Shadows Over Calea
Zarak-Thull
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Zarak-Thull (meaning “The Risen Beasts” in ancient Jantaran tongue)
Score 1918
11/05/24Nation of : Zarak-Thull
Name: Zarak-Thull (meaning “The Risen Beasts” in ancient Jantaran tongue)
Location:
Zarak-Thull is located in the dense, humid jungles of northern Jantara. The region is marked by towering trees, rivers, and ruins of ancient civilizations. The jungles provide a perfect natural defense, making it difficult for enemies to invade.History & Founding
Zarak-Thull was founded by Elazar 'Siza' after his return from the Savage Lands. With the dark powers gifted by Kaggissk, he conducted his horrific experiments, blending human essence with that of jungle beasts, creating intelligent beastmen. These beastmen were born out of hatred for humans, fueled by Elazar’s own vendetta. Over time, they became a powerful force, conquering tribes and smaller villages in the region.
Leadership
- El`azar 'Siza': The Dark Lord, worshipped as a god-king by the beastmen. He is an immensely powerful wizard, still loyal to Kaggissk. His true physical appearance is monstrous, with his body marked by dark magic, giving him reptilian features, glowing red eyes, and a sinister aura. Although he often appears to others as a handsome young bald man. He rules from a hidden citadel deep within the jungle, protected by ancient wards and his most elite beastmen.
- Beastmen Tribal Leaders: Each type of beastman (lion, elephant, wolf, etc.) has its own tribe, led by a champion chosen by Elazar. These tribal leaders rule their kin with absolute authority and serve Elazar directly.
Government & Society
Zarak-Thull operates as a theocratic monarchy with El`azar 'Siza' at the top, both politically and religiously. The beastmen view themselves as the rightful inheritors of Calea, with a divine purpose to conquer and devour humanity.
- Caste System:
Beastmen society is divided into castes based on strength and intelligence. The lion-headed beastmen hold the highest rank, followed by the elephant and panther tribes. The lower castes include the dog and goat men, who serve as laborers or fodder in battle.- Religion:
El`azar 'Siza' is worshipped as the Divine King. However, Kaggissk, the child of the Mother of All Monsters, is also revered, and shrines dedicated to Kaggissk can be found throughout the nation. Rituals often involve sacrifices, and during a full Apis moon, the beastmen engage in blood-soaked ceremonies to honor Kaggissk and seek his favor.- The Cult of the Dark Moon: This is the religious sect dedicated to both Kaggissk and El`azar. They believe that Kaggissk's kingdom will one day emerge on Calea, and they actively work to prepare for that day. High priests from each beast tribe serve as the cult’s leaders, using magic gifted by Kaggissk.
Military
Zarak-Thull’s military is fearsome, using the natural terrain of the jungle to their advantage. The beastmen are adept hunters and ambushers, capable of moving through the jungle silently and attacking without warning.
- The Fang Legions: Each tribe contributes soldiers to the Fang Legions, which are elite forces designed to raid and conquer. The lion and panther tribes provide the commanders and elite warriors, while the hawk men serve as scouts, and the wolf men specialize in guerilla tactics. The elephant men are the heavy infantry, wielding massive weapons and shields.
- Dark Magic and Beasts: Elazar has infused his army with powerful dark magic, creating hybrid monstrosities—giant wolves with human intelligence, panthers that can disappear into shadows, and elephant men who can crush buildings with ease. Additionally, the nation’s armies are supplemented by jungle beasts, enchanted and bound to serve Elazar.
Culture
- Hunter Culture:
The beastmen prize strength, and their culture revolves around hunting. The strongest are revered, and those who fail to prove themselves in combat or the hunt are cast out or relegated to the lowest castes.- Cannibalism:
Beastmen see humans as prey. Their raids on northern human settlements serve a dual purpose: to gather resources and to capture humans for food. Cannibalism is an accepted and even revered practice, seen as absorbing the strength and essence of their enemies.- Arts and Architecture:
Beastmen architecture is crude, made from the natural resources of the jungle. Large temples to El`azar and Kaggissk are built from stone, but most of the nation’s structures are wooden or built into the natural landscape. Their art, on the other hand, reflects the savagery of their culture—totems of animal and human skulls, paintings depicting their gods and victories in battle, and tapestries made from human skin.Major Cities and Locations
- Thar'Rakor: The capital of Zarak-Thull, located in the deepest part of the jungle. It is a sprawling city built into the trees and caves, with El`azar's citadel at its center. The city is heavily guarded, with deadly traps and patrols of panther and lion men.
