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Into The Shadows

The document is a character options guide for a tabletop role-playing game, detailing various races, classes, and traits for dark heroes and villains. It includes a variety of unique character options such as Alu-Fiend, Beholderkin, and Blight, each with specific abilities and lore. Additionally, the document contains a foreword that invites players to explore a realm filled with morally complex characters and dark storytelling elements.

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vincentvale94
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100% found this document useful (4 votes)
3K views202 pages

Into The Shadows

The document is a character options guide for a tabletop role-playing game, detailing various races, classes, and traits for dark heroes and villains. It includes a variety of unique character options such as Alu-Fiend, Beholderkin, and Blight, each with specific abilities and lore. Additionally, the document contains a foreword that invites players to explore a realm filled with morally complex characters and dark storytelling elements.

Uploaded by

vincentvale94
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTO THE SHADOWS


A B o o k o f D a r k H e r o e s

a n d V i l l a i n s
Warlock - 60
Contents Beholder Patron - 60
Dragon Patron - 60
Part I: Character Options Moon Patron - 62
Races - 7
Alu-Fiend - 7 Pact of Torment - 63
Beholderkin - 8 Wizard - 64
Blight - 9 School of Almancy - 64
Backgrounds - 65
Blooded One - 10 Bounty Hunter - 65
Ceremorph - 11 Cultist - 67
Child of Ashardalon - 12 Executioner - 68
Demonborn - 14 Feral - 69
Foulspawn - 15 Fiendtouched - 70
Gargoyle - 16 Forsaken - 71
Gnoll - 17 Gladiator - 72
Hag - 18 Grave Robber - 74
Illithid - 20 Harlot - 75
Medusa - 21 Heretic - 76
Oni - 22 Insane - 77
Ravenkin - 23 Lich - 78
Shade - 24 Occult Scholar - 80
Slaad - 25 Prisoner - 81
Troglodyte - 26 Revenant - 82
Voidborn - 27 Slave - 83
Vryloka - 29 Soulless - 84
Wraithkin - 30 Survivor - 85
Yuan-ti - 32
Classes - 33
Barbarian - 33 Part II: Monsters
Abyssal Ghoul - 88
Path of the Bloodrager - 33 Abyss Bats - 89
Path of the Plague Brute - 39 All-Consuming Hunger - 90
Path of the Cursed - 39 Ammut - 91
Cleric - 41 Angel of Decay - 92
Chaos Domain - 41 Annihilator - 93
Madness Domain - 41 Arachnar - 94
Night Domain - 42 Arracat - 95
Plague Domain - 42 Ascomoid - 96
Sacrifice Domain - 43 Baelnorn - 97
Druid - 45 Baneguard - 99
Circle of Blight - 45 Baphitaur - 100
Circle of the Bloodroot - 45 Belker - 101
Circle of Serpents - 46 Bone Crusher - 102
Fighter - 48 Bonedrinker - 103
Demonsoul - 48 Caligrosto - 104
Tormentor - 49 Caller In Darkness - 105
Monk - 50 Canomorph - 106
Way of the Bloodstained Palm - 50 Cerebrilith - 107
Way of the Haunted Soul - 51 Chosen One - 108
Paladin - 52 Corpse Tearer - 109
Oath of Despair - 52 Coven of Whispers - 110
Oath of Inquisition - 53 Curst - 113
Oath of Ruin - 54 Dark Naga - 114
Oath of Suffering - 55 Darkweaver - 115
Rogue - 56 Deathjump Spider - 116
Serpent Assassin - 56 Deepspawn - 117
Shinobi - 57 Deep-Worm - 118
Soulthief - 58
Contents Foreword
(Continued) tep into the shadows, daring adventurer, and

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prepare to be enthralled by a veiled realm of
dark heroes and villains. Within these pages,
Demons - 119 you will embark on a journey through a
Devils - 134 domain inhabited by characters of brooding
Diakk - 143 complexity and sinister allure.
Draugr - 144 Darkness has always held a tantalizing
Dread Warrior - 146 allure for me, as it does for many. Heroes and villains
Dusk Beast - 147 who navigate the murky waters of morality, grappling
Eclipse Hound - 148 with their inner demons, have a special place in the
Eye of Shadow - 149 tapestry of storytelling. They are not mere caricatures of
Flesh Seeker - 151 good and evil but multifaceted beings with haunting
Foulspawn - 152 pasts and uncertain futures. Their tales are painted with
Giant Bloodworm - 153 shades of gray, and their decisions challenge our
Gibberling - 154 perceptions of right and wrong, leaving us both
Gloaming - 155 captivated and disturbed.
Golems - 156 As you step into the world of horror we have spent
Gouger - 162 hours crafting, we hope to leave you, as Edgar Allen Poe
Gulthias Tree - 163 put it, “thrilled […] filled […] with fantastic terrors never
Hags - 164 felt before.”
Hellcat - 169 As always, we would like to extend our gratitude for
Hellfire Wyrm - 170 purchasing this product and supporting independent
Illithocyte - 172 creators and sincerely hope you enjoy the tremendous
Jubokko - 173 amounts of work put in the coming pages.
Keening Spirit - 174
Leechwalker - 175
Living Wall - 176 On the Cover
Lurking Strangler - 177 A red moon rises in the distance, an evil omen heralding
Marionette - 178 the approach of dark forces. the world is in dire need of
Mindsucker - 179 an equally dark hero.
Mohrg - 180
Necromental - 181
Necrophidius - 182
Ooze Drake - 183
Penanggalan - 185
Phantom Fungus - 187
Quell - 188
Remnant - 189
Sea Wraith - 190
Three Fates - 191
Tomb Guardian - 193
Tower of Bones - 194
Voraciphage - 195
Wendigo - 196
Zombies - 197
PART I
Character Options

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You can see in dim light within 60 feet of you as if it
Races were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Alu-Fiend Charm Resistance. You have advantage on saving
throws against being charmed.
lu-fiends are the offspring of a succubus and Bad Luck’s Favor. You have advantage on saving

A
a mortal male, usually human. They inherit throws against curses and bad luck effects.
both demonic and humanoid traits, making Beshaba’s Whispers. You have proficiency in the
them unique and alluring beings. Females Deception and Stealth skills.
are often attractive or beautiful, hiding their
needle-like teeth and diminutive wings.
Males are harder to distinguish from
cambions, the male counterparts born of female
mortals.
Alu-fiends are striking beings, often possessing a
seductive charm that conceals their darker nature.
Their appearance varies depending on their lineage, but
they tend to exhibit both alluring and abyssal features.
Some alu-fiends serve the goddess of bad luck,
Beshaba, and may act as her closest attendants. As an
Alu-Fiend, you embrace your dual nature and navigate
the challenges of being both alluring and dangerous.
Your unique heritage grants you intriguing abilities and
ties to the demonic realm, while your alignment may
lead to moral dilemmas and choices that shape your
path.
Alu-Fiend Names
Alu-fiend names possess an otherworldly charm,
reflecting their dual nature as beings of allure and
darkness. Here are a few examples:
Male Names. Alistair, Asmodeus, Azazel, Balthazar,
Belial, Dagon, Draven, Eldritch, Hades, Lazarus,
Lucius, Magnus, Malachi, Malevolentus, Mordecai,
Mortis, Oberon, Radagast, Severus, Vortigern, Xandor,
Xenos, Xeraxis, Xolvar, Yssandra, Vexith, Vhissar,
Vortul, Zalvus, Zalthor, Zarakis, Zephram.
Female Names. Agatha, Belladonna, Calypso,
Cassandra, Desdemona, Elara, Hecate, Isolde, Lilith,
Maleficora, Medea, Melantha, Morgath, Morwen,
Myrina, Myssandra, Mystran, Nyx, Odessa, Selene,
Seraphina, Sybella, Sylissara, Sythria, Valara, Vaeloria,
Valdor, Valtoria, Vexara, Xaelia, Xandra, Xanthia,
Xylena, Xyra, Xyphos, Ylana, Zaraea, Zaraeth, Zaryna,
Zelara, Zyrellis, Zeryna, Zivara.
Alu-Fiend Traits
Ability Score Increase. Your Charisma score increases
by 2.
Age. Alu-fiends mature at a similar rate to humans
but have extended lifespans. They can live up to 100
years or more.
Size. Alu-fiends have a similar range of heights and
builds as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to dimly lit environments,
you have superior vision in dark and dim conditions.

7
see within 120 feet. You have two eye rays, and you can
Beholderkin use each ray once per turn. The DC for your eye rays is
eholderkin are aberrations that share many 8 + your proficiency bonus + your Intelligence modifier.

B
traits with beholders, but are smaller and less Each ray has a different effect:
powerful. They have a humanoid body with a Charm Ray. The target must make a Wisdom saving
bulbous head, covered in eyes and tentacles. throw or be charmed by you for 1 minute. Fear Ray: The
Beholderkin society is rare and often target must make a Wisdom saving throw or be
secretive, as they are often feared and frightened by you for 1 minute. Paralyzing Ray: The
mistrusted by other races due to their target must make a Constitution saving throw or be
heritage. paralyzed for 1 minute. Sleep Ray: The target must
Beholderkin Names make a Wisdom saving throw or fall unconscious for 1
minute or until it takes damage. Slow Ray: The target
Beholderkin names tend to be harsh and guttural, must make a Wisdom saving throw or have its speed
reflecting the race’s aberrant and monstrous nature. halved and suffer disadvantage on attack rolls and
They often have two to three syllables and are ability checks for 1 minute. Telekinetic Ray: You can
composed of sounds that are difficult for humanoids to move an object weighing up to 30 pounds within 30 feet
pronounce. Beholderkin don’t have gender, so all names of you using telekinesis. Tentacles: You can use your
are gender-neutral. Some examples of Beholderkin tentacles to make an unarmed strike, dealing 1d6
names include: bludgeoning damage.
Azzikar, Bix’thar, Galth’rok, Gix’trix, Graxxus, Gyxen,
Hrazzith, Kraxir, Krenzara, Krezyn, Kyranth, Naxzor,
Nyrlax, Pyraxis, Pyrithrax, Sylpharion, Sylthar, Vaxzoth,
Vhazth, Viz’ra, Vyllix, Xa’thar, Xyrax, Xyrik, Yur’thax,
Zaxir, Zorathar, Zorathax, Zorvax, Zylphar.
Beholderkin Traits
Ability Score Increase. Your Intelligence score
increases by 2, and your Dexterity score increases by 1.
Age. Beholderkin mature at a rate similar to humans,
but they can live for centuries, with some rare
individuals living for over a thousand years.
Alignment. Beholderkin tend to be neutral or evil, but
some may be lawful or chaotic depending on their
upbringing and experiences.
Size. Beholderkin are Medium creatures, standing
between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common,


Deep Speech, and Undercommon.
Darkvision. Thanks to your aberrant nature, 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 gray.
Beholderkin Magic. You know the Mage Hand cantrip.
When you reach 3rd level, you can cast the Detect
Magic spell once per day. When you reach 5th level, you
can cast the Invisibility spell once per day. Intelligence
is your spellcasting ability for these spells.
Eye Rays. As an action, you can use your eye rays to
make a ranged spell attack against a creature you can
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Blight Blight Traits
anifesting as sentient plant creatures, Age. Blights are seedlings until the age of 20 at which
they become adults. Adults stop aging and cannot die of

M
blights possess a unique connection to age as they are unnatural beings made from dark magic.
the natural world and often live in Alignment. Most blights are evil, but you could be
secluded groves or hidden forests. Their different. Perhaps you witnessed something utterly evil
appearances range from hauntingly and decided to escape blight society and so you could be
beautiful to eerie and unsettling, as their good.
physical forms mirror the flora of their Speed. Your base walking speed is 30 feet.
surroundings. Blights are deeply attuned to the ebb and Ability Score Increase. Your Constitution score
flow of the natural order, wielding the powers of growth, increases by 1.
decay, and transformation. As they venture into the Plant. You are classified as both a plant and
world beyond their sanctuaries, blights can befriend humanoid. You are vulnerable to fire damage.
other races or remain enigmatic, embodying the False Appearance. While you remain motionless and
untamed spirit of nature, ever seeking harmony amidst are not wearing armor, you have advantage on Dexterity
a chaotic world. (Stealth) and Charisma (Deception) checks to be
mistaken for a normal plant.
Languages. Most blights can only understand one
language and cant’s speak, but you are an exception;
maybe you hoarded stolen books and taught yourself or
perhaps you were a leader among blights and were
taught by the knowledge contained in a Gulthias Tree.
You can speak, read, write, and understand Common.
Additionally, you can understand and speak one other
language of your choice. You cannot read or write the
language, and you must roll a DC 15 Intelligence check
when speaking it.
Subrace. There are three kinds of blights: twig,
needle, and vine.
Twig Blight
Ability Score Increase. Your Dexterity score increases
by 2.
Size. Your size is Small.
Claws. Your unarmed strikes deal 1d4 slashing
damage on a hit. If your unarmed strikes are already
increased, for example, if you are a monk, you deal 1
slashing damage additional to the damage you normally
deal on unarmed strikes.
Natural Stealth. You are proficient in the Stealth skill.

Needle Blight
Ability Score Increase. Your Charisma score increases
by 1 and your Constitution increases by one (aditional to
the +1 bonus granted as a blight).
Size. Your size is Medium.
Needle Blast. You can use your action to fire sneedles
covering at up to three different targets. Make a ranged
Blight Names attack roll against each of the targets. On a hit, the
target takes piercing damage equal to 1d6 + your
Blights bear names given to them by the Gulthias Tree Dexterity modifier. This attack has a normal range of 20
from which they sprout. Some blights shed their names feet and a long range of 60 feet. You must complete a
and choose names of other races to forget the cruel short or long rest before you can make this attack again.
scoiety they used to live in. Below are some names
given to blights by Gulthias Trees.
Names: Eblath, Endor, Guenvar, Jalar, Lothor, Mivas,
Palax, Sarynx, Sehr, Valoz, Voar, Vyzim.
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Vine Blight the affected Blooded Ones, making them a greater
danger in combat.
Ability Score Increase. Your Strength score increases Sensitivity to Light. Blooded Ones find it hard to hit
by 2. targets or concentrate while exposed to daylight,
Size. Your size is Medium. making them more effective in underground locations
Vine Arms. Your arms are an extendable set of vines and at night.
with sharp thorns extending from your palms. You can
extend your arms to a maximum distance of 10 feet. In
addition, if you are unarmed, you can make a melee
attack with them as an action, which deals 1d4 piercing
damage on a hit. This damage increases to 2d4 at 6th
level, 3d4 at 10th level, and 4d4 at 14th level.
Blooded One
looded Ones are humanoid creatures who

B
have undergone a malevolent magical
enhancement in the service of the evil wzards
of Thay. Altered through a grueling ritual,
these beings are designed to be “perfect”
warriors, gaining increased physical prowess
at the cost of decreased intelligence. They
bear dark, maroon-red splotched skin and possess deep
yellow eyes that are easily distinguishable from afar.
The Blooded Ones are not natural beings; rather, they
are humanoids enhanced through a grueling ritual. The
process involves baptism in a vat or pool of magically
and alchemically altered blood. This ritual is usually
performed on infants, predominantly orcs, to transform
them into tougher and stronger warriors.
Blooded One Names
Blooded Ones often retain their original names from
their base humanoid race. Some may adopt names that
reflect their brutal nature or the sinister rituals that
transformed them. Here are a few examples:
Male Names. Grak, Zogar, Thurg, Drath, Karg, Vorak,
Krul, Threx, Grom, Urgoth.
Female Names. Braka, Zura, Gorla, Shara, Vekka,
Xula, Lurza, Thraxa, Zelga, Morga.
Blooded One Traits
Ability Score Increase. Your Strength and Constitution
scores each increase by 1.
Size. Blooded Ones are similar in size to their base
humanoid race. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 gray.
Brutal Toughness. Blooded Ones have slightly
tougher hide than others of their species, granting them
resistance to slashing damage.
War Cry. Once per day, you can emit a mighty war cry
that affects all other Blooded Ones within 30 feet of you.
This war cry boosts the morale and attack strength of

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Ceremoprh Mind Flayer Form
eremorphosis is a parasitic bond between an As a mind flayer, you gain the following features in
addition to your normal traits:

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illithid tadpole who had reached maturity
abody of another being, usually humanoid. A Extract Brain. As an action, you may extract the
tadpole eats away the host’s brain and brain of a humanoid corpse that died within the last
replaced its brain, erasing all of the subject’s minute, which must be within 5 feet of you. You can
personality and memory, but leaving its body devour it as a bonus action or store it for later. If you
alive and under the tadpole’s control. chose to consume it as a bonus action, you gain
However, you have become a ceremporph and have temporary hit points equal to your Intelligence
somehow achieved a harmonic state of symbiosis with modifier plus the creature’s Intelligence score. This
the parasite. effect ends after an hour.
Telepathy. You can communicate telapthically with
Ceremporph Names another creature within 60 feet that knows at least
Your name is one of tradition for your original race. one language. This creature doesn’t need to share a
language with you, but unless they have telepathic
Forms abillities themselves, they can only receive and reply
You were not born a ceremorph, before the symbiosis, to messages, but can’t start or end a telepathic
you were another race entirely. conversation. You must be conscious to use this trait
At will, you can change from normal (you appear to be and cannot telepathically communicate with multiple
your original race), ceremoprh (your appearance is that beings at once.
of some kind of mind flayer hybrid), and a mind flayer Illithidic Weakness. You have disadvantage on all
form. Constitution saving throws.
You can stay in normal or mindlfayer form for up to
an hour at a time at which you must take a break for 1
hour as a ceremorph.
Normal Form
While in normal form, your stats are all the same as if
you were just a normal member of you race. The only
difference is that you can be differentiated with a DC 15
Wisdom (Perception) check.
Ceremoprh Form
As a ceremorph, your Strength is decreased by 1 (from
that of your normal form). Additionally, you gain the
following features in addition to your normal traits:
Magic Resistance. You have advantage on saving
throws against spells and other magical effects.
Mind Blast. You can use your action to magically
emit psychic energy in a 15-foot cone. When you use
your mind blast, all creatures in the area must make
an Intelligence saving throw. The DC of this saving
throw is 8 + your Intelligence modifier + your
proficiency bonus. A creature takes 2d6 damage on a
failed save, and half as much damage on a successful
one. The damage increase to 3d6 at 6th level, 4d6 at
11th, and 5d6 at 16th level. After using your mind
blast, you cannot use it again until you complete a
short or long rest. Instead, you may use your mind
blast a number of times equal to your Constitution
modifier. You regain expended uses on a short or
long rest.
Normal people will either stay away from you or
actively oppose you and think of you as a threat.

11
Child of Ashardalon
he children of Ashardalon are demonic

T
half-dragon monstrosities that were trained
in barracks and temples, created to kill the
enemies of the great fiendish dragon-god
Ashardalon.

Child of Ashardalon Names


The children of Ashardalon are usually not given much
attention as youth and are named a series of numbers
and letters just so that they are kept track of in the
baracks or temples they were born. Most however adopt
human names while out in the world or nicknames that
describe them such as Lucky or Red.
Child of Ashardalon Traits
Age. Due to your godly/draconic descent, you mature at
around 300 years of age and live up to 10,000 years.
Ability Score Increase. Like dragonborn, your Strength
score increases by 2, and your Charisma score
increases by 1.
Alignment. The children of Ashardalon are usually evil
due to their training to kill as a child. However, some
may learn abaout the outside world and be good or
neutral. Good and neutral children of Ashardalon are
put on death row, and so if you are of good or neutral
alignment, you had escaped.
Size. Children of Ashardalon range from 6.5 feet to even
9 feet and weigh from 150 to 350 pounds. While you
tower over most humans, your size is medium.
Speed. You have a base walking speed of 30 feet and a
flying speed of 40 feet. To use this flying speed, you
can’t be using heavy armor. If you are, the flying speed
is reduced to 25 feet.
Languages. You can speak, read, write and understand
Common, Draconic, and Abyssal.
Breath Weapon. You can use your action to exhale
destructive energy. YWhen you use your breath weapon,
each creature in a 15 ft. cone must make a Dexteruty
saving throw. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half as
much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level. After you use your breath weapon, you
can’t use it again until you complete a short or long rest.
You may change the damage type between necrotic or
fire at will.

12
A child of Ashardalon.

13
In battle, you can throw yourself into a
Demonborn Hungry Jaws:
vicious feeding frenzy. As a bonus action, you can
housands of years ago, demons walked the make a special attack with your bite. If the attack

T
earth terrorising mortal civilization until hits, it deals its normal damage, and you gain
they were overthrown by those who called temporary hit points (minimum of 1) equal to your
themselves heroes. The material plane Constitution modifier, and you can’t use this trait
however, remained changed forever. The again until you finish a short or long rest.
Keen Sight and Hearing. You have advantage on
essence of the demons were left behind, Wisdom (Perception) checks that use hearing.
and so the heroes that dispelled the Being of Darrkness. You are resistant to necrotic
demons went mad and were never heard from again. damage.
But their descendants were. They were rumored to have
demons, no, to be demons on earth with dark callings to
vanquish evil in their world.
Demonborn Traits
Ability Score Increase. One score of your choice
increases by two and one other score of your choice
increases by one. The two scores cannot be the same
Age. They mature slower than humans, reaching
adulthood by 30 and dieing of age by the age of 150.
Alignment. All demonborn are chaotic, but not all are
evil.
Size. Demonborn range from 6 to 8.5 feet, and 200 to
350 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You gain a darkvision of 40 feet.
Savage Predator. You are at the top of the food chain,
and have trained hard at perfecting your predator skills.
Whenever you make a melee attack against a creature
you have surprised or you are chasing, you have
advantage on that attack roll.
Demonic Ancestry. You can choose three of the
following features and one more at fourth, seventh, and
fifteenth level.
Supernatural Darkvision. You gain a darkvision of
90 feet
Creature of Fire. You gain a resistance to fire
damage
Creature of Frost. You gain a resistance to fire
damage
Being of Chaos. Whenever you kill a creature, you
gain 2 hit points
Flight. You gain a flying speed of 35 feet
Stinger. You are basically never unarmed. As action,
you can make an attack to one target dealing 2d6
piercing damage. Also, the target must make a DC
15 Constitution saving throw, taking 1d4 poison
damage and becoming poisoned on a failure.
Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the
weapon’s damage dice one additional time and add it
to the extra damage of the critical hit.
Claws. You have long, sharp claws on your fingers
that can slash as well as any blade. Your unarmed
strikes deal 1d4 piercing damage on a hit, and you
add your Strength modifier to the damage roll.

14
You can breathe both air and water.
Foulspawn Amphibious.
Aberrant Resistance.You have resistance to psychic
he Foulspawn are a race of humanoid damage.

T
creatures twisted and corrupted by the Foulspawn of Madness
malevolent energies of the Far Realm. Your Charisma score increases
Each Foulspawn exhibits a universal Ability Score Increase.
by 1.
contempt for beings originating from the Madness Veil. Once per long rest, you can unleash a
Prime Material plane, seeking to destroy all surge of aberrant energy. For 1 minute, you gain
living creatures in their relentless pursuit advantage on Charisma-based ability checks, and
of power and dominance. They are associated with creatures that hit you with a melee attack take psychic
aberrant creatures such as aboleths, mind flayers, and damage equal to your Charisma modifier.
beholders, working together to spread madness and
darkness across the land. Foulspawn of Corruption
Foulspawn Names Ability Score Increase. Your Dexterity score increases
Foulspawn names are guttural and unsettling, often by 1.
Unstable Form. As a bonus action, you can
reflecting their connection to the Far Realm. Here are a temporarily harden your skin, granting yourself
few examples: resistance to bludgeoning, piercing, and slashing
Male Names. Zarakith, Vysskor, Xalareth, Vexiss,
Malgazar, Sythrix, Yssandra, Zhaeriss, Xaraxis, Vhissar. damage until the start of your next turn.
Female Names. Zulraza, Syliss, Xeraxis, Vhysskara,
Playing a Foulspawn character may present unique
Vipra, Xalneth, Vessan, Xalara, Zyrra, Zehvra. challenges due to their malevolent nature. Ensure that
your character’s actions align with the agreed-upon
Foulspawn Traits boundaries and expectations of your gaming group.
Age. Foulspawn have varying lifespans depending on
their type and individual circumstances. Some may live
for centuries, while others meet untimely ends due to
the chaotic nature of their existence.
Size. Foulspawn are similar in size to humans,
ranging from small to medium builds. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Having adapted to dimly lit environments,
you can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dimly
light. You can’t discern color in darkness, only shades of
gray.
Telepathic Communication. You can communicate
telepathically with other Foulspawn within 30 feet of
you. This ability allows you to share thoughts, emotions,
and basic information.
Dark Cloak. Thrice a day, you can envelop yourself in
a magical cloak of shadows, concealing you from view
even in bright light. This ability aids your defense,
making it difficult for foes to target you. Only creatures
with the ability to see in magical darkness can penetrate
this darkness.
Daylight Vulnerability. When exposed to daylight
(natural or magical), you become dazzled and badly
demoralized in all ways, making you vulnerable and less
effective.
Subrace. Choose one of the below subraces.

Foulspawn of the Deep


Ability Score Increase. Your Wisdom score increases by
1.

15
make a Constitution saving throw (DC 8 + your
Gargoyle proficiency bonus + your Constitution modifier) or be
argoyles are a race of stone-like beings, restrained as their body starts turning to stone. The

G
hailing from the dark and gothic corners of restrained creature can repeat the saving throw at the
the world. They are known for their end of each of its turns, ending the effect on a success.
fearsome appearance, formidable strength, The effect also ends if the creature takes any damage.
and their ability to traverse between the Once you use this ability, you can’t use it again until you
realms of stone and flesh. Gargoyles are finish a short or long rest.
Languages. You can speak, read, and write Common
often associated with architectural and Terran.
structures, perched upon rooftops and cathedrals,
silently watching over their domains.
Gargoyles possess a unique connection to stone and
earth, enabling them to endure incredible physical
punishment and resist the effects of time. They have a
reputation for being stoic and unyielding, their stony
exteriors reflecting their unshakable resolve and
unwavering loyalty.
While most gargoyles are solitary creatures, some
form small communities or clans, united by a shared
purpose or the need for protection against common
threats. Their society values discipline, vigilance, and
the preservation of their ancient heritage.
Gargoyles are neither inherently good nor evil, but
their appearance often invokes fear and distrust among
other races. However, those who take the time to
understand gargoyles often find them to be steadfast
allies and defenders of justice.
Gargoyle Names
Gargoyles possess unique names that often reflect their
stony nature and their connection to the earth. Some
examples of gargoyle names are Gravestone, Flint,
Marble, Obsidian, and Petra.
Gargoyle Traits
Ability Score Increase. Your Strength score increases
by 2, and your Constitution score increases by 1.
Age. Gargoyles have long lifespans, often reaching
several centuries. They reach maturity at around 50
years old and can live for several hundred years.
Size. Gargoyles stand between 6 and 7 feet tall and
have a solid, muscular build. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also
have a climbing speed of 30 feet.
Darkvision. Thanks to your stony nature, 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 gray.
Stone’s Resilience. You have resistance to non-
magical bludgeoning, piercing, and slashing damage.
Claws. You possess natural clawed hands that can be
used as natural weapons. If you hit with a melee attack
using your claws, you deal slashing damage equal to
1d6 + your Strength modifier.
Petrifying Gaze. As an action, you can focus your gaze
on a creature within 30 feet of you. The target must

16
Your base walking speed is 30 feet.
Gnoll Speed.

Languages. You can read, write, speak, and understand


nolls are ferocious and savage hyena-like Common and Gnoll.

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humanoids that roam the wilds in
marauding packs. Combining the cunning Darkvision. Your nocturnal heritage grants you the
of a predator with the brutality of a warrior, ability to see in darkness as if it were dim light. You
gnolls revel in the thrill of the hunt and the have darkvision with a range of 60 feet.
taste of fresh blood. Their society is built on
strength and dominance, with the strongest Hyena’s Endurance. You have advantage on saving
and most ruthless individuals rising to lead their tribes. throws against being frightened.
As a gnoll adventurer, you might be an outcast Natural Athlete. You have proficiency in the Athletics
seeking redemption, a cunning rogue seeking treasure, skill.
or a fearsome warrior eager to prove your strength.
Whatever your path, you carry the untamed spirit of Rampage. When you reduce a creature to 0 hit points
your kind within you, a force that drives you forward with a melee attack on your turn, you can take a bonus
through the untamed lands. action to move up to half your speed and make a bite
Gnoll Names attack.
Gnoll names are typically guttural and evocative of the Subrace. Choose one of the following subraces.
wild, often inspired by the sounds of their hyena kin.
Male Names. Zarnak, Grukka, Dak’kor, Thraag, Ragnor,
Skarrg, Gorg, Zekthar, Hrothar, Gharuk.
Female Names. Skorna, Dralga, Grisla, Kragga, Norga,
Zurga, Thulga, Brakka, Nalga, Zagla.
Gnoll Traits
Age. Gnolls mature quickly, reaching adulthood around
the age of 6. Their lifespans are relatively short, usually
not exceeding 40 years.
Size. Gnolls are tall and lanky, standing between
6 and 7 feet tall. Your size is Medium.
Flind Gnoll otherworldly forms. Despite their outward differences,
all Hags share a common drive for power and a
Ability Score Increase. Your Strength score increases penchant for preying on the innocent.
by 2. As an adventurer, you are a member of this enigmatic
You are proficient with flails and and feared race. Whether you embrace the darkness
Superior Weapons.
whips. within or strive to break free from its grasp, you must
navigate a treacherous path filled with moral dilemmas
As an action, you can unleash an and the constant struggle between your innate
Terrifying Presence.
aura of fear for 1 minute. Each creature of your choice malevolence and the potential for redemption.
in a 30-foot radius that can see you must succeed on a Hag Names
Wisdom saving throw against a DC of 8 + your Hag names are often guttural and unsettling, reflecting
proficiency bonus + your Charisma modifier or become their eerie nature.
frightened for the duration. A creature can repeat the
saving throw at the end of each of its turns, ending the Male Names. Alistair, Asmodeus, Azazel, Balthazar,
effect on a success. Belial, Dagon, Draven, Eldritch, Hades, Lazarus,
Hunter Gnoll Lucius, Magnus, Malachi, Malevolentus, Mordecai,
Ability Score Increase. Your Dexterity score increases Mortis, Oberon, Radagast, Severus, Vortigern.
by 2. Female Names. Agatha, Belladonna, Calypso,

You have proficiency in the Perception Cassandra, Desdemona, Elara, Hecate, Isolde, Lilith,
Keen Senses.
skill. Maleficora, Medea, Melantha, Morgath, Morwen, Nyx,
Odessa, Selene, Seraphina, Sybella, Vespera.
Hunter’s Instincts. When you make a Wisdom (Survival) Hag Traits
check to track creatures or navigate the wilderness, you
can add twice your proficiency bonus to the check, Age. Hags have varying lifespans depending on their
instead of any proficiency bonus you normally apply. type and individual circumstances. Some Hags may live
Packmaster Gnoll for centuries, while others may meet untimely ends due
to violence or magical interference.
Ability Score Increase. Your Charisma score increases
by 2. Size. Hags come in different shapes and sizes, ranging
Pack Tactics. You have advantage on an attack roll from short and wiry to tall and imposing. Your size is
against a creature if at least one of your allies is within 5 Medium.
feet of the creature and the ally isn’t incapacitated. Speed. Your base walking speed is 30 feet.
Commanding Presence. As an action, you can let out
a terrifying howl that lasts for 1 minute. When you use Languages. You can read, write, speak, and understand
this feature, each creature of your choice within 30 feet Common and Abyssal.
that can hear you must succeed on a Wisdom saving
throw against a DC of 8 + your proficiency bonus + your Darkvision. Your malevolent nature grants you the
Charisma modifier or be frightened for the duration. A ability to see in darkness as if it were dim light. You
creature can repeat the saving throw at the end of each have darkvision with a range of 60 feet.
of its turns, ending the effect on a success.
Hag Magic. You have an innate ability to harness the
Hag dark arts. You can cast one cantrip from the warlock
spell list with your spellcasting ability as Charisma.
orn of dark magic and ancient rituals, the Subrace. Choose one of the below subraces.

B
Hags are a twisted and malevolent race that Sea Hag
embodies the darkest aspects of the
supernatural. They are known for their Ability Score Increase. Your Dexterity score increases
hideous appearances, insidious powers, and by 2.
sinister nature. Hags are typically associated
with witchcraft, curses, and manipulation, Amphibious. You can breathe air and water.
and they delight in causing misery and suffering
wherever they go. Hags come in various forms and Sea Shroud. While underwater, you have advantage on
possess unique abilities, reflecting the different types of Stealth checks and have resistance to cold damage.
Hags that exist in the world. Some Hags appear as old
crones, while others take on more monstrous or

18
Green Hag Night Hag
Ability Score Increase. Your Constitution score Ability Score Increase. Your Charisma score increases
increases by 2. by 2.
Swampborn. You have advantage on saving throws Infernal Resistance. You have resistance to fire damage.
against poison, and you have resistance to poison
damage. Ethereal Jaunt. You can magically enter the Ethereal
Plane as an action. Once you use this feature, you can’t
Changling Form. As an action, you can magically use it again until you finish a short or long rest.
change your appearance to look like an ordinary
creature or person of the same size for up to 1 hour.
This transformation ends if you use your action to revert
to your true form or if you die.

19
Illithid
llithids, also known as Mind Flayers, are

I
enigmatic and mysterious beings that dwell deep
within the Underdark. Their alien appearance
and psychic abilities set them apart from other
races. With a fearsome reputation as sinister
masterminds and devourers of minds, Illithids are
feared and shunned by many. However, those
who embrace the dark allure of the Illithid find
themselves gifted with exceptional intellect, telepathic
powers, and the ability to manipulate the thoughts of
others. Playing an Illithid allows you to explore the
intricate complexities of their society, balancing the
thirst for knowledge and power with the danger of
succumbing to the darkness within. As an Illithid, you
must navigate a world of suspicion and mistrust while
seeking your place in the surface realms or the twisted
depths of the Underdark.
Illithid Names
Illithid names are often strange and eldritch, befitting
their alien and mind-flayer nature. Here are a few
examples:
Male Names. Xalzithar, Zyraxis, Cephalar, Thulzog,
Mindrak, Azgoth, Vorlak, Xyrazor, K’zarnak, Zenthros,
Orynthar, Gharlak, Zyrnax, Vorphir, Tzarnoth, Xyndor,
Yalthor, Khaalor, Zolthir, Vryxen. Your race has endured countless years in
Female Names. Zylthra, Xandrissa, Cephalia, Azrynn,
Darkvision.

Vylthra, Zythara, Myndra, Azuria, Thalzara, Vrallaxa, the Underdark, so you are well adapted. You can see in
Cephira, Zynthra, Zyrvira, Xyrlana, Vylara, Myrrana, dim light within 120 feet of you as if it were bright light,
Kyzara, Thalyra, Zyrathra, Xyndra. and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Illithid Traits Telepathy. You can communicate telapthically with
another creature within 60 feet that knows at least one
Abillity Score Increase. Your Intelligence score language. This creature doesn’t need to share a
increases by 2, and either your Wisdom or Charisma language with you, but unless they have telepathic
score increases by 1 (your choice). abillities themselves, they can only receive and reply to
Age. Illithids fully complete ceremorphosis by the age messages, but can’t start or end a telepathic
of 9, and have become fully mature and educated by the conversation.
age of 15. while they live longer than most humans, they You must be conscious to use this trait and cannot
don’t do so by much, only living up to about 120 years. telepathically communicate with multiple beings at
Size. Most illithids are as tall as humans, standing at once.
least a few inches short of six feet, but their bodies very Extract Brain. As an action, you may extract the brain
being slender and weigh much less. Your size is of a humanoid corpse that died within the last minute,
Medium. which must be within 5 feet of you. You can devour it as
Speed. Your base walking speed is 30 feet. a bonus action or store it for later. If you chose to
Languages. You can speak, read, and write Common consume it as a bonus action, you gain temporary hit
and Deep Speech. Additionally, you can read Qualith, a points equal to your Intelligence modifier plus the
system of tactile writing (like braille) which can be read creature’s Intelligence score. This effect ends after an
by the tentacles of a mind flayer. Qualith is written in hour.
four-line stanzas. The language is so strangely
structured that non-illithids must use to magic to
discern it.
Creature Type. Illithids are aberrations. Spells,
features, and other effects that only affect humanoids do
not apply to you.

20
Mind Blast. You can use your action to magically emit Languages. You can read, write, speak, and understand
psychic energy in a 15-foot cone. When you use your Common and Abyssal.
mind blast, all creatures in the area must make an
Intelligence saving throw. The DC of this saving throw Darkvision. Your serpentine nature grants you superior
is 8 + your Intelligence modifier + your proficiency vision in dark and dim conditions. You can see in dim
bonus. A creature takes 2d6 damage on a failed save, light within 60 feet of you as if it were bright light, and
and half as much damage on a successful one. The in darkness as if it were dim light. You can’t discern
damage increase to 3d6 at 6th level, 4d6 at 11th, and color in darkness, only shades of gray.
5d6 at 16th level. After using your mind blast, you
cannot use it again until you complete a short or long Petrifying Gaze. As an action, you can focus your gaze
rest. Instead, you may use your mind blast a number of on a creature within 30 feet of you that can see you. If
times equal to your Constitution modifier. You regain the target can see you, it must succeed on a Constitution
expended uses on a short or long rest. saving throw against a DC of 8 + your Constitution
modifier + your proficiency bonus or be magically
Medusa petrified until the end of its next turn. The target must
repeat the saving throw at the end of its turn, ending the
orn from ancient curses and twisted petrification effect on a success. Once you use this

B
enchantments, the Medusa are a race steeped feature, you can’t use it again until you finish a short or
in dark magic and terrifying beauty. These long rest.
serpentine beings possess the power to turn Snake Hair. You have a nest of snakes for hair. You are
their enemies to stone with a single gaze. proficient in the Intimidation skill.
Medusas are often associated with forbidden
knowledge, tragic tales, and the eternal
struggle between their monstrous nature and their
yearning for acceptance. Suggested
Medusas have distinct features that set them apart
from other races. Their hair is comprised of writhing Characteristics
serpents, their eyes glow with an otherworldly light, and Medusas exhibit a wide range of personalities, shaped
their lower bodies are that of serpentine creatures. by their cursed nature and the circumstances they have
Medusas often face prejudice and fear from other races faced. The following tables offer examples of personality
due to their fearsome reputation, but some seek to rise traits, ideals, bonds, and flaws that Medusas might
above their cursed origins and find a place in the world. possess. Feel free to customize and expand upon these
As an adventurer, you are a member of this enigmatic suggestions to create a unique character.
race, seeking to shape your own destiny and prove that
there is more to Medusas than their terrifying abilities. d8 Personality Trait
Will you embrace the darkness within, using your 1 I am haunted by the fear of accidentally turning my allies to
powers to strike fear into the hearts of your enemies, or stone.
will you strive to break free from the curse and find 2 I have a natural curiosity and thirst for knowledge.
acceptance among the races that fear you? 3 I find beauty in darkness and am drawn to eerie and
macabre things.
Medusa Names 4 I am keenly aware of how others perceive me and work to
Medusa names possess a sense of mystique and ancient change their preconceptions.
allure. Here are a few examples: 5 I struggle with anger issues and have a tendency to lash out.
6 I am fiercely protective of those I care about.
Female Names. Ariadne, Calliope, Eurydice, Lysandra, 7 I have a sly and manipulative nature, enjoying toying with
Melantha, Nyx, Ophelia, Seraphina, Thalia, Xanthe. others’ emotions.
8 I am haunted by the guilt of past actions and strive to make
Male Names. Damon, Evander, Hesperus, Leonidas, amends.
Orion, Perseus, Silas, Typhon, Xerxes, Zephyrus.
Medusa Traits
Age. Medusas have lifespans similar to humans,
typically living into their early hundreds.
Size. Medusas stand taller than most humans, with
heights ranging from 6 to 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.

21
d6 Ideal Shinzo, Takeshi, Tatsu, Ueshiba, Yoshimitsu, Zenjiro,
1 Redemption. I seek to break free from the curse and prove Zushio, Raiden.
that I can rise above my monstrous nature. (Good) Female Names. Amaya, Chiyoko, Emiko, Fujiko,
2 Power. I embrace the darkness within, using my abilities to Hanako, Izumi, Kameko, Kiku, Mariko, Natsuki, O-Yuki,
exert control and instill fear. (Evil) Reiko, Sachiko, Tamako, Umeko, Yumeko, Yuriko,
3 Knowledge. I am driven to uncover ancient secrets and Zenshin, Setsuko, Tomoe.
hidden truths. (Neutral)
4 Acceptance. I strive to find acceptance among other races Oni Traits
despite their fear and prejudice. (Any) Age. Oni have long lifespans, often reaching several
5 Balance. I seek harmony between my monstrous nature and hundred years. They mature at a similar rate to humans
my desire for a normal life. (Neutral) but continue to age more slowly after reaching
6 Survival. I do whatever it takes to ensure my own survival in
a hostile world. (Any)
adulthood.
Size. Oni are larger and bulkier than humans. Your size
d6 Bond
1 I am determined to protect my loved ones from harm.
is Medium.
2 I seek to uncover the origins and purpose of the curse that Speed. Your base walking speed is 30 feet.
afflicts my race.
3 I am dedicated to freeing other Medusas from their cursed Languages. You can speak, read, and write Common
existence. and Giant.
4 I am driven to acquire power and influence to reshape the
world. Ability Score Increase. Your Strength score increases
5 I am fascinated by the intricacies of mortal emotions and by 2, and your Constitution score increases by 1.
Darkvision. Thanks to your monstrous heritage, you
relationships.
6 I am bound by loyalty to a specific group or individual who
have superior vision in dark and dim conditions. You
saved me from a dire fate.
can see in dim light within 60 feet of you as if it were
d6 Flaw bright light, and in darkness as if it were dim light. You
1 I struggle with controlling my anger and often succumb to can’t discern color in darkness, only shades of gray.
Oni Weapon Training. You have proficiency with the
fits of rage.
2 I am haunted by the fear of accidentally turning loved ones
to stone. glaive, greatclub, and handaxe.
Menacing Presence. You have proficiency in the
3 I find it difficult to trust others due to a lifetime of rejection
and fear.
4 I am easily swayed by flattery and compliments.
Intimidation skill.
5 I have a tendency to be overly secretive and mistrustful of Oni Magic. You know the thaumaturgy cantrip. Once
others. you reach 3rd level, you can cast the hellish rebuke spell
6 I am deeply self-conscious about my appearance and feel once per day. Once you reach 5th level, you can also
the need to hide my true nature. cast the darkness spell once per day. Charisma is your
spellcasting ability for these spells.
Oni Resilient Form. You have advantage on saving throws
ni are fearsome and powerful creatures against being charmed or frightened.

O
from Japanese folklore. They are known Oni Resilience. You have resistance to cold damage.
for their immense strength, tough bodies,
and menacing presence. Oni possess a mix
of physical might, magical abilities, and a
deep connection to the elemental forces.
While they are often depicted as
malevolent beings, not all Oni are inherently evil. Some
may have complex personalities and motivations.
Oni Names
Oni names are often fierce and imposing, reflecting
their monstrous and formidable nature. Here are a few
examples:
Male Names. Akuma, Daikoku, Goro, Hanzo, Ichiro,
Jiro, Katsuo, Kojiro, Masaru, Noboru, Onishi, Raizo,

22
Ravenkin
orn from the darkness of the night and

B
blessed by the touch of the raven, the
ravenkin are imbued with avian
characteristics and an affinity for the
shadowy realm. They possess a mysterious
and enigmatic nature, drawing inspiration
from the intelligence, resourcefulness, and
trickery of the raven.Their eyes are often piercing and
keen, reflecting their connection to the raven’s
perception.
As an adventurer, you belong to this unique race,
navigating a world that often misunderstands your
intentions and motives. Whether you embrace your
inherent trickster nature or strive to wield your powers
for the greater good, your path will be shaped by the
interplay between light and shadow.
Ravenkin Names
Ravenkin names often reflect their avian heritage and
their affinity for the mysterious. Here are a few
examples:
Male Names. Corvus, Grimbeak, Nightshade,
Shadowwing, Talon, Crowther, Ashenwing, Wraithclaw,
Stormfeather, Obsidian, Ravenwing, Emberbeak, Onyx,
Whisper, Skysong, Vesper, Frostwing, Twilight,
Nocturne, Zephyr.
Female Names. Morrigan, Shadowdusk, Lilac,
Ravena, Nyx, Midnight, Azure, Sable, Nightfall, Obsidia,
Umbra, Mystique, Celestia, Whisperwind, Ebon,
Duskfeather, Wren, Zephyrine, Starling, Luna.
Ravenkin Traits
Ability Score Increase. Your Dexterity score increases
by 2.
Size. Ravenkin have a slender and agile build. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your connection to the raven grants you
the ability to see in darkness as if it were dim light. You
have darkvision with a range of 60 feet.
Raven Flight. You have a set of feathery wings that
grant you a flying speed of 30 feet. You cannot use this
flying speed if you are wearing heavy armor.
Keen Senses. You have proficiency in the Perception
skill.
Languages. You can read, write, speak, and
understand Common and Auran.
Shadow Veil. Once per long rest, as an action, you can
cast the pass without trace spell without requiring
concentration. This ability affects only yourself.

23
Shade “The Trail of Five Darknesses is no easy path to follow. You
mbitious, ruthless, and secretive, shade are say you are ready to take your own journey; to see where the

A
humans who barter a piece of their souls for trail ends? I can tell you this - the passage to immortality is
unique to the individual. My experiences are my own, as are
a sliver of Shadowfell’s powerful, yet my fears and memories of that aweful time. And if you
untamed essence. No matter what nations, emerge clinging to the fragile thred that is life, expect no
clan, tribe, family, or land one was first born comfort and no kinship, for by embarking on this quest you
into, each and every shade experiences a sever ties with anyone you have ever loved. Are you ready?
dark rebirth that transforms them into a Are you truly prepared?”
creature of insane dark power who is caught in the line
between life and death. In exchange for the twilight — Khasus, High Dark of Fellwarren

powers granted to shadekind, the Shadowfell stains


their souls with dark thoughts and an even darker
cravings.
Shade Names
Shade do not have any type of family name, since any
ties are destroyed after the dark rebirth. First names
include human names, and the names below.
Male: Dolus, Malum, Mortem, Tenebris, Thanaki
Female: Inanis, Moira, Niebla, Umbra

Shade Traits
Age. You mature like an elf, at around 100 years of age
and can live up to 750 years old.
Size. Shade range from 5.5 feet to 6.5 feet, and weigh
from 100 to 160 pounds. Your size is Medium.
Master of the Shadows. You learn one nethermancy
cantrip (described earlier in this book). Your
spellcasting ability is either Charisma or Intelligence,
depending on which one you gained +2 of thanks to
being a shade. At third level, you learn one 2nd level
nethermancy spell (described earlier in this book), and i
at fifth level one 3rd level nethermancy spell (also
described earlier in this book).
Abillity Score Increase. +2 Dexterity and aditionally
+2 Charisma or +2 Intelligence
Speed. You have a walking speed of 35 feet.
Languages. You can speak, read, and write Common
and one extra language of your choice.
Fragile Mortality. You have a -1 penalty to your
Constitution ability.
One With the Shadows. At will, you can use the
following feature: Until the end of your next turn, you
can make a D.C. 10 Dexterity (Stealth) check to become
hidden when you have any cover or concealment, or you
are in a dark enviorment. In addition, you can use cover
from your allies to become hidden or to remain hidden.
Practiced Sneak. You are proficient in Stealth.

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Choose one of the below subraces.
Slaad Subrace.

Red Slaad
orn from the chaotic energies of the Plane of

B
Limbo, the Slaad are a race of amphibious Ability Score Increase. Your Strength score increases
creatures embodying the essence of chaos by 1.
and destruction. They exhibit an array of vivid Chaotic Strikes. Your natural attacks, such as claws
colors, ranging from vibrant blues and greens or bites, count as magical for the purpose of overcoming
to fiery reds and purples, reflecting their resistance and immunity to nonmagical attacks.
chaotic nature. Slaad possess a natural Infectious Bite. When you make a successful bite
affinity for manipulating and harnessing the attack against a creature, you can attempt to infect them
unpredictable forces of Limbo, making them powerful with chaos. The target must make a Constitution saving
and unpredictable adversaries. throw (DC 8 + your Constitution modifier + your
Slaad can take on different forms and possess unique proficiency bonus) or be infected with a disease that
abilities, often categorized into subraces based on their causes them to transform into a Red Slaad after a
color and corresponding temperament. Whether you number of days. The transformation can be halted by a
embrace the chaos within or strive to find stability remove curse or similar magic. You can use this ability
amidst the madness, your existence as a Slaad will be once per long rest.
an adventure filled with unexpected twists and turns. Blue Slaad
As an adventurer, you bring an element of wildness
and unpredictability to the party, and your innate Ability Score Increase. Your Dexterity score increases
connection to chaos can prove both a blessing and a by 1.
curse. Embrace your heritage, discover your true Unpredictable Leap. You gain proficiency in the
purpose, and leave your indelible mark on the world. Acrobatics skill. Additionally, when making a long jump,
Slaad Names
you cover a distance up to 30 feet even if you do not
move 10 feet before the jump.
Slaad names are guttural and alien, reflecting their Chaos Burst. When you take damage, you can use
connection to the Plane of Limbo. Here are a few your reaction to release a burst of chaotic energy.
examples: Creatures within 10 feet of you must make a Dexterity
Male Names. Kralox, Grixnak, Zerth, Grimgar, saving throw (DC 8 + your Constitution modifier + your
Xalnar, Vrexth, Zythor, Kromag, Quixar, Phazir, proficiency bonus) or take 1d6 lightning damage. The
Gravok, Zythor. damage increases to 2d6 at 6th level, 3d6 at 11th level,
Female Names. Xyrilith, Zentrix, Vraxina, Sylphora, and 4d6 at 16th level. You can use this ability once per
Zarra, Xyra, Zalora, Krysta, Vaelis, Azrya, Quorala, short or long rest.
Xylia. Green Slaad
Slaad Traits Ability Score Increase. Your Wisdom score increases by
Ability Score Increase. Your Constitution score 1.
increases by 2. Amphibious Nature. You can breathe air and water.
Age. Slaad have varying lifespans depending on their Regenerative Flesh. At the start of your turn, you
subrace and individual circumstances. They typically regain hit points equal to your proficiency bonus if you
live for several centuries, often facing violent ends due have at least 1 hit point and are below your maximum
to their chaotic nature. hit point total.
Size. Slaad vary in height and build, ranging from 6 to Death Slaad
8 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Intelligence score
Languages. You can read, write, speak, and increases by 1.
understand Common and Slaad. Slaad is a guttural and Necrotic Touch. Your natural attacks, such as claws
complex language, reflecting the chaotic nature of its or bites, deal an additional 1d6 necrotic damage.
speakers.
Darkvision. Your connection to Limbo grants you the
ability to see in darkness as if it were dim light. You
have darkvision with a range of 60 feet.
Slaad Magic. You have an innate ability to tap into the
chaotic energies of Limbo. You can cast the chaos bolt
cantrip. Once you reach 3rd level, you can also cast the
blur spell once per long rest. Constitution is your
spellcasting ability for these spells.

25
Deathly Presence. As an action, you can unleash an Stench. During battle, your wild instincts cause you to
aura of deathly energy. Each creature of your choice release a poisonous stench. Any creature that is not a
within 30 feet of you must make a Wisdom saving throw troglodyte within 5 feet of you must succeed on a
(DC 8 + your Intelligence modifier + your proficiency Constitution saving throw with a DC equal to 8 + your
bonus) or be frightened for 1 minute. A frightened Intelligence modifier + your proficiency bonus. If they
creature can repeat the saving throw at the end of each fail, they are poisoned until the start of their next turn.
of its turns, ending the effect on itself on a success. On a successful saving throw, the creature becomes
Once you use this ability, you can’t use it again until you immune to the stench of a troglodyte for 1 hour.
finish a long rest.
Eternal Decay. When you reduce a creature to 0 hit
points, you regain hit points equal to your level plus your
Intelligence modifier (minimum of 1 hit point). This
ability can only be used once per short or long rest.
Troglodyte
avage and barbaric troglodytes live their lives

S
fighting wars in the Underdark.
Troglodytes Names
As savage as they are, troglodytes don’t
usually have names, but as an adventurer, you
may have adopted a name or been given a
nickname.
Male Names: Alberik, Alrik, Basilius, Erland, Gunnar,
Isak, Ragnor, Rurik, and Tor.
Female Names: Agaton, Annalina, Blenda, Eleonora,
Gala, Lena, Malin, Ragnara, and Vedis
Family Names: Coebelliantus, Hjalmar, Kolbjorn,
Perchnosius, Torborn, Valborg, Valentin, Xaljorn
Troglodytes Traits
Ability Score Increase. Your Strength increases by 2
and your Constitution by 1.
Age Like humans, troglodytes mature at around the
age of 20 and live up to about 80 years.
Size. Troglodytes are typically 6 feet tall and weigh
around 200 pounds, slightly larger and heavier than
humans. Troglodyte men are usually taller and heavier
than women, but not always. Your size is medium.
Speed. Your base walking speed is 30 feet.
Languages. You can read, write, speak, and
understand Troglodyte fluently and Common with few
difficulties.
Chameleon Skin. You have advantage in Dexterity
(Stealth) checks made to hide.
Claws. You are proficient with your unarmed strikes
which deal 1d4 slashing damage on a hit.
Darkvision. Your race has endured countless years in
the Underdark, so you are well adapted. 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 gray.
Sunlight Sensitivity. Like most troglodytes, light can
deal substantial damage to you. However, you are more
accustomed than most. You are vulnerable to radiant
damage.

26
feature, you can’t use it again until you finish a short or
Voidborn long rest.
orn from the depths of the cosmos and Suggested Characteristics

B
steeped in darkness, the Voidborn are a Voidborn possess an otherworldly aura and unique
mysterious and enigmatic race with an perspective on the world around them. The following
otherworldly presence. They embody the tables provide examples of personality traits, ideals,
essence of the void and are deeply connected bonds, and flaws that Voidborn might possess. Feel free
to the forces of chaos and entropy. Voidborn to customize and expand upon these suggestions to
individuals possess an innate ability to tap create a unique character.
into the eldritch powers that flow through the planes,
giving them a unique perspective on reality.
Voidborn come in various forms, reflecting the d8 Personality Trait

vastness and unpredictability of the void. Some appear 1 I am constantly in awe of the vastness and beauty of the

as humanoid figures with shimmering, starlit skin, while cosmos.

others possess ethereal, amorphous bodies that defy 2 I speak in cryptic riddles and enjoy leaving others intrigued

conventional shapes. Their eyes often shimmer with or confused.

cosmic energy, lending an otherworldly glow to their 3 I am driven by an insatiable curiosity to unravel the

features. mysteries of the universe.

As an adventurer, you are a member of this ancient 4 I have a detached and otherworldly demeanor, finding it

and arcane race. You navigate the delicate balance difficult to relate to mortal concerns.

between the destructive forces of the void and the 5 I possess a deep and profound understanding of the cosmic

potential for enlightenment and growth. Whether you forces that shape existence.

seek to harness your powers for good or succumb to the 6 I find comfort in solitude, contemplating the mysteries of

dark allure of chaos, your journey is bound to be filled the void.

with cosmic wonders and unimaginable dangers. 7 I am prone to unpredictable mood swings, influenced by the
chaotic nature of the void.
Voidborn Names 8 I feel a sense of responsibility to protect the balance
between order and chaos.
Voidborn names are melodic and resonant, often
reflecting celestial or cosmic themes. Here are a few d6 Ideal
examples: 1 Cosmic Harmony. I strive to maintain balance in the cosmos.
Male Names. Astralyn, Celethor, Erevan, Galactos, (Neutral)
Luminor, Nyxus, Orion, Solstice, Stellarn, Vesperon, 2 Exploration. I seek to uncover the secrets hidden among the
Zenithar. stars. (Chaotic)
Female Names. Andromeda, Cassiopeia, Elysia, Lyra, 3 Enlightenment. I aim to achieve a higher understanding of
Nebula, Nova, Selene, Seraphis, Starlyn, Twilight, the universe. (Good)
Zephyra. 4 Chaos Unleashed. I revel in the untamed chaos of the void.
(Chaotic)
Voidborn Traits 5 Destiny’s Thread. I believe in the interconnectedness of all
Age. Voidborn have a lifespan similar to that of humans. things. (Lawful)
However, some individuals have been known to extend 6 Redemption. I seek to redeem myself and prove that even
their lives through the manipulation of cosmic energies, darkness can find light. (Any)
never really aging.
Size. Voidborn range in height and build, but most
d6 Bond

stand between 5 and 7 feet tall. Your size is Medium. 1 I am drawn to individuals or locations with a strong celestial

Speed. Your base walking speed is 30 feet.


or cosmic presence.

Languages. You can read, write, speak, and


2 I seek to protect the innocent from the malevolent forces of

understand Common and Celestial. the void.

