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Optional Material Components
Optional Spell Components Weight
—
Item Cost —
—
Covadish Leaves 750 gp —
—
Crypt powder 150 gp —
Irian Crystal 150 gp
Kieros Leaves 150 gp
Mabar Crystal 50 gp
Skiurid nugget 1000 gp
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Armor Weapons
Armor Cost Armor Class (AC) Strength Stealth Weight
30 gp +4 Str 13, special Disadvantage 45 lb.
Armor
Tower shield
Simple Melee Weapons
Name Cost Damage Weight Properties
1d6 piercing 9 lb. Heavy, reach, two-handed
Longspear 5 gp
Martial Melee Weapons
Name Cost Damage Weight Properties
1d8 slashing 10 lb. Heavy, special, two-handed
Scythe 18 gp 2d4 piercing 10 lb. Finesse, heavy, special, two-handed
Spiked chain 25 gp
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Cleric Domains Divine Strike
Hunger Domain
Hunger Domain Features Assume Likeness
Cleril Sun Domain
Level Feature
1st Domain Spells, Bonus Proficiencies, Consume Sun Domain Features
Corpse Cleril Level Feature
2nd Channel Divinity: Devour Lifeforce 1st Domain Spells, Bonus Proficiencies
6th Predator's Nose 2nd Channel Divinity: Destructive Wrath
8th Divine Strike (1d8) 6th Heightened Turning
14th Divine Strike (2d8) 8th Divine Strike (1d6/1d12)
17th Assume Likeness 8th Divine Strike (2d6/2d12)
17th Ultimate Turning
Domain Spells
Domain Spells
Hunger Domain Spells
Sun Domain Spells
Cleric Level Spells
1st ghoul touch, slow consumption Cleric Level Spells
2nd ghoul glyph, hold person 1st guiding bolt, call undead
3th crown of the grave, absorb mind 2nd shroud of undeath, life bolt
4th feast of flesh, wrack 3th daylight, revivify
5th bleed, consumptive field 4th delay death, death ward
5th nethergaze, wall of light
Bonus Proficiencies
Consume Corpse
Channel Divinity: Devour Lifeforce
Predator's Nose
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Bonus Proficiencies Friend of the Dead
Channel Divinity: Destructive Wrath
Heightened Turning
Divine Strike
Ultimate Turning Channel Divinity: Defy Turning
Lifesense
Undeath Domain
Undeath Domain Features Potent Spellcasting
Mummification
Cleril Level Feature
1st Domain Spells, Friend of the Dead
2nd Channel Divinity: Defy Turning
6th Lifesense
8th Potent Spellcasting
17th Mummification
Domain Spells
Undeath Domain Spells
Cleric Level Spells
1st animate crawling claw, call undead
2nd command undead, gentle repose
3th animate dead, black sand
4th create necropolitan, create Karrnathi undead
5th danse macabre, contact ancient spirits
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Paladin Oaths Bonecraft Armor
Oath of Bones Oath Spells
Oath of Bones Spells
Tenets of Bones
Paladin Level Spells
3rd feast on life, ghost light
5th command undead, Kelgore's grave mist
9th crown of the grave, undead lieutenant
13th create Karrnathi undead, rally of the damned
17th door of decay, elemental shroud
Channel Divinity
Aura of Unity
Oath of Bones Features Exoskeleton of Undeath
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Level Feature
3rd Ability Modifications, Oath Spells, Channel
Divinity, Bonecraft Armor
7th Aura of Unity
15th Exoskeleton of Undeath
20th Death Strike
Ability Modifications
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Death Strike
Ranger Conclaves
Wight Conclave
Hunter's Prey
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Gods of Undeath Alignment Domains Symbol
Deity
Afflux, god of torture and the knowledge gained from it LE Knowledge chained drop of blood
Colocalask, god of good-aligned undead NG Undeath human hand clasping skeletal hand
Doresain, demigod of ghouls and hunger CE Hunger ghoul skull
Evening Glory, goddess of love everlasting N Protection hand with a heart-shaped hole
Falazure, draconic god of energy drain and exhaustion NE Death dragon skull
Kiaransalee, drow demigoddess of undeath and revenge CE Ambition, Death female drow hand wearing silver rings
