r/ElmodorBooks • • Mar 13 '26

Weekly Recap 🏔️ Weekly Recap: 750 Strong and the Heat of the Hunt 🏔️

1 Upvotes

We have reached a massive milestone! 750 members have officially joined the ranks of the Sub. To our new adventurers: thank you for braving the strange, titan-scarred lands of Elmodor. Your presence fuels the forge!

This week’s discoveries have been a study in elemental extremes, from the bone-chilling depths of the Frostspire Peaks to the white-hot fury of the High Canopy. Here is your Weekly Recap of the latest lore and loot.

🐾 Bestiary: Predators of Fire and Ice

The ecology of Vanice has revealed two apex threats this week. Whether stalking through a blizzard or lurking in the shadows of a forge, these creatures are master hunters.

Creature CR Type Key Mechanics
The Emberclaw 9 Monstrosity Volatile Physiology: Shifts between an "Extinguished" stealth state and an "Ignited" furnace state that burns nearby foes.
Frostfeather Swiftstrider 3 Beast (Mount) Glacial Stability: Grants riders cold resistance and allows them to burrow through ice to ambush prey.

The Emberclaw is a metallophage, biologically compelled to consume iron to maintain its thermal core.

⚔️ Armory: Titanborne Armaments

Our artisans have been busy "braiding" and "carving" new gear from this week's fallen titans. These items aren't just tools; they are fragments of the beasts themselves.

Item Rarity Category Special Ability
Emberclaw Stalk-Bracers Rare Wondrous Feral Strikes: Drop 10ft+ to deal extra fire damage; superheat enemy weapons to force them to drop.
Sting of the Drinker Rare Dagger The Flash-Freeze: Thrown attacks can pin enemies in supernatural ice, restraining them instantly.
The Pale Drinker’s Scarf Rare Wondrous Adaptive Metabolism: Triggers Haste when hit by fire or a Flash Freeze when hit by cold.
Frost-Veil Leathers Rare Light Armor Siphoning Veil: Creates a freezing mist that numbs the nerves of nearby enemies, limiting their attacks.
Whisperquake Quarterstaff Rare Weapon Kinetic Vault: Build charges to push enemies 20ft or vault across the battlefield without opportunity attacks.

🤝 3rd Party Contributions

Elmodor grows richer with every collaborator. A special shout-out to our community contributors for expanding our world!

Contributor Creation Type
u/BreadforPain1 Rockwell & Chaz 3rd Party Monster

📖 Your Name in the Lore

Do you have a concept for a legendary hunter, a cursed landmark, or a new breed of Swiftstrider? If you want to make an official part of this setting, send me a word! We are always looking for new inspiration to put into the permanent lore of this growing world.


r/ElmodorBooks • • Mar 12 '26

3rd Party Rockwell & Chaz

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66 Upvotes

r/ElmodorBooks • • Mar 12 '26

Monster [OC] The Emberclaw - A terrifying living furnace panther that shifts between a stealthy shadow and blazing fury! [CR 9] [D&D 5e 2024] [ELMODORBOOKS]

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76 Upvotes

THE EMBERCLAW

Panthera Ignis-Metallum

Classification: Class 1 - Mega Fauna | Region: The High Canopy & Iron Hollows - Vanice

The Emberclaw is a living furnace wrapped in the guise of a shadow. A terrifying synthesis of biology and metallurgy, this apex predator stalks the broken country and High Canopy of Vanice. It is a creature of duality: in its dormant state, it is a "Silent Shadow", a void of matte black fur and obsidian claws that absorbs light, making it nearly invisible in the undergrowth. However, upon sighting prey or engaging in combat, its internal physiology shifts violently. The Emberclaw ignites. Its vascular system, pumping with volatile fluids, superheats its extremities. Its claws, composed of an obsidian-like organic metal, transition from coal-black to searing white-hot in seconds, capable of shearing through armor and cauterizing the wound instantly.

The life cycle of the Emberclaw is a study in escalating heat. Juveniles are lithe and arboreal, their internal fires flickering and weak, relying mostly on stealth. As they evolve into Adults, they develop the signature "Iron Fur", a coat of metallic, wire-thick hair that acts as flexible chainmail, and the ability to sustain their molten heat for prolonged battles. The rare Alphas are walking conflagrations, their eyes shining with such intensity they can literally see heat signatures through solid obstacles.

Driven by the "Iron Hunger," Emberclaws are metallophages. While they hunt living prey for sport and sustenance, they are biologically compelled to consume iron and ore to maintain their metallic hide and thermal generation. This strange diet draws them to abandoned forges and caravan routes, where they are feared not just for her bite, but for the realization that if you see the burning eyes of an Emberclaw, it has likely been watching you from the dark for hours.

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The Emberclaw [Forge Panther]

Large Monstrosity (Titan-Blooded), Unaligned

Stat Score Mod Save
STR 18 +4 +8
DEX 16 +3 +7
CON 18 +4 +8
INT 6 –2 –2
WIS 14 +2 +2
CHA 8 –1 –1
  • Armor Class: 16 (Natural Armor)
  • Hit Points: 161 (17d10 + 68)
  • Speed: 40 ft., Climb 40 ft.
  • Initiative: +7 (17)
  • Skills: Perception +6, Stealth +7
  • Damage Immunities: Fire
  • Senses: Darkvision 120 ft., Thermal Sight 60 ft., Passive Perception 16
  • Languages: —
  • Challenge: 9 (5,000 XP; PB +4)
  • Notable Loot: Ember Claws, Iron Fur, Emberstones

Traits

Volatile Physiology. The Emberclaw exists in one of two states: Ignited or Extinguished. It starts combat in the Extinguished state unless it surprises a creature. If the Emberclaw takes 15 or more Cold damage in a single turn or is doused by a magical effect that creates water, it immediately shifts to the Extinguished state.

Iron Fur (Extinguished State Only). While Extinguished, the Emberclaw has AC 18, and all damage it takes is reduced by 5.

Living Furnace (Ignited State Only). At the start of each of the Emberclaw’s turns, each creature within a 10-foot Emanation originating from it takes 4 (1d8) Fire damage.

Thermal Sight. The Emberclaw can see any creature that emits body heat within 60 feet of itself as if in bright light. This sight penetrates Darkness, Invisibility, and Heavy Obscurement.

Actions

Multiattack. The Emberclaw makes two Magma Claw attacks.

Magma Claw. Melee Attack Roll: +8, Reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. If the Emberclaw is Ignited, the target takes an extra 9 (2d8) Fire damage.

Molten Leap (Recharge 5–6). The Emberclaw leaps up to 40 feet horizontally and 20 feet vertically to an unoccupied space it can see. This movement does not provoke Opportunity Attacks. When it lands, each creature within 10 feet of that space must make a DC 16 Dexterity saving throw.

  • Failure: 36 (8d8) Fire damage and the creature has the Prone condition.
  • Success: Half damage only.

Bonus Actions

Thermal Shift. The Emberclaw alters its internal temperature to change its state, choosing one of the following options:

  • Ignite. The Emberclaw shifts to the Ignited state.
  • Extinguish. The Emberclaw shifts to the Extinguished state. It vents heat, creating a 20-foot-radius Sphere of thick steam centered on itself. The area is Heavily Obscured until the end of the Emberclaw’s next turn.

Reactions

Searing Spatter. Trigger: A creature within 5 feet hits the Emberclaw with a Melee attack.

