Rappan Athuk
Actions 3/day each: daylight, dispel magic, mirage arcana
1/day: plane shift (self only), sunbeam
Multiattack. The sheriff makes three melee attacks: two with its Radiant Armor. The AC of the shining child includes its Charisma
longsword and one with its shortsword. bonus.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Radiance. The shining child sheds bright light out to 10 feet, and dim
7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with light an additional 10 feet. Dexterity (Stealth) checks made in this area
two hands. automatically fail.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Actions
6 (1d6 + 3) piercing damage.
Reactions Multiattack. The shining child uses its Blinding Light ability and makes
one Burning Touch or Searing Ray attack.
Parry. The sheriff adds 2 to its AC against one melee attack that would
hit it. To do so, the Blinding Light. The shining child shines with blinding light in a 60-
foot radius, with an additional 60 feet of dim light beyond. Any creature
sheriff must see the attacker and be wielding a melee weapon. who can see the shining child must make a DC17 Constitution saving
throw. On a failed save, the creature is blinded for 1 minute. The creature
Sheriff Ostland can repeat the saving throw at the end of each of its turns, ending the effect
on a success. If, after one minute, an affected creature has not ended the
Medium humanoid (human), lawful evil blinded condition on itself through either succeeding on the saving throw
Armor Class 18 (chain mail and shield) or using magic, it is permanently blinded.
Hit Points 52 (8d8 + 16)
Speed 30 ft. A creature can use its reaction to shield its eyes by making a DC 17
Dexterity saving throw. If successful, it is blinded until the start of its next
STR DEX CON INT WIS CHA turn, but does not have to make the Constitution saving throw to avoid
blindness as above. On a failed Dexterity save, it must immediately make
12 (+1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 16 (+3) the Constitution saving throw.
Skills Insight +5, Perception +5, Persuasion +5 Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target.
Senses passive Perception 15 Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage, and target
Languages Common, Elven, Giant, Goblin must make a DC 17 Constitution saving throw. On a failure, the target
Challenge 2 (450 XP) begins to radiate, shedding bright light in a 60-foot radius centered on it.
Leadership (Recharges after a Short or Long Rest). For 1 minute, While under this effect, the target automatically fails Dexterity (Stealth)
Sheriff Ostland can utter a special command or warning whenever a checks. The target can repeat the saving throw at the end of each of its
nonhostile creature that it can see within 30 feet of it makes an attack turns, taking an additional 14 (4d6) fire damage on a failure, or ending the
roll or a saving throw. The creature can add a d4 to its roll provided it effect on itself on a success.
can hear and understand Sheriff Ostland. A creature can benefit from
only one Leadership die at a time. This effect ends if Sheriff Ostland is The Burning Touch effect can be extinguished by magical darkness, a
incapacitated. greater restoration or heal spell.
Searing Ray. Ranged Spell Attack: +9 to hit, range 120/300 ft., one
target. Hit: 42 (12d6) radiant damage, or 63 (18d6) radiant damage if the
target is undead.
Actions Slithering Tracker
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Medium ooze, chaotic evil
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) if used with two hands. Armor Class 14
Hit Points 32 (5d8 + 10)
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400, one Speed 30 ft., climb 30 ft., swim 30 ft.
target. Hit: 7 (1d10 + 2) piercing damage.
STR DEX CON INT WIS CHA
Shining Child 16 (+3) 19 (+4) 15 (+2) 10 (+0) 14 (+2) 15 (+2)
Medium aberration, chaotic evil Skills Stealth +8
Armor Class 18 (natural armor) Damage Resistances cold, fire
Hit Points 144 (17d8 + 68) Damage Resistances bludgeoning, piercing and slashing
Speed 30 ft., fly 50 ft.
damage from nonmagical attacks
STR DEX CON INT WIS CHA Condition Immunities blinded, deafened, exhaustion,
10 (+0) 17 (+3) 18 (+4) 15 (+2) 11 (+0) 20 (+5) grappled, paralyzed, petrified, prone, restrained,
unconscious
Skills Arcana +10, Nature +6, Religion +6, Perception +4 Senses blindsight 120 ft., passive Perception 12
Damage Resistances cold, thunder Languages understands languages it knew in its previous
Damage Immunities fire, poison, radiant form
Condition Immunities blinded, poisoned Challenge 3 (700 XP)
Senses darkvision 120 ft., passive Perception 14
Languages all, telepathy 120 ft. Ambusher. In the first round of a combat, the slithering tracker has
Challenge 12 (8,400 XP) advantage on attack rolls against any creature it surprised.
Innate Spellcasting. The shining child’s innate spellcasting ability is Damage Transfer. While grappling a creature, the slithering tracker
Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the takes only half the damage dealt to it, and the creature it is grappling takes
following spells without material components: the other half.
At will: light, major image False Appearance. While the slithering tracker remains motionless, it
is indistinguishable from a puddle, unless an observer succeeds on a DC
18 Intelligence (Investigation) check.
600
Appendix A: Bestiary
Keen Tracker. The slithering tracker has advantage on Wisdom checks The called creatures arrive within 1d4 rounds, acting as his allies, and
to track prey. obeying his spoken commands. The beasts remain for 1 hour, until he dies,
Liquid Form. The slithering tracker can enter an enemy’s space and or until he dismisses them as a bonus action.
stop there. It can also move through a space as narrow as l inch wide
without squeezing. Simrath the Vampire
Spider Climb. The slithering tracker can climb difficult surfaces,
Medium undead, lawful evil
including upside down on ceilings, without needing to make an ability Armor Class 18 (plate)
check. Hit Points 144 (17d8 + 68)
Speed 30 ft.
Watery Stealth. While underwater, the slithering tracker has advantage
on Dexterity (Stealth) checks made to hide, and it can take the Hide action
as a bonus action.
Actions STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 Saving Throws Dex +9, Wis +7, Cha +9
(1d10 + 4) bludgeoning damage. Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and
Life Leech. One Large or smaller creature that the slithering tracker
can see within 5 feet of it must succeed on a DC 13 Dexterity saving slashing from nonmagical weapons
throw or be grappled (escape DC 13). Until this grapple ends, the target is Senses darkvision 120 ft., passive Perception 17
restrained and unable to breathe unless it can breathe water. In addition, Languages Common, Celestial
the grappled target takes 16 (3d10) necrotic damage at the start of each of Challenge 15 (13,000 XP)
its turns. The slithering tracker can grapple only one target at a time.
Sigma Shapechanger. If Simrath isn’t in sunlight or running water, he can use
his action to polymorph into a Tiny bat or a Medium cloud of mist, or back
Medium humanoid (human), chaotic evil into his true form.
Armor Class 16 (breastplate, shield)
Hit Points 77 (14d8 + 14) While in bat form, Simrath can’t speak, his walking speed is 5 feet,
Speed 30 ft. and he has a flying speed of 30 feet. His statistics, other than his size and
speed, are unchanged. Anything he is wearing transforms with him but
STR DEX CON INT WIS CHA nothing he is carrying does. He reverts to his true form if he dies.
14 (+2) 10 (+0) 13 (+1) 10 (+0) 19 (+4) 15 (+2) While in mist form, Simrath can’t take any actions, speak, or manipulate
objects. He is weightless, has a flying speed of 20 feet, can hover, and can
Saving Throws Con +4, Wis +7 enter a hostile creature’s space and stop there. In addition, if air can pass
Skills Insight +7, Perception +7, Religion +6 through a space, the mist can do so without squeezing, and he can’t pass
Damage Immunities poison through water. He has advantage on Strength, Dexterity, and Constitution
Condition Immunities poisoned saving throws, and is immune to all nonmagical damage, except the
Senses passive Perception 17 damage he takes from sunlight.
Languages Common
Challenge 6 (2,300 XP) Legendary Resistance (3/day). If Simrath fails a saving throw, he can
choose to succeed instead.
Breath of the Swamp. Sigma can breathe air and water.
Fetid Shroud of the Frog God. Sigma is surrounded by a fetid, swirling Misty Escape. When he drops to 0 hit points outside his resting place,
shroud of foul corruption. At the start of each of his turns, each creature Simrath transforms into a cloud of mist (as in the Shapechanger trait)
within 5 feet of him takes 10 (3d6) acid damage. A creature that touches instead of falling unconscious, provided that he isn’t in sunlight or running
Sigma or hits him with a melee attack while within 5 feet of him takes 10 water. If he can’t transform, he is destroyed.
(3d6) acid damage.
Fetid Strike. Once on each of Sigma’s turns when he hits a creature While he has 0 hit points in mist form, he can’t revert to his vampire
with a weapon attack, he can cause the attack to deal an extra 9 (2d8) acid form, and he must reach its resting place within 2 hours or be destroyed.
damage to the target. Once in his resting place, he reverts to his vampire form. He is then
Spellcasting. Sigma is a 7th-level spellcaster. His spellcasting ability is paralyzed until he regains at least 1 hit point. After spending 1 hour in his
Wisdom (spell save DC 15, +7 to hit with spell attacks). He can cast the resting place with 0 hit points, he regains 1 hit point.
following spells:
Cantrips (at will): acid splash, guidanceresistance, thaumaturgy Regeneration. Simrath regains 20 hit points at the start of his turn if he
1st level (4 slots): bane, cure wounds, jump, protection from evil and has at least 1 hit point and isn’t in sunlight or running water. If Simrath
good takes radiant damage or damage from holy water, this trait doesn’t function
2nd level (3 slots): acid arrow, blindness/deafness, enhance ability, at the start of his next turn.
hold person
3rd level (3 slots): animate dead, bestow curse, spirit guardians, water Spider Climb. Simrath can climb difficult surfaces, including upside
walk down on ceilings, without needing to make an ability check.
4th level (1 slots): banishment, guardian of faith
Vampire Weaknesses. Simrath has the following flaws:
Actions Forbiddance. Simrath can’t enter a residence without an invitation from
one of the occupants.
+1 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 Harmed by Running Water. Simrath takes 20 acid damage if he ends his
(1d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into
Plague of Frogs (Recharges after a Short or Long Rest). Sigma Simrath’s heart while he is incapacitated in his resting place, Simrath is
magically calls 1d4+4 giant frogs, provided that he is within 100 feet of a paralyzed until the stake is removed.
body of water large enough to cover a Medium creature (GM discretion). Sunlight Hypersensitivity. Simrath takes 20 radiant damage when he
starts his turn in sunlight. While in sunlight, he has disadvantage on attack
rolls and ability checks.
Actions
Multiattack (Vampire Form Only). Simrath makes two attacks, only
one of which can be a bite attack.
601
Rappan Athuk
Greatsword (Vampire Form Only). Melee Weapon Attack: +9 to hit, Spellcasting. Sir Kingsly is a 12th-level spellcaster. His spellcasting
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, cast the following spells:
reach 5 ft., one willing creature that is grappled by Simrath, incapacitated, 1st level (4 slots): bless, cure wounds, divine favor, shield of faith
or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic 2nd level (3 slots): aid, branding smite, lesser restoration
damage. The target’s hit point maximum is reduced by an amount equal 3rd level (3 slots): create food and water, remove curse, revivify
to the necrotic damage taken, and Simrath regains hit points equal to that
amount. The reduction lasts until the target finishes a long rest. The target Actions
dies if this effect reduces its hit point maximum to 0. A humanoid slain
in this way and then buried in the ground rises the following night as a Multiattack. Sir Kingsly makes three melee attacks.
vampire spawn under Simrath’s control. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 4 (1d2 + 3) bludgeoning damage and 4 (1d8) radiant damage.
Charm. Simrath targets one humanoid it can see within 30 feet of it. If Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
the target can see Simrath, the target must succeed on a DC 17 Wisdom 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with
saving throw against this magic or be charmed by Simrath. The charmed two hands, and 4 (1d8) radiant damage.
target regards Simrath as a trusted friend to be heeded and protected. Shield Bash.Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Although the target isn’t under Simrath’s control, it takes Simrath’s Hit: 8 (2d4 + 3) bludgeoning damage and 4 (1d8) radiant damage, and
requests or actions in the most favorable way it can, and it is a willing the target must succeed on a DC 15 Strength saving throw or be knocked
target for Simrath’s bite attack. Each time Simrath or his companions do prone.
anything harmful to the target, it can repeat the saving throw, ending the
effect on itself on a success. Otherwise, the effect lasts 24 hours or until
Simrath is destroyed, is on a different plane of existence than the target or
Sirentakes a bonus action to end the effect.
Malevolent Children of the Night (1/day). Simrath magically calls 4d4
swarms of bats or rats, provided that the sun isn’t up. While outdoors, the Medium fey, chaotic neutral
vampire can call 3d6 worgs instead. The called creatures arrive in 1d4 Armor Class 15 (natural armor)
rounds, acting as allies of Simrath and obeying its spoken commands. The Hit Points 49 (9d8 + 9)
beasts remain for 1 hour, until Simrath dies, or until Simrath dismisses Speed 30 ft., fly 60 ft.
them as a bonus action. STR DEX CON INT WIS CHA
Legendary Actions 10 (+0) 18 (+4) 12 (+1) 13 (+1) 16 (+3) 19 (+4)
Simrath can take 3 legendary actions, choosing from the options below. Skills Deception +8, Perception +8
Only one legendary action option can be used at a time and only at the end Senses darkvision 60 ft., passive Perception 18
of another creature’s turn. Simrath regains spent legendary actions at the Languages Common, Elvish, Sylvan
start of his turn. Challenge 3 (700 XP)
Move. Simrath moves up to his speed without provoking opportunity Flyby. The siren doesn’t provoke opportunity attacks when it flies out
attacks. of an enemy’s reach.
Greatsword Attack. Simrath makes one greatsword attack. Innate Spellcasting. The siren ‘s innate spellcasting ability is Charisma
Bite (Costs 2 Actions). Simrath makes one bite attack. (spell save DC 14, +6 to hit with spell attacks). It can innately cast the
Sir Kingsly following spells 1/day each, requiring no material components: charm
person.fog cloud, greater invisibility, polymorph (self only).
Medium humanoid (human), lawful good Luring Song. The siren sings a magical melody. Every humanoid and
Armor Class 11 giant within 300 feet of the siren that can hear the song must succeed on a
Hit Points 135 (18d8 + 54) DC 12 Wisdom saving throw or be charmed until the song ends. The siren
Speed 30 ft. must take a bonus action on its subsequent turns to continue singing. It
can stop singing at any time. The song ends if the siren is incapacitated.
STR DEX CON INT WIS CHA While charmed by the siren, a target is incapacitated and ignores the
songs of other sirens. If the charmed target is more than 5 feet away
16 (+3) 12 (+1) 16 (+3) 9 (–1) 17 (+3) 18 (+4) from the siren, the target must move on its turn toward the siren by the
most direct route, trying to get within 5 feet. It doesn’t avoid opportunity
Saving Throws Con +7, Wis +7, Cha +8 attacks, but before moving into damaging terrain, such as lava or a pit, and
Skills Medicine +7, Perception +7 whenever it takes damage from a source other than the siren, the target
Senses passive Perception 17 can repeat the saving throw. A charmed target can also repeat the saving
Languages Common throw at the end of each of its turns. If the saving throw is successful, the
Challenge 11 (7,200 XP) effect ends on it.
A target that successfully saves is immune to this siren’s song for the
Aura of Protection. An aura of protection surrounds Sir Kingsly. Sir next 24 hours.
Kingsly and his allies within 10 feet of him can add his Charisma bonus Magic Resistance. The siren has advantage on saving throws against
to saving throws. spells and other magical effects.
Aura of Courage. Sir Kingsly and his allies that are within 10 feet of
him cannot be frightened. Actions
Divine Health. Sir Kingsly is immune to disease.
Divine Sense. Sir Kingsly is aware of the location of any celestial, fiend, Multiattack. The siren makes two attacks with its talons.
or undead within 60 feet. Within the same radius he can also detect the Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
presence of any place or object that has been consecrated or desecrated. (2d6 + 4) piercing damage.
Divine Strike. Whenever Sir Kingsly hits a creature with a melee
attack, the creature takes an extra 1d8 radiant damage (included in below).
Lay on Hands. As an action, Sir Kingsly can touch a creature, healing it
for a maximum of 60 hit points. After he has healed a total of 60 hit points,
he can’t use this ability again until after a short or long rest. 602
Sister Macry Appendix A: Bestiary
Medium humanoid (human), lawful good Slaver
Armor Class 10
Hit Points 188 (29d8 + 58) Medium humanoid (any race), chaotic evil
Speed 30 ft. Armor Class 18 (chain mail, shield)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 8 (–1) 18 (+4) 8 (–1)
12 (+1) 11 (+0) 14 (+2) 12 (+1) 24 (+7) 23 (+6)
Saving Throws Con +7, Wis +12, Cha +11 Saving Throws Con +8, Wis +8
Skills History +11, Insight +12, Persuasion +11, Religion +11 Skills Athletics +9, Perception +8, Religion +7
Damage Resistances necrotic Senses truesight 120 ft., passive Perception 18
Condition Immunities frightened Languages Abyssal, Common, Goblin
Senses passive Perception 17 Challenge 9 (5,000 XP)
Languages Celestial, Common
Challenge 15 (13,000 XP) Abyssal Blessing of Orcus. The slaver gains 15 temporary hit points
when it reduces a hostile creature that is not undead to 0 hit points.
Diminished Power. Due to the longterm and remote confinement, Sister
Macry has lost access to Blessing of Muir, Protective Shroud of Muir, Unholy Strike. Once on each of the slaver’s turns when it hit a creature
and Blessed Strike, and has no spells prepared. (The information provided with a weapon attack, the slaver can cause the attack to deal an extra 13
below is in case she has a chance to recover her connection with Muir.) (3d8) necrotic damage to the target.
Blessing of Muir. Sister Macry is resistant to necrotic damage and Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
immune to the frightened condition. their weapons with the ability to paralyze a foe (included in the attack). In
the hands of any but a true follower of Orcus, an unholy weapon loses its
Protective Shroud of Muir. Sister Macry is surrounded by a brilliant power to paralyze a foe.
aura of radiant energy. At the start of each of her turns, any undead and
fiends within 20 feet of her takes 10 (3d6) radiant damage. An undead or Spellcasting. The slaver is a 10th-level spellcaster. Its spellcasting
fiend that touches Sister Macry or hits her with a melee attack takes 10 ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can
(3d6) radiant damage and must succeed on a DC 15 Strength saving throw cast the following spells:
or be knocked back 10 feet.
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
Blessed Strike. Once on each of Sister Macry’s turns when she hits a 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict
creature with a weapon attack, she can cause the attack to deal an extra 18 wounds, shield of faith
(4d8) radiant damage to the target. 2nd level (3 slots): enhance ability, hold person, silence, spiritual
weapon
Spellcasting. The Sister Macry is a 20th-level spellcaster. Her 3rd level (3 slots): animate dead, bestow curse, dispel magic, magic
spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell circle
attacks). She can cast the following spells: 4th level (3 slots): blight, death ward, guardian of faith
5th level (2 slots): dispel evil and good, mass cure wounds
Cantrips (at will): guidance, resistance, sacred flame, spare the dying
1st level (4 slots): bless, cure wounds, detect magic, healing word, Actions
protection from evil and good, shield of faith
2nd level (3 slots): aid, enhance ability, lesser restoration, prayer of Multiattack. The slaver makes three attacks with its flail.
healing, spiritual weapon, zone of truth Unholy Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
3rd level (3 slots): beacon of hope, daylight, remove cure, revivify, spirit Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature other than
guardians an elf or undead, it must succeed on a DC 10 Constitution saving throw
4th level (3 slots): banishment, death ward, guardian of faith or be paralyzed for 1 minute. The target can repeat the saving throw at the
5th level (3 slots): dispel evil and good, flame strike, greater restoration, end of each of its turns, ending the effect on itself on a success.
mass cure wounds Caress of Orcus (Recharges after a Short or Long Rest). Melee
6th level (2 slots): blade barrier, forbiddance, heal, heroes’ feast Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic
7th level (2 slots): conjure celestial, fire storm, symbol damage, and the target’s Strength score is reduced by 1d6. The target dies
8th level (1 slot): earthquake, holy aura if this reduces its Strength to 0. Otherwise, the reduction lasts until the
9th level (1 slot): mass heal target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow rises from the
Actions corpse in 24 hours under the slaver’s control, unless the humanoid is
restored to life or its body is destroyed. The slaver can have no more than
Multiattack. Sister Macry makes two melee attacks. four shadows under its control at one time.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) slashing damage plus 10 (3d6) radiant damage, or 6 (1d10 + Slavish
1) slashing damage plus 10 (3d6) radiant damage if used with two hands.
Shield Bash.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Medium undead, lawful evil
6 (2d4 + 1) bludgeoning damage plus 10 (3d6) radiant damage. Armor Class 21 (natural armor)
Hit Points 240 (37d8 + 74)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 15 (+2) 14 (+2) 26 (+8)
Saving Throws Con +9, Int +9, Wis +9, Cha +15
Skills Arcana +16, History +9, Insight +9, Perception +9,
Religion +9
603
Rappan Athuk
Damage Resistances cold, lightning, necrotic Skeletons
Damage Immunities poison; bludgeoning, piercing, and
Army Skeleton
slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, Medium undead, neutral evil
Armor Class 14
paralyzed, poisoned Hit Points 78 (12d8 + 24)
Senses truesight 120 ft., passive Perception 19 Speed 30 ft.
Languages Common, Elven, Infernal
Challenge 23 (50,000 XP) STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 2 (–4) 10 (+0) 10 (+0)
Legendary Resistance (3/day). If Slavish fails a saving throw, it can
choose to succeed instead. Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Metamagic Savant. Slavish can twist magic to its needs. Slavish can
spend extra spell slots to manipulate the effects of its spells. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Heightened Spell. When Slavish casts a spell that forces a creature to Senses darkvision 60 ft., passive Perception 10
make a saving throw to resist its effects, the lich can spend an extra spell Languages understands the languages it knew in life but
slot of the same level to give one target of the spell disadvantage on its
first saving throw made against the spell. can’t speak
Challenge 3 (700 XP)
Twinned Spell. When Slavish casts a spell that targets only one creature
and doesn’t have a range of self, Slavish can spend an extra spell slot of Turn Resistance. The army skeleton has advantage on saving throws
the same level to target a second creature in range with the same spell. against any effect that turns undead.
Rejuvenation. If it has a phylactery, Slavish gains a new body in 1d10 Actions
days, regaining all its hit points and becoming active again. The new body
appears within 5 feet of the phylactery. Multiattack. The army skeleton makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
Spellcasting. Slavish is a 20th-level spellcaster. Its spellcasting ability (2d8 + 4) slashing damage.
is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast
the following spells: Black Skeleton
Cantrips (at will): acid splash, chill touch, ray of frost, shocking grasp, Medium undead, chaotic evil
prestidigitation Armor Class 17 (chain shirt)
Hit Points 71 (13d8 + 13)
1st level (4 slots): alarm, detect magic, fog cloud Speed 40 ft.
2nd level (3 slots): acid arrow, detect thoughts, hold person, scorching
ray, suggestion STR DEX CON INT WIS CHA
3rd level (3 slots): fireball, fly, haste, lightning bolt
4th level (3 slots): blight, greater invisibility, phantasmal killer, stone 11 (+0) 19 (+4) 13 (+1) 13 (+1) 10 (+0) 14 (+2)
shape
5th level (2 slots): arcane hand, cone of cold, dominate person,
telekinesis
6th level (2 slot): chain lightning, flesh to stone, mass suggestion
7th level (2 slot): delayed blast fireball, prismatic spray, sequester
8th level (1 slot): dominate monster, feeblemind, power word stun
9th level (1 slot): meteor swarm, time stop
Turn Resistance. Slavish has advantage on saving throws against any
effect that turns undead.
Actions Skills Perception +4, Stealth +6
Damage Vulnerabilities bludgeoning, radiant
Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one Damage Resistances cold
target. Hit: 21 (6d6) cold damage. The target must succeed on a DC 18 Damage Immunities necrotic, poison
Constitution saving throw or be paralyzed for 1 minute. The target can Condition Immunities exhaustion, poisoned
repeat the saving throw at the end of each of its turns, ending the effect on Senses darkvision 60 ft., passive Perception 14
itself on a success. Languages understands the languages it knew in life but
Legendary Actions can’t speak
Challenge 4 (1,100 XP)
Slavish can take 3 legendary actions, choosing from the options below. Shortsword Masters. Black skeletons gain defensive bonuses (+2 to
Only one legendary action option can be used at a time and only at the end AC) and bonuses to attack (+2 to hit) when wielding dual shortswords
of another creature’s turn. Slavish regains spent legendary actions at the (included in the statistics).
start of its turn.
Actions
Cantrip. Slavish casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Slavish uses its Paralyzing Touch. Multiattack. The black skeleton makes two claw attacks or two
Frightening Gaze (Costs 2 Actions). Slavish fixes its gaze on one shortsword attacks.
creature it can see within 10 feet of it. The target must succeed on a DC
18 Wisdom saving throw against this magic or become frightened for 1 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8
minute. The frightened target can repeat the saving throw at the end of + 4) slashing damage, and the target’s Strength score is reduced by 1d4.
each of its turns, ending the effect on itself on a success. If a target’s The target dies if this reduces its strength to 0. Otherwise, the reduction
saving throw is successful or the effect ends for it, the target is immune to lasts until the target finishes a short or long rest.
Slavish’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
feet of Slavish must make a DC 18 Constitution saving throw against this 11 (2d6 + 4) piercing damage, and the target’s Strength score is reduced
magic, taking 21 (6d6) necrotic damage on a failed save, or half as much by 1d4. The target dies if this reduces its strength to 0. Otherwise, the
damage on a successful one. reduction lasts until the target finishes a short or long rest
604
Appendix A: Bestiary
Slime Crawler, Larval
Medium aberration, neutral
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft., climb 15 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 1 (–5) 12 (+1) 6 (–2)
Saving Throws Wis +3
Skills Athletics +5, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 1 (200 XP)
Keen Smell. The larval slime crawler has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) bludgeoning damage. The target is grappled (escape DC 11) if
the larval slime crawler isn’t already constricting a creature, and the target
is restrained until the grapple ends.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4
+ 2) piercing damage.
Slime Crawler, Mature
Large aberration, neutral
Armor Class 15 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 30 ft., climb 15 ft.
STR DEX CON INT WIS CHA Snake, Sepia
14 (+2) 15 (+2) 14 (+2) 1 (–5) 15 (+2) 6 (–2)
Huge monstrosity, neutral
Saving Throws Wis +4 Armor Class 16 (natural armor)
Skills Athletics +6, Perception +6 Hit Points 147 (14d12 + 56)
Senses darkvision 60 ft., passive Perception 16 Speed 40 ft., fly 50 ft.
Languages —
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 19 (+4) 4 (–3) 13 (+1) 19 (+4)
Keen Smell. The mature slime crawler has advantage on Wisdom
(Perception) checks that rely on smell.
Actions Saving Throws Dex +7, Con +8
Skills Perception +9, Stealth +7
Multiattack. The mature slime crawler makes three attacks: two with its Damage Resistance bludgeoning, piercing, and slashing
tentacles and one with its bite.
from nonmagical weapons
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Damage Immunities poison
Hit: 12 (4d4 + 2) bludgeoning damage. If the target is a creature, it must Condition Immunities poisoned, prone
succeed on a DC 12 Constitution saving or be paralyzed for. The target Senses darkvision 120 ft., passive Perception 19
can repeat the saving throw at the end of each of its turns, ending the effect Languages —
on itself on a success. Challenge 9 (5,000 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 Flyby. The sepia snake doesn’t provoke an opportunity attack when it
+ 2) piercing damage. flies out of an enemy’s reach.
Gaze. When a creature that can see the sepia snake’s eyes starts its turn
within 30 feet of the sepia snake, the snake can force it to make a DC 16
Constitution saving throw if the sepia snake isn’t incapacitated and can
see the creature. On a failure, the creature is frightened for 1 minute.
Unless surprised, a creature can avert its eyes to avoid the saving throw
at the start of its turn. If the creature does so, it can’t see the sepia snake
until the start of its next turn, when it can avert its eyes again. If the
creature looks at the sepia snake in the meantime, it must immediately
make the save. While averting its eyes, any attacks on the sepia snake are
done at disadvantage.
605
Actions Rappan Athuk
Reactions
Multiattack. The sepia snake makes two melee attacks: one with its bite Deflect Missiles. If Socrates has one hand free, he can use his reaction
and one with its tail sting. in response to being hit with a ranged weapon attack. Socrates reduces the
damage by 14 (1d10 + 9). If he reduces the damage to 0, he can catch the
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 missile if it is small enough for him to hold with one hand.
(2d8 + 6) piercing damage. The target is grappled (escape DC 16) if the
sepia snake isn’t already grappling a creature, and the target is restrained Spiders
until the grapple ends.
Albino Cave Spider
Tail Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) piercing damage and 27 (6d8) poison damage, and the Tiny beast, unaligned
target must make a DC 16 Constitution saving throw or is paralyzed for Armor Class 15 (natural armor)
1 minute. The creature can repeat the saving the at the end of each of its Hit Points 2 (1d4)
turns, ending the effect on itself with a success. Speed 20 ft., climb 10 ft.
