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The Shining Shrine SPREADS tkc94b

The document outlines an adventure titled 'The Shining Shrine,' designed for 3 to 7 characters, focusing on a hunt for the suneater owlbear in the magical Springarden. It provides a structured approach for running the adventure, including background information, clues, and a multi-wave boss battle. Players can earn experience and rewards while uncovering the mystery of the owlbear's destructive presence in the sacred garden.

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Martin Goyard
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
341 views19 pages

The Shining Shrine SPREADS tkc94b

The document outlines an adventure titled 'The Shining Shrine,' designed for 3 to 7 characters, focusing on a hunt for the suneater owlbear in the magical Springarden. It provides a structured approach for running the adventure, including background information, clues, and a multi-wave boss battle. Players can earn experience and rewards while uncovering the mystery of the owlbear's destructive presence in the sacred garden.

Uploaded by

Martin Goyard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Contents

Using this Book 2


Hunt — The Shining Shrine 3
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Introduction .
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Background
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Threeflower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Springarden . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Springarden .
Know Thy Enemy .
Enemy . . . . . . . . . . . . . . . . . . . . . . . . 7
Clue 1: Sunlight Metabolism . . . . . . . . . . . . . . . . . . . . 7
Clue 2: Constellation . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Clue 3: Fey Nature . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Battle Ahead .
Ahead . . . . . . . . . . . . . . . . . . . . . . . 10
Suneater Owlbear’s Lair . . . . . . . . . . . . . . . . . . . . . . 10
Wave 1: Sunbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Wave 2: Constellation . . . . . . . . . . . . . . . . . . . . . . . . 12
Wave 3: Supernova . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Optional Ending: Black Hole . . . . . . . . . . . . . . . . . . . 13
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Aftermath .
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Harvesting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Appendix A — Magic Items 16


Appendix B — Spells 22
Appendix C — Creatures 24
Appendix D — Familiars 30
Appendix E — Sounds 33
Legal 33

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

Special Thanks: Ethen Adams, Sally Kay Clark, Ricardo Evangelho,


Kevin “Smood” McDonnell, Piotr “Narb” Wiśnios

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

Jesse Jackdaw Burns; Opposite: Jesse Jackdaw Burns


wave, and triggers for moving between waves. more, player characters need time to prepare in a Union’s most holy shrine and spends its nights sa-
Aftermath. This section wraps up each quest way that allows them to meaningfully act on the tiating its hunger on the numerous giant, flying koi
hook of the hunt and suggests ways this story clues. It is often both enjoyable and less deadly that swim in its waters. The innate, soothing magic
can continue and shape your world. The Loot for players to take a long rest to recover resourc- of the garden has been twisted by the owlbear’s
Tavern’s bard, Cacophonics, has the link to the es, prepare spells, and design a plan that exploits psyche; travellers to the garden have experienced
song he writes for the party here. a monster’s weaknesses. Be sure to give them the alarmingly aggressive mood swings. Naturally, this
opportunity to prepare! situation is quite an inconvenience for the Blossom
Treasure. Discoverable loot related to the specif- Union, who rely on the garden to attract pilgrims,
ic boss monster, as well as information related to visitors, and coin, especially during Feyfest, which
the optional Tracking and Crafting rules found is currently in full swing.
in the Heliana’s Guide to Monster Hunting book.

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

Jesse Jackdaw Burns; Opposite: Ognjen Sporin


Humanoid (gnome), druid, he/him

Personality. Nervous in new company,


relaxed in nature, kind, grateful.
Appearance. Stocky, moss-green hair, rough-
spun clothing, accompanied by Moo.

Desire. Find a quiet, sunlit corner and spend


his evenings smoking half-leaf.
Fear. Offending people, confrontation, forest
fires.

*Yawns* “Oh, h- h- hello. Am I in your way? No? Sor-


ry. Moo would like to know if you have any candy.”

