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Made In Abyss D&D

Hecho por u/macmillen, con la ayuda de u/zorousblade, y material de


u/moonspod, quien fue lo suficientemente amable como para permitirme usar
algunas de las ideas de su guía, la cual también vale la pena revisar:
http://homebrewery.naturalcrit.com/share/ryam2XNh-

FOREWORD:
Bienvenido a la guía de D&D inspirada en Made in Abyss. Esto debería contener toda la
información que necesitas para jugar una detallada campaña de D&D con temática de Made in
Abyss, completa con lugares, criaturas y construcción del mundo. La mayor parte del juego
seguirá siendo similar a la quinta edición, pero algunas cosas han sido cambiadas y
reelaboradas, añadidas o eliminadas, para que sea más propicio para el tema. Mi objetivo al
crear esto fue equilibrar la diversión del juego con precisión e inmersión, así que no esperes
que todo sea 100% preciso, de lo contrario no sería muy divertido, pero hice lo mejor posible
para mantener las cosas auténticas. Tampoco puedo garantizar que todo esté 100%
equilibrado, especialmente con las criaturas y artefactos, ya que fueron creados completamente
desde cero. Jugaré y ajustaré las cosas para pulirlas lo mejor posible, pero es posible que
necesites equilibrar las cosas a medida que avanzas, especialmente con las White Whistles,
que están equilibradas para ser de nivel 7, pero dependiendo de dónde y cuándo las uses,
podrían necesitar un aumento o disminución de salud, de lo contrario, serán demasiado
poderosas en cualquier lugar antes del séptimo estrato. Subir de nivel se basará en los
estratos. Por ejemplo, subes de nivel al llegar al segundo estrato. Esto ayuda a equilibrar las
cosas con cada estrato, aligera un poco la carga del DM y crea una sensación de logro cada
vez que el equipo alcanza esos hitos. Todo esto culmina en un total de 7 estratos/niveles.
El séptimo estrato y el final de la historia van a depender completamente de ti. Es una
tarea difícil crear un final satisfactorio para algo de esta magnitud, así que vale la pena
dedicarle tiempo. Y al igual que en el D&D regular, depende de ti cómo se desarrolla todo.
¿Esto ocurre antes, después o durante los eventos de la historia principal? ¿Un nuevo
momento requiere nuevos personajes, verdad? He agregado varios personajes de Silbatos
Blancos, pero depende de ti quiénes son y cuál es su historia, o quizás prefieres crear nuevos
desde cero. Te recomendaría aumentar el énfasis en la cantidad de personas e interacciones
que ocurren en el abismo para que sea más divertido para los jugadores, en lugar de centrarse
principalmente en combates. Exploradores, bandidos, soldados, todo tipo de personas podrían
estar en el abismo, así que tienes muchas oportunidades. Todo lo demás que necesitas saber
debería estar en esta guía o en la guía de la quinta edición. ¡Diviértete!

Tabla de Contenidos:
Hojas de personaje especiales.:

Razas:
Aubade-
Narehate -
Humanos -

Clases:

Armaduras:

Criaturas:
1ra Capa:
2da Capa:
3ra Capa:
4ta Capa:
5ta Capa:
6ta Capa:

Tabla de Venenos:

NPCs Humanos:

Silbatos blancos:
Bondrewd Señor del alba
Ozen la immovable
Lyza la aniquiladora
Strajo el señor del misterio
Wakuna el señor de la guia
Padre Julius, el Señor de los Huecos
Sisord, el Señor de la Locura
Erumina la radiante
Khudivir el señor de las bestias

Ecosistema:

Las maldiciones:

Armas:

Reliquias:

Artefactos de Piedras Preciosas:


Categoria 0 Gemas:
1ra Capa:
2da Capa:
3ra Capa:
4ta Capa:
5ta Capa:
6ta Capa:
7ma Capa:
Enfermedades + Parásitos:

Objetos Fabricables + Materiales Recolectables:


1ra Capa:
2da Capa:
3ra Capa:
4ta Capa:
5ta Capa:
6ta Capa:
7ma Capa:

Musica:

Efectos de Sonido y Ambiente:

Recursos Variados

Hojas de personaje especiales.:


No es obligatorio, pero hará las cosas más fáciles y menos confusas para los jugadores,
además, ¡se ven más geniales de todos modos!: Hojas de Personaje
Razas:
Aubade-

Descripción:
Una entidad misteriosa desde el fondo del abismo. Aquellos que llegan a la cima ven
desaparecer sus recuerdos.

Modificadores de Estadísticas:
FUE: +2 DES: +1 CON: +0 INT: -0 SAB: -1 CAR: -1
Habilidades (elige 1): acrobacias, atletismo
Desventaja en tiradas de historia (esto puede modificarse a discreción del director de juego a
medida que aprenden más sobre su pasado).
Habilidades Innatas:
Efecto de Sonido
Incinerador: Una vez por descanso largo, puedes utilizar una potente explosión que inflige
2D10 de daño de fuego a expensas de tu próximo turno. El enemigo tiene la oportunidad de
hacer una tirada de salvación de destreza, y si tiene éxito, solo recibe la mitad del daño. Cada
vez que subes de nivel, añade 1D10 adicional al daño. CD = 8 + bono de competencia +
modificador de fuerza. Rango: cono de 30 pies.
Brazo Extensible::
Efecto de Sonido
Puedes agarrarte hacia objetos y criaturas seguras con una fuerza mayor que la tuya, o
atrapar criaturas con una fuerza menor que la tuya, o atraer objetos ligeros hacia ti. Permite
realizar comprobaciones de agarre en criaturas dentro del rango. Para objetivos no vivos, es
una tirada de manos rápidas con una CD dependiente de la discreción del DM.
Ambos brazos pueden usarse simultáneamente (duplicando su rango máximo) para
convertirse en una cuerda floja por la que los compañeros de equipo pueden trepar o subir.
También se puede utilizar como perímetro sensorial al envolver los brazos alrededor de
objetos cercanos y tejer un perímetro tipo red con los brazos que, al ser tocado, alertará
inmediatamente al jugador incluso cuando esté dormido. El perímetro tiene un radio de 10 pies
o 20 pies en solo una dirección. Si la criatura que intenta pasar el perímetro es inteligente,
puede hacer una acrobacia para pasar sigilosamente entre los brazos con una CD igual a 8 +
modificador de destreza + bono de competencia.
Si el jugador está adecuadamente apoyado en una superficie resistente, puede usar
ambos brazos para inmovilizar a un objetivo hasta dos categorías de tamaño más grandes. La
criatura debe hacer una tirada de salvación de destreza con una CD de 8 + modificador de
fuerza + bono de competencia o quedar inmovilizada. La criatura puede hacer una tirada de
fuerza o destreza contra la tirada de fuerza del jugador para liberarse. El jugador no puede
hacer nada más hasta que la habilidad se deshaga.
Rango para uso lineal: rango de 1 brazo: 50 pies, rango de 2 brazos: 100 pies. En
combate, el agarre de un enemigo tiene un rango de 10 pies y desventaja más allá de los 50
pies. El jugador puede cambiar su objetivo en pleno vuelo en 45 grados o 90 grados con
desventaja. La CD se determina por la dificultad de la tarea según lo determine el DM.

Desde las Profundidades: Tienes ventaja en las tiradas de salvación contra


maldiciones/profundidad, que se basan en tus tiradas de salvación de constitución.

Inmunidad a los efectos mutativos de la maldición de la 6ta capa.

Resistencia al fuego y al frío: recibe la mitad del daño de los ataques de fuego y frío.

Vulnerabilidad al ácido: recibe el doble de daño de los ataques de ácido.

Narehate -

Description:
Bendecidos por el abismo, los Narehate llevan vidas trágicas, siendo temidos por los humanos
y teniendo una conexión con los movimientos del abismo..

Stat Modifiers:
FUE: +0 DES: +0 CON: +0 INT: +1 SAB: +2 CAR: -1
Habilidades (elige 1): Trato con animales, medicina, naturaleza, abisal(Arcano)

Habilidades Innatas:
Controlando el Flujo:
Tiempo: Acción
Rango: 20 pies
Duración: 1 ronda
Como acción, puedes manipular el flujo de una criatura y confundirla. La criatura debe hacer
una tirada de salvación de carisma contra tu CD de salvación de sabiduría. En una tirada
fallida, la criatura queda aturdida hasta el final de tu próximo turno. No puedes usar esto de
nuevo hasta que termines un descanso.

La CD de Salvación Abismal es igual a 8 + competencia + tu modificador de sabiduría.

Sentidos Abisales: Tienes ventaja en las tiradas de percepción para criaturas u objetos
abismales dentro de un radio de 20 pies, y en cualquier tirada que dependa del oído o del
olfato.

Garras de Bestia: Tienes la capacidad de infligir 1D6 de daño cortante con tus puños (puede
cambiarse a otros tipos de daño como una mordida perforadora o un latigazo contundente de
cola si el hueco no tiene garras). A partir del nivel 5, tienes la opción de, en lugar de usar un
ataque desarmado de 1D6, tratar tu ataque cuerpo a cuerpo como un arma de dos manos y
causar 2D6. El hueco tiene competencia con estos ataques desarmados.

Resistencia al Frío: Recibe la mitad del daño de los ataques de frío.

Visión en la oscuridad: Puedes ver en condiciones de poca luz y oscuridad total hasta un
cierto alcance, generalmente 60 pies.

Humanos -

Descripción:
Aventureros que se sumergen en el misterioso abismo en busca de conocimiento y riqueza.

Modificadores de Estadísticas:
FUE: +1 DES: +1 CON: +0 INT: +1 SAB: +0 CAR: +2
Habilidades (elige 1): persuasión, investigación

Habilidades Innatas:
Silbato: Puede alertar a compañeros de equipo o PNJs cercanos. Si alguien está a más de
1,000 pies de distancia, deberá sacar una tirada de percepción de 10 o más para escucharlo.
Soplar el silbato puede proporcionar ventajas en las tiradas de intimidación contra no
humanoides (solo se puede hacer fuera del combate).

Kit de Primeros Auxilios: Como acción adicional, dos veces por descanso largo, repones
1D10 más tu modificador de sabiduría, ya sea para ti o para un compañero de equipo dentro de
5 pies. No cura venenos, pero puede curar sus efectos.

Preparación: Suma +1 a tu clase de armadura.

Linterna: se puede montar en el casco y emite luz hasta 40 pies en un cono.

Clases:
todas las clases se basarán en D&D convencional, pero estarán limitadas a las clases
específicas que se detallan a continuación (evitando cualquier subclase basada en magia, ya
que la magia será complementada por artefactos y reliquias de gemas, elegir subclases
basadas en magia podría desequilibrar el juego):

Cazador (Bárbaro)

Delver (Guerrero)

Explorador (Picaro)

Artista Marcial (Monje)

Armaduras:
Armor Class
Armaduras Peso (AC) Fuerza Sigilo Tipo
11 + Modificador Armadura
Ropa básica (acolchada) 8 Ib. Des ligera
Ropa ligera de cuero 11 + Modificador Armadura
(cuero) 10 Ib. Des ligera
Ropa pesada de cuero 12 + Modificador Armadura
(cuero con tachuelas) 13 Ib. Des ligera
12 + Modificador Armadura
Ropa de Delver (piel) 12 Ib. Des (max 2) Media
Ropa militar ligera (camisa 13 + Modificador Armadura
de malla) 20 Ib. Des (max 2) Media
Ropa militar pesada (cota 14 + Modificador desventaj Armadura
de escamas) 45 Ib. Des (max 2) a. Media
14 + Modificador Armadura
Peto balístico (coraza) 20 Ib. Des (max 2) Media
Placas balísticas para
torso y brazos (media 15 + Modificador desventaj Armadura
armadura) 40 Ib. Des (max 2) a. Media
Abrigo ligero sobre
armadura balística (cota de desventaj Armadura
malla) 40 Ib. 14 a. pesada
Abrigo largo sobre
armadura balística (cota de desventaj Armadura
malla) 55 Ib. 16 13 a. pesada
Ropa de explorador desventaj Armadura
acorazada (espinilleras) 60 Ib. 17 15 a. pesada
Armadura completa de desventaj Armadura
acero (placas) 65 Ib. 18 15 a. pesada
Guantelete disruptor
(escudo) 6 Ib. +2 Escudo

Criaturas:
1ra Capa:

Silkfang -

AC - 10
PV - 30
Movimiento - 30
Sentidos - visión en la oscuridad
Percepción Pasiva - 10
Tamaño - Medio
Nivel de Desafío - 1
Estadísticas - FUE: 12 (+1) DES: 8 (-2) CON: 10 (+0) INT: 2 (-4) SAB: 10 (+0) CAR: 6
(-2)
*Es territorialmente agresivo, tiene un radio de territorio de 100 pies*
Acciones y habilidades -
Tejido - Incapacita a un jugador hasta que se retire. Requiere una tirada de salvación de CC 12
para esquivar o liberarse.

Mordedura venenosa - 1D4+1 perforante + 1D4 de veneno. Alcance: 5 pies, +3 para impactar.

Garra - Ataque con arma cuerpo a cuerpo: 1D4+1 de daño cortante, +3 para impactar.

Agarre con telaraña - El Silkfang dispara su telaraña hacia una superficie a 30 pies y la usa
para jalar rápidamente en esa dirección o acercar a un objetivo hacia sí mismo. El objetivo
puede hacer una salvación de Destreza de CC 12 para evitar la telaraña; en caso de fallo, es
atraído al espacio más cercano junto al Silkfang.

Multiataque - El Silkfang realiza dos ataques: uno con Mordida y otro con Garra.

Sentido de telarañas - Mientras esté en contacto con una telaraña, el Silkfang conoce la
ubicación exacta de cualquier otra criatura en contacto con la misma telaraña.

Caminante de telarañas. El Silkfang ignora las restricciones de movimiento causadas por


telarañas.

Hammerbeak -

AC - 12
PV - 10
Movimiento - 60 vuelo, 20 caminar
Sentidos - Sentidos básicos
Percepción Pasiva - 10
Tamaño - Pequeño
Nivel de Desafío - 1/4
Stats - FUE: 10 (+0) DES: 12 (+1) CON: 10 (+0) INT: 2 (-4) SAB: 10 (+0) CAR: 10 (+0)
Acciones y habilidades -
Cabezazo - 1D6 de contundente, +2 para impactar.

Zarpas - 1D6 de cortante, +2 para impactar.

Multiataque - El Pico Martillo realiza dos ataques: uno con cabezazo y otro con zarpas.

Vista aguda - El Pico Martillo tiene ventaja en las tiradas de percepción que dependan de la
vista..

Tácticas de bandada - El Pico Martillo tiene ventaja en tiradas de ataque contra una criatura si
otro Pico Martillo ha atacado al objetivo el turno anterior.

Vuelo rápido - El Pico Martillo no provoca un ataque de oportunidad cuando se aleja del
alcance de un enemigo.

