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Contents
Introduction Gnomes
Half-elves
Terminology Half-asuras (Half-orcs)
Pronunciation Guide Tieflings
A Mahavedia Primer Nagas
Vanaras
The Land of Mahavedia Yakshas
Chapter 1: Geography Chapter 6: Classes, Backgrounds, and Weapons
The Southern Peaks
Path of the Howling God
Pavitr Jungle
Earth Domain
Devipani River
Circle of the Jungle
Sea of Iron Sands
Rajput
Dakshina Jungle
The Four Varnas
Valley of Raajas
Backgrounds
Varuna Isles
Languages
Weapons
Chapter 2: Kingdoms, Empires, and NPCs
Kingdoms and Empires
Important NPCs Game Master Tools
Political Map Chapter 7: The Rigvedic Gods
Piety
Chapter 3: Culture The Rigvedic Gods
Family Values Other Deities
Food
Respecting Elders Chapter 8: Monsters
Parts of the Body Reflavoring 5e Monsters
Architecture Monster Lore
Cities and Villages Monsters by CR
Monsters by Terrain
Chapter 4: Religion Monsters by Type
The Vedic Gods Index of Monster Stat Blocks
Divine Domains
Concept of Dharma Chapter 9: Astras
Death and Reincarnation Summoning and Activating Astras
Core Rigvedic Ideas Astras

Character Creation Chapter 10: Adventure Design


Creating Asuras, Rakshasas, and Nagas
Chapter 5: Races Creating Ancient Cities
Humans
The Layers of Patala
Dwarves
Sources of Inspiration
Elves
Stereotypes to Avoid
Halflings
Dragonborn

1
Introduction
Mahavedia is a world of adventure and
intrigue, from the Sea of Iron Sands in the
east to the Pavitr Jungle to the west.
Various human, dwarven, and elven
kingdoms, known as raajye (singular:
raajy), fight amongst each other, vying for
control of the subcontinent. All the while,
the Sher Saamraajy advances into the
valley with their massive, battle hardened
army.

As the raajye go to war, rakshasas and


asuras bring even more chaos to the world,
razing villages and looting temples in their
quest against dharma. Their actions have
acquired the attention of the gods, who are
beginning to intervene in the fate of
mortals to end the threat of the asuras.

With the growing tensions between the


various human kingdoms, and the threat of
the asuras and Sher Saamraajy, the valley is
in chaos. Monsters roam the wild, preying
on travelers and merchants, while
kingdoms are too busy fighting one another
to protect their people. Adventurers are
needed now, more than ever.

Welcome to the world of Mahavedia.

Legal Info and Art Credit:


All art is by Wizards of the Coast.

The Mahavedia Players’ Guide is unofficial


Fan Content permitted under the Fan Content
Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of
Wizards of the Coast LLC.

2
Terminology
Aloo – potato.
Asura – demon from the underworld. (plural: asuras)
Bhakti Yoga – one of the three paths to moksha, which focuses on devotion to a chosen god.
Bhoomi – the name of the mortal world (similar to saying “the Material Plane” or “Earth”).
Bhoot – refers to both ghosts as a type of undead as well as a specific type of ghost. (plural: bhoots)
Boon – a divine gift. (plural: boons)
Brahmin – the highest caste, consisting of teachers, sages, and priests. (plural: brahmins)
Channa – chickpeas.
Deva – deity. (plural: devas, feminine: devi)
Daal – lentil soup frequently eaten during meals.
Daitya – a giant.
Dharma – universal order, also describes each person’s role in the world.
Izzat – a kshatriya’s honor.
Jaati – subcaste or clan.
Jnaana Yoga – one of the three paths to moksha, which focuses on studying and knowledge.
Karma – a person’s good and evil deeds, which affect the person’s life.
Karma Yoga – one of the three paths to moksha, which focuses on selflessness.
Kshatriya – the second highest caste, consisting of warriors and governors. (plural: kshatriyas)
Maharaaj – a powerful king who rules over many raajas or peshwas. (plural: maharaajas)
Mandir – temple.
Mantra – a prayer.
Moksha – a state in which a person is freed from the cycle of rebirth.
Naan – thick wheat-flour bread.
Namaskar – a formal saying used for greeting others.
Namaste – a less formal saying used for greeting others.
Naraka – hell.
Paneer – fresh cheese used in cooking.
Patala – the underworld, home to a variety of demons and located below Bhoomi, the earth.
Peshwa – a local ruler or minister, similar to a baron or lord. (plural: peshwas)
Raaj – king. (plural: raajas, feminine: raani)
Raajy – kingdom. (plural: raajye)
Rajan – clan or tribal chief.
Rakshasa – demon that lives in the mortal world. (plural: rakshasas, feminine: rakshasi)
Saamraaj – emperor. (plural: saamraajas)
Saamraajy – empire. (plural: saamraajye)
Samsara – the circle of reincarnation and rebirth.
Sarkhel – captain or admiral.
Satrap – a province or state. (plural: satraps)
Shudra – the lowest caste, consisting of manual laborers and servants (plural: shudras)
Svarga – heaven.
Vaishya – the second lowest caste, consisting of merchants and skilled craftsmen (plural: vaishyas)
Yaksha – a type of nature spirit (plural: yakshas)
Yajna – a sacrificial fire ritual.

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Pronunciation Guide
Abhi uh-bhee Gayatri gay-aat-ree
Abhijeet uh-bhee-jeet Guhyaka guh-yaa-kuh
Agneyastra ug-nay-aas-traa Hanuman huh-noo-man
Agni ug-nee Hara-Bhava huh-ruh buh-vuh
Ajay uh-jay Hartaj haar-taaj
Alaka uh-luk-uh Hataki haa-taa-kee
Aleya uh-lay-aah Himavanta hee-muh-vaan-tuh
Amaraavati uh-muh-raa-vuh-tee Himavati hee-muh-vaa-tee
Amrita um-ree-taa Hiranyapura hee-raan-yaa-poo-ruh
Angiri un-gee-ree Indra in-druh
Antardhana un-taar-dun-aa Indrastra in-druh-aas-truh
Apsara aap-saa-raa Izzat ee-zuh-t
Ashok uh-show-k Jaati jaa-tee
Astra aas-truh Jahaj juh-haaj
Asura uh-sur-aa Jambavan jum-buh-vun
Atala aah-taa-luh Jhadnagar jhaad-nug-ur
Ayush aa-you-sh Jnaana jin-naa-nuh
Baagh Nakh baah-gh naa-k Kadhir kaa-dheer
Bala baa-luh Kalakeya kaa-luh-kay-uh
Bali baa-lee Kalya kaa-lyuh
Bhakti baak-tee Kamadeva kaam-uh-dev-uh
Bhaumastra bh-ow-maa-struh Karma kaar-muh
Bhoomi bhu-mee Katar kuh-taar
Bhoot boo-t Khanda khaan-duh
Bijan bee-jun Khosrow kh-ow-s-row
Brahmarakshasa bruh-muh-raak-shaa-suh Kimpurusha kim-puh-roo-shuh
Brahmin bruh-min Kinnara kin-naar-uh
Brhaspati bruh-haas-puh-tee Kravyada kruv-yaa-duh
Chakram chuh-krum Kshatriya kshaa-tree-yuh
Chandra chun-druh Kubera koo-bay-ruh
Churel choo-rell Kukri koo-kree
Crocotta crow-cot-aa Laakuda laa-koo-duh
Daitya d-uh-ee-tyuh Laal laa-l
Dakshina daak-shee-nuh Lanka lun-kaa
Dana duh-nuh Maharaaj muh-haa-raaj
Deva day-vuh Maharaaja muh-haa-raa-jaa
Devipani day-vee-paa-nee Mahatala muh-haa-taa-luh
Dharma dhaar-muh Mahavedia muh-haa-vay-dee-aah
Dvarapala dvaar-uh-puh-laa Makara muh-kaar-aa
Dyaus d-y-ow-s Mandir mun-deer
Farasi Bahari fuh-raa-see buh-haa-ree Manimati mun-ee-muh-tee
Gajasimha gaa-juh-see-muh Mantra maan-truh
Gandharva gun-dhaar-vuh Manyu maan-you

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Mayasura maa-yuh-soo-ruh Sarama saa-ruh-muh
Mitra mee-truh Sarameya saa-ruh-may-uh
Moksha moh-kshuh Sarkhel saar-kay-l
Nadi naa-dee Satrap saa-trup
Naga naa-guh Sher share
Nagaloka naa-guh-low-kuh Shudra shoo-druh
Nairrata nay-er-aah-tuh Som sow-m
Namaskar nuh-muh-skaar Surya soor-yuh
Namaste nuh-muh-stay Sutala soo-taa-luh
Naraka nuh-raa-kaa Svarga svaar-guh
Nivatakavacha nee-vaa-tuh-kuh-vuh- Takshaka taak-shaa-kuh
chuh Talatala taa-laa-taal-uh
Pani puh-nee Tekadi tay-kaa-dee
Parjanya paar-jun-yuh Thanda thun-duh
Parth paa-rth Timingila tim-ing-ee-luh
Pashupatastra paa-shoo-put-aas-truh Tvashtr tvaa-sh-ter
Patala paa-taa-luh Urumi oo-roo-mee
Pavitr paa-vee-ter Ushas oo-shaa-s
Peshwa pay-sh-wuh Vaac vaa-ch
Pishacha pee-shaa-chuh Vaaghnagar vaa-gh-nug-er
Pitrloka pee-ter-low-kuh Vaishya vaa-ee-shyuh
Preta prey-tuh Vaitarna vaa-ee-tur-nuh
Prithivi pree-thee-vee Valu vaa-loo
Pushan poo-shaa-n Vanara vaa-nuh-ruh
Raaj raa-j Varna vaar-nuh
Raaja raa-jaa Varuna vaa-roo-nuh
Raajy raa-jy Varunastra vaa-roo-nuh-struh
Raajye raaj-yay Vastospati vaa-stow-s-puh-tee
Raani raa-nee Vasuki vaa-soo-kee
Rajan raa-jun Vayu vaa-you
Rajput raaj-poot Vayuvyastra vaa-you-vyaa-struh
Rakshasa raak-shaa-suh Veda vay-duh
Rao r-ow Vetala vay-taa-luh
Rasatala ruh-saa-taa-luh Vhun vhoo-n
Ravan raa-vun Vidyadhara vid-yaa-dhaar-uh
Rigveda rig-vay-duh Vijay vij-ay
Riksha reek-shuh Vishvakarman vish-vuh-kaar-muhn
Rohini row-hee-nee Vitala vee-taa-luh
Rudra roo-druh Yajna yuj-nyaa
Rudrastra roo-druh-aas-truh Yaksha yuk-shuh
Ruru roo-roo Yama yuh-muh
Saamraaj saam-raaj Yamduta yuh-muh-doo-tuh
Saamraajy saam-raa-jy Yamaraaj yuh-muh-raaj
Samsara saam-saar-uh Yoga yow-guh

5
A Mahavedia Primer
This primer is written to give you and your Weapons of War. The warfare of
players a brief overview of the Mahavedia Mahavedia differs greatly from the battles in
setting, not in the monsters and magic items medieval European settings. Firstly, pikes,
featured later in this book, but in the themes longswords, and a number of other weapons
that are ever present in the setting. are extremely rare, while crossbows are
When starting a Mahavedia campaign, nonexistent. Large armies are backed by
you may want to choose one or more themes chariots and war elephants rather than knights,
to play up each session or adventure to give and catapults are used rather than trebuchets.
the party a feel for what the world is like. War is not altogether uncommon, as the newly
Additionally, make sure to recap some of formed states fight over the fertile riverlands
these themes before character creation and and open plains.
during Session 0, as they may impact how a
player wants to play their character. Clans and Tribes
Mahavedian society is organized into a strict
Civilization is Young social structure, organized by occupation and
The Mahavedia setting is based on the social standing.
civilizations and cultures of Ancient India Levels of Society. Every person
(1500 to 500 BCE). To get a sense for how belongs to a number of groups and subgroups
truly ancient this is, the Roman Empire won’t that make up parts of their identity. A group of
fall for another 1000 years, and Cleopatra individuals form a family, which are often
won’t be born for at least four centuries. The large and closely bound. Groups of families
world is still in the early stretch of the Iron form clans, which are united by a shared
Age, and the concepts of large empires and profession or social standing. Clans make up
centralized bureaucracy are relatively new. tribes, led by a rajan. At a nomadic level, this
Bronze and Iron. The Iron Age marks is the largest subgroup, and the rajan leads the
a shift from bronze and copper to iron, a metal tribe in their travels, and often, raids. When
that is softer and harder to forge than bronze, one tribe conquers others and settle down in
but is relatively cheap. As the prices for tin cities and villages, they form a raajy, or
(one of bronze’s ingredients) rise, iron kingdom.
becomes the metal of the people, and the Varna and Jaati. People are also
durable, expensive bronze is reserved for grouped by their varna and jaati. A person’s
society’s elite. jaati is simply their clan profession, and
Early Civilization. This time period corresponds to a character’s background.
also signifies a shift from nomadic to Varnas are groups of jaatis, organized into a
agricultural society. Some nomads, who form hierarchy: first the priests, then the warriors,
clans and tribes, reject the stone cities of thirdly the merchants, and finally, the workers.
others and continue their nomadic ways, Jaatis and varnas aren’t set in stone.
travelling through Mahavedia with their herds While a person from a jaati of fishermen
of cattle and sheep. Farmers form agricultural might have learned at a young age how to fish,
villages, paying a tax of grain in exchange for that doesn’t stop them from being an admiral
protection from warlords, while the artisans if they wish. If they do eventually change their
and priests congregate in large stone cities, jaati, their children and the rest of their lineage
filled with temples and palaces. will form a new clan and jaati of their own.

6
The Land of Mahavedia
Chapter 1: Geography

The Southern Peaks Mount Kalya. Mount Kalya is the


highest mountain in the Southern Peaks, and
The Southern Peaks are a dense mountain the home of Lord Rudra, the god of winds,
range in the southwestern corner of the storms, and might. It is a sacred mountain, and
subcontinent, forming a natural barrier fiercely protected by the dwarves who inhabit
between the valley and the rest of the world. the mountain range.
The mountains are home to a variety of City of Laakuda. Laakuda is the
creatures, most notably the yeti, fearsome capital city of the dwarves, and one of the
giants who hunt for dwarves and humans to largest cities in Mahavedia. The city was built
eat. Other, less monstrous, inhabitants include into the sides of Laakuda mountain, and
the dwarves and the humans, who’ve made extends deep underground.
their home in the frigid mountains and the
nearby regions.

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Pavitr Jungle Devipani River
The Pavitr Jungle is a large region, made up of The Devipani River is one of the few sources
the Pavitr River, the jungle, and the hills of the of fresh water and plant life in the Sea of Iron
Southern Peaks. In the spring, ice melts from Sands. Without the river, the desert would be
the tips of the Southern Peaks and flows down completely inhospitable. The river also serves
the river, flooding the area and providing as a holy place. Pilgrims from around the
nutrients to the soil. The seasonal flooding, in world travel to the river annually, paying
addition to the summer monsoons, make the respects to the river goddess and bathing in
land perfect for growing crops. Many varieties the river’s holy waters.
of animals live in the jungle, including tigers, Halfling Villages. On the banks of the
elephants, monkeys, and snakes. Devipani River are numerous halfling
Halfling Villages. On the banks of the villages, which have formed a republic of their
Pavitr River lie many small farming villages. own. The halflings farm wheat, rice, and
These are the homes of the halflings, who sugarcane, export it to the rest of the
farm rice by the river and rely on its seasonal subcontinent.
flooding. The villages pay tribute to the raaj of
Nadi Raajy in exchange for protection. Sea of Iron Sands
Vhun Raajy. Vhun Raajy is one of the
three human kingdoms that live in the jungle The Sea of Iron Sands is a brutal, arid desert,
and spans all parts of the jungle north of the inhabited by scorpions, snakes, and other
Pavitr River. The kingdom relies of fishing creatures, which stay hidden during the day
and trade, and is protected from invaders due and creep out at night. On the western half of
to the thick jungle. the desert are a few human kingdoms, most
Nadi Raajy. Nadi Raajy is a large notably the Laal Raajy, ruled by the bold and
human kingdom, occupying the eastern half of prideful Red Queen. The eastern half of the
the Pavitr Jungle. They have sworn to defend desert is occupied by the Sher Saamraajy, a
the halflings who farm on their land, but in desert empire which has fought the Laal Raajy
recent years they have failed to uphold that and its neighboring kingdoms for many years.
promise. Laal Raajy. The Laal Raajy is a large
Tekadi Raajy. Tekadi Raajy rules over kingdom, spanning over most of the Sea of
the foothills of the Southern Peaks. They have Iron Sands. They have fought against the Sher
been at war with the neighboring kingdoms, Saamraajy for many years, and are one of the
and their king, Ajay Raaj, is eager to conquer few kingdoms defending Mahavedia from the
more land for his kingdom. invaders. The warriors of the Laal Raajy are
known to be resourceful and brave.
Adventure Hook: Spears of the Tekadi Valu Raajy. Valu Raajy is a much
smaller kingdom compared to the Laal Raajy,
Tekadi warriors, led by the cruel general and it lies at the mouth of the Devipani River.
Amir Kumhar, have crossed the Pavitr The merchants of the kingdom are rich in gold
River and started raiding the halfling from trade with foreign empires to the east,
villages. The decadent king of the Nadi and the kingdom, although small, has
Raajy has broken his promise to defend the immense political power due to its wealth.
halflings, letting the Tekadi burn and pillage Sher Saamraajy. The Sher Saamraajy
their way through the jungle. The halflings is an empire, spanning from the Devipani
are in dire need of adventurers to defeat River in the west to many lands far to the east.
general Amir, and bring peace to the jungle.

8
Its army is large and experienced, and their
emperor wishes to conquer the valiant Laal
Raajy and the wealthy Valu Raajy and add
them to his empire.

Adventure Hook: Missing Caravan


Caravans regularly travel from the coastal
towns of the Valu Raajy through the desert
and inland to the kingdoms of Mahavedia,
bringing gems, fruits, and all sorts of
foreign goods. A caravan left the small
coastal town of Gharapani weeks ago, and
didn’t arrive at its next stop along the route.
Adventurers have been hired to find the
missing caravan and recover the goods.

Dakshina Jungle
The Dakshina Jungle is a large, damp jungle
in the north of the subcontinent. The jungle is
home to all forms of creatures, including
snakes, tigers, and monkeys. Humans and
elves have settled in the area, building cities
and small kingdoms.
Thanda Raajy. Thanda Raajy is a
small kingdom of humans and elves located in
the northernmost part of the jungle. Through
trade with various foreign kingdoms, the raaj
has grown wealthy. In the center of the city,
the raaj has commissioned the creation of an
enormous stone temple dedicated to Lord
Varuna, god of the seas.
Elvish Cities. The elves have created
many cities in the jungle, and while the human
kingdoms fight amongst each other, the elven
cities are loosely allied. The most notable of
these cities is Jhadnagar, a sprawling coastal
city on the banks of the Dakshina River.

Valley of Raajas
The Valley of Raajas is a large open
grassland, dotted with forests and hills, and
bordered by jungles, mountains, and the Sea
of Iron Sands. It is home to elephants,

9
peacocks, and tigers, among other animals, kingdoms. Abhi Rao, a wealthy trader turned
and is the center of the Vijay Raajy. pirate king, leads the pirates in their attacks
Vijay Raajy. The Vijay Raajy is one of against merchants and traders.
the largest kingdoms in Mahavedia, occupying Jahaj Fort. Jahaj Fort is the center of
the entirety of the Valley of Raajas as well as the pirates’ operations in the Varuna Isles. The
parts of other regions. The kingdom was small fort is situated on a large island, riddled with
only a few years ago, but under the rule of coves and cliffs, overlooking the sea. Beneath
Ashok Maharaaj, the kingdom has grown the fort is Rao’s treasure vault, filled with
rapidly. gold, gems, and spices.
Vaaghnagar. Vaaghnagar is the
capital city of the Vijay Raajy. It is a massive Adventure Hook: Merchant Escort
stone city that towers over the grassland, and A merchant by the name of Nikhil Shah has
at its center is the Golden Palace, from which hired a group of adventurers to protect his
Ashok Maharaaj rules his kingdom. cargo from pirates. He’s sailing to the elvish
city of Jhadnagar, which means his ship will
Varuna Isles be going straight through the pirate-infested
The Varuna Isles are a collection of small waters east of the mainland. Little does he
islands off the coast of the subcontinent. The know that his cargo holds a magic relic, one
islands are rife with pirates, who plunder the the pirates will do anything to get their
merchant ships travelling between the hands on.

10
Chapter 2: Kingdoms, Empires, and NPCs
Mahavedia is a world full of political factions,
powerful kings, and scheming pirates. This
chapter aims to organize the information on
each of the kingdoms, empires, and NPCs of
Mahavedia.

Kingdoms and Empires


The eleven most prominent kingdoms of
Mahavedia are listed here, each with their own
languages, politics, and favored gods.

Sher Saamraajy
The Sher Saamraajy is a large, desert-based
empire to the east of Mahavedia. In recent
years, the Sher have been expanding their
empire, and are encroaching into Mahavedia,
crossing the Devipani River and entering the
Laal Raajy.
• Languages. Sher, Common, East Halfling
• Ruler. Khosrow Saamraaj
• Military. Strong, mostly heavy cavalry,
light infantry, and archers.
• Allies. None
• Enemies. Laal Raajy, Vijay Raajy
• Favored Gods. Agni

Laal Raajy
The Laal Raajy is a desert kingdom that
formed when a coalition of clans allied against
the Sher Saamraajy. Their culture values
strength, bravery, and honor above all.
• Languages. Common, East Halfling
• Ruler. Gayatri Raani
• Military. Strong, mostly light cavalry,
heavy infantry, and archers.
• Allies. Valu Raajy, Vijay Raajy
• Enemies. Sher Saamraajy
• Favored Gods. Agni, Varuna

11
Valu Raajy Tekadi Raajy
The Valu Raajy is a merchant kingdom on the The Tekadi Raajy is a small but powerful
eastern coast of Mahavedia around the mouth kingdom located deep within the Pavitr
of the Devipani River. They trade with Jungle. They are aggressively expanding into
kingdoms around the world, and as such, the the lands of the Vhun and Nadi raajye, and
Valu Raajy has become a cultural hearth in violently suppress dissent from the people.
Mahavedia. • Languages. Common, Dwarvish
• Languages. Common, East Halfling, Sher • Ruler. Ajay Raaj
• Ruler. Ayush Raaj • Military. Moderate, mostly light infantry
• Military. Moderate, mostly naval and light and archers.
infantry. • Allies. None
• Allies. Laal Raajy, Jhadnagar • Enemies. Nadi Raajy, Tekadi Raajy,
• Enemies. Jahaj Pirates Laakuda
• Favored Gods. Varuna, Agni • Favored Gods. Rudra, Indra

Vijay Raajy Nadi Raajy


The Vijay Raajy is a rapidly growing kingdom The Nadi Raajy is a small and prosperous
in the center of the Mahavedian subcontinent. kingdom in the Pavitr Jungle, rich in
Through a network of political alliances and gemstones, sugarcane, and fruit. In recent
trade deals, the Vijay Raajy has become one years, they have come under attack by the
of the most important kingdoms in Tekadi while the Nadi Raajy’s king, Parth
Mahavedia, ruling over the Valley of Raajas. Raaj, does little to protect his people.
• Languages. Common, High Elvish • Languages. Common, West Halfling
• Ruler. Ashok Maharaaj • Ruler. Parth Raaj
• Military. Strong, mostly heavy cavalry, • Military. Weak, mostly archers
heavy infantry, and archers. • Allies. None
• Allies. Vhun Raajy, Laal Raajy • Enemies. Tekadi Raajy
• Enemies. None • Favored Gods. Chandra, Kubera
• Favored Gods. Indra, Rudra
Thanda Raajy
Vhun Raajy The Thanda Raajy is a large kingdom in the
The Vhun Raajy is a small coastal kingdom, far north of Mahavedia, and controls the tip of
located on the western coast of Mahavedia in the subcontinent. They are currently fighting a
the Pavitr Jungle. The Vhun Raajy relies on bitter war against the Jahaj Pirates, and are
the Vijay Raajy’s military support to protect looking to control maritime trade around the
itself from the aggressive Tekadi Raajy. subcontinent.
• Languages. Common • Languages. High Elvish, Common, Wood
• Ruler. Som Raaj Elvish
• Military. Weak, mostly light infantry. • Ruler. Abhijeet Raaj
• Allies. Vijay Raajy • Military. Moderate, mostly naval and
• Enemies. Tekadi Raajy archers.
• Favored Gods. Chandra, Indra • Allies. Jhadnagar
• Enemies. Jahaj Pirates
• Favored Gods. Varuna, Yama

12
Laakuda Important NPCs
The City of Laakuda is a dwarven city-state in
There are many important NPCs in
the Southern Peaks. The dwarves value
Mahavedia, with different personalities,
craftsmanship and artistic talent over martial
bonds, and flaws. A number of those NPCs
prowess, but maintain a strong military to
are listed here.
protect their wealth and people.
Khosrow Saamraaj. Khosrow
• Languages. Dwarvish
Saamraaj is the emperor of the Sher
• Ruler. Hartaj Raaj Saamraajy. Khosrow’s main goal is to
• Military. Moderate, mostly heavy infantry. stabilize his empire, and to do so, he has sent a
• Allies. None troublesome peshwa, Peshwa Dana Bijan to
• Enemies. Tekadi Raajy conquer the Laal Raajy. If Dana succeeds, the
• Favored Gods. Kubera Saamraaj has earned a new territory for his
empire, and whether or not he fails, Khosrow
Jhadnagar has managed to get the scheming peshwa out
The City of Jhadnagar is a sprawling stone of his court.
city located in the Dakshina Jungle on the Peshwa Dana Bijan. Peshwa Dana
west coast of Mahavedia. The elvish city-state Bijan is one of the most powerful ministers in
is known for their wealthy merchants and the Saamraaj’s court. After conquering the
exquisite architecture. Laal Raajy, Dana plans on marching into the
• Languages. High Elvish, Wood Elvish Valu and Vijay raajye, and making an empire
• Ruler. Kadhir Raaj of his own in Mahavedia.
• Military. Moderate, mostly naval and Gayatri Raani. Gayatri Raani is the
archers. queen of the Laal Raajy, and a strong warrior
• Allies. Valu Raajy, Thanda Raajy and tactician. Her goal is to protect her land
• Enemies. Jahaj Pirates from foreign invasions, and establish roads
• Favored Gods. Yama and trade routes through her desert kingdom,
connecting her territories and uniting the
Jahaj Pirates Rajput clans.
Ayush Raaj. Ayush Raaj is the rich
The Jahaj Pirates are a collection of pirate
king of the Valu Raajy. He aims to increase
crews who have been united under the
the kingdom’s status in the subcontinent by
rulership of Sarkhel Abhi Rao. They loot
connecting trade routes between the east and
merchant ships, capture coastal forts, and have
west, but his plans are being foiled by the
built up a small kingdom of their own in the
Jahaj Pirates.
Varuna Isles.
Ashok Maharaaj. Ashok Maharaaj is
• Languages. Common, High Elvish, Wood
the king of the Vijay Raajy, Mahavedia’s
Elvish
largest and most powerful kingdom. His main
• Ruler. Sarkhel Abhi Rao goal is to expand his kingdom and unify
• Military. Moderate, mostly naval. Mahavedia through political and economic
• Allies. None alliances.
• Enemies. All Som Raaj. Som Raaj is the king of the
• Favored Gods. Varuna Vhun Raajy. He wants to protect his kingdom
from the Tekadi but is also concerned about
the kingdom’s growing reliance on the Vijay
Raajy’s military support.

13
Ajay Raaj. Ajay Raaj is the cruel king state into a powerful kingdom of his own.
of the Tekadi. His goals are to remain in Abhijeet Raaj. Abhijeet Raaj is the
power and expand his kingdom, and he has high elvish king of the Thanda Raajy. He
begun sending his armies into the Nadi Raajy. plans on building an armada of ships, which
Parth Raaj. Parth Raaj is the decadent he will use to defeat the Jahaj Pirates, and
king of the Nadi Raajy. He cares only for begin exploring and conquering in far off
himself, and is doing nothing to protect the lands.
halfling villages from the Tekadi raids.
Hartaj Raaj. Hartaj Raaj is the Political Map
dwarven king of Laakuda. His main goal is to
protect the dwarven people, both the mountain A political map of Mahavedia is shown below,
dwarves of Laakuda and the hill dwarves of with colored fields representing the many
the Tekadi Raajy. kingdoms and city-states. The greyed-out
Kadhir Raaj. Kadhir Raaj is the elvish regions represent uninhabited lands and minor
ruler of Jhadnagar. He wants to grow his city- kingdoms and city-states in Mahavedia.

