The Shining Shrine SPREADS tkc94b
The Shining Shrine SPREADS tkc94b
Credits
Lead Designers: Mohamed “Aggi” Bellafquih, Jesse Jackdaw Burns,
Max Wartelle
Lead Writer: Max Wartelle
Additional Writing: João Araújo
Editing: Phylea, Max Wartelle
Formatting: Sally Kay Clark, Max Wartelle
Proofing: João Araújo, Sally Kay Clark, Jessic Gombart, Victor Matyiku
Art Directors: Mohamed “Aggi” Bellafquih, Jesse Jackdaw Burns
Layout: Max Wartelle, Kwanpo “Ari” Cheng
Cover Illustrator: Jesse Jackdaw Burns
Interior Illustrators: Mohammed “Aggi” Bellafquih, Jesse Jackdaw
Burns, Cze & Peku, Michelle Mueller, Ognjen Sporin
1
Using this Book Hunt — The Shining Shrine
Introduction
This hunt, The Shining Shrine, is intended for 3 to 7
Get ready to dive into a world of dangerous hunts, Beyond Deadly. Death is inevitable. In this characters and is optimised for a party of 4 with an
challenges, and monsters. This book presents all the book, it is a little more inevitable than usual, es- average party level (APL) of 2, 7, or 12. Characters
tools you will need to run an entertaining adventure. pecially if your party doesn’t pick up on the clues who complete this adventure should earn enough
and prepare accordingly. experience to progress all the way to 3rd level, one-
Rule Zero If you have fewer than four player characters or third of the way to 8th level, or two-fifths of the
You are encouraged to use whichever pieces of this a lower APL than that for which the hunt is bal- way to 13th level. The adventurers must rid a holy
book you like and change the ones you don’t. If anced, consider lowering the difficulty. This can hot spring of a territorial and radiant fey owlbear.
there is a DC that seems off, a name that doesn’t fit, be achieved by removing some creatures, replacing After gathering information about this creature,
or a quest hook that seems incongruous, then make them with lower CR versions, or using the ‘Helping the hunt culminates in a three-wave boss battle
it your own. Remember: if you’re all having fun, Hand’ paragraphs within each hunt to reduce the against a variety of fey. This battle is deadly and
you’re doing it right. difficulty. The hunt’s boss fight is designed to use uses the party’s entire daily XP budget. Equipment
a party’s entire resources for a day’s adventuring, for an extended fight and a means of creating magi-
Running the Hunt which exceeds the daily XP budget at higher levels. cal darkness will prove great boons in this endeavour.
Background
The adventure in this book is referred to as a hunt. Average Daily XP Budget per Hunt
It is a type of adventure in which you find clues,
prepare for the fight ahead, and then have a big Level Daily XP Budget Used per Hunt The barrier between the Plane of Fey and the
battle. This hunt can be run at a variety of different 1-4 100% Material Plane has always been loose around Sp-
average party levels (APLs), listed in the hunt’s 5-10 130% ringarden, a bountiful, blossom-filled estate in the
introduction. The hunt uses the following structure: heart of the Springwood. Tiny sprites and pixies
11-16 160%
Introduction. The name and level of the hunt, as freely travel between the Plane of Fey’s eternal sun-
17-20 200%
well as a brief synopsis. set and the garden’s perpetual spring. Each year, a
Background. The information the GM needs to confluence of stars weakens the barrier to the Plane
Clues. This hunt contains at least three clues that of Fey and marks the annual Feyfest, a fey-themed
know about why a monster needs to be hunted!
can be conveyed to the players before combat starts. festival. Drawn by the radiant energy that seeped
This includes:
Understanding the clues is the key to your players through the weakened barrier between planes is the
• A summary of the monster
preparing for the fight ahead and feeling empow- target of this monster hunt: the suneater owlbear.
• Three quest hooks: curiosity, morality, and
ered when their preparations pay off. Every clue has
compensation Coming from the Plane of Fey, the suneater
at least one example of how you can convey the in-
• Monetary and XP rewards owlbear is accustomed to the paltry solar offerings
formation to your players. Note, these are examples!
• Brief biographies of key NPCs of the eternal sunset. The midday sun of the Mate-
It’s still up to you as the GM to make any necessary
Location. The location where the hunt takes changes to the story and roleplay interactions to rial Plane, on the other hand, is practically a feast.
place, sometimes containing descriptions of make sure your players understand these clues. What the owlbear didn’t account for was being
unique flora and fauna or other rules. stuck on the Material Plane throughout its day-
Be obvious when delivering clues. The more night cycle, nor the hunger that arose from spend-
Know Thy Enemy. Clues about the monster
you can repeat and illustrate a clue, the more the ing half a day in darkness.
