TEXT: EN5ider Presents:
  Godmind
  Part Three
  A 5E-Compatible Adventure for 17th-Level Characters
  
  2 | EN5ider Presents: Godmind, Part Two
  Appendix: Reality Shift
  Planes that exist following the Great Eclipse are:
  •	 Av. The Plane of Life now turned to the Plane of Death, still 
  with a Dreams and Mirrors aspect, drifting far from the sun, 
  nearly unseen.
  •	 Baden. Small spectral moon around Fourmyle with a Flight 
  aspect. It is a Ghost Moon, as if it was once dead. Skyseers 
  sense energy on it that is sympathetic to the Gyre itself.
  •	 Fourmyle. Plane of Space with an Empowerment aspect. 
  Allows you to teleport wherever you can see, or where a place 
  is your “domain.” This plane is filled with craters of warm 
  air, habitability scattered across a desolate surface.
  •	 Illocus. Plane of Time with an Expression aspect. 
  Arguments build and cascade, since people do not revert to 
  their normal status quickly. This plane burns with fire in a 
  ring around Fourmyle.
  •	 Jiese. Original Plane of Fire with a Cunning aspect. 
  Unchanged from the previous plane with the same name.
  •	 Mojang. Unlikely Plane of Life with Craft and Artifice 
  aspects, which has a faintly purple surface. The terrain on 
  this world is wildly varied, though only a handful of animals 
  exist — such as yellow frogs — that live seemingly independent 
  of an ecosystem.
  I
  n Zeitgeist #7: Schism, the Obscurati voted on 
  how they wanted to design the new world. Though 
  Nicodemus deemed the actual vote to be illegitimate 
  because spies cast ballots, the ultimate decision closely 
  resembled the MAP proposal — a pact between Miller’s 
  Pyre, the Arboretum, and the Panarchists — with a token 
  effort to appease the Sky League by including flight.
  New Solar System
  Following the completion of the Obscurati ritual to rearrange the 
  planes, there is no longer a sun in the sky. The planets orbit a nexus, 
  but the sun is missing. Instead, dim light is granted by a cloud of 
  stars that seem to be pulled into the Gyre. Skyseers sense that the 
  world is slowly drawing closer to the Gyre, and they predict that 
  within a year or two the world will be pulled in.
  From the Pen of
  Thurston Hillman
  Creepy Atmospheric Poetry by
  Jamie Isfeld
  Evocative Cover Illustration by
  ShenFei
  Stunning Cartographic Displays by
  James Hazelett
  Jonathan Roberts
  Masterful Interior Illustrations by
  Claudio Pozas
  ShenFei
  Includes art in the public domain
  with Unparalleled Layout and Graphic Design by
  Eric Life-Putnam
  Seamlessly Updated to Fifth Edition by
  Mike Myler
  Ably Produced and Facilitated by
  Russ Morrissey
  Special Thanks to
  my mother Brenda, because you’ll never be a grandma (at least 
  from me), so Granny Allswell will have to do; and the hundreds 
  of gamers who backed the original release of Zeitgeist on 
  Kickstarter; and the over one thousand generous patrons of 
  EN World EN5ider whose support has made this Fifth Edition 
  update possible.
  Open Game Content
  The game rule information in this article is designated Open Game 
  Content. All other material in this article, including maps, graphic 
  elements, and illustrations (including graphic elements and 
  illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” “Zeitgeist,” all EN Publishing product and 
  article titles, and Zeitgeist, EN World, and EN Publishing logos, 
  are designated Product Identity.
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  EN5ider Presents: Godmind, Part Two | 3
  Appendix: Reality Shift
  • Ostea. A bloody Plane of Water with a Healing aspect.
  People heal faster; blood empowers magic in unusual ways.
  • Perlocus. Plane of Air with a heavy Speech aspect. Words
  carry more weight to sway people’s opinions. This plane is
  surreal; when you say something, it has a physical influence.
  • Ratios. Plane of Earth with a Logic aspect, leading people to
  use reason in their arguments. The planet is bland and static
  rock, though strange whispers can be heard from nowhere.
  Mechanics of a Broken Age
  The following is a breakdown of mechanics that have changed 
  since the completion of the Obscurati’s ritual.
  • Applied Astronomy: Characters with the Applied
  Astronomist prestige class get new powers, detailed below.
  • Black Hole Sun: Any spell that produces light is 1 level
  higher, and no spell can produce light for more than 5
  minutes. (Magic can produce fire, which emits light; only
  magical light as such is affected). All existing magical light
  effects such as continual flame end.
  In the new sunless world, light is no longer a cantrip, 
  and even high-level heroes might need to rely on torches or 
  lanterns for illumination.
  • Blood of Ostea: All creatures immediately stabilize when 
  brought to 0 hit points. Creatures do not die from massive 
  damage. To slay a creature, one must force it to fail 3 death saves 
  by dealing damage to it while it is at 0 hit points.
  All creatures reduced to 0 or below immediate heal up to 1 
  hit point after 1 minute unless they are killed first. Creatures 
  regain all hit points after eight hours of consecutive rest.
  • Death Is Death: Slain deva no longer reincarnate.
  • Flight of the Fey: Eladrin lose the Fey Step trait. Instead, all 
  weapon attacks made by eladrin count as magical due to their 
  connection to the new plane of Death.
  • Magic Mishaps: At least initially after the Great Eclipse, 
  whenever a character casts a spell more powerful than a 
  cantrip (either personally or with a magic item), there’s a 
  10% chance per spell level that the effect fails. If it doesn’t 
  fail, it causes a mishap of some sort. Supernatural and spell-
  like abilities function normally.
  A character who can use magic of some sort can spend 
  8 hours researching and practicing, then make a DC 20 
  Intelligence (Arcana) check. On a success, they become able to 
  safely use magic of up to 1st level, with no special chance of 
  failure or mishap. Each further day they can make another 
  check to regain mastery of the next higher level of magic, 
  up to whatever is the highest level they know. A character 
  can only attempt one of these checks per day.
  Alternately, a character who has mastered a level of 
  magic can spend 8 hours to aid another character with 
  mastery attempts, granting a +5 bonus to that check.
  Existing magic items that cast spells are dangerous, but 
  can be rendered safe with a moment’s concentration by a 
  spellcaster capable of casting spells of sufficient level.
  • Reign of the Rational: All creatures gain a +5 bonus on
  Charisma (Persuasion) checks if they use rational appeals 
  rather than emotional ones. All creatures take a –5 penalty 
  to Charisma (Intimidation) and Wisdom (Insight) checks.
  • Impossibly Distant: Planar travel works to any of the new 
  worlds in orbit, but all other planes are out of range. The 
  Dreaming and the Bleak Gate are inaccessible. The Gyre can
  be reached from various areas in the world, but travel is 
  perilous, and one-way. Summoning spells work normally.
  • Fourmyle Jaunting. Every creature is able to jaunt — to 
  teleport within line of sight as an innate spell-like ability. As
  an action once between long rests, a character can teleport 
  anywhere they have line of sight to. They cannot teleport to a 
  spot they can’t currently reach in another way (generally, a 
  creature can teleport only to a place that creature could walk 
  to or climb to in the present circumstance, so no teleporting 
  through the bars of a locked cage unless there is some other, 
  unblocked means of access to the other side). They also can't 
  teleport if they are grappled, restrained, or incapacitated.
  A character with the Mobility feat (or who otherwise 
  focuses on fast movement) can instead use this ability 
  once every 5 minutes.
  (There will be a rash of robberies in the coming weeks 
  until word spreads that all you have to do is think and you 
  can bar teleporters from your property; see below.)
  • Teleportation and Communication. Gold no longer blocks
  teleportation. However, it is not possible to teleport to a
  place unless you can either see it or you have been there
  before. Any travel undertaken before the Ob’s ritual doesn’t
  count, and scrying is insufficient, so it won’t be possible to
  teleport around the world for a while, until the PCs travel
  the traditional way first.
  Similarly, magical communication cannot contact any 
  creature unless you can either see it or have interacted with 
  it since the Ob’s ritual.
  You cannot teleport to a spot that is owned or otherwise 
  controlled by someone who has chosen to bar teleporting 
  intruders. Making this choice is a simple act of will. What 
  constitutes ownership or control tends to follow social 
  consensus. Streets and forests are public unless signs are 
  prominently posted or fences (or even token lines of rope) 
  are set up. The owner of an area can make exceptions for 
  specific creatures or groups of creatures. This restriction only 
  bars teleporting into an area, not out of an area or within an 
  area. For example, a character can teleport out of a house 
  into which teleportation is barred through an open window, 
  arriving in the street that was visible outside that window, 
  using jaunt (see above).
  • Three Miles Is So Last Age: Spells that restore life to the
  dead are no longer limited by the body having to travel less
  than three miles from where it died. However, spirits of the
  dead are visible in mirrors, standing near their bodies. After
  a few days, these spirits wander off and might be glimpsed
  occasionally in reflections.
  • Wings of Liberty: Magical flight is now possible. Spells such
  as fly, levitation, and overland flight now have their normal
  duration, and their spell level is reduced by 1.
  
