251 Dark Phoenix Large monstrosity, lawful evil Armor Class 18 (natural armor) Hit Points 161 (17d10 + 68) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 24 (+7) 19 (+4) 15 (+2) 16 (+3) 20 (+5) Saving Throws Dexterity +12, Constitution +9 Skills Stealth +17, Perception +13 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 23 Languages Common, Elvish, Sylvan Challenge 13 (10,000 XP) Dark Rejuvenation. If dark phoenix’s hit points drop to 0, it suddenly begins to rot and its flesh disappears. It returns to life within 1d4 days with full hit points from its remains. The dark rejuvenation can be prevented by a wish spell. Flying Claws. The dark phoenix, as a bonus action, can fly to a target and make a claw attack, then return to its previous square. Doing so does not provoke an attack of opportunity. The dark phoenix must be able to fly to its target and return back to its previous square by using its regular fly speed. Silent Flow. While flying during the night, the Dark Phoenix has advantage on its Dexterity (Stealth) checks since it becomes one with the night with is pitch-black feathers and silent flying. Innate Spellcasting. The dark phoenix’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spells). It can innately cast the following spells, requiring no material: At will: dancing lights, faerie fire, minor illusion, prestidigitation 3/day each: darkness, suggestion, vampiric touch 1/day each: eyebite ACTIONS Multiattack. The dark phoenix can make two melee weapon attacks; one with its claw and one with its beak. The dark phoenix can also use its flying claws ability as a bonus action. Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 10 (3d6) acid damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 13 (3d8) necrotic damage. Eye Gouging. The dark phoenix can strike a target’s eyes with its beak. The target must succeed on a DC 17 Dexterity saving throw otherwise be blinded for 1d4 rounds. If the target rolls a 1 on its saving throw, it is permanently blinded. Dark Phoenixes were once created as strong familiars for strong spellcasters; however, these spellcasters paid with their lives as they learnt that these monsters cannot be tamed. If a phoenix dies, its body burns until there is nothing left but its ashes. If all of the ashes of it are gathered on permanently desecrated grounds before the phoenix rises on its own , the phoenix rises from these ashes as a dark phoenix instead of a normal one. These foul creatures don’t have flaming bodies; instead, their feathers are pitch-black and they look as though they were nestled in shadows. Their eyes, alone, burn with a blue fire. Dark Phoenix
252 Dead Servants Medium undead, lawful evil Armor Class 16 (dead warrior, hide and shield) / 12 (dead mage, 15 with mage armor) / 12 (dead ripper) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 15 (+2) Damage Resistances cold, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands a language chosen by its creator but cannot speak Challenge 3 (700 XP) Brute (Dead Warrior). A melee weapon deals one extra die of its damage when the dead warrior hits with it (included in the attack). Surprise Attack (Dead Ripper). If the dead ripper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack. Innate Spellcasting (Dead Mage). The dead mage’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells , requiring no material components: At will: abating bolt*, blood spear*, firebolt, light, ray of frost 3/day each: enlarge/reduce, mage armor, unholy rage*, spread disease* 1/day each: detonate corpse*, counterspell, dispel magic, fireball ACTIONS Multiattack (Dead Ripper). The dead ripper can make three attacks with its dagger. Morningstar (Dead Warrior). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Dagger (Dead Ripper). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dead Servants are undead creatures created by skilled necromancers. They look like rotten skeletal corpses and can be found crawling through forgotten ruins or guarding the chamber of a necromancer. Different dead servants with different abilities can be created. Generally, necromancers create a dead mage if they need assistance in spellcasting, a dead ripper if they need a servant that can rip their enemies into pieces, or a dead warrior if they need a more resilient servant to guard and protect them. Dead Servants
253 Death Moss Large fiend (demon, plant), chaotic evil Armor Class 14 Hit Points 85 (10d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 8 (-1) 14 (+2) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Languages Understands Infernal but cannot speak Challenge 8 (3,900 XP) Magic Resistance. The death moss has advantage on saving throws against spells and other magical effects. Moss Shape. The death moss can spread its body and look like a separated moss as an action. It cannot use any action but reforming to its creature shape back as an action. While in this form, it regains 2 hit points in each round. Spider Climb. The death moss can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Wooden Masker. The death moss can create a wooden mask of a creature it has killed by spending 8 hours. It magically transforms the face skin of the creature to a wooden mask. It can later transform into a humanoid whose mask it is carrying as if it casts a polymorph spell. ACTIONS Multiattack. The death moss makes three slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 13 Acrobatics (Dexterity) or Athletics (Strength) check or it is grappled. These creatures are moss-like plants created in the foulest places of the universe. They generally live in warm climates or in jungles. These fiendish plants always carry wooden masks with them. These masks resemble humanoids that were previously killed by the death moss. Death mosses look like normal, overgrown moss. However, they can take the shape of the humanoids they have killed. These creatures generally work for demons. They also love to hunt and consume travelers passing through their domain. A death moss must consume 1 Medium creature at least once a week to sustain itself. Death mosses generally favor humanoid flesh, but they can eat other types of flesh if they have not eaten for 1 week, unless the creature is a construct, ooze, or undead. There are also rumors about elder death mosses that can talk. They can also consume the memories of a creature they eat along with its flesh. Death Moss
254 Dimling Tiny elemental, neutral evil Armor Class 12 Hit Points 5 (1d4 + 3) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 9 (-1) 8 (-1) 10 (+0) Saving Throws Dexterity +4, Constitution +5 Skills Acrobatics +4, Stealth +4, Perception +1 Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Evasion. If the dimling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dimling instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Shadow Form. (Recharges on a Short Rest). As a bonus action, a dimling can become a shadow and it can move through a space as narrow as 1 inch wide without squeezing. Also, it has advantage on Dexterity (Stealth) checks. The shadow form remains until the end of its next turn. Sunlight Sensitivity. While in sunlight, the dimling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. Dimling makes two melee weapon attacks; one with its shadow claw and one with its shadow bite. Shadow Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 2 (1d4) necrotic damage. Shadow Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) poison damage. Dimlings resemble little black cats; however, their claws and teeth are made of shadows. They hunt in the dark or in shadowy places. Unlike animals, they hunt both to sustain themselves and for fun. That is why wandering alone in the dark places is dangerous: a dimling might jump over one’s face just for the fun of it. Since they are feral inhabitants of the realms of shadow, they tend to live in dark places such as dungeons or caves under mountains. Dimlings generally hunt at night since the sunlight weakens them. Also, because of this weakness, they choose to take up residence in dark places, underground complexes, or other shadowy areas. They can also be found around the temples of deities of darkness and shadows. Even temples of such deities or other grounds that are sacred to such deities can be protected by dimlings. In such places, it is possible to encounter Devour Domain clerics, Dark Templar paladins, or Shade rogues within them. Although there are dimlings that live alone in the shadows, they can also form societies. These societies are more like a hunting party than a civilized group. They travel together, hunt together, and feast together. Since dimlings are mostly selfish creatures, they can only gather in a moment of crisis that threatens all of them, if they find a strong cause such as religion, or if they find a big hunt that they can only hunt if they group up. In dimling societies, there are 2 groups: The leader, forming a group by its own, and the others. The leader of a dimling society is the one who has a class level. If there are more than one, they fight, try to kill each other, and the winner eats the body of the loser as a sign of domination. Then the society designates the winner as the leader. The leader wears an earring to be noticed as the leader. Although dimling societies can be dangerous and frightening, such societies does not last long, since a dimling is easy to frighten and most likely runs away if it understands that it is in a fight that it cannot win. Dimling
255 Dreaded Spirit Template All creatures that have spirits, with a CR of 3 or higher; or all characters that have a spirit and whose number of Hit Dice is equal to 8 or higher can become a dreaded spirit. A creature that has turned into a dreaded spirit keeps its statistics except as follows. Alignment. The dreaded spirit’s alignment is evil. It keeps the other part of its alignment the same. New Feature: Incorporeal Movement. The dreaded spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. New Feature: Spirit Arsenal. The dreaded spirit can transform a physical item into a spirit item by spending a long rest within 5 feet of it and studying it for the duration. New Feature: Spirit Body. The dreaded spirit cannot carry any physical objects or wear physical equipment. It also does not need to eat or drink, nor gain the benefits of any physical objects or substances that require ingestion. Although it does not require sleep, it can still benefit from short or long rests. Challenge. The creature’s challenge rating increases by 2. Senses. The creature gains Darkvision with a radius of 60 feet. If it already has Darkvision with a radius of 60 feet, the creature gains Blindsight with a radius of 10 feet Language. The dreaded spirit knows the languages it knew in life. Resistances. The dreaded spirit has resistance against acid, fire, lightning, thunder; bludgeoning, piercing and slashing damage from non-magical attacks. Immunities. The dreaded spirit has immunity to cold, necrotic, and poison damage; and being charmed, exhausted, frightened, grappled, petrified, poisoned, prone, restrained. Sometimes, a soul cannot reach the afterlife it deserves when it is killed with some unfinished business. If the killed creature leaves unfulfilled plans, ambitions, or loved ones to whom they made unfulfilled promises behind, the soul cannot find rest and comes back to its plane of existence full of hate, pain and agony. These hateful ghosts’ connections to their past and the world is so strong that they can handle objects as they did when they were alive. A dreaded spirit has all of its memories and abilities it has while it was alive. Although it carries its consciousness and will, it tries to reach its deserved afterlife and never stops until it gets what it wants, or until it is destroyed on this path. Since it follows a cause blindly, it can easily commit evil acts. A dreaded spirit is an undead and it does not require food, water, or sleep. Dreaded Spirit
256 Eyepoker Tiny ooze, neutral evil Armor Class 12 (natural armor) Hit Points 45 (10d4 + 20) Speed 20 ft. STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 16 (+3) 3 (-4) 5 (-3) 2 (-5) Saving Throws Dexterity +4 Skills Stealth +4 Damage Resistance psychic Condition Immunities blinded, deafened, charmed, exhausted, poisoned, unconscious Senses blindsight 60 ft.(blind beyond this radius), passive Perception 7 Languages — Challenge 3 (700 XP) Amphibious. Eyepoker can breathe air and water. Symbiote. The eyepoker enters into a creature’s body, it is able to control it as a symbiote. While a symbiote, the eyepoker assumes the Intelligence, Wisdom, and Charisma scores of its host, and it’s able to cast its innate spells. If it kills its host and pours out of it, continuing to assume the host’s Intelligence, Wisdom, and Charisma scores for 8 hours. Wrap up. Although the eyepoker is bigger than a humanoid eye, it can squeeze itself into one immediately. It fills the empty parts of the skull and wraps up the brain. Innate Spellcasting. The eyepoker spellcasting ability is Charisma (spell save DC 5). The eyepoker can innately cast the following spells, required no material components: At will: minor illusion 1 day/ each: charm person, sleep, silent image 3 day/each: blur, darkness ACTIONS First Contact (True form). Eyepoker is slow and easy to catch unless it physically contacts with a body. If it touches a living creature, the creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) acid damage and the eyepoker will root into the creature’s body. Separation. Eyepoker can separate from its host willingly as an action. When it does so, the host takes 22 (5d8) acid damage and becomes blinded for 1 minute. If the target creature or one of its allies tries to separate the eyepoker from its host, they may poke their fingers inside the host’s eye and try to pull the eyepoker off. The eyepoker must succeed on a DC 13 Dexterity saving throw or be separated. The target takes 5 (2d4) damage for each try to separate the eyepoker from its host. If the eyepoker rolls a 20 on its saving throw, the host is blinded for 1 minute. Corrosive Form (True form). A creature that touches the eyepoker or hits it with a melee attack while within 5 feet of it takes 18 (4d8) acid damage. Any nonmagical weapon made of metal or wood that hits the eyepoker corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the eyepoker is destroyed after dealing damage. The eyepoker can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Eyepoker is a tiny ooze that is in desperate need of a host to survive, taking root in the eyes of creatures. If the only creature to which an eyepoker has access has no eyes, the eyepoker lives inside the ear, nose, or anal canal of the creature and immediately leaves its current host when it encounters a creature that has eyes. When it takes root in the eye, it is hard to distinguish a inflamed eye from one that hosts an eyepoker. It is slimy and has a lemon-yellow color. While it is not burrowed in an orifice of a creature, it returns to its true form. Its true form looks like a big yellowy, slimy pus. However, it cannot live more than 8 hours outside of a host and is also more vulnerable in this state. Eyepoker
