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Inspired by the incredible art found in Yu-Gi-Oh! Monster cards, we, the fans of both D&D and Yu-Gi-Oh! have created the Shadow Realm Monster Manual, a fan-made project to be shared freely with anyone who loves both D&D and Yu-Gi-Oh!

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Published by knightquill, 2023-11-15 12:50:01

Yu-Gi-Oh! Shadow Realm Monster Manual

Inspired by the incredible art found in Yu-Gi-Oh! Monster cards, we, the fans of both D&D and Yu-Gi-Oh! have created the Shadow Realm Monster Manual, a fan-made project to be shared freely with anyone who loves both D&D and Yu-Gi-Oh!

Shadow Realm Monster Manual A fan made Community Project for the world's greatest roleplaying game Inspired by the incredible art found in Yu-Gi-Oh! Monster cards, we, the fans of both D&D and Yu-Gi-Oh!, have created the Shadow Realm Monster Manual, a fan-made project to be shared freely with anyone who loves both D&D and Yu-Gi-Oh! Printer Friendly Version.


Table Of Contents . - 1: Monsters in alphabetical order - 2: Monsters by Group. - 2.1: Dark World - 2.2: The Undead - 2.3: The Aberrant Archfiends - 2.3: Dark Scorpions - 2.4: Gate Guardian - 2.5:The Mesmerizing Harpie Brood - 2.6: Inpachi - 2.7: Dragons - 2.8: Thousand Eyes - 2.9: Various - 2.10: Mystic Centaurs - 2.11: Predatory Moths - 2.12: Fire and Magma - 2.13: Spellcasters - 2.14: The Warriors - 2.15: The Gagagigo Race - 2.16: Aliens - 2.17: Monarchs - 2.18: the Crystal Beasts - 2.19: Gravekeeper's Servants - 2.20: The Sacred Beasts - 2.21: Egyptian Gods and Exodia - 2.22: Subterror Behemoths and Hunters - 2.22: Earthbound Immortals - 3: Monsters by CR. - 4: Contributors Roles. - 5: Contributors List. - 6: Credits and legal text 2 This is a free fan-made community project. Not for sale.


Monsters in alphabetical order Dark Scorpions: Chick the Yellow (CR 4): Cliff the Trap Remover (CR 4): Don Zaloog (CR 11): Gorg The Strong (CR 8): Meanae The Thorn (CR 6): Dark World Beiige, Vanguard (CR 3): Bronn, Mad King (CR 3): Broww, Huntsman (CR 1): Ceruli, Guru(CR 1): Goldd, Wu-Lord (CR 5): Grapha, Dragon Lord(CR 15): Gren, Tactician (CR 3): Kahkki, Guerilla (CR 1/2): Latinum, Exarch (CR 5): Reign-Beaux, Overlord (CR10): Renge, Gatekeeper (CR 1/2): Scarr, Scout (CR 1): Silva, Warlord (CR 9): Snoww, Unlight (CR 3): Zure, Knight (CR 4): - Dragons: Ancient Fairy Dragon (CR14): Black Rose Dragon (CR14): Black-Winged Dragon (CR14): Blue Eyes Ultimate Dragon (CR25): Blue Eyes White Dragon (CR18): Curse of Dragon (CR5): Dragon Master Knight (CR27): Gaia of the Dragon Champion (CR9): Life Stream Dragon (CR16): Meteor Dragon (CR11) : Red Eyes Black Dragon (CR10): Stardust Dragon (CR16): Twin Cyber Dragon (CR12): - Fire and Magma: Dissolverock (CR 3): Fire Princess (CR 5): King Pyron ( CR 10): Lava Golem (CR 14): Laval Burner (CR 6): - Gate Guardian: Gate Guardian (CR 15): Kazejin (CR 8): Sanga of the Thunder (CR 7): Suijin (CR 7): - Inpachi: Blazing Inpachi (CR 4): Charcoal Inpachi (CR 2): Inpachi (CR 3): Inpachi Spirit (CR 0): Woodborg Inpachi (CR 6): - Mystic Centaurs: Centaur Mage (CR 3): Chiron The Mage (CR 7): Mystic Horseman (CR 3): Rabid Horseman (CR 10): - Predatory Moths: Cocoon of Evolution (CR 6): Great Moth (CR 8): Larvae Moth (CR 2): Perfectly Ultimate Great Moth (CR 12): Petit Moth (CR 1/2): Primitive Butterfly (CR 1/2): - The Aberrant Archfiends: Archfiend Black Skull Dragon (CR 25): Archfiend Cavalry (CR 5): Archfiend Eccentrick (CR 3): Archfiend Emperor, the First Lord of Horror (CR 30): Archfiend Empress (CR 21): Archfiend General (CR 8): Archfiend Giant (CR 9): Archfiend Heiress (CR 3): Archfiend Soldier (CR 5): Archfiend Warhorse (CR 1): Darkbishop Archfiend (CR 4): Imprisoned Queen Archfiend (CR 17): Red Dragon Archfiend (CR15): Summoned Skull (CR 12): Thought Ruler Archfiend (CR13): Vilepawn Archfiend (CR 2): The Aliens: Alien Ammonite (CR 1): Alien Dog (CR 4): Alien Gray (CR 2): Alien Hunter (CR 4): Alien Hypno(CR 4): Alien Infiltrator (CR 2): Alien Mars (CR 4): Alien Mother (CR 6): Alien Overlord (CR 7): Alien Psychic (CR 1): Alien Shocktrooper (CR 5): Alien Skull (CR 3): Alien Telepath (CR 4): Alien Warrior (CR 5): Brain Crusher (CR 7): Brain Jacker (CR 3): Cosmic Fortress Gol'gar (CR10): Cosmic Horror Gangi'el (CR9): Interplanetary Invader 'A' (CR0): Memory Crusher King (CR 5): Memory crusher (CR 3): Octoberser (CR 4): Zeta Reticulant (CR 7): The Crystal Beasts: Advanced Amber Mammoth ( CR 8): [Advanced Amethyst Cat (CR 3): Advanced Cobalt Eagle ( CR 3): Advanced Emerald Tortoise ( CR 3): Advanced Ruby Carbuncle (CR 2): Advanced Saphire Pegasus ( CR 6): Advanced Topaz Tiger ( CR 5): Amber Mammoth (CR 7): Amethyst Cat (CR 2): Cobalt Eagle (CR 2): Dark Rainbow Dragon (CR 28): Emerald Tortoise (CR 2): Rainbow Dragon (CR 22): Rainbow Overdragon (CR 27): Ruby Carbuncle (CR 1): Sapphire Pegasus (CR 5): Topaz Tiger ( CR 4): The Earthbound Immortals: Aslla Piscu (CR 17): Ccapac Apu (CR 17): Ccarayhua (CR 17): Chacu Challhua (CR 17): Cusillu (CR 17): Uru (CR 17): Wiraqocha Rasca (CR 20):** 3 This is a free fan-made community project. Not for sale.


The Egyptian Gods and Exodia Exodia Necross (CR 30): Exodia the Forbidden One (CR 30): Obelisk the Tormentor, Awakened Form (CR 30): Obelisk the Tormentor, Monolith Form (CR 30): Slifer the Sky Dragon, Awakened Form (CR 30): Slifer the Sky Dragon, Ouroboros Form (CR 30): The Winged Dragon of Ra, Awakened Form (CR 30): The Winged Dragon of Ra, Sphere Form (CR 30): The Gagagigo Race: Gagagigo (CR 6): Giga Gagagigo (CR 10): Gigobyte ( CR 1): Gogiga Gagagigo (CR 18): Gogiga the Risen (CR 18): Jigabyte (CR 4): The Gravekeeper's Servants: Ambusher (CR 4): Assailant (CR 4): Cannonholder (CR 4): Chief (CR 5): Commandant (CR 5): Curse (CR 2): Descendant (CR 9): Guard (CR 3): Heretic (CR 7): Nobleman (CR 1): Oracle (CR 13): Priestess (CR 6): Recruiter (CR 3): Shaman (CR 10): Spear Soldier (CR 2): Vassal (CR 0): Visionary (CR 18): Watcher (CR 5): The Mesmerizing Harpie Brood: Cyber Harpie Lady (CR5): Harpie Channeler (CR4): Harpie Dancer (CR4): Harpie Girl (CR1): Harpie Harpist (CR4): Harpie Lady (CR3): Harpie Lady Sisters (CR13): Harpie Oracle (CR4): Harpie Perfumer (CR4): Harpie Queen (CR15): Harpie's Brother (CR6): Harpie's Pet Baby Dragon (CR 4): Harpie's Pet Dragon (CR10): Sonic Shooter (CR3): The Monarchs: Angmarl the Fiendish Monarch (CR 9): Caius the Shadow Monarch (CR 9): Delg the Dark Monarch (CR 9): Ehther the Heavenly Monarch (CR 14): Erebus the Underworld Monarch (CR 14): Granmarg The Rock Monarch (CR 9): Kuraz the Light Monarch (CR 9): Mobius the Frost Monarch (CR 9): Raiza the Storm Monarch (CR 9): Thestalos the Firestorm Monarch (CR 9): Zaborg the Thunder Monarch (CR 9): The Sacred Beasts Raviel, Lord of Phantasms (CR 23): Uria, Lord of Searing Flames (CR 23): Hamon,Lord of Striking Thunder (CR 23): Armityle ,The Chaos Phantom (CR 30): The Spellcasters: Dark Magician (CR 12): Dark Magician Girl (CR10): Dark Magician of Chaos (CR18): Time Wizard (CR 2): Witch of the Black Forest (CR7): - The Subterror Behemoths and Hunters: Dragossuary (CR 12): Fiendess (CR 15): Phosperoglacier (CR 16): Speleogeist (CR 20): Stalagmo (CR 20): Stygokraken (CR 10): Subterror Hunter: Archer (CR 3): Subterror Hunter: Defender (CR 5): Subterror Hunter: Fiendess (CR 3): Subterror Hunter: Guru (CR 3): Subterror Hunter: Warrior (CR 4): Ultramafus (CR 26): Umastryx (CR 14): Voltelluric (CR 18): The Undead: 13th Grave (CR 5): Armored Zombie (CR 1): Berserk Dragon (CR 18): Bone Crusher (CR 3): Bone Rat (CR 1/8): Dark Assailant (CR 8): Des Lacooda (CR 1/8): Despair from the dark (CR 17): Flame Ghost (CR 3): Flame Reaper (CR 1/4): Goblin Zombie (CR 3): Graveyard and the hand of Invitation (CR 1): Lichlord (CR 22): Master Kyonshee (CR 3): Molten Zombie (CR 5): Number 48: Shadow Lich (CR 6): Oni’s ( CR 5,3,2,1): Paladin of the Cursed Dragon (CR 7): Plague Wolf (CR 1/4): Plaguespreader Zombie (CR 1/8): Pumpking The King of Ghosts (CR 16): Pyramid Turtle (CR 4): Red Eyes Zombie Dragon (CR 11): Ryu Kokki (CR 11): Skeleton Dog, Bone Crusher's companion (CR 1/2): Skull Dog Marron (CR 5): Souls of the forgotten (CR 3): Spirit Reaper (CR 1): Three Legged Zombies (CR 1/2): Yaranzo (CR 3): Zombie Master (CR 3): The Warriors: Black Luster Soldier (CR 12): Buster Blader (CR 12): Dark Blade (CR 6): Flame Swordsman (CR 8): Gaia of the Fierce Knight (CR 7): Mermaid Knight (CR 5): Panther Warior (CR 5): Swordstalker (CR 12): Vox Raider (CR 3): Thousand Eyes: Relinquished (CR 16): Thousand Eyes Idol (CR 5): Thousand Eyes Restrict (CR 28): Various: Abyssal Soldier (CR 4): Appetite (CR 3): Feral Imp (CR 2): Griggle (CR 1/8): Jigen Bakudan (CR 3): Jinzo (CR 12): Kuriboh (CR 1/4): Kuriboh Swarm (CR 1): Marionette Mite (CR 1/8): Meda Bat (CR 2): Number 43: Manipulator of Souls (CR 12): Ogre of the Black Shadow (CR 4): Pale Beast (CR 1): Prometheus, King of the Shadows (CR 9): Saggi the dark clown (CR 2): Sangan (CR 1): Turret Warrior (CR 5): Yado Karu (CR 5): Yata-Garasu (CR 3): 4 This is a free fan-made community project. Not for sale.


