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ELTT TitanMagazine Veldt-Gallant

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100% found this document useful (1 vote)
610 views12 pages

ELTT TitanMagazine Veldt-Gallant

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • The Veldt-Gallant Overview
  • Narrative Elements
  • Social Characteristics and Combat Tactics
  • Veldt-Gallant Traits and Actions
  • Resources, Allies, and Rewards

THE VELDT-GALLANT

WRITTEN BY
Ryan Servis

PRODUCED BY
2CGaming

©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Epic Legacy Titan Magazine)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is prohibited
without the express written permissions of 2CGaming, LLC or its authorized representatives.
AUTHOR
Ryan Servis

EDITOR
Misty Bourne

ARTISTS
Ambrose Hoilman, Adrián Ibarra Lugo, Jason Strutz, BNE Design

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the
Veldt-gallanT
The Accursed Blade
“A sword wielded with honor knows no defeat.”

The Veldt-gallant
Description in Your Campaign
Grown from the crypts of ancient knights, the veldt-gallant is a The veldt-gallant is an unusual antagonist because of its acces-
verdant facsimile of an honorable warrior. Its lithe form towers sibility. The characters can approach and challenge the knight at
over all but the largest warriors, imbued with impossible grace. any time, though they would be fools to do so unless truly pre-
Its body is leafy armor as elegant and detailed as ornate plate pared. In its lair, the Verdant Fortress, the veldt-gallant waits for
mail. No flesh is visible beneath this bulwark, for the veldt- any challenger. Whether they be wizard or warrior, all are equal
gallant is entirely arboreous in nature. Its body creaks and before its blade. A campaign featuring this creature presents a
rustles like a tree caught in autumn’s wind as it dances with tempting challenge. Attaining enough strength to defeat it is a
martial poise. Its every movement is synchronized with nature, tremendous mountain to climb. For most characters’ adventur-
an endorsement of the natural world with a flourish of wind, ing careers, glorious combat with the veldt-gallant is foolhardy.
water, or earth. In the knight’s hands is clutched a lengthy sword Because the creature enacts no nefarious schemes and wreaks
composed of a single blade of grass. This fearsome weapon no havoc, it is the perfect challenge, and only that. Whether or
possesses impossible sharpness, slicing through stone, metal, not the players choose to face the veldt-gallant is entirely up to
and flesh with equal ease. No voice speaks nor eyes gleam from them. Do they have the drive and skill to defeat such a foe? That
behind the veldt-gallant’s helm. They are a silent warrior bound question hangs over their heads throughout the entire campaign,
to a code of honor long forgotten. goading them into honorable combat with a deadly foe and a
chance to break an ancient curse.

PROFILE
Personality: Honorable Legend: In ages past there lived a knight of impeccable
honor. This warrior had never failed to meet a foe on even
Ideals: The veldt-gallant upholds the highest ideals of ground and was said to be unmatched in duels of the sword.
honorable combat. It never engages in underhanded battle Both their skill and integrity were renowned throughout
strategies, even when faced with skullduggery. Every foe, the realms, inspiring countless hopeful warriors to live a life
no matter how nefarious, is to be treated with dignity and of discipline and virtue. Naturally, the forces of evil could
respect. The creature knows not why it must follow this not abide the existence of such a champion. Four great
code, only that it must honor the legacy of the ancient evils—a fiend, an undead, a dragon, and a giant—conspired
knight from whom it was created. to lay the knight low. In one fell swoop they would shatter
the hope of countless peoples and dispatch the warrior for
Bonds: The veldt-gallant is oath bound to accept any good. To this end they staged the perfect ambush, luring
challenge offered to it. There is no greater commitment than the knight to an isolated location with the promise of a
the code of the warrior by which it abides. Even if it or its foe duel like no other. However, the four evils underestimated
is hopelessly outmatched, the veldt-gallant gives every fight the warrior’s prowess. Though surprised, the knight fought
its all. Dying by its blade is an honor few will ever experience. valiantly. One by one the monsters were cut down, leaving
the champion mortally wounded but victorious. As the
Flaws: While it conducts itself with impeccable honor, the knight’s blood watered the grass, the dying evils revealed
veldt-gallant has no understanding of who it is or why it the true purpose of their nefarious scheme. Dark magic
behaves as it does. It is merely an echo of a great warrior, bound the knight’s soul to the land, cursing the warrior
acting the part of a noble knight without any spirit or to live forever as but a shadow of their former self. As the
perspective. At its heart, the veldt-gallant is a lost soul. It veldt-gallant, even death would bring no reprieve, forcing
has been endowed with life and given purpose, but it cannot the knight to live with the shame of defeat until beaten in
truly act for itself, shackled to a code of honor it can never honorable combat.
truly understand.