  4 | EN5ider Presents: Godmind, Part Two
  Appendix: Reality Shift
  Applied Astronomist Prestige Class.
  The new stars grant new powers, since each world heralds a dif-
  ferent fate.
  Touching the Wheel of Heaven. You can connect to the new 
  planes, but most of the old ones are no longer accessible.
  Planar Connections
  1d8
  Planar Connection
  1
  Jiese, Plane of Fire
  2
  Perlocus, Plane of Air
  3
  Mojang, Plane of Life
  4
  Ostea, Plane of Water
  5
  Ratios, Plane of Earth
  6
  Fourmyle, Plane of Space
  7
  Illocus, Plane of Time and Baden, the Ghost Moon
  8
  Av, Plane of Death
  Cataclysmic Conjunction. The manifested planes’ abilities are 
  shown in the table below.
  Cataclysmic Conjunction Effects
  Plane
  Area Effect
  Jiese, Plane of Fire
  You can use a bonus action to create an 
  object composed of solid firegem, of any 
  rough shape, up to 15 feet across in any 
  unoccupied space in the area. The object is 
  as durable as wood, but vanishes when the 
  effect ends.
  Perlocus, Plane of Air
  Creatures in the area are affected by charm 
  monster.
  Mojang, Plane of Life
  Objects take double damage and creatures 
  lose resistance to bludgeoning, piercing, 
  and slashing damage.
  Ostea, Plane of Water
  Area fills with blood to the depth of 
  astronomist’s choice, either calm (Strength 
  [Athletics] DC 8) or choppy (Strength 
  [Athletics] DC 17).
  Ratios, Plane of Earth
  Creatures in the area roll 1d10+5 in place of 
  1d20, and any emotion-based effects end.
  Fourmyle, the Plane of 
  Space
  You become master of the area, and can 
  prevent creatures from entering or exiting. 
  As a bonus action you can teleport any 
  creature in the area to an unoccupied space 
  you can see on the edge of it.
  Reida, Plane of Time 
  and Baden, the Ghost 
  Moon
  Creatures in the area gain an extra action 
  each round, but they can only use it to tale 
  an action they took the previous round.
  Av, Plane of Death
  Enemies in the area take a –2 penalty to AC, 
  Dexterity saving throws, and Constitution 
  saving throws. Allies gain a +2 bonus to AC, 
  Dexterity saving throws, and Constitution 
  saving throws.
  Heavenly Flare. The effects of the new planes for this ability 
  change.
  Heavenly Flare Effects
  Plane
  Additional Effect
  Jiese, Plane of Fire
  2d6 fire damage per round for 1d4 rounds.
  Perlocus, Plane of Air
  The target is affected by a suggestion you 
  say for the next 1d4 rounds (Wisdom 
  saving throw).
  Mojang, Plane of Life
  The target cannot heal for 1d4 rounds, 
  and the damage from this attack does 
  not respond to magical healing. Instead, 
  any tool kit check functions as if it were a 
  healer’s kit.
  Ostea, Plane of Water
  If the target has blood, you can distribute 
  an amount of healing equal to the amount 
  of damage you did among other creatures 
  who have blood (including yourself) within 
  50 feet of you.
  Ratios, Plane of Earth
  The target is stunned for 1 round, during 
  which time it must briefly answer the first 
  question posed to it.
  Fourmyle, the Plane of 
  Space
  Teleport the target up to 30 feet to an 
  unoccupied space you can see.
  Reida, Plane of Time 
  and Baden, the Ghost 
  Moon
  The target has a fly speed of 60 ft. for 1d4 
  rounds, but at the start of each of turn 
  flying it takes damage equal to however 
  much damage it took the previous round.
  Av, Plane of Death
  2d6 negative energy damage and the target 
  is confused (as the confusion spell) until 
  the end of its next turn.
  Space Travel. The movement modes are relatively unchanged.
  Space Travel Options
  Plane
  Movement Option
  Jiese, Plane of Fire
  She can use a bonus action to take the Dash 
  action. At the end of each of her turns, she 
  rolls 1d6 to recharge this feature, regaining 
  it on a result of 5 or 6.
  Perlocus, Plane of Air
  She gains a fly speed equal to her Speed.
  Mojang, Plane of Life
  She gains a burrow speed equal to half her 
  Speed.
  Ostea, Plane of Water
  She gains a swim speed equal to her Speed.
  Ratios, Plane of Earth
  No new movement mode, but she can treat 
  any creature she can see that is flying as if it 
  were adjacent.
  Fourmyle, the Plane of 
  Space
  She can teleport 30 feet to an unoccupied 
  space she can see as a bonus action.
  Reida, Plane of Time 
  and Baden, the Ghost 
  Moon
  Her speed increases by 10 feet. If she takes 
  the Dash action, she can pass through 5 
  feet of solid material as if using Incorporeal 
  Movement.
  Av, Plane of Death
  She hovers slightly above the ground and 
  seems to pass through small obstacles, 
  allowing her to ignore difficult terrain.
  
  EN5ider Presents: Godmind, Part Two | 5
  H
  erein are the stats of the fey titans, their 
  minions, and Asrabey Varal.
  Titan Traits
  All fey titans have the following abilities, unless otherwise noted.
  Fey Link. A fey titan exists simultaneously in the real world and 
  the Dreaming and can see and affect both worlds. It is vaguely 
  aware of any large-scale actions occurring within an area it deems 
  its native terrain (generally, this is forests, mountains, swamps, 
  plains, or seas). For example, a fey titan senses a massive mining 
  operation, but not a handful of burrowing creatures.
  When in its native terrain a fey titan can use an action to trans-
  port creatures it can see between the real world and the Dreaming, 
  as the plane shift spell. This ability can affect only unwilling crea-
  tures that have contested its authority and been defeated.
  When a fey titan is killed, its animating spirit dissipates into its 
  native terrain, and in the following years new creatures are em-
  powered by that energy. It might take centuries, but eventually one 
  creature defeats all contenders and consumes enough energy to 
  become the new fey titan of that area.
  Hurl Foe. Once per turn when a fey titan damages a Huge or 
  smaller creature with a melee weapon attack, it can try to hurl the 
  creature as part of that attack by making an opposed Strength 
  (Athletics) check. On a success, the foe is knocked back 10 feet 
  in a direction of the titan’s choice and falls prone. The distance 
  the foe is hurled increases by 10 feet for every 5 points by which 
  the titan’s check result exceeds the creature’s check result. If an 
  object stops the hurled creature before it travels the whole distance, 
  the creature and the object each take 1d6 bludgeoning damage for 
  every 10 feet of distance remaining, and the creature is knocked 
  prone in the space adjacent to the object.
  Recovery. Whenever a fey titan fails a saving throw against any 
  mind-affecting, paralysis, petrification, polymorph, or restraining 
  effect (including binding magic or temporal stasis, but not includ-
  ing imprisonment), at the end of each of its turn it can make a 
  saving throw to end one such effect on itself. Once per year, if a 
  fey titan takes an amount of damage that would normally kill it 
  by reducing its hit points to 0, the damage instead heals the fey 
  titan of twice the amount of damage — but this healing leaves the 
  fey titan disoriented and demoralized. At this point, the creature 
  becomes sickened and seeks only to return to its lair. Any amount 
  of damage dealt to it by an external source before it reaches its lair, 
  though, immediately negates the sickened effect and allows the fey 
  titan to end its retreat and attack.
  Truly Titanic. Because fey titans are so massive, uneven ground 
  and other features that constitute difficult terrain for smaller 
  creatures like PCs generally pose no significant hindrance to their 
  movement; instead, areas of forest or settlements are considered 
  difficult terrain. A Huge or smaller creature can move through any 
  square occupied by a fey titan, or vice-versa. A fey titan can make 
  opportunity attacks only against creatures that are Huge or larger 
  and can be flanked only by Huge or larger foes. It’s possible for 
  a Huge or smaller creature to climb a fey titan — this generally 
  requires a successful DC 24 Strength (Athletics) or Dexterity (Ac-
  robatics) check, and unlike the normal rules about fey titans and 
  opportunity attacks, a Small or larger creature that climbs on a 
  fey titan’s body provokes an opportunity attack from the fey titan.
  Titan Stat Blocks
  The Ash Wolf
  Gargantuan fey (fey titan), chaotic neutral
  Armor Class 23 (natural armor)
  Hit Points 435 (30d20+120)
  Speed 100 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   32 (+11) 
  17 (+3) 
  19 (+4) 
  15 (+2) 
  24 (+7) 
  18 (+4)
  Saving Throws Dex +11, Con +12
  Skills Acrobatics +19, Nature +10, Perception +15, Performance +12, 
  Stealth +11
  Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeon-
  ing, piercing, and slashing from magical weapons
  Damage Immunities fire; bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities diseased, frightened
  Senses darkvision 600 ft., truesight, passive Perception 30
  Languages Primordial
  Challenge 25 (75,000 XP)
  Appendix: Fey Titans
  