Dark World T he Dark World is a section of the Shadowfell ruled by a malicious empire. The beasts of Dark World thrive off of their cut-throat society, slowly taking over and brainwashing creatures into joinging their society. Once they have finished with their victims they use those they have dominated as the troops to capture more servants to perpetuate their cycle and continue their empire. Brainwashing. The creatures of Dark World use dark magics and sciences to manipulate the minds and bodies of their victims into horrible mutations of their original forms. Hierarchy. The creatures of Dark World thrive off of their society, slowly integrating creatures into their society. The following is a hierarchy pyramid that shows the highest levels of their society until descending to the lower ranks. Hierarchy Creature Rank Monster Name Rank 1 Reign-Beaux Rank 2 Bronn Rank 3 Lucent Rank 4 Latinum Rank 5 Ceruli, Gren Rank 6 Goldd, Silva Rank 7 Snoww, Grapha Rank 8 Broww, Beiige, Renge Rank 9 Scarr Rank 10 Kahkki 5 Credit | Lore & Statblock: Chris Budden


Beiige, Vanguard The creatures of the Beiige ranks are brewed quicker than any of the other Dark World creatures. They are usually raised and brewed in a dark magic vat within a month. Their aim is to preserve the sovereign borders of the Dark World empire. Afixed with many eyes, the Beiige patrols the streets of Dark World, looking to capture any intruders and deliver them to their dark masters to server in their ominous dark schemes. 6 Beiige, Vanguard of Dark World Medium fiend, Lawful Evil Armor Class 14 (Studded leather armor) Hit Points 51 (8d6+3) Speed 45ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 8 (-1) Condition Immunities Frightened Damage Immunities Lightning Damage Resistances Necrotic Senses Blindsight 60ft. (Blind Beyond this radius) passive Perception 13 Languages Abyssal Challenge 3 (900 XP) Discard Step. When Beiige is hit with a weapon attack it can use its reaction to teleport up to 30 feet. Innate Spellcasting. Beiige can cast Thunderous Smite once per day, requiring no material components. Multiattack. Beiige makes two attacks whenever it takes the attack action. Unholy Advancement. Beiige can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Beiige takes 2d4 Poison damage from the fluid's corruptive nature. Once Beiige has activated this ability, it can't use it until it has finished a short or long rest. Actions Glaive. Melee Weapon Attack: +5 to Hit, Reach 10 ft, one target. Hit: 8 (1d10+3) Slashing Damage plus 2 (1d4) Lightning Damage. Credit | Lore & Statblock: Chris Budden


Broww, Huntsman The Broww ranks usualy patrol outside the borders of the Dark World empire. Any creature that they find is captured and enslaved by the Broww to be brought back for the mutation process. Broww are created by grafting the destroyed parts of the other Dark Word monsters that were destroyed a long time ago. Their creation, on average, takes three months to be completed. 7 Broww, Huntsman of Dark World Medium Fiend, Lawful Evil Armor Class 15 (leather armor) Hit Points 16 (5d6+1) Speed 50ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3) 7 (-2) Condition Immunities Frightened Senses Darkvision 60ft, passive Perception 15 Skills Perception +5, Stealth +6 Languages Abyssal Challenge 1 (200 XP) Discard Soul. When Broww is hit with a weapon attack, it can use its reaction to gain 3(1d6) temporary hit points. If the attack was a critical hit, it gains another 3 (1d6) temporary hit points. Innate Spellcasting. Broww can cast Hunter's Mark as a first level spell once per day, requiring no material components. Unholy Advancement. Broww can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Broww takes 2d4 Poison damage from the fluid's corruptive nature. Once Broww has activated this ability, it can't use it until it has finished a short or long rest. Actions Longbow. Ranged Weapon Attack: +6 to hit, reach (150/600)ft., one target. Hit 8 (1d8+4) Peircing damage plus 2 (1d4) Lightning damage. Credit | Lore & Statblock: Chris Budden


Bronn, Mad King Bronn is the King of the Dark World. Subservient to the Overlord, Bronn oversees the internal matters of the empire, and the things that pass within its borders. Bronn finds nothing more enjoyable than inflicting pain to those captured by the empire's minnions. 8 Bronn, Mad King of Dark World Medium fiend, Chaotic Evil Armor Class 13 Hit Points 34 (5d12+6) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 18 (+4) 18 (+4) 6 (-2) 14 (+2) Condition Immunities Frightened Damage Immunities Lightning Senses Darkvision 6oft, passive perception 8 Languages Abyssal, Common Challenge 3 (900 XP) Discard Strike. When it hits with a weapon attack, Bronn can choose to take 1d4 Psychic damage to have its attacks ignore damage resistances and immunities. Innate spellcasting. Bronn's innate spellcasting ability is Charisma and it can cast Crown of Madness without material components (DC 14). Once it has used this ability, Bronn can't use it again until it finishes a short or long rest. Unholy Advancement. Bronn can activate the dark fluids in its body, allowing it an extra action on its turn. Once the action is completed, Bronn takes 2d4 Poison damage from the fluid's corruptive nature. Once Bronn has activated this ability, it can't use it until it has finished a short or long rest. Actions Claw. Melee Weapon Attack: +4 to Hit, Reach 5 ft, one target. Hit: 4 (1d4 +2) Slashing Damage plus 2 Lightning Damage. Credit | Lore & Statblock: Chris Budden


Ceruli, Guru The Ceruli rank consists of the priests and shamans of the Dark World. The Overlord consults the Ceruli rank for everything. The Ceruli possess innate dark powers that they use to control the populus of the Dark World. The Ceruli will often initiate year long rituals to create another Ceruli, though these rituals are uncommon and their secrets are well kept. 9 Ceruli, Guru of Dark World Small Fiend, lawful Evil Armor Class 10 Hit Points 21 (5d8 +1) Speed 15ft. STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 12 (+1) 11 (+0) 18 (+4) 8 (-1) Condition Immunities Frightened Senses Darkvision 60ft, passive Perception 14 Languages Abyssal Challenge 1 (200 XP) Discard Turning. When Ceruli is hit with a weapon attack, it can use its reaction to target one Fiend within 120 feet of it. That creature is treated as if it were just hit by a critical hit on a weapon attack. Innate Spellcasting. Ceruli's innate spellcasting ability is Charisma and it can cast Witch Bolt as a first level spell, requiring no material components. Ceruli has +2 to hit with this spell. Once Ceruli has used this trait, it can't use it again until it finishes a short or long rest. Spellcasting. Ceruli is a 5th level spellcaster. Its spellcasting ability is wisdom (+8 to hit with spell attacks, spell save DC 15). Ceruli has the following Cleric spells prepared: Cantrips (At will): Light, Sacred Flame, Resistance, Thaumaturgy 1st Level (4 slots): Bane, Detect Magic, Inflict Wounds, Sanctuary 2nd Level (3 slots): Blindness/Deafness, Silence, Spiritual Weapon 3rd Level (2 slots): Bestow Curse, Dispel Magic Unholy Advancement. Ceruli can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Ceruli takes 2d4 Poison damage from fluid's corruptive nature. Once Cerulli has activated this ability, it can't use it until it has finished a short or long rest. Credit | Lore & Statblock: Chris Budden


Goldd, Wu-Lord The Goldd are the spiritual warriors of Dark World. The Goldd are rarely used in combat but when they are they bring devastation in their wake. The presence of a Goldd is usually met with a hypnotic fog that the Goldd uses to capture entire armies and bring them deep into the empire where they are to be forever changed. 10 Goldd, Wu-Lord of Dark World Large Fiend, Lawful Evil Armor Class 19 (Natural Armor) Hit Points 78 (12d12 +6) Speed 60ft, Fly 50ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 23 (+6) 14 (+2) 16 (+3) 12 (+1) Condition Immunities Frightened Damage Immunities Lightning Damage Resistances Bludgeoning, Piercing and Slashing from non magic weapons that aren't adamantine. Senses Darkvision 60ft., passive Perception 13 Languages Abyssal Challenge 5 (1,800 XP) Multiattack Wherever Goldd takes the attack action on its turn, it can make an additional weapon attack. Dark Smog. Goldd can use its action to create a cloud of smoke in a 10 ft sphere around itself that lasts until the end of its next turn. All non-fiend creatures are blind within the sphere. Any non-fiend creature that ends its turn in the smoke must make a DC 15 Wisdom saving throw or become paralyzed. The effect automatically ends on a creature when it leaves the smoke cloud. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once Goldd uses this ability, it can't use it again until it finishes a short or long rest. Innate Spellcasting. Goldd's innate spellcasting ability is Charisma (Spell save DC 13). It can cast Call Lightning requiring no material components. Once it has used this feature, Goldd can't use it again until it finishes a short or long rest. Unholy Advancement. Goldd can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Goldd takes 2d4 Poison damage from the fluid's corruptive nature. Once Goldd has activated this ability, it can't use it until it has finished a short or long rest. Actions Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 11 (1d12 + 5) plus 4 (1d8) Lightning damage. Credit | Lore & Statblock: Chris Budden


Grapha, Dragon The Graphas are used as the most powerful combat troops the Dark World has. The Graphas are kept in a constant state of hypnosis to avoid having their society destroyed by their pure might. Once a Grapha is released onto the battlefield the hypnosis is broken and their might is unleashed upon the enemies of Dark World. The Graphas are made by harnessing the anger and negative emotions of any creatures captured by the Dark World. These emotions are harnessed and drained to create a Grapha over the course of five months. The only thing a Grapha fears is a Goldd as the Goldd are the units that initiate the hypnosis state of the Grapha. 11 Grapha, Dragon Lord of Dark World Huge Fiend, Lawful Evil Armor Class 20 (Natural Armor) Hit Points 136 (16d12 +40) Speed 60ft., Fly 50ft. STR DEX CON INT WIS CHA 26 (+7) 13 (+1) 28 (+8) 16 (+3) 15 (+2) 12 (+1) Condition Immunities Frightened Damage Immunities Lightning Damage Resistances Bludgeoning, Piercing and Slashing damage from non magic weapons, Necrotic Senses Darkvision 120 ft., passive Perception 12 Languages Abyssal Challenge 15 (13,000 XP) Multiattack. Whenever Grapha takes the attack action on its turn, it makes 3 attacks; 1 with it's bite and 2 with its claws. Discard Strike. Whenever Grapha is hit with a weapon attack, Grapha can use its reaction to target 1 creature within 30 feet of it. That target must succeed on a DC 16 Charisma saving throw or take 2d12 Necrotic damage, taking half as much on a successful save. If the hit was a critical hit, the targeted creature is also charmed for 1 minute or until Grapha deals damage to it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Wings of Shadow. (Recharge 5-6). As a Bonus Action, Grapha can choose an unoccupied space within 60 feet. Grapha teleports to that location as long as it is within dim light or darkness. Innate Spellcasting. Grapha's innate spellcasting ability is Charisma. It can cast Fear (DC 16), requiring no material components once between long rests. Ominous Gaze. As a bonus action, Grapha can extinguish all non magical lights within 60 feet of itself. Unholy Advancement. Grapha can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Grapha takes 2d4 Poison damage from fluid's corruptive nature. Once Grapha has activated this ability, it can't use it until it has finished a short or long rest. Actions Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 32 (4d12 + 9) piercing damage plus 5 (1d10) Lightning damage. Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 19 (2d10 + 9) slashing damage plus 5 (1d10) Lightning damage. Weekly D&D Podcast! Credit | Lore & Statblock: Chris Budden


