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The Valley of Glass

This is the encounter that my players got to deal with last night.


South of the city of Jimos lies the valley of glass. The walls of the valley are completely coated in primal glass, from the floor of the valley to the highest mountain peak. Rainbow hued lines run down the mountainside as if the glass had been poured into the valley from above. Sharp spires dot the landscape and are thought to be the places where particularly large trees once stood. The Garfast river flows shallow and wide through the floor of the valley in an ever shifting trail that cuts its way through the sandy bottom formed from weathering glass. The origins of this valley are a mystery to the inhabitants of the city. It predates the founding of Jimos, and provides their chief export. Miners work through the warmer months with special tools designed to chip the glass from the mountainsides. Primal glass is so hard that tools break down quickly unless they are enriched with adamantine.


Miners tell stories of shadows in the glass. These shadows range from roughly the size of a man to as big as a house. Recent mining operations have started getting closer to these shadows buried in the glass. Rumors about their true nature are common. Some think they are simply large rocks, others think they are creatures trapped when the valley formed. Particularly jumpy miners swear that they have heard cracking sounds from inside the glass.


Glass Shadow (Dragon)


The sound of shattering glass is accompanied by a skeletal claw bursting forth from the wall, followed quickly by a long serpentine neck sporting a draconic skull that stretches its jaws in a wordless cry. A sound like wind chimes echoes through the valley as shards of primal glass that are embedded in the skeleton ring against each other with the creature’s movements.


Huge Undead, lawful evil

Armor Class 15 (Natural Armor)

Hit Points 66 (7d12 + 21)

Speed 50 ft.

STR: 17 (+3)

DEX: 9 (-1)

CON: 17 (+3)

INT: 2 (-4)

WIS: 11 (+0)

CHA: 5 (-3)

Damage Vulnerabilities: bludgeoning

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60ft., passive Perception 10

Languages: Understands Draconic and common but can't speak it

Challenge: 5 (1800 XP)


Charge: If the glass shadow moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.


Primal Glass Shards: A creature that touches the glass shadow or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage.


Regeneration: The glass shadow regains 4 hit points at the start of its turn.

Actions

Multiattack: The Glass shadow makes two attacks with any combination of bite, claw, tail, or wing.


Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) piercing damage.


Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 4 (1d8) slashing damage


Gore: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) piercing damage.


Tail or Wing: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) slashing damage



Glass Shadow (Large Draconic Humanoid)

Large undead, lawful evil

Armor Class 12 (Natural Armor)

Hit Points 67 (9d10 + 18)

Speed 40 ft.

STR: 18 (+4)

DEX: 11 (+0)

CON: 15 (+2)

INT: 6 (-2)

WIS: 8 (-1)

CHA: 5 (-3)

Damage Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands Draconic and common but can't speak it

Challenge: 2 (450 XP)


Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.


Primal Glass Shards: A creature that touches the glass shadow or hits it with a melee attack while within 5 feet of it takes 2 (1d4) slashing damage.


Actions

The glass shadow attacks twice with it’s claws, or once with its gore


Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) slashing damage.


Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 2 (1d4) slashing damage.



About the Author:


Stephen Mayo lives in Montana with his wife, daughter, corgi, and three cats.

You can keep in touch with him on Facebook and Twitter. Find more on his podcast A Side of Mayo. If you enjoyed reading this consider buying him a coffee or supporting him on Patreon.

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