Book of Beautiful Horrors - v2.1 - HD PDF
Book of Beautiful Horrors - v2.1 - HD PDF
Book of Beautiful Horrors - v2.1 - HD PDF
Appendix B: Villains
Dark Alchemy
Alkahzir
Destructive Alchemist
Experimenter
Golden Magister
Warped Ones
Balespell Abomination
Lodestar
Obscuroth
Vozhark
Witch Hunter
Banisher
Flagellant
Witchfinder General
Witch Hunter
Table of Content (by Challenge Rating)
Amygdala
Hidden Madness. Since the dawn of creation, there have Dream Haunters. Amygdalae are sometimes referred as
been supernatural entities that defy natural order. Things so Dream Haunters , or the Twilight Ones as they invade the
alien that they violate our comprehension and reason, driving nightmares of those that have caught their attention. This
those that seek its truth mad. Eventually that madness harrowing experiment is a torrential delirium of psionic
becomes part of the collective memory, and seeking the truth, violence where the self is shattered and reformed, often
forbidden. Amygdalae are among them, huge aberrations that resulting in lasting dementia or mental illness. Those that
hide in plain sight, immortal vestiges of an age long past, withstand it are offered insight into the hidden truth, but this
invisible to all but the mad. Their role and purpose are knowledge is miasmic, a spiraling descent into madness. Few
unknowable, as some seem to merely exist, watching can suffer this ordeal for long and most quickly perish within
uncaringly millennia pass in absolute stillness, while others a few days. The others suffer a fate far worse, as alien
poison the mind of those seeking to unveil the eldritch truth. thoughts writhes feverishly through their mind, physical
Most lore about the amygdalae is as cryptic and dubious as change overtakes their form, warping their head into an
one can imagine. It consists primarily of accounts of overgrown bulbous mass, filled by an eye-covered brain. This
fragmented memories conveyed by insane narrators. These is the aberrant birth of a lodestar, a cosmic shepherd (see
isolated madmen have failed to convince the world about the Warped Ones, in the Villain section of this book).
hidden horrors that only a handful of them can see.
Keepers of the Truth. In the rare texts mentioning them, it is
said that amygdalae were spawned by the elder force
Bolothamogg to be the keepers of ancient revelations and
horrific secrets that should be left well alone. They creep like
eldritch spiders over fanes of the Far Realm and alien planes,
ensuring that nothing in the multiverse can cross to taint the
true reality of the outer dimensions. Those that come too
close to the hidden truth become their prey and vanish
without a trace soon after, abducted into unfathomable
nightmare realms. Their existence instigates primal
fear in all beings, an instinctive warning that only
death and madness await any further, and so
places they haunt have been abandoned for
as long as anyone can remember.
Magic Resistance. The amygdala has advantage on saving Tentacles. One creature grappled by the amygdala must
throws against spells and other magical effects. make a DC 17 Wisdom saving throw. On a failed save, it
takes 36 (8d8) psychic damage and and acquires a
Psionic Veil. The amygdala is invisible to all creatures. short-term madness randomly determined which lasts
This effect can't be dispelled, circumvented, or for 1 minute. A creature can repeat the saving throw at
suppressed by any conventional means or magic. the end of each of its turns, ending the madness on
Creatures that can't be charmed, are immune to psychic itself on a success. On a successful save, it takes half as
damage, or suffer from a form of madness are immune much damage and isn't mad.
to this effect.
Amygdala's Lair
An amygdala makes its lair in various places of eldritch
significance, places of madness and hidden truth. These lairs
are shaped by and for creatures obeying to different laws of
physics and will present a challenge on their own.
Regional Effect
The region within 2 miles of an amygdala is altered by the
aberration's psionic presence, creating the following effects:
Any creature that finishes a long rest in this region must
make a DC 15 Wisdom saving throw. Creatures that don’t
sleep, such as elves, automatically succeed on the saving
throw. On a failed save, a hidden cosmic presence inspires
terrible nightmares that last the duration of the target’s
sleep and prevent the target from gaining any benefit from
that rest. In addition, when the target wakes up, its
Wisdom score is reduced by 1d6. The target dies if this
reduces its Wisdom to 0. Otherwise, the reduction lasts
until the target finishes a long rest.
After a creature encounters an amygdala within the region
for the first time, it must make a DC 15 Wisdom saving
throw. A creature that fails the saving throw remembers
nothing from the encounter. On a successful save, the
creature's memories remain intact. Any spell that can end
a curse can restore the creature's lost memories.
If the amygdala dies, these effects end immediately.
Great Amygdala Actions
Huge aberration, neutral evil Multiattack. The amygdala makes four slam attacks. It
can use Iridescent Ray in place of any melee attack.
Armor Class 17 (natural armor)
Hit Points 310 (27d12 + 135) Slam. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Speed 50 ft., climb 50 ft. one target. Hit: 19 (3d8 + 6) bludgeoning damage. If
the target is a Large or smaller creature, it is grappled
(escape DC 21). The amygdala has six arms, each of
STR DEX CON INT WIS CHA which can grapple one creature.
22 (+6) 13 (+1) 20 (+5) 23 (+6) 16 (+3) 8 (-1) Iridescent Ray. Ranged Spell Attack: +13 to hit, range
150 ft., one target. Hit: 17 (2d10 + 6) radiant damage.
Saving Throws Int +13, Wis +10, Cha +6
Skills Perception +17 Eldritch Frontier (Recharge 5-6). Each creature grappled
Damage Resistances psychic by the amygdala must succeed on a DC 21 Charisma
Damage Immunities bludgeoning, piercing, and slashing saving throw or be transported to a demiplane that can
from nonmagical weapons be entered by no other means except a wish spell. A
Condition Immunities charmed, paralyzed creature can leave the demiplane only by using magic
Senses truesight 120 ft., passive Perception 27 that enables planar travel, such as the plane shift spell.
Languages Deep Speech, telepathy 2 miles The demiplane is an infinite labyrinthine expanse of
Challenge 22 (41,000 XP) loathsome shapes, structures of dizzying heights, and
cyclopean masonry filled with horrible images and
hieroglyphs. If the amygdala dies, creatures it trapped
Innate Spellcasting (Psionics). The amygdala's inside the demiplane appear around the corpse in
spellcasting ability is Intelligence (spell save DC 21). unoccupied spaces.
The amygdala can innately cast the following spells,
requiring no components: Legendary Actions
3/day each: enervation, mental prison, phantasmal killer The amygdala can take 3 legendary actions, choosing
1/day each: feeblemind, maze, symbol from the options below. Only one legendary action
Legendary Resistance (3/Day). If the amygdala fails a option can be used at a time and only at the end of
saving throw, it can choose to succeed instead. another creature's turn. The amygdala regains spent
legendary actions at the start of its turn.
Magic Resistance. The amygdala has advantage on saving
throws against spells and other magical effects. Dissonant Whispers. The amygdala casts the dissonant
whispers spell (at 4th level).
Psionic Veil. The amygdala is invisible to all creatures. Iridescent Beam (Costs 2 Actions). Otherwordly eyes
This effect can't be dispelled, circumvented, or appear on the amygdala's head and fire a beam of
suppressed by any conventional means or magic. energy in an 90-foot line that is 10 feet wide. Each
Creatures that can't be charmed, are immune to psychic creature in that line must make a DC 21 Dexterity
damage, or suffer from a form of madness are immune saving throw, taking 46 (6d6 + 25) radiant damage
to this effect. on a failed save, or half as much damage on a
Spider Climb. The amygdala can climb difficult surfaces, successful one.
including upside down on ceilings, without needing to Delirium (Costs 3 Actions). The amygdala targets up to
make an ability check. three creatures that it can see within 120 feet of it.
Each target must succeed on a DC 21 Wisdom saving
Unknowable. The amygdala can't be targeted by throw or acquires a randomly determined short-term
divination magic, perceived through magical scrying madness which lasts until the end of the amygdala's
sensors, or detected by abilities that sense aberrations. next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the amygdala can The amygdala casts the hunger of hadar spell (save DC
take a lair action to cause one of the following effects; it can't 15) two times, targeting different areas with the spell. The
use the same effect two rounds in a row: amygdala doesn't need to concentrate on the spells, which
A 30-foot-radius sphere of silence appears at a point of the end on initiative count 20 of the next round.
amygdala's choice that it can see within 100 feet of it and The amygdala targets any number of creatures it can see
lasts until initiative count 20 of the next round. No sound within 30 feet of it. A target has disadvantage on Wisdom
can pass through or be created in that area. Any creature and Intelligence saving throws until initiative count 20 on
or object entirely inside the radius is immune to thunder the next round.
damage, and creatures are deafened while entirely inside
it. Casting a spell that includes a verbal component is
impossible there.
Botchling
Cursed from Birth. Curses lie as a part of our world,
sometimes just as benign as a harmless trick from a wronged
fairy, turning the milk sour. Most believe that curses only
strike the wrongdoers and sinners, but the truth is that our
words and actions can have more power and consequences
that we often realize. The story of a botchling is always a sad
and gripping tale, as it was cursed from the very moment it
entered this world. A botchling hideous outer appearance, a
partially-decayed fetus twisted with hatred and malice, can
almost be seen as a metaphor for the ugliness of its
predicament, it rises from pure sadness and devastation: the
corpse of an unwanted infant abandoned in the wild or from a
stillborn baby unnamed and discarded without funeral rites.
Dark Beacon. At times of famine, one more mouth to feed
can spell the end for an entire family. Giving birth to an
illegitimate child, or gods forbid, a tiefling, could bring shame
and accusation of witchcraft to the parents. Sadly, there are
many reasons for a child to be abandoned, each more
heartbreaking than the last. The feeling of utter abandonment
and the complete absence of love that defines the botchling
make it glow like a dark beacon for wraiths that are born
from powerful negative emotions. As a result, many elements
of folklore give to botchling the power to rise or control the
undead in some manner, but in truth it is merely a side effect
of the botchling’s emotions flaring when it becomes agitated.
Hunger for Love. The botchling has a feverish hunger for
maternal love, a fact that reflects in its feeding habits. A
botchling will emerge from its lair at night to lurk by the
bedside of an expectant mother, draining her strength and
that of her unborn progeny as she sleeps. A woman thus
beleaguered first suffers from troubling dreams, then fever,
delirium and a general weakening of the flesh. After a few
such nights she is enfeebled and unable to defend herself – it
is then the botchling attacks directly, sinking its long, sharp
fangs into her body and drinking her blood until mother and The Power of Names
fetus perish together. The only way to save a botchling’s soul is when one
of its parents embraces it as its own, ceremonially
Undead Nature. A botchling doesn't require air, drink or names it and buries it under the hearth of the
sleep. family estate. This rite will put the spirit to rest so it
can emanate as a lubberkin, a guardian spirit that
Lubberkin watches over the family it never knew and the
household it never could call its home. However,
A lubberkin looks very similar to a botchling, the main attempting this rite isn’t without risks. Firstly,
difference being its ghost-like, glowing, white aura and subduing the botchling itself can prove difficult,
and secondly its cries during the rite will attract all
relatively passive behavior. As a benevolent spirit, it comes sorts of hostile specters and undead. Finally, there
from a botchling that has been appeased and found its place is always a chance that a greater wraith called a
in the world beyond death. They are attached to their family night maiden will claim the botchling as her own,
and will act as a guide, watching over the children and turning the botchling into a myling.
protecting them from harm. Even after their parents have
passed, they will care for their brother and sisters, their
children, and the following generations. Some lubberkins
have been part of the household for as long as anyone can
remember and very much become the symbol of the house.
Undead Nature. A lubberkin doesn't require air, food, drink
or sleep.
Botchling Lubberkin
Small undead, neutral evil Small undead, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 5 (-3) 1 (-5) 15 (+2) 12 (+1) 6 (-2) 16 (+3) 5 (-3)
Myling
Insatiable Revenge. If a botchling still seeks maternal love in
a somewhat twisted way, a myling is a vile wraith that seeks
insatiable revenge against parents, incapable of finding
closure. A myling was once a botchling that was “adopted”
and named by a wraith called a night maiden. Myling are
invisible for anyone but children and revealing their presence
will usually require the use of magic. If seen, it takes the
ethereal form of the child it would have grown into, with pure
evil and hatred in its eyes. Myling are usually active during
times of family celebration, especially if it commemorates
birth or symbolizes the love uniting a family.
Insidious Influence. The work of a myling is insidious and
clues of its presence are very hard to pick on. It will slowly
turn a child against its parents, influencing it and filling its
head with lies. As time goes by the child can be found talking
to a new imaginary friend and grows resentful of its parents,
until it ultimately snaps and commits parricide. Mylings
rarely possess a child, however if they are pressed for time or
threatened they will not hesitate to be more direct.
Undead Nature. A myling doesn't require air, food, drink or
sleep.
Crone
Sister crones, hand in hand, terrors of the sea and land, thus Earthly Goddesses. Common folk refer to the crones as
do go about, about: thrice to thine and thrice to mine, and "The Ladies of the Wood", “Norns”, or simply "The Good
thrice again, to make up nine.”—Macveth, Act 1, Scene 3 Ladies." The crones act as the true sovereigns of their land,
whose inhabitants they help survive through harsh times in
Ancient Monstrosity. The isolated corners of our world return for unquestioning obedience. In foul times, when
harbor creatures older than humans, older than academies plague or famine steals the harvest, when the gods have
and mages, older even than elves and dwarves. The crones abandoned them, when the mighty do not care for their fate,
are such creatures. No one knows their true names, nor what the folks turn to the Ladies for help.
breed of monstrosity they, in fact, are. Folk say they were four
at first. The Mother, She-Who-Knows, the Lady of the Wood,
came here from a faraway land and, since she suffered
terribly from loneliness, she made daughters out of dirt and A Gift from the Ladies
water. If one listens to tales and stories, you will learn how
to plea for help from a crone; such help always
Life-saving Parricide. A long, long time ago the Mother was comes at a price, but the ladies have the reputation
sole ruler of all of land. Her daughters brought her the to always keep their word. This is how one begs
people's requests and served as her voice. Each spring, help from the Ladies:
sacrifices of grain, animals, and men were made to the Lady Find a child, young and innocent, and search out
of the Wood on her special night. Yet as the years passed, the the Ladies' shrine—that is where the Trail of Treats
Lady of the Wood slipped deeper and deeper into madness. begins. Set the child off on the trail and it shall
Her madness eventually spread over the land—men took to follow its sweet track and find the Good Ladies.
abandoning their homes and setting out into the bog, where The child will never want for anything ever again,
they became food for beasts. Before long, the land was for the Ladies are kind and generous. Standing
before their shrine, pronounce your request and
drowning in blood. the Good Ladies will hear, for they see and hear all
The daughters saw their home nearing destruction and that takes place in their demesne. If you made the
took it upon themselves to save it. When spring came once offering as it must be done, your supplication will
more, and with it the night sacrifices, they killed their mother be heard.
and buried her into a bog. Her blood watered a mystical oak,
and from then on the tree grew wholesome and hearty fruit Such boons may include but are not limited to:
for the people. As for the Lady's immortal soul, it refused to ability score improvements, new feats, or epic
leave its beloved land, and so the daughters imprisoned it. To boons found in the Dungeon Master’s Guide
this day it lies trapped beneath the earth, where it thrashes (page 232). The gift lasts until the crone
about in powerless rage. chooses to dismiss it or the crone dies. A wish
spell can also end the pact.
A creature that makes a pact with a crone gains
a mystical brand somewhere on its body, the
brand is unique to each crone. The crone can
communicate through the person over any
distance, even from another plane of existence,
speaking through its mouth. Once per month,
the crone may charm the creature as if using
the geas spell. The creature automatically fails
the saving throw to resist the spell, and it can’t
be ended by any normal magic except for a wish
spell, which also ends the pact.
Fiendish Appetite. In the more ghastly legends, crones are Elder Magic. Crones wield powerful magic, but one different
said to know over a dozen recipes for human soup. During from that of mages. They draw power from the elements and
their sabbath, crones truly feed on human flesh, cooking men destiny and are bound to the land in which they live. The
and children in infernal pots spiced with root from the cursed crones can hear everything that happens in their woods,
trees growing in their lair. In whispered tales—for if they predict the future, twist the threads of human lives and bring
spoke too loudly the crones would hear it—villagers speak of blessings as well as curses. The crones seem for all intents
the tribute demanded in the form of human ears. The ears and purposes to be immortal. Magic elixirs keep them from
hung from trees, allowing the crones, through the use of aging and allow them to take the appearance of young
primeval magic, to hear all that happened in their land. women. These elixirs and their mystical ties to the land in
which they live also give them supernatural strength and
vitality.
Many Sisters. Although theoretically born from the same
Elder Curse mother, crones do not necessarily like or even work with each
Simple curses are easily dealt with by clerics, druids other. Truly enough, some form covens, gather for great
and wizards, becoming nothing more than a sabbath and maintain correspondence with distant sisters,
temporary annoyance for the wielders of the faith but it is equally true that some hate each other viscerally and
and arcane. However, in ancient times, magic was wage war against their brethren over feuds so ancient that
expressing itself differently, demanding sacrifices none but them can remember why. The simple truth is that
to be tamed, powering itself on blood, life essence, crones are very unique individuals, and that no simple rule
and grievous trials. Elder curses tap into these can define their complex relationships.
ancient powers: a form of magic that is primal and
raw, brutal and cruel. Such curses are not so easily A Crone's Lair
dispelled and will resist most forms of magic.
Nothing short of a wish spell can remove an elder A crone's lair isn't usually where she lives, but a mystical
curse but each elder curse also must have a single center of energy, usually tied to the death of its mother. It
means of removing the curse with some deed that holds great significance and importance in the performing of
the DM designates: her magic. Sabbaths, seasonal rites and other ceremonial
The elder curse must be casted by the crone as
sacrifices are held at the lair or in close vicinity.
a ritual, taking an hour to perform. The effects
can target one creature, without limit of Lair Traits
distance or planar location, as long as the crone A crone's lair has all of the following effects in place:
add a part of the target (strand of hair, nail
clipping, blood, etc.) as a spell component,
A crone can only cast an elder curse or control a creature
consumed during casting. that made a pact with her from within her lair.
The elder curse can duplicate the effects of a Creatures other than the crone can’t teleport into the lair
bestow curse, contagion, symbol, true or use portals and planar travel to enter the area, as
polymorph, or even, if several crones partake in though protected by a forbiddance spell.
the ritual, a wish spell (Spell DC 18, +2 per While inside her lair a crone is shielded against divination
crone performing the ritual after the first). Every magic, as though protected by a nondetection spell.
crone involved in the ritual cannot use their
innate spellcasting ability until they completed Regional Effect
a short rest. The region containing a crone lair is altered by the creature's
The deed to lift the curse must be something presence, creating one or more of the following magical
that the target can accomplish within one year, effects, based on the type of crone:
assuming the task is undertaken immediately
(burning all the spinning wheels in the Death Crone: Undead creatures lurk in the region. If the
kingdom, climbing the tallest mountain of the crone wishes so, humanoids dying in the region raise
world, slaughter an entire bloodline...). Killing within 24 hours as foglets, drowners or other type of
the crone doesn't end the curse. undead suiting the environment.
The target of the elder curse can have help Flesh Crone: Natural healing is greatly impeded in the
accomplishing the deed. In fact, someone else region. When a character expands a Hit Dice to heal and
can accomplish the deed as long as removing obtains a "1", it cannot regain hit points by any mean until
the curse is the expressed purpose of the deed. it completed a long rest or a remove curse spell ends the
If someone who doesn’t know about the curse effect.
accomplishes the deed, the curse remains. Norn: People born in the area refuse to leave the region,
tying their fate to the land. Any spell that can end a curse
can remove this coercive effect.
Primeval Crone: The crone can hear anything that is
happening in the region through severed ears hanged in
trees. Crow spies report any suspicious activity in the
region to the crown.
When a crone is killed, its regional effects fades over 30
days.
Crone Mistress of Hexes. The crone magically forces a creature
it can see within 60 feet of it to make a DC 18 Wisdom
Medium monstrosity (shapechanger), lawful evil
saving throw. If it fails, it comes under one of the
Armor Class 15 (natural armor) following effects, chosen by the crone:
Hit Points 171 (18d8 + 90) 1. Boiling Blood. The blood of the target starts boiling in its
Speed 30 ft. veins. It becomes incapacitated with excruciating pain
until the end of the crone's next turn. At the beginning of
the creature's turn, it takes 10 (3d6) fire damage and 10
STR DEX CON INT WIS CHA
(3d6) necrotic damage.
20 (+5) 10 (+0) 20 (+5) 20 (+5) 17 (+3) 13 (+1) 2. Doomed. The target has disadvantage on attack rolls and
has vulnerability to one type of damage of the crone's
Saving Throws Con +10, Int +10, Wis +8, Cha +6 choice. A creature can repeat the saving throw at the end
Skills Arcana +15, Nature +15, Religion +15 of each of its turns, ending the effect on itself on a
Damage Resistances acid, cold, fire, lightning; success
bludgeoning, piercing, and slashing from nonmagical 3. Leech. The target takes 10 (3d6) necrotic damage at the
weapons beginning of its turn, and the crone regains hit points
Senses truesight 60 ft., passive Perception 13 equal to that amount. A creature can repeat the saving
Languages Abyssal, Common, Draconic, Dwarvish, Giant
throw at the end of each of its turns, ending the effect on
Challenge 15 (13,000 XP)
itself on a success.
4. Twisted. The hex twists horribly the appearance of the
Shapechanger. The crone can use its action to
target. The target is blinded and deafened, and its Charisma
polymorph into a Small or Medium female humanoid or
score becomes 1 until the curse is removed by a remove
back into its true form. While in humanoid form, its
statistics, are the same. Any equipment it is wearing or curse spell or similar magic.
carrying isn't transformed. It reverts to its true form if it
dies. Legendary Actions
The crone can take 3 legendary actions, choosing from
Limited Magic Immunity. The crone is immune to spells the options below. Only one legendary action option
of 5th level or lower unless it wishes to be affected. It can be used at a time and only at the end of another
has advantage on saving throws against all other spells creature's turn. The crone regains spent legendary
and magical effects. actions at the start of its turn.
Magic Attacks. The crone's weapon attacks are magical.
Claw. The crone makes one claw attack.
Actions Mistress of Hexes (Costs 2 Actions). The crone use its
Mistress of Hexes power.
Multiattack. The crone uses its Mistress of Hexes and Cast a Spell (Costs 2 Actions). The crone cast a spell
makes two claw attacks. from its list of Innate Spellcasting (if any), using a
daily use as normal.
Claw (Crone Form Only). Melee Weapon Attack: +10 to
hit, reach 5 ft., one creature. Hit 16 (3d6 + 5) slashing
damage.
Death Crone Flesh Crone
Death Crones have power over death and the undead, Flesh crones are gluttonous creatures, feasting constantly on
especially the ones dying in their land. They have the ability to the sacrifices made in their name. They brew stews of human
raise the fallen to serve them and can command necrotic flesh and bake pies filled with children meat. They are
energies. Some believe that death crones gained their physically larger and stronger than their sisters and can
abilities by dealing the killing blow to their mother, binding regenerate wounds quickly, while dealing terrible blows,
themselves forever to murderous magic in the process. The dismembering their victims with a single strike. They are the
presence of a death crones is usually felt first by the unusual ones that know the secrets of the elixir allowing them to
number of undead roaming the area, especially drowners and prolong their life indefinitely. Their curses usually turn their
foglets. Of all the crones, they are the ones that cast the victims into wretched beings, especially unfaithful or
nastiest curses, usually resulting in slow agonizing death. desperate women, twisting them into vile hags.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 5 (-3) 10 (+0) 6 (-2) 15 (+2) 16 (+3) 16 (+3) 8 (-1) 13 (+1) 10 (+0)
Pack Tactics. The drowner has advantage on attack Blood Frenzy. The drowner has advantage on melee
rolls against a creature if at least one of the attack rolls against any creature that doesn't have all
drowner's allies is within 5 feet of the creature and its hit points.
the ally isn't incapacitated.
Drowning Aura. Any living, breathing creature that
starts its turn within 5 feet of the drowner must
Actions succeed a DC 13 Constitution saving throw. On a
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., failed save, a creature begins to drown and is
one target. Hit: 7 (2d4 + 2) slashing damage. Instead restrained. The target must repeat the saving throw
of dealing damage, the drowner can grapple the at the end of its next turn. On a success, the effect
target (escape DC 12). ends on the target. On a failure, the target drops to 0
hit points. If a creature's saving throw is successful
Drag Under. The drowner can drag in deep waters or or the effect ends for it, the creature is immune to
mud a grappled, incapacitated, paralyzed or stunned the drowned dead's Drowning Aura for the next 24
target. The target must succeed on a DC 12 Strength hours. Amphibious creatures are not affected.
saving throw or take 8 (2d6 + 1) bludgeoning
damage and be knocked prone and buried in mud. Actions
The buried target is restrained and unable to breathe
or stand up. A creature can take an action to make a Multiattack. The drowned dead makes two claws
DC 10 Strength check, ending the buried state on a attacks.
success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Instead of dealing damage, the drowner can grapple
the target (escape DC 13).
Reactions
Uncanny Dodge. When an attacker hits the drowned
dead with an attack it can use his reaction to half the
damage, provided it isn’t blinded and deafened.
Dryad
Three new fey creatures of the dryad kinship appear here,
joining the regular dryads in the Monster Manual.
Sisters of the Vale
Variant : Dryad Poison
Shrouded in Mystery. The Sisters of the Vale are dryads’ To fulfil its duty, a dryad initiated into the
member of a mystical sisterhood tied to the Feywild and the sisterhood learns the poisons of branch and briar. A
Material Plane. The Sisters’ nature and origins are shrouded creature poisoned by a dryad can suffer an
in mystery, but it is believed that they are serving a hidden additional effect that varies depending on the
archfey and that their tendrils of influence reach into many poison selected. This effect lasts until the creature
druidic circles, wood elves cultures and tribal societies is no longer poisoned by the dryad.
throughout the world. Although for all their connections, they Dreadbell. The poisoned creature is frightened of its
have never pledged allegiance to either the Seelie Court or allies.
the Unseelie Court. Imp Root. The poisoned creature speed is halved
and if it moves on its turn it must succeed a DC 14
Love and Fear. The Sisters of the Vale are both loved and Constitution saving throw or fall prone.
feared. Loved, because they respond readily to requests for Mandrake Sap. The poisoned creature can't speak,
aid; feared, because the price they exact for assistance is can't do verbal spell component and only
often more than the supplicant is willing to pay. They may understands Sylvan.
imbue young warriors with peerless battleskill, but in Night Crown. The poisoned creature is blinded.
exchange steal all kindness from their soul. They might
answer the pleas of an elf-maid forlorn in love, then years
later steal away her first-born child. It is even within their
leaders’ power, the green enchantresses, to stave off death’s
hand, but they will only do so if a life is offered in exchange,
and the petitioner is seldom permitted to choose the victim.
Sacred Oath. The Sisters have sworn an oath to defend the
world from the madness of their siblings. When a dryad loses
her tree, and begins her descent into a spriggan, the
sisterhood will find and confine her in a hidden place, called
vale of tears, enspelled into an eternal slumber. In many
ways, they have become similar to their charge, exposed
constantly to the overwhelming sadness of the spriggans,
many lose their playful nature and their fey charm ability in
their first years of service — hiding their viciousness beneath
a graceful aspect. The Sister’s secondary goal is to protect
the worldroots, the heart of spriggans, from the predation of
hags and ill-intentioned mages. Under the guise of the green
enchantresses, they fulfil their sacred duty, watching over the
vales of tears, protecting natural magical sites, fey crossings
and overhaul maintain harmony between worlds.
Subtlety over Strength. The sorority favors subtlety over
brute strength, and so when fighting, the Sisters prefer to set
ambushes and harassment maneuvers to overcome their foe.
It is exceedingly difficult to surprise them and, in most
confrontation, they will engage the enemy from a safe
distance and cover with a volley of poisonous arrows and
spells before retreating into the forest. Depending on the
success of the first engagement, they will repeat this
technique until the enemy gives up or lies dead. If muscle is
necessary they will call upon other fey and primal beasts’
allies to honor the ancient pacts of protection.
Sister of the Vale Speak with Beasts and Plants. The dryad can
communicate with beasts and plants as if they shared a
Medium fey, neutral
language.
Armor Class 13 (16 with barksin) Tree Stride. Once on her turn, the dryad can use 10 feet
Hit Points 60 (11d8 + 11) of her movement to step magically into one living tree
Speed 30 ft. within her reach and emerge from a second living tree
within 60 feet of the first tree, appearing in an
unoccupied space within 5 feet of the second tree.
STR DEX CON INT WIS CHA Both trees must be large or bigger.
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 18 (+4)
Actions
Skills Perception +7, Stealth +7, Survival +7 Multiattack. The dryad makes two attacks.
Senses darkvision 60 ft., passive Perception 17
Languages Elvish, Sylvan Longbow. Ranged Weapon Attack: +5 to hit, range
Challenge 4 (1,100 XP) 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage plus 9 (2d8) poison damage, and the target
Shapechanger. The dryad can use her action to must succeed on a DC 14 Constitution saving throw or
polymorph into a Medium beautiful female elf., or back be poisoned for 1 minute. The creature can repeat the
into her true form. Her statistics are the same in each saving throw at the end of each of its turns, ending the
form. Any equipment she is wearing or carrying isn't effect on itself on a success.
transformed. She reverts to her true form if she dies. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 9
Innate Spellcasting. The dryad's innate spellcasting ability (2d8) poison damage.
is Charisma (spell save DC 14). The dryad can innately
cast the following spells, requiring no material
components:
Reactions
Tree Merge. In response to another creature dealing
At will: animal messenger, druidcraft, hunter's mark damage to the dryad, the dryad reduces the damage to
3/day each: ensnaring strike, faerie fire 0 by stepping magically into one living tree and emerge
1/day each: barkskin, conjure woodland beings, pass in an unoccupied space within 5 feet of the tree. To do
without trace so, the dryad must see the attacker and have a Large or
Magic Resistance. The dryad has advantage on saving bigger tree within her reach. If the dryad takes fire
throws against spells and other magical effects. damage or damage from a silvered weapon, this trait
doesn't function until the end of the dryad's next turn.
Vale of Tears - Regional Effects Once every 24 hours, during a short rest taken in the vale
Vale of Tears are hidden places of natural beauty and of tears, druids, rangers and paladins of the Oath of the
splendor, with strong ties to the Feywild. In lost valleys, Ancients can choose expended spell slots to recover. The
ancient groves or other natural places inspiring peace and spell slots can have a combined level that is equal to or
contemplation, dryads have weaved permanent spells to less than half their class level (rounded up), and none of
maintain their mad siblings into constant slumber. The the slots can be 6th level or higher.
region of a vale of tears has the following magical effects: Vale of Tears Melancholy
After spending an hour inside the vale of tears, a
humanoid must make a DC 10 Wisdom saving throw. On 1- The character has disadvantage on Wisdom saving
3 throws and on Dexterity checks for initiative, and gains
a failure, a few tears start to run down the humanoid's the following flaw:"I could simply lay down and rest, the
face as an intense sadness overtakes it. Roll a d6 to world can take care of itself, and I'm so very tired."
determine the effects, using the Vale of Tears Melancholy
table. After finishing a long rest, a character can attempt 4- The character can't take the Help action, can’t use
5 reactions and gains the following flaw: "I periodically
to overcome the melancholia with a DC 15 Wisdom slip into a catatonic state, staring off into the distance
saving throw. On a successful save, the melancholia effect for long stretches of time, remembering the ones I
ends for that character. lost."
At the end of each long rest taken inside the vale of tears, 6 Whenever the character reduces a hostile creature to 0
a humanoid must make a DC 10 Wisdom saving throw. hit points it must keep attacking it until the creature is
On a failed save, the humanoid falls unconscious for 24 dead and gains the following flaw: "My hatred
hours, or until the sleeper takes damage, or someone uses consumes me. The world took everything from me and I
an action to shake or slap the sleeper awake. want to hurt it back."
Spriggan
Driven to Madness. A spriggan is a forest-dwelling fey
creature that was long ago a shy and reclusive dryad.
Persecuted by humans, the destruction of her tree drove her
into madness. Incapable of coping with the loss, the hatred
and spite within her soul transformed her, remaking her
outer appearance into a thing of horror. Her hair becomes a
twisted mass of thorns, briars and twigs, her face distorts
into a terrifying and savage visage, her limbs turn long and
wood-like, and her fingers become vicious talons capable of
rending and impaling her prey. In the soul of a spriggan, there
is neither room nor regard for compassion or mercy, merely
an uncompromising dedication to nature and vengeance that
makes even the most heartfelt vows of elves or men seem
trivial by comparison.
Heart of the Forest. When common folks talk about to the
“spirits of the woods”, they very often refer to spriggans.
Spriggan are fey made almost entirely of wood and magical
energy with a pulsing magical and vegetal heart, the source of
their power and known as a worldroot. As the incorruptible
keepers of nature, spriggans have an irrational hatred for the
undead, constructs and creatures practicing necromancy
magic. Their burning hatred is focused on anything that
disturb or alter the natural order. Each spriggan has mastery
over plants and is inextricably tied to them. Thus, if someone
destroys greenery in its domain, it immediately comes to
punish the disturber, making them the sworn enemies of
those that exploit the forest.
Uncompromising Vengeance. Spriggans are hellbent on
destroying any trace of civilization, regardless of their past
friendship or allegiance. No druid or archfey as ever
convinced a spriggan to stay its hand, for they no longer
simply wait for men to come and take their forest, they take
the fight directly to civilization, destroying town and villages,
ambushing caravans and turning the very land against them.
The most vicious of them will cut food supplies, poison wells
and kill the young. The more extreme will even purposely
destroy nature so that its resources will not be used, all that
matter is the total annihilation of the civilized world. When no
trace of man’s touch is left, the spriggan removes its
Worldroot Heart worldroot heart from its chest, and buries it in the ground,
A worldroot is a sad and beautiful thing, a green- dying a few moments later, satisfied with the certainty that its
glowing vegetal heart formed of life and fey magic. vengeance is complete and that nature will retake its right.
Growing from the despair and lifeforce of a
spriggan, its magical properties are particularly A Spriggan's Lair
soughtafter by hags, druids and dryads:
A spriggan’s lair almost always encompasses the past
If buried in the ground, the worldroot creates location of her fallen tree, when she was still a dryad. The
the same regional effects as a spriggan’s lair. lair’s ground is littered with the bones of the humanoids she
A fey hag, druid or dryad can cast the spell killed and includes abundant vegetation and magic, such as
resurrection as a ritual on a humanoid creature, moss-covered dolmens, raised stone circles or other elements
replacing its heart with the worldroot. In the associated with druidism. As spriggans have the power to
case of a hag or a dryad, the creature is
magically charmed by the fey until the fey dies.
turn nearby trees into allies, trees inside the lair should be
The charmed target is under the fey's control,
especially watched for.
unless she releases it, and the fey and the target
can communicate telepathically with each other
over any distance.
Spriggan At will: druidcraft, entangle, grasping vine
2/day each: insect plague, spirit guardians
Medium fey, chaotic evil
1/day each: antilife shell, awaken, primordial ward
Armor Class 17 (natural armor) Hybrid Nature. The spriggan is considered to be both a
Hit Points 153 (18d8 + 72) fey and a plant creature to determine the way a spell or
Speed 30 ft. effect would affect her.
Magic Resistance. The spriggan has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
16 (+3) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 20 (+5) Speak with Beasts and Plants. The spriggan can
communicate with beasts and plants as if they shared a
Saving Throws Dex +8, Wis +7 language.
Skills Perception +8, Stealth +11 Tree Stride. Once on her turn, the spriggan can use 10
Damage Vulnerabilities fire feet of her movement to step magically into one living
Damage Resistances bludgeoning, piercing, and slashing tree within her reach and emerge from a second living
from nonmagical weapons that aren't silvered tree within 60 feet of the first tree, appearing in an
Damage Immunities poison unoccupied space within 5 feet of the second tree.
Condition Immunities poisoned Both trees must be large or bigger.
Senses darkvision 60 ft., passive Perception 18
Languages Elvish, Sylvan Actions
Challenge 11 (7,200 XP)
Multiattack. The spriggan makes three attacks.
Wood Aspect. As a bonus action at the start of her turn, Reaching Claws. Melee Weapon Attack: +7 to hit, reach
the spriggan can magically shapeshift into a wood 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage
aspect. The wood aspect lasts until the spriggan is plus 13 (3d8) poison damage, and the target must
incapacitated or choose to end it. While transformed, succeed on a DC 17 Constitution saving throw or be
the spriggan gains one of the following benefits of her poisoned. While poisoned in this way, the target can't
choice: regain hit points. The poison lasts until it is removed by
the lesser restoration spell or similar magic.
Birch. Whenever the spriggan casts a spell that has a
casting time of 1 action, she can cast it using a bonus Thorns Volley. Ranged Weapon Attack: +7 to hit, range
action instead. 90/180 ft., one target. Hit: 9 (3d4 + 3) piercing damage
Oak. The spriggan’s AC becomes 19 and she has plus 13 (3d8) poison damage.
resistance to bludgeoning and piercing damage. Animate Trees (1/Day). The spriggan magically animates
Willow. The spriggan is invisible and leaves no one or two trees she can see within 60 feet of her.
physical evidence of her passage unless she wishes These trees have the same statistics as an awakened
to. Tracking her is impossible except by magical tree. An animated tree acts as an ally of the spriggan.
means. The tree remains animate for 1 day or until it dies; until
the spriggan dies or is more than 120 feet from the
tree; or until the spriggan takes a bonus action to turn it
Innate Spellcasting. The spriggan's innate spellcasting
back into an inanimate tree. The tree then takes root if
ability is Charisma (spell save DC 17). The spriggan can
possible.
innately cast the following spells, requiring no material
components:
Regional Effects
The region containing the spriggan’s lair is imbued of natural Within 3 miles of the lair, magic defying the natural order
magic, creating the following effects: is met with violent opposition from ancient forces. When
casting a necromancy spell, the caster must make an
All normal plants become thick and overgrown. An ability check using its spellcasting ability. The DC equals
abnormally high amount of poisonous plants and 10 + the spell’s level. On a failure, the creature’s spell fails
mushrooms grow in the region. Wondrous plants, usually and has no effect.
only found in the Feywild start to grow in the region. A Within 3 miles of the lair, the spriggan is instantly aware
creature moving through the area must spend 2 feet of of the destruction or defilement of any plant life. The
movement for every 1 foot it moves. When a creature spriggan knows the exact distance to and direction of the
takes damage from natural plants in the region it takes an defilement. If the source of the defilement is a creature,
extra 7 (2d6) poison damage. the spriggan gains advantage on attack rolls against the
creature for 24 hours.
Green Enchantress
Keepers of Memory. The green enchantresses are eternal
dryads that guide the Sisters of the Vale; they are the keepers Optional: Verdant Sorcery
of the old ways; holding the knowledge of the rites and terms Some green enchantresses have a deeper
of pacts made in past eras. They uphold fey and men to their connection with worldroots magic. When such
words, even if those where uttered thousands of years ago. dryad carries a worldroot she can channel her inner
Above all else, they commemorate the memory of their fallen power through it. If the worldroot is lost or
sisters and watch over the worldroots, knowing the story of destroyed, the dryad cannot use her verdant sorcery,
each. So too are they versed in ancient curses, of words that verdant touch and verdant ward. A dryad with this
can sap strength or cause their victim to fly into a rage so option has a challenge rating of 15 (13,000 XP)
consuming that it slaughters its own kin without and the following additional trait:
compunction. Over their eternal life they learn the magical
secrets of the worldroots, gaining powerful abilities. Verdant Sorcery. The dryad has 10 sorcery points.
She can spend 1 sorcery point as a bonus action to
Eternal Guide. A green enchantress never ages and gain one of the following benefits on her elemental
succumbs to injury only briefly. Should one be slain, her bolt attack, depending on the damage type
selected:
siblings place her body upon a bier of root and ivy, and bear it Acid: the target takes 12 (5d4) acid damage at the
away to the hallowed halls beneath a vale of tears. There, she end of its next turn.
slumbers away the weeks and months until the arrival of a Cold: the target's speed is halved until the end of
new spring, where the roots of magic and life-energy restores its next turn.
her to existence. Only if her tree is destroyed or her body Fire: If the target is a creature or a flammable
irretrievable or mutilated beyond all recognition does her object, it ignites. Until a creature takes an action to
spirit flee the mortal world, leaving her bereaved sisters to douse the fire, the target takes 5 (1d10) fire
exact vengeance on her slayer. damage at the start of each of its turns.
Lightning: the target must succeed on a DC 18
Constitution saving throw or be stunned until the
end of its next turn.
Poison: the target must succeed on a DC 18
Constitution saving throw or be poisoned until the
end of its next turn.
The dryad calls forth fey spirits of her fallen sisters. The
spirits spread from a point of the dryad’s choice within 60 Otherworldly Patron: Archfey.
feet of her to fill a 20-foot-radius sphere. The area is The mystical senses of a Green Enchantress see far
heavily obscured. A non-fey creature’s speed is halved in and wide, her gaze reaching beyond the borders of
the area, and a creature that enters the area for the first her vale. Sometimes, when a mortal catches her
time on a turn or starts its turn there takes 13 (3d8) sight or she is in need of an inconspicuous agent,
radiant damage. The fey spirits stay until initiative count she will wait for it to fall in battle or orchestrate his
20 on the next round or until the dryad is incapacitated or death and then offer to save him, replacing his
dies. heart by a worldroot. Those so blessed receive
The dryad chooses one humanoid within the lair and magic and power, becoming warlocks. A Green
instantly creates a simulacrum of that creature (as if Enchantress’ motivations are at times inscrutable,
created with the simulacrum spell). This simulacrum is but will often involve keeping the mortal and fey
formed out of bark, ivy, roots, and other natural elements, world separated, forcing a party to uphold their end
in a mystical bargain or keeping an ancient evil
but still generally resembles the creature it is imitating. contained.
This simulacrum obeys the dryad's commands and is
destroyed on initiative count 20 on the next round.
Dark Soul. Like ghastly glowworms, their bodies emit a pale
Foglet light they use to lure those lost in the fog towards the ravines,
If night ever catches you in the swamps, stay put and wait for swamps or caves in which they make their lairs. Legends say
dawn, even if it means standing waist-deep in water with that foglets are will-o’-wisps coming from the soul of truly
leeches crawling down your trousers. Most important of all, if despicable killers. After a time, once they consumed enough
you see a light in the fog, never, and I mean never, go towards life force, they inhabit a corpse and twist it into a monstrous
it. — Johannes Strudd, guide foglet, becoming material and free to kill once more. In parts
of the world where the evil lights are common occurrences,
Lurker in the Fog. Fog is the traveler's foe. In the forest, it cultures tend to practice cremation as a funeral rites, to
can make one lose one's way, at sea, it can send one sailing prevent corpse to be inhabited by these spirits.
into the rocks. Yet such dangers are nothing compared to the Eerie Land. Foglets can appear wherever thick fog arises:
monsters known as foglets which sometimes lurk within it. swamplands, mountain passes or the shores of rivers and
These creatures have powerful arms and claws, yet what lakes. If no fog is forthcoming, they can create or summon it
makes them truly dangerous is their mastery of deception, themselves. By manipulating fog they can separate travelers
beguilement and disorientation. Many times they need not from each other, hide trails and deafen noise. While foglets
attack at all, instead simply driving their prey to madness or can disappear at will, watching for moving patches of fog or
into boggy marshlands, after which they wait patiently for it grass swaying in a path leading directly to their victims is one
to drown in the muddy waters. way to identify their location.
Vicious Fighter. Rapidly thickening fog tends to be a sign
that foglets are close. When fighting foglets, an adventurer
must remain calm and keep his wits about him no matter
what. Since foglets can take on immaterial form, a slight
shimmer of air or a rustle in the grass might be the only clues
an adventurer has to their location. Foglets create illusions of
themselves that can cause physical harm, while the real
foglet stalks the area.
Undead Nature A foglet doesn't require air, food, drink or
sleep.
Ignis Fatuus
Particularly old and vicious foglets are called ignis fatuus.
Over their long existence they have mastered the art of
trickery and can dissimulate their lair through intricate
illusions. They will often attract other wicked souls, will-o’-
wisp, and have the ability to summon a deadly lingering fog.
Ignis Fatuus's Lair
Ignis Fatuus make their lair is deep cave networks or
abandoned keeps. They usually pick places with strong
magical connection, like places of power or wild magic,
somehow feeding on its energy.
Regional Effect
The region containing an ignis fatuus is tainted by the
creature's presence, creating the following magical effects:
Large patches of thick fog roll over the countryside at all
time, carrying a strong metallic smell. The area is heavily
obscured and creatures are unable to breathe within it. A
wind of moderate or greater speed (at least 10 miles per
hour) disperses it for an hour.
People easily become lost in the region. All Wisdom
(Survival) checks are made with disadvantage. Creatures
that cannot be charmed are unaffected.
Will-o'-wisps gather in the region, congregating like moth
around a flame.
When the ignis fatuus is destroyed, all of these regional
effects fade instantly.
Foglet Rejuvenation. When the foglet's body is destroyed, a
will-o'-wisp appears in its space. If the will-o'-wisp
Large undead, chaotic evil
escapes, after 24 hours, it will inhabit another corpse
Armor Class 14 (natural armor) on the same plane of existence and regains all its hit
Hit Points 133 (14d10 + 56) points, turning into a new foglet. Destroying the will-o'-
Speed 40 ft. wisp prevents the foglet from returning.
Actions
STR DEX CON INT WIS CHA Multiattack. The foglet makes two claws attacks.
21 (+5) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 11 (0)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Skills Perception +5, Stealth +5
Damage Resistances acid, cold, psychic Killer Fog (Recharge 5-6). The foglet call forth a fog
Damage Immunities lightning, poison haunted by smoke doubles of itself. A 30-foot-radius
Condition Immunities charmed, exhaustion, frightened, fog appears, centered on a point within 60 feet of the
paralyzed, poisoned foglet and lasting for 1 minute or until its concentration
Senses darkvision 60 ft., passive Perception 15 ends (as if concentrating on a spell). The fog spreads
Languages the languages it knew in life around corners, and its area is heavily obscured. It lasts
Challenge 5 (1,800 XP) for the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it. A
Innate Spellcasting. The foglet's innate spellcasting creature’s speed is halved in the area. Any creature that
ability is wisdom. The foglet can innately cast the starts its turn in the area takes 10 (3d6) psychic
following spells, requiring no material components: damage. Any creature that ends its turn in the area must
succeed on a DC 14 Dexterity saving throw or take 14
At will: gaseous form (self only), invisibility (self only), (4d6) slashing damage as illusory foglets attack it from
major image, mirror image every side. Foglets are immune to these effects.
Actions
STR DEX CON INT WIS CHA Multiattack. The foglet makes two claws attacks.
23 (+6) 16 (+3) 21 (+5) 16 (+3) 17 (+3) 14 (+2)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 20 (3d8 + 6) slashing damage.
Saving Throws Str +10, Con +9, Wis +7, Cha +6
Skills Perception +7, Stealth +7 Killer Fog (Recharge 5-6). The foglet call forth a fog
Damage Resistances acid, cold, psychic haunted by smoke doubles of itself. A 30-foot-radius
Damage Immunities lightning, poison fog appears, centered on a point within 60 feet of the
Condition Immunities charmed, exhaustion, frightened, foglet and lasting for 1 minute or until its concentration
paralyzed, poisoned ends (as if concentrating on a spell). The fog spreads
Senses darkvision 60 ft., passive Perception 17 around corners, and its area is heavily obscured. It lasts
Languages the languages it knew in life for the duration or until a wind of moderate or greater
Challenge 10 (5,900 XP) speed (at least 10 miles per hour) disperses it. A
creature’s speed is halved in the area. Any creature that
Innate Spellcasting. The foglet's innate spellcasting starts its turn in the area takes 10 (3d6) psychic
ability is wisdom (spell save DC 15). The foglet can damage. Any creature that ends its turn in the area must
innately cast the following spells, requiring no material succeed on a DC 15 Dexterity saving throw or take 14
components: (4d6) slashing damage as illusory foglets attack it from
every side. Foglets are immune to these effects.
At will: gaseous form (self only), invisibility (self only), Summon Wisp (Recharge 5-6). The ignis fatuus can
major image, mirage arcane, mirror image summon 1d4 will-o’-wisp, a summoned creature
2/day each: cloudkill, greater invisibility (self only), appears in an unoccupied space within 60 feet of the
stinking cloud foglet, acts as an ally of its foglet. It remains for l
minute, until it or its foglet dies, or until the foglet
dismisses it as an action.
Ghoul
Four new types of the wretched ghoul appear here, joining
the regular ghouls in the Monster Manual. Bone Ghast
Medium undead, chaotic evil
Bone Ghast
Armor Class 17 (natural armor), 13 while frightened
Elevated Above Gouls. Bone ghasts differ from normal Hit Points 84 (13d8 + 26)
ghasts by the protruding bone armor and spikes they can Speed 30 ft.
retract or extend out of their body. Elevated by the demon
lord Orcus to dominate lesser ghouls, bone ghasts are far
more aggressive and are capable of forethought, and thus STR DEX CON INT WIS CHA
much more dangerous. Ghouls seem to possess enough wits 16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 8 (-1)
to at least know a brighter mind when they see it, and so let a
bone ghast lead their packs. A pack so led will terrorize all in Damage Resistances necrotic
its path, attacking not only lone travelers but also caravans, Damage Immunities poison
farmsteads and even hamlets. A bone ghast cunning shows Condition Immunities charmed, exhaustion, poisoned
when facing a stronger prey, for it will maneuver lesser Senses darkvision 60 ft., passive Perception 10
ghouls to harass and soften it, so it can finish the job by Languages Common
tearing it to shreds. Once its prey is down the bone ghast is Challenge 5 (1,800 XP)
the first of the pack to feed, cracking bones with ease to suck
the marrow out of it. Bone Spikes. A creature that touches the ghast or hits
it with a melee attack while within 5 feet of it takes 7
Bold Fighters. Bone ghasts are active around dusk and at (2d6) piercing damage. While the ghast is
night, when they go out to find a prey. Once they did, they frightened, this trait doesn't function.
rush in recklessly, protected by their natural armor and Lesser Regeneration. The ghast regains 5 hit points at
dangerous bone spikes, they hope to impale their opponent the start of its turn if it has at least 1 hit point but
and count on their regenerative capacity to survive. When fewer hit points than half its hit point maximum.
fighting, they emit loud shrieks that can destabilize anybody
near them. However, behind this bold demeanor hides the Actions
weakness of the bone ghast, for if it is frightened it will
uncontrollably retract its bony protection, leaving it much Multiattack. The ghast makes three melee attacks:
two with its claws and one with its bite. When its
more vulnerable. shriek is available, it can use the shriek in place of its
bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 10 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.
Shriek (Recharge 4-6). Each creature within 60 feet of
the ghast that can hear its shriek and that isn't an
undead must succeed on a DC 15 Wisdom saving
throw or be stunned until the end of the ghast's next
turn. If a creature's saving throw is successful, the
creature is immune to the bone ghast's shriek for the
next 24 hours.
Crypt Horror
Demonic Ascension. Many believe that ghasts are the most
Crypt Horror
Large undead, chaotic evil
fearsome of all ghouls, but it is unfortunately incorrect. The
demon lord Orcus sometimes invest a chosen ghast with even Armor Class 15 (natural armor)
greater power, feeding it with demon flesh to mutate it into a Hit Points 162 (13d10 + 91)
crypt horror. These malformed monstrosities are, thankfully, Speed 40 ft.
a rare sight. Once a ghoul has tasted the flesh of a demon, its
eyes turn red and it goes into a killing frenzy. During this
stage of the transformation, the crypt horror would pull down STR DEX CON INT WIS CHA
weaker members of its own pack, dragging its screeching 22 (+6) 14 (+2) 24 (+7) 6 (-2) 13 (+1) 8 (-1)
prey into a shattered tomb in order to consume its gruesome
feast undisturbed. After finishing its cannibalistic orgy, the Damage Resistances cold, lightning
swollen ghoul will crawl back to its demonic master, hoping Damage Immunities necrotic, poison
for another pound of its flesh. This transformation continues Condition Immunities charmed, exhaustion,
until by the coming of the next full moon, the new crypt frightened, paralyzed, poisoned
horror will have grown to several times its original size and Senses darkvision 60 ft., passive Perception 11
ferocity, thanks to the corrupting flesh of the demon and the Languages Abyssal, Common
consumption of extraordinary amounts of ghoul meat. Challenge 11 (7,200 XP)
Frenzied Monstrosity. These demonic ghouls wreak havoc Crushing Might. Once per turn, when the crypt horror
over entire regions in the name of their demon master. In hits a creature with a melee weapon attack, it can
battle, crypt horrors use their formidable strength to smash deal an extra 18 (4d8) damage to the target, and the
aside those brave enough to stand before them, but it is their target must succeed on a DC 16 Strength saving
meat-encrusted fangs and talons that are to be avoided at all throw or be knocked prone.
costs. Even a shallow wound from a crypt horror bears Frightful Presence. Each non-undead creature that is
enough poisonous rot to kill a horse. One daunting fact about within 60 feet of the crypt horror and aware of it
crypt horrors is their ability to resist most form of must succeed on a DC 16 Wisdom saving throw or
conventional protection against the undead. They can pass become frightened for 1 minute. A creature can
the sacred seals protecting unviolated burial crypts without repeat the saving throw at the end of each of its
as much as a shudder, or step into hallowed ground without turns, ending the effect on itself on a success. If a
any difficulty. The combination of demonic and necromatic creature's saving throw is successful or the effect
energies animating them even make them immune to the ends for it, the creature is immune to the crypt
turning ability of the most powerful clerics. horror's Frightful Presence for the next 24 hours.
Regeneration. The crypt horror regains 20 hit points
at the start of its turn. If the crypt horror takes fire or
radiant damage, this trait doesn't function at the start
of the crypt horror's next turn. The crypt horror is
destroyed only if it starts its turn with 0 hit points
and doesn't regenerate.
Turning Defiance. The crypt horror is immune to
effects that turn undead and to magical effects that
prevent undead to enter an area, such as the magic
circle or hallow spells.
Actions
Multiattack. The crypt horror makes three melee
attacks: two with its claw and one with its bite.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 13 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.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (2d12 + 6) piercing damage plus
13 (3d8) necrotic damage.
Ghoul Regent
Once-Proud. The pallid creatures known as ghoul regents Doresain's Plague - Ghoul Fever
are in fact once-proud elven lords and ladies forced into a Those infected by the diseased bite of a ghoul may
troglodytic existence. They once followed and worshipped contract Doresain’s Plague, more commonly
Doresain, the first ghoul, and serve as its clergy. As undead, known as ghoul fever. Those who perish from this
they have devolved to become something far fouler and more rotting illness rise at the next midnight as ghouls
themselves. In this way, some undead recruit the
hate-filled than their brethren, their physical appearance formerly living into their shuffling ranks:
soon came to reflect their miserable condition, turning them
into hunched and grotesque monstrosities. However, ever When the ghoul hits a creature with a bite
since the downfall of their demigod, these ghouls have been attack, it must succeed on a DC 15
shunned and hunted down by gnolls and demons of Constitution saving throw or contract a disease.
Yeenoghu and forced into exile. Until the disease is cured, the target can't
Ghoul lore hearkens back to a land sacred to ghouls called regain hit points except by magical means, and
the White Kingdom. Though ghouls bound to the mortal the target's hit point maximum decreases by 13
plane sometimes create lesser versions of what they believe (3d8) every 24 hours. If the target's hit point
the White Kingdom to be, it is accepted that the true maximum drops to 0 as a result of this disease,
incarnation of the White Kingdom can be found on the layer the target dies. This reduction to the target's hit
point maximum lasts until the disease is cured.
of the Abyss where the ghoul regents once ruled. Since their A humanoid killed by this disease rises at the
demise, the ghoul regents await the return of the King of the next midnight as a ghoul, unless the humanoid
Ghouls, Doresain, and the coming of the night where they is restored to life or its body is destroyed.
would enact a dire vengeance and retake the White Kingdom
at the head of shambling undead armies.
Grotesque Court. Packs of flesh-eating ghouls are attracted
to these dismals and often form grotesque courts around
them. Grave robbers, and those who steal from the bodies of
the fallen, have learned well that they must practice their
depraved crafts in the twilight and be home before nightfall.
Under cover of darkness, different breeds of scavengers fall
on these places of death. From their catacomb, haunted
wood, moss-covered ruin and forgotten places of the world,
ghoul regents spy on their enemies, the servants of
Yeenoghu, and on their lost past, the elven courts, reminded
of what they lost, bitterness and envy gnawing at their minds.
In their desolation, many of them lost their sanity completely
and became pathetic parasites, wary of attracting attention.
Instinctive Necromancy. Even if most of them have to some
degree lost their minds during their exile, the ghoul regents
still possess many powerful abilities. They can tear to
shreads a victim in the blink of an eye, and their authority
over the ghouls is strong. Their immortal body become as
hard as iron and regenerates at heighten speed, coursing with
the sustaining power of necromancy. Such dark magic must
to be dispelled to destroy the creature. They can innately use
necromancy, but they do so in their own instinctual way.
Their magic is less subtle than the forms of necromancy
practiced by other elevated undead, but in the cut and thrust
of combat, their savagery gives them a definite edge.
