Questiary - 2022.14 - Kiramax
Questiary - 2022.14 - Kiramax
Questiary - 2022.14 - Kiramax
BACKGROUND
KIRAMAX
THE FALSE IMMORTAL T
housands of years ago, the ancient Tru-
san empire enveloped the majority of
the southern continent. God-King Ki-
ramax VII led the empire to the height
of its power as a socio-political force of great
magical means unprecedented throughout
history and unrivaled since its fall. The Tru-
NAME: Kiramax the False Immortal sans created empire-wide prosperity through
their widespread conquering of neighboring
GOAL: Kiramax seeks to free himself from
lands, allowing for rapid advancements in the
his Astral prison and restore himself to
fields of science and magic. Many in the empire
power on the Material Plane to rebuild
attributed its success directly to Kiramax, who
his ancient empire.
was viewed as a politically cunning strong-man
BOND: Kiramax craves the worship and with divine blood in his veins, making him
adoration of his subjects. uniquely suited to the Trusan throne. Kiramax
FLAW: Kiramax is trapped within an Astral leveraged his immense popularity and wealth
demiplane which has warped his mind to fund what he referred to as his god-given
and body, turning him into a cosmic birthright: the Immortal Project. He reasoned
monstrosity and damaging his ability to that the empire's greatness and the prosperity
reason. of its people were brought about by the unique
talents of himself and his close confidants. In
order to maintain Trusan supremacy, Kiramax
and the ruling class would devise a method
USING THIS PDF to grant themselves immortality so that the
This document serves as an overview for a boss empire could never fall apart after their deaths.
monster developed by Questiary, detailing their Over a period of years, Kiramax, his clerics, and
backstory, their allies and their associates, his council of magi determined that a sub-
adventure hooks, and quest ideas. The idea with ject's conscious mind could be implanted into
Boss Docs is to give game masters enough inspi- the body of another by routing it through the
ration to be able to immediately start weaving Astral Plane, thus overriding the host's own
together a campaign arc for their players using consciousness and allowing the subject to exist
the boss monster and the associated creatures. and live freely in the body of the host. A limited
immortality, then, would come from repeating
ABOUT QUESTIARY consciousness transfers to younger hosts as
Questiary is creating new, illustrated monsters required to sustain the consciousness of the
for 5E...every. single. day. Patrons receive access subject. This, of course, meant that healthy lives
to an easily searchable database of all monsters would essentially be sacrificed as their minds
released to date, PDFs, high resolution art, to- were overwritten to facilitate the immortality
kens, and more! of the ruling class. The magic showed promise
as the Trusans were successful in a number of
trials. They received the support of the public,
BECOME A PATRON promising that the magic would be used to
grant immortality to law-abiding citizens of
PRODUCT IDENTITY: The following items are hereby identified as Product Iden- the empire. They said that host bodies would be
tity, as defined in the Open Game License version 1.0a, Section 1(e), and are sourced from criminals, undesirables, and en-
not Open Content: All trademarks, registered trademarks, proper names (char-
acters, place names, deities, etc.), new rules, classes, plots, story elements, emies of the empire captured in war. Kiramax's
locations, characters, races, monsters, artwork, graphics, maps, sidebars, and
trade dress. (Elements that have previously been designated as Open Game
popularity only increased as the furor against
Content or are in the public domain are not included in this declaration.) "outsiders" was stoked to solidify the flames of
OPEN CONTENT: The Open content in this book includes material taken from the false promises. He and his companions became
Systems Reference Document. No other portion of this work may be reproduced
in any form without permission. known as the Immortals.
2
QUESTIARY
3
THE FALSE IMMORTAL
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QUESTIARY
5
THE FALSE IMMORTAL
ADVENTURE HOOKS
The players may wish to address the growing
influence of the Great Waking cult and stop Ki-
ramax and the Immortals from meddling with
the Material Plane for a number of reasons. A
few of these reasons are outlined below.