2da Capa:

Corpse Weeper -

AC - 12
PV - 30
Movimiento - Vuelo 60 Caminar 20
Sentidos - Visión de 360 grados
Percepción Pasiva - 11
Tamaño- Grande
Nivel de Desafío - 1
Stats - FUE: 12 (+1) DES: 12 (+1) CON: 8 (-1) INT: 6 (-2) SAB: 12 (+1) CAR: 12 (+1)
Acciones y habilidades -
Mordida - 1D6+1 perforante, +3 para atacar.

Rasguño de garra - 1D6+1 cortante, +3 para atacar. Una vez por descanso largo, puede sujetar
a un jugador y lo inmovilizará. El jugador debe superar una tirada de destreza con CC 12 para
evitarlo. El Corpse Weeper no puede usar rasguño de garra hasta que haya soltado al jugador.
Si el jugador es soltado, tira un D4 para ver la distancia de la caída. Por cada número en el D4,
hay un D4 base de daño, con un máximo de 4D4.

Multiataque - El Corpse Weeper realiza dos ataques: uno con Garra y otro con Mordida.

Llanto falso - El Corpse Weeper es capaz de imitar el sonido de criaturas que ha escuchado.

Oído y vista agudos - El Corpse Weeper tiene ventaja en las tiradas de Sabiduría (Percepción)
que dependan del oído o la vista.

Tácticas de bandada - El Corpse Weeper tiene ventaja en las tiradas de ataque contra una
criatura si al menos uno de los aliados del Corpse Weeper está a 5 pies de la criatura y el
aliado no está incapacitado.

Inbyou -

AC - 13
PV - 20
Movimiento - 30, Escalar - 30
Sentidos - visión en la oscuridad
Percepción Pasiva - 9
Tamaño- Grande
Nivel de Desafío - 1/2
Stats - FUE: 12 (+1) DES: 18 (+4) CON: 10 (+0) INT: 10 (+0) SAB: 8 (-1) CAR: 12 (+1)
Acciones y habilidades -
Lanzar roca - 1D8+1 contundente, alcance: 40/60, +6 para impactar.

Garras- 2D6+1 cortante, +3 para impactar.

Escape ágil - El Inbyou puede realizar la acción de Desengancharse, Ocultarse o Esquivar


como acción adicional en cada uno de sus turnos.

Ottobasu -

AC - 17
PV - 35
Movimiento - 30
Sentidos - visión en la oscuridad
Percepción pasiva - 11
Tamaño - grande
Nivel de desafío - 1
Stats - FUE: 16 (+3) DES: 10 (+0) CON: 14 (+2) INT: 8 (-1) SAB: 12 (+1) CAR: 8 (-1)
Acciones y habilidades -
Mordisco - 1D8+3 perforante, +5 para impactar.

Carga: Si el Ottobasu se mueve al menos 10 pies en línea recta hacia un objetivo, el objetivo
debe hacer una salvación de destreza de CC 15 o sufrir 2D6+3 de daño contundente y ser
empujado hasta 10 pies de distancia y derribado.

Habitante del agua: Ventaja en las tiradas de sigilo cuando está sumergido en agua.

3er Nivel:
Madokajack-
AC - 8
PV - 60
Movement - vuelo 60, caminar 20
Sentidos - visión en la oscuridad
Percepción pasiva - 9
Tamaño - enorme
Nivel de desafío - 2
Stats - FUE: 16 (+3) DES: 12 (+1) CON: 12 (+1) INT: 6 (-2) SAB: 8 (-1) CAR: 8 (-1)
Acciones y habilidades -
Mordida - 1D10+3 perforante, +5 para impactar.

Garra - 2D6+3 cortante, +5 para impactar

Multiataque - Realiza 1 ataque con mordida y 1 con garra

Crimson Splitjaw -

AC - 8
PV - 250
Movimiento - Vuelo 60, Caminar 20
Sentidos - Visión ciega
Percepción pasiva - 11
Tamaño - colosal
Nivel de desafío - 8 (no necesariamente destinado a ser derrotado)
Stats - FUE: 18 (+4) DES: 10 (+0) CON: 14 (+2) INT: 10 (+0) SAB: 12 (+1) CAR: 12 (+1)
Acciones y habilidades -
Bite - 1D12+4 piercing, +6 to hit, If the Splitjaw is above 50 health, and it’s attack deals 10 or
more damage, it can swallow a player, if they fail a DC 12 dex save. The player must make
constitution saving throws every turn to continue to stay conscious. Every turn inside, the player
will take 1D6+4 acid damage. The player can attack from inside for double damage, but only so
long as they’re conscious. Once the splitjaw is beneath 50 health it will spit out the player, and
they will remain in the same state they were prior to being spit out, either conscious or
unconscious, and if unconscious will have to continue making constitution saving throws until a
success. The DC for consciousness is 11.

Tail Whip - 2D6+4, Bludgeoning, 12DC dex save, Range 30ft. Multitarget, Cone effect

Legendary Resistance (3/Day) - If the Crimson Splitjaw fails a saving throw, it can choose to
succeed instead.

Frightful Presence - Each creature within 40 feet of the Crimson Splitjaw and aware of it must
succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for it, the creature is immune to the
Crimson Splitjaw’s Frightful Presence for the next 24 hours.

4th Layer:

Orbed Piercer -

AC - 16
HP - 80
Movement - 30ft
Senses - Highly sensitive blindsight, 90ft radius, advantages on perception, but takes double
damage if Sensory organ is hit (requires 20+ strength roll)
Passive Perception - 13
Size - large
Challenge Rating - 4
Stats - STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)
*is territorially aggressive, has a territory radius of 500 feet
Actions and Abilities -
Poison Spine - On the first turn it does 1D6+3 piercing, +5 to hit Every subsequent turn it does
1D6+3 poison until cured. Entering within a 10ft radius of the orbed piercer gives it an attack of
opportunity because it’s covered in spines, and can sense players in all directions. Being hit
more than once by this attack in the same fight will only do 1D4+3 piercing and no stacked
poison damage

Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one
of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any
other misc. non attack actions the DM allows

This creature is immune to attacks of opportunity and immune to attacks with advantage when
behind

Consult Poison Chart to see physical effects of poison

Subterranean Jungle Mosquito -

AC - 15
HP - 30
Movement - 30
Senses - dark vision
Passive Perception - 8
Size - small
Challenge Rating - 2
Stats - STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 6 (-2) CHA: 6 (-2)
*vulnerable to fire*
Actions and Abilities -
Blood sucker - 1D4+1 piercing + 1d8 necrotic, +3 to hit Upon the third time of being hit by this
attack, the player will have to start making constitution saving throws to stay conscious. When
they fail, they have to wait till they roll a success again in order to regain consciousness. All
necrotic damage taken by the players temporarily reduces their maximum health until the next
long rest
5th Layer:

Desert Hydra -

AC - 14
HP - 50
Movement - 30
Senses - dark vision
Passive Perception - 12
Size - large
Challenge Rating - 3
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)
*immune to poison damage*
Actions and Abilities -
Poison Tail - due to its multiple tails, it can strike up to 4 enemies within a 10ft radius, or 1 or 2
enemies with advantage for 1D6+3 piercing, +6 to hit, and starting next turn, 3D10+3 acid every
turn until cured. Per turn acid damage does not stack, so subsequent attacks will only do the
piercing damage, but other effects detailed below will occur. Every successful strike
permanently reduces the target’s AC by 1

Consult Poison Chart to see physical effects of poison

If the player rolls 15 or 16 on an attack, they will hit a tail, and the creature will take half damage

Legendary Resistance (3/Day) - If the desert hydra fails a saving throw, it can choose to
succeed instead

Burrowing frost worms -


AC - 10
HP - 40
Movement - 30ft, burrow speed - 20
Senses - blindsight
Passive Perception - 12
Size - large
Challenge Rating - 2
Stats - STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 14 (+2)
*resistant to cold damage*
Actions and Abilities -
Drill - their teeth are used as drills to carve tunnels through the ice as they spin. When used
against a player, it does 2D8 slashing, +5 to hit

Bite - 2D8 piercing, +5 to hit

Freezing Breath - does 2D6 cold damage to anyone in it’s 45 degree cone of attack. Player
must make a constitution saving throw and beat 12 or it will also freeze anyone hit by the attack
for a turn

Ambusher: While the Frost Worm is underground, it has advantage on attacks against any
target that doesn't have Tremorsense.

Burrowing: The Frost Worm can burrow into the ground, away from harm. This movement does
not provoke opportunity attacks.

6th Layer:
Armorshell -
AC - 18
HP - 200
Movement - 20
Senses - darkvision
Passive Perception - 13
Size - gargantuan
Challenge Rating - 8
Stats - STR: 18 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3)
*resistance to slashing damage*
Actions and Abilities -
Charge/Trample - Allows double movement distance, and does 3D6+4 bludgeoning, +7 to hit,
and knocks over anyone it hits for a turn. If it misses, it is knocked over for a turn

Bite - 4D6+4 piercing, +7 to hit

Kuongatari (swarm)-

AC - 14
HP - 60
Movement - 40
Senses - basic senses
Passive Perception - 9
Size - fine
Challenge Rating - 3
Stats - STR: 10 (+0) DEX: 18 (+4) CON: 8 (-1) INT: 2 (-4) WIS: 8 (-1) CHA: 6 (-2)
*vulnerable to fire*
Actions and Abilities -
Attack Bonus - +3

Parasitic Eggs - Anyone who gets hit by this attack will have eggs laid inside of them. They do
no damage during the fight, but may become dangerous later on once they start to grow and
hatch… Once they do start to hatch, the player infected must make constitution saving throws at
the discretion of the DM, until they are cured. If the throw is failed, the player will take 2D10
poison damage. This continues until the eggs are removed. +3 to hit

False Appearance. While the insect remains motionless on a flower of resilience, it is near
indistinguishable from the flower.

Ryuusazai -

AC - 16
HP - 400
Movement - 60
Senses - dark vision
Passive Perception - 14
Size - colossal
Challenge Rating - 15 (not necessarily meant to be killed)
Stats - STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 18 (+4) WIS: 18 (+4) CHA: 16 (+3)
*resistant to psychic damage*
*is territorially aggressive, has a territory radius of 2,000 feet*
Actions and Abilities -
Stomp - It stabs with the bottom of its feet, which are hard like steel. It gets 2 attacks with this
ability per action, but only 1 per player, so if there is only 1 target in range, it can only use the 1
attack, both doing 6D6+5 bludgeoning each, +8 to hit
Paralyzing Majesty - Based on it’s wisdom, as a bonus action, it can cause a player to lose a
turn due to being frozen in fear. Players must make a wisdom saving throw DC 14

Poison scales - whenever it is attacked by melee, the attacker must make a Con Save or
become poisoned, taking the 2d6+5 damage at the beginning of that player's turn

Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one
of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any
other misc. non attack actions the DM allows

Consult Poison Chart to see physical effects of poison

Trample - It is able to throw its weight against a player to knock them down as in runs over
them. It will do 2D8+5 bludgeoning, +8 to hit, and will require an action for the player to get up

Rock Spit - The Ryuusazai spits out a projectile rock that does 5D6+5 bludgeoning.
Range: 200/600, +7 to hit

Mizoujack -

AC - 15
HP - 80
Movement - 30, climb speed - 20
Senses - dark vision
Passive Perception - 12
Size - large
Challenge Rating - 15 (not necessarily meant to be killed)
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)
Actions and Abilities -
Phosphorus breath - a combustible compound is breathed out in an ignited state doing 3D8+3
fire each turn for 2 turns. Dexterity saving throw DC: 13 The fire spread is a cone with a range of
30 feet. Damage does stack if you are hit by this attack again on the next turn. The fire remains
on the ground for 2 turns, and entering it or starting your turn inside of its area of effect will do
3D8+3 fire damage.

Wall climb - Is able to climb vertical surfaces


Fuzosheppu -

AC - 12
HP - 350
Movement - 30, flying speed - 60
Senses - dark vision
Passive Perception - 13
Size - colossal
Challenge Rating - 5
Stats - STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)
Actions and Abilities -
Bite - 5D10 piercing, +8 to hit

Tail whip - 5D8 bludgeoning, +8 to hit. Players must make a dexterity saving throw, DC 15, or
be enveloped by the creature’s cytoplasmic exterior

Hive Mind - The Fuzosheppu is actually a conglomeration of multiple males, and a single queen.
If the Fuzosheppu is defeated, the queen is killed, and the males will attempt to flee to their hive
and try to find a new queen.

Poison Chart:
Poison effects last until the poison is cured or after the next long rest is completed

When a target is poisoned, roll 1d6 to determine the affected body part:
1 2 3 4 5 6

Left arm Right arm Left leg Right leg Torso Head
If the target is poisoned again by the creature, go to the next stage of poison effect. At the start
of a targets turn follow this table.

•1 DC 10 Constitution saving throw, on a fail the affected body part begins to shake
uncontrollably, on a success repeat this roll at the start of the targets next turn
Body part Effect

Arm Disadvantage to attack rolls with affected arm

Leg Movement reduced by 10ft. to a minimum of 0

Torso Constitution temporarily reduced by 3

Head Disadvantage on rolls that rely on vision

•2 DC 11 Constitution saving throw, on a fail the affected body part becomes numb and
unusable, on a success repeat this roll at the start of the targets next turn

Body part Effect

Arm Drop anything held in the afflicted hand and


Disadvantage to attack rolls with affected arm

Leg Movement reduced by 20 ft. to a maximum of 0

Torso Constitution temporarily reduced by 6

Head Blinded

•3 DC 12 Constitution saving throw, on a fail the affected body part grows twice its natural size
and the target begins vomiting (can no longer take bonus actions) on a success repeat this roll
at the start of the targets next turn

•4 DC 14 Constitution saving throw, on a fail the target is unable to stand, their movement
becomes 0 and they fall prone (If the subject is not cured upon failing this save, body part tied
off or the body part removed, the poison has spread across their body, removal of limb will no
longer stop the poison) on a success repeat this roll at the start of the targets next turn

•5 DC 16 Constitution saving throw, on a fail target is blinded and unable to speak, other body
parts begin to grow twice its size, on a success repeat this roll at the start of the targets next
turn

•6 DC 18 Constitution saving throw, on a fail fall unconscious, on a success repeat this roll at
the start of the targets next turn

•7 DC 20 Constitution saving throw, on a fail, Death, on a success, repeat this saving throw
again next round
Human NPCs:


*have a proficiency of +2 on their weapons*

The spell use quantities of each individual NPC type will be specified by the layer they are in,
and can be determined by consulting the chart in the gemstone artifacts section

Blue Whistle Delver/Bandit:


AC - 12
HP - 11
Movement - 30
Senses - basic senses
Passive Perception - 9
Challenge Rating - 1/4
Stats - STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1)
Actions and Abilities -
Machete (scimitar) - 1d6+1 slashing damage, +2 to hit
Carbine (light crossbow) - range 80 ft./320 ft. 1d8+1 piercing damage, +3 to hit

Moon Whistle Delver/Bandit:


AC - 15
HP - 40
Movement - 40
Senses - basic senses
Passive Perception - 11
Challenge Rating - 2
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
Actions and Abilities -
Multiattack: The delver makes three melee attacks: two with its machete and one with its knife.
Or the captain makes two ranged attacks with its knives.

