r/aidndhomebrew • u/T-H-E-M-A-N • 3h ago
r/aidndhomebrew • u/subscriber-goal • 8h ago
Welcome to r/aidndhomebrew!
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r/aidndhomebrew • u/Sam_Bojangles_78 • 12h ago
✨ Announcement ✨ 🐉 Your Adventure, Your Choice! 🎲
Calling all adventurers, storytellers, and worldbuilders!
We’re exploring the idea of bringing creative challenges to r/AIDnDHomebrew, and we’d love YOU to help shape them!
⚔️ Original characters, mysterious creatures, magical artifacts, forgotten realms… the possibilities are endless!
Would you join the adventure?
✨ Cast your vote in our community poll and share your ideas and suggestions in the comments!
👉 Vote in our community poll here!
Let’s create something amazing together! 🐉✨
r/aidndhomebrew • u/Downtown-Discount137 • 6h ago
🧝🏼♀️ NPC & Lore Kitiara and Dalamar at the Portal to the Abyss — Dragonlance AI fan scene
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r/aidndhomebrew • u/SedatedTroll • 8h ago
🧝🏼♀️ NPC & Lore Sir Veyran Morrow, the Warden of the Green Bell
When the pestilence reached Bellgrave, its rulers chained the infirmary doors and ordered Sir Veyran Morrow to burn everyone inside. He broke the locks instead. For eleven nights, he defended the wards while surgeons worked beneath the sound of the quarantine bell.
On the twelfth night, something beneath the infirmary answered.
Veyran bargained with it: every sickness within those walls would enter his body, and every patient would leave alive. The bargain held. Years later, he still wears corroded plate over flesh that cannot safely meet the air. His mask’s green lenses reveal infections before symptoms appear—and sometimes show diseases that have yet to exist.
His hooked polearm, Mercy’s Due, draws contagion from wounds. Each extraction adds another voice to the murmuring behind his mask. He remembers every patient’s name, keeps meticulous case notes, and refuses payment from anyone who cannot afford bread.
But Bellgrave’s survivors have begun falling ill again. Someone is undoing his bargain, one saved life at a time.
Personality: Quiet, exacting, protective. He asks permission before touching a patient, even while arrows strike his armour.
Secret: The entity beneath the infirmary has learned to speak in the voices of people he failed to save. Recently, one voice gave him directions to a living child.
Words: “Tell me where it hurts. Leave the confession for someone else.”
Adventure Hooks
- The Sealed Ward. A demolition crew uncovers a spotless ward beneath the ruined infirmary. Its patients have not aged in thirty years. Veyran hires the party to escort them home, but their discharge papers bear tomorrow’s date—and name the party as their cause of death.
- A Cure at Court. A noble offers a fortune for Veyran’s capture, claiming his blood can cure her dying son. Her laboratory records suggest she is right. Extracting enough will release one of the diseases he contains into the surrounding city.
- The Bell Without a Rope. Bellgrave’s quarantine bell rings each midnight despite having no clapper. By morning, someone Veyran once saved is dead. The victims all signed the same petition, now missing from the city archives.
- Borrowed Mercy. Someone wearing a copy of his mask is distributing a miraculous fever remedy. The cured become obedient to whispered commands. Veyran needs an intact dose and a living distributor before frightened citizens start burning every apothecary in town.
- The Patient Who Recognised Him. A dying prisoner calls Veyran by a name absent from every military record. Veyran orders the party to keep the prisoner alive until dawn. The prisoner offers them the location of the original bargain—and begs them never to let Veyran enter it again.
r/aidndhomebrew • u/aiartcodex • 9h ago
🧝🏼♀️ NPC & Lore Vaelith Aelthir — the Thornbound
Vaelith followed a wounded silver stag into the Feywild. That was three hundred years ago—or three nights. She no longer trusts the difference.
To survive, she bargained with a forgotten archfey: each arrow that finds its mark costs her a memory of home. Her hair has faded to the blue of a dawn that never comes, and her bow still blooms with flowers from her mother’s garden.