Gren, Tactician The Gren are the manipulators and brainwashers of Dark World. Whenever a creature is captured by a servant of Dark World, they are brought to the Gren. The Gren are responsible for the creation of all the other Dark World ranks except for the Ceruli. The Gren are responsible for harnessing the power of Dark World and all of the foul magical devices that they use to enhance the abilities of the Dark World creatures. They fill the bodies of the Dark World with foul tubes that contain dark magic that contort their victims and cause powerful ability boosts. 12 Gren, Tactician of Dark World Medium Fiend, Lawful Evil Armor Class 13 (Natural Armor) Hit Points 20 (5d6 + 5) Speed 30ft. STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 12 (+1) 20 (+5) 13 (+1) 10 (+0) Condition Immunities Frightened Damage Immunities Lightning Senses Darkvision 60ft., passive Perception 11 Skills Arcana +8, Insight +4 Languages Abyssal Challenge 3 (900 XP) Discard Shatter. When Gren is hit with a weapon attack, it can use its reaction to target a creature concentrating on a spell or ability. That creature must succeed on a DC 12 Wisdom saving throw or lose its concentration. Innate Spellcasting. Gren's innate spellcasting ability is Charisma. It can cast Telekinesis once per day, requiring no material components. Spellcasting. Gren is a 5th level spellcaster. Its spellcasting ability is Intelligence (+8 to hit with spell attacks, spell save DC 16). Gren has the following Wizard spells prepared: Cantrips (At will): Blade Ward, Message, Ray of Frost, True Strike 1st Level (4 slots): Charm Person, Detect Magic, Magic Missile, Shield 2nd Level (3 slots): Hold Person, Invisibility, Levitate, Shatter 3rd Level (2 slots): Counterspell, Slow Unholy Advancement. Gren can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Gren takes 2d4 Poison damage from the fluid's corruptive nature. Once Gren has activated this ability, it can't use it until it has finished a short or long rest. Actions Psychic Unleash. Gren targets one creature it can see within 30 feet of it. That Target must succeed on a DC 16 Wisdom saving throw or take 7(1d4+5) Psychic damage. Credit | Lore & Statblock: Chris Budden


Kahkki, Guerilla The Kahkki are all that remains of the victims of the Dark World. Whenever the Gren finish with any of their creations, what usually remains emerges as a Kahkki. Every Kahkki is malformed and contorted in a unique way. The Kahkki are the shock troops of Dark World, being sent out in massive hordes to overwhelm and assimilate their victims. 13 Kahkki, Guerilla of Dark World Small Fiend, Lawful Evil Armor Class 13 Hit Points 11 (3d4 + 5) Speed 20ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 7 (-2) 8 (-1) 4 (-3) Condition Immunities Frightened Damage Immunities Lightning Senses Darkvision 30ft., passive Perception 9 Skills Stealth +4 Languages Understands Abyssal but can't speak it Challenge 1/2 (50 XP) Discard Strike. When Kahkki is hit with a weapon attack, it can use its reaction to deal 2 (1d4) Necrotic damage to any targeted creature within 30 feet of it. Unholy Advancement. Kahkki can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Kahkki takes 2d4 Poison damage from the fluid's corruptive nature. Once Kahkki has activated this ability, it can't use it until it has finished a short or long rest. Actions Knife Swipe. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) Piercing damage plus 1 Lightning damage. Credit | Lore & Statblock: Chris Budden


Latinum, Exarch The Latinum are responsible for the maintenance of the arcane power of Dark World. They are the source of the lightning that pervades the area and is being used to empower the creatures of Dark World. They are rarey seen as they remain in their temples of lightning. 14 Latinum, Exarch of Dark World Large Fiend, Lawful Evil Armor Class 19 Hit Points 114(18d12 + 6) Speed 40ft., Fly 30ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 23 (+6) 15 (+2) 15 (+2) 16 (+3) Condition Immunities Frightened Damage Immunities Lightning Senses Darkvision 60ft., passive Perception 12 Languages Abyssal Challenge 5 (1,800 XP) Discard Step. When Latinum is hit with a weapon attack, it can use its reaction to teleport up to 120 feet. Then, if the hit was a critical hit Latinum can cause 1 fiend within 120 feet of itself (except itself) to regain 12 (2d8 + 3) hit points. Innate Spellcasting. Latinum's innate spellcasting ability is Charisma. It can cast Lightning Bolt requiring no material components (spell save DC 14) up to twice between long rests. Spellcasting. Latinum is a 5th level spellcaster. Its spellcasting ability is Charisma (+6 to hit with spell attacks, spell save DC 14). Latinum has the following Sorcerer spells prepared: Cantrips (At will): Mage Hand, Message, Minor Illusion, Shocking Grasp, True Strike 1st Level (4 slots): Detect Magic, False Life, Witch Bolt 2nd Level (3 slots): Blur, Misty Step 3rd Level (2 slots): Haste Unholy Advancement. Latinum can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Latinum takes 2d4 Poison damage from the fluid's corruptive nature. Once Latinum has activated this ability, it can't use it until it has finished a short or long rest. Actions Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) Credit | Lore & Statblock: Chris Budden


Reign-Beaux, Overlord Reign-Beaux rules all of Dark World with an Iron fist. He always consults the Ceruli before any decision is taken. Rarely seen at the battlefield, this creature takes pleasure scheming from within the safety of its palace's walls. It is probably better that it prefers to stay out of the battlefield as any creatue that has ever faced a Reign-beaux has never survived to tell the story. 15 Reign-Beaux, Overlord of Dark World Huge Fiend, Lawful Evil Armor Class 20 (Natural Armor) Hit Points 136 (16d12 +40) Speed 70ft., Fly 50ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 18 (+4) 15 (+2) 16 (+3) Condition Immunities Frightened Damage Immunities Lightning, Necrotic Damage Resistances Bludgeoning, Piercing and Slashing damage from non magical weapons that aren't adamantine. Saving Throws Strength +13, Wisdom +9, Charisma +10 Senses Darkvision 60ft., passive Perception 12 Skills Deception +10, Insight +7, Intimidation +10 Languages Abyssal Challenge 10 (5,900XP) Multiattack. Reign-Beaux makes 2 attacks with its scepter whenever it takes the attack action on its turn. Discard Unleash. When Reign-Beaux is hit with a critical hit on a weapon attack, it can use its reaction to activate this ability. It can choose to use one of two effects: Either all creatures within 30ft. of it that it chooses take 4d12 Lightning damage or Reign Beaux casts dispel magic (+5) on all spells within 30ft. of itself. Innate Spellcasting. Reign-Beaux's innate spellcasting ability is Charisma. It can cast Prismatic Spray requiring no material components (spell save DC 14) once between long rests. Unholy Advancement. Reign-Beaux can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Reign-Beaux takes 2d4 Poison damage from the fluid's corruptive nature. Once ReignBeaux has activated this ability, it can't use it until it has finished a short or long rest. Actions Scepter. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 20 (4d6 + 8) Slashing damage and 6 (2d6) Lightning damage. Credit | Statblock: Chris Budden / Lore Libedrat0r Earl


Renge, Gatekeeper The Renge protect the sovereign borders of the Dark World empire. They are made from the deceased corpses of Beiege that are filled with stone and dark magic to reanimate them as massive hulking walls of flesh that guard the walls of the cities of Dark World. Any creature that dares to attempt to pass the walls of Dark World is captured and mutilated to join the ranks of the Dark World. The Renge are responsible for the control of the entry and exits into the cities and are used to control the slave commerce in Dark World. 16 Renge, Gatekeeper of Dark World Large Fiend, Lawful Evil Armor Class 21 Hit Points 31 (5d10 + 6) Speed 10ft. STR DEX CON INT WIS CHA 12 (+1) 7 (-2) 23 (+6) 9 (-1) 16 (+3) 4 (-3) Condition Immunities frightened Damage Immunities Lightning Senses Darkvision 60ft., passive Perception 13 Languages Abyssal Challenge 1/2 (50 XP) Innate Spellcasting. Renge's innate spellcasting ability is Charisma. It can cast Shield requiring no material components once between long rests. Unholy Advancement. Renge can activate the dark cybernetics in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Renge takes 2d4 Poison damage from the machine. Once Renge has activated this ability, it can't use it until it has finished a short or long rest. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) plus 2 (1d4) Lightning damage. Credit | Lore & Statblock: Chris Budden


Scarr, Scout The Scarr units are the scouts of Dark World. Each Scarr unit pertains to a Broww unit. The Scarrs search through the wilderness around the empire, looking for more creatures to enslave and mutilate. The Scarrs are made over the course of three months. They are created by the Gren by fusing pieces of metal to the bodies of the fallen Khakki. 17 Scarr, Scout of Dark World Medium Fiend, Lawful Evil Armor Class 14 Hit Points 15(5d6) Speed 80ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 10 (+0) 10 (+0) 20 (+5) 12 (+1) Condition Immunities Afraid Damage Immunities Lightning Senses passive Perception 17 Languages Abyssal Challenge 1 (200 XP) Discard Gate. When a Scarr is killed, any fiend within 60ft. can teleport to the space it was killed in. Pack Tactics. Whenever Scarr attacks any creature while one of its allies is within 5 feet of the target, Scarr gains advantage on the attack. Innate Spellcasting. Scarr's innate spellcasting ability is Charisma. It can cast Expeditious Retreat once between long rests, requiring no material components. Unholy Advancement. Scarr can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Scarr takes 2d4 Poison damage from the fluid's corruptive nature. Once Scarr has activated this ability, it can't use it until it has finished a short or long rest. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) Piercing damage plus 2 (1d4) Lightning damage. Credit | Lore & Statblock: Chris Budden


Silva, Warlord The Silva are a powerful rank that command all the combat affairs of the Dark World empire. The Silva are also diplomats that go near the enemies of Dark World in disguises and forge dark deals with the criminals of those lands. Those deals mostly transform the beneficiaries into Kahkki. Through this, the Silva manage to keep their hold on their positions in Dark World. Silva are made the same way as Goldd however, a key component that gives the Goldd their magic is removed during their brewing. 18 Silva, Warlord of Dark World Large Fiend, Lawful Evil Armor Class 19 (Natural Armour) Hit Points 78 (12d12 +6) Speed 60ft., Fly 50ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 23 (+6) 14 (+2) 12 (+1) 15 (+2) Condition Immunities Frightened Damage Immunities Lightning Damage Resistances Bludgeoning, Piercing and Slashing from non magic weapons that aren't adamantine. Senses Darkvision 60ft., passive Perception 11 Languages Abyssal Challenge 9 (5,000 XP) Multiattack. Whenever Silva takes the attack action on its turn, it can take two additional weapon attacks. Dark Scheme. As an action, Silva can target a creature it can see. That creature must make a DC 14 Charisma saving throw or take 12 (4d6) Necrotic damage, taking half damage on a success. A creature that fails the saving throw has its movement halved until the end of its next turn. Discard Step. When Silva is hit with a weapon attack, it can use its reaction to teleport up to 120 ft. If the hit was a critical hit, It can also force one creature within 30 feet of it to make a Charisma saving throw or be banished to an extradimensional space for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success. Innate Spellcasting. Silva's innate spellcasting ability is Charisma (spell save DC 14). Silva can cast Dominate Monster requiring no material components. Once Silva has used this feature, it cannot use it again until it finishes a short or long rest. Unholy Advancement. Silva can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Silva takes 2d4 Poison damage from the fluid's corruptive nature. Once Silva has activated this ability, it can't use it until it has finished a short or long rest. Actions Hand Scythes. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) plus 5 (1d10) Lightning damage. Credit | Lore & Statblock: Chris Budden


Snoww, Unlight Snoww are the mind controllers of Dark World. Whenever the Gren are finished with their creations, they hand them over to the Snoww. The Snoww parade their thralls around as a show of prestige, manipulating their servants to accommodate their whims. In combat, the Snoww stand at the center of the battlefield, controlling their hordes of servants. The Snoww are not magically created, the only type in Dark World to be so. Dark technologies are used to create these part-fiend part-construct creatures. 19 Snoww, Unlight of Dark World Medium Fiend, Lawful Evil Armor Class 11 Hit Points 22 (5d8 + 2) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 20 (+5) Condition Immunities Afraid Damage Immunities Lightning, Necrotic Senses Darkvision 60ft., passive Perception 12 Languages Abyssal Challenge 3 (900 XP) Devil's Sight. Snoww has darkvision for 60 feet and can see in both magical and non magical darkness. Discard World. When Snoww is hit with a weapon attack, she can use her reaction to target any fiend within 60 feet of her. That creature teleports to any space within 60 feet of Snoww. Innate Spellcasting. Snoww's innate spellcasting ability is Charisma. She can innately cast Darkness requiring no material components, once between long rests. Spellcasting. Snoww is a 5th level spellcaster. Her spellcasting ability is Charisma (+9 to hit with spell attacks, spell save DC 16). Snoww has the following Warlock spells prepared: Invocations (At will): Detect Magic, Silent Image Cantrips (At will): Blade Ward, Eldritch Blast, Minor Illusion 1st-3rd Level (2 3rd Level Spell slots): Misty Step, Fear, Hex, Hunger of Hadar, Hypnotic Pattern, Vampiric Touch Unholy Advancement. Snoww can activate the dark cybernetics in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Snoww takes 2d4 Poison damage from the machine's dark fluids. Once Snoww has activated this ability, it can't use it until it has finished a short or long rest. Actions Club. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) plus 2 Lightning damage. Credit | Lore & Statblock: Chris Budden