- The Temple of Kaggissk: Located in the heart of the Savage Lands, this ancient ruin was where El`azar gained his powers. It remains a place of pilgrimage for beastmen, and it is rumored that Kaggissk’s essence still lingers in the temple’s depths, waiting to be fully unleashed.
Threats and Expansion
Zarak-Thull has recently started raiding the northern human nation (which needs a name). Their goal is to weaken the humans before launching a full invasion to wipe out their enemies completely. As they expand, their goal is to spread across the entire continent of Jantara, enslaving or devouring the other races.
- Raiding Tactics:
Beastmen often raid under the cover of the jungle, moving quickly to ambush and retreat. They take slaves, particularly targeting the strongest humans to be used as breeding stock or soldiers, while weaker ones are consumed. Their raids leave devastation in their wake.- Long-Term Plans:
Elazar still seeks to open another gate for Kaggissk, but this time, he aims to do so in Jantara, using the power of the jungle and the blood of his enemies to fuel the spell. Once Kaggissk’s children arrive, Elazar believes Zarak-Thull will be unstoppable.Economy
The beastmen’s economy is primarily based on raiding and pillaging. They capture slaves and loot from neighboring nations, using it to sustain their people. Agriculture is rare, as the jungle provides food through hunting. Metal is scarce, but the beastmen have scavenged enough from human raids to arm their legions.
Cult of the Dark Moon
The Cult of the Dark Moon is the primary religious force within Zarak-Thull, worshiping both Kaggissk and their divine king, El`azar 'Siza'. It is a sinister and far-reaching organization, heavily influenced by serpent men, the dark wizards who hold the highest ranks within the cult. Their influence stretches far beyond Jantara, as they seek to spread their malevolent faith across the lands.
Serpent Men as Leaders
The serpent men are ancient and cunning creatures, possessing both great intelligence and arcane prowess. They are the true masterminds behind the cult, acting as the dark wizards and high priests who interpret the will of Kaggissk and El`azar. Gifted with the ability to weave complex spells, the serpent men are responsible for maintaining the magical wards that protect Zarak-Thull and binding Kaggissk’s dark influence to the material plane.
Through their ancient rituals and magical experiments, the serpent men were pivotal in creating the beastmen, blending human essence with the beasts of the jungle under Elazar's guidance. Their loyalty to Elazar is absolute, but they also have their own dark ambitions, often subtly influencing the course of events to favor their own secret goals within the cult.
Infiltration and Expansion
The serpent men’s dark magic has enabled them to infiltrate coastal towns far beyond Jantara, often slipping unnoticed into human societies through sorcery and deception. Using their abilities to charm and manipulate, they sow discord, prey on the vulnerable, and subtly convert the populations to their dark faith.
In these towns, the cult operates in secret, recruiting followers to their cause. They whisper of the power and protection that El`azar can provide, framing him as a misunderstood deity who offers salvation from the harshness of the world. Over time, they build clandestine networks of loyalists, amassing influence and undermining local governments.
Wherever the black moon in a black circle appears—whether carved into stone, etched into doorways, or seen as graffiti on walls—it is a sign that the Cult of the Dark Moon is active. This symbol, representing the dark influence of Kaggissk and the coming of El`azar’s reign, serves as both a warning and a rallying point for the cult's followers. Those in the know recognize it as a call to worship the dark powers of Zarak-Thull, while others see it as an ominous sign of unrest and danger.
Cult Activities
The cult engages in a variety of activities to further its goals, including:
- Subversion: They manipulate key figures in coastal towns—nobles, priests, merchants—into doing their bidding. Sometimes through magical charm, other times through blackmail, they bring local rulers under their sway.
- Sacrifices and Dark Rituals: In secret, the cult performs blood sacrifices to Kaggissk, believing that these offerings will bring them power and ensure their rise. The serpent men lead these rituals, often summoning demonic or monstrous entities to do their bidding.
- Infiltration of Religious Institutions: One of their key strategies is to undermine and infiltrate local religious institutions, corrupting them from within. Once devout temples to benevolent gods are subtly transformed into hubs of darkness, where worship of El`azar takes root in secret.
Ultimate Goal
The serpent men and the Cult of the Dark Moon envision a world where Zarak-Thull is not confined to the jungles of Jantara but expands its dominion across all continents. Through conquest, corruption, and magic, they seek to overthrow the kingdoms of humanity and replace them with the rule of El`azar and the beastmen. They believe that one day, Kaggissk will walk the world again, and they are preparing the way for this apocalyptic event.