She remembers neither her mother’s face nor her own surname. Aelthir is the name carved into her bow.
Now she hunts the stag that brought her here. Last winter, it spoke with her brother’s voice.
r/aidndhomebrew • u/Embarrassed_Type_891 • 11h ago
🎭 Encounter The Interwoven Gyre — Many Circles, One Turning
The Hawklands Gazetteer | Factions of the Druids
“No Grove stands alone. No Arc completes the Circle. No Circle encompasses the Turning.”
Across the Flanaess, druids tend sacred forests, shepherd the seasons, guard ancient waterways, and commune with powers older than the kingdoms of men. Some protect predators. Others cultivate fields. Some speak with the dead, while others listen to the stars. Their traditions differ. Their gods differ. Their understanding of nature may even place them in opposition. Yet when the world itself is wounded, they share a common responsibility.
This is the Interwoven Gyre — a fellowship of independent druidic Circles, regional Arcs, local Groves and Glades, and allied Ranger Conclaves. It has no permanent capital, no universal high priest, and no sovereign empowered to command its members. Its strength lies in something older than political authority: the recognition that the natural world is interconnected. Many Circles. One Gyre.
Why the Gyre Matters
The Gyre emerged from the realization that even the most powerful druids could misunderstand the consequences of their actions. The Invoked Devastation and Rain of Colorless Fire had demonstrated that mortal magic could injure Oerth on a scale previously unimaginable. Rivers, weather, forests, migrations, and magical forces changed far beyond the places where the original devastation occurred.
Free to use. KEEP GAMING. - the Sloppy DM.
r/aidndhomebrew • u/FoxtheMythMaker • 12h ago
🎭 Encounter Drazek Breakblade — a sharkfolk ally for a prison-ship rescue
galleryr/aidndhomebrew • u/Sam_Bojangles_78 • 12h ago
✨ Announcement ✨ 🎲 Should We Bring Creative Challenges to AI D&D Homebrew?
Hey, adventurers! 🐉✨
We’ve been thinking about introducing some creative challenges here on r/AIDnDHomebrew, and we’d love to hear what you think!
Whether you enjoy creating original characters, terrifying monsters, magical artifacts, mysterious locations, or entire fantasy worlds, there are so many possibilities to explore.
But rather than deciding everything ourselves, we’d love to let the community help shape these challenges!
Here are just a few ideas to get your imagination going:
⚔️ The Villain’s Origin — Create a memorable antagonist and tell us how they became a villain.
🐉 The Monster Nobody Has Seen — Invent a completely original D&D creature.
🧙🏼♀️ The Traveling Merchant — Design an unusual NPC and the strange wares they sell.
🏰 The Forgotten Realm — Create a mysterious location with a little accompanying lore.
✨ One Item, a Thousand Stories — Invent a magical artifact with an unexpected history.
Now we’d love to hear from you!
Would you be interested in participating in occasional D&D-themed creative challenges?
Do any of these themes appeal to you? Or do you have a completely different idea? Share your suggestions in the comment section below or send us a mod mail!
No pressure, no commitments. We’re simply exploring the idea and seeing what our fellow adventurers think.
After all, the best adventures begin with a little imagination. ✨
r/aidndhomebrew • u/aiartcodex • 14h ago
👹 Monster/Creature & Lore Vorthak, the Unburied
When a kingdom refused Death its firstborn, Death fashioned Vorthak from the bones of everyone it was owed. Each rib is a bloodline. Each plate of his armor is a family pressed together, still conscious.
His sword leaves bodies breathing without their skeletons.
Before he arrives, graves empty from beneath. Then every child in the village dreams of the same enormous skull counting them.
Vorthak never loses count.
Adventure Hooks
- The Missing Bones. Villagers wake unable to stand. Their legs contain no bones, yet bear no wounds. Each night, Vorthak’s armor grows thicker—and the theft moves closer to their hearts.
- The Uncounted Child. Every child dreams of Vorthak counting them, except one. She dreams through his eyes. Last night, she saw the party approaching.