14
Chapter 3: Culture
Cultural values in Mahavedia are very
different compared to typical European-
Respecting Elders
fantasy settings. A few of those cultural Elders are very important to a society, as they
differences are described below. are more often more knowledgeable or
experienced than their children. People listen
to the advice of their elders and honor their
Family parent’s word. Openly disrespecting elders is
Family is very important in Mahavedia. Being considered very rude.
related to a wealthy merchant or renowned
military officer would grant a person
preferential treatment and more opportunities
Pride and Diversity
to advance in society. The people of Mahavedia are very proud of
Marriage. Families are bound by their cultures, each of which is wildly unique.
marriage, and breaking an engagement or Each culture has different languages, worship
divorcing a partner would be disgraceful for practices, and cultural norms. People take
the family. Wealthy merchants and royalty great pride in their culture, and disrespecting a
have large, expensive marriage ceremonies, person’s cultural practices (whether
many of which last multiple days. intentional or unintentional) could be taken as
an insult.
Language. One way people take pride
Food in their culture is through language. While
The people of Mahavedia eat different kinds most creatures speak Common, it is rarely
of food compared to those of typical settings. used in everyday speech, and local languages
Common food includes rice, daal (lentils), and are the norm. A person will be respected by
various types of bread like naan, chapati, and the locals if he or she speaks the language of
roti. Commoners also eat many types of the region.
cooked vegetables, and coastal and river
settlements will often include fish in their
diets. Merchants, wealthy landowners, and
Parts of the Body
royalty will likely eat more fresh fruits like The feet are considered the dirtiest part of the
mangoes, pineapple, and jackfruit. body, and the bottom of someone’s feet
Eating Etiquette. Eating etiquette is should never be pointed towards a religious
observed closely. Food is to be eaten with the leader, a temple, or a deity. To show respect to
right hand, and served with the left hand. a religious leader or elder, a person will touch
Forks and knives are very rarely used and the elder’s feet. Shoes, should be taken off
most food can be eaten with one hand. Meals before entering someone’s home, a temple, or
are eaten with the family, and snacking or any other building. While the feet are the
skipping meals is discouraged. dirtiest part of the body, the head is the
cleanest. Touching someone on their head is
considered rude (unless it’s done by the
person’s parents or other authority figures).

15
Architecture Cities and Villages
Mahavedic architecture is very unique, and From the sprawling stone city of Jhadnagar to
makes use of a variety of designs. the small seaside village of Gharapani,
Standard Architecture. The most Mahavedia is full of urban centers. Some of
common design for palaces, temples, and the characteristics of these urban centers are
houses is rectangular, with pillared halls and described below.
many arches. Important buildings, like palaces Cities. Mahavedic cities are large,
and forts, will have many floors and a central usually housing hundreds of thousands of
courtyard. Smaller, less important buildings, people. They are built on a rectangular grid
such as houses or stores, will have fewer pattern, with complex sewer systems and
arches and will be only one or two stories tall. aqueducts. A large palace or temple complex
Materials. Most buildings are built out can be found in the center of the city, with
of mud terracotta bricks, depending on the interior gardens and occasionally a set of walls
importance of the building. Simple buildings separating it from the rest of the city. Coastal
like houses will be built out of mud bricks cities often have large markets near the coast
while palaces and temples will be built out of while landlocked cities usually have smaller
painted terracotta. markets closer to the center of the city.
Temples. While most buildings are Villages. Villages in Mahavedia are
rectangular in shape, temples might be round, typically agrarian, and focus on producing a
square, or octagonal. Most small temples are staple crop (such as wheat or rice) for eating
only one floor tall, while larger temples and a cash crop (like fruits, sugarcane, or
resemble square step pyramids with up to cotton) for exporting. Villages are often found
twenty floors. close to or on the banks of a river, where
In mountainous areas, temples are cut seasonal flooding provides water and nutrients
into the mountainside and usually overlook a for the crops.
river or lake.

16
Chapter 4: Religion
Religion is one of the most important aspects Indra dwells in Amaraavati in Svarga
of Mahavedia. All races of creatures worship (heaven). He is often depicted with four arms
the gods, and religion is the uniting force and riding a white elephant.
among the people of the subcontinent. The Agni. Agni is the messenger of the
people of Mahavedia follow the Vedic gods, and god of fire, light, and faith. He
pantheon, which includes 23 universal gods wields a staff, and rides a ram. He is the
and countless local deities. brother of Indra.
Chandra. Chandra is god of the moon
The Vedic Gods and medicine. He is known as the Lord of
Stars and rides a chariot pulled by an antelope.
There are 23 core deities to the Vedic Varuna. Varuna is god of the seas and
pantheon, which are detailed below. However, rain. He rides Makara, the crocodile, and is
with the limitless number of local deities, a also known to be a ruler over moral law.
player character in the setting could worship Mitra. Mitra is the counterpart to
any god or goddess of their choice. Most local Varuna, and is god of peace, order, and
deities are connected to specific natural friendship. He is known as the protector of
features, like rivers and mountains. The treaties and oaths.
following deities make up the Vedic pantheon: Ushas. Ushas is the goddess of dawn
Indra. Indra is king of the gods, and and life. She is known as the chaser of demons
god of heaven, lightning, storms, and war. and foe of chaos, ridding the world of evil
with her morning light.
Rudra. Rudra is god of the wind,
storms, and the hunt. He is the strongest and
wildest of the gods, and wields a trident.
Pushan. Pushan is god of journeys,
cattle, and marriage. He protects travelers, and
rides a chariot pulled by goats.
Brhaspati. Brhaspati is the advisor of
the gods, and a god of wisdom. He is the first
sage, and wields a divine bow.
Surya. Surya is god of the sun. Many
shrines, known as sun temples, have been built
to specifically worship Surya.
Dyaus. Dyaus is god of the sky and
heroism and husband of Prithivi. He is known
as a sky-father deity and is one of the oldest
gods.
Prithivi. Prithivi is goddess of the land
and earth and wife of Dyaus. She is known as
the earth mother and as Bhumi.
Yama. Yama, also known as
Yamaraaj, is god of death and justice. He is
the son of Surya and lord of Naraka, or hell.

17
Himavati. Himavati is the goddess of
creativity and divine magic. She is the wife of
Divine Domains
Rudra and carries a trident into battle.
Parjanya. Parjanya is the god of rain Deity Divine Domains
and farming. He is known as a protector of Indra Tempest, War, Order
farmers and poets. Agni Light, Unity
Vaac. Vaac is the goddess of poets. Chandra Life, Knowledge, Twilight
She is known to give poets ideas and energy. Varuna Nature, Order, Unity
Vastospati. Vastospati is the god the Mitra Knowledge, Order, Unity
home and hearth. Followers pray to Vastospati Ushas Life, Light
when building a temple or home. Rudra Nature, Tempest, War
Vishvakarman. Vishvakarman is the Pushan Life, Knowledge
god of architects and engineers. He carries a Brhaspati Knowledge
measuring scale and is accompanied by a Surya Light
goose. Dyaus Nature, Tempest, Order
Manyu. Manyu is the god of tempers, Prithivi Life, Nature, Earth
passion, and anger. Followers pray to him for Yama Life, Grave
health and wealth. Himavati Light, Tempest, Arcana
Kamadeva. Kamadeva is the god of Parjanya Life, Nature, Tempest
love and desire. He wields a bamboo bow and Vaac Knowledge
shoots arrows decorated with lotus and mango Vastospati Life, Light
flowers. Vishvakarman Knowledge, Forge
Vayu. Vayu is a god of winds and Manyu Life, War
storms. He shares control of the winds with
Kamadeva Life, Unity
Lord Rudra, and while Rudra is mighty and
Vayu Life, Nature, Tempest
ferocious, Vayu is a bringer of life.
Hanuman Trickery, War, Knowledge
Hanuman. Hanuman is the son of
Kubera Life, Trickery, Earth
Vayu and god of monkeys and the vanaras. He
is a god of knowledge, strength, and trickery, Rohini Light, Arcana, Twilight
and wields a mace in battle. Tvashtr Knowledge, Forge, Arcana
Kubera. Kubera is the god of wealth,
thievery, and deception, and king of the Amrita
yakshas. He is adorned with jewels and carries Amrita is the drink of the gods, which grants
a pot of gold. them immortality. Long ago, the gods were
Rohini. Rohini is the goddess of the cursed with mortality by the sage Durvasa,
stars, astrology, and magic. She is the wife of and the gods began to lose their powers. To
Chandra and the patron deity of wizards and regain them, they tricked the asuras to help
sorcerers. them churn the ocean and produce amrita, a
Tvashtr. Tvashtr is the god of forge sweet tasting drink that provides immortality
craft and weapons (especially magic to the gods. Amrita is said to give the drinker
weapons). He created Indra’s thunderbolt and immortality, knowledge, and strength.
many other divine items.

18
Adventure Hook: Stolen Amrita different gods and traditions. For example, the
Trimurti of Vedism (three main gods) are
Many thousands of years ago, the gods
Indra, Agni, and Chandra while the Trimurti
tricked the asuras into helping them create
of Hinduism are Brahma, Vishnu (who is
amrita, a drink of immortality. Recently, an
known as Dyaus in Vedism), and Shiva
asura has snuck into Svarga (heaven) and
(Rudra in Vedism).
stolen the amrita for himself. The gods are
growing weaker and the asuras are
becoming more powerful. Powerful Creating a Local Deity
adventurers are needed to defeat the asuras While the Vedic pantheon includes 23 main
and recover the amrita for the gods. gods, there are countless local deities,
representing specific rivers, forests, and
Concept of Dharma mountains. The following tables can help you
create a local deity.
Dharma is the cosmic law and order of the
world. It refers to how people should act to
maintain that order, each person’s role in the 1d8 Deity Name
universe, and how society should function. 1 Abia
Dharma is the “moral compass” of the world, 2 Baako
and all creatures follow dharma, even the 3 Fadev / Fadevi
gods. Each creature’s dharma is different 4 Junga
however, and is reflected by their varna. 5 Roka
There are four varnas (castes) in 6 Devakar
Mahavedian society, the brahmin (priest), 7 Agdev / Agdevi
kshatriya (warrior), vaishya (merchant), and 8 Panidev / Panidevi
shudra (laborer). It is a brahmin’s dharma to
be truthful, to be kind, and to teach religion 1d8 Domains
and science. A kshatriya’s dharma is to be 1 Life, Nature
brave, skillful and chivalrous in war. They are 2 Nature
relied upon to protect the citizens of their land. 3 Nature, Tempest
A vaishya’s dharma focuses less on morality, 4 Tempest
but more on social role. Vaishyas are to be 5 Trickery
traders, money-lenders, and landowners. 6 Tempest, War
Finally, shudras are peasants and artisans, and 7 Life, Knowledge
make up the majority of the working class. 8 Life, Grave

Vedism vs Hinduism 1d6 Natural Symbol


The religious practices presented in this book 1 River
(known as Vedism) are very distinct compared 2 Lake
to the religion of Hinduism. Vedism, while 3 Waterfall
forming the basis of Hinduism, is more like a 4 Tree
proto-Hindu religion, with many of the same 5 Forest / Jungle
ideas (like dharma and karma) but with 6 Mountain

19
Death and Reincarnation
When any living creature dies, its soul
embarks on a journey to Naraka, the Vedic
hell, where it will be judged by Lord Yama for
its actions during its life. Depending on the
judgement, the soul will spend time in one or
more afterlives, before being sent back to
Bhoomi to be reincarnated. If the soul has
achieved moksha, or enlightenment, it goes
directly to Svarga, where it will live with the
gods till the end of the world.
Yamadutas. The yamadutas are the
divine servants of Lord Yama, and the
messengers and guides of the dead. When a
creature dies, the yamadutas retrieve the soul
from its body and send it to Pitrloka, the
capital city of Naraka.
Judgement. Once in Pitrloka, the
yamadutas escort the soul into Lord Yama’s
court, where his actions are read aloud by the
yamadutas and Yama determines the fate of
the soul. If the soul has committed evil actions
during its life, it will go to the hells of Naraka,
where it will be tortured by the yamadutas and
their servants. If the soul has done good
actions, it will travel to Svarga, and spend
time with the gods. It is possible for a creature
to spend time in each afterlife, as good and
evil actions do not cancel each other out.
The Vaitarna River. Souls that travel
to Naraka’s hells must cross the Vaitarna
River, a mystic underground river that
separates the underworld/hell from the earth.
Souls that have committed some good deeds
may cross the river in a boat. Souls that have
committed mostly or only evil deeds will be
dragged through by the yamadutas. A
kshatriya (warrior) who has betrayed his
people or intentionally failed to protect them
will be thrown into the river and forced to
cross on his own.
Reincarnation. After spending time in
one or more afterlives, the soul is reincarnated
as specified by its actions in its past life. If the
soul has done mostly good actions, it will be

20
reincarnated in a higher position, perhaps as a child, who will take care of you when you’re
brahmin or wealthy vaishya. If the soul has old (result of karma). These cause and effect
committed mostly evil actions, it will be ideas are the basis for how people are to live if
reincarnated at a lower position, perhaps as a they want to lead good lives.
soldier, farmer, or animal. Gods are not all Good. The gods are
neither good nor evil, and are not bound by
Core Rigvedic Ideas morality but by universal law, or dharma. A
god might grant boons to a villain for praying
The Vedic religion is more than just a and later smite an adventurer for being
pantheon, and encompasses a number of disrespectful.
spiritual beliefs about the nature of gods and While a god may do evil actions, they
the universe. These core ideas lay the are also aware of dharma, and must fulfill
foundation for how the world views life in the their duties. Surya, while being the god of the
mortal world. sun, cannot stop the sun from rising out of
Karma. Karma refers to the actions spite, nor can Chandra stop the moon from
that a person does, and how those actions will shifting.
affect the person. By doing good actions, or Demons can be Redeemed. While
good karma, a person will become happy, and demons may be born into evil societies, they
by doing bad karma (or bad actions), a person are not born evil. Demons (asuras) and angels
will feel sad or angry. (devas) are of equal power and born with the
Karma also explains the cause and same capacity to be good. Through prayer and
effect relationships of the world. By being a meditation, demons can be redeemed from
good parent (good karma), you raise a good evil.

21
Character Creation
Chapter 5: Races
The world of Mahavedia is home to all Adventure Hook: Spies in the Desert
manner of creatures, from the dwarves of Tensions between the Sher Saamraajy and
Laakuda to the vanaras of the Dakshina the Laal Raajy are rising. The queen of the
Jungle. The races of Mahavedia are outlined Laal Raajy suspects that war is on the
below, each with their own homeland, culture, horizon, and hires adventurers to spy on the
and language. emperor’s court and return with their battle
plans. But all is not what it seems in the
Humans emperor’s court, as the emperor’s
Humans are the most common race of the treacherous peshwas plan a rebellion.
world, found mainly in the Valley of Raajas
and the Sher Saamraajy. Humans range from Dwarves
five to six feet tall, and have brown skin and Dwarves are hardy and loyal, and live in and
thick black hair. around the Southern Peaks. Dwarves are short,
The Seven Raajye. The humans of reaching no taller than five feet, and have light
Mahavedia have formed seven great kingdoms brown skin and black hair.
that span the length of the subcontinent. The Mountain Dwarves. The mountain
most powerful of these kingdoms is the Vijay dwarves live in are around the city-state of
Raajy in the Valley of Raajas. Laakuda, and are protective of their southern
The Sher Saamraajy. Just east of the kin in the Tekadi Raajy. The mountain
Devipani River lies the Sher Saamraajy, an dwarves have developed a strong warrior
expansive desert empire. The humans of the culture in the cold, yeti-infested mountains.
Sher Saamraajy have lighter skin than those of Hill Dwarves. The hill dwarves are
the interior kingdoms, and speak the Sher shorter than the mountain dwarves, and live in
language instead of the native languages of the the hills of the Tekadi Raajy. They are a
subcontinent. minority in the kingdom, and are oppressed by
Languages. Humans know Common, the villainous Ajay Raaj.
the lingua franca of Mahavedia, and one other Languages. Dwarves know Common
language. People of the Sher Saamraajy and Dwarvish.
typically learn Sher as their extra language. Dwarven Names. (male): Amir, Bibek,
Seven Raajye Names. (male): Anant, Kiran, Krishna, Manish, Milan, Ram, Sajit,
Bhuv, Idhant, Kabir, Laksh, Nimit, Rachit, Sang, Udgam. (female): Alina, Alisha, Heena,
Rishaan, Rushil, Yash. (female): Aradhya, Nishita, Shirisha, Shubhu, Soneeya, Baijanthi,
Amoli, Anushka, Drishti, Ishita, Kimaya, Chantin, Devna.
Mayra, Naitee, Parvati, Saanvi.
Sher Saamraajy Names. (male): Ali,
Alireza, Shayan, Mohammad, Reza, Nima, Elves
Mahdi, Mostafa, Saber, Shahin. (female): Elves are tall and nimble, and live in the
Zahra, Sara, Mahsa, Aida, Layla, Faezeh, Dakshina Jungle. Unlike humans, they live to
Fatemeh, Saqi, Saedeh, Aeen. be over 700 years old, giving them a broad
perspective on events.

22
Wood Elves. Wood elves live in small,
nomadic tribes deep in the Dakshina Jungle,
often working as hunters or woodland guides.
Due to their nomadic lifestyle, wood elves
have a strong sense of family, and will defend
their family to the death.
High Elves. High elves live in large
stone cities, and trade with various kingdoms
and foreign empires. They consider
themselves more cultured than the wood elves,
who they view as trespassers and thieves.
Languages. Elves know Common and
Elvish. The Elvish language has two main
dialects, named after the two elvish subraces.
Speaking Wood Elvish is seen as the mark of
a barbarian in high elven society.
Elvish Names. (male): Adesh, Adnan,
Ajit, Bhagat, Govind, Laxman, Nidhi, Nikhil,
Saroj, Vijay. (female): Aabha, Alpana,
Amolika, Bhumika, Hina, Manju, Nutan,
Sadhna, Uma, Yasmin.

Halflings
Halflings are short, cheerful folk. They age at
roughly the same pace as humans, and look
quite similar, except they only grow to be
three or (rarely) four feet tall. They dwell in
small agrarian communities.
Lightfoot Halflings. Lightfoot
halflings live on the banks of the Pavitr River,
growing rice and wheat to trade to the Nadi
Raajy for protection. Lightfoot halflings are
typically shy and nimble, and tend to avoid
confrontation whenever possible.
Stout Halflings. Stout halflings live by
the Devipani River in the Sea of Iron Sands.
The harsh environment has led them to
become tough and protective, and they are
known to be great warriors. Stout halflings
value bravery and honor above all.
Languages. Halflings know Common
and either East Halfling or West Halfling. The
two languages are distinct, and a speaker of
one of the languages can only understand
simple phrases from the other.

23
Halfling Names. Halflings have tributaries and springs of the Pavitr River.
similar names to those of humans from the Rock gnomes value ingenuity and
Seven Raajye. craftsmanship, and they have put their skills to
use, building elaborate irrigation systems that
Dragonborn control the monsoon flood waters.
Languages. Gnomes know Common
The dragonborn are foreigners to Mahavedia, and Sylvan. Sylvan is the language of the
hailing from lands far to the west. Some yakshas and other fey creatures, and the
dragonborn arrive in the continent as gnomes speak a dialect of it.
merchants, others as sailors, but all Gnomish Names. (male): Abhijeet,
dragonborn carry the mark of their homeland Parth, Sourav, Tapas, Koushik, Daiwik,
with them. Arnab, Arnav, Chandra, Devesh. (female):
Tales of the Dragonlands. The various Ankolika, Baruni, Bipasha, Kajori, Indrani,
peoples of Mahavedia love stories, and the Pakhi, Piyali, Shorbari, Trisha, Vanhi.
dragonborn bring stories wherever they go.
The dragonborn tell tales of another land, far
to the west, where serpents can fly, and spirits Half Elves
roam the world. These stories earn dragonborn Half-elves are half human and half elvish, and
positions as court minstrels and street-side can be found in great numbers in the Thanda
bards, telling stories to earn a living in the Raajy. They reach roughly the same height
new world. and build as humans, while retaining most of
Languages. Dragonborn know the facial features of an elf.
Common and Draconic. Dragonborn also tend Languages. Half-elves know
to know a few phrases from other languages Common, one of the two Elvish dialects (see
due to their time at sea. the Elves section), and one other language.
Dragonborn Names. (male): Bayu, Half-elven Names. Half-elves have
Rizky, Fajar, Budi, Reza, Asmara, Harta, similar names to those of humans and elves.
Yuda, Timur, Selatan. (female): Indah, Nur,
Fitri, Annisa, Kartika, Dewi, Aninda, Mentari, Half Asuras (Half Orcs)
Bethari, Netra.
Half-asuras are half human and half asura, and
can be found in both human and asura
Gnomes societies. They tend to be stronger than most
Gnomes are short, inventive folk who live in humans, and have grey, blue, or brown skin.
the jungle in small villages. Gnomes are Languages. Half-asuras know
distant relatives of the yakshas, and can be Common and one other language.
found in great numbers in the Pavitr Jungle. Half-asura Names. Half-orcs have
Forest Gnomes. Forest gnomes live in similar names to those of humans.
tree hollows and in gnomish tree houses, Reflavoring Half-orcs. In Mahavedia,
practicing their arcane craft. Forest gnomish half-orcs are reflavored as half-asuras, who
culture values stealth, illusion, and magical are part human and part demon. Half-asuras
skill, and forest gnomes are known to hide closely represent the half-orcs of 5e in
from travelers, creating elaborate illusions to personality and appearance.
mask their homes in the jungle.
Rock Gnomes. Rock gnomes are much
like the forest gnomes, except they live by the

24
Tieflings
Tieflings are half human and half rakshasa,
and inherit some of the innate magical abilities
of their demonic parent. They often grow
horns, hooves, tails, or other animal parts
along with their humanoid ones.
Languages. Tieflings know Common
and one other language.
Tiefling Names. Tieflings have similar
names to those of humans.

Nagas
Nagas divine creatures with the lower half of a
giant cobra and the upper half of a human.
Their homeland is Nagaloka, the seventh and
lowest region of Patala (the underworld).
Some nagas may venture into Mahavedia as
exiles or in an effort to complete a quest,
while others have lived in naga-clans in
Mahavedia their whole life.
Nagaloka. Nagaloka is the homeland
of the nagas and the seventh layer of Patala.
Nagaloka is ruled by Vasuki, the nagaraaj
(king of the nagas), and is a realm rich in gold
and jewels. Nagas at times venture from
Nagaloka to Mahavedia as adventurers or
traders.
Naga-clans. In addition to Nagaloka,
nagas dwell in a few naga-clans, families of
nagas that live deep in the jungle. The naga-
clans can be found near rivers and by the sea
in the Pavitr and Dakshina jungles. The naga-
clans are ruled by the nagaraaj Takshaka.
Divine Guardians. Nagas are fierce
guardians of holy places, protecting them from
the demonic rakshasas. They guard pilgrims,
divine items, temples, and holy rivers from
evil, and are often seen protecting priests and
monks on their travels. Many naga heroes
begin their adventuring career as simple
guardians, and end as fierce allies of their
companions.
Ability Score Improvement. Nagas get
+2 to Intelligence and +1 to Strength.

25
Age. Nagas grow to maturity at the
same rate as humans, but can live to be over a
Vanaras
few hundred years old. Vanaras are a race of jungle dwelling monkey-
Alignment. Most nagas lean towards a folk who are very wise and fiercely loyal.
good alignment, although a few evil nagas They live in the mountainous, southern
exist. regions of the Dakshina Jungle, and tend to
Size. Nagas stand about five feet tall stay hidden from travelers and explorers.
when upright, and the total length of their Hidden Jungle Villages. Vanaras live
body from head to tail ranges from 10 to 20 in small, remote villages in the Dakshina
feet. Your size is Medium. jungle. These villages are hidden in the
Speed. You have a speed of 30 feet. treetops or in secret groves to protect the
Constrict. You can use your serpentine vanaras from travelers and monsters alike.
body to constrict their enemies. Your constrict Loyal Companions. Vanaras make
attack deals bludgeoning damage equal to 1d6 loyal companions and would defend their
+ STR modifier, and the target is grappled allies to the death if necessary. Most of the
(escape DC 8 + proficiency bonus + STR time, vanaras bond with their family, but some
modifier). Until the grapple ends, you can’t vanaras pledge their loyalty to friends and
constrict another target. allies.
Poison Immunity. You are immune to Ability Score Improvement. Vanaras
poison damage and can’t be poisoned. get +2 to Dexterity and +1 to Wisdom.
Darkvision. Accustomed to the Age. Vanaras mature at the same rate
darkness of Patala, you have evolved to have as humans, and live to be eighty to one
superior vision. You can see in dim light hundred years old.
within 60 feet of you as if it were bright light, Alignment. Vanaras tend to be chaotic
and in darkness as if it were dim light. You good in nature.
can’t discern color in darkness, only shades of Size. Vanaras are a bit shorter than
gray. humans. Your size is Medium.
Languages. Nagas speak Common and Speed. Your base walking speed is 30
Naga. Naga is an ancient language, with few feet.
speakers, and is only spoken between nagas. Agile Climber. You have a climbing
Naga Names. (all genders): Shwe, speed of 30 feet while you aren’t wearing
Paravat, Adishesha, Kaliya, Ulupi, Mucalinda, heavy armor.
Apalala, Antaboga. Monkey’s Tail. You have a tail that
you can use to grasp and move things with. It
Adventure Hook: Vasuki’s Crown has a reach of 5 feet, and it can lift a number
of pounds equal to 5 times your Strength
A renowned thief has stolen Vasuki’s crown score. You can use it to do most simple tasks,
jewel, and the nagaraaj will do anything to grapple a creature, or make an unarmed strike.
reclaim the stone. He has hired adventurers, Your tail can’t wield weapons or
mercenaries, and pirates to bring the jewel shields, and can’t use tools, magic items, or
back, and has promised a handsome reward perform the somatic components of a spell.
to the hero who brings him the gem. Bite. Your fanged maw is a natural
weapon, which you can use to make unarmed
strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength

26
modifier, instead of the bludgeoning damage Alignment. Yakshas lean towards a
normal for an unarmed strike. chaotic alignment, and while most are good,
Languages. Vanaras know Common some can be exceedingly evil.
and one other language. Size. Yakshas are a little shorter than
Vanara Names. Vanaras have similar humans, but taller than dwarves. Your size is
names to those of humans. Medium.
Speed. Your base walking speed is 30
Adventure Hook: Vanara Village feet.
Darkvision. Due to your spiritual
Pirates have attacked and looted a small
heritage, you have superior vision in dark and
coastal village, and its inhabitants are now
dim conditions. You can see in dim light
lost in the woods. Legends tell of a secret
within 60 feet of you as if it were bright light,
vanara village hidden in the nearby jungle,
and in darkness as if it were dim light. You
and the survivors of the pirate attack must
can’t discern color in darkness, only shades of
trek through the jungle and find the vanara
gray.
village if they wish to survive.
Natural Resistance. You have
resistance to poison damage.
Yakshas Spirit Legacy. You know the
Yakshas are nature spirits and guardians of druidcraft cantrip. When you reach 3rd level,
forests and rivers. They resemble humans in you can cast the fog cloud spell as a 2nd level
most ways, with brown skin and thick black spell once with this trait and regain the ability
hair, but are shorter on average. to do so when you finish a long rest. When
Mischievous Nature Spirits. Yakshas you reach 5th level, you can cast the barkskin
are mischievous creatures, who trick and spell once with this trait and regain the ability
waylay travelers, but have little ill intent. Most to do so when you finish a long rest. Wisdom
yakshas are kind, albeit troublesome, while is your spellcasting ability for these spells.
others are cruel and wicked with their tricks. Languages. Yakshas know Common
Hiding in Plain Sight. Yakshas are and Sylvan, a language which closely
often disguised as humans or elves, to protect resembles Wood Elvish.
themselves from greedy travelers (who believe Yaksha Names. Yakshas have similar
the rumors that yakshas carry pots of gold), or names to those of gnomes.
to play tricks on common folk.
Stewards of the Earth. Like other Adventure Hook: Yaksha Trickster
spiritual and divine creatures, yakshas are An evil yaksha lives in the woods by an old
guardians of the world. Yakshas guard the road, and has been playing cruel tricks on
earth and soil, and are rumored to be rich in the merchants who travel down the path.
gold and jewels. These merchants have hired adventurers to
Ability Score Improvement. Yakshas find and capture the troublesome yaksha,
get +2 to Wisdom and +1 to Constitution. promising the yaksha’s rumored pot of gold
Age. Yakshas mature at roughly the in reward.
same rate as humans, but can live to be many
centuries old.

27
Chapter 6: Classes, Backgrounds, and Weapons
In this chapter, four new subclasses are of Lord Rudra. While raging, you gain
outlined, as well as new weapons and resistance to thunder damage, and each of
languages. This chapter also introduces three your weapon attacks deal an additional 1d8
new concepts: varna, jaati, and yoga. thunder damage.