Kyuss, demigod of undead creation & control CE Death, Undeath skull with green worms
Mellifleur, god of liches NE Arcana, Undeath skeletal hand holding a crystal vial
Nerull, god of death NE Death skull and scythe
Orcus, demon lord of undeath CE Death skull-headed rod
Velsharoon, god of necromancers NE Arcana, Death crowned, laughing lich skull
The Xammux, gestalt god of knowledge at any price NE Knowledge razor-sharp steel calipers
Afflux
Colocalask
Doresain
Do you question your life? Do you wonder what
use is this day-to-day existence each of us
endures? Have your youthful dreams been
trampled by necessity, and are those dreams now
forever beyond your grasp? Do you labor each day
just to “get by, get through,” only to wake again on
the morrow to repeat another plodding day, a
hollow husk of what you had hoped to be and do?
Do you desire to blunt the harsh, banal life you
live? Do you despair? Then come find us. The
Church of the Reaper has the answer.
—Pamphlet seeking converts to Nerull’s fold
under false pretenses
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EOther DM Options Option Two: Healing is
Necromantic
Cantrips (0 Level)
Spell Schools 1st Level
2nd Level
3rd Level
Option One: Necrotic is Evocation 5th Level
Cantrips (0 Level) 6th Level
1st Level 9th Level
3rd Level
4th Level
5th Level
6th Level
7th Level
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New Damage Types Undead Minions
Dessication Damage Turning and Rebuking
Frostburn Damage Alignment
Vile Damage Weapon Proficiency
Equipment
Variant Rule: Elemental Hazards
If you so wish, you could make all cold damage in
cold areas (40 degrees or lower) frostburn damage.
Re-Reanimation
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Deathless Designing Deathless
Type Deathless and Alignment
Turning and Rebuking
Other Class Abilities —
Existing Spells
Undead-Deathless Relations
New Spells
If deathless exist in your campaign setting, you
should consider what their relationship with the
undead of similar alignment is. Do the undead pity
the deathless for their dependence on the faith of
the living, without which they will die? Do the
deathless view all undead as abominations, or as
errant kin? Do some undead envy the deathless's
existence so they could feel positive energy's warm
embrace, or do deathless wish for the exceptionally
long list of benefits enjoyed by some of the
mightier undead?
Unholy Water
Terrain 110/136
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Variant Turning and Animate Dead & Create
Rebuking Undead
Animate Dead
Turn Resistance Create Undead
Sun Domain
Rebuking —
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Haunting Presences
The Haunting
Effects of a Haunting 112/136
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Exorcising a Haunting Presence
— —
— —
Haunted Sites 113/136
—
—
—
—
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Curses Removing a Dying Curse
Dying Curses
Curse Check Dying Curses
Dying curses can add spectacular drama to a game,
but don't overdo them. Once or twice a campaign
is a good estimate for how often you should bring
them to bear against the player characters.
Family Curses
Curse Modifiers Modifier
+2
Condition +0
Highly justified -2
Justified +3
Unjustified +1
Extremely emotional 2
Emotional +5
Normal emotion level +0
High drama -5
Normal drama -5
Low drama -3
Mentions game mechanics -2
Includes excessively broad prohibition -3
Not tailored to victim
Escape clause not mentioned (but still exists)
Discovering a Dying Curse
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Dealing with Resurrection Take Advantage
Turnabout is Fair Play
Remove It
Longer Casting Time
Sacred Location
Balancing the Scales
Quest for the Dead 115/136
Mishaps
Demand Why
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"Zombie, Do This!" Uncontrolled Zombies?