Threeflower

Hunt | The Shining Shrine 5


Springarden Tracking. Springarden is remote, but the road
is fairly well travelled and can take as long as you
• When the creature moved into the daylight, its
singed feathers grew back.
Springarden is a sprawling, forested garden want. The forest random encounters available in • Pyrax had a feather belonging to the creature
in the heart of the Springwood (a forest Heliana’s Guide to Monster Hunting can provide clutched in their hands when they were brought
located somewhere on the Material Plane) small adventures during this journey, with each to the healer’s hut. Threeflower can give the
and home to the Blossom Union, a group of check taking a day of travel. Try to avoid having feather to the party.
druid-monks. It is a sacred, peaceful place the party enter the owlbear’s lair while fatigued or
which, through its entanglement with the low on resources. Read or paraphrase the following:
Plane of Fey, exists in a perpetual spring-
time bloom. The air is sweet with the scent
of new blossoms; a soft breeze rustles the
Know Thy Enemy “Right, well. My sibling Pyrax, a fire druid, sent
one of their flaming balls towards the beast as
Threeflower has stories collected from his sibling
leaves and creates pleasing, delicate ripples it snoozed, so they told me. And, well, they say
druid-monks to impart to the party. Whether in the
on the water’s surface. In its remote, forested they hit it right on—it wasn’t very agile, see—
Loot Tavern, or encountered as the party passes
domain, Springarden is typically a destina- but it barely scorched it. Just a few blackened
through the Springwood, Threeflower is more than
tion for pilgrims of nature deities, those who
willing to share these insights. Alternatively, you feathers. Anyway, once it stepped into the light,
seek sanctuary, and travellers seeking a hot
can divulge the clues through encounters with the the feathers fell out and new ones sprouted to
spring in which to dip their toes.
strange environment en-route to Springarden. Each take their place. Pyrax is still in a bad shape after
Typically, the nature spirits that pervade of the following clues lists ways in which you can the beast blasted them with that sun ray…”
the grounds have a calming effect on its hint at the owlbear’s traits. The clues are:
Threeflower sighs, pulling out a featherfrond.
inhabitants. However, of late, an aggressive • The owlbear is immune to radiant damage, deals
creature has upset this perpetual tranquillity, “They had this feather clutched in their hand
radiant damage, and is healed by bright daylight;
turning the area into a ghost town. when they brought them to the infirmary.”
fighting it at night avoids this regeneration.
The Journey There. Travelling along the • The owlbear protects itself within a bright co-
forested road to Springarden, the party is coon of radiant energy when damaged.
likely to see examples of the magical influ- • Despite looking like one, the owlbear is not a
ences permeating the woods. This journey beast and doesn’t respond to magics that target
is a good time to introduce the ‘exploration’ them.
clues on pages 8 - 9. The environ-
ment is unique; you can use the following
examples to illustrate this: Clue 1: Sunlight Metabolism
• The further the party journeys into the This clue can be imparted by Threeflower directly,
woods, the less heed the plants seem to or gathered by the party examining Pyrax the fire
pay to the season in the rest of the world. druid. The key info is:
The leaves shift from a dry autumn gold, • The owlbear deals radiant damage and can blind.
to a deep, rich, summer green, before
• The owlbear is immune to radiant damage and
receding into buds and giving way to
resistant to fire damage.
thick, pink blossoms.
• In bright, direct sunlight, the owlbear can heal
• Tiny, winged creatures leave trails of
itself.
sparkling dust as they flit from toad-
stool to dewdrop, disappearing into tree Threeflower
trunks in a shower of sparkles.
Threeflower imparts the following information to
• A scurry of squirrels plays in the the party:
low-hanging bough of a tree. They
• One of his siblings, Pyrax, a nonbinary lizard-
have more eyes than one might expect
folk druid specialising in the rejuvenation of
and teleport from branch to branch as
forests through wildfire, unsuccessfully tried to
they chase one another. These are blink
oust the creature using their magic.
squirrels.
Jesse Jackdaw Burns

• Despite landing a hefty blow, the creature


• The deeper the player characters travel
seemed only mildly scorched.
into the forest, the calmer they feel, and
Cze & Peku

the more brilliant the sunsets become. Handout 1.