Ghoul Regent Turning Defiance. The ghoul and any ghouls within 30
feet of it have advantage on saving throws against
Medium undead, chaotic evil
effects that turn undead.
Armor Class 18 (natural armor)
Hit Points 238 (28d8 + 112) Actions
Speed 30 ft. Multiattack. The ghoul makes three melee attacks, only
one of which can be a bite attack.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
20 (+5) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 18 (+4) target. Hit: 14 (2d8 + 5) slashing damage plus 4 (1d8)
necrotic damage. If the target is a creature other than an
undead, it must succeed on a DC 16 Constitution
Saving Throws Con +10, Int +7, Wis +9 saving throw or be paralyzed for 1 minute. The target
Damage Resistances bludgeoning, piercing, and slashing can repeat the saving throw at the end of each of its
from nonmagical weapons turns, ending the effect on itself on a success.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, paralyzed, Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
poisoned target. Hit: 16 (2d10 + 5) piercing damage plus 18
Senses darkvision 60 ft., passive Perception 13 (4d8) necrotic damage.
Languages Abyssal, Common, Elvish
Challenge 19 (22,000 XP) Legendary Actions
The ghoul can take 3 legendary actions, choosing from
Innate Spellcasting. The ghoul's innate spellcasting the options below. Only one legendary action option
ability is Charisma (spell save DC 18, +10 to hit with can be used at a time and only at the end of another
spell attacks). The ghoul can innately cast the following creature's turn. The ghoul regains spent legendary
spells, requiring no material components: actions at the start of its turn.
At Will: chill touch, create undead (8th-level version, At-Will Spell. The ghoul casts one of its at-will spells.
ghouls and ghasts only), inflict wounds, ray of Bite (Costs 2 Actions). The ghoul makes one bite
enfeeblement attack.
1/day each: Abi-Dalzim’s horrid wilting, circle of death, The Hunger (Costs 2 Actions). The ghoul targets one
eyebite creature it can see within 30 feet of it. The target
Foul Regeneration. The ghoul regains 20 hit points at the must succeed on a DC 18 Charisma saving throw or
start of its turn. If the ghoul is targeted by dispel magic be magically cursed with insatiable hunger. When the
or is in the area of an antimagic field, this trait doesn't cursed target sees a creature drop to 0 hit points, it
function at the start of the ghoul’s next turn. The ghoul must immediately use its reaction, if available, to
is destroyed only if it starts its turn with 0 hit points and move up to its speed towards the creature and make
doesn't regenerate. an unarmed strike to attempt to bite it. The cursed
target can repeat the saving throw at the end of each
Legendary Resistance (3/Day). If the ghoul fails a saving of its turns, ending the curse on a success.
throw, it can choose to succeed instead.
A Ghoul Regent’s Lair. The ghoul regent targets a humanoid within 30 feet of it
A ghoul regent always establishes a place of worship to the that has been dead for no longer than 1 minute and died
King of the Ghouls and only underground. Small shrines can violently. The target rises as a ghoul. The ghoul is under
sometimes be found in underground mausoleums or at the the ghoul regent's control.
catacomb’s center, but fully functioning temples are erected All ghouls within 90 feet of the ghoul regent that can hear
only in the deepest subterranean realms, surrounded by a it are enraged, causing them to have advantage on melee
community of ghouls the size of a small city. weapon attack rolls and causing attack rolls to have
advantage against them until initiative count 20 on the
Lair Actions next round.
The ghoul regent chooses a ghoul type creature (such as a
On initiative count 20 (losing initiative ties), the ghoul regent ghoul, ghast, crypt horror or a similar creature) of its
can take a lair action to cause one of the following magical choice in the lair to become its conduit. It needn't see the
effects; it can't use the same effect two rounds in a row: target, but it must be aware that the target is in the lair to
The ghoul regent causes ghoulish glyphs to appear on a choose that creature. Until the ghoul regent uses this lair
surface in a 10-foot-radius sphere that it can see within action again, it can cast spells as though it were in the
100 feet of itself. The glyphs last until initiative count 20 conduit’s space, can see through the conduit’s eyes and
on the next round. Each creature in that area when the hear what it hears, gaining the benefits of any special
glyphs appear must succeed on a DC 18 Wisdom saving senses that the conduit has, and speak through the
throw or be paralyzed until the glyphs disappear. conduit with its own voice. If the conduit is destroyed, the
ghoul regent takes 22 (5d8) psychic damage and is
stunned until the end of its next turn.
Ghoul Skulker
Medium undead, chaotic evil
Actions
Multiattack. The ghoul makes two melee attacks: one
with its claws and one with its bite or its tongue.
Ghoul Skulker Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Undead Predators. Many consider ghouls to be scavengers, Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
feeding on old corpses in forgotten catacombs that no one one target. Hit: 10 (2d6 + 3) slashing damage. If the
cares about anymore. Some would even argue that they can target is a creature other than an elf or undead, it
be usefully during epidemics, preventing the disease to must succeed on a DC 10 Constitution saving throw
spread by getting rid of the infected bodies. Many are fools. or be paralyzed for 1 minute. The target can repeat
This misconception becomes clear when facing a ghoul the saving throw at the end of each of its turns,
skulker, a ghoul that has developed an appetite for fresh and ending the effect on itself on a success.
bloody meat. These undead predators have evolved to suit Tongue. Melee Weapon Attack: +5 to hit, reach 15
their craving, becoming deadly and silent hunters that slip ft., one target. Hit: 7 (2d6) poison damage. If the
unnoticed into settlements to devour their paralyzed victim target is a creature, it must succeed on a DC 13
alive, leaving behind nothing but a skeleton in a back alley. Constitution saving throw or be poisoned for 1
minute. While poisoned in this way, the target has
Master Ambusher. Far more independent than their regular disadvantage on saving throws to resist being
kind, ghoul skulkers rival ghasts in their viciousness. They paralyzed. The target can repeat the saving throw at
hunt ahead of a ghoul pack and try to pick off lone wanderers the end of each of its turns, ending the effect on
or stragglers for an easy kill. If able, they will creep on an itself on a success.
unsuspecting prey, falling from the ceiling or performing
surprising jumps to incredible heights and distances.
Although naturally quiet and a master of ambushes, the
presence of a ghoul skulker can often be hinted at by the
sound of their claws scraping against whatever surface they
happen to be crawling along, as well as a sibilant hissing
sound. In combat, they rely on their lashing tongue to
paralyze as many enemies as possible, focusing their attack
on weaker targets and avoiding threatening foes.
Godling
Not too long ago the areas around peasant hamlets were
chock full of guardian spirits. Today it's nigh unto impossible
to spot a brownie, bucka or lutin. And godlings, they are
always the first to go. Such is the price we pay for
civilization's forward march. — From the preface to "The
World We Have Lost," by Professor Dorregaray
A Child for the Fairies. In remote villages, when food is
scarce and winter is harsh, a desperate couple sometimes
resort to the old ways to give their newborn a better chance at
life. The legend says that when a babe is sick and weak, its
parents should bring it deep into the woods, on a fairy hillock
or in a glade were sprites and pixies can be spotted
sometimes. They should return on the next day, for their child
will have been taken by the fairfolks, to live eternally amongst
them, lacking for nothing. In exchange, a new babe will be
waiting for the parents, wearing somewhat the appearance of
their child, a godling. If cared for and nursed with love, the
godling will grow benevolent, aside from an inborn aptitude
for trickery. If mistreated or abandoned, it will shrivel and
grow bitter, becoming a vile entity, a bucka, causing death
with deadly pranks.
Childish Behavior. Godlings are woodland fey dwelling in
burrows and moss-covered hollow stumps on the outskirts of
settlements, but a few accounts exist of some living in
abandoned buildings in small towns or even cities. Godlings
are similar to children in behavior and appearance, with big
bright eyes differing in color (often blue and yellow, but lilac
and grey have been reported as well), and pale blue, deep
green or even violet skin. Like children, they delight in
mischief, especially targeting vain and selfish individuals,
which unfortunately leads to many seeing them as a
nuisance. Buckas and godlings can be hurt by an herb called
Burdock, which they despise the smell of, and is often used to
drive them away. Most are unaware that the true blessing of a
godling resides in its role of mediator between the fey world Variant: Bucka
and civilization. Many villages would have been raised by Nothing is as pure and cruel as a child, and buckas
scorned dryads or a wrathful leshen if it wasn’t for the share the same disposition. Deprived of parental
opportune intervention of a godling. love and care, they are extremely malicious, loving
to cause chaos and play elaborated pranks that
Helpful Prankster. Godlings are deeply rooted in their home often result in unlikely death. Buckas can easily be
territory and perform acts of care and guardianship to those differentiated from godlings, for they resemble a
dwelling near it. They watch over people as well as animals, shriveled old person the size of child. A bucka has
but, shy creatures by nature, they try to do so while remaining the game statistics of a godling, except it is chaotic
unseen. Godlings are drawn to joy and innocence, and so evil and has the following trait instead of the
delight in the company of children and usually only show godling's Innate Spellcasting:
themselves to the young. These mischievous fey gladly
perform small services for those in their care, asking only for Innate Spellcasting. The bucka's innate spellcasting
ability is Charisma (spell save DC 13). The bucka
respect and payment in the form of food or cast-off items in can innately cast the following spells, requiring no
return. They are easily offended by churlish, ungrateful or material components:
simply rude behavior. Godlings also treasure their peace and
quiet, but will go out of their way to help lost travelers, At will: grease, hellish rebuke, magic stone, mirror
especially in dangerous regions of the Feywild. When the image
village a godling watches over becomes too populous or its 1/day each: blindness/deafness, phantasmal force,
inhabitants forget the old ways, it will abandon its burrow for slow
good and wander into the Feywild.
Godling A Godling's Lair
Small fey, chaotic good A godling claim a burrow, small cave or an abandoned
building as it lair, including the surrounding area. The lair
Armor Class 13 usually consists of a narrow crawling space where the
Hit Points 36 (8d6 + 8) godling can rest without fear of intrusion from larger
Speed 40 ft. creatures. The lair usually includes several small but cozy
rooms, decorated with various trinkets and tools stolen from
STR DEX CON INT WIS CHA strangers or offered for its help.
4 (-3) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 16 (+3) Regional Effects
The region containing a godling's lair is influenced by fey
Skills Deception +7, Perception +4, Stealth +5 magic, creating the following magical effects:
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan Rodents and birds within 3 mile of the godling's lair serve
Challenge 2 (450 XP) as the godling's eyes and ears.
Creatures within 3 miles of the godling's lair can feel an
Innate Spellcasting. The goldling's innate spellcasting unsettling presence, meddling with their fate. When a
ability is Charisma (spell save DC 13). The godling creature makes an attack roll, an ability check, or a saving
can innately cast the following spells, requiring no throw, the godling can choose to impose advantage or
material components: disadvantage on the roll. After doing so, the godling must
At will: goodberry, grease, magic stone, mirror image,
succeed on a DC 10 Charisma saving throw or gain a level
prestidigitation
of exhaustion. A creature is unaffected by this magical
1/day each: find the path, Otto's irresistible dance effect if it has the Lucky feat.
Each time a creature that has been in the region for less
Burdock Allergy. The godling has a strong allergy to than a year finishes a short or long rest, it must make a
the burdock plant. If it comes within 20 feet of DC 10 Intelligence (Investigation) check. On a failure, the
burdock flowers, it is poisoned until it leaves the
area.
creature has misplaced one possession (chosen by the
player, if the creature is that player's character). The
Fey Protection. Any creature that attempts to damage possession remains nearby but concealed for a short time,
the godling must first succeed on a DC 14 Charisma so it can be recovered with a successful DC 15 Wisdom
saving throw or be charmed until the end of the (Perception) check. An object that is misplaced but not
creature's next turn. A creature charmed in this way recovered ends up in the godling's lair 1 hour later. If the
perceives everything as hilariously funny and falls creature later goes to the godling's lair, its lost possessions
into fits of laughter and falls prone, becoming
incapacitated and unable to stand up.
stand out in its perception and are easily recovered.
Magic Resistance. The godling has advantage on When the godling dies, all of these regional effects fade
saving throws against spells and other magical immediately
effects.
Actions
Magic Pebble. Ranged Spell Attack: +5 to hit, range
60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
Hags's Little Favorite
damage. Hags cherish above all the taste of godling’s flesh,
their innocence is like sweet ambrosia to them,
Healing Touch (2/Day). The godling touches another getting them drunk on power. Those that desire a
creature. The target magically regains 12 (2d8 + 3) favor from a hag are certain to get her into a better
hit points and is freed from any curse, disease, disposition if they sweeten the pot with a live
poison, blindness, or deafness. godling. It is believed that a hag that devours a
godling can undertake a metamorphosis into
Invisibility. The godling magically turns invisible until another kind of hag with little time and effort.
it attacks or casts a spell , or until its concentration
ends (as if concentrating on a spell). Any equipment
the godling wears or carries is invisible with it.
Grave Hag
Cremation, now that's one thing men could learn from Territorial Shrew. Grave hags are territorial and aggressive
gnomes. Burying bodies out in the fields, why, it's like laying when provoked, they will put up a fierce fight, using their
out a welcome mat for monsters! Best case scenario, some great speed to rapidly close on prey. The tongue of a grave
ghouls will sniff them out, eat their fill and be on their hag can surprise even veteran fighter with the speed and
ghoulish way. But if, gods forbid, a grave hag takes to feeding range it can lash out. Being struck by it can cause temporary
at your cemetery, you'll have no end of trouble. — Jacques de blindness, or even paralysis, leaving the victim unable to
Villepin, Oxenfurt Academy properly defend themselves. The claws of a grave hag are
sharp, but not enough that skilled swordplay cannot defend
Deformed Scavenger. Few monsters' names fit as well as against them.
the grave hags'. As one might guess, these creatures resemble
aged, deformed women and loiter near graveyards and Covens. Grave hags rarely join covens, as the magic they
battlefields. Grave hags feed on human corpses and in practice is more akin to necromancy. When they do, they
particular on the rotten marrow which they slurp from often try to lead the rituals, bickering with Night Hags about
human bones using their long, prehensile tongues. Most every details, which they have an especially hard time to get
grave hags rarely attack humans, preferring instead to feed along with. A grave hag that is part of a coven (see the “Hag
on the rotten remains they dig out of graves. Yet some Covens sidebar” p.176 of the Monster Manual) has a
individuals grow bold over the years and begin sneaking into challenge rating of 10 (5,900 XP).
huts to steal children and kill the elderly. Once a hag has
devoured all corpses within reach, she turns to killing men
and burying them in the cemetery as she waits for them to
decompose or raise them as servants. Grave Hag Items
A grave hag carries two very rare magic items that
Child Killer. Grave Hags are notorious child killers, making she must craft for herself. If either object is lost,
them one of the most despised monster there is. They the grave hag will go to great lengths to retrieve it,
typically kidnap wandering children or sneak in their home at as creating a new tool takes time and effort.
night, attracted by their innocence, glowing like a beacon in
the dark for them. After they ate a child, they then use its Ebon Skull. This burned black skull allows a grave
remains as magical focus, building altars of little bones to hag to use her Twist the Innocent power while it is
practice their magic. The skull of a child is of special in her possession. A creature holding the skull can
importance to them, as they craft powerful talismans with it, use an action to cast the speak with dead spell to
enslaving its soul. Some hags are even known to strap the communicate with the dead child. Crafting an ebon
skull takes 10 days and the sacrifice of a humanoid
entire skeleton of the child on their back, wearing it as a child (whose skull is used to make the item).
protection charm.
Hand of Glory. A grave hag can craft a hand of glory
out of the hand of an elderly humanoid. While the
item is in her possession she can use her
Command Undead feature. Only the grave hag who
crafted the hand of glory can use its power.
Crafting a hand of glory takes 30 days and a
humanoid sacrifice (whose hand is used to craft
the item).
Grave Hag Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one creature. Hit: 6 (1d4 + 4) bludgeoning damage plus
Medium fiend, neutral evil
10 (3d6) poison damage. lf the target is a creature, it
Armor Class 17 (natural armor) must succeed on a DC 15 Constitution saving throw or
Hit Points 145 (17d8 + 68) be poisoned for 1 minute. While poisoned in this way
Speed 40ft. the creature is blinded. If the target fails the saving
throw by 5 or more, it is also paralyzed for the same
duration. The creature can repeat the saving throw at
STR DEX CON INT WIS CHA the end of each of its turns, ending the effect on itself
on a success.
18 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4)
Twist the Innocent (Recharge 5-6). The twisted specter of
Skills Arcana +5, Perception +5 , Stealth +5 a child appears near the grave hag, protecting it and
Damage Resistances acid, cold, fire, poison; attacking its ennemies. The hag gains 30 temporary hit
bludgeoning, piercing, and slashing from nonmagical points. While it has these temporary hit points, when a
weapons that aren't silvered creature enters a 20 feet radius area around the hag for
Condition Immunities frightened, poisoned the first time on a turn or starts its turn there, it must
Senses darkvision 120ft., passive Perception 15 make a DC 15 Wisdom saving throw. On a failed save,
Languages Abyssal, Common, Primordial the creature takes 14 (3d8) necrotic damage as the
Challenge 8 (3,900 XP) specter slashes the target with its claws. On a
successful save, the creature takes half as much
damage. If the hag takes force damage she loses all her
Innate Spellcasting. The grave hag's innate spellcasting temporary hit points, forcing the specter to retreat.
ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). The hag can innately cast the following Legendary Actions
spells, requiring no material components:
The grave hag can take 2 legendary actions, choosing
At will: detect magic, inflict wounds from the options below. Only one legendary action
2/day each: antilife shell, create undead option can be used at a time and only at the end of
another creature's turn. The grave hag regains spent
Actions legendary actions at the start of its turn.
Multiattack. The grave hag uses its Twist the Innocent, if Tongue (Costs 2 Actions). The hag makes one tongue
available, and makes two attacks, only one of which can attack.
be a tongue attack. Command Undead. The grave hag commands an
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one undead within 60 feet of it to immediately make an
target. Hit: 13 (2d8 + 4) slashing damage. attack or to make a dash action as a reaction.
Flyby. The griffin doesn't provoke opportunity attacks Stunning Screech (Recharge 5-6). The griffin emits a
when it flies out of an enemy's reach. powerful screech. Each creature within 20 feet of it that
can hear it must succeed on a DC 16 Constitution
Keen Sight. The griffin has advantage on Wisdom saving throw or be stunned until the end of the griffin's
(Perception) checks that rely on sight. next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 2 (-5) 10 (+0) 4 (-3) 10 (+0) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Kikimore Hatchling target. Hit: 2 (1d4) piercing damage plus 3 (1d6)
Wandering Youngs. These juvenile kikimores are at best a poison damage.
couple of days old, they usually linger under the warrior’s
protection until their exoskeleton hardens, but will often
wander away from the swarm. If nothing is left to eat, other
kikimore will start to feed on the hatchlings. Kikimore
hatchlings are still covered in the nutritious gel of their clutch Kikimore Warrior
of eggs, that they consume over a week to grow to their adult
size. The gel is still extremely flammable, making fire attacks Protect the Colony. A kikimore warrior is a massive
and spells a sure way to easily dispose of them. insectoid recovered by a protective chitinous exoskeleton.
Kikimore warriors defend the workers and the kikimore
Kikimore Worker queen from intruders. They are very dutiful in this, killing
anything that comes near the colony. Their hardy build and
Lifeblood of the Colony. In the kikimores colonies, the venomous bite allows them to stand against any foe, and
workers are the lifeblood that allows the rest of the swarm to should the enemy attack from afar, they can dig underground,
function and prosper. A worker on its own can be easily killed protected until they reach it. Kikimore workers react to
by even a weak person. It is rare indeed, however, to come pheromones emitted by kikimore warriors. On command, a
across an isolated individual, for kikimore workers usually swarm of workers might begin burrowing tunnels near
move in groups of a few to a dozen or so members. The only potential prey to allow for a surprise mass attack. However, if
defense against a swarm of kikimores available to a normal the warrior guiding a swarm is eliminated, the swarm will
person is to flee. Workers will usually not attack a creature disperse and the workers cease digging. Other creatures
keeping its distance, unless they are on the hunt for the exposed to kikimore warrior pheromones will react
colony, in which case they will swarm mercilessly any prey aggressively, attacking allies and foes at random.
they can detect.
Kikimore Swarm Kikimore Warrior
Large swarm of Small monstrosities, unaligned Large monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 18 (+4) 8 (-1) 20 (+5) 4 (-3) 15 (+2) 5 (-3)
Reactions
Stalwart. When the kikimore is subjected to an effect
that would move it, knock it prone or stun it, it can
use its reaction to be neither moved, stunned nor
knocked prone.
Fooling Kikimores
Naturalists know that kikimores can communicate
with long lasting pheromones, marking areas as
dangerous or as a source of food. A character that
has proficiency with Alchemist's Tools or
Herbalism Kit, and access to the proper equipment,
can prepare an oil from the pheromone gland of a
kikimore. The oil has a value of 60 gp when it
comes to crafting (see crafting rules p.187 of the
Player's Handbook).
Kikimore Queen Kikimore Oil. One bottle of oil is enough to cover
Queen of the Deep. Kikimore Queens are amongst the the ground in a 20-foot square, lasting for 24
largest and most formidable insectoid breeds to ever plague hours, unless washed away by water prematurely.
the world, so large and terrifying that she can beat a giant Once applied to a surface the oil can have one of
prey into submission and dig entire networks of spacious the following effect, chosen at its creation:
tunnels in a region. Growing larger than a townhouse, these Threat: A kikimore that enters the area or ends
kikimores are an ancient species that had lived below the its turn there must succeed on a DC 12
ground long before the arrival of mankind, where she was Intelligence saving throw or become frightened
said to stalk and entrap whole herds of deep rothé and umber until it leaves the area.
hulk into its ravenous mouth, or fight and kill larger prey such Food: When a kikimore comes within 60 feet of
as fomorians in single combat. With civilization flourishing the area, the creature must succeed on a DC 12
over time, the echoes of life reached to the kikimore’s deep Intelligence saving throw or use its movement
burrows, intriguing the queens as to what might cause such on each of its turns to enter the area. When the
promising ruckus. creature has done so, it can’t willingly move
away from the area. If an affected creature takes
Insect Abomination. Life in a kikimore colony is centered damages or is otherwise harmed, the affected
creature can make an Intelligence saving throw
around a great, unceasingly procreating female. The queen to end the effect on itself.
bears more resemblance to the soldiers, mainly because of
her bulky body. She is a mass of insect abominations with no
eyes, which would be useless at the bottom of her dark lair.
The pieces of flesh that resemble ribs and hang from her
abdomen can either be ovipositors or atrophied limbs that
have no use in her function as a constant reproducer. Once A Kikimore Queen's Lair
the kikimore queen subdues her prey with flesh-dissolving The lair of a kikimore queen usually consists of an unstable
venom, the monster would begin to drink up the liquefied network of tunnels and caverns, deep below the ground.
innards of its victim. Navigating this labyrinth is a challenge on its own, as the risk
of getting lost or be victim of hidden pitfalls and cave-ins is a
constant threat. Deep inside the lair, in complete darkness,
lies the eggs chamber, filled with countless clutch of kikimore
eggs and the kikimore queen.
A kikimore queen encountered in her lair has a challenge
rating of 9 (5,000 XP).
Kikimore Queen Pacified. The creature is charmed, and is incapacitated
while charmed in this way. Whenever the charmed
Huge monstrosity, unaligned
target takes damage, it can repeat the saving throw,
Armor Class 20 (natural armor) ending the effect on itself on a success. If a
Hit Points 149 (13d12 + 65) creature's saving throw is successful, it is immune to
Speed 30 ft., burrow 20 ft. this effect for the next 24 hours.
Virulent Venom. If the kikimore deals poison damage to
a creature, the target's hit point maximum is reduced by
STR DEX CON INT WIS CHA an amount equal to the poison damage taken. If this
23 (+6) 6 (-2) 20 (+5) 4 (-3) 17 (+3) 5 (-3) effect reduces the target hit point maximum to 0, it has
disadvantage on death saving throws. The reduction
Saving Throws Str +9, Con +8 lasts until the target finishes a short or long rest, unless
Damage Immunities poison the target is poisoned.
Condition Immunities blinded, exhaustion, poisoned
Senses blindsight 60 ft. or 10 ft. while deafened (blind Actions
beyond this radius), tremorsense 30 ft., passive Multiattack. The kikimore makes two attacks: one with
Perception 13 its bite and one with its stinger.
Languages —
Challenge 8 (3,900 XP) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) piercing damage. If the target
Pheromone Aura. If a creature that isn't an undead, is a Medium or smaller creature, it must succeed on a
construct, or elemental starts its turn within 20 feet of DC 15 Dexterity saving throw or be swallowed by the
the kikimore, the kikimore can force the creature to kikimore. A swallowed creature is blinded and
make a DC 15 Wisdom saving throw if the kikimore restrained, it has total cover against attacks and other
isn’t incapacitated. On a failure, the creature suffers effects outside the kikimore, and it takes 10 (3d6) acid
from one of the following effects, chosen by the damage at the start of each of the kikimore's turns. The
kikimore: kikimore can have only up to two creatures swallowed
at a time.
Aggression. The creature becomes charmed until the If the kikimore takes 20 damage or more on a single
start of its next turn; a creature can choose to fail turn from a creature inside it, the kikimore must
this saving throw if it wishes. While charmed by the succeed on a DC 18 Constitution saving throw at the
kikimore, the creature has advantage on melee end of that turn or regurgitate all swallowed creatures,
attack rolls against any creature that doesn't have all which fall prone in a space within 10 feet of the
its hit points. If a creature's saving throw is kikimore. If the kikimore dies, a swallowed creature is
successful, it is immune to this effect for the next no longer restrained by it and can escape from the
24 hours. corpse by using 10 feet of movement, exiting prone.
Threat. The creature becomes frightened until the start Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.,
of its next turn. While frightened, it must one target. Hit: 13 (2d6 + 6) piercing damage, and the
immediately use its reaction, if available, to move as target must make a DC 15 Constitution saving throw,
far as its speed allows away from the kikimore. taking 26 (4d12) poison damage on a failed save, or
The creature doesn’t move into obviously dangerous half as much damage on a successful one.
ground, such as a fire or a pit. If a creature's saving
throw is successful, it is immune to this effect for
the next 24 hours.
Lair Actions
On initiative count 20 (losing initiative ties), the kikimore The lair trembles violently for a moment. Each creature
queen takes a lair action to cause one of the following effects; on the floor of the lair must succeed on a DC 13 Dexterity
the kikimore queen can't use the same effect two rounds in a saving throw or be knocked prone. Kikimores
row: automatically succeed the saving throw.
A swarm of kikimore hatchlings emerges from a clutch of
Part of the ceiling collapses above one creature inside the eggs. The swarm fills a 20-foot-radius space centered on a
lair. The creature must succeed on a DC 13 Dexterity point the kikimore queen chooses within 60 feet of it. The
saving throw or take 10 (3d6) bludgeoning damage and be swarm remains until the kikimore queen uses this lair
knocked prone and buried. The buried target is restrained action again, or dies. A creature that stars or ends its turn
and unable to breathe or stand up. A creature can take an in the swarm's space takes 7 (2d6) piercing damage plus 7
action to make a DC 10 Strength check, ending the buried (2d6) poison damage.
state on a success.
Leshen
Humans have long been fascinated by the wildwood—living
in it’s vicinity was the source of tales about creatures
ferocious and benign, friendly and hostile. As they started to
settle deeper and deeper into the forests, respect for the
unknown diminished. Lumber was gathered, stone abodes
were built. As the pestilence that was humanity grew bigger,
so did the forest’s and its inhabitants’ wrath.
Wrath of nature. At the heart of the forest lies a secret. In a
place born of darkness and primeval nature, resides a mighty
and terrifying guardian. Immune to human steel, it is believed
the leshen is nature’s way of protecting the forest and the
animals that live within it from the threat humans started to
pose upon their ravaging expansion deeper into the lands.
Sometimes called leshii or leszi, leshens are ancient and
powerful forest spirits. Possessing a deer skull as a head and
tree-like limbs, the sight of a leshen is a terrifying one.
Villagers sighting one passing between trees will usually be
clever enough to leave the woods at peace, a preferable fate
than to risk the ire of the creature.
All seeing Watcher. A leshen will turn nature itself against
those that trespass on his lands. They use their inborn magic
to control the plants and animals within their territory — and
so when stalking them, half the battle is merely getting near
enough to strike. Animals, even timid and harmless ones, will
be taken by a frenzy that will only stop with the death of the
intruders, attacking on sight anyone they cross path with.
Roots will sprout from the ground, trying to grapple, crush
and strangle the unwary, burying them into deep earthy
tombs, never to be seen again.
Thankfully, it's difficult to unknowingly stumble into the
territory of a leshen. The borders of its charge are warded
with totems made of roots, stones, plants and animal bones,
hanging from trees or stacked on mounds. One may also have
to destroy a leshen's warding totems to rid a forest of its
presence. The totems are the eyes and ears of the leshen
throughout the forest and crossing or destroying one is a sure
way to declare war on the creature. leshens are also known to Variant: The Marking
be able to appear and disappear unexpectedly near their Some Leshen and Ancient Leshen can "mark" a
totems. humanoid living in the same region, leaving them
alive and unhindered by the creature's magic until
Primeval Keeper. Leshens are the herald of nature in many it needs to sap energy from them. This can allow
ways, sometimes worshipped, this creature can heal other the leshen to bring itself back to life after being
slain. When it dies, the leshen can sap the life
woodland animals and fey, and are known to care for the ones energy from its marked host, killing them and using
left at their totems, even domestic pets. With time and efforts, their energy to rejuvenate. The only known way to
a druids can work in collaboration with them if a leshen prevent it is to kill the marked host before killing
comes to recognize the druid as part of his forest. Some call the leshen or to exile that person out of the
them the Old Gods, and believe they were here before the leshen's territory. A leshen with this option has the
divinities even existed. In some small and rural communities, following additional trait:
especially the ones far from major trade routes and
industrious cities, the leshen is the only god recognized by Rejuvenation. When the leshen is killed, if the
the villagers and the glade under his protection is considered humanoid it marked is alive and in the region of
sacred ground. Leshens found in this setting tend to be more the leshen's lair, it starts to reform in the woods
lenient toward lost souls wandering into their land, giving over the course of 1d10 days, regaining all its hit
them warning sign and trying to drive them off their territory points and becoming active again. If both the
instead of killing them outright. leshen and the marked host are simultaneously
dead, it can't rejuvenate.
Ancient Leshen: A green mist fill the lair. All creatures within 60 feet of the
leshen must succeed on a DC 18 Constitution saving
Deep into the darkest forest, where no man has set foot in throw, taking 13 (4d6) poison damage on a failed save, or
centuries, lurk the ancient leshen. These leshens remember half as much damage on a successful one.
the primal state of the world, when civilisation didn't exist and
when the forest was covering most of the land. They were Regional Effects
already old when dwarfs and elves were still young races. The region containing a leshen's lair is empowered by the
Untouched by time, leshens old enough to earn the creature's presence, creating the following magical effects:
appellation "ancient" wield greater powers and use advanced Beast creatures are empowered by the leshen's presence.
tactics that make them particularly dangerous. Giant and Dire version of beasts creatures are more
common here than anywhere else. Additionally Beast
Black Root: creatures within 6 miles of the lair that have an
Leshens called "black root" are unnatural, twisted creatures Intelligence score of 2 or lower are charmed by the leshen
that were corrupted or created by vile magic. All leshens are and are agressive toward intruders in the area.
caring for their land and protecting it jealously, but the black The leshen can alter the weather at will in a 6-mile radius
root is actually straying away from his territory, actively centered on its lair. The effect is identical to the control
leading travelers and commoners astray to slaughter them weather spell.
inside its land and abduct their children. A black root was The totems of a leshen allow him to watch over his
created by a night hag or a crone. By kidnapping a child from territory within 6 miles of its lair. The effect is similar to
a village, trapping him into a tree trunk inside the leshen's lair the arcane eye spell, but the eye cannot move away from
and letting him starve to death there, a crone can corrupt a the totem.
leshen with her magic. The tree will soon grow out of When the leshen dies, all of these regional effects fade over
proportion, turning into a twisted blighted thing, sprouting 1d10 days.
gigantic black roots where blights plants (p.31 MM) start to
grow and infest the region.
A Leshen's Lair Black Root Regional Effects
A leshen lives in deep forest, usually near a grove or a Use these regional effects for a Black Roots Leshen
clearing with a large concentration of totems made of natural instead:
materials and animal bones.
Blights creature (p.31 MM) appear near the
LAIR ACTIONS blighted tree in the lair of the leshen and start
On initiative count 20 (losing initiative ties), the leshen takes a to spread their poison and uproot healthy
lair action to cause one of the following magical effects: plants, replacing them with brambles, toxic
weeds, and others of their kind. In time, any
Roots and plants burst out of the ground, grappling and land or forest near the region will turn into a
lashing at creatures. The area within 60 feet around the place of corruption.
leshen becomes difficult terrain until initiative count 20 on The leshen can alter the weather at will in a 6-
the next round. Huge or larger creatures are not affected. mile radius centered on its lair. The effect is
The leshen and allied creatures within 60 feet of the it are identical to the control weather spell.
Beasts creatures inside the region look sickish
healed of 18 (4d8) hit points. and unhealthy, carrying diseases. Eating game
from this region expose a creature to the
effects of the contagion spell, at DC 13.
Leshen Magic Resistance. The leshen has advantage on saving
throws against spells and other magic effects.
Large fey, neutral
Totem Stride. Once on its turn, the leshen can use 10
Armor Class 17 (natural armor) feet of its movement to step magically into one of his
Hit Points 210 (20d10 + 100) totem within its reach and emerge from a second totem
Speed 30 ft. within its territory, appearing in an unoccupied space
within 5 feet of the second totem.
STR DEX CON INT WIS CHA Actions
24 (+7) 9 (-1) 20 (+5) 13 (+1) 16 (+3) 10 (+0) Multiattack. The leshen makes two melee attacks.
Saving Throws Str +12, Con +10, Wis +8 Claws. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Skills Perception +8 one target. Hit: 25 (3d10 + 7) slashing damage.
Damage Immunities poison, bludgeoning, piercing, Roots Strike (Recharge 5-6). The leshen targets up to two
slashing from nonmagical weapons creatures that it can see within 90 feet of it. Each target
Damage Vulnerabilities fire must succeed on a DC 17 Dexterity saving throw or
Condition Immunities frightened, paralyzed, poisoned take 17 (3d6 + 7) bludgeoning damage and the target is
Senses darkvision 120ft, passive Perception 18 grappled (escape DC 17). Until this grapple ends, the
Languages Druidic, Sylvan but doesn't speak. target is restrained. When a creature ends its turn
Challenge 14 (11,500 XP) restrained by this power it takes an extra 17 (3d6 + 7)
bludgeoning damage as the roots contract to crush it.
Innate Spellcasting. The leshen's innate spellcasting
ability is Wisdom (spell save DC 16). The leshen can Call Primal Beast (2/Day). The leshen chooses what to
innately cast the following spells, requiring no material summon and attempts a magical summoning. The
components: leshen can summon 1d6 Primal Murder of Crows, 1d3
+1 Primal Wolves or 1 Primal Bear. A summoned
At will: druidcraft, grasping vine, speak with plants, plant creature appears in an unoccupied space within 60 feet
growth of the leshen, acts as an ally of its leshen. It remains for l
2/day each: insect plague, polymorph, wall of thorns hour, until it or its leshen dies, or until the leshen
dismisses it as an action.
Magic Attacks. The leshen's weapon attacks are magical.
Chosen of Baphomet
Lord of Carnage. Chosen of Baphomet, also known as
Bloodcallers, the Fathers of Rage or simply as Minotaur
Lords are the strongest and most ferocious of all minotaurs,
towering bull-headed and cloven-hoofed beasts almost as
broad as they are tall. Little more intelligent than their lesser
kin, they are instead set above others of their kind by the
sheer animal intensity of their hunger for flesh, and their
inherent ability to invoke this intense bloodlust in others. As
with human champions, a chosen of Baphomet may swear
allegiance to the demon lord and this is often reflected in
their appearance. Chosen of Baphomet often have red-tinged
flesh and fur, and their horns are sheathed in heavy brass.
They decorate their bodies with many gory trophies, and
jewelry looted from others is hammered into their bare flesh
and hung on their horns.
Leader of the Herd. Though no master of strategy or battle
doctrine, a chosen of Baphomet is capable of leadership, of a
sort. It is he that bellows the raw will of the Horned King,
triggering a terrifying stampede that can only end when the
horde's unnatural thirst is quenched with the blood of men.
As the chosen’s army smashes its way through the dark
woods, the undergrowth is flattened and trees toppled all
around. This is a truly horrifying sight for the occupants of
any settlement in its path, for it spells certain and violent
death. Yet even forewarned by the cacophony of the
stampede's approach, the defenders of such fortifications are
truly doomed, for the chosen of Baphomet and his minotaurs
will be upon them in short order.
Chosen of Baphomet The attack deals an extra 18 (4d8) necrotic damage.
The target must succeed on a DC 17 Constitution
Large fiend, chaotic evil
saving throw or be stunned until the start of the
Armor Class 18 (plate armor) minotaur's next turn.
Hit Points 218 (19d10 + 114) If the target has 25 hit points or fewer after taking
Speed 40ft. the damage of the attack, it must succeed on a DC
17 Constitution saving throw or die.
Saving Throws Str +10, Con +10, Wis +7 Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Skills Perception +11 creature. Hit: 23 (3d10 + 6) piercing damage.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing and slashing from nonmagical weapons Legendary Actions
Senses darkvision 60ft., passive Perception 21 The minotaur can take 3 legendary action, choosing
Languages Abyssal, Common from the options below. Only one legendary action
Challenge 15 (13,000 XP) option can be used at a time and only at the end of
another creature's turn. The minotaur regains spent
Charge. If the minotaur moves at least 10 feet straight legendary actions at the start of its turn.
toward a target and then hits it with a gore attack on the
same turn, the target takes an extra 17 (3d10) piercing Detect. The minotaur makes a Wisdom (Perception)
damage. If the target is a creature, it must succeed on a check.
DC 17 Strength saving throw or be pushed up to 20 Charge (Costs 2 Actions). The minotaur moves up to
feet away and knocked prone. its speed, then make a gore attack.
Stir Rage (Costs 3 Actions). The minotaur targets a
Labyrinthine Recall. The minotaur can perfectly recall any creature that it can see within 30 feet of it. The target
path it has traveled. must succeed on a DC 17 Wisdom saving throw. On
failure, the creature takes 17 (3d10) psychic damage
Actions and uses its reaction to make a melee attack against a
randomly determined creature within its reach. If
Multiattack. The minotaur makes two melee attacks, only there is no creature within its reach, it moves up to
one of which can be a gore attack. If an attack hits, it its speed to get closer to the nearest creature.
can cause it to create an additional effects of his choice
(each effect can be used only once per Multiattack):
Morvudd
These denizens of dark and ancient woods are some of the Chort
most dangerous monsters known to man. Morvudds are Chorts are the somewhat smaller kin of morvudds. Yet any
walking mountains of muscle capped with horned, tooth-filled adventurer who thinks their diminutive stature means they
heads. Like their smaller cousins, chorts, they live in thick present no danger commits a grave error — the kind that can
forests, swamps and bogs. When possible, they avoid end his career permanently. Chorts fight with little finesse,
humans, but when confronted, they kill them — and without running straight towards their opponent and trying to mow
much difficulty. him to the ground with the force of their charge. After
Mistaken Folktale. Legends often mistake morvudds for downing their foe, they bite, kick, and strike with their claw-
sylvans, ascribing to them the ability to speak, stand on two tipped paws.
legs, gobble up cabbage, play pranks and work mischief
around the household. The arrival of a true morvudd in a
region soon puts an end to such tales. The creatures do not Third Eye of a Morvudd
speak, at best communicating with each other through The third eyes of morvudds and chorts are
grunts, snorts and moans. They get about on four legs, and as powerful magically charged organs. This disturbing
for their "mischief"... they destroy farmsteads, devouring appendice doesn't die with the morvudd. It's still
anything that can be devoured, including cabbage, if such is alert even after the creature's death. If harvested
available, but also extending to poultry, pork, the family dog, from the corpse of the creature, it can be used as
and then the family itself. an alternative spell component. The third eye can
be consumed to substitute any magical component
Hulking Menace. Their size alone makes morvudds and of up to 5,000 gold pieces value; the eye is
chorts extremely dangerous — one blow from their powerful destroyed in the process. For this reason many
paws can kill a knight along with its fully-armored mount. wizard will pay a good price for it and some
Their enormous heft also makes them almost invulnerable to particularly brave and skilled hunters have made a
mundane weapons; the only sure way to put them down is lucrative carrier out of hunting the monster.
magic and enchanted weapons. Furthermore, any wounds
they receive heal at lightning speed. When a morvudd is
gravely wounded, it will fight with increased aggressiveness,
caring little for its own security while it deals tremendous
damage to what stands in its path. Morvudds are cunning
fighters: if they are gravely wounded, they will retreat,
counting on their regenerative ability, and charge back into
the fight, completely healed.
Third Eye. As if they weren't already tough enough,
morvudds need not rely on their strength and stamina alone
when fighting. Inexperienced hunters assume that the only
danger coming from morvudds is physical, they will die in the
seconds that follow. Morvudds can call on a more refined
weapon: the third eye located in the center of their forehead.
They can use it to impede their prey with an array of powers.
When this occurs, their victim does not see anything beyond
this single burning eye — the last thing they see before their
death. The morvudd’s third eye defines this monster as a
force with which to be reckoned.
Controversial Origin. Many theories abound on the origins
of morvudds. The most popular ones give them a demonic
ancestry, but truthfully none has ever be seen collaborating
with demons or devils. Others believe them to have originated
from the Feywild, basing this assumption on the somewhat
similar powers they share with fomorians. It's true that these
twisted giants have been known to take "pets", but imagining
that the ferocious morvudds could have ever been one of
them is a conclusion that few are willing to make.
Chort Actions
Large monstrosity, chaotic evil Multiattack. The chort use its Third Eye and makes two
claw attacks.
Armor Class 14 (natural armor)
Hit Points 131 (12d10 + 72) Antlers. Melee Weapon Attack: +11 to hit, reach 5ft.,
Speed 50 ft. one target. Hit: 20 (3d8 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 21 (4d6 + 7) slashing damage.
24 (+7) 10 (+0) 22 (+6) 6 (-2) 13 (+1) 9 (-1) Third Eye. The chort magically forces a creature it can
see within 60 feet of it to make a DC 15 Charisma
Skills Athletics +11, Perception +9, Stealth +4 saving throw. If it fails, it comes under one of the
Damage resistances bludgeoning, piercing, and slashing following effects, chosen at random:
from nonmagical weapons 1. Asleep. The target falls unconscious. It wakes up if it takes
Senses darkvision 120 ft., passive Perception 19 any damage or if another creature uses its action to shake
Languages understands Abyssal but cannot speak the sleeper awake.
Challenge 10 (5,900 XP) 2. Panicked. The target is frightened. On each of its turns, the
frightened creature must take the Dash action and move
Devastating Charge. If the chort moves at least 20 feet away from the chort by the safest and shortest available
straight toward a target and then hits it with an antler route, unless there is nowhere to move. If the target
attack on the same turn, the target takes and extra 11 moves to a place at least 60 feet away from the chort
(2d10) piercing damage. If the target is a creature, it where it can no longer see it, this effect ends.
must succeed on a DC 15 Strength saving throw or be 3. Sickened. The target has disadvantage on attack rolls and
knocked prone, in which case the chort can make
ability checks. The creature can repeat the saving throw at
another attack with its claws against it as a bonus
the end of each of its turns, ending the effect on itself on a
action.
success.
Regeneration. The chort regains 10 hit points at the start
of its turn if it has at least 1 hit point.
Restless Eye
Wondrous item, rare, cursed (requires attunement)
Optional: Curse of the Restless Eye.
This fleshy, evil-looking eye is the Third Eye of a fallen When a morvudd dies, the nearest intelligent
morvudd or chort. The eye merges with your forehead, creature to its body must make a DC 18 (DC 15 for
blinking and staring independently from your eyes. The eye a chort) Wisdom saving throw. In case of failure,
has 3 charges, and it regains 1d3 expended charges daily at the creature gains a form of indefinite madness: "I
dawn. You can use an action to expend 1 of its charges to cast must keep the eye at all cost; it's now my most
the eyebite spell at DC 15 from it. Additionally you gain treasured possession".
proficiency with the Wisdom (Perception) skill or gain
advantage on this roll if you are already proficient.
Relic Morvudd
Crossing's Guardians. Morvudds nicknamed “relic” are
ancestral creatures that may have inspired many tales about
classic underworld guardians. These hulking monstrosities
lurk and establish their lairs near crossings to other planes.
They can instinctively feel where the barrier between the
worlds are thin and are attracted to such places. As they feed
on the lingering magical energies, they grow even larger,
rivaling in size with giants, and gain increasingly more
magical abilities.
Natural Border. Few creatures can stand against a relic
morvudd. They are usually at the top of the food chain in the
region, killing any other predator that steps into its territory.
They live in vast expanses of dark forest, in the deepest parts
of the wood. The monster leaves corridors of broken trees
and deep hoofed prints, making it quite easy to track down
and to delimit its territory. However, clever rangers usually
take these signs as natural borders and warn folks not to go
any further. Some things are simply better left alone.
Relic Morvudd Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 26 (5d6 + 9) slashing damage.
Huge monstrosity, chaotic evil
Third Eye. The morvudd magically forces a creature it
Armor Class 16 (natural armor) can see within 60 feet of it to make a DC 19 Charisma
Hit Points 270 (20d12 + 140) saving throw. If it fails, it comes under one of the
Speed 60 ft. following effects, chosen at random:
1. Asleep. The target falls unconscious. It wakes up if it takes
STR DEX CON INT WIS CHA any damage or if another creature uses its action to shake
the sleeper awake.
28 (+9) 8 (-1) 24 (+7) 8 (-1) 15 (+2) 9 (-1)
2. Madness. The target is charmed. The charmed creature
behaves as if under the effects of the confusion spell
Saving Throws Str +15, Con +13, Cha +5 during combat. The creature can repeat the saving throw at
Skills Athletics +15, Perception +14, Stealth +5
the end of each of its turns, ending the effect on itself on a
Damage resistances fire, lightning; bludgeoning,
success.
piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 24 3. Weakened. The creature has disadvantage on Constitution
Languages understands Abyssal but cannot speak checks and Constitution saving throws. In addition,
Challenge 20 (25,000 XP) whenever the creature takes damage, it is stunned until the
end of its next turn. The creature can repeat the saving
Blinding Gaze. When a creature that can see the throw at the end of each of its turns, ending the effect on
morvudd's third eye starts its turn within 30 feet of the itself on a success.
morvudd, the morvudd can force it to make a DC 19 4. Feeblemind. The target takes 14 (4d6) psychic damage
Charisma saving throw if the morvudd isn't and the creature’s Intelligence and Charisma scores
incapacitated and can see the creature. If the saving become 1. The creature can’t cast spells, activate magic
throw fails, the creature is blinded until the end of its items, understand language, or communicate in any
next turn. Unless surprised, a creature can avert its eyes intelligible way. The creature can, however, identify its
to avoid the saving throw at the start of its turn. If the friends, follow them, and even protect them. At the end of
creature does so, it has disadvantage on attack rolls each day, the creature can repeat the saving throw, ending
against the morvudd until the start of its next turn. If the effect on itself on a success. The effect can also be
the creature looks at the morvuud in the meantime, it ended by greater restoration, heal, or wish.
must immediately make the saving throw.
Devastating Charge. If the morvudd moves at least 20 Legendary Actions
feet straight toward a target and then hits it with an The morvudd can take 3 legendary actions, choosing
antler attack on the same turn, the target takes and from the options below. Only one legendary action
extra 16 (3d10) piercing damage. If the target is a option can be used at a time and only at the end of
creature, it must succeed on a DC 19 Strength saving another creature's turn. The morvudd regains spent
throw or be knocked prone. If the target is prone, the legendary actions at the start of its turn.
morvudd can make another attack with its claws against
it as a bonus action. Move. The morvudd moves up to its speed without
provoking opportunity attacks.
Legendary Resistance (3/Day). If the morvudd fails a Claws. The morvudd makes one claw attack.
saving throw, it can choose to succeed instead. Third Eye (Costs 2 Actions). The morvudd uses its
Regeneration. The morvudd regains 20 hit points at the Third Eye.
start of its turn if it has at least 1 hit point. Eye Ray (Costs 3 Actions). The morvudd targets a
creature that it can see within 60 feet of it. The target
Actions must make a DC 19 Constitution saving throw, taking
36 (8d8) necrotic damage on a failed save, or half as
Multiattack. The morvudd use its Third Eye and makes much damage on a successful one. If the saving
three attacks: one with its bite and two with its claws. throw fails by 5 or more, the target instead takes 64
Antlers. Melee Weapon Attack: +15 to hit, reach 5 ft., necrotic damage. The target dies if reduced to 0 hit
one target. Hit: 31 (5d8 + 9) piercing damage. points by this ray.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 36 (5d10 + 9) slashing damage.
Nekker
Take heed, gents, there's nekkers under this bridge. If you all Innocence Lost. Legends say that the nekkers were once
cross at once, without slowing or stopping, there's nothing to gentle and playful fey, living quietly in the realm of Arcadia. A
fear. But if your cart throws an axle and you get stuck out powerful Archfey, known only as the Lady of Thorns, twisted
there... Well, close your eyes and pray to the gods.— Kurt their entire race and turn them into the vicious and pesky
Hammerbach, city guardsman in Vengerberg beings they are today. The Lady used the nekker to find and
trick children with the spark of magic to wander into the
Vicious Ambusher. Imagine a drowner that burrows tunnels, Feywild, never to be seen again. Some say the Lady was a
climbs trees, is more vicious than usual, and when crone or hag, keeping herself alive by feeding on the children,
ambushing its prey, it does so with many of its kin. Now you other legends pretend that she was a dryad queen. Nobody
have a good idea of what a nekker is. These primitive fey knows who the Lady really was and what happened to her.
creatures are the bane of the wilderness and found in None have heard of her in centuries, still, the nekkers remain,
numbers across the world, preferably near roads. The doing her biding.
inhabitants of forest villages fear them, and animals give their
nests a wide berth. Nekkers typically live in cave networks Overwhelming Swarm. A lone nekker is harmless. Five are
with maze of tunnels giving access to the surface, where they dangerous. Ten can kill even a veteran monster slayer.
can easily retreat if things turn sour. Some particularly bold Individual nekkers are weak, easy marks compared to other
nests will extend their tunnel to inside a settlement, monsters; Nekkers do not tend to fight as individuals. One
harassing the inhabitants day and night. must be ready to repel many foes at once. If you see one,
expect anywhere from 2-10 more. They burrow from beneath
Tribal Society. Nekkers are social creatures, gathering in the ground or fall from trees and swarm upon their prey.
something akin to tribes, for they can only repel the attacks of Though primitive, the tactic is surprisingly effective. Nekkers
stronger assailants with sheer numbers. They use war paints overwhelm their targets through sheer numbers, surrounding
to establish social status, and will occasionally fashion tribal them, then pummeling and clawing victims to death. Even
icons out of bones, wood and razorvine, which they seem veteran adventurers can fall prey to this. When facing large
particularly found of. When nekkers venture out as a war or groups of nekkers, it is best to take advantage of tactics that
hunting party, they are led by thornhearts, their prophets and can harm several opponents at once, such as spells and
leaders. Thornhearts give orders, turning a wild band into an explosives that can help thin out the swarm with ease. As
organized unit, thus they should be eliminated first. As with other agile creatures, running from nekkers is not the
malicious as they are, nekkers are cowardly creatures by best idea, for the monsters will catch up to their prey and
nature and will not hesitate to flee if too many of them are swiftly kill it with multiple hits of their claws.
slaughtered or an opponent seems too dangerous. This
obviously changes when a thornheart is leading the tribe,
exalting them.
Nekker Nekker Warrior
Small fey, chaotic evil Small fey, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 7 (-2) 8 (-1) 5 (-3) 10 (+0) 15 (+2) 13 (+1) 7 (-2) 8 (-1) 9 (-1)
Fey Resilience. The nekker has advantage on saving Burrowing Devil. If the nekker moves at least 10 feet
throws against illusions, as well as to resist being with it burrowing speed toward a target, the nekker
charmed or paralyzed and magic can't put the nekker makes its next weapon attack roll with advantage. If
to sleep. the attack hits, the nekker can make another attack
with its claws against the same target as a bonus
Thorn Lurker. The nekker can attempt to hide even action.
when it is only lightly obscured by foliage.
Additionally, the nekker can pass through nonmagical Fey Resilience. The nekker has advantage on saving
plants without being slowed by them and without throws against illusions, as well as to resist being
taking damage from them if they have thorns, spines, charmed or paralyzed and magic can't put the nekker
or a similar hazard. to sleep.
Thorn Lurker. The nekker can attempt to hide even
Actions when it is only lightly obscured by foliage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., Additionally, the nekker can pass through nonmagical
one creature. Hit: 3 (1d4 + 1) slashing damage. plants without being slowed by them and without
taking damage from them if they have thorns, spines,
or a similar hazard.
Actions
Nekker Warrior
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Particularly troublesome are the larger, stronger individuals one creature. Hit: 6 (2d4 + 2) slashing damage. If the
known as warriors, a rarer breed of nekkers. Nekker warriors target is a creature other than an undead or a
are a larger version of the nekker and typically distinguished construct, it must succeed on a DC 10 Constitution
by their red-painted faces. Nekker warriors support their saving throw or lose 2 (1d4) hit points at the start of
smaller companions when they prepare an attack or ambush. each of its turns due to internal injuries. Each time
the nekker hits the wounded target with this attack,
the damage dealt by the wound increases by 2 (1d4).
Any creature can take an action to stanch the wound
with a successful DC 10 Wisdom (Medicine) check.
The wound also closes if the target receives magical
healing.
Reactions
Escape. The nekker adds 3 to its AC against one
melee attack that would hit it. To do so, the nekker
must see the attacker. If the attack misses, the
nekker can move from half its burrowing speed
without provoking opportunity attacks.
Phoocas
Phoocas Strange Breed. Phoocas are a strange breed of nekker that
Small fey, chaotic evil
seem to have an irrational hatred for every creature with a
Armor Class 14 (natural armor) spark of magic, to the exception of thornhearts that they
Hit Points 39 (7d6 + 14) revere like prophets. They are fierce hunters and have the
Speed 40ft., burrow 30ft., climb 30ft. ability to drain the energy from spells, leaving spellcasters
vulnerable to their vicious claws. Phoocas paint their body in
dark green or brown colors, while practicing some sort of
STR DEX CON INT WIS CHA ritual scarification, piercing their skin with razorvine thorns.
10 (+0) 17 (+3) 15 (+2) 10 (+0) 10 (+0) 9 (-1)
Magic Magpie. Phoocas are somewhat the magpies of the
Skills Perception +2, Stealth +7 nekkers; they steal any magic item they can get their hands
Senses darkvision 120ft., passive Perception 12 on, going to great length and danger to acquire them. They
Languages Nekker, Sylvan always bring their prize deep inside the nekker’s burrow,
Challenge 2 (450 XP) offering it reverently to thornhearts. Mages learn to protect
their studies against these intruders, for hiring parties of
Fey Resilience. The nekker has advantage on saving adventurers to recover prized possessions becomes quickly
throws against illusions, as well as to resist being more than an annoyance.
charmed or paralyzed and magic can't put the nekker
to sleep. Thornheart
Sense Magic. The phoocas can pinpoint the presence Astrological Ceremony. During rare astrological events,
of magic within 30 feet of it, be it a creature with
magical abilities, an active spell or a magic item.
when the barrier between the Feywild and the Material world
is thinning, the nekkers will venture into settlements, led by
Sneak Attack (1/Turn). The phoocas deals an extra 7 phoocas, looking for children with the spark of magic in
(2d6) damage when it hits a target with a weapon them. Tragedies usually follow, as the nekkers swarm
attack and has advantage on the attack roll, or when slaughters the entire village and every mage, priest or druid
the target is within 5 feet of an ally of the phoocas they can find. The children found are taken to the Thorn
that isn't incapacitated and the phoocas doesn't have
disadvantage on the attack roll.
Garden, a fey crossing at the deepest point of the nekker’s
burrow, filled with deadly razorvines. During a strange
Thorn Lurker. The nekker can attempt to hide even ceremony, the heart of the children are pierced with a
when it is only lightly obscured by foliage. Thornshard, one of the many magical thorns that used to be
Additionally, the nekker can pass through nonmagical part of the Lady of Thorn’s dress, a sacred item for the
plants without being slowed by them and without nekkers. The ones that survive turn into nekkers known as
taking damage from them if they have thorns, spines,
or a similar hazard.
thornhearts, wielding a fraction of the Lady’s power.
