If you are reading this on a phone, please consider switching to a computer or tablet. it'll be much easier to read as I have 0 skills with phone CSS.
Please, please, PLEASE only choose one group to be a part of at the time. If I find out you are part of more than one group, I will personally remove you from all groups. Thank you for understanding.
  
Bound Series
If you are reading the Bound Series, click here to subscribe to see some special information. If you are not reading the Bound Series, but one of the others, please click on the correct subscriber group to read some extra lore! If you are reading the Shadows Saga, click here to subscribe to see some special information. If you are not reading the Shadows Saga, but one of the others, please click on the correct subscriber group to read some extra lore!

The Daunting Wastes

Once a beautiful field of grassy hills and flowers, the Daunting Wastes quickly eradicated all forms of flora when the shadows loomed overhead. The grass withered away until all that was left was a desolate, dry, craggy land formation, with jagged, stony landmasses that reach toward the sky like clawed fingers. It is unknown how the place formed as mortals did not construct the place, nor did anyone ever see a living mortal enter, never to return. It is said that any lifeform entering its domain would grow sick and eventually die. The only knowledge of the Daunting Wastes' creation is that it formed sometime during 1 TDRE.   The sky was always stormy and shadows reached up from the earth like it was trying to drown the world in perpetual darkness, causing others to wonder if the Daunting Wastes was created by Vulyeva, Fate of Shadows, for some odd reason. Now, if humanoids can traverse the land, like Sanescin Lenio, there would be a possibility of coming across the famed Tomb of Shadows, a place of worship to Vulyeva, the celestial connected to the shadows. The shadows that live there seem to radiate energy connected to Vulyeva, as reported in findings within the book, Vulyeva: The Shadows that Trickle In.  

Where is it located?

The Daunting Wastes can be found in the northern part of the Winter Plains, just outside the Blue Desert.  
Vulyeva: The Shadows that Trickle In
by Amelia Nite (craiyon)
The book by Sanescin Lenio originally started as a quest to understand Vulyeva, but after Sanescin heard of the Daunting Wastes, they had to check it out. Gathering a willful team of archaeologists, Sanescin brought them to the Daunting Wastes and entered. For weeks, Sanescin and their crew would study an area and then report their findings. Sanescin enjoyed capturing a few of the spider species that lived within the wastes and making sketches of their body and appendages. They discovered the Tomb of Shadows when they reached the center of the wastes.  
Tomb of Shadows
by Amelia Nite (artflow)
The Tomb of Shadows was not man-made. One simply walked into a cave and descended into the depths where a vast temple dedicated to Vulyeva with seven large stained glass murals and a brazier in front of each mural containing a dark purplish flame that continuously burned. Sanescin studied the tomb, ordering the archaeologists to stay out of the tomb while Sanescin sketched the tomb and the murals.   One strange fact was the tomb seemed to be as old as the wastes, while none of the structures seemed to be carved by hand. What surprised Sanescin the most were the murals. The beautiful colored glass seemed to be poured into each tier through some sort of magick. Unfortunately, Sanescin was never able to figure out how it worked.

Table of Contents


 
by Amelia Nite (artflow)
 
 
Quick Facts
 
Discovered:
1 TDRE
 
Type:
Wasteland
 
Owning Organization:
 
Location Under:
 
Inhabiting Species:
Various Ravens
Various Spiders
 
Included Landmarks:
 
 
Relations
 
Related Deities:
     

What species live there?

Fauna
While searching the Daunting Wastes, Sanescin discovered multiple ravens and spiders, some being infernal. Sanescin wrote in the book that the spiders and ravens that managed to survive in the wastes were due to feeding on other sentient beings that entered the wastes. Usually, the spiders would catch their prey and feed upon them, leaving whatever was left for the ravens.   A rare species found was the cek'zuq, a centaur-like spider with a human's torso and a spider's lower body. Sanescin quickly learned they needed to avoid that civilization once two of their archaeologists were captured for food by the cek'zuq.   A Few Types of Spiders

Cek'zuq CR: 6 (2300 XP)

Large monstrosity, unaligned
Armor Class: 19 (natural armor)
Hit Points: 123 13d10+52
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

16 +3

CON

18 +4

INT

13 +1

WIS

14 +2

CHA

12 +1

Skills: Perception +5, Stealth +9
Senses: darkvision 120 ft., passive Perception 15
Languages: Common, Elvish, Infernal
Challenge Rating: 6 (2300 XP)

Fae Ancestry. The cek'zaq has advantage on saving throws against being charmed, and magick can't put the cek'zaq to sleep.   Innate Spellcasting. The cek'zaq innate spellcasting ability is Wisdom (spell save DC 13). The cek'zaq can innately cast the following spells, requiring no material components:   At will: dancing lights
1/day each: darkness, fae fire   Spider Climb. The cek'zaq can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Sunlight Sensitivity. While in sunlight, the cek'zaq has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Web Walker. The cek'zaq ignores movements restrictions causes by webbing.