Darkvision. Your connection to the void grants you


3 I carry the burden of a prophecy or vision that guides my

the ability to see in darkness as if it were dim light. You actions.

have darkvision with a range of 60 feet. 4 I am bound to a particular celestial entity or cosmic force.

Cosmic Resilience. You have resistance to force


5 I am driven to uncover the truth behind a cosmic mystery.

damage. 6 I am dedicated to preserving the balance between order and

Void Step. As a bonus action, you can magically shift


chaos in the universe.

through the fabric of reality, phasing partially into the


void. You gain a flying speed equal to your walking
speed until the end of your turn. Once you use this

27
d6 Flaw
1 I am easily distracted by the beauty and wonders of the
cosmos.
2 I struggle with mortal concepts of time, often losing track of
hours or days.
3 I have difficulty empathizing with the mortal concerns and
struggles of others.
4 I find it challenging to make decisions, constantly
considering the far-reaching consequences.
5 I am prone to unpredictable bursts of cosmic energy,
causing chaos and disruption.
6 I am haunted by glimpses of the terrible void and its
enigmatic inhabitants.

28
Vryloka
housands of years ago, in a land of mists

T
and dark forests, the noble families of a
long-forgotten kingdom sought a way to
increase their life span beyond the short
years entitled to them by their human
heritage. One evening, their elders were
approached by a mysterious being known
only as “the Red Witch”-a scarlet flgure who claimed to
hold the key to their dreams. She offered them a
powerful and dark blood ritual that would grant them
the vitality of an immortal vampire without cursing them
with undeath. These human nobles became the first
living vampires-blessed with great power gained-the
price of their own vitality. Centuries later, the creatures
became known by the name of the noble family that first
forged the pact; the Vrylokas.
By carefully hiding their true nature under lies and
omissions, the vrylokas quickly rose to power, becoming
the rulers of their realms. Soon though, others learned
of the dark blood ritual that was the source of their
power. An uprising soon followed, and their former
kingdom was cast down and lost forever. However, the
living vampires thrived, even now, walking high above “It was the shadow that concealed usduring our flight from
the world. the bright lands. It was the shadow that enfolded us,
sheltered us from the gods’ wrath. And it is to shadow I
Vryloka Names pledge my loyalty without question.”

Vryloka last names include Vryloka and human family — Kreston, vryloka paladin
names. First names include human names, and the
names below.
Male: Dolus, Malum, Mortem, Tenebris, Thanaki Vampiric Ancestry. You are resistant to necrotic
Female: Inanis, Moira, Niebla, Umbra
damage. Aditionally you can see in dim light within 60
feet of you as if it were bright light, and in darkness as if
Vryloka Traits it were dim light. You can’t discern color in darkness,
only shades of gray.
Age. You mature like an human, at around 20 years of
age. At about 20 years of age, you stop aging, and Human Ancestry. You have advantage on Charisma
cannot die of age thanks to the blood ritual. (Deception) checks to pass as human.
Size. Shade range from 5.5 feet to 6.5 feet, and weigh Living Dead. Because your soul is tainted by undeath,
from 110 to 200 pounds. Your size is Medium. you are both living and undead. If an ability or spell has
different effects on living creatures and undead
Abillity Score Increase. Your Charisma score increases creatures, you choose which effect applies to you.
by 2, and your Dexterity score increases by 1.
Lifeblood. When you kill any enemy who has a
Speed. You have a walking speed of 30 feet. challenge level of at least 1, you gain temporary hit
Languages. You can speak, read, and write Common
points equal to one-half your level plus your Charisma
modifier.
and one extra language of your choice. Vrylokas who
seek to leverage their arcane ancestry learn Draconic,
while the more martially inclined often learn the
language of an hostile race or group.

29
Wraithkin embody the mysteries and somber nature of
Wraithkin the ethereal plane. The following tables provide
orn from the shadows and tainted by the examples of personality traits, ideals, bonds, and flaws

B
essence of darkness, the Wraithkin are an that Wraithkin might possess. Feel free to customize
enigmatic and haunting race. They are beings and expand upon these suggestions to create a unique
caught between life and death, forever bound character.
to the ethereal plane. Wraithkin possess an d8 Personality Trait
ethereal and spectral appearance, with wisps 1 I am calm and composed, often exuding an aura of serenity.
of shadow and an otherworldly presence. 2 I have a morbid sense of humor that others find unsettling.
They are often associated with death, ghosts, and the 3 I am constantly drawn to places touched by death or
macabre. tragedy.
Wraithkin possess a deep understanding of the 4 I am an observer, always watching and learning from others.
ethereal and possess a range of abilities tied to their 5 I speak in hushed tones, my voice carrying an ethereal
spectral nature. Some Wraithkin maintain a semblance quality.
of their former selves, while others have completely 6 I am haunted by whispers and echoes of the past.
embraced their otherworldly existence. Though they are 7 I am curious about the nature of life and death and seek
often misunderstood and feared by others, Wraithkin answers.
have their own motivations and may be driven by a 8 I have a melancholic demeanor, often lost in thought.
variety of desires.
d6 Ideal
Wraithkin Names 1 Balance. I seek to find harmony between life and death.
Wraithkin names are often ethereal and evocative, (Neutral)
reflecting their spectral nature. Here are a few 2 Vengeance. I am driven to avenge my own death or the
examples: deaths of others. (Chaotic)
Male Names. Ebon, Grimshaw, Morrowind, Noctis, 3 Guardian. I strive to protect the living from the dangers of
Obsidian, Phantus, Shadowblade, Specter, Umbra, the ethereal plane. (Good)
Vesper, Whisper. 4 Curiosity. I am constantly seeking knowledge about the
Female Names. Astraea, Celestia, Ebony, Lilith, Luna, nature of the afterlife. (Neutral)
Melantha, Mirage, Nyx, Seraphina, Shadow, Sylvara, 5 Dominion. I aim to establish my influence and power over
Twilight, Vespera. the ethereal realm. (Evil)
6 Restoration. I seek to restore lost souls to their rightful place.
Wraithkin Traits (Any)

Age. Wraithkin have no set lifespan and are not subject d6 Bond
to the ravages of time. They do not age, but they can be 1 I am connected to a specific location or object tied to my
destroyed by physical or magical means. past life.
Size. Wraithkin vary in height, ranging from 5 to 7 2 I am bound to the spirit of a loved one who has not found
feet tall. Your size is Medium. peace.
Speed. Your base walking speed is 30 feet. 3 I am sworn to protect a specific individual from
Languages. You can read, write, speak, and supernatural harm.
understand Common and Abyssal. 4 I am determined to uncover the truth behind my own death.
Ethereal Sight. You can see in dim light within 60 feet 5 I am part of a collective of Wraithkin, working towards a
of you as if it were bright light, and in darkness as if it common goal.
were dim light. You can’t discern color in darkness, only 6 I am driven to release trapped souls and help them find
shades of gray. rest.
Ethereal Form. As an action, you can temporarily
shift into a partially ethereal state, granting you d6 Flaw
resistance to nonmagical damage until the start of your 1 I am consumed by an insatiable curiosity about the living.
next turn. Once you use this feature, you can’t use it 2 I struggle to empathize with the emotions and needs of the
again until you finish a short or long rest. living.
Shadowstep. You have the ability to teleport through 3 I have a tendency to withdraw from social interactions.
shadows. Once per short or long rest, as a bonus action, 4 I am constantly haunted by visions or memories of my own
you can magically teleport up to 30 feet to an death.
unoccupied space you can see that is also in dim light or 5 I am distrustful of magic that manipulates the ethereal
darkness. plane.
6 I have an intense fear of returning to the ethereal plane
Suggested Characteristics permanently.

30
The ghastly sight of a wraithkin.

31
were bright light, and in darkness as if it were dim light.
Yuan-ti You can’t discern color in darkness, only shades of gray.
Yuan-ti Magic. You know the poison spray cantrip. At
uan-ti are a race of serpentfolk, bearing both

Y
human and snake-like features. They are 3rd level, you can cast animal friendship once per long
known for their cunning intellect, mastery of rest. At 5th level, you can also cast suggestion once per
manipulation, and affinity for dark magic. As a long rest. Charisma is your spellcasting ability for these
Yuan-ti, you embody the duality of human and spells.
Subrace. Choose one of the below subraces.
serpent, navigating the delicate balance
between civilization and primal instincts. Pureblood
Yuan-ti society is structured, with different castes Your Dexterity score increases
fulfilling various roles within their hierarchy. From Ability Score Increase.
by 1.
purebloods, who closely resemble humans, to the more Serpentine Resistance. You have resistance to poison
serpentine abominations and the rare and powerful damage and advantage on saving throws against poison.
malisons, Yuan-ti exhibit a wide range of physical Serpent’s Tongue. You have proficiency in the
characteristics and abilities. They are often associated Deception and Persuasion skills.
with ancient temples, forbidden rituals, and secret plots
to gain power and dominance. Abomination
As an adventurer, you may embrace your Yuan-ti
heritage or strive to break free from the machinations of Ability Score Increase. Your Strength score increases
your race. Your journey will be fraught with moral by 1.
quandaries, as you face the prejudices and suspicions of Natural Armor. You have tough, scaly skin. While not
other races while wrestling with the darkness within wearing armor, your AC is 13 + your Dexterity modifier.
you. Coils of the Constrictor. When you make a successful

Yuan-ti Names
unarmed strike, you can attempt to grapple the target as
a bonus action.
Yuan-ti names are melodic and often carry hints of their Malison
serpentine nature. Here are a few examples:
Pureblood Names. Sssaliss, Vipra, Ssseraph, Pythia, Ability Score Increase. Your Wisdom score increases by
Zalissah, Vassan, Mariss, Vyra, Xalara, Zyrra, Syliss, 1.
Zehvra. Innate Spellcasting. You know the poison spray
Abomination Names. Malgazar, Vexiss, Xalneth, cantrip. At 3rd level, you can cast detect magic once per
Sythrix, Zarakis, Visskar, Xyphos, Yssandra, Zhaelis, long rest. At 5th level, you can also cast charm person
Xeraxis, Vhissar. once per long rest. Wisdom is your spellcasting ability
Malison Names. Voraxia, Ssarkul, Xalareth, Vyssara, for these spells.
Zulraza, Maelissthra, Vythraax, Zyssaran, Vhysskara, Menacing Gaze. You have proficiency in the
Zhaeriss, Xaraxis. Intimidation skill.
Yuan-ti Traits
Ability Score Increase. Your ability scores depend on
your Yuan-ti subtype:
Pureblood: Your Charisma score increases by 2.
Abomination: Your Constitution score increases by
2.
Malison: Your Intelligence score increases by 2.

Age. Yuan-ti mature at a similar rate to humans but


have extended lifespans. They can live up to 100 years
or more.
Size. Yuan-ti have a similar range of heights and
builds as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can read, write, speak, and
understand Common and Abyssal or Draconic,
depending on your Yuan-ti subtype.
Darkvision. Accustomed to dimly lit environments,
you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
32
the case of a mixed number). You can choose a second
Classes signature bloodrage at 15th level and a third at level 20.
Retilation
Barbarian
Starting at level 14, when a creature within five feet of
Path of the Bloodrager you attacks you, you can make a meele weapon attack
As a bloodrager, killing brings you great power. You can (which can be combined with a bloodrage) against the
bring down foes with brutal strength born from the creature as a reaction.
blood of fallen enemies. As a barbarian, you can choose Bloodrages
the bloodrager as a primal path at third level which will
grant you various abilities throughout the levels. All-Out Attack
Bloodrage
Cost: ? Blood Points
Minimum Level: 1
Beggining when you choose this path at 3rd level you a When you take the Attack action on your turn, you
gain a number of blood points after every long rest equal may choose to forgo your defenses to put more effort
to half your proficiency modifier (rounded up in the case into your attacks. When you do so, your attacks have
of a mixed number). You also gain one blood point after advantage until the end of your turn, but attacks against
killing a creature with a CR equal to a fourth of your you automatically hit until the start of your next turn and
level, two points for a creature witha CR equal to half you automatically fail all Strength and Dexterity saving
your level, etc. You can spend blood points on throws until the start of your next turn. The cost of this
bloodrages, which are described at the end of this bloodrage is equal to a quarter of your proficiency
archetype discription. Bloodrages can be called after a modifier (rounded up in the case of a mixed number).
relevant roll. For example, the Savage Atack bloodrage
can be declared to be in use AFTER a critical hit is Critical Damage
rolled. Bloodrages require a certain amount of blood Cost: ? Blood Points
points, a minimum level, and they require to be learned Minimum Level: 1
in order to be used. Some bloodrages can be amplified, When you make a succesful attack roll that is not a
meaning you can learn them again in order to make critical hit, you may treat it as a critical hit. The cost of
them more powerful. Doing so allows you to gain the this bloodrage is equal to your proficiency modifier.
feature described in the bloodrage plus what is written
in the Amlify. paragraph. The amount of bloodrages you Forged Success
can learn per level are shown below. Cost: ? Blood Point
Level Bloodrages Known Minimum Level: 1
1-2 3
When you make a failed attack roll or saving throw
3-4 5
that is not a critical miss, you may treat it as a hit. The
5-6 7
cost of this bloodrage is equal to half of your proficiency
7-8
9-10
9
11
modifier (rounded up in the case of a mixed number).
11-12 12 Lunging Attack
13-14 13 Cost: ? Blood Points
15-16
17-20
14
16
Minimum Level: 1
The cost of this bloodrage is up to you with a
Blood Thirsty minimum of 2. When you make a melee weapon attack
on your turn, you may increase your reach for that
Beginning at 6th level, you can attack three times, attack by 5 feet. If you hit, you add the blood point cost
instead of once, whenever you take the Attack action on times two of this bloodrage to the attack’s damage roll.
your turn.
Signature Bloodrage
At 10th level you can choose one bloodrage that has a
minimum level equal to your level plus two (max of 20)
or lower. The blood point cost of the chosen bloodrage
halves and you regenerate a number of hit points equal
to 1d6 + half your proficiency modifier (rounded up in

33
Menacing Attack order to take three extra actions which does not
Cost: ? Blood Points automatically succed, but you do have advantage on it.
Minimum Level: 1 Adrenaline Rush
The cost of this bloodrage is up to you with a Cost: 2 Blood Points
minimum of 2. When you hit a creature with a weapon Minimum Level: 3
attack, you may attempt to frighten the target. You add After you roll for initiative you may use this bloodrage
the blood pont cost times two to the attack’s damage to gain the highest initiative.
roll, and the target must make a Wisdom saving throw. Amplify. You can learn this bloodrage again starting
On a failed save, it is frightened of you until the end of at 9th level. If you do,
your next turn.
Parry Charge
? Blood Points Cost: ? Blood Points
Cost:
Minimum Level: 1 Minimum Level: 3
When another creature damages you with a melee When you take the Rush action, if you move at least
attack, you can use your reaction and to reduce the 30ft in a straight line without going over difficult terrain,
damage by the blood point cost times 1.5 (rounded up in you can make one melee weapon attack as a bonus
the case of a mixed number) + your Dexterity or action at the end of your movement.
Strength modifier (your choice). The blood point cost Enhanced Constitution
for this is up to you with a minimum of two blood points. Cost: ? Blood Points
Powerful Blow Minimum Level: 3
Cost: ? Blood Points Your Constitution score increases by the cost of this
Minimum Level: 1 bloodrage, which is up to you (with no minimum), for
On a succesful attack with a two-handed melee 1d4 + 1 rounds. If you are not in a battle, the effects last
weapon you may add bonus damage to your damage roll for 2d4 + 1 minutes.
equal to 1.5 times your Strength modifier. For example, Enhanced Dexterity
if you have a +4 Strength modifier, you would deal an Cost: ? Blood Points
extra six damage. The cost of this bloodrage is equal to Minimum Level: 3
a fourth of your proficiency modifier (rounded up in the
case of a mixed number). Your Dexterity score increases by the cost of this
bloodrage, which is up to you (with no minimum), for
Powerful Force 1d4 + 1 rounds. If you are not in a battle, the effects last
Cost:1 Blood Points for 2d4 + 1 minutes.
Minimum Level: 1 Enhanced Strength
On a successful attack you can add 4 to your damage Cost: ? Blood Points
roll. Minimum Level: 3
Savage Attack Your Strength score increases by the cost of this
Cost: ? Blood Points bloodrage, which is up to you (with no minimum), for
Minimum Level: 1 1d4 + 1 rounds. If you are not in a battle, the effects last
When you make a critical hit on an attack roll, you for 2d4 + 1 minutes.
may triple the damage dealt rather than doubling it. The Inhuman Resistance
cost of this bloodrage is equal to your proficiency Cost: ? Blood Points
modifier. Minimum Level: 3
Action Surge As an a bonus action you can negate the effects of any
Cost: ? Blood Points one condition that you are inflicted with, and regain any
Minimum Level: 3 hit points lost from the condition (maximum of half your
On your turn you may take two extra actions one HP, rounded up in the case of a mixed number). The
which automatically succeeds (but is not a critical hit). cost of this bloodrage is equal to a fourth of your
The cost of this bloodrage is equal to half of your proficiency modifier (rounded up in the case of a mixed
proficiency modifier (rounded up in the case of a mixed number).
number). You can expend double the blood points in

34
A bloodrager basking in the blood of their fallen enemies.

35
Destructive Force hit points or suffering instant death you may
Cost:1 Blood Point immediatley stand up and make a single attack. The
Minimum Level: 5 attack has advantage and does extra damage equal to
1d10 + the cost of this bloodrage. If you drop to 0 hit
On a successful attack you can add 6 to your damage points but do not suffer instant death, you have
roll. advantage on all death saving throws. If you are brought
Disable Arm back to life by magic,
? Blood Points death saving throws, or any other method you gain
Cost:
Minimum Level: 5 When you hit a creature with a one level of exhaustion.
weapon attack, you may cut of or disable the target’s Festering Gash
arm. The target can no longer hold two-handed Cost: ? Blood Points
items, and can only hold a single object at a time. Minimum Level: 5
Magic such as the regeneration spell can restore the
lost appendage. If both arms or hands are removed When you hit a creature with a weapon attack, you
or disabled the target is not able to make melee may cause a festering gash to your target. Your target
attacks, ranged attacks, or cast spells that require takes the damage of the attack plus some bonus
somatic elements (hand gestures). Any attack against damage equal to the blood point cost times two. The
the target has advantage. The target takes 1d6 target takes 1d4 aditional damage every round. Your
damage every turn while it is missing an arm or target must then make a Constitution saving throw with
hand, which stacks if it is missing multiple arms or a DC of 8 + your Constitution modifier + your
hands until the target’s arms or hands are healed proficiency modifier. On a failed save, the target’s hit
magically, or until it uses a prothesis (or multiple if it point maximum is reduced by 1. On a critical hit by 2.
lost multiple arms or hands). The blood point cost of The cost of this bloodrage is equal to your proficiency
this bloodrage is equal to your proficiency modifier. bonus plus one.
Disable Leg Gouge
Cost: ? Blood Points Cost: ? Blood Points
Minimum Level: 5 Minimum Level: 5
When you hit a creature with a weapon attack, you When you hit a creature with a weapon attack, you
may cut of or disable the target’s leg. The target’s speed can expend a superiority die to gouge your opponent’s
is halved, and must use a cane, crutch, prosthesis, or eye. The target takes the normal damage plus a bonus
have two more functional legs in order to walk. If it of the blood point cost. Your target must make a
doesn’t, the target has disadvantage on all attack rolls Constitution saving throw with a DC of 8 plus your
and must make a DC 15 Dexterity saving throw falling Constitution modifier plus your proficiency modifier. On
prone on a failed save. The target falls prone after using a failed save the target loses an eye. A character who
the dash action and has disadvantage on dexterity loses an eye has disadvantage on
checks that rely on balance to balance. Magic such as Wisdom (Perception) checks that rely on sight and on
the regeneration spell can restore the lost appendage. If ranged attack rolls. Magic such as the regeneration
both legs or feet are disabled or missing the target’s spell can restore the lost eye. If a target has no eyes left,
motion becomes severely limited and up to the DM and the target is blinded. The cost of this bloodrage is equal
all attacks made against the target are automatic critical to half of your proficiency modifier (rounded up in the
hits. Melee attacks against the target whith no legs or case of a mixed number).
feet have advantage and any attack it makes is at Internal Injury
disadvantage. The target takes 1d6 damage every turn ? Blood Points
while it is missing a leg or foot, which stacks if it is Cost:
5
missing multiple legs until the target’s legs or feet are Minimum Level:
healed magically, or until it uses a prothesis (or multiple When you hit a creature with a weapon attack, you
if it lost multiple legs). The blood point cost of this may cause serious internal wounds to your target. The
bloodrage is equal to your proficiency modifier. target of your attack must make a Constitution saving
Amplify. You can learn this a third time at 13th level. throw with a DC equal to 8 + your strength modifier +
If you do, the target must make a DC 15 your proficiency modifier. On a failed save, your target
Dying Vengance suffers internal organ damage. Whenever a
? Blood Points woundedcreature attempts an action in combat, that
Cost:
Minimum Level: 5 creature must make the same saving throw once again.
The blood point cost of this bloodrage is up to you
with a minimum of three. As a reaction to dropping to 0
36
On a failed save, the creature loses its turn and cannot The target must make a DC 12 Constitution saving
take actions, bonus actions, or reactions until the start throw DC. If the save is failed, the target is
of its next turn. The injury heals if the target receives incapacitated until the beginning of your next turn. If the
magical healing or completes ten long rests. A character save is failed by 5 or more the target is paralyzed
suffering multiple internal injuries must make multiple instead of incapacitated until the beginning of your next
of the same Constitution saving throws each time an turn.
action is attempted in combat. Each individual internal
injury also requires magical healing or 10 long rests to Disrupting Attack
3 Blood Points
heal. The cost of this bloodrage is equal to your Cost:
7
proficiency bonus plus one. Minimum Level:

Offensive Deflect While another creature is making a saving throw, as a


? Blood Points reaction you may attack them and break their
Cost:
Minimum Level: 5 concentration.
The attack automatically succeds and deals an extra 1
An attack that hits you, but is not a critical hit, may be damage. Aditionally, the target has disdvantage on the
deflected and turned back to the attacker. All dice are saving throw they were making.
counted as if they had rolled the maximum. Any effects
or conditions would also be deflected, and any saves Hurricane Strike
? Blood Points
would have to be rolled by the attacker. For example if a Cost:
7
black dragonborn uses its breath weapon on you and Minimum Level:
you use this bloodrage, the black dragonborn would As an action, you may make a spinning attack,
have to roll a Dexterity saving throw with a DC of 8 + its striking all nearby foes. Each creature within 5 feet of
Constitution modifier + its proficiency modifier, taking you must make a Strength saving throw. On a failure, a
six damage on a succesful save and twelve damage on a creature is pushed 5 feet away from you and takes
failed save. The cost of this bloodrage is equal to half of bludgeoning damage equal to twice your proficiency
your proficiency modifier (rounded up in the case of a modifier. If you have a weapon in hand while doing this,
mixed number). you deal half the max damage to all targets. For
Amplify. You can learn this bloodrage again starting example, if you have a longsword (which deals 1d10
at 15th level. If you do, you can deflect any attack, even damage) it would deal anyone in the range an additional
a critical hit. 5 damage(since 5 is half of 10). The cost of this
Decapitate bloodrage is equal to half of your proficiency modifier
Cost: ? Blood Points (rounded up in the case of a mixed number).
Minimum Level: 7 Strip Defenses
When you hit a creature with a weapon attack, you Cost: 2 Blood Points
may attempt to decapitate your opponent. The blood Minimum Level: 7
point cost is added to the weapon attack’s damage and When a creature ithin 5 feet of you takes damage or
your target must make a Constitution saving throw with makes a saving throw that it would apply its resistance
a DC of 7 plus your proficiency modifier. On a failed to (but not immunity or legendary resistance) before the
save the target is decapitated. If your target has only one end of your next turn, you may attack the creature and
head it is killed. If the target has multiple heads and one shed its resistance from it, making the damage or effect
of the heads isdecapitated, roll the weapon damage with ignore the target’s resistance instead
bonus damage equal to your proficiency modifier and it
makes all attacks at disadvantage. Once a target does Sweeping Attack
not have any heads it is killed. If the target does not Cost: ? Blood Points
have a head or it is not discernible the bloodrage cannot Minimum Level: 7
be used. On a successful save, the target takes the You decide how many blood points you spend for this
weapon attack damage, witha bonus of your proficiency bloodrage with a minimum of two. When you hit a
modifier plus 2. The blood point cost of this bloodrage is creature with a melee weapon attack, you may attempt
equal to twice your proficiency modifier if the target is to damage more creatures with the same attack. Choose
decapitated, and equal to your proficiency modifier another creature within 5 feet of the original target and
otherwise. within your reach. If the original attack roll would hit
Disable Vitals the second creature, it takes damage equal to your
Cost: 2 Blood Points Strength modifier plus the blood point cost of this
Minimum Level: 7 bloodrage. The damage is of the same type dealt by the
original attack. You can target more than just one

37
extra person depending on the cost of this bloodrage. Amplify. You can learn this bloodrage again starting
You can expend 1.5 blood points (rounded up in the at level 13. If you do, your taunts become so threatening
case of a mixed number) for every extra target you hit. and vicous that it deal 2d8 phsycic damage to all
For example, if you want to attack three people targets. Also, the bloodpoint cost becomes 4.
(counting the original) you would expend three blood Amplify. You can learn this a third time at level 15. If
points. you do, the targets are blinded by rage. If they miss their
next turn they deal the attack damage to the closest one
Blazing Fortitude
? Blood Points of your foes. If the target(s) have (or has) no allies, the
Cost:
Minimum Level: 9 target(s) attack(s) themselves.
Demonic Rage
When you make a Constitution, Dexterity or Strength 4 Blood Points
saving throw, you may add a bonus to the roll equal to Cost:
11
twice the blood point cost. You can announce this Minimum Level:

bloodrage before or after making the saving throw roll. While raging, you can activate this bloodrage. While
The cost of this bloodrage is up to you. doing so, you channel your hatred into demonic energy
that transforms you into a hulking beast. Until the end
Scorpion’s Grasp
Cost: 3 Blood Points of the rage, you gain
Minimum Level: 9 A Strenght score of 20 (If your strength is already
When you make an Athletics check to grapple a 20, then it becomes 25)
creature, you may use this bloodrage to add an extra 3 An extra 2d6 bludgeoning damage on all attacks, hit
to the check’s result. You can use this maneuver before or miss.
or after making the check, but before the DM Flaming Rage
announces the result. If the grapple attempt succeeds, Cost: 4 Blood Points
you deal an amount of bludgeoning damage to the target Minimum Level: 11
equal to 2d6 + your twice your strength modifier, and
the target becomes grapples. If the saving throw fails, You concentrate your rage into raw fire. You can cast
you expend half as many blood points. the fire ball spell as an action. Your Spellcasting ability
Amplify. You can learn this bloodrage again starting for this is your Strength score.
at 15th level. If you do, you will have advantage on the Wrathful Combustion
grapple check (aditionall to the +3 bonus) and the 5 Blood Points
damage becomes 3d6 + three times your Strength Cost:
15
modifier. Minimum Level:

Smell of Blood Your rage builds up inside you. You can release it,
3 Blood Points cauisng a massive explosion of raw hatred. All creatures
Cost:
9 On your turn, you can use a in a 30 radius take 3d6 radiant damage, ignoring any
Minimum Level:
Bonus Action to automatically sense any invisible or resistances (but not immunities) to radiant damage.
hiding creatures within 60 feet of you that don’t have Once you use this feature, you can not use it again until
complete cover from you. Until the start of your next after a long rest.
Amplify. You can learn this bloodrage again at 17th
turn, you suffer no penalties when targeting those level this attack ignores any resistances AND
creatures with attacks, and they gain no benefits immunities. Aditionally, the damage becomes 5d6.
targeting you.
Timeless Rage
Amplify. You can learn this bloodrage again starting
at level 13. If you do so, the effects of the bloodrage Cost: 6 Blood Points
don’t end, and you have advantage on attacks against Minimum Level: 15
them. Aditionally, the range increases to 100 feet. At the start of your turn you may expend your move
Vicous Taunt action in order to be able to take two extra actions and
3 Blood Points two extra bonus actions, but you can only use one more
Cost:
9 bloodrage this turn. Add bonus damage to every attack
Minimum Level:
done this turn equal to twice your proficiency modifier.
You taunt one creature for each of your level as an At the end of your turn, you suffer one level of
action. The targets must be within 60 feet and be able to exhaustion, and you need to use a long rest before using
hear and understand you. The Wisdom DC is 8 + your this bloodrage again.
Charisma (Intimidation) score. All targets are
disadvantaged on the first attack roll they make in their
current or next turn.
38
Amplify. You can learn this bloodrage again starting at failed save, they become frightened for the duration of
17th level. If you do, one attack made during the turn in your rage. A frightened creature can repeat the saving
which this bloodrage is activated is automatically a throw at the end of each of its turns, ending the effect on
critical hit, and all others are made with advantage. a success. Once you use this feature, you can’t use it
Cry of the Earth
again until you finish a short or long rest.
Cost: 4 Blood Points Plaguebringer’s Assault
Minimum Level: 17 Upon reaching 14th level, your connection to disease
You release your hatred into a war cry that shakes the and decay empowers your retaliatory strikes. When a
earth. You can cast the earthquake spell as an action. creature within 5 feet of you hits you with an attack, you
Your Spellcasting ability for this is your Strength score. can use your reaction to make a melee weapon attack
against that creature. If the attack hits, the creature
Murderous Roar takes additional necrotic damage equal to your
Cost: 15 Blood Points Constitution modifier.
Minimum Level: 17
Your voice shakes heaven, earth, and hell as it Path of the Cursed
destroys your enemy. As an action, you can cast the As a cursed warrior, you embrace the darkness that
Power Word Kill spell. Your Spellcasting ability for this haunts your very existence. The curses that bind you
is your Strength score. grant you formidable powers, fueling your rage and
granting you abilities that strike fear into the hearts of
Path of the Plague your enemies. Choose the Path of the Cursed at 3rd
level to gain access to these dark powers.
Brute Cursed Rage
As a plague brute, you embody the horrors of disease
and decay. You revel in spreading pestilence and Beginning at 3rd level, you tap into the curses that dwell
striking fear into the hearts of your enemies. When you within you, granting you the ability to enter a Cursed
choose the Path of the Plague Brute at 3rd level, you Rage. While in this state, you gain a bonus to your
gain access to various abilities that enhance your melee weapon damage rolls equal to your proficiency
connection to plague and infirmity. bonus. Additionally, any creature that hits you with a
Contagious Strike
melee attack while you are raging takes necrotic
damage equal to your Constitution modifier (minimum
Beginning at 3rd level, your attacks carry a virulent of 1). Your Cursed Rage lasts for 1 minute and ends
contagion. When you hit a creature with a melee early if you are knocked unconscious or if your turn
weapon attack, you can choose to infuse your strike ends without attacking a hostile creature or taking
with disease. The target must make a Constitution damage since your last turn.
saving throw against your barbarian spell save DC. On a Curseborne Resilience
failed save, the target is afflicted with a contagious
disease, taking additional poison damage equal to your At 6th level, your connection to curses grants you
proficiency bonus at the start of their turn for a number enhanced resilience. While you are raging, you have
of rounds equal to your Constitution modifier. The resistance to necrotic damage. Additionally, whenever
target can repeat the saving throw at the end of each of you would suffer an effect that would charm, frighten, or
its turns, ending the effect on a success. possess you, you have advantage on the saving throw
Plaguebearer’s Resilience
against it.
Curseweaver’s Boon
At 6th level, you have developed an immunity to
diseases and poisons. You gain resistance to poison Starting at 10th level, your curses become even more
damage, and you have advantage on saving throws potent. Choose one curse from the list below. You can
against being poisoned. Additionally, you can use your invoke the effects of that curse once per rage without
action to purge yourself of any disease or poison expending blood points. You regain the use of this
affecting you. feature when you finish a long rest. At 15th level, you
Harbinger of Decay
gain an additional curse, and at 20th level, you gain a
third curse.
Starting at 10th level, your presence instills fear and Curse of Suffering: The target of your curse takes
despair in those around you. When you enter a rage, additional necrotic damage equal to your Constitution
enemies within 10 feet of you must make a Wisdom modifier whenever you hit it with a melee weapon
saving throw against your barbarian spell save DC. On a attack while raging.

39
The target of your curse has
Curse of Vulnerability:
disadvantage on saving throws against your attacks
while you are raging.
Curse of Despair: The target of your curse has its
movement speed halved while you are raging.
Vengeful Retaliation
Starting at 14th level, your curses empower you to
deliver devastating retaliation against those who harm
you. When a creature hits you with a melee attack while
you are raging, you can use your reaction to make a
melee weapon attack against that creature. This attack
can benefit from your Cursed Rage bonuses.

40
Beginning at 8th level, you exude an aura of
Cleric unpredictability. You and friendly creatures within 10
n addition to the domains provided by the feet of you have advantage on Dexterity saving throws

I
Player’s Handbook, you may choose from those against effects that would cause them to be restrained
below. or incapacitated. Additionally, when a creature hits you
with a melee attack, it must succeed on a Wisdom
saving throw against your spell save DC or become
Chaos Domain frightened of you until the end of its next turn.
The Chaos Domain embodies the unpredictable Unleash Chaos
and ever-shifting forces of chaos. Clerics who follow this
domain embrace the inherent randomness and At 17th level, you can unleash the full power of chaos.
disruption that chaos brings. They wield its power to As an action, you can cause all creatures of your choice
bring about change, upheaval, and unpredictable within 30 feet of you to make a Wisdom saving throw
outcomes. against your spell save DC. On a failed save, a creature
Domain Spells is affected by the confusion spell for 1 minute. A
creature can repeat the saving throw at the end of each
Cleric Level Spells of its turns, ending the effect on itself on a success.
1st disguise self, magic missile
3rd mirror image, pass without trace Madness Domain
5th blink, elemental weapon
Clerics of the Madness domain tap into the chaotic and
7th confusion, freedom of movement
unpredictable nature of madness. They are conduits of
9th mislead, teleportation circle
insanity and use their powers to sow discord and
Bonus Proficiencies confusion.
When you choose this domain at 1st level, you gain Domain Spells
proficiency with the Sleight of Hand and Acrobatics Cleric Level Spells
skills. 1st dissonant whispers, Tasha’s hideous laughter
3rd phantasmal force, crown of madness
Chaotic Surge 5th fear, hypnotic pattern
At 1st level, your connection to chaos allows you to tap 7th confusion, phantasmal killer
into its unpredictable nature. As a bonus action, you can 9th modify memory, synaptic static
roll a d4 and add the result to the next attack roll or
saving throw you make. You can use this feature a Bonus Proficiency
number of times equal to your Wisdom modifier At 1st level, you gain proficiency in the Intimidation
(minimum of once), and you regain all expended uses skill.
after finishing a long rest.
Channel Divinity: Disciple of Madness
Unpredictable Strike At 1st level, you can channel the chaotic power of
madness to gain advantage on saving throws against
Starting at 2nd level, you can use your Channel Divinity being charmed or frightened.
to infuse your strikes with chaotic energy. When you hit
a creature with a melee attack, you can use your
Channel Divinity to roll a d4 and add the result as extra
damage of a random type (acid, cold, fire, lightning, or
thunder).
Channel Divinity: Chaotic
Shield
At 6th level, you can use your Channel Divinity to
unleash a burst of chaotic energy to shield yourself and
others. As a reaction when you or a creature within 30
feet of you is hit by an attack, you can impose
disadvantage on the attack roll. Roll a d4 and add the
result to the target’s AC against that attack.
Aura of Chaos

41
Channel Divinity: Touch of
space you can see that is in dim light or darkness. You
can use this feature a number of times equal to your
Madness Wisdom modifier (minimum of once), and you regain all
Starting at 2nd level, you can use your Channel Divinity expended uses when you finish a long rest.
to inflict madness upon your enemies. As an action, Umbral Shield
choose a creature you can see within 5 feet of you. The Starting at 6th level, you can use your Channel Divinity
target must make a Wisdom saving throw or be affected to create a protective shield of darkness. As a reaction
by the confusion spell until the end of your next turn. when you or a creature within 30 feet of you is hit by an
Aura of Madness attack, you can grant the target a +2 bonus to its AC
Beginning at 6th level, your presence becomes against that attack, potentially causing it to miss. If the
unsettling to others. Any creature of your choice that attack still hits, the target takes necrotic damage equal
starts its turn within 10 feet of you must make a to your cleric level. Once you use this feature, you can’t
Wisdom saving throw. On a failed save, the creature is use it again until you finish a short or long rest.
affected by the confusion spell until the start of its next Night’s Embrace
turn. At 8th level, you gain resistance to necrotic damage.
Insanity’s Embrace Additionally, you can add your Wisdom modifier to any
At 17th level, you become a conduit of madness itself. Charisma (Intimidation) checks you make while in dim
As an action, you can unleash a wave of psychic energy light or darkness.
in a 60-foot radius centered on yourself. Each creature Shadowform
in that area must make an Intelligence saving throw. On At 17th level, you can transform into a creature of living
a failed save, a creature takes psychic damage equal to shadow. As an action, you can enter a shadowy form
10 times your cleric level, and its mind becomes filled that lasts for 1 minute. While in this form, you have
with maddening visions, causing it to be stunned until resistance to all damage except radiant damage, and
the end of its next turn. On a successful save, a creature you can move through other creatures and objects as if
takes half damage and isn’t stunned. Once you use this they were difficult terrain. You also gain a fly speed
feature, you can’t use it again until you finish a long rest. equal to your walking speed. Once you use this feature,
Night Domain you can’t use it again until you finish a long rest.
Clerics of the Night domain draw their power from the Plague Domain
mysterious forces that govern the darkness. They have a Clerics of the Plague domain are conduits of disease,
deep understanding of the night, shadows, and the decay, and pestilence. They wield the power of sickness
secrets hidden within the dark corners of the world. to weaken their enemies and bring suffering to those
Domain Spells who oppose them.
Cleric Level Spells Domain Spells
1st faerie fire, silent image
3rd darkness, pass without trace Cleric Level Spells
5th fear, nondetection 1st ray of sickness, inflict wounds
7th greater invisibility, locate creature 3rd cloud of daggers, blindness/deafness
9th dream, mislead 5th stinking cloud, contagion
7th blight, confusion
Eyes of the Night 9th insect plague, cloudkill

At 1st level, you gain darkvision with a range of 60 feet. Bonus Proficiency
If you already have darkvision, its range increases by 30 At 1st level, you gain proficiency in the Medicine skill.
feet. Additionally, as an action, you can magically grant
darkvision to a number of creatures of your choice Plague Domain Spells
within 30 feet of you equal to your Wisdom modifier
(minimum of one). This effect lasts for 1 hour At 1st level, you learn the poison spray cantrip, which
and doesn’t require concentration. counts as a cleric cantrip for you.
Shadow Step
At 2nd level, you gain the ability to step through
shadows and teleport up to 60 feet to an unoccupied

42
Plaguebearer
Starting at 1st level, your touch can inflict disease.
When you hit a creature with a melee attack, you can
choose to inflict a disease on the target. The target must
succeed on a Constitution saving throw or become
infected with a disease of your choice from the list of
diseases in the Dungeon Master’s Guide.
Channel Divinity: Plague’s
Embrace
Beginning at 2nd level, you can use your Channel
Divinity to invoke the power of pestilence. As an action,
you present your holy symbol and select a creature you
can see within 30 feet of you. The target must make a
Constitution saving throw or be affected by a disease of
your choice. The target can repeat the saving throw at
the end of each of its turns, ending the effect on a
success.
Aura of Decay
At 6th level, you emanate an aura of decay that weakens
your enemies. The aura extends 10 feet from you, and
any enemy creature that starts its turn within this aura
takes necrotic damage equal to your cleric level. This
damage ignores resistance and immunity to necrotic
damage.
Domain Spells
Divine Strike
Cleric Level Spells
At 8th level, you gain the ability to infuse your weapon 1st cure wounds, sanctuary
strikes with necrotic energy. Once on each of your turns 3rd aid, gentle repose
when you hit a creature with a weapon attack, you can 5th revivify, spirit guardians
cause the attack to deal an extra 1d8 necrotic damage. 7th death ward, guardian of faith
9th mass cure wounds, raise dead
Epidemic Infusion
At 17th level, your mastery of diseases reaches its peak. Selfless Protector
As an action, you can choose a number of creatures At 1st level, you gain the ability to protect others at your
equal to your Wisdom modifier within 60 feet of you and own expense. When a creature you can see within 5 feet
infuse them with contagious diseases. Each target must of you takes damage, you can use your reaction to
make a Constitution saving throw. On a failed save, a intercept the attack. You take the damage instead of the
target is affected by a disease of your choice from the target creature. If this reduces you to 0 hit points, the
list of diseases in the Dungeon Master’s Guide. On a original target takes no damage from the attack. This
successful save, a target is unaffected. Once you use this feature can be used a number of times equal to your
feature, you can’t use it again until you finish a long rest. Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Sacrifice Domain
Clerics of the Sacrifice domain are willing to offer Channel Divinity: Sacrificial
themselves for the greater good. They embrace the Vigor
concept of self-sacrifice and draw upon its power to Starting at 2nd level, you can use your Channel Divinity
protect and heal others. to bolster your allies through sacrifice. As an action, you
can choose a willing creature you can see within 30 feet
of you. The target gains temporary hit points equal to
your cleric level + your Wisdom modifier.

43
Healing Bond
At 6th level, you can create a healing bond with another
creature. As an action, you can touch a willing creature
and create a magical connection between you. While the
bond persists, you and the target can each use a bonus
action on your turn to regain hit points equal to your
cleric level. The bond lasts for 1 hour or until you use
this feature on a different creature.
Sacrificial Aura
Beginning at 8th level, you emanate an aura of
protection. The aura extends 10 feet from you, and any
ally creature that starts its turn within this aura gains
temporary hit points equal to your cleric level.
Martyr’s Resurgence
At 17th level, your devotion and sacrifice empower you
with unparalleled resilience. When you are reduced to 0
hit points and fall unconscious, you can choose to
instead remain conscious and regain hit points equal to
your cleric level + your Wisdom modifier. Additionally,
for the next minute, you have resistance to all damage
and all attacks you make that hit automatically count as
critical hits. Once you use this feature, you can’t use it
again until you finish a long rest.

44
Druid
Circle of Blight
Siphon Life
When you choose this circle at 2nd level, you gain the
ability to steal the life from living things you touch.
You make a melee spell attack. On a hit, the target
takes 1d8 necrotic damage and you regain hit points
equal to half the amount of necrotic damage dealt. This
feature has no effect on undead or constructs.
If you target a nonmagical plant that isn’t a creature,
such as a tree or shrub, you don’t have to make a spell
attack; it simply withers and dies and you regain 5 hit
points.
You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), in between
long rests.
Vermin Form
Also at 2nd level, when you use your Wild Shape ability,
you choose from the following table, rather than the
normal forms available to a druid.
Level Vermin Forms
2 Rat, Scorpion, Giant rat, Giant centipede, Giant wolf
spider, Piercer, Worg, Violet fungus
4 Constrictor snake, Poisonous snake, Giant poisonous
snake, Death dog, Giant spider, Gray ooze Blight Lord
8 Flying snake, Giant bat, Darkmantle, Giant wasp, Giant At 14th level, you have mastered the blight spell. You
vulture, Carrion crawler, Ettercap, Giant constrictor can spend three 1st level druid spell slots, two 2nd level
snake, Gibbering mouther, Grick, Peryton druid spell slots, or two 3rd level druid spell slots at any
time to cast blight as a 4th level spell. You may do this
Master of Rot even if you don’t have the blight spell prepared.
Beggining at 6th level, your prolonged exposure to If you want to cast blight at a higher level, you must
decay makes you immune to disease, poison damage, expend a spell slot as normal.
and the poisoned condition.
Corrupting Aaura
Circle of the Bloodroot
Beggining at the 10th level, you can use your action to Blood Sap
activate or disactivate a small aura that kills all When you choose the Circle of the Bloodroot at 2nd
nonmagical plant life in the same space as you. While level, you gain the ability to draw the life force from
this aura is active, you can pass through nonmagical living beings you touch.
plants without being slowed by them and without taking As an action, you can make a melee spell attack
damage from them if they have thorns, spines, or a against a creature within your reach. On a hit, the target
similar hazard. As you pass through the plants, the takes 1d8 necrotic damage, and you regain hit points
plants wither and die, leaving behind a trail of dead equal to half the amount of necrotic damage dealt. This
plants. feature has no effect on undead or constructs.
In addition, while this aura is active, you have Alternatively, if you touch a nonmagical plant that
advantage on saving throws against plants that are isn’t a creature, such as a tree or shrub, it withers and
magically created or manipulated to impede movement, dies, and you regain 5 hit points.
such as those created by the entangle spell. The number of times you can use this feature is equal
to your Wisdom modifier (minimum of once) before you
must complete a long rest.

45
Vile Metamorphosis Starting at 2nd level, you gain proficiency with
poisoner’s kit, and your unarmed strikes and natural
Also at 2nd level, when you use your Wild Shape ability, weapons are considered poisonous. Whenever you hit a
you can choose from the following forms in addition to creature with an unarmed strike or a natural weapon
the normal options available to a druid: attack, you can choose to inflict poison damage equal to
your Wisdom modifier (minimum of 1) in addition to the
Level Vile Forms
regular damage. The target must succeed on a
2 Rotting Zombie, Giant Leech, Swarm of Rats, Carrion
Constitution saving throw against your spell save DC or
4
Beetle
Ghoul, Giant Scorpion, Swarm of Insects, Wretched Bat
be poisoned until the end of its next turn.
8 Wraith, Shambling Mound, Corpse Crawler, Shadow Serpent Form
Spider
At 2nd level, you gain the ability to transform into a
Tainted Resilience serpent-like form using your Wild Shape ability. When
you transform, you can choose from the following
Starting at 6th level, your prolonged exposure to decay serpent forms:
grants you resilience against afflictions. You become Viper: You gain a poisonous bite attack, dealing
immune to disease, poison damage, and the poisoned additional poison damage equal to your druid level
condition. on a hit.
Corrosive Aura Constrictor: Your attacks have the potential to
Beginning at the 10th level, you can use your action to grapple the target. When you hit a creature with an
activate or deactivate a corrosive aura that corrodes and attack, you can choose to restrain the target if it is
decays nonmagical plant life within a 10-foot radius your size or smaller. The target can escape by
around you. While the aura is active, you can move succeeding on a Strength (Athletics) or Dexterity
through nonmagical plants without being impeded by (Acrobatics) check against your spell save DC.
Naga: You gain the ability to cast the spell Detect
them or suffering damage from hazards such as thorns Poison and Disease at will without expending a spell
or spines. The plants wither and crumble as you pass, slot. Additionally, you have advantage on saving
leaving behind a trail of decay. throws against poison and disease.
Additionally, while the aura is active, you have
advantage on saving throws against magically created Poison Resistance
or manipulated plants that impede movement, such as
those created by the entangle spell. Starting at 6th level, you gain resistance to poison
Blightweaver damage and advantage on saving throws against poison.
At 14th level, you have mastered the darkest forms of Venomous Aura
blight magic. You can spend three 1st-level druid spell Beginning at 10th level, you emit an aura of venomous
slots, two 2nd-level druid spell slots, or two 3rd-level energy. Creatures that start their turn within 10 feet of
druid spell slots at any time to cast the blight spell as if you must succeed on a Constitution saving throw
it were a 4th-level spell. You can do this even if you don’t against your spell save DC or take poison damage equal
have the blight spell prepared. to your druid level. Additionally, while the aura is active,
If you want to cast blight at a higher level, you must you and your allies have advantage on saving throws
expend a spell slot as normal. against being poisoned.
These features reflect the essence of the Circle of the You can use an action to activate or deactivate this
Bloodroot, focusing on siphoning life force, aura, and you can maintain it for a number of minutes
transforming into twisted forms, resilience to afflictions, equal to your druid level. Once you use this feature, you
corroding aura, and mastery over blight magic. can’t use it again until you complete a short or long rest.
Circle of Serpents
The Circle of Serpents embraces the cunning and
deadly nature of serpents, specializing in poisons and
venomous attacks. Druids who follow this circle harness
the primal power of these creatures to strike fear into
their enemies. Here are the features for the Circle of
Serpents:
Venomous Strikes

46
Master of Poisons
Once per turn, when you hit a creature with a melee
attack, you can choose to inflict a lingering poison
At 14th level, your understanding and mastery of effect. The target takes poison damage equal to your
poisons reach its pinnacle. You have the following Wisdom modifier at the start of its next turn.
benefits: These features reflect the essence of the Circle of
You can apply your Wisdom modifier as a bonus to Serpents, emphasizing poison-inflicting attacks, serpent
the DC of saving throws against your poisons. transformations, resistance to poison, venomous aura,
You gain immunity to poison damage and the and mastery over poisons.
poisoned condition.
Fighter
Demonsoul
The Demonsoul Fighter is a formidable warrior who
has forged an unholy pact with a malevolent entity from
the depths of the Abyss. In a rare and dangerous ritual,
the soul of a demon has merged with their own,
granting them supernatural abilities and tapping into
the wellspring of darkness within.
With this fusion of mortal and demonic essence, the
Demonsoul Fighter becomes a force to be reckoned
with on the battlefield. Their connection to the demon
grants them enhanced physical attributes, resilience,
and access to eldritch powers that can turn the tide of
battle in their favor.
How did it happen? Why were you cursed? Why is the
demon here? Are you fighting the evil will of your
demon or have you succumbed to its nature? Think
about these questions when crafting your character’s
backstory.
Demon’s Soul
Your soul is intertwined with the ancient soul of a
demon. As a result, you can now speak, read, write, and
understand Abyssal and Infernal starting at the 3rd
level. Additionally, the demon in you will whisper its
thoughts and suggestions to you telepathically. Your
dungeon master can roleplay the demon.
Demon’s Blessing
Also starting at the 3rd level, when you reduce a hostile
creature to 0 hit points, you gain temporary hit points
equal to your twice your Charisma modifier + your
fighter level (minimum of 2).
Manefestation
The demon takes full control of your body in order to You cannot be charmed or frightened.
save you from a bad sittuation. Starting at level 7, as an Instead of doubling damage dealt by you on critical
action, you may transform into a demon. hits, the damage dealt is trippled.
While transformed, you gain the following benefits: If you are able to cast spells, you can’t cast them or
You have advantage on Strength checks and concentrate on them while using this feature.
Strength saving throws. Your manefestation lasts for 1 minute. It ends early if
When you make a melee weapon attack using you are knocked unconscious or if your turn ends and
Strength or Dexterity, you gain a bonus to the you haven’t attacked a hostile creature since your last
damage roll that increases as you gain levels as a turn or taken damage since then. You can also end the
demonsoul as shown in the table below. effects on your turn as a bonus action.
Once you have used this feature the number of times
Manifestation Damage Bonus equal to your proficiency bonus minus 1 (with a
minimum of 2), you must finish a long rest before you
Fighter Level
7-8
Damage Bonus
+2
can use this feature again.
9-12 +3 Fiendish Resilience
13-20 +4
Starting at 10th level, you can choose one damage type
You have resistance to bludgeoning, piercing, and when you finish a short or long rest.
slashing damage.

48
You gain resistance to that damage type until you against your spell save DC. On a failed save, creatures
choose a different one with this feature. Damage from become frightened of you until the end of their next
magical weapons or silver weapons ignores this turn.
resistance. Maddening Strikes
Hurl Through Hell
Starting at the 7th level, your attacks become infused
Starting at 15th level, when you hit a creature with an with an aura of madness. Whenever you hit a creature
attack, you can use this feature to instantly transport the with a weapon attack, you can choose to forgo dealing
target through the lower planes. The creature damage and instead force the target to make a Wisdom
disappears and hurtles through a nightmare landscape. saving throw against your spell save DC. On a failed
At the end of your next turn, the target returns to the save, the target takes psychic damage equal to your
space it previously occupied, or the nearest unoccupied fighter level and becomes affected by the confusion spell
space. If the target is not a fiend, it takes 10d10 + 10 until the end of its next turn.
psychic damage as it reels from its horrific experience. Aura of Dread
Once you use this feature, you can’t use it again until
you finish a long rest. At the 10th level, you radiate an aura of fear that
Abyssal Avatar unnerves your enemies. While you are not
incapacitated, any creature of your choice that starts its
Starting at 18th level, you may take an action to allow turn within 10 feet of you must make a Wisdom saving
the demon’s soul to take full control of your body and throw against your spell save DC. On a failed save, the
transform it into his own for a time. While using the creature is frightened until the start of its next turn.
manefestation feature, the following effects occur Master of Despair
(additional to those described in the Manefestation
feature): Starting at the 15th level, you gain the ability to tap into
Skeletal wings sprout from your back and grant you the deepest fears and anxieties of your enemies. Once
a flying speed of 60 feet. per long rest, when you hit a creature with a weapon
You emanate an aura of menace in a 30-foot radius. attack, you can choose to inflict despair upon it. The
The first time any enemy creature enters the aura or target must make a Wisdom saving throw against your
starts its turn there during a battle, the creature must spell save DC or become paralyzed with fear for 1
succeed on a Wisdom saving throw or become minute. The target can repeat the saving throw at the
frightened of you for 1 minute or until it takes any end of each of its turns, ending the effect on a success.
damage. Attack rolls against the frightened creature Avatar of Madness
have advantage. At the 18th level, you transform into an embodiment of
Tormentor pure madness and terror. Once per long rest, as an
The Tormentor Fighter is a dark and sinister warrior action, you can assume your Avatar of Madness form for
whose primary goal is to spread dread and madness 1 minute. During this time, you gain the following
among their foes. They draw upon dark powers and benefits:
employ sinister techniques to sow chaos and despair on Your movement speed increases by 20 feet.
the battlefield. Whenever a creature starts its turn within 30 feet of
Dark Infusion you, it must make a Wisdom saving throw against
your spell save DC or suffer a short-term madness
Starting at the 3rd level, you gain the ability to infuse effect from the Indefinite Madness table in the
your weapons with a touch of darkness. As a bonus Dungeon Master’s Guide.
action, you can expend one use of your Dark Infusion to You have resistance to all damage except psychic
imbue your weapon with malevolent energy until the damage.
end of your next turn. Your weapon attacks deal an You can use your action to make a melee weapon
additional 1d6 necrotic damage during this time. The attack against any creature within reach. On a hit,
damage increases to 2d6 at 10th level and 3d6 at 18th the target must make a Wisdom saving throw
level. against your spell save DC or suffer long-term
madness from the Indefinite Madness table in the
Terrifying Presence Dungeon Master’s Guide.
At the 3rd level, your menacing presence begins to After using this feature, you must finish a long rest
unsettle your enemies. As an action, you can force all before you can use it again.
creatures of your choice within a 30-foot radius
centered on you to make a Wisdom saving throw
49
Monk
Way of the Bloodstained
Palm
The Way of the Bloodstained Palm is a dark and
sinister path for monks who embrace their connection
to the macabre and draw power from the essence of
blood. These monks wield their own life force as a
weapon, channeling it into devastating strikes and
gaining supernatural abilities.
Dark Infusion
Starting at the 3rd level, you gain the ability to infuse
your strikes with the power of your own blood. As a
bonus action, you can expend 2 ki points to activate
your Dark Infusion. Until the end of your turn, your
unarmed strikes deal an additional 1d6 necrotic
damage. The damage increases to 2d6 at 6th level, 3d6
at 11th level, and 4d6 at 17th level.
Bloodthirst
At the 3rd level, your connection to blood empowers you
with increased vitality. Whenever you reduce a hostile
creature to 0 hit points using an unarmed strike, you
gain temporary hit points equal to your Wisdom
modifier + your monk level (minimum of 1 temporary hit
point).
Bloodied Strikes
Starting at the 6th level, your strikes become even
deadlier when your enemies are wounded. When you hit
a creature with an unarmed strike, if the target is below
its maximum hit points, it takes additional damage
equal to your monk level. This feature applies once per
turn.
Crimson Flow
At the 11th level, your mastery over blood allows you to
manipulate your own life force. As an action, you can
spend 3 ki points to heal yourself for an amount of hit
points equal to your monk level + your Wisdom
modifier. Additionally, when you use your Dark
Infusion, you can choose to regain hit points equal to
half the necrotic damage dealt.
Sanguine Resilience
Starting at the 17th level, your connection to blood
grants you exceptional resilience. You gain advantage
on saving throws against being charmed, frightened, or
paralyzed. Furthermore, when you are reduced to 0 hit
points but not killed outright, you can use your reaction
to expend 5 ki points and regain hit points equal to your
monk level × 2.