Path of the Howling God Druidic Prowess.


Beginning at 6th level, you are gifted with
While most holy warriors would take up
druidic powers. You learn the hunter’s mark
divine oaths and dedicate their lives to
and alarm spells, and can cast each spell twice
guardian deities like Varuna, the followers of
per long rest, requiring no material
Lord Rudra charge into battle with the roar of
components.
a typhoon. Barbarians who pledge their
Additionally, whenever you take a
loyalty to Rudra fight like the storm god they
short rest during a thunderstorm, you heal an
revere, entering a rage-filled frenzy of slashes
additional 1d10 hit points.
and stabs.
Barbarians might follow Rudra for a
variety of reasons. Some pray to Rudra for the
Rudra’s Ferocity
power to protect their loved ones from the At 10th level, your howl grows more powerful
demons and ghosts that haunt the world, while and you become more intimidating in battle.
others serve Rudra in his quest to defeat the The damage from your howl attacks increase
enemies of dharma. While Rudric barbarians to 1d10, and you gain advantage on Charisma
might have different goals, they all share a (Intimidation) checks.
connection to the monsoon storms, and use
that connection to empower their strikes. Howling Winds
At 14th level, your howl resembles that of a
Rudra’s Howl tempest, and you gain limited control of the
Starting when you choose this path at 3rd winds. The damage from your howl attacks
level, your attacks are bolstered with the howl increase to 1d12, and you learn the fog cloud

28
and gust of wind spells. You can cast each of Natural Healer
these spells twice per long rest, requiring no Beginning at 6th level, the healing spells you
material components. cast on others can heal you as well. When you
cast a spell with a spell slot and it restores hit
Earth Domain points to any creature other than you this turn,
Gods of the earth domain are protectors and you regain hit points equal to 3 + the spell’s
healers of the earth. Their clerics are sworn to level.
protect the earth from evil and to heal the
earth’s injuries. Gods who rule this domain Divine Strike
include Prithivi and Kubera. At 8th level, you gain the ability to infuse
your weapon strikes with divine energy. Once
Earth Domain Spells on each of your turns when you hit a creature
with a weapon attack, you can cause the attack
Cleric Level Spells
to deal an extra 1d8 radiant damage to the
1st compelled duel, shield of
target. When you reach 14th level, the extra
faith
damage increases to 2d8.
3rd aid, protection from poison
5th protection from energy,
slow
Earthen Resistance
At 17th level, you gain resistance to two
7th guardian of faith, Otiluke’s
damage types of your choice, choosing from
resilient sphere
bludgeoning, necrotic, piercing, radiant, and
9th antilife shell, wall of stone
slashing. Whenever you finish a short or long
rest, you can change the damage types you
Bonus Proficiency chose.
When you choose this domain at 1st level, you
gain proficiency with heavy armor.
Circle of the Jungle
Rumblings Druids of the Circle of the Jungle tend to the
Starting at 1st level, when a creature that is natural wonders that are the rainforests,
adjacent to you attacks a target, you can use protecting plants and animals against the
your reaction to impose disadvantage on the encroachments of civilization. These druids
attack roll. Stomping a foot on the ground, have a special affinity for plants, and have
you can make the earth rumble under their feet learned to shapeshift into and summon plant-
and make them unsteady. like creatures.

Channel Divinity: Holy Armor Plant Shape


Starting at 2nd level, you can use your When you choose this circle at 2nd level, you
Channel Divinity to defend your allies with gain the special ability to transform into
divine armor. plants. You can use your wildshape to
As an action, you channel blessed transform into the shape of a plant you’ve
energy into a creature that you can see. The seen before. The plants you wildshape into
first time that ally is hit by an attack within the must follow the same CR limitations as any
next minute, the attacker takes radiant damage other wildshape.
equal to 2d12 + your cleric level.

29
Regenerate
Starting at 2nd level, you gain the ability to
restore hit points while in plant form. Once
per day, while wildshaped as a plant, you may
roll a number of d8s equal to your Wisdom
modifier and heal that many hit points.
At 7th level, you may use this ability twice
per day, and at 13th level, you may use this
ability three times per day.

Grasping Roots
At 6th level, your mastery of nature has
expanded to give you basic control of the
environment. As a bonus action, you may
choose a 10 ft. radius of plant growth that you
can see and turn it from normal terrain to
difficult terrain, or vice versa.

Jungle Familiar
At 10th level, you’ve learned to control plants
in new and unique ways. You learn the find
familiar spell. When you cast the spell, you
may substitute the material component cost
with a Small plant. The plant must be living,
nonmagical, and not already a creature. The
plant material is not consumed, but becomes
an awakened shrub or twig blight that serves
as your familiar. The GM has the statistics for
this familiar. When the shrub or blight is
reduced to 0 hit points or is permanently
dismissed, it returns to being a normal plant.

Armor of the Rainforest


By 14th level, you have learned to subtly
influence your humanoid form with plant-like
elements. You can cast the barkskin spell at
will.

Rajput
Rajputs are fierce warriors, most of whom
serve as soldiers and officers in the Laal
Raajy. Many Rajputs are born into Rajput
clans, and raised to be generals and
commanders, while others get Rajput training

30
in the army or under the mentorship of another have 0 hit points or if you have more than half
Rajput warrior. of your hit points left.

Forceful Strike Languages


Starting at 3rd level, you’re able to strike with
The languages table below shows each
your weapons with especially brutal force.
language in Mahavedia and its script:
Whenever you hit with a melee weapon that
you’re proficient with and deal damage, the Language Script
weapon’s damage increases by an amount Common Common
based on your level in this class, as shown on Sher Common
the Rajput Bonus Damage table. Dwarvish Dwarvish
Yeti Dwarvish
Fighter Level Damage Increase Kimpurusha Dwarvish
3rd 1d4 Wood Elvish Sylvan
10th 1d6 High Elvish Sylvan
16th 1d8 Sylvan Sylvan
20th 1d10 East Halfling Halfling
West Halfling Halfling
Rajput Toughness Riksha Halfling
Beginning at 7th level, your toughness allows Draconic Draconic
you to shrug off assaults that would devastate Naga Naga
others. Infernal Naga
Whenever you make a saving throw, Celestial Naga
roll 1d6 and add the die to your saving throw
total. If applying this bonus to a death saving The Four Varnas
throw increases the total to 20 or higher, you
The caste system is an important part of
gain the benefits of rolling a 20 on the d20.
Mahavedian culture and religion. It is a
system of hierarchies from which society is
Additional Fighting Style structured. There are four varnas (castes): the
At 10th level, you can choose a second option brahmins (priests and scholars), kshatriyas
from the Fighting Style feature. (warriors, land-owners, and officials),
vaishyas (traders and merchants), and shudras
Devastating Critical (laborers, artisans). A character is born into
Starting at 15th level, when you score a his or her varna, and the caste determines what
critical hit with a weapon attack, you gain a jobs the character can take, how the character
bonus to that weapon’s damage roll equal to should act when speaking with others, and
your level in this class. what kind of power the character has in
society.
Survivor Choosing a Varna. When you choose
At 18th level, you attain the pinnacle of a caste for your character, take into
resilience in battle. At the start of each of your consideration how you want your character to
turns in combat, you regain hit points equal to interact in society, their goals, and what class
5 + your Constitution modifier (minimum of 1 and background you want to pick. A character
hit point). You don’t gain this benefit if you whose main goal is to learn the secrets of
magic would likely be a brahmin, while a

31
character in a political intrigue campaign inflicting the same wound to his enemy. If an
would likely be a kshatriya. enemy kills the father of a kshatriya, he has
Brahmins. Brahmins are priests, sages, the justification to kill the father of his enemy.
and teachers, whose main goal is to study Vaishyas. Vaishyas are merchants,
religion and science. They are in the highest traders, and often skilled artisans, who make a
caste, and while kings have complete secular living through commerce. While the higher
power, they must listen to the advice of a castes follow codes of morality and honor, a
brahmin on spiritual matters. Brahmins lead vaishya has no other rules than to respect the
rituals, study religious and scientific texts, and laws of the kshatriyas and the guidance of the
advise leaders on the will of the gods. A brahmins. A vaishya cannot start a ritual or
brahmin follows strict rules against lying, lead an army, but is allowed to trade and
anger, and killing. produce goods.
Kshatriyas. Kshatriyas are kings, Shudras. Shudras are farmers, miners,
soldiers, and nobles, who govern the land and and construction workers, who make up the
protect the people from outside threats. bulk of the population and do the manual
Kshatriyas don’t follow a strict moral code labor needed for society. Like vaishyas, they
like brahmins do, but instead follow a code of have no codes of morality or honor, and they
izzat, or honor. The core concept of a cannot do the actions of a higher caste. While
kshatriya’s izzat is the “equality in giving and most shudras are simple laborers, some are
equality in vengeance,” which means that a also skilled artisans, a jaati (subcaste) which
kshatriya will avenge his hurt honor by lies between shudras and vaishyas.

32
Mixing Caste Roles. In times of need,
the complexities of the caste system can break
Backgrounds
down. If a kingdom is under siege and there While your class describes some of your
aren’t enough kshatriyas, shudras and character’s roles as an adventurer, your
vaishyas can be conscripted as foot soldiers background describes your character’s history.
and cavalry to fill the missing spots. Backgrounds are split into two parts, the
Caste roles can also be mixed to form varna, or general caste (brahmin, kshatriya,
a dual-caste status. Warrior-priests could be etc.) and the jaati, or clan (agnikula, kayastha,
brahmins and/or kshatriyas, and skilled etc.). Players choose both a varna and a jaati
artisans could be shudras and/or vaishyas. for their character.
Caste Mobility. While the hierarchy Varna. Varnas play an important role
between castes is set in stone, an individual or in the setting, and certain varnas are
clan’s place in the varna system is not rigid. recommended for certain backgrounds. The
Non-kshatriyas can become kshatriyas by recommendations included don’t stop you
conquering kingdoms or leading armies, from playing characters like a kshatriya
elevating their families in the system, while acolyte or vaishya hermit, but instead offer
non-brahmins can become brahmins by suggestions for choosing a varna and
studying with a guru and becoming a monk. background.
A Note on Caste. The caste system as Jaati. Jaatis are very specific castes
presented in this book stands in contrast to the made up of a group of families known as a
caste system of ancient Indian society. As a clan. An example of this would be the
player or GM in a Mahavedia campaign, be agnikula (meaning family of Agni), a clan of
aware that the Mahavedian caste system is not Rajput kshatriyas. When a player picks a
meant to represent the historical caste system background for their character, that
of India, but only to evoke some of the same background reflects the character’s jaati. For
ideas and portray a system of social example, a character with the guild artisan
stratification. background might come from a jaati (clan) of
If you would like to remove the caste spice merchants or gem cutters.
system from your Mahavedia campaign, it can Suggested Backgrounds and Classes.
be completely removed without any The following table lists existing backgrounds
mechanical effect on character creation or and classes, as well as the recommended
gameplay. As it is in this book, it only exists varna. These recommendations aren’t hard
as a piece of setting flavor. rules, but more like suggestions.

Varna Suggested Classes Suggested Backgrounds


Brahmin Bard, Cleric, Druid, Monk Acolyte, Hermit, Sage
Kshatriya Fighter, Paladin, Ranger, Rogue Noble, Sailor, Soldier
Vaishya Bard, Rogue, Warlock, Wizard Charlatan, Criminal, Entertainer, Guild Artisan,
Sailor
Shudra Barbarian, Druid, Ranger, Sorcerer Criminal, Folk Hero, Outlander, Soldier, Urchin

33
Multi Caste Parties Temples might turn away non-brahmin
characters, and peshwas and other political
Few adventuring parties will consist of only a leaders might refuse to talk to vaishya and
single varna, and groups might not even have shudra characters. Local villagers would
two characters of the same varna. For these support a shudra character with shelter and
groups, it is best to decide on a common goal food, while subtly refusing service to
that all characters would like to work towards. kshatriyas, who they might view as uptight
For example, a party of two brahmins, a and vain.
kshatriya, and a shudra might all agree on Roleplaying Caste Differences. A fun
defeating an asura prince for different reasons, aspect of multi-caste parties is the roleplay
whether it is to further a god’s agenda, to potential. Characters of different castes might
protect the people, or for recognition and have different rituals, mannerisms, and
fame. attitudes that differentiate them from their
Inter-Party Dynamics. Inter-party peers. For example, a kshatriya character
dynamics are also different. Brahmin might expect everyone else to understand
characters might act haughty and try to stay local politics, while a vaishya character might
away from lower caste characters (or the be appalled at their party member paying
opposite, as a wise brahmin would try to live twice the usual rate for simple items.
humbly), and upper caste kshatriyas might
distance themselves from their party members
in public. Overall, party members would bond
Weapons
as a team and treat each other with respect. There are a number of weapons native to
Societal Treatment. The main Mahavedia, many of which have special
difference in multi-caste parties would be how significance within the religion and culture of
society treats the members of the party. the subcontinent. These weapons are outlined
below.

34
Baagh Nakh. The baagh nakh is a Historical Weapon Consideration
small weapon that resembles a tiger’s claws. It While there are plenty of new weapons for
can be hidden in the palm, or worn above the characters to use, there are also some weapons
knuckles. It is a favored weapon of assassins, that have yet to be invented or are difficult to
who often poison the blades of the baagh nakh forge. Crossbows, large swords, and pike
before attacking their target. The weapon costs weapons are rare or nonexistent in Mahavedia.
25 gp and has the same weapon statistics as a Crossbows. Crossbows don’t exist in
sickle. Mahavedia, as bow makers have yet to
Chakram. The chakram is a disc experiment with locking mechanisms and
shaped weapon with a sharp edge, used as a mechanical triggers. Because of this,
throwing weapon. The chakram is worn characters will not be able to buy or use
around the arm, and is spun around a finger crossbows in Mahavedia.
(like balancing a spinning basketball) before Swords and Pikes. While longswords
being hurled at the target. A chakram costs 5 and pikes do exist in Mahavedia, they are rare
gp and has the same weapon statistics as a and expensive, forged by only the most
handaxe. talented smiths. Glaives, greatswords,
Katar. The katar is a push dagger, halberds, longswords, and pikes are only sold
consisting of one singular blade attached to a in large cities or by foreign merchants, and
crossbar that is held in the fist. It is also a cost an additional 10 gp. Common
symbol of high status or power, and is often replacements for such weapons include
decorated with golden designs. Katars cost 25 greataxes, scimitars, and shortswords.
gp (without designs) or 50 gp (with designs),
and have the weapon statistics of a
shortsword.
Khanda. The khanda is a long, straight
sword with a cutting edge on both sides of the
blade and a dagger point on the bottom of the
hilt. It is used mainly by soldiers and generals.
The khanda costs 20 gp, and has the weapon
statistics of a longsword with the following
property: Backhand Strike. If the character
scores a hit on the target with the weapon,
he/she can use the weapon again as a bonus
action to deal 1d4 piercing damage.
Kukri. The kukri is a short, curved
blade that is used for hunting, warfare, and as
a heraldic symbol. Kukris are mostly used by
the dwarves of the south, as well as native
kimpurusha tribes. The kukri costs 15 gp, and
has the weapon statistics of a shortsword.
Urumi. The urumi is a sword with a
flexible and whip-like blade. Skill with the
urumi is favored in many elven cultures, and it
is used as a weapon in martial arts. The urumi
costs 10 gp, and has the weapon statistics of a
whip.

35
The Three Yogas
The end goal of Vedic tradition is to achieve
moksha, or to be enlightened and escape the
cycle of rebirth. To reach moksha, there are
three yogas, or methods, that a practioner can
follow: karma yoga, bhakti yoga, and jnaana
yoga.
Karma Yoga. Karma Yoga is the
practice of doing good deeds to reach moksha.
Followers of karma yoga focus on feeding the
homeless, defending their communities, and
supporting those in need. Through these good
actions, followers of karma yoga hope to
avoid evil emotions (such as fear or craving)
by filling their lives with positive emotions,
which are the products of good action or
karma.
Bhakti Yoga. While followers of
karma yoga seek to avoid evil emotions by
doing good actions, followers of bhakti yoga
avoid evil by worshipping and forming a bond
with their chosen deity. Common Vedic
deities for practioners to follow include Indra,
Agni, Chandra, Varuna, and Rudra.
Jnaana Yoga. Jnaana Yoga focuses on
meditation and learning, and followers of
jnaana yoga believe that through studying
nature and detaching themselves from the
world, they will be enlightened, and achieve
moksha.
Choosing a Yoga. Characters,
especially brahmin characters, are encouraged
to choose one of the three yogas to follow.
Not all characters will end up choosing a
yoga, and most non-brahmin characters might
simply worship the gods and not choose to
dedicate their lives to a specific yoga you’re
your character does choose to follow a yoga,
think about what their goals are. A character
who is very community oriented might follow
karma yoga, and focus on improving the
community, while more individualist
characters might follow bhakti yoga and
create a connection with their chosen god.

36
Game Master Tools
Chapter 7: The Rigvedic Gods
While there are countless gods, goddesses, (Indra) and to his brothers (Varuna and
and angels that make up the heavens of Chandra).
Mahavedia, nine core gods rule the primary
aspects of society and nature. Each of these Agni’s Champions
gods have motives, allies and enemies, Agni’s champions are like Agni himself:
servants, and boons. This chapter aims to proud and faithful, and guardians of the
cover these gods in detail and provide tools to sacrificial fires.
create adventures around such deities. Alignment. Usually lawful and good,
but sometimes neutral.
Piety Suggested Classes. Cleric, Fighter,
Paladin, Sorcerer, Wizard.
The gods are powerful creatures, and have the
Suggested Backgrounds. Acolyte,
ability to bestow boons, or divine gifts upon
Folk Hero, Hermit, Noble (Knight), Sage,
mortals for their devotion. Each character
Soldier.
starts with zero piety points, and upon
An Agni Campaign. A campaign built
choosing a god to worship, the character can
around Lord Agni would likely revolve
start gaining points.
around fighting asuras and defending Svarga
Gaining and Losing Points.
against outside threats. Characters might
Characters gain piety points when they further
embark on a quest to defeat a scheming naga
the god’s goals or express their devotion in a
or travel across Mahavedia, slaying monsters
profound way. Characters can also lose piety
in the name of the gods.
points by disrespecting the god or working
Agni’s Quests. The following table
against the god’s goals.
describes some quests that Lord Agni might
Boons. Piety points can be used to
give the party:
gain boons from the gods. At three, 10, 25,
and 50 points, a character can gain a boon
1d4 Agni Quests
from their chosen god. These boons can be
1 Teach nomadic tribes the Vedic faith,
lost if the character loses piety points.
and build statues to Agni and Indra
2 Defend a city of the faithful from a
Agni horde of goblins
Agni is the god of fire, and rules over the 3 Defeat the champions of other gods
sacrificial flames that bring messages from the (such as Yama or Kubera) in the
earthly priests to the gods in Svarga. He works name of Lord Agni
as a divine messenger, bringing news of the 4 Bring the fires of Agni to Patala so
mortal world to his king, Indra, and as a the demons there will learn of true
soldier, guarding the sacrificial fires and the devotion
halls of the gods.
Agni values devotion, and will help Agni’s Villains
those who have made a righteous sacrifice to Not all of Agni’s champions are heroes, and
the gods. His fires represent passion and faith, many resort to violence to uphold their ideals.
and like his fires, Agni is devoted to his king These villains believe that just as the fire can

37
keep people warm, it can burn as well, and 8 Angiri
both aspects of the fire are important to the 10 Deva
people’s survival. 10 Dvarapala
Agni as Campaign Villain. If the party 16 Iron Golem
disrespects the gods or kills their priests, Agni 16 Planetar
may get involved, becoming a villain to
oppose the party. Agni is fiercely protective Piety Points
of his brothers and his king, and any insult to You can earn piety points from Agni by:
these gods will be an insult to Agni. As a • Building a temple to Agni or Indra
campaign villain, Agni will send elemental
• Defending a sacrificial fire
monsters after the party, and Agni’s priests,
• Spreading the faith
who can be found in nearly every city, will
publicly condemn the party’s actions. • Making a major sacrifice as a
Agni’s Villains. The following table demonstration of your devotion
lists some possible villains who worship Lord You can lose piety points by:
Agni: • Extinguishing a sacrificial fire
• Disrespecting the idol of Agni or Indra
1d6 Agni Villains • Killing a fire priest or angiri
1 A fire priest who exiles those who
do not bow to Lord Agni from the Agni’s Boons
village. The following boons are provided by Agni:
2 An angiri who is hunting monsters, Agni’s Devotee (3+ Piety). As a
but bringing wildfires in its wake. devotee of Agni, you have proven your faith
3 A cult fanatic who believes that to the gods. As a boon, you may cast bless a
spreading fire in the jungle will number of times per day equal to your
scare the primitive animals into Wisdom modifier, requiring no material
being faithful. components. Wisdom is your spellcasting
4 An assassin who hunts the followers ability for this spell.
of Rudra, Dyaus, and Yama, calling Agni’s Disciple (10+ Piety). As a
them false gods. disciple of Agni, you may cast beacon of hope
5 A dictatorial peshwa (knight) who once per day, requiring no material
sacrifices humans to Agni to prove components. Wisdom is your spellcasting
his devotion. ability for this spell.
6 A hobgoblin warlord who tries to Agni’s Priest (25+ Piety). As a priest
forcefully convert nearby tribes to of Agni, the flame of the fire god lies within
worshipping Agni. you. You have advantage on saves against
being frightened, and you have resistance to
Agni’s Monsters. The following table fire damage.
lists some monsters that Agni would likely use Champion of Fire (50+ Piety). You
on the party: may increase your Strength or Wisdom score
by 2, and also increase that score’s maximum
by 2.
CR Agni Monsters
1 Animated Armor
4 Helmed Horror
5 Fire Elemental

38
Chandra A Chandra Campaign. A campaign
built around Lord Chandra would likely
Chandra is the god of the moon and medicine,
include fighting evil nagas and rakshasas, and
and the gods’ most trusted healer. Chandra
defending villages from goblinoid threats.
heals the sick, churns the amrita, and protects
Characters might act as healers or wandering
the sacred temples of Svarga.
soldiers, fighting to defend the weak and poor.
Chandra is a kind god, who sees the
Chandra’s Quests. The following
inherent potential in every creature, regardless
table describes some quests that Lord Chandra
of their monstrosity or divinity. Chandra’s
might give the party:
kindness should not be confused with naivety,
and the god will be quick to punish those that
1d6 Chandra Quests
threaten the sick or elderly.
1 Defeat an evil naga who is poisoning
the water supply
Chandra’s Champions 2 Travel across Mahavedia to find the
Chandra’s champions are defenders of those
ingredients for a powerful potion
who cannot defend themselves, and are often
3 Defeat an asura who has figured out
healers and sages in their own communities.
the recipe for amrita
Alignment. Almost always good, may
4 Feed the homeless and poor
vary between lawful and chaotic.
Suggested Classes. Bard, Cleric, 5 Defeat an evil peshwa who is
Druid, Monk, Ranger, Wizard. needlessly sending soldiers to their
Suggested Backgrounds. Acolyte, deaths
Entertainer, Folk Hero, Hermit, Sage. 6 Save a clan of goblins from
rampaging adventurers

39
Chandra’s Villains Piety Points
Few villains worship Lord Chandra, but those You can earn piety points from Chandra by:
that do are often poisoners, alchemists, or • Building an apothecary or hospital
misguided healers, who work to do good • Feeding the poor and hungry
without considering the consequences. These • Healing wounded creatures out of
villains aren’t totally evil and many of them selflessness
are just misunderstood or confused. • Defeating the needlessly cruel
Chandra as Campaign Villain. If the You can lose piety points by:
party starts destroying and killing without • Killing when there was no need to
thought of consequence, they might attract the • Distributing or drinking the sacred amrita
attention of Lord Chandra. Killing priests and • Harming the innocent
healers, no matter their allegiance (including
asura and goblin healers) will anger the god, Adventure Hook: Naga Alchemist
who will send monsters after the party to stop
them from causing more harm. An evil naga named Hiravi has been
Chandra’s Villains. The following attempting to create an elixir of youth, and
table lists some possible villains who worship has been testing her findings on kidnapped
Lord Chandra: elves. The town needs heroes to defeat the
naga and save the remaining test subjects.
1d4 Chandra Villains
1 A goblin boss who believes that the Chandra’s Boons
only way to save her people is to kill The following boons are provided by
the humans who hunt them. Chandra:
2 A druid who has discovered the Chandra’s Devotee (3+ Piety Points).
secret to making amrita, and is As a devotee of Chandra, you have proven
sharing his own amrita with the your selflessness. As a boon, you may cast
world. sleep a number of times per day equal to your
3 A naga who is studying possible Wisdom modifier, requiring no material
cures for a disease, but is testing his components. Wisdom is your spellcasting
findings on humans ability for this spell.
4 A ghost who believes she has found Chandra’s Disciple (10+ Piety
the cure for death Points). As a disciple of Chandra, you have
advantage on saving throws against being
Chandra’s Monsters. The following poisoned, and you are immune to disease.
table lists some monsters that Chandra would Chandra’s Priest (25+ Piety Points).
likely use on the party: As a priest of Chandra, heal your allies with a
simple touch. As an action, you may touch a
CR Chandra Monsters creature and heal it of one disease or poison,
1 Dryad and the creature also regains hit points equal
2 Sea Hag to 1d8 + your Wisdom modifier. You may use
3 Green Hag this ability a number of times equal to your
5 Night Hag Wisdom modifier per day.
Champion of the Moon (50+ Piety
10 Deva
Points). You can increase your Dexterity or
16 Naga
Wisdom score by 2, and also increase that
16 Planetar
score’s maximum by 2.

40
Dyaus 1d4 Dyaus Quests
Dyaus is one of the oldest gods, and lord of 1 Defeat an asura king who is uniting
the sky. He stays apart from Indra’s pantheon the clans in a war against the gods
in Svarga, and instead lives in his own palace 2 Subdue Lord Rudra, who’s fury has
in the clouds with his wife, Prithivi. Dyaus is upset the natural balance
also more than a sky god, and takes his place 3 Kill Vritra, an ancient naga that is
as the preserver of the world, protecting the being summoned back to life
earth and sky from falling into chaos and 4 Stop the Sher Saamraajy and Vijay
maintaining stability while the gods, demons, Raajy from destroying the mortal
and humans fight amongst each other. world through their wars
Dyaus is wise and intelligent, taking
his time to understand the troubles of the
world and fixing them to preserve order. Most
Dyaus’s Villains
Villains that follow Dyaus are intelligent, but
problems are left to gods and heroes to fix, but
use that intelligence for nefarious goals. They
the truly world-ending conflicts are solved by
see threats to the cosmic order everywhere,
Dyaus himself. When these conflicts emerge,
and are willing to fight to the death to stop
Dyaus transforms into an avatar, and
what they falsely believe to be world-ending
manifests in the mortal world to fix
events.
humanity’s problems.
Dyaus as Campaign Villain.
Characters will rarely even interact with the
Dyaus’s Champions sky god, but may attract his attention if they
Dyaus’s champions follow the ideals of their put world-ending events into motion. Freeing
god, and seek to preserve the natural order of ancient demons or killing gods will cause
the world. They call the sky god Dyaus Pitr, Dyaus to intervene and incarnate as an avatar
meaning “Father Sky,” and carry out his will to fight the party. Characters in such
on earth. campaigns are usually evil-aligned and high
Alignment. Heroes are usually neutral level.
or neutral good, while villains are usually Dyaus’s Villains. The following table
lawful evil. lists some possible villains who worship Lord
Suggested Classes. Bard, Cleric, Dyaus:
Druid, Fighter, Monk, Sorcerer, Wizard.
Suggested Backgrounds. Acolyte,
1d4 Dyaus Villains
Entertainer, Folk Hero, Hermit, Outlander,
1 A powerful priest who is setting up
Sage.
a strict theocracy to force order in
A Dyaus Campaign. A campaign built
the world.
around Lord Dyaus would likely include
2 An old elven archmage who
world-ending threats like wars between the
believes that humanity will be the
realms, rakshasa uprisings, or the revival of
end of the world.
some ancient monster. Characters in a Dyaus
campaign would travel not just across 3 A druid who sees the natural order
Mahavedia, but across the realms, fighting as primal and wants to bring down
demons, angels, and nagas. civilization to return to this order.
Dyaus’s Quests. The following table 4 A cult fanatic who believes that he
describes some quests that Dyaus Pitr might is the next avatar of Dyaus.
give the party:

41
Dyaus’s Monsters. The following
table lists some monsters that Dyaus would
likely use on the party:

CR Dyaus Monsters
5 Air Elemental
6 Invisible Stalker
10 Deva
13 Storm Giant
16 Planetar

Piety Points
You can earn piety points from Dyaus by:
• Slaying a powerful monster (such as a
naga or rakshasa)
• Defeating a tyrannical ruler
• Saving a city or town from disaster
• Building a temple to Dyaus
You can lose piety points by:
• Threatening a large number of people
• Destroying and killing without reason
• Failing to save those who need saving

Dyaus’s Boons
The following boons are provided by Dyaus:
Dyaus’s Devotee (3+ Piety Points). As
a devotee of Dyaus, you have proven your
wisdom and courage. Once per turn, when you
hit a creature with a weapon attack, you may
deal an additional 1d6 lightning damage. You
may use this trait a number of times per day
equal to your intelligence modifier.
Dyaus’s Disciple (10+ Piety Points).
As a disciple of Dyaus, you are exceptionally
wise. Once per day, when you fail an
Intelligence or Wisdom saving throw, you
may reroll the die and must use the new roll.
Dyaus’s Priest (25+ Piety Points). As
a priest of Dyaus, you have the speed of the
wind in combat, and you gain advantage on
initiative rolls.
Champion of the Sky (50+ Piety
Points). You can increase your Intelligence or
Wisdom score by 2, and also increase that
score’s maximum by 2.