that, if discovered by the player characters, help
players will understand it. In addition, prompting
them prepare for the battle. Now, it has settled into Springarden, home of the
the adventurers to summarise what they’ve learnt
The Battle Ahead. The creature’s lair actions, by using an NPC to ask questions can engender a Blossom Union, a sect of druid-monks that care for
any environmental effects, composition of each much-needed dialogue between players. Further- the holy wood. The owlbear has made a lair of the
2
Summary Adventure Hooks • Morality: Eternal Springtime of the Spotless Hunt Rewards per Player Character
Garden. The monks and druids of the Blossom
Here’s the main info to digest: It shouldn’t be hard to get your players to enjoy a Union care tirelessly for Springarden, nurturing Hunt Level Gold XP*
• Which Monster? The suneater owlbear and its jaunt into a forest of eternal spring and hot baths! both its plants and the people that pass through 2nd 225 gp 600
following of sunsprites and faerie-o’-fires. However, if the image of beautiful blossoms shroud- it. However, a malign force has corrupted the
ed by hot steam isn’t enough, check out the follow- 7th 1,400 gp 3,600
• Monster’s Motivation. The suneater owlbear’s calming effects of its waters, causing people to
ing hooks. Feel free to use as many of the following become hyper-aggressive. Whoever can return 12th 4,250 gp 8,500
main drive is its hunger. It can’t feed on sun-
hooks as necessary to get the party to bite! Three- tranquillity to Springarden would find its dru-
light at night and instead catches the garden’s
flower (LG male gnome druid) acts as the main id-monks in their debt. *Includes all monsters and puzzles, averaged for 4 player characters.
koi, which it doesn’t find as satisfying as bright
quest-giving NPC for this hunt. • Compensation: Tithes to be Taken. The party
daylight. It has made the garden its lair for now.
• Monster’s Previous Actions. The owlbear has
• Curiosity: The Healing Forest. The Spring- comes across a wanted poster on a noticeboard Threeflower
wood is said to be home to all sorts of fantastical in an adventurer’s guildhall, town square, or on A druid by training, Threeflower is a timid gnome
desecrated the sacred pools of Springarden,
beasts and fey. Not only that, but travellers Heliana’s job board in the Loot Tavern itself. of delicate sensibilities. Threeflower is dressed
toasted a few monks with its Solar Beam, and
tell of the calming and healing properties of its In addition to monetary rewards (see the Hunt in roughspun clothing with elements of moulted
has driven away the pilgrims on which the
waters, and glimpses of a world lit by an eter- Rewards table), it is said the shrine where the feathers and fur harvested from creatures that died
monks rely.
nal sunset. If ever an explorer could discover owlbear makes its lair is filled with all sorts of of natural causes. He carries with him a partially
• Where’s the Monster? Springarden is a sprawl- new delights, it’s sure to be in the Springwood. magical treasures. charred feather from the suneater owlbear (see Clue
ing garden complex within the Springwood. L’Arsène Upin* approaches the party, explain-
The owlbear has taken up residence in front of *Not playing in the Loot Tavern? No problem, replace this with another 1 in Know Thy Enemy, page 7), and a pet blink
ing designs he’s made for magical items using squirrel named Moo.
its main shrine, the destination of pilgrims. fey components.
educated, crafting-oriented patron.
Though intimidated by the hustle and bustle
Threeflower acts as the party’s primary contact
of a tavern, he can be coaxed into trying a drink,
for this quest and can give directions or guide the
after which he quickly loses his inhibitions as he
party to Springarden. He has heard the news from his
becomes flushed, drunk, and loquacious about the
sibling druid-monks and can provide some insights
trials and tribulations Springarden has endured. He
into the creature (see Know Thy Enemy, page 7).
quickly relaxes when in nature.
In return for the creature’s head, the gnome offers a
reward collected from the pilgrims to Springarden.
Threeflower
Threeflower
Springarden on a day-to-day basis, though they blink squirrel). Asking around Springarden, you can
are all very small. reveal that Archdruid Xyxl (pronounced ZIX-ul),
attempted to talk to and then charm the creature,
• The owlbear isn’t a beast, and can’t be affected
but was sent running and suffered severe sunburn.
by any beast-targeting magic like dominate beast.
Handout 2. Feyfest Flyer
8 Hunt | The Shining Shrine 9
The Battle Ahead Suneater Owlbear’s Lair Hazard: Emotive Waters. A creature other than
the owlbear that enters the waters of the garden or
• Summon Sunsprites. A sunsprite (see page
29) appears next to each creature of the
The upcoming encounter consists of three phases. Upon approaching the entrance to the garden- starts its turn in them must make a VDC Charisma owlbear’s choice that it can see and disappears
In the first, the players simply contend with the turned-lair, you can show the party Map 1. The saving throw. On a failure, if a creature rolled an on initiative count 20 of the following round.
owlbear. In the second, the players must arrange Shining Shrine and read the following: even number, it is affected by the calm emotions The sunsprites act on initiative count 10 of this
glowing orbs to solve the puzzle that unlocks the spell, suppressing the frightened condition and round. They have an attack modifier equal to
owlbear’s radiant cocoon. The third phase starts The foreboding emptiness of the garden ahead is causing the creature to become indifferent towards Vmod, the saving throw of their Death Burst
when the owlbear enters its mythic state and sum- juxtaposed with the melodious birdsong, sweet all creatures until the end of its next turn. On a fail- is VDC, and both its attacks and Death Burst
mons a star that empowers it. blossoms, and soft breeze that decorates the air. ure, if the creature rolled an odd number, the crea- deal Vdam radiant damage, instead of their
Grass-covered islands connected by bridges and ture is affected by the enrage spell (see page 23) normal statistics.
