Elden Ring - GM Binder

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Malenia, Blade of

Miquella
Medium humanoid (empyrean), lawful neutral

Armor Class 21 (Unarmored defense)


Hit Points 238 (28d8+96)
Speed 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 26 (+8) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Str +12, Dex +16, Wis +11


Skills Athletics +12, Acrobatics +16, Nature +10,
Perception +11
Damage Immunities necrotic, poison
Senses blindsight 240 ft. passive Perception 21
Languages Celestial, common
Challenge 26 (90,000 XP)

Draining Attacks. Malenia regains a number of Hit


Points equal to half of the damage she deals from each
melee attack and on her Waterfowl Dance.
Goddess of Rot (1x). If Malenia would be reduced to 0
hit points, her current hit point total instead resets to
200 hit points, recharges her Waterfowl Dance, she
gains 30 ft. of flight speed and regains any expended
uses of Legendary Resistance. Additionally, Malenia can
now use the options in the "Mythic Actions" section
and her Scarlet Rot. Award a party double of her XP for
defeating Malenia after her Goddess of Rot activates.
Legendary Resistance (3/Day). If Malenia fails a saving
throw, she can choose to succeed instead.
Magic Weapons. Malenia's weapon attacks are magical.
Scarlet Rot. Only active after Malenia's Goddess of Rot
activates. Malenia deals an extra 7 (2d6) necrotic
damage plus 7 (2d6) poison damage when she hits a
target with a weapon attack and on a failed saving
throw her Waterfowl Dance. On a critical hit on her
Melee Weapon Attack, on a failed saving throw on her
Waterfowl Dance or if is affected by the Scarlet Aeonia
the target must make a DC 24 Constitution saving
throw. On a failed save, it becomes poisoned, it ignores
immunities to be poisoned.
Scarlet Rot Poison. A creature poisoned by the Scarlet
Rot takes 7 (2d6) necrotic damage at the beginning at
each of its turns besides the others poisoned condition
effects.

Actions
Multiattack. Malenia makes five attacks with her
Prosthesis Sword.
Prosthesis Sword. Melee Weapon Attack: +16 to hit,
reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing
damage.
Waterfowl Dance (Recharge 5-6). Malenia leaps and
dashes four times up to 30 feet each time, making
several slashing attacks at the end of each dash. Each
creature in a 10-foot-radius sphere centered Malenia at
Thisthe
is unofficial
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
saving throw On a failed save it takes 42 (4d12 + 16)
Starscourge Radahn
Huge humanoid (demi-God), Unaligned

Armor Class 21 (Plate+3)


Hit Points 362 (25d12+200)
Speed 70 ft.

STR DEX CON INT WIS CHA


26 (+8) 18 (+4) 26 (+8) 5 (-3) 20 (+5) 26 (+8)

Saving Throws Str +16, Con +16, Cha +16


Skills Athletics +16, Perception +13
Damage Resistances force; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses Passive Perception 23
Languages -
Challenge 26 (90,000 XP)

Extreme Endurance. If damage reduces Radahn to 0 hit


points, he must make a Constitution saving throw with
a DC equal to the damage taken, unless the damage is
from a critical hit. On a success, Radahn drops to 1 hit
point instead.
Legendary Resistance (3/Day). If Radahn fails a saving
throw, he can choose to succeed instead.
Magic Weapons. Radahn's weapon attacks are magical.

Actions
Multiattack. Radahn makes four melee attacks or two
ranged attacks.
Greatsword. Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 29 (6d6 + 8) slashing damage. If the
target is a large or smaller creature, it must succeed on
a DC 24 Strength saving throw or be knocked prone.
Gravity Shot. Ranged Weapon Attack: +16 to hit, range
80/360 ft., one target. Hit: 30 (4d10 + 8) piercing
damage plus 7 (2d6) force damage. If the target is a
creature, it must succeed on a DC 24 Strength saving
throw or be knocked prone.
Radahn’s Rain. (Recharge 4-6). Radahn will draw back his
bow and fire into the air, causing arrows to rain down
from the sky at a minimum range of 120 to a maximum
of 360 feet from him. This makes a 120 feet long and
5 feet wide line of attacks. Each creature in the area
must make a DC 24 Dexterity saving throw. A creature
takes 30 (4d10 + 8) piercing damage on a failed save
and is knocked prone. On a success, takes no damage
and is not knocked prone.
Frightful Presence. Each creature of Radahn's choice
that is within 60 feet of him and can see or hear him
must succeed on a DC 24 Wisdom saving throw or
become frightened of him for 1 minute. The frightened
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to Radahn's Frightful
Presence for the next 24 hours.

Bonus Actions
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Aggressive. Radahn can move upare
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Wizards of the Coast. ©Wizards of the Coast LLC.
a
Godrick, the Grafted
Large humanoid (demi-God), chaotic neutral

Armor Class 18 (Natural armor)


Hit Points 170 (20d10+60)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str +10, Dex +8, Con +8


Skills Athletics +10, Acrobatics +9, Medicine +5,
Senses passive Perception 12
Languages Common
Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If Godrick fails a saving


throw, she can choose to succeed instead.
Truest of Dragons. If Godrick would be reduced to less
than 85 Hit Points, he grafts a dragon head on to his
left arm. He recharges all his abilities. Additionally,
Godrick can now use the options in the "Mythic
Actions" section, Dragon's Head and his Scorcher.
Dragon's Head. Only active after Godrick's Truest of
Dragons activates. Godrick's Whirlwind and Wild
Strikes deals an extra 7 (2d6) fire damage.

Actions
Multiattack. Godrick makes three attacks with his
Golden Axe.
Golden Axe. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 16 (3d6 + 5) slashing damage.
Scorcher. Only active after Godrick's Truest of Dragons
activates. A line of roaring flame 45 feet long and 5 feet
wide emanates from Godrick in a direction his choice.
Each creature in the line must make a DC 18 Dexterity
saving throw. A creature takes 28 (8d6) fire damage on
a failed save, or half as much damage on a successful
one.
Whirlwind (4/day). Each creature in 20-foot-radius
sphere the space around Godrick must make a DC 18
Strength saving throw. On a failure, a target takes 23
(4d8 + 5) bludgeoning damage and is flung up 20 feet
away from him in a random direction and knocked
prone. If a thrown target strikes an object, such as a
wall or floor, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed
on a DC 18 Dexterity saving throw or take the same
damage and be knocked prone. If the saving throw is
successful, the target takes half the bludgeoning
damage and isn't flung away or knocked prone.