Unburnt Feather
Map 1. The Shining Shrine 1 square = 5 feet Cartographer: Cze & Peku
6 Hunt | The Shining Shrine 7
Exploration Clue 2: Constellation You can read the following:
In Springarden, the fire druid, Pyrax, is in critical
Depictions of the constellation that is the focus of “Every year we celebrate the coming of the fey.
condition in the healer’s hut. Threeflower persuades
the festival can be found everywhere: flyers, post- When the stars align, the barrier is weakened and
the resident healer to let the players investigate Pyrax,
ers, tattoos, and face paint. Knowing the constel- we celebrate with them in joyous mischief. You can
who is unconscious. Their eyes are milky white, their
lation is the key to releasing the suneater owlbear
skin is red and blistered, and they clutch a purple see the constellation even now,” he indicates to a
from its protective cocoon in wave 2.
feather in their hand. A successful VDC Wisdom cross of five stars in the sky, directly overhead.
(Medicine) reveals the following: Constellation. It is comprised of five different
• Their eyes are milky white; they’ve been blinded. coloured stars: white, black, red, blue, and yellow, “Yorith, the big yellow one in the middle moves
arranged in a cross. The largest star—the gold west to east. Nagar is the black barely visible one
• Their skin is covered in horrific sunburn; they
one—sits at the centre of the constellation. The above to the north. Sagin is the fierce red one to
have suffered severe radiant damage.
black one is always above it (to the north), the red its south, Wiyfa—the shimmering white one—is
• The inside of Pyrax’s hand, which grasped the below it (to the south), white is on the left (to the
feather, is entirely unburnt, indicating that the on the west, and Bolubos is the pulsing blue one
west), and the blue to the right (east).
feather was plucked before they suffered the on the right there. I even have them tattooed,”
sunburn. However, the feather seems to have Threeflower he says, showing the nape of his neck. His face
been completely unaffected by whatever caused Threeflower imparts the following information to takes a downcast, melancholy turn. “This year
radiant damage to Pyrax. the party: the mischief has turned violent; the beast at the
• Each year, there is a festival in Springarden that shrine is corrupting the festival.”
Experimentation. If the party tries to damage the
the younger folks call Feyfest.
feather, you can reveal:
• A constellation of five stars forms overhead, the
• The feather is resistant to being burned and Exploration
central star forms a cross with a constellation of
isn’t damaged by radiant damage. Narrating that there is an image repeated over and
four others.
• Any damage to the feather is healed when it is over is a sure-fire way to catch your players atten- Handout 3.
• The barrier between the two planes is weak-
exposed to bright sunlight. tion and help them remember it when the coloured Blink Squirrels
ened while this constellation is formed.
orbs appear in wave 2. Here are some examples of
how you can narrate this repetitive image: Threeflower
• A flyer advertises the annual Feyfest, depicting Threeflower explains how Tiny fey creatures pass
a cross-like constellation of different coloured into the Material Plane at Springarden all the time.
stars (this is a good time to give the handout to His blink squirrel friend, Moo, is one such creature.
your players). Unlike the normal animals of the forest, these fey
creatures can’t be so easily swayed with druidic
• Children with painted faces provide a joyous
magic.
counterpoint to the ambience of fear that is
prevalent amongst the adults. They all have
“Oh, this is my friend, Moo. Moo, people; people,
their faces painted: a gold nose, black forehead,
Moo. Don’t try to talk beast to him, it doesn’t
red chin, white right cheek, and blue left cheek.
work—he’s a fey creature. Little fellows like him
• Threeflower has a small tattoo on the nape of
his neck; five coloured orbs connected by thin pop over from the Plane of Fey all the time in
black lines. Springarden. ‘The more fey you see, the closer to
Springarden you be’.”

Clue 3: Fey Nature


The owlbear is a fey, not a beast. Preparing certain Exploration
spells, like protection from evil and good or magic cir- The closer to Springarden the party gets, the fewer
cle, will be very useful in the upcoming battle. The beasts and the more fey are encountered. This can
key info to impart is that: be revealed when a character tries to communicate
• Fey break through to the material plane in with what they think is a beast (such as the fey
Jesse Jackdaw Burns

Jesse Jackdaw Burns

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.