More Traps
Preemptive Destruction
False Safety
False Danger
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Necromantic Rituals
The Bloodtouched Rite
Plague Walker
Fragment Phylactery 117/136
Bonfire of Insanity
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The Ritual of Crucimigration
— Storm of Death
—
Spellstitched Undead
Spellstitching
Spell Level Min CR Times per Day
At will
Cantrip — 4
3
1st 1 3
2
2nd 2 1
3rd 4
4th 6
5th 10
Dark Chant
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Dark Gifts Food Corruption
Dark Gifts... Regeneration
Scabrous Touch
Animate Dead by Touch Skull Scry
Augmented Lifeforce Somnolent Gaze
Augmented Spellcasting
Aura of Fear
Bestow Dying Curse
Feed the Dark Gods
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...And Their Price Unholy Compulsions
Physical Deformity d20 Compulsion or Curse
1 Blinded when in sunlight
— 2 Must drink 1 liter of fresh blood a day or dies
3 Must eat 1 lb of corpse flesh a day or dies
d12 Deformities 1 4 Must eat 1 lb of earth and stone a day or dies
1 All hair permanently turns white or falls out 5 Must eat 1 lb of uncooked meat a day or dies
2 Eyes similar to animal (cat, wolf, or snake) 6 Must kill a sentient individual once a week or dies
3 Face resembles that of a particular animal 7 Hates all of the living (only has undead, construct, or
4 Fingers terminate in wicked talons (1d4 slashing) extraplanar allies)
5 Oily black fur covers body 8 Howls under the night sky or at moon 1/day or goes
6 Hands or feet are misshapen claws or talons mad
7 Hands turn coal black or blood red 9 Prepares spells at a font of blood in an underground
8 Corpselike appearance, easily mistaken for undead chamber
9 10-foot stench of decay or aura of malevolence 10 Murders anyone who says a certain word, even
10 Physical age increases by 2d10 years friends
11 Second mouth appears at base of skull 11 Never speaks the truth
12 Six-fingered hands 12 Seeks revenge for the slightest insult
13 Sheds own blood 1/day (1d8 damage)
d12 Deformities 2 14 Sleeps in a tomb or open grave
1 Skin turns pale blue, like a corpse 15 Withers all plants within 10 feet when casting a spell
2 Small horns on head 16 Takes 1d6 radiant damage from contact with iron or
3 Smile looks cruel or evil steel
4 Teeth (or ears) turn long and pointed 17 Takes 1d6 radiant damage from contact with freshly
5 Pitch-black blood, viscid like tar cut wood
6 Tongue becomes black, forked, or serpentine 18 Takes 1d6 radiant damage from contact with silver or
7 Vestigial bat wings on back gold
8 Voice sounds evil, low, whispery, or inhuman 19 Takes 2d6 radiant damage from holy water
9 Lose all teeth 20 Cannot heal without dealing equal damage to another
10 Three-foot-long tail creature
11 Blind extra eye somewhere on body
12 Eyes melt away, leaving empty sockets that can still
see
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Terrain Consecrated Ground
Abyssal Blackgrass Deadwood
Ebony Ice
— Night Stone
— Witch Grass
Zone of the Unliving
Black Sand
It is said that the lich knows every stone in his
Blood Rock infernal hold, and that any who dare to enter
provoke his wrath. He can stroll through traps that
Charnel Bog would crush any other, and glide through the
darkness while calling out doom. That dungeon is
his domain, his home, and there is no way to defeat
him in its halls.