50
Way of the Haunted
Soul
The Way of the Haunted Soul is a dark monk tradition
that delves into the realms of restless spirits and the
ethereal plane. These monks harness the powers of
ghosts and the afterlife, gaining spectral abilities and
eerie insights.
Ethereal Step
Starting at the 3rd level, you gain the ability to briefly
phase into the ethereal plane. As a bonus action, you
can expend 2 ki points to activate your Ethereal Step.
Until the end of your turn, you can move through other
creatures and objects as if they were difficult terrain.
You also have advantage on Dexterity saving throws,
and ranged attacks have disadvantage against you. You
can use this feature a number of times equal to your
Wisdom modifier (minimum of 1), and you regain all
expended uses after finishing a long rest.
Spectral Strikes
At the 3rd level, your strikes carry the essence of the
ethereal realm. When you hit a creature with an
unarmed strike, you can expend 1 ki point to deal an
additional 1d6 force damage. The damage increases to
2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.
Ectoplasmic Defense
Starting at the 6th level, you can use your connection to
the ethereal plane to protect yourself. While you are not
wearing armor or wielding a shield, your AC equals 10 +
your Dexterity modifier + your Wisdom modifier.
Additionally, you have resistance to necrotic damage.
Spirit’s Embrace
At the 11th level, you can temporarily call upon the aid
of spectral entities. As an action, you can spend 3 ki
points to summon spectral allies to assist you in battle.
The spectral allies last for 1 minute or until dismissed,
and they obey your commands as best as they can. The
allies’ statistics are determined by the DM, and they act
on their own initiative. Once you use this feature, you
can’t use it again until you finish a long rest.
Haunting Presence
Starting at the 17th level, your connection to the
ethereal plane is so strong that you can cause fear in
your enemies. As an action, you can expend 5 ki points
to force all creatures of your choice within 30 feet of you
to make a Wisdom saving throw against your monk save
DC. On a failed save, a creature becomes frightened for
1 minute. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
a success. Once you use this feature, you can’t use it
again until you finish a long rest.

51
As an action, you can use your
Paladin Aura of Despair:
Channel Divinity to emanate an aura of despair. The
aura extends 10 feet from you for 1 minute or until
Oath of Despair you dismiss it as a bonus action. While the aura is
The Oath of Despair is a solemn and dark path chosen active, enemies within its radius have disadvantage
by paladins who have witnessed the depths of suffering on saving throws against being frightened or
and hopelessness in the world. These paladins embrace charmed.
the desolation and channel their anguish into Aura of Desolation
formidable powers to combat evil and bring an end to
the causes of despair. Starting at the 7th level, your presence fills the area
Tenets of Despair around you with an aura of desolation. When a creature
starts its turn within 10 feet of you, it takes necrotic
Paladins who swear the Oath of Despair adhere to the damage equal to half your Paladin level (rounded down)
following tenets: unless it succeeds on a Constitution saving throw.
Embrace Suffering: Acknowledge the pain and
Undead and fiends have disadvantage on this saving
suffering in the world, for it fuels your determination throw.
to bring about change. Aura of Resilience
Shatter False Hope: Recognize and expose the
falsehoods that give rise to false hope, revealing the At the 15th level, your connection to despair grants you
harsh truths and preventing further disappointment. remarkable resilience. You and friendly creatures within
Deliverance Through Darkness: Believe that true
10 feet of you gain advantage on saving throws against
deliverance can only be achieved by embracing the fear and disease. Additionally, you and friendly
darkness and confronting the deepest despair. creatures within this aura cannot be charmed or
Mercy in Desolation: Show compassion and mercy
frightened.
to those who are mired in despair, offering them Despair’s Judgement
solace and guiding them towards a path of healing At the 20th level, you can unleash the full force of
and redemption. despair upon your enemies. As an action, you can call
Oath Spells upon the essence of despair to unleash a devastating
wave of energy. Each hostile creature of your choice
You gain oath spells at the paladin levels listed below. within 30 feet of you must make a Constitution saving
These spells are always prepared and do not count throw, taking 10d10 necrotic damage on a failed save,
against the number of spells you can prepare each day. or half as much damage on a successful one. Once you
use this feature, you can’t use it again until you finish a
Paladin Level
3rd bane, false life
Spells
long rest.
5th gentle repose, blindness/deafness
9th fear, vampiric touch
13th hunger of Hadar, locate creature
17th circle of death, raise dead

Channel Divinity
When you take this oath at the 3rd level, you gain the
following Channel Divinity options:
Desolate Smite: As an action, you can use your
Channel Divinity to imbue your weapon with despair.
The next time you hit a creature with a melee
weapon attack before the end of your turn, you can
deal additional necrotic damage equal to your
Paladin level + your Charisma modifier.

52
Oath of Inquisition
The Oath of Inquisition is taken by paladins who devote
themselves to upholding absolute order, rooting out
heresy, and enforcing strict justice. These paladins
become relentless agents of religious authority, seeking
to maintain purity and conformity within their faith and
society.
Tenets of Inquisition
Paladins who swear the Oath of Inquisition adhere to
the following tenets:
Purity through Order: Strive for absolute order and
discipline, as it is the foundation of a righteous
society.
Heretic’s Bane: Uncover and eliminate heresy in all
its forms, ensuring the purity of religious beliefs and
practices.
Forced Conversion: Pursue the conversion of
unbelievers through persuasion or, if necessary,
through uncompromising force.
Swift Justice: Mete out strict and unyielding justice,
punishing those who defy religious laws and
threaten the order established by the faith.
Oath Spells
You gain oath spells at the paladin levels listed below.
These spells are always prepared and do not count Aura of Zeal
against the number of spells you can prepare each day. Starting at the 7th level, your unwavering devotion fuels
Paladin Level Spells your allies’ resolve. Allies within 10 feet of you gain a
3rd command, zone of truth bonus to their saving throws against being charmed or
5th hold person, spiritual weapon frightened equal to your Charisma modifier (minimum
9th bestow curse, speak with dead of +1).
13th compulsion, locate creature
17th commune, geas
Fanatical Pursuit
At the 15th level, your pursuit of justice and heresy
Channel Divinity knows no bounds. Whenever a creature you can see
When you take this oath at the 3rd level, you gain the makes an opportunity attack against a target within 5
following Channel Divinity options: feet of you, you can use your reaction to make a melee
weapon attack against the attacking creature.
Inquisitor’s Interrogation: As an action, you can use Inquisitor’s Judgement
your Channel Divinity to interrogate a creature. The
target must make a Wisdom saving throw. On a At the 20th level, you can invoke the full authority of
failed save, it is compelled to answer your questions your faith to judge and punish your enemies. As an
truthfully to the best of its ability. The target can action, you call upon the divine power of your oath,
repeat the saving throw at the end of each of its forcing each hostile creature of your choice within 30
turns, ending the effect on itself on a success or after feet of you to make a Wisdom saving throw. On a failed
1 minute. save, a creature is frightened for 1 minute. On a
Divine Condemnation: As an action, you can use successful save, it is immune to this effect for the next
your Channel Divinity to mark a creature as a 24 hours. Once you use this feature, you can’t use it
heretic. Until the end of your next turn, you have again until you finish a long rest.
advantage on attack rolls against the target, and any
critical hit you score against it becomes a guaranteed
critical hit.

53
Oath of Ruin Unleash Cataclysm: As an action, you can use your
The Oath of Ruin is a solemn and dark path chosen by Channel Divinity to invoke a cataclysmic event.
paladins who seek to bring about the destruction of Choose a point you can see within 60 feet of you. A
civilization and embrace the eventual extinction of all devastating explosion engulfs a 20-foot radius sphere
things. These paladins believe that by unraveling order centered on that point. Creatures within the area
and accelerating the demise of the world, they are must make a Dexterity saving throw, taking 2d10 fire
serving a higher purpose in the grand scheme of damage, 2d10 thunder damage, or 2d10 necrotic
existence. damage (your choice) on a failed save, or half as
much damage on a successful one.
Tenets of Ruin Aura of Decay
Paladins who swear the Oath of Ruin adhere to the Starting at the 7th level, your presence exudes an aura
following tenets: of decay and erosion. When a creature starts its turn
Embrace Entropy: Accept the inevitable decline and within 10 feet of you, it takes necrotic damage equal to
decay of all things, recognizing the futility of half your Paladin level (rounded down) unless it
preserving civilization and seeking to hasten its succeeds on a Constitution saving throw. Constructs
demise. and undead have disadvantage on this saving throw.
Unleash Havoc: Seek chaos and disorder, sowing Avatar of Destruction
discord and destabilizing institutions that perpetuate
order and stagnation. At the 15th level, you become an avatar of destruction,
Bring about Extinction: Strive to end the existence of embracing the destructive forces of the world. You gain
powerful forces that hinder the natural flow of life, resistance to all damage types except radiant damage.
including empires, gods, and other sources of Additionally, as an action, you can emanate an aura of
authority. destruction that extends 30 feet from you. The aura
Embody Destruction: Embrace the destructive remains for 1 minute or until you dismiss it as a bonus
forces of nature and lend your might to cataclysms, action. While the aura is active, whenever you or an ally
disasters, and the erosion of established systems. hits a creature with a melee attack, it takes additional
damage equal to your Charisma modifier.
Oath Spells
Annihilation’s Embrace
You gain oath spells at the paladin levels listed below. At the 20th level, you can tap into the ultimate power of
These spells are always prepared and do not count ruin. As an action, you can call upon the forces of
against the number of spells you can prepare each day. annihilation to deliver a devastating blow. Choose a
Paladin Level Spells point you can see within 60 feet of you. All creatures in
3rd burning hands, ray of sickness a 30-foot radius sphere centered on that point must
5th shatter, blindness/deafness make a Dexterity saving throw. On a failed save, they
9th fireball, stinking cloud take 10d10 force damage, or half as much damage on a
13th vitriolic sphere, blight successful save. Once you use this feature, you can’t use
17th destructive wave, contagion it again until you finish a long rest.
Channel Divinity
When you take this oath at the 3rd level, you gain the
following Channel Divinity options:
Ruin’s Rebuke: As a reaction when you or an ally
within 30 feet of you takes damage, you can use your
Channel Divinity to inflict pain and suffering upon
the assailant. The creature that damaged you or your
ally must make a Wisdom saving throw. On a failed
save, it takes radiant damage equal to your Paladin
level, or half as much on a successful save.

54
Oath of Suffering Resilience through Suffering
The Oath of Suffering is a solemn path chosen by Starting at the 7th level, your endurance in the face of
paladins who understand the necessity of enduring pain, suffering grants you increased resilience. You gain
making sacrifices, and embracing the burden of temporary hit points equal to your Charisma modifier +
carrying out difficult choices for the greater good. These half your Paladin level (rounded down) whenever you
paladins draw their strength from suffering, using it as a finish a long rest. These temporary hit points last until
driving force to protect the innocent and uphold justice. you finish your next long rest.
Tenets of Suffering Sacrificial Strike
Paladins who swear the Oath of Suffering adhere to the At the 15th level, you can channel your sacrifice into a
following tenets: powerful strike against your foes. When you hit a
Embrace Necessary Evils: Recognize that
creature with a melee weapon attack, you can choose to
sometimes, in the pursuit of justice and the greater take damage equal to half your Paladin level (rounded
good, difficult choices and actions must be down) and deal additional radiant damage to the target
undertaken. equal to the amount of damage taken.
Strength through Suffering: Embrace pain and Radiant Martyrdom
hardship as a means to grow stronger, both At the 20th level, you can invoke the ultimate sacrifice
physically and spiritually, forging an unyielding will to unleash a radiant explosion of self-sacrificial energy.
to overcome adversity. When you are reduced to 0 hit points but not killed
Sacrifice for the Greater Good: Understand that
personal sacrifices may be necessary to protect outright, you can use your reaction to cause a blinding
others and ensure a brighter future, willing to bear burst of radiant energy. Each creature of your choice
the burdens of suffering for the sake of the innocent. within 30 feet of you must make a Constitution saving
Balance and Restitution: Seek to restore balance throw, taking 10d10 radiant damage on a failed save, or
and bring restitution to those who have suffered half as much damage on a successful one. Once you use
unjustly, ensuring that wrongs are righted and the this feature, you can’t use it again until you finish a long
guilty face the consequences of their actions. rest.
Oath Spells
You gain oath spells at the paladin levels listed below.
These spells are always prepared and do not count
against the number of spells you can prepare each day.
Paladin Level Spells
3rd bless, inflict wounds
5th warding bond, vampiric touch
9th spirit guardians, aura of vitality
13th death ward, guardian of faith
17th antilife shell, mass cure wounds

Channel Divinity
When you take this oath at the 3rd level, you gain the
following Channel Divinity options:
Suffering’s Strike: As an action, you can use your
Channel Divinity to empower your weapon with the
essence of suffering. The next time you hit a creature
with a melee weapon attack before the end of your
turn, you can deal additional radiant damage equal
to your Paladin level.
Aura of Endurance: As a bonus action, you can use
your Channel Divinity to create an aura of resilience.
The aura extends 10 feet from you for 1 minute or
until you dismiss it as a bonus action. While the aura
is active, you and friendly creatures within its radius
gain resistance to one damage type of your choice.
55
Rogue
n addition to those provided in the Player’s

I
Handbook, you may choose the archetypes paths
below.
Serpent Assassin
The Serpent Assassin embodies the deadly art of
assassination and poison mastery. These rogues excel
at infiltrating their targets’ domains, striking swiftly and
silently, and utilizing poisons to devastating effect.
Poisoner’s Expertise
Starting at 3rd level, your proficiency with poisons
deepens. You gain proficiency with the poisoner’s kit if
you don’t already have it. Additionally, you can create
and apply potent poisons more quickly and effectively.
When you use the poisoner’s kit to apply poison to a
weapon, it takes you half the normal time, and the DC to
resist the poison’s effects is increased by your
proficiency bonus.
Serpent Strike
At 3rd level, you learn the art of striking with deadly
precision. When you hit a creature with a weapon attack
that deals sneak attack damage, you can choose to
forego rolling damage dice and instead automatically
deal maximum damage. Additionally, if the target is
poisoned, it has disadvantage on the saving throw to Serpent’s Embrace
resist being grappled or restrained by your abilities.
At 17th level, you unlock the true power of the serpent
Serpent’s Guile within you. When you hit a creature with a sneak attack,
At 9th level, your mastery of deception and you can choose to expend a use of your Venomous
manipulation reaches new heights. You gain advantage Strike feature to force the target to make a Constitution
on all Charisma (Deception) and Charisma (Persuasion) saving throw against your Ninjutsu DC. On a failed save,
ability checks made to deceive or manipulate others. the target takes poison damage equal to your Sneak
Additionally, when you use your Cunning Action to Attack damage at the start of its turns for a number of
Hide, you can choose to make a Charisma (Deception) rounds equal to your Dexterity modifier. On a successful
check contested by a creature’s Wisdom (Perception) save, the target takes half damage and the effect ends.
check. If you succeed, the creature’s passive Perception Additionally, while you are hidden, your Sneak Attack
is considered 10 for the purpose of detecting you until damage increases by an additional 1d6.
the start of your next turn.
Cloak of Shadows
At 13th level, you gain the ability to blend seamlessly
with shadows. When you are in an area of dim light or
darkness, you can use a bonus action to magically
become invisible until the start of your next turn or until
you attack or cast a spell. Once you use this feature, you
can’t use it again until you finish a short or long rest.

56
Shinobi you to gain advantage on your next attack against them.
The Shinobi, also known as the legendary ninja of Ninjutsu Techniques
fuedal japan, is a master of stealth, espionage, and At 3rd level, you learn a set of Ninjutsu techniques that
deadly precision. Trained in the shadowy arts of enhance your stealth and combat abilities. Choose two
infiltration and assassination, they excel at striking from techniques from the list below. You learn an additional
the darkness and manipulating their enemies to gain technique at 9th, 13th, and 17th level. Some techniques
the upper hand. Whether serving as spies, mercenaries, require a saving throw. The saving throw DC is
or elite operatives, Shinobi Rogues are adept at calculated as follows:
navigating treacherous situations and taking down their Ninjutsu DC = 8 + your proficiency bonus + your
targets swiftly and silently. Dexterity modifier
Shadow Step
Shadow Veil: You can cast the pass without trace
At 3rd level, you gain the ability to move through the spell once using this feature, and you regain the
shadows with uncanny swiftness. As a bonus action, you ability to do so after finishing a short or long rest.
can magically teleport up to 60 feet to an unoccupied Additionally, when you are in dim light or darkness,
space you can see in dim light or darkness. This you can take the Hide action as a bonus action.
teleportation can take you behind an enemy, allowing

57
Blade Fury: When you take the Attack action on your Your attacks have reach of 10 feet, and you can
turn, you can forgo one of your attacks to make a make an additional attack as part of your Attack
ranged attack with a shuriken. The range of the action.
shuriken is 20/60 feet, and it deals 1d4 piercing Shadow Dance lasts for 1 minute, and once you use
damage. This damage increases to 1d6 at 9th level, this feature, you can’t use it again until you finish a long
1d8 at 13th level, and 1d10 at 17th level. rest.
Shadow Manipulation: You gain proficiency in the
Stealth skill. If you are already proficient in Stealth,
you can add double your proficiency bonus to checks Soulthief
made with that skill. Additionally, you can use your The Soulthief is a rogue archetype that specializes in
Cunning Action to cast the minor illusion cantrip stealing and manipulating the life force of their foes.
without using a spell slot. Intelligence is your Masters of deception and shadowy techniques,
spellcasting ability for this cantrip. Soulthieves possess the ability to drain vitality and
Acrobatic Dodge: When a creature you can see hits weave darkness into their deadly strikes.
you with an attack, you can use your reaction to
impose disadvantage on the attack roll. If the attack Life Drain
misses, you can move up to half your movement At the 3rd level, you gain the ability to drain the life
speed without provoking opportunity attacks. force of your enemies. When you hit a creature with a
Poison Mastery: You gain proficiency with sneak attack, you can choose to forgo the extra damage
poisoner’s kit. When you apply poison to a weapon, from your sneak attack dice. Instead, you regain hit
the DC to resist the poison’s effects is increased by points equal to half the total damage dealt. This feature
2. can only be used once per turn.
Shadow Clone: As an action, you can create an
illusory duplicate of yourself. The clone appears Shadowmeld
within 5 feet of you and lasts for 1 minute, or until it Starting at the 3rd level, you learn to blend into the
is destroyed. The clone shares your statistics, except shadows, becoming one with darkness. As a bonus
it has only 1 hit point and can’t attack. It can take the action, you can expend your Cunning Action to
Help action as a bonus action on your turn. magically merge with a shadow or an area of dim light
Elusive within 30 feet of you. While merged, you become
invisible and gain resistance to all damage except force
Starting at 9th level, your mastery of stealth and evasion damage. You remain merged for up to 1 minute or until
makes you incredibly elusive. You can’t be surprised you take an action, a reaction, or move. Once you use
while you are conscious, and other creatures have this feature, you can’t use it again until you finish a
disadvantage on attack rolls against you as long as you short or long rest.
aren’t incapacitated. Soul Dagger
Shadow Mastery
At the 9th level, you can infuse your dagger with a
At 13th level, you have gained unparalleled mastery fragment of your own soul, transforming it into a potent
over shadows and darkness. You have advantage on weapon. Once per turn, when you hit a creature with
saving throws against being charmed or frightened. your sneak attack using a dagger, you can choose to
Additionally, you can cast the darkness spell once using deal an additional 1d6 necrotic damage. Additionally,
this feature, and you regain the ability to do so after you gain advantage on saving throws against being
finishing a long rest. charmed or frightened.
Shadow Dance Shadow Veil
At 17th level, you gain the ability to weave through the Starting at the 13th level, you can manipulate shadows
battlefield like a phantom. As an action, you can enter a to create a veil of darkness around you. As an action,
state of enhanced agility and speed known as Shadow you can cast the darkness spell without expending a
Dance. While in this state, you gain the following spell slot or requiring concentration. You can use this
benefits: feature a number of times equal to your Dexterity
Your movement speed increases by 30 feet. modifier (minimum of once), and you regain all
You have advantage on Dexterity saving throws and expended uses after finishing a long rest.
Dexterity-based ability checks.
You have advantage on opportunity attack rolls.
You can move through the space of any creature that
is one size larger than you or smaller.

58
Soul Severance
At the 17th level, your connection to stolen life force
allows you to temporarily disrupt the life essence of
your enemies. When you hit a creature with your sneak
attack, you can choose to deal an additional 5d6
necrotic damage. If the target is a living creature, it
must make a Constitution saving throw against your
rogue spell save DC. On a failed save, it becomes
stunned until the end of its next turn. Once you use this
feature, you can’t use it again until you finish a long rest.

59
The target must make a
Warlock Paralyzing Ray:
Constitution saving throw or be paralyzed for 1
n addition to the patrons provided in the Player’s minute.

I
Handbook, you may choose from the warlock Once you use an Eye Ray, you cannot use it again
patrons below. until you finish a short or long rest.
Beholder Magic
Beholder Patron
Your patron is a powerful beholder, an aberration Starting at 6th level, you gain the ability to cast certain
with numerous eye stalks that possess powerful magical spells at will, without expending a spell slot. You can
abilities. Perhaps you were a former thrall of this cast Detect Magic, Mage Hand, and Ray of Frost at will.
beholder, or maybe you stumbled upon its lair and made Awoken Eye
a pact to gain access to its arcane knowledge.
Expanded Spell List Starting at 10th level, you gain the ability to see through
magical darkness and see invisible creatures. In
The Beholder lets you choose from an expanded list of addition, you gain advantage on saving throws against
spells when you learn a warlock spell. The following spells and effects that rely on sight.
spells are added to the warlock spell list for you. Antimagic Cone
Spell Level Spells
At 14th level, you gain the ability to mimic one of your
1st Command, Detect Magic
beholder patron’s signature abilities, the Antimagic
2nd Ray of Enfeeblement, See Invisibility
Cone. As an action, you can use this feature to emit an
3rd Counterspell, Fear
aura in a 60-foot cone that suppresses magic. For the
4th Confusion, Freedom of Movement
duration of this aura, any spell or magical effect within
5th Hold Monster, Wall of Force
the cone is suppressed, and no new spells or magical
effects can be created within it. This feature lasts for 1
Eye Stalk Spells minute and can be used once per long rest.
Starting at 1st level, you gain access to additional spells
based on the eye stalks of your beholder patron. Each Dragon Patron
time you gain a new level in this class, you can swap one Your patron is an ancient dragon, a creature of
of your eye stalk spells for a different one. immense power and wisdom. Whether through a pact
made with the dragon or a bond forged through shared
Eye Stalk Spell
goals, you have gained access to its draconic magic and
Acid
Cold
Ray of Sickness
Ray of Frost
knowledge.
Fear Cause Fear Expanded Spell List
Fire Burning Hands
Force Magic Missile The Dragon lets you choose from an expanded list of
Lightning Witch Bolt spells when you learn a warlock spell. The following
Paralyzing Hold Person spells are added to the warlock spell list for you.
Poison Poison Spray
Sleep Sleep Spell Level Spells
Telekinetic Mage Hand 1st Chromatic Orb, Protection from Energy
2nd Dragon’s Breath, Enlarge/Reduce
3rd Fly, Fear
Eye Rays 4th Elemental Bane, Stoneskin
Starting at 1st level, you gain access to the Beholder’s 5th Dominate Person, Immolation
Eye Rays, allowing you to shoot magical beams of
energy from your eyes. You can use your action to shoot Draconic Scales
one of the following eye rays at a target you can see Starting at 1st level, your patron’s draconic essence
within 60 feet of you: infuses you, granting you the following benefits:
Disintegrate Ray: The target must make a Dexterity
saving throw or take 6d6 force damage. You gain a bonus to your Armor Class equal to your
Fear Ray: The target must make a Wisdom saving Charisma modifier while you aren’t wearing heavy
throw or be frightened for 1 minute. armor.
Sleep Ray: The target must make a Wisdom saving You have resistance to the damage type associated
throw or fall asleep for 1 minute. with your patron’s dragon type (acid, cold, fire,
lightning, or poison).
60
You can speak, read, and write Draconic. a Wisdom saving throw against your warlock spell save
DC or be charmed or frightened (your choice) for 1
Draconic Breath minute. A creature can repeat the saving throw at the
Starting at 1st level, you can tap into the power of your end of each of its turns, ending the effect on itself on a
patron’s breath weapon. As an action, you can exhale a success. Once you use this feature, you can’t use it again
15-foot cone of energy associated with your patron’s until you finish a short or long rest.
dragon type. Each creature in the area must make a Draconic Resistance
Dexterity saving throw, taking damage of the associated Starting at 10th level, your resistance to your patron’s
type equal to your warlock level on a failed save, or half associated damage type increases to immunity.
as much on a successful one. You can use this feature
once per short or long rest. Draconic Form
Draconic Presence At 14th level, you gain the ability to transform into a
At 6th level, you gain the ability to channel your patron’s draconic form. As an action, you can assume the
commanding presence. As an action, you can use this appearance of a dragonborn or a dragon wyrmling
feature to exude an aura of power in a 30-foot radius. associated with your patron’s dragon type, as detailed in
Each creature of your choice within the aura must make the Player’s Handbook. You retain this form for 1 hour,
and you can use this feature once per long rest.
Moon Patron
The Moon Patron is a mysterious and enigmatic entity
tied to the powers of the moon, lunar cycles, and the
secrets of the night. Warlocks who forge a pact with the
Moon Patron gain access to lunar magic and tap into
the ethereal energies of the night sky.
Expanded Spell List
The Moon Patron 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.
Spell Level Spells
1st Sleep, Faerie Fire
2nd Moonbeam, Darkvision
3rd Call Lightning, Water Breathing
4th Blight, Dimension Door
5th Commune with Nature, Mislead

Lunar Infusion
Starting at the 1st level, you gain the ability to infuse
your eldritch spells with lunar energy. When you cast a
warlock spell that deals damage, you can choose to
change its damage type to radiant or cold. In addition,
any creature that takes damage from your spell must
succeed on a Constitution saving throw or be blinded
until the end of its next turn.
Moonlit Sight
At the 6th level, your connection to the moon grants you
the ability to see through darkness with clarity. You gain
darkvision with a range of 120 feet, and you can see in
both magical and non-magical darkness.
Lunar Veil
Starting at the 10th level, you can invoke the power of
the moon to protect yourself. As a reaction when you
are hit by an attack, you can grant yourself resistance
against that attack’s damage type until the end of your
next turn. Once you use this feature, you can’t use it
again until you finish a short or long rest.
Eclipse Form
At the 14th level, you gain the ability to temporarily
assume an otherworldly form infused with the power of
an eclipse. As an action, you can transform into a
shadowy figure wreathed in lunar energy. While in this
form, you gain the following benefits for 1 minute:
You have resistance to all damage.
Your spellcasting ability score for warlock spells
becomes Charisma, if it wasn’t already.

62
You can use your action to create a 30-foot cone of Starting at the 10th level, your connection to torment
moonlight. Each creature in that cone must make a and suffering grants you resilience against harm. You
Constitution saving throw against your warlock spell have resistance to necrotic damage and advantage on
save DC, taking 4d10 radiant damage on a failed saving throws against spells and effects that cause the
save, or half as much damage on a successful one. frightened condition. Additionally, when you use your
Once you use this ability, you can’t use it again until Dark One’s Own Luck feature, you can roll a d8 instead
you finish a long rest. of a d10 and add the result to your saving throw or
ability check.
Gift from the Moon
Dark Reaping
At the 18th level, you receive the ultimate gift from your At the 14th level, your mastery over the forces of
Moon Patron. You gain the ability to cast the Moonbeam torment allows you to reap the life force of those you
spell without expending a spell slot. Additionally, when strike down. Whenever a creature dies within 30 feet of
you use your Moonbeam spell, it automatically targets you, you regain hit points equal to its hit point
all creatures of your choice within its area of effect, and maximum. Additionally, whenever you deal necrotic
its damage increases by 2d10. damage to a creature, you gain temporary hit points
Pact of Torment equal to your Charisma modifier + your warlock level
The Pact of Torment centers around a warlock making (minimum of 1).
a pact with a sadistic and malevolent force. This pact Harbinger of Agony
grants the warlock abilities to inflict suffering, torment At the 18th level, you become a true harbinger of
their enemies’ minds, and drain the life force of those torment and suffering. As an action, you can create an
around them. aura of agony centered on yourself with a radius of 30
Expanded Spell List feet. For 1 minute, all creatures hostile to you that start
The Pact of Torment lets you choose from an expanded their turn or enter the aura take necrotic damage equal
to your warlock level. Additionally, creatures affected by
list of spells when you learn a warlock spell. The the aura have disadvantage on saving throws against
following spells are added to the warlock spell list for your warlock spells.
you. Once you use this feature, you can’t use it again until
Spell Level Spells
you finish a long rest.
1st Inflict Wounds, Cause Fear
2nd Ray of Enfeeblement, Mind Spike
3rd Bestow Curse, Vampiric Touch
4th Shadow of Moil, Phantasmal Killer
5th Danse Macabre, Negative Energy Flood

Aura of Agony
Starting at 1st level, your connection to the forces of
torment allows you to exude an aura of pain and
suffering. When a creature starts its turn within 10 feet
of you, it takes necrotic damage equal to your Charisma
modifier (minimum of 1). Additionally, whenever you
deal necrotic damage to a creature, you regain hit points
equal to half the damage dealt.
Curseweaving
At the 6th level, your dark patron bestows upon you the
ability to manipulate curses and afflictions. You gain
proficiency in the Arcana skill, and you can cast Remove
Curse without expending a spell slot. When you cast
Remove Curse, you can choose to instead transfer the
curse to another creature you can see within 30 feet.
The target must make a Wisdom saving throw against
your spell save DC or become cursed as a result.
Tormented Resilience

63
benefits:
Wizard
You can add your Intelligence modifier to any
School of Almancy damage you deal with spells.
The School of Almancy focuses on the manipulation Whenever you reduce a creature to 0 hit points with
and harnessing of soul magic, delving into the depths of a spell, you regain hit points equal to your wizard
the ethereal realm to shape and control the essence of level + your Intelligence modifier.
souls. Wizards who specialize in Almancy gain unique You have advantage on saving throws against spells
abilities to manipulate the life force of themselves and and effects that would alter or manipulate your soul,
others. such as those that attempt to control or possess you.
Soulweave
Starting at the 2nd level, you gain proficiency in the
Arcana skill if you don’t already have it. Additionally,
you can use your Arcana skill to identify creatures and
objects infused with soul magic or detect residual traces
of powerful soul-based spells.
Soul Bond
At the 2nd level, you learn to create a powerful bond
with a willing creature. As a ritual, which takes 10
minutes to perform, you can form a permanent
telepathic link with a willing creature within 30 feet of
you. This bond allows you to communicate
telepathically with the bonded creature over any
distance, and you gain advantage on saving throws
against being charmed or frightened while within 10
feet of each other.
Ethereal Resonance
Starting at the 6th level, your connection to soul magic
enhances your spellcasting abilities. Whenever you cast
a wizard spell that deals damage, you can choose to
inflict additional necrotic damage equal to your wizard
level. The target must make a Constitution saving
throw, taking necrotic damage on a failed save, or half An almancer draining a soul.
as much on a successful one. You can use this feature a
number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses
when you finish a long rest.
Soul Tether
At the 10th level, you gain the ability to temporarily bind
the souls of multiple creatures together. As an action,
you can target a number of creatures equal to your
Intelligence modifier within 30 feet of you. These
creatures must succeed on a Charisma saving throw
against your wizard spell save DC or have their souls
tethered. While tethered, any damage inflicted on one of
the tethered creatures is shared equally among all
tethered creatures. This effect lasts for 1 minute or until
you dismiss it as a bonus action. Once you use this
feature, you can’t use it again until you finish a long rest.
Soul Mastery
Starting at the 14th level, your understanding of soul
magic reaches its pinnacle. You gain the following
64
Backgrounds d8 Personality Trait
1 I am patient and methodical, never rushing into a hunt
without a solid plan.
Bounty Hunter 2 I am fiercely independent, preferring to work alone to claim
my bounties.
ou have made a name for yourself as a skilled

Y
3 I take pride in my reputation and ensure my targets know
and tenacious bounty hunter, tracking down who is coming for them.
and capturing or eliminating individuals 4 I am haunted by a failure to capture a particularly elusive
wanted for crimes or debts. Whether you do it target.
for justice, fame, or just the reward, you have 5 I always honor my contracts and never let personal feelings
honed your tracking and combat abilities to interfere with my work.
become a feared and respected figure in the 6 I have a network of informants and sources of information
underworld. all over the city.
Skill Proficiencies: Investigation, Survival 7 I am relentless and will not stop until I have my target in
Tool Proficiencies: One type of artisan’s tools or a custody.
gaming set 8 I have a code of honor and never take bounties on innocent
Languages: None or helpless targets.
Equipment: A wanted poster from a previous bounty,
a set of dark common clothes suitable for stealth, a belt d6 Ideal
pouch containing 25 gold pieces 1 Justice. I hunt down criminals to bring them to justice.
(Lawful)
Feature: Marked Prey 2 Freedom. I believe in capturing those who have escaped

Your reputation as a formidable bounty hunter grants justice. (Neutral)

you certain advantages when pursuing your targets. You 3 Infamy. I seek to become the most feared bounty hunter in

have advantage on Wisdom (Survival) checks when the land. (Evil)

tracking or hunting down your bounties. When 4 Noble Cause. I take bounties to support a charitable cause or

interacting with law enforcement or bounty boards, you community. (Good)

can often obtain useful information or additional 5 Challenge. I hunt the most dangerous bounties for the thrill

rewards related to your targets. You have advantage on of the hunt. (Chaotic)

Charisma checks when trying to intimidate individuals 6 Debt Repayment. I am paying off a debt by capturing those

who have a bounty on their heads or those who know of who owe money. (Any)

your notorious reputation. d6 Bond


1 I have a mentor or someone who trained me in the art of
Alternate Feature: Relentless bounty hunting.
Pursuit 2 I am searching for a dangerous fugitive who has evaded

You possess an unwavering determination to capture capture for years.

your marks, going to extraordinary lengths to achieve 3 I have a loved one who was a victim of a crime, and I seek

your goal. Once per long rest, you can choose to gain vengeance for them.

advantage on one ability check, attack roll, or saving 4 I am indebted to a powerful figure who protects me but also

throw related to capturing or neutralizing your bounty. demands results.

You have an uncanny ability to discern lies or 5 I am determined to clear my name and prove my innocence

deceptions when interrogating informants or witnesses of a false accusation.

about your target’s whereabouts. You have advantage 6 I have a deep rivalry with another bounty hunter seeking the

on Wisdom (Insight) checks when trying to predict the same targets.

movements or actions of your current bounty. d6 Flaw


1 I can be overconfident and underestimate the dangers of my
Suggested prey.
2 I have a tendency to become obsessed with capturing a
Characteristics particularly elusive target.
Bounty hunters come from diverse backgrounds, driven 3 I have a dark secret that could destroy my reputation if it
by their motivations and personal code. The following ever came to light.
tables offer examples of personality traits, ideals, bonds, 4 I am willing to bend the rules or break the law to get what I
and flaws that bounty hunters might possess. Feel free want.
to customize and expand upon these suggestions to 5 I have a fear of enclosed spaces, making certain bounties
create a unique character. more challenging.
6 I am haunted by the memory of a target who managed to
escape my clutches.

65
:00

A bounty hunter who has just found their prey.

66
Cultists often display distinct traits shaped by their
Cultist involvement in forbidden practices. The following tables
ou were once a member of a dark cult, drawn provide examples of personality traits, ideals, bonds,

Y
into their twisted rituals and forbidden and flaws that cultists might possess. Customize and
knowledge. Whether you escaped their expand upon these suggestions to create a unique
clutches or were cast out, the experiences character.
have left an indelible mark on your life. d8 Personality Trait

Skill Proficiencies: Deception, Arcana


1 I am always on edge, paranoid that the cult will find me
again.
Tool Proficiencies: One type of artisan’s tools or a 2 I have an air of mystery and enjoy keeping others guessing.
poisoner’s kit 3 I am deeply cynical and find it hard to trust others easily.
4 I am fascinated by the occult and constantly seek out hidden
Languages: One exotic or secret language known only knowledge.
to cultists 5 I have an uncanny ability to read people and uncover their
secrets.
Equipment: A dark hooded cloak, a symbol or relic of 6 I am haunted by guilt for the actions I was forced to commit
your former cult, a set of common clothes, a belt pouch in the cult.
containing 15 gold pieces 7 I have a flair for the dramatic and enjoy manipulating
others.
Feature: Dark Secrets 8 I am driven by a hunger for power and will stop at nothing
You possess knowledge and insights gained from your to attain it.
time spent in the cult. This information can aid you in
unraveling mysteries, understanding occult practices, or d6 Ideal

navigating the shadows of the underworld. 1 Freedom. I seek to break free from the influence of the cult.
(Chaotic)
You have advantage on Intelligence (Arcana) checks 2 Knowledge. I pursue forbidden knowledge and seek to
when dealing with dark magic, forbidden rituals, or understand the mysteries of the occult. (Neutral)
identifying cult-related symbols. 3 Order. I believe in the hierarchy and structure the cult
You can find contacts or information within provided and seek to establish my own order. (Lawful)
underground cult networks or secret societies. 4 Redemption. I aim to atone for my past actions and work
You have advantage on Charisma (Deception) checks against the cult’s influence. (Good)
when interacting with individuals who are connected 5 Power. I am driven by a thirst for power and will do whatever
to the world of dark magic or the occult. it takes to gain it. (Evil)
6 Mastery. I aim to master dark magic and use it for my own
Alternate Feature: Dark purposes. (Any)

Influence d6 Bond
Your time spent in the cult has given you a measure of 1 I seek vengeance against the cult that took everything from
influence and connections within the dark underbelly of me.
society. You can call upon these contacts and exert your 2 I am determined to protect others from falling into the
influence to gain certain advantages. clutches of the cult.
3 I have a deep loyalty to a former cult member who helped
You have advantage on Charisma (Persuasion) me escape.
checks when dealing with individuals who have ties 4 I am searching for a relic or artifact that holds the key to
to the cult or are susceptible to its influence. stopping the cult.
You can find safehouses or secret locations within 5 I still have family or loved ones who are trapped within the
cities where cult members or sympathizers offer you cult’s grasp.
shelter and assistance. 6 I am driven to expose the cult’s secrets and dismantle their
You have advantage on Intelligence (Investigation) operations.
checks when searching for information related to
cult activities or unraveling mysteries with occult
connections.
Suggested
Characteristics

67
d6 Flaw d8 Personality Trait
1 I am haunted by nightmares and visions of the dark rituals I 1 I speak rarely and choose my words carefully, letting silence
witnessed. unnerve others.
2 I have a deep-seated fear of being discovered and hunted 2 I am haunted by the faces of those I have executed, their
down by the cult. eyes forever etched in my memory.
3 I am overly suspicious of others and find it hard to trust 3 I find solace in the meticulousness of my work, relishing the
anyone. precision of each execution.
4 I am tempted by the lure of dark magic and find it hard to 4 I am cold and detached, viewing death as a necessary duty
resist its power. rather than something to be feared.
5 I have become emotionally detached and struggle to form 5 I maintain a strict code of conduct, ensuring that each
meaningful connections. execution is carried out justly and without unnecessary
6 I am driven by a fanatical obsession with uncovering the suffering.
cult’s true purpose. 6 I have developed a dark sense of humor to cope with the
horrors I have witnessed and inflicted.

Executioner 7 I take pride in my ability to read people, seeing the fear in


their eyes as they face judgment.
ou have lived a life steeped in darkness and

Y
8 I am tormented by nightmares, haunted by the specters of
death, serving as an executioner for a those I have sent to their demise.
powerful entity or ruling body. Your job was to
carry out their grim judgments, wielding the d6 Ideal

axe or the noose with precision and efficiency. 1 Justice. I carry out the will of the law, ensuring that those

Whether you embraced this role willingly or deserving of punishment meet their fate. (Lawful)

were forced into it, your time as an 2 Redemption. I believe in offering a chance for redemption to

executioner has left an indelible mark on your soul. those who have strayed, even in their final moments.

Skill Proficiencies: Intimidation, Perception


(Good)

Tool Proficiencies: Carpenter’s tools or poisoner’s kit


3 Fear. I instill fear in the hearts of evildoers, knowing that the

Languages: None
threat of my justice can deter further wrongdoing. (Neutral)

Equipment: An executioner’s hood or mask, a set of


4 Oblivion. I believe that death brings an end to suffering and

dark common clothes, a pouch containing 20 silver that everyone should find peace in the embrace of darkness.

pieces (Neutral)
5 Power. I relish the power and control I hold over life and
Feature: Harbinger of Death death, reveling in the fear it instills in others. (Evil)
6 Duty. I view my role as an executioner as a solemn duty, a
Your reputation as an executioner precedes you, necessary evil to maintain order and keep society in check.
striking fear into the hearts of those who know your (Lawful)
dark calling. You possess certain abilities and benefits
as a result of your grim profession. d6 Bond
1 I am bound to the entity or ruling body that oversees my
You have advantage on Intimidation checks when executioner duties and carry out their will without question.
interacting with individuals who are aware of your 2 I seek redemption for the souls I have executed, taking it
reputation as an executioner. upon myself to ensure their justice was truly served.
You can find temporary shelter or assistance from 3 I have formed an unlikely friendship with a prisoner whose
individuals who fear crossing your path or who seek life I spared, their innocence moving me to question my
to curry favor with you. role.
You have advantage on Perception checks when 4 I am haunted by the memory of a fellow executioner whom I
observing people’s reactions to your presence, admired, vowing to carry on their legacy of precision and
allowing you to gauge their fear or trepidation. skill.
5 I protect and care for the tools of my trade, treating them as
Suggested sacred objects that hold the weight of lives taken.
6 I am on a personal quest to discover the truth behind a
Characteristics particular execution that still haunts my conscience.
Executioners bear the weight of their grim duties,
carrying the scars of their actions. The following tables
offer examples of personality traits, ideals, bonds, and
flaws that executioners might possess. Customize and
expand upon these suggestions to create a unique
character.

68
d6 Flaw d8 Personality Trait
1 I am constantly on edge, jumping at the slightest noise or 1 I am always alert, constantly scanning my surroundings for
unexpected movement, haunted by the specters of my past. danger.
2 I struggle with empathy, finding it difficult to understand or 2 I prefer the company of animals over people and find solace
connect with the emotions of others. in their presence.
3 I have become desensitized to death, viewing it as a routine 3 I am fiercely protective of my territory and will defend it at
part of life and losing touch with its gravity. any cost.
4 I am consumed by guilt and self-doubt, questioning whether 4 I have an uncanny ability to blend into my surroundings and
each execution was truly just and necessary. remain unseen.
5 I am drawn to darkness and morbid curiosities, exploring 5 I am quiet and reserved, speaking only when necessary.
the macabre and seeking out the company of the morose. 6 I have a strong connection to nature and find peace in its
6 I am haunted by the fear of one day facing the same fate as embrace.
those I have executed, tormented by the possibility of 7 I am fiercely independent and prefer to rely on myself rather
retribution. than others.
8 I am always prepared, carrying various tools and resources

Feral for survival.

ou have lived a life of seclusion and survival in d6 Ideal

Y
the untamed wilderness. Whether by choice 1 Freedom. I cherish my independence and the freedom of the

or circumstance, you have embraced your wild. (Chaotic)

feral nature, honing your instincts and 2 Harmony. I strive to maintain the balance and harmony of

mastering the ways of the wild. nature. (Neutral)

Skill Proficiencies: Survival, Stealth


3 Protect. I protect the innocent and defend those who cannot

Tool Proficiencies: One type of artisan’s


defend themselves. (Good)

tools or one musical instrument 4 Savage. I embrace the primal nature within me and revel in

Languages: None
the thrill of the hunt. (Evil)

Equipment: A small trinket from your time in the


5 Wisdom. I seek to learn from the wisdom of nature and

wild, a set of traveler’s clothes, a hunting trap, a belt understand its secrets. (Lawful)

pouch containing 10 gold pieces 6 Survival. I do whatever it takes to survive, no matter the
cost. (Any)
Feature: Natural Instincts d6 Bond
Your time spent in the wild has honed your senses and 1 I have a deep connection with a specific animal or pack of
survival skills, granting you certain benefits. animals.
2 I am sworn to protect a sacred site or natural landmark
You have advantage on Wisdom (Survival) checks to from harm.
track creatures or navigate through natural 3 I seek to uncover the truth behind a mysterious event in the
environments. wild.
You can forage for food and find fresh water for 4 I am searching for a lost relative who vanished in the
yourself and up to five other people each day. wilderness.
You have proficiency with one type of artisan’s tools 5 I have a deep respect for a particular druid or ranger mentor.
or one musical instrument related to your time spent 6 I am driven to prove my worth by defeating a powerful
in the wilderness. natural creature.

Suggested d6 Flaw
1 I struggle to adapt to urban environments and find them
Characteristics stifling.
Those with a feral background are often individuals who 2 I have a deep-rooted fear of enclosed spaces or being
have chosen to separate themselves from society or confined.
have been raised in the untamed wilderness. The 3 I am suspicious of technology and refuse to use it whenever
following tables provide examples of personality traits, possible.
ideals, bonds, and flaws that feral characters might 4 I am quick to anger and have difficulty controlling my feral
possess. Feel free to customize and expand upon these instincts.
suggestions to create a unique character. 5 I have difficulty understanding social norms and etiquette.
6 I can be unpredictable, often switching between extreme
moods or behaviors.

69
Fiendtouched d8 Personality Trait
1 I am haunted by disturbing visions and find solace in

ou have encountered a fiendish entity or been solitude.

Y
exposed to dark energies, and its influence 2 I am constantly analyzing people’s motives and searching

has permanently altered your mind. The for hidden agendas.

encounter left an indelible mark, granting you 3 I have an insatiable curiosity about the nature of evil and the

a connection to the dark forces beyond. This abyss.

background represents the psychological 4 I am cynical and skeptical of others’ claims of goodness and

changes you have undergone as a result. purity.


5 I exhibit moments of intense focus and determination
Skill Proficiencies: Arcana, Insight
bordering on obsession.
6 I am drawn to dark and forbidden knowledge, seeking to
Tool Proficiencies: None understand its power.
7 I struggle with dark impulses and fight to maintain control
Languages: Abyssal or Infernal (choose one) over myself.
8 I am plagued by nightmares, often reliving my encounter
Equipment: A token or memento from your fiendish with the fiendish.
encounter, a small diary detailing your thoughts and
experiences, a set of common clothes, a belt pouch d6 Ideal
containing 10 gold pieces 1 Knowledge. I seek to uncover the secrets of the fiendish
realms. (Neutral)
Feature: Fiendish Insight 2 Power. I strive to harness and control the dark energies

Your encounter with the fiendish entity has gifted you within me. (Evil)
3 Redemption. I hope to use my fiendish connection to fight
with a unique perspective and understanding of the against evil. (Good)
darkness that lurks within. This insight grants you 4 Balance. I seek to find equilibrium between the light and
certain benefits: dark within me. (Any)

You have advantage on Arcana checks when dealing 5 Vengeance. I desire to confront and destroy the fiend that

with fiendish lore or identifying fiend-related magic. marked me. (Chaotic)

You can communicate telepathically with fiends that 6 Survival. I will use any means necessary to protect myself

understand the chosen language from this from the fiendish influence. (Lawful)

background. d6 Bond
You have advantage on Insight checks to discern the 1 I have sworn to rid the world of the fiendish influence that
true intentions or deceptions of fiends or those changed me.
influenced by dark forces. 2 I seek to find others who have experienced similar
encounters with fiends.
3 I feel a strange connection to the fiend that marked me,
Alternate Feature: Fiendish both fearful and fascinated.
Resistance 4 I am indebted to a secret organization that aided me in
The fiendish encounter has left a mark on your very controlling my newfound powers.
essence, providing you with a measure of resistance 5 I will not rest until I have learned the true nature of the
against certain effects tied to the forces of darkness. fiendish entity that changed me.
6 I protect those who are vulnerable to fiendish influence,
You have advantage on saving throws against being offering guidance and support.
charmed or frightened by fiends or their abilities.
You have resistance to necrotic damage.
Suggested
Characteristics
The Fiendtouched background reflects the lasting
impact of your encounter with the fiendish. The
following tables provide examples of personality traits,
ideals, bonds, and flaws that Fiendtouched characters
might possess. You can customize and expand upon
these suggestions to develop a unique character.
70
d6 Flaw d8 Personality Trait
1 I am often consumed by paranoia, suspecting others of 1 I am haunted by the memories of those who betrayed me,
being fiendish agents. and I struggle to trust others.
2 I am fascinated by dark and dangerous magic, even at the 2 I have developed a cynical and jaded outlook on life, always
risk of my own safety. expecting the worst from people.
3 I struggle to control my anger and can become easily 3 I am resourceful and adapt quickly to new situations,
consumed by rage. finding strength in my ability to survive on my own.
4 I have an insatiable hunger for power and constantly seek 4 I am driven by a burning desire for revenge against those
ways to increase it. who wronged me, and I will stop at nothing to achieve it.
5 I am easily tempted by the promises and temptations 5 I wear a mask of charm and charisma to hide the pain and
offered by fiends. darkness within me.
6 I carry the weight of guilt, blaming myself for the fiendish 6 I am constantly on guard, always ready to defend myself
encounter and its consequences. against potential threats.
7 I am drawn to the shadows and find solace in their embrace.

Forsaken 8 I have become cold and detached, suppressing my


emotions to avoid being hurt again.
ou were once a member of a noble lineage,

Y
but your family fell from grace and was d6 Ideal

shunned by society. Whether due to a curse, 1 Freedom. I will break free from the chains of my past and

betrayal, or some other tragedy, you have forge my own destiny. (Chaotic)

been forsaken and left to navigate the dark 2 Vengeance. I will make those who betrayed me suffer for

path that lies ahead. what they have done. (Evil)

Skill Proficiencies: Deception, Stealth


3 Redemption. I seek to redeem myself and find a new

Tool Proficiencies: One type of artisan’s tools or


purpose beyond my past. (Good)

thief’s tools 4 Survival. I will do whatever it takes to survive and thrive in

Languages: None
this unforgiving world. (Neutral)

Equipment: A trinket or memento from your former


5 Mastery. I will become a master of my own fate, turning my

life, a set of dark clothes, a disguise kit, a belt pouch pain into strength. (Any)

containing 15 gold pieces 6 Justice. I will bring justice to those who have wronged me
and protect the innocent. (Lawful)
Feature: Shadowed Existence d6 Bond
Your life of abandonment and betrayal has taught you to 1 I seek to uncover the truth behind my family’s betrayal and
survive in the shadows and manipulate those around restore my name and honor.
you. You have learned to blend into darkness, gather 2 I have formed a deep connection with others who have been
information, and adapt to new environments. You gain forsaken, and we look out for each other.
the following benefits: 3 I carry a relic or memento from my former life that
symbolizes the hope of redemption.
You have proficiency in the Stealth skill. 4 I am driven to protect the weak and innocent, vowing to
When in dim light or darkness, you can take the Hide prevent others from suffering as I did.
action as a bonus action. 5 I am determined to amass power and influence, using it to
You have advantage on Charisma (Deception) checks exact revenge on those who wronged me.
when trying to deceive others about your true 6 I have sworn allegiance to a secret society or organization
identity or intentions. seeking to undermine the powerful.

Suggested d6 Flaw
1 I struggle with anger and impulsiveness, often making rash
Characteristics decisions without thinking of the consequences.
The forsaken come from different walks of life, having 2 My thirst for revenge can blind me to other opportunities or
experienced betrayal, loss, or tragedy. The following the needs of those around me.
tables offer examples of personality traits, ideals, bonds, 3 I find it difficult to trust others and am always suspicious of
and flaws that forsaken characters might possess. their motives and intentions.
Customize and expand upon these suggestions to create 4 I am haunted by guilt, believing that I am somehow
a unique character. responsible for my family’s downfall.
5 I can become overwhelmed by the darkness within me,
occasionally losing control of my emotions.
6 I have become obsessed with my own pain and suffering,
sometimes neglecting the needs of others.

71
Gladiator d8 Personality Trait
1 I am always looking for opportunities to show off my

ou have lived a life of combat and combat skills.

Y
entertainment, honing your skills as a 2 I am fiercely loyal to my fellow gladiators.

gladiator in the arena. Whether by choice or 3 I have a swaggering bravado and love to boast about my

circumstance, you have embraced the thrill of victories.

battle, earning fame, fortune, or simply the 4 I am haunted by the memories of those I have defeated in

satisfaction of surviving in the arena. the arena.


5 I am constantly seeking ways to improve my combat
Skill Proficiencies: Athletics, Performance
techniques.
6 I am a showman, always putting on a spectacle for the
Tool Proficiencies: One type of gaming set or musical crowd.
instrument 7 I have a soft spot for the underdogs and fight for their
honor.
Languages: None 8 I am always planning my next great escape from the arena.

Equipment: A trinket or keepsake from a fan, a set of d6 Ideal


common clothes, a belt pouch containing 15 gold pieces 1 Glory. I fight for the thrill and the glory it brings. (Chaotic)
2 Survival. I fight to stay alive and secure my freedom.
Feature: Arena Fame (Neutral)
Your exploits in the arena have gained you a measure of 3 Justice. I fight to bring justice to those who deserve it.
fame and recognition. You can enjoy certain benefits as (Lawful)
a result of your reputation. 4 Companionship. I fight to protect and support my fellow
gladiators. (Good)
You have advantage on Charisma (Performance) 5 Dominance. I fight to prove my strength and establish my
checks when performing combat-related acts or superiority. (Evil)
demonstrations in front of a crowd. 6 Legacy. I fight to leave a lasting impact and be remembered.
You can find lodging and food and secure minor (Any)
favors or assistance from those who admire your
gladiatorial skills. d6 Bond
You have advantage on Charisma checks when 1 I fight to provide for my family and ensure their well-being.
trying to persuade individuals who are fans of 2 I am devoted to a fellow gladiator, vowing to protect them at
gladiatorial combat. all costs.
3 I seek revenge against the person or group that enslaved
me.
Suggested 4 I fight to uphold the honor and reputation of my homeland.
5 I am searching for a lost loved one whom I was separated
Characteristics from in the arena.
Gladiators come from all walks of life, forced to fight for 6 I am driven to prove myself and earn my freedom from the
survival or choosing to pursue glory in the arena. The life of a gladiator.
following tables offer examples of personality traits,
ideals, bonds, and flaws that gladiators might possess. d6 Flaw

Feel free to customize and expand upon these 1 I have a reckless disregard for my own safety and the safety

suggestions to create a unique character. of others.


2 I struggle with anger and can lose control during combat.
3 I have become numb to violence and find it difficult to
empathize with others.
4 I am easily swayed by flattery or the promise of rewards.
5 I am haunted by guilt over the lives I have taken in the
arena.
6 I am addicted to the thrill of combat and seek out danger at
every opportunity.

72
A Gladiator in armor.

73
Grave Robber Suggested
ou have made a living by plundering ancient Characteristics

Y
tombs, crypts, and burial sites, seeking Grave robbers come from diverse backgrounds and
valuable treasures and artifacts. Whether possess a range of motivations for their illicit activities.
driven by greed, curiosity, or a desire for The following tables offer examples of personality traits,
forbidden knowledge, you have become an ideals, bonds, and flaws that a grave robber might
expert in the art of grave robbing. possess. Feel free to customize and expand upon these
Skill Proficiencies: Stealth, Investigation suggestions to create a unique character.
Tool Proficiencies: Thieves’ tools
Languages: One of your choice d8 Personality Trait
Equipment: A set of thieves’ tools, a crowbar, a 1 I am cunning and always aware of my surroundings.
hooded cloak, a small pouch containing 10 gold pieces 2 I have a morbid fascination with death and the afterlife.
3 I take pride in my ability to bypass traps and security
Feature: Grave Lore measures.

Your experience in grave robbing has granted you 4 I am secretive and tend to keep my true motives hidden.

insights into ancient burial customs, traps, and the 5 I am meticulous in my preparations and planning.

secrets hidden within tombs. You have the following 6 I have a dark sense of humor that others find unsettling.

benefits: 7 I am driven by the thrill of discovery and the unknown.


8 I am superstitious and believe in various burial customs and
You have advantage on Intelligence (Investigation) rituals.
checks made to find or disable traps in tombs, crypts,
or burial sites. d6 Ideal

You can identify the approximate value of common 1 Wealth. I rob graves for the riches they contain. (Neutral)

objects found in burial sites or recognize historical 2 Knowledge. I seek to uncover the secrets of the past.

significance related to the burial practices of (Neutral)

different cultures. 3 Freedom. I rob graves to escape a life of poverty or servitude.

You can make a survival check to forage for food and (Chaotic)

supplies in graveyards, burial grounds, or forgotten 4 Preservation. I believe in saving artifacts from decay or

wilderness areas. destruction. (Lawful)


5 Power. I acquire artifacts to gain influence or control over
others. (Evil)
Alternate Feature: Macabre 6 Balance. I believe in returning stolen artifacts to their rightful
Connections owners. (Any)
Alternatively, you may replace the Grave Lore feature d6 Bond
with Macabre Connections. Your experience as a grave
robber has led you to establish contacts within the 1 I seek to uncover the truth behind a legendary lost artifact.

criminal underworld, specifically those dealing with 2 I have a deep respect for the cultures and history of the

stolen or forbidden artifacts. You have the following past.

benefits: 3 I am indebted to a fellow grave robber who saved my life.


