Hallows Eve Adventures A spooky supplement including subclasses, races, items and, monsters for the worlds greatest roleplaying game. Cover

Introduction This is the second Halloween since the RPGIdea community came into being, and for this holiday I shall go and revamp this compendium with my new skills. Races Oni It began to storm on my way home. I had to get back with the food from the village. So I decided to cut through the swamp to get their faster despite the risk. It wasn't easy but it was a lot faster. There were strange noises and many strange creatures in the swamp. I stopped for a small rest when I heard the foot falls from some unknown source coming towards me. My heart began to race as I took off into a sprint from whatever strange creature was pursuing me. I looked back upon my last vision on this earth. A horrifying man-beast with sharp teeth and claws ready to rend my flesh. -The Devils Swamp, Tales of the Night Ability Score Increase. Your Constitution increases by 2 and your Strength increases by 1. Age. Oni live long lives due to their origin. They live to be about 250 years, reaching maturity at 16 years. Size. Their size is usually around 5 to 6 feet. They are pretty beefy usually weighing around 160 to 240 pounds. Your size is medium. Speed. Your walking speed is 30. Claws. You have a natural claw attack that does 1d6 slashing damage. Darkvision. Your demonic bloodline grants you darkvision out to 60 feet. Nightstalker. You gain proficieny in the stealth skill. Languages. You can speak, read, and write Common and Infernal. Jack O' Lantern I awoke to laughter. This was strange as the streets were empty except for the pumpkins we set out to ward away evil spirits. I stood up from my bed and made my way outside. The street was empty lit only by the pumpkins and the occasional torch. This was when I heard the laughter again. This time it sounded like a chorus of people. All at once every light was extinguished. I ran back inside and shut the door. I turned around and saw dozens and dozens of pumpkin headed men. They all started laughing and laughing until I fell dead from fear. -Cackling Jack, Tales of the Night A race of pumpkin golems. They are humanoid but have hard pumpkin flesh skin. They love to play tricks on others and just cause general chaos. Ability Score Increase. Your Charisma increases by 2 and your Dexterity increases by 1. Age. Being animated by magic they can live for a long time. They live to be about 400 years, reaching maturity as soon as they are created. Size. Their size is usually around 5 feet. They are lithe and thin usually weighing around 120 to 180 pounds. Your size is medium. Speed. Your walking speed is 35. Laughing Jack. You know either the vicious mockery or the control flames cantrips. Charisma is your spellcasting ability for these spells. Construct Nature. You do not require air, food, drink, or sleep. You can do these if you wish. Candle Light. You can as a bonus action create a 15 foot cone of bright light that originates from your face. This light lasts until you suppress it as another bonus action. Languages. You can speak, read, and write Common and Abyssal. 1 Scarecrow I was out walking around the perimeter of the field. I had heard some strange noises the previous night and wanted to see what was makin it. Wasn't too long before it started up again. There was a rustling and a scratching coming from further into the field. I shone my lamp in that direction, and to my horror I saw a figure that was larger than any man could have been. It towered over the stalks and turned its gaze upon me. Before I could even run the ground below me erupted allowing tendrils of roots to reach up and restrain me. I was helpless as the figure made its way towards me with a claw outstretched. I felt my life force being drained into this being, I became weaker and weaker until my breath left me. -It came from the field, Tales of the Night Scarecrows keep watch over the harvest. They are constructs that are brought to life by magical essence or the spirits of the dead. Ability Score Increase. Your Dexterity increases by 2 and your Charisma increases by 1. Age. Being animated by magic they can live for a long time. They live to be about 380 years, reaching maturity as soon as they are created. Size. Their size is usually around 6-7 feet. They are thin and lanky usually weighing around 120 to 180 pounds. Your size is medium. Speed. Your walking speed is 30. False Appearance. While you remain motionless, you are indistinguishable from an ordinary, inanimate scarecrow. Darkvision. You have darkvision up to 60 feet. Construct Nature. You do not require air, food, drink, or sleep. You can do these if you wish. Claw. You have a natural claw attack that deals 1d6 slashing damage. Harvest. When you deal damage with your natural claw attack, you gain back in hit points an amount equal to your Constitution modifier. Languages. You can speak, read, and write Common and Sylvan.

Druidic Circle Circle of Revelry In the forests far from civilization druids gather to celebrate and revel in their debauchery. They are feared due to the madness that can overtake them during these celebrations. Circle Spells When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, and don't count agains the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level. Circle of Revelry Spells Druid Level Spells 2nd Alter Self, Suggestion 3rd Hypnotic Pattern, Tiny Hut 5th Dream, Modify Memory 7th Prismatic Spray, Sequester 9th Weird, Meteor Swarm Revelry When choosing this archetype at 2nd level, you gain the ability to enter a trance for 1 minute. While under this trance you gain the following benefits: You gain a +1 to AC due to your drunken movements.

