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Cubero

Cubero

Among the varied peoples that call the Underland home, there are those that live their lives alongside gelatinous cubes and other oozes, using them for food, trade, and industry. Typical friendly and mercantile, the Cuberos are nonetheless very keenly aware of the dangers lurking out in the dark and make it common practice to be both well-armed and well-spoken.

Characters raised in the Cuberos culture share a variety of traits in common with one another.



Cube Harvester. You are proficient in Animal Handling and with a poisoner’s kit. In addition, you can spend an hour with your poisoner’s kit to harvest special enzymes from the remains of an ooze as though you were harvesting poisons from flora. While working with ooze remains, you can instead refine a vial of acid in place of a basic poison. You can refine 2 vials of acid in place of an advanced poison and 3 in place of a potent poison.

Polite but Armed. You are proficient with maces, warhammers, and war picks. You are also proficient in Culture and gain a speciality in etiquette.

Superior Darkvision. You are used to living in the dark and can see further in darkness and dim light than others of your kind. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.

Languages. You can speak, read, write, and sign Common and Undercommon and one other language of your choice.

Cube Herder Equipment

Cube Herder Equipment

This unique way of life requires equally unique equipment.
 

Item

Cost Weight
Cube Herder Poncho 10 gp 6 lbs
Cube Saddle 10 gp 5 lbs

 

Cube Herder Poncho. Made of a blend of acid-resistant mushroom fibers and the hides of gelatinous cubes, this oversized poncho can be worn over any armor. While wearing a cube herder poncho, you reduce any acid damage you take by 1. Once this gear has prevented 10 points of damage in this way, it is damaged beyond repair and must be replaced.

Cube Saddle. Made from mushroom fiber and lined with the membrane of a gelatinous cube, this 5 by 5 foot square mat can be placed over an ooze to protect a rider from its acidic surface, though they can still be engulfed. The domesticated gelatinous cubes of the Cuberos will not automatically use their Engulf attack against such a rider unless they are attacked, though other oozes are unlikely to be as accommodating.

Luz Mala

Luz Mala

Challenge
str
dex
con
int
wis
cha

Cervid

Cervid

Adept

A widespread and adaptable people, the deerfolk are found almost everywhere, from remote mountain peaks to densely-populated city centers. Appearing as bipedal deer with cloven hooves, sleek fur, and thick, hoof-like fingernails, their physical characteristics are almost as varied as their range. Many have horns, regardless of gender, and some boast a truly impressive set that appear as sharp tines or broad, palmlike expanses of solid bone, while others instead sport oversized, fanglike canine teeth that protrude from their lips like tusks. They are equal turns fleet-footed and stolidly powerful, and even the largest of cervids are capable of nimble movement in the heat of battle.

 

Cervid Traits

Characters with the cervid heritage share a variety of traits in common with one another.

Age: Cervids mature and age at a similar rate to humans.

Size: Most cervids are slightly taller than humans, typically standing between 6–7 feet tall (not including their antlers) and weighing between 150 and 300 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Fleet-Footed. You may use a bonus action to Hide or Disengage

Naturally Shod. You have a pair of cloven hooves instead of bare feet, meaning you cannot wear regular footwear such as boots and other shoes. However, your hooves are naturally hard and tough. Choose one type of terrain your deerlike form is adapted to: arctic, desert, forest, grassland, or mountain. You ignore naturally-occuring difficult terrain in that environment. You also take half damage from sharp terrain hazards, such as sharp rocks or broken glass.

Specialized Senses. You gain an expertise die on Perception checks made within the terrain you chose for your Naturally Shod feature.


Cervid Gifts

Cervids come in a variety of shapes and sizes, from slim and elegant to broad and barrel-chested. In addition to the traits found in your cervid heritage, select one of the following gifts.

Fleet Feet

While all cervids are quick on their hooves, you are especially aware and agile. You gain the following traits:

Alert Senses. You gain proficiency in Perception checks.

Bounding Vault. You may make a 10-foot leap in any direction. This leap does not provoke opportunity attacks . You may use this ability a number of times equal to your proficiency bonus per long rest .

Cervine Sprint. Your base Speed increases by 5 feet

Regal Antlers

While plenty of cervids have antlers, yours are particularly impressive—and dangerous. While this means you cannot wear headgear such as helmets, circlets, and diadems, you gain the following traits:

Intimidating Presence. You gain proficiency in Intimidation checks. You can always choose to use Strength when making Intimidation checks.

