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100% found this document useful (2 votes)
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This document provides information about the production team and contributors for a book called Big Bads: Creatures & Curios. It includes the names and roles of writers, editors, artists, and others involved in the project. It also contains licensing information and legal disclaimers related to the content in the book.

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matthewstable
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1
Writing & Holly Conrad Production Graeme Fotheringham
Game Design Verity Lane Ryan Burns
Chris Pinch
Jordan Richer Graphic Designer Madison Pflance
Sebastian Yūe
Art Director Brian Scott Walters
Editors Verity Lane
Chris Pinch Cover Art Jack Kozitza
Zoë Weiss
Art
Producer Ricardo Evangelho Anna (Newt) Doušová, Matt Harris,
Jack Kozitza, Ashly Lovett, April Solomon,
Project Managers Jordan Richer Alyse Stewart, Jarel Threat,
Verity Lane Anthony Scott Waters

TM

Big Bads: Creatures & Curios is Copyright © 2023 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3,
Canada. All rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada,
US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express permission of Hit Point Press Inc. Reference to other copyrighted material in no way constitues a
challenge to the respective copyright holders of that material. Hit Point Press, Big Bads: Creatures & Curios and its asso-
ciated logos are trademarks of Hit Point Press Inc. First Printing.
Disclaimer: This is a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the
products of the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead,
or actual events is purely coincidental.

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CRYSTALIUM EAGLE Large elemental, unaligned

Armor Class 14 (natural armor)


Hit Points 84 (11d10 + 11)
Speed 20t., fly 80 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 13 (+1) 7 (-2) 18 (+4) 12 (+1)

Saving Throws Str +5, Con +3


Skills Perception +8
Damage Immunities radiant, poison
Condition Immunities poisoned
Senses passive Perception 18
Languages Auran, Giant Eagle, Terran
Challenge 3 (700 XP)

Dazzling Radiance. When the eagle is subjected to radiant damage, it takes no damage, and each
creature within 60 feet of the eagle that can see it must succeed on a DC 13 Dexterity saving throw to
cover their eyes or become blinded until the end of their next turn.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Light as Air. The eagle does not suffer any penalty to its flying movement speed while grappling a
Large or smaller object or creature.
Spectrum of Flight. While in bright light, the eagle’s body scatters a prism of colors around it, causing
ranged attacks made against it to be made with disadvantage.
Innate Spellcasting. The eagle’s innate spellcasting ability is Wisdom. It can innately cast the following
spell, requiring no components:
At will: color spray

Actions
Multiattack. The eagle makes three attacks, two with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. If the
target is Medium or smaller, it is grappled on a hit (escape DC 13).

Concept: Holly Conrad | Writing: Holly Conrad, Verity Lane | Editing: Verity Lane, Christopher Pinch | Art: April Solomon

15
The sight of a rainbow on a clear day is a sign that a crystalium eagle is nearby. These elusive
elemental creatures resemble massive eagles made from crystal. Their bodies split light,
dazzling those who look at them. Despite their weight, they are capable of flight through their
connection to the elemental Plane of Air. Native to areas between the Planes of Air and Earth, on
the Material Plane, crystalium eagles nest in high peaks, where earth and rarefied air meet.
Rock Hunters. Despite their predatory appearance, crystalium eagles eat rocks, not flesh.
Despite their mineral diet, these same natural weapons can also be turned to self-defense.
Valuable Eyes. The keen eyes of crystalium eagles are made from pure diamond. Each eye is
worth over 1,000 gp to the right buyer. Therefore, they’ve been hunted almost to extinction by
poachers. Due to this poaching, crystalium eagles have become wary of humanoids, preferring
to blind any pursuers first before fleeing. However, when crystalium eagles are nesting, they
become highly aggressive in defense of their vulnerable eggs and chicks.
14
WELl DWELlER Large fey, lawful evil

Armor Class 14 (natural armor)


Hit Points 77 (14d10 + 0)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)

Skills Athletics +6, Deception +3, Perception +5, Stealth +4


Damage Resistances fire
Damage Immunities acid
Condition Immunities charmed, frightened
Senses tremor sense 120ft. (blind beyond this radius), passive Perception 15
Languages Common, Elvish, Gnomish, Sylvan
Challenge 4 (1,100 XP)