42
Indra 1d6
1
Indra Quests
Defeat an asura clan that has been
Indra is the god of lightning and heaven, and spotted nearby
is king of the gods. He rules over Svarga and 2 Slay a powerful naga in the name
the angels and deities that live within it, and of Lord Indra
protects not only his own domain, but the 3 Defend the gates of Svarga from an
mortal world as well. asura invasion
While Indra is king of the gods, the 4 Delve into Patala and steal a
greatest title that any creature could hold, powerful artifact
Indra fears that another god or demon will 5 Root out a cult that worships
grow powerful enough to replace him. For this demons and disgraces Indra
reason, he has his angels travel to the mortal
6 Convert a clan of hobgoblins to
world and ensure that no mortal grows too
worship Lord Indra
powerful. He has Lord Chandra guard the
amrita, Indra’s source of power, and has Lord
Varuna guarding the palace gates. Indra has as Indra’s Villains
many enemies as he has allies, and while his Many villains worship Lord Indra, and those
younger brothers (Agni, Chandra, Varuna) that do are selfish and want the power and
will serve him faithfully, he mistrusts the titles that Lord Indra has. These villains are
mortal sages and immortal angels. often tyrants or corrupt priests, who believe
that Indra can grant them the power to rule.
Indra as Campaign Villain. Indra can
Indra’s Champions easily become a foe for the party as they reach
Indra’s champions are soldiers, kings, and
higher levels. If the party seems to pose a
heroes who’ve grown to formidable strength.
significant threat to his control (whether or not
These heroes uphold the ideals of their god,
they actually do), Indra may get involved to
leading faithfully against the hordes of
disrupt this power. Indra doesn’t often
demons and rakshasas that threaten humanity.
intervene directly like Dyaus does, but instead
Alignment. Usually lawful and good,
sends monsters and angels along the way.
but varies. Rarely chaotic evil.
First his priests, then gandharvas and apsaras,
Suggested Classes. Bard, Cleric,
and if they cannot stop the party, he’ll send
Fighter, Paladin, Sorcerer.
angels.
Suggested Backgrounds. Acolyte,
Indra’s Villains. The following table
Entertainer (Gladiator), Folk Hero, Noble,
lists some possible villains who worship Lord
Noble (Knight), Soldier.
Indra:
An Indra Campaign. A campaign
revolving around Lord Indra would likely
1d6 Indra Villains
include fighting demons and rakshasas, and
some amount of saving the world. Characters 1 A priest of Indra who asks for
would likely act as stereotypical heroes, donations every week and uses them
fighting demons, dungeon delving, and for himself.
collecting treasure. 2 A warrior-king (knight) who
Indra’s Quests. The following table worships Indra, asking for the
describes some quests that Indra might give strength to rule and conquer.
the party: 3 A ghost who worships the god to
avoid being hunted by angels for
escaping Naraka.

43
4 A goblin boss who is conquering Charisma is your spellcasting ability for this
land and dedicating his conquests to spell.
the god Indra’s Disciple (10+ Piety Points).
5 A tyrant peshwa (noble) who is As a disciple of Indra, you are a warrior free
oppressing the people from doubt or fear. You may cast daylight as a
6 A deva who wants to expand Indra’s bonus action once per day. Charisma is your
kingdom into the mortal world spellcasting ability for this spell. In addition,
you have advantage on saving throws against
Indra’s Monsters. The following table being frightened.
lists some monsters that Indra would likely Indra’s Priest (25+ Piety Points). You
use on the party: may call on Indra’s blessing once per day as a
bonus action: for the next 10 minutes (or until
CR Indra Monsters incapacitated), creatures within 30 feet of you
1/4 Kinnara can't gain advantage on attack rolls against
1/2 Apsara you.
1/2 Gandharva Champion of Lightning (50+ Piety
1 Kinnara Chief Points). You can increase your Strength or
5 Air Elemental Charisma score by 2, and also increase that
6 Invisible Stalker score’s maximum by 2.
8 Angiri
9 Vidyadhara Kubera
10 Deva Kubera is the fey god of thieves, merchants,
and wealth, who lives in his golden city of
Piety Points Alaka in the mortal world. As king of the fey,
You can earn piety points from Indra by: Kubera rules over the yakshas, nairratas, and
• Building a temple to Lord Indra guhyakas (see: Chapter 8: Monsters), as well
• Carrying out a just punishment on a deadly as a host of wind and plant spirits. Kubera is
criminal also known to be a god of secrecy and stealth,
• Saving a city or town from disaster and is commonly known by his title as the
• Defeating a group of monsters in Indra’s Hidden God.
name Kubera is a mischievous god, playing
You can lose piety points by: pranks and tricks on the other deities, stealing
• Breaking a sacred oath or promise from the divine treasuries, and generally being
• Helping another god or angel grow more a nuisance. While Kubera has the divine
powerful power of the gods, he is more closely related
to the rakshasas, and is considered by some as
• Failing to save those who need saving
a fey god, unfit for human worship.
Regardless, thieves, scoundrels, and
Indra’s Boons adventurers worship him still.
The following boons are provided by Indra:
Indra’s Devotee (3+ Piety Points). As
a devotee of Indra, you have proven your skill
Kubera’s Champions
Kubera’s champions are thieves and
and devotion. You may cast command with
adventurers, as well as yakshas and even some
this trait a number of times per day equal to
rakshasas. They may worship for a variety of
your Charisma modifier (minimum of once).
reasons: many yakshas worship him as a king,

44
thieves worship him as their god, and 3 Defend the yakshas from a group of
rakshasas worship him for promises of wealth. dwarven soldiers
Alignment. Almost always chaotic. 4 Sneak into a king’s palace and steal
Good/Evil morality is variable. a magic sword
Suggested Classes. Druid, Ranger, 5 Assassinate a local tyrant
Rogue, Sorcerer, Warlock. 6 Rob a wealthy landowner who’s
Suggested Backgrounds. Charlatan, been extorting the people
Criminal, Criminal (Spy), Entertainer, Folk
Hero, Guild Artisan, Sailor (Pirate), Urchin. Kubera’s Villains
A Kubera Campaign. A campaign While most of Kubera’s tricks are for the good
revolving around Kubera would likely include of the people, like robbing evil landowners, or
treasure-filled dungeons, political intrigue, or generally minor (from the point of view of a
a mix of the two. Characters might be thieves, god), some of his tricks may get out of hand,
pirates, assassins, or various types of yakshas, and have long reaching consequences. In
adventuring for treasure or renown. addition to this, a large percentage of
Kubera’s Quests. The following table rakshasas worship Kubera as a god of wealth
describes some quests that Kubera might give and deceit.
the party: Kubera as Campaign Villain. Kubera
can easily become a campaign villain for the
1d6 Kubera Quests more lawful characters, who might be dealing
1 Steal a priceless jewel from a naga with thieves’ guilds, strange cults, or civilian
2 Rob or defend the thieves’ guild uprisings. While other gods might become
campaign villains after an insult or offence,

45
Kubera can more proactively be introduced Piety Points
into the campaign. You can earn piety points from Kubera by:
Kubera’s Villains. The following table • Stealing from the rich and powerful
lists some possible villains who worship Lord • Helping a fugitive escape the law
Kubera: • Building temples to Lord Kubera
• Assassinating a tyrant
1d6 Kubera Villains
You can lose piety points by:
1 An assassin who has killed a
• Assisting the government in capturing a
peshwa and is being hunted by the
simple thief
city guards.
• Helping the wealthy oppress the poor
2 A rakshasa sorcerer who is
impersonating various public • Trusting the law over your own morals
figures to get closer to a magic
item. Kubera’s Boons
3 A devious cult fanatic who is The following boons are provided by Kubera:
running a cult to some false god Kubera’s Devotee (3+ Piety Points).
and stealing the gold. As a devotee of Kubera, you have proven your
4 A pirate captain (bandit captain) skills in stealth and deception. You may cast
who is looting elven ships in the disguise self at will a number of times per day
north. equal to your Charisma modifier. While
5 A rakshasa warlord who prays to disguised, your shadow still resembles your
Kubera for wealth and glory in her old form. Charisma is your spellcasting ability
conquests. for this spell.
Kubera’s Disciple (10+ Piety Points).
6 A mysterious naga who is hiding in
As a disciple of Kubera, you have grown
the city’s sewers, enchanting the
especially good at lying. You have advantage
local populace.
on Charisma (Deception) checks.
Kubera’s Priest (25+ Piety Points). As
Kubera’s Monsters. The following
a priest of the Hidden God, your skills of
table lists some monsters that Kubera would
stealth are great. When you are hidden from a
likely use on the party:
creature and miss it with an attack, missing the
attack doesn’t reveal your position.
CR Kubera Monsters
Champion of Thieves (50+ Piety
1/4 Guhyaka
Points). You can increase your Dexterity or
1/2 Yaksha Charisma score by 2, and also increase that
2 Wererat score’s maximum by 2.
2 Yaksha Shaman
3 Nairrata
5 Nairrata General Prithivi
7 Rakshasa Prithivi is the goddess of agriculture, the land,
12 Rakshasa Sorcerer and the jungle, and she is the patron deity of
14 Rakshasa Warlord farmers, druids, and huntsmen. Prithivi lives
with Dyaus in the sky, but spends her time on
the ground, among the soil and trees that she
represents.

46
Prithivi is both a nurturing and Prithivi’s Villains
vengeful goddess. To the farmers, druids, and Villains who follow Prithivi can rarely
rangers of Mahavedia, she is a goddess of understand the balance that must be
plenty, giving gifts of fruit, animals, and grain maintained between the needs of civilization
to the needy. To those that harm the and preservation of nature. They often
environment, and those that would ruin it for advocate for the downfall of civilization, and a
their own, selfish gains, Prithivi is a goddess return to the primal ways of their ancestors.
of the wild and unpredictable side of nature. Prithivi as Campaign Villain. If the
She strikes down those that take advantage of party begins destroying nature during their
her generosity, while feeding those who need adventures, Prithivi might get involved,
it. sending dryads and beasts against the party,
hoping to dissuade them from harming the
Prithivi’s Champions natural world.
Prithivi’s champions seek to protect nature Prithivi’s Villains. The following table
from the threats of war and encroaching lists some possible villains who worship Lady
civilization. Her champions call her Prithivi Prithivi:
Mata, as a sign of their devotion to her cause.
Alignment. Usually good, varies from 1d6 Prithivi Villains
lawful to chaotic. 1 A druid who has started using his
Suggested Classes. Barbarian, Cleric, powers to destroy a small village
Druid, Monk, Ranger. 2 A bugbear chief who is leading his
Suggested Backgrounds. Acolyte, tribe against the “nature-hating”
Entertainer, Folk Hero, Hermit, Outlander. humans
A Prithivi Campaign. A campaign 3 An old treant who is fed up with the
built around the Earth Mother would likely deaths of his friends to the loggers,
feature an expansionist kingdom or province and is fighting back
that is destroying nature for short term 4 A ranger (scout) who plans to
benefits and mining plans. Characters would assassinate the town’s peshwa
act as wardens of the earth, defending nature 5 A water elemental that lives in the
from such a threat. Devipani River and scares off any
Prithivi’s Quests. The following table travelers and pilgrims
describes some quests that Prithivi might give 6 A weretiger who believes himself to
the party: be the king of the jungle
1d6 Prithivi Quests Prithivi’s Monsters. The following
1 Stop a mining company from tearing table lists some monsters that Prithivi would
down a section of the jungle likely use on the party:
2 Heal the wounds done to a region
3 Stop the dwarves from mining too CR Prithivi Monsters
deep into the mountains 1 Dryad
4 Defeat a hobgoblin army that is 1 Scarecrow
tearing through nature in its warpath 3 Green Hag
4 Weretiger
5 Earth Elemental
5 Shambling Mound

47
6 Galeb Duhr
9 Clay Golem
9 Treant

Piety Points
You can earn piety points from Prithivi by:
• Feeding those that are hungry
• Defending a farm from monsters
• Healing a sick or wounded animal
• Slaying a fiend or undead that is
threatening the wilderness
You can lose piety points by:
• Destroying a town’s food source
• Making an animal sacrifice
• Killing an animal for any reason other than
necessity

Prithivi’s Boons
The following boons are provided by Prithivi:
Prithivi’s Devotee (3+ Piety Points).
As a devotee of Prithivi, you have proven your
worth as a protector of nature. You can cast
hunter’s mark a number of times per day
equal to your Wisdom modifier (minimum of
once). Wisdom is your spellcasting ability for
this spell.
Prithivi’s Disciple (10+ Piety Points).
As a disciple of Prithivi, you can cast create
food and water once per day. Wisdom is your
spellcasting ability for this spell. In addition,
you have advantage on saving throws against
being poisoned.
Prithivi’s Priest (25+ Piety Points). As
a priest of Prithivi, you have an innate
friendship with animals. When a beast is about
to attack you, it must make a DC 15 Wisdom
saving throw. On a failed save, the creature
must choose a different target, or the attack
automatically misses you. On a successful
save, the creature is immune to this trait for 24
hours.
Champion of Nature (50+ Piety
Points). You can increase your Constitution or
Wisdom score by 2, and also increase that
score’s maximum by 2.

48
Rudra 4 Travel to Patala and pay respects to
Rudra’s incarnation there (see:
Rudra is the god of storms, fury, and Vitala)
vengeance. While no one truly knows the 5 Conquer more land for your people
origins of the gods, many believe that Rudra is 6 Defeat those who would stop you
the oldest, perhaps even more ancient than from worshipping Rudra
Lord Dyaus himself. Rudra embodies the
primal savagery of nature, and of the many Rudra’s Villains
gods, he is one of, if not the most powerful.
Rudra’s followers often fall into bursts of rage
Lord Rudra is not just a storm god
or extreme emotion, causing their feelings to
however. He is the god of anger, fury,
overcome their moral sensibilities. Such
conquest, and vengeance. This anger often
followers may become villains, as their hunger
brings him into conflict with other gods, and
for battle and desire of vengeance drives them
Rudra has had grudges with nearly every god
over the edge into madness.
of the pantheon.
Rudra as Campaign Villain. Like
Kubera, Rudra can easily become a villain for
Rudra’s Champions the more lawful parties. Rudra’s followers
Rudra’s champions are like the god himself: pose a threat to the order and stability of the
strong, wild, and emotional. His champions kingdoms of Mahavedia. If the party gets on
are most often nomadic barbarians, outlanders, nerves of the god himself, Rudra will spare no
and tribesmen, angered by the politics and expense in attempting to defeat them, from
laws of the raajye, and who make up a loose hurling typhoons on the coast to sending
collection of independent clans on monsters into the mainland, Rudra will stop at
Mahavedia’s east coast. nothing to get his vengeance.
Alignment. Almost always chaotic, Rudra’s Villains. The following table
and usually morally neutral. lists some possible villains who worship Lord
Suggested Classes. Barbarian, Druid, Rudra:
Fighter, Paladin, Ranger, Sorcerer.
Suggested Backgrounds. Folk Hero, 1d6 Rudra Villains
Outlander, Sage, Sailor, Sailor (Pirate). 1 A bugbear chief who sees human
A Rudra Campaign. A campaign built civilization as an evil institution that
around the tempest god would likely include must be broken down.
the nomadic clans that worship him, the
2 A powerful berserker who has
conquest of civilization, or a civilian uprising
subjugated another tribe for a minor
against a local peshwa or king. Players might
insult.
play as rebels, tribal clan warriors, storm
3 A vidyadhara that sends great
heralds, or other such characters.
storms to the coast because he is not
Rudra’s Quests. The following table
being worshipped.
describes some quests that Rudra might give
4 A lizard king who believes that
the party:
Lord Rudra can free him from his
curse, and to please the god, he must
1d6 Rudra Quests
destroy the nearby town.
1 Rebel against a tyrant king
5 A crazed cult fanatic who claims
2 Build a shrine to Lord Rudra
that Rudra is the only god, and all
3 Defeat the goblins that have been other gods are just false idols.
raiding your home

49
6 A storm giant who has been 5 Air Elemental
insulted by a hill giant. Their 5 Water Elemental
conflict is causing problems for 9 Vidyadhara
humans and elves in the area. 13 Storm Giant

Rudra’s Monsters. The following Piety Points


table lists some monsters that Rudra would You can earn piety points from Rudra by:
likely use on the party: • Defeating a champion of Indra or Dyaus
• Taking vengeance against a powerful foe
CR Rudra Monsters • Burning a settlement of your enemies
1/2 Lizardfolk • Defeating a rival warrior in single combat
2 Lizardfolk Shaman You can lose piety points by:
2 Sea Hag • Failing to carry out an oath or promise of
4 Lizard King vengeance
4 Weretiger • Losing a duel against a rival warrior or
champion of a rival storm god
• Rejecting a challenge or quest out of fear

Rudra’s Boons
The following boons are provided by Rudra:
Rudra’s Devotee (3+ Piety Points). As
a devotee of Rudra, you have proven yourself
a brutal warrior. You may cast wrathful smite
a number of times per day equal to your
Constitution modifier. Constitution is your
spellcasting ability for this spell.
Rudra’s Disciple (10+ Piety Points).
As a disciple of Rudra, your courage and
ferocity in battle has grown. You may cast
blinding smite once per day with this trait.
Constitution is your spellcasting ability for
this spell.
Rudra’s Priest (25+ Piety Points). As
a priest of Rudra, you have faced countless
terrors and fears. You have advantage on
saving throws against being charmed or
frightened.
Champion of Vengeance (50+ Piety
Points). You can increase your Strength or
Constitution score by 2, and also increase that
score’s maximum by 2.

50
Varuna 1d6
1
Varuna Quests
Defeat a sahuagin clan that is
Varuna is the god of the sea, order, and law. disturbing local fishing villages
He is the patron deity of sailors and 2 Take out a pirate base in the Varuna
merchants, as well as warriors, kings, and Isles
ministers, and is considered the protector of 3 Build defenses to prepare a town for
dharma, upholding the cosmic law and a goblin raid
stopping the world from descending into 4 Defeat a clan of lizardfolk
chaos. 5 Slay a sea monster that’s been
Varuna values order and structure, and sinking trade ships
while other storm gods may represent the
6 Protect the local peshwa from a
primal chaos of tempests, Varuna represents
group of rebels and bandits
the peace in nature, like the calm waves on the
shore. When this serenity is upset however,
Varuna acts out in violence, sending enormous Varuna’s Villains
waves to crash pirate ships, or summoning sea Villains who worship Varuna take his
monsters to defeat an armada of conquering message and corrupt it, teaching that peace
asuras. can only be maintained through totalitarian
rule, and that they are the ones to implement
this rule. Such villains are greedy and cruel,
Varuna’s Champions and use their faith to dismiss any doubts in
Varuna’s champions uphold the ideal that life
their minds.
and nature has the ability to be perfect, but
Varuna as Campaign Villain. If the
only when order is maintained. While Rudra’s
party is causing problems, disturbing the
followers see life as inherently chaotic,
peace, or otherwise making a nuisance of
Varuna’s see it as peaceful and calm,
themselves, Varuna and his followers may get
disturbed by the violence and chaos of evil.
involved. While the god is strongest at sea,
Alignment. Almost always lawful,
parties that retreat inland may find that he has
usually good.
followers in many places, and that many lakes
Suggested Classes. Cleric, Fighter,
and rivers (at least those connected to the
Monk, Paladin, Wizard.
ocean) are still under his control.
Suggested Backgrounds. Acolyte,
Varuna’s Villains. The following
Entertainer, Hermit, Noble, Noble (Knight),
table lists some possible villains who worship
Sailor, Soldier.
Lord Varuna:
A Varuna Campaign. A campaign
revolving around Lord Varuna will likely
1d6 Varuna Villains
involve coastal or oceanic adventures,
traveling from island to island defeating 1 A sahuagin baron, who believes
pirates, sahuagin, and other enemies of order. that through worship of Varuna, he
Players may be ship captains, noble warriors, can be redeemed of his demonic
or crew members aboard a warship. birth.
Varuna’s Quests. The following table 2 A druid who has shapeshifted into a
describes some quests that Varuna might give fish and is leading the fish against
the party: the fishermen.
3 A peshwa (noble) who orders every
moment of his citizen’s lives to
ensure peace.

51
4 A priest of Varuna kidnaps and Varuna’s Disciple (10+ Piety Points).
drowns those who don’t follow the As a disciple of Varuna, you have learned how
strict rules of her temple. to protect the world from chaos. You may cast
5 A powerful mage who is using his glyph of warding once per day with this trait.
magic to drown a village. Intelligence is your spellcasting ability for this
6 An adventurer (scout) who is spell.
stealing pearls from merchants and Varuna’s Priest (25+ Piety Points).
sending them back to the sea, where As a priest of Varuna your will to preserve
he believes they belong. order is strong. You have advantage on saving
throws against being charmed or restrained.
Varuna’s Monsters. The following Champion of the Sea (50+ Piety
table lists some monsters that Varuna would Points). You can increase your Strength or
likely use on the party: Intelligence score by 2, and also increase that
score’s maximum by 2.
CR Varuna Monsters
1/2 Sahuagin Yama
2 Sahuagin Priestess Yama is the god of death and judgement, and
3 Water Weird stands apart from the other gods. He is known
5 Sahuagin Baron as the Dharmaraaj, the king of dharma, and as
5 Water Elemental Kaala, or Time, for all creatures must die, even
8 Timingila the gods, and Yama will be at the end, judging
10 Deva their souls.
16 Planetar With such a great responsibility, Yama
cannot falter, and the god is strict with his
Piety Points rulings, letting no creature escape the cycle of
You can earn piety points from Varuna by: death and reincarnation. He opposes the
• Defeating a champion of Rudra concept of rebirth without judgement, and any
• Building a temple to Varuna creature that is revived in its old body is a
• Defending a town against monsters target of Yama and his servants, who will
• Preventing cataclysmic change bring in the soul, no matter the consequences
You can lose piety points by: to the mortal world.
• Disturbing the peace
• Defending a pirate, or committing acts of Yama’s Champions
piracy Yama’s champions understand that all things
• Worshipping Rudra or any of his must come to an end, and seek to do what
incarnations good karma they can before their eventual
death and judgement. They act as Yama’s
Varuna’s Boons soldiers and servants in the living realms,
The following boons are provided by Varuna: gaining favor with the god so that when they
Varuna’s Devotee (3+ Piety Points). die, they’ll be judged better.
As a devotee of Varuna, you have proved Alignment. Mostly lawful neutral,
yourself a worthy warrior of the sea. You may however it’s not uncommon to find lawful
cast fog cloud a number of times per day equal good or true neutral champions.
to your Intelligence modifier. Intelligence is Suggested Classes. Cleric, Monk,
your spellcasting ability for this spell. Paladin, Ranger, Rogue, Warlock.

52
Suggested Backgrounds. Acolyte,
Hermit, Sage, Urchin.
A Yama Campaign. A campaign
revolving around Lord Yama will likely
include a large number of undead, and the task
of bringing justice to these monsters.
Characters will act as Yama’s hunters in the
realms of the living, finding and killing
undead creatures and bringing their souls back
to Naraka.
Yama’s Quests. The following table
describes some quests that Yama might give
the party:

1d8 Yama Quests


1 The souls of the dead aren’t
returning to Naraka. Find out why.
2 Slay a death knight
3 Defeat an escaped spirit, who’s
wrestling with a party member for
control of the body
4 Defeat an undead asura, who’s
afraid of burning in Naraka
5 Kill a skeleton pirate who’s been
terrorizing the seas
6 Build a temple to Lord Yama
7 A group of priests of Chandra
believe they can defy death. Prove
them wrong.
8 Stop a necromancer from raising the
dead

Yama’s Villains
Villains who worship Yama are cold and
grim, studying death and fearing their eventual
demise, when they must face the god they
worship. Such villains were evil before they
began worshipping Yama, and only worship
him to be judged better once they die.
Yama as Campaign Villain. After the
death of a party member, others in the party
might wish to make use of spells like revivify
or reincarnate, bringing their friend back from
the dead. Such an action will draw the
attention of Lord Yama, who will send his

53
angelic servants, the yamadutas, after the 4 Ghost
returned party member. 5 Earth Elemental
Necromancer party members might 5 Wraith
also attract the god’s attention. While working 6 Kravyada
with necromantic magic is not an issue, 10 Deva
raising the dead is, as it pulls souls from 10 Yamaduta
Naraka to animate the skeletons and zombies 16 Planetar
the necromancer creates. Raising the dead will
cause a similar effect, and the yamadutas will Piety Points
hunt down the raised creatures, and then the You can earn piety points from Yama by:
necromancer.
• Providing the correct cremation rites for
It is important to note, however, that
those who died in battle.
the yamadutas will only know a soul’s
• Slaying an undead creature not associated
location when the soul’s body dies or is
with Yama
revived, and can’t magically track the soul
without the use of scrying spells. • Providing a gift of gold or gems to Yama
Yama’s Villains. The following table at a holy temple
lists some possible villains who worship Lord • Returning an escaped soul to Naraka
Yama: You can lose piety points by:
• Denying a dying person their cremation
1d4 Yama Villains rites and prayers
1 A pirate captain (bandit captain) • Defiling a tomb
that is repaying for his sins by • Aiding those who’ve escaped Naraka
sinking ships and dedicating the
treasures to Yama. Yama’s Boons
2 A yamaduta who is hunting the The following boons are provided by Yama.
wrong target. Yama’s Devotee (3+ Piety Points). As
3 An assassin who takes down those a devotee of Yama, you have proven your
who act against dharma without worth to the Dharmaraaj. You may cast gentle
giving them a chance to be repose a number of times per day equal to
redeemed. your Wisdom modifier. Wisdom is your
4 A priest of Yama who is demanding spellcasting ability for this spell.
golden treasures to be paid to the Yama’s Disciple (10+ Piety Points).
temple, threatening the fires of As a disciple of Yama, you have a special
Naraka otherwise. connection with the dead. You may cast speak
with the dead oncer per day with this trait.
Yama’s Monsters. The following table Wisdom is your spellcasting ability for this
lists some possible villains who worship Lord spell.
Yama: Yama’s Priest (25+ Piety Points). As a
priest of Yama, you have special powers over
CR Yama Monsters life and death. You may cast false life once
1/2 Shadow per day with this spell, requiring no material
1 Specter components, and gaining an additional 25
2 Sarameya temporary hit points. Wisdom is your
3 Ruru spellcasting ability for this spell.

54
Champion of Death (50+ Piety In addition to this, you should feel free
Points). You can increase your Intelligence or to invent your own gods. If a player wants to
Wisdom score by 2, and also increase that worship a god of board games, or a local
score’s maximum by 2. deity, and you can’t find information on one
online or in the Rigveda, create your own,
Other Deities using some of the ideas in the sections below.
Boons. When creating boons for your
These nine gods aren’t the only ones in the god, look at the options for similar gods. If
pantheon, and often, a player would like to you are creating a god of gambling, take a
serve a different god than these few. The look at tweaking Kubera’s boons. Boons for a
minor gods have been split into a few goddess of cities may take inspiration from
categories, and their personalities and general Lord Varuna, while a mountain god may use
features are listed there. Prithivi’s boons.
Minor, Local, and Created. The gods
listed here and the gods listed in the Religion Atmospheric Gods
chapter are not the only possible gods. Many
Atmospheric gods are the gods of the sky,
local gods exist as well, representing
wind, clouds, and rain. They include major
individual rivers, hills, and towns, and
gods like Indra, Dyaus, and Rudra, as well as
extremely minor gods may represent small
minor gods like Parjanya and Vayu.
aspects of life like baking or reading.