Resistance to poison and acid damage. You can only use this feature a number of times equal to your per long rest. Ritual of Celebration At 2nd level, your experience with revelry has granted you an increased understanding of ritualism. Pick one 1st level spell with the ritual tag. You can cast this spell as a ritual once per long rest. You can swap this out for a 2nd level spell at 6th, and a 3rd level spell at 10th. Aura of Lunacy Beginning at 6th level, you are able to induce fear into up to three creatures of your choice within 60 feet of you. They have to be able to see or hear you. The targets must succeed on a wisdom saving throw vs your spell save DC. On a failed save they are frightened for 1 minute. You can only use this feature three times per long rest. Debaucherous Form When you reach 10th level, you can expend two uses of your Wild Shape to take the form of a satyr. You retain your mental stats and health. Avatar of Dionysus Upon reaching 14th level, you have tapped into the very spirit of revelry. You gain the ability to channel the divine power of Dionysus and gain the following benefits for 30 seconds: You gain resistance to all nonmagical weapons and attacks.

You take on the form of a satyr without expending any uses of wildshape for the duration of this feature.

If you are reduced to 0 hit points while this is active you are instead reduced to 1 hit point and deal half the damage you had taken back to the attacker. You can only use this feature once per long rest. 3

Warlock Patron Twilight Phantom Your patron is a great spirit, host of ghosts, or a ruler of the dead. They're motivations are unknown and their requests of you seem rather weird to someone who is alive. Expanded Spell List Your Spirit Patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Twilight Phantom Expanded Spells Spell Level Spells 1st Sleep, Detect Magic 2nd Gust of Wind, Dust Devil 3rd Feign Death, Speak with Dead 4th Death Ward, Phantasmal Killer 5th Raise Dead, Seeming Twilight Form Starting at 1st level, your patron allows you blend into the shadows. When you remain motionless in dim light or darkness you are counted as invisible. Ethereal Step Upon reaching 6th level, you gain the ability to become incorporeal for 12 seconds. You can move throught other creatures and objects up to a distance of 30 feet as if they were difficult terrain for the duration. If you end your turn in a creature or object you take 1d10 force damage. Ghostly Touch Starting at 10th level, when dealing damage you can replace that damage with necrotic. When dealing damage in this way you may regain in hit points half the amount of damage taken. You can only regain health in this way once per long rest. Endurance of Undeath Starting at 14th level, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of your 8 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You can only use this feature once per short rest. Eldritch Invocations Harvest Scythe Prerequisite: 5th level, Pact of the Blade feature You pact weapon takes the form of a black iron scythe. It has all the same stats as a regular +2 scythe. When dealing the blow to a creature that drops it to 0 hit points you regain back twice your level in hit points. Necronomicon Prerequisite: Pact of the Tome feature Your tome takes on the appearance of a book of the dead. You gain the ability to raise one dead humanoid. This humanoid has the same stats as that of a zombie. This zombie lasts for 3 minutes after which it falls dead. You can only use this feature once per long rest. 4 Fighter Archetype Blood Butcher Realizing the true power that blood and fear hold, butchers choose to strike terror into their victims. They hold an almost unsatiable lust for blood and the deaths of their enemies. Bloodletting Starting at 3rd level, you gain 3 blood points that can be spent to perform a variety of things. You gain an additional point at 4th, 6th, 8th, 12th, 14th, 16th, and 19th. These fuel your abilities. Some additional abilities are detailed at the end of the subclass description. You regain 1 expended point on a short rest and all expended points on a long rest. Butchers Knife Starting at 7th level, when you are wielding a weapon that does slashing damage you can choose to make this your Butchers Knife. It deals an additional die of damage. You can only make one weapon at a time your butchers knife. Fearmonger Upon reaching 10th level, you can spend 2 points to chill the blood of an enemy creature. Target a creature within 60 feet that can see or hear you. They must make a wisdom saving throw vs your DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save the target is frightened for 1 minute. On a successful save they are unaffected. Cleaving Strike Upon reaching 15th level, you can spend 4 points to teleport behind a target within 60 feet. When you do so you can make an attack against the target as a reaction. Blood Well When reaching 19th level, if you begin combat without any blood points you regain 1 point. Blood Features Crimson Shield You can spend 5 points to gain resistance to slashing, piercing, and bludgeoning damage for 1 minute. Sanguine Strike You can spend 1 point to deal an additional 1d4 necrotic damage on an attack.

