The Dark Arts - Player's Companion

Download as pdf or txt
Download as pdf or txt
You are on page 1of 48

Credits Table of Contents

Lead Designer/Producer: Jonoman3000


References: Player’s Handbook, Monster Manual, Dragon
Chapter 1: Races………………………………………....3
Magazine #372 (Shadar-kai) Mummy………………………………………………………….3
Cover Illustrator: Felipe Escobar Bravo Wight…………………………………………………………….4
Interior Illustrators: Chad W. Green (Mummy), Will O’Brien Shadar-kai………………………………………………………..6
(Wight), ArenaNet (Page 5 Art, Blood Knight, Deathtouched,
Cruorbat), Hans Olo (Shadar-kai 1), John Stanko (Shadar-kai 2),
Chapter 2: Subclasses………………………………...8
Kekai Kotaki (Path of Blood, Shadow Rogue, The Archlich, Barbarian: Path of Blood………………………………………...8
Cursed Oak, Deathcrest Ape, Fleshfiend, Fleshlings, Lost Soul, Bard: College of the Shadowfell………………………………....9
Plaguebringer, Seafallen), Mark Mulnar (College of the Cleric: Night Domain…………………………………………..10
Underdark), Chaoyuan Xu (Night Domain), Kaewyn La Renarde Druid: Circle of Twilight……………………………………….11
(Circle of Night), Jason Nguyen (Way of the Bloodied Fist), Fighter: Blood Knight…………………………………………..12
Morgan Yon (Oath of the Grave), Jaime Jones (School of Monk: Way of the Bloodied Fist……………………………….13
Hemomancy, Blood Ooze), Mark Winters (Archlich), Paladin: Oath of the Grave……………………………………..14
fetalnightmare (Bloodbeast), GamesWorkshop (Cruorgheist), Rogue: Shadow…………………………………………………15
Jerad Merantz (Cruorhulk), James Ryman (Necrotic Slime), Karl Sorcerer: Deathtouched………………………………………...16
Kopinski (Rothorror), Daarken (Shadow Elemental, Warlock: Archlich………………………………………………17
Shadowtouched Umber Hulk), Akieron (Ogre Skeleton), Telthona Wizard: School of Reawakening……………………………….18
(Zombie Dragon) Wizard: School of Hemomancy………………………………...18
Proofreading/Editing: /u/DersitePhantom, /u/ElNalio Chapter 3: Spells………………………………………19
Casting Blood Magic…………………………………………...19
Spell Lists………………………………………………………19
Spell Descriptions………………………………………………21
Chapter 4: Creatures………………………………..26
Archlich…………………...26 Oozes……………………...38
Bloodbeast………………...28 Plaguebringer……………...40
Cruorbeasts………………..29 Rothorror…………………..42
Cursed Oak………………..32 Seafallen…………………...43
Deathcrest Ape…………….33 Shadow Elemental………...45
Fleshfiend………………….34 Shadowtouched…………....46
Fleshlings………………….35 Skeletons…………………..47
Lost Soul…………………..37 Zombies…………………...48

Preface
In many adventures and campaigns, necromancy and similar
magic often plays a key role in the story. This supplement aims to
give both players and DMs more options in these types of
campaigns by giving them more races, subclasses, spells, and
creatures for them to work with. If your dungeon master allows,
these options can be used in any of your campaigns.

ON THE COVER
Performing an ancient blood ritual, the Circle of Night druid
channels energy from the source of fresh blood to cast a blood
magic ritual, in this scene illustrated by Felipe Escobar Bravo.

Created June 2016


Disclaimer: Always be sure to remember your Dark Magic Safety Guidelines when handling dangerous magics and magical beings:
a) don’t let the vampires bite, b) don’t draw too much of your own blood, and c) don’t anger an archlich
Chapter 1: Races
HIS CHAPTER PRESENTS THREE NEW
Races to supplement those in the Player’s
Mummy
Hidden within ancient tombs in vast deserts, mummies evoke fear
Handbook: Mummies, Wights, and Shadar-kai.
in the heart of every adventurer. Raised by dark funerary rites
Mummies and Wights are converted from
through necromantic rituals, mummies unquestioningly serve the
creatures in the Monster Manual, and may also be
whims of their masters for as long as they live. However, once
useful for creating a more fleshed out NPC. The
those masters are gone a rare few mummies may choose to stray
Shadar-kai are a race native to the toxic darkness
from their ancient tasks, traveling out of their tombs to inflict
of the shadowfell. These new options are
themselves on the world above.
available when you make a character, provided
that your DM allows them in your campaign.
The Will of Dark Gods
An undead mummy is created when the priest of a death god or
other dark deity ritually imbues a prepared corpse with
necromantic magic. The mummy's linen wrappings are inscribed
with necromantic markings before the burial ritual concludes with
an invocation to darkness. As a mummy endures in undeath, it
animates in response to conditions specified by the ritual. Most
commonly, a transgression against its tomb, treasures, lands, or
former loved ones will cause a mummy to rise.
The long burial rituals that accompany a mummy's
entombment help protect its body from rot. In the embalming
process, the newly dead creature's organs are removed and placed
in special jars, and its corpse is treated with preserving oils, herbs,
and wrappings. After the body has been prepared, the corpse is
typically wrapped in linen bandages.

The Punished
Once deceased, an individual has no say in whether or not its
body is made into a mummy. Some mummies were powerful
individuals who displeased a high priest or pharaoh, or who
committed crimes of treason, adultery, or murder. As punishment,
they were cursed with eternal undeath, embalmed, mummified,
and sealed away. Other times, mummies acting as tomb guardians
are created from slaves put to death specifically to serve a greater
purpose. Once created, a mummy obeys the conditions and
parameters laid down by the rituals that created it, driven only to
punish transgressors.

Timeless Undeath
Most mummies have existed far longer than even the oldest elves,
though most of them have remained in their tomb for nearly the
entire period. Once they awake, they cannot remember their past
life or personality, so they remain dry husks even throughout their
eons of “life” if you could call it that.
However, some mummies do gain some knowledge of the
outside world, and even the most rudimentary knowledge from
when they were first created may hold untold secrets to the
modern world. As a result, some serve as undead repositories of
lost lore, and can be consulted by the descendants of those who
created them. Powerful individuals sometimes intentionally
sequester mummies away for occasional consultation, and
particularly talkative mummies are treasured by historians.

CHAPTER 1 | RACES 3
Mummy Names Wight
When they are created, mummies are not often named, and they The word "wight" meant "person" in days of yore, but the name
have no memory of their name in life. Even when they are named, now refers to evil undead who were once mortals driven by dark
it is usually something extremely simple such as a number. desire and great vanity. When death stills such a creature's heart
However, once a mummy becomes free of its master, it might and snuffs its living breath, its spirit cries out to the demon lord
choose to give itself a real name, or perhaps let a troop of Orcus or some vile god of the underworld for a reprieve: undeath
adventurers choose its name for it. Therefore, mummies can have in return for eternal war on the living. If a dark power answers the
all types of names based on what names they have encountered. If call, the spirit is granted undeath so that it can pursue its own
they have encountered many human adventurers in their time, malevolent agenda.
they may choose a human name, and could do the same for any of Wights possess the memories and drives of their formerly
the other races. living selves. They will heed the call of whatever dark entity

Mummy Traits
transformed them into undead, swearing oaths to appease their
new lord while retaining their autonomy. Never tiring, a wight
As a mummy, you have certain traits that you share with other can pursue its goals relentlessly and without distraction.
mummies. As a mummy you gain access to powerful magic
through your rotting curse and dreadful glare, though both of
these magics have been weakened through the death of your
master and your departure from the tomb.
Ability Score Increase. Your Strength score increases by 2, and
your Constitution score increases by 1.
Age. As beings of undeath, mummies do not age or mature, and
they may live for thousands of years if undisturbed.
Alignment. As the creations of evil masters, mummies are
often evil themselves. Most often mummies tend towards
lawfulness in their devotion to their master.
Size. Mummies are between 5 and 6 feet tall and average about
120 pounds. Your size is medium.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to the eternal darkness of an ancient
tomb, you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in
darkness, only shades of grey.
Dreadful Glare. As an action, you can target one creature you
can see within 10 feet of you. The target must succeed on a
Wisdom saving throw or become frightened until the end of your
next turn. The DC for this saving throw equals 8 + your
Constitution modifier + your Proficiency bonus. A target that
succeeds on the saving throw is immune to this effect for the next
24 hours.
Fire Vulnerability. You are vulnerable to fire damage.
Rotting Fist. You are proficient with your unarmed strikes,
which deal 1d4 necrotic damage on a hit. Whenever a creature
takes this necrotic damage, they must succeed on a Constitution
saving throw or become cursed. The DC for this saving throw
equals 8 + your Constitution modifier + your proficiency bonus.
The cursed target can’t regain hit points. The curse lasts until
removed by the remove curse spell or similar magic. A target that
succeeds on the saving throw or has the curse removed is immune
to this effect for the next 24 hours.
Undead. You are considered undead for effects such as turn
undead and many healing spells. You are immune to disease and
the poisoned condition, and you have resistance to poison
damage. You do not need to eat or breathe, but you can ingest
food or drink if you wish. Instead of sleeping, you enter an
inactive state for 4 hours each day. You do not dream in this state;
you are fully aware of your surroundings and notice approaching
enemies and events as normal.
Languages. You can speak, read, and write Common and one
other language you knew in life.

CHAPTER 1 | RACES 4
Life Eaters Alignment. Wights are transformed by dark entities to serve
their needs, and therefore are most often evil themselves.
Neither dead nor alive, a wight exists in a transitional state
Although they retain their memories and personalities, Wights are
between one world and the next. The bright spark it possessed in
only created from evil and vain humans, so they will remain evil
life is gone, and in its place is a yearning to consume that spark in
unless they change their alignment after reaching undeath.
all living things. When a wight attacks, this life essence glows
Size. Wights are between 5 and 6 feet tall and average about
like white-hot embers to its dark eyes, and the wight's cold touch
180 pounds. Your size is medium.
can drain the spark through flesh, clothing, and armor.
Speed. Your base walking speed is 30 feet.
Shadow of the Grave Darkvision. As a being forced to live in darkness, you have
superior vision in dark and dim conditions. You can see in dim
Wights flee from the world by day, away from the light of the light within 60 feet of you as if it were bright light, and in
sun, which they hate. They retreat to barrow mounds, crypts, and darkness as if it were dim light. You can’t discern color in
tombs where they dwell. Their lairs are silent, desolate places, darkness, only shades of grey.
surrounded by dead plants, noticeably blackened, and avoided by Sunlight Sensitivity. You have disadvantage on attack rolls and
bird and beast. on Wisdom (Perception) checks that rely on sight when you, the
Humanoids slain by a wight can rise as zombies under its target of your attack, or whatever you are trying to perceive is in
control. Motivated by hunger for living souls and driven by the direct sunlight.
same desire for power that awakened them in undeath, some Undead. You are considered undead for effects such as turn
wights serve as shock troops for evil leaders, including wraiths. undead and many healing spells. You are immune to disease and
As soldiers, they are able to plan but seldom do so, relying on the poisoned condition, and you have resistance to poison
their hunger for destruction to overwhelm any creature that stands damage. You do not need to eat or breathe, but you can ingest
before them. food or drink if you wish. Instead of sleeping, you enter an
inactive state for 4 hours each day. You do not dream in this state;
Wight Names you are fully aware of your surroundings and notice approaching
enemies and events as normal.
When they are created, a wight keeps all of the memories of its
Life Drain. You are proficient with your unarmed strikes,
former life, and therefore keeps its name as well. Therefore,
which deal 1d6 necrotic damage on a hit. A humanoid slain by
wights can have all types of names based on whatever race they
this attack rises 24 hours later as a zombie under your control,
were in life.
unless the humanoid is restored to life or its body is destroyed.
Wight Traits Only one zombie may be created through this ability at any one
time; if another is created then the first becomes inanimate.
Your wight character has certain traits derived from its undead The zombie has the statistics of the Zombie (Monster Manual
nature. pg. 316), except its hp value is instead equal to twice your level.
Ability Score Increase. Your Constitution score increases by 2, Languages. You can speak, read, and write Common and one
and your Charisma score increases by 1. other language you knew in life.
Age. As beings of undeath, Wights do not age or mature, and
they may live for thousands of years if they are not killed in
battle.
Shadar-kai
Shadar-kai were once humans, native to the world. They were all
members of an extended tribe who called themselves Shadar-Kai.
These early humans had seen the abuses Nerull, once god of
death, perpetrated on the souls who passed into his power. They
also feared the unknowable reaches of death into which most
souls pass even now. When the Raven Queen slew Nerull and
ascended to godhood, in an age now largely forgotten, the
Shadar-Kai struck a deal with her. They promised to serve as her
mortal agents, and in exchange, she gave them incredibly long
life and freedom from frailty. The shadar-kai believe that, through
their pact, they became the chosen people of death and winter.
The Shadar-Kai moved to the Shadowfell, setting up their
communities on the borders of Letherna, the Raven Queen’s
domain. Life in shadow changed the humans, reshaping them and
altering their appearance. Eventually, they were so different from
humans that they became a distinct species. As they expanded
their territory in the Shadowfell and began interacting again with
the mortal world, the tribal name became the name for their race.

Ashen and Scarred


Shadar-kai are humanlike, but the weight of existence in the
Shadowfell has shaped them to be slightly shorter and much
thinner than their human counterparts. A shadar-kai has a
colorless complexion that varies from alabaster to dark gray.
Shadar-kai hair is similarly drab or raven black. Pale hair might
have a hint of color within the range of human norms. The eyes
are lustrous and black, lacking any white or clear pupil. Shadows
near a shadar-kai sometimes seem to reach out or deepen,
especially when the shadar-kai is angry.
Although drab in natural appearance, shadar-kai are quite
elaborate and idiosyncratic in personal adornment. They like dark
and exotic clothing, jewelry, and weapons, often decorated with
swatches of bright color. Hair is similarly ornate and often dyed,
and many embellish their skin with tattoos, scars, and piercings.
The tattoos, scars, and piercings a shadar-kai wears have more
than one purpose. They exist as a testament to the wearer’s ability
to withstand pain as well as a means of personal expression and
decoration. Each decoration can also be a record of a deed done,
an honor gained, or a misdeed declared.
The current culture of the shadar-kai is a study in pushing
The Raven Queen boundaries. Shadar-kai welcome difficult tasks, as well as
physical and emotional extremes, as a way of life. They learn to
Through their pact with the Raven Queen, each shadar-kai is an
channel the darkness of the Shadowfell rather than allowing that
instrument of death and fate. The Raven Queen doesn’t demand
darkness to consume them. And they accept death as the
worship from the shadar-kai, although she receives it in
inevitable end for those who fail to attain the right amount of
abundance. She demands only that they observe the pact by
power or fame.
keeping her commandments regardless of other beliefs. So most
Shadar-kai embrace living with gusto. The limits of pleasure
shadar-kai hold no pity for the dying and try to punish those who
and pain distract them from the wearying melancholy of the
defy fate. But shadar-kai also believe that nobody truly knows
Shadowfell. They also strive for personal greatness, so that if they
what fate holds.
fail to gain the actual ability to live forever, stories of their great
The Raven Queen is a fair mother, if not a loving one. When
deeds will grant a sort of immortality. In this search for personal
the shadar-kai called upon her in ancient times, she answered. She
glory, most shadar-kai ignore banalities such as comfort,
still does. While she spares little love, she also never demands the
morality, and safety.
love of her children. Almost all shadar-kai revere the Raven
Queen, but each shadar-kai is free to choose his or her destiny and
way of life, including religion.
Call of the Shadowfell
Although shadar-kai leave the Shadowfell to seek fortune in the
Strong Emotions world and among the planes, a few needs and wants drive a
shadar-kai to return home from time to time. Most shadar-kai feel
The Shadowfell saps living creatures of creativity and the will to
a basic need to visit the enveloping dimness of the Shadowfell at
live. When shadar-kai moved to the Shadowfell ages ago, they
least intermittently. The plane is unlike even the darkest reaches
were not immune to this depression. Numerous members of their
of other planes. Obtaining new adornments and equipment in the
early society gave in to ennui and simply slipped out of existence,
proper style often requires a return to the Shadowfell. Shadar-kai
driving the shadar-kai to change their lifestyle, embracing strong
also return to their gloomy settlements to spend time among those
emotions and peak experiences. These practices, born out of
who see extreme, weird, or even deviant as normal. And they
necessity, became traditions over countless generations.
come home to brag.
CHAPTER 1 | RACES 6
Shadar-kai Names
Shadar-kai have similar names to their human counterparts,
though they did change slightly due to their isolation in the
Shadowfell, with the only real influencing force being the will of
the Raven Queen. Their names are often merely the inventions of
their parents, though some common names do exist.

Male names: Albrek, Baden, Codren, Emul, Horiam, Hutahn,


Ioan, Lucyan, Mahahn, Niku, ovid, Petru, Razvahn, Serbahn,
Shathys, Teodahr, Vasylay, Zahar.
Female names: Afyn, Anka, Bahnka, Codruta, Doru, Dyon,
Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya, Markella,
Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna

Shadar-kai Traits
The weight of existence in the Shadowfell has shaped the
physical qualities of the Shadar-kai, granting them traits unique to
their native realm.
Ability Score Increase. Your Dexterity score increases by 2,
and your Intelligence score increases by 1.
Age. The Shadar-kai reach physical maturity at the same rate as
humans, but they generally live far longer. A shadar-kai may live
up to 800 years.
Alignment. Shadar-kai society is often seen as cruel and
apathetic. The shadar-kai generally strive to create chaos and
death, bringing death for both purposes of evil as well as good.
Size. Shadar-kai are generally a tad below 6 feet in height and
they weigh between 110 and 170 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. Accustomed to the black skies and
eternal shadow of the Shadowfell, you have superior vision in
dark and dim conditions. You can see in dim light within 120 feet
of you as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of grey.
Doomspeaker. You gain proficiency in the intimidation skill.
Shadow Jaunt. On your turn, when you reduce a creature to 0
hit points, you can use your bonus action to teleport up to 15 feet.
Languages. You can speak, read, and write Common and one
other language of your choice.