Cocoon (Recharge 5-6). A sepia snake can fire a line of webbing to STR DEX CON INT WIS CHA
a range of 20 feet. Creatures in this area must make a DC 16 Dexterity 4 (–3) 14 (+2) 10 (+0) 2 (–4) 10 (+0) 3 (–4)
saving throw. On a failure, the creature is restrained by webbing. If a
creature is completely covered in webbing, it must make a successful DC Skills Perception +4, Stealth +4
16 Constitution saving throw or be placed in a state of magical suspended Senses darkvision 60 ft., tremorsense 60 ft., passive
animation 1d4 + 12 days. During this time, the creature does not need
food or water. Perception 14
Languages —
In one round, the sepia snake can spit enough webbing to cover one Challenge 1/2 (100 XP)
Medium or smaller creature. For each size category larger than Medium, the
snake must fire another line of webbing to completely encase an opponent. Spider Climb. The albine cave spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
As an action, creatures hit by the webbing but not completely covered
can make a DC 16 Strength check, bursting the webbing on a success. A Web Sense. While in contact with a web, the albine cave spider knows
creature that is completely wrapped in the webbing cannot break free and the exact location of any other creature in contact with the same web.
must rely on others to remove the webs. The webbing can be attacked
and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to Web Walker. The albine cave spider ignores movement restrictions
bludgeoning, poison, and psychic damage). caused by webbing.
Socrates Actions
Medium humanoid (human), lawful good
Armor Class 17 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 45 ft.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3
+ 2) piercing damage, and the target must make a DC 13 Constitution
12 (+1) 16 (+3) 13 (+1) 11 (+0) 18 (+4) 14 (+2) saving throw and on failure taking 1 (1d3) poison damage. If the target
misses its saving throw by 5 or more, it is poisoned for 1 hour.
Skills Acrobatics +5, Insight +6, Stealth +5 Giant Black Widow Spider
Senses passive Perception 14
Languages Common Large beast, unaligned
Challenge 3 (700 XP) Armor Class 14 (natural armor)
Hit Points 59 (7d10 + 21)
Slow Fall. Socrates reduces any falling damage by 30. If he does not Speed 30 ft., climb 30 ft.
take damage from a fall, he does not drop prone.
Actions STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 2 (–4) 10 (+0) 2 (–4)
Multiattack. Socrates can make three attacks with his unarmed strike. Skills Stealth +6
He can use his Flurry of Blows or Stunning Strike ability in place of one Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
of the unarmed strikes. Languages —
Challenge 2 (450 XP)
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage. Spider Climb. The giant black widow spider can climb difficult
surfaces, including upside down on ceilings, without needing to make an
Flurry of Blows (3/day). Melee Weapon Attack: +5 to hit, reach 5 ft., ability check.
one target. Hit: 13 (3d6 + 3) bludgeoning damage, and the target suffers
one of the following effects of its choice: Web Sense. While in contact with a web, the giant black widow spider
knows the exact location of any other creature in contact with the same web.
Prone. The target must succeed on a DC 14 Dexterity saving throw or
be knocked prone. Web Walker. The giant black widow spider ignores movement
restrictions caused by webbing.
Pushed. The target must make a successful DC 14 Strength saving
throw or be pushed up to 15 feet away from Socrates. Actions
Agog. The target can’t take reactions until the end of the Socrates’s Multiattack. The giant black widow spider makes two bite attacks.
next turn. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a
Stunning Strike (3/day). Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target must
succeed on a DC 14 Constitution saving throw or be stunned until the end
of the Socrates’s next turn.
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Appendix A: Bestiary
creature, it must succeed on a DC 15 Constitution saving throw or become Spider of Leng
poisoned until it is cured. Every 24 hours that elapse, the target must
repeat the saving throw, reducing its hit point maximum by 5 (1d10) on Large aberration, chaotic evil
a failure. The poison is cured on a success. The target dies if the poison Armor Class 15 (natural armor)
reduces its hit point maximum to 0. This reduction to the target’s hit point Hit Points 144 (17d10 + 51)
maximum lasts until the poison is cured.
Speed 30 ft., climb 20 ft.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one
creature. Hit: The target is restrained by webbing. As an action, the restrained STR DEX CON INT WIS CHA
target can make a DC 12 Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability 14 (+2) 16 (+3) 16 (+3) 17 (+3) 10 (+0) 10 (+0)
to fire damage; immunity to bludgeoning, poison, and psychic damage).
Saving Throws Dex +6, Con +6, Int +6
Ghostwalk Spider Skills Athletics +5, Perception +3, Stealth +6
Damage Resistances poison
Large monstrosity, neutral evil Condition Immunities charmed, poisoned, unconscious
Armor Class 15 Senses darkvision 240 ft., passive Perception 13
Hit Points 119 (14d10 + 42) Languages Common, Void Speech
Speed 50 ft., climb 50 ft. Challenge 7 (2,900 XP)
STR DEX CON INT WIS CHA Eldritch Understanding. A spider of Leng can read and use any scroll.
15 (+2) 20 (+5) 17 (+3) 9 (–1) 14 (+2) 8 (–1) Innate Spellcasting. The spider of Leng’s innate spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately
Saving Throws Dex +9, Wis +6 cast the following spells, requiring no material components:
Skills Perception +6 At will: comprehend languages, detect magic, shocking grasp
Damage Immunities poison 3/day each: shield, silence
Condition Immunities charmed, frightened, poisoned 1/day each: arcane eye, confusion, hypnotic pattern, stoneskin
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Poisonous Blood. An attacker who hits a spider of Leng with a melee
Languages understands Undercommon but can’t speak attack from within 5 feet must make a successful DC 15 Dexterity saving
Challenge 9 (5,000 XP) throw or take 7 (2d6) poison damage and be poisoned until the start of its
next turn.
Ghostwalk. As a bonus action, the ghostwalk spider becomes invisible Shocking Riposte. When a spider of Leng casts shield, it can also make
and intangible. Attacking doesn’t end this invisibility. While invisible, the a shocking grasp attack for 9 (2d8) lightning damage against one enemy
ghostwalk spider has advantage on Dexterity (Stealth) checks and gains within 5 feet as part of the same reaction.
the following:
Actions
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
piercing, and slashing damage from nonmagical weapons Multiattack. The spider of Leng makes two claw attacks, two staff
attacks, or one of each.
Condition Immunities paralyzed, petrified, prone, restrained, stunned
The ghostwalk ends when the spider chooses to end it as a bonus action Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14
or when the spider dies. (2d10 + 3) slashing damage plus 4 (1d8) poison damage.
Incorporeal Movement (During Ghostwalk Only). The ghostwalk
spider can move through other creatures and objects as if they were Spit Venom. Ranged Weapon Attack: +6 to hit, range 60 ft., one target.
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside Hit: 16 (3d8 + 3) poison damage, and the target must make a successful
an object. DC 14 Constitution saving throw or be poisoned and blinded until the end
Spider Climb. The ghostwalk spider can climb difficult surfaces, of its next turn.
including upside down on ceilings, without needing to make an ability
check. Staff of Leng. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Web Walker. The ghostwalk spider ignores movement restrictions Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage,
caused by webbing. and the target must make a successful DC 15 Wisdom saving throw or be
stunned until the start of the spider’s next turn.
The Spider of Leng can be found in Tome of Beasts by Kobold Press.
Actions Spiker, The
Multiattack. The ghostwalk spider makes two bite attacks. It can make Medium humanoid (tiefling), chaotic evil
a ghostly snare attack in place of one of its bites.
Armor Class 14 (leather)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 Hit Points 97 (15d8 + 30)
(2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison Speed 30 ft.
damage with a successful DC 15 Constitution saving throw. If the poison
damage reduces the target to 0 hit points, the target is stable but poisoned STR DEX CON INT WIS CHA
and paralyzed for 1 hour, even after regaining hit points. While using
Ghostwalk, the spider’s bite and poison do half damage to targets that 16 (+3) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 6 (–2)
aren’t affected by Ghostly Snare (see below).
Ghostly Snare (During Ghostwalk Only, Recharge 5-6). Ranged Skills Perception +5, Stealth +7
Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is Senses darkvision 60 ft., passive Perception 15
restrained by ghostly webbing. While restrained in this way, the target is Languages Abyssal, Common, Goblin
invisible to all creatures except ghostwalk spiders, and it has resistance to Challenge 4 (1,100 XP)
acid, cold, fire, lightning, and thunder damage. A creature restrained by
Ghostly Snare can escape by using an action to make a successful DC 14 Grappler. The Spiker has advantage on attack rolls against any creature
Strength check, or the webs can be attacked and destroyed (AC 10; hp 5). grappled by him.
The Ghostwalk Spider can be found in Tome of Beasts by Kobold Press. Spiked Armor. The Spiker wears viciously spiked armor. As a bonus
action, he can make a melee attack with his spiked armor against a target
within 5 feet of him. The spikes deal 3 (1d6) piercing damage, and
607
Rappan Athuk
the Spiker’s Strength modifier is used on the attack and damage rolls. Statue of Wishes
Additionally, when grappling a creature, the Spiker’s armor deals 3
piercing damage to the creature if the grappling attempt succeeds. Large construct, neutral
Spiker’s Curse. The character that deals the killing blow to the Spiker Armor Class 15 (natural armor)
must immediately succeed on a DC 20 Wisdom saving throw or be cursed, Hit Points 85 (10d10 + 30)
becoming the new Spiker. This effect can only be reversed by a wish spell. Speed 0ft.
Actions STR DEX CON INT WIS CHA
1 (–5) 1 (–5)
Multiattack. The Spiker makes two attacks: one with his heavy hammer 17 (+3) 10 (+0) 10 (+0) 16 (+3)
and one with his 3-foot iron spike.
Damage Immunities acid, poison, psychic; bludgeoning,
Heavy Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. piercing, and slashing from nonmagical weapons that
Hit: 14 (2d10 + 3) bludgeoning damage. aren’t adamantine
3-Foot Iron Spike. Melee Weapon Attack: +5 to hit, reach 5 ft., one Condition Immunities charmed, exhaustion, frightened,
target. Hit: 12 (2d8 + 3) piercing damage. paralyzed, petrified, poisoned, prone, stunned
Spiker’s Gaze. The Spiker targets one creature it can see within 60 Senses darkvision 60ft., passive Perception 10
feet of it. If the target can see the Spiker, it must succeed on a DC 13 Languages Common
Wisdom saving throw against this magic or become enthralled and walk Challenge 5 (1,800 XP)
to the nearest walk or stable surface and stand there until the end of the
Spiker’s next turn. If the target fails the saving throw by 5 or more, it is Immutable Form. The statue of wishes is immune to any spell or effect
also paralyzed upon reaching the wall for the same duration. A target that that would alter its form.
succeeds on the saving throw is immune to the Spiker’s Gaze for the next
24 hours. Innate Spellcasting. The statue of wishes can cast magic missile using
a 5th level spell slot at will without requiring material components.
Spirit Oni
Magic Resistance. The statue of wishes has advantage on saving throws
Tiny aberration, neutral evil against spells and other magical effects.
Armor Class 15 (natural armor)
Hit Points 10 (3d4 + 3) Regeneration. The statue of wishes regains 1 hit points at the beginning
Speed 10 ft., fly 30 ft. of each of its turns. If the Statue is dropped to 0 hit points, it will continue
to regenerate hit points, returning to full function once its hit points have
been fully regained.
STR DEX CON INT WIS CHA Actions
6 (–2)
19 (+4) 12 (+1) 13 (+1) 12 (+1) 15 (+2) Grant Wish (2/day). The statue of wishes is capable of granting two
requests to any one creature placed in the circle in front of it. Firstly, it can
Skills Deception +6, Stealth +8 grant an experience bonus to the target, giving the character enough experience
Damage Resistances acid, cold, fire, lightning, thunder; to reach the next level. Secondly, the statue of wishes can cast the raise dead
spell on the target inside the circle without requiring material components.
bludgeoning, piercing, and slashing from nonmagical
weapons that aren’t silvered However, each time a request is made, either to raise dead on a creature
Damage Immunities necrotic, poison in the circle or grant bonus experience, roll 1d100. On the result of a
Condition Immunities charmed, exhaustion, grappled, 20 or less, or if the request is for anything other than reawakening or
paralyzed, petrified, poisoned, prone, restrained experience, the Statue of Wishes decides that the creature inside the circle
Senses darkvision 60 ft., passive Perception 11 does not receive a wish. In this case, that creature must make a DC15
Languages Abyssal, Common, Giant Strength saving throw. On a failed saving throw, that creature takes 10
Challenge 2 (450 XP) (3d6) bludgeoning damage and is pulled into the statue of wishes’ open
mouth. The mouth then closes.
Innate Spellcasting. The spirit oni’s innate spellcasting ability is
Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately A creature who is trapped inside the statue of wishes can survive for up
cast the following spells, requiring no material components: to 1d6 hours on the available air inside. Rescuing a creature inside requires
killing the statue, as the mouth cannot be pried open while it is alive.
At will: invisibility (self only), mage hand
1/day each: command, sleep Stingrays
1/week: commune
Mask Symbiosis. A willing Small or Medium creature can wear the Large Stingray
spirit oni as a mask. While wearing the mask, the creature sees through
the spirit oni’s eyes and speaks through its mouth, and has advantage on Large beast, unaligned
Wisdom (Insight) checks. The spirit oni cannot act independently while Armor Class 12 (natural armor)
being worn as a mask. Hit Points 93 (11d10 + 33)
Speed swim 30 ft.
Actions
Multiattack. The spirit oni makes two attacks: one with its bite and one STR DEX CON INT WIS CHA
with its gore. 21 (+5) 11 (+0) 17 (+3) 1 (–5) 16 (+3) 2 (–4)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 Senses tremorsense 100 ft., passive Perception 13
(1d4 + 4) piercing damage. Languages —
Challenge 4 (1,100 XP)
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
7 (1d6 + 4) piercing damage and the target must succeed on a DC 12
Constitution saving throw or be poisoned for 1 hour. Water Breathing. The large stingray can breathe only underwater.
Keen Smell. The large stingray has advantage on Wisdom (Perception)
checks that rely on smell.
608
Appendix A: Bestiary
Actions Stone Roper
Multiattack. The large stingray makes two attacks: one with its sting Large monstrosity, neutral evil
and one with its wing. Armor Class 20 (natural armor)
Hit Points 93 (11d10 + 33)
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Speed 10 ft., climb 10 ft.
14 (2d8 + 5) piercing damage, and the target must succeed on a DC 13
Constitution saving throw or become poisoned for 1 hour. STR DEX CON INT WIS CHA
18 (+4) 8 (–1) 17 (+3) 7 (–2) 16 (+3) 12 (+1)
Wing. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) bludgeoning damage.
Medium Stingray Skills Perception +6, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing
Medium beast, unaligned
Armor Class 12 from nonmagical weapons
Hit Points 27 (5d8 + 5) Senses darkvision 60 ft., passive Perception 16
Speed swim 30 ft. Languages —
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA False Appearance. While the stone roper remains motionless, it is
14 (+0) 14 (+2) 13 (+1) 1 (–5) 14 (+2) 2 (–4) indistinguishable from a normal cave formation, such as a stalagmite.
Senses tremorsense 100 ft., passive Perception 12 Grasping Tendrils. The stone roper can have up to six tendrils at a time.
Languages — Each tendril can be attacked (AC 20; 10 hit points; immunity to poison
Challenge 1 (200 XP) and psychic damage). Destroying a tendril deals no damage to the roper,
which can extrude a replacement tendril on its next turn. A tendril can also
Water Breathing. The medium stingray can breathe only underwater. be broken if a creature takes an action and succeeds on a DC 15 Strength
Keen Smell. The medium stingray has advantage on Wisdom check against it.
(Perception) checks that rely on smell.
Spider Climb. The stone roper can climb difficult surfaces, including
Actions upside down on ceilings, without needing to make an ability check.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Stony Hide. The stone roper’s tough hide is resistant to nonmagical
7 (2d4 + 2) piercing damage, and the target must succeed on a DC 11 damage.
Constitution saving throw or become poisoned for 1 hour.
Actions
Small Stingray
Multiattack. The stone roper makes four attacks with its tendrils, uses
Small beast, unaligned Reel, and makes one attack with its bite.
Armor Class 12
Hit Points 7 (2d6) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22
Speed swim 30 ft. (4d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit:
10 (+0) 15 (+2) 11 (+0) 1 (–5) 12 (+1) 2 (–4) 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15).
Until the grapple ends, the target is restrained and has disadvantage on
Senses tremorsense 100 ft., passive Perception 11 Strength checks and Strength saving throws, and the roper can’t use the
Languages — same tendril on another target.
Challenge 1/2 (100 XP)
Reel. The roper pulls each creature grappled by it up to 25 feet straight
Water Breathing. The small stingray can breathe only underwater. toward it.
Keen Smell. The small stingray has advantage on Wisdom (Perception)
checks that rely on smell. Petrifying Venom (3/day). The stone roper can release a petrifying
through its tendrils. A creature grappled by the stone roper must succeed
Actions on a DC 15 Constitution saving throw. On a failed save, the creature
begins to turn to stone. The creature must repeat the saving throw at the
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: end of its next turn, becoming petrified on a failure or ending the effect on
4 (1d4 + 2) piercing damage, and the target must succeed on a DC 10 a success. The petrification lasts until the creature is freed by the greater
Constitution saving throw or become poisoned for 1 hour. restoration spell or other magic.
Swarms
Bone Swarm
Medium swarm of Tiny undead, neutral evil
Armor Class 13 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 10 (+0)
Skills Perception +4
Damage Vulnerabilities bludgeoning
Damage Resistances piercing, slashing
Damage Immunities poison
Condition Immunities charmed, frightened, grappled,
609
Rappan Athuk
paralyzed, petrified, poisoned, prone, restrained, stunned enough for a Tiny creature. The swarm can’t regain hit points or gain
Senses darkvision 60 ft., passive Perception 14 temporary hit points.
Languages — Actions
Challenge 1 (200 XP)
Swarm. The bone swarm can occupy another creature’s space and vice Pierce. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6
versa, and the swarm can move through any opening large enough for a Tiny piercing damage. If the target is a creature, the wound bleeds for 1 necrotic
creature. The swarm can’t regain hit points or gain temporary hit points. damage on each subsequent turn. The wound continues to bleed until it is
cured by magical healing.
Actions
Shred. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 Swoana
(2d6 + 2) slashing damage.
Medium undead, chaotic evil
Stirge Swarm Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Medium swarm of Tiny beasts, unaligned Speed 30 ft.
Armor Class 15 (natural armor)
Hit Points 58 (13d8) STR DEX CON INT WIS CHA
Speed 10 ft., fly 40 ft. 8 (–1) 18 (+4)
18 (+4) 19 (+4) 18 (+4) 13 (+1)
STR DEX CON INT WIS CHA Saving Throws Dex +9, Wis +4, Cha +9
3 (–4) 19 (+4) 10 (+0) 1 (–5) 12 (+1) 6 (–2) Skills Perception +4, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and
Skills Perception +7
Damage Resistances bludgeoning, piercing, slashing slashing from nonmagical weapons
Condition Immunities charmed, frightened, grappled, Senses darkvision 120 ft., passive Perception 14
Languages Common
paralyzed, petrified, prone, restrained, stunned Challenge 13 (10,000 XP)
Senses darkvision 60 ft., passive Perception 17
Languages — Berserk. Swoana immediately goes berserk and gains advantage on all
Challenge 5 (1,800 XP) melee weapon attack rolls, but all attack rolls against her have advantage.
This effect lasts until she is slain or combat ends.
Swarm. The stirge swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large enough for a Tiny Blood Starvation. Swoana has been imprisoned within this room and
creature. The swarm can’t regain hit points or gain temporary hit points. his crypt for almost three centuries, deprived of bloody sustenance for the
entirety of her imprisonment. Her Legendary Resistance and Regeneration
Actions traits are limited until she feeds.
Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Bound by Death. The ward placed by Bofred binds Swoana to the
Hit: 19 (6d4 + 4) piercing damage, and the some stirges attache to the target. immediate vicinity of this room and to her crypt. If her corporeal form is
While attached, the stirges don’t attack. Instead, at the start of each of the slain, she reappears in a comatose state within her crypt.
stirge’s turns, the target loses 19 (6d4 + 4) hit points due to blood loss.
Shapechanger. If Swoana isn’t in sunlight or running water, she can
The stirge swarm can detach itself by spending 5 feet of its movement. It use her action to polymorph into a Tiny bat or a Medium cloud of mist, or
does so after it drains 10 hit points of blood from the target or the target dies. back into her true form.
A creature, including the target, can use its action to detach the stirge swarm.
While in bat form, Swoana can’t speak, her walking speed is 5 feet,
Undead Hummingbird Swarm and she has a flying speed of 30 feet. Her statistics, other than her size
and speed, are unchanged. Anything she is wearing transforms with her,
Medium swarm of Tiny undead, chaotic evil but nothing she is carrying does. She reverts to her true form if she dies.
Armor Class 16
Hit Points 27 (6d8) While in mist form, Swoana can’t take any actions, speak, or manipulate ob-
Speed 10 ft., fly 60 ft. jects. She is weightless, has a flying speed of 20 feet, can hover, and can enter
a hostile creature’s space and stop there. In addition, if air can pass through a
STR DEX CON INT WIS CHA space, the mist can do so without squeezing, and she can’t pass through water.
1 (–5) 21 (+5) 10 (+0) 1 (–5) 10 (+0) 6 (–2) She has advantage on Strength, Dexterity, and Constitution saving throws, and is
immune to all nonmagical damage, except the damage she takes from sunlight.
Skills Perception +4, Stealth +9
Damage Vulnerabilities bludgeoning Legendary Resistance (3/day). Once Swoana feeds she can then choose
Damage Resistances piercing, slashing to succeed on a saving throw that she has failed.
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, Regeneration. Swoana regenerates 10 hit points (until she feeds at
which point she regenerates 20 hit points) at the start of her turn if she has
paralyzed, petrified, poisoned, prone, restrained, stunned at least 1 hit point and isn’t in sunlight or running water. If the vampire
Senses darkvision 60 ft., passive Perception 14 takes radiant damage or damage from holy water, this trait doesn’t function
Languages — at the start of the vampire’s next turn.
Challenge 2 (450 XP)
Spider Climb. Swoana can climb difficult surfaces, including upside
Swarm. The undead hummingbird swarm can occupy another creature’s down on ceilings, without needing to make an ability check.
space and vice versa, and the swarm can move through any opening large
Vampire Weaknesses. Swoana has the following flaws:
Forbiddance. Swoana can’t enter a residence without an invitation from
one of the occupants.
Harmed by Running Water. Swoana takes 20 acid damage if she ends
her turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into
Swoana’s heart while she is incapacitated in her resting place, she is
paralyzed until the stake is removed.
610
Appendix A: Bestiary
Sunlight Hypersensitivity. Swoana takes 20 radiant damage when she Actions
starts her turn in sunlight. While in sunlight, she has disadvantage on
attack rolls and ability checks. Multiattack. The syanngg can make up to 4 bite attacks and fire 3 eye
Actions rays.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
Multiattack (Vampire Form Only). Swoana makes three attacks, only (2d6 + 3) piercing damage.
one of which can be a bite attack. Eye Rays. The syanngg shoots three of the following magical eye rays
Claws (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 at random from the table below (reroll duplicates), choosing one to three
ft., one target. Hit: 8 (1d8 + 4) slashing damage. targets it can see within 120 feet of it.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit,
reach 5 ft., one willing creature that is grappled by Swoana, incapacitated, d6 Ray
or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic Slowing Ray. The targeted creature must succeed on
damage. The target’s hit point maximum is reduced by an amount equal
to the necrotic damage taken, and the vampire regains hit points equal to a DC 16 Dexterity saving throw. On a failed save, the
that amount. The reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0. A humanoid target’s speed is halved for 1 minute. In addition, the
slain in this way and then buried in the ground rises the following night as
a vampire spawn under Swoana’s control. 1 creature can’t take reactions, and it can take either
an action or a bonus action on its turn, not both. The
Charm. Swoana targets one humanoid she can see within 30 feet of it. If
the target can see her, the target must succeed on a DC 17 Wisdom saving creature can repeat the saving throw at the end
throw against this magic or be charmed by the vampire. The charmed
target regards Swoana as a trusted friend to be heeded and protected. of each of its turns, ending the effect on itself on a
Although the target isn’t under Swoana’s control, it takes her requests
or actions in the most favorable way it can, and it is a willing target for success.
Swoana’s bite attack. Each time Swoana or her companions do anything
harmful to the target, it can repeat the saving throw, ending the effect on Lightning Bolt. A lightning bolt arcs from the
syanngg’s eye, forming a 5-foot-wide line that is 120
2 feet long. Each creature in this area must make a DC
16 Dexterity saving throw, taking 42 (12d6) lightning
damage on a failed save, or half as much on a
successful one.
itself on a success. Otherwise, the effect lasts 24 hours or until Swoana Antimagic Ray. The syanngg’s eye creates an area
is destroyed, is on a different plane of existence than the target or takes a 3 of antimagic, as in the antimagic field spell, in a 120-
bonus action to end the effect.
foot cone.
Children of the Night (1/day). Swoana magically calls 2d4 swarms of
bats or rats, provided that the sun isn’t up. While outdoors, Swoana hcan Petrification Ray. The targeted creature must make
call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting a DC 16 Dexterity saving throw. On a failed save, the
as her allies and obeying her spoken commands. The beasts remain for creature begins to turn to stone and is restrained. It
1 hour, until Swoana dies, or until she dismisses them as a bonus action. 4 must repeat the saving throw at the end of its next
turn. On a success, the effect ends. On a failure,
Legendary Actions the creature is petrified until freed by the greater
restoration spell or other magic.
Swoana can take 3 legendary actions, choosing from the options below. Paralyzing Ray. The targeted creature must
Only one legendary action option can be used at a time and only at the end succeed on a DC 16 Constitution saving throw or be
of another creature’s turn. Swoana regains spent legendary actions at the 5 paralyzed for 1 minute. The target can repeat the
start of her turn. saving throw at the end of each of its turns, ending
the effect on itself on a success.
Move. The vampire moves up to her speed without provoking
opportunity attacks. Charm Ray. The targeted creature must succeed on
Unarmed Strike. Swoana makes one greatsword attack. 6 a DC 16 Wisdom saving throw or be charmed by the
Bite (Costs 2 Actions). Swoana makes one bite attack. syanngg for 1 hour, or until the syanngg harms the
Syanngg creature.
Huge monstrosity, chaotic evil Tall Jack Rat
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80) Medium humanoid (human), neutral evil
Speed 30 ft. Armor Class 13 (leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 20 (+5) 20 (+5) 15 (+2) 16 (+3) STR DEX CON INT WIS CHA
Saving Throws Con +9, Int +9, Wis +6, Cha +7 10 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 8 (–1)
Skills Perception +10
Damage Resistances bludgeoning, piercing, and slashing Skill Acrobatics +4, Deception +1, Stealth +4
Senses passive Perception 10
from nonmagical weapons Languages Common
Condition Immunities charmed, exhaustion, prone Challenge 1 (200 XP)
Senses darkvision 120 ft., passive Perception 20
Languages Common, Deep Speech, Undercommon Sneak Attack (1/turn). Tall Jack deals an extra 7 (2d6) damage
Challenge 12 (8,400 XP) when he hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of one of Jack’s allies
Magic Resistance. The syanngg has advantage on saving throws that isn’t incapacitated and Jack doesn’t have disadvantage on the
against spells and other magical effects. attack roll.
611
Rappan Athuk
Actions 1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Teran has disadvantage on
Multiattack. Tall Jack makes two attacks: one with his rapier and one attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
with his dagger. Spellcasting. Teran is a 10th-level spellcaster. Her spellcasting ability is
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 Intelligence (spell save DC 15, +7 to hit with spell attacks). She can cast
(1d8 + 2) piercing damage. the following spells:
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range Cantrips (at will): acid splash, fire bolt, mage hand, mending, message
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 1st level (4 slots): charm person, detect magic, magic missile, silent image
2nd level (3 slots): alter self, mirror image, suggestion, web
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 3rd level (3 slots): blink, fireball, haste, stinking cloud
target. Hit: 5 (1d6 + 2) piercing damage. 4th level (3 slots): arcane eye, fire shield, greater invisibility
5th level (1 slot): cone of cold, dominate person
Tangtal Greater Ring of Protection. Teran has a +2 bonus to AC and saving
throws while wearing the greater ring of protectionGM.
Medium monstrosity, unaligned
Armor Class 15 (natural armor) Actions
Hit Points 32 (5d8 + 10)
Speed 40 ft. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range
STR DEX CON INT 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
WIS CHA
16 (+3) 19 (+4) 15 (+2) 12 (+1) 13 (+1) 10 (+0) Theron
Skills Perception +5, Stealth +6 Medium humanoid (human), chaotic evil
Senses darkvision 60 ft., passive Perception 15 Armor Class 23 (+1 plate armor, shield, greater ring of
Languages Common, Sylvan
Challenge 4 (1,100 XP) protectionGM)
Hit Points 142 (19d8 + 57)
Speed 30 ft.
Keen Smell. The tangtal has advantage on Wisdom (Perception) checks STR DEX CON INT WIS CHA
that rely on smell. 16 (+3)
14 (+2) 16 (+3) 17 (+3) 13 (+1) 21 (+5)
Pounce. If the tangtal moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that target Saving Throws Int +6, Wis +10, Cha +8
must succeed on a DC 13 Strength saving throw or be knocked prone. Skills Perception +10, Religion +6
If the target is prone, the tangtal can make one bite attack against it as Senses truesight 120 ft., passive Perception 20
a bonus action. Languages Abyssal, Common
Challenge 13 (10,000 XP)
Actions
Multiattack. The tangtal makes three melee attacks, one bite and two Abyssal Blessing of Orcus. Theron gains 20 temporary hit points when
with its claws. it reduces a hostile creature that is not undead to 0 hit points.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 Unholy Strike. Once on each of Theron’s turns when he hits a creature
(2d6 + 4) piercing damage. with a weapon attack, Theron can cause the attack to deal an extra 18
(4d8) necrotic damage to the target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
(2d4 + 4) slashing damage. Spellcasting. The priest of Orcus is a 16th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell
Duplicate (1/day.) A tangtal can create up to 8 illusory duplicates of attacks). He can cast the following spells:
itself. These duplicates behave exactly like those created by a mirror
image spell. Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
Teran 2nd level (3 slots): enhance ability, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic
Medium humanoid (drow elf), lawful evil 4th level (2 slots): blight, death ward, guardian of faith
Armor Class 15 (greater ring of protectionGM) 5th level (2 slots): commune, flame strike, insect plague
Hit Points 78 (12d8 + 24) 6th level (1 slot): blade barrier, creatue undead, heal
Speed 30 ft. 7th level (1 slot): fire storm, symbol
8th level (1 slot): antimagic field
STR DEX CON INT WIS CHA Greater Ring of Protection. Theron has a +2 bonus to AC and saving
8 (–1) throws while wearing the greater ring of protectionGM.
