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Published by Cody Burgin, 2021-04-25 17:46:32

Dragon Age 5th Edition - Darkspawn

Dragon Age 5th Edition - Darkspawn

Darkspawnith the First Blight came the darkspawn and archdemons and led the darkspawn to lay waste to the
world in what would become known as the First Blight.
they have been a plague on the world ever
since. The Chantry teaches that the Dwarven Version. The dwarves give little credit to
darkspawn cannot be utterly vanquished Chantry beliefs, but they themselves have no known origin
story for the darkspawn. As far as the dwarves are
Wuntil sin has been banished from the world, concerned, the darkspawn simply appeared underground.
for they are man’s hubris made flesh. The darkspawn hordes that invaded the Deep Roads ended
Regardless of where they first came from, up crippling the dwarven empire, leaving only Orzammar
the legions of the darkspawn now make war upon all other and Kal-Sharok, the latter of which was completely isolated
races, emerging from the dwarven Deep Roads in vast from the outside world until recently.
numbers with each Blight. Darkspawn are malicious
creatures, regarding all species not their own as slave labor, Tevinter Version. The Magisters of Tevinter deny their
sport, or provisions. They tend to even look upon their involvement in starting the Blight. They claim the
fellow darkspawn with disfavor and even when they travel darkspawn have always existed and the magisters have no
together in force, they will group together with their own connection to them. Slaves are not regaled with a Tevinter
kind (genlocks with genlocks, hurlocks with hurlocks, and version of the Chant of Light, so there is no confirmation if
so forth). Fortunately for the other sentients of Thedas, there is an official Imperial Chantry stance beyond typical
darkspawn despise the sun and their vision is impaired in Tevinter opinion.
daylight.
Darkspawn Society
Background
Physiology & Reproduction. The darkspawn do not need
Chantry Version. According to the Chantry, they were to eat as the taint sustains them, however they can eat for
created when the magisters of the Tevinter Imperium reasons other than dietary. Furthermore, the taint provides
opened a portal into the Golden City, tainting the realm of quick healing from wounds. This healing even allows the
the Maker with their corruption and returning as the first re-creation of lost body parts after some time. The
darkspawn, their evil transfiguring them into the monsters darkspawn have very good vision in the darkness, however
they became. they generally avoid direct exposure to sunlight. During the
Blights, the sun is hidden by ominous clouds as a result of
While underground, they grew in number and dug deeper blight magic.
and deeper into the earth until they found the resting place
of the Old God Dumat, where he had been imprisoned. Hierarchy. The newborn darkspawn will inevitably fight
Freed from his prison and warped by the taint the amongst themselves and try to kill each other, possibly by
darkspawn bore, Dumat became the first of the instinct. This serves to thin out the weaker darkspawn.

Occasionally one young darkspawn will be so much more .
powerful than the rest that it kills the entire brood. This
darkspawn is called an alpha. They are generally taller, Hivemind
stronger, or much more intelligent than the rest of their
kind and wear better armor. Darkspawn do not have a language of their own,
though some of the more intelligent darkspawn
Emissaries are highly intelligent darkspawn that draw on (such as Alphas and Emissaries) have learned to
the power of the taint to cast spells. They act as "shamans" speak common. Instead darkspawn communicate
or spiritual leaders to the darkspawn. Emissary alphas are and coordinate through a type of telepathy as a
the most powerful of the magic wielding darkspawn. hivemind, as noted in their stat blocks. This has
the following benefits:
During a Blight only an Archdemon can command the
entire darkspawn horde. Alphas serve as the commanders All darkspawn within 120 feet of each other
and generals of the darkspawn, while omegas are "second- share awareness of their surroundings. As
in-command" to the Archdemon. The strongest alphas and such if one darkspawn becomes aware of a
omegas receive direct orders from the Archdemon itself. creature's presence (through a Wisdom
Emissaries ensure that darkspawn follow the Archdemon's (Perception) check for example) then all
will and that alphas serve the Archdemon's interests and other darkspawn within range become aware
not their own. of that creature.
Darkspawn do not need to be able to speak or
Without a Blight, the darkspawn remain underground hear each other in order to coordinate their
except for raids. When there isn't an Archdemon to direct actions.
the darkspawn, the "chain of command" within the
communal mind of the darkspawn breaks down, with The Architect and The Mother are the only
individual alphas and omegas assuming a sort of darkspawn presented here that are no longer part
leadership position as "tyrants", splitting the horde of the hivemind.
amongst themselves and fighting for dominance.
Emissaries ensure that darkspawn search for the If you do not wish to use the "Hivemind"
Archdemons outside of a Blight. feature then a simple Variant is to give all
darkspawn "Undercommon" as a language. All
Communication & Sapience. All darkspawn are darkspawn listed as having "Common" retain that
connected through the taint, functioning as a hive-mind. language.
The darkspawn rank and file do not possess any language
beyond roars and grunts. Despite this, they communicate It is clear that a Blight arises when darkspawn, in their
well with one another, and some can be heard laughing burrowing, unearth one of the Old Gods once worshipped
cruelly as they attack and slay their foes. At least some by the Tevinter. The darkspawn are somehow drawn to the
emissaries and alphas are able to communicate with other resting places of these ancient high dragons. It may be that
races, even if unwillingly. The Archdemons are also known the Old Gods call to the darkspawn hoping to be released
to do so. from their ancient prisons, or it may be that the darkspawn
are somehow able to sense the presence of the corruptible
When not already under the thrall of an Archdemon, and deities and so seek them out. Both may be true.
when not engaged in raids (either on each other or other
sentients), the darkspawn relentlessly search for the In any case, upon reaching a slumbering Old God the
sleeping Old Gods, drawn by what they hear as the "song" corruption of the darkspawn transforms the powerful being
of the dragons. This need seems to override nearly into an Archdemon. Some suppose that this transformation
anything else; the darkspawn will search without rest for an drives the deity mad, while others believe that the actions of
Old God for centuries if need be. Darkspawn worship them such beings are beyond understanding in the first place.
even in their absence. They constructing strange and Whatever its motivations, an unearthed Archdemon
macabre idols, banners, and totems from bone, leather, and eventually rises to the surface of the world and leads
even flesh, dedicated to their masters and convert statues seemingly limitless darkspawn hordes in battle against all
into their representations. One of the former Archdemon who oppose them.
prisons was filled with darkspawn corpses who died
praying to their god. Between the time an Archdemon is transformed and the
moment when it first appears on the surface of the world
Common knowledge is that the average darkspawn can the land itself begins to show signs of the growing
barely be considered sapient and possesses no intelligence corruption. Crops shrivel, water turns foul, animals sicken
beyond a simple animal cunning. Yet they should not be and become twisted, people fall ill for no obvious reason. As
underestimated. Thus shrieks and genlock rogues excel at these effects increase, darkspawn are seen with greater
ambushing and attacking the unwary, and darkspawn have frequency.
been known to make use of manmade objects like ballistae
to combat outsiders. Darkspawn seem to show little fear, Once the Archdemon appears on the surface, the Blight’s
and though they will retreat if they begin to lose a fight corruption follows in its wake as it travels the land,
without an Archdemon guiding them, they will never expanding especially swiftly from any area where the
surrender to their foes and will continue fighting even if tainted Old God lairs. The longer the Blight continues the
countless numbers of their brethren have been slain. more intense the effects become. Eventually the sky fills
with roiling clouds that blot out the sun. The little rain that
Blights falls from such clouds is thick and viscous, yet evaporates
quickly.
No one knows exactly what a Blight is. The Chantry still
teaches that Blights are the Maker’s curse on the ancient
magisters of Tevinter who breached His Golden City. The
Grey Wardens think of Blights as a pervasive spiritual
corruption. The ever-practical dwarves do not care what
Blights are or what causes them, as long as they are fought.