The Raven Queen


Goddess of Death, Fate, and Winter
Alignment: Unaligned
Suggested Domains: Death, Nature
Symbol: Head of a black raven
The Raven Queen was once a powerful mortal sorcerer-
queen. When she died, she came to Pluton, the domain
of the evil death god Nerull. Nerull, impressed with her
will and ambition, gave her form and made her his
consort, naming her Nera. She stole Nerull's power over
mortal shades, and by freeing most of them she managed
to destroy Nerull and become the god of death.
After overthrowing Nerull, she abandoned Pluton and
created her own realm in the Shadowfell.
She is the spinner of fate and the patron of winter. She
marks the end of each mortal life, and mourners call
upon her during funeral rites, in the hope that she will
guard the departed from the curse of undeath. She
expects her followers to abide by these commandments:
1) Hold no pity for those who suffer and die, for death is
the natural end of life.
2) Bring down the proud who try to cast off the chains of
fate; you must punish hubris where you find it.
3) Destroy the cults of Orcus, for the Demon Prince of
the Undead seeks to claim the Raven Queen's throne.

CHAPTER 1 | RACES 7
Chapter 2: Subclasses
Any remaining Blood Points disappear at the end of each of
HIS CHAPTER PRESENTS THIRTEEN NEW your turns.
Subclasses to supplement those in the Player’s
Handbook: one or more for each class outside of Empowered Ability
the Ranger. These new options are available At 6th level, you can use your Blood Points to empower either
when you make a character, provided that your your speed or your senses.
DM allows them in your campaign. Empowered Speed. At the start of your turn, you can expend a
number of your Blood Points, adding 5 feet to your speed for
every 2 Blood Points spent. This speed lasts until the end of the

Primal Paths
turn.
Empowered Senses. At the start of your turn, you can expend a
number of your Blood Points. Until the end of the turn, you can
Rage burns in every barbarian's heart, a furnace that drives him or
see invisible creatures as if they were visible out to a range equal
her toward greatness. Different barbarians attribute their rage to
to 5 times the number of Blood Points spent.
different sources, however, each represented by different paths.
Blood Scent
Path of Blood Starting at 10th level, you can smell the scent of blood from up to
The Path of Blood is a path taken by only the most ruthless and 5 miles away, and accurately pinpoint the direction it’s coming
battle-hungry barbarians. They do not care when they shed their from. Once you get within 1 mile of the source, you can make a
own blood - in fact, they use that energy to empower their rage DC 15 Wisdom (Perception) check to determine its exact identity.
even farther, using their suffering to strengthen their power, On a success, you know the exact identity of the creature if you
speed, and senses. have encountered it before; otherwise you only determine its race
While at first glance the Path of Blood appears to be powered and the severity of its injury. Either way, you know that creature’s
by the same forces as the Path of the Berserker, the Path of Blood exact location for the next hour. On a failed check, you know that
is far more magical in nature. Bloodragers use their blood in a you failed the check and can’t make another one for 1 hour.
form of hemomancy - a magic that utilizes blood sacrifices. Power through Suffering
Bloodrage Beginning at 14th level, your ability to store your blood to
Starting when you select this path at 3rd level, you use your own empower your rage is greatly increased. Whenever you take
spilled blood to empower your rage. Whenever you take damage that is not bludgeoning, piercing, or slashing damage
bludgeoning, piercing, or slashing damage while raging, you store while raging, you store 1/4th of that damage as Blood Points as
a quarter of the damage taken as Blood Points, rounded up. well.
Whenever you make an attack roll, ability check, or damage roll
that uses Strength, you can expend your Blood Points, adding the
amount spent to the roll.

CHAPTER 1 | RACES 3
Bonus Proficiencies
When you join the College of the Shadowfell at 3rd level, you

Bard Colleges gain proficiency with medium armor, martial weapons, and the
Stealth skill.
The way of a bard is gregarious. Bards seek each other out to
swap songs and stories, boast of their accomplishments, and share
Shadow’s Embrace
their knowledge. Bards form loose associations, which they call Also at 3rd level, you learn how to manipulate shadows to hide
colleges, to facilitate their gatherings and preserve their traditions. your allies. A creature that is in darkness or dim light and has a
bardic inspiration die from you can attempt to hide, rolling that
College of the Shadowfell die and adding the roll to their Dexterity(Stealth) check. This
attempt does not require the use of an action or bonus action.
Bards of the College of the Shadowfell specialize in the study of
that realm, gleaming great knowledge of shadow magic in the Shroud of Darkness
process. These bards are few in number and their study is far Starting at 6th level, whenever a creature uses a bardic inspiration
harder than most, for knowledge of the Shadowfell is hard to die or you cast a spell of 1st level or higher that targets you or
come by. These bards occasionally gather in great libraries to another creature, you can choose to imbue shadow magic into that
share their knowledge, but most of their time is spent out in the creature. If you do so, then the creature becomes enveloped in
world, looking for any glimpses of knowledge that might lead shadow, causing all attacks against it to have disadvantage and
them to their goal. allowing it to disengage as a bonus action until the end of your
These bards generally do not perform music, and are instead next turn.
more inclined to creating stories and manufacturing histories,
with most of these stories ending as dark as the realm they study. Umbral Body
Beginning at 14th level, you gain the ability to transform into
pure shadow. You can cast umbral form at will, without
expending a spell slot or material components. When you cast the
spell using this feature, you may only target yourself.

CHAPTER 2 | SUBCLASSES 9
Divine Domains
In a pantheon, every deity has influence over different aspects of Lunar Radiance
mortal life and civilization, called a deity's domain. All the Also at 1st level, you can empower your attacks with moonlight.
domains over which a deity has influence are called the deity's When you hit a creature with a melee weapon attack, you can
portfolio. For example, the portfolio of the Greek god Apollo force them to become basked in moonlight. The next attack roll
includes the domains of Knowledge, Life, and Light. As a cleric, made against this target before the end of your next turn has
you choose one aspect of your deity's portfolio to emphasize, and advantage, and deals an additional 1d8 radiant damage on a hit.
you are granted powers related to that domain. You can use this feature a number of times equal to your
Each domain's description gives examples of deities who have Wisdom modifier (a minimum of once). You regain all expended
influence over that domain. Gods are included from the worlds of uses when you finish a long rest.
the Forgotten Realms, Greyhawk, Dragonlance, and Eberron
campaign settings, as well as from the Celtic, Greek, Norse, and Channel Divinity: Midnight Gloom
Egyptian pantheons of antiquity. Starting at 2nd level, you can use your Channel Divinity to
harness the black gloom of midnight, banishing light and draining
Night Domain the life of your foes.
As an action, you present your holy symbol and all lights
Gods of the night - such as Selûne, Shar, Tharizdon, Takhisis, and within 30 feet of you, magical or non-magical, are instantly put
Hecate - serve as both creators of light and harbingers of out. Additionally, each hostile creature within 30 feet of you must
darkness, with moon goods focusing on the former and darkness make a Constitution saving throw. A creature takes necrotic
gods on the latter. These gods serve as patrons of all alignments; damage equal to 2d6 + your cleric level on a failed saving throw,
their clerics serve as both righteous defenders of the weak, as well and loses any darkvision they have for 1 minute. On a successful
as deceptive thieves and assassins. Either way, these clerics excel save, they take half as much damage and suffer no other effects.
in both melee combat and spellcasting, always using the cover of A creature can repeat this saving throw at the start of each of its
darkness to their advantage in both their battles and their attempts turns, regaining their darkvision on a success.
at subterfuge.
Moonlight Strike
Night Domain Spells Starting at 6th level, when you deal radiant damage to a creature
Cleric Level Spells you may choose to have it emit dim light in a 10 foot radius until
1st sleep, aura of shade . the end of your next turn. The affected creature can’t benefit from
3rd darkness, moonbeam being invisible, and if the creature is a shapeshifter it immediately
5th fear, feign death . shifts to its original form and can’t assume a different form until
7th greater invisibility, rend shadows the light dissipates.
9th dream, shadow stride . Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
Bonus Proficiencies with divine energy. Once on each of your turns when you hit a
At 1st level, you gain proficiency with martial weapons and the creature with a weapon attack, you can cause the attack to deal an
Stealth skill. extra 1d8 radiant damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
Nightstalker
Beginning at 17th level, when you are in an area of dim light or
darkness, you can use your action to become invisible. You
remain invisible until you make an attack, cast a spell, or are in an
area of bright light.
Druid Circles
Though their organization is invisible to most outsiders, druids Ritual Sacrifice
are part of a society that spans the land, ignoring political borders. When you choose this circle at 2nd level, you learn how to
All druids are nominally members of this druidic society, though perform rituals using the blood sacrifices of powerful foes. By
some individuals are so isolated that they have never seen any using the body of a creature that has died within the last hour as
high-ranking members of the society or participated in druidic one of your spell components, you can cast any spell with the
gatherings. Druids recognize each other as brothers and ritual tag from any class spell list without needing to prepare it.
sisters, Like creatures of the wilderness, however, druids You still need to use the other components of the ritual as normal.
sometimes compete with or even prey on each other. In order to cast a ritual in this manner, you need the body of a
At a local scale, druids are organized into circles that share creature of a CR greater than or equal to the spell level of the
certain perspectives on nature, balance, and the way of the druid. ritual to be cast, and the spell must be of a level you have spell
slots for. The creature used cannot be a construct, an undead, or
Circle of Twilight an elemental. Once you complete the ritual, that creature cannot
be used in any other rituals.
The Circle of Twilight is an ancient sect of druid, long estranged
from other druidic circles due to their differing outlooks on the Circle Spells
natural world. The Circle of Twilight believes that the spirits of The dark powers of twilight infuse you with the ability to cast
nature need regular sacrifices of beasts, natural and unnatural, and certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a
even the occasional human sacrifice. These druids meet in old, number of circle spells, listed below in the twilight table.
dying forests to perform secret blood rituals - rituals which they Once you gain access to a circle spell, you always have it
hope will appease the cruelest gods of the Old Faith. As a prepared, and it doesn't count against the number of spells you
member of this circle, you realize nature’s will is not of kindness can prepare each day. If you gain access to a spell that doesn't
and spirituality - it is of cruelty and sacrifice. appear on the druid spell list, the spell is nonetheless a druid spell
for you.

Twilight
Druid Level Circle Spells
3rd darkness, gentle repose .
5th speak with dead, tides of blood
7th dominate beast, draining thread .
9th dominate person, insect plague

Eyes of Twilight
Starting at 6th level, you gain darkvision with a radius of 120
feet, or you increase the radius of your darkvision by 60 feet if
you already have it. Additionally, you can see through magical
darkness for the radius of your darkvision.
Soulseeing
At 10th level, you gain the ability to see the souls of living
creatures. As an action on your turn, you hone your senses to
allow you to see the faint outline of any living creature or creature
that has died within the last hour until the end of your turn. This
allows you to see any creature within the radius of your
darkvision, including invisible creatures, as well as creatures that
are obscured in some manner, such as being behind a wall or in
murky water. This sight can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.
Ritualist
When you reach 14th level, you become a master at performing
rituals. Casting a spell as a ritual now only adds 1 minute to the
cast time.
Additionally, when you cast a ritual using your ritual sacrifice
feature, the CR of the creature only needs to be half of the spell
level of the ritual to be cast, and you may use the same creature in
up to 2 different rituals.

CHAPTER 2 | SUBCLASSES 11
Martial Archetypes
Different fighters choose different approaches to perfecting their
fighting prowess. The martial archetype you choose to emulate
reflects your approach.

Blood Knight
The archetypal Blood Knight employs their own flesh and
blood in the slaughter of their enemies. To a Blood Knight,
battle is everything. It isn’t winning or losing that drives them
so much as it is the opportunity for a good fight. And when
they find that fight, they use everything they have to contest
their opponent. They utilize blood sacrifices to grant themselves
additional offensive and defensive capabilities, though at a steep
cost.
Blood Price
Beginning when you choose this archetype at 3rd level, you gain
the ability to utilize your health to enhance your attacks and
defenses. You gain the following features: Sanguine Slice and
Sanguine Block.
Sanguine Slice. Whenever you hit with an attack, you may
sacrifice a number of hit points and add the amount sacrificed to
the attack’s damage roll. The number of hit points sacrificed
cannot exceed triple your proficiency modifier.
Sanguine Block. When another creature hits you with an
attack, you may use your reaction and sacrifice a number of hit
points, gaining +1 AC against that attack for every 3 hit points
sacrificed, potentially causing that attack to miss you. The
number of hit points sacrificed cannot exceed triple your
proficiency modifier.
You may only use Sanguine Block or Sanguine Slice
once per round, and may not use both in a single round.
Scent of Blood
Starting at 7th level, you gain advantage on any Wisdom
(Perception) or Wisdom (Survival) check used to find a
wounded creature.
Additionally, as a bonus action you can sacrifice 1 hit
point to learn the general direction of every creature
within 100 feet of you that has blood.
Bloodrush
At 10th level, you can use your bonus action to sacrifice
a portion of your health and enter a Blood Rush. For
every 3 hit points sacrificed, you gain the effects of a
Haste spell on yourself for 1 round. This Haste effect
cannot last longer than 1 minute. When the effect ends,
you suffer one level of exhaustion.
Strength of the Wounded
Starting at 15th level, you gain increased power when
below half of your maximum health. Whenever you
use your Sanguine Slice or Sanguine Block features
while below this threshold, you gain double the effect
for each hit point sacrificed.
Vigor
At 18th level, your sacrifices only take away a portion
of your power. Whenever you sacrifice a number of
hit points, you gain an amount of temporary hit points
equal to the hit points sacrificed. These temporary
hit points last for 1 minute.
Monastic Traditions Toll of the Mystic
A few traditions of monastic pursuit are common in the
At 6th level, you gain the ability to convert your life force into ki.
monasteries scattered across the multiverse. Most monasteries
As a bonus action on your turn, you can convert your hit points
practice one tradition exclusively, but a few honor all the
into ki points, with 4 hit points equalling 1 ki point. You can
traditions and instruct each monk according to his or her aptitude
spend a maximum of 12 hit points at any one time, gaining 3 ki
and interest. All the traditions rely on the same basic techniques,
points in the process.
diverging as the student grows more adept. Thus, a monk need
choose a tradition only upon reaching 3rd level. Transfusion
Way of the Bloodied Fist Beginning at 11th level, whenever you score a critical hit with a
melee attack or reduce a creature to 0 hit points with one, you
Monks of the Way of the Bloodied Fist follow a tradition that regain 1d6 hit points.
teaches them to control their own life force, as well as the life
force of their foes. By focusing their ki, they exert control over
Dominion of Blood
blood - a powerful tool that is not to be underestimated. Their At 17th level, you can take complete control of a creature by
monasteries practice in secret in dark caves and high mountains, manipulating its blood. When you hit a creature with an unarmed
out of the eye of the common people, and their members only strike, you can spend 3 ki points to attempt to grasp control over
leave for the rare missions ordered by only the most desperate. that creature. The creature must succeed on a Constitution saving
Many monks of this tradition are covered in scars - some self- throw or fall under your control.
inflicted in their training, and others earned in battle. The monks On every subsequent turn after assuming control, you must use
often use their mystic energies to manipulate these scars, forming your action to take total and precise control of the target. Until the
them into complex designs and symbols to represent their unique end of your next turn, the creature takes only the actions you
ki powers. choose, and doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to use a reaction,
Sanguine Arts but this requires you to use your own reaction as well. If you do
Starting when you choose this tradition at 3rd level, you can use not take this action at the start of your turn, the control ends
your ki to duplicate the effects of certain spells. As an action, you prematurely. This control can last for up to 1 minute.
can spend 2 ki points to cast bloodburn, blood seal, or vampire’s Each time the target takes damage, it makes a new Constitution
kiss without providing material components. Additionally, you saving throw against the effect. If the saving throw succeeds, the
gain the bloodletting cantrip if you don’t already know it. You effect ends.
must still pay the hemomancy costs associated with each spell.
Paladin Oaths Vow of Death. As a bonus action, you can utter a vow of death
against a creature you can see within 10 feet of you, using your
Becoming a paladin involves taking vows that commit the paladin Channel Divinity. You add 1d4 + your Charisma modifier
to the cause of righteousness, an active path of fighting necrotic damage to your damage rolls for 1 minute or until the
wickedness. The final oath, taken when he or she reaches 3rd target drops to 0 hit points or falls unconscious.
level, is the culmination of all the paladin's training. Some If a creature under this effect dies, it can’t become undead.
characters with this class don't consider themselves true paladins
until they have reached 3rd level and made this oath. For others, Aura of Preservation
the actual swearing of the oath is a formality, an official stamp on Starting at 7th level, you and friendly creatures within 10 feet of
what has always been true in the paladin's heart. you have resistance to necrotic damage, and cannot be charmed,

Oath of the Grave


frightened, or possessed by undead creatures.
At 18th level, the range of this aura increases to 30 feet.
The Oath of the Grave is a seldom practised tradition, most Soul of Demise
commonly reserved for the followers of the Raven Queen.
By 15th level, your vow of death has become far more persistent.
Sometimes called winter knights, black knights, or grave knights,
When a creature under the effect of your vow of death dies, that
these paladins serve as protectors of the sacred passings into the
creature cannot be raised from the dead for the next 30 days,
afterlife. They constantly struggle against the forces of undeath,
outside of using a wish spell. Additionally, you can use a bonus
as they see them as the most unholy abominations that blight this
action on your next turn to mark a new creature with the vow.
land. They adorn themselves with images of death and winter -
skulls, ravens, or similar symbols of their patron gods. Reaper of Winter
Tenets of the Grave At 20th level, as an action, you can surround yourself with a
deathly chill. For 1 minute, swirls of chilling wind surround you
The tenets of the Oath of the grave have been passed down for
in a 30 foot radius.
generations. This oath emphasizes the passing between the
Whenever an enemy creature starts its turn in the area, the
warmth of life to the everlasting cold of death, and punishes those
creature takes 10 cold damage and their movement speed is
that defile this passing with the unholy raising of undead.
reduced by 10 feet until the start of their next turn.
Annihilate the Unholy. The undead and those who foster them
In addition, whenever a creature dies within the area, you
are unholy and wicked. Destroy them before they defile more
regain 20 hit points.
than they have already
Once you use this feature, you can’t use it again until you
Preserve the Righteous. Death should not come early to those
finish a long rest.
who have led a blessed life . Preserve the righteous, so they may
live on without fear.
Let Souls Pass On. Every soul deserves its place in the
afterlife. When you see a creature forced into undeath, let its soul
go free.
Accept Death. Death comes to all eventually. Accept it, and
you will find a place in the afterlife.
Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Grave Spells


Paladin Level Spells
3rd inflict wounds, ice knife .
5th gentle repose, Snilloc’s snowball swarm
9th sleet storm, speak with dead .
13th blight, ice storm
17th cone of cold, destructive wave .

Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
Icy Repose. As an action, you present your holy symbol and
speak a prayer against undeath, using your Channel Divinity.
Each undead that can see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature fails its saving
throw, it is frozen for 1 minute or until it takes damage.
A frozen creature is affected by the petrified condition until the
frozen effect ends, at which point the creature is freed and able to
act normally.

