Bestiary
Big Bubber
Ability Scores (Saving Throws):
Charisma: 20 (+7)
Constitution: 16 (+3)
Dexterity: 12 (+1)
Intelligence: 16 (+3)
Strength: 16 (+3)
Wisdom: 18 (+6)
AC: 15 (Scale Mail)
Action:
Silly Slap (Melee Attack Roll): +5 To Hit, 10 ft Reach. On Hit: 14 (2d10+3) bludgeoning damage plus 5 (1d10) psychic damage.
Alignment: Chaotic Good
Challenge Rating: 3
Environments: Desert, Grassland, Urban
Hit Points: 98 (11d10+33)
Languages: Celestial, Common
Other:
(Maybe) Quit Smoking... Probably?: Whenever Big Bubber would take fire or poison type damage, roll 1d8. On a result between 1 to 3, any fire and poison type damage is doubled. On a result of 4 or 5, any fire and poison type damage remains unchanged. On a result of 6 or 7, any fire and poison type damage is halved. On a result of 8, any fire and poison type damage is ignored.
Not A Whale: Attacks from beast type creatures have advantage against Big Bubber.
Scale Mail: Big Bubber has disadvantage on stealth checks while wearing scale mail.
Top Of The Shit-List: Big Bubber has advantage on all rolls against the last creature that attacked Big Bubber or forced Big Bubber to make a saving throw.
Sense: 8 Passive Perception
Size: Large
Skills:
History: +4
Intimidation: +8
Perception: -2
Speeds:
Climb: 15 ft
Swim: 15 ft
Walk: 25 ft
Type: Celestial
Flutterby
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 6 (-2)
Dexterity: 12 (+1)
Intelligence: 2 (-4)
Strength: 2 (-4)
Wisdom: 4 (-3)
AC: 12 (Natural Armor)
Action:
Flap (Melee Attack Roll): -2 To Hit, 5 ft Reach. On Hit: 1 (1d12-4) force damage.
Alignment: Unaligned
Challenge Rating: 0
Environments: Forest, Grassland, Swamp
Hit Points: 3 Or 3 To 4 (2d4-4)
Sense: 7 Passive Perception
Size: Tiny
Speeds:
Climb: 5 ft
Fly: 15 ft
Walk: 5 ft
Type: Fey
Foghorn
Ability Scores (Saving Throws):
Charisma: 18 (+6)
Constitution: 18 (+6)
Dexterity: 12 (+1)
Intelligence: 12 (+1)
Strength: 14 (+2)
Wisdom: 20 (+5)
AC: 14 (Natural Armor + Padded)
Action:
Guffaw (Ranged Spell Attack): +6 To Hit, 40 ft Range, All Creatures Within Range. On Hit: 9 (2d4+4) thunder damage. Creatures within 20 ft of Foghorn take an additional 2 (1d4) force damage. Successfully hit creatures must also succeed on a DC 14 Constitution saving throw or taking 2 (1d4) psychic damage.
Alignment: Neutral
Challenge Rating: 3
Damage Immunity: Thunder
Environments: Coastal, Hill, Urban
Hit Points: 89 (8d12+32)
Languages: Common, Giant
Other:
Misspell: Foghorn has disadvantage on spell saving throws.
Nunya Bizniss: All rolls involving Charisma as well as insight and investigation checks are affected in the following ways while within 200 ft of Foghorn (Foghorn is immune to this ability):
- D100 rolls are replaced by d20 rolls
- D20 rolls are replaced by d12 rolls
- D12 rolls are replaced by d10 rolls
- D10 rolls are replaced by d8 rolls
- D8 rolls are replaced by d6 rolls
- D6 rolls are replaced by d4 rolls
Padded Armor: Foghorn has disadvantage on stealth checks while wearing padded armor.
Shallow Wader: Foghorn gains advantage on attacks while within 10 ft of the edge of a body of water against creatures it can see. Melee attacks against Foghorn have disadvantage while Foghorn is within 5 ft of the edge of a body of water.
