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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!

Feral Imp These impetuous and mischievous lesser fiends are considered the vermin of the Lower Planes. Undomesticated and especially nasty, they tend to follow demons and devils to the Material Plane before breaking away to cause as much havoc as possible. These are usually short holidays for the stoways, as a swift sword, crushing mace, or rather dangerous rolling pin, will often send them packing. Occasionally, a patron that is unimpressed or bored with their servants might send a Feral Imp in place a regular one during a Find Familiar ceremony. It soon becomes clear to the summoner that this creature is an awful familiar as it will refuse to follow orders, ransack packs and pockets for snacks, and verbally and physically abuse its summoner. This tends to be a great source of amusement for the patron, while also being a fitting punishment for their servant. 151 Feral Imp Medium fiend, Chaotic Neutral Armor Class 14 (Natural Armor) Hit Points 30(6d10) Speed 25ft., fly 30ft STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 12 (+2) 10 (+0) 9 (+0) Condition Immunities frightened Senses darkvision 60ft., passive Perception 15 Languages Abyssal Challenge 2 (450 XP) Actions Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 2) slashing damage. Headbutt. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1d4+1) piercing/lightning damage. If the target is a creature, it must make a DC 12 Constitution saving throw or be stunned for 1 minute. The stunned target can repeat this saving throw on each of its turns, ending the effect on itself on a success. Credit | Statblock: Dearan Lee \ Lore: Sebastian Amadeus Wake


Ogre of the Black Shadow An ogre that is possessed by a shadow fiend creature. The powers of the dark have driven it crazy but also empowered it beyond any ogres physical capabilities. Nobody can rationalise with such a creature and only a few can withstand its rapid charge. Although its barely sentient, it fights with tact and brutallity at the same time. This creature will teleport towards the weakest combatant it can see and drain their strength until it falls. Then it will withdraw and attack at a later time if its opponents are superior in strength or numbers, or finish the job with the temporary boost gained thanks to its victim. 152 Ogre of the Black Shadow Large giant, chaotic evil Armor Class 13 Hit Points 71(10d8 + 21) Speed 40ft. STR DEX CON INT WIS CHA 19 (+4) 11 (0) 16 (+3) 7 (-2) 9 (-1) 8 (-1) Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned. Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Senses Darkvision 60ft., Passive Perception 9 Languages giant, Abyssal Challenge 4 Shadow Stealth. While in dim light or darkness, the ogre of the black shadow can take the Hide action as a bonus action. Shadow Step. The Ogre of black shadow can teleport through shadows, as part of its movement action, that are within 40ft. Actions Draining Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning and (1d6) necrotic damage, and the target's Strength is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a target dies by this effect, the Ogre takes a temporary 1d4 boost to strength that lasts until the end of the combat. This bonus stacks with itself. Credit | Lore & Statblock: Libedrat0r Earl


Jigen Bakudan Mechanus the great clockwork plane of Law is home to many strange creatures, the most plentiful being the modrons. However hidden deep within its inner workings lies hidden chambers full of constructs designed to be activated when Mechanus is under great threat. Living Law Magic Jigen Bakudans are powered by ancient law magic making them capable of absorbing magic channelled in their presence. This helps power their in built magic drives which can call upon this law magic to summon aid, restore their physical forms, cast it's own spells or even at their most power create pure antimagic fields to maintain order. Jigen Bakudans were primarily designed to sap the magic of any being forcing its way into Mechanus however over time this ancient order made them see even friendly beings as too Chaotic, too likely to disturbe the perfect order they are forever driven to create. Thus most were sealed away only to be called upon if the forces of law seek to defend themselves from or remove the forces of chaos. Unbreakable Methods The Jigen Bakudans are themselves bound by the law magic that gives them power. As such they must fight in very specific ways based on their accumulated energies. A dial inbuilt into their heads was designed to allow other modron and allies to monitor what they are capable of doing in that moment to adjust their fighting style accordingly, unfortunately this also allows enemies to learn through observation to abuse this. Try as they might Jigan Bakudan cannot break their orders and must follow these specific fighting ways even when it disadvantages them. 153 Jigen Bakudan Small Construct, lawful neutral Armor Class 14 (natural armor) Hit Points 58(8d6 + 26) Speed 0ft. Fly 30 ft(hover) STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 12 (+1) 15 (+2) 14 (+2) 14 (+2) Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Lightning, Poison Condition Immunities Charmed, Frightened, Exhaustion, Poisoned, Sleep, Unconscious Senses passive Perception 15, Darkvision Languages Common, Modron Challenge 3(700 XP) Magic Resistance. The Jigen Bakudan has advantage on saving throws against spells and other magical effects. Ordering Chaos. While an unathorized spell is about to be casted near Jigen Bakudan, it can attemp to prevent this chaotic act of energy. If its senses identify any hostile (to it or its companions) spell casting within 60ft, it attempts to absorb the invoked energy. Any spell ,within area, of second level or lower automatically fails(like with Counter Spell ). The spell's energy is transfered to mordrons core and activates the Clockwork action as a reaction. Magical Battery. Jigen Bakudan can store the energy of spells it absorbs. It can store up to five points (1 point/spell level) and use it to cast one of the following spells : Ressistance(self only,1pt), Mage Armor(2pts), Magic Missile(2pts), Calm Emotions(3pts, DC 14). Actions Clockwork. When Jigen Bakudan feels thats it has to protect itself, it activates its mechanic terminal. The indicators on its head reveals the curent phase. Each phase changes in order every round. In case of trigering Ordering Chaos, roll 1d4 (1=0, 2=1,3=2,4=3). Phases: 0.Reinforcements Jigen Bakudan summons inferrior soldiers from mechanus to maintain order. (roll 1d4: 1:Monodronex4||2:Duodronex3||3:Tridronex2||4:Qu 1.Magnetic Field. Jigen Bakudan can as an action transform some of the energy stored to vital force. It can regain 5 Hit points/ spell point it uses. If it has no s.p available it cant use this feature. 2.Banishing Chaos (Unleashes any stored energy point with as a burst of force. Every creature within 30ft must succeds a DC 14 Inteligence Saving Throw, on fail they suffer 1d8 force damage/s.p. , If it has no s.p. it cant use this feature. 3.Null Zone(Antimagic Field 30ft radius centered self) Credit | Statblock: Boutsikas Dimitris