CHAPTER 2 | SUBCLASSES 14
Roguish Archetypes
Rogues have many features in common, including their emphasis
on perfecting their skills, their precise and deadly approach to
combat, and their increasingly quick reflexes. But different
rogues steer those talents in varying directions, embodied by the
rogue archetypes. Your choice of archetype is a reflection of your
focus - not necessarily an indication of your chosen profession,
but a description of your preferred techniques. On subsequent turns until you reunite with your shadow, you may

Shadow use your bonus action to move it another 30 feet, up to a


maximum of 120 feet away from your current location. While
Some rogues choose to delve into the intricacies of shadow your shadow is separated from you, you no longer cast a shadow.
magic, using its unique powers to enhance their skills in stealth As a bonus action on each of your turns, you may choose to
and deception. These rogues are a very diverse subset, from teleport to the location of your shadow, reuniting yourself with it.
simple thieves to hired killers to highly trained bounty hunters. Once you use this feature, you can’t use it again until you
By learning how to separate their shadow from their body, complete a short or long rest.
shadow rogues become difficult to catch and even harder to kill. Deceiving Darkness
Bonus Cantrips Starting at 9th level, you have advantage on Dexterity (Stealth)
When you choose this archetype at 3rd level, you gain the checks if you are in dim light or darkness.
umbraturgy cantrip and the dueling shadows cantrip. Charisma is Shadow Simulacrum
your spellcasting ability for these spells.
At 13th level, you gain greater control over your shadow. When
Severed Shadow your shadow is separated from you, you can also have it perform
Starting at 3rd level, you can separate your shadow from your the Help action as part of the bonus action required to move it,
body, creating a replica of yourself made out of shadowstuff. This and your shadow can also manipulate objects weighing up to 25
replica looks like a three-dimensional silhouette of yourself, and pounds.
is completely opaque and solid. Master of Shadows
As a bonus action on your turn, you may separate your shadow
When you reach 17th level, you have gained ultimate control over
and then move it up to your speed as part of the same action. The
your shadow. When you sever your shadow, it can be separated
shadow shares your statistics, and can perform all movements that
from your current location by up to 500 feet, and you may use
you would be able to, making ability checks as normal. The
your bonus action to switch from using its senses to using your
shadow is susceptible to attacks and shares your AC, and if it
own, or back again. Additionally, you no longer have to complete
takes any damage it immediately disappears.
a short or long rest to use the feature again.

CHAPTER 2 | SUBCLASSES 15
Sorcerous Origins
Different sorcerers claim different origins for their innate magic. Incorporeal Body
Many variations exist, all stemming from the power of magic. Starting at 14th level, you have the ability to become temporarily

Deathtouched
incorporeal. As a bonus action on your turn, you can spend 2
sorcery points to become incorporeal, gaining resistance to all
Your innate magic comes from a past encounter with death. Most damage that is not radiant, psychic, or force damage.
often, this origin is traced back to surviving an attack from an Additionally, you gain the ability to move through objects while
undead, such as a vampire’s bite, a ghost’s possession, or a incorporeal as if the object is difficult terrain, and you become
specter’s life drain. Or, it could have originated from an imperfect immune to the grappled and restrained conditions. Your
revival or near-death experience. Regardless of the way you movement doesn’t provoke opportunity attacks for the duration.
attained this dark magic, it now dictates your life and greatly The incorporeal effect ends at the start of your next turn. If you
augments your power. are inside an object when the effect ends, you are ejected to the
nearest empty space and stunned until the end of your turn.
Ghostly Concealment
Starting when you choose this origin at 1st level, you gain the
Possession
ability to conceal yourself from enemies. While in dim light or At 18th level, you gain the ability to take control of another
darkness, you can use your action to become invisible until you creature’s body. As an action, you can spend 5 sorcery points to
move, enter bright light, or use an action, bonus action, or attempt to possess a creature of size large or smaller within 5 ft.
reaction. of you. That creature must succeed on a Charisma saving throw
or be possessed for up to 1 hour. On a success, you then
Memories of the Fallen disappear, and the target is incapacitated and loses control of its
Also at 1st level, you gain the ability to access the memories of body. While possessing a creature, you can't be targeted by any
the deceased. By performing a 1 minute ritual on a corpse, you attack, spell, or other effect, and you retain your alignment,
can gain insight into how that creature died. If you already Intelligence, Wisdom, and Charisma. You otherwise use the
witnessed that creature’s death, you instead gain another random possessed target's statistics, but don’t gain access to the target's
memory from that creature. This feature can only be used once knowledge, class features, or proficiencies.
per corpse. At the start of each of your turns, if the possessed creature has
been damaged at least once since the end of your last turn it can
Necrotic Affinity repeat the saving throw, ending the effect on a success. You may
At 6th level, you learn two Necromancy spells from any class. A also end the effect using your bonus action. A target is immune to
spell you choose must be of a level you can cast. Whenever you Possession for 8 hours after succeeding on the saving throw
gain a level in this class, you may choose one of these
Necromancy spells and replace it with another Necromancy spell
from any class. The chosen spells count as sorcerer spells for you
but don’t count against the number of sorcerer spells you know.
Otherworldly Patrons
The beings that serve as patrons for warlocks are mighty
inhabitants of other planes of existence - not gods, but almost
godlike in their power. Various patrons give their warlocks access
to different powers and invocations, and expect significant favors
in return.
Some patrons collect warlocks, doling out mystic knowledge
relatively freely or boasting of their ability to bind mortals to their
will. Other patrons bestow their power only grudgingly, and
might make a pact with only one warlock. Warlocks who serve
the same patron may view each other as allies, siblings, or rivals.

The Archlich
You have made a pact with an archlich, a creature that has existed
since the dawn of the last age and holds secrets of arcane magic
that have been forgotten for thousands of years. Such a being
desires only to expand its own power and influence, only using
you as a pawn in its far larger scheme. The liches that are
powerful enough to form a pact have existed for many thousands
of years, and the many of them were involved in the invention of
lichdom itself.
Expanded Spell List
The Archlich lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are added to
the warlock spell list for you.

Archlich Expanded Spells


Spell Level Spells
1st inflict wounds, ray of sickness .
2nd detect thoughts, Melf’s acid arrow
3rd maim, speak with dead .
4th Evard’s black tentacles, vitriolic sphere
5th cloudkill, contagion .

Arcane Invisibility
At 1st level, when you expend a spell slot of 1st level or higher,
you and all that you are wearing or carrying becomes invisible
until the start of your next turn, or until you attack or cast a spell.
Undead Resilience
Starting at 6th level, you can call upon your patron to bring
yourself back from the brink of death. When you are reduced to 0
hit points but not killed outright, you can drop to 1 hit point
instead.
Once you use this feature, you can’t use it again until you
complete a short or long rest.
Undying flesh
By 10th level, your body has taken on the attributes of undeath.
You have resistance to necrotic damage, and you age at a slower
rate. For every 10 years that pass, your body ages only 1 year.
Shared Fate
At 14th level, you can bind yourself to another creature with
negative energy. As an action, choose a creature within 30 feet of
you. It must make a Wisdom saving throw against your warlock
spell save DC. On a failed save, the target’s life becomes tethered
with your own. Whenever you take damage within the next
minute, the tethered creature takes the same amount of damage.
At the start of each of its turns, the creature can repeat the saving
throw, ending the effect on a success.
You must finish a short or long rest before you can use this
feature again.

CHAPTER 2 | SUBCLASSES 17
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest Consume
mortal discoveries of magic. It is firmly established in the worlds Starting at 10th level, you can consume the soul within your Soul
of D&D, with various traditions dedicated to its complex study. Vial to restore hitpoints to yourself. As an action, you may drink
The most common arcane traditions in the multiverse revolve the contents of the vial, regaining 1d6 hit points for every point of
around the schools of magic. Wizards through the ages have that creature’s CR. This feature cannot restore hitpoints to a
cataloged thousands of spells, grouping them into eight categories creature other than yourself.
called schools. In some places, these traditions are literally
schools; a wizard might study at the School of Illusion while Lasting Creation
another studies across town at the School of Enchantment. In Starting at 14th level, the creature created through your Soul
other institutions, the schools are more like academic Reawaken feature lasts for up to 8 hours, and no longer requires
departments, with rival faculties competing for students and concentration to maintain.
funding. Even wizards who train apprentices in the solitude of
their own towers use the division of magic into schools as a School of Hemomancy
learning device, since the spells of each school require mastery of The School of Hemomancy studies the ancient arcane art of blood
different techniques. magic. As you select this tradition, you learn to manipulate your

School of Reawakening
own life force so that you may manipulate the life force of others.
As you progress through this school, you learn how to transform
As a member of the school of reawakening, you combine the that vital energy into a force of immeasurable power, capable of
forces of necromancy with the power of conjuration. By defeating even the greatest of foes.
transforming the necromantic energies of the creatures you kill Hemomancy Savant
into completely new conjurations, you bridge the gap between
Beginning when you select this school at 2nd level, the gold and
these two school of magic, creating a hybrid school that combines
time you must spend to copy a spell with the hemomancy tag into
elements of both Conjuration and Necromancy. As you progress,
your spellbook is halved
you learn to shape together ever more powerful conjurations.
Conjuration/Necromancy Savant Arcane Endurance
Starting at 2nd level when you choose this school, you only need
Beginning when you select this school at 2nd level, the time you
to sacrifice a fraction of your life force to cast Hemomancy spells.
must spend to copy a necromancy or conjuration spell into your
When you spend hit points to cast a spell with the hemomancy
spellbook is halved.
tag, you gain a number of temporary hit points equal to half the
Reawaken Soul amount spent on the spell. These temporary hit points last for 1
At 2nd level, you gain the ability to store the essence of a minute.
creature’s soul for later use. You gain a Soul Vial, which can be Deepen Wound
used to store the soul of a creature that has a CR of less than 1/4
Starting at 6th level, whenever you hit a creature that is below
your Wizard level, rounded up. By using a 10 minute ritual on a
half their hit point maximum with a spell, that creature takes
creature that has died within the last hour, you can store that
additional necrotic damage equal to your intelligence modifier.
creature’s soul in the vial. If there is already a soul within the vial,
then the new soul replaces it. Improved Endurance
Once you have a soul contained within your Soul Vial, you can At 10th level, your ability to cast Hemomancy spells is greatly
release it to reform that creature. The creature has the same augmented. When you spend hitpoints to cast a spell with the
statistics as the creature you gathered the soul from, but it appears hemomancy tag, you now gain temporary hit points equal to the
slightly translucent and visibly magical. Once formed, the total amount spent.
creature lasts for up to 1 hour, and requires your concentration to
maintain. The creature is friendly to you and your companions, Master of Blood
and obeys your spoken commands (no action required by you). If Beginning at 14th level, you can choose to expend a number of
you don’t issue any commands to them, they defend themselves hit points equal to 5 times the spell’s level to cast a hemomancy
from hostile creatures, but otherwise take no actions. spell without using a spell slot. You still need to provide more
Once you form a creature, you can’t do so again until you hitpoints in order to empower the spell; using this feature only
finish a long rest. removes the spell slot requirement.
Volatile Soul
Beginning at 6th level, the creatures you create through your Soul
Reawaken feature can be used as arcane explosives. When one of
the creatures is reduced to zero hit points, it explodes in a burst of
necrotic essence.
Each creature of your choice within a 10 ft radius of the
exploding creature must make a Dexterity saving throw against
your spell save DC. On a failed save, a creature takes 2d6
necrotic damage for every point of that creature’s CR. Creatures
below CR 1 deal 1d6 necrotic damage. On a successful save, a
creature takes half damage.

CHAPTER 2 | SUBCLASSES 14
Chapter 3: Spells
HIS CHAPTER OFFERS NEW SPELLS FOR
3rd Level
many of the classes in the Player’s Handbook. Flicker (transmutation)
These spells provide various ways to harness the 5th Level
traditionally “evil” magics: necromancy, blood Shadow stride (conjuration)
magic, and shadow magic. 6th Level
Your DM determines whether these spells are
available at character creation, or whether they Banshee's wail (necromancy)
are discovered in an ancient tomb or library or 7th Level
other storehouse of magical knowledge. Umbral assault (transmutation)
Additionally, this chapter includes rules for a new spell tag:
hemomancy. While hemomancy is not a full school of magic, it is Cleric Spells
still a large section of spells, much like the ritual tag.
Cantrips (0 level)
Hemomancy Lacerate (necromancy)
Umbraturgy (transmutation)
Certain spells included in this supplement have the special tag:
hemomancy. Such a spell has an additional cost when it is cast: 1st Level
your own hit points. When you cast a spell with this tag, you must Blackflame (transmutation)
expend a number of hit points during the casting of the spell. The Cruorwhip (necromancy) (hemomancy)
number of hit points you can spend is based on the spell’s level, Inflict pain (necromancy)
and is shown in the table below. You may not use temporary hit Reaper's scythe (necromancy)
points to cast hemomancy spells. 2nd Level
Blood seal (necromancy) (ritual) (hemomancy)
Hemomancy Spell Table Hand of the grave (necromancy)
Spell Level Minimum Cost Maximum Cost Necromantic burst (necromancy)
1st 1 10 . 3rd Level
2nd 4 15 Animate blood (necromancy) (hemomancy)
3rd 7 20 . Beacon of false life (necromancy)
4th 10 25 Maim (necromancy)
5th 13 30 .
6th 16 35
4th Level
7th 19 40 . Draining thread (necromancy) (hemomancy)
8th 22 45 5th Level
9th 25 50 . Bloodcurse (necromancy) (hemomancy)
6th Level
When you cast a spell with the hemomancy tag, you must
expend a number of hit points that is between the minimum and Banshee's wail (necromancy)
the maximum amount you can spend. For example, if you are 7th Level
casting a spell of 2nd level, you must expend at least 4 hit points Hemoplague (necromancy) (hemomancy)
to cast it, though you can choose to expend up to 15 hit points in 9th Level
order to increase the power of the spell.
Drain life (necromancy) (hemomancy)

Spell Lists Druid Spells


The following spell lists show which of the new spells are for a
class. A spell’s school of magic is noted in parentheses after its
1st Level
name. If a spell has either a hemomancy or ritual tag, the tag also Aura of shade (illusion)
appears within the parentheses. 2nd Level
Bard Spells
Dome of night (transmutation) (ritual)
4th Level
Cantrips (0 level) Rary's rapid replication (transmutation)
Dueling shadows (transmutation) 5th Level
Umbraturgy (transmutation) Shadow stride (conjuration)
1st Level
Aura of shade (illusion) Ranger Spells
Blackflame (transmutation) 1st Level
Inflict pain (necromancy)
Aura of shade (illusion)
2nd Level
2nd Level
Clinging shadows (transmutation)
Dome of night (transmutation) (ritual) Dome of night (transmutation) (ritual)
Hand of the grave (necromancy) 5th Level
Shadow stride (conjuration)

CHAPTER 3 | SPELLS 19
Sorcerer Spells 4th Level
Wall of bones (conjuration)
Cantrips (0 level) 5th Level
Bloodletting (necromancy) (hemomancy) Shadow stride (conjuration)
Lacerate (necromancy)
Life thread (necromancy)
6th Level
Umbraturgy (transmutation) Banshee's wail (necromancy)
1st Level 7th Level
Aura of shade (illusion) Umbral assault (transmutation)

Wizard Spells
Blackflame (transmutation)
Bloodburn (necromancy) (hemomancy)
Cruorwhip (necromancy) (hemomancy)
Cantrips (0 level)
2nd Level
Bloodletting (necromancy) (hemomancy)
Blood seal (necromancy) (ritual) (hemomancy) Dueling shadows (transmutation)
Clinging shadows (transmutation) Lacerate (necromancy)
Necromantic burst (necromancy) Life thread (necromancy)
Vampire's kiss (necromancy) (hemomancy) Umbraturgy (transmutation)
3rd Level 1st Level
Animate blood (necromancy) (hemomancy) Aura of shade (illusion)
Beacon of false life (necromancy) Blackflame (transmutation)
Flicker (transmutation) Bloodburn (necromancy) (hemomancy)
Tides of blood (necromancy) (hemomancy) Cruorwhip (necromancy) (hemomancy)
Umbral form (transmutation)
2nd Level
4th Level
Blood seal (necromancy) (ritual) (hemomancy)
Draining thread (necromancy) (hemomancy) Clinging shadows (transmutation)
Wall of bones (conjuration) Dome of night (transmutation) (ritual)
5th Level Hand of the grave (necromancy)
Bloodcurse (necromancy) (hemomancy) Necromantic burst (necromancy)
Shadow stride (conjuration) Vampire's kiss (necromancy) (hemomancy)
6th Level 3rd Level
Investiture of shadow (transmutation) Animate blood (necromancy) (hemomancy)
Rain of blood (necromancy) (hemomancy) Beacon of false life (necromancy)
7th Level Flicker (transmutation)
Tides of blood (necromancy) (hemomancy)
Hemoplague (necromancy) (hemomancy) Umbral form (transmutation)
Umbral assault (transmutation)
4th Level
9th Level
Draining thread (necromancy) (hemomancy)
Drain life (necromancy) (hemomancy)
Rary's rapid replication (transmutation)
Warlock Spells Rend shadows (necromancy)
Wall of bones (conjuration)
Cantrips (0 level) 5th Level
Dueling shadows (transmutation) Bloodcurse (necromancy) (hemomancy)
Lacerate (necromancy) Ray of fatigue (necromancy)
Life thread (necromancy) Shadow stride (conjuration)
Umbraturgy (transmutation) 6th Level
1st Level Banshee's wail (necromancy)
Aura of shade (illusion) Investiture of shadow (transmutation)
Blackflame (transmutation) Rain of blood (necromancy) (hemomancy)
Reaper's scythe (necromancy) 7th Level
2nd Level Hemoplague (necromancy) (hemomancy)
Clinging shadows (transmutation) Umbral assault (transmutation)
Dome of night (transmutation) (ritual) 9th Level
Hand of the grave (necromancy) Drain life (necromancy) (hemomancy)
3rd Level
Beacon of false life (necromancy)

CHAPTER 3 | SPELLS 20
Spell Descriptions Components: V, S, M (alcohol or distilled spirits)
The spells are presented in alphabetical order. Duration: Concentration, up to 1 minute