Rebellion and Resistance
While the cult is growing in power, there are those who oppose them. Across the coastal towns they’ve infiltrated, resistance movements have begun to rise, though they often lack the magical power to combat the serpent men directly. Nevertheless, these rebels work to expose the cult’s activities, burn their symbols, and fight to protect their towns from falling completely under El`azar’s sway.
The Triad Pantheon
The Triad Pantheon, often referred to as "The Trinity," is the most significant recent success of the Cult of the Dark Moon. The Triad consists of three semi-divine beings who were once mortal, now elevated by dark powers to serve as powerful champions of the Cult. This new pantheon has made great strides in weakening the Churches of Dawn, spreading their influence across the lands and fostering discord within the followers of the Dawn Pantheon.
The Return of Dakin Anur
The origin of the Triad begins with Dakin Anur, once known as the Lich Queen. After her defeat and imprisonment in the Underworld, she lingered there, plotting her return. Elazar 'Siza,' aided by the dark god Kaggissk, found a way to bring her back to the material world. Upon her return, Dakin Anur did not return alone; her newfound power allowed her to recruit two more fallen champions, creating a dark and twisted trinity.
- Dakin Anur: Now the leader of the Triad, Dakin Anur has resumed her work of spreading undeath and corruption. Her influence is felt across many lands as she undermines the Churches of Dawn, weakening the faith of mortals and spreading the doctrine of despair and decay.
The Other Two of the Triad
- Thoth-Iesis: Once a brilliant tactician and inventor, Thoth-Iesis was corrupted in the Underworld and became the god of war and weapons. He is obsessed with crafting powerful instruments of death, providing the Cult of the Dark Moon with dark knowledge and war machines that make their forces even more lethal.
- Elios: The third member, Elios, is a former priest who became the god of nature's dark side. He embodies rot, disease, and pestilence, spreading blight wherever he goes. His role within the Trinity is to corrupt the land itself, making entire regions inhospitable and weak for conquest.
These three together form a terrifying force, each bringing their domain of influence into the fold of the Cult. They are particularly effective at undermining the Churches of the Dawn, not through direct warfare, but by chipping away at faith and conviction, sowing doubt among the people. The rise of the Triad has seen holy places of light desecrated, priests and paladins turning to darkness, and entire congregations falling under their sway.
Unseen Manipulation
Despite her power, Dakin Anur does not realize that she is merely a pawn in the greater scheme orchestrated by Kaggissk and Morgathis. While she believes her resurrection was an act of her own will and power, in reality, it was Kaggissk who orchestrated it to serve his long-term goals. Through the Cult of the Dark Moon and its serpent men leaders, Dakin Anur and the Trinity are used as instruments to further Kaggissk’s influence over the material world. Morgathis, the Mother of Monsters, also has her unseen hand in the manipulation of Dakin Anur’s power, using her as a key piece in the wider struggle for dominion over Calea.
The Impact on the World
The spread of the Triad Pantheon has caused ripples across the world. While most nations still recognize the Dawn Pantheon as their primary faith, there is a growing fear that the influence of the Trinity will destabilize religious orders and spread corruption throughout societies. The Churches of Dawn are particularly vulnerable in coastal towns where the Cult of the Dark Moon has already taken root, and the Trinity’s influence continues to grow.
In many places, symbols of the black moon within a black circle are now seen alongside the symbols of the Trinity, signifying that the Cult of the Dark Moon and the Triad Pantheon are working together in their assault on the forces of light.
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Boar-Headed Scout (Iron Tusker)
Medium Humanoid (Boar), Neutral Good
Armor Class: 17 (natural armor) Hit Points: 105 (14d10+28) Speed: 35 ft.
- STR: 18 (+4)
- DEX: 14 (+2)
- CON: 18 (+4)
- INT: 10 (+0)
- WIS: 12 (+1)
- CHA: 8 (-1)
Skills: Athletics +8, Survival +5, Intimidation +6 Saving Throws: Strength +8, Constitution +8 Senses: Darkvision 60 ft., Passive Perception 11 Languages: Common, Druidic
Challenge: 7 (2,900 XP)
Traits
- Relentless (Recharges after a Short or Long Rest). If the iron tusker takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
- Charge. If the iron tusker moves at least 20 feet straight toward a creature and hits it with a melee attack, the target must succeed on a DC 16 Strength saving throw or be pushed back 10 feet.
