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The Bloodmire

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The document describes the cursed Bloodmire region and introduces the Grim Surgeon rogue archetype.

The Bloodmire is an expansive swampland flooded with diseased bloodwater, housing many mutated and disease-carrying creatures. It is a hazardous place to travel with cobbled settlements.

Traversing the Bloodmire poses the main danger of contracting magical diseases from encounters with creatures. It is also very hot, humid and difficult to navigate safely.

THE

Concept, Art, Direction, Editing, Subclass: The Griffon’s Saddlebag


Writing, Editing: Ty Christensen & TheArenaGuy

BLOODMIRE
Maps: Cze & Peku
Character Art: Fabian Saravia

2 THE GRIFFON'S SADDLEBAG


THE BLOODMIRE DISEASED SWAMP
Traversing the Bloodmire offers many dangers, though the
The Bloodmire is an expansive region of humid swampland foremost is the threat of becoming ill with one or more of
that bears a tremendous curse of mutated blood. Where its magical diseases. After an encounter with a blood eel,
wetlands are drenched with water and mud, the Bloodmire is giant mosquito, or creature with ‘Bloodmire’ in its name, any
flooded by a diseased, watery blood called bloodwater. Plants character that was hit by such a creature must succeed on a
that have adapted to this new life in the bloodwater grow DC 13 Constitution saving throw or become diseased (see the
densely in various shades of rusty red and stained browns. Bloodmire Diseases table). Casting the remove curse spell on
Besides the trees grasping above the bloodwater’s surface, a a creature ends any Bloodmire disease affecting it.
vast array of ferns, reeds, and choking vines dot the land-
scape. Bloodmire Diseases
The scraping, splashing, and humming of the ravenous
beasts and insects that call this swamp their home serves 2d8 Disease
as an ever-present reminder that blood, like water, is life. 2–3 Bloodburnt Rash: At the start of each of your turns
Many of these creatures have adapted to their new habitat, when you are not under the bloodwater, you take
and those that survive the diseases of the swamp frequently 1d6 fire damage. This disease lasts until you take
become carriers of its cursed sicknesses. fire damage equal to half your hit point maximum in
The Bloodmire is a hazardous place to travel or live this way.
in, but it’s not without its fair share of cobbled-together 4–8 Crimson Sight: Your eyes become bloodshot, your
settlements. If they’re brave, strong, or foolish enough, the pupils dilate, and your senses of safety and danger
creatures and denizens of this cursed landscape can bring become twisted. Whenever you see a fey or hu-
fascinating tales, riches, and experiences to your players. manoid, flip a coin. If it’s heads, you consider that
creature to be a friendly acquaintance. If it’s tails,
AMBIENT MOOD you consider the creature to be a hostile enemy.
You consider any fiend or fiendish villager to be a
The slow but constant flow of bloodwater rippling through friendly acquaintance, even if it’s under the effect
the Bloodmire can be deceptive, for the canopies above and of illusory magic. This disease lasts until you finish
impenetrable depths below hide abundant wildlife. Ferns a long rest.
and vines sway ever so slightly, bringing a muted dripping as
9–15 Rusting Flesh: Believed to be related to leprosy,
red condensation falls back to the ground. Isolated sunbeams
this disease causes your flesh to corrode and slough
struggle to bring a muted orange light through breaks in the
off. You take 1d8 necrotic damage and your max-
branches above. A hard metallic tang assails the nose, and
imum hit points are reduced by the same amount
every surface is slick with the ever-present bloodwater.
each day at dusk. If your hit point maximum drops
y The Bloodmire constantly emanates a cacophony of to 0 in this way, you die. This disease lasts until 7
insect buzzing, frog songs, and rustling undergrowth. days have passed.
The distant splashes of bestial conflict are frequent both 16 Blood Lunacy: A rare and weakened form of lycan-
above and below the bloodwater. thropy. You suffer disadvantage on saving throws
y The tree trunks of the swamp are not particularly dense, against contracting lycanthropy. Your hair begins to
but they have disproportionately dense canopies. Empha- grow long and thick, and you gain no benefit from
size how difficult it is to see the sky through the frequent finishing a short or long rest during a full moon.
mist and wildlife. Sunlight that does make it through the This disease lasts until it’s cured by magical means.
canopy is tinted with a red haze and makes the bloodwa-
ter glisten like a sickening ichor.
y The majority of plant and animal life in the Bloodmire THE CRIMSON LEGION
carries heavy risk of disease, requiring experienced nat-
Long ago during the Clash, the evil Legate Malfuriel the
uralists to identify, hunt, and prepare food safely. Make
Betrayer led his Crimson Legion to battle in the Syre Wood:
sure to play up the subtly acrid scent and slight color
a strategically-located fey forest that, if conquered, could
differences when adventurers successfully avoid diseased
sway the tides of war in their favor. The legion’s relentless
resources.
army of martial imps and devils took the forest by surprise,
y The Verdant Heart is a small grove at the center of the
quickly slaying the fey and razing the villages in their path
swamp that seems completely untouched by the blood-
as they made their way to the heart of the wood. In a final act
water of the region. Travelers who make their way into
of desperation, the forest’s lord, Syre, managed to land a de-
the depths of the Bloodmire will need to use the currents
bilitating strike on Malfuriel at the cost of his own safety. As
emanating from here, and its anchored position, to safely
he plunged his sword into the Legate’s back, he was struck
navigate.
down in turn by the invading legionnaires. While the fiends’
y Visitors will find that the Bloodmire is often overwhelm-
shrieks of triumph echoed through the wood, Syre’s final
ingly hot and humid, seemingly unaffected by the time of
curse took hold: binding the legionnaires to the Syre Wood
year. This, in conjunction with the constant thrumming
and turning Malfuriel to stone.
of nature and limited view of the sky, makes the tracking
That night at dusk, Malfuriel’s petrified body suddenly
of time and position very difficult.
erupted, releasing a foul wave of blood that tainted and