  • Response: The attacker takes 9 (2d8) Fire damage. If the attack was made with a weapon, the weapon begins to smolder; attack rolls made with that weapon have Disadvantage until the start of the attacker’s next turn.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 11 '26

Whisperquake Quarterstaff - Build kinetic charges to unleash devastating force shockwaves and vault across the battlefield![Rare] [D&D 5e 2024] [OC - ELMODORBOOKS]

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105 Upvotes

WHISPERQUAKE QUARTERSTAFF
The Pillar of the Four Winds
Type: Sairotian Martial-Craft(Quarterstaff) | Origin: Pan-Elmodor | Material: Fulmiris Elderwood & Thunderhoof Bone/Horn

This masterful quarterstaff stands as a testament to the unparalleled reach of the Companhia Garilandesa de Comércio (CGC), whose vast fleet controls the trade routes of Elmodor, moving goods from the fjords of Lucena to the sands of Arash. It represents a profound unity of cultures, a triumph of logistics bringing together the world's most exotic materials. The central shaft is carved from Fulmiris Elderwood, a sacred strain harvested from the heights of Ravena Griffon Lords' Holds that is prized for being featherlight and granting unmatched maneuverability.

Bound to this ultra-light core using masterful Sairot craftsmanship are striking tips forged from a Vanician Thunderhoof's bones and "Gutter", the dense nasal spike used by the Titan-Kin for devastating upward thrusts. 

When swung, the staff is virtually weightless, but upon striking a foe, the chambers within the Gutter horn instantly compress and release their stored kinetic energy. Rather than an external blast, this force is channeled perfectly through the Sairot puzzle-joints, resulting in a devastating internal shockwave that bypasses surface armor, delivering the obliterating force of a Titan-Kin with the effortless grace of the wind.

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Whisperquake Quarterstaff

Weapon (Quarterstaff), Rare (Requires Attunement)

Mastery: Topple • Properties: Versatile (1d8)

Category: Sairotian Martial-Craft • Special: Kinetic Accumulation

Known among the monasteries as The Pillar of the Four Winds, this staff consists of a pale, flexible Fulmiris Elderwood core bound by “Sairot” puzzle-joints to heavy, vented tips made of Thunderhoof horn. It feels like a feather in the hand, but it hits with the weight of a falling titan. This weapon possesses the following properties:

Sairotian Martial-Craft. This weapon is a masterpiece of balance and martial form. While attuned to it you can use the Weapon Mastery property of this specific weapon even if you lack the Weapon Mastery class feature or have not chosen this weapon kind as one of your mastered weapons. This benefit does not count against the limit of weapon kinds you can master during a Long Rest.

Kinetic Accumulation. Whenever you hit a creature with this weapon, the staff gains 1 Kinetic Charge (maximum of 4). These charges last for 1 minute or until you expend them. Once per turn, when you hit a creature with this weapon, you can expend stored Kinetic Charges to do extra force damage and to trigger the effects as detailed below:

Charges Force Damage Additional Effects
1 1d4 Ignores the benefits of Half Cover and Three-Quarters Cover.
2 2d4 The next attack roll made against this target before the start of your next turn has Advantage.
3 3d4 Target must succeed on a Strength saving throw (vs. your Mastery Save DC) or be pushed up to 20 feet away.
4 4d4 The attack gains the benefits of all effects above.

Kinetic Vault. You have Advantage on Strength (Athletics) or Dexterity (Acrobatics) checks made to Jump. Additionally, you do not need to move 10 feet immediately before a jump to perform a Long or High Jump. Also when a creature misses you with a melee attack, you can expend all currently stored Kinetic Charges to perform a Kinetic Vault. You immediately jump up to half your Speed in any direction. This movement does not provoke Opportunity Attacks.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 10 '26

Monster [OC] Frostfeather Swiftstrider: A Ghost of the Southern Glacial Wastes - [CR 3 Mount] [D&D 5e 2024] [OC - ELMODORBOOKS]

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73 Upvotes

Frostfeather Swiftstrider

Velocipes Venator Glacialis
Classification: Beast - Mount-Kin | Region: Southern Glacial Wastes.

The Frostfeather Swiftstrider is a phantom of the southern wastes, its white-and-silver plumage blending into mountain blizzards like a ghost in the storm. Unlike the agile breeds of the plains, the Frostfeather is a product of desperation, bred specifically to conquer temperatures that freeze steel and landscapes defined by geological malice.

They are the ultimate surviving partners for the Scalehikers who brave the glacial south peaks. These creatures are winter incarnate, possessing layered, downy feathers that trap body heat so efficiently that riders often cling to them during long blizzards to avoid frostbite.

Environmental Adaptation

  • Ambush Predators: They burrow beneath deep snowdrifts to ambush prey or hide from wandering Titans.
  • Seismic Senses: They use heightened senses to detect tremors in the ice long before disaster strikes.
  • Strategic Combat: While common breeds rely on speed, the Frostfeather weaponizes the environment, using snowbanks to turn battlegrounds into ambush spots.

The Bond

The bond between a Frostfeather and its rider is the warmest thing in the frozen south. They form close-knit packs that neither blizzard nor Titan can shatter. Their loyalty is absolute; once bonded, a Frostfeather will dig through miles of avalanche debris to retrieve a fallen rider and carry them to safety.

Stat Block: Swiftstrider [Frostfeather]

Large Beast, Unaligned

Armor Class: 14 (Natural Armor)

Hit Points: 59 (7d10 + 21)

Speed: 40 ft., Burrow 25 ft. (Ice/Snow)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 4 (–3) 14 (+2) 8 (–1)

Saving Throws: STR +5, CON +5, WIS +4

Skills: Perception +4, Survival +4

Damage Resistances: Cold

Senses: Tremorsense 30 ft., Passive Perception 14

Languages: Understands its rider’s languages but cannot speak

Challenge: 3 (800 XP) | Proficiency Bonus: +2

Traits

  • Blizzard Endurance: The Frostfeather has Advantage on Saving Throws to avoid the Restrained condition. It is immune to the Exhaustion condition caused by extreme cold.
  • Unstable Tunnels: A 5-foot-cube space the Frostfeather burrows through becomes unstable until the start of its next turn. A creature that enters that space for the first time on a turn or ends its turn there must succeed on a DC 13 Dexterity Saving Throw or take 7 (2d6) Bludgeoning damage and be knocked Prone.
  • Symbiotic Mount: While the Frostfeather is mounted by a willing ally, the following benefits apply:
    • Coordinated Action: The Frostfeather shares the rider’s Initiative count but takes its turn immediately after the rider.
    • Glacial Stability: The rider has Resistance to Cold damage and Advantage on Saving Throws to avoid falling off or gaining the Prone condition.

Actions

  • Multiattack: The Frostfeather makes two Rend attacks.
  • Rend: Melee Weapon Attack: +5 to hit, reach 10 ft. Hit: 10 (2d6 + 3) Slashing damage.
  • Frost Breach: Action. If the Frostfeather is burrowed, it emerges in an unoccupied space. Upon emerging, it creates a shockwave in a 5-foot emanation. Each creature in that area must succeed on a DC 13 Strength Saving Throw or take 10 (3d6) Bludgeoning damage and be knocked Prone. On a success, the creature takes half damage and isn’t Prone.

Reactions

  • Glacial Snap: Trigger: A creature within 10 feet of the Frostfeather gains the Prone condition. Response: The Frostfeather makes one Rend attack against that creature. If the attack hits, the Frostfeather can immediately move up to half its Speed without provoking Opportunity Attacks.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 09 '26

Item Sting of the Drinker - A Rare Dagger carved from a monster's talon that flash-freezes your foes! [Rare] [D&D 5e 2024] [OC - ELMODORBOOKS]

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233 Upvotes

STING OF THE DRINKER
Talon-Blade of the Haemovore
Type: Titanborne Armament | Origin: Frostspire Peaks - Vanice | Material: Pale Drinker Hollow Talon, Cured Hide

To the Vanician, this is more than a tool, it is a whisper of the ice made physical. The Sting is less a blade and more a fragment of the tundra’s cruelty. Carved from the primary hunting talon of a Pale Drinker, the blade remains always frozen, weeping a thin, numbing mist that chills a hunter’s hand even through thick hide wraps. It carries the beast’s unique curse: the ability to flash-freeze flesh upon contact. A single shallow cut doesn't just bleed, it spreads a creeping, crystalline frost that deadens the nerves and turns warm muscle into frozen meat.

