The Tome Unrestricted series fleshes out monsters from the Tome of Beasts 3, giving GMs ways to modify existing monsters to surprise well-prepared players or introduce new monsters to a campaign.
This time, we’re looking at ways to change up the sinstar and the star thrall (see Tome of Beasts 3) including alternate traits and actions, as well as new magic items, spells, and adventure hooks inspired by them.
Sinstars are cactus-like creatures from the space between stars. Their seeds land in soil and they convert humanoids they discover into catacaceous servants known as star thralls. These converts go and bring more victims for the sinstar to transmute. Weird, right?
Alternate Traits and Actions
The following changes allow GMs to alter a sinstar or star thrall without modifying their challenge ratings.
Mental Bolstering. The sinstar or star thrall gains immunity to psychic damage.
In exchange, the sinstar or star thrall loses immunity to poison damage and the poisoned condition. Alternatively, the sinstar loses resistance to either acid or fire and gains resistance to poison.
Lair Action: Perfume Cloud. When the sinstar uses this lair action, nearby cactuses grow flowers similar in appearance to the sinstar’s flower and release a sweet smelling cloud, affecting all creatures other than the sinstar and star thralls within 60 feet of the sinstar. Each creature in the area must succeed on a DC 19 Constitution saving throw or be poisoned and gain disadvantage on saving throws against effects originating from the sinstar until the end of the creature’s next turn. A creature within 5 feet of a star thrall has disadvantage on the saving throw.
In exchange for this lair action, the sinstar loses its Choking Cloud lair action.
Poison Spines. When a creature fails a saving throw for a star thrall’s Spiny Defense or Shoot Spines traits, it becomes poisoned for 1 minute. While poisoned in this way, the creature has disadvantage on all saving throws against effects originating from the sinstar that created the star thrall. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
In exchange, the star thrall’s Spiny Defense and Shoot Spines traits do not cause creatures to become paralyzed on a failed saving throw.
Legendary Action: Reposition Thralls. When the sinstar uses this legendary action, it magically teleports up to 4 star thralls within 120 feet of it to unoccupied spaces it can see.
In exchange, the sinstar loses its Teleport legendary action.
Shoot Spines (Recharge 5–6). The sinstar sprays spines in a burst around itself. Each creature within 30 feet of it must make a DC 19 Dexterity saving throw. On a failure, a creature takes 42 (12d6) piercing damage and, if the target is humanoid, contracts the thrall sickness disease (see the Thrall Sickness trait). On a success, a creature takes half the damage and doesn’t contract thrall sickness.
In exchange for this action, the sinstar loses its Psychic Lash attack.
New Magic Items and Spells
The following magic items and spells are inspired by the sinstar and star thrall.
Ball of Spines
Wondrous Item, Uncommon
This sphere contains numerous tightly bound star thrall spines. You can use an action to throw the ball up to 60 feet away. When it reaches its target, the ball detonates into a burst of spines. Each creature within 15 feet of the center of the burst must make a DC 13 Dexterity saving throw. On a failure, the creature takes 3d6 piercing damage and is paralyzed until the end of its next turn. On a success, the creature takes half the damage and isn’t paralyzed.
The spines coalesce after use but lose their potency until the next dawn.
Psychic Whip
Weapon (Whip), Rare (Requires Attunement by a Spellcaster)
Until the whip is attuned, it appears as a mere handle. While attuned to it, the lash hazily extends from the handle. You gain a +1 bonus to attack rolls made with this magic weapon, with which you make melee spell attacks. The whip inflicts psychic damage instead of slashing damage, to which you add your spellcasting ability modifier.
Bolster Ally
2nd-Level Evocation | Bard
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a sinstar flower)
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d6 + your spellcasting ability modifier. If your Bardic Inspiration is still active and the creature has used its Bardic Inspiration die, the creature also regains its Bardic Inspiration die. Otherwise, it gains advantage on its next attack roll. A creature can only regain its Bardic Inspiration once per day through any casting of this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the creature gains advantage on attack rolls until the end of its next turn (regardless of the recovery of the Bardic Inspiration die), and the healing increases by 1d6 for each slot level above 2nd.
Spine Growth
2nd-Level Transmutation | Druid, Ranger
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you is hit by a melee attack from another creature within 5 feet of the spell’s target
Range: 60 feet
Components: V, M (a spine from a star thrall)
Duration: 1 minute
The spell’s target instantly grows spines. For the duration, a creature that touches the target or hits it with a melee attack while within 5 feet of it takes 1d6 piercing damage and must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.At Higher Levels. If you cast this spell using a 3rd level spell slot or higher, the damage from the spines increases by 1d6 and the paralyzed duration increases by 1 round for each slot level above 2nd. A paralyzed creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success.
Adventure Hooks
- A lush plain suddenly dries up and cacti have replaced all the grasses. Coupled with recent disappearances, an afflicted settlement is desperate to uncover the reason for this calamity. Adventurers who take up the call find a sinstar is responsible and must put a stop to it before everyone transforms into a star thrall!
- A cult devoted to the spread of sinstars cultivates the otherworldly plants. The sinstars allow some cultists to retain their humanity, so they can infiltrate societies and emplace the plants, increasing the sinstars’ malign influence. In addition to destroying individual sinstars and their star thrall armies, adventurers must confront powerful and fanatical NPCs.
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