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INTRODUCTION allow them to fight with honor. They would do well to consult
with legendary weapon masters in search of new techniques.
The legend of the veldt-gallant and even the location of its fortress Perhaps they can track down a blade with the strength to match
are widely known. Tales of its skills are told in taverns, while its the veldt-gallant’s? There may even be magic that protects against
home can be found on nearly any reputable map. The characters the creature’s unstoppable blade. There are myriad reasons for the
should easily hear of its existence and its lair. However, it is vital party to explore the far-flung corners of your world, weathering
that the scope of the creature’s power and skill is made extremely all manner of dangers in search of an edge.
clear. Tales of dragons slain in a single stroke, legendary warriors
effortlessly cut down, and other similarly extraordinary displays Regional Effects
of martial prowess are rampant. These are no mere rumors. They The region containing the veldt-gallant’s lair is warped by its curse,
are testimonies. If the characters intend on challenging the veldt- which creates the following effects within 10 miles of the lair.
gallant at this stage of the campaign, pretty much everyone they
know discourages the proposition. Far too many overambitious If a creature in the affected area issues a challenge of honor-
y
heroes have met their end on the creature’s blade. able combat to the veldt-gallant, the creature is magically
teleported to an unoccupied space within 60 feet of it.
CONFLICT
A creature slain by the veldt-gallant becomes cursed,
y
As the veldt-gallant has no purpose other than to take on all chal- and its soul is transformed into a spirit that wanders the
lengers, it introduces little conflict over the course of the cam- Verdant Fortress. While so cursed, a creature cannot be
paign. Instead, a grim question hangs over the characters’ heads: restored to life nor leave the Verdant Fortress.
Are they strong enough to defeat the veldt-gallant? For most of
the campaign, the answer will be an overwhelming no. However, Creatures with an Intelligence of 4 or higher within the
y
as they attain more power, the idea becomes more and more plau- affected area that commit a dishonorable act become
sible. Trusted allies begin to suggest they will soon have a chance. mystically ashamed for their actions for 24 hours. While so
Powerful new magic items come into the party’s possession, giving ashamed, they have disadvantage on attack rolls (or Epic
them yet another advantage upon which to reconsider the pros- disadvantage, if using the veldt-gallant’s mythic statistics).
pect of honorable battle. The world begins to wonder if these will
be the heroes to finally defeat the creature and break the curse.

CONCLUSION
Once the characters are ready to face the veldt-gallant, they have
an important question to answer. Why take the risk? It’s a legiti-
mate question and one in which there is no shame in saying it’s
not worth it. However, if you have made the knowledge of the
knight’s curse widely available, the characters know they have a
chance to perform a heroic deed of legendary proportions. Not
only is there great prestige to be won from defeating the veldt-
gallant, but the freeing of the knight’s soul from an eternity of
shame is a noble act that will undoubtedly echo through the
ages. Those who claim to know the knight’s ancestors or have a
stake in the warrior’s tale may entreat the party’s aid, adding their
personal plight to the list of reasons for the characters to risk
everything on what is ultimately an unnecessary conflict.

Challenges
The veldt-gallant can pose combat, exploration, or social chal-
lenges to characters who interact with it.

EXPLORATION
As the location of the veldt-gallant is both well-known and easily
accessible, many of the explorative challenges it presents result
from the preparation required to face it. Those who intend on
dispatching the creature would do well to explore every option The Veldt-gallant’s Lair
for a tactical advantage. However, unless defeated honorably, the Atop the hill where the ancient knight fell, a great tree has
veldt-gallant offers no true victory. Should the characters wish to grown. This natural wonder shaped itself into a living fortress
earn their win, they will need weapons, strategies, and tools that befitting a great knight. Known as the Verdant Fortress, this

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mysterious place has all the amenities one would expect of


a castle. Elegant banners, resplendent feasting halls, formi-
dable armories, and countless guest chambers, all devoid of
life. Additionally, the castle is cursed, haunted by those slain
by the veldt-gallant’s blade. These doomed souls wander the
halls bearing the gruesome marks of defeat. It is unclear
whether they are incapable of or unwilling to speak, but never
has a sound been uttered by these damned spirits. At the cen-
ter of the castle is a great circular chamber beneath an open
sky. Here the veldt-gallant awaits, its sword ever ready to cut
down all challengers.

Lair Actions
On initiative count 20 (losing initiative ties), the veldt-gallant
can take a lair action to cause one of the following effects. If the
veldt-gallant is using its mythic statistics, it can instead choose to
take a mythic action or lair action, but not both. The veldt-gallant
can’t use the same effect twice in a row.