—From the tale of Virdangast
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Nonmagical Terrain Buried in Snow
Snow Fields
Snow-Impeded Movement
Snow Depth Small Medium Large Huge
None None
Up to 6 inches Minor None None None
Minor None
7-12 inches Minor Minor Minor Minor
Major Minor
13-24 inches Major Minor Major Major
Total Major
25-36 inches Major Major
37-60 inches Total Major
61-96 inches Total Total
97+ inches Total Total
Temperature Bands Range
–51º F or lower
Temperature Band –50º F to –21º F
Unearthly cold –20º F to 0º F
Extreme cold 1º F to 40º F
Severe cold 41º F to 60º F
Cold 61º F to 90º F
Moderate 91º F to 110º F
Warm 111º F to 140º F
Hot 141º F to 180º F
Severe heat 181º F to 210º F
Extreme heat 211º F or higher
Unearthly heat
Burning heat
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Diseases Gangrenous Touch
Huecuva Blight
Ash Doom Life Blindness
Mummy Rot
Bloodskin
Bonefire
Corpse Bloat 123/136
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Pale Wasting
Zombie Plague
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Cursed Weather
Violet Rain
Green Fog
Plague of Nettles
Rain of Blood 125/136
Rain of Frogs or Fish
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Special Equipment Bone Ring
Magic Items
Azan-Gund (Night Caller)
«» Candle of Icy Death °
Bagpipes of the Damned °
Bloodfeeding Weapon Chain of Bones
Bloodsweets
Cloak of Turn Resistance
Cloak of Turn Defiance
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Consumptive
Dagger of Shadows Ghoul Gauntlets
Ghast Salve Glaive of the Leech
Ghost Net Hood of Awful Revelation
Ghost Shroud Living Mask
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Lyre of the Restful Soul Opal of Consecration
Opal of Desecration
Minor Wand of Orcus
Powder of the Black Veil
Mummy Tower Preserving Box
Rod of Undead Mastery
Nightstick Runestaff of Necromancy
Nycoptic Manuscripts
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Runestaff of the Undying Hours Benefit
1 Pact of return for yourself
Runestaff of the Undead Slayer 2 Pact of return for another
3 Death pact for yourself
4 Death pact for another
6 True resurrection for another (and the scrolls
disappear)
Sacred Ofuda d100 Effect
Scrolls of Uncertain Provenance 01- Make a DC 15 Intelligence saving throw. On a
10 failure, you go insane until cured by greater
restoration, heal, or similar magic. While insane, you
can’t take actions, can’t understand what other
creatures say, can’t read, and speak only in
gibberish.
11- Make a DC 15 Wisdom saving throw. On a failure,
30 the scrolls bestow a permanent curse upon you,
giving you disadvantage on attack rolls, ability
checks, and saving throws. Greater restoration or
remove curse can end this effect.
31- Make a DC 15 Wisdom saving throw. On a failure,
60 you are affected by a geas commanding you to
perform a quest for Wee Jas.
61- Make a DC 15 Constitution saving throw. On a
90 failure, you take a -4 penalty to all attack rolls,
saving throws, and ability checks. Every time you
finish a long rest, the penalty is reduced by 1 until it
disappears.
91- Make a DC 15 Constitution saving throw. On a
00 failure, you become a ghost for a year and a day.