Natural Weapons. Your antlers are more than just for show. Choose bludgeoning or piercing damage. As a bonus action you may make an unarmed strike, dealing damage of the chosen type equal to 1d6 + your Strength modifier. This strike does not require the use of your hands to execute


Cervid Paragon

When you reach 10th level, you exemplify the best aspects of your kind and gain one paragon gift from the following list.

Like the Wind

Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do not provoke opportunity attacks from it.

Monarch of the Wilds

You gain an expertise die in Intimidation checks. Additionally, as a bonus action, you can draw on the terrifying majesty of the wilderness, stomping and pawing at the ground or giving a battle cry. All creatures you choose within a 30-foot radius to make a Wisdom saving throw versus your passive Intimidation. On a failure, they become frightened of you until the start of your next turn. You may use this ability a number of times equal to your proficiency bonus per long rest .


Cervid Culture

Most cervids tend to form extended, closeknit family groups where children are raised communally. While some of these families are sedentary, settling into cities and villages, many cervid groups in rural areas opt for a more transient lifestyle, foraging as they go. Obligate vegetarians, any hunting cervids participate in is almost always for fur, feathers, and hides, and they frequently enlist the aid of others who will benefit from the meat produced by their kills. Whether cosmopolitan or itinerant, cervids are often reluctant warriors, turning to violence only when threatened or provoked. Some underestimate their skills due to their slight build, but even the slimmest of cervids are fierce combatants, leveraging their natural speed and agility to their advantage.

The family groups of cervids wandering the wilds often make frequent stops in local settlements to trade, coming out of the woods or down from the mountains on a fairly set schedule. Among these itinerant cervids there is often a member known as a hedge witch : a wise stag or doe who serves as a soothsayer and has extensive knowledge of the remedies of the wilds. Though the occupation of hedge witch is not restricted to the cervid people, to them this title is highly-respected and often hereditary. This hedge witch may provide their services to outsiders for payment or as a reward for assisting the group.

Cervids found in city centers often style themselves as more urbane than their kin, melting into a settlement’s culture with almost chameleon-like proficiency. They excel at a wide range of professions, from palace advisor to village blacksmith. Though some may eschew what they view as the “mystical” trappings of the cervids in the wilds, many still make pilgrimages to the lands of their forebears and a few choose never to return.

Regardless of their lifestyle, nearly all cervids retain a cultural affinity for incorporating the antlers and tusks of the departed into family heirlooms. These items, including weapons, jewelry, and other implements, are passed down from generation to generation as a way of honoring those who came before them. Carefully polished and carved, such heirlooms are treated with great respect and are often reminiscent of beautiful art objects. Cervids may also gift a carved antler to a particularly dear friend or present it as a reward for accomplishing a great deed in their family’s service.


Suggested Cultures

While you can choose any culture for your cervid character, the following cultures are linked closely with this heritage: artisan , cosmopolitan , nomad , villager , wildling .

Dungeon Delver's Dungeon Generation

Dungeon Delver's Dungeon Generation

This section contains random dungeon generators, each of which lets you map and stock a complete dungeon of any size. Each generator is themed around a common type of dungeon locale: bastion, cavern, laboratory, mine, ruin, sewer, temple, and tomb.

You can use each of these generators to produce a dungeon map of rooms and passages, populated with novelties, obstacles, discoveries, and specific room details, as well as level-appropriate combat and noncombat encounters and treasure. These generators are intended to inspire you: once they’ve done so, feel free to follow your inspiration and not the printed instructions! You might use a generator only to help you create a random map and ignore the rest. Conversely, if you already have a map you want to use, you can skip the map generation process, instead rolling on the Passage Contents and Room and Chamber Contents tables for each dungeon location. Or you can browse through the entries, cherry-picking your favorites to add the finishing touches to a dungeon of your own creation.

 

Try the Dungeon Builder tool! 

Tomb

Tomb

Catacombs, barrows, and graveyards are frequently the realms of the undead—although living necromancers and sinister priests may also frequent them. Unlike most other types of dungeon, a tomb has little need for bedrooms, kitchens, and the other requirements of the living.

Tiers. Tombs are common adventuring locations at any tier. While low-level tombs feature skeletons and ghouls, others are home to mighty vampires, dread knights, and dragon liches.

Tomb Size. Each 50-foot-square node of a tomb contains either a room or passage. A small tomb is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).

Unholy. The influence of the gods can’t reach easily into areas overrun with undead creatures. In some tombs, checks to turn undead are made with disadvantage .