The spirits of those slain by the veldt-gallant haunt a


y
creature of its choice within the lair, cursing it until it
leaves the lair. While cursed in this manner, if the target
is slain its spirit cannot find rest and instead haunts the
lair. Such a creature cannot be returned to life until it is
put to rest by another creature slaying the veldt-gallant
in honorable combat.

The veldt-gallant invokes the living power of the


y
Verdant Fortress to ward against a creature of its
choice within the lair until the next initiative count of
20. An affected creature cannot be hidden from the A Missing Spirit. Lurking among the corridors of the Verdant
veldt-gallant, nor can it magically teleport. Fortress is the spirit of a beloved princeling who fell in a foolish
challenge against the veldt-gallant. However, this phantom
A magical, 20-foot-radius, 100-foot-high cylinder
y differs from the others in that he flees from any who approach.
of dim light appears on the ground with the lair, The princeling’s parents wish only to gaze one last time upon the
which lasts until the next initiative count of 20. child and honor his passing and will pay handsomely to any who
Creatures other than the veldt-gallant cannot enter can help track the ghost down.
or leave the circle.

Exploration Encounters
Whether it’s hunting for treasures or seeking purveyors of
useful knowledge to wield against the veldt-gallant, there is a
plethora of possible exploration encounters to be had. Because
the creature’s power and skill are well known, the characters
have an opportunity to track down perfect solutions to this
particular problem. While it will be an adventure to track them
down, the rewards are well worth the effort. In the best-case
scenario, there may even be a weapon forged with the specific
purpose of defeating the veldt-gallant, provided the right com-
ponents can be found and a worthy artificer can be convinced
to assemble it.

The Teachings of Kalisthra the Wise. While the ancient knight


that preceded the veldt-gallant was formidable, even they had a
teacher. Known as Kalisthra the Wise, this master of the sword
still lives. High atop an icy peak, the paragon of swordsmanship
spends their days in isolation, mourning the loss of their greatest
student. If anyone were to possess secrets to defeating the veldt-
gallant’s masterful technique, it is Kalisthra.

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Blighthammer. Having lost three sons in battles against the veldt- is great. Stories about its prowess and victories are told in every
gallant, a dwarven artificer fashioned a mystical weapon known tavern, with folks eagerly awaiting the gruesome story of the
as Blighthammer, the ideal tool for slaying the mighty creature. most recent warrior to die on the knight’s sword. Many parties
Unfortunately, a blue dragon heard of the weapon’s creation and are interested in seeing the veldt-gallant defeated, making for
stole the hammer to add it to its hoard. Tracking the dragon useful allies in any quest to best the creature. However, any plan
down has proven difficult, for its lair is located deep within an of action must be an honorable one. Defeating such a notorious
inhospitable desert that has never been explored. foe by way of trickery or skullduggery will ensure one’s place as
the villain of the story. Folks are invested in how this story ends,
with countless bards just waiting for a dramatic turn upon which
Blighthammer to pen their next great epic.
Weapon (maul), legendary (requires attunement)
Social Encounters
This noxious maul oozes brown contagion. Its head is a
Those who understand the ways of honor have the most hope
porous mallet dripping with rot so malignant it turns the
stomach. You have a +2 bonus to attack and damage rolls of socially interacting with the veldt-gallant. While it may be an
made with the maul. accursed shadow of who it once was, the creature still holds itself
Additionally, when you score a hit with an attack against a to the highest standards of dignity and respect. A worthy warrior
plant creature while using this maul, the target must succeed could not speak a word in its presence and yet share much be-
on a DC 23 Constitution saving throw or be vulnerable to all tween them. This intuitive understanding transcends words and
damage dealt by the attack. language. It is a bond shared between those who view combat as
Finally, when you score a critical hit with an attack against the crucible of the soul. Those who are invested in the tale of the
a plant creature while using this maul, the target becomes veldt-gallant know this well. While deadly, the creature deserves
infected with a rotting disease for 1 hour. While so diseased, sympathy and respect. Other beings who know its curse are likely
when the creature would attempt a saving throw, it rolls to be at least partially invested in the outcome of its story, pro-
1d6 and subtracts the amount rolled from the result. viding opportunities for social encounters of all stripes.