Sangan S angans are what forms when an animal from the material plane becomes lost in the other planes. The scholars that study them argue on whether it was the creatures from those planes that twisted them or the nature of the planes themselves, however they do all agree that whichever it was the feral Sangans left behind have no memories of what they once were. What Once Were Beasts While none of their memories from before they became Sangan remain they retain many of the instincts of the creatures they once were. If found in the wild they form packs where they will hunt in groups to take down larger creatures and quickly consume it's corpse bones and all; a pack of 10 Sangan will devour an entire elk corpse within a day. They are much more vicious than a normal animal resisting any attempt to placate them once they become aggressive. The only way to avoid a pack of these creatures is to go somewhere they can't follow or provide them with a source of easier prey. Mutated By Other Forces Sangan have an amalgamated form of many creatures found in the material plane, with scaled arms and legs end in claws more fitting a wolf or large cat. Their eyes have slit like pupils like a snakes though they have an additional one high on their forehead. While these traits would suggest a reptilian origin of the creatures their main body is covered in thick brown fur and their teeth are almost wolf like. It is this strange combination of features that are nearly identical across all Sangan that lead some to believe that there is a particular creature out in the further planes that is twisting these creatures on purpose, though what the use of these feral beasts could be is hard to tell. A Call to fight Sangans strange mutations go beyond their appearance, despite their low intelligence the creature work with each other quite well and have developed a very distinct defence mechanism. When slain the Sangan release a scream that causes primal rage within nearby creatures, causing them to charge to it's location and attack the creature that killed the Sangan. Yet outside of this dying breath the Sangans seems unable to produce anything near the level of this scream, nor do they posses the intelligence to make use of it if they could. Despite this adventurers often avoid attacking these creature even when found by themselves lest they summon a swarm of allies. 154 Sangan Small beast, neutral evil Armor Class 14 Hit Ponts 31(5d10 + 3) Speed 60ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 1 (-5) 14 (+2) 2 (-4) Condition Immunities blinded, charmed Senses darkvision 120ft, passive Perception 14 Languages None Challenge 1 (200 XP) Death Scream. When the Sangan dies it lets lose a rallying scream with it's last breath. All CR 2 or lower creatures within 10ft of the Sangan can use their reaction to make a single attack against the creature that killed the Sangan. Pack Tactics. The Sangan has advantage on an attack roll against a creature if at least one of the hounds allies is within 5ft of the creature and isn't incapacitated. Untameable. The Sangan is almost impossible to tame by magical or natural means. The Sagan gains advantage to resist any attempts to calm or control it. Actions Claw Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) Credit | Lore & Statblock: Daniel Edwards


Saggi the Dark Clown Saggi was firstly created as an illusion to attract attention away from the caster. The ritual required flesh materials, the caster casted the spell again and again due to his useful nature, but one day the spell didn't fade away. The spell was permanent. Saggi was given life and a name through the caster's magic that repeated this spell again and again. Saggi roams as a clown - jester and collects flesh every now and then to create more of its kind. Dark Clowns, being a common phobia, are frequent appearances in The Shadowfell Plane thanks to the original Saggi the Dark Clown who created many in his image. The nature of their origin is disputed but their tactics are even more erratic and confusing. Despite carrying no visible equipment these creatures can always be relied upon to have the most convenient and cruel weapons in hand. Giant scissors when you are scaling a rope, a vial of poison when you are cooking a stew. Some say that your very insecurities and worries arm Dark Clowns. Just like deep seated fears they are also incredibly resilient and difficult to remove. Dark Clowns under pressure have been known to teleport, disappear, rearrange their anatomies and spray ink and noxious gas from their wounds. Some find Dark Clowns terrifying, some repulsive and even the most stouthearted and fearless of Adventurers find them at the very least extremely irritating. 155 Saggi the dark clown Medium Human, Chaotic Neutral Armor Class 17 Hit Points 45(5d10) Speed 30ft. STR DEX CON INT WIS CHA 9 (+0) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 7 (-2) Condition Immunities prone Senses blindsight 120ft., passive perception 12 Languages Common Challenge 2 (350 XP) Abnormal movement Saggi can move its limbs in an abnormal way to avoid ranged attacks. As a reaction Saggi can dodge a ranged attack and take 0 damage from it. Saggi's Hideous Laughter Saggi can use an action to cast Tasha's Hideous laughter once per day but it targets up to 5 creatures instead of one. Limited Teleportation Saggi can use a bonus action to teleport 30ft away in an unoccupied place that it can see. Actions Darkness Orb. Ranged Spell Attack: +3 to hit, range 80ft., one target. Hit 7 (1d6 +3) Credit | Statblock: Daniel Edwards \ Lore: Christopher Dannenburg \Art: Tragakis Manos


Centaur Mages Through the worship of Hoovaldi, the centaur goddess of knowledge and astronomy, Centaur mages are born. A centaur must be born under the correct star pattern to be chosen to by Hoovaldi, and even then only a select few centaurs are chosen to wield her power. Those that have been selected are granted Star Tears by the goddess herself, signifying their worthiness. The mages that wield Star Tears are incredibly gifted and talented spellcasters, and normally given positions of power within their tribe. The centaur mages use their power to benefit their tribe in anyway they can, from crafting magical armor and weaponry for their brethren to hiding their encampment in fog from would-be attackers. However, there is one mage who stands above the rest. Chiron, one of the oldest of the Centaur Mages, has tapped deeper into the mystical arts than any centaur before him. He wields a staff studded with Star Tears, and his tribe reveres him as their savior. His people participate in vast rituals with Chiron as the centerpiece, trusting that he will use the magic they have helped amass for the right reasons. One of the more notable facts about Chrion and his tribe is their nomadic nature. Whereas most Centaurs prefer to roam one forest, the tribe of Chrion brings the forest with them. Whenever Chiron’s tribe decides to settle for any period of time, Chiron uses his magic to sprout an enchanted forest throughout the area. The forest is created to ward off trespassers, and will physically combat any invaders. However, it is well known that Chiron has a soft spot for cosmic knowledge, and will let outsiders into this forest if they have information or artifacts he may be interested in. 156


157 Centaur Mage Large monstrosity, neutral good Armor Class 12 Hit Points 45(6d10 + 12) Speed 50ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) Skills Athletics +5, Perception +4, Survival +3, Arcana +4 Senses passive Perception 14 Languages Elven, Sylvan Challenge 3 (700 XP) Spellcasting. The centaur mage is a 5th-level spellcaster, Its spellcasting ability is intelligence (spell save DC 12, +4 to hit with spell attacks). The centaur has the following wizard spells prepared: Cantrips (at will): Firebolt, minor illusion, poison spray 1st level (4 slots): sheild, magic missile, charm person 2nd level (3 slots): misty step, web, phantasmal force 3rd level (2 slots): lightning bolt, counter spell Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage. Chiron the Mage Large monstrosity, neutral good Armor Class 14 Hit Points 50(6d10 + 17) Speed 50ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1) Skills Athletics +5, Perception +4, Survival +4, Arcana +4 Senses passive Perception 16 Languages Elven, Sylvan Challenge 7 (2,900 XP) Stars Tear Staf . +1 magic weapon, (1/Day) impose disadvantage on creature(s) attempting to pass one of your spell dice checks. Shield of Chiron. When you cast the shield spell roll d6. On a roll of 6 you dont expend a spell slot. Spellcasting. Chiron the Mage is a 10th-level spellcaster, His spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). Chiron the Mage has the following wizard spells prepared: Cantrips (at will): Firebolt, minor illusion, poison,spray, prestidigitation. 1st level (4 slots): shield, magic missile, charm person, silent image 2nd level (3 slots): misty step, mirror image, phantasmal force 3rd level (3 slots): lightning bolt, counter spell, dispel magic 4th level (3 slots): hallucinatory terrain, ice storm 5th level (2 slots): scrying, cone of cold Actions Staf . Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) bludgeoning damage. Credit | Lore & Statblock: Devin Hardenburg