Zure, Knight The Zure are the foot soldiers of the Dark World. They act as the bodyguards to the Snoww who stand at their sides to avoid their destruction. A Zure unit is created by fusing the dark smog of the Goldd into a Beiige unit. Once these Beiige are imbued with this power, they slowly mutate over the course of two months into a Zure form. 20 Zure, Knight of Dark World Medium Fiend, Lawful Evil Armor Class 17 (Natural Armor) Hit Points 53(8d6 + 5) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 16 (+3) 15 (+2) 14 (+2) Condition Immunities frightened Damage Immunities Lightning Senses Darkvision 60ft., passive Perception 12 Languages Abyssal Challenge 4 (1,100 XP) Multiattack. Whenever Zure takes the attack action, it makes 3 Longsword attacks. Innate Spellcasting. Zure's innate spellcasting ability is Charisma. It can innately cast Compelled Duel , requiring no material components, once between long rests. Unholy Advancement. Zure can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Zure takes 2d4 Poison damage from the fluid's corruptive nature. Once Zure has activated this ability, it can't use it until it has finished a short or long rest. Actions Longsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 5 (1d8 +4) plus 9 (3d6) Lightning damage. Credit | Lore & Statblock: Chris Budden


Lucent, Netherlord The Lucent are the leaders of any division they are assigned to. Rather than acting as a cohesive unit like the other dark world creatures, the Lucent watch over and lead individual factions to make sure everything is operating smoothly. 21 Lucent, Netherlord of Dark World Large Fiend, Lawful Evil Armor Class 19 Hit Points 114(18d12 + 6) Speed 40ft., Fly 50ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 23 (+6) 15 (+2) 16 (+3) 15 (+2) Condition Immunities Frightened Damage Immunities Lightning Damage Resistances Bludgeoning, Piercing and Slashing damage from non magic weapons that aren't adamantine Senses Darkvision 60ft., passive Perception 13 Languages Abyssal Challenge 5 (1,800 XP) Multiattack. Whenever Lucent takes the attack action on its turn, it makes two attacks with its claws. Discard Step. When Lucent is hit by a weapon attack, it can use its reaction to teleport up to 120 feet to an unoccupied space it can see. Then, if the hit was a critical hit it can have any fiend within 60 feet of itself teleport to any other space within 120 feet of itself. Innate Spellcasting. Lucent's innate spellcasting ability is Charisma. It can cast Greater Invisibility requiring no material components once between long rests. Translucent. Lucent has advantage on all Stealth checks. Unholy Advancement. Lucent can activate the dark fluids in its body, allowing it an extra action or bonus action on its turn. Once the action is completed, Lucent takes 2d4 Poison damage from the fluid's corruptive nature. Once Lucent has activated this ability, it can't use it until it has finished a short or long rest. Actions Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 5) plus 8 (2d8) Lightning damage. Credit | Lore & Statblock: Chris Budden


Pumpking The King of Ghosts Pumpking the King of Ghosts is a powerful amalgamation of necrotic energy,a blackened soul, and pure hatred. Pumpking are formed as the result of failed necromantic rituals of great proportion. These rituals, usually attempts at lichdom or powerful summoning, cause violent torrents of energy that kills those involved and merge their soul(s) and energy into the being they were trying to call upon. Spectral King. Pumpking the King of Ghosts takes on a ghostly form that all other undead respect and revere, a giant royal jack-o-lantern with one leering eye. The creature can communicate and command intelligent undead. Undying Enthusiasm. When the King of Ghosts establishes a lair the undead under its command act as if there is a functioning royal court. There is usually a parade or celebration of some kind underway. Though quality and execution of these festivities is lacklusterly performed by the undead. Hatred for the Living. Being born a ghost, Pumpking the King of Ghosts sees the living as a blight. They seek to use their great necromantic power to "convert" the living into loyal subjects. Nothing infuriates the Pumpking more than the destruction of a fellow undead by the hands of the living. If a Pumpking grows powerful enough it will start sending out battalions of undead to cleanse the surrounding lands of its self proclaimed kingdom. These forces are usually small and easily dispatched, but if left unchecked in undefended territory the horde will begin to multiply. Depending on the duration of the kings rein it could take a handful of strong adventures or and entire army to stop it. Either way casualties are exceptionally high. Eternal Allure. The presence of Pumpking the King of Ghosts is apparent to all undead in the area. The larger the influence of Pumpking the wider its whereabouts are noticable. Liches, necromancers, and other intelligent undead will most likely seek an audience with a Pumpking, if only to further their own ends. Whether or not these individuals wind up in the King's favor or in its dungeon depends on whatever ridiculous terms the king comes up with. In this regard, the Pumpking, may have been better suited as a jester than a King. A Pumpking's Lair A Pumpking of ghosts wreaks havoc on the area in which it is brought into existence. If allowed to completely corrupt the place of its unbirth, usually a small town or castle, an undead utopia is formed. Everything about a Pumpkings lair screams horror story. The undead walk the streets, ghosts haunt the halls, spirits of all types are created or drawn to its location. A Pumpking encountered after completing its lair has a challenge rating of 22 (41,000 XP). Any undead empowered by the Pumpkings lair actions increase in challenge rating by 1 or 2,(if enhanced twice). Lair Actions On initiative count 20 (losing initiative ties), the Pumpking can take a lair action to cause one of the following magical effects; the Pumpking cant use the same effect two rounds in a row. The Pumpking targets one undead it can see within 60 ft of it. A spectral tendril lashes out and momentarily attaches to them and pumps ectoplasm into them. Doing so increases their Hp and max Hp by 10 and AC by 1. A creature can only benefit form this twice. The Pumpking rolls a d4 and produces specters from his mouth equal to the total. This effect can only be activated again after all the spectators are defeated. The Pumpking glows with necromantic power and can cast its next spell of 4th level or lower without expending a spell slot. Regional Effects The region containing Pumpking the King of Ghosts lair is influenced by the King of Ghosts creating one or more of the following effects. Regardless of the time of year it appears to be Autumn(October). Creatures that die within 1 mile of Pumpkings lair roll D20 on an odd number they return as an undead. The air fills with an aura of mischief and merriment. Chaotic creatures must give into their alignment by means of childish humor and mischief. 22 Credit | Lore & Statblock:Devin Hardenburg


Pumpking The King Of Ghosts Huge Undead, Lawful Evil Armor Class 16 Hit Points 155(20d10 + 65) Speed 30ft. Fly (hover) STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 20 (+5) 10 (+0) 12 (+1) 22 (+6) Saving Throws Dex +2, Con +10, Cha +10 Skills Persuasion +18, Intimidation +18 Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Senses darkvision 60ft, passive Perception 11 Languages any the casters knew in life. A language only the undead can understand Challenge 16 Ethereal Sight. The Pumpking of Ghosts can see 60 ft into the ethereal plane when its on the material plane and vice versa. Amorphous The Pumpking of Ghosts can move through a space as small as 1 inch wide without squeezing. Innate Spellcasting The Pumpkings spellcasting ability is charisma (spell save DC 20, +10 to hit with spell attacks). The Pumpking can innately cast the following spells, requiring no material components; At will: chill touch (8th level), Tasha's hideous laughter (8th level) 5/Day: charm person (2nd level) 3/Day each: animate dead, bestow curse 2/Day: Blight Legendary Resistance (3/Day) If the Pumpking fails a saving throw it can choose to succeed instead. Magic Resistance. Pumpking has advantage on saving throws against spells and other magical effects. Bolster the Undead When an undead ally within 5 ft. is hit with an attack the pumpking of ghosts can use a bonus action to grant it 1d4+2 temporary hit points. Actions Multiattack. The Pumpking of Ghosts makes two spectral tendril attacks. Spectral tendril. Melee Weapon Attack +10 to hit, reach 30 ft, one target. Hit 19(3d8+4) Terrifying Glare. The Pumpking targets one creature it can see withern 30 ft. of it. If the target can see the Pumpking, the target must succeed on a DC17 wisdom saving throw or be magically frightened until the end of the Pumpkings next turn. The frightened target is paralyzed. Legendary Actions Pumpking the King of Ghosts can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Pumpking regains spent legendary actions at the start of its turn. Monstorous Eye. The Pumpking of Ghosts makes one Terrifying Glare attack. Necrotic Obsession. The Pumpking of Ghosts cast chill touch (17th level). Undying King (Cost 3 Points). The Pumpking chooses one undead it can see within 120 feet of it. The undead must succeed on a DC 11 wisdom saving throw, or drop to 0 hit points and transfer all remaining hit points to the Pumpking. Any undead loyal to the Pumpking willingly fails this save. Credit | Lore & Statblock:Devin Hardenburg 23 Do you need inspiration or want to promote your Ravenloft Product? Click here!


Berserk Dragon Though these metallic dragons were once noble and benevolent, they have been stripped of their grace and kindness through the work of dark magic, becoming horrible monstrosities. A dragon cannot survive for more than a few weeks while corrupted in such a manner, and after this time the Berserk Dragon will dissolve into ash, released from its agony. However, a few days is all the time a Berserk Dragon needs to bring fire and death to anything in its path. Berserk Dragon Template Only true metallic dragons can become Berserk Dragons, and only after a dark force has corrupted them, which is not an easy task. During the corruption process, the dragon’s magnificent scales turn coal black, and its eyes begin to glow with a crimson light. Whenever a metallic dragon becomes a Berserk Dragon, the following changes must be applied. Type. The dragon's type is changed to Undead(Dragon) as it starts to decay. Alignment. The dragon's alignment shifts to Chaotic Evil. Stats. The dragon gains +2 to Strength and +1 to Constitution score, but its Intelligence score begins to decay. Once a dragon is transformed into a Berserk Dragon, they lose 1 Intelligence per day while in this state. When their Intelligence score reaches 0, the dragon dies. Skills The dragon loses proficiency in all skills except Intimidation. Damage Immunities The dragon gains immunity to bludgeoning, piercing and slashing damage from nonmagical attacks, if it did not already have this immunity. Languages Though a Berserk Dragon might understand all of the languages it knew before its transformation, a Berserk Dragon is unable to speak due to its madness. Unstoppable Fury. The dragon has advantage on any check or saving throw against an effect that would restrain their movement in any way possible. Incurable Madness. The dragon is immune to mind altering effects, such as effects from dominate monster or charm monster spells. Effects and spells that cure madness, such as the greater restoration spell, do not work. Instead, the dragon is driven to kill the creature that attempted to manipulate it. Reckless. The dragon has advantage on his attacks. All attacks against the dragon have advantage. Siege Monster. The dragon deals double damage to structures. Change Shape. If a dragon becomes a Berserk Dragon, that dragon loses its Change Shape feature, if it had one. Multiattack. The dragon can make four claw attacks instead of his normal multiattack. Frightful Presence. The DC for the dragons Frightful Presence is increased by 2. 24 Credit | Lore & Statblock:Aleksandar Markovic


25 Berserk Adult Gold Dragon Huge Undead(dragon), chaotic evil Armor Class 19 (natural armor) Hit Points 275(19d12 + 152) Speed 40ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 26 (+8) 16 (+3) 13 (+1) 24 (+7) Saving throws Dex +8, Con +13, Wis +8, Cha +13 Skills Perception +13 Damage Immunities fire; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't silvered Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Understands Common, Draconic but is too mad to speak. Challenge 18 (19,000 XP) Amphibious. The dragon can breathe air and water. Legendary Resistance(3/day). If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster. The dragon deals double damage to structures. Unstoppable Fury. The dragon has advantage on any check or saving throw against a effect that would restrain their movement in any way. Incurable Madness. The dragon is immune to mind altering effects, such as effects from dominate monster or charm monster spells. Effects and spells that cure madness, such as the greater restoration spell, do not work. Instead, the dragon is driven to kill the creature that attempted to manipulate it. Reckless. The dragon has advantage on his attacks. All attacks against the dragon have advantage. Actions Multiattack. The dragon can use its Frightful Presence. It then makes either four claw attacks or two attacks with his claws and one with his bite. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 19 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 15 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit 17 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature that is within 120 feet of the dragon which is aware of it must succeed on a DC 23 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath Weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based Attack rolls, Strength Checks, and Strength Saving Throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail Attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Credit | Lore & Statblock:Aleksandar Markovic