  6 | EN5ider Presents: Godmind, Part Two
  Appendix: Fey Titans
  Hunting Surge (Recharge 4–6). The Ash Wolf can use a bonus action 
  to release a howl that focuses his predatory might. Until the end of 
  his turn, his Speed increases by 200 feet, and he gains advantage on 
  checks made to jump.
  Innate Spellcasting. The Ash Wolf’s innate spellcasting ability is Wis-
  dom (spell save DC 23, +15 to hit with spell attacks). He can innately 
  cast the following spells, requiring no material components.
  Constant: freedom of movement, pass without trace
  At will: bestow curse, scorching ray
  3/day: commune with nature
  1/day: fire storm
  Keen Hearing and Smell. The Ash Wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Legendary Resistance (3/Day). If the Ash Wolf fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. The Ash Wolf has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The Ash Wolf’s weapon attacks are magical.
  Pack Bond. If the Ash Wolf is within a mile of his children, he can sense 
  through them and share some of his prowess. At any given time, he 
  can bestow this power upon up to 4 smoldering wolves. They gain a 
  +5 bonus to AC and attack rolls, as well as their father’s resistances 
  and immunities, but when they take damage an equal amount of 
  damage is dealt to the Ash Wolf.
    
  Once on his turn each round, the Ash Wolf can switch which 4 
  wolves he empowers in this way; typically, when one of his empowered 
  children is reduced below 50 hit points, he has that child withdraw 
  from battle and grants his power to another.
  Pack Tactics. The Ash Wolf has advantage on an attack roll against a 
  creature if at least one of his allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Quick. The Ash Wolf has advantage when rolling initiative.
  Regeneration. The Ash Wolf regains 20 hit points at the start of his 
  turn if he has at least 1 hit point.
  Smoky Mate. When first reduced below 200 hit points, the Ash 
  Wolf’s desperation calls forth the spirit of his long-dead mate, which 
  emerges from the forest fire somewhere within 100 feet. Her body 
  resembles a similarly titanic wolf composed of ash and smoke.
    
  She starts with 200 hit points, and has the same statistics as the 
  Ash Wolf, except she has a fly speed of 80 ft. (hover), no resistance 
  to cold damage, and gains the Incorporeal Movement trait (she can 
  move through other creatures and objects as if they were difficult ter-
  rain, and she takes 5 (1d10) force damage if she ends her turn inside 
  an object). The smoky titan’s attacks ignore natural armor, armor, and 
  shields. She cannot grapple creatures or knock creatures prone.
  Actions
  Multiattack. The Ash Wolf can use his Frightful Presence. He then 
  attacks twice. He can use his Swallow instead of his bite.
  Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 50 
  (6d12+11) piercing damage. If the target is a creature, it is grappled 
  (escape DC 27) or it makes a DC 27 Strength saving, falling prone on 
  a failure. Until this grapple ends, the target is restrained. On a critical 
  hit, the target makes a DC 20 Constitution saving throw or loses a 
  limb. The effects of this limb loss are at the GM’s discretion.
  Frightful Presence. Each creature of the Ash Wolf’s choice within 
  120 feet of him and aware of him must succeed on a DC 23 Wisdom 
  saving throw or become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, with disadvantage 
  if the Ash Wolf is within line of sight, ending the effect on itself on a 
  success. If a creature’s saving throw is successful or the effect ends 
  for it, the creature is immune to the Ash Wolf’s Frightful Presence for 
  the next 24 hours.
  Hurl Tree. The Ash Wolf attacks a tree (or other massive object), 
  uproots it, and hurl it up to 400 feet. The area affected varies slightly 
  based on the projectile, but creatures in a roughly 40-foot radius take 
  make a DC 27 Dexterity saving throw or take 70 (20d6) bludgeoning 
  damage. The hurled object likely knocks down a swath of other trees 
  in its path, and at the GM’s discretion creatures in a 40-foot wide line 
  out to the destination take 17 (5d6) bludgeoning damage if they fail a 
  DC 27 Dexterity saving throw.
  Swallow. The Ash Wolf makes one bite attack against a Huge or smaller 
  creature he is grappling. If the attack hits, the target takes the bite’s 
  damage, the target is swallowed, and the grapple ends. While swal-
  lowed, the creature is blinded and restrained, it has total cover against 
  attacks and other effects that originate outside the Ash Wolf, and it 
  takes 42 (12d6) bludgeoning damage at the start of each of the Ash 
  Wolf’s turns.
    
  If the Ash Wolf takes 50 damage or more on a single turn from a 
  creature inside it, he must succeed on a DC 15 Constitution saving 
  throw at the end of that turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet of the Ash Wolf. If the Ash 
  Wolf dies, a swallowed creature is no longer restrained by him and can 
  escape from the corpse by using 30 feet of movement, exiting prone.
  LegendAry Actions
  The Ash Wolf can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. The Ash Wolf regains spent 
  legendary actions at the start of his turn.
  * Destructive Roll (Costs 2 Actions). The Ash Wolf flings himself at 
  the ground and rolls, crushing everything in an area 60 feet by 30 
  feet. Each creature in the area must make a DC 27 Dexterity saving 
  throw, taking 28 (8d6) bludgeoning damage on a failed save, or half 
  as much damage on a successful one.
  * Move. The Ash Wolf moves up to half his speed.
  * Chomp (Costs 2 Actions). The Ash Wolf makes one bite attack or 
  uses Swallow.
  
  EN5ider Presents: Godmind, Part Two | 7
  Appendix: Fey Titans
  Smoldering Wolf
  Large fey, neutral
  Armor Class 18 (natural armor)
  Hit Points 157 (15d10+75)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  24 (+7) 
  20 (+5) 
  9 (–1) 
  13 (+1) 
  11 (+0)
  Saving Throws Wis +5
  Skills Insight +5, Perception +9, Stealth +15, Survival +5
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 24
  Languages Common, Primordial
  Challenge 10 (5,900 XP)
  Choking Aura. At the start of each of the smoldering wolf’s turns, 
  each creature within 10 feet of it makes a DC 17 Constitution saving 
  throw or become poisoned for 1 round. In addition, the area is lightly 
  obscured.
  Keen Hearing and Smell. The smoldering wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Magic Weapons. The smoldering wolf’s weapon attacks are magical.
  Pack Tactics. The smoldering wolf has advantage on an attack roll 
  against a creature if at least one of his allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Raging Burster. When the smoldering wolf is reduced to 78 hit points 
  or less, it erupts in a blast of flame that flows out in a 15-foot radius. 
  Creatures in the area make a DC 17 Dexterity saving throw or take 28 
  (8d6) fire damage, or half as much on a success. For the next hour 
  the smoldering wolf’s speed increases to 100 ft., it gains a +2 bonus 
  to AC, it has advantage on Dexterity saving throws, and it gains an 
  additional action on each of its turns. That action can be used only to 
  take the Attack (one weapon attack only), Dash, Disengage, Hide, or 
  Use an Object action. In addition, for the duration the burning damage 
  from its bite increases to 3d8.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 
  (2d8+5) piercing damage plus 9 (2d8) fire damage and the target 
  makes a DC 17 Strength saving throw or is knocked prone.
    