3
stained the Syre Wood—a blight born of his intense hatred
of the fey. Gushing waves of Malfuriel’s blood swept through
the wood, corrupting the beasts that lived there and twisting Nursery Rhyme
its plantlife into a grim husk of its former beauty. Protected A jaunty song devised by the Crimson Legion that’s
by Syre’s blade’s aura, the area immediately surrounding intended to convince a traveler to retrieve Syre’s
Malfuriel’s statue was spared from his lasting corruption: Blade and free Malfuriel:
creating the Verdant Heart at the center of what is now
known as the Bloodmire. Snooty snooty winged fey
To this day, the Legate’s thousands of oath-bound servants How I wish they’d stay away.
are afraid of Syre’s blade and magically warded from enter- Their pride and greed
ing the Verdant Heart. Trapped in this cursed swamp by the are plain to see
sword’s powerful magic, these fiends have slaughtered every in Verdant Heart’s oasis.
fey that dared step outside of the Verdant Heart, and eagerly
await their leader’s eventual return. Snip their wings so we can stay
Over time, the Legion managed to repurpose a handful of Safe from illness day by day.
magical fey orbs, warping their magic to serve the legion- Perhaps we’ll be
naires’ needs instead. These protective orbs originally ward- finally free
ed the Syre Wood’s fey villages from divination magic, but once bloody sword’s ejected.
now serve to mask the appearance of nearby fiends: disguis-
ing them as simple humanoids instead. The Crimson Legion
imps, which are by far the most common fiend remaining in
the Bloodmire, appear as simple halflings when in range of The sprites are very wary of travelers due to the bounty
such an orb. An orb has AC 20, 50 hit points, and resistance placed on them by the Crimson Legion. Once discovered,
to all damage. Fiends within 1 mile of an orb are disguised by the sprites cautiously explain the history of the Syre Wood
its magic. to the characters. The sprites warn the party that Malfuriel
To visitors, the insular ‘halflings’ of the Bloodmire are kind still lives within the stone, and that by removing the ancient
enough: offering to heal those afflicted by the Bloodmire’s blade, they will free him from his prison and release the curs-
diseases for either coin or in exchange for the wings of a es placed on him and his Legion. If the party can successfully
sprite. These halflings weave tales about the sprites, warning convince the sprites to remove the illusions hiding Malfuri-
the characters of their mischief and damage inflicted upon el’s body, they will lead the party to his location and unveil
their homes. Shopkeepers explain that they would fetch the his lair. Alternatively, a successful DC 30 Wisdom (Percep-
wings themselves, but the devious sprites know them too tion) or Intelligence (Arcana) check reveals the location of the
well, and have placed magical wards to deny them access lair, although 2d4 + 4 sprites appear to defend it from entry.
to the Verdant Heart. These are expertly crafted lies told to Once revealed, the petrified form of Malfuriel can be
further the Legion’s goals, but a successful DC 20 Wisdom plainly seen. Syre’s blade, Silverwind, the Cleansing Breeze, juts
(Insight) check reveals that something about these state- out from the body, bathed in a stream of blood that flows
ments is amiss. from the wound. A creature can remove the sword with a
These disguised fiends can’t be detected as fiendish by successful DC 25 Strength (Athletics) check. Doing so causes
divination magic or abilities, but can be seen as normal by a Malfuriel’s flesh to revert from its stony state, freeing him
creature with true sight. However, there are subtle hints that to continue his rampage, and signals the start of combat.
might convince an observant character that something isn’t Use the statistics for Malfuriel on page 11, as well as the
right with the creatures of these fiendish villages: map of his lair at thegriffonssaddlebag.com/bloodmire. The
Crimson Legion only knows that Malfuriel has returned
y Villagers are extremely careful about not touching the and their curse has been lifted if he manages to escape from
characters. the Verdant Heart. If he does, the fiends rush to the Verdant
y There are no cemeteries or funeral rites performed. Heart to slay the remaining fey before leaving the Bloodmire
y There are no children, but there are nursery rhymes and to continue their centuries-old war.
folktales of fey. Killing Malfuriel ends the curse on the Bloodmire, allow-
y Villagers are always shown as friendly to those afflicted ing it to slowly return to being the Syre Wood over time. De-
by the Crimson Sight disease. stroying the remaining fiends and Crimson Legion villages
speeds up the forest’s recovery.
Any questions about these inconsistencies only results in a
terse (but not openly hostile) conversation with the villagers.
Engaging in combat with any one villager makes all other EXPLORATION
fiends within eye- and earshot immediately hostile toward
The Bloodmire’s dense canopy, hazy red mist, and lack of
the characters.
civilization’s touch make navigation difficult. Most settle-
ments and landmarks have no pathways to or from them
THE VERDANT HEART and require the help of navigational tools and a good sense
In the center of the Bloodmire, a small area of lush forest of direction instead. As such, navigating to even a familiar
clings to life. Hidden by powerful illusions are the last location without becoming lost requires intense preparation
survivors of the Syre Wood’s sprites, as well as the petrified and no small amount of luck or skill.
remains of Malfuriel the Betrayer.