Red Eyes Zombie Dragon With potential for greatness, however, also comes the potential for tragedy. The Red Eyes no longer seeks greatness, or to surpass its rivals, it does not desire anything anymore. Now it just flies, searching for living creatures and ending their existence, now it is death incarnate. 26 Red Eyes Zombie Dragon Large undead, Neutral Evil Armor Class 18 Hit Points 178 (17d10 + 85) Speed 40ft., climb 40ft., fly 80ft STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Perception +8, Stealth +4 Damage Resistances necrotic Damage Immunities Fire, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned. Senses Blindsight 30ft., darkvision 120ft., passive Perception 18 Languages Draconic Challenge 11 (7,200 XP) Magic Resistance The Red Eyes has advantage on saving throws against spells and other magical effects. Dominon over Death If the Red Eyes Kills an undead creature, then that creature becomes a ghoul allied to the Red Eyes. Actions Multiattack The dragon can make three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 13 (2d6 + 6) Slashing damage . Inferno Fire Blast (Recharge 5-6). The Red Eyes exhales Fire in a 30ft cone. Each Creature in the area must make a DC 17 dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one. Credit | Lore & Statblock:Louis Jameson


Paladin of the Cursed Dragon While it is true that not all who wander are lost - many of the lost still wander. The same is true that not all who defeat great evils are victorious - many pay too great a price in body and spirit to have any sense of victory. This is true for many who overcome the ordeals of the Domains of Dread only to find they have lost their humanity. Many souls lay trapped and bound in the dark corners of the Shadowfell, even if the body that once housed it wrested itself free of that benighted realm, and too many who once held the mantle of hero return a broken shell or a damned perversion of everything they once held dear. The Paladin of the Cursed Dragon is but one of those befouled by the sacrifices they made to claim a pyrrhic victory in the eternal games of the Dark Powers. The name of this hero become scourge is lost to time, even from themselves. Though there is a tale told of a group of crusaders lead by a mighty and pious Paladin of Bahamut who ventured into the Shadowfell to perform a great service in the name of the Platinum Dragon, unaware they were misled by the machinations of Tiamat, the evil Chromatic Dragon. Never ones to miss out on manipulation and cruelty, the Dark Powers whisked the party to Falkonvia the moment they entered the Shadowfell, where they found themselves caught between the conscripted army of Vlad Markov and hordes of the undead. Beset by enemies all around, one by one the companions of the Paladin were consumed by the dead or impaled upon spikes to the vile amusement of the Dark Lord. Alone and distraught, the Wyrmking reached out to the Paladin, granting him a resplendent silver dragon, an army of the righteous and renewed vigor to oppose Markov's forces. It was not until the Dread Lord's army was vanquished and began to drag themselves up as zombies that the truth of the matter was revealed. The Paladin had flown at the head of the undead masses on a foul black beast with enchanted silver armour. Driven mad by the senseless waste of life, the insidious gifts of the Dark Powers and the blasphemy done in Bahamut's name, the Paladin struck down Markov astride his unholy steed and returned home. It was not long before the Dead Lord returned to his personal hell, while the Paladin returned home a broken and twisted thing marked by undeath and insanity. The once paragon of justice now sees enemies everywhere they turn, striking out at all who fall before their darkened gaze with abandon. 27 Paladin of the Cursed Dragon Large Undead, Lawful Neutral Armor Class 19 Hit Points 140(15d10 + 35) Speed 40ft., 60ft fly. STR DEX CON INT WIS CHA 18 (+4) 12(+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1) Vulnerabilities Radiant Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Poison, Necrotic Condition Immunities Charmed, Exhaustion, Poisoned, Unconscious, Senses passive Perception 16 Languages Common, Draconic Challenge 7 (2,900 XP) Elemental Durability The Paladin of the Cursed Dragon maintains the damage immunities that the original dragon had while it was alive. Impaling Charge. The Paladin of the Cursed Dragon charges in a 30 foot line that is 10 feet wide. Every creature in that line must make a DC 16 Dexterity Saving Throw taking 19 (3d12) Piercing damage on a failed save and half damage on a successful one. Actions Multiattack. The dragon rider makes two attacks, one with its lance and one with dragon's bite. Lance. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 20 (2d12 + 4) Piercing plus 6 (1d10) Necrotic Damage. Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 13 (2d10 + 1) Piercing plus 7 (1d10) Necrotic Damage. Breath of Despair (Recharge 5-6). The Paladin of the Cursed Dragon exhales a torrent of thin grey gas in a 30 foot cone. Each creature in that area must make a DC 15 Wisdom saving throw taking 25 (4d6) Necrotic damage and suffering the effects of the Confusion spell for one round on a failed save, or half as much damage and no additional effect on a successful one. Credit | Statblock: Dimitris Boutsikas / Lore: Sebastian Amadeus Wake


Three Legged Zombies When a Necromancer runs out of parts to repair their zombies, a Three Legged Zombie might be a good idea. By stitching their bodies together they can support each other's weight and move as one! The need for economy in materials has resulted in this ingenius "invention" that will at least pack some punches before it starts crawling again! 28 Three Legged Zombies Medium Undead, Neutral Evil Armor Class 8 Hit Points 40(6d8+14) Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 5 (-3) 16 (+3) 3 (-4) 6 (-2) 6 (-2) Saving Throws Wis +0 Condition Immunities Poisoned Senses Darkvision 60ft passive Perception 12 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1/2 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 taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Two as One. When the three Legged Zombies fall under half HP they split as two normal zombies with 11 HP each and a crawling speed of 15. United we Stand... The Three Legger Zombies have advantage against checks to avoid the prone condition. Actions Multiattack The Three Legged Zombies make two Slam attacks. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage. Credit | Lore & Statblock: Libedrat0r Earl


Bone Crusher Though most skilled Necromancers do not worry about sword wielding folk, they do worry about other mages. It was Acererak who found a solution to this problem through the use of the Bone Crusher. Disguised as a simple armored Skeleton, a Bone Crusher is a mages worst nightmare on the battlefield. By animating the bones of a magic fearing warrior, then imbuing the creatures bones with powerful energy which siphons magic, Acererak managed to forge the perfect anti-mage warrior. The Bone Crusher will meet any mage head on in melee combat, and when it is finally defeated, it will expel its hidden trap. This magic coalesces into an explosive Antimagic Field that grows more powerful with each spell it absorbs. The Bone Crushers are always accompanied by an armored skeleton dog that assists them in battle by grappling the Bone Crusher's target so that it remains close to the Bone Crusher or its antimagic field. 29 Bone Crusher Medium undead, lawful evil Armor Class 14 (hide armor) Hit Points 39(6d8 + 12) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 15 (+2) 5 (-3) 6 (-2) 5 (-2) Damage Vulnerabilities bludgeoning Damage immunities poison Condition Immunities exhaustion, poisoned Senses Darkvision 60ft., passive Perception 8 Languages understands all languages it knew in life but can't speak Challenge 3 (700 XP) Magic Resistance. The Bone Crusher has advantage on saving throws against magic and magical effects. Crush. When the Bone Crusher attacks with a weapon that deals bludgeoning damage, it doubles its strength modifier for attacks and damage rolls (included in the attack). Antimagic Explosion. When this creature is reduced to 0 hit points, instead of falling dead immediately, its bones begin to crack, releasing the magic that animated them, into the air and creating an antimagic field in a 10 ft. radius sphere around the Bone Crusher (as per the spell). The Bone Crusher remains animated for 1d4 rounds and gains +10 ft of Movement Speed. The Bone Crusher cannot take any action other than the Dash action. If the Bone Crusher takes 15 or more damage from a single attack, the number of rounds it stays animated is reduced by one. Once the Bone Crusher is defeated, it explodes in a 10 ft. radius, dealing 4d10 force damage, plus 1d10 for every spell casted within its Antimagic Field. Every creature in the 10 ft. radius must make a DC 15 Dexterity saving throw, taking half as much damage on a successful one. Actions Maul. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) Credit | Lore & Statblock:Aleksandar Markovic


30 Skeleton Dog, companion Medium Undead, Neutral Evil Armor Class 15 ( skeleton armor ) Hit Points 19 (3d8+6) Speed 40ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2) Skills Stealth +4, Perception +3 Senses passive Perception 11 Languages - Challenge 1/2 (100 xp ) Undead Fortitude. If damage reduces the skeleton dog 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. Pack Tactics. The skeleton dog has advantage on attack rolls against a creature if at least one of the Skeleton dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a strength saving throw (DC 12) or it becomes grappled. Until the grapple ends, the creature cannot move ,has disadvantage on dexterity saving throws and takes 1d6+2 piercing damage per turn. The Skeleton Dog cannot bite another target for the duration. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) slashing damage. Credit | Statblock: Libedrat0r Earl / Art: szczygly


Denizens of the Dark Floating Castle U nderneath our homes is the Underdark, a horrible place, filled with the bloodthirsty drow, despicable Mind Flayers and other horrors. Beneath that is the Underworld, land of Fire, brimstone, ash and hordes of undead. It is dominated by a castle floating in the air, ruled by an archlich named Zaru. A grave mistake Also known as the Dark Floating Castle Atupal, it was once a center of a great empire. The Empire spread across the whole known world, and everyone lived in peace, and harmony. Then, a benevolent king by the name of Zaru, was deceived by his advisor Malor. Malor told him that all that has a begining has an ending, and that an era of happines is always followed by an era of sorrow. He told him that his successors would be incompetent, that he should rule for all of eternity - that Zaru should ascend to "godhood". However, no mortal is welcomed to the home of Gods, and the Gods took vengance on the fooled king. They desolate the empire with rains of fire and ash. They decimated the living with endless plagues. And when the Empire looked like Hell on Earth, the Gods plunged the city and the rest of the Empire into the Underworld. Zaru managed to rule his kingdom for eternity - but not as he had hoped. The Gods wanted him to look at the endless pain, misery and sorrow caused by his arrogance. They made him a lich, so he lost his beauty and humanity. They gave him Wings, so he may look at his cursed kingdom from above. They raised his castle into the skies, so that none can end the kings misery. Now, the lich lord of the Underworld looks at his kingdom, waiting for the end to come. Castle and the Underworld. The whole underworld is desecrated ground (see "Adventure Enviroments" in the "Dungeon Master's guide"). While the Castle is aloft all undead in it have the regeneration trait described bellow. All undead created and/or animated in the underworld serve only Zaru, and turn on the Necromancers that animated them. Regeneration. This creature regains 10 hit points at the start of it's turns. This trait doesn't function if the creature took radiant damage since it's last turn. Fire and Ash A 10 000 ft. radius around Zaru is under constant rain of fire and ash and is surrounded by total darkness, unless the lich is indoors, in which case it is centered around his Floating Castle. Lichlords The tragedy that struck Zaru was millenia ago. History presented here isn't available to most of the multiverse. Many liches go to the underworld to be "apprentices" of Zaru. He dismisses them quickly, or destroys them utterly, more often going with the second method. However, when he does this, the next time; said lich reforms next to his phylactery, the Essence of Zaru follows them, and they gain some of his characteristics - wings, some powers, etc. Destroying Zaru Is near impossible. Zaru doesn't have a phylactery like other liches - his soul is held by the gods in a saphire crown. The only way to free Zaru from his misery would be to convince the gods to return the crown to Zaru, thus giving him his mortality back. Zaru would probably just kill himself when that happens, but that task alone is equal to convincing a Great Old One to become a cook - it is idiotic. If a fight breaks out with Zaru himself, use the Lichlord stat block below, just change the Hit Points to 'infinite'. 31