A Blight only ends with the death of the Archdemon Civilized travelers are invariably hunted unless they
whose rise brought it forth. In all the history of Thedas, travel in armies, and even armies fall under attack without
only the Grey Wardens have managed to permanently slay notice. All small and most medium-sized settlements have
an Archdemon. It’s not clear whether this is the only way an been razed, their denizens now either dead or refugees in
Archdemon can be destroyed for good, but it’s certainly the other places. Larger and larger cities fall. More and more
case that most would-be slayers perish simply attempting people are killed. The Blight spreads and the darkspawn
to penetrate the foul malaise that surrounds these horrible armies grow until the Archdemon is slain.
creatures.
The tide turns when the Archdemon is slain. The skies
How Blights Are Experienced: Blights advance in a clear almost immediately and the weather returns quickly
progression that the Grey Wardens now understand to normal for the season. The land can take months or
relatively well. However, the Order remains uncertain about years to recover, depending on how far into Blight various
the precise “rules” under which Blights operate. Does an areas fell. New-growth plants break the surface. Some
Archdemon’s presence cause and spread the Blight, or is it sickly animals recover and some twisted animals finally
the hordes of darkspawn that invariably travel with them? manage to breed (producing non-mutant offspring), but
Does it take all Archdemons a similar amount of time to even by life’s various means it still takes a long time for
reach the surface? What would happen if an Archdemon animal populations to reach their pre-blight levels.
were left unchecked forever? Even for the gaps in their Rebuilding old villages and founding new ones continues
knowledge, the Grey Wardens use what they do know to for human generations. Some particularly hard-hit areas
carry out their vigilant— and sometimes violent—work. never recover from the Blight. There are portions of the
Anderfels that have been so ravaged by two Blights that
Blights begin without warning, and spread quietly at first. they are now deserts.
Those on the outskirts of surface civilization begin to
report darkspawn activity, but environmental effects are Grey Wardens call the recovery after a Blight the Thaw.
difficult to discern. Some assume the darkspawn have been The Order organizes Thaw hunts to kill off as many
driven to the surface by calamity below and that their disoriented and leaderless darkspawn as possible before
depredations will pass, while others immediately conclude they retreat back underground. Eventually the darkspawn
that a Blight is coming. The Grey Wardens spend much are killed or retreat, and even deep wildernesses become
time and effort investigating the activities of darkspawn— generally safe for civilized traffic.
and rumors of their activities— between Blights, always
trying to become aware of the next Blight as early as Should a Blight continue unchecked, it would lay waste
possible. to the world of men, something every realm prays will
never come to pass.
If a Blight is truly on the rise, as time passes more and
more witnesses spot increasingly large forces of darkspawn
in the land. It becomes clear that the plants and animals in
the areas where the darkspawn have been most often are
sickening. Outlying villages suffer attacks. Sometimes,
despite appearances, even this level of corruption and
devastation is not truly a Blight. A particularly strong or
clever hurlock or genlock alpha can carry their minions to
great triumphs even when an Archdemon is not active in
the world. In such cases, if the horde that follows such a
leader is defeated, the land slowly recovers.

Attacks on small villages eventually give way to raids on
increasingly larger, and more central, bastions of
civilization. Even though the Archdemon has not yet been
seen, darkspawn forces include increasingly mighty
creatures. Massive armies besiege sizable cities outside a
realm’s central lands. Blight disease spreads and
intensifies. Famine arises. These manifestations can
continue for years, even decades.

By this time, only a fool would deny that a Blight has
come, even if an Archdemon has not yet been seen. Travel
becomes difficult and dangerous. Blight wolves, bereskarn,
and worse attack travelers even near towns and on major
roads. Whole armies of darkspawn march in the open.
Many villages have been devastated or abandoned. Those
that remain distrust travelers and fall under frequent
attacks. Potable water is scarce. The skies are overcast and
ominous, although there is little rain.

Eventually, the Archdemon takes the head of its
darkspawn armies, leading them into battle and smashing
the cities of civilization. Roiling clouds block the sun across
the whole of the world for months on end. Only the scarcest
pockets of healthy wilderness remain. The tainted land
itself is capable of infecting the weak or unwary; ghouls and
other weird mutants run rampant through the countryside.

Genlock Genlocks: The Klingons of DA

Most numerous of the darkspawn by far, genlocks are tough How the darkspawn were depicted changed
and stocky fighters with a penchant for wickedly hooked dramatically from Dragon Age: Origins to Dragon
axes. Unlike the majority of their brethren, they are swift to Age 2. Genlocks in particular were shown as large
take up the more complicated weapons of their enemies, ape-like creatures rather than twisted dwarfs. For
employing siege engines in battle and using clever traps to the purposes of this creation I will be using the
defend any terrain they control. Ferelden’s Circle of Magi original versions of the genlocks from DA: O. If
believes that their propensity to mine the Deep Roads for you are looking for statistics for the larger apelike
lyrium has given genlocks a resistance to magic, for they’ve genlocks, I recommend /u/Zuroyuso's version
been known to shrug off spells in battle with little effect. here: https://goo.gl/MZHr9p
Genlocks tend to be slightly shorter than dwarves with pale
white or yellowish skin. They are invariably bald, with deep Genlock
set eyes and sunken cheeks. Their voices are low and
harsh, punctuated by occasional grunts. Medium monstrosity (darkspawn), chaotic evil
Armor Class 18 (chain mail, shield)
Hit Points 37 (6d8 + 10)
Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Damage Resistances poison
Senses Darkvision 120ft., passive Perception 11
Languages None, see "Hivemind" sidebar
Challenge 3 (700 XP)

Aggressive. As a bonus action, the genlock can
move up to its speed towards a hostile creature
that it can see.
Keen Smell. The genlock has advantage on
Wisdom (Perception) checks that rely on smell.
Magic Resistance. The genlock has advantage on
saving throws against spells and other magical
effects.
Sunlight Sensitivity. While in sunlight, the genlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The genlock makes two attacks with
its battleaxe or its handaxe.
Battleaxe. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5ft. or range 20/60 ft., one target. Hit:
6 (1d6 + 3) slashing damage.

Genlock Runt A Fearsome Threat

Medium monstrosity (darkspawn), chaotic evil When converting the the darkspawn from the
Armor Class 15 (chain shirt) AGE system to 5th Edition I wanted to ensure
Hit Points 26 (4d8 + 8) that they remained a credible threat. For that
Speed 25ft. reason the "Genlock" and "Hurlock" entries
should be considered the default type of
STR DEX CON INT WIS CHA darkspawn characters will encounter. However, in
15 (+2) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 8 (-1) order to add more choice for DMs who may wish
to use darkspawn at lower levels I have included
Damage Resistances poison the "Genlock Runt", "Genlock Archer", "Hurlock
Senses Darkvision 120ft., passive Perception 11 Runt" and "Hurlock Bolter" entries.
Languages None, see "Hivemind" sidebar
Challenge 1/2 (100 XP) Genlock Archer

Keen Smell. The genlock has advantage on Medium monstrosity (darkspawn), chaotic evil
Wisdom (Perception) checks that rely on smell. Armor Class 14 (studded leather)
Magic Resistance. The genlock has advantage on Hit Points 22 (4d8 + 4)
saving throws against spells and other magical Speed 25ft.
effects.
Sunlight Sensitivity. While in sunlight, the genlock STR DEX CON INT WIS CHA
has disadvantage on attack rolls, as well as on 12 (+1) 15 (+2) 13 (+1) 8 (-1) 14 (+2) 8 (-1)
Wisdom (Perception) checks that rely on sight.
Damage Resistances poison
Actions Senses Darkvision 120ft., passive Perception 12
Languages None, see "Hivemind" sidebar
Battleaxe. Melee Weapon Attack: +4 to hit, reach Challenge 1/2 (100 XP)
5ft., one target. Hit: 6 (1d8 + 2) slashing damage, Escape. Opportunity attacks against the genlock
or 8 (1d10 + 3) slashing damage if used with two are made with disadvantage.
hands. Keen Smell. The genlock has advantage on
Handaxe. Melee or Ranged Weapon Attack: +4 to Wisdom (Perception) checks that rely on smell.
hit, reach 5ft. or range 20/60 ft., one target. Hit: Magic Resistance. The genlock has advantage on
5 (1d6 + 2) slashing damage. saving throws against spells and other magical
effects.
Sunlight Sensitivity. While in sunlight, the genlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Longbow. Ranged Weapon Attack: +4 to hit,
range 150/600ft., one target. Hit: 7 (1d8 + 2)
piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Genlock Alpha

Genlock alphas are the strongest, quickest, and most
cunning of their kind, bullying their way into the leadership
of bands of lesser genlocks. They tend to be taller and more
heavily muscled than their brethren, and have a more
commanding presence, although their demeanor is more
swagger and bluster than cool leadership.