10 Hunt | The Shining Shrine 11


• It uses its Solar Beam action to affect the most Consequences. If the players take more than 1 Reflective Forcefield. The forcefield retaliates Tactics
targets, rather than the most vulnerable ones. hour to open the forcefield (for example, if they whenever it is damaged. When the forcefield is hit In this rage-filled state, any sense of self-preserva-
• It tends to use its action to attack a target within choose to short rest), the owlbear gains the ben- by an attack or is damaged by a spell, the attack- tion the owlbear might have had is gone. It seeks to
easy reach, rather than move towards a more efits of a short rest, spending Hit Dice to regain er or spellcaster takes Vdam radiant damage as a blind and burn as many party members as possi-
vulnerable target. hit points, and then emerges from its cocoon. Its crackling arc of radiant energy strikes the source of ble. It uses the shambling mound’s bright light to
mythic trait does not trigger. This means the player the attack. teleport into advantageous positions (if applicable)
• If it is cornered or outnumbered, it uses the
characters must fight the wave 1 owlbear again. If before using its Reflash and Refract mythic actions.
bright light shed by the faerie-o’-fires to tele-
port towards isolated targets.
the owlbear is reduced to 0 hit points for a second Wave 3: Supernova Because of the sun that follows it, it can teleport to
time in this wave 1, its mythic trait triggers and the shambling mound using its Sunstep legendary
• If the faerie-o’-fires are dead, it uses its When wave 2 ends, read or paraphrase the following:
wave 3 begins immediately. action from wherever it is.
Blinding Flash legendary action, before utilis-
ing its superior speed to escape and attack an With a ripping sound, the tang of ozone fills
isolated target. Visceral Feedback the air. The owlbear rears back on its hind legs, Optional Ending: Black Hole
its face top-lit in terrifying shadows cast by the When the owlbear in its mythic state is finally
Your players need to know what they’re doing is
Wave 2: Constellation right, and that dilly-dallying for too long will have 5-foot-radius star that floats above its head. Its defeated, it implodes into a 5-foot-diameter black
featherfronds erupt in a retina-searing burst hole. Each creature within 30 feet of the owlbear
Wave 2 is a puzzle. When the owlbear reaches 0 consequences. If they don’t bring the orbs closer,
of light that settles into twinkling crackles of must make a VDC Strength saving throw. On a
hit points, a bubble of protective energy—a golden you can narrate the sphere growing brighter, and
failure, a creature takes Vdam force damage and is
forcefield—blossoms out from it before its mythic the owlbear within looking stronger and more ro- radiant energy.
pulled up to 15 feet towards the black hole’s cen-
state triggers. As if in response, four orbs coalesce bust. If the orbs are brought into the right place, tre. A creature that is pulled into the black hole’s
out of the air: one white, one black, one red, and one you can narrate the sphere visibly dimming with Blinding Flash. At the start of wave 3 (i.e. when space is teleported to a random location on the
blue. These colours correspond to the constellation each new orb. the last orb is placed around the sphere in wave 2), Plane of Fey.
in Clue 2 (page 8). You can read the following: the owlbear’s mythic trait activates and it immedi-
You can also meta-game a little by telling the play-
ately uses its Blinding Flash legendary action.
A bright golden forcefield of energy blooms out ers that they are acting in real time. This helps
from the owlbear, its motionless form a faint maintain tension in the encounter, as your players Enemies
silhouette floating within the sphere. The air know that there is some sort of time limit in play. The owlbear emerges in its mythic form to defend
tingles with the scent of ozone as four glowing its lair. The same stat block is used here as in wave
orbs coalesce around the now-calm garden. 1, except now the owlbear’s Supernova trait has
The Forcefield & The Owlbear. The forcefield been activated.
These smaller 1-foot-diameter orbs are each a lasts for 1 hour, during which the owlbear takes
different colour: one sparkles with a bright white a short rest inside it. Nothing—not creatures, Shambling Mound. In the 7th- and 12th-level
light, a second swirls with fiery reds, a blue one physical objects, energy, or spell effects—can pass versions of this hunt, the owlbear’s radiant energy
through the barrier. While in the cocoon, the owl- also animates shambling mounds in locations of
pulses rhythmically, and the last is a dark black
bear is incapacitated, can’t take lair actions, and has the GM’s choice. These mounds are luminescent,
that drinks in the light of the others. They bob
a speed of 0 feet. shedding bright light in a 20-foot radius and dim
slowly, levitating in the air and swaying in the light for an additional 20 feet.
garden’s calm gusts. Optional Solution: Brute Force. If the party is
Level 2. At 2nd level, the wave 3 combatant is:
struggling to figure out the puzzle, you can allow
them to destroy the forcefield. The forcefield has • 1 young suneater owlbear* (CR 3 mythic form)
Solution. These orbs can be physically pushed AC 10, hit points equal to fifty times the average
around by the player characters. When arranged Level 7. At 7th level, the wave 3 combatants are:
party level, and immunity to fire, poison, psychic,
around the owlbear in the same pattern as the and radiant damage. If it reaches 0 hit points, • 1 adult suneater owlbear* (CR 9 mythic form)
constellation (black, north; blue, east; red, south; wave 2 ends. • 1 shambling mound (CR 5)
white, west), the owlbear’s protective cocoon
disappears and wave 2 ends. Level 12. At 12th level, the wave 3 combatants are:
• 1 ancient suneater owlbear* (CR 14 mythic
form)
• 2 shambling mounds (CR 5)
Jesse Jackdaw Burns