Bonus Actions
I Command Thee, Kneel! (Recharge 5-6). Godrick raises
his axe above his head, before bringing it down,
creating shockwaves that make earth and stone erupts
in a 30-foot circle centered around him. Each creature
in that area must make a DC 18 Dexterity saving throw.
ThisAiscreature
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d i 't k k d f l
God-Devouring Serpent
Gargantuan monstrosity (demi-God/titan), chaotic evil

Armor Class 22 (Natural armor)


Hit Points 370 (20d20+160)
Speed 5 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 26 (+8) 16 (+3) 26 (+8) 28 (+9)

Saving Throws Str +15, Wis +15, Cha +16


Skills Perception +15
Damage Resistances all except cold and psychic
Damage Immunities fire, poison
Damage vulnerabilities cold
Condition Immunities charmed, frightened
Senses darkvision 240 ft. passive Perception 25
Languages Primordial, common
Challenge 24 (62,000 XP)

Blasphemy Magma Pit. Any creature that moves to a


space within 10 feet of the Serpent for the first time on
a turn or starts its turn there must succeed on a DC 24
Constitution saving throw. The creature takes 18 (4d8)
fire damage on a failed save, or half as much damage on
a successful one. The Blasphemy Magma Pit turns the
ground in the area into difficult terrain.
Rykard, Lord of Blasphemy. If the Serpent would be
reduced to 0 hit points, its current hit point total
instead resets to 370 hit points, it recharges his Poison
Breath and it regains any expended uses of Legendary
Resistance. Additionally, Serpent can now use the
options in the "Mythic Actions" section and the
Blasphemous Blade. Award a party an additional 62,000
XP (124,000 XP total) for defeating the aspect of
Serpent after his Rykard, Lord of Blasphemy. activates.
Legendary Resistance (3/Day). If the Serpent fails a
saving throw, she can choose to succeed instead.
Magic Resistance. The Serpent has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The Serpent's weapon attacks are
magical.

Actions
Multiattack. The God-Devouring Serpent makes two
melee attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 30 ft., one
target. Hit: 36 (4d12 + 8) piercing damage plus 7
(1d12) fire damage and 7 (1d12) poison damage. If the
target is a creature, it is grappled (escape DC 23). Until
this grapple ends, the target is restrained, and the
Serpent can't bite another target.
Blasphemous Blade (Rykard only). Melee Weapon Attack:
+15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 8)
slashing damage plus 7 (1d12) fire damage and 7
(1d12) necrotic damage.
Swallow. The Serpent makes one bite attack against a
Large or smaller creature it is grappling. If the attack
hits, the target takes the bite's damage, the target is
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
creature is blinded and restrained it has total cover
Morgott, the Omen King
Large humanoid (demi-God), lawful neutral

Armor Class 21 (Natural Armor)


Hit Points 262 (25d10+125)
Speed 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 24 (+7) 20 (+5) 18 (+4) 24 (+7) 14 (+2)

Saving Throws Dex +14, Wis +14, Cha +9


Skills Athletics +12, Acrobatics +15, Religion +11,
Perception +14
Damage Resistances necrotic, radiant
Condition Immunities charmed, frightened
Senses darkvision 360 ft. passive Perception 24
Languages Celestial, Common
Challenge 23 (50,000 XP)

Ambusher. Morgott has advantage on attack rolls


against any creature it has surprised.
Evasion. If Morgott is subjected to an effect that allows
it to make a Dexterity saving throw to take only half
damage, he instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If Morgott fails a saving
throw, he can choose to succeed instead.
Magic Weapons. Morgott's weapon attacks are magical.

Actions
Multiattack. Morgott makes three attacks with his
Sword and one with his tail.
Sword. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 21 (2d12 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 11 (1d10 + 5) bludgeoning damage.
Cursed Explosion (1/day). Morgott releases a powerful
burst of energy. Cursed liquid will start to erupt around
the him from the ground. Each creature in 120-foot-
radius sphere centered on him must make a DC 22
Constitution saving throw. A target takes 56 (8d12)
necrotic damage on a failed save, or half as much
damage on a successful one. Turns the ground in the
affected area into difficult terrain, but Morgott isn't
affected by this terrain.
Frightful Presence. Each creature of Morgott's choice
that is within 60 feet of him and can see or hear him
must succeed on a DC 22 Wisdom saving throw or
become frightened of him for 1 minute. The frightened
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to Morgott's Frightful
Presence for the next 24 hours.

Bonus Actions
Holy Daggers. Ranged Magical Attack: +15 to hit, reach
90 ft., three targets. Hit: 11 (1d6 + 7) pietcing damage
Thisplus 4 (1d6)Fan
is unofficial radiant damage.
Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Holy Hammer Ranged Magical Attack: +15 to hit reach
Mohg, Lord of Blood
Large humanoid (demi-God), neutral evil

Armor Class 21 (Natural Armor)


Hit Points 262 (25d10+125)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 24 (+7) 20 (+5) 18 (+4) 14 (+2) 24 (+7)

Saving Throws Dex +14, Wis +14, Cha +9


Skills Athletics +12, Arcane +11, Religion +11,
Perception +9
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses darkvision 360 ft. passive Perception 19
Languages Abyssal, common
Challenge 23 (50,000 XP)

Blood Stride. Once on his turn, Mohg can use 10 feet of


its movement to step magically into one pool of blood
within its reach and emerge from a second pool of
blood within 60 feet of the first one, appearingin in an
unoccupied space within 5 feet of the second pool of
blood. Both pools of blood must be medium sized or
bigger.
Legendary Resistance (3/Day). If Mohg fails a saving
throw, he can choose to succeed instead.
Magic Weapons. Mohg's weapon attacks are magical.