Variant: Greataxe

Some genlock alphas prefer to use greataxes in
place of dual wielding battleaxes. This variant is
presented below.

AC 17 (half plate)
Greataxe. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit: 11 (1d12 + 4)
slashing damage.

Genlock Alpha Sunlight Sensitivity. While in sunlight, the genlock has
disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity (darkspawn), chaotic evil (Perception) checks that rely on sight.
Armor Class 18 (half plate, dual wielder)
Hit Points 90 (12d8 + 36) Actions
Speed 25ft.
Multiattack. The genlock makes three melee attacks.
STR DEX CON INT WIS CHA Alternatively it makes two ranged attacks with its
18 (+4) 14 (+2) 17 (+3) 10 (+1) 12 (+2) 13 (+1) handaxe.

Damage Resistances poison Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft.,
Condition Immunities charmed, frightened one target. Hit: 8 (1d8 + 4) slashing damage, or 9
Saving Throws Str +7, Con +6, Wis +5 (1d10 + 4) slashing damage if used with two hands.
Senses Darkvision 120ft., passive Perception 15 Handaxe. Melee or Ranged Weapon Attack: +7 to hit,
Languages Common, see "Hivemind" sidebar reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d6
Challenge 6 (2,300 XP) + 4) slashing damage.
Battle Cry (1/Day). Each creature of the genlock's
Aggressive. As a bonus action, the genlock can move choice that is within 30 feet of it, can hear it, and not
up to its speed towards a hostile creature that it can already affected by Battle Cry gain advantage on
see. attack rolls until the start of the genlock's next turn.
Dual Wielder. When wielding a battleaxe in each hand The genlock can then make one attack as a bonus
the genlock can make another battleaxe attack as a action.
bonus action.
Keen Smell. The genlock has advantage on Wisdom Reactions
(Perception) checks that rely on smell.
Magic Resistance. The genlock has advantage on Redirect Attack. When a creature the genlock can see
saving throws against spells and other magical targets it with an attack, the genlock chooses another
effects. genlock within 5 feet of it. The two genlocks swap
places, and the chosen genlock becomes the target
instead.

Genlock Emissary Genlock Emissary

Particularly cunning genlock alphas cultivate skill as Medium monstrosity (darkspawn), chaotic evil
spellcasters, mainly in entropy magic. However, emissaries
generally only appear during a Blight, acting to rally Armor Class 16 (scale mail)
darkspawn and carry out the more sensitive or intricate Hit Points 78 (12d8 + 24)
plans of the rising Archdemon. Speed 25ft.

It’s not clear how genlock emissaries — said to arise STR DEX CON INT WIS CHA
from dwarf broodmothers — are able to cast spells so 12 (+3) 16 (+1) 13 (+2) 15 (+1) 18 (+4) 14 (+1)
effectively given their natural magic resistance, and how
they are able to cast spells so effectively even though most Damage Resistances poison
are usually seen armored. Some Grey Warden scholars Condition Immunities charmed, frightened
theorize that the emissaries’ magic is similar enough to Saving Throws Con +4, Wis +7, Cha +4
blood magic that the emissaries can ignore the magic- Skills Arcana +4, Religion +4, Perception +7
damping effects of armor by simply pillaging their minions’ Senses Darkvision 120ft., passive Perception 17
life force to fuel their spellcasting. Languages Common, see "Hivemind" sidebar
Challenge 6 (2,300 XP)
Design: Emissaries & Conjurers
Keen Smell. The genlock has advantage on
When designing the Genlock and Hurlock Wisdom (Perception) checks that rely on smell.
Emissary I made a conscious decision to try to Magic Resistance. The genlock has advantage on
differentiate them from each other. For that saving throws against spells and other magical
reason the Genlock Emissary uses cleric spells effects.
and the Hurlock Emissary uses wizard spells. This Spellcasting. The genlock is a 10th-level
does mean however that the Genlock Emissary spellcaster with the Death Domain. Its
has healing magic while the Hurlock Emissary spellcasting ability is Wisdom (spell save DC 15,
does not. +7 to hit with spell attacks). The genlock has the
following cleric spells prepared:
If you wish to change this I suggest having Cantrips (at will): chill touch, guidance,
both an Emissary and a Conjurer. An Emissary resistence, spare the dying, thaumaturgy
uses the spell list presented in the Genlock 1st level (4 slots): bane, bless, cure wounds,
Emissary, and a Conjurer uses the spell list detect evil and good, false life, healing word,
presented in the Hurlock Emissary. Reverse the inflict wounds, ray of sickness
Int & Wis ability scores as needed: Emissary with 2nd level (3 slots): hold person, ray of
high Wis and Conjurer with high Int. enfeeblement, silence, spiritual weapon
3rd level (3 slots): animate dead, bestow curse,
mass healing word, revivify, vampiric touch
4th level (3 slots): banishment, blight, death ward
5th level (2 slots): cloudkill, mass cure wounds
Sunlight Sensitivity. While in sunlight, the genlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The genlock makes two mace attacks.
Mace. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 3) slashing damage.

Hurlock Hurlock

Medium monstrosity (darkspawn), chaotic evil The shock vanguard of the darkspawn, hurlocks are burly
Armor Class 17 (half plate) soldiers far stronger than the average human. The hurlock
Hit Points 45 (6d8 + 18) are so arrogant they even look down on other darkspawn,
Speed 30ft. convinced that they are truly the chosen race. They are
deadly fighters who wield massive two handed blades in
STR DEX CON INT WIS CHA battle, and scar or tattoo themselves regularly to denote
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 8 (-1) their kills. They typically have to wear patchwork armor, as
few full sets that can fit one of them exist. Their skin tone
Damage Resistances poison ranges from pale white to dark brown. If they are not bald,
Skills Intimidation +2 which is common, then their hair is always black.
Senses Darkvision 120ft., passive Perception 12
Languages None, see "Hivemind" sidebar
Challenge 3 (700 XP)

Martial Advantage. Once per turn, the hurlock can
deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5
feet of an ally and the hurlock isn't incapacitated.
Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hurlock makes two attacks with
its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 11 (2d6 + 4) slashing
damage.

Hurlock Runt

Medium monstrosity (darkspawn), chaotic evil
Armor Class 15 (scale mail)
Hit Points 26 (4d8 + 8)
Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 8 (-1) 14 (+1) 8 (-1)

Damage Resistances poison
Senses Darkvision 120ft., passive Perception 11
Languages None, see "Hivemind" sidebar
Challenge 1 (200 XP)

Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

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

Hurlock Bolter

Medium monstrosity (darkspawn), chaotic evil
Armor Class 15 (studded leather)
Hit Points 22 (4d8 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA
17 (+1) 13 (+3) 15 (+1) 8 (-1) 14 (+2) 8 (-1)

Damage Resistances poison
Senses Darkvision 120ft., passive Perception 12
Languages None, see "Hivemind" sidebar
Challenge 1 (200 XP)

Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400ft., one target. Hit: 9 (1d10 + 3)
piercing damage.
Longsword. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit: 5 (1d8 + 1) slashing
damage, or 6 (1d10 + 1) slashing damage if used
with two hands.

Hurlock Alpha Sunlight Sensitivity. While in sunlight, the hurlock has
disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity (darkspawn), chaotic evil (Perception) checks that rely on sight.
Armor Class 20 (plate, shield)
Hit Points 102 (12d8 + 48) Actions
Speed 30ft.
Multiattack. The hurlock makes three melee attacks
STR DEX CON INT WIS CHA using either their greatsword, or their longsword and
20 (+5) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 15 (+2) shield.