*See Appendix C

12 Hunt | The Shining Shrine 13


Aftermath Cacophonics Treasure
At the Loot Tavern (or wherever else you should
• The rage-inducing properties of the water re-
choose), Cacophonics the bard immediately ques-
Within the shrine are multiple art and religious Harvesting
cede over the next 24 hours. objects, as well as the bonze’s bokken and ring of
tions the party for the story of their victory. Some birdseye maple magic items (see Appendix A). The You can use the optional Harvesting rules available
• The party are deemed heroes of Springarden. A
time later he plays a song with the following lyrics: rarity of the bonze’s bokken depends on the hunt’s in Heliana’s Guide to Monster Hunting to harvest
feast is held by the Blossom Union in the party’s
level. Taking any of these is considered stealing. suneater owlbears. They have the following unique
honour and they offer any one of the two magic
The story begins at the festival Threeflower and his fellow siblings of the Blossom components, in addition to the normal components
items from within the shrine to the players.
Where stars are all symmetrical Union notice the lessening aggression of the Spring- for a fey. One of the owlbear’s suneater featherfronds
• While the party are considered heroes of Sprin- has come perfectly loose and can be harvested with
But a monster is its mimicked face wood’s creatures and approach the shrine after
garden, Xyxl grants the party free access to the a DC of 0. The food component for the unique reci-
And anger it does bring. approximately 30 minutes.
spring and shows them the garden’s teleporta- pe is fey (suneater) flesh.
tion circle. Shrine Valuables
Its nature is to steal the sun
• If anything is taken from the shrine, Archdru- Suneater Owlbear’s Harvest Table
And wish the night time not to come
id Xyxl casts locate object to find the items. If a Bonze’s bokken
Oh the wicked beast would fire its beam Hunt Level Art objects Component DC Components
party member is caught red-handed, they are rarity
banished from Springarden unless they work as And burn the skin of those who’d seen. 5 FleshE (∞)
2nd 4d6 objects (25 gp each) Uncommon
gardeners for a month as penance. They are no 7th 6d6 objects (50 gp each) Rare 10 Pouch of feathers (20)
Some brave adventurers would cross its path
longer considered heroes of Springarden. 15 Beak (1), featherfrond (10)
And hold their swords aloft 12th 8d6 objects (100 gp each) Very rare
• While the party are considered heroes of Sprin- 20 Sinew (10)
And once defeated they would find
garden, they can request one casting of greater
restoration per day, if they provide the requisite The monster rose a final time E
Indicates component is edible.
diamonds, from Archdruid Xyxl. Defiant till its end.
• Quest Hook: A baby suneater owlbear comes
Crafting
Our travellers overcame the night
to the garden. It needs to be returned to its The following unique items can be crafted from the suneater owlbear’s unique monster components. You can
And brought the sunlight back to life
mother in the Plane of Fey. use the optional Crafting rules available in Heliana’s Guide to Monster Hunting.
Our friends, we owe our world to you
• Quest Hook: A corner of Springarden has
You’re heroes through and through. Suneater Owlbear Craftable Items
turned to autumn and is attacking people. The
cause needs to be found and healed. Item Name Item Type Rarity Attunement Components Essence Value*
Uncommon Frail 600 gp
Rod, staff, or Required
Suncatcher Rare Fey (suneater) beak Robust 2,300 gp
wand (Spellcaster)
Very rare Potent 9,800 gp
Uncommon Frail 500 gp
Pouch of fey (suneater)
Sunfeather Shroud Wondrous item Rare Required Robust 2,100 gp
feathers
Very rare Potent 9,400 gp
Uncommon Frail 900 gp
Weapon (any
Sunwing Bow Rare Optional Fey (suneater) sinew Robust 2,300 gp
bow)
Very rare Potent 12,000 gp

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

heliana.lt/ Suneater Suneater Featherfrond


Jesse Jackdaw Burns

14 Hunt | The Shining Shrine 15


Appendix A — Magic Items Ring of Birdseye Maple Optional Attunement. While you are attuned to
Ring, uncommon (optional attunement) the ring, if you stop touching the plant/surface in
which you have grown an eye, the eye persists for
Bonze’s Bokken, Wind Ripper Pale green, eye-like tourmalines have been en- 1 hour or until you create a new eye. In addition, it
Weapon (any sword), rare (requires attunement) capsulated in maple roots sung by seelie fey into gains the Eyesoar property.
pleasing knots and braids.
Hermits of the Springwood, the bonze have as OA: Eyesoar. So long as the eye is within 300
much in common with a druid’s love of nature as This ring has 5 charges and regains 1d4 + 1 feet of you, you can use an action to look through
with the discipline and ritual of the monk. They do expended charges daily at dawn. While wearing the eye. While looking through the eye, you can use
not deign to shed the blood of other creatures and the ring, whenever you touch a plant or wooden your action to move the eye up to 30 feet along the
thus imbue their training swords, known as bokken, surface, you can expend 1 charge to cause an eye to plant/surface.
with the power to propel them out of harm’s way. grow anywhere on that plant/surface within 60 feet
The thunderous wind rip is really just a tool for of you. The eye lasts for 1 hour or until you cease Suncatcher
releasing hard-to-reach fruit. touching the plant/surface, whichever comes first.
Rod, staff, or wand; uncommon (requires attunement by a spell-
You can see out of the eye, which has darkvision
This magic weapon has 5 charges and regains caster)
out to 60 feet, for as long as you remain touching
1d4 + 1 expended charges daily at dawn. It deals the plant/surface. While you look out of the eye, From the beak of the suneater owlbear is ex-
bludgeoning damage instead of a sword’s normal you are blinded with regards to your own senses. tracted its ability to absorb and redirect sunlight.
slashing or piercing damage. The suneater’s bones imbue this item with the
The eye has a Dexterity (Stealth) modifier of
Gale. As an action, you can cause a cube of air up hard-headed arrogance unique to fey that prevents
+8. It has AC 10 and 5 hit points. Any damage
to 15 feet on a side to blow with a strong wind until them from succumbing to others’ charms.
dealt to the eye you also take as psychic damage.
the end of your next turn, dispersing any gasses. When the eye is reduce to 0 hit points, it disappears
Wind Rip. With a swish, you can send a concussive and the effect ends.
wave of sound streaking towards a target. When you
take the Attack action while holding this blade, you
can make ranged spell attacks known as ‘wind rips’
with the bokken. Wind rips have a range of 30/60
ft., +7 to hit, deal 1d10 thunder damage on a hit, and
can be heard up to 100 feet away. On a critical hit,
a creature is deafened until the end of its next turn. Ring of
You can make as many wind rips as you have attacks. Birdseye Maple
Liftoff. As a bonus action, you can expend 1
charge, causing a sustained gust to lift you. Until the
end of your current turn, you gain a flying speed of
40 feet. If you are not in contact with the ground or
otherwise held aloft at the end of your turn, you fall.