4 THE GRIFFON'S SADDLEBAG


TR AVELING IN THE BLOODMIRE d6 Result
The speed of traversing the Bloodmire is limited by its 2–5 The character is poisoned for 1 hour.
flooded state. Sailing is most ideal, though the dangers are
6 The character is not nourished but suffers no other
not entirely mitigated. Using tree roots, branches, and lashed
ill effects.
bridges to navigate takes twice as long due to the difficult
terrain. In either case, travelers must succeed on a DC 10
Constitution saving throw for each day of travel or become GATHERING RESOURCES
diseased (see the Bloodmire Diseases table) and roll for ran- Bloodbark is a resilient layer of magical wood that can be
dom encounters once per day. harvested from the certain kinds of corrupted trees of the
Travelers without a boat who risk swimming through Bloodmire. It takes a successful DC 16 Wisdom (Survival)
pools of bloodwater in exchange for a faster travel pace must check to find and harvest 1d6 + 4 pounds of it over the course
succeed on a DC 15 Constitution saving throw each day of of 8 hours. When bloodbark is used to build objects such
travel or become diseased (see Bloodmire Diseases table). as furniture, docks, boats, or coffins, it absorbs blood and
They also roll for random encounters twice per day. prevents unsightly stains. If bloodbark is used to make a
weapon that deals piercing or slashing damage, the weapon
NAVIGATION is magical, and creatures hit by that weapon don’t bleed as
a result of the attack. Bloodbark can be sold for up to 1 silver
Travel through the Bloodmire would be difficult enough
per pound to the right buyer.
if it were a normal swamp. With its myriad of dangers and
A bloodfern is an herb that helps to calm the frenzied or
oppressive red mist, a navigation check (roll on the Blood-
stressed mind when ingested. Most notably, berserkers and
mire Navigation DCs table) is required to reach any specific
lycanthropes take the herb to stifle their rage and bloodlust.
location without becoming lost, even if previously visited.
It takes a successful DC 18 Wisdom (Survival) check to find
and harvest 1d4 pounds of bloodferns over the course of 8
FOR AGING hours. Bloodfern can be sold for up to 10 gold per pound to
The swamp’s bloodwater is consistent throughout, and an interested buyer.
blood-corrupted game like squirrels, frogs, fish, and birds
are prevalent. A foraging character makes a DC 13 Wisdom E x a m p l e E nc o u n t e r s T a b l e
(Survival) check as normal. There is a 50% chance that food 4d10 Result
or water foraged in the Bloodmire is diseased. A creature that
4 A corrupted fey portal that allows instant travel
ingests diseased food or water in this way must roll on the to a realm of shadows and dread during the New
Diseased Foraged Food table. Moon.
B l o o d m i r e N a v i g a t i o n DC s
5 A hidden, quicksand-like pool of diseased blood.
DC Location Each character must succeed on a DC 15 Con-
15 A location in the outskirts of the Bloodmire, or near stitution saving throw or become diseased (see
an outpost Bloodmire Diseases table).
20 A location near the center of the mire, such as the
Verdant Heart. 6 1d4 carnivorous plants. The same number of char-
acters must succeed on a DC 13 Dexterity saving
25 A location hidden from view, such as a sprite vil- throw or suffer 2d8 slashing damage and become
lage, secret island, or forgotten fey portal. diseased (see Bloodmire Diseases table) as the
plants’ vines slice into exposed flesh.
Becoming Lost 7 1 bloodmire treant
d6 Result
1–4 Amid backtracking and great confusion, the party 8 A grove of abundant bloodfern. Spending 1 hour
ends the day up to 2d6 miles in a random direction gathering yields 1d4 pounds per character, up to a
away from their destination if sailing, or 1d6 miles maximum of 30 pounds.
away if walking. 9 A fallen bloodbark tree. Spending 1 hour with an
5–6 Using the gradual current of blood emanating from axe yields 2d12 pounds per character, up to a maxi-
the Verdant Heart, the party ends the day up to 1d6 mum of 48 pounds.
miles away from their destination despite being 10–13 1d4 giant mosquitoes (60%) or swarms of giant
lost. mosquitoes (40%)
14–17 1d3 giant blood eels
Diseased Foraged Food
18–21 3d4 giant frogs (50%) or giant snakes (50%)
d6 Result
22–25 1d6 crocodiles (25%) or hunter sharks (75%)
1 The character is poisoned for 8 hours and rolls on
the Bloodmire disease table. 26–29 2d4 quippers (70%) or stirges (30%)

