GOTHIKA

The World

Gothika

Gothika is a completely self-sustained island city. Think New York in the 1950’s minus the sexism. There is a large mountain range to the north called The Thrazhûl Mountains (that means Breasts in Dwarvish cause the mountains kinda look like boobs lol). People do live in the mountains, mostly a large native settlement of dwarves, but there are also ski resorts and a lot of tourism up there. There is a large dense forest at the bottom of the mountains that stretches along the west coast of the island. Hidden in the forest is Dreadmoor Institute for the Criminally Insane, more commonly known to everyone as The Institute. Everyone has heard the rumors of the horrific scientific and medical experiments done to the inmates there, but all they are is rumors. No one seems to know what goes on within the walls of their compound. Even the staff live onsite and rarely are they seen in the city.

At the base of the mountains cutting through the whole island is the Rasnin River, which has a very fast current and is not safe to swim in, though it does have a very lively family of beavers that will sometimes preform acrobatics for treats if you catch them on a good day.

To the North-East of the island is a large port called Nid Môr Harbor where all of the islands import come through. Some exports do go out, mostly what the Dwarves mine in the mountains and obviously they trade largely in seafood.

Opula Grove

This neighborhood is where all the rich people live in large estates with gorgeous views and live in staff. Everyone who is anyone in Gothika lives in Opula Grove. The estates are spaced widely apart, and there is a golf course.

Industrion Landing

This is the business district and where you will find the majority of all businesses as well as the Capital/City Hall, The Police Station, The Jail, The Bank, The Marketplace, all that kind of stuff

Elysia Park

This is where the vast majority of the middle class lives in Apartments and condos but there are a few neighborhoods with row style housing. In the middle of this area is a large park with the Temple of Oz Alta. The schools are located here, as well as Bodegas and smaller grocery stores, coffee shops, yoga studios, and things like that. This area is mostly residential though. The Zoo is also here.

The Mercurius District

This is where the university and Tech schools are, as well as the Library, all of the night clubs, and restaurants. It’s the very heart of the city and represents the nightlife. A lot of young people live in this section of the city. Oz Alta Arena is also located here. Gothika’s rugby team is currently ranked #4 in the world!

Gloomrak Hills

Located at the foot of the mountains on the edge of the Rasnin River, is the slums of the city where the poorest of society live below the poverty line in condemned buildings. This is where you will find trouble if you’re looking for it. The old cemetery is located in this part of the city. There is a moving market place called The Salt Exchange where you can find any number of seedy characters and buy just about anything you can imagine, most of which is highly illegal.

The Chancellor

The Committee

Bramble Jean

Gnome/Warlock

Dr. Richard Moore

Elf/Cleric

Hugo Gogswaller

Goblin/Druid

Zemenar Stibbons

Fire Genasi/Paladin

Mafalda Hubble

Dward/Wizard

The Council

Ganon Deepak

Orc/Barbarian Guild

Puck Springborn

Elf/Bard Guild

Judon Farule

Human/Cleric Guild

Cosmin Vic

Dragonborn/Druid Guild

Tiburtius Akmal

Tabaxi/Fighters

Otto Skender

Bugbear/Monk

Akiba Alviss

Tabaxi/Paladin

Chibuike Markos

Ranger/Hobgoblin

Coilean Beahthram

Kobold/Rogue

Lyric Santos

Sorcerer/Aarakocra

Tripp Torah

Warlock/Half Gnome-Half Goblin

Cleo Hew’an

Wizard/Shapeshifter

Amatus Ball

Artificer/Vampire

Demetrios Albano

Blood Hunter/Demon

Trixie La Flair

Mrs. Angus Krumplebottom

Darius Ruthoford

Johannis Blath

Ezio Da Luka The Third

Rorak Sullivan

Mangus Karr

The Shield

Ezio Da Luka

Girth Striker

Marco

Morris Grimm

The Institue's Warden

Dr. Victor Langley

Head Phycologist

Prisoner #789

Medium Monstrosity (Mutated Humanoid), Chaotic Evil

Armor Class: 15 (Natural Armor)
Hit Points: 102 (12d8 + 36)
Speed: 40 ft.

 

Abilities

STR

18 (+4)

DEX

16 (+3)

CON

17 (+3)

INT

10 (+0)

WIS

12 (+1)

CHA

14 (+2)

Saving Throws
Dex +6, Con +5, Wis +4

Skills
Perception +4, Stealth +8, Athletics +6

Damage Resistances
Bludgeoning, Piercing, and Slashing from non-magical weapons

Condition Immunities
Charmed, Frightened, Paralyzed

Senses
Darkvision 60 ft., Passive Perception 14

Languages
Understands Common but speaks only in fragments of magical whispers

Traits

Invisibility Burst (Recharge 5-6).
The Beast becomes invisible for up to 1 minute or until it makes an attack. During this time, creatures without magical sight have disadvantage on attacks against it.

Magical Instability.
Each time the Beast takes damage, roll a d6. On a roll of 1, the Beast loses control of its form and must use its next action to cast Thunderwave centered on itself (save DC 13).

Aura of Whispers.
Creatures within 10 feet of the Beast can hear maddening whispers. At the start of their turns, they must succeed on a DC 12 Wisdom saving throw or be affected as if under the Bane spell for 1 minute (save ends at the end of each of their turns).

Mind Control (1/day).
The Beast can use its action to cast Crown of Madness (DC 13 Wisdom save). If the target fails the saving throw, it is dominated for 1 minute, compelled to attack its allies under the Beast’s influence.

 

Actions

Multiattack.
The Beast makes two attacks: one with its claws and one with its bite.

  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 12 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  • Hit: 9 (1d10 + 4) piercing damage, plus 3 (1d6) poison damage.

Arcane Surge (Recharge 5-6).
The Beast releases a surge of volatile magic. Each creature in a 10-foot radius must make a DC 13 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much on a successful one.

Legendary Actions (Optional, for a Tougher Fight)

Flicker (Costs 2 Actions).
The Beast teleports to an unoccupied space it can see within 30 feet and becomes invisible until the end of its next turn.

Terrifying Roar (Costs 1 Action).
Each creature within 10 feet of the Beast must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.

Tactics and Tips for Combat

Stealth: The Beast uses Invisibility Burst to stalk the party, picking off characters with weak perception or defenses.

Mind Control: Targeting melee fighters or spellcasters with Crown of Madness can turn the tide against the players.

Arcane Surge: Use this when surrounded by enemies or as a surprise after reappearing from invisibility.

Legendary Actions (Optional): If the fight becomes too easy, Flicker and Terrifying Roar will keep the players on their toes.