4 I am haunted by a ghost or spirit connected to one of my

You have advantage on Charisma (Persuasion) stolen artifacts.

checks made to negotiate with fences, black market 5 I aim to expose the corruption of powerful individuals or

dealers, or individuals involved in the trade of stolen organizations.

or illegal goods. 6 I seek redemption for the harm I caused by robbing graves.

You can acquire information about the location or d6 Flaw


existence of rare or valuable artifacts, though 1 I cannot resist the temptation of opening every sarcophagus
acquiring them may require additional quests, favors, or crypt I encounter.
or risks. 2 I have a habit of stealing items from my fellow party
You have knowledge of secret codes or signs used by members.
criminal organizations or artifact smugglers, 3 I am willing to take risks, even if it endangers others.
granting you advantages in deciphering hidden 4 I find it difficult to trust others with valuable artifacts.
messages or gaining entry to restricted areas. 5 I am haunted by the curses and bad luck associated with
grave robbing.
6 I struggle with guilt over the desecration of sacred burial
sites.

74
Harlot d8 Personality Trait
1 I am always manipulating others to get what I want.

ou have lived a life of allure and sensuality, 2 I am fiercely protective of my fellow Harlots and will defend

Y
navigating the world through your charms and them at all costs.

captivating performances. Whether by choice 3 I have a magnetic charm and love to be the center of

or circumstance, you have embraced the path attention.

of the Harlot, earning admiration, wealth, or 4 I am haunted by my past and the choices I had to make to

simply the satisfaction of controlling your survive.

destiny. 5 I am constantly seeking new ways to improve my seductive

Skill Proficiencies: Deception, Performance


techniques.

Tool Proficiencies: Disguise kit or one type of musical


6 I am a skilled performer, using my talents to entrance and

instrument manipulate others.

Languages: One exotic or secret language commonly


7 I have a soft spot for the downtrodden and use my charms

used in the underground world to help them.

Equipment: An exquisite piece of jewelry gifted by an


8 I am always planning my next great escape from a

admirer, a set of provocative clothes, a belt pouch dangerous admirer.

containing 20 gold pieces d6 Ideal


1 Freedom. I fight for the thrill and the glory it brings.
Feature: Seductive Charisma (Chaotic)
Your captivating presence and expertise in the art of 2 Security. I seek stability and safety for myself and my
seduction grant you certain advantages and companions. (Neutral)
opportunities. 3 Respect. I strive to gain respect and recognition for the
Harlot profession. (Lawful)
You have advantage on Charisma (Deception) checks 4 Empathy. I use my allure to comfort and support those in
when trying to manipulate or charm others through need. (Good)
seductive methods. 5 Power. I use my charm to manipulate and control others for
You can find lodging, food, and secure minor favors my benefit. (Evil)
or assistance from admirers who are infatuated by 6 Independence. I seek to be free from the constraints of
your allure. society’s expectations. (Any)
You have advantage on Charisma checks when
trying to persuade individuals who are attracted to d6 Bond
your charm and beauty. 1 I fight to secure a better life for myself and those I care
about.
Suggested 2 I am devoted to a fellow Harlot, vowing to protect them at
all costs.
Characteristics 3 I seek revenge against those who have exploited or betrayed
Harlots come from diverse backgrounds, choosing to me.
embrace their alluring nature to gain power or survive 4 I fight to uphold the honor and reputation of the Harlot
in a world that often underestimates them. The profession.
following tables offer examples of personality traits, 5 I am searching for a lost loved one whom I was separated
ideals, bonds, and flaws that Harlots might possess. from in my past.
Feel free to customize and expand upon these 6 I am driven to prove myself and rise to prominence among
suggestions to create a unique character. Harlots.

d6 Flaw
1 I have a reckless disregard for the consequences of my
seductive actions.
2 I struggle with jealousy and can become possessive in
relationships.
3 I have become cynical about love and find it hard to trust
others.
4 I am easily swayed by promises of affection or material
possessions.
5 I am haunted by regrets and guilt over the hearts I have
broken.
6 I am addicted to the thrill of seduction and seek constant
validation.

75
Heretic Suggested
ou have turned your back on the established Characteristics

Y
order and chosen a path of heresy, defying the Characters with the Heretic background are individuals
accepted beliefs and norms of society. who have deviated from the accepted path and
Whether driven by a thirst for forbidden embraced heresy. They may have a wide range of
knowledge, a desire for personal power, or a motivations, from seeking forbidden knowledge to
disillusionment with the prevailing faith, you challenging the authority of established faiths. The
have embraced dark rituals and forbidden following tables offer examples of personality traits,
practices. ideals, bonds, and flaws that heretics might possess.
Feel free to customize and expand upon these
Skill Proficiencies:Arcana, Deception suggestions to create a unique character.
Tool Proficiencies: One type of artisan’s tools or a set of d8 Personality Trait
thieves’ tools 1 I am constantly questioning and challenging the established

Languages: One exotic or forbidden language


beliefs.
2 I find solace and strength in my forbidden practices and
Equipment: A symbol of your forbidden faith, a set of
rituals.

common clothes, a small pouch containing 10 gold 3 I am secretive and guarded, revealing my true beliefs only to

pieces trusted allies.


4 I am driven by an insatiable curiosity to uncover hidden
Feature: Dark Secrets knowledge.
5 I delight in shocking and provoking others with my heretical
Your connection to heretical practices grants you beliefs.
certain advantages and knowledge. However, it also 6 I am haunted by guilt and doubt, constantly questioning my
makes you an outcast and a target for those who uphold choices.
the orthodox beliefs. 7 I am fervently passionate about spreading my heretical

You have advantage on Arcana checks related to teachings.

forbidden or occult knowledge. 8 I have a charismatic and persuasive demeanor, able to sway

You have contacts within secret societies or cults, others to my cause.

allowing you to gather information or seek d6 Ideal


assistance from like-minded individuals. 1 Knowledge. Forbidden knowledge is a path to true
You have a basic understanding of dark rituals and enlightenment. (Any)
forbidden magic, allowing you to recognize and 2 Power. I seek personal power at any cost, embracing dark
identify such practices. magic and rituals. (Evil)
3 Freedom. I strive to free others from the chains of dogma
Alternate Feature: Mark of and conformity. (Chaotic)
Heresy 4 Redemption. I believe that even the darkest souls can find

Your heretical actions have drawn the attention of redemption. (Good)


5 Truth. I am determined to uncover the truth, no matter how
powerful forces, marking you as a target. You gain the
following benefits and drawbacks: uncomfortable. (Neutral)
6 Revolution. I am part of a heretical movement seeking to
You have advantage on Deception checks when overthrow the established order. (Any)
trying to pass as a member of a cult or secret society. d6 Bond
You have disadvantage on Charisma (Persuasion)
checks when interacting with individuals who 1 I am part of a secret society or cult and work to further its

strongly oppose heresy or who have knowledge of goals.

your heretical actions. 2 I am driven to protect and guide those who have embraced

You are constantly being watched and pursued by heretical beliefs.

agents of the established order, making it difficult to 3 I seek revenge against the authorities who persecuted me

find safe places to rest or seek help. for my heresy.


4 I am searching for a lost tome or artifact that contains
forbidden knowledge.
5 I am on a mission to spread my heretical teachings to the
masses.
6 I am entangled in a complex web of alliances and rivalries
among heretics.

76
d6 Flaw d8 Personality Trait
1 I am willing to sacrifice others to achieve my own heretical 1 I speak to inanimate objects as if they can hear and
goals. understand me.
2 I have become obsessed with the forbidden knowledge, 2 I have an obsession with counting random things.
neglecting other aspects of my life. 3 I frequently burst into laughter or tears for no apparent
3 I am constantly pursued by agents of the established order, reason.
making it difficult to find allies. 4 I often mutter to myself and carry on one-sided
4 I struggle with doubts and guilt over the consequences of conversations.
my heretical actions. 5 I am convinced that I can communicate with imaginary
5 I am easily swayed by promises of more powerful dark creatures.
magic or forbidden secrets. 6 I frequently change my appearance and adopt different
6 I am prone to paranoia, always suspecting betrayal or personas.
infiltration. 7 I experience vivid hallucinations that I sometimes mistake
for reality.

Insane 8 I possess an intense fear of a specific, seemingly innocuous


object or creature.
our mind has been shattered, consumed by

Y
madness and unstable thoughts. Whether due d6 Ideal

to a traumatic event, exposure to dark magic, 1 Freedom. I seek liberation from my torment. (Chaotic)

or an inherent flaw in your psyche, you now 2 Knowledge. I yearn to uncover the mysteries of the universe.

navigate the world with a tenuous grasp on (Neutral)

reality. 3 Order. I strive to bring structure and order to my chaotic

Skill Proficiencies: Insight, Deception


mind. (Lawful)

Tool Proficiencies: Disguise kit


4 Compassion. I empathize deeply with the suffering of others.

Languages: None
(Good)

Equipment: A small memento from your past life, a


5 Power. I crave dominance and control over those around

set of worn-out clothes, a belt pouch containing 10 gold me. (Evil)

pieces 6 Acceptance. I embrace my insanity and find solace within it.


(Any)
Feature: Cursed Whispers d6 Bond
Your madness manifests as haunting whispers that 1 I am driven to find the source of my madness and regain my
echo in your mind. These whispers provide occasional sanity.
insights or cryptic clues but can also lead you astray. 2 I am fiercely protective of someone I believe is my imaginary
friend.
Once per long rest, you can choose to gain advantage 3 I am haunted by recurring nightmares and seek to uncover
on an Intelligence-based skill check or ability check. their meaning.
However, after doing so, the DM may provide a 4 I feel a strong connection to a particular type of creature or
misleading or false piece of information related to monster.
the situation at hand. 5 I am searching for a rare artifact or magical item that may
cure my insanity.
Suggested 6 I am convinced that someone is secretly controlling my
thoughts and actions.
Characteristics
Characters with the Insane background exhibit a range d6 Flaw
of bizarre behaviors, quirks, and eccentricities due to 1 I become paranoid and suspicious of anyone who shows me
their shattered sanity. Use the following tables as kindness.
inspiration for personality traits, ideals, bonds, and 2 I have difficulty distinguishing between reality and illusion.
flaws, but feel free to modify them to suit your 3 I am easily manipulated by anyone who understands my
character’s unique brand of madness. mental instability.
4 I have a compulsion to hoard strange objects or trinkets.
5 I experience sudden mood swings, alternating between
extreme emotions.
6 I am prone to fits of rage or panic when confronted with
stressful situations.

77
During a long rest, you can
Lich Phylactery Restoration:
expend hit dice to regain hit points for your
ou have delved into the darkest of phylactery. For each hit die spent, your phylactery

Y
necromantic arts, seeking ultimate power and regains a number of hit points equal to the result of
immortality. Through forbidden rituals and the roll.
the consumption of souls, you have become a Suggested
Lich—a dreaded undead sorcerer who
commands legions of the dead and wields Characteristics
potent necromantic magic. As a Lich, you have embraced undeath and wield the
Skill Proficiencies: Arcana, Intimidation
Tool Proficiencies: Herbalism Kit dark powers of necromancy. The following tables
Languages: One of your choice provide examples of personality traits, ideals, bonds,
Equipment: A phylactery containing your soul, a and flaws that reflect a Lich’s nature. Customize and
spellbook (containing your Lich spells), a set of dark expand upon these suggestions to create a unique
robes, a vial of grave dirt, and a pouch containing 25 character.
gold pieces d8 Personality Trait
Feature: Undying Mastery 1 I have an insatiable thirst for knowledge and forbidden
secrets.
Your transformation into a Lich has granted you 2 I am aloof and distant, viewing mortals as mere pawns in
mastery over the dark arts of necromancy and the ability my grand scheme.
to command undead minions. You gain the following 3 I am consumed by my pursuit of power and the preservation
benefits: of my undead existence.

Necromantic Knowledge: You have advantage on


4 I speak slowly and deliberately, as if my words carry the

Arcana checks related to undead creatures, weight of eternity.

necromantic magic, and the manipulation of life 5 I delight in the suffering of others and take pleasure in

force. instilling fear.

Command Undead: You can use your action to


6 I am fascinated by the beauty of decay and the cycle of life

magically command an undead creature within 30 and death.

feet of you that can understand you. The creature 7 I am driven by an unyielding ambition to conquer death

must make a Wisdom saving throw against your itself.

spell save DC. If it fails, it obeys your commands 8 I possess a dark, dry sense of humor that often unsettles

until you use this feature again or until you are those around me.

incapacitated. If the creature is hostile toward you, it d6 Ideal


has advantage on the saving throw. 1 Dominion. I seek to rule over all life, both living and undead.
Undead Resistance: You have resistance to necrotic (Evil)
damage and advantage on saving throws against 2 Knowledge. I pursue knowledge and magical power above all
being frightened or charmed by undead creatures. else. (Neutral)
3 Balance. I believe in the necessity of death and maintaining
Alternate Feature: Phylactery the natural order. (Lawful)
Connection 4 Revenge. I seek revenge against those who wronged me in
life. (Any)
Phylactery Connection: Your phylactery, which holds a 5 Undeath for All. I strive to share the “gift” of undeath with
fragment of your soul, serves as a link between your the world. (Chaotic)
undead form and your mortal existence. While your 6 Redemption. I seek to atone for my past sins and find a path
phylactery remains intact, you have the following to redemption. (Any)
benefits:
Soul Tether: You can sense the direction and
approximate distance to your phylactery, as long as it
is on the same plane of existence.
Phylactery Defense: When you are reduced to 0 hit
points, you can choose to make a Charisma saving
throw against your spell save DC. On a successful
save, instead of dying, you return to your phylactery
with 1 hit point. This ability can be used once, and
you regain the ability to use it after completing a long
rest.
78
d6 Bond d6 Flaw
1 I am bound to my phylactery, and its safety is of utmost 1 I am easily angered and prone to fits of rage when things go
importance. wrong.
2 I am driven by a desire to uncover the secret to eternal life. 2 I am disdainful of the living and consider them beneath me.
3 I seek to gather powerful artifacts and magical knowledge. 3 I have an insatiable hunger for souls and am willing to kill to
4 I have a loyal undead servant whom I consider a cherished feed.
companion. 4 I am haunted by the memories of the people I loved in life.
5 I am haunted by memories of my mortal life and the choices 5 I am paranoid and constantly suspicious of others’
I made. intentions.
6 I am part of a secret society of Liches, working toward a 6 I am terrified of losing my phylactery and will go to great
shared goal. lengths to protect it.

79
Occult Scholar Suggested
ou have dedicated your life to the study of the Characteristics

Y
occult, delving into forbidden knowledge and Occult scholars are driven by their insatiable curiosity
ancient texts. Your thirst for understanding for forbidden knowledge and the allure of dark powers.
the dark arts and supernatural secrets has led The following tables offer examples of personality traits,
you down a path that few dare to tread. ideals, bonds, and flaws that occult scholars might
Skill Proficiencies: Arcana, Investigation possess. Feel free to customize and expand upon these
Tool Proficiencies: Herbalism Kit suggestions to create a unique character.
Languages: Two of your choice
Equipment: A tome of forbidden lore, a set of d8 Personality Trait
common clothes, an herbalism kit, a pouch containing 1 I am consumed by an unquenchable thirst for forbidden
10 gold pieces knowledge.
2 I am cautious and secretive, always guarding my occult
Feature: Forbidden Knowledge discoveries.

Your extensive study of the occult has granted you 3 I have an insatiable curiosity that drives me to explore the

insight into the dark arts and supernatural phenomena. unknown.

You gain the following benefits: 4 I am skeptical and question everything, even established
beliefs.
You have advantage on Intelligence (Arcana) checks 5 I am haunted by a dark event from my past that drives my
related to identifying or understanding dark magic, studies.
cursed objects, and supernatural entities. 6 I am eccentric and peculiar, often lost in my own thoughts.
You can spend 1 hour studying a magic item or a 7 I have a fascination with death and the afterlife, often
written spell to decipher its nature or function, even morbidly so.
if it is not typically decipherable. 8 I am driven by an intense desire to prove myself among
You have access to a network of secretive scholars other occult scholars.
and individuals with similar interests, allowing you
to seek information or assistance in uncovering d6 Ideal

hidden knowledge. 1 Knowledge. Knowledge is power, and I will uncover every


secret. (Neutral)
2 Dominion. I seek to gain control over dark forces and bend
Alternate Feature: Dark them to my will. (Evil)
Ritualist 3 Protection. I study the occult to protect others from its
You have delved into the forbidden practice of dark dangers. (Good)
rituals, harnessing their power to achieve your goals. 4 Ambition. I will use my knowledge to ascend to new heights
You gain the following benefits: of power. (Any)
5 Balance. I believe in the delicate balance between light and
You can perform dark rituals that allow you to darkness. (Neutral)
commune with dark entities, tap into forbidden 6 Sacrifice. I am willing to make any sacrifice to uncover
powers, or perform twisted magical experiments. hidden truths. (Any)
The nature and effects of these rituals should be
determined by the Dungeon Master and balanced for d6 Bond

your campaign. 1 I seek revenge against a dark entity that caused great harm

You can use your Herbalism Kit to create potions or to me or my loved ones.

concoctions infused with dark magic, granting 2 I am searching for a lost grimoire or artifact of great power.

temporary benefits or unleashing unpredictable 3 I am devoted to preserving and safeguarding ancient occult

effects. knowledge.

You have access to a hidden network of cultists, 4 I have an apprentice or protege whom I am training in the

occultists, or practitioners of forbidden arts. They occult arts.

might provide you with resources, information, or 5 I am in debt to a secretive society of occult scholars and

assistance when needed, although their motivations must fulfill their requests.

may be questionable. 6 I am compelled to unravel the mystery of a forbidden


prophecy.

80
d6 Flaw ability to adapt and endure, even in the most
1 My pursuit of forbidden knowledge often blinds me to challenging circumstances.
ethical concerns.
2 I am paranoid and suspicious of others, fearing betrayal or You have advantage on Wisdom (Survival) checks
manipulation. made to find food, water, or shelter in hostile
3 I am tempted to use dark magic even when it goes against environments.
my better judgment. You have resistance to non-magical damage inflicted
4 I am socially awkward and struggle to relate to others on a by improvised weapons.
personal level. You can find temporary shelter or refuge in desolate
5 I am willing to sacrifice anything, including others, to gain or abandoned areas, utilizing your survival skills.
more knowledge.
6 My obsession with the occult has made me forget the value Suggested
of mundane life.
Characteristics
Prisoner Prisoners come from diverse backgrounds and have
faced different challenges during their time in
ou were once confined in a harsh and confinement. The following tables provide examples of

Y
unforgiving prison, locked away from society personality traits, ideals, bonds, and flaws that prisoners
for crimes you may or may not have might possess. Feel free to customize and expand upon
committed. Whether you were wrongly these suggestions to create a unique character.
accused, seeking redemption, or simply
caught up in unfortunate circumstances, you d8 Personality Trait

have experienced the hardships of 1 I am constantly wary of my surroundings, expecting betrayal

imprisonment. Your time behind bars has left an at every turn.

indelible mark on your character, shaping your skills 2 I have a chip on my shoulder and refuse to be disrespected

and outlook on life. or pushed around.

Skill Proficiencies: Sleight of Hand, Insight


3 I am resourceful and always find a way to get what I need,

Tool Proficiencies: Thieves’ Tools


no matter the odds.

Languages: None
4 I keep my emotions guarded, preferring to appear cold and

Equipment: A set of common clothes, a shiv


unaffected.

(improvised weapon), a small piece of contraband you 5 I have a dark sense of humor that often comes across as

managed to keep, a belt pouch containing 10 gold morbid or cynical.

pieces 6 I am highly observant, always looking for potential threats or


weaknesses.
Feature: Prison Connections 7 I am fiercely protective of my fellow prisoners, forming
bonds of loyalty.
Your time spent in prison has forged connections and 8 I am a skilled manipulator, adept at getting what I want
given you a unique understanding of the criminal through persuasion.
underworld. You can rely on these contacts to gain
information, resources, and assistance in your d6 Ideal
endeavors. 1 Redemption. I seek to atone for my past and make amends.
(Good)
You have advantage on Charisma (Persuasion) 2 Survival. I prioritize my own well-being and will do whatever
checks when dealing with individuals connected to it takes to stay alive. (Neutral)
the criminal underworld or with a history of 3 Freedom. I yearn for liberation and will fight to escape the
imprisonment. chains that bind me. (Chaotic)
You can gather information about criminal activities 4 Justice. I aim to expose corruption and bring justice to those
or rumors by reaching out to your prison contacts. who wronged me. (Lawful)
You can find temporary shelter or hideouts in 5 Comradeship. I value the bonds forged in prison and will
criminal-infested areas with the assistance of your protect my fellow prisoners. (Neutral)
connections. 6 Power. I seek to amass power and influence to ensure I am
never imprisoned again. (Any)
Alternate Feature: Survivor’s
Resilience
Your experience surviving in a harsh prison
environment has toughened you and honed your
survival instincts. You have developed an uncanny

81
d6 Bond You gain proficiency in the Intimidation skill, and if
1 I am driven to prove my innocence and clear my name. you are already proficient, you add double your
2 I owe a debt to a fellow prisoner who protected or helped proficiency bonus to checks you make with it.
me in prison. You emit an aura of menace. When a creature starts
3 I seek revenge against those who orchestrated my its turn within 10 feet of you, it must succeed on a
imprisonment. Wisdom saving throw (DC equal to 8 + your
4 I hold onto a secret that, if revealed, could bring down proficiency bonus + your Charisma modifier) or
powerful figures. become frightened until the start of its next turn.
5 I am haunted by the memory of a fellow prisoner who didn’t Once you use this feature, you can’t use it again until
survive. you finish a short or long rest.
6 I have a deep-rooted fear of being imprisoned again and will
do anything to avoid it. Suggested
d6 Flaw Characteristics
1 I struggle with trust issues and find it difficult to form new
Revenants are driven by a powerful purpose and the
relationships.
longing for justice or revenge. The following tables
2 I am prone to explosive anger and can lose control in heated
provide examples of personality traits, ideals, bonds,
situations.
and flaws that revenants might possess. Feel free to
3 I am haunted by guilt over the actions I took or witnessed in
customize and expand upon these suggestions to create
prison.
4 I am overly cautious and tend to see threats where there are
a unique character.
none. d8 Personality Trait
5 I have a weakness for vices and can easily be tempted by 1 I am relentless in my pursuit of vengeance, never wavering
indulgences. in my purpose.
6 I find it hard to adapt to life outside of prison, feeling 2 I am haunted by memories of my past life, plagued by
confined or lost. visions and nightmares.
3 I am consumed by a burning anger that fuels my every
Revenant action.
4 I am stoic and focused, rarely showing emotions or
ou are a revenant, a vengeful spirit returned

Y
vulnerability.
from the afterlife with a burning desire for 5 I have a grim and foreboding presence, unsettling those
justice or revenge. Your existence is driven by around me.
a thirst to right the wrongs inflicted upon you 6 I am constantly aware of the fragility of life and treasure
or those you hold dear. each moment.
Skill Proficiencies: Intimidation, Perception 7 I possess an unwavering sense of justice and a desire to
Tool Proficiencies: None right all wrongs.
Languages: None 8 I am haunted by a profound sense of loss and seek closure
Equipment: A token or memento of your past life, a at any cost.
tattered cloak, a belt pouch containing 10 gold pieces d6 Ideal
Feature: Death’s Resilience 1 Justice. I seek to bring balance and justice to the world.

Your time in the realm of death has granted you a (Lawful)

resilience that defies mortal limitations. You possess the 2 Revenge. I will make those who wronged me suffer as I

following abilities: have. (Chaotic)


3 Protection. I fight to protect the innocent and prevent further
You have resistance to necrotic damage. harm. (Good)
When reduced to 0 hit points but not killed outright, 4 Redemption. I strive to redeem myself and find peace in the
you can choose to drop to 1 hit point instead. You afterlife. (Any)
can use this feature once per long rest. 5 Empathy. I seek to understand the pain of others and offer
solace. (Neutral)
Alternate Feature: Vengeful 6 Domination. I will crush my enemies and assert my
superiority. (Evil)
Aura
The force of your vengeance radiates from your very
being, unnerving those around you. You possess the
following abilities:

82
d6 Bond You can find temporary shelter and assistance from
1 I am bound to a specific individual or group, sworn to individuals who empathize with your plight as a
protect or avenge them. former or current slave.
2 I seek to uncover the truth behind my own death and the
events that led to it. Alternate Feature: Rebellion’s
3 I am driven by the memory of a loved one I lost and seek Call
justice on their behalf.
4 I am connected to a specific location or object that holds Instead of the “Resilient Spirit” feature, you can choose
great significance to me. the “Rebellion’s Call” feature if your character is
5 I am drawn to others who have suffered similar fates and actively involved in or connected to a rebellion or
seek to aid them. resistance against their oppressors. This feature reflects
6 I have a duty to fulfill a task bestowed upon me by a higher your role as a catalyst for change and rebellion.
power or deity.
You have advantage on Charisma (Persuasion)
d6 Flaw checks made to rally or inspire others in the fight
1 I am consumed by my desire for revenge and sometimes against oppression.
lose sight of reason. You have proficiency with one martial weapon of
2 I struggle with feelings of emptiness and detachment from your choice.
the living. You can call upon fellow rebels or resistance fighters
3 I can be single-minded and dismissive of those who do not for aid or information, gaining advantage on
aid my cause. Charisma checks made to gather information or gain
4 I am haunted by memories and visions of my own death, assistance from rebel contacts.
causing distress.
5 I am tormented by a constant sense of urgency and the fear Suggested
of running out of time.
6 I find it difficult to trust others, always expecting betrayal or Characteristics
deception. Characters with a background as slaves may possess a
wide range of personalities, beliefs, and motivations.
Slave The following tables offer examples of personality traits,
ideals, bonds, and flaws that could be appropriate for a
ou were born or captured into a life of slavery, character who has endured a life of slavery. Feel free to

Y
subjected to servitude and oppression. Your modify or expand upon these suggestions to create a
experiences as a slave have shaped your unique character.
skills, mindset, and outlook on life. Whether
you have managed to escape or are still in d8 Personality Trait
bondage, you carry the weight of your past 1 I am cautious and always aware of my surroundings.
with you. 2 I am resourceful and can find solutions in the direst
Skill Proficiencies: Survival, Sleight of Hand
situations.
Tool Proficiencies: One type of artisan’s tools or
3 I have a deep-seated anger towards my oppressors.
thieves’ tools 4 I am quick to form bonds of trust with those who show

Languages: One of your captor’s language or a secret


kindness.

slave dialect 5 I am constantly planning and seeking opportunities for

Equipment: A small token from your homeland, a set


escape.

of tattered clothes, a belt pouch containing 10 gold 6 I have a quiet determination that drives me to endure and

pieces resist.
7 I am fiercely protective of fellow slaves and the
Feature: Resilient Spirit downtrodden.
8 I find solace in my memories of a better life before
Your time as a slave has hardened you and given you enslavement.
the strength to endure. You have developed certain
abilities and traits as a result of your experiences.
You have advantage on saving throws against effects
that would inflict exhaustion or impose conditions
related to physical endurance.
You have learned how to subtly hide objects on your
person, gaining a +2 bonus to any Sleight of Hand
checks made to conceal or steal small items.

83
d6 Ideal domain in the Astral Plane known as the Bastion of
1 Freedom. I will not rest until I am truly free. (Chaotic) Unborn Souls and established a new lair there. Feasting
2 Justice. I seek to bring justice to those who oppress the on the unborn souls, he healed the deep wounds
weak. (Lawful) inflicted on the chest of Ashardalon.
3 Compassion. I strive to alleviate the suffering of others. This created a phenomenon called Soul Sickness, a
(Good) cataclysm where creatures are thrust into existence
4 Vengeance. I seek revenge on those who enslaved me. (Evil) without souls. You are one of them. Now you must learn
5 Unity. Together, we can rise up against our oppressors. to live your life without a crucial part of your being.
(Any)
6 Hope. I believe in a future where slavery will be abolished. Skill Proficiencies: Intimidation and two other
(Any) proficiencies that do not rely on Charisma.
d6 Bond Tool Proficiencies: One set of artisan’s tools, a Disguise
1 I am still searching for family or loved ones who were also kit, a Poisoner’s kit
Equipment: A set of common clothes, one tool set you
enslaved.
2 I am loyal to a fellow slave who helped me survive and
escape. are proficient with, and a gold pouch containing 25gp
3 I seek to dismantle the organization or individuals Feature: Emptiness
responsible for my enslavement.
4 I am driven by the desire to protect others from You lack emotion and compassion. You are immune to
experiencing the horrors of slavery. being tortured or are tried to be hurt emotionally or
5 I am dedicated to aiding and supporting other slaves mentally. You are resistant to psychic damage.
seeking freedom.
6 I long for a peaceful life where slavery is nothing but a
distant memory.
Suggested
d6 Flaw
Characteristics
1 I am haunted by nightmares and traumatic memories of my d8 Personality Trait
time as a slave. 1 I find it difficult to concentrate on things that don’t interest
2 I struggle with feelings of mistrust and find it hard to form me.
genuine connections. 2 I absentmindedly pick things up and don’t put them back
3 I am prone to panic and anxiety, especially in confined or down.
oppressive spaces. 3 I tend to put myself in situations that cause others
4 I have a deep-seated anger that sometimes clouds my emotional grief as I forget how fragile a person’s emotions
judgment. can be.
5 I find it difficult to accept help or rely on others due to past 4 Every once in a while, I will find myself focusing on the
betrayals. emptiness inside me as if expecting an answer.
6 I am haunted by a sense of shame and inadequacy from my 5 Studying the body of this vessel, I realized that I just need to
time as a slave. replace the void within me with something else. But what?
6 If souls are the essence of one’s being, then I don’t need to
Soulless force myself below the laws of those with a soul. I will do
what I need and when I want.
ges ago, a demonic dragon called

A
7 I have no problem losing those around me. Sentimentality
Ashardalon brought destruction across the isn’t my strong suit.
land while a twisted cult worshiped him as 8 Souls are such precious things. Fragile and hard to remove.
a god. The Cult of Ashardalon formed their I wish to protect them all if not my own.
central temple in Nightfang Spire, a
massive stone structuree spanning 1,600 d6 Ideal
feet into the air. The cult’s leader, a man 1 Retribution. I seek another soul to replace the one I lost.
called Gulthias, served as the mediator between (Neutral)
Ashardalon and his insane followers. 2 Destruction. If I can’t have a soul, no one else can. (Evil)
After being eventially slain by a druid, Gulthias took 3 Prevention. I can’t let anybody else lose their soul. (Good)
the dragon’s heart to Nightfang Spire where he was 4 Acceptance. This is how it is, and I need to just keep moving.
commanded to ready for Ashardalon’s return. (Any)
Ashardalon attempted to extend his life by binding a 5 Freedom. With no soul, there is no morality to hold me back.
demon called Ammet to his chest as a second heart. (Chaotic)
However, his injuries were too extensive for the balor’s 6 Greed. I shall take every soul I find. They are a source of
power to keep Ashardalon alive. He then moved to a power. (Evil)

84
d6 Bond Alternate Feature: Emotional
1 I trust myself and myself alone.
2 There is only a single person I feel understands me in the Fortitude
world. Instead of the Resilient Spirit feature, you can choose
3 Relationships seem so trivial. I cannot carry the weight of Emotional Fortitude as an alternative feature,
both someone else along with myself. representing your ability to endure and manage intense
4 I cannot forgive anyone, not even myself.
5 My family left me due to the nature of my condition. I want
emotions. You gain the following benefits:
to find them someday. You have advantage on Wisdom (Insight) checks to
6 I need nobody. Nobody can hurt me with no center to harm, discern the true intentions or emotional state of
but nothing is stopping me on my end. others.
Once per long rest, you can reroll a failed saving
d6 Flaw throw against a charm or emotion-altering effect.
1 I often times will burst into fits of pity without warning. You can use your action to grant yourself or an ally
2 Everyday, I feel the pressure within my body grow stronger advantage on a Wisdom saving throw against being
as if the lifelessness is spreading. frightened or charmed until the start of your next
3 I tend to initiate problems and arguments since I have
trouble seeing things from the perspectives of others
turn.
burdened with guilts and dreams.
4 Being careless is something that happens to me naturally
Suggested
5 With all of my will, I manage to filter my pain through Characteristics
humor to mask my struggles.
Survivors often carry the weight of their experiences
6 I have a hard time relating to others and will often ignore
with them, shaping their personality and outlook on life.
those who do not share my interests.
The following tables provide examples of personality
traits, ideals, bonds, and flaws that survivors might
Survivor possess. Feel free to customize and expand upon these
suggestions to create a unique character.
ou have survived a horrible tragedy, enduring

Y
through a harrowing event that has left its d8 Personality Trait
mark on your body and soul. Whether it was a 1 I am cautious and always prepared for the worst.
natural disaster, a brutal attack, or a personal 2 I find solace in helping others overcome their own
loss, you have emerged as a survivor, forever hardships.
changed by the experience. 3 I am haunted by vivid memories of the tragedy I survived.
Skill Proficiencies: Survival, Insight 4 I am fiercely determined to make the most of every second
Tool Proficiencies: One type of artisan’s tools or a chance.
musical instrument 5 I tend to keep others at a distance, fearing loss or betrayal.
Languages: None 6 I am always seeking new experiences to escape from the
Equipment: A memento from the tragedy (such as a past.
broken heirloom or a torn piece of clothing), a set of 7 I have become more empathetic and understanding towards
common clothes, a belt pouch containing 10 gold pieces others.
8 I struggle to trust others, constantly expecting the worst.
Feature: Resilient Spirit
Your experience as a survivor has instilled in you a d6 Ideal

resilient spirit and the ability to adapt to challenging 1 Resilience. I refuse to let tragedy define me and strive to

situations. You gain the following benefits: rebuild my life. (Any)


2 Compassion. I seek to help and protect others to prevent
You have advantage on Wisdom (Survival) checks to them from suffering as I have. (Good)
find food, water, or shelter in harsh or hostile 3 Vengeance. I am driven to find those responsible for the
environments. tragedy and make them pay. (Chaotic)
Once per long rest, you can reroll a failed saving 4 Acceptance. I have come to terms with the past and seek
throw against a fear effect. peace and tranquility. (Neutral)
When you take the Help action to aid an ally in 5 Preparation. I am determined to ensure that no one else
combat, you can choose to grant them advantage on suffers the same fate I did. (Lawful)
their next ability check instead of the attack roll. 6 Self-Preservation. I prioritize my own survival above all else,
learning from past experiences. (Neutral)

85
d6 Bond
1 I am devoted to finding and protecting my remaining loved
ones.
2 I seek closure by uncovering the truth behind the tragedy.
3 I am driven to help others who have experienced similar
traumas.
4 I carry the burden of guilt and strive to make amends.
5 I am determined to prevent others from suffering the same
fate.
6 I am tied to a specific location or object that survived the
tragedy, finding solace in its presence.

d6 Flaw
1 I am plagued by nightmares and relive the tragedy in my
dreams.
2 I struggle with trust issues and find it hard to open up to
others.
3 I am haunted by survivor’s guilt and feel undeserving of
happiness.
4 I have a tendency to be overly cautious, sometimes to my
own detriment.
5 I am easily overwhelmed by emotions, sometimes losing
control.
6 I am haunted by the fear of another tragedy befalling me or
those close to me.

86
PART II
Monsters

87
Abyssal Ghoul
Abyssal Ghoul
byssal ghouls are undead creatures serving

A
the drow goddess Kiaransalee. They Medium humanoid (undead), chaotic evil

possess savage attacks and keen senses Armor Class 14


despite being effectively blind. Their claws Hit Points 84 (13d8 + 26)
can inflict the dreaded Demon Fever on Speed 40 ft., climb 40 ft.
their victims, and they have an eerie
awareness of creatures nearing death. STR DEX CON INT WIS CHA
Abyssal ghouls are cunning in combat, working together 18 (+4) 16 (+3) 15 (+2) 6 (-2) 10 (+0) 7 (-2)
to outmaneuver foes and strike at the perfect moment.
Defeating an abyssal ghoul can trigger a deadly Skills Stealth +6, Perception +2
explosion of necrotic blood. Damage Resistances necrotic
Abyssal ghouls appear much like ordinary ghouls, but Damage Immunities poison

they have elongated fingers and toes ending in wicked Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
claws. Their most distinguishing feature is a 1-ft long 12
tongue trailing into incorporeal smoke from their Languages Abyssal
mouths. Challenge 4 (1,100 XP)

Cunning Tactics. The abyssal ghoul gains advantage on attack


rolls against a creature if at least one of its allies is within 5 feet
of the creature and the ally isn’t incapacitated.

Demon Fever. When the abyssal ghoul hits a creature with its
claw attack, the target must make a DC 13 Constitution saving
throw or be afflicted with demon fever. The disease lasts for 1
minute, and the target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
While affected by this disease, the creature takes 7 (2d6)
necrotic damage at the start of each of its turns.

Death Sense. The abyssal ghoul is always aware of the condition


of creatures within 60 ft. If a creature is below half its
maximum hit points, the abyssal ghoul gains advantage on
attack rolls against it until the end of its next turn.

Opportunistic Strike. If a surprised creature starts its turn within


5 feet of the abyssal ghoul, the ghoul can use its reaction to
make a bite attack against that creature.

Actions
Multiattack. The abyssal ghoul makes two attacks: one with its
bite and one with its claw.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) slashing damage.

Smoky Drain. If the abyssal ghoul is grappling a creature, it can


use its tongue to drain the creature’s sanity. The grappled
creature must succeed on a DC 13 Wisdom saving throw or be
stunned until the end of its next turn and gains short-term
madness.

88
Abyss Bats
byss bats are evil demonic creatures, blue, or green eyes pierce through the darkness,

A
resembling emaciated, man-sized showcasing their evil nature. These creatures are highly
humanoids with huge leathery bat wings, sensitive to sunlight, seeking refuge in pitch-black areas
terrifying skull-like faces, and dark grey or of the Abyss, such as caves.
black skin. Their tails are barbed and filled In combat, Abyss bats prey on weaker creatures, and
with a potent poison. Glowing white, red, the arcanists use illusion magic to deceive and create
chaos. They prefer herding lesser Abyss bats into battle
to shield themselves from danger while showering their
enemies with magic.

Abyss Bat
Medium fiend, chaotic evil

Armor Class 13 (natural armor)


Hit Points 76 (9d10 + 27)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0)

Skills Stealth +5, Arcana +3


Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, Undercommon
Challenge 4 (1,100 XP)

Sunlight Sensitivity. While in sunlight, the Abyss bat has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Elemental Breath. When the Abyss bat dies, it explodes,


releasing energy based on its elemental breath weapon: acid
(5d6 acid damage), fire (5d6 fire damage), cold (5d6 cold
damage), or electricity (5d6 lightning damage). Each creature
within 10 feet of the Abyss bat must make a DC 13 Dexterity
saving throw, taking full damage on a failed save, or half as
much on a successful one.

Actions
Multiattack. The Abyss bat makes two attacks: one with its bite
and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
7 (1d6 + 2) piercing damage plus 3 (1d6) poison damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit
6 (1d4 + 2) slashing damage plus 3 (1d6) poison damage.

89
All-Consuming Hunger
Tiny undead, neutral evil

Armor Class 14
Hit Points 120 (16d4 + 64)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 18 (+4) 6 (-2) 6 (-2) 6 (-2)

Skills None
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Understands all languages it knew in life but can’t
speak
Challenge 8 (3,900 XP)

Swarm. The all-consuming hunger can occupy another


creature’s space and vice versa, and it can move through any
opening large enough for a Tiny creature. The all-consuming
hunger can’t regain hit points or gain temporary hit points.

Undead Fortitude. If damage reduces the all-consuming hunger


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 all-consuming hunger
drops to 1 hit point instead.

Fear Smog. A creature that starts its turn within 60 feet of the
All-Consuming all-consuming hunger must succeed on a DC 15 Wisdom
saving throw or be frightened until the start of its next turn.
Hunger Actions
he All-Consuming Hunger is a nightmarish

T
Multiattack. The all-consuming hunger makes two attacks: one
undead entity that strikes fear into the with its Bite and one with its Rotting Touch.
hearts of those who encounter it.
Manifesting as a swarm of rotting body Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in
parts and organs, this tiny yet terrifying the all-consuming hunger’s space. Hit 17 (4d6 + 3) piercing
creature pulsates with an eerie semblance damage, and the target must make a DC 15 Constitution

of life. It is in constant motion, seemingly saving throw, taking 27 (6d8) poison damage on a failed save,
or half as much damage on a successful one.
never resting, and surrounded by a dark smog of rotting
death. Rotting Touch. Melee Weapon Attack: +5 to hit, reach 0 ft., one
Driven by an insatiable and malevolent hunger, the target in the all-consuming hunger’s space. Hit 17 (4d6 + 3)
All-Consuming Hunger holds an intense loathing for all necrotic damage.
living creatures. Its primary desire is to kill and
consume the living, leaving only death and decay in its Swarm Disturbance (Recharge 5-6). The all-consuming hunger
can release a wave of necrotic energy that affects all creatures
wake. within a 15-foot radius. Each creature in that area must make a
The origin and purpose of the All-Consuming Hunger DC 15 Constitution saving throw, taking 45 (10d8) necrotic
remain shrouded in darkness, leaving adventurers to damage on a failed save, or half as much damage on a
wonder about the sinister force that brought forth such successful one. Undead creatures within the area are
an abhorrent and unstoppable undead swarm. Only the unaffected by this ability.
bravest and most skilled heroes dare to face this
monstrous entity, seeking to protect the living from the
All-Consuming Hunger’s insidious grasp and uncover
the secrets it conceals.

90
Ammut
Ammut
he Ammut is a horrifying creature that

T
dwells in the depths of Zakhara, Large monstrosity, neutral evil

characterized by its gruesome Armor Class 15 (natural armor)


amalgamation of a crocodile, a lioness, and Hit Points 136 (16d10 + 48)
a hippopotamus. Towering at a length of 12 Speed 40 ft., burrow 30 ft.
feet, this monstrous beast exhibits the tail
and legs of a crocodile, the belly and neck STR DEX CON INT WIS CHA
of a hippopotamus, and the powerful arms and head of a 22 (+6) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
lion. Its gluttonous nature drives it to constantly seek its
next meal, leading it to tunnel through tombs and burial Skills Perception +4, Stealth +6
grounds in search of prey. Senses darkvision 60 ft., ethereal sight, passive Perception 14
The Ammut employs its fangs and claws as its Languages None

primary weapons, often launching unexpected Challenge 7 (2,900 XP)

underground attacks to swiftly dispatch its victims. Its


keen eyes grant it the ability to perceive creatures in the Keen Sight. The ammut can see creatures in the Ethereal Plane.
Ethereal Plane, making it a formidable predator against
those with evil in their souls. In the heat of battle, the Pounce. If the ammut moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
Ammut emits a hideous roar that echoes for miles, that target must succeed on a DC 16 Strength saving throw or
causing fear in those who hear it. be knocked prone. If the target is prone, the ammut can make
one bite attack against it as a bonus action.

Actions
Multiattack. The ammut makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 19 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 14 (2d6 + 6) slashing damage.

Hideous Roar (Recharge 5-6). The ammut issues a hideous roar


that can be heard for miles. Each creature within 60 feet of the
ammut that hears the roar must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A frightened
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Tail Grapple. If the ammut hits a creature with its tail attack, the
target is grappled (escape DC 16). Until this grapple ends, the
target is restrained, and the ammut can’t use its tail attack on
another target.

91
Angel of Decay
Angel of Decay
he Angel of Decay, also known as the Rot

T
Harbinger, is an undead monstrosity borne Medium undead, chaotic evil

from decay, a twisted mockery of celestial Armor Class 15 (natural armor)


beings. Their bodies continuously rot, Hit Points 110 (13d8 + 52)
dripping with liquid corruption. When they Speed 30 ft., fly 60 ft. (hover)
speak, their voices are slurred and muddy.
When an Angel of Decay stands on the STR DEX CON INT WIS CHA
ground, it sheds liquid corruption, creating a pool up to 20 (+5) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 8 (-1)
15 feet in radius. This pool causes living creatures that
touch it to begin decaying themselves. Their claws and Skills None
wings possess a decay-inducing touch, causing injuries Damage Immunities necrotic, poison
to rot upon contact. Angels of Decay feed upon the Condition Immunities poisoned

essence released by the decomposition of rotting and Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Common
liquified creatures upon death. These horrid mockeries Challenge 7 (2,900 XP)
of angels prefer melee combat to utilize their decay-
inducing touch. Some may also throw balls of
necrotizing material at enemies. Decay Pool. The area within 5 feet of the Angel of Decay
becomes a pool of rot and decay. The pool is considered
difficult terrain, and any creature that starts its turn in the pool
must make a DC 16 Constitution saving throw, taking 18 (4d8)
necrotic damage on a failed save, or half as much damage on a
successful one.

False Appearance. While the Angel of Decay remains


motionless, it is indistinguishable from a regular decaying
corpse.

Infectious Touch. When the Angel of Decay hits a creature with a


melee attack, the target must succeed on a DC 16 Constitution
saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until
the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

Actions
Multiattack. The Angel of Decay makes three attacks: two with
its claws and one with its wings.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic
damage.

Wings. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.


Hit 11 (2d4 + 5) bludgeoning damage plus 7 (2d6) necrotic
damage.

Necrotizing Projectile (Recharge 5-6). The Angel of Decay hurls a


ball of necrotizing material at a point it can see within 60 feet.
Each creature in a 10-foot radius sphere centered on that point
must make a DC 16 Dexterity saving throw, taking 24 (7d6)
necrotic damage on a failed save, or half as much damage on a
successful one.

92
Annihilator
Annihilator
he Annihilator is a horrifying aberration

T
that lurks in the depths of the Lowerdark. Medium aberration, neutral evil

Resembling a rust monster, this creature Armor Class 16 (natural armor)


possesses an eerie appearance with an Hit Points 168 (16d8 + 96)
additional set of large, flexible antennae Speed 40 ft.
and an unsettling lack of a mouth.
Driven by its malevolent nature, the STR DEX CON INT WIS CHA
Annihilator finds gratification in disintegrating both 18 (+4) 14 (+2) 22 (+6) 10 (+0) 12 (+1) 6 (-2)
living creatures and inanimate objects alike. Its method
of attack involves the use of its antennae, which can Skills None
cause disintegration upon physical contact, mirroring Damage Immunities None
the effects of a powerful disintegrate spell. Once an Condition Immunities None

Annihilator selects a target, it becomes relentlessly Senses Darkvision 60 ft., passive Perception 11
Languages None
obsessed with their disintegration, pursuing them Challenge 15 10 (5,900 XP)
relentlessly across great distances.
The Annihilator’s terrifying presence in the
Lowerdark spells doom for any who dare cross its path. Disintegration. If the Annihilator hits a creature with its

Its ability to disintegrate both creatures and objects antennae attack, the target must make a DC 18 Dexterity

makes it an incredibly dangerous adversary, instilling saving throw. On a failed save, the target takes 105 (30d6)
force damage, or half as much damage on a successful save. If
fear and caution among those who venture into the this damage reduces the target to 0 hit points, the target is
darkness. disintegrated.

Actions
Multiattack. The Annihilator makes one bite and one antennae
attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 16 (2d8 + 5) piercing damage.

Antennae. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit The target must make a DC 17 Dexterity saving
throw or be disintegrated, as per the disintegrate spell.

93
Arachnar
Arachnar
he Arachnar is a spider-like construct

T
constructed of common materials like Medium construct, neutral

wood, heavy cured leather, and dull metals Armor Class 15 (natural armor)
such as iron. Its body always sports dark Hit Points 52 (8d8 + 16)
and neutral colors, aiding its camouflage in Speed 30 ft., climb 30 ft.
underground environments. With highly
mobile limbs and exceptional climbing STR DEX CON INT WIS CHA
capabilities, the Arachnar navigates difficult surfaces 14 (+2) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 1 (-5)
with ease. This menacing creature can strike its foes
with its poisonous bite and ensnare them in its sticky Skills Stealth +5
webs, proving to be a formidable adversary in dark and Damage Resistances bludgeoning, piercing, and slashing from
treacherous locales. The Arachnar’s nature as a nonmagical attacks

construct allows it to function without the need for air, Condition Immunities charmed, exhaustion, frightened,

food, drink, or sleep, making it an unyielding and paralyzed, petrified, poisoned


Senses darkvision 60 ft., passive Perception 10
relentless pursuer in the depths below. Beware, for the Languages understands the languages of its creator but can’t
Arachnar’s presence evokes a sense of dread and speak
uncertainty, as it silently stalks its prey with calculated Challenge 2 (450 XP)
precision, ever-ready to strike at the opportune moment.
Constructed Nature. An arachnar doesn’t require air, food,
drink, or sleep.

Spider Climb. The arachnar can climb difficult surfaces,


including upside down on ceilings, without needing to make an
ability check.

Actions
Multiattack. The arachnar makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage, and the target must make a DC
11 Constitution saving throw, taking 9 (2d8) poison damage on
a failed save, or half as much damage on a successful one.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range


30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC 13
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).

94
Arracat
Arraccat
rraccats are nightmarish creatures that

A
combine features of various predatory Large monstrosity, unaligned

beasts. They walk on four scorpion-like, Armor Class 14 (natural armor)


two-jointed legs, ending in sharp claws, with Hit Points 112 (15d10 + 30)
two pairs of frontal clawed appendages Speed 40 ft., climb 20 ft.
resembling a scorpion’s chelicera. Their
bodies have thick leathery hides with STR DEX CON INT WIS CHA
patches of fur that grow like a lion’s mane and in stripes 18 (+4) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
on their backs. The bodies end in a long scorpion-like
tail with a dangerous stinger, and their boar-like faces Skills Perception +3
have tusks and six spider-like eyes. These terrifying Damage Immunities poison, paralysis
predators are often encountered in ruins, dungeons, and Condition Immunities poisoned

catacombs, lurking in the shadows and striking Senses darkvision 60 ft., tremorsense 60 ft., passive Perception

unsuspecting prey with deadly precision. 13


Languages None
Arraccats possess incredible agility and are Challenge 4 (1,100 XP)
completely immune to paralysis and poison. Their thick
hides make them resistant to critical hits. The mere
gaze of an Arraccat can cause dizziness and temporary Spider Climb. The arraccat can climb difficult surfaces,

stun to those who meet its eyes. They are swift and including upside down on ceilings, without needing to make an
ability check.
precise in their attacks. They rely on fast movements to
strike with their bites, which inject minor green-colored Stunning Gaze. When a creature starts its turn within 30 feet of
venom causing infection. Their tail stingers deliver a the arraccat and meets the arraccat’s gaze, the creature must
paralyzing venom that can render their prey helpless. succeed on a DC 13 Wisdom saving throw or be stunned until
Despite their terrifying aggression, Arraccats are not the start of its next turn.

particularly intelligent, acting mostly on instinct. They Actions


often attack creatures much bigger and stronger than
themselves and fight to the death. When around an Multiattack. The arraccat makes two attacks: one with its bite
Arraccat mother, other Arraccats fiercely defend their and one with its tail stinger.
leader. These creatures are known for collecting shiny Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
gems and treasures, dragging their loot into their lairs. 10 (1d10 + 4) piercing damage plus 3 (1d6) poison damage.
The target must succeed on a DC 14 Constitution saving throw
or be poisoned for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.

Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one


target. Hit: 8 (1d8 + 4) piercing damage. The target must
succeed on a DC 14 Constitution saving throw or be paralyzed
for 1 minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

95
Ascomoid
Ascomoid
scomoids are subterranean fungus

A
creatures that present a dangerous threat to Medium plant, unaligned

adventurers. Possessing a spherical shape Armor Class 15 (natural armor)


with thick, leathery skin covered in Hit Points 52 (8d8 + 16)
numerous indentations, these creatures Speed 30 ft.
grow up to 10 feet in diameter, though
smaller sizes are more common. STR DEX CON INT WIS CHA
Ascomoids rapidly grow from spores when provided 15 (+2) 10 (+0) 14 (+2) 2 (-4) 8 (-1) 3 (-4)
with sufficient water, warmth, and flesh. Once mature,
they detach from their stem and roll throughout their Skills None
environment. The small holes covering their bodies Senses blindsight 60 ft. (blind beyond this radius), passive
serve as sensory organs, but when they reach a Perception 9

significant size, they can emit a 30-foot long stream of 1- Languages None
Challenge 2 (450 XP)
foot diameter fungal spores. These spores poison
victims with an acidic quality, leading to blindness and
choking. Blindsight. The ascomoid can’t see, relying on its fungal
sensory organs, which have a blindsight of 60 feet.

Fungal Spores. When the ascomoid reaches a size of 5 feet in


diameter, it can use an action to release a 30-foot long, 1-foot
diameter stream of poisonous fungal spores. Each creature in
that area must make a DC 12 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or half as much
damage on a successful one. On a failed save, the creature is
also blinded and unable to breathe for 1 minute. The creature
can repeat the saving throw at the end of each of its turns,
ending the blinded and suffocating effects on a successful
save.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 7 (1d8 + 2) bludgeoning damage.

Rolling Charge. The ascomoid moves up to its speed in a


straight line and can make one slam attack at any point during
that movement. If the ascomoid hits the target, it must
succeed on a DC 12 Strength saving throw or be knocked
prone.

Blinding Burst (Recharge 5-6). The ascomoid releases a burst of


blinding spores in a 20-foot radius centered on itself. Each
creature in that area must make a DC 12 Dexterity saving throw
or be blinded for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on a
successful save.

96
These powerful spellcasters can project ghost-like
Baelnorn apparitions of themselves to interact with others or to
he Baelnorn are ancient and powerful scout an area, and their mastery of magic knows almost

T
undead elves who chose a path of selfless no bounds. Baelnorns have a unique ability to evade the
duty beyond death. Unlike typical liches typical chilling aura that frightens weaker foes, and their
driven by dark ambitions, Baelnorns touch can paralyze victims or siphon away their life
willingly embraced undeath to serve and force.
safeguard their families, communities, or Though considered similar to liches, Baelnorns are
sacred places for countless lifetimes. These not perceived as disturbing or unnatural by elven
spellcasters retained their mental acuity and magical society, and in certain cases, they are even revered as
prowess in their undead state, becoming extraordinary sacred beings. Their transformation into undeath is
practitioners of arcane arts over the ages. seen as a rare and selfless sacrifice for the greater good
In appearance, younger Baelnorns bear subtle signs of their clan or community. To become a Baelnorn
of their undead nature, such as glowing white eyes and requires the consent of powerful elven authorities,
slightly translucent skin. As they grow older, most of making such transitions infrequent and sacred events.
their hair and flesh fade away, leaving them resembling While most Baelnorns remain hidden in crypts,
skeletal beings. Despite their agelessness, there are no towers, or ruins, they emerge when the need arises,
known reports of millennia-old Baelnorns, suggesting a shrouded in hoods to conceal their true nature. They
limitation to their existence. persist in their roles as immortal protectors, with their
vast intellect, mastery of wizardry, and limitless time to
plan and scheme being their greatest resources.
2nd level (3 slots): detect thoughts, mirror image, misty step
Baelnorn 3rd level (3 slots): counterspell, dispel magic, fireball
Medium undead (elf ), any non-evil alignment 4th level (3 slots): dimension door, ice storm
5th level (2 slots): cone of cold, scrying
Armor Class 15 (natural armor) 6th level (1 slot): disintegrate, globe of invulnerability
Hit Points 120 (16d8 + 48) 7th level (1 slot): finger of death, plane shift
Speed 30 ft. 8th level (1 slot): dominate monster, power word stun
9th level (1 slot): foresight, shapechange
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 20 (+5) 16 (+3) 14 (+2) Actions
Skills Arcana +11, History +11, Religion +11 Withering Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one
Damage Resistances necrotic; bludgeoning, piercing, and target. Hit 24 (7d6) necrotic damage. The target must succeed
slashing from nonmagical attacks on a DC 17 Constitution saving throw or its hit point maximum
Condition Immunities charmed, exhaustion, frightened, is reduced by an amount equal to the damage taken. This
paralyzed, poisoned reduction lasts until the target finishes a long rest. The target
Senses darkvision 120 ft., passive Perception 13 dies if this effect reduces its hit point maximum to 0.
Languages Elvish, Common
Challenge 11 (7,200 XP) Wraithlike Projection. The baelnorn sends a wraith-like
projection of itself to a point it can see within 1 mile. The
projection is intangible and can’t be targeted or harmed. The
Magic Resistance. The baelnorn has advantage on saving throws baelnorn can perceive its surroundings from the projection’s
against spells and other magical effects. location as if it were there. The projection lasts until the end of
the baelnorn’s next turn or until the baelnorn returns to it as a
Innate Spellcasting. The baelnorn’s innate spellcasting ability is bonus action.
Intelligence (spell save DC 17). It can innately cast the
following spells, requiring no material components: At will: Paralyzing Touch (Recharge 5-6). The baelnorn touches a creature
detect magic, light, mage hand, message 3/day each: disguise self, within 5 feet of it. The target must succeed on a DC 17 Wisdom
major image 1/day each: cone of cold, hold monster, plane shift, saving throw or be paralyzed for 1 minute. The target can
power word stun repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
Spellcasting. The baelnorn is an 18th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +11 to hit Summon Undead (1/Day). The baelnorn magically summons
with spell attacks). The baelnorn has the following wizard spells 1d4+2 shadows or 1d6+3 specters. The summoned creatures
prepared: Cantrips (at will): chill touch, minor illusion, ray of frost appear in unoccupied spaces within 60 feet of the baelnorn and
obey its commands. They remain for 1 minute, until the
1st level (4 slots): detect magic, mage armor, shield, sleep baelnorn dies, or until it dismisses them as a bonus action.