17 (+3) 14 (+2) 18 (+4) 12 (+1) 12 (+1)
Saving Throws Dex + 6, Int +7, Wis +4 Actions
Skills Arcana +7, History +7, Perception +7
Senses darkvision 120 ft., passive Perception 17 Flaming Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Languages Common, Draconic, Elven, Giant, Goblin Hit: 6 (1d6 +3) bludgeoning damage and 4 (1d8) fire damage.
Challenge 7 (2,900 XP)
Caress of Orcus (Recharges after a Short or Long Rest). Melee Weapon
Fey Ancestry. Teran has advantage on saving throws against being Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) necrotic damage, and the
charmed, and magic can’t put her to sleep. target’s Strength score is reduced by 1d8. The target dies if this reduces its Strength
to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Innate Spellcasting. Teran’s spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). She can innately cast the following If a non-evil humanoid dies from this attack, a shadow rises from
spells, requiring no material components: the corpse in 24 hours under Theron’s control, unless the humanoid is
restored to life or its body is destroyed. Theron can have no more than four
At will: dancing lights shadows under his control at one time.
612
Appendix A: Bestiary
Thiris +1 Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Medium humanoid (elf), lawful neutral
Armor Class 12 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one
Hit Points 65 (10d8 + 20) target. Hit: 16 (2d8 + 7) piercing damage
Speed 30 ft.
Spit Venom. (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range
STR DEX CON INT WIS CHA 30/60 ft., one target. Hit: 13 (3d8) poison damage and the target must
succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute.
The blinded target can repeat the saving throw at the end of each of its
turns, ending the blinded effect on itself on a success.
14 (+2) 15 (+2) 14 (+2) 11 (+0) 11 (+0) 13 (+1)
Saving Throws Str +4, Dex +4 Thoqqua
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish Medium elemental, neutral
Challenge 2 (450 XP) Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Actions Speed 30 ft., burrow 20 ft.
Multiattack. Thiris makes two melee attacks. STR DEX CON INT WIS CHA
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 13 (+1) 13 (+1) 15 (+2) 6 (–2) 12 (+1) 10 (+0)
Hit: 3 (1d2 + 2) bludgeoning damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Skills Perception +3
6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) piercing damage if used with Damage Vulnerabilities cold
two hands. Damage Resistances bludgeoning, piercing, and slashing
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. from nonmagical weapons
Damage Immunities fire, poison
Thorillith Condition Immunities exhaustion, paralyzed, petrified,
Medium monstrosity, neutral evil poisoned, stunned
Armor Class 17 (chain shirt, shield) Senses darkvision 60 ft., tremorsense 60 ft., passive
Hit Points 152 (16d8 + 80)
Speed 30 ft. Perception 13
Languages understands Ignan but can’t speak
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Molten Body. A creature that touches the thoqqua or hits it with a melee
attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, at
14 (+2) 24 (+7) 20 (+5) 16 (+3) 17 (+3) 15 (+2) the start of each of its turns, the thoqqua deals 10 (3d6) fire damage to any
creature grappling it.
Saving Throws Dex +11, Con +9, Wis +7
Skills Perception +7, Survival +7 Any nonmagical weapon made of metal or wood that hits the thoqqua
Damage Immunities poison melts or burns. After dealing damage, the weapon takes a permanent and
Senses darkvision 60 ft., passive Perception 17 cumulative –1 penalty to damage rolls. If its penalty drops to –5, the
Languages Common, Deep Speech, Draconic, weapon is destroyed. Nonmagical ammunition made of metal or wood
that hits the thoqqua is destroyed after dealing damage.
Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP) Actions
Pinpoint Accuracy. A melee or ranged weapon deals one extra die roll Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8
of its damage when Thorillith hits with it (included in the attack). (2d6 + 1) bludgeoning damage, plus 10 (3d6) fire damage.
Slayer. Once per turn, Thorillith can do an extra 1d8 damage to a Tibor
creature that is below its hit point maximum.
Medium humanoid (human), chaotic evil
Keen Hearing and Sight. Thorillith has advantage on Wisdom Armor Class 16 (chain mail)
(Perception) checks related to hearing or sight. Hit Points 91 (14d8 + 28)
Speed 30 ft.
Innate Spellcasting. Thorillith’s innate spellcasting ability is Charisma
(spell save DC 14, +6 to hit with spell attacks), and he requires no material STR DEX CON INT WIS CHA
components for the following spells: 14 (+2)
18 (+4) 14 (+2) 15 (+2) 13 (+1) 18 (+4)
At will: disguise self, minor illusion
1/day each: blur, mirror image, suggestion Saving Throws Con +6, Wis +8
Spellcasting. Thorilith is a 9th-level spellcaster. His spellcasting ability Skills Religion +5
is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can cast the Senses truesight 120 ft., passive Perception 14
following spells: Languages Abyssal, Common
1st level (4 slots): alarm, fog cloud, hunter’s mark, longstrider Challenge 9 (5,900 XP)
2nd level (3 slots): lesser restoration, pass without trace, spike growth
3rd level (2 slots): plant growth, wind wall
Actions Abyssal Blessing of Orcus. Tibor gains 15 temporary hit points when
he reduces a hostile creature that is not undead to 0 hit points.
Multiattack. Thorilith makes four attacks, only one of which can be a bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: Unholy Strike. Once on each of Tibor’s turns when he hits a creature
17 (3d6 + 7) piercing damage, and the target must succeed on a DC 16 with a weapon attack, Tibor can cause the attack to deal an extra 13 (3d8)
Constitution saving throw or be poisoned for 1 hour. necrotic damage to the target.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
613
Rappan Athuk
their weapons with the ability to paralyze a foe (included in the attack). In Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:
the hands of any but a true follower of Orcus, an unholy weapon loses its 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of
power to paralyze a foe. the titan must succeed on a DC 20 Dexterity saving throw or be knocked
Spellcasting. Tibor is a 10th-level spellcaster. His spellcasting ability is prone as the titan causes the ground to heave.
Wisdom (spell save DC 16, +8 to hit with spell attacks). He can cast the
following spells: Titan Cyclops
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, sanctuary Huge construct, neutral
2nd level (3 slots): blindness/deafness, darkness, enhance ability, Armor Class 16 (natural armor)
Hit Points 243 (18d12 + 126)
spiritual weapon Speed 30 ft.
3rd level (3 slots): bestow curse, dispel magic, spirit guardians
4th level (2 slots): blight, death ward
5th level (2 slots): flame strike STR DEX CON INT WIS CHA
Actions 30 (+10) 7 (–2) 24 (+7) 2 (–4) 11 (+0) 1 (–5)
Unholy Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Damage Immunities poison, psychic; bludgeoning, piercing,
Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature other than and slashing from nonmagical weapons that aren’t
an elf or undead, it must succeed on a DC 10 Constitution saving throw adamantine
or be paralyzed for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Caress of Orcus (Recharges after a Short or Long Rest). Melee
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic Senses darkvision 120 ft., passive Perception 10
damage, and the target’s Strength score is reduced by 1d8. The target dies Languages understands the languages of its creator but
if this reduces its Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest. can’t speak
Challenge 15 (13,000 XP)
If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under Tibor’s control, unless the humanoid is restored Immutable Form. The construct is immune to any spell or effect that
to life or its body is destroyed. Tibor can have no more than four shadows would alter its form.
under his control at one time.
Magic Resistance. The construct has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The construct’s weapon attacks are magical.
Titan, Elysian Actions
Gargantuan celestial (titan), chaotic good Multiattack. The construct makes two slam attacks.
Armor Class 19 (natural armor) Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 28
Hit Points 574 (28d20 + 280) (4d8 + 10) bludgeoning damage.
Speed 40 ft. Stalagmite. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one
target. Hit: 31 (6d6 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA Slow (Recharge 5–6). The construct targets one or more creatures it
can see within 10 feet of it. Each target must make a DC 18 Wisdom
30 (+10) 10 (+0) 30 (+10) 20 (+5) 27 (+8) 23 (+6) saving throw against this magic. On a failed save, a target can’t use
reactions, its speed is halved, and it can’t make more than one attack on
Saving Throws Str +17, Int +12, Wis +15, Cha +13 its turn. In addition, the target can take either an action or a bonus action
Skills Insight +15, Persuasion +13 on its turn, not both. These effects last for 1 minute. A target can repeat
Damage Immunities poison; bludgeoning, piercing, and the saving throw at the end of each of its turns, ending the effect on itself
on a success.
slashing from nonmagical weapons
Condition Immunities frightened, poisoned Topiary Beast
Senses truesight 120 ft., passive Perception 18
Languages all, telepathy 300 ft. Large monstrosity, neutral
Challenge 24 (62,000 XP) Armor Class 13 (natural armor)
Hit Points 152 (16d10 + 64)
Innate Spellcasting. The elsyian titan’s innate spellcasting ability is Speed 30 ft.
Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately
cast the following spells, requiring no material components: STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 3 (–4) 13 (+1) 14 (+2)
At will: divination, dispel magic, levitate, mind blank, sending
3/day each: bestow curse, scrying, heal, mass suggestion Skills Athletics +9, Perception +4, Stealth +6
1/day each: freedom of movement, planar ally, meteor swarm Damage Resistance cold, fire
Trampling Charge. If the elysian titan moves at least 20 feet straight Condition Immunities prone
toward a target and then hits it with a slam attack on the same turn, that Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
target must succeed on a DC 24 Strength saving throw or be knocked Languages —
prone. If the target is prone, the elysian titan can make one stomp attack Challenge 8 (3,900 XP)
against it as a bonus action.
Actions
Multiattack. The construct makes two slam attacks. False Appearance. While the topiary beast remains motionless, it is
Maul of the Titans. Melee Weapon Attack: +17 to hit, reach 30 ft., one indistinguishable from common plants or fungus.
target. Hit: 41 (7d8 + 10) bludgeoning damage.
Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 Camouflage. The topiary beast has advantage on Dexterity (Stealth)
(3d8 + 10) bludgeoning damage. checks made to hide in any terrain with ample surrounding plant life.
614
Appendix A: Bestiary
Actions Treant, Stone
Multiattack. The topiary beast makes three attacks: two with its claws Huge elemental, neutral
and one with its bite. Armor Class 14 (natural armor)
Hit Points 403 (26d12 + 234)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 Speed 30 ft., burrow 5 ft.
(2d6 + 6) piercing damage.
STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 30 (+10) 8 (–1)
(2d8 + 6) slashing damage. If the target is a Medium or smaller creature, 29 (+9) 10 (+0) 16 (+3) 12 (+1)
it is grappled (escape DC 15).
Saving Throws Dex +4, Wis +8
Swallow. The topiary beast makes one bite attack against a Medium Skills Perception +8, Stealth +4
or smaller target it is grappling. If the attack hits, the target is also Damage Resistance bludgeoning, piercing, and slashing
swallowed, and the grapple ends. While swallowed, the target is blinded
and restrained, it has total cover against attacks and other effects outside from nonmagical weapons that are not adamantine.
the topiary beast, and it takes 14 (4d6) bludgeoning damage at the start Damage Immunities acid, poison
of each of the topiary beast’s turns. A topiary beast can have only one Condition Immunities poisoned
creature swallowed at a time. Senses darkvision 60 ft., tremorsense 120 ft., passive
If the topiary beast takes 30 damage or more on a single turn from Perception 18
the swallowed creature, the topiary beast must succeed on a DC 14 Languages Sylvan, Terran
Constitution saving throw at the end of that turn or regurgitate the creature, Challenge 15 (13,000 XP)
which falls prone in a space within 10 feet of the topiary beast. If the
topiary beast dies, a swallowed creature is no longer restrained by it and Acidic Blood. Anyone striking the stone treant with a melee attack that
can escape from the corpse by using 15 feet of movement, exiting prone. inflicts piercing or slashing damage releases a gout of acidic blood. Each
creature within 5 feet of the treant must attempt a DC 18 Dexterity saving
Trapper throw, taking 22 (5d8) acid damage on a failed save, or half as much on
a successful one.
Huge monstrosity, unaligned
Armor Class 14 (natural armor) Rampage. When a stone treant reduces a creature to 0 hit points with a
Hit Points 168 (16d12 + 64) melee attack on its turn, the stone treant can take a bonus action to move
Speed 10 ft., climb 10 ft. up to half its speed and make a slam attack.
STR DEX CON INT WIS CHA Radial Symmetry. Because of its shape, the stone treant can bring no
more than two of its slam attacks to bear on any one target. However, this
29 (+9) 12 (+1) 19 (+4) 14 (+2) 15 (+2) 15 (+2) symmetry prevents the treant from being surprised.
Skills Perception +8, Stealth +7 Trampling Charge. If the stone treant moves at least 20 feet straight
Damage Resistance cold, fire toward a creature and then hits it with a slam attack on the same turn,
Condition Immunities prone that target must succeed on a DC 18 Strength saving throw or be knocked
Senses blindsight 30 ft., darkvision 60 ft., passive Perception prone. If the target is prone, the stone treant can make one slam attack
against it as a bonus action.
18
Languages — Actions
Challenge 7 (2,900 XP)
Multiattack. The stone treant makes three slam attacks.
False Appearance. While the trapper is attached to a ceiling, floor, Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 32
or wall and remains motionless, it is almost indistinguishable from an (5d8 + 10) bludgeoning damage.
ordinary section of ceiling, floor, or wall. A creature that can see it and
succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) Tribitz
check can discern its presence.
Small humanoid (goblin), chaotic evil
Spider Climb. The trapper can climb difficult surfaces, including upside Armor Class 22 (+2 plate, shield)
down on ceilings, without needing to make an ability check. Hit Points 110 (17d6 + 51)
Speed 30 ft.
Actions
Buffet. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 STR DEX CON INT WIS CHA
(2d8 + 9) bludgeoning damage. 14 (+2)
12 (+1) 12 (+1) 17 (+3) 12 (+1) 20 (+5)
Envelop. One Large or up to 4 medium creatures within 5 feet of the
trapper must succeed on a DC 15 Dexterity saving throw or be grappled Saving Throws Con +7, Wis +9, Int +5
(escape DC 15). Until the grapple ends, the target takes 17 (4d6 + 3) Skills Perception +9, Religion +5
bludgeoning damage plus 3 (1d6) acid damage at the start of each of its Senses truesight 120 ft., passive Perception 19
turns. While grappled in this way, the target is restrained, blinded, and Languages Abyssal, Goblin
can’t breathe. Challenge 10 (5,900 XP)
Abyssal Blessing of Orcus. Tribitz gains 15 temporary hit points when
he reduces a hostile creature that is not undead to 0 hit points.
Unholy Strike. Once on each of Tribitz’s turns when he hits a creature
with a weapon attack, he can cause the attack to deal an extra 13 (3d8)
necrotic damage to the target.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
their weapons with the ability to paralyze a foe (included in the attack). In
the hands of any but a true follower of Orcus, an unholy weapon loses its
power to paralyze.
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Rappan Athuk
Spellcasting. Tribitz is a 12th-level spellcaster. His spellcasting ability one target. Hit: 8 (1d10 + 3) piercing damage.
is Wisdom (spell save DC 17, +9 to hit with spell attacks). He can cast the
following spells: Reactions
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy, true
strike Parry. Trillok adds 3 to his AC against one melee attack that would hit
1st level (4 slots): bane, bless, cure wounds, detect magic, false life, him. To do so, Trillok must see the attack and be wielding a melee weapon.
divine favor, sanctuary
2nd level (3 slots): blindness/deafness, darkness, enhance ability, hold
person, silence
Trolls3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit
guardians River Troll
4th level (3 slots): blight, death ward, guardian of faith
Large humanoid, chaotic evil
5th level (2 slots): dispel evil and good, flame strike Armor Class 15 (natural armor)
6th level (1 slot): blade barrier Hit Points 57 (6d10 + 24)
Actions Speed 30 ft., swim 40 ft.
+2 Unholy Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature other 17 (+3) 14 (+2) 19 (+4) 6 (–2) 9 (–1) 7 (–2)
than an elf or undead, it must succeed on a DC 10 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the saving throw Skills Athletics +5, Perception +1
at the end of each of its turns, ending the effect on itself on a success. Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., Languages Giant
one target. Hit: 6 (1d8 + 1) piercing damage. Challenge 4 (1,100 XP)
Caress of Orcus (Recharges after a Short or Long Rest). Melee Amphibious. The river troll can breathe both air and water.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) necrotic Keen Smell. The river troll has advantage on Wisdom (Perception)
damage, and the target’s Strength score is reduced by 1d6. The target dies checks that rely on smell.
if this reduces its Strength to 0. Otherwise, the reduction lasts until the Poison Skin. The river troll’s skin contains a powerful poison. Any time
target finishes a short or long rest. the river troll touches another creature, that creature takes 7 (2d6) poison
damage.
If a non-evil humanoid dies from this attack, a shadow rises from the Regeneration. The river troll regains 10 hit points at the start of its
corpse in 24 hours under Tribitz’s control, unless the humanoid is restored turn as long as it is at least partially submerged in water; strong rainfall
to life or its body is destroyed. Tribitz can have no more than four shadows also allows the troll’s regeneration to function. If the troll takes acid or
under his control at one time. lightning damage, this trait doesn’t function at the start of the troll’s next
turn. The troll only dies if it starts its turn with 0 hit points and doesn’t
Trillok regenerate.
Small humanoid (goblin), neutral evil Actions
Armor Class 18 (chain mail, shield)
Hit Points 97 (15d6 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA Multiattack. The river troll makes three attacks: one with its bite and
8 (–1) two with its claws.
17 (+3) 17 (+3) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Dex +5, Con +5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6
Skills Perception +4, Stealth +5 + 3) piercing damage plus 3 (1d6) poison damage.
Senses darkvision 60 ft., passive Perception 14
Languages Goblin Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) slashing damage plus 7 (2d6) poison damage.
Challenge 4 (1,100 XP) Rock Troll
Improved Critical. Trillok scores a critical hit with a melee weapon on Large giant, chaotic evil
a roll of 19 or 20. Armor Class 15 (natural armor)
Hit Points 150 (12d10 + 84)
Martial Advantage. Once per turn, Trillok can deal an extra 10 (3d6) Speed 30 ft., burrow 20 ft.
damage to a creature he hits with a weapon attack if that creature is within
5 feet of an ally of Trillok that isn’t incapacitated.
Nimble Escape. Trillok can take the Disengage or Hide action as a STR DEX CON INT WIS CHA
bonus action on each of his turns. 24 (+7) 10 (+0) 24 (+7) 6 (–2) 9 (–1) 6 (–2)
Actions Skills Perception +3
Multiattack. Trillok makes two attacks with his longsword and one Damage Resistances force, poison; bludgeoning, piercing,
shield bash. and slashing from nonmagical weapons
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Senses darkvision 60 ft., passive Perception 13
7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with Languages Giant
two hands. Challenge 11 (7,200 XP)
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Keen Smell. The troll has advantage on Wisdom (Perception) checks
Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC that rely on smell.
13 Strength saving throw or be knocked prone.
Regeneration. The rock troll regains 10 hit points at the start of its turn
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., if it has at least 1 hit point and is underground touching earth or rock. If
616
Appendix A: Bestiary
the rock troll takes acid or fire damage, this trait doesn’t function at the tsathar, freed from its egg, tears its way out of the host, who is reduced to
start of the troll’s next turn. 0 hit points in the process.
Rend. If the troll hits the target with both claws on the same turn, the A DC 16 Wisdom (Medicine) check can be attempted to surgically
troll rends the target, dealing an additional 22 (4d10) slashing damage to extract an egg from the host. A lesser restoration spell will also cure the
the target. condition and purge the host of the egg.
Sunlight Vulnerability. The rock troll begins to turn to stone and its Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one
speed is halved when it starts its turn in true sunlight (magical light does target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if
not have the same effect). The rock troll must make a DC 17 Constitution used with two hands to make the melee attack.
saving throw at the end of its next turn. If it fails this saving throw, it
completely turns to stone and is petrified. The troll must repeat the saving Tsathar Monk
throw for each turn it remains in sunlight. The petrified effect is permanent
unless dispelled (but only if done out of direct sunlight). Medium monstrosity (aquatic), chaotic evil
Armor Class 15 (frog hide)
Tough Hide. The rock troll has extremely thick, tough skin that protects Hit Points 52 (8d8 + 16)
it from nommagical weapons. Speed 30 ft., swim 30 ft.
Actions
Multiattack. The rock troll makes three melee attacks: one with bite and STR DEX CON INT WIS CHA
two claws. If both claw attacks hit the same target on the same turn, the troll
15 (+2) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 11 (+0)
rends the creature with its claws, inflicting additional slashing damage. Skills Nature +5, Perception +5, Religion +5
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Tsathar
(2d8 + 7) piercing damage. Challenge 2 (450 XP)
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18
(2d10 + 7) slashing damage.
Tsathar Amphibious. The tsathar monk can breathe air and water.
Keen Smell. The tsathar monk has advantage on Wisdom (Perception)
Tsathar checks that rely on smell.
Slimy. Tsathar continuously cover themselves with muck and slime.
Medium monstrosity (aquatic), chaotic evil Creatures attempting to grapple a tsathar does so with disadvantage.
Armor Class 13 (leather armor) Standing Leap. The tsathar monk’s long jump is up to 20 feet and its
Hit Points 16 (3d8 + 3) high jump is up to 10 feet, with or without a running start.
Speed 30 ft., swim 30 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The tsathar monk can make three melee attacks: two with
13 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 10 (+0) its claws and one bite. It can use its Flurry of Blows or Stunning Strike
ability in place of one of the claw attacks.
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6
Languages Abyssal, Tsathar + 4) piercing damage.
Challenge 1/2 (100 XP)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Amphibious. The tsathar can breathe air and water. 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 13
Keen Smell. The tsathar has advantage on Wisdom (Perception) checks Constitution saving throw or become the living host to a tsathar egg,
that rely on smell. which over the course of the egg maturing, migrates to the chest cavity of
Slimy. Tsathar continuously cover themselves with muck and slime. the host. The host creature must make another DC 13 Constitution saving
Creatures attempting to grapple a tsathar do so with disadvantage. throw after 24 hours of the egg having been implanted. A failed saving
Standing Leap. The tsathar’s long jump is up to 20 feet and its high throw results in the host becoming violently ill, followed by a deep coma-
jump is up to 10 feet, with or without a running start. like state that lasts 2d6 + 2 days. At the end of each day, the host can
attempt another saving throw with a success indicating that its body has
Actions managed to destroy the egg through normal immune response. At the end
of the incubation period, the host awakes to excruciating pain as the young
Multiattack. The tsathar makes two melee attacks: one with its bite and tsathar, freed from its egg, tears its way out of the host, who is reduced to
one with its claws, or one with its bite and one with its spear. 0 hit points in the process.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 A DC 16 Wisdom (Medicine) check can be attempted to surgically
+ 2) piercing damage. extract an egg from the host. A lesser restoration spell will also cure the
condition and purge the host of the egg.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Flurry of Blows (3/day). Melee Weapon Attack: +6 to hit, reach 5 ft.,
Constitution saving throw or become the living host to a tsathar egg, one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target suffers
which over the course of the egg maturing, migrates to the chest cavity of its choice of one of the following:
the host. The host creature must make another DC 13 Constitution saving
throw after 24 hours of the egg having been implanted. A failed saving Prone. The target must succeed on a Dexterity saving throw (DC 14) or
throw results in the host becoming violently ill, followed by a deep coma- be knocked prone.
like state that lasts 2d6 + 2 days. At the end of each day, the host can
attempt another saving throw with a success indicating that its body has Pushed. The target must make a Strength saving throw or be pushed up
managed to destroy the egg through normal immune response. At the end to 15 feet away from the tsathar.
of the incubation period, the host awakes to excruciating pain as the young
Agog. The target can’t take reactions until the end of the tsathar’s next
turn.
Stunning Strike (3/day). Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must
succeed on a DC 14 Constitution saving throw or be stunned until the end
of the tsathar’s next turn.
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Rappan Athuk
Reactions Tsathar Sorcerer
Deflect Missiles. If the tsathar monk has one hand free, it can use its Medium monstrosity (aquatic), chaotic evil
reaction in response to being hit with a ranged weapon attack. It reduces Armor Class 13 (frog hide)
the damage by 14 (1d10 + 9). If it reduces the damage to 0, it can catch the Hit Points 27 (5d8 + 5)
missile if it is small enough for it to hold with one hand. Speed 30 ft.
Tsathar Priest STR DEX CON INT WIS CHA
Medium monstrosity (aquatic), chaotic evil 10 (+0) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 15 (+2)
Armor Class 13 (frog hide) Skills Nature +3, Perception +2, Survival +3
Hit Points 52 (8d8 + 16) Senses darkvision 60 ft., passive Perception 12
Speed 30 ft., swim 30 ft. Languages Abyssal, Tsathar
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 17 (+3) 11 (+0) Spellcasting. The tsathar sorcerer is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell
Skills Nature +5, Perception +5, Religion +5 attacks). It knows the following sorcerer spells:
Senses darkvision 60 ft., passive Perception 15 Cantrips (at will): dancing lights, light, prestidigitation, ray of frost,
Languages Abyssal, Tsathar
Challenge 4 (1,100 XP) shocking grasp
1st level (4 slots): fog cloud, magic missile, shield
2nd level (3 slots): scorching ray, spider climb
Amphibious. The tsathar priest can breathe air and water. 3rd level (2 slots): lightning bolt
Keen Smell. The tsathar priest has advantage on Wisdom (Perception) Amphibious. The tsathar sorcerer can breathe air and water.
checks that rely on smell. Keen Smell. The tsathar sorcerer has advantage on Wisdom (Perception)
Slimy. Tsathar continuously cover themselves with muck and slime. checks that rely on smell.
Creatures attempting to grapple a tsathar does so with disadvantage. Slimy. Tsathar continuously cover themselves with muck and slime.
Standing Leap. The tsathar priest’s long jump is up to 20 feet and its Creatures attempting to grapple a tsathar do so with disadvantage.
high jump is up to 10 feet, with or without a running start. Standing Leap. The tsathar sorcerer’s long jump is up to 20 feet and its
Fetid Shroud of the Frog God. The tsathar priest of Tsathogga is high jump is up to 10 feet, with or without a running start.
surrounded by a fetid, swirling shroud of foul corruption. At the start of Actions
each of the priest’s turns, each creature within 5 feet of it takes 7 (2d6)
poison damage. A creature that touches the priest or hits it with a melee Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
attack while within 5 feet of it takes 7 (2d6) poison damage. + 4) piercing damage.
Fetid Strike. Once on each of the tsathar priest’s turns when it hits a Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
creature with a weapon attack, it can cause the attack to deal an extra 9 4 (1d4 + 4) slashing damage, and the target must succeed on a DC 13
(2d8) poison damage to the target. Constitution saving throw or become the living host to a tsathar egg,
which over the course of the egg maturing, migrates to the chest cavity of
Spellcasting. The tsathar priest is a 5th-level spellcaster. Its spellcasting the host. The host creature must make another DC 13 Constitution saving
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the throw after 24 hours of the egg having been implanted. A failed saving
following cleric spells prepared: throw results in the host becoming violently ill, followed by a deep coma-
like state that lasts 2d6 + 2 days. At the end of each day, the host can
Cantrips (at will): guidance, poison spray, resistance, thaumaturgy attempt another saving throw with a success indicating that its body has
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds managed to destroy the egg through normal immune response. At the end
2nd level (3 slots): enhance ability, hold person, silence
3rd level (3 slots): bestow curse, dispel magic, stinking cloud
Actions of the incubation period, the host awakes to excruciating pain as the young
tsathar, freed from its egg, tears its way out of the host, who is reduced to
Kukri. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 0 hit points in the process.
(1d6 + 2) slashing damage. A DC 16 Wisdom (Medicine) check can be attempted to surgically
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 extract an egg from the host. A lesser restoration spell will also cure the
+ 2) piercing damage. condition and purge the host of the egg.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one
6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if
Constitution saving throw or become the living host to a tsathar egg, used with two hands to make the melee attack.
which over the course of the egg maturing, migrates to the chest cavity of
the host. The host creature must make another DC 13 Constitution saving
throw after 24 hours of the egg having been implanted. A failed saving Tunnel Worm
throw results in the host becoming violently ill, followed by a deep coma-
like state that lasts 2d6 + 2 days. At the end of each day, the host can Huge monstrosity, neutral
attempt another saving throw with a success indicating that its body has Armor Class 13 (natural armor)
managed to destroy the egg through normal immune response. At the end Hit Points 149 (13d12 + 65)
of the incubation period, the host awakes to excruciating pain as the young Speed 20 ft., burrow 20 ft.
tsathar, freed from its egg, tears its way out of the host, who is reduced to STR DEX CON INT WIS CHA
0 hit points in the process.