Actions

Multiattack. The cek'zaq makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 1d4 piercing damage plus 9 2d8 poison damage.   Lonesword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 1d8+3 slashing damage, or 8 1d10+3 slashing damage if used with two hands.   Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 1d8+3 piercing damage plus 4 1d8 poison damage.

Based on the Demonfeed Spiderling (Critical Role)

Infernal Spiderling CR: 1 (200 XP)

Medium fiend, chaotic evil
Armor Class: 13 (natural armor)
Hit Points: 16 3d8+3
Speed: 30 ft , climb: 30 ft

STR

10 +0

DEX

12 +1

CON

12 +1

INT

2 -4

WIS

7 -2

CHA

3 -4

Saving Throws: Dex +3
Skills: Perception +0, Stealth +5
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 10
Languages: --
Challenge Rating: 1 (200 XP)
by Critical Role (D&D)

Description

These monstrous spiders, the spawn of the divine Queen of Spiders, lurk in the darkest recesses of the world. However, they can also be found above ground if there is enough shade from the sun. They have gorged themselves on the ichor of infernals since the earliest days of the universe, when infernals were slain in such a quantity that the subterranean depths were awash with their foul blood.   Monstrosities Transformed. Infernal spiders are terrible fiends as a result of having supped upon the remains of infernals, but all are descended from the overlarge spiders that haunt caverns and forests across the universe. As such, most are native to the Material Plane, so that once killed, they are slain forever--unlike fiend that are simply banished to their home plane.   Endless Hunger. No sustencance is more delectable to a demonfeed spider than the ichor remaining behind after an infernal has been slain on the Material Plane. However, in the absence of such remains, they will sate themselves on the fluids of any living creature.   Toxic Blood. The terrible poison of spiders, when mixed with the vile ichor of infernals, becomes the demonfeed spider's most potent weapon. When its chitinous hide is pierced and its blood begins to flow, the spider can expel arcing sparying of caustic blood that speed into the exposed flesh of its attackers.  

Special Abilities

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d8+1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.

Based on the Demonfeed Spiderling (Critical Role)

Infernal Spider CR: 8 (3,900 XP)

Large fiend, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 75 10d10+20
Speed: 40 ft , climb: 40 ft

STR

16 +3

DEX

16 +3

CON

15 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Saving Throws: Dex +7
Skills: Perception +3, Stealth +7
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 13
Languages: --
Challenge Rating: 8 (3,900 XP)
by Critical Role (D&D)

Description

These monstrous spiders, the spawn of the divine Queen of Spiders, lurk in the darkest recesses of the world. However, they can also be found above ground if there is enough shade from the sun. They have gorged themselves on the ichor of infernals since the earliest days of the universe, when infernals were slain in such a quantity that the subterranean depths were awash with their foul blood.   Monstrosities Transformed. Infernal spiders are terrible fiends as a result of having supped upon the remains of infernals, but all are descended from the overlarge spiders that haunt caverns and forests across the universe. As such, most are native to the Material Plane, so that once killed, they are slain forever--unlike fiend that are simply banished to their home plane.   Endless Hunger. No sustencance is more delectable to a demonfeed spider than the ichor remaining behind after an infernal has been slain on the Material Plane. However, in the absence of such remains, they will sate themselves on the fluids of any living creature.   Toxic Blood. The terrible poison of spiders, when mixed with the vile ichor of infernals, becomes the demonfeed spider's most potent weapon. When its chitinous hide is pierced and its blood begins to flow, the spider can expel arcing sparying of caustic blood that speed into the exposed flesh of its attackers.  

Special Abilities

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider makes two melee attacks: one with its bite and one with its stinger; or the spider can make one attack with its web spinner followed by a melee attack.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 1d10+3 piercing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes 27 6d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn't poisoned. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.   Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d12+3 piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Web Spinner. Ranged Weapon Attack: +7 to hit, reach 40 ft., one target. Hit: The target is pulled 40 feet toward the spider and is grappled (escape DC 14 Strength saving throw). The spider can grapple only one creature at a time in this way. As an action, the spider can cocoon a creature it has grappled in webbing, causing it to be restrained and ending the grappled condition.

Reactions

Asterial Spray. When the spider takes damage while below half its hit point maximum, it can spray poisonous blood in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 13 3d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


 

Articles under The Daunting Wastes



Cover image: by Amelia Nite (Canva)

Comments

Please Login in order to comment!