  In addition, the target makes a DC 17 Dexterity saving throw or 
  starts to burn. At the start of its turn, a burning creature takes 9 (2d8) 
  fire damage. A burning creature can use a bonus action to put out the 
  fire, making a new saving throw. This save is made with advantage 
  if the burning creature drops prone. On a success, it ends the effect 
  on itself. Any creature that attacks a burning creature makes a DC 17 
  Dexterity saving throw. On a failed save, the creature starts to burn.
  Beshela, Archfey of the Sea
  Medium fey, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 168 (6d8+96)
  Speed 30 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  22 (+6) 
  20 (+5) 
  15 (+2) 
  15 (+2) 
  23 (+6)
  Skills Athletics +11, Deception +11, Insight +12, Intimidation +11, 
  Nature +7, Perception +7, Persuasion +11
  Damage Vulnerabilities fire
  Damage Resistances acid, cold; bludgeoning, piercing, and slashing 
  from weapons that aren’t cold iron
  Damage Immunities poison
  Condition Immunities poisoned
  Senses ripplesense, passive Perception 17
  Languages Elven, Primordial, Sylvan
  Challenge 14 (11,500 XP)
  Corrosive Tempest. When Beshela is first reduced below half of her hit 
  points, dark clouds gather overhead and begin spewing forth black 
  rain in a ¼-mile radius centered on her. Any creature that ends its turn 
  without some sort of cover from the rain takes 1 point of acid damage. 
  The clouds move with Beshela and last for 5 minutes.
  Fey Dive. Beshela can use a bonus action to teleport from one area 
  covered in water to another area covered in water within 50 feet, as 
  long as there is a contiguous path of water between the two spaces.
  Innate Spellcasting. Beshela’s innate spellcasting ability is Charisma 
  (spell save DC 19, +11 to hit with spell attacks). She can innately cast 
  the following spells, requiring no material components:
  At will: control water
  3/day: conjure animals (aquatic creatures only), conjure elemental 
  (water elemental only)
  Magic Resistance. Beshela has advantage on saving throws against 
  spells and other magical effects.
  Quick. Beshela has advantage on initiative checks.
  Ripplesense. Beshela perfectly knows the location of any creature 
  within half a mile if there is a contiguous path of water between its 
  space and hers.
  Actions
  Multiattack. Besheba attacks twice.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 
  (1d8+6) magical bludgeoning damage and the target is pushed 20 
  feet away.
  Summon the Kraken (1/Day) Beshela conjures a massive tidal wave in 
  a ¼-mile-radius centered on herself. All creatures hit by the wave must 
  make a DC 19 Strength saving throw or be knocked prone and pushed 
  away 20 feet. Water floods the area to a depth of 2 feet, making it 
  difficult terrain, though it may flow away quickly based on the area.
    
  In addition, Beshela summons two kraken tentacles made of 
  seaweed within 50 feet of her. Each tentacle is a Large creature with 
  Beshela’s AC and save bonuses, and 40 hit points. If a tentacle is ever 
  completely out of the water, it is destroyed. Once summoned, Beshela 
  can use a bonus action to command one or both to move up to 20 feet 
  through areas covered in water and make an attack.
    
  Kraken Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 
  one target. Hit: 16 (3d6+6) magical bludgeoning damage and the 
  target is grappled (escape DC 19).
  
  8 | EN5ider Presents: Godmind, Part Two
  Appendix: Fey Titans
  The Father of Thunder
  Gargantuan fey (fey titan), chaotic neutral
  Armor Class 25 (natural armor)
  Hit Points 555 (30d20+240)
  Speed 150 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   34 (+12) 
  8 (–1) 
  27 (+8) 
  10 (+0) 
  23 (+6) 
  27 (+8)
  Saving Throws Con +16, Int +8, Wis +14
  Skills Intimidation +24, Perception +22
  Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, 
  piercing, and slashing from magical weapons
  Damage Immunities lightning; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Condition Immunities diseased, frightened
  Senses darkvision 600 ft., truesight, passive Perception 32
  Languages Primordial
  Challenge 25 (75,000 XP)
  Herd Crush. A herd encircles the Father of Thunder in a quarter-mile 
  radius. When the herd is in motion, any hostile creature the fey titan 
  is aware of within the herd makes a DC 16 Dexterity saving throw at 
  the start of its turn or it takes 8 bludgeoning damage from the crush 
  of animals. Herd animals such as horses are immune to this damage. 
  A creature unable to keep up with the herd (such as if a dismounted 
  rider or someone with a steed that’s been knocked prone) has 
  disadvantage on the saving throw, taking 24 bludgeoning damage 
  from being trampled. It typically takes 4 rounds of trampling for the 
  herd to move past a prone creature. [In this encounter the Great 
  Hunt’s assistance grants the PCs advantage and a +5 bonus to these 
  saving throws.]
  Innate Spellcasting. The Father of Thunder’s innate spellcasting ability 
  is Charisma (spell save DC 24). He can innately cast the following 
  spells, requiring no material components.
  Constant: freedom of movement
  At will: bestow curse, plant growth, shatter (as a 7th-level spell)
  3/day: commune with nature
  1/day: heroes’ feast
  Quick. The Father of Thunder has advantage when rolling initiative.
  Relentless (1/Short Rest). If the Father of Thunder takes 10 damage 
  or less that would reduce him to 0 hit points, he is reduced to 1 hit 
  point instead.
  Regeneration. The Father of Thunder regains 20 hit points at the start 
  of his turn if he has at least 1 hit point.
  Stormy Presence. Lightning constantly strikes in a 1,200-foot radius 
  around the Father of Thunder. Normally it lands harmlessly, but when 
  a creature angers the fey titan the lightning expresses his displeasure. 
  Once per round when a creature in the area targets him with a spell 
  that affects his mind or grants a Wisdom saving throw, or when a 
  creature tries to engage him in conversation, the Father of Thunder 
  can cause a bolt of lightning to fall from the sky dealing 30 lightning 
  damage (DC 24 Dexterity saving throw to negate) and targeting the 
  creature with a dispel magic (as a 7th-level spell). The lightning does 
  not injure herd animals or minotaurs. He cannot target any creatures 
  that is directly underneath him, as such bolts redirect to his horn.
    
  The Father of Thunder can also use a bonus action to direct a 
  lightning strike, usually aiming it at people who dare to try to fly over 
  his herd. And as an odd corner case, he can cause this lightning to 
  strike creatures even hundreds of miles away in response to them 
  casting sending or similar communication to bother him, responding 
  with lightning instead of words.
    
  If the Father of Thunder is not standing on ground above an open 
  sky, he cannot use this trait.
  Stubborn Tornado. When the Father of Thunder is reduced below 185 
  hit points, he stops running and engages the party in close combat. 
  A tornado manifests around him, creating 200 mile per hour winds. 
  The tornado remains centered on the Father of Thunder as he moves, 
  though he is big enough to be clearly visible through the dust of the 
  funnel cloud. It lasts until the Father of Thunder is reduced to 30 hit 
  points, at which point the fey titan sags and yields.
    
  Ranged weapon attacks become impossible. Large or smaller 
  creatures must succeed on a DC 16 Strength check at the start of 
  the Father of Thunder’s turn or else be knocked prone and pulled 
  1d4×10 feet toward the fey titan, taking 2 (1d4) bludgeoning damage 
  per 10 feet traveled. Those who end up adjacent to him are picked up 
  by the tornado and whirled around for 1d6 rounds, taking 21 (6d6) 
  bludgeoning damage each round from debris and the occasional 
  flying cow, before being violently expelled (taking falling damage as 
  appropriate).
  Susceptible to Booze. If allowed to consume truly epic amounts of 
  alcohol, the Father of Thunder’s intoxication reduces his hit points 
  by 50 and he takes a –5 penalty on all checks, saving throws, attack 
  rolls, and damage rolls. In addition, the DCs of saving throws made to 
  resist the Father of Thunder are reduced by –5 (except for Stubborn 
  Tornado).
  
  EN5ider Presents: Godmind, Part Two | 9
  Appendix: Fey Titans
  Toppled Quake. When the Father of Thunder is reduced below 275 hit 
  points, he stumbles and falls prone. On his next turn he attempts to 
  get up and move 150 feet (instead of his normal movement of 300 
  feet). He’s still able to take the Attack action, but this gives foes 
  who’ve fallen behind a chance to catch up. It takes the Father of 
  Thunder 1d4 rounds to stand up.
    