A DC 16 Wisdom (Medicine) check can be attempted to surgically 21 (+5) 13 (+1) 21 (+5) 1 (–5) 10 (+0) 6 (–2)
extract an egg from the host. A lesser restoration spell will also cure the
condition and purge the host of the egg. Condition Immunities prone
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
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Appendix A: Bestiary
Languages — 1st level (4 slots): color spray, fog cloud, magic missile, shield
Challenge 5 (1,800 XP) 2nd level (3 slots): acid arrow, invisibility, misty step, scorching ray
3rd level (3 slots): blink, dispel magic, haste, lightning bolt, slow
Rend Armor. When the tunnel worm hits a creature wearing nonmagical 4th level (3 slots): greater invisibility, ice storm, stoneskin
armor or carrying a shield with its bite attack, the armor or shield takes a 5th level (1 slot): cone of cold, conjure elemental
permanent –1 penalty to the AC it offers. Armor reduced to an AC of 10 or
a shield that drops to +0 bonus is destroyed. A damaged shield or suit of Actions
armor can be repaired by a blacksmith.
Actions Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 one target. Hit: 8 (ld8 + 4) piercing damage.
(6d6 + 5) piercing damage, and the target is grappled (escape DC 16). Underpriest of Orcus
Until this grapple ends, the target is restrained. The tunnel worm can bite
only the grappled creature and has advantage on attack rolls to do so. Medium humanoid (human), chaotic evil
Turane Armor Class 16 (breastplate, shield)
Hit Points 49 (9d8 + 9)
Medium humanoid (human), neutral evil Speed 30 ft.
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24) STR DEX CON INT WIS CHA
Speed 30 ft.
14 (+2) 10 (+0) 12 (+1) 10 (+0) 18 (+4) 13 (+2)
STR DEX CON INT WIS CHA Saving Throws Con +3, Wis +6
Skills Arcana +2, Perception +8, Religion +4
13 (+1) 15 (+2) 15 (+2) 20 (+5) 14 (+2) 13 (+1) Senses truesight 120 ft., passive Perception 18
Languages Abyssal, Common
Saving Throws Int +8, Wis +5 Challenge 4 (1,100 XP)
Skills Arcana +11, History +8, Nature +8
Senses passive Perception 12 Abyssal Blessing of Orcus. The underpriest of Orcus gains 10
Languages Common, Draconic, Giant, Goblin, Infernal temporary hit points when it reduces a hostile creature that is not undead
Challenge 5 (1,800 XP) to 0 hit points.
Spellcasting. Turane is a 9th-level spellcaster. His spellcasting ability Deadsight. The most blessed of Orcus are gifted with truesight.
is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the Unholy Strike. Once on each of the underpriest’s turns when it hits a
following wizard spells prepared: creature with a weapon attack, the priest can cause the attack to deal an
extra 9 (2d8) necrotic damage to the target.
Cantrips (at will): friends, mage hand, mending, message Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
1st level (4 slots): charm person, mage armor, mirror image their weapons with the ability to paralyze a foe (included in the attack). In
2nd level (3 slots): hold person, invisibility, suggestion the hands of any but a true follower of Orcus, an unholy weapon loses its
3rd level (3 slots): fireball, fly, haste power to paralyze a foe.
4th level (3 slots): confusion, dimension door Spellcasting. The underpriest of Orcus is a 6th-level spellcaster. Its
5th level (1 slots): dominate person spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following cleric spells prepared:
Actions Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. or range 20/60 ft., 2nd level (3 slots): enhance ability, hold person, silence
one target. Hit: 4 (1d4 + 2) piercing damage. 3rd level (3 slots): animate dead, bestow curse, dispel magic
Ubar Actions
Small humanoid (goblinoid), neutral evil Unholy Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Armor Class 16 (bracers of defense) Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a creature other than
Hit Points 60 (11d6 + 22) an elf or undead, it must succeed on a DC 10 Constitution saving throw
Speed 30 ft. or be paralyzed for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA
13 (+1) Caress of Orcus (Recharges after a Short or Long Rest). Melee
13 (+1) 19 (+4) 15 (+2) 18 (+4) 14 (+2) Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) necrotic
damage, and the target’s Strength score is reduced by 1d4. The target dies
Saving Throws Int +7, Wis +5 if this reduces its Strength to 0. Otherwise, the reduction lasts until the
Skills Stealth +7 target finishes a short or long rest.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Goblin, Terran, If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under the underpriest’s control, unless the humanoid is
Undercommon restored to life or its body is destroyed. The underpriest can have no more
Challenge 6 (2,300 XP) than three shadows under its control at one time.
Spellcasting. Ubar is a 9th-level spellcaster. His spellcasting ability is
Intelligence (spell save DC 15, +7 to hit with spell attacks). He can cast
the following spells:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
619
Rappan Athuk
Urovok, The Roach-Man Cloak of Doom. Any living creature that starts its turn within 60 feet
of a valkyrie senses her unsettling presence and must succeed on a DC
Medium monstrosity (coprophagi), chaotic neutral 16 Charisma saving throw or be frightened for 1d4 rounds. Those who
Armor Class 16 (natural) succeed are immune to the effect for 24 hours. The valkyrie can suppress
Hit Points 75 (10d8 + 30) this aura at will.
Speed 40 ft., fly 40 ft.
Gift of Tongues. Valkyries become fluent in any language they hear
spoken for at least 1 minute, and they retain this knowledge forever.
STR DEX CON INT WIS CHA Innate Spellcasting. The valkyrie’s innate spellcasting ability is
Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately
20 (+5) 18 (+4) 16 (+3) 12 (+1) 12 (+1) 10 (+0) cast the following spells, requiring no material components:
At will: bane, bless, invisibility, sacred flame, spare the dying, speak
Skills Perception +4, Stealth +7 with animals, thaumaturgy
Senses darkvision 60 ft., passive Perception 14 5/day each: gentle repose, healing word, warding bond
Languages Common, Coprophagi, Goblin 3/day each: beacon of hope, mass healing word, revivify
Challenge 5 (1,800 XP) 1/day each: commune, death ward, freedom of movement, geas
Extreme Resilience. Urovok is immune to all non-magical diseases and Actions
has advantage on saving throws against poisons. Additionally, Urovok is
not subject to the exhaustion effects of temperature extremes. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with
Four-Armed. Roachfolk possess two middle limbs and two smaller two hands, plus 11 (2d10) radiant damage.
upper limbs. As a bonus action, when it makes a successful melee attack
against a target, Urovok can attempt to grapple its foe. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range
20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4)
Sneak Attack (1/turn). Urovok deals an extra 14 (4d6) damage when it piercing damage if used with two hands to make a melee attack, plus 11
hits a target with a weapon attack and has advantage on the attack roll, or (2d10) radiant damage.
when the target is within 5 feet of an ally of Urovok that isn’t incapacitated
and Urovok doesn’t have disadvantage on the attack roll. Legendary Actions
Spider Climb. Urovok can climb difficult surfaces, including upside A valkyrie can take 3 legendary actions, choosing from the options
down on ceilings, without needing to make an ability check. below. Only one option can be used at a time and only at the end of
another creature’s turn. A valkyrie regains spent legendary actions at the
Sure-footed. Urovok is able to use its extra limbs to assist with balance. start of her turn.
It has advantage on Strength and Dexterity saving throws made against
effects that would knock it prone. Cast a Cantrip. The valkyrie casts one spell from her at will list.
Spear or Longsword Attack. The valkyrie makes one longsword or
Winged. Urovok has undersized wings tucked beneath its back carapace. spear attack.
It gains a fly speed of 40 feet but is not able to hover. It must land at the Harvest the Fallen (Costs 2 Actions). A valkyrie can take the soul
end of any round in which it flies or fall, taking 1d6 bludgeoning damage of a newly dead body and bind it into a weapon or shield. Only one
for every 10 feet it falls. soul can be bound to any object. Individuals whose souls are bound
can’t be raised by any means short of a wish or comparable magic. A
Actions valkyrie can likewise release any soul that has been bound by another
valkyrie, or transfer a bound soul from one object to another. Once
Multiattack. Urovok makes three attacks: two with its claws and one bound, the soul grants the item a +1 bonus for every 4 character levels
with its bite. of the soul (maximum of +3), and this replaces any other magic on
the item. At the DM’s discretion, part of this bonus can become an
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 appropriate special quality (a fire giant’s soul might create a flaming
(2d6 + 5) slashing damage. weapon, for example).
The valkyrie can be found in Tome of Beasts by Kobold Press.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage. Vampire Warlord
Valkyrie Medium undead, lawful evil
Armor Class 18 (plate)
Medium celestial, neutral Hit Points 144 (17d8 + 68)
Armor Class 18 (chain mail, shield) Speed 30 ft.
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 19 (+4) 18 (+4)
Saving Throws Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha STR DEX CON INT WIS CHA
+12
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Skills Perception +8
Damage Resistances acid, cold, fire, lightning, thunder Saving Throws Dex +9, Wis +7, Cha +9
Damage Immunities bludgeoning, piercing, and slashing Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and
from nonmagical weapons
Condition Immunities frightened slashing from nonmagical weapons
Senses truesight 60 ft., passive Perception 18 Senses darkvision 120 ft., passive Perception 17
Languages Common, Dwarvish, Giant, and see Gift of Languages Common, Celestial
Challenge 15 (13,000 XP)
Tongues
Challenge 11 (7,200 XP)
Shapechanger. If the vampire warlord isn’t in sunlight or running
Asgardian Weapons. The valkyrie’s weapon attacks are magical. When water, it can use its action to polymorph into a Tiny bat or a Medium cloud
she hits with any weapon, it does an extra 11 (2d10) radiant damage of mist, or back into its true form.
(included in attacks listed below).
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Appendix A: Bestiary
While in bat form, the vampire warlord can’t speak, its walking speed is up. While outdoors, the vampire can call 3d6 worgs instead. The called
5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying
and speed, are unchanged. Anything it is wearing transforms with it, but its spoken commands. The beasts remain for 1 hour, until the vampire
nothing it is carrying does. It reverts to its true form if it dies. dies, or until the vampire dismisses them as a bonus action.
While in mist form, the vampire warlord can’t take any actions, speak,
or manipulate objects. It is weightless, has a flying speed of 20 feet, can Legendary Actions
hover, and can enter a hostile creature’s space and stop there. In addition,
if air can pass through a space, the mist can do so without squeezing, and The vampire warlord can take 3 legendary actions, choosing from the
it can’t pass through water. It has advantage on Strength, Dexterity, and options below. Only one legendary action option can be used at a time
Constitution saving throws, and it is immune to all nonmagical damage, and only at the end of another creature’s turn. The vampire regains spent
except the damage it takes from sunlight. legendary actions at the start of its turn.
Legendary Resistance (3/day). If the vampire warlord fails a saving Move. The vampire warlord moves up to its speed without provoking
throw, it can choose to succeed instead. opportunity attacks.
Misty Escape. When it drops to 0 hit points outside its resting place, the Melee Attack. The vampire warlord makes one with its maul.
vampire warlord transforms into a cloud of mist (as in the Shapechanger Bite (Costs 2 Actions). The vampire warlord makes one bite attack.
trait) instead of falling unconscious, provided that it isn’t in sunlight or
running water. If it can’t transform, it is destroyed.
VertekWhile it has 0 hit points in mist form, it can’t revert to its vampire form,
and it must reach its resting place within 2 hours or be destroyed. Once in
its resting place, it reverts to its vampire form. It is then paralyzed until it Small humanoid (drow elf), lawful evil
regains at least 1 hit point. After spending 1 hour in its resting place with Armor Class 18 (+1 leather)
0 hit points, it regains 1 hit point. Hit Points 90 (12d8 + 36)
Speed 30 ft.
Regeneration. The vampire warlord regains 20 hit points at the start of
its turn if it has at least 1 hit point and isn’t in sunlight or running water. STR DEX CON INT WIS CHA
If the vampire takes radiant damage or damage from holy water, this trait
doesn’t function at the start of the vampire’s next turn. 10 (+0) 22 (+6) 16 (+3) 14 (+2) 12 (+1) 10 (+0)
Spider Climb. The vampire warlord can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. Saving Throws Dex +10, Int +6
Vampire Weaknesses. The vampire warlord has the following flaws: Skills Acrobatics +10, Perception +5, Stealth +10
Forbiddance. The vampire can’t enter a residence without an invitation Senses darkvision 120 ft., passive Perception 15
from one of the occupants. Languages Elvish, Undercommon
Harmed by Running Water. The vampire takes 20 acid damage if it ends Challenge 9 (5,000 XP)
its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the Fey Ancestry. Vetek has advantage on saving throws against being
vampire’s heart while the vampire is incapacitated in its resting place, the charmed, and magic can’t put him to sleep.
vampire is paralyzed until the stake is removed. Innate Spellcasting. Vetek’s spellcasting ability is Charisma (spell save
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it DC 12, +4 to hit with spell attacks). Vetek can innately cast the following
starts its turn in sunlight. While in sunlight, it has disadvantage on attack spells, requiring no material components:
rolls and ability checks. At will: dancing lights
1/day each: darkness, faerie fire
Actions Sunlight Sensitivity. While in sunlight, Vetek has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely
Multiattack (Vampire Form Only). The vampire warlord makes three on sight.
attacks, only one of which can be a bite attack. Assassinate. During his first turn, Vertek has advantage on attack rolls
Maul (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 against any creature that hasn’t taken a turn. Any hit Vertek scores against
ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. a surprised creature is a critical hit.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to Evasion. If Vertek is subjected to an effect that allows him to make
hit, reach 5 ft., one willing creature that is grappled by the vampire, a Dexterity saving throw to take only half damage, he instead takes no
incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 damage if he succeeds on the saving throw, and only half damage if
(3d6) necrotic damage. The target’s hit point maximum is reduced by he fails.
an amount equal to the necrotic damage taken, and the vampire warlord
regains hit points equal to that amount. The reduction lasts until the Sneak Attack. Once per turn, Vertek deals an extra 17 (5d6) damage
target finishes a long rest. The target dies if this effect reduces its hit when he hits a target with a weapon attack and has advantage on the
point maximum to 0. A humanoid slain in this way and then buried attack roll, or when the target is within 5 feet of an ally of his that isn’t
incapacitated and Vertek doesn’t have disadvantage on the attack roll.
in the ground rises the following night as a vampire spawn under the Actions
vampire’s control.
Charm. The vampire warlord targets one humanoid it can see within
30 feet of it. If the target can see the vampire, the target must succeed on Multiattack. Vertek makes three melee attacks: two with his rapier and
a DC 17 Wisdom saving throw against this magic or be charmed by the one with his whip.
vampire. The charmed target regards the vampire as a trusted friend to Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10
be heeded and protected. Although the target isn’t under the vampire’s (1d8 + 6) piercing damage and 10 (3d6) poison damage.
control, it takes the vampire’s requests or actions in the most favorable Barbed Whip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
way it can, and it is a willing target for the vampire’s bite attack. Each Hit: 10 (1d8 + 6) slashing damage.
time the vampire or the vampire’s companions do anything harmful to +1 Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120
the target, it can repeat the saving throw, ending the effect on itself on a ft., one target. Hit: 10 (1d6 + 7) piercing damage and the target must
success. Otherwise, the effect lasts 24 hours or until the vampire warlord succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
is destroyed, is on a different plane of existence than the target or takes a If the creature fails the saving throw by 5 or more, the creature is also
bonus action to end the effect. unconscious while poisoned in this way. The creature wakes up if it takes
Malevolent Children of the Night (1/day). The vampire warlord damage or if another creature takes an action to shake it awake.
magically calls 4d4 swarms of bats or rats, provided that the sun isn’t
621
Rappan Athuk
War Leader Jang Waytt Family, The
Medium humanoid (goblinoid), neutral evil Brayce Waytt
Armor Class 14 (studded leather)
Hit Points 57 (6d8 + 30) Medium humanoid (half-orc), chaotic evil
Speed 30 ft. Armor Class 15 (+1 leather)
Hit Points 105 (14d8 + 42)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 15 (+2) 20 (+5) 8 (–1) 10 (+0) 13 (+1)
Skills Athletics +9 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin 13 (+1) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 17 (+3)
Challenge 4 (1,100 XP)
Saving Throws Dex +5, Int +6
Martial Advantage. Once per turn, War Leader Jang can deal an extra Skills Deception +7, Insight +5, Intimidation +5, Perception
10 (3d6) damage to a creature it hits with a weapon attack if that creature
is within 5 feet of an ally of War Leader Jang that isn’t incapacitated. +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Draconic, Giant, Goblin, Orc
Challenge 4 (1,100 XP)
Actions Aggressive. As a bonus action, Brayce can move up to his speed toward
a hostile creature that he can see.
Multiattack. War Leader Jang makes two melee attacks.
+1 Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Cunning Action. On each of his turns, Brayce can use a bonus action to
Hit: 11 (1d10 + 6) slashing damage. take the Dash, Disengage, or Hide action.
Water Weird Evasion. If Brayce is subjected to an effect that allows him to make
a Dexterity saving throw to take only half damage, he instead takes no
Large elemental, chaotic evil damage if he succeeds on the saving throw, and only half damage if
Armor Class 14 (natural armor) he fails.
Hit Points 90 (12d10 + 24)
Speed 30 ft., swim 90 ft. Sneak Attack. Once per turn, Brayce deals an extra 17 (5d6) damage
when he hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of his that isn’t
incapacitated and Brayce doesn’t have disadvantage on the attack roll.
STR DEX CON INT WIS CHA Actions
17 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
Skills Perception +6, Stealth +6 Multiattack. Brayce makes three melee attacks: two with his shortsword
Damage Resistances fire; bludgeoning, piercing, and and one with his dagger.
slashing from nonmagical weapons +1 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Immunities poison Hit: 7 (1d6 + 4) piercing damage.
Condition Immunities exhaustion, grappled, paralyzed,
+1 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
poisoned, restrained, prone, unconscious range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Senses darkvision 60 ft., passive Perception 16
Languages Aquan Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
Challenge 4 (1,100 XP) one target. Hit: 7 (1d8 + 3) piercing damage.
Lilyandra Waytt
Ambusher. In the first round of a combat, the water weird has advantage Medium humanoid (half-elf), chaotic evil
on attack rolls against any creature it has surprised. Armor Class 16 (+1 leather)
Hit Points 78 (12d8 + 24)
Surprise Attack. If the water weird surprises a creature and hits it with Speed 30 ft.
an attack during the first round of combat, the target takes an extra 14
(4d6) damage from the attack. STR DEX CON INT WIS CHA
9 (–1) 20 (+5)
Water Invisibility. The water weird is completely invisible while fully 10 (+0) 18 (+4) 14 (+2) 12 (+1)
submerged in water.
Saving Throws Dex +7, Int +4
Water Bound. If the pool to which it is bound is destroyed, or the water Skills Acrobatics +7, Deception +11, Perception +2,
weird leaves the pool, it dies.
Persuasion +8, Stealth +8
Actions Senses darkvision 60 ft., passive Perception 12
Languages Common, Elven, Giant
Multiattack. The water weird makes two attacks: one slam attack and Challenge 8 (3,900 XP)
one to constrict.
Assassinate. During her first turn, Lilyandra has advantage on attack
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 rolls against any creature that hasn’t taken a turn. Any hit Lilyandra scores
(2d6 + 3) bludgeoning damage. against a surprised creature is a critical hit.
Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: Evasion. If Lilyandra is subjected to an effect that allows her to make a
13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is Dexterity saving throw to take only half damage, she instead takes no damage
grappled (escape DC 14) and pulled 10 feet toward the water weird. Until if she succeeds on the saving throw, and only half damage if she fails.
this grapple ends, the target is restrained, the water weird tries to drown it,
and the water weird can’t constrict another target. Sneak Attack. Once per turn, Lilyandra deals an extra 14 (4d6) damage
when she hits a target with a weapon attack and has advantage on the
622
Appendix A: Bestiary
attack roll, or when the target is within 5 feet of an ally of hers that isn’t Agga is incapacitated. On a failed save, the creature is frightened until the
incapacitated and Lilyandra doesn’t have disadvantage on the attack roll. start of its next turn. If a creature’s saving throw is successful, the creature
is immune to Agga’s Black Aura for the next 24 hours.
Actions Blessing of the Black Mother. When any creature within 10 feet of
Mamma Agga is reduced to 0 hit points, Mamma Agga gains 10 temporary
Multiattack. Lilyandra makes two attacks: one with her rapier and one hit points.
with her dagger. Spellcasting. Mamma Agga is an 8th-level spellcaster. Her spellcasting
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has
9 (1d8 + 5) piercing damage, and the target must succeed on a DC 15 the following cleric spells prepared:
Constitution saving throw taking 24 (7d6) poison damage on a failed save,
or half as much damage on a successful one. Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bless, cure wounds, purify food and drink, sanctuary
+1 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2nd level (3 slots): enthrall, hold person, spiritual weapon
7 (1d4 + 5) piercing damage, and the target must succeed on a DC 15 3rd level (3 slots): animate dead, create food and water, remove curse
Constitution saving throw taking 24 (7d6) poison damage on a failed save, 4th level (2 slots): blight
or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., Actions
one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed
on a DC 15 Constitution saving throw taking 24 (7d6) poison damage on Touch of the Black Mother. Melee Weapon Attack: +2 to hit, reach 5
a failed save, or half as much damage on a successful one. ft., one target. Hit: 9 (2d8) necrotic damage. If the target is a creature other
than an undead or construct, it must succeed on a DC 14 Constitution
Luug Waytt saving throw at the start of each of its turns or lose 5 (1d10) hit points as it
begins to bleed profusely. A successful DC 14 Wisdom (Medicine) check,
Medium giant (half-ogre), chaotic evil or magical healing, will stop the blood loss.
Armor Class 12 (+1 leather)
Hit Points 135 (18d8 + 54) Urk Waytt
Speed 40 ft.
Medium giant (half-ogre), chaotic evil
STR DEX CON INT WIS CHA Armor Class 12 (+1 leather)
20 (+5) 10 (+0) 16 (+3) 8 (–1) 10 (+0) 8 (–1) Hit Points 123 (19d8 + 38)
Speed 40 ft.
Saving Throws Str +8, Con +6 STR DEX CON INT WIS CHA
Skills Intimidation +5 24 (+7) 10 (+0) 15 (+2) 6 (–2) 8 (–1) 7 (–2)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant Saving Throws Str +10, Con +5
Challenge 5 (1,800 XP) Skills Intimidation +4
Senses darkvision 60 ft., passive Perception 9
Brute. A melee weapon deals one extra die of its damage when Luug Languages Common, Giant
hits with it (included in the attack). Challenge 5 (1,800 XP)
Reckless. At the start of his turn, Luug can gain advantage on all melee Brutal Critical. Urk can roll one additional weapon damage die when
weapon attack rolls that turn but attack rolls against him have advantage determining the extra damage for a critical hit with a melee attack.
until the start of his next turn.
Brute. A melee weapon deals one extra die of its damage when Urk hits
Actions with it (included in the attack).
Multiattack. Luug makes two melee attacks with his halberd. Actions
+1 Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) slashing damage. Multiattack. Urk makes two brutal fist attacks.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one Brutal Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
target. Hit: 4 (1d8) piercing damage. Hit: 18 (2d10 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target.
Mamma Agga Waytt Hit: 18 (2d10 + 7) bludgeoning damage.
Medium humanoid (human), neutral evil Roddick Waytt
Armor Class 6
Hit Points 49 (9d8 + 9) Medium humanoid (human), neutral evil
Speed 5 ft. Armor Class 8 (11 with mage armor)
Hit Points 40 (9d8)
STR DEX CON INT WIS CHA Speed 10 ft.
8 (–1) 3 (–4)
13 (+1) 15 (+2) 20 (+5) 16 (+3)
Saving Throws Con +4, Wis +8 STR DEX CON INT WIS CHA
Skills Arcana +8, History +5, Insight +11, Persuasion +9, 5 (–3) 6 (–2) 10 (+0) 19 (+4) 17 (+3) 8 (–1)
Religion +8
Senses truesight 120 ft., passive Perception 15 Saving Throws Int +6, Wis +5
Languages Common, Deep Speech, Giant Skills Arcana +8, History +8, Nature +8, Perception +5,
Challenge 5 (1,800 XP) Religion +8
Senses passive Perception 15
Black Aura. Any creature hostile to Mamma Agga that starts its turn Languages Common, Deep Speech, Draconic
within 20 feet of her must make a DC 14 Wisdom saving throw, unless Challenge 4 (1,100 XP)
623
Rappan Athuk
Spellcasting. Roddick is a 9th-level spellcaster. His spellcasting ability If a non-evil humanoid dies from this attack, a shadow rises from
is Intelligence (spell save DC 14, +6 to hit with spell attacks). He can cast the corpse in 24 hours under Wharaz’s control, unless the humanoid is
the following spells: restored to life or its body is destroyed. Wharaz can have no more than
Cantrips (at will): dancing lights, fire bolt, mage hand, prestidigitation, four shadows under his control at one time.
ray of frost
1st level (4 slots): charm person, detect magic, fog cloud, mage armor,
Wightsmagic missile, silent image
2nd level (3 slots): blindness/deafness, hold person, scorching ray
3rd level (3 slots): dispel magic, fireball, slow Barrow Wight
4th level (3 slots): black tentacles, dimension door
5th level (1 slots): arcane hand Medium undead, chaotic evil
Armor Class 14 (studded leather)
Actions Hit Points 45 (6d8 + 18)
Speed 30 ft.
+1 Dagger. Melee or ranged attack: +1 to hit, reach 5 ft. or range 20/60 STR DEX CON INT WIS CHA
ft., one target. Hit: 4 (2d4 – 1) piercing damage.
16 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Wharaz Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing and
Medium humanoid (human), chaotic evil
Armor Class 18 (chain mail, shield) slashing from nonmagical weapons that are not silvered
Hit Points 127 (17d8 + 51) Damage Immunities poison
Speed 30 ft. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages the language it knew in life
12 (+1) Challenge 3 (700 XP)
17 (+3) 18 (+4) 16 (+3) 11 (+0) 19 (+4)
Insanity Gaze. If a creature starts its turn within 30 feet of the barrow
Saving Throws Con +7, Wis +8 wight and the two of them can see each other, the barrow wight can
Skills History +8, Religion +8 force the creature to make a DC 13 Wisdom saving throw if the barrow
Senses truesight 120 ft., passive Perception 14 wight is not incapacitated. On a failed save, the creature is affected by
Languages Common a short term madness effect for 1 minute. Determine the effect from the
Challenge 10 (5,900 XP) table below.
Abyssal Blessing of Orcus. Wharaz gains 15 temporary hit points when d100 Effect (lasts 1 minute)
he reduces a hostile creature that is not undead to 0 hit points.
The target retreats into its mind and becomes
Unholy Strike. Once on each of Wharaz’s turns when he hits a creature 01-20 paralyzed. The effect ends if the creature takes
with a weapon attack, Wharaz can cause the attack to deal an extra 18
(4d8) necrotic damage to the target. any damage.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing 21-30 The creature is incapacitated, and can only
their weapons with the ability to paralyze a foe (included in the attack). In scream, laugh, or weep hysterically.
the hands of any but a true follower of Orcus, an unholy weapon loses its
power to paralyze a foe. 31-40 The creature is frightened and must use its actions
to flee from the source of its fear.
Spellcasting. Wharaz is a 12th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the 41-50 The creature babbles incoherently and cannot
following cleric spells prepared: speak normally or cast spells.
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy 51-60 The creature must use its action to attack the
1st level (4 slots): bane, bless, cure wounds, detect magic, false life, nearest creature.
inflict wounds
2nd level (3 slots): blindness/deafness, enhance ability, hold person, 61-70 The creature hallucinates vividly, incurring
spiritual weapon disadvantage on all ability checks.
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): blight, death ward, guardian of faith 71-75 The creature does whatever anyone tells it to do
5th level (2 slots): flame strike, hallow that isn’t obviously self-destructive.
6th level (1 slot): blade barrier
76-80 The creature experiences an overpowering urge to
eat something strange, such as dirt, offal, or slime.
Actions 81-90 The creature is stunned.
Unholy Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one 91-00 The creature falls unconscious.
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning
damage if used with two hands. If the target is a creature other than an elf The target can repeat the saving throw at the end of each of its turns. A
or undead, it must succeed on a DC 10 Constitution saving throw or be successful save ends the effect and renders the target immune to the same
paralyzed for 1 minute. The target can repeat the saving throw at the end barrow wight’s insanity gaze for 24 hours.
of each of its turns, ending the effect on itself on a success.
A creature that isn’t surprised can avert its eyes to avoid the saving
Caress of Orcus (Recharges after a Short or Long Rest). Melee throw at the start of its turn. If the creature does so, it can’t see the barrow
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic wight until the start of its next turn, when it can avert its eyes again. If the
damage, and the target’s Strength score is reduced by 1d6. The target dies creature looks at the barrow wight in the meantime, it must immediately
if this reduces its Strength to 0. Otherwise, the reduction lasts until the make the save.
target finishes a short or long rest.
Resurrection Vulnerability. Casting a raise dead or resurrection spell
on the barrow wight destroys it unless it makes a Wisdom saving throw.
624
Appendix A: Bestiary
Sunlight Sensitivity. While in sunlight, the barrow wight has A humanoid slain by this attack rises 24 hours later as a zombie under
disadvantage on attack rolls, as well as on Wisdom (Perception) checks the sword wight’s control, unless the humanoid is restored to life or
that rely on sight. its body is destroyed. The sword wight can have no more than twelve
zombies under its control at one time.