Actions
- Multiattack. The iron tusker makes two melee attacks.
- Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+4) bludgeoning damage.
- Tusk Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) piercing damage.
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Panther-Headed Scout (Shadow Panther)
Medium Humanoid (Panther), Chaotic Neutral
Armor Class: 16 (light armor) Hit Points: 90 (12d10+24) Speed: 40 ft.
- STR: 14 (+2)
- DEX: 20 (+5)
- CON: 14 (+2)
- INT: 10 (+0)
- WIS: 14 (+2)
- CHA: 11 (+0)
Skills: Acrobatics +9, Stealth +9, Perception +6, Survival +6 Saving Throws: Dexterity +9, Wisdom +6 Senses: Darkvision 60 ft., Passive Perception 16 Languages: Common, Elvish
Challenge: 8 (3,900 XP)
Traits
- Keen Hearing and Smell. The shadow panther has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Prowler’s Stealth. The shadow panther can take the Hide action as a bonus action on each of its turns.
- Evasion. When the shadow panther is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage on a failure.
Actions
- Multiattack. The shadow panther makes two melee attacks.
- Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d10+5) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d8+5) piercing damage.
- Panther Pounce. If the shadow panther moves at least 10 feet straight toward a creature and then hits it with a melee attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
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Lion-Headed Warrior (Lion Knight)
Medium Humanoid (Lion), Chaotic Good
Armor Class: 18 (natural armor) Hit Points: 150 (15d10+60) Speed: 40 ft.
- STR: 20 (+5)
- DEX: 14 (+2)
- CON: 18 (+4)
- INT: 10 (+0)
- WIS: 12 (+1)
- CHA: 16 (+3)
Skills: Athletics +9, Intimidation +7, Perception +5 Saving Throws: Strength +9, Constitution +8 Senses: Darkvision 60 ft., Passive Perception 15 Languages: Common, Sylvan
Challenge: 9 (5,000 XP)
Traits
- Keen Smell. The lion knight has advantage on Wisdom (Perception) checks that rely on smell.
- Brave. The lion knight has advantage on saving throws against being frightened.
- Pounce. If the lion knight moves at least 20 feet straight toward a creature and hits it with a melee attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Actions
- Multiattack. The lion knight makes two attacks: one with his glaive and one with his claws.
- Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+5) slashing damage.
- Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage.
- Roar (Recharge 5-6). The lion knight lets out a mighty roar. Each creature within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Elephant-Headed Warrior (Elephant Sentinel)
Large Humanoid (Elephant), Lawful Neutral
Armor Class: 17 (natural armor) Hit Points: 170 (20d10+60) Speed: 30 ft.
- STR: 22 (+6)
- DEX: 10 (+0)
- CON: 20 (+5)
- INT: 12 (+1)
- WIS: 14 (+2)
- CHA: 11 (+0)
Skills: Athletics +10, Perception +6, Insight +6 Saving Throws: Strength +10, Constitution +9 Senses: Passive Perception 16 Languages: Common, Giant
Challenge: 10 (5,900 XP)
Traits
- Trampling Charge. If the elephant sentinel moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone.
- Thick Hide. The elephant sentinel has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Actions
- Multiattack. The elephant sentinel makes two attacks with his warhammer.
- Warhammer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12+6) bludgeoning damage.
- Trunk Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+6) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
- Stomp (Recharge 6). The elephant sentinel stomps the ground, causing each creature within 15 feet to make a DC 17 Dexterity saving throw or take 21 (6d6) bludgeoning damage and fall prone.
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Serpent-Headed Wizard (Serpent Sage)
Medium Humanoid (Serpent), Neutral Evil
Armor Class: 15 (mage armor) Hit Points: 120 (15d8+45) Speed: 30 ft.
- STR: 8 (-1)
- DEX: 14 (+2)
- CON: 16 (+3)
- INT: 18 (+4)
- WIS: 14 (+2)
- CHA: 12 (+1)
Skills: Arcana +8, Insight +6, Stealth +6 Saving Throws: Intelligence +8, Wisdom +6 Senses: Darkvision 60 ft., Passive Perception 12 Languages: Common, Draconic, Abyssal
Challenge: 9 (5,000 XP)
Traits
- Spellcasting. The serpent sage is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The serpent sage has the following wizard spells prepared:
- Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
- 1st level (4 slots): mage armor, shield, magic missile
- 2nd level (3 slots): invisibility, misty step
- 3rd level (3 slots): counterspell, lightning bolt
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (2 slots): cloudkill, hold monster
- 6th level (1 slot): chain lightning
Actions
- Multiattack. The serpent sage makes two attacks with his staff or casts one spell.
- Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
- Poisonous Spray (Recharge 5-6). The serpent sage exhales poisonous fumes in a 15-foot cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or take 36 (8d8) poison damage and be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Dog-Headed Scout (Hound Tracker)
Medium Humanoid (Hound), Neutral Good
Armor Class: 16 (leather armor) Hit Points: 85 (10d8+30) Speed: 40 ft.
- STR: 14 (+2)
- DEX: 18 (+4)
- CON: 16 (+3)
- INT: 10 (+0)
- WIS: 14 (+2)
- CHA: 12 (+1)
Skills: Perception +8, Stealth +8, Survival +6 Saving Throws: Dexterity +8, Wisdom +6 Senses: Darkvision 60 ft., Passive Perception 18 Languages: Common, Elvish
Challenge: 7 (2,900 XP)
Traits
- Keen Hearing and Smell. The hound tracker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Hunter’s Instinct. The hound tracker can take the Dash or Disengage action as a bonus action on each of its turns.
- Evasion. When the hound tracker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half damage on a failure.
Actions
- Multiattack. The hound tracker makes two attacks with its short sword or one ranged attack with its longbow.
- Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage.
- Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 11 (2d8+4) piercing damage.
- Howl of the Hunt (Recharge 5-6). The hound tracker lets out a piercing howl. Each creature within 20 feet that is hostile to the hound tracker must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Bird-Headed Warrior (Eagle Aerial Knight)
Medium Humanoid (Eagle), Lawful Good
Armor Class: 17 (half plate) Hit Points: 110 (13d10+39) Speed: 30 ft., fly 50 ft.
- STR: 16 (+3)
- DEX: 20 (+5)
- CON: 16 (+3)
- INT: 12 (+1)
- WIS: 14 (+2)
- CHA: 12 (+1)
Skills: Acrobatics +9, Perception +6, Athletics +7 Saving Throws: Dexterity +9, Wisdom +6 Senses: Darkvision 60 ft., Passive Perception 16 Languages: Common, Auran
Challenge: 9 (5,000 XP)
Traits
- Keen Sight. The eagle knight has advantage on Wisdom (Perception) checks that rely on sight.
- Flyby. The eagle knight doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- Aerial Combatant. The eagle knight has advantage on attack rolls made while flying if the target is on the ground.
Actions
- Multiattack. The eagle knight makes two attacks with its spear or shortbow.
- Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d8+3) piercing damage.
- Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Aerial Dive (Recharge 5-6). The eagle knight can fly up to 60 feet in a straight line towards a creature, then make a single melee weapon attack with advantage. If the attack hits, the target must succeed on a DC 15 Dexterity saving throw or be knocked prone and take an additional 14 (4d6) damage.
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Ram-Headed Warrior (Mountain Ram Guardian)
Medium Humanoid (Ram), Lawful Neutral
Armor Class: 18 (natural armor, reinforced with light plate) Hit Points: 135 (18d8+54) Speed: 30 ft.
- STR: 20 (+5)
- DEX: 12 (+1)
- CON: 18 (+4)
- INT: 10 (+0)
- WIS: 14 (+2)
- CHA: 11 (+0)
Skills: Athletics +9, Intimidation +6, Survival +6 Saving Throws: Strength +9, Constitution +8 Senses: Darkvision 60 ft., Passive Perception 14 Languages: Common, Dwarvish
Challenge: 8 (3,900 XP)
Traits
- Sure-Footed. The mountain ram guardian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- Charge. If the mountain ram guardian moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, the target must succeed on a DC 17 Strength saving throw or be knocked back 10 feet and take an additional 7 (2d6) bludgeoning damage.
- Mountain Resilience. The ram guardian has advantage on saving throws against poison, and resistance to cold damage.
Actions
- Multiattack. The mountain ram guardian makes two melee attacks.
- Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+5) bludgeoning damage.
- Headbutt. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be stunned until the end of the guardian’s next turn.
- Ram’s Fury (Recharge 5-6). The ram guardian charges forward in a straight line up to 30 feet, passing through the space of any creature in its path. Each creature must make a DC 17 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful one.
Connections
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