  The first time per day that the Father of Thunder falls prone 
  (whether due to the above damage or because of enemy attacks), his 
  collision with the ground creates a massive earthquake. The landscape 
  in a 600-foot radius buckles, and deep fissures and jagged hills appear 
  in the area. For the following 4 rounds, unless the Father of Thunder 
  is unable to move or a character’s Wisdom (Animal Handling) check 
  briefly takes control of the herd, each round the fey titan guides the 
  herd through one of these hazards.
  * Small Chasm. Each rider must succeed on a DC 12 Wisdom (Animal 
  Handling) check to coax their steed to leap across a 20 foot gap. On 
  a failure the steed balks and instead swerves around the gap, caus-
  ing the rider to fall back 60 feet relative to the Father of Thunder. 
  Because some members of the herd fall in, the DC for Herd Crush is 
  reduced by –2.
  * Vast Chasm. Each rider may choose to either make a DC 17 Wisdom 
  (Animal Handling) check to get their steed to leap a 50 foot gap or 
  falls back 120 feet relative to the Father of Thunder. On a failure the 
  steed and rider each take 35 (10d6) bludgeoning damage and need 
  to find a way out of a 100-foot deep chasm in order to rejoin the 
  battle. This removes a huge amount of the herd, reducing the DC for 
  Herd Crush by –5.
  Tromping Attack. To represent the mobile herd and battle, place the 
  Father of Thunder in the middle of a battle map. Each mounted com-
  batant can direct his or her steed to adjust his position relative to the 
  titan by up to 30 feet by spending their movement and bonus action 
  to succeed on a DC 8 Wisdom (Animal Handling) check. For every 5 
  points a rider succeeds by, they can adjust their steed another 10 feet. 
  A rider can roll with disadvantage and take a –5 penalty to make this 
  check on their turn without using their bonus action.
    
  On his turn the Father of Thunder can adjust 30 feet. In addition, 
  3 times per round at the end of another creature’s turn, the fey titan 
  can adjust himself 10 feet. If the Father of Thunder falls prone, all this 
  movement and adjustment stops until he can stand back up again.
    
  Assume that all creatures in the encounter keep the same general 
  heading, and it doesn’t particularly matter where the herd as a whole 
  moves, except as detailed below.
    
  Due to his immense size, the Father of Thunder doesn’t turn very 
  quickly. He can only make tusk attacks against creatures roughly 
  within his forward reach, and stomp attacks only against creatures not 
  in reach of his gore attack.
    
  As an action, a rider within 30 feet of the Father of Thunder can 
  make a Wisdom (Animal Handling) check. It’s recommended that 
  GMs be generous with bonuses if the rider comes up with a good 
  excuse, like if there’s an illusion of a giant dragon to cause the herd to 
  turn away. The Father of Thunder then makes a Wisdom saving throw 
  against a DC equal to that check’s result, representing his control 
  over the herd. On a failure, the rider can direct the herd to move in a 
  particular direction for the next round. The fey titan likely turns his ire 
  against that rider however, and of course the herd doesn’t pivot on a 
  silver piece.
  Actions
  Multiattack. The Father of Thunder attacks once with his tusk and 
  twice with his stomp.
  Tusk. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 38 
  (4d12+12) piercing damage. On a critical hit, the target makes a DC 
  24 Constitution saving throw or is stunned for 1d4 rounds.
  Stomp. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. 
  Hit: 34 (4d10+12) bludgeoning damage and the target makes a DC 
  24 Strength saving throw or is knocked prone. On a critical hit, the 
  target makes a DC 24 Constitution saving throw or is stunned for 1d4 
  rounds.
  LegendAry Actions
  The Father of Thunder can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. The Father of Thunder 
  regains spent legendary actions at the start of his turn.
  * Direct Lightning. The Father of Thunder directs a lightning strike 
  using Stormy Presence.
  * Move. The Father of Thunder moves up to half his speed.
  * Stomp (Costs 2 Actions). The Father of Thunder makes one stomp 
  attack.
  Granny Allswell
  Gargantuan fey (fey titan), chaotic neutral
  Armor Class 24 (natural armor)
  Hit Points 518 (28d20+224)
  Speed 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   31 (+10) 
  18 (+4) 
  27 (+8) 
  28 (+9) 
  28 (+9) 
  25 (+7)
  Skills Arcana +25, Deception +15, Insight +17, Intimidation +15, 
  Medicine +17
  Damage Resistances acid, cold, fire, lightning, necrotic, thunder; 
  bludgeoning, piercing, and slashing from magical weapons
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities diseased, frightened
  Senses darkvision 600 ft., true sight, passive Perception 19
  Languages Common, Draconic, Primordial, Terran
  Challenge 25 (75,000 XP)
  Evilest Eyes. Granny’s eyes can spin in different directions, allowing her 
  to use both No More Tricksy and Not So Impressive Now to target two 
  creatures simultaneously using the same bonus action (usually aiming 
  the former at a magic-user and the latter at a warrior). When she 
  would gain the blinded condition, she loses sight in one eye but can 
  still use the other trait.
    
  At the end of a creature’s turn it can attempt a new saving throw to 
  break free of each evil eye effect on it. Remove curse, break enchant-
  ment, and similar effects can also end one of these hexes. Once the 
  effect of a given hex ends, the creature cannot be affected by that 
  same evil eye again.
  * No More Tricksy: Granny Allswell cocks her left evil eye at a creature 
  she can see and admonishes it for not playing fair, forcing it to make 
  a DC 25 Wisdom saving throw. On a failure, the creature is limited 
  in many ways to only things a normal person could accomplish 
  without magic. The full range of these penalties are at the GM’s 
  discretion, but these include its Speed being no higher than 30 feet, 
  
  10 | EN5ider Presents: Godmind, Part Two
  Appendix: Fey Titans
  it cannot have any alternate movement modes, and it cannot cast 
  spells or supernatural features or traits.
  * Not So Impressive Now: Granny aims her right evil eye at a creature 
  not affected by her other evil eye, forcing it to make a DC 25 
  Wisdom saving throw. On a failure, whenever the target would roll 
  a d20, it instead rolls a d6. If it fails to break free of the hex on its 
  next turn, it can start rolling d8s. If it still fails the next round, it can 
  roll d12s. The hex automatically ends after affecting the target for 3 
  rounds.
  Hordeling Outburst. At any time Granny Allswell can control up to 9 
  gangs of gremlins, born out of the mountain and powered by her life 
  force. Each gang fills the space of a Large creature and has 30 hit 
  points, AC 23 (natural armor), Speed 50 ft. (burrow 20 ft.), a +5 bo-
  nus on ability checks and saving throws, and the same immunities and 
  resistances of their granny. Damage dealt to gremlin gangs deals an 
  equal amount of damage to Granny Allswell (though if a single effect 
  damages multiple gangs, damage is only transferred once). Because 
  they consist of multiple creatures, area attacks against gremlin gangs 
  deal double damage.
    
  At the start of each of Granny Allswell’s turns, the 9 gremlin 
  gangs act, and if any gangs have been dispersed by previous damage, 
  another gang appears somewhere that is at least 30 feet away from 
  any hostile creature, burrowing out of the ground if necessary. On its 
  action, each gang can either attack or steal.
  * Slam. Melee Weapon Attack: +13 to hit, reach 0 ft., one creature in 
  the gang’s space. Hit: 14 (2d8+5) slashing damage.
  * Steal. The gremlin gang makes a Dexterity (Sleight of Hand) check 
  opposed by a creature’s Wisdom (Perception) check. On a success, 
  it steals every unattended item the target is carrying or has in a pack 
  (basically everything not held or worn, including spell components). 
  If the check succeeds by 10 or more, the target must make a DC 
  21 Dexterity saving throw or else any armor it is wearing becomes 
  broken (reducing any bonuses to armor class by half, minimum +0). 
  The gremlin gang holds the stolen gear and uses it to attack, and 
  when reduced to 0 hit points the survivors disperse, dropping the 
  loot in their space.
  Innate Spellcasting. Granny Allswell’s innate spellcasting ability is 
  Wisdom (spell save DC 25, +17 to hit with spell attacks). She can 
  innately cast the following spells, requiring no material components.
  Constant: freedom of movement
  At will: bestow curse, quickened charm monster, stone shape, wall 
  of stone
  3/day: commune with nature, polymorph
  1/day: maze
  Juxtaposed Misty Step. Granny Allswell can use a bonus action to cast 
  misty step, except she targets a space occupied by a creature within 
  150 feet and switches places with it. An unwilling creature can make a 
  DC 19 Charisma saving throw to negate.
  Knowledgeable. Granny Allswell has advantage on Intelligence checks.
  Quick. Granny Allswell has advantage when rolling initiative.
  Regeneration. Granny Allswell regains 30 hit points at the start of her 
  turn if she has at least 1 hit point.
  Relentless (1/Short Rest). If Granny Allswell takes 10 damage or less 
  that would reduce her to 0 hit points, she is reduced to 1 hit point 
  instead.
  Scattered Spellbooks. Granny Allswell has hundreds of old scrolls 
  and spellbooks in various states of disrepair scattered throughout the 
  Anthras Mountains. Given a couple days to look, she can get access to 
  any wizard spell written in the last 2,000 years.
  Steal Spell (1/Turn). When Granny Allswell uses a melee weapon 
  attack to damage a creature, she can choose a single spell active on 
  that creature and end it, then cast the same spell herself (without 
  expending any actions to do so). She cups her hands as if holding 
  an adorable kitten, cuddles it close to her face, then shoves it in her 
  mouth. She’s particularly fond of haste and divine magic.
  Actions
  Multiattack. Granny Allswell attacks twice with her slam.
  Slam. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 28 
  (4d8+10) bludgeoning damage.
  LegendAry Actions
  Granny Allswell can take 3 legendary actions, choosing from the op-
  tions below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Granny Allswell regains spent 
  legendary actions at the start of her turn.
  * Juxtapose. Granny Allswell uses Juxtaposed Misty Step.
  * Slam. Granny Allswell makes a slam attack.
  * Evil Eyes (Costs 2 Action). Granny Allswell uses Evilest Eyes.
  