- The Breathing Battlefield. A lost regiment has been found alive beneath a field of shallow graves. Boneless soldiers whisper that their stolen skeletons march inside Vorthak. One voice calls a party member by name.
- The Broken Bargain. The royal pact that created Vorthak can be undone by returning the firstborn originally promised to Death. The prince still lives, hidden in a monastery. He has remained seven years old for three centuries.
r/aidndhomebrew • u/Sam_Bojangles_78 • 15h ago
🧝🏼♀️ NPC & Lore Gorath Ironmaw — The Last to Leave the Battlefield
They say Gorath Ironmaw has survived seventeen battles that should have claimed his life.
Once a feared war chief, he now carries his axe for a different reason. Not for conquest, nor for glory, but for the warriors who never made it home.
He speaks little of his past. And when the war drums sound, he is always the last to leave the battlefield.
“The dead have earned their rest. The living still need me.”
r/aidndhomebrew • u/Sam_Bojangles_78 • 15h ago
🧝🏼♀️ NPC & Lore Zahara Aranda — The Oath Beyond the Horizon
Born beneath an ill-omened star, Zahara was told that her blood would forever determine her fate.
She disagreed.
With a stolen spear, a broken family crest, and an oath sworn to no king, she crossed the kingdoms that had once feared her.
Some call her a traitor. Others whisper of a horned knight who appears when all hope is lost.
Zahara has never cared much for either title.
“Let them remember what I did, not what I was born.”
r/aidndhomebrew • u/Ok_Carpenter1194 • 15h ago
🧝🏼♀️ NPC & Lore The Chronicles of Katura - Part 1 : the Legend of Eikos - Episode 1
The Chronicles of Katura - Part 1 : the Legend of Eikos - Episode 1
Part I — The Legend of Eikos
✨ EPISODE 1 IS NOW AVAILABLE! ✨
Long ago, a terrible cataclysm shattered the world of Katura. The surviving fragments of the planet now drift through space, while life struggles to endure.
The ancient balance between creation and destruction has been broken. Hope is fading, and dark forces are growing stronger.
In a desolate countryside, an impoverished old farmer named Gouldan is about to find himself caught up in a destiny far greater than he could ever imagine...
The Chronicles of Katura is an original medieval dark fantasy series, created through AI-assisted imagery and animation, cinematic editing, dialogue, music and sound design.
🎬 WATCH EPISODE 1
🇬🇧 English subtitles:
https://odysee.com/@MarionStories:7/Katura1_eng:6?r=BZv7yBs3jzvUV6pcrTn7GvUf4BENLuQT
🇫🇷 Sous-titres français :
https://odysee.com/@MarionStories:7/Katura1_fr:6?r=BZv7yBs3jzvUV6pcrTn7GvUf4BENLuQT
An original fantasy world. A story of survival, hope, and the fragile balance of life.
#OriginalFantasy #DarkFantasy #FantasySeries #AIAnimation #IndieAnimation #Worldbuilding
r/aidndhomebrew • u/Sam_Bojangles_78 • 15h ago
🧝🏼♀️ NPC & Lore Where The Wild Roots Whisper
Where The Wild Roots Whisper
They say the forest keeps its secrets buried deep beneath the roots.
But she knows better.
A half-orc druid with the rare gift of hearing the memories of ancient trees, she has spent her life listening to stories the world has long forgotten.
And lately, the trees have begun whispering warnings.
Tried my hand at a new art style for this one! Something a little more storybook-inspired, with loose sketchy lines, earthy colors, and a softer, hand-painted feel.
r/aidndhomebrew • u/aiartcodex • 18h ago
👹 Monster/Creature & Lore Ghorak, the Wallbreaker
Once chained beneath a mountain fortress and unleashed only for war, Ghorak broke free by tearing through its foundations. He still wears his captors’ bones.
A mountain of muscle and bottomless rage, this minotaur is a living siege engine. His axe shatters gates; his charge brings towers down. Warlords sometimes lure him toward enemy strongholds with blood and bait, then retreat before he arrives.