Uncommon variant: Decrease Wind Rip’s at-


tack modifier to +5 and its damage to 1d8. Remove
the Liftoff property.
Bonze’s Bokken,
Very rare variant: You gain a +1 bonus to attack Wind Ripper
and damage rolls you make with melee attacks
using this weapon. Increase Wind Rip’s attack
modifier to +8 and its damage to 1d12. Increase the Suncatcher
flying speed of Liftoff to 50 feet.
Mohammed “Aggi” Bellafquih

Mohammed “Aggi” Bellafquih

Legendary variant: You gain a +2 bonus to at-


tack and damage rolls you make with melee attacks
using this weapon. You can speak Auran fluently.
Increase Wind Rip’s attack modifier to +9 and its
damage to 2d8. When you use the Liftoff property,
you gain a flying speed of 60 feet for 1 minute.

16 Appendix A | Magic Items 17


While attuned to the suncatcher, you have ad- Rare variant: You know the flare* and light Suneater Featherfrond Sunfeather Shroud
vantage on ability checks and saving throws made cantrips. Increase Radiant Absorption’s damage Wondrous item, common (socketable, requires attunement) Wondrous item, uncommon (requires attunement)
to resist being charmed. reduction to 2d8. You can expend 1 charge to cast
the daydream* spell from the suncatcher. When this featherfrond is socketed on a holdable or The feathers of a suneater owlbear possess a bril-
This weapon has 7 charges. It regains 1 expend- wearable item, the item becomes augmented and liant dichromatic effect causing it to sparkle in the
ed charge for each hour it spends in direct sunlight Very rare variant: You know the flare* and light attuneable. The item gains the Sun Torch property sunlight, conferring the ability to dance between
and 1d6 + 1 expended charges daily at dawn. cantrips. When you cast the flare cantrip, you have for as long as a creature is attuned to it. patches of sunlight. Particularly well-crafted spec-
a +2 bonus to your attack and damage rolls for imens can augment the magic of the featherfronds,
Radiant Absorption. When a creature within 30 Sun Torch. As a bonus action, you can light or
the spell. Increase Radiant Absorption’s damage allowing them to generate blinding flashes of light.
feet of you takes radiant damage, you can use your snuff out the featherfrond. While lit, it sheds bright
reduction to 3d8. You can expend 1 charge to cast
reaction to expend 1 charge and absorb some of the light in a 20-foot radius and dim light for an addi- Sunstep. When you are in bright light, you can
the daydream spell or 4 charges to cast the blinding
energy. The damage the creature takes is reduced tional 20 feet. use a bonus action to teleport up to 60 feet to an
radiance* spell from the suncatcher.
by 1d8 plus your spellcasting ability modifier unoccupied space you can see that is also in bright
(minimum reduction of 1). light. When you do so, roll a d6. On a 1, you can’t
*See Appendix B
Radiant Deliverance. When you hit a target with use the Sunstep property again until the next dawn.
a spell attack while holding the suncatcher, you can
spend up to 3 charges to imbue the attack with
radiant energy. On a hit, the attack deals an addi-
tional 1d6 radiant damage per charge expended.
Dreamcatcher. While attuned to the suncatcher,
you are aware when a creature is using the dream spell
to contact you and can choose to end the spell early.