  EN5ider Presents: Godmind, Part Two | 11
  Appendix: Fey Titans
  Corrupted Earth Spirit
  Huge elemental, unaligned
  Armor Class 19 (natural armor)
  Hit Points 225 (18d12+108)
  Speed 20 ft., burrow 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  8 (–1) 
  22 (+6) 
  10 (+0) 
  11 (+0) 
  11 (+0)
  Saving Throws Wis +5
  Skills Arcana +10, Athletics +11, Perception +10, Stealth +9
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 20
  Languages Terran
  Challenge 15 (13,000 XP)
  Earth Glide. The elemental can burrow through nonmagical, unworked 
  earth and stone. While doing so, the elemental doesn’t disturb the 
  material it moves through.
  Magic Resistance. The elemental has advantage on saving throws 
  made against spells and other magical effects.
  Magic Weapons. The elemental’s weapon attacks are magical and 
  treated as if they were adamantine.
  Siege Monster. The elemental deals double damage to objects and 
  structures.
  Actions
  Multiattack. The elemental attacks twice with its slam.
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 
  (4d6+6) bludgeoning damage. On its next turn, the target can’t move 
  more than 10 feet or be targeted by an effect that teleports it (a DC 19 
  Constitution saving throw negates this effect).
  She Who Writhes, Fey Titan
  See ZEITGEIST #10: Godmind - Part 1.
  Asrabey Varal, Archfey of Obedience
  Medium humanoid (elf), lawful neutral
  Armor Class 26 (+3 glamered platemail, lion shield)
  Hit Points 150 (20d8+60)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  19 (+4) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  8 (–1)
  Saving Throws Str +11, Con +9, Int +7, Wis +7, Cha +5
  Skills Acrobatics +10, Athletics +11, Insight +7, Intimidation +5, Nature 
  +7, Perception +7
  Damage Resistances bludgeoning, piercing, and slashing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 17
  Languages Elvish, Primordial
  Challenge 17 (18,000 XP)
  Cloak of Smoke. At the beginning of his turn, Asrabey can dismiss 
  or invoke a constant roil of smoke that fills his square, granting him 
  half cover (+2 bonus to AC and Dexterity saving throws). He can see 
  through the smoke without trouble.
  Compelling Strike. Whenever Asrabey hits a creature with an attack, 
  that creature must make a DC 19 Wisdom saving throw or be affected 
  by a command of Asrabey’s choice (as the spell). On a critical hit, 
  Asrabey may instead affect the target with dominate monster; at the 
  end of each of its turns, the dominated creature makes a new saving 
  throw to end the effect on itself. When he chooses not to dominate 
  a target, he can instead stun it for 1d4 rounds (instead of making a 
  Wisdom saving throw, a DC 19 Constitution saving throw negates).
  Elixirs of Glibness (20). Asrabey wears a crown of aura masking that 
  conceals his elixirs of glibness (which function as the spell) from 
  detection, instead showing the divination that they are potions of 
  enhance ability (Charisma).
  Fey Ancestry. Magic can’t put Asrabey to sleep.
  Indomitable (2/Long Rest). Asrabey can reroll a saving throw that he 
  fails. He must use the new roll.
  Innate Spellcasting. Asrabey’s innate spellcasting ability is Wisdom. 
  He can innately cast the following spells, requiring no material 
  components.
  Constant: freedom of movement
  At will: misty step
  Lion Shield. Asrabey can use a bonus action to toss this magic shield 
  into the air and speak the command word. The shield begins to hover 
  and attacks one creature of his choice within 5 feet of him. While 
  the shield hovers, it shares Asrabey’s space and travels wherever 
  he moves, and it continues attacking the same target as long as 
  it remains within 5 feet of him. Asrabey can use a bonus action to 
  command the shield to attack a new target within 5 feet of him. The 
  shield does not provoke opportunity attacks from movement. After 
  the hovering shield attacks for the fourth time, it tries to return to 
  Asrabey’s hand. If you has no hands free, it falls to the ground at 
  Asrabey’s feet. The shield ceases to hover if he grasps it or is moved 
  more than 10 feet away from it.
  Power Attack. When Asrabey makes his first melee weapon attack 
  in a turn, he can choose to take a –5 penalty to his melee weapon 
  attack rolls in exchange for a +10 bonus to melee weapon damage. In 
  addition, Asrabey can use a bonus action to make one melee weapon 
  attack after he uses a melee weapon to reduce a creature to 0 hit 
  points or scores a critical hit with it. Asrabey can only use this feature 
  on his turn.
  Quick. Asrabey has advantage when rolling initiative.
  Slippers of Spider Climbing. Asrabey can move up, down, and across 
  vertical surfaces and upside down along ceilings, while leaving his 
  hands free.
  Vekeshi Blade. On his turn, Asrabey can transform his longsword into a 
  whip-like form that has 15 foot reach or back. While in whip-form the 
  weapon still deals damage as a longsword.
  Actions
  Multiattack. Asrabey attacks four times.
  Vekeshi Blade. Melee Weapon Attack: +14 to hit, reach 5 ft. or 15 ft., 
  one target. Hit: 12 (1d8+8) magical slashing damage plus 3 (1d6) 
  fire damage if wielded in one hand or 13 (1d10+8) magical slashing 
  damage plus 3 (1d6) fire damage if wielded in two hands.
  Lion Shield. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6+5) magical piercing damage plus the target is grappled 
  (escape DC 19).
  