Special Traits
Amphibious. The well dweller can breathe air and water.
Awful Arms. If the well dweller takes more than 15 points of damage in a single attack, one of its
arms is severed from its body. A severed arm has an AC of 12, a speed of 15 ft., 15 hit points. The arm
continues to make claws attacks on the well dweller’s turn until the arm is destroyed. The severed
arm cannot grapple. The well dweller can have a maximum of two attached arms at one time and
any number of severed arms.
Limited Invisibility. Any part of the well dweller's body that is in dim light or darkness is invisible.
Innate Spellcasting. The well dweller’s innate spellcasting ability is Charisma (spell save DC 11). It can
innately cast the following spells, requiring no material components:
At will: prestidigitation
1/day each: charm person, silent image

Actions
Multiattack. The well dweller makes two attacks with its claws and one with its maw.
Claws. Melee Weapon Attack: +6 to hit, reach 50 ft., one creature. Hit: 11 (2d6 + 4) slashing damage and
if the target is Small or Medium, it is grappled (escape DC 14). The well dweller can only grapple one
creature with each of its attached arms at a time.
Draw Down. The well dweller attempts to drag a creature it has grappled into its well. The well dweller
makes a contested Strength (Athletics) check against the grappled creature to pull them into its maw.
If the well dweller wins the contest, the creature is dragged up to 50 feet towards the well dweller’s
body and the well dweller can immediately make a maw attack.
Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.
Regrow. The well dweller regrows an arm to replace one that has been severed.

Concept: Verity Lane | Writing: Verity Lane | Editing: Christopher Pinch | Art: Ashly Lovett

14
15
HAUNTLIGHT RAY Medium monstrosity, unaligned

Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 5 ft., fly 50 ft., swim 60 ft.

STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 14 (+2) 4 (-3) 14 (+2) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks


Damage Immunities lightning
Condition Immunities grappled, prone, restrained
Senses darkvision 90 ft., passive Perception 12
Challenge 2 (450 XP)

Special Traits
Amphibious. The ray can breathe air and water.
Haunting Light. The ray emits bright light in a 10-foot radius and dim light for an additional 10 feet.
A creature who sees the light must succeed on a DC 13 Wisdom saving throw or become frightened
of the ray for one minute. A frightened creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success. Creatures who succeed on their saving throw are immune to
being frightened by the ray for 24 hours.
Incorporeal Movement. The ray can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and
9 (2d8) lightning damage.
Stunning Glide (Recharge 5–6). The ray moves through a creature, discharging its spectral lightning.
The creature must make a DC 13 Constitution saving throw, taking 18 (4d8) lightning damage and
becoming stunned until the start of the ray’s next turn on a failure, or taking half as much damage and
not becoming stunned on a success.

Concept: Rajaa Al Subairi | Writing: Verity Lane | Editing: Christopher Pinch | Art: Jarel Threat

14
It is easy to mistake a hauntlight ray for a ghost as it floats through the air on its glowing
wings. The ray’s ability to glide through people and objects only makes the comparison more
uncannily accurate. However, hauntlight rays are not ghosts but a strange species of fish with
unusual powers.
Unlike their common cousins, hauntlight rays are as comfortable in the air as they are in the
sea, gliding through both with unnatural grace. They are mostly found in coastal areas, moving
effortlessly between the ocean and sky as they wish, but can be found further inland as well.
Hauntlight rays are named for the crackling light that plays across their translucent skin, like
lightning. The glow they give off is feared by sailors and those who live by the coast. Popular
superstition holds that the rays are spirits of sailors killed by pirates who drowned after being
thrown overboard. They are believed to be seeking revenge on the living.
The rays use the electricity their bodies naturally generate to hunt prey and defend themselves
against anything they consider a threat. Many mysterious deaths at sea may have actually been
caused by hauntlight rays silently floating in through the hull of a ship or encountering a lone
sailor standing at their watch. Whether the rays kill out of misplaced curiosity turned to fear or a
supernatural thirst for vengeance remains unclear.

15
AMANOS
Small monstrosity, chaotic evil

Armor Class 13
Hit Points 49 (9d6 + 18)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 6 (-2) 11 (+0) 6 (-2)

Skills Sleight of Hand +5, Stealth +5


Damage Resistances force
Condition Immunities blinded, charmed, frightened, prone
Senses blindsight 30 ft., darkvision 60 ft.
Challenge 3 (700 XP)

Amanos’ Curse. The hands of any humanoid killed by the amanos detach from the corpse at the
moment of death, and each becomes a new amanos.
Hungering Void. The Tiny opening on an amanos’ palm leads to an endless dark void. Non-magical
objects that fully enter this void are destroyed.
Magic Resistance. The amanos has advantage on saving throws against spells and other magical effects.
Nimble Escape. The amanos can take the Disengage or Hide action as a bonus action on each of its turns.