Skills Stealth +7 Thorn Charm. The thornheart touches the thorn in its
Senses darkvision 120ft., passive Perception 12 heart and target one creature that it can see within 60
Languages Common, Nekker, Sylvan feet of it. That target must make a DC 13 Charisma
Challenge 3 (700 XP) saving throw. If the target succeeds on the saving
throw, the nekker is blinded until the end of its next
turn and takes 2d6 psychic damage. In case of failure,
Fey Resilience. The nekker has advantage on saving the target suffers one of the following effects at
throws against illusions, as well as to resist being random:
charmed or paralyzed and magic can't put the nekker to
sleep. 1. Mad Laughter. The target falls prone, becoming
incapacitated and unable to stand up until the end of the
Heart of the Swarm. While the thornheart is alive, the thornheart's next turn and take 10 (3d6) psychic damage.
other nekkers within 60 feet of it have advantage on 2. Bedeviled. Hooves, horns and fur grows on the target, it
attack rolls against a creature if at least one of the has disadvantage on attack rolls and saving throws until
thornheart's allies is within 5 feet of the creature and the end of the thornheart's next turn.
the ally isn't incapacitated. 3. Afflicted. The target is poisoned until the end of the
Thorn Lurker. The nekker can attempt to hide even when thornheart's next turn as toads, spiders and snakes crowl
it is only lightly obscured by foliage. Additionally, the out of it, and takes 10 (3d6) poison damage.
nekker can pass through nonmagical plants without 4. Foul's Gold. The target loses 2d6 gold pieces as they melt
being slowed by them and without taking damage from and take 10 (3d6) fire damage. If the target has no gold
them if they have thorns, spines, or a similar hazard. pieces, nothing happens.
A Thornheart's Lair:
A thornheart lair is located deep underground, after a maze of
tunnels and caves leading to a place called the Thorn Garden, Variant: Thornheart Spellcasters
a crossing to the Feywild surrounded by deadly razorvine and
beautiful eerie lights. Some thornhearts are granted a particularly
important Thornshard, granting them additional
powers. A Thornheart with this option has a
Lair Traits challenge rating of 5 (1,800 XP) and the following
A thornheart's lair might have any or all of the following additional traits:
effects in place: Innate Spellcasting. The thornheart's innate
spellcasting ability is Charisma (spell save DC 13).
Razorvines (p.110 Dungeon Master's Guide) are growing The nekker can innately cast the following spells,
unpredictably and uncontrollably fast in the lair and its requiring no material components:
surrounding.
Hallucinogenic spores float in the air. Every breathing At will: druidcraft, ensnaring strike
creature that spends more than 10 minutes in the lair 2/day each: entangle, grasping vine, spike growth
without protection against inhaled poison must make a 1/day: conjure woodland beings (nekker only)
DC 14 Constitution saving throw or become poisoned for
24 hours. While poisoned the creature suffers from a
random long-term madness (p.260 Dungeon Master’s
Guide). Fey and creatures with the Fey Ancestry trait are
immune to the spores.
A fey crossing, a portal connecting to the Feywild known
as the Thorn Garden, lies at the bottom of the burrow,
surrounded by razorvines, roots and eerie lights.
If the thornheart is killed, these effects fade over 10 days.
Primal Beast
Lost in the wilderness, in the most secluded places of the
world, one can meet creatures that have never felt the touch
of civilisation. Primal and savage, these beasts are
empowered by the ancient magic of the leshens, landvaettirs
and other powerful spiritual entities. When nature needs to
defend its land, the primal beasts are its champions, fighting
restlessly with tooth, claws and talons.
Apex Predator. The primal beasts embody the perfection of
their species. They are flawless predators, perfect hunters of
the wild, honed over millenias of evolution in places
untouched by the pestilence of men. Only the strongest of
their kind survived to nowadays. They come from an era
Primal Wolf
Large fey, unaligned
where wild beast were ruling the land or from planes were
they run in endless hunts, such as the Feywild or the Outer Armor Class 15 (natural armor)
Plane of the Beastlands. Hit Points 67 (7d10 + 28)
Speed 50 ft.
Servants of the Fey Pacts were sealed long ago between the
beasts and the protectors of the lands. When druids, fey or
rangers are about to give their lives to protect the land, the STR DEX CON INT WIS CHA
beasts will head their call and assist them into battle. When 20 (+5) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
called through magic the beasts will serve for a time,
understanding the necessity to put their hunt aside to partake Condition Immunities charmed, frightened
in the greater good. Skills Perception +4, Sneak +5
Senses passive Perception 14
Languages Sylvan but cannot speak
Summoning Spell Challenge 4 (1,100 XP)
The creatures introduced in this section can all be
summoned by the conjure fey spell. As long as the Pack Tactics. The wolf has advantage on melee attack
caster can expand a spell slot of a level high rolls against a creature if at least one of the wolf's
enough to match the challenge rating of the primal allies is within 5 feet of the creature and the ally isn't
beast. incapacitated.
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Sneak Attack (1/Turn). The wolf deals an extra 13
(4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the wolf that
isn't incapacitated and the wolf doesn't have
disadvantage on the attack roll.
Actions
Multiattack. The wolf makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit 16 (3d6 + 5) piercing damage. If the
target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Primal Bear Primal Murder of Crows
Huge fey, unaligned Large swarm of Small feys, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 7 (-2) 14 (+2) 7 (-2) 11 (+0) 18 (+4) 12 (+1) 7 (-2) 14 (+2) 6 (-2)
Actions Actions
Multiattack. The bear makes three attacks, one with Beaks. Melee Weapon Attack: +6 to hit, reach 5ft.,
its bite and two with its claws. one target in the swarm's space. Hit 22 (5d6 + 4)
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., piercing damage and the target must succeed on a
one target. Hit 20 (2d12 + 7) piercing damage. DC 14 Constitution saving throw or be blinded until
the end of its next turn. The swarm's damage change
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., to 11 (2d6 +4) piercing damage if it has half of its
one target. Hit 24 (3d10 + 7) slashing damage. hit points of fewer.
Flesh Rot (see contagion spell)
Many academies throughout the world have
studied the remains of rotfiends, hoping to explain
their sudden and recurrent return. They have yet to
find the answer to their question but one troubling
fact might lead them on the right path: the
corrupted tissues of the undead always reveal the
presence of the flesh rot disease. Most concluded
that the two phenomena are inherently connected:
a flesh rot outburst is followed by a resurgence of
rotfiends and rotfiend infestations are always
followed by numerous cases of the disease.
Alternatively, a creature that takes damage from
a rotfiend must make a DC 13 Constitution
saving throw, contracting the flesh rot disease
on failure, as per the contagion spell.
Rotfiend
Course it reeks. Think they're called rotfiends because they Unwelcomed Resurgence. Rotfiends and devourers were
smell like roses? — Vesemir, witcher of the Wolf School once rarities, but in age of constant warfare and violence they
can become a veritable plague, as they feed on carrion and
Skinless Rotter. What rotfiends are, everyone can see. Even human corpses, particularly around battlefields, near cities
seeing them is not necessary, as hearing their name should afflicted by plague, or around villages touched by famine.
be enough to tell anyone what creatures might bear this They appear of a sudden, and disappear even more quickly if
unpleasant title. Rotfiends resemble decomposing human threatened, so exterminating them is difficult. They are best
bodies that have been mostly stripped of their skin. Their dealt with by cutting off their food supply, which is, burning
presence is given away by the overwhelming stench of rot all corpses in the area. Corpses must be incinerated rather
which gives them their name. than buried, for rotfiends are avid and skillful diggers.
Without sustenance, the beasts will leave in search of new
Pack Scavenger. Similar to ghouls, rotfiends roam in packs. feeding ground. See a rotfiend and you can be sure there are
Rotfiends are undead, so usual tactics against this kind of many more in the area. They usually feed in large groups and
creature might apply. Common poisons, on the other hand, thus present a danger to lone travelers – especially
are useless - the beasts have gained immunity to these by considering their speed, which can be more than a match for
devouring carcasses. Killing a rotfiend is not difficult, yet one a horse at full gallop. Rotfiends and devourers feed in the
must remember to survive the moment of the beast's death, twilight hours and at night, when they become much more
for the monster's corpse releases explosive fumes a mere dangerous than during the day.
spark could ignite. The resulting explosion can easily kill an
adventurer, but it might also kill nearby rotfiends, creating Undead Nature A rotfiend doesn't require air, drink or sleep.
something of a chain reaction. Thus, a dying monster should
be drawn away from its kin. Devourer
Hysterical Strength. Backed against a wall, a rotfiend flies Insatiable Appetite. Devourers are a particularly dangerous
into a fury, attacking madly. This attack should be evaded, for kind of rotfiend marked by an insatiable appetite for human
the beast's chaotic blows carry a strength that can only be flesh. Most folktales on rotfied suggest that once a rotfiend
called hysterical. Running is never a good idea when fighting tasted the flesh of a living humanoid it will turn into a
rotfiends, as the creatures will pursue its foe, jump on its devourer, craving the flesh of the living rather that of the dead.
back, knock it down and overwhelm it. Stopping rotfiends
from escaping can be difficult as they try to burrow into the Clever Digger. There is no distinguishable hierarchy in the
ground. rotfiend pack, but devourers are without question the best at
finding and digging corpses, and so the rest of the pack
follows them wherever they go.
Rotfiend Devourer
Medium undead, chaotic evil Medium undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2) 16 (+3) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1)
Actions
Multiattack. The devourer makes two rotting fist
attacks.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 10 (2d6 + 3) bludgeoning
damage.
Scurver
Old Corpse Eater. Scurvers are rotfiends' larger cousins. Scurver
The bodies of these hideous, vaguely humanoid creatures are Medium undead, chaotic evil
covered in rotten scraps of flesh, under which lurk even more
rotten muscles stretched around a strong, flexible skeleton. Armor Class 15 (natural armor)
Scurvers, which feed on old, rotting corpses, prefer to make Hit Points 75 (10d8 + 30)
Speed 50 ft., burrow 10 ft.
their hunting grounds in abandoned torture sites, forgotten
graveyards, and old battlefields. They are very aggressive and,
though they feed on corpses, if they come across a living STR DEX CON INT WIS CHA
person they are likely to attack. 16 (+3) 14 (+2) 16 (+3) 5 (-3) 13 (+1) 7 (-2)
Razor Spines. Scurvers usually feed underground, but
sometimes, when they catch the scent of a human, they crawl Skills Perception +4, Stealth +5
to the surface in a matter of seconds and attack their Damage Immunities necrotic, poison
potential prey. While fighting them one cannot afford to forget Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned
about their special boney spines, razor sharp protuberances Senses darkvision 60 ft., passive Perception 14
sticking out from their skeletons. When a scurver is near Languages —
death, the gasses and enzymes gathered within its body Challenge 5 (1,800 XP)
cause it to explode, flinging these spines out at great speed,
turning them into one last deadly weapon in their arsenal. Death Burst. When the scurver dies, it explodes,
flinging spines out at great speed. Each creature
within 15 feet of it must make a DC 15 Dexterity
saving throw, taking 13 (3d8) piercing damage plus
13 (3d8) poison damage on a failed save, or half as
much damage on a successful one.
Razor Spines. A creature that touches the scurver or
hits it with a melee attack while within 5 feet of it
takes 3 (1d6) piercing damage plus 3 (1d6) poison
damage.
Actions
Multiattack. The scurver makes two attacks: one with
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 15 Constitution saving
throw, taking 13 (3d8) 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 creature. Hit: 10 (2d6 + 3) slashing damage.
Satyr
Four new fey creatures of the satyr kind appear here, joining
the regular satyr in the Monster Manual.
Amber Father
Amber Spring. After several lifetimes dedicated to the
pursuit of pleasure and having visited the four corners of the
world, some ancient satyrs grow tired of the life of a wayfarer
and retreat deep into the Feywild. Wiser from their numerous
experiences and travels, they take to a life of quiet and
contemplation, appreciating the simple beauty of life after the
unceasing chaos of their younger years. Almost instinctively,
some undertake a spiritual journey through the remote parts
of the plane. Their path leads them to a place of secret
wonders – the amber spring. There, they commune with the
spirits of eternal treants, drinking from the spring of liquid
amber and falling into a decades long slumber, sheltered in a
cocoon of amber. Some never wake up, sleeping forever
amidst the treants, others awake from their cocoon with
renewed purpose, size and strength.
Herald of Rebirth. Touched by the primeval spirits of the
Feywild, amber fathers take on the role of revered elders in
satyr gatherings and encourage them to protect natural
places. As they only ever reach few satyrs, they often take
personally a more active role in the safekeeping of magical
places, assuring they stay pure and outside of the reach of
malevolent forces. To fulfil their calling, they rely on the
verses of rebirth, an ancient invigorating litany taught by the
spirits and magical amber beads. With this song of hope and
life they tend the wounds of the land, traveling to places
ravaged by war, magic calamities and curses. As they heal the
land in their travel, so do they gift it with protectors, mighty
treants, awoken by their song and given form by the amber.
Altruistic Life. Amber fathers can usually be found traveling
the world, just like younger satyrs do. They listen for stories
of war or disasters, questioning travelers to learn where their
gift might be needed. Many entertain friendly relationships
with druidic organizations and temples dedicated to the
protection of nature, including farming communities. In the
Feywild, they occasionally frequent the Summer Court,
sometimes tending to the wonderful gardens and palaces,
growing their magical amber into the intricate architectural
designs and sculptures, but have no interest in the intrigues
that constantly unfold within the Court itself.
Amber Father Verses of Rebirth. The satyr can recite the verses of
rebirth while taking a short rest. Any ally who hears the
Huge fey, chaotic good
verses regains the maximum number of hit points
Armor Class 14 (natural armor) possible if it spends any Hit Dice to regain hit points at
Hit Points 142 (15d12 + 45) the end of that rest and makes all Constitution saving
Speed 40 ft. throws with advantage for 24 hours. The satyr can
confer this benefit on himself as well. All plants in a
half-mile radius centered on the satyr become enriched
STR DEX CON INT WIS CHA for 1 year. The plants yield twice the normal amount of
food when harvested and grow twice as fast.
23 (+6) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 14 (+2)
Actions
Saving Throws Wis +9, Cha +6
Skills Perception +9, Performance +10, Stealth +6 Multiattack. The satyr makes three melee attacks, only
Damage Resistances bludgeoning, piercing, and slashing one of which can be a ram attack.
from nonmagical weapons that aren't silvered Ram. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Senses passive Perception 19 one target. Hit: 23 (5d6 + 6) bludgeoning damage. If
Languages Common, Elvish, Sylvan the target is a creature, it must succeed on a DC 16
Challenge 10 (5,900 XP) Strength saving throw or be knocked prone.
Bag of Amber. The satyr possesses a bag of amber Unarmed Strike. Melee Weapon Attack: +10 to hit, reach
beads, collected from the sap of ancestral treants in the 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning
Feywild. He can use the amber beads as a bag of beans, damage.
choosing the effect he wants. If the bag is lost or Amber Bead. Ranged Weapon Attack: +6 to hit, range
destroyed, the satyr must craft another, which takes a 60/120 ft., one target. Hit: 18 (4d8) fire damage plus
year and a day. Only an amber father satyr can use a bag 18 (4d8) radiant damage. If the target is a creature, it
of amber. must succeed on a DC 16 Constitution saving throw or
be blinded until the end of its next turn.
Magic Resistance. The satyr has advantage on saving
throws against spells and other magical effects. Sleep Breath (Recharges 5-6). The satyr exhales sleep gas
in a 30-foot cone. Each creature in that area must
Speak with Beasts and Plants. The satyr can communicate succeed on a DC 16 Constitution saving throw or fall
with beasts and plants as if they shared a language. unconscious for 10 minutes. This effect ends for a
creature if it takes damage or someone uses an action
to wake it.
An Amber Father's Lair One creature the satyr can see within 120 feet of him
The lair of an amber father consists of a forested area that must succeed on a DC 15 Dexterity saving throw or be
has benefited from its Verses of Rebirth in the past year. In enclosed by a golden cocoon of shimmering energy.
such forest, golden spirits often appear out of the corner of Nothing—not physical objects, energy, or other spell
the eye, vanishing a second later. An amber father effects—can pass through the barrier, in or out, though a
encountered in its lair has a challenge rating of 11 (7,200 XP). creature in the cocoon can breathe there. The cocoon is
immune to all damage, and a creature or object inside
Lair Actions can’t be damaged by attacks or effects originating from
On initiative count 20 (losing initiative ties), the satyr takes a outside, nor can a creature inside the cocoon damage
lair action to cause one of the following magical effects; the anything outside it. The effect ends on initiative count 20
satyr can't use the same effect two rounds in a row: on the next round.
A host of golden fey spirits fills a 10-foot-radius sphere
The satyr chooses one beast of challenge rating 2 or lower centered on a point the satyr chooses within 60 feet of
and conjures it. This beast looks like a translucent being him. The host spreads around corners and remains until
made of amber, but still generally resembles the creature the satyr dismisses it as an action, uses this lair action
it is imitating. Otherwise, the summoned beast appears in again, or dies. The host lightly obscures its area. Any
an unoccupied space within 60 feet of the satyr and acts hostile creature that moves to a space within 10 feet of the
as an ally of the satyr. It remains until initiative count 20 host for the first time on a turn or start its turn there
on the next round, until the satyr dies, or until the satyr makes a DC 15 Dexterity saving throw. The creature takes
dismisses it as an action. 20 radiant damage on a failed save, or half as much
damage on a successful one. Any ally creature that moves
into the host’s space for the first time on a turn or start its
turn there regains 20 hits points. The host can’t heal
constructs or undead.
Bonfire King Regional Effect
The region containing a bonfire king's lair is transformed by
Deceptive Appearance. Faun are coarse and selfish the revelstone's presence, creating the following magical
creatures, driven by self-interest. Nothing is sacred to them, effects:
they obscenely mock the gods and their temples. However, The satyr's visage can appear in any fire within 6 miles of
when their debauchery reaches epic proportions, one of them its lair, allowing him to see and hear through the fire as if
might step up, having an epiphany and gaining ambitions to he was there. The satyr can speak through the fire.
become more than a simple faun, perhaps someday reaching Given days or longer to work, the satyr can make illusions
the archfey status. These creatures are called bonfire kings within 6 miles of its lair as solid as stone, forming
or reveling lords, corpulent and lazy satyrs. Since these satyrs structures and other objects as it wishes.
enjoy partaking of the fruits of others’ labors without asking Intelligent creatures within 6 miles of the satyr's lair are
permission, men do not take to them kindly and at times, prone to chaotic behavior. Even strangers can feel their
fooled by their awkward appearance, will try to solve this behavior to slowly shift. Towns and villages within the
problem using force. This often ends in tragedy, for these region have plenty more brothels, taverns and a thriving
satyr, despite their obesity, hide almost absurd amounts of illegal underworld. Overhaul hedonistic behavior are
physical strength and can call on dangerous magic. stronger and exacerbated. Over time creatures start to
Greedy Would-be Gods. Bonfire kings are egocentric above develop dark cravings that will lead to their downfall. At
all else, nasty schemers seeing themselves as divine beings, the end of each long rest taken within the influence, a
entitled to rule over all fey and men. They cannot stand to be visitor that is neither chaotic good, chaotic neutral nor
snubbed and demand worship from all they encounter. In chaotic evil must make a DC 10 Wisdom saving throw. On
such regard, they should be shown deference by all and will a failed save, the creature's alignment changes to chaotic
only speak with outsiders if a worthy offering is made. Lazy (whichever is closer to the creature's current alignment).
by nature, they would gladly spend every day in idleness, The change becomes permanent if the creature doesn't
puffing on pipes, surrounded by concubines, gorging on rich leave the influence within 7 days. Otherwise, the
foods and downing strong drinks. To honor a bonfire king, its creature's alignment reverts to normal after one day spent
faun devotees will erect large stones carvings, with somewhat away from the influence. Casting the dispel evil and good
grotesque and obscene features. At times, they can be found spell on the creature also restores its original alignment.
in barbarian tribes or small towns and villages, pushing them If the revelstone is destroyed, these effects fade over
to embrace their savagery and cravings in grand orgies instantly.
around totemic stones.
A Bonfire King's Lair
A bonfire king establishes his lair close to a settlement of
intelligent creatures and place of magical significance, ideally
a fey crossing. At the center of his lair stands a revelstone, a
massive monolith surrounded by blazing bonfires. Every
solstice, the Grand Revelry is held at the stone, a pagan orgy
where people and fey dance, merry and drink until
exhaustion, feeding the glamour magic of the bonfire king
with the flowing emotions.
Lair Traits
A Bonfire King's lair might have any or all of the following
effects in place:
Fire burns far and bright inside the lair. Flames and
magical light sources cast double the area of bright light
and dim light. A creature starting its turn with 5 feet of an
open flame must make a DC 10 Dexterity saving throw or
ignites along with its flammable objects. Until a creature
takes an action to douse the fire, the target takes 5 (1d10)
fire damage at the start of each of its turns. Creatures with
sunlight sensitivity are blinded while inside the lair.
Finishing a short or long rest involving a meal within the
lair grants a creature the benefit of a heroes’ feast spell.
Partially real illusory walls and structures block off areas
in the satyr's lair. Each wall is 6 inches thick, and a 10-foot
section has AC 5, 15 hit points, immunity to acid, cold, fire,
necrotic, poison, and psychic damage. If the satyr wishes
to move through a wall, it can do so without slowing down
and the wall section remains.
Bonfire King Ram (Beast or Satyr Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5)
Large fey (shapechanger), chaotic evil
bludgeoning damage. If the target is a creature, it must
Armor Class 15 (natural armor) succeed on a DC 18 Strength saving throw or be
Hit Points 199 (19d10 + 95) knocked prone.
Speed 40 ft. Whims of Chaos. The satyr invokes the following magical
effects at random, choosing one to three targets it can
see within 60 feet of it:
STR DEX CON INT WIS CHA
1. Inebriated. The targeted creature must succeed on a DC
20 (+5) 14 (+2) 21 (+5) 15 (+2) 13 (+1) 21 (+5) 18 Constitution saving throw or if it moves on its turn it
falls prone and it has disadvantage on attack rolls until the
Saving Throws Con +10, Cha +10 start of the satyr’s next turn.
Skills Deception +15, Perception +5, Performance +15 2. Hallucinating. The targeted creature must succeed on a DC
Damage Resistances poison; bludgeoning, piercing, and 18 Wisdom saving throw or be frightened of its allies and
slashing from nonmagical weapons that aren't
charmed by its enemies until the start of the satyr’s next
silvered
turn.
Damage Immunities fire
Senses passive Perception 15 3. Compelled. The targeted creature must succeed on a DC
Languages Common, Elvish, Ignan, Sylvan 18 Wisdom saving throw or be charmed by the satyr for 1
Challenge 13 (10,000 XP) minute. While charmed, the target must follow the satyr's
commands. If the target takes damage, the effect ends.
Shapechanger. The satyr can use his action to 4. Talentless. The targeted creature must succeed on a DC
polymorph into a specific Medium humanoid or a 18 Charisma saving throw or until the start of the satyr’s
Medium or Large beast with horns, or back into its true next turn whenever it makes an attack roll, an ability check
form. Other than his size and speed, his statistics are or a saving throw, the target must roll a d8 and subtract
the same in each form. Any equipment he is wearing or the number rolled from the result.
carrying isn 't transformed. He reverts to its true form if
he dies. Legendary Actions
Innate Spellcasting. The satyr's innate spellcasting ability The satyr can take 2 legendary actions, choosing from
is Charisma (spell save DC 18, +10 to hit with spell the options below. Only one legendary action option
attacks). The satyr can innately cast the following spells, can be used at a time and only at the end of another
requiring no material components: creature's turn. The satyr regains spent legendary
actions at the start of his turn.
At will: major image, mirror image, pyrotechnics,
thaumaturgy Unarmed Strike. The satyr makes one unarmed strike.
2/day each: creation, fireball, scorching ray Glamour Spell (Costs 2 Actions). The satyr casts one of
1/day each: fire storm, maze, mirage arcane his at-will spells. The satyr doesn't need to
concentrate on this spell.
Faun Resilience. The satyr has advantage on saving
Consuming Dance (Costs 3 Actions). The satyr targets
throws against poison, spells and other magical effects.
one creature it can see within 60 feet of it. If the
Glamoured Illusion. When he casts an illusion spell, the target can see the satyr, the target must succeed on a
satyr can choose one inanimate, nonmagical object that DC 18 Wisdom saving throw against this magic or
is part of the illusion and make that object real. He can take 10 (3d6) psychic damage and then start to
change the object on its turn as a bonus action while dance furiously for 1 minute, unless the creature
the spell is ongoing. The object remains real for 10 can’t be charmed.
minutes. The object can’t deal damage or otherwise A dancing creature must use all its movement to
directly harm anyone. dance without leaving its space and has disadvantage
Legendary Resistance (2/Day). If the satyr fails a saving on Dexterity saving throws and attack rolls.
throw, he can choose to succeed instead. It must repeat the saving throw at the end of its next
turn. On a success, the effect ends. On a failure, the
creature is engulfed in flames and also burns for the
Actions duration. At the end of each of its turns, the target
Multiattack. The satyr can use its Whims of Chaos and repeats the saving throw. It takes 22 (4d10) fire
makes three attacks: one with his ram and two unarmed damage on a failed save, and the effect ends on a
strikes. successful one. These magical flames can’t be
extinguished by nonmagical means.
Unarmed Strike (Beast or Satyr Form Only). Melee If damage from this effect kills a target, the target is
Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: turned to ash.
10 (1d10 + 5) bludgeoning damage.
Faun
Debased Cousins. Fauns resemble stout satyrs, displaying
Faun
Medium fey, chaotic evil
harsher bestial features and demeanors, with large and
powerful antlers or horns. If satyrs crave luxury and refinery Armor Class 14 (natural armor)
in their hedonism, fauns are viewed as their debased cousins, Hit Points 59 (7d8 + 28)
gluttons gorging on meat and wine, regardless of quality or Speed 40 ft.
taste. Depicted as lustful and wild, fauns love to play on the
conflict between the lower appetites and civilized behavior in
humankind. They can summon the basest urges in people, be STR DEX CON INT WIS CHA
it temper, sex or addiction. When meeting humanoids, they 16 (+3) 12 (+1) 19 (+4) 7 (-2) 13 (+1) 14 (+2)
often require them to join in their revelry and orgies.
Partaking can be quite dangerous, especially for creatures Skills Deception +4, Perception +3, Stealth +3
lacking the faun’s stunning constitution, as they love to Damage Resistances poison; bludgeoning, piercing,
measure their personal strength and endurance in violent and slashing from nonmagical weapons that aren't
games, that often result in death. The Summer Court have silvered
banned any faun from entering its land, damning them too Senses passive Perception 13
destructive and unrefined to step into their haughty kingdom. Languages Common, Sylvan
The Unseely court, for their part, only barely tolerates faun Challenge 3 (700 XP)
on the outskirt of society.
Faun Resilience. The satyr has advantage on saving
Roving Herd. Fauns live in roving herds of various sizes, throws against poison, spells and other magical
gathered around a chieftain. They love to barge in uninvited effects.
in banquets, weddings and any kind of celebration; wreaking
havoc as they go. In lands with strong ties to the Feywild, it is Actions
common practice to leave food outside the village in hope to Multiattack. The satyr makes two attacks: one with his
appease them or to ward off the place of celebration against ram and one with his greatclub.
fey interlopers. Fauns are always males but can and do breed
with anything. In that regard they often prey on dryads and Greatclub. Melee Weapon Attack: +5 to hit, reach 5
nymphs, but are also known to carry off brides and other ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
women at weddings. The male offspring are always fauns. Javelin. Melee or Ranged Weapon Attack: +5 to hit,
Fauns are believed to be originating from the curse of an reach 5 ft. or range 30/120 ft., one target. Hit: 6
archfey, cast onto a satyr as punishment for seducing its true (1d6 + 3) piercing damage.
love: “May you look as beastly outside as you are inside, and Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
may all that you sire suffer the same fate.” one target. Hit: 10 (2d6 + 3) bludgeoning damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Dark Urges. The satyr touches a creature and
magically knows the creature's current emotional
state. If the target fails a DC 13 Charisma saving
throw, the satyr also knows the creature's alignment,
and its flaw. On a failed save, the creature must
repeat the saving throw at the end of its next turn.
On a failure, the satyr magically influences the
creature to indulge in its flaw, with no regard for
consequences. Creatures that can’t be charmed are
immune to this effect. The target pursues the course
of action suggested to the best of its ability for 1
day. If the satyr or its allies damage the target, the
effect ends. If the target successfully saves against
the effect, the target is immune to this satyr's Dark
Urges for the next 24 hours.
Variant: Menad
Leanan
Menads are trusted leanans that serve as advisors, Exotic Favors. A leanan is a female satyr, often mistaken for
judges, or emissaries of powerful archfey of the a succubus, looking like a highly attractive woman with
Seelie Court. A menad has a challenge rating of 6 horns, a tail and hooves. Many adventurers have tried to gain
(2,300 XP) and the following additional trait: their exotic favors, but most of them despise violence, and
Spellcasting. The satyr is a 10th-level spellcaster.
particularly those that live mercenary lives, fighting for
Her spellcasting ability is Charisma (save DC 14).
nothing but glory and gold. Leanans are known for seducing
The satyr has the following bard spells prepared: humanoids, regardless of race or gender, and are interested
only in men and women that have already come of age. They
Cantrips (at will) : friends, message usually do not kill without reason, if they attack, it is to
lst level (4 slots): charm person, heroism protect their life, though they do draw energy from their lover
2nd level (3 slots): calm emotions, zone of truth to sustain themselves, often until the point of exhaustion.
3rd level (3 slots): sending, tongues One notable exception concerns fauns, that they hate with
4th level (3 slots): compulsion, polymorph passion and will always fight. A leanan will consider helping
5th level (2 slots): animate objects, geas adventurers if they go against fauns or some truly vile
creature, often offering a lock of her magical hair as a token.
True Muse. Leanans are true muses, they give inspiration to
those they favor in exchange for their love and devotion. Many
masterpieces have been created under their patronage and
uninspired artist go to great lengths to catch their fickle
affection. Through their inspiration, they can attune the lower
and higher self, the instinct and the reason. This artistic
journey involves meeting your animistic self in a trance state,
a totemic beast that represents the instinct. One can lose
himself in this revelation, potentially turning into a beast
forever. It is unclear if this occurs by a lack of control from
the leanan, or from a building exposure to the fey’s magic.
Shunned and Loved. Unlike most fey creatures, leanans
tend to live close to civilization, near towns and villages
where they can easily meet young men and women eager to
know love. A good number of them even inhabit large cities.
This proximity can become problematic when moralistic
clergies learn of their presence, but on the other hand many
artistic institutions help them hide in their midst.
Unfortunately for them, the powdered horns of leanans are
very often used in the brewing of love potions and they hair is
prized for the confection of hairlock-charms, a trinket
carrying their muse-gift. This has led to the existence of a
profitable black market for fresh leanans bodies.
Hairlock Charm
Wondrous item, rare
This charm made of intertwined leanan hairs carries the
muse’s magic. When you hold it in your hand, you can use an
action to gain a supernatural charm of the GM 's choice. See
chapter 7 of the Dungeon Master's Guide for more
information on supernatural charms. After it is used, the
charm loses all magic properties.
Leanan Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the
Medium fey, chaotic good (50%) or chaotic neutral
(50%) target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Armor Class 14 (natural armor) Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
Hit Points 71 (13d8 + 13) 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Speed 40 ft.
Exhilarating Gaze. The leanan's eyes sparkle with
enchanting light as she targets one creature she can see
STR DEX CON INT WIS CHA within 30 feet of her. If the target can see the leanan, it
must succeed on a DC 14 Wisdom saving throw against
16 (+3) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 16 (+3) this magic or be charmed until the end of the leanan's
next turn. While the target is charmed in this way, it is
Skills Perception +3, Performance +9, Stealth +6 stunned.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons that aren't silvered Kiss of the Wild. The leanan kisses a creature charmed by
Senses passive Perception 13 her or a willing creature. The target makes a DC 14
Languages Common, Elvish, Sylvan Charisma saving throw. On a failed save, the creature is
Challenge 5 (1,800 XP) transformed (as the polymorph spell) into the type of
beast with a challenge rating of 1 or less that it
identifies most with (creature’s choice). In this form,
Heart Sight. As a bonus action, the leanan can choose the creature retains its mental ability scores and ability
one creature she can see within 60 feet of her and to speak. Whenever the target finishes a long rest, it can
magically knows the creature's alignment, current repeat the saving throw, ending the effect on itself on a
emotional state and ideal, as long as the creature isn't success. After three failed saving throws, the
hidden from divination magic by a spell or other transformation can be undone only by a remove curse
magical effect. spell or similar magic. If the target successfully saves
Magic Resistance. The leanan has advantage on saving against the effect, the target is immune to this leanan's
throws against spells and other magical effects. Kiss of the Wild for the next 24 hours.
Actions
Multiattack. The leanan can use her Exhilarating Gaze.
She then makes three attacks: one with her ram and two
unarmed strikes.
Masterpiece
Muse's Patronage Wondrous item, rare
A leanan that grants a character her patronage can
help him or her create a masterpiece, the A masterpiece can take many forms and shapes, as many as
masterpiece will express the true ideal of the there is ways to express art. If you are within 5 feet of the
character. A character that has proficiency with the masterpiece, you can use an action to speak its command
Charisma (Performance) ability or suitable artisan’s word and activate it. It remains activated until you use an
tools can take at least 10 days and spend 1500 gp action to speak the command word again. Any creature other
worth of rare materials to create the masterpiece. than you using an action to interact adequately with the
The character is assumed to work in company of masterpiece must succeed on a DC 15 Charisma saving
the leanan for 8 hours each of those days. The throw. On a failed save, the creature gains the ideal of the
masterpiece can take any form, it could be a masterpiece’s author, which overrides any opposing ideal. At
painting, a perfume, a song or any form the the end of each long rest, the influenced creature can repeat
character chooses to express his or her talent. the saving throw. On a successful saving throw, the creature
Corrupted Muse. A leanan of evil alignment or loses the new ideal. If a creature successfully saves against
compelled against her will to be a muse will the effect, it is immune to the influence of the masterpiece.
inevitably influence her protegee. A masterpiece Casting the dispel evil and good spell on the creature also
made under such conditions will always express removes the new ideal.
the flaw of the author in place of its ideal.
Siren
“Out at sea, if you hear a beautiful woman singing, turn the Amphibious Ambusher. Sirens work in packs, akin to
ship around at once. You understand? Even if it means sailing harpies and their ilk. Sirens prefer swooping on their prey,
straight back into a storm.” — Arike of Hindarsfjall, advice slashing with their claws, or grappling with their tails as they
given to his son before his first solo voyage sweep past their victims, throwing them into the sea or from
cliffs. On the ground, however, they are virtually defenseless,
Illusory Beauty. Sirens are sea creatures which typically and so a wise tactic is to damage their fin-like wings or fight
take the form of a half-human (male or female) with a fish's into a confined space to force them to land. If gravely
tail, a lot like mermaids or mermen. They appear to rule the wounded, a siren will retreat beneath the sea.
undersea world and wield mysterious power. Their language
is a sing-song variant of the Aquan. They can transform to Ekhidna
resemble beautiful human maidens, though with tails covered
in silver scales instead of legs. Once a naive sailor gets within Feral Worshipers. Ekhidna (the sirens’ more feral cousins)
arm’s reach of these beautiful creatures, their fair faces are a vicious and dangerous species of siren. It is possible,
suddenly turn to fang-filled, fish-like maws, and lovely tails but not confirmed, that they worship the dreaded krakens like
promising unknown delights become sharp talons. gods of the deep, becoming more powerful and feral as they
do. Ekhidna are easily distinguishable from siren by their
Aggressive Monster. One legend claims sirens were once stronger build, extra-long tail and obviously monstrous face.
friendly towards men—and supposedly were even known Needless to say, they never try to seduce sailors but instead
(albeit on rare occasions) to accept some sailors’ clumsy descend upon them with wailing fury.
attempts at courtship. In our day, however, they are decidedly
aggressive, perhaps soured by the numerous kidnappings of Terrifying Flock. Ekhidnas usually hunt in flocks, making
carried out by frustrated sea salts. Whatever the truth, one use of their numbers as well as their ability to move
thing is certain: these days the monsters display no signs of effortlessly through water and air. They love to constrict their
good will, and so when spotting them one should immediately victims, especially underwater while they drown. Ekhidna's
reach for one’s sword. scales glisten underwater, shimmering with power.
Threatened or injured ekhidnas will let out a terrifying shriek,
leaving their opponents stunned while they escape, and their
sisters swoop down for an easy attack.
Siren Ekhidna
Medium monstrosity, chaotic neutral Medium monstrosity, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 8 (-1) 10 (+0) 14 (+2) 17 (+3) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 8 (-1) 20 (+5) 18 (+4) 16 (+3) 7 (-2) 14 (+2) 8 (-1)
Flyby. The susurkan doesn't provoke opportunity Flyby. The susurkan doesn't provoke opportunity
attacks when it flies out of an enemy's reach. attacks when it flies out of an enemy's reach.
Sunlight Hypersensitivity. The susurkan takes 10 Slithering Shadows. While in dim light or darkness,
radiant damage when it starts its turn in sunlight. attack rolls against the susurkan have disadvantage.
While in sunlight, it has disadvantage on attack rolls Sunlight Hypersensitivity. The susurkan takes 10
and ability checks. radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls
Actions and ability checks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) piercing damage. Actions
Tail Stinger. Ranged Weapon Attack: +5 to hit, range Multiattack. The susurkan makes two attacks: two
100/200 ft., one target. Hit: 8 (1d10 + 3) piercing with its bite or two with its tail stinger.
damage. The target must succeed on a DC 13
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Constitution saving throw or become poisoned.
target. Hit: 26 (6d6 + 5) piercing damage.
While poisoned in this way, the target Strength score
is reduced cumulatively by 1d4 at the start of each of Tail Stinger. Ranged Weapon Attack: +7 to hit, range
its turns. This reduction lasts until the target finishes 100/200 ft., one target. Hit: 15 (2d10 + 4) piercing
a short or long rest. The target is paralyzed if this damage. The target must succeed on a DC 16
reduces its Strength to 0. The poisoned target can Constitution saving throw or become poisoned.
repeat the saving throw at the end of each of its While poisoned in this way, the target Strength score
turns, ending the effect on itself on a success. is reduced cumulatively by 1d6 at the start of each of
its turns. This reduction lasts until the target finishes
a short or long rest. The target is paralyzed if this
reduces its Strength to 0. The poisoned target can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Hungry Darkness (Recharge 6). The susurkan casts
hunger of Hadar (spell save DC 16), requiring no
components. Wisdom is its spellcasting ability for
this spell. While the spell persists, the susurkan can
move the area of darkness up to 60 feet as a bonus
action.
Vampire
C
ontrary to popular belief, monsters are not all
alike. Like people, individual members of the
same species can each have their own unique
traits, preferences and weaknesses. A good Blood Addiction
example of this is the many species of vampires,
some very different from the others, and only When a vampire loses control of itself because of
connected by their mandatory diet: fresh blood. its Blood Addiction weakness the vampire enters a
Vampires are often referred as of the lower or higher variant. state called blood frenzy. In order to control itself
near a source of blood, the vampire must make a
There seem to be some disagreement in the academic world DC 15 Wisdom saving throw, on a failed save it
as to what makes a vampire belong to either category. Most loses control and enters blood frenzy. The blood
scholar qualifies a vampire of higher ascendancy when they frenzy ends when the vampire use its bite attack
show the ability to shapechange into a humanoid, but other successfully and inflicts necrotic damage to a
base their assumption on their intelligence and capacity to target, unless noted otherwise in its individual
use magical abilities. Other deny entirely the aforementioned description. If a vampire's saving throw is
classifications and state that higher vampires are an entirely successful or the effect ends for it, the vampire is
different species, immortal and human looking. immune to the blood frenzy for the next 24 hours.
Undead Nature. A vampire doesn't require air. While under the blood frenzy the vampire gains the
following:
Vampire as Monstrosity The vampire shapeshifts back to its vampire
For the purpose of this readjustment vampires are assumed form and cannot use its shapechanger feature
to be undead creatures, just like initial D&D vampires. until the frenzy ends.
Vampires in Sapkowski's works break with many popular The vampire has advantage on melee weapon
stereotypes. In particular, vampires are living creatures and a attack rolls, but attack rolls against it have
species of their own. Their undead nature is nothing but advantage until the frenzy ends.
folklore within the Witcher saga. If you want to stick more The vampire cannot use its Innate Spellcasting
closely to the Witcher's univers we advise that you change the or Spellcasting feature until the frenzy ends.
type of the vampires from this section to Monstrosity instead. The vampire becomes immune to the charmed
and frightened condition until the frenzy ends.
Higher Vampire
Creation Myth The almighty higher vampires remain a mystery for most,
Vampires come in many forms and shapes, but how they their enigmatic nature, erratic memory of the past and
came to be is wildly debated in occult circles. Here are some resistance to divination makes any information gathering on
of the most popular and plausible theories for each their origins almost impossible. A few pointers remain,
subspecies of the bloodsucking fiends. scattered in the distant past and deep in strange Underdark
caves. They are certainly of a planar origin, entering the
Alp Prime Material Plane during a solar eclipse eon ago, but
Folktales tell the tragic story of the noble and mysterious beyond that, only their elders might remember the truth. One
eladrin race, elves from the Feywild. Its said that when an thing is for certain though, no new higher vampire has ever
eladrin loose all hopes and take its own life, a living been seen, and it is safe to assume that whatever dreadful
nightmare is created. Dreams are powerful things in the conditions was necessary to create these beings will probably
Feywild, gaining a will of their own. The nightmare will travel never be met again, or may the gods preserve us all.
through time and planes, seeking a desperate elf, usually a
virgin if the legend is to be believed. The unfortunate fairfolk Katakan
will die of exhaustion in the following days, ceaselessly Oddly enough katakans myths have a lot in common with
tormented by visions of death. The following night, it will tales of lycanthropy, rumored to be the stillborn offsprings of
raise as an alp vampire. men and beasts. Most of this folklore probably contains a
grain of truth, but it is difficult to separate the legends told by
Bruxa illeterate peasants from the actual facts. One of the
The eerie bruxae possesses numerous myth of origin, but reoccuring myth states that a powerful lycanthrope that is
some of them are more common than most. It is said that turned into a vampire will become a katakan, or that eating a
bruxae were once the most beautiful and innocent of the fey, lamb killed by a lycanthrope will turn you into one. One point
nymphs, dryads and other lively creatures. Succumbing to were most legends seem to coincide is that stuffing the
the bite of a higher vampire, their playful nature was twisted mouth of the dead with garlic will prevent its transformation.
and turned them into manipulative killers, eager to drink the
blood of their former sisters. Ancient grimoires also speak of Mula
a degrading ritual that can turn a witch into a bruxa, similar Mula, the scourge of mankind, are born of wrath, cursed by
in principle to the ascension into lichdom. It is unclear if the an angry god. The fondation myth differs from story to story,
ritual is used as a punishment on an unwilling subject or a but the theme stays the same: a man slaughtered his own
mean to achieve immortality. family out of love for god. In his folly, to prove his faith and
devotion, he committed the most vile of sacrifices. Ashamed
Ekimmara that such a despicable act was perpetrated in its name, the
Nobody really knows how an ekimmara is made. Many god banished the fool into an unfathomable abyss. When the
legends claim to know how they came to be, but none could man emerged from the pit, he was transformed, afflicted by
be verified. Some say an ekimmara is born when a vampire an insatiable blood-lust that could only be quenched briefly by
bat feeds on the blood of a newborn illegitimately conceived the blood of the wicked. In other parts of the world mula
during the full moon, which of the child or the bat is turning vampires are supposed to raise from the grave of a killer or
is unclear. Another popular legend pretend they are the particularly bloodthirsty soldiers. The only way to prevent
damphyr children of mula and katakan vampires, conceived this is to behead the body in its grave, fill its mouth with salt
with a mortal, or that a giant bat drinking the blood of a and garlic and to drive a silver stake through its heart.
katakan will raise as an ekimmara, depending on who you
ear it from. Regardless of what scholars might think, it's Nekurat
probably for the best that nobody really knows the truth, for a Nekurats, the "cousin" of the ekimmara and katakan, are tied
deranged mind with the knowledge to create them could to astronomical events, planetary alignment and planar
unleash a terrifying plague of bloodsuckers on the realms. conjunctions. Astronomers have studied for centuries the
apparition cycle of this creature, in an effort to prevent their
Fleder rising. So far their results have been moot. It's proven that
When a giant bat feeds of the blood of the dead on desecrated nekurats appear during partial or total eclipse, when the
ground, or directly from the veins of a higher vampire it can Shadowfell crosses path with the material plane. What is
turn into a fleder. It is believed that the transformation can be unclear is if mear men are turned into one or if they
adverted by nailing the bat to a wooden surface and stuffing it somehow find a way to cross to our world during these times.
with garlic cloves. Some masters of the dark art, necromancy,
can also raise fleder from corpses directly.
Garkain
The revolting garkain are difficult subject to study. Most are
immediately burned once destroyed, by fear of the diseases
their body could spread, making it excessively difficult for
scholars to learn anything about them. Some have said that
people bitten by the vampire and succumbing to its disease
can raise the following night as a garkain. This is a frightful
thought, and an even better reason to burn the bodies.
Alp
Few other monster inspires so many myths and fallacies as
the alp. Folktales describe their charms and their beautiful,
seductive voices, as well as their loathing of virgins. What is
true beyond any doubt is that they move without a sound and
attack by surprise, rarely giving their victims as much as a
chance to scream in terror.
Blood Addict. As higher vampires, alps, or alpor as they are
also called, don't need blood to survive but are extremely
addicted to it. Of all the higher vampires, alp are the weakest
when it comes to controlling their darkest urges. They lack
the restrain and manipulative skills of the bruxa or the
cunning edge of the katakan, making it very difficult for them
to hide in the midst of civilization. To indulge in their
addiction alps rely mostly on the poor judgement or social
isolation of their prey, hunting lonely men, drunkards or
notorious perverts.
She-Devil. Alps, just like bruxae, are womanoid, exclusively
appearing as female creatures. They have the power to
change into a beautiful female humanoid, often an elf, and for
this reason they are commonly mistaken for succubi, people
believing them to be lecherous and inclined to seduce
handsome young men. Some even pretend they are able to
turn into a black dog or a venomous toad, but this is pure
nonsense.
Home Invader. If cornered, alps are more than capable
fighters, their natural magical abilities allow them to daze
and feed on their prey easily and their hands end in
dangerous claws. Truthfully though, alps prefer to attack
unconscious victims. They will sneak into bedrooms at night,
draining the blood of the sleeper and leave before dawn. The
alp will then return the following nights to feed again on the
same victim, until it's caught or the victim dies. For some
unknown reason, alps seem to develop a mystical connection
with their sleeping victims, having a hard time to let them go.
This weakness can be used against the alp, for it makes its
behavior somewhat predictable.
Optional: Dream Haunting
Between Beasts and Men. Alps are ambiguous vampires, A living humanoid bitten by an alp vampire while
they cannot stand to be too far from humanity, as they need to asleep is under the effect of the alp's curse. While
satisfy their blood addiction, nor can they hide directly among under the curse the creature will receive vivid
men, due to their lack of control. Therefor an alp is reduced erotic dreams about a beautiful elven woman
to share the same refuges and lairs than lesser vampires, during its rest, lusting over her even while awake. A
lurking between the world of men and beasts. To the contrary creature under the effect of the curse has small,
of lesser vampires, alps do care for confort and will build red marks on its scalp. The curse is lifted if the alp
their lair accordingly, garnishing it with furniture and dies or a remove curse spell is casted on the
creature.
accommodations, even art sometime.
Each time the creature takes a long rest it must
succeed on a DC 15 Wisdom saving throw,
with disadvantage if the alp bit it that night, or
gain a level of exhaustion and gain no benefits
from its long rest.
While the creature is under the effect of the
curse, the alp that bit it gains a supernatural
sense, allowing it to knows the distance to and
direction of the creature, unless the two of
them are on different planes of existence. If the
creature dies, the alp knows.
Alp Elusive. Attack rolls made against the alp have
disadvantage unless the alp is incapacitated or
Medium undead (shapechanger), lawful evil
restrained. No attack roll has advantage against the alp
Armor Class 18 (natural armor) while she isn’t incapacitated.
Hit Points 82 (11d8 + 33) Vampire Weaknesses. The vampire has the following
Speed 60ft., climb 60ft. flaws:
Blood Addiction. If the temptation for blood is strong
STR DEX CON INT WIS CHA (an open wound, the smell of blood), the vampire has
disadvantage on blood frenzy saving throws. In the
16 (+3) 23 (+6) 16 (+3) 14 (+2) 10 (+0) 16 (+3) presence of the blood of a virgin the vampire fails
automatically.
Saving Throws Dex +9, Cha +6 Sunlight Hypersensitivity. The vampire takes 20
Skills Perception +3, Stealth +9 radiant damage when it starts its turn in sunlight.
Damage Resistances necrotic; bludgeoning, piercing, While in sunlight, it has disadvantage on attack rolls
and slashing from nonmagical weapons and ability checks.
Senses darkvision 60ft., passive Perception 13
Languages Common, Elvish Actions
Challenge 6 (2,300 XP)
Multiattack. The alp makes three melee attacks, only one
of which can be a bite attack.
Innate Spellcasting. The alp's innate spellcasting ability is
Charisma (spell save DC 14). The alp can innately cast Claws (Vampire Form Only). Melee Weapon Attack: +9 to
the following spells, requiring no material components: hit, reach 5 ft., one target. Hit: 10 (2d4 + 6) slashing
damage. Instead of dealing damage, the alp can grapple
At will: dream, gaseous form (self only), hypnotic the target (escape DC 14).
pattern, sleep (3rd-level version)
Bite (Vampire Form Only). Melee Weapon Attack: +9 to
Shapechanger. If the alp isn't in sunlight, she can use her hit, reach 5 ft., one creature that is grappled by the alp,
action to polymorph into a Medium female humanoid incapacitated or restrained. Hit: 9 (1d6 + 6) piercing
or back into its true form. While in humanoid form, her damage plus 7 (2d6) necrotic damage. The target's hit
statistics, are the same. Any equipment she is wearing point maximum is reduced by an amount equal to the
or carrying isn't transformed. She reverts to her true necrotic damage taken, and the alp regains hit points
form if she dies. 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.
Deathwail Alp
Variant: Deathwail Alp
Fear Addict. Deathwail Alps are older vampires that are
often mistaken for banshee or bruxa, due to their ability to
A deathwail alp has a challenge rating of 8 (3,900 emit magical screams. They are called phantoms by some, a
XP) and the following additional action options: name which fits well enough, for like phantoms they haunt
and torment men, prowling near villages and attacking at
Legendary Actions night when the moon is full. Alp favorite feeding habits
The alp can take 2 legendary actions, choosing involve sneaking into a sleeping household and invoke
from the options below. Only one legendary action horrible nightmare, night terrors, into a sleeping man, for
option can be used at a time and only at the end of they love the taste of fear in their blood. Some suggest they
another creature's turn. The alp regains spent are the cause of legends about men who go to sleep healthy
legendary actions at the start of its turn. and are found in the morning white as snow, taken by a
horrible nightmare.
Hide. The alp makes a Dexterity (Stealth) check.
Rush. The alp may move up to her speed without Uncanny Speed. In combat deathwail alps display incredible
provoking opportunity attacks and makes a supernatural speed, even by vampire standards. Their
claws attack.
Deathwail (Costs 2 Actions). The alp screams in a
greatest asset is their agility and they can move with uncanny
30-foot cone. Each creature in that area must
speed that appears to border on the power of teleportation.
succeed on a DC 14 Constitution saving throw One must aim one’s sword with great precision, for alps are
or be knocked prone and take 18 (4d8) thunder unequaled in the art of evading blows. They also often rush
damage. On a successful save, the creature takes out of sight and hide to either drop down on you or prepare
only half the damage and isn't knocked prone. their shriek. Unlike bruxae, deathwail alps cannot turn
invisible, yet like bruxae, they emit a shrieking noise whose
shock wave can incapacitate.
Bruxa
It is said that at night bruxae haunt attractive young men and Fair and Deadly. The bruxa finds the smell of garlic to be
drink their blood. This silent and seductively beautiful socially inconvenient at most, and she considers holy symbols
creature closely resembles a fey. In fact, she is a vampire, and to be interesting examples of handicraft. She endures the
one of the deadliest kind. They approaches gracefully and are light of the sun well, but she prefers the darkness of the night.
easy to overlook as a threat. These vampires move quietly in If threatened, they attack with their talons and rip the victim
the dark to suddenly emerge near their victims. An eerie cry apart, pausing only to savor the blood of their dying foe. The
echoing through corridors indicates an approaching bruxa – greatest threat comes from the bruxa's voice. The creature
at once both beauty and the beast. can scream with the might of a banshee, wrecking the mind
of the sternest man, making him easy prey for the vampiress.
Wanton Villain. Bruxae are womanoids and take the form of Blindness is as great a threat as this ghastly scream. The
beautiful women, leading some to mistake them for nymphs, pitch-black gaze of bruxae can deprive their enemies of sight,
but their long fangs and thirst for blood always betray them. or even paralyse, in order for the fiend to play cat and mouse
The bruxa is built on contradictions. She appears as a with its prey.
beautiful woman, but when she is hungry or attacking, she is
terrifying. Her black pupils and blank face contrast sharply Queen of the Night. This alluring yet frightful fiend is the
with her pale feminine silhouette. The bruxa is a higher most manipulative of vampires, to the exception maybe of the
vampire and therefor drinks blood but do not depend on it to elusive nosferat. Bruxae are experts at hiding in plain sight,
survive. She often finds a victim to become her lover and a blending in perfectly among mortals and throwing off their
constant supply of sustenance at the same time. trail easily vampire hunters. Few can tell what they really are
when they are not on the hunt. They can charm equally
undead and mortals, surrounding themselves with servants,
bodyguards and lovers, with a preference for lower vampires
and alps. The most powerful of them can enslave a creature
through their bite, binding mystically their victim to their will.
They are obediently served by an entire court of suitors and
sycophants, tending to their every twisted needs.
Wolves among Sheep. Bruxae are as far as you can possibly
be from the classical myth of the vampire inhabiting dark
crypts and ancient ruins. If they do so, its by personal taste or
because things turned sour and they are now in hiding.
Instead they favor places with a lot of traffic and where
mortals let their guard down, like brothels, merchant
outposts, inns or theaters. Some bruxae even make a
business out of their needs, trading favors against blood. Still,
bruxae are aware that people will not take kindly to their
feeding and they always prepare multiple escape plans.
Actions
STR DEX CON INT WIS CHA Multiattack. The bruxa uses her Otherworldly Gaze and
18 (+4) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 22 (+6) makes two melee attacks, only one of which can be a
bite attack.
Saving Throws Dex +9, Wis +6, Cha +10 Claws (Vampire Form Only). Melee Weapon Attack: +9 to
Skills Deception +10, Perception +6, Persuasion +10, hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
Stealth +9 damage. Instead of dealing damage, the bruxa can
Damage Resistances necrotic; bludgeoning, piercing, grapple the target (escape DC 15).
and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 16 Bite (Vampire Form Only). Melee Weapon Attack: +9 to
Languages Common, Elvish, Sylvan, telepathy 120ft. hit, reach 5 ft., one creature that is grappled by the
Challenge 9 (5,000 XP) bruxa, incapacitated or restrained. Hit: 9 (1d6 + 5)
piercing damage plus 10 (3d6) necrotic damage. The
Innate Spellcasting. The bruxa's innate spellcasting ability target's hit point maximum is reduced by an amount
is Charisma (spell save DC 18). The bruxa can innately equal to the necrotic damage taken, and the bruxa
cast the following spells, requiring no material regains hit points equal to that amount. The reduction
components: lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
At will: detect thoughts, enthrall, haste, misty step, Otherworldly Gaze. The bruxa targets one creature she
suggestion can see within 60 feet of her. If the target can see the
2/day each: greater invisibility (self only), modify bruxa, it must succeed on a DC 15 Wisdom saving
memory (6th-level version) throw against this magic or become blinded until the
Regeneration. The bruxa regains 10 hit points at the end of the bruxa's next turn. If the target fails the saving
start of her turn if she has at least 1 hit point. If the throw by 5 or more, it is also paralyzed for the same
bruxa takes radiant damage, this trait doesn't function at duration.
the start of the bruxa's next turn . Eerie Scream (Recharge 5-6). The bruxa releases a eerie
Shapechanger. If the bruxa isn't in sunlight, she can use scream, provided that she isn't in sunlight. This scream
her action to polymorph in to a Medium female has no effect on construct and undead. All other
humanoid or back into her true form. While in creatures within 30 feet of her must make a DC 15
humanoid form, her statistics, are the same. Any Wisdom saving throw, taking 45(10d8) psychic damage
equipment she is wearing or carrying isn't transformed. on a failed save, or half as much damage on a successful
She reverts to her true form if she dies. one. If a creature fails the saving throw by 5 or more, its
also frightened until the end of the bruxa's next turn.
Vampire Weaknesses. The vampire has the following
flaws:
Optional: Mimicry
Ekimmaras base their perception on sound, literally
"seeing" the sounds they project. Some rare
subspecies have perfected this ability to the point
of being able to project their voice, making it
originate from a distant point. They use this ability
to lure, terrify and isolate preys, cunningly waiting
for a group to split up before striking.
The ekimmara can mimic any sounds it has
heard, including voices, and choose a point of
origin for the sound within 120 feet of it. They
can imitate perfectly the sound of someone in
distress, cries of a baby or screams of pain,
usually replicating the last sounds of its victims.