Items Flask of the Sleepless Magical Item, Legendary The flask is made out of a black material akin to obsidian. It cannot be broken or destroyed by any means. Every time you go to take a long rest you can instead empty your sleep out into this flask, roll a d20, on any number 2-20 you do not need to sleep. On a 1 you sleep for twice as long. For each time you successfully do this your charisma score lowers by 1 to a minimum score of 5. Your charisma score resets if you drink from the flask. When you drink from the flask you sleep for as long as the amount of long rests you have emptied into the bottle. Traitors Dagger Weapon (Dagger), Very Rare When attacking with this dagger you can choose as a reaction to attack an ally within 5 feet of you. All damage you deal to this ally is dealt as additional damage to the original target. The Screaming Box Magic Item, Uncommon At random intervals it lets out a scream. When it screams is up to the DMs discretion. Red Candle Magic Item, Very Rare As an action you can activate this candle. When you do so it transforms into two medium sized wax humanoids. These wax men are under your control and stay summoned for 1 minute. After this minute is up they return into the form of the red candle. You cannot use the red candle again for 48 hours. Devil Mask Magic Item, Very Rare The classic red mask with horns and a conniving grin. When wearing this mask you gain Devil Sight up to 60 feet. Death Cloak Magic Item, Rare Pitch black with skulls decorating the fabric, the chill of death seems to permeate this cloak. When wearing this cloak you are always under the effect of the death ward spell. 5

Monsters Creature from the Black Lagoon Calling the swamps and marshes of the world its home. It lurks in the dark hoping to catch travellers unaware. Creature from the Black Lagoon Medium monstrosity, neutral evil Armor Class 16

16 Hit Points 105 (14d10 + 70)

105 (14d10 + 70) Speed 25ft., 45ft swim. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 20 (+5) 10 (0) 10 (0) 5 (-3) Condition Immunities Frightened

Frightened Damage Resistances cold

cold Senses passive Perception 10

passive Perception 10 Languages Common and Aquan

Common and Aquan Challenge 6 Amphibious. Can breath air and water. Actions Multiattack. Creature from The Black Lagoon makes three attacks: two with its claws and one with its bash attack. Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (4d6 + 4) slashing damage. Bash. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (3d8 + 4) bludgeoning damage. From The Depths. When the Creature from The Black Lagoon is immersed in water it may attempt to drag a creature within 5 feet of the water into it. The target must make a dexterity saving throw. On a failed save they are grappled and are moved 5 feet into the water. For each turn they are immersed and grappled the target takes 1d6 cold damage. They are grappled for 3 turns, and can attempt the saving throw again at the end of their turn. 6 The Jersey Devil Born from a woman cursed by a demonic force. The Jersey Devil is a creature of terror and demise. Swooping down and carrying away unsuspecting travellers and farmer livestock. Jersey Devil Medium monstrosity, chaotic evil Armor Class 16

16 Hit Points 142 (15d10 + 60)

142 (15d10 + 60) Speed 45ft., fly 45ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 16 (+3) 8 (-2) 8 (-2) 5 (-3) Condition Immunities frightened

frightened Damage Resistances. cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered

cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered Senses passive Perception 18, darkvision 60ft.

passive Perception 18, darkvision 60ft. Languages Abyssal.

Abyssal. Challenge 7 Devil's Sight. Magical darkness doesn't impede the Jersey Devil's darkvision. Magic Resistance. The Jersey Devil has advantage on saving throws against spells and other magical effects. Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack. The Jersey Devil makes three attacks: two with its claws and one with its tail. Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 20 (1d8 + 6) Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 21 (2d8 + 6)

The Blob An all consuming creature formed during a conflict between two dark sorcerers of great power. The mages tried to poison one another with terrible poisons. These poisons killed the mages and caused them to meld together forming The Blob. The Blob Large ooze, neutral evil Armor Class 16

16 Hit Points 176(21d10 + 105)

176(21d10 + 105) Speed 45ft. STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 20 (+5) 3 (-4) 6 (-2) 1 (-5) Damage Immunities acid

acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius) passive Perception 6

blindsight 60 ft. (blind beyond this radius) passive Perception 6 Languages ---

--- Challenge 11 Amorphous. The Blob can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The Blob can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Engulf. The Blob moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever The Blob enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of The Blob. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, The Blob enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of The Blob's turns. When The Blob moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of The Blob. 8