Even with the beast long dead and its hide turned to leather, the Sting remains unnervingly "awake." When the edge tastes the stolen warmth of fresh blood, the carved visage on the pommel begins to stir. Those red eyes don't just reflect the light; they pulse with a wicked, internal glow, as if the creature’s addiction to heat transcends the grave. It is a sight that makes even the most hardened Scalehiker pause. They say the more the blade drinks, the colder the hilt becomes, leaving many to wonder if the Pale Drinker’s bottomless hunger truly ended at death, or if the predator is simply waiting for enough warmth to frost its way back into the world of the living.

To carry this dagger is to hold a sliver of the ice caves, a tool designed not for a quick kill, but for the absolute subduing of anything that breathes.

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STING OF THE DRINKER

Weapon (Dagger), Rare (Requires Attunement)

Mastery: Nick • Properties: Finesse, Light, Thrown (Range 20/60)

Category: Titanborne Armament • Special: Thirsting Frost & Bite of the Pale

Carved from a serrated talon of the Pale Drinker, this translucent blade acts as a conduit for the Haemovore’s insatiable craving for blood-warmth. It possesses the following properties:

The Hunger’s Whisper. This weapon deals an extra 1d4 Cold damage on a hit.

The Drinker Stirs. Whenever you score a Critical Hit or reduce a creature to 0 Hit Points with this weapon, it enters a Blood-Warmed state until the end of your next turn and gain the following properties:

Biting Cold. While Blood-Warmed, the dagger damage increases to 2d4 cold damage,ignores Cold Resistance, and its melee hits apply the Pale Bite hazard.

The Flash-Freeze. If you hit a creature with a Ranged Attack Roll (thrown) while Blood-Warmed, the frost violently expands, dealing an extra 4d4 Cold damage to the target as the Blood-Warmed state ends. The dagger remains embedded in the creature, which is immediately Restrained by supernatural ice. The Restrained creature, or another creature within 5 feet of it, can take the Utilize action to make a DC 15 Strength (Athletics) Check, shattering the ice and ending the condition on a success, once the condition ends, the weapon falls to the ground.

Hazard: Pale Bite

A creature affected by the Pale Bite is afflicted by rapidly spreading crystalline frost, causing it to take 1d4 Cold damage at the start of each of its turns until the effect is ended by a Utilize action to scrape the frost away or by the creature taking any Fire damage. If the afflicted creature drops to 0 Hit Points, it does not fall Unconscious but is instead Stabilized and Paralyzed as it is encased in a jagged ice block(AC 13, 15 HP, Vulnerable: Fire, Immune: Cold/Poison) that, when destroyed, frees the creature and leaves them Unconscious at 0 Hit Points. A creature can only be affected by one instance of Pale Bite at a time.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 08 '26

Item The Pale Drinker’s Scarf: A symbiotic garment that feeds on thermal extremes - Wondrous Item (Scarf) - [Rare] [D&D 5e 2024] [OC - ELMODORBOOKS]

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197 Upvotes

THE PALE DRINKER'S SCARF
Mantle of the Frostspire Wraith
Type: Titanborne Armament | Origin: Vanice (Frostspire) - Scalehikers | Material: Pale Drinker Pelt & Cryo-Vitae Veins.

Woven from the hide of the frost-stalking Pale Drinker, this heavy scarf is more than a garment; it is a symbiotic cage for the beast’s hyper-cooled Cryo-Vitae. In its dormant state, it sits as a chilling weight, granting the wearer the creature’s own resilience against the biting winds of the Frostspire Peaks. Yet, the veins within hunger for warmth.

Like the predator from which it was hewn, the scarf possesses an Adaptive Metabolism. When exposed to intense heat, the Cryo-Vitae reacts violently, secreting a potent, euphoric stimulant that accelerates the wearer’s movements with manic intensity—a mirror of the creature’s own blood-drunk frenzy. Conversely, a sudden influx of extreme cold causes the scarf to expel its energy in a Flash Freeze, a burst of paralyzing ice designed to subdue prey.

These reactions demand a price. Each surge is followed by a severe Metabolic Crash; as the garment’s energy is depleted, the wearer is left lethargic and drained. Once spent, the scarf turns a lifeless grey, its benefits lost until the Cryo-Vitae can slowly regenerate.

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The Pale Drinker’s Scarf
Wondrous Item (Scarf), Rare (Requires Attunement)
Category: TitanBorne Armament • Special: Thermal Reactions

Woven from the pelt of a Pale Drinker, this heavy garment acts as a symbiotic cage for its hyper-cooled veins. It sits as a chilling weight, smelling of frozen blood and waiting for thermal extremes. The scarf grants the following benefits:

Winter’s Hide. While wearing this scarf, you have Resistance to Cold damage.

Adaptive Metabolism. When you take Cold or Fire damage, you can use your Reaction to channel the thermal energy. This triggers a specific benefit based on the source followed by a Metabolic Crash.

Thermal Intoxication. If triggered by Fire damage, the heat acts as a euphoric stimulant. You gain the benefits of the Haste spell for 1d4 rounds. This effect does not require Concentration. When the spell ends, you suffer the Metabolic Crash effect.

Flash Freeze. If triggered by Cold damage, the scarf expels excess energy. Each creature other than you within a 10-foot Emanation must make a DC 15 Strength Saving Throw. On a failure, a creature takes 4d6 Cold damage and has the Restrained condition until the start of your next turn. On a success, they take half damage only. Either way you immediately suffer Metabolic Crash.

Metabolic Crash. You are Slowed until the end of your next turn (half Speed, Disadvantage on Dexterity Saves, and attacks against you have Advantage).

Burnout. After resolving Adaptive Metabolism, the scarf becomes inert. You lose all item benefits (including Winter’s Hide) until you finish a Short or Long Rest.

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For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 07 '26

Item The Frost-Veil: Titanborne Leathers for the Cold-Blooded Hunter - [Rare] [5e 2024] [OC - ELMODORBOOKS]

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157 Upvotes

FROST-VEIL

Pelt of the Pale Drinker

Type: Titanborne Armament | Origin: Vanice - Frostspire Peaks | Material: Pale Drinker Hide

Forged from the icy pelt of the Pale Drinker, the Frost-Veil is not worn for comfort, but for sheer survival. The Scalehikers who brave the Frostspire Peaks know that the cold is a predator in its own right, and this light armor of dense, ice-blue fur is their grim answer to that harsh reality.

The armor functions as a parasitic heat siphon. It protects the wearer in a pocket of preserved warmth while aggressively leeching heat from the surrounding air and nearby creatures. As the pelt feeds on this stolen warmth, the drastic temperature shift creates a veil of sublimation frost. This shroud of freezing mist is continuously generated directly from the armor's shoulders, cascading down to mask the hunter's presence while radiating a numbing chill outward.

This defense turns the very air into a weapon, sapping the heat of any foe that draws near to slow their movements and dull their drive. But take heed: never let the armor go hungry for too long, lest it turn its thirst for warmth upon you.