Damage Resistances poison Greatsword. Melee Weapon Attack: +8 to hit, reach
Condition Immunities charmed, frightened 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Saving Throws Int +5, Wis +5, Cha +5 Longsword. Melee Weapon Attack: +8 to hit, reach
Skills Intimidation +5 5ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Senses Darkvision 120ft., passive Perception 12 Shield Bash. Melee Weapon Attack: +8 to hit, reach
Languages Common, see "Hivemind" sidebar 5ft., one target. Hit: 5 (1d4 + 5) slashing damage.
Challenge 8 (3,900 XP) Leadership (Recharges after a Short or Long Rest). For 1
Martial Advantage. Once per turn, the hurlock can deal minutes, the hurlock can utter a command or
an extra 14 (4d6) damage to a creature it hits with a warning whenever a non hostile creature that it can
weapon attack if that creature is within 5 feet of an see within 30 feet of it makes an attack roll or saving
ally and the hurlock isn't incapacitated. throw. The creature can add a d4 to its roll provided
Keen Smell. The hurlock has advantage on Wisdom it can hear and understand the hurlock. A creature
(Perception) checks that rely on smell. can benefit from only one Leadership die at a time.
This effect ends if the hobgoblin is incapacitated.

Reactions

Parry. The hurlock add 3 to its AC against one melee
attack that would hit it. To do so, the hurlock must
see the attacker and be wielding a melee weapon.

Hurlock Alpha Though they are proficient with a longsword and shield,
most Hurlock Alphas prefer to use greatswords - wickedly
Champions of the darkspawn, hurlock alphas are fearsome sharp blades, stained with the blood of countless fallen
warriors who lead marauding warbands—if not entire enemies.
armies—of lesser hurlocks and genlocks.

Hurlock Emissary

A particularly cunning hurlock alpha, rather than becoming
a fearsome warrior, may learn the arcane arts, becoming an
emissary. Hurlock emissaries are among the most feared
darkspawn, not only for their magical powers or their
command over others of their kind, but also for their
sinister deviousness. They are often deployed as an
Archdemon’s enforcers, to ensure that the Archdemon’s
generals and other minions do not become fractious or
distracted.

As with genlock emissaries, hurlock emissaries are
thought to practice a magic akin to blood magic, channeling
energy from their minions into their spells so they can gain
the protective benefits of armor that would normally
hamper their spellcasting efforts.

Hurlock Emissary

Medium monstrosity (darkspawn), chaotic evil

Armor Class 15 (chain shirt)
Hit Points 90 (12d8 + 36)
Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 18 (+4) 15 (+2) 14 (+2)

Damage Resistances poison
Condition Immunities charmed, frightened
Saving Throws Dex +5, Int +7, Wis +5
Senses Darkvision 120ft., passive Perception 12
Languages Common, see "Hivemind" sidebar
Challenge 9 (5,000 XP)

Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.

Spellcasting. The hurlock is a 10th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 15, +7 to hit with spell attacks).
The hurlock has the following wizard spells
prepared:
Cantrips (at will): acid splash, blade ward, fire
bolt, mage hand, shocking grasp
1st level (4 slots): expeditious retreat, false life,
grease, thunder wave
2nd level: (3 slots): misty step, shatter
3rd level (3 slots): fear, fireball, lightning bolt,
vampiric touch
4th level (3 slots): blight, evard's black tentacles
5th level (2 slots): cone of cold, dominate person
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hurlock makes two longsword
attacks.

Longsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.

The Architect TShTRe ADErXchCOiNtecINtT WIS CHA

The Architect is a unique hurlock emissary and is vastly Medium monstrosity (darkspawn), lawful evil
different from his darkspawn brethren. Unlike other
darkspawn, it is able to think independently of the Armor Class 15 (studded leather)
darkspawn group-mind, and, as such, is able to resist the Hit Points 153 (18d8 + 72)
calling of the Old Gods. Its goal is to bring peace between Speed 30ft.
the darkspawn and the other races of Thedas at any cost. It
hopes to find a middle ground between the darkspawn and STR DEX CON INT WIS CHA
the population of Thedas, and it believes that this middle 16 (+3) 16 (+3) 19 (+4) 20 (+5) 15 (+2) 18 (+4)
ground is the Grey Wardens, as they are slowly
transformed by the taint that they take in during their Saving Throws Dex +7, Int +9, Wis +6
Joining. Skills Arcana +13, History +13
Damage Resistances damage from spells; non
Because the Architect is independent of the Old Gods'
call, its darkspawn brethren see it with fear, and therefore magical bludgeoning, piercing and slashing
obey its commands - to some extent. Its control over other damage (from stoneskin); poison
darkspawn is tenuous however: if their blood lust comes to Condition Immunities charmed, frightened
a point, it is unable to control them. Senses darkvision 120ft., passive Perception 12
Languages Common
The Architect has learned how to free other darkspawn Challenge 13 (10,000 XP)
from the group mind and give them independent wills and
intelligence, by having them intake Grey Warden blood in a Keen Smell. The hurlock has advantage on
process he likens to the Joining. Wisdom (Perception) checks that rely on smell.

Magic Resistance. The hurlock has advantage on
saving throws against spells and other magical
effects.
Spellcasting. The hurlock is a 18th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
The hurlock has the following wizard spells
prepared:
Cantrips (at will): acid splash, blade ward, fire
bolt, mage hand, shocking grasp
1st level (4 slots): detect magic, expeditious
retreat, false life, grease, thunder wave
2nd level: (3 slots): misty step, mirror image,
shatter
3rd level (3 slots): counterspell, fear, fireball, fly,
lightning bolt, vampiric touch
4th level (3 slots): banishment, blight, evard's
black tentacles, stoneskin
5th level (3 slot): cone of cold, dominate person,
scrying
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
The hurlock casts stoneskin on itself before
combat.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The hurlock makes two longsword
attacks.
Longsword. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.

Shriek ShriekSTR DEX CON INT WIS CHA

These gaunt and animalistic darkspawn are sometimes Medium monstrosity (darkspawn), chaotic evil
known as sharlocks, but most call them “shrieks” due to
their loud, wailing cries. Darkspawn assassins born from Armor Class 17 (studded leather)
elven broodmothers, shrieks prefer to approach their Hit Points 33 (6d8 + 6)
victims under the cover of darkness using their echoing Speed 40ft.
wails to unnerve and terrorize their prey before they strike.
They are swift and deadly, capable of using the jagged STR DEX CON INT WIS CHA
blades mounted on their arms to slice foes to ribbons. 14 (+2) 20 (+5) 12 (+1) 12 (+1) 16 (+3) 8 (-1)
Shrieks are known to use poison distilled from their own
tainted blood on their blades. Damage Immunities poison
Condition Immunities poisoned
And so is the Golden City blackened Skills Athletics +5, Perception +6, Stealth +11,
With each step you take in my Hall.
Marvel at perfection, for it is fleeting. Survival +6
You have brought Sin to Heaven Senses darkvision 120ft., passive Perception 16
And doom upon all the world. Languages None, see "Hivemind" sidebar
-Threnodies 8:13 Challenge 5 (1,800 XP)

Ambusher. The shriek has advantage on attack
rolls against any creature it has surprised.
Assassin. The shriek deals 10 (3d6) damage to
any creature that it has advantage against.
Keen Hearing and Smell. The shriek has advantage
on Wisdom (Perception) checks that rely on
hearing and smell.
Nimble Escape. The shriek can take the Disengage
or Hide action as a bonus action on each of its
turns.
Poison. As a bonus action the shriek can coat its
arm blades in its own poisonous blood. After the
next successful Arm Blades attack, the target
must succeed on a DC 15 Constitution saving
throw or be poisoned for one minute. The target
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Sunlight Sensitivity. While in sunlight, the shriek
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The shriek makes three attacks with
its arm blades.
Arm Blades. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit: 8 (1d6 + 5) piercing
damage.
Terrifying Shriek. Each non-darkspawn creature
within 60 feet of the shriek that can hear it must
succeed on a DC 15 Wisdom saving throw or
become frightened for 1 minute. A frightened
target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
If a target's saving throw is successful or the
effect ends for it, the target is immune to the
shriek's Terrifying Shriek for the next 24 hours.