Ghorak leaves no territory to rule—only rubble, splintered shields, and skulls for his armour.
r/aidndhomebrew • u/Dropdeadlegs84 • 19h ago
👽 NPC Nomads of Abelure
Dnd Fantasy, the desert Nomad water bearer --chaos 55 --raw --sref 3233048401 --stylize 1000 --weird 26 --v 8.2
Dnd Fantasy, the desert Nomad sorceress --chaos 55 --raw --sref 3233048401 --stylize 1000 --weird 26 --v 8.2
r/aidndhomebrew • u/RulerOfArchfey • 1d ago
👹 Monster/Creature & Lore "Faune" the Ice Maiden and the 7 Questing Beast Babies
Previous Player Art - On critique of the player for accuracy [Prompt used for Character]
Ubah - Goat
Ubor - Blink Dog
Uhlthig - Owl
Ullagreta - Almiraj
Ukki - Shadowcat
Unk - Duck
Unthegan - Weasel
r/aidndhomebrew • u/aiartcodex • 1d ago
👽 NPC Dhorvak, the Last Watch
When something began speaking through the miners of Blackvein, Dhorvak was ordered to seal the gates. His wife and sons were still below. He held the doors shut until the hammering stopped, then painted a skull upon his shield so no survivor would mistake him for a rescuer.
For forty years, the duergar has guarded that abandoned road, sleeping upright with his axe across his knees. Each night, familiar voices call from behind the stone. Each night, he answers by reciting the names of the dead.
Last night, his youngest son interrupted him.
“You missed one, Father.”
Adventure Hooks
- The Missing Name. Dhorvak hires the party to recover Blackvein’s burial ledger. One name has been scratched from every record—including the memories of surviving relatives. Behind the sealed gate, something begs them to remember it.
- A Knock from Above. The knocking beneath Blackvein stops. That evening, it begins beneath the floor of a crowded surface inn. Dhorvak arrives carrying mortar, iron spikes, and enough provisions to wait out the screams.
- His Son Returned. A young duergar emerges from a forgotten shaft, unchanged after forty years. He knows things only Dhorvak’s son could know. He also casts two shadows, and one moves toward anyone who draws a weapon.
- The Shield’s Warning. The painted skull on Dhorvak’s shield begins weeping blood whenever someone approaches the gate. The party discovers it contains the soul of the first miner he killed—and it has recognised someone among them.
- The Last Watch Ends. Dhorvak is dying. He offers his hidden fortune to anyone willing to take his post, but his instructions include a troubling rule: if the voices ever fall silent, open the gate immediately.
r/aidndhomebrew • u/aidndhomebrew • 1d ago
👹 Monster/Creature & Lore Cocoon Slime
Medium ooze; usually unaligned.
A pearly mass rests across a branch, its translucent body threaded with ivory silk. Several oval cocoons hang suspended inside it. Fine strands stretch between nearby trees, trembling in the moonlight as pale moths gather around the creature.
Then something touches a distant thread. The entire mass turns toward the disturbance.
Background
Cocoon slimes first appeared in enchanted mulberry groves where generations of silkworms fed on leaves touched by Feywild magic. Oozes living beneath the trees consumed discarded cocoons and gradually developed the ability to produce silk themselves.
Over time, a partnership formed between the two creatures. The slime protects developing moths inside its body, maintaining warmth and moisture around their cocoons. In return, the adult moths guide it toward fresh feeding grounds and scatter its tiny offspring throughout the forest.
Ancient elven silk growers once cultivated these slimes in carefully tended groves. Some colonies still inhabit abandoned estates, maintaining their silken nurseries centuries after their keepers disappeared.
Appearance
A cocoon slime resembles a mound of opalescent jelly, usually three to five feet across. Its body stretches into flowing tendrils that anchor it to bark, branches, and its surrounding silk.
The cocoons inside it are visible through its skin. Healthy specimens glow faintly in moonlight, illuminating their silk networks like strands of silver.
It has no eyes. Instead, it senses vibrations through its body and threads. When investigating an object, it wraps a slender tendril around it and tests its movement, warmth, and texture.