Senses: 15 Passive Perception
Size: Huge
Skills:
Insight: +2
Investigation: +6
Speeds:
Climb: 5 ft
Swim: 15 ft
Walk: 30 ft
Type: Giant
Fullbrog
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 8 (-1)
Dexterity: 14 (+2)
Intelligence: 2 (-4)
Strength: 6 (-2)
Wisdom: 6 (-2)
AC: 13
Actions:
Bite (Melee Attack Roll): 0 To Hit, 5 ft Reach. On Hit: 1 (1d8-2) bludgeoning damage.
Alignment: Unaligned
Challenge Rating: 0
Environments: Coastal, Swamp, Underwater
Hit Points: 6 Or 5 To 9 (3d4-3)
Senses: 11 Passive Perception
Size: Tiny
Skills:
Perception: +1
Speeds:
Climb: 10 ft
Swim: 20 ft
Walk: 15 ft
Type: Beast
Gerald
Ability Scores (Saving Throws):
Charisma: 14 (Special)
Constitution: 18 (Special)
Dexterity: 16 (+3)
Intelligence: 8 (-1)
Strength: 16 (+3)
Wisdom: 12 (Special)
AC: 15 (Studded Leather)
Actions:
Multiattack: Gerald can make up to three Fishing Spear attacks .
Fishing Spear (Melee Or Ranged Weapon Attack): +5 To Hit, 20/60 ft Range or 5 ft Reach. On Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if wielded with two hands to make a melee attack. This fishing spear applies critical fails on attack rolls between 1 to 4 and critical hits on attack rolls between 18 to 20.
Alignment: Neutral Evil
Challenge Rating: 3
Environments: Coastal, Hill, Underwater
Hit Points: 97 (11d8+44)
Languages: Aquan, Common
Other:
Amphibious: Gerald can breathe air and water.
Inebriated: Gerald has disadvantage on Dexterity saving throws. Also, whenever Gerald would make a Charisma, Constitution, or Wisdom saving throw, he instead rolls 1d4. On a result of 1, Gerald automatically fails the save. On a result of 2, Gerald automatically fails on any Constitution and Wisdom saves and automatically succeeds on any Charisma saves. On a result of 3, Gerald automatically fails on any Wisdom saves and automatically succeeds on any Charisma and Constitution saves. On a result of 4, Gerald automatically succeeds the save.
Senses: 12 Passive Perception, 60 ft Darkvision
Size: Medium
Speeds:
Climb: 15 ft
Swim: 35 ft
Walk: 25 ft
Type: Monstrosity
Gunk-At-The-Bottom
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 30 (+12)
Dexterity: 12 (+1)
Intelligence: 2 (-4)
Strength: 14 (+2)
Wisdom: 4 (-3)
AC: 11
Action:
Skeevy Touch (Melee Attack Roll): +4 To Hit, 5 ft Reach, Target All Creatures Within Reach. On Hit: 1d4+2 acid damage plus 1d4 psychic damage.
Alignment: Unaligned
Challenge Rating: 2
Condition Immunity: Blinded, Poisoned
Damage Immunities: Acid, Poison
Damage Vulnerabilities: Lightning, Necrotic, Radiant
Environments: Swamp, Underwater
Hit Points: 91 (4d20+40)
Other:
Amphibious: Gunk-At-The-Bottom can breathe air and water.
Deep End: Gunk-At-The-Bottom becomes one size smaller (down to tiny) after every two successful attacks against it. Gunk-At-The-Bottom becomes one size larger (up to gargantuan) at the beginning of its turn if it has not been targeted by any attack after its previous two turns.
Moist: Gunk-At-The Bottom must be within 10 ft of a body of water or take 2d10 radiant damage at the end of its turn.
Regeneration: Gunk-At-The-Bottom regains 4d4 hit points at the start of its turn. If Gunk-At-The-Bottom takes cold, fire, lightning, necrotic, or radiant damage, this trait doesn't function at the start of Gunk-At-The-Bottom's next turn. Gunk-At-The-Bottom only dies if it starts its turn with 0 hit points and doesn't regenerate.
Skeeve Out: Successful grapples and melee attacks against Gunk-At-The-Bottom deal the attacker 1d4 acid damage plus 1d4 psychic damage.
