returns to the Windmill to make more pastries, completing the coven right as the party passes by on their way to dinner with Strahd. The screams of crushed children attract party attention and a fight erupts. The hags, if beaten, retreat to the Ethereal plane. At the Castle, Strahd plays the gracious host, consoling the wounded and weary party, allowing them to rest in the safety of his home. When dinner arrives, Strahd offers the party a choice between Ireena and something they cannot refuse: they may only choose one. This &amp;#039;something&amp;#039; must be something the party cannot afford to pass on, up to and including allowing a member of the party to leave Barovia and return home. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
After the party has made their choice and (most likely) not chosen Ireena, Strahd follows through on his end of the bargain immediately, as the party eats poisoned food (that&amp;#039;s been disguised by Nystul&amp;#039;s Magic Aura). The poison is a DC 17 Con Save (Strahd&amp;#039;s save DC) or after 4 hours, gain 1 stack of exhaustion. Strahd then tells the party to leave. Poison may not be necessary, and the delay in application should make it hazy as to if it really was Strahd who poisoned them. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Outside the safety of the castle, the bereaved Night Hags will use their Nightmare Haunting ability to prevent members of the party from sleeping, causing them to gain an additional stack of exhaustion each night. Make sure your players know, mechanically, they die if they reach 6 stacks. Cue party panic as they have no way of dealing with Hags they can&amp;#039;t touch. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
The only solution, other than fleeing back into Castle Ravenloft (the drawbridge is up, showing that&amp;#039;s unwelcome), is to seek refuge in the Hallowed Church of St. Andral, where the Night Hags cannot go. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Once the party is in the church, Strahd sends an agent to deliver a message:&lt;br /&gt;
&lt;br /&gt;
This was not part of your arrangement with the Dark Lord. You are now instructed to deliver Ireena to the south gate, tonight, at midnight. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Now the party has a decision to make. Defy the will of the Dark Lord and renege on their deal, or comply with his demands? Either way, the Night Hags are still out there. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
My party complied, delivered Ireena to Strahd in the dead of night and dusted their hands of the whole situation. One even said &amp;quot;I think we handled that well.&amp;quot; ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Little did they know, that every step of their journey had been carefully orchestrated by Strahd, from ensuring the Night hags were all present at the Windmill, to the party&amp;#039;s entry into a doomed bargain. Why fight your enemies, or do any of the legwork yourself, when you can manipulate others into doing it for you? ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
General Notes&lt;br /&gt;
Strahd will want to claim a body part from each of the characters at some point. A finger, a section of their skin, something more tangible than their hair. During the final battle, he can &amp;#039;kill&amp;#039; the characters and then have a minion in the dungeons use the resurrection Dark Power from the Amber Temple, to resurrect the character using this body part. Now, if the party attempts to resurrect their dead comrade, the spell will fail as the soul is already in a new body. Oh, and the new body was resurrected inside one of Strahd&amp;#039;s dungeon cells. Make sure to have Strahd vocally reassert his dominance over the souls of the dead within his domain. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Speaking of Dark Gifts, much of Strahd&amp;#039;s illusory repertoire breaks down once the party has access to True Sight from the Amber Temple. Keep this in mind during the late game. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Similarly, be careful turning players into Revenants. The only way Strahd can hide from a Revenant is by using his Nightmare Stead to hide on the Ethereal Plane. The party always knowing where the true Strahd is, is a super powerful tool. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Consider allowing each of the &amp;#039;seeds&amp;#039; from the Winery, to increase the Crystal Heart&amp;#039;s HP by 50. The location of the third seed is never disclosed in the module, so I chose to have mine powering the Heart at the start of the game, giving it its 50 HP. Allowing Strahd to collect the other seeds later in the campaign gives him an objective that doesn&amp;#039;t directly involve the party (making him seem more &amp;#039;real&amp;#039;) and when he does acquire them, boosts his tankability substantially, which is one of his weak points. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd has absolutely crafted a Shield Guardian for himself. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Be prepared for the party to use the &amp;#039;True Resurrection&amp;#039; Dark Gift, to resurrect Argonvost, or Queen Ravenova. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
The best location for the final fight to occur (for Strahd) is the bone room, in the basement. It&amp;#039;s Desecrated Ground, which grants undead in the area advantage on all saving throws (and shores up another of Strahd&amp;#039;s weaknesses, namely his susceptibility to magic). He can also wall-phase into the stairwell that adjoins the room, yet has no physical room access. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Losing control of your character sucks. As odd as it sounds, try to avoid using Strahd&amp;#039;s Charm ability on player-characters during combat, as it drastically impacts player agency. Target NPC companions instead, even if they auto-fail the save as a consequence. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Additionally, Strahd never does anything for only one reason. Everything he does is to achieve as much as possible, with as little effort as possible. Harassing the party should be done because he wants to distract them from something else, and expend their resources. It&amp;#039;s usually very easy to think up a second reason why Strahd would do something, but it&amp;#039;s always worth thinking about, if only to better roleplay a character who has spent the last 500 years perfecting his art. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
As a final note, always try to fail forward. Strahd is a tactical and military genius. When he plans, he assumes that plan will fail, and so has a second plan for when it does. Out-thinking Strahd should be difficult if not impossible. Take liberties with timing. If it took you a week of thought and planning to come up with a plan, Strahd did it in a few hours. If you need something that&amp;#039;s permanently affected by Nystul&amp;#039;s Magic Aura, then Strahd thought of this eventuality 29.9 days ago. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
Strahd is very good at what he does; and he is always in control. ([https://www.reddit.com/r/CurseofStrahd/comments/8ts5bg/my_notes_on_running_strahd_like_an_unholy_terror/e1ac4b3 reddit])&lt;br /&gt;
&lt;br /&gt;
== Statblocks ==&lt;br /&gt;
=== Harder CR 17 Strahd ===&lt;br /&gt;
&lt;br /&gt;
[[File:Strahd_Update_to_CR_17.jpg]]&lt;br /&gt;
&lt;br /&gt;
[http://www.enworld.org/forum/content.php?3285-Check-Out-This-Beefed-Up-CR17-Strahd!#.Vt_ePkZNqSq]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]] [[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1484</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1484"/>
				<updated>2018-07-29T23:13:52Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Bellows Pipe Residents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m running a Harry Potter-themed D&amp;amp;D campaign for my wife.  This site collects my notes and plans sourced from all over the web and the Potterverse.  You&amp;#039;re welcome to enjoy them too!  Please support the creators of D&amp;amp;D and Harry Potter by buying their stuff.&lt;br /&gt;