A creature that hears the sounds can tell they
are imitations with a successful DC 16 Wisdom
(Insight) check.
Protofleder
Primitive Cousin. If you take a fleder and magnify all its
most primitive traits, feeding it abundantly with higher
vampire blood, you will eventually get a protofleder. This
beast, the fleder's primal cousin, is the purest expression of
its breed. In our time protofleders are rare, only appearing in
the domain of a higher vampire or hibernating in secluded
places, deep in the Underdark.
Otherworldly Glow. Similarly to their lesser cousins,
protofleders rely on their instincts rather than intelligence
and are quite sensitive to the scent of blood. The members of
this species are characterized by their considerable strength
and resilience as well as the strange glow they emit, a trait
most likely tied to their otherworldly nature. While in the
presence of the vampire even a shallow cut can feel like
bleeding to death. Agonizing pain is caused by the vampire’s
presence, as blood answers its voracious call.
Fleder Protofleder
Medium undead, chaotic evil Large undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 10 (+0) 20 (+5) 18 (+4) 20 (+5) 3 (-4) 16 (+3) 10 (+0)
Skills Athletics +6, Perception +3, Stealth +6 Skills Athletics +8, Perception +6, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical weapons and slashing from nonmagical weapons
Senses blindsight 60ft., darkvision 120ft., passive Senses blindsight 60ft., darkvision 120ft., passive
Perception 13 Perception 16
Languages - Languages -
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)
Echolocation. The fleder can't use its blindsight while Agony Aura. Any creature that doesn't have all its hit
deafened. points that starts its turn within 10 feet of the
protofleder must succeed on a DC 12 Constitution
Fear of Sunlight. While in sunlight, the fleder is saving throw or be incapacitated until the start of its
frightened and has disadvantage on all saving throws. next turn.
Leap Attack. If the fleder jumps at least 10 feet as
part of its movement next to a creature, then hits it Echolocation. The protofleder can't use its blindsight
with a claw attack on the same turn, that target must while deafened.
succeed on a DC 14 Strength saving throw or be Fear of Sunlight. While in sunlight, the protofleder is
knocked prone and be stunned until the end of its frightened and has disadvantage on all saving throws.
next turn. If the target is prone and stunned, the
Leap Attack. If the protofleder jumps at least 10 feet
fleder can make one bite attack against it as a bonus
as part of its movement next to a creature, then hits
action.
it with a claw attack on the same turn, that target
Spider Climb. The fleder can climb difficult surfaces, must succeed on a DC 16 Strength saving throw or
including upside down on ceilings, without needing be knocked prone and be stunned until the end of its
to make an ability check. next turn. If the target is prone and stunned, the
protofleder can make one bite attack against it as a
Actions bonus action.
Multiattack. The fleder makes two attacks, only one of Spider Climb. The protofleder can climb difficult
which can be a bite attack. surfaces, including upside down on ceilings, without
needing to make an ability check.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. Actions
Instead of dealing damage, the fleder can grapple the
target (escape DC 14). Multiattack. The protofleder makes three attacks, only
one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature that is grappled by the fleder, incapacitated Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
or restrained. Hit: 8 (1d8 + 4) piercing damage plus one target. Hit: 15 (3d6 + 5) slashing damage.
7 (2d6) necrotic damage. The target's hit point Instead of dealing damage, the protofleder can
maximum is reduced by an amount equal to the grapple the target (escape DC 16).
necrotic damage taken, and the fleder regains hit
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
points equal to that amount. The reduction lasts until
creature that is grappled by the protofleder,
the target finishes a long rest. The target dies if this
incapacitated or restrained. Hit: 10 (1d10 + 5)
effect reduces its hit point maximum to 0.
piercing damage plus 10 (3d6) necrotic damage. The
target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the
protofleder 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.
Garkain
Medium undead, chaotic evil
Alpha Garkain
Optional: garkain's stain
The undead body of the garkain is like a walking Sadistic Killer. An encounter with an alpha garkain almost
incubator, brewing terrible afflictions, empowered always ends in death, which is why there are not many eye-
by the entropic nature of the monster. witness accounts of them. From a few written reports, it
seems these horrible monsters do not content themselves
Contagion: A creature affected by the garkain's
stain quickly start to develop open wounds that
with drinking the blood of their victims. The investigators
never stop bleeding and festering boils. Any
concluded from the blood and guts strewn around the crime
humanoid creature that spend more than 1 scenes that alpha garkains tear their victims to shreds with
minute within 10 feet of an infected creature great delight and muck about in their bloody entrails.
must succeed on a DC 12 Constitution saving
throw or also become infected with the disease. Undeath Beacon. Alpha garkain often gather around
Once a creature succeeds on this save, it is themselves members of other subspecies of lesser vampires,
immune to the garkain's stain of that particular other garkains and fleders mainly, but also ghouls at times,
infected creature for 24 hours. acting in such situations as leaders of the pack. Their
Serum: A character that has proficiency with surprising psychic abilities instinctively draw other undead to
Alchemist's Tools or Herbalism Kit, and access them, making them especially good “accomplices” for higher
to the proper equipment, can prepare a serum vampires that can control or bribe them.
from the fangs on the initial garkain. The serum
has a value of 40gp when its comes to crafting Pack Leader. During combat, alpha garkains usually keep
(see crafting rules p.187 of the Player's their distance from their foes, trying to incapacitate them
Handbook). One batch of serum is enough to
cure 10 patients.
using a blast of mental energy provoking visions that beguile
and disorient. Despite their bestial demeanor, alpha garkains
are quite clever and will wait in ambush or maneuver lesser
members of their pack into a semblance of strategy.
Higher Vampire
Vampires Superiores. Unlike most vampires, higher Founding Tribes. Few know that higher vampires gather in
vampires, also called “pure-blood” or “true vampire”, are tribes, united by a mystical blood bound between members.
incredibly rare and often mistaken with other vampires, Tribes are mostly scattered, with a few unseen elders at the
especially katakans and bruxae. Specialists in supernatural top that call for gatherings when needed. Three of them are
species of various academies gave the name “Vampires commonly known as the founding tribes, Garasham,
Superiores” to such beings, and while many tomes and books Ammurun and Tdet and date back from when the higher
were written about their existence, their true nature changes vampire race first became stranded on the Prime Material
greatly between varied individuals. However, most of the Plane. It is believed that the tribes first emerged long ago
higher vampires do share some traits that make them truly from tunnels of the Underdark during an event recalled as
higher vampires: incredible intelligence, immortality, the “Night of the Long Fangs”. The exact location of their
immunity to steel and most mainstream ways of arrival remains hidden, locked behind secret markings,
extermination, as well as astounding regeneration. powerful wards, that can only be opened by higher vampire
blood. Still, every hundred years anniversary of the Night of
Hidden in Plain Sight. Only a mutual thirst for blood links the Long Fangs, pilgrimages are made by higher vampires
higher vampires to their distant and much more primitive wishing to remember where they hail from.
cousins. They long for their kind, as they are the only ones
that can truly relate with their unique view of the world and
understand them. They not only resemble humanoids in
appearance, but also share their behavioral patterns. This
means they do not hide in distant forest or lurk in the
shadows. On the contrary, they are particularly fond of cities,
where they live out deceivingly public life. Only the fact that
they have no reflections in mirrors or reflective surfaces can
reveal their true nature, for divination and common means to
detect the undead have no sway on them.
Unique Individuals. While they are feared and shunned in
most cultures, not all higher vampires are dangerous to
humans, as some live life that may help humanoids, or evade
them in general. As intelligent beings their morality depends
entirely of their personality and beliefs, although many higher
vampires do drink blood. While not forced to drink blood to
survive, many look down on humans as an alcoholic looks at
a good bottle. The infamous treaty “Human Husbandry and
Care”, a volume describing the herding of humans, shaped
the vision of the public against higher vampires. It is
unfortunately true that some higher vampires cultivate herds
of enslaved human to feed their blood addiction, refining the
taste of their blood through selective breeding and diet.
Regeneration. The vampire regains 30 hit points at the Move. The vampire moves up to its speed without
start of its turn. If a magical piercing weapon made of provoking opportunity attacks.
silver is driven into the vampire's heart while the Claws. The vampire makes one attack with its claws.
vampire is incapacitated, this trait doesn't function at Bite (Costs 2 Actions). The vampire makes one bite
the start of the vampire's next turn. The vampire dies attack.
only if it starts its turn with 0 hit points and doesn't
regenerate.
Blood Caller Death Weaver
All higher vampires have a special connection to blood, If one type of higher vampire had to be blamed for the awful
regardless of what might be their stand on drinking it. reputation of their entire race, fingers would certainly point at
However, none understands the mystical bind that unites all the Death Weavers. These beings have a higher
life like the Blood Callers. Higher vampires that demonstrate understanding of life and death, its endless cycle and the
such powers are rarely restraining their dark appetites and place of undeath in-between. The worst of them become the
often bath in literal fountain of blood. That said, there are vilain that everybody expect them to be, lording over a sea of
enough counterexamples of Blood Callers interested in animated corpses. On the other hand, many altruistic Death
modern medicine, especially when it comes to cure blood Weavers attempt to redeem their kind, wandering the earth
diseases, to redeem the image of such higher vampires. and practicing “miracle raising”, bringing back to life the
unfortunate they cross path with.
Blood Caller
Death Weaver
Blood Sense. The vampire can sense living creatures
that have blood or similar vital fluids in a radius of Weave the Mortal Coil. The vampire can cast raise
240 feet. dead and create undead at will, requiring no
components and at any higher level it wishes to. Its
Actions spellcasting ability for it is Charisma.
Blood Cauldron (Recharge 5-6). The vampire targets a
living creature that have blood or similar vital fluids Actions
that it can see within 30 feet of it, making its blood Wind of Death (Recharge 5-6). The vampire summons
boil. The target must make a DC 21 Constitution a gust of deathly wind in a 90-foot line that is 10
saving throw, taking 27 (5d10) necrotic damage plus feet wide. Each creature in that line must make a DC
27 (5d10) fire damage on a failed save, or half as 21 Constitution saving throw, taking 67 (15d8)
much damage on a successful one. If the saving necrotic damage on a failed save, or half as much
throw fails by 5 or more, the target instead takes 50 damage on a successful one. A creature dies if the
necrotic damage plus 50 fire damage. wind reduces it to 0 hit points. A humanoid slain by
the wind rises 1 minute later as a zombie under the
Legendary Actions vampire's control, unless the humanoid is restored
to life or its body is destroyed.
Blood Call (Costs 3 Actions). The vampire targets up
to two living creature that have blood or similar
vital fluids that it can see within 30 feet of it. Each Legendary Actions
target must succeed on a DC 21 Constitution Frightening Gaze (Costs 2 Actions). The vampire
saving throw or take 18 (4d8) necrotic damage. A fixes its gaze on one creature it can see within 10
target's hit point maximum is reduced by an feet of it. The target must succeed on a DC 21
amount equal to the necrotic damage taken, and Wisdom saving throw against this magic or
the vampire regains hit points equal to the total become frightened for 1 minute. The frightened
damage dealt to all targets. The reduction lasts target can repeat the saving throw at the end of
until the target finishes a long rest. A target dies if each of its turns, ending the effect on itself on a
this effect reduces its hit point maximum to 0. success. If a target's saving throw is successful or
the effect ends for it, the target is immune to the
vampire's gaze for the next 24 hours.
Feral King Night Blood
Higher vampires differentiate from their lower cousins by The Night Bloods are the true masters of the night, mist and
their might and intellect. Some however show a greater shadows. Sliding through the darkness, invisible to the world,
understanding of their feral instinct and are able to project they hunt their prey in absolute silence. Blood runs black as
the inner beast that sleeps in them, exerting control on ink in their veins, making them one with darkness. Many of
creatures of the night. Many retreat in the wilderness, avoid them are part of the mysterious Tdet tribe, exploring the
civilization and surround their haven with countless lesser Shadowfell and the Deep Ethereal, seeking the path to their
vampires to deter intruders. Others, more socially inclined, ancient homeland. If they decide to become involved in the
might act as patrons of civilization, keeping the predation of life of mortals, their predilection for secrecy often make them
lesser vampires out of “their” city. pose as spymasters and hidden advisors, or formidable
assassins for the less savory ones.
Feral King
Night Blood
Alpha Vampire. The vampire can cast
antipathy/sympathy at will, requiring no components. Night Blood. When it is an area of dim light or
Its spellcasting ability for it is Charisma (spell save darkness the vampire is invisible.
DC 21). This use of the spell can only affect lesser
vampires. Actions
Feed the Darkness (Recharge 5-6). The vampire
Actions targets a creature that it can see within 30 feet of it.
Feral Swarm (Recharge 5-6). A giant swarm of bats The target must succeed on a DC 21 Dexterity
gather around the higher vampire and descend upon saving throw or be magically restrained by tendrils of
a 90-foot cone. Each creature in that area must make solid shadow. It must repeat the saving throw at the
a DC 21 Dexterity saving throw or be knocked prone end of its next turn. On a success, the effect ends.
and take 32 (7d8) bludgeoning damage plus 32 On a failure, the creature takes 18 (4d8)
(7d8) piercing damage. On a successful save, the bludgeoning damage plus 18 (4d8) necrotic damage
creature takes only half the damage and isn't and is transported to a random location on the
knocked prone. Shadowfell. A creature so transported must find its
own way back to its plane of existence.
Legendary Actions
Ancient Might (Costs 2 Actions). The vampire makes Legendary Actions
one attack with its claws. If it hits, the attack is a Shadow Mirror (Costs 2 Actions). The vampire
critical hit. A creature taking damage from the attack teleports up to 60 feet to an unoccupied space it
suffers from a Lingering Injury (See p. 272 of the can see along with any equipment it is wearing or
Dungeon Master's Guide). carrying. Alternatively, it can choose a space within
range that is occupied by a Small or Medium
creature. If that creature is unwilling, it must make on
a DC 21 Wisdom saving throw. On a failure, both
creatures teleport, swapping places.
Katakan
"Great Mother, protect us from evil, from unclean devils and Sofisticated Taste. Katakans on the hunt hide in the
foul demons, and most of all from the clutches of katakans shadows, using their power of invisibility until they are ready
and nekurats...” — Fragment of a prayer to strike. Of all the vampire breeds katakans are the most
selective when it comes to their prey. Katakans almost
Higher Hybrid. If ekimmara embrace the feral side of exclusively feed on one specific type of victim, depending on
vampires and bruxae their manipulative minds, katakans and the vampire's own taste. Young and fair noblewomen,
their more dangerous kin, nekurats, are the frightening drunkards loaded on vodka, leprose's blood, all are very
combination of both. Katakans are higher vampires, the most plausible delicacies for the vampire. A katakan will go to
dangerous kind. They ally the strength and ferocity of their great lengths to fulfill its addiction, infiltrating mortal society
lesser kind and the intellect of their higher kin. Katakans are and assuming a common identity or securing a haven close to
shapechangers as well, capable to pass for perfectly humans its blood source.
if they desire so, or to change into a monstrous hybrid of an
enormous bat with long fangs and even longer talons. Empowered by Darkness. Katakans are notably smarter
and more powerful than ekimmaras. Their power only
increases at night, and so an adventurer should take
additional precautions if they hunt one at those late hours.
Alternatively, the hunter should wait for daylight, so the
katakan’s natural regeneration is impaired. When hunting a
katakan it is imperative to remember one simple fact: you will
not get the drop on him and it is very likely that you are
already being stalked. Katakans are invulnerable to steel,
regenerate quickly, and demonstrate acute hearing. They also
demonstrate an exceptionnal sense of smelling, for they are
able of identifying the blood of their favorite prey over great
distances, much like sharks. However, for all their strengths,
katakan have one very common weakness, garlic. They find
its smell simply revolting and even feel sick in its close
vicinity. Much of the popular beliefs that all vampires are
allergic to garlic comes from stories involving katakan.
Unique Habits. To paint an average picture of a katakan's lair
is a futile task, for there is as many types of lairs as there is of
katakans. Few monsters show such a sense of individuality.
They are loners by essence and will very seldomly associate
with other vampires, unless they can be bribed with a
constant blood source, or feel threaten by a foe they cannot
overcome. Most katakans will not even entertain the idea,
and such unlikely alliances are always short-lived.
Supernatural Smelling
Katakans are known for their ability to smell and
track their favorite prey over great distances.
Though not necessarily reflected in term of rules, it
should be clear that they can detect preys from
very far, potentially several miles away, depending
on the conditions. This is especially true when it
comes to the scent of blood. If you wish to confine
the ability to a more defined set of rules we
suggest replicating the effects of the locate
creature spell. This ability should also be impeded
by the katakan profound disgust for garlic's smell.
Katakan Claws (Vampire Form Only). Melee Weapon Attack: +13
to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8)
Large undead (shapechanger), lawful evil
slashing damage. If the target is a creature other than an
Armor Class 19 (natural armor) undead or a construct, it must succeed on a DC 18
Hit Points 184 (16d10 + 102) Constitution saving throw or lose 7 (2d6) hit points at
Speed 40ft. the start of each of its turns due to internal injuries.
Each time the katakan hits the wounded target with this
attack, the damage dealt by the wound increases by 7
STR DEX CON INT WIS CHA (2d6). Any creature can take an action to stanch the
wound with a successful DC 18 Wisdom (Medicine)
26 (+8) 20 (+5) 22 (+6) 16 (+3) 16 (+3) 14 (+2) check. The wound also closes if the target receives
magical healing. Instead of dealing damage, the katakan
Saving Throws Str +13, Con +11, Wis +8 can grapple the target (escape DC 18).
Skills Deception +7, Perception +13, Stealth +10
Damage Resistances necrotic Bite (Vampire Form Only). Melee Weapon Attack: +13 to
Damage Immunities bludgeoning, piercing, and slashing hit, reach 5 ft., one creature that is grappled by the
from nonmagical weapons katakan, incapacitated or restrained. Hit: 14 (1d10 + 8)
Condition Immunities frightened piercing damage plus 14 (4d6) necrotic damage. The
Senses blindsight 120ft., darkvision 120ft., passive target's hit point maximum is reduced by an amount
Perception 23 equal to the necrotic damage taken, and the katakan
Languages Common, any other two. regains hit points equal to that amount. The reduction
Challenge 14 (11,500 XP) lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Shapechanger. If the katakan isn't in sunlight, it can use Greater Invisibility. The katakan magically turns invisible
its action to polymorph in to a Medium humanoid or until its concentration ends (as if concentrating on a
back into its true form. While in humanoid form, its spell). Any equipment the katakan wears or carries is
statistics, are the same. Any equipment it is wearing or invisible with it.
carrying isn't transformed. It reverts to its true form if it
dies. Legendary Actions
Blood Scent. The katakan can automatically smell blood The katakan can take 3 legendary actions, choosing
within the range of its blindsight. The katakan can't use from the options below. Only one legendary action
its blindsight while deafened and unable to smell. option can be used at a time and only at the end of
another creature's turn. The katakan regains spent
Regeneration. The katakan regains 20 hit points at the legendary actions at the start of its turn.
start of its turn if it has at least 1 hit point. During
daylight hours the regeneration of the katakan is Ethereal Stride. The katakan moves up to its speed
reduced to 10 hit points. without provoking opportunity attacks. The katakan
can move through other creatures and objects as if
Vampire Weaknesses. The vampire has the following they were difficult terrain. It takes 5 (1d10) force
flaws: damage if it ends its move inside an object.
Blood Addiction. In the presence of the blood of its Bite (Costs 2 Actions). The katakan makes one bite
favorite type of prey the vampire has disadvantage on attack.
blood frenzy saving throws. Darkness (Costs 2 Actions.) The katakan casts
Garlic Aversion. The vampire has a strong aversion to darkness, no concentration requiered.
the smell of garlic, it cannot use its blindsight when Fear the Night (Costs 2 Actions). The katakan targets
garlic is present within its blindsight range and if the one creature it can see within 60 feet of it. The target
vampire comes within 5 feet of a clove of garlic it is must succeed on a DC 18 Wisdom saving throw. On
poisoned until it leaves the area. a failure, when the creature is in dim light or
Sunlight Hypersensitivity. While in sunlight, the darkness, it is frightened and can't regain hit points.
vampire has disadvantage on attack rolls and ability The curse lasts until it is removed by the remove
checks. curse spell or similar magic.
Savage (Costs 3 Actions). The katakan makes a claws
Actions attack against each creature within 10 feet of it.
Multiattack. The katakan makes three melee attacks, only
one of which can be a bite attack or it makes two melee
attack and turn invisible before or after the attack.
Nekurat
Empowered by their proximity to the Shadowfell, these Variant: Nekurat
katakans wield terryfying magic over the dead and entropic Nekurats are a rare breed of katakan living in the
energies, twisting and corrupting the land by their mere Shadowfell. They are rarely seen outside of places
presence. Many rule small isolated hamlets and forgotten influenced by this plane. A nekurat has a challenge
rural area, terrorising the local population to satisfy their rating of 17 (18,000 XP) and the following
bloodthurst. Much like the bruxae, the nekurat is a lord of the additional traits and action options:
night, surrounding itself with a host of shadows and shadow
demons. They are obscessed with their studies over the Spellcasting. The nekurat is a 14th-level spellcaster.
occult powers of necromancy. To satisfy their thurst for Its spellcasting ability is Intelligence (save DC 16,
knowledge they will often maintain correspondence with +8 to hit with spell attacks). The nekurat has the
following wizard spells prepared:
creatures such as liches or other masters of the dark art.
Cantrips (at will) : chill touch, minor illusion
A Nekurat's Lair lst level (4 slots): detect magic, fog cloud
In the darkest corners of the earth, in crypts, catacombs and 2nd level (3 slots): detect thoughts, gust of wind
3rd level (3 slots): animate dead, bestow curse
derelic castles ever-filled with darkness live the nekurats and 4th level (3 slots): blight, locate creature
their immortal host. 5th level (2 slots): cloudkill, legend lore
6th level (1 slot): circle of death, create undead
Regional Effect 7th level (1 slot): plane shift (Shadowfell only),
The region containing a nekurat is tainted by the creature's symbol
presence, creating the following magical effects:
Nether Bite. The bite of a nekurat is especially
The sun never fully shines in the land. Even during the day dangerous. When a creature suffers from a
the sky is dimmed by fog or storm clouds, or the light is nekurat's bite attack it must succeed on a DC 18
strangely muted. The light is still bright but isn't Constitution saving throw or become poisoned.
considered sunlight for the purpose of effects and While poisoned in this way, the target can't regain
vulnerabilities, such a vampire's, tied to sunlight. hit points, and it takes 14 (4d6) necrotic damage
Crops, harvests and meat coming from this region aren't at the start of each of its turns. At the end of its
nutritious enough to feed properly a person, no matter turn the target can repeat the saving throw, ending
the effect on itself on a success. If a non-evil
how much is ingested. A character spending a number of humanoid dies from the necrotic damage, a
days equal to 3 + his or her Constitution modifier shadow rises from the corpse in the next round.
(minimum 1) in the region automatically suffers one level
of exhaustion. The hunger won't kill him, but will certainly Legendary Actions
leave him in a state of constant exhaustion.
Natives from the region are born with difformities, The nekurat can use the additional legendary
wrapped and twisted by the entropic energies that suffuse actions.
the land. We suggest using the mongrelfolk profile if you
own the supplement Curse of Strahd. Cast a Spell (Costs 2 Actions). The nekurat cast a
The land is plagued by the undead. All matters of ghouls, spell from its list of Spellcasting feature, using a
spell slot as normal.
shadows, skeletons and zombies will randomly raise from Suffocating Darkness (Costs 3 Actions). The nekurat
cemeteries, mass graves and other place with a strong surrounds itself with magical darkness for 1
connection to death. minute. The effect is identical to the darkness
When the nekurat is destroyed, all of these regional effects spell. The darkness emanates from the nekurat
fade over 10 days. and moves with it. Any creature in the darkness
suffocates, as if they are running out of breath
(see p.183 of the Player's Handbook).
Mula
When a mother wants to frighten her children into good Scourge of Mankind. All vampires have the reputation to
behavior, they often make allusion to the mythical mula "If feed on humanity, hunting in the dark corners of civilisation.
you misbehave, the mula will come to get you". Grown men Mulae though, play a particularly important role in vampire
only speak of the mula in hushed voice, warding themselves folklore. Mulae are known to prey on the wicked, going to
against evil the second after. Mulae, or moola as sometimes great length to bring their ravenous judgment on killers,
called, are nicknamed "the scourge of mankind" for a good criminals and the morally corrupted. They are famous for
reason. Once they are on the hunt their are unstoppable making their presence known in the most brutal ways,
killing machine. leaving a chance for "honest" folks to abandon the
miscreants before the mula's hunger consumes the entire
Symbol of Terror. Mulae are humanoid vampires that can town. As a prideful monster, the mula has full confidence in
somewhat pass for humans or elves if watched from a its abilities and will answer a direct challenge.
distance. From close vicinity though, nobody would mistake
them for anything else than a terrifying creature of the night. Irreverent Manslayer. Mulae vampires have a profond fear
They are completely hairless, with hellish facial features: a of everything that is holy. They will avoid sacred ground if
mouth filled with nightmarish fangs and bloodshot frenzied they can and will never enter willingly a place of worship if
eyes. Despite their feral appearance, mulae are highly they can avoid it. Most people believe that mulae are
intelligent vampires, capable of elaborate planning and invincible, abandoning their home to find shelter in temples
preparation but their ravening appetite will force them into when one is spotted. They are not that far from the truth.
isolation. Mulae are usually seen as a masculine entity but Mulae are invulnerable to common steel and can regenerate
can be of any gender or simply androgynous. As higher most wounds quickly, or almost instantly if they can feed.
vampires mulae do not need blood to survive but are Putting them down requires radiant attacks or literally
extremely addicted to it. cutting them down to piece. Even such measures might not
suffice, for they can rejuvenate if not destroyed properly.
Reoccurring Cleansing. Like the ekimmara, the mula can
enter a state of dormancy, waiting for better times to come.
Some, usually once they were destroyed, will rejuvenate in
the cold respite of a grave. Depending how badly their body
was damaged, it can take up to a decade for the creature to
reappear. Unusually thick fog over a graveyard is often the
sign that a mula is resting there. Other mulae simply enter
torpor once their bloody work is accomplished, waiting to
pick up the scent of wicked blood once more.
Saving Throws Str +11, Con +11, Wis +8 Voracious Rage. As a bonus action, if the mula used
Skills Athletics +11, Insight +13, Intimidation +11, successfully its bite attack on a creature on the previous
Perception +8, Stealth +9 turn, the mula can enter a rage at the start of its turn.
Damage Resistances necrotic The rage lasts until the end of the mula's next turn or
Damage Immunities bludgeoning, piercing, and slashing until the mula is incapacitated. While raging, the mula
from nonmagical weapons gains the following benefits:
Senses darkvision 60ft., passive Perception 18
Languages the languages it knew in life The mula has advantage on any ability check, saving
Challenge 14 (11,500 XP) throw, and attack that uses Strength.
The mula is immune against being charmed or
frightened, and against features that turn undead.
Shapechanger. As a bonus action, if the mula isn't in The mula has resistance to bludgeoning, piercing, and
sunlight, it can polymorph into a Medium cloud of mist, slashing damage.
or back into its true form. While in mist form, the mula
can't take any actions, speak, or manipulate objects. It is
weightless, has a flying speed of 60 feet, can hover, and
Actions
can enter a hostile creature's space and stop there. In Multiattack. The mula uses its Manifest Fear and makes
addition, if air can pass through a space, the mist can do three melee attacks, only one of which can be a bite
so without squeezing, and it can't pass through water. It attack.
has advantage on Strength, Dexterity, and Constitution
saving throws, and it is immune to all nonmagical Claws (Vampire Form Only). Melee Weapon Attack: +11
damage. to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing
damage. Instead of dealing damage, the mula can
Regeneration. The mula regains 20 hit points at the start grapple the target (escape DC 18).
of its turn. If the mula used successfully its bite attack Bite (Vampire Form Only). Melee Weapon Attack: +11 to
on a creature on the previous turn it regains 30 hit hit, reach 5 ft., one creature that is grappled by the
points instead. If the mula takes radiant damage, this mula, incapacitated or restrained. Hit: 15 (2d8 + 6)
trait doesn't function at the start of the mula's next piercing damage plus 17 (5d6) necrotic damage. The
turn. The mula dies only if it starts its turn with 0 hit target's hit point maximum is reduced by an amount
points and doesn't regenerate. equal to the necrotic damage taken, and the mula
Rejuvenation. If the mula is killed, it regains all its hit regains hit points equal to that amount. The reduction
points at the next sunset unless its body was destroyed, lasts until the target finishes a long rest. The target dies
in which case it will take 1d10 year to rejuvenate in a if this effect reduces its hit point maximum to 0.
nearby grave. If its body is burned and the ashes are Manifest Fear (Vampire Form Only). The mula targets one
dispersed in at least two separate bodies of running creature it can see within 60 feet of it, wracking it with
water (stream, river, ocean...), the mula is destroyed for terrible pain and psychic terror. The target must make a
good. DC 18 Wisdom saving throw. On a failed save, it takes
Vampire Weaknesses. The vampire has the following 17 (5d6) psychic damage and is frightened until the
flaws: end of its next turn. On a successful save, the target
takes half as much damage and isn't frightened.
Vicious Hunter. The vargheist first instinct is to hunt, after
Vargheist so many years deprived of blood it is desperate to rejuvenate
"The vargheist had attacked us in the night, striking and drink fresh blood. What was once a proud lord of the
simultaneously and silently from opposite sides of the dead is forever cursed to an existence as a ravening beast.
campfire. Alexander had been off to one side, relieving Vargheist are far from stupid, they are vicious hunters,
himself, and was able to shout an alarm. Fortunately for us picking weak and isolated prey, waiting for a member to stray
they flew off with their prize rather than press the attack, or I away from the group to surprise him and take him into the
fear we might all have lost our lives before we beat them off." night. More importantly, vargheist are pack hunters, working
— Kastar Handlin, travelling merchant
together to lure a quarry into a trap, maneuvering him toward
its packmates, waiting in ambush.
Winged Legend. vargheists are the darkness within a Cursed Eternity. Though each vargheist emerges from its
vampire's soul made manifest. Spoken in dark legends as prison far stronger in body, it is invariably weaker in mind.
towering winged humanoid monstrosities, these horrific After centuries of thirsty confinement, all they really want to
creatures are said to be once powerful vampires that have do is feed. They dwell in ghastly domains, within the deepest,
succumbed to the darker and more bestial side of their darkest forest or on the walls of extensive castles. These
nature due to an overexposure to dark magic and madness. creatures are easily bound to a higher vampire's will as a
Though the vargheists once walked and talked as noble lords, result, and are sent to hunt down their ennemies, terrorise
these curse-born lesser vampires have devolved into ravening the local population or simply as dreadful watch dogs.
predators desperate for the taste of blood. They prowl in
packs, ready to pounce upon the least sign of weakness,
tearing down their prey with crimson claws and bloody fangs.
Dark Metamorphosis. The creation of a vargheist is a
strange metamorphosis that takes place far from the eyes of
mortal. Those who come off worse in the endless power
struggles of the vampires often find themselves prematurely
buried, locked away in chain-bound coffins and sculpted
sarcophagi, nestle upside-down like cocoons. They are left at
the mercy of their own relentless thirsts, for there can be no
greater suffering for a vampire than to not die for aeons from
the great thirst that wracks their body and destroy their
former personality. Whilst the transformation from humanoid
into monster takes hold, the muscular vargheist will crack
open its stone prison with great efforts. Casting aside its
chains, the creature unfolds its leathery wings and rears up
into the darkness, letting loose a terrible scream of rage and
betrayal.
Varghulf
Embrace the Curse. Much like a vargheist, a varghulf is Variant: Ancient Vargheist
created when a vampire simply allows the animalistic urge to
overcome them, and in the process, destroy all that was left Over the centuries particularly old vargheist regain
a measure of their abilities. These creatures often
of their former personality. However, varghulf were once become pack leaders or instead turn into lonely
powerful lords of the night that did so willingly, embracing hunter, their greed and thurst for blood driving
absolutely the curse of vampirism. These feral predators them away from the pack. An ancient vargheist has
abandon their dark castles in order to run unfettered through a challenge rating of 10 (5,900 XP) and the
the forest. Those who revel in such behavior become following additional traits:
physically changed beyond recognition by the vampiric curse.
Regeneration: The vargheist regains 20 hit
Insatiable Thirst. Over the centuries, these devolved points at the start of its turn if it has at least 1
vampires become blood-mad killers that exist only to feed. hit point. If the vargheist takes radiant damage,
Like enraged, starved beasts, they run rampant, devouring this trait doesn't function at the start of the
vargheist's next turn .
whole villages in an effort to satiate their never-ending thirst. Frightful Presence. Each creature of the
To hunger eternally and feed is the only thing that rhythm the vargheist's choice that is within 120 feet of the
nights of a varghulf, a curse eternity that few sentient vargheist and aware of it must succeed on a DC
vampires would wish. Most would rather meet their final 16 Wisdom saving throw or become frightened
death than to become a constantly blood-craving varghulf. for 1 minute. A creature can repeat the saving
Varghulf do not stop their rampage to mortals, for nothing is throw at the end of each of its turns, ending the
safe from their hunger: giants, dragons and even other effect on itself on a success. If a creature's
vampires will do just as well. saving throw is successful or the effect ends for
it, the creature is immune to the ancient
vargheist's Frightful Presence for the next 24
hours.
Varghulf Actions
Huge undead, chaotic evil Multiattack. The varghulf makes three melee attacks,
only one of which can be a bite attack.
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133) Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Speed 40ft., climb 40 ft. one target. Hit: 25 (3d10 + 9) slashing damage.
Bite. Melee Weapon Attack: + 15 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 35 (4d12 + 9) piercing damage. If the target
is a creature, it is grappled (escape DC 20). Until this
27 (+9) 14 (+2) 24 (+7) 4 (-3) 18 (+4) 5 (-3) grapple ends, the target is restrained, and the varghulf
can't bite another target.
Saving Throws Int +3, Wis +10, Cha +3
Skills Perception +16 Legendary Actions
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical weapons The varghulf can take 3 legendary actions, choosing
Senses blindsight 120 ft., passive Perception 26 from the options below. Only one legendary action
Languages - option can be used at a time and only at the end of
Challenge 19 (22,000 XP) another creature's turn. The varghulf regains spent
legendary actions at the start of its turn.
Echolocation. The varghulf can't use its blindsight while Hunger's Call. the varghulf moves up to half its speed
deafened. toward an enemy it can see, without provoking
opportunity attacks.
Monstrous Leap. The varghulf's long jump is up to 40 Red Thirst. One creature that the varghulf is grappling
feet and its high jump is up to 25 feet, with or without with its bite takes 18 (4d8) necrotic damage. The
a running start. target's hit point maximum is reduced by an amount
Regeneration. The varghulf regains 20 hit points at the equal to the necrotic damage taken, and the varghulf
start of its turn if it has at least 1 hit point. If the regains hit points equal to that amount. The
varghulf takes radiant damage, this trait doesn't reduction lasts until the target finishes a long rest.
function at the start of the vampire's next turn. The target dies if this effect reduces its hit point
maximum to 0. If the varghulf kills a creature with its
Sunlight Hypersensitivity. The varghulf takes 20 radiant Red Thirst, it gains an additional action on its next
damage when it starts its turn in sunlight. While in turn.
sunlight, it has disadvantage on attack rolls and ability Bite (Costs 2 Actions). The varghulf makes one bite
checks. attack.
Warp Touched
Warpstone, also called “Changestone”, “Orichalcrum” or
starstone, is a solidified form of magic coming from crashed
comets or meteors, potentially imbued by the planar essence Alternative Warpstone
of the Far Realm. As such it holds tremendous transmutatory If you do not wish to introduce a new type of stone
and alchemical powers. In its unrefined form, it is a stone to your universe there is already some
that emits “blackness”, appearing to swallow all light from its magimorphic (magic-formed rocks) that can be
surroundings, and so creates a patch of darkness around found in the official lore, especially in the
Forgotten Realms. Darkstone is a stone of the
itself that makes it impossible to see its exact shape. It is Underdark that seem to drink in light, just like
sometimes described as “still emitting its own green glow”, warpstone does, while the Sickstone of the
which would result in a rather complex optical illusion. Underdark is a stone that glows with a nauseating,
Everyone in the vicinity of a lump of warpstone for more than not-quite-green, not-quite silver light, that can kill
a few hours is in danger of contracting a mutating disease creatures in its vicinity at an alarming speed with a
known as the Warp Touch. magical disease. An alternative variation of these
stones can easily be incorporated as the warpstone
Areas suffused with warpstone can range in size from a few in your campaign.
dozen feet across to several miles in diameter, and feature the
following effects.
Areas suffused with warpstone absorb light and twist it. A
faint green glow is always visible, filling it with dim light.
Regardless of this ambient luminosity, other sources of
light see their radius reduced by half, regardless of their
origin, natural or magical. The capacity of creatures to see
through darkness, like darkvision, is also reduced by half.
Creatures able to see through magical darkness are
unaffected.
Aberrations are drawn to the area and can usually be
found at the surface or deep underground, close to the
warpstone. While inside the area they have advantage on
saving throws against features that banish or repel them,
such as the banishment or banishing smite spells.
Minor warps in reality occur within the area and then
vanish 24 hours later. Marks on cave walls might change
subtly, an eerie trinket might appear where none existed
before, harmless slime might coat a statue, voices with no
origin can be heard and so on. These effects apply only to
natural surfaces and to nonmagical objects that aren't on
anyone's person.
Precious and semi-precious stones form abundantly in the
area. Treasure hoard contains on average 50% more
precious gems that usual (p.136-139 of the Dungeon
Master’s Guide), altered by the warpstone's presence.
A creature exposed to Warpstone must succeed on a
Constitution saving throw or contract the Warp Touch
disease, with a difficulty and frequency indicated on the
Warpstone Intensity table.
Though the effects of the warpstone cannot be dispelled, its
effects are temporarily suppressed in the area of an
antimagic field.
Faint Intensity
Warpstone Intensity In many parts of the world, regions suffer from the lingering
Warpstone twists and corrupts, its alien presence warps influence of Warpstone. Such effects are not always obvious,
reality in ways that science or magic cannot explain. Land and only a trained eye can detect the signs of corruption.
suffused by Warpstone can show different degrees of When a region is known for its precious stones mines,
corruption, from deadly wasteland where only death awaits, inexplicably “haunted” areas, aberrations attacks or
to strange countries populated by mutants and mongrelfolks. malformed children, there is always a chance that Warpstone
formations are hidden beneath the surface or that small
meteors crashed in the area long ago.
Warpstone Intensity Weak Intensity
Intensity Warp Touch Effects These lands only show a few signs of corruption, Warpstone
Faint Every number of months equal to a character deposits are probably located deep beneath the surface, or
Constitution Modifier passed in the area; DC 10 pockets of corruption scattered across the land. Inhabitants of
Weak Every number of weeks equal to a character
these regions tend to be born with mutations, their offspring
Constitution Modifier passed in the area; DC 13 showing the same malformations over generations. Weather
in the area is quick to change, often unpredictable, and the
Moderate Every number of days equal to a character wildlife and flora exhibit signs of corruption as well, including
Constitution Modifier passed in the area; DC 15 strange species unique to the region.
Severe Every number of hours equal to a character
Constitution Modifier passed in the area; DC 17 Moderate Intensity
Deadly Every number of minutes equal to a character Corruption taint such region anywhere you look. The air itself
Constitution Modifier passed in the area; DC 20 has a coppery taste, and the weather is always harsh and
gloomy. Mutated creatures roam the land, showing advanced
signs of corruption, making any assumption on their initial
species difficult at best. Warpstone deposits are close to the
surface, with probably some mineral veins exposed here and
there. Such land would typically only have a handful of minor
settlements, struggling for survival amongst the aberration
and mutated horrors that own this territory.
Severe Intensity
In these lands, the wind cuts like daggers and the ground is
hard as iron, making it impossible to sustain any kind of life.
Freak weather always rage over the region, while the
landscape is nightmarish, ravaged by earthquakes, pits of
balefire and storms of eldritch energies. Deposits of
Warpstone can frequently be found on the surface,
surrounded by precious gemstones. Illusions and tears in
reality constantly deceive the senses, making navigation
hazardous at best and weighting heavily on one’s sanity. The
only kind of creature encountered are deadly aberrations and
the ones driven mad by the cursed landscape.
Deadly Intensity
Such areas are usually small, probably the crash site of the
meteor itself or an extremely dense deposit of Warpstone.
The sickening green glow emitted is visible from miles
around. Apart from aberrations, nothing can survive here for
more than a couple of minutes. Each minute while present in
the area, a creature other than an aberration, construct or
undead take 10 (3d6) necrotic damage. A creature hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long
rest. A creature becomes a Warp Spawn if this effect reduces
its hit point maximum to 0.
Warp Touch
Warp touch d10 Mutation Description/Effect
One of the worst effects of raw chaos and dissolution, the 01 The body of the character mutates horribly; the
malady known as Warp Touch horribly twists the flesh of an character turns into a warp spawn and is placed under
infected creature as the body collapses under the unbearable the DM control. If this is the first mutation rolled, the
weight of corruption and is infused with the raw power of character gains a level of exhaustion instead.
change, forcing all manner of strange and disturbing 02 Multiples sets of eyes appear on the character’s body.
transformations. Once the first mutation takes hold, the It has now advantage on Wisdom (Perception) checks
creature that was once now faces the inevitable dissolution of that rely on sight. Flaw: A nearby creature can see
his mind and will, becoming something less than yet more through the extra eyes of the character, as per the
than mortal. The fate that awaits nearly all surviving mutants clairoyance spell.
is to become a warp spawn, a gibbering abomination existing 03 The character grows extra, useless and deformed,
only to spread its corruption. arms and tentacles that sometimes move of their own
accord. The character has advantage on Strength
When a character falls victim to this disease, roll immediately ability checks. Flaw: The extra appendices become
uncontrollable, as per the evard's black tentacles
on the Warp Touch table and the infected creature suffers spell, centralized on the character, moving with him
one level of exhaustion. At the end of each long rest, an and with a spell save DC 15.
infected creature must make a DC 15 Constitution saving
throw, with disadvantage if it suffers from a level of 04 The tongue of the character grows extremely long or
twisted. It can now speak Deep Speech. Flaw: The
exhaustion. On a failed save, the character must roll again on character can only speak Deep Speech for the next
the warp touch table. If the character rolls a mutation it hour.
already has, it can decide to gain a level of exhaustion or to
roll again until it gets a new mutation. A character that dies 05 Vestigial wings grow on the character’s belly, head or
back. The character can fall down up to 30 feet
out of exhaustion becomes immediately a warp spawn. without taking falling damage and can land on its feet.
Some mutations grant boons and flaws, during a long rest, Beyond that, falling distance is reduced by 30 feet.
an affected character must check if its flaws awakes, making
a DC 15 Wisdom saving throw. On a failure, the flaws of the 06 The back of the character curves and grows a hump.
The character has disadvantage on Dexterity ability
character comes into play, as described on the mutation. On a checks and its speed is reduced by 10 feet.
successful save, the character keeps control of its mutation.
Lesser restoration or similar spells cannot cure the 07 The head of the character grows disproportionally and
disease, only a heal spell is powerful enough to erase the a nightmarish face appears at the back of it. The
character can cast the spell detect thoughts once per
influence of the disease and purge the flesh and soul of all long rest. Charisma is its spellcasting ability for the
traces of corruption. A creature that turned into a warp spell. Flaw: The character suffers from a short-term
spawn can only be saved with the intervention of a wish spell. madness.
Aberrations, constructs and undeads are immune to the 08 Balefire, harmless blue and green flames, sometimes
Warp Touch. runs down the skin of the character. The characters
knows the fire bolt cantrip. Charisma is its
spellcasting ability for the spell. Flaw: Flammable
objects that aren't being worn or carried within 30
feet of the character catch fire.
09- The Warp Touch stops. The character keeps all
10 previously acquired mutations but is cured of the
disease.
Lure Weed
Lure weed is a mutated plant that only grows in
water sources tainted by Warpstone. The weed
itself is easy to spot, with a long stem ending on
bioluminescent leaves. While the weed itself is
pleasing to look at, its true value lies in the remedy
that can be brewed out of it.
Warp Touch Remedy: A character that has
proficiency with Alchemist's Tools or Herbalism
Kit, and access to the proper equipment, can
prepare a remedy with lure weed flowers. The
remedy has a value of 40gp when it comes to
crafting (see crafting rules p.187 of the Player's
Handbook). Once ingested, the Warp Touch
stops. The character keeps all previously
acquired mutations but is cured of the disease.
Warp Spawn
"We saw its approach through the darkened eaves, now
crawling in the dirt, now flapping upwards, as if it could not
decide if it was a snake or a sparrow. Then it came into the
moonlight and we saw it true. Did we fight? I cannot say. All I
recall is clotted fur and an embracing drool. The stench of
cadavers and burning honey. My eyes screamed, my tongue
shook, my knees spewed. It ate my friends and drank my soul.
It took my mind I know not where, for it is no longer here
with me"— Interview with sole survivor of Reikwald forest
patrol, incarcerated in Frederheim Sanitorium
Warped by Corruption. A warp spawn is a term to describe
a whole spectrum of mutated creatures warped into being by
the corrupting influence of warpstone. Some manage to stave
off this doom for a time, but, for most, the fate of becoming a
warp spawn lies at the end of their dark and horrible road.
Warp spawn lose what little remained of their original forms,
becoming a shifting mass of tentacles and eyes. A rare few
retain just enough of their original forms to become truly
horrific. Upon the moment of devolution, the subject is
wracked with agonizing pangs as his body ripples and
undulates. The pain is so great it destroys the mind, erasing
nearly every memory, all emotion, and the capability of
forming a coherent thought.
Miserable Existence. When a warp spawn comes shambling
from its lair, it will behave in a largely unpredictable manner.
The spawn will move towards the enemy and crashes flailing
into them; teeth, claws, and tentacles tearing men limb from
limb in a shower of blood and ruination. A warp spawn is a
formidable opponent on its own, capable of slaughtering an
entire group of adventurer, but the threat is poses does not
resides solely on the brutal strength and flurry of attack of the
creature, but in the corrupting touch that it spreads. The fate
of a spawn is to die, either on the field of battle by axe or
sword, torn apart in the wilds by even more savage creatures,
or literally ripped asunder by the energies that continues to
course through its twisted body. Mindless and utterly beyond
reason, warp spawn relentlessly attack anything in their way,
the blows of their enemies merely a strange relief to the
endless insanity that is their miserable existence.
Herald of Change. Warp spawns are sometimes called
“Herald of Change” in occult societies or cults that worship Optional: Sickening Glow
the alien entities lurking in the dimension of the Far Realm.
Some eldritch ritual, involving the direct ingestion of Some aberrations radiate of the sickening glow of
warpstone or inhaling incent made of it, allow demented the warpstone. Thankfully these creature are pretty
cultists to purposely turn into one of the wretched things, easy to identify, manifesting the same light-
absorbing quality as the warpstone itself. A
each mutation bringing the cultist closer to the creature with that option has the additional trait:
“enlightenment” sought after. The creature carries the stench
of the Far Realm wherever it goes, revolting reality by its very Sickening Glow. Any creature other than an
existence. If a warp spawn is killed, the cult fashions weapons aberration, a construct or an undead that starts
out of its bone, carrying the essence of the being. These its turn within 20 feet of the aberration or
dreadful weapons are carried by cult leader or cultist of high enters the affected area for the first time on a
ranks and able to transmit the warp touch disease, spreading turn must succeed a DC 13 Constitution saving
the influence of their dark gods. throw Constitution saving throw or contract the
Warp Touch disease. If a creature's saving throw
is successful, it is immune to the aberration's
Sickening Glow for the next 24 hours.
Warp Spawn Magic Resistance. The warp spawn has advantage on
saving throws against spells and other magical effects.
Large aberration, chaotic evil
Warp Blade
Weapon (any sword), very rare, cursed
You gain a +2 bonus to attack and damage rolls made with
this magic weapon.
You can use an action to cause the blade to radiate eldritch
energy, absorbing light and warping reality around it until an
attack using this weapon hits a creature. That creature must
succeed on a DC 14 Constitution saving throw or contract
the Warp Touch disease. The sword can't be used this way
again until the next dawn.
Curse. If the sword isn't used to infect a creature with the
Warp Touch within 1 minute of being drawn from its
scabbard, its wielder must make a DC 15 Charisma saving
throw. On a successful save, the wielder take 3d6 psychic
damage. On a failed save, the wielder is dominated by the
sword, as if by the dominate monster spell, and the sword
demands that it is used to spread the Warp Touch. The spell
effect ends when the sword's demand is met.
Balewing
Spared by Fate. Balewings are some of the most diseased
and disgusting of all warp spawns. It is said that the sight of
them is so horrifying that hardened warriors are rendered
incapable of any action while they gagged and retched in
disgust. Many spawns die within minutes or hours of their
transformation, being killed by their former companions or
expiring as their impossibly mutated bodies give out under
the strain. Such is not the fate of balewings, however. By
some strange quirk of fate, they grow and prosper by
ingesting and absorbing the fleshy tissues and fluids of living
creatures. They achieve this by grabbing their victims with
their tentacles, dissolving them with melting acid and
slurping the fleshy goo that is left.
Dragons of Change. Balewings are thankfully rare and can
only be found near important warpstone deposit or deep
underground, where meteor struck the world eons ago. They
are sometimes called “Dragons of the Deep” or “Dragons of
Change” for this reason. The dwarves have learned to stay
away from warpstone veins by fear of freeing such horror if
they were to dig too deep. Still, some cultists are mad enough
to wish to summon one, ongoing lengthy rituals and
sacrifices to bring these “Dragons of Change” into this world.
Actions
Multiattack. The dluur makes two claws attacks. It can
use Acid Spit in place of any melee attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one creature. Hit: 6 (1d6 + 3) slashing damage.
Acid Spit. Range Weapon Attack: +5 to hit, range 90
ft., one target. Hit 10 (3d6) acid damage. At the end
of each of its turns, the target must make a DC 10
Constitution saving throw, taking 3 (1d6) acid
damage on a failure or ending the recurring acid
damage on a success. A lesser restoration spell cast
on the target also ends the recurring acid damage.
Reactions
Psychic Assault. When a creature the dluur can see
starts its turn charmed within 60 feet of the
aberration, the dluur can attack its mind with psychic
powers. The target must succeed on a DC 13
Wisdom saving throw or take 7 (2d6) psychic
damage and be stunned until the end of its turn.
Dolgotha
“When you see the deep fog rolling in and you smell the acrid Monster in the Fog. Dolgothas are, despite their size,
air, take your children inside and bar your doors, cover your surprisingly hard to spot. Their exoskeleton adapts to the
windows and snuff out the lights. Listen for the moan in the color of their environment, and, coupled with their uncanny
distance, if you hear it, prey.” – Midek, fisherman of Brislava ability to dissimulate in the fog, they may as well be invisible.
The dolgotha emits a characteristic sound, akin to a low and
Mutated from the Depth. Dolgothas, or fog crawlers, are deep moan, that often leads people to believe its hunting
predatory highly mutated crustacean-like creatures which live territory is haunted. It is therefore advised to always keep an
on islands, coastal regions, cold swamps or subterranean ear out, to avoid running into one by accident. The dolgothas
lakes. the overhauled anatomy of the creature points to a are nicknamed “Fog Crawlers”, for they always come with the
former aquatic crustacean, grown out of proportion due to fog. The truth is that the creature is the source of the
the Warpstone influence. It seems that at some point the supernatural fog, using it instinctively to dissimulate its
creature's head had evolved to become separate from the approach. The fog directly surrounding the dolgotha is acid,
main carapace, as well as morphed into a kind of arrowhead like its blood, and will dissolve any creature coming close.
shape for unknown reasons, possibly to be used for attacking.
These creatures are remarkably tough, fast, and quite agile Bane of Sailors. In fishing towns and remote islands the
considering their size; capable of withstanding the deadliest dolgothas are seen as boogeymen, attracted by the
spells and attacks. wickedness of witches, the smell of rotten fish or strangers in
town. These superstitions are usually false, but the presence
Fast and Deadly. The dolgothas main attacks are slicing with of one of these monsters is certainly enough to spell doom
its arms and jabbing with its head. It can also leap over a community depending on fishing. Water turns acid in
surprisingly high and slams back in to the ground, dealing the creature’s presence, and in time, it can ultimately
massive amounts of damage to anything caught in the area of compromise an entire lake or section of the ocean. The
effect. Dolgothas have few ranged attacks, a shortcoming they creature is also known to attack boats, piercing the hull with
compensate for with deceptively high speed and agility. The its head and letting the unfortunate sailors drown or burn in
monstrous creatures can cover considerable distances very the acid waters.
quickly, thus making it hard to shoot them down before they
enter melee range, while making it all the more difficult to
escape from them.
Regional Effect
The region containing a dolgotha is tainted by the creature's
presence, creating the following magical effects: Variant: Pale One
The region is constantly lightly obscured by fog, and Some legendary albino dolgothas, known as pale
creatures in the area have disadvantage on Wisdom ones, have a strong connection to the Far Realm. A
(Perception) checks that rely on sight. As an action, the pale one with an Intelligence of 14 (+2) and a
dolgotha can condense the fog, making a 1 mile radius telepathy of 120 ft. has a challenge rating of 16
(15,000 XP) and the following additional action
area heavily obscured for one hour. option:
Water sources within 30 feet of the dolgotha are
supernaturally fouled. Creature that drink or swim in such
water take 10 (3d6) acid damage at the beginning of their Reactions
turn while exposed. Psychic Backslash. Immediately after a creature
While in the region, creatures using telepathy, including casts an illusion or enchantment spell that targets
spells such as detect thoughts, rary's telepathic bond, the dolgotha or includes it in its area of effect, the
telepathy or natural telepathic abilities, must first succeed dolgotha can use its reaction to absorb the magic
on a DC 19 Wisdom saving throw. On failure, the attempt of the spell, cancelling its effect. Additionally, the
fails as the mind of the creature is overcomed by a creature that casted the spell must succeed on a
terrifying moan and the creature gains a short-term DC 19 Wisdom saving throw or take 1d8 psychic
madness (see p.259 of the Dungeon Master's Guide). damage per level of the spell slot absorbed.
Uhogguath Actions
Large aberration, neutral evil Multiattack. The uhogguath makes two melee attacks;
one with its bite and one with its tentacles.
Armor Class 14 (natural armor)
Hit Points 60 (8d10 + 16) Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
Speed 30ft., climb 30ft. target. Hit 8 (1d10 + 3) piercing damage, and the target
must make a DC 14 Constitution saving throw, taking
22 (5d8) poison damage on a failed save, or half as
STR DEX CON INT WIS CHA much damage on a successful one. If the poison
15 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0) damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
Skills Stealth +9 points, and is paralyzed while poisoned in this way.
Senses darkvision 60 ft., passive Perception 10 Tentacles. Melee Weapon Attack: +6 to hit, reach 5ft.,
Languages Deep Speech, telepathy 60 ft. one target. Hit 9 (2d8) psychic damage. If the target is
Challenge 5 (1,800 XP) Medium or smaller, it is grappled (escape DC 14) and
must succeed on a DC 14 Intelligence saving throw or
Ethereal Sight. The uhogguath can see 60 feet into the be stunned until this grapple ends.
Ethereal Plane when it is on the Material Plane, and vice Drain Intellect (Recharge 4-6). Melee Weapon Attack: +6
versa. to hit, reach 5 ft., one incapacitated humanoid grappled
Ethereal Jaunt. As a bonus action, the uhogguath can by the uhogguath. Hit: 21 (6d6) psychic damage and
magically shift from the Material Plane to the Ethereal the target must make a DC 14 Intelligence saving
Plane, or vice versa. throw. On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast
Spider Climb. The uhogguath can climb difficult spells, activate magic items, understand language, or
surfaces, including upside down on ceilings, without communicate in any intelligible way. The creature can,
needing to make an ability check. however, identify its friends, follow them, and even
Ethereal Web. The ground in a 30-foot radius around the protect them. At the end of a long rest, the creature can
uhogguath is covered in semi-solid ethereal webs, repeat its saving throw against this effect, ending the
making the area difficult terrain. Each creature that effect on itself on a success. A greater restoration spell
starts its turn in that area must succeed on a DC 11 cast on the target also ends the effect.
Strength saving throw or be restrained by the ethereal
web until the start of its next turn.
Werewolf - Ulfhedinn
“Ulfhedinn? What's that, some kind of fish?” - Professor
Artibus Joannes Rack, geographer, disappeared during a
surveying expedition in the northern lands.
Winter's Fury. Ulfhedinn are a breed of werewolf found
mainly in arctic or cold parts of the world. The harsh and
barren conditions of these lands might explain why they
primarily hunt men and are stronger than their southern
brethren. They have an intimate connection with the forces
of winter and thrive in freezing temperature, using blizzard
and snow storm to dissimulate their approach. Only a few
daring warriors in history have managed to defeat an
ulfhedinn, and each of them is commemorated in ballads
as a hero to this day.
Too Far Gone. It is believed that ulfhedinn were once simple
werewolves, but in time empowered the curse by killing and
feeding on countless human lives. As their power grew, so did
the curse, and they finally became incapable to take any other
form than that of a deadly hybrid. The werewolf became their
true nature, and the person they once were is definitively
gone. No stories exist of ulfhedinns being freed from their
curse, and most experts agree that the curse is simply
impossible to break once it reaches that point. Some rare
texts also mention a potent curse that can only be performed
during the winter solstice, a curse capable of turning a
murderer dressed with a winter wolf pelt into an ulfheddin.