Lichlord Template Ambitious Liches sometimes go to the Underworld to study under Zaru. Though all who wish to learn Zaru's secrets are destroyed on sight, the power they are exposed to leaves its mark. The Liches take on an aspect of Zaru in some shape or form. Apply some or all of these changes to a lich statblock to make it a Lichlord: Winged. The lichlord has a flying speed of 60 ft. Spell slots Double all spell slots the lich has. Broken spirits Creatures that start the turn within 60 ft. of any Lichlord must make a DC 11 Wisdom saving throw or lose the will to fight. If the saving throw fails by 8 or more, they also lose the will to live. 32 Lichlord Medium undead, Any Evil Alignment Armor Class 17 (natural armor) Hit Points 135 (18d8+54) Speed 30ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Saving Throws Con +10, Int +12, Wis +9 Skills Arcana +18, History +12, Insight +9, Perception +9 Damage Resistances Cold, Lightning, Necrotic Damage Immunities Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Truesight 120 ft., passive Perception 19 Languages Common Plus Up To Five Other Languages Challenge 22 (35,000 XP) Legendary Resistance (3/Day) If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (8 slots): detect magic, magic missile, shield, thunderwave 2nd level (6 slots): detect thoughts, invisibility, acid arrow, mirror image 3rd level (6 slots): animate dead, counterspell, dispel magic, fireball 4th level (6 slots): blight, dimension door 5th level (6 slots): cloudkill, scrying 6th level (2 slots): disintegrate, globe of invulnerability 7th level (2 slots): finger of death, Fire Storm 8th level (2 slots): dominate monster, power word stun 9th level (2 slots): power word kill Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5ft., one target. Hit 10 (3d6) cold damage. The target must succeed on a DC 18 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. Legendary Actions Lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lich regains spent legendary actions at the start of their turn. Cantrip. The lich casts a cantrip. Paralyzing touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 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 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Credit | Lore & Statblock:Aleksandar Markovic


Number 48: Shadow Lich T hey say when a wizard wishes to pursue the allure of promised power and the insurmountable knowledge that becoming a Lich offers, one must sacrifice everything. All that is contrived of their mortal existence is left behind, and sometimes it creates something else in its wake... Wandering Vestige The dark arcane magic and nefarious pacts that go into creating a lich will sometimes leave behind a residual miasma of malcontent that bonds to the lich's shadow, giving it a new form of unlife. This entity is separate from the lich which it was created from and holds no fealty to it. Rather, it holds unkempt rage and bitterness towards the lich and vows to dispose of them once it can find a way of stabilizing its form. Bereft of Body A Shadow Lich can move through solid creatures and objects as easily as a mortal creature moves through fog. Soul Dependant The stability of a Shadow Lich is unpredictable and ambiguous. They must harvest a vast number of souls at least once every forty-eight months or it will cease to exist. It doesn't matter how many souls it reaps prior to the set date, it must always complete its harvest when the time comes forth. It is cold and merciless in its task to maintain its survival. Undead Nature A shadow lich doesn’t require air, food, drink, or sleep. 33 Number 48: Shadow Lich Medium undead, chaotic evil Armor Class 16 Hit Points 82(10d8 + 30) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 15 (+2) Saving Throws Dex +7, Con +6 Skills Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2300 XP) Incorporeal Movement. The shadow lich can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Shadow Stealth. While in dim light or darkness, the shadow lich can take the Hide action as a bonus action. Its stealth bonus is also improved to +9. Actions Scythe. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 9 (1d10 + 4) slashing damage Life Drain. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 31 (6d8 + 4) necrotic damage The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an 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 maximum to 0. Shadow Jump A shadow lich can travel between shadows as if by means of dimension door. If the shadow lich is in dim light or darkness, it can magically teleport up to 60 feet to an unoccupied space it can see. The destination spaces of this teleportation must be in dim light or darkness. Credit | Lore & Statblock:Asha J. Panesar


Molten Zombie T he Molten Zombie is a walking nightmare, an undead born from a damned man burning alive. These creatures desire for vengeance is powerful enough to maintain a physical form despite being reduced to slag and ash. They tend to take on forms that resembled those they held in life, and thus the haunting visage of an ever burning corpse walks the land. Warriors of Phlegethos Molten Zombies are held together by their burning hatred towards their killers. This unholy power comes from both the souls own innate hatred, and the power of hellfire granted by deals with dark entities. Normally these entities will claim the Molten Zombie as a soldier for its army, leaving the creature to hate endlessly and never resolve its emotions. Driven By Vengeance Molten Zombies get their flaming powers from the layer of Nine-hells known as Phlegethos, the fourth circle. It is there where the wrathful souls of the vengeful gain their strength on the material plane, and it is there where they return following their demise. Molten Zombies that inhabit the layer of Phlegethos are often brought to the front lines of the blood war due to their great strength and their ability to create soldiers after their demise. Cursed Expansion Molten Zombies are cursed beings, and due to their volatile nature are able to spread their curse after their death. When a Molten Zombie dies, it explodes in a burst of hellfire that curses all it touches. Any afflicted creatures will begin to take on aspects of the Molten Zombies pre-curse personality, reliving the beings emotional state up until its untimely end. After a few days, the afflicted will begin to experience the beings death, and will eventually burst into flames and become a copy of the Molten Zombie that cursed it. This new Molten Zombie acts as if it had died moments ago, and does not maintain any new information the previous Molten Zombie had learned during its time of undeath. It is reborn anew, and must relive its agony using a different body as kindling. Molten Mind The curse that converts other beings into Molten Zombies is known as the Molten Mind. When a creature is afflicted by Molten Mind, it must immediately make a DC 13 Constitution saving throw or take 3 (1d6) Fire Damage and reduce its maximum hit points by the same amount. Every 24 Hours the afflicted creature must repeat this process, its mental condition worsening with each failed save. If the afflicted fails three saving throws, it bursts into flames and becomes a new Molten Zombie. If the afflicted succeeds three saving throws, the curse ends and its hit point maximum will be restored after its next long rest. The Molten Mind curse can also be removed by a Remove Curse or similar spell. 34 Credit | Lore : Callum Dronsfield


35 Molten Zombie Medium Undead, Lawful Evil Armor Class 14 (natural armor) Hit Points 95(10d8 + 50) Speed 30ft. STR DEX CON INT WIS CHA 17(+3) 8 (-1) 20 (+5) 7 (-2) 11 (0) 3 (-4) Damage Immunities Poison, Fire Condition Immunities Poisoned Senses passive Perception 13 Languages Any languages it knew in life. Challenge 5 (1800 XP) Flames of Phlegethos. A creature that makes an attack against the Molten Zombie while within 5ft of it takes 3(1d6) fire damage. This is also added to any of the zombies melee attacks within 5ft (Included in damage below) Undead Fortitude. If damage reduces the molten 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, cold or from a critical hit. On a success, the zombie drops to 1 hit point instead. Death Burst. Upon dying, the Molten Zombie's corpse explodes in a rain of molten slag. Creatures in a 10ft radius centered on the Zombie must make a DC13 dexterity saving throw, taking 7(2d6) fire damage or half as much on a successful save. Creatures that fail their save are affected with Molten mind, whose effects are discribed below. Actions Multiattack The zombie makes two slam attacks. Slam Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10(2d6 + 3) plus an additional 3(1d6) fire damage. Credit | Statblock: Callum Dronsfield / Art: Luke Instonehall


Yaranzo Few creatures evoke more disgust and pity than the Yaranzo. The restless corpses of those who perished in the pursuit of wealth Yaranzo are born of trapped miners, overambitious thieves and foolish adventurers. Their legs and lower halves rot off since all they need is eyes to covet, and arms to grasp. Yaranzo feed by searching out places of wealth like treasure chests, safes, and closets from which they leap out and attack unwary travelers. The most incredible feature of the Yaranzo is their ability to detect wealth and its hiding places. A Yaranzo without a horde will instinctively hunt out places of wealth. Treasure Seekers have been known to destroy a Yaranzos hiding place and then follow the displaced creature as it crawls towards a new horde. Yaranzos have been used in this way to activate traps and search for hidden troves of treasure. It is not uncommon to come across a pathetic Yaranzo scratching at a sealed chest or collapsed entryway, desperately seeking its next horde. It has been argued that Yaranzo are a divine insult, mocking the unquenchable avarice and greed of mortals. Others argue that they’re just maimed zombies that love shiny stuff. 36 Yaranzo Medium Undead(shapechanger), neutral evil Armor Class 15 (17 in chest form) Hit Points 58 (9d8+18) Speed 20ft. STR DEX CON INT WIS CHA 17(+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (+1) Skills Stealth +3 Condition Immunities prone. damage vulnerabilities Fire Senses Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 3 (700 XP) Shapechanger. Yaranzo can use a bonus action to polymorph into a chest or back into its true, hybrid (part zombie part chest) form. Its statistics are the same in each form except the AC which increases by 2 when in chest form. Any equipment it is wearing or carrying isn't transformed. False Appearance. While Yaranzo remains motionless, it is indistinguishable from an ordinary chest. Withdraw As a reaction to a melee attack that targets Yaranzo it withdraws inside its chest increasing its AC by 2. Yaranzo remains inside the chest until it uses a bonus action to exit it again. Actions Multiattack Yaranzo makes two Gory Body Sweep attacks. Gory Body Sweep. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d10 + 3) bludgeoning damage Bite.(only grappled creatures) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) necrotic damage. Credit | Lore: Christopher Dannenburg / Statblock: Libedrat0r Earl


Skull Dog Marron Marron was only 10 months old when his owner told him to wait outside of his favorite grocery store. . The owner entered the grocery shop and never came out. Marron sat outside the grocery store for 12 years, being fed by passerby and making his living in nearby alleys. He waited patiently for his owner, even after the grocery store was demolished and replaced by a super market. . Marron died when the construction of the market was completed. However, Marron's conviction to find his owner was so strong that he became an undead creature, constantly searching the city for his only friend. 37 Skull dog marron Small beast, neutral good Armor Class 19 Hit Points 60(8d8 + 24) Speed 60ft., burrow 30ft STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 19 (+5) 12 (+2) 8 (-1) Condition Immunities None Senses Darkvision 60 Ft., passive Perception 12 Languages understands Infernal but can't speak it Challenge 5 (1,800 XP) Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The beast has advantage on an Attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't Incapacitated. Tunneler: The beast can Burrow through solid rock at half its Burrow speed and leaves a 1-footdiameter tunnel in its wake. Pounce: As a bonus action, the beast can target one creature within 5 feet of it that is above ground. The target must make a DC 13 Strength saving throw or be knocked prone. If the creature is knocked prone, the beast makes a Bite attack for 13 (2d10 - 4) piercing damage. Actions Multiattack. The beast makes two attacks:one with its bite and one with its claw.. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Claws: Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Credit | Lore : Dionysios Christoforidis \ Statblock: Libedrat0r Earl \ Art: Shawn Nichols


Goblin Zombie This creature was send from the underworld to terrorise and kill the living. Peasants have named them Goblin Zombies to appeal to both appearence and chaotic nature. The creator of the Goblin Zombie gave them this form so that they would be underestimated, as the threat of goblins is unlikely to attract the attention of any powerful warriors or lords. The Goblin Zombies were sent to specific locations to create distractions, assassinate key targets, or cause a ruckus for no reason other than to keep an area terrorised. 38 Goblin Zombie Small Undead, Chaotic Evil Armor Class 12 Hit Points 105(16d6 + 40) Speed 35ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16(+3) 4 (-3) 6 (-2) 6 (-2) Vulnerabilities Radiant Damage Immunities Poison Condition Immunities Poisoned, Charmed, Exhaustion Senses passive Perception 10, Blindsight 60ft(Blind beyond that point) Languages Understands Common but can't speak. Challenge 3 (700 XP) Mindless Persistence . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 3+the damage taken, unless the damage is radiant or from a critical hit(that will detroy its head). On a success, the zombie drops to 1 hit point instead. Actions Multi attack The Goblin Zombie makes two attacks. Two with its Scimitar or one with its weapon and one with its breath. Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) Slashing plus 9 (3d4) poison damage. Toxic Breath. The zombie can vomit a part of its rotten entrails at the form of a stinky and thick poisonous cloud. The exhaling cloud has the shape of a cone and each creature within 15ft of it must succeed a DC 14 Constitution Saving Throw. On fail the affected creature suffers 1d8 poison damage and is poisoned for 1d4 hours, on a success the creature becomes immune to the poisoning effect. Credit | Statblock: Dimitris Boutsikas \ Lore: Dionysios Christoforidis