Machete: 1d6 + 3 slashing, +4 to hit

Survival Knife: range 20/60 ft. 1d4 + 4 piercing, +4 to hit

Parry: The delver adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon.

Black Whistle Delver/Bandit:


AC - 17
HP - 65
Movement - 50
Senses - basic senses, but advantage on perception
Passive Perception - 12
Challenge Rating - 3
Stats - STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)
Actions and Abilities -
Sniper Rifle (crossbow heavy) - 1D10 Piercing, 100/400, +5 to hit

Combat Axe (Greataxe) - 1D12+3 Slashing, +5 to hit

Survival Knife: or Ranged Weapon Attack: 1d4 + 4 piercing, 20/60 ft., +5 to hit

Advanced Parry: The bandit adds 2 to its AC against one melee attack that would hit it

First Aid Kit - Has 2 healing kits that do 2D10+2 healing, is used as a bonus action

Precision aiming - If an 18 or higher is rolled for strength when using a sniper rifle, the black
whistle can take a second attack
Foreign Bandits:
Moon Whistle Delver/Bandit:
AC - 15
HP - 40
Movement - 40
Senses - basic senses
Passive Perception - 11
Challenge Rating - 2
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
Actions and Abilities -
Multiattack: The bandit makes three melee attacks: two with its machete and one with its knife.
Or the bandit makes two ranged attacks with its knives.

Machete: Melee Weapon Attack: 1d6 + 3 slashing, +4 to hit

Survival Knife: or Ranged Weapon Attack: 1d4 + 4 piercing, 20/60, +4 to hit

Parry: The captain adds 2 to its AC against one melee attack that would hit it. To do so, the
captain must see the attacker and be wielding a melee weapon.

Foreign Soldiers:
AC - 15
HP - 40
Movement - 30
Senses - basic senses
Passive Perception - 10
Challenge Rating - 2
Stats - STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Actions and Abilities -
Combat Ready - Advantage on initiative

Carbine (light crossbow) - 1d8 + 3 piercing, 80/320, +2 to hit

Hatchet (Battleaxe) - 1D8+3 Slashing, or 1D10+3 two handed, +5 to hit

Foreign Soldier Captain:


AC - 17
HP - 75
Movement - 30
Senses - basic senses
Passive Perception - 10
Challenge Rating - 3
Stats - STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2)
Actions and Abilities -
Combat Ready - Advantage on initiative

Katana (Greatsword) - 2D6 Slashing, +6 to hit

Sniper Rifle (crossbow heavy) - 1D10 Piercing, 100/400, +3 to hit

Medic - As an action the captain can heal himself and 2 others for 2D6 each (can be used twice)

Military Prowess - Both Nat. 19 and 20s count as critical successes when trying to hit a target

Blessed Hollow/Narehate:
AC -15
HP - 50
Movement - 30
Senses - can see the flow of the abyss
Passive Perception - 13
Challenge Rating - 2
Stats - STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 8 (-1)
Actions and Abilities -
Controlling the Flow - As a bonus action, roll against a creature for animal handling to use your
knowledge of the abyss to manipulate it’s flow and confuse a creature, causing it to lose a turn.
This can be used twice (doesn’t work against players though)

Abyssal Senses - Have advantage on perceptions checks for things within a 30ft radius

Beast Claws - 2D6+3 bludgeoning, +5 to hit

Wooden Bow (shortbow) - 1D6 Piercing, 80/320, +3 to hit

Aubade:
AC -18
HP - 200
Movement - 40
Senses - dark vision
Passive Perception - 10
Challenge Rating - 8
Stats - STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0)
Actions and Abilities -
Incinerator: Does 4D10+5 fire damage and rolls with advantage, but becomes incapacitated the
following turn, and opponents have the advantage on attack against them, +6 to hit
Extendable Arm: Can grapple towards secure objects and creatures with higher strength than
you, or grapple creatures with lower strength than you, or light objects towards you. Both arms
can be used simultaneously (doubling its maximum Range) to become like a tight rope which
others can climb across or up. 1 arm range: 100ft, 2 arm range: 200ft. In combat grappling an
enemy has advantage within 10ft, and disadvantage past 50ft.

Punch/Kick: 4D6+5 bludgeoning, +7 to hit

Curse Immunity: Are not affected by the curse

Praying Hand (follower of Bondrewd):


AC - 16
HP - 80
Movement - 30
Senses - share a consciousness with Bondrewd
Passive Perception - 13
Challenge Rating - 6
Stats - STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 12 (+1)
Spell Terminology - IAB: +6 WAB: +5 CAB: +3 ISDC: 14 WSDC: 13 CSDC: 11
Actions and Abilities -
Combat Axe (Greataxe) - 1D12+3 Slashing, +5 to hit

Sniper Rifle (crossbow heavy) - 1D10+3 Piercing, 100/400, +5 to hit

Flamethrower - Does 2D6+3 fire damage in a 45 degree cone and 50 foot range. The fire will
remain for 3 turns, and anyone that enters it will incur the 2D6+3 damage per 30 feet or less.
Saving throw DC: 13

Shared consciousness - Praying hands are immune to attacks of opportunity, and have
advantages on dexterity saving throws

Gemstones (spells and cantrips):

0 Electrocution (shocking grasp) +6 to hit

3 Voltic Discharge (lighting bolt) DC:14

Hallowed Hollow (follower of lord Julius):


AC - 16
HP - 90
Movement - 30
Senses - darkvision, advantage of checks relating to hearing or smell
Passive Perception - 14
Challenge Rating - 6
Stats - STR: 18 (+4) DEX: 20 (+5) CON: 12 (+1) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2)
Spell Terminology - IAB: +5 WAB: +6 CAB: +4 ISDC: 13 WSDC: 14 CSDC: 12
Actions and Abilities -
Beast claws - 2D8+4 slashing, +7 to hit

Rampart unto the void - As a bonus action they can manipulate the layers of the curse of the
abyss to divert attacks away from them. It raises their AC to 20 for a turn. Has a 2 turn cooldown

Beastial agility - except in the case of a nat 1, the hollow always succeeds in athletics and agility
checks

Tackle - The hallow can jump and knock a player to the ground, doing 1D6+4 bludgeoning. The
player will have to use an action to get up afterwards, Saving throw DC: 15

Gemstones (spells and cantrips):

0 Light

1 Revitalizer (cure wounds)

3 Incandescent Particulates (daylight)

Hollow (6th Layer Village):


AC - 12
HP - 30
Movement - 30
Senses - darkvision
Passive Perception - 13
Challenge Rating - 1
Stats - STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0)
Actions and Abilities -
Bite - 1D8 piercing, +3 to hit

Claws - 2D6+1 slashing, +3 to hit

Hollow Sage (6th Layer Village):


AC - 16
HP - 200
Movement - 30
Senses - darkvision
Passive Perception - 15
Size - large
Challenge Rating - 8
Stats - STR: 18 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 16 (+3) WIS: 20 (+5) CHA: 14 (+2)
Spell Terminology - IAB: +5 WAB: +7 CAB: +4 ISDC: 13 WSDC: 15 CSDC: 12
Actions and Abilities -
Club - 2D12+4 bludgeoning, +6 to hit, 10 foot reach

Call of the Sage - Can summon aide from lesser hollows from the village if he is within 1,000
feet of the village.

Regeneration - The sage regains 10 Hit Points at the start of its turn if it has at least 1 hit point.

Artifact Resistance: The sage has advantage on Saving Throws against Spells and other
Artifact effects.

Gemstones (spells and cantrips):

2 Disorienter (enthrall)

2 Deafening Soundwave (shatter)

3 Abyssal Negator (dispel magic)

3 Hyper-germination (plant growth)

4 Metal skin (Stoneskin)

4 Hallucinatory Terrain

4 Molecular Synthesizer (fabrication)

6 Catalyzed cellular replication (heal)

Hollow Princess’ Guardian Robot:


AC - 18
HP - 200
Movement - 30
Senses - darkvision
Passive Perception - 12
Size - large
Challenge Rating - 7
Stats - STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0)
Actions and Abilities -
Stomp - 3D8+5 bludgeoning, +7 to hit
Grapple and Crush - Has advantage of grapple checks, and every turn that someone is
grappled, they take 1D10+5 bludgeoning damage.

WHITE WHISTLES:
*have a proficiency of +3 for their weapons

All white whistles have the spell quantities of the 7th layer (based on the chart in the gemstone
artifact section)

Bondrewd the Lord of Dawn

- True Neutral
A researcher fascinated by the Abyss, he has often resorted to illegal and morally questionable
means in order to get funds for and conduct his research, including selling artifacts illegally,
developing dangerous drugs and even experimenting on living humans
AC - 18
HP - 150
Movement - 40
Senses - can see through the eyes of others who contain a fragment of his soul, and those he
has experimented upon
Stats - STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 18 (+4)
+4 deception
Spell Terminology - IAB: +9 WAB: +7 CAB: +7 ISDC: 17 WSDC: 15 CSDC: 15
Actions and Abilities -
Origin-guiding Light, Auction Name: Sparagmos - A processed artifact of unknown grade. An
artifact that generates a mysterious blade of light that does 5D6+3 fire, + 7 to hit, but can only
be used 2 turns in a row before needing to cool for a round. The second turn using sparagmos
also does 2D6+3 fire damage to its user. If attacked by an aubade incinerator, user has the
opportunity to neutralize it as a reaction.
Ascending to the Morning Star - A beam of light shoots out from Bondrewd’s mask. Unlike
conventional weapons, this one will always hit the single target Bondrewd focuses on. However
due to the fact that the rays of light reflect, there is the chance for them to hit the person
Bondrewd is focusing on, or anyone else within 30 feet in addition, more than once, but no
modifiers are added to the attack roll, only the damage, so the attack roll is determined by the
base roll number:
1-5 will count as only a single hit and do 1D12+6 radiant damage.
6-10 hits twice doing 2D12+6 radiant damage.
11-15 hits 3 times doing 3D12+6 radiant damage.
16-19 hits 4 times and does 4D12+6 radiant damage.
A critical hits 5 times doing 5D12+6 radiant damage

Curse Needle, Auction Name: Shaker - An unknown grade artifact that shoots darts cut from
another artifact, the Curse Steel. The Curse Steel is an artifact capable of inducing the burden
in those who touch it. The curse will be that of the 5th layer (2D12 poison), +7 to hit. Victims will
have to roll a constitution saving throw. If they succeed, damage is halved. If they fail, they take
full damage, and succumb to the hallucinations of the 5th layer curse, will roll with disadvantage
of any actions on the next 2 turns, and have speed reduced to 10. Range is 80/320

Cartridges - using a questionable method of fuel, Bondrewd is able to bypass the curse and
move upwards without detriment. Upon transformation, Bondrewd’s strength and con will
increase to 20

Touching the Moon, Auction Name: Far Caress - A black ooze like creature that can extend in
very tough and elastic tendrils. It can be used to climb vertical surfaces or to trap opponents. It
does not negate the curse, but with his cartridges Bondrewd is able to ascend using far caress
without negative effect. Players must make a DC 18 dex saving throw to avoid being trapped by
far caress. If hit the player must make a strength check of 16+ to get out. Far caress has a 30
foot range so as long as it is deployed, the user cannot leave past 30 feet of its furthest extent
without retracting far caress.

Tail block - a passive ability where when attacked and the enemy gets an 18 or 19 on an attack
roll, Bondrewd is able to soften the blow of the attack with his tail, and reduce the damage by
half

Zoaholic - Bondrewd is able to transfer his consciousness to any of his followers, the praying
hands, allowing him to be immortal so long as the zoaholic artifact is intact.

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
praying hand attack - A single praying hand in vicinity can make a movement and attack action
praying hand help action - A single praying hand can make a movement and aid Bondrewd by
using the help action

Touching the Moon, Auction Name: Far Caress - Bondrewd uses this attack

Gemstones (spells and cantrips):

6 Voltage splinter (chain lightning)

Ozen the Immoveable

-chaotic good
Having harnessed many “thousand man pins”, Ozen is the physically strongest white whistle.
She is cold, blunt, and often even cruel, but usually for some greater good
AC - 20
HP - 160
Movement - 30
Senses - basic senses
Stats - STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (+0)
+6 intimidation
Spell Terminology - IAB: +5 WAB: +4 CAB: +3 ISDC: 13 WSDC: 12 CSDC: 11
Actions and Abilities -
punch/kick - does 5D6+7 bludgeoning, +10 to hit. Rolling a nat 18+ does double damage

Immoveable - can’t be knocked down, physically trapped, or restrained. Additionally, any


physical damage done against her is automatically reduced by 5

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
ground pound - Ozen uses her immense strength to stomp on the ground and cause anyone
who within 30 feet who fails a DC 15 constitution save, to be knocked prone
Push - Ozen can push someone within 5 feet of her, back 40 feet, or if the victim beats a DC 15
dex save, only 20 feet.

punch/kick - Ozen uses her punch/kick attack

Gemstones (spells and cantrips):

1 Seismic Inducer (thunderwave)

4 Metal skin (Stoneskin)

7 Tectonic disturber (earthquake)

Lyza the Annihilator

-neutral good
Energetic and ambitious, Lyza studied under Ozen to become a white whistle. She has no
qualms with killing her foes, and has earned her title
*I was kinda lazy in making the Lyza abilities since I’m not using her for my campaign since I
don’t want to speculate on the whereabouts of major plotpoint characters in my campaign, but
feel free to add more depth if you wish to use her*
AC - 17
HP - 150
Movement - 30
Senses - basic senses
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)
+2 persuasion
Spell Terminology - IAB: +5 WAB: +5 CAB: +6 ISDC: 13 WSDC: 13 CSDC: 14
Actions and Abilities -
Blaze Reap - A pickaxe that has an infinite explosive capability that activates when the user hits
a surface hard enough. If the user rolls less than 17, but still hits the target, the explosive
capability does not activate and only does 1D10+2 piercing damage, +5 to hit. If the explosive
capability is activated by a 17 or higher roll, blaze reap does 1D10 piercing plus 3D6+2 fire.
Any rolls below 3 is rerolled until it is higher than 3

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Fissure - Lyza can cause an explosive fissure in the ground to erupt. The fissure is 10 feet wide,
and 30 feet long. The blasts prevent anyone from passing through it for the remainder of the
round.