Timing. There is no downtime between the
stepping stones spring from the clear, turquoise until the end of its next turn, and uses its reaction
waves; they happen consecutively. The first wave
to attack a randomly determined creature within
ends when the owlbear is defeated and conjures its waters, through which swim hundreds of orange
range immediately after it fails the saving throw.
Wave 1: Sunbear
cocoon. The second wave ends when the cocoon is and gold koi fish. This wave is on the easier side, and lulls the players
deactivated, releasing the owlbear, which enters its The shrine at the northern end of the garden
into a false sense of security.
mythic state. The third wave ends when the owl- contains many offerings, including some magic
bear in its mythic state is finally vanquished. If the party approach the shrine at night, you items (see Treasure, page 15). Eye Monster. If the owlbear is in dim light or
can read: darkness, it looks like floating eye tyrant, even to
Helping Hand. If the party is getting the worst Lair Actions players with darkvision. If the owlbear is in bright
of it, Threeflower (a druid with cure wounds and In the distance, in front of a small, moss-covered So long as the owlbear is alive and within its lair, light, or if a creature uses the Search action and
healing word prepared instead of speak with animals shrine, a mound of purple feathers lies, seemingly it can evoke the ambient magic to take lair ac- succeeds on a DC 12 Wisdom (Perception) or
and animal messenger) morphs out of a flying form
asleep. This gently snoring mass lies in the midst tions. The DCs and damage of the lair actions and Intelligence (Arcana or Nature) check, the owl-
and casts a few crucial healing spells, before using
of a smorgasbord of half eaten carcasses and fish environmental hazards depend on the level at which bear’s true form is revealed.
Wild Shape and running away again. If running the
heads. you run the hunt.
hunt at 12th level, double his hit points so that he Enemies
doesn’t quickly die. Variable Lair Action Statistics The main enemy in this wave is the base form of the
Absent Caretakers. While the party deals with If the party approach during the day, you can Hunt Level VDC Vmod Vdam suneater owlbear.
the owlbear, Threeflower and the Blossom Union instead read: Level 2. At 2nd level, the wave 1 combatant is:
2nd 11 +3 3 (1d6)
are busy containing the spread of the owlbear’s rage • 1 young suneater owlbear* (CR 3)
In the distance, in front of a small, moss-covered 7th 14 +6 10 (3d6)
to the other creatures of the Springwood.
shrine, a mound of purple feathers basks, maw 12th 16 +8 17 (5d6) Level 7. At 7th level, the wave 1 combatants are:
Forceful Personality. In the 7th and 12th level
versions of this hunt, give the faerie-o’-fires and agape, in the day’s warm light. This unmoving • 1 adult suneater owlbear* (CR 8)
sunsprites a bonus to attack and damage rolls equal mass sits in the midst of a smorgasbord of half • 1 faerie-o’-fires* (CR 2)
Lair Actions. On initiative count 20 (losing ini-
to the owlbear’s Charisma modifier (+3 and +4, eaten carcasses and fish heads. tiative ties), the owlbear takes a lair action to cause • 1 sunsprite* (CR ⅛)
respectively). one of the following effects; the same effect can’t be
used two rounds in a row: Level 12. At 12th level, the wave 1 combatants are:
This area (Map 1, page 6) is the location for
the following three-wave boss-battle. All locations • Rage. The owlbear’s territorial rage affects all • 1 ancient suneater owlbear* (CR 13)
on this map are part of the owlbear’s lair. other creatures within the lair. Each creature • 2 faerie-o’-fires* (CR 2)
must succeed on a Wisdom saving throw *See Appendix C
General Features or immediately use its reaction to make one
The lair has the following features: weapon attack against a random creature within Tactics
Ceilings, Walls, & Floors. The garden is open to reach/range. The owlbear is wise, but not intelligent. It can’t
the sky above. There are no walls and the floor is • Disorienting Lights. Flares and sparkles erupt in intuit who might be a good, low-Dexterity tar-
made of earth, occasionally paved with rock. a deluge, confusing and disorienting creatures get for its Solar Beam, but it likes to avoid being
in a 20-foot cube in the owlbear’s lair. Each outnumbered. The owlbear’s pride, aggression, and
Light. The light depends on the time of day, but
creature in the area other than the owlbear must territoriality counteract its well-developed hunting
always has a pleasing golden quality to it, reminis-
succeed on a Constitution saving throw or and survival instincts; it won’t run, as it knows its
cent of a sunset. It is dark at night.
be affected by a disorienting madness per the mythic state (wave 3, page 13) scares most ene-
Jesse Jackdaw Burns
Atmosphere. The air is warm, and a calm breeze confusion spell until the end of its next turn. mies off. This results in subpar tactics:
wafts the perfume of the blossoms.