Creating a Tomb

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location

Tomb: Description

 

1 - 2

Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 - 2 2 1/2 ft.
3 - 6 5 ft.

2 - 7

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8 Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:
1 15 ft.
2 - 3 20 ft.
4 30 ft.
9 - 14

Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:

1

15 x 15 ft.

2

15 x 20 ft.

3

20 x 20 ft.

4 20 x 30 ft.
15 - 20 Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:
1 30 x 30 ft.
2 30 x 40 ft.
3 40 x 40 ft.
4 50 x 50 ft.

 

Tomb: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Tomb: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1 - 3

Empty

4 - 8 Roll on Small Room Scenery or Large
Chamber Scenery
9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Tomb: Exits

If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20 Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits.
1 - 2

Stone stairs down

3

Stone spiral staircase down

4

Ladder up or down (50 percent chance of each)

5

Stone spiral staircase up

6

Sloping passage up or down (50 percent chance of each)

 

Tomb: Novelties

1

Pitch-black room that can’t be lit by any mean

2

An undead skeletal elephant (follows orders but doesn’t attack) digging graves with its tusks. It’s too big to go through the door. Nearby is a wooden case, 8 feet long, big enough to pack the skeleton’s bones. The case is narrow enough to fit through the door

3

An empty sarcophagus. The carving on the lid magically transforms to depict the most recent person to enter the room

4

Giant hourglasses rise to the ceiling like pillars. Some are nearly full and some have nearly run out. Each is labeled with a well-known name. If an hourglass is broken, that person instantly dies

5

An enormous statue of a skeletal reaper, so big its hunched shoulders brush the ceiling. The statue’s eyes glow blue. The life energy of any creature that dies on this dungeon level flows visibly into the statue. The creature can’t be raised as undead or resurrected by any means short of true resurrection until the statue is destroyed

6

Blood drips from red stalactites into bloody pools

7

The doors in this dungeon are grave steles or featureless slabs of black stone; you can’t open them but you can pass through them as if they were illusory

8

The dungeon is lit by ghostly, glowing apparitions that can’t affect or be affected by living creatures

9

Dust gathers in the corners of every room. No amount of sweeping can clear the dust completely

10

Living creatures appear skeletal when reflected in a mirror

 

Tomb: Obstacles

1

Lock: A door with a keyhole in the eye socket of a skeleton.

Key: A key made of bone with a skull-shaped handle

2

Lock: An arcane locked door imprinted with the indentation of a skeletal hand. The door can be pushed open easily by any dead or skeletal hand.

Key: A skeletal arm and hand

3

Lock: An arcane locked door etched with a riddle: “Speak the name of the last door you will open.” Speaking the answer (Death) unlocks the door.

Key: A skull etched in gold with the words “Remember death, the last door”

4

Lock: An arcane locked stone door set with three opals, with an indentation where a fourth is missing. The door unlocks if an opal is placed in the missing slot.

Key: An opal

5

A coffin leans against the wall. Opening the coffin reveals a door to the next area

6

A coffin leans against the wall. Opening the coffin reveals a door to the next area

7

Alcoves contain skeletons that attack if touched

8

Skeletal arms reach from the walls and floor to grab passing creatures (escape DC 14)

9

Visions of dead loved ones or rivals appear to the characters. The visions are harmless, but each player must describe who their character sees

10 - 17 Trap based on the dungeon level: level 1–2 darkness statue or hidden pit trap; 3–4 gnashing teeth trap or scorpion needle trap; 5–10 hourglass room or poison spiked pit trap; 11–16 black tentacles trap or symbol of death trap; 17–20 balor trap or poison dart skulls
18 - 20 Burial chamber containing a Treasure Hoard and an elite trap: level 1–2 false hoard trap; 3–4 sacred flame gem trap; 5–10 ghost trap; 11–16 rolling icosahedron; 17–20 deepest collapsing dungeon

 

Tomb: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock.

5

Nonhostile ghost or skeleton repeating its daily routine, traveling from place to place, possibly opening secret doors, bypassing traps, or revealing other secrets

6

Talking skull that is eager to exchange information for conversation

7

A vase containing 1d4 spell scrolls of speak with dead

8

An inanimate corpse holding a magic weapon

9

A gold and silver-etched coffin, weighing a ton and worth 50 gp (or 5,000 gp on dungeon level 7 or higher), surrounded by luxury goods and a Treasure Hoard

10 A sarcophagus with a map or clue carved into the lid
11

A corpse clutches a [[wand of secrets]] that functions only inside the tomb

12

A skeleton that obeys the characters’ commands. The skeleton collapses into a pile of bones if reduced to 0 hit points or if ordered to leave the tomb

 

Tomb: Escalations

25 percent of guards possess a Minor Treasure.