&lt;br /&gt;
== [[:Category:DM_Tools|DM Tools]] ==&lt;br /&gt;
[[Image:Watermark Crest160.jpg|thumb|400px|Hayashi Park House Crest]] &lt;br /&gt;
[[Character Name Blanks]], [[Place Name Generators]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Handouts|Handouts]] &amp;amp; printables&lt;br /&gt;
&lt;br /&gt;
[[:Special:Upload|Upload a file]]&lt;br /&gt;
&lt;br /&gt;
[http://prints.mikeschley.com/p678546160/h603e2569#h603e2569 Purchase hires maps]&lt;br /&gt;
&lt;br /&gt;
[[List of Milestones]]&lt;br /&gt;
&lt;br /&gt;
[[Page Index]]&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Greyhawk Initiative [http://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf pdf]&lt;br /&gt;
 &lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf) pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Campaign Plot Notes|Campaign Plot Notes]] ==&lt;br /&gt;
&lt;br /&gt;
  [[Story Campaign Acts]]: &lt;br /&gt;
  [[Act 0]]: Evil Toils Long Into the Night&lt;br /&gt;
  [[Act 1]]: Establishing Shot/Opening Image&lt;br /&gt;
  [[Act 2]]: Something Bad Happens/The Hook&lt;br /&gt;
  [[Act 3]]: Enter the Hero/Heroine&lt;br /&gt;
  [[Act 4]]: Commitment&lt;br /&gt;
  [[Act 5]]: The First Goal Is Wrong But Fun&lt;br /&gt;
  [[Act 6]]: Reversal Moment&lt;br /&gt;
  [[Act 7]]: Go For The Real Goal&lt;br /&gt;
  [[Act 8]]: Back to the Beginning&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Continuous Elements ===&lt;br /&gt;
&lt;br /&gt;
[[:Category:Themes|Themes]] &amp;amp; [[Tone]]&lt;br /&gt;
&lt;br /&gt;
[[Background Music]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Our Campaign Record]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Other Campaigns ===&lt;br /&gt;
&lt;br /&gt;
[[Historic Arcs]]: other homebrewed plots for 5e and set in the Potterverse.  These are wonderful resources to draw from.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Setting|Setting]] ==&lt;br /&gt;
&lt;br /&gt;
1920s American wizarding communities, near the time of [Fantastic [[:Category:Creatures|Beasts]] and [[:Category:Places|Where to Find]] Them]. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Characters]] &amp;amp; [[:Category:Factions|Factions]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Party ====&lt;br /&gt;
&lt;br /&gt;
;[[Mitsuko Ellen Takagawa|Ellen Takagawa]] :mudblood daughter of a professor and a veterinarian. [[Magizoologist]] hopeful. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Cormac O’Brien]] :Straightman to James’s comedian. Mid-Atlantic/non-accent. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Jaina Gaunt Snowlight]] :Always completely swathed in clothing from head to toe. Has snakelike eyes. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Equebus James Henkenius]] :A jovial and socially awkward Canuck Viking, accent and all. Tall, often bumps his head on things. Uses Minnesota negation language. Student in [[Thunderbird House]] of Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:NPCs|NPCs]] ====&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Ilvermorny Students|Other Ilvermorny Students]] ===== &lt;br /&gt;
;[[Aaron Whitaker]] :Thunderbird House Lead Student&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;[[Lucile Knox]] :Wampus House student and [[Dueling Club]] enthusiast&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unassigned names: Elsie Beasley, Kathryn Hayden, Isabelle Stephenson, Ella Wyatt, Marilyn Cameron&lt;br /&gt;
&lt;br /&gt;
Leonard Myers, August Pickett, Ellis Rollins, Melvin Yates, &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny Faculty]] =====&lt;br /&gt;
&lt;br /&gt;
{{:Ilvermorny Faculty}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Ilvermorny Staff =====&lt;br /&gt;
&lt;br /&gt;
[[Devlin Thådetåils]], Cleric, runs [[Ilvermorny Infirmary]] wing.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Paige Turner]], Deputy Headmistress of [[Ilvermorny Library]] facilities.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jacques Parrow]], Assistant [[Ilvermorny Grounds|Grounds]]keeper. [[Vistani]].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Les Dudas]], Hot-tempered campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Sorden Bord]], campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Tychus Early]], druid, Ilvermorny groundskeeper, [[:Category:Eagles of War|Eagle of War]].&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Residents of Bellows Pipe|Bellows Pipe Residents]] =====&lt;br /&gt;
&lt;br /&gt;
;[[Arctura LeStrange]]: Voice: tight throat, high gorge feminine.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Finn Isher]]: Uncharismatic wizardly police officer.  Known to close cases with a little too much prejudice.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sarja Avlevina]]: voice: strong Russian accent. An achingly beautiful victim/escapee of Gellert Grindelwald’s recent experiments with wizarding power in Europe. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sweetonius Paulinus]]: Goblin.  Owner and Proprietor of [[Sweetonius&amp;#039;s]] candy shoppe.  Enigmatic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== The BBEG =====&lt;br /&gt;
&lt;br /&gt;
[[The Dark Wizard]] Gellert Grindelwald, aka Strahd. OwO&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Places|Places]], locations, &amp;amp; sites ===&lt;br /&gt;
&lt;br /&gt;
[[Ilvermorny]], [[New York City]], [[Hogwarts]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Creatures|Creatures]], monsters, &amp;amp; beasts ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== [[Money]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Slang of the Roaring 20s]] ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Rules &amp;amp; Resources == &lt;br /&gt;
&lt;br /&gt;
Fitting 5e rules and mechanics to a Potterverse look-and-feel.&lt;br /&gt;
&lt;br /&gt;
Reskinning [Curse of Strahd] away from gothic horror toward Rowling-esque whimsy.&lt;br /&gt;
&lt;br /&gt;
=== [[Character Creation]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Assembling The Party]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Spells|Spells/Magic]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Spells|Spell list]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Spells and Magic|Spells and Magic Rules]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Wild Magic Surges]] (table) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Minor Magic Side Effects]] (list) ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Items|Items]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Potions|Potions]] ==== &lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Equipment|Equipment]] ====&lt;br /&gt;
&lt;br /&gt;
[[:Category:Weapons|Weapons]], [[:Category:Armors|Armors]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Fantastic [[:Category:Creatures|beasts]] and [[:Category:Places|where]] to find them ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Combat]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Character deaths]] and how to handle them ===&lt;br /&gt;
&lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[List of Milestones|Milestones]] for leveling up ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Many mechanics indeed are taken directly from 5th edition SRD (all credit to Wizards of the Coast in those cases), but much of it is from scratch as JK Rowling’s wizarding world has many clashes with that of D&amp;amp;D, particularly in the use of magic. In many ways, this wiki can be thought of as variant magic rules for D&amp;amp;D 5th edition.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1483</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Main_Page&amp;diff=1483"/>
				<updated>2018-07-29T23:13:41Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: /* Ilvermorny Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m running a Harry Potter-themed D&amp;amp;D campaign for my wife.  This site collects my notes and plans sourced from all over the web and the Potterverse.  You&amp;#039;re welcome to enjoy them too!  Please support the creators of D&amp;amp;D and Harry Potter by buying their stuff.&lt;br /&gt;