5
4d10 Result the swamp’s beasts and insects. Make sure your players don’t
forget the oppressive weight of the Bloodmire’s connection
30–33 2d6 fugitives (outlaws) hunting for food. They to mutant life and the stench of fresh, metallic death.
leave peacefully if given rations/supplies, but
otherwise attack. Example Dungeons
34 1d4 Crimson Legion imps prowling for violence. d6 Example Dungeon
35 A dense cloud of diseased insects. Each charac- 1 Hidden and carefully guarded under the bloodwater
ter must succeed on a DC 12 Constitution saving of a Crimson Legion village is an alchemical labo-
throw or become diseased (see Bloodmire Diseas- ratory that contains a stockpile of broken fey orbs.
es table). Careful investigation could reveal the history of
36 Old fey ruins buried under mud and submerged these orbs as well as a way to disable them all for
in the swamp. Murals of the war (75%) or carved good.
poetry about Syre (25%) can be found with a DC 17 2 A once-prominent fortress built by Syre and his
Intelligence (Investigation) check. warriors is now almost completely destroyed by
37 A battlefield from the war. Fey and fiendish plantlife, mud, and bloodwater. The sturdy, yet sunk-
weapons and armor long corroded (90%) or intact en walls are now home to a variety of monstrous am-
(10%). phibians, reptiles, and other beasts. Perhaps some
carved hints about the Bloodmire’s origin or ancient
38 A partially submerged fey monument depicting a
artifacts could be salvaged from the muck.
bold warrior. A successful DC 18 Intelligence (Reli-
gion) check recognizes the ancient hero as Syre. 3 High in the canopy, a large number of giant mosqui-
toes have made a strange hive that’s reminiscent of
39 1d8 sprites out scouting for intelligence (Reroll if
a wasp’s nest. The local refugees weren’t concerned
the party is far away from the Verdant Heart).
about the hive until the insects started abducting
children and other small adults. They suspect that
40 An intact fey portal that allows instant travel to the people stolen are being used to build, or possibly
the sprite village in the Verdant Heart while a feed, something deep within the hive’s labyrinthian
waxing crescent moon is overhead. tunnels.
4 One of the very few intact fey portals leads to Syre’s
hidden demiplane: a tower filled with magical traps,
Transfused Beasts libraries, and fey heirlooms. Whether led there by
Some of the beasts of the Bloodmire have adapted and sprites or found by chance, only the bravest adven-
become eerie approximations of their ancestors. You turers would be capable of journeying to the end to
decide whether to use original or transfused versions find the mysterious treasure Syre left behind. How-
of beasts on the Random Encounter table. These sickly, ever, even the few remaining sprites can’t remember
transfused creatures have an unearthly red glisten and what it might be.
have the following changes to their stat blocks: 5 A fey portal has become corrupted by the Blood-
y Their alignment becomes neutral evil mire’s curses. Each new moon, the portal sparks to
y Their attacks deal necrotic damage instead of blud- life and allows travel to a realm full of shades, dark
geoning, piercing, or slashing. magic, and terrors of the night. While it’s open, this
y They are immune to the diseases described in the portal allows these strange nightmares to leak out
Bloodmire Diseases table. and terrorize the swamp’s inhabitants with other-
y They can breathe under bloodwater. worldly monsters. Unless someone can find a way to
y They understand infernal but cannot speak it. close the portal, the Bloodmire may fall completely
y They prioritize wounded prey when in combat, under its sway.
drawn to the fresh blood. 6 Locating a roving camp of bandits in the Bloodmire
takes a large amount of skill, as they’ve learned to
use the mist, canopies, and bloodwater to hide from

RUINS AND DUNGEONS sight until the time to strike. Rumor tells that a group
of these bandits have amassed a hoard of treasure
Due in large part to the murky, ever-shifting sludge of the somewhere in the Bloodmire that’s filled with gold,
Bloodmire’s terrain, dungeons are far more likely to be goods, and supplies stolen from merchants who were
ephemeral in nature as opposed to stone or rock caverns in either careless or desperate enough to travel through
the earth. Whether they be in the swamp’s dense canopy the swamp unprotected.
above, the bloodwater and muck below, or in the ancient fey
passageways that are only discoverable during unique lunar
phases, the Bloodmire’s secrets are revealed only to those
SETTLEMENTS
with extraordinary persistence and skill. Settlements located in the Bloodmire are typically transient
When designing a Bloodmire dungeon, take special note of in one way or another, as the shifting muck and inconsistent
the humidity’s eroding influence, and the incessant thrum of blood level necessitate easy adaptability. Whether construct-

6 THE GRIFFON'S SADDLEBAG


ed from anchored boats or on stilts, or lashed treehouses,
tremendous stubbornness is required.
Make sure to emphasize how the humidity affects wooden Bloodmire Maps
and rope structures, making them gradually darken and wear Available for free, courtesy of Cze & Peku, at
down like driftwood, eaten by the corrosive erosion of the thegriffonssaddlebag.com/bloodmire
swamp. The result is a dark monochromatic wash of crimson
fading to brown and black. Wealthier villages or inhabitants
may have homes or boats made of bloodbark: a distinguish-
ing and clean feature that separates them from others.
The overarching mood of most settlements is that of sur-
vival first and courtesy second. Soft-hearted and soft-handed
folk don’t last long in the Bloodmire. While not necessarily
hostile, most inhabitants have a healthy suspicion of new-
comers: especially those draped in fine or clean raiment.

SUGGESTED INHABITANTS
Various humanoids ill-suited to upper society might make
their home in the Bloodmire, far away from the prying eyes
of law-keepers or invading armies. Beyond that, the fey and
devilish warriors of the Clash are still present, albeit hidden
by glamour and illusion.