• It dashes rather than disengages.
*See Appendix C
You can play the song by *This is the ‘off the shelf’ purchase cost and can vary significantly from the crafting cost.
scanning or clicking on the
QR code, or by typing in the
URL below.
Mohammed “Aggi” Bellafquih
Sunfeather
Shroud
Mohammed “Aggi” Bellafquih
Suneater
Featherfrond
Suncatcher
Sunwing Bow
Left: Mohammed “Aggi” Bellafquih; Right: Jesse Jackdaw Burns & Michelle Mueller
Sunfeather
Shroud
Suneater
Steak and Eggs
Mohammed “Aggi” Bellafquih
Sunwing Bow
22 Appendix B | Spells 23
Appendix C — Creatures
Faerie-o’-Fires Faerie-o'-Fire
When a will-o’-wisp basks in the eternal sunset of Tiny fey, chaotic neutral
the Plane of Fey, a change overcomes the malevo-
Armour Class 19
lent spirit that lies at its heart. In place of a wisps’
Hit Points 22 (9d4)
despair, a faerie develops a guileful and mischievous Speed 0 ft., fly 50 ft. (hover)
cunning.
STR DEX CON INT WIS CHA
These faeries often pair themselves with more 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 17 (+3)
powerful creatures, such as a fey queen with a pen-
Damage Resistances acid, cold, fire, lightning, necrotic, thun-
chant for collecting waifs and strays, or a territorial der; bludgeoning, piercing, and slashing from nonmagical
suneater owlbear. They act as a lure for such a attacks
creatures, coaxing unwary wanderers to follow their Damage Immunities radiant, poison
cheerful nimbus. If all goes according to the faerie’s Condition Immunities blinded, charmed, exhaustion,
plan, both faerie and host will gain a meal from this grappled, paralysed, petrified, poisoned, prone, restrained,
unconscious
symbiotic mutualism.
Senses darkvision 120 ft., passive Perception 12
Etymology. What came first, faerie fire or the Languages Sylvan
faerie-o’-fire? Though the great and prolific wizard Challenge 2 (450 XP) Proficiency Bonus +2
Plagiaritrix claimed to have invented the faerie fire Bright. When the faerie-o’-fire isn’t invisible, it sheds bright
spell, this origin story is now shrouded in doubt. light in a 5-foot radius and dim light for an additional 5 feet.
The faerie-o’-fire’s solar flare attack was discovered Consume Life. As a bonus action, the faerie-o’-fire can target
to have surprisingly similar characteristics to the one creature it can see within 5 feet of it that has 0 hit points
spell, leading scholars to believe that Plagiaritrix and is still alive. The target must succeed on a DC 10 Constitu-
tion saving throw against this magic or die. If the target dies,
might simply have ‘borrowed’ it while on one of the faerie-o’-fire regains 10 (3d6) hit points.
their many trips to the Plane of Fey.
Ephemeral. The faerie-o’-fire can’t wear or carry anything.
Incorporeal Movement. The faerie-o’-fire can move through oth-
er creatures and objects as if they were difficult terrain. It takes
5 (1d10) force damage if it ends its turn inside an object.
Actions
Solar Flare. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
Hit: 9 (2d8) radiant damage. Until the end of the creature’s
next turn, the creature sheds bright light in a 5-foot radius
and dim light for an additional 5 feet, attack rolls against the
creature have advantage, and the creature can’t benefit from
being invisible.
Invisibility. The faerie-o’-fire magically turns invisible until it
attacks or uses its Consume Life, or until its concentration ends
(as if concentrating on a spell).
Suneater Owlbears
It is widely believed that the owlbear is the product home of the suneater owlbear, has done nothing to
Jesse Jackdaw Burns
of a biomancer’s attempt at a chimeric fusion. An bridle these extreme emotions. In fact, these owl-
owlbear, a creature that combines the aggression of bears are more territorial, more grouchy, and more
a bear with the irascibility of an owl, is already any- ravenous than their Material Plane counterparts.
Faerie-o’-Fire
thing but docile. The influence of the Plane of Fey,
24 Appendix C | Creatures 25
Young Suneater Owlbear Actions Adult Suneater Owlbear Actions
Medium fey, unaligned Multiattack. The owlbear makes two attacks: one with its Beak Large fey, unaligned Multiattack. The owlbear makes two attacks: one with its Beak
Armour Class 13 (natural armour) and one with its Claws. Armour Class 15 (natural armour) and one with its Claws.