Shriek Alpha Nimble Escape. The shriek can take the Disengage or
Hide action as a bonus action on each of its turns.
Medium monstrosity (darkspawn), chaotic evil Poison. As a bonus action the shriek can coat its arm
Armor Class 18 (studded leather) blades in its own poisonous blood. After the next
Hit Points 78 (12d8 + 24) successful Arm Blades attack, the target must
Speed 40ft. succeed on a DC 16 Constitution saving throw or be
poisoned for one minute. The target can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending
17 (+3) 22 (+6) 15 (+2) 14 (+2) 18 (+4) 13 (+1) the effect on itself on a success.
Sunlight Sensitivity. While in sunlight, the shriek has
Saving Throws Dex +9, Wis +7, Cha +4 disadvantage on attack rolls, as well as on Wisdom
Damage Immunities poison (Perception) checks that rely on sight.
Condition Immunities charmed, frightened, poisoned
Skills Athletics +7, Perception +8, Stealth +14, Actions

Survival +8 Multiattack. The shriek makes four attacks with its
Senses darkvision 120ft., passive Perception 18 arm blades.
Languages Common, see "Hivemind" sidebar
Challenge 9 (5,000 XP) Arm Blades. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Ambusher. The shriek has advantage on attack rolls Terrifying Shriek. Each non-darkspawn creature within
against any creature it has surprised. 60 feet of the shriek that can hear it must succeed
Assassin. The shriek deals 21 (6d6) damage to any on a DC 16 Wisdom saving throw or become
creature that it has advantage against. frightened for 1 minute. A frightened target can
Keen Hearing and Smell. The shriek has advantage on repeat the saving throw at the end of each of its
Wisdom (Perception) checks that rely on hearing and turns, ending the effect on a success. If a target's
smell. saving throw is successful or the effect ends for it,
the target is immune to the shriek's Terrifying Shriek
for the next 24 hours.

Shriek Alpha

Shriek alphas are deadly combatants on the battlefield.
Their ability to use stealth to sneak behind enemy lines and
cause havoc has earned them the reputation of the
"darkspawn assassins". They live up to their title, as their
ambushes have turned the tide of battle many times.

The shriek alpha emerged about the same time as their
lesser kin, the shriek, although they are more intelligent,
and therefore possess more power and influence over the
regular shrieks. During a Blight, they lead their kin into
battle, preferring ambush over a straight attack. Needless
to say, they are utterly loyal to the Archdemon, and can
prove frightening on the battlefield. Shrieks are actually
called "sharlocks", but they are known as shrieks due to
their ear piercing scream in combat.

Unlike other alphas, the shriek alpha will charge in with
the rest of them, preferring straight combat to a safe
distance.

Ogre

Towering over their darkspawn kin, the massive ogres are a
rare sight on the battlefield. Traditionally, they only appear
during a Blight, but some records claim that ogres have
been spotted in the Deep Roads hunting alone or in small
groups. At least one report by the Grey Wardens claims
that an ogre was spotted alone in the Korcari Wilds in 9:19
Dragon, though it was weakened and easily dispatched. Up
to a hundred of these creatures can accompany a
darkspawn horde at any one time during a Blight, often
using their great strength to burst through fortifications
and demolish the front lines of the opposing army.

They use brute force to charge their enemies like bulls,
slam the ground with their fists to shake enemies off their
feet, and hurl great rocks into the face of oncoming foes.
Melee can be difficult against a giant that snatches a
warrior up in one hand, crushing the life out of him or
beating him into oblivion with the other hand. The nimble
can try to wiggle his way free, or an ally can attempt an
array of stunning blows on an ogre to free the comrade in
danger.

Grey Warden lore urges caution when slaying an ogre.
Unless it is ensured that they have received a major wound
to the head or the heart, it is possible that they are lying
dormant and will regenerate to full health within a matter
of minutes. During a Blight, most Grey Wardens
recommend burning all darkspawn to ashes... "dead" ogres
in particular.

Variant: Armed & Armoured

Ogres are usually found wearing little or no
armour. However, sometimes they are
encountered and seen to be wearing patchwork
armour fashioned from discarded shields and
breastplates which have been strung together to
provide a modicum of extra protection.

Ogres also rarely use weapons, preferring to
crush their foes beneath their fists and feet.
Sometimes however, particularly clever ogres will
wrench a tree from the earth or use parts of
destroyed siege weapons or building supports as
clubs.

Variants for these options are presented below
and can be mixed and matched with both ogres
and ogre alphas.

Armoured Ogre: AC 18 (plate).
Armed Ogre:

Multiattack. The ogre makes two attacks with
its slam or greatclub.

Greatclub. Melee Weapon Attack: +12 to hit,
reach 10ft., one target. Hit: 22 (3d8 + 9)
bludgeoning damage.

Ogre Pound ability. It then makes two slam attacks or a
rock attack.
Huge monstrosity (darkspawn), chaotic evil Slam. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit: 18 (3d6 + 9) bludgeoning damage.
Armor Class 15 (natural armour) Instead of dealing damage, the ogre can grapple the
Hit Points 174 (12d12 + 96) target (escape DC 20).
Speed 40ft. Rock. Ranged Weapon Attack: +13 to hit, range
60/240ft., one target. Hit: 31 (4d10 + 9)
STR DEX CON INT WIS CHA bludgeoning damage.
28 (+9) 12 (+1) 26 (+8) 6 (-2) 14 (+2) 8 (-1) Pound (Recharge 5-6). The ogre pounds its fists into
the ground causing the very earth to shake. All
Damage Resistances poison; bludgeoning, piercing, creatures within 20 feet of the ogre must succeed a
and slashing from non magical weapons DC 17 Dexterity saving throw or become prone.
Frightful Presence. Each non-darkspawn creature
Condition Immunities charmed, frightened within 120 feet of the ogre that can see it must
Skills Athletics + 13, Perception +6 succeed on a DC 17 Wisdom saving throw or
Senses darkvision 120ft., passive Perception 16 become frightened for 1 minute. A frightened target
Languages None, see "Hivemind" sidebar can repeat the saving throw at the end of each its
Challenge 12 (8,400 XP) turns, ending the effect on a success. If a target's
saving throw is successful or the effect ends for it,
Keen Smell. The ogre has advantage on Wisdom the target is immune to the ogre's Frightful Presence
(Perception) checks that rely on smell. for the next 24 hours.
Regeneration. The ogre regains 10 hit points at the
start of its turn if it has at least 1 hit point. If the ogre Reactions
takes fire damage this trait doesn't function at the
start of the ogre's next turn. The ogre dies only if it An ogre who has successfully grappled a target can
starts its turn with 0 hit points and doesn't make a special Crush or Throw attack as a reaction.
regenerate.
Siege Monster. The ogre deals double damage to Crush. Melee Weapon Attack: +13 to hit, reach 10ft.,
objects and structures. one target that is grappled by the ogre. Hit: 20 (2d10
Sunlight Sensitivity. While in sunlight, the ogre has + 9) bludgeoning damage.
disadvantage on attack rolls, as well as on Wisdom Throw. Ranged Weapon Attack: +9 to hit, range
(Perception) checks that rely on sight. 30/120ft., one target that is not grappled by the
ogre. Hit: 22 (3d8 + 9) bludgeoning damage to the
Actions target. The grappled target is thrown during this
attack, taking 19 (3d6 + 9) damage whether the
Multiattack. The ogre uses its Frightful Presence or attack hits or not. The grappled target is no longer
grappled.