55
Personality. The personality of an may grow fond of their followers and will lash
atmospheric god greatly depends on the part out at any who threaten them.
of the sky they represent. Rudra represents
storms, thunder, and monsoons, and is an Societal Gods
oftentimes furious and raging god while Societal gods rule over the aspects of society,
Dyaus represents the morning sky, and is from the complex ideas behind law and
inspiring and thoughtful. Atmospheric gods rulership to individual professions like
are usually very specific in their domains. architecture or smithing. Societal gods often
Dyaus and Indra are both sky gods, but have take a secondary domain as well, controlling
domains over different features of the sky. natural elements like fire and water, or
Parjanya and Rudra are both rain gods, but celestial forces like the sun and moon.
one represents torrential rain, and the other the Personality. Societal gods fall into two
soft rain between the dry and wet seasons. categories: the gods of law and the gods of art.
Relationships. Atmospheric gods are Societal gods of law (such as Agni and
also known to be great rivals. Their overly Varuna) are usually stern rulers, seeing
specific domains cause many atmospheric humanoids as their subjects and themselves as
gods to fight over the overlapping parts, benevolent kings. They believe that without
warring over rights to the evening sky or their steady hand, chaos would spread across
cloudy days. the world, and they are required to keep the
The conflict between atmospheric gods peace. This brings them in conflict with many
could make a good backdrop for a campaign, natural and atmospheric gods, who often
as two gods fight over domains and beliefs, embrace the chaos instead of fighting it.
characters may be trying to mitigate the Artistic gods are more kind, viewing
damage. their followers like children, who require rules
and boundaries, but are full of creativity.
Nature Gods These gods are less likely to go to war with
Nature gods rule over aspects of the earth and others but are also less powerful, and far less
sea, and tend to be calmer and more logical popular with mortals.
than storm gods. Nature gods are cooperative, Relationships. Unlike nature gods,
working together to ensure that the world societal gods are detached, forming few
functions as it should. Most nature gods rule relationships with their followers. When they
over individual hills, rivers, and mountains, do form relationships, it is often with their
and are revered by the locals, who bring gifts chosen champions, who they use as their
of flowers and gold. weapons in the mortal world, protecting
Personality. Nature gods value society from the threats of chaos.
harmony and cooperation, seeing themselves Among other gods, they respect those
as pieces of a puzzle rather than competitors who are like them, and distrust those who
in a game. Nature gods are slow to anger, but aren’t. Most are followers of Indra, and will
when riled up, will use every tool at their accompany him in war against the asuras who
disposal to defeat their enemies. threaten Svarga.
Relationships. Nature gods form close
relationships, both with other gods and with
their worshippers. A nature god’s worshippers
will bring simple offerings to a local shrine,
and will commune with the god, learning how
to best protect the god’s domain. Nature gods

56
Chapter 8: Monsters
Mahavedia is full of all types of demons, fey
creatures, and monstrous creatures. This
chapter goes over 44 new monsters from
Vedic and Hindu stories.

Reflavoring 5e Monsters
There are many similarities between the
monsters of Vedic myth and the monsters of
5th Edition, and many 5E monsters can be
reflavored to fit the Mahavedia setting. The
different types of monsters are listed below,
along with ideas on how to reflavor them.

Celestials
The angels are the weapons of the gods,
travelling across the realms to enforce the
cosmic law of dharma and carry out the will of
their divine leaders. Devas, planetars, and
solars make good angels for a Mahavedia
campaign.

Constructs
Constructs are human creations, imbued with
divine or arcane magic, and given simple
instructions. Most constructs guard temples,
palaces, and treasure vaults. Animated
armors, flying swords, and helmed horrors
make good guardian constructs. Rugs of
smothering and scarecrows are simple
constructs that one would might find in a town
or village.
Golems are powerful constructs,
created by the greatest sculptors and
magicians of the world. They are given the
soul of elementals, and can think a little for
themselves. Use the golem stat blocks from
the MM to represent such creatures.

Elementals
Elementals carry the power of the five original
elements: water, earth, fire, air, and spirit.
They might be found in a temple dedicated to

57
an elemental god or summoned to protect a
palace or treasury. Standard elementals, as
well as galeb duhrs, invisible stalkers, and
water weirds work well for Mahavedian
elementals.

Fey and Fiends


The fiends of 5th Edition have been replaced
with asuras and rakshasas, while most fey
have been replaced with the yakshas and other
followers of Lord Kubera. However, some
nature spirits fall into the clutches of evil and
become evil hags. The green hag, sea hag,
and night hag stat blocks can represent these
evil yakshas. The dryad stat block may
represent the kinder nature spirits who dwell
in the jungle.

Giants
The giants of 5th Edition can be used to
represent the daityas, a powerful group of
demon clans who are exceptionally tall and
strong. They range from Large creatures (use
ettin and troll stat blocks) to Huge creatures
(use the giant stat blocks from the MM). The
daityas are the enemies of the gods, and often
work with the asuras in their wars against
humanity and heaven.
The daityas are made up of many
clans, which can be represented by the various
types of giants. A clan of warlike daityas from
the Southern Peaks might be frost giants and
stone giants while a clan of kinder daityas
from the east coast might be storm giants.

Humanoids
There are a variety of humanoid monsters that
can be reflavored for Mahavedia. These
monsters are outlined below:
Goblinoids. Goblins, bugbears, and
hobgoblins are semi-magical creatures,
distantly related to the asuras and lacking their
innate magical power.
The goblins are the most distantly
related, and the weakest of the bunch, living in

58
crude settlements in the jungle and caves. the southeast. The griffon and hippogriff stat
Bugbears are more powerful and chaotic, and blocks can be used to represent other kinds of
terrorize the civilized races of the jungle. chimeras.
Hobgoblins are ordered and lawful, and march Krakens. Krakens are enormous sea
in armies against the humanoid kingdoms of monsters that sink ships and destroy coastal
the plains and deserts. towns. They are a major threat in the
Lizardfolk. In Mahavedia, the Mahavedian ocean.
lizardfolk are reptilian humanoids, cursed for Purple Worms. These creatures are
their cruelty by Lord Varuna. large, scaled worms that burrow through the
The lizardfolk were originally a desert sands, hunting for food.
collection of elvish clans, living by the coast Yetis. Yetis are giant-like creatures
in small fishing communities. One night, a that prowl in the Southern Peaks. Yetis are
villainous naga convinced the king of these afraid of fire however, and can be repelled by
elvish clans and told him to kill Varuna’s bright lights and torches.
priests for suspected treason. The king had the Hydras. Hydras are large, multi-
order carried out, and Lord Varuna, angered headed monstrosities that have much in
by the slaughter of his priests, cursed the common with nagas. They can be found in the
elvish clans to look like the snakes and lizards Dakshina and Pavitr jungles, hunting and
they connived with. hoarding gold.
Lycanthropes. Lycanthropes are Merrows. Merrows are merfolk,
humanoid creatures that resemble certain corrupted by asuras into monstrous beasts.
animals and take some of the traits of those They lurk in the deep ocean, attacking merfolk
creatures. In Mahavedia, they are known as and fighting alongside sahuagin. At times,
beast men, and when the stars align on an they may swim to the surface in large numbers
auspicious day, the beast men transform from to attack a passing ship.
ordinary humans to crazed hybrid creatures. Minotaurs. Minotaurs are humans
Merfolk. Merfolk are humans (or with the head of an ox. In Mahavedia, they are
occasionally vanaras) from the waist up and called mahishasuras, and their type changes
fish from the waist down. In Mahavedia, they from monstrosity to fiend (asura).
are the allies of Lord Varuna and the enemies
of sahuagin and merrow. Plants
Sahuagin. Sahuagin are another type Many sorts of animated plants live in the
of demonic monster, related to the asuras and jungles of Mahavedia. Most deadly of these
goblins. They live by the sea or in underwater are the blights: evil, twisted plants that have
kingdoms, and once served the nivatakavachas been corrupted by nagas and demons.
in Manimati (see: Asuras). The sahuagin are
the enemies of the gods and humans. Undead
There are a number of undead creatures that
Monstrosities exist in Mahavedia, from the ghosts of Naraka
There are a number of 5E monstrosities that to the zombies and skeletons that haunt the
have their place in Mahavedia: mortal world. Most undead creatures in the
Chimeras. Chimeras are monstrous MM can be ported over to Mahavedia without
hybrids, who live and hunt in the deserts of need for reflavoring.

59
Angiri
The angiris are a group of angels, descended
Angiri
Medium celestial, neutral good
from the fire god Agni, who guard sacrificial
fires and the priests of Agni. Armor Class 16 (Natural Armor)
Protectors of Yajna. Yajna is a special Hit Points 126 (23d8 + 23)
ritual conducting by priests to send gifts and Speed 30 ft., fly 30 ft.
sacrifices to the gods. During the ritual, a STR DEX CON INT WIS CHA
sacrificial fire is lit, mantras are chanted, and 16 15 13 12 14 13
offerings are placed in the fire. Sacrifices that (+3) (+2) (+1) (+1) (+2) (+1)
make their way through the fire reach Svarga, Saving Throws WIS +5
where Agni and the angiris deliver the Skills Athletics +6, Religion +4
sacrifices to the gods. Damage Immunities Fire
The angiris protect priests during this Senses Darkvision 60 ft., Passive
ritual, ensuring that the sacrifices reach Lord Perception 12
Agni safely. Languages Celestial, Common
Challenge 8 (3,900 XP)
Angelic Weapons. The angiri's weapon
attacks are magical. When the angiri hits
with any weapon, the weapon deals an extra
4d8 radiant damage (included in the attack).

Shapechanger. The angiri can use its action


to polymorph into a fire elemental or back
into its true form, which is humanoid. Its
statistics, other than its weapon attacks, are
the same in each form. Any equipment it is
wearing or carrying isn't transformed. It
reverts to its true form if it dies.

Actions______________________
Multiattack. The angiri makes three mace
attacks in its humanoid form or two flaming
fist attacks in its elemental form.

Mace (humanoid form only). Melee


Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning
damage, plus 18 (4d8) radiant damage.

Flaming Fist (elemental form only). Melee


Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 21 (6d6) fire damage, plus 18
(4d8) radiant damage.

60
Apsaras Gandharva
Apsaras are celestial cloud and rain spirits that Medium celestial, chaotic good
are associated with the performing arts, Armor Class 13
especially music and dance. Hit Points 26 (4d8 + 8)
Dancers and Musicians. The apsaras Speed 30 ft.
are female spirits who can take the form of STR DEX CON INT WIS CHA
humans, horses, or birds, and dance in Indra’s 9 16 14 11 13 16
court to the music of the gandharvas, their (-1) (+3) (+2) (+0) (+1) (+3)
male counterparts. They are rumored to live in Saving Throws CHA +5
clouds and fly to the mortal world to spy on Skills Performance +5
heroes and villains for Lord Indra. Senses Passive Perception 11
Languages Celestial, Common, Sylvan
Apsara Challenge 1/2 (100 XP)
Medium celestial, chaotic good Shapeshifter. The gandharva can use its
Armor Class 13 action to shapeshift into a draft horse or a
Hit Points 26 (4d8 + 8) blood hawk. The gandharva's equipment is
Speed 30 ft. transformed into its new form, and the
STR DEX CON INT WIS CHA gandharva can shapeshift back as an action.
9 16 14 11 13 16 The gandharva reverts to its true form when
(-1) (+3) (+2) (+0) (+1) (+3) it dies.
Saving Throws CHA +5
Skills Performance +5
Actions______________________
Multiattack. The gandharva makes two
Senses Passive Perception 11
dagger attacks.
Languages Celestial, Common, Sylvan
Challenge 1/2 (100 XP) Dagger. Melee Weapon Attack: +5 to hit,
Shapeshifter. The apsara can use its action reach 5 ft., one target. Hit: 5 (1d4 + 3)
to shapeshift into a draft horse or a blood piercing damage.
hawk. The apsara's equipment is
transformed into its new form, and the Adventure Hook: Missing Gandharva
apsara can shapeshift back as an action. The
apsara reverts to its true form when it dies. Weeks ago, Lord Indra sent a gandharva to
the court of Ashok Maharaaj to spy on the
Actions______________________ king. One night, the gandharva went
Multiattack. The apsara makes two dagger missing, and never returned to the court.
attacks. Lord Indra sent a message to the priests in
his temple, asking them to find the
Dagger. Melee Weapon Attack: +5 to hit, gandharva as soon as possible and to return
reach 5 ft., one target. Hit: 5 (1d4 + 3) it to Svarga.
piercing damage.

61
Asuras
Asuras are demons, who live deep
underground in Patala and are the archenemies
of the gods.
Distinctive Appearance. The asuras
have red, grey, or blue skin and can have
many arms and heads. Their teeth are long and
sharp, and they have small curled horns on
their heads.
Magical Illusions. The asuras are
masters of illusion magic, which they use to
disguise themselves as humans or to trick their
enemies in battle. Asuras might also use their
magic to appear even more monstrous by
disguising their faces to look like animal
heads.
Kalakeyas. Long ago, there was a
demoness named Kalka who lived in the
floating city of Hiranyapura with her children.
When the gods went to war with the asuras,
they attacked Hiranyapura, but Kalka kept
moving the city to escape them. Eventually,
with the help of the hero Arjuna, the city was
brought down and the demons inside were
attacked. Those who escaped to Patala formed
an especially powerful clan of asuras known
as the kalakeyas.
Nivatakavachas. While the warlike
kalakeyas lived in Hiranyapura in the air, the
nivatakavachas lived in the underwater city of
Manimati. The city was ultimately destroyed
by the hero Arjuna, and the demons that
escaped the city were known as the
nivatakavachas, who were masters of magic
and illusions.

Adventure Hook: Ruins of Hiranyapura


An explorer from the Tekadi Raajy believes
that he has found the ruins of Hiranyapura,
which was rumored to be rich in gold and
gems. Now, adventurers from all over the
subcontinent are racing to reach the city and
claim their part of the treasure, despite the
terrors that might still be haunting the city.

62
Asura Archer Asura Battlerager
Medium fiend (asura), chaotic evil Medium fiend (asura), chaotic evil
Armor Class 15 (Studded Leather) Armor Class 18 (Scale Mail, Shield)
Hit Points 39 (6d8 + 12) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 16 14 15 8 9 18 15 14 11 8 9
(+0) (+3) (+2) (+2) (-1) (-1) (+4) (+2) (+2) (+0) (-1) (-1)
Saving Throws DEX +5 Saving Throws STR +6
Skills Intimidation +1 Skills Intimidation +1
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common, Infernal Languages Common, Infernal
Challenge 1 (200 XP) Challenge 3 (700 XP)
Keen Eyesight. The asura has advantage on Reckless. At the start of its turn, the asura
Wisdom (Perception) checks that rely on can gain advantage on all melee weapon
sight. attack rolls during that turn, but attack rolls
against it have advantage until the start of
Actions______________________ its next turn.
Multiattack. The asura makes two ranged
attacks or two melee attacks. Actions______________________
Multiattack. The asura makes two melee
Shortsword. Melee Weapon Attack: +5 to attacks.
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage. Khanda. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4)
Longbow. Ranged Weapon Attack: +5 to slashing damage. On a hit, the asura may
hit, range 150/600 ft., one target. Hit: 7 use its bonus action to attempt another
(1d8 + 3) piercing damage. attack dealing 6 (1d4 + 4) piercing damage.

Katar. Melee Weapon Attack: +6 to hit,


reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.

63
Asura Illusionist Nivatakavacha
Medium fiend (asura), chaotic evil Medium fiend (asura), chaotic evil
Armor Class 14 (Studded Leather) Armor Class 15 (Chain Shirt)
Hit Points 84 (13d8 + 26) Hit Points 110 (17d8 + 34)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 15 14 18 8 9 11 15 14 9 8 20
(+0) (+2) (+2) (+4) (-1) (-1) (+0) (+2) (+2) (-1) (-1) (+5)
Saving Throws INT +7 Saving Throws CHA +8
Skills Arcana +7, Intimidation +2 Skills Deception +8, Intimidation +8
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common, Infernal Languages Common, Infernal
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)
Spellcasting. The asura is an 8th-level Spellcasting. The nivatakavacha is an 8th-
spellcaster. Its spellcasting ability is level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 15, +7 to hit Charisma (spell save DC 16, +8 to hit with
with spell attacks). The asura has the spell attacks). The nivatakavacha has the
following wizard spells prepared: following sorcerer spells prepared:
Cantrips (at will): chill touch, firebolt, Cantrips (at will): chill touch, fire bolt,
minor illusion, ray of frost message, minor illusion, ray of frost, true
1st level (4 slots): burning hands, disguise strike
self, magic missile, shield, silent image 1st level (9 slots): burning hands, charm
2nd level (3 slots): darkness, invisibility, person, disguise self, fog cloud, sleep
mirror image 2nd level (4 slots): darkness, gust of wind,
3rd level (3 slots): fear, fireball, vampiric invisibility, shatter
touch 3rd level (3 slots): counterspell, fear,
4th level (2 slots): hallucinatory terrain, ice fireball
storm 4th level (3 slots): blight, ice storm,
polymorph
Actions______________________ 5th level (2 slots): cone of cold, insect
Multiattack. The asura makes two attacks plague
with its baagh nakh.
Actions______________________
Baagh Nakh. Melee Weapon Attack: +3 to Multiattack. The nivatakavacha makes two
hit, reach 5 ft., one target. Hit: 3 (1d6) scimitar attacks.
slashing damage.
Scimitar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage, and the target must make
a DC 13 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or
half as much damage on a successful one.

64
Kalakeya
Medium fiend (asura), chaotic evil
Armor Class 20 (Plate, Shield)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 9 (-1) 8 (-1) 11 (+0)
Saving Throws CON +5
Skills Athletics +8, Intimidation +3
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Infernal
Challenge 8 (3,900 XP)
Reckless. At the start of its turn, the kalakeya can gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have advantage until the start of its next turn.

Spellcasting. The kalakeya is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 11, +3 to hit with spell attacks). The kalakeya has the following sorcerer spells prepared:
Cantrips (at will): chill touch, fire bolt, minor illusion, ray of frost, true strike
1st level (5 slots): burning hands, disguise self, fog cloud, shield, sleep
2nd level (4 slots): darkness, invisibility, scorching ray, suggestion
3rd level (3 slots): fear, fireball, sleet storm

Actions________________________________________________________
Multiattack. The kalakeya makes three khanda attacks or three longbow attacks.

Khanda. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage,
and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a
failed save, or half as much damage on a successful one. On a hit, the kalakeya may use its bonus
action to attempt another attack dealing 6 (1d4 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6)
poison damage on a failed save, or half as much damage on a successful one.

65
Bhoots Pretas. Pretas are the spirits of greedy
and gluttonous people. They are thin and
Bhoots are ghoulish undead creatures that hungry, but are incapable of eating, cursed to
haunt cremation grounds and swamps. being constantly hungering for food. They can
Hunting Mortals. Bhoots track and only pass on to Naraka through a ritual death,
kill mortal creatures, and love human flesh in which they eat sixteen rice cakes each night
especially. They might disguise themselves as for three nights. Unless the preta has finished
elderly people or travelers in distress to lure in the ritual, it will keep being reborn, and will
mortals. keep hungering for food.
Backwards Feet. Most types of bhoots Vetalas. Vetalas are witches who
have feet that face backwards, which they inhabit cremation and burial grounds and can
can’t disguise, no matter how much illusion tell a person’s fortune. They sneak into
magic they use. Bhoots might hide their feet settlements and drive people mad and kill and
by wearing long robes or large shoes, so that eat humanoids.
their prey won’t become aware of the trickery.
Failed to Reincarnate. Bhoots are the
spirits of creatures that failed to reincarnate,
which may be due to a violent death, an
improper burial/cremation, or unsettled
matters in the mortal world.
Aleyas. Aleyas are will-o’-wisps that
lurk near swamps, glowing to attract curious
travelers. They use their magic to make the
ground look solid when their prey is walking
deeper and deeper into the swamp. It is
rumored that aleyas are the ghosts of vengeful
fishermen.
Bhoots. Bhoots are the spirits of those
who died violent or bloody deaths. They haunt
battlefields, cremation grounds, and
cemeteries, and may occasionally stray near
settlements. Bhoots can be repelled by incense
and holy symbols, and are hurt by touching
iron or water. Bhoots have backwards feet that
can’t be disguised by magic.
Churels. When a mother dies during
childbirth and the proper precautions are not
taken (including prayer or offerings to the
gods), the body is reborn as a churel. Churels
are a specific type of bhoot that can shapeshift
into bestial or humanoid forms to lure in
travelers. Like bhoots, they have backwards
feet that can’t be disguised by magic or
shapeshifting.

66
Aleya
Small undead, neutral evil
Armor Class 11
Hit Points 38 (7d6 + 14)
Speed 30 ft., (hovering)
STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 15 (+2)
Saving Throws CHA +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Common but can't speak it
Challenge 3 (700 XP)
Consume Life. As a bonus action, the aleya can target one creature it can see within 5 feet of it
that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving
throw against this magic or die. If the target dies, the aleya regains 10 (3d6) hit points.

Ephemeral. The aleya can't wear or carry anything.

Incorporeal Movement. The aleya can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The aleya is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The aleya has the following sorcerer spells prepared:
Cantrips (at will): chill touch, dancing lights, firebolt, light, minor illusion
1st level (6 slots): charm person, false life, fog cloud, magic missile, silent image, sleep
2nd level (4 slots): mirror image, misty step, scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern, lightning bolt
4th level (2 slots): blight, wall of fire
Actions________________________________________________________
Ghostly Lure. The aleya flashes its magical lights. Every humanoid within 300 feet of the aleya
that can see the lights must succeed on a DC 11 Wisdom saving throw or be charmed until the
song ends. The aleya must take a bonus action on its subsequent turns to continue luring targets
with its lights. It can stop glowing at any time. The lights go out if the aleya is incapacitated.

While charmed by the aleya, a target is incapacitated and ignores the lights of other aleyas. If the
charmed target is more than 5 feet away from the aleya, the target must move on its turn toward
the aleya by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks,
but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from
a source other than the aleya, the target can repeat the saving throw. A charmed target can also
repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect
ends on it.

A target that successfully saves is immune to this aleya's lights for the next 24 hours.

67
Bhoot Churel
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 13 (Leather) Armor Class 14 (Leather)
Hit Points 94 (21d8) Hit Points 110 (20d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 15 11 8 9 14 16 16 12 9 9 15
(+3) (+2) (+0) (-1) (-1) (+2) (+3) (+3) (+1) (-1) (-1) (+2)
Saving Throws CON +3 Saving Throws CON +4
Skills Deception +5, Stealth +5 Skills Deception +5, Stealth +6
Damage Resistances Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common Languages Common
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Bhoot Weakness. The bhoot has the Shapeshifter. The churel can use its action
following flaws: to shapeshift into any beast or humanoid
creature with a CR of 2 or lower. The
Holy Symbols. The bhoot takes 10 radiant churel's equipment is transformed into its
damage if it starts its turn within 10 ft. of a new form, and the churel can shapeshift
holy symbol or burning stick of incense. back as an action. The churel reverts to its
true form when it dies.
Water and Iron. The bhoot takes 20 acid
damage if it starts its turn in water or in Churel Weakness. The churel has the
contact with iron. following flaws:

Actions______________________ Holy Symbols. The churel takes 10 radiant


Multiattack. The bhoot makes three claw damage if it starts its turn within 10 ft. of a
attacks. holy symbol or burning stick of incense.

Claw. Melee Weapon Attack: +6 to hit, Water and Iron. The churel takes 20 acid
reach 5 ft., one target. Hit: 7 (1d8 + 3) damage if it starts its turn in water or in
piercing damage, and the target must make contact with iron.
a DC 15 Constitution saving throw, taking
14 (4d6) necrotic damage on a failed save, Actions______________________
or half as much damage on a successful one. Multiattack. The churel makes three claw
attacks.

Claw. Melee Weapon Attack: +6 to hit,


reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage, and the target must make
a DC 15 Constitution saving throw, taking
14 (4d6) necrotic damage on a failed save,
or half as much damage on a successful one.

68
Preta Vetala
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 12 Armor Class 12
Hit Points 31 (9d8 - 9) Hit Points 45 (10d8)
Speed 25 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 15 8 14 11 9 14 15 11 16 8 9
(+2) (+2) (-1) (+2) (+0) (-1) (+2) (+2) (+0) (+3) (-1) (-1)
Skills Sleight of Hand +4 Saving Throws WIS +1
Damage Vulnerabilities Poison Skills Insight +1
Senses Darkvision 60 ft., Passive Damage Resistances Poison
Perception 10 Condition Immunities Poisoned
Languages Common Senses Darkvision 60 ft., Passive
Challenge 1/2 (100 XP) Perception 9
Ritual Death. The preta can only die if it is Languages Common
fed rice cakes in a special ritual. If the Challenge 1 (200 XP)
preta's body is destroyed before it could Undead Fortitude. If damage reduces the
complete the ritual, its soul lingers. After 24 vetala to 0 hit points, it must make a
hours, the soul inhabits and animates Constitution saving throw with a DC of 5 +
another humanoid corpse and regains all its the damage taken, unless the damage is
hit points. While the soul is bodiless, a wish radiant or from a critical hit. On a success,
spell can be used to force the soul to go to the vetala drops to 1 hit point instead.
Naraka and not return. The preta will stop
animating corpses once it has eaten 16 rice Spellcasting. The vetala is a 2nd-level
cakes every night for three nights. spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5 to hit
Actions______________________ with spell attacks). The vetala has the
Multiattack. The preta makes two claw following wizard spells prepared:
attacks. Cantrips (at will): chill touch, dancing
lights, true strike
Claw. Melee Weapon Attack: +4 to hit, 1st level (3 slots): false life, fog cloud,
reach 5 ft., one target. Hit: 6 (1d8 + 2) hideous laughter
piercing damage.
Actions______________________
Multiattack. The vetala makes three claw
attacks.

Claw. Melee Weapon Attack: +4 to hit,


reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.

69
Crocotta homes. Once a person leaves their house, the
crocotta paralyzes and eats them.
Crocottas are dog/wolf hybrids that mimic Magical Eyes. The eyes of a crocotta
voices and paralyze their prey. are multicolored gems, which can paralyze
Voice Mimicry. The crocotta can creatures that look directly into them. Once
mimic the voices of humanoid creatures, the crocotta is dead, the eyes are harmless, but
which it uses to lure townsfolk out of their can give the powers of divination to a person
that puts one under their tongue.

Crocotta
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 35 ft.
STR DEX CON INT WIS CHA
16 14 15 11 9 12
(+3) (+2) (+2) (+0) (-1) (+1)
Saving Throws CON +4
Skills Deception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
Challenge 4 (1,100 XP)
Paralyzing Gaze. When a creature that can see the crocotta's eyes starts its turn within 30 feet of
the crocotta, the crocotta can force it to make a DC 16 Constitution saving throw if the crocotta
isn't incapacitated and can see the creature. If the saving throw fails, the creature is instantly
paralyzed. The paralysis lasts until the creature is freed by the greater restoration spell or other
magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If
the creature does so, it can't see the crocotta until the start of its next turn, when it can avert its
eyes again. If the creature looks at the crocotta in the meantime, it must immediately make the
save.

Actions________________________________________________________
Multiattack. The crocotta makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage,
plus 7 (2d6) necrotic damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
plus 7 (2d6) necrotic damage.

70
Dvarapala Dvarapala
Dvarapalas are stone giants that guard gates Large construct, lawful neutral
and temples. Armor Class 16
Gate Guardians. Dvarapalas are Hit Points 76 (9d10 + 27)
created to guard the entrances to sacred Speed 20 ft.
temples and royal palaces. The dvarapala will STR DEX CON INT WIS CHA
fight to the death to protect the temple or 18 13 16 7 14 9
palace it was placed in but will take great care (+4) (+1) (+3) (-2) (+2) (-1)
in leaving the room undamaged. Saving Throws STR +8, CON +7
Groups of Four. Dvarapalas are built Skills Athletics +8, Intimidation +3,
in groups of four, each giant guarding one of Perception +6
the four cardinal directions. Large palaces Damage Resistances Bludgeoning,
may have eight, twelve, or even sixteen Piercing, and Slashing from Nonmagical
dvarapalas protecting it, while small temples Attacks
may only have four. Shrines to local deities or Damage Immunities Poison
demigods might only have one dvarapala. Condition Immunities Poisoned
Creating a Dvarapala. Dvarapalas are Senses Darkvision 60 ft., Passive
made of stone or clay and animated by a Perception 16
wizard or sorcerer. They are usually given Languages Common, Sylvan
large stone mauls called gada and are crafted Challenge 10 (5,900 XP)
with a demonic face to scare away thieves.
False Appearance. While the dvarapala
remains motionless, it is indistinguishable
from an inanimate statue.

Immutable Form. The dvarapala is immune


to any spell or effect that would alter its
form.

Magic Resistance. The dvarapala has


advantage on saving throws against spells
and other magical effects.

Magic Weapons. The dvarapala's weapon


attacks are magical.

Actions______________________
Multiattack. The dvarapala makes three
attacks with its enchanted maul.