Animate Blood Necromantic energy emanates from you in a 30-foot radius area.
Until the spell ends, the area moves with you, centered on you.
3rd-level necromancy (hemomancy)
While within the area, you and every creature that you have under
Casting Time: 1 action your control (such as through an animate dead or conjure minor
Range: 10 feet elementals spell) gains 2d6 temporary hit points at the start of
Components: V, S, M (droplets of blood) each of their turns. These temporary hit points last until they
Duration: Concentration, up to 1 hour. leave the area.
You animate droplets of your own blood to act under your Blackflame
command. For every two hit points expended in the casting of this 1st-level transmutation
spell, you create a droplet of animated blood.
On each of your turns, you can use a bonus action to mentally Casting Time: 1 action
command the droplets to move as long as they are within 120 feet Range: 30 feet
of you. The droplets have a speed of 30 feet, and a climbing speed Components: V, S
of 15 feet. Duration: Instantaneous
As an action on your turn, you can choose to see and hear from You choose a flame that you can see within range and that fits
the location of one of the blood droplets until the end of your within a 5-foot cube. The flame momentarily changes color into a
turn, becoming blinded and deafened to your own surroundings. deep black, and then lashes out at surrounding creatures. Each
Additionally, you may instead use your action to cause one of the creature within a 10-foot radius of the flame must make a
droplets to explode in a burst of necromantic energy, destroying Dexterity saving throw. The creature takes 2d6 necrotic damage
the droplet and damaging surrounding creatures. Each creature and 1d6 fire damage on a failed save, or half damage on a
within 5 feet of the droplet must make a Dexterity saving throw. successful one.
The creature takes 4d6 necrotic damage on a failed save, or half At Higher Levels. When you cast this spell using a spell slot of
damage on a successful one. 2nd level or higher, the necrotic damage increases by 1d6 for each
At Higher Levels. When you cast this spell using a spell slot of slot level above 1st.
4th level or higher, the damage increases by 1d6 for each slot
level above 3rd. Bloodburn
1st-level necromancy (hemomancy)
Aura of Shade
1st-level illusion Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Concentration, up to 1 minute You inflict a burning pain upon yourself, causing another creature
that you can see within range to feel an even more excruciating
You create a 10-foot radius sphere of shadow magic centered on a pain as their blood boils. As you cast the spell, you must expend a
point within range. The sphere appears to be an area of swirling number of hit points. The creature must then make a Constitution
shadows and darkness, and is easily identifiable when it is in an saving throw. On a failed save, the creature takes 2d4 + double
area of bright or dim light. The sphere spreads around corners, the hit points spent as fire damage, and immediately falls prone as
and each creature within the radius becomes invisible at the start they become wracked with pain. On a successful save, the target
of each of their turns. This invisibility ends if they attack, cast a takes half as much damage and doesn’t fall prone.
spell, or leave the area. Anything they are wearing or carrying is At Higher Levels. When you cast this spell using a spell slot of
also invisible as long as they are within the area of the spell. 2nd level or higher, the damage increases by 1d4 for each slot
Banshee’s Wail level above 1st.
6th-level necromancy Bloodcurse
Casting Time: 1 action 5th-level necromancy (hemomancy)
Range: Self (30-foot radius) Casting Time: 1 action
Components: V, S, M (a strand of banshee hair) Range: Touch
Duration: Instantaneous Components: V, S, M (a humanoid heart)
You release a mournful wail that pierces into the mind of those Duration: Varies (see below)
that hear it. Each creature within 30 feet of you must make a You touch a creature’s open wound and bestow a curse. As you
Constitution saving throw. On a failed save, a creature takes 6d8 expend a number of hit points to cast the spell, that creature must
psychic damage, and falls unconscious. On a success, it takes half succeed on a Wisdom saving throw or become cursed. On both a
damage and suffers no other effect. An unconscious creature success or failure, a creature doesn’t realize that you attempted to
wakes up if it takes any damage or if another creature uses its curse them, unless they have some way to detect magic. For the
action to shake them awake. A deafened creature automatically duration of the curse, which is a number of days equal to the
succeeds on the save amount of hit points spent, the creature can’t regain hitpoints.
Beacon of False Life When the creature completes a long rest, they take 4d12 necrotic
damage as the curse rots away at their body.
4th-level necromancy
A remove curse spell ends this effect.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot of
Range: Self (30-foot radius) 6th level or higher, the damage increases by 1d12 for each slot
level above 1st.

CHAPTER 3 | SPELLS 21
You can use your action to make a melee spell attack with the
Bloodletting whip. For every 5 hit points spent in the casting of this spell the
Necromancy cantrip (hemomancy) reach increases by 5 feet, with a minimum health cost of 5 hit
Casting Time: 1 action points. On a hit, the target takes 2d8 necrotic damage.
Range: Touch At Higher Levels. When you cast this spell using a spell slot of
Components: V, S 2nd level or higher, the damage increases by 1d8 for each slot
Duration: Instantaneous level above 1st.
You touch a creature and expend 1 hit point, opening a wound Dome of Night
where you touch. Make a melee spell attack against the target. 2nd-level transmutation (ritual)
You have advantage on the attack roll if the target is below half
Casting Time: 1 action
its hit point maximum. On a hit, the target takes 1d10 necrotic
Range: 60 feet
damage. If this damage reduces the target to 0 hit points, you gain
Components: V, S, M (owl feathers)
temporary hit points equal to the damage dealt. These temporary
Duration: Concentration, up to 1 minute
hit points last for 1 minute.
The spell's damage increases by 1d10 when you reach 5th level You create a 15-foot radius dome of magical darkness that lasts
(2d10), 11th level (3d10), and 17th level (4d10). for the duration. A creature with darkvision cannot see through
the walls of the dome, and nonmagical light can’t illuminate it.
Blood Seal The dome is filled with dim light, and the inside of the dome
2nd-level necromancy (hemomancy) (ritual) shows an accurate representation of the night sky, including the
Casting Time: 1 action current location of the stars and moon.
Range: 30 feet If any of this spell's area overlaps with an area of light created
Components: V, S, M (an ornate dagger worth at least 25 gp) by a spell of 2nd level or lower, the spell that created the light is
Duration: 1 hour dispelled.
You inflict a wound upon yourself to create a protective seal on Draining Thread
another creature within range. As you cast the spell, you expend a 4th-level necromancy (hemomancy)
number of hit points and the target gains 1d6 + double the number
Casting Time: 1 action
of hit points spent as temporary hit points for the duration.
Range: 60 feet
At Higher Levels. When you cast this spell using a spell slot of
Components: V, S
3rd level or higher, the target gains 1d6 additional temporary hit
Duration: Instantaneous
points for each slot level above 2nd.
You open a wound on your body, shooting out a thread of blood
Clinging Shadows between yourself and a creature within range. As you cast the
2nd-level transmutation spell, you must expend a number of hit points. The creature must
Casting Time: 1 action then succeed on a Dexterity saving throw or take 4d8 + double
Range: 60 feet the hit points spent as necrotic damage. If this damage brings the
Components: V, S, M (bat fur) target to 0 hit points, the hit point cost is refunded as blood drains
Duration: Concentration, up to 1 minute through the thread back into your body.
At Higher Levels. When you cast this spell using a spell slot of
You choose an area of dim light or darkness that you can see 2nd level or higher, the damage increases by 1d8 for each slot
within range and that fits within a 15-foot cube. Each creature level above 1st.
within the area must succeed on Strength saving throw or be
restrained by shadows until the spell ends. A creature restrained Drain Life
by the shadows can use its action to make a Strength check 9th-level necromancy (hemomancy)
against your spell save DC. On a success, it frees itself.
Casting Time: 1 action
Until the spell ends, you can use a bonus action on each of your
Range: 30 feet
turns to cause a tendril of shadow to reach out and grab a creature
Components: V, S
within 10 feet of the area. The creature must repeat the saving
Duration: Instantaneous
throw. On a failed save, the creature is pulled into the area and
becomes restrained. You open a deep wound on your body, draining the blood of
If the area becomes bathed in bright light, the spell has no another creature as your own blood leaves your body. As you cast
effect until the bright light fades. the spell, you must expend a number of hit points. The creature
must then make a Constitution saving throw. The creature takes
Cruorwhip 8d8 + triple the hit points spent as necrotic damage on a failed
1st-level necromancy (hemomancy) save, or half damage on a successful one.
Casting Time: 1 bonus action
Range: Self
Dueling Shadows
Transmutation cantrip
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
You create a whip out of your own blood in your free hand. By
Components: V, S
expending a number of hit points, you create a whip similar in
Duration: Instantaneous
size and shape to a normal whip. If you let go of the whip, it
disappears, but you can recreate it again as a bonus action

CHAPTER 3 | SPELLS 22
Choose two creatures within range that are within 5 feet of each additional 2d8 necrotic damage as they bleed profusely. A
other. Each target must succeed on a Dexterity saving throw or creature can repeat the saving throw at the start of each of its
take 1d4 necrotic damage as their shadows lash out at each other. turns to end the effect.
If one of the creatures moves before the start of your next turn,
both targets must repeat the saving throw as the shadows lash out Inflict Pain
again, dealing another 1d4 necrotic damage 1st-level necromancy
The spell's damage increases by 1d4 when you reach 5th level Casting Time: 1 action
(2d4), 11th level (3d4), and 17th level (4d4). Range: Touch
Flicker Components: V, S
Duration: Instantaneous
3rd-level transmutation
You attempt to touch a creature, inflicting them with negative
Casting Time: 1 action
energy and racking them with excruciating pain. Make a melee
Range: Self spell attack against the target with advantage. On a hit, the target
Components: V, S, M (displacer beast fur) takes 1d10 necrotic damage and becomes incapacitated with pain
Duration: Concentration, up to 1 minute until the start of your next turn.
Your body begins to flicker in and out of existence as shadow
magic envelops you. For the duration of the spell, you can use Investiture of Shadow
your bonus action to teleport 5 feet. Additionally, when you are 6th-level transmutation
targeted by an attack you can use your reaction to attempt to Casting Time: 1 action
teleport out of harm's way. Roll a d20. On a roll of 11 or higher, Range: Self
the attack automatically misses, and you teleport 5 feet. Components: V, S
Otherwise, the attack hits and you teleport 5 feet shortly after. Duration: Concentration, up to 10 minutes
Hand of the Grave Until the spell ends, shadows swirl around you, and you gain the
2nd-level necromancy following benefits:
Casting Time: 10 minutes • At the start of each of your turns, you turn invisible. If you
Range: 10 feet attack or cast a spell, this invisibility ends.
Components: V, S, M (hand of a humanoid) • You can see normally in darkness, both magical and
Duration: 24 hours nonmagical, to a distance of 120 feet.
• You can use your action to create a 15-foot radius sphere of
When you cast this spell, you bury a humanoid hand into a patch magical darkness centered on a point you can see within 60
of loose earth at least 5 feet in diameter to conceal it. The area is feet of you, as per the darkness spell. This darkness lasts for
nearly undisturbed and requires a successful Intelligence the duration, or until you activate this ability again.
(Investigation) check against your spell save DC to be found.
The hand animates when a medium or smaller creature walks Lacerate
over the area of earth. You can further refine the trigger so the Necromancy cantrip
spell activates only under certain circumstances or according to
physical characteristics (such as height or weight), creature kind Casting Time: 1 action
(for example, the spell could be set to affect aberrations or drow), Range: 30 feet
or alignment. You can also set conditions for creatures that don't Components: V, S
trigger the spell, such as those who say a certain password. Duration: Instantaneous
When the hand animates, it attempts to grab whatever creature Two bolts of necrotic energy shoot from your fingertips towards a
triggered it. That creature must succeed on a Dexterity saving single creature within range. Make two ranged spell attacks
throw or become restrained as it is pulled into the earth. When the against the target. On a hit, the target takes 1d4 necrotic damage.
creature is pulled into the earth, it has total cover and begins If both bolts hit the target, then the target’s hit point maximum is
suffocating. At the start of each of its turns, the creature can reduced by an amount equal to the necrotic damage it took. The
repeat the saving throw. On a successful save, the creature target’s hit point maximum returns to normal after 10 minutes.
escapes and the hand retracts back into the ground. The spell's damage increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4).
Hemoplague
7th-level necromancy (hemomancy) Life Thread
Casting Time: 1 action Necromancy cantrip
Range: 60 feet Casting Time: 1 action
Components: V, S, (a poison or venom) Range: 5 feet
Duration: Concentration, up to 1 minute Components: V, M (a red or black thread)
You infect a portion of your blood and splash it on creatures Duration: Concentration, up to 1 minute
within range. As you cast this spell, you must expend a number of You create a binding thread that ties your soul to the soul of
hit points, allowing you to target 1 creature for every 5 hit points creature within 5 feet of you. If either you or the creature moves
spent. Each creature must make a Constitution saving throw. On a more than 5 feet away from the other, the creature that moved
failed save, the target takes 6d8 necrotic damage and is also takes 2d6 necrotic damage.
infected for the duration. On a success, the target takes half The spell's damage increases by 2d6 when you reach 5th level
damage and suffers no additional effect. An infected target is (4d6), 11th level (6d6), and 17th level (8d6).
poisoned, can’t regain hit points, and whenever they take
bludgeoning, piercing, or slashing damage, they take an

CHAPTER 3 | SPELLS 23
out of shadowstuff for the duration. Each creature becomes a
Maim swarm, as described in the monster manual.
3rd-level necromancy Each creature obeys your verbal commands, and in combat,
Casting Time: 1 action they act on your tum each round. The DM has the statistics for
Range: Touch these creatures and resolves their actions and movement.
Components: V, S, M (flake of skin or bone from an undead) A creature remains a swarm for the duration, until it drops to 0
Duration: Instantaneous hit points, or until you use an action to dismiss the effect on it.
You touch a creature, transferring a virulent disease into their Ray of Fatigue
body. The target must make a Constitution saving throw. On a 5th-level necromancy
failed save, it takes 8d6 necrotic damage, or half as much damage
Casting Time: 1 action
on a successful save. The damage can’t reduce a target’s hit
Range: 30 feet
points below 1. If the target fails the saving throw, it can’t gain hit
Components: V, S
points for 1 hour. Any effect that removes a disease allows a
Duration: Concentration, up to 1 minute
creature to remove the secondary effect.
At Higher Levels. When you cast this spell using a spell slot of You cause a creature of your choice to be overtaken by
4th level or higher, the damage increases by 2d6 for each slot exhaustion. The creature must make a Constitution saving throw.
level above 3rd. On a failed save, the creature gains a level of exhaustion. On a
successful save, the creature suffers no effect and the spell ends.
Necromantic Burst At the start of each of their turns, the creature must repeat the
2nd-level necromancy saving throw. It gains a level of exhaustion on a failed save, and
Casting Time: 1 action the spell ends on a successful one.
Range: 30 feet
Components: V, S
Reaper’s Scythe
1st-level necromancy
Duration: Instantaneous
Casting Time: 1 bonus action
You cause the corpse of a creature to explode into a burst of
Range: Self
necrotic energy. Choose a corpse within range. The creature and
Components: V, S, M (a piece of a scythe blade)
everything it is wearing and carrying, except magic items, are
Duration: Concentration, up to 1 minute
reduced to black dust. The creature can be restored to life only by
means of a reincarnate, true resurrection, or a wish spell. Each You create a scythe out of necrotic energy in your free hands. The
creature within 5 feet of the target must succeed on a Dexterity scythe is a large weapon, requires both hands to wield, and lasts
saving throw or take 2d10 necrotic damage. for the duration. If you let go of the scythe, it disappears, but you
At Higher Levels. When you cast this spell using a spell slot of can conjure it again as a bonus action.
3rd level or higher, the damage increases by 1d10 for each slot You can use your action to make a melee spell attack with the
level above 2nd. scythe. On a hit, the target takes 2d6 necrotic damage. If this
damage reduces the target to 0 hit points, you regain a number of
Rain of Blood hit points equal to the damage dealt.
6th-level necromancy (hemomancy) At Higher Levels. When you cast this spell using a spell slot of
Casting Time: 1 action 2nd level or higher, the damage increases by 1d6 for each slot
Range: 150 feet level above 1st.
Components: V, S
Duration: Concentration, up to 1 minute
Rend Shadows
4th-level necromancy
You draw out your blood, turning it into rain that pours down
Casting Time: 1 action
over a 30-foot radius area. As you cast this spell, you must
Range: 60 feet
expend a number of hit points. A creature that starts its turn
Components: V, S
within the rain must make a Dexterity saving throw. On a failed
Duration: Concentration, up to 1 minute
save, a target takes 4d6 + half the number of hit points spent as
necrotic damage, and its movement speed is slowed by 5 feet for Choose up to 4 creatures within range. Each creature has their
the duration of the spell. On a success, the target takes half shadow forcibly ripped from their body, conjuring a shadow in an
damage and is not slowed. The slow can stack with itself, but it unoccupied space next to them. As long as the shadow is separate
cannot reduce a creature’s speed below half. from their body, they do not cast a shadow. A shadow created
At Higher Levels. When you cast this spell using a spell slot of through this spell reforms with its host when it drops to 0 hit
7th level or higher, the damage increases by 1d6 for each slot points or when the spell ends, and it disappears if its host dies. If
level above 6th. its host dies, a new shadow does not rise from the corpse.
The shadows seek only to attack the creature they were
Rary’s Rapid Replication separated from, and disappear when that creature is killed. Roll
4th-level conjuration initiative for the shadows as a group, which has its own turns.
Casting Time: 1 action They spend their turns attacking their host, without any thought
Range: 20 feet for strategy or tactics.
Components: V, S, (a poison or venom) The DM has the creature’s statistics.
Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using certain higher
level spell slots, you can target more creatures: twice as many
You transform up to ten bats, rats, or ravens, three quippers, five with a 6th-level slot and three times as many with an 8th-level
insects, or one poisonous snake within range into a swarm made slot.