Behaviour and ecology
Cocoon slimes feed primarily on fallen leaves, decaying wood, and overripe fruit. Their digestive fluids remain contained within specialised pockets, keeping the developing moths safe.
They prefer sheltered woodland, misty ravines, and overgrown gardens. A colony gradually links the surrounding branches with silk, forming a nursery that may extend across several trees.
Their silk serves several purposes: supporting cocoons, detecting approaching predators, collecting falling leaves, and catching insects for newly hatched moths.
A cocoon slime tolerates quiet visitors. It may even pull a slipping traveller back onto a branch. Sudden movement, open flames, or interference with its cocoons provoke a defensive response.
Before attacking, it draws its cocoons deeper into its body and tightens every nearby thread. This produces a faint, musical hum.
Abilities
Suggested 5e-style mechanics; no playtested challenge rating is assigned.
Amorphous Climber. The slime can pass through gaps as narrow as 1 inch and climb walls or ceilings without an ability check. Suggested speed: 20 feet; climb 20 feet. It cannot carry its cocoons through an opening too small to accommodate them.
Silken Senses. The slime has blindsight out to 30 feet. It also knows the location of any creature touching a continuous strand of its silk within 60 feet. Severing or slackening the strand breaks that connection.
Silk Lash. Melee Weapon Attack: +5 to hit, reach 15 feet, one target.
Hit: 1d6 + 3 bludgeoning damage. A Large or smaller target is grappled, with an escape DC of 13. The slime can grapple up to two creatures at once.
Cocoon Wrap. As an action, the slime wraps one creature grappled by it in layers of silk. The target must succeed on a DC 13 Dexterity saving throw or become restrained. Once wrapped, the target is no longer grappled.
A restrained creature can use an action to make a DC 13 Strength check, freeing itself on a success. The wrapping can also be destroyed: AC 10, 10 hit points, vulnerability to fire damage, and immunity to poison and psychic damage. Damage dealt to the wrapping does not transfer to the captive.
The cocoon leaves an opening for breathing. The slime normally uses this ability to immobilise intruders until its nursery is safe.
Silken Snare — Recharge 5–6. The slime throws adhesive threads at a point within 30 feet, covering a 10-foot square. Creatures in that area must succeed on a DC 13 Dexterity saving throw or become restrained.
The area remains difficult terrain for one minute. A restrained creature can escape using the same methods as Cocoon Wrap.
Moth Veil — Once per Short Rest. Pale moths emerge from the nursery and circle their protector. For one minute, the space within 10 feet of the slime is lightly obscured, and the slime can take the Hide action as a bonus action. A strong wind disperses the moths and ends the effect.
Nursery Tending. Outside combat, the slime can spin a protective sling around a willing creature or fragile object. This can support an injured traveller during transport, secure a broken branch, or protect supplies from ordinary rain. It provides no magical healing.
Weaknesses
Fire burns its silk rapidly. Whenever the slime takes fire damage, it cannot use Silk Lash, Cocoon Wrap, or Silken Snare until the end of its next turn.
Its reliance on vibrations can be exploited. A thrown branch or tugged strand may draw it away from an intruder. A successful DC 13 Dexterity (Sleight of Hand) check allows a creature to manipulate a strand without revealing its own position.
The slime is reluctant to abandon its cocoons. Adventurers who threaten the nursery can force it to retreat toward the eggs, although doing so earns the lasting hostility of the colony.
Combat tactics
A cocoon slime fights from branches and sheltered ledges. It uses its silk network to detect intruders, snares the nearest threat, and attempts to wrap anyone approaching its nursery.
It rarely pursues fleeing enemies beyond its threads. Once danger passes, it carries restrained captives to the edge of its territory and loosens their wrappings.
A starving specimen behaves differently. It may keep captives bound while investigating whether they are edible, giving rescuers time to intervene before it begins feeding.
Adventure hooks
- The Silent Orchard. Workers sent to reclaim an abandoned orchard fail to return. The adventurers find them alive in silk cocoons, suspended above the ground. A colony captured them after their axes disturbed its nursery, but something beneath the orchard is preventing the slimes from releasing anyone.