Enchanted Maul. Melee Weapon Attack:


+8 to hit, reach 5 ft., one target. Hit: 18
(4d6 + 4) bludgeoning damage, plus 10
(3d6) force damage.

71
Farasi Bahari Gajasimha
Farasi bahari are rare horses that live Gajasimhas are lions with the heads of
underwater and breathe through gills. elephants.
Aquatic Horses. Farasi bahari are Symbols of Power. The gajasimha is a
green haired horses that live and breathe symbol of power, representing both the pride
underwater. Due to their life at sea, farasi of a lion and the wisdom of an elephant, and
bahari have stronger lungs, finned limbs, and the symbol of a gajasimha is used in royal
gills on their necks. crests and heraldic seals.
Prize Possessions. The farasi bahari is
a rare creature that seldom visit the coast, but Gajasimha
when they do, they are the talk of the town.
Large monstrosity, unaligned
Farmers often hire adventurers to catch farasi
bahari and bring them to the farm to breed Armor Class 12
with the other horses. The children will appear Hit Points 58 (9d10 + 9)
to be normal horses but will have stronger Speed 45 ft.
lungs and small gills on their necks. STR DEX CON INT WIS CHA
17 14 13 7 14 8
(+3) (+2) (+1) (-2) (+2) (-1)
Farasi Bahari
Large monstrosity, unaligned Saving Throws STR +5
Skills Stealth +4, Survival +4
Armor Class 13 Senses Passive Perception 12
Hit Points 30 (4d10 + 8) Languages --
Speed 60 ft., swim 60 ft. Challenge 2 (450 XP)
STR DEX CON INT WIS CHA Pounce. If the gajasimha moves at least 20
16 17 14 5 10 7 feet straight toward a creature and then hits
(+3) (+3) (+2) (-3) (+0) (-2) it with a claw attack on the same turn, that
Senses Darkvision 60 ft., Passive target must succeed on a DC 13 Strength
Perception 10 saving throw or be knocked prone. If the
Languages -- target is prone, the gajasimha can make one
Challenge 1/2 (100 XP) gore attack against it as a bonus action.
Amphibious. The farasi bahari can breathe
air and water. Actions______________________
Multiattack. The gajasimha makes three
Actions______________________ claw attacks or two gore attacks.
Multiattack. The farasi bahari makes two
attacks with its hooves. Claw. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3)
Hooves. Melee Weapon Attack: +5 to hit, slashing damage.
reach 5 ft., one target. Hit: 8 (2d4 + 3)
bludgeoning damage. Gore. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.

72
Kimpurushas Kimpurusha Chief
The kimpurushas are a tribe of fierce, lion- Medium humanoid (kimpurusha), any
headed warriors. alignment
Mountainous Villages. The Armor Class 17 (Chain Shirt, Shield)
kimpurushas live in the Southern Peaks in Hit Points 52 (8d8 + 16)
small villages. These villages are nestled Speed 30 ft.
between the mountains, and occasionally trade STR DEX CON INT WIS CHA
with the raajye to their north or the dwarves of 16 15 14 10 13 11
Laakuda. (+3) (+2) (+2) (+0) (+1) (+0)
Fierce Warriors. Kimpurusha warriors Saving Throws STR +5
are exceptionally fierce, growing up in a Skills Survival +3
harsh, mountainous environment where Senses Passive Perception 11
weakness could mean death. Some Languages Common, Kimpurusha
kimpurushas find work as mercenaries, Challenge 2 (450 XP)
trading their skills in battle for food and metal
for their tribe. Actions______________________
Multiattack. The kimpurusha chief makes
two warhammer attacks and one bite attack.
Kimpurusha
Medium humanoid (kimpurusha), any Warhammer. Melee Weapon Attack: +5 to
alignment hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Armor Class 17 (Chain Shirt, Shield) bludgeoning damage, or 8 (1d10 + 3)
Hit Points 38 (7d8 + 7) bludgeoning damage if used with two
Speed 30 ft. hands.
STR DEX CON INT WIS CHA
16 14 13 10 11 11 Bite. Melee Weapon Attack: +5 to hit, reach
(+3) (+2) (+1) (+0) (+0) (+0) 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.
Skills Survival +2
Senses Passive Perception 10
Languages Common, Kimpurusha Adventure Hook: Kimpurusha Attack
Challenge 1 (200 XP) A group of kimpurusha tribes have united
Actions______________________ under the rulership of Durma Raaj, a
Multiattack. The kimpurusha makes two powerful kimpurusha chief. Now, the
warhammer attacks or one bite attack. kimpurushas are attacking dwarven mines
and raiding north into the Tekadi and Nadi
Warhammer. Melee Weapon Attack: +5 to raajye. Help is needed to defeat Durma Raaj
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) and instate a new king for the kimpurushas.
bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two
hands.

Bite. Melee Weapon Attack: +5 to hit, reach


5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.

73
Kimpurusha Elder Kinnaras
Medium humanoid (kimpurusha), any Kinnaras are small celestial creatures with the
alignment lower half of a bird and the upper half of a
Armor Class 13 (Leather, 16 With human.
Barkskin) Harmless Musicians. The kinnaras are
Hit Points 65 (10d8 + 20) mostly harmless and pacifist creatures that
Speed 30 ft. have a talent for music and bardic magic. The
STR DEX CON INT WIS CHA kinnaras are known to be kind, forgiving, and
15 14 14 11 15 11 naïve. Evil kings and peshwas take advantage
(+2) (+2) (+2) (+0) (+2) (+0) of this naivety at times, luring kinnaras into
Saving Throws WIS +4 cages to be displayed as living trophies.
Skills Survival +4 Strong Lovers. The kinnaras
Senses Passive Perception 12 experience especially strong feelings of love
Languages Common, Kimpurusha, Sylvan between each other, choosing to live alone
Challenge 3 (700 XP) with their romantic partners for the rest of
their long lives. The kinnaras live together in
Spellcasting. The kimpurusha elder is a 5h-
pairs in the forest of Himavanta, hidden in the
level spellcaster. Its spellcasting ability is
Pavitr Jungle.
Wisdom (spell save DC 12, +4 to hit with
spell attacks). The kimpurusha elder has the
following druid spells prepared:
Cantrips (at will): druidcraft, guidance,
produce flame
1st level (4 slots): cure wounds, faerie fire,
fog cloud, longstrider
2nd level (3 slots) barkskin, flame blade,
heat metal
3rd level (2 slots): call lightning, plant
growth

Actions______________________
Multiattack. The kimpurusha elder makes
two warhammer attacks and one bite attack.

Warhammer. Melee Weapon Attack: +4 to


hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage, or 7 (1d10 + 2)
bludgeoning damage if used with two
hands.

Bite. Melee Weapon Attack: +4 to hit, reach


5 ft., one target. Hit: 7 (1d10 + 2) piercing
damage.

74
Kinnara Kinnara Chief
Small celestial, neutral good Small celestial, neutral good
Armor Class 12 Armor Class 12
Hit Points 18 (4d6 + 4) Hit Points 45 (10d6 + 10)
Speed 25 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 14 12 11 13 15 8 15 12 12 13 15
(-1) (+2) (+1) (+0) (+1) (+2) (-1) (+2) (+1) (+1) (+1) (+2)
Saving Throws CHA +4 Saving Throws CHA +4
Skills Performance +4 Skills Perception +4
Senses Passive Perception 11 Senses Passive Perception 11
Languages Celestial, Common, Sylvan Languages Celestial, Common, Sylvan
Challenge 1/4 (50 XP) Challenge 1 (200 XP)
Spellcasting. The kinnara is a 1st-level Spellcasting. The kinnara chief is a 2nd-
spellcaster. Its spellcasting ability is level spellcaster. Its spellcasting ability is
Charisma (spell save DC 12, +4 to hit with Charisma (spell save DC 12, +4 to hit with
spell attacks). The kinnara has the following spell attacks). The kinnara chief has the
bard spells prepared: following bard spells prepared:
Cantrips (at will): dancing lights, vicious Cantrips (at will): dancing lights, vicious
mockery mockery
1st level (2 slots): charm person, healing 1st level (3 slots): charm person, healing
word word, sleep

Actions______________________ Actions______________________
Rapier. Melee Weapon Attack: +4 to hit, Multiattack. The kinnara chief makes three
reach 5 ft., one target. Hit: 6 (1d8 + 2) rapier attacks or one shortbow attack.
piercing damage.
Rapier. Melee Weapon Attack: +4 to hit,
Shortbow. Ranged Weapon Attack: +4 to reach 5 ft., one target. Hit: 6 (1d8 + 2)
hit, range 80/320 ft., one target. Hit: 5 (1d6 piercing damage.
+ 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to
hit, range 80/320 ft., one target. Hit: 5 (1d8
+ 2) piercing damage.

75
Nagas to cave systems or small pieces of dry land
where the naga can store its gold and scrolls
Nagas are wise and magical serpentine safely. Nagas also work with asuras,
creatures that guard gold, gems, and rakshasas, human followers, who build
knowledge in their underwater lairs. defenses, traps, and hidden gates in the naga’s
Vedic Dragons. The nagas are a type lair, guarding it from thieves. A naga might
of wingless and legless dragon, with magical lair in a cave system beneath a river, at the
powers and poisonous breath. Like most bottom of a lake, or in and around an island in
dragons, the nagas hoard gold and gems, but the ocean.
also scrolls, books, and other pieces of Nagaloka. While the nagas of the
knowledge, which they hide in their lairs. overworld live in oceans and rivers, the nagas
Humanoid Nagas. Not all nagas have of Patala live in the gem filled caverns of
or use a draconic form, and instead live as Nagaloka, the seventh lair of the underworld.
half-human half-cobra creatures in Nagaloka The nagas of Nagaloka are mostly true nagas
and the mortal world. Nagas who are born and seven-headed nagas, who are ruled by
with their draconic form have the ability to Vasuki, the nagaraaj (king of the nagas). The
shapeshift into humans, human-cobra hybrids, lairs of the nagas of Nagaloka are covered in
or back into their true form. These, more bright gems, and are guarded by clans of
powerful nagas, are known as True Nagas, and multiple nagas.
they rule over the other nagas.
Seven-Headed Nagas. Some nagas are Lair Actions.
born with multiple heads, and grow to become On initiative count 20 (losing initiative ties),
stronger, wiser, and deadlier than the other the naga takes a lair action to cause one of the
nagas. These nagas are the most powerful following effects; the naga can’t use the same
monsters in the world, only subordinate to the effect two rounds in a row:
gods themselves. The seven-headed nagas • Pools of water that the naga can see within
build multiple lairs and establish a base of 120 feet of it surge outward in a grasping
followers, who bring their leader wealth and tide. Any creature on the ground within 20
knowledge. feet of such a pool must succeed on a DC
Wise and Dangerous. Nagas crave 15 Strength saving throw or be pulled up
knowledge above all other things. They collect to 20 feet into the water and knocked
scrolls, books, even capture sages or priests to prone.
teach them ancient magic. Nagas rarely share
• A tremor shakes the lair in a 60-foot radius
their knowledge to outsiders, and will only
around the naga. Each creature other than
impart their wisdom to people that they trust.
the naga on the ground in that area must
Not all nagas are evil, but all nagas
succeed on a DC 15 Dexterity saving
seek knowledge. Evil nagas will use their
throw or be knocked prone.
knowledge to manipulate and trick its
• Lightning arcs, forming a 5-foot-wide line
enemies, while a good-aligned naga will use
between two of the lair's solid surfaces
its wisdom to help those in need. Regardless, a
that the naga can see. They must be within
naga is slow to trust, and an outsider must
120 feet of the naga and 120 feet of each
prove its worth to the naga to be rewarded
other. Each creature in that line must
with gold or wisdom.
succeed on a DC 15 Dexterity saving
Underwater Lairs. Nagas live in
throw or take 10 (3d6) lightning damage.
underwater lairs or grottos, where they can
swim freely. These lairs are usually connected

76
Regional Effects. • Underwater plants within 6 miles of the
The region containing a legendary naga’s lair naga’s lair take on dazzlingly brilliant
is warped by the naga’s magic, which creates hues.
one or more of the following effects. • Gems and pearls within 1 mile of the
• Once per day, the naga can alter the naga’s lair sparkle and gleam, shedding
weather in a 6-mile radius centered on its dim light in a 5-foot radius.
lair. The naga doesn't need to be outdoors; If the naga dies, changed weather reverts to
otherwise the effect is identical to the normal, as described in the spell, and the other
control weather spell. effects fade in ld10 days.

77
Naga
Huge dragon, any alignment
Armor Class 18 (Natural Armor)
Hit Points 115 (10d12 + 50)
Speed 40 ft., swim 80 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 17 (+3) 20 (+5) 13 (+1)
Saving Throws STR +10, CON +10, INT +8, WIS +10
Skills Arcana +8, Deception +6, History +8, Insight +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Celestial, Common, Infernal
Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit
with spell attacks). The naga can innately cast the following spells, requiring no material
components:
1/day each: call lightning, control water, insect plague, mass cure wounds, polymorph

Amphibious. The naga can breathe air and water.

Actions________________________________________________________
Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing
damage plus 13 (2d12) poison damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5)
bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the
creature is restrained, and the naga can't constrict another target.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning
damage.

Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and
aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
to the naga's Frightful Presence for the next 24 hours.

78
Poison Breath (Recharge 5–6). The naga spits poison in a 90-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) poison damage
on a failed save, or half as much damage on a successful one.

Legendary Actions_______________________________________________
The naga can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. The naga regains
spent legendary actions at the start of its turn.

Detect. The naga makes a Wisdom (Perception) check.

Tail Attack. The naga makes a tail attack.

Constrict (Costs 2 Actions). The naga makes a constrict attack.

Seven Headed Naga


Gargantuan dragon, any alignment
Armor Class 18 (Natural Armor)
Hit Points 186 (12d20 + 60)
Speed 40 ft., swim 80 ft.
STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 20 (+5) 19 (+4) 27 (+8) 15 (+2)
Saving Throws STR +16, CON +12, INT +11, WIS +15
Skills Arcana +9, Deception +7, History +9, Insight +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Celestial, Common, Infernal
Challenge 23 (50,000 XP)
Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit
with spell attacks). The naga can innately cast the following spells, requiring no material
components:
1/day each: call lightning, control water, hallucinatory terrain, insect plague, mass cure wounds,
mirage arcane, polymorph, scrying

Multiple Heads. The naga has seven heads. While it has more than one head, the naga has
advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

79
Whenever the naga takes 25 or more damage in a single turn, one of its heads dies. If all its heads
die, the naga dies.

Reactive Heads. For each head the naga has beyond one, it gets an extra reaction that can be used
only for opportunity attacks.

Wakeful. While the naga sleeps, at least one of its heads is awake.

Amphibious. The naga can breathe air and water.

Actions________________________________________________________
Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing
damage plus 19 (3d12) poison damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 27 (4d8 + 9)
bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the
creature is restrained, and the naga can't constrict another target.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) bludgeoning
damage.

Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and
aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
to the naga's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). The naga spits poison in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 17 Dexterity saving throw, taking 88 (16d10) poison damage
on a failed save, or half as much damage on a successful one.

Legendary Actions_______________________________________________
The naga can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. The naga regains
spent legendary actions at the start of its turn.

Detect. The naga makes a Wisdom (Perception) check.

Tail Attack. The naga makes a tail attack.

Constrict (Costs 2 Actions). The naga makes a constrict attack.

80
Narakas Yama. When a creature dies, the yamadutas
arrive to guide the soul to Naraka. The
The narakas are the divine creatures that live yamadutas are also the soldiers and
in Naraka and are ruled by their king, Lord gatekeepers of Pitrloka, and torment evil souls
Yama, the god of death. in Naraka.
Lord Yama. Lord Yama is the god of
death and justice, and judges the souls of the Adventure Hook: Saving a Soul
dead. Yama rules the realm of Naraka (hell)
and is king of the spirits that live in Naraka The great hero Anjali Gupta was killed in
known as the narakas. battle against a fearsome rakshasa prince.
Judgement and Reincarnation. When The rakshasa used a magic clay jar to trap
a creature dies, its soul is taken to Pitrloka, the Anjali’s soul and escaped before the
city of death, to be judged by Lord Yama. If yamadutas could arrive. Now, new heroes
the soul had bad karma, it spends time being are needed to defeat this rakshasa and save
tormented in Naraka before being reborn. If Anjali’s soul from whatever terrible fate
the soul had good karma, it is sent to Svarga to awaits her.
live with the gods before it is reborn. Good
karma cannot cancel out bad karma, and most Ruru
souls spend some time in both Naraka and Large undead, lawful neutral
Svarga. Armor Class 16 (Natural Armor)
Naraka. Naraka is the Vedic hell, and Hit Points 67 (9d10 + 18)
separate from the realms of Bhoomi, Patala, Speed 35 ft.
and Svarga. The 28 layers of Naraka are ruled
STR DEX CON INT WIS CHA
by Lord Yama from the capital city of
17 13 14 14 11 8
Pitrloka. Naraka is filled with souls, ghosts,
(+3) (+1) (+2) (+2) (+0) (-1)
and other such undead, and is the land of
torment for the souls of creatures with bad Skills Intimidation +1
karma. Damage Resistances Necrotic
Rurus. Rurus are large serpents that Senses Darkvision 120 ft., Passive
live in Naraka, torturing the souls of the Perception 10
greedy or selfish. The rurus are the souls of Languages Celestial, Common
creatures that have been harmed the greedy Challenge 3 (700 XP)
soul’s actions. Actions______________________
Kravyadas. The especially evil and Multiattack. The ruru makes two bite
greedy souls are tortured by flesh eating rurus attacks.
called kravyadas. Kravyadas are larger and
more fearsome than typical rurus. Bite. Melee Weapon Attack: +5 to hit, reach
Sarameyas. Mass murderers, evil 5 ft., one target. Hit: 14 (2d10 + 3) piercing
kings, and people who abuse their power are damage.
tortured by the sarameyas. The sarameyas are
the sons of the minor goddess Sarama (the Constrict. Melee Weapon Attack: +5 to hit,
goddess of dogs and wolves). They take the reach 5 ft., one creature. Hit: 12 (2d8 + 3)
form of four-eyed dogs with black fur and bludgeoning damage, and the target is
razor-sharp teeth. grappled (escape DC 15). Until this grapple
Yamadutas. The yamadutas are the ends, the creature is restrained, and the ruru
angels of death and the servants of Lord can't constrict another target.

81
Kravyada Sarameya
Huge undead, lawful neutral Large celestial, lawful neutral
Armor Class 18 (Natural Armor) Armor Class 12
Hit Points 93 (11d12 + 22) Hit Points 60 (8d10 + 16)
Speed 40 ft. Speed 45 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 15 14 14 11 12 17 15 14 12 13 10
(+3) (+2) (+2) (+2) (+0) (+1) (+3) (+2) (+2) (+1) (+1) (+0)
Skills Intimidation +4 Damage Resistances Necrotic
Damage Immunities Necrotic Senses Darkvision 120 ft., Passive
Senses Darkvision 120 ft., Passive Perception 11
Perception 10 Languages Can understand Celestial, but
Languages Celestial, Common can't speak it
Challenge 6 (2,300 XP) Challenge 2 (450 XP)
Actions______________________ Actions______________________
Multiattack. The kravyada makes three bite Multiattack. The sarameya makes two bite
attacks. attacks.

Bite. Melee Weapon Attack: +6 to hit, reach Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 19 (3d10 + 3) piercing 5 ft., one target. Hit: 14 (2d10 + 3) piercing
damage. damage.

Constrict. Melee Weapon Attack: +6 to hit,


reach 5 ft., one creature. Hit: 16 (3d8 + 3)
bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple
ends, the creature is restrained, and the
kravyada can't constrict another target.

82
Yamaduta
Medium celestial, lawful neutral
Armor Class 16 (Natural Armor)
Hit Points 156 (24d8 + 48)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 13 (+1) 16 (+3) 12 (+1)
Saving Throws WIS +6
Skills Insight +7, Religion +5
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 12
Languages Celestial, Common
Challenge 10 (5,900 XP)
Angelic Weapons. The yamaduta's weapon attacks are magical. When the yamaduta hits with any
weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Magic Resistance. The yamaduta has advantage on saving throws against spells and other magical
effects.

Shapechanger. The yamaduta can use its action to polymorph into its wraith form or back into its
true form, which is humanoid. Its statistics, other than its weapon attacks, are the same in each
form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions________________________________________________________
Multiattack. The yamaduta makes four scimitar attacks in its humanoid form or three life drain
attacks in its wraith form.

Scimitar (humanoid form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage, plus 18 (4d8) radiant damage.

Life Drain (wraith form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
(4d6) necrotic damage, plus 18 (4d8) radiant damage.

83
Panis
Panis are a clan of weak demons who steal Pani Chieftain
livestock and grain from villages. Medium fiend (asura), chaotic evil
Thieves and Raiders. The panis raid Armor Class 17 (Chain Shirt, Shield)
agrarian villages for grain, livestock, and gold, Hit Points 55 (10d8 + 10)
which they horde in their caves. While the Speed 30 ft.
panis are evil and cruel, they are above all STR DEX CON INT WIS CHA
demons of greed, and can be bribed with food 12 16 13 8 9 15
or gold. (+1) (+3) (+1) (-1) (-1) (+2)
Stolen Cows. According to the Skills Deception +4
Rigveda, the panis stole the celestial cows of Senses Passive Perception 9
Indra and hid them in a riverside cave, Languages Common, Infernal
blocking the cave’s entrance with a large Challenge 2 (450 XP)
boulder. Sarama arrived with Lord Indra and a
few angiris who went to battle with the hordes Actions______________________
of panis to reclaim the stolen cows. The panis Mulitattack. The pani chieftain makes two
scattered and fled at the sight of Indra and the shortsword attacks or one light crossbow
angiris. attack.

Shortsword. Melee Weapon Attack: +5 to


Pani hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Medium fiend (asura), chaotic evil piercing damage.
Armor Class 13
Hit Points 26 (4d8 + 8) Light Crossbow. Ranged Weapon Attack:
Speed 30 ft. +5 to hit, range 80/320 ft., one target. Hit: 7
STR DEX CON INT WIS CHA (1d8 + 3) piercing damage.
11 16 14 8 7 15
(+0) (+3) (+2) (-1) (-2) (+2) Adventure Hook: Pani Raids
Skills Deception +4 In recent weeks, villages in the Nadi Raajy
Senses Passive Perception 8 have been raided by panis and their allies, a
Languages Common, Infernal clan of powerful asuras. The decadent king
Challenge 1/2 (100 XP) of the raajy does nothing to protect his
Actions______________________ people from the raids, and the village
Multiattack. The pani makes two leaders have turned to adventurers to defeat
shortsword attacks. the panis and recover the stolen gold.

Shortsword. Melee Weapon Attack: +5 to


hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

84
Pishacha
The pishachas are a clan of powerful, anger-filled demons that possess their victims and fill them
with rage.
Personifications of Anger. Just as the panis are the personifications of greed, the pishachas
are the personifications of anger and the brothers of the demon lord Kali. They are fierce warriors
who haunt cremation grounds and serve as demonic soldiers.

Pishacha
Medium fiend (asura), chaotic evil
Armor Class 12
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 7 (-2) 6 (-2) 15 (+2)
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Infernal
Challenge 5 (1,800 XP)
Spellcasting. The pishacha is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks). The pishacha has the following sorcerer spells prepared:
Cantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp, true strike
1st level (4 slots): disguise self, false life, silent image, sleep
2nd level (3 slots): darkness, invisibility, suggestion
3rd level (3 slots): fear, hypnotic pattern, slow
4th level (2 slots): blight, greater invisibility

Actions________________________________________________________
Multiattack. The pishacha makes three demonic claw attacks.

Demonic Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing
damage, plus 7 (2d6) necrotic damage.

Possession (Recharge 6). One humanoid that the pishacha can see within 5 feet of it must succeed
on a DC 12 Charisma saving throw or be possessed by the pishacha; the pishacha then disappears,
and the target is incapacitated and loses control of its body. The pishacha now controls the body
but doesn't deprive the target of awareness. The pishacha can't be targeted by any attack, spell, or
other effect, and it retains its alignment, Intelligence, Wisdom, and Charisma scores. It otherwise
uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the pishacha ends it as a bonus action, or
the pishacha is forced out by an effect like the dispel evil and good spell. When the possession
ends, the pishacha reappears in an unoccupied space within 5 feet of the body. The target is
immune to this pischacha's Possession for 24 hours after succeeding on the saving throw or after
the possession ends.

85
Rakshasas Brahmarakshasas. When a brahmin
Rakshasas are vampiric demons that live in misuses his power or does evil deeds during
the mortal world and prey on humanoid his life, he is reborn as a brahmarakshasa.
creatures. These rakshasas are especially powerful and
Fierce Demons. Rakshasas are fierce intelligent, and hunt and attack other
creatures, resembling tall, strong humans with brahmins.
grey or brown skin, flaming red eyes and
sharp fangs. Some rakshasas have the physical
characteristics of animas, like a lion’s head or
a tiger’s claws.
Magical Powers. The rakshasas are
magical demons, and masters of illusion and
enchantment. They frequently shapeshift to
sneak into cities or create illusory terrain to
trick their enemies.
Enemy of Mortals. While the asuras
live in the depths of Patala and are the sworn
enemies of the gods, the rakshasas live in the
mortal world and are the enemies of the
humanoid races. Rakshasas conquer humanoid
kingdoms, drink the blood of their enemies,
and hunt humanoid creatures. Powerful
rakshasas will often attract many allies, from
clans of asuras to influential nagas, who they
use to reach their goals.
Ritual Death. Each rakshasa has a
unique boon, or gift, that specifies the
conditions of its death. For example, Lord
Ravan from the Ramayan couldn’t be killed
by a god or yaksha, but only by a human.
Example boons are shown in the table below:

1d6 Rakshasa Boon


1 The rakshasa can only be killed by
an arrow to the forehead
2 The rakshasa is immune to
magical effects
3 The rakshasa must be killed
underwater
4 The rakshasa can only be killed by
a wooden weapon
5 The rakshasa is immune to
piercing and slashing damage
6 The rakshasa must be killed while
in one of its fortresses

86
Rakshasa
Medium fiend (rakshasa), lawful evil
Armor Class 17 (Chain Shirt, Shield)
Hit Points 121 (22d8 + 22)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 17 (+3)
Saving Throws CHA +6
Skills Deception +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Infernal
Challenge 7 (2,900 XP)
Spellcasting. The rakshasa is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 14, +6 to hit with spell attacks). The rakshasa has the following sorcerer spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (2 slots): fireball, hypnotic pattern

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 2 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________
Multiattack. The rakshasa makes two attacks with its khanda and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage,
plus 14 (4d6) poison damage.

Khanda. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
On a hit, the rakshasa may use its bonus action to attempt another attack dealing 6 (1d4 + 4)
piercing damage.

87
Rakshasa Sorcerer
Medium fiend (rakshasa), lawful evil
Armor Class 14 (Studded Leather)
Hit Points 192 (35d8 + 35)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 13 (+1) 7 (-2) 19 (+4)
Saving Throws CHA +8
Skills Deception +8
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Infernal
Challenge 12 (8,400 XP)
Spellcasting. The rakshasa sorcerer is an 18th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 15, +7 to hit with spell attacks). The rakshasa sorcerer has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (3 slots): cone of cold, dominate person, insect plague
6th level (1 slot): circle of death
7th level (1 slot): fire storm
8th level (1 slot): earthquake
9th level (1 slot): meteor storm

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________
Multiattack. The rakshasa makes two attacks with its claws and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage,
plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

88
Rakshasa Warlord
Medium fiend (rakshasa), lawful evil
Armor Class 18 (Chain Mail, Shield)
Hit Points 198 (36d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 13 (+1) 11 (+0) 7 (-2) 17 (+3)
Saving Throws CHA +8
Skills Deception +8, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Infernal
Challenge 14 (11,500 XP)
Spellcasting. The rakshasa warlord is a 10th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 16, +8 to hit with spell attacks). The rakshasa warlord has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (2 slots): cone of cold, insect plague

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________
Multiattack. The rakshasa warlord makes three attacks with its poisoned khanda and one bite
attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage,
plus 21 (6d6) poison damage.

Poisoned Khanda. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
slashing damage, plus 10 (3d6) poison damage. On a hit, the rakshasa may use its bonus action to
attempt another attack dealing 6 (1d4 + 4) piercing damage.

89
Brahmarakshasa
Medium fiend (rakshasa), neutral evil
Armor Class 14 (Studded Leather)
Hit Points 137 (25d8 + 25)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 9 (-1) 11 (+0) 19 (+4)
Saving Throws WIS +5, CHA +9
Skills Arcana +4, Deception +9, Perception +5, Religion +4
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Infernal
Challenge 16 (15,000 XP)
Limited Magic Immunity. The brahmarakshasa can't be affected or detected by spells of 6th level
or lower unless it wishes to be. It has advantage on saving throws against all other spells and
magical effects.