A Warrior’s Tribute. Three noble warriors are embarking upon


SOCIAL a pilgrimage to the Verdant Fortress. They intend to sit and
drink tea with the veldt-gallant, as a tribute to the being it once
The veldt-gallant cannot speak, so it offers little in the way of was. However, they are a few honorable souls short of a full
social interaction. However, its legend and impact on the world company and could use some heroic adventurers along for the

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journey. It would be the perfect opportunity to see the veldt- them. Make sure to keep track of this feature in your notes. The
gallant face to face and study it, as well as honor the once- extra damage gained from this trait may not be much at first, but
knight’s legacy. it grows quickly over time. Players are good at managing small
amounts of damage, but a big hit could easily take a character
Ode to Honor. A descendant of the ancient knight has written from full to 0 in one blow.
a poem about the veldt-gallant. They believe that if it is recited The veldt-gallant’s actions are equally fearsome. Blade of
by a noble hero, whatever fragment of soul resides within the Grass is a basic attack that can cut a hero in two, likely killing
creature may awaken and be able to communicate. Few warriors them instantly. Razor Wind is for those pesky ranged characters
are also poets, lacking the skills to recite the complex piece with who think they are safe at a distance. Should the veldt-gallant
the appropriate gravitas. Perhaps there is one among the party be unable to reach its enemies, Leaf on the Wind provides a
with both a virtuous spirit and a romantic soul. solution. Final Waltz is the creature’s most formidable action. Its
performance likely allows the veldt-gallant to attack nearly every
Hero’s Funeral. A trusted and beloved ally of the characters creature on the battlefield, which when coupled with Flawless
challenged the veldt-gallant to combat. While they put up a Blade can amount to tremendous damage in a single turn. Even
valiant fight, they were soundly defeated. A grand funeral is spell effects cannot stand before the might of the knight’s blade
arranged in their honor, another in a long line of tragedies that thanks to Sever Magic. A well-run veldt-gallant should feel like
is the legacy of the veldt-gallant. Many toasts and eulogies are to an unstoppable master of the sword whose blade cuts through
be given in their honor, with the characters expected to speak in anything and everything it touches.
testament to their friend’s character. This moment of sadness and
reflection may be just the motivation necessary to inspire action Easier Tactics – Making this fight easier involves managing
against the veldt-gallant. Flawless Blade effectively. Don’t let the cumulative effect to get
too high, allowing characters to heal and manage the damage
COMBAT over the course of several turns. Because the creature is fairly
simple, your focus should be on spreading its damage out as
A battle with the veldt-gallant is an honorable but deadly affair. much as possible using Blade of Grass and Razor Wind. Don’t
Few beings in existence are so skilled with the blade. The knight destroy spell effects with Sever Magic unless absolutely neces-
strikes with unerring precision and overwhelming power, slic- sary. Let the characters enjoy the fruits of their magic, so long
ing through defenses mundane and magical with ease. Unless as it isn’t painfully overwhelming for the veldt-gallant. Only use
harmed by a dishonorable foe, the veldt-gallant is peaceful un- Final Waltz once, and preferably toward the latter half of the
til challenged. However, once roused, the creature fights to the fight. It will be a surprise, but unless it triggers a lot of Flawless
death. Any regrets or misgivings about provoking the knight are Blade accumulations, it shouldn’t be game over.
pointless. Once blades have been drawn, blood must be spilled.
Those who flee the battlefield are forever targets of the veldt- Harder Tactics – Stack the effect of Flawless Blade on as many
gallant’s ire, to be attacked on sight and without remorse. characters as possible, then use Final Waltz. Chances are most
of the party will be hit hard, potentially killing a member or
Combat Encounter Example: Duel of Fates two. Don’t let any significant spell effect persist—use Sever
In recognition of the honorable nature of its foe and martial Magic to get it out of the way as quickly as possible. Don’t di-
prowess, the veldt-gallant has implicitly agreed to an unusual vide the gallant’s attacks between too many targets either. You
series of duels. Each combatant will be afforded a single strike should always aspire to one-shot a character whenever pos-
against the other, one blow to decide the victor. The mightiest sible. Only a truly clever party can quickly recover from one of
strike determines the winner. While unlikely to leave the their heroes getting cut in half.
participants dead, it is an ideal opportunity to gauge the exact
strength of the veldt-gallant, provided one is willing to risk a Mythic Veldt-gallant
ferocious blow by one of the greatest warriors in existence. The mythic veldt-gallant elevates swordplay to inconceivable
degrees. While Epic characters are more resilient, even they will
Tactics struggle to manage the damage the knight puts out. All of the
Battlefield Classification: Skirmisher veldt-gallant’s numbers are dramatically improved in this form—
While the veldt-gallant is a martial foe, that by no means makes formidable even for its mythic rating. However, two new mythic
it simple. The creature can dance across the battlefield with action options are now on the table. The first is Honor Bound.
frightening speed, cutting down all who stand in its path. Almost This curse forces a creature to stay in combat with the veldt-
nothing can slow or deter its assault thanks to its Wild Grace gallant or suffer severe consequences. This is especially useful
feature. While it is costly to take the damage, it is almost always for those who wish to teleport out of the fight or fight from
worth it to keep the veldt-gallant mobile. Note the creature’s extreme range. The second option is Mystical Enchantment. This
Martial Poise trait, which allows it to retaliate against anyone action option improves the quality of the veldt-gallant’s attacks,
who dares cross swords. Because of this, you shouldn’t worry dramatically escalating over the course of the fight. This ensures
about leaving the veldt-gallant exposed to attacks. Every miss is that while the party may initially handle the knight’s assault well,
an opportunity to hit back even harder. However, the creature’s it is not a sustainable strategy. Should the final benefit of this
most impressive trait is its Flawless Blade. This trait lets the action be achieved, there is almost no hope for the characters
veldt-gallant deal ludicrous damage to a creature, though they to win. They only have a few precious turns before the veldt-
should see it coming after it repeatedly chooses to forgo striking gallant’s unerring blade cuts them to ribbons.