97
A Baelnorn casting a spell.

98
Baneguard
Baneguard
he Baneguard is a malevolent undead

T
creature, a skeletal sentinel brought to life Medium undead, neutral evil

by dark rituals. Originally crafted by Armor Class 13 (natural armor)


followers of the malevolent deity Bane, it Hit Points 58 (9d8 + 18)
possesses magical abilities that make it a Speed 30 ft.
formidable foe. Concealed beneath the
guise of an ordinary skeleton, the STR DEX CON INT WIS CHA
Baneguard’s true power reveals itself when it 16 (+3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 6 (-2)
demonstrates intelligence and cunning beyond the
typical undead. Skills None
Capable of independent thought and action within the Damage Immunities cold, poison
confines of its creator’s orders, the Baneguard serves as Condition Immunities exhaustion, poisoned

a loyal guardian, mercilessly executing its assigned Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t
tasks. Its eerie presence is characterized by an eerie speak
ability to shift between the Ethereal and Material Challenge 3 (700 XP)
planes, granting it an advantage in both attack and
defense. Additionally, the Baneguard wields the arcane
might to unleash devastating magic missiles upon its Blink (Recharge 5-6). The baneguard activates its blink ability,

hapless adversaries. shifting between the Ethereal Plane and the Prime Material
Plane for 1 minute. While blinking, it has advantage on attack
While it lacks the ability to speak, the Baneguard’s rolls and gains resistance to damage from non-magical attacks.
actions reflect its dark and malevolent nature.
Impervious to cold, poison, disease, and other mortal Magic Missiles. The baneguard shoots two magic missiles as an
afflictions, the Baneguard is a fearsome opponent that action. It can target the same or different creatures with each
can only be turned by those with the power to turn a missile. The magic missiles deal 3d4+3 force damage each.

wight. Actions
Seeping with evil intent, the Baneguard’s creation
and purpose are tethered to sinister forces, and its Multiattack. The baneguard makes two attacks: one with its
undead existence is solely dedicated to fulfilling its weapon and one with its claws.
appointed role. With an unyielding loyalty to its creator, Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
this malevolent skeletal guardian roams the realms, Hit 10 (2d6 + 3) slashing damage.
striking terror into the hearts of those who dare to cross
its path. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit 7 (1d8 + 3) slashing damage.

99
Baphitaur
Large monstrosity, chaotic evil

Armor Class 14 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

Skills Perception +3, Survival +3


Damage Resistances cold, electricity, fire
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Undercommon
Challenge 4 (1,100 XP)

Keen Smell. The baphitaur has advantage on Wisdom


(Perception) checks that rely on smell.

Maze Sense. The baphitaur can’t become lost except by magical


means in a labyrinthine environment.

Rampage. When the baphitaur reduces a creature to 0 hit

Baphitaur
points with a melee attack on its turn, the baphitaur can take a
bonus action to move up to half its speed and make a gore
attack.
onstrous planetouched creatures with a

M
lineage of human, minotaur, and demon Actions
blood, baphitaurs resemble minotaurs
but possess a bestial head with sharp Multiattack. The baphitaur makes two attacks: one with its

bull ears and short, deadly horns. Their greataxe and one with its gore.

stringy hair covers their bodies, and Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
their feet are humanoid rather than target. Hit 18 (2d10 + 5) slashing damage.
hooved. A long tail completes their fearsome
appearance. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit

Like their minotaur kin, baphitaurs possess an innate 16 (2d8 + 5) piercing damage.

sense of direction and excel in navigating mazes, never Darkness (1/Day). The baphitaur magically creates magical
getting lost in such environments. Their demonic darkness in a 15-foot radius sphere centered on a point it can
heritage grants them resistance to cold, electricity, and see within 60 feet of it. The darkness lasts as long as the
fire. Additionally, baphitaurs possess a keen sense of baphitaur maintains concentration, up to 10 minutes (as if
smell, enabling them to detect even the faintest of concentrating on a spell). The darkness spreads around
scents. corners, and the baphitaur and its allies can see through the
Once a day, a baphitaur can summon darkness, darkness. If the baphitaur ends its turn in a location where it

cloaking an area in a magical shroud of impenetrable doesn’t have line of sight to the sphere, the darkness
dissipates.
blackness. Within this darkness, the baphitaur and its
allies can see perfectly, while others are left blinded.
Baphitaurs are known for their fierce and brutal
nature, akin to their demonic ancestors. Most of them
are barbarians, embodying their rage in battle. Some,
however, pursue the path of clerics, devoted to their
demon lord, Baphomet, whom they worship with fervent
zeal.

100
Belker
Belker
he Belker is a fearsome elemental creature

T
that appears as a shifting mass of smoke, Medium elemental, neutral evil

evoking a fiendish presence. It primarily Armor Class 15 (natural armor)


consists of smoke with large bat-like wings, Hit Points 65 (10d8 + 20)
clawed tendrils, and a biting maw. Their Speed 30 ft., fly 60 ft.
semi-gaseous nature causes them to
continuously shift and change shape. On STR DEX CON INT WIS CHA
average, they stand 7 to 9 feet tall. 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Belkers are known to harm other creatures that are in
a smoke or mist form, making them particularly Skills Stealth +4
dangerous adversaries. In this state, they become Damage Immunities fire, poison
resistant to non-magical damage, and only enchanted Condition Immunities paralyzed, petrified

weapons can harm them. Their solid wings remain Senses darkvision 60 ft., passive Perception 11
Languages Auran
unaffected by this transformation. Furthermore, Belkers Challenge 3 (700 XP)
are impervious to fire and heat, resistant to magic while
in gaseous form, and immune to poisons, paralysis, and
petrification. Gaseous Form. The belker can transform its whole body or parts

In combat, Belkers use their claws and fangs as their of it into a gaseous form at will. While in this form, it has

primary weapons. Their favored tactic involves resistance to all non-magical damage. Weaponry with a +1 or
greater enchantment is required to harm the belker in this
assuming a gaseous form, engulfing their opponents, state.
and filling the air around them. While their adversaries
choke on the smoke, Belkers solidify their claws inside Smoke Inhale. When the belker is in gaseous form, it can move
the creature’s body, causing internal damage. on top of a Medium or smaller creature and attempt to engulf
it. The target must succeed on a DC 13 Constitution saving
throw or be incapacitated and unable to breathe while choking
on the smoke. While engulfed, the creature takes 14 (4d6) fire
damage at the start of each of the belker’s turns. A creature can
use its action to make a DC 13 Strength check, pushing the
belker out. On a success, the creature is no longer engulfed
and can breathe normally.

Actions
Multiattack. The belker makes two attacks: one with its claw
and one with its bite.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
6 (1d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
7 (1d8 + 3) piercing damage.

101
Bone Crusher
one Crushers are brutish skeletons, remnants

B
of once powerful warriors. These skeletal
monstrosities are larger and more imposing
than common skeletons, standing tall with
their bony frames. Armed with a massive
club, they wield it with devastating force,
capable of crushing armor and bones alike.
Their sole purpose seems to be guarding ancient crypts
or forgotten tombs, preventing anyone from disturbing
the rest of the dead within.
In battle, Bone Crushers show little strategy or
finesse. They charge relentlessly at their foes, swinging
their clubs wildly to crush and shatter anything in their
path. Despite their lack of intelligence, they possess an
unnatural strength that makes them formidable
adversaries. Their hollow eye sockets glow with an
eerie, malevolent light, adding to the terror they instill in
those unfortunate enough to cross their path.
Bone Crusher
Medium undead, neutral evil

Armor Class 14 (natural armor)


Hit Points 80 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 4 (-3) 6 (-2) 5 (-3)

Skills -
Damage Resistances piercing
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t
speak
Challenge 4 (1,100 XP)

Undead Fortitude. If damage reduces the bone crusher 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 bone crusher drops to 1 hit point
instead.

Actions
Multiattack. The bone crusher makes two melee attacks: one
with its club and one with its bone claws.

Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
18 (2d10 + 5) bludgeoning damage.

Bone Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit 13 (2d6 + 5) slashing damage.

102
Bonedrinker
Bonedrinker
onedrinkers are repulsive undead creatures,

B
the result of a dark ritual transforming Medium undead, chaotic evil

bugbears into these ghoulish beings, and Armor Class 15 (natural armor)
goblins into lesser bonedrinkers. Resembling Hit Points 88 (16d8 + 16)
hairless, grey, spindly humanoids with Speed 30 ft.
goblinoid features, they possess two pale
tentacles under their arms. Their elongated STR DEX CON INT WIS CHA
fingers end in sharp claws, while their mouths contain 16 (+3) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 5 (-3)
long fangs. The creatures’ skin is covered in open sores
that secrete pale pus. Skills Perception +3
As their name implies, Bonedrinkers have an Damage Vulnerabilities bludgeoning, piercing, and slashing
insatiable hunger for bones. Feeding on bones is from gold or silver weapons

necessary to prevent their bodies from being covered in Damage Resistances cold, fire, sonic
Condition Immunities poisoned
oozing sores. They behave similarly to ghasts, growing Senses darkvision 60 ft., passive Perception 13
more aggressive when deprived of bones. Languages Common, Goblin, and all languages known in life
Bonedrinkers are solitary creatures that prey on lone Challenge 4 (1,100 XP)
victims, attacking from hiding spots with lightning
speed. They prefer to pounce on their targets, grappling Keen Smell. The bonedrinker has advantage on Wisdom
and biting with their sharp fangs. A creature reduced to (Perception) checks that rely on smell.
0 hit points by a Bonedrinker’s bite attack collapses into
a boneless pile of flesh. Bone Feasting. The bonedrinker must feed on bones to survive.
If it goes without consuming bones for more than a week, its
sores ooze pale pus, and it becomes more aggressive. When it
reduces a creature to 0 hit points with its bite attack, the
target’s body collapses into a boneless pile of flesh.

Actions
Multiattack. The bonedrinker makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
10 (2d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
14 (2d10 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Constitution saving throw against
being cursed with bonedrinker’s disease. If the saving throw
fails by 5 or more, the target’s hit point maximum is reduced
by an amount equal to the damage taken from this bite. The
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.

103
thirsting for the thrill of cutting flesh from bone. When it
Caligrosto strikes a capable foe, a fiendish shade emerges, a blurry
he caligrosto is a malevolent and sadistic and fiendish incarnation with glowing red eyes, bat-like

T
spirit, haunting the realm in an unseen, wings, and a forked tail. Armed with deadly dexterity, it
shapeless form. Inherently invisible, it wields its possessed weapon with lethal adeptness,
merges with unattended slashing weapons, inflicting pain and chaos upon those it crosses. Beware
lurking in wait for unsuspecting wielders. the treachery and deception of the Caligrosto, for its
Compelled by an insatiable bloodlust, it cunning knows no bounds, and its thirst for carnage
urges its hosts to seek out new victims, remains unyielding.

Caligrosto out of the weapon using spells like banishment, dismissal,


dispel chaos, and dispel evil, requiring it to overpower an
Medium fiend, chaotic evil
enchanted weapon again to repossess it. Destroying the
weapon forces the caligrosto out and potentially stuns it.
Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42) Strength Drain. The caligrosto can drain strength from a
Speed 0 ft., fly 60 ft. (hover) creature it touches with its incorporeal form, healing itself and
gaining temporary hit points equal to the damage dealt. The
STR DEX CON INT WIS CHA target must succeed on a DC 14 Constitution saving throw or
- - - - - - have its Strength score reduced by 1d4. The target dies if this
reduces its Strength to 0. Otherwise, the reduction lasts until
Skills None the target finishes a short or long rest.
Damage Immunities -
Condition Immunities - Actions
Senses truesight 60 ft., passive Perception 10
Multiattack. The caligrosto makes three attacks: two with its
Languages Abyssal, Common, telepathy 60 ft.
possess weapon and one with its incorporeal touch.
Challenge 6 (2,300 XP)
Possessed Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Incorporeal. The caligrosto is inherently invisible and shapeless. one target. Hit 7 (1d6 + 3) slashing damage.
While possessing a weapon, it can’t be detected by spells such
as see invisibility or locate creature, and detect chaos or detect Incorporeal Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one
evil only reveals its alignment. Under truesight, a weapon target. Hit 18 (4d8) necrotic damage.
possessed by a caligrosto appears to be seething with coils of Fiendish Shade (Recharge 5-6). After the caligrosto’s possessed
lightning-flecked mist. weapon hits a creature capable of using it, the caligrosto can
Possession. The caligrosto can possess an unattended slashing attempt to fly free from its wielder’s grasp (requiring a DC 14
weapon. Magic weapons have advantage on saving throws Strength check to keep it still) and create a fiendish shade. The
against this possession. Once the caligrosto possesses a magic shade wields the possessed weapon and is proficient with it,
weapon, it can enter and leave it at will but can’t move or drain using its Dexterity for attack and damage rolls. It shares a
others while occupying a blade. The caligrosto can be forced telepathic link with the caligrosto. While the fiendish shade
exists, the caligrosto can’t use its incorporeal touch.

104
Caller in Darkness
Large undead (shadow), chaotic evil

Armor Class 14 (natural armor)


Hit Points 123 (13d10 + 52)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Skills None
Damage Immunities necrotic, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, prone, restrained
Senses darkvision 120 ft., passive Perception 12
Languages Common
Challenge 6 (2,300 XP)

Incorporeal Movement. The caller in darkness can move through


other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.

Face Collector. The caller in darkness can attempt to steal the


essence of a dead, sleeping, or otherwise incapacitated
creature within 10 yards (9 meters). The target must succeed
on a DC 15 Constitution saving throw or take 44 (8d10)
necrotic damage and die. If the target dies from this effect, the
caller in darkness gains 44 temporary hit points and a new face
appears among the writhing visages in its mist.

Actions
Caller In Darkness Haunting Gaze. The caller targets one creature it can see within
30 feet of it. The target must succeed on a DC 14 Wisdom
he Caller in Darkness is a horrifying

T
saving throw or be frightened until the end of its next turn. If
undead creature, a collective of minds from the target fails the saving throw by 5 or more, it is also
a large group of victims who died in terror paralyzed for the same duration. The caller can use its Face
at the same time. It manifests as an Collector on a paralyzed creature without needing to make an

incorporeal mass of cloud, fog, or mist, attack roll.

within which one can see the silently Terrifying Presence (Recharge 5-6). Each creature of the caller’s
screaming faces of its victims, trapped in choice that is within 120 feet of it and aware of it must succeed
eternal fear. Even animals instinctively flee from the on a DC 14 Wisdom saving throw or become frightened for 1
unnatural presence of this creature, and intelligent minute. A creature can repeat the saving throw at the end of
beings dread being drawn into its shared misery. each of its turns, ending the effect on itself on a success. If a
In sunlight, the Caller in Darkness is powerless, but creature’s saving throw is successful or the effect ends for it,

once darkness falls, it roams about, seeking to draw the creature is immune to the caller’s Terrifying Presence for
the next 24 hours.
new victims into its nightmarish collective of suffering
minds. It possesses the psionic ability to steal the Horror’s Embrace. Melee Weapon Attack: +7 to hit, reach 5 ft.,
essence of incapacitated beings from a distance, one creature. Hit: 28 (4d10 + 4) necrotic damage, and the
growing more powerful with each stolen essence. Faces target is grappled (escape DC 15). Until this grapple ends, the
of its victims appear among the others, writhing in target is restrained, and the caller can’t use Horror’s Embrace
horror. on another target.

The Caller in Darkness can also haunt its victims with


its terrifying gaze, inducing fear and paralysis, and it
emits a horrifying aura that frightens those who dare to
approach. In close combat, it can use its Horror’s
Embrace to grapple and restrain its targets while
dealing necrotic damage.

105
Canomorph
Canomorph Medium fiend (shapechanger), chaotic evil

he Canomorph is a fiendish creature with Armor Class 13 (natural armor)

T
the ability to transform between the shape Hit Points 82 (11d8 + 33)
of a humanoid and that of a ferocious Speed 30 ft.
fiendish hound. Originating from hell
hounds, shadow mastiffs, and vorrs, they STR DEX CON INT WIS CHA

were created by archdevils and demon 18 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

lords as intelligent trackers and guard Skills Perception +4, Stealth +7


dogs. Canomorphs possess darkvision and have a keen Damage Vulnerabilities radiant
sense of smell, allowing them to be adept hunters. They Condition Immunities prone
are known to be cruel and evil creatures, and their Senses darkvision 60 ft., passive Perception 14
personalities vary among the three types. Haraknin are Languages Common, Abyssal, Infernal
violent and ill-tempered but ultimately lawful, Challenge 5 (1,800 XP)
shadurakuls are arrogant and ruthless, while vultivors
are sneaky and unpredictable. Shapechanger. The canomorph can use its action to polymorph
In their humanoid form, they blend in with other into a fiendish hound or humanoid form. Its statistics are the
humanoids, but in their fiendish hound form, they same in each form. Any equipment it is wearing or carrying

become formidable predators. Despite their distinct isn’t transformed. It reverts to its true form if it dies.

personalities, all canomorphs share the ability to change Keen Smell. The canomorph has advantage on Wisdom
shapes at will. They also possess the power to use (Perception) checks that rely on smell.
greater command once per day, targeting the fiendish
hound associated with their particular type.
Canomorphs primarily reside in the lower planes but Greater Command (1/day). The canomorph can use the spell
greater command targeting the fiendish hound associated with
are known to venture to other planes on missions for its particular type. The hound has disadvantage on the saving
their masters. They speak Common, with haraknin and throw against this effect.
shadurakuls also conversing in Infernal, and vultivors Actions
and shadurakuls also speaking Abyssal. While they
were created for tracking and guarding purposes, Multiattack. The canomorph makes two attacks: one with its
competition among the three types often leads to bite and one with its claws.
conflicts in their native realm.
Bite (Hound or Humanoid Form). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit 7 (1d6 + 4) piercing damage.

Claws (Hound Form Only). Melee Weapon Attack: +6 to hit, reach


5 ft., one target. Hit 9 (2d4 + 4) slashing damage.

106
Cerebrilith
Cerebrilith
erebriliths are hulking, monstrous

C
humanoids with frames suitable for ogres. Large fiend (demon), chaotic evil

They normally use their gnarled, clawed Armor Class 16 (natural armor)
hands to knuckle-walk on all fours. Hit Points 157 (15d10 + 75)
Seamlessly fusing into their arched backs Speed 40 ft.
are their bulging, stretched-out skulls, which
house their most obvious feature—a STR DEX CON INT WIS CHA
shockingly swollen and exposed brain, glistening wetly 20 (+5) 14 (+2) 20 (+5) 20 (+5) 18 (+4) 16 (+3)
beneath a lattice of spinal bones. Their misshapen
heads have round black eyes beneath their protruding, Skills Perception +8
bony brows and long, thin tongues that flicker past their Damage Resistances cold, fire, lightning; bludgeoning, piercing,
fangs, with their jaws jutting out like separate and slashing from nonmagical attacks

appendages. The remainder of their bodies is gangly, Condition Immunities poisoned


Senses darkvision 120 ft., passive Perception 18
their skin slick and slimy as if it continually leaks fluid. Languages Abyssal, Celestial, Common, telepathy 120 ft.
Cerebriliths possess all various magical powers and Challenge 11 (7,200 XP)
resistances, being able to communicate telepathically
and summon another of their kind or several dretches. Innate Spellcasting. The cerebrilith’s spellcasting ability is
For the sake of getting to their brains, cerebriliths Intelligence (spell save DC 17). The cerebrilith can innately cast
stop at nothing to slay intelligent targets. The psionic the following spells, requiring no material components:
demons open battle with an assault of telepathic At will: deeper darkness, desecrate, unholy blight, detect
powers, often a barrage of ego whip and id insinuation thoughts, dispel good, magic circle against good, greater invisibility

attacks. When in melee range, they fight with their teeth 3/day each: dominate person, mind blank, plane shift (self only)
and claws, attacking with brute strength while
concentrating to gather more psionic focus, allowing 1/day each: dominate monster, power word stun
them to strike with more power and accuracy.
Actions
Multiattack. The cerebrilith makes three attacks: one with its
bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 17 (2d8 + 5) piercing damage plus 21 (6d6) psychic
damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 11 (2d4 + 5) slashing damage plus 21 (6d6) psychic
damage.

Brain Lock (Recharge 5-6). The cerebrilith targets one creature it


can see within 60 feet of it. The target must succeed on a DC
17 Intelligence saving throw or be stunned for 1 minute. The
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Legendary Actions
The cerebrilith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
cerebrilith regains spent legendary actions at the start of its
turn.

Detect. The cerebrilith makes a Wisdom (Perception) check.

Claw Attack. The cerebrilith makes one claw attack.

Mind Thrust (Costs 2 Actions). The cerebrilith uses its Mind


Thrust ability.

107
Chosen One
hosen Ones were once human slaves,

C
transformed through vile and unnatural
magic into monstrous humanoids under the
control of their Thayan masters. Their
appearance is a grotesque distortion of their
former selves, with warped faces resulting
from magical torture, elongated bodies
covered in leather-like armor, and filthy, razor-sharp
claws. These creatures are filled with a seething rage
against their masters and the world, their perceptions
magically veiled, seeing everyone but their allies as
targets for their fury. They are relentless, unstoppable
weapons, carrying out the will of their Thayan masters
with deadly efficiency.
However, the magic controlling their minds is
imperfect, and there is a chance that their conditioning
could break, leading to a flood of memories of their
human lives and the true cause of their suffering. In
such cases, Chosen Ones may turn against their
masters, seeking vengeance for their pain and misery.
Chosen One
Medium monstrous humanoid, chaotic evil

Armor Class 13 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 20 (+5) 6 (-2) 10 (+0) 6 (-2)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages None
Challenge 3 (700 XP)

Rage Target. The Chosen One perceives everyone, except their


masters and allies, as targets of their rage. This perception
grants advantage on attack rolls against creatures other than
their masters and allies.

Memory Break. If the Chosen One takes damage equal to or


greater than half of its hit points in a single attack, the magical
conditioning that veiled their perceptions breaks temporarily.
The Chosen One regains its true memories and becomes
compelled to find and confront their Thayan masters.

Actions
Multiattack. The Chosen One makes two attacks: one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
9 (1d10 + 4) piercing damage plus 5 (2d4) poison damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 8 (1d8 + 4) slashing damage plus 5 (2d4) poison damage.

108
Corpse Tearers are drawn to death and decay, their
Corpse Tearer presence an ominous sign of impending doom. They are
orpse Tearers are hideous, serpentine scavengers by nature, feeding on carrion and rotting

C
creatures that slither through the darkest flesh. They possess a keen sense of smell, capable of
corners of the world. Lacking hind legs and detecting the scent of decay from great distances,
wings, they move with an eerie grace, their allowing them to locate their gruesome meals with
sinuous bodies undulating as they prowl the unnerving accuracy.
shadows. While their primary method of hunting involves
These nightmarish aberrations are stealth and ambush, Corpse Tearers are not afraid to
covered in mottled brown scales, their slimy texture engage in direct combat. Their elongated fangs,
adding to their repulsive appearance. Fungal growths dripping with venomous saliva, are capable of tearing
cling to their hide, creating a grotesque symbiotic through flesh and bone with ease. Victims unfortunate
relationship with the decaying matter that surrounds enough to be caught by a Corpse Tearer often suffer a
them. When motionless, a Corpse Tearer can easily be slow and agonizing demise, consumed by the creature’s
mistaken for a fallen tree or a rotting log, blending insatiable hunger.
seamlessly into their foul environment.
Disease Breath (Recharge 5-6). The Corpse Tearer spews a line of
Corpse Tearer disease in a 120 ft line. Each creature in that area must make a
Gargantuan dragon, chaotic evil DC 21 Constitution saving throw. On a failed save, the
creature’s Strength and Constitution scores are reduced by 1d4
Armor Class 20 each. This reduction lasts until the creature finishes a long rest.
Hit Points 400 (32d20 + 128) The creature can repeat the saving throw at the end of each of
Speed 40 ft., fly 80 ft. its turns, ending the effect on itself on a success.

STR DEX CON INT WIS CHA Innate Spellcasting. The Corpse Tearer’s innate spellcasting
30 (+10) 16 (+3) 24 (+7) 16 (+3) 18 (+4) 20 (+5) ability is Charisma (spell save DC 18). It can innately cast the
following spells, requiring no material components:
Saving Throws Dex +10, Con +14, Wis +11
Skills Perception +11, Stealth +10, Intimidation +12 At will: continual darkness (100 ft radius), feign death,
Damage Resistances Necrotic polymorph self, speak with dead, water breathing
Damage Immunities Poison 1/day each: animate dead, control undead, darkness, dimension
Condition Immunities Disease door, enervation, protection from good, spectral hand, vampiric
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception touch, wraithform
21
Languages Common, Draconic Actions
Challenge 20 (25,000 XP)
Multiattack. The Corpse Tearer makes three attacks: one with
its bite and two with its claws.
Legendary Resistance (3/Day). If the Corpse Tearer fails a saving
throw, it can choose to succeed instead. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 23 (2d10 + 12) piercing damage plus 14 (4d6) necrotic
Paralyzing Breath (Recharge 5-6). The Corpse Tearer exhales a damage.
paralyzing gas in a 60 ft cone. Each creature in that area must
make a DC 21 Constitution saving throw or be paralyzed for 1 Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
minute. The creature can repeat the saving throw at the end of Hit: 19 (2d6 + 12) slashing damage.
each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 21 (2d8 + 12) bludgeoning damage.

109
Coven of Whispers Souldrainer
midst the shadowed corners of the world, Medium humanoid (human), lawful evil

A
there exists an enigmatic and malevolent
force known only as the Coven of Whispers. Armor Class 14 (natural armor)
Hit Points 54 (5d8 + 26)
A chilling association of witches, this Speed 30 ft.
sinister collective comprises numerous
covens scattered across the land, all unified STR DEX CON INT WIS CHA
by their insatiable hunger for power and 12 (+1) 14 (+2) 16 (+3) 18 (+4) 20 (+5) 18 (+4)
their relentless pursuit of dark knowledge.
Comprising three distinct members, the Veilweaver, Skills Arcana +7, Insight +6
the Souldrainer, and the Whisper Oracle, each coven is Damage Resistances necrotic
a nightmarish trifecta that conjures dread and despair Senses darkvision 120 ft., passive Perception 15
in those who dare speak their name. Drawn together by Languages Common, Abyssal
their shared devotion to malevolence, these witches Challenge 6 (2,300 XP)

transcend the limitations of individual power, forming a


potent triad that thrives on the synergy of their dark Soul Drain. Whenever the Souldrainer deals damage with a
talents. spell or a melee attack to a creature, it regains hit points equal
to half the damage dealt.
Souldrainer
Spellcasting. The Souldrainer is a 10th-level spellcaster. Its
The Souldrainer, a sinister and remorseless figure, spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
commands the dark art of soul manipulation. Driven by spell attacks). The Souldrainer has the following cleric spells
an insatiable hunger for power, this witch can ensnare prepared:
and trap the essence of the deceased, bending souls to
their will. With sinister rituals and necromantic Cantrips (at will): chill touch, spare the dying
1st level (4 slots): bane, inflict wounds, shield of faith
prowess, the Souldrainer imprisons these souls, 2nd level (3 slots): gentle repose, spiritual weapon
converting them into a wellspring of malevolent energy. 3rd level (3 slots): animate dead, bestow curse
Through their grim magic, the Coven of Whispers gains
strength from the despair of the fallen, channeling this Actions
stolen life force into potent spells and malefic curses.
The Souldrainer’s ability to wield the tormented souls Multiattack. The Souldrainer makes two spell attacks or two
as a deadly weapon makes them an indispensable asset melee attacks.

to the coven, a relentless force that embodies the Daggers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
darkness that pervades the coven’s wicked heart. Hit: 8 (2d4 + 2) bludgeoning damage plus 3 (1d4) necrotic
damage.
Veilweaver
Spell Attack. The Souldrainer casts a cleric spell from its
The Veilweaver, a master of deception and illusion, is a prepared spells, using Wisdom as its spellcasting ability.
sinister witch with a talent for obscuring the truth and
creating bewitching mirages. Cloaked in darkness, they Soul Imprisonment (Recharge 5-6). The Souldrainer targets a
are adept at weaving illusions that beguile and confound creature it can see within 60 feet. The target must make a DC
those who dare to challenge the Coven of Whispers. 18 Wisdom saving throw or be restrained by ethereal chains for
Through a combination of arcane arts and innate 1 minute. While restrained, the target is incapacitated and
cunning, the Veilweaver can transform the coven’s lair takes 5 (1d10) necrotic damage at the start of each of its turns.

into an inviting sanctuary or a foreboding trap, keeping The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
unwanted intruders at bay. Their mastery over auditory
illusions allows them to generate eerie whispers and Convergence. When the Souldrainer, a Veilweaver, and a
spectral sounds, tormenting the minds of their foes. Whisper Oracle are within 30 feet of each other, they can merge
With an inscrutable facade and a penchant for their powers to form a Convergence. This transformation lasts
misdirection, the Veilweaver adds a layer of enigma and for 1 hour or until the Souldrainer drops to 0 hit points. Once
treachery to the Coven’s unholy machinations. the Convergence ability is used, the Souldrainer can’t use it
again until it finishes a long rest. All three members of the
Whisper Oracle coven must use this action during the same turn for it to take
effect.
The Whisper Oracle, a harbinger of doom and secrets,
stands as the Coven of Whispers’ seer and prophet.
Cloaked in mystery, this witch possesses the gift of
clairvoyance, peering into the tides of fate and
foretelling events yet to unfold.
110
Through dark visions and cryptic whispers, they glean
insights into the past, present, and future, unraveling Whisper Oracle
hidden truths that lay veiled to ordinary minds. These Medium humanoid (human), chaotic evil
ominous prophecies provide the coven with the
knowledge needed to strategize and scheme, guiding Armor Class 12
their malicious endeavors with uncanny precision. With Hit Points 88 (16d8 + 16)
a keen eye for opportunity and an innate understanding Speed 30 ft.
of their enemies, the Whisper Oracle’s enigmatic
powers bolster the coven’s formidable might, ensuring STR DEX CON INT WIS CHA
that their wicked designs remain a step ahead of those 10 (+0) 14 (+2) 12 (+1) 20 (+5) 18 (+4) 18 (+4)
who dare to oppose them. Skills Insight +9, Persuasion +8
Senses darkvision 120 ft., passive Perception 14
Languages Common, Abyssal
Veilweaver Challenge 6 (2,300 XP)
Medium humanoid (human), neutral evil

Armor Class 15 (natural armor) Mystic Sight. The Whisper Oracle can see invisibility and into
Hit Points 66 (7d8 + 35) the Ethereal Plane up to 60 feet.
Speed 30 ft.
Diviner’s Intuition. The Whisper Oracle has advantage on
saving throws against spells and other magical effects.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 18 (+4) Whispers of Madness. When a creature starts its turn within 30
feet of the Whisper Oracle, it must make a DC 16 Wisdom
Skills Arcana +9, Deception +8 saving throw or be frightened until the start of its next turn.
Senses darkvision 120 ft., passive Perception 14
Languages Common, Abyssal Actions
Challenge 6 (2,300 XP)
Multiattack. The Whisper Oracle makes two attacks: one with
its Shadowy Grasp and one with its Whispering Bolt.
Evasion. When the Veilweaver is targeted by an effect that
allows it to make a Dexterity saving throw to take half damage, Shadowy Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one
it instead takes no damage if it succeeds on the saving throw, creature. Hit: 18 (4d6 + 4) necrotic damage, and the target
and only half damage if it fails. must succeed on a DC 16 Wisdom saving throw or become
frightened until the end of its next turn.
Illusionist’s Guile. The Veilweaver has advantage on saving
throws against spells and other magical effects. Whispering Bolt. Ranged Spell Attack: +9 to hit, range 60/240 ft.,
one creature. Hit: 24 (4d10) psychic damage.
Invisibility. The Veilweaver can magically turn invisible until it
attacks or casts a spell, or until its concentration is broken, up Convergence. When the Whisper Oracle, a Veilweaver, and a
to 1 hour (as if concentrating on a spell). Souldrainer are within 30 feet of each other, they can merge
their powers to form a Convergence. This transformation lasts
Actions for 1 hour or until the Whisper Oracle drops to 0 hit points.
Once the Convergence ability is used, the Whisper Oracle can’t
Multiattack. The Veilweaver makes two attacks: one with its use it again until it finishes a long rest. All three members of
Dagger and one with its Shadow Bolt. the coven must use this action during the same turn for it to
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. take effect.
Hit: 6 (1d4 + 3) piercing damage plus 4 (1d8) psychic damage.

Shadow Bolt. Ranged Spell Attack: +9 to hit, range 60/240 ft., Convergence
one target. Hit: 22 (4d10) necrotic damage.
When the witches of a Coven of Whispers, the
Convergence. When the Veilweaver, a Souldrainer, and a Veilweaver, the Souldrainer, and the Whisper Oracle,
Whisper Oracle are within 30 feet of each other, they can merge join in a sinister ritual of dark union, a nightmarish
their powers to form a Convergence. This transformation lasts
metamorphosis occurs. The very fabric of reality shivers
for 1 hour or until the Veilweaver drops to 0 hit points. Once
as the three witches’ malevolent energies merge into a
the Convergence ability is used, the Veilweaver can’t use it
single horrifying entity known as the Convergence.
again until it finishes a long rest. All three members of the
coven must use this action during the same turn for it to take Towering above mere mortals, this monstrous
effect. amalgamation stands as a living embodiment of terror,
its form constantly shifting and veiled in shadows.

111
The Convergence exhibits aspects of each witch, its In this unholy fusion, the Convergence possesses all
body composed of multiple intertwining figures, their the powers of the individual witches, magnified to
distorted visages and twisted limbs seemingly terrifying levels. Illusions come to life with an unsettling
struggling against one another within the grotesque reality, souls are ensnared and drained with insatiable
mass. The eyes of the Veilweaver blaze with malevolent hunger, and prophetic visions morph into harrowing
intent, while the Souldrainer’s claws drip with spectral realities. The creature’s very presence warps the
energy, and the Whisper Oracle’s eerie whispers echo surrounding environment, as shadows dance with
from the nightmarish entity’s very core. malevolence and the air crackles with ominous energy.

7th level (1 slot): finger of death, plane shift


Convergence 8th level (1 slot): power word stun, mind blank
Large monstrosity, chaotic evil 9th level (1 slot): power word kill, foresight
Armor Class 17 (natural armor)
Hit Points 180 (16d10 + 96)
Actions
Speed 30 ft. Multiattack. The Convergence makes three attacks: one with its
Shadowy Grasp, one with its Dagger, and one with its
STR DEX CON INT WIS CHA Whispering Bolt.
16 (+3) 16 (+3) 18 (+4) 20 (+5) 18 (+4) 18 (+4)
Shadowy Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one
Saving Throws DEX +9, CON +10, WIS +9 creature. Hit: 18 (4d6 + 4) necrotic damage, and the target
Skills Arcana +10, Deception +8, Insight +9, Persuasion +8 must succeed on a DC 18 Wisdom saving throw or become
Damage Resistances necrotic; bludgeoning, piercing, and frightened until the end of its next turn.
slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 14 Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Languages Common, Abyssal Hit: 11 (2d6 + 4) piercing damage plus 6 (1d12) psychic
Challenge 10 (5,900 XP) damage.

Whispering Bolt. Ranged Spell Attack: +9 to hit, range 120/480


Evasion. When the Convergence is targeted by an effect that ft., one target. Hit: 24 (4d10) psychic damage.
allows it to make a Dexterity saving throw to take half damage,
it instead takes no damage if it succeeds on the saving throw, Soul Imprisonment (Recharge 5-6). The Convergence targets a
and only half damage if it fails. creature it can see within 60 feet. The target must make a DC
18 Wisdom saving throw or be restrained by ethereal chains for
Mystic Sight. The Convergence can see invisibility and into the 1 minute. While restrained, the target is incapacitated and takes
Ethereal Plane up to 60 feet. 10 (2d10) necrotic damage at the start of each of its turns. The
target can repeat the saving throw at the end of each of its
Whispers of Madness. When a creature starts its turn within 30 turns, ending the effect on itself on a success.
feet of the Convergence, it must make a DC 18 Wisdom saving
throw or be frightened until the start of its next turn. Legendary Actions
Soul Drain. Whenever the Convergence deals damage with a The Convergence can take 3 legendary actions, choosing from
spell or a melee attack to a creature, it regains hit points equal the options below. Only one legendary action can be used at a
to half the damage dealt. time, and only at the end of another creature’s turn. The
Convergence regains spent legendary actions at the start of its
Spellcasting. The Convergence is a 10th-level spellcaster. Its turn.
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with Deathly Gaze (Costs 2 Actions): The Convergence fixates its
spell attacks). The Convergence has the following cleric and gaze upon a creature within 60 feet. The target must succeed
sorcerer spells prepared: on a DC 18 Wisdom saving throw or take 4d8 psychic damage
and be stunned until the end of its next turn. On a successful
Cantrips (at will): chill touch, spare the dying, minor illusion, save, the target takes half damage and isn’t stunned.
prestidigitation
1st level (4 slots): bane, inflict wounds, shield of faith, detect Shadow Step (Costs 1 Action): The Convergence magically
magic, sleep teleports up to 30 feet to an unoccupied space it can see. This
2nd level (3 slots): gentle repose, spiritual weapon, mirror movement doesn’t provoke opportunity attacks.
image, misty step
3rd level (3 slots): animate dead, bestow curse, fear, Dark Enervation (Costs 3 Actions): The Convergence releases a
counterspell wave of dark energy in a 30-foot cone. Each creature in that area
4th level (3 slots): blight, death ward, greater invisibility, must make a DC 18 Constitution saving throw, taking 8d8
dimension door necrotic damage on a failed save or half as much on a
5th level (2 slots): antilife shell, raise dead, scrying, wall of force successful one. In addition, creatures that fail the saving throw
6th level (1 slot): eyebite, harm have their maximum hit points reduced by an amount equal to
the damage taken until they finish a long rest.

112
Curst
Curst
f a creature dies under the effect of the bestow

I
curse spell and have the wish spell cast on them
Medium undead, chaotic neutral

to prolong their undeath, they can become a Armor Class 12 (natural armor)
curst, undead creatures with deathly white skin Hit Points 58 (9d8 + 18)
and deep black eyes. They exhibit strange and Speed 30 ft.
erratic behavior in their day-to-day life and
combat, and they never age in their cursed state. STR DEX CON INT WIS CHA
Clad in dark leather armor, some cursts may also be 14 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 7 (-2)
infected with rot grubs. They possess no sense of smell.
Only a remove curse or undeath to death spell can lift Skills None
the curse and end their undead state. A curst rarely Damage Immunities None
retains its intelligence or personality in its entirety, and Condition Immunities paralyzed, poisoned

they hold no loyalty to their creators, only serving them Senses darkvision 60 ft., passive Perception 9
Languages None
in hopes of being rewarded with release from their Challenge 2 (450 XP)
undeath. If released from their curse, cursts crumble to
dust with a smile on their face.
In combat, cursts often attack as they would have in Undead Nature. The curst doesn’t require air, food, drink, or

life, using weapons if available, but resorting to slashing sleep.

with their claws and biting if unarmed. As they Curse of Undeath. A humanoid creature that dies while under
transition into undeath, cursts gain natural armor, the effect of the bestow curse spell and then has the wish spell
resistance to spells, a form of regeneration, and lose any cast on it to prolong its undeath becomes a curst. The curse
magical abilities they possessed in their former life. can only be lifted by remove curse or undeath to death spell.
When defeated in combat, cursts do not truly die, but
instead become paralyzed and slowly regenerate back Mad Break. Approximately once every few hours, the curst
behaves erratically and irrationally for several seconds,
to full health. Attempts to dismember or burn them have engaging in behaviors ranging from staring off into space to
no lasting effect, as their bodies regrow their lost breaking into song to drawing on nearby walls. While engaged
appendages. Cursts seem to prefer darkness and quiet, in this manic break, the curst cannot be distracted or
dwelling in dark and underground environments. dissuaded from its new activity by anything.

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

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit 5 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
6 (1d8 + 2) piercing damage.

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Dark Naga
he Dark Naga is a formidable creature that

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resembles a large purple snake or eel, but Dark Naga
with a human-like face and a barbed A large, fearsome naga with a barbed stinger and a human-like face.
stinger at the end of its tail. Measuring up
to approximately 12 feet long, its dark blue Armor Class 15 (natural armor)
or purple scales are adorned with black Hit Points 97 (13d10 + 26)
frills or patterns, and its eel-like body Speed 40 ft., swim 40 ft.
grants it remarkable agility. Dark Nagas are known for
their poisonous stings, with thick black venom that STR DEX CON INT WIS CHA

induces a nightmarish sleep in their victims. 18 (+4) 14 (+2) 15 (+2) 16 (+3) 15 (+2) 16 (+3)

In combat, the Dark Naga prefers using high terrain Skills Arcana +7, Perception +5, Stealth +6
to stay out of reach and uses its sorcerer spellcasting Damage Immunities poison
abilities to its advantage. They can cast a variety of Condition Immunities charmed
spells and possess resistance to charm effects. Senses darkvision 60 ft., passive Perception 15
Additionally, they have the innate ability to detect Languages Common, Infernal
thoughts continuously, making it challenging for others Challenge 6 (2,300 XP)
to read their minds.
Dark Nagas often work as mentors and leaders for Amphibious. The dark naga can breathe air and water.
groups of orcs or serve as divine servants to deities such
as Deep Duerra. Their cunning and magical prowess Spellcasting. The dark naga is a 7th-level spellcaster. Its
make them formidable foes, especially when they spellcasting ability is Charisma (spell save DC 14, +6 to hit with
collaborate with sinister creatures to achieve their spell attacks). The dark naga has the following sorcerer spells
wealth-driven goals. prepared:

Cantrips (at will): acid splash, mage hand, prestidigitation, ray of


frost

1st level (4 slots): charm person, sleep

2nd level (3 slots): darkness, mirror image

3rd level (3 slots): hypnotic pattern, lightning bolt

Detect Thoughts. The dark naga can continuously detect


thoughts as the spell (caster level 13th; Will DC 17 negates). It
can suppress or resume this ability as a free action.

Actions
Multiattack. The dark naga makes two attacks: one with its bite
and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit 8 (1d6 + 4) piercing damage, and the target must make a
DC 14 Constitution saving throw, taking 31 (7d8) poison
damage on a failed save, or half as much damage on a
successful one.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit
9 (1d8 + 4) bludgeoning damage, and the target must succeed
on a DC 14 Wisdom saving throw or fall asleep for 1 minute.
The target wakes up if it takes damage or another creature uses
an action to wake it.

114
Darkweaver
eep within the howling wastes, where light

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dares not penetrate, a sinister entity lurks—
the Darkweaver. Native to the Plane of
Shadow, these sinister creatures shroud
themselves in darkness, concealing their true
form beneath a cloak of inky blackness.
Within this elusive facade, their essence is
revealed—a grey, fleshy body, its shape resembling a
nightmarish fusion of spider and aberration, split into
two grotesque segments.
In the ethereal darkness, the voice of the Darkweaver
beckons with hypnotic allure, promising forbidden
knowledge and unimaginable power. However, heed the
warnings of those who have faced these abominations
and lived to tell the tale. If you listen to the whispering
darkness, its tittering and cajoling will lead you astray,
ensnaring your mind like a black, slimy worm. Once the
Darkweaver has you in its clutches, the light will never
touch your soul again, forever lost in the abyss of eternal
night.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
Darkweaver 8 (1d8 + 3) piercing damage.
Medium aberration, neutral evil
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Armor Class 15 (natural armor) Hit 7 (1d6 + 3) bludgeoning damage. The target must succeed
Hit Points 126 (12d8 + 72) on a DC 14 Strength saving throw or be grappled (escape DC
Speed 30 ft., climb 30 ft. 14). Until the grapple ends, the target is restrained, and the
Darkweaver can’t use the same tentacle on another target.
STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 22 (+6) 14 (+2) 12 (+1) 16 (+3) Shadow Travel (Recharge 5-6). The Darkweaver magically enters
the Plane of Shadow from its current location. It then reappears
Skills Stealth +7 in an unoccupied space of its choice within 60 feet of its
Damage Resistances Bludgeoning, Piercing, and Slashing from previous location. If the Darkweaver travels through an area of
nonmagical weapons dim light or darkness on the Plane of Shadow, it can reappear
Condition Immunities Charmed, Frightened in an unoccupied space of its choice on the Material Plane
Senses darkvision 120 ft., passive Perception 11 within 60 feet of its previous location.
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP) Shadow Web (Recharge 6). The Darkweaver creates a 60-foot
radius of shadowy, semi-solid strands. Creatures within this
area have concealment, even from creatures with darkvision or
Telepathic Bond. The Darkweaver can communicate blindsight. Only truesight allows for normal vision. Additionally,
telepathically with other Darkweavers within 60 feet of it. the web prevents creatures from moving in any direction other
than towards the Darkweaver. The Darkweaver is immune to
Regeneration. The Darkweaver regains 10 hit points at the start the effects of its own Shadow Web.
of its turn. If the creature takes radiant damage, this trait
doesn’t function at the start of the creature’s next turn. The Invisibility (Recharge 6). The Darkweaver magically becomes
Darkweaver dies only if it starts its turn with 0 hit points and invisible until it attacks or uses Shadow Travel.
doesn’t regenerate.
Mirror Images (Recharge 6). The Darkweaver creates two to five
Actions illusory duplicates of itself that last until the end of its next
turn. Any creature that targets the Darkweaver with an attack or
Multiattack. The Darkweaver makes three attacks: one with its harmful spell must first succeed on a DC 15 Intelligence
bite and two with its tentacles. (Investigation) check to determine which image is the real
creature.

115
Deathjump Spider Deathjump Spider
he deathjump spider is a species of huge Medium beast, unaligned

T
spider known for its remarkable leaping
ability. Unlike typical spiders, deathjump Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
spiders do not spin webs; instead, they lie Speed 40 ft., climb 40 ft.
in wait within dark crevices or underneath
trapdoor-like layers of dirt and leaves, STR DEX CON INT WIS CHA
ambushing unsuspecting prey. These 16 (+3) 18 (+4) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
creatures possess tremorsense, allowing them to detect
vibrations and movements in their surroundings. Skills Stealth +7, Perception +2
In combat, deathjump spiders strike from ambush, Senses tremorsense 60 ft., passive Perception 12
leaping great distances to pounce on their victims. Their Languages None
bite carries a potent venom, causing excruciating pain Challenge 3 (700 XP)
and paralysis to those who fail to resist its effects. The
deathjump spider’s claws are sharp and deadly, Ambusher. The deathjump spider has advantage on attack rolls
enabling swift and precise strikes against its prey. against any creature it surprised.
These feral hunters are often found in the company of
ettercaps and are sometimes employed by drow slavers Spider Climb. The deathjump spider can climb difficult

for their siege efforts. Deep within the Underdark, the surfaces, including upside down on ceilings, without needing

driders of Tel Verinal command small, obedient packs to make an ability check.

of deathjump spiders. Actions


The deathjump spider’s agility and ferocity make it a
formidable adversary for adventurers who dare to Multiattack. The deathjump spider makes two attacks: one with

venture into their dark and treacherous habitats. its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.


Hit 7 (1d8 + 3) piercing damage, and the target must make a
DC 13 Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on a
successful one.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 6 (1d6 + 3) slashing damage.

Leap Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., one


target. Hit 9 (2d4 + 3) bludgeoning damage, and the target
must succeed on a DC 13 Strength saving throw or be knocked
prone.

116
Deepspawn
eepspawn are grotesque and otherworldly

D
aberrations capable of birthing a multitude of
monstrous creatures, known as their “spawn.”
These mottled grey and brown creatures
resemble largery spheres. Six elongated arms
protrude from their bodies. Three of these
arms take the form of tentacles, capable of
wielding weapons, while the other three end in
gnashing jaws filled with numerous teeth.

Deepspawn
Huge aberration, usually chaotic evil

Armor Class 16 (natural armor)


Hit Points 152 (16d12 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Understands Common and one other language
Challenge 8 (3,900 XP)

Spawn Creation. The deepspawn can birth a copy of any


creature native to the Material Plane. To do so, it must devour
A Deepspawn possesses over 40 long, retractable, and
the creature and then make an exact “record” of it. It can
replicate the creature using materials from its surroundings. flexible eyestalks, though only three or four extend at a
The deepspawn can create a new spawn every three days if it time, keeping them safely distant from harm.
has access to sufficient resources. The spawned creature Possessing a genius intellect, Deepspawn are as
retains the learned abilities and dim memories of the original enigmatic as they are dangerous. They inhabit caves
creature and has an intense, inborn loyalty to the deepspawn. and ruins, often fortifying their lairs with lethal traps
and deploying their spawn as patrols to safeguard their
Spellcasting. The deepspawn is a 5th-level spellcaster. Its
domains. Deepspawn exhibit an inscrutable worldview
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks). The deepspawn has the following wizard that adds to their unpredictability, making them
spells prepared: formidable adversaries.
Deepspawn possess a unique ability: the capacity to
Cantrips (at will): mage hand, prestidigitation, shocking grasp birth exact replicas of any creature native to the
1st level (4 slots): charm person, magic missile Material Plane. However, to do so, they must first
2nd level (3 slots): detect thoughts, hold person
consume the creature, creating an exact “record” within
Actions their monstrous form. Using ingredients sourced from
their surroundings, the Deepspawn then replicate the
Multiattack. The deepspawn makes three attacks: one with its creature, giving rise to a new spawn. When able to
bite and two with its tentacles. scavenge resources from the dead and dying on a
battlefield, Deepspawn can produce a fresh spawn every
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
three days. In the wild, where resources are scarcer,
Hit: 14 (2d8 + 5) piercing damage.
their offspring are born at a significantly slower rate.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 11 (2d6 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or
be grappled (escape DC 16). Until this grapple ends, the target
is restrained, and the deepspawn can’t use the same tentacle
on another target.

117
earthworm. Its bone structure is robust and monstrous,
Deep-Worm leaving behind colossal bones that were once used to
he Deep-Worm, a colossal and malevolent support tunnels in the wake of its passage. Through

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monstrosity, lurks in the shadowy depths of countless ages, this enigmatic creature has adapted to
Cormanthyr’s underground realm, the harsh conditions of the underground, developing
haunting the dark recesses of ancient tremorsense and blindsight to navigate its murky world
subterranean passages. Towering above its with unfathomable precision.
prey, this immense creature bears a sleek, Legends speak of the Deep-Worm’s insatiable hunger
serpentine body that spans terrifying for metals, devouring any precious ore it uncovers
lengths, seamlessly blending into the darkness with its during its ceaseless burrowing. Its subterranean lairs
rugged, earth-toned scales. Its cavernous maw bristles are strewn with the remnants of adventurers who
with razor-sharp fangs, eagerly awaiting the taste of underestimated its ferocity. As brave souls delve deeper
unwary adventurers who dare to venture into its into the heart of Cormanthyr, they must heed the
domain. warnings of the ancients and beware the monstrous
Despite its name, the Deep-Worm possesses a form Deep-Worm, a creature as ancient and relentless as the
more akin to a draconic serpent than a traditional underground itself.

Deep-Worm Earth Tremor (Costs 2 Actions). The deep-worm causes the


Huge monstrosity, unaligned ground to tremble violently in a 20-foot radius around it. Each
creature on the ground in that area must make a DC 16
Armor Class 14 (natural armor) Strength saving throw. On a failed save, a creature is knocked
Hit Points 126 (12d12 + 48) prone and takes 21 (6d6) bludgeoning damage. On a
Speed 30 ft., burrow 20 ft. successful save, the creature takes half the damage and isn’t
knocked prone.
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5) Swallow. The deep-worm makes one bite attack against a
Medium or smaller target it is grappling. If the attack hits, the
Skills Perception +2 target is swallowed, and the grapple ends. The swallowed target
Damage Immunities poison is blinded and restrained, it has total cover against attacks and
Condition Immunities charmed, frightened other effects outside the deep-worm, and it takes 21 (6d6) acid
Senses blindsight 60 ft., tremorsense 120 ft., darkvision 60 ft., damage at the start of each of the deep-worm’s turns. If the
passive Perception 12 deep-worm takes 30 damage or more on a single turn from a
Languages None creature inside it, the deep-worm must succeed on a DC 16
Challenge 8 (3,900 XP) Constitution saving throw at the end of that turn or regurgitate
the swallowed creature, which falls prone in a space within 10
Tunneler. The deep-worm can burrow through solid rock at half feet of the deep-worm. If the deep-worm dies, a swallowed
its burrow speed, leaving a 10-foot-wide, 5-foot-high tunnel in creature is no longer restrained by it and can escape from the
its wake. corpse using 15 feet of movement, exiting prone.
Keen Smell. The deep-worm has advantage on Wisdom
(Perception) checks that rely on smell. Legendary Actions
The deep-worm can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Actions used at a time and only at the end of another creature’s turn.
The deep-worm regains spent legendary actions at the start of
Multiattack. The deep-worm makes three attacks: one with its
its turn.
bite, one with its tail, and one with its acid spray.
Tail Attack. The deep-worm makes a tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit
18 (2d10 + 5) piercing damage. Move. The deep-worm moves up to half its speed.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit Acid Spray (Costs 2 Actions). The deep-worm uses its acid spray.
16 (2d8 + 5) bludgeoning damage.
Burst from the Ground (Costs 3 Actions). The deep-worm bursts
Acid Spray (Recharge 5-6). The deep-worm exhales a spray of from the ground in an unoccupied space within 15 feet of it.
corrosive acid in a 30-foot line that is 5 feet wide. Each creature The deep-worm can then make one bite attack against a
in that line must make a DC 16 Dexterity saving throw, taking creature in reach.
36 (8d8) acid damage on a failed save, or half as much damage
on a successful one.

118
Their love for wealth, especially prized jewels, knows no
Demons bounds, but their trophy-taking is equally disturbing.
Fascinated by the forms of other beings, they collect
Adaru macabre souvenirs adorned with their victims’
In the depths of the Abyss, lurks the cunning and belongings, reminiscing fondly about past suffering.
malevolent Adaru demon. This medium-sized fiend Agile and highly mobile, these demons can traverse
possesses an unsettling appearance, resembling a difficult terrains with ease, and their poisonous mist
massive millipede with hundreds of bright orange, grants advantages to evil creatures while sickening non-
armored legs propelling its insectoid form with eerie evil ones. In battle, Adarus display tactical prowess,
grace. Its blue, scaly body is riddled with filthy orifices, leading bands of other demons with reckless abandon,
releasing noxious mists and vile ooze. At one end, a but their cunning and teleportation abilities allow them
grotesque, child-like face gnashes its long, dripping to retreat when needed. Summoned by wicked
fangs, while at the other, a large, sucking organ oozes spellcasters or vile clerics, the Adaru demands a high
with filth. price for its services, seeking to spread corruption and
Adarus revel in causing pain and destruction, seeking expand the influence of its dark mistress, Talona, the
vengeance upon those who caused their existence. Lady of Poison.
Multiattack. The Adaru makes two attacks: one with its bite and
Adaru one with its claws.
Medium fiend, chaotic evil
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit
Armor Class 18 (natural armor) 17 (2d8 + 5) piercing damage plus 21 (6d6) poison damage.
Hit Points 168 (16d8 + 96) The target must succeed on a DC 18 Constitution saving throw
Speed 40 ft., climb 40 ft., swim 40 ft., burrow 40 ft. or have its hit point maximum reduced by an amount equal to
the poison damage taken. This reduction lasts until the target
STR DEX CON INT WIS CHA finishes a long rest.
20 (+5) 20 (+5) 22 (+6) 16 (+3) 14 (+2) 18 (+4)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Skills Perception +8, Stealth +10 Hit 12 (2d6 + 5) slashing damage.
Damage Immunities poison
Condition Immunities poisoned Poisonous Bite (Recharge 5-6). The Adaru can use its bite attack.
Senses darkvision 120 ft., passive Perception 18 Additionally, the target must succeed on a DC 18 Constitution
Languages Abyssal, Celestial, Infernal, Telepathy 100 ft. saving throw or be poisoned for 1 minute. The target can repeat
Challenge 10 (5,900 XP) the saving throw at the end of each of its turns, ending the
effect on a success.