EX AMPLE SET TLEMENTS


Consider using these sample ideas as inspiration when
building your own settlements within the Bloodmire.

y Jutting out of the swamp on bloodbark stilts and hanging


from canopy treehouses, several small communities of
odd halflings that work together in perfect sync to eke
out a living near the edge of the Bloodmire. They work
and trade with merchants and travelers that choose to
enter the swamp and are strangely pleasant to speak to,
despite the wary culture that pervades the swamp. The
villagers are all Crimson Legion imps, disguised by one of
their repurposed fey orbs, and continue to stockpile their
wealth and supplies for when Malfuriel returns, allowing
them to set off more readily on their path of conquest and
destruction.
y Various lashed-together dinghies and skimmers make up
the brunt of this roving floating city of outlaws and brig-
ands. The enhanced mobility enables them to make short
work of those foolhardy travelers crossing the Bloodmire
without proper protection.
y After the tumult of war, famine, poor luck, or seeking re-
spite from the law, a dozen scattered refugees have staked
their tents on the few hills of muddy earth. They scrape
by in equal parts due to their stubborn dedication, and by
their kindness to those in similar circumstances.
y Nestled amidst protective illusions and wards near the
center of the Verdant Heart lies the last remaining bas-
tion of the fey and all that remains of the old Syre Wood.
A small village of honor-bound sprites dream of the beau-
ty of the past, while fighting to keep the flame of their
ancient war lit within their hearts.
y A sprawling network of constantly repaired treehouses
and lashed rope lodge a coalition of reluctant werewolves
trying to resist their curse. The Bloodmire seems to lessen
the moon’s effects and the pain of their transformation,
and have a special bloodfern tea that helps control their
cravings for flesh and rage.

7
BLOODMIRE MONSTERS
the bargain, becoming a devil in the process. After several
successful campaigns of slaughter and torture, Malfuriel’s
Crimson Legion became a renowned and unstoppable force
of destruction.
BLOODMIRE TREANT With bruised, pale green skin and a multitude of open cuts
slowly oozing blood, Malfuriel’s hulking form is appropriate-
The Syre Wood was home to numerous great trees and tre- ly intimidating and only subtly recognizable as once angelic.
ants, but the swiftness of the Legion’s assault left the forest’s His once white-feathered wings are now stained and drip-
defense in the hands of Syre and his sprites. As such, the ping crimson. Freed from Syre’s cursed blade, his boundless
blood of Malfuriel has rapidly tainted the various treants fury is free once more to raze all opposition.
of the swamp just as it altered the other wildlife. Those
unlucky enough to draw a bloodmire treant’s ire will face all
of nature’s wrath as well as the foul blood magic of Malfuriel,
as these cursed treants possess the ability to animate pools
of bloodwater into ooze-like forms as an additional means of
defense.
Bloodmire Treant
Huge plant, neutral evil

CRIMSON LEGION IMP Armor Class 15 (natural armor)


Hit Points 92 (8d12 + 40)
The Crimson Legionnaires are a swift, decisive, and efficient Speed 30 ft.
unit of infantry. In stark contrast to typical imps, Crimson
Legion imps are zealous and obedient followers, known STR DEX CON INT WIS CHA
throughout the Lower Planes for their stubborn devotion to
19 (+4) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Malfuriel. With invisibility and silvered tongues, the art of
war is second nature to them, and ensures that any battlefield
conflict is skewed in their favor. They make frequent use of Damage Resistances bludgeoning, necrotic, piercing
their shapechanging, becoming rats, hawks, and centipedes Damage Vulnerabilities fire
in order to scout, spy, or conceal their true numbers. Senses passive Perception 13
Made larger by fiendish blood magic, these imps are Languages Common, Druidic, Elvish, Sylvan
otherwise similar in appearance to their lesser brethren. Red Challenge 5 (1,800 XP)
skin in various shades, poison-dripping scorpion tail, bat-
like wings and unique patterns of horns upon their heads all Bloodmire Adaptation. The treant is immune to the diseas-
serve as identifying features. es described in the Bloodmire Diseases table.
False Appearance. While the treant remains motionless, it
GIANT BLOOD EEL is indistinguishable from a normal Bloodmire tree.
Siege Monster. The treant deals double damage to objects
With translucent red skin, the giant blood eels of the Blood-
and structures.
mire are nearly impossible to detect as they traverse the deep
pools of bloodwater. Naturalists are unsure of exactly how
ACTIONS
the eels came to dwell in the swamp, but attempts to research
them more fully or retrieve a specimen has resulted in nu-
merous vanished expeditions. Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
GIANT MOSQUITO get. Hit: 14 (3d6 + 4) bludgeoning damage.

Empowered by the sheer volume of slow-moving blood Mud Ball. Ranged Weapon Attack: +7 to hit, range 60/180
present in the swampland formerly known as the Syre Wood, ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage,
giant mosquitoes are a constant threat to travelers and and the target’s speed is halved until the start of the
denizens alike. The mosquitoes are one of the most frequent treant’s next turn.
carriers of disease and with their size and numbers are capa- Animate Blood (2/Day). The treant magically animates a
ble of tremendous damage. pool of blood it can see within 60 feet of it. The blood
congeals into a viscous form and has the statistics of a
MALFURIEL THE BETRAYER gelatinous cube, except its Ooze Cube, Pseudopod, and En-
gulf trait and action options deal necrotic damage instead
Malfuriel was once an ardent enforcer of the heavens: of acid damage, and its Transparent trait doesn’t function
charged with punishing bigots and heretics. But time’s unless it’s in blood or bloodwater.
passing led him to take satisfaction—then pleasure—from The animated blood acts as an ally of the treant. The
inflicting pain. He became a sadistic torturer and was exiled blood remains animate for 8 hours or until it dies; until
from the Upper Planes: a fallen planetar. When the forces of the treant dies or is more than 120 feet from the blood; or
hell offered him the opportunity to lead a legion and inflict until the treant takes a bonus action to turn it back into an
wanton suffering on his choice of targets, Malfuriel accepted inanimate pool of blood.