The Mystic Horseman The Mystic Horsemen were the result of Centaurs that they took part in the teaching of the Arcane arts. As the Centaurs tried to defend the forest from fiends and other magical creatures, they discovered that they were many foes that they just couldn’t touch. They asked the help of Dryads to initiate them into fighting their new foes. Dryads obliged and assisted their Centaur allies into teaching them of the Arcane arts and providing information on their new foes. Mystic Horsemen were deployed at the flanks for surprise attacks to confident enemies and break their morale. They also served as healers and the oldest among them in frequent occasions became tribe leaders. 158 Mystic Horseman Large monstrosity, Neutral Good Armor Class 13 Hit Points 45 (6d10 + 12) Speed 50ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 14 (+2) Skills Perception +5, Survival +5, Arcana +3 Senses passive Perception 15 Languages Common, Elven, Sylvan Challenge 3 (700 XP) Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a scythe attack on the same turn, the target takes an extra 10 (3d6) slashing damage. Spellcasting. Spellcasting. The Mystic Horseman is an 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The mystic horseman can cast the following spells: Cantrips (at will): lighting lure, booming blade, green-flame blade 1st level (3 slots): thunderous smite, hunter's mark, protection from evil Multiattack. The centaur makes two attacks: one with its scythe and one with its hooves or one cantrip. Scythe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. Credit | Statblock and lore: Dionysios Christoforidis \ Art: Manos Tragakis


Rabid Horseman Rabid Horsemen are ruthless creatures, they descent from Centaurs however they were pushed to take part into a Demonic ritual to enhance their powers as the invaders were becoming more brutal and their numbers were increasing. The Rabid Horsemen were very powerful but most of them got mad with fury and pain. They were kept among the Centaur ranks for some time, however their evil nature was soon revealed. Centaurs cast them out and some even died as they turned on the other Centaurs. This ritual was forbidden, however the knowledge was there and the easy way to grow in strength was there too. 159 Rabid Horseman Large Fiend, Chaotic Evil Armor Class 17 (half plate armor) Hit Points 110 (13d10 + 39) Speed 50ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 16 (+3) 6 (-2) 9 (-1) 17 (+3) Saving Throws Str +6, Con +5 Skills Athletics +8, Perception +2, Intimidation +7 Damage Resistances cold, fire Damage Immunities poison, necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 10 (5,900 XP) Magic Resistance. The rabid horseman has advantage on saving throws against spells and other magical effects. Magic Weapons. The rabid horseman's weapon attacks are magical. Dreadful Charge. If the rabid horseman moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Dreadful Recklessness. At the start of its turn, the rabid horseman can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Fiendish Weapons. When the rabid horseman hits with a melee weapon attack, it deal an additional 9 (2d8) necrotic damage to the target as a bonus action. Actions Multiattack. The rabid horseman makes two attacks: one with its Greataxe and one with its hooves. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing. Hooves. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Credit | Statblock and lore: Dionysios Christoforidis


Predatory Moths R anging from the infant Petit Moth, all the way up to the queen of the colony, the Perfectly Ultimate Great Moth, these territorial moths are known to attack any who wander into their nest, as well as isolated animals and people to feed their young. Aging Insects. Starting as small larvae, these creatures begin as ravenous omnivores, eating anything and everything in preparation for their transformation. The creatures devour all food that is brought to them up until three months after their birth. Around this stage, the Petit Moths make a cocoon in which they begin transforming. If the Petit Moth didn't store enough nutrients, or is pulled from the cocoon prematurely, a Larvae Moth is born. Not fully formed, constantly hungry, and unable to attempt it's metamorphosis again, many Larvae Moth are killed by the colony to become food for the next batch of Petits that hatch. If a cocoon is left undisturbed, the creature emerges as a Great Moth after a month of sleep. With newfound wings and lacking the mouth of it's prior infancy, Great Moths turn towards liquids to sustain it's new form, using it's large, hornlike proboscis to suck nutrients from plants, dung, and liquids. Whatever a Great Moth is unable to absorb, it melts with acid to the point of liquefaction. When a colony lacks a queen, one cocoon is chosen to be given extra nutrients. As the queen sleeps in her cocoon, the Great Moths work diligently in gathering additional food, frequently bringing living creatures back to the colony to feed on. As the Great Moths feast, they insert their horns directly into the Queen's cocoon, forcing extra nutrients into the still sleeping child. The queen takes an extra month to burn through all the extra food during it's sleep, and eventually awakens as a oversized Great Moth, frequently refered to as the Perfectly Ultimate Great Moth. Petit Moths Petit Moths are the infants of the Predatory Moth line. At this stage of life, these moths are little more than mindless beasts, attacking creatures regardless of threat. A Petit Moth will not flee from a battle, fighting until it is dead, or it's prey is killed. Sequestered Upbringing. Petit Moths are housed separately from the rest of the colony, placed in holes. This is to keep Petit Moths from wandering off on their own to find food, frequently getting themselves in danger. If a Petit Moth does escape the confines it was held in, it will wander aimlessly in search of food until the creature is slained, or gathers enough food to supports it's transformation. Survival of the Fittest. Great Moths are a majority of a Predatory Moth colony, acting as hunters, guards, and workers. When capturing food for the newly hatched Petits, Great Moths will drop the living creature directly into the birth pits. The prey will fight, killing as many of the Petits as possible before being overwhelmed and eaten by the swarm. This is how the Moths determine what Petits show the strength worthy of becoming part of the colony, as those killed become food for the victors. Subsequent meals brought to the Petits are frequently dead, severely weakened, or nonliving food. Larvae Moths Larvae Moths are the unfortunate creatures that were either unable to get enough food as a Petit, or had their cocoons prematurely opened or destroyed. Having not fully evolved, Larvae moths are stronger than their younger Petit counterparts, but are unable to return to their cocoons Colony Failures When a Larvae Moth hatches, it begins life in danger. Unable to grow to it's full potential yet still requiring immense amounts of food, Larvae Moth are frequently killed immediately by the Great Moths in a colony. Their bodies are then dropped into the birthing pits, giving the newest batch of Petit Moths an easy meal. Lone Hunters For the Petit Moths that escape the birthing pits, few live long enough to make their cocoon, and even fewer hatch undisturbed. Larvae Moths are frequently found alone in the wild, having been woken from their metamorphisis early to feed. These creatures are aggressive, and tend to become awful pests for any town or village that is unlucky enough to have a Larvae Moth hatch near them. Cocoon of Evolution Three months after hatching from their eggs, Petit Moths encase themselves in a cocoon. These cocoons solidify like steel, keeping the growing moths safe from the dangers of the outside world. While the cocoon is not a normal creature of it's own, it serves to fight off any would be predators as soon as it is first breached. Moth Rebirth Upon entering the cocoon, the Petit Moth inside regurgitates all of the food it had eaten and stored over its three month life. The stomach acid burns the creature horribly and the body begins to knit itself back together. The Petit is in a constant fluctuation of burning and healing until its body gains a natural resistance to acid, and eventually an immunity. This same process is used to make the Perfectly Ultimate Great Moth stronger, as the acid from the Great Moths is more potent, forcing the body to toughen quicker. Great Moths Great Moths are the backbone of the predatory moth colonies. They fill the roles of hunters, guards, and workers, and are incredibly dangerous creatures. Complete Mutation The creature that enters the cocoon is not the same creature that emerges. Much larger than the Petit Moths, these creatures have replaced their mouths with a long proboscis used for absorb nutrients and liquds, and grow wings, allowing for much more mobility. While the mouth is gone, some of the teeth remain, instead now acting as horns used to inject their prey with a deadly acid. Great Moths frequently attack in swarms, quickly overpowering and melting their quarry before drinking up what is left for sustenance. 160 Credit | Statblock and lore: Jon King