Hit Points 52 (7d8 + 21) Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Hit Points 95 (10d10 + 40) Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Speed 40 ft., swim 30 ft. 8 (1d10 + 3) piercing damage. Speed 40 ft., swim 30 ft. 14 (2d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 6 (1d6 + 3) slashing damage.
STR DEX CON INT WIS CHA 10 (2d4 + 5) slashing damage.
17 (+3) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 14 (+2) 21 (+5) 12 (+1) 19 (+4) 3 (-4) 14 (+2) 16 (+3)
Solar Beam (Recharge 5–6). The owlbear exhales a beam of Solar Beam (Recharge 5–6). The owlbear exhales a beam of
Skills Perception +3 irradiating energy in a 5-foot-wide, 60-foot-long line. Each Saves Wis +5, Cha +6 irradiating energy in a 5-foot-wide, 60-foot-long line. Each
Damage Resistances fire creature in the area must make a DC 13 Dexterity saving Skills Perception +5 creature in the area must make a DC 15 Dexterity saving
Damage Immunities radiant throw, taking 10 (3d6) radiant damage on a failed save or half Damage Resistances fire throw, taking 24 (7d6) radiant damage on a failed save or half
Condition Immunities charmed as much damage on a successful one. Damage Immunities radiant as much damage on a successful one.
Senses darkvision 60 ft., passive Perception 13 Condition Immunities charmed
Languages – Legendary Actions Senses darkvision 60 ft., passive Perception 15 Legendary Actions
Challenge 3 (700 XP) Proficiency Bonus +2 The owlbear can take 2 legendary actions, choosing from the Languages – The owlbear can take 3 legendary actions, choosing from the
Observer Mimic. If the owlbear is in dim light or darkness, it ap- options below. Only one legendary action option can be used Challenge 8 (3,900 XP) Proficiency Bonus +3 options below. Only one legendary action option can be used
pears to be an observer, a type of powerful, floating eye tyrant. at a time and only at the end of another creature’s turn. The Legendary Resistance (3/Day). If the owlbear fails a saving throw, at a time and only at the end of another creature’s turn. The
owlbear regains spent legendary actions at the start of its turn. it can choose to succeed instead. owlbear regains spent legendary actions at the start of its turn.
Photometabolise. If the owlbear is in direct sunlight, it regains 5
hit points at the start of its turn. Claws. The owlbear makes a Claws attack. Observer Mimic. If the owlbear is in dim light or darkness, it ap- Claws. The owlbear makes a Claws attack.
Radiant Absorption. Whenever the owlbear is subjected to radi- Sunstep. The owlbear teleports from one area of bright light to pears to be an observer, a type of powerful, floating eye tyrant. Sunstep. The owlbear teleports from one area of bright light to
ant damage, it takes no damage and instead regains a number an unoccupied space of bright light within 60 feet of it that it Photometabolise. If the owlbear is in direct sunlight, it regains 10 an unoccupied space of bright light within 60 feet of it that it
of hit points equal to the radiant damage dealt. can see. hit points at the start of its turn. can see.
Supernova (Recharges after a Short or Long Rest). If the owlbear Blinding Flash (Costs 2 Actions). The owlbear’s featherfronds Radiant Absorption. Whenever the owlbear is subjected to radi- Blinding Flash (Costs 2 Actions). The owlbear’s featherfronds
would be reduced to 0 hit points, its current hit point total in- release a blinding burst of light. Each creature within 30 feet ant damage, it takes no damage and instead regains a number release a blinding burst of light. Each creature within 30 feet
stead resets to 52 hit points, it recharges its Solar Beam, it imme- of the owlbear that can see the owlbear must succeed on a of hit points equal to the radiant damage dealt. of the owlbear that can see the owlbear must succeed on a
diately uses its Blinding Flash legendary action option (without DC 13 Constitution saving throw or be blinded until the end DC 15 Constitution saving throw or be blinded until the end
Supernova (Recharges after a Short or Long Rest). If the owlbear
expending any actions), and a small sun coalesces 10 feet above of the creature’s next turn. of the creature’s next turn.
would be reduced to 0 hit points, its current hit point total in-
the owlbear and follows it for the next hour, shedding bright Mythic Actions stead resets to 95 hit points, it recharges its Solar Beam, it imme- Mythic Actions
sunlight in a 30-foot radius. Additionally, the owlbear can use diately uses its Blinding Flash legendary action option (without
the options in the “Mythic Actions” section for 1 hour. Award a If the owlbear’s Supernova trait has activated in the last hour, it If the owlbear’s Supernova trait has activated in the last hour, it
expending any actions), and a small sun coalesces 10 feet above
party an additional 700 XP (1,400 XP total) for defeating the owl- can use the options below as legendary actions. can use the options below as legendary actions.
the owlbear and follows it for the next hour, shedding bright
bear after its Supernova activates. Reflash. The owlbear uses its Blinding Flash legendary action. sunlight in a 30-foot radius and dispelling magical darkness Reflash. The owlbear uses its Blinding Flash legendary action.