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Mythic Effects Thou Shall Not


As a mythic creature, the veldt-gallant causes the following effects. Strike an enemy while they are down, unless
y
they refuse to rise.
Code of the Forgotten. The veldt-gallant follows the code of an Challenge an unworthy enemy to battle.
y
ancient order of paladins whose tenets are lost to time. The code Let others take blows meant for you.
y
thoroughly dictates how to conduct honorable combat against a
variety of enemies, which the veldt-gallant is bound to follow no Thou Shall
matter the circumstance. While the exact details of the code are Offer a worthy enemy the first strike.
y
determined by the DM, at minimum the code is divided equally Respect the lives of your allies as you would your own.
y
between actions the veldt-gallant can and cannot take, some ex- Surrender peacefully when defeat is certain.
y
amples of which follow.

Veldt-gallant
Medium plant, lawful neutral

Armor Class 20 (natural armor) Blade of Grass. Melee Weapon Attack: +19 to hit, reach 30 ft.,
Hit Points 713 (62d8 + 434) one target. Hit: 23 (3d8 +10) slashing damage. If this damage
Speed 50 ft. reduces a target to 0 hit points, the target is cut in half.
STR DEX CON INT WIS CHA Razor Wind. Ranged Weapon Attack: +19 to hit, range 500 ft.,
30 (+10) 30 (+10) 24 (+7) 12 (+1) 23 (+6) 14 (+2) one target. Hit: 54 (8d10 + 10) slashing damage.
Saving Throws Str +19, Dex +19, Int +10, Wis +15 Final Waltz (Recharge 5–6). The veldt-gallant begins a
Skills Acrobatics +28, Athletics +19, Insight +15, Perception +15 deadly dance which lasts until the end of its turn. For the
Damage Resistances radiant; bludgeoning, piercing, and duration, the veldt-gallant’s speed is increased to 300 feet, and
slashing from nonmagical attacks when the veldt-gallant comes within 30 feet of a creature it
Damage Immunities psychic is aware of for the first time on its turn, it may make a single
Condition Immunities charmed, frightened Blade of Grass attack against it.
Senses blindsight 120 ft. (blind beyond this radius), passive
Leaf on the Wind. The veldt-gallant moves with the wind
Perception 25
Languages understands all languages but does not speak until the end of its next turn. For the duration of the effect,
Challenge 29 (135,000 XP)   Proficiency Bonus +9 the veldt-gallant gains a flying speed (hover) equal to its base
walking speed, and it has resistance to all types of damage.
TRAITS Sever Magic. The veldt-gallant attempts to sever the structure
of a spell effect it is aware of within 30 feet of it. When it
Flawless Blade. The veldt-gallant strikes with catastrophic power.
does so, it must make a melee weapon attack (+19 to hit). If
When the veldt-gallant makes a melee weapon attack against a
the result of the attack roll exceeds the 10 + the spell’s level,
creature or object, it may choose to forgo that attack and instead
the effect immediately ends.
gain deadly insight into how to destroy that target. The next time
the veldt-gallant would hit that target with a melee weapon attack,
LEGENDARY ACTIONS
it deals an additional 28 (8d6) force damage. This effect is cumula-
tive, to a maximum of 140 (40d6) additional force damage. These The veldt-gallant can take 3 legendary actions, choosing from
benefits are lost after the veldt-gallant scores a hit against the the options below. Only one legendary action option can be
target and deals this additional damage or if it does not make an used at a time and only at the end of another creature’s turn. The
attack against an affected target for at least 1 continuous hour. veldt-gallant regains spent legendary actions at the start of each
Martial Poise. The veldt-gallant has four additional reactions. of its turns.
Additionally, when a creature within 20 feet of the veldt-gallant Move. The veldt-gallant moves up to its speed.
misses it with a weapon attack, it provokes an opportunity attack
from veldt-gallant. Defensive Stance (Costs 2 Actions). While the veldt-gallant is
not incapacitated, it has a +5 bonus to its AC (25), which lasts
Mythic Resistance. If the veldt-gallant fails a saving throw, it can until the start of its next turn.
expend one of its unspent legendary actions to succeed instead.
Leaf on the Wind (Costs 2 Actions). The veldt-gallant uses its
Wild Grace. When the veldt-gallant would be incapacitated, Leaf on the Wind action.
have its speed reduced, or be forcibly moved or magically
teleported, it can choose to instead be immune to the effect for Keen Edge (Costs 3 Actions). The veldt-gallant imbues its
its duration and take 50 force damage. blade with inconceivable sharpness until the end of its next
turn. When the veldt-gallant scores a hit with its Blade of
ACTIONS Grass attack, the attack instead scores a critical hit, and the
effect ends.
Multiattack. The veldt-gallant makes two Blade of Grass
attacks. It may forgo making one attack in this manner to
instead take the Dash, Disengage, or Dodge action.