Actions
Multiattack. Mohg makes three attacks with his
Ritualistic Spear.
Ritualistic Spear. Melee Weapon Attack: +15 to hit,
reach 5 ft, one target. Hit: 21(3d8 + 7) piercing
damage plus 7 (2d6) necrotic damage.
Blood Ritual (1/day) Mohg deals 86 (15d10) necrotic
damage to all enemies he can see. Mohg regains a
number of Hit Points equal to the damage he deals
from this, recharges his Bloodboon and gains 30 ft. of
flight speed. This action ignores immunities and
resistances.
Frightful Presence. Each creature of Mohg's choice that
is within 60 feet of him and can see or hear him must
succeed on a DC 22 Wisdom saving throw or become
frightened of him for 1 minute. The frightened creature
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to Mohg's Frightful
Presence for the next 24 hours.

Bonus Actions
Bloodboon (Recharge 5-6). Mohg reaches into the air
and tosses out a splash of bloodflame. This also sets
some of the floor on fire. Each creature in a 30-foot
cone must make a DC 22 Dexterity saving throw. A
creature takes 14 (4d6) fire damage plus 14 (4d6)
necrotic on a failed save, or half as much damage on a
successful one. Fan
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th fi t ti t t t it t th it t
The Last Fire Giant
Gargantuan giant, lawful neutral

Armor Class 18 (natural armor)


Hit Points 390 (20d20 + 180)
Speed 40 ft.

STR DEX CON INT WIS CHA


30 (+10) 14 (+2) 28 (+9) 12 (+1) 18 (+4) 18 (+4)

Saving Throws Str +17, Con +16, Wis +11


Skills Athletics +17, Perception +11, Religion +8
Damage Immunities Fire
Damage Resistances Cold, Radiant
Condition Immunities charmed, frightened
Senses darkvision 120 ft. passive Perception 21
Languages Common, giant, primordial
Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the Giant fails a saving


throw, he can choose to succeed instead.
Offering to the Fallen God. If the Last fire Giant would be
reduced to 0 hit points, he will sacrifice his feet,
offering it to his Fallen God. His current hit point total
instead resets to 300 hit points, he regains any
expended uses of Legendary Resistance, his movement
speed is reduced to 20 feet and he can use Flame of
the Fell God twice as a single Bonus action.
Additionally, the Giant can now use the options in the
"Mythic Actions" section. Award a party an additional
62,000 XP (124,000 XP total) for defeating the aspect
of Giant after his Offering to the Fallen God activates.
Vigilant. The giant can't be surprised.

Actions
Multiattack. The Last Fire Giant makes two attacks, at
least one of them with his stomp.
Plate. Melee Weapon Attack: +17 to hit, reach 30 ft,
one target. Hit: 65 (10d10 + 10) bludgeoning damage
and is knocked prone. Hit or miss, each creature, other
than the Giant, within 20 feet of the attack must make
a 25 Dexterity saving throw, on a failed save takes half
of the hit damage and is knocked prone. The Giant has
disadvantage on attacks made with the plate against
targets within 10 feet.
Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 46 (8d8 + 10) bludgeoning damage.
The target is a creature, it must succeed on a DC 25
Strength saving throw or be knocked prone.
Giant's flame. Ranged Spell Attack +11 to hit, reach 360
ft., one target. Hit: 55 (10d10) fire damage and is
knocked prone.

Bonus Actions
Flame of the Fell God. A 5-foot-diameter sphere of fire
appears in the Giant's hand moving up to 30 feet at the
end of each turn. If the sphere reaches a creature space
it explodes. Each creature in a 20-foot-radius sphere
centered on the explosion must make a DC 19
ThisDexterity saving
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Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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f l Th i t l t l t 2
Erdtree Avatar Runebear
Huge plant, lawful neutral Huge beast, Unaligned

Armor Class 17 (natural armor) Armor Class 13 (natural armor)


Hit Points 207 (18d12 + 60) Hit Points 149 (13d12 + 65)
Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 18 (+4) 16 (+3) 24 (+7) 14 (+2) 20 (+5) 3 (-4) 16 (+3) 7 (-2)

Saving Throws Wis +9, Cha +8 Skills Perception +7


Damage Vulnerabilities Fire Senses darkvision 60 ft., passive Perception 17
Damage Resistances Radiant Languages -
Senses Blindsight 360 ft. (blind beyond this radius) Challenge 9 (5,000 XP)
passive Perception 14
Languages Celestial (but can't speak) Ambusher. In the first round of a combat, the
Challenge 13 (10,000 XP) runebear has advantage on attack rolls against any
creature it surprised.
Magic Weapons. The Avatar's weapon attacks are
magical. Keen Smell. The Runebear has advantage on Wisdom
(Perception) checks that rely on smell.
Actions Standing Leap. The runebear's long jump is up to 30
Multiattack. The Avatar makes two attacks with its feet and its high jump is up to 20 feet, with or
Staff and one stomp. without a running start.

Blessed Staff. Melee Weapon Attack: +11 to hit, Actions


reach 10 ft., one target. Hit: 15(2d8 + 6) Multiattack. The Runebear makes three attacks: two
bludgeoning damage plus 4 (1d8) radiant damage. with its claws and one with its bite.
Stomp. Melee Weapon Attack: +11 to hit, reach 5
Claws. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 28 (4d10 + 6) bludgeoning
ft., one target. Hit: 15(3d8 + 7) slashing damage.
damage. The target is a creature, it must succeed on
a DC 19 Strength saving throw or be knocked Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
prone. one target. Hit: 28 (3d10 + 7) piercing damage.
Erdtree Slam (Recharge 6). The Avatar jumps in the Bear Hug. Melee Weapon Attack: +11 to hit, reach
air up to 20 feet towards a point and slams the 10 ft., one target. Hit: 58 (9d10 + 7) bludgeoning
ground with its whole body. Each creature in a 10- damage, and the target is grappled (escape DC 19)
foot circle centered around him must make a DC 19 if it is a Huge or smaller creature. Until the grapple
Dexterity saving throw. A creature takes 28 (4d10 + ends, the target takes 58 (9d10 + 7) bludgeoning
6) bludgeoning damage plus 11 (2d10) radiant damage at the start of each of the runebear's turns.
damage and is knocked prone on a failed save, or The runebear can't make attacks while grappling a
half as much damage and isn't knocked prone on a creature in this way.
successful one.
Golden Land (3/day). The avatar holds staff in the air
and then slams it vertically into the ground, creating
a small burst of Holy damage. A large orb of light Art
then grows above its head and shoots Holy
projectiles at up to 3 targets within 240 feet. A FromSoftware - Elden Ring
target must make a DC 19 Dexterity saving throw
on a failed save, a creature takes 28 (5d10) radiant
damage. The avatar can't use this action in
subsequent turns.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Black Knife Assassin
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)