Graveyard and the hand of Invitation If a graveyard is disturbed one to many times; either by graverobber, necromancer, or otherwise, sometimes the sorrowful spirits that inhabit it will come together to protect their eternal home. These spirits manifest as necrotic energies searching for an empty grave. Once one is found, these perturbed spirits combine to form a creature known as the Hand of Invitation. The Hand will lure those who intrude on this sacred ground towards the empty grave, where they will be suffocated and transformed into an undead creature, cursed to guard the graveyard for eternity. 39 Graveyard and the hand of Invitation Large Undead ,neutral evil Armor Class 14 (Natural Armor) Hit Points 30(8d6 + 6) Speed 0ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 13 (+1) Vulnerabilities Bludgeoning, Radiant, Thunder Damage Resistance Piercing, And Slashing From Non Magical Weapons Damage Immunities Poison, Necrotic Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses passive Perception 13, Blindsight 120ft(blind beyond that spot) Languages None Challenge 1(200 XP) False Appearance. While none alive creature is within 50ft of the main grave, the cursed area it is indistinguishable from a normal graveyard. Skeletal Hand. When a living being approach the main grave within 50ft, a spectral, glowing, skeleton hand appears. The hand is an illusion and invites closer anyone that it can senses. Any creature that can see the spectral hand, must succeed on a DC 11 Wisdom Saving Throw, otherwise it is charmed and proceeds to the hand, as it suggest. Grave Invitation If a creature falls at 0 Hit Point within 50 ft of the main grave,it must succeed a DC 10 Charisma(or wisdom*) Saving Throw DC12, on a failed save it reanimates after one minute as graveyard's, undead minion (Zombie). This condition can be removed if a remove curse spell is applied to the creature's corpse within 24 hours. If a day passes and no remove curse is applied, the creature remains a mindless undead thrall until it is destroyed. Actions Grave Touch. The skeletal hand attacks every living creature that approaches the main gravestone. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 8 (2d4 + 2) Necrotic Damage Grasps of undeath Every 1d4 rounds, 2d6 skeletal hands appear from the ground. All Living creatures must succeed on a DC 12 Saving Throw, on a failure the creature is restrained and grappled and suffers 1d6 Slashing plus 2 Necrotic Damage. If a creature starts its turn grappled, it suffers 2 necrotic damage. A creature can retry to escape at the end of its turn with Dexterity or Strength check DC 12. Credit | Statblock: Dimitris Boutsikas \ Lore: Libedrat0r Earl


Souls of the forgotten This creature, lovingly dubbed the Souls of the Forgotten, is a jealous band of souls that wish to experience the joys of living once more. Knowing that they never will, this amalgamation lashes out at anything living, believing that if they cannot enjoy life, that none should be able to. 40 Souls of the forgotten Large undead, chaotic evil Armor Class 12 ( natural armor) Hit Points 45 (6d10+12) Speed 25ft. levitate STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 8 (-1) 6 (-2) 15 (+2) 14 (+2) Condition Immunities charmed, exhaustion, paralised, petrified, poisoned, prone, restrained. Vulnerabilities Radiant Damage Immunities necrotic, poison, slashing bludgeoning and piercing from non magical weapons. Senses passive Perception 9 Challenge 3 Regeneration. The lost souls regenerate 5 hit points at the beginning of their turn except if they were hit by radiant damage. Actions Multiattack. The lost souls make two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage Credit | Statblock: Libedrat0r Earl \ Lore: Nick Talbott \ Art: Tragakis Manos


The Flame Reaper The Flame Reaper skeleton variant was created specifically to defend walls and other positions that invaders would find difficult to reach. The Flame Reaper is equiped with a common shortbow which, in the hands of the Flame Reaper, lights any arrow nocked aflame with hellfire. 41 Flame Reaper Medium undead, Lawful Evil Armor Class 11 (Linen cape) Hit Points 12 Speed 30ft. STR DEX CON INT WIS CHA 10 (0) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Immunities Poisoned Vulnerabilities Bludgeoning Condition Immunities Exhaustion, Poisoned Senses passive Perception 9, Darkvision 60ft. Languages All Languages It Spoke In Life But Can't Speak Challenge 1/4 (50 xp) Actions Flaming Shortbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage + 1d4 fire damage. Creatures that are hit with this attack are set ablaze and take 1d4 fire damage per round until they take an action to douze the flames. Credit | Lore & Statblock: Libedrat0r Earl


13th GRAVE Appearing in farm towns far from the rest of the civilized world, the 13th Grave brings misery and hopelessness to those who fall to its sword or under its control. Little is known about the creatures origin, as those who investigate the creatures never return to report their findings. Unknown Source The 13th Grave is a curious creature, in the fact that no one knows where it comes from. No Necromancer is ever seen summoning one, and no vengeful soul is seen possessing the body. The 13th Grave simply appears overnight, after having dug its way out of an empty grave, always the 13th of the towns graveyard. Remnants of the Past Though no one known how the 13th Grave comes to be, there are theories about who they were in life. The 13th Grave will sometimes appear after an individual from a village has gone missing, and some of these creatures have been seen wearing the clothes these individuals wore before their disappearance. 42 13th Grave Medium Undead, neutral evil Armor Class 14(natural armor) Hit Points 76(8d12 + 21) Speed 25ft. burrow 30ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Saving throws Str +7, Con +6 Skills Athletics +7, Perception + 4 Damage Resistances Necrotic, slashing and piercing from non magical weapons Damage immunities poison Condition Immunities exhaustion, poisoned, deafened, charmed Senses darkvision 60 ft., passive Perception 14 Languages The languages it knew in life Challenge 5 (1,800 XP) Undead nature. 13th Grave doesn't require air, food, drink, or sleep. Vengeance of the Peasant 13th Grave instantly charms every lower class citizen,peasant or commoner that is within 120 feet of it and can see it. These individuals fly into a mindless rage, defending the 13th Grave from enemies using anything at their disposal. Limited turn resistance 13th Grave has advantage on saving throws against any effect that turns undead as long as it has at least one charmed commoner within 30 feet of it Actions Multiattack. 13th Grave can make two attacks with its greatsword or use its Eyes of the grave ability and make one attack with its greatsword Rusted Greatsword. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d4 +4) slashing damage plus 7 (2d6) necrotic damage Eyes of the Grave. 13th Grave forces a target to gaze into its empty eye sockets, letting the void within burn their soul. When a creature that can see the 13th Graves’ eyes starts its turn within 30 feet of the 13th Grave, the 13th Grave can force it to make a DC 12 Wisdom saving throw if the 13th Grave isn't incapacitated and can see the creature. On a failure the target is stunned until the end of its next turn and suffers 14 (4d6) psychic damage. On a success the target is not stunned, and only suffers half of the damage. Credit | Lore & Statblock: Libedrat0r Earl \ Art: Raphaelia Pagoni


Dark Assailant The world of being an Assassin is a complicated, and very often dangerous world. Anything and can go wrong at any moment, and very often some of the most well placed of plans will just fall apart. Because of this, rising assassins will attempt to recieve help from a supernatural source. The Help A variety of planar beings are willing to lend their personal powers to help augment the abilities of the assassins. Such help can stem from evil Deities, who have their domains include murder and death. To Demons and Devils that wish to add yet another poor soul to their unending armies. Very often the assassins receive minor help, such as cleric-like spells , or small trinkets that can help them. But as with any mortal, death comes to all, and when the assassin dies their soul is taken by the being that they signed a contract with. However, in rare exceptions, impressed Gods or truly malevolent fiends will trap the soul inside the dead body and award them with a Psycho Sword and Psycho Knives to go out and continue their work. Eyes, Ears, and Blades Dark Assailants generally work as the eyes and ears of the Mortal Plane for the fiends or deities that they have been resurrected by. Often reporting back about the goings of their rivals. However, they are occasionally requested to carry out assassinations. Be it assigned by their patron, or uncompleted ones from when they were alive. Once tasked, they do not stop unless the target is killed or they have been destroyed. Truly sadistic, their near emotionless selves do seem to draw joy from not only damaging the body, but also the mind. 43 Dark Assailant medium undead, lawful evil Armor Class 17 ( Studded Leather ) Hit Points 64 (10d6+24) Speed 35ft. STR DEX CON INT WIS CHA 10 (0) 18 (+4) 16 (+3) 13 (+1) 7 (-1) 10 (+0) Saving Throws Dex +6 Con +4 Damage Resistant Necrotic Damage Immunity Poison Condition Immunities Exhaustion, Poisoned Senses Passive Perception 10 Skills Acrobatics +6, Stealth +9 Languages understands it's creator but can't speak Challenge 8 (3900 XP) Assassinate During its first turn, the Dark Assailant has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion If the Dark Assailant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack. Once per turn, the Dark Assailant deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. 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 taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The Dark Assailant makes two Psycho Sword Attacks or two Psycho Dagger attacks. Psycho Sword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 6 (1d6 + 4)slashing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. Psycho Daggers. Melee Weapon Attack: +8 to hit, range 20/40 ft., one target. Hit 5 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. Credit | Statblock: Libedrat0r Earl \ Lore: Trey North \ Art: Dionysis Sotiropoulos


Despair from the Dark This powerful spirit is the result of a truly hateful soul being brought back into the world after centuries of torture in the afterlife. A creature of pure malevolence, it is the embodiment of the torture one could suffer in the afterlife, and only wishes to spread the misery that it experienced to others. Despair Incarnate The Despair from the Dark, also known simply as Despair, is an incredibly powerful spirit that’s sole purpose is to share its own despair and hatred with others. Though it is known what the Despair from the Dark is, it is not known how one appears on the Material Plane. Some say a Despair’s power grows during its torture in the afterlife, and the spirit eventually becomes powerful enough to return to its home plane. Others believe that a Despair originates when a fledgling necromancer performs a summoning incorrectly, resulting in the Despair from the Dark slaying its summoner. Shell of a Man The Despair from the Dark, being whatever remains of a tortured soul, does retain some memories of its past life. It might be startled at the sight of a former loved one, or stop to wonder at a place it had visited as a child. Unfortunately, these events never end in a positive manner. Most often the Despair will take particular pleasure in destroying any remnant of its past life, believing it to have been a factor in its damnation. Bane by Iron Due to the nature of torture in the afterlife, the Despair from the Dark has been exposed to all forms of magic. As such, the Despair has developed a form of immunity to magic. Though it is still possible to harm the Despair with magic, it is impossible to kill one with any form of magic. The only way to put a Despair from the Dark to rest is a simple, quick death with a mundane weapon. Something it longed for each day during its tenure in the afterlife. 44 Credit Statblock: Libedrat0r Earl |Lore: Nick Talbot


45 Despair from the dark Huge undead, Chaotic evil Armor Class 16 Hit Points 205(16d12 + 105) Speed fly 60ft. (hover) STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 22 (+6) 13 (+1) 10 (+0) 18 (+4) Saving throws Con +12, Cha + 10 Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered Damage Immunities Necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses Darkvision 120 ft., passive perception 14 Languages Abyssal, common, telepathy 120 ft. Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If Despair from the dark fails a saving throw, it can choose to succeed instead Supernatural persistence. Despair from the dark is immune to banishment and cannot die by any means other than raw damage, damage from spells cannot destroy him and the Wish cannot affect him, the killing blow has to be from a physical weapon. Puppet master. Despair from the dark can wake the dead that rest in the region where it dwells and force them to do its bidding. Feeling of despair. All creatures within 20 ft. of Despair from the dark feel as if everything is lost and death is near, they must succeed on a wisdom saving throw DC 15 or make all attack rolls and saving throws with disadvantage, a creature can try the saving throw again at the end of each of its rounds, once a creature succeeds it is immune for 24 hours. Dark flames of chaos. When Despair from the dark is below its half hitpoints dark flames start coming out of its body, any creature that starts its turn within 10 ft. of it suffers 7 (2d6) fire damage plus 7 (2d6) necrotic damage. Incorporeal Movement. Despair from the dark can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight sensitivity. While in sunlight Despair from the dark has disadvantage on attack rolls as well as on wisdom checks (Perception) checks that rely on sight. Shadow sight. Magical darkness doesn't impede Despair from the dark's vision Innate spellcasting. Despair from the dark's innate spellcasting ability is charisma (spell save DC 18, +10 to hit with spells) it can innately cast the following spells, requiring no components. At will : Arms of Hadar, Cause fear, Chaos bolt 3/day: Phantasmal killer, Evard's Black tentacles, shadow of moil 1/day: Harm, Scatter Actions Multiattack. Despair from the dark can make two Drain life attacks. Drain life. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 32 (5d8 + 10) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an 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 maximum to 0. Create wraith. Despair from the dark targets a humanoid within 10 ft. of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the Despair from the dark's control. The wraith can have no more than three wraiths under its control at one time. Darkness and Despair (Recharge 6). As a bonus action Despair from the dark can spread magical darkness in a 100 foot radius around it that lasts until the end of its next round. Legendary actions Despair from the dark can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Despair from the dark regains spent legendary actions at the start of its turn. Teleport. Despair from the dark magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Attack. Despair from the dark can make on Drain life attack. Spell(Costs 2 actions). Despair from the dark can cast a spell. Lair actions On initiative count 20 (losing initiative ties), Despair from the dark takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row: • The shadows of night start dancing around aggressively within 120 feet of Despair from the dark, creatures caught in that area must succeed on dexterity saving throw DC 16 or fall prone and suffer 10 (3d6) necrotic damage, on a success a creature does not fall prone and suffers half damage. • Spectral hands appear from the ground in a 30 foot radius centered on a point Despair from the dark can see within 120 feet of it, creatures must succeed on a dexterity saving throw DC 16 or be restrained from the hands, a creature can try to escape from the hands as an action with a dexterity(acrobatics) check or a strength(athletics) check. • Despair fills the air feeding itself from the deepest fears of creatures within 120 feet of Despair from the dark, every creature in that area must succeed on a wisdom saving throw DC 16 or suffer 10 (3d6) psychic damage and be frightened, a creature can try to overcome the fear at the end of each of its turns.


