Page 197 - The Griffon's Saddlebag - Book One [Compressed] (1)
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EXAMPLE TREASURE
                                                                  Become a Herald and save the city!
              The most iconic treasures you can find in Hearth are ones   The Couatl Heralds include all walks of life within their
              originally bestowed on ancient Couatl Heralds. These items   ranks, and can sometimes offer unique specializations for
              are aptly named, such as the couatl herald’s fang, the couatl   certain characters. Fighters, paladins, and monks can find
              herald’s mantle, or the couatl herald’s radiance.   new subclasses that are specific to the history and culture of
               The jungles of Elsath and the myriad of tunnels be-  ancient Hearth in Part 2: Character Options.
              low Hearth can also be the home of other magic items. A   If you’d like to experience the recovery of Hearth for
              tarnished sword could be found in the mysterious den of a   yourself, or see how you can play a direct role in the city’s
              jealous swordbeak, or a dusty trinket discovered on the skel-  growth, you can download the free adventure and additional
              etal remains of a Rusher or long-dead ancient Hearthan. Any   rules at any time at thegriffonssaddlebag.com/hearth.
              item that fits a jungle or classic adventure setting, such as
              the dryadleaf, locksmith’s bane, quagmire maul, spire seed, staff
              of the reverent warrior, tethervine quiver, torchbearer’s reach, or
              wisplight lantern, would be a great option to include in your
              party’s various adventures in Hearth.

                                                                   Greater Winged Wretch
                                          Couatl Herald Fang       Large monstrosity, chaotic evil
                                                                   Armor Class 15 (natural armor)
                                                                   Hit Points 75 (10d10 + 20)
                                                                   Speed 40 ft., fly 60 ft.

                                                                     STR     DEX    CON     INT     WIS    CHA
                                                                    18 (+4)  17 (+3)  15 (+2)  10 (+0)  12 (+1)  9 (–1)
              Winged Wretch

              Medium monstrosity, chaotic evil                     Saving Throws Str +6, Con +4, Wis +3
                                                                   Senses blindsight 60 ft., passive Perception 11
              Armor Class 13                                       Languages Undercommon
              Hit Points 33 (6d8 + 6)                              Challenge 4 (1,100 XP)
              Speed 30 ft., fly 50 ft.


                 STR    DEX     CON     INT    WIS    CHA
               13 (+1)  16 (+3)  12 (+1)  7 (–2)  12 (+1)  7 (–2)  Echolocation. The greater winged wretch can’t use its
                                                                   blindsight while deafened.
              Senses blindsight 60 ft., passive Perception 11      Keen Hearing. The greater winged wretch has advantage
              Languages Undercommon                                on Wisdom (Perception) checks that rely on hearing.
              Challenge 1/2 (100 XP)
                                                                   ACTIONS


              Echolocation. The winged wretch can’t use its blindsight   Multiattack. The greater winged wretch makes three at-
              while deafened.                                      tacks: one with its bite and two with its claws.
              Keen Hearing. The winged wretch has advantage on Wis-  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
              dom (Perception) checks that rely on hearing.        get. Hit: 10 (1d12 + 4) piercing damage.
                                                                   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
              ACTIONS                                              target. Hit: 11 (2d6 + 4) slashing damage.
                                                                   Thunderous Shriek (Recharge  5–6). The greater winged
              Multiattack. The winged wretch makes two attacks: one   wretch shrieks, emitting a wave of thunderous force in
              with its bite and one with its claws.                a 30-foot cone that originates from the wretch. Each
                                                                   creature in the area must make a DC 12 Constitution
              Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-  saving throw. On a failed save, a creature takes 17 (5d6)
              get. Hit: 3 (1d4 + 1) piercing damage.               thunder damage and is deafened for 1 minute. On a
              Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one   successful save, a creature takes half as much damage and
              target. Hit: 4 (1d6 + 1) slashing damage.            isn’t deafened.





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              PART III   SETTING OPTIONS
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