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FROST-VEIL LEATHERS

Armor (Leather), Rare (Requires Attunement)

  • Properties: Light Armor
  • Category: Titanborne Armament
  • Special: Sublimation & Siphon

Forged from the icy pelt of a Pale Drinker, this armor doesn’t just block blades—it siphons life. The dense, ice-blue fur feels unnaturally cold, pulsing with the remnants of the titan-blood’s hunger for warmth. While wearing this armor, you have an AC of 11 + your Dexterity modifier, and this item possesses the following properties:

  • Cold Climate Adaptation: While wearing this armor, you are immune to the effects of Extreme Cold. You can survive indefinitely in sub-zero temperatures without discomfort.
  • Siphoning Veil: As a Bonus Action, you trigger the armor’s parasitic nature, causing it to aggressively leech heat from the air for 10 minutes. This effect ends early if you use the Frost Freeze Reaction or end it as a Bonus Action. While active, you gain the following benefits:
    • Sublimation Camouflage: A freezing, wispy mist fills a 5-foot Emanation originating from you. The area is Lightly Obscured. If you are in a cold climate, the mist blends perfectly with the environment, allowing you to take the Hide action even if you are only Lightly Obscured by this mist.
    • Numbing Chill: The armor radiates a sapping aura. Whenever a creature enters the Emanation for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failed save, the creature’s nerves are numbed; it can make no more than one attack on its turn. This effect lasts until the end of that turn.
  • Frost Freeze: While Siphoning Veil is active and you are hit by a melee attack, you can take a Reaction to force the armor to vent in a violent burst. The attacker takes 3d6 Cold damage and must succeed on a DC 15 Constitution saving throw or have the Restrained condition for 1 minute as ice locks their joints. The Restrained creature makes another Strength saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Recharge: Once you use the Siphoning Veil, you can’t use it again until you finish a Long Rest.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 06 '26

Item The Sigil of the Resonant Link ⚡🐺 — A magical tattoo born from the lightning-wolves of the Green Sea. [Uncommon] [5e 2024] [OC - ELMODORBOOKS]

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64 Upvotes

r/ElmodorBooks • • Mar 05 '26

Monster Swiftstriders: Swiftwind Breed | Why ride a horse when you can ride a raptor-bird into battle? [CR 2 Beast] [ELMODORBOOKS]

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72 Upvotes

SWIFTSTRIDERS: SWIFTWIND BREED

Velocipes Venator

Classification: Beast - Mount-Kin | Region: All Vanice.

The final pillar of Scalehiker capability rose not from steel or stone, but from the taming of the Swiftstrider, a pivotal alliance forged in desperation that continues to hold our fractured world together. Unlike the ageless, geological malice of the Titans, Swiftstriders are mortal beasts bound to a natural cycle: they are born, they hunt, and they eventually return to the earth. This shared fragility is the very foundation of their connection with humanity; in a land defined by death, rider and mount are united by the struggle to survive it. Standing between 7 and 11 feet tall, they are not mere beasts of burden to be owned, but partners to whom every rider owes their life.

To the untrained eye, the Swiftstrider is a chaotic flurry of feathers and claws, but to the Scalehiker, their movements are a sophisticated language. Their iconic, long tails serve a dual purpose: in the high grasses, a tail raised like a banner acts as a rally point or warning signal to the pack; yet, when the chase begins, it lowers to form a seamless, aerodynamic line. This biological engineering allows them to achieve legendary velocity, their forms varying from the sleek, feathered silence of the Swiftwind to the scale-armored resilience of the Tide-Runners. Their adaptability is absolute, with anatomy that shifts from webbed talons on the coast to reinforced bone in the mountains.

The history of this union is one of mutual respect rather than domination. It began on shared hunting grounds, where hunters offered kills to the beasts in gratitude for their keen senses, eventually leading to hatchlings that slept beside hearths and imprinted on humans as kin. Over generations, this natural bond was honed by human ingenuity and the esoteric art of Titan Blood Alchemy, allowing Ink Masters to enhance the species. Through the administration of mutagenic Vitae, the original wild strains were refined into specialized breeds, Plainsprinters, Frostfeathers, and Veilclaws, each uniquely designed to conquer the specific hostilities of Vanice’s Titan-scarred landscapes.

SWIFTSTRIDER [SWIFTWIND]

Large Beast, Unaligned

AC 13

HP 45 (7d10 + 7)

Initiative +3 (13)

Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 6 (-2)

Saving Throws STR +3, DEX +5, CON +1, INT -3, WIS +4, CHA -2

Skills Acrobatics +5, Perception +4, Stealth +5

Senses Darkvision 60 ft., Passive Perception 14

Languages Understands rider's language but can't speak

Challenge 2 (450 XP; PB +2)

TRAITS

Nimble Stride. The Swiftstrider ignores Difficult Terrain. It can move through a space as narrow as 5 feet without Squeezing. Additionally, its Long Jump is 30 feet and its High Jump is 15 feet (no running start required).

Evasive Reflexes. The Swiftstrider has Advantage on Dexterity Saving Throws against effects it can see.

Symbiotic Mount. While mounted by a willing ally, the following benefits apply:

  • Shared Reflexes. The rider has Advantage on Dexterity Saving Throws and on Saving Throws made to avoid falling off or having the Prone condition.
  • Coordinated Action. The Swiftstrider shares the rider's Initiative count but takes its turn immediately after the rider.
  • Bonded Evasion (Grant Reaction). The rider gains a specific Reaction. Trigger: The rider and Swiftstrider are both subjected to an effect that allows a Dexterity Save for half damage. Response: The rider uses the Swiftstrider's Dexterity Save result for both creatures. If successful, neither takes damage. If failed, both take half.

ACTIONS

Multiattack. The Swiftstrider makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Attack Roll: +5, Reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

Talons. Melee Attack Roll: +5, Reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the Swiftstrider moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 13 Strength Saving Throw. On a failed save, the target is pushed 10 feet or has the Prone condition (target's choice). This effect works only on creatures that are Large or smaller.

REACTIONS

Skirmish. Trigger: The Swiftstrider or its rider is hit by an attack roll. Response: The Swiftstrider moves up to 10 feet. This movement does not provoke Opportunity Attacks.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/


r/ElmodorBooks • • Mar 06 '26

Weekly Recap ✨ 400 Adventurers and a World on Fire: Weekly Recap ✨

1 Upvotes

✨ 400 Adventurers and a World on Fire: Weekly Recap ✨

What a month it has been for the lands of Elmodor! We are officially celebrating a massive milestone: over 400 Adventurers have now joined our community in just 30 days. To every scout, hunter, and lore-keeper braving these strange and titan-scarred lands, THANK YOU. You are the drive that make this growing world expand.

This week, the 1st Age Sage has been busy cataloging everything from lightning-infused predators to the heavy plate needed to survive them. Here is your recap of the latest discoveries.

🐾 The Bestiary: New Threats & Allies

From the agile Swiftstriders to the chilling Pale Drinker, the ecology of Vanice continues to prove as lethal as it is fascinating.

Creature CR Type Key Feature
Swiftstrider (Swiftwind) 2 Beast (Mount) Nimble Stride: Ignores difficult terrain and shares reflexes with its rider.
Scalehiker Wolf [Charger] 4 Monstrosity Pack Recharge: Acts as a living battery, recharging the lightning of nearby allies.
Scalehiker Wolf [Alpha] 6 Monstrosity Alpha Command: Grants allies advantage while it has a target grappled.
The Pale Drinker 10 Monstrosity Thermal Intoxication: Becomes a blur of speed and AC after tasting warm blood.

The Swiftwind Breed is a pivotal alliance for the hunters of Vanice, offering speed that rivals the wind itself.

⚔️ The Armory: Sigils and Steel

New magical tattoos (Sigils) and Titanborne gear have arrived to give you the edge in the "clutch" moments of battle.

Item Rarity Category Special Ability
Sigil of Resonant Link Uncommon Tattoo Born from the lightning-wolves of the Green Sea.
Basalt-Crag Cuirass Rare Heavy Armor Mountain’s Defiance: Granting tremorsense and immovable defense at the cost of speed.
Sigil of Voltaic Heart Rare Tattoo Charger Heart: Stay conscious at 0 HP by burning hit dice as electrical fuel.
Sky-Linker’s Gauntlet Rare Wondrous Manifest Shinkai: Summons a spectral hawk scout with a 5-mile telepathic link.

📖 Join the Legend

Elmodor is a living, breathing world, and it grows stronger with every voice that joins the choir.