257 Faceless Slave Medium fiend, neutral evil Armor Class 15 (natural armor) Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 10 (+0) 15 (+2) 6 (-2) Skills Perception +4 Damage Resistances cold; bludgeoning, piercing, and slashing damage from non-magical attacks that aren’t silvered Damage Immunities fire Condition Immunities frightened Senses blindsight 60 ft., passive Perception 14 Languages Understands Abyssal and Infernal but cannot speak, telepathy 100 ft. Challenge 4 (1,100 XP) Fiendish Sight. The faceless slave has advantage on its ability checks it makes to perceive good-aligned creatures or its master’s enemies. ACTIONS Multiattack. The faceless slave makes two melee weapon attacks. Faceless Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) poison damage or 9 (1d10 + 4) bludgeoning damage plus 3 (1d6) poison damage if used with two hands. If a creature is killed with this wicked warhammer that is decorated with screaming faces, the creature must succeed on a DC 13 Charisma saving throw at the moment of its death or it is transformed into a faceless slave after 1 minute. Its soul is trapped within the new body and it can only be freed when it is killed or with a wish or true resurrection spell. The new faceless slave is not under anyone’s control, not even the faceless slave that killed it. It just destroys creatures around it. Faceless Slaves are unlucky souls that were tortured and transformed into fiends by demonic or devilish masters. Although they are cunning, they have no identity, just as they do not have any faces. They roam the pain-filled realms of demons and devils waiting for the time that they torture others. When they are summoned to other planes, they bring destruction wherever they go, with no hesitation whatsoever. A faceless slave looks like a humanoid that has been subjected to extreme torture. Along with many scars on its body, its head is covered with the skin of (what appears to be) other creatures, and its bones look like the brittle branches of trees; twisted in awkward places. Faceless slaves can be encountered in fiendish realms. They constantly roam around and search for other creatures so that they can unleash the unstoppable need of destruction that they constantly feel upon others. However, a faceless slave may not go to death blindly, and run away when it feels that it will be destroyed. The battlefields in which a fiendish army butchered others, desecrated grounds, forgotten ruins, and the surroundings of fiendish temples are among the other common places that a faceless slave can be encountered. Faceless slaves uses a faceless warhammer (or other types of weapon such as faceless longsword). These weapons are a gift from their fiendsih masters, and using them is an evil act as they create more faceless slaves. Faceless Slave
258 Flesh Construct Large construct, unaligned Armor Class 11 Hit Points 95 (10d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands three languages that are chosen by its creator Challenge 6 (2,300 XP) Immutable Form. The construct is immune to any spell or effect that would alter its form. Magic Resistance. The construct has advantage on saving throws against spells and other magical effects. Magic Weapons. The construct’s weapon attacks are magical. Monstrous Form. The construct has advantage on its Charisma (Intimidation) checks. Warp Flesh. The construct can warp its flesh to transform its limbs into weapons called warping weapons, or a shield. ACTIONS Multiattack. The construct makes two weapon attacks. Warping Weapons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) damage of the weapon’s damage type. Also, the target must succeed on a DC 13 Constitution saving throw or its muscles are distorted and its initiative decreases by 4 until the end of its next turn. A creature’s initiative cannot be reduced more than once at a time. Flesh constructs are generally created by fleshwarper wizards as their guardians and they are formed by unholy energies collected from many corpses in mass graves and in other defiled places. Flesh constructs can be found in many shapes, changing from creator to creator. They can be masses of corpses meticulously tailored together, just as they can be messy heaps of muscle, bone, and blood. Apart from being constructs created by fleshwarpers and necromancers, a flesh construct can be both a punishment and a gift. There are grim tales telling the stories of unlucky heroes that failed on fighting against a deity of necromancy and became a material component in a flesh construct as a result. It is also not unheard of that a flesh construct is sent by a deity as a reward of a sacrifice. Flesh Construct
259 Flesh Ooze Large ooze, unaligned Armor Class 9 Hit Points 76 (9d10 + 27) Speed 20 ft., Climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 1 (-5) Damage Vulnerabilities fire Damage Resistances acid, cold Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 4 (1,100 XP) Burst into Cadavers. When the flesh ooze is slain, it bursts into a pile of flesh and bone. From this pile, a number of skeletons and zombies that are 2 (1d4) in total arise. Infectious Fluids. Any nonmagical weapon that touches the flesh ooze becomes infected with the diseases of the rotting, bloating cadavers within the ooze. The infections remain for 24 hours or until it is cleaned. On a hit, the target of a weapon infected this way must succeed on a DC 13 (or DC 15 if critical hit) Constitution save or take an extra 5 (1d10) necrotic damage. While infected, the weapon causes a -1 penalty on attack rolls due to the slime and goo that is on it. This penalty increases by -1 on each hour the weapon remains infected. Cleaning an infected weapon takes 1 minute. Spider Climb. The flesh ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) acid and 4 (1d8) necrotic damage. In addition, the creature must succeed on a DC 13 Constitution saving throw or the ooze takes away a portion of its body’s integrity, consuming muscles. On a failed save, the creature’s Strength and Dexterity scores decrease by 1. This decrease can be removed by a restoration spell. Flesh oozes are creations of necromancy. They are not sentient but animated piles of cadavers, containing all the flesh, bones, and puss of the corpses they are made of. Evil necromancers use them as corpse supply, capable of holding corpses for later use or of consuming them to provide their masters with more bodies to work on. These creatures carry all the stink of the dead in an intensified form. The rotten smell of death given off by this ooze can travel hundreds of feet. Sources of Cadaver. These oozes are a collage of bloated cadavers. They can be destroyed by their master to be turned into skeletons and zombies. They also turn into skeletons and zombies if they are slain by others. Sources of Disease. As they are intensified piles of rot, they can carry various diseases that are associated with death. The Game Master can decide whether the ooze carries a certain disease that can affect the creatures fighting it. In such a case, the Challenge Rating of the ooze may increase by 1 if the disease is extremely lethal. Flesh Consuming. Unlike other oozes, flesh oozes corrode and consume nothing but flesh and bone. This is quite deadly for many living creatures, as they can corrode and consume the muscles of the creatures they get in contact with. Flesh Ooze CREATING FLESH OOZE Flesh oozes can be created by necromancy. A necromancer must be able to cast create undead; needs a very large cauldron, and a pile of cadavers that contain at least 4 medium or 8 small corpses. The cadavers are tossed into the cauldron one by one and melt into bodily fluids and fat. Additional components that cause the corpses to melt rather than cooked cost 100 gp in total. When the melting is done, 60% to 80% of the pile must be goo and the rest must remain as flesh and bones. When the pile is ready, the necromancer casts create undead as a ritual that takes 1 hour to cast and then must leave the pile to rot for 7 hours right after the ritual. After this time of 8 hours, the flesh ooze is created. A flesh ooze that is only a few hours or days old cannot contain diseases as the rot is not enough, it starts to carry diseases after 1d10 days.
260 Ghost of the Past Medium undead, chaotic evil Armor Class 14 (natural armor) Hit Points 68 (8d8 + 32) Speed fly 30 ft. (hover only) STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 18 (+4) 7 (-2) 7 (-2) 18 (+4) Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 8 Languages Deep Speech, the languages it knew in life Challenge 5 (1,800 XP) ACTIONS Multiattack. The ghost of the past makes two Clutch of Death attacks. Clutch of Death. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) necrotic damage plus 5 (2d4) psychic damage. When a creature is hit with this attack, it hears screams, shares the agony of the ghost, and feels immense pain. The ghost of the past is a maddened ghost filled with never-ending despair. It constantly re-experiences the events that transformed it into a ghost and thinks that its pain will subside if it can share it with others. These ghosts are common in defiled places. A ghost of the past may look like the combination of two different creatures. Its upper half looks like it used to in life, yet its lower half is twisted with pain, agony, and madness, resembling the shape of a monster. Some lucky survivors, who got away with their lives after having an encounter with ghosts of the past haunting a sunken ship, say that the ghosts look like they were half humanoid-half octopus. Interestingly, these ghosts can use Deep Speech in addition to the languages they knew in life. Some say that they are true and pure madness, incarnate. Although they are called ghosts, this is not because they are really incorporeal creatures, but because they look like almost completely-materialized ghosts. They are “ghosts of the past” since they cannot forget what happened in the past. It is rumored that there are good-aligned temples that dedicate themselves on freeing the souls of these undead by destroying them. Ghost of the Past
261 Grave Elemental Large elemental, neutral evil Armor Class 16 (gravestone armor) Hit Points 63 (6d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 6 (-2) 8 (-1) 6 (-2) Damage Vulnerabilities thunder Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9 Languages Terran Challenge 6 (2,300 XP) Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. Magic Weapons. The elemental’s weapon attacks are magical. Siege Monster. The elemental deals double damage to objects and structures. ACTIONS Multiattack. The elemental makes two gravestone attacks which it uses as a maul. Gravestone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 3 (1d6) necrotic damage. Entomb. A creature within 30 feet of the elemental must succeed on a DC 16 Dexterity saving throw or it is buried underground for 1 minute. The creature is restrained and unable to breathe while underground. To get out of the tomb, the creature must use its action and succeed on a DC 12 Strength saving throw. Grave elementals are necromancy-infused earth elementals. These elementals live in old, abandoned and desecrated graveyards and on the same kind of soil. Their understanding of nature is so corrupted that they think desecration is necessary for the well-being of graves and of the dead. They believe that corruption must always remain and should never be cleansed. They look like rotten soil in the shape of Large humanoids and they have gravestones, body parts and other pieces of graves sticking out of various random places on their bodies. Grave Elemental
262 Grave Giant Huge giant, neutral evil Armor Class 15 (patchwork armor) Hit Points 150 (12d12 + 72) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 22 (+6) 13 (+1) 15 (+2) 18 (+4) Saving Throws Constitution +10, Charisma +8 Skills Intimidate +8, Medicine +6 Senses passive Perception 12 Languages Common, Giant Challenge 9 (5,000 XP) Graven Components. The grave giant can use the parts of dead bodies it is carrying to boost its necromancy spells as a bonus action. Each body can supply components five times. Such spells deal an extra 2d6 damage of its type, or increase the spell’s DC by 1. The grave giant can use one component on its bonus action. Grave Connection. The giant has advantage on any checks related to the undead. Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (DC 16, +8 to hit). It can innately cast the following spells, requiring no material components: At will: bane, detect magic, false life 3/day each: animate dead, cloudkill, comprehend languages, darkness 1/day each: bestow curse, finger of death ACTIONS Multiattack. The giant makes two morningstar attacks. Bone Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 2 (1d4) necrotic damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Grave giants follow death. They dwell in places that have a connection with the concept of death. They can be found around mass graves, vampire castles, necromancy circles, undead kingdoms, and other venues with a similar nature. Although they are living creatures, they want the whole world to bend their knees before death. Dying and becoming undead afterwards is a gift, in their opinion. They can be found in cooperation with cults and organizations of necromancy, and in the service of deities of death. They carry dead bodies on their back, hanging from a large log. They use these bodies to animate them, and also use their parts as spell components to empower their spells. Grave Giant
263 Gravekeeper Large undead, unaligned Armor Class 14 (natural armor) Hit Points 92 (8d10 + 48) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 22 (+6) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren’t silvered Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the language of its maker but cannot speak Challenge 9 (5,000 XP) Grave Bound. The gravekeeper cannot move more than 500 feet away from the area it is ordered to protect. While within the area, it cannot be targeted by any teleportation or banishment spell. Grave Sense. The gravekeeper can sense everything within the area it is ordered to protect. It knows how many creatures are present within an area of 500 feet. Additionally, it perfectly perceives creatures that are sneaking or invisible within 120 feet of itself if it is in the designated area. Thus, Dexterity (Stealth) checks and everything related to stealth fails against the gravekeeper. Immutable Form. The gravekeeper is immune to any spell or effect that would alter its form. Turn Resistance. The gravekeeper has advantage on saving throws against any effect that turns undead. ACTIONS Multiattack. The gravekeeper makes two grave pole attacks. Grave Pole. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 7 (2d6) poison damage. Wide Swing. Melee Weapon Attack: +9 to hit, 10-foot cone, two targets. Hit: 18 (2d12 + 5) bludgeoning damage plus 7 (2d6) poison damage. The gravekeeper is a towering figure, often wearing long brown or black robes that hide its features. Those who take a careful look at the creature can see that it is partially rotten with gray flesh that peers out from under its robes.. Its body is made of parts that were sewn together in a creation ritual. It carries a huge pole used for marking the burying sites of the dead. The pole is extremely dirty that it contains enough refuse to make a victim severely sick. The gravekeeper is an undead construct created to guard certain sites of interest. Liches, necromancers and other practitioners of death magic often use them. It is a deadly opponent to face, and has a keen sense of the area to which it is assigned to warden. Gravekeeper GRAVEKEEPER’S SIGHT A gravekeeper is bound to whatever place it was created to protect. The creature is constructed within the site, through a special ritual of necromancy. The area can be as large as a 1000-foot square. Once created, a gravekeeper remains in this area indefinitely, or until it is destroyed.