STRANGE PROPHESIZING. Preachers in the
street are gathering larger and larger crowds
who watch them speak about the Astral Plane
and an old empire’s imminent return to glo-
ry. Many of the individuals who listen to the
6
QUESTIARY
ASTRAL DESTROYER
Astral destroyers are the guard dogs of the
Astral Plane, created by gods and demigods that
sought to shield themselves from the prying
eyes of mortals. They slither through the wa-
ters of the Sparkling Sea hunting travelers
both physically present and those using astral
projection techniques. Astral destroyers are the
approximate size of whales, with four clawed
appendages that they use to rip their prey limb
from limb and a single eye in the center of their
foreheads that projects an anti-magic field. The
spirits of creatures slain by astral destroyers are
instantly shredded into fragments that diffuse
in the waters of the Sparkling Sea, eliminating
any possibility of resurrection or afterlife.
7
THE FALSE IMMORTAL
ASTRAL FERRYMAN
Extraplanar travelers on their way through the
Astral Plane are wise to procure the services of
the astral ferrymen, who provide passage over
the Sparkling Sea to those willing to pay their
price. The astral ferrymen are immortal beings
as old as the gods themselves, whose bodies
reform the within the Astral Plane within hours
should they be destroyed. No other being knows
the peculiarities of the Sparkling Sea as they
do; they navigate confidently toward or around
the bodies of dead gods and passages to other
realms that float throughout its infinite waters.
Their most common passengers are celestials
or fiends who use the Sparkling Sea as a short-
cut between planes. The ferrymen do not dis-
tinguish between good or evil as they care not
about the motives or nature of their charges,
only that they are compensated fairly for their
services. A traveler moving physically through
the Astral Pane usually need not seek out the
ferrymen, for the ferrymen have awareness of
all travelers within the plane.
PAYING THE FERRYMAN. A traveler wishing
to procure the services of an astral ferryman
must be willing to surrender an item of person-
al sentimental value to the ferryman. The longer
the intended journey, the more sentimental the
item that must be surrendered. The ferrymen
collect and store these items in extradimension-
al spaces within their boats, turning each boat a
massive library of lost mementos collected from
thousands upon thousands of travelers since
the beginning of tim
8
QUESTIARY
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one Attack. The ferryman makes one ram attack or one
target. Hit: 7 (1d6 + 4) bludgeoning damage, or 10 with its quarterstaff.
(1d8 + 6) bludgeoning damage if wielded with two Move. The ferryman moves up to half its fly speed
hands. If the target is a creature, it must succeed on without provoking opportunity attack
a DC 16 or be paralyzed until the end of its next turn.
Cast a Spell (Costs 2 Actions). The ferryman casts
Spellcasting. The ferryman casts one of the one of its known spells.
following spells, requiring no spell components and
using Charisma as the spellcasting ability (spell save
DC 16):
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THE FALSE IMMORTAL
FRAYED OUTSIDER the plane over extended time periods will be-
come an increasingly distorted version of their
The Astral Plane is not a hospitable environ- former selves, twisting further and further
ment for mortals. Typically, it can be accessed away from their mortal forms, never being able
through two methods; either through an astral to die. Such creatures become known as frayed
projection spell or by physically accessing the outsiders when they have become distorted
plane through a plane shift spell or similar. to the point of becoming an unrecognizable
While a creature non-native to the Astral Plane aberration. Though frayed outsiders hold few,
can survive temporarily within it without dam- clouded memories from their previous lives,
aging effects, over time, their presence in the they retain amplified and exaggerated char-
plane will gradually cause their mind and body acteristics of their original personalities and
to be distorted by its effects. Because creatures possess new cosmic abilities that allow them to
do not age within the Astral Plane, a creature shape the minds of others to their will.
that becomes lost or otherwise remains within
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QUESTIARY
11
THE FALSE IMMORTAL
Multiattack. Kiramax makes two attacks with his Attack. Kiramax makes one attack with his
warhammer. warhammer.