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Mythic Veldt-gallant
Medium mythic plant, lawful neutral

Armor Class 29 (natural armor) Very Rare – In addition to its previous benefits, when the veldt-gallant
Hit Points 2,187 (162d8 + 1,458) scores a hit against a flesh-and-blood creature using the blade, the
Speed 50 ft. creature is grievously wounded until the end of the creature’s next turn.
When a creature so wounded would regain hit points, it instead regains
STR DEX CON INT WIS CHA half as many hit points.
32 (+11) 34 (+12) 28 (+9) 13 (+1) 25 (+7) 16 (+3) Legendary – In addition to its previous benefits, when the veldt-gallant
Saving Throws Str +23, Dex +24, Con +21, Int +13, Wis +19, Cha +15 would score a hit using the blade against a creature wielding a weapon, it
Skills Acrobatics +36, Athletics +23, Insight +19, Perception +19 can choose to instead deal no damage and force the creature to attempt
Damage Resistances radiant; bludgeoning, piercing, and slashing a DC 31 Strength saving throw. On a failure, the creature is disarmed of
from non-Epic creatures its weapon, which is thrown up to 60 feet away to an unoccupied space
Damage Immunities psychic of the veldt-gallant’s choice.
Condition Immunities charmed, frightened Extraordinary – In addition to its previous benefits, the benefits of
Senses blindsight 300 ft. (blind beyond this radius), the veldt-gallant’s Flawless Blade feature are not lost when it deals
passive Perception 29 additional damage against a target using that feature.
Languages understands all languages but does not speak
Challenge Mythic 7   Proficiency Bonus +12 ACTIONS
Multiattack. The veldt-gallant makes two Blade of Grass attacks. It
TRAITS
may forgo making one attack in this manner to instead take the Dash,
Flawless Blade. The veldt-gallant strikes with catastrophic power. Disengage, or Dodge action.
When the veldt-gallant makes a melee weapon attack against a Blade of Grass. Melee Weapon Attack: +24 to hit, reach 30 ft., one target.
creature or object, it may choose to forgo that attack and instead Hit: 55 (10d8 + 10) slashing damage. If this damage reduces a target to 0
gain deadly insight into how to destroy that target. The next time the hit points, the target is cut in half.
veldt-gallant would hit that target with a melee weapon attack, it can
choose to deal an additional 66 (12d10) force damage. This effect is Razor Wind. Ranged Weapon Attack: +24 to hit, range 500 ft., one target.
cumulative, to a maximum of 330 (60d10) additional force damage. Hit: 109 (18d10 + 10) slashing damage.
These benefits are lost after the veldt-gallant scores a hit against the Final Waltz (Recharge 5–6). The veldt-gallant begins a deadly dance
target and deals this additional damage or if it does not make an which lasts until the end of its turn. For the duration, the veldt-gallant’s
attack against an affected target for at least 1 continuous hour. speed is increased to 300 feet, and when the veldt-gallant comes within
Martial Poise. The veldt-gallant has four additional reactions. 30 feet of a creature it is aware of for the first time on its turn, it may
Additionally, when a creature within 20 feet of the veldt-gallant misses make a single Blade of Grass attack against it.
it with a weapon attack, it provokes an opportunity attack from veldt- Leaf on the Wind. The veldt-gallant moves with the wind until the end
gallant. of its next turn. For the duration of the effect, the veldt-gallant gains a
Mythic Resistance. If the veldt-gallant fails a saving throw, it can flying speed (hover) equal to its base walking speed, and it has resistance
expend one of its unspent legendary actions to succeed instead. to all types of damage.