Hit Points 78 (12d8 + 24)
Speed 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 10 (+0)

Saving Throws Dex +8, Int +5


Skills Acrobatics +8, Deception +4, Perception +6,
Stealth +13
Damage Immunities Poison
Damage Resistances Radiant, necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Common, Celestial, Undercommon
Challenge 12 (8,400 XP)

Assassinate. During its first turn, the assassin has


advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the assassin scores against a
surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that
allows it to make a Dexterity saving throw to take only
half damage, the assassin instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.
Lethal Grappler. Any hit the assassin scores against a
grappled creature is a critical hit.
Shard of Death. The assassin attacks are magical and
ignores resistances against necrotic damage.
Sneak Attack (1/Turn). The assassin deals an extra 21
(6d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the assassin that isn't
incapacitated and the assassin doesn't have
disadvantage on the attack roll.
True Death. A creature that have been killed by the
assassin can only be revived by a proper spell of 8th
level or higher.

Actions
Multiattack. The Assassin makes two attacks.
Black Knife. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage plus 10
(3d6) necrotic damage and its hit point maximum is
reduced by an amount equal to the damage taken. This
reduction lasts until the creature finishes a short rest.
Blade of Death. Ranged Weapon Attack: +8 to hit, reach
20/80 ft., one target. Hit: 14 (4d6) necrotic damage
and its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until
the creature finishes a short rest.
Superior Invisibility. The assassin magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the assassin
wears or carries is invisible with it.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Bloodhound Knight Onyx Lord
Medium aberration, chaotic neutral
Medium humanoid (human), lawful neutral
Armor Class 17 (natural armor)
Armor Class 18 (plate) Hit Points 102 (12d8 + 48)
Hit Points 93 (11d8 + 44) Speed 30 ft. fly 20 ft. (hover)
Speed 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 18 (+4) 12 (+1) 12 (+1)
14 (+2) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 8 (-1)
Saving Throws Str +7, Con +8, Int +8
Saving Throws Dex +7, Con +7 Damage Immunities Cold
Skills Acrobatics +7, Perception +6, Survival +6 Damage Resistances Fire, Force, Lighting
Senses passive Perception 16 Senses passive Perception 11
Languages - Languages Celestial, Common, Giant
Challenge 8 (3,900 XP) Challenge 9 (5,000 XP)

Cleaver. The Bloodhound's attacks score a critical hit Magic Resistance. The Onyx Lord has advantage on
on a roll of 19 or 20, when the Bloodhound scores a saving throws against spells and other magical
critical hit that deals slashing damage to a creature, effects.
it grievously wounds the target. Until the start of the
Bloodhound next turn, the target has disadvantage Powerful Build. The Onyx Lord counts as one size
on all attack rolls. larger when determining their carrying capacity and
the weight they can push, drag, or lift.
Hemorrhagic Attacks. If the bloodhound hits a target,
that target will gain a Hemorrhagic point for one Actions
minute. If the target accumulates 3 hemorrhagic
points it takes 45 (8d10) necrotic damage and loses Multiattack. The Onyx Lord makes three attacks, two
the hemorrhagic points. with his Greatsword and one with his Gravity Well.

Hound Agility. When the bloodhound moves on its Greatsword. Melee Weapon Attack: +7 to hit, reach
turn in combat, it can double its speed until the end 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage
of the turn. Once it uses this ability, the bloodhound plus 2 (1d4) force damage.
can't use it again until it moves 0 feet on one of its Gravity Well. Melee or Ranged Magical Attack: +8 to
turns. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17
(4d6 + 3) force damage. If the target is a creature, it
Actions must succeed on a DC 15 Strength saving throw or
Multiattack. The Bloodhound Knight makes three be knocked prone.
attacks, one with his Claw and two with his
Meteorite (Recharge 6). The Onyx Lord plunges his
Bloodhound Sword.
sword into the ground, sending a shockwave out in
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., a 15 feet radius around him, each creature in a the
one target. Hit: 7 (1d6 + 4) slashing damage. area must make a DC 16 Constitution saving throw.
On a failed save, a creature takes 2d8 thunder
Bloodhound Blade. Melee Weapon Attack: +7 to hit, damage and is knocked prone. A blackhole then
reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing forms above him where two meteorites emerge and
damage. fly, streaking toward a point or points that the onyx
lord chooses within 60 feet of him. Once a meteor
Bonus Action reaches its destination or impacts against a solid
Bloodhound's Step. The bloodhound teleports up to surface, it explodes. Each creature within 5 feet of
15 feet towards an enemy target. The bloodhound the point where the meteor explodes must make a
next melee attack has advantage. DC 16 Dexterity saving throw. A creature takes 6d6
force damage on a failed save, or half as much
damage on a successful one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beastman of Farum Red Wolf of Radagon
Huge beast, Lawful neutral
Azula
Medium monstrosity, chaotic neutral Armor Class 14 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft.
Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft. STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 20 (+5)
STR DEX CON INT WIS CHA
Saving Throws Str +9, Int +4, Cha +9
16 (+3) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Skills Perception +7
Damage Immunities Cold
Damage Resistances Lighting Senses passive Perception 17
Senses Darkvision 60ft. passive Perception 12 Languages -
Languages Celestial, Common Challenge 11 (7,200 XP)
Challenge 3 (900 XP)
Keen Hearing and Smell. The Wolf has advantage on
Pack Tactics. The beastman has advantage on an Wisdom (Perception) checks that rely on hearing or
attack roll against a creature if at least one of the smell.
beastman's allies is within 5 feet of the creature and
the ally isn't incapacitated. Magic Resistance. The Wolf has advantage on saving
throws against spells and other magical effects.
Actions Pack Tactics. The wolf has advantage on an attack
Multiattack. The Beastman makes three attacks. roll against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally
Claver. Melee Weapon Attack: +5 to hit, reach 5 ft., isn't incapacitated.
one target. Hit: 10 (2d6 + 3) slashing damage.
Standing Leap. The wolf's long jump is up to 30 feet
Bonus Action and its high jump is up to 20 feet, with or without a
running start.
Beastman Roar (Recharge 5-6). The Beastman lets out
an especially powerful roar. Creatures of within 10 Actions
feet of it that can hear it must succeed on a DC 12
Wisdom saving throw or take 7 (2d6) thunder Multiattack. The wolf makes two bite attacks.
damage and become stunned of the end of the
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
beastman next turn. one target. Hit: 22 (3d10 + 5) piercing damage.