Blaze Reap - Lyza uses her Blaze Reap attack

Boost - Lyza uses Blaze Reap to boost herself 60 feet in any direction

Gemstones (spells and cantrips):

2 Tempestuous Gale (gust of wind)

5 Glacial roar (cone of cold)

6 Catalyzed cellular replication (heal)

Strajo the Lord of Mystery


-chaotic neutral
● An enigmatic character who disappeared into the 6th layer, never to return
AC - 18
HP - 140
Movement - 30
Senses - mask allows him to see thermal signatures
Stats - STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 20 (+5) WIS: 22 (+6) CHA: 12 (+1)
+3 abyssal
Spell Terminology - IAB: +8 WAB: +9 CAB: +4 ISDC: 16 WSDC: 17 CSDC: 12
Actions and Abilities -
Apperitous Robe - Strajo’s robe is an artifact that creates an illusion of multiple duplicates of
Strajo that can be controlled by him like ethereal puppets. He can create up to 10 of them, and
they can stay active for 2 turns with a 2 turn cool down. If the player rolls a perception of 15 or
more, they are able to keep track of the real Strajo. The illusionary Strajos cannot attack, and
attacks against them will simply pass through like they aren’t even there. Is activated as a bonus
action

Horseman of Pestilence - Strajo’s mask can turn his breath into a disease that will become
potent after 4 turns. On the 5th turn, the players will have to roll constitution saving throws every
turn, and successful rolls will result in half damage. Strajo’s disease will do 2D6+6 every turn
until cured (can be cured by anti-poison). The disease remains present until Strajo disables it, or
is defeated

Horseman of Death - The coffin on Strajo’s back is an artifact that contains a creature similar to
Bondrewd’s “far caress” whos tendrils can grab anyone in a 30 foot radius, pull them into the
coffin and sap their vitality, and gives it to Strajo to replenish his health for the amount of
damage done. It does 2D8+6 necrotic damage, can only be used for 1 turn, and then spits them
out. It has a 2 turn cooldown.

Horseman of Famine - Strajo’s gloves have the power to crush the innards of a single target at
the clench of his hand. It does 2D10+1 bludgeoning, +4 to hit, and damage rolls of 1 and 2 are
rolled until a roll of 3+ is achieved

Horseman of War - A device on Strajo’s belt can be activated to knockdown everyone in a 40


foot long 45 degree cone of fire. Those hit will feel like spears are stabbing them for 2D8+1
piercing. Players can make dex saving throws with disadvantage to take half damage and won’t
be knocked down, DC 13. This ability has a 2 turn cooldown

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Terror - Strajo attempts to scare a target. If the target fails a DC 15 wisdom save, they become
frightened
Escape - Can use both disengage and dash

Apperitious Robes - Strajo uses his apperitious robe ability

Gemstones (spells and cantrips):

1 Holographic particles (silent image)

2 Disorientor (enthrall)

2 Sensory Deprivation (blindness/deafness)

3 Phobic Apparition serum (fear)

4 Eldritch Illusion (phantasmal killer)

Wakuna the Lord of Guidance

AC - 17
HP - 160
Movement - 30
Senses - basic senses
Stats - STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 22 (+6)
Spell Terminology - IAB: +7 WAB: +6 CAB: +9 ISDC: 15 WSDC: 14 CSDC: 17
Actions and Abilities -
The Cleansing Mind: Neurasagius - A helmet that allows Wakuna to read the thoughts of a
single person at a time. It allows him to make a dexterity saving throw to completely dodge a
person's attack, if he is reading their minds prior to the attack
Rhapsodical Adjuration: Senyita - Harnesses the hallucinogenic effects of the 5th layer’s curse
to manipulate a person’s perception and cause them to see allies as threats. They must make a
wisdom saving throw to break free

Frame of the Amorphous: Allagi - Having ingested a strange drink he found in a jar deep within
the abyss, Wakuna is now able to change his appearance at will. He can only change his shape
into things that are relatively the same size though, so is usually only able to mimic other
humanoids, and their clothing. In combat, he is able to change form as a bonus action, but it
only takes a perception of higher than 10 to discern if it is Wakuna or not if he is imitating
another party member, so it is a skill better used outside combat

Searing blade of the cursed: Brizola - a large sword with intricate abyssal designs and gears
and gadgets upon it. The sword glows a hot orange when active, and does 2D6+4 slashing +
2D6 fire, +7 to hit

Blood of the Hollow - Having received some blood from an immortal hollow (like Mitty) he is
completely immune to poison damage, and heals 1D12+3 every turn

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Fog Form - Wakuna can take the hide action as well as the dash action. He must make a stealth
check against the enemy’s perception check.

Frame of the Amorphous: Allagi - Wakuna uses his Frame of the Amorphous: Allagi ability

Searing blade of the cursed: Brizola - Wakuna uses his Searing blade of the cursed: Brizola
ability

Gemstones (spells and cantrips):

0 Decoy (minor illusion)

2 Truth Serum (zone of truth)

3 Abyssal Negator (dispel magic)

3 Optical Psychosis (hypnotic pattern)

4 Hallucinatory Terrain -

Father Julius the lord of the hollowed


- Lawful Good
Leader of the church of the hollows on the 5th layer. It has one location in Orth, and a large
crystal cathedral on the 5th layer called the temple of the hollows. He himself was taken as a
child from a poor country as an experiment subject by Bondrewd many years earlier. Because
of this, he was turned into a hollow, but instead of resenting Bondrewd, became inspired by him,
and founded a religion later in his life, revolving around the worship of the abyss itself.
AC - 18
HP - 150
Movement - 40
Senses - dark vision
Stats - STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5)
+5 religion +3 persuasion +3 performance
Spell Terminology - IAB: +8 WAB: +8 CAB: +8 ISDC: 16 WSDC: 16 CSDC: 16
Actions and Abilities -
Staff of the Zealous: Oburan - When the staff is hit on the ground it creates a concussive wave
with a radius of 30ft, it knocks down anyone hit by it for one turn and does 2D8 thunder damage.
Dex save DC: 14

Hallowed shards: Zatsobi - chunks of strange metal fashioned into jagged blades. He is able to
make two seperate attack rolls, one for each set of 3 knives he holds in both his hands. If he
rolls above 16 on the second attack, and more than one target is in his view, he is able to hit
more than one target for 2D10+2 cold damage each, +5 to hit

Veil of the Nebulous: Hesitina - When the veil is applied, it distorts the perception of those who
look upon it. Their attacks will be taken with disadvantage as the world around them moves and
shrouds Julius in a disorienting darkness. It can stay active for 2 turns. Can be used twice

Gloves of cruel judgement: Wersich - When touched by these, the skin begins to erupt in white
fire. Every turn the white fire spreads increasing the damage by a D6 of radiant damage plus
wisdom modifier. First is a D6+5, +5 to hit, then 2D6+5 and so on, maxing out a 6D6+5. This
can be undone by disarming the user, killing the user, or smothering affected areas in water

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Self Heal - Father Julius heals himself for 4D8+5

Staff of the Zealous: Oburan - Father Julius uses his Staff of the Zealous: Oburan ability

Hallowed shards: Zatsobi - Father Julius uses his Hallowed shards: Zatsobi ability

Gemstones (spells and cantrips):

0 Light
0 Weld (mending)

1 Amplifier (thaumaturgy)

1 Rampart unto the void (shield of faith)

1 Neural Lethargy (bane)

1 Neural Stimulus (bless)

3 remove curse

3 Incandescent Particulates (daylight)

4 Abyssal Force Field (resilient sphere)

6 Catalyzed cellular replication (heal)

6 Proximal Revitalization (mass cure wounds)

Sisord the lord of madness


- Chaotic Evil
Thought to be dead or missing, Sisord took his last dive into layer 6 many years ago. After the
death of his wife and his other party members due to the threats of the abyss, he became
addicted to hallucinogenic plants called “violet chasm roots” and began to go insane. He began
to delude himself into thinking his wife was taken into the bottom of the abyss, so he has been
down there searching ever since. He is likely to see everyone as a malicious agent of the abyss,
and is extremely paranoid. Attempts have been made to assassinate him, but no one has come
back alive.
AC - 20
HP - 120
Movement - 60
Senses - basic senses
Stats - STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 8 (-1)
+4 stealth +3 sleight of hand +3 acrobatics
Spell Terminology - IAB: +7 WAB: +7 CAB: +2 ISDC: 15 WSDC: 15 CSDC: 10
Actions and Abilities -
Iridescent Jaws: Twins of the chasm - 2 daggers made from orbed piercer spines. He is able to
make 2 types of attacks with these. First he can make a simultaneous attack with both daggers,
doing a total damage of 4D6+4 to a single target, +8 to hit, and on following turns, the person hit
will take 1D6+4 poison every turn until cured. Poison damage doesn’t stack if hit more than
once, but the base physical damage can be inflicted every turn. The second attack type is an
area of effect whirlwind type attack. Anyone within a 10ft radius will take 2D6+4, and the
subsequent 1D6+4 poison damage for the following turns. Consult Poison Chart to see physical
effects of poison.

The Spectre’s guiding hand: Golgul - Because of a device on his wrist, at the swipe of his hand,
Sisord can send an invisible force with a range of 10ft. It can send any one in a cone of effect
backwards by 40ft and do damage of 2D12+4. If players beat a dex save DC:15, they will take
half damage and not be pushed back

Eyes of the uncanny: Nulfax - A powder that can be applied to the eyes. He is then able to
teleport as a bonus action to anywhere his eyes make contact to. If he manages to make eye
contact with a player, they will take 2D8+4 psychic damage, +8 to hit, as he is able to transfer
his mental pain to the player. This also allows for him to take a second attack, but only after
teleporting. In other words, he can move attack, teleport, and then attack again. It stays active
for 2 turns

Combustion boots: Lulasha - Boots that use a strange technology to turn the surrounding air
into a combustible substance that allows the user to move mar quicker and farther. A kick
powered by these would deal 2D12+4 bludgeoning, +7 to hit

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Acrobatic Movement - Sisord can use dash as well as an acrobatics check

Dodge - Sisord can take the dodge action against the next person who attacks him

Eyes of the uncanny: Nulfax - Sisord uses his Eyes of the uncanny: Nulfax ability

Gemstones (spells and cantrips):

2 Deafening Soundwave (shatter)

2 Reflective cloak (invisibility)

5 Gravity well (hold monster)

Erumina the Radiant


- Lawful Good
Orth’s favorite white whistle. She believes in delving into the abyss for the glory and knowledge
of humanity. The preservation of human life, and the conquering of the abyss takes precedence.
She is energetic and personable. She actually spends most of her time in Orth, and prefers the
shallower layers of the abyss since it makes it easier to go back up and spend time with her
family and friends. Don’t take this to mean she is any less capable than the others though, as
she is thoroughly familiar with all the layers besides 6 and 7
AC - 18
HP - 150
Movement - 40
Senses - can detect malicious intent
Stats - STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5)
+2 persuasion
Spell Terminology - IAB: +8 WAB: +8 CAB: +8 ISDC: 16 WSDC: 16 CSDC: 16
Actions and Abilities -
Lance of the subterranean void: Callatica - Once punctured with it’s point, the ethereal lance will
deal 4D6+5 of psychic, +5 to hit. The lance then begins to invade it’s victim’s minds and compel
them to attack allies for that victim’s next 2 turns. The effect of attacking an ally only works once
per opponent though, and simply does the base damage of 4D6+5 after that. Has a 10ft range,
and anyone who enters it, Erumina can take an attack of opportunity against

Cape of the unsung heavens: Lediram - allows its user to go invisible for a turn, giving it
advantage on still enemies, or enemies exposing their backs. Requires a DC 20 perception
check to detect

Cuirass of the ancients: Damicus - when facing her opponent, her AC increases by 3

Soul sucker bullets: Vabula - A large single chamber pistol Erumina has, she loads with bullets
made from the bones of a beast from the 6th layer, that was sent up by a white whistle from the
past. The essence of the bones eats away at the soul of the person it hits for 3D8+2 necrotic
damage, +5 to hit

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Leap - Erumina can use dash, and use all of that movement to jump up to 30 feet in the air

Soul sucker bullets: Vabula - Erumina uses her Soul sucker bullets: Vabula ability

Cape of the unsung heavens: Lediram - Erumina uses her Cape of the unsung heavens:
Lediram ability

Gemstones (spells and cantrips):

0 Light

1 Prismic light ray (guiding bolt)


3 remove curse

3 Incandescent Particulates (daylight)

4 Molecular Synthesizer (fabrication)

6 Catalyzed cellular replication (heal)

Khudivir the lord of Beasts


- neutral good
Khudivir is a man who prefers to be by himself out in the wilderness of the abyss. He is a
rugged and strong man, with strange abyssal tattoos and long hair and a beard. He is generally
non violent, but skeptical of strangers, and will stop anyone who hurts an animal or destroys the
ecosystem. He is friends with father Julius, because they both revere the abyss, and seek to
coexist with it rather than control it
AC - 19
HP - 200
Movement - 50
Senses - Like those of many beasts in the abyss, very sensitive and versatile
Stats - STR: 20 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2)
+4 animal handling +4 survival +2 abyssal +2 nature
Spell Terminology - IAB: +6 WAB: +7 CAB: +5 ISDC: 14 WSDC: 15 CSDC: 13
Actions and Abilities -
Song of the Abyss: Sojestica - A strange ivory like flute that gives the user advantages on
animal handling checks, and allows the user to more precisely communicate the desired action
they want from a beast. It also summons any creatures within a 1,000ft radius

Markings of the Eldritch wanderer: Posamilus - When activated the tattoos on Khudivir, which
are actually a colony of microscopic abyssal organisms, begin to spread and cover his whole
body, and his fingers turn into sharp blades that do 3D6+5 slashing, +8 to hit. He is then able to
seep into the ground as a bonus action and move wherever he wants and reemerge to get
advantage on his opponents. It lasts for 2 turns

Husk of the abominable: Jelsuk - Out of his mouth and eyes will pour flesh eating insects with a
speed of 30, AC of 10, and a swarm health of 30. They can envelope a target and immobilize
while inflicting a damage of 2D6+5 per turn until killed, their attack only uses an unmodified roll
to hit

Thorny bow: Amadis - A bow made from leech vines from the second layer. The thorns of the
vines stick into the user’s skin and steal some of their vitality in exchange for heavy damage.
The base bow damage is 3D8 piercing, +8 to hit. The arrows themselves are soaked in desert
hydra poison for an additional 1D12+5 damage starting on the next turn and is inflicted every
subsequent turn until cured, and the additional power gained from the user allows the bow to
shoot with immense speed which gives an additional 1D10 thunder damage. The bow does
1D8+5 necrotic to the user

Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to
succeed instead

Legendary Actions:
Song of the Abyss: Sojestica - Khudivir uses his Song of the Abyss: Sojestica ability

Survivalist - Khudivir uses the dash action, and can cross or climb rough terrain without penalty

Thorny bow: Amadis - Khudivir uses his Thorny bow: Amadis ability

Gemstones (spells and cantrips):

1 Adrenaline Boost (heroism)

3 Hyper-germination (plant growth)

4 Reveal scent (locate creature)

4 Far Caress: untamed (black tentacles)

7 Repellent/Bait (antipathy/sympathy)
Ecosistema:

Orth:
Reference Pictures:
Orth Pictures
Orth Slums Pictures
The town that surrounds the Abyss

1st Layer: Edge of the Abyss:

Reference Pictures:
1st Layer Pictures
● Depth: 0~1350 meters.
● Strains of Ascent: Light Dizziness and Nausea
● Description:
The first layer is the most shallow section of the abyss, right below the Town of Orth. A gondola
was built between 50 and 580 meters to hasten the descent. The environment doesn't really
change and wildlife consists of mostly harmless animals, though occasionally predators from the
2nd Layer might ascend in search of food. There aren't many treasures or relics either, but there
is a considerable number of Praying Skeletons.