Actions
Reactions
Slam Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit:
6 (1d6+3) bludgeoning damage plus 6 (1d6 + 3) necrotic damage. The Parry. The sword wight adds 2 to its AC against one melee attack
target must succeed on a DC 13 Constitution saving throw or its hit point that would hit it. To do so, the sword wight must see the attacker and be
maximum is reduced by an amount equal to the necrotic damage taken. wielding a melee weapon.
This reduction lasts until the target takes a long rest. The target dies if this
effect reduces their hit point maximum to zero. Wilderness Knight
A humanoid slain by this attack rises 1d4 rounds later as a barrow Medium humanoid (any race), any alignment
wight under the control of the wight that killed it, unless the humanoid is Armor Class 17 (half plate, shield)
restored to life or its body is destroyed. The wight can have no more than Hit Points 45 (7d8 + 14)
three barrow wights under its control at one time. Speed 30 ft.
Sword Wight
Medium undead, lawful evil STR DEX CON INT WIS CHA
Armor Class 16 (chain mail)
Hit Points 66 (12d8+12) 16 (+3) 11 (+0) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
Speed 30 ft.
Skills Animal Handling +5, Perception +3, Survival +5
STR DEX CON INT WIS CHA Senses passive Perception 13
Languages Common
12 (+1) 12 (+1) 13 (+1) 11 (+0) 13 (+1) 15 (+2) Challenge 1 (200 XP)
Skills Perception +4, Stealth +4 Brave. The wilderness knight has advantage on saving throws against
Damage Resistances necrotic; bludgeoning, piercing and being frightened.
slashing from nonmagical weapons that are not silvered Keen Hearing and Sight. The wilderness knight has advantage on
Damage Immunities poison Wisdom (Perception) checks that rely on hearing and sight.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14 Actions
Languages the languages it knew in life
Challenge 5 (1,800 XP) Multiattack. The wilderness knight can make two longsword attacks or
one attack with its lance.
Improved Critical. Greatsword attacks score a critical hit on a roll of
19 or 20. Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9
(1d12 + 3) piercing damage.
Magical Weapons. Weapon attacks by the sword wight are considered
to be magical. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) piercing damage if used with
Sunlight Sensitivity. While in sunlight, the sword wight has two hands.
disadvantage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight. Witchlights
Weapon Master. When using its greatsword attack, a sword wight may
reroll any 1 on damage dice, keeping the second result.
Actions Elder Witchlight
Tiny construct, neutral
Multiattack. The sword wight makes two greatsword attacks or two Armor Class 14
longbow attacks. It can use its Life Drain in place of one greatsword Hit Points 28 (8d4 + 8)
attack. Speed fly 50 ft.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
8 (2d6 + 1) slashing damage and 3 (1d6) necrotic damage. The target must STR DEX CON INT WIS CHA
succeed on a DC 15 Constitution saving throw or its hit point maximum is 1 (–5) 7 (–2)
reduced by an amount equal to the necrotic damage taken. This reduction 18 (+4) 13 (+1) 10 (+0) 16 (+3)
lasts until the target finishes a long rest. The target dies if this effect Skills Perception +5
reduces its hit point maximum to 0. Damage Immunities poison, radiant
Condition Immunities charmed, exhaustion, frightened,
A humanoid slain by this attack rises 24 hours later as a zombie under
the sword wight’s control, unless the humanoid is restored to life or paralyzed, petrified, poisoned
its body is destroyed. The sword wight can have no more than twelve Senses darkvision 60 ft., passive Perception 15
zombies under its control at one time. Languages understands the language of its creator but
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one can’t speak
target. Hit: 5 (1d8 + 1) piercing damage. Challenge 1/2 (100 XP)
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) necrotic damage. The target must succeed on a DC 15 Dispel Magic Weakness. Casting dispel magic on an elder witchlight
Constitution saving throw or its hit point maximum is reduced by an paralyzes it for 1 minute.
amount equal to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit point Luminance. An elder witchlight normally glows as brightly as a torch.
maximum to 0. The creature can dim itself to the luminosity of a candle, but it cannot
extinguish its light. Because of its glow, the witchlight has disadvantage
625
Rappan Athuk
on Dexterity (Stealth) checks. Regeneration. The worm that walks regains 10 hit points at the start of
Thin As Light. While an elder witchlight is not incorporeal, it can pass its turn, as long as it does not begin its turn in an area of strong wind. The
through any opening that light can pass through. worm that walks is destroyed only if it starts its turn with 0 hit points and
doesn’t regenerate.
Actions Spellcasting. The worm that walks is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell
Light Ray. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. attacks). The worm that walks has the following wizard spells prepared.
Hit: 8 (1d8 + 4) radiant damage. Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile, shield
Flash (Recharge 5–6). The elder witchlight emits a bright burst of light 2nd level (3 slots): acid arrow, misty step, web
that blinds all sighted creatures within 30 feet for 1 minute unless they 3rd level (3 slots): fireball, stinking cloud
succeed on a DC 12 Constitution saving throw. 4th level (3 slots): black tentacles, blight
Witchlight 5th level (2 slots): cloudkill, conjure elemental
Tiny construct, neutral Actions
Armor Class 14
Hit Points 10 (4d4) Discorporate. The worm that walks collapses into a shapeless swarm of
Speed fly 50 ft. worms, or reverts to its true form. All held, worn, and carried items fall to the
ground. In this form, the worm that walks is Large-sized, can fit through any
STR DEX CON INT WIS CHA space large enough for a Tiny creature to pass through without squeezing,
1 (–5) 7 (–2) and can occupy the same space as another creature and vice versa.
18 (+4) 10 (+0) 10 (+0) 13 (+1)
While in this form, the worm that walks cannot use its Slam attack.
Skills Perception +3 Any creature who enters the same space as the discorporated worm that
Damage Immunities poison, radiant walks, or starts its turn in the same space, must make a DC 18 Constitution
Condition Immunities charmed, exhaustion, frightened, saving throw. On a failed saving throw, that creature takes 36 (8d8) poison
damage and 36 (8d8) necrotic damage.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13 If the worm that walks drops to 0 hit points, it immediately gains 24
Languages understands the language of its creator but temporary hit points and uses this ability as a reaction. Until it regains at
least 1 hit point, it cannot revert to its normal form.
can’t speak
Challenge 1/4 (50 XP) Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit:
11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC
Dispel Magic Weakness. Casting dispel magic on a witchlight paralyzes 18). The worm that walks can only grapple one target at a time, and must
it for 1d10 rounds. remain within 5 feet of the grappled target. If the worm that walks moves
more than 5 feet from the grappled creature, the grappled ends. At the
Luminance. A witchlight normally glows as brightly as a torch. beginning of each of the worm that walks’ turns, the grappled creature
The creature can dim itself to the luminosity of a candle, but it cannot takes 18 (4d8) poison damage and 18 (4d8) necrotic damage.
extinguish its light. Because of its glow, the witchlight has disadvantage
on Dexterity (Stealth) checks. Wraith, Oblivion
Thin As Light. While a witchlight is not incorporeal, it can pass through
any opening that light can. Large undead, lawful evil
Actions Armor Class 18
Hit Points 209 (22d10 + 88)
Speed 0 ft., fly 60 ft. (hover)
Light Ray. Ranged Weapon Attack: +6 to hit, range 30 ft., one target.
Hit: 6 (1d4 + 4) radiant damage. STR DEX CON INT WIS CHA
Flash (Recharge 5–6). The witchlight emits a bright burst of light 6 (–2)
27 (+8) 18 (+4) 17 (+3) 18 (+4) 23 (+6)
that blinds all sighted creatures within 30 feet for 1d4 rounds unless they
succeed on a DC 10 Constitution saving throw. Skills Perception +8, Stealth +12
The witchlight can be found in Tome of Beasts by Kobold Press. Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
Worm That Walks weapons that aren’t silvered
Damage Immunities necrotic, poison
Medium swarm of Tiny beasts, chaotic evil Condition Immunities charmed, exhaustion, grappled,
Armor Class 14 paralyzed, petrified, poisoned, prone, restrained
Hit Points 137 (25d8 + 25)
Speed 30 ft. Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, Common, Giant
Challenge 12 (8,400 XP)
STR DEX CON INT WIS CHA Incorporeal Movement. The oblivion wraith can move through other
6 (–2) 18 (+4) 13 (+1) 20 (+5) 15 (+2) 16 (+3) creatures and objects as if they were difficult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object.
Saving Throws Int +10, Wis +7 Sunlight Sensitivity. While in sunlight, the oblivion wraith has
Skills Arcana +10, Athletics +3, History +10, Nature +10 disadvantage on attack rolls, as well as on Wisdom (Perception) checks
Damage Resistances bludgeoning, piercing, slashing that rely on sight.
Damage Immunities poison Chill of the Grave. The oblivion wraith radiates an aura of unnatural
Condition Immunities paralyzed, petrified, poisoned, cold in a 60-foot radius. All creatures in this area must succeed on a DC 14
restrained, stunned Constitution saving throw or have their speed reduced by half. A creature
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 that touches the oblivion wraith or hits it with a melee attack while within
Languages Abyssal, Aklo, Common, Infernal 5 feet of it takes 10 (3d6) cold damage.
Challenge 14 (11,500 XP) 626
Appendix A: Bestiary
Actions 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,
Life Drain. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. the target dies, and its body turns to dust. The curse lasts until removed by
Hit: 26 (4d8 + 8) necrotic damage and 21 (6d6) cold damage. The target the remove curse spell or other magic.
must succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the necrotic damage taken. Dreadful Glare. Xillin targets one creature it can see within 60 feet
This reduction lasts until the target finishes a long rest. The target dies if of it. If the target can see Xillin, it must succeed on a DC 19 Wisdom
this effect reduces its hit point maximum to 0. saving throw against this magic or become frightened until the end of the
Xillin’s next turn. If the target fails the saving throw by 5 or more, it is
Create Specter. The oblivion wraith targets a humanoid within 10 feet also paralyzed for the same duration. A target that succeeds on the saving
of it that has been dead for no longer than 1 minute and died violently. The throw is immune to the Dreadful Glare from mummies of all types for the
target’s spirit rises as a specter in the space of its corpse or in the nearest next 24 hours
unoccupied space. The specter is under the oblivion wraith’s control. The
oblivion wraith can have no more than ten specters under its control at Legendary Actions
one time.
Xillin can take 3 legendary actions, choosing from the options below.
Xillin Only one legendary action option can be used at a time and only at the
end of another creature’s turn. Xillin regains spent legendary actions at
Medium undead, lawful evil the start of its turn.
Armor Class 17 (natural armor, greater ring of protectionGM)
Hit Points 240 (37d8 + 74) Attack. Xillin makes one melee attack or uses its Dreadful Glare.
Speed 30 ft. Blinding Dust. Blinding dust and sand swirls magically around Xillin.
Each creature within 5 feet of Xillin must succeed on a DC 19 Constitution
STR DEX CON INT WIS CHA saving throw or be blinded until the end of the creature’s next turn.
23 (+6) 12 (+1) 15 (+2) 21 (+5) 8 (–1) 19 (+4) Blasphemous Word (Costs 2 Actions). Xillin utters a blasphemous
word. Each non-undead creature within 10 feet of Xillin that can hear the
Saving Throws Con +8, Int +11, Cha +10 magical utterance must succeed on a DC 19 Constitution saving throw or
Skills Arcana +11, History +11, Perception +11, Religion +11 be stunned until the end of Xillin’s next turn.
Damage Vulnerabilities fire Channel Negative Energy (Costs 2 Actions). Amurru magically
Damage Immunities necrotic, poison; bludgeoning, unleashes negative energy. Creatures within 60 feet of Xillin, including
ones behind barriers and around corners, can’t regain hit points until the
piercing, and slashing from nonmagical weapons end of Xillin’s next turn.
Condition Immunities charmed, exhaustion, frightened, Whirlwind of Sand (Costs 2 Actions). Xillin magically transforms into
a whirlwind of sand, moves up to 60 feet, and reverts to its normal form.
paralyzed, poisoned While in whirlwind form, Xillin is immune to all damage, and it can’t
Senses darkvision 60 ft., passive Perception 21 be grappled, petrified, knocked prone, restrained, or stunned. Equipment
Languages Abyssal, Celestial, Common, Draconic, Dwarven, worn or carried by Xillin remain in its possession.
Elven, Giant, Infernal, Orc, Sylvan, Terran, Undercommon Yaza Mongro
Challenge 17 (18,000 XP)
Magic Resistance. Xillin has advantage on saving throws against spells Medium humanoid (human), chaotic evil
and other magical effects. Armor Class 16 (chain mail)
Hit Points 33 (6d8 + 6)
Rejuvenation. Xillin gains a new body in 24 hours if its heart is intact, Speed 30 ft.
regaining all its hit points and becoming active again. The new body
appears within 5 feet of Xillin’s heart. STR DEX CON INT WIS CHA
Spellcasting. Xillin is a 15th-level spellcaster. Its spellcasting ability is 15 (+2) 11 (+0) 12 (+1) 13 (+1) 17 (+3) 12 (+1)
Intelligence (spell save DC 19, +11 to hit with spell attacks). It can cast
the following spells: Saving Throws Wis +5, Cha +3
Skills Arcana +3, Perception +5, Religion +5
Cantrips (at will): acid splash, chill touch, ray of frost, shocking grasp, Senses darkvision 60 ft., passive Perception 15
prestidigitation Languages Abyssal, Common
Challenge 2 (450 XP)
1st level (4 slots): detect magic, fog cloud, grease, silent image, hideous
laughter Unholy Strike. Once on each of Yaza’s turns when he hits a creature
with a weapon attack, e can cause the attack to deal an extra 4 (1d8)
2nd level (3 slots): gust of wind, misty step, ray of enfeeblement, web necrotic damage to the target.
3rd level (3 slots): fly, protection from energy, stinking cloud, vampiric
touch Spellcasting. Yaza Mongro is a 3rd-level spellcaster. His spellcasting
4th level (3 slots): black tentacles, blight, fire shield, ice storm ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has
5th level (2 slots): arcane hand, cone of cold, dominate person, the following cleric spells prepared:
telekinesis
6th level (1 slot): chain lightning, disintegrate, mass suggestion Cantrips (at will): guidance, resistance, sacred flame
7th level (1 slot): finger of death, forcecage 1st level (4 slots): bane, command, cure wounds, detect magic
8th level (1 slot): feeblemind, maze 2nd level (2 slots): aid, darkness, hold person
Greater Ring of Protection. Xillin has a +2 bonus to AC and saving
throws while wearing the greater ring of protectionGM.
Actions Actions
Multiattack. Xillin can use its Dreadful Glare and makes one attack +1 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
with its rotting fist. (1d6 + 3) bludgeoning damage.
Rotting Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) bludgeoning damage plus 21 (6d6) necrotic damage. If
the target is a creature, it must succeed on a DC 19 Constitution saving
throw or be cursed with mummy rotGM. The cursed target can’t regain
627
Rappan Athuk
Yithian Actions
Large aberration, lawful neutral Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4
Armor Class 16 (natural armor) + 1) bludgeoning damage.
Hit Points 136 (16d10 + 48)
Speed 20 ft., climb 20 ft. Zatalya
STR DEX CON INT WIS CHA Medium humanoid (human), neutral
Armor Class 12 (15 with mage armor)
23 (+6) 13 (+1) 17 (+3) 21 (+5) 19 (+4) 18 (+4) Hit Points 9 (2d8)
Speed 30 ft.
Damage Resistances acid, cold, fire
Senses blindsight 60 ft., darkvision 60 ft., passive STR DEX CON INT WIS CHA
9 (–1)
Perception 14 15 (+2) 10 (+0) 17 (+3) 17 (+3) 13 (+1)
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)
Innate Spellcasting. The yithian’s innate spellcasting ability is Skills Arcana +7
Charisma (spell save DC 16, + 8 to hit with spell attacks). It can cast the Senses passive Perception 13
following spells without requiring any material components. Languages Abyssal, Common, Draconic, Elven
Challenge 1/2 (100 XP)
At will: detect magic, identify
1/day each: astral projection (self only), detect thoughts, hold monster, Spellcasting. Zatalya is a 1st-level spellcaster. Her spellcasting ability
modify memory (9th level) is Intelligence (spell save DC 13, +5 to hit with spell attacks). She can cast
the following spells:
Actions
Cantrips (at will): fire bolt, minor illusion, prestidigitation
Multiattack. The yithian makes two pincer attacks. 1st level (2 slots): comprehend languages, detect magic, identify
Pincer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28
(4d10 + 6) piercing damage. Actions
Mind Swap (1/day). One creature of the yithian’s choice that it can see
and is within 30 feet of it must make a DC 16 Wisdom saving throw or the Unarmed Strike. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.,
yithian forces the creature’s mind to swap places with the yithian’s mind. one target. Hit: 1 (1d2 – 1) bludgeoning damage.
The swap ends if the swapped creature drops to 0 hit points, the yithian
ends the effect as a bonus action, or if the creature or the yithian travel to Zehn
another plane of existence. If the creature’s saving throw is successful or
the effect ends for it, the creature is immune to the yithian’s Mind Swap Medium humanoid (human), chaotic evil
for the next 24 hours. Armor Class 14 (breastplate)
While the Mind Swap is active, the yithian takes on the physical form Hit Points 55 (10d8 + 10)
of the creature and the creature takes on the form of the yithian. The Speed 30 ft.
yithan retains its Intelligence, Wisdom, and Charisma scores, as well as
its comprehension of language, its telepathy, and its traits. Otherwise, it STR DEX CON INT WIS CHA
inherits the target’s statistics, memories and knowledge, including spells 8 (–1)
and languages. 14 (+2) 10 (+0) 13 (+1) 12 (+1) 19 (+4)
Zanaphia Saving Throws Con +3, Wis +6
Skills Arcana +3, Medicine +8, Religion +5
Medium humanoid (half-elf), chaotic neutral Senses darkvision 60 ft., passive Perception 14
Armor Class 12 (15 with mage armor) Languages Abyssal, Common
Hit Points 60 (8d8 + 24) Challenge 4 (1,100 XP)
Speed 35 ft.
Harvest (1/turn). When Zehn kills a creature that is not undead with
STR DEX CON INT WIS CHA a spell of 1st level or higher, Zehn regains hit points equal to twice the
7 (–2) spell’s level.
13 (+1) 14 (+2) 16 (+3) 15 (+2) 10 (+0)
Spellcasting. Zehn is a 6th-level spellcaster. His spellcasting ability
Saving Throws Int +4, Wis +2 is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the
Skills Arcana +4, History +4, Nature +4 following cleric spells prepared:
Senses passive Perception 10
Languages Common, Draconic, Elven, Giant, Goblin Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
Challenge 3 (700 XP) 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
2nd level (3 slots): blindness/deafness, enhance ability, ray of
Spellcasting. Zanaphia is a 6th-level spellcaster. Her spellcasting ability enfeeblement, silence
is Intelligence (spell save DC 12, +4 to hit with spell attacks). She has the 3rd level (3 slots): animate dead, bestow curse, dispel magic, speak
following wizard spells prepared. with dead
4th level (1 slot): blight, death ward
Cantrips (at will): acid splash, mage hand, mending, message
1st level (4 slots): color spray, detect magic, mage armor, silent image Actions
2nd level (3 slots): alter self, mirror image, suggestion
3rd level (3 slots): blink, fireball, haste +1 Unholy Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
4th level (1 slots): fire shield, greater invisibility Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature other than
an elf or undead, it must succeed on a DC 10 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
628
Zelkor Appendix A: Bestiary
Medium undead, chaotic evil Zerna, Priestess of the Spider Queen
Armor Class 13 (16 with mage armor)
Hit Points 88 (16d8 + 16) Medium humanoid (drow elf), chaotic evil
Speed 0 ft., fly 60 ft. (hover) Armor Class 20 (drow chain mail, +1 shield, ring of protection)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (–2)
16 (+3) 13 (+1) 19 (+4) 14 (+2) 17 (+3) 12 (+1) 17 (+3) 16 (+3) 10 (+0) 18 (+4) 16 (+3)
Saving Throws Int +8, Wis +6 Saving Throws Wis +8, Cha +7
Skills Arcana +8, History +8, Perception +6, Stealth +7 Skills Perception +7, Religion +4, Stealth +7
Damage Resistances acid, cold, fire, lightning, thunder; Damage Resistances poison
Senses darkvision 120 ft., passive Perception 17
bludgeoning, piercing, and slashing from nonmagical Languages Elvish, Undercommon
weapons that aren’t silvered Challenge 9 (5,000 XP)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, Blessing of the Spider Queen. The blessed followers of the Spider
paralyzed, petrified, poisoned, prone, restrained Queen are gifted with the ability to climb difficult surfaces, including
Senses darkvision 60 ft., passive Perception 16 upside down on ceilings, without needing to make an ability check.
Languages Abyssal, Celestial, Common, Draconic, Elven,
Infernal, Sylvan Fey Ancestry. Zerna has advantage on saving throws against being
Challenge 12 (8,400 XP) charmed, and magic can’t put her to sleep.
Spellcasting. Zelkor is an 11th-level spellcaster. Its spellcasting ability Innate Spellcasting. Zerna’s spellcasting ability is Charisma (spell save
is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the DC 11). She can innately cast the following spells, requiring no material
following spells prepared: components:
Cantrips (at will): chill touch, dancing lights, mage hand, ray of frost, At will: dancing lights
shocking grasp 1/day each: darkness, faerie fire
Spider Bite. Once on each of Zerna’s turns when she hits a creature with
1st level (4 slots): charm person, false life, mage armor, magic missile a weapon attack, she can cause the attack to deal an extra 9 (2d8) poison
2nd level (3 slots): blindness/deafness, darkness, mirror image, damage to the target.
scorching ray Sunlight Sensitivity. While in sunlight, Zerna has disadvantage on
3rd level (3 slots): bestow curse, dispel magic, fireball, slow attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
4th level (3 slots): blight, greater invisibility, wall of fire Spellcasting. Zerna is an 8th-level spellcaster. Her spellcasting ability
5th level (2 slots): cloudkill, hold monster is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can cast
6th level (1 slot): chain lightning, circle of death the following spells:
Incorporeal Movement. Zelkor can move through other creatures and Cantrips (at will): guidance, poison spray, resistance, thaumaturgy
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
ends its turn inside an object. 2nd level (3 slots): augury, enhance ability, hold person, silence, web
Sunlight Sensitivity. While in sunlight, Zelkor has disadvantage on 3rd level (3 slots): animate dead, bestow curse, dispel magic
attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 4th level (2 slot): blight, dimension door
Sacrilegious Aura. Zelkor exudes an aura of desecration out to a radius Venomous Veins. Zerna is resistance to poison.
of 30 feet. Zelkor and any other undead within the defiled area have Ring of Protection. Zerna has a +1 bonus to AC and saving throws
advantage on saving throws against effects that turn undead. while wearing the ring of protection.
Actions Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. +1 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5
Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 (1d6 + 2) bludgeoning damage and 10 (3d6) poison damage.
Constitution saving throw or its hit point maximum is reduced by an amount Vomit Spiders (Recharges after a Short or Long Rest). Zerna vomits
equal to the damage taken. This reduction lasts until the target finishes a forth venomous spiders in a 15-foot cone. Each creature in that area must
long rest. The target dies if this effect reduces its hit point maximum to 0. make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage
Create Specter. Zelkor targets a humanoid within 10 feet of it that has on a failed save, or half as much damage on a successful one. The spiders
been dead for no longer than 1 minute and died violently. The target’s spirit die at the start of the Zerna’s next turn.
rises as a specter in the space of its corpse or in the nearest unoccupied
space. The specter is under Zelkor’s control. Zelkor can have no more than Zhanna, Hand of Hecate
seven specters under its control at one time.
Medium fiend, neutral evil
Legendary Actions Armor Class 17 (natural armor)
Hit Points 178 (21d8 + 84)
Zelkor can take 3 legendary actions, choosing from the options below. Speed 30 ft.
Only one legendary action option can be used at a time and only at the end
of another creature’s turn. Zelkor regains spent legendary actions at the STR DEX CON INT WIS CHA
start of its turn.
Cantrip. Zelkor casts a cantrip. 20 (+5) 19 (+4) 19 (+4) 22 (+6) 18 (+4) 19 (+4)
Flyby. Zelkor can move up to its movement speed without provoking Saving Throws Dex +8, Wis +8
an opportunity attack. Skills Arcana +10, Deception +8, History +10, Insight +8,
Magic Jar (Costs 3 Actions). As a boon from Orcus for converting to Perception +8, Stealth +8
evil, Zelkor can cast the magic jar spell with an instantaneous cast time Damage Resistances cold, fire; bludgeoning, piercing, and
using a peridot focusing gem gifted it by the high priests of Orcus.
slashing from nonmagical weapons that aren’t silvered
629
Rappan Athuk
Condition Immunities charmed, frightened Senses passive Perception 11
Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common, Draconic, Drow, Elvish,
Languages Abyssal, Common, Draconic, Giant, Infernal,
Gnome, Infernal, Undercommon
Sylvan Challenge 2 (450 XP)
Challenge 11 (7,200 XP)
Spellcasting. Zildjin is a 5th-level spellcaster. His spellcasting ability
Fear Aura. Any creature hostile to Zhanna that starts its turn within 20 is Intelligence (spell save DC 13, +5 to hit with spell attacks). He can cast
feet of Zhanna must make a DC 16 Wisdom saving throw, unless Zhanna the following spells:
is incapacitated. On a failed save, the creature is frightened until the start
of its next turn. If a creature’s saving throw is successful, the creature is Cantrips (at will): light, mending, prestidigitation, ray of frost
immune to Zhanna’s Fear Aura for the next 24 hours. 1st level (4 slots): color spray, expeditious retreat, mage armor
2nd level (3 slots): alter self, hold person, knock
Spellcasting. Zhanna is a 12th-level spellcaster. Its spellcasting ability 3rd level (2 slots): fireball, haste
is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can cast
the following spells: Actions
Cantrips (at will): acid splash, dancing lights, mage hand, mending, Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
message Hit: 1 (ld2 – 1) bludgeoning damage.
1st level (4 slots): charm person, detect poison and disease, fog cloud, sleep Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
2nd level (3 slots): alter self, enthrall, hold person, ray of enfeeblement, web 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
3rd level (3 slots): bestow curse, blink, dispel magic, fly
4th level (3 slots): confusion, fire shield, greater invisibility, ice storm Zombies
5th level (2 slots): dominate person, hold monster, scrying
6th level (1 slot): flesh to stone, mass suggestion Ancient Black Dragon Zombie
Innate Spellcasting. Zhanna’s innate spellcasting ability is Intelligence
(DC 18, +10 to hit with spell attacks). Zhanna can innately cast the Gargantuan undead, chaotic evil
following spells: Armor Class 22 (natural armor)
At will: comprehend languages, detect magic, eldritch blast, faerie fire Hit Points 367 (21d20 + 147)
3/day each: tongues, true seeing Speed 40 ft., fly 80 ft., swim 40 ft.
1/day: plane shift
Magic Resistance. Zhanna has advantage on saving throws against STR DEX CON INT WIS CHA
spells and other magical attacks. 27 (+8) 8 (–1) 25 (+7) 1 (–5) 3 (–4) 5 (–3)
Swamp Stride. Zhanna is not affected by difficult terrain while in a bog,
marsh, or swamp. Zhanna can also walk across quicksand as if it were
solid ground.
Actions Damage Immunities acid, poison
Condition Immunities poisoned
Multiattack. Zhanna makes three attacks: two with its claws and one Senses blindsight 60 ft., darkvision 120 ft., passive Perception 6
bite. Languages Common, Draconic
Challenge 21 (30,000 XP)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage. Turn Resistance. The ancient black dragon zombie has advantage on
saving throws against any effect that turns undead.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
(2d10 + 5) slashing damage. Undead Fortitude. If damage reduces the dragon zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the damage
Evil Eye. One creature of Zhanna’s choice within 30 feet must succeed on taken, unless the damage is radiant or from a critical hit. On a success, the
a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can dragon zombie drops to 1 hit point instead.
repeat the saving throw at the end of each of its turns, with disadvantage if
Zhanna is within line of sight, ending the effect on itself on a success. If the Actions
creature’s saving throw is successful, or the effect ends for it, the creature is
immune to the Zhanna’s Evil Eye for the next 24 hours. Multiattack. The dragon zombie can use its Frightful Presence and
make three attacks: one with its bite and two with its claws.
Decaying Hex (Recharge 5-6). When a creature Zhanna can see starts
its turn within 60 feet of Zhanna, Zhanna can place a potent hex on that Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19
creature. The creature must succeed on a DC 16 Wisdom saving throw or (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
take 10 (3d6) necrotic damage and be cursed until the effect is removed.
For each turn that elapses, the target must repeat the saving throw, taking Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15
10 (3d6) necrotic damage and reducing its hit point maximum by 5 (1d10) (2d6 + 8) slashing damage.
on a failure. The curse is removed on a success. The target dies if the curse
reduces its hit point maximum to 0. This reduction to the target’s hit point Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17
maximum lasts until the curse is removed. (2d8 + 8) bludgeoning damage.
Zildjin Frightful Presence. Each creature of the dragon zombie’s choice that
is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom
Medium humanoid (human), chaotic good saving throw or become frightened for 1 minute. A creature can repeat the
Armor Class 12 (15 with mage armor) saving throw at the end of each of its turns, ending the effect on itself on
Hit Points 18 (4d8) a success. If a creature’s saving throw is successful or the effect ends for
Speed 30 ft. it, the creature is immune to the dragon zombie’s Frightful Presence for
the next 24 hours.
STR DEX CON INT WIS CHA
8 (–1) 9 (–1) Acid Breath (Recharge 5–6). The zombie dragon exhales acid in a 60-
14 (+2) 10 (+0) 16 (+3) 12 (+1) foot line that is 10 feet wide. Each creature in that line must make a DC 22
Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or
half as much damage on a successful one.