Perfectly Ultimate Great Moth The Perfectly Ultimate Great Moth is the grand evolution of the predatory moth line. These terrifying creatures take the features of the Great Moth and add an even more lethal acid, along with greater intelligence, and are the only moth in a colony that is able to lay eggs. Only one 'queen' may exist in a colony at any given time, which is a true blessing for all other creatures that may come in contact with a moth colony. Perfect Evolution Due to the additional food and increased strength acid pumped into the queens cocoon, the Perfectly Ultimate Great Moth endures a much harsher time in it's metamorphosis. The time required to heal and evolve is doubled for the queen, though the results are well worth the time and effort for a colony. The birth of a Perfectly Ultimate Great Moth means the colony will continue to grow and thrive. While the Great Moths are the backbone of the colonies, any colony is bound for collapse once the queen is destroyed and the Petits are killed. 161 Petit Moth Small beast, Unaligned Armor Class 13 (natural armor) Hit Points 22(3d8 + 9) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 17 (+3) 2 (-4) 8 (-1) 7 (-2) Senses passive Perception 9 Languages - Challenge 1/2 (100 XP) Pack Tactics. The moth has advantage on attack rolls against a creature if at least one of the moth'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 9 (2d6 + 2) piercing damage. Larvae Moth Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 51(6d8 + 24) Speed 40ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 2 (-4) 10 (+0) 7 (-2) Damage Resistances acid Skills Perception +2 Senses passive Perception 12 Languages - Challenge 2 (450 XP) Actions Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (2d8 + 3) piercing damage plus 4 (1d8) acid damage Credit | Statblock and lore: Jon King


162 Cocoon of Evolution Large monstrosity, unaligned Armor Class 25 (natural armor) Hit Points 51(6d8 + 24) Speed 0ft. STR DEX CON INT WIS CHA 10 (+0) 1 (-5) 18 (+4) 2 (-4) 8 (-1) 7 (-2) Damage Resistances nonmagical bludgeoning, piercing, and slashing Damage Immunities acid Condition Immunities blinded, charmed, frightened,paralyzed, petrified, prone, stunned Senses passive Perception 9 Languages - Challenge 6 (2300 XP) Magic Resistance. The cocoon of evolution has advantage on saving throws against spells and other magical effects. Acidic Splash. When the cocoon takes damage of any type other than psychic, each creature within 10 feet of the cocoon takes 9 (2d8) acid damage Imperfect Creature. When the cocoon reaches 0 hit points, it dies immediately, and a Larvae Moth takes it's place with half the normal hit points. Defensive Attacks. Until damaged by something other than psychic, the cocoon is unable to attack. Actions Acid Toss. Ranged Weapon Attack: +6 to hit, reach 60ft., one target. Hit 18 (4d8) acid damage Great Moth Large Beast, unaligned Armor Class 16 (natural armor Hit Points 114(12d10 + 48) Speed 15ft., fly 60ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 19 (+4) 2 (-4) 12 (+1) 10 (+0) Damage Immunities acid Skills Perception +3 Senses passive Perception 13 Languages - Challenge 8 (3,900 XP) Pack Tactics. The moth has advantage on attack rolls against a creature if at least one of the moth's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The moth makes two attacks: one with its claws and one with its fangs. Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the moth can't claw another target. Fangs. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) piercing damage plus 18 (4d8) acid damage Acid Toss. Ranged Weapon Attack: +7 to hit, reach 60ft., one target. Hit 18 (4d8) acid damage Paralysis Powder (Recharges 6) The moth flaps its wings, releasing spores in a 30 foot cone. Each creature within the cone must make a DC 14 Constitution save or become paralyzed for 1 minute on a failed save. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success. Credit | Statblock and lore: Jon King


163 Perfectly Ultimate Great Moth Huge monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 184(16d10 + 96) Speed 15ft., fly 80ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 22 (+6) 8 (-1) 15 (+2) 12 (+1) Skills Perception +5 Damage Resistances nonmagical bludgeoning, piercing, and slashing Damage Immunities acid Senses passive Perception 10 Languages - Challenge 12 (1630 XP) Legendary Resistances (3/day) If the moth fails a saving throw, it can choose to succeed instead. Magic Resistance The moth has advantage on saving throws against spells and other magical effects. Pack Tactics. The moth has advantage on attack rolls against a creature if at least one of the moth's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The moth makes two attacks: one with its claws and one with its fangs. Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 20 (3d8 + 6) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the moth can't claw another target. Fangs. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) piercing damage plus 23 (5d8) acid damage Acid Toss. Ranged Weapon Attack: +10 to hit, reach 60ft., one target. Hit 23 (5d8) acid damage Paralysis Powder (Recharges 5-6) The moth flaps its wings, releasing spores in a 60 foot cone. Each creature within the cone must make a DC 17 Constitution save or become paralyzed for 1 minute on a failed save. A creature may attempt a new saving throw at the end of each of its turns, ending the effect on a success. Legendary Actions The moth 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. The moth regains spent legendary actions at the start of its turn. Detect. The moth makes a Wisdom (Perception) check. Fangs The moth makes a fangs attack Wing Attack (Costs 2 actions). The moth beats its wings into a gale force windstorm. Each creature within 15 feet must succeed on a DC 17 Strength saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. After beating its wings this way, the moth can fly up to half its flying speed without provoking attacks of opportunity. Credit | Statblock and lore: Jon King