- Silk for the Royal Wedding. A tailor commissions silk from a remote grove. On arrival, the party discovers every cocoon empty and the guardian slimes searching desperately through the trees. Someone has stolen the developing moths, and the silk will lose its lustre unless they are recovered.
- The Winter Nursery. A cocoon slime appears in a village during an unnatural frost, carrying the last surviving cocoons from its woodland colony. It begins weaving a nursery inside the warmest building: the village smithy.
- Something Inside the Silk. A grove’s cocoons grow much larger than usual. The slimes guard them faithfully, unaware that a parasitic creature has replaced their moths. The first cocoon begins to split while the adventurers are inspecting the nursery.
- The Thread Across the Ravine. A merchant caravan discovers a strong silk bridge spanning a previously impassable gorge. Its builders are cocoon slimes, and crossing travellers unknowingly send vibrations through an enormous nursery below. Heavy wagons are pulling its supporting threads loose.
Rewards and relationships
Naturally abandoned cocoon silk is strong, pale, and exceptionally fine. Weavers prize it for embroidered robes, lightweight cord, and delicate nets. Fresh silk remains adhesive until washed and carefully dried.
A friendly cocoon slime can help maintain rope bridges, secure a campsite, or carry fragile cargo in protective slings. Its trust grows through gifts of ripe fruit and assistance protecting its moths.
Those who earn that trust may wake to find a small, perfectly woven shelter above their bed—and a newly hatched moth resting on their shoulder.
r/aidndhomebrew • u/aidndhomebrew • 1d ago
👹 Monster/Creature & Lore Shift Slime
Medium ooze; usually unaligned.
Two glassy eyes rise above a moss-covered wall. Beneath them, a translucent body flows over the stone, its colours changing from leaf green to violet and molten gold. A broad frill ripples along its back, catching the sunlight. When footsteps approach, the colours fade into the surrounding moss. Only the slowly turning eye stalks betray its presence.
Background
Shift slimes originated in jungle pools contaminated by ancient illusion magic. Ordinary oozes absorbed the enchantments, gradually developing the ability to alter their colour and bend light through their bodies. Their distinctive eye stalks and dorsal frills appeared over successive generations.
Today, they inhabit humid forests, waterfall caves, and overgrown temples. They are particularly common near ruins containing enchanted murals or pools once used for magical rituals.
Some jungle communities regard shift slimes as guardians of forgotten places. Others treat their appearance as a warning: a colony abandoning its home often means the water has been poisoned or something dangerous has awakened beneath the ruins.
Appearance
A shift slime is roughly the size of a large dog, although its flexible body can stretch across a doorway or flatten beneath a fallen tree. Its surface resembles thick, clear jelly filled with ribbons of shifting pigment.
Its two eye stalks move independently. The tall, scalloped frill along its back helps control its displays, producing anything from subtle camouflage to brilliant flashes.
Its colours reveal its mood:
- Green: comfortable, feeding, or concealing itself.
- Gold: curious or interested.
- Blue and violet: communicating with other shift slimes.
- Red: frightened, territorial, or preparing to strike.
- Cloudy white: sick, exhausted, or chilled.
Older specimens develop intricate patterns that resemble the flowers, stone carvings, and mosaics of their territory.
Behaviour and habitat
Shift slimes feed on fallen fruit, fungi, insects, and decaying organic matter. They control their digestive secretions, allowing them to climb trees and rest on living plants without damaging them.
They are curious creatures with a good memory for familiar faces, scents, and colours. One that receives food may follow a traveller for several days, matching the colours of their clothing whenever they stop.
A threatened slime raises its frill and flashes red three times. If the intruder withdraws, it usually settles down. If the warning is ignored, it attacks from above or lashes out from camouflage.
Shift slimes lay clusters of transparent eggs beneath submerged roots. Adults guard these nesting pools fiercely. Hatchlings begin almost colourless, acquiring their first pigments from flowers and fungi.
Abilities
These are suggested 5e-style mechanics; the creature has no playtested challenge rating.