Skills Arcana +5, History +5
630
Army Zombie Appendix A: Bestiary
Medium undead, neutral evil Behir Zombie
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22) Huge undead, neutral evil
Speed 30 ft. Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 2 (–4) 10 (+0) 6 (–2) 23 (+6) 10 (+0) 18 (+4) 3 (–4) 7 (–2) 5 (–3)
Damage Resistances bludgeoning, piercing, and slashing Saving Throws Wis +2
from nonmagical weapons Damage Immunities lightning, poison
Condition Immunities exhaustion, poisoned
Damage Immunities poison Senses darkvision 90 ft., passive Perception 8
Condition Immunities exhaustion, poisoned Languages —
Senses darkvision 60 ft., passive Perception 10 Challenge 11 (7,200 XP)
Languages understands the languages it knew in life but
Undead Fortitude. If damage reduces the behir zombie to 0 hit points,
can’t speak it must make a Constitution saving throw with a DC of 5 + the damage
Challenge 3 (700 XP) taken, unless the damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead.
Turn Resistance. The army zombie has advantage on saving throws
against any effect that turns undead. Actions
Undead Fortitude. If damage reduces the army zombie to 0 hit points, Multiattack. The behir zombie makes two attacks: one with its bite and
it must make a Constitution saving throw with a DC of 5 + the damage one with its constrict.
taken, unless the damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17
(2d10 + 6) piercing damage.
Actions
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or
Multiattack. The army zombie makes two slam attacks and a bite attack. smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir
(2d6 + 3) piercing damage. zombie isn’t already constricting a creature, and the target is restrained
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 until this grapple ends.
(1d8 + 3) bludgeoning damage.
Swallow. The behir zombie makes one bite attack against a Medium
Basilisk Zombie or smaller target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target is blinded
Medium undead, neutral evil and restrained, it has total cover against attacks and other effects outside
Armor Class 12 (natural armor) the zombie, and it takes 21 (6d6) necrotic damage at the start of each of
Hit Points 52 (8d8 + 16) the behir zombie’s turns. A zombie can have only one creature swallowed
Speed 20 ft. at a time.
STR DEX CON INT WIS CHA If the behir zombie dies, a swallowed creature is no longer restrained
16 (+3) 8 (–1) 15 (+2) 2 (–4) 8 (–1) 7 (–2) by it and can escape from the corpse by using 15 ft. of movement,
exiting prone.
Damage Immunities poison
Condition Immunities poisoned Brain-Eating Zombie
Senses darkvision 60 ft., passive Perception 9
Languages — Medium undead, chaotic evil
Challenge 3 (700 XP) Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
Undead Fortitude. If damage reduces the basilisk zombie to 0 hit STR DEX CON INT WIS CHA
points, it must make a Constitution saving throw with a DC of 5 + the 16 (+3) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)
damage taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Actions Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew it life but
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6
+ 3) piercing damage plus 7 (2d6) necrotic damage. can’t speak
Challenge 1 (200 XP)
Turn Resistance. The brain-eating zombie has advantage on saving
throws against any effect that turns undead.
Undead Fortitude. If damage reduces the brain-eating zombie to 0 hit
points, it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
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Rappan Athuk
Actions Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 37
(5d10 + 10) piercing damage.
Tail Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Multiattack. The brain-eating zombie can attack once with its bite and Hit: 54 (8d10 + 10) bludgeoning damage.
once with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 Fire Beetle Zombie
+ 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 Small undead, neutral evil
(1d6 + 3) slashing damage and the target is grappled (escape DC 11). Armor Class 13 (natural armor)
Until this grapple ends, the target is restrained and the brain-eating zombie Hit Points 13 (3d6 + 3)
cannot grapple another target. Speed 30 ft., fly 30 ft.
Brine Zombie STR DEX CON INT WIS CHA
8 (–1) 10 (+0) 12 (+1) 1 (–5) 7 (–2) 3 (–4)
Medium undead, neutral evil
Armor Class 11 (natural armor) Saving Throws Wis +0
Hit Points 27 (5d8 + 5) Damage Immunities poison
Speed 20 ft., swim 30 ft. Condition Immunities poisoned
Senses blindsight 30 ft., passive Perception 8
STR DEX CON INT WIS CHA Languages —
14 (+2) 8 (–1) 13 (+1) 2 (–4) 10 (+0) 10 (+0) Challenge 1/2 (100 XP)
Damage Resistances fire Sickly Illumination. The beetle zombie sheds sickly, dim light in a
Damage Immunities poison 10-foot radius.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Undead Fortitude. If damage reduces the zombie fire beetle to 0 hit
Challenge 1 (200 XP) points, it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit. On a
Undead Fortitude. If damage reduces the brine zombie to 0 hit points, success, the zombie drops to 1 hit point instead.
it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the Actions
brine zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
Actions slashing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 Giant Crayfish Zombie
(1d6 + 2) slashing damage.
Large undead, unaligned
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 9 (2d6 Armor Class 13 (natural armor)
+ 2) bludgeoning damage.
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 40 ft.
Carcharodron Zombie STR DEX CON INT WIS CHA
Gargantuan undead, neutral evil
Armor Class 13 (natural armor) 16 (+3) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 2 (–4)
Hit Points 332 (19d20 + 133)
Speed 0 ft., swim 60 ft. Saving Throws Con +4
Skills Athletics +7, Perception +4, Stealth +4
STR DEX CON INT WIS CHA Damage Immunities poison
30 (+10) 6 (–2) 24 (+7) 1 (–5) 3 (–4) 5 (–3) Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Damage Immunities poison Languages —
Condition Immunities exhaustion, poisoned Challenge 2 (450 XP)
Senses blindsight 60 ft., passive Perception 6 Turn Resistance. The giant crayfish zombie has advantage on saving
Languages — throws against any effect that turns undead.
Challenge 18 (20,000 XP)
Undead Fortitude. If damage reduces the giant crayfish zombie to 0
Blood Frenzy. The carcharodron zombie has advantage on melee attack hit points, it must make a Constitution saving throw with a DC of 5 + the
rolls against any creature that doesn’t have all its hit points. damage taken, unless the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Turn Resistance. The carcharodron zombie has advantage on saving
throws against any effect that turns undead. Actions
Undead Fortitude. If damage reduces the carcharodron zombie shark
to 0 hit points, it must make a Constitution saving throw with a DC of 5 + Multiattack. The monstrous crayfish zombie makes two attacks with
the damage taken, unless the damage is radiant or from a critical hit. On a its claws.
success, the zombie shark drops to 1 hit points instead.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
Actions (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if the
monstrous crayfish isn’t already constricting a creature, and the target is
restrained until the grapple ends.
Multiattack. The carcharodron zombie makes two attacks: one with its
bite and one with its tail slam.
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Appendix A: Bestiary
Giant Rat Zombie Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) piercing damage.
Small undead, neutral evil
Armor Class 12 Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11
Hit Points 7 (2d6) (2d6 + 4) slashing damage.
Speed 30 ft.
Gug Zombie
STR DEX CON INT WIS CHA Large undead, neutral evil
7 (–2) 15 (+2) 11 (+0) 2 (–4) 10 (+0) 4 (–3) Armor Class 17 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 40ft.
Saving Throws Wis +2 STR DEX CON INT WIS CHA
Damage Immunities poison
Condition Immunities poisoned 17 (+3) 18 (+4) 19 (+4) 11 (+0) 16 (+3) 11 (+0)
Senses darkvision 60ft., passive Perception 10
Languages — Saving Throws Wis +7
Challenge 1/2 (100 XP) Skills Athletics +11, Acrobatics +12, Perception +7, Stealth +8,
Keen Smell. The zombie rat has advantage on Wisdom (Perception) Survival +7
checks that rely on smell. Damage Immunities poison
Condition Immunities poisoned
Pack Tactics. The zombie rat haas advantage on an attack roll against a Senses darkvision 60ft., passive Perception 17
creature if at least one of the rat’s allies is within 5 feet of the creature and Languages understands Undercommon but can’t speak
the ally isn’t incapacitated. Challenge 10 (5,900 XP)
Turn Resistance. The zombie rat has advantage on saving throws Compression. A gug zombie can contort and distend their bodies in
against any effect that turns undead. unnatural ways, allowing them to fit through any space large enough for a
Small creature to fit without squeezing, and can move through any space
Undead Fortitude. If damage reduces the zombie dire rat to 0 hit points, large enough for a Tiny creature, but moves at a speed of 5 feet while
it must make a Constitution saving throw with a DC of 5 + the damage doing so.
taken, unless the damage is radiant or from a critical hit. On a success, the
zombie rat drops to 1 hit point instead. Turn Resistance. The gug zombie has advantage on saving throws
against any effect that turns undead.
Actions
Undead Fortitude. If damage reduces the zombie gug to 0 hit points,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 it must make a Constitution saving throw with a DC of 5 + the damage
+ 2) piercing damage. If the target is a creature, it must succeed on a DC 13 taken, unless the damage is radiant or from a critical hit. On a success, the
Constitution saving throw or contract a disease. Until the disease is cured, zombie drops to 1 hit point instead.
the target can’t regain hit points except by magical means, and the target’s
hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit Actions
point maximum drops to 0 as a result of this disease, the target dies.
Grey Render Zombie Multiattack. The gug zombie makes one Bite attack and two Claw
attacks.
Large undead, neutral evil
Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15
Hit Points 153 (18d10 + 54) (2d10 + 4) piercing damage.
Speed 30 ft.
Claw. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 25
(6d6 + 4) slashing damage.
STR DEX CON INT WIS CHA Zombie Horde
18 (+4) 14 (+2) 17 (+3) 3 (–4) 14 (+2) 8 (–1)
Gargantuan horde of medium undead, neutral evil
Saving Throws Wis +5 Armor Class 10
Skills Perception +5 Hit Points 217 (14d20 + 70)
Damage Immunities poison Speed 20 ft.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 STR DEX CON INT WIS CHA
Languages understands Giant but can’t speak 18 (+4) 10 (+0) 20 (+5) 3 (–4) 6 (–2) 5 (–3)
Challenge 8 (3,900 XP)
Keen Smell. The grey render zombie has advantage on Wisdom Saving Throws Wis +3
(Perception) checks based on smell. Damage Resistances bludgeoning, piercing, and slashing
Siege Monster. The grey render zombie deals double damage to objects from nonmagical weapons
and structures. Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed,
Undead Fortitude. If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage petrified, poisoned, prone, restrained, stunned
taken, unless the damage is radiant or from a critical hit. On a success, the Senses darkvision 60 ft., passive Perception 8
zombie drops to 1 hit point instead. Languages understands the languages its parts knew in life
Actions but can’t speak
Challenge 16 (15,000 XP)
Feral Rage. Creatures that are reduced to 0 hit points by the zombie horde
Multiattack. The grey render zombie makes one bite attack and two are torn limb from limb and devoured by the ravenous horde. These poor
claw attacks.
creatures can only be returned to life with a true resurrection or wish spell.
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Rappan Athuk
Horde. Many Medium sized creatures make up the zombie horde, Senses darkvision 120 ft., passive Perception 11
which can occupy another creature’s space and vice versa. If the zombie Languages —
horde is dropped to 0 hit points, it becomes 7 (2d6) zombies, which lose Challenge 5 (1,800 XP)
all the features of the zombie horde, but continue to attack normally.
Turn Immunity. The zombie horde is immune to effects that turn undead. Undead Fortitude. If damage reduces the zombie otyugh to 0 hit points,
Actions it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead.
Multiattack. The zombie horde makes one bite and one claw attack.
Bite. Melee Weapon Attack: +9 to hit, reach 0 ft., one target inside Actions
the horde’s space. Hit: 46 (12d6 + 4) piercing damage. If the zombie
horde’s bite reduces a creature to 0, it is ripped to pieces and can only be Multiattack: The otyugh makes three attacks: one with its bite and two
resurrected with a true resurrection or wish spell. with its tentacles.
Claws. Melee Weapon Attack: +9 to hit, reach 0 ft., one target inside the Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
horde’s space. Hit: 58 (12d8 + 4) slashing damage. If the zombie horde’s (2d8 + 3) piercing damage. If the target is a creature, it must succeed on
Rend attack reduces a creature to 0, it is ripped to pieces and can only be a DC 15 Constitution saving throw against disease or become poisoned
resurrected with a true resurrection or wish spell. until the disease is cured. Every 24 hours that elapse, the target must
repeat the saving throw, reducing its hit point maximum by 5 (1d10) on
Juju Zombie a failure. The disease is cured on a success. The target dies if the disease
reduces its hit point maximum to 0. This reduction to the target’s hit point
Medium undead, neutral evil maximum lasts until the disease is cured.
Armor Class 16 (chain mail)
Hit Points 39 (6d8 + 12) Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7
Speed 30 ft. (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target
is Medium or smaller, it is grappled (escape DC 13) and restrained until
the grapple ends. The zombie otyugh has two tentacles, each of which can
STR DEX CON INT WIS CHA grapple one target.
20 (+5) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 14 (+2) Tentacle Slam. The zombie otyugh slams creatures grappled by it
into each other or a solid surface. Each creature must succeed on a
Skills Acrobatics +7, Athletics +9 DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning
Damage Resistances fire damage and be stunned until the end of the otyugh’s next turn. On
Damage Immunities cold, lightning, poison a successful save, the target takes half the bludgeoning damage and
Condition Immunities exhaustion, poisoned isn’t stunned.
Senses darkvision 60 ft., passive Perception 10 Plague Zombie
Languages understands the languages it knew in life but
can’t speak Medium undead, neutral evil
Challenge 3 (700 XP) Armor Class 8
Hit Points 22 (3d8 + 9)
Magic Resistance. The juju zombie has advantage on saving throws Speed 20 ft.
against spells and other magical effects.
Turn Resistance. The juju zombie has advantage on saving throws STR DEX CON INT WIS CHA
against any effect that turns undead.
Undead Fortitude. If damage reduces the juju zombie to 0 hit points, 13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)
it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the Saving Throws Wis +0
zombie drops to 1 hit point instead. Damage Immunities poison
Actions Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but
Multiattack. The juju zombie makes two attacks with its longsword, or can’t speak
Challenge 1/2 (100 XP)
one attack with its longsword and one slam attack.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Death Burst. If the plague zombie is dropped to 0 hit points, it explodes
9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used in a burst of decaying flesh. Any creature within 15 feet of the plague
with two hands. zombie must make a saving throw against its Zombie Rot.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 Undead Fortitude. If damage reduces the plague zombie to 0 hit points,
(2d6 +5) bludgeoning damage. it must make a Constitution saving throw with a DC of 5 + the damage
Otyugh Zombie taken, unless the damage is radiant or from a critical hit. On a success, the
plague zombie drops to 1 hit point instead.
Large undead, neutral evil Zombie Rot. A creature who takes a bite or claw attack, or who is within
Armor Class 14 (natural armor) 15 feet of the plague zombie when it drops to 0 hit points, must make a
Hit Points 114 (12d10 + 48) DC 13 Constitution saving throw. On a failed save, the creature contracts
Speed 30 ft. zombie rot.
While it has zombie rot, the creature cannot regain hit points except
STR DEX CON INT WIS CHA via magical means, and it has vulnerability to slashing damage as its
16 (+3) 11 (+0) 19 (+4) 6 (–2) 13 (+1) 6 (–2) flesh rots. At the end of each long rest after being infected, the creature’s
maximum hit points is reduced by 3 (1d6) and it can repeat the saving
Saving Throws Con +7, Wis +4 throw, ending zombie rot on a success. Any reduction to the creature’s
Damage Immunities poison hit point maximum is permanent until the zombie rot has been cured. The
Condition Immunities poisoned reduction ends after the creature’s next long rest after being cured. If this
634
Appendix A: Bestiary
reduction drops the creature to 0 hit points, the creature dies and rises as a Languages understands the languages it knew in life but
plague zombie in 1d4 hours. can’t speak
Actions Challenge 3 (700 XP)
Undead Fortitude. If damage reduces the pyre zombie to 0 hit points,
Multiattack. The plague zombie makes one bite attack and one slam it must make a Constitution saving throw with a DC of 5+ the damage
attack. taken, unless the damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit:
4 (1d6 + 1) piercing damage, and the creature must make a DC 13 Magic Resistance. The zombie has advantage on saving throws against
Constitution saving throw or contract zombie rot. spells and other magical effects.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: Violent Combustion. Whenever the pyre zombie is hit, it violently
4 (1d6 + 1) bludgeoning damage, and the creature must make a DC 13 explodes. Every creature with a 5 foot radius must make a DC 13 Dexterity
Constitution saving throw or contract zombie rot. saving throw, taking 7 (2d6) fire damage on a failed save, or half as much
on a successful one.
Purple Worm Zombie Actions
Gargantuan undead, neutral evil Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8
Armor Class 18 (natural armor) (2d6 + 1) bludgeoning damage plus 7 (2d6) fire damage.
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA Rhinoceros Beetle Zombie
28 (+9) 7 (–2) 22 (+6) 1 (–5) 8 (–1) 4 (–3)
Large undead, neutral evil
Saving Throws Wis +4 Armor Class 15 (natural armor)
Damage Immunities poison Hit Points 114 (12d10 + 48)
Condition Immunities poisoned Speed 20 ft.
Senses blindsight 30 ft., tremorsense 60 ft., passive
STR DEX CON INT WIS CHA
Perception 9 22 (+6) 10 (+0) 18 (+4) 2 (–4) 10 (+0) 9 (–1)
Languages —
Challenge 15 (13,000 XP) Senses darkvision 60 ft, passive Perception 10
Languages —
Tunneler. The worm zombie can burrow through solid rock as half its Challenge 8 (3,900 XP)
burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Trample. If the zombie beetle moves at least 20 feet straight toward a
Undead Fortitude. If damage reduces the zombie purple worm to 0 creature and then hits it with a gore attack on the same turn, that target
hit points, it must make a Constitution saving throw with a DC of 5 + the must succeed on a DC 17 Strength saving throw or be knocked prone.
damage taken, unless the damage is radiant or from a critical hit. On a If the target is prone, the beetle can make one slam attack against it as a
success, the zombie drops to 1 hit point instead. bonus action.
Actions Turn Resistance. The zombie beetle has advantage on saving throws
against any effect that turns undead.
Multiattack. The zombie worm makes two attacks: one with its bite and
one with its stinger. Undead Fortitude. If damage reduces the beetle zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the damage
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 taken, unless the damage is radiant or from a critical hit. On a success, the
(3d8 + 9) piercing damage. If the target is a Large or smaller creature, it zombie drops to 1 hit point instead.
must succeed on a DC 19 Dexterity saving throw or be swallowed by the
worm. A swallowed creature is blinded and restrained, it has total cover Actions
against attacks and other effects outside the worm, and it takes 21 (6d6)
necrotic damage at the start of each of the worm’s turns. Multiattack. The beetle zombie makes one bite attack, one slam attack,
and one gore attack.
If the worm dies, a swallowed creature is no longer restrained by it and
can escape from the corpse by using 20 feet of movement, exiting prone. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
(3d6 + 6) piercing damage.
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
Constitution saving throw, taking 42 (12d6) poison damage on a failed (2d10 + 6) bludgeoning damage.
save, or half as much damage on a successful one.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19
(2d12 + 6) piercing damage.
Pyre Zombie Spellgorged Zombie
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 12 (natural armor) Armor Class 10
Hit Points 15 (2d8 + 6) Hit Points 108 (12d8 + 36)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) 13 (+1) 10 (+0) 16 (+3) 3 (–4) 6 (–2) 5 (–3)
Damage Immunities fire, poison Saving Throws Wis +0
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8 635
Rappan Athuk
Damage Immunities poison Vrock Zombie
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Large fiend (demon), chaotic evil
Languages understands the languages it knew in life but Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
can’t speak Speed 40 ft., fly 60 ft.
Challenge 1 (200 XP)
Spell Storing. The spellgorged zombie can store any spells cast into its STR DEX CON INT WIS CHA
mouth as if it were a ring of spell storing. The zombie can store up to 5 17 (+3) 15 (+2) 18 (+4) 8 (–1) 13 (+1) 8 (–1)
levels worth of spells at a time. The spells stored in the zombie uses the
slot level, spell save DC, spell attack bonus, and the spellcasting ability of Saving Throws Dex +5, Wis +4, Cha +2
the original caster. Once the spell is released by the zombie it is no longer Damage Resistances cold, fire, lightning; bludgeoning,
stored in it, freeing up space for additional spells.
piercing, and slashing from nonmagical weapons
Undead Fortitude. If damage reduces the spellgorged zombie to 0 hit Damage Immunities poison
points, it must make a Constitution saving throw with a DC of 5 + the Condition Immunities poisoned
damage taken, unless the damage is radiant or from a critical hit. On a Senses darkvision 120 ft., passive Perception 11
success, the zombie drops to 1 hit point instead. Languages understands Abyssal but can’t speak
Challenge 6 (2,300 XP)
Actions
Magic Resistance. The vrock zombie has advantage on saving throws
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 against spells and other magical effects.
(1d6 + 1) bludgeoning damage.
Undead Fortitude. If damage reduces the zombie vrock to 0 hit points,
Troll Zombie it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the
Large undead, neutral evil zombie drops to 1 hit point instead.
Armor Class 17 (natural armor)
Hit Points 94 (9d10 + 45) Actions
Speed 30 ft.
STR DEX CON INT WIS CHA Multiattack. The zombie vrock makes two attacks: one with its beak
19 (+4) 6 (–2) 20 (+5) 3 (–4) 6 (–2) 5 (–3) and one with its talons.
Damage Immunities poison Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
Condition Immunities exhaustion, poisoned (2d6 + 3) piercing damage.
Senses darkvision 60 ft., passive Perception 8
Languages understands the Common and Giant but can’t Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14
(2d10 + 3) slashing damage.
speak
Challenge 4 (1,100 XP) Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out
from the zombie vrock. The spores spread around corners. Each creature in
Keen Smell. The zombie troll has advantage on Wisdom (Perception) that area must succeed on a DC 14 Constitution saving throw or become
checks that rely on smell. poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage
at the start of each of its turns. A target can repeat the saving throw at the end
Regeneration. The zombie troll regains 10 hit points at the start of its of each of its turns, ending the effect on itself on a success. Emptying a vial
turn. If the troll takes acid or fire damage, this trait doesn’t function at the of holy water on the target also ends the effect on it.
start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit
points and doesn’t regenerate. Stunning Screech (1/day). The zombie vrock emits a horrific screech.
Each creature within 20 feet of it that can hear it and that isn’t a demon
Undead Fortitude. If damage reduces the zombie troll to 0 hit points, must succeed on a DC 14 Constitution saving throw or be stunned until
it must make a Constitution saving throw with a DC of 5 + the damage the end of the vrock’s next turn.
taken, unless the damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead. Warhorse Zombie
Actions Large undead, neutral evil
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft.
Multiattack. The troll zombie makes three attacks: one bite and two STR DEX CON INT WIS CHA
claw attacks. 18 (+4) 12 (+1) 13 (+1) 2 (–4) 12 (+1) 7 (–2)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 Damage Immunities poison
(1d6 + 4) piercing damage. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 Languages —
(2d6 + 4) slashing damage. Challenge 1/2 (100 XP)
Trampling Charge. If the warhorse zombie moves at least 20 feet
straight toward a creature and then hits it with a hooves attack on the
same turn, that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the warhorse can make another
attack with its hooves against it as a bonus action.
Undead Fortitude. If damage reduces the warhouse zombie to 0 hit
points, it must make a Constitution saving throw with a DC of 5 + the
636
Appendix A: Bestiary
damage taken, unless the damage is radiant or from a critical hit. On a Zorzunar
success, the zombie drops to 1 hit point instead.
Medium humanoid (half-orc), lawful evil
Actions Armor Class 16 (half-plate)
Hit Points 40 (9d8)
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 Speed 30 ft.
(2d6 +4) bludgeoning damage.
Yellow Mold Encrusted Troll Zombie STR DEX CON INT WIS CHA
15 (+2) 8 (–1) 11 (+0) 9 (–1) 19 (+4) 10 (+0)
Large undead, neutral evil Skills Medicine +6, Perception +6
Armor Class 17 (natural armor) Senses darkvision 60 ft., passive Perception 16
Hit Points 94 (9d10 + 45) Languages Common, Orc, Goblin
Speed 30 ft. Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA Brutal Critical. Roll one additional weapon damage die when
19 (+4) 6 (–2) 20 (+5) 3 (–4) 6 (–2) 5 (–3) determining the extra damage when Zorzunar scores a critical hit with a
melee attack.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Relentless Endurance (Recharges after a Short or Long Rest).
Senses darkvision 60 ft., passive Perception 8 If Zorzunar takes damage that would reduce him to 0 hit points, he is
Languages understands the Common and Giant but can’t reduced to 1 hit point instead.
speak Spellcasting. Zorzunar is an 8th-level spellcaster. Its spellcasting
Challenge 5 (1,800 XP) ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has
the following cleric spells prepared:
Keen Smell. The troll zombie has advantage on Wisdom (Perception)
checks that rely on smell. Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic
Regeneration. The troll regains 10 hit points at the start of its turn. If 2nd level (3 slots): aid, blindness/deafness, hold person, spiritual
the troll takes acid or fire damage, this trait doesn’t function at the start of weapon
the troll’s next turn. The troll dies only if it starts its turn with 0 hit points 3rd level (3 slots): bestow curse, dispel magic, mass healing word
and doesn’t regenerate. 4th level (3 slots): death ward
Undead Fortitude. If damage reduces the troll zombie to 0 hit points, Actions
it must make a Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical hit. On a success, the +1 Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
zombie drops to 1 hit point instead. range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 +
3) piercing damage is used with two hands to make a melee attack.
Yellow Mold Spore Cloud. At the start of each of the troll zombie’s
turns, each creature within 10 feet of it is caught in the yellow mold Heavy Crossbow. Ranged Weapon Attack: +1 to hit, range 100/400 ft.,
spore cloud takes 11 (2d10) poison damage and must succeed on a DC 15 one target. Hit: 4 (1d10 – 1) piercing damage.
Constitution saving throw or be poisoned for 1 minute. The creature takes
an additional 5 (1d10) poison damage at the start of each of their turns and Hazards
can repeat the saving throw at the end of each of their turns, ending the
effect ton itself on a successful save. Gas Spore
A creature that touches the zombie or hits it with a melee attack while From a distance, the gas spore is likely to be mistaken for an eye tyrant,
within 10 feet of it takes 11 (2d10) poison damage. using its mimicry to lure would-be victims to their doom. A successful DC
20 Wisdom (Perception) check discerns the true nature of the gas spore.
Actions The gas spore has a fly speed of 10 feet with average maneuverability.
Multiattack. The troll zombie makes three attacks: one bite and two When a creature comes within 10 feet of a gas spore, it must make a
claw attacks. successful DC 13 Constitution saving throw or be poisoned. The poison
lasts until it is cured. Every 24 hours, the poisoned creature must succeed
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 on a DC 13 Constitution saving throw or the target’s Constitution score is
(1d6 + 4) piercing damage plus 11 (2d10) poison damage and the target reduced by 1d4. The target dies if this effect reduces its Constitution to 0.
must succeed on a DC 15 Constitution saving throw or be poisoned for A creature slain in this manner will expel 2d4 gas spores from its body the
1 minute. The creature takes an additional 5 (1d10) poison damage at the next turn after it dies.
start of each of their turns and can repeat the saving throw at the end of
each of their turns, ending the effect ton itself on a successful save. The Constitution damage cannot be regained while the creature remains
poisoned. A lesser restoration spell will cure the condition. Once cured,
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 the creature regains the lost Constitution after completing a long rest.
(2d6 + 4) slashing damage plus 11 (2d10) poison damage and the target
must succeed on a DC 15 Constitution saving throw or be poisoned for If a gas spore is struck for a single point of damage, it explodes in
1 minute. The creature takes an additional 5 (1d10) poison damage at the a violent blast of caustic gas. All creatures within a 30-foot radius
start of each of their turns and can repeat the saving throw at the end of centered on the spore must make a DC 15 Dexterity saving throw,
each of their turns, ending the effect ton itself on a successful save. taking 21 (6d6) poison damage on a failure, or half as much damage
on a successful one.
Green Slime
Green slime is corrosive, slick, and adhesive, sticking to anything it
comes into contact with. Metal, flesh, organic material is especially
vulnerable to the corrosive properties of the slime. It is often found in
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Rappan Athuk
warm, humid caverns and ruins, and will be noticeable as it clings to Memory Moss
ceilings, walls, and covers floors, usually in 5-foot squares.
Green slime can detect movement within 30 feet and will drop on Memory moss appears as a 5-foot square patch of black moss. It
unsuspecting victims when they are below it; it is unable to move so much grows in temperate or warm climates and is sometimes encountered in
depend on unwitting prey. If a creature is aware of the presence of the subterranean realms. Memory moss cannot abide the cold or the arid clime
slime, they can attempt to avoid the hazard by succeeding on a DC 10 of the desert and is never encountered in such environments.
Dexterity saving throw.
When a living creature moves within 60 feet of a patch of memory
The green slime secretes acid and does 5 (1d10) acid damage to any moss, it attacks by attempting to steal that creature’s memories. It can
creature it comes into contact with. This damage continues on each of the target a single creature each round. A targeted creature must succeed on a
creature’s turns until it uses an action to remove or destroy the slime. Much DC 14 Wisdom saving throw or lose all memories from the last 24 hours.
like its more evolved ooze relatives, the green slime is doubly caustic to This is particularly nasty to spellcasters, who lose all spells prepared
nonmagical wood and metal, doing 11 (2d10) acid damage against objects within the last 24 hours. (Only those spells actually prepared in the last
of these types.