2nd Layer: Forest of Temptation:


Reference Pictures:
2nd Layer Pictures
Inverted Forest Pictures
● Depth: 1350~2600 meters.
● Strains of Ascent: Heavy nausea, headache and numbness of limbs.
● Description:
The Forest of Temptation is the first truly dangerous section of the abyss. The fauna and
environment suddenly change, turning into a tropical rainforest with huge vegetation. It is filled
with dangerous beasts and ascending becomes increasingly difficult, making it a place where
only experienced explorers can delve into. If a red whistle delver somehow gets to the 2nd
Layer, search parties are called off and it is treated as a suicide.
On the deepest point from 2000 meters onwards, the habitat suddenly flips around and
becomes the "Inverted Forest". Predators in the air become common and wind currents are very
strong and unstable. It also gets colder and darker since it receives little light due to its inverted
position. At the farthest from the center an Observation Camp was built to serve as a resting
point for delvers. Currently the white whistle Ozen is using it as her base.

*ranged attacks are rolled with disadvantage in the inverted forest due to the high winds*
3rd Layer: Great Fault:

Reference Pictures:
3rd Layer Pictures
● Depth: 2600~7000 meters.
● Strains of Ascent: Vertigo combined with visual and auditory hallucinations.
● Description:
The third layer consists only of a 4000 meters vertical cliff, making it a highly challenging area to
cross. Countless methods have been attempted to cross it through the use of artifacts or
differently crafted devices. Aerial predators are common, including Crimson Splitjaws.

4th Layer: The Cup of Giants:


Reference Pictures:
4th Layer (upper) Pictures
4th Layer (lower) Pictures
● Depth: 7000~12000 meters.
● Strains of Ascent: Intense Full-body pain and hemorrhage from every single orifice of the
body.
Description:
The 4th layer is the point where the curse of the abyss gets truly severe and could potentially kill
a person if it's someone already wounded or weak. It is invaded by some absurdly overgrown
vegetation, with 800-meter-tall plants shaped like cups. Plants have extremely fast growing
rates on the 4th layer, making the layout of the place constantly changing. Because of this, it is
impossible to make maps or a chart. The fully grown cups are filled with hot water in the top, but
the ones that are not fully grown produce acid instead. The most dangerous beast is the Orbed
Pierceri. While it is herbivorous it is highly defensive of what it considers its territory, and will
attack anyone it sees nearby.
In the middle region at the 9000 meters marks there is the famous Garden of the Flower of
Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. The
distinctive sight produced by the countless glowing flowers make of the garden one of the most
beautiful landscapes of the Abyss.

*perception checks are rolled with disadvantage near the goblets due to steam*

5th Layer: Sea of Corpses:


Reference Pictures:
5th Layer Pictures
Idofront Pictures
● Depth: 12000~13000 meters.
● Strains of Ascent: Complete sensory deprivation, confusion and self-harming behavior.
● Description:

The 5th layer is the world that only white whistles delve into, and you can count the number of
people who successfully returned alive from here with the fingers of your hands. It is the
thinnest layer of the Abyss vertically, being only 1000 meters deep, but it is also the widest one
horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large
sea with some crystallized sections, and the water is being held up by a large layer of thick
muddy water. The water is filled with monsters of the sea, and diving deep into the water is
synonymous with suicide, since swimming backup would make someone be hit by the curse of
the abyss. Because it is the last section of the abyss where it is physically possible to survive a
return trip, it is quite common for white whistles to set down here for some time.
At the deepest point, a fort was established by the white whistle Bondrewd, named Idofront.
Because it is just above the 6th layer, a device akin to an elevator exists right on its center.
Normally, descending from the 5th layer would require to dive into water and swim, but this
nearly impossible to achieve, so the device is required to descend. However, it can only be
activated by a white whistle, or more specifically, by a Life Reverberating Stone, the material
white whistles are made of. However, since their whistles are especially designed so that they
can only be used by their original owners, the altar is only available to them.

*being in the water will cause players to take 3D6 cold damage for every minute inside*
6th Layer: The Capital of the Unreturned:

● Depth: 13000~15500 meters.


● Strains of Ascent: Devastating body alterations that result in the loss of humanity and
sometimes death.
● Description:
The 6th layer is the point of no return, since it becomes humanly impossible to survive the
ascent. When a white whistle delver descends to the 6th layer it is called "The Last Dive".
In the Capital of the Unreturned, the ruins of a majestic city sleep undisturbed. A rumor in Orth
exists about a Golden City sleeping at the bottom, which originated from this very city within the
6th Layer. Creatures of Irrational danger level like the Kuongatari become quite common.
The Curse that manifests upon ascending within the 6th Layer subjects the victim to an
inconceivable pain and leads him to mutate into a messy pile of meat. Humans sometimes
survive the effects of the curse, but their intelligence and consciousness vanishes, devolving
into something mindless that acts purely on basic instincts like an animal. These creatures have
been named Hollows/Narehate by delvers, and if encountered they're usually killed in order to
release them from their form. As it turns out, the form a human takes when becoming a
Hollow/Narehate seems to be closely related to their desires and dreams. In a secluded area of
the 6th Layer, an entire Village inhabited by Hollow/Narehate called Ilblu was formed.

7th Layer: The Final Maelstrom:


● Depth: 15500~????? meters.
● Strains of Ascent: Certain death.
● Description:
The final layer of the Abyss. Not much is known about it but there are many rumors about it.
Some white whistles have claimed that from above it can be seen something shaped as a ring.

The Deepest Point


● Depth: >20000 meters.
● Strains of Ascent: ????
● Description: No-one has reached the deepest point but it's been confirmed that it's
beyond 20000 meters deep.

The Curse:
Roll a Curse/Depth (constitution) saving throw every 30ft or more of ascent. Success will result
in damage (poison) being halved. Damage must be rolled for every 30ft or more. Effects last for
20 minutes

1st Layer:
DC: 12, Light dizziness and Nausea
• Disadvantage on perception rolls
• Take (1D4) damage

2nd Layer:
DC: 13 Heavy nausea, headache and numbness of limbs
• Disadvantage on rolls that rely on sight
• Take (2D6) damage

3rd Layer:
DC: 14 Vertigo combined with visual and auditory hallucinations
• Disadvantage on attack rolls
• Disadvantage on ability checks
• Experiences something intense from their past or possible future
• Player should act under the effect of hallucinogens
• Take (2D8) damage

4th Layer:
DC: 16 Intense Full-body pain and hemorrhage from every single orifice of the body
• Disadvantage on attack rolls
• Disadvantage on ability checks
• Movement reduced by 15ft.
• Take (3D8) damage
5th Layer:
DC: 17 Complete sensory deprivation, confusion and self-harming behavior
• Disadvantage on all rolls
• Loss of all senses, player should act under the effect of hallucinogens
• Movement reduced to 10ft.
• Take (4D10) damage

6th Layer:
DC: 18 Devastating body alterations that result in the loss of humanity and sometimes death
• Disadvantage on all rolls
• Stat permanently reduced by 1 (Roll to determine)
• The target permanently mutates into a hollow. If you use bondrewd’s cartridges, you become
the hollow race (only for humans)
• Movement reduced to 5ft.
• Take (6D12) damage

7th Layer:
DC: 20 Certain death
• Disadvantage on all rolls
• Stat permanently reduced by 2 (Roll to determine)
• The target permanently mutates
• Movement reduced to 0ft.
• Take (10D12) damage

Weapons:
Survival Knife (dagger) -
1D4 piercing, Finesse

Tomahawk (Handaxe) -
1D6 Slashing, Range: 20/60

Hatchet (Battleaxe) -
1D8 Slashing, or 1D10 two handed

Combat Axe (Greataxe) -


1D12 Slashing, 2 handed

Quarterstaff -
1D6 Bludgeoning, or 1D8 two handed

Hunting Spear (Lance) -


1D12 piercing, 10ft reach, disadvantage within 5ft
Bowie Knife (shortsword) -
1D6 Piercing, Finesse

Machete (Scimitar) -
1D6 Slashing, Finesse

Katana (Greatsword) -
2D6 Slashing, two handed

Spiked Club (Morningstar) -


1D8 Piercing

Nightstick (mace) -
1D6 Bludgeoning

Wooden Bow (shortbow) -


1D6 Piercing, 80/320

Composite Bow (longbow) -


1D8 Piercing, 150/600

Revolver (hand crossbow) -


1D6 Piercing, 30/120

Carbine (crossbow light) -


1D8 Piercing, 80/320

Sniper Rifle (crossbow heavy) -


1D10 Piercing, 100/400

Artifacts:
Artifacts are special tools and weapons of a long gone civilization, whose strange technologies
seem to border between the scientific and supernatural. They can be found in the nooks and
crannies of the abyss, and in the areas too dangerous for most delvers to risk exploring. As
artifacts are found, the players must decide who gets what, as each one is entirely unique. It is
up to the DM to disperse the artifacts amongst the layers based of their potency, and also to
come up with the trials the players must go through to earn each one.

*Artifacts will use different types of attack rolls (ex. Strength, intelligence, etc.) that will be
specified for each individual artifact if relevant. When the creature has to make a save, it will be
rolled against your Spell save DC, which is calculated as 8 + your proficiency bonus + your
Intelligence/wisdom/charisma etc. (depending on the specific) gemstone, modifier*
*Completing a single battle with an artifact weapon will give the user proficiency*

Unheard Bell - Can be used to stop time for the user once per long rest. It doubles the amount
of actions, movement, and bonus actions you can take for one turn (does not stack with action
surge). Can also be used outside of combat for a 10 second duration. *can only be transported
by someone either wielding thousand man pins, or third works*

Eon Depths - An elixir that increases vitality. Increases all who drink it’s HP by 5+ constitution
modifier. Only has enough for 3 people though, and can only be used once, but the effect is
permanent.

Star Thread - an unbreakable thread. Could be used to tie something up, or combined with
something else to make a tool, trap, or weapon

Curse Warding Box - Can bring something dead back to life. Can only be used once per player
*can only be transported by someone either wielding thousand man pins, or third works*

Thousand Man Pins - (strength) Adds +1 to strength and gives the ability to do a 1D8 of
bludgeoning damage . For Hollows this increases their beast claw ability to provide 1D10
damage instead of 1D6. It also allows you to carry large artifacts like the unheard bell, or the
curse warding box.

Third Works - A psychokinetic Skeletal arm that can push or pull objects. Can be used to carry
heavy objects like the curse warding box. Can also be used to pull an opponent towards you if
they fail a strength check with a DC of 15. It can also be used to control a physical weapon you
own so it can be used at range. Range: 30ft

Ghost Sight - goggles that allow the user to see the flow of the abyss for 2 turns in combat.
This gives them a temporary access to the hollow’s “controlling the flow” ability. When worn by a
hollow, it gives them advantage on their animal handing roll when using controlling the flow

Nilfont - Provides an infinite drinking source of water. It can be used twice per long rest to
regain 1D4 plus wisdom modifier of health as a bonus action

Grim Reaper - (strength) A large pair of scissors so sharp they can cut through thick steel.
Rolling a nat 17, 18, 19 or 20 allows you to destroy the weapon (non-artifact) your opponent is
using. It does 1D10+dex modifier slashing

Light Stone - (strength) An explosive orb that can act like a grenade that does 1D4 fire + 1D6+
strength modifier piercing. The explosion radius is 20 feet, and anyone inside will have to make
a dexterity saving throw. Succeeding the throw means the player takes half damage. The throw
range is 40 feet
Celestial Prison #08 - (strength) A large black scythe that can trap a single being within it at a
time. You must roll a nat 17+ to successfully trap a being inside. If you successfully trap another
being inside, the previous one will be released. You can also manually release the prisoner as
well. The DM can periodically roll for intelligence to see if the being inside is able to escape the
labyrinth within. White whistles have advantage on these rolls. The scythe also does 2D6
slashing damage + strength modifier

River Styx - An orb of swirling mechanisms housed within the skull of a corpse weeper. Upon
its activation, the user is able to make those within a 30 foot radius enter a state of zero gravity.
The user then has advantage on attack, everyone suspended has disadvantage on attack. It
lasts for only 1 turn, and upon its release, those affected will fall to the ground and take
1D6+strength modifier bludgeoning damage. Can be used once per long rest. *this artifact does
not work against flying creatures*

Telefiber - (dexterity) A golden ribbon with eyes all along it that can be used like a whip to send
out invisible cutting waves that do 2D8 + your dex modifier slashing damage. Has a range of 10
feet

Mind Piercer - (wisdom) A mask that when applied as a bonus action, when the target fails a
charisma saving throw against the user’s DC (Charisma modifier + proficiency +8), they will be
compelled to look at you and see you as an inconceivable abomination, and take 3D8 + your
wisdom modifier psychic damage. If the mask is kept on for more than 1 turn, the user will take
the same amount of damage that it deals to whoever it’s looking at for that turn.

Olympus - Identical in appearance to River Styx, but different in effect. When activated, the
user enters a controlled state of zero gravity. Movement increases to 60, and the user can move
upwards as well, but will suffer the effects of the curse regardless. When in the air, the user is
immune to close range attacks (10 feet or less), and AC increases by 2 for the duration. Lasts 2
turns, and can only be used once per long rest. Failure to return back to the ground, or close
above it, before time runs out will result in a 1D6 of bludgeoning damage per 30ft or less.

Emerald Embers - A green fire that mysteriously leaves its surroundings unharmed. A single
physical weapon can harness its power and add and additional 1D6 fire damage to it. (can work
with arrows and bullets as well)

Symphonic Claws - (dexterity) Black gauntlets with steel clawed fingers. At the swipe of the
user’s hand, the cuts will instantaneously materialize upon the target if they hit. Using these
claws automatically adds +2 to hit, but only while using the gauntlets specifically. They do 2D6
+dex modifier slashing damage.

Crystalline Lotus - A small ornate glass flower whose petals slowly spin and generate vitality
for those within its range. Deployed as a bonus action, it has a 20 foot radius, and passively
gives 1D6+user’s wisdom modifier healing per turn for 3 turns for any allies inside. Can per
used once per long rest.
Infinite Providence - An egg shaped jar that contains a continuously replenishing supply of a
nutrient rich honey like substance. It counts as an infinite supply of food to compliment nilfont’s
infinite water supply.

Dancing amongst the stars: Dream Leaper - Once per long rest, using a ring artifact, the user
can enter the thoughts, dreams, and mind of a single person for 10 minutes.

Slave’s Irreversible Fate: Flesh Render - A glaive with two modes. The first mode has a range
of 10 feet, and gets an attack of opportunity when anyone enters it’s range. The second mode,
the handle of the glaive segments into multiple parts with a chain that binds each section, and
has a range of 20. Anyone inside a 20 foot radius must make a dexterity saving throw with a DC
of 15 + user’s strength modifier, or be hit. The second mode (chain) can only be used every
short or long rest. When hit by the glaive, the victim will take 3D8+strength modifier slashing
damage + 2D6 necrotic damage.