Refract (Costs 2 Actions). The owlbear recharges and uses its created by spells of 2nd level or lower in the area. Additionally, Refract (Costs 2 Actions). The owlbear recharges and uses its
Solar Beam. the owlbear can use the options in the “Mythic Actions” section Solar Beam.
for 1 hour. Award a party an additional 5,000 XP (8,900 XP total)
for defeating the owlbear after its Supernova activates.
Catch the Sun. The suneater owlbear can feed Indolent and Iridescent. The term Batesian
on sunlight. It dislocates its huge maw to reveal mimicry comes from the dungeoneer Bates Button-
the photosynthetic pigments specially-adapted to chop who would disguise himself as a black pudding Lair Actions
catching the hues of light shed by the Plane of Fey’s in order to loot monster-filled crypts. The dun- Lair Actions. On initiative count 20 (losing initia-
So long as the owlbear is alive and within its lair,
eternal sunset. One should avoid exposed outcrop- geon natives would avoid Bates’s disguise, having tive ties), the owlbear takes one of the following lair
it can evoke the ambient magic to take lair ac-
pings of rock in the Plane of Fey; these vantage been stung by puddings before, leaving him free to actions; the owlbear can’t take the same lair action
tions. The DCs and damage of the lair actions and
points are often a suneater owlbear’s dinner table, purloin all manner of precious treasures. Suneater two rounds in a row. See the table above for the
environmental hazards depend on the level at which
and suneaters are extremely territorial. owlbears, who’re vulnerable in their darkened caves, damage and save DC.
you run the hunt.
use this Batesian mimicry to appear like observers, • Rage. The owlbear’s territorial rage affects all
By comparison, the bright daylight of the Mate-
dangerous eye-tyrants from The Low. This combi- Variable Lair Action Statistics other creatures within the lair. Each creature
rial Plane is a feast, albeit an ephemeral one. The
nation of above-ground ferocity and below-ground must succeed on a VDC Wisdom saving
suneater owlbear is used to a constant food supply Hunt Level VDC Vmod Vdam
intimidation has proved quite the survival strategy. throw or immediately use its reaction to make
and the diurnal cycle to which so many Material
2nd 11 +3 3 (1d6) one weapon attack against a random creature
Plane beasts are adapted leaves a suneater feeling
Jesse Jackdaw Burns
26 Appendix C | Creatures 27
• Disorienting Lights. Flares and sparkles erupt in
a deluge, confusing and disorienting creatures. Sunsprites Sunsprite
Each creature in the lair other than the owlbear Tumbling and frolicking in one of the innumerable Tiny fey, chaotic neutral
must succeed on a VDC Constitution saving sunbeams of the Plane of Fey’s unending sunset,
throw or be affected by the confusion spell until Armour Class 13
sunsprites are playful, inquisitive, and capricious
Hit Points 2 (1d4)
the end of its next turn. creatures. Much like giving a cat a belly rub, play- Speed 10 ft., fly 40 ft.
• Summon Sunsprites. A sunsprite appears next ing with a sunsprite is fraught with danger. Though
STR DEX CON INT WIS CHA
to each creature of the owlbear’s choice that it the sunsprite (or cat) may appear to be enjoying
3 (-4) 17 (+3) 10 (+0) 10 (+0) 13 (+1) 16 (+3)
can see and disappears on initiative count 20 themselves, their mood can change in an instant,
of the following round. The sunsprites act on leaving you with naught but a patch of sunburn (or Skills Acrobatics +7, Perception +3
some cat claw scratches). Damage Immunities radiant
initiative count 10 of this round. They have
Condition Immunities blinded, charmed
an attack modifier equal to Vmod, the saving Sunfriends. Given their mutual love of sunlight, Senses darkvision 60 ft., passive Perception 13
throw of their Death Burst is VDC, and both it is no surprise that suneater owlbears and sun- Languages Common, Elvish, Sylvan
its attacks and Death Burst deal Vdam radiant sprites are found in close proximity to one another. Challenge 1/8 (25 XP) Proficiency Bonus +2
damage, instead of their normal statistics. When threatened, a suneater owlbear will make use Bright. When the sunsprite isn’t invisible, it sheds bright light
of the bright light shed by these sprites, which posi- in a 5-foot radius and dim light for an additional 5 feet.
tion themselves tactically on the owlbear’s behalf. Death Burst. When the sunsprite dies, it explodes in a burst of
Ancient Suneater Owlbear Actions light. Each creature within 5 feet of the sunsprite must make a
Huge fey, unaligned Multiattack. The owlbear makes two attacks: one with its Beak DC 10 Dexterity saving throw, taking 7 (2d6) radiant damage
Armour Class 17 (natural armour) and one with its Claws. on a failed save, or half as much damage on a successful one.