1

Undead guards: on patrol. If they meet living creatures, they attack while sending messengers to the local overlord (roll or choose from Set Pieces)

Level 1–2: 1d4 skeletons or zombies

Level 3–4: mummy

Level 5–10: 1 or 2 wraiths

Level 11–16: skeletal warlord (DDG) with skeleton horde ; 3 wraiths

Level 17–20: wraith lord with 2 wraiths ; 2 vampires

2

Intelligent undead: will grant passage or offer information for a price

Level 1–2: ghoul

Level 3–4: wight

Level 5–10: 1 or 2 revenants or vampire spawn

Level 11–16: vampire

Level 17–20: vampire warrior with 1 or 2 vampire spawn

3

Guardians: attack if disturbed

Level 1–2: 1d4 skeletons or zombies

Level 3–4: ghost or walking statue

Level 5–10: 1 or 2 wraiths

Level 11–16: warlord’s ghost with 2 to 4 zombie knights ; banshee with 2 or 3 wights

Level 17–20: 2 bone devils or vengeful ghosts

4

Guardians: attack on sight

Level 1–2: 1d4 giant poisonous snakes or swarms of bats

Level 3–4: 3 or 4 death dogs or ghouls

Level 5–10: zombie knight with skeleton horde or zombie horde ; 2 or 3 wights

Level 11–16: vampire assassin or vampire

Level 17–20: rakshasa with 2 bearded devils

5

Guardians: guarding a location

Level 1–2: 2d4 bonespawn (DDG)

Level 3–4: 3 or 4 animated armor or skeleton immortals (DDG)

Level 5–10: 3 to 5 ogre zombies

Level 11–16: 3 or 4 shadow demons

Level 17–20: vampire or vampire mage with vampire spawn

6 Guardians: hungry
Level 1–2: 1 or 2 ghouls or shadows
Level 3–4: 1 or 2 ghasts
Level 5–10: 2 or 3 ghosts

Level 11–16: forgotten god with 2d10 skeletons ; 3 wights

Level 17–20: 2 vampires

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Tomb: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1 - 2

Undead Prison. A beam of blue moonlight shines down from a moon painted on the ceiling. The moonbeam engulfs a sarcophagus. Inside the sarcophagus is an imprisoned undead creature. Opening the sarcophagus or blocking the moonbeam frees the creature.

Level 1–2: banshee or wight

Level 3–4: revenant , its vengeance focused on the characters (when the revenant is released, 1d4 specters also appear)

Level 5–10: mummy lord

Level 11–16: demilich

Level 17–20: demilich or dread knight champion

Setting: The beam of moonlight acts as a permanent moonbeam spell that damages undead creatures only.

3 - 4

Army of Darkness. An undead creature gathers an army to sweep away the living.

Level 1–2: wight with 3 or 4 zombies . Reinforcements: 1d6 bonespawn

Level 3–4: wraith with 1d4 specters . Reinforcements: 1d4 specters

Level 5–10: skeletal warlord (DDG) with 1d4 skeleton immortals (DDG). Reinforcements: 1d4 skeleton immortals .

Level 11–16: vampire warrior with 2 vampire spawn . Reinforcements: vampire spawn

Level 17–20: mummy lord or wraith lord with 2 or 3 wraiths . Reinforcements: 1 or 2 wraiths

Setting: At the end of each round, reinforcements arrive, clawing up from the ground or floating through the walls.

5 - 6

Death Magic. A spellcaster commands an army, their eyes fixed on conquest.

Level 1–2: priest with 1d8 bonespawn

Level 3–4: high priest , mage , or necromancer with 3 or 4 skeletons or zombies

Level 5–10: archmage , forgotten god , or vampire mage with 3 or 4 ogre zombies

Level 11–16: archmage , archpriest , or adult black dragon lich with 1d4 + 1 wraiths

Level 17–20: lich with 4 ghosts or shadow demons

Setting: The area glows with arcane runes. A creature can use an action to make an Arcana check (equal to the spellcaster’s DC) to deactivate a rune. When the spellcaster is reduced to half its hit points or less, all destroyed undead creatures return to full health unless all runes have been deactivated.