Bonus Actions
Magical Beast. The wolf can take one of the following
bonus actions; the wolf can't take the same action
two rounds in a row:
Golden Blade. Melee Magical Attack: +9 to hit, reach
10 ft., two targets. Hit: 12 (2d6 + 5) slashing
damage plus 10 (3d6) radiant damage.
Glintblade Dash. The wolf takes a dash action and,
while moving, makes three magical swords that
hovers on air. The swords are fired on the targets
within 120 feet of them. The targets must make a
DC 17 Dexterity saving throw. On a failed save, the
target takes 9 (2d8) force damage for each sword.
Cometshard (Recharge 5-6). The wolf creates a
comet of magical force in its mouth, then releases
the energy in a 60-foot line that is 5 feet wide. Each
creature in that area must make a DC 17 Dexterity
saving throw. On a failed save, the creature takes 45
(10d8) force damage. On a successful save, the
creature takes half as much damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Li
h
Tree Sentinel Draconic Tree Sentinel cr
Medium humanoid (any), lawful neutral sh
Medium humanoid (any), lawful neutral en
Armor Class 22 (plate+1 and shield+1) m
Armor Class 20 (plate and shield) Hit Points 163 (20d8 + 80) ta
Hit Points 120 (15d8 + 60) Speed 30 ft. o
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 20 (+5)
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)
Saving Throws Str +10, Con +9, Cha +10
Saving Throws Str +8, Con +8, Cha +8 Damage Resistances Cold, Fire, Lighting, Necrotic,
Damage Resistances Cold, Fire, Necrotic, Radiant, Radiant, Slashing
Slashing Senses Darkvision 120 ft. passive Perception 13
Senses passive Perception 12 Languages Common, Celestial
Languages Common, Celestial Challenge 15 (13,000 XP)
Challenge 10 (5,900 XP)
Magic Resistance. The Sentinel has advantage on
Mounted Combatant. The Tree Sentinel can force an saving throws against spells and other effects
attack targeted at its mount to target itself instead.
Mounted Combatant. The Sentinel can force an
Ride-By. While mounted, the Tree Sentinel and its attack targeted at its mount to target itself instead.
mount don't provoke opportunity attacks when they
move out of an enemy's reach. Ride-By. While mounted, the Sentinel and its mount
don't provoke opportunity attacks when they move
Actions out of an enemy's reach.
Multiattack. The Tree Sentinel makes three attacks, Actions
one of them with a shield bash.
Multiattack. The Sentinel makes melee three attacks,
Halberd. Melee Weapon Attack: +8 to hit, reach 10 one of them with a shield bash, or three ranged
ft., one target. Hit: 10 (1d12 + 4) slashing damage. attacks.
Shield Bash. Melee Weapon Attack: +8 to hit, reach Hammer. Melee Weapon Attack: +10 to hit, reach
5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
damage. If the target is Large or smaller, it must damage.
succeed on a DC 16 Strength saving throw or be
knocked prone. Shield Bash. Melee Weapon Attack: +10 to hit, reach
5 ft., one creature. Hit: 11 (1d10 + 5) bludgeoning
Reactions damage. If the target is Large or smaller, it must
succeed on a DC 18 Strength saving throw or be
Golden Retaliation. The Sentinel raises its shield in
knocked prone.
response to a ranged spell attack, it counters by
firing a beam back at the attacker, dealing the same Fire Blast. Ranged Spell Attack: +10 to hit, reach
amount of the spell's damage in radiant damage. 30/80 ft., one target. Hit: 11 (1d10 + 5) fire
damage.

Bonus Actions
Thunder Smite. The next time the Sentinel hits with a
melee weapon attack, the attack deals an extra 14
(4d6) lighting damage. Also, if the target is a
creature, it must succeed on a DC 18 Strength
saving throw or be pushed 10 feet away from the
Draconic Tree Sentinel and knocked prone.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Astel Naturalborn of
the Void
Gargantuan aberration, chaotic neutral

Armor Class 20 (Natural armor)


Hit Points 392 (20d20 + 182)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


22 (++6) 16 (+3) 24 (+7) 26 (+8) 26 (+8) 26 (+8)

Saving Throws Int +15, Wis +15, Cha +15


Skills Arcana +22, Perception +18, Stealth +8
Damage Resistances necrotic, poison
Damage Immunities cold, psychic
Condition Immunities charmed, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 28
Languages Abyssal
Challenge 23 (50,000 XP)

Born of the Void. Astel does not need to breathe or


sleep and is immune to the hazards of outer space.
Legendary Resistance (3/Day). If Astel fails a saving
throw, she can choose to succeed instead.
Magic Resistance. Astel has advantage on saving throws
against spells and other magical effects.
Magic Weapons. Astel's weapon attacks are magical.