&lt;br /&gt;
== [[:Category:DM_Tools|DM Tools]] ==&lt;br /&gt;
[[Image:Watermark Crest160.jpg|thumb|400px|Hayashi Park House Crest]] &lt;br /&gt;
[[Character Name Blanks]], [[Place Name Generators]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Handouts|Handouts]] &amp;amp; printables&lt;br /&gt;
&lt;br /&gt;
[[:Special:Upload|Upload a file]]&lt;br /&gt;
&lt;br /&gt;
[http://prints.mikeschley.com/p678546160/h603e2569#h603e2569 Purchase hires maps]&lt;br /&gt;
&lt;br /&gt;
[[List of Milestones]]&lt;br /&gt;
&lt;br /&gt;
[[Page Index]]&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Greyhawk Initiative [http://media.wizards.com/2017/dnd/downloads/UAGreyhawkInitiative.pdf pdf]&lt;br /&gt;
 &lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf) pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Campaign Plot Notes|Campaign Plot Notes]] ==&lt;br /&gt;
&lt;br /&gt;
  [[Story Campaign Acts]]: &lt;br /&gt;
  [[Act 0]]: Evil Toils Long Into the Night&lt;br /&gt;
  [[Act 1]]: Establishing Shot/Opening Image&lt;br /&gt;
  [[Act 2]]: Something Bad Happens/The Hook&lt;br /&gt;
  [[Act 3]]: Enter the Hero/Heroine&lt;br /&gt;
  [[Act 4]]: Commitment&lt;br /&gt;
  [[Act 5]]: The First Goal Is Wrong But Fun&lt;br /&gt;
  [[Act 6]]: Reversal Moment&lt;br /&gt;
  [[Act 7]]: Go For The Real Goal&lt;br /&gt;
  [[Act 8]]: Back to the Beginning&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Continuous Elements ===&lt;br /&gt;
&lt;br /&gt;
[[:Category:Themes|Themes]] &amp;amp; [[Tone]]&lt;br /&gt;
&lt;br /&gt;
[[Background Music]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Our Campaign Record]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Other Campaigns ===&lt;br /&gt;
&lt;br /&gt;
[[Historic Arcs]]: other homebrewed plots for 5e and set in the Potterverse.  These are wonderful resources to draw from.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Setting|Setting]] ==&lt;br /&gt;
&lt;br /&gt;
1920s American wizarding communities, near the time of [Fantastic [[:Category:Creatures|Beasts]] and [[:Category:Places|Where to Find]] Them]. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Characters]] &amp;amp; [[:Category:Factions|Factions]] ===&lt;br /&gt;
&lt;br /&gt;
==== The Party ====&lt;br /&gt;
&lt;br /&gt;
;[[Mitsuko Ellen Takagawa|Ellen Takagawa]] :mudblood daughter of a professor and a veterinarian. [[Magizoologist]] hopeful. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Cormac O’Brien]] :Straightman to James’s comedian. Mid-Atlantic/non-accent. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Jaina Gaunt Snowlight]] :Always completely swathed in clothing from head to toe. Has snakelike eyes. Student in [[Thunderbird House]] of Ilvermorny. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
;[[Equebus James Henkenius]] :A jovial and socially awkward Canuck Viking, accent and all. Tall, often bumps his head on things. Uses Minnesota negation language. Student in [[Thunderbird House]] of Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:NPCs|NPCs]] ====&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Ilvermorny Students|Other Ilvermorny Students]] ===== &lt;br /&gt;
;[[Aaron Whitaker]] :Thunderbird House Lead Student&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;[[Lucile Knox]] :Wampus House student and [[Dueling Club]] enthusiast&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Unassigned names: Elsie Beasley, Kathryn Hayden, Isabelle Stephenson, Ella Wyatt, Marilyn Cameron&lt;br /&gt;
&lt;br /&gt;
Leonard Myers, August Pickett, Ellis Rollins, Melvin Yates, &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny Faculty]] =====&lt;br /&gt;
&lt;br /&gt;
{{:Ilvermorny Faculty}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Ilvermorny Staff =====&lt;br /&gt;
&lt;br /&gt;
[[Devlin Thådetåils]], Cleric, runs [[Ilvermorny Infirmary]] wing.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Paige Turner]], Deputy Headmistress of [[Ilvermorny Library]] facilities.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Jacques Parrow]], Assistant [[Ilvermorny Grounds|Grounds]]keeper. [[Vistani]].&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Les Dudas]], Hot-tempered campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Sorden Bord]], campus grounds security officer.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[Tychus Early]], druid, Ilvermorny groundskeeper, [[:Category:Eagles of War|Eagle of War]].&lt;br /&gt;
&lt;br /&gt;
===== [[:Category:Residents of Bellows Pipe|Bellows Pipe Residents]] =====&lt;br /&gt;
&lt;br /&gt;
;[[Arctura LeStrange]]: Voice: tight throat, high gorge feminine.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Finn Isher]]: Uncharismatic wizardly police officer.  Known to close cases with a little too much prejudice.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sarja Avlevina]]: voice: strong Russian accent. An achingly beautiful victim/escapee of Gellert Grindelwald’s recent experiments with wizarding power in Europe. &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
;[[Sweetonius Paulinus]]: Goblin.  Owner and Proprietor of [[Sweetonius&amp;#039;s]] candy shoppe.  Enigmatic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== The BBEG =====&lt;br /&gt;
&lt;br /&gt;
[[The Dark Wizard]] Gellert Grindelwald, aka Strahd. OwO&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Places|Places]], locations, &amp;amp; sites ===&lt;br /&gt;
&lt;br /&gt;
[[Ilvermorny]], [[New York City]], [[Hogwarts]]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Creatures|Creatures]], monsters, &amp;amp; beasts ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== [[Money]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Slang of the Roaring 20s]] ===&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Rules &amp;amp; Resources == &lt;br /&gt;
&lt;br /&gt;
Fitting 5e rules and mechanics to a Potterverse look-and-feel.&lt;br /&gt;
&lt;br /&gt;
Reskinning [Curse of Strahd] away from gothic horror toward Rowling-esque whimsy.&lt;br /&gt;
&lt;br /&gt;
=== [[Character Creation]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Assembling The Party]] ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Spells|Spells/Magic]] ===&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Spells|Spell list]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Spells and Magic|Spells and Magic Rules]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Wild Magic Surges]] (table) ====&lt;br /&gt;
&lt;br /&gt;
==== [[Minor Magic Side Effects]] (list) ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Items|Items]] ===&lt;br /&gt;
&lt;br /&gt;
[[Selling Items]]&lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Potions|Potions]] ==== &lt;br /&gt;
&lt;br /&gt;
==== [[:Category:Equipment|Equipment]] ====&lt;br /&gt;
&lt;br /&gt;
[[:Category:Weapons|Weapons]], [[:Category:Armors|Armors]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Fantastic [[:Category:Creatures|beasts]] and [[:Category:Places|where]] to find them ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Combat]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Character deaths]] and how to handle them ===&lt;br /&gt;
&lt;br /&gt;
UA Mass Combat [http://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[List of Milestones|Milestones]] for leveling up ===&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
UA Downtime [http://media.wizards.com/2017/dnd/downloads/UA_Downtime.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Three-Pillar Experience [http://media.wizards.com/2017/dnd/downloads/UA-ThreePillarXP.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
UA Traps [http://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf pdf]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Many mechanics indeed are taken directly from 5th edition SRD (all credit to Wizards of the Coast in those cases), but much of it is from scratch as JK Rowling’s wizarding world has many clashes with that of D&amp;amp;D, particularly in the use of magic. In many ways, this wiki can be thought of as variant magic rules for D&amp;amp;D 5th edition.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Tychus_Early&amp;diff=1482</id>