264 Grim Knight Large celestial, lawful evil Armor Class 20 (plate, shield) Hit Points 95 (10d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 13 (+1) 12 (+1) 18 (+4) Saving Throws Strength +8, Constitution +7, Charisma +7 Skills Athletics +8, Deception +7, Insight +4, Perception +4, Persuasion +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, Infernal Challenge 8 (3,900 XP) Magic Resistance. The grim knight has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The grim knight’s spellcasting ability is Charisma (spell save DC 15). The grim knight can innately cast the following spells, requiring no material components: At will: crown of tyranny*, cure wounds, detect evil and good, divine favor, protection from evil and good 1/day each: branding smite, find steed, raise dead, zone of truth ACTIONS Multiattack. The grim knight can make two melee weapon attacks. Longsword of Pain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or it feels an immense pain and be paralyzed until the end of its next turn. Grim Knights are the celestial agents of Naariel The Grim Queen. They are her faithful servants. Although most of them are fallen angels, Naariel grants this knighthood to her most devoted worshippers. The grim knight is a merciless warrior. It wears a gray plate, and carries a gray longsword and a gray shield, all decorated with the religious symbols of Naariel. Grim knights appear when Naariel is pleased with a sacrifice made to her, when someone wants to make a pact with Naariel, or when they are tasked with carrying out a punishment. Grim Knight
265 Helnore Small fey, chaotic evil Armor Class 12 Hit Points 30 (12d6 - 12) Speed 15 ft, fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 16 (+3) Saving Throws Dexterity +4, Charisma +5 Skills Deception +5, Nature +2, Stealth +4 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 10 Languages Common, Sylvan Challenge 1 (200 XP) Helnore Touch. The helnore sends the lifeless objects it touches to its home realm for 1d10 days. This leaves a little thorned sphere shell in the place of the item it has sent. When someone finds this shell, the helnore would know that it is found. Then, it can teleport next to the shell at any time. When the helnore touches a creature this way, it must make a DC 15 Charisma saving throw. On a failed save, it falls asleep and it is sent to the helnore’s home realm (creatures that cannot fall asleep, fall unconscious instead.) These creatures are not harmed in any way when they are in the other realm and they do not remember what happened when they return. Invisibility. The helnore is invisible unless it ends its invisibility as a bonus action or it casts a spell, including its teleport. Magic Resistance. The helnore has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The helnore’s innate spellcasting ability is Charisma (spell save DC 13). The helnore can innately cast the following spells, requiring no material components: At will: comprehend languages, tongues 1/day: polymorph ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Helnore Jump (Recharge 4–6). The helnore magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Helnores are fey that look like small beetles made of mud. They have wings made of shadows. It is hard to make out their features on their faces due to the slimy dirt covering them; although their mouths are usually easy to spot, as a helnore has a big mouth with pointy, sharp teeth. Helnores are pranksters that deceive mortals and fiends alike. They can sense when a mortal is willing to make a deal with fiends. They go and observe such people if they see that a mortal is stupid enough to be tricked, and they go and meet it as if they were the fiends it seeks. They then strike deals as if they themselves were fiends, only to break the deal at the most inappropriate time. These fairies usually wait for the moon to come up to move into a realm other than their own realm. They cannot return to their realm unless the moon is up again.. Since they are not physically strong, they use their cunning, and try to bring their opponents to their knees with their mind games. Helnore
266 Liquid Silver Medium ooze, unaligned Armor Class 15 (natural armor) Hit Points 133 (14d8 + 70) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 2 (-4) 12 (+1) 6 (-2) Damage Resistances. cold, fire; piercing, slashing from nonmagical attacks Damage Immunities poison, psychic, thunder Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, restrained Senses blindsight 60 ft. (blind beyond this radius) Challenge 12 (8,400 XP) Amorphous. The liquid silver can move through a space as narrow as 1 inch wide without squeezing. Grounded. As long as the liquid silver is touching a non-metallic surface, it has immunity to lightning damage. Silver Body. The liquid silvers all attacks are considered made with silvered weapons. Spider Climb. The liquid silver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The liquid silver uses its silver spikes; it then makes three melee weapon attacks. Silver Spikes. The liquid silver unleashes silvery spikes out of its body in a 10-feet diameter centered on itself. All creatures within the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) piercing damage or half as much on a successful one. Silver Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. Liquid Silver is an ooze that absorbs enough silver to turn itself into silver. Usually, it seeks more silver to sustain its form and to split into new liquid silvers. Because of its silvered body, it can be valuable to adventurers; a liquid silver’s corpse is worth 1400 (4d6 x 100) sp. However, because they were in such a gold rush, many adventurers have died in the lairs of liquid silvers. Liquid silvers are generally encountered deep in silver mines. Although a liquid silver is a deadly encounter for most miners, and it is best if the liquid silver is destroyed, some people choose to capture them by magical means. Later, the captured liquid silvers are either sold to wizard towers or some temples as spell components, or they are sold to arenas and fighting pits as exotic monsters. Also, some werewolf hunters prefer to use liquid silvers while battling against werewolves, especially by letting them take the lead as they attack werewolf lairs. It is also rumored that creatures who died because of their greed transform into liquid silvers after their death. Liquid Silver
267 Lustrous Amphithere Wyrmling Medium dragon, lawful evil Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1) Saving Throws Dexterity +3, Constitution +4, Wisdom +2, Charisma +3 Skills Deception +3, Perception +2, Persuasion +3 Condition Immunities prone, restrained Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 2 (450 XP) Amphibious. The Amphithere can breathe air and water. ACTIONS Arcane Breath (Recharge 5-6). The Amphithere roars arcane energy in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 5 (2d4) cold, 5 (2d4) force, 5 (2d4) psychic, and 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid, 2 (1d4) fire, 2 (1d4) lightning 2 (1d4) necrotic damage. Amphitheres are ancient beasts who share the same ancestors as dragons. They have a vast amount of arcane knowledge. Some scholars argue that these beasts are master arcanists; however, their spellcasting ability is actually beyond comprehension. Still, scholars continue to claim that they channel their breath weapons to deal more than one type of damage, using their uncanny and unparalleled arcane powers. They look holographic; their scales have multiple sparkly colors which constantly change when they move. They do not have arms or legs, only colossal wings and a tail attached to their bodies. Amphitheres live in giant cities they build underseas, and in deserts; both of which are places where they can move freely over the sand. They also like to live in places that have a strong arcane presence or aura such as the areas surrounding portals. These places have great potential for Amphitheres to practice their understanding of magic. From time to time, they raid libraries and the lairs of spellcasters where they steal arcane tomes that they perceive to be valuable. They do not avoid violence in their search for knowledge. They do not value the life or existence of other creatures unless they are dragons or powerful spellcasters. They have a great respect for one another, as well as those spellcasters who wield enough power to earn their respects. Lustrous Amphithere
268 Young Lustrous Amphithere Large dragon, lawful evil Armor Class 17 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 17 (+3) 17 (+3) 12 (+1) 17 (+3) Saving Throws Dexterity +4, Constitution +6, Wisdom +4, Charisma +6 Skills Arcana +6, Deception +6, Insight +4, Perception +7, Persuasion +6 Condition Immunities prone, restrained Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 8 (3,900 XP) Amphibious. The Amphithere can breathe air and water. ACTIONS Multiattack. The Amphithere can make two attacks; one with its bite and one with its tail. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) acid, 3 (1d6) fire, 3 (1d6) lightning 3 (1d6) necrotic damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Arcane Breath (Recharge 5-6). The Amphithere roars arcane energy in a 30-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 10 (3d6) cold, 10 (3d6) force, 10 (3d6) psychic, and 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one.
269 Adult Lustrous Amphithere Huge dragon, lawful evil Armor Class 19 (natural armor) Hit Points 230 (20d12 + 100) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 19 (+4) 16 (+3) 20 (+5) Saving Throws Dexterity +7, Constitution +10, Wisdom +8, Charisma +10 Skills Arcana +9, Deception +15, History +9, Perception +13, Persuasion +10 Condition Immunities charmed, prone, restrained Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Abyssal, Common, Draconic, Infernal Challenge 15 (13,000 XP) Amphibious. The Amphithere can breathe air and water. Legendary Resistance (3/Day). If the Amphithere fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The Amphithere’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spells). It can innately cast the following spells, requiring no material: At will: entangle, faerie fire, magic missile, mage hand 1/day each: alarm, charm person, fog cloud, identify, silent image ACTIONS Multiattack. The Amphithere can use its Charming Presence, it then makes three attacks; one with its bite and two with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 21 (3d10 + 6) piercing damage plus 5 (2d4) acid, 5 (2d4) fire, 5 (2d4) lightning 5 (2d4) necrotic damage. Charming Presence. Each creature of the amphithere’s choice that is within 120 feet of the amphithere and aware of it must succeed on a DC 17 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the amphithere’s Charming Presence for the next 24 hours. Tail. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 19 (3d8 + 6) bludgeoning damage. The amphithere can choose to grapple its target after a hit; if it does so, the target must succeed on a DC 17 Dexterity saving throw, otherwise be grappled. Arcane Breath (Recharge 5-6). The Amphithere roars arcane energy in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 14 (4d6) cold, 14 (4d6) force, 14 (4d6) psychic, and 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Adult lustrous amphithere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult lustrous amphithere regains spent legendary actions at the start of its turn. Tail Attack. Adult lustrous amphithere makes a tail attack. Cast Spell (Costs 2 Actions). Adult lustrous amphithere uses its innate spellcasting and casts a spell. Wing Attack (Costs 2 Actions). Adult lustrous amphithere can fly up to half its flying speed. The amphithere, then beats its wings while it is in the air. Each creature within 10 feet of the amphithere must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone due to the wind its wings caused. The amphithere then lands on an available square. Charming Presence (Costs 3 Actions). Adult lustrous amphithere uses its charming presence.
270 Ancient Lustrous Amphithere Gargantuan dragon, lawful evil Armor Class 22 (natural armor) Hit Points 385 (22d20 + 154) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 28 (+9) 14 (+2) 24 (+7) 22 (+6) 16 (+3) 23 (+6) Saving Throws Dexterity +9, Constitution +14, Wisdom +10, Charisma +13 Skills Arcana +20, Deception +20, History +13, Perception +17, Persuasion +13 Damage Resistances psychic; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, prone, restrained Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages All Challenge 22 (41,000 XP) Amphibious. The Amphithere can breathe air and water. Legendary Resistance (3/Day). If the Amphithere fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The Amphithere’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spells). It can innately cast the following spells, requiring no material: At Will: entangle, faerie fire, magic missile, mage hand 3/day each: alarm, charm person, fog cloud, identify, silent image 1/day each: antimagic field, earthquake, gaseous form, greater invisibility, polymorph ACTIONS Multiattack. The Amphithere can use its Charming Presence, it then makes three attacks; one with its bite and two with its tail. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 7 (2d6) acid, 7 (2d6) fire, 7 (2d6) lightning 7 (2d6) necrotic damage. Charming Presence. Each creature of the amphithere’s choice that is within 120 feet of the amphithere and aware of it must succeed on a DC 20 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the amphithere’s Charming Presence for the next 24 hours. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 9) bludgeoning damage. The amphithere can choose to grapple its target after a hit; if it does so, the target must succeed on a DC 18 Dexterity saving throw, otherwise be grappled. Arcane Breath (Recharge 5-6). The Amphithere roars arcane energy in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 20 (8d4) cold, 20 (8d4) force, 20 (8d4) psychic, and 20 (8d4) thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Ancient lustrous amphithere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient lustrous amphithere regains spent legendary actions at the start of its turn. Tail Attack. Ancient lustrous amphithere makes a tail attack. Cast Spell (Costs 2 Actions). Ancient lustrous amphithere uses its innate spellcasting and casts a spell. Wing Attack (Costs 2 Actions). Ancient lustrous amphithere can fly up to half its flying speed. The amphithere, then beats its wings while it is in the air. Each creature within 15 ft. of the amphithere must succeed on a DC 22 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone due to the wind its wings caused. The amphithere then lands on an available square. Charming Presence (Costs 3 Actions). Ancient lustrous amphithere uses its charming presence.