Actions
Multiattack. Astel can use its Nebula. It then makes
three melee attacks or two ranged attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17(2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage.
Cosmic Burst. Ranged Weapon Attack: +15 to hit, range
360 ft., one target. Hit: 25 (2d10 + 3) force damage.
Nebula. Astel wipes its hands in varying patterns,
leaving behind an exploding cloud of stars. Each
creature in a 15-foot cone must make a DC 23
Dexterity saving throw. A creature takes 14 (4d6) force
damage on a failed save, or half as much damage on a
successful one.
Waves of the Void. Astel creates three orbs on its arms,
before slamming it down and create shockwaves that
hit those around it. Each creature in a 15-foot radius
around Astel must make a DC 23 Constitution saving
throw. On a failed save, a creature takes 14 (4d6)
thunder damage plus 14 (4d6) force damage and is
pushed 10 feet away from it. On a successful save, the
creature takes half as much damage and isn't pushed.
Meteorite of Astel (1/day). Astel teleports to an
unoccupied space it can see within 120 feet of itself.
ThisAfter that it Fan
is unofficial will Content
cast a large shower
permitted of the
under meteors to Policy. Not approved/endorsed by Wizards. Portions of the materials used
Fan Content
bombard the area in a 360-foot cone. Each
are property creature
of Wizards of the Coast. ©Wizards of the Coast LLC.
h h A l k DC 23 D i i
Crucible Knight Crucible Knight
(Sword) (Spear)
Medium humanoid (any), lawful neutral
Medium humanoid (any), lawful neutral
Armor Class 18 (plate)
Armor Class 20 (plate and shield) Hit Points 103 (13d8 + 52)
Hit Points 103 (13d8 + 52) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)
18 (+4) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 18 (+4)
Saving Throws Str +8, Con +8, Cha +8
Saving Throws Str +8, Con +8, Cha +8 Senses passive Perception 16
Senses passive Perception 16 Languages Common, Celestial, Draconic
Languages Common, Celestial, Draconic Challenge 10 (5,900 XP)
Challenge 10 (5,900 XP)
Knight's will. The Knight's attacks score a critical hit
Knight's will. The Knight's attacks score a critical hit on a roll of 19 or 20.
on a roll of 19 or 20.
Charge. If the Knight moves at least 10 feet straight
Actions toward a target and then hits it with a shoulder horn
attack on the same turn, the target takes an extra 9
Multiattack. The Knight uses his Seismic Wave and
(2d8) piercing damage. If the target is a creature, it
then makes two attacks.
must succeed on a DC 16 Strength saving throw or
Crucible Sword. Melee Weapon Attack: +8 to hit, be pushed up to 10 feet away and knocked prone.
reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing
damage. Actions
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., Multiattack. The Knight uses his Seismic Wave and
one target. Hit: 10 (1d6 + 4) slashing damage. then makes two attacks with its spear.

Seismic Wave. The Knight stomps on the creating a Crucible Spear. Melee Weapon Attack: +8 to hit,
shockwave on the ground in a 20-feet cone. Each reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing
creature in that area must make a DC 16 Dexterity damage.
saving throw. On a failed save, a creature takes 2d6 Shoulder Horn. Melee Weapon Attack: +8 to hit,
bludgeoning damage and is knocked prone. reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing
Fire Breath (Recharge 5-6). The Knight exhales fire in damage.
a 15-foot cone. Each creature in that area must Seismic Wave. The Knight stomps on the creating a
make a DC 16 Dexterity saving throw, taking 24 shockwave on the ground in a 20-feet cone. Each
(7d6) fire damage on a failed save, or half as much creature in that area must make a DC 16 Dexterity
damage on a successful one. saving throw. On a failed save, a creature takes 2d6
bludgeoning damage and is knocked prone.
Bonus Action
Shield Bash. Melee Weapon Attack: +8 to hit, reach Bonus Action
5 ft., one creature. Hit: 7 (1d4 + 5) bludgeoning Flying Dash (Recharge 5-6). The Knight grows a pair
damage. If the target is Large or smaller, it must of golden wings and gains 40 ft of flying speed and
succeed on a DC 16 Strength saving throw or be is immune to fall damage until the end of its turn.
knocked prone. then moves up to its speed in a straight line. During
Golden Flying. The Knight grows a pair of golden this move, it can enter Large or smaller creatures'
wings and gains 40 ft of flying speed and is immune spaces. A creature whose space the Knight enters
to fall damage until the end of its turn. must succeed on a DC 16 Dexterity saving throw
Each creature in the line must make a Dexterity
Reactions saving throw. A creature takes 10 (1d12 + 4)
piercing plus 14 (4d6) radiant damage on a failed
Parry. The knight adds 4 to its AC against one melee save, or half as much damage on a successful one.
weapon attack that would hit it. To do so, it must be
able to see the attacker and be wielding a melee
weapon.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Godskin Noble Godskin Apostle
Medium humanoid (any), lawful evil Medium humanoid (any), lawful evil

Armor Class 20 (natural armor) Armor Class 18 (natural armor)


Hit Points 146 (13d8 + 72) Hit Points 113 (13d8 + 59)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 19 (+4) 12 (+1) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 19 (+4) 12 (+1)

Saving Throws Str +9, Con +9, Wis +9 Saving Throws Dex +9, Con +9, Wis +9
Damage Resistances Bludgeoning, Fire, Necrotic, Damage Resistances Fire, Necrotic, Radiant
Radiant Senses Darkvision 120 ft. passive Perception 14
Senses Darkvision 120 ft. passive Perception 14 Languages Common, Celestial, Undercommon,
Languages Common, Celestial, Undercommon, Abissal
Abissal Challenge 14 (11,500 XP)
Challenge 15 (13,000 XP)
Magic Resistance. The Apostle has advantage on
Magic Resistance. The Noble has advantage on saving throws against spells and other magical
saving throws against spells and other magical effects.
effects.
Actions
Actions Multiattack. The Apostle makes three attacks.
Multiattack. The Noble makes three attacks.
Twin Sickle. Melee Weapon Attack: +9 to hit, reach 5
Godskin Rapier. Melee Weapon Attack: +9 to hit, ft., one target. Hit: 11 (1d12 + 4) slashing damage.
reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
Black Flame. Ranged Spell Attack: +9 to hit, reach 60
damage.
ft., one target. Hit: 4 (1d6) fire damage plus 4 (1d6)
Black Flame. Ranged Spell Attack: +9 to hit, reach 60 necrotic or radiant damage.
ft., one target. Hit: 4 (1d6) fire damage plus 4 (1d6)
Black Flame Whirlwind (Recharge 5-6). The Apostle's
necrotic or radiant damage.
weapon is engulfed in black flames and he begins
Bonus Action twirling it above him, creating a whirlwind of black
flames that extends outwards in a 30-feet radius
Black Flame Ritual. The Noble conjures pillars of around him. Each creature other than you in that
black flame in a 5-foot radius around him until the area must make a DC 17 Dexterity saving throw. On
beginning of his next turn. Each creature within its a failed save, a creature takes 14 (4d6) fire damage
area must make a Dexterity saving throw. On a failed plus 14 (4d6) necrotic or radiant damage.
save, a creature takes 14 (3d8) fire damage plus 7
(2d6) necrotic or radiant damage, or half as much Bonus Action
damage on a successful save. A creature takes the
Black Flame's Heat. The next time the Apostle hits
same damage when it enters the wall for the first
with a melee weapon attack, the attack deals an
time on a turn or ends its turn there.
extra 7 (2d6) fire damage plus 7 (2d6) necrotic or
Godskin Wheel (Recharge 5-6). The Noble moves up radiant damage.
to its speed. During this move, it can enter Large or
Elastic Skin. The Apostle "unseats" the skin of his
smaller creatures' spaces. A creature whose space
torso from his body, allowing him to fling his upper
the noble enters must succeed on a DC 19
half around, giving him much greater range. The
Dexterity saving throw. On a successful save, the
Apostle increases his Twin Sickle range in 30 feet
creature is pushed 5 feet to the nearest space out of
and can make one more Twin Sickle attack in his
the golem's path. On a failed save, the creature falls
multiattack until the end of his turn.
prone and takes 18 (4d8) bludgeoning damage.