		<title>Tychus Early</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Tychus_Early&amp;diff=1482"/>
				<updated>2018-07-29T23:12:42Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: Created page with &amp;quot;Category:CharactersCategory:NPCsCategory:Eagles of War  Shellshocked by his time on the front lines of World War 1, Tychus wants nothing more than to finish out hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]][[Category:NPCs]][[Category:Eagles of War]]&lt;br /&gt;
&lt;br /&gt;
Shellshocked by his time on the front lines of World War 1, Tychus wants nothing more than to finish out his days as a quiet groundskeeper at Ilvermorny.  &lt;br /&gt;
&lt;br /&gt;
;Class: Druid.&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=File:Abbots-journal.pdf&amp;diff=1481</id>
		<title>File:Abbots-journal.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=File:Abbots-journal.pdf&amp;diff=1481"/>
				<updated>2018-07-29T23:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Source: https://www.reddit.com/r/CurseofStrahd/comments/7wgbf0/spoiler_curse_of_strahd_journal_of_the_abbot/&lt;br /&gt;
&lt;br /&gt;
[[Category:Handouts]][[Category:Items]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Themes&amp;diff=1480</id>
		<title>Category:Themes</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Themes&amp;diff=1480"/>
				<updated>2018-07-29T23:09:53Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Potterverse combined with 5e D&amp;amp;D gives us a lot to think about.  We can organize these thoughts into themes.[[Category:DM Tools]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
;[[Confronting Fears]]:&lt;br /&gt;
&lt;br /&gt;
;[[Tyranny&amp;#039;s Rise By Apathy]]:&lt;br /&gt;
&lt;br /&gt;
;[[Resurrection &amp;amp; Life After Death]] and [[Death (Theme)|Death]]:&lt;br /&gt;
&lt;br /&gt;
;[[Minor Themes]]: &lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Simple_Weapons&amp;diff=1479</id>
		<title>Category:Simple Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Simple_Weapons&amp;diff=1479"/>
				<updated>2018-07-29T23:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of simple weapons:&lt;br /&gt;
[[Category:Items]][[Category:Equipment]][[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1478</id>
		<title>Category:Places</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Places&amp;diff=1478"/>
				<updated>2018-07-29T23:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[:Category:Places|Alphabetically]][[Category:Setting]]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonmag.com/5.0/html5/45813#!/article/106799/101184427 Volo&amp;#039;s Guide to Barovia]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== America / United States of America ==&lt;br /&gt;
&lt;br /&gt;
=== Massachusetts, USA ===&lt;br /&gt;
&lt;br /&gt;
==== [[Ilvermorny School of Witches and Wizards]] ====&lt;br /&gt;
&lt;br /&gt;
Mt. Greylock, Massachusetts, USA&lt;br /&gt;
&lt;br /&gt;
===== [[Ilvermorny School of Witches and Wizards#Rooms and Facilities of Ilvermorny|Rooms and facilities at Ilvermorny]] =====&lt;br /&gt;
&lt;br /&gt;
====== [[Snakewood Tree]] (Schlangenholz) ======&lt;br /&gt;
&lt;br /&gt;
* Powerfully magical: healing &lt;br /&gt;
&lt;br /&gt;
* Grew up where they buried Isolt’s disabled wand&lt;br /&gt;
&lt;br /&gt;
* Salazar Slytherin’s wand was snakewood/mundane&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== [[Bellows Pipe Village]], Gateway wizards’ village ====&lt;br /&gt;
&lt;br /&gt;
On Mt. Greylock side ridge &amp;quot;Ragged Mountain&amp;quot; near Ilvermorny.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Raven Rocks ====&lt;br /&gt;
&lt;br /&gt;
Formation at the base of the ridge toward North Adams, MA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== North Adams, Massachusetts ====&lt;br /&gt;
&lt;br /&gt;
Nearby Muggle town&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hoosic Tunnel ====&lt;br /&gt;
&lt;br /&gt;
Cursed rail tunnel nearby&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wampanoag &amp;amp; Narragansett tribal areas ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pocomtuc/Deerfield, MA ====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== New York City ===&lt;br /&gt;
&lt;br /&gt;
==== The Blind Pig ====&lt;br /&gt;
&lt;br /&gt;
Magical speakeasy [http://harrypotter.wikia.com/wiki/The_Blind_Pig] run by Gnarlak, American goblin gangster[http://harrypotter.wikia.com/wiki/Gnarlak]&lt;br /&gt;
&lt;br /&gt;
Tavern quest hooks, functionally&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Magical Congress of the United States of America|MACUSA]] / [[Magical Congress of the United States of America]]==== &lt;br /&gt;
&lt;br /&gt;
Located within Woolworths Building&lt;br /&gt;
&lt;br /&gt;
MACUSA’s primary aim was to rid the continent of [[Scourers]], corrupt wizards who had hunted their fellow magical beings for personal gain. &lt;br /&gt;
&lt;br /&gt;
===== [[Department of Magical Law Enforcement]] =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===== Department of Magical Transportation =====&lt;br /&gt;
&lt;br /&gt;
Because it is difficult and dangerous, [[Apparation]] requires a licence from the Department of Magical Transportation, which can only be issued to those of seventeen and over. [https://www.tribality.com/2016/01/04/harry-potter-spells-for-dd/]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Federal Bureau of Covert Vigilance and No-Maj Obliviation =====&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Body for Protection of Magical Species =====&lt;br /&gt;
&lt;br /&gt;
Run by [[Irene Kneedander]]&lt;br /&gt;
&lt;br /&gt;
Provoked the The Great Sasquatch Rebellion of 1892, forcing MaCUSA’s move to NYC from DC&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Wizard Broadway ====&lt;br /&gt;
&lt;br /&gt;
http://harrypotter.wikia.com/wiki/Wizard_Broadway&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Canada ==&lt;br /&gt;
&lt;br /&gt;
=== [[Blyth, Ontario]] ===&lt;br /&gt;
&lt;br /&gt;
[[Mitsuko Ellen Takagawa|Ellen]]’s hometown [https://goo.gl/maps/VtJLy3mKM9D2 Google map]&lt;br /&gt;
&lt;br /&gt;
Outside of setting: home to annual Potterverse festival [https://nerdist.com/harry-potter-festival-transfigured-town-canada/]&lt;br /&gt;
&lt;br /&gt;
==== Takagawa Family Home ====&lt;br /&gt;
&lt;br /&gt;
==== Provincial University of Ontario at Blyth ====&lt;br /&gt;
&lt;br /&gt;
Ellen’s father [[Makoto Takagawa]] is a successful Muggle professor at P.U.O.B.&lt;br /&gt;
&lt;br /&gt;
Could use ideas from [https://dnd-wiki.org/wiki/Sigil_Prep_(3.5e_Campaign_Setting) Sigil Preparatory School for Wizards], &amp;#039;&amp;#039;&amp;#039;caution, DanDwiki...!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Europe ==&lt;br /&gt;
&lt;br /&gt;
=== [[Azkaban Prison]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Durmstrang Institute]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry somewhere near northern Europe or Scandinavia.&lt;br /&gt;
&lt;br /&gt;
=== [[Beauxbatons Academy of Magic]] ===&lt;br /&gt;
&lt;br /&gt;
School of Witchcraft and Wizardry near France.&lt;br /&gt;
&lt;br /&gt;
== United Kingdom / England / Scotland ==&lt;br /&gt;
&lt;br /&gt;
[https://www.google.com/maps/d/edit?mid=1FDqV7xhtP6q7Dhmaa3Ay8aawnVg&amp;amp;ll=53.742477009084155%2C-1.8710208749999993&amp;amp;z=6 Map of UK Potterverse locations]&lt;br /&gt;
&lt;br /&gt;
=== [[Diagon Alley]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Welcome,” said Hagrid, “to Diagon Alley.”’ -- Rubeus Hagrid in &amp;#039;&amp;#039;Harry Potter and the Philosopher&amp;#039;s Stone&amp;#039;&amp;#039;, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
Accessed via the [[Leaky Cauldron]] pub.&lt;br /&gt;
&lt;br /&gt;
==== Gringott’s Wizarding Bank ====&lt;br /&gt;
&lt;br /&gt;
Only wizard bank in the world&lt;br /&gt;
&lt;br /&gt;
==== Jimmy Kiddell&amp;#039;s Wonderful Wands ====&lt;br /&gt;
&lt;br /&gt;
In Diagon Alley. He is presumably an inferior wandmaker to Garrick Ollivander as most wizard children get their wands at Ollivanders.&lt;br /&gt;
&lt;br /&gt;