24 hours are lost; spells prepared longer than 24 hours ago are not lost.)
Green slime is vulnerable to and will be destroyed by fire, cold, radiant Once a memory moss steals a creature’s memories, it sinks back down
damage, sunlight or any disease curing magic.
and does not attack again for one day. If a creature loses its memories to
the memory moss, it acts as if affected by a confusion spell for the next
Leeches 1d4 hours. Lost memories can be regained by eating the memory moss
that absorbed them. Doing so requires a DC 11 Constitution saving throw,
A hungry leech is a determined predator that slithers underneath loose with failure resulting in the creature being nauseated for 1d6 minutes and
clothing in search of bare flesh. Characters wading through murky waters is poisoned until they take a long or short rest.
or trudging through damp earth may spot an approaching leech with a
successful DC 15 Wisdom (Perception) check or if they have passive
Rot GrubsWisdom (Perception) of 15 or more. If the check succeeds, the character
can squash the leech or collect it for another purpose.
An undetected leech latches onto the creature and searches for an Rot grubs are nauseating parasites that feed on flesh and nest in corpses.
Generally, a handful of the grubs infest a single corpse at a time. A DC
opening to grant it access to the target’s exposed skin. When it reaches its 10 Wisdom (Perception) check is enough to notice and avoid the grubs.
destination, it begins feeding. Leech bites do not evoke immediate pain, If the grubs go unnoticed, contact with the corpse results in 1d6 grubs
so there is a good chance that the leech’s dining goes unnoticed. Still, a bursting from the corpse and beginning to burrow into the creature’s flesh.
successful DC 10 Constitution saving throw alerts the character to the The creature must succeed on a DC 12 Dexterity saving throw or take 1
animal’s uninvited presence. A character aware of the chewing sensation piercing damage from each grub and be infested with rot grubs. Within 4
instantly knows where the discomfort is coming from on his body. If he hours, the grubs will have started to burrow toward the host’s heart, brain,
can see the attachment site, he can kill or remove the leech. A creature and other internal organs, eventually killing the host.
that fails the preceding Constitution save remains unaware of the leech’s The host must succeed on a DC 15 Constitution saving throw every 4
presence unless he surreptitiously finds it during a visual inspection of hours or take 3 (1d6) necrotic damage and the target’s Constitution score
his skin.
is reduced by 1d4 points. The target dies if this reduces their Constitution
The threat from leeches is the anticoagulant they secrete when feeding. to 0. Otherwise, the reduction lasts until the infestation is cured.
Improperly detaching a leech can result in profuse bleeding. The best The rot grub infestation can be mitigated by applying fire for 3 turns to
method for removing a leech can be determined by a character with a the point of entry, causing a combined 13 (3d8) fire damage to the host,
successful DC 10 Intelligence check. The removal of the leech can be or by succeeding on a DC 15 Wisdom (Medicine) check and cutting the
accomplished with a successful DC 10 Wisdom (Medicine) check. Failure grubs out with a sharp instrument, causing an additional 14 (4d6) piercing
to properly remove the leech results in the host taking 1 necrotic damage damage to the host. A greater restoration or heal spell will destroy the
per round for 1d4 rounds.
grubs, ending the infestation and restoring the lost Constitution.
Mold, Brown Twilight Mushrooms
Brown mold is an ectotherm and feeds on the warmth of the environment Twilight mushrooms are purplish-black mushrooms about 4 to 6
surrounding it. When within 30 feet of brown mold, the temperature is inches in height, growing in patches of 5–10 mushrooms and are only
noticeably colder, often to the point of freezing depending on the size of found in damp, dark underground areas. When these extremely sensitive
the brown mold patch. It is common for brown mold to cover a 10-foot mushrooms react to vibrations by releasing a cloud of noxious, choking
square, but it isn’t unusual for patches to be much larger. spores. When a creature moves to within 10 feet of the mushrooms for the
first time or starts its turn there, it must make a DC 12 Constitution saving
Creatures that come within 10 feet of brown mold, or start their turn throw, taking 22 (4d10) poison damage on a failed save, or half as much
within 10 feet of the mold must succeed on a DC 12 Constitution saving damage on a successful one.
throw. A failed save results in 22 (4d10) cold damage, or half as much on
a successful saving throw. Sunlight renders twilight mushrooms dormant, and any amount of cold
damage instantly destroys one patch of twilight mushrooms.
Exposure to fire causes the brown mold to rapidly expand and grow
in the direction of the fire. Exposure to cold will instantly destroy brown
mold.
Mold, Yellow
Patches of yellow mold are most commonly encountered in dark, damp
locations, and grows in 5-foot square and larger patches. If disturbed, the
yellow mold releases a cloud of spores in a 10-foot radius around itself.
Creatures caught in the spore cloud take 11 (2d10) poison damage and
must succeed on a DC 15 Constitution saving throw or be poisoned for
1 minute. The creature takes an additional 5 (1d10) poison damage at the
start of each of their turns and can repeat the saving throw at the end of
each of their turns, ending the effect ton itself on a successful save.
Yellow mold is instantly destroyed by fire damage or sunlight.
638
Appendix B: Game master's Guide
Appendix B:
Game Master’s Guide
Introduction Amulet of Demon COntrol
This appendix contains two major section. The first is a collection of Wondrous item, very rare (requires attunement)
magic items found in Rappan Athuk that are not in the fifth edition SRD. While you wear this amulet, demons are susceptible to your control.
Following that is a collection of diseases that haunt the fetid dungeons
and its denizens. Once per day, you can use the amulet to cast suggestion on a demon. The
demon must attempt a DC 20 Wisdom saving throw or be under the effect
of the suggestion. The duration of the effect is 24 hours.
New Magic Items Anima Engine
Wondrous item, artifact
Rappan Athuk contains many new magic items. Some of them are This great contraption seems to be an endless series of winding tubes,
world shattering artifacts, and others simple hedge magic. Many of glass spheres, metallic and crystal structural beams, and even more exotic
them are cursed or dangerous to certain groups of people (often based materials fused into an icosahedral shape. The facets of the engine cascade
on alignment). A fair number of the items extend the power of existing with electrical and eldritch energies. Roughly 40 ft. in diameter, the engine
items in the same way potions of healing exist at various strengths. Some is a marvel of craftsmanship for its sheer size alone. Surrounding the base
of the items might seem unbalanced in the world of fifth edition, but the of the structure are nine box-like containers of various sizes.
Dungeon of Graves is not a fair place to begin with, and any extra edge
may be of use. And of course, many of the items will first be used against Aside from its size and obvious power, the most frightening aspect of
the party before they can win their use for themselves. the anima engine is what it is able to do. The engine captures the latent soul
energy of any being dying within a 1 mile radius. This energy is stored in
In the fifth edition rules, the rarity of an item is used to denote its power the engine and may be used to fuel both arcane and divine magic. Souls are
level, and we have followed suit. Many of these items, however, are in not immediately used by the engine; they are stored within the machine’s
fact unique, even if only labeled rare or even uncommon. They are not, in power reservoir until they are needed. Characters with stored souls may be
general, the output of some magic item factory, but the specific result of resurrected until their soul has been converted to magical force.
hard labor by a powerful mage or mad cleric.
The limits on what can be accomplished with the anima engine are
unknown. In addition to passively collecting soul energy, the anima
Alchemy Jug engine may be used to actively drain a target of their animating force. The
necromantic power of the engine is strong enough that if a target is placed
Wondrous item, rare in one of the sarcophagus-shaped containers surrounding the engine, the
You can use this item to produce a liquid in the quantity below up to target’s soul is torn from the still living body. This process of draining
splits the victim into two parts: soul energy, captured in the engine, and a
three times per day. Some alchemy jugs might produce other liquids at the soulless husk of a still-living being.
GM’s discretion.
The anima engine has 9 receptacles encircling its bulk: 3 Small, 3
Medium, 2 Large, and 1 Huge. Each of the receptacles can receive an
Liquid Quantity appropriately-sized occupant, and a smaller subject may be placed in a
Water 10 gallons receptacle one size larger than it is.
Targets subjected to the anima engine suffer the effects of losing
Wine 3 gallons their soul, but retain most of their abilities. Their memories are intact (a
Milk 1 gallon tormenting reminder of their former lives), but they follow the orders of
Vinegar 1 gallon Orcus implicitly, not as automatons but as fully capable beings.
Currently, there is only one being in the multiverse that knows the
Vegetable oil 1 gallon proper way to use the anima engine, the diabolic archwizard Glazerel. If
the anima engine falls into your control, it can be controlled with a DC 30
Acid 3 cups Intelligence check, and you can loose some of its energy upon the world.
All or Nothing Armor Failure indicates magical backlash (a defense mechanism constructed
into the engine by Glazerel to prevent him from being replaced). You are
Armor (plate), rare targeted by a disintegrate spell with a saving throw DC of 17, and anyone
You gain a +1 bonus to your AC while wearing this armor, in addition to within 30 ft. of the engine (including you) is hit by arcs of electricity for
31 (9d6) lightning damage (no saving throw).
that provided by the armor. While wearing the armor, you have advantage
on saving throws versus spells that would do damage to you. Should you manage to successfully harness the power of the anima
engine, you may duplicate any one spell (divine or arcane). Note that once
Curse. If while wearing this armor, you fail a saving throw against you determine what the engine is, and how it works, actually using it is an
a spell that would do damage to you, you take the maximum possible evil act. If you are a good cleric, you lose the ability to cast spells for 1 week;
damage from that spell. The effect of this curse is not made clear with an if you are a good paladin, you are stripped of your abilities until you atone.
identify spell. The anima engine currently stores enough soul energy for 2 successful
magical effects before new subject must be placed in the receptacles.
639
Rappan Athuk
The anima engine was used in the construction of Rappan Athuk, and next level. Once the book has been used this way, it cannot be used again
is the power source for many of the unusual magic effects present in the in this manner for a year and a day.
dungeon. A good character who handles the book takes 5d6 necrotic damage.
Destruction. If Orcus is ever placed in the anima engine, it ceases to A neutral character who handles the book takes 5d4 necrotic damage. A
function. good character who reads any of the pages inside will have a night hag
come attack them the next time they attempt to take a long rest (and every
Antimagic Plate long rest thereafter until they or the hag is destroyed). A neutral character
reading a page must make a DC 16 Wisdom save or turn evil. A good
Armor (plate), very rare cleric perusing the pages of the Book of Ineffable Foulness must succeed
While you wear this armor, you gain a +1 bonus to your AC. You also on a DC 16 Wisdom saving throw or die. If they survive, they must make
an additional DC 16 Constitution saving throw or become insane with
gain a +3 bonus to saving throws versus spell effects. only a wish able to reverse this effect. In the latter event, even with a
Archer’s Cigar Case successful saving throw, a good cleric loses experience points to place the
character at the beginning of the previous lower level.
Wondrous item, very rare Boots of Dancing
This appears to be a fine silver cigar case engraved with a scene of a
Wondrous item, uncommon (requires attunement)
hunter shooting a deer with a bow. When you speak the command word as These boots appear to be boots of striding and springing and an
an action, it unfolds into a +1 shortbow. As an action you can repeat the
command word and it will return to being a cigar case. identify spell will confirm this. You may use them as boots of striding and
springing until you make your first attack while wearing them, at which
Arrow of Direction point their cursed nature becomes apparent.
Wondrous item, uncommon Curse. When you attempt to make an attack action, the boots cease
This arrow, if held lightly, points north. to function as boots of striding and springing and instead instantly force
you to start dancing until the beginning of your next turn. While dancing,
Asbestos Chain Mail you have disadvantage on attack rolls, dexterity saving throws, and stealth
checks.
Armor (chain mail), legendary Boots of Tromping
While wearing this armor you gain a +3 bonus to your AC in addition
Wondrous item, very rare (requires concurrent attunement by all party
to that provided by the armor. In addition, you are resistant to fire damage. members wearing the boots)
Auren Beacon These well-worn boots always appear singly, most frequently in a like-
footed group. When a group of people place the boots on one foot per
Wondrous item, artifact person, they are magically endowed to move at the speed of the fastest
The Auren Beacon was a great artifact used in the fight against the armies member of the group for purposes of overland walking. A boon to dwarves
and halflings taking long treks, these boots resize themselves to fit any
of undead. Half of it, a large mirror is found within Rappun Athuk. During foot from halfling to ogre-size. The wearers of the boots of tromping
daylight hours, this mirror sheds light too intense to be looked at directly. cannot run at any increased speed (beyond taking a normal dash action),
At night, it glows dimly, its light increasing and decreasing with the waxing nor is combat affected in any way. These are just a fast way for people to
and waning of the moon. The other half has been buried deep and can only get there and back.
be freed if all three temples to Orcus are destroyed. Once whole, the Auren
Beacon can be used to cast a field of radiant energy in a 100 ft. radius. Any Bracers of Brachiation
undead within the field must succeed on a DC 16 Wisdom saving throw or
be instantly destroyed. The Beacon can do this three times and cannot be Wondrous item, rare
used to this again until after the following sunrise. These bracers allow you to swing through the trees like a monkey.
You may wish to create other holy powers for the Beacon as well, if it While wearing these bracers, as a move or dash action, you can leap up to
is to part of your campaign. your movement from one branch, vine, or similar handhold to another as
long as both of your hands are empty.
Banana of Holding
Wondrous item, uncommon Bracers of Defense
This dried and leathery banana peel is stitched up the sides, with an opening
Wondrous item, rarity varies (requires attunement)
at the top about the diameter of a coin. Only something small enough to fit While wearing these bracers, you gain a bonus to AC if you are wearing
through the opening can be placed into the banana of holding, because if
the side-stitching is torn the item’s magic will be lost and everything inside no armor and using no shield. The amount of the bonus depends in the
transported to random locations on the Astral Plane. The banana holds a rarity of the bracers.
maximum of 40 pounds of such small items, and always weighs the same as a
banana peel. It is also quite slippery, as most banana peels are. Bracers of… Rarity Bonus
Defense rare +2
One of a kind. The banana of holding was made by the first and last Greater defense very rare +4
ape wizard. As she completed it, a wisp of untethered magic carried her Superior defense legendary +6
to a distant plane.
Book of Ineffable Foulness
Wondrous item, very rare Bracers of Quickness
This work of dark vileness is extremely beneficial to evil clerics. A
Wondrous item, rare (requires attunement)
week of intense study is required to fully digest its wicked contents. After These items appear to be leather arm guards. They reinforce the
this accomplishment, the evil cleric will gain 1 point of Wisdom and the
experience points necessary to place the character exactly halfway into the wearer’s reaction time and speed.
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Appendix B: Game master's Guide
While you wear these bracers, you gain a +2 bonus to saving throws bleed yourself, allowing your fresh blood to drip into the boiling water.
against breath weapons and ray attacks and an additional 10 ft. to your You take hit point damage and temporary constitution damage based on
movement rate. Both bracers must be worn for the magic to be effective. how far in the past or future you wish to look. At this time, you decide
whether to view past or future events. The events can concern a person,
Brilliant-Energy Greatsword place, or thing; they can be current or forgotten, or even information that
is not yet known (see the divination spell). The cauldron functions for a
Weapon (greatsword), legendary maximum of 10 minutes before the visions disappear.
This sword is made of brilliant red light. When you use it, you gain a
+4 bonus to attack rolls, and the sword does 1d6+2 electrical damage and Damage* Viewable Time (Future/Past)
1d6+2 fire damage on a hit. As a reaction, you may make an attack roll 2 30 minutes/6 months
against a ranged weapon attack against you. If your attack roll is higher
than the ranged attack roll, you have deflected the attack and take no 4 1 hour/1 year
damage. You can cut through 1” of 1/4” thick metal or stone per minute 6 12 hours/20 years
using the weapon. 8 1 day/50 years
Broom of Sweeping 12 1 week/100 years
Wondrous item, common 16 1 month/300 years
By saying the command word (“sweep”), you cause the broom to sweep
20 1 year/500 years
items on the floor to the location where you are when the command is
given. It will continue to do so until you command it to stop or the room *Damage is applied to both current hit points and Constitution. Both heal
has been fully swept. It cannot move anything heavier than 5 pounds and at the normal rate. Note that you cannot bring your Constitution below 1
will not range farther than 60 ft. from where it was when the command using the cauldron. The damage lost also represents the effective spell level
was given. of the cauldron to penetrate any magical wards against such scrying.
Butcher Destruction. The cauldron of blood is destroyed if it is filled with 500
flasks of holy water that are brought to a boil and allowed to boil away
Weapon (greatsword), legendary ( over a period of 24 hours.
requires attunement by someone of a non-good alignment)
Claw of Orcus
Butcher is a sword of immense power, given to Agamemnon by the
goddess of magic herself. While wielding it, you gain a +4 bonus to attack Wondrous item, very rare
and damage rolls, as well as a +4 bonus to AC. In addition, it wards you A claw of Orcus is a small gold pendant in the shape of a clenched claw.
from spells cast using 1st to 3rd level spell slots. Finally, it is the key to
escape from level 14C of Rappan Athuk. If you are a devoted worshipper of Orcus, then while wearing the pendant
you gain a +2 bonus to attack and damage rolls.
Destruction. If removed from level 14C of Rappan Athuk, Butcher
loses all magical powers. Curse. If you are a non-believer who puts on the claw you suffer a –3
penalty to hit and damage for as long as it remains around your neck.
Callissander Unfortunately, you must succeed at a DC 18 Wisdom saving throw or
refuse to remove the claw, believing it is granting you great power. You
Weapon (longsword), legendary may attempt to make the saving throw once every week. An identify spell
(requires attunement by a lawful good creature) reveals the nature of the curse.
Callissander was created to defeat evil priests and is happy to be wielded Cloak of Arachnida
by any goodly hero on a quest to fight the followers of any evil god.
Wondrous item, very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls when using this weapon. When you wear this cloak, you gain the ability to can climb difficult
Sentient. Callisander can speak common and dwarven but is not
particularly talkative and is rather single-minded in its focus. If it is used surfaces, including upside down on ceilings, without needing to make an
to kill a high priest of any evil religion, it learns ability check. You also have advantage on saving throws against poison.
to trust its wielder and does not complain if used for purposes other than Once per day you can transform into a Giant Spider for up to one hour
slaying clerics. It knows surprisingly little about Prince Wales, but is quite similar to the druid’s wild shape ability.
helpful deciphering the markings, rituals, or symbols of Chaotic deities.
Blinding Strike. If it strikes a cleric with an evil alignment, the sword Cloak of Protection
emits a burst of light from a gem on its pommel that causes blindness. The
target only must succeed on a DC 14 Wisdom saving throw or be blinded Wondrous item, rarity varies (requires attunement)
for 1 hour. This effect recharges on a 5-6 on 1d6. While wearing this cloak, you gain a bonus to your AC and saving
Candle of Darkness throws. The amount of the bonus depends on the cloak’s rarity.
Wondrous item, uncommon Cloak of… Rarity Bonus
This candle, when lit, exudes darkness, per the spell, in a 15 ft. radius. Protection rare +1
Greater protection very rare +2
The candle lasts as long as a normal candle of the same size, and can be Superior protection legendary +3
blown and relit as many times as desired.
Cauldron of Blood
Wondrous item, artifact
The cauldron of blood allows you to view past or future events by
donating blood from your body to the boiling waters of the cauldron. To
use this device, you must bring water in the cauldron to a boil, and then
641
Rappan Athuk
Cocktail Sword In addition to their function as keys and wards within the vault of Rappan
Athuk, each dagger is a +2 magical weapon with an additional property.
Wondrous item, uncommon The one with star sapphire allows you to make an extra attack when you
As a bonus action, you can give the command word and this item will take the attack action. The one with the ruby returns to your hand when
thrown. The one with the topaz acts as a dancing sword. Finally, so long
convert to or from a full-sized longsword. The longsword does not act as as the Ravager remains imprisoned and the vault sealed, the daggers are
a magical weapon. effectively indestructible. If a single person is attuned to all three weapons,
Comb of Desnarling it only counts as being attuned to one item.
Wondrous item, common Demonbane
This comb effortlessly untangles any living hair combed with it. Weapon (longsword) item, artifact
Conductor’s Spellbook (requires attunement by a fighter or paladin of lawful alignment)
Demonbane was forged with one purpose in mind, to kill demons and
specifically Orcus. Strangely, Demonbane was created not by paladins
Wondrous item, legendary or clerics of Law, but rather by the arch-devil Baalzebul, who proposed
The Conductor’s spellbook has been curated, collated, and crafted over his to overthrow the Lord of the Undead. Because the arch-devil did not
particularly care who used the sword against Orcus, he made it neutral,
many centuries of existence. It contains all spells from the wizard list of level rather than evil.
6 and below, higher level spells that the Conductor has prepared, and any
other high-level spells desired by the GM. The book appears as a thin volume You have a +3 bonus to attack and damage rolls with this weapon.
with steel covers. When opened, a single blank page appears. To make a spell Spellcasting. Demonbane can cast the following spells without material
appear on the page, you must sing the correct musical phrase in the correct components: detect evil and good (at will), enhance ability (once per day),
key. A successful DC 17 Intelligence (Performance) check is required. On holy aura (once per day).
a failed check, or if the wrong phrase is sung, nothing occurs. Three failed Protection from demons. While wielding Demonbane you gain a +2
attempts in a row causes the book to teleport to the Conductor’s Retreat. bonus on all saves against attacks from demons, and are immune to the
Wand of Orcus.
Crown of the Grand Cornu Devil’s friend. If used against a minion or ally of Baalzebul, the sword
becomes powerless and non-magical for 24 hours.
Wondrous item, artifact Sentience. Demonbane is a lawful neutral weapon with an Intelligence
This impressive headpiece is the undisputed symbol of the Grand of 14, a Wisdom of 18, and a Charisma of 19. It knows where Orcus is and
guides you telepathically by letting you know if you are getting closer or
Cornu. It is large and imposing, composed of fluted iron and black opals, further away from the Demon Prince.
and is worth 100,000 gp for its materials and workmanship alone. In
addition to being a badge of office, the crown increases your Wisdom and Personality. Once attuned to you, the sword urges you toward destroying
Charisma by 3, up to a maximum of 20. Orcus. If you do not proceed directly toward Orcus, Demonbane asks to
be handed over to a more dedicated warrior. If this fails, it attempts to
Curse. If you put on the crown without having been sworn in as the dominate you (DC 18 Wisdom saving throw to resist). If dominated, you
Grand Cornu in an official ceremony in a major temple of Orcus you follow Demonbane’s directions. You are allowed a saving throw to break
are cursed. If the crown was forced onto you, you can attempt a DC 14 free of Demonbane’s control after every long rest.
Wisdom saving throw to avoid the curse.
Destruction. The sword melts into gold upon delivering the killing
The crown’s curse immediately turns your alignment to chaotic evil. blow to Orcus; otherwise, there is no way to destroy Demonbane.
Your skin turns a darker shade, as if coated by a layer of shadows, and
the irises of your eyes turn a smoky, roiling black. In addition to these Demonclaw
changes, you become a devoted servant of Orcus, seeking to further the
demon lord’s cause in whatever way possible. Likely this involves first Weapon (greatsword), legendary
disposing of any allies! Removing or even destroying the helm does not (requires attunement by somebody of a chaotic alignment))
lift this curse; it can only be removed by a lawful good cleric of 16th level
or higher casting holy aura followed by remove curse. The sword appears as a greatsword made of rune encrusted metal, with
a hilt made from the hand of a demon, withered and dried from age.
Destruction. The crown may be destroyed by any cleric or paladin of
Muir or Thyr consecrating it in a temple of one of those gods; otherwise You gain a +2 bonus to attack and damage rolls with this weapon. When
it is indestructible. attacking demons, you gain a +4 bonus to attack and damage rolls. If you
hit a demon with this weapon, its AC is permanently lowered by 1.
Dacris Powers. Demonclaw has the following abilities and effects:
• You have a permanent antimagic field (as the spell) that only
Weapon (scythe), legendary (requires attunement by a cleric) functions against magic from creatures of a lawful alignment.
Dacris is a magical war scythe. You gain a +2 bonus to attack and • You may choose to make Reckless Attacks, per the Barbarian feature.
damage rolls with it. It has a blade of smoking, inky darkness that ignores
resistance and immunity to slashing damage. Dacris is also imbued with • While carrying this weapon, you gain truesight, 60 ft.
two special blessings by Orcus: first, once per day when you call it, it
teleports to your hand, no matter where it is; second, it grants you the Sentience. Demonclaw is a chaotic neutral intelligent weapon with
ability to use word of recall once per day. The use of word of recall may an Intelligence of 11, a Wisdom of 12, and a Charisma of 16. It can
be preset to activate if a specific circumstance occurs, such as death or communicate by speech and telepathy and knows Common and the
incapacitation. As per the spell, you must designate the sanctuary by language of demons.
casting the spell while at that location.
Personality. Demonclaw is a proud weapon, and as such will either
select or reject a bearer based on their alignment.
Curse. The only drawback to wielding Demonclaw is that once grasped,
Dagger Key it bonds to the left hand of the bearer and cannot be removed by any means
short of a wish. It also compels you to immediately attack any demon
Weapon (dagger), legendary (requires attunement) encountered. You can resist the compel with a successful DC 16 Wisdom
These three keys resemble daggers made of some unknown mithral saving throw, but Demonclaw may not fight as well for you when next
you need it.
alloy, and each is capped with a colored gem in its pommel: a star sapphire,
a star ruby, and an oriental topaz (also known as a yellow star sapphire).
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Appendix B: Game master's Guide
Devilbane throw. In 1d6 days, small warts and boils start to appear on your body. At
this stage, a lesser restoration and a remove curse spell cast by a 7th or
Weapon (any), very rare higher level cleric gets rid of the infection. After this time has passed, the
You gain a +2 bonus to attack and damage rolls with this weapon. boils grow and pop open, revealing hundreds of tiny frog eyes. You may
see with them and are consequently immune to surprise, but the horrendous
Against devils, you gain a +4 bonus to your attack and damage rolls. pain causes 1 point of constitution and strength damage each day. At this
Dragon Hook of Eathe stage, a gretaer restoration spell or a wish is also necessary for recovery.
Once the you are reduced to 1 point of constitution and/or strength, or a
month elapses, you dissolve into a vile mass that generates 666 giant killer
Wondrous item, very rare frogs. Cutting off, burning, or otherwise removing eyes is of no use, as they
This is a magical grappling hook with a 50 ft. golden rope attached. The regrow in a day with double ability damage caused. Do not drink this elixir.
hook is shaped like a dragon’s head with spines forming the hooks.
You can use the Dragon Hook of Eathe as a melee weapon, in which Elixir of Truth
case you get a +1 bonus to attack and damage rolls. On a hit it does 1d6+1
piercing damage. If you use it has a thrown weapon, you get a +1 bonus Potion, uncommon
on the attack roll. On a hit, the target must make a DC 15 Dexterity saving You can coat up to one Medium or two Small creatures with the contents of
throw or fall prone and be grappled by the claws of the hook. The target
may attempt to escape the claws with a DC 16 Dexterity (Acrobatics) or one vial of Elixir of Truth. A coated creature must attempt a DC 15 Charisma
Strength (Athletics) check. saving throw. A creature who fails will be unable to tell lies for one hour.
If you use this for climbing, it aids you by pulling you up its 50 ft. Energy Sword
of rope. You have advantage on any check used to throw and lodge the
grappling hook. If used for descent, two quick pulls (perhaps an accident Weapon (any sword), very rare
the first time), causes the Dragon Hook to release its grip and fall, allowing While using this weapon, you have a +2 bonus to attack and damage
you to retrieve it.
rolls. In addition, any hit does an additional 1d8 damage of the energy
Drow Chain Mail type of the sword. Possible damage types are cold, fire, force, lightning,
necrotic, psychic, radiant, and thunder.
Armor (chain mail), rare (requires attunement) Errant Wand of Magic Missiles
You are considered proficient with this armor even if you lack
Wand, uncommon
proficiency with medium armor. While you wear this black chain mail The wizard who enchanted this wand attempted to cut costs in the
armor, you have advantage on stealth checks as long you are not in bright
light. Once per day, when wearing this armor, you can cast darkness. enchantment process, and in the stress of use a nasty quirk has developed:
each time this wand is used, there is a 30% chance that the wand fires an
Druid’s Vestments additional volley of magic missiles, using one charge per round, for the
next 1d4+1 rounds (or until the wand is empty of charges). Each missile
Wondrous item, very rare (requires attunement by a druid) fired off is directed at a random creature within 60 ft. of the wand, provided
While you wear this rough woven shawl, you gain the ability to pass the target can be hit. There is no way to remove this flaw from the wand
without destroying it, short of a wish spell. Other than this eccentricity, the
without trace (as the spell, but only on you and only in wilderness type wand functions as a normal wand of magic missiles.
areas), and to speak with animals at will. In addition, your spell attack
modifier and spell save DC are both increased by +1.
Duskwood Sword Everburning Censer
Weapon (any sword), very rare (requires attunement by a fighter) Wondrous item, uncommon
The weapon identifies as a +3 weapon. In actuality, you gain only +1 These magical fires do not use fuel, but produce heat and light as a
bonus to attack and damage rolls with this weapon. normal campfire.
Curse. You lose 10 hit points from your current maximum hit points
Everburning Lantern
at the end of every round you wield this weapon in battle. You do not
realize the blade is responsible for the loss. You are unwilling to part with Wondrous item, uncommon
the weapon, keeping it near you always, and you have disadvantage on This lantern has a perpetual flame within, the equivalent of a light spell.
attacks made with any other weapon.