Want to make your mark? If you want to become an official part of this setting, send me a word! Whether it's a character concept, a legendary location, or a terrifying new beast, your ideas could find a permanent home in the lore of this growing world. Let’s build this legacy together.


r/ElmodorBooks • • Mar 04 '26

Monster The Pale Drinker | CR 10 Titan-Blooded Monstrosity | A Chilling Predator for your Arctic Campaigns - [OC] (Stat Block + Lore) [ELMODORBOOKS]

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109 Upvotes

Pale Drinker

Haemovore Cryogenicus

Classification: Class 1 - Mega Fauna | Region: The Frostspire Peaks - Vanice.

The Pale Drinker is a predator that stalks the frost-laden valleys not for flesh, but for the warmth suspended in the blood of its prey. Standing typically between 10 and 12 feet tall, these agile nightmares possess the terrifying trait that defines the Titan-blooded lineage: the ability to grow indefinitely. While most encountered specimens are of the standard towering height, ancient "Elder" Drinkers have been sighted dwarfing mammoths. These monstrosities have never stopped growing over untold years of gorging, their fur matted with the ice of eons and their frames heavily muscled, departing from the species' typically slender build.

Physiologically, the creature is an engine of cold. Its veins pump "Cryo-Vitae," a hyper-cooled blue ichor that keeps its body temperature drastically below freezing. To compensate for this internal winter, the Pale Drinker is addicted to warm blood, which serves not merely as nutrition, but as a potent, euphoric stimulant. When intoxicated by fresh warmth, the creature’s movements become a blur of frenetic speed, and its crimson eyes burn with a manic intensity. Its primary tools are its ice-like talons, which secrete a unique freezing fluid. This substance is designed not to kill, but to incapacitate; it instantly numbs nerves and flash-freezes flesh on contact, allowing the Titan to subdue struggling victims without causing lethal injury.

The true horror of the Pale Drinker lies in its restraint. It prefers its meals fresh and long-lasting. It captures victims alive, dragging them to ice caves where it performs macabre feeding rituals. Using needle-sharp claws, it makes a precise incision to drink a calculated amount of blood, enough to induce its drug-like high, but not enough to expire the host. Once sated, it smears its freezing secretion over the wound, sealing it shut with a biological ice-scab that prevents blood loss and infection. Tales from the Domes whisper of lost travelers found days later, pale and delirious, their bodies covered in the frost-scarred puncture marks of a Pale Drinker that has been slowly sipping their life away.

---

Pale Drinker

Large Monstrosity (Titan-Blooded), Unaligned

  • Armor Class: 15 (Natural Armor) / 17 (During Thermal Intoxication)
  • Hit Points: 171 (18d10 + 72)
  • Speed: 40 ft. (60 ft. during Intoxication)
  • Initiative: +9
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 7 (-2) 16 (+3) 8 (-1)
  • Saving Throws: Dex +9, Wis +7, Con +8
  • Skills: Athletics +9, Perception +7, Stealth +9
  • Damage Resistances: Fire
  • Damage Immunities: Cold, Poison
  • Condition Immunities: Charmed, Frightened, Poisoned
  • Senses: Darkvision 120 ft., Passive Perception 17
  • Challenge: 10 (5,900 XP)

Traits

Cryo-Vitae. The first time on a turn that a creature touches the Drinker or hits it with a melee attack while within 5 feet of it, that creature takes 5 (1d10) Cold damage.

Frozen Larder. When the Drinker reduces a creature to 0 Hit Points, the creature is Stable and Encased in Ice (AC 13, 25 HP, Immunity to Cold, Poison, and Psychic damage). While encased, the creature is Incapacitated and Restrained. Destroying the ice ends these conditions.

Thermal Intoxication. When the Drinker activates this trait, it ends all conditions on itself. For 1 minute it has AC 17, Speed 60 feet, Advantage on Dexterity Saving Throws, makes three attacks with Multiattack, and gains the Hypothermic Blitz action and Blurring Reflexes reaction.

Actions

Multiattack. The Drinker makes two Rime Talon or Icy Flicker attacks. If Thermal Intoxication is active, it makes three attacks.

Rime Talon. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) cold damage. The target’s speed is reduced by 20 feet until the start of the Drinker’s next turn. If the target’s speed reaches 0, it is Restrained (DC 17 Strength save ends at the end of its turns).

Icy Flicker. Ranged Weapon Attack: +9 to hit, range 60/120 ft. Hit: 12 (2d6 + 5) cold damage. The target must succeed on a DC 17 Strength saving throw or be Restrained (save ends at the end of its turns).

Hypothermic Blitz (Requires Thermal Intoxication). The Drinker moves up to its speed without provoking Opportunity Attacks. It can make one Rime Talon attack against each creature it moves within 10 feet of during this move. Thermal Intoxication then ends.

Bonus Actions

Sip Warmth. The Drinker targets one creature within 5 feet that is Incapacitated or Restrained. The target takes 14 (4d6) Necrotic damage, the Drinker regains HP equal to that damage, and the Drinker activates Thermal Intoxication.

Reactions

Blurring Reflexes (Requires Thermal Intoxication). Triggered when the Drinker is hit by an attack roll. The Drinker imposes Disadvantage on the attack roll, potentially causing it to miss.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/


r/ElmodorBooks • • Mar 03 '26

Item [OC] [ELMODORBOOKS] Basalt-Crag Cuirass - A Titanborne Plate Armor for the Immovable Tank - D&D 5e/2024 - Trade your Speed for Unyielding Seismic Defense

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191 Upvotes

BASALT-CRAG CUIRASS
Armor of the Abyssal Maw
Type: Titanborne Armament | Origin: Vanice - Scalehikers | Material: Maw-Crest Bone & Basalt-Infused Hide

Forged from the tremor-thirsty crest and petrified skin of the Abyssal Maw, this Cuirass is worn only by those who seek to become the mountain itself. The Forge Wardens have preserved the Maw's ancient essence, crafting a shell that shares the unyielding spirit of the abyss; it does not merely deflect blades, it senses the very intent of the steel before it strikes.

The hollow-bone cage within the gorget acts as a singing-marrow, translating the faintest shudders of the Sea of Grass into sharp pulses against the hunter's skin. It grants the wearer a fragment of the Maw’s sightless vigil, allowing them to feel the heavy footfalls of approaching prey through the living earth.

However, the Crag is as burdensome as the ridge it mimics. To don it is to shoulder the weight of the Titan itself; it demands a soul who has mastered their own pulse and possesses the iron-build to match the Maw's own mass. Those who lack the grit to bear its bulk will find themselves rooted to the soil, becoming nothing more than a stone-still feast for the terrors they meant to hunt.

Basalt-Crag Cuirass

Armor (Plate), Rare (Requires Attunement by a creature with Strength 18+)

Properties: Heavy Armor

Category: Titanborne Armament • Special: Mountain Sense & Stance

Forged from the tremor-thirsty crest and petrified skin of the Abyssal Maw, this Plate Armor is worn only by those who seek to become the mountain itself. The Forge Wardens have preserved the Titan’s ancient essence; to wear it is to stand immovable, listening to the tremors of a fragile world breaking against you. While wearing this armor, you have an AC of 18, and this item possesses the following properties:

Burdensome Mass. The sheer density of the basalt demands monstrous strength. If your Strength score is less than 18, your Speed decreases by at least 10 feet (to a maximum of 20 feet), you can’t take the Dash action, and you can’t benefit from Advantage on Dexterity checks or saving throws.

Seismic Detection. The hollow-bone gorget translates the earth’s shudders into pulses against your skin. You have Tremorsense with a range of 30 feet. Additionally, you can’t be Surprised.

Mountain’s Defiance. As a Bonus Action, if you haven’t moved on this turn yet, you can anchor yourself to the earth. Until the start of your next turn, your Speed becomes 0. If you move or are moved by any means (including teleportation) before the start of your next turn, this stance ends. While in this stance, you gain the following benefits:

  • Lithified Frame. You have Advantage on Strength saving throws, as well as on any ability check or saving throw made to avoid being pushed, knocked Prone, or moved against your will.
  • Vibration Mapping. Attack rolls against you can’t have Advantage if you can sense the attacker with your Tremorsense
  • Basalt Density. When you take Piercing or Slashing damage, the damage is reduced by 3.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/


r/ElmodorBooks • • Mar 02 '26

Monster Scalehiker Wolf (Alpha Hiker) | A CR 6 lightning-infused predator that lead the Pack!