Shadow Veil
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Shrouds of the Unholy
Maximum Undead CR Talisman of Undead Mastery
Rarity CR
Common
Uncommon 1/2 Talisman of Undying Fortitude
Rare
Vary Rare 2
Legendary 5
10
Staff of Lifeless Touch 18
Tome of Ancient Lore
Starmantle Cloak
Tabard of the Disembodied 130/136
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Tome of Souls
Vampire Hide
Wight Armor
Wight Shield
Zombie Hide
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Artifacts Magic Locations
Necronomicon Crypt of Wee Jas
— Necromantic Circle
Sepulcher of Wee Jas —
—
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Shrine of Acererak
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Positoxins
Positoxins Type Price per Dose
Ingested 250 gp
Item Contact 750 gp
Bloodwine 400 gp
Boneshard Paste Injury 100 gp
Celestial Essence Inhaled 650 gp
Gravedust Injury 2,000 gp
Lichbane Injury 600 gp
Liquid Mortality Inhaled 1,300 gp
Nearkill Contact
Sunlight Oil
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LNew Creatures
Table Of Contents
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Templates
Bodak Creature
Curst
Bone Creature 2/63
Corpse Creature
Crypt Spawn
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Dread Warrior Template
Evolved Undead
d10 Spell Ghoulish Creature
1 circle of death
2 cloudkill
3 cone of cold
4 confusion
5 contagion
6 dispel magic (5th-level)
7 greater invisibility
8 haste
9 hold monster
10 true seeing
Ghost Brute
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Hoarder
Hooded Pupil
Lich
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Mummified Creature
Orcus-Blooded
Necromental 5/63
Necropolitan Template
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Plaguelost
Damage Type Damage Type
Acid Cold
Fire Force
Lightning Necrotic
Poison Psychic
Radiant Thunder
Saint
Saint Type Type
Celestial
Alignment Fiend
Good Construct
Evil Elemental
Lawful neutral Aberration
Neutral
Chaotic neutral
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Skeletal Template
Umbral Creature (Shadowy)
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Undying
Note
This template is only available if the DM decides
that deathless exist in his or her setting.
Zombified Template
Vecna-Blooded
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Variant Abilities
Ghosts
Traits
Actions 9/63
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Nimble Skeleton
Revived Fossil
Wrongs to Put Right Soldier Skeleton
# Wrong Vicious Skeleton
1 The ghost (or someone it protected) was murdered in
Zombies
cold blood. Bring the killer to justice.
2 The ghost (or someone it protected) was murdered in Ash Zombie
cold blood. Bring the killer to the ghost. Bloodthirsty Zombie
3 The ghost (or someone it protected) was murdered in
cold blood. Destroy the killer.
4 The ghost (or someone it protected) was slain. Return
the slain individual to life.
5 Something guarded by the ghost was stolen. Return
the object to its rightful place.
6 The ghost left an important task unfinished, such as
delivering a message, rescuing a lost individual, or
recovering a stolen item. Complete the task.
7 The ghost was a thief in life. Repay the victim(s) of the
ghost’s crimes.
8 The ghost was a murderer. Apologize to the
family/descendants of the victim(s).
9 The ghost was a murderer. Bring the ghost’s victim(s)
back to life.
10 The ghost committed a crime. Bring the ghost before
its victim(s) to apologize.
Skeletons
Baneguard
Direguard
Fiery Skeleton
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—
Diseased Zombie
Doom Gaze
Fast Zombie
Hunting Zombie Grasp of Enfeeblement
Ignore Metal
Oozespawn Zombie Imitation
Tyrantfog Zombie
Voice of Maleficence
Unkillable Zombie
Mummies
Clay Mummy
Liches
Animate Dead by Touch
Bone Command
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Miscellaneous
Contagious Paralysis
Endure Sunlight
Lifesense
—
Hungry for Negative Energy
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Expanded Variant Powers †
Table C-1 Modifier Table C-4
Condition 1d100 roll Power
01-07 (1d4+2) * 10 flight speed (hover)
CR 2 or lower -2 08-11 levitation at will (self only)
12-14 blink at will
CR 6 through 9 +6 15-17 dimension door at will
18-19 teleport 1/day
CR 10 or higher +12 20-22 telekinesis at will
23-26 Detect magic use †
Each two additional CR past 10 +1 27-30 Detect psionic use †
31-35 Detect life †
Died of natural causes -1 36-39 Special tracking †
40-43 Detect presence †
Died with a calm, peaceful emotional state and -5 44-45 animate dead 3/day