7 - 8

The tomb is cleansed only if you complete a powerful spirit’s unfinished work.

Roll 1d6:
1–2 deliver a message,
3–4 take revenge on a killer,
5–6 recover a piece of stolen burial treasure

 

Tomb: Minor Treasure

 

1

Burial mask with value appropriate to tier (tier 0 or 1: 50 gp, tier 2: 500 gp, tier 3 or 4: 5,000 gp)

2

Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

3 - 6

Coins or jewelry worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 7,500 gp, tier 4: 75,000 gp). 25 percent chance that the item is an easily identifiable crown, signet ring, or other item associated with a historical figure or family

7

1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of greater healing

8 Magic weapon or shield appropriate to tier (tier 0 or 1: +1 item, tier 2: +2 item, tier 3 or 4: +3 item)
9 Bulky grave goods (gilded furniture, ewers, fine clothes, masterwork weapons, etc.) with value appropriate to tier (tier 0 or 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)
10 Prayer scrolls. Studying one grants a cleric or paladin a new rare spell or a spell not on their normal spell list
11 A magic potion that changes your type and appearance to undead for 24 hours
12 A diamond worth an amount appropriate to tier (tier 0 or 1: 300 gp, tier 2: 500 gp, tier 3: 25,000 gp, tier 4: 25,000 gp)

 

Ruin: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp in jewelry

Magic (30 percent chance): +1 breastplate, +1 scale mail, or +1 weapon

Dungeon Level 3–4

Valuables: 2d4 × 100 gp in silver and gold coins or jewelry

Magic (40 percent chance): pipes of haunting or spirit lantern

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp in gilded grave goods, jeweled masterwork weapons or instruments worth 500 gp each, or artworks

Magic (50 percent chance): dimensional shackles or sword of life stealing

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of gold and platinum coins, jewelry such as crowns, scepters, and necklaces, or gems

Magic (60 percent chance): mace of terror or Emperor’s blade

Dungeon Level 17–20

Valuables: 1d4 × 100,000 in gold coins, hundreds of pounds of golden statues and furniture, or jeweled weapons and implements worth 10,000 gp each

Magic (70 percent chance): holy avenger or scarab of protection ]

 

Tomb: Passage Scenery

1

Dusty floor criss-crossed by skeletal footprints

2

Skulls mortared into the walls

3

Alcoves contain inanimate skeletons

4

Bones or inanimate mummies heaped against the walls

5

Necromantic runes carved into the walls and floor

6

A bas relief of skeletons, angels, or tormented souls

7

Shovels and a dirt-filled wheelbarrow

8

Everburning torches in wall brackets

9

Bloodstained floors and walls

10 An ice-cold draft

 

Tomb: Small Room Scenery

 

1

Antechamber filled with uncomfortable pews intended for mourners and other visitors

2

Dusty, abandoned chapel

3

Chapel under the influence of the hallow spell

4

Unholy chapel with a bloody stone altar, lit by candles in skulls

5

Jars containing knucklebones, for use in divination magic

6 - 8

Crypt containing 1d6 sarcophagi

9

Crypt containing niches filled with bones

10

Crypt containing caskets and a dusty pipe organ

11

Dozens of empty graves dug into the earth floor, each with a pile of dirt next to it. Shovels nearby

12

A guardroom with musty beds and an altar to the god of death

 

Tomb: Large Chamber Scenery

 

1

Room contains mirrors, scrying pools, and other ritual divination equipment

2

Skulls carved in bas relief; a ritual circle is etched into the floor

3

Canopic jars sealed with symbols of death. One jar contains a Minor Treasure

4

The room is ringed by a balcony accessible by stone steps. Dozens of inanimate skeletons stand atop the balcony

5

A giant-sized statue of a deity or mortal hero stands in the middle of the room. Stone coffins are arranged along the walls

6

Square stone slabs set into the walls, each with a name and date. Behind each is a niche containing bones

7

A dozen glass-walled tanks of brine, each containing a perfectly preserved corpse

8

A dozen open sarcophagi containing inanimate mummies, each wearing a death mask

9

A funeral barge too big to fit through the door. On the deck is an inanimate mummy and a Minor Treasure

10

A life-sized equestrian statue. The statue can be pushed across the floor, revealing a trapdoor leading to a tomb and a Treasure Hoard

11

Hundreds of unlidded pots, each containing the bones of an inanimate skeleton

12

Dozens of dusty wooden coffins, some splintered open and empty

Pagination