==== Ollivander&amp;#039;s Wands ====&lt;br /&gt;
&lt;br /&gt;
==== [[St. Mungo&amp;#039;s Hospital]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Knockturn Alley]] ====&lt;br /&gt;
&lt;br /&gt;
Home to nefarious Dark Arts practitioners and questionable shops.&lt;br /&gt;
&lt;br /&gt;
=== Hogsmeade Village ===&lt;br /&gt;
&lt;br /&gt;
==== [[Honeyduke’s Express]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Hogwarts School of Wizardry and Magic]] ===&lt;br /&gt;
&lt;br /&gt;
‘“Harry Potter must stay where he is safe. He is too great, too good to lose. If Harry Potter goes back to Hogwarts, he will be in mortal danger.”’--Dobby in Harry Potter and the Chamber of Secrets, J.K. Rowling&lt;br /&gt;
&lt;br /&gt;
==== Headmaster ====&lt;br /&gt;
&lt;br /&gt;
Phineas Nigellus Black (Slytherin), until 1925[http://harrypotter.wikia.com/wiki/Phineas_Nigellus_Black]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&amp;#039;s Phineas Nigellus. . . my great-great-grandfather, see? . . . least popular Headmaster Hogwarts ever had.&amp;quot;—Sirius Black on Phineas&amp;#039;s legacy as Hogwarts Headmaster.&lt;br /&gt;
&lt;br /&gt;
Anti-Muggle&lt;br /&gt;
&lt;br /&gt;
==== Professors ====&lt;br /&gt;
&lt;br /&gt;
[[Albus Dumbledore]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== [[Nurmengard]] / [[Barovia Region]] ==&lt;br /&gt;
&lt;br /&gt;
=== [[Argynvostholt]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Barovia Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder|Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Castle Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Death House]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Barovia]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Gates of Ravenloft]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Kresk Village]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Mount Bartok]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Bonegrinder]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Old Svalich Road]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Svalich Woods]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tser Encampment]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Tsolenka Pass]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Van Richten Tower]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Vallaki]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Werewolf Den]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard of the Wines]] ===&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:List_of_Special_Weapons&amp;diff=1477</id>
		<title>Category:List of Special Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:List_of_Special_Weapons&amp;diff=1477"/>
				<updated>2018-07-29T23:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons with special rules are described here.&lt;br /&gt;
[[Category:Items]][[Category:Equipment]][[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

	<entry>
		<id>https://www.potterverse.hayashi-park.com/index.php?title=Category:Items&amp;diff=1476</id>
		<title>Category:Items</title>
		<link rel="alternate" type="text/html" href="https://www.potterverse.hayashi-park.com/index.php?title=Category:Items&amp;diff=1476"/>
				<updated>2018-07-29T23:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;ZFMnii6Vb9xna LM -ge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Birchblossom Arrows]]&lt;br /&gt;
&lt;br /&gt;
[[Cat&amp;#039;ll Ring]]&lt;br /&gt;
&lt;br /&gt;
[[Cloak of Protection]]&lt;br /&gt;
&lt;br /&gt;
[[Cudgel of Father Oswald]]&lt;br /&gt;
&lt;br /&gt;
[[Heart of Sorrow]]&lt;br /&gt;
&lt;br /&gt;
[[Orb of the Warmage]]&lt;br /&gt;
&lt;br /&gt;
[[Ring of Mindshielding]]&lt;br /&gt;
[[Category:Setting]][[Category:DM Tools]][[Category:Rules]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/rkXNLkcING The Fang of the Dragonlord] was designed to replace Vladmir Horngaard&amp;#039;s +2 Greatsword because basic +X weapons are boring and my party&amp;#039;s paladin was built around polearm master. It&amp;#039;s far more thematic for paladins and I felt it better suited a relic of Argynvostholt.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/SymEY45UNG Shadebane, Bow of Argynvost] is the weapon I made for my ranger to eventually find but he&amp;#039;s since unknowingly talked the party out of visiting every reasonable location for such a weapon to be found. The special attacks this bow offers is designed to emulate the abilities of a silver dragon and I&amp;#039;d suggest placing it either in Ravenloft, on the fields north of Berez, or offering it as a reward from Argynvost&amp;#039;s spirit for returning the light to Argynvostholt. [https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/ry7RHVL7x7 Wachter&amp;#039;s Eye Ring] is an item several of my characters have received for joining in Baroness Wachter&amp;#039;s &amp;quot;book club&amp;quot;, although only one of the characters has been involved in the rituals done in the basement most of them have begun trading favours with her. In my game the cult has developed into something much more powerful than the vanilla module, serving as a secondary concern only a step or two below Strahd himself and has been canonized to be serving Glasya.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
[http://homebrewery.naturalcrit.com/share/Byb-Augpg7 Feralys Amuntor] and the [http://homebrewery.naturalcrit.com/share/SkZGXWAnlQ Scepter of Fallen Stars] are items my party took special interest in when they discovered the treasure vault of the Amber Temple and seeing as both my Warlock and Rogue were still in need of a fun toy I thought these to be a great opportunity to do a writing prompt. The blade is based around a terrible story of a princess forced into marriage and the rod is designed to be specifically weird to help hint to the multi-setting nature of CoS.[https://www.reddit.com/r/DnDBehindTheScreen/comments/8qmmwc/some_custommade_magic_items_from_my_heavily/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Equipment and Gear ==&lt;br /&gt;
=== Wands ===&lt;br /&gt;
==== Choosing a Wand ====&lt;br /&gt;
As it is well known, the wand chooses the wizard.  Every wand is different, most notably in three aspects:  Wood, Core, and Length.  Each of these aspects will give a wand distinct characteristics, and as a result of choosing your player character will give your character certain traits.  You may only receive the benefits of one wand at a time, and you only receive the benefits of a wand that has chosen you (in game, this just means that you must fulfill the prerequisites).&lt;br /&gt;
&lt;br /&gt;
Of course, we do not all have Ollivander present with us to help us find a perfect fit, but we have something else.  You are sculpting your character, so your choice in wand should reflect the type of person that your character is.  For example, a dark wizard would be quite unlikely to wield a wand of Pear wood with a Unicorn hair, as both of these aspects would conflict with an evil nature. A player’s first wand is free by default, but further wands may be purchased if she so desires. The typical price for a wand is 7 galleons.&lt;br /&gt;
&lt;br /&gt;
In short, a wand should be chosen to reflect your character’s personality.  The following tables are included to show the different types of woods, cores, lengths, and the results that they will have on your character, as well as the requirement to be “chosen” by that wand.  Thematic information about wand woods can be found here.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Woods ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wand Wood || Prerequisites || Trait Imbued&lt;br /&gt;
|-&lt;br /&gt;
| Acacia[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-chaotic alignment || An acacia wand can only be used by its owner, with few exceptions.  If another character attempts to use an acacia wand that isn’t her own, she incurs a 100% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Alder[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on concentration checks.&lt;br /&gt;
|-&lt;br /&gt;
| Apple[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Good alignment. || Gain two additional non-human languages.&lt;br /&gt;