Reactions
Belly Shove. If a creature attacks the Noble with a
melee attack, the noble forces that creature to make
a DC 19 Strength saving throw, taking 11 (2d10)
bludgeoning damage, pushed 10 feet from the
Noble and knocked prone on a failed save.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rennala, Queen of the
Full Moon
Medium humanoid, lawful neutral

Armor Class 16 (Lunar Mantle)


Hit Points 150 (20d8 + 40)
Speed 30 ft. fly 30 ft. (hover).

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 28 (+9) 20 (+5) 16 (+3)

Saving Throws Dex +7, Int +14, Wis +10


Skills Arcane +19
Damage Resistances cold, force
Condition Immunities charmed
Senses darkvision 360 ft.
Languages Common, Celestial plus any six languages
Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If Rennala fails a saving


throw, he can choose to succeed instead.
Lunar Mantle. Rennala has 16 of AC and immunity
against critical hits.
Magic Resistance. Rennala has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. Rennala makes two Glintstone Cometshard
attacks and uses Shattering Crystal or Rennala's Full
Moon, if it is available.
Quaterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 1) bludgeoning damage.
Glintstone Cometshard. Ranged Spell Attack: +14 to hit,
range 120 ft., one target. Hit: 26 (3d10 + 9) force
damage.
Shattering Crystal. Rennala summons a large crystal in
front of her, then shatters it and send the shards flying
in a large area in front of her. Each creature in a 30-foot
cone must make a Dexterity saving throw. A creature
takes 11 (3d6) piercing damage plus 11 (3d6) force
damage on a failed save, or half as much damage on a
successful one.
Rennala's Full Moon (Recharge 4-6). Curls up into the air
and transforms into a full moon. Right after, she leaves
the 5-foot-diameter sphere of radiant moonlight
sending it flying moving up to 30 feet at the end of
each turn. If the sphere reaches a creature space it
explodes. Each creature, other than Rennala, in a 10-
foot-radius sphere centered on the explosion must
make a DC 22 Dexterity saving throw, taking 21 (6d6)
radiant damage plus 21 (6d6) force damage on a failed
save, or half as much damage on a successful one.
Rennala can only have one sphere under her control at a
time.

Bonus Actions
Spirit Ashes. Rennala magically summons a spectral
random creature from the table below into an
This is unofficial
unoccupied spaceFanwithin
Content30
permitted underThese
feet of her. the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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summoned creatures act immediately after Rennala's
Godfrey, The First Elden
Lord
Large humanoid (human), Lawful Neutral

Armor Class 22 (Unarmored defense)


Hit Points 287 (25d10+150)
Speed 50 ft.

STR DEX CON INT WIS CHA


26 (+8) 18 (+4) 26 (+8) 14 (+2) 20 (+5) 18 (+4)

Saving Throws Str +15, Con +15, Wis +12


Skills Athletics +15, Perception +12, Religion +9
Condition Immunities charmed, frightened
Senses Passive Perception 21
Languages Common, Celestial
Challenge 23 (50,000 XP)

Charge (Hourax Loux only) If the Godfrey moves at least


15 feet straight toward a target and then hits it with a
unarmed attack on the next attack on the same turn,
the target takes an extra 18 (4d8) bludgeoning damage.
If the target is a creature, it must succeed on a DC 21
Strength saving throw or be pushed up to 20 feet away
and knocked prone.
Hoarah Loux, Warrior (1x). If Godfrey would be reduced
to 0 hit points, his current hit point total instead resets
to 150 hit points, recharges his Fissure, he gains
resistances to all types of damage except psychic, his
Fissure deals the double of damage, regains any
expended uses of Legendary Resistance and can't use
his Greataxe attack. Additionally, Godfrey can now use
the options in the "Mythic Actions" section, his Charge
and Reckless Attacks. Award a party double of his XP
for defeating Godfrey after her Hoarah Loux, Warrior
activates.
Legendary Resistance (3/Day). If Godfrey fails a saving
throw, he can choose to succeed instead.
Magic Resistance. Godfrey has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Godfrey's weapon attacks are magical.
Powerful Body. Godfrey has advantage on Strength
checks and Strength Saving Throws.
Reckless Attacks (Hoarah Loux only). Godfrey can choose
to advantage on melee weapon Attack rolls during his
turn, but Attack rolls against him have advantage until
his next turn.

Actions
Multiattack. Godfrey uses his Regal Roar and then three
melee attacks.
Greataxe. Melee Weapon Attack: +15 to hit, reach 10
ft., one target. Hit: 29 (6d6 + 8) slashing damage.
Unarmed Attack (Hoarah Loux only). Melee Weapon
Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8
+ 8) bludgeoning damage.
Regal Roar. Godfrey stomps and roar on the creating a
Thisshockwave
is unofficialon
Fanthe
Content permitted
ground under the
in a 20-feet FanEach
cone. Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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creature other than you in that area must make a DC 23
Maliketh, the Black
Blade
Large humanoid (wolfman), lawful neutral

Armor Class 18 (Fullplate)


Hit Points 237 (25d10 + 75)
Speed 100 ft.