8 THE GRIFFON'S SADDLEBAG


Crimson Legion Imp Giant Blood Eel
Small fiend (devil, shapechanger), lawful evil Large beast, unaligned
Armor Class 14 Armor Class 13 (natural armor)
Hit Points 49 (9d6 + 18) Hit Points 38 (7d6 + 14)
Speed 25 ft., fly 50 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 14 (+2) 2 (–4) 11 (+0) 3 (–4)

Saving Throws Str +1, Cha +4 Skills Perception +2, Stealth +4


Skills Deception +4, Insight +4, Persuasion +4, Stealth +6 Damage Resistances necrotic
Damage Resistances cold, necrotic; bludgeoning, piercing, Senses darkvision 60 ft., passive Perception 12
and slashing from nonmagical attacks not made with Languages —
silvered weapons Challenge 1 (200 XP)
Damage Immunities fire, poison
Condition Immunities poisoned Bloodmire Adaptation. The eel is immune to the diseases
Senses darkvision 120 ft., passive Perception 12 described in the Bloodmire Diseases table.
Languages Infernal, Common
Water and Blood Breathing. The eel can breathe only un-
Challenge 3 (700 XP)
derwater or under bloodwater.
Shapechanger. The imp can use its action to polymorph
into a beast form that resembles a giant rat (speed 30 ft.), ACTIONS
a blood hawk (10 ft., fly 60 ft.), or a giant centipede (30
ft., climb 30 ft.), or back into its true form. Its statistics Multiattack. The eel makes two bite attacks.
are the same in each form, except for the speed changes
noted. Any equipment it is wearing or carrying isn’t trans- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
formed. It reverts to its true form if it dies. get. Hit: 5 (1d6 + 2) piercing damage, and the target must
make a DC 12 Constitution saving throw, taking 7 (2d6)
Bloodmire Adaptation. The imp is immune to the diseases necrotic damage on a failed save, or half as much damage
described in the Bloodmire Diseases table. on a successful one.
Devil’s Sight. Magical darkness doesn’t impede the imp’s
darkvision.
Magic Resistance. The imp has advantage on saving throws
against spells and other magical effects.
Pack Tactics. The imp has advantage on an attack roll
against a creature if at least one of the imp’s allies is with-
in 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Sting. (Bite or Beak in Beast Form). Melee Weapon Attack:


+6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage, and the target must make a DC 12 Constitution
saving throw, taking 14 (4d6) necrotic damage on a failed
save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it
attacks or until its concentration ends (as if concentrating
on a spell). Any equipment the imp wears or carries is

Bloodmire Rod

9
Giant Mosquito Swarm of Giant
Small beast, unaligned Mosquitoes
Armor Class 12 Large swarm of small beasts, unaligned
Hit Points 13 (3d6 + 3) Armor Class 13
Speed 10 ft., fly 30 ft. Hit Points 39 (6d10 + 6)
Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA
7 (–2) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 3 (–4) STR DEX CON INT WIS CHA
9 (–2) 16 (+3) 13 (+1) 2 (–4) 10 (+0) 3 (–4)
3Senses darkvision 60 ft., passive Perception 10
Languages — Damage Resistances bludgeoning, piercing, slashing
Challenge 1/4 (50 XP) Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Bloodmire Adaptation. The mosquito is immune to the Senses darkvision 60 ft., passive Perception 10
diseases described in the Bloodmire Diseases table. Languages —
Challenge 1 (200 XP)
ACTIONS
Bloodmire Adaptation. The mosquito is immune to the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea- diseases described in the Bloodmire Diseases table.
ture. Hit: 3 (1d6) piercing damage, and the target must Swarm. The swarm can occupy another creature’s space
succeed on a DC 11 Constitution saving throw or take 3 and vice versa, and the swarm can move through any
(1d6) poison damage. opening large enough for a Small mosquito. The swarm
can’t regain hit points or gain temporary hit points.

ACTIONS

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one crea-


ture in the swarm’s space. Hit: 14 (4d6) piercing damage,
or 7 (2d6) piercing damage if the swarm has half of its hit
points or fewer.

OPTIONAL: Malfuriel’s Weakened State


At your discretion, Malfuriel may be in a weakened state
from his battle with Syre when the party first encoun-
ters him. If so, his hit point maximum is reduced to 109,
making him a CR 9 encounter worth 5,000 XP.