CHAPTER 3 | SPELLS 24
You compel shadows to create one of the following effects at a
Shadow Stride point you can see within range:
5th-level conjuration
• The shadow of a creature or object changes size or shape, up to
Casting Time: 1 action a maximum of double or half its normal size. This effect lasts
Range: Self for up to 1 minute, or until it moves.
Components: V, S • You cause shadows to conceal a creature in dim light or
Duration: Concentration, up to 1 minute darkness, giving them advantage on their next Dexterity
You gain the ability to blink from one shadow to another. When (Stealth) check within the next minute as long as they remain
you are in dim light or darkness, you can use 5 feet of movement in the dim light or darkness.
to teleport up to 120 feet to an unoccupied space you can see that • A creature or object’s shape becomes either harder or softer,
is also in dim light or darkness. making its form either easier or harder to discern from the
You can use this teleportation ability twice per round for the shape of the shadow. This effect lasts for up to 1 hour.
duration. If you cast this spell multiple times, you can have no more than
Tides of Blood two of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.
3rd-level necromancy (hemomancy)
Casting Time: 1 action Umbral Assault
Range: 30 feet 7th-level transmutation
Components: V, S Casting Time: 1 action
Duration: 1 round Range: Touch
You draw out your own blood as well as the blood of corpses Components: V, S, M (a wisp of smoke)
within range. You may choose to expend a number of hit points, Duration: Instantaneous
and you may also gain the hit points needed from corpses within You target a creature within range. The shadows of creatures
range. Each corpse that has a hit point maximum greater than or within 5 feet of the target then turn against the first creature,
equal to 5 gives 5 hit points towards the casting of this spell, and attacking them from all sides. The target must make a Dexterity
then cannot be used to cast this spell again. saving throw. The creature takes 3d6 damage for every creature
As a bonus action on your next turn, you release the blood. within 5 feet of it, up to a maximum of 24d6 on a failed save, or
Each creature in range must make a Dexterity saving throw. On a half damage on a successful one.
failed save, they take 5d10 + the number of hit points spent as
necrotic damage. On a success, they take half damage. Vampire’s Kiss
At Higher Levels. When you cast this spell using a spell slot of 2nd-level enchantment (hemomancy)
4th level or higher, the damage increases by 1d10 for each slot Casting Time: 1 action
level above 3rd. Range: Touch
Umbral Form Components: S
3rd-level transmutation Duration: Varies (see below)

Casting Time: 1 action You draw out a portion of your own blood as you kiss another
Range: Touch humanoid. As you cast the spell, you must expend a number of hit
Components: V, S, M (a wisp of smoke) points. The target must make a Wisdom saving throw, and does
Duration: Concentration, up to 1 hour so with advantage if you or your companions are fighting it. If it
fails the saving throw, it is charmed by you for a number of hours
You transform a willing creature you touch, along with equal to the number of hit points spent or until you or your
everything it’s wearing and carrying, into an animated shadow for companions do anything harmful to it. The charmed creature falls
the duration. The spell ends if the creature drops to 0 hit points. hopelessly in love with you. When the spell ends, the creature
While in this form, the target's only method of movement is a knows it was charmed by you.
walking and climbing speed of 30 feet. The target can enter and
occupy the space of another creature. The target has resistance to Wall of Bones
nonmagical damage, and it has advantage on Strength, Dexterity, 4th-level conjuration
and Constitution saving throws, and it has advantage on Dexterity Casting Time: 1 action
(Stealth) checks. The target can pass through small holes, narrow Range: Touch
openings, and even mere cracks, though it treats liquids as though Components: V, S, M (a wisp of smoke)
they were solid surfaces. The target can't fall and remains stuck to Duration: Instantaneous
the ground even when stunned or otherwise incapacitated.
While in the shadowy form, the target can't talk or manipulate A wall of writhing bones and skeletons springs into existence at a
objects, and any objects it was carrying or holding can't be point you choose within range. The wall is 6 inches thick and is
dropped, used, or otherwise interacted with. The target can't composed of three 10-foot-by-10-foot panels. Each panel must be
attack or cast spells. contiguous with at least one other panel. If the wall cuts through a
creature's space when it appears, the creature is pushed to one
Umbraturgy side of the wall (your choice). Any creature that starts its turn
Transmutation cantrip next to a wall must make a Dexterity saving throw or take 1d8
Casting Time: 1 action bludgeoning damage and become restrained. The creature can
Range: Touch repeat the saving throw at the start of each of its turns, taking the
Components: V same damage on a failure or freeing itself on a success.
Duration: Concentration, up to 1 hour The wall is an object that can be damaged and thus breached.
Each panel has AC 10 and 20 hit points per inch of thickness.
Reducing a panel to 0 hit points destroys it.

CHAPTER 3 | SPELLS 25
Chapter 4: Creatures
Those that are make a pact with an archlich are granted a
HIS CHAPTER INCLUDES NEW CREATURES degree of magical power, with the assumption that they will serve
for your players to face as they run through your and put all their resources towards freeing their master. They
Campaign, supplementing those found in the believe that with the outside influence gained through these pacts,
Monster Manual. These new creatures themed they will eventually find a creature capable of freeing them and
around necromancy, undeath, blood magic, and inflicting them upon the world.
shadow magic may all be used in your Death and Restoration. An archlich’s phylactery is located
campaigns, if they are deemed fitting. within its demiplane, and is completely indestructible and
inaccessible to all but the archlich. However, this means that if an

Archlich
archlich were to escape from their confines and then allow their
body to be destroyed, they would once again be trapped within
Archliches are beings of immense magical power outmatched by the demiplane when their body reforms.
only the gods themselves. Through their many millennia of Since an archlich requires the assistance of powerful spell
existence, archliches have mastered all arts of necromancy. But casters to return to the material plane, it is necessary for them to
these beings are still not satisfied with their near limitless power - attempt to create and hold allegiances with mortals. If a mortal
they still yearn for more, and they hunger for even greater arcane was to learn how to summon an archlich from their plane of
knowledge. Supremely intelligent, these creatures enact schemes existence, the archlich would be obligated to keep that mortal
that last for hundreds of years - which is just a blip in their alive and allied, for the archlich may need that mortal again if
unending existence. their body is destroyed and they are restored to their plane.
An archlich appears almost completely skeletal, with only a Undead Nature. An archlich doesn’t require air, food, drink or
few wisps of flesh and hair left on its frame. The lights of their sleep.
eyes disappeared long ago, so all that remains are black, empty
sockets. They choose to adorn themselves with kingly attire, An Archlich’s Lair
believing themselves to be the rightful rulers of the land. If an archlich were to escape its prison, it would be able to create
Dark Creation. Archliches are the oldest beings known to a lair for itself fairly quickly. Using the armies of undead it easily
exist, originally and only created during the Crown Wars over ten amasses, an archlich can build great castles and towers for itself,
thousand years ago. Long tired of the unending war, a few elves designing grand halls, mighty defenses, and cunning traps meant
yearned to gain the power that would allow them end the war to ward off all intrusion.
themselves. So these few became high mages, sages with An archlich’s lair would be filled with strategically placed
unmatched magical power for their time. But they still needed undead, meant to emerge and surround unlucky visitors. The lair
more, as this war couldn’t be ended with normal magic in the would also include a residence for those that have made a pact
span of a single mortal life. with the archlich, both to keep those allies in good standing and to
So these mages devoted their entire lives to the study of help protect the lair.
necromancy, and learned the secrets to lichdom from their An archlich encountered in its lair has a challenge rating of 31
dealings with the dark gods of the time. These gods gave them the (175,000 XP).
forbidden knowledge needed to ascend past even the most
powerful liches, which hasn’t been given to a mortal mind before Lair Actions
or since. Using this knowledge, these mages began the arcane On initiative count 20 (losing initiative ties), the archlich can take
ritual. This ritual released a huge storm of necrotic power onto the a lair action to cause one of the following magical effects; the lich
world; an event now known as the Dark Disaster. can't use the same effect two rounds in a row:
The Dark Disaster destroyed an entire elvish kingdom, and • The archlich rolls 2d8 and takes the higher roll, regaining a
reduced the surrounding area to a barren wasteland. This power spell slot of the level rolled or lower. If it has no spent spell
also proved too much for the minds of the mages, and they lost all slots of that level or lower, nothing happens.
memory of their original purpose and their mortal life, but they • The archlich targets one creature it can see within 30 feet of it.
had gained the power they had so desired. A crackling cord of negative energy tethers thelich to the
Enemy of the Gods. Once the gods saw the destruction target. Whenever the lich takes damage, the target must make a
wrought by the Dark Disaster, they knew they needed to DC 20 Constitution saving throw. On a failed save, the lich
intervene. Celestial agents were sent to destroy these few takes half the damage (rounded down), and the target takes the
archliches, but even the most powerful of angels couldn’t fully remaining damage. This tether lasts until initiative count 20 on
destroy them. But eventually, after only a few months of the next round or until the lich or the target is no longer in the
destruction, all the archliches were banished to other planes, lich's lair.
supposedly to never be seen again. • The lich calls forth the spirits of creatures that died in its lair.
After they were all dispatched, the gods sought to never allow These apparitions materialize and attack one creature that the
another mortal to ascend to that degree of lichdom again. They lich can see within 60 feet of it. The target must succeed on a
used all their power to hide that forbidden knowledge, and even DC 20 Constitution saving throw, becoming paralyzed for 1
convinced some of the most evil deities to never to part with the minute and taking 52 (15d6) necrotic damage on a failed save,
knowledge. or half as much damage on a success. The apparitions then
Pact-makers. Although all the archliches were banished and disappear. A paralyzed creature can repeat the saving throw at
trapped in their own demiplanes, a few of them have learned how the start of each of its turns, ending the effect on a success.
to contact mortals in the material plane, though as of yet none
have escaped the confines of their prison. By gaining mortal
followers, an archlich hopes to free itself and become a ruler of
the mortal world.

CHAPTER 4 | CREATURES 26
r '——-wnq-3
. g K \__
\

ARcH LIcH
Medium undead, neutral evil
Cantrips (at will): chill touch, mage hand, prestdigitation, ray offrost
Armor Class 20 (natural armor) 1st level (4 slots): detect magic, magic missile, shield, thundenaave
Hit Points 266 (28d8 +140) 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror
Speed 30ft. image
3rd level 3 slots): counterspell, dispel magic, fireball
STR DEX CON INT WIS CHA 4th level 3 slots): blight, dimension door
'l2 (+1) 18 (+4) 20 (+5) 28 (+9) 16 (+3) 16 (+3) 5th level 3 slots): cloudkill, scrying
6th level 2 slots): disintegrate, globe of vulnerability
7th level 2 slots): finger of death, plane shift
Saving Throws Con +14, Int +18, Wis +12
8th level 1 slots): dominate monster, power word stun
Skills Arcana +27, History +18, Insight +12, Perception +12
9th level ,\ ,\ _,.\ 1 slots): power word kill
Damage Immunities necrotic, poison, bludgeoning, piercing
and slashing damage from nonmagical weapons ACTIONS
Damage Resistances lightning, cold, acid, force Multiattack. The archlich can use its Frightful Presence, and then
Condition Immunities charmed, exhaustion, frightened, casts 2 spells with a casting time of 1 action, one of 1st level or
poisoned, paralyzed, stunned higher and one cantrip. It then makes an attack with its
Senses truesight 300 ft., passive Perception 22 paralyzing touch.
Languages All
Paralyzing Touch. Melee Spell Attack: +1 8 to hit, reach 5 ft., one
Challenge 30 (155000 XP)
target. Hit: 18 (4d8) cold damage. The target must succeed on a
I
DC 20 Constitution saving throw or be paralyzed for 1 minute. The
Legendary Resistance (3/day). If the archlich fails a saving throw, target can repeat the saving throw at the end of each of its turns,
it can choose to succeed instead. ending the effect on itself on a success.
Death Burst. When an undead under the archlich's control is Frightful Presence. Each creature of the archlich's choice within
reduced to 0 hit points, it explodes in a burst of necrotic energy. 120 feet of it and aware of it must succeed on a DC 18 Wisdom
Each living creature within 5 feet of the undead must make a saving throw or become frightened for 1 minute. A creature can
Dexterity saving throw, taking 27 (6d8) necrotic damage on a repeat the saving throw at the end of each of its turns, with
failed save or half damage on a success. disadvantage ifthe archlich is within line of sight, ending the
Reanimating Presence. Whenever a humanoid dies within 60 feet effect on itself on a success. If a creature's saving throw is
ofthe archlich, it rises at the start of the archlich's next turn as a successful or the effect ends for it, the creature is immune to the
zombie under its control. Ifthe humanoid's body was protected archlich's Frightful Presence for the next 24 hours.
against raising or was too heavily damaged before being raised,
such as through the disintegrate spell, the gentle repose spell, or
LEGENDARY ACTIONS
decapitation, the rising fails. The archlich can take 3 legendary actions, choosing from the
Rejuvenation. If it has a phylactery, a destroyed lich gains a new options below. Only one legendary action can beused at a time
body in 1d4 days, regaining all its hit points and becoming active and only at the end of another creature's turn. The archlich
again. The new body appears within 5 feet of the phylactery. regains spent legendary actions at the start of its turn.
Spell Mastery. The archlich can cast magic missile and mirror Paralyzing Touch. The archlich uses its Paralyzing Touch.
image at their lowest level without expending a spell slot, and
Sacrifice. The archlich reduces an undead under its control to O
may add its Intelligence modifer to any damage dealt by a spell.
hit points, and regains 2d1O + 20 hit points
Turn Immunity. The archlich is immune to effects that turn Disrupt Life (Costs 2 Actions). Each living creature within 20 feet
undead. ofthe archlich must make a DC 20 Constitution saving throw
Spellcasting. The archlich is a 20th-level spellcaster. Its against this magic, taking 54 (12d8) necrotic damage on a failed
spellcasting ability is Intelligence (spell save DC 26, +18 to hit with save, or half as much damage on a successful one.
spell attacks). The archlich has the following wizard spells
prepared:
CHAPTER 4 | CREATURES 27
Bloodbeast BL00 DBEAsT
Bloodbeasts roam destroyed forests and barren plains, searching Large monstrosity, chaotic evil
for signs of life that signal the presence of their prey. These
savage creatures hunt for small towns and dens, snatching and Armor Class 12
devouring any residents that they find, draining those that they Hit Points 114 (12d1O + 48)
find of their blood. Speed 35 ft.
Bloodbeasts take the form of thin, decrepit dire wolves, with
crimson-hued fur and pale pink skin. Although these beasts look
to be in ill health at first glance, the magic that runs through their STR DEX CON INT WIS CHA
veins makes them a powerful force to behold. 17 (+3) 14 (+2) 18 (+4) 3 (-4) 1O (+0) 5 (-3)
Beasts of Yeenoghu. When a hyena feasts on a creature slain
by a gnoll fang of Yeenoghu, that hyena turns undergoes a horrid Skills Perception +2
transformation into a gnoll. However, there is also another lesser Senses darkvision 60 ft., passive Perception 12
known, unintended transformation: the creation of bloodbeasts. Languages -
When a dire wolf eats a creature that has been slain in that
Challenge 3 (700 XP)
manner, it instead undergoes a transformation into a bloodbeast, a
creature imbued with the savagery and blood magic of Yeenoghu
himself. This process is extremely rare, since the territories of Transfusion. Once per turn, when the bloodbeast hits a creature
gnolls and dire wolves rarely intersect. But when they do, these with cruorwhip or with a bite attack, the target takes an extra 10
powerful beasts can terrorize and wreak havoc among the small (3d6) damage, and the bloodbeast regains hit points equal to the
packs of gnolls that dot the barren landscape that these beasts call extra damage dealt.
home.
Innate Spellcasting. The b|oodbeast's spellcasting ability is
Lone Hunters. When a bloodbeast is created, it quickly
Constitution (spell save DC 14). The bloodbeast can innately cast
disappears from the scene of its creation and hides from the gnolls
the following spells, requiring no material components:
that accidentally brought it into existence. It is only after a few
days that the beast is ready to venture out and search for its prey. At will: cruorwhip
Bloodbeasts stalk the landscape in the dead of night, searching for 1 /day each: animate blood, tides of blood
weak creatures that they can easily ambush and quickly kill. After ACTIONS
becoming a blood beast, these creatures no longer has any desire
Multiattack. The bloodbeast makes two bite attacks.
to procreate or work in packs.
Enemy of the Gnolls. Larger groups of gnolls that see a Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
bloodbeast will kill it on sight, knowing that these creatures can (1d6+3) piercing damage.
easily pick off all but the most powerful gnolls in one-on-one
combat. /‘ .
I.‘ ~
Cruorbeasts
Awakened from death by a vampire’s bite, a cruorbeast serves as
a vampire’s loyal pet, protecting it from harm and following its
orders unquestioningly. Much like their undead masters,
cruorbeasts do not cast shadows and abhor sunlight and running
water. However, these vampiric weaknesses are not as apparent as
they are in true vampires, so many vampires will use these beasts
as guardians during the daylight hours, since they do not take
direct damage from sunlight.
Born from Death. While vampires usually do not bite non-
humanoids, a special exception is made for giant bats. A
relatively rare species, giant bats are highly sought after by
upcoming vampires to become their servants. If one of these giant
bats is slain by the vampire and then buried in the ground, it will \

rise the following night as a cruorbat under the vampire’s control. F\ .


”s_,fi ,1‘\\
F» §-v,/~)»9)“‘_
These creatures are ravenous and bloodthirsty, much like the

\1\"" 1, /,
\‘ Q '
common vampire spawn that they accompany. Yet they manage
to control their hunger at the request of their masters, only eating
what is given to them - often the scraps of creatures killed by the _"\ /

vampire.
Loyal in Death. Every cruorbeast is bound to the vampire that
created it, and hate to leave their master’s side - at least when it is
a cruorbat or cruorgheist. These creatures may be able to leave on
long missions that disallow them from seeing their master for
C R U 0 R BAT
Large undead, unaligned
long periods of time, but they prefer to take shorter flights that
keep them within a few miles of the vampire’s lair. If a vampire
dies, then all of that vampire’s cruorbeasts perish as well within Armor Class 13
the next 24 hours, since their master is the only meaning to their Hit Points 30 (4d10 + 8)
existence. Speed 10 ft., fly 60 ft.
Protectors of the Lair. After they reawaken, cruorbeasts never
sleep, remaining perpetually awake so that they may serve as STR DEX CON INT WIS CHA
constant watchdogs to their master. They sit on the balconies of 17 (+3) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
their lair and in the treetops of the surrounding area, always
looking out for potential intruders. If they spot intruders, they o
not attack them. They instead opt to warn their master, waking Senses blindsight 60 ft. passive Perception 11
them and alerting them to the intrusion. A cruorbeast will Languages -
generally only attack if it has been ordered to by its master, in Challenge 1/2 (100 XP)
self-defense, or when severely underfed.
Undead Nature. A cruorbeast does not require air or sleep. Echolocation. The bat can't use its blindsight while deafened
Cruorbat Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing.
A cruorbat is the youngest form of cruorbeast, and it has the
Regeneration. The bat regains 10 hit points at the start of its turn
largest resemblance to its original form. These creatures appear to
if it has at least 1 hit point and isn't in sunlight or running water.
simply be giant bats at first glance, with their vampiric nature
If the bat takes radiant damage or damage from holy water, this
only coming into view upon closer inspection. They have deep
crimson skin, larger fangs, and large red eyes. Otherwise, they trait doesn't function at the start of the bat's next turn.
behave exactly like a giant bat - they use echolocation, have large ACTIONS
leathery wings, and swoop down to attack their foes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Cruorgheist (1d6+3) piercing damage.