  12 | EN5ider Presents: Godmind, Part Two
  Porteur de Mort Revelation Sniper
  Medium humanoid (human), lawful neutral
  Armor Class 17 (studded leather)
  Hit Points 150 (20d8+60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  20 (+5) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  8 (–1)
  Saving Throws Con +8, Wis +7
  Skills Acrobatics +10, Insight +7, Perception +12, Stealth +15
  Senses passive Perception 22
  Languages Common, Danoran
  Challenge 13 (10,000 XP)
  Adaptive Ammo. When firing their rifle, the sniper can select a spe-
  cialty type of ammunition used with each shot. This is a unique ability 
  combining arcanoscientific munitions with special training.
  * Acid Chewer Shot: The shot deals an extra 14 (4d6) acid damage, 
  as well as an additional 7 (2d6) acid damage the following round.
  * Coldfire Shot: The shot deals an extra 21 (6d6) damage, half of 
  which is cold and the other half is fire.
  * Electromagnetic Shot: The shot deals an extra 21 (6d6) lightning 
  damage.
  * Lander Rounds: Made of a laden material, this shot causes any 
  creature flying above ground to descend 30 feet each time they are 
  struck by a round (this movement does not provoke opportunity 
  attacks.)
  Marksmanship. The sniper doubles their proficiency bonus when mak-
  ing ranged attack rolls with a scoped rifle.
  Potion. The sniper carries a potion of greater healing.
  Superb Aim. The sniper ignores half cover and three-quarters cover 
  when making a ranged weapon attack, and they don’t have disadvan-
  tage when attacking at long range. When the sniper makes their first 
  ranged weapon attack in a turn, they can choose to take a -5 penalty 
  to their ranged weapon attack rolls in exchange for a +10 bonus to 
  ranged weapon damage.
  Actions
  Multiattack. The sniper attacks twice.
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 
  (1d8+5) piercing damage.
  Revolver (12). Ranged Weapon Attack: +10 to hit, range 40/120 ft., 
  one target. Hit: 14 (2d8+5) piercing damage.
  Shotgun. Ranged Weapon Attack: +10 to hit, range 30-foot line, 
  multiple targets (roll separately for each). Hit: 18 (3d8+5) piercing 
  damage.
  Rifle (30). Ranged Weapon Attack: +15 to hit, range 80/240 ft., one 
  target. Hit: 16 (2d10+5) piercing damage.
  reActions
  Fast Reload. The sniper reloads their rifle.
  Porteur De Mort Murderer
  Medium humanoid (tiefling), lawful neutral
  Armor Class 20 (+1 breastplate, +1 shield)
  Hit Points 120 (16d8+42)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  16 (+3) 
  13 (+1) 
  12 (+1) 
  6 (–2)
  Saving Throws Str +8, Dex +8, Wis +6, Cha +3
  Skills Acrobatics +13, Bluff +3, Intimidation +8, Perception +11, Stealth 
  +13, Survival +11
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 21
  Languages Common, Danoran, Infernal
  Challenge 13 (10,000 XP)
  Brute. A melee weapon deals one extra die of its damage when the 
  murderer hits with it (included in the attack).
  Evasion. When the murderer is subjected to an effect that allows them 
  to make a Dexterity saving throw to take only half damage, they 
  instead take no damage if they succeed on the saving throw, and only 
  half damage if they fail.
  Infernal Legacy. The murderer knows the thaumaturgy cantrip. In 
  addition, they can cast hellish rebuke (as a 2nd-level spell; DC 11) and 
  darkness once each between long rests. They use Charisma as their 
  spellcasting ability for these spells.
  Murderers-At-Arms. The murderer has advantage on attack rolls 
  against a creature if at least one other murderer is within 5 feet of the 
  creature and the ally murderer isn’t incapacitated. When a murderer 
  gains advantage on an attack roll in this way, their Sneak Attack 
  increases by 10 (3d6) extra damage.
  Sneak Attack (4d6, 1/Turn). The murderer deals an extra 14 (4d6) 
  damage when they hit a target with a weapon attack and have 
  advantage on the attack roll, or when the target is within 5 feet of an 
  ally of the murderer that isn’t incapacitated and the murderer doesn’t 
  have disadvantage on the attack roll.
  Actions
  Multiattack. The murderer makes three melee attacks and fires their 
  pistol (without disadvantage, even if they are within reach of an 
  enemy).
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6+3) piercing damage.
  Revolver. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one 
  target. Hit: 12 (2d8+3) piercing damage.
  Actions
  Uncanny Dodge. When an attacker the murderer can see hits them 
  with an attack, the murderer can use their reaction to halve the 
  attack’s damage against them.
  Appendix: Danoran & 
  Obscurati Forces
  
  EN5ider Presents: Godmind, Part Two | 13
  Apppendix: Danoran & Obscurati Forces
  Porteur du Mort Alchemist
  Medium humanoid (human), lawful neutral
  Armor Class 19 (natural armor)
  Hit Points 105 (14d8+42)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (–1) 
  16 (+3) 
  17 (+3) 
  19 (+4) 
  12 (+1) 
  10 (+0)
  Saving Throws Dex +8, Con +8
  Skills Acrobatics +8, Arcana +9, Medicine +6, Perception +11; 
  alchemist’s supplies +14, thieves’ tools +9
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 21
  Languages Common, Danoran, Dwarvish, Primordial
  Challenge 13 (10,000 XP)
  Alchemical Spellcasting. The alchemist is a 14th‐level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17). All the 
  alchemist’s spells require a special material component—an extract 
  that the target of the spell drinks. The alchemist has the following 
  spells prepared:
  1st level (4 slots): cure wounds, enlarge person, expeditious retreat
  2nd level (4 slots): aid, alter self, invisibility, see invisibility
  3rd level (3 slots): darkvision, haste, displacement, heroism, protec-
  tion from energy
  4th level (2 slots): freedom of movement, resilient sphere, stoneskin
  5th level (1 slots): death ward
  A Round for All! The alchemist can share extracts with multiple targets 
  and not just a single individual. Whenever a creature drinks one of the 
  alchemist’s extracts, other creatures that are within 5 feet of both the 
  drinker and the alchemist are also considered to drink the extract.
  Technologist Delivery. The alchemist can use a bonus action to acti-
  vate a Tiny-sized construct that delivers a single extract or potion to a 
  willing target within 30 feet. The construct loses power and gracefully 
  self-destructs after delivering the potion.
  Actions
  Multiattack. The alchemist makes two melee attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage.
  Revolver. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one 
  target. Hit: 12 (2d8+3) piercing damage.
  Bomb (20). The alchemist throws a bomb at a space within 30 feet; 
  it detonates in a 5-foot radius on impact. Up to 4 creatures the 
  alchemist chooses are immune to the effects of the bomb.
  * Acid: Creatures in the area make a DC 17 Dexterity saving throw or 
  take 28 (7d6+4) acid damage, or half as much on a successful save.
  * Dispelling: Creatures in the area make a DC 17 Charisma saving 
  throw or are targeted by dispel magic.
  * Fire: Creatures in the area make a DC 17 Dexterity saving throw or 
  take 28 (7d6+4) fire damage, or half as much on a successful save.
  * Madness: Creatures in the area make a DC 17 Wisdom saving throw 
  or take 14 (3d6+4) psychic damage as they gain a short-term 
  madness.
  * Smoke: Smoke billows out to fill 20-foot-radius sphere of fog cen-
  tered on the space. The sphere spreads around corners, and its area 
  is heavily obscured. It lasts for 1 minute or until a wind of moderate 
  or greater speed (at least 10 miles per hour) disperses it.
  Obscurati Master Builder
  Medium humanoid (half-elf), lawful neutral
  Armor Class 19 (natural armor)
  Hit Points 136 (16d8+64)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  18 (+4) 
  23 (+6) 
  11 (+0) 
  8 (–1)
  Saving Throws Dex +8, Con +9, Wis +5
  Skills Arcana +11, Perception +5, Persuasion +9; alchemist’s supplies 
  +11, artisan’s tools +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Danoran, Elvish, Primordial
  Challenge 15 (13,000 XP)
  Fey Ancestry. The Obscurati Master Builder has advantage on saving 
  throws against being charmed, and magic can’t put them to sleep.
  Spellcasting. The Obscurati Master Builder is a 16th‐level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 19, +11 to hit 
  with spell attacks). They have the following spells prepared:
  Cantrips (at will): acid splash, light, mage hand, mending, shocking 
  grasp
  1st level (4 slots): alarm, faerie fire, feather fall, magic missile, 
  shield
  2nd level (3 slots): misty step, shatter
  3rd level (3 slots): conjure animals, dispel magic, fireball, stinking 
  cloud, wind wall
  4th level (3 slots): conjure minor elementals, conjure woodland 
  beings, dimension door, wall of fire
  5th level (2 slots): cloudkill, conjure elemental, wall of force
  6th level (1 slots): conjure fey, freezing sphere, wall of ice
  7th level (1 slots): conjure celestial, prismatic spray
  8th level (1 slots): sunburst
  War Magic. The Obscurati Master Builder has advantage when they are 
  concentrating on a spell and have to make a Constitution saving throw 
  from taking damage, they can wield weapons or a shield in both hands 
  and still make somatic components for spellcasting, and they can use 
  their reaction to cast a spell (maximum casting time: 1 action) at a 
  creature that provokes an opportunity attack from them.
  Actions
  Multiattack. The Obscurati Master Builder attacks twice.
  Magic Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) magical bludgeoning damage.
  Magic Revolver. Ranged Weapon Attack: +9 to hit, range 40/120 ft., 
  one target. Hit: 13 (2d8+4) magical piercing damage.
  Bomb (20). The Obscurati Master Builder throws a bomb at a space 
  within 30 feet and it detonates in a 5-foot radius on impact. They 
  can choose up to 6 creatures to be immune to the effects of a bomb 
  whenever they throw it. Creatures in the area make a DC 19 Dexterity 
  saving throw or take 28 (7d6+4) fire damage, or half as much on a 
  successful save.
  