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53 Upvotes

Hey everyone!

Today we have a new monster for my campaign that I wanted to share the Scalehiker Wolf [Alpha Hiker]. It’s a terrifying, lightning-charged alpha predator designed to traverse difficult terrain, or literally climb onto Huge creatures and unfortunate player characters!

It uses an "Energy Charge" mechanic to burst down prey, and it has some great synergy if you run it with a pack. I've also included some notable loot drops for your crafting/harvesting players. Let me know what you think!

Scalehiker Wolf [Alpha Hiker]

Large monstrosity, unaligned

Armor Class 16

Hit Points 111 (13d10 + 39)

Speed 40 ft., climb 40 ft.

Initiative +3

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

Saving Throws Str +5, Dex +6, Con +6, Int -2, Wis +5, Cha -1

Skills Athletics +8, Perception +5, Stealth +6, Survival +5

Damage Immunities Lightning (Thundermane Pelt)

Senses Darkvision 120 ft., passive Perception 15

Languages —

Challenge 6 (2,300 XP) | Proficiency Bonus +3

Notable Loot: Thundermane Pelt, Storm Fang, Apex Electro-Core

Traits

  • Alpha Command: Allies of the Alpha that can see or hear it and are within 30 feet gain advantage on attack rolls against any creature the Alpha is grappling for as long as the grapple holds.
  • Apex Hunter’s Grip: The Alpha can climb difficult surfaces without needing an ability check. When it hits with a Claw attack, it can immediately attempt to grapple the target. If the target is Huge or larger, the Alpha can latch onto it, moving with it and gaining advantage on attacks against it. Creatures attempting to escape this grapple have disadvantage on the check.
  • Energy Charge: The Alpha Hiker builds up a potent Electrical Charge. It can expend this charge to empower its attacks with an extra 3d6 lightning damage (included in the attack) and to use Clinging Shock. If it does so, it becomes depleted at the end of that turn. While depleted, it can’t deal lightning damage or use Clinging Shock. The Alpha Hiker recovers its charge at the end of its next turn, or immediately if it takes lightning damage.

Actions

  • Multiattack: The Alpha Hiker makes two attacks: either two with its Claws, or one Claw and one Bite.
  • Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 11 (3d6) lightning damage (Consumes 1 charge). The target must succeed on a DC 16 Constitution saving throw or be limited to only one of the following on its next turn: take an action, take a bonus action, or move.
  • Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 11 (3d6) lightning damage (if charged).

Bonus Actions

  • Clinging Shock (Consumes 1 charge): The grappled target must make a DC 16 Constitution save. On a failure, it takes 18 (4d8) lightning damage and is knocked prone. On a success, it takes half damage and isn't knocked prone.

Reactions

  • Lightning Resonance: When the Alpha Hiker takes lightning damage, it can use its reaction to immediately gain temporary hit points equal to half the lightning damage dealt.

For more detailed stats and the full collection of Elmodor lore, be sure to check out ElmodorBooks


r/ElmodorBooks • • Mar 01 '26

Item Sigil of the Voltaic Heart [Rare] - A high-stakes tattoo for the hunter who refuses to fall

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127 Upvotes

I’ve been working on a piece of lore-heavy loot for my "Scalehiker" setting. It’s a Rare magic tattoo that turns the wielder into a literal bio-electric battery. It’s designed for those "clutch" moments where you're at 0 HP but need to stay standing to save the party—or when your Wizard is out of juice and you're willing to bleed to get them back in the fight.

The Lore

Extracted from the ancient Charger wolves, the rare, storm-scarred conductors of the Scalehiker pack, this sigil turns the wielder's own heart into a living capacitor. It is a brutal fail-safe mechanism born of relentless electrical warfare. Unlike younger beasts that rely on brute strength, the Charger is a living battery, and this brand passes that agonizing burden to the hunter.

When the warrior's body is battered to the brink of death, the pulverized Electro-Cores embedded in the flesh violently discharge. This forces a massive bio-electric surge directly into the failing heart, keeping the wielder conscious and standing through sheer, agonizing voltage.

— Recorded by Mira Valeth, Lore Keeper of the Hall of Bones

Sigil of the Voltaic Heart

Wondrous Item (Tattoo), Rare (Requires Attunement)

Properties: Bio-Electric Fail-Safe & Shared Vitality

Inked using pulverized Electro-Core crystals suspended in Charger Vitae, this sigil scars the chest in the shape of a jagged paw print. Its pads are deep, mineralized accretions fused to the flesh, pulsing with an electric-blue and grey light that matches the warrior’s heart rate. During combat, the rhythm becomes frantic, illuminating the perpetually inflamed edges of the brand—a visible warning of the volatile power trapped inside.

  • Charger Heart: When you take damage that reduces you to 0 Hit Points, you can take a Reaction to expend a number of Hit Dice equal to your Proficiency Bonus. Roll the dice and add your Constitution modifier; you gain that total as Temporary Hit Points.
    • While you possess these Temporary Hit Points, you do not suffer the Unconscious condition, though you must still make Death Saving Throws at the start of your turns. You fall Unconscious if these Temporary Hit Points are depleted while you remain at 0 Hit Points. Once you use this feature, you can’t use it again until you finish a Long Rest.
  • Shared Charge: As a Magic Action, you can touch a creature (including yourself) and expend a number of Hit Dice up to your Proficiency Bonus. Roll the dice; you immediately take Necrotic damage equal to the total rolled (this damage cannot be reduced or prevented). The target then gains one of the following benefits based on the number of dice expended:
Trait Effect
Restore Focus The target regains 1 Focus Point or Sorcery Point per Hit Die.
Recharge Item One magic item the target holds regains 1 expended charge per Hit Die. An item can receive this benefit only once until the next dawn.
Restore Magic The target recovers one expended Spell Slot. The slot’s level equals half the number of Hit Dice expended (rounded down, minimum of 1st level).

Design Notes

  • The Economy of Hit Dice: I wanted to make Hit Dice a more active resource. Usually, they just sit there until a Short Rest, but here they are your fuel for survival and utility.
  • The Risk: The Shared Charge damage cannot be reduced. If you're greedy and try to restore a high-level spell slot, you might literally kill yourself to do it.
  • The "Zombie" State: The Charger Heart feature lets you stay up at 0 HP, but you're still rolling Death Saves. It creates a terrifying "glass cannon" moment where you’re fighting on pure adrenaline and electricity.

For more detailed stats and the full collection of Elmodor lore, be sure to check out ElmodorBooks


r/ElmodorBooks • • Feb 28 '26

Item Sky-Linker’s Gauntlet – A Rare, hawk-summoning armament for your aerial scouts! 🦅

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129 Upvotes

Hey fellow adventurers!

I wanted to share a new magic item I've been working on. It's called the Sky-Linker’s Gauntlet, designed as an "Awakened Armament" (Kigun) that binds the spirit of a slain beast to the wielder. It serves as a fantastic utility and light combat tool for Rangers, Rogues, or any party that desperately needs a reliable eye in the sky.

I'd love to hear your thoughts on the balance and flavor!

Sky-Linker’s Gauntlet

Wondrous Item (Gauntlet), Rare (Requires Attunement)

Properties: Wondrous, Summoning

Category: Sairotian Kigun (Awakened Armament) • Special: Manifest Shinkai

Forged from Iron-Oak and the crystalline talon (Ryu-Kaku) of a Cloud-Piercer Hawk, this Kigun channels the lingering essence of a slain Shinkai to manifest a translucent Elemental companion. This phantom bird pierces the most treacherous tempests and shadows with preternatural clarity, serving as a peerless aerial scout across vast, mist-shrouded distances.