Agile Movement. The Adaru can move across difficult terrain Teleport (Recharge 4-6). The Adaru magically teleports, along
without expending extra movement. with any equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.
Amphibious. The Adaru can breathe air and water.
Charm Monster (3/Day). The Adaru magically makes a creature
Poisonous Mist. The Adaru emits a poisonous mist in a 60-foot within 60 feet of it charmed for 1 hour. The charmed target
diameter while not in bright light. The mist slicks the ground, obeys the Adaru’s verbal or telepathic commands. If the target
granting advantage on Dexterity (Stealth) checks to any evil takes any damage or is subjected to a harmful effect, it can
creature and causing non-evil creatures to be sickened while repeat the saving throw, ending the effect on a success.
within the area. Additionally, any time a non-evil creature is
injured, it must succeed on a DC 16 Constitution saving throw Summon Babau (1/Day). The Adaru attempts to summon 1d4
or spray the fluid on the ground, creating a 5-foot square area Babau demons. The summoned demons appear in unoccupied
of difficult terrain. spaces within 60 feet of the Adaru and act as allies of it. They
remain for 1 hour or until they or the Adaru are destroyed.
Actions

119
Arrow Demon
Arrow Demon
The Arrow Demon is a fearsome fiend from the Abyss, Medium fiend (demon), chaotic evil
standing at 6.5 feet tall and wielding unnatural strength.
Emaciated but deadly, this creature’s gray, hairless skin Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54)
feels like cured leather, yet holds an eerie dampness. Its Speed 30 ft.
most striking feature is the possession of four arms,
which it employs with unmatched expertise to dual- STR DEX CON INT WIS CHA
wield large longbows. This fiend’s mastery of archery is 18 (+4) 20 (+5) 16 (+3) 10 (+0) 14 (+2) 8 (-1)
unparalleled, allowing it to fire oversized arrows with
precision and teleport to strategic positions with ease. Skills Perception +6, Stealth +9 Senses Darkvision 60 ft.,
In battle, Arrow Demons work best in coordinated passive Perception 16 Languages Abyssal, Celestial, Draconic
legions, raining down hails of arrows on their foes from Challenge 7 (2,900 XP)

a distance while relying on lesser demons to shield


them from close combat. Their cruel and cold-hearted Multiattack. The arrow demon makes three ranged attacks: two
nature makes them adept at teamwork, knowing that with its longbows and one with its teleportation ability.
survival and power lie in numbers. These demonic Actions
archers harbor a deep disdain for hope and goodness,
and their presence on the battlefield strikes fear into the Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
hearts of all who oppose them. one target. Hit 11 (2d6 + 4) piercing damage.

Teleportation Shot. Ranged Weapon Attack: +9 to hit, range


150/600 ft., one target. Hit 14 (2d10 + 4) force damage. The
arrow demon can teleport to an unoccupied space within 60
feet after making this attack.

Dimension Door (Recharge 5-6). The arrow demon magically


teleports, along with any equipment it is wearing or carrying,
up to 120 feet to an unoccupied space it can see.

Summon Dretches (1/Day). The arrow demon attempts to


summon a small pack of dretches. The summoned creatures
appear in unoccupied spaces within 60 feet of the arrow
demon and act as allies of it. They remain for 1 minute, until
they or the arrow demon dies, or until the arrow demon
dismisses them as a bonus action.

Reactions
Evasion. When the arrow demon is subjected to an effect that
allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.

Uncanny Dodge. When an attacker the arrow demon can see


hits it with an attack, it can use its reaction to halve the attack’s
damage against it.

120
Blood Fiend
The Blood Fiend is a horrifying humanoid creature
originating from the Elemental Chaos. With a purple-
black or reddish scaly hide, red eyes, and four clawed
hands, it preys on other fiends, akin to vampires seeking
human victims. Possessing a terrifying gaze that can
immobilize its unfortunate prey, the Blood Fiend is a
relentless and fearsome foe. Its wounds heal rapidly,
making it a resilient adversary in battle. Immune to fear
and capable of transforming fallen foes into their own
kind, the Blood Fiend instills terror in the hearts of
those who dare to cross its path.
Blood Fiend
Medium fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11


Languages Abyssal, Primordial Challenge 5 (1,800 XP)

Regeneration. The blood fiend regains 10 hit points at the start


of its turn if it has at least 1 hit point and isn’t in sunlight. If
the blood fiend takes radiant damage or damage from holy
water, this trait doesn’t function at the start of the blood fiend’s
next turn.

Immunities. The blood fiend is immune to the frightened


condition.

Blood Feast. When the blood fiend reduces a creature to 0 hit


points with an attack, it regains 10 hit points.

Actions
Multiattack. The blood fiend makes three claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 3) slashing damage.

Terror Gaze. The blood fiend targets one creature it can see
within 30 feet of it. If the target can see the blood fiend, the
target must succeed on a DC 14 Wisdom saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success.

Reactions
Blood Transformation. When a humanoid dies within 30 feet of
the blood fiend, the fiend can magically transform the corpse
into a blood fiend under the blood fiend’s control. The
transformation takes 1 hour to complete. The new blood fiend
is friendly to the original blood fiend’s allies and obeys the
fiend’s commands.

121
A blood fiend in combat.

122
Caligrosto glowing red eyes, bat-like wings, and a forked tail. These
vile spirits have a deep-seated need for a blade’s edge
Caligrostos are sadistic fiends, disembodied demonic and live only to satisfy their remorseless desire—the
spirits that possess bladed weapons to fulfill their thrill of cutting and slicing flesh from bone.
bloodlust. In their natural state, they are invisible and Caligrostos are treacherous and skilled liars, capable
shapeless. When possessing a weapon and injuring of inflicting harm with their mere touch to heal
someone capable of using it, they can take on a more themselves or gain greater vigor. They are limited to
distinct form—a phantasmal, fiendish shade with possessing unattended slashing weapons.
Caligrosto possessed, the caligrosto can enter and leave the weapon at
will but can’t move or drain others while occupying a blade. It
Medium fiend (demon), chaotic evil
can observe the world and communicate telepathically while
inside the weapon.
Armor Class 14 (natural armor)
Hit Points 112 (15d8 + 45) Phantom Strike. After hitting a valid target, the caligrosto can
Speed 0 ft., fly 60 ft. (hover) attempt to fly free from its wielder’s grasp, creating a fiendish
shade that wields the weapon. The shade is skilled in the use of
STR DEX CON INT WIS CHA bladed weapons and is proficient with the weapon it wields,
10 (+0) 24 (+7) 16 (+3) 14 (+2) 16 (+3) 22 (+6) using its Dexterity to wield it with lethal adeptness despite its
lack of strength. The caligrosto becomes incorporeal while the
Skills Perception +6, Stealth +12 shade exists. The shade has a bizarre link to the caligrosto,
Damage Resistances bludgeoning, piercing, and slashing from causing displaced harm from its attacks to affect the one it is
nonmagical weapons imitating.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained Multiattack. The caligrosto makes two melee attacks: one with
Senses darkvision 120 ft., passive Perception 16 its possession and one with its fiendish shade.
Languages Abyssal, Common, telepathy
Challenge 6 (2,300 XP) Possession Attack. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one creature. Hit: The target is possessed by the caligrosto, and
the caligrosto becomes incorporeal while inside the weapon.
Incorporeal Movement. The caligrosto can move through other The target must succeed on a DC 15 Charisma saving throw or
creatures and objects as if they were difficult terrain. It takes 5 be charmed by the caligrosto. The charmed target must use its
(1d10) force damage if it ends its turn inside an object. action to make a melee attack against a creature of the
caligrosto’s choice that isn’t the target. If the target can’t attack,
Shapeless Mass. The caligrosto is inherently invisible and it takes 17 (5d6) psychic damage at the start of its turn due to
shapeless. While possessing a weapon, it can’t be seen or even the caligrosto’s influence.
detected by spells such as see invisibility or locate creature.
Spells like detect chaos or detect evil only reveal their alignment. Fiendish Shade Attack. Melee Weapon Attack: +12 to hit, reach 5
Under truesight, a weapon possessed by a caligrosto appears to ft., one creature. Hit: 24 (4d8 + 7) slashing damage plus 14
be seething with coils of lightning-flecked mist. (4d6) necrotic damage.

Actions Drain Strength (Recharge 5-6). The caligrosto saps the strength
of a creature it possesses. The target must make a DC 16
Possession. The caligrosto can possess unattended slashing Strength saving throw or take 14 (4d6) necrotic damage. The
weapons. Any normal weapon can be possessed at will, but caligrosto gains temporary hit points equal to the damage
magic weapons naturally resist possession. If the caligrosto dealt, up to its maximum hit points.
fails to enter a magic weapon, it can never try again. Once

123
Deathdrinker
The Deathdrinker, a towering fiendish demon embodies Deathdrinker
terror and bloodlust as it roams the Abyss. Its muscular Huge fiend (demon), chaotic evil
form is covered in dark, pitted plates of metal, and its
antler-like horns are adorned with the bones of its Armor Class 17 (natural armor)
victims. This malevolent creature revels in carnage, Hit Points 220 (20d12 + 100)
taking delight in the slaughter of those unfortunate Speed 40 ft., fly 60 ft. (hover)
enough to cross its path. Possessing truesight, it can see
through illusions and darkness, making it a fearsome STR DEX CON INT WIS CHA

foe in any battle. Its aura of unlife harms the living while 24 (+7) 18 (+4) 20 (+5) 14 (+2) 16 (+3) 20 (+5)

healing the undead, further emphasizing its connection Saving Throws Dex +9, Wis +8, Cha +12
to death. With a brutal combination of teleported strikes Damage Immunities Poison
and powerful bites and claws, the Deathdrinker leaves a Condition Immunities Poisoned
trail of terror and devastation in its wake, proving itself Senses Truesight 120 ft., passive Perception 13
a truly formidable adversary. Languages Abyssal, Common
Challenge 18 (20,000 XP)

Aura of Unlife. Living creatures that start their turn within 10


feet of the Deathdrinker take 10 (3d6) necrotic damage.
Undead creatures that start their turn within the same area
regain 10 (3d6) hit points.

Deathdrink. When the Deathdrinker reduces a creature to 0 hit


points with a melee attack, it regains hit points equal to half
the creature’s hit point maximum.

Magic Resistance. The Deathdrinker has advantage on saving


throws against spells and other magical effects.

Regeneration. The Deathdrinker regains 15 hit points at the


start of its turn if it has at least 1 hit point. This trait does not
function if the Deathdrinker has taken radiant damage.

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 21 (2d8 + 7) piercing damage plus 14 (4d6) necrotic
damage.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 7) slashing damage plus 14 (4d6) necrotic
damage.

Teleporting Strike (Recharge 5-6). The Deathdrinker magically


teleports up to 60 feet to an unoccupied space it can see. It
then makes a bite or claw attack. After the attack, the
Deathdrinker can teleport back to its original position.

Fearful Gaze (Recharge 6). The Deathdrinker targets one


creature it can see within 30 feet of it. The target must succeed
on a DC 19 Wisdom saving throw or be frightened for 1
minute. The frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success.

124
Ghour
A Ghour is a fearsome demon created by the demon Ghour
lord Baphomet within his Tower of Science. Towering Huge fiend (demon), chaotic evil
at 20 feet tall, they resemble ogres with minotaur-like
traits, sporting massive horns jutting out from their Armor Class 16 (natural armor)
skulls and hooves in place of feet. Thick and hairy hides Hit Points 217 (14d12 + 126)
cover their muscled builds, giving them a bestial Speed 40 ft.
appearance.
Ghours are dangerous powerhouses, capable of STR DEX CON INT WIS CHA

unleashing various spell-like abilities that extinguish the 22 (+6) 14 (+2) 24 (+7) 12 (+1) 14 (+2) 10 (+0)

powers of good and emanate a choking aura of evil. Skills Perception +6


Once per minute, they can exhale an enormous column Damage Resistances cold, fire, lightning; bludgeoning, piercing,
of noxious gas, sapping the strength of those caught and slashing from nonmagical weapons
within it. Additionally, they possess a powerful bellow Condition Immunities poisoned
that can stun or deafen nearby creatures. With Senses darkvision 120 ft., passive Perception 16
telepathic communication and keen senses, they are Languages Abyssal, telepathy 120 ft.
formidable adversaries in battle. Challenge 12 (8,400 XP)
These demonic creatures work among ogres,
minotaurs, and renegade giants who follow Baphomet’s Choking Aura. At the start of each of its turns, creatures within
cause. They are also known to wander the Dustwall 10 feet of the Ghour must succeed on a DC 18 Constitution
Mountains and Giant’s Belt Mountains. Ghours’ saving throw or be poisoned until the start of their next turn.
bloodlines are intertwined with the baphitaur, and their
flesh can cause transformative effects when ingested. Noxious Breath (Recharge 5-6). The Ghour exhales an enormous
column of noxious gas in a 60-foot line that is 5 feet wide. Each
Guecubu creature in that area must make a DC 18 Constitution saving
throw, taking 35 (10d6) poison damage on a failed save, or half
The Guecubu is a fearsome and enigmatic creature, a as much damage on a successful one.
type of loumara from the depths of the Abyss. These
incorporeal beings exist as elusive and invisible entities, Bellow (Recharge 5-6). The Ghour releases a powerful bellow.

only revealing themselves through minor signs like hazy Each creature within 30 feet of the Ghour must succeed on a

nightmares or hallucinations. Truesight can unveil their DC 18 Constitution saving throw or be stunned until the end of
the Ghour’s next turn. Creatures that can’t hear the Ghour are
true form – a convulsive mass of gray gas. Guecubus instead deafened until the end of the Ghour’s next turn.
possess a deadly compulsion to murder others in Actions
mysterious patterns, driven by a fervent belief that such
actions will unlock the mysteries of existence. They Multiattack. The Ghour makes three attacks: one with its gore
consider themselves the sole manifestation of the and two with its claws.
Abyss’s true will and delight in committing vile acts,
even killing a host’s loved ones or collecting morbid Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
trophies. Hit 27 (4d8 + 6) piercing damage.
Despite their malevolent nature, Guecubus are
passive for extended periods, riding their hosts Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit 16 (2d6 + 6) slashing damage.
unnoticed until they grow disinterested or find new
puppets for their sinister schemes. When they choose to Telepathic Command. The Ghour magically telepathically
possess a creature, they put it into a deep slumber with commands one creature it can see within 120 feet of it to use
a touch, after which they can influence, manipulate, or its reaction to make a melee weapon attack against another
control their victim through telepathy and profane creature of the Ghour’s choice. The target can act normally on
powers. Guecubus also possess telekinetic abilities, its turn if the effect has not already expired.

hurling objects or weapons at their foes to cause harm


or chaos.

125
Haures
Guecubu
Medium fiend (demon), chaotic evil Haureses are massive demons known for their
fearsome appearance and deadly combat prowess.
Armor Class 14 Their upper bodies resemble goristros, while their
Hit Points 67 (9d8 + 27) lower bodies take on a spider-like form. These quasi-
Speed 30 ft., fly 30 ft. (hover) undead demons hail from the dark and treacherous
planes of the Abyss.
STR DEX CON INT WIS CHA In battle, Haureses display an insatiable thirst for
14 (+2) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 16 (+3) combat and charge into the midst of enemies with
reckless abandon. They excel at climbing and can leap
Skills Deception +7, Intimidation +7, Stealth +6
great distances to close in on their foes. With a
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 11 combination of spiderweb entanglements and blasts of
Languages Abyssal, Common, telepathy necrotic energy, they are formidable adversaries.
Challenge 4 (1,100 XP) These demonic beings show no fear and prefer to
confront the strongest melee combatants first. They
wield deadly war picks with deadly precision. While
Incorporeal Movement. The Guecubu can move through other
they may grudgingly cooperate with allies during
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object. battles, they harbor a selfish desire to be at the heart of
the fight.
Invisibility. The Guecubu is invisible.

Actions Haures
Huge fiend (demon), chaotic evil
Multiattack. The Guecubu makes two attacks: one with its
touch and one with its telekinetic hurl. Armor Class (AC value)
Hit Points (hit points)
Touch. The touch of the Guecubu induces a deep sleep in a Speed 40 ft., climb 40 ft.
willing creature. The target must succeed on a DC 12 Wisdom
saving throw or fall unconscious for 1 hour. The effect ends if
STR DEX CON INT WIS CHA
the target takes damage or is woken by someone using an
action to shake or slap the sleeper awake. 23 (+6) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 16 (+3)

Telekinetic Hurl. Ranged Weapon Attack: +5 to hit, range 60/180 Skills Athletics +11, Perception +4
ft., one target. Hit 10 (3d6) force damage. Damage Vulnerabilities (none)
Damage Resistances (none)
Damage Immunities (none)
Condition Immunities (none)
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal
Challenge (Challenge Rating)

Spider Climb. The Haures can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.

Leap. The Haures can make a long jump up to 40 feet and a


high jump up to 20 feet, with or without a running start.

Spiderweb (Recharge 5-6). Ranged Weapon Attack: +6 to hit,


range 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC 16
Strength check, bursting the webbing on a success.

Multiattack. The Haures makes two war pick attacks.

Actions
War Pick. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 24 (3d10 + 6) piercing damage.

126
Immolith
The Immolith is an undead demon entity that arises
from the spirits of deceased demons in the malevolent
realm of The Abyss. Upon returning to their foul plane
after being slain, the once-separate demonic spirits
merge together, granted new form and filled with
burning hatred. In appearance, Immoliths are inhuman
skeletons towering as tall as hill giants. They possess
horned heads and are surrounded by a blazing pillar of
fire, exuding an aura of perpetual flames. Among the
cruel and depraved Abyssal entities, few loathe the
living more intensely than these fiery creatures.
Immoliths are perpetually surrounded by flames, and
enemies who draw too near are at risk of catching fire.
They are immune to fire, diseases, and poisons, but
radiant energy proves particularly lethal to them. In
combat, they attack with their clawed hands, pulling
foes closer to their burning bodies while nullifying any
fire resistance the victims might have.
Immolith
Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)


Hit Points 153 (18d10 + 54)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal
Challenge 10 (5,900 XP)

Curse of Deathfire. Once per turn, the Immolith can inflict its
curse on a creature it can see within 60 feet. The target must
succeed on a DC 15 Wisdom saving throw or have its speed
reduced by 15 feet until the start of its next turn. Additionally,
the target takes 7 (2d6) fire damage on a failed save, or half as
much on a successful one.

Burning Grasp. The Immolith’s claw attack deals an additional 7


(2d6) fire damage. If the target is resistant or immune to fire
damage, it loses this resistance or immunity until the start of
the Immolith’s next turn.

Actions
Multiattack. The Immolith makes three claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 15 (2d8 + 5) slashing damage, plus 7 (2d6) fire damage.

Infuse Undead (Recharge 5-6). The Immolith infuses itself and


any undead within 30 feet with new vigor. The Immolith and
affected undead regain 16 (3d10) hit points.

127
Jovoc
The Jovoc is a diminutive demon, a product of anguish Jovoc
and despair from the depths of the Abyss. Standing at a Small fiend (demon), chaotic evil
bloated height of 4 feet, it may resemble a child or
halfling from a distance, but its dark blue or charred Armor Class 15
black, hairless skin gives off an impression of a bruised Hit Points 44 (8d6 + 16)
and battered corpse left to rot in the scorching heat. Its Speed 40 ft.
haunting appearance is accentuated by pools of inky
darkness that bulge from its rotting skull, emanating a STR DEX CON INT WIS CHA

vacant and dead gaze. 8 (-1) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Despite their lack of intelligence, Jovocs are vicious Skills Stealth +6


and wicked fiends that wield their small size and Damage Resistances Cold, Fire, Lightning; Bludgeoning,
abilities with deadly precision. Their long arms end in Piercing, and Slashing from Nonmagical Attacks
three-fingered hands with blood-red stained fingernails, Senses darkvision 60 ft., passive Perception 11
and their claws and teeth are formidable weapons. They Languages Abyssal
move with exceptional speed and agility, making them Challenge 3 (700 XP)
difficult targets to strike as they engage in hit-and-run
tactics, inflicting damage and retreating to heal rapidly. Nimble Escape. The Jovoc can take the Disengage or Hide
Jovocs are often found in gangs, serving as scouts and action as a bonus action on each of its turns.
vanguards for Abyssal hordes on the march. They find
purpose in sowing strife and causing chaos, willingly Multiattack. The Jovoc makes three attacks: one with its bite
serving demonic commanders who recognize their and two with its claws.
value in frontline combat. Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
7 (1d6 + 4) piercing damage plus 5 (2d4) fire damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
8 (2d4 + 4) slashing damage.

Aura of Retribution (Recharge 5-6). When the Jovoc takes


damage from a creature within 30 feet of it, the creature that
dealt the damage takes fire damage equal to the damage the
Jovoc took. The fire damage ignores resistance and immunity.

128
Obyrith
The Obyriths are an ancient and eldritch race of Obyrith
demons that predate mortal life and even the gods Large fiend (demon), chaotic evil
themselves. Their grotesque and incomprehensible
forms would drive any mortal insane, and the cosmos Armor Class 16 (natural armor)
itself recoils from their presence. Their appearances are Hit Points 185 (14d10 + 112)
a nightmarish fusion of insectoid and cephalopod-like Speed 40 ft., fly 60 ft. (hover)
features, utterly alien and revolting to all senses.
Beyond their repugnant looks, the Obyriths possess STR DEX CON INT WIS CHA

malevolence and cruelty typical of demons. In the 21 (+5) 18 (+4) 26 (+8) 15 (+2) 14 (+2) 24 (+7)

absence of external threats, they indulge in infighting, Skills Perception +7


power struggles, and decadent indulgences. Their Damage Resistances acid, cold, fire, poison
thought processes are so alien that they fail to Condition Immunities charmed, poisoned
comprehend certain other evils, even subtlety in their Senses truesight 120 ft., passive Perception 17
malevolence. Languages Abyssal, Common, telepathy 120 ft.
In the presence of Obyriths, mortal minds are Challenge 12 (8,400 XP)
subjected to madness, with each unique form of Obyrith
inflicting its own brand of permanent insanity. Legendary Resistance (3/Day). If the Obyrith fails a saving throw,
Additionally, they have telepathic abilities, resistances it can choose to succeed instead.
to poisons, acids, fire, and cold, and possess incredible
healing speed. The Obyrith Lords, more powerful Innate Spellcasting. The Obyrith’s spellcasting ability is
among them, wield chaotic spell-like abilities such as Charisma (spell save DC 18). It can innately cast the following
word of chaos and cloak of chaos.
spells, requiring no material components:

At will: detect thoughts, command


3/day each: plane shift, chaos bolt
1/day each: greater restoration, plane shift (self only)

Incomprehensible Presence. Creatures that start their turn


within 30 feet of the Obyrith must succeed on a DC 18 Wisdom
saving throw or be driven temporarily insane. An affected
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 the Obyrith’s Incomprehensible Presence for the
next 24 hours.

Actions
Multiattack. The Obyrith makes three attacks: two with its
claws and one with its tentacle.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 17 (2d8 + 5) slashing damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one


target. Hit: 15 (2d6 + 5) bludgeoning damage. The target is
grappled (escape DC 18) if the Obyrith isn’t already grappling a
creature, and the target is restrained until this grapple ends.

Legendary Actions
The Obyrith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Obyrith regains spent legendary actions at the start of its turn.
Claw Attack. The Obyrith makes one claw attack.

Incomprehensible Presence (Costs 2 Actions). The Obyrith uses its


Incomprehensible Presence.

129
Rageborn
The rageborn, a sinister breed of demon, roams the
treacherous landscapes of the Abyss, particularly
thriving within the desolate 23rd layer known as the
Iron Wastes. These malevolent creatures exude an aura
of unbridled fury, representing chaotic evil in its purest
form. With a medium-sized humanoid frame, they
possess an origin deeply rooted in elemental forces,
making them both fearsome and enigmatic.
Their dark, abyssal eyes, filled with an eternal hunger
for chaos, grant them the ability of darkvision, allowing
them to stalk their prey even amidst the most shadowy
realms. In their relentless pursuit of destruction,
rageborn wield a potent blend of ice magic and their
lethal, clawed extremities, leaving carnage in their
wake. Some among their kin are bestowed with a
terrifying leaping prowess, enabling them to close the
distance to their victims with terrifying speed.

Rageborn
Medium humanoid (demon), chaotic evil

Armor Class 14
Hit Points 84 (8d8 + 48)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 8 (-1)

Skills Stealth +4
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal
Challenge 4 (1,100 XP)

Frozen Bolts. The Rageborn can unleash frozen bolts in a 60-


foot line. Each creature in that line must make a DC 14
Dexterity saving throw, taking 21 (6d6) cold damage on a failed
save, or half as much damage on a successful one.

Actions
Multiattack. The Rageborn makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
10 (2d6 + 3) slashing damage.

Leap. The Rageborn moves up to 30 feet in a straight line and


then makes a claw attack at advantage against a creature
within reach at the end of the leap. On a hit, the target takes an
additional 7 (2d6) slashing damage.

130
Tomb Demon
The Tomb Demon is a sinister creature originating from
the Abyss, a nightmarish realm of chaos and evil. It is
the horrifying result of the Abyss’s corrupting influence
on mass graves, giving birth to a grotesque fusion of
humanoid and snake, all composed of bone. The Tomb
Demon’s appearance is a haunting testament to the
macabre forces that brought it into existence.
With darkvision guiding its movements, the Tomb
Demon prowls through the shadowy depths, seeking to
ensnare and crush its foes within its bony grip. Its
combat tactics are cunning and ruthless, as it
strategically targets weaker or less-armored adversaries
first, leaving potentially more dangerous threats for
later.
The Tomb Demon is a menacing adversary, skilled at
using its powerful grasp to crush the life from its
victims. Its eerie presence adds an unsettling
atmosphere to any encounter, making it a fearsome
addition to the dark and dangerous corners of your
campaign’s world.
Tomb Demon
Medium fiend (demon), chaotic evil

Armor Class 15
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal
Challenge 5 (1,800 XP)

Constricting Grasp. If the Tomb Demon hits a creature with its


bite attack, the target is grappled (escape DC 14). Until this
grapple ends, the target takes 7 (1d8 + 3) bludgeoning damage
at the start of each of the Tomb Demon’s turns.

False Appearance. While the Tomb Demon remains motionless,


it is indistinguishable from an ordinary pile of bones.

Serpentine Lurk. The Tomb Demon can move through a space


as narrow as one inch without squeezing.

Actions
Multiattack. The Tomb Demon makes three attacks: one with
its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
9 (2d4 + 4) slashing damage.

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Visage
Visages are undead creatures native to the Abyss, Visage
created by the dark deity Orcus. They appear as Medium fiend (demon), chaotic evil
shapeless bodies with grinning mask-like faces and
long, deadly claws. Despite their seemingly incorporeal Armor Class 14
nature, they possess a weight of 75 pounds. Often Hit Points 112 (15d8 + 45)
mistaken for wraiths, visages have the ability to take on Speed 30 ft., fly 60 ft.
the form of creatures they have slain.
In their assumed identities, visages become virtually STR DEX CON INT WIS CHA

indistinguishable from the real creatures they imitate. 16 (+3) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 16 (+3)

Skilled in deception and bluffing, they gain all the Skills Deception +8, Stealth +9
proficiencies of the person they mimic but do not inherit Damage Immunities Poison
any extraordinary or magical abilities. This ruse can be Condition Immunities Exhaustion, Poisoned
maintained for up to 24 hours, after which the visage Senses Darkvision 60 ft., passive Perception 13
can dismiss the form at will. During this time, a victim Languages Common, Abyssal
can only be resurrected using a true resurrection spell, Challenge 9 (5,000 XP)
which forces the visage to revert to its original shape. If
the visage dismisses the form or the 24-hour duration Assumed Identity. The visage can assume the form of a creature
expires, the victim’s soul is permanently damaged and it has killed. While in this form, it gains all the proficiencies of
can only be brought back to life through a miracle or the imitated creature but does not inherit any extraordinary or
wish spell followed by true resurrection. Failure to magical abilities. The ruse can be maintained for up to 24
resurrect the soul leads to its loss forever, preventing hours, or the visage can dismiss the form at will. A victim can
any chance of rebirth, and it becomes a petitioner. only be resurrected using a true resurrection spell, which forces
When an evil outsider is killed by a visage, it returns the visage to revert to its original shape. After 24 hours or if the
as another visage 24 hours later, without retaining any visage has dismissed the identity, the victim’s soul is

abilities it possessed in life. The new visage becomes permanently damaged and can only be brought back to life by a
miracle or wish spell followed by true resurrection. If the soul is
enslaved to the creature that spawned it until its not resurrected, it is lost forever, and the victim becomes a
demise. Visages possess spell-like abilities, allowing petitioner.
them to cast dominate person and lucidity control,
which creates illusions visible to only one target. Undead Nature. The visage does not require air, food, drink, or
Visages are devious and cunning, using their shape- sleep.
shifting abilities to sow chaos and evil. In combat, they Actions
prefer subterfuge over direct confrontation, luring
victims away to be killed secretly before assuming their Multiattack. The visage makes three attacks: one with its bite
identities and continuing to spread chaos. and two with its claws.
Having been created by Orcus, visages served him
loyally until they were dismissed from his service. They Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
20 (4d6 + 3) piercing damage plus 14 (4d6) necrotic damage.
have no society of their own, treating each other as
equals without displays of rivalry or contempt. However, Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
they are not loyal to one another and will abandon their 18 (4d4 + 3) slashing damage.
kin if necessary. Lucidity Control (Recharge 5-6). The visage targets one creature
within 30 feet. The targeted creature must succeed on a DC 16
Wisdom saving throw or be affected by an illusion similar to
the major image spell, visible only to them.

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Whisper Demon
The Whisper Demon is an insane and malevolent Whisper Demon
creature hailing from the Abyss. It appears as a ghostly Medium fiend (demon), chaotic evil
humanoid with wild eyes, fangs, and claws, but its skin
is an eerie shade of green. Weightless and incorporeal, Armor Class 15
the Whisper Demon delights in driving other creatures Hit Points 126 (12d8 + 72)
to commit acts of self-destruction. Speed 0 ft., fly 60 ft. (hover)
Possessing the ability to speak Abyssal, Celestial,
Draconic, and telepathy, the Whisper Demon can STR DEX CON INT WIS CHA

communicate directly into the minds of its targets 10 (+0) 14 (+2) 22 (+6) 19 (+4) 18 (+4) 21 (+5)

within 60 feet. The air around it echoes with constant, Skills Perception +8, Deception +9, Intimidation +9, Stealth +8
insane mental whispering that can inflict damage on Damage Immunities poison
those who attempt to mentally connect with it. The Condition Immunities charmed, frightened, paralyzed,
demon’s mind-bending nature renders it immune to poisoned
confusion, insanity, poison, hypnotism, and electricity. Senses darkvision 60 ft., passive Perception 18
Only magical weapons can harm this ethereal entity, as Languages Abyssal, Celestial, Draconic, telepathy 60 ft.
it employs its incorporeal touches in combat. Challenge 8 (3,900 XP)
Whisper Demons have an uncanny control over the
undead. When a creature commits suicide within 60 Incorporeal Movement. The Whisper Demon can move through
feet of them, the demon can transform the departed into other creatures and objects as if they were difficult terrain. It
an allip and command up to nine allips without effort. takes 5 (1d10) force damage if it ends its turn inside an object.
Undead beings, however, remain impervious to their
insanity-inducing telepathy. These creatures are Whispering Insanity. Any creature that starts its turn within 60

thoroughly avoided by other demons and Abyssal feet of the Whisper Demon or attempts to communicate with it

inhabitants within their native Abyss due to their telepathically takes 10 (3d6) psychic damage.

unpredictable and sinister nature. Actions


Incorporeal Touch. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit 15 (3d6 + 2) psychic damage.

Allip Transformation. The Whisper Demon targets a creature


that has died by suicide within 60 feet of it. The creature’s spirit
transforms into an Allip under the demon’s control.

Mind Shatter (Recharge 5-6). The Whisper Demon releases a


terrifying burst of psychic energy. Each creature within 30 feet
must make a DC 17 Intelligence saving throw, taking 27 (6d8)
psychic damage on a failed save, or half as much damage on a
successful one.

Insidious Whispers (1/day). The Whisper Demon whispers


dreadful secrets directly into the mind of a creature it can see
within 60 feet. The target must succeed on a DC 17 Wisdom
saving throw or be charmed for 1 minute. While charmed in
this way, the target takes 14 (4d6) psychic damage at the start
of each of its turns. The charm effect ends if the target takes
any damage or if it can’t hear the demon’s whispers.

Frightful Presence. Each creature of the Whisper Demon’s


choice that is within 60 feet of it and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

Ethereal Jaunt (1/day). The Whisper Demon magically 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.

133
Devils
Bloodbag Imp
Bloodbag Imp Tiny fiend (devil), lawful evil

Bloodbag imps are fearsome creatures found in the Armor Class 14


Nine Hells, standing at 2 feet tall with short limbs and Hit Points 45 (10d4 + 20)
powerful wings. Bloated with blood, their semi- Speed 30 ft., fly 50 ft.
translucent skin reveals the organs floating within.
These sinister humanoids possess innate magical STR DEX CON INT WIS CHA
abilities, granting them sight in darkness, the power to 7 (-2) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
detect good and magic, as well as the ability to turn
invisible at will. Skills Perception +3, Stealth +5
One of their unique abilities is to curse creature, Damage Immunities fire, poison
causing future wounds to do much more damage. Not Condition Immunities poisoned
only are bloodbag imps skilled in delivering harmful Senses darkvision 120 ft., passive Perception 13

effects, but they also serve as living blood reservoirs. Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
Other creatures can drink their blood to heal
themselves, though it damages the imp, they recover
swiftly from such an ordeal. Keen Smell. The bloodbag imp has advantage on Wisdom
These malevolent beings were created by devils to (Perception) checks that rely on smell.
serve as battlefield healers, offering sustenance through Magic Resistance. The bloodbag imp has advantage on saving
their blood when conventional healing magic was throws against spells and other magical effects.
scarce. As a result, they are frequently encountered
throughout the Nine Hells. Innate Spellcasting. The bloodbag imp’s innate spellcasting
ability is Charisma (spell save DC 12). It can innately cast the
following spells, requiring no material components:

At will: detect good and evil, detect magic, invisibility (self only)
1/day each: vampiric touch

Regeneration. The bloodbag imp regains 5 hit points at the start


of its turn. If the imp takes radiant damage, this trait doesn’t
function at the start of the imp’s next turn.

Actions
Multiattack. The bloodbag imp makes two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.


Hit 4 (1d3 + 3) slashing damage.

Curse (3/Day). The bloodbag imp targets one creature it can see
within 30 feet of it. The target must succeed on a DC 12
Wisdom saving throw or be cursed until the curse is lifted.
While cursed, the target is injured by melee weapons as if they
had the wounding property, taking 1d4 additional slashing
damage at the start of each of its turns.

134
Burning Devil
The Burning Devil, a creature of infernal origin, dwells
eternally in agony within the Nine Hells. Gaunt and
withered, this humanoid fiend is engulfed in unceasing
flames, a manifestation of its former wrath and torment.
Their fiery presence serves as a stark warning to those
yet to face damnation, as they relentlessly seek to share
their pain with the living.
These crazed beings harbor an intense hatred for the
living, gibbering with rage and agony as they
relentlessly pursue their prey. Their attacks consist of
razor-sharp claws and bursts of scorching fire, making
them a formidable threat in close combat. The Burning
Devils possess a peculiar ability to teleport short
distances when exposed to lesser fires, leaving
destruction in their wake.
While a single Burning Devil is already a fearsome
sight, they become even more dangerous when
encountered in groups. They exhibit a strange form of
camaraderie, using the deaths of nearby allies to initiate
instantaneous teleportation, which they cleverly employ
to corner and overwhelm their foes.
Legend speaks of two variations of Burning Devils—
the Whitefire and Blackfire Burning Devils. The former
resists radiant power, while the latter, even more
formidable, withstands necrotic forces. Both can
unleash bolts of elemental flame, a deadly ability
triggered after their teleportation.
Native to the Nine Hells, Burning Devils often serve
as shock troops for more powerful denizens, sent in
hordes to wreak havoc upon interplanar ships heading
to Avernus. They latch onto the ships, unleashing chaos
until their fiery demise. The souls of corrupt priests and
hypocrites give rise to Whitefire Burning Devils, while
Blackfire Burning Devils emerge from the spirits of
necromancers and mass murderers.

135
weaken their foes. They serve as important servitors in
Burning Devil the retinue of powerful devils, lurking in the courts of
Medium fiend (devil), chaotic evil beings as mighty as pit fiends and archdevils. Despite
their deadly reputation, they are outcasts on the fringe
Armor Class 13 (natural armor) of baatezu society, feared by all devils due to the
Hit Points 85 (10d8 + 40) possibility that they could be lurking anywhere, ready to
Speed 30 ft. strike with deadly precision.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 8 (-1) Dogai
Medium humanoid (devil), neutral evil
Skills Perception +3, Stealth +5
Damage Resistances fire Armor Class 14 (natural armor)
Senses darkvision 60 ft., passive Perception 13 Hit Points 112 (15d8 + 45)
Languages Infernal Speed 40 ft.
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
Death Throes. When the Burning Devil is reduced to 0 hit 16 (+3) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
points, it explodes in a burst of flames. Each creature within 10
feet of it must make a DC 15 Dexterity saving throw, taking 21 Skills Stealth +9, Deception +8, Investigation +6, Perception +5
(6d6) fire damage on a failed save, or half as much damage on Senses darkvision 120 ft., passive Perception 15
a successful one. Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)
Teleportation. As a reaction, the Burning Devil can teleport up
to 30 feet to an unoccupied space it can see when it takes fire
damage that does not kill it. Shadow Form. The dogai can use a bonus action to magically
enter a shadowy form. While in this form, the dogai can move
Actions through other creatures and objects as if they were difficult
terrain. The dogai takes 5 (1d10) force damage if it ends its
Multiattack. The Burning Devil makes two claw attacks and turn inside an object.
uses Fiery Burst.
Invisibility. The dogai magically turns invisible until it attacks or
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit uses its Shadow Form, or until its concentration is broken (as
8 (1d8 + 4) slashing damage plus 7 (2d6) fire damage. if concentrating on a spell).
Fiery Burst. The Burning Devil unleashes a burst of fire in a 15- Actions
foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 21 (6d6) fire damage on a failed Multiattack. The dogai makes three attacks: one with its dagger
save, or half as much damage on a successful one. The cone is and two with its claws.
extinguished after the burst.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Teleport. The Burning Devil teleports up to 30 feet to an range 20/60 ft., one target. Hit 7 (1d4 + 5) piercing damage.
unoccupied space it can see.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit
8 (1d6 + 5) slashing damage.
Dogai Shadow Net. The dogai conjures a net of shadows in a 15-foot
Dogai, known as assassin devils, are unseen killers and radius centered on a point within 60 feet of it. Creatures in that

spies that stalk the Nine Hells under the cloak of area must succeed on a DC 16 Dexterity saving throw or be

shadows. They are physically identical humanoids with restrained. A creature can use its action to make a DC 16
Strength check, freeing itself or another creature within its
solid gray skin, featureless heads, and burning red eyes reach on a success.
that reveal a menacing smile. Masters of espionage and
political assassination, dogai use the powers of shadow Necrotic Blade (Recharge 5-6). The dogai’s next attack with its
to accomplish their devious assignments. Swiftly dagger deals an additional 14 (4d6) necrotic damage.
entering a shadow form, they become indistinct figures Reactions
seemingly made of pure darkness, capable of turning
invisible and striking their targets unseen. Fade into Darkness (1/Day). When the dogai is hit by an attack
Ruthless and efficient, they take great pride in their that deals piercing, slashing, or bludgeoning damage, it can
murderous work, utilizing sneak attacks and hit-and-run use its reaction to become incorporeal, gaining resistance to all
tactics to eliminate enemies silently. Assassins with damage from the triggering attack.
dangerous levels of necrotic power imbued in their
blades, dogai create shadowy nets to restrain and

136
Gulthir
Gulthirs are fearsome creatures from the Nine Hells, Gulthir
believed to be baatezu devils who suffered a ghastly Large fiend (devil), lawful evil
transformation due to their failures and were
condemned to a punishment caste until they redeemed Armor Class 14 (natural armor)
themselves. These large, towering beings stand at 10 Hit Points 126 (12d10 + 60)
feet tall, appearing as skeletal figures with loose, ruddy Speed 30 ft.
skin hanging from their bodies. Their bald, warty heads
are covered in tumors and lesions, and their eyes emit STR DEX CON INT WIS CHA

crimson light. The most distinguishing feature of a 20 (+5) 10 (+0) 20 (+5) 12 (+1) 14 (+2) 16 (+3)

Gulthir is their gaping mouths with unhinging jaws, Skills Perception +6, Intimidation +7
capable of swallowing a man-sized creature in a single Damage Immunities poison
gulp. Condition Immunities charmed, frightened
Gulthirs bemoan their cursed state and harbor a deep Senses darkvision 60 ft., passive Perception 16
loathing for their present form. This hatred is directed Languages Infernal, telepathy
towards other devils, whom they subject to their vile Challenge 6 (2,300 XP)
powers. They revel in the horror they cause, using their
remaining authority to dominate and subjugate others. Chilling Gaze. If a creature starts its turn within 30 feet of the
Gulthirs prize treasure as a status symbol and adorn Gulthir and can see the Gulthir’s eyes, it must succeed on a DC
themselves with jewelry, coveting powerful objects and 15 Wisdom saving throw or be frightened for 1 minute. The
keeping the valuables of their victims within them. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Tail Grapple. If the Gulthir hits a creature with its tail attack, the
target is grappled (escape DC 15). Until this grapple ends, the
target is restrained, and the Gulthir can’t use its tail attack on
another target.

Devour. The Gulthir makes one bite attack against a Medium or


smaller creature grappled by it. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, has total cover against attacks and
other effects outside the Gulthir, and takes 28 (8d6) acid
damage at the start of each of the Gulthir’s turns. If the Gulthir
takes 30 damage or more on a single turn from a creature
inside it, the Gulthir must succeed on a DC 15 Constitution
saving throw at the end of that turn or regurgitate the
swallowed creature, which falls prone in a space within 10 feet
of the Gulthir. If the Gulthir dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using
15 feet of movement, exiting prone.

Actions
Multiattack. The Gulthir makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
14 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
12 (2d4 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit
15 (2d6 + 5) bludgeoning damage, and the target is grappled.

137
Jerul
Jeruls, also known as death devils, are a fearsome type Jerul
of baatezu devil that dwells within the dreaded Fugue Large fiend (devil), lawful evil
Plane. They possess sinuous arms with elongated,
clawed hands extend from their torsos, while skeletal Armor Class 17 (natural armor)
wings covered in withered flesh sprout from their backs. Hit Points 185 (14d10 + 112)
Their vulture-like heads feature four sunken, cold yellow Speed 40 ft., fly 80 ft.
eyes, emitting an eerie glow.
These sinister creatures don billowing robes, draped STR DEX CON INT WIS CHA

with black cowls, and carry menacing weaponry like 22 (+6) 18 (+4) 26 (+8) 16 (+3) 18 (+4) 18 (+4)

giant scythes and wicked whips. Jeruls embody the Skills Perception +8
lawful evil nature typical of infernal beings, displaying Damage Immunities cold, disease, poison
disciplined and cruel tendencies shared by their baatezu Condition Immunities exhaustion, frightened, paralyzed
kin. They delight in inflicting torment upon souls within Senses darkvision 120 ft., passive Perception 18
the Fugue Plane, punishing the Faithless and The False Languages Infernal, Abyssal, Celestial, Common, telepathy
under the permission of the god of death, whether it be Challenge 13 (10,000 XP)
Kelemvor, Cyric, Myrkul, or Jergal.
In combat, Jeruls prefer melee encounters, utilizing Undead Nature. Jeruls are considered undead creatures.
their teleportation abilities to engage adversaries with
weapons and claws. The wicked whips they wield Flyby. The Jerul doesn’t provoke opportunity attacks when it
enable them to inflict non-lethal injuries on their foes, flies out of an enemy’s reach.
reveling in their innate sadism when causing harm. Rebuke Undead. Jerul can use its action to force undead
Apart from their physical prowess, Jeruls possess spell- creatures within 30 feet to make a DC 16 Wisdom saving throw.
like abilities, including animate dead, dimensional On a failure, the undead is frightened for 1 minute, and it can
anchor, and greater teleport, enabling them to navigate repeat the saving throw at the end of each of its turns, ending
their grim realm and manipulate the forces of undeath. the effect on a success.

Actions
Multiattack. The Jerul makes two scythe attacks and one whip
attack.

Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one


target. Hit 19 (3d6 + 6) slashing damage.

Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit 13 (2d6 + 6) slashing damage and the target must succeed
on a DC 16 Constitution saving throw or be poisoned for 1
minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 15 (2d8 + 6) slashing damage, and the target must succeed
on a DC 16 Strength saving throw or be grappled (escape DC
16). Until the grapple ends, the target is restrained and takes
11 (2d10) slashing damage at the start of each of its turns.

Teleport (Recharge 6). The Jerul magically teleports, along with


any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.

Summon Devil (1/Day). The Jerul attempts to summon another


Jerul, 1d8 lemures, or 1d4 barbazu devils with a 50% chance of
success.

138
Logokron In combat, the Logokron Devil is an unparalleled
adversary, utilizing its innate magical resistance to
The Logokron, a fiend of dreaded repute, emerges from thwart spells and other mystical effects. Its claws and
the darkest depths of the Nine Hells. Its towering frame longsword become instruments of terror, tearing
looms over its foes, exuding an aura of malevolence and through its enemies with ruthless efficiency.
cunning. With four formidable arms and a tongue Furthermore, the devil possesses the uncanny ability to
bearing cryptic symbols, it wields a mastery over true whisper the true name of a creature, ensnaring them in
names, an ancient power enabling it to control the its thrall and rendering them vulnerable to its sinister
essence of creatures. machinations.
In the shadowy realm of truename magic, the Whispers of the devil’s legacy spread across the
Logokron Devil thrives, weaving intricate webs of realms, its name evoking fear and trepidation. Only the
deception and manipulation. Clever and cruel, it most daring and prepared adventurers dare to confront
delights in crafting long-term schemes, patiently this enigmatic fiend, for the depths of its power and
awaiting the opportune moment to strike with malevolence remain shrouded in mystery. To face the
devastating precision. Its cold, calculating intellect Logokron Devil is to face the embodiment of cunning
enables it to see through the veil of falsehoods, allowing malevolence itself, and few who cross paths with this
it to discern the true nature and weaknesses of its fearsome creature emerge unscathed.
adversaries.
Logokron Devil slashing damage if used with two hands.
Large fiend (devil), lawful evil True Strike (Recharge 5-6). The Logokron Devil magically
whispers the true name of a creature it can see within 60 feet of
Armor Class 17 (natural armor) it. The target must succeed on a DC 20 Wisdom saving throw
Hit Points 230 (20d10 + 120) or be charmed by the Logokron Devil until the end of the devil’s
Speed 30 ft., fly 60 ft. (hover) next turn. The charmed target is incapacitated, has a speed of
0, and is unaware of its surroundings, though it can still hear
STR DEX CON INT WIS CHA the Logokron Devil. The target can repeat the saving throw at
22 (+6) 18 (+4) 22 (+6) 24 (+7) 18 (+4) 20 (+5) the end of each of its turns, ending the effect on a success.

Skills Arcana +13, Deception +12, Insight +9, Persuasion +11 Legendary Actions
Damage Resistances cold, fire, lightning
The Logokron Devil can take 3 legendary actions, choosing
Damage Immunities poison; bludgeoning, piercing, and
from the options below. Only one legendary action option can
slashing from nonmagical attacks that aren’t silvered
be used at a time, and only at the end of another creature’s
Condition Immunities poisoned
turn. The Logokron Devil regains spent legendary actions at the
Senses darkvision 120 ft., truesight 60 ft., passive Perception 14
start of its turn.
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 17 (18,000 XP) Teleport. The Logokron Devil magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an
Magic Resistance. The Logokron Devil has advantage on saving unoccupied space it can see.
throws against spells and other magical effects.
True Sight. The Logokron Devil gains truesight 60 ft. until the
Multiattack. The Logokron Devil can make four attacks: two end of its next turn.
with its claws and two with its longsword.
Infernal Word (Costs 2 Actions). The Logokron Devil magically
Actions utters an infernal word. Each creature of the devil’s choice
within 120 feet of it that can hear the devil must succeed on a
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. DC 20 Wisdom saving throw or become frightened for 1
Hit 17 (2d6 + 6) slashing damage. minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If a creature’s
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one saving throw is successful or the effect ends for it, the creature
target. Hit 13 (1d8 + 6) slashing damage, or 15 (1d10 + 6) is immune to the devil’s Infernal Word for the next 24 hours.

139
Paeliryon
A paeliryon is a grotesque denizen of the Nine Hells, Paeliryon
also known as a corruption devil. Towering at 16-20 feet
tall, its twisted and distended form is a perversion of the Large fiend (devil), lawful evil

female shape. With its warty skin, billowing stench of


perfume and brimstone, and unsettling makeup-coated Armor Class 17 (natural armor)
Hit Points 175 (14d10 + 98)
face, the paeliryon exudes a disturbing visage. Despite Speed 30 ft., burrow 30 ft., fly 60 ft.
its massive size, it possesses bat-like wings that allow it
to fly, making it a formidable predator and a master of STR DEX CON INT WIS CHA
manipulation. 20 (+5) 14 (+2) 24 (+7) 20 (+5) 16 (+3) 24 (+7)
Paeliryons excel in the art of coercion and blackmail,
using their vast network of secrets and intrigues to Skills Deception +13, Intimidation +13, Perception +8
manipulate mortals into selling their souls. As infernal Damage Resistances cold, fire; bludgeoning, piercing, and
spymasters, they sow deception and betrayal, turning slashing from nonmagical weapons that aren’t silvered
the politics of Baator into a maddening web of duplicity. Condition Immunities frightened
Cunning and intelligent, they see all creatures as mere Senses darkvision 120 ft., passive Perception 18

tools to further their wicked agendas, surrounding Languages Celestial, Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)
themselves with disposable underlings while
manipulating dangerous pawns from afar. Innate Spellcasting. The paeliryon’s spellcasting ability is
Charisma (spell save DC 21). The paeliryon can innately cast
the following spells, requiring no material components:
At will: command, detect thoughts
1/day each: charm person, modify memory

Magic Resistance. The paeliryon has advantage on saving


throws against spells and other magical effects.

Actions
Multiattack. The paeliryon makes three attacks: one with its
claws and two with its sting.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 5) slashing damage.

Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 5) piercing damage, and the target must make a
DC 21 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, it is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this
way.

Teleport (Recharge 5-6). The paeliryon magically teleports, along


with any equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.

140
Seared Devil
The seared devil is a menacing humanoid-like devil that
appears to have suffered from extensive burns, leaving
its form horribly charred. Native to the Nine Hells, it
serves as a low-ranked soldier in the infernal hierarchy.
Consumed by blind jealousy towards unburned beings,
the seared devil harbors an innate resistance to fire. It
can inflict further harm on foes by shedding ash that
chokes and slows its enemies.
Seared Devil
Medium fiend (devil), lawful evil

Armor Class 14 (natural armor)


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

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Skills Perception +2
Damage Resistances fire
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages Infernal
Challenge 3 (700 XP)

Fire Resistance. The seared devil has resistance to fire damage.

Ash Cloud (Recharge 5-6). As a bonus action, the seared devil


can shed a cloud of choking ash in a 15-foot cone. Each
creature in that area must make a DC 12 Constitution saving
throw, taking 14 (4d6) poison damage and becoming slowed
for 1 minute on a failed save, or half as much damage with no
other effect on a successful one.

Actions
Multiattack. The seared devil makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) slashing damage.

Body Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target
must succeed on a DC 14 Strength saving throw or be knocked
prone.

141
Tar Devil
The Tar Devil is a low-ranking species of devil soldier. It
stands at a medium size, resembling a humanoid figure
with violet skin that continually oozes a tar-like
substance. Its eerie appearance includes two short
horns on its head, white, pupilless eyes, beast-like feet,
and a lizard-like tail.
In combat, Tar Devils employ their hot, reeking tar as
a primary weapon, along with various other tools. They
are resistant to fire but vulnerable to acid. Some Tar
Devil harriers are trained to wield kukris and fling balls
of tar to slow down opponents or create areas coated in
sticky tar, making movement difficult. Guards, on the
other hand, rely on khopeshes and tar-covered nets,
while brawlers utilize their natural tar coating to
immobilize foes, making them unable to move as they
get stuck.
Tar Devils have been known to be employed by the
Ashmadai cells of Neverwinter, showcasing their deadly
effectiveness as servants of evil forces.
Tar Devil
Medium humanoid, evil

Armor Class 12 (natural armor)


Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 15 (+2) 8 (-1) 10 (+0) 6 (-2)

Skills Athletics +4, Stealth +3


Damage Vulnerabilities acid
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Infernal
Challenge 2 (450 XP)

Hot Tar. The tar devil’s melee attacks deal an additional 7 (2d6)
fire damage (included in the attacks).

Actions
Multiattack. The tar devil makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
7 (1d8 + 2) piercing damage plus 7 (2d6) fire damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit 6 (1d6 + 2) slashing damage plus 7 (2d6) fire damage.

142
Diakk
Diakk
iakka, also known as diakkas, are avian

D
creatures native to the plane known as Hades. Small humanoid, neutral evil

There are two distinct varieties of diakk: the Armor Class 14


tall and stork-like varath, and the short and Hit Points 49 (9d6 + 18)
squat carcene. Both varieties have human-like Speed 30 ft., fly 60 ft.
heads and arms instead of wings, adorned
with feathers of sickening hues such as pea- STR DEX CON INT WIS CHA
green, rusty-red orange, purple, and more. Diakka 12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
possess innate magical abilities, allowing them to cast
spells like audible glamer, jump, and weakness. Skills Stealth +5, Perception +3
In terms of personality, diakka are organized and Senses darkvision 60 ft., passive Perception 13
intelligent, unlike the erratic hordlings found on the Languages Abyssal, Infernal, Common

plane. However, they are also cowardly, devious, and Challenge 3 (700 XP)

sneaky, caring little for one another. Diakka engage in


combat strategically, attacking only if they believe their Innate Spellcasting. The diakk can innately cast the following
opponents to be weaker than themselves. They use their spells, requiring no material components: At will: audible
magical abilities to their advantage, surrounding glamer 2/day each: jump, weakness

enemies and creating illusions to confuse and weaken Actions Multiattack. The diakk makes two attacks: one with its
their foes. beak and one with its claws.
Diakka organize themselves into flocks that consist of
both varath and carcene, with one or two diakka acting Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
as the flock’s leader. Night hags summon diakka to 5 (1d4 + 3) piercing damage.
serve as guards or servants on the Prime Material Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
plane, but these avian creatures are also known to be Hit 5 (1d4 + 3) slashing damage.
feasted upon by hordlings and other inhabitants of
Hades. Some diakka serve under Baba Yaga, and they
see her as their mother, while others act as servants to
daemons within the plane.

143
Draugr Draugr Warlord
n the cold and desolate lands of the North, where Medium undead, neutral evil

I
the spirits of the dead roam, the Draugr emerges
from its eternal slumber. These undead creatures Armor Class 18 (natural armor, shield)

were once warriors or powerful individuals who Hit Points 105 (13d8 + 45)
were buried with their possessions, only to rise Speed 30 ft.

again as vengeful spirits bound to their decaying


corpses. STR DEX CON INT WIS CHA

Draugr are skeletal figures wrapped in tattered 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 9 (-1)

remnants of burial shrouds, their eyes burning with an Damage Resistances necrotic, poison
ethereal glow. They possess an unnatural strength and Damage Immunities cold, poison
a relentless desire for revenge. As guardians of ancient Condition Immunities exhaustion, poisoned
tombs and burial grounds, they attack any intruders Senses darkvision 60 ft., passive Perception 11
who disturb their eternal rest. Languages understands the languages it knew in life but can’t
speak
Challenge 6 (2,300 XP)
Draugr
Medium undead, neutral evil Undead Fortitude. If damage reduces the Draugr Warlord to 0
hit points, it must make a Constitution saving throw with a DC
Armor Class 13 (natural armor) of 5 + the damage taken, unless the damage is radiant or from
Hit Points 45 (7d8 + 14) a critical hit. On a success, the Draugr Warlord drops to 1 hit
Speed 30 ft. point instead.

STR DEX CON INT WIS CHA Savage Attacks. When the draugr warlord lands a critical hit, the
16 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3) damage is tripled rather than doubled.

Damage Resistances necrotic, poison Actions


Damage Immunities cold, poison Multiattack. The Draugr Warlord makes three melee attacks:
Condition Immunities exhaustion, poisoned two with its longsword and one with its claw.
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
speak target. Hit 9 (1d8 + 5) slashing damage.
Challenge 2 (450 XP)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
8 (1d6 + 5) slashing damage plus 5 (1d10) necrotic damage.
Undead Fortitude. If damage reduces the Draugr to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the Frightening Gaze. The Draugr targets one creature it can see
damage taken, unless the damage is radiant or from a critical within 30 feet of it. If the target can see the Draugr, it must
hit. On a success, the Draugr drops to 1 hit point instead. succeed on a DC 12 Wisdom saving throw or be frightened
Actions until the end of its next turn. If the target fails the saving throw
by 5 or more, it is also paralyzed for the same duration.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Aura of Decay. The Draugr Warlord exudes an aura of decay in a
target. Hit 7 (1d8 + 3) slashing damage.
10-foot radius. At the start of each of its turns, each creature
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit within the aura takes 5 (1d10) necrotic damage. Additionally,
6 (1d6 + 3) slashing damage plus 3 (1d6) necrotic damage. the aura causes non-magical weapons held by creatures other
than the Draugr Warlord to rust and corrode.
Frightening Gaze. The Draugr targets one creature it can see
within 30 feet of it. If the target can see the Draugr, it must Warlord’s Command. The Draugr Warlord summons 1d4
succeed on a DC 12 Wisdom saving throw or be frightened draugrs. They appear in 1d4 rounds and will cooperate with the
until the end of its next turn. If the target fails the saving throw warlord.
by 5 or more, it is also paralyzed for the same duration.