Spellcasting. The brahmarakshasa is a 20th-level spellcaster. Its spellcasting ability is Charisma


(spell save DC 17, +9 to hit with spell attacks). The brahmarakshasa has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (3 slots): cone of cold, dominate person, insect plague
6th level (2 slots): chain lightning, circle of death
7th level (2 slots): delayed blast fireball, fire storm
8th level (1 slot): earthquake
9th level (1 slot): meteor storm

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 5 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________
Multiattack. The brahmarakshasa makes three attacks with its claws and one bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage,
plus 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

90
Rikshas Riksha Raaj
Rikshas are human-bear hybrids that live in Medium humanoid, any alignment
the forests and mountains. Armor Class 14 (Hide)
Black Bears. The rikshas are Hit Points 78 (12d8 + 24)
humanoid creatures with the thick fur and Speed 30 ft.
head of an Asian black bear. They are STR DEX CON INT WIS CHA
distantly related to the vanaras, and are 16 14 15 11 9 14
generally good-aligned creatures who help (+3) (+2) (+2) (+0) (-1) (+2)
heroes and gods on their quests. Skills Survival +1
King of the Bears. The rikshas live in Senses Passive Perception 9
the Pavitr Jungle and are rued by King Languages Common, Riksha
Jambavan, the Riksha Raaj or “King of the Challenge 4 (1,100 XP)
Bears.” King Jambavan is a good king, and
Keen Smell. The riksha raaj has advantage
will aid any travelers who find themselves lost
on Wisdom (Perception) checks that rely on
in the mountains
smell.

Riksha Actions______________________
Medium humanoid, any alignment Multiattack. The riksha raaj makes three
Armor Class 13 (Hide) poisoned greataxe attacks or two bite
Hit Points 65 (10d8 + 20) attacks.
Speed 30 ft.
STR DEX CON INT WIS CHA Poisoned Greataxe. Melee Weapon Attack:
16 13 14 11 10 11 +5 to hit, reach 5 ft., one target. Hit: 9
(+3) (+1) (+2) (+0) (+0) (+0) (1d12 + 3) slashing damage, and the target
must make a DC 12 Constitution saving
Skills Survival +2 throw or take 10 (3d6) poison damage on a
Senses Passive Perception 10 failed save, or half as much damage on a
Languages Common, Riksha successful one.
Challenge 2 (450 XP)
Keen Smell. The riksha has advantage on Bite. Melee Weapon Attack: +5 to hit, reach
Wisdom (Perception) checks that rely on 5 ft., one target. Hit: 8 (1d10 + 3) piercing
smell. damage.

Actions______________________ Adventure Hook: Riksha Safe House


Multiattack. The riksha makes two greataxe
attacks or two bite attacks. The adventurers have been traveling on foot
for a while, but are getting low on health
Greataxe. Melee Weapon Attack: +5 to hit, and spell slots. Up ahead, they see a large
reach 5 ft., one target. Hit: 9 (1d12 + 3) wooden hut, the home of a riksha. Since
slashing damage. monsters had just passed through (perhaps
the ones the adventurers were hunting), the
Bite. Melee Weapon Attack: +5 to hit, reach riksha is wary of strangers, and asks the
5 ft., one target. Hit: 8 (1d10 + 3) piercing adventurers to prove their worth if they
damage. want to earn food and shelter.

91
Timingila
The timingila is an enormous whale that whales for food. At times, the timingila
swallows ships, sharks, and sea creatures. swallows ships whole and the sailors who
Terror of the Deep. The timingila survive timingila attacks rarely return to the
lurks deep underwater, hunting sharks and sea, afraid that they’ll be attacked once more
by the sea monster.

Timingila
Gargantuan monstrosity, unaligned
Armor Class 16 (Natural Armor)
Hit Points 125 (10d20 + 20)
Speed 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 15 (+2) 5 (-3) 14 (+2) 9 (-1)
Saving Throws CON +5
Senses Blindsight 120 ft., Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Echolocation. The timingila can't use its blindsight while deafened.

Hold Breath. The timingila can hold its breath for an hour.

Keen Hearing. The timingila has advantage on Wisdom (Perception) checks that rely on hearing.

Actions________________________________________________________
Multiattack. The timingila makes three bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Swallow. The timingila makes one bite attack against a Huge or smaller target it is grappling. If
the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and
restrained, it has total cover against attacks and other effects outside the timingila, and it takes 20
(8d4) acid damage at the start of each of the timingila's turns. The timingila can have only one
target swallowed at a time. If the timingila dies, a swallowed creature is no longer restrained by it
and can escape from the corpse using 5 feet of movement, exiting prone.

92
Vidyadhara weapon deals an extra 4d8 radiant damage
(included in the attack).
Vidyadharas are celestial air spirits, who serve
the gods. Magic Resistance. The vidyadhara has
Peaceful Demigods. The vidyadharas advantage on saving throws against spells
are a race of demigods, who live in the and other magical effects.
Southern Peaks in small, mountainside
villages. Vidyadhara communities are Shapechanger. The vidyadhara can use its
peaceful and orderly, and if the village comes action to polymorph into an air elemental or
under attack, the vidyadharas are more likely back into its true form, which is humanoid.
to flee than fight back. If commanded to fight, Its statistics, other than its weapon attacks,
the vidyadharas are powerful adversaries with are the same in each form. Any equipment it
angelic weapons and magical powers. is wearing or carrying isn't transformed. It
Followers of Indra. The vidyadharas reverts to its true form if it dies.
are the followers of Indra, and many
vidyadharas live in Lord Indra’s court Actions______________________
alongside the kinnaras and apsaras. It is not Multiattack. The vidyadhara makes three
uncommon, however, to find vidyadharas in scimitar or longbow attacks in its humanoid
Lord Kubera’s court with the yakshas and form or two wind whip attacks in its
guhyakas. elemental form.
Keepers of Knowledge. The
vidyadharas are the protectors of sacred texts Scimitar (humanoid form only). Melee
and magical secrets. Sages will travel through Weapon Attack: +7 to hit, reach 5 ft., one
the Southern Peaks, seeking out vidyadharas target. Hit: 6 (1d6 + 3) slashing damage,
for their wisdom and knowledge. plus 18 (4d8) radiant damage.

Vidyadhara Longbow (humanoid form only). Ranged


Weapon Attack: +7 to hit, range 150/600 ft.,
Medium celestial, lawful good
one target. Hit: 7 (1d8 + 3) piercing
Armor Class 16 (Natural Armor) damage, plus 18 (4d8) radiant damage.
Hit Points 143 (22d8 + 44)
Speed 30 ft., fly 60 ft. Wind Whip (elemental form only). Melee
STR DEX CON INT WIS CHA Weapon Attack: +7 to hit, reach 10 ft., one
13 16 15 12 14 13 target. Hit: 10 (3d4 + 3) slashing damage,
(+1) (+3) (+2) (+1) (+2) (+1) plus 18 (4d8) radiant damage.
Saving Throws WIS +6
Skills Acrobatics +7, Religion +5 Adventure Hook: Vidyadhara Temple
Damage Immunities Lightning A priest of Vayu, the wind god, has asked
Senses Darkvision 60 ft., Passive the adventurers to travel to a temple in the
Perception 12 mountains and recover an ancient relic
Languages Celestial, Common which could control the winds. The temple
Challenge 9 (5,000 XP) was once a vidyadhara monastery before it
Angelic Weapons. The vidyadhara's was attacked by a horde of asuras and
weapon attacks are magical. When the became home to a variety of monstrosities
vidyadhara hits with any weapon, the and fiends.

93
Yakshas Adventure Hook: Finding Alaka

The yakshas are fey creatures who serve Lord A dwarf miner believed that he had found
Kubera and protect the natural world. the golden city of Alaka, and told his family
Lord Kubera. Lord Kubera is the god about his discovery. Now, he has been
of wealth, thievery, and the king of the murdered, and the map he made to the city
yakshas. He has many roles, to protect the has been stolen. His brother, the dwarf
earth from humans and asuras, to distribute Arjun, needs the help of adventurers to find
wealth, and to fight the nagas, the hoarders of the murderer and recover the map.
wealth. Lord Kubera rules the yakshas from
his capital city of Alaka. Guhyaka
Guhyakas. Guhyakas are small, Small fey, neutral good
winged humanoids who live in the mountains Armor Class 12
and forests. They are the messengers of Lord Hit Points 17 (5d6)
Kubera and deliver messages between the Speed 25 ft., fly 25 ft.
gods in Svarga and the yakshas in the mortal
STR DEX CON INT WIS CHA
world. At Kubera’s command, the guhyakas
7 14 11 8 13 10
may lead heroes through the mountains and to
(-2) (+2) (+0) (-1) (+1) (+0)
the golden city of Alaka.
Nairratas. Long ago, Lord Kubera was Skills Stealth +4
the ruler of Lanka, the island kingdom of the Senses Passive Perception 11
asuras and rakshasas. Kubera’s half-brother, Languages Celestial, Common, Sylvan
the demon Ravan betrayed Kubera and Challenge 1/4 (50 XP)
usurped the throne, taking Lanka for himself. Spellcasting. The guhyaka is a 1st-level
Lord Kubera escaped to Alaka in the spellcaster. Its spellcasting ability is
mountains, where he formed his new Wisdom (spell save DC 11, +3 to hit with
kingdom, and with him, he took the nairratas, spell attacks). The guhyaka has the
a clan of powerful asuras. following druid spells prepared:
The nairratas are fearsome asuras, and Cantrips (at will): druidcraft, guidance
the loyal followers of Lord Kubera. They form 1st level (2 slots): healing word,
the bulk of his army when the yakshas go to thunderwave
war and are the protectors of the golden city of
Alaka. Actions______________________
Yakshas. The yakshas are nature Shortbow. Ranged Weapon Attack: +4 to
spirits, most of whom live in the mountains or hit, range 80/320 ft., one target. Hit: 5 (1d6
jungles of Mahavedia. They are the protectors + 2) piercing damage.
of the earth and the sworn enemies of the
nagas, who dig tunnels and hoard gold. They
resemble humans, but are typically shorter and
have magical powers.

94
Nairrata Nairrata General
Medium fiend (asura), chaotic neutral Medium fiend (asura), chaotic neutral
Armor Class 15 (Chain Shirt, Shield) Armor Class 16 (Chain Shirt, Shield)
Hit Points 39 (6d8 + 12) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 11 15 12 8 9 16 12 15 13 10 11
(+3) (+0) (+2) (+1) (-1) (-1) (+3) (+1) (+2) (+1) (+0) (+0)
Skills Athletics +5, Intimidation+1 Skills Athletics +6, Intimidation +3
Damage Resistances Bludgeoning, Damage Resistances Bludgeoning,
Piercing, and Slashing from Nonmagical Piercing, and Slashing from Nonmagical
Attacks Attacks
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 10
Languages Common, Infernal, Sylvan Languages Common, Infernal, Sylvan
Challenge 3 (700 XP) Challenge 5 (1,800 XP)
Actions______________________ Actions______________________
Multiattack. The nairrata makes three Multiattack. The nairrata general makes
attacks with its khanda. three attacks with its poisoned khanda.

Khanda. Melee Weapon Attack: +5 to hit, Poisoned Khanda. Melee Weapon Attack:
reach 5 ft., one target. Hit: 7 (1d8 + 3) +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
slashing damage. On a hit, the nairrata may + 3) slashing damage, and the target must
use its bonus action to attempt another succeed on a DC 12 Constitution saving
attack dealing 5 (1d4 + 3) piercing damage. throw or take 10 (3d6) poison damage on
failed save, or half as much damage on a
successful one. On a hit, the nairrata general
may use its bonus action to attempt another
attack dealing 5 (1d4 + 3) piercing damage.

95
Yaksha Yaksha Shaman
Medium fey, any alignment Medium fey, any alignment
Armor Class 16 (Leather, Shield) Armor Class 14 (Leather)
Hit Points 27 (6d8) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 16 11 10 11 14 13 16 13 10 15 12
(+1) (+3) (+0) (+0) (+0) (+2) (+1) (+3) (+1) (+0) (+2) (+1)
Damage Resistances Poison Saving Throws WIS +4
Senses Darkvision 60 ft., Passive Damage Resistances Poison
Perception 10 Senses Darkvision 60 ft., Passive
Languages Common, Sylvan Perception 12
Challenge 1/2 (100 XP) Languages Common, Sylvan
Actions______________________ Challenge 2 (450 XP)
Multiattack. The yaksha makes two Spellcasting. The yaksha shaman is a 3rd-
scimitar attacks. level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 12, +4 to hit with
Scimitar. Melee Weapon Attack: +5 to hit, spell attacks). The yaksha shaman has the
reach 5 ft., one target. Hit: 6 (1d6 + 3) following druid spells prepared:
slashing damage. Cantrips (at will): druidcraft, poison spray
1st level (4 slots): charm person, cure
wounds, faerie fire, fog cloud
2nd level (2 slots): flame blade, spike
growth

Actions______________________
Multiattack. The yaksha shaman makes two
attacks with its staff.

Staff. Melee Weapon Attack: +3 to hit,


reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage.

96
Monsters by CR Hippogriff Challenge 4
Kimpurusha Banshee
Challenge 1/8 Kinnara Chief Crocotta
Bandit Scarecrow Ettin
Cultist Specter Ghost
Guard Spy Helmed Horror
Merfolk Lizard King
Noble Challenge 2 Riksha Raaj
Tribal Warrior Bandit Captain Wereboar
Twig Blight Berserker Weretiger
Cult Fanatic
Challenge 1/4 Druid Challenge 5
Acolyte Gajasimha Air Elemental
Flying Sword Ghast Asura Illusionist
Goblin Griffon Bhoot
Guhyaka Kimpurusha Chief Earth Elemental
Kinnara Lizardfolk Shaman Fire Elemental
Needle Blight Merrow Flesh Golem
Skeleton Minotaur Skeleton Gladiator
Zombie Pani Chieftain Hill Giant
Priest Nairrata General
Challenge 1/2 Riksha Night Hag
Apsara Rug of Smothering Pishacha
Farasi Bahari Sahuagin Priestess Revenant
Gandharva Sarameya Sahuagin Baron
Hobgoblin Sea Hag Shambling Mound
Lizardfolk Wererat Troll
Pani Will-o’-Wisp Water Elemental
Preta Yaksha Shaman Werebear
Sahuagin Wraith
Scout Challenge 3
Shadow Asura Battlerager Challenge 6
Thug Bugbear Chief Chimera
Vine Blight Green Hag Churel
Warhorse Skeleton Hobgoblin Captain Galeb Duhr
Yaksha Kimpurusha Elder Hobgoblin Warlord
Knight Invisible Stalker
Challenge 1 Minotaur Kravyada
Aleya Nairrata Mage
Animated Armor Ruru Vetala
Asura Archer Veteran
Bugbear Water Weird Challenge 7
Dryad Werewolf Nivatakavacha
Ghoul Wight Rakshasa
Goblin Boss Yeti Stone Giant

97
Challenge 8 Challenge 21 Ghoul
Angiri Lich Invisible Stalker
Assassin Solar Kalakeya
Frost Giant Naga
Hydra Challenge 23 Purple Worm
Kalakeya Kraken Revenant
Timingila Seven Headed Naga Scout
Seven-Headed Naga
Challenge 9 Wight
Monsters by Terrain Zombie
Abominable Yeti
Clay Golem Coastal
Cloud Giant Aleya Forest / Jungle
Fire Giant Bandit Apsara
Treant Bandit Captain Asura Archer
Vidyadhara Berserker Asura Battlerager
Druid Asura Illusionist
Challenge 10 Farasi Bahari Bandit
Deva Lizard King Bandit Captain
Dvarapala Lizardfolk Berserker
Stone Golem Lizardfolk Shaman Bugbear
Yamaduta Naga Bugbear Chief
Nivatakavacha Druid
Dryad
Challenge 12 Sahuagin
Sahuagin Baron Gajasimha
Archmage
Sahuagin Priestess Gandharva
Rakshasa Sorcerer
Scout Goblin
Sea Hag Goblin Boss
Challenge 13 Green Hag
Seven-Headed Naga
Storm Giant Griffon
Storm Giant
Tribal Warrior Hippogriff
Challenge 14 Water Weird Hydra
Rakshasa Warlord Kinnara
Desert Kinnara Chief
Challenge 15 Air Elemental Lizard King
Purple Worm Lizardfolk
Asura Archer
Asura Battlerager Lizardfolk Shaman
Challenge 16 Asura Illusionist Minotaur
Brahmarakshasa Bandit Naga
Iron Golem Bandit Captain Needle Blight
Naga Bhoot Riksha
Planetar Chimera Riksha Raaj
Druid Scout
Challenge 17 Earth Elemental Seven-Headed Naga
Death Knight Fire Elemental Shambling Mound
Ghast Treant
Tribal Warrior

98
Troll Hill Kimpurusha Chief
Twig Blight Air Elemental Kimpurusha Elder
Vine Blight Bandit Nairrata
Water Elemental Bandit Captain Nairrata General
Water Weird Berserker Riksha
Werebear Bhoot Riksha Raaj
Wereboar Chimera Stone Giant
Weretiger Cloud Giant Storm Giant
Will-o’-Wisp Earth Elemental Vidyadhara
Yaksha Ettin Yaksha
Yaksha Shaman Fire Elemental Yaksha Shaman
Fire Giant Yeti
Grassland Gajasimha
Air Elemental Galeb Duhr Naraka
Asura Archer Goblin Banshee
Asura Battlerager Goblin Boss Death Knight
Asura Illusionist Griffon Ghast
Bandit Guhyaka Ghost
Bandit Captain Hill Giant Ghoul
Bhoot Hippogriff Invisible Stalker
Brahmarakshasa Hobgoblin Kravyada
Chimera Hobgoblin Captain Lich
Cloud Giant Hobgoblin Warlord Night Hag
Earth Elemental Hydra Revenant
Ettin Minotaur Ruru
Gajasimha Pani Sarameya
Goblin Pani Chieftain Shadow
Goblin Boss Pishacha Skeleton
Griffon Revenant Specter
Hill Giant Scout Warhorse Skeleton
Hippogriff Shambling Mound Wight
Hobgoblin Tribal Warrior Wraith
Hobgoblin Captain Troll Yamaduta
Hobgoblin Warlord Wereboar Zombie
Hydra
Invisible Stalker Mountain Swamp
Kalakeya Abominable Yeti Aleya
Minotaur Air Elemental Druid
Pishacha Cloud Giant Dryad
Scarecrow Earth Elemental Goblin
Scout Frost Giant Goblin Boss
Shambling Mound Galeb Duhr Green Hag
Troll Guhyaka Hydra
Wereboar Hill Giant Lizard King
Weretiger Kimpurusha Lizardfolk
Lizardfolk Shaman

99
Naga Seven-Headed Naga Spy
Needle Blight Timingila Stone Golem
Night Hag Water Elemental Thug
Seven-Headed Naga Water Weird Vetala
Shambling Mound Veteran
Treant Urban Vidyadhara
Tribal Warrior Acolyte Wererat
Twig Blight Angiri Yaksha
Vine Blight Animated Armor Yaksha Shaman
Water Elemental Apsara
Water Weird Archmage Monsters by Type
Will-o’-Wisp Assassin
Asura Archer Celestial
Underdark / Patala Asura Battlerager Angiri
Asura Archer Asura Illusionist Apsara
Asura Battlerager Bandit Deva
Asura Illusionist Bandit Captain Gandharva
Bugbear Banshee Kinnara
Bugbear Chief Bhoot Kinnara Chief
Ettin Brahmarakshasa Planetar
Fire Giant Churel Sarameya
Frost Giant Clay Golem Solar
Hill Giant Commoner Vidyadhara
Hobgoblin Cult Fanatic Yamaduta
Hobgoblin Captain Cultist
Hobgoblin Warlord Dvarapala Construct
Kalakeya Flying Sword Animated Armor
Naga Gandharva Clay Golem
Nivatakavacha Ghost Dvarapala
Pani Gladiator Flesh Golem
Pani Chieftain Guard Flying Sword
Pishacha Helmed Horror Helmed Horror
Seven-Headed Naga Iron Golem Iron Golem
Stone Giant Kalakeya Rug of Smothering
Storm Giant Knight Scarecrow
Troll Mage Stone Golem
Night Hag
Underwater Noble Dragon
Farasi Bahari Preta Naga
Kraken Priest Seven-Headed Naga
Merfolk Rakshasa
Merrow Rakshasa Sorcerer Elemental
Naga Rakshasa Warlord Air Elemental
Sahuagin Revenant Earth Elemental
Sahuagin Baron Rug of Smothering Fire Elemental
Sahuagin Priestess Shadow Galeb Duhr

100
Invisible Stalker Bandit Captain Chimera
Water Elemental Berserker Crocotta
Water Weird Bugbear Farasi Bahari
Bugbear Chief Gajasimha
Fey Commoner Griffon
Dryad Cult Fanatic Hippogriff
Green Hag Cultist Hydra
Guhyaka Druid Kraken
Sea Hag Gladiator Minotaur
Yaksha Goblin Merrow
Yaksha Shaman Goblin Boss Purple Worm
Guard Timingila
Fiend Hobgoblin Yeti
Asura Archer Hobgoblin Captain
Asura Battlerager Hobgoblin Warlord Plant
Asura Illusionist Kimpurusha Needle Blight
Brahmarakshasa Kimpurusha Chief Shambling Mound
Kalakeya Kimpurusha Elder Treant
Nairrata Knight Twig Blight
Nairrata General Lizard King Vine Blight
Night Hag Lizardfolk
Nivatakavacha Lizardfolk Shaman Undead
Pani Mage Aleya
Pani Chieftain Merfolk Banshee
Pishacha Noble Bhoot
Rakshasa Priest Churel
Rakshasa Sorcerer Riksha Death Knight
Rakshasa Warlord Riksha Raaj Ghast
Sahuagin Ghost
Giant Sahuagin Baron Ghoul
Cloud Giant Sahuagin Priestess Kravyada
Ettin Scout Lich
Fire Giant Spy Preta
Frost Giant Thug Revenant
Hill Giant Tribal Warrior Ruru
Stone Giant Veteran Shadow
Storm Giant Werebear Skeleton
Troll Wereboar Specter
Wererat Vetala
Weretiger
Humanoid Warhorse Skeleton
Werewolf Wight
Acolyte
Archmage Will-o’-Wisp
Assassin Monstrosity Wraith
Bandit Abominable Yeti Zombie

101
Index of Monster Stat Blocks
Aleya 67
Angiri 60
Apsara 61
Asura Archer 63
Asura Battlerager 63
Asura Illusionist 64
Bhoot 68
Brahmarakshasa 90
Churel 68
Crocotta 70
Dvarapala 71
Farasi Bahari 72
Gajasimha 72
Gandharva 61
Guhyaka 94
Kalakeya 65
Kimpurusha 73
Kimpurusha Chief 73
Kimpurusha Elder 74
Kinnara 75
Kinnara Chief 75
Kravyada 82
Naga 78
Nairrata 95
Nairrata General 95
Nivatakavacha 64
Pani 84
Pani Chieftain 84
Pishacha 85
Preta 69
Rakshasa 87
Rakshasa Sorcerer 88
Rakshasa Warlord 89
Riksha 91
Riksha Raaj 91
Ruru 81
Sarameya 82
Seven Headed Naga 79
Timingila 92
Vetala 69
Vidyadhara 93
Yaksha 96
Yaksha Shaman 96
Yamaduta 83

102
Chapter 9: Astras
Astras are magical weapons (typically integrate it into a spear, sword, or other such
arrows), created by the gods for war against weapon. If the smith fails to remove the astra
the asuras and evil nagas. This chapter details carefully, or jostles the astra while removing it
8 astras and how to use them in creating a from the arrow, it may unleash a blast of
campaign. radiant energy, destroying buildings,
creatures, and items in the nearby vicinity.
Summoning and Activating Astras This blast deals 6d6 radiant damage to all
creatures within a 40 ft. radius of the astra.
Astras are divine weapons, and as such, can
only be used by divine creatures like gods and
angels, or by the chosen heroes of the gods. Astra Descriptions
Each astra belongs to a god or goddess, and This section presents an assortment of astras
only the god’s chosen hero may wield it. in alphabetical order. See the DMG for the
Summoning Astras. Astras can be rules on artifacts, and use those rules when
summoned by an elaborate prayer and working with astras.
sacrifice to the god whose astra is being
summoned. The words to the prayer are kept Agneyastra
secret by a trusted sage (whose identity is Weapon, artifact (requires attunement)
unknown by others), and passed from that The Agneyastra is the astra of Lord Agni, god
sage to his student, and to his student, and so of fire and devotion. It is used to summon and
forth. A campaign arc might include a quest to control the powers of elemental fire. The
find the sage or to convince him to share the Agneyastra is only given to those who have
secret prayer with the party. proven their devotion to the gods, and the
Once the prayer is complete, the astra highest-ranking fire priest of the Laal Raajy
will be summoned into the creature’s hand, guards its secret prayer.
quiver (in the case of arrows), or in a nearby Fiery Devotion. If you are a follower
location if the creature’s hands are full. of Lord Agni and have over 25 piety points,
Activating Astras. Astras have a you begin to take on the aspects of the fire
number of abilities which are activated in a god. Your irises become bright and red, and
number of ways. Some abilities are passive your skin becomes coppery in appearance.
abilities, which don’t need to be activated and You gain advantage on Charisma (Persuasion)
constantly affect the owner and their checks with angels and elementals, and gain
surroundings. Other abilities (such as spells advantage on Charisma (Intimidation) checks
and summoning) often require a bonus action against fiends and giants.
or action to activate, while the astra’s main Astra of Fire. While having the astra
ability will be activated when the arrowhead is in your possession, you have special mastery
embedded in a non-air substance. More over fire-based spells. Whenever you cast a
information on activating astras is found in the spell, you may reflavor it (with the help of the
individual descriptions. GM) to make it deal fire damage. All spells
Altering Astras. While astras almost that deal fire damage deal an additional 1d8
always take the form of an arrow, they can be fire damage on a hit.
altered to form other weapons. A skilled Summon Elemental. Once per day,
blacksmith can carefully remove the while having the astra in your possession, you
arrowhead from the rest of the arrow and may summon a fire elemental to your cause.

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As an action, a fire elemental is created out of structure that the arrowhead is embedded in
a pre-existing fire. This creature follows acts as if it is affected by the greater
simple commands and is lawful neutral in invisibility spell. The spell’s duration lasts as
alignment. If given no commands, it will long as the astra is embedded in the object,
defend itself from attack but will not initiate and does not require concentration.
combat with a creature. Destroying the Astra. This astra can
Holy Flames. When this astra is fully only be destroyed by being submerged in the
activated (its tip is embedded in a non-air Hataki River, in the second layer of Patala.
substance), it summons a field of magical
flames. The astra may summon these flames Bhaumastra
in a 40 ft. radius sphere or 60 ft. long cone. Weapon, artifact (requires attunement)
All creatures in the area of the effect take 8d6 The Bhaumastra is the weapon of Lady
fire damage, and an additional 8d6 fire Prithivi, the goddess of the earth. It has the
damage whenever they begin their turn in the power to control or lead natural creatures and
affected area. dig through earth.
Destroying the Astra. This astra can Language of Beasts. If you are a
only be destroyed by Tvashtr, the god of worshipper of Lady Prithivi, and have 25 or
smiths, at his forge in Svarga. more piety points towards her worship, you
may speak the languages of animals. You
Antardhana Astra understand the languages of various types of
Weapon, artifact (requires attunement) beasts, and can converse fluently with them.
The Antardhana Astra is the weapon of Lord Nature’s Friend. As the chosen
Kubera, the god of wealth and mischief. It has wielder of the Bhaumastra, you gain
the power to make creatures disappear and proficiencies in Nature and Survival checks if
reappear, and improves deceptive abilities. you don’t already have it, and unaligned
The Antardhana Astra is guarded by Lord beasts treat you like a friend.
Kubera in his golden city of Alaka, and its Lady of the Earth. Three times per
secret is passed down a line of yaksha sages. day, you may use your action to summon an
Hallucinations. If you are not a earth elemental, galeb duhr, or shambling
worshipper of Kubera, or do not have 25 piety mound in an unoccupied space within 5 ft. of
points towards his worship, you suffer from you. This creature follows simple commands
hallucinations due to the artifact. Around you, and is true neutral in alignment. If given no
you see and hear hallucinations of nairratas commands, it will defend itself from attack
and yakshas stalking you, when they don’t but will not initiate combat with a creature.
truly exist. Great Delver. When this astra is fully
Sharpened Mind. As the wielder of activated and embedded in an earthen material
the Antardhana Astra, your mind is sharpened. (such as iron, stone, or dirt), it may dig
If you have 25 or more piety points with Lord through it with ease. The astra destroys a
Kubera, you gain advantage on Dexterity section of earth, 5 ft. in radius, and in the
(Stealth) and Charisma (Deception) checks. direction of the arrowhead. The astra will stop
Invisibility. You gain the power to cast digging with the use of a holy word (a secret
the invisibility spell at will. Charisma is your held by the high priests of Prithivi).
spellcasting modifier for this spell. Destroying the Astra. This astra can
Greater Invisibility. When this astra is only be destroyed by Lord Dyaus, the sky
fully activated, it has the power to make father.
objects disappear. Any object, creature, or

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Indrastra
Weapon, artifact (requires attunement)
The Indrastra is the weapon of Lord Indra,
king of the gods, and has the power to
summon a rain of arrows. The Indrastra is held
safe in Lord Indra’s treasury, and its secret
mantra is passed down a line of gandharva
sages.
Magical Archer. If you are a
worshipper of Lord Indra and have 25 or more
piety points, you become a more skilled
archer. You may deal an additional 2 damage
to all ranged attacks.
Heavenly Appearance. With the
possession of the Indrastra, you begin to seem
heavenly, almost angelic in appearance. Your
skin becomes clear, and almost metallic in
appearance and your eyes are bright. You
have advantage on Charisma (Persuasion)
checks with celestials, and advantage on
Charisma (Intimidation) checks against fiends.
Fog Cloud. You gain the power to cast
fog cloud at will. Wisdom is your spellcasting
modifier for this spell.
Rain of Arrows. When this astra is
fully activated, it has the power to summon a
rain of arrows. If aboveground, arrows rain
down from the sky in an 80 ft. radius circle,
centered on the astra’s arrowhead. Any
creature caught in the arrow rain takes 3d12
piercing damage and 12d12 radiant damage.
Destroying the Astra. This astra can
only be destroyed by Tvashtr at his forge in
Svarga.