Falling through the world: Hindsight’s Mirror - As a reaction to an attack against you, you
can use Hindsight’s mirror to reverse the flow of time before you were hit, and the opponent
must roll their attack again with disadvantage. Can be used once per long rest

Lustrous Layers Above: Veil of Dusk - A 1 foot square blanket that can be thrown open up
into a 50 square foot blanket or smaller

Endless Canvas: Philosopher’s Quill - A pen with infinite ink, that can write upon the air. The
writing will eventually dissipate over the course of about a day, but will remain levitating in the
space it was written, unless physically destroyed

Siren’s Soothing Song: Bitter Lamentation - A sharp pin that can be used to draw someone's
blood and upon the user tasting the blood of another person, can imitate their voice at will for 10
minutes, and requires concentration.

Mindless Gluttony: Boundless Threshold - A flat framed membrane like substance that when
an object 1 foot wide (the diameter of the membrane) is put into it, it disappears and does not
come out the other side, but the player can will the object to reemerge when they wish. It can be
used as an infinite storage device, and can hold infinite material so long as it can fit.

Mirable Crustulum Viscosi: Unbreakable Bond - A glue that when dry, is tougher than steel.
Takes an hour to dry, and the jar contains enough for 5 big uses or 10 small uses (up to the
DM’s discretion what counts as small or large)

Revelation Before your Eyes: Window to the Soul - A pair of glass panes that act as a link to
be able to see through one out the other. The player cannot interact with, or hear anything on
the other side, but only see. There is no maximum range on how far apart the 2 panes can be.
Honey of the Heavens: Light Eater - A mirror that reflects an inverted color scheme of the
world. When it is aimed at a light source, it can swallow it up, taking about 10 minutes, and the
mirror will appear to reflect the world normally once it has devoured enough light. The light can
then be emitted at once at the will of the user in a powerful and bright beam. It makes a high
pitch beam sound, and can be seen from thousands of feet away. When used in combat, the
light beam is 20 feet in diameter with a distance of 2,000 feet. Anyone in its path must make a
dexterity saving throw or be blinded for the next 2 turns, and must roll everything with
disadvantage, and is unable to use gemstones. The DC for the dexterity saving throw is 15.
After used, the mirror must cool until after the next long rest, when it will return to it’s empty
state and must be filled with light again to use.

Harmony of the Soul and Mind: Pure Stride - Boots covered with a strange blue plant that
moves about the boots, but never leaves. The properties of the mysterious plants allow the user
to walk upon water whenever equipped.

Artefactos de Piedras Preciosas:


*Artifacts will use different types of attack rolls (ex. Strength, intelligence, etc.) that will be
specified for each individual artifact if relevant. When the creature has to make a save, it will be
rolled against your Spell save DC, which is calculated as 8 + your proficiency bonus + your
Intelligence/wisdom/charisma (depending on the specific) gemstone, modifier*

Terminology:
IAB: Intelligence Attack Bonus
WAB: Wisdom Attack Bonus
CAB: Charisma Attack Bonus
ISDC: Intelligence Save DC
WSDC: Wisdom Save DC
CSDC: Charisma Save DC

A subclass of artifacts that take the place of spells from vanilla D&D. Found growing in the
sections between layers in the abyss are gemstones that have a variety of strange properties
when activated. These gemstones are put into a wrist device dubbed the Lapis Imperium, that is
a once common abyss artifact found on skeletons in the first layer. The gemstones power
incomprehensible reactions within the lapis Imperium, allowing it to emit various effects. The
glove is powered by the curse itself, and has a limited number of uses per long rest that depend
on the layer the gems are obtained. There are 8 tiers of gemstones, and containers on the Lapis
Imperium to harness the power of each tier’s gemstones. Overusing any of the specific tier’s
containers will cause the user to incur the curse of the layer they are on while using it. You can
however use spells beyond the limits set by the chart below if you are willing to risk the curse.
As you progress by layer, the curse becomes denser, allowing the device to use the gems
more. Level 6 and 7 spells were condensed into tier 6 gems, and level 8 and 9 spells are
condensed into tier 7 gems The usages by layer are as follows:
Gemstone uses per level spell per layer
Spell Slot Level

1 2 3 4 5 6/7 8/9

1 2 - - - - - -

L 2 3 1 - - - - -

A 3 4 2 1 - - - -

Y 4 4 3 2 1 - - -

E 5 4 3 2 1 1 - -

R 6 4 3 3 2 1 1 -

7 4 3 3 2 2 1 1

Tier 0 gems:
(cantrips) can be used infinitely at any layer since they are too weak to overload the Lapis
Imperium

0 Acid -
Intelligence
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You fire a spray of acid. Choose one creature within range, or choose two creatures within
range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or
take 1d6 acid damage. This spell's damage increases by 2d6 when you reach 5th level (3d6),
7th level (5d6)

0 Paranoia (vicious mockery) -


Charisma
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within
range. If the target can hear you (though it need not understand you), it must succeed on a
wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll
it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th
level (4d4)

0 Light -
Casting Time: 1 action
Duration: 1 hour
The gemstone illuminates a 20 foot radius area around you

0 Electrocution (shocking grasp) -


Intelligence
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
Lightning springs from your lapis imperium to deliver a shock to a creature within 5 feet. Make a
melee spell attack against the target. You have advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take
reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 6th level (3d8)

0 Decoy (minor illusion) -


Intelligence
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion
also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume
can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar,
a beating of drums, or any other sound you choose. The sound continues unabated throughout
the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must
be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it to be an illusion, because things can pass
through it. If a creature uses its action to examine the sound or image, the creature can
determine that it is an illusion with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the
creature.

0 Weld (mending) -
Casting Time: 1 minute
Range: Touch
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two
halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no
larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can also physically repair a physical artifact

0 Amplifier (thaumaturgy) -
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute
You manifest a sound or rumble, a sign of aweing power, within range. You create one of the
following effects within range:
● Your voice booms up to three times as loud as normal for 1 minute.
● You cause harmless tremors in the ground for 1 minute.
● You create an instantaneous sound that originates from a point of your choice within
range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
If you cast this gemstone multiple times, you can have up to three of its 1-minute effects active
at a time, and you can dismiss such an effect as an action.

1st Layer:
1 Rampart unto the void (shield of faith) -
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, up to 10 minutes
A folded field of abyssal layers manifests and surrounds a creature of your choice within range,
granting it a +2 bonus to AC for the duration

1 Mental upload (Identify) -


Casting Time: 1 action
Duration: Instantaneous
Range: 5 feet
You choose one object that you must be within the scanning range of the gemstone. If it is an
abyssal item, you learn its properties and how to use them, and how many Charges it has, if
any. You learn the items relationship with the abyss. If you instead touch a creature throughout
the casting, you learn what special connection to the abyss it has, if any.

1 Sleeping gas (Sleep) -


Casting Time: 1 action
Range: 90 feet
Duration: 1 minute
This gemstone releases a sleeping gas that incapacitates a creature. Roll 5d8; the total is how
many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose
within range are affected in ascending order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current hit points, each creature affected by the
gas falls unconscious until the effect ends, the sleeper takes damage, or someone uses an
action to shake or slap the sleeper awake. Subtract each creature hit points from the total
before moving on to the creature with the next lowest hit points. A creature’s hit points must be
equal to or less than the remaining total for that creature to be affected. Undead and creatures
immune to being charmed aren’t affected by this spell.
At higher levels. When you use this gemstone using a gemstone slot of 2nd level or higher, roll
an additional 2d8 for each slot level above 1st.

1 Neural Lethargy (bane) -


Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving
throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw
before the gemstone effect ends, the target must roll a d4 and subtract the number rolled from
the attack roll or saving throw.
At Higher Levels. When you use this gemstone using a gemstone slot of 2nd level or higher,
you can target one additional creature for each slot level above 1st.

1 Neural Stimulus (bless) -


Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack
roll or a saving throw before the gemstone effect ends, the target can roll a d4 and add the
number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this gemstone using a gemstone slot of 2nd level or higher,
you can target one additional creature for each slot level above 1st.

1 Adrenaline Boost (heroism) -


Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune
to being frightened and gains temporary hit points equal to your spellcasting ability modifier at
the start of each of its turns. When the effect ends, the target loses any remaining temporary hit
points from this gemstone.
At higher levels when you cast this using a gemstone slot of 2nd level or higher, you can target
one additional creature for each slot level above 1st.

1 Laughing Gas (hideous laughter) -


Intelligence
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously
funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom
saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A
creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and
each time it takes damage, the target can make another Wisdom saving throw. The target has
advantage on the saving throw if it's triggered by damage. On a success, the effect ends.

1 Revitalizer (cure wounds) -


Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your wisdom spellcasting
ability modifier.
At Higher Levels. When you activate this gemstone using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level above 1st.

1 Prismic light ray (guiding bolt) -


Casting Time: 1 action
Range: 120 feet
Duration: 1 round
A flash of light beams toward a creature of your choice within range. Make a ranged attack
against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made
against this target before the end of your next turn has advantage, thanks to the blinding light.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

1 Seismic Inducer (thunderwave) -


Intelligence
Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating
from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder
damage and is pushed 10 feet away from you. On a successful save, the creature takes half as
much damage and isn't pushed. In addition, unsecured objects that are completely within the
area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell
emits a thunderous boom audio out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.

1 Holographic particles (silent image) -


Intelligence
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no
larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration.
The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image
changes location, you can alter its appearance so that its movements appear natural for the
image. For example, if you create an image of a creature and move it, you can alter the image
so that it appears to be walking. Physical interaction with the image reveals it to be an illusion,
because things can pass through it. A creature that uses its action to examine the image can
determine that it is an illusion with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
image.

2nd Layer:
2 Ground swallow (misty step) -
Casting Time: 1 Bonus action
Range: a location you can see within 30 feet
Duration: Instantaneous
The ground of the abyss swallows you and you are able to move within it and emerge where
you want to within 30 feet to a location you were able to see.

2 Mind Compass (locate object) -


Casting Time: 1 action
Concentration: Yes
Duration: Up to 10 minutes
The abyss is aware of everything within it. Tap into that knowledge to find the directions to a
missing item within 1,000 feet, unless the path to it is obstructed

2 Truth Serum (zone of truth) -


Charisma
Casting Time: 1 action
Duration: 10 minutes
Range: 60 ft
You spray a cloud of gas that acts as a truth serum with a radius of 15 feet. The victim must roll
a charisma saving throw. If they fail, they are unable to use deception a for the duration of its
effect.

2 Disorienter (enthrall) -
Charisma
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
You emit a spray out of your lapis imperium that reduces the affected target’s ability to focus
and perceive its surroundings fully, causing creatures of your choice that you can see within
range and that can hear you to make a Wisdom saving throw. Any creature that can't be
charmed succeeds on this saving throw automatically, and if you or your companions are
fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage
on Wisdom (Perception) checks made to perceive any creature other than you until the spell
ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no
longer speak.

2 Tempestuous Gale (gust of wind) -


Intelligence
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for
the spell's duration. Each creature that starts its turn in the line must succeed on a Strength
saving throw or be pushed 15 feet away from you in a direction following the line. Any creature
in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and
has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the
spell ends, you can change the direction in which the line blasts from you.

2 Athermal Barrage (ice storm) -


Intelligence
Casting Time: 1 action
Range: 40 feet
Duration: Instantaneous
A blast of rock-hard ice shards shoot out of your lapis imperium in a 45 degree cone and range
of 40 feet. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d8
piercing damage and 4d6 cold damage on a failed save, or half as much damage on a
successful one. Ice shards turn the storm's area of effect into difficult terrain until the end of your
next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the
bludgeoning damage increases by 1d8 for each slot level above 4th.

2 Deafening Soundwave (shatter) -


Intelligence
Casting Time: 1 action
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 20 foot radius around you must make a Constitution saving throw. A creature
takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
When you use this gemstone using a spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.

2 Refractive cloak (blur) -


Casting Time: 1 action
Range: self
Duration: Concentration, up to 1 minute
An invisible gas that manipulates light emites around you and our body becomes blurred,
shifting and wavering to all who can see you. For the duration, any creature has disadvantage
on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with
blindsight.

2 Reflective cloak (invisibility) -


Casting Time: 1 action
Range: 5 feet
Duration: Concentration, up to 1 hour
You spray a gas that projects light images from opposite side of the creature, and that creature
becomes invisible to the eye until the effect ends. Anything the target is wearing or carrying is
invisible as long as it is on the target's person. The effect ends for a target that attacks or uses
an artifact.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level above 2nd. An attacker is immune to this effect
if it doesn't rely on sight, as with blindsight.

2 Sound Vacuum (silence) -


Casting Time: 1 action
Range: self
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere
centered around you. Any creature or object entirely inside the sphere is immune to thunder
damage, and creatures are deafened while entirely inside it.

2 Sensory Deprivation (blindness/deafness) -


Intelligence
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
You can blind or deafen a foe by emitting either a flash or audibly piercing sound flare. Choose
one creature that you can see within range to make a Constitution saving throw. If it fails, the
target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,
the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level above 2nd.
3rd Layer:
3 Abyssal Negator (dispel magic) -
Casting Time: 1 action
Duration: Instantaneous
Range: 120 ft
Choose any creature, object, or gemstone effect within range. Any gemstone of 3rd level or
lower on the target ends. For each gemstone of equal or higher on the target, make an ability
check using your spellcasting ability. The DC equals 10 + the gemstone's level. On a successful
check, the gemstone effect ends.
At Higher Levels: When you cast this spell using a gemstone slot of 4th level or higher, you
automatically end the effects of a spell on the target if the gemstone's level is equal to or less
than the level of the gemstone slot you used.

3 remove curse -
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Can be used to regain 1D8+wisdom modifier of the health lost when braving the curse of the the
abyss. Can only be used to heal damage incurred from the curse.

3 Incandescent Particulates (daylight) -


Casting Time: 1 action
Range: 60 feet
Duration: 1 hour
A 60-foot-radius sphere of bright particles emit from your lapis imperium and they spread out
from around. The sphere is bright light and sheds dim light for an additional 60 feet.

3 Voltic Discharge (lighting bolt) -


Intelligence
Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a
direction you choose. Each creature in the line must make a Dexterity saving throw. A creature
takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The
lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.

3 Phobic Apparition serum (fear) -


Intelligence
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
You emit a gas that manifests the illusion of a phantasmal image of a creature's worst fears
within the victim’s mind. Each creature in a 30-foot cone must succeed on a Wisdom saving
throw or drop whatever it is holding and become frightened for the duration. While frightened by
this spell, a creature must take the Dash action and move away from you by the safest available
route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a
location where it doesn't have line of sight to you, the creature can make a Wisdom saving
throw. On a successful save, the spell ends for that creature.

3 Optical Psychosis (hypnotic pattern) -


Intelligence
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
By shooting a small shard laced with a psychedelic drug at your target, you create a twisting
pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern
appears for a moment and vanishes. Each creature in the area who sees the pattern must make
a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration.
While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends
for a creature if it takes any damage or if someone else uses an action to shake the creature out
of its stupor.

3 Hyper-germination (plant growth) -


Casting Time: 1 action or 8 hours
Range: 150 feet
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the
spell, granting either immediate or long-term benefits. If you cast this spell using 1 action,
choose a point within range. All normal plants in a 100-foot radius centered on that point
become thick and overgrown. A creature moving through the area must spend 4 feet of
movement for every 1 foot it moves. You can exclude one or more areas of any size within the
gemstone's effective area from being affected.