271 Malicious Incarnations Large fiend, neutral evil Armor Class 17 (natural armor) Hit Points 171 (18d10 + 72) Speed fly 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 16 (+3) 14 (+2) 20 (+5) Saving Throws Constitution +9, Wisdom +7, Charisma +10 Skills Perception +7, Religion +8 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from non-magical attacks that aren’t silvered Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses blindsight 120 ft., passive Perception 17 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Magical Resistance. The malicious incarnation has advantage on saving throws against spells and other magical effects. Unearthly Sense. The malicious incarnation constantly knows the location of evil-aligned creatures, good-aligned creatures, celestials, fiends, and undead within 60 feet of it. ACTIONS Multiattack. The malicious incarnation uses its Incarnate Ability. It also makes three Incarnate Weapon attacks. Incarnate Weapon. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) psychic damage regardless of the weapon’s shape. Different incarnations may carry different types of weapons. Incarnate Ability: Indulge in Sin (Incarnation of Sin, Recharge 5-6). The malicious incarnation chooses a creature within 30 feet of itself. The creature must succeed on a DC 18 Wisdom saving throw or it is overwhelmed with sinful thoughts and attacks its nearest ally until the end of its next turn. Incarnate Ability: Painvoke (Incarnation of Pain, Recharge 6). The malicious incarnation chooses a target within 30 feet of itself. The target must succeed on a DC 18 Constitution saving throw or its existence is distorted in such a way that it gains vulnerability against the attacks of the incarnation until the end of its next turn. Incarnate Ability: Terrify (Incarnation of Horror, Recharge 5-6). The malicious incarnation forces each creature of its choice within 30 feet of itself to make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the incarnation for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Incarnate Ability: Destroy Good (Incarnation of Evil, Recharge 6). The malicious incarnation forces a good-aligned creature within 30 feet of itself to make a DC 18 Intelligence saving throw. On a failed save, a creature takes 26 (4d12) psychic damage. On a successful save, the damage is halved. Malicious Incarnations are the embodiments of wicked emotions. They are faceless fiends that haunt defiled places and are merciless servants of dark masters. Malicious Incarnations serve evil and act according to the specific aspect of evil they represent; be-it evil, horror, pain, or sin. A malicious incarnation looks like a hooded figure wearing a long robe covering its entire body. It has no face and has a unique and creepy voice that does not resemble any other creature. Malicious incarnations are the angels, or faithful and divine servants, of dark powers. If a creature serves an evil deity, to a powerful fiend, or another dark master well, it can be transformed into a malicious incarnation by the master as a gift after the creature’s death. Malicious Incarnations
272 Mana Devourer Medium undead, neutral evil Armor Class 12 (15 with mage armor) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 6 (-2) 7 (-2) 16 (+3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 8 Languages Understands the languages it knew in life but cannot speak Challenge 5 (1,800 XP) Infused With Magic. The mana devourer is infused with the pure form of magic along with necrotic energies that created it. Thanks to this infusion, it has a mage armor spell cast on it permanently. Additionally, the mana devourer can sense magical items, glowing with ice-blue magical fire when it is within 5 feet of a magical item, shedding dim light in a 10-foot radius. The magical existence of the mana devourer can be disrupted with a dispel magic spell. When a dispel magic is cast on the mana devourer, it must succeed on a Charisma saving throw whose DC is equal to the spell save DC of the caster, or the mana devourer is paralyzed until the end of its next turn. ACTIONS Multiattack. The mana devourer makes three attacks: two with its sickle and one with its mana devouring wand. Arcane Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Also, if the target is a spellcaster, it must succeed on a DC 14 saving throw of its spellcasting ability or it loses one spell slot of its highest spell level as if it cast a spell of this spell level. Mana Devouring Wand. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: One of the magical items the target is carrying loses all its magical properties until the end of the target’s next turn. Mana Devourers are the undead who were infused with arcane energies during their creation. While normally, the undead is driven by the hunger to live, mana devourers delight in consuming magic. They can feel the presence of magic, and are constantly seeking it. They are effective against enemies who rely on their magical items in combat. They are also used by necromancers while searching for magical relics. Mana devourers are skeletal beings and they carry a sickle and a wand, which gives them an appearance close to that of pharaohs. Mana Devourer
273 Mind Consumer Small aberration, chaotic evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 16 (+3) 3 (-4) 7 (-2) 7 (-2) Condition Immunities grappled Senses darkvision 60 ft., Passive Perception 8 Languages Understands Deep Speech but cannot speak Challenge 2 (450 XP) ACTIONS Multiattack. The mind consumer makes one bite attack and uses its Mind Consuming if able. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage. Mind Consuming (Recharge 5-6). The mind consumer can push its tentacles deeper on a successful bite attack. The target must make an Intelligence saving throw or it loses a spell slot of 2nd level or lower. If the target has no spell slot available, it becomes paralyzed until the end of its next turn instead. Mind Consumers are aberrations who are always hungry for the mind of intelligent creatures. They have green-gray and very slippery skin. They have small white tentacles instead of feet, hands, teeth, and wings; and they use these tentacles to eat the target’s mind, causing them great pain. Although they are not strong or intelligent, they are tough. Thanks to their Small size and high flying speed, mind consumers are good at attacking a creature and running away quickly if needed. Also, thanks to their Mind Consuming feature, they are extremely effective against spellcasters, especially if the spellcaster is not so powerful. However, mind consumers are not effective teamworkers and generally act on selfish thoughts. Mind Consumer
274 Minotaur Golgothan Small undead, neutral evil Armor Class 15 (natural armor) Hit Points 78 (12d6 + 36) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 6 (-2) 6 (-2) 15 (+2) Saving Throws Strength +6, Constitution +6 Skills Intimidation +8, Perception +1 Damage Vulnerabilities bludgeoning Damage Resistances piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, paralyzed, poisoned, prone, stunned, unconscious Senses darkvision 120 ft., passive Perception 11 Languages Understands Abyssal and Infernal but cannot speak Challenge 7 (2,900 XP) Charge. If the minotaur golgothan moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Flaming Eyes. Each creature within 5 feet of the minotaur golgothan, and also in its line of sight must make a DC 13 Dexterity saving throw at the start of their turns. On a failed save, they take 7 (2d6) fire damage due to its uncanny, burning eyes. On a successful one, they take half as much damage. If targeted creatures die due to this feature, their bodies start to ignite and their remains turn to ashes. Innate Spellcasting. The minotaur golgothan’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spells). It can innately cast the following spells, requiring no material: At will: abating bolt* (as if 5th level), blood curse*, chill touch 3/day each: bestow curse, bleeding river*, bolts of waning* 1/day each: horrendous touch*, raining blood* ACTIONS Multiattack. The minotaur golgothan makes two melee weapon attacks. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 2 (1d4) necrotic damage. Demising Gaze. Minotaur golgothan’s eyes shine with hallucinating arcane colors. Then, the minotaur golgothan fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed until the end of its next turn. Some necromancers who wish to recruit wicked servants often dwell in cemeteries. Few are lucky to find a skeleton of a minotaur, out of the remains of which it can create a brute servant. Minotaur Golgothans are; therefore, assets to powerful necromancers that are mostly used for their own personal protection. They often only consist of the skull of a minotaur with two large horns. The skull’s eyes burn with a small but violet flame. If the minotaur has recently died, its golgothan might have rotten pieces of flesh dangling off random places on it. Minotaur Golgothan
275 Night’s Grim Medium fey, chaotic evil Armor Class 15 Hit Points 71 (11d8 + 22) Speed 50 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3) Skills Athletics + 6, Perception +5, Intimidation +5, Stealth +7, Survival +5 Condition Immunities frightened Senses darkvision 120 ft. , passive Perception 15 Languages Understands Common but cannot speak Challenge 4 (1,100 XP) Devour. The night’s grim grapples a creature; then, it can make a bite attack with its mouth on its belly with advantage. Optional Invisibility. When invisible, the night’s grim can choose to be seen by a creature it chooses. Sight of Terror. If the night’s grim sneaks near to a sleeping creature, the creature instinctively awakens. When the awakened creature sees the night’s grim, it must succeed on a DC 15 Dexterity saving throw to avoid eye contact. If it looks at the night’s grim’s eyes, it gazes into the depths of the night grim’s nature. Such a sight makes the creature terrified, making its mouth stutter, becoming frightened for 1 minute, suffering from a short-term madness, and taking 21 (6d6) psychic damage. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the night’s grim is within line of sight, ending the effect on itself on a success. Terror and Gore. If the night’s grim grapples a creature, it can still make its multiattack against the creature, making it fall prone on a failed DC 14 Strength saving throw. If the creature is frightened of the night’s grim, it takes an extra 5 (1d10) psychic damage from the otherworldly terror the night’s grim spreads. Innate Spellcasting. The night’s grim’s innate spellcasting ability is Charisma (spell save DC 13). The night’s grim can innately cast the following spells, requiring no material components: At will: invisibility 3/day: sleep ACTIONS Multiattack. The night’s grim makes three melee weapon attacks; one with its bite and two with its claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6) acid damage The night’s grim is a silver-gray creature that lacks facial features. It is completely naked and does not have genitals. It has wide-set, pitch-black eyes, and overgrown, razor-sharp claws in the color of steel. Its mouth, which is full of distorted teeth, is on its belly, adding to the creature’s otherworldly appearance. The night’s grim is a dark fey, and could even be considered one of the darkest among them. Its nature is unknown to most, as it does not care about politics among the fey, magic, or anything else that others might equate to power. The one thing it cares about is blood, and it lusts after blood relentlessly. It aims to attack anyone it can see, especially if the victim is sleeping. Rumors say that a night’s grim is created as a result of a realm of madness and the realm of the fey somehow colliding, but any fey who communicates with races of the material realm refuse to speak further on the matter. Night’s Grim
276 Pariah Medium undead, neutral evil Armor Class 14 (natural armor) Hit Points 76 (9d8 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 19 (+4) 11 (+0) 10 (+0) 18 (+4) Saving Throws Constitution +7, Charisma +7 Skills Perception +3, Deception +7, Intimidation +7 Damage Vulnerabilities radiant Damage Resistances cold, fire, necrotic, poison Condition Immunities exhausted, poisoned, unconscious Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Infernal Challenge 7 (2,900 XP) Devil’s Sight. Magical darkness doesn’t impede the pariah’s darkvision. Innate Spellcasting. The pariah’s spellcasting ability is Charisma (spell save DC 15). The Pariah can innately cast the following spells, required no material components: At will: darkness, fire bolt 3 day/each: burning hands, mirror image 1 day/each: fireball ACTIONS Multiattack. The pariah makes two melee weapon attacks with its longsword. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage plus 18 (4d8) necrotic damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 13 (3d8) necrotic damage or 8 (1d10 +3) slashing damage plus 13 (3d8) necrotic if used with two hands. REACTIONS Shunned. When a group of humanoid starts their turn within 60 ft. of the pariah, the pariah can create a magical area that the members of that group cannot see or hear one another. They might hear cries for help and screams from their friends or boos of an angry mass even if the sounds are all fake. Creatures hostile to the pariah are confused and thus become frightened. If one member can see the pariah, it must succeed on a DC 15 Wisdom saving throw or stay frightened for 1 minute. Pariahs once were humanoids living among the rest of the folk; working regular jobs, eating, sleeping, and generally going about their everyday business. However, they each committed an act or acts that did not fit their society in such a way that they were excluded by their own kind. They were exiled and continued to lead sinful lives. The crimes they committed were so unacceptable and harsh that when they died, they weren’t even accepted in hell. What is worse, they were assigned to wander through eternity through the realms, and to spread the unique and horrific brand of evil of fiendish forces as an infernal agenda. They have a distinct smell of burnt coal and meat. Their cool violet colored skin looks charred and rotten at the same time. Their skeleton does not resemble that of a human, their bones look as though they grew recklessly. They consume their own organs and thus completely abandon their humanity. The way they consume their organs is so by opening a hole on their chest and then smoothing over the scar with melted iron. Most of them use an oval amber to cover the hole, while some others prefer it to stay open. Pariah