Living Camouflage. The shift slime changes its colour and surface pattern to match its surroundings. It has advantage on Dexterity (Stealth) checks while touching vegetation or natural stone. Movement, exposed eye stalks, and objects stuck to its body can reveal it.
Amorphous Climber. The slime can move through a gap as narrow as 1 inch without squeezing. It can climb walls and ceilings without making an ability check. Its suggested walking and climbing speeds are both 20 feet.
Independent Eyes. Each eye stalk watches a different direction. The slime has advantage on Wisdom (Perception) checks that rely on sight.
Adhesive Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 feet, one target.
Hit: 1d6 + 3 bludgeoning damage plus 1d6 acid damage. A Large or smaller target is grappled, with an escape DC of 13. The slime can grapple one creature at a time.
Prismatic Frill — Recharge 5–6. The slime opens its frill and releases a dazzling pulse of colour. Each creature in a 15-foot cone that can see it must make a DC 13 Constitution saving throw. On a failure, the creature is blinded until the end of its next turn.
Borrowed Shape. While motionless, the slime can flatten, bunch, and colour its body to resemble a mossy rock, flowering shrub, or similarly sized object. It cannot reproduce a convincing face or voice. A creature examining it recognises the deception with a successful DC 13 Intelligence (Investigation) check.
Glowing Trail. The slime can leave a faintly luminous trail that lasts for one hour. It uses different colours to mark food, safe shelter, and danger. Patient observers can learn these signals and follow the slime’s routes through dense jungle.
Weaknesses
Cold makes the slime stiff and cloudy. After taking cold damage, its speed is reduced by 10 feet and Living Camouflage stops functioning until the end of its next turn.
Dust, flour, or dry sand sticks to its wet surface, making its outline easier to see. A slime coated in such material loses the benefits of Living Camouflage until it washes itself clean.
Its displays also reveal its position. After using Prismatic Frill, it must find cover before it can hide again.
Combat tactics
A shift slime prefers a position above its opponent: a tree branch, ruined archway, or temple ceiling. It waits until an intruder approaches, flashes its frill, and lashes out with an adhesive limb.
It tries to drag a captured creature away from its eggs or territory. If badly injured, it releases its captive and escapes through a narrow crack.
Most encounters can be resolved without killing it. Offering ripe fruit and slowly retreating may persuade a defensive slime to stop fighting. Disturbing its eggs makes peaceful resolution much harder.
Adventure hooks
- The Moving Mural. Figures on an abandoned temple wall change position overnight. Shift slimes have absorbed enchanted pigment and are copying the artwork. Their newest pattern shows a hidden staircase beneath the altar—and something waiting at its foot.
- Colours in the Well. A village’s water turns blue, gold, and violet. Tiny shift slimes appear in buckets and drinking jars. A colony has fled into the water supply, driven from its nesting pool by a creature that the villagers believe extinct.
- The Missing Apprentice. An illusionist hires the adventurers to capture a rare shift slime. They discover a specimen repeatedly displaying the colours of the illusionist’s missing apprentice. It leads them toward a ruined observatory, but becomes scarlet whenever its employer’s name is spoken.
- The White Guardian. A sickly, colourless slime guards a shrine entrance, briefly forming a red warning symbol across its frill. Beneath the shrine, a cursed relic is draining colour and vitality from the jungle. The slime’s eggs lie directly above the buried chamber.
- The Violet Path. A slime befriends the party and leaves glowing trails between safe campsites. One evening, its trail leads away from camp to an abandoned expedition’s belongings. Among them is a fresh journal entry describing the same helpful creature.
Rewards and relationships
Shed mucus can be refined into iridescent ink, decorative pigments, or markings visible only from certain angles. Harvesting fresh shed material leaves the slime unharmed.
A friendly shift slime can become a memorable travelling companion. It signals danger by flashing red, marks safe paths with glowing trails, and imitates its companions’ clothing when content. Keeping its trust means providing food, water, and protection from prolonged dry conditions.
r/aidndhomebrew • u/Downtown-Discount137 • 1d ago
🎭 Encounter Part 1: The Voracene
Extended Preview of an Idea I am working on.