Predator King. Ulfhedinn are often called “Wolf King” in
ballads and legends, and indeed packs of predator seem to
instinctively defer to them, particularly dire wolves and
winter wolves. The pack show signs of respect to the
werewolf, leaving fresh kill at the entrance of its cave or
directing preys toward its lair, cutting all possible retreat and
watching their supreme alpha take the kill. Those affected by
lycanthropy can feel their inner beast stir within them as the
werewolf approaches, for these predator kings have the
power to awake the beast inside any cursed shapeshifter,
forcing them to change and serve him as the king of hunters.
Unbreakable Curse
The ulfhedinn is what awaits every werewolf that
lives long enough to take countless lives and
become a monster driven only by a constant
bloodlust. Lycanthropy can usually be cured with
magic, such as the remove curse spell or more
powerful effects, but in the case of the ulfhedinn,
such spells are useless. There is no known way to
reverse the curse once it progresses that far, the
person they once were is only vaguely present in
some small habits or the werewolf favorite prey.
Ulfhedinn Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,one
target. Hit: 24 (3d10 + 7) piercing damage. If the target
Large monstrosity, chaotic evil
is a humanoid, it must succeed on a DC 17
Armor Class 16 (natural armor) Constitution saving throw or be cursed with werewolf
Hit Points 242 (23d10 + 115) lycanthropy.
Speed 50 ft. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) slashing damage.
STR DEX CON INT WIS CHA Frightful Presence. Each creature of the werewolf's
choice that is within 120 feet of the werewolf and
24 (+7) 16 (+3) 20 (+5) 8 (-1) 16 (+3) 8 (-1) aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature
Saving Throws Str +12, Dex +8, Con +10, Wis +8 can repeat the saving throw at the end of each of its
Skills Perception +13, Stealth +7, Survival +8 turns, ending the effect on itself on a success. If a
Damage Immunities cold; bludgeoning, piercing, and creature's saving throw is successful or the effect ends
slashing from nonmagical weapons that aren't for it, the creature is immune to the werewolf's Frightful
silvered Presence for the next 24 hours.
Senses darkvision 60 ft, passive perception 23
Languages Common Legendary Actions
Challenge 16 (15,000 XP)
The ulfheddin can take 3 legendary actions, choosing
from the options below. Only one legendary action
Fury: While it has 100 hit points or lower, or the full option can be used at a time and only at the end of
moon is up in the sky, the werewolf has advantage on another creature's turn. The werewolf regains spent
attack rolls. Additionally, the werewolf's melee attacks legendary actions at the start of its turn.
score a critical hit on a roll of 18-20.
Move. The werewolf moves up to its speed without
Keen Hearing and Smell. The ulfhedinn has advantage on provoking opportunity attacks.
Wisdom (Perception) checks that rely on hearing or The Beast Within (Costs 2 Actions). The ulfheddin
smell. targets one creature cursed with lycanthropy that it
Legendary Resistance (3/Day). If the werewolf fails a can see within 60 feet of it. The target must succeed
saving throw, it can choose to succeed instead. on a DC 18 Wisdom saving throw. On failure, the
creature instantly polymorph into its hybrid form,
Magic Attacks. The werewolf's weapon attacks are cannot shapeshift back to other forms, and is
magical. charmed by the ulfhedinn. A creature can repeat the
Pounce. If the werewolf moves at least 20 feet straight saving throw at the end of each of its turns, ending
toward a creature and then hits it with a claw attack on the effect on itself on a success.
the same turn, that target must succeed on a DC 18 Eye of Winter (Costs 2 Actions). The ulfheddin targets
Strength saving throw or be knocked prone. If the target one creature that it can see within 60 feet of it. The
is prone, the werewolf can make one bite attack against target must succeed on a DC 18 Constitution saving
it as a bonus action. throw, taking 27 (6d8) cold damage on a failed save,
or half as much damage on a successful one. If the
Actions target fails the saving throw, it is also petrified,
encaised in ice until the end of the werewolf's next
Multiattack. The ulfhedinn uses its Frightful Presence, turn.
and makes two claw attacks and one bite attack.
An Ulfhedinn's Lair
Ulfheddin favor caves or abandonned structures located deep Lycanthropes can feel the power of the ulfhedinn affecting
in snowy forests or high in the mountains to make their lair. them while they are in the region. A creature cursed with
The ground is littered with the bones from their past hunts. lycanthropy that is taking a long rest in the region must
succeed on a DC 15 Wisdom saving throw. On failure, the
Regional Effect creature polymorph into its hybrid form and act
The region containing an ulfhedinn's lair is altered by the accordingly to the alignment of its form of lycanthropy for
creature's presence, creating the following magical effects: the duration of the long rest. The creature has no
recollection of what it did while transformed.
The weather is always cold and unforgiving in the region.
The ulfhedinn, can call on heavy snow storm and extreme When the ulfhedinn is killed, all of these regional effects
cold at will (Heavy Precipitation & Extreme Cold, p.110 of fade over 10 days.
the Dungeon Master’s Guide)
Packs of dire wolves and winter wolves roam the region.
The creatures are charmed by the ulfhedinn and are
extremely aggressive toward intruders in the area.
Vargr
Heart of the Pack
Natural Lycanthropes. Vargr are pureblooded werewolves, A vargr alpha is a natural pack leader. Its presence
born under a blood moon or from the union of two galvanizes and coordinates a werewolf pack far
werewolves. As such, they are natural lycanthropes and are beyond what any regular pack alpha would. Under
one with their curse. In time they grow in strength and power the alpha’s command, a werewolf pack is a
beyond that of a regular werewolf. They can shapeshift formidable adversary, fighting and hunting as one:
effortlessly between their various forms and are far larger
than any other werewolf under their wolf and hybrid form. Shared Legendary Actions
This is reflected in their humanoid form as well, as they are Werewolves that are within 120 feet of a vargr
much taller than any common member of their race. If alpha can collectively take 3 legendary actions,
necessary, vargr can pass for humanoids for a short amount choosing from the options below. Only one
of time, but most hate doing so. Their violent and dominant legendary action option can be used at a time, and
nature is rarely contained for long, and the disdain for their only at the end of another creature's turn. The
fangless and clawless shape quickly becomes apparent to all. werewolves regain spent legendary actions at the
start of the vargr alpha's turn.
Silent Hunter, Furious Killer. Just like wolves vargr are
patient and silent hunters, stalking their prey and looking for Fast Change. A werewolf of the pack polymorphs
the weakest member of a group to ambush. Vargr favor night into its hybrid or wolf form.
hunt, following their quarry silently for hours under the cover Rush Attack. A werewolf of the pack moves up to
of darkness, maneuvering all into advantageous positions its speed, then makes a bite attack.
before striking all at once. If the attack looks unsuccessful at Pack Unity (Costs 2 Actions). Each werewolf within
120 feet of the vargr alpha can't be charmed or
first, they will retreat, regenerate their wounds and resume frightened until the end of the vargr alpha's next
the stalk. This harassment continues and repeat throughout turn.
the night, leaving no time for the prey to rest and recover. Call the Pack (Cost 3 Actions). The werewolves howl
Finally, shortly before dawn, they launch a furious final in unison to call 1d6 wolves or 1 dire wolf. The
assault on the exhausted prey. called creatures arrive in 1d4 rounds, acting as
allies of the pack. The beasts remain for 1 hour,
Cursed Bond. The most powerful vargr become pack alphas, or until a werewolf of the pack dismisses them
often by beating other contenders into submission. These as a bonus action.
vargr exude power and leadership, uniting the pack to a
supernatural degree. Under a vargr bond, a werewolf finds a
true sense of belonging, as its curse entwines with each
member of the pack. It will more readily accept its curse and
leave its old life behind, as the bond supersede any sense of
loyalty and community that it felt before. The death of a pack
member will always call for bloody revenge and retaliation.
Those that have felt the cursed bond will forever be in its
thrall, even if freed from their lycanthropy, they will feel its
beckoning in their heart and it is not rare for them to seek out
the curse once more.
Vargr Vargr Alpha
Medium humanoid (human, shapechanger), chaotic Medium humanoid (human, shapechanger), chaotic
evil evil
Armor Class 12 in humanoid form, 14 (natural armor) Armor Class 12 in humanoid form, 16 (natural armor)
in dire wolf or hybrid form in dire wolf or hybrid form
Hit Points 78 (12d8 + 24) Hit Points 127 (17d8 + 51)
Speed 30 ft. (50 ft. in dire wolf form) Speed 30 ft. (50 ft. in dire wolf form)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 21 (+5) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)
Shapechanger. As a bonus action, the vargr can Shapechanger. As a bonus action, the vargr can
polymorph into a Large wolf-humanoid hybrid or into polymorph into a Large wolf-humanoid hybrid or into
a dire wolf, or back into its true form, which is a dire wolf, or back into its true form, which is
humanoid. Its statistics, other than its AC, size and humanoid. Its statistics, other than its AC, size and
speed, are the same in each form. Any equipment it speed, are the same in each form. Any equipment it
is wearing or carrying isn't transformed. It reverts to is wearing or carrying isn't transformed. It reverts to
its true form if it dies. its true form if it dies.
Keen Hearing and Smell. The vargr has advantage on Cursed Bond. Each creature cursed with werewolf
Wisdom (Perception) checks that rely on hearing or lycanthropy that starts its turn within 10 feet of the
smell. vargr must succeed on a DC 16 Wisdom saving
Regeneration. The vargr regains 5 hit points at the throw or be charmed by the vargr until the start of
start of its turn if it has at least 1 hit point. If the the creature's next turn.
vargr takes damage from a silvered weapon, this trait Heart of the Pack. The vargr's allies have advantage on
doesn't function at the start of the vargr's next turn. melee attack rolls against any hostile creature within
5 feet of the vargr.
Actions Keen Hearing and Smell. The vargr has advantage on
Multiattack (Hybrid Form Only). The vargr makes three Wisdom (Perception) checks that rely on hearing or
attacks: one with its bite and two with its claws. smell.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Regeneration. The vargr regains 10 hit points at the
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 start of its turn if it has at least 1 hit point. If the
+ 4) piercing damage. If the target is a humanoid, it vargr takes damage from a silvered weapon, this trait
must succeed on a DC 13 Constitution saving throw doesn't function at the start of the vargr's next turn.
or be cursed with werewolf lycanthropy.
Actions
Claws (Hybrid Form Only). Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Multiattack (Hybrid Form Only). The vargr makes three
slashing damage. attacks: one with its bite and two with its claws.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon
Reactions Attack: +8 to hit, reach 5 ft., one target. Hit: 16
Harrier (Dire Wolf or Hybrid Form Only). In response (2d10 + 5) piercing damage. If the target is a
to a visible enemy moving out of its reach, the vargr humanoid, it must succeed on a DC 15 Constitution
can make one melee weapon attack with advantage saving throw or be cursed with werewolf lycanthropy.
against the moving creature. If the attack hits, the
Claws (Hybrid Form Only). Melee Weapon Attack: +8
target's speed becomes 0 until the end of its turn.
to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
slashing damage.
Voref
"Wolves aren't as bad as they're made out to be. Werewolves, Bound in Death. Killing a voref for good can prove difficult,
though — they're every bit as bad and worse."— Elsa Vilge, for the magic of the curse binds it in death as well, bringing it
archer back to life if slayed. The only known way to prevent this is to
pierce its heart with a silver weapon during the full moon, or
Cursed Monster. Neither animal, nor man, the werewolf to force the spellcaster that cursed it to lift the spell. The
takes the worst from both species: the bloodlust and primal voref's curse can at times be lifted, yet there is no universal,
nature of a wolf, and the ruthlessness and cruelty of a human. surefire method for doing this. A group of adventurers
One becomes a voref werewolf as a result of a curse thrown seeking to undertake such a task must equip themselfves
by a spellcaster -- the change itself is uncontrollable and with a great deal of patience – and sturdy armors.
unwilling. The voref can be called upon by the witch that
cursed it, playing the role of unknowing assassin or enforcer. Hidden Killer. Hunting a voref is extremely hard and
A man who transforms back to his human form can’t usually dangerous due to the hidden nature of the werewolf. The
remember the atrocious acts committed as a werewolf — werewolf seems perfectly normal and do not manifest the
otherwise he would surely go mad and take his own life, to no classic symptoms of lycanthropy while the curse lies
end since the curse won’t even allow him this relief. dormant, until its master decides to trigger it. Still,
werewolves are creatures of the night and they are especially
active during the full moon, as such, vorefs must transform
during the full moon, just as other werewolves. Vorefs are
also very allergic to aconitum, also known as “wolfsbane”,
making them avoid areas where the plant grows.
Lone Hunter. A Voref usually goes hunting alone, carrying
the order of its master, as there rarely is an opponent that can
match its strength, agility and fast health regeneration. It
strike as swiftly as lightning with claws sharp as razors and
regenerate any damage received in mere moments. If a voref
actually encounters an enemy that has equivalent strength
and can fight a fair fight, the werewolf will fight to the death
to accomplish its mission, caring little for its own safety.
Ithlinne's prophecy
Ithlinne's prophecy, also known as Aen
Ithlinnespeath is an old prediction made by the
elven prophetess Ithlinne. It predicts that the world
will perish amidst ice and glaciers and be reborn
with the new sun. The only survivors will be elves.
Several signs will herald the destruction of the
world, and the cataclysm will begin when elven
blood soaks the earth. This will mark the advent of
the 'Time of Disdain, the Axe and the Wolf's
Blizzard', which can be interpreted as a long war or
a return to barbarism.
Wild Hunt - The Truth
The White Frost
Aen Elle Fae. Few know that the oldest eladrin legends Many renowned scholar’s studies have shown that
speak of another tribe of fae and celestials - the Aen Elle. The our world is not the center of the multiverse, but
two parted ways long ago, the exact reasons have been lost to one of a thousand globes in the endless darkness
history, but involved the growing ambition and corruption of of space. This space is usually described as a
the Aen Elle king, its thirst for power threatening the balance vacuum - in which, invisible to the naked eye, lies
of the multiverse. The Aen Seidhe, the eladrins, casted the the White Frost. Thanks to the observations of
corrupted Aen Elle out of the Feywild and the Outer Planes, astronomers, we know the White Frost has already
with the help of their unicorns’ allies. The Wild Hunt is destroyed a great many worlds. The star systems in
which it appears perish into lifeless hunks of ice
composed of these fae beings, the Aen Elle, or “people of over the course of a few decades. Furthermore,
Alders” in their tongue. They refer to the eladrins and their each scholar is agreed that the White Frost will one
elven descendants as Aen Seidhe, to differentiate themselves day come to our world. Ithlinne's Prophecy, though
from their cultural heritage. They are known to have a based on magic intuition and not scientific
profound hatred for their eladrin cousins, their elven observation, thus appears to foretell the truth.
descendants, and celestials, especially unicorns.
“Verily I say unto you, the era of the sword and axe
is nigh, the era of the wolf's blizzard. The Time of
the White Chill is nigh, the Time of Madness: Tedd
Deireádh, the Time of End. The world will die
amidst frost and be reborn with the new sun.
Ess'tuath esse! Thus it shall be! Watch for the signs
I say unto you! First the earth will flow with the
blood of Aen Seidhe, the Blood of Elves...”
Soul Torment
Soul Torment is a curse that afflicts a creature
whose soul is being slowly torn apart by vile magic.
If the target dies out of exhaustion, the target’s
soul is destroyed and ceases to exist, preventing
any use of resurrection magic on the creature. The
curse lasts until removed by the greater restoration
spell or other magic.
For every 24 hours that elapse, the creature
must succeed on a DC 19 Wisdom saving
throw or suffer one level of exhaustion.
While cursed, the creature is unable to sleep
and the curse prevents the target from gaining
any benefit from resting.
The creature’s emotions become cold and
numb; it gains advantage on saving throws
against being charmed or frightened but
disadvantage on Wisdom and Charisma checks.
Naglfar Antimagic Susceptibility. The naglfar is incapacitated
while in the area of an antimagic field. If targeted by
Gargantuan construct, chaotic evil
dispel magic, the naglfar must succeed on a
Armor Class 16 (natural armor) Constitution saving throw against the caster's spell save
Hit Points 297 (17d20 + 119) DC or fall unconscious for 1 minute.
Speed 0 ft., 60 ft. (hover) Magic Resistance. The naglfar has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Soul Choir. Any creature within 30 feet of the naglfar
that isn’t immune to be frightened hears in its mind the
22 (+6) 7 (-2) 24 (+7) 3 (-4) 3 (-4) 16 (+3) screams of the hundreds of souls trapped in the ship.
As a bonus action, the naglfar can force all affected
Saving Throws Con +11, Wis +0 creatures to make a DC 15 Wisdom saving throw. On a
Damage Immunities cold, poison, psychic failure, the creature falls unconscious. The effect ends
Condition Immunities blinded, charmed, deafened, on the creature if it is waked up by the lesser
exhaustion, frightened, paralyzed, petrified, prone restoration spells or similar magic. If a creature's saving
Senses blindsight 120 ft. (blind beyond this radius), throw is successful or the effect ends for it, it is
passive Perception 6 immune to the Soul Choir for the next 24 hours.
Languages -
Challenge 12 (8,400 XP) Actions
Ram. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Innate Spellcasting. The naglfar's innate spellcasting one target. Hit: 33 (5d10 + 6) bludgeoning damage.
ability is Charisma (spell save DC 15). The naglfar can
innately cast the following spells, requiring no material Trap Soul. The naglfar targets one creature it can see
components: within 30 feet of it that has 0 hit points and is still alive.
The target must succeed on a DC 15 Constitution
At will: ice storm saving throw against this magic or die. If the target dies,
2/day each: fear, sleet storm the naglfar regains 22 (5d8) hit points. A creature killed
1/day each: investiture of ice, otiluke's freezing sphere by this attack cannot be brought back to life until the
naglfar is destroyed.
Naglfar
Astral Vessels. During their travels through the planes, the
Wild Hunt learned the secret allowing them to build their
naglfar astral vessels, ships that protect them from the raging
psychic winds of the Astral Plane. The naglfar are built by
their many slaves out of the fingers and toe-nails of the dead,
its hull is encased in supernatural ice and its sails made of
flayed humanoid skin. A naglfar has no helm, for it is only
guided by a navigator that “speaks” to the many souls trapped
into the ship. These vessels and their crew of warriors often
cross steel with other denizens of the Astral Plane, especially
the githyanki, who they battle constantly with for supremacy
over the Astral Sea.
Diabolical Catalyst. The naglfars are more than mere astral
vessels, it is said that every slave that built it was slowly
drained of its soul by the diabolical vessel, granting it a
primitive consciousness and a thirst for souls. Simply
standing near the ship can tear apart the mind of a creature,
driving it into a magical coma. Imbued with the magic of the
White Frost, the naglfar can summon supernatural cold, but it
reveals its true potential as a magical catalyst for the powers
wielded by navigators, allowing them to breach through
dimensions or to tap into its almost limitless well of souls to
fuel their spells.
Spectral Hunt (Raiders) Herald of the Void. At the start of each of the spectral
hunt's turns, each creature within its space must make a
Huge swarm of Medium fey, lawful evil
DC 14 Constitution saving throw, taking 9 (2d8)
Armor Class 13 psychic damage plus 9 (2d8) cold damage on a failed
Hit Points 150 (20d12 + 20) save, or half as much damage on a successful one.
Speed 50 ft., fly 50 ft. Incorporeal Swarm. The swarm can occupy another
creature's space and vice versa; it can move through
other creatures and objects as if they were difficult
STR DEX CON INT WIS CHA terrain. It takes 5 (1d10) force damage if it ends its turn
6 (-2) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 13 (+1) inside an object. The swarm can't regain hit points or
gain temporary hit points.
Damage Vulnerabilities fire, force
Damage Resistances lightning; bludgeoning, piercing Actions
and slashing from nonmagical weapons Void Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
Damage Immunities cold, poison one creature. Hit: 20 (5d6 + 3) psychic damage. If this
Condition Immunities charmed, frightened, paralyzed, damage reduces the target to 0 hit points, the target is
petrified, poisoned, prone, restrained, stunned stable but unconscious for 1 hour, even after regaining
Senses darkvision 60ft., passive Perception 13 hit points.
Languages Elvish, Primordial, Sylvan
Challenge 6 (2,300 XP) White Frost's Grasp. Melee Spell Attack: +6 to hit, reach
5 ft., one target. Hit: 20 (5d6 + 3) cold damage. If the
Force Disruption. Whenever the spectral hunt takes target is killed by this damage, it becomes a frozen
force damage, it has disadvantage on attack rolls and statue until it thaws.
ability checks until the end of its next turn.
Legendary Actions
STR DEX CON INT WIS CHA The spectral king can take 3 legendary actions,
6 (-2) 24 (+7) 18 (+4) 25 (+7) 25 (+7) 28 (+8) choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Saving Throws Dex +13, Int +13, Wis +13, Cha +14 of another creature's turn. The spectral king regains
Damage Vulnerabilities fire, force spent legendary actions at the start of its turn.
Damage Resistances lightning; bludgeoning, piercing Rend Mind. The spectral king targets one creature
and slashing from nonmagical weapons afflict ed by soul torment and that it can see within
Damage Immunities cold, poison 60 feet of the king. The creature must make a DC 21
Condition Immunities charmed, frightened, paralyzed, Wisdom saving throw. On a failure, the creature fall
petrified, poisoned, prone, restrained, stunned unconscious for 10 minutes. The effect on the
Senses truesight 120 ft., passive Perception 17 creature ends if it takes damage or if the creature is
Languages Elvish, Primordial, Sylvan no longer afflicted by Soul Torment.
Challenge 21 (33,000 XP) Phantasmal Killer (Costs 2 Actions). The spectral king
casts phantasmal killer (spell save DC 21), no
Force Disruption. Whenever the spectral king takes force concentration required.
damage, it has disadvantage on attack rolls and ability Soul Bound. (Costs 2 Actions). The spectral king
checks until the end of its next turn. targets one creature it can see within 30 feet of it. A
crackling cord of negative energy tethers the spectral
Incorporeal Movement. The spectral king can move king to the target. Whenever the spectral king takes
through other creatures and objects as if they were damage, the target must make a DC 21 Constitution
difficult terrain. It takes 5 (1d10) force damage if it saving throw. On a failed save, the spectral king takes
ends its turn inside an object. half the damage (rounded down), and the target takes
Legendary Resistance (3/Day). If the spectral king fails a the remaining damage. This tether last until the end
saving throw, it can choose to succeed instead. of the spectral king's next turn.
Doomsayer (Costs 3 Actions). The spectral king targets
Actions one creature it can see within 30 feet of it. The target
must succeed on a DC 21 Wisdom saving throw or
Multiattack. The spectral king makes three melee be magically cursed. Until the curse ends, the target
attacks. When its Soul Tear is available, it can use it in has disadvantage on attack rolls and saving throws.
place of one attack. The target can repeat the saving throw at the end of
Spectral Claws. Melee Weapon Attack: +13 to hit, reach each of its turns, ending the curse on a success.
5 ft., one target. Hit: 25 (4d8 + 7) psychic damage plus
18 (4d8) cold damage.
Ard Gaeth. The ancestral hatred that exists between the While wearing the pouch around your neck you are
hidden from divination magic from fey creatures of
Wild Hunt and the unicorns dates back to events that evil alignment. You can't be targeted by such magic
occurred in time immemorial. Somewhere in the weave of the or perceived through magical scrying sensors. A fey
multiverse lies Ard Gaeth – the Gate of Worlds. The gods creature of evil alignment who targets you with an
tasked the pure unicorns to keep the gate shut, keeping attack or a harmful spell must first make a DC 13
realities and worlds separated. Through trickery and Wisdom saving throw. On a failed save, the
conquest, the king of the Alders once forced the unicorns to creature must choose a new target or lose the
open Ard Gaeth, seeking to use its power. Realizing their attack or spell. This effect doesn’t protect you from
foolish plan that might have endangered the entire area effects, such as the explosion of a fireball. You
multiverse, the unicorns called on the magic of the eladrins to are immune to the memory loss induced by the
banish the Aen Elle through Ard Gaeth into the void. spectral hunt and the Feywild.
Easnadh Huntsman
Invisible Watcher. Long ago, when the walls of Tyr na Lia
stood strong, the easnadh huntsmen, the “all seeing ones”,
were tasked with keeping the borders of the realm safe.
Nowadays they are the scouts and assassins of the Wild
Hunt, scouring the planes for defenseless towns to raid and
relentlessly tracking those of interest to the Aen Elle.
Thrill of the Hunt. Silent and deadly, the huntsmen are
patient hunters. If given the occasion, they will plan elaborate
ambushes, watching their target from the shadow for days
before striking. If outmatched, the huntsmen will retreat,
confident in their abilities to find their quarry later. They are
learning with each encounter, studying the favorite tactics of
their adversary and planning accordingly. In truth, the
easnadh enjoy the thrill of the hunt, one of the few emotions
they can still feel, and will often toy with their prey.
Variant: Spectral King King of the Wild Hunt
With this option, the king has a challenge rating of
25 (75,000 XP) and the following trait:
Mysterious Ruler. For most, the king of the Wild Hunt is
nothing but a legend. Countless tales describe it in many
Spectral King (1/Day). As an action, the king ways, always dreadful. The name of the being behind the
psionically transform into the spectral king (see frightful mask, the identity of the lord of nightmares, remains
spectral hunt section), and can remain in this form unknown. It might still be the initial king of the Aen Elle,
for up to 12 hours. The king can choose whether banished eons ago, but it might just as well be a title passed
its equipment falls to the ground, melds with its down from ruler to ruler. Nothing is ever certain when it
new form, or is worn by the new form. The king can comes to the king, for centuries of tales, propaganda and
revert to its true form using a bonus action on its misinformation campaigns have created an intricated web of
turn. The king assumes the hit points of its new lies around the truth.
form, and when it reverts to its normal form, the
king returns to the number of hit points it had Destroyer of Worlds. The king is said to have once
before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries
possessed Ard Gaethe, The Gate of Worlds, a great power
over to its normal form. As long as the excess
allowing one to control space and time. With this power and
damage doesn’t reduce the king’s normal form to 0 its navigators, the Wild Hunt seemed unstoppable and tore
hit points, it isn’t knocked unconscious. While in asunder all who dared stand in their way, gaining control of
this new form, the king retains its game statistics other planes and exterminating all non-fey they could find,
and ability to speak, but its AC, movement modes, until they could be finally stopped and exiled. From this
Strength, Constitution and Dexterity are replaced distant past, the king retains the terrifying ability to open
by those of the new form, and it gains any special vortex leading directly to the void and to plunge entire
senses, proficiencies, traits, actions, reactions and regions into Everlasting Winter.
legendary actions that the new form has but that it
lacks.
Everlasting Winter
Using the power of a thousand souls and undergoing a
lengthy ritual taking 24 hours to complete, the king of the
Wild Hunt can open a permanent screaming vortex, allowing
the White Frost to pour into an entire region. One of the few
known ways to end the Everlasting Winter is to cast a wish
spell for that purpose while within 30 feet of the vortex;
alternatively, a unicorn can willingly sacrifice its life, stepping
into the vortex to close it and end the Everlasting Winter.
The region is permanently subject to Extreme Cold,
Strong Wind and Heavy Precipitation (heavy snowfall)
(p.110 of the Dungeon Master's Guide). Spells affecting
the weather conditions are ineffective and cannot improve
the weather in any ways.
Snow never ceases to fall and ice forms around surfaces.
At first, effects are minor, frost covers everything as the
temperature drops, small flora suffers the most, work and
travel become very tiring. As time passes, the situation
gets worst; after 5 days, plants die; after 10 days,
unprotected animals die, and wells and small rivers freeze
over, while regular buildings collapse or disappear under
the ice and snow; after 20 days, only the tallest buildings
are still visible, breaking through the sea of snow, rivers
are entirely frozen.
Psychic storms erupt frequently in the region. Every day,
there is a twenty percent chance that characters in this
region are caught in the path of a psychic storm moving
50 feet per round. Creatures with a passive Wisdom
(Perception) score of 15 or more receive 1d4 rounds of
warning: a screaming, maddening sound in the distance. A
psychic storm is first sensed as a rapid darkening of the
sky. After a few rounds, the area becomes as dark as a
moonless night. Each creature affected by the storm must
make a DC 15 Intelligence saving throw. On a failed save,
the creature suffers the mental effect. Roll a d20 and
consult the Psychic Wind Effects table (p.48 of the
Dungeon Master’s Guide) to determine the mental effects.
King of the Wild Hunt Proclaim Edict. The king targets up to three creatures
that it can see within 30 feet of it. Each target must
Medium fey, lawful evil
succeed on a DC 21 Wisdom saving throw. In case of
Armor Class 18 (plate armor) failure the target is under one of the following effects,
Hit Points 312 (25d8 + 200) chosen by the king:
Speed 30 ft. 1. Edict of Death. The next time the target is taking damage,
its hit point maximum is reduced by an equal amount and
the Edict ends for it. The reduction lasts until the target
STR DEX CON INT WIS CHA
finishes a long rest. The target dies if this effect reduces its
26 (+8) 24 (+7) 26 (+8) 25 (+7) 25 (+7) 26 (+8) hit point maximum to 0.
2. Edict of Despair. Whenever the target makes an attack roll
Saving Throws Con +15, Int +14, Wis +14, Cha +15 or a saving throw, the target must roll a d10 and subtract
Skills Athletics +15, Intimidation +15, Perception +14 the number rolled from the attack roll or saving throw and
Damage Immunities cold; bludgeoning, piercing, and the Edict ends for it.
slashing from nonmagical weapons that aren't 3. Edict of Obedience. If the target makes an attack or casts a
silvered spell that affects an enemy creature, the target takes 22
Condition Immunities charmed, frightened (4d10) psychic damage and the Edict ends for it.
Senses truesight 120 ft., passive Perception 24
Languages Elvish, Primordial, Sylvan Legendary Actions
Challenge 22 (41,000 XP)
The king can take 3 legendary actions, choosing from
Innate Spellcasting. The king's innate spellcasting ability the options below. Only one legendary action option
is Charisma (spell save DC 23). The king can innately can be used at a time and only at the end of another
cast the following spells, requiring no material creature's turn. The king regains spent legendary actions
components: at the start of its turn.
At will: find steed, misty step, sanctuary Teleport. The king magically teleports, along with any
2/day each: forcecage, maze, plane shift, wall of ice equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.
Bringer of Death. Any creature hostile to the king that Command the Hunt (Costs 2 Actions). Up to three
starts its turn within 20 feet of the king must make a friendly creature within 120 feet of the king that can
DC 21 Wisdom saving throw, unless the king is hear it can use their reactions to move up to their
incapacitated. On a failed save, the creature is speed and each make one weapon attack.
frightened until the start of its next turn. While Screaming Vortex (Costs 3 Actions). The king targets a
frightened in this way, a creature has disadvantage on all space that it can see within 60 feet of it. A vertical
saving throws. If a creature's saving throw is successful, column of White Frost energies erupts from a
the creature is immune to the king's Bringer of Death dimensional rift at the location. Each creature in a 10-
for the next 24 hours. foot radius, 40-foot-high cylinder centered on a point
Legendary Resistance (3/Day). If the king fails a saving must succeed on a DC 21 Strength or Dexterity
throw, it can choose to succeed instead. saving throw (target' s choice) or be trapped by the
vortex. While trapped, the target is incapacitated and
Magic Resistance. The king has advantage on saving take 18 (4d8) cold damage and 18 (4d8) psychic
throws against spells and other magical effects. damage at the start of each of its turns. If this damage
White Frost Weapons. The king's weapon attacks are reduces the target to 0 hit points, it dies and no
magical. When the king hits with any weapon, the mortal magic can return that creature to life. The
weapon deals an extra 4d8 cold damage and 4d8 target can repeat the saving throw at the end of each
psychic damage (included in the attack). of its turns, ending the effect on itself on a success.
The target remains there until the effect ends, at
Actions which point the target reappears in the space it left or
in the nearest unoccupied space if that space is
Multiattack. The king can use its Proclaim Edict. It then occupied. If the effect ends for a creature, it must
makes three melee attacks. succeed on a DC 21 Wisdom saving throw or
acquires a long-term madness randomly determined.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5
ft., one target. Hit: 15 (2d6 + 8) slashing damage plus
18 (4d8) cold damage and 18 (4d8) psychic damage.
Honor Guard Navigator
Some chosen among the Dearg Ruadhri have the
immense honor to defend the navigators. These
Prized Officers. Navigators, or arwain' cyfren, are amongst
personal guards can draw power from the navigator the most prized advisors of the king of the Wild Hunt and, on
itself. A member of the honor guard has the account of their extraordinary abilities, high ranking officers
following traits: of the Wild Hunt. Calling on arcane magic, navigators can
guide the warriors of the Hunt along mystic pathways
Shared Spellcasting. While members of the honor through time and space in order to reach other worlds. As
guard are within 60 feet of a navigator, they can powerful mages, they rely in combat first and foremost on
each cast the following spells but must share the their spells and supernatural powers. They are also masters
daily uses among themselves: of immediate dimensional transport, such as teleportation,
At will: frostbite, misty step, ray of frost
which they make ample use of in a fight.
3/day each: armor of agathys (4th-level version),
ice storm, protection from energy
Dimensional Mastery. Navigators are the product of
1/day each: elemental bane, investiture of ice selective breeding, often unwilling, between Aen Elle and
elven or fey partners gifted with the ability to manipulate time
For casting these spells, each member of the and space, the inner gift for magic. The prized offsprings are
honor guard is a 12th-level spellcaster that uses then tutored by other navigators, a pupil spending several
Charisma as its spellcasting ability. The spell save decades under its master’s tutelage before receiving the
DC is 12 + the member's Charisma modifier, and
the spell attack bonus is 4 + the member's
command of its own naglfar ship. Some pupils cut this
Charisma modifier.
apprenticeship short by making a pact with a permafrost
elemental, creating the bond of the hjarthane. Such shortcut
War Magic. When a member of the honor guard comes with its own risk, those that fail become tormentors.
uses its action to cast a cantrip, it can also take a
bonus action to make one weapon attack. A Navigator's Lair
The “lair” of a navigator differs from common definitions. In
fact, the lair isn’t so much a place as it is a catalyst for the
navigator’s magic, a naglfar ship (see Spectral Hunt section)
or a hjarthane elemental (see White Frost Elemental section).
When the navigator is within sight of a catalyst, it is can use
its lair actions. A navigator cannot use its lair actions if its
catalyst is incapacitated, killed or unconscious.
A navigator encountered in its lair has a challenge rating of
16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the navigator
takes a lair action to cause one of the following magical
effects; the navigator can't use the same effect two rounds in
a row:
The navigator folds dimension, altering any magical travel.
Until initiative count 20 on the next turn, the destination
of any magical travel attempt, such as the teleportation,
portal or plane shift spell, done within 360 feet of the
navigator is redirected to a location of its choosing, within
the limitation of the initial effect's range.
The navigator summons the White Frost, spreading as a
wave of supernatural cold, flash freezing anything within
its path. In a 90-foot line that is 30 feet wide blasting from
the navigator in a direction it chooses, nonmagical fires
are extinguished, water is frozen, and the ground becomes
difficult terrain. Each creature that is not immune to cold
damage must succeed on a DC 18 Dexterity or
Constitution saving throw (creature's choice) or be
petrified, encased in ice until the end of its next turn.
The navigator channels the tumultuous psychic winds,
breaching the barrier between worlds in a 90-foot line that
is 30 feet wide blasting from the navigator in a direction it
chooses. Each creature in that line must succeed on a DC
18 Wisdom saving throw or suffer from the Psychic
Winds mental effects (p.48 of the Dungeon’s Master
Guide).
Navigator Actions
Medium fey, lawful evil Multiattack. The navigator makes two quarterstaff
attacks.
Armor Class 18 (plate armor)
Hit Points 172 (23d8 + 69) Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
plus 22 (5d8) cold damage or 6 (1d8 + 2) bludgeoning
damage plus 22 (5d8) cold damage if used with two
STR DEX CON INT WIS CHA hands.
15 (+2) 19 (+4) 17 (+3) 18 (+4) 14 (+2) 22 (+6) Ice Orb. The navigator hurls an ice orb at a point it can
see within 150 feet of it. Each creature in a 15-foot-
Saving Throws Con +8, Int +9, Wis +7, Cha +11 radius sphere centered on that point must make a DC
Skills Arcana +9, History +9, Insight +7, Perception +7 19 Dexterity saving throw, taking 27 (6d8) cold
Damage Resistances bludgeoning, piercing, and slashing damage on a failed save, or half as much damage on a
from nonmagical weapons that aren't silvered successful one.
Damage Immunities cold
Condition Immunities charmed, frightened Summon Elemental (3/Day). The navigator magically
Senses truesight 120 ft., passive Perception 17 summons 1d4 + 1 hound of the wild hunt or 1d2 white
Languages Elvish, Primordial, Sylvan frost elemental. The summoned creatures appear in an
Challenge 15 (13,000 XP) unoccupied space within 60 feet of their summoner
and act as an ally of their summoner. They remain for 10
minutes, until they or their summoner dies, or until
Innate Spellcasting. The navigator's innate spellcasting their summoner dismisses them as an action.
ability is Charisma (spell save DC 19). The navigator can
innately cast the following spells, requiring no material
components:
Legendary Actions
The navigator can take 3 legendary actions, choosing
At will: dimension door, fire shield (chill shield only), from the options below. Only one legendary action
misty step, scrying, thaumaturgy option can be used at a time and only at the end of
3/day each: arcane gate, banishment, cone of cold, another creature's turn. The navigator regains spent
telekinesis legendary actions at the start of its turn.
2/day each: commune, Otiluke's freezing sphere, plane
shift, teleport, wall of ice Permafrost Mantle. The navigator creates an icy mantle
1/day each: foresight (self only), gate of protection on itself. The next time that it takes
bludgeoning, slashing, or piercing damage, that
Sorcery Points. The navigator has 20 sorcery points. It damage is reduced to 0, and the mantle is destroyed.
can spend 1 or more sorcery points to gain one of the Absorb Essence (Costs 2 Actions). One elemental
following benefits: within 20 feet of the navigator takes 13 (3d8)
Heightened Spell: When it casts a spell that forces a necrotic damage, and the navigator regains 3 (1d4 +
creature to make a saving throw to resist the spell's 1) sorcery points, up to its maximum of 20.
effects, the navigator can spend 3 sorcery points to give Ice Orb (Costs 2 Actions). The navigator hurls an ice
one target of the spell disadvantage on its first saving orb.
throw against the spell. Mass Phase (Costs 2 Actions). Up to three friendly fey
creatures within 30 feet of the navigator can use their
Quickened Spell: When it casts a spell that has a casting reactions to teleport, along with any equipment they
time of 1 action, the navigator can spend 2 sorcery are wearing or carrying, up to 120 feet to an
points to change the casting time to 1 bonus action for unoccupied spaces they can see.
this casting.
Frost Weapons. The navigator's weapon attacks are
magical. When the navigator hits with any weapon, the
weapon deals an extra 5d8 cold damage (included in
the attack).
Red Rider Actions
Medium fey, lawful evil Multiattack. The rider makes two attacks.
Armor Class 18 (plate) Loa'then Spear. Melee or Ranged Weapon Attack: +8 to
Hit Points 97 (15d8 + 30) hit, reach 5 ft. and range 20/60 ft ., one target. Hit: 7
Speed 30 ft. (1d6 + 4) piercing damage plus 13 (3d8) cold damage,
or 8 (1d8 + 4) piercing damage plus 13 (3d8) cold
damage if used with two hands to make a melee attack.
STR DEX CON INT WIS CHA If the target is a creature, it must succeed on a DC 15
18 (+4) 19 (+4) 14 (+2) 13 (+1) 13 (+1) 16 (+3) Constitution saving throw or it can’t regain hit points
until the curse is lifted by a remove curse spell or
Saving Throws Dex +8, Con +6, Cha +7 similar magic. If the spear is thrown, it immediately flies
Skills Intimidation +11, Perception +5 back in the rider's hands after the attack.
Damage Resistances bludgeoning, piercing, and slashing Summon Hounds (1/Day). The rider attempts to
from nonmagical weapons that aren't silvered magically summon 1d4 + 1 hound of the wild hunt with
Damage Immunities cold a 50 percent chance of success. If the attempt fails, the
Condition Immunities charmed, frightened rider takes 5 (1d10) psychic damage. Otherwise, the
Senses darkvision 60 ft., passive Perception 15 summoned hounds appear in an unoccupied space
Languages Elvish, Primordial, Sylvan within 60 feet of its summoner and acts as an ally of its
Challenge 9 (5,000 XP) summoner. It remains for 10 minutes, until it or its
summoner dies, or until its summoner dismisses it as
Innate Spellcasting. The rider's innate spellcasting ability an action.
is Charisma (spell save DC 15). The rider can innately
cast the following spells, requiring no material Reactions
components: Frost Globe (2/Day). When the rider is hit by an attack, it
At will: find steed becomes surrounded by a frost globe that has 50 hit
3/day each: counterspell, misty step, staggering smite points. Whenever the rider takes damage, the globe
1/day each: destructive wave, geas, locate creature takes the damage instead. If a creature hits the globe
with a melee attack, the creature takes 10 cold damage.
Frost Weapons. The rider's weapon attacks are magical. If the globe is reduced to 0 hit points, the rider takes
When the rider hits with any weapon, the weapon deals any remaining damage. While the globe remains, the
an extra 3d8 cold damage (included in the attack). rider is incapacitated and regains 20 hit points at the
Unicorn Slayer. When the rider hits a celestial with a start of its turn.
weapon attack, the celestial takes an extra 10 (3d6)
damage of the weapon's type.
Red Rider
Inner Circle. Each Wild Hunt warrior has gone through a
rigorous selection process, but the king's personal cavalcade
includes only the most brutal and most ferocious of the Aen
Elle. The inner circle, as they are sometimes called, are the
initial members of the Dearg Ruadhri, the true red riders.
They still wear their red heraldry, and all swore the zvaere
loa’then, the oath of hatred, to exterminate all the unicorns
and pursue their bloody crusade across the planes. Their
signature weapon is the loa’then spear, a magical spear
forged with the horn and the blood of a slayed Unicorn.
Honor Guard. A red rider that is part of the honor guard (see
the "Honor Guard" sidebar, in the Navigator section) has a
challenge rating of 11 (7,200 XP).
Tormentor
Botched Navigator. Many navigator aspirants lack the Psychic Leech. What magical essence lied in the tormentor
patience and dedication to master their powers, they are the was absorbed by the White Frost, filling the void left with
ones that turn to permafrost elementals, venturing deep into otherworldly psionic energies. Tormentors are psychic leech,
the Frostfell. Some manage to tame the elemental, merging slavers and torturers. They break the will of the prisoners,
their essence in the hjarthane bound and finding a balance draining them avidly of their soul and inflicting excruciating
between the destructive power of the White Frost and their torment until nothing is left but a servile, broken, captive.
ego. The ones too weak to oppose their will are swallowed all Tormentors use their insidious powers to fashion partially
by the devouring hunger of the void, leaving behind nothing real substitute of a creature, formed from ice or snow, and
more than a hollow shell. infused with a fragment of the creature’s soul. These fetches,
as they are called, take the place of a creature, living its life as
Traitor to the Creed. If all members of the Dearg Ruadhri the creature would have until its master requires its service.
have a weeping wound inside them, the tormentors have a Fetches are often released after raids, pretending to be
gaping gash, peering directly into the void’s maw. Tormentors returning survivors, spreading fear and misinformation on
are completely unconcerned with the ideals of the Wild Hunt, the Wild Hunt. In other cases, when the disappearance of a
for naught is left of their personality, and they care nothing person would cause too much of a commotion, or when the
for the fate of the Aen Elle or their past. Many turn "traitors", tormentor would gain to have a pawn in a strategic location, a
disassociated with the Wild Hunt and taking on their own, person is kidnaped purposely to be replaced by a fetch.
only interested in hasting the coming of the White Frost and
feeding their insatiable hunger. Navigators especially despise
them, for the weakness they showed and the wasted potential
they represent. The ones that do stay, find convenience in the
raids of the Hunt, facilitating their acquisition of souls. Still,
the role that tormentors play in Tyr na Lia, and the Wild Hunt
as an all, is essential. They are tolerated as a necessary evil to
advance a bigger cause.
Fetch
When a tormentor takes a hold of someone’s soul,
it can imprint a part of it in a simulacrum called a
fetch. Created with the simulacrum spell, a fetch
can only replicate a creature that is afflicted by Soul
Torment from the tormentor. A tormentor can have
five fetches at any one time, disregarding the
limitation of the simulacrum spell. A fetch has the
following traits:
Saving Throws Str +13, Con +9, Wis +7, Cha +10 Maul. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Skills Athletics +13, Intimidation +16, Perception +7 one target. Hit: 21 (4d6 + 7) bludgeoning damage plus
Damage Immunities cold; bludgeoning, piercing, and 18 (4d8) cold damage and the target must succeed on
slashing from nonmagical weapons that aren't a DC 18 Constitution saving throw or be stunned until
silvered the start of the general's next turn.
Condition Immunities charmed, frightened Booming Teleport. The general, along with any objects it
Senses darkvision 60 ft., passive Perception 17 is wearing or carrying, teleports up to 60 feet to an
Languages Elvish, Primordial, Sylvan unoccupied space it can see. Each creature within 5 feet
Challenge 17 (18,000 XP) of the general before it teleports must succeed on a DC
18 Constitution saving throw or take 18 (4d8) force
Innate Spellcasting. The general's innate spellcasting damage and be pushed up to 10 feet away and knocked
ability is Charisma (spell save DC 18). The general can prone. If the saving throw is successful, the creature
innately cast the following spells, requiring no material takes half the force damage and isn't flung away or
components: knocked prone.
At will: find steed, misty step, thaumaturgy Inspire Dread (Recharges 5-6). The general exudes
3/day each: fear, staggering smite magical terror. Any creature hostile to the general within
2/day each: banishing smite, destructive wave 30 feet of the general must succeed on a DC 18
Wisdom saving throw or be frightened for l minute.
Frost Weapons. The general's weapon attacks are While frightened in this way, a creature has
magical. When the general hits with any weapon, the disadvantage on Intelligence, Wisdom and Charisma
weapon deals an extra 4d8 cold damage (included in saving throws. If a frightened target ends its turn more
the attack). than 30 feet away from the general, the target can
repeat the saving throw, ending the effect on itself on a
success.
Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) plus 4 (1d8) cold
damage.
Halberd. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 8 (1d10 + 3) plus 4 (1d8) cold
damage.
Reactions
Arcane Rush. After a magical teleport the warrior can
make one melee weapon attack with advantage.
Actions
Multiattack. The elemental makes two slam attacks.
Hurl Ice. Ranged Weapon Attack: +7 to hit, range
60/240 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage plus 9 (2d8) cold damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage
plus 4 (1d8) cold damage.
Optional: Pale Night
When the Wild Hunt rides in the night sky or the
pale dead stars are aligned, most conjurers know it
is folly to call upon elemental servants. When a
spellcaster attempt to summon an elemental
creature with a spell such as conjure elemental, it
must make on a DC 16 Wisdom saving throw. On a
failed save, the spell conjures a hostile white frost
elemental, as if it had lost concentration on its
spell.
Permafrost Elemental Ice Walk. The elemental can move across and climb icy
surfaces without needing to make an ability check.
Large elemental, neutral evil
Additionally, difficult terrain composed of ice or snow
Armor Class 18 (natural armor) doesn't cost it extra movement.
Hit Points 142 (15d10 + 60)
Speed 30 ft. Actions
Multiattack. The elemental makes two slam attacks, and
uses its Freeze Heart if it can.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 5 (-3) 10 (+0) 7 (-2) Hurl Ice. Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning
damage plus 9 (2d8) cold damage.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
from nonmagical weapons target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9
Damage Immunities cold, poison (2d8) cold damage.
Condition Immunities exhaustion, paralyzed, poisoned, Freeze Heart (Recharge 5-6). The elemental targets one
unconscious creature it can see within 60 feet of it that isn't an
Senses darkvision 60 ft., passive Perception 10 undead, elemental or construct. The target must make a
Languages Primordial DC 16 Constitution saving throw, taking 13 (3d8) cold
Challenge 10 (5,900 XP) damage on a failed save, or half as much damage on a
successful one. On a failure, the creature is cursed with
Detect Heat. The elemental can magically sense the Soul Torment (see Appendix).
presence of heat sources, including warm-blooded
creatures, up to 5 miles away. It knows the general Reactions
direction they're in but not their exact locations.
Condemn Fire. The elemental can force a creature within
Drain Warmth. When a creature of the elemental's 60 feet of it that is casting a spell that can deal fire
choice starts its turn within 60 feet of the elemental, damage to make a DC 16 Constitution saving throw. On
the elemental can force the creature to make a DC 16 a failed save, the creature takes 1d8 cold damage per
Constitution saving throw if the elemental isn't level of the spell, and the spell has no effect and is
incapacitated. On a failed save, the creature has wasted.
vulnerability to cold damage for 1 minute, until it has
immunity to cold damage. If a creature's saving throw is Heinous Reprisal. In response to being hit by a melee
successful or the effect ends for it, the creature is attack that deals fire damage, the elemental can make
immune to the elemental's Drain Warmth for the next one melee weapon attack with advantage against the
24 hours. A lesser restoration spell ends this effect. attacker.
Permafrost Elemental
Variant: Hjarthane Ice Juggernaut. Permafrost elementals have no qualms
An elemetal can gain power from a pact with a about carrying out their destructive purpose. Gifted with
navigator. A hjarthane has a challenge rating of 12 incredible strength, they are completely invulnerable to
(8,400 XP) and the following additional traits: poison, deprived of sensitive organs, hard as permafrost and
all in all incredibly difficult opponents. Above all, one should
Hjarthane Bound. The elemental is magically bound refrain from using against them what might seem their
to a navigator. As long as the navigator and its
hjarthane are on the same plane of existence, the
logical bane, fire, for it will fuel the creature's unbridled fury.
navigator can telepathically call the hjarthane to
It is especially true when it comes to fire magic, as they will
travel to it, and the hjarthane knows the distance turn it against its wielder. Beyond that remains only prayer.
and direction to the navigator. If the hjarthane is
within 60 feet of the navigator, half of any damage Hjarthane Bound. Permafrost elementals are rarely seen
the navigator takes (rounded up) is transferred to joining directly the Wild Hunt. Similarly to ice wraiths and
the hjarthane. hounds, they follow the pathways opened by the spectral hunt
to enter our world but do not hold any influence inside the
Regeneration. The hjarthane regains 20 hit points at Wild Hunt. There is a notable exception regarding navigators,
the start of its turn. If the hjarthane takes fire that deal closely with the creatures to learn and empower
damage, this trait doesn't function at the start of their magic. When a pact is made between the two, the frozen
the hjarthane's next turn. The hjarthane is killed heart of the navigator is placed inside the elemental, encased
only if it starts its turn with 0 hit points and doesn't by the ice of its massive body. The permafrost elemental
regenerate. equally gains from the symbiosis, becoming a Hjarthane.
Wraith
A wraith is malice incarnate, concentrated into an Number of options CR Increase
incorporeal form that seeks to quench all life. The creature is 1-2 +1
suffused with negative energy, and its mere passage through 3+ +2
the world leaves nearby plants blackened and withered.
Animals flee from its presence. Even small fires can be
extinguished by the sucking oblivion of the wraith's horrifying Entropy
existence. By essence, ghost are entropic creatures, forces of decay
infused with necrotic energies. The creature can use the
Undead Nature. A wraith doesn't require air, food, drink, or bestow curse, ray of enfeeblement and vampiric touch spells
sleep. once per short rest.
Gravetouched
Unexplainable cold spots are often associated with haunted
Optional: Wraith Rejuvenation places and many ghost do have the power to summon
supernatural cold. The creature can use the ray of frost
Often, simply destroying the physical form of a
wraith isn't enough to get rid of it permanently.
cantrip at will and the sleet storm and cone of cold spells
Most wraith haunt a specific location and sending
once per short rest.
them to their final death will require some extra
work. If destroyed, a wraith will regain all its hit Madness
points in 24 hours, unless prevented to in the Many ghosts are utturly mad, driven insane by an eternity in
following ways: constant sorrow. Some of them have the ability to project that
madness. The creature can use the crown of madness,
Hym. Reforms unless the hym's initial victim is confusion and fear spells once per short rest.
freed from the indefinite madness of the wraith.
Nightwraith. Reforms at the place of its haunting Supernatural Lockdown
unless a dispel evil and good or greater The creature is able to lockdown a place, preventing anyone
restauration spell is used on its remains and its
bones are splashed with holy water and then
to enter or leave it without powerful magic. The ghost can use
burned.
the spell arcane lock at will and the mordenkainen's private
Noonwraith. Reforms at the place of its haunting sanctum and wall of force spells once per short rest.
unless a remove curse spell is used on the
anchor binding it to this world. The anchor Telekinesis
could be a wedding ring, a bride's veil, wedding Many ghost have the ability to move object and people with
vows or even, in some cases, a person or its the sheer strength of their will. The creature can use the
remains. cantrip mage hand at will and the spell telekinesis once per
Oracula. Reforms in its demiplane unless a short rest.
specific mirror of life trapping located in the
wraith's demiplane is destroyed. Ubiquitous
Pesta. Reforms somewhere in the region unless Some ghost are known to haunt multiple places at once, or to
it was destroyed in the area of effect of a hallow be able to appear instantly from a location to another, even
spell specifically casted for this purpose. when separated by great distances. The creature can use the
Shade. Reforms at the place of its haunting
unless its remains are covered by at least a
simulacrum and teleport spell once per short rest to move
pound of salt and then burned.
between places related to its story.
Warp
Many ghosts have the ability to manipulate reality, shapping it
to reflect the constant pain they are experiencing. The
creature can use the animate object, seeming and silence
Extra Powers spells once per short rest.
Ghost and wraith were once people, with their own
personalities, dreams, hopes and flaws. When they died some
of their abilities carried in undeath. You can add the following Innate Spellcasting - Spell DC
Innate Spellcasting options to any kind of ghost, specters or Challenge Rating Spell DC Spellcasting level
wraith to make it more unique. These abilities are affecting 0-4 13 1st
the CR of the creature as indicated. Please note that, in some
case, the ability might be more powerful or useful when 5-8 15 5th
combined with some other feature already included in the 9-12 16 11th
creature's profile. To know the spell DC of the powers refer
yourself to the Spell DC table. 13-16 18 17th
17-20 19 20th
Arch-Wraith
The arch-wraith, also sometimes called deathless, grim-
reaper or koschei is a mythical creature, straight from ancient
legends of heroes and epic deeds. When the hero enters the
burning hells to rescue his beloved, or when he has to avenge
his father's death, the arch-wraith is often his opponent. Why
are poets so keen to cast this monster as the arch-enemy?
Well, the creature is a wraith, so it fits any dark story
featuring a curse or vengeance from the beyond. There's no
telling how it actually looks like, so its terrifying visage can be
described in many ways without risking accusation of
confabulation. Furthermore, it is a powerful creature, a
prince of the damned, so it makes an ideal villain.
Born from Tragedy. Wraith of such power are exceedingly
rare, the combination of emotional charge and brutality
needed to create such entity occurs maybe once in a century.
When entire armies are slaughtered in a day, when a town
disappear in a cataclysm or a sudden disease wipes out a
country, an arch-wraith can be born. Still it requires a leader
with an exceptionally strong will to raise as such. There is
always a constant in the creation myth of an arch-wraith, the
leader played a major part in the destruction of its people,
enslaving their soul in its passing. As they served it in life, so
shall they in death.
Kingdom of Nightmare. The arch-wraith can be described in
various ways, as has been said, but is always a lethal foe.
Forget its huge strength, invulnerability to most weapons,
fearlessness and supernatural abilities. One cannot just
defeat such a creature using conventional means. As with
every wraith, there is some tragic event connected to it,
forcing the creature to remain among the living. The wraith is
untouchable, unreachable for anyone who is not part of that
story, hidden in a Domain of Dread that leaks through the
material world. That is why the mythical hero has to get
involved in various brawls and pass through many trials. By
overcoming these obstacles, he enters the wraith's world and
becomes worthy of facing the monstrosity. When confronting
an arch-wraith, it will always be on its own terms.
Prince of the Damned. As a leader, the creature never stood
to do anything with its own hands. It has lackeys for that,
always wraiths, revenants or other restless spirits. Having
been a king, religious leader or a commander in life, the arch-
wraith retains its charisma in death, and its deathly
subordinates always blindly obey its orders. Thus one needs
to exterminate all manner of servants on the way to its bone
fortress, flesh palace or other foreboding abode. Only then
can one face the arch-wraith itself.
Perverted Psychopomp. Many believes that the immense
powers of an arch-wraith comes from its capacity to deny a
soul passage into the afterlife, trapping it into a state of
undeath and servitude. Some of the most powerful arch-
wraith have trapped hundreds of souls, if not thousands,
endlessly replaying over and over the tragic events that lead
to the arch-wraith's emergence. When fighting an arch-wraith
one should always remember what failures means: the
enslavement of one's soul for eternity.