|-&lt;br /&gt;
| Ash[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-chaotic alignment || If another witch or wizard, ally or enemy, attempts to use an ash wand that isn’t their own, they incur a 25% spell failure chance.  This is increased to 50% if coupled with a unicorn hair core.&lt;br /&gt;
|-&lt;br /&gt;
| Aspen[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-neutral alignment || Gain a +1 bonus on attack rolls with projectile Charms.&lt;br /&gt;
|-&lt;br /&gt;
| Beech[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 13 || Gain a +1 bonus on Stealth and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Blackthorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Mig 17 || Gain a +1 bonus on attack rolls with Hexes and Curses.&lt;br /&gt;
|-&lt;br /&gt;
| Black Walnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 17 || At 1st level, and every three levels thereafter, add a bonus Charm from a Domain you’re proficient in to your spell list.&lt;br /&gt;
|-&lt;br /&gt;
| Cedar[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on Sense Motive checks, and Sense Motive becomes a class skill for you. If Sense Motive is already a class skill for you, gain an additional +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Cherry[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 15 || Whenever a spell you cast would deal nonlethal damage, you may choose to have any amount of that damage up to half, rounded down, dealt as lethal damage instead.&lt;br /&gt;
|-&lt;br /&gt;
| Chestnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Gain a +1 bonus on Handle Animal and Fly checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Cypress[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Gryffindor or Hufflepuff || When below 5 hit points, gain a +4 bonus on all damage rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Dogwood[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-lawful alignment || Gain the ability to, once per day, cast one spell not on your spell list whose prerequisites you otherwise satisfy. However, you cannot cast non-verbal spells.&lt;br /&gt;
|-&lt;br /&gt;
| Ebony[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful alignment || Deal an additional 1d4 points of damage on critical hits with damaging spells.&lt;br /&gt;
|-&lt;br /&gt;
|+ Sorry, No Elder Wand ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Elm || Dex[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] 13 || Reduce the damage taken from critical failures by half, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
| English Oak[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wis 13 || Gain a +1 bonus on Survival and Knowledge (Nature) checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Fir[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 13 || Gain an additional hit point per level.&lt;br /&gt;
|-&lt;br /&gt;
| Hawthorn[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Mig 16 or Wis 16 || If your Wisdom score is 16 or higher, your damaging Curses deal +1 bonus damage. If your Might score is 16 or higher, your healing spells heal for +1 bonus hit point.&lt;br /&gt;
|-&lt;br /&gt;
| Hazel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Neutral alignment || A hazel wand emits puffs of smoke when passing over underground water sources.&lt;br /&gt;
|-&lt;br /&gt;
| Holly[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Wisdom score no higher than 12 || You gain a +1 bonus on Will saves.&lt;br /&gt;
|-&lt;br /&gt;
| Hornbeam[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful alignment || Gain a +2 bonus on the Craft, Perform, or Profession skill of your choice. Additionally, your wand cannot be used to perform acts against your moral code.&lt;br /&gt;
|-&lt;br /&gt;
| Larch[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Int 13 || Add an additional 1st- or 0-level spell from among your Domains to your spell list at level 1.&lt;br /&gt;
|-&lt;br /&gt;
| Laurel[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-evil alignment || A laurel wand deals 2d6 electric damage (DC 20 Reflex save) to any witch or wizard who attempts to steal it from its owner.&lt;br /&gt;
|-&lt;br /&gt;
| Maple[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || None || Maple wands prefer not to stay in one place for long periods of time. As long as the wielder of a maple wand is traveling, she gains a +1 bonus on Fortitude and Reflex saves. Otherwise, she incurs a 10% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Pear[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Good alignment || Gain a +1 bonus on Diplomacy and Bluff checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Pine[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 15 || Add an additional 2nd- or 1st- level spell from among your Domains to your spell list at level 4.&lt;br /&gt;
|-&lt;br /&gt;
| Poplar[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Lawful Good or Lawful Evil || Reduce any spell failure chances incurred for spells cast with this wand by half, rounded down.&lt;br /&gt;
|-&lt;br /&gt;
| Red Oak[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 13 || You gain a +1 bonus on attack and damage rolls during the surprise round.&lt;br /&gt;
|-&lt;br /&gt;
| Redwood[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 15 || You gain a +1 bonus on Reflex saves.&lt;br /&gt;
|-&lt;br /&gt;
| Rowan[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Non-evil alignment || You gain a +1 bonus on attack rolls made to target other spells.&lt;br /&gt;
|-&lt;br /&gt;
| Silver[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] Lime || None || Increase the DC of Will saves against your Authority spells by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Spruce[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Dex 13 || You gain a +1 bonus on Intimidate and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Sycamore[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Con 13 || You gain a +1 bonus on Bluff and Survival checks, and one of these skills (your choice) becomes a class skill for you.&lt;br /&gt;
|-&lt;br /&gt;
| Vine[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Cha 15 || Gain a +1 bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
| Walnut[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Int 17 || At any single level of your choosing, add an additional spell from any Domain to your spell list.&lt;br /&gt;
|-&lt;br /&gt;
| Willow[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Cha 13; non-Chaotic alignment || Up to three hit points per day of healing done by your spells don’t count towards a character’s daily healing limit.&lt;br /&gt;
|-&lt;br /&gt;
| Yew[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit] || Chaotic Good or Chaotic Evil || You gain a +3 bonus on Fortitude saving throws made to stabilize&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Cores ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wand Core || Trait Imbued&lt;br /&gt;
|Dragon Heartstring || At levels 1, 4, and 7 learn one additional spell in a domain you are proficient in.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|Phoenix Feather || At levels 1, 4, and 7 learn one additional spell in a domain that you are not proficient in.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|Unicorn Hair || You get a +2 bonus on all concentration checks made to cast a spell with a wand.  When your wand is used by someone other than yourself, the user incurs a 25% spell failure chance.[https://docs.google.com/document/d/18WVXmcnlkfZtP711uP5BbB9BgxKSMKWbOpPWiaOX6jA/edit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==== Wand Length ====&lt;br /&gt;
&lt;br /&gt;
Wand length is usually influenced by stature and depth of personality, but the makers of this ruleset leave the length of the wand up to the player.  The length of the wand serves no gameplay purpose.  Wands are normally between 8-15 inches.  &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Generic Equipment and Gear ==&lt;br /&gt;
&lt;br /&gt;