144
A draugr, its eyes glowing red with its thirst for blood.

145
Dread Warrior
Dread Warrior
dread warrior was a special type of

A
enhanced undead created by necromancer Medium undead, neutral evil

Red Wizards of Thay from the bodies of Armor Class 16 (natural armor)
warriors shortly after their deaths. Although Hit Points 82 (11d8 + 33)
undead, dread warriors were recognizable Speed 30 ft.
as the individuals they had been before
death, with their skin shriveled and their STR DEX CON INT WIS CHA
eyes glowing with a feral yellow light. They retained the 16 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 7 (-2)
same weapons and armor they wielded in life, often
bearing visible and gruesome injuries that had killed Skills Perception +2
them. Damage Resistances necrotic
Dread warriors had to be raised within one day of the Condition Immunities exhaustion, poisoned

subject’s death. They maintained a minimal amount of Senses darkvision 60 ft., passive Perception 12
Languages Understands Common but can’t speak
intelligence and retained their warrior desire to fight. Challenge 5 (1,800 XP)
While capable of speech and thinking for themselves,
they were not sophisticated, and complex orders could
confuse them. In combat, dread warriors were more Undead Fortitude. If damage reduces the dread warrior to 0 hit

durable, dexterous, intelligent, and powerful than points, it must make a Constitution saving throw with a DC of

normal zombies, capable of rudimentary and 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the dread warrior drops to 1 hit point
unimaginative tactics. instead.
When not engaged in combat, dread warriors were Actions
kept in “cold storage” within barracks and dungeons.
However, some dread warriors would break free from Multiattack. The dread warrior makes two attacks with its
their Thayan masters’ control, wandering the weapon or three attacks with its fists.
countryside and terrorizing innocents. They primarily
served as soldiers within the armies of Thay, often Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
forming the retinue of the Zulkir Szass Tam. Hit 12 (2d6 + 3) slashing damage.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
9 (2d4 + 3) bludgeoning damage.

Unholy Roar (Recharge 5-6). The dread warrior releases an


unholy roar in a 20-foot radius. Each creature in that area must
make a DC 13 Wisdom saving throw or be frightened 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.

146
Dusk Beast
Dusk Beast
dusk beast, one of the ephemeras native to

A
the Plane of Shadow, is a fearsome creature Medium outsider, usually neutral

that appears as a squat, two-headed lizard Armor Class 14


made entirely of shadow. Its silhouette-like Hit Points 68 (8d8 + 32)
form allows it to blend seamlessly with the Speed 40 ft.
darkest shadows, making it a master of
stealth and ambush. The creature’s fanged STR DEX CON INT WIS CHA
heads and wickedly barbed tail remain sharply defined 16 (+3) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 10 (+0)
even in its shadowy composition.
In combat, the dusk beast proves its prowess by Skills Stealth +6, Perception +4
hiding in the deepest shadows and pouncing on Senses darkvision 60 ft., passive Perception 14
unsuspecting intruders with lightning speed. Its unique Languages Common

nature enables it to extend its necks and tail to Challenge 3 (700 XP)

unnatural lengths, attacking foes from up to ten feet


away, catching them off guard. The dusk beast’s feeding Shadow Blend. The dusk beast can attempt to hide even when
grounds lie in environments shrouded in deep shadow, only lightly obscured by dim light or darkness.
such as canyons, forests, and dim underground areas. It Multiattack. The dusk beast makes two bite attacks and one tail
fiercely protects these territories, despising both strong attack.
light and complete darkness equally.
Dusk beasts are intelligent beings, capable of Actions
understanding the Common language. They are
nourished by areas of shadow but starve in places of Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
7 (1d6 + 3) piercing damage.
utter darkness or full brightness. Although they often
dwell in packs of up to five, solitary ones can be Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit
encountered as well. 9 (1d8 + 3) slashing damage.

Ambush Extension. Once per turn, if the dusk beast is hidden


and makes a tail attack against a surprised creature, it can
extend its tail’s reach to 10 feet.

147
Eclipse Hound
he Eclipse Hound is a shadowy and elusive

T
creature that dwells on the fringes of
reality, emerging only when darkness
engulfs the world during a solar eclipse.
Legend has it that these hounds are the
cursed companions of a long-forgotten
deity, bound to guard its secrets in the
darkest hours.
Eclipse Hounds resemble large, sleek hounds with
pitch-black fur that seems to absorb light. Their eyes
glow with an eerie crimson radiance, and they move
with unnatural grace and silence. During an eclipse,
their bodies meld with the shadows, allowing them to
traverse between the material plane and the Shadowfell
effortlessly.
Eclipse Hound
Large monstrosity, neutral evil

Armor Class 15 (natural armor)


Hit Points 135 (18d10 + 36)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Skills Stealth +9, Perception +6


Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16
Languages understands Common and Abyssal but can’t speak
Challenge 8 (3,900 XP)

Shadow Blend. During a solar eclipse, the Eclipse Hound can


take the Hide action as a bonus action while in dim light or
darkness.

Eclipse Step. As a reaction to taking damage, the Eclipse Hound


can become incorporeal until the end of its next turn. While
incorporeal, it can move through other creatures and objects
as if they were difficult terrain, but it takes 1d10 force damage if
it ends its turn inside an object.

Void Strike. The Eclipse Hound’s bite is infused with shadow


energy. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 22 (4d6 + 4) piercing damage plus 14 (4d6) necrotic
damage.

Eclipse Pounce (Recharge 5-6). The Eclipse Hound targets a


creature it can see within 30 feet and pounces on it. The target
must make a DC 15 Strength saving throw or be knocked
prone. On a failed save, the Eclipse Hound can make one bite
attack against the prone target as a bonus action.

148
These creatures take delight in sowing fear and terror
Eye of Shadow in their victims. Their eyes possess devastating powers,
he Eye of Shadow is a beholder warped by including the ability to induce fear, blind with radiant

T
prolonged exposure to the Shadowfell. energy, deafen with thunderous sound, and immobilize
Covered in inky black skin, it hovers with necrotic energy. They are also masters of stealth,
menacingly through the air with its seamlessly blending into areas of darkness and
numerous eye stalks quivering with disappearing from sight.
anticipation. Its main central eye gleams Eye of Shadows primarily rely on their eye beams and
with a malevolent glow, radiating an aura sharp-toothed maws to engage in combat. Patient and
of darkness. cunning, they patiently lurk in the shadows, biding their
time until their prey succumbs to fear before launching
their devastating attacks.
Eye of Shadow Fear Ray. The eye of shadow targets one creature within 120
Large aberration, chaotic evil feet of it that it can see. The target must succeed on a DC 17
Wisdom saving throw or become frightened for 1 minute.
Armor Class 17 (natural armor) The creature can repeat the saving throw at the end of each
Hit Points 225 (18d10 + 126) of its turns, ending the effect on itself on a success.
Speed 0 ft., fly 20 ft. (hover)
Radiant Ray. The eye of shadow targets one creature within
STR DEX CON INT WIS CHA 120 feet of it that it can see. The target must make a DC 17
Constitution saving throw or be blinded for 1 minute. The
10 (+0) 14 (+2) 24 (+7) 17 (+3) 14 (+2) 18 (+4) creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Damage Immunities psychic
Condition Immunities blinded, prone Thunder Ray. The eye of shadow targets one creature within
Senses darkvision 120 ft., passive Perception 12 120 feet of it that it can see. The target must make a DC 17
Languages Deep Speech, understands Common but doesn’t Constitution saving throw or be deafened for 1 minute. The
speak it creature can repeat the saving throw at the end of each of its
Challenge 13 (10,000 XP) turns, ending the effect on itself on a success.

Necrotic Ray. The eye of shadow targets one creature within


Shadow Stealth. While in dim light or darkness, the eye of 120 feet of it that it can see. The target must make a DC 17
shadow can take the Hide action as a bonus action. Constitution saving throw or be restrained for 1 minute. At
the end of each of the target’s turns, it can repeat the saving
Innate Spellcasting. The eyes of shadow’s spellcasting ability is throw, ending the effect on itself on a success. While the
Intelligence (spell save DC 17). The eyes of shadow can innately target is restrained, it also can’t see the eye of shadow or
cast the following spells, requiring no material components: other creatures within 10 feet of it.
At will: darkness, levitate Each eye ray can be used once and then requires a recharge
period of 1d4 rounds.
3/day each: confusion, dimension door, eyebite

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
16 (2d10 + 5) piercing damage.
Eye Rays. The eye of shadow can use one of the following eye
rays as an action:

149
An eye of shadow.

150
Flesh Seeker
he Flesh Seeker is a unique and sinister

T
form of ghoul that emerges from the
remains of mortal followers of Orcus. This
humanoid undead is born through a
gruesome, cannibalistic initiation into the
dark cult of the demon lord. As the
corrupted followers partake in the horrific
ritual, they are transformed into these stealthy and
malevolent creatures, now known as Flesh Seekers.
In combat, Flesh Seekers prefer to strike from the
shadows, whether they are hunting in a pack or stalking
their prey one by one. Patient and cunning, they bide
their time, waiting for the opportune moment to pounce
and overwhelm their victims. Armed with sharp claws,
these ghouls can rend their targets mercilessly, and
some are even equipped with wicked daggers to deliver
precise, deadly strikes.
Flesh Seekers have been known to reside in the
Shadowfell, particularly within the dark city of
Evernight, a sinister reflection of Neverwinter in the
Prime Material world of Toril. Though traditionally
aligned with Orcus, they are not bound to serve only
him. As long as they have a consistent supply of victims,
these fiendish creatures can be swayed to fight
alongside anyone with dark intentions.
Flesh Seeker
Medium undead, chaotic evil

Armor Class 13 (natural armor)


Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 6 (-2)

Skills Stealth +4
Damage Vulnerabilities radiant
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 3 (700 XP)

Nimble Escape. The Flesh Seeker can take the Disengage or


Hide action as a bonus action on each of its turns.

Actions
Multiattack. The Flesh Seeker makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
8 (2d4 + 3) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit 6 (1d4 + 3) piercing damage.

151
Foulspawn
Foulspawn
he Foulspawn, twisted and corrupted by

T
the eldritch energies of the Far Realm, are Medium aberration, chaotic evil

humanoid creatures with an eternal, toothy Armor Class 15 (natural armor)


grin and always wide-open eyes. Their Hit Points 84 (8d8 + 48)
bodies, mutable and ever-changing, react to Speed 30 ft.
their environment, altering their shape and
height at will. Some are large and STR DEX CON INT WIS CHA
muscular, while others are smaller with multiple arms. 18 (+4) 16 (+3) 22 (+6) 12 (+1) 8 (-1) 10 (+0)
Despite their humanoid appearance, Foulspawn harbor
an intense hatred for the natural world and all creatures Skills Perception +2
originating from it. They believe that their former selves Senses darkvision 60 ft., passive Perception 12
were flawed, and to correct the world, they seek to Languages Deep Speech (telepathy)

destroy or corrupt every living being, aligning with Challenge 5 (1,800 XP)

aberrant creatures from the Far Realm and deranged


cultists to further their dark ambitions. Amorphous. The Foulspawn can move through a space as
Foulspawn are rarely found alone, often forming narrow as 1 inch wide without squeezing.
loose associations or tribes with others of their kind. Mutable Form. The Foulspawn can alter its body’s shape and
Living in the Underdark and places tainted by aberrant height at will. It gains advantage on Strength (Athletics)
energies, they create warrens that reflect the twisted checks, Dexterity (Stealth) checks, and Constitution saving
influence of the Far Realm. These warrens are bizarre throws while altering its form.
and spiraling structures adorned with eerie glowing
sigils, painted using the blood of their victims. Telepathic Bond. The Foulspawn can communicate
Foulspawn possess the ability to communicate telepathically with other creatures it can see within 60 feet of it.

telepathically with each other and share a common The telepathic bond does not require a common language.

thought pattern, making infighting among them almost Actions


non-existent. They reproduce by exposing their victims
to the Far Realm’s influence, transforming survivors Multiattack. The Foulspawn makes two attacks: one with its
into new Foulspawn. claw and one with its bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
9 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
10 (1d10 + 4) piercing damage.

Warp Reality (Recharge 5-6). The Foulspawn twists the


surrounding reality within a 30-foot radius. All creatures in the
area must make a DC 15 Wisdom saving throw. On a failed
save, a creature takes 27 (6d8) psychic damage and is stunned
until the end of its next turn. On a successful save, the creature
takes half damage and isn’t stunned.

152
Giant Bloodworm
Giant Bloodworm
giant bloodworm emerges from the murky

A
waters, its massive, spotted dark green body Large monstrosity, unaligned

glistening with slimy secretions. This Armor Class 14 (natural armor)


sanguivorous monstrosity stretches an Hit Points 127 (15d10 + 45)
imposing 20 feet in length, resembling an Speed 30 ft., burrow 20 ft., swim 30 ft.
oversized, sinister earthworm. In the dim
light of their underground habitats, they STR DEX CON INT WIS CHA
seamlessly blend in with moss-covered boulders, 18 (+4) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 6 (-2)
waiting to ambush unsuspecting prey.
Giant bloodworms propel their massive bodies along Skills Stealth +4
the ground of their watery domains with uncanny speed. Damage Resistances fire
They are capable of enthralling nearby creatures with Senses blindsight 30 ft., passive Perception 9

pheromones, luring them closer to their waiting maws. Languages -


Challenge 6 (2,300 XP)
When provoked or hungry, they unleash their terrifying
attack, affixing their mouths to their victims and sucking
their lifeblood until satiated or the prey perishes. Amphibious. The giant bloodworm can breathe air and water.

Scent of Blood. The giant bloodworm can detect where any


creatures with blood within 45 ft of it are. Additionally, it knows
an estimate of the size and hit points of any creature in this
range, based on how much blood is present.

Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit 14 (2d8 + 4) bludgeoning damage.

Blood Drain. The giant bloodworm attempts to attach its mouth


to a creature. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit 22 (3d10 + 4) piercing damage. The target must
succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.

Enthralling Lure (Recharge 5-6). The giant bloodworm exudes a


pheromone, forcing creatures within 30 feet of it to make a DC
12 Wisdom saving throw or be charmed and compelled to
move towards the worm on their turn. The charmed creature
can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

153
Gibberling
Gibberling
ibberlings are small, nocturnal humanoid

G
creatures known to inhabit various regions Medium humanoid, chaotic evil

of Faerûn, including the Underdark. Armor Class 12


Standing around 4 to 5 feet tall, they have a Hit Points 32 (5d8 + 10)
hunchbacked posture with pointed, canine- Speed 30 ft.
like ears, and grinning faces surrounded by
manes of black hair. Their eyes, described STR DEX CON INT WIS CHA
as maniacal, are dark and unsettling. In groups, they 12 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 5 (-3)
appear as large, writhing masses of dark fur and flesh,
making howls, clicks, shrieks, and odd chattering Skills Stealth +4
noises. Damage Immunities None
These creatures are wild and manic, living in hordes Senses darkvision 60 ft., passive Perception 10

of up to 400 individuals. Although their appearance and Languages Gibberling


Challenge 1 (200 XP)
behavior might seem disturbing, they are not inherently
malicious. Gibberlings possess no great individual
power, but they thrive in large numbers and use Swarm. The gibberling can occupy another creature’s space
incessant muttering and gibbering to unsettle their foes. and vice versa, and the gibberling can move through any

However, they are both terrified of and vulnerable to opening large enough for a Tiny gibberling. The gibberling

bright light and fire, making these sources effective in can’t regain hit points or gain temporary hit points.

repelling them. Nimble Escape. The gibberling can take the Disengage or Hide
In combat, gibberlings attack with reckless abandon, action as a bonus action on each of its turns.
rushing opponents to grapple or hack them apart. They Actions
fight to the death, never retreating, and they have a
tendency to destroy any buildings or structures in their Multiattack. The gibberling makes two attacks: one with its bite
path. While they exhibit no apparent organization or and one with its claws.
individuality, they do have some primitive language
amongst themselves. Additionally, they are immune to Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit
mind-influencing effects like charm, phantasms, and 4 (1d4 + 1) piercing damage.

compulsions. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Gibberlings are carnivorous, consuming any available Hit 4 (1d4 + 1) slashing damage.
food, including their own dead. Those living on the
surface are strictly nocturnal, spending their days
dormant in short burrows. Their behavior is manic, and
they awake suddenly and en masse after the sun sets.
Gibberling hordes have been spotted in temperate
forests and the Underdark, and adventurers find them
to be generally worthless foes, offering little in terms of
valuable loot or resources.

154
Gloaming
Gloaming
he Gloaming is a rare and enigmatic

T
humanoid creature believed to have both Small humanoid, neutral

Toril and Plane of Shadow heritage. These Armor Class 12


planetouched beings possess an Hit Points 42 (9d6 + 9)
otherworldly aura, with pale skin and dark, Speed 30 ft., fly 30 ft.
furry wings that grant them the ability to
take to the skies. Their eyes, reminiscent of STR DEX CON INT WIS CHA
a cat’s, gleam with a metallic hue in dim light and 8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
appear gray in brighter conditions. What truly sets them
apart is their skin, which emits a soft luminescence that Skills Arcana +4, Perception +4
they can control, often adorning it with mesmerizing Damage Resistances illusions, psionic
tattoos. Condition Immunities none

Gloamings are known for their insatiable curiosity Senses darkvision 60 ft., passive Perception 14
Languages Undercommon
and an almost compulsive desire to explore the world. Challenge 3 (700 XP)
They typically reach adulthood at the age of 13 and can
live for several hundred years. Adult Gloamings have
the freedom to choose new names for themselves, Flight. The Gloaming can fly with its wings and has a flying

allowing them to forge their unique identities. speed of 30 feet.

These mysterious creatures are naturally attuned to Luminescence. The Gloaming can control the brightness of its
the powers of shadow, proficient in shadow-based skin’s luminescence, from none to bright. In bright light, it has
spells, and capable of flight. They boast resistance to disadvantage on attack rolls and Wisdom (Perception) checks
illusions and psionic attacks, and possess an uncanny that rely on sight.
ability to detect inactive portals within their vicinity.
However, their unique luminescence makes them Shadow Magic. The Gloaming is proficient in shadow-based
spells. It can cast the following spells as 2nd-level spells:
susceptible to light blindness, requiring them to darkness, shadow blade, shadow of Moil. It requires no
carefully manage their exposure to bright light. components for these spells.
Gloaming settlements are rare due to their Actions
wanderlust, but when established, they often exist in
direct contrast to the dominant alignment of the region Glowing Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
and tend to shun organized religion. They hold a deep creature. Hit 8 (2d4 + 3) radiant damage, and the target sheds
detestation for drow, who are rumored to capture, dim light in a 5-foot radius until the start of the Gloaming’s
torture, and experiment on Gloamings. On the other next turn.
hand, Illithids find Gloamings unpalatable and generally
avoid them. Eldritch Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit 9 (2d8) force damage.

Shadow Step (Recharge 5-6). The Gloaming magically teleports


up to 30 feet to an unoccupied space it can see. It then
becomes invisible until the start of its next turn.

155
challenge to those who dare to confront it. Only
Golems adamantine or magical weapons can harm its resilient
form, making it a daunting adversary on the battlefield.
In combat, the Brain Golem relies on its immense
strength to deliver bone-crushing slams with its
powerful fists. Each strike delivers a torrent of psychic
energy, inflicting dreadful pain upon its victims. The
golem’s eerie prowess extends to the ability to drain the
very intellect of its foes. With a malevolent surge, it
unleashes a devastating Brain Drain, assaulting the
minds of its targets, leaving them weakened and
vulnerable. Should this vile assault lead to its victim’s
demise, the Brain Golem absorbs their life essence,
invigorating itself with stolen vitality.

Brain Golem
Large construct, neutral evil

Armor Class 14 (natural armor)


Hit Points 147 (14d10 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 20 (+5) 10 (+0) 14 (+2) 5 (-3)

Skills Arcana +3, Perception +6


Damage Immunities psychic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands the languages of its creator but can’t
speak
Challenge 8 (3,900 XP)

Immutable Form. The golem is immune to any spell or effect


that would alter its form.

Magic Resistance. The golem has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions
Brain Golem
Multiattack. The golem makes two slam attacks.
The Brain Golem, a towering construct of malevolence,
is an eerie sight to behold. Fashioned from dark magic Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
and animated by an unholy fusion of alchemy and Hit 22 (3d8 + 5) bludgeoning damage.
sorcery, this large construct serves its creator with a Brain Drain (Recharge 5-6). The golem targets one creature it
cold and calculating resolve. Within its massive frame, a can see within 30 feet of it. The target must make a DC 16
pulsating brain, encased in glass, emanates a dim, eerie Intelligence saving throw, taking 36 (8d8) psychic damage on a
light, hinting at the malevolent intelligence that fuels the failed save, or half as much damage on a successful one. If this
creature’s actions. damage reduces the target to 0 hit points, the golem gains 14
The Brain Golem lumbers with an unsettling grace, temporary hit points.
seemingly unaffected by mortal vulnerabilities. Immune
to mind-altering spells and resistant to other magical
effects, this abomination presents a formidable

156
Dread Golem
The Dread Golem, also known as the Golem of Dread Golem
Obsession or the Created, is a malevolent construct Construct, Chaotic Evil
found within the mysterious realm of Ravenloft. Unlike
typical golems, the Dread Golem possesses an Armor Class 14 (natural armor)
unsettling intelligence that evolves over time as a result Hit Points 120 (16d8 + 48)
of feeling betrayal and hatred, unlike anything seen in Speed 30 ft.
other constructs.
Crafting a Dread Golem demands more than mere STR DEX CON INT WIS CHA

magical prowess. Driven by dark desires and a 18 (+4) 10 (+0) 16 (+3) 8 (-1) 6 (-2) 5 (-3)

consuming obsession, the creator must capture the Skills Perception +4


attention of the enigmatic Dark Powers. The binding Damage Immunities Poison, Psychic
process involves transferring a pre-existing dark spirit Condition Immunities Charmed, Exhaustion, Frightened,
or a stolen living soul into the construct. Such a Paralyzed, Poisoned
creation’s unique abilities and the telepathic bond with Senses Darkvision 60 ft., Passive Perception 14
its creator make it a formidable and nightmarish entity, Languages Understands the languages known by its creator
capable of tracking down its creator with ease. The but can’t speak
Dread Golem, a product of sinister intentions, stands as Challenge 7 (2,900 XP)
a terrifying testament to the power and malevolence of
Ravenloft’s domain. Amorphous Form. The Dread Golem can move through a space
as narrow as 1 inch without squeezing.

Psychic Resilience. The Dread Golem has advantage on saving


throws against spells and other magical effects that deal
psychic damage.

Multiattack. The Dread Golem makes three attacks: one with


its slam and two with its grasping touch.

Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 4) bludgeoning damage.

Grasping Touch. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: The target must make a DC 16 Wisdom saving
throw or be restrained. The restrained target can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.

Soul Drain (Recharge 5-6). The Dread Golem targets a restrained


creature with its Grasping Touch. The target must make a DC
16 Wisdom saving throw. On a failed save, the target takes 36
(8d8) psychic damage, and its hit point maximum is reduced
by an amount equal to the damage taken. The Dread Golem
regains hit points equal to the reduced hit point maximum. If
the creature’s hit point maximum is reduced to 0, it dies, and
its soul is absorbed by the Dread Golem, causing it to regain
30 hit points.

157
Maggot Golem
Maggot Golem
Maggot golems are fearsome constructs brought to life Medium construct, neutral
through a dark and sinister process. Their humanoid
shape appears grotesque and unsettling, with facial Armor Class 13 (natural armor)
features and limbs in a constant state of fluctuation due Hit Points 114 (12d8 + 60)
to their composition of living maggots. The insects that Speed 30 ft.
make up their body undergo a rapid life-cycle,
transforming into flies that circle around their head STR DEX CON INT WIS CHA
before returning to lay new eggs, perpetuating this 18 (+4) 8 (-1) 20 (+5) 3 (-4) 6 (-2) 1 (-5)
horrifying cycle.
These emotionless golems cannot be provoked, Skills None
though their elemental spirit can sometimes break free Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
from their master’s control, sending them into a berserk paralyzed, petrified, poisoned
state. The maggots’ accelerated life-cycle grants them Senses darkvision 60 ft., passive Perception 8
remarkable regeneration, making them difficult to harm Languages None
with most melee attacks. In combat, maggot golems Challenge 6 (2,300 XP)
fight mindlessly, following their creator’s commands or
acting on instinct. Incapable of wielding weapons, they Regeneration. The maggot golem regains 10 hit points at the
smother their victims to death with relentless embraces. start of its turn. If the golem takes fire damage, this trait
These golems were invented by the necromancer Yako doesn’t function at the start of the golem’s next turn. The
Vormoff and are often used to guard locations or golem dies only if it starts its turn with 0 hit points and doesn’t
valuable items. While some rumors suggest further regenerate.
refinement of the design, they remain a disturbing
presence, most commonly found in the dark domain of Actions Multiattack. The maggot golem makes two attacks: one

Darkon, particularly in the dreaded Vale of Tears. with its Slam and one with its Smother.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit 14 (2d8 + 4) bludgeoning damage.

Smother. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit The target is grappled (escape DC 14). Until this grapple
ends, the target is restrained, and the golem can’t smother
another target. At the start of each of the golem’s turns, the
target takes 14 (2d8 + 4) bludgeoning damage.

158
Obsidian Golem
The Obsidian Golem is a terrifying construct brought
forth by ancient sorceries and dark rituals. Forged from
the darkest obsidian and standing as tall as a two-story
building, this fearsome golem exudes an aura of
malevolence. Its massive, rocky form is adorned with
eerie, glowing runes that pulse with a sinister energy.
The obsidian surface reflects the dim light like a
thousand dancing shadows, adding to the creature’s
eerie presence.
Bound to the will of its master, the Obsidian Golem
serves as a relentless guardian or a destructive weapon.
Its colossal fists can shatter stone and crush adversaries
with a single blow. The golem’s steps send tremors
through the ground, and its terrifying gaze strikes fear
into the hearts of even the bravest warriors. The dark
magic that animates this construct grants it immunity to
mundane weapons, and only the most potent magical
attacks can hope to pierce its stony defenses.
Obsidian Golem
Huge construct, unaligned

Armor Class 18 (natural armor)


Hit Points 210 (20d12 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 1 (-5)

Skills Perception +4
Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages None
Challenge 13 (10,000 XP)

Immutable Form. The Obsidian Golem is immune to any spell


or effect that would alter its form.

Magic Resistance. The Obsidian Golem has advantage on


saving throws against spells and other magical effects.

Actions
Multiattack. The Obsidian Golem makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit 33 (4d10 + 7) bludgeoning damage.

Obsidian Shard Barrage (Recharge 5-6). The golem hurls a


barrage of obsidian shards in a 60-foot cone. Each creature in
that area must make a DC 19 Dexterity saving throw, taking 45
(10d8) slashing damage on a failed save, or half as much
damage on a successful one.

159
Wax Golem
Wax golems, unique to the realm of Ravenloft, are Wax Golem
extraordinary constructs crafted entirely from wax. Medium construct, chaotic evil
Their uncanny ability to resemble any individual sets
them apart from other golems. The likeness they bear to Armor Class 14 (natural armor)
their living counterparts is so striking that they can Hit Points 133 (14d8 + 70)
seamlessly replace them, posing as spies or infiltrators. Speed 30 ft.
Upon awakening, they establish a psychic link with their
originals, immediately knowing their whereabouts. The STR DEX CON INT WIS CHA

wax golems then track down their counterparts to 16 (+3) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 6 (-2)

absorb their memories, languages, and abilities. Skills Perception +4


Escaping a wax golem’s pursuit leaves victims with Damage Immunities Lightning, Cold, Fire (magical fire melts its
fragmented memories and a risk of madness. However, form)
those ensnared by the golem’s mind-absorption abilities Condition Immunities Charmed, Exhaustion, Frightened,
fall into a comatose state. To maintain their animation, Paralyzed, Petrified, Poisoned
the golems must safeguard their victims’ bodies, as the Senses Darkvision 60 ft., passive Perception 14
cessation of life force within them would cause the wax Languages Understands the languages known to its living
golems to soften and melt away. counterpart, but can’t speak
In combat, wax golems are not designed for direct Challenge 7 (2,900 XP)

confrontation. Instead, they rely on their guise to adopt


the skills and capabilities of their chosen persona. Mimicry. The wax golem can perfectly mimic the voice and
Immune to electrical, cold, and fire damage, these appearance of any individual it has absorbed memories from.
golems are vulnerable only to magical flames capable of
melting their waxen forms. Psychic Link. The wax golem knows the direction and
approximate distance to any individual it resembles, provided
they are on the same plane of existence.

Actions
Multiattack. The wax golem makes two attacks: one with its
slam and one with its Absorb Memories.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 12 (2d6 + 3) bludgeoning damage.

Absorb Memories. The wax golem targets a creature it can see


within 60 feet that has fallen unconscious. The target must
succeed on a DC 15 Wisdom saving throw or fall into a
comatose state. While comatose, the victim’s body must be
kept safe, or the golem’s animation will end.

160
Web Golem
The Web Golem is a fearsome construct created from Web Golem
thick layers of webbing spun by monstrous spiders. Its Large construct, neutral
vaguely humanoid form stands out with eight spider-like
eyes and sharp mandibles, instilling terror in those who Armor Class 16 (natural armor)
encounter it. Hit Points 136 (13d10 + 65)
This eerie construct possesses remarkable adhesive Speed 30 ft., climb 30 ft.
qualities, capable of ensnaring opponents’ weapons and
moving effortlessly across ceilings and vertical surfaces, STR DEX CON INT WIS CHA

much like a spider. Its webbing allows it to hide among 18 (+4) 14 (+2) 20 (+5) 4 (-3) 8 (-1) 1 (-5)

the webbing of giant spiders, making it a master of Skills Stealth +6


ambush. Damage Immunities poison
The Web Golem is immune to certain magic, Condition Immunities charmed, exhaustion, frightened,
including the spell “web,” and can even cast it itself. It paralyzed, petrified, poisoned
uses this ability to set traps for its prey, lurking on high Senses darkvision 60 ft., passive Perception 9
ceilings until the right moment to pounce. In close- Languages None
quarters combat, the Web Golem strikes with powerful Challenge 7 (2,900 XP)
fists and delivers venomous bites from its mandibles.
Spider Climb. The Web Golem can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.

Spider Hide. The Web Golem has advantage on Dexterity


(Stealth) checks made to hide in locations with webs or other
sticky surfaces.

Actions
Multiattack. The Web Golem makes two slam attacks and one
bite attack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit 18 (3d6 + 4) bludgeoning damage plus 9 (2d8) poison
damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
16 (3d4 + 4) piercing damage plus 13 (3d8) poison damage.
The target must succeed on a DC 16 Constitution saving throw
or be poisoned for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.

161
Gouger
Gouger
ougers, beholderkin created by the

G
phaerimm to combat beholders, are Medium beast, neutral

spherical creatures posessing ten eyestalks Armor Class 15 (natural armor)


and four short legs. Most notably, their Hit Points 38 (7d8)
bodies are adorned with long and Speed 20 ft., climb 30 ft.
disgusting spiked tongues that constantly
twitch and emit shrill shrieks. STR DEX CON INT WIS CHA
Created as weapons, gougers exhibit madness, 12 (+1) 15 (+2) 15 (+2) 2 (-4) 14 (+2) 6 (-2)
ruthlessness, and a lack of self-preservation instincts.
While they harbor hatred and fear toward their masters, Skills Athletics +3, Perception +4, Stealth +4
they refuse to cooperate with anyone else. Senses darkvision 60 ft., passive Perception 14
Gougers lack magical abilities in their eyestalks, but Languages –

the central eye retains the infamous antimagic cone Challenge 2 (450 XP)

power of beholders. Though they can fly like beholders,


their legs allow them to walk, albeit slowly and clumsily. Keen Smell. The Gouger has advantage on Wisdom
In combat, gougers employ their tongues as weapons, (Perception) checks that rely on smell.
using their exceptional skill to target the eyes of other Blinding Rend. If the Gouger hits the same target with both of
beholders and beholderkin. its claw attacks in a single turn, it deals an extra 1d4+1 points
These carnivorous creatures primarily dwell of bleeding damage. The target must make a DC 12 Dexterity
underground, particularly in the Underdark. They are saving throw or be blinded for 1 round. The DC for the saving
often found roaming the tunnels surrounding the city of throw is equal to 8 + the Gouger’s Strength modifier + the
Ooltul. Gouger’s proficiency bonus.
Gougers were initially created as slaves by the Actions
phaerimm trapped beneath the Anauroch. They became
valuable when a trio of free phaerimm, known as the Multiattack. The Gouger makes two claw attacks and one bite
Triumvirate, conquered Ooltul and used the gougers attack.
against the beholders. However, the Triumvirate did not
maintain strict control over their slaves. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4+1) piercing damage.

162
Gulthias Tree
herever a tree or plant is contaminated by a

W
fragment of an evil mind or power, a
Gulthias tree can rise to infest and corrupt
the surrounding forest. Its evil spreads
through root and soil to other plants, which
perish or transform into blights. In forests
infested with blights, trees and plants grow
with supernatural speed. Vines and undergrowth rapidly
spread through buildings and overrun trails and roads.
After blights have killed or driven off their inhabitants,
whole villages can disappear in the space of days.
Gulthias Tree
Huge plant, neutral evil

Armor Class 15 (natural armor)


Hit Points 210 (20d12 + 80)
Speed 0 ft.

STR DEX CON INT WIS CHA


22 (+6) 8 (-1) 19 (+4) 14 (+2) 16 (+3) 10 (+0)

Damage Resistances bludgeoning, piercing


Damage Immunities poison
Condition Immunities blinded, deafened, frightened
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages None
Challenge 12 (8,400 XP)

False Appearance. While the Gulthias tree remains motionless,


it is indistinguishable from a normal, healthy tree.

Actions
Multiattack. The Gulthias tree makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 27 (4d8 + 6) bludgeoning damage.

Blight Spores (Recharge 5-6). The Gulthias tree releases a cloud


of blight spores in a 20-foot radius centered on itself. Creatures
in that area must make a DC 16 Constitution saving throw,
taking 42 (12d6) necrotic damage on a failed save, or half as
much damage on a successful one.

Grasping Roots. The Gulthias tree magically animates its roots.


The roots entangle creatures within a 30-foot radius around the
tree. Each creature in that area must succeed on a DC 16
Strength saving throw or be restrained. A creature can use its
action to make a DC 16 Strength check, freeing itself or another
creature within reach on a success.

163
Hags
Bog
Bog Medium fey, evil

The bog hag is a vile and cunning fey creature that lurks Armor Class 14 (natural armor)
in the depths of swamps and marshes. Disguised as an Hit Points 75 (10d8 + 30)
alluring human or elven woman, her true form is Speed 30 ft., swim 60 ft.
revealed when the skin disguise peels away, exposing a
green, hideous beldam with jagged teeth and sharp STR DEX CON INT WIS CHA
claws. Deceptive and skilled in reading intentions, the 16 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1)
bog hag lures unsuspecting victims into her territory,
where she strikes with deadly efficiency. She possesses Skills Deception +5, Perception +4, Stealth +6
the unnerving ability to magically alter her appearance Damage Vulnerabilities Fire
by stealing and wearing the skin of her prey, allowing Damage Resistances -
her to masquerade as them for a limited time. Armed Damage Immunities -

with claws that carry a debilitating disease called bog Condition Immunities -
Senses darkvision 60 ft., passive Perception 14
rot, she inflicts terror upon those unfortunate enough to Languages Common, Elvish
cross her path. The bog hag’s preferred tactic is to Challenge 4 (1,100 XP)
strike from the water, ambushing her prey with speed
and stealth, making her a formidable and fearsome
opponent. Amphibious. The bog can breathe air and water.

Shapechanger. The bog can magically alter her appearance,


taking on the form of a human, half-elf, young elven woman, or
eladrin. The transformation lasts for 1 hour or until the hag
uses her action to end it.

Bog Rot. When the bog hits a creature with a claw attack, the
target must succeed on a DC 13 Constitution saving throw or
contract bog rot. The disease causes the target to have
disadvantage on Constitution saving throws and ability checks
for 1 minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Water Ambush. The bog has advantage on attack rolls against


any creature she is hidden from in the water.

Actions
Multiattack. The bog makes two claw attacks and uses her Bog
Rot if it is available.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
9 (2d6 + 3) slashing damage.

Skin Suit (Recharge 5-6). The bog hag magically alters her
appearance by stealing and wearing the skin of her victims. She
temporarily takes on the form of the victim, gaining all its
physical attributes and abilities. The transformation lasts for 1
hour or until the hag uses her action to end it. After the
transformation ends, the stolen skin rots away and becomes
useless.

Water Retreat. If the bog hag takes damage from a creature


within 5 feet of her while she is in water, she can use her
reaction to swim up to half her swim speed without provoking
opportunity attacks. She must end this movement in a space
not adjacent to any creature.

164
Hannya
The hannya is a vile and malicious monstrous hag. Once Hannya
human, these creatures made dark pacts with sinister Medium monstrous humanoid, chaotic evil
forces to permanently transform themselves into their
current serpent-like forms. The upper half resembles a Armor Class 13 (natural armor)
decrepit crone with sickly green skin and tattered Hit Points 75 (10d8 + 30)
peasant clothing, while the lower half is that of a thick, Speed 30 ft.
limber snake with cold, thin scales of green or black
complexion. Black beady eyes covered in a white film STR DEX CON INT WIS CHA

peer above her long, hooked nose, and yellow fangs, 14 (+2) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

accompanied by a serpentine tongue, lie behind. Her Skills Deception +4, Perception +4, Stealth +4
speech is marked with a series of stuttering sibilance, Damage Vulnerabilities None
punctuated with long, shrill cackles. Long, bony fingers Damage Resistances None
adorned with sharp claws extend from her hunched Damage Immunities None
shoulders, covered by greasy, dark curly hair. Condition Immunities None
Bitter and malicious, the hannya takes pleasure in the Senses darkvision 60 ft., passive Perception 14
pain of others, displaying sadistic delight in her cruelty. Languages Yuan-ti, Draconic, Common, regional languages
However, she preys only on those who are defenseless Challenge 4 (1,100 XP)
and incapable of resisting her attacks. With a muscled
lower body, she can constrict her foes, tightening her Constrict. When the hannya hits a creature with an unarmed
grip around them without the need for her teeth and strike, the target is grappled (escape DC 14). Until this grapple
claws to inflict harm. Additionally, the hannya possesses ends, the target is restrained, and the hannya can’t use this
formidable magical abilities, including the power to ability on another target.
polymorph herself, detect thoughts, and implant Shapechanger. The hannya can polymorph herself, taking on the
suggestions in the minds of her victims up to 100 feet form of a kind-looking, elderly woman. The transformation
away. One notable weakness of the hannya is her lasts for 1 hour or until the hannya uses her action to end it.
aversion to violets; those holding bouquets of violets are
immune to her spells, and she will refuse to touch or Detect Thoughts. The hannya can magically detect the thoughts
enter buildings surrounded by these flowers. of creatures within 30 feet of her. The creature can use its
In combat, the hannya is merciless against weaker action on its turn to make an Intelligence saving throw against

opponents, but when faced with equal or stronger foes, the hannya’s spell save DC. If it succeeds, the hannya can’t use

she seizes any chance to flee. Her preferred tactic this ability on that creature again for 24 hours. If it fails, the
hannya can read its surface thoughts (those forefront in its
involves polymorphing into the form of a kind and mind) for 1 minute as long as they remain within range.
elderly woman, gaining the trust of her chosen target,
often a lost child or traveling priest. Through cunning Suggestion (Recharge 5-6). The hannya implants a suggestion in
suggestions, she lures her victim into a vulnerable state the mind of a creature she can see within 30 feet of her. The
before attacking with savage ferocity. Hannyas lair in creature must succeed on a DC 14 Wisdom saving throw or be
ruins and abandoned areas near human settlements, charmed by the hannya and follow the suggested course of

either alone or in covens with others of their kind. While action. The suggestion must be worded in such a manner as to
make the course of action sound reasonable. The target can
they rarely ally with other monsters, they may cooperate repeat the saving throw at the end of each of its turns, ending
with yuan-ti when attacking humans in larger numbers. the effect on a success.

Violet Aversion. The hannya is averse to violets. Creatures


holding bouquets of violets are immune to the hannya’s
suggestion and charm abilities. The hannya will refuse to touch
anyone holding violets or enter buildings surrounded by them.

Actions
Multiattack. The hannya makes two unarmed strikes and uses
her Suggestion if it is available.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit 5 (1d6 + 2) bludgeoning damage.

Polymorphed Attack. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one creature. Hit 6 (1d8 + 2) slashing damage.

165
Shrieking Hag whispers that can psychically harm others. Additionally,
they possess great flight speeds and the ability to
The Shrieking Hag is a fearsome and cunning fey teleport short distances.
creature that roams the desolate wastelands and empty In combat, Shrieking Hags prefer to keep their
plains, often found on the frontiers of civilization. This distance, using their potent screams to devastating
tall, regal-looking woman is physically ravaged by time, effect. When angered, they can unleash furious assaults
with tough, leathery yellow-brown skin, twisted talon- capable of destroying entire villages in minutes. They
like hands, and long white hair that billows in an ever- also employ their magical abilities to split up groups,
present, bitterly cold wind. They wear thin, ragged robes drawing out and deceiving chosen victims into their
and are frequently seen leaning on a crooked staff, even lairs. In melee combat, they employ quarterstaves and
though they don’t truly need it. deadly claws, and they are particularly dangerous if they
Despite their appearance, Shrieking Hags are manage to latch onto their prey.
treacherous and malevolent beings, finding delight in Shrieking Hags are native to barren wastelands,
tricking powerful and virtuous individuals, preying on desolate steppes, and empty plains, and they are
unwary travelers, and sowing chaos and despair. They commonly found in the Endless Wastes of Rashemen
are known for their powerful, magical howls and shrieks and the area near Citadel Umbra on the island of
that can blast back their foes with thunderous force and Gwynneth. They have been known to form alliances
drive victims to madness. Resistant to sonic attacks and with dark cults, such as the Cult of Voldini, to further
immune to the cold, they emit an aura of menacing their malevolent agendas.
Shrieking Hag psychic damage at the start of its turn if the hag isn’t
incapacitated.
Medium fey, evil
Shapechanger. The shrieking hag can magically alter her
Armor Class 15 (natural armor) appearance, taking on the form of an elderly woman or a
Hit Points 90 (12d8 + 36) humanoid of comparable size. The transformation lasts for 1
Speed 30 ft., fly 60 ft. hour or until the hag uses her action to end it.

STR DEX CON INT WIS CHA Spellcasting. The hag is a 10th-level spellcaster. Her spellcasting
16 (+3) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 18 (+4) ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). She has the following spells prepared from the
Skills Deception +7, Perception +6, Stealth +5 sorcerer’s spell list:
Damage Vulnerabilities Fire
Damage Resistances Cold Cantrips (at will): dancing lights, gust of wind, shocking
Damage Immunities Sonic grasp
Condition Immunities Charmed, Frightened 1st level (4 slots): charm person, see invisibility
Senses darkvision 60 ft., passive Perception 16 2nd level (3 slots): control winds, suggestion
Languages Common, Elvish 3rd level (3 slots): improved invisibility, lightning bolt
Challenge 6 (2,300 XP) 4th level (2 slots): charm monster, great shout
5th level (2 slots): polymorph self, whirlwind
6th level (1 slot): control weather
Flight. The shrieking hag can fly 60 feet.

Shrieking Howl (Recharge 5-6). The hag emits a powerful, Teleportation. As a bonus action, the shrieking hag can
magical howl in a 30-foot cone. Each creature in that area must magically teleport up to 60 feet to an unoccupied space she can
make a DC 16 Wisdom saving throw or take 24 (7d6) thunder see.
damage and become frightened for 1 minute. The frightened
creature can repeat the saving throw at the end of each of its Actions
turns, ending the effect on a success. A creature that fails the Multiattack. The shrieking hag makes two claw attacks and uses
saving throw by 5 or more is also stunned until the end of its her Shrieking Howl if it is available.
next turn.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
Psychic Whispers. The hag exudes an aura of menacing whispers 12 (2d6 + 3) slashing damage.
in a 30-foot radius. Any creature within this aura takes 10 (3d6)

166
A shrieking hag.

167
Silat their abilities as they age. They possess superhuman
strength, regeneration, and immunity to poisons and
The Silat is a haggard and mysterious fey creature that mind-affecting magic.
haunts the wilderness of Zakhara. These shapeshifting In their malicious guise, evil Silats prey on
beings can take on the appearance of giant, crooked unsuspecting youths, luring them into isolated areas by
crones, with withered bodies of pale green or blue skin, disguising themselves as helpless elders or attractive
adorned with curling ram horns that indicate their age. young women. However, they can be placated and even
Their sharp teeth and nails are as yellow as ivory and helpful to those who treat them with respect and
tougher than obsidian. politeness, although the criteria for gaining their aid
Despite their fearsome appearance, Silats are not varies among individuals.
inherently evil, leaning more towards chaos than In their nocturnal pursuits, Silats seek food, with
malevolence. They are solitary by nature and prefer to good Silats preferring animal meat and evil ones
be left alone, but they can be beneficial or parasitic favoring the flesh of humans or demihumans. They can
depending on how they are approached. Some humans be found in small family groups in Zakhara’s
and demihumans are indifferent to their existence, wilderness, and some have been spotted in other
while others fear them. Silats can polymorph realms, such as the Domains of Dread.
themselves and others, becoming more proficient in
Multiattack. The Silat makes three attacks: two with her claws
Silat and one with her bite.
Large fey, chaotic neutral (evil tendencies)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
Armor Class 15 (natural armor) 15 (2d8 + 4) slashing damage.
Hit Points 150 (15d10 + 75)
Speed 40 ft. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
13 (2d6 + 4) piercing damage.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 14 (+2) Polymorph. The Silat can use her action to polymorph herself or
another willing creature she touches into a different form of the
Skills Deception +5, Perception +6, Stealth +6 same size category or back to her true form. The
Damage Vulnerabilities - transformation lasts for 1 hour or until the Silat uses her action
to end it.
Damage Resistances -
Damage Immunities poison, mind-affecting magic Uncanny Polymorph (Recharge 5-6). The Silat targets one
Condition Immunities poisoned, charmed, frightened creature she can see within 60 feet of her. The target must
Senses darkvision 60 ft., passive Perception 16 make a DC 15 Wisdom saving throw. On a failed save, the
Languages Common, Sylvan creature polymorphs into a harmless beast for 1 minute. The
Challenge 7 (2,900 XP) target retains its alignment and personality. The target’s game
statistics are replaced by the statistics of the chosen beast, but
Shapechanger. The Silat can magically alter her appearance, it retains its Intelligence, Wisdom, and Charisma scores. The
taking on the form of a frail, elderly human or a beautiful young target assumes the hit points of its new form, and when it
woman. The transformation lasts for 1 hour or until the Silat reverts to its normal form, it returns to the number of hit points
uses her action to end it. it had before it transformed. If it reverts as a result of dropping
to 0 hit points, any excess damage carries over to its normal
Regeneration. The Silat regains 10 hit points at the start of her form. The creature is limited in the actions it can perform by
turn if she has at least 1 hit point and isn’t in sunlight. If the the nature of its new form, and it can’t speak, cast spells, or
Silat takes radiant damage or damage from enchanted take any other action that requires hands or speech.
weapons, this trait doesn’t function at the start of her next turn.
Fearful Gaze. The Silat targets one creature she can see within
Iron Enchantment. The Silat can only be harmed by weapons 30 feet of her. The target must make a DC 15 Wisdom saving
made of iron or enchanted weapons. throw. On a failed save, the creature becomes frightened for 1
minute. The frightened creature can repeat the saving throw at
Actions the end of each of its turns, ending the effect on a success.

168
Hellcat
Hellcat (Bezekiras)
he Hellcat, also known as bezekiras, is a

T
fearsome feline hunter that prowls the Nine Large fiend, lawful evil

Hells, enacting the will of its infernal Armor Class 16 (natural armor)
masters. These large creatures possess the Hit Points 126 (12d10 + 60)
form of sleek lions or tiger-sized domestic Speed 50 ft.
cats, ranging from 6 to 9 feet in length and
weighing around 900 pounds. Their STR DEX CON INT WIS CHA
malevolent eyes glow crimson, revealing flickers of fire 20 (+5) 18 (+4) 20 (+5) 14 (+2) 16 (+3) 16 (+3)
that hint at their infernal origin.
In the presence of light, Hellcats become invisible, Skills Perception +7, Stealth +9
moving with silent grace. However, in total darkness, Damage Immunities fire
they can be seen as faint, wraith-like outlines composed Condition Immunities charmed, frightened

of bright light and flickers of fire. Their true forms Senses blindsight 30 ft., darkvision 120 ft., passive Perception

remain concealed until they come within 30 feet of an 17


Languages Infernal, understands Common
observer or 60 feet for those with low-light vision. Challenge 8 (3,900 XP)
Hellcats can mimic the fires of Hell itself with a deep
gaze.
Hellcats are notoriously independent and capricious, Infernal Stealth. In bright light, the hellcat becomes invisible,

willing to change allegiances in an instant, betraying old moving with silent grace. In total darkness, it can be seen as
faint, wraith-like outlines composed of bright light and flickers
masters for more powerful ones. They favor baatezu of fire. Its true form remains concealed until it comes within 30
and individuals committed to the ideals of law and evil feet of an observer (60 feet for those with low-light vision).
as potential masters. In battle, they rely on stealth and
cunning, often pouncing upon their enemies from the Hellfire Gaze. The hellcat’s gaze can mimic the fires of Hell
shadows. itself, emanating a haunting crimson glow. When it meets the
gaze of a creature within 30 feet, the creature must succeed on
a DC 15 Wisdom saving throw or be charmed for 1 minute. The
creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

Pounce. If the hellcat moves at least 20 feet straight toward a


creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 16 Strength saving throw or
be knocked prone. If the target is prone, the hellcat can make
one bite attack against it as a bonus action.

Fiery Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit 20 (3d8 + 5) slashing damage plus 7 (2d6) fire
damage.

Burning Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit 18 (2d10 + 5) piercing damage plus 7 (2d6) fire
damage.

Actions
Multiattack. The hellcat makes two fiery claw attacks.

Infernal Command (Recharge 5-6). The hellcat asserts its infernal


dominance over another creature it can see within 30 feet. The
target must succeed on a DC 16 Wisdom saving throw or be
charmed by the hellcat for 1 minute. The charmed creature
regards the hellcat as a trusted ally to be heeded and protected.
The effect ends if the hellcat or its allies harm the charmed
creature. The charmed creature can repeat the saving throw at
the end of each of its turns, ending the effect on a success.

169
Hellfire Wyrm
Hellfire Wyrm
ellfire wyrms are planar dragons associated

H
with Baator, acting as draconic agents Huge dragon, lawful evil

among the mortal realms. Their form is Armor Class 20 (natural armor)
draconic, with bone spikes protruding from Hit Points 345 (30d12 + 150)
their heads and intense yellow eyes. The Speed 40 ft., burrow 30 ft., fly 80 ft.
ever-shifting colors of their scales resemble
flowing lava, and smoke constantly rises STR DEX CON INT WIS CHA
from their scales, imparting a distinct brimstone scent. 26 (+8) 10 (+0) 20 (+5) 18 (+4) 16 (+3) 22 (+6)
These wyrms possess an evil and subtly manipulative
nature, excelling in the art of persuasion. While Saving Throws Dex +5, Con +12, Wis +9, Cha +11
retaining their dragon traits, hellfire wyrms also exhibit Skills Perception +9, Persuasion +11
diabolic characteristics. They are immune to fire and Damage Immunities fire

magic that induces sleep or paralysis. The intense heat Condition Immunities sleep, paralysis
Senses darkvision 120 ft., passive Perception 19
radiating from their bodies can burn those within close Languages Common, Draconic, Infernal
proximity. At will, hellfire wyrms can assume the form Challenge 26 (90,000 XP)
of devils or tieflings, showcasing their shapeshifting
abilities. Furthermore, they possess the unique ability to
summon a barbazu, cornugon, or gelugon once per day. Infernal Aura. Any creature within 5 feet of the hellfire wyrm

Like other dragons, hellfire wyrms evoke fear when takes 21 (6d6) fire damage at the start of its turn.

they soar overhead, charge, or attack, affecting all Shapechanger. The hellfire wyrm can polymorph into a devil or
creatures within a considerable range. They possess an tiefling form, or back into its true draconic form. Its statistics
array of spell-like abilities, such as blasphemy, charm are the same in each form. Any equipment it is wearing or
person, demand, desecrate, dictum, fire storm, greater carrying is transformed as well.
dispelling, hold person, improved invisibility, Summon Fiendish Ally (1/Day). The hellfire wyrm can summon
misdirection, pyrotechnics, sending, suggestion, teleport one barbazu, cornugon, or gelugon. The summoned fiend
without error, true seeing, unholy aura, unhallow, and appears in an unoccupied space within 60 feet of the wyrm,
wall of fire—all of which they can utilize at will. In acts as an ally of the wyrm, and remains until it drops to 0
addition, hellfire wyrms boast a devastating breath hit points or the wyrm dismisses it as a bonus action.
weapon in the form of a 50-foot cone of infernal fire. Actions
Fearless by nature, hellfire wyrms prefer aerial
assaults, utilizing their breath weapon and spell-like Multiattack. The hellfire wyrm makes three attacks: one with its
abilities to subdue their enemies. bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire
damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 17 (2d8 + 8) slashing damage.

Infernal Breath (Recharge 5-6). The hellfire wyrm exhales a 50-


foot cone of infernal fire. Each creature in that area must
make a DC 20 Dexterity saving throw, taking 91 (26d6) fire
damage on a failed save, or half as much damage on a
successful one.

170
A hellfire wyrm.

171
Illithocyte
Illithocyte
llithocytes are deformed, slug-like illithid tadpoles

I
that have evolved into a new life form after Small aberration, neutral

surviving the fall of a mind flayer empire. They Armor Class 12


crawl about in groups, seeking psychic radiation Hit Points 33 (6d6 + 12)
on which to feed. These aberrations grow to be Speed 30 ft., climb 20 ft.
about 4 feet long and weigh around 20 pounds,
displaying mottled purple and brown coloring STR DEX CON INT WIS CHA
with tentacles coated in mucous in front of their 12 (+1) 14 (+2) 14 (+2) 4 (-3) 8 (-1) 5 (-3)
mouths. Due to their close proximity to one another,
they often appear as a single, larger creature. Skills Perception +2, Stealth +4
Operating purely on instinct, illithocytes lack a sense Damage Vulnerabilities Fire
of good or evil, but they are highly aggressive and attack Damage Resistances Psychic

anything that ventures too close. Despite being Damage Immunities -


Condition Immunities Charmed, Frightened
descendants of mind flayer tadpoles, illithocytes do not Senses blindsight 30 ft., passive Perception 12
possess the potent psionic abilities of their ancestors. Languages None
They can, at most, sense all living creatures within a 30- Challenge 1 (200 XP)
foot radius and possess blindsense, along with a
telepathic link connecting them to all other illithocytes Telepathic Bond. The illithocyte can communicate telepathically
within a 100-foot range. with all other illithocytes within 100 feet of it.
In combat, illithocytes form swarms and use their Swarm. The illithocyte can occupy another creature’s space
tentacles to tear at their enemies. They are typically and vice versa, and the illithocyte can move through any
found in damp, underground areas, residing in large opening large enough for a Tiny creature. The illithocyte can’t
family groups of up to thirty individuals. Their primary regain hit points or gain temporary hit points.
source of sustenance is psychic radiation, and they are Psychic Feeding. When the illithocyte hits a creature with a
themselves preyed upon by neothelids. tentacle attack, it drains psychic energy from the target. The
Illithocytes first emerged among the many illithid target must succeed on a DC 12 Wisdom saving throw or take

tadpoles that survived the fall of the mind flayer empire. 10 (3d6) psychic damage and become frightened until the end
of its next turn.
Unable to ceremorphize into new mind flayers due to
the lack of available hosts, some of these surviving Actions
tadpoles adapted and transformed into illithocytes. Over
time, they gained the ability to reproduce on their own Multiattack. The illithocyte makes two tentacle attacks.

through budding. Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 5 (1d6 + 2) bludgeoning damage, and the target
must succeed on a DC 12 Wisdom saving throw or be
paralyzed until the end of its next turn.