277 Rammed Force Tiny elemental, chaotic evil Armor Class 13 Hit Points 10 (4d4) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 17 (+3) - 3 (-4) 3 (-4) 10 (+0) Saving Throws Dexterity +5 Skills Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, , frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, unconscious Languages — Challenge 1 (200 XP) Force Explosion. When a rammed force is destroyed, creatures 10 ft. near it must make a DC 13 Dexterity saving throw. On a failure, targets take 7 (2d6) force damage. On a successful one, targets take half damage. ACTIONS Multiattack. Rammed Force makes two melee weapon attacks. Force Skirmish. As an action, a rammed force can go into a frenzy to speed up and hit every creature it could reach with its regular flying speed. Target creatures must make a DC 13 Dexterity saving throw. On a failure, targets take 2 (1d4) force damage. On a success, targets take half damage. It must finish its force skirmish in the same square it started. Force Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) force damage. Rammed Forces look like tiny little balls of energy. They move freely and unexpectedly. Since they are made of force, they are transparent and extremely hard to notice. They look like blurry, transparent clouds, slightly distorting the appearance of the area they occupy. Legends say that rammed forces were created by an ancient, powerful hag, who wanted the balls to act as her personal guards. When the hag was murdered; however, these balls of energy were not destroyed but went into a never-ending killing frenzy and spread all across the realms. Nowadays, they act randomly and they serve no one. Rammed forces like to travel different planes of existence and are drawn to magical areas, be it arcane, druidic, or divine. What reasons drive a rammed force to travel between planes or the exact numbers of rammed force are still a mystery. Some speculates about that each rammed force carry a part of the destroyed hag’s mind and they are searching for a way to bring all rammed forces together, resurrecting the hag. A rammed force is actually a ball of magical energy. With proper knowledge, a spellcaster can try to use the magical energy within a rammed force for its own purposes. Source of Magical Power. A successful DC 15 Intelligence (Arcana) check reveals that a rammed force can be used to regain an expended spell slot. As an action, a spellcaster creature targets a rammed force within 15 feet of it and can try to absorb the magic that keeps the rammed force intact. The rammed force must succeed on a DC 11 Charisma saving throw or it is absorbed by the spellcaster and the spellcaster regains an expended spell slot of 4th level or lower. Rammed Force
278 Rampage Goblin Small humanoid (goblinoid), neutral evil Armor Class 15 (unarmored defense) Hit Points 39 (6d6 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 8 (-1) 8 (-1) Skills Athletics +5, Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 2 (450 XP) Always Angry! The rampage goblin is always angry and it is very hard to take it out of combat or make it focus on anything other than combat. So, the rampage goblin has advantage on saving throws against being charmed and frightened. Nimble Escape. The rampage goblin can take the disengage or hide action as a bonus action on each of its turns. Smell of Blood. The rampage goblin can smell the fresh blood within 20 feet of it automatically, and its speed increases to 40 feet while there is a bleeding creature within 20 feet of the rampage goblin. Strongest Goblin. The rampage goblin can wield two one-handed weapons without any penalty. Also, if it hits a target whose size is Large or smaller successfully with both of them in a round, the target must succeed on a DC 13 Strength saving throw or fall prone. ACTIONS Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands. Rampage goblins are bloodthirsty maniacs. They are blessed with strength and with the ability to smell blood. They love to use their axes to wound their enemies, let them escape a bit with their bleeding wounds, and then rip them into pieces after tracking the scent of their blood. This wicked game is the ultimate source of pure ecstasy for a rampage goblin. It is very hard to differentiate a rampage goblin from a normal goblin. The only features that make them discernable from normal goblins are their crimson-red noses and their blood-soaked axes . Big goblin groups and raids are generally led by a rampage goblin. A goblin raid that includes several rampage goblins in it is truly a terrifying sight. A rampage goblin with class levels may lead such raid groups. Rampage goblins generally choose to advance in Barbarian class, especially the path of Gore Gladiator. There are even tales of some rampage goblins who became “arena champions”. On the other hand, some rampage goblins walk a more religious path, and choose to become a Rampage Domain cleric. Rampage Goblin
279 Relic Sentry Medium construct, unaligned Armor Class 10 Hit Points 37 (5d8 + 15) Speed 40 ft., burrow 30 ft. (Warden) STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 1 (-5) Damage Vulnerabilities fire, lightning, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities force, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsense 30 ft., darkvision 60 ft., passive Perception 10 Languages understands the language of its maker but cannot speak Challenge 2 (450 XP) Covenant (Guardian). A witch of coven affiliation can use the relic sentry as its coven member for its features and abilities. Limited Magic Immunity (Guardian). The relic sentry can’t be affected or detected by cantrips or spells of 1st level unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Mending. A relic sentry cannot be destroyed unless it is consumed by flames. When dropped to 0 hit points, it slowly mends itself and regains all of its hit points in 1d20 hours. Soul Collector (Reaper). When a creature dies within 30 feet of a relic sentry, it can collect the creature’s soul as an action, placing it on its chest. A creature with its soul collected this way cannot be resurrected unless by a wish spell or the sentry is destroyed. ACTIONS Multiattack. The relic sentry makes two attacks with its slam, or blasphemous touch. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage Blasphemous Touch (Reaper). Magical Touch Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d10) necrotic damage. If the target is a spellcaster that takes its spells and abilities directly from a deity (such as a cleric or paladin), it must succeed on a DC 13 Wisdom saving throw or it cannot cast its spells or use its divine abilities until the end of its next turn. A creature that succeeds on this saving throw is immune to its effects until the start of the sentry’s next turn. Entangling Grapple (Warden). The relic sentry makes a grapple check against a creature (escape DC 13). While grappled, the creature is restrained and takes 14 (4d6) bludgeoning damage at the start of the sentry’s turns as long as it remains grappled. At the start of its turns, the creature can attempt to break free from the grapple. Relic sentries are constructs made of wood, plants, fiber, and bones. Their bodies look like planks of wood sewn together by weed, ivy and fiber. They are also ornamented with bones to resemble animals such as the stag. Because of their appearance, commoners often think they are spirits, or demons, of the forest. Such superstition is exactly what the makers of these sentries want. Relic sentries are created by witches, and are magically animated by souls that are visibly stored in their chest. They act as servants, protectors, and sentries for covens or other witch affiliations. Although similar in their core, they differ in what they are made for, in accordance with the affiliation of witchcraft that makes them; Guardian. Guardians are the sentries of coven witches, made to serve and protect the coven. They can act as coven members, enabling the witches to cast spells through them. Reaper. Reapers are the creation of infernal witches. They serve their masters and collect the souls of those that are slain in the process. They provide protection against clergies and inquisitions, as they can break the bond between divine agents and their deities, convincing the former to stray from the latter for a while. Warden. Wardens are the sentries of nature witches. They protect forests under the order of witches and druids. They can entangle and constrict hostile creatures, eliminating them or simply holding them as they await their masters’ arrival. Relic Sentry
280 Rotface Tiny fey, chaotic evil Armor Class 12 Hit Points 13 (3d4 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4) Skills Perception +0, Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Sylvan Challenge 1/2 (100 XP) Magic Resistance. The rotface has advantage on saving throws against spells and other magical effects. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage. Cursed Fangs. The rotface pierces its fangs through the flesh of one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 10 Charisma saving throw or become cursed. The cursed target loses 1 point of Constitution after each hour, as its head takes on a rottener aspect. The Constitution score does not decrease while the target is in dim light or bright light, but it keeps decreasing when the cursed creature gets in darkness if the curse is not removed. When the cursed target’s Constitution becomes 1, the target dies and transforms into a new rotface. Casting remove curse, greater restoration, or a similar spell on the target end the curse, and remove all of its effects. Rotfaces are the weirdest of feys. With rotten humanoid heads and tiny fey bodies, they run faster than most, and spread death wherever they go. Because of their curses that give them the ability to produce more rotfaces, chaos and evil follows them wherever they go. Whether it is created by a powerful fey’s cursed words, as a result of a spell, or as a mocking of a dark entity, the rotface seeks destruction alone. Rotfaces can generally be found in jungles and swamps. Also, mysteriously, warmth attracts them a lot. So, they generally attack travellers who are resting around a campfire. Rotfaces cannot withstand the beauty of nature and try to destroy it constantly. They envy all types of elves and good-aligned feys. If a rotface encounters a group that has one of these two in it, the rotface attacks to kill that one first. Since their curse are effective only on dark places, rotfaces choose to attack at night or they move the incapacitated creatures to their dark lairs after battle. Rotface
281 Swarm of Blood Bats Medium swarm of Tiny elementals, neutral evil Armor Class 14 Hit Points 27 (5d8 + 5) Speed fly 30 ft. STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 13 (+1) 6 (-3) 15 (+2) 10 (+0) Saving Throws Dexterity +6, Wisdom +4 Skills Acrobatics +6, Perception +4, Intimidation +2 Damage Resistances acid; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses blindsight 60 ft., passive Perception 14 Languages — Challenge 3 (700 XP) Boiling Blood. When the swarm of blood bats occupies another creature’s space or vice versa, the creature must make a DC 14 Constitution saving throw. On a failure, due to the aura of blood bats, the creature’s blood burns as if it is boiling; the creature takes 5 (2d4) necrotic damage. On a success, the target takes half damage. Blinding Blood. When the swarm of blood bats occupies another creature’s space or vice versa, the creature must make a DC 14 Dexterity saving throw. On a failure, due to the blood that blood bats spread, the creature is blinded until the end of its turn. On a success, nothing happens. Keen Hearing. The swarm of blood bats has advantage on Wisdom (Perception) checks that rely on hearing. Swarm. The swarm of blood bats can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny blood bat. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) necrotic damage, or 6 (1d4 +4) piercing damage plus 3 (1d6) necrotic damage if the swarm of blood bats has half of its hit points or fewer. Milena is the goddess of blood and sacrifice; and blood bats are her creation. When someone invokes her name properly, it is said that she sends a Medium blood bat to show that she, indeed, approves the deed. This swarm consists of tiny, miniature versions of such blood bats. When several swarms of blood bats collide and fly together through the sky, it looks as though heavens turned crimson and were painted with blood. These swarms are connected to Milena, and follow her orders and doctrines. Swarm of Blood Bats