few regrets 46-50 minor illusion at will
51-54 major image at will
Died under unusually violent conditions (normal +2 55-57 invisibility at will (self only)
combat is not considered unusually violent) 58-59 disguise self at will
60-62 Generate darkness †
Table C-2 # of powers 63-67 Increased strength †
None 68-70 Increased dexterity †
1d10 roll 1 71-73 Ambulatory body parts †
0 or less 2 74-76 Doppleganger effect †
1-3 3 77-78 Increased magical ability †
4-7 4 79-83 Become corporeal/incorporeal †
8-10 5 84-87 Rot living material †
11-13 6 88-91 Putrefying touch †
14-16 7 92-95 DM choice
17-18 8 96-98 Roll again, doubling next power rolled
19-20 9 99-00 Roll twice more
21-22 10
23-24 Detect magic or Detect psionics
25+
Special tracking
Table C-3 Type of power
General power
1d10 roll Offensive power
Defensive power
1-3 Vulnerability (chosen by DM)
4-6
7-9
10
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Detect presence
Generate darkness Table C-5 Power
Increased Strength or Dexterity Additional physical attack form †
Ambulatory body parts 1d100 roll Acid touch †
01-04 Cold touch †
Doppleganger effect 05-06 Shocking touch †
Increased magical ability 07-10 Superheated touch †
Rot living material 11-12 Dehydration touch †
Putrefying touch 13-15 Poison touch †
16-18 Withering touch †
19-20 Aging touch (10d4 years)
21-22 Disease touch †
23-24 Blinding touch †
25-27 Inflict insanity †
28-29 Mummy rot †
30-21 Paralysis †
32-34 Life disruption †
35-39 Drain ability score †
40-42 Soul drain †
43-45 Energy drain
46 Vampiric drain †
47-49 Teleport victim †
50-52 Fatal foresight †
53-54 Curse †
55-57 Aging appearance †
58-60 Guilt stare †
61-63 Fear †
64 Charm gaze †
65-69 Death gaze †
70-71 Death cry †
72-73 Nauseous stench †
74-75 Possession †
76-78 Minor spell abilities †
79-81 Major spell abilities †
82-85 Superheated blast †
86-87 Breath weapon †
88-90 DM choice
91-92 Roll again, doubling power
93-96 Roll twice
97-99
00
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Monster Statblocks Ashen Husk
All-Consuming Hunger Medium undead, unaligned
Armor Class 11 (natural armor)
Huge swarm of Tiny undead, neutral evil Hit Points 53 (7d8 + 21)
Armor Class 12 Speed 30 ft.
Hit Points 179 (17d12 + 68)
Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 19 (+4) 8 (-1) 10 (+0) 10 (+0) Saves Wis +2
Damage Resistances fire, necrotic
Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison
Damage Immunities acid, poison Condition Immunities poisoned
Condition Immunities charmed, exhaustion, Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained, stunned but can't speak
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages all its components know
Challenge 8 (3,900 XP) Dehydrating Aura. At the start of each of the ashen
husk’s turns, each creature within 10 feet of it
Swarm. The swarm can occupy another creature’s takes 9 (2d8) dessication damage and it is
space and vice versa, and the swarm can move considered to not have drunk any water today,
through any opening large enough for a Tiny bone. regardless of how much it has drunk. It must drink
The swarm can’t regain hit points or gain temporary twice its normally daily amount the rest of the day
hit points. to avoid exhaustion due to dehydration (see the
Fear Aura. When a creature that can see the all- Player's Handbook).
consuming hunger starts its turn within 60 ft. of A humanoid slain by this ability rises 24 hours later
the all-consuming hunger, the all-consuming as a free-willed ashen husk, unless the humanoid is
hunger can force it to make a DC 15 Wisdom restored to life or its body is destroyed.
saving throw. On a failure, the creature is affected Undead Fortitude. If damage reduces the ashen husk
as if by a fear spell. to 0 hit points, it must make a Constitution saving
Unless surprised, a creature can avert its eyes to throw with a DC of 5+the damage taken, unless the
avoid the saving throw at the start of its turn. If the damage is cold or from a critical hit. On a success,
creature does so, it can’t see the all-consuming the ashen husk drops to 1 hit point instead.
hunger until the start of its next turn, when it can
avert its eyes again. If the creature looks at the all- Actions
consuming hunger in the meantime, it must
immediately make the save. Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
Create Spawn. Any living creature killed by an all- one target. Hit 5 (1d6 + 2) bludgeoning damage. If
consuming hunger rises as an all-consuming the target is a creature, it must succeed on a DC 13
hunger in 1d4 rounds. Strength saving throw or be knocked prone.