Something Touched My Leg: Other creatures can move through Gunk-At-The Bottom's area as difficult terrain.
Senses: 7 Passive Perception, 60 ft Blindsight, 90 ft Tremorsense
Skill:
Intimidation: +6
Size: Gargantuan
Speeds:
Climb: 5 ft
Burrow: 5 ft
Swim: 15 ft
Walk: 5 ft
Type: Ooze
Jesse & Johnny
Ability Scores (Saving Throws):
Charisma: 20 (+7)
Constitution: 14 (+2)
Dexterity: 16 (+3)
Intelligence: 10 (0)
Strength: 16 (+3)
Wisdom: 10 (0)
AC: 15 (Studded Leather)
Actions:
Shenanigans (Melee Attack Roll): +5 To Hit, 5 ft Reach. On Hit: Jesse & Johhny roll 1d6 and 1d10 and apply the result as follows. If the result of the 1d6 is a 1 or 2, they deal 9 (1d12+3) bludgeoning damage. If the result of the 1d6 is a 3 or 4, they deal 9 (1d12+3) piercing damage. If the result of the 1d6 is a 5 or 6, they deal 9 (1d12+3) slashing damage. If the result of the 1d10 is a 1, they deal 6 (1d12) acid damage. If the result of the 1d10 is a 2, they deal 6 (1d12) cold damage. If the result of the 1d10 is a 3, they deal 6 (1d12) fire damage. If the result of the 1d10 is a 4, they deal 6 (1d12) force damage. If the result of the 1d10 is a 5, they deal 6 (1d12) lightning damage. If the result of the 1d10 is a 6, they deal 6 (1d12) necrotic damage. If the result of the 1d10 is a 7, they deal 6 (1d12) poison damage. If the result of the 1d10 is an 8, they deal 6 (1d12) psychic damage. If the result of the 1d10 is a 9, they deal 6 (1d12) radiant damage. If the result of the 1d10 is a 10, they deal 6 (1d12) thunder damage.
Alignment: Chaotic Neutral
Challenge Rating: 3
Environments: Coastal, Desert, Hill, Urban
Hit Points: 88 (13d8+26)
Language: Common
Other:
Brotherly: While not bloodied, Jesse & Johnny gain +2 to their AC. While bloodied, Jesse & Johnny gain +2 to their attack bonus.
Sense: 10 Passive Perception
Size: Medium
Speeds:
Climb: 20 ft
Swim: 20 ft
Walk: 30 ft
Type: Monstrosity
King Turt
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 22 (+8)
Dexterity: 10 (0)
Intelligence: 2 (-4)
Strength: 26 (+10)
Wisdom: 6 (-2)
AC: 18 (Natural Armor)
Actions:
Shell Defense: King Turt can withdraw into his shell as an action. Until he emerges, he gains a +5 bonus to his AC, and he has advantage on Constitution and Strength saving throws. While in his shell, he has the prone condition, his speed is 0 ft and can’t increase, he has disadvantage on Dexterity saving throws, he can’t take reactions, and the only action he can take is a bonus action to emerge from his shell.
Snap (Melee Attack Roll): +10 To Hit, 10 ft Reach. On Hit: 11 (1d4+8) piercing damage plus 3 (1d4) slashing damage.
Alignment: Lawful Evil
Challenge Rating: 4
Damage Resistances: Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing
Environments: Coastal, Swamp, Underwater
Hit Points: 50 (5d10+25)
Languages: Understands Aquan, Understands Draconic
Other:
Amphibious: King Turt can breathe air and water.
Senses: 8 Passive Perception, 30 ft Darkvision
Size: Large
Speeds:
Burrow:5 ft
Climb: 5 ft
Swim: 30 ft
Walk: 15 ft
Type: Dragon
Nake
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 10 (0)
Dexterity: 10 (0)
Intelligence: 2 (-4)
Strength: 6 (0)
Wisdom: 4 (-3)
AC: 12 (Natural Armor)
Action:
Bite (Melee Attack Roll): 0 To Hit, 5 ft Reach. On Hit: 1 (1d4-2) piercing damage plus 2 (1d4) poison damage.