Note: Items listed below may typically only be purchased with the type of currency for which they have a listed price (wizarding or Muggle). Muggle goods have USD and GBP prices listed, but campaigns taking place in countries where these currencies are not used may, of course, use the appropriate local Muggle currency. For convenience, wizarding goods and services are highlighted blue and Muggle goods and services are highlighted red. Goods and services that can be found in both worlds are highlighted purple. Note that since characters start only with wizarding currency, their starting gear may not include Muggle-only gear.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| !Item || Price || Weight (lbs.) || Description&lt;br /&gt;
|-&lt;br /&gt;
| Omnioculars || 10G || 1 || Omnioculars are the wizarding equivalent of Muggle binoculars, but with the additional features of being able to magically slow down and replay action.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, potionmakers || 10G || 3 || Finely crafted robes specialized for potion making.  Grants +2 to Craft (potions) checks.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, standard || 3G, 10S || 3 || Typical wizard robes with no special qualities.&lt;br /&gt;
|-&lt;br /&gt;
| Robes, warlock || 10G || 3 || Finely crafted wizard robes that reduce spell failure chance by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| Outfit, Muggle || £25/$30 || 3 || Typical Muggle clothes, the exact assortment of which may be chosen by the player or GM. Wearing a Muggle outfit instead of robes incurs a 5% spell failure chance.&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Muggle goods || Check Amazon || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Invisibility Cloak || 90G || 2 || Provides invisibility to the wearer and all other things underneath. Note that unlike the Deathly Hallow, a generic invisibility cloak is not infallible in its magic and often loses effectiveness over time.&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll || 1G/£21/$25 || 5 || A simple sleeping bag that can provide warmth for sleeping times.&lt;br /&gt;
|-&lt;br /&gt;
| Watch || 1G/£21/$25 || - || As long as the watch is kept undamaged it can provide the exact time.&lt;br /&gt;
|-&lt;br /&gt;
| Mirror, handheld || 3S, 10K/ £4.20/ $5 || 1 || Pretty self-explanatory, I reckon.&lt;br /&gt;
|-&lt;br /&gt;
| Food, one day’s worth || 8S/£10/$12 || 1 || Enough non-perishable food to last a human adult one day.&lt;br /&gt;
|-&lt;br /&gt;
| Chocolate Frog || 1S || 0.1 || An enchanted, frog-shaped candy. Each chocolate frog comes with a collectible card featuring a famous witch or wizard. Some of these can be quite valuable...&lt;br /&gt;
|-&lt;br /&gt;
| Extendable Ears || 1G || 0.2 || A piece of string that can be connected to the user’s ear and put under a door to hear the goings-on of the other side.&lt;br /&gt;
|-&lt;br /&gt;
| Wizard’s chess set || 13S/£16/$20 || 1 || Identical to the Muggle equivalent, except the pieces are enchanted and move on their own as directed by the player.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, standard || 4S/£5/$6 || 0.5 || An inkwell of unremarkable ink used for any and all writing needs.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, disappearing || 2G || 0.5 || An inkwell of ink that disappears shortly after use. Can be revealed afterwards by various magical means.&lt;br /&gt;
|-&lt;br /&gt;
| Ink, everlasting || 2G || 0.5 || An inkwell of ink that can never be removed (except in exceptional scenarios, at GM discretion) after use.&lt;br /&gt;
|-&lt;br /&gt;
| Textbook || 4G || 2 || A character can use a textbook to take 10 on a relevant Knowledge check. If trained in that Knowledge skill, the character can take 20 instead. Taking 10 or 20 this way takes 6d6 minutes. Example textbooks include A History of Magic (History) and Fantastic Beasts and Where to Find Them (Magical Creatures).&lt;br /&gt;
|-&lt;br /&gt;
| Remembrall || 15G || 1 || A Remembrall contains white smoke which turns red when its possessor has forgotten something. GMs may use this to hint to a player that he or she has forgotten or is ignoring a crucial piece of information. Note that the Remembrall does not actually assist in reminding the owner what the forgotten information is. &lt;br /&gt;
|-&lt;br /&gt;
|+Potion-making gear and ingredients&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, brass || 21G || 25 || A high quality cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 20 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, copper || 25G || 25 || A high quality and tough cauldron. It provides a +1 bonus on Craft (Potions) checks. It has 25 hit points and 1 Hardness.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, pewter || 15G || 20 || A standard, unremarkable type of cauldron. It has 15 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron, silver || 30G || 25 || The highest quality cauldron, although not the toughest.  It provides a +2 bonus on Craft (Potions) checks.  It has 10 hit points.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Ingredient (5 Uses) || 2G || 1 || A mixture of magical herbs with many magical properties that is used in most potions.&lt;br /&gt;
|-&lt;br /&gt;
| Potion-making Component Pouch || 10S || 0.5 || Required to safely carry ingredients for potion-making. See Potions for more details.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Potion-making Equipment || 5G || 2 || Set of potion making equipment, including phials, a silver knife, a mortar and pestle, and scales. This is not required for potion making but attempting to brew a potion without one incurs a -2 penalty.&lt;br /&gt;
|-&lt;br /&gt;
| Asphodel root || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Bezoar || 1G/£8/$10 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Bicorn horn || 3G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Dragon blood || 4G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Eye of newt || 8S/£4/$6 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fairy wings || 3G || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fluxweed || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Gillyweed || 4S || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Knotgrass || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Lacewing fly || 4S/£2/$3 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Leeches || 8S/£6/$9 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Mandrake root || 2G/£10/$15 || - || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Moondew || 6S ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade || 8S/£4/$6 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Pomegranate juice || 6S/£2/$3 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Rat spleen || 8S/£4/$6 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Unicorn horn || 8G ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wormwood || 4S/£2/$3 ||  || Potion ingredient; see Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Ageing Potion || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Alihotsy Draught || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Amortentia || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Angel’s Trumpet Draught || 16G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Paralysis Potion || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Common Poisons || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Uncommon Poisons || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Antidote to Veritaserum || 28G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Babbling Beverage || 9G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Beautification Potion || 15G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Draught of Living Death || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Potion || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Essence of Dittany || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Felix Felicis || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Fire Protection Potion || 18G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Mandrake Restorative Draught || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Oculus Potion || 14G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Polyjuice Potion || 22G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Revive Potion || 13G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Shrinking Solution || 7G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Draught || 9G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Strengthening Potion || 15G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Swelling Solution || 10G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Veritaserum || n/a ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wiggenweld Potion || 31G ||  || See Potions for details&lt;br /&gt;