As a bonus action, you can speak the command word for the lantern to
Earthen Shield cause the light to turn on or off. As an action, you can say a different
command word to switch it from casting light in a 360 degree circle to
Armor (shield), legendary casting light in a 90 degree arc.
You gain a +2 to bonus to your AC when using this shield in addition
Everclean Tapestry
to the bonus provided by the shield. If you use the shield to make a shove
attack, you gain a +2 bonus to your Strength check. While you have this Wondrous item, uncommon
shield equipped, earth elementals have disadvantage on attacks made This tapestry does not fade in the sun, wear out, or retain dirt. If dirt,
against you.
ink, or any other stain gets on it, simply giving the tapestry a good shake
Elixir of All-seeing Doom returns it to looking like new.
Potion, very rare Fiend Destroyer
This potion radiates evil if detected for. It was created from strong
Weapon (greatsword), legendary (requires attunement)
venoms, infused with disease and buried under the earth for six years. Bits You have a +3 bonus to attack and damage rolls with this weapon.
of dried earth still cling to the black glass. Drinking the elixir initiates a
terrible transformation unless you succeed at a DC 18 Constitution saving Against fiends, you have a +5 bonus to attack and damage rolls and all
damage done by the weapon is radiant.
643
Fiery Plate Armor Rappan Athuk
Ghostbind
Armor (plate), legendary (requires attunement) Weapon (longsword), legendary (requires attunement)
While wearing this armor you are immune to fire damage and have a This weapon is a +1 longsword, but has one unique property when
+5 bonus to your AC in addition to that provided by plate armor. As a used to fight shades. If a shade is impaled on the sword, the shade is
reaction, when a creature enters an adjacent square or starts its turn next incapacitated. The shade remains in this state until the sword is removed
to you, you may command the armor to release a fiery burst. All creatures or the shade is slain. No undead creatures are able to touch this weapon,
within 5 ft. of you must make a DC 15 Dexterity saving throw. Creatures even if it is unattended. Impaling a shade requires making a critical hit
who fail the saving throw take 6d6 fire damage while those that succeed against it.
take half this amount.
Globe of Devious Entrapment
Fists of Chaos
Wondrous item, rare
Weapon (brass knuckles), rare This item looks like a 1 ft. diameter glass orb filled with water. Its
When you use the weapons to make an unarmed attack, you gain a
surface is cool to the touch. If you maintain contact with it for more than
+1 bonus to hit and damage rolls. All strikes you make do magical a round you must make a DC 16 Charisma saving throw. If you fail, you
damage. Once per turn, if you strike a lawful creature, your attack does an shrink and are drawn into the orb. The water inside the orb is a gate to the
additional 1d6 necrotic damage. Plane of Water, where you are sent.
Flaming Heavy Crossbow The globe has AC 20 and takes 30 hit points of damage to crack. It
is immune to acid, necrotic, poison, psychic, and radiant damage and
Weapon (crossbow), very rare vulnerable to bludgeoning, force, and thunder damage. If it is cracked
You gain a +2 bonus to attack rolls with this weapon. On a hit, you do within 3 rounds of trapping a character, the character within reappears in
the nearest unoccupied square.
an additional 1d8 fire damage to the target.
Goodbane
Flaming Weapon
Weapon (longsword), rare
Weapon (any melee), rare You gain a +1 bonus to attack and damage rolls with this weapon. If
You gain a +1 bonus to attack with this weapon. On a hit, you do an
used against a creature with a lawful alignment, you gain a +3 bonus to
additional 1d8 fire damage to the target. attack and damage rolls.
Flask of Curses Greater Dagger of Venom
Wondrous item, legendary Weapon, very rare
This cursed item appears to be similar to a decanter of endless water, This weapon is the same as a dagger of venom except that you gain a +2
even with an identify spell. When the flask is opened, all creatures within bonus to attack and damage rolls with it and the poison damage is 3d10.
30 ft.of it must succeed on a DC 16 Wisdom saving throw or be cursed
with a –2 penalty to attack rolls, saving throws, and skill checks until Greater Ring of Spell Storing
remove curse has been cast on them.
Ring, legendary (requires attunement)
Fog Muzzle This ring stores spells cast into it, holding them until the attuned wearer
Wondrous item, uncommon uses them. The ring can store up to 12 levels worth of spells at a time.
While you wear this item, you are immune to poison and acid damage When found, it contains 1d12 levels of stored spells chosen by the GM.
from effects that require that you breathe. Any creature can cast a spell of 1st through 9th level into the ring by
touching the ring as the spell is cast. The spell has no effect, other than to
Frosty Weapon be stored in the ring. If the ring can’t hold the spell, the spell is expended
without effect. The level of the slot used to cast the spell determines how
Weapon (any melee weapon), rare much space it uses.
You gain a +1 bonus to attack rolls with this weapon. On a hit, the
While wearing this ring, you can cast any spell stored in it. The spell uses
weapon does an additional 1d6 cold damage and the target’s speed is the slot level, spell save DC, spell attack bonus, and spellcasting ability of
reduced by 10 ft. until the start of your next turn. the original caster, but is otherwise treated as if you cast the spell. The spell
cast from the ring is no longer stored in it, freeing up space.
Gauntlet of Rust
Grindor
Wondrous item, rare
If you are wearing this item and succeed on an unarmed attack against Weapon (longsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls with this weapon.
a creature wearing or carrying metal armor or a metal shield, the item
takes a permanent –1 penalty to the AC it offers. Armor reduced to an AC You gain a +4 bonus to attack rolls against chromatic dragons and any
of 10 or a shield that drops to a +0 bonus is destroyed. You may destroy hit is considered a critical hit. When unsheathed, it casts a dim light in
nonmagical metal weapons per the rust monster’s Rust Metal trait if they a 10 ft. radius.
are not being carried or held. You may also destroy, as an action, a 1-ft.
cube of nonmagical ferrous metal that is not being carried or worn by Spellcaster. Grindor can cast these spells on you each three times per
touching it. Unlike most magical gauntlets, the gauntlet of rust does not day without material components: heroism, protection from energy, and
come as a pair. protection from evil and good.
Sentience. Grindor has an Intelligence, Wisdom and Charisma of 14.
Its alignment is lawful good, and it can speak the Common tongue.
644
Appendix B: Game master's Guide
Handy Charm Bracelet 2d6 Effect
Wondrous item, uncommon (requires attunement) You suffer a vision of the Eleven Profane Tides
This piece of jewelry is a platinum or gold chain festooned with tiny 2 and your energy is sapped. You gain two levels
charms, objects that bear a resemblance to mundane items. When a charm of exhaustion.
is pulled from the bracelet, it transforms into a permanent, nonmagical
object. As long as at least one charm remains on the bracelet, it regenerates The waters protect you. A swirling wall of water
one charm per day. encircles you, making you partially obscured.
3 In addition, any creature that enters your
As part of a move action, you may remove a random charm; a specific space or grapples you takes 1d4 bludgeoning
one may be removed with a bonus action. Either one requires you to have damage per round.
a free hand to pluck loose the charm.
4 You gain the ability to speak with animals, as
Bracelets come with six charms maximum, and always regenerate per the spell.
the same charms they had when they were first created. Possible charms
include: A tiny mug (produces a frosty mug of decent quality ale), a scroll 5 You gain the ability to breathe underwater.
(produces a blank parchment scroll, a vial of ink, and a quill pen), a lantern
(produces a lit standard lantern filled with lamp oil), a ladder (produces a 6 You gain 5 temporary hit points.
15-ft. long wooden ladder), a coil of rope (produces a 50-ft. length of rope
with a grappling hook attached to one end), and a dagger (produces a steel You are lucky. Over the next 24 hours, you may
dagger). The GM is free to improvise items, but they should have a market 7 reroll one saving throw, attack roll, or skill check.
value of less than 25 gp and not be magical.
You must use the result of the second roll.
Hateful Spear
8 Your Wisdom increases by 1.
Weapon (spear), very rare
This item is typically created by a tragic event. Rarely, a wizard can 9 You gain a swim speed of 30.
harness the powerful emotional magic from another source, binding the 10 You gain the ability to speak with plants, as per
anger into a magical weapon. The hateful spear is a +1 spear that inflicts the spell.
double damage on a hit against one type of creature, chosen at creation.
You gain the ability to Wild Change once for
Headband of Mental Prowess
11 up to 4 hours within the next 24, as per the
Wondrous item, rare (requires attunement) druid, but only to a creature with a swim speed
While you wear this golden circlet on your head, your Wisdom and
and a CR of 1 or less.
Charisma are increased by 1.
You are treated to a vision of the Eleven
12 Profane Tides. Any spells you cast are as if cast
3 spell slots higher, and you have advantage
on all saving throws.
Holy Sword
Headband of Spiritual Focus Weapon (any sword), very rare
(requires attunement by somebody of lawful good alignment)
Wondrous item, very rare (requires attunement by a wizard)
While you wear this heavy iron headpiece, your Intelligence is improved You gain a +2 bonus to attack and damage rolls with this weapon.
Against fiends and undead, this weapon does an additional 2d8 radiant
by 2, your charisma by 1, and any time you cast dispel magic, the spell damage on a hit.
acts as if you had cast at two levels higher than the spell slot used.
Holy Symbol of Thyr
Hell’s Touch
Wondrous item, rare (requires attunement by a cleric of Thyr)
Weapon (longsword), very rare While using this holy symbol, the saving throw DC for your attempts to
When you use this weapon, you gain a +2 bonus to attack and damage
turn undead is increased by 2.
rolls. If you are evil, you gain a +5 bonus to damage.
Horn of Flies
Helm, +2
Wondrous item, legendary (requires attunement)
Armor, very rare Made of wrought brass, this object is sacred to the worshippers of The
When you are wearing this helm, you gain a +2 bonus to your AC.
Lord of Flies. The pitted, corroded, and singed surface of the horn is
Helmet of Protection covered by ornaments depicting swarming flies.
Wondrous item, rare (requires attunement) When use an action to blow the horn, you can have the horn casts bane
You gain a +1 bonus to saving throws while wearing this helm. It does or insect plague. If you are not a follower of the Lord of Flies, you may
use each of the features once per long rest. If you are a follower of The
not help with your AC. Lord of Flies, you may draw forth insect plagues seven times per between
long rests and cast protection from evil and good three times.
Hendecagon
A lawful or neutral character in possession of the horn risks spiritual
Wondrous item, uncommon (requires attunement) taint, and must roll a DC 15 Charisma saving throw every week of being
This eleven-sided ring is a holy symbol from an ancient and long extinct attuned to the horn or move one step towards the chaotic alignment. Even
on a touch, the horn leaves an indelible blackness on the member or lips
religion. Every 11th day at dawn after you have attuned to this item, one of touching it—only remove curse or the equivalent can remove it.
the following effects occurs. Unless otherwise stated, all effects disappear
at the end of your next long rest. If the horn is attacked (a futile effort trying to harm it—AC 25,
immune to bludgeoning, piercing, and slashing damage from non-magical
weapons, 70 hp), it sounds on its own and summons 1d6 giant flies.
645
Idol of Undead Creation Rappan Athuk
Lightrod
Wondrous item, legendary (requires attunement by a cleric of Orcus) Wondrous item, common
Once you have attuned to the idol, any undead you create while within As a bonus action, you may give the command word for this item to
150 ft. of it have advantage on saving throws to resist being turned. In light it or to extinguish it. When the sunrod is lit, it creates light as the
addition, any skeleton or zombie you create while within 150 ft. of it spell continual flame.
receives double its normal hit dice and a maximum number of hit points
per hit die, and a +2 bonus to AC, damage rolls, and saving throws. The Luckstone
undead retain these abilities as long as they are within 150 ft. of the idol.
Undead created under the influence of the idol will pursue it to the best of Wondrous item, rare (requires attunement)
their ability if the idol is moved away from them. While carrying or wearing the luckstone, you can reroll one attack roll,
Anyone other than a cleric of Orcus who touches the idol must succeed ability check, or saving throw. You must use the second roll. This stone
at a DC 16 Wisdom saving throw or lose 1d6 points of Strength until after cannot be used again in this way until the following dawn. You also gain
their next long rest; protection from evil and good reduces the DC by 2. a +1 bonus to saving throws.
Dispel magic successfully cast by a good cleric against a 6th level spell
effect cancels the idol’s power for 24 hours. Luddite’s Dagger
Insulated Shield Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls with this weapon.
Armor (shield), rare
While you have this shield equipped, you gain a +1 bonus to your AC in Against an arcane spell caster or an enchanted creature, the bonus is +3.
The dagger normally sheds a dim blue light in a 15 ft. radius. If an arcane
addition to the normal bonus from a shield. In addition, you are resistant spellcaster or enchanted creature is within 30 ft. of it, the light changes
to lightning damage. to red.
Koshag’s Sword Lyre of Building
Weapon (greatsword), legendary (requires attunement) Wondrous item, very rare
You gain a +3 bonus to attack and damage rolls with this weapon. Once per week, you can use this item to construct a fortified encampment
Powers. The sword has the following abilities and effects:
up to 10,000 square feet. The maximum height of any finished construction
• It has truesight, 10 ft. within the area is 15 ft. and the maximum depth is 10 ft. The lyre uses
materials found at the site including dirt, rocks, and trees. It takes 8 hours
• It can cast hold person 3 times per day. for the construction to occur. You must have a rough idea of the final
layout of the encampment before issuing the command for it to build, but
• It can cast levitate on you 3 times per day. the lyre will make decisions about what materials to move where. It will
attempt to avoid harming any small or larger creatures.
Sentience. This intelligent sword is thoroughly and completely chaotic
evil. It has an Intelligence of 14, a Wisdom of 12, and a Charisma of 15. It Major Circlet of Blasting
speaks Chaotic and Common.
Wondrous item, rare
Personality. The sword is extremely vain and vindictive, stopping at While wearing this circlet, as an action, you may command it to project a
nothing to mercilessly destroy the “thief” who took it from its rightful
owner. Immediately upon attunement, it makes a contested Charisma ray of searing light. Make an attack roll at +7 to hit. On a hit, the ray inflicts
check against you. If it succeeds, you must enter a berserk rage or commit 6d8 fire damage. Any hit against an undead creature is considered critical.
suicide. During the rage, you must attack the nearest creature as many The circlet cannot be used again in this way until the following dawn.
times as possible each round until you succeed on a DC 16 Wisdom saving
throw. You can attempt the saving throw at the end of every round. It will Mantle of Hope
make additional attempts to control you anytime it senses weakness or
an unwillingness to enter the fray of combat, or anytime you ask it to use Wondrous item, very rare (requires attunement)
one of its powers. It can only be truly mastered by a character of superior While you wear this mantle, undead creatures have disadvantage on
willpower—someone who matches the sword’s evil and egoism and
succeeds at least five consecutive contested Charisma checks against the attacks against you.
weapon’s mental assault. Thereafter, Koshag’s sword allows you to use
its powers…as long as your superiority remains unquestionable, and you Mattock of the Titans (6-8)
wield it as a harsh and merciless conqueror. Note that if truly annoyed, the
sword may cast hold person on you!
Leather Dragon Armor Weapon, legendary
This digging tool is 10 ft. long and weighs 100 pounds. It can only be
Armor (leather), uncommon
While wearing this armor, you are resistant to fire damage. used by a Huge or larger creature.
You can use it to loosen or tumble earthen ramparts at the rate of a
Light Flail
10-ft. cube every 10 minutes or to smash rock at the rate of a 10-ft.
Weapon (flail), uncommon cube every hour. If used as a weapon, you gain a +3 bonus to attack
You gain a +1 bonus to attack and damage rolls with this weapon. While rolls. On a hit it does 4d6 + 3 bludgeoning damage and if the target is
Large or smaller, the target must succeed on a DC 15 Strength saving
wielded, the flail sheds dim silvery light in a 20 ft. radius throw or be knocked prone.
Maudra’s Music Box
Wondrous Item, legendary
When opened, this mystical box plays a song. The song, and the effect
of the music, depends on the gem you press prior to opening it. Listed
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Appendix B: Game master's Guide
below are the gems and the effect of the music it causes. The box can play the mirror and attacks its double using the best tactics possible, and fights
a total of 60 minutes of music per day. to the death. If the reflection should win, it vanishes upon the death of its
counterpart. Only one reflection can exist at a time.
Ruby #1 All creatures within 20 ft. who can hear Necklace of Ultimate Command
Ruby #2 gain 1d6 hit points of healing for every 10
minutes of the music that plays when this Wondrous item, rare (requires attunement)
Emerald gem is pressed. While wearing this necklace, you have a charisma of 18 (unless your
Diamond #1
Diamond #2 After 15 minutes of this music, the person own is higher) and a +2 bonus to all saving throws against fear or charm
who opened the box becomes brittle and effects. However, the necklace has a drawback: when worn, it induces a
hard like glass for 1 hour. The target gains a sense of megalomania. When you first attune to this item, and every hour
+5 bonus to your armor class and becomes thereafter that you wear it, you must succeed on a DC 16 Wisdom saving
vulnerable to bludgeoning, cold, force, throw. Failing means that you believe that all others must bow to your will,
and thunder damage. and that none can stand against you. Because of this effect, the necklace
of ultimate command was only employed in the direst of circumstances to
After 20 minutes of music, the person who rally despairing troops before important battles. The megalomania effect
opened the music box can cast polymorph suffered by the wearer can only be removed by a wish spell, and then only
on themselves or another. If cast on an if the necklace is first removed and never worn again.
unwilling target, the save DC is 17. The spell
must be used within one round of the end Nihiloplasm
of the music.
Potion, rare
After 60 minutes of music, everybody within One cup of this substance turns 5 gallons of water into 20 doses of
20 ft. who can hear gain the effect of a
long rest. Potion of Contagion. Drinking nihiloplasm straight results in death by
poison. A creature who touches it must succeed on a DC 22 Constitution
After 30 minutes of music, everybody within saving throw or contract pestilence.
20 ft. who can hear gain the effect of a
greater invisibility spell for up to one hour.
Medallion of Projecting Thoughts Oftenfull Waterskin
Wondrous item, uncommon (requires attunement) Wondrous item, common
This item functions as a Medallion of Thoughts, except the target of the This waterskin refills itself with potable water once per week.
detect thoughts spell is aware of your thoughts, as is any creature along a Oil of Resistance
straight line between you and the target. To avoid projecting your thoughts,
you must succeed on a DC 15 Intelligence check. To successfully project Potion, rare
false thoughts, you must succeed on a DC 20 Intelligence check. These A creature covered in this oil is immune to damage from non-magical
checks are made after the detect thoughts spell has been cast.
weapons of stone or wood, and resistant to bludgeoning, piercing, and
Mirror of Mental Prowess slashing damage from non-magical weapons. One dose is enough for one
Medium creature or two Small creatures. Two doses are required for a
Wondrous item, legendary Large creature and four for a Huge one. Applying a dose of this oil takes
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet one minute.
wide. If you know the proper commands you can cause it to perform Oilskin Bundle
as follows.
Wondrous item, uncommon
• Read the thoughts of any creature reflected therein, as long as you This piece of cloth has been impregnated with unholy oils and sanctified
are within 25 feet of the mirror, even if those thoughts are in an un-
known language. This is similar to casting the spell detect thoughts. with dark blessings. It allows an evil character to handle (but not use) a
holy (or cursed) item without risk.
• View other places that you are familiar with, even locations on other
planes. Ointment of Stone to Flesh
• Use it as a portal to visit other places. You first view the place, then Wondrous item, uncommon
step through the mirror to the place pictured. Others can follow you Coating a creature with the ointment removes one effect that petrified
through the mirror if they like. An invisible portal remains on the other
side where you arrive, and you can return through that portal. Once you it. One dose is enough to coat one Medium or two Small creatures. Two
return, the portal closes. The portal closes on its own after 24 hours doses would coat a Large creature and four are required for a Huge one.
(trapping you if you are still in the other place), and the you can also
close it with a command word. Creatures making a successful DC 14 Pendant of Dragonlore
Intelligence (Investigation) check can notice the portal. Any creature
who steps through the portal appears in front of the mirror.
• Once per week the mirror accurately answers one short question re- Wondrous item, very rare (requires attunement by an elf)
garding a creature or object whose image is shown on its surface (giv- While you wear this pendant, once per day you can ask it a question
ing answers similar to those from the legend lore spell).
about dragons and it must respond truthfully to the best of its ability.
Mirror of Opposition The pendant knows the historical and general knowledge that was
collected by its maker at the time of its creation; it has not learned any
new information since.
Wondrous item, legendary
Any creature reflected within the mirror causes it to activate, producing
an exact duplicate of the target at that point in time, which emerges from
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Potion of Contagion Rappan Athuk
Prism of Separation
Potion, rare Wondrous item, very rare
When you drink this potion, or even sip it, you must make a DC 17 This glass object separates light like any other prism, but may also be
Constitution saving throw or contract a disease. The disease may be one used to reduce the effectiveness of ray spells if worn openly. If you are
of the ones caused by the spell contagion or another as chosen by the GM. targeted with a ray attack, it does not affect you. In addition, there is a
10% chance that a ray spell that would have hit you is reflected back to
Potion of Delusionary Healing its source. If the source was a creature that can see, it must succeed on
a DC 16 Constitution saving throw or be blinded for 1d4 rounds. If you
Potion, uncommon hurl the prism at a prismatic wall, it destroys it, but then loses its powers
When you drink this potion you believe you have received 2d4 + 2 hit permanently, turning into a 3,000 gp gem.
points of healing. If you succeed on a DC 14 Intelligence saving throw, Reckless Ember Sword
you realize the truth and take 1d3 points of psychic damage.
Potion of Foul Water Weapon (any sword), very rare
When you use this sword, you gain a +2 bonus to attack and damage
Potion, uncommon
This concoction renders 1,000 cubic feet of water undrinkable and rolls. You make all attacks with advantage and all attacks against you are
made with advantage. Damage done by the sword is fire damage.
immediately desecrates a font of holy water
Reed Whistle of Confusion
Potion of Frozen Concoction
Wondrous item, rare
Potion, rare Blowing this whistle acts as casting the spell confusion with a 4th level
You can throw this potion at a point within 30 ft. All creatures within 5
spell slot. The DC for the saving throw is 15. After this whistle has been
ft. of where it lands must make a DC 15 Dexterity saving throw. A creature used once, it is destroyed.
that fails the saving throw takes 2d8 cold damage and is slowed (as the
spell) for 1 round. A creature that succeeds on the saving throw takes half Replacement Arm
this damage and is not slowed.
Wondrous item, very rare (requires attunement by a creature missing a limb)
Potion of Jumping This is a perfectly preserved limb of a humanoid with alabaster skin and
Potion, common uncomfortable-looking red tattoos. If this limb is affixed to the shoulder
When you drink this potion, your jump distance is tripled for one hour. of a creature that has lost its arm, it attaches within minutes. While the
process is excruciatingly painful, the arm functions properly for them with
Potion of Levitation no ill effects.
Potion, uncommon Ring of Protection
When you drink this potion, you receive the same benefits of somebody
Wondrous item, rarity varies (requires attunement)
having cast levitation on you, except that the effect lasts for 1 hour. While wearing this ring, you gain a bonus to your AC and saving
Potion of Permanent Polymorph throws. The amount of the bonus depends on the ring’s rarity.
Potion, rare Ring of… Rarity Bonus
When you drink this potion, you can polymorph yourself per the spell, except Protection rare +1
Greater protection very rare +2
that the shape change never wears off, even in death. An Identify spell does not Superior protection legendary +3
reveal the permanent nature of this potion’s transmutation magic. The shape
change can only be reversed with a greater restoration or wish spell. Ring of Protection from Lycanthropy
Potion of Plant Control Ring, rare (requires attunement)
While wearing this ring, you cannot become cursed with lycanthropy.
Potion, uncommon
When you drink this potion, you can immediately cast speak with plants. In addition, if you are already cursed, you may attempt a DC 16 Wisdom
saving throw each full moon to resist the lycanthropic transformation.
Potion of Temporary Greater Healing
Ring of Teleport Other
potion, uncommon
This potion acts as a potion of greater healing, but the hit points Ring, very rare (requires attunement)
While wearing this ring, you can cast teleport on another creature. If
recovered are lost again after 1d10 rounds. The temporary nature of the
healing is not evident until the healing wears off. the target is unwilling, it can make a DC 15 Wisdom saving throw to
avoid being teleported. You can only attempt to send the target to an area
Potion of Treasure Finding with which you are very familiar, or from which you have an associated
object, or where there is a permanent circle that you know of. This ring
Potion, rare has 3 charges. Each time you attempt to teleport a creature, whether or not
For one hour after you drink this potion, you know the direction to the you are successful, you use one charge. The ring regains 1 charge per day
at midnight.
largest mass of treasure within 400 ft. of you. Note that a pile of 10,000 cp
will outshine one with 9000 gp.
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Appendix B: Game master's Guide
Ring of the Weak Mind Destruction. To destroy the silver cross, it must be melted down in the
forges of the Abyss.
Ring, uncommon (requires attunement) Smoke Bomb
This ring appears to be a ring of feather falling and appears as such if
Wondrous item, common
identify is cast upon it. It does not provide actual protection from falling, As an action, you may throw this item to a point within 30 ft. Upon
however. Instead, while wearing this ring you have a –2 penalty on all
saving throws to resist mind control and illusion. You become aware of the landing, it produces a smoke cloud that causes the area within 20 ft. to be
true nature of the ring the first time it fails to prevent falling damage. The heavily obscured. The smoke lasts for 10 rounds unless removed earlier
ring can only be removed after remove curse has been cast on the wearer. by a heavy wind.
Ring of Water Breathing Spear of Dragon Hunting
Ring, Uncommon Weapon (spear), rare
While wearing this ring, you can breathe underwater. You can use this You have a +1 bonus to attack and damage rolls with this spear. Against
ability for a total of one hour each day. You retain your normal mode of dragons, you have a +3 bonus to attack and damage rolls.
breathing as well.
Rod of Meteor Swarm Spear of Light
Rod, legendary (requires attunement by an arcane spellcaster) Weapon (spear), rare
As an action, you can use this rod to cast Meteor Swarm once per day You gain a +2 bonus to attack and damage rolls with this weapon. When
with a saving throw DC of 20. It recharges each day at midnight. Each you hold the spear in your hand, it sheds a bright golden light for 20 ft. and
time it is used, roll a d20. On a 1, the Meteor Swarm is twice as powerful, a dim light for an additional 20 ft.
but the rod consumes itself in the casting and is destroyed.
Sphere of Confusion
Screaming Sword
Wondrous item, legendary
Weapon (any sword), rare A sphere encircled by several bands that can rotate on an axis around
You gain a +1 bonus to attack and damage rolls with this weapon.
it, when activated the bands start to spin, and the device causes confusion
If you hit a creature that has a chaotic alignment, the sword releases a (per the spell) in all beasts in a 100 ft. radius spread that fail a DC 18
frightening shriek. The target must succeed on a DC 15 Wisdom saving Wisdom saving throw. Every round the device remains active, the radius
throw or become frightened of the sword for 1 minute. A frightened target increases by 10 ft., until it covers a half-mile radius. A creature that fails
may attempt a new saving throw and the end of each of its turns, ending its saving throw is confused as long as it remains with the range of the
the effect on a success. device and the device is active. Once the device is deactivated, creatures
recover from the confusion. The Sphere deactivates itself after one hour
Serpent Hood of continuous operation.
Wondrous item, very rare (requires attunement) Spiteful Spike
While you wear this scaled hood, you have advantage on stealth checks
Weapon (shortsword), very rare (requires attunement by a ranger)
and, as a reaction, you can make a bite attack against an opponent that This +1 shortsword enhances a ranger’s ability to fight their most hated
moves within 5 ft. of you, whether or not it has disengaged. The attack
uses your choice of Dexterity or Strength and does 1d4 piercing damage foes. When you hit a target with this weapon that is your favored enemy,
plus your ability modifier. While wearing the cloak, you are considered any hit is automatically a critical hit.
proficient in bite attacks.
Spork of Good Health
Shield of Light
Wondrous item, uncommon
Armor (shield), very rare (requires attunement by somebody of good You can use this spork once per day to cast detect poison and disease.
alignment)
It regains its power daily at noon. You can also use it as a magic weapon.
You gain a +2 bonus to your AC in addition to the shield’s normal You gain a +1 bonus to attack rolls with it. On a hit, it does 1d2+1 slashing
AC bonus. As a bonus action you can cause the shield to flash light. Any damage. It has the finesse and light weapon properties.
creature within a 30 ft. cone of the shield that can see must make a DC 14
Constitution saving throw or be blinded for one minute. A blinded creature Staff of beguiling
can attempt the saving throw again at the end of each of its turns, ending
the effect on a success. Once used, the shield can’t flash again until the Staff, rare (requires attunement)
following dawn. While carrying this staff, you are considered proficient in Deception,
Silver Cross of St. Yora Performance, and Sleight of Hand. If you are already proficient, you have
expertise. You have advantage on opposed Charisma checks.
Wondrous item, legendary (requires attunement by a good aligned cleric) Staff of Command
Once attuned, this magic item increases by 2 the DC for saving throws
against your attempts to turn undead. In addition, any undead that fail their Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer,
saving throw take 1d6 radiant damage before attempting to flee. It also warlock, or wizard)
allows you to attempt to turn (though not damage or destroy) lycanthropes. This staff has 10 charges. While holding the staff, you can use can
Only good characters may employ the cross; Evil characters must succeed action to expend some of its charges to cast one of the following spells
on a DC 15 Wisdom saving throw to even touch it, and gain 2 levels of using your spell DC: charm person (1 charge), command (1 charge), speak
with plants (3 charges), dominate person (6 charges), dominate monster
exhaustion in doing so.
(10 charges).
649