Actions
Multiattack. The amanos makes two attacks.
Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Open The Void. The amanos opens up the mouth in its palm to reveal an empty void. Each Medium
or smaller creature within a 30-foot cube originating from the amanos must succeed on a DC 13
Strength saving throw or be pulled up to 20 feet directly towards the amanos. If a creature is pulled
within the amanos’ reach, the amanos can immediately use its reaction to make a slash attack.

The first amanos was created by an ambitious young mage who wished to craft a more powerful
version of the spell mage hand. The spell backfired, and the mage’s own hand disconnected
itself from their body, transforming into a monstrosity sculpted from the mage’s avarice. The first
amanos scuttled away into the darkness on its many finger-legs before the mage could stop it.
Hungry Hands. Amanos are driven by greed but are cunning and quiet. They often consume
valuable mundane items, but their favorite prey is people. Amanos typically rely on stealth to
silently stalk their victims, striking when they are alone. If an amanos finds itself overmatched,
it will retreat, scuttling out of reach.
Empty Palms. Amanos have a mouth in the center of their palm that opens to an endless hungry
void. They use their fang-like nails to tear their victims into shreds before feeding the scraps into
the void piece by piece. The only parts of their victims that amanos do not consume are their
hands. For each person an amanos kills, two new amanos emerge.

Concept: Rajaa Al-Subairi | Writing: Verity Lane | Editing: Christopher Pinch, Zoë Weiss | Art: Anthony Scott Waters

14
15
HAND OF ORMONAS Tiny fiend (devil), lawful evil

Armor Class 12
Hit Points 18 (4d4 + 8)
Speed 25 ft., fly 10ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 15 (+2) 15 (+2) 10 (+0) 18 (+4)

Skills Sleight of Hand +4


Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft.
Languages Infernal, telepathy 100 ft.
Challenge 1 (100 XP)

Special Traits
Familiar. The hand can serve another creature as a familiar, forming a magic, telepathic bond with
that willing companion, provided that the master is at least a 4th-level spellcaster. While the two
are bonded, the companion can sense what the Hand senses as long as they are within 1 mile of
each other. When the Hand casts invisibility on itself, it can also target its companion as long as its
companion is within 5 feet of it. The invisibility effect ends for the companion if it moves more than
5 feet from the Hand, casts a spell, makes an attack, or if the spell ends for the Hand. At any time
and for any reason, the hand can end its service as a familiar, ending the telepathic bond. A Hand of
Ormonas can only be bonded with one creature at a time.
Devil’s Sight. Magical darkness doesn't impede the hand's darkvision.
Helping Hand. When the hand’s master casts a spell with a range of touch, the hand can deliver the
spell as if it had cast it. The hand must be within 100 feet of its master to do so, and the spell uses
the master’s spell attack modifier or spell save DC. Creatures have disadvantage on saving throws to
resist the effects of a spell cast in this way.
Magic Resistance. The hand has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hand’s spellcasting ability is Charisma. It can innately cast the following
spells, requiring no material components:
At will: mending
2/day each: invisibility (self only), secret chest

Actions
Multiattack. The Hand makes one attack with its bite and one with its bigger bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bigger Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Concept: Holly Conrad | Writing: Holly Conrad, Verity Lane | Editing: Verity Lane, Christopher Pinch | Art: Jack Kozitza

15
A hand of Ormonas is a lesser devil that can be employed as a familiar. They are favored by
spellcasters who value the hand’s ability to share its natural invisibility with its companion. The
hand is also capable of defending itself and its master with its multiple mouths, which it can use
to give a nasty bite.
Servants of a Lower Power. While the hands of Ormonas are typically faithful to their
companions, rarely causing trouble or disobeying instructions, they do have a deeper loyalty
to the great devil Ormonas. It is unknown what Ormonas’ long-term plans might be or why it
encourages the lesser devils in its service to act as familiars to mortals.

14
SKYSENTRY’S ARMOR
Armor (any heavy armor), uncommon (requires attunement)

You have a +1 bonus to AC while wearing this armor designed for aerial combat.
While wearing this armor, if you fall more than 20 feet, your descent halts, causing you to hover
for one round, after which your descent begins again; however, you take no damage from falling.
The armor can produce this effect three times per day, recharging each day at dawn.
Additionally, while wearing this armor, you can understand and be understood by any creature
with a fly speed and an Intelligence of at least 2. You can also understand and speak Auran.