4th Layer:
4 Metal skin (Stoneskin) -
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This gemstone coats the user's skin in a liquid metal that hardens when it receives impact.
Until the effect ends, the target has resistance to bludgeoning, piercing, and slashing damage.

4 Reveal scent (locate creature) -


Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
The user becomes highly aware with advanced senses that allow them to pick up on a creatures
scent or tracks within 1,000 feet unless the path to them is obstructed by more than 10 feet.
This effect only works for creatures that you have previously encountered within 30 feet.

4 Far Caress: untamed (black tentacles) -


Intelligence
Casting Time: 1 action
Concentration: Yes
Duration: Up to 1 minute
Range: 90 ft
The same creature that Bondrewd calls far caress, but it is not usable to the same degree of
control as Bondrewd has. Instead the creature jumps out of its container and wreaks havoc for
up to 1 minute so long as the user is able to keep a degree of concentration to keep the
creature from going completely rogue. If the user fails, the Lapis Imperium defense mechanism
will retract the creature, and the effect will end. The creature has a 20 foot radius and enemies
must make a dexterity saving throw or take 3D6 bludgeoning damage and be restrained for the
remainder of the spell. When trapped, the victim has the opportunity to make a strength or
dexterity save to escape by rolling against the user’s spell save DC

4 Abyssal Force Field (resilient sphere) -


Wisdom
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
A sphere formed of condensed layers of the abyss surrounds you or a creature within 30 feet.
An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is
enclosed for the duration. Nothing--not physical objects, energy, or other artifact effects--can
pass through the barrier, in or out, though a creature in the sphere can breathe there. The
sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or
effects originating from outside, nor can a creature inside the sphere damage anything outside
it. Attempting to leave the sphere will cause the person inside to succumb to double the curse
effect of that layer (multiply damage by two). The sphere is weightless and just large enough to
contain the creature or object inside. Only the Lapis Imperium that is creating the effect can
move the sphere.

4 Perfect Cloak (greater invisibility) -


Casting Time: 1 action
Range: 5 feet
Duration: Concentration, up to 1 minute
You or a creature you hit with the gemstone effect is covered with a layer of reflective cloak
particles that hug the user and aren’t easily dispersed, and the user becomes invisible until the
spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's
person.

4 Hallucinatory Terrain -
Intelligence
Casting Time: 10 minutes
Range: 300 feet
Duration: 24 hours
With the use of a psychedelic effect produced by the gemstone you make natural terrain in a
150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open
fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or
impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a
gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures,
equipment, and creatures within the area aren't changed in appearance. The tactile
characteristics of the terrain are unchanged, so creatures entering the area are likely to see
through the illusion. If the difference isn't obvious by touch, a creature carefully examining the
illusion can attempt an Intelligence (Investigation) check against your spell save DC to
disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image
superimposed on the terrain.

4 Eldritch Illusion (phantasmal killer) -


Intelligence
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory
manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom
saving throw. On a failed save, the target becomes frightened for the duration. At the end of
each of the target's turns before the spell ends, the target must succeed on a Wisdom saving
throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d10 for each slot level above 4th.

4 Molecular Synthesizer (fabrication) -


Casting Time: 10 minutes
Range: 120 feet
Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a
wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or
wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient
quantity of raw material. If you are working with metal, stone, or another mineral substance,
however, the fabricated object can be no larger than Medium (contained within a single 5-foot
cube). The quality of objects made by the spell is commensurate with the quality of the raw
materials. Creatures or magic items can't be created or transmuted by this spell. You also can't
use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry,
weapons, glass, or armor.

5th Layer:
5 Voice thief (contact other plane) -
Casting Time: 1 action
Duration: 1 minute
Speak into the Lapis Imperium and your voice will travel to the Lapis Imperium of a person you
have met, and allow you to converse with them for a minute. If that person is on another layer of
the abyss, you will have to make an intelligence saving throw of 15+ to avoid having the curse
damage your mind. A failure will result in 6D6 psychic damage, and will cause you to be insane
until your next long rest

5 Brainwashing gas (Geas) -


Wisdom
Casting Time: 1 minute
Duration: 30 days
Range: 60 ft
You spray a gas that allows you to temporarily rewrite a person’s objectives, imploring them to
carry out some service or refrain from some action or course of activity as you decide. If the
person can understand you, it must succeed on a Wisdom saving throw or become
brainwashed by you for the Duration. While the creature is brainwashed by you, it takes 5d10
psychic damage each time it acts in a manner directly counter to your instructions, but no more
than once each day. A creature that can't understand you is unaffected by the spell. You can
issue any Command you choose, short of an activity that would result in certain death. You can
end the effect early by using an action to dismiss it. An abyssal negator gemstone can end it as
well. Cannot be used against white whistles

5 Gravity well (hold monster) -


Intelligence
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a dexterity saving
throw or be stuck in a concentrated gravity trap for the duration. At the end of each of its turns,
the target can make another dexterity saving throw. On a success, the gemstone effect ends on
the target.
At higher levels. When you activate this gemstone with a slot of 6th level or higher, you can
target one additional creature for each slot level above 5th. The creatures must be within 30 feet
of each other when you target them.

5 Glacial roar (cone of cold) -


Casting Time: 1 action
Range: Self (60-foot long, 45 degree cone)
Duration: Instantaneous
A blast of cold air erupts from your lapis imperium. Each creature in a 60-foot long, 45 degree
cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed
save, or half as much damage on a successful one. A creature killed by this spell becomes a
frozen statue until it thaws.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.

6th Layer:
6 Voltage splinter (chain lightning) -
Intelligence
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
You emit a bolt of lightning out of your lapis imperium that arcs toward a target of your choice
that you can see within range. Three bolts then leap from that target to as many as three other
targets, each of which must be within 30 feet of the first target. A target can be a creature or an
object and can be targeted by only one of the bolts. A target must make a Dexterity saving
throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a
successful one.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, one
additional bolt leaps from the first target to another target for each slot level above 6th.

6 Catalyzed cellular replication (heal) -


Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Choose a creature that you can see within range. A surge of positive energy washes through
the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any
diseases affecting the target.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, the amount of
healing increases by 10 for each slot level above 6th.

6 Proximal Revitalization (mass cure wounds) -


Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six
creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal
to 3d8 + wisdom spellcasting ability modifier.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the healing
increases by 1d8 for each slot level above 5th.

7th Layer:
7 Paralysis (power word stun) -
Intelligence
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
A spray is emitted that causes a creatures muscles to freeze, leaving it paralyzed. If the target
has 150 hit points or fewer, it is stunned. Otherwise, the gemstone has no effect. The stunned
target must make a Constitution saving throw at the end of each of its turns. On a successful
save, this stunning effect ends.

7 Repellent/Bait (antipathy/sympathy) -
Intelligence
Casting Time: 1 hour
Range: 60 feet
Duration: 10 days
This gemstone attracts or repels creatures of your choice. You target something within range,
either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube.
Then specify a kind of creature. You invest the target with a scent that either attracts or repels
the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy. The effect causes creatures of the kind you designated to feel an intense urge to
leave the area and avoid the target. When such a creature can see the target or comes within
60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The
creature remains frightened while it can see the target or is within 60 feet of it. While repelled by
the target, the creature must use its movement to move to the nearest safe spot from which it
can't see the target. If the creature moves more than 60 feet from the target and can't see it, the
creature is no longer frightened, but the creature becomes frightened again if it regains sight of
the target or moves within 60 feet of it.
Sympathy. The effect causes the specified creatures to feel an intense urge to approach the
target while within 60 feet of it or able to see it. When such a creature can see the target or
comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its
movement on each of its turns to enter the area or move within reach of the target. When the
creature has done so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a Wisdom saving throw
to end the effect, as described below. Ending the Effect. If an affected creature ends its turn
while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving
throw. On a successful save, the creature is no longer affected by the target and recognizes the
feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is
allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that
successfully saves against this effect is immune to it for 1 minute, after which time it can be
affected again.

7 Mindbreak (feeblemind) -
Intelligence
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect
and personality. The target takes 4d6 psychic damage and must make an Intelligence saving
throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The
creature can't use artifacts, activate gemstones, understand language, or communicate in any
intelligible way. The creature can, however, identify its friends, follow them, and even protect
them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If
it succeeds on its saving throw, the spell ends. The spell can also be ended by greater
restoration, heal, or wish.
*For white whistles, they must be below 50 health for this ability to have an effect*

7 Tectonic disturber (earthquake) -


Casting Time: 1 action
Range: 500 feet
Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground that you can see within range. For
the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on
that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is
concentrating must make a Constitution saving throw. On a failed save, the creature's
concentration is broken.
When you use this gemstone and at the end of each turn you spend concentrating on it, each
creature on the ground in the area must make a Dexterity saving throw. On a failed save, the
creature is knocked prone.
This gemstone can have additional effects depending on the terrain in the area, as determined
by the GM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast
the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10
feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A
creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or
fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the
ground in the area when you cast the spell and at the start of each of your turns until the spell
ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures.
A creature within half the distance of a structure's height must make a Dexterity saving throw.
On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried
in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can
adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the
creature takes half as much damage and doesn't fall prone or become buried.

7 The 6th Layer’s Curse -


Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 24 hours
You fire a dart that induces the 6th layer’s curse that turns others into a lesser hollow unless
they have the means to obtain the blessing as a result (like Bondrewd’s cartridges) in which
case they will turn into a blessed hollow whose stats are in the NPC category. The user must
roll against the targets AC. If the user succeeds, the dart hits the target, and the target will
degenerate into a near mindless sack of flesh. They can still be killed, and maintain a small
fragment of their former selves trapped within, but no known ways can revert them back.

7 Atmospheric Modifier (control weather) -


Casting Time: 10 minutes
Range: Self (5-mile radius)
Duration: Concentration, up to 8 hours
You terraform the weather within 5 miles of you for the duration. You must be outdoors to
activate this gemstone. Moving to a place where you don't have a clear path to the sky ends the
effect early. When you activate this gemstone, you change the current weather conditions,
which are determined by the GM based on the climate and season. You can change
precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take
effect. Once they do so, you can change the conditions again. When the spell ends, the weather
gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and
change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition

1 Clear

2 Light clouds

3 Overcast or ground fog

4 Rain, hail or snow

5 Torrential rain, driving hail, or


blizzard

Temperature
Stage Condition

1 Unbearable
heat

2 Hot

3 Warm

4 Cool

5 Cold

6 Arctic cold

Wind
Stage Condition

1 Calm

2 Moderate wind

3 Strong wind

4 Gale

5 Storm

Diseases + Parasites:
Diseases are most likely obtained in places with dense flora and fauna, meaning they will be
most commonly obtained in the 2nd, 4th, and 6th layer, though they can still be gotten in all
layers.

Telleman’s disease - Waterborne illness that results in severe stomach sickness. For each day
that the victim has the illness, they will add a level of exhaustion. The DM can roll a D6 to see
how long the disease will last. This disease has the capacity to be deadly, so a rolled 6 can
result in death. Once the disease has reached its peak, the levels of exhaustion will decrease by
one stage every following long rest.

Goblet Mist Fever - Airborne illness in the 4th layer. Thrives in hot steamy water vapor. On the
first day of the effects, the victim will simply feel a bit more hot and light headed. After the next
long rest is when the symptoms become serious. Headaches, high body temperature, sweating,
fatigue. For each day that the disease is active, the victim will take 4D6 damage at the start of
every long rest, and have their movement reduced by 10, and have disadvantage any strength
and dex based checks. on The disease must simply run its course to be cured. The DM may roll
a D6 to determine how many days the disease will last.

Bone Worms - From poorly cooked meat, these worms will burrow from the digestive system,
and use their durable and sharp teeth to enter your bones and feed off of the blood in the
marrow. The victim will incur the same symptoms on the Poison Chart depending on which part
of the body the worms take refuge. Each long rest, the worms will enter the next phase on the
poison chart (never reaching death however). The only way to defeat the worms is to cut off
their food supply with a tourniquet. The worms have an HP of 25, and the body part affected will
also have a health of 30. Starting at when the tourniquet is applied, each long rest, 2D6 poison
is taken by both entities. If the worms die first, the part of the body afflicted will go down in
poison chart stage each long rest until fully normalized. If however, the worms manage to
outlast that body part, the victim will still go down in poison chart every long rest, however will
the afflicted body part will permanently have the effects of stage 1.

Galgen Worms - From Open wounds, these worms will smell blood, and lay their eggs in the
wounds. These eggs will rest in the Brain, and begin to catch and devour it. Once active these
worms will cause 1D12 psychic damage per day. Everytime the victim incurs 15 psychic
damage (does not recover over rests) from the worms, their intelligence will permanently
decrease by one point. The cure is a poison, from the Dajidaji flower that is harmless to humans
that can be injected into the blood, and will kill the worms and any eggs.

Delver’s Plague - Boils break out across the victim’s skin, and severe fits of coughing ensue.
It’s effects are linked to the depth a delver is at. At the 1st layer it does 1D8 poison per day, and
increases by a D8 for every layer down. The most frightening thing about the disease is it’s
contagiousness. Everyone in close contact with the initial victim must make a constitution saving
throw DC12, or contract the illness as well. DM can roll a D4 for each victim to determine how
long their symptoms last.

Vampire Mold - A stealthy and potentially deadly fungus that grows on open wounds and feeds
on the blood, preventing them from healing over. It can be identified at early stages by a dark
color over the wound. At later stages the wound will clearly become covered in the black fungus.
Each day the fungus is active, the user will take an additional D6 of necrotic damage, starting at
2D6 necrotic. The Fungus can be removed a number of ways with a wide scope of
effectiveness. One method is cutting it off which will only temporarily delay its effects as it will
return after a day, and occupy an even larger wound, where it will immediately return to doing
the last level of damage it was doing previously. The most effective method is fire that both kills
the mold and cauterizes the wound to prevent its return. The victim must incur 2D6 fire damage
to remove the mold. The DM has discretion as to the effectiveness of other methods the players
come up with to cure it.

Sand Skin Disease - A water borne illness that causes the victims skin to severely dry out and
peel off. Advanced cases can result in skin falling off down to the muscle. Every day the disease
goes uncured, max HP is temporarily decreased by 1 quarter of it’s regular maximum. Meaning
that day one of it’s affects, the victim will have ¾ health, day two ½, and the effects cap out at
day 3 with ¼ health. The effects remain at ¼ health until cured. The cure is Carambella tree sap
which when applied rejuvenates the victims skin, and the effects of the disease will revert day
by day until the victim is back at normal health.

Kuangatari Eggs - detailed under the monster “Kuangatari” under the 4th layer in the Monsters
section.

Birthday Death Disease - Children who leave near the abyss dying on their birthdays. This is
more of a plot based disease, so I don’t really have any stats for this, but it could make for an
interesting plot thread to expand on.

Craftable Items + Harvestable Materials:


You can harvest from a single resource once. Different resources can combine to create
the following craftable items, all of which can be taken as a bonus action.