  14 | EN5ider Presents: Godmind, Part Two
  Apppendix: Danoran & Obscurati Forces
  Obscurati Divinist
  Medium humanoid (dwarf), lawful neutral
  Armor Class 21 (mithral plate, shield)
  Hit Points 127 (15d8+60)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (–1) 
  19 (+4) 
  18 (+4) 
  17 (+3) 
  19 (+4)
  Saving Throws Con +9, Wis +8, Cha +9
  Skills Arcana +14, History +14, Perception +8, Religion +14
  Damage Resistance poison
  Senses darkvision 60 ft., passive Perception 18
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Danoran, 
  Draconic, Dwarvish, Elvish, Giant, Gnome, Goblin, Gnoll, Halfling, 
  Ignan, Infernal, Orc, Primordial, Sylvan, Terran, Undercommon; 
  tongues (understand only)
  Challenge 14 (11,500 XP)
  Dwarven Resilience. The Obscurati Divinist has advantage on saving 
  throws against poison.
  Potions. The Obscurati Divinist carries a potion of invisibility, a wand of 
  inflict wounds (25 charges), and 2 scrolls of symbol.
  Spellcasting. The Obscurati Divinist is a 15th‐level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). They have the following spells prepared:
  Cantrips (at will): guidance, light, mending, spare the dying
  1st level (4 slots): bane, command, cure wounds, detect magic, 
  detect poison and disease, guiding bolt, identify, inflict wounds
  2nd level (3 slots): find traps, hold person, locate object, shatter, 
  silence
  3rd level (3 slots): bestow curse, revivify, speak with dead, tongues
  4th level (2 slots): death ward, divination, freedom of movement
  5th level (2 slots): contact other plane, flame strike, legend lore, 
  scrying
  6th level (1 slot): find the path, harm, true seeing
  7th level (1 slot): divine word
  Actions
  Multiattack. The Obscurati Divinist makes three melee attacks.
  Chilling Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8+1) magical bludgeoning damage plus 3 (1d6) cold 
  damage.
  Obscurati Assault Golems
  See the Obscurati Golems in Zeitgeist #10: Godmind – Part 2.
  Danoran Frigate Crew
  Gargantuan swarm of Medium humanoids, lawful neutral
  Armor Class 20 (natural armor)
  Hit Points 285 (30d8+150)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  18 (+4) 
  21 (+5) 
  11 (+0) 
  12 (+1) 
  11 (+0)
  Saving Throws Dex +9, Con +10, Wis +6
  Skills Athletics +12, Perception +11, Stealth +9, Survival +6
  Condition Immunities charmed, frightened, grappled, paralyzed, petri-
  fied, prone, restrained, stunned
  Senses passive Perception 21
  Languages Common
  Challenge 15 (13,000 XP)
  Chaos of Combat. Any creature that is adjacent to or in the swarm’s 
  space has a hard time focusing on magic. A creature casting a spell or 
  concentrating on a spell makes a Constitution saving throw (DC 17 + 
  spell level) or loses the spell.
  Embedded Spellcasters. A handful of mages in each crew cast 2 spells 
  from the following list each round (5th-level spellcasters, save DC 
  14): dispel magic, fog cloud, gust of wind, hold person, magic missile, 
  protection from energy, see invisibility, silent image. When assaulted 
  by flying enemies out of range, they produce clouds of fog. If they use 
  both spells to dispel magic, they effectively aid each other and grant 
  advantage to any rolls for the spell.
  Grenade Volley. The swarm can use a bonus action to throw a grenade 
  at a square within 80 feet where it explodes in a 40-foot radius. Each 
  creature in the area must make a DC 17 Dexterity saving throw. A 
  creature takes 52 (15d6) piercing and slashing damage, or half as 
  much on a successful save.
  Swarm. The swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough for a 
  Medium creature. The swarm can’t regain hit points or gain temporary 
  hit points.
  Actions
  Bayonet Flurry. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 28 (6d6+7) piercing damage, or 17 (3d6+7) piercing 
  damage if the swarm has half of its hit points or fewer.
  Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines 
  that are 5-feet wide. Each creature in the line must make a DC 17 Dex-
  terity saving throw. A creature takes 48 (8d10+4) piercing damage on 
  a failed save, or half as much damage on a successful one.
  
  EN5ider Presents: Godmind, Part Two | 15
  Apppendix: Danoran & Obscurati Forces
  Danoran Boarding Squad
  Gargantuan swarm of Medium humanoids, lawful neutral
  Armor Class 19 (natural armor)
  Hit Points 170 (20d8+80)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  17 (+3) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  11 (+0)
  Saving Throws Dex +7, Con +8
  Skills Athletics +10, Perception +9, Stealth +7, Survival +5
  Condition Immunities charmed, frightened, grappled, paralyzed, petri-
  fied, prone, restrained, stunned
  Senses passive Perception 19
  Languages Common
  Challenge 11 (7,200 XP)
  Chaos of Combat. Any creature that is adjacent to or in the swarm’s 
  space has a hard time focusing on magic. A creature casting a spell or 
  concentrating on a spell makes a Constitution saving throw (DC 15 + 
  spell level) or loses the spell.
  Grenade Volley. The swarm can use a bonus action to throw a grenade 
  at a square within 60 feet where it explodes in a 30-foot radius. Each 
  creature in the area must make a DC 15 Dexterity saving throw. A 
  creature takes 42 (12d6) piercing and slashing damage, or half as 
  much on a successful save.
  Swarm. The swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough for a 
  Medium creature. The swarm can’t regain hit points or gain temporary 
  hit points.
  Actions
  Bayonet Flurry. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6+6) piercing damage, or 13 (2d6+6) piercing 
  damage if the swarm has half of its hit points or fewer.
  Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines 
  that are 5-feet wide. Each creature in the line must make a DC 15 
  Dexterity saving throw. A creature takes 36 (6d10+3) piercing dam-
  age on a failed save, or half as much damage on a successful one.
  Sovereign Han Jierre
  Medium humanoid (tiefling), lawful neutral
  Armor Class 20 (+3 mithral breastplate, cloak of protection, ring of 
  protection)
  Hit Points 315 (30d8+180)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  20 (+5) 
  22 (+6) 
  16 (+3) 
  23 (+6)
  Saving Throws Str +8, Dex +9, Con +13, Int +14, Wis +11, Cha +14
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 24
  Languages Common, Dwarfish, Elvish, Infernal, Primordial
  Challenge 20 (25,000 XP)
  All-Around Vision. Han has advantage on Wisdom (Perception) checks 
  and cannot be surprised.
  Expert. Han is proficient with all skills and tool kits (proficiency bonus 
  +6).
  Infernal Legacy. Han knows the thaumaturgy cantrip. In addition, he 
  can cast hellish rebuke (as a 2nd-level spell; DC 20) and darkness 
  once each between long rests. He uses Charisma as his spellcasting 
  ability for these spells.
  Legendary Resistance (3/Day). If Han fails a saving throw, he can 
  choose to succeed instead.
  Ring of Freedom of Movement. Han’s movement is unaffected by dif-
  ficult terrain, and spells and other magical effects can neither reduce 
  his speed nor cause him to be paralyzed or restrained. He can also 
  spend 5 feet of movement to automatically escape from nonmagical 
  restraints, such as manacles or a creature that has him grappled. 
  Finally, being underwater imposes no penalties on Han’s movement 
  or attacks.
  Slippery Mind. When Han is charmed or frightened by a spell or effect, 
  at the start of his next turn he can repeat the saving throw with 
  advantage, ending the effect on himself on a success.
  Actions
  Gestalt Commander. Han psionically calls upon the combined force of 
  the navy to make 6 rifle attacks against targets of his choice, allowing 
  his soldiers to use his proficiency bonus and Charisma modifier for 
  ranged weapon attack rolls, and to calculate their ranges from his 
  space. This is only the most obvious use of his psychic connection to 
  the navy and any others are at the GM’s discretion.
  Rifle. Ranged Weapon Attack: +12 to hit, range 80/240 ft., one target. 
  Hit: 17 (2d10+6) piercing damage.
  reActions
  Infernal Wrath of the Scion of the Jierre Bloodline. When Han is 
  hit by a spell or weapon attack, he can choose to deal 17 (5d6) fire 
  damage to the attacking creature. In addition, the creature makes a 
  DC 20 Dexterity saving throw or catches on fire, taking an additional 
  17 (5d6) fire damage at the start of its turn each round until it spends 
  an action to extinguish the flames. +
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 332 - ZEITGEIST 10 Godmind Part 3 v2.pdf