Alignment: Unaligned
Challenge Rating: 0
Environments: Coastal, Desert, Forest, Swamp
Hit Points: 6 Or 5 To 8 (2d4)
Senses: 10 Passive Perception, 30 ft Darkvision
Size: Tiny
Skills:
Perception: 0
Speeds:
Climb: 10 ft
Swim: 15 ft
Walk: 15 ft
Type: Dragon
Nimmow
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 10 (0)
Dexterity: 12 (+1)
Intelligence: 2 (-4)
Strength: 6 (-2)
Wisdom: 4 (-3)
AC: 12 (Natural Armor)
Actions:
Swish (Melee Attack Roll): 0 To Hit, 5 ft Reach. On Hit: 2 (1d8-2) bludgeoning damage.
Alignment: Unaligned
Challenge Rating: 0
Environments: Swamp, Underwater
Hit Points: 6 Or 5 To 8 (2d4)
Other:
Water Breathing: This Nimmow can breathe only water.
Senses: 8 Passive Perception
Skills:
Perception: -2
Size: Tiny
Speeds:
Swim: 25 ft
Type: Beast
Parking Fascist
Ability Scores (Saving Throws):
Charisma: 16 (+5)
Constitution: 16 (+3)
Dexterity: 12 (+1)
Intelligence: 14 (+2)
Strength: 14 (+2)
Wisdom: 12 (+1)
AC: 15 (Hide + Natural Armor)
Actions:
Yell (Ranged Spell Attack): +5 To Hit, 40 ft Range, Targets All Creatures Within Range. On Hit: 8 (2d4+3) psychic damage plus 2 (1d4) thunder damage. Targets with an Intelligence score of 7 or higher must make a DC 13 Charisma saving throw or have their movement speeds lowered by 15 ft for 12 seconds.
Alignment: Lawful Neutral
Challenge Rating: 3
Condition Immunities: Charmed, Frightened
Damage Resistance: Thunder
Environments: Desert, Urban
Hit Points: 48 (7d6+21)
Language: Common
Other:
Immobile Immobilizer: Creatures with an Intelligence score of 7 or higher within 30 ft of Parking Fascist who do not make a movement action on their turn must succeed on a DC 13 Charisma saving throw or take 3 (1d4) thunder damage.
Senses: 21 Passive Perception
Size: Small
Skills:
Investigation: +5
Intimidation: +9
Perception: +11
Persuasion: +4
Speeds:
Climb: 20 ft
Swim: 20 ft
Walk: 25 ft
Type: Fiend
Popper
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 12 (+1)
Dexterity: 8 (-1)
Intelligence: 2 (-4)
Strength: 6 (-2)
Wisdom: 4 (-3)
AC: 11 (Natural Armor)
Action:
Pop (Ranged Attack Roll): +2 To Hit, 30 ft Range. On Hit: 1 (1d4-1) bludgeoning damage plus 2 (1d4).fire damage.
Alignment: Unaligned
Challenge Rating: 1/8
Condition Immunities: Blinded, Charmed, Frightened
Damage Immunity: Psychic
Damage Vulnerabilities: Bludgeoning, Cold, Fire, Force
Environments: Forest, Hill
Hit Points: 20 Or 13 To 28 (4d6+4)
Other:
Dormant: While no hostile creatures are within 30 feet of this Popper, it gains +8 to its AC and cannot take any actions.
Motion Pop: Successful attacks made against this Popper using bludgeoning, force, piercing, or slashing damage while within 30 feet of this Popper deal 1 (1d4-1) bludgeoning damage plus 2 (1d4) fire damage to the attacker.
Senses: 7 Passive Perception, 30 ft Blindsight, 30 ft Tremorsense
Size: Small
Speeds:
Climb: 5 ft
Walk: 5 ft
Type: Plant
Sabb
Ability Scores (Saving Throws):
Charisma: 4 (-3)
Constitution: 12 (+1)
Dexterity: 12 (+1)
Intelligence: 2 (-4)
Strength: 10 (0)
Wisdom: 6 (-2)
AC: 12 (Natural Armor)
Actions:
Swish (Melee Attack Roll): +2 To Hit, 5 ft Reach. On Hit: 3 (1d6) bludgeoning damage.