As they feast on more corpses, cruorbats become larger, stronger


and more intimidating. After a few years of meals, cruorbats
graduate into cruorgheists, a much more powerful enemy with a
far greater constitution. These creatures are masters at hit-and-run
tactics, where they dive onto their foes and then retreat as
necromantic energy allows them to regenerate enough for another
dive. Another common tactic is grabbing a foe and then taking off
into the air, dropping them a few seconds later to potentially
vies A \_\3l>-
P\'\‘-RC\N3
secure a kill.
A cruorgheist has become far less bat-like in appearance, and is RD +\-W“
\ G OF _ P‘
more monstrous. Their skin has become a pale white, like a NS» \N OW
traditional vampire’s, and they have grown a magnificent crimson
TH‘ 0N9‘ ‘W at Pkfleaoeo 1° \kN1l\\\-ED \T
mane. Also, their fangs have become longer and sharper. €\( P‘
NO ‘ \ p\\-\* NF-E D H \o\'\' \'Y\’\ l\
S\’\R\ THAT S 1\¢,R\ HA +1 N\E3S\N
s- l\
\11\‘*(’ c0 N95 L o\1 0°“ oF A
FEW SE 1\'\ER€'\(CHAPTER .4 | ACCOUNT
CREATURES 11P~()4 26
OUT OF 2'8 Pg‘ \1\l\\lO“ S ;1o\-\E‘$T A
\lP~MP\R - law C1100
Cruorhulk
A cruorhulk is yet another stage in the life of a cruorbeast, and it
is the most seldom achieved. By allowing a cruorgheist to drink
the blood of its vampire master, that cruorghiest can undergo a
transformation into a cruorhulk, which is a gigantic beast that
rivals the strength of its master. Because of their immense power
and the food required to sustain them, a vampire will rarely have
more than one cruorhulk at its side.
While the cruorhulk retains its loyalty to its master, it is no
longer under their direct control, and its life is no longer
connected with its master. This means that its master must take
extra care in keeping a cruorhulk happy, since the beast is able to
turn against its master if it doesn’t get enough food or care.
However, this also means that if the vampire dies, then the
cruorhulk will be able to take its revenge.
By transforming into a cruorhulk, a cruorghiest loses its flight
capabilities due to its body becoming too heavy for its wings to
lift. While it is no longer a skirmisher, it is instead a fantastic
front-line fighter, capable of protecting its master against some of
the most powerful threats they might face.

CRU0 RoHE1 sT
Large undead, unaligned

Armor Class 13
Hit Points 85 (9d1O + 36)
Speed 30 ft., fly 50ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 19 (+4) 8 (-1) 13 (+1) 11 (+0)

Skills Perception +4, Intimidation +3, Stealth +6


Damage Resistances necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons
Senses blindsight 60 ft., passive Perception 11
Languages -
Challenge 5 (1800 XP)

Echolocation. The cruorgheist can't use its blindsight while


deafened
Keen Hearing. The cruorgheist has advantage on Wisdom
(Perception) checks that rely on hearing.
Regeneration. The cruorgheist regains 10 hit points at the start of
its turn if it has at least 1 hit point and isn't in sunlight or running
water. If the cruorgheist takes radiant damage or damage from
holy water, this trait doesn't function at the start of the
cruorgheist's next turn.
ACTIONS
Multiattack. The cruorgheist makes two attacks, one with its
claws and one with its bite
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(2d4+4) slashing damage. Instead ofdealing damage, the
cruorgheist can grapple the target (escape DC 14)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6+4) slashing damage. If this attack is made against a target
grappled by the cruorghiest, it is made with advantage and deals
an additional 4 (1d6) necrotic damage.

>

l
.1 _-

CRUORHULK Regeneration. The cruorhulk regains 20 hit points at the start of


its turn if it has at least 1 hit point and isn't in sunlight or running
Huge undead, unaligned
water. If the cruorhulk takes radiant damage or damage from
holy water, this trait doesn't function at the start of the
Armor Class 16 (natural armor) cruorhulk‘s next turn.
Hit Points 175 (14d12 + 84)
Speed 40 ft.
Actions
Multiattack. The cruorhulk makes three attacks, two with its
claws and one with its bite
STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 22 (+6) 13 (+1) 16 (+3) 15 (+2) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22
(3d10+6) piercing damage. If the target is grappled, then this
attack is made with advantage and deals an additional 11 (2d10)
Skills Athletics +10, Intimidation +6, Perception +7 necrotic damage.
Damage Resistances necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
Senses blindsight 60 ft., passive Perception 17 15 (2d8+6) slashing damage. Instead of dealing damage, the
Languages - cruorhulk can grapple the target (escape DC 18)
Challenge 12 (8400 XP) Deadly Leap. If the cruorhulk jumps at least 15 feet as part of its
movement, it can then use this action to land on its feet in a
space that contains one or more other creatures. Each of those
Echolocation. The cruorhulk can't use its blindsight while
creatures must succeed on a DC 18 Strength or Dexterity saving
deafened throw (target's choice) or be knocked prone and take 28 (4d1O +
Keen Hearing. The cruorhulk has advantage on Wisdom 6) bludgeoning damage plus 28 (4d1O + 6) slashing damage. On a
(Perception) checks that rely on hearing. successful save, the creature takes only half the damage, isn't
Flying Leap. Although it can no longer fly, the cruorhulk can still knocked prone, and is pushed 5 feet out of the cruorhulk‘s space
use its wings to increase the distance of its leaps. The cruorhulk‘s into an unoccupied space of the creature's choice. If no
long jump is up to 30 feet and its high jump is up to 15 feet, with unoccupied space is within range, the creature instead falls prone
or without a running start. in the cruorhulk‘s space.

CHAPTER 4 | CREATURES 31
CU R s E D O A K
Cursed Oak Huge plant, chaotic evil
A cursed oak is a treant that has been blighted by an evil force,
transforming into a living gulthias tree, an engine of spreading Armor Class 16 (Natural Armor)
blight throughout once tranquil forests. This corrupted being Hit Points 137 (11d12 + 66)
tirelessly carries out the will of the ancient evil that controls it, Speed 30 ft.
and attempts to spread that evil wherever it can.
Soul of Gulthias. A cursed oak is the soul of the ancient STR DEX CQN INT WIS CHI-\
vampire Gulthias made manifest, and it harbors all of his evil 19 (+4) 8 (-1) 22 (+6) 11 (+0) 13 (+1) 10 (+0)
within its branches. These creatures have no semblance of their
former self left within them. Much like a normal gulthias tree, a
cursed oak spreads blight and creates blighted creatures, with the Damage Resistances bludgeoning, piercing
only difference being its ability to move and act on its own. Damage Vulnerabilities fire
Using this animation, a cursed oak forcibly uproots healthy Senses passive Perception 11
trees and plants, cursing them and then harboring the growth of Languages Common, Druidic, Elvish, Sylvan
blighted brambles, toxic weeds, and others of their kind. Challenge 7 (2900 XP)
Wherever the cursed oak walks, these cursed plants follow,
growing with supernatural speed to engulf all that they come
False Appearance. While the cursed oak remains motionless, it is
across. If they encounter a settlement, that settlement may
disappear in a matter of days, or even a matter of hours, as plants indistinguishable from a fallen tree.
overwhelm the building and roads. Siege Monster. The cursed oak deals double damage to objects
Blightlord. All other blights are beneath the cursed oak in the and structures.
chain of superiority. The cursed oak commands all other blights, Actions
creating strategies and tactics far beyond the mind of an average
blight. A cursed oak is always surrounded by other blights, which Multiattack. The cursed oak makes two swipe attacks.
serve as its spies and its bodyguards. Through its system of roots, Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
it can communicate with other blights within its area of 22 (4d8+4) bludgeoning damage.
corruption, creating a vast network of command. Ground Slam. The cursed oak slams its arms into the ground,
Curing the Curse. The curse of Gulthias is powerful dark
causing the earth to erupt around it. Each creature within 5 feet
magic, and cannot be lifted by a remove curse alone. In order to
of the oak must make a DC 15 Dexterity saving throw. A creature
lift the curse and restore the treant to its former self, the oak must
takes 36 (8d8) bludgeoning damage and is pushed 10 feet away
first be knocked unconscious, such as through reducing its hit
points to 0 without killing it outright. Once it is unconscious, from the oak on a failed save, or takes half as much damage and
another treant must perform a 10 minute ritual to lift the curse. If suffers no other effect on a successful one.
the ritual is interrupted, it must be restarted from the beginning. Grasping Roots (Recharge 5-6). Grasping roots sprout in a 30-foot
radius centered on the oak, withering away after 1 minute. For
the duration, that area is difficult terrain for non-plant creatures.
In addition, each creature of the oak's choice in that area when
the plants appear must succeed on a DC 15 Strength saving
throw or become restrained. A creature can use its action to
make a DC 15 Strength check, freeing itself or another entangled
creature within reach on a success.

CHAPTER 4 | CREATURES 32
DEATHCREST APE
Medium monstrosity, chaotic neutral

Armor Class 16 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 40 ft., climb 30ft.

STR DEX CON INT WIS CHA


13(+1) 19(+4) 14(+2) 8(-1) 12(+1) 9(-1)

Skills Athletics +3, Acrobatics +6, Stealth +6, Survival +3


Senses passive Perception 11
Languages -
Challenge 3 (700 XP)

Shadowjaunt. When the ape hits a creature with its claw attack, it
can immediately use its bonus action to teleport up to 15 feet.
Actions
Multiattack. The Deathcrest Ape makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1 d6+4) slashing damage. Ifthe target is a creature, then it must
make a DC 13 Constitution saving throw, taking 7 (2d6) poison
damage on a failed save, or half damage on a successful one.

digest the necrotic energy that animated them, deathcrest apes


have specifically adapted to this purpose, filling a very large
niche in the food chain.
Protected by the Raven Queen. As one of the few natural
predators of the undead, deathcrest apes are venerated by the

Deathcrest Ape followers of the Raven Queen. Since the Raven Queen believes
the undead to be a blight on the the land, any creature that reduces
Savage predators and skillful hunters, deathcrest apes climb their population is a welcome guest in her realm of the
through the dark chasms and destitute forests of the underdark, shadowfell.
searching for sustenance. They hunt in small packs, devouring Because of this, the followers of the Raven Queen actively seek
those that they come across in a frenzy of claws and teeth. to protect these creatures, and they do not hunt the apes, even
Beastial Origins. Deathcrest apes are the decendents of normal when they are in grave need of food. If these creatures were to be
apes from the material plane, brought to the shadowfell through hunted to extinction, the undead would be even more numerous in
the dark portals that occasionally manifest in the deep gloom of the shadowfell than they already are.
dense jungle caverns. Against all odds, a few of these creatures Companions of the Shadar-kai. Due to a number of mutual
managed to survive long enough for the shadowfell to corrupt interests and benefits, the shadar-kai occasionally domesticate
their bodies, causing their claws to become larger and more deathcrest apes, making them serve as bodyguards against the
monstrous, and transforming their hind feet into hooves. The undead. While the shadar-kai gain protection, the apes gain a food
Shadowfell has a dispiriting effect on its denizens, such that the source and a shelter against the harsh storms of the shadowfell.
longer a creature remains on the plane, the more it accepts the However, these creatures are quick to anger and not loyal in the
plane's malaise. As the years passed, these creatures became slightest, so they are quick to turn on their masters if they run out
aware of the transformation being wrought upon them, and yet of food or are harmed by them.
could do nothing to prevent it. A deathcap ape can be as intelligent as a dim-witted human,
Devourers of All. In order to survive in the shadowfell, and therefore they can easily understand the commands of the
creatures must find a way to make do with whatever they find. Shadar-kai, and a few of them even learn Common, though this is
One of the greatest adaptations of these creatures is their ability to extremely uncommon. Those that do serve as leaders of a pack,
eat any type of flesh - even the remains of an undead. While most and spend much more time in the presence of the Shadar-kai,
creatures refuse to eat the undead due to their inability to using their communication skills to foster their relations.

CHAPTER 4 | CREATURES 32
FLEsHFIEND
Large fiend, lawful evil Actions
Multiattack. The fleshfiend makes two slash attacks.
Armor Class 14 (natural armor) Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
Hit Points 127 (15d10 + 45) (2d10+3) slashing damage.
Speed 30 ft., fly 60 ft. Poison Burst (Recharge 5-6). A burst of poison extends out of
either the fleshfiend or one of its chained ones. The fleshfiend
STR DEX CON INT WIS CHA chooses either itself or one of the chained ones, and each
17 (+3) 14 (+2) 16 (+3) 15 (+2) 12 (+1) 11 (+0) creature within 5 feet of chosen creature must make a
Consitution saving throw. A creature takes 25 (7d6) poison
damage on a failed save, or half damage on a successful one.
Saving Throws Dex +6, Wis +5

Fleshfiend
Damage Immunities poison
Damage Resistances cold, fire, lightning, bludgeoning, piercing
and slashing damage from nonmagical weapons A fleshfiend is a powerful warrior that is most often found in the
Condition Immunities poisoned service of other devils. Although not true devils themselves,
Senses darkvision 120 ft. passive Perception 11 fleshfiends are treated like lesser devils on the infernal hierarchy,
Languages Abyssal, telepathy 120 ft. and they only serve greater devils and archdevils.
Challenge 9 (5000 XP) Evil Made Manifest. Fleshfiends originated in the Nine Hells
many centuries ago, when powerful devils created a dark ritual to
Chained Ones. The fleshfiend is accompanied by two chained corrupt intruding humanoids, turning them into devilish fiends
ones, which act on the same turn as the fleshfiend, and must with no semblance of their mortal form remaining. The
remain within 10 feet of it. The chained ones have the same fleshfiends roam the Nine Hells, a gruesome reminder of the
statistics as the fleshfiend, except they are size medium, have 40 danger of remaining in that realm for too long.
Chained Ones. When fleshfiends are created, they are the
hit points, and they have no abilities besides the slash action
fusion of 3 different humanoids, with the most powerful among
option. A chained one immediately disappears if they or the
them becoming the fleshfiend, and the others becoming chained
fleshfiend are reduced to 0 hit points. After 24 hours, both
ones. Chained ones appear to be smaller versions of the
chained ones reform if the fleshfiend is alive. fleshfiend, with similarly leathery wings and sharp claws. The
Flesh Defenders. For each chained one that is alive, the fleshfiend chained ones are independent thinkers, though they must obey the
gains a +2 bonus to AC, for a total of +4 when both are alive. commands of the fleshfiend, which are always given through
Magic Resistance. The fleshfiend has advantage on saving throws telepathy.
against spells and other magical effects.

7 AR

vl

CHAPTER 4 | CREATURES 32
Fleshlings
The dreaded fleshlings dwell in clans within vast deserts and
wastelands, always warring with one another for supremacy in the
eyes of their god; Asmodeus, Lord of the Nine Hells. Using their
natural aptitude in hemomancy, these savage humanoids seek to
expand their clans and rule alone over their barren landscapes.
Each tribe has no interest in working together with other clans,
instead opting to go to war with all that they can find.
Most fleshlings have pink, flesh colored skin, which is how
they earned their name. Their features are completely monstrous,
with serrated teeth, multiple pairs of eyes, sharp claws, and fleshy
‘fins’ on their back. They wear clothing made of hides and strong
leathers, useful materials for protecting their skin against the
harsh sun of the desert.
Infernal Master. Fleshlings are the spawn of Asmodeus, Lord
of the Nine Hells, and they revere him as their god. He offers
them divine guidance and vengeance against their enemies while
urging them towards even greater wars and bloodshed. These
creatures erect dark temples devoted to their lord, and they
tirelessly follow his every order.
Warring Tribes. Fleshlings have no ties with other members of
their race, and they rarely keep allies for longer than a few weeks.
They are just as quick to war with other tribes as they are to war
with other races, so their clans stay relatively small as they
remain in a constant state of war.
Within a tribe, fleshlings live in a hierarchy based on a
fleshling’s power and their proficiency with blood magic. As
fleshlings become more proficient with their clans magic, they
rise among the ranks and may eventually become a clan leader.

FLESHLING BLOODLETTER
Medium humanoid (fleshling), chaotic evil

Armor Class 12 (leather armor)


Hit Points 76 (8d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 20 (+5) 11 (+0) 16 (+3) 10 (+0) FLEsHL1NG
Medium humanoid (fleshling), chaotic evil

Saving Throws Wis +5


Armor Class 12 (leather armor)
Skills Medicine +5, Athletics +6
Hit Points 22 (3d8 + 9)
Senses passive Perception 13
Speed 30 ft.
Languages Common, Fleshling
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 17 (+3) 9(—1) 12(+1) 10(+O)
Reknit Flesh. While the fleshling has half of its hit points or fewer,
it gains 10 temporary hit points at the start of each of its turns.
Skills Athletics +4
Spellcasting. The fleshling bloodletter is a 3rd-level spellcaster. Its
Senses passive Perception 11
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
Languages Common, Fleshling
attacks). The fleshling bloodletter has the following cleric spells
Challenge 1/2 (100 XP)
prepared:
Cantrips (at will): bloodlettlng
1st level (4 slots): bloodburn, cruorwhip Reknit Flesh. While the fleshling has half of its hit points or fewer
2nd level (2 slots): blood seal it gains 5 temporary hit points at the start of each of its turns.
Actions Actions
Multiattack. The fleshling makes two claw attacks. Multiattack. The fleshling makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6+4) slashing damage. (1d6+2) slashing damage.

CHAPTER 4 | CREATURES 35
F L E s H wU R M
Large monstrosity (fleshling), chaotic evil

Armor Class 14 (hide armor)


Hit Points 138 (126110 + 72)
Fleshling Bloodletter Speed 30 ft., burrow 20 ft.