Ogre Alpha Rock. Ranged Weapon Attack: +16 to hit, range
60/240ft., one target. Hit: 38 (5d10 + 10)
Huge monstrosity (darkspawn), chaotic evil bludgeoning damage.
Pound (Recharge 5-6). The ogre pounds its fists into
Armor Class 16 (natural armour) the ground causing the very earth to shake. All
Hit Points 248 (16d12 + 144) creatures within 20 feet of the ogre must succeed a
Speed 40ft. DC 19 Dexterity saving throw or become prone.
Frightful Presence. Each non-darkspawn creature
STR DEX CON INT WIS CHA within 120 feet of the ogre that can see it must
30 (+10) 12 (+1) 28 (+9) 10 (0) 14 (+2) 8 (-1) succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A frightened target
Damage Resistances poison; bludgeoning, piercing, can repeat the saving throw at the end of each its
and slashing from non magical weapons turns, ending the effect on a success. If a target's
saving throw is successful or the effect ends for it,
Condition Immunities charmed, frightened the target is immune to the ogre's Frightful Presence
Skills Athletics +16, Perception +8 for the next 24 hours.
Senses darkvision 120ft., passive Perception 16
Languages Common, see "Hivemind" sidebar Reactions
Challenge 20 (25,000 XP)
An ogre who has successfully grappled a target can
Keen Smell. The ogre has advantage on Wisdom make a special Crush or Throw attack as a reaction.
(Perception) checks that rely on smell.
Legendary Resistance (3/Day). If the ogre fails a saving Crush. Melee Weapon Attack: +16 to hit, reach 10ft.,
throw, it can choose to succeed instead. one target that is grappled by the ogre. Hit: 27 (3d10
Regeneration. The ogre regains 15 hit points at the + 10) bludgeoning damage.
start of its turn if it has at least 1 hit point. If the ogre Throw. Ranged Weapon Attack: +10 to hit, range
takes fire damage this trait doesn't function at the 30/120ft., one target that is not grappled by the
start of the ogre's next turn. The ogre dies only if it ogre. Hit: 23 (3d8 + 10) bludgeoning damage to the
starts its turn with 0 hit points and doesn't target. The grappled target is thrown during this
regenerate. attack, taking 24 (4d6 + 10) damage whether the
Siege Monster. The ogre deals double damage to attack hits or not. The grappled target is no longer
objects and structures. grappled.
Sunlight Sensitivity. While in sunlight, the ogre has
disadvantage on attack rolls, as well as on Wisdom Legendary Actions
(Perception) checks that rely on sight.
The ogre can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action
option can be used at a time and only at the end of
Multiattack. The ogre uses its Frightful Presence or another creature's turn. The ogre regains spent
Pound ability. It then makes two slam attacks or a legendary actions at the start of its turn.
rock attack.
Slam. Melee Weapon Attack: +16 to hit, reach 10ft., Detect. The ogre makes a Wisdom (Perception)
one target. Hit: 24 (4d6 + 10) bludgeoning damage. check.
Instead of dealing damage, the ogre can grapple the Slam. The ogre makes a slam attack.
target (escape DC 26). Pound (Costs 2 actions). The ogres makes a pound
attack if it can. Alternatively the ogres pound attack
automatically recharges.

Broodmother

Broodmothers give birth to a large litter at once, between
twenty and fifty children. They emerge from her womb as
toddlers, often already able to walk, and grow rapidly in
their first few weeks of life. A broodmother will birth
thousands of darkspawn young in her lifetime.

Female captives are usually made broodmothers by the
darkspawn. They contract the taint by being force-fed
darkspawn tissue. This gives them cannibalistic urges but
also mutates them. These females turn into fully-fledged
broodmothers after devouring massive amounts of flesh
even from their own kin.

The race of the broodmother determines which kind of
darkspawn she will give birth to. An elven broodmother will
spawn shrieks, a dwarven broodmother genlocks, a human
broodmother hurlocks, and a Qunari or kossith
broodmother ogres. Each broodmother is capable of
spawning thousands of darkspawn.

Broodmother Sweep. The broodmother makes a sweeping strike
with one of her tentacles. Creatures within a 15 foot
Huge monstrosity (darkspawn), chaotic evil cone must make a DC 17 Dexterity saving throw. On
Armor Class 17 (natural armour) a failed save the creature suffers 11 (1d0+6)
Hit Points 225 (18d12 + 108) bludgeoning damage and is knocked prone.
Speed 0ft. Vomit. The broodmother vomits all over her grappled
target and the surrounding area. Creatures within 5
STR DEX CON INT WIS CHA feet of the target must succeed on a DC 17 Dexterity
21 (+5) 6 (-2) 22 (+6) 7 (-2) 13 (+1) 4 (-3) saving throw. On a failed save the creature suffers 14
(2d8+5) acid damage, or half as much on a
Damage Resistances poison successful save. The grappled target automatically
Condition Immunities encumbered, poisoned, prone fails this saving throw. The affected area counts as
Senses darkvision 120ft., passive Perception 11 difficult terrain for the next 1d4 turns.
Languages None, see "Hivemind" sidebar Birth (Recharge 5-6). The broodmother spawns
Challenge 12 (8,400 XP) darkspawn to aid her in the fight. 1d6+1 unarmoured
and unarmed genlock or hurlock (dependent on
Keen Smell. The broodmother has advantage on broodmother origin) runts spawn in unoccupied
Wisdom (Perception) checks that rely on smell. spaces within 5 feet of the broodmotther.
Sunlight Sensitivity. While in sunlight, the
broodmother has disadvantage on attack rolls, as well Legendary Actions
as on Wisdom (Perception) checks that rely on sight.
Unholy Stench. Any non-darkspawn creature that The broodmother can take 3 legendary actions,
starts its turn within 60 feet of the broodmother choosing from the options below. Only one
must succeed on a DC 17 Constitution saving throw legendary action option can be used at a time and
or be poisoned until the start of the creature's next only at the end of another creature's turn. The ogre
turn. On a successful saving throw, the creature is regains spent legendary actions at the start of its
immune to the stench of all broodmothers for the turn.
next 24 hours.
Tentacle. A tentacle emerges from the ground within
Actions 30 feet of the broodmother and makes one tentacle
attack. The tentacle has 10 hit points, and an AC of 8.
Multiattack. The broodmother makes three melee Until the tentacle is reduced to 0 hit points, any time
attacks: one with its sweep and two with its the broodmother makes a tentacle attack she can
tentacles. If the broodmother has grappled an choose to use one of these tentacles instead.
opponent it can substitute one of its tentacle attacks Sweep. The broodmother makes one sweep attack.
with a vomit attack. Birth (Costs 2 actions). The broodmother uses its
Tentacles. Melee Weapon Attack: +9 to hit, reach birth action if it can. Alternatively the broodmother's
15ft., one target. Hit: 14 (2d8 + 5) bludgeoning birth action automatically recharges.
damage. If the target is a creature, it is grappled (DC Scream. The broodmother lets out an ear splitting
17 to escape). Until this grapple ends, the target is scream. All creatures with 10 feet must make a DC
restrained. 17 Constitution saving throw. On a failed save the
creature suffers 10 (1d10+5) thunder damage and is
deafened for the next two turns. On a successful
save the creature takes half damage and is not
deafened.

The Mother

The Mother is a broodmother who was freed from the call
of the Old Gods by the Architect. However, contrary to the
Architect's expectation, the Mother was not grateful,
instead driven to insanity by the deprivation from her
"sweet music" and the realization that she had become a
monster. Now she strives to reconnect herself and her loyal
darkspawn to the Calling.

The Mother

The broodmother presented on the previous
page is almost identical to the one created by
/u/Zuroyuso's here: https://goo.gl/MZHr9p. I saw
no way in which to improve on his design so
instead have presented The Mother here as a
form of "Broodmother Alpha". She is meant to be
used in conjunction with "The Children", below.