Alignment: Unaligned
Challenge Rating: 1/8
Environments: Swamp, Underwater
Hit Points: 29 Or 17 To 42 (6d6+6)
Other
Water Breathing: This Sabb can breathe only water.
Senses: 9 Passive Perception
Size: Small
Skills:
Perception: -1
Speeds:
Swim: 35 ft
Type: Beast
Scamp
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 12 (+1)
Dexterity: 16 (+3)
Intelligence: 8 (-1)
Strength: 8 (-1)
Wisdom: 8 (-1)
AC: 14 (Leather)
Actions:
Sneeze (Ranged Attack Roll): +5 To Hit, 15 ft Cone Range, Targets All Creatures Within Cone. On Hit: 5 (1d4+3) acid damage plus 2 (1d4) poison damage. Recharge of 5 to 6 required.
Unwanted Hug (Melee Attack Roll): +1 To Hit, 5 ft Reach. On Hit: 8 (2d8-1) Bludgeoning damage and the target is grappled with a DC 9 Strength saving throw to escape. Until this grapple ends, the target is restrained and this Scamp can't use Unwanted Hug on another target.
Alignment: Any Chaotic
Challenge Rating: 1/2
Environments: Coastal, Desert, Grassland, Hill, Urban
Hit Points: 43 Or 23 To 63 (9d6+9)
Language: Common
Sense: 9 Passive Perception
Size: Small
Speeds:
Climb: 20 ft
Swim: 20 ft
Walk: 25 ft
Type: Fey
Turt
Ability Scores (Saving Throws):
Charisma: 2 (-4)
Constitution: 14 (+2)
Dexterity: 6 (-2)
Intelligence: 2 (-4)
Strength: 8 (-1)
Wisdom: 6 (-3)
AC: 12 (Natural Armor)
Actions:
Shell Defense: This Turt can withdraw into its shell as an action. Until it emerges, this Turt gains a +2 bonus to its AC, and it has advantage on Constitution and Strength saving throws. While in its shell, this Turt has the prone condition, its speed is 0 ft and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge from his shell.
Snap (Melee Attack Roll): 0 To Hit, 5 ft Reach. On Hit: 1 (1d4-2) piercing damage plus 2 (1d4) slashing damage.
Alignment: Unaligned
Challenge Rating: 0
Environments: Coastal, Swamp, Underwater
Hit Points: 6 (1d4+2)
Other:
Amphibious: This Turt can breathe air and water.
Sense: 8 Passive Perception
Size: Tiny
Speeds:
Climb: 5 ft
Swim: 20 ft
Walk: 10 ft
Type: Dragon
Wayward Hook Man
Ability Scores (Saving Throws):
Charisma: 16 (+6)
Constitution: 20 (+5)
Dexterity: 20 (+5)
Intelligence: 16 (+3)
Strength: 18 (+7)
Wisdom: 18 (+4)
AC: 17 (Studded Leather)
Actions:
Multiattack: Wayward Hook Man can make up to two attacks .
Hooked Rod (Melee Weapon Attack): +7 To Hit, 10 ft Reach. On Hit: 17 (2d12+4) piercing damage.
Net (Ranged Weapon Attack): +8 To Hit, 15/45 ft Range, All Creatures Within A 10 ft Square. On Hit: Successfully hit targets have the restrained condition. As an action, a creature can make a DC 15 Strength saving throw, escaping this net or freeing a single target on a success. This net can also be destroyed, having an AC of 15 and 10 hit points. This net has immunity to bludgeoning, poison, and psychic damage and vulnerability to fire and slashing damage. This attack cannot be used again once this net is destroyed.
Alignment: Chaotic Evil
Challenge Rating: 5
Environments: Coastal, Desert, Forest, Hill, Urban
Hit Points: 89 (9d8+45)
Language: Common
Other:
Ambusher: Wayward Hook Man has advantage on attack rolls against any creature it has surprised.