Warhammer. Melee Weapon Attack: +8 to hit, reach Tranquilizing Condemnation. Kiramax touches
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage one creature that he hasn't already used this
plus 9 (2d8) radiant damage condemnation on this round. That creature rolls
for initiative again with disadvantage, taking the
Dreamwalker (3/day). Kiramax attempts to invade new roll if it is lower than its current place in the
the dream of an unconscious creature on the Material initiative order. If the creature already had its turn
Plane. When he does, Kiramax must succeed on a this round, its new turn in the initiative order this
Wisdom check against the creature's Wisdom ability round is skipped.
score. On a successful save, Kiramax enters the
creature's dream and he can enter any new dreams Cast a Spell (Costs 2 Actions). Kiramax casts one
the creature has for one week. On a failed check, the of his known spells.
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QUESTIARY
13
THE FALSE IMMORTAL
VOID LEECH
Void leeches are the bottom-feeders of the Spar-
kling Sea within the Astral Plane. They scour
Void Leech
Tiny Aberration, Unaligned
its depths, feeding on the frayed memory and
Armor Class 10 (natural armor)
thought fragments that become distorted after
Hit Points 27 (18d4 - 18)
thousands of years of being forgotten by their
Speed 25 ft.
original creators. In certain circumstances,
when a creature on another plane dreams of STR DEX CON INT WIS CHA
the Sparkling Sea, void leeches can manifest 8 (-1) 15 (+2) 9 (-1) 5 (-3) 12 (+1) 14 (+2)
on that plane by spawning inside the dream-
ing creature’s brain before exiting out of their Skills Stealth +4
ears. An uncontrolled or unsupervised portal Senses Darkvision 60 ft., Passive Perception 11
to the Astral Plane can also create an access Languages —
point for void leeches, which are able to sense Challenge 1 (200 XP)
the thoughts and memories inside any living Proficiency +2
creatures’ brains in proximity to the other Ambusher. The void leech has advantage on
side of the portal. Their senses overloaded by attack rolls against any creature it has surprised.
the presence of living, intelligent creatures,
Dream Seeker. The void leech can sense the
void leeches may stream through a portal in a
location of creatures that are deep in thought or
food-motivated frenzy. Void leeches, however,
dreaming within 1 mile of them
can only feed on sleeping humanoid targets,
and therefore have a tendency to hide until Unusual Nature. The void leech doesn't require
nightfall if they find themselves on the Material air, food, drink, or sleep.
Plane or similar. ACTIONS
Multiattack. The void leech makes two attacks
with its claws.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) psychic damage
Dream Eater. Choose one unconscious creature
within 5 feet of the void leech. That creature
must succeed on a DC 12 Wisdom saving throw,
or have the void leech enter its mind through
one of the creatures ears or other orifice. Every
minute the void leech remains in the unconscious
creatures dreams, the creature takes 3 (1d6)
psychic damage. When the unconscious creature
takes damage, or when another creature takes an
action to shake the creature awake, it can repeat
its saving throw, waking up on a successful save,
or remaining asleep on a failed one. The target
dies if this effect reduces its hit point maximum
to 0. A humanoid slain in this way has its mind
transported to the sparkling sea for the rest of
eternity, remaining in an endless dream for the
void leech to feed on. Only the greater restoration
or wish spell can return the creature's mind back
to its body.
14
QUESTIARY
WAKING ZEALOT
Waking zealots are members of the Great Wak-
ing cult with a familiarity of the Astral Plane
Waking Zealot
Medium Humanoid (Any), Typically Chaotic Evil
and associated magic. They believe that power-
Armor Class 10
ful beings of the ancient past have been trapped
Hit Points 71 (13d8 + 13)
within demiplane prisons that float through
Speed 30 ft.
the Sparking Sea, and that it is their destiny to
restore these beings to power on the Material STR DEX CON INT WIS CHA
Plane. 8 (-1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 10 (+0)
ACTIONS
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) bludgeoning damage
Spellcasting. The zealot casts one of
the following spells, using Wisdom as the
spellcasting ability (spell save DC 13):
• At Will: guidance, sacred flame (2d8),
thaumaturgy
• 3/day each: inflict wounds, sleep (at 3rd level)
• 1/day each: cure wounds, dream
15
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