Primitive Butterfly The primitive butterfly is a delicate creature that relies on it's symbiotic realtionship with predatory moths and other insects in return for protection. The primitive butterfly can use the glittering powder on it's wings to strengthen it's allies. For the predatory moths in particular this creature is invaluable, as it is able to detect which petit moths are suitable to eventually become perfectly ultimate great moths. It's powder is potent enough to seep through the cocoon of evolution, quickening it's metamorphosis into a great moth. 164 Primitive Butterfly Small beast, unaligned Armor Class 12 Hit Points 18(7d6 - 7) Speed 10ft., fly 40ft. STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 8 (-1) 2 (-4) 11 (+0) 12 (+1) Senses passive Perception 10 Languages - Challenge 1/2 (100 XP) Actions Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) Growth Powder. The butterfly targets an insect within 20ft. and releases a glittering powder that gives it advantage on it's next attack roll. If the powder is used on a cocoon of evolution for three consecutive turns, the cocoon hatches immediately into a great moth. Credit | Statblock and lore: Jon King


King Pyron Long ago in ancient land a King was foretold of his doom by a seer of the land. Fearing death Pyron struck up a deal with the Lord of Hell Asmodeus to be able to circumvent his own death. The price would be the life of his twin brother burned upon in his own home. Pyron complied and set aflame his brother's house where he burned alive screaming in agony. After the flames had died away Pyron himself became a manifestion of Flame with his brother's soul bound to him by hate. As time went on The Kingdom went up in flames and Pyron soon lost everything he had loved no longer being able to touch anything. He could not die but he could also not live, he was now a creature of pure Flame. 165 Credit | Art: Luke Instone-Hall


166 King pyron Medium Elemental, Lawful Evil Armor Class 15(Natural armor) Hit Points 150(15d8 + 60) Speed 30ft., fly(hover) 40ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 20 (+5) 18 (+4) 8 (-1) 14 (+2) Saving throws Dex +6, Con +8 Skills Acrobatics +6, Arcana +7 Damage Resistances bludgeoning, piercing, slashing, from nonmagical weapons Damage Immunities Fire, Poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses Darkvision 60 ft. Passive Perception 9 Languages Ignan Challenge 10 (5900 XP) Trail of fire. As King Pyron walks he leaves a fiery trail behind him in a straight line, whoever crosses or touches the trail suffers 11(2d10) fire damage, if the target is a creature or a flammable object it ignites, suffering 11(2d10) fire damage at the start of each of its turns,until it takes an action to try to douse the fire. Flame Retaliaton. Whenever a creature succesfuly hits King Pyron, flames jump out from his body striking and burning the attacker, each creature landing a succcefuly melee attack against King Pyron suffers 1d6 fire damage. Illumination. King Pyron sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. Actions Multiattack. King Pyron can make two Fire Grasp attacks. Fire Grasp. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d8 + 5) fire damage. If the attack hits King Pyron can choose to grapple the target with his fiery hand (escape DC 16), if the creature is grappled it takes 5 (1d10) fire damage at the start of each of its turn. Flame Typhoon. King Pyron conjures a typhoon originating from his body on a 60 foot radius, each creature caught in that area must succeed on a dexterity saving throw DC 16 or take 30(6d10) fire damage and gain one level of exhaustion, a succesful saving throw results in taking half damage and no exhaustion. Summon Royal Servant (Once per short rest) King Pyron can summon within 30ft. of him a loyal servant to fight for him, the servant is a Fire Elemental (MM) and remains obedient until it dies or King Pyron dies. Kneel! King Pyron can force every creature it can see to kneel before him, creatures around him that hear his command must succeed on a charisma saving throw DC 16 or fall prone. Credit | Statblock: Dionysios Christoforidis \ Lore: Libedrat0r Earl Labyrinthos TT/RPG Blog


Dissolverock Born when the magical manipulation of lava goes wrong, the Dissolverock is a horrendous monster burning with hatred. It wishes for nothing more than to consume all around it. 167 Dissolverock Large elemental, chaotic neutral Armor Class 12 Hit Points 110(8d10 + 30) Speed 20ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 6 (-2) 4(-2) 3 (-4) Vulnerabilities Cold Condition Immunities Exhaustion, Poisoned Damage Immunities Fire, Poison Damage Resistances Bludgeoning, Slashing, Piercing from non magical weapons Senses passive Perception 12 Languages Primordial Challenge 3 ( 700 XP) False Appearance: While the Dissolverock remains motionless it is indistinguishable from a heated rock. Igniteful When an object comes in contact with its lava-maden body of ignites due to its extremely high temperature. Same happens if it passes through flammable terrain. elting Metal Any weapon made of metal that hits the Dissolverock, starts melting as it reaches extremely high temperatures. The attacker must succeed a DC 12 Constitution Saving Throw, suffering 1d6 fire damage on a failed save. After dealing damage, any non-magical weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Non Magical Ammunition made of metal that hits the Lava is destroyed after dealing damage. Weapons with Frost properties, are unaffected and won't heat up or melt. va Trail When Dissolverock moves, it leaves behind it a trail of lava for 20ft length to 5ft width. The trail lasts for 1 round and every creature that starts or end its turn upon it must succeeds a DC 12 Saving throw, on fail suffers 1d6 fire damage. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (2d8 + 2) bludgeoning plus 8 (2d6) fire damage. Engulf. Dissolverock can attempt to engulf a small or smaller creature. It's target must succeeds a DC 13 Dexterity Saving Throw, on fail is engulfed and suffers 2d6 fire damage at the start of its turns. An engulfed creature can retry to escape at the end of its turn. Credit | Statblock: Boutsikas Dimitris \ Lore: Dionysios Christoforidis


Lava Golem Created when the a weakened Magma Elemental is imprisoned within the body of a Stone Golem, the Lava Golem is a creature of immense power. It has been known to weather the strongest of blows, and retaliate with a blast of intense heat radiating from it’s body. This is largely in part due to its malleable yet powerful form, as the Lava Golem’s body consists of slowly moving lava, with sporadic obsidian shards jutting from underneath the exterior. It heats all metal around it, causing most weapons to be unusable in the first place. Due to the creature’s incredible power, and the high mortality rate among would-be creators of Lava Golems, the process of creating one is a highly guarded secret. 168 Lava Golem Huge Construct, unaligned Armor Class 17 Hit Points 180 (18d10 + 90) Speed 30ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 20 (+5) 4 (-3) 10 (+0) 1 (-5) Damage Immunities fire, lightning, poison, psychic, piercing, slashing, and bludgeoning from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Vulnerabilities cold Senses darkvision 120ft, passive Perception 10 Languages understands languages of it's creator but can't speak. Challenge 14 (12,000 XP) Immutable form The golem is immune to any spell or effect that would alter its form. Magic Resistance The golem has advantage on saving throws against spells and other magical effects. Magic Weapons The golem's weapon attacks are magical. Actions Multiattack. *The golem makes two slam attacks Slam. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (3d8 + 7) bludgeoning. Scorching Hold. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (3d8 + 7) fire. Target is thrown into the Golem's Chain Cage and must make a Strength saving throw to escape (DC16) and takes 34 (6d8 + 7) at the start of each of the golems turns. Until the grapple ends, the target is restrained and the Lava Golem can't restrain another target. Heat Blast (Recharge 4-6). The Lava Golem can release a burst of extreme heat in a 25-foot radius centered upon itself. Creatures within range wielding a metal weapon or wearing a suit of metal armor feel it grow red-hot and take 23 (5d8) fire damage if in physical contact with the object. Should a creature take damage in this way, it must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn. Credit | Lore & Statblock: DM John