The title of bloodletter is given to fleshlings that have gained STR DEX CON INT WIS CHA
some level of mastery over hemomancy, becoming more 20 (+5) 14 (+2) 22 (+6) 11 (+0) 18 (+4) 10 (+0)
intelligent and powerful in the process of their learning. A
bloodletter acts as a war leader, commanding troops and sending
them to battles. Although they aren’t at the very top of the Saving Throws Wis +5
hierarchy, they are close to it and are highly respected by the Skills Perception +7, Athletics +8
lower members of a tribe. Senses tremorsense 30 ft., passive Perception 17
Fiendish Blessing. Asmodeus bestows special blessings upon a Languages Common, Fleshling
bloodletter, gifts that recognize their prowess in battle and in the Challenge 6 (2300 XP)
arcane arts. Thusly, a bloodletter has far greater regenerative
abilities and a more impressive constitution than their
Reknit Flesh. While the fleshling has half of its hit points or fewer,
counterparts.
it gains 20 temporary hit points at the start of each of its turns.
Fleshwurm Spellcasting. The fleshwurm is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell
Fleshwurms are fleshlings that were blessed at birth by Asmodeus attacks). The fleshwurm has the following cleric spells prepared:
himself, destined by divine right to become the leader of their
Cantrips (at will): bloodletting
clan. Imbued with an exceptional aptitude with blood magic,
1st level (4 slots): bloodburn, cruorwhip
fleshwurms quickly outclass all other members of their tribe, and
2nd level (3 slots): blood seal
no fleshling lower in status than them dares to question their rule.
Even the fleshlings of enemy tribes do not dare to attack a 3rd level (2 slots): tides of blood, vampiric touch
fleshwurm themselves, instead allowing their tribe’s fleshwurm Actions
leader to have a one-on-one duel with the enemy.
Multiattack. The fleshling makes two longsword attacks and one
Through their blessing, a fleshwurm has gained a vastly
siphon attack.
different body from that of its peers. Their legs have been
replaced with a long abdomen, like that of a snake or a worm. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Their hands are smaller and more humanlike, and are therefore Hit: 9 (1d8+5) slashing damage.
capable of wielding human weapons. Additionally, their great Siphon. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
strength allows them to burrow through loose earth, and ability Hit: 14 (2d8+5) piercing damage. If the creature is below its hit
which they use to ambush their foes, as well as to create point maximum, it takes an additional 10 (3d6) necrotic damage
underground passages that may be used by other tribe members.

CHAPTER 4 | CREATURES 36
LosT SoUL
Lost Soul Medium undead, any alignment
|
When a ghost has failed to complete its unfinished business for
too long, it occasionally becomes a lost soul. A lost soul has Armor Class 12
existed for so long that is has no memory of its life or whatever Hit Points 66 (12d8 +12)
unresolved task caused it to become a ghost, so it simply wanders Speed 0 ft., fly 60ft.
across the world yearning to find a meaning to its existence.
Some lost souls seek out the living, hoping that they might find STR DEX CON INT WIS CHA
a way to put their soul to rest, while others may instead seek to
kill the living in fits of spite and jealousy. Like regular ghosts,
9(-1) 14(+2) 12(+1) 11(+o) 12(+1) 1s(+4)
lost souls can still resolve their unfinished business, though it is
often much harder to do so due to them not being tied to a Damage Immunities cold, necrotic, poison
specific location. Otherwise, the haunting of a lost soul is exactly Damage Resistances acid, fire, lightning, thunder, bludgeoning,
the same as that of a regular ghost. piercing and slashing damage from nonmagical weapons
Eternal Wanderers. Lost souls have lost their binding to Condition Immunities charmed, exhaustion, frightened,
whatever creature, place or object they may have haunted before, grappled, paralyzed, petrified, poisoned, prone, restrained
and they have no memory of it, so they instead wander the land. Senses darkvision 60 ft., passive Perception 11
Undead Nature. A lost soul doesn't require air, food, drink, or Languages any languages it knew in life
sleep. Challenge 5 (1800 XP)

Variant: Martial Ghosts


Ethereal Sight. The ghost can see 120 ft. into the Ethereal Plane
Some ghosts and lost souls had martial training and battlefield
experience in life, granting them an increased strength of 16 in
when it is on The Material Plane, and vice versa.
death. A warrior ghost or lost soul wearing a chain shirt (AC 14 Incorporeal Movement. The ghost can move through other
for the ghost, AC 15 for the lost soul) and wielding a longsword creatures and Objects as if they were difficult terrain. It takes 5
has a challenge rating of 6 (2,300 XP) for the ghost, and 7 (2,900 (1d10) force damage if it ends its turn inside an object.
XP) for the lost soul, and the following additional action options:
Actions
Multiattack. The ghost makes two longsword attacks.
Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage. If the target is a creature,
creature. Hit: 8 (1d8 + 3) slashing damage, plus 13 (3d8) then their Strength score is reduced by 1d4. The target dies if this
necrotic damage. reduces its Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest.
Etherealness. The ghost enters the Ethereal Plane from The
Material Plane, or vice versa. It is visible on The Material Plane
while it is in the Border Ethereal, and vice versa, yet it can't affect
or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60ft. of the
ghost that can see it must succeed on a DC 15 Wisdom saving
throw or be Frightened for 1 minute. Ifthe save fails by 5 or
more, the target also ages 1d4 x 10 years. A Frightened target can
repeat the saving throw at the end of each of its turns, ending the
Frightened condition on itself on a success. If a target's saving
throw is successful or the effect ends for it, the target is immune
to this ghost's Horrifying Visage for the next 24 hours. The aging
effect can be reversed with a Greater Restoration spell, but only
within 24 hours of it occurring.
Possession (Recharge 5-6). One humanoid that the ghost can see
within 5 ft. of it must succeed on a DC 15 Charisma saving throw
or be possessed by the ghost; the ghost then disappears, and the
target is incapacitated and loses control of its body. The ghost
now controls the body but doesn't deprive the target of
awareness. The ghost can't be targeted by any Attack, spell, or
other effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and immunity to
being Charmed and Frightened. 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
ghost ends it as a Bonus Action, or the ghost is turned or forced
out by an effect like the Dispel Evil and Good spell. When the
possession ends, the ghost reappears in an unoccupied space
within 5 ft. of the body. The target is immune to this ghost's
Possession for 24 hours after succeeding on the saving throw or
after the possession ends.
CHAPTER 4 | CREATURES 37
/

B L o o 1) O o z E
Oozes Large ooze, unaligned

Oozes thrive in the dark, shunning areas of bright light and


extreme temperatures. They flow through the damp underground, Armor Class 8
feeding on any creature or object that can be dissolved, slinking Hit Points 68 (8d10 + 24)
along the ground, dripping from walls and ceilings, spreading Speed 15ft., climb 15ft.
across the edges of underground pools, and squeezing through
cracks. The first warning an adventurer receives of an ooze's STR DEX CON INT WIS CHA
presence is often the searing pain of its acidic touch. 17 (+3) 7 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)
Ooze Nature. An ooze doesn't require sleep.

Blood Ooze Damage Immunities lightning, slashing


Damage Resistances acid, necrotic
A blood ooze resembles a giant, sticky clot of blood, with a deep Condition Immunities blinded, charmed, deafened, exhaustion,
crimson color. They lay in wait on the ceilings of dark caves and
frightened, prone
deep caverns, waiting for their prey. Once they spot a creature
Senses blindsight 60ft. (blind beyond this radius), passive
below them, they drop down and devour them, feasting on their
Perception 8
blood to increase their size
Blood oozes are created when a large amount of blood is Languages -
tampered with by chaotic magic, in much the same way a grey Challenge 3 (700 XP)
ooze is created out of stone. These beings then constantly search
for more blood to add to their body. Amorphous. The ooze can move through a space as narrow as 1

Necrotic Slime
inch wide without squeezing.
Changing Form. When the ooze is reduced to half of its maximum
Necrotic slimes are the most powerful and feared among the hit points, its size becomes Medium. When it is reduced to a forth
oozes. These slimes take the form of huge black blobs, larger than of its maximum hit points, its size becomes Small. If the oozes hit
any other ooze and capable of consuming creatures the size of points are restored above these thresholds, it returns to whatever
giants. They bubble with a necrotic energy that reanimates those size it was before.
that it consumes, creating undead servants that help it by bringing
Spider Climb. The ooze can climb difficult surfaces, including
prey for it to feast on. A creature that is engulfed by a necrotic
upside down on ceilings, without needing to make an ability
slime is slowly eaten down to the bone, leaving behind a perfectly
check.
clean and intact skeleton.
Significantly more intelligent than their brethren, necrotic Actions
slimes are capable of strategic thought and know when they are
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
outmatched. If a necrotic ooze detect the presence of a creature or
Hit: 10 (2d6+3) bludgeoning damage plus 3 (1d6) acid damage for
group of creatures powerful enough to defeat it, it has enough
intelligence to hide effectively and escape into the underground. each size category of the ooze above Tiny. If this attack reduces a
A necrotic slime can also command its servants intelligently, and creature to O hit points, the ooze regains a number of hit points
uses them for scouting and for diversions. equal to the damage dealt.

CHAPTER 4 | CREATURES 38
NEcRoTic SLiiviE Spider Climb. The slime can climb difficult surfaces, including
Huge ooze, chaotic evil upside down on ceilings, without needing to make an ability
check.
Armor Class 9 Actions
Hit Points 142 (15d10 + 60)
Multiattack. The slime makes two attacks: one pseudopod attack
Speed 25 ft., climb 25ft.
and one grasp attack.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 17 (3d8+4) necrotic damage.
19 (+4) 9 (-1) 18 (+4) s (-1) 11 (+0) 1 (-5)
Grasp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target not
already engulfed by the slime. Hit: 7 (1d6+4) bludgeoning damage
Damage Immunities acid, cold, lightning, necrotic, slashing and the target is engulfed by the slime, suffering the same initial
Condition Immunities blinded, charmed, deafened, exhaustion, and ongoing effects as the engulf action.
frightened, prone
Engulf. The slime moves up to its speed. While doing so, it can
Senses blindsight 60ft. (blind beyond this radius), passive
enter Huge or smaller creatures‘ spaces. Whenever the slime
Perception 10
enters a creature's space, the creature must make a DC 16
Languages -
Dexterity saving throw.
Challenge 8 (3900 XP)
On a successful save, the creature can choose to be pushed 5
feet back or to the side of the slime. A creature that chooses not
Amorphous. The slime can move through a space as narrow as 1 to be pushed suffers the consequences ofa failed saving throw.
inch wide without squeezing. On a failed save, the slime enters the creature's space, and
Necrotic Form. A creature that touches the slime or hits it with a the creature takes 13 (3d8) necrotic damage and is engulfed. The
melee attack while within 5 feet of it takes 4 (1 d8) necrotic engulfed creature can't breathe, is restrained, and takes 27 (6d8)
damage. necrotic damage at the start of each of the slime's turns. When
the slime moves, the engulfed creature moves with it.
Reanimator. A humanoid that dies while engulfed by the slime
An engulfed creature can try to escabe by taking an action to
and then remains within the slime for 24 hours rises as a skeleton
make a DC 16 Strength check. On a success, the creature escapes
under the the slime's control. The slime can have no more than
four skeletons under its control at one time. and enters a space of its choice within 5 feet ofthe slime.

/—
1

CHAPTER 4 | CREATURES 37
Plaguebringer
Legendary creations formed from shadowstuff and poisonous
gases, plaguebringers scour the most desolate areas of the
shadowfell, spreading disease and malice through that barren
wasteland. They spend most of their time as a gigantic figure of
pure shadow, a being that flies at great speed throughout the
upper reaches of the shadowfell, only descending once every few
years to inflict itself upon the surface world.
Occasionally, a plaguebringer finds a portal to the material
plane during its visits to the surface. A plaguebringer that finds
itself in the material plane is a terrible foe indeed, capable of
rivaling the power of the most ancient dragons. It flies across the
surface of the world, killing all in its wake and spreading disease
throughout the land. It is from these occasional visits that the
plaguebringers earned their name.
Denizens of the Dark. In its shadow form, a plaguebringer is
near invisible during a dark night. A creature looking up into the
night sky may only see a plaguebringer by watching the stars and
moon, waiting for them to momentarily blink out of existence as
the shadow passes over them.
When a plaguebringer descends to the surface, it does so
quickly and quietly, and then immediately transforms into its true
form. It takes little time for one of these creatures to destroy an
entire town or pollute a lake. Then they disappear again into the
night sky, leaving behind nothing but the remnants of their
destruction.
However, in the daylight a plaguebringer is extremely easy to
spot: they look like a giant blob of darkness, after all. This means
that any creature that wants to hunt a plaguebringer should do so
during the day, when they can’t simply vanish into night sky at a
moment's notice.
Foe of the Dragons. As one of the few creatures capable of
battling a plaguebringer, these creatures seek to hunt down and
destroy dragons both in the Shadowfell and out of it. When a
dragon enters the Shadowfell, a plaguebringer will seek to destroy
it before it can become an ancient shadow dragon - one of a
plaguebringer’s only true competitors in its home plane.
In the material plane, these two species still seek to mercilessly
destroy one another. If a plaguebringer spots a dragon’s nest, it
will go out of its way to destroy it and bring its creator to ruin.
Dragons also recognize the threat of a plaguebringer, and seek to
destroy them if they have gained enough power, or run if they
have not.
Origins in Shadow. A plaguebringer that has come to the
material plane always attempts to eventually return. The eternal
darkness of the shadowfell allows them to move stealthily during
all times of day, and they simply have an innate draw to the
shadowfell. They actively seek out portals to the shadowfell -
dark circles within only the largest and darkest cave systems. If
they cannot find one, they continue to scour the landscape until
they find one or until they are defeated in the process.
Hunger and Hibernation. Plaguebringers only seek to feast
once every few years, and they “hibernate” in between these
events, where they may devour countless creatures in a fit of
voracious hunger. After non-stop eating for nearly half of a year,
a plaguebringer seeks to return to the upper reaches of the
Shadowfell, where it sleeps until its appetite is once again
ravenous. If awoken during its sleep, such a by a dragon or some
other flying visitor in the shadowfell, a plaguebringer goes into a
rage. During this rage, it seeks to destroy whatever woke it, and
then it continues to destroy until its anger is sated.
During its years of hibernation, a plaguebringer does not need
to eat or drink.

CHAPTER 4 | CREATURES 40
PLAGUEBRINGER ' l “ 7 W" '
Gargantuan monstrosity (shapechanger), chaotic evil

Armor Class 18 (natural armor) Innate Spellcasting. The plaguebringer's spellcasting ability is
Hit Points 247 (15d20 + 90) Wisdom (spell save DC 18). The plaguebringer can innately cast
Speed 40ft. the following spells, requiring no material components:
At will: contagion, insect plague
STR DEX CQN INT WIS CHA Actions
26 (+8) 16 (+3) 23 (+6) 13 (+1) 18 (+4) 11 (+0) Multiattack. The plaguebringer can use its Frightful Presence. It
then makes three attacks: one with its bite and two with its claws.
Saving Throws Str +14, Dex +9, Con +12, Wis +10 Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Skills Athletics +14, Perception +10 15 (2d6+8) slashing damage.
Damage Immunities poison
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Damage Resistances necrotic, bludgeoning, piercing and 17 (2d8+8) piercing damage.
slashing damage from nonmagical weapons
Condition Immunities poisoned Frightful Presence. Each creature of the plaguebringer's choice
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 that is within 120 feet of the plaguebringer and aware of it must
Languages Common, Terran succeed on a DC 18 Wisdom saving throw or become frightened
Challenge 20 (25000 XP) 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
Legendary Resistance (3/Day). If the Plaguebringer fails a saving creature is immune to the plaguebringer's Frightful Presence for
throw, it can choose to succeed instead. the next 24 hours.
Plague Aura. At the start of each of the plaguebringer's turns, Plague Breath (Recharge 5-6). The Plaguebringer exhales a
each creature within 5 feet of it takes 7 (2d6) poison damage, and virulent plague in a 60-foot cone. Each creature in the area must
becomes poisoned until the end of the plaguebringer's next turn. make a DC 22 Constitution saving throw, taking 72 (16d8) poison
A creature that touches the plaguebringer or hits it with a melee damage on a failed save, or half as much damage on a successful
attack while within 5 feet of it takes 3 (1 d6) poison damage and one.
becomes poisoned until the end of its next turn.
Shapechanger. Ifthe plaguebringer hasn't taken damage since
LEGENDARY Actions
the end of its last turn, it can use its action to polymorph into a The plaguebringer can take 3 legendary actions, choosing from
Gargantuan form of magical shadow, or back into its true form. the options below. Only one legendary action can beused at a
While in shadow form, the plaguebringer can't take any time and only at the end of another creature's turn. The
actions, speak or manipulate objects. It is weightless, has a flying plaguebringer regains spent legendary actions at the start of its
speed of 150 feet, can hover, and can enter a hostile creature's turn.
space and stop there. In addition, if air can pass through a space,
the form can do so without squeezing, and it can't pass through Detect. The plaguebringer makes a Wisdom (Perception) check.
water. It has advantage on Strength, Dexterity, and Constitution CIawAttack. The plaguebringer makes a claw attack.
saving throws, and it is immune to all nonmagical damage. If the Slam (Costs 2Actions). The plaguebringer slams its claws into the
plaguebringer takes any damage while in this form, it ground, creating a shockwave. Each creature within 15 feet of the
immediately reverts back to its true form and falls to the ground, plaguebringer must succeed on a DC 22 Dexterity saving throw or
taking falling damage as normal. take 15 (2d6 + 8) bludgeoning damage and be knocked prone.

CHAPTER 4 | CREATURES 41
SwARivi OF MAGGOTS Rothorror
Medium swarm of tiny beasts, unaligned A rothorror is an undead monstrosity, reanimated by a unique
species of maggot-like beasts. Indistinguishable from true
Armor Class 12 (natural armor) maggots, these creatures are able to create rothorrors by infesting
Hit Points 22 (5d8) the body of a dead humanoid. The body becomes bloated, grows
Speed 20 ft., climb 20ft. in size, and gains large claws that are used to rip apart other
creatures. When a rothorror dies, its body explodes and the
maggots seek to infest new bodies.
STR DEX CON INT WIS CHA Undead Nature. A rothorror doesn’t require air, food, drink, or
3 (-4) 12 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) sleep.

Damage Resistances bludgeoning, piercing, slashing ROTHORROR


Condition Immunities charmed, frightened, paralyzed, petrified, Large undead, chaotic evil
prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8 Armor Class 9
Languages - Hit Points 153 (18d10 + 54)
Challenge 1/2 (100 XP) Speed 25 ft.