282 Temptation Demon Medium fiend (demon, shapechanger), chaotic evil Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 20 (+5) Saving Throws Constitution +5, Charisma +8 Skills Deception +8, Insight +3, Persuasion +8 Senses passive Perception 10 Languages Abyssal, telepathy 120 ft. Challenge 6 (2,300 XP) Deadly Charm. The temptation demon has advantage on its attacks against the creatures it has charmed. Magic Resistance. The temptation demon has advantage on saving throws against spells and other magical effects. Mirage. The temptation demon can give a creature what it wants. Deepest desires, short time pleasures and even long-term life goals can become real with the powers of a temptation demon, just in dreams however. If a temptation demon talks with a creature for 10 minutes, the creature makes a DC 18 Wisdom saving throw. The creature is not aware of the saving throw. On a failed save, the temptation demon learns the desires of the creature and it can shape the creature’s mind according to it as an action. The creature keeps comprehending its environment, however some realities may change for it. For example, think about a soldier who wants to have a family with children. By the effects of Mirage, a temptation demon can make the soldier believe that they are partners and little quasits following the demon are their children. In this case, the soldier will probably want to protect its family from the adventurers attacking the demon. Shapechanger. The temptation demon can use its action to polymorph into a humanoid race, except its statistics. Innate Spellcasting. The temptation demon’s innate spellcasting ability is Charisma (DC 16, +8 to hit). It can innately cast the following spells, requiring no material components: At will: charm person, detect magic, mage armor 3/day each: comprehend languages, darkness, disguise self, misty step, invisibility 1/day each: bestow curse, dispel magic, fireball ACTIONS Multiattack. The temptation demon makes two claw attacks or one tail attack. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) poison damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 11 (2d10) poison damage. A poisoned creature must make a DC 16 Wisdom saving throw or it becomes charmed until the end of its next turn. Temptation demons are fiendish creatures of evil, who are masters of charm and temptation. They have clawed hands, and a poisonous tail. To conceal their corrupted body, they use their shapeshifting abilities or other magical powers. Temptation demons are generally used by more powerful demons to retrieve something from a creature that can be tempted. Temptation demons like intrigue and politics, especially if it is about mortals and their souls. When they want to get involved in such mortal games, they generally kill a humanoid, hide or destroy its body, and take the killed creature’s shape by their shapechanging abilities. Since their interest in such intrigues and politics is a well-known fact, enemies of fiends, especially clerics and paladins, act very carefully against them. Temptation Demon
283 Tlaxtil Medium aberration, chaotic evil Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 18 (+4) 15 (+2) 13 (+1) Saving Throws Strength +7, Constitution +6, Intelligence +7, Wisdom +5 Skills Athletics +7, Arcana +7, Insight +5 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft. passive Perception 12 Languages Common, Deep Speech Challenge 8 (3,900 XP) Magic Resistance. The tlaxtil has advantage on saving throws against spells and other magical effects. Manifest Sword. The tlaxtil can bring their hands together to a two-handed grip, and a greatsword with weird edges and symbols is formed within its hands. This happens so fast that the tlaxtil can do so when it decides to attack with its sword. Spellcasting. The tlaxtil is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): fire bolt, minor illusion, ray of frost 1st level (4 slots): false life, illusory script 2nd level (3 slots): mirror image, ray of enfeeblement, spider climb 3rd level (3 slots): bestow curse, counter spell, hypnotic pattern 4th level (3 slots): hallucinatory terrain, phantasmal killer 5th level (2 slots): cloudkill, modify memory ACTIONS Multiattack. The tlaxtil makes two far-woven greatsword attacks. Far-Woven Greatsword (+1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage plus 9 (2d8) psychic damage Maddening Gaze. The tlaxtil looks at a creature within 30 feet of it, filling its mind with the unbearable ambiguity of aberrations. The target must make a DC 16 Wisdom saving throw or take 45 (10d8) psychic damage, become stunned until the end of its next turn, and suffer from short-term madness. The tlaxtil are former humanoids deformed by aberrant powers. Their skin is so deformed that they carry the features of different animals; such as scales, webbed feet, or gills. They can manifest magic swords out of thin air. They present their foes with the knowledge of the vast and chaotic reality of their origin, knowing that their weak minds will not be able to handle it and that they will go mad. The reason why the tlaxtil roams the world is a mystery, but some scholars say that they seek to fulfill certain personal desires, or those of their society; whomever it may be. Whatever their reasons are, they do not hesitate to have their fun by slaughtering or deranging those who get in their way. They speak Common only to ridicule. Tlaxtil
284 Tryzgus Medium fiend, chaotic evil Armor Class 15 (natural armor) Hit Points 47 (5d8 + 25) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 20 (+5) 4 (-3) 13 (+1) 6 (-2) Saving Throws Strength +7, Constitution +8 Skills Athletics +7 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities frightened, poisoned Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Common Challenge 5 (1,800 XP) Leap (Recharge 4-6). Instead of making its movement, the tryzgus can leap 40 ft. Magic Resistance. The tryzgus has advantage on saving throws against spells and other magical effects. Poisonous Body. A creature making a melee attack against tryzgus or trying to grapple it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn. ACTIONS Multiattack: The tryzgus makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 2 (1d4) poison damage. Body Slam. If the tryzgus charges 10 ft. towards a creature, it can slam the creature with its body. The creature must succeed on a DC 14 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. Tryzgus look like a giant, demonic toad. It is said that once, a fiend monarch tainted the waters in a lake, and caused the toads there to mutate into these creatures. The creatures became extremely violent demons and have been around to this day. They try to destroy and devour everything on their path. Aside from their aggressiveness, they are very territorial; they do not travel long distances unless they are starving. Still, they breed very fast, and this results in their territory expanding rapidly, consuming entire forests. The tryzgus were created as a means of invasion. They are not necessarily controlled by the monarch who created them, nor their demon servants. They only exist for mindless aggression. Although they do not attack their master’s demons, the demons feel nervous or perhaps jealous in these monsters’ presence, as they were created out of something quite ordinary. Because of this, demons tend to keep from intercepting with the invasions of tryzgus hordes, and choose to attack other locations instead. tryzgus
285 Typhee Huge monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 42 (5d12 + 10) Speed 50 ft., fly 60 ft., swim 50 ft. STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 15 (+2) 7 (-2) 12 (+1) 15 (+2) Saving Throws Strength +7, Dexterity +7 Skills Acrobatics +7, Athletics +7, Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Senses darkvision 120 ft., passive Perception 17 Languages Understands Abyssal, Common and Infernal but cannot speak Challenge 5 (1,800 XP) Amphibious. The typhee can breathe air and water. Keen Hearing And Smell. The typhee has advantage on Wisdom (Perception) saving throws that rely on hearing or smell. ACTIONS Multiattack. The typhee makes two melee weapon attacks; one with its claw and one with its bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 5 (2d4) poison damage. REACTIONS Restricting Wings. When a creature attacks the typhee, it can swing its wings so that the creature is stuck between its wings before it attacks and take 7 (2d6) necrotic damage. The creature must make a DC 17 Strength or Dexterity saving throw (whichever is higher) at the beginning of each of its turns. On a failed save, it cannot get out of the wings and is considered as grappled. The creature continues to suffer from 11 (2d10) necrotic damage each turn it cannot get out of the wings. The condition ends if the typhee uses its reaction against another target, uses its wings to fly, chooses to let go of the creature as a bonus action; or, if the grappled creature succeeds on its saving throw during one of its turns. Typhees are magical monstrosities that are created by the most ferocious of fiends to be used as their favorite mounts. Typhees have giant, bat-like magical dark wings which enable them to fly. They can move on the ground, using their huge, eel-like tails, instead of their legs. They have fins all over their tails and torsos. They also have gills on their heads which enable them to breathe underwater. Although they are generally black and dark blue, they do not have one, specific color. The color is up to the typhee’s creator. In addition to their ability to be the perfect mounts, they are dangerous monstrosities with their bodies built for murder, with sharp claws and teeth. Typhee
286 Unwanted Small undead, neutral evil Armor Class 12 Hit Points 21 (6d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0) Skills Acrobatics +4, Perception +3, Stealth +4 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understand Common but cannot speak Challenge 1/2 (100 XP) Dexterous Grapple. The unwanted can make its Athletics check with Dexterity and with advantage for the purpose of grappling a target (the Athletics score is shown with Dexterity). ACTIONS Burden of Guilt. Unwanted jumps on top of a Medium or Small creature, making a Dexterity (Athletics) check with advantage to grapple it. If it succeeds, it sits on top of its shoulders, sharing the same space, and starts choking. At the start of each of the unwanted’s turns, the grappled creature must succeed on a DC 13 Strength saving throw or fall prone. DC of the Strength saving throw increases by 1 for the next saving throw after each failed save. As long as the target remains grappled, the unwanted also continues choking, dealing 4 (2d4 - 1) bludgeoning damage as an action. The unwanted is the revenant of an unwanted child. If an unwanted baby is left to die in the wilderness, its soul remains in its body after it dies. It becomes twisted with the sense of abandonment and influence of dark or death magic. Thus, it becomes an undead creature, haunting the commoners who pass through its territory. The creature jumps on adults, leaping from behind their backs and over their shoulders, and beginning to choke them. They feel heavier and heavier, until the victim drops down, prone, and cannot get up. Folklore says that the reason for the unwanted to jump over the shoulders of its victims is to make them carry it to a proper grave and to make it a burial. Such a ritual is believed to bring peace to the creature’s soul, and make it pass over to the other world, for good this time. Unwanted
287 Vampire Minion Medium undead, lawful evil Armor Class 14 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 15 (+2) Saving Throws Dexterity +4, Wisdom +3 Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 4 (1,100 XP) Regeneration. The vampire minion regains 5 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Spider Climb. The vampire minion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire minion has the following flaws: Forbiddance. The vampire minion can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire minion takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire minion is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire minion takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONS Multiattack. The vampire minion makes two longsword attacks or two longbow attacks. It can use its Blood Steal in place of one longsword attack. Blood Steal. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The vampire minion regains hit points equal to the damage dealt by this attack. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10+2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Vampire minions are created to serve vampires or their agents. While vampires are generally neutral evil, vampire minions are lawful, as a result of their loyal nature. Though they carry the same weaknesses as vampires, they are not as powerful as vampires are. They follow their orders and take pleasure in executing them to the letter. The most valuable reward that can be given to them the honor of being transformed into a vampire spawn, or even to a vampire. Vampire Minion VAMPIRE ABOMINATION A vampire abomination is a vampire created by a vampire of weak blood potency. They are inherently mad as they cannot endure their caught-in-between nature. The vampire abomination has the same statistics as the Vampire Minion, except for the following differences: • Because of its destructive madness, its alignment is chaotic evil. • It does not have natural armor and its AC is 12. • Because of its madness, its Wisdom is 6 (-2), its passive Perception is 8, and it suffers from a permanent madness. • Multiattack. The vampire abomination makes three attacks, two with its claws and one with its bite. • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) necrotic damage. • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The vampire abomination regains 1 blood point (if the Vampirism rules are used), or it regains hit points equal to the amount of necrotic damage dealt.