STR DEX CON INT WIS CHA


20 (+5) 24 (+7) 18 (+4) 14 (+2) 24 (+7) 14 (+2)

Saving Throws Dex +14, Con +11, Wis +14


Skills Acrobatics +21, Deception +9, Perception +14
Damage Immunities Necrotic
Damage Resistances Radiant
Senses darkvision 120 ft., passive Perception 24
Languages Common, Celestial, Undercommon
Challenge 23 (50,000 XP)

Evasion. If Maliketh is subjected to an effect that allows


it to make a Dexterity saving throw to take only half
damage, the assassin instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.
Keen Hearing and Smell. Maliketh has advantage on
Wisdom (Perception) checks that rely on hearing and
smell.
Legendary Resistance (3/Day). If Maliketh fails a saving
throw, he can choose to succeed instead.
Magic Resistance. Maliketh has advantage on saving
throws against spells and other magical effects.
Rune of Death. Maliketh's attacks are magical and
ignores resistances against necrotic damage.
True Death. A creature that have been killed by Maliketh
can only be revived by a proper spell of 8th level or
higher.

Actions
Multiattack. Maliketh makes four attacks.
Black Blade. Melee Weapon Attack: +14 to hit, reach 10
ft., one target. Hit: 16 (2d8 + 7) slashing damage plus
14 (4d6) necrotic damage and its hit point maximum is
reduced by an amount equal to the damage taken. This
reduction lasts until the creature finishes a short rest.
Blade of Death. Ranged Weapon Attack: +14 to hit,
reach 60/120 ft., one target. Hit: 21 (6d6) necrotic
damage and its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts
until the creature finishes a short rest.

Bonus Action
Wolf's Agility. Maliketh takes the Disengage and jumps
up to 30 feet.
Maliketh's Roar (Recharge 5-6). Maliketh lets out an
especially powerful roar. Creatures of within 15 feet of
it that can hear it must succeed on a DC 22
Constitution saving throw or take 14 (4d6) thunder
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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end of of
Maliketh's
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next turn
Radagon of the Golden
Order
Medium humanoid (empyrean), Lawful Neutral

Armor Class 24 (natural armor)


Hit Points 375 (30d8 + 240)
Speed 60 ft. fly 40 ft. (hover)

STR DEX CON INT WIS CHA


26 (+8) 20 (+5) 26 (+8) 20 (+5) 28 (+9) 28 (+8)

Saving Throws Str +16, Con +16, Wis +17, Cha +16
Skills Athletics +16, Religion +21, Perception +17
Damage Resistances cold, necrotic
Damage Immunities radiant, poison, bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft. Passive Perception 27
Languages All
Challenge 28 (50,000 XP)

Elden Beast Vessel. If damage reduces Radagon to 0 hit


points, the Elden Beast will emerge from his body.
Golden Weapons. Radagon's weapon attacks are
magical. When Radagon hits with any weapon, the
weapon deals an extra 6d8 radiant damage (included in
the attack).
Legendary Resistance (3/Day). If Radagon fails a saving
throw, he can choose to succeed instead.
Magic Resistance. Radagon has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. Radagon makes four attacks.
Golden Hammer. Melee Weapon Attack: +16 to hit,
reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning
damage plus 27 (6d8) radiant damage.
Golden Spear. Ranged Spell Attack: +17 to hit, reach
120 ft., one target. Hit: 30 (6d6 + 9) radiant damage
and the next attack roll made against this target before
the end of your next turn has advantage.

Bonus Actions
Golden Teleport. Radagon teleports, along with any
equipment he is wearing or carrying, up to 120 feet to
an unoccupied space he can see. He can cause each
creature of his choice within 15 feet of his destination
space to take 9 (2d8) radiant damage.
Reactions
Parry. Radagon adds 8 to its AC against one melee
weapon attack that would hit it. To do so, it must be
able to see the attacker and be wielding a melee
weapon.
Legendary Actions
Radagon can take 3 legendary actions, choosing from
the options below. Only one legendary action can be
Thisused at a time
is unofficial Fanand only permitted
Content at the endunder
of another
the Fan creature's
Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are propertyactions
turn. Radagon regains spent legendary of Wizards of the Coast. ©Wizards of the Coast LLC.
at the
Elden Beast
Gargantuan aberration (titan), Lawful Neutral

Armor Class 24 (natural armor)


Hit Points 585 (30d20 + 270)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR DEX CON INT WIS CHA


30 (+10) 20 (+5) 29 (+9) 25 (+7) 28 (+9) 30 (+10)

Saving Throws Con +18, Int +16, Wis +18, Cha +19
Skills Athletics +19, Perception +18, Persuasion +19
Damage Resistances cold, force, necrotic
Damage Immunities radiant, poison, bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses truesight 360 ft. Passive Perception 27
Languages All
Challenge 30 (155,000 XP)

Golden Weapons. The Elden Beast's weapon attacks are


magical. When the Elden Beast hits with any weapon,
the weapon deals an extra 6d8 radiant damage
(included in the attack).
Legendary Resistance (5/Day). If the Elden Beast fails a
saving throw, he can choose to succeed instead.
Magic Resistance. The Elden Beast has advantage on
saving throws against spells and other magical effects.
Radiant Absorb. When the Elden Beast receives radiant
damage from other creatures, he regains hit points
equal to the radiant damage dealt instead.

Actions
Multiattack. The Elden Beast makes four Elden Sword
attacks or two Elden Spears attacks.
Elden Sword. Melee Weapon Attack: +19 to hit, reach
20 ft., one target. Hit: 28 (4d8 + 10) slashing damage
plus 27 (6d8) radiant damage plus 9 (2d8) fire damage.
Eden Spear. Ranged Spell Attack: +19 to hit, reach 360
ft., two targets. Hit: 31 (6d6 + 10) radiant damage.
Golden Breath (Recharges 5-6). The Elden Beast exhales
radiant platinum flames in a 120-foot cone. Each
creature in that area must make a DC 26 Dexterity
saving throw, taking 90 (14d12) radiant damage on a
failed save, or half as much damage on a successful
one.
Divine Punishment (1/day). The Elden Beast makes an
grapple attack against one target. If successful, the
target will be lifted up as if it were crucified, where it
will be pierced with several golden spears before being
let go. The target takes 260 (40d12) radiant damage.

Bonus Actions
Elden Teleport. The Elden Beast teleports, along with any
equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see. He can cause each
creature of his choice within 15 feet of his origin space
to take 9 (2d8) force damage.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
Elden Nebula. The Elden Beast wipes its hands in varying
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
patterns leaving behind an exploding cloud of brilliant
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