Hit Points 138 (12d12 + 60) Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: Evasion. When the sunsprite is subjected to an effect that
Speed 40 ft., swim 30 ft. 19 (3d8 + 6) piercing damage. allows it to make a Dexterity saving throw to take only half
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. damage, it instead takes no damage if it succeeds on the sav-
STR DEX CON INT WIS CHA Hit: 13 (3d4 + 6) slashing damage. ing throw, and only half damage if it fails.
23 (+6) 12 (+1) 21 (+5) 3 (-4) 16 (+3) 19 (+4)
Solar Beam (Recharge 5–6). The owlbear exhales a beam of Actions
Saves Wis +8, Cha +9 irradiating energy in a 5-foot-wide, 60-foot-long line. Each
Skills Perception +8 creature in the area must make a DC 18 Dexterity saving Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Resistances fire throw, taking 35 (10d6) radiant damage on a failed save or half Hit: 1 piercing damage.
Damage Immunities radiant as much damage on a successful one. Sunbow. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one
Condition Immunities charmed target. Hit: 1 piercing damage plus 4 (1d8) radiant damage.
Senses darkvision 60 ft., passive Perception 18 Legendary Actions Invisibility. The sunsprite magically turns invisible until it
Languages — The owlbear can take 3 legendary actions, choosing from the attacks or casts a spell, or until its concentration ends (as if
Challenge 13 (10,000 XP) Proficiency Bonus +5 options below. Only one legendary action option can be used concentrating on a spell). Any equipment the sunsprite wears
Legendary Resistance (3/Day). If the owlbear fails a saving throw, at a time and only at the end of another creature’s turn. The or carries is invisible with it.
it can choose to succeed instead. owlbear regains spent legendary actions at the start of its turn.
Observer Mimic. If the owlbear is in dim light or darkness, it ap- Claws. The owlbear makes a Claws attack.
pears to be an observer, a type of powerful, floating eye tyrant. Sunstep. The owlbear teleports from one area of bright light to
Photometabolise. If the owlbear is in direct sunlight, it regains 15 an unoccupied space of bright light within 60 feet of it that it
hit points at the start of its turn. can see.
Radiant Absorption. Whenever the owlbear is subjected to radi- Blinding Flash (Costs 2 Actions). The owlbear’s featherfronds
ant damage, it takes no damage and instead regains a number release a blinding burst of light. Each creature within 30 feet
of hit points equal to the radiant damage dealt. of the owlbear that can see the owlbear must succeed on a
DC 18 Constitution saving throw or be blinded until the end
Supernova (Recharges after a Short or Long Rest). If the owlbear
of the creature’s next turn.
would be reduced to 0 hit points, its current hit point total
instead resets to 138 hit points, it recharges its Solar Beam, it Mythic Actions
immediately uses its Blinding Flash legendary action option
If the owlbear’s Supernova trait has activated in the last hour, it
(without expending any actions), and a small sun coalesces 10
can use the options below as legendary actions.
feet above the owlbear and follows it for the next hour, shed-
ding bright sunlight in a 30-foot radius and dispelling magical Reflash. The owlbear uses its Blinding Flash legendary action.
darkness created by spells of 3rd level or lower in the area. Addi- Refract (Costs 2 Actions). The owlbear recharges and uses its
tionally, the owlbear can use the options in the “Mythic Actions” Solar Beam. Sunsprite
Jesse Jackdaw Burns
28 Appendix C | Creatures 29
Appendix D — Familiars Monster Trainer
If you are a tamer, you can grant the sunsnacker the
consequently increases by 1 for each of its Hit
Dice), and the damage die of its beak attack increas-
If you are using the optional Tamer class in Helia- A ferocious beast when roused, this cutie also likes following improvements using your Monster Train- es from a d8 to d10.
na’s Guide to Monster Hunting, this familiar can be belly rubs, sunbathing, and sweet treats. Be sure not er feature in addition to those normally available for
crafted from the remains of unique monsters. The to leave your dust of deliciousness unattended, or your companions. Sunstep
GM may also allow a character that is not a tamer you’ll have an extremely easy-to-beguile owlbear. Prerequisite: 9th-level tamer
to take this familiar as a companion, replacing all Such is the sunsnacker’s wont. Growth I
Type: Active (bonus action)
mentions of “tamer” with “character”. Prerequisite: become a tamer’s companion
If any of the sunsnacker’s traits or actions require
Type: Passive (companion) As a bonus action when the sunsnacker is in bright
Sunsnacker a saving throw, it is always against the sunsnacker’s
save DC, as calculated below. The sunsnacker’s size increases to Small, its Hit Die
sunlight, it can teleport up to 30 feet to an unoccu-
pied space it can see that is also in bright sunlight.