288 Wicked Avatar Large celestial, any evil (avatar of chaos must be of chaotic alignment) Armor Class 20 (plate) Hit Points 250 (20d10 + 140) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 26 (+8) 18 (+4) 24 (+7) 16 (+3) 18 (+4) 20 (+5) Saving Throws Constitution +13, Wisdom +10, Charisma +11 Skills Perception +10, Religion +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, necrotic Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses truesight 120 ft., passive Perception 20 Languages All, telepathy 120 ft. Challenge 17 (18,000 XP) Embodiment of Chaos (Avatar of Chaos). The Avatar of Chaos is the embodiment of chaos, it is chaos itself. Its existence has the ability to bend reality in a chaotic way. When the avatar stays in a place, it slowly affects the emotions of the creatures around. The alignments of the creatures within 1 mile shifts to chaotic after 1 month. Also, if a creature within 60 feet of the avatar sees the avatar, the creature must succeed on a DC 19 Charisma saving throw or its alignment shifts to chaotic instantly. Embodiment of Disease (Avatar of Disease). The Avatar of Disease brings illness with itself. A creature within 500 feet of the avatar must succeed on a DC 19 Constitution saving throw at the end of each day or it contacts a disease as if it is targeted by a contagion spell. Embodiment of Famine (Avatar of Famine). The Avatar of Famine brings drought and hunger with itself. When the avatar stays in a place, the animals around it die, and the plantation withers. After 1 month, all animals and plantations within 1 mile die, leading to a famine. Embodiment of Murder (Avatar of Murder). The Avatar of Murder is the embodiment of killing, it is murder itself. Its existence has the ability to make creatures tend to kill others. When the avatar stays in a place, it slowly affects the emotions of the creatures around. When the avatar stays in a place for 1 month, creatures around become more bloodthirsty slowly and start to kill each other for no reason. They become hateful and impatient. Also, if a creature within 60 feet of the avatar sees the avatar, the creature must succeed on a DC 19 Wisdom saving throw or it immediately tries to kill the nearest creature. The effect ends when the avatar dies or the creature falls unconscious. Magic Weapons. The avatars’ weapon attacks are magical. Personal Weapons. The avatars have a weapon unique to each of them. An avatar knows where its weapon is, can teleport to the weapon or call the weapon to its hand, each as a bonus action. It can also perceive the environment of the weapon as if the avatar is there. Wicked avatars are corrupted angels. While they represented order, health, fertility, and family before they became twisted, after their transformation, they become avatars of chaos, disease, famine, and murder. Since corrupting an angel is not an easy task, these avatars are rare and they can be seen as the most powerful of lieutenants, soldiers, or emissaries of dark masters. These avatars’ presence changes the world around them. They represent a concept so powerful that they bend reality itself. Generally, mortal minds cannot bear to be in proximity to such powerful avatars and are crushed under the effects. Each avatar has its own way of altering the world. All avatars carry a weapon that is special for them. These weapons are either the corrupted versions of their angelic arsenal or gifts from their new dark masters. If the weapon is of angelic origin, it is cleansed and is left behind when the avatar dies. Otherwise, the weapon is also destroyed when the avatar perishes. The wicked avatars are extremely powerful creatures. Once one of them is summoned, it threatens many lives. Summoning of one of them is considered apocalyptic by some, and generally lead to serious crisis in areas an avatar is summoned into. There are stories of many battles caused by such avatars in the history of many different realms. Since these creatures are already powerful by themselves and are accompanied with the members of the cult that summoned the avatar, destroying them proves to be highly challenging. It generally requires the help of more than one clergy, adventurers, and mercenaries if needed. The angelic relatives, or friends of the summoned avatar also help in such battles to end the corruption within the avatar, if the identity of the avatar is known. A DC 21 Intelligence (Religion) check reveals the identity of the avatar and one of its angelic relatives or friends, and the check must be made by someone who saw the summoned wicked avatar. Wicked Avatar
289 ACTIONS Multiattack. The wicked avatar makes three weapon attacks with their weapons. Ever-changer (Avatar of Chaos). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) damage of a random damage type determined by the GM. Ever-changer is a weapon that changes its shape continuously and deals different types of damage because of this reason. However, it cannot deal the same damage type in two consecutive attacks. Disease Carrier (Avatar of Disease). Ranged Weapon Attack: +10 to hit, range 100 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) necrotic damage. Also, the target must succeed on a DC 19 Constitution saving throw or it becomes poisoned for 1 minute. Disease Carrier is a longbow covered with rotting flesh and decayed liquids. Shortsword of Hunger (Avatar of Famine). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Also, the target must succeed on a DC 19 Constitution saving throw or its health is disrupted, and it takes a level of Exhaustion. Daggers of Murder (Avatar of Murder). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) piercing damage. The avatar can make another attack with one of these daggers as a bonus action. Also, these daggers make their job more bloody than normal thanks to their curved shape. When a creature is hit with one of these daggers, its blood or other bodily fluids splashes around. Each creature that can see the creature hit by the avatar and that is within 30 feet of it must succeed on a DC 17 Wisdom saving throw or it falls in a bloodthirst and attacks the nearest creature as a reaction, or until the end of its next turn if it has no reaction.
290 Wicked Forest Gargantuan plant, lawful evil Armor Class 15 (natural armor) Hit Points 100 (8d20 + 16) Speed 5 ft. STR DEX CON INT WIS CHA 17 (+3) 6 (-2) 14 (+2) 15 (+2) 19 (+4) 15 (+2) Saving Throws Intelligence +5, Wisdom +7 Skills Nature +8, Perception +7, Persuasion +5 Damage Vulnerabilities fire Damage Resistances piercing, and slashing from nonmagical attacks Senses passive Perception 17 Languages Common, Druidic, Sylvan Challenge 6 (2,300 XP) False Appearance. While the wicked forest remains motionless, it is indistinguishable from a normal forest. Living Commune. A wicked forest is basically a plant; however, it can demand aid from its inhabitants as a bonus action. Called creature attacks for 1d4 rounds. A wicked forest cannot benefit from the aid of two different inhabitants at the same time. Wicked Regeneration. For 10 hit points worth of humanoid blood that washes the soil of a wicked forest, it regains 1 hit point. Spellcasting. Wicked forest is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Wicked forest has the following spells prepared: Cantrips (at will): mending, poison spray 1st level (4 slots): comprehend languages, dragon cage*, entangle, onyx skin*, venom guard* 2nd level (3 slots): earthing*, hold person, incubating swarm*, spread disease* 3rd level (3 slots): claw of slaughter*, dispel magic, rotball*, viper saliva* 4th level (3 slots): bathe in blood*, boneball*, confusion, greater invisibility 5th level (1 slot): curse of the primordial*, excruciating polymorph* ACTIONS Multiattack. Wicked forest makes one slam attack; or, it calls its inhabitants, called creatures make two melee weapon attacks. Ape Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Bear Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)slashing damage. Boa Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the boa can’t constrict another target. Boar Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage. Wolf Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. A wicked forest is a normal-looking, live forest who is angry with humanoids and who wants to wash its soils with their blood. It is said that these forests gained life as a result of an experiment done by the circle of pestilence druids. Nobody but the circle of pestilence druids are allowed to walk freely inside the forest. Regardless of people’s attitudes towards the wicked forest, it will not grant safe passage to anyone who is not willing to make it an offering. These offerings may vary; however, the one that is the most common is the blood of those who enter. The size of these forests varies from 20 feet to 2000 feet. Wicked Forest
291 Xathzxis the “Blue Fever” Medium aberration, neutral evil Armor Class 17 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 14 (+2) 10 (+0) 11 (+0) 12 (+1) Saving Throws Dexterity +8, Constitution +6 Skills Acrobatics +8, Stealth +8 Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities grappled, incapacitated, petrified, prone, restrained Senses darkvision 120 ft., passive Perception 10 Languages understands Deep Speech but cannot speak Challenge 10 (5,900 XP) Amphibious. Xathzxis can breathe air and water. Freedom of Movement. Xathzxis is shapeless and can take many forms. It ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. ACTIONS Multiattack. Xathzxis can make three melee weapon attacks; one with its bite and two with its tentacles. Bite (True Form). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 10 (3d6) acid damage. Exploit. After Xathzxis possesses a creature using its parasite action, it may choose to exploit its vessel. When it does so, the target’s hit point maximum are reduced by 11 (2d10). Also, Xathzxis is healed for the same amount. After each time the target is exploited by the blue fever, it makes a DC 16 Constitution save. On a successful save, the target is no longer possessed by it. On a failed save, the target continues to be a vessel and slowly turns into Xathzxis. If a creature dies due to this action, its transformation is completed. It turns into another Xathzxis in 1d6 days if it is not burned or washed with holy water after it dies. Parasite. Melee Touch Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. On a hit, Xathzxis tries to go inside the creature. The target must succeed on a DC 16 Constitution saving throw or be possessed by the blue fever. Xathzxis stays within the vessel unless the target dies or succeeds on its saving throw after being exploited. Xathzxis may choose to get out of its vessel and end the possession as a bonus action. Tentacles (True Form). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 12 (5d4) poison damage. Xathzxis is a small aberration that has many mouths with sharp teeth and many eyes covering its entire shapeless, dark blue body. It has many tentacles underneath its body, and it uses them to move. However; Xathzxis is a parasite and it cannot spend one day outside of a vessel. If it does so, it suffers one level of exhaustion for each day it spends out of its vessel. It is called “Blue Fever” amongst commoners since its victims slowly turn blue and look like Xathzxis’s true form when they die. When a vessel completely turns into a Xathzxis, the parasite leaves the body. If what remains of the deceased vessel is not destroyed properly, it multiplies into another Xathzxis in 1d6 days. However, since Xathzxis is dependent on a vessel to live, it does not always choose to damage its vessel. Xathzxis the “Blue Fever”
292 Zadulus Medium undead, lawful evil Armor Class 12 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 13 (+1) 9 (-1) 12 (+1) 9 (-1) Saving Throws Wisdom +3 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities poisoned, exhaustion Senses darkvision 60 ft., passive Perception 11 Languages Understands all languages it knew in life but cannot speak Challenge 1 (200 XP) Turn Resistance. The zadulus has advantage on saving throws against any effect that turns undead. Divine Hatred. The zadulus has advantage on any check or saving throw made against a paladin or cleric devoted to a deity that the zadulus does not serve. ACTIONS Multiattack: The zadulus makes two attacks, one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. This is a creature that could pass as a humanoid if it did not have its large mouth with sharp teeth and vicious claws stained with blood. The zadulus wear clothes that make them look like priests with robes and a hood. They do not open their hood unless they are preparing to attack someone. When they do, a burnt brand on their forehead can clearly be seen, which is the mark of their creator’s deity. The zadulus are created by necromancers and the clergy of an evil deity to vanquish the deity’s enemies in response to the blasphemy of their insolance. They have special sacred magical powers, given to them by their dark deity for them to have an edge against opponent clerics and paladins. The zadulus serve their masters faithfully and without hesitation. They ironically wear robes of the clergy, as a mockery against good deities and their temples. Creating a zadulus pleases evil deities a lot. Zadulus
293 Zuqnaux Large fiend, chaotic evil Armor Class 19 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 20 (+5) 15 (+2) 10 (0) 18 (+4) Saving Throws Strength +12, Constitution +11, Intelligence +8, Charisma +10 Skills Athletics +12, Intimidation +10, Perception +6 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed, frightened, poisoned, restrained Senses blindsight 120 ft., passive Perception 16 Languages Understands Abyssal and Common but cannot speak Challenge 17 (18,000 XP) Magic Resistance. The zuqnaux has advantage on saving throws against spells and other magical effects. Magic Weapons. The zuqnaux’s weapon attacks are magical. ACTIONS Multiattack. The zuqnaux makes three attacks with its maul chain. It can also make a hooked chain attack according to two weapon fighting rules. Maul Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 13 (3d8) necrotic damage and the zuqnaux regain hit points equal to half the amount of necrotic damage dealt. Hooked Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. The target is grappled (escape DC 13) if the zuqnaux isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Abyssal Teleportation (2/Day). The zuqnaux teleports itself and one another creature grappled by its hooked chain to a predetermined place in the lower planes. The target must succeed on a DC 18 Charisma saving throw in order to resist the teleportation. Zuqnauxes are abominations made of the souls and bones of vile murderers and viciously competent warriors taken from the material realm. Their eyes are gouged out with hooks and replaced with obsidian, dark wood, or raw iron spikes. Their skin is made of layers taken from the former bodies of killers and sewn together. Their body is crafted in a way that is exquisitely designed to allow them to work wonders in combat. They use a two-ended chain expertly as a weapon, one end of which holds a dark steel, flanged maul and the other, a sharp meat hook. They are created as headhunters for demons. They find and collect those who wrong the demon monarchs and bring them back. Their tongues are ripped by their masters and their minds are filled with abyssal magic that gives them a will like iron. They can understand commands and what their prey says to them, but they cannot speak, as they are the tools of the monarchs and do not need a voice of their own. Zuqnaux