Wild Grace. When the veldt-gallant would be incapacitated, have Sever Magic. The veldt-gallant attempts to sever the structure of a spell
its speed reduced, or be forcibly moved or magically teleported, it can effect it is aware of within 30 feet of it. When it does so, it must make a
choose to instead be immune to the effect for its duration and take 100 melee weapon attack (+24 to hit). If the result of the attack roll exceeds
force damage. the 10 + the spell’s level, the effect immediately ends. If the veldt-gallant
is targeting an Epic spell, the attack roll must be 25 or higher to end a
tier 1 Epic spell, 30 or higher to end a tier 2 Epic spell, or 36 or higher
MYTHIC ACTIONS to end a tier 3 Epic spell.
On initiative count 20 (losing initiative ties), the veldt-gallant takes one
of the following mythic actions. The veldt-gallant cannot use the same LEGENDARY ACTIONS
action option two rounds in a row.
The veldt-gallant can take 3 legendary actions, choosing from the
Honor Bound. The veldt-gallant chooses a creature it can perceive with options below. Only one legendary action option can be used at a time
its blindsight and attempts to bind it to honorable combat. The target and only at the end of another creature’s turn. The veldt-gallant regains
must succeed on a DC 27 Charisma saving throw or be afflicted with spent legendary actions at the start of each of its turns.
an Epic curse. While so cursed, if the creature is ever farther than 300
feet from the veldt-gallant, it cannot succeed on attack rolls, saving Move. The veldt-gallant moves up to its speed.
throws, or ability checks. The veldt-gallant can choose to end the curse Defensive Stance (Costs 2 Actions). While the veldt-gallant is not
at any time (no action required). Once a creature succeeds on this incapacitated, it has a +8 bonus to its AC (37), which lasts until the start
saving throw or the effect ends for it, it becomes immune to this effect of its next turn.
for 10 years.
Leaf on the Wind (Costs 2 Actions). The veldt-gallant uses its Leaf on
Mystical Enchantment (5/Day). The veldt-gallant’s blade grows with the Wind action.
magical power, increasing its rarity and potency. The weapon gains the
following magical properties according to its rarity. These properties last Keen Edge (Costs 3 Actions). The veldt-gallant imbues its blade with
for 1 hour. inconceivable sharpness until the end of its next turn. When the veldt-
gallant scores a hit with its Blade of Grass attack, the attack instead
Uncommon – If the veldt-gallant starts its turn and is not in possession of scores a critical hit, and the effect ends.
its blade, the blade mysteriously appears on its person.
Rare – In addition to its uncommon benefits, the blade is immune to all
damage.

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Test of Worthiness. The veldt-gallant is the embodiment of where this creature came from nor why it has chosen to live with
knightly honor and virtue. It is immune to damage and harmful ef- such a melancholy being. The wyrm seems to know every aspect
fects from creatures that have not proven their worthiness. To prove of the knight’s story. From beginning to end, it can recite the
one’s worthiness, a creature must socially interact with the veldt- entire tale with perfect accuracy and poetic detail. The wyrm
gallant for at least 1 continuous hour. During this time, it must only attacks those who intend dishonorable action toward the
succeed on a DC 35 Charisma (Performance) check as it states veldt-gallant, but otherwise it is impartial in the conflicts fought
its intentions, deeds, and power. Multiple creatures can attempt within the fortress’s walls.
to collectively prove their worthiness, instead making a group DC
35 Charisma (Performance) check. On a success, the veldt-gallant REWARDS
loses the benefits of this feature against said creature(s).
This feature provides no benefit against mythic creatures or There is only one possession in the veldt-gallant’s fortress worth
deific effects. possessing—its sword. Normally this weapon is impossible
to attain, but with the knight’s death, another can take up the
sword. While the weapon is but a shadow of its former glory, it
Resources is nonetheless formidable.