10 THE GRIFFON'S SADDLEBAG


Malfuriel the Betrayer Corrupting Touch (2/Day). Malfuriel touches a creature, and
that creature must succeed on a DC 17 Wisdom saving throw
Large fiend (devil), lawful evil or be magically charmed for 1 hour. The charmed target
Armor Class 17 obeys Malfuriel’s spoken or telepathic commands. If the tar-
Hit Points 126 (12d10 + 60) get suffers any harm, or receives a command to harm itself,
Speed 40 ft., fly 90 ft. the target can repeat the saving throw, ending the effect on
itself on a success. If a target successfully saves against the
STR DEX CON INT WIS CHA effect, or if the effect ends for it, the target is immune to
Malfuriel’s Corrupting Touch for the next 24 hours.
21 (+5) 18 (+4) 21 (+5) 17 (+3) 20 (+5) 21 (+5)
LEGENDARY ACTIONS
Saving Throws Con +9, Wis +9
Skills Deception +9, Intimidation +9, Perception +9 Malfuriel can take 3 legendary actions, choosing from the
Damage Resistances cold, fire, necrotic, radiant; bludgeon- options below. Only one legendary action can be used at a
ing, piercing, and slashing from nonmagical attacks not time and only at the end of another creature’s turn. Malfuriel
made with silvered weapons regains spent legendary actions at the start of his turn.
Damage Immunities poison Move. Malfuriel moves up to half his speed.
Condition Immunities charmed, exhaustion, frightened,
poisoned Greatsword (2 Actions). Malfuriel makes one greatsword
Senses darkvision 120 ft., passive Perception 19 attack.
Languages all, telepathy 120 ft. Accursed Step (3 Actions). Malfuriel magically teleports,
Challenge 10 (5,900 XP) along with any equipment he is wearing and carrying, up
to 120 feet to an unoccupied space he can see. Malfuriel
Bloodmire Adaptation. Malfuriel is immune to the diseases can then choose one creature he can see within 5 feet of
described in the Bloodmire Diseases table. him. The target must make a DC 17 Constitution saving
Devil’s Sight. Magical darkness doesn’t impede Malfuriel’s throw, taking 10 (3d6) necrotic damage on a failed save or
darkvision. half as much damage on a successful one. Malfuriel regains
hit points equal to the amount of necrotic damage dealt.
Divine Awareness. Malfuriel knows if he hears a lie.
Innate Spellcasting. Malfuriel’s spellcasting ability is LAIR ACTIONS
Charisma (spell save DC 17). Malfuriel can innately cast the On initiative count 20 (losing initiative ties), Malfuriel can
following spells, requiring no material components: take a lair action to cause one of the following effects:
At will: detect evil and good, invisibility (self only) y A stream of blood opens up on the ground originating
3/day: dispel evil and good at a point Malfuriel chooses within 60 feet of him. The
1/day: blight, wall of fire stream is 30 feet long, 5 feet wide, and 5 feet deep.
Legendary Resistance (1/Day). If Malfuriel fails a saving Each creature in the area must make a DC 15 Dexterity
throw, he can choose to succeed instead. saving throw. On a successful save, a creature moves
to the nearest unoccupied space of its choice outside
Magic Resistance. Malfuriel has advantage on saving throws
the stream. On a failed save, the creature falls into the
against spells and other magical effects.
stream and takes 7 (2d6) necrotic damage. A creature
Forsaken Weapons. Malfuriel’s weapon attacks are magical. that starts its turn in the stream must succeed on a DC 13
When Malfuriel hits with any weapon, the weapon deals an Constitution saving throw or become diseased (see the
extra 3 (1d6) necrotic damage (included in the attack). Bloodmire Diseases table).
y A pillar of unholy flame bursts from the ground. Each
ACTIONS creature in a 5-foot-radius, 60-foot-high cylinder
centered on a point Malfuriel chooses within 60 feet of
him must make a DC 15 Dexterity saving throw, taking
Multiattack. Malfuriel makes two melee attacks. 7 (2d6) fire damage and 7 (2d6) necrotic damage on a
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., failed save or half as much damage on a successful one.
one target. Hit: 15 (3d6 + 5) slashing damage plus 3 (1d6)
necrotic damage.