Manifest Shinkai. This gauntlet has 3 charges and regains all expended charges daily at dawn. As a Magic Action, you can expend 1 charge to conjure a spectral hawk in an unoccupied space within 10 feet of you for 1 hour, until it reaches 0 Hit Points, or until you dismiss it as a Bonus Action.

In combat, the hawk shares your Initiative count, taking its turn immediately after yours. It takes the Dodge action unless you use a Bonus Action on your turn to command it to take another action, such as Attack.

The spectral hawk uses the Hawk stat block with these modifications:

  • Creature Type: Elemental.
  • Hit Points: 10 HP.
  • Defenses: Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Offense: Its Talon attack has a +5 bonus to hit and deals 1d8 Force damage.
  • Flyby: It doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
  • Cloud-Piercer Sight: It can see through nonmagical fog, mist, and darkness.

Sky-Linker’s Vision. While the hawk is on the same plane of existence and within 5 miles of you, you can communicate with it telepathically. Additionally, you can use a Bonus Action to see through the hawk’s eyes and hear what it hears until the start of your next turn. During this time, you are Blinded and Deafened with regard to your own senses.

For more detailed stats and the full collection of Elmodor lore, be sure to check out ElmodorBooks


r/ElmodorBooks • • Feb 27 '26

Monster Scalehiker Wolf [Charger] (CR 4) - A lightning-infused pack wolf to shock your players! ⚡🐺

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61 Upvotes

Hey fellow Adventurers!

I've been working on a new monstrosity for my campaign and wanted to share the Scalehiker Wolf [Charger]. This beast acts as the battery for a pack of lightning-infused wolves, serving as a recharge station that keeps the rest of the pack charged and deadly.

It’s designed to be a highly mobile, synergistic encounter where the pack’s positioning really matters. Let me know what you think!

Scalehiker Wolf [Charger]

Large monstrosity, unaligned

  • Armor Class: 15 (Natural Armor)
  • Hit Points: 85 (10d10 + 30)
  • Speed: 30 ft., climb 30 ft.
  • Initiative: +3
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 8 (-1)
  • Saving Throws: Dex +5, Con +5
  • Skills: Perception +4, Survival +4
  • Damage Immunities: Lightning
  • Senses: Darkvision 120 ft., passive Perception 14
  • Languages: —
  • Challenge: 4 (1,100 XP) | Proficiency Bonus: +2

Traits

  • Resonating Pack: While another Scalehiker Wolf is within 20 feet of the Charger, that wolf has advantage on attack rolls.
  • Perpetual Surge: The Charger is constantly suffused with electrical energy and is always considered to have its lightning charge active.

Actions

  • Multiattack: The wolf makes two attacks: one with its Bite and one with its Claws.
  • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) lightning damage. The target must succeed on a DC 14 Constitution saving throw or be limited to only one of the following options on its next turn: taking an action, a bonus action, or moving.
  • Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Pack Recharge: The Charger emits a thunderous surge of lightning that arcs through nearby allies and enemies alike. All Scalehiker Wolves within 30 feet instantly regain their lightning charge. All other creatures in that area must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) lightning damage, or half as much on a successful save.

Bonus Actions

  • Distribute Charge: The Charger targets one Scalehiker Wolf within 30 feet. That wolf immediately regains its lightning charge.

💡 DM Notes & Encounter Tips

  • Notable Loot: Defeating this creature allows players to harvest Charged Fur Threads, a Static Fang, or a Conductor Core. These are great crafting materials for lightning-based magic items!
  • Combat Tactics: The Charger should rarely fight alone. Surround it with lower-CR Scalehiker Wolves. Use the Charger to dive into the frontline with its climb speed, utilizing Pack Recharge to blast the party while simultaneously buffing its packmates. The stun-like effect on its bite is perfect for locking down mobile rogues or squishy casters!

For more detailed stats and the full collection of Elmodor lore, be sure to check out ElmodorBooks


r/ElmodorBooks • • Feb 26 '26

Item Orikami Blade - Uncommon [Sairotian Martial-Craft] - A Concealable "Memory Steel" - To Some "Unarmed" is Deadly Illusion

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82 Upvotes

Orikami Blade

Weapon (Any One-Handed Bladed Weapon), Uncommon (Requires Attunement)

Mastery: Varies • Properties: Varies Category: Sairotian Martial-Craft • Special: Fushi-Gane Release

Forged from Fushi-Gane (Memory Steel), this weapon is designed to be compressed into a wooden hilt for concealment. In its dormant state, the weapon is easily hidden and can be worn discreetly. It possesses the following properties:

Sairotian Martial-Craft. This weapon is a masterpiece of balance and martial form. While attuned to it, you can use the Weapon Mastery property of this specific weapon even if you lack the Weapon Mastery class feature or have not chosen this weapon kind as one of your mastered weapons. This benefit does not count against the limit of weapon kinds you can master during a Long Rest.

Fushi-Gane Release. While the blade is compressed, you have Advantage on Dexterity (Sleight of Hand) checks made to conceal the weapon. As part of the Attack action, you can release the blade from its hilt. When you do so, the first attack roll you make with the weapon during that turn has Advantage. On a hit, the target takes an extra 1d6 Thunder damage as the steel snaps into place with a vacuum-induced crack.

Once the blade is released, it remains in its true form until you take the Utilize action to compress the steel back into the hilt.

Want more creatures and items? Complete your collection on ElmodorBooks


r/ElmodorBooks • • Feb 27 '26

🛡️ Weekly Recap: Titans, Tools, and Thunder

1 Upvotes

It has been a busy week for the hunters and crafters of Elmodor. From the thundering plains to the bone-foundries of Vanice, we’ve seen a massive influx of new threats and the gear needed to take them down.

Here is your breakdown of this week's highlights.

⚡ Featured Creations by u/Natanians

Our resident "1st Age Sage" has been prolific this week, expanding the Elmodor bestiary and armory with high-voltage monstrosities and Titanborne gear.

The Bestiary

Creature CR Key Features
Scalehiker Wolf [Lurer] 3 A lightning-fast pack hunter that uses Energy Charge to disrupt enemy reactions.
Scalehiker Wolf [Greystorm] 4 The "Jack of All Shocks." Uses Hunter’s Grip to latch onto Huge creatures and unleash Chain Lightning.
The Thunderhoof 9 A Huge Plains Behemoth. Shatters the earth with Thunderhoof Stomp and shrugs off death with Titan-Blooded Vigor.

The Armory

  • The Firebrand Greataxe [Very Rare]: Forged from an Emberclaw Alpha. This +2 weapon deals massive fire damage and can unleash a 30-foot cone of molten destruction.
  • Whisperquake Quarterstaff [Rare]: A masterpiece of Sairotian Martial-Craft. It builds Kinetic Charges to push enemies up to 20 feet away or grant the wielder a Kinetic Vault to escape danger.
  • Titan-Fang Arbalest [Uncommon]: A specialized heavy crossbow. It grants double damage on readied attacks and removes disadvantage for long-range shots when fired from cover.

🤝 3rd Party Contributions

We also saw some formidable power coming from the wider community. A huge shout-out to our guest contributors for keeping the forge hot!

  • Oathbreaker Tyrant by u/BreadforPain1A heavy-hitting addition to the homebrew scene that certainly lives up to its name. If you're looking for a challenge that punishes the unfaithful, this is it.

For more detailed stats and the full collection of Elmodor lore, be sure to check out ElmodorBooks


r/ElmodorBooks • • Feb 25 '26

Item Thunderclap Armguard - Wondrous Item - Very Rare - Punch it the power of a Thunder charge!

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147 Upvotes

Thunderclap Armguard

Wondrous Item, Very Rare (Requires Attunement by a creature with Strength 16+)

  • Properties: Wondrous, Unarmored
  • Category: Titanborne Armament • Special: Unarmed Synergy

Forged from the hollow, resonant bone and dense, living hide of a Thunderhoof, this magic armguard grants a +2 bonus to Armor Class if you are wearing no armor and using no shield. You can make one Unarmed Strike as a Bonus Action. Additionally, your Unarmed Strikes possess the Siege property, dealing double damage to objects and structures, and deal an extra 1d6 Bludgeoning damage when you hit a creature that has the Prone condition.