294 Villains This is the list of the NPCs that we have written for Corpus Malicious. Starting at p.371, you will see the unique NPCs that our backers created. All-Seeing Gaston A tortured, shadow worshipping halfling Neutral Evil 6 Benvar Duresk A crazed ranger and a New Life Fanatic Chaotic Evil 3 Debast Veirillen Prime Councilor of Numis Bank Neutral Evil 3 Edientath A fleshwarper red dragon Chaotic Evil 10 Elinith & Eranahr Maleficum Two fiends who excelled in tempting mortals Neutral Evil 10 Emily the Banshee A vengeful ghost of a former cleric of a good deity Neutral Evil 5 Ermat von Carolissen A noble at day, a werewolf at night Chaotic Evil 8 Esasha Ivory A master evoker burning with flames of vengeance Chaotic Evil 11 Feveran Goldenkit A master manipulator and trader Lawful Evil 7 Grim Gomir Once an enemy of undead, now a knight loyal to a vampire Lawful Evil 4 Herna the Red A bloodthirsty half-red dragon barbarian Chaotic Evil 7 High Ambassador Kalytha One of the ancient vampires that rule The Scarlet Table Neutral Evil 10 Ignatius the Insane Librarian A loremaster demonologist Chaotic Evil 5 Ilveril the False Priest A mad demonologist and the leader of Flase Priests Chaotic Evil 9 Inquisitor Maveram A former inquisitor consumed by madness Chaotic Evil 6 Jenfine Thridis Leader of Nightshade Inns Neutral Evil 10 Joaquin Duskhaven A remnant who wants to keep her daughter safe Neutral Evil 1 Kortar Cragbrace A veteran werewolf and the leader of Silver Claws Neutral Evil 12 Lilante Cragbrace A young werewolf and advisor of Kortar Lawful Evil 10 Lletin the Silent A master assassin who works for the Silhouettes Neutral Evil 4 Lord Mordhak A loyal servant of Milena and an elder vampire Neutral Evil 7 Lyrr the Mischief A bloodthirsty Kartuki who kills in the name of Milena Chaotic Evil 3 Marius Athaertes Leader of the Inquisition of the Flame Lawful Evil 7 Marshall Gutonsyk A veteran tactician and military genius Lawful Evil 8 Miamore Quiwen An inquisitor of The Scarlet Table Lawful Evil 8 Morbash the Slaughterer An orc chieftain who hunts adventurers Chaotic Evil 6 Nanny Ishmilda A forest hag who eats children Neutral Evil 10 Netharesh the Carrier A halfling who dedicated her life to creating diseases and spreading them Chaotic Evil 4 Radd the Rat An evil cult member who is the master of streets Neutral Evil 2 Sugad Invraro A master necromancer who is an enemy of all spellcasters Chaotic Evil 12 Takar Batar Chieftain of a raid group under Mad Horde Chaotic Evil 6 The Unseen One Mysterious leader of the Silhouettes Neutral Evil 12 Vaxx the Collector A collector of bodies working for a necromancer Lawful Evil 6 Vretiel A fallen angel of vengeance Lawful Evil 12 Xaelos “Ganis” Host of the Dewan of Love Neutral Evil 5 Xaltoran Head librarian of the Library of the Mad Court Chaotic Evil 11 Xelmin Kandelar A grave giant who works for death itself Neutral Evil 13 Zadkiel Tabris A fallen angel who wants to destroy all divinity Lawful Evil 20 Villain Name Brief Description Alignment CR
295 All-Seeing Gaston Never trust the shadows! I know what I see. Gaston is a middle-aged mad man who stands over 3 feet tall. He is quite skinny and weak. His skin is so pale that even his nails have a grey color. He has sad grey eyes, long grey hair, and a beard. He generally murmurs and whispers, lurking around with his large robes. He usually wears ragged shirts under his dark robes and does not care about his grooming. Gaston’s Story Gaston lived in a big city in a distant realm where, as he claims, creature’s shadows have their own lives and personalities. There, he was the leader of a rebellious group whose aim was to overthrow their authoritarian rulers. However, he was trapped by the living shadows in an unknown place, his memories were distorted through long days of torture and he was exiled from the realm he was living in. He spent many years traveling from realm to realm, searching for his home but all he found were rumors and tales. At some point, he started hearing voices in the shadows. At first, they were just voices, but then the shadows gave him some special abilities and powers. The shadows slowly consumed his entire life, as well as his mind. Finally, he started to worship the shadows as though they were a deity; a deity of whom only a selected few can understand the words. Now, he barely remembers the realm he once called home, and worships shadows except during his episodes of sheer madness where he remembers the tortures he has been exposed to. Even though Gaston believes shadows by heart, his twisted mind has its own ups and downs. He very rarely remembers and thinks of his exile but when he does, he once again starts searching for his home for days and nights without eating or sleeping. Then all of a sudden, he remembers his one true belief. Gaston’s Goals Gaston has no interest in carnal pleasures. His goal is to live according to the orders of shadows: be one with the shadow, respect the night, and respect the children of the night. When Gaston remembers his past, his only goal is to find the realm he called home. Roleplaying Gaston He lives on the streets, barely eating, or sleeping. He doesn’t look people in the eye and usually says irrelevant things in the middle of conversations. He has a fast manner of speaking and sometimes says words from languages different from the one he speaks. Even though he has a sword, he is not good at using it and he prefers to keep a safe distance from all, as much as possible. Gaston suddenly stops and looks like he is listening to something very closely and delicately from time to time. These listening sessions occasionally last long. Then, sometimes, he nods his head. This only means one thing; that he accepts a quest given by the shadows lurking around. Yet, sometimes he seems like he cannot bear what he has heard; thus, he gets paranoid and starts talking fatuously about his home plane. Small Humanoid Halfling Neutral Evil Scoundrel
296 All-Seeing Gaston Small humanoid (halfling), neutral evil Armor Class 15 (whispers of the shadows) Hit Points 93 (17d6 + 34) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 12 (+1) 15 (+2) 11 (+0) Saving Throws Strength +5, Wisdom +5 Skills Insight +5, Perception +5 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarvish, Elvish, Halfling Challenge 6 (2,300 XP) Lucky. When Gaston rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die. He must use the new result, even if it is a 1. Nimble. Gaston can move through the space of any creature that is of a size larger than his. Whispers of The Shadows. Shadows whisper his ear the danger. Gaston cannot be surprised. Also, he has advantage on Dexterity saving throws and his AC is increased by 4. ACTIONS Multiattack. Gaston makes two melee weapon attacks. Sword of Shadows. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) necrotic damage. Help of the Night (Recharge 6). Gaston can ask help from the shadows. At the end of his turn, 1d4 shadows are summoned on an unoccupied space within 10 feet of Gaston.
297 Benvar Duresk, New Life Fanatic Come and join me in our sacred mission! Only New Life can help you! Only I can help you! When New Life (p.164) gains power in a village, you can see Benvar Duresk standing on a crate, evangelizing, calling people for helping them. Benvar Duresk has messy white hair and no facial hair. Because of the experiments done on it in New Life, his body is full of scars and stitches but, if asked, he will just say that they are “mere flesh wounds; nothing by comparison to the reward of saving people”. He is proud of his scars and does not hesitate to show them. Therefore, he wears clothing that would show the scars on his chest. He wears fancy clothing that fits his early life as a ranger. Benvar Duresk’s Story Benvar Duresk was a lone ranger who roamed forests and mountains around his town. One day, a rumor that a monster lived in the forest swept his town. Courageously, Benvar accepted the quest to find and slay it and scoured the forests for days-on-end. Eventually, he got tired of searching and was just about to give up when the monster found him. The creature the townspeople had deemed a monster was in fact a huge bear. However, Benvar knew that if he tried to fight it, he would still get mauled; and therefore, he ran. The bear followed him for hours, until finally, Benvar found a cave to hide in. While he was hiding in it quietly, he heard noises coming from further inside the cave, and again, he plucked up his courage to venture deeper into the cave. The cave seemed to get bigger and bigger as he delved further into it, and Benvar found himself in an underground facility where people got cut open and reshaped. Some people say that Benvar saw the real monster there and went crazy, and others believe that Benvar was rescued by New Life, which is why he now acts on their behalf. One way or another, he became an essential tool for the New Life and a dangerous weapon by any means, although as much as he thinks he operates to save lives. Benvar Duresk’s Goals Benvar Duresk travels from town to town and village to village to recruit more people to New Life. To do this, he travels with four or five people, with whom he establishes a medical clinic in the settlement they visit. His job is to bring more people to the Caves Of Corruption. Roleplaying Benvar Duresk Once a courageous, and handsome ranger, Benvar Duresk is now a mad man that lies to people to be able to kidnap them. He believes his cause leads to true salvation, and will do anything to fulfill and protect it. He normally talks fast, but every once in a while, he screams outs a random word or zones out and whispers the same word, over and over again. Although he is mad, he is quite clever and can be very persuasive. He genuinely uses his ability to persuade others to visit the Caves of Corruption and adopt the New Life’s way of living. Medium Humanoid Human Chaotic Evil Scoundrel
298 Benvar Duresk, New Life Fanatic Medium humanoid (human), chaotic evil Armor Class 12 Hit Points 60 (8d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 17 (+3) 9 (-1) 14 (+2) 13 (+1) Saving Throws Dexterity +4, Constitution +5 Skills Medicine +4, Perception +4, Performance +3, Persuasion +5, Stealth +4 Senses passive Perception 14 Languages Common Challenge 3 (700 XP) Abomination. When Benvar Duresk hit point decreases to 0, his body rots and turns into a zadulus (p.292). If the zadulus does not die within 1d4 turns, Benvar Duresk returns to life with 1d10 hit points. Spellcasting. Benvar Duresk’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following spells: 1st level (3 slots): acid bolts*, cure wounds, pinpoint*, pool of shadows* 2nd level (2 slots): hail of axes*, pass without trace ACTIONS Multiattack. Benvar Duresk makes three melee or ranged weapon attacks. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
299 Debast Veirillen Pleasure doing business with you... Mr. corpse. Debast Veirillen is the current prime councilor of the Numis Bank (p.166) from the Veirillen family; one of the founding families of the bank. She has light blonde, well-brushed hair and a light perfume that smells like clove. She wears clothes that are exquisitely-cut, stylish, but also padded for protection. She carries her well-crafted hand crossbow on her belt and a rapier on her back. She likes to wear exquisite, high-end jewellery at all times. Yet, it is quite hard to see the same combination of jewellery on her more than once. The Veirillen Family Heirloom ring, which is a shiny platinum ring; however, is always on her ring finger. Debast’s Story Debast is the leader, and a talented and well-educated member, of the Veirillen family. She was raised to be the most beneficial to the family’s common interests. She grew into a lady with vigorous training for diplomacy, economy, and espionage. In the latest election of the council, she cleverly outmaneuvered her rivals in the bank and managed to become the prime councilor. By becoming so, she showed everyone, both her family and outsiders, that her education and training were, indeed, successful and significant. Moreover, there were lots of schemes planned against her favor. Her being elected as the prime counselor also demonstrated that her personality and accomplishments overthrew her rivals. Then, by using her influence over the Veirillen Family, she eliminated her competitors, who tried to plot schemes behind her back. Debast’s Goals Debast seeks to increase the wealth and prosperity of her enterprise by any means necessary. She is a hands-on leader, attending to most of her meetings and errands herself. When she finds something interesting, she does not hesitate to investigate it on her own either. When she decides to do so, she doesn’t hesitate to get blood on her hands or secretly assassinate those who own the thing she is interested in. Although Debast is a self-oriented being, the welfare of Numis Bank is also a top priority for her. She regards herself as an incredibly successful business person. She can do anything to keep her status-quo as the prime councilor. Roleplaying Debast Debast’s eyes gaze with the utmost intelligence and attention to detail. Her manner of speech is always filled with the utmost respect when talking to others. She likes to talk about business and do it in business terms. She prefers negotiations and agreements (that generally benefits her side) but she does not hesitate to end a deal in blood, if she finds it necessary to do so, or find the deal to be too much of a bother. If and only if someone talks about her work or family with a disrespectful tone, she may lose her temper and give them the roughest time they had by any means necessary. Small Humanoid Gnome Neutral Evil Scoundrel / Spellcaster
300 Debast Veirillen Small humanoid (gnome), neutral evil Armor Class 14 (+1 noble garment) Hit Points 52 (15d6) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 10 (+0) 20 (+5) 14 (+2) 16 (+3) Saving Throws Dexterity +5, Charisma +5 Skills Deception +5, History +9, Intimidation +5, Insight +6, Persuasion +7 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Elvish, Gnomish, Infernal Challenge 3 (700 XP) Spellcasting. Debast is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Debast has the following bard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): charm person, comprehend languages, detect magic, heroism 2nd level (3 slots): detect thoughts, silence, suggestion, zone of truth 3rd level (3 slots): clairvoyance, dispel magic, fear 4th level (1 slots): confusion, greater invisibility ACTIONS Multiattack. Debast makes three attacks, two with her quick jab * and one with her crossbow of stopping *. Quick Jab (Small Magic Rapier). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. On a critical hit, Debast can make an additional attack with this weapon as a reaction. Crossbow of Stopping (Magical Hand Crossbow). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the creature’s speed is decreased by 10 ft. On a critical hit, the creature is pushed back 5 feet and falls prone. Gas Bomb (Recharge 5-6). Debast throws a bomb to an area within 60 feet range. Creatures within the area of a 20-foot-diameter sphere must make DC 13 Constitution saving throws. On a failed save, a creature becomes nauseated, losing any concentration on a spell, its bonus action, and reaction. A creature becomes immune to this gas’ effects for 24 hours on a successful save.