Concept: Verity Lane | Writing: Verity Lane | Editing: Christopher Pinch, Zoë Weiss | Art: Anna (Newt) Doušová

13
HEARTH HAMmER
Weapon (warhammer), rare (requires attunement)

This enchanted stone warhammer is dwarven-made and holds an unquenchable flame in its
fireplace-shaped head.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally,
you deal an extra 1d6 fire damage to any target you hit with it.
As an action, you can firmly plant the head of this warhammer in the ground, causing it to
double in size and become a modestly sized but functional hearth. The first meal prepared
on the hearth after it has been activated provides 2d6 temporary hit points to anyone who
consumes the meal.
Additionally, when activated in this way, you can cast the alarm spell centered on the
warhammer. You can decide whether it is a mental alarm or an audible alarm at the time of
activation. This effect lasts for 8 hours, or until you use an action to end the effect. Once this
effect is used, it cannot be used again until the next dawn.

Concept: Jordan Richer | Writing: Jordan Richer | Editing: Verity Lane | Art: Matt Harris

13
DRAUGHT OF DEATHCURE
Potion, legendary

You can administer this potion to a creature that has been dead for no more than ten days and
isn’t undead. If its soul is free and willing, the creature returns to life with all its hit points. The
draught closes all mortal wounds and restores any missing body parts, neutralizes any poisons,
and cures any diseases or curses afflicting the creature when it died.
For the next ten days, the creature is immune to magical effects that would kill it instantly and
can’t be killed by massive damage. Additionally, if the creature takes damage that would cause
it to drop to 0 hit points, it drops to 1 hit point instead. This effect recharges on a short rest. The
creature does not need to eat, drink, or breathe to survive.
On the dawn of the eleventh day after being resurrected by this draught, the creature dies
permanently. It can no longer be resurrected by any means, and its soul is lost forever. If the
creature dies before this eleventh dawn, it cannot be resurrected by any means.

+WVKMX\?ZQ\QVO">MZQ\a4IVMd-LQ\QVO"+PZQ[\WXPMZ8QVKPd)Z\")VVI,W]íW^n

13
CLOAK OF NETTLES
Wondrous item, rare (requires attunement)

This long, green cloak looks to be made of stinging nettle leaves. When you put up the hood,
you can blend into forested areas, gaining advantage on Dexterity (Stealth) checks in forest
and swamp terrain. While you are wearing the cloak, any creature who grapples you takes 1d4
piercing damage and 1d10 poison damage. Once this damage has been dealt to a creature, that
creature cannot be affected by the cloak’s damage again for 24 hours.

Concept: Holly Conrad | Writing: Holly Conrad, Verity Lane | Editing: Verity Lane, Christopher Pinch | Art: Alyse Stewart

13
POLYGLOT BONnET
Wondrous Item, Rare

This fancy beribboned hat resizes to fit any wearer. The undersides of the ribbons have octopus-
like suckers, and the ornamentation around the brim can open up in a mouth that can translate
any language.
Waking the Bonnet. When you speak the bonnet’s command word, which is also its name, it
wakes up and will translate any language it sees or hears into a language of your choice. You can
choose whether you want the bonnet to speak out loud or telepathically to you alone when you
wake it. If you choose the telepathic option, two of the bonnet’s ribbons tie themselves under
your chin, and you cannot take off the bonnet for one hour. Once woken, the hat will remain
awake for one hour, after which it cannot be woken again for three hours.
Sentience. The hat is a chaotic neutral sentient item with an Intelligence of 19, a Wisdom of 10,
and a Charisma of 9. The hat can speak and understand every language, and it loves to talk.
The hat craves conversation, particularly on the topic of linguistics. If not given instructions or
someone to talk to while it is awake, the bonnet will translate everything it hears or reads into
various languages to amuse itself even when it is instructed not to.
Vision. When you wear this hat, it can see through your eyes. The hat can read one page of
written text and translate it in 1 minute.

Concept & Writing: Verity Lane | Editing: Christopher Pinch | Art: Anna Doušová

13
TM
TM

hitpointpress.com
Big Bads: Creatures & Curios is Copyright © 2023 Hit Point Press Inc. All rights reserved. Reference to other copyright-
ed material in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press,
Big Bads: Creatures & Curios and it’s associated logos are trademarks of Hit Point Press Inc. Hit Point Press Inc., 1175
Brookfield Rd. East, Ottawa, Ontario, K1V0C3, Canada

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