172
Jubokko
eep within haunted forests and ancient

D
groves, the Jubokko lurks, a malevolent tree
that thirsts for the blood of unsuspecting
wanderers. Its gnarled branches resemble
twisted limbs, ending in razor-sharp thorns
that drip with a deadly toxin. Legends whisper
of lost souls and ill-fated travelers who have
met their demise beneath its shadowy canopy.
Jubokko
Large plant, neutral evil

Armor Class 15 (natural armor)


Hit Points 52 (8d10 + 8)
Speed 10 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

Skills Perception +4
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages None
Challenge 3 (700 XP)

False Appearance. While the Jubokko remains motionless, it is


indistinguishable from an ordinary tree.

Root Tentacles. The Jubokko can have up to two tentacles at a


time. Each tentacle can make one vine attack. A jubokko tree with an unfortunate victim ensnared in it.

Actions
Multiattack. The Jubokko makes two vine attacks.

Vine. Melee Weapon Attack: +6 to hit, reach 15 ft., one target.


Hit 10 (2d6 + 4) slashing damage, and the target must succeed
on a DC 14 Strength saving throw or be grappled (escape DC
14). Until this grapple ends, the target is restrained, and the
Jubokko can’t use the same tentacle on another target.

173
Keening Spirit
Keening Spirit
he keening spirit is a terrifying undead

T
entity born from the tormented soul of an Medium undead, any evil alignment

evil female elf. Its existence is marked by Armor Class 13


perpetual weeping and mournful cries, Hit Points 55 (10d8 + 10)
earning it the moniker “groaning spirit.” Speed 0 ft., fly 40 ft. (hover)
Among the drow, this specter is known as a
“kiaranshee,” a dark tribute to the drow STR DEX CON INT WIS CHA
goddess of the undead, Kiaransalee. 7 (-2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)
This malevolent being possesses many ghost-like
qualities, and its most feared weapon is its haunting Damage Immunities necrotic, poison
wail or keen, reminiscent of the dreaded wail of the Condition Immunities exhaustion, poisoned
banshee spell. Cloaked in an eerie white light, the Senses darkvision 60 ft., passive Perception 11

keening spirit exudes a chilling presence that leaves Languages Elvish


Challenge 2 (450 XP)
living creatures feeling sick and weak when they draw
near. Incorporeal Movement. The keening spirit can move through
other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.

Ethereal Sight. The keening spirit can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice versa.

Keen. The keening spirit releases a terrifying wail in a 30-foot


cone. Each creature in that area must make a DC 13 Wisdom
saving throw, taking 22 (4d10) psychic damage on a failed
save, or half as much damage on a successful one.

Ethereal Jaunt (Recharge 5-6). As a bonus action, the keening


spirit can magically enter the Ethereal Plane until the start of its
next turn. While on the Ethereal Plane, it is visible but can’t be
targeted or physically interact with anything there.

Chilling Presence. Any living creature that starts its turn within
10 feet of the keening spirit must succeed on a DC 13 Wisdom
saving throw or be frightened until the start of its next turn.

Actions
Malevolent Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit 9 (2d6 + 2) necrotic damage.

Incorporeal Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one


creature. Hit 7 (2d4 + 2) necrotic damage.

Horrifying Moan (Recharge 6). Each creature within 30 feet of


the keening spirit that can hear it must succeed on a DC 13
Wisdom saving throw or become frightened for 1 minute. A
frightened creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

174
Leechwalker
Medium aberration, neutral evil

Armor Class 14 (natural armor)


Hit Points 120 (16d8 + 48)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

Skills Perception +3
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning
Damage Immunities Necrotic, poison
Condition Immunities Charmed, frightened, stunned
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 8 (3,900 XP)

All-around Vision. The Leechwalker cannot be surprised and


cannot be flanked by enemies.

Blood Drain. The Leechwalker deals an additional 10 (3d6)


necrotic damage when it successfully grapples a creature with
its attack.

Leechwalker Blood Frenzy. When the Leechwalker starts its turn with a

he Leechwalker is a horrifying sight to creature grappled, it gains advantage on its attack rolls against

T
that creature.
behold, resembling a hulking humanoid
standing at about 6 feet in height. Its entire Resistance to Bludgeoning. The Leechwalker has resistance to
body is composed of an endless mass of bludgeoning damage.
wriggling leeches, engorged with blood.
Devoid of facial features or visible sensory Immunity to Energy Drain. The Leechwalker is immune to

organs, the Leechwalker’s form is covered effects that would reduce its hit point maximum or drain its life
force.
in a glistening transparent slime.
These bloodthirsty creatures are drawn to their Salt Vulnerability. Large quantities of salt deal 2d6 necrotic
victims by the scent of blood, draining them dry within damage to the Leechwalker, bypassing its resistance to
minutes. With all-around vision granted by the bludgeoning damage.
numerous leeches forming their body, Leechwalkers are Actions
rarely surprised and never flanked. They exhibit no
intelligence, and their instincts drive them to attack and Multiattack. The Leechwalker makes two claw attacks.
consume any living being they encounter.
In combat, Leechwalkers prefer to grapple their prey Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
and attach themselves to their victims. Thousands of 14 (2d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

leeches feed on the target’s blood, leaving open wounds Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
that continue to bleed until treated. Their resilient creature grappled by the Leechwalker. Hit The target takes 10
nature makes them resistant to bludgeoning and (3d6) necrotic damage, and the Leechwalker regains hit points
immune to energy-draining abilities and spells. equal to the necrotic damage dealt.
Leechwalkers, being non-intelligent creatures, are also
unaffected by mind-altering magic.
Found in sewers, swamps, bogs, and underground
locations, Leechwalkers are a menace to anyone
venturing into their territory. Large quantities of salt are
deadly to these bloodsuckers, providing a potential
means of defense against them.

175
Living Wall
Living Wall
he Living Wall is a nightmarish and

T
horrifying undead construct that hides in Large undead, chaotic evil

plain sight, masquerading as ordinary walls Armor Class 15 (natural armor)


of stone or brick. However, to those with Hit Points 150 (12d10 + 84)
the ability to see through illusions, a Speed 0 ft. (immobile)
grotesque sight awaits them - greying and
sinewy flesh, with faces, hands, feet, and STR DEX CON INT WIS CHA
broken bones protruding from the surface. Any attempt 21 (+5) 5 (-3) 24 (+7) 3 (-4) 8 (-1) 1 (-5)
to cut or break through the living wall exposes the
grotesque flesh, releasing a nauseating stench that can Damage Immunities necrotic, poison, psychic; bludgeoning,
cause the living to pass out. piercing, and slashing from nonmagical attacks
Once a creature dies while fighting the living wall, Condition Immunities charmed, exhaustion, frightened,

their body is absorbed, and their abilities and spells are paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., truesight 120 ft.,
incorporated into the construct. However, the nature of passive Perception 9
abilities, such as those of paladins and lawful good Languages Understands the languages of its assimilated
priests, becomes reversed, causing harm instead of creatures but can’t speak
healing. Challenge 10 (5,900 XP)
The living wall possesses resistances to planar spells,
spells from the time domain, and time sphere. Attempts Assimilation. When a humanoid or monster dies fighting the
to communicate with it through ESP or speak with the Living Wall, it becomes assimilated into the construct. A wish
dead only reveal a cacophony of tortured minds and spell can remove a soul trapped within the wall. The
screams. assimilated creature’s attacks, abilities, spells, and items are
Although the living wall usually doesn’t initiate incorporated into the Living Wall. Additionally, the Living Wall
combat, its assimilated bodies will react to threats. The gains half the maximum hit points of the creature they
arms of assimilated creatures can reach out and tug at assimilate.
any creature that comes close, and the bodies of the Reactive. The arms of assimilated creatures reach out and tug
assimilated creatures will fight with their respective at any creature that comes within 2 feet of the Living Wall.
abilities. Actions
Living walls are constructs that never rest, and they
are created through a mysterious process involving
years of preparation and spellcasting, along with at least Multiattack. The Living Wall makes two assimilated attacks.

three corpses. In the Domains of Dread, the Dark Assimilated Attack. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Powers can create living walls in response to despair one target. Hit 20 (3d8 + 5) bludgeoning damage plus 7 (2d6)
and dread, fueled by the agonizing curses of those necrotic damage. The Living Wall can use a creature’s special
entombed within. abilities and memorized spells with this attack. The nature of
abilities, such as detect evil, detect good, or lay on hands, is
reversed and causes harm instead of healing.

Stone Form (Recharge 5-6). The Living Wall transforms into a


structure of pure stone, becoming immune to all damage until
the end of its next turn. It releases the bodies of every
assimilated creature it had consumed within 100 yards. The
Living Wall then returns to its normal state, trapping its creator
inside.

176
has a range of 30 feet and strikes fear into those
unfortunate enough to meet its gaze.
Lurking stranglers find themselves as cherished
companions and spies for beholders, often inhabiting
their enclaves within the Underdark. A significant
population of these aberrant creatures can be found in
the shadowy city of Ooltul, deep below the surface of
Toril. Rumors trace the origin of these creatures back to
magical spell experiments conducted by beholder
mages, their presence known in various underground
chambers and dungeons, including Waterdeep and the
infamous Undermountain.
Lurking Strangler
Tiny aberration, usually lawful evil

Armor Class 13
Hit Points 30 (6d4 + 12)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

Skills Perception +3
Damage Vulnerabilities -
Damage Resistances -
Damage Immunities -
Condition Immunities -
Senses all-around vision, darkvision 60 ft., passive Perception
13
Languages Understands Beholder and Common
Challenge 2 (450 XP)

Lurking Strangler Buoyant. The lurking strangler’s body is naturally buoyant,


he lurking strangler is a bizarre and eerie

T
allowing it to fly and slowly descend instead of falling.
aberration often found in the depths of the Multiattack. The lurking strangler makes two eye ray attacks.
Underdark, serving as a loyal companion to
beholders. It consists of two disembodied Actions
eyeballs, connected by a 3-feet long, flexing,
and compressing strand of muscle fiber, Eye Ray. The lurking strangler fires an eye ray at a target. The
giving it a strange and unsettling target must succeed on a DC 12 Wisdom saving throw or be

appearance. Despite its small size, the lurking strangler affected by one of the following effects:

weighs around 5 pounds, its buoyant body allowing it to Sleep Ray: The target falls asleep for 1 minute or until
effortlessly float through the air. awakened by damage or another creature using its action to
Though unable to speak, lurking stranglers possess a wake it. The range of this effect is 130 feet.
remarkable understanding of Beholder and Common Fear Ray: The target is frightened for 1 minute. The range of
languages, communicating with others through intricate this effect is 30 feet.
body movements. A wide-open posture indicates
compliance or understanding, while a coiled, spiraled Lashing Attack. Melee Weapon Attack: +3 to hit, reach 5 ft.,
form signifies fear, stress, or dissent. one target. Hit 4 (1d4 + 2) slashing damage.
Their keen visual perception makes lurking stranglers
highly attentive during battles, wherein they primarily
employ their potent eye rays. While capable of lashing
attacks with their sinus bodies, they prefer to keep a
safe distance from their foes. One of their eye rays
induces a deep slumber from a distance of up to 130
feet, allowing the lurking stranglers to slither and
silently strangle their helpless victims. Another eye ray

177
Marionette
Marionette
he Marionette is a haunting puppet

T
animated by malevolent forces. Once the Tiny construct, neutral evil

cherished possession of a skilled Armor Class 12


puppeteer, it has become a vessel for dark Hit Points 22 (5d4 + 10)
energies that grant it unnatural mobility Speed 20 ft.
and a sinister agenda.
The Marionette appears like a beautifully STR DEX CON INT WIS CHA
crafted humanoid puppet, adorned with intricate details 4 (-3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
and delicate strings. Its eyes, however, glimmer with an
eerie, malevolent light, giving away its sinister nature. Skills Acrobatics +5, Sleight of Hand +5
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its creator but can’t
speak
Challenge 1/2 (100 XP)

Puppeteer’s Strings. The Marionette has advantage on Dexterity


saving throws against effects that would knock it prone.

Evasion. If the Marionette is subjected to an effect that allows it


to make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.

Inanimate Appearance. The Marionette can remain motionless,


appearing as an ordinary puppet. It can choose to animate
itself at will or when its strings are pulled by another creature.

Actions
String Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 3) slashing damage.

Ethereal Movement. As a bonus action, the Marionette can


move up to its speed through other creatures and objects as if
they were difficult terrain. The Marionette takes 5 (1d10) force
damage if it ends its turn inside an object.
Disorienting Glare (Recharge 5-6). The Marionette targets one
creature it can see within 30 feet. The target must succeed on a
DC 11 Wisdom saving throw or be stunned until the end of the
Marionette’s next turn.
Puppeteer’s Manipulation (Recharge 6). The Marionette
targets one creature it can see within 30 feet. The target must
succeed on a DC 11 Wisdom saving throw or be charmed by
the Marionette for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.

178
Mindsucker
Mindsucker
he Mindsucker is a horrifying aberration

T
that dwells deep within the forgotten Medium aberration, neutral evil

caverns of the Underdark. With its pallid, Armor Class 15 (natural armor)
gelatinous body, it crawls with unsettling Hit Points 97 (13d8 + 39)
ease along walls and ceilings, remaining Speed 30 ft., climb 30 ft.
almost undetectable in the dark. This
creature preys on the minds of its victims, STR DEX CON INT WIS CHA
feeding on their deepest fears and memories. 14 (+2) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 10 (+0)
Once it spots potential prey, the Mindsucker launches
a telepathic assault, invading the minds of its victims Skills Stealth +7, Perception +6
with nightmarish visions and illusions. The target’s Damage Resistances psychic
sanity crumbles as it becomes ensnared within the Condition Immunities frightened

monster’s psychic grip. The Mindsucker’s victims are Senses darkvision 120 ft., tremorsense 60 ft., passive

left tormented and drained, their thoughts turned into Perception 16


Languages telepathy 120 ft.
an abyss of terror. Challenge 7 (2,900 XP)

Amphibious. The Mindsucker can breathe air and water.

Incorporeal Movement. The Mindsucker can move through


other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.

Psychic Drain. The Mindsucker targets one creature it can see


within 60 feet of it. The target must make a DC 16 Wisdom
saving throw or take 27 (6d8) psychic damage and be stunned
until the end of its next turn. On a successful save, the target
takes half the damage and isn’t stunned.

Actions
Multiattack. The Mindsucker makes two Psychic Drain attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit 8 (1d8 + 2) bludgeoning damage, and the target is
grappled (escape DC 15). Until this grapple ends, the target is
restrained, and the Mindsucker can’t use its pseudopod on
another target.

Nightmare Veil (Recharge 5-6). The Mindsucker creates a 30-


foot-radius sphere of illusory terror centered on a point it can
see within 120 feet of it. The sphere spreads around corners,
and the area is heavily obscured to creatures other than the
Mindsucker. Any creature that starts its turn in the sphere must
make a DC 16 Wisdom saving throw or be frightened until the
end of its next turn. On a successful save, the creature is
immune to the Mindsucker’s Nightmare Veil for the next 24
hours.

179
Mohrg
Medium undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 104 (16d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Skills Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances -
Damage Immunities Necrotic, Poison
Condition Immunities Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages -
Challenge 6 (2,300 XP)

Undead Fortitude. If damage reduces the mohrg 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 mohrg drops to 1 hit point instead.

Paralyzing Tongue. The mohrg can make a tongue attack as a


bonus action. If the attack hits, the target must succeed on a
DC 14 Constitution saving throw or be paralyzed for 1 minute. Mohrg
The target can repeat the saving throw at the end of each of its
he Mohrg is a hideous undead creature that

T
turns, ending the effect on a success.
strikes fear into the hearts of all who
Actions encounter it. Its gaunt, skeletal form
appears as though it is merely a corpse
Multiattack. The mohrg makes two attacks: one with its fist and filled with writhing organs, with its long,
one with its tongue.
cartilaginous tongue ending in sharp claws.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit In combat, the Mohrg prefers to catch its
10 (2d6 + 4) bludgeoning damage. prey unawares, striking with its fists, grabbing hold, or
lashing out with its deadly tongue. A single touch of its
Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. tongue can paralyze a victim for up to four minutes,
Hit 7 (1d8 + 3) piercing damage, and the target must succeed leaving them defenseless against its vicious attacks.
on a DC 14 Constitution saving throw or be paralyzed for 1
Those unfortunate enough to be slain by a Mohrg rise
minute.
again as zombies under its control, becoming mindless
servants in the Mohrg’s macabre army.
Driven by an overwhelming hatred for all life, the
Mohrg seeks to extinguish it wherever it may be found.
Yet, beneath its malevolent exterior, the creature
harbors a tormented desire to return to the land of the
living. Mohrgs can be encountered alone or in gangs,
sometimes accompanied by up to ten zombies under
their control.
In the dark corners of Faerûn, lone Mohrgs lurk in
the Channath Vale, Dambrath, and Veldorn, while
gangs of these terrifying creatures roam the depths of
the Underdark, spreading terror wherever they go.

180
Necromental
Necromental
he Necromental is a sinister and

T
malevolent entity that emerges from the Medium undead, neutral evil

depths of the earth. It is an undead Armor Class 14 (natural armor)


remnant of an elemental, warped and Hit Points 68 (8d8 + 32)
twisted into a being of evil. Once a majestic Speed 30 ft., burrow 20 ft.
and powerful elemental, the Necromental
now possesses only a fraction of its former STR DEX CON INT WIS CHA
awareness and intelligence. It roams the land with a 18 (+4) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 8 (-1)
haunting presence, seeking to drain the life force of
unsuspecting victims and transforming them into fellow Skills Perception +2, Stealth +3
necromentals upon their demise. Damage Immunities poison
In its undead state, the Necromental retains many of Condition Immunities exhaustion, poisoned

the abilities it had in life, gaining even more sinister Senses darkvision 60 ft., tremorsense 60 ft., passive Perception

powers. As long as it remains connected to the earth, it 12


Languages understands Common but can’t speak
“heals” swiftly, making it a formidable opponent in Challenge 3 (700 XP)
battle. The touch of the Necromental is tainted with
death and decay, draining the energy of those it attacks.
Any elemental that falls victim to the Necromental’s Earthbound Healing. As long as the necromental is in contact

deadly grasp rises as a necromental itself, perpetuating with the earth, it regains 10 hit points at the start of its turn.

the cycle of undead elemental creation. Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) necrotic damage, and the target
must succeed on a DC 14 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0
or if it is slain by a necromental.

Necrotic Empowerment. When the necromental reduces a


creature to 0 hit points with its Life Drain, the slain creature
rises as a necromental after 1-4 days. The new necromental is
under the control of the necromental that slew it and acts on
its initiative.

Actions
Multiattack. The necromental makes two Life Drain attacks.

Earth Glide. The necromental can burrow through nonmagical,


unworked earth and stone. While doing so, the necromental
doesn’t disturb the material it moves through.

Ethereal Jaunt (Recharge 6). The necromental magically enters


the Ethereal Plane from the Material Plane or vice versa. To do
so, the necromental must have a clear path to the destination.

181
Necrophidius
Necrophidius
he Necrophidius, also known as a death

T
worm, is a rare and fearsome construct Medium construct, neutral

that resembles a huge skeletal snake with a Armor Class 14 (natural armor)
human-like skull. Its bleached-white body Hit Points 75 (10d8 + 30)
and swirling white eyes give it an eerie and Speed 30 ft., climb 30 ft.
haunting appearance. Despite its undead-
like appearance, it is not truly undead, but STR DEX CON INT WIS CHA
rather a construct created for sinister purposes. 16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 6 (-2)
This stealthy creature moves silently and can climb,
sneak, and hide with remarkable proficiency. It has the Skills Stealth +6
uncanny ability to hypnotize its prey by whirling in a Damage Immunities poison, paralysis, disease, sleep
specific manner before launching a deadly sneak attack. Condition Immunities charmed, frightened, stunned,

Its vicious bite can paralyze and render its victims unconscious
Senses darkvision 60 ft., passive Perception 11
unconscious for up to ten minutes, leaving them at the Languages understands Common but can’t speak
mercy of this malevolent construct. Challenge 3 (700 XP)
Necrophidii are often created to serve as assassins or
guards, carrying out the bidding of their masters with
ruthless efficiency. They obey the commands of those Silent Movement. The necrophidius can move without making a

who control them, making them formidable protectors sound, even while climbing.

or relentless hunters. The process of creating a Hypnotic Whirl. When the necrophidius is not hidden, it can
Necrophidius involves combining the skeleton of a use an action to perform a hypnotic whirl. Each creature within
snake with the skull of a humanoid, along with specific 30 feet that can see the necrophidius must succeed on a DC 13
material components and powerful spells cast by skilled Wisdom saving throw or be charmed and incapacitated for 1
spellcasters. minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

Paralyzing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit 10 (2d6 + 3) piercing damage. The target must
succeed on a DC 13 Constitution saving throw or be paralyzed
for 1 minute. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Actions
Multiattack. The necrophidius makes two paralyzing bite
attacks.

Hypnotic Transformation (Recharge 5-6). The necrophidius can


use this action to transform its appearance, taking on the form
of a different humanoid creature it has seen before. This
transformation lasts for 1 hour or until the necrophidius uses
an action to end it. While in the transformed state, the
necrophidius gains all the physical attributes and abilities of
the chosen humanoid. After the transformation ends, the
necrophidius returns to its original appearance.

Stealthy Ambush. The necrophidius has advantage on attack


rolls against any creature it is hidden from.

182
Ooze Drake
Ooze Drake
oze drakes are revolting and malevolent

O
creatures, belonging to the species of Large dragon, lawful evil

elemental drakes. Their bones constantly Armor Class 17 (natural armor)


secrete a caustic goo. Their dirty grey Hit Points 150 (15d10 + 75)
claws and teeth complete their repulsive Speed 30 ft. (burrow), 40 ft. (swim)
appearance.
These amphibious drakes can survive STR DEX CON INT WIS CHA
both underwater and on land, exuding acid from their 18 (+4) 14 (+2) 16 (+3) 6 (2) 10 (+0) 8 (1)
skin that corrodes most materials, excluding stone.
Preferring to ambush their prey, they attack from Damage Resistances bludgeoning, piercing, and slashing
advantageous positions, dragging or carrying victims damage from nonmagical attacks
away to consume. Ooze drakes have a disdain for fair Damage Immunities acid

fights and prefer sneaky tactics. Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Found in swamps, marshes, and wet caverns, ooze Challenge 10 (5,900 XP)
drakes sometimes form alliances with groups of
lizardfolk or troglodytes, although their patience with
lesser beings is limited. They possess the ability to Amphibious. The Ooze Drake can breathe both air and water.

speak the Draconic language, as well as Terran or Acid Secretion. The Ooze Drake constantly secretes acid from it.
Aquan, but their speech is slow and slurred, as if their Any creature that starts its turn grappling or being grappled by
mouths were filled with water. the Ooze Drake takes 10 (3d6) acid damage.

Actions
Multiattack. The Ooze Drake makes two attacks: one with its
bite and one with its claw.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) slashing damage.

Grapple. The Ooze Drake attempts to grapple a creature within


10 feet of it. The target must make a DC 15 Strength saving
throw or be grappled (escape DC 15). While grappled, the
creature takes 10 (3d6) acid damage at the start of its turn.

183
The repulsive ooze drake.

184
Penanggalan
Penanggalan
he Penanggalan is a female vampiric

T
undead creature that lurks in the darkness Medium undead, evil

of the night, haunting the dreams of its Armor Class 13 (natural armor)
victims. By day, it takes the appearance of Hit Points 78 (12d8 + 24)
an ordinary human female, concealing its Speed 30 ft., fly 60 ft. (head detached)
true nature. However, as the sun sets, the
Penanggalan’s head detaches from its STR DEX CON INT WIS CHA
body, revealing a long, serpentine tail that glows with an 14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
eerie red light.
Under the cover of darkness, the Penanggalan’s head Skills Deception +7, Perception +6, Stealth +7
flies through the night, seeking charismatic and Damage Vulnerabilities Fire
unsuspecting sleeping females, especially those Damage Resistances -

between the ages of 13 and 40. Once it finds a suitable Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
victim, the Penanggalan mesmerizes her and feeds on Senses darkvision 60 ft., passive Perception 16
her blood throughout the night, returning night after Languages Common
night until the victim’s life is drained away. Those Challenge 5 (1,800 XP)
unfortunate enough to be preyed upon by the
Penanggalan suffer from a terrible curse, slowly Incorporeal Movement. The penanggalan can move through
succumbing to death unless powerful dispel evil and other creatures and objects as if they were difficult terrain. It
healing spells are cast upon them. takes 5 (1d10) force damage if it ends its turn inside an object.
The Penanggalan’s victims are left with hazy
memories of red water and corpses, unable to recall the Shapechanger. The penanggalan can magically alter her
true horror they endured. In some tragic cases, female appearance, taking on the form of a human female. The
victims who perish under the Penanggalan’s embrace transformation lasts until the penanggalan uses an action to

rise from the grave after three days, becoming revert to her true form or if she dies.

Penanggalans themselves. The males, however, do not Flyby. The penanggalan doesn’t provoke an opportunity attack
share this fate. when it flies out of an enemy’s reach.
During the day, the Penanggalan reverts to its human
form, appearing as a normal woman, but unable to Bog Rot. When the bog hag hits a creature with a claw attack,
cause further undeath. If its head is separated from its the target must succeed on a DC 13 Constitution saving throw

body, it loses mobility but gains the ability to sense its or contract bog rot. The disease causes the target to have

surroundings, attacking any creatures near its body, disadvantage on Constitution saving throws and ability checks
for 1 minute. The creature can repeat the saving throw at the
though it only targets those who are awake. Sunlight end of each of its turns, ending the effect on a success.
can temporarily paralyze the detached head, rendering
it immobile until nightfall. If the head remains detached Water Ambush. The penanggalan has advantage on attack rolls
from the body for more than seven hours after exposure against any creature she is hidden from in the water.
to sunlight, both head and body begin to decay, and the Actions
entity animating the body returns to the Nine Hells.
Witnessing the horrific sight of the Penanggalan’s Multiattack. The penanggalan makes two claw attacks and uses
head detaching from its body can have profound effects her Bog Rot if it is available.
on those who witness it. Many creatures fall
unconscious for an entire day, then wander aimlessly in Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit

a state of stupor for three more days. Others, upon 8 (2d4 + 3) slashing damage plus 5 (2d4) necrotic damage.

hearing the head’s hissing and doom-filled Detached Head (Recharge 5-6). The penanggalan’s head
pronouncements, are gripped by overwhelming fear. detaches from her body, gaining a fly speed of 60 feet. It can
Solitary by nature, Penanggalans inhabit up to six move up to half its flying speed and make one bite attack
lairs at a time, making them elusive and challenging against a creature it passes through during the movement. On
foes to confront. Beyond the Prime Material plane, a hit, the target takes 15 (3d8 + 2) necrotic damage, and its hit
these terrifying creatures can be found in the dark point maximum is reduced by an amount equal to the necrotic

realms of the Domains of Dread, haunting the damage taken. The reduction lasts until the target finishes a

nightmares of those who dare venture there. long rest. The head returns to the body after the attack.

Hypnotic Gaze. The penanggalan targets one creature she can


see within 30 feet of her. The target must succeed on a DC 15
Wisdom saving throw or be magically charmed until the end of
the penanggalan’s next turn. The charmed target is paralyzed
and can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

185
A penanggalan, beautiful yet horrifying.

186
Phantom Fungus
hantom Fungus

P
A phantom fungus, feared by those who
dwell underground, is a breed of predatory,
mobile fungus known for its natural
invisibility. The only signs of its presence are
soft squelching footfalls and a distinct smell of
mold. When rendered visible, it appears as a
brown or greenish-brown fungal mass supported by four
stumpy legs, with a cluster of nodules atop its body and
rows of teeth lining its gaping maw.
Phantom fungi are constantly under the effects of
greater invisibility, allowing them to attack their prey
while remaining unseen. Their invisibility is immune to
most magical counterspells, making them elusive
opponents. Though not particularly intelligent, they
exhibit instinctive hunting strategies and can
differentiate between easy and difficult prey. They
prefer open spaces when dealing with groups and use
their many teeth to make themselves harder to find,
silently stalking their targets until they strike.
These solitary subterranean creatures roam the
world, hunting for suitable prey, and sometimes serve Phantom Fungus
the Circle of the Depths in the Underdark city of
Fluvenilstra. In the plane of shadow, shadow phantom Medium plant, always neutral
fungi are known to exist. Additionally, fiendish and half-
fiend phantom fungi are abundant in the realm of the Armor Class 14 (natural armor)
Demon Queen of Fungi, Zuggtmoy. The phantom Hit Points 75 (10d8 + 30)
Speed 30 ft.
fungus is among Zuggtmoy’s favorite summoned
minions and is a faithful servant, actively seeking to STR DEX CON INT WIS CHA
destroy oozes that emerge from Juiblex’s portion of the 15 (+2) 14 (+2) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
realm.
Phantom fungi possess low-light vision, relying on a Skills Stealth +4
cluster of nodules atop their main body as their sensory Damage Vulnerabilities Fire
organs. Damage Resistances -
Damage Immunities -
Condition Immunities -
Senses low-light vision, passive Perception 11
Languages -
Challenge 3 (700 XP)

Greater Invisibility. The phantom fungus is constantly under the


effects of greater invisibility.

Silent Movement. The phantom fungus is adept at moving


quietly.

Actions
Multiattack. The phantom fungus can make three attacks: two
with its claws and one with its bite.

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
7 (1d8 + 2) piercing damage.

187
Quell
Medium undead, lawful evil

Armor Class 14 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1)

Skills Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands all languages it knew in life but can’t
speak
Challenge 4 (1,100 XP)

Incorporeal Movement. The quell can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Intercession. When a divine spellcaster within 60 feet of the


Quell quell attempts to cast a spell, the quell can use its reaction to
intercede against the casting, preventing the spellcaster from
he Quell is a ghostly and malevolent accessing divine magic. The spellcaster must succeed on a DC

T
undead creature that holds a deep-seated 13 Charisma saving throw or have the spell fail and be unable

hatred for the very essence of life and the to cast any spells for 1 minute. The spellcaster can repeat the
saving throw at the end of each of their turns, ending the effect
connection the living have with their on a success.
deities. With fiery green eyes that glow with Actions
malice, the Quell seeks to disrupt and
isolate worshippers from the touch of their
gods, despising acts of worship. This incorporeal being Fiery Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target.
Hit 10 (3d6) necrotic damage.
possesses unique abilities, notably the power of
“intercession,” allowing it to lash out at divine Ethereal Grasp. The quell attempts to grapple a creature within
spellcasters and prevent them from accessing their 5 feet of it. The target must succeed on a DC 13 Dexterity
deity’s power. Even powerful clerics are not immune to saving throw or be restrained. While restrained in this way, the
the collective intercession of multiple Quell working in target takes 10 (3d6) necrotic damage at the start of each of its
unison. Their presence makes them valuable protectors turns. The target can repeat the saving throw at the end of each

for necromancers seeking to shield themselves from of its turns, ending the restraint on a success.

divine forces. The Quell’s ethereal sight allows it to Phantom Wail (Recharge 5-6). The quell emits a mournful wail.
perceive both the Material and Ethereal Planes, and it is Each creature within 30 feet of the quell that can hear it must
capable of invisibility, making it a formidable adversary. succeed on a DC 13 Wisdom saving throw or become
When the Quell fixes its gaze on a target, its terrifying frightened for 1 minute. A frightened creature can repeat the
gaze can instill fear, leaving victims frightened for a saving throw at the end of each of its turns, ending the effect
significant duration. Those who face the Quell’s on a success.

malevolent presence must contend with its relentless


pursuit to sever the ties between mortals and the divine.

188
Remnant
Remnant
he Remnant is a haunting and sorrowful

T
sight to behold, a small undead creature Small undead, chaotic neutral

shrouded in mystery and sorrow. These Armor Class 12


unfortunate souls were once people whose Hit Points 32 (5d8 + 10)
lifeless bodies were abandoned in watery Speed 30 ft., swim 40 ft.
graves. Torn between the realm of the
living and the afterlife, they exist as restless STR DEX CON INT WIS CHA
spirits, seeking closure and peace. The essence of their 8 (-1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
chaotic and neutral natures manifests in their eerie
presence. Skills Perception +3
Their spectral forms are tinged with the memories of Damage Resistances necrotic
their tragic end, appearing as faint, translucent echoes Damage Immunities poison

of their former selves. Their eyes hold an ethereal glow, Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
reflecting the pain and confusion that linger in their Languages understands Common but can’t speak
souls. The Remnants wander aimlessly near the waters Challenge 1 (200 XP)
that claimed them, their connection to these watery
realms unbreakable.
To finally find rest, a Remnant must undergo a proper Incorporeal Movement. The Remnant can move through other

and sacred ritual performed by a skilled priest. Until creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
then, they are bound to the mortal plane, unable to find
solace and continually trapped in their spectral Ethereal Sight. The Remnant can see 60 feet into the Ethereal
existence. Plane when it is on the Material Plane and vice versa.

Undead Fortitude. If damage reduces the Remnant 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 Remnant drops to 1 hit point
instead.

Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit 9 (2d6 + 2) necrotic damage. The target must
succeed on a DC 12 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.

189
Sea Wraith
Sea Wraith
he sea wraith is an incorporeal undead

T
creature haunting the cold waters, fiercely Medium undead, chaotic evil

guarding sunken treasures and serving Armor Class 15 (natural armor)


Umberlee, the Bitch Queen. Its ethereal Hit Points 104 (16d8 + 32)
form resembles a transparent, waterlogged Speed 0 ft., swim 60 ft.
cloak with barely recognizable eyes and a
gaping maw, rendering it nearly invisible STR DEX CON INT WIS CHA
underwater. 6 (-2) 18 (+4) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
In combat, the sea wraith displays exceptional agility,
moving twice as fast underwater than in the air. It Skills Stealth +7
employs stealth tactics, swooping in from unexpected Damage Immunities cold, necrotic, poison
angles beneath the water to grasp its victims with a Condition Immunities charmed, exhaustion, frightened,

chilling touch. Blinding them and sapping their strength grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
with intense cold, the sea wraith enjoys surrounding its Languages -
targets for a deadly assault. However, the creature is Challenge 5 (1,800 XP)
powerless within natural daylight. Those unfortunate
enough to be killed by a sea wraith are destined to
become one of its brethren within minutes unless their Incorporeal Movement. The sea wraith can move through other

corpses are swiftly removed from the water. creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Underwater Camouflage. The sea wraith has advantage on


Dexterity (Stealth) checks while underwater.

Chilling Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one


creature. Hit 36 (8d8) cold damage. The target must succeed
on a DC 16 Constitution saving throw or have its speed
reduced to 0 until the end of its next turn.

Sunlight Vulnerability. While in sunlight, the sea wraith has


disadvantage on attack rolls and ability checks.

Moaning Presence. Any creature that starts its turn within 30


feet of the sea wraith and can hear its moans must succeed on
a DC 16 Wisdom saving throw or be frightened for 1 minute.
The creature can repeat the saving throw at the end of each of
its turns, ending the effect on a success.

Undead Fortitude. If damage reduces the sea wraith 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 sea wraith drops to 1 hit point
instead.

190
Legend speaks of The Three Fates as the arbiters of all
Three Fates mortal lives, pulling the strings of existence and
he Three Fates, a nightmarish and ancient orchestrating the tapestry of destiny. Their presence

T
undead entity, embodies the forces of instills a sense of dread and inevitability, as they are
destiny and fate. It stands tall, draped in said to appear only to those whose time is near its end.
tattered and ethereal robes that billow
ominously around its skeletal form. Its
grotesque body is composed of three skulls
fused together, each representing a
different aspect of fate: one for the past, one for the
present, and one for the future. These ghastly skulls
eerily shift and rotate, their hollow eye sockets glowing
with an otherworldly light.

The Three Fates become cursed for 1 minute. While cursed, the target has
disadvantage on attack rolls and ability checks.
Huge undead, neutral evil
Fatewoven Blades. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Armor Class 18 (natural armor) one target. Hit 22 (4d6 + 6) slashing damage. The target must
Hit Points 250 (20d12 + 120) succeed on a DC 20 Constitution saving throw or be affected by
Speed 40 ft., fly 60 ft. (hover) one of the following fates of the Three Fates’ choosing:

STR DEX CON INT WIS CHA Fate of the Past: The target is restrained and takes 22 (4d6 +
20 (+5) 16 (+3) 22 (+6) 18 (+4) 20 (+5) 24 (+7) 6) necrotic damage at the start of each of its turns. The
target can repeat the saving throw at the end of each of its
Skills Arcana +9, Insight +10, Perception +11 turns, ending the effect on a success.
Damage Resistances necrotic; bludgeoning, piercing, and Fate of the Present: The target is paralyzed until the end of its
slashing from nonmagical weapons next turn.
Damage Immunities poison Fate of the Future: The target is frightened for 1 minute. The
Condition Immunities charmed, exhaustion, frightened, target can repeat the saving throw at the end of each of its
poisoned turns, ending the effect on a success.
Senses darkvision 120 ft., truesight 60 ft., passive Perception 21
Languages Common, Abyssal
Challenge 18 (20,000 XP) Lair Actions.
On initiative count 20 (losing initiative ties), the Three Fates
Incorporeal Movement. The Three Fates can move through other takes a lair action to cause one of the following effects:
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object. Manpulate Fate. The Three Fates manipulates the threads of
fate, causing one creature within 120 feet of it to make a DC 20
Fateful Aura. At the start of each of its turns, the Three Fates Wisdom saving throw. On a failure, the creature is cursed, and
can choose up to three creatures within 60 feet of it. Those its attacks deal only half damage for 1 minute. The creature can
creatures must succeed on a DC 20 Wisdom saving throw or repeat the saving throw at the end of each of its turns, ending
become charmed for 1 minute. A charmed creature can repeat the effect on a success.
the saving throw at the end of each of its turns, ending the
effect on a success. Vortex of Destiny. The Three Fates conjures a twisting vortex of
destiny. Each creature within 30 feet of the Three Fates must
Legendary Resistance (3/Day). If the Three Fates fails a saving make a DC 20 Dexterity saving throw or take 27 (6d8) force
throw, it can choose to succeed instead. damage and be pushed 15 feet away from the Three Fates on a
failed save, or half as much damage on a successful one.
Actions
Web of Inevitability. The Three Fates weaves a web of
Multiattack. The Three Fates makes three skull attack or each of inevitability. All creatures within 60 feet of the Three Fates must
the three fatewoven blade attacks. make a DC 20 Charisma saving throw. On a failure, the creature
is paralyzed for 1 minute. The creature can repeat the saving
Skull Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., one throw at the end of each of its turns, ending the effect on a
target. Hit 19 (3d6 + 6) bludgeoning damage. If the target is a success.
creature, it must succeed on a DC 20 Wisdom saving throw or

191
The Three Fates, Past, Present, and Future.

192
Tomb Guardian
Tomb Guardian
he Tomb Guardian is an eerie and

T
fearsome undead creature that haunts the Medium undead, neutral evil

ancient burial grounds. It appears as a Armor Class 15 (natural armor)


ghastly skeletal figure, standing tall with Hit Points 97 (13d8 + 39)
four bony arms that twitch with unsettling Speed 30 ft.
grace. Each of its hands grips a wicked
shortsword, gleaming with an otherworldly STR DEX CON INT WIS CHA
aura. The skeletal visage of the Tomb Guardian emits a 18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
haunting glow from its empty eye sockets, and its
presence alone sends shivers down the spines of those Skills Perception +5
who dare to venture near its resting place. Damage Resistances necrotic
This relentless guardian is bound to its tomb, tasked Damage Immunities poison

with protecting the sacred burial site from any intruders Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
or thieves seeking to disturb the sanctity of the dead. Its Languages understands the languages it knew in life but can’t
movements are swift and precise, and it strikes with speak
relentless fury against any who dare to defile the sacred Challenge 6 (2,300 XP)
grounds. As a creature of undeath, the Tomb Guardian
possesses an unnatural resilience, making it a Undead Fortitude. If damage reduces the Tomb Guardian to 0
formidable adversary in any confrontation. Beware the hit points, it must make a Constitution saving throw with a DC
wrath of the Tomb Guardian, for its blades are as keen of 5 + the damage taken, unless the damage is radiant or from
as its vengeful spirit. a critical hit. On a success, the Tomb Guardian drops to 1 hit
point instead.

Undead Nature. The Tomb Guardian doesn’t require air, food,


drink, or sleep.

Actions
Multiattack. The Tomb Guardian makes four shortsword
attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit 9 (1d6 + 4) piercing damage.

Aura of Dread. The Tomb Guardian exudes an aura of fear in a


10-foot radius. Creatures starting their turn in the aura or
entering it for the first time on a turn must succeed on a DC 14
Wisdom saving throw or be frightened for 1 minute. The
creature can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

193
Tower of Bones
Tower of Bones
owers of Bones are horrifying undead

T
creatures formed from cursed piles of Huge undead, chaotic evil

bones. These macabre structures stand as Armor Class 16 (natural armor)


haunting reminders of ancient battles and Hit Points 136 (16d12 + 32)
forgotten cataclysms. Through dark and Speed 0 ft., burrow 30 ft.
malevolent magic, these skeletal
amalgamations come to life, animated by STR DEX CON INT WIS CHA
an insatiable hunger for destruction. 24 (+7) 6 (-2) 14 (+2) 8 (-1) 10 (+0) 5 (-3)
Assembled from the remains of fallen warriors and
victims, Towers of Bones possess an eerie sentience, Damage Resistances bludgeoning, piercing
driven by an enigmatic force that binds their form Damage Immunities poison, necrotic
together. Their skeletal structures intertwine, creating Condition Immunities exhaustion, poisoned

nightmarish silhouettes that seem to shift and contort Senses blindsight 60 ft., passive Perception 10
Languages understands the languages it knew in life but can’t
with an unnatural fluidity. Towering over their prey, speak
these monstrous abominations dominate the battlefield, Challenge 8 (3,900 XP)
instilling terror in the hearts of even the bravest
warriors.
While they lack traditional senses, Towers of Bones Undead Fortitude. If damage reduces the tower of bones to 0 hit

possess an uncanny awareness of their surroundings, points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a
detecting vibrations and movement through the earth critical hit. On a success, the tower of bones drops to 1 hit
itself. When provoked or disturbed, they unleash point instead.
devastating bone-shattering attacks, wielding massive
bone clubs with lethal precision. Striking from False Appearance. While the tower of bones remains motionless
unexpected angles, they can decimate entire ranks of and submerged in its environment, it is indistinguishable from

foes with a single swing, leaving destruction in their a normal pile of bones.

wake. Bone Club. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit 27 (4d8 + 7) bludgeoning damage.

Bone-Shattering Aura (Recharge 5-6). The tower of bones


releases a bone-shattering shockwave in a 30-foot radius. Each
creature in that area must make a DC 17 Dexterity saving
throw, taking 36 (8d8) bludgeoning damage on a failed save, or
half as much damage on a successful one.

Unyielding Assault. Once per turn, when a creature starts its


turn within 5 feet of the tower of bones, it can use its reaction
to make a Bone Club attack against that creature.

194
Voraciphage
Huge aberration, chaotic evil

Armor Class 17 (natural armor)


Hit Points 210 (20d12 + 80)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 8 (-1)

Skills Perception +6, Stealth +8


Damage Resistances psychic, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, frightened, prone
Senses darkvision 120 ft., truesight 60 ft., passive Perception
16
Languages Understands Deep Speech but can’t speak
Challenge 14 (11,500 XP)

Ethereal Sight. The Voraciphage can see 60 feet into the


Ethereal Plane when it is on the Material Plane and vice versa.

Devour Memories. Whenever the Voraciphage damages a


creature with its attacks, the target must succeed on a DC 16
Wisdom saving throw or have a random memory from its past
consumed. The target forgets that memory permanently, and
this loss can have varying effects depending on the individual
Voraciphage (determined by the DM).

he Voraciphage is a nightmarish creature Eater of Emotions. The Voraciphage can sense the emotions of

T
born from the depths of an otherworldly creatures within 60 feet. It can attempt to devour emotions by

abyss. It exists to devour not only physical making a DC 16 Wisdom saving throw against each creature’s

matter but also the essence of memories Charisma saving throw. On a failed save, the creature loses the
ability to feel that emotion for 1 minute.
and emotions, leaving behind only
emptiness and despair. No one knows for Actions
sure where these abominations originate,
but they are said to be drawn to places of great suffering Multiattack. The Voraciphage makes three attacks: two with its

and sorrow. claws and one with its Void Blast.

The Voraciphage appears as a hulking, shadowy Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
entity with multiple twisted limbs and a gaping, maw- Hit: 20 (3d8 + 5) slashing damage plus 10 (3d6) necrotic
like void at the center of its form. Its ethereal tendrils damage.
writhe and extend toward anything that moves, and its
hollow eyes glow with a haunting light. When it moves, Void Blast. Ranged Spell Attack: +8 to hit, range 60 ft., one
target. Hit: 28 (8d6) force damage. The target must succeed on
it leaves a trail of darkness in its wake. a DC 16 Constitution saving throw or take 14 (4d6) psychic
damage at the start of each of its turns for 1 minute. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

Embrace of Despair (Recharge 5-6). The Voraciphage targets a


creature it can see within 30 feet. The target must make a DC
16 Wisdom saving throw or fall into a state of deep despair.
The target is incapacitated and gains one level of exhaustion
while affected. The Voraciphage regains hit points equal to half
the damage dealt by this ability.

195
Wendigo
Wendigo
he Wendigo is a horrifying creature

T
believed to be a malevolent spirit or a Large monstrosity, chaotic evil

possessed human transformed by Armor Class 14 (natural armor)


cannibalism. It embodies the insatiable Hit Points 136 (16d10 + 48)
hunger and the destructive forces of winter. Speed 40 ft., climb 40 ft.
Legends tell of individuals who resort to
cannibalism in desperate times, and as a STR DEX CON INT WIS CHA
result, they are cursed to become Wendigos, cursed 20 (+5) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1)
beings trapped in eternal torment.
The Wendigo is depicted as a towering and emaciated Skills Stealth +6, Perception +5
figure, with pale, frostbitten skin stretched taut over its Damage Resistances cold, necrotic; bludgeoning, piercing, and
skeletal frame. Its eyes burn with a relentless hunger, slashing from nonmagical attacks

and its elongated limbs end in wicked claws. Covered in Damage Immunities poison
Condition Immunities exhaustion, poisoned
matted, icy fur, it is an embodiment of frigid wilderness Senses darkvision 120 ft., passive Perception 15
and unforgiving winter. Languages None
This cursed creature is forever consumed by an Challenge 9 (5,000 XP)
insatiable appetite for human flesh. It prowls through
snow-covered forests, its eerie howls carried by the Keen Smell. The Wendigo has advantage on Wisdom
biting wind. The mere presence of a Wendigo chills the (Perception) checks that rely on smell.
air and freezes the hearts of those unfortunate enough
to encounter it. The Wendigo is a creature of despair Chilling Aura. Any creature that starts its turn within 10 feet of
and relentless pursuit, haunting the darkest corners of the Wendigo must make a DC 16 Constitution saving throw or
the human psyche. take 7 (2d6) cold damage and have its speed reduced by 10
feet until the start of its next turn.

Winter’s Embrace. The Wendigo is immune to cold damage,


and it can move through difficult terrain created by ice or snow
without spending extra movement.

Actions
Multiattack. The Wendigo makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 5) piercing damage plus 10 (3d6) cold damage.
The target must succeed on a DC 16 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 5) slashing damage plus 7 (2d6) cold damage.

Winter’s Grasp (Recharge 5-6). The Wendigo targets a creature it


can see within 60 feet. The target must make a DC 16 Strength
saving throw or be restrained by icy tendrils for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. While restrained,
the target takes 10 (3d6) cold damage at the start of each of its
turns.

196
Zombies
Carcass Eater
Carcass Eater Small undead, unaligned

The Carcass Eater is a grisly undead creature that Armor Class 12


emerged following the Spellplague. Feasting upon fresh Hit Points 36 (8d6 + 8)
corpses, they were said to have arisen from rodents that Speed 30 ft., burrow 10 ft.
had gorged on the flesh of a necrotic canine. These
small, streaked, and gore-covered undead creatures STR DEX CON INT WIS CHA
appear to be a haunting blend of giant rats and 14 (+2) 16 (+3) 12 (+1) 3 (-4) 8 (-1) 5 (-3)
desiccated wolves. With the ears and tail of a rat, their
bodies measure 3 to 4 feet in length and weigh around Skills Perception +1
65 to 75 pounds. Their toothy jaws and spikes give Damage Immunities poison
them a menacing and nightmarish appearance. Condition Immunities exhaustion, poisoned
In their hunting tactics, Carcass Eaters prefer to fight Senses darkvision 60 ft., low-light vision, passive Perception 11

in groups, surrounding and flanking their foes. They Languages understands Common but can’t speak
Challenge 1 (200 XP)
attack with sharp claws and teeth, and when they catch
the scent of blood, they enter a frenzy, temporarily
gaining strength but becoming more susceptible to Frenzy. When the Carcass Eater starts its turn with half its hit
harm. Despite having no requirement to eat to survive, points or fewer, it gains a +2 bonus to damage rolls and a -2
they have a morbid affinity for flesh, often digging up penalty to AC until the end of its turn.

fresh graves or hunting at night to satisfy their Burrow. The Carcass Eater can burrow through nonmagical,
gruesome appetites. unworked earth and stone. While doing so, it doesn’t disturb
These undead creatures are nocturnal and can see in the material it moves through.
areas of low-light and total darkness. They are often Actions
found in temperate forests on the Prime Material plane
and can also be encountered in the Burning Woods, a Multiattack. The Carcass Eater makes two claw attacks.
dark reflection of Faerûn’s Neverwinter Woods, in the
Shadowfell. Carcass Eaters tend to be in the company Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
of other undead, such as deathlock wights, or under the 5 (1d6 + 2) slashing damage.
control of necromancers or evil clerics, making them Frenzied Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
even more dangerous and sinister in their malevolence. target. Hit 7 (1d8 + 2) piercing damage. If the target is a
creature, it must succeed on a DC 11 Constitution saving throw
or take 7 (2d6) necrotic damage. The target’s hit point
maximum is reduced by an amount equal to the necrotic
damage taken, and the Carcass Eater regains hit points equal
to that amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
maximum to 0.

Bury the Dead. The Carcass Eater burrows into the ground,
pulling its victim with it. The target must make a DC 11
Strength saving throw. On a failed save, the target is restrained
and begins to suffocate. It can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Blood Frenzy (Recharge 5-6). The Carcass Eater goes into a


frenzy when it detects the scent of blood in the air. It gains an
additional action on its turn, which it can use only to take the
Frenzied Bite action. The frenzy lasts for 1 minute or until the
Carcass Eater is reduced to 0 hit points. During the frenzy, the
Carcass Eater gains advantage on attack rolls but suffers
disadvantage on Dexterity saving throws.

197
Cemetery Reaper
The Cemetery Reaper, a horrifying type of zombie, is a
nightmarish sight to behold. Rising from ancient graves
in desolate cemeteries, this undead monstrosity is a
result of a dark and cursed ritual gone awry. Its form is
a twisted, decayed husk of what once was, dripping in
blood that barely conceals its grotesque figure.
As it approaches, the Cemetery Reaper lets out a
haunting wail that freezes the blood of its victims,
leaving them paralyzed with terror. In combat, it strikes
with powerful and relentless blows, its long, skeletal
fingers grasping at its prey to drag them into the realm
of death. Any who fall victim to the Cemetery Reaper’s
deadly touch rise once more as undead minions, bound
to serve their sinister master for eternity.

Cemetery Reaper
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 5 (-3)

Damage Immunities necrotic, poison


Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common, but can’t speak
Challenge 5 (1,800 XP)

Undead Fortitude. If damage reduces the Cemetery Reaper 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 creature drops to 1 hit point
instead.

Deathly Presence. Creatures that start their turn within 30 feet of


the Cemetery Reaper must make a DC 13 Wisdom saving
throw or become frightened for 1 minute. The creature can
repeat the saving throw at the end of each of its turns, ending
the effect on a success.

Actions
Multiattack. The Cemetery Reaper makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
12 (2d6 + 4) slashing damage plus 14 (4d6) necrotic damage.
The target’s hit point maximum is reduced by an amount equal
to the necrotic damage taken, and the Cemetery Reaper regains
hit points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.

198
Juju Zombie
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

Skills Perception +2
Damage Resistances fire
Damage Immunities poison, electricity, magic missiles, death,
cold
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Understands Common, cannot speak
Challenge 5 (1,800 XP)

Undead Fortitude. If damage reduces the Juju Zombie 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 creature drops to 1 hit point
instead.

Magic Resistance. The Juju Zombie has advantage on saving


throws against spells and other magical effects.
Juju Zombie
Actions
The Juju Zombie is a dreadfully powerful undead
creature, its origin steeped in dark and potent magics. Multiattack. The Juju Zombie makes two claw attacks.
Resembling an ordinary zombie, its gray, leathery flesh
reveals the cruel desire burning within its eyes—to Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
obliterate all that lives. Unlike its mindless 14 (2d8 + 4) slashing damage.

counterparts, the Juju Zombie retains its consciousness, Throwing Weapons. The Juju Zombie hurls a weapon as a
which only serves to amplify its viciousness and cruelty, ranged attack. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
making it a truly formidable foe. one target. Hit 10 (2d6 + 2) piercing damage.
Gifted with enhanced strength, speed, and cunning,
the Juju Zombie surpasses the basic shambling corpses Bow. The Juju Zombie uses a bow to make a ranged attack.
in every way. It wields tools and weapons with eerie Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.

proficiency, including throwing weapons, bows, and Hit 9 (1d8 + 4) piercing damage.

crossbows. Partially existing on the Negative Material


Plane, the Juju Zombie can only be harmed by magical
weapons. It boasts immunity to mind-affecting spells,
illusions, poison, electricity, magic missiles, death, and
cold spells, with a natural resistance to fire.
Crafted through dark rituals, the creation of a Juju
Zombie involves the casting of powerful spells by skilled
practitioners or the fatal touch of the blightspawned. In
other instances, the creature is born from the draining
of life force using energy drain spells on unfortunate
human or medium-sized humanoid victims.

199
Polluted Dead
The Polluted Dead, a type of toxic zombie horror, is a Polluted Dead
ghastly and nightmarish creature born from the vile and Medium undead, neutral evil
tainted waters of cursed marshlands. These wretched
abominations were once unfortunate souls who Armor Class 12 (natural armor)
perished in the murky depths, only to be reanimated by Hit Points 58 (9d8 + 18)
foul necromantic energies. Now, they roam the swamps Speed 30 ft., swim 40 ft.
with malevolent intent, spreading the noxious aura of
decay and corruption wherever they tread. STR DEX CON INT WIS CHA

Their rotting bodies are covered in slimy, algae- 16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 5 (-3)

infested flesh, and their eyes gleam with a sinister, Skills Perception +2, Stealth +3
sickly green glow. The mere touch of their decaying Damage Resistances poison
claws can inflict a dreadful and lingering poison that Damage Immunities necrotic
weakens and paralyzes their victims, making escape a Condition Immunities poisoned
harrowing endeavor. As they lurk in the shadows of the Senses darkvision 60 ft., passive Perception 12
swamp, they patiently wait for unsuspecting prey to Languages understands Common but can’t speak
draw near, ensnaring them with their tenebrous Challenge 3 (700 XP)
presence before striking with venomous ferocity.
The Polluted Dead possess an eerie resilience, Amphibious. The Polluted Dead can breathe air and water.
impervious to the effects of toxins and poisons that
would fell ordinary beings. Their unnatural existence is Poisonous Claws. When the Polluted Dead hits a creature with a
sustained by the malefic energies of the swamp, and claw attack, the target must succeed on a DC 12 Constitution
they seem to draw strength from the very pollution that saving throw or be poisoned for 1 minute. The poisoned

permeates their cursed realm. creature is paralyzed while poisoned in this way. The creature
can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

Polluted Resilience. The Polluted Dead is immune to poison


damage and the poisoned condition.

Undead Fortitude. If damage reduces the Polluted Dead 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 Polluted Dead drops to 1 hit
point instead.

Actions
Multiattack. The Polluted Dead makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
8 (2d4 + 3) slashing damage plus 5 (2d4) poison damage.

Noxious Burst (Recharge 5-6). The Polluted Dead releases a


cloud of toxic gas in a 15-foot radius centered on itself. Each
creature in that area must make a DC 13 Constitution saving
throw, taking 21 (6d6) poison damage on a failed save, or half
as much damage on a successful one.

200
We Are But Dust

and Shadow

Step into a world where darkness lurks at every


turn, and heroes and villains alike are bound by
the shadows they cast.

Embark on a journey through haunting


landscapes, where cursed castles stand tall and
malevolent forests whisper with ancient secrets.
Uncover the stories of anti-heroes grappling with
their inner demons, tragic figures seeking
redemption, and epic battles of light and darkness.

Choose your path wisely, for the line between


good and evil blurs in this treacherous realm.
Embrace the allure of dark magic, wield cursed
powers, or walk the path of forbidden knowledge.
Forge alliances with sinister beings or confront
monstrous threats that defy the imagination.

The world awaits your decisions, and its fate


hangs in the balance.

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