Pashupatastra
Weapon, artifact (requires attunement)
The Pashupatastra is one of Lord Rudra’s
astras, and has the power to summon
monsters. It is in the possession of a neutral-
aligned seven-headed naga, but its secret is
only known by one of Rudra’s angels.
Quick to Anger. If you have less than
25 piety points towards Lord Rudra’s worship,
your personality begins to change. Things that

105
would’ve annoyed you slightly are now the astra, these effects subside over a period of
viewed as insults. In addition, you gain the one week.
following personality trait: If you do me an Flight. You may cast fly three times
injury, I will crush you, ruin your name, and per day. Charisma is your spellcasting ability
salt your fields. for this spell.
Conjure Elementals. As the wielder of Call Lightning. When this astra is
the Pashupatastra, you have the power to fully activated, it strikes with the strength of a
summon creatures. Twice per day, you may thunderstorm. The astra deals 20d6 lightning
cast the conjure elemental spell. Charisma is and 20d6 thunder damage to its targets, and
your spellcasting modifier for this spell. can shoot straight through a creature or object
Herald of Rudra. When this astra is with an AC less than 25.
fully activated, it has the power to destroy its If the astra is shot above ground, it
target and summon monsters. If the target hit summons four bolts of lightning to smite
by the astra has fewer than 100 hit points, it nearby creatures. These bolts target four
dies (or is destroyed in the case of an object). creatures of your choice within 50 feet of the
The astra also summons creatures within 15 ft. astra that you can see. Each lightning bolt
of the astra. If you are a good-aligned does 5d12 lightning damage.
creature, the astra summons a solar, and 1d6 Destroying the Astra. This astra can
planetars. If you are a neutral or evil-aligned only be destroyed by Lord Rudra himself.
creature, the astra summons a seven-headed
naga and 1d6 nagas. Adventure Hook: Forgotten Mantra
Destroying the Astra. This astra can The secret mantra of the Rudrastra was only
only be destroyed by being submerged in the known by an old daitya named Rok Pitr,
Hataki River, in the second layer of Patala. who lived by the Hataki River. Rok Pitr is
getting old, and is beginning to forget parts
Rudrastra of the mantra. To ensure that its power is
Weapon, artifact (requires attunement) not lost forever, the party must trigger some
The Rudrastra is Lord Rudra’s second astra, of his childhood memories to get him to
which has the power to call lightning. It is recall the mantra.
locked away in Vitala, the second layer of
Patala, and its secret is known by an old daitya Varunastra
that lives by the Hataki River. Weapon, artifact (requires attunement)
Nightmares. If you have less than 25 The Varunastra is the weapon of Lord Varuna
piety points towards Lord Rudra’s worship, and counters the Agneyastra by summoning
you begin getting terrible nightmares. Your torrents of water. The astra is lost in an
nightmares depict snarling demons, ancient, underwater city, and its secret mantra
destructive thunderstorms, and ferocious is only known to a clan of merfolk sages.
angels, among other things. You also gain the Aspect of the Sea. If you are a
following personality trait: I expect danger
follower of Lord Varuna and have over 25
around every corner. piety points, you begin to take on the aspects
Rudra’s Warrior. As the wielder of of the sea god. Your irises become bright and
the Rudrastra, your form takes after the god’s. blue, and your skin becomes coppery in
Over a period of three weeks, your skin turns appearance. You gain advantage on Charisma
dark blue, and sparks begin to hop around (Persuasion) checks with angels and
your clothes. You have advantage on elementals, and gain advantage on Charisma
Charisma (Intimidation) checks. If you lose

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(Intimidation) checks against fiends and Vayuvyastra
giants. Weapon, artifact (requires attunement)
Astra of Water. While having the astra The Vayuvyastra is the astra of Lord Vayu,
in your possession, you have special mastery god of the wind, and has the power to
over water and ice-based spells. Whenever summon a strong gale to push back enemies.
you cast a spell, you may reflavor it (with the The astra is hidden in a mountain temple, and
help of the GM) to make it deal cold damage. its secret mantra is only known by a certain
All spells that deal cold damage deal an vanara sage who lives in the Dakshina Jungle.
additional 1d8 cold damage on a hit. Arrow of the Wind. If you are a
Summon Elemental. Once per day, follower of Lord Vayu and have over 25 piety
while having the astra in your possession, you points, you have the power to channel the
may summon a water elemental to your cause. wind around you. You gain a flying speed
As an action, a water elemental is created out equal to your walking speed while wielding
of a pre-existing body of water or sheet of this astra.
snow. This creature follows simple commands Gust of Wind. You may cast the gust
and is lawful neutral in alignment. If given no of wind spell at will, requiring no material
commands, it will defend itself from attack components. Wisdom is your spellcasting
but will not initiate combat with a creature. modifier for this spell.
Holy Flood. When this astra is fully Summon Elemental. Twice per day,
activated (its tip is embedded in a non-air while having the astra in your possession, you
substance), it summons a flood of water. may summon an air elemental to your cause.
Freezing cold water pours out of the astra and As an action, an air elemental is created. This
floods the nearby area. All creatures within a creature follows simple commands and is
40 ft. radius of the astra take 4d6 cold damage, lawful neutral in alignment. If given no
and an additional 4d6 cold damage whenever commands, it will defend itself from attack
they begin their turn in the affected area. If a but will not initiate combat with a creature.
creature starts its turn in the affected area, it Tempestuous Winds. When fully
must succeed on a DC 25 Strength saving activated, the astra summons immensely
throw or be pushed 10 ft. away from the astra strong winds. All creatures within 80 ft. of the
by the floodwaters. Outside of the 40 ft. astra must make a DC 30 Strength saving
radius, the water is very cold, but not to the throw or be pushed back 30 ft from the astra.
point of dealing damage. If the creature hits an object, they take 1d10
Destroying the Astra. This astra can bludgeoning damage for every 5 ft. they
only be destroyed by Tvashtr, the god of traveled before hitting the object. If the
smiths, at his forge in Svarga. creature already has its back to an object, they
take 3d10 bludgeoning damage. Creatures
Adventure Hook: The Sunken City repeat this save at the beginning of each of
Abhi Rao, the infamous pirate king of the their turns as long as they are within the
Varuna Isles, has sent a sahuagin baron and affected area.
his clan to search the ocean floor for the Destroying the Astra. This astra can
Varunastra. A deva has asked the party to only be destroyed by Tvashtr, the god of
dive down into the city and find the astra smiths, at his forge in Svarga.
before the pirates do, in order to save
Mahavedia from the destructive power of
the Varunastra.

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Chapter 10: Adventure Design
This chapter reviews some tools for creating
monsters and adventures for your Mahavedia
campaign.

Creating Asuras, Rakshasas, and Nagas


Asuras, rakshasas, and nagas aren’t all the
same, and many times, you will need to create
a new clan of asuras or a new rakshasa to
combat the party. Systems for creating those
types of monsters are described below.

Asura Clans
When creating a clan of asuras, there are a few
major questions to consider. Does the clan
focus more on magic or martial combat? What
emotion or feelings does the clan represent?
What are the goals of this asura clan? These
guiding questions should help you design a
clan of asuras to fight the party.
Martial and Magic Clans. Asura clans
might specialize in a specific type of combat.
Some clans will be masters of illusion, like the
nivatakavachas, while others might be great
soldiers, like the kalakeyas. A good starting
point when designing a clan is to think about
their use of magic and weaponry. If they
mostly use magic, what school of magic do
they prefer? If they are master soldiers, what
kind of weapons do they use? Most clans will
have a preference to a certain type of combat,
or even specific strategies in combat.
The Six Enemies of the Mind. There
are six negative emotions that inspire bad
karma and prevent creatures from achieving
moksha. They are: lobha (greed), kama (lust),
krodha (anger), matsarya (jealousy), moha
(attachment), and ahankara (pride). An asura
clan might represent one of these enemies of
moksha. For example, the pani clan represents
greed while the pishachas represent anger. Not
all clans have to represent an emotion, but
they are good building blocks to base the clan
off of.

108
Clan Goals. Another important factor Rakshasas
to consider is the main goal of the clan. Are Rakshasas are more solitary and more
they interested in spreading chaos or are they powerful than the average asura. They are
more focused on amassing gold? Perhaps they more likely to be the leaders of hordes of
are trying to summon a more powerful asura demons or spies sneaking through the king’s
to help them defeat the gods? Clan goals can court. When creating a rakshasa, it’s important
be as simple as raiding a village or as complex to look at the rakshasa’s goals, methods, and
as killing a certain god. Regardless, every allies, as well as the specifications of its death.
asura clan should have a goal that they are Goals. Most rakshasas spend their
working to achieve. The table below lists lives trying to gain power and wealth, but
some possible clan goals: some rakshasas have more specific goals.
They might be seeking a magical artifact,
1d6 Clan Goal searching for a map to an important city, or
1 Raid villages for food and metal hunting a human who has wronged them in
2 Spread chaos across the world the past. When creating a rakshasa to oppose
3 Summon a powerful, three headed the party, make sure that rakshasa’s goal will
asura interfere with the party’s goals, or is otherwise
4 Collect large amounts of gold to important enough that the party will stop what
decorate the clan leader’s palace they are doing to interfere.
5 Kill Lord Indra Methods. While asuras might siege a
6 Travel to Naraka and retrieve the city to recover an artifact inside, a rakshasa is
soul of their past leader more likely to sneak in and steal it themselves,
or hire someone else to do it for them. How
Physical Features. Not all asuras look the rakshasa achieves its goals is almost as
the same. Many have animal features like important as the goal itself, because it
horns or fur, while others have different skin influences how the party will interact with a
and eye colors (from dark green to bright red). rakshasa villain. The table below lists some
Asuras might have multiple heads or arms, or possible ways the rakshasa will try to achieve
might be missing body parts (they might be its goals:
one-eyed like a cyclops for example). The
table below lists some possible differences in 1d6 Rakshasa Methods
physical features: 1 The rakshasa hires mortals to do the
dirty work
1d8 Physical Feature 2 The rakshasa manipulates the party
1 Their skin is dark blue in color into solving its problems
2 These asuras have horns 3 The rakshasa uses mind control and
3 These asuras have two heads each enchantment spells
4 Their backs are covered in spikes 4 The rakshasa fights its battles itself
5 Their skin is made of bark like a tree 5 The rakshasa blackmails important
6 These asuras have tiger paws adversaries
7 These asuras have one eye each 6 The rakshasa spreads fear and
8 Their hands and feet are webbed mistrust to defeat its enemies.

109
Allies. Powerful rakshasas rarely work Values. Most nagas value wealth and
alone, and will often hire or enslave monsters knowledge above all, and are loath to part
to work for it. The following table lists some with a single coin or scroll unless they can
example allies for a rakshasa to have: gain something in return. These nagas might
trade with adventurers, exchanging gold, spell
1d6 Rakshasa Allies books, or other resources for knowledge.
1 A local naga When creating a naga villain, try to
2 A group of evil yakshas pinpoint a few values other than the ones
3 Constructs (dvarapalas, floating suits listed above. These values will help flesh out
of armor, etc.) your villain and make the naga feel like a
4 A clan of asuras more three-dimensional character.
5 Bandits or street gangs Lairs. Nagas lair in a variety of
6 More rakshasas locations, but usually stick to areas that are
mostly inaccessible, dangerous, and close to
Boons. Rakshasas are not easy to kill, water. Naga lairs usually require a password
and each rakshasa has a special boon that or puzzle to open, testing the adventurer’s
specifies the conditions of its death. You may wisdom and intuition. The table below offers a
use the table on page 86 to create a boon for few suggestions for naga lairs:
your rakshasa villain, or create your own.
1d8 Naga Lair
Nagas 1 The naga lairs in an active volcano.
Nagas are large, snake-like dragons that crave Nearby hot springs are a source of
wealth and knowledge. Nagas use similar water for the naga.
tricks and spells as rakshasas, preferring to 2 The naga makes its lair in a stone
enchant and manipulate rather than charge temple hanging from the side of a
into battle. When creating a naga villain, it’s mountain.
important to determine the naga’s goals and 3 The naga lairs deep underwater, in a
values. coral reef.
Goals. Nagas might have a variety of 4 The naga makes its lair in an
goals, ranging from simple goals such as underground fortress guarded by
accumulating wealth, to complex ones, such elementals and asuras.
as obtaining a magic wish scroll or conquering 5 The naga lairs in the dunes of the
a region. The table below lists some possible Sea of Iron Sands, near a large oasis.
goals a naga villain might have: 6 The naga makes its lair in a valley
temple, and is worshipped by the
1d6 Naga Goals humans that live in the valley.
1 The naga wants a hoard of gold and 7 The naga lairs in a dungeon beneath
gems the beach, only accessible during
2 The naga is searching for a warlock low tide.
to carry out its will 8 The naga lairs beneath a city, and
3 The naga wants to summon a demon uses magic to enchant the people of
4 The naga wants a wish scroll the area.
5 The naga is searching for a sage to
teach it ancient knowledge
6 The naga wants to become a god

110
Creating Ancient Cities
There are many ancient and ruined cities
scattered across Mahavedia, from the golden
kalakeya city of Hiranyapura to the sunken
city of Manimati. This section gives the GM
tools to design their own ancient city for the
players to explore.

City Design
The first step to creating an adventure in one
such lost city is to determine its history. Who
created it? Why did it fail? Where is it now,
and how can one enter? These questions
should help guide your thought process as you
design the city.
Creators. The ancient city might have
been designed by an asura, rakshasa, or naga,
or perhaps a humanoid civilization that has
long since disappeared. The following table
lists some possibilities for the original creators
of the city:

1d6 City Origin


1 Divine. The city was created by the
gods, and is filled with gardens and
palaces.
2 Rakshasa. The city was created by
rakshasas and is made of illusions.
3 Fey. The city was created by
yakshas, and is hidden from society.
4 Demonic. The city was created by
asuras, and is filled with arenas,
battlegrounds, and forts.
5 Human. The city was created by
ancient humanoids, and features
temples to old gods.
6 Naga. The city was created by
nagas, and features large caves and
tunnels.

Downfall. Why did the city fail? What


caused the inhabitants to leave? The answers
to these questions likely depend on who the
creators were. A city of the gods might have
been invaded by demons and a human city

111
might have been abandoned after a drought or 4 A naga slithers in the deepest
plague. catacombs of the city, collecting
Entrances. How do the characters treasure and scrolls.
enter the city? Most ancient cities (or the ones 5 Many asura clans dwell in the city,
that haven’t been plundered at least) have fighting amongst one another.
hidden entrances or are otherwise 6 The city is overgrown with animated
inaccessible. An underwater city might not be plants and trees. In the center of it
hidden, but near impossible for most all is a clan of yakshas.
adventurers to explore. Cities in the desert
might be buried under the sand, with only a Rival Explorers. The party aren’t
minaret peeking out above the dunes. likely going to be the only ones in the city,
and rival adventuring groups may arrive to
Adventure Design take the wealth and glory that the ancient city
Once you’ve designed your city, begin has to offer. Rival explorers may have
thinking about how you’d like to structure the character sheets and levels, or they may use
adventure. How does the party get to the city? NPC stat blocks. Regardless, focus on the
What factions live inside, and what are their goals and personalities of these rivals. If the
goals? party and their rivals have different goals, they
Adventuring to the City. Firstly, how may be able to strike a deal. If not, they might
does the party reach the city? If it’s in the be bitter enemies, sabotaging each other to
desert or the mountains, travelling to the city reach the treasure first.
might require some previous planning.
Characters will have to find maps, travel Treasure
through inhospitable environments, and deal No ancient dungeon is complete without
with scarce resources. If the city is treasure that the players can earn. Treasure
underwater, or perhaps floating in the sky, can serve as a motivator, compelling players
characters might need spells and magic items to search deeper and investigate their
to safely reach their destination. surroundings, as a reward for defeating
Monsters. Ancient cities attract all enemies, or both.
sorts of monsters, from everyday creatures Artifacts. Powerful artifacts like astras
like rats and snakes to terrifying foes like or other legendary magic items can serve as
nagas, asuras, or undead. The following table great motivators for the party, and can even be
can help you determine who still live in the the focus of the adventure. Players might be
city: searching for a divine weapon, a magic scroll,
or some other item, rumored to be buried deep
1d6 City Denizens within the city.
1 The city is filled with undead, who Relics. While showering your players
weren’t given a proper cremation. with gold and silver coins will make them
2 A clan of rakshasas live in this city, rich, it won’t bring the same thrill of
plotting their overthrow of exploration as finding a collection of golden
humanity. idols, gem-encrusted jewelry, and shining
3 The angel of some ancient god lurks metal armor. The following table lists some
in the city, unaware of the changes possible relics that the party might find in the
to the outside world. city, and that you can use to diversify your
treasure hordes:

112
1d12 Relic
1 A gold and silver crown that
changes its shape to fit the
wearer’s head.
2 Gold inlaid armor, designed for a
tall humanoid creature.
3 A clay idol of a short god holding
a sugarcane stick.
4 A golden cup with inlaid rubies.
5 A jeweled anklet.
6 A collection of old, withered
scrolls.
7 A silver idol of an ancient water
deity. It has the lower half of a fish
and the upper half of a man.
8 A bone necklace, carved with
demonic symbols and snarling
faces.
9 A box of large green gems that
change color when touched by a
creature.
10 A bronze scimitar with a broken
blade.
11 A collection of clay tablets with
primitive drawings.
12 A golden figurine of a naga, about
the size of a human head.

The Layers of Patala


Patala is a collection of seven underground
layers, each featuring a collection of
monstrous creatures and magical secrets.
Patala has been described to be even more
beautiful than Svarga, but while Svarga’s
beauty is a reward for good action, Patala’s
beauty is a temptation, pulling heroes off the
path of good karma.
Entrance to Patala. It is not easy to
enter Patala, as its few entrances are either
hidden behind puzzles and secrets or guarded
by asuras in their mountainous forts.
Gateways to Patala are no more than
large stone caverns that extend deep
underground, and with enough mining, a new
entrance can be made. Once the entrance is

113
dug however, it will need to be kept a secret, adventures will deal with surviving temptation
lest monsters and adventurers arrive to claim and escaping the wrathful god.
the passage for themselves. Treasures of Vitala. Vitala is a layer
The Layers of Patala. Patala is made filled with gold, from golden statues of Lord
of seven layers, called lokas, that exist deep Rudra in golden temples to the golden bridge
beneath the surface. Each layer is unique, with that crosses the Hataki river. While Vitala is
its own rulers, monsters, and treasures. The lacking in magical treasure, it has more than
seven layers are described below: enough gold for a party of adventurers.

Atala Sutala
Atala is the layer of desire and temptation, and Sutala is the layer of the demon King Bali,
is ruled by the demon Bala. Atala is filled with who was exiled to the underworld by Dyaus
demonic men and women who seduce or calm after a failed attempt at conquering the world.
travelers and make them forget their worries. King Bali prays to Dyaus in particular, in
Once the travelers are comfortable, the exchange for being able to return to the mortal
demons kill them and feast on the bodies. world during the harvest.
Adventures in Atala. Characters might Adventures in Sutala. Adventurers
need to pass through Atala on their way to the have many reasons to visit Sutala. They may
lower layers, or they might be searching for be passing through to lower layers, seeking
one of Atala’s treasures. While your gold or arcane power, or visiting King Bali.
adventurers are travelling through Atala, Treasures of Sutala. Sutala is not
tempt them with a variety of things like gold, nearly as wealthy as Vitala or as magical as
knowledge, or titles. Your players should feel Atala, but it is still rich in gold, gems, and
torn between continuing with their mission magic, albeit to a lesser extent. While the
and giving in to the temptations. realm is lacking in some forms of treasure, it
Treasures of Atala. The demons of makes up for it with the great number of
Atala are masters of magic, especially magical weapons and armor that were retired
enchantments, and spell scrolls and magic after King Bali’s failed attempt to conquer the
items can be found throughout the layer. Gold, world.
gems, and other simple treasures are not very
common in this layer, but can still be found in Talatala
plenty. Talatala is the layer of illusions and is ruled by
the demon lord Mayasura. Mayasura escaped
Vitala to Talatala after the asuras lost a war against
Vitala is the layer of gold, and is ruled by a the gods, and by praying and fasting in the
dark (not entirely evil) incarnation of Rudra name of Lord Rudra, Mayasura was given
named Hara-Bhava. Winding through the protection in this layer. The layer is filled with
layer is the endless golden river Hataki. Gold the illusions of this demon lord, who designs
from this river can be found all over the layer, palaces and temples with his magic.
decorating temples, palaces, and forts. Adventures in Talatala. Adventurers
Adventures in Vitala. Adventurers often travel through Talatala seeking the
might be travelling through this layer on a illusory magic that Mayasura keeps hidden in
quest to collect gold from the Hataki river, or his fortress. Mayasura is a master of illusions,
on a journey to the lower layers. Hara-Bhava and adventurers might find themselves lost in
and his monstrous servants rarely let travelers a jungle that doesn’t exist or a bustling city
steal from the layer, and most Vitala that is actually uninhabited.

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Treasures of Talatala. Talatala is both
rich in gold and rich in magical power.
Adventurers might travel to this layer seeking
illusion spell scrolls or magic items.

Mahatala
Mahatala is one of the two naga layers, the
other being Nagaloka. It is a realm filled with
gold, silver, and snakes. The nagas of
Mahatala are afraid of birds and other flying
creatures.
Adventures in Mahatala. Adventurers
traveling through Mahatala must deal with
snakes, nagas, and other serpentine threats as
they travel across the layer. Mahatala is rarely
the destination of a group of adventurers, but
it is often travelled through as adventurers
head to Rasatala or Nagaloka.
Treasures of Mahatala. Mahatala is
full of metallic treasure, such as gold, silver,
and bronze. The nagas of this realm are also
very wise, and may teach some of their
wisdom for the correct price.

Rasatala
Rasatala is the layer of demons and fiendish
giants, and holds many cities of such evil
creatures. The vying asura clans fight amongst
themselves in the chaotic realm of Rasatala,
ruling kingdoms, waging wars, and
massacring each other.
Adventuring in Rasatala. Rasatala is
filled with asuras, and adventuring in Rasatala
is more like fighting through an endless
dungeon than exploring an underground layer.
Demons will attack the party at every possible
opportunity unless the party has something
worthwhile to exchange and the power to
defend it.
Treasures of Rasatala. Gold, gems,
and magic items can be found in this layer,
like most other layers of Patala, but the main
attractions of Rasatala are the magic weapons.
The asuras are not all savage barbarians, and
many are proficient blacksmiths and mages,

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who make powerful weapons to fight each Ancient Religious Texts
other with. The Vedas. The Vedas are four pieces
of religious texts (the Rigveda, Yajurveda,
Nagaloka Samaveda, and Atharvaveda) written around
Nagaloka, also known as Patala-loka, is the 1500 BCE. Of these, the Rigveda is the most
capital layer of the nagas and is ruled by the important, and describes the roles of the Vedic
naga king Vasuki. The most powerful nagas gods. The Rigveda can best be used to
live in this layer, surviving deep beneath the understand the Vedic religion, and won’t
earth and waging war on the asuras of the provide much relevant info on the culture of
layer above. Nagaloka is one of the richest of the region.
Patala’s layers, and is filled with enormous The Puranas. The Puranas are a large
gems. collection of religious texts that form the
Adventuring in Nagaloka. Adventures majority of modern Hindu tradition. They are
in Nagaloka frequently feature prominent focused more on modern Hinduism than
nagas such as their king, Vasuki, or an ancient Vedism, and were written between
important sage or general. While the nagas of 250 CE and 1000 CE.
Nagaloka are not evil, they are not good
either, and Nagaloka is home to as many naga Modern Films
villains as there are heroes. Bajirao Mastani. Bajirao Mastani is a
Treasures of Nagaloka. Nagaloka is 2015 Hindi romance / historical fiction film
known for its vast array of large gems, which about Peshwa Bajirao of the Maratha empire
grow in the caves of this layer like plants in (modern day Maharashtra, India) and his
the overworld. The nagas are also very wise relationship with a warrior princess.
and have crafted unique spells of their own. Jodha Akbar. Jodha Akbar is a 2008
Hindi romance film about the Mughal
Sources of Inspiration emperor Jalaluddin Mohammed Akbar and the
While this book may be helpful in Rajput princess Jodhaa.
understanding Vedic myths and cultural Bāhubali. Bahubali is a 2015 Telegu
traditions, it should not be your only source of and Tamil film about the fictional prince
inspiration. The following sources (some of Bahubali of the kingdom of Mahishmati, and
which are ancient, others are more modern) his struggle for the throne.
depict a fantasized version of ancient or
medieval India, which you may use for Stereotypes to Avoid
inspiration. While the Mahavedia setting is a fictious
setting, it is heavily steeped in the cultures of
Ancient Literature ancient South Asia, and as such, there are
The Rāmāyan. The Rāmāyan is an many stereotypes that should be avoided
ancient Sanskrit epic telling the story of the during play. Inclusion of these stereotypes
prince Ram in his quest against Ravan, the might make South Asian or Hindu players
demon king of Lanka. uncomfortable and would be disrespectful to
The Mahābhārat. The Mahābhārat these long lasting cultural and religious
tells the story of a great war in Ancient India, traditions. With that in mind, some stereotypes
and is one of the two major Hindu epics (the are listed below that should be avoided, both
other being the Ramayan). during character creation and during play:

116
The Awkward Nerd. One common a combination of many environments and
stereotype of South Asians in the West is that hundreds of cultures.
of the awkward, physically weak nerd, who Arranged Marriages. Another
solves his problems with science and stereotype about South Asians is that all South
engineering. When running a Mahavedia Asians have arranged marriages. This is far
game, understand that NPCs and characters from the truth, and while arranged marriages
come from all walks of life, and have a range are not extremely rare, they are found mostly
of personalities that are distinct from the nerdy in rural or uneducated regions. When creating
stereotype. characters, feel free to include an arranged
Poor but Happy. One of the major marriage as part of a character’s backstory,
stereotypes of South Asia is that it is ‘poor but but understand that they are the minority and
happy,’ meaning that the region is filled with that not all NPCs and characters would have
poverty, famine, flooding, and chaos, but the gone through an arranged marriage.
people find happiness in their spirituality. In Cow Worship. While cows are
truth, poverty ranges across the region, and respected in South Asia, they are not
while there are poor slums, there are also rich worshipped. Killing cows and eating beef is
palaces, temples, and monuments. generally discouraged in many South Asian
Polytheists as Barbaric. The ‘barbaric cultures (but not all) in the same way that
polytheism’ stereotype is used to reduce most Westerners would rather not kill and eat
Hindu and Vedic traditions to ‘pagan rituals’ a dog.
and ‘snake cults.’ These stereotypes are false, The Indian Accent. The stereotypical
and the religion is far more complex and Indian accent is seen by most South Asians in
nuanced than snake cults and barbarism. the West as reductive and mocking of their
The Monolith. South Asia is not a ethnicity and culture. If you and all of your
monolith, and while its often described as an players feel comfortable with the accent being
expansive jungle with a single Indian culture, used in the game, feel free to use it, but
or as a dry, arid desert, South Asia is actually understand that using the accent without
talking to your players first may be
problematic.

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