The idea behind this is to give a sense of survival and immersion without it being an overbearing
and tedious chore. Most of this should be passive, but having the players find at least 1 source
of food, water, and shelter per layer would go a long way in adding that immersive survival
element. The types of materials + craftable items are as follows:

Poisons, Hallucinogens, Stimulants, Health + Cures, Tools, and Food + Bait

Mini Health Pack - 3 hammerbeak feathers + 1 goguge/silkfang eye = 4 packs of


1D4+4+wisdom modifier

Small health Pack - 3 Nakikabane talons + 1 Ottobasu fat = 4 packs of 1D8+4+wisdom


modifier

Medium Health Pack - 3 Inbyo Claws + 3 Madokajack eyes = 4 packs of 2D6+4+wisdom


modifier

Large Health Pack - 1 splitjaw tooth + 1 Baracocha fruit = 4 packs of 3D6+4+wisdom modifier

Giant Health pack - 1 Kuongatari + 1 Ryuusazai hair = 4 packs of 6D6+4+wisdom modifier

Cure Poison - 2 flowers of Resilience + 1 Orbed Piercer sensory organ = 4 cure poison. Cures
existing poison, but doesn’t prevent poisoning in future turns

Advanced Cure Poison - 2 flowers of resilience + 1 Desert Hydra leg = 4 Advanced cure
poison. These protect against poison for 2 turns in addition to curing existing poison
Water Breathing - 3 Mosquito wings + 3 Frost worm teeth = 4 Water Breathing Packs

Water Purification - 1 Rohana

Draught of Fortitude - 1 Haeme Apples + 1 Yellow Shining Grass = 4 bottles. Your max HP
increases by level plus con mod. Lasts until next long rest

Spectral Void Serum - 1 Terxza Mushrooms + 1 Seffrem Leaves = 4 bottles. Enter a prolonged
state of deep connection with the abyss. You can see the abyss as the creatures within it do,
and time bends in abstract ways for the user. The user will also have the chance to interact with
people who have died within the abyss, and communicate on a basic level with animals. The
serum may also give more coherent information about important things within the abyss, and
lead the user into vision quests and other supernatural experiences. Lasts 3 hours

Ascended Mind Serum - 1 Logul berries + 1 Wex Reeds = 4 bottles. Advantage on saving
throws for 10 minutes

Tracker’s Draught - 1 Yamen Berries + 1 Corpse Weeper Eggs = 4 bottles. Advantage on


perception, survival, and investigation checks with regards to locating a creature. Lasts one
hour

Stamina Serum - 1 Goblet Fish + 1 Goblet Moss = 4 bottles. Advantage on athletics,


acrobatics, +10 movement. Climb speed becomes equal to normal movement speed. Lasts 10
minutes

Attentiveness Serum - 1 Ganivick Squash + 1 Hammerbeak eggs = 4 bottles. Become


immune to attacks of opportunity and grapples, +5 to initiative. Lasts 10 minutes

Hawkeye Draught - 1 Leaves of the Deptorious bush + Kazura Squid Ink Sac = 4 bottles. +5 to
hit with ranged weapons, eliminates disadvantage at furthest ranges. Lasts 10 minutes

Protector’s Draught - 1 Fuzosheppu eye + 1 Mizoujack Liver = 4 bottles. +2 AC. Lasts 10


minutes

1st Layer:
Webbing - can be combined with 2 sticks to make a net that can be used to procure food at any
water source.

Gogouge eye - can be used to make a tiny health pack

Hammerbeak feathers - can be used to make a tiny health pack


Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as
an ingredient in the Ascended Mind Serum.

Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.

Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.

Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent
hallucinogenic effects. Most notable effects are confusing people for others, whether dead or
alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1
food or 1 bait.

Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost
intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as
an ingredient in the Attentiveness Serum.

Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.

Yima Mushrooms - Surprisingly tasty and harmless yellow and red spotted mushrooms. Can
be used as 1 food or 1 bait.

Carambella tree sap - A cure for sand skin disease.

Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.

2nd Layer:
Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both
food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous
creatures, or as a food source. 1 fruit can be used a 2 bait, or 1 food

Nakikabane talons - can be used to make a small health pack


Nakikabane meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food

Ottobasu meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 2 bait, or 1 food

Ottobasu fat - can be used to make a small health pack

Inbyo claws - Can be combined with Madokajack eyes to make a medium health pack

Inbyo Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 2 bait, or 1 food.

Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as
an ingredient in the Ascended Mind Serum.

Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.

Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.

Periocha Nuts - grow High on Periocha trees. The nuts taste normal enough, but have potent
hallucinogenic effects. Most notable effects are confusing people for others, whether dead or
alive. And not having proper assessment of danger. Effects last 30 minutes. Can be used as 1
food or 1 bait.

Leaves of the Deptorius Bush - Taste mildly bitter but mostly bland. Have the effect of a high
dose of caffeine. Can be used as an ingredient in the Hawkeye Draught.

Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.

Ganivick Squash - A bulbous orange, beige spotted gourd. Extremely tough, and almost
intolerably bitter, this squash makes it’s consumer work for it’s positive effects. Can be used as
an ingredient in the Attentiveness Serum.

Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.
Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Rohana - Purple glowing insects that have mild toxins that kill bacteria, and they float around
atop the water on their legs. Can be used to purify water.

Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.

Corpse Weeper Eggs - Eggs of the Corpse Weeper. They like to keep their eggs high up on
rock spires. Can be used as an ingredient in the Tracker’s Draught.

Carambella tree sap - A cure for sand skin disease.

Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.

3rd Layer:
Baracocha Fruit - Sweet succulent orange fruit whose fragrant smell can be enjoyed as both
food or bait for the numerous creatures who desire it. Can be used as bait for herbivorous
creatures, or as a food source, or as a large health pack ingredient

Neritantan - small fluffy white animals that are common in the third layer of the abyss. Can be
used as bait for carnivorous creatures, or as a food source. 1 meat can be used as 2 bait, or 1
food

Crimson Splitjaw tooth - can be used to make a large health pack

Crimson Splitjaw meat - can be used as bait for carnivorous creatures, or as a food source. 1
meat can be used as 2 bait, or 1 food

Madokajack Eye - can be combined with Inbyo clawsd to make a medium health pack

Madokajack Meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food

Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.

4th Layer:
Leech Vines - wrap these around the handle of a weapon to increase its power at the cost of
some HP. Do an additional 1D6 damage in exchange for 1D4 health

Shroom Bear - collecting the mushrooms from this can regenerate 2D6 HP, as well as cure
poison

Orbed Piercer poison - Can be applied to a weapon to do an additional 1D8 poison damage

Orbed Piercer sensory organ - can be used to make cure poison

Flowers of resilience - can be used to make cure poison

Mosquito Wing - can be combined with frost worm teeth to make water breathing packs

Logul Berries - small spiky berries. Hard to eat, but very sweet and flavorful. Can be used as
an ingredient in the Ascended Mind Serum.

Haeme Apples - purple and white fruits. Bitter and Sour. Can be used as an ingredient in the
Draught of Fortitude.

Yamen Berries - fluffy white and red berries. Almost overpoweringly sweet with the consistency
of honey in the soft exterior of the fruit. Can be used as an ingredient in the Tracker’s Draught.

Terxza Mushrooms - unassuming in appearance, mildly sweet and earthy mushrooms that
induce severe hallucinogenic effects that for the user transports their consciousness to another
plane of existence. There is even the chance for the user in areas of high levels of abyssal
energy, to see visions of past or even future events. Effects last for 2 hours. Can be used as an
ingredient in the Spectral Void Serum.

Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.

Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.

Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.

Goblet-fish - a flat fish that lives in bigger goblets in the 4th layer. Can be used as an ingredient
in the Stamina Serum.

Kazura Squid meat - Can be used as bait for carnivorous creatures, or as a food source. 1
meat can be used as 2 bait, or 1 food.

Kazura Squid Ink Sac - Can be used as an ingredient in the Hawkeye Draught.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Yellow Shining Grass - glowing yellow grass that grows on the undersides of the 4th layer’s
goblets. Can be used as an ingredient to make Draught of Fortitude.

Hammerbeak eggs - Eggs of the Hammerbeak. Can be found high up on cliff sides and trees in
their nest. Can be used as an ingredient for the attentiveness serum.

Goblet moss - blue moss that hangs on the side of the 4th layer’s goblets. Can be used as an
ingredient in the Stamina Serum.

Carambella tree sap - A cure for sand skin disease.

Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.

5th Layer:
Violet Chasm Roots - Can be applied to a weapon to do an additional 1D8 psychic damage for
1 turn

Desert Hydra Venom - can be applied to a weapon to do 1D8 poison damage


Desert Hydra leg - can be used to make advanced cure poison

Frost Worm teeth - can be combined with mosquito wings to make water breathing packs

Frost Worm meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food

Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.

Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 1 bait, or 1 food.

6th Layer:
Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find
themselves paranoid of those around them, and will demonstrate severe antisocial behavior.
Continuous consumption will slowly eat away at your ability to interact with others permanently.
Can be applied to a weapon to do an additional 1D8 psychic damage.

Kuongatari - can be used to make a large health pack

Armor Shell meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food

Armor Shell plates - Can be applied to increase AC by 1

Ryuusazai meat - can be used as bait for carnivorous creatures, or as a food source. 1 meat
can be used as 2 bait, or 1 food

Ryuusazai Hair - used to make a large health pack


Ryuusazai scales - Can be applied to a weapon to do an additional 1D8 poison damage

Seffrem Leaves - The potent element of these is actually not in the leaves, but in the tiny
beetles that live upon them, though collecting just the beetles is near impossible given their size,
consuming the leaves with the beetles on them will garner undiluted effects. Potentially positive
side effects include being able to see abyssal waves for humans and aubades, and being able
to see them even more potently for hollows. Downsides may include diminished senses
unrelated to sensing the abyss and it’s creatures. For example, the voices of comrades will
become muffled and indiscernible, and the user themselves may feel a lack of balance. Can be
used as an ingredient in the Spectral Void Serum.

Wex Reeds - Found growing in pools of water, these have a soft core that tastes salty and
sweet. Can be used as an ingredient in the Ascended Mind Serum.

Demon-fish - can be used as bait for carnivorous creatures, or as a food source. 1 meat can be
used as 1 bait, or 1 food.

Meinastorim - Small fluffy winged creatures. Can be used as bait for carnivorous creatures, or
as a food source. 1 meat can be used as 1 bait, or 1 food. (or a pet if you’re not a heartless
monster).

Hamashirama - can be used as bait for carnivorous creatures, or as a food source. 1 meat can
be used as 1 bait, or 1 food.

Mizoujack Liver - Can be used as an ingredient for the Protector’s Draught.

Dajidaji flower - Flower that produces a minor poison cure for Galgen worms.

Fuzosheppu eye - Can be used as an ingredient for the Protector’s Draught.

Fuzosheppu cytoplasm - A surprisingly nutritious liquid that tastes bland and slimy. Can be
used as 1 food or 1 bait.

7th Layer:
Violet Chasm Roots - Spicy ginger like roots with highly addictive chemicals. Users will find
themselves paranoid of those around them, and will demonstrate severe antisocial behavior.
Continuous consumption will slowly eat away at your ability to interact with others permanently.
Can be applied to a weapon to do an additional 1D8 psychic damage.
Music:
Based on the 2 soundtracks to Made in Abyss, I have organized each song into 3 categories,
adventure, combat, and calm. Adventure being good background music for calmer situations,
combat being for when you are in a tense situation or a fight, and calm for indoor and town
activities.

Adventure:
Made in Abyss
Rafters
New World
To the Abyss
Underground River
Remembering Home
Those Everyday Feels
2 Months
Reg Wakes
Theme of Reg
Swings and Roundabouts
Welcome to my World
Hanezeve Caradhima
Depths of the Abyss
Forest of the Abyss
Butterfly Atmospheres
The First Layer
Jungle Run
Outside
Walking the Tightrope
Tour the Abyss
Adventure through the Light
In the Blind
The Pit
Vista
Pathway
Tomorrow

Combat:
Roar of the Abyss
Beni-Kuchi-Nawa
Maul
Gallantry and Recapitulation
Tasukete
Air
Crucifixion
Serphent Call
Forces Beyond Control
Nanachi in the Dark
Relinquish
Reg’s Power
Discover the Abyss
Saber-tooth
Mirage

Calm:
Classroom
Indoor Voices
Orth Waltz
Riko’s Theme
Walking the Streets
Nanachi in the Light
Days in the Sun

Sound Effects and Ambiance:


Aubade Incinerator - The sound effect of Reg’s incinerator from the anime

Aubade Arm Extension and Retraction - The sound of Reg’s arm firing and retracting from
the anime

Town - great for crowded areas in Orth

Slums - great for the slums of Orth

Forest - great for the first layer

Rainforest - great for the second layer

Wind - great for the third layer. Open a second link of this with a 10 seconds delay so it can play
over the silence before the sound loops over again. Combine with the rainforest effect for the
inverted forest in the second layer

Steam and Water - great for the fourth layer

Arctic Ocean - Great for the fifth layer

Laboratory - great for Idofront, Bondrewd’s base in the fifth layer

Church - Great for Father Julius’ Church


Background Growling - good for when hostile creatures may be nearby

Cave

Forest Night

Campfire

Underwater

Distant Splitjaw Growl

Explosion

Misc. Resources:
Chase Rules - There will no doubt be plenty of overpowered bloodthirsty monsters chasing
down your party, if they are more interested in running away, here's a much better way of
handling it than just movement speed: https://olddungeonmaster.com/2015/01/17/dd-5e-quick-
reference-chase-rules/

Skill Challenges - Used for complex series of non-combat events, like escaping a collapsing
building. They will be comprised of the party having to make a multitude of different checks to
deal with specific circumstances, like a stone falling from the wall of the collapsing building for
example. The players could respond in a multitude of ways, but so long as it makes logical
sense, and they beat the DC you set with their ability check, they succeed. Here are the steps to
coming up with a skill challenge.

-determine what the challenge is exactly

- have an idea of how many check the players will have to go through before succeeding the
entire encounter

-3 total failures is a failure for the challenge as a whole, so difficulty is generally determined by
number of checks total.

-players may only use abilities they are proficient in. They may not use the same ability more
than once in the challenge, unless it is solely necessary for the specific check.

-determine consequences for failure prior to the challenge. Maybe they will have to engage in
combat, or maybe it’s death.
-let the players know they are in a skill challenge, this will reduce player frustration, and get
them in the right frame of mind.

-depending on the challenge, you may want to use a timer to simulate time pressured situations,
so players don’t have too long to formulate plans.

If I did a horrible job of explaining this and you don’t understand, check out this video:
https://www.youtube.com/watch?v=GvOeqDpkBm8&feature=youtu.be

Hollow/Narehate D20 determiner: If any of the humans in your party are unfortunate enough
to get the ol’ elevator ride treatment, you can determine their animalistic nature by rolling a D20,
if you want to leave it up to chance that is. Feel free to swap out some of the animals for your
own if you so desire.

1 Rabbit
2 Squirrel
3 Wolf
4 Bear
5 Monkey
6 Lizard
7 Frog
8 Shark
9 Mouse/Rat
10 Lion
11 parrot
12 eagle
13 bull
14 Rhino
15 insect
16 spider
17 crustacean
18 Deer
19 Boar
20 Tiger

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