The Mother Tentacles. Melee Weapon Attack: +12 to hit, reach
15ft., one target. Hit: 15 (2d8 + 6) bludgeoning
Huge monstrosity (darkspawn), chaotic evil damage. If the target is a creature, it is grappled (DC
19 to escape). Until this grapple ends, the target is
Armor Class 17 (natural armour) restrained.
Hit Points 250 (20d12 + 120) Sweep. The broodmother makes a sweeping strike
Speed 0ft. with one of her tentacles. Creatures within a 15 foot
cone must make a DC 19 Dexterity saving throw. On
STR DEX CON INT WIS CHA a failed save the creature suffers 11 (1d0+6)
22 (+6) 6 (-2) 22 (+6) 14 (+2) 13 (+2) 12 (+1) bludgeoning damage and is knocked prone.
Vomit. The broodmother vomits all over her grappled
Damage Resistances poison target and the surrounding area. Creatures within 5
Condition Immunities encumbered, poisoned, prone feet of the target must succeed on a DC 19 Dexterity
Skills Arcana +7, Deception +6, Insight +7, saving throw. On a failed save the creature suffers 15
(2d8+6) acid damage, or half as much on a
Perception +7, Persuasion +6, successful save. The grappled target automatically
Senses darkvision 120ft., passive Perception 12 fails this saving throw. The affected area counts as
Languages Common difficult terrain for the next 1d4 turns.
Challenge 18 (20,000 XP) Birth (Recharge 5-6). The broodmother spawns
darkspawn to aid her in the fight. 2d4 Childer Grubs
Innate Spellcasting. The broodmother's innate spawn in unoccupied spaces within 5 feet of the
spellcasting ability is Intelligence (spell save DC 16, broodmotther.
+8 to hit with spell attacks). She can innately cast the
following spells, requiring no material components: Legendary Actions
3/day: dispel magic
Keen Smell. The broodmother has advantage on The broodmother can take 3 legendary actions,
Wisdom (Perception) checks that rely on smell. choosing from the options below. Only one
Legendary Resistance (3/Day). If the broodmother fails legendary action option can be used at a time and
a saving throw, it can choose to succeed instead. only at the end of another creature's turn. The
Sunlight Sensitivity. While in sunlight, the broodmother regains spent legendary actions at the
broodmother has disadvantage on attack rolls, as well start of its turn.
as on Wisdom (Perception) checks that rely on sight.
Unholy Stench. Any non-darkspawn creature that Tentacle. A tentacle emerges from the ground within
starts its turn within 60 feet of the broodmother 30 feet of the broodmother and makes one tentacle
must succeed on a DC 19 Constitution saving throw attack. The tentacle has 10 hit points, and an AC of 8.
or be poisoned until the start of the creature's next Until the tentacle is reduced to 0 hit points, any time
turn. On a successful saving throw, the creature is the broodmother makes a tentacle attack she can
immune to the stench of all broodmothers for the choose to use one of these tentacles instead.
next 24 hours. Sweep. The broodmother makes one sweep attack.
Birth (Costs 2 actions). The broodmother uses its
Actions birth action if it can. Alternatively the broodmother's
birth action automatically recharges.
Multiattack. The broodmother makes three melee Scream. The broodmother lets out an ear splitting
attacks: one with its sweep and two with its scream. All creatures with 10 feet must make a DC
tentacles. If the broodmother has grappled an 19 Constitution saving throw. On a failed save the
opponent it can substitute one of its tentacle attacks creature suffers 11 (1d10+6) thunder damage and is
with a vomit attack. deafened for the next two turns. On a successful
save the creature takes half damage and is not
deafened.

The Children CSThR ildDEeX r CGONruIbNT WIS CHA

The Children are born by the Mother, an unusually Tiny monstrosity (darkspawn), chaotic evil
intelligent broodmother. The Children usually sleep in large
white cocoons unless they feel another living being nearby. Armor Class 12
If awoken, they emerge from their cocoon as childer grubs, Hit Points 8 (5d4 - 5)
their larval form. They then proceed to attack and devour Speed 20ft.
their unfortunate prey, which in turn allows them to
transform into the more advanced childer hatchling. STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 4 (-3)
As opposed to their worm-like larval state, the childer
hatchling develop spindly feet and small claws, which make Damage Resistances poison
them more agile and stronger, even though their Senses darkvision 60ft., passive Perception 11
transformation is not yet complete. Languages -
Challenge 1/4 (50 XP)
Upon gorging itself yet again, they transform into the
fully grown adult childer. These horrifying creatures are Keen Smell. The childer grub has advantage on
stronger and even deadlier than all previous forms. Their Wisdom (Perception) checks that rely on smell.
claws have grown long and sharp, and their body is Spider Climb. The childer grub can climb difficult
encased by a protective carapace, making them much surfaces, including upside down on ceilings,
harder to kill than a childer grub or hatchling. They are also without needing to make an ability check.
frighteningly fast; adult childers are capable of speed Sunlight Sensitivity. While in sunlight, the childer
unmatched by every other type of darkspawn. grub has disadvantage on attack rolls, as well as
on Wisdom (Perception) checks that rely on
Other darkspawn also tend to avoid them, since the sight.
Children are not particularly picky about their food and will
eat other dead or even living darkspawn, if given the Actions
chance. The best method to dispose of the Children is to
kill them while they are still in their larval form. Feed. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 4 (1d4 + 2) piercing damage, and
the childer grub regains HP equal to the damage
dealt.
Poison Spit. Ranged Weapon Attack: +4 to hit,
range 30/120ft., one target. Hit: 5 (1d6 + 2)
poison damage.

Reactions

Metamorphosis. If, over the course of a battle, the
childer grub feeds for a total greater than its
maximum hit points (8), the childer grub
transforms into a Childer Hatchling. Subtract any
damage taken in grub form from the maximum
hit points of the childer hatchling.

“When the Blight pushed the darkspawn to the surface,
human expeditions were able to venture deep underground
for the first time in centuries, meeting very little resistance
apart from stragglers. Then people started disappearing.
Men would make camp and wake to find one of their
number missing. Scouts left on missions, never to return.
Search parties found no trace of the lost men, not even their
bones. Some saw movements in the darkness, a shifting of
shadows that torchlight would reveal as nothing. When a
single warrior survived from one squad, he spoke of nothing
comprehensible except grinning worm monsters that
devoured his companions. The expeditions made haste back
to the city.

Childer Hatchling CShTRildDeEXr ACOdNulINtT WIS CHA

Small monstrosity (darkspawn), chaotic evil Medium monstrosity (darkspawn), chaotic evil

Armor Class 13 Armor Class 16 (natural armour)
Hit Points 36 (8d6 + 8) Hit Points 66 (12d6 + 24)
Speed 40ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 6 (-2) 13 (+2) 17 (+4) 12 (+2) 5 (-3) 14 (+2) 6 (-2)

Damage Resistances poison Damage Resistances poison
Senses darkvision 120ft., passive Perception 12 Senses darkvision 120ft., passive Perception 12
Languages - Languages -
Challenge 1 (200 XP) Challenge 2 (450 XP)