Sunfeather
Shroud
Mohammed “Aggi” Bellafquih

Mohammed “Aggi” Bellafquih

Suneater
Featherfrond

Suncatcher

18 Appendix A | Magic Items 19


Rare variant: While you wear this shroud, Sunwing Bow Optional Attunement. If you choose to attune to Magical Meals
you have advantage on Intimidation checks. The Weapon (any bow), rare (optional attunement) this weapon, it gains the Solar Beam property and
shroud has the Blinding Flash property. has 3 charges. The sunwing bow regains 1 expend- A monster’s components can be cooked into
Sinew harvested from a suneater owlbear’s spine ed charge daily at dawn. If it is exposed to dawn’s magical food. After spending 1 hour cooking the
Blinding Flash. As an action, you can cause the can imbue arrows with low-level radiation, which is required components, you can succeed on a Con-
light, it regains all expended charges instead.
featherfronds to erupt in a dazzling display of passed onto a target when struck by the ammunition. stitution (cook’s utensils) check against the meal’s
bright light. Each creature within 15 feet of you The magic of suneater respiration lies in their photo- OA: Solar Beam. As an action, you can ex- DC to craft the meal. Heliana’s Guide to Monster
must succeed on a DC 15 Constitution saving metabolism; they can convert sunlight into pure, con- pend 1 charge to fire a beam of solar energy in a Hunting presents more detailed rules on cooking.
throw or be blinded for 1 minute. A blinded centrated radiant energy, unleashing unholy beams of 5-foot-wide, 60-foot-long line originating from
creature can repeat the saving throw at the end you. Each creature in the area must make a DC When you consume a magic meal, which takes
destructive force.
of each of its turns, ending the effect on itself on 15 Dexterity saving throw, taking 3d8 radiant 10 minutes, you gain its effects, which last for
a success. Once you activate this property, you You gain a +2 bonus to attack and damage rolls damage on a failed save, or half as much damage 8 hours or until dispelled by the dispel magic spell
can’t do so again until the shroud spends at least made with this magic weapon. on a successful one. or similar magic.
1 hour absorbing bright, direct daylight. Sunshot. While in sunlight, this bow doesn’t
need ammunition. If you draw this weapon’s bow- Uncommon variant: Decrease the attack and Suneater Steak and Eggs
Very rare variant: While you wear this shroud, damage bonus to +1 and remove all Optional At- Fey (suneater) flesh, plus blood and eggs; DC 20
string without nocking an arrow, it produces its
you have advantage on Intimidation checks and tunement properties.
own ammunition, automatically creating a radiant You regain a number of hit points at the end of each
resistance to radiant damage. The shroud gains
arrow when you make a ranged attack with it. The Very rare variant: Increase the attack and dam- hour you spend in sunlight. The number of hit points
the Blinding Flash property and you no longer
attack deals radiant damage instead of the weapon’s age bonus to +3, and increase Solar Beam’s DC to increases with rarity, determined by the party’s level.
need to roll a d6 when you use the Sunstep prop-
normal damage. The arrow created by this weapon 16 and damage to 6d8. The item gains the Daylight
erty; the property never ceases to function as a
vanishes the instant after it hits or misses a target. optional attunement property. Level Rarity Hit Points Regained
result of using it.
Irradiation. A creature that takes radiant dam- OA: Daylight. When you take the Attack action, 1-4 Uncommon 1d6
age from this bow becomes magically marked for you can use one attack to fire a radiant arrow 5-10 Rare 2d6
1 hour. During this time, it leaves an invisible trail from this bow at a surface within the bow’s range 11-16 Very rare 3d6
that can be seen by creatures with truesight or and expend 1 charge. A magical effect identical
creatures using the detect magic spell. The trail fades 17-20 Legendary 4d6
to the daylight spell manifests for 1 hour, centred
after 1 hour. wherever the arrow strikes the surface.

Sunwing Bow

Left: Mohammed “Aggi” Bellafquih; Right: Jesse Jackdaw Burns & Michelle Mueller
Sunfeather
Shroud
Suneater
Steak and Eggs
Mohammed “Aggi” Bellafquih