Like a true warrior, the veldt-gallant needs only its weapon and
its sense of honor. While the Verdant Fortress is indeed a mighty The Blade of Grass
structure, it serves no real function other than an arena in which Weapon (greatsword), mythic1 (requires attunement)
to fight. The creature enlists no aid nor treats with others. It
This oversized greatsword is a single living blade of silver
stands fully alone, patiently waiting for the next foolhardy chal- grass that is nearly weightless.
lenger to come knocking. The veldt-gallant’s only true asset is its The weapon has the finesse property and does not have
weapon. None can wield the massive blade with such speed and the two-handed property. You have a +3 bonus to attack and
skill. If there is one thing toward which the creature shows any damage rolls made with this weapon.
affection, it is its sword. In its private moments, the veldt-gallant When you would score a hit with this weapon against a
dances with its blade, the last vestige of joy in its cursed existence. creature, you can choose to instead not hit it and gain super-
natural insight into the target for 1 hour. For the duration,
ALLIES the next time you would hit the target, you deal an addi-
tional 27 (5d10) force damage. This effect is cumulative for
No creature, either good or evil, can truly call itself an ally of the the duration, to a maximum of 110 (20d10) force damage.
veldt-gallant, save one. Known as the weaving wyrm, this green,
serpentine dragon lairs within the Verdant Fortress, patiently 1 Mythic is an item rarity introduced in the 2CGaming supplement Epic Legacy
attending to the veldt-gallant like a loyal hound. None know Campaign Codex.

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The Weaving Wyrm


Gargantuan dragon, neutral

Armor Class 19 Tail. Melee Weapon Attack: +17 to hit, reach 40 ft., one target.
Hit Points 610 (37d20 + 222) Hit: 35 (4d12 + 9) bludgeoning damage.
Speed 20 ft., fly 90 ft. (hover)
Epic Ballad (Recharge 5–6). The wyrm sings an epic ballad
STR DEX CON INT WIS CHA about the veldt-gallant, which can be heard up to 300 feet
19 (+4) 28 (+9) 22 (+6) 15 (+2) 16 (+3) 30 (+10) away. Creatures of the wyrm’s choice in the affected area that
can hear the wyrm must succeed on a DC 26 Wisdom saving
Saving Throws Dex +17, Int +10, Wis +11, Cha +18
throw or be enraptured by the majesty of the ballad for as long
Skills Perception +11, Performance +18
as the wyrm continues to sing. While so enraptured, a creature is
Damage Immunities radiant
incapacitated. This effect ends early if a creature becomes unable
Condition Immunities charmed
to hear the ballad or the wyrm becomes incapacitated. If an
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
affected creature takes damage, it may repeat the saving throw,
Languages Common, Draconic
ending the effect on a success.
Challenge 26 (90,000 XP)   Proficiency Bonus +8
The wyrm must take a bonus action on its subsequent turns to
continue singing the ballad and can stop singing at any time.
TRAITS
Graceful Presence. Each creature of the wrym’s choice that is
Immense. The wyrm’s form is tremendous. It is 70 feet long within 120 feet of it and aware of it must succeed on a DC 26
from snout to tail. On the battlefield, the wyrm typically Wisdom saving throw or be magically enchanted by the wyrm’s
occupies a 30-foot-by-30-foot space. It can end its movement in graceful form for 1 minute. While so enchanted, a creature deals
a Huge or smaller creature’s or object’s space and does not treat half damage to the wyrm (rounded down) and cannot have
such spaces as difficult terrain. advantage on attack rolls, saving throws, or ability checks against
Additionally, on each of its turns the wyrm can spend 20 feet it. On a successful save or when the effect ends for it, a creature
of movement to deal 30 bludgeoning damage to an unattended is immune to the wyrm’s Graceful Presence for 24 hours. The
object or structure within 5 feet of it. enchantment can be removed by a dispel magic spell cast at 6th
level or higher.
Legendary Resistance (3/Day). When the wyrm fails a saving
throw, it can choose to succeed instead.
LEGENDARY ACTIONS
Radiant Spheres. The wyrm’s form is orbited by five spheres
of radiant light. When the wyrm takes damage from a creature The wyrm can take 3 legendary actions, choosing from the
within 300 feet of it, one of the orbs vanishes, and the creature options below. Only one legendary action option can be used at
that scored the hit takes 22 (5d8) radiant damage. At the start a time and only at the end of another creature’s turn. The wyrm
of each of its turns, the wyrm regains up to three orbs, to a regains spent legendary actions at the start of its turn.
maximum of five orbs.
Tail. The wyrm makes a Tail attack.

ACTIONS Bite (Costs 2 Actions). The wyrm makes a Bite attack.


Whirlwind (Costs 3 Actions). The wyrm generates a vortex of
Multiattack. The wyrm makes a Bite attack and Tail attack. It
wind around itself in a 60-foot radius, which lasts until the end
can forgo making a Bite attack in this manner to instead use its
of its next turn. The affected area is difficult terrain for creatures
Graceful Presence.
other than the wyrm, and ranged attacks made against targets in
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. the area have disadvantage.
Hit: 31 (4d10 + 9) piercing damage plus 21 (6d6) radiant damage.

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