Laval Burner This creature was originally meant to be a Lava Golem, but due to the hubris of its creator the Flame Elemental that serves as the core of the Lava Golem was fused into a more powerful form. The design was meant to channel the fiery power into specific locations, thus increasing the creations power. The creation was a success, though the result was a disaster. The creation took form and destroyed the laboratory and its creators, and now wishes to bring destruction to the Material Plane. 169 Laval Burner Large Elemental, Chaotic Neutral Armor Class 16 Hit Points 156(15d10 +35 ) Speed 35ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0) Vulnerabilities Cold Condition Immunities Exhaustion, Poisoned Damage Immunities Fire, Poison Damage Resistances Psychic, Bludgeoning, Slashing, Piercing from non-magical weapons Senses passive Perception 15 Languages Primordial Challenge 6 (2300 XP) Igniteful When an object comes in contact with the laval-made body of a Laval Burner, it ignites due to its extremly high temperature. Same happens to flammable terrain that the laval Burner moves through. Melting Metal Any non-magical weapon made of metal that hits the Laval Burner has a chance of becoming liquid due to extremly high temperatures. The attacker must succed a DC 15 Constitution Saving Throw, or suffers 1d6 fire damage. After dealing damage, any non-magical weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical Ammunition made of metal or rock and wood that hits the Laval is destroyed after dealing damage. Weapons with Frost property, ignores any DC required. Legendary Actions Lava splash When a Physical attack hits the Laval Burner, a portion of its body splits around it in 5ft radius. Each Creature inside this radius must succed a DC 15 Dexterity Saving throw, on fail suffers 1d8 fire damage. Actions Multiattack. The Lava Burner makes two attacks with his fists. Fist Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) Bludgeoning damage. If the target is a creature or a flammable object, it suffers 2d6 fire damage and ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Credit | Statblock: Dimitris Boutsikas \ Lore: Dionysios Christoforidis


Fire Princess Stories are told of women with harrowing control over flames, bringing both landscapes and travelers to their knees. These Fire Princesses are elegant in appearance, draped in expensive clothing, with soft flames licking their body. Though these women may be beautiful, they are known to be insane, though they would prefer the term “enlightened”. If one crosses paths with a Fire Princess, it is best to head in the opposite direction, or better yet towards the nearest source of water. A Princess in Name Alone. Scholars often need to clarify that the Fire Princess moniker is one given to themselves of those that fear them, due to their royal appearance and personality. Normally these searing women are not royalty of any kind. They were once young women interested in the arcane, whose studies went poorly, and found themselves being tormented by vindictive elementals. These elementals would torment and torture the poor women, until they lost their mind. Through some unknown process, the now mad mage and the elemental were bonded together, giving the deranged woman control over fire. This is normally what a Fire Princess considers their “coronation”. Share The Gift. Fire Princesses do not consider themselves mad. In their mind, they are cleansing the lands of impurity and will often offer others the chance to join them in their quest. If and when they decline the Fire Princess will consider them an impurity and will attempt to burn them away. If a Fire Princess feels she had been disrespected in anyway, she will be sure to annihilate any who she feels responsible for her slight. Black and White and Red While it is known that Fire Princesses are intelligent, it is a fools endeavour to try and reason with one. In their eyes, you either join their cause or die. Some Fire Princesses have been known to amass a large amount of followers, believing that the Fire Princess is some kind of deific being who has come to deliver the world from sin. Though many of her followers attempt to mimic their masters power, some have been considered “enlightened” by the Fire Princess and blessed with power not unlike her own. 170 Fire Princess Medium Humanoid, Chaotic Evil Armor Class 15 Hit Points 65 (10d8 + 20) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) Saving Throws CON +4, INT +4 Skills Arcana +6, Perception +2 Damage Immunities Fire, Poison Damage Weaknesses Cold Condition Immunities Restrained, grappled, poisoned Senses passive Perception 12 Languages Common, Ignan or Infernal Challenge 5 (1,800 XP) Floating Ember The fire princess is capable of summoning embers that float around her her commonly. She can manipulate the direction of the embers, using it as a utility. Ember Illumination. The fire princess sheds bright light in a 30-foot radius and dim light in an additional 30 feet from her embers when they are active. Magic Resistance. The Princess has advantage on Saving Throws against Spells and other magical effects. Spellcasting. The fire princess is an 5th-level spellcaster. Its Spellcasting ability is Intelligence (spell save DC 15 to hit with spell attacks). The fire princess has the following Wizard Spells prepared: Cantrips (at will): Control Flames, firebolt, green flame blade, create bonfire 1st level (4 slots): Burning hands, Shield, Absorb Elements, Tasha's Hideous Laughter 2nd level (3 slots): Aganazzar's Scorcher, Crown of Madness, Misty Step 3rd level (2 slots): Counterspell, Fireball Actions Staf . Melee Weapon Attack: Reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage. Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Reactions Incinerating Rebuke. Upon witnessing any form of healing, be it magical or potion, the fire princess uses her Hurl Flame ability. The fire princess must have line of vision of the healing target for this reaction to trigger. Credit | Lore & Statblock: Shannon McCullagh


Time Wizard This oddly shaped construct is similar to that of a clock. A creature was brought to life by a powerful mage who was obsessed with magic surrounding time. His goal was to master all aspects of time through magical manipulation. The mage found it extremely difficult to focus and bend time to its will on his own. He ended up developing a powerful conduit to control the power. The mage made many iterations of the powerful sentient construct, but in spite of his best efforts, many malfunctioned, or failed entirely to produce a satisfactory effect. As a result the Time Wizards use of magic extremely unreliable and dangerous for both the Time Wizard and its enemies. Last Gamble. The time wizard knows that its magic is unpredictable. For that reason, it only uses it when it has no other options. The mace it carries resembles a magical wand. On the end of the mace is a wheel that contains four faces with an arrow that spins in the center. There are two different alternating faces, a skull, representing a negative effect and star, that represents a positive effect. When the time wizard casts its time magic the roulette spins and randomly lands on a face that determines the magical effect. 171 Time Wizard Small Construct, Unaligned Armor Class 13 Hit Points 33(6d8 + 6) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 13 (+1) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages common Challenge 2 (450 XP) Spellcasting. The time wizards is a 4th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The time wizard has the following wizard spells prepared: Cantrips(at will): booming blade, firebolt, minor illusion 1st level(4 slots): absorb elements, magic missile, shield 2nd level(3 slots): mirror image, phantasmal force Actions Multiattack. The time wizard makes two melee attacks. Time Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. Time Roulette. When the time wizard's hit points becomes less than half of its maximum, it can use its reaction to cast slow. Flip a coin. If the coin lands on heads, the time wizard casts the spell slow as normal. If the coin lands on tails, time wizard becomes the target of the spell. Credit | Lore & Statblock: Justin Handlin \ Art: Comi Ilia