An Arch-Wraith's Lair
An arch-wraith stands at the center of its Domain of Dread.
The fortress of the wraith can take many shapes, depending
on who it was in life. A crumbling keep in a forest of
tombstones, a flesh cathedral surrounded by hundreds of
worshiping souls, a bone-made spire topping a jagged cliff, all Beyond the Mist
are possible lairs. The land under an arch-wraith's influence contains
a supernatural mist, hanging between the world
Lair Actions men see and the one they cannot. By stepping into
On initiative count 20 (losing initiative ties), the arch-wraith the mist, a shadow crossing really, one can break
through the veil between worlds and enter the
takes a lair action to cause one of the following magical arch-wraith's Domain of Dread in the Shadowfell.
effects: The domain is entirely under the arch-wraith
The arch-wraith wraps itself into a shroud of magical control, making it a god-like entity in its kingdom, a
darkness, until initiative count 20 on the next round. While god trapped in its own tragic story. As for the rest
under the shroud the arch-wraith is immune to spells of of the Shadowfell, the domain is a twisted and
warped-distorted reflections of the region haunted
6th level or lower unless it wishes to be affected. It has by the wraith. The domain is an infinite expanse,
advantage on saving throws against all other spells and expanding far beyond the geographical limits of its
magical effects and has resistance to radiant damage. Material Plane equivalent.
The arch-wraith summons a swarm of mad wraith and
specters, howling unbearable sounds of madness and Undead creatures can cross in and out the mist
despair as they pass through the battlefield. Each non- at will, but when doing so they are not driven by
undead creature that can hear must succeed on a DC 18 reason and logic, but by a thoughtless, irrational
Wisdom saving throw or be frightened until the end of its need, carrying the will of the arch-wraith.
next turn. A living creature entering the mist must
The arch-wraith calls forth the enslaved souls at its succeed on a DC 15 Charisma saving throw or
command. Specters and wraiths materialize and attack be trapped, incapable of leaving the domain of
dread by simply walking out of the mist. This
one creature that the arch-wraith can see within 60 feet of saving throw is made with advantage if the
it. The target must succeed on a DC 18 Constitution creature knows the mist's nature, and
saving throw, taking 52 (15d6) necrotic damage on a failed constructs succeed on the saving throw
save, or half as much damage on a success. The specters automatically. Creatures trapped in the mist
and wraith then retreat. don't age. A creature trapped within the domain
can escape using magic that permits planar
Regional Effects travel. Otherwise, the creature is confined to
A region haunted by an arch-wraith suffers from its nefarious the domain until freed.
energy, creating the following magical effects: The gloomy atmosphere and almost tangible
despair that seeps through the domain affects
Mystical mist spread over the region. The mist is a all living creatures stepping through it. Creature
shadow crossing leading to the arch-wraith's Domain of must resist the Shadowfell Despair (see p. 51 of
Dread in the Shadowfell (see p. 51 of the Dungeon the Dungeon Master's Guide) after only an hour
Master's Guide). passed in the domain of dread.
The arch-wraith can expand or shrink the size of its The soul of a creature dying in the domain of
Domain of Dread at will. It can modify as well the dread becomes trapped here, joining the ranks
geographical features, creating chasm filled with bones, of the enslaved wraith and specters serving the
hill of corpses, river of blood or any kind of terrain it arch-wraith. Until the arch-wraith is destroyed
wishes. The change takes 1 minute to occur. permanently the creature cannot be resurrected
Throughout the land, apparitions manifest and reenact or brought back to life by any mean, unless the
scenes of the tragic events that took place. Some of these arch-wraith is willing to bargain for it (see the
apparitions happen at random, while other reenact at Bargain).
precise times of the day or the year. A character
witnessing one of these apparitions must make a DC 15
Wisdom saving throw or become charmed, assuming the
personality of one of the apparition and playing its part in
the drama until it unfolds.
When the arch-wraith is destroyed, all of these regional
effects fade over 1d10 days.
Terms of the Bargain
The Bargain d100 Terms
Tales of heroes braving countless dangers to 01- The creature must leave the Domain without
rescue their true love from the clutch of an arch- 20 sleeping or sustaining itself. If it sleeps, eats or
wraith abode for a reason. The only known way to drinks it will suffer from amnesia, forgetting his
free the souls captured by the monster is to slay it, entire past with the person it came to save. The
an impossible task for most mortals, or to bargain domain of dread will expand almost indefinitely,
with it. These tails always end up tragically, the tempting it along the way as the climate and the
hero striking an impossible deal with the creature journey become increasingly harsher.
in hope to save their beloved. In theory though, it 21- The creature must take a cursed artefact, connected
is possible, after overcoming many challenges, to 40 to the arch-wraith story, outside the domain. Doing
bargain for a specific soul with the arch-wraith. The so allows the wraith to expand its influence over a
wraith will always put nearly impossible conditions new region.
to fulfill if it agrees (see Terms of the Bargain for
examples). Once the bargain is made, the arch- 41- The creature must leave the domain of dread in a
wraith can use its magic to cast a true resurrection 60 limited time, with only just enough time to do so if
it hurries. Dangerous obstacles will appear along the
spell. If the bargain's terms are broken the way, with a safer but longer alternative offered to
resurrected creatures crumbles to dust and the avoid them.
arch-wraith is free to raise the soul into one of its
most powerful servant, a remnant. 61- Every morning the creature will die, while its loved
80 one is resurrected. Every evening the loved one will
die, as the creature is resurrected. The two will only
cross path briefly for a minute while they trade
places in life or death.
Remnant 81- The character can never name or look at the dead
00 person, otherwise she will disappear as dust taken
A remnant is a powerful undead reanimated by an arch- by a supernatural wind.
wraith with the power of a broken bargain. Sometimes called
draugir, remnants are usually death knights, revenants,
wights or even, in rare cases, mummies. Remnants are
keeping their personality and memories but are twisted by
the arch-wraith's power, always turning evil. These creatures
live to torment the ones that made a bargain to free their soul
from the clutch of an arch-wraith but failed ultimately,
breaking the terms. The remnant is identical to its usual type
of undead and gains the following features:
The remnant has advantage on attack rolls and saving
throws against the creature that made the bargain to save
it. The creature has disadvantage on all attack rolls and
saving throws made against the remnant.
The remnant knows the distance to and direction of any
creature that made the bargain to save it, even if the
creature and the remnant are on different planes of
existence. If the creature being tracked by the remnant
dies, the remnant knows.
A remnant can arise anew even after it has been
destroyed. Only when its soul has been freed from the
arch-wraith can it be truly destroyed.
Arch-wraith Life Drain. Melee Weapon Attack: +17 to hit, reach 10
ft., one creature. Hit: 32 (5d8 + 10) necrotic damage.
Huge undead, neutral evil
The target must succeed on a DC 20 Constitution
Armor Class 20 saving throw or its hit point maximum is reduced by an
Hit Points 406 (28d12 + 224) amount equal to the damage taken. This reduction last
Speed 0 ft., fly 80 ft. (hover) until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Grave's Touch. Melee Weapon Attack: +17 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 37 (5d10 + 10) cold damage and
6 (-2) 30 (+10) 27 (+8) 20 (+5) 14 (+2) 24 (+7) the target's must succeed on a DC 20 Constitution
saving throw, becoming petrified, encased in ice, until
Saving Throws Con +15, Int +12, Cha +14 the end of its next turn on a failure.
Damage Resistances acid, fire, lightning, thunder Ray of Decay. Ranged Spell Attack: +14 to hit, range 120
Damage Immunities cold, necrotic, poison; bludgeoning, ft., one target. Hit: 28 (8d6) necrotic damage.
piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, Legendary Actions
grappled, paralyzed, petrified, poisoned, prone,
restrained The wraith can take 3 legendary actions, choosing from
Senses darkvision 120 ft., passive Perception 12 the options below. Only one legendary action option
Languages the languages it knew in life, telepathy can be used at a time and only at the end of another
limitless in its Domain of Dread creature's turn. The wraith regains spent legendary
Challenge 23 (50,000 XP) actions at the start of its turn.
Ray of Decay. The wraith uses its Ray of Decay.
Detect Life. The wraith can magically sense the presence Whirlwind (Costs 2 Actions). The arch-wraith turns
of living creatures anywhere in its Domain of Dread. It into a frigid whirlwind, draining away the life of
knows the general direction they're in but not their nearby creatures. All creatures within 30 feet of it
exact locations. must succeed on a DC 20 Dexterity saving throw,
taking 21 (6d6) cold damage plus 21 (6d6) necrotic
Incorporeal Movement. The wraith can move through damage on a failure, or half as much damage on a
other creatures and objects as if they were difficult success.
terrain. It takes 5 (1d10) force damage if it ends its turn Dead Silence (Costs 3 Actions). The arch-wraith can
inside an object. rob a creature within 120 feet of it from its senses,
Legendary Resistance (3/Day). If the wraith fails a saving leaving it in pitch-black darkness. The creature must
throw, it can choose to succeed instead. succeed on a DC 20 Wisdom saving throw,
becoming blinded and deafened on failure for 1
Turn Immunity. The wraith is immune to effects that turn minute. The target can repeat the saving throw at the
undead. end of each of its turns, ending the effect on itself on
a success.
Actions
Multiattack. The wraith makes three attacks, only one of
which can be a Grave's Touch attack.
Cenokian Wraith
Defied Death. Cenokian wraiths, or simply cenokians, are Grim Reaper. Within the material world, these spirits are
spectral horrors of former necromancers and sorcerers that among the most feared of all undead. Their very presence fills
used the corrupting influence of necromancy to extend their the air with dread, and most who face them are driven mad
lives beyond the mortal limit. In their hubris they have defied with terror long before they are killed. These vengeful spirits
the god of death's authority by preventing the inevitability of fall upon their enemies, tearing them apart with great sweeps
their passing and continued to do so even in the afterlife. of their claws. In return, those who do stand against them
Others made a deal with the beings of the Shadowfell known find their pitiful attacks merely pass straight through the
as the Dark Powers and were tricked into an impossible cenokian wraith. On their shrouds, the faces of the
bargain, some were unworthy servants of the Demon Prince unfortunate souls they claimed throughout the centuries
Orcus and are forever guarding his realm of Thanatos. As a come peering in agony. Worse still, the deathly touch of the
punishment, decay took their mortal forms, rotting it away wraith drains the life essence of mortals completely. A
even as they sought desperately to sustain it. With no cenokian wraith can reach into the body of an adversary and
corporeal form to speak of, these men and women became close its spectral claws around the victim's vital organs,
wandering spirits, clad only in their death shrouds. As their causing excruciating pain and deadly spasms.
grip on the world of mortals weakened, these vagrant souls
were bound to be the eternal keepers of the cycle of life and
death, reaping those that would attempt to escape their fate.
Cenote Bound. Until they are called to collect a specific soul,
cenokian wraiths are bound to a cenote, a soul-trapping
portal that was build long ago by unknown entities. Theories
abound as to the exact nature of these gates and the
symbiosis that connects them to the wraiths. Divination
attempts bears no result and even the lips of the gods are
sealed when it comes to the topic. Some view these wraith as
psychopomps, severing the last ties between the soul and the
body. What is certain is that attempting to resurrect a person
is a sure way to gain the wraith’s ire and to be marked by the
culling curse. Those that inhabit the lands tainted by a cenote
have learned to fear the consequences of resurrection magic
and have strictly forbidden its use and teaching, going as far
as to outlaw any material components that might be used to
cast such spells.
Cenote
Cenotes are portals leading to various locations in
deathly realms. They bear many names and appear
in various cultures, some are well known and
carefully watched over, while others have been
dormant and hidden for centuries. They are often
located in sinkholes or in deep burial chambers,
taking the form of a black pool of frigid water or of
an arch build of black obsidian, iron and bones,
obscured by a veil of whispering shadows. Plants
wither, drinks spoil, and flesh rot in the cenote’s
presence. Theories abound as to who or what built
the cenotes. A most interesting one states that
they are the physical crossroads between life and
death, the transition paths taken by souls to reach
the final afterlife. This is only the most popular
theory among scholars of the dark art.
A Cenokian Wraith's Lair
A cenokian wraith's lair is always centered around the site of Cenote Key
a cenote. The high number of suicides in the region attract all d8 Key
sorts of unsavory necromancers and undead that thrive in 1 The cenote will open/close for anyone who brings the
this morbid atmosphere. gate seven skulls of seven fathers.
2 The cenote will open/close for anyone that comes to it
Cenote - Lair Traits within 24 hours of killing a celestial in cold blood.
A cenote has all of the following effects in place: 3 The cenote will open/close for anyone who feels
A living creature touching the cenote must make a DC 18 genuine love in the presence of the gate.
Constitution saving throw, taking 54 (12d8) necrotic 4 The cenote will open/close for anyone who recites its
damage on a failed save, or half as much damage on a ancestry over seven generations at the gate.
successful one. 5 The cenote will open/close for anyone who sacrifices
If a creature dies while inside the lair, its soul is trapped in his mentor’s life or a legendary magical item at the
the cenote. While the soul is trapped, the target's body and gate.
all the equipment it is carrying cease to exist. A soul
trapped in a cenote for 24 hours ceases to exist. The 6 The cenote will open/close for anyone who is suffering
from a indefinite madness.
cenote key can be used to release any soul trapped within,
at which point the target's body re-forms in an unoccupied 7 The cenote will open/close for anyone who has
space nearest to the cenote and in the same state as when committed a selfish act in the past 24 hours.
it was trapped. 8 The cenote will open/close for anyone who commits
Each cenote has a specific key that will open or close it. self-harm, reducing itself to 0 hit points at the gate.
Each key is different - some demand certain genuine
emotions to be felt, others ask for odd objects to be
sacrificed or strange prayers to be said over the cenote.
Those who bring the gate the proper key can close it for a
hundred years or open it. Some keys are well known,
while others are complete mysteries that need to be
uncovered. There is no known way to destroy a cenote, at
least not permanently, for it will always reform after 1d10
days.
If a cenokian wraith is destroyed while its cenote is open,
it will re-forms in 24 hours in an unoccupied space
nearest to the cenote with all its hit points, unless the
cenote has been closed by that time.
Regional Effects The Culling Curse
The region containing an open cenote is tainted by the The culling curse is an ancient magic woven by the
cenote's magic, which creates one or more of the following entities that created the cenotes. Once a target is
effects: cursed a cenokian wraith is set upon it and the
culling starts. The wraith will stop at nothing to
Despair seeps into the region. The mood of its inhabitants reach its target, killing any who crosses path with
is always bleak and creatures that have lost all hopes and it. The only known way to be ignored by the wraith
want to end their lives are unknowingly drawn to the is to mark lamb's blood above your doors and to
cenote. Many traces of past suicides can be found in the stay inside until the culling has passed. After the
region. wraith has absorbed the soul it seeks, it brings it
A creature who rest within 6 miles of a cenote find itself back to the cenote, damning the soul to oblivion.
haunted by ghostly visions and dreams of death. The The curse has the following effects:
creature gains no benefit from finishing a short or long
rest. Until the curse end, the target suffers death
Any creature casting revivify, raise dead, true resurrection marks (gray or red striations like those
or similar magic within 6 miles of a cenote triggers a sometimes found on a corpse) and is vulnerable
to necrotic damage and can't regain hit points.
finger of death spell (save DC 20) targeting the caster, The cenokian wraith knows the distance to and
which takes effect before the triggering spell is completed. direction of the cursed creature, even if the
The caster is then cursed with the culling curse (see side creature and the wraith are on different planes
note). The caster of the triggering spell must make a of existence. If the cursed creature dies, the
successful DC 20 Constitution saving throw to maintain wraith knows.
concentration. On a failed check, the triggering spell fails, A remove curse spell or similar magic casted on
and its material components are wasted. the target of the curse can end it only if the
caster succeeds on a DC 20 ability check using
If the cenote is closed, these regional effects end its spellcasting ability.
immediately.
Cenokian Wraith Absorb Soul. The wraith chooses a living humanoid with
0 hit points that it can see within 5 feet of it. The
Large undead, neutral evil
target's soul is magically trapped inside the wraith, the
Armor Class 16 wraith regains 20 hit points, immediately recharges
Hit Points 221 (22d10 + 110) Death Grasp, and gains an additional action on its next
Speed 0 ft., fly 60 ft. (hover) turn. While the soul is trapped, the target's body and all
the equipment it is carrying cease to exist. The soul is
freed if the wraith drops to 0 hit points, or the wraith
STR DEX CON INT WIS CHA frees it as an action, at which point the target's body re-
forms in an unoccupied space nearest to the wraith and
6 (-2) 23 (+6) 20 (+5) 19 (+4) 14 (+2) 15 (+2) in the same state as when it was trapped.
Skills Perception +7, Stealth +11 Death Grasp (Recharges 5-6). The wraith reaches into the
Damage Resistances acid, cold, fire, lightning, thunder body of a creature within 5 feet of it. The target must
Damage Immunities necrotic, poison; bludgeoning, make a DC 18 Constitution saving throw. On a
piercing and slashing from nonmagical weapons successful save, the target takes 47 (6d8 + 20) necrotic
Condition Immunities charmed, exhaustion, frightened, damage. On a failed save, the target drops to 0 hit
grappled, paralyzed, petrified, poisoned, prone, points.
restrained
Senses darkvision 60 ft., passive Perception 17 Legendary Actions
Languages the languages it knew in life The wraith can take 3 legendary actions, choosing from
Challenge 16 (15,000 XP) the options below. Only one legendary action option
can be used at a time and only at the end of another
Faces of Terror. Any creature who targets the wraith with creature's turn. The wraith regains spent legendary
an attack or a harmful spell must first succeed on a DC actions at the start of its turn.
18 Wisdom saving throw or be frightened until the end
of the creature's next turn. Death Mark. The wraith targets one creature it can see
within 30 feet of it. The target must succeed on a DC
Forbiddance. The wraith can't enter a residence if its 15 Wisdom saving throw or be magically cursed until
owner has marked the main door with lamb’s blood. the end of the wraith's next turn. Until the curse
ends, the target is vulnerable to necrotic damage and
Incorporeal Movement. The wraith can move through can't regain hit points.
other creatures and objects as if they were difficult Teleport. The wraith magically teleports, along with
terrain. It takes 5 (1d10) force damage if it ends its turn any equipment it is wearing or carrying, up to 30 feet
inside an object. to an unoccupied space it can see.
Legendary Resistance (2/Day). If the wraith fails a saving Insanity (Costs 2 Actions). The wraith targets one
throw, it can choose to succeed instead. frightened creature it can see within 60 feet of it. If
the target can see the wraith, it must succeed on a
Actions DC 18 Wisdom saving throw against this magic or
take 16 (3d10) psychic damage and gain a random
Multiattack. The wraith makes three spectral claw form of short-term madness (roll on the Short-Term
attacks. Madness table in chapter 8 of the Dungeon Master's
Spectral Claw. Melee Weapon Attack: +11 to hit, reach 5 Guide) for 1 minute. The target may repeat the saving
ft., one target. Hit: 19 (3d8 + 6) necrotic damage, plus throw at the end of each of its turns to end the
13 (3d8) psychic damage if the target is frightened. madness.
Hym's Madness
d100 Indefinite Madness Hym
01- "My anger consumes me. I can't be reasoned with Some men have got good reason to fear their own shadows. A
20 when my rage has been stoked." tyrant slowly looses grip over his kingdom, shutting out all his
21- "Someone is plotting to kill me. I need to strike first advisers, accusing his most loyal knights of plotting against
40 to stop them!" him. The father that drown his children during the last
famine screams at them in the street, asking for forgiveness
41- "I have intermittent hallucinations and fits of one second and cursing them the other. These are all signs of
60 catatonia."
hym's haunting. These wraith torment the guilty, the wicked
61- "I convince myself that things are true, even in the and the mad, driving them always further down the path of
80 face of overwhelming evidence to the contrary." insanity.
81- "My perception of reality doesn't match anyone
00 else's. It makes me prone to violent delusions that Attracted by Wickedness. Monsters most commonly claim
make no sense to anyone else." innocents as their victims: tardy merchants, reckless children
and travelers who wander into dark woodlands out of
misplaced curiosity. None of the above need fear hyms,
however. These wraiths only latch onto particularly
despicable or guilty individuals who have committed some
unspeakable crime. To all others, they remain completely
invisible, hiding in the Border Ethereal. When they do show
themselves to the one they torment, they appear as a tall,
shadow-clad, humanoid silhouette with long, sharp claws.
Tormentors. Yet hyms do not sink these claws into their
victims. Instead, they sap their strength indirectly, through
inflicting suffering. Speaking in a voice only the victim hears,
they drive him to commit acts of violence, aggression and
self-harm. A hym will seize on a guilty person’s worst fears
and weave out of them hideous visions, slowing driving the
poor soul into madness. Evil creatures are certainly the ones
that should fear the hym most, but those that committed acts
of wickedness in the name of a greater cause should equally
fear for their soul.
Descent into Madness. Those tormented by a hym are
incapable of restful sleep, for they are tormented by ever-
more-frequent, incredibly-realistic nightmares. A creature
suffering from hym’s indefinite madness can't remove
exhaustion levels. It gains 1 level of exhaustion when a
number of days equal to the creature's Intelligence score
elapse. If the target dies, its soul belong to the hym. Only a
wish spell or similar magic can return the victim to life once
its soul has been claimed.
A Hym's Lair
A hym's lair completely depends on the nature of the person The wraith casts the darkness spell twice at its lowest
its currently haunting. The lair will usually have a level, targeting different areas with the spell. The wraith
significance for the victim, probably where it committed its doesn't need to concentrate on the spells, which end on
fool deed. initiative count 20 of the next round.
Unholly energy suffuse through the lair, all undead
Lair Actions creatures in the lair have advantage on all saving throws
On initiative count 20 (losing initiative ties), the wraith takes a until initiative count 20 on the next round.
lair action to cause one of the following magical effects: The temperature drops significantly inside the lair,
slippery ice forms on surfaces, making a 20 foot radius
difficult terrain until initiative count 20 on the next round.
When a creature moves onto it for the first time on a turn,
it must succeed on a DC 10 Dexterity (Acrobatics) check
or fall prone.
Nightwraith
When the sun sets, the fields become the domain of midnight
demons who draw their power from moonlight. Dark as the
night itself and filled with grief, they roam the fields lit by
silver light. Woe to those who are spotted by a nightwraith.
Born of Grief. Some say you should fear a nightwraith as
much as you should pity it. Nightwraiths exude an immense
sadness, coupled with an helpless wrath. One can feel
instantly the profond distress coming from the wraith,
pouring out of it like a well of endless despair. The story of a
nightwraith is always a tragic one, they were killed by loved
ones, betrayed by a close friend or the victim of an hideous
plot. Some legends say you can put a nightwraith to rest by
avenging it, bringing its tormentor to justice or making their
killer weep for them sincerely on their grave. The truth is,
nothing is ever so easy.
Nocturnal. Like noonwraiths, nightwraiths are mostly found
in rural areas and only a handful of cases involving a
nightwraith have been reported in cities. Travelers fall victim
to them most often, but if legends are to be believed they also
sneak into huts at times and murder peasants in their sleep.
Do not believe the old wife tales and think yourself
completely safe from nightwraiths during the day. They
appear under the light of the sun as well, but are much
weaker then than after dusk. Nightwraiths are, like most
wraith, drown to the site of many deaths and their presence
increase near battlefields or mass graves.
Noonwraith
Innocence Lost. Crops swaying in the fields on a windless
day indicate that a noonwraith is nearby. These wraiths kill
humans who venture into the fields at noontime, thus,
farmers return home or seek shelter in the shade at this time
of the day. The noonwraith is a sun-burned old woman.
Clothed in a linen, she hovers just above the ground, her hair
white from constant exposure to the sun. Streaks of light drift
about her, and when necessary she uses these to blind her
opponents. The noonwraith's frock and shoes suggest she
once was a young girl, who venturing into the fields, joined in
a spectral dance and thus entered the spirit world as a
wraith.
Wronged Brides. The noonwraiths are the spirits of young
women and girls who died violent deaths right before their
weddings. Driven mad with pain or anger, they wander the
fields searching for their unfaithful lovers or backstabbing
rivals, though they will kill anyone who does not get out of
their way in time. They are often held in this world by some
object of intense emotional significance. That is why, if one
ever finds a wedding ring or torn veil in the middle of a field,
one should not pick it up, but instead back away as quickly as
possible. Contrary to popular belief, noonwraiths can also be
encountered at night, but are much weaker then than during
the day.
Nightwraith Noonwraith
Medium undead, neutral evil Medium undead, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 21 (+5) 18 (+4) 12 (+1) 14 (+2) 17 (+3) 6 (-2) 21 (+5) 18 (+4) 12 (+1) 14 (+2) 17 (+3)
Incorporeal Movement. The wraith can move through Incorporeal Movement. The wraith can move through
other creatures and objects as if they were difficult other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. turn inside an object.
Moonlight Dance. Each creature within 60 feet of the Midday Dance. Each creature within 60 feet of the
wraith that can see it must succeed on a DC 15 wraith that can see it must succeed on a DC 15
Wisdom saving throw or become charmed, joining Wisdom saving throw or become charmed, joining
the wraith in its maddening dance. The creature is the wraith in its maddening dance. The creature is
free from the enchantment if it takes any damage. free from the enchantment if it takes any damage.
Each hour passed dancing, the creature gains one Each hour passed dancing, the creature gains one
level of exhaustion. A charmed target can repeat the level of exhaustion. A charmed target can repeat the
saving throw each hour, with disadvantage if the saving throw each hour, with disadvantage if the
wraith is within line of sight, ending the effect on wraith is within line of sight, ending the effect on
itself on a success. If a target's saving throw is itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is successful or the effect ends for it, the target is
immune to the nightwraith's Moonlight Dance for immune to the noonwraith's Midday Dance for the
the next 24 hours. next 24 hours.
Sunlight Hypersensitivity. The wraith takes 5 radiant Moonlight Sensitivity. At night, the wraith has
damage when it starts its turn in sunlight. While in disadvantage on attack rolls, as well as on Wisdom
sunlight, it has disadvantage on attack rolls and (Perception) checks that rely on sight.
ability checks.
Actions
Actions Life Drain. Melee Weapon Attack: +8 to hit, reach 5
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 28 (5d8 + 5) necrotic damage.
ft., one creature. Hit: 28 (5d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution
The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by
saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the wraith
an amount equal to the damage taken. This reduction regains hit points equal to that amount.This
last until the target finishes a long rest. The target reduction last until the target finishes a long rest. The
dies if this effect reduces its hit point maximum to target dies if this effect reduces its hit point
0. maximum to 0.
Deathly Projection (2/Day). The wraith creates 3 (1d4 Searing Heat (Recharge 5-6). The wraith wraps heat
+ 1) duplicates specter of itself that appear in an and dust around her. Every creature within 20 feet of
unoccupied spaces within 30 feet of it. It can also the wraith must make a DC 15 Dexterity saving
turn invisible until it attacks, either before or after it throw, taking 22 (6d6) fire damage on a failed save
creates the specters. The wraith regains hit points and being blinded until the end of their next turn.
equal to the damage inflicted by the specters. Creatures take half as much damage on a successful
saving throw and are not blinded.
Oracula Time of Revelations. During a syzygy, the astronomical
“You should never knowingly attempt to scry on the dead, for alignment of three of more celestial bodies, magical energies
you might attract the attention of an oracula. If you do so by surges due to the proximity between the Transitive Planes
mistake, barricade yourself and destroy every mirror you and the Material Plane. Gleams of the future and the past
own.” – Excerpt from “Prophecies and Revelations”, by High may appear in reflective surfaces and catoptromancy, the act
Sybil Ortensia of divination through a mirror, is more powerful than ever.
Many diviners keep track of these celestial cycles, for these
Death Omen. Oraculae are a rare type of wraith that preys times are auspicious to decipher, interpret and create
on diviners and those touched by fate. Many folktales and prophecies. However, such power does not come without a
legends speak about wraiths that appear in mirrors, staring at risk. The mind of mortals cannot always withstand the
you from a dark corner of the room. These sightings are greater truth and the diviners might receive revelations that
interpreted as omen of imminent death and, indeed, those are beyond them. The lucky ones are left insane, ranting
that have seen the wraith are often found dead days later, in incoherently about the impending doom, while others less
front of a broken mirror, their eyes missing. Tales vary as to fortunate leave behind a corpse with empty eye sockets, its
what attract the attention of the wraith, but in most cases, the sight scorched away. This is when an oracula is created.
victim attempted to scry on a dead person. Other stories
report that these wraith attack people involved in a specific Mirror Bound. Most exorcists and clerics are not prepared to
prophecy, or diviners that seek secrets better left alone. deal with an oracula, for the wraith does not rely on the
typical arsenal and powers of its kind, taking its victims by
surprise. Simply looking at the wraith causes intense eye-
bleed and blindness, while the apparition can twist vision
with death omens, turning all you see as undead. Most
wraiths would be described as out of this world, but the
oracula truly is. It can only manifest in the Material Plane
through mirrors, its greatest strength and weakness, allowing
it to cross unpredictably between worlds but making it
vulnerable to banishment. Ultimately, the terrifying power of
the oracula resides in its ability to imprison its victims in a
haunted realm, a demiplane of its own creation.
An Oracula's Lair
The lair of an oracula is a demiplane, similar to the
demiplane spell. An oracula shape its plane into a haunted
and nightmarish place, an embodiment of entropy sending
chills down the spine.
Lair Actions
On initiative count 20 (losing initiative ties), the wraith takes a
lair action to cause one of the following effects. It can't use
the same effect two rounds in a row.
The wraith causes up to 5 doors or windows within the
lair to become walls, and an equal number of doors or
windows to appear on walls where there previously were
none. Walls are impervious to weapon attacks and
damage-dealing spells. Alternatively, the wraith can target
any number of doors and windows that it can see, causing
each one of them to either open or close as it wishes.
Closed doors can be magically locked (needing a
successful DC 20 Strength check to force open) until the
wraith chooses to end the effect, or until the wraith uses
this lair action again.
The wraith creates an illusory duplicate of itself, which
appears in its own space and lasts until initiative count 20
of the next round. On its turn, the wraith can move the
illusory duplicate up to 60 feet (no action required). While
the wraith and the illusion share the same space, when a
creature or object interacts physically with the wraith (for
example, hitting it with an attack), there is a 50 percent
chance that it is the illusory duplicate that is being
affected, not the wraith itself, in which case the illusion
disappears.
Oracula Actions
Medium undead, neutral evil Multiattack. The wraith can use its Eye Bleed and makes
two mirror shard attacks.
Armor Class 15
Hit Points 127 (15d8 + 60) Mirror Shard. Melee or Ranged Weapon Attack: +9 to hit,
Speed 0 ft., fly 60 ft. (hover) reach 5 ft. or range 120 ft., one target. Hit: 19 (4d6 +
5) slashing damage.
STR DEX CON INT WIS CHA Eye Bleed. The wraith targets one creature it can see
within 30 feet of it. If the target can see the wraith's
6 (-2) 20 (+5) 18 (+4) 13 (+1) 15 (+2) 14 (+2) eyes, the target must succeed on a DC 15 Constitution
saving throw against this magic or take 22 (4d10)
Skills Perception +10, Stealth +9 necrotic damage and be permanently blinded.
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Legendary Actions
weapons that aren't silvered
Damage Immunities necrotic, poison The wraith can take 3 legendary actions, choosing from
Condition Immunities blinded, charmed, exhaustion, the options below. Only one legendary action option
grappled, paralyzed, petrified, poisoned, prone, can be used at a time and only at the end of another
restrained creature's turn. The wraith regains spent legendary
Senses truesight 60 ft., passive Perception 20 actions at the start of its turn.
Languages the languages it knew in life Fly. The wraith flies up to half its flying speed.
Challenge 10 (5,900 XP) Prison of Mirrors (Costs 2 Actions). Every creature the
wraith can see within 30 feet of a mirror at least 4
Catoptric Travel. When the wraith is within 5 feet of a feet tall must succeed on a DC 15 Charisma saving
reflective surface that it can see, it can use a bonus throw or be magically shifted to the wraith’s
action to shift to the Material Plane, the Ethereal Plane, demiplane.
or its demiplane. When it would enter the Ethereal Death Omen (Costs 3 Actions). The wraith targets one
Plane, it can instead immediately appear in front of a creature it can see within 30 feet of it. The target
different reflective surface that it can see in the Material must succeed on a DC 15 Wisdom saving throw or
Plane if that mirror is within 60 feet of it. be magically cursed. Until the curse ends, the target
is affected as if by the enemies abound spell, seeing
Incorporeal Movement. The wraith can move through all creatures as threatening undead. In addition, the
other creatures and objects as if they were difficult target dies if it drops to 0 hit points. The target can
terrain. It takes 5 (1d10) force damage if it ends its turn repeat the saving throw at the end of each of its
inside an object. turns, ending the curse on a success.
Mirror Bound. On the Material Plane, the wraith can only
move within the span of reflection of reflective
surfaces, such as mirrors, still pools, and polished steel,
that are at least a square foot. If it is more than 30 feet
away from any such surface, the wraith immediately
shifts to the Ethereal Plane.
Lair Traits
An oracula's demiplane might have any or all of the following The wraith can create any layout, terrain or structure
effects in place: within the lair but the demiplane can’t exceed 100 cubes,
each cube being 10 feet on each side. The lair is furnished
Messages can appear anywhere within the lair, such as a and trapped as the wraith desires. Furnishings and other
sentence written in blood, in the steam condensed on a objects of the demiplane dissipate into smoke if removed
mirror or a ghostly statement that can be heard amid the from it.
wind. In addition harmless manifestations occur and Planar travel is blocked inside the lair, except for the
vanish randomly, such as blood pouring over the walls, wraith that can shift in and out as it wishes. If the wraith is
black gooey ectoplasm boiling on the ground or faces destroyed, the demiplane ceases to exist and any creatures
appearing on a surface. These effects are not illusions and inside are expelled into their respective native plane of
apply only to natural surfaces and to nonmagical objects existence.
that aren't on anyone's person.
Pesta
When plague ravages a region, a spirit will sometimes walk Regional Effects
its lands, a ghost resembling an ill person whose flesh rots off The region containing a pesta suffers of the creature's
its bones and in whose wake crawls a cavalcade of rats and insidious presence, creating the following magical effects:
vermines. No one knows whether this spirit brings the pox Using natural and magical healing is a difficult thing in the
with it or is merely drawn to it like a moth to a light. Yet it is region. All Wisdom (Medicine) checks are made with
certain that it delights in dealing pain and suffering, in disadvantage. A lesser restoration spell or similar magic
hearing the howling and moaning of men. casted on a creature affected with a disease can remove it
Subtle Influence. Many have called into question the very only if the caster succeeds on a DC 15 ability check using
existence of pestae. Only two confirmed sightings of such a its spellcasting ability. On a failure the spell has no effect
creature have ever been recorded, both during times of raging and the spell slot used is wasted.
epidemic. The truth is that the work of a pesta can most of Epidemics start to spread quickly in the region. Saving
the time be attributed to natural causes. It's very difficult to throws made against diseases in the region have
assert with certainty the presence of the creature and only disadvantage and incubation time is reduced by half.
the most knowledgeable of scholars, wraith-hunters and Vermins, especially rats and flies, start to converge toward
apothecaries can detect its work. the region and show signs of unusual swarm behavior and
increased aggressiveness. These swarms are always
Deceitful Spirit. Some suggest that pestae can pass for carrying diseases.
other type of ghost or wraith, hiding their presence and true When the pesta is destroyed, all of these regional effects
identity on purpose. As the name “pesta” suggests, these fade over 10 days.
wraiths take the appearance of plague victims, dressed in a
tattered shroud crawling with vermin and surrounded by a
cloud of flies. Most scholar speculate they, like other such
wraiths, arise from the powerful emotional charge associated
with certain circumstances of death, such as death preceded
by a long and particularly painful illness. To the difference of
many other spirits, pestae are not bound to a location and can
travel great distances, they go were epidemics spread or
move to new regions to start them, which of the two is
uncertain.
Patient Work. Pestae are certainly among the most vicious
of wraith, intentionally hiding their presence and laying the
foundation of their grand work with care. Most seek a
believable source of natural or magical epidemic, such as an
apothecary working in the hospital of a crowded districts or a
wizard studying magical diseases. Once it found its chosen
one, it influences him or her with suggestive visions and
whispered advices, guiding them toward the discovery or
creation of a new affliction. Following these revelations these
individuals often become the head of a plague-cult, furthering
the epidemy ’spread. Pestae are also known to consort with
other undead, such as garkains, rotfiends and other monsters
thriving on diseases.
Feverish Worship. Those afflicted by the supernatural
disease of a pesta will sometime experience fever induced
visions, showing them a figure floating over them. In some
regions raging with epidemics, plague cults have spread,
actively exposing members to the disease to receive the
"feverish blessing". In some rare cases some of these
individuals are living in an inexplicable state of harmony with
a devouring cancer, wrapping their body with scabs and boils
but somehow keeping them alive, sometime long after their
life expectancy.
Pesta Actions
Medium undead, neutral evil Plague Caress. The wraith targets one creature it can see
within 5 feet of it. The target must succeed on a DC 18
Armor Class 16 Constitution saving throw, taking 45 (10d8) necrotic
Hit Points 211 (17d8 + 136) damage on a failed save, or half as much damage on a
Speed 0 ft., fly 60 ft. (hover) successful one. If the target fails the saving throw, its
hit point maximum is reduced for 1 hour by an amount
STR DEX CON INT WIS CHA equal to the necrotic damage it took. Any effect that
removes a disease allows a creature’s hit point
6 (-2) 22 (+6) 26 (+8) 20 (+5) 14 (+2) 17 (+3) maximum to return to normal before that time passes.
Saving Throws Con +13, Int +10 Pestilential Breath (Recharge 5-6). The wraith exhales a
Skills Deception +13, Stealth +13 60-foot cone of flies and noxious gas. Each creature in
Damage Resistances acid, cold, fire, lightning, thunder, that area must succeed on a DC 18 Constitution saving
bludgeoning, piercing, and slashing from nonmagical throw or take 56 (16d6) poison damage and be
weapons that aren't silvered infected with a disease. This plague ravages an infected
Damage Immunities necrotic, poison creature's body, killing the creature in a number of
Condition Immunities charmed, exhaustion, grappled, hours equal to 1d12 + the creature's Constitution
paralyzed, petrified, poisoned, prone, restrained score, unless the disease is removed. On a successful
Senses darkvision 60 ft., passive Perception 12 save, a creature takes half the poison damage and isn't
Languages the languages it knew in life diseased.
Challenge 15 (13,000 XP)
Legendary Actions
Deceitful Mask. As a bonus action, the wraith can mask The wraith can take 3 legendary actions, choosing from
its appearance and appear to be any kind of ghost, the options below. Only one legendary action option
specter or wraith. In addition, the wraith changes the can be used at a time and only at the end of another
way it appears to spells and magical effects that detect creature's turn. The wraith regains spent legendary
creature types, such as a paladin’s Divine Sense. It actions at the start of its turn.
chooses a creature type and other spells and magical
effects treat it as if it were a creature of that type or of Affliction. The wraith targets one creature it can see
that alignment. This magical illusion lasts until it ends it within 60 feet of it that is infected with a disease.
as a bonus action. The effect also ends if the wraith The target must succeed on a DC 18 Constitution
drops to 50 hit points or fewer, or if dispel magic is saving throw or take 18 (4d8) necrotic damage. A
cast on it. humanoid slain by this attack rises as an undead at
the start of its next turn. If the victim had 2 or fewer
Incorporeal Movement. The wraith can move through Hit Dice, it becomes a zombie. If it had 3 Hit Dice or
other creatures and objects as if they were difficult more, it becomes a rotfiend.
terrain. It takes 5 (1d10) force damage if it ends its turn Flare-Up Disease. The wraith targets one creature it
inside an object. can see within 60 feet of it that is infected with a
disease. The target has disadvantage on attack rolls
Regeneration. The wraith regains 20 hit points at the and saving throws until the end of its next turn.
start of its turn if it has at least 1 hit point. If the wraith Vermin Cloud (Costs 2 Actions). The wraith releases a
takes radiant damage this trait doesn't function at the cloud of insects that fills a 15-foot·radius sphere
start of the wraith's next turn. centered on itself. The cloud lingers until the end of
Supernatural Plague. The wraith contains all diseases that the wraith's next turn. The cloud is opaque. Any
ever existed, aggravated by its nature. All are magical creature in the cloud when it appears, or that enters it
diseases and affect creatures immune to nonmagical later, must succeed on a DC 18 Constitution saving
disease. A lesser restoration spell or similar magic throw or be poisoned for 24 hours.
casted on a creature affected with a disease of the
wraith can remove it only if the caster succeeds on a DC
15 ability check using its spellcasting ability.
Shade Shade
Endless Pain. Shades suffer endless, indescribable pain, Medium undead, chaotic evil
impossible to imagine for the living. When a person is killed
by a powerful burst of necrotic energy, their soul may be torn Armor Class 13
apart by the vile magic of necromancy, reaped by horrible Hit Points 45 (7d8 + 14)
spells such as finger of death or Abi-Dalzim’s horrid wilting. Speed 0ft., fly 60 ft. (hover)
Apart from such circumstances a shade is otherwise created
when a humanoid is slayed by an especially vicious wraith or STR DEX CON INT WIS CHA
after enduring bloodcurdling tortures. Shades are filled with
anger and a sense of having been wronged, they both envy the 6 (-2) 16 (+3) 14 (+2) 7 (-2) 12 (+1) 13 (+1)
living and brim with overwhelming hatred for them. It is
excessively difficult to recognize who they were, for they Damage Resistances cold, lightning; bludgeoning,
appear like shrouded figures that radiate negative energy. piercing, and slashing from nonmagical weapons
Like other ghost and specters, they are immaterial and that aren't silvered
Damage Immunities necrotic, poison
usually have no memories and are guided strictly by madness Condition Immunities charmed, exhaustion, grappled,
and their hatred towards the living. paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 11
Touched by Death. Shades are usually found at night, for Languages the languages it knew in life
sunlight harms them greatly. They congregate like moth Challenge 3 (700 XP)
around a flame to places touched by death, especially
desecrated ground and shadow crossings leading to the Incorporeal Movement. The shade can move through
Shadowfell. Getting rid of a shade is no easy task, for even if other creatures and objects as if they were difficult
its form is destroyed it will reform shortly after. To end the terrain. It takes 5 (1d10) force damage if it ends its
mad specter once and for all you must first find its remains. turn inside an object.
To make certain that the shade will never return, spread a
pound of salt on the remains and set the corpse on fire. Salt Negative Energy Aura. Creatures within 5 feet of the
otherwise can be used as a powerful supernatural cleanser shade can't regain hit points.
against shades, preventing them to cross a line traced with it. Shadow Shroud. As a bonus action, the shade
magically teleports, along with any equipment it is
wearing or carrying, up to 30 feet to a space it can
see. It can also turn invisible until it attacks, either
before or after it teleports. If the shade takes radiant
damage, this trait doesn't function until the end of
the shade's next turn.
Shade Weaknesses. The shade has the following
flaws:
Repelled by Salt. The shade can’t willingly pass a
line of salt by nonmagical means. If the shade tries
to use teleportation to do so, it must first succeed
on a DC 15 Charisma saving throw. Whether or
not the attempt is successful, the shade takes 9
(2d8) radiant damage.
Sunlight Hypersensitivity. The shade takes 5
radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack
rolls and ability checks.
Actions
Multiattack. The shade makes two melee attacks.
Annihilating Touch. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic
damage. If the shade had advantage on the attack
roll, the attack deals an extra 9 (2d8) necrotic
damage.
Shade Host While frightened in this way, the creature rolls a d8 to
determine what it does during its turn.
Huge swarm of Medium undead, chaotic evil
On a 1 to 4, the creature drops whatever it is holding
Armor Class 13 and must move at least 30 feet away from the shade
Hit Points 184 (16d12 + 80) host, if able. On a 5 or 6, the creature is stunned until
Speed 0ft., fly 60 ft. (hover) the start of its next turn. On a 7 or 8, the creature is
overwhelmed with despair until the start of its next
turn. During this time, it can’t attack or target any
STR DEX CON INT WIS CHA creature with harmful abilities, spells, or other magical
effects.
6 (-2) 16 (+3) 20 (+5) 7 (-2) 12 (+1) 13 (+1)
Negative Energy Aura. Creatures within 5 feet of the
Damage Resistances bludgeoning, cold, lightning, shade host can't regain hit points.
piercing, slashing Shade Host Weaknesses. The shade host has the
Damage Immunities necrotic, poison following flaws:
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, Repelled by Salt. The shade host can’t willingly pass a
restrained line of salt by nonmagical means.
Senses darkvision 60ft., passive Perception 11 Sunlight Hypersensitivity. The shade host takes 5
Languages the languages it knew in life radiant damage when it starts its turn in sunlight.
Challenge 11 (7,200 XP) While in sunlight, it has disadvantage on attack rolls
and ability checks.
Incorporeal Swarm. The shade host can occupy another
creature's space and vice versa; it can move through
Actions
other creatures and objects as if they were difficult Multiattack. The shade host makes three melee attacks.
terrain. Each creature it moves through takes 11 (2d10)
necrotic damage; no creature can take this damage Annihilating Touch. Melee Weapon Attack: +7 to hit,
more than once per turn. The shade host takes 5 reach 5 ft., one target. Hit: 21 (4d8 + 3) necrotic
(1d10) force damage if it ends its turn inside an object. damage.
The shade host can't gain temporary hit points. Create Specter. The shade host targets a humanoid
within its space that has been dead for no longer than 1
Howling Hatred. The shade host emits a horrific howl minute and died violently. The target's spirit rises as a
while it can see any living creature and isn't specter that becomes part of the shade host, the shade
incapacitated. Each creature that starts its turn within host regains 22 (5d8) hit points. While the specter is
20 feet of the shade host and can hear the howl must part of the shade host, the dead humanoid it came from
succeed on a DC 13 Wisdom saving throw. On a failed can’t be revived.
save, the creature is frightened until the end of its next
turn.
Shade Host
Bond in Death. At times when war and disaster befall the Black Mist. The shade host as a collective resemble nothing
realms, many peoples die in the same place within a short so much as a vast, black swirling mists, through which
span of time. These tragedies sometimes create a bound protrude mournful, wailing faces and grasping hands, moving
between the unfortunate souls, birthing a shade host. These as one like a flock of sparrows. Their touch draws some of a
vengeful apparitions cluster together into hosts that drift victim's soul into the host, dragging them into a waking
towards their warm-blooded victims with terrible inevitability. nightmare and ultimately raising them as a specter to join the
Hordes of these ethereal shades swarm across cursed lands host. Theories abound on what creates a host, whispers of
and the grim barrows of the Shadowfell. They are tireless, mass suicides or necromancy rites involving the murders of
implacable, and numerous — most Shadowfell explorers can dozens of innocents can be heard. The truth is that a shade
do little other than avoid them or, at best, block off their route host formation is mostly random and, thankfully, somewhat
with mystical wards long enough to find an escape from the rare on the material plane without external meddling.
plane. Witnessing the night sky darkened by these masses is
a frightening sight, earing their mad wailing is much worse.
The ceaseless moan of the host can quickly damage the
sanity of a person. Survivors struggle to find sleep for weeks
on end, earing the bloodcurdling wails whenever they close
their eyes, some never recover and simply go insane.
Yarghuul
Fallen Sky. In the tales of old is a peculiar legend that speaks Mother of the Brood. A Yarghuul infestation usually follows
of a night when the sky was alight, basked in strange greens a simple scenario: they gather in a small brood and soil the
and greys colors. Then, tears from the heavens showered the area over time by their mere presence. Once their
world, comets, and meteors of various sizes. Strangely few of surrounding has mutated to their liking, they establish a nest.
them were found, most dissolved in a matter of hours or sunk The brood scavenges any kind of materials and organic life
deep beneath the earth, leaving barely any trace of their they can and shape a large “shell” from their findings. Once
existence. However, soon after the land became sick, gray, the shell is completed and sealed, half of the brood will
colorless and mutated. Beings emerged out of nodules of the liquefy and infiltrate it, merging inside the shell. At that
remaining meteors, pouring out like white slime before moment, the brood is the most vulnerable, its numbers
taking the shape of squat, pale, toadlike creatures, depleted. Soon after, the shell will start emitting blinding light
superhumanly strong and noxious-smelling, having no eyes and deadly energy, vaporizing any that come too close. About
but instead a mass of tentacles at the end of their snout. a week later, a single yarghuul broodmother emerges from
the shell, ready to lead the brood.
Toxic Brood. Yarghuul are aberrations that transform their
surroundings into toxic wasteland, choked with patches of Telepathic Defiler. Yarghuul are driven mainly by instincts
creeping and gibbering mounds of organic matter. They and are savage and direct in a fight: they rush, devour and
thrive in the desolation they create and bask in its strange secrete toxic slime through the large pores of their skin.
glow. As such, they are rarely found in healthy lands and their However, they are no mere beast and work with other
presence means that a region is contaminated. They are very members of the brood to corner a prey and to identify the
territorial predators, attacking on sight any living thing. They greatest threat. If mounting an ambush, they will use their
are often found in broods of five to ten creatures, but much mutable form to devastating effect, falling from the ceiling or
larger broods have been discovered as well, truly infesting emerging from the ground to surprise their victim. Members
nightmarish regions of the deep Underdark. Their social of a yarghuul brood use a complex combination of telepathic
hierarchy is nebulous at best, as they almost never images, whale-like singing and bioluminescent pulses from
communicate with other creatures, but they seem to share a their tentacles to communicate with each other.
hive-mind mentality.
Yarghuul Yarghuul Broodmother
Large aberration, chaotic evil As soon as a yarghuul broodmother breaks from its shell it
takes ownership of the brood and begins to expand its
Armor Class 17 (natural armor) nefarious influence. The once limited number of yarghuul
Hit Points 123 (13d10 + 52) quickly starts to rise, as the broodmother births aberrations
Speed 30 ft. from its corrupted tumors. The brood becomes more
aggressive as it expands to assimilate new territories, always
gathering more organic materials to feed the broodmother. A
STR DEX CON INT WIS CHA broodmother is a huge heap of milky white flesh, it is
18 (+4) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0) limbless and mounted by a head with no eyes and a mass of
tentacles. It is barely mobile and relies on its brood to protect
Damage Resistances acid, cold it. It sings almost constantly an entrancing eerie sound out of
Damage Immunities necrotic, poison the many holes of its skin, luring those that hear it.
Condition Immunities blinded, exhaustion, poisoned
Senses blindsight 120 ft., passive Perception 11 Broodmother's Lair
Languages understands Deep Speech but can't speak,
telepathy 120 ft. A brood of yarghuuls often make its lair near the landing site
Challenge 6 (2,300 XP) of the meteor they emerged from. Therefor the lair is usually
located in a crater, chasm, or cavern. It is a toxic wasteland,
Bioluminescence. The yarghuul sheds bright light in a covered with creeping colorless organic matter and alveolar
10-foot radius and dim light for an additional 10 structures of unknown purpose.
feet.
Regional Effect
Defiling Slime. As a bonus action, the yarghuul can fill The corruption and ravage of the brood transforms the region
a 5-foot cube within 5 feet of it with toxic slime, that surrounding the brood’s lair, creating the following effects:
area is difficult terrain, which lasts until it is burned
away with fire. When a creature enters the area for Plants and animals raised within 6 miles of the brood’s
the first time on a turn or ends its turn there, it must lair have twisted, tumorous aberrant deformities.
succeed on a DC 15 Constitution saving throw or Mounds of various sizes of twitching organic matter can
take 5 (1d10) necrotic damage. If the slime is set on be found within 2 miles of the brood’s lair. Gibbering
fire, it burns away after 1 round. mouthers often lurk near them.
Actions The region within 2 miles of the brood’s lair basks in dim
light, this eerie white luminescence has no apparent
Multiattack. The yarghuul makes two attacks: one origin. Any creature that isn’t an aberration feels nauseous
with its slam and one with its tentacles. and uneasy while in the region.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., If the brood is destroyed, these effects fade over 1d10
one target. Hit: 8 (1d8 + 4) bludgeoning damage. years.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 22 (4d8 + 4) necrotic damage. Lair Actions
Mutable Form. The yarghuul transforms into On initiative count 20 (losing initiative ties), the broodmother
fluorescent white slime or reverts to its true form. can take a lair action to cause one of the following effects; it
Any equipment it is wearing or carrying is also can't use the same effect two rounds in a row:
transformed. It reverts to its true form if it dies.
While in slime form, the yarghuul is incapacitated. It
The broodmother vanishes, fusing with the organic matter
has a speed of 30 feet, and can move through a
that covers its lair. The broodmother can end this effect at
space as narrow as 1 inch wide without squeezing. It the start of any of its turns, reverting to its true form once
can climb difficult surfaces, including upside down more and appearing in any location it chooses within its
on ceilings, without needing to make an ability lair. While transformed, the broodmother is incapacitated,
check. It has advantage on Strength, Dexterity, and and it can't be targeted by attacks, spells, or other effects.
Constitution saving throws, and it is immune to The broodmother can't use this ability outside its lair. All
nonmagical damage. creatures it had swallowed are freed, falling prone in a
While in slime form, the yarghuul can enter a space within 10 feet of the space the broodmother left.
creature's space and stop there. Each time that A gibbering mouther appears on a spot on an unoccupied
creature starts its turn with the yarghuul in its space, space on the ground that the broodmother chooses within
the creature must succeed on a DC 15 Constitution the lair. The gibbering mouther is destroyed on initiative
saving throw or take 16 (3d10) necrotic damage and count 20 on the next round.
suffer one level of exhaustion. A 20-foot-square area of ground within 120 feet of the
broodmother sprouts tentacles until initiative count 20 on
the next round. Any creature that starts or ends its turn in
the area must succeed on a DC 18 Strength saving throw
or be restrained. A creature can escape the tentacles with
a successful DC 18 Strength (Athletics) or Dexterity
(Acrobatics) check as an action.
Yarghuul Broodmother While charmed in this way, the target tries to get as
close to the broodmother as possible, using its actions
Huge aberration, neutral evil
to Dash until it is within 5 feet of the broodmother. A
Armor Class 13 (natural armor) charmed target can repeat the saving throw at the end
Hit Points 270 (20d12 + 140) of each of its turns and whenever it takes damage,
Speed 10 ft. ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
creature has advantage on saving throws against the
STR DEX CON INT WIS CHA broodmother's Luring Chant for 24 hours.
20 (+5) 6 (-2) 24 (+7) 8 (-1) 16 (+3) 10 (+0) Tumorous Birth. The broodmother births a yarghuul and
loses 40 hit points. The yarghuul appears in an
Saving Throws Wis +7, Cha +4 unoccupied space within 5 feet of the broodmother.
Damage Resistances acid, cold
Damage Immunities necrotic, poison Legendary Actions
Condition Immunities blinded, exhaustion, poisoned The broodmother can take 3 legendary actions,
Senses blindsight 120 ft., passive Perception 13 choosing from the options below. Only one legendary
Languages understands Deep Speech but can't speak, action option can be used at a time and only at the end
telepathy 120 ft. of another creature's turn. The broodmother regains
Challenge 13 (10,000 XP) spent legendary actions at the start of its turn.
Bioluminescence. The broodmother sheds bright light in Tentacles. The broodmother makes one attack with its
a 10-foot radius and dim light for an additional 10 feet. tentacles.
Assimilate (Costs 2 Actions). The broodmother targets
Defiling Slime. As a bonus action, the broodmother can a creature that is has grappled within 20 feet of it. If
fill a 10-foot cube within 10 feet of it with toxic slime, the target has 30 hit points or fewer, it must succeed
that area is difficult terrain, which lasts until it is burned on a DC 13 Constitution saving throw or die. If the
away with fire. When a creature enters the area for the target is killed in this way, it is liquefied and absorbed
first time on a turn or ends its turn there, it must into the broodmother and the broodmother regains
succeed on a DC 15 Constitution saving throw or take 30 hit points.
5 (1d10) necrotic damage. If the slime is set on fire, it Swallow (Costs 2 Actions). The broodmother swallows
burns away after 1 round. a creature that is has charmed, or restrained, within
20 feet of it. A swallowed creature is blinded and
Legendary Resistance (2/Day). If the broodmother fails a restrained, it has total cover against attacks and other
saving throw, it can choose to succeed instead. effects outside the broodmother, and it takes 36
(8d8) necrotic damage at the start of each of the
Actions broodmother's turns. If the broodmother takes 30
Tentacles. Melee Weapon Attack: +9 to hit, reach 20 ft., damage or more on a single turn from a creature
one target. Hit: 21 (3d10 + 5) necrotic damage. If the inside it, the broodmother must succeed on a DC 18
target is Large or smaller, it is grappled (DC 18) and Constitution saving throw at the end of that turn or
restrained until the grapple ends. The broodmother can regurgitate all swallowed creatures, which fall prone
grapple one creature at a time. in a space within 10 feet of the broodmother. If the
broodmother dies, a swallowed creature is no longer
Luring Chant (Recharge 5-6). The broodmother emits a restrained by it and can escape from the corpse by
magical chant. Every enemy within 300 feet of the using 15 feet of movement, exiting prone.
broodmother that can hear it must make a DC 18 Luring Chant (Costs 3 Actions). The broodmother
Wisdom saving throw. On a failed save, the creature is immediately recharges its Luring Chant and uses it.
charmed by the broodmother for 1 minute or until the
broodmother is incapacitated.