11
EXAMPLE TREASURE f Prerequisite: 8th level. Your bonus to attack and damage
rolls with this weapon becomes +2, and any fiend hit
When determining treasure for the Bloodmire, consider by it takes an extra 2d6 radiant damage, instead of 1d6.
the denizens that live there. Items that are fey or fiendish in When you reach 14th level, the bonus increases to +3,
origin, such as the signet rings of the fey court or chain devil and any fiend hit by it takes an extra 3d6 radiant damage
gloves, or deal with diseases such as the plaguebane mask or instead.
carrion shroud would be good fits. Of course, any item with f Prerequisite: 8th level, Fey Ancestry trait or the Fey creature
“blood” or “bloodmire” in its name is a perfect fit for this type. You can use an action to touch a creature and
environment. magically know its current emotional state. If the target
Silverwind, the Cleansing Breeze was the blade once wielded fails a DC 16 Charisma saving throw, you also know its
by Syre, the lord of the Syre Wood. It can be found within alignment. Celestials, fiends, and undead automatically
the Bloodmire piercing the petrified body of Malfuriel the fail the saving throw.
Betrayer in the Verdant Heart, and is an artifact designed to
be appropriate for characters of varying levels. You can find f Prerequisite: 14th level. While holding this sword, you can
its details below. use a bonus action to create an illusory copy of yourself
in an unoccupied space you can see within 30 feet of
you. You choose what direction your copy is facing. The
Silverwind, the Cleansing Breeze copy mimics your movements and attacks with this
Weapon (longsword), artifact (requires attunement) sword until the end of your turn, moving forward, turn-
This mighty longsword once belonged to Syre, the fey lord ing, and attacking to match your actions relative to its
of the now fallen Syre Wood. This ancient blade was used position. The copy can’t walk through walls or other sol-
to lead the charge against a legion of invading fiends, and id surfaces. The copy uses your attack and damage rolls
still holds a power over such creatures. You gain a +1 bonus for any attack you make with this sword, dealing force
to attack and damage rolls made with this magic weapon, damage instead of slashing on a hit. The copy vanishes
which has the finesse property. When you hit a fiend with at the end of your turn. If the copy is in an unoccupied
an attack using this sword, that creature takes an extra 1d6 space when it vanishes, you can choose to teleport to its
radiant damage. space. Once this property of the sword has been used, it
Instant Attunement. If you pull Silverwind, the Cleansing can’t be used again until the next dawn.
Breeze from the body of Malfuriel the Betrayer, you are f Prerequisite: 14th level, Fey Ancestry trait or the Fey creature
immediately attuned to it. When this happens, you can type. While this sword is on your person, you can use an
choose to immediately end your attunement to one of your action to cast the disguise self spell (save DC 16). If you
other magical items, even if it’s cursed (as if by the remove drop the sword, the spell ends.
curse spell or similar magic). If you are already attuned to
your maximum number of magic items, you must end your f Prerequisite: Slay or help slay Malfuriel the Betrayer or
attunement to one of them in this way. similarly powerful fiend. When you attack a creature with
Variant Properties. Some properties of this artifact this weapon and roll a 20 on the attack roll, that target
are locked behind layers of dormant magic. As you grow must succeed on a DC 16 Constitution saving throw or
stronger and reach certain milestones, these properties may be magically restrained until the end of your next turn.
become available to you. This weapon can have up to 3 of If the target is a fiend, it’s petrified until the end of your
the following properties active at a time. When you attune next turn instead.
to Silverwind, up to the first 3 properties available to you are f Prerequisite: 20th level. You gain the benefits of all of this
activated. Whenever you finish a long rest, you can replace sword’s variant properties, including those whose pre-
any of the activated properties with another one. requisites you don’t meet.
f While holding this sword, you can use an action to cast
the dancing lights, druidcraft, or minor illusion spell Destroying Silverwind. The only way to destroy
(save DC 13) from the weapon. In addition, when you Silverwind, the Cleansing Breeze is to melt it in the fires
reach 5th level, you can use a bonus action to cast the of the Magmarath Caldera, a raging volcano in the Lower
true strike spell from it. Planes overrun with fiends. It must remain submerged in
the magma for 10 years before it succumbs to the fire and is
f Prerequisite: Fey Ancestry trait or the Fey creature type. You destroyed. When it does, the volcano erupts.
are immune to disease.

Silverwind, the Cleansing Breeze

12 THE GRIFFON'S SADDLEBAG


MEDIC
When you choose this archetype at 3rd level, you gain profi-
ciency in the Medicine skill if you don’t already have it. Your
proficiency bonus is doubled for any ability check you make
that uses this skill.
In addition, your familiarity with blood has become magi-
cal, giving you some degree of control over it. As a result, you
can use a bonus action to magically stabilize an unconscious
creature within 5 feet of you.
You can use this same magic when you apply traditional
healing techniques. When you expend one use of a healer’s
kit on a creature, that creature regains hit points equal 1d4 +
your proficiency bonus. The creature can’t regain hit points
from this feature again until it finishes a short or long rest.

TR ANSFUSION
Starting at 3rd level, when you deal Sneak Attack damage to
a creature that isn’t a construct or an undead, you gain tem-
porary hit points equal to your Wisdom modifier (minimum
1). When you reach 13th level, you gain temporary hit points
equal to twice your Wisdom modifier instead. These tempo-
rary hit points last until the start of your next turn.

FIELD SURGEON
By 9th level, your medical expertise and blood magic allow
you to painlessly mend an ally’s wounds using surgical
techniques. Over the course of a short rest, you can cause one
creature other than yourself to regain a number of hit points
equal to your Sneak Attack dice. The creature can’t regain hit
points from this feature again until it finishes a long rest.

TOXIC SHOCK
Grim Surgeon Rogue At 13th level, when you gain temporary hit points from your
Transfusion feature, the target of the attack takes extra ne-
crotic damage equal to twice your Wisdom modifier as its life

NEW CHARACTER OPTION: is siphoned from it. Until the target finishes a short or long
rest, its hit point maximum is reduced by an amount equal

ROGUE to the necrotic damage it took.

Dexterous fighters and brigands are full of surprises. Trained BLOODBOUND


assassins, spies, and cutpurses are classic rogues, but where By 17th level, you can command the blood inside certain
there are new dangers and rewards to be gained, so too creatures. Immediately after you deal Sneak Attack damage
are the kinds of people seeking to subvert and claim them. to a beast or humanoid, you can force that creature to make a
Whether they slink through shadows to avoid detection or Constitution saving throw. The DC is equal to 8 + your profi-
walk harmlessly through danger, every rogue has trained to ciency bonus + your Wisdom modifier. On a failed save, that
develop their own methods of handling life’s threats. creature is under the effect of the dominate beast or dominate
person spell, respectively, for 1 minute or until you choose to
GRIM SURGEON end the effect (no action required).
Once you use this feature, you can’t use it again until you
You’ve developed a unique familiarity with knives, bodies, finish a short or long rest.
and blood in your line of work. Like a tinkerer’s knowledge
of clockwork and gears, you’ve come to an understanding
of how bodies are put together instead. Medical experts in
rough or war-torn cities and villages may follow this arche-
type, but so do rogues who take a particular interest in either
clerical or necromantic magic. A grim surgeon uses medi-
cal knowledge and strange blood magic to dismantle foes,
restore allies, and control bodies like puppets.
Bloodmire Phiale

13

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