Witch of The Black Forest Austere, apathetic, but oddly enchanting, Witches of the Black Forest wish very little to do with creatures not of their homestead forests, often engaging travellers and adventurers alike with an immediate hostility. Much like druids, these fey creatures hold nature in the highest of reverence and think of those that traverse the landscapes for treasure and fame as a blight encroaching upon sacred ground. Those unlucky enough to catch sight of a witch of the black forest often meets an untimely demise. However, they are not without intelligence and therefore reason. These fey received their name from the odd darkness their presence brings, causing even the brightest of forests to become overwhelmed with an intangible, overwhelming shade. Despite this, they cause no harm to the forest or its creatures themselves. Rather, they use the underutilized and clandestine powers of shadows that all living things possess. They willingly chose to leave the feywild as they felt it was more than adequately protected. Magically Treasured. Witches of the Black Forest believe they have enough reason to hate interlopers in their forest without magic involved. When the arcane is brought into the equation, their disate and intense animosity only grows. Due to the enchanting beauty they possess, ‘thrill seekers’ and adventures are often paid to take them from their forests to be unwillingly married off. Furthermore, they are also hunted by great wizards, sorcerers and magical dabblers alike as the odd wing-like appendages on their head and their eyes contain and powerful and condensed form of necrotic magic. They are also a commodity in the social ‘underground’ for their ability to cast the darkened shroud upon everywhere they go. Often times, rogues and cheats will deceive and lie their way into a partnership with these Witches, reaping the benefit of their magic in exchange for ridding the women of ‘undesirables’ that may seek out their forests. This usually ends with their partners profiting by convincing the witch to leave their forest and selling them off, or simply killing them and taking their magical commodities once they deem the partnership ‘completed’. Undying Loyalty While hostile and uncaring towards anything but their goals, a Witch of the Black Forest is still an intelligent creature that can be convinced and negotiated with. Those with a close natural bond, a love of nature or a connection to the feywild have a better chance of calming the Witch’s aggression. If one is able to make a deal with one of these creatures, they will honor their end of the bargain without any trickery or twisting of the discussed. If the individual manages to earn their trust, the Witch of the Black Forest will become as fiercely loyal to the individual as they would the forest itself. Some druids, elves and on occasion other creatures who are daring enough have managed to win the hearts of the fey women. In turn, they are wholly devoted to that person so long as they do not impede the natural desires to protect the forests. Only under the most dire of circumstances in these relationships will the Witch harm their beloved forests in order to protect that which they deem their mate. In these rare instances, she will either request to leave the forest as she felt she had wronged it and seek a new one with her mate otherwise her mental state will degrade along with the dying forest. The rarest of occurrences are those in which their mate had proven so devoted to the land itself that she will travel alongside them in their quest to protect all the lands rather than a specific forest. Witch Biology The Witch of The Black Forest has a very unique biology despite her humanoid appearance. Some wizards and scholars have written papers about how much more dangerous these creatures would be if they could utilize the condensed magic within their bodies. Eyes of The Witch. The Witch of the Black Forest's humanoid eyes remained closed at all times; the only exception to this is those she deems trustworthy. In these moments, she willingly closes her other eyes and looks to be a simple maiden. A Witch of the Black Forest's eyes are the source of her aura regardless of its position on her body. An amulet containing one's eye is a very rare but highly favoured trinket of a rogue or assassin. Feathered Senses. The source of a Witch of The Black Forest's blindsense is the strange wing-like appendages on her head. It have been discovered that they use the vibrations in the air to sense the location and position of others. While the truth behind it is still unproven, some say that a single feather from her appendage can be used by intelligent spellcasters to cast a powerful Whirlwind spell. 172 Credit | Statblock, Art & Lore: Shannon McCullagh


173 Witch of the Black Forest Medium Fey,Chaotic Neutral Armor Class 17(Natural Armor) Hit Points 112 (15d8 + 45) Speed 30ft. STR DEX CON INT WIS CHA 18(+4) 15(+3) 17(+3) 16(+3) 14(+2) 19(+4) Saving throws CHA +6 Skills Perception +6, Insight +5, Nature +6, Stealth +7, Intimidation +5 Damage Resistances Poison, Cold, Bludgeoning, Piercing, and Slashing from non magical weapons that aren't silvered Damage Immunities Necrotic Condition Immunities Sleep, Charm Senses Blindsense 60 ft. Passive Perception 16 Languages Common, Sylvan Challenge 7 (2,900 XP) Unearthly Grace. While the Witch of the Black Forest is wearing no armor and not wielding a shield, her AC includes her Charisma modifier. Additionally, when the Witch of the Black Forest makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, she can make a Charisma saving throw instead. Innate Speallcasting. The Witch of The Black Forest spellcasting’s ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Witch of the Black Forest can innately cast the following spells, requiring no material components: At will: detect magic, druidcraft, magic missile 1/day: dimension door 2/day each: plane shift (self only), ray of enfeeblement, sleep Spellcasting. The Witch of the Black Forest is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell >save DC 15, +5 to hit with spell attacks). The Witch of The Black Forest has the following spells prepared: Cantrips (at will): guidance, toll the dead, resistance 1st level (4 slots): cure wounds, entangle, longstrider, inflict wounds 2nd level (3 slots): heat metal, lesser restoration 3rd level (3 slots): Bestow Curse, counterspell, speak with plants 4th level (1 slot): Blight Black Aura. A 20-foot radius of magical Darkness extends out from the Witch of the Black Forest, moves with it, and spreads around corners. The Darkness lasts so long as the Witch of the Black Forest keeps her two ‘humanoid’ eyes remain closed.. Darkvision can't penetrate this Darkness, and no natural light can illuminate it. If any of the Darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Actions Multiattack. The Witch of the Black Forest makes two attacks with her claws. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Enchanting Glimpse (Recharge 5-6). The Witch of the Black Forest attempts to charm a creature within 30 feet of her with a look. If that creature and the Witch of the Black Forest can see each other, the creature must succeed on a DC 14 Constitution saving throw or be charmed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success