Zombie
Necromantic energies come from many sources and can
affect radically differently a creature, based on its past,
condition and environmental factors. Some necromancers
Bloated Zombie
Medium undead, neutral evil
constantly experiment on their creations, trying to raise
always deadlier servants, while diseases spreading from Armor Class 10
terrible places can also raise the dead under the right Hit Points 53 (7d8 + 21)
circumstances. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 3 (-4) 7(-2) 6 (-2) 18 (+4) 6 (-2) 14 (+2) 5 (-3) 8(-1) 4 (-3)
Actions
Multiattack. The horde uses its pull under ability if
able, then uses its gnaw and claw attack.
Gnaw and Claw. Melee Weapon Attack: +6 to hit,
reach 0 ft., one target in the swarm’s space. Hit: 7
(1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage, and the target must succeed a DC 13
Constitution saving throw or become poisoned until
the end of their next turn.
Pull Under. The horde attempts to envelope a
creature within its space. The target must succeed
on a DC 13 Strength saving throw or be knocked
prone and considered grappled (escape DC 13) as
they are pinned to the ground under a sea of
zombies. This ability can only be used if the horde is
above half of its maximum hit points.
Ravenous Zombie Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a
Medium undead, neutral evil
DC of 5 + the damage taken, unless the damage is
Armor Class 12 radiant or from a critical hit. On a success, the zombie
Hit Points 85 (10d8 + 40) drops to 1 hit point instead.
Speed 30 ft. Voracious Aura. Any living creature that starts its turn
within 20 feet of the zombie or enters the affected area
for the first time on a turn must succeed a DC 14
STR DEX CON INT WIS CHA Constitution saving throw. On a failed save, the target's
18 (+4) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1) hit point maximum is reduced by 7 (2d6), and the
zombie regains hit points equal to that amount. The
Saving Throws Con +7 reduction lasts until the target finishes a long rest. The
Skills Perception +5, Stealth +5 target dies if this effect reduces its hit point maximum
Damage Immunities poison to 0.
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 15 Actions
Languages understands the languages it knew in life but Multiattack. The zombie makes two unarmed strike
can’t speak attacks and one bite attack.
Challenge 5 (1,800 XP)
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
Blood Frenzy. The zombie has advantage on melee target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6)
attack rolls against any creature that doesn't have all its necrotic damage.
hit points. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Herald of Decay. All food and liquid within 60 feet of the Instead of dealing damage, the zombie can grapple the
zombie spoils instantly. Rations turn bad, meat rots, target (escape DC 14).
bread becomes stale and water becomes unsafe to
drink. Small nonmagical plants wither and die, while Devour. Melee Weapon Attack: +7 to hit, reach 5 ft., one
trees become sick and start to rot. Perishables creature that is grappled by the zombie, incapacitated
protected by air-sealed containers are unaffected. or restrained. Hit: 22 (4d8 + 4) piercing damage. A
creature taking damage from the attack suffers from a
lingering injury (p.272 of the Dungeon Master's Guide).
Optional : Infestation
Some zombies can transmit a terrible affliction that
will in time kill anyone they wound, turning it into
one of the undead.
Infestation. When a living creature is wounded
by a zombie, it must succeed on a DC 12
Constitution saving throw or become diseased.
The diseased target can't regain hit points, and
it gains one level of exhaustion for every 24
hours that elapse. If the target dies, it rises as a
zombie in the following turn. The disease lasts
until removed by the lesser restoration spell or
other magic.
Shambling Lord
“There will come a day so dark you will pray for death. On
that day your prayers will be answered.” – Minaldra, the Vizag
Atum.
Psionically Gifted. Shambling lords are zombies imbued
with psionic powers, inherited from their mortal life.
Shambling lords can be ritually created through the dark art
of necromancy, but most of the rituals where lost or
destroyed by religious orders a long time ago. Still, some
secrets regarding their creation might linger in sealed library
and forbidden archives. On rare occasions, a shambling lord
will rise from the corpse of a psionically gifted humanoid,
keeping its memories and somewhat twisted personality, but
enslaved by an overwhelming craving for the flesh and brains
of the living.
Master of the Endless Tide. Shambling lords possess
powerful psionic abilities, and can induce a hive mind in their
lesser kind, creating swarms as zombies bound in tight
clutter and follow the will of its superior mind. This make
hordes of zombies especially dangerous as a single zombie
can bring down an army of undead should it find a source of
food, or the target of its master's wrath. In battle a shambling
lord tend to stay at long range, bombarding its enemies with
psychic attacks while swarms of zombies assail them from all
side. If threatened, the shambling lord will retreat, sacrificing
its endless minions to get away.
Secrets of a Corpse. Shambling lords are also known for
their extensive knowledge on an incalculable number of
topics, ranging from ancient history to the latest town gossip.
This well of knowledge seems to come from the hive mind
they generate, allowing them to recollect any information
known by a member of the horde or from the brains they like
to feast on. Daring scholars, or plainly insane occultists, will
sometime seek the lost knowledge only known by these
strange undead, often ending up joining their legions of
servants and adding their own insights to the common mind.
Unpredictable Minds. Most necromancers would never
raise a shambling lord on purpose, for they are too
unpredictable servants, capable of turning on their master.
The other reason is that almost all shambling lords are
utterly mad creatures, their mind separated and shared
amongst potentially hundreds or thousands of individuals.
The personality of a shambling lord consist of several
dominant traits from the strongest characters inside the hive
mind, battling for control over the hordes or the shambling
lord’s body.
Shambling Lord Well of Knowledge. The shambling lord can recollect all
the knowledges and memories stored in the collective
Medium undead, neutral evil
hive mind of its hordes or the brains it devoured. It has
Armor Class 10 advantage on Intelligence and Wisdom skill checks.
Hit Points 128 (15d8 + 60) Innate Spellcasting (Psionics). The shambling lord's
Speed 30 ft. innate spellcasting ability is Intelligence (spell save DC
16). The zombie can innately cast the following spells,
requiring no material components:
STR DEX CON INT WIS CHA
At will: command, blindness/deafness, detect thougts
18 (+4) 10 (+0) 18 (+4) 19 (+4) 12(+1) 8 (-1) 2/day each: confusion, dominate person, hold person,
legend lore
Saving Throws Con +8, Int +8, Wis +5
Skills History +12, Nature +8, Religion +8 Actions
Damage Vulnerabilities psychic
Damage Immunities poison Multiattack. The shambling lord uses its Shambling
Condition Immunities poisoned Hordes feature, if available, and makes two unarmed
Senses darkvision 60ft., passive Perception 11 strike attacks and one bite attack.
Languages telepathy 5 miles Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Challenge 10 (5,900 XP) target. Hit: 8 (1d6 + 4) piercing damage 17 (5d6)
necrotic damage
Hive Mind. All zombies within 5 miles of the shambling
lord are tied into an instinctive hive mind, linked to the Unarmed Strike. Melee Weapon Attack: +8 to hit, reach
lord. Within the range of the telepathic bond, the 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage
shambling lord can see through the eyes of any zombie, plus 7 (2d6) necrotic damage.
hear what it hears and speak through it. It can cast Psychic Assault. The shambling lord magically assault the
spells as though it were in the zombie’s space, and can mind of three targets it can see within 90 feet of it. A
mentally command any zombie within reach (if it target must make a DC 16 Wisdom saving throw, taking
controls multiple creatures, it can command any or all 22 (4d10) psychic damage on a failed save, or half as
of them at the same time, issuing the same command much damage on a successful one. If the target fails the
to each one). saving throw by 5 or more, it is also stunned until the
end of the zombie's next turn.
Magic Resistance. The shambling lord has advantage on
saving throws against spells and other magical effects. Shambling Hordes (recharge 5-6). The shambling lord
can summon one horde of zombies, a summoned horde
Regeneration. The zombie regains 20 hit points at the appears in an unoccupied space within 60 feet of the
start of its turn. If the zombie takes radiant damage or a shambling lord, acting as an ally. It remains for l minute,
critical hit, this trait doesn't function at the start of the until it or the shambling lord dies, or until the
zombie's next turn. The shambling lord is destroyed shambling lord dismisses it as an action.
only if it starts its turn with 0 hit points and doesn't
regenerate.
Appendix A: Nonplayer Characters
Crowd
The world is a dangerous and cruel place. Wars, plagues and Mob
the predation of terrible monsters can destroy whole towns A mob represents a large group of people, acting toward a
and force their inhabitants to become beggars, vagabonds single goal. Tightly massed and driven, they are difficult to
and brigands. All who endure such hardships are hardened stop and will only disperse after the death or incapacitation of
by their losses, staring at the face of danger and saying, “no many of their ranks. A mob could represent a local
more!”, taking their protection into their own hands. organization, or form in a small hamlet, village, or maybe a
Unity is Strength. Fear and resignation are the strength of modest district of a larger town.
monsters and tyrants, despair is the fuel of revolt. Despair
makes you stand and fight until the last men. When Riot
abandoned by lords, gods and fate, the common man turns A riot represents most of the population of a small town or a
toward his neighbor for mutual protection. If separately they third of a city, gathering large masses of people. The sheer
are no match for a monster or a trained swordsman, an entire numbers represented make them almost impossible to
village or town banding together and fueled by despair, faith contain, requiring consequent resources’ or important
or hatred can take down their foe. Theses masses can fortifications to impede their progress. A cult or organization
become a force to reckon with, embodying the proverb “unity that could gather such numbers would certainly have a
is strength”. A crowd can potentially include several nationwide influence.
individuals of high power, which would be left standing or
escape once the crowd disperses. Uprising
Crowd Mind. Racist pogrom chasing elves down the streets, An uprising can encompasse countless numbers and only an
slaves fighting for their freedom and ousting a tyrant or army or a group of incredibly powerful individuals could hope
frenzied cultists spilling blood for their dark master; all are to stand against a crowd of that extent. An organization
good examples of a crowd. A crowd is moved by its own mustering such numbers has a worldwide influence,
motivations and the individuals that form it can differ widely, gathering members from many regions into a single location.
but once the crowd mind takes them, they act in unison A entire city or metropolis revolting could provide the
toward a single purpose. Reasoning with a crowd can prove numbers for an uprising, spreading over several districts and
difficult, as the behaviors of both the individual crowd unto the countryside.
members and the crowd is heavily influenced by the loss of
responsibility of the individual and the impression of
universality of behavior, increasing with the size of the crowd.
Dispersing a Crowd.
A crowd is made out of a large number of
individuals. As such, defeating a crowd doesn't
mean killing any single one of them but instead
breaking the resolve of the crowd and dispersing it.
When a crowd drops to 0 hit points the crowd
disperses into a number of humanoids based on
how large the crowd had been. Alternatively, a large
crowd such as a riot or an uprising could de-
escalate into a smaller crowd type when it drops to
0 hit points or has fewer than half of its hit points
remaining.
g ( )
Mob Swarm. The swarm can occupy another creature's space
Huge swarm of Medium humanoids, any chaotic and vice versa, and the swarm can move through any
alignment opening large enough for a Medium humanoid. The
swarm can't regain hit points or gain temporary hit
Armor Class 11 (makeshift armor) points.
Hit Points 91 (14d12)
Speed 30 ft.
Actions
Multiattack. The swarm makes two improvised weapons
STR DEX CON INT WIS CHA attacks.
17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Improvised Weapons. Melee or Ranged Weapon Attack:
+6 to hit, reach 0 ft. or range 20/60 ft., one target in the
Damage Resistances bludgeoning, piercing, slashing swarm's space or within range. Hit: 10 (3d6)
Condition Immunities charmed, frightened, paralyzed, bludeoning damage plus 10 (3d6) piercing damage, or
petrified, prone, restrained, stunned 7 (2d6) bludgeoning damage plus 7 (2d6) piercing
Senses passive Perception 10 damage if the swarm has half of its hit points or fewer.
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Rebels
Militia
Impetuous. If the swarm has half of its hit points or
Reactive. The swarm can take one reaction on every fewer at the start of its turn, roll a d6. On a roll of 5
turn in a combat. or 6, the swarm uses up all its movement to move
toward the nearest and most obvious seat of power.
Unruly. If the swarm has half of its hit points or fewer The swarm moves toward the seat of power by the
at the start of its turn, roll a d6. On a roll of 5 or 6, most direct route.
the swarm uses up all its movement to move in a
random direction. To determine the direction, roll a Sworn Enemy. The swarm has a sworn enemy, which
d8 and assign a direction to each die face. The include every identified member of an organization
swarm doesn’t take an action this turn. or government. When the swarm makes a melee or
ranged attack roll against its sworn enemy, it has
Reactions advantage on the roll. In addition, its target gains no
benefit from cover, other than total cover. If the
Countercharge. In response to a creature entering its
attack hits, the sworn enemy takes an extra 10 (3d6)
reach, the swarm can make one melee weapon attack
damage.
with advantage against the creature.
Destructive. The swarm deals double damage to
objects and structures.
Actions
Inspirational Ideals (Recharge 4-6}. Up to three allies
within 120 feet of the swarm that can hear it can use
their reactions to be freed from any charm and fright
effect.
Northlanders
The fierce people known as Northlanders have been amongst Northlander Traits
the first to set foot on the continent. The isles of their As with every other race, individuals have their own strengths
homeland are scoured by strong winds and powerful waves, and weaknesses, but Northlanders all share a few
and also suffer biting, bone-chilling cold for most of the year. similarities.
In deepest winter, the inlets are choked with ice, and fog Ability Score Increase. Your Constitution score increases
lingers late into the day, if it breaks at all. Most wear furs to by 1, and one other ability score of your choice increases by 1.
keep out the cold, and those going to war supplement their Age. As other humans, Northlanders reach adulthood in
protection with thicker hides, and helms lined with wool or their late teens and live less than a century.
fur. They disdain magic and glorify battle, to the point that Alignment. The violent culture of the Northlanders favors
most communities grow restless when they don't have an chaotic alignment, as personal strength and the freedom to
enemy to fight. roam the sea are core parts of their beliefs. Most tend
Warriors and Sailors. Because the Northlanders are good at towards neutral alignment, while those that live a life of raid,
fighting and sailing, and perfectly willing to attack ships close plunder and enslavement of others revel in evil.
to their shores, best to be cautious around any Northlander Size. Northlanders are tall and strong, most stand between
Isles, especially if you haven't been assured of safe passage, 6 and 7 foot tall. Your size is Medium.
and often even then. Still, they are great sailors, thanks to Speed. Your base walking speed is 30 feet.
their reliable and sturdy longships and their navigation Frost Born. You have resistance to cold damage.
techniques. The consensus on Northlanders is that they are Mariner. You can hold your breath underwater for twice as
violent folks who raid and pillage at will and seek to enslave long.
any outlanders they capture on or near their island. Tool Proficiency. You gain proficiency with navigator’s
tools.
A Raider’s Life. Northlander society is rhythmed by the Northern Heart. Starting at 3rd level, you can use your
seasons, with spring opening the raid season and winter action to call upon the inner strength that lies into every sons
ending it. The truce season, autumn, opens the islands for and daughters of the north. Your strength lasts for 1 minute
trade with the rest of the world for a few weeks, as the or until you end it as a bonus action. During it, you have
Northlanders allow foreign ships to land and exchange goods. advantage on all Strength and Constitution saving throws,
Aside from the constant economical need for new spoil, be it and you gain temporary hit points at the start of each of your
slaves, resources or treasure, raiding increases a person's turns. The temporary hit points equal half your level (rounded
stature in Northlander society. A successful raider returns up) + your Constitution modifier.
home with wealth and fame, the two most important qualities Once you use this trait, you must finish a long rest before
needed to climb the social ladder. you can use it again.
Languages. You can speak, read, and write Common and
Sons and Daughters of Valkur. Northlanders pay homage to Northlander (Illuskan).
several deities, but they most honor Valkur, a hero-god of
their own who exemplifies the qualities their warriors hold
most dear: fierceness, cunning, courage, strength and sailing
skill. Take care not to question or insult this veneration in
their presence. They consider rule over other races and the
cities of the coast to be their birthright. Merchants can
occasionally trade with northlanders but usually don't risk
such a stopover if they can help it. One never knows when the
clans are going to be at war, and any ship within sight of the
island when it is will be fair prey.
Northlander Character
Northlanders are tall, fair-skinned folk with blue or steely
gray eyes. Most have blond or raven-black hair, but those who
inhabit the extreme northwest have red, or light brown hair.
Northlanders Names: (Male) Agni, Brandr, Eric, Frath,
Halvar, Leif, Malcer, Ragnar, Snorri, Ulf; (female) Ama,
Eerika, Iona, Kethra, Mara, Saga, Sigrid, Tova, Westra, Ylva;
(surnames/clans) An Craite, Ard Rhena, Bjarkoy, Dubhghaill,
Nibelson, Tordarroch, Völsung, Waegmund
Berserker Sea Raider
Northlanders barbarians are renowned berserkers, furious Sea Raiders are the bulk of the northlanders warriors. When
warrior with unbridled fury boiling in their veins. In the a thane is mounting a raiding party, they embark on longships
northern isles, they are the purest expression of the warrior, for a share of the loot. When the ice and the winds allow it,
living out of social conventions. While revered, they are also they raid coastal communities, striking quickly and retreating
feared, for their legendary rage often claimed allies that stood before local militia can react. As most Northlanders, they are
in the path of their blind fury. fierce warriors that don’t scare easily.
Berserkers never die of old age, when they feel their time as Shield Maiden
come they take a pilgrimage to a remote island, lost amist the
ice, to find one of the great white tree. If they survive the Shield Maidens are women warriors amongst the
journey, they return stronger than ever, as true sons and Northlanders. As fierce as clan warriors, their status varies,
daughters of Valkur, empowered with the might of their depending of the clan they serve or the isle they were born to.
ancestors and ready to meet a glorious death in battle. Most jarl do not distinguish them from their male
counterpart, but on some island women are forbidden to
Clan Warrior partake in raids, caring for homes, forges and farms instead.
Clan warriors are hardened veteran that have pledge fealty to
one of the thanes of the isles. They have proven their worth in
battle during many raids and wear colored tattoos that
recount their deeds and allegiance. To the opposite of the
common raiders that usually go back to their farm or trade Traders and Explorers
outside of the raiding season, a clan warrior spends the rest Northlanders are commonly seen as pillaging
of the year training and preparing for upcoming wars. brutes coming on their longboats before retreating
to their frozen isles. For a lot of them, this
Huskarl stereotype holds true, but there is more to their
culture than raiding. They are also exceptional
The men and women that gained the honorary title of huskarl explorers, craftsmen and shrewd merchants. Their
are renowned throughout the isles. They have taken part in longboat expeditions have reached distant lands
countless raids and came back victorious, loaded with loot, that none even heard of, establishing colonies in
gold and slaves. Such great warriors are usually found at the these faraway territories. When the raiding season
side of jarls and thanes, protecting their leaders and siting at comes to a halt, or that a clan decides that trading
the table of honor in the longhouse. Though not necessary would be more profitable than war, they establish a
charismatic, they inspire their comrades with deeds of valor permanent or temporary trading outpost,
and hold a small amount of influence over their thane, as welcoming merchants from across the world.
These outposts quickly become centers of
trusted shield brothers and sisters. transshipment, exchange, and redistribution, where
spices, furs and weapon trade are especially
welcome.
Berserker Unarmored Defense. While the berserker is wearing no
armor, its AC includes its Constitution modifier.
Medium humanoid (human), neutral
Unbridled Rage (Recharges after a Short or Long Rest). As
Armor Class 16 a bonus action, the berserker can enter a rage at the
Hit Points 110 (13d8 + 52) start of its turn. The rage lasts for 1 minute or until the
Speed 40 ft. berserker is incapacitated. While raging, the berserker
gains the following benefits:
STR DEX CON INT WIS CHA The berserker has advantage on Strength checks and
Strength saving throws
18 (+4) 14 (+2) 18 (+4) 8 (-1) 13 (+1) 7 (-2) When it makes a melee weapon attack, the berserker
gains a +3 bonus to the damage roll.
Saving Throws Str +7 Con +7 The berserker has resistance to bludgeoning,
Skills Athletic +7, Perception +4, Survival +4 piercing, and slashing damage.
Senses passive Perception 14
Languages Common, Illuskan Actions
Challenge 8 (3,900 XP)
Multiattack. The berserker makes three melee attacks.
Brute. A melee weapon deals one extra die of its Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
damage when the berserker hits with it (included in the one target. Hit: 13 (2d8 + 4) slashing damage.
attack).
Islander's Fortitude (2/Day). If damage reduces the
Reactions
berserker to 0 hit points, it must make a Constitution Retaliation. In response to being hit by a melee attack,
saving throw with a DC of 5 + the damage taken, unless the berserker can make one melee weapon attack with
the damage is from a critical hit. On a success, the advantage against the attacker.
berserker drops to 1 hit point instead.
Intimidating Presence. When a creature the berserker can
Mariner. The berserker can hold its breath underwater see starts its turn within 30 feet of the berserker, the
for twice as long and has proficiency with navigator's berserker can intimidate it. If the creature can see the
tools. The berserker is also naturally adapted to cold berserker, it must succeed on a DC 14 Wisdom saving
climates, as described in chapter 5 of the Dungeon throw or be frightened until the end of berserker's next
Master’s Guide. turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 13 (+1)
Brave. The warrior has advantage on saving throws Brute. A melee weapon deals one extra die of its
against being frightened. damage when the huskarl hits with it (included in the
attack).
Mariner. The warrior can hold its breath underwater
for twice as long and has proficiency with navigator's Deadly Strike (1/Turn). Any hit with a melee weapon
tools. The warrior is also naturally adapted to cold attack the huskarl scores against a prone creature is a
climates, as described in chapter 5 of the Dungeon critical hit.
Master’s Guide. Indomitable (2/Day). The huskarl can reroll a saving
Reckless. At the start of its turn, the warrior can gain throw it fails. It must use the new roll.
advantage on all melee weapon attack rolls during Mariner. The huskarl can hold its breath underwater
that turn, but attack rolls against it have advantage for twice as long and has proficiency with navigator's
until the start of its next turn. tools. The huskarl is also naturally adapted to cold
climates, as described in chapter 5 of the Dungeon
Actions Master’s Guide.
Multiattack. The warrior makes two melee attacks.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 9 (1d12 + 3) slashing damage. Multiattack. The huskarl makes either three melee
attacks — two with its longsword and one with its
Boarding Harpoon. Ranged Weapon Attack: +4 to hit, spiked shield — or two ranged attacks with its
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing longbow.
damage. If the target is Medium or smaller, it is
grappled (escape DC 12) and pulled 10 feet toward Longsword. Melee Weapon Attack: +7 to hit, reach 5
the warrior. If this bring the grappled creature within ft., one target. Hit: 13 (2d8 + 4) slashing damage.
5 feet of the warrior, the warrior can make a melee Longbow. Ranged Weapon Attack: +5 to hit, range
weapon attack against it as a bonus action. 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
Spiked Shield. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
If the target is a Medium or smaller creature, it must
succeed on a DC 15 Strength saving throw or be
knocked prone.
Reactions
Bulwark. When an ally the huskarl can see within 5
feet of it is attacked, the huskarl switches places with
the ally. The two ally swap places, and the huskarl
becomes the target instead.
Jarl Longsword. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the
Medium humanoid (human), neutral
jarl scores a critical hit, it rolls the damage dice three
Armor Class 18 (breastplate, shield) times, instead of twice.
Hit Points 256 (27d8 + 135) Javelin. Melee or Ranged Weapon Attack: +10 to hit,
Speed 30 ft. reach 5 ft. or range 30/120 ft., one target. Hit: 15 (3d6
+ 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
20 (+5) 14 (+2) 20 (+5) 12 (+1) 14 (+2) 18 (+4) Parry. The jarl adds 5 to its AC against one melee attack
that would hit it. To do so, the jarl must see the attacker
Saving Throws Str +10, Con +10, Wis +7 and be wielding a melee weapon.
Skills Athletic +10, Intimidation +9, Perception +7
Senses passive Perception 17 Legendary Actions
Languages Common, Illuskan
Challenge 15 (13,000 XP) The jarl can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
First Axe. A weapon deals two extra dice of its damage used at a time and only at the end of another creature's
when the jarl hits with it (included in the attack). turn. The jarl regains spent legendary actions at the start
of its turn.
Mariner. The jarl can hold its breath underwater for
twice as long and has proficiency with navigator's tools. Encourage. The jarl encourages one ally it can see
The jarl is also naturally adapted to cold climates, as within 60 feet of it. The ally has advantage on attack
described in chapter 5 of the Dungeon Master’s Guide. rolls it makes until the start of the jarl’s next turn,
provided it can hear the jarl.
Survivor. The jarl regains 10 hit points at the start of its Deathblow (Costs 2 Actions). The jarl makes one
turn if it has at least 1 hit point but fewer hit points weapon attack. If it hits, the attack deals maximum
than half its hit point maximum. damage and the target can't regain hit points until the
end of its next turn.
Actions Unleash the Fury (Costs 2 Actions). Up to three friendly
Multiattack. The jarl makes three melee attacks or three creature within 120 feet of the jarl that can hear it
ranged attacks. can use their reactions to move up to their speed and
each make one weapon attack.
Jarl
Jarls, also called First Axe, are bloodthirsty warlords that rule
over a cluster of isles or a part of one the larger isles. Jarls are
conquerors, they view the isles as their ancestral home, but
the cities of the coast are theirs to rule and plunder. They
come from a nation of chosen warriors and explorers that
founded many of the prosperous coastal cities, and are very
aware of this birthright.
Jarls own the most important economical asset of the isles,
longboats. Without the raids, the meager natural resources of
some isles would not be able to support their population and
the Northlanders Isles could not exist. Jarls allow the thanes
under them to charter their fleet, proven they get the lion’s
share on slaves, loot and that they take an oath to serve them.
No true northlander would accept the rule of an unproven
jarl, and all are expected to be peerless warriors. To step on
its throne a jarl must challenge and defeat the previous ruler,
but even before doing so, must prove worthy by
accomplishing a heroic deed, such as slaying an ice giant or a
powerful sea monster. Ultimately, most jarls aspire to become
High King of the isles, but becoming High King isn’t
necessarily as hard as keeping the throne under the constant
threat of assassination and overthrow attempt of rivals.
Sea Raider Shield Maiden
Medium humanoid (human), neutral Medium humanoid (human), neutral
Armor Class 17 (chain shirt, shield) Armor Class 18 (studded leather, shield)
Hit Points 19 (3d8 + 6) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
Actions
Multiattack. The skald makes two melee attacks or
two ranged attack.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
War Horn (Recharge 5-6). The skald blows in its horn.
Each hostile creature within 120 feet of the skald
that can hear it must succeed on a DC 14 Wisdom
saving throw or be frightened until the end of the
skald's next turn or until the skald is incapacitated. A
frightened target that starts its turn within 30 feet of
the skald must use all its movement on that turn to
get as far from the skald as possible, must finish the
move before taking an action, and must take the
safest available route away from the skald. A target
that successfully saves is immune to the War Horn
of all skalds for the next 24 hours.
Thane Actions
Medium humanoid (human), neutral Multiattack. The thane makes three melee attacks: one
with its battleaxe and two with its longsword.
Armor Class 18 (plate)
Hit Points 212 (25d8 + 100) Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 14 (2d8 + 5) slashing damage and the
target must succeed on a DC 17 Constitution saving
throw or be stunned until the end of its next turn.
STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +10 to hit, reach 5
20 (+5) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 16 (+3) ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the
thane scores a critical hit, it rolls the damage dice three
Saving Throws Str +10, Dex +6, Con +9 times, instead of twice.
Skills Athletic +10, Intimidation +8, Perception +7
Senses passive Perception 17 Legendary Actions
Languages Common, Illuskan
Challenge 13 (10,000 XP) The thane can take 2 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
Brute. A melee weapon deals one extra die of its creature's turn. The thane regains spent legendary
damage when the thane hits with it (included in the actions at the start of its turn.
attack).
Attack. The thane makes one longsword attack.
Indomitable (3/Day). The thane can reroll a saving throw Command Ally. The thane targets one ally it can see
it fails. It must use the new roll. within 30 feet of it. If the target can see and hear the
Mariner. The thane can hold its breath underwater for thane, the target can move up to its speed as a
twice as long and has proficiency with navigator's tools. reaction.
The thane is also naturally adapted to cold climates, as Inspire Ally. The thane targets one ally it can see
described in chapter 5 of the Dungeon Master’s Guide. within 30 feet of it. If the target can see and hear the
thane, the creature gains 20 temporary hit points.
Martial Superiority (1/Turn). The thane can deal an extra Rally Ally. The thane targets one ally it can see within
17 (5d6) damage to a creature it hits with a weapon 30 feet of it. If the target can see and hear the thane,
attack. it is freed from any charm and fright effect.
Reckless. At the start of its turn, the thane can gain Rush (Costs 2 Actions). The thane moves up to its
advantage on all melee weapon attack rolls during that speed to a creature it can see and slams into it. The
turn, but attack rolls against it have advantage until the target must succeed on a DC 17 Strength saving
start of its next turn. throw or take 14 (2d8 + 5) bludgeoning damage and
be pushed up to 10 feet away and knocked prone.
Thane
The society of the northlander reflects the isles they live in:
harsh and unforgiving. Most thane got to their position by
killing the previous leader in single combat. They must
constantly secure their position at the head of a clan, for to be
weak is to invite challenge. Thanes answer only to jarls and
kings, until they prove too weak to be served and must be
challenged too.
A thane must honor the gods, especially Valkur, and heed the
counsel of its priests in its stronghold, especially the
wandering völur. Aside from the priests, huskarls, a group of
trusted warriors, and skalds, warrior poets, also have the ear
of the thane. Few things outside death can depose a thane,
but the birth of a magically gifted heir can easily lead to its
downfall, as it brands him as disfavored by Valkur.
Thanes are formidable warriors and leaders of men. On the
battlefield, they shout orders and lead the charge, killing as
many enemies as they can, laughing at the cowardly generals
that hide behind their army. At time of peace they dispense
justice inside their hold, plan for the next raiding season and
plot against one another to expand their land.
Valkur's Heir Mariner. The heir can hold its breath underwater for
twice as long and has proficiency with navigator's tools.
Medium humanoid (human), neutral
The heir is also naturally adapted to cold climates, as
Armor Class 19 described in chapter 5 of the Dungeon Master’s Guide.
Hit Points 287 (25d8 + 175) Unarmored Defense. While the heir is wearing no armor,
Speed 40 ft. its AC includes its Constitution modifier.
Unbridled Rage. As a bonus action, the heir can enter a
STR DEX CON INT WIS CHA rage at the start of its turn. The rage lasts until the heir
is incapacitated or choose to end it. While raging, the
24 (+7) 14 (+2) 24 (+7) 8 (-1) 15 (+2) 7 (-2) heir gains the following benefits:
Saving Throws Str +13, Dex +8, Con +13 The heir has advantage on Strength checks and
Skills Athletic +13, Perception +8, Survival +8 Strength saving throws.
Damage Resistances cold, lightning When it makes a melee weapon attack, the heir gains
Condition Immunities charmed, frightened a +4 bonus to the damage roll.
Senses passive Perception 18 The heir has resistance to bludgeoning, piercing, and
Languages Common, Illuskan slashing damage.
Challenge 17 (18,000 XP)
Actions
Aggressive. As a bonus action, the heir can move up to Multiattack. The heir makes two melee attacks or four
its speed toward a hostile creature that it can see. melee attacks if it has fewer than half of its hit points
remaining. On a hit, the heir can cause an additional
Ancestor's Protection. The heir has advantage on saving effect, choosing from the options below (each effect
throws against any spell that targets only the heir. If the can be used only once per turn):
heir's saving throw succeeds and the spell is of 7th
level or lower, the heir is unaffected, and the effect is The attack deals an extra 18 (4d8) slashing damage.
reflected back at the caster as though it originated from The target must succeed on a DC 17 Wisdom saving
the heir, turning the caster into the target. throw or be frightened until the end of the
northlander's next turn.
Brute. A melee weapon deals one extra die of its The attack bypass the damage resistances of the
damage when the heir hits with it (included in the target.
attack).
Magic Weapons. The heir's weapon attacks are magical. Greataxe. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 20 (2d12 + 7) slashing damage.
Valkur's Heir
Seen as the living incarnations of Valkur, these berserkers
are truly on the brink of death. When a berserker receives a
prophetic dream of a great white tree it knows that its time
will soon come. Most rejoice, for it has been chosen by
mighty Valkur to be its champion, and there is no greater
honor than to die in its name.
The blessed barbarian must take a long and perilous journey
toward the coldest islands, facing frost giants, sea monsters
and bitter weather along the way. Once it reaches its
destination, it will find the great white tree and drink from its
sap. When Valkur's heir returns, all rejoice in the hold, feasts
and celebrations are held in its honor, for it is an excellent
presage for the raids to come.
The heir is transformed by the pilgrimage, exalted and
imbued with the power of the god. Still, this is a double-edged
sword, for the body of mortals cannot contain such might for
very long. The final raid of each heir is recorded in the sagas,
narrated by skalds in the longhouses. It leads the charge and
cares nothing for its own safety, bringing death to the
enemies of the Northlanders.
Völva
Throughout the Northlanders Isles, groups of wise women, Völva
herbalists or seeresses are nurtured by the clans. Unmarried, Medium humanoid (human), neutral
these women are called the völur, singular völva, which
literally translates as “wand-wed”. Honored and sought for Armor Class 15
their counsel, they can travel alone without fear and be Hit Points 78 (12d8 + 24)
Speed 30 ft.
welcomed by any hearth fire. If a völva comes to visit a thane
or a jarl, the leader must give up its high seat to her,
acknowledging her as bearing the authority of the gods. They STR DEX CON INT WIS CHA
live outside and above the normal hierarchy of society. 8 (-1) 12 (+1) 14 (+2) 17 (+3) 18 (+4) 15 (+2)
Völva are versed in herbology, mythology and omen
interpretation, they advise the rulers of the isles in matters of Saving Throws Int +6, Wis +7
spirituality, politic and the divine. They wander alone or in Skills Arcana +6, History +6, Insight +10, Medicine
groups of 9 or 13 with their wands and staffs. Actual temples +7, Religion +6
Senses truesight 60 ft., passive Perception 14
are exceedingly rare in the isles, for the northlanders revere Languages Common, Illuskan, any two languages
their gods in wild, sacred places, but when there is a need for Challenge 5 (1,800 XP)
the will of the gods to be known, völur organize a grand
ceremony that lasts for several days, involving animal Lore Keeper. The völva has advantage on Intelligence
sacrifices and communal feastings. At the end of the rites, the and Wisdom ability checks.
völur reveal the awaiting prophecy in a divination called the
“völupsa” or “song of the seeresses”. Mariner. The völva can hold her breath underwater for
twice as long and has proficiency with navigator's
tools. The völva is also naturally adapted to cold
climates, as described in chapter 5 of the Dungeon
Master’s Guide.
Seeress. The völva can't be surprised and attack rolls
against her have disadvantage unless the völva is
incapacitated or restrained. While the völva is
wearing no armor, her AC includes her Wisdom
modifier.
Wand-Wed. The völva carries a staff carved out of the
wood of a mystical white tree, that is a focus for her
inner power. She can use the staff as if it were a staff
of healing (Wisdom spellcasting ability). If the staff is
lost or destroyed, the völva must craft another,
which takes a year and a day. Only a völva can use the
staff.
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 2 (ld6 - 1) bludgeoning damage,
or 3 (ld8 - 1) bludgeoning damage if used with two
hands.
Tormenting Vision. The völva targets one creature she
can see within 60 feet of her. The target must
succeed on a DC 14 Wisdom saving throw. On a
failure, the target is under one of the following
effects, chosen by the völva:
The target takes 16 (3d10) psychic damage and is
frightened until the end of the völva's next turn.
On its turn, the target can't move, and it uses its
action to make a melee or ranged attack against a
randomly determined creature within range. If the
target can't attack, it does nothing on its turn.
The target is stunned for 1 minute. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Waelen
Misty Isles. Cloaked in mists, the rocky cliffs of the Waelen
Isles rise high above the surf of the sea, their tops clothed in
ancient forests. On the isles live the Waelen, humans ruled by
their High King from the royal fortress on the largest isle.
The Waelen worship a goddess they call the Earthmother;
her druids gather in sacred groves on the islands. Some of
these groves hold moonwells, magical pools that the druids
say the goddess uses as her windows onto the world. Noted
craftsmen, the Waelen enjoy income from their artisans, as
well as profiting from their expertise with gold-working. Their
culture, craft and wealth are illustrated in the form of Tuatha Dé
fantastic gold torques and other jewelry worn by their nobles.
The northern isles are the territory of the Northlanders, who The Waelen themselves trace back their ancestors
have fought occasional wars with the Waelen in the centuries to a mythical tribe, the Tuatha Dé, the tribe of the
that the two groups have uneasily shared the islands. gods, said to have been great travelers that came to
aid and serve the Earthmother. These heroes were
all gifted with supernatural gifts of unknown origin
Will of the Earthmother. Waelen are deferent to their that they passed down to their children. To these
druids, there exists a rigid social order amongst the tribes. days, many of them are still revered in household
While many matters ostensibly fall to the High Kings and pantheons. As it is often the case, the truth about
chieftains, in reality, much is governed by the will of the the Waelen’s origin probably lies somewhere in
Earthmother’s druids, including declarations of war or peace. between the myth and tales of the isles.
Blending animism with a pantheon of local and lesser
household gods, the Waelen religion is one of the key factors
uniting the disparate isles. The importance and political sway
of an island, beside its military power and wealth, is
measured how much it is “touched by the goddess”, with the
presence of moonwells. Most rites and celebrations are held Waelen Character
at these pools, where sacrifices and offerings are made to
please the Earthmother and her spirits. Waelen tend to have fair skin and light hair colours, ranging
from pale blond to vibrant red. They very often have dark blue
Varied Threats. Living near the perilous forests of the isles, tatoos made with woad dye. Most would simply consider the
filled with fantastical beasts, and under the constant threat of waelen human, but there is more than what meets the eye
skirmishes from their Northlander neighbors, the Waelen are with the strange islanders.
hardy people that see the touch of their goddess in many
signs and forms. They fight to keep their port towns open so Waelen Names: (Male) Airic, Dalbeth, Duncan, Ewyn, Liam,
that, farther islands, can receive vital supplies and Lugh, Manan, Nuada, Tuirenn, Ulaidh; (female) Alane,
reinforcements to deal with many and varied threats: dark fey Danand, Elatha, Keelin, Lesley, Medb, Morrigan, Nessa, Seo,
stalking the woods, packs of werefolk worshiping bloody Yseult; (surnames/clans) Domhaill, Eoghain, Lochlann, Mac
gods, reclusive elves, and worst of all, the ogres serving the Bhriain, Mac Oitir, Muireadhaigh, Tyr Teath, Ui Aine
vile fomorian giants. The forests of the isles are especially
noteworthy, the deeper one goes, the more otherworldly they
become, with fey creatures leading travelers astray.
Waelen Quirk Waelen Quirks
d10 Quirk
Waelen are sometimes called the Fey-Touched by their
neighbors, due to the quirks many of them show from birth. 1 The tip of your fingers is green, and you smell like the
morning dew.
After generations of dealing with druidic spirits and mingling
with the fey of the forest, magic runs into the blood of each 2 Your laugh is sinister and sends shivers down the
Waelen. The Waelen Quirks table can help make your spine of those who hear it.
character more unique and strange. Most Waelen have one to 3 When you drink alcohol your eyes glow and emit dim
two quirks, and those with strong magic tend to have the light within 10 feet for 1 minute.
strangest ones. 4 You can hear the ethereal plane and hear voices in
the thunder.
Waelen Traits 5 You sneeze loudly when a lycanthrope is within 10
At first glance nothing really sets apart a Waelen from feet of you.
another human, however their legacy reveals itself through 6 Your hair and eyes change color with the seasons.
their strange abilities and quirks.
Ability Score Increase. Your Charisma score increases by 7 An unknown entity sometimes whispers through
1, and one other ability score of your choice increases by 1. your lips when you are unconscious.
Age. As other humans, waelen reach adulthood in their 8 Fey creatures find you incredibly attractive, to the
late teens and live less than a century. point of obsession.
Alignment. Waelen tend towards lawful alignments due to 9 You appear old or juvenile (50%) under the
their organized society. Those living in the woad-clans are moonlight.
more often chaotic. They have no predilection for good or evil,
and most tend toward neutrality. 10 After touching a beast, you gain a minor and
inconsequential physical aspect of the beast
Size. Waelen tend to be tall and slender, with leaner build (feathers, fangs, tail...) until your next short or long
than most humans. They often reach 6 feet tall. Your size is rest.
Medium.
Speed. Your base walking speed is 30 feet.
Beast Kinship. You are trained in the Animal Handling
skill and add double your proficiency bonus in that skill.
Weather Sense. You can accurately predict what the
weather will be at your location (no action required) for the
next 24 hours. If magic is used to alternate the weather at
your location, you immediately sense it.
Blood of the Earth. While on the ground in contact with
unworked earth or stone, you can spend one Hit Die to heal
yourself as a bonus action. Roll the die, add your Constitution
modifier, and regain a number of hit points equal to the total
(minimum of 1).
Once you use this trait, you must finish a short or long rest
before you can use it again.
Innate Spellcasting. You can cast detect magic an
unlimited number of times with this trait, but you can only
sense magic that originated from a fey. Starting at 3rd level,
you can also cast beast bond with this trait. Once you cast it,
you can’t do so again until you finish a short or long rest.
Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
Waelen.
Antler-King of the Isles
The Antler-King of the Isles, more commonly known as the
High King or even the King in Green, is the ruler of all the
Waelen and symbolically the husband and champion of the
Earthmother. Should she call upon him, he must fight her
battles. However, this is highly theoretical and mainly used as
a symbol of his right to rule, for this has not happened in
centuries. The king is required to be as much a warrior as a
diplomat, charged with the difficult task to maintain a
semblance of unity among the clans.
On his crowning day, the aspiring king enters Fharraige Fáil,
the sea of destiny, a moonwell said to be the first place the
goddess appeared and gifted the antler-crown and the
oathblade Solais to the first King in Green. There, he meets
with the Earthmother and is judged. If he is accepted, he
emerges from the waters wrapped in green and silver mist,
reborn as hers and invested by her powers. If he is rejected,
he is never seen again, and the pool fills with blood as the
mad laughter of Da Dhiogail is heard.
This tradition has prevented the Waelen from having a royal
bloodline, for the king has no a queen and his children have
no claim to the throne. The death of a High King is always
followed by a time of turmoil across the isles, as clans
compete against each other to present their best candidates
for the throne. Many different types of men have been High
King, from conquerors to schemers and diplomats, or even
tyrants at times. It takes ambition, courage, and probably a
touch of madness to wish for the antler-crown. Only the
goddess knows why she picks who she does, choosing who
her people need, and not necessarily who they want.
The Antler-King leads with a sacred right, seating atop the
figurative pyramid of power. To defy him is to defy the will of
the goddess herself and his position is only rivaled by the
leathdhia demigods and the archdruids. The king surrounds
himself with oathbound nobles representative of each clan,
defending the interest of their homeland. Kinship plays a
great deal on the political chessboard, as more than a few
High Kings have favored their initial clan throughout their
rule. Noble houses also take pride in providing a suitable
The Antler-Crown High King and benefit greatly in influence from his
The antler-crown is paramount to the power of the ascension. In theory anybody, man or woman, can wear the
High King. Its symbolic value is unmeasurable, as it antler-crown, but in reality, only a handful of Antler-Queens
is so tightly intertwined with the Waelen culture or plebeians ever ruled.
that none could truly rule without it. On one
occasion, the High King was killed during a
Northlander invasion, and the crown stolen. These
events plunged the isles into chaos, paralyzing the
entire society and leaving the Waelen without a
ruler. Bloody civil war reaped the isles apart, as
each clan reached for domination and the druids
debated endlessly on the validity of a new High
King without the crown. Thankfully the crown was
finally reclaimed from the Northlanders and a new
king chosen, but all fear this could happen again.
Antler-King Solais. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 23 (3d6 + 13) slashing damage. Solais is a
Medium humanoid (human), any alignment
+3 silvered magic weapon.
Armor Class 21 (+3 plate) Blessed Fury (Recharge 5-6). The king uses Multiattack.
Hit Points 192 (23d8 + 92) Each attack that hits deals an extra 9 (2d8) damage of
Speed 30 ft. the following types (king's choice): lightning, radiant, or
thunder.
STR DEX CON INT WIS CHA Reactions
18 (+4) 11 (+0) 18 (+4) 15 (+2) 15 (+2) 20 (+5) Goddess' Protection. In response to being hit by an
attack, the king reduces the damage to 0 and each
Saving Throws Con +10, Wis +8 creature within 5 feet of the king takes 13 (3d8) radiant
Skills Athletics+ 10, Persuasion +11, Religion +8 damage.
Senses passive Perception 12
Languages Common, Elvish, Sylvan, Waelen Legendary Actions
Challenge 18 (20,000 XP)
The king can take 3 legendary actions, choosing from
The King in Green (Recharges after a Short or Long Rest). the options below. Only one legendary action option
As a bonus action, the king can enter a blessed state at can be used at a time and only at the end of another
the start of his turn. The blessing lasts for 1 minute or creature's turn. The king regains spent legendary actions
until the king is incapacitated. While blessed, the king at the start of his turn.
gains the following benefits: King’s Blessing. The king bestows his blessing on one
The king sheds bright green light in a 20-foot radius ally he can see within 30 feet of him. The ally has
and dim light for an additional 20 feet. Any creature advantage on attack rolls and saving throws it makes
in the area of the light can’t benefit from being until the start of the king’s next turn.
invisible. Imperious Blow (Costs 2 Actions). The king makes a
The king has advantage on saving throws against Solais attack. If it hits, the target must succeed on a
spells and other magical effects. DC 19 Wisdom saving throw or be frightened of the
When the king makes a Charisma or Strength check, king until the end of its next turn.
he can replace the number he rolls with a 15. Word of Peace (Costs 3 Actions). The king speaks with
the voice of the goddess. Each creature within 30
feet of the king that can hear him must succeed on a
Legendary Resistance (2/Day). If the king fails a saving DC 19 Wisdom saving throw or be charmed for an
throw, it can choose to succeed instead. hour. While charmed by the king, a creature becomes
indifferent about creatures that it is hostile toward. A
Weapon Mastery. When the king hits with a melee creature is no longer charmed if it is attacked or
weapon, it deals one extra die of the weapon's damage, harmed by a spell or if it witnesses any of its friends
plus an additional 6 damage (included in the attack). being harmed. When the effect ends, the creature
becomes hostile again, unless the DM rules
Actions otherwise. If a creature's saving throw is successful or
Multiattack. The king makes three solais attacks. the effect ends for it, the creature is immune to the
king's Word of Peace for the next 24 hours.
Solais Cleanse Water. You can use an action to immerse the
Weapon (greatsword), artifact (requires attunement) blade of the sword into water. You turn up to 50 gallons of
waters into clean water. In addition, a creature that drinks at
The story of the misty isles and its people is beautiful and least half a gallon of cleansed water within the next hour
bloody, entwined with the fate of its primary inhabitants, the benefits from the lesser restoration spell and its hit point
Waelen and the fey folks. Although now the two are closely maximum also increases by 2d10, and it gains the same
connected, it wasn’t always so. In bygone times, cruel fey number of hit points. These benefits last for 24 hours. You
emerged from the Feywild and enslaved most of the Waelen, can't use this property again until the next dawn.
toying with them for their sick pleasure and amusement.
Desperate, the Waelen begged for the goddess ‘help, her
answer came as a mighty blade, held out of the waters of the
moonwell Fharraige Fáil by a female hand. This blade was
Solais, the archfey-slayer, and even nowadays the silvery Oathblades
handprint of the goddess is still visible on its grip. Armed Weapon (any sword), rarity varies (requires
with the artifact, a chosen of the Waelen, a warrior named attunement)
Nuadha, ventured into the Feywild and defeated the archfey Oathblades are mystic silver swords that appeared
responsible for the enslavement of his people. in past eras, floating above the waters of the
Returning victorious, Nuadha rallied the isles and was moonwells, a gift from the goddess in times of
soon crowned the first Antler-King. Now centuries later, need. Each Oathblade is unique, once gifted to
Solais was lost and stolen on more than a few occasions, but defeat a particular foe. An oathblade is a silvered
always recovered, for its people would move mountains for it. magic weapon.
It is still passed down from High King to High King, symbol
of the rightful ruler and chosen of the goddess. Calhain (rare). When you reduce a hostile creature
Magic Weapon. Solais is a magic weapon that grants a +3 to 0 hit points with this weapon, the next attack
bonus to attack and damage rolls made with it. that hits with this weapon inflict extra damage of
Random Properties. Solais has the following random the weapon’s type equal to the number of Hit Dice
properties: of the slain creature.
Dyrn (rare). When you reduce a hostile creature to 0
1 minor beneficial property hit points with this weapon, you turn invisible until
1 major beneficial property the start of your next turn.
1 minor detrimental property Eala (rare). While attuned to this weapon and
holding the sword, whenever you take the Dodge
Archfey-Slayer. The sword deals an extra 2d10 force action you gain a +2 bonus to AC. If a melee
damage to fey. If the target has 50 hit points or fewer after weapon attack hits you while dodging, you can use
taking this damage, it must succeed on a DC 17 Constitution your reaction to spend one Hit Die to reduce the
saving throw or be killed. A fey killed by the sword cannot be damage. Roll the die, add your Dexterity modifier,
revived by anything short of divine intervention or the wish and reduce the damage by a number equal to the
spell. total (minimum of 1).
Steel Wind Strike. If you are holding the sword, you can Fragarach (rare). When attacking underwater with
use your action to cast the steel wind strike spell from it. this weapon, you do not have disadvantage on the
attack roll. Additionally, while attuned to it, you can
When you make the spell's attacks, use your melee weapon breathe underwater.
attack with Solais. You can't use this property again until the Moralt (rare). When you hit a conjured creature with
next dawn. this weapon, the creature takes an extra 2d6
Blessing of the Earthmother. If you are attuned to the damage of the weapon’s type. Also, each time a
sword and have been accepted by the Earthmother as the creature takes the extra damage, the creature that
wielder of the blade, you gain the following benefits. conjured it takes the same amount of damage. For
the purpose of this weapon, "conjured creature"
You cannot be charmed. refers to any creature that was called by a
You have advantage on Intelligence (Investigation) checks conjuration spell, such as the conjure elemental
to determine the nature of an illusion. spell, or a per Day use feature, such as the
You can stand on and move across any liquid surface as if Summon Demon from a drow.
it were solid ground. Muhrdem (very rare). The weapon scores a critical
hit on a roll of 19 or 20 and when you hit a
Planar Disruption. You can use an action to slash a planar creature with the weapon, the target can’t regain
portal with the sword, such as that created by the gate spell, hit points until the start of your next turn.
or an extradimensional space, such as that within a portable
hole. Make a DC 15 ability check using your spellcasting
ability (if any). On a successful check, the portal is shut down
for 1d10 days. Once Solais has closed a portal, it can't do so
again until the next dawn.
Druid of the Earthmother
Druid of the While perhaps best known as religious leaders, the druids of
Earthmother the Earthmother are also adjudicators, lorekeepers, and
Medium humanoid (human), neutral political advisors. They are the bridge between their people
and the Earthmother goddess, responsible for organizing
Armor Class 11 (leather) worship and sacrifices but also the keepers of society, for an
Hit Points 71 (11d8 + 22) oath spoken in front a druid can never be broken, under
Speed 30 ft. penalty of public shunning and exile.
STR DEX CON INT WIS CHA
Druids shape the rhythm of Waelen society, as the priests of
the old druidic faith, they issue the sacred laws to be followed
10 (+0) 11 (+0) 15 (+2) 13 (+1) 19 (+4) 16 (+3) for the coming season. These laws are passed after rites held
at equinox and solstices where druids commune with nature
Saving Throws Int +4, Wis +7 and the spirit world in a trance induced by drinking a
Skills Nature +4, Persuasion +6, Religion +7 dreamsight potion. During the rites, fey creatures, especially
Senses passive Perception 14 satyrs and eladrins, are invited to join the Waelens. The new
Languages Common, Druidic, Sylvan, Waelen sacred laws, beside their religious fundaments, are based on
Challenge 5 (1,800 XP) socio-economic and natural needs, favorizing a certain type of
crops to be cultivated or a specific kind of animal to be
Spellcasting. The druid is a 11th-level spellcaster. Its hunted or spared for the season.
spellcasting ability is Wisdom (spell save DC 15, +7
to hit with spell attacks). It has the following cleric
and druid spells prepared:
Cantrips (at will): druidcraft, primal savagery
1st Level (4 slots): animal friendship, cure wounds
2nd Level (3 slots): healing spirit, spiritual weapon
3rd Level (3 slots): erupting earth, spirit guardians
4th Level (3 slots): banishment, stone shape
5th Level (2 slots): commune, wrath of nature
6th Level (1 slot): conjure fey, druid grove
Fey-Touched. The druid can tell if an object or a
creature it touches is magical, and if that magic
originated from a fey creature. The druid also has
advantage on Wisdom (Animal Handling) checks.
Spirit Shape. As a bonus action, the druid can
magically shift to the Ethereal Plane. At the start of
its next turn, it returns to the Material Plane in an
unoccupied space that it can see within 30 feet of
the space it vanished from.
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or
4 (1d8) bludgeoning damage if used with two hands.
Brand of the Prey. The druid targets one creature it
can see within 60 feet of it. The target must succeed
on a DC 15 Wisdom saving throw or be magically
cursed. Until the curse ends, beast, fey, and plant
creatures are hostile to the target and have
advantage on attack rolls made against it. The curse
lasts until removed by the remove curse spell or
other magic.
Fianna
Fianna are the wandering warriors of the isles. At times of Fianna
peace the fianna are free to do as they wish. However, when Medium humanoid (human), neutral
the High King calls, they must answer and rally under his
banner. In reality, the loyalty of the fianna varies greatly, often Armor Class 15 (shield)
leaning towards whoever pays them the most or aided them Hit Points 26 (4d8 + 8)
Speed 40 ft.
in the past. This isn’t to say that fianna are common
mercenaries, as their way of life demands purity of heart and
is passed down from mother to daughter, from father to son. STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 10 (+0)
Islander Levy
Lacking professional standing armies, the fighting forces of Skills Athletics +4, Animal Handling +3
the Waelen’s clans rely on these levies of able bodied men Senses passive Perception 11
and women. They come from all backgrounds, and so are Languages Common, Waelen
generally skilled in at least one craft as well as in war. Challenge 1 (200 XP)
Despite being poorly equipped, the islanders do not lack in
courage as they realize that they are not simply fighting for Fey-Touched. The fianna can tell if an object or a
the whim of their leaders, but for home as well. They often creature it touches is magical, and if that magic
raise war hounds to accompany them and bark in unison as originated from a fey creature. The fianna also has
they charge into battle. advantage on Wisdom (Animal Handling) checks.
Harrier. When the fianna makes a melee attack
against a creature, it doesn’t provoke opportunity
attacks from that creature for the rest of the turn,
whether it hits or not.
Islander Levy Opportunist. The fianna deals an extra 7 (2d6)
Medium humanoid (human), neutral damage when it hits a target with an opportunity
attack.
Armor Class 13 (shield)
Hit Points 11 (2d8 + 2) Actions
Speed 30 ft.
Multiattack. The fianna makes two melee attacks or
two ranged attacks.
STR DEX CON INT WIS CHA
Spear. Melee or Ranged Weapon Attack: +4 to hit,
13 (+1) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 10 (+0) reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6
+ 2) piercing damage, or 5 (1d8 + 2) piercing
Skills Animal Handling +3 damage if used with two hands to make a melee
Senses passive Perception 11 attack.
Languages Common, Waelen Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Challenge 1/4 (50 XP) reach 5 ft. or range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage and the target's speed is
Artisan. The islander has proficiency with one type of reduced by 10 feet until the end of its next turn.
artisan’s tools of its choice.
Fey-Touched. The islander can tell if an object or a
creature it touches is magical, and if that magic
originated from a fey creature. The islander also has
advantage on Wisdom (Animal Handling) checks.
War Hound. As a bonus action, the islander can
command an ally mastiff that can hear it to use its
reaction to move up to its speed and make one bite
attack.
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6
+ 1) piercing damage, or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee
attack.
Sling. Ranged Weapon Attack: +3 to hit, range
30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
damage.
Leathdhia
Among the most influential figures in the isles are the Optional: Commune and Aspects
leathdhia, the supposed descendants of the legendary Tuatha As divine conduit of the goddess, a leathdhia has
Dé, the tribe of the gods. These men and women carry an the ability to effortlessly commune with her or
ancestral and potent bloodline, sacred in the eyes of all adopt her aspet. When doing so, its physical
Waelen. This status of living demigod places them outside appearance, alignment and personality shifts.
and above the usual hierarchy of power, allowing them to
come and go as they please, much like the völur of the Badb: is harsh and abrasive, almost feral. She
Northlanders. Guided by the will of the goddess alone, the speaks of war, disasters to come and heroic deeds.
leathdhia are revered by the druids as conduits of the Her aspect is characterized by a thunderous voice,
goddess, and play a central part in local worship, acting as lightning eyes and the smell of the sea. Her
high priest. However, just as the goddess herself, leathdhia alignment is chaotic neutral.
are mercurial, for the threefold divine aspects drive them. Da Dhiogail: is hysterical and threatening, clearly
insane. She screams of curses, death and tragedies.