|-&lt;br /&gt;
| Wolfsbane Potion || n/a ||  || See Potions for details&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
== Ridiculous and Impractical but Fun Wondrous Items ==&lt;br /&gt;
&lt;br /&gt;
=== [[The Cabbage of Health]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Magnet Wand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ladle of Luxury]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Juggling Pins of John the Dockhand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Snail Sail]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gillywiggle&amp;#039;s Good Time Snack Cakes]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Barbed Wire]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Lava Stone of Fal-Mi-Zar]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Rutabaga of Ominous Foreboding]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Glass Eye of Oration]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ocarina of Evasion]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cousin Cody&amp;#039;s Crazy Corn]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Squirrel Pelt]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Towel of Sordid Tales]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Indelible Ink]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Best-Ever Hard Candies]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[That Fat Kid&amp;#039;s Pink Scarf]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Horseshoes of Doing Back-Flips]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dr. Crapulon&amp;#039;s Horn-Rimmed Glasses]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Ice Cream Ball]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Very Impressive Bookshelf]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Stoneskin Sweater]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Unearthly Quill]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Fletcher&amp;#039;s Larch Basket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Tourmaline Tower]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Adjustable Wrench]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Traffic Cone]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Diplomat&amp;#039;s Case of Surprising Credentials]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dental Tools]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Bodacious Bug Spray]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ant Tattoo]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Live Toad of Kalhala Swamp]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Byron the Bean Bag]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Umbuku&amp;#039;s Float Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Jubilee Jumper]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Jabber-Flap&amp;#039;s Salt Cod of Perfect Pitch]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Singing Potion]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Rudy Buckle&amp;#039;s One Note Disguise Charm]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Feeber&amp;#039;s Tinderbox]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Trope Brush]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Carrying Pail]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Raising Fork]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Ideal Fruit Supplier]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Butterfly Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ring of Gordnos]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Super Mop]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Golden Whistle]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Great Cape]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Itching Powder]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Sparkle Sand]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Dog Paddle]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Coconut Shells]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Horn of Plain-ity]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Charm Bracelet]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Yanerva&amp;#039;s Wet Blanket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Mikhaili&amp;#039;s Carpet of Ham Dinners]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Translation Orb]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Permanent Marker]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Colwidth&amp;#039;s Thinking Cap]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Pocket Gloves]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Camo Jacket]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Powell&amp;#039;s Potted Plant]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Utu&amp;#039;s Spoon]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gumm-Duffin&amp;#039;s Extra-planar Periscope]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Miracle Pills]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Really Useful Rope]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Baby Hippopotamus Statue of Good Fortune]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Scissors of Gravity]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Holly&amp;#039;s Coin of Loaves and Swishes]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Frumpy Frank&amp;#039;s Unhelpful Servant Bell]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Sparkling Water]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Lob&amp;#039;s Far Out Cooking Pot]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Gahmuffini&amp;#039;s Rat Flute]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ogzo&amp;#039;s Famous Silent Nails]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Shiny Lightning Necklace]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Turtlewallop&amp;#039;s Air Shirt]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Yipkoti&amp;#039;s Acid Lock pick]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[GillyWiggle&amp;#039;s Slap-Jam Miracle Salve]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Miss Sugar&amp;#039;s Fishbowl of Youth]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Tony the Basilisk Hunter&amp;#039;s Goggles]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cursed Items]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Cursed Turkey Leg]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Thorn of Hallowed Ground]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Ring Toit]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Cope Stone]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[The Flower Tattoo of Remor]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Diamond Necklace of Newark]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[New Socks]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Moose Antler]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Little Meow Meow]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Clove Oil]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== [[Udalhum&amp;#039;s Ring]] ===&lt;br /&gt;
&lt;br /&gt;
(http://www.dmsguild.com/product/246664/Ridiculous-and-Impractical-Magic-Items-that-are-Fun-Volume-2)&lt;br /&gt;
&lt;br /&gt;
-----&lt;/div&gt;</summary>
		<author><name>ZFMnii6Vb9xna LM -ge</name></author>	</entry>

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