Keen Smell. The childer hatchling has advantage Keen Smell. The childer adult has advantage on
on Wisdom (Perception) checks that rely on Wisdom (Perception) checks that rely on smell.
smell. Pounce. If the childer adult moves at least 20 feet
Spider Climb. The childer hatchling climb difficult straight toward a creature and then hits it with a
surfaces, including upside down on ceilings, claw attack on the same turn, that target must
without needing to make an ability check. succeed on a DC 12 Strength saving throw or be
Sunlight Sensitivity. While in sunlight, the childer knocked prone. If the target is prone, the childer
hatchling has disadvantage on attack rolls, as well adult can make one feed attack against it as a
as on Wisdom (Perception) checks that rely on bonus action.
sight. Virulent Blast. When the childer adult dies, it
explodes in a burst of poisonous ichor. Each
Actions creature within 10 feet of it must make a DC 12
Dexterity saving throw, taking 7 (2d6) poison
Multiattack. The childer hatchling makes two damage and becoming prone on a failed save, or
melee attacks, only one of which can be feed. half as much damage and not become prone on a
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., successful one.
one target. Hit: 7 (1d6 + 3) slashing damage. Spider Climb. The childer adult can climb difficult
Feed. Melee Weapon Attack: +4 to hit, reach 5ft., surfaces, including upside down on ceilings,
one target. Hit: 8 (2d4 + 3) piercing damage, and without needing to make an ability check.
the childer hatchling regains HP equal to the Sunlight Sensitivity. While in sunlight, the childer
damage dealt. adult has disadvantage on attack rolls, as well as
Poison Spit. Ranged Weapon Attack: +5 to hit, on Wisdom (Perception) checks that rely on
range 30/120ft., one target. Hit: 10 (2d6 + 3) sight.
poison damage.
Actions
Reactions
Multiattack. The childer adult makes two melee
Metamorphosis. If, over the course of a battle, the attacks, only one of which can be feed.
childer hatchling feeds for a total greater than Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
half its maximum hit points (18), the childer one target. Hit: 10 (2d6 + 3) slashing damage.
hatchling transforms into a Childer Adult. Subtract Feed. Melee Weapon Attack: +6 to hit, reach 5ft.,
any damage taken in grub form from the one target. Hit: 11 (3d4 + 3) piercing damage,
maximum hit points of the childer adult. and the childer adult regains hit points equal to
the damage dealt.
Poison Spit. Ranged Weapon Attack: +6 to hit,
range 30/120ft., one target. Hit: 14 (3d6 + 4)
poison damage.

The Archdemon

Masters of darkspawn and bringers of the Blight, there are
few things in Thedas as dangerous as an Archdemon.
Created when the darkspawn find one of the Old Gods and
corrupt it, these ultimate foes take the form of great,
blighted dragons.

Terrifying to behold and vastly powerful, Archdemons are
incredibly intelligent and unrelentingly evil. Using their
powers and cunning they control and coordinate the
darkspawn, transforming them from a hive-mind of violent
monsters into a coordinated army. This campaign becomes
the Blight and will not stop as long as the Archdemon lives.
They rarely appear on the surface, except in raids and
small invasions. Similarly, the Archdemon rarely fights on
the surface during Blights unless direct intervention is
necessary, though through the hive-mind, the Archdemon
communicates with and commands the entire horde
whether in their presence or not; Grey Wardens often
"hear" the Archdemon in their dreams, veteran Wardens
even claiming to understand parts of the Archdemon's
speech.

Each Archdemon has its own name and personality,
though it is said that they all seek to destroy and corrupt all
non-darkspawn. Prior to the beginning of the Dragon Age
there had been four previous Blights, each led by an
Archdemon: Dumat, the Dragon of Silence; Zazikel, the
Dragon of Chaos; Toth, the Dragon of Fire; and Andoral,
the Dragon of Slaves. The Archdemon of the current age is
Urthemiel. Originally the Tevinter goddess of beauty, she is
now terrifying, evil, and hungry.

The Archdemon archdemon can take the Hide action as a bonus
action.
Gargantuan monstrosity (darkspawn), chaotic evil Sunlight Sensitivity. While in sunlight, the archdemon
Armor Class 22 (natural armour) has disadvantage on attack rolls, as well as on
Hit Points 585 (30d20 + 270) Wisdom (Perception) checks that rely on sight.
Speed 40ft., climb 40ft., fly 80ft.
Actions
STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 28 (+9) 23 (+6) 21 (+5) 20 (+5) Multiattack. The archdemon can use its Frightful
Presence. It then makes three attacks: one with its
Saving Throws Dex +11, Con +17, Wis +13, Cha +13 bite and two with its claws.
Damage Resistances poison; necrotic; bludgeoning,
Bite. Melee Weapon Attack: +18 to hit, reach 15ft.,
piercing, and slashing from non magical weapons one target. Hit: 21 (2d10 + 10) piercing damage
Damage Immunities fire plus 14 (4d6) necrotic damage
Condition Immunities charmed, frightened Claw. Melee Weapon Attack: +18 to hit, reach 10ft.,
Skills Perception +21, Stealth +11 one target. Hit: 17 (2d6 + 10) slashing damage.
Senses blindsight 60ft., darkvision 120ft., passive Tail. Melee Weapon Attack: +18 to hit, reach 20ft.,
one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Perception 31 Frightful Presence. Each non-darkspawn creature
Languages None, see "Hivemind" sidebar within 120 feet of the archdemon that can see it
Challenge 27 (105,000 XP) must succeed on a DC 22 Wisdom saving throw or
become frightened for 1 minute. A frightened target
Blight on the Land. The archdemon's very presence can repeat the saving throw at the end of each its
changes the world around it. For half a mile in every turns, ending the effect on a success. If a target's
direction around the archdemon the sky becomes a saving throw is successful or the effect ends for it,
roiling storm of black and purple cloud. The entire the target is immune to the archdemon's Frightful
region is considered to be in dim light, and for the Presence for the next 24 hours.
purposes of creatures affected by sunlight (such as Corruption Breath (Recharge 5-6). The archdemon
other darkspawn's Sunlight Sensitivity) this darkness exhales coruscating purple flame in a 90-foot cone.
blocks out the sun. This effect grows by another half Each creature in that area must make a DC 22
a mile for every day the archdemon stays in the same Dexterity saving throw, taking 49 (14d6) fire damage
location, to a maximum of 30 miles. and 42 (12d6) necrotic damage on a failed save, or
Detonate Darkspawn. As a bonus action, the half as much damage on a successful one.
archdemon causes a darkspawn within 30 feet of it
to explode. Each creature within 10 feet of the Legendary Actions
darkspawn must make a DC 22 Dexterity saving
throw, taking 18 (4d8) necrotic damage on a failed The archdemon can take 3 legendary actions,
save, or half as much damage on a successful one. choosing from the options below. Only one
Legendary Resistance (3/Day). If the archdemon fails a legendary action option can be used at a time and
saving throw, it can choose to succeed instead. only at the end of another creature's turn. The
Nigh Immortal. It is a closely guarded secret of the archdemon regains spent legendary actions at the
Grey Wardens that if anyone but a Warden kills an start of its turn.
Archdemon, its soul travels to the nearest tainted
creature. This is usually a darkspawn and in 1d10 Detect. The archdemon makes a Wisdom
weeks the Archdemon will return to its former might. (Perception) check.
The only way to permanently destroy an Archdemon Tail Attack. The archdemon makes a tail attack.
is to have a Grey Warden make the killing blow. In Wing Attack (Costs 2 actions). The archdemon beats
this case the Archdemon’s soul will enter the Grey its wings. Each creature within 15 feet of the
Warden’s body and both souls will be destroyed. This archdemon must succeed on a DC 22 Dexterity
is fatal for the Warden. saving throw or take 17 (2d6 + 10) bludgeoning
Shadow Stealth. While in dim light or darkness, the damage and be knocked prone. The archdemon can
then fly up to half its flying speed.

Notes & Credits

Created by Emmet Byrne (/u/Emmetation).
This creation was intended as a conversion of the

darkspawn creatures found in Green Ronin's Dragon Age
AGE system, but was also influenced by the creature's
abilities as depicted throughout the Dragon Age video
game series.. It is intended for use in the Dragon Age
setting and as such much of the lore may not make sense
for a standard D&D campaign.

I'd like to again credit /u/Zuroyuso for the Broodmother
creation, which I have only minorly tweaked. His original
version, along with other excellent darkspawn options can
be found here: https://goo.gl/MZHr9p.

All artwork is property of their respective owners, and
was sourced primarily from the Dragon Age Wiki and the
official Bioware Dragon Age sites.

Text descriptions are a combination of my own as well as
those found on the Dragon Age Wiki
(http://dragonage.wikia.com/wiki/Dragon_Age_Wiki), and
in Green Ronin's Dragon Age RPG.

Shameless Self-Promotion

I run a website with a friend of mine all about table top
gaming and craft beer. There are weekly articles and a
monthly podcast. Feel free to check us out:

Website: http://thecraftyplayers.com
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