Swarm. The swarm can occupy another creature's space and vice STR DEX CON INT WIS CHA
versa, and the swarm can move through any opening large 19 (+4) 8 (-1) 16 (+3) 8 (-1) 9 (-1) 5 (-3)
enough for a Tiny maggot. The swarm can't regain hit points or
gain temporary hit points. Saving Throws Wis +2
Actions Damage Immunities poison
Condition Immunities poisoned
Bites. Melee Weapon Attack: +3 to hit, one target. Hit: 10 (4d4)
Senses passive Perception 9
piercing damage or 5 (2d4) piercing damage if the swarm is has
Languages -
half of its hit points or fewer.
Challenge 7 (2900 XP)
Infest. The swarm infests the body of a dead humanoid, causing
all damage that would be dealt to them to be dealt to the body
instead, and preventing them from taking any other actions. If Death Burst. When the rothorror dies, it explodes in a burst of
the body takes 10 hit points of damage, the maggots are driven putrid gas. Each creature within 5 feet of it must make a DC 14
out, and cannot reenter that body for 24 hours. If the maggots Dexterity Saving throw, taking 21 (6d6) poison damage on a failed
remain in a body for 24 hours, the creature rises as a Rothorror. save, or half as much damage on a successful one. Four swarms
of maggots crawl out ofthe exploded remains, spawning in the
area the rothorror once occupied.
Actions
Multiattack. The rothorror makes two claw attacks. If it has a
creature grappled, it can also take the rotting stench action.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
(2d10+4) slashing damage. If a Medium or smaller target is hit by
both claw attacks in the same turn, it is grappled (escape DC 15) if
the rothorror isn't already grappling a creature.
Rotting Stench. The rothorror releases a putrid stench on a
creature it is grappling. That creature must succeed on a DC 14
Consitution saving throw or become incapacitated by the stench
until the end of the rothorror's next turn.
@-
Q Dominate (Recharge 6). The rothorror releases a maggot into the
ear of an incapacitated creature that the rothorror is grappling.
As the maggot reaches the brain, the creature must succeed on a
Wisdom saving throw or lose control of its body as the maggot
latches onto the creature's brain, taking total control of it. The
creature's Intelligence, Wisdom, and Charisma scorce are
replaced by the rothorrors, but it otherwise retains its statistics,
though it doesn't gain access to the target's knowledge, class
features, or proficiencies.
If the host body or the rothorror drops to 0 hit points, the
maggot disintegrates and the creature regains control. A
protection from evil and good spell cast on the body drives the
maggot out. The target is immune to this rothorror's dominate
for 24 hours after succeeding on the saving throw or after the
domination ends.

CHAPTER 4 | CREATURES 42

1_‘“rA_4
Seafallen Internal Hierarchy. A crew of seafallen has a well established
hierarchy, with the captain at the top, hosts below them, and the
Covered by a thick layer of fog, a dilapidated ship sails into view,
crew at the lowest rank. The captain wields a large anchor as a
piloted by the lifeless bodies of former sailors. Now turned into
weapon, an item that they can only lift because of their near
grotesque meldings of coral and flesh, these creatures seek to
inhuman strength. A seafallen host, so named because they are a
force other sailors to suffer their same fate.
willing host to a large octopus, instead fights with a trident and
The Drowned Dead. When a large sailing ship becomes
the help of its octopus companion. The crewmembers, on the
shipwrecked and its sailors drown, occasionally an inexplicable
other hand, fight without weapons. All of these creatures have the
necromantic energy animates them, turning them into undead
power to store water within their bodies, which they later release
monsters of considerable power. Unlike most lowly undead, these
in a powerful blast that knocks creatures away.
creatures are not mindless: they stick together and behave much
Driven by Hate. Seafallen seek to destroy their living
like a normal sailing crew. Until they can find a ship, however,
counterparts, and they sail the sea with sinking other ships as their
they wander the ocean floor, looking for the dropped anchor of a
only intent. The necromantic energy that drives them forces them
potential target. Once they find one, they swim up to the surface
to attack without mercy and fight to the very last man.
and attempt to take it over for themselves, driven by an innate
Undead Nature. A seafallen doesn’t require air, food, drink, or
desire to command a ship.
sleep.
Seafallen can be created from the bodies of any humanoid race,
and they still show some resemblance to their living form, though
they become melded with coral and their mouths are filled with
serrated teeth. Their skin becomes tight and takes on a bluish hue,
and their eyes become pearly white. The coral that covers their
skin serves as a kind of makeshift armor, though it is weak and
easily destroyed by heavily damaging attacks. If damaged, this
armor naturally reforms within a few days as the coral grows at
an unnaturally fast speed.

SEAFALLEN CREW
Medium undead, neutral evil

Armor Class 12 (natural armor)


Hit Points 22 (3d8 + 9)
Speed 20 ft., swim 20ft.

STR DEX CON INT WIS CHA


13 (+1) 1O (+0) 16 (+3) 4 7 (-2) 5

Damage Immunities poison


Condition Immunities poisoned
Senses darkvision 60ft. passive Perception 8
Languages understands the languages it knew in life but can't
speak
Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the seafallen to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the seafallen drops to 1 hit point instead.
WeakIyArmored. Whenever the seafallen takes more than 10
damage in a single turn, a piece of its coral armor chips off,
reducing their AC by 1. This reduction is cumulative, but cannot
reduce their AC below 10.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6+1) bludgeoning damage.
Water Whip (Recharge 6). The seafallen releases a line of water in
a 10-foot line that is 5 feet wide. Each creature in that line must
make a DC 11 Dexterity saving throw. On a failure, a target takes
7 (2d6) bludgeoning damage and, if it is Medium or smaller, is
pushed up to 5 feet away from the seafallen. On a success, a
target takes halfdamage and isn't pushed.

CHAPTER 4 | CREATURES 43
SEAFALLEN CAPTAIN
Medium undead, neutral evil

Armor Class 15 (natural armor)


Hit Points 85 (9d8 + 45)
Speed 20 ft., swim 20ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 20 (+5) 7 (-2) 8 (-1) 9 (-1)

Saving Throws Wis +1


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages the languages it knew in life
Challenge 4 (1100 XP)

Undead Fortitude. If damage reduces the seafallen to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the seafallen drops to 1 hit point instead. SEAFALLEN HosT
WeaklyArmored. Whenever the seafallen takes more than 15 Medium undead, neutral evil
damage in a single turn, a piece of its coral armor chips off,
reducing their AC by 1. This reduction is cumulative, but cannot Armor Class 13 (natural armor)
reduce their AC below 11. Hit Points 60 (8d8 + 24)
Actions Speed 20 ft., swim 20 ft.
Multiattack. The seafallen makes two anchor attacks
STR DEX CON INT WIS CHA
Anchor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
15 (+2) 11 (+0) 16 (+3) 5 (-3) 7 5 (-3)
17 (2d12+4) bludgeoning damage and the target must succeed
on a DC 14 Strength saving throw or be knocked prone. If the
creature was already prone, they are instead stunned until the Damage Immunities poison
end of their next turn on a failed save. Condition Immunities poisoned
Waterjet (Recharge 6). The seafallen releases a line of water in a Senses darkvision 60 ft., passive Perception 8
30-foot line that is 5 feet wide. Each creature in that line must Languages understands the languages it knew in life but can't
make a DC 14 Dexterity saving throw. On a failure, a target takes speak
14 (4d6) bludgeoning damage and, if it is Medium or smaller, is Challenge 1 (200 XP)
pushed up to 10 feet away from the seafallen and knocked prone.
On a success, a target takes half damage and isn't pushed or Undead Fortitude. If damage reduces the seafallen to O hit points,
knocked prone. it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the seafallen drops to 1 hit point instead.
Weakly Armored. Whenever the seafallen takes more than 15
damage in a single turn, a piece of its coral armor chips off,
reducing their AC by 1. This reduction is cumulative, but cannot
reduce their AC below 10.
Actions
Multiattack. The seafallen makes two attacks: one with its trident,
,-\ and one with its tentacles.
Trident. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8+2) piercing damage.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4+2) bludgeoning damage. If the target is Medium or
smaller, it is grappled (escape DC 12) and is restrained for the
duration of the grapple.
Water Whip (Recharge 6). The seafallen releases a line of water in
a 10-foot line that is 5 feet wide. Each creature in that line must
make a DC 12 Dexterity saving throw. On a failure, a target takes
10 (3d6) bludgeoning damage and, if it is Medium or smaller, is
pushed up to 5 feet away from the seafallen. On a success, a
target takes half damage and isn't pushed.
CHAPTER 4 | CREATURES 44
Shadow Elemental Enemy of the Light. Although these creatures are not directly
harmed by sunlight, it does cause them considerable discomfort,
Shadow elementals are creatures of living shade, brought into
and they do all that they can to escape or snuff out the hateful
being from the depths of the Shadowfell. Appearing as nebulous
illumination. Similarly, shadow elementals find the presence of
forms of ever-shifting gloom, they lash out at the living with
living beings not native to the shadowfell to be disturbing,
tendrils as insubstantial as darkness itself.
although not nearly to the same extent as they do light itself.
Bound and Summoned. These elusive creatures rarely roam
When not under a summoner’s control, they make every effort to
the Material plane of their own free will. When they do, it is
extinguish life and light both. They are as obedient as any
almost exclusively deep underground, places the light has never
elemental when summoned, so most shadow elementals are only
touched. More frequently, they manifest as servants summoned
as evil as their masters permit.
from the Shadowfell, bound into service by powerful spellcasters.
Elemental Nature. A shadow elemental doesn’t require air,
Shadow elementals seem to understand the commands of their
food, drink, or sleep.
summoners, regardless of what language they speak. Beyond this,
however, these creatures never seem to communicate in any
manner. It is unknown whether they have any language at all.

SHADOW ELEMENTAL
Large elemental, neutral evil

Armor Class 14
Hit Points 97 (13d10 + 26)
Speed 0 ft., fly 60ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 14 (+2) 6 (-2) 10 (+0) 7 (-2)

Skills Stealth +7
Damage Immunities poison
Damage Resistances cold, necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages -
Challenge 5 (1800 XP)

Blinding Light. When the shadow elemental takes radiant


damage, it must make a Consitution saving throw with a DC of 5 +
the damage taken. On a failed save, the elemental is blinded until
the end of its next turn.
Shade's Sight. Magical darkness doesn't impede the elemental's
darkvision.
Shadow Form. The elemental can enter a hostile creature's space
and stop there. It can move through a space as narrow as 1 inch
wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow
elemental can take the Hide action as a bonus action.
Actions
Multiattack. The elemental makes two tendril attacks.
Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
13 (2d8+4) bludgeoning damage and the creature is pulled up to
5 feet towards the elemental.
Whirling Shadows (Recharge 4-6). A 10-foot radius of magical
darkness extends out from the elemental, moves with it, and
spreads around corners, lasting until the start of the elemental's
next turn. Darkvision can't penetrate this darkness, and no
natural light can illuminate it. If any of the darkness overlaps with
an area of light created by a spell of 2nd level or lower, the spell
creating the light is dispelled.

CHAPTER 4 | CREATURES 45
Shadowtouched
\‘ ~.-.

Shadowtouched are creatures that have been tainted through


many years or generations spent within the dismal confines of the
Shadowfell. Some of these creatures learn to embrace the
Shadowfell, while others seek to return to their former homes on
the Material plane.
Dark Portals. Just like shadow dragons, most shadowtouched
creatures first arrived in the Shadowfell after coming across
portals deep within subterranean caverns and caves. Once they
spend enough time in the Shadowfell, they slowly transform to
become as harsh as the landscape itself.

Shadowtouched Template
A beast, giant, humanoid, monstrosity, ooze, or plant can become
shadowtouched. When it undergoes this transformation, it retains
its statistics except as described below.
Damage Resistances. The shadowtouched has resistance to
necrotic damage.
Reanimate Shadow. If a non-evil humanoid dies from a melee
weapon attack from the shadowtouched, a shadow rises from the
corpse 1d4 hours later.
Senses. The shadowtouched has darkvision with a radius of
120 feet.
Skill Proficiency: Stealth. The shadowtouched's proficiency
bonus is doubled for its Dexterity (Stealth) checks.
Shadow Stealth. While in dim light or darkness, the
shadowtouched can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the shadowtouched has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Sample Shadowtouched
T .-_-
The shadowtouched statistics presented here use an umber hulk as
the base creature.
melee attack against a random creature, or it does nothing if no
SHADOWTOUCHED UMBER HULK creature is within reach.
Large monstrosity, chaotic evil 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
Armor Class 14 (natural armor) can't see the shadowtouched until the start of its next turn, when
Hit Points 93111610 + 33) it can avert its eyes again. If the creature looks at the
Speed 30 ft., burrow 20ft. shadowtouched in the meantime, it must immediately make the
save.
STR DEX CON INT WIS CHA Reanimate Shadow. If a non-evil humanoid dies from a melee
20 (+5) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 10 (+0) weapon attack from the shadowtouched, a shadow rises from the
corpse 1d4 hours later.
Skills Stealth +7 Shadow Stealth. While in dim light or darkness, the
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception shadowtouched can take the Hide action as a bonus action.
10 Sunlight Sensitivity. While in sunlight, the shadowtouched has
Languages Umber Hulk disadvantage on attack rolls, as well as on Wisdom (Perception)
Challenge 5 (1800 XP) checks that rely on sight.
Tunneler. The shadowtoched can burrow through solid rock at
Confusing Gaze. When a creature starts its turn within 30 feet of half its burrowing speed and leaves a 5 foot-wide, 8-foot-high
the shadowtouched and is able to see the shadowtoched's eyes, tunnel in its wake.
the shadowtouched can magically force it to make a DC 15 Actions
Charisma saving throw, unless the shadowtouched is
Multiattack. The shadowtouched makes three attacks: two with
incapacitated.
its claws and one with its mandibles
On a failed saving throw, the creature can't take reactions
until the start of its next turn and rolls a d8 to determine what it Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9
does during that turn. On a 1 to 4, the creature does nothing. On (1d8+5) slashing damage.
a 5 or 6, the creature takes no action but uses all its movement to Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
move in a random direction. On a 7 or 8, the creature makes one Hit: 14 (2d8+5) slashing damage.

CHAPTER 4 | CREATURES 46
Skeletons
Skeletons arise when a creature is animated by dark magic. They
heed the summons of spellcasters who call them from their stony
tombs and ancient battlefields, or rise of their own accord in
places saturated with death and loss, awakened by stirrings of
necromantic energy or the presence of corrupting evil. Skeletal
undead can be created from the bones of other creatures besides
humanoids, giving rise to a host of terrifying and unique forms.

Skeleton Template
An aberration, beast, dragon, fey, fiend, giant, humanoid, or
monstrosity can become a skeleton. When it undergoes this
transformation, it retains its statistics except as described below.
Lost Characteristics. The skeleton loses its original saving
throw and skill bonuses, as well as any special senses. Some
special traits may be removed at your discretion, such as traits
that assume a living body, like amphibious.
Type. The skeleton’s type is Undead, and it loses any tags. It no
longer requires air, food, drink, or sleep.
Alignment. The skeleton is Lawful Evil.
Ability Scores. The skeleton’s ability scores change as follows:
Con 15 (+2), Int 6 (-2), Wis: 8 (-1), Cha: 5 (-3). Int, Wis, and Cha
can’t be increased by this change.
Senses. The skeleton has darkvision with a radius of 60 feet.
Armor Class. The skeleton’s AC is reduced by 2. This cannot
reduce their AC below 10 + their Dexterity modifier.
Damage Vulnerabilities. The skeleton is vulnerable to
bludgeoning damage.
Damage Immunities. The skeleton is immune to poison
damage.
Condition Immunities. The skeleton can’t be exhausted or
poisoned
Languages. The skeleton understands all languages it knew in
life but can’t speak.
Sample Skeleton
The skeleton statistics presented here use an ogre as the base
creature.

OGRE SKELETON
Large undead, lawful evil

Armor Class 9
Hit Points 52 (7d10 +14)
Speed 40ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (-1) 15 (+2) 5 (-3) 7 (-2) 5 (-3)

Damage Immunities poison


Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft. passive Perception 8
Languages understands Common and Giant but can't speak
Challenge 2 (450 XP)

Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 13 (2d8+4) bludgeoning damage.
javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft., or
range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

CHAPTER 4 | CREATURES 47
Zombies
Sinister necromantic magic infuses the remains of the dead, The flesh and bones of any formerly living creature can be
causing them to rise as zombies that do their creator's bidding imbued with some semblance of life, transforming them into a
without fear or hesitation. They move with a jerky, uneven gait, zombie. Necromantic magic, usually from spells, animates a
clad in the moldering apparel they wore when put to rest, and zombie. Some zombies rise spontaneously when dark magic
carrying the stench of decay. saturates an area. Once turned into a zombie, a creature can't be
restored to life except by powerful magic.
Youno BLACK ZoiviEiE DRAGON Sample Zombie
Large undead, unaligned
The zombie statistics presented here use a young black dragon as
the base creature.
Armor Class 15 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 30 ft., fly 70 ft., swim 30ft.
Zombie Template
An aberration, beast, dragon, fey, fiend, giant, humanoid, or
monstrosity can become a zombie. When it undergoes this
STR DEX CON INT WIS CHA
transformation, it retains its statistics except as described below.
19 (+4) 8 (-1) 19 (+4) 3 (-4) 6 (-2) 5 (-3) Lost Characteristics. The zombie loses its original saving
throw and skill bonuses, as well as any special senses or special
Saving Throws Wis +1 traits.
Damage Immunities poison, acid Type. The zombie’s type is Undead, and it loses any tags. It no
Condition Immunities poisoned longer requires air, food, drink, or sleep.
Senses darkvision 60 ft., passive Perception 8 Alignment. The zombie is Neutral Evil.
Languages understands Common and Draconic but can't speak Speed. Reduce all the zombie’s speeds by 10 feet, to a
Challenge 7 (2900 XP) minimum of 5 feet.
Ability Scores. The zombie’s ability scores change as follows:
Int 3 (-4), Wis: 6 (-2), Cha: 5 (-3). Int, Wis, and Cha can’t be
Undead Fortitude. If damage reduces the zombie to 0 hit points, increased by this change. The zombie’s Constitution score is
it must make a Constitution saving throw with a DC of 5 + the increased by 2, and its Dexterity score is decreased by 6, to a
damage taken, unless the damage is radiant or from a critical hit. minimum value of 6 (-2).
On a success, the zombie drops to 1 hit point instead. Senses. The zombie has darkvision with a radius of 60 feet.
Actions Saving Throw: Wisdom. The zombie adds its proficiency
modifier to its Wisdom saving throws
Multiattack. The zombie makes three attacks: one with its bite Damage Immunities. The zombie is immune to poison
and two with its claws damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 Condition Immunities. The zombie can’t be poisoned.
(2d10+4) piercing damage plus 4 (1d8) acid damage. Hit Dice. The zombie gains two additional hit dice, increasing
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 its hit points by the regular amount.
(2d6+4) slashing damage. Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of 5
Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot + the damage taken, unless the damage is radiant or from a
line that is 5 feet wide. Each creature in that line must make a DC critical hit. On a success, the zombie drops to 1 hit point instead.
15 Dexterity saving throw, taking 49 (11d8) acid damage on a Languages. The zombie understands all languages it knew in
failed save, or half as much damage on a successful one. life but can’t speak.

CHAPTER 4 | CREATURES 48

You might also like