Sunwing Bow

20 Appendix A | Magic Items 21


Appendix B — Spells Enrage
3rd-level enchantment At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher and use an action to
Casting Time: 1 action
This appendix lists the spells that can be found Daydream Range: 120 feet (20-foot-radius sphere)
force an enraged creature to make a melee weapon
throughout this hunt, arranged alphabetically. The 1st-level enchantment attack, you can force one additional enraged crea-
Components: V, S, M (a red handkerchief)
tamer class mentioned in some spell lists is available ture to make a melee weapon attack for each slot
Casting Time: 1 action Duration: Concentration, up to 1 minute
in Heliana’s Guide to Monster Hunting. level above 3rd.
Range: 30 feet Class: Bard, Sorcerer, Warlock
Components: V, S, M (a tiny, four-panelled window)
Blinding Radiance Duration: Concentration, up to 1 minute You attempt to create violent emotions in a group of Flare
4th-level evocation Class: Bard, Druid, Warlock people. Each humanoid in a 20-foot-radius sphere Evocation cantrip
centred on a point you choose within range must
Casting Time: 1 action Casting Time: 1 action
You float some mildly distracting thoughts into the make a Charisma saving throw; a creature can
Range: Self (10-foot-radius sphere) Range: 60 feet
mind of a humanoid you can see within range. The choose to fail this saving throw if it wishes. A crea-
Components: V, S, M (a strip of magnesium) Components: V, S, M (a strip of magnesium)
target must succeed on a Wisdom saving throw or ture that fails this saving throw becomes enraged for
Duration: Concentration, up to 1 minute Duration: Instantaneous
have disadvantage on Wisdom (Perception) checks the duration.
Class: Cleric, Paladin, Sorcerer, Warlock Class: Cleric, Sorcerer, Wizard
(taking a -5 penalty to its passive Perception as a While enraged, a target becomes hostile towards
Bright light erupts from your form and dazzles those result of this disadvantage) until the spell ends. A all creatures. An enraged creature that is concen- You launch a pulse of radiant energy at a target
around you. For the duration, you emit bright light creature immune to being charmed is unaffected by trating on a spell must succeed on a DC 10 Consti- within range. Make a ranged spell attack against
in a 50-foot radius and dim light for an additional this spell. tution saving throw at the start of each of its turns the target. On a hit, the target takes 1d8 radiant
50 feet. Each creature that moves within 10 feet of A creature that succeeds on the saving throw or lose concentration on the spell. damage. On a critical hit, the target is covered in
you for the first time on its turn or that starts its turn by 5 or more is aware that an attempt was made to glittering mystical light, granting advantage on
As an action, you can force an enraged creature attack rolls against the target until the end of your
there must make a Constitution saving throw. influence it with magic. Otherwise, the creature to use its reaction to make one melee weapon attack next turn.
On a failure, a creature takes 3d10 radiant damage remains unaware of the magic that affected it. against one randomly determined creature within
and is blinded until the start of its next turn. On a Alternatively, you can launch the pulse at a point
At Higher Levels. When you cast this spell using the enraged creature’s reach. If the enraged creature
success, a creature takes half as much damage and in the air within range where it slowly falls towards
a spell slot of 2nd level or higher, you can target one was friendly towards the target of its attack before
isn’t blinded. the ground. Until the end of your next turn, the
additional creature for each slot level above 1st, or this spell was cast, the enraged creature can repeat
At Higher Levels. When you cast this spell using you can extend the range of the spell by 30 feet for the saving throw immediately after making the flare sheds bright light in a 20-foot radius and dim
a spell slot of 5th level or higher, the damage in- each slot level above 1st. attack, ending the effect on itself on a success. light for an additional 20 feet.
creases by 1d10 for each slot level above 4th. This spell’s damage increases by 1d8 and the ra-
An enraged creature can repeat the saving throw
whenever it takes damage, ending the effect on it- dius of the bright and dim light both increase by 10
self on a success. When the spell ends, the creature feet when you reach 5th level (2d8, 30 feet), 11th
reverts to its previous disposition again, unless the level (3d8, 40 feet), and 17th level (4d8, 50 feet).
GM rules otherwise.

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

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

Jesse Jackdaw Burns

7th 14 +6 10 (3d6) within reach/range.


particularly hangry and irritable.
12th 16 +8 17 (5d6)

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

Jesse Jackdaw Burns

section for 1 hour. Award a party an additional 11,500 XP (21,500


XP total) for defeating the owlbear after its Supernova activates.

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

Tamer Flame Retardant Armour Class 13 (natural armour)


Hit Points 3 (1d4 + 1)
Level Prerequisite: 3rd-level tamer Speed 30 ft.
Type: Passive (companion)
STR DEX CON INT WIS CHA
1 The sunsnacker has resistance to fire damage. 14 (+2) 10 (+0) 12 (+1) 7 (-2) 11 (+0) 14 (+2)
Skills Intimidation +4
Solar Beam I Damage Resistances radiant
Prerequisite: 5th-level tamer Senses passive Perception 10
Type: Active (action) Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
3 As an action, the sunsnacker can unleash a beam Hungry. Whenever the sunsnacker first detects the presence
of radiant energy from its distended maw. Each of sweet food that isn’t being worn or carried, it must succeed
creature in a 5-foot-wide, 30-foot-long line must on a DC 11 Wisdom saving throw or get distracted. While
make a Dexterity saving throw, taking 17 (5d6) distracted, it spends its movement and actions trying to get
close to the food and eat it. A distracted sunsnacker repeats the
radiant damage on a failed save, or half as much
saving throw at the end of each of its turns, ending the effect
damage on a successful one.
5 on a success and becoming immune to the allure of that source
of food for the next 24 hours.
After the sunsnacker uses this action, it can’t do
so again until its tamer finishes a short or long rest. Keen Smell. The sunsnacker has advantage on Wisdom (Per-
ception) checks that rely on smell.
When the sunsnacker’s tamer reaches 9th level in
the tamer class, the damage of this action increases Actions
to 24 (7d6). Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
9 5 (1d6 + 2) piercing damage.
Multiattack Light. The sunsnacker creates a glowing orb that hovers in the
Prerequisite: 5th-level tamer air within 5 feet of it for the next minute, moving with it. The
Type: Active (action) orb sheds bright light in a 10-foot radius and dim light for an
additional 10 feet.
As an action, the sunsnacker can make two beak
13 attacks.

Growth II
Opposite: Jesse Jackdaw Burns

Prerequisite: 5th-level tamer, Growth I


Type: Passive (companion)
17 The sunsnacker’s size increases to Medium, its Hit
Die size increases to a d8 (its hit point maximum

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
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