Type: Fey size increases to a d6 (its hit point maximum conse-
Creature Component: Suneater owlbear Save DC = 8 + the tamer’s proficiency bonus + the quently increases by 1 for each of its Hit Dice), and
Bonus Tamer Improvement: Growth I and sunsnacker’s Constitution modifier the damage die of its beak attack increases to a d8.
+2 Hit Dice The sunsnacker gains this improvement when it be- Sunsnacker
comes a companion; it doesn’t cost an improvement. Tiny fey, chaotic neutral
Growth II
Opposite: Jesse Jackdaw Burns
30 Appendix D | Familiars 31
Suneater
Prerequisite: 9th-level tamer
Type: Active (reaction)
Solar Beam II
Prerequisite: 13th-level tamer, Solar Beam I
Type: Passive (companion)
Appendix E —
Whenever the sunsnacker would take radiant
damage, it can use its reaction to instead take no
The damage of the sunsnacker’s Solar Beam action
increases to 31 (9d6), and the length of the line
Sounds
Did you hear that twig break? I swear I just heard a
damage, metabolising the energy and regaining a increases to 60 feet. The sunsnacker gains a +1
kobold chittering. Was that a vat of boiling Mut-x
number of hit points equal to the damage it would bonus to the save DC of this action.
or are you hungry?
have taken after taking into account its resistance to
When the sunsnacker’s tamer reaches 17th
radiant damage. It can use this reaction a number of Fresh from the College of Ambience is the bard,
level in the tamer class, the damage of this action
times equal to its Constitution modifier (minimum Michaël Ghelfi, who’s created a wonderful cata-
increases to 42 (12d6).
of once) and regains all expended uses when its logue of ambiences for each monster hunt. Immerse
tamer finishes a long rest. Growth IV your senses in these vibrant, layered soundscapes as
you track, hunt, and harvest!
Eye Tyrant Prerequisite: 17th-level tamer, Growth III
Type: Passive (companion)
Prerequisite: 13th-level tamer You can find the
Type: Active (action) The sunsnacker’s size increases to Huge, its Hit ambiences by scanning
Die size increases to a d12 (its hit point maximum or clicking on the QR
As an action while in dim light or darkness, the
consequently increases by 1 for each of its code, or by typing in
sunsnacker can cause its featherfronds to grow
Hit Dice), and the damage dice of its beak attack the URL below.
luminous and dance, appearing like a floating eye
increases from 2d6 to 2d8.
monster. Each creature within 150 feet of the sun- heliana.lt/ Ambiences
snacker that can see the sunsnacker but that doesn’t
know that it isn’t an eye monster must succeed on
Legal
a Wisdom saving throw or become frightened of
the sunsnacker for 1 hour. A creature frightened in
this way must use all its movement to move away Alright folks, legalese is intimidating. This first bit is
from the sunsnacker. An affected creature can re- plain English. All characters, items, creatures, and spells
peat the saving throw at the end of each of its turns, in this publication are original creations of Plane Shift
ending the effect on itself on a success. A target Press (a.k.a. PSP) or Loot Tavern Publishing (a.k.a.
that successfully saves is immune to this sunsnack- LTP). Please don’t replicate or distribute this unless it is
er’s Eye Tyrant action for the next 24 hours. The a direct link to where we host it (this is our livelihood!).
sunsnacker can lower its featherfronds as a bonus All spells, items, and monsters are designated product
action, causing it to cease being luminous and no identity and are not open content. That includes proper
longer appear like a floating eye monster. nouns including, but not limited to: “Heliana”, “Three-
flower”, “Pyrax”, “Xyxl”, “Springarden”, etc., as well as
The effect ends early on a creature if the owlbear
spells, magic items, and player options.
ceases appearing like a floating eye monster, or if
the creature perceives the sunsnacker’s true form This work includes material taken from the System
(for example, if the sunsnacker becomes brightly lit). Reference Document 5.1 (“SRD 5.1”) by Wizards of the
Coast LLC and available at https://dnd.wizards.com/
Growth III resources/systems-reference-document. The SRD 5.1 is
Prerequisite: 13th-level tamer, Growth II licensed under the Creative Commons Attribution 4.0
Type: Passive (companion) International License available at https://creativecom-
mons.org/licenses/by/4.0/legalcode.
The sunsnacker’s size increases to Large, its Hit
Die size increases to a d10 (its hit point maximum Copyright Notice
consequently increases by 1 for each of its • Heliana’s Guide to Monster Hunting © 2023, Max
Hit Dice), and the damage die of its beak attack Wartelle, Mohammed Bellafquih, and Jess Jackdaw,
increases from 1d10 to 2d6. Plane Shift Press, a.k.a. PSP.
• The Shining Shrine © 2023, Max Wartelle, Moham-
med Bellafquih, and Jess Jackdaw, Plane Shift Press,
a.k.a. PSP.
32
Want MORE!?
Get monster hunts, just like this*, each month.
Click Me!