Frightful Presence: Each creature of Wayward Hook Man's choice within 30 ft must succeed on a DC 14 Wisdom saving throw or gain the frightened condition towards Wayward Hook Man for 1 minute.
Senses: 14 Passive Perception, 90 ft Darkvision
Size: Medium
Skills:
Stealth: +8
Speeds:
Climb: 25 ft
Swim: 25 ft
Walk: 35 ft
Type: Fiend
Wilbur
Ability Scores (Saving Throws):
Charisma: 8 (-1)
Constitution: 14 (+4)
Dexterity: 18 (+4)
Intelligence: 12 (+1)
Strength: 20 (+5)
Wisdom: 16 (+3)
AC: 16 (Studded Leather)
Actions:
Dreaded Locks (Melee Attack Roll): +7 To Hit, 10 ft Reach. On Hit: 9 (1d8+5) piercing damage plus 4 (1d8) necrotic damage.
Untrimmed Nails (Melee Attack Roll): +7 To Hit, 10 ft Reach. On Hit: 12 (2d6+5) slashing. Successful hits from this attack deal an additional 3 (1d6) poison damage to the target if the slashing damage rolls had an outcome of 1 and 1, 2 and 2, 3 and 3, 4 and 4, 5 and 5, or 6 and 6.
Alignment: Chaotic Neutral
Challenge Rating: 3
Condition Immunity: Poisoned
Damage Immunities: Necrotic, Poison
Damage Vulnerability: Radiant
Environments: Hill, Underdark, Urban
Hit Points: 36 (5d10+10)
Language: Common, Undercommon
Other:
Stench: Any creature other than Wilbur within 10 ft of Wilbur must make a DC 12 Constitution saving throw or be poisoned for 6 seconds.
Undead Fortitude: If damage reduces Wilbur to 0 hit points, Wilbur must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, Wilbur drops to 1 hit point instead.
Sense: 13 Passive Perception
Size: Large
Speeds:
Climb: 25 ft
Swim: 25 ft
Walk: 35 ft
Type: Undead
Environments
For this campaign, environments are much more localized and specific. A map of the immediate area may consist of one or several environments, depending on where a creature or its target are standing. There are no arctic and mountain environments found in this campaign. Each environment can be loosely defined as follows:
Coastal: Everything from the outer edge of a body of water out to 15 ft.
Desert: Any sparsely planted area further than 15 ft from any body of water.
Forest: An area with trees close together.
Grassland: Areas with grass or other small plants covering the ground and few large plants.
Hill: A swath of heavily angled land.
Swamp: Damp areas that may have a scattering of both land and (usually dirty) water
Underdark: Caves and underground areas.
Underwater: Within a body of water.
Urban: Man-made places such as buildings or roads.
Objects
Bamboo Net
This Bamboo Net has advantage on attack rolls while used in coastal or grassland environments.
This Bamboo Net has advantage on damage rolls against creatures with a flying speed more than 0 ft as well as creatures found in underwater environments.
Treat this Bamboo Net the same as you would a 3 lb +1 warhammer with reach.
Up to once per minute at the wielder's discretion, a successful attack from this Bamboo Net grants the following effects:
- Gargantuan and huge creatures are restrained for 6 seconds.
- Large and medium creatures are restrained for 12 seconds.
- Small and tiny creatures are restrained for 18 seconds.
Inflatable Water Wingies
Inflatable Water Wingies come as a pair and only function when both are worn. Each part weighs 2 lb.
Treat a pair of Inflatable Water Wingies the same as you would +2 leather armor.
While wearing a pair of Inflatable Water Wingies in coastal, swamp, or underwater environments, creatures have disadvantage on all rolls against the wearer of a pair of Inflatable Water Wingies.
While wearing a pair of Inflatable Water Wingies, you may stand on and move across any liquid surface as if it were solid ground.
Li'l' Miss Lake Wayward Sash & Tiara
The Li'l' Miss Lake Wayward Sash & Tiara come as a pair of worn objects that only function while both are worn. Each part weighs 1.5 lb.