The internal strife of the leathdhia leaves very few of them Her aspect is soaked in blood, staining anything
she touches, her eyes burning with madness. Her
unscathed and, truth be told, many are considered to be alignment is chaotic evil.
dangerous lunatics. Only a handful are willed enough to Earthmother: is benevolent and maternal, caring for
maintain their own personality and find balance with the all. She answers questions related to the balance of
goddess. Those that do are the bridge between mortal and the world, the fey and nature. Her aspect is
the divine and are constantly sought after. As a result, some characterized by silvery features and etherealness.
live the life of a hermit, weeding out supplicants with trials Her alignment is chaotic good.
and deception. Others wander the isles, hiding their identity
by posing as minstrels or beggars.
Thanks to their legacy, the leathdhia share a fragment of
divine essence, pushing them to the pinnacle of mortal
abilities and beyond. Most are immortal and are believed to
be hundreds of years old. They are also nearly impervious to
harm, be it from blade or spell. Though not invincible, they
are extremely hard to kill, getting back up after receiving
mortal blows. The birth of a leathdhia is foretold by the moon
spirits of the Earthmother, its life sung by the thunder of
Badb and its death screamed by Da Dhiogail’s red furies. To
truly kill a leathdhia its life must be severed of the three
aspects of the goddess, by a threefold death. The threefold
death carries great significance and symbolism for the
Waelen. Sacrifices offered to the Earthmother and her other
aspects follow this custom, putting to death the sacrifice from
three distinct sources simultaneously. Often used are poison,
blade and drowning, but many variations exist from clan to
clan, ranging from wicker man pyre to simple strangulation.
Immortal Nature. A leathdhia suffers none of the frailty of
old age and cannot die of old age.
Leathdhia Actions
Medium humanoid (human), any chaotic alignment Multiattack. The leathdhia makes two attacks.
Armor Class 15 Unarmed Strike. Melee Weapon Attack: +10 to hit, reach
Hit Points 171 (18d8 + 90) 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Speed 40 ft.
Storm of War (Badb Aspect Only). The leathdhia creates
bolts of lightning, which can strike up to three targets
STR DEX CON INT WIS CHA the leathdhia can see within 120 feet of it. A target
must make a DC 18 Dexterity saving throw, taking 22
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5) (4d10) lightning damage on a failed save, or half as
much damage on a successful one.
Saving Throws Wis +10, Cha +10
Skills Insight +10, Nature +10, Religion +10 Legendary Actions
Damage Resistances damage from spells; bludgeoning,
piercing, and slashing from nonmagical weapons The leathdhia can take 2 legendary actions, choosing
Condition Immunities charmed from the options below. Only one legendary action
Senses passive Perception 15 option can be used at a time and only at the end of
Languages all another creature's turn. The leathdhia regains spent
Challenge 13 (10,000 XP) legendary actions at the start of its turn.
Attack. The leathdhia makes one attack.
Channel Aspect. As a bonus action at the start of its turn, Silver Mist (Earthmother Aspect Only). A silvery mist
the leathdhia can magically channel an aspect of the conceals the leathdhia, turning it invisible until it
goddess. The aspect lasts until the leathdhia is attacks. While invisible, the leathdhia has resistance
incapacitated, channels another aspect, or chooses to to all damage.
end it. While channeling, the leathdhia gains one of the Cursed Wail (Da Dhiogail Aspect Only, Costs 2 Actions).
following benefits of its choice: The leathdhia releases a blood-curling wail. Each
creature hostile to the leathdhia within 30 feet of it
Badb. A creature dies if reduced to 0 hit points by the that can hear it must succeed on a DC 18 Wisdom
leathdhia. saving throw or be cursed. Until the curse ends, the
Da Dhiogail. Attack rolls against the leathdhia have target has vulnerability to all damage. A creature can
disadvantage, unless the leathdhia is incapacitated. repeat the saving throw at the end of each of its
Earthmother. The leathdhia can move through other turns, ending the curse on itself on a success.
creatures and objects as if they were difficult terrain. Ocean's Roar (Badb Aspect Only, Costs 2 Actions). The
Each creature it moves through takes 18 (4d8) leathdhia spews out a wave of water. The wave can be
radiant damage; no creature can take this damage up to 30 feet long, up to 10 feet wide, and up to 10
more than once per turn. The leathdhia takes 5 feet tall. Each creature in that area must make a DC
(1d10) force damage if it ends its turn inside an 18 Dexterity saving throw. On a failure, a creature
object. takes 36 (8d8) bludgeoning damage and is knocked
prone. On a success, a creature takes half as much
Divine Conduit. The leathdhia can cast commune at will. damage and isn’t knocked prone. The water then
Its spellcasting ability for it is Charisma. spreads out across the ground in all directions,
extinguishing unprotected flames in its area and
Threefold Death. If damage reduces the leathdhia to 0 within 30 feet of it, and then vanishes.
hit points, the leathdhia drops to 1 hit point instead. If
the leathdhia is reduced to 0 hit points three times on
the same turn, this trait doesn't function.
Potion of Dreamsight
Potion, uncommon
Prepared by a druid or leathdhia with the sacred water of a
moonwell and poppy tears, this brew is generally used to
receive a vision quest. It is also known to be strongly
hallucinogenic. For 1 hour after you drink this potion, you can
see invisible creatures and objects as if they were visible, and
you can see into the Ethereal Plane. When the effect ends,
you must succeed on a DC 14 Wisdom saving throw or gain a
random form of long-term madness (roll on the Long-Term
Madness table on page 260 of the Dungeon Master's Guide).
There is a 25 percent chance that you benefit from the spell
commune while under the influence this madness.
Macnia
The macnia are the peerless sword-masters and elite
Macnia
Medium humanoid (human), lawful neutral
bodyguards of the Antler-King and prestigious nobles. Called
champion or hero in the Waelen tongue, they are picked from Armor Class 15 (studded leather)
a young age among the most promising children and trained Hit Points 97 (13d8 + 39)
until wielding a sword becomes as natural as breathing to Speed 30 ft.
them. In the ancient times, their loyalty to the Antler-King
was absolute, and they were expected to die with them, but
this custom vanished over the ages. Still, no one in their right STR DEX CON INT WIS CHA
mind would ever question their dedication. 20 (+5) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 15 (+2)
Much is expected from the macnia, always striding across the Saving Throws Str +8, Con +6
isles to face greater challenges, and only a handful ever made Skills Athletics +8, Animal Handling +3
it into their twilight years. In battle, they are fearless and Condition Immunities frightened
fervent; invoking the goddess'name as they charge, driving Senses passive Perception 10
men to greater feats of valor. They cleave through their Languages Common, Waelen
enemies with precision and brutality, favorizing decapitation, Challenge 7 (2,900 XP)
as they believe it grants them the strength of their foe.
Brute. A melee weapon deals one extra die of its
damage when the macnia hits with it (included in the
attack).
Exemplary. A macnia's allied creature can’t be
frightened while it can see the macnia within 30 feet
of it.
Fey-Touched. The macnia can tell if an object or a
creature it touches is magical, and if that magic
originated from a fey creature. The macnia also has
advantage on Wisdom (Animal Handling) checks.
Quickening. As a bonus action, the macnia can add
1d10 to its next attack or damage roll with a
greatsword.
Actions
Multiattack. The macnia makes three greatsword
attacks or three longbow attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Reactions
Duelist. The macnia adds 1d10 to its AC against one
melee attack that would hit it. To do so, the macnia
must see the attacker and be wielding a melee
weapon. If the attack misses as a result, the macnia
can make one melee weapon attack with advantage
against the creature.
Oathbound Noble
The oathbounds, or Tuatháinigh in the Waelen tongue, are
Oathbound Noble
Medium humanoid (human), lawful neutral
part of the noble cast and chieftains. They must must swear
an oath of loyalty before the druids, their clan and the High Armor Class 16 (breastplate)
King. Their charge is taken seriously, for they swear under Hit Points 127 (17d8 + 51)
the eyes of the goddess and can be stripped down from their Speed 30 ft.
ranks and powers if they prove untrue to the old faith. As clan
leaders, their armor and helmets are better than the common
folk can aspire to, but their equipment is scarcely comparable STR DEX CON INT WIS CHA
to that of the nobility from more prosperous and developed 18 (+4) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 17 (+3)
lands. Nevertheless, their fighting spirit and blessed
oathblade make them fearsome warriors. Saving Throws Con +7, Wis +4
Skills Persuasion +7, Religion +4
Upon taking its oath, a noble receives a sacred sword as a Senses passive Perception 10
symbol of its duty, an oathblade. Oathblades are mystic silver Languages Common, Waelen
swords that appeared in past eras, floating above the waters Challenge 9 (5,000 XP)
of the moonwells, a gift from the goddess in times of need.
The High King himself wields the mightiest of these blades, Fey-Touched. The noble can tell if an object or a
the archfey-slayer Solais. To steal an oathblade is an creature it touches is magical, and if that magic
unforgivable sacrilege that will only be met with the offender’ originated from a fey creature. The noble also has
swift death. Adventurers be warned. advantage on Wisdom (Animal Handling) checks.
Might of the Goddess. Once per turn, the noble can
deal an extra 22 (5d8) damage of one of the
following types (noble's choice) to a creature it hits
with a melee weapon attack: lightning, radiant, or
thunder. Weapon Mastery. When the noble hits with a
melee weapon, it deals one extra die of the weapon's
damage, plus an additional 4 damage (included in the
attack).
Actions
Multiattack. The noble makes three oathblade attacks.
Oathblade. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 17 (2d8 + 8) slashing damage, or
19 (2d10 + 8) slashing damage if used with two
hands. The oathblade is a silvered magic weapon.
Reactions
Goddess' Presence. The noble grants advantage to a
saving throw made by itself or another creature that
it can see within 30 feet of it. The noble can make
this choice after the roll is made but before it
succeeds or fails.
Ranger - Deepgrove
Deepgrove Ranger The deepgrove rangers are men and women that hold the
Medium humanoid (human), lawful neutral
responsibility of patrolling forest deemed too dangerous for
Armor Class 16 (studded leather) anybody else to enter and to protect the moonwells. Their
Hit Points 52 (8d8 + 16) numbers are few compared to the peril of the isles, but each
Speed 40 ft. of them has a deep understanding of the natural world. Most
deepgrove rangers have a strong affinity with beasts and
develop mystical bounds with them. Thanks to their animal
STR DEX CON INT WIS CHA they can insure the security of vast expanses of territory.
10 (+0) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
The deepgrove rangers’ skills of stealth and concealment
Skills Animal Handling +6, Perception +4, Stealth +8, serve them well, but they need to be prepared to face the
Survival +4 strange magic of the fey and savagery of the ogres when
Senses blindsight 10 ft., passive Perception 14 patrolling. To tread such paths, they must be unseen and
Languages Common, Sylvan, Waelen hone their senses to see the invisible - no easy matter when
Challenge 3 (700 XP) contending with creatures with otherworldly powers of
disguise. To turn the odds in their favor, they rely on
Beast Bond. The ranger can cast beast bond at will, skirmishing tactics and asphyxiating toxins.
requiring no components. Its spellcasting ability for
it is Wisdom.
Fey-Touched. The ranger can tell if an object or a
creature it touches is magical, and if that magic
originated from a fey creature. The ranger also has
advantage on Wisdom (Animal Handling) checks.
Actions
Multiattack. The ranger makes two melee attacks or
two ranged attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage, and the target must succeed on a DC 14
Constitution saving throw or take 11 (2d10) poison
damage and become poisoned. While poisoned, the
target is unable to breath. The target can repeat the
saving throw at the end of each minute that elapses,
ending the effect on itself on a success.
Reactions
Skirmisher. The ranger moves up to half its speed
when an enemy ends its turn within 5 feet of it. This
movement doesn’t provoke opportunity attacks.
The Crown and the Grove
Although devoted to the protection of sacred sites
and therefor answering to the druids, the rangers
have always been chosen from the ranks of the
High King’s guard. Throughout the Waelen’s
history the talents of the rangers have been often
diverted for political gain. More than a few enemies
of the High King have met their end from a
poisoned arrow or mauled by a bear. This dual
allegiance to the crown and the grove leaves a stain
on the otherwise noble calling of the rangers.
Red Fury Merciless. The fury has advantage on melee attack rolls
Medium humanoid (human), chaotic evil
against a frightened creature.
Armor Class 16 Unarmored Defense. While the fury is wearing no armor,
Hit Points 75 (10d8 + 30) its AC includes its Constitution modifier.
Speed 30 ft.
Wailing Charge. If the fury moves at least 20 feet straight
toward a target, and then hits that target with a melee
STR DEX CON INT WIS CHA weapon attack, the target is frightened until the end of
16 (+3) 17 (+3) 17 (+3) 8 (-1) 13 (+1) 15 (+2) its next turn.
Red Fury
Life can be incredibly harsh and short in the misty isles, as
dangers abound, and survivors are left with nothing but their
grief. Many Waelan are all too familiar with the loss of loved
ones and some are too ill-fitted to endure its hardship.
However, suicide is rarely considered in the Waelen society,
for life is a gift of the Earthmother, and very few are willing to
throw it away. But there is an alternative, a darker path that
that only the darkest druids are willing to discuss.
A grief-stricken one seeks the druids and a funeral is held in
their name at a moonwell. During the ceremony, the grief-
stricken drinks a decoction made of fly agaric and poison that
ravages its mind, opening them to spiritual possession by a
darker aspect of the goddess, Da Dhiogail, the Laughing One.
During the possession they often prophesize tragedies and
death that are to come. They emerge from their trance with a
demented laughter, now a red fury of Da Dhiogail and vanish
soon after into the wilderness.
Furies are no longer who they were and the Waelen clans
both revere and fear them as the bloody agents of the
goddess. Most of the time red furies are not seen, but every
once in a while, their, faint, tormented and hysterical laughter
can be heard off in the distance. However, when the goddess
demands the return of her lands and the sacrifice of foreign
invaders, they come out of their deep woods and rugged
valleys. When the task is done, they once again melt into the
surrounding wilderness.
Woad Druid
Woad druids are strange and reclusive people, muscular Garden of Badb
individuals with spiralling blue tattoos. As shamans of the Badb is war and war is Badb. When the enemy's
woad-clans, they are far less approachable than their civilized blood flows in her name, the goddess takes notice
counterpart. These men and women shun any comfort or and reward her warriors with exalted powers,
technological advancement, blaming them for having turned turning them into her instrument of destruction.
Creatures that have the Woad War Paint trait
away the Waelen from the true aspect of the goddess, Badb. (refered as painted for this sidebar) can take the
Badb is the most primal and destructive side of the goddess, following legendary actions:
mainly associated with the sea, war, storms and predators.
Her druids are extremely territorial, they jealously guard the
secret of the woad war paints and tattoos. The mystic Shared Legendary Actions
symbols that their paint on the warriors’ skin are their way to Painted can take legendary actions, choosing from
commune with nature and the divine. the options below, but must share the actions
among themselves. Only one legendary action
The worship of Badb is not made at temples or even druid option can be used at a time and only at the end of
groves, but in the “Garden of Badb”, the battlefield. Carnage another creature's turn. Legendary actions are only
is her communion, bloodshed her blessing. The woad faith is available if a creature generates one with a power
primal, its followers hear the goddess in the roaring of the and are all lost at the end of the combat encounter.
ocean, the howl of the wolf and the scream of the dying. Goddess' Guidance. The painted makes a melee
Worship is war, and war is worshiped. By painting their weapon attack with advantage. If it hits, the
bodies with the sacred woad plant, they dedicate each kill to painted gains temporary hit points equal to the
the goddess and are blessed in return. damage dealt.
Exalted. The painted can magically end the charmed
and frightened conditions on itself and each
creature of its choice that it can see within 30
feet of it.
Flock of Doom (Costs 2 Actions). The painted
summons one primal murder of crows, which
appears within 30 feet of it in an unoccupied
space it can see. The swarm obeys its
summoner's commands and can't be controlled
by any other creature. The swarm vanishes when
it drops to 0 hit points.
Mist of the Isles (Costs 2 Actions). The painted and
each creatures of its choice that it can see within
30 feet of it magically turn invisible until the end
of the painted's next turn.
Shroud of Badb (Costs 3 Actions). The painted is
immune to all damage and conditions until the
end of its next turn.
War is Eternal (Cost 3 Actions). The painted targets
one dead humanoid that has died within the last
round it can see within 30 feet of it. The target is
revived with all its hit points.
Woad Reaver
When foreigners think of the Waelen, they often immediately
picture the woad reavers, semi-naked men and women
charging furiously, covered from head to toes in blue war
paints. These Waelen are zealots and warriors, issued from
the most pious of clans, often referred to as “woad-clans” by
the more civilized towns of the isles. Living on the isles
where the mist never recedes, there is something
otherworldly about them. Fanaticized to the extreme, they
undergo months of training with the druids, honing their faith
and dedicating their life solely to Badb.
Woad Druid Woad Reaver
Medium humanoid (human), chaotic neutral Medium humanoid (human), chaotic neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 10 (+0) 15 (+2) 11 (+0) 16 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
Skills Nature +3, Religion +3, Survival +8 Damage Resistances bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
slashing from nonmagical weapons Senses passive Perception 11
Senses passive Perception 12 Languages Waelen
Languages Druidic, Sylvan, Waelen Challenge 1 (200 XP)
Challenge 6 (2,300 XP)
Fey-Touched. The reaver can tell if an object or a
Spellcasting. The druid is a 9th-level spellcaster. Its creature it touches is magical, and if that magic
spellcasting ability is Wisdom (spell save DC 13, +5 originated from a fey creature. The reaver also has
to hit with spell attacks). It has the following cleric advantage on Wisdom (Animal Handling) checks.
and druid spells prepared:
Cantrips (at will): druidcraft, thunderclap Reckless Charge. If the reaver moves at least 20 feet
1st Level (4 slots): faerie fire, thunderwave straight toward a target, it has advantage on its next
2nd Level (3 slots): hold person, scorching ray melee weapon attack roll against that target.
3rd Level (3 slots): call lightning, tidal wave Woad War Paint. When the reaver is reduced to 0 hit
4th Level (2 slot): guardian of nature points, reduces a hostile creature to 0 hit points or
5th Level (1 slot): wall of stone scores a critical hit, it generates 1 shared legendary
action for the Garden of Badb (see Garden of Badb
Fey-Touched. The druid can tell if an object or a sidebar).
creature it touches is magical, and if that magic
originated from a fey creature. The druid also has
advantage on Wisdom (Animal Handling) checks.
Actions
Battleaxe or Longsword. Melee Weapon Attack: +5 to
Litany of War. When the druid uses its action to cast a hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
spell or take the Attack action, it generates 1 shared damage, or 8 (1d10 + 3) slashing damage if wielded
legendary action for the Garden of Badb (see Garden with two hands.
of Badb sidebar).
War Magic. When the druid uses its action to cast a Handaxe Melee or Ranged Weapon Attack: +5 to hit,
spell, it can make one weapon attack as a bonus reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6
action. + 3) slashing damage.
Woad War Paint. When the druid is reduced to 0 hit
points, reduces a hostile creature to 0 hit points or
scores a critical hit, it generates 1 shared legendary
action for the Garden of Badb (see Garden of Badb
sidebar).
Actions
Multiattack. The druid makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage.
Woad Whaler
Woad Whaler It takes a special kind of madness to brave the treacherous
Medium humanoid (human), chaotic neutral
ocean surrounding the isles, and unbridled insanity to hunt
Armor Class 12 the monsters that lurk in its depths. The whalers are
Hit Points 82 (11d8 + 33) primarily hunting whales and sharks, wearing trophies made
Speed 30 ft., swim 30 ft. from their bones and teeth, but are also among the best giant
and ogre slayers of the isles. They throw their harpoon with
enough strength to pierce an armored knight through and
STR DEX CON INT WIS CHA through, pulling their enemy closer to gut them in melee or
18 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 8 (-1) drown them into the sea. Against giants and other large
monsters, they surround them from all side to pin them in
Saving Throws Str +7, Con +6 place with their harpoons while other hunters rush in melee
Skills Athletics +7 to overwhelm their struggling prey.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons When war and a new season is to come, great ritual hunts
Senses passive Perception 11 are organized at sea and on land, celebrated as sacred event.
Languages Waelen When the whalers return with giants or sea leviathans,
Challenge 5 (1,800 XP) sacrifices are held in the honor of Badb, as reavers measure
their strength against the captured beasts before putting
Brute. A melee weapon deals one extra die of its them to death at the peak of the ceremony. When blood
damage when the whaler hits with it (included in the colors the sea and soaks the earth, the woad-clans rejoice
attack). and prepare for war.
Fey-Touched. The whaler can tell if an object or a
creature it touches is magical, and if that magic
originated from a fey creature. The whaler also has
advantage on Wisdom (Animal Handling) checks.
Woad War Paint. When the whaler is reduced to 0 hit
points, reduces a hostile creature to 0 hit points or
scores a critical hit, it generates 1 shared legendary
action for the Garden of Badb (see Garden of Badb
sidebar).
Actions
Multiattack. The whaler makes two melee attacks or
two ranged attacks.
Barbed Harpoon Melee or Ranged Weapon Attack: +7
to hit, reach 5 ft. or range 30/100 ft., one target. Hit:
13 (2d8 + 4) piercing damage and the target is
grappled (escape DC 14). While grappled in this way,
a creature's speed isn't reduced, but it can move only
in directions that bring it closer to the whaler. A
creature takes 5 (1d10) slashing damage if it
escapes from the grapple or if it tries and fails. As a
bonus action, the whaler can pull a creature grappled
by it 20 feet closer. The whaler can grapple only one
creature at a time.
Gutting Sword Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) slashing damage,
plus 7 (2d6) slashing damage if the target is
grappled with a barbed harpoon.
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Villains
Genesis of Evil. What makes a villain? Some people are Tenacious Villain. Parts of this section are revolving around
simply born with the seed of evil in them, subject to dark the idea that your villain(s) will face the party multiples times
urges from the very moment they are born. Others are unable and increase in power. This requires preparation, as players
to relay to others, fundamentally broken and committing may go for your main antagonist earlier than you expected
terrible acts without even blinking. However, very few people and try to get rid of them for good. Clever or instinctive
are born truly evil, most reacted to the way society shaped villains will not let themselves be cornered if they can avoid it
them and motivated their acts, others were forged by and will have several escape plans once the odds turn against
circumstances that scared them deeply, sending them them. If you opt for an organization of villains this is less of a
spiraling down a dark abyss or were simply bent on survival, challenge, as killing a specific individual or destroying a
no matter the cost. Often, inside each villain there is a victim, location might not be enough to end the threat.
but some simply say that you either die a hero, or live long Consider a few potential means of escape for your villain
enough to see yourself become the villain... before an encounter, using magic (teleportation, illusion,
invisibility, darkness spells, scrolls or potions) or mundane
The Grand Plan. Characters appearing in this section are means (planned cave-in, secret passage, reinforcements, risky
villains centralized around a theme and made to be used as path where the party might hesitate to follow, etc.). If your
evolving antagonists, progressing alongside the party. They villain does fall, it is not necessarily their end, especially for
work as individual or organization, each of them has a Grand villains with allies that have access to resurrection magic or
Plan and smaller schemes to reach it. The Grand Plan will serve a powerful master.
likely change in scope, as the villain’s reality and ambition
evolve with its power and capacities. A low CR villain is more Scheme
focused on the local affairs, while a high CR villain will likely d4 Current Scheme
affect an entire nation, or even the entire campaign world. 1 Distract (roll again for its true scheme) - Threatens
player’s assets, allies or loved ones; Unleash seemingly
Mounting Threat. Villains or groups of villains don’t typically random danger and mayhem; Destabilizes opposed
sit in their lair doing nothing or waiting patiently for the party government or faction; Acquires/establishes fake new
to come and find them. This type of behavior might be suited lair; Makes a public appearance and demonstration of
its power.
for some individuals, but most villains will pursue their own
agenda, however basic or elaborate it may be. As the party 2 Strengthen - Recruits multiple hirelings or a highly
progresses, so does their foe. Each time the party completes skilled ally; Infiltrates/corrupts a spy in an opposed
an important quest, takes an extended rest period or faction; Acquires a useful magic item; Destroy/attacks
a rival faction; Develop the defenses of its lair.
completes a story arch, roll or choose on the scheme table
what scheme the villain is currently trying to achieve (or its 3 Progress - Works towards the next step of its Grand
organization and agents, if any). If the party learns of their Plan. See each section for suggested Grand Plan ideas.
scheme, it could be a great opportunity for them to interfere. 4 Setback - A part of the villain’s past is unwittingly
revealed; An ally of the villain is killed or betrays them;
A natural or magical disaster damages the villain’s lair;
A hint of the villain’s Great Plan is revealed;
Unforeseen complications prevent the villain to
accomplish anything.
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Dark Alchemy
Mysterious Science. Though common folks believe it to be a Whatever the intent, great discoveries require great
modern invention, alchemy is an ancient practice shrouded in sacrifices. Many unscrupulous alchemists reject ethics when
mystery and secrecy. It is often seen as the younger cousin of it gets in their way and carelessly waste the life of countless
transmutation magic, but truly this discipline has fallen out of test subjects, justifying their acts in the name of progress and
fashion and reemerged more times than one can count over the greater good. Here are a few possible Grand Plans:
the ages. As lost civilizations are unearthed, and brilliant Grand Plan
minds enrich the discipline, it progresses by leaps and Tier Inspiration
bounds, often without truly understanding the scientific and
mystical implications of its discoveries. For many, alchemy is Local Degrade the ore quality of nearby mines and
the symbiotic mixture of chemistry and magic, science acquire them for cheap thereafter; Unearthed
the secrets of banned alchemical practices;
revealing the latent properties of magic. Create a new vile alchemical weapon.
Versatile Discipline. Curious and impatient minds are often Realm Control the potion trade in several cities;
drawn to alchemy, for its quick progress and rewards can Secure a supply contract with the army/crown;
seem more attractive than the laborious study of the arcane. Distill the talent and knowledge out of
somebody to make it into a serum.
Others seek to achieve the legendary transmutation of lead
into gold, or even seek eternal life by creating the Continent Alter drastically the birthrate of a specific race;
Philosopher’s Stone. Some have altruistic aspiration and turn Destroy/alter a type of resource that is heavily
to alchemy when medicine failed them, seeking relied on by a nation or a continent; Become
immortal by distilling the life essence of a
unconventional treatment for diseases, or even a remedy to thousand individuals.
death itself. Others have more sinister interest, being simply
fascinated by how serums, cordials and extracts can twist World Create a new dominant race through alchemy;
and push beyond the boundaries of the mortal shell. Inside Unleash an alchemical weapon that can ravage
the world; Mass-produce a solution that can
abandoned hospitals, secret laboratories, and forgotten permanently severe magic in creatures and
cellars, dark alchemists are conducting depraved objects.
experiments that will drag humanity to the brink of the abyss.
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Destructive Alchemist 1. Choker's Dust. Each creature within 15 feet of the flask's
detonation must succeed a DC 15 Constitution saving
Medium humanoid (any race), any evil alignment
throw or choke for 1 minute. While choking, a creature is
Armor Class 14 (studded leather) running out of breath and can't speak or cast spells with
Hit Points 65 (10d8 + 20) verbal components. A choking creature can repeat the
Speed 30 ft. saving throw at the end of each of its turns, ending the
effect on itself on a success.
2. Devil's Puffball. Each creature within 15 feet of the flask's
STR DEX CON INT WIS CHA
detonation must make a DC 15 Constitution saving throw.
9 (-1) 14 (+2) 15 (+2) 16 (+3) 8 (-1) 10 (+0) On a failure, the creature takes 17 (5d6) poison damage
and is poisoned for 1 minute. On a successful save, the
Skills Arcana +5, creature takes half as much damage and isn’t poisoned.
Senses passive Perception 9 3. Samum. Each creature within 15 feet of the flask's
Languages Common, any two languages detonation must make a DC 15 Dexterity saving throw. On
Challenge 3 (700 XP) a failure, the creature takes 18 (4d8) fire damage and is
blinded until the end of the alchemist’s next turn. On a
Quick Quaffer. The alchemist can drink a potion as a successful save, the creature takes half as much damage
bonus action on each of its turns. and isn’t blinded.
4. Vitriol. Each creature within 15 feet of the flask's
Talented Alchemist. The alchemist has proficiency with
detonation must make a DC 15 Dexterity saving throw. On
alchemist’s supplies and its proficiency bonus is
a failure, the creature takes 28 (8d6) acid damage and
doubled for ability checks it makes using them.
takes 5 acid damage at the start of each of its turns.
Actions Dousing the target with water reduces the acid damage by
1 point per pint or flask of water used. If the saving throw
Dagger. Melee or Ranged Weapon Attack: +4 to hit, is successful, the creature takes half as much of the initial
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
damage and no damage at the end of its turns.
2) piercing damage.
Volatile Mix. The alchemist throws a flask at a solid Reactions
surface within 40 feet of it, where the flask detonates. Smoke Bomb (Recharge 5-6). In response to taking
Roll a d4 or choose one of the following options: damage, the alchemist drops a smoke bomb, releasing a
cloud of smoke that fills a 10-foot-radius sphere
centered on its space. The sphere is heavily obscured.
Wind disperses the cloud, which otherwise lasts for 1
minute.
Destructive Alchemist
Initiated into the mysteries of science and the arcane, these Forgotten Formulas.
individuals have learned the principles of creation, Azoth, and Most alchemist do not know the secrets of these
destruction, Alkahest, focusing on the latter. Working formulas, but a few have rediscovered them in
tirelessly with volatile substances, few destructive alchemists ancient treatises. Feel free to add some or all of
are left unscathed by their experimentations. Their body are them to symbolize the alchemist's progression :
wracked, missing fingers or entire limbs, and showing
various types of burns. Their minds were often altered by the Dream Gas. Each creature within 15 feet of the
side effects of potion mixing or the toxic fumes that fills their flask's detonation must succeed on a DC 15
Wisdom saving throw or fall asleep and remain
laboratory. Still, nothing short of death will stop their work. unconscious for 1 minute. A creature awakens if it
takes damage or another creature takes an action
Experimenter to wake it.
Inner alchemy is a less known branch of alchemy, akin to Ethera. Each creature within 15 feet of the flask's
detonation must succeed a DC 15 Charisma saving
medicine. Those studying it focus on the effects of serums throw or gain the effect of the etherealness spell
and tonics on the body, how it bolsters natural processes and until the end of the alchemist's next turn.
suppresses limitations. To do so, they use their own body, or Northern Wind. Each creature within 15 feet of the
that of others, as one would an alembic, a mystical crucible of flask's detonation must make a DC 15 Constitution
flesh and blood. Few survive the process of transformation, saving throw. On a failure, the creature takes 22
but those that do learn how to create wondrous substances in (4d10) cold damage and is restrained in ice until
a heartbeat. Experimenters constantly push the boundaries the end of the alchemist’s next turn. On a
of their body and ethic, they quickly lose touch with humanity successful save, the creature takes half as much
as they transcend the limitations of the flesh. damage and isn’t restrained.
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Golden Magister Rust Breeze (Recharge 5-6). The magister blows rust
powder in a 15-foot cone. Each creature wearing metal
Medium humanoid (any race), any evil alignment
armor in that area must succeed on a DC 20
Armor Class 22 (breastplate) Constitution saving throw or take 31 (7d8) piercing
Hit Points 143 (22d8 + 44) damage and be restrained in their armor for 1 minute. A
Speed 30 ft. creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Golden Magister
Chrysopoeia – the transformation of base metals into gold
has been a preeminent aspiration for alchemists. While many
understand chrysopoeia as a metaphor for a mystical
refinement, some practitioners adopted a literal
interpretation and dedicate their lives to the fabled
transformation. If the transformation has yet to be reliably
performed or permanent, it is undeniable that the golden
magisters have an unparalleled grasp on metallurgy and the
alteration of metals.
The Great Work, as it is also called, is one of the most
taxing and frustrating branches of alchemy, with some
practitioner stagnating for decades. More importantly many
oppose its success, and such researches are often outlawed,
for the potential economic disaster they might incur should
they succeed. Aside from the progress of science, insatiable
greed drives most magisters.
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Warped Ones
Eldritch Corruption. The corrupting influence of the Far Each of these foul beings is a pawn part of a plan of
Realm can be insidious, subtly changing the mind and the unfathomable scale, a vessel for the will of eldritch gods and
body over months, or even years. It can also be brutal and Elder Evils. To understand their motive is to leave our
sudden, racking the flesh and the mind in a matter of blessed island of ignorance and plunge into the black sea of
seconds, turning beasts and men into twisted things, now infinity, to open the fabric of reality that few have the mental
utterly alien and incomprehensible. Most creatures presented strength to withstand. Most flee from the deadly revelation
here simply fell victims of the corrupting influence, perhaps into the peace and safety of their broken psyche, but a few
living in area suffused by warpstone (see the Warp Touched form a new ego through the madness, facing the eldritch
section of this book) or a nexus of eldritch energy. However, a truth. Whatever drives the warped ones, here are a few
selected few embraced it, seeking the dreadful revelations possible Grand Plans by tiers of play:
beyond the safety of the understandable and were rewarded. Grand Plan
Whether it happened over night or was a long time coming, Tier Inspiration
these mutated beings are paving the way for unconceivable
horrors, their will subjugated by forces lurking in the great Local Find and kill those with the knowledge to
cosmic unknown. oppose the aberrations; Commit ritual
sacrifices and expose humanoids to
warpstone’s corruption; Leave inexplicable and
Method to Madness. Bizarre and sinister cults worship the disturbing evidence of aberrant influence.
warped as messiahs, interpreting their behavior as the
commands of superior beings. At first glance the wretched Realm Unearth warpstone idols, pillars, obelisks and
mutants are nothing more than mere monsters, driven other items of worship to cosmic entities;
Spread the teaching and creation of tomes of
hopelessly insane by the change. However, those with a eldritch magic to facilitate the summoning of
discerning eye can see that there is a method to their aberrations and formation of cults; Destroy the
madness, a hidden purpose that few of these creatures are elder seals, runestones or other means of
even aware of, beckoning them through psionic whispers, protections that safeguard the world from
astronomical events and dreams to gather and act in unusual cosmic entities.
ways. This does not mean that they always act in unison, for Continent Conduct an eldritch ritual to crash a warpstone
often they wage territorial wars against one another or meteor on the continent; Erect a warpstone
exterminate their worshipers for no apparent reasons. Chaos megastructure of non-Euclidian geometry to
and unpredictability rule when it come to the warped ones. become a permanent gate to the Far Realm;
Gather enough warpstone and eldritch
knowledge to alters space and time with
unpredictable consequences.
World Summon a balefire moon into orbit, mutating
all life on the planet; Reveal the eldritch truth to
all, driving the world into a murderous frenzy;
Conjure a Great Old One to rule or destroy this
reality.
Balespell Abomination
Warpstone corruption is absolute, it vitiates everything in its
surrounding, including magic. A balespell is a corrupted
spark of magical energy that latches onto a spellcaster when
it casts a spell in the presence of warpstone or an eldritch
nexus. Like a malign tumor a balespell feeds on magic,
growing in strength with each spell cast by its host until it
can completely overtake the body. The corrupted magic is
incorporeal and invisible to the naked eye, but can be
detected with spells like detect magic, revealing an aberrant
magical signature. Once the balespell takes over, which can
sometimes take months, the spellcaster suddenly burst in
balefire, mutating into a dangerous abomination.
A newly created abomination will try to find other of its kind
and create warp spawns. Ultimately, they build entire hives of
these monstrosities, directing them to dig and erect strange
temples to their abject idols. Wild rumors hint that it is
possible to free someone from the balespell with the use of
powerful magic and rituals. However it happens rarely due to
the risks involved in such an attempt, unless done early.
Those who are freed never truly recover as the soul of the
former abomination is scarred and haunted for the rest of its
days by waken visions and dreams of sheer cosmic terror.
Most end their life shortly after. Death of the host is the most
convenient way to end an abomination.
Lodestar
Warp lodestar are eldritch abomination with a giant bulbous
mutated head. Once they were probably people, some
psionic, astronomer or a medium maybe but whom or what
exactly is now anyone’s guess. Under the writhing mass of
flesh, eyes, and maws that compose their head, it's possible to
see a tall and vaguely humanoid body. From the side of their
head far-reaching tentacles can sprout. Like beacons of warp
and psionic energy they roam, seeking the resting places of
Elder Evils, Great Old Ones or other site of eldritch
significance, guiding aberrations and cultists like a glowing
shepherd through the exodus. The lodestars are an affront to
sanity, the focal points of the psionic energy that permeate
from the cosmos. They constantly emit eerie telepathic
singing that will drive anyone mad in but a few moments.
Obscuroth
Obscuroth Obscuroth are horribly mutated humanoids often mistaken
Medium humanoid (obscuroth), chaotic evil for mind flayers or vampires. They exemplify the corruption
and dangers of the warpstone. During thunderstorms and
Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
astronomical events, such as a warpstone comet's
Speed 40 ft., climb 30 ft.
appearance in the sky, these seemingly barbaric beings
behave erratically. They engage in elaborate alien rites,
carving grotesque idols and leaving strange, charged runes
STR DEX CON INT WIS CHA on cave walls. These incomprehensible scribbles are parts of
18 (+4) 16 (+3) 13 (+1) 7 (-2) 11 (+0) 10 (+0)
eldritch spells and warnings on the forsaken stars. The
ancient scripts and runes hold power that can harm the
Skills Stealth +5, Perception +4
unwary or drive the sane to madness.
Damage Resistances acid, poison
Senses blindsight 60 ft., darkvision 120 ft., passive
Although not very resilient, they are fast and dangerous, able
Perception 14
to shred through armor with their claws. They feed on the
Languages understands Deep Speech but can’t speak, blood of creature, sucking it through their mouth tentacles.
telepathy 60 ft. This, combined with their ability to be invisible, and their
Challenge 4 (1,100 XP) psionic abilities, deter any sensible person to step into their
territory. As nocturnal hunters they often make lairs to rest
Mimetic Skin. The obscuroth is invisible while in dim during daylight hours or store their kill for later consumption.
light or darkness. They also sleep standing up, but are easily alerted, as even
light footsteps will instantly awake them. They can be found
Mind Hunter (1/Turn). When the obscuroth hits a in almost any environment corrupted by warpstone, but
creature with a weapon attack, the target takes an prefer deep mine shafts, dark forests, the Underdark or steep
extra 7 (2d6) psychic damage and the obscuroth can mountains with plenty of places to hide.
sense the direction an distance to the target as long
as they are on the same plane of existence.
Sunlight Hypersensitivity. The obscuroth takes 5
radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.
Actions
Multiattack. The obscuroth 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: 13 (2d8 + 4) piercing damage, and the
obscuroth regains hit points equal to the damage
taken.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Unseen Assault (Recharge 6). The obscuroth makes
four attacks with its claws against one target. Either
before or after these attacks, it can turn invisible as a
bonus action until the start of its next turn.
Reactions
Psionic Rebuke. When the obscuroth takes damage
from a creature the obscuroth can see within 60 feet
of it, it can force that creature to make a DC 14
Intelligence saving throw. On a failed save, the target
takes 11 (2d10) psychic damage and is stunned until
the end of its next turn. On a successful save, the
target takes half as much damage and isn't stunned.
Vozhark Ascended Nature. The vozhark doesn't require air, food,
drink, or sleep and it can resist crushing pressure, like that of
Many warlocks and cultists are granted spells and make a deep-sea trench or the void of space.
pacts with elder gods, easily lured by the promises of power
and rewards whispered through the great cosmic unknown. Consecrated Vozhark
Those that delve deep into eldritch lore will eventually learn Vozhark are by no means all identical, in fact there probably
of the vozhark rites. It is known under many other names and never was one quite like the other. The Elder Evils are vastly
variations, such as the Baneful Eclipse of Stillborn Atropus, different, and so are their vozharks. If you wish to personalize
The Forlorn Key of All-Seeing Bolothamogg, the Dismal further a vozhark by maybe hinting at which Great Old One,
Awakening of Great Cthulhu, or the Thousand Crimson Elder Evil or outer god inhabits it, use a consecrated vozhark.
Rebirth of Piscaethces. These ascension rituals are the A consecrated vozhark has a challenge rating of 25 (75,000
lifegoals of the most ambitious cult leaders. But it takes an XP) and additional traits and action options as indicated in
exceptional individual, quite mad and corrupted, to accept each supplementary profile.
and survive the otherworldly gift, a warlock of immense
power whose body has mutated over decades to finally cast
the ritual and receive the alien blessing of the vozhark. A
vozhark is the chosen herald, or talking puppet, of an Elder
Evil in the Material Plane, a prime vessel for the eldritch
might of its master. To face a vozhark is to stare at that which
lurks beyond the stars, a glimpse at the true power of the
cosmic horror peering through the flesh.
Although the outer gods share the ritual’s knowledge quite
willingly, to perform it successfully is a very different story. Its
components are rare and precious, taking great resources
and dedication to acquire. Once this by no means trivial
matter has been taken care of, the ritual requires a favorable
planetary alignment and the capricious stars do so every so
often. It can take a few decades or centuries before it can be
attempted in optimal conditions. Even then, there is a good
chance that the mind and body of the aspiring vozhark will
collapse under the arrival of the ancient being, requiring
years of preparations from the warlock to survive the ordeal.
Lastly, there is an even greater chance that the Elder Evil will
simply be offended by the contact attempt and annihilate all
participants here and now. Needless to say, the actual
emergence of a vozhark is a rare thing to behold.
Elder Evils
What the Elder Evils are remains a mystery, but
here are a few possible patrons for a vozhark:
Legendary Actions
Change Gravity (Costs 3 Actions) The vozhark casts
the reverse gravity spell. The spell has the normal
effect, except that the vozhark can orient the area
in any direction and creatures and objects fall
toward the end of the area.
Witch Hunter
Salvation by Murder. When the fire of fanatism spreads When it comes to the witch hunters, the more special or
across a nation, when times are hard and the people ask for a remarkable you are, the more likely you will become a target.
culprit that is nowhere to be found, when intolerance The magically inclined are always primarily targeted, for they
becomes the new norm, when bigotry and superstition take inspired fear, envy and mistrust in the hearts of many. They
precedent over logic and science, this is when the terror of make for ideal culprits, as few understand or sympathize with
the witch hunters emerges. This radical religious order might them and, sadly, history abound of examples were magic was
come from almost any faith, but replace its dogma with anger used to unleash great evil. Whatever drives the witch hunters,
and cultivated hatred, promising better times once all sinners here are a few possible Grand Plans by tiers of play:
have fallen. Killing heretics becomes the new way to Grand Plan
salvation. But its promise is a lie, for it is a hungry beast that Tier Inspiration
can never be sated, starving for hatred. It feeds on
persecution. When a group of its enemy is eradicated it turns Local Destroy a holy site belonging to another
towards a new prey, always finding new groups to be smitten. religion or a powerful magic item; Kill/imprison
a prominent religious figure from another faith;
Seize the properties of arcane practitioners.
Pyre and Faith. The witch hunters appeal to the masses that
feel belittled by elites, that blame their perceived misery on Realm Establish its faith as the state religion and
others, or those that hate the coming changes in their society. outlaw the worship of other deities; Outlaw the
The uneducated, thugs, the greedy and sadists flock to it like practice and teaching of arcane magic; Limit
the rights of a particular race, subrace or
moth to a flame, swelling its ranks. They are validated in their gender.
dark urges, normalized and endorsed in their cruel ways.
They sack and steal, feeding the beast that grows in power Continent Burn at the stake all arcane magic users and
with each group it consumes. Soon the pyres are lit for all those with heretical behaviors; Instigate a
theocracy ruling all aspects of life; Enact a
contesters: intellectuals and minorities, practitioners of the miracle that will cause a grand scale religious
arcane and clerics of other faith, artists, anyone that thinks conversion.
out of the box. World Exterminate all magical creatures and races; Cut
the Prime Material Plane from all the other
planes of existence; Banish all influence from
heretical gods from the world.
Deep Lead
Lead as a metal is known to be a natural counter to
magic. The thinnest sheet of lead can block the
most powerful of divination, and it is often used as
a mean to protect against magical prying. A purer
form of lead, called deep lead or sometimes
dimeritium, exists. It is a silvery metal with a hint of
blue found only rarely in mineral veins. Deep lead is
highly toxic, and those frequently exposed to it
regularly experience migraines, respiratory diseases
or even seizures. These effects are amplified for
magical creatures and spellcasters that will
instantly feel nauseous in its presence and intense
physical pain at its contact. Witch Hunters rely
heavily on deep lead and have integrated in their
arsenal several devices based on that metal to face
their most dangerous enemy: spellcasters.
Deep Lead Weapons Nullus Box.
Deep lead is seldomly used to craft armors, for the intense Wondrous item, rare
discomfort felt by the wearer outweigh the benefits it
provides, however the metal is used for weapons. Crafted in deep lead and iron, this box is especially made to
Melee weapons and ammunition made of or coated with contain cursed or possessed objects but works on all magical
deep lead are unusually effective against spellcasters, item. It can contain one Small or Medium item, but larger
disrupting their concentration. Whenever a creature takes variant exists. While inside the box a magic item that isn't an
damage from a deep lead weapon or piece of ammunition artifact has its magical properties suppressed. After 1d12
and is concentrating on a spell, it has disadvantage on the consecutive months inside the box, the item loses all its
saving throw it makes to maintain its concentration. properties and is no longer magical. If an item remains in the
The deep lead version of a melee weapon or of ten pieces box for more than 24 hours and is removed before losing its
of ammunition costs 300 gp more than the normal version, properties, an effect is produced immediately upon the box
whether the weapon or ammunition is made of the metal or opening. The DM can choose an effect from the following
coated with it. table, determine it randomly, or create an effect.
d100 Effect
Deep Lead Bomb
Weapon (bomb), rare 1-2 The item and the box are destroyed and a gate to a
random plane of existence opens. The gate
originates from the location of the box. Any
As an action, a character can throw a bomb at a point up to creature within 10 feet of the gate is sucked
30 feet away. Each creature within 10 feet of an exploding through it to a random location on the plane. The
deep lead bomb must make a DC 15 Dexterity saving throw, gate then closes. The gate is one-way only and can't
taking 17 (5d6) piercing damage on a failed save, or half as be reopened.
much damage on a successful one. Each creature that takes 3-52 Nothing happens.
any of this damage must succeed on a DC 15 Constitution
saving throw or be poisoned for 1 minute. While poisoned in 53- Deep lead dust fills the air. Each creature within 30
75 feet of the box must succeed on a DC 20
this way, the creature can't maintain concentration on a spell Constitution saving throw or be poisoned for 1
or any other effect that requires concentration. The poisoned minute. While poisoned in this way, the creature
creature can repeat the saving throw at the end of each of its can't maintain concentration on a spell or any other
turns, ending the effect on itself on a success. effect that requires concentration.
76- A 2d6 x 10 foot-radius sphere centered on the box
Deep Lead Shackles 87 becomes a dead magic zone (similar to an
Wondrous item, very rare antimagic field) for 1d4 hours.
88- A 2d6 x 10 foot-radius sphere centered on the box
These sturdy shackles are made of an alloy of deep lead and 98 becomes a wild magic zone (roll on the Wild Magic
iron. A character can use an action to place these shackles on Surge table in the Player's Handbook whenever a
an incapacitated Small or Medium creature. In addition to spell is cast within the zone) for 1d4 hours.
serving as mundane manacles, the shackles prevent a 99- A surge of magical energy is unleashed. Each
creature bound by them from casting any spell. Escaping the 00 creature within 30 feet of the box must make a DC
shackles requires a successful DC 25 Dexterity check. 20 Dexterity saving throw, taking 55 (10d10) force
Breaking them requires a successful DC 25 Strength damage on a failed save, or half as much damage on
(Athletics) check. Each set of shackles comes with one key. a successful one. The item and the box are
Without the key, a creature proficient with thieves’ tools can destroyed.
pick the shackles’ lock with a successful DC 20 Dexterity
check. Shackles have 30 hit points. Witch-catcher
Wondrous item, common
Lead Symphonium
Wondrous item, very rare Coming as a pocket watch, compass or even a pendulum, this
small device clearly reacts when magic is within 5 feet of it. It
This cumbersome music box is crafted in deep lead, it is a detects active spells, magical items or places that have been
Small object weighing 55 pounds. A character must be magically consecrated or desecrated.
proficient with box-shaped instruments to use this music box.
A character can use an action to play the symphonium,
creating a loud and dissonant grinding melody. An antimagic
field is created in a 20-foot radius sphere centered on the
music box and moving with it until the start of the character’s
next turn.
When the box' property has been used for a total of 10
minutes, it is out of tune and ceases to function until repaired
by a creature knowing the secret of its creation.
Banisher Force Unleash (Recharge 5-6). The banisher emits
destructive energy in a 90-foot line that is 5 feet wide.
Medium humanoid (any race), chaotic evil
Each creature in that line make a DC 19 Strength saving
Armor Class 11 throw, taking 66 (12d10) force damage on a failed
Hit Points 175 (27d8 + 54) save, or half as much damage on a successful one. A
Speed 30 ft. creature that fails the save is pushed 30 feet away from
the banisher and is knocked prone.
Banisher
Banishers were once powerful spellcasters, mages, warlocks
or maybe clerics that fell into the hands of the witch hunters.
However, these unfortunate souls did not meet a swift and
painful end on a pyre, like so many of their brethren. Instead
they were tortured relentlessly, poked with deep lead needles
through the skull, locked for days in an iron maiden and some
other gruesome methods. The goal was not torture, but to kill
the spark of magic in them, to turn them into a banisher, an
antimagic weapon for the witch hunters. This process made
them irremediably mad, destroying their mind as surely as
their magic.
Banishers constantly try to fill the magic void within them,
draining the Weave with no way of giving it shape or form.
Reminiscence of their spellcraft only comes now in raw and
violent burst of force energy. This makes them notoriously
unstable, a magical siphon that could explode at any time.
For this reason, most are constantly chained and never see
the light of the day, locked down in some deep vault until
there is no other solution left but to use them. When they are
freed, they are transported in armored stagecoach and bound,
under a heavy witch hunter escort.
Flagellant
Flagellant Indoctrinated to the extreme, flagellants are crazed zealots
Medium humanoid (any race), any evil alignment that expiate their sins with unrestrained fanatism. They flay
their own flesh to show they devotion, as penance for the sins
Armor Class 10
Hit Points 30 (4d8 + 12)
of the world and to quell impure thoughts. Long
Speed 30 ft.
downtrodden, they always come from poor background and
are the first to pass judgment on any who differ from their
view of the world.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
They care not for their lives, throwing themselves into the
fray in shocking gestures of self-sacrifice and repentance. To
become a martyr of the faith is the highest honor that
Skills Intimidation +1, Religion +1 flagellants can aspire for, hopefully taking down with them
Senses passive Perception 9
Languages any one language (usually Common)
many heretics. They firmly believe in their divine mission of
Challenge 1 (200 XP)
cleansing and redemption, and their conviction gives them a
courage that borders upon insanity as they charge against
Fanatical Devotion. The flagellant has advantage on
impossible odds.
saving throws against being charmed or frightened.
While the flagellant can see a friendly, higher-ranking
member of its religion, the flagellant ignores the
effects of being charmed or frightened.
Flaying. As a bonus action, the flagellant loses 6 (1d8
+ 2) hit points, and gains advantage on all melee
weapon attack rolls until the end of its turn.
Actions
Multiattack. The flagellant makes two attacks: one
with its flail and one with its torch.
Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage.
Torch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) fire damage. If the target
is a creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire , the target
takes 5 (1d10) fire damage at the start of each of its
turns.
Reactions
Burn the Witch. Immediately after an enemy the
flagellant can see cast a spell within 90 feet of it, the
flagellant can move up to its speed. It can then make
one torch attack against the spellcaster.
Bands of Flagellants
Flagellants tend to operate in bands, gathering to
listen to the hateful preaching of the inquisitors
and scouring the countryside and cities to root out
the heresy. More often than not they end up
persecuting innocent pellars, herbalists and faith-
healers than finding any real dangerous arcanist. To
represent the roving bands, we recommend using
the crowd with the fanatics template (see "crowd"
in the chapter Nonplayer Characters of this book).
Witchfinder General
A witchfinder general is an individual of exceptional faith and
willpower, with a keen mind to find witches and heretics.
After countless interrogations, numerous arrests and
executions, they have been promoted to the elite of the witch
hunters. Over their career they have learned to never
underestimate their opponent and the existence and
intricacies of the weave of magic. With a combination of
knowledge, immense hatred and resolve, they are able to
temporarily nullify its presence.
When they are not busy with the burden of command and
global coordination, they often lead important hunts or are
tasked to find especially slippery heretics that have eluded
capture for a while. Few tricks can still surprise them, and
they are well accustomed to the ruses and artifices of
spellcasters. Their badge of office is the cruel pincer staff, a
polearm ending by a pincer with serrated edges. They use it
to restrain heretics before branding them or give time to their
allies to subdue them with deep lead shackles.
Actions
Multiattack. The hunter makes three melee weapon
attacks.
Deep Lead Longsword. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage, or 8 (1d10 + 3) slashing damage if used
with two hands.
Silvered Shortsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.
Reactions
Witch-Counter. In response to a creature within 5
feet of the hunter casting a spell, it can make a melee
weapon attack with advantage against that creature.
If the attack hits, the creature must succeed on a
Constitution saving throw with a DC equal to the
damage taken, or its spell fails and is wasted. A
creature that fails the save by 5 or more is stunned
until the end of the hunter's next turn.
Table of Content (by Bone Ghast Challenge 11 (7,200 XP)
Chalenge Rating). Druid of the Earthmother Balespell Abomination
Foglet Crypt Horror
Challenge 1/8 (25 XP) Leanan Shade Host
Kikimore Hatchling Mob Spriggan
Nekker Ravenous Zombie Witchfinder General
Scurver
Challenge 1/4 (50 XP) Uhogguath Challenge 12 (8,400 XP)
Islander Levy Vargr Alpha Garkain
Sea Raider Völva Amygdala
White Frost Elemental Jörmungandr
Challenge 1/2 (100 XP)
Woad Whaler Naglfar
Drowner Challenge 6 (2,300 XP)
Tormentor
Feral Zombie Alp
Kikimore Worker Griffin
Challenge 13 (10,000 XP)
Siren Ice Wraith Bonfire King
Spectral Hunt (Raiders) Leathdhia
Challenge 1 (200 XP)
Witch Hunter Thane
Fianna Woad Druid Vukodlak
Flagellant Yarghuul Yarghuul Broodmother
Hound of the Wild Hunt
Nekker Warrior Challenge 7 (2,900 XP)
Challenge 14 (11,500 XP)
Rotfiend Balewing
Woad Reaver Garkain Golden Magister
Gorebull Green Enchantress
Challenge 2 (450 XP) Huskarl Hym
Botchling Macnia Katakan
Clan Warrior Nightwraith Leshen
Dluur Noonwraith Morvudd
Godling Mula
Lubberkin Challenge 8 (3,900 XP) Royal Griffin
Myling Berserker Star Spwan
Phoocas Easnadh Huntsman
Primal Murder of Crows Grave Hag Challenge 15 (13,000 XP)
Great Cockatrice Chosen of Baphomet
Challenge 3 (700 XP) Kikimore Queen Crones
Bloated Zombie Melusina Dolgotha
Destructive Alchemist Primal Bear Jarl
Devourer Protofleder Navigator
Drowned Dead Red Fury Pesta
Ekhidna Susurkan Nightborn Uprising
Faun Vargheist
Ghoul Skulker Vargr Alpha Challenge 16 (15,000 XP)
Horde of Zombies Black Root
Kikimore Swarm Challenge 9 (5,000 XP)
Cenokian Wraith
Ranger - Deepgrove Bruxa Ulfhedinn
Shade Experimenter
Shield Maiden Lodestar Challenge 17 (18,000 XP)
Susurkan Oathbound Noble Banisher
Thornheart Red Rider Wild Hunt General
Wild Hunt Warrior Warp Spawn Valkur's Heir
Challenge 4 (1,100 XP) Challenge 10 (5,900 XP)
Challenge 18 (20,000 XP)
Fleder Amber Father Antler-King
Kikimore Warrior Chort
Obscuroth Ekimmara Challenge 19 (22,000 XP)
Primal Wolf Ignis Fatuus
Sister of the Vale Oracula Ghoul Regent
Skald Permafrost Elemental Varghulf
Riot
Challenge 5 (1,800 XP) Shambling Lord
Voref
Challenge 20 (25,000 XP)
Ancient Leshen
Spectral Hunt (War Host)
Relic Morvudd
Challenge 21 (33,000 XP)
Spectral King
Challenge 22 (41,000 XP)
Great Amygdala
King of the Wild Hunt
Challenge 23 (50,000 XP)
Arch-Wraith
Higher Vampire
Vozhark
Challenge 24 (62,000 XP)
Alkahzir
Prime Spawn
Credit
Artist Artist
Kate Redesiuk Marina Krivenko Taylor Ingvarsson E7rrz7
Alben Tan Sebastien Larroude Nicolas Trevisan Lorenzo Mastroianni
CD Projekt Red Anna Podedworna zhihui Su Diana Franco
Peter Mohrbacher Maciej Wojtala
Matthew DeMino Tomas Honz
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