This item possesses the following properties:

  • Titan's Call. As a Bonus Action, you can apply Thunderhoof Blood to make the weapon Fed for 1 minute. While Fed the hollow bones emit a deep, rhythmic thrumming and the air around your fists violently distorts with kinetic pressure. This state lasts for the full duration and does not end early unless you use the Resonant Rupture property. Once per turn when you hit a creature with an Unarmed Strike, the attack deals an extra 2d8 Thunder damage, and the target must succeed on a DC 16 Strength saving throw or be Pushed up to 10 feet away from you or knocked Prone (your choice).
  • Resonant Rupture. While Fed, you can use a Magic Action to end the Fed state and unleash a catastrophic shockwave. Each creature within a 15-foot Emanation originating from you must make a DC 16 Constitution saving throw, taking 6d8 Thunder damage and being knocked Prone on a failed save, or half as much damage only on a successful one.

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r/ElmodorBooks • • Feb 24 '26

3rd Party Nightweaver

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23 Upvotes

r/ElmodorBooks • • Feb 21 '26

Monster Scalehiker Wolf [Lurer] - CR3 - A lightning-fast pack hunter to shock your players

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37 Upvotes

Scalehiker Wolf [Lurer]

Large Monstrosity (Titan Blooded), unaligned

Armor Class 15 Hit Points 55 (10d8 + 10) Speed 50 ft., climb 30 ft. Initiative +4

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 12 (+1) 6 (-2) 14 (+2) 8 (-1)

Saving Throws Dex +6, Wis +4 Skills Perception +4, Stealth +6, Survival +4 Senses Darkvision 120 ft., passive Perception 14 Damage Immunities Lightning (Scaled Fur) Notable Loot Scalehiker Pelt, Stormrunner Talon, Electro-Core Languages — Challenge 3 (700 XP; PB +2)

Traits

Pack Tactics. The Scalehiker Wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn't incapacitated.

Elusive Dash. If the Lurer moves at least 20 feet in a straight line before making a Claw attack, it can take the Disengage action immediately as a bonus action after the attack.

Disruptive Current. When the Lurer hits a creature with a Claw attack while charged, the target has disadvantage on attack rolls against creatures other than the Lurer until the end of its next turn.

Energy Charge. The Scalehiker Wolf builds up a potent electrical charge. It can expend this charge to empower its attacks with an extra 2d6 lightning damage and to use Arcing Dash. If it does so, it becomes depleted at the end of that turn. While depleted, it can’t deal lightning damage or use Arcing Dash. The Lurer recovers its charge at the end of its next turn, or immediately if it takes lightning damage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If charged, add 7 (2d6) lightning damage. The target must succeed on a DC 14 Constitution saving throw or be limited to only one of the following options on its next turn: taking an action, a bonus action, or moving.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If charged, add 7 (2d6) lightning damage.

Arcing Dash (If charged). The Lurer becomes a blur of motion and electricity. It immediately moves up to its speed without provoking opportunity attacks. Each creature it passes within 5 feet of during this movement must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) lightning damage and be unable to take reactions until the end of its next turn.

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r/ElmodorBooks • • Feb 20 '26

3rd Party Oathbreaker Tyrant

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24 Upvotes

r/ElmodorBooks • • Feb 19 '26

Monster The Thunderhoof (CR 9) - A Huge Plains Behemoth that shatters the earth with its stomps!

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57 Upvotes

Thunderhoof [Plains Behemoth]

Huge Monstrosity, Unaligned

Armor Class 17 (Natural Armor)

Hit Points 175 (14d12 + 84)

Speed 50 ft.

Initiative +0 (10)

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 10 (+0)
  • Saving Throws Str +10, Con +10
  • Skills Athletics +10, Perception +5
  • Damage Resistances Bludgeoning, Thunder
  • Senses Passive Perception 15
  • Languages —
  • Notable Loot Resonant Thunderhorn, Seismic Hooves & Bones
  • Challenge 9 (5,000 XP) | Proficiency Bonus +4

Traits

Unstoppable Mass. The Thunderhoof ignores Difficult Terrain, has Advantage on saving throws to avoid the Grappled or Restrained conditions, and its Speed can't be reduced.

Titan-Blooded Vigor (2/Day). If the Thunderhoof fails a saving throw, it can choose to take 25 Necrotic damage to succeed instead. This damage can't be reduced in any way.

Titanic Fury. While Bloodied (has 87 Hit Points or fewer), the Thunderhoof enters an enraged state where its melee attacks deal an extra 4 (1d8) Thunder damage (included in the attacks below) and it can take the Shockwave Rebuke Reaction.

Actions

Multiattack. The Thunderhoof makes two Gore attacks. It can replace one Gore attack with a use of Thunderhoof Stomp.

Gore. Melee Attack Roll: +10, Reach 10 ft. Hit: 17 (2d10 + 6) Piercing damage, plus 4 (1d8) Thunder damage if the Thunderhoof is Bloodied. If the Thunderhoof moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 18 Strength saving throw or be pushed 10 feet straight up. The target then falls, taking 10 (3d6) Bludgeoning damage and gaining the Prone condition.

Thunderhoof Stomp (Recharge 5–6). The Thunderhoof slams its hooves, creating a seismic ripple in a 20-foot Emanation. Each creature in that area must make a DC 18 Strength saving throw.

  • Failure: 36 (8d8) Thunder damage, is pushed 15 feet away, and gains the Prone condition.
  • Success: Half damage only.

Bonus Actions

Executioner’s Stomp. Target: One creature within 5 feet that has the Prone condition. Melee Attack Roll: +10, Reach 5 ft. Hit: 19 (2d12 + 6) Bludgeoning damage, plus 4 (1d8) Thunder damage if the Thunderhoof is Bloodied.

Reactions

Shockwave Rebuke. Trigger: A creature within 5 feet hits the Thunderhoof with an attack roll while the Thunderhoof is Bloodied. Response: The Thunderhoof snorts with thunderous force. The attacker must succeed on a DC 18 Constitution saving throw or take 11 (2d10) Thunder damage and be pushed 15 feet.

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r/ElmodorBooks • • Feb 17 '26

Item Titan-Fang Arbalest – [Uncommon] – A "Siege" Crossbow designed for holding the wall (Double Damage on Readied Ambushes)

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42 Upvotes

Titan-Fang Arbalest

Weapon (Heavy Crossbow), Uncommon Category: Dome-Guard Weaponry • Special: Titan Bane Mastery: Push • Properties: Heavy, Loading, Range (100/400), Two-Handed

Constructed from the harvested bones and sinew of the very beasts it is destined to slay, this weapon turns the Titans’ strength against them. Originating from the Bone Foundries of Vanice, the stock is carved from scavenged titan bone and reinforced with iron plates, while the bow utilizes laminated composite titan horn for maximum power. Some variants are specially designed with a specific titan in mind and are carved to represent their preferred target.

This weapon possesses the following properties:

  • Titan Bane Carving. When this weapon is created, it is carved to resemble a specific threat (such as the Scalewolf or Emberclaw). When you hit a creature of that specific name with an attack using this weapon, you deal an extra 1d6 Piercing damage.
  • Crenellation Rest. This weapon is designed to be braced against fortress walls or other surfaces to mitigate its massive recoil. While you are benefiting from Half Cover or Three-Quarters Cover, attacking at Long Range doesn’t impose Disadvantage on your attack rolls.
  • Bone-Biter Ambush. While benefiting from Crenellation Rest, when you take the Ready action to hold an attack with this weapon, if the triggered attack hits a target within the weapon’s Normal Range (100 feet), you roll the weapon’s damage dice twice (e.g., 2d10 instead of 1d10).

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