While worn, the Li'l' Miss Lake Wayward Sash & Tiara grants the wearer +1 to their AC.
While worn, the Li'l' Miss Lake Wayward Sash & Tiara grants the wearer advantage on Charisma saving throws.
While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara has expertise on performance and persuasion skill checks.
While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara has resistance to psychic and radiant type damage.
While worn, the wearer of the Li'l' Miss Lake Wayward Sash & Tiara may optionally replace one dice of any damage type dealt by the wearer as psychic or radiant type damage.
Plastic Sand Shovel
This Plastic Sand Shovel has advantage on attack and damage rolls while used in coastal and desert environments.
Treat this Plastic Sand Shovel the same as you would a 3 lb +1 greataxe.
While held, the wielder of this Plastic Sand Shovel gains 5 ft of movement to their burrow speed and an additional 5 ft. while in coastal and desert environments.
While held, this Plastic Sand Shovel grants the wielder the Beckon Earth and Sculpt Element (dirt and sand only) effect of the Elementalism cantrip.
Tangled Fishing Pole
As an alternate attack, the wielder of this Tangled Fishing Pole can make a two-handed ranged attack against one target for 1d6 plus the wielder's Dexterity modifier piercing damage with a range of 30/90 ft. As a bonus action, this attack must be recalled after use before this Tangled Fishing pole can be used again. On a successful hit from this attack, the target has the restrained condition until the wielder makes a bonus action to end it or until the target passes a Strength saving throw with a DC of 8 plus the wielder's proficiency bonus plus the wielder's Strength modifier. Movement actions by the wielder further than 90 ft. from any hit target and other attacks may not be made by the wielder until the restrained condition is removed from the target.
This Tangled Fishing Pole has advantage on attack rolls while used in coastal and swamp environments.
This Tangled Fishing Pole has advantage on damage rolls against beast and dragon type creatures as well as creatures that can be found in underwater environments.
Treat this Tangled Fishing Pole the same as you would a +1 rapier with reach.
Winning Bingo Card
After any five unique rolls made by the creature (multiple of the same rolls such as advantage, damage dice, disadvantage, and others used in the same instance count as a single roll for the purposes of this ability) this Winning Bingo Card is attuned to are made (using the result of the highest possible number on any given dice roll is considered two instances toward the required five rolls), this creature must choose two of the following effects (the chosen effects do not apply towards the next five rolls required to activate this ability again):
- This creature deals bonus force damage equal to its highest ability score modifier plus its proficiency bonus on its next attack if successful.
- This creature has advantage on its next roll.
- This creature is resistant to any two chosen damage types for the next 6 seconds.
- This creature negates the next instance of disadvantage imposed on it.
A Winning Bingo Card weighs 0.25 lb.
Only one Winning Bingo Card may be attuned to any single creature.
Story
Introduction
You find yourselves at 1st Beach. The sky is a beautiful light blue with only a few wisps of cloud off in the distance. The only other beach goers are two unattended Scamperers and Foghorn on wading to the far right of the beach. Under the shade of a large tree on the left side of the beach, Clam Boy can be seen using his Plastic Sand Shovel to make sand castles while Boise stands close by using his Tangled Fishing Pole to catch Nimmows. Annie Bobo sits, slightly past Foghorn, admiring her Winning Bingo Card in a covered pavilion while she watches Uncle coming down the steep road on the hill behind the beach wearing her Li'l' Miss Lake Wayward Sash & Tiara. Quags paces the shoreline, chasing Flutterby specimens with his battered Bamboo Net. As Sortie Bopper swims the shallows with her Inflatable Water Wingies donned, Quags notices a dark shadow approach beneath the waves. King Turt is lurking.
Final Encounter
Having stalked your family from a distance throughout their adventure, the Wayward Hook Man sneakily creeps in the late-night shadows just beyond the light of the bonfire. Deeming your unfortunate group as a target, he emerges from the darkness, catching all individuals unaware unfortunate enough to be off-guard. After two rounds of combat against this abomination, Quags looks out into the distance and mutters a phrase that could turn the tide of battle. Two words: "Bubber's here..."