Actions All-Consuming Hunger
Ashen Husk
Bone Spikes. Melee Weapon Attack: +5 to hit, reach
0ft., one target in the swarm’s space. Hit 21 (6d6)
piercing damage and 21 (6d6) acid damage, or 10
(3d6) damage each if the swarm has half of its hit
points or fewer. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw or
be cursed with all-consuming wasting. The cursed
target can’t regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24
hours that elapse. If the curse reduces the target’s
hit point maximum to 0, the target dies, and a new
all-consuming hunger rises from its corpse 1d4
rounds later. The curse lasts until removed by the
remove curse spell or other magic.
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2/8/2019 The Homebrewery - NaturalCrit
Avolakia 1/day each: animate infectious zombie, create undead,
door of decay, elemental shroud, feast of flesh, rally of
Large aberration (shapechanger, wormspawn), neutral the damned, undead conduit, undead lieutenant
evil Magic Resistance. The avolakia has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 158 (21d10 + 42) Shapechanger. The avolakia can use its action to
Speed 20 ft. polymorph into a Small or Medium humanoid, or back
into its true form. Other than its size, its statistics are
STR DEX CON INT WIS CHA the same in each form. Any equipment it is wearing or
17 (+3) 15 (+2) 15 (+2) 16 (+3) 17 (+3) 22 (+6) carrying isn’t transformed. It reverts to its true form if it
dies.
Skills Acrobatics +7, Arcana +11, Deception +14, Regeneration. The avolakia regains 5 hit points at the
Persuasion +14, Religion +11 start of its turn. If the avolakia takes acid, lightning, or
fire damage, this trait doesn't function at the start of
Damage Resistanes fire, necrotic the avolakia's next turn. The avolakia dies only if it
Damage Immunities cold starts its turn with 0 hit points and doesn't regenerate.
Condition Immunities paralyzed
Senses darkvision 120 ft., passive Perception 13 Actions
Languages Avolakia, Deep Speech, Undercommon
Challenge 10 (5,900 XP) Multiattack. The avolakia makes one bite attack and
eight tentacle claw attacks.
Freedom of Movement. When in its true form, the
avolakia ignores difficult terrain, and magical effects Bite. Melee Weapon Attack: + to hit, reach 5ft., one
can't reduce its speed or cause it to be restrained. It target. Hit 12 (2d8 + 3) piercing damage and the
can spend 5 feet of movement to escape from target must make a DC 14 Constitution saving throw,
nonmagical restraints or being grappled. taking 14 (4d6) poison damage on a failed save, or half
Innate Spellcasting. The avolakia's spellcasting ability is as much damage on a successful one.
Charisma (+10 to hit, spell save DC 18). The avolakia Tentacle Claw. Melee Weapon Attack: +7 to hit, reach
can innately cast the following spells, requiring no 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
material components: Instead of dealing damage, the avolakia can grapple the
At will: chill touch (3d8), call undead, command target (escape DC 15).
undead, detect magic, ghoul touch, halt undead, mage Suggestion. The avolakia targets one humanoid it can
hand, reaving aura (30 ft.), spectral hand, vampiric see within 30 ft. of it. If the target can hear the
touch, watchful eye avolakia, the target must succeed on a DC 18 Wisdom
3/day each: animate dead, dread blast, fear saving throw against this magic or be affected as if by a
suggestion spell. The suggestion lasts for up to 8
hours.
Avolakia
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