Zombie Master A nimble figure darts through an underground crypt, overturning every coffin it sees. Flashes of arcane light emit from the figure's hands, revealing a malevolent grin stretching across an undead face. With its horde now restored to its former glory, the Zombie Master prepares an attack on the neighboring village. Shards of their Master Though its name would imply that the Zombie Master acts of its own accord, the truth is much more sinister. To ensure that their undead hordes are well commanded in their absence, a Necromancer will sometimes enact a ritual that imbues an object with dark magic. Placing this object into the body of a Zombie grants that creature a heightened intelligence and the ability to tap into the Weave. Though the undead might be intelligent, they are still completely under the control of their creator. Commander and Reanimator A Zombie Master's task is to utilize their undead horde in the most efficient manner possible, and to keep their numbers growing. The Zombie Master will craft battle strategies to subvert a towns defenses and minimize damage to the horde, and will accompany the forces during their assault to reanimate any undead that fall. In this way, the Zombie Master earned its name, as the frightened survivors of these assaults mistook the Zombie Master for the controller of the undead. Shifting Assignment The most dangerous facet of the Zombie Master is that it is not beholden to one body. If a Zombie Master ever falls, the ritual object that granted the creature its abilities could be removed and placed into another Zombie. In this case, this Zombie would be transformed into a new Zombie Master, retaining all the abilities and intelligence the previous Zombie Master had access to. To truly ensure that a Zombie Master has been defeated, the ritual object must be destroyed. Undead Nature A Zombie Master doesn't need air, food, drink, or sleep. 46 Zombie Master Medium Undead, neutral Evil Armor Class 13 Hit Points 39 (7d6 + 14) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+1) 18 (+4) 12 (+1) 12 (+1) Condition Immunities poisoned Damage Imunities poisoned Senses darkvision 60ft, passive Perception 14 Languages common, deep speech Challenge 3 (700 XP) Boosted Animation > The zombie master can animate an additional body when they cast this Animate Dead, the creatures hit points are each increased by 8, and gain +3 to damage rolls they make. Spellcasting The Zombie master is an eighth level spellcaster (spell save 15, Spell attack bonus +7) and knows the following spells. Cantrips (at will): Chill Touch, Firebolt, Mage Hand, Toll the Dead. 1st level (4 slots) Cause Fear, False Life, Ray of Sickness. 2nd level (3 slots) Blindness/Deafness, Gentle Repose, Ray of Enfeeblement. 3rd level (3 slots) Animate Dead*, Bestow Curse, Life Transference, Vampiric Touch 4th level (2 slots) Blight, Evard's Black Tenticles Grim Harvest once per turn when the Zombie Master kills a target with a spell of first level of higher, they regain hit points equel to twice the spell's level, or three times if from the school of necromancy, does not work on undead or constructs. Actions Dagger Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4) Credit | Statblock: Louis Jameson \ Lore: Nick Talbot


Ryu Kokki D eep in the darkest torture chambers it lies in wait. On battlefields that not only end in defeat, but the horrible pillaging of homes it begins to rise from its slumber. Whenever a great evil plots to destroy the world, it must be wary, for an even greater evil will follow it. Ryu Kokki is the name given to the monstrosity of countless bodies thrown together by wanton destruction. It is animated by hate, the hate and malice of all those killed who wanted revenge, but not just revenge against those who slaughtered them, revenge against the entire world that let it happen. 47 Ryu Kokki Huge undead, chaotic evil Armor Class 17 Hit Points 168(16d12 + 64) Speed 40ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1) Damage Resistances Bludgeoning, piercing and slashing from nonmagical attacks Damage Imunities poison Condition Immunities poisoned Senses darkvision 60ft, passive Perception 12 Languages Challenge 11 (7200 XP) Magic Resistance Ryu Kokki has advantage on all saving throws to resists magical effects. Sense Life Ryu Kokki can detect the presence of all living creatures within 60ft of it. Amorphous Ryu Kokki can move through spaces as small as 1ft without squeezing. Spirt of Death Whenever a creature touches Ryu Kokki or hits it with a melee attack while within 10ft of it takes 10 (3d6) necrotic damage. Body of Death Whenever Ryu Kokki reduces a humanoid to 0 hit points with one of its attacks, the target instantly dies and Ryu Kokki regains 20hp. Actions Multiattack Ryu Kokki can make two attacks, they can be any combination of punch, and Death Skull Punch *Melee Weapon attack: +10 to hit, reach 10ft., one target Hit 22 (3d10+6) blugoning damage. Death Skull Ranged WEapon Attack: +8 to hit, range 60/240ft., one target. Hit: 17 (3d8+4) necrotic damage. Skull Storm (Recharge 5-6) Ryu Kokki transforms his body into a tornado of flying bones. Every creature within 10ft of Ryu must make a DC 16 Dexterity saving throw taking 66 (12d10) necrotic damage on a failed save, or half as much on a successful one. Cause Fear Ryu targets one living creature it can see within 60ft of it. That target must make a DC 14 Wisdom saving throw. On a failed save it becomes frightened, it may repeat the save at the end of each of its turns ending it on a success. If it failed by 5 or more, it is also paralyzed for the duration. Rolling a following save that is less than 5 away from the DC but still a fail does not end the paralysis. Credit | Lore & Statblock: Louis Jameson


Spirit Reaper T his skeletal ghost is a denizen of the afterlife, tasked with guiding the souls of the dead to their eternal rest. While they may seem kind, they are unyielding in their duty. When someone dies it means it is their time, and any attempt to resist the next world is futile. The Spirit Reaper will see that all souls travel to their final destination and will not let anything or anyone stop it. 48 Spirit Reaper Medium Undead, Lawful Neutral Armor Class 12 Hit Points 22(5d8) Speed 0ft. 50ft hover STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities Necrotic, poison Condition Immunities charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses Darkvision 60ft., passive Perception 10 Languages Infernal Challenge 1 (200 XP) soul collector The Spirit reaper ignores target's resistances to necrotic damage Actions Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 10 (3d6) necrotic damage. Target must make a DC 10 Constitution Saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest.The target dies if it reduces a target to zero hit points. Credit | Lore & Statblock: Louis Jameson


Plaguespreader Zombie Though this shambling corpse may seem like a rather bloated Zombie, the truth is much more sinister. In a bid to further spread the plague of undeath, a follower of Orcus concocted a rather nasty disease that would slowly decompose those affected by it. Needing a way to spread this illness, the necromancer created the Plaguespreader Zombie. Scions of Pestilence The Plaguespreader Zombie is a rather ingenious creation. The creature appears to be a normal Zombie with a bloated stomach, a common occurrence in many corpses. However, its stomach is full of a debilitating illness known as Zombie Rot, that is released in a cloud upon the creatures demise and can be utilized as a rather disgusting projectile. Strategic Illness Though the Plaguespreader Zombie is a unique creature, it is still a simple Zombie. It is easily defeated, and thus must be treated carefully. A skilled necromancer will place a few Plaguespreader Zombies in every horde, as the untrained eye will not be able to tell the walking corpses apart. Once the battle begins, and the Plaguespreader Zombies are defeated, the enemy forces will be overcome by the unexpected illness originating from their fallen enemy. Liquid Salvation The Plaguespreader Zombie might be weak, but the Zombie Rot it contains is anything but. The curse will slowly decompose its victim, and animate them as a Plaguespreader Zombie upon their death. The only way to prevent a Plaguespreader Zombie from releasing the Zombie Rot is to sprinkle holy water on the beast. The holy water will immediately disperse the cloud of disease, and will prevent the Plaguespreader Zombie from releasing it once it is destroyed. Zombie Rot While afflicted with Zombie Rot, a creature has the following symptoms until cured: it counts as an undead creature, it’s hit point maximum drops by 1d8 every 24 hours, and it is vulnerable to necrotic damage. If the targets hit point maximum reaches 0 in this way, the target dies. If the target dies in any way while afflicted with Zombie Rot, it is reanimated as a Plaguespreader Zombie. Drinking holy water will immediately cure Zombie Rot, as will a lesser restoration spell. 49 Plaguespreader Zombie Medium undead, neutral evil Armor Class 7 Hit Points 13 (2d8 + 4) Speed 15ft. STR DEX CON INT WIS CHA 11 (+0) 4 (-3) 14 (+2) 2 (-4) 4 (-3) 3 (-4) Damage immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 6 Languages none Challenge 1/2 (100 XP) Plague Burst When the Plaguespreader Zombie reaches 0 hit points, it violently expels a necrotic cloud of pestilence. This cloud fills a 30 foot radius and is centered on the Plaguespreader Zombie. Any creature, that is not undead, that begins its turn within the cloud must succeed on a DC 14 Constitution saving throw or be afflicted with Zombie Rot. Any creature that succeeds this saving throw is immune to contracting Zombie Rot for the next 24 Hours. Additionally, any creature that begins its turn within the cloud takes 1 (1d2) necrotic damage. The cloud disperses after two minutes, or if the corpse is sprinkled with holy water. Actions Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning damage. Diseased Vomit (Recharge 5-6) Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 5(1d6+2) poison damage. The creature must make a DC 14 Constitution saving throw or be afflicted with Zombie Rot. Any creature that succeeds this saving throw is immune to contracting Zombie Rot for the next 24 hours. The Plaguespreader Zombie may not use this action if it has been in contact with holy water in the past 24 hours. . Credit | Statblock: Libedrat0r Earl \ Lore: Sebastian Amadeus Wake


Plague Wolf In attempts to spread the curse of undeath across the world, the plague wolf was born. While they carry the curse of undeath with them they have not succumb to it. Yet, they still barely "live" as an undead moving carrier of miasma . They are merely harbingers spreading their disease to living creatures to raise the ranks of the undead. Zombie Rot While afflicted with Zombie Rot, a creature has the following symptoms until cured: it counts as an undead creature, it’s hit point maximum drops by 1d8 every 24 hours, and it is vulnerable to necrotic damage. If the targets hit point maximum reaches 0 in this way, the target dies. If the target dies in any way while afflicted with Zombie Rot, it is reanimated as a Plaguespreader Zombie. Drinking holy water will immediately cure Zombie Rot, as will a lesser restoration spell. 50 Plague Wolf Medium Undead (Beast) Armor Class 13 Hit Points 10 Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +3 Senses passive Perception 13 Challenge 1/4 (50 XP) Keen Hearing and Smell Plague Wolf has advantage on all Wisdom (perception) checks that rely on hearing and smelling. Pack Tactics Plague Wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies are within 5 ft of the creature and the alley isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (2d4 + 2) piercing damage. If the target is a creature it must succeed a DC 11 Constitution saving throw or become infected with zombie rot. Bonus Actions Death Charge The Plague Wolf can enter a death charge. While in this state the Plague Wolf has advantage on all attack rolls. At the end of each of its turns it must make a DC 11 Constitution saving throw, on a failed save it dies. It cannot deactivate this ability, so it will die at the end of the encounter if it uses this ability. Credit | Lore & Statblock: Louis Jameson \ Art Shawn Nichols


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