Dark Magician A powerful spellcaster, the Dark Magician is a wizard that travels the land, fighting for his values and protecting his friends. He has close ties to other spellcasters, and his magic becomes even more powerful when combined with that of other wizards. He uses his unparalleled arcane prowess to cast illusionary or dark spells. Usually found roaming the world, in search for mystical powers and arcane secrets, the Dark Magician is a champion of good. Despite the darkness and treachery of his magical abilities, his cause is one of justice. If he ever appears in civilization, it will be to defend it from the forces of evil. Anyone who meets the Dark Magician and has the luck to interact with him can testify that he is awkward, not very talkative, but kind hearted. His one flaw is that he puts those he has to defend above his own safety, and that he cannot forgive those who have wronged innocents 174 Dark Magician Medium human, lawful good Armor Class 14 (17 with Mage Armor) Hit Points 82 (11d8+33) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 20 (+5) 14 (+2) 12 (+1) Saving Throws Int +9, Wis +6 Skills Arcana +13, Religion +13 Damage Resistances acid, cold, fire, lightning, psychic, thunder Senses Darkvision 30 ft., passive Perception 12 Languages Common, Abyssal, Infernal, Elven Challenge 12 (8400 XP) Magic Resistance. The Dark Magician has advantage on Saving Throws against Spells and other magical effects. Spellcasting The Dark Magician is a 19th-level spellcaster. His Spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Dark Magician has the following Wizard Spells prepared: • Cantrips (at will): Toll the Dead, Light, Mage Hand, Prestidigitation • 1st level (4 slots): Detect Magic, Mage Armor*, Magic Missile, Shield • 2nd level (3 slots): Arcanist’s Magic Aura, Blur*, Hold Person • 3rd level (3 slots): Counterspell, Magic Circle, Major Image • 4th level (3 slots): Banishment, Dimension Door • 5th level (1 slot): Destructive Wave • 6th level (1 slot): Contingency* • 7th level (1 slot): Teleport • 8th level (1 slot): Antimagic field • 9th level (1 slot): Pοwer Word Kill *The Dark Magician casts these Spells on itself before Combat Actions Staf Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 3) Combat The Dark Magician is trained in the art of combat, and thus has centered his arcane arsenal around it. Being always prepared, he has the spells Mage Armor and Blur cast on himself. He also has the spell Contingency cast on himself, with the spell Magical Hats. Spells The Dark Magician is well known for using a wide array of spells, modified to fit his dark magic powers. The following table introduces some of the most well known spells he uses and their typical names. Dark Magic Attack - Antimagic Field Dark Magic Curtain - Teleport Thousand Knives - Power Word Kill Illusion Magic - Blur Spellbinding Circle - Hold Person Credit | Statblock & Lore: Jason Bakos


Magical Hats 5th-level conjuration Casting Time: 1 reaction Range: 60 feet Components: V, S Duration: Instantaneous Classes: Wizard You call forth three large magical hats, identical to each other. The hats appear around you, one or two creatures of your choice and any item. The hat can only fit large or smaller creatures. After the hats appear, any creature inside them must succeed on a Charisma saving throw or be randomly teleported to another hat. Then, assign the hats a number from 1 to 3, and roll 1d3. The Dark Magician teleports to the hat with the corresponding hat. Then, the occupant of this hat will teleport to one of the other hats. Assign the other two hats a number, 1 or 2, and roll 1d2 to determine the creature’s destination. The hats will only disappear when they are attacked. Any attack on the hats magically passes on to the creature or item contained within the hat. While inside the hats, the creatures cannot be heard from any other creature outside, and cannot escape the hat except with teleportation. 175


Dark Magician Girl The Dark Magician Girl is an eager young spellcaster, trying her best to follow in the footprints of her better, the Dark Magician. Like the one she considers a mentor, her desires and wants align with his: to shelter and nurture the innocent. Her Aegis for her dearest compatriots is the strongest but this does not mean that her devotion to the people is a trifling undertaking. Thus, she as seen as a agent of righteousness despite these dark magics. There are a variety of differing students of the Dark Magician, and she is but one trying to stand up above the rest and garner attention and pride from her teacher. She is not one to stay in one area long, seeking out obfuscated ciphers of the arcane and cryptic lore to strengthen herself. Though she utilizes this nefarious wizardry, she does so to wreak an almost karmic justice upon the villainous. While she works hard to follow the lawful nature of her mentor, she is still stumbling to find her own path in life. The Dark Magician Girl's wanderlust and nomadic lifestyle leads her to be rather apt at searching dungeons and ruins for the most sought after secrets. Her curiosity may be intense but it does not cloud her good intention. A Lady of Intellect While this young miss is indeed a beauty, she is brains first and foremost. The Dark Magician Girl is still as fickle as any other mortal and enjoys a good 'game'. She is willing to share knowledge with those deemed worthy. To determine this worthiness, she is willing to assign and request small tasks and errands so she may be sure that her knowledge will not be abused. Generally, only those talented in arcana and weilding an insightful eye pass these tests. She does her best to plan these tests in a manner than would make the Dark Magician proud and expects them to be a difficult task for even herself to accomplish, but not impossible. The clever little ploys she creates for her testees can seem meaningless or outright bewildering but not a single one of her ideas is without purpose. Her youth and nativity blurs her mind to the prospect that those looking to share her knowledge and pass her tests could still have ill-intent which only reflects her lack of training further. Regardless, the Dark Magician Girl is willing to trust those that she shares this information with and can be led astray from her path of good. If she is tricked under these circumstances and ever discovers such, as mortals due, her rage against those who wronged her is unbridled. Bonded Sisterhood The Dark Magician Girl is only one of many Magician Girls studying the ways of the Weave. She has a fairly close relationship with these others in a sorority like manner. At times, these fellow students of the arcane come together to assist one another. There are some that search out a much different path, seeking out new mentors but those remaining under the tutelage of the Dark Magician stick together. Though these women have a close bond, they do not form covens like hags. The Dark Magician Girl and her fellows see such covens as a heinous and impure act, and while it would bolster their powers exponentially, it would also corrupt them at their cores. Though they are not fully-fledged Magicians like the Dark Magician, they do recognize the tantalizing lust for power and how it can be the greatest folly of man. 176 Credit | Lore: Shannon McCullagh \ Art: KevinRaganit


177 Dark Magician Girl Medium human, chaotic good Armor Class 12 (15 with Mage Armor) Hit Points 80 (11d8+33) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 14 (+2) Saving Throws Int +8, Wis +5 Skills Arcana +10, Investigation +10 Damage Resistances acid, cold, fire, lightning, psychic, thunder Senses Darkvision 30 ft., passive Perception 11 Languages Common, Abyssal, Infernal, Elven Challenge 10 (5,900 XP) Magic Resistance. The Dark Magician Girl has advantage on Saving Throws against Spells and other magical effects. Spellcasting The Dark Magician Girl is a 12th-level spellcaster. His Spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Dark Magician Girl has the following Wizard Spells prepared: • Cantrips (at will): Toll the Dead, Dancing Lights , Mage Hand, Prestidigitation, Firebolt • 1st level (4 slots): Charm Person, Mage Armor, Magic Missile, Shield • 2nd level (3 slots): Magic Weapon, Blur, Hold Person • 3rd level (3 slots): Counterspell, Dispel Magic, Major Image • 4th level (3 slots): Banishment, Blight • 5th level (2 slot): Destructive Wave • 6th level (1 slot): Eyebite Actions Magician's Staf Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 3) Mourner's Condemnation If the Dark Magician Girl is in battle with a Dark Magician or Dark Magician of Chaos and they are felled before her, all spell damage increases by 1d6. If she is in combat with both and they are killed before her, her spell modifier increases to +5 along with an additional d6 damage to all spells. Dark Burning Attack(1/day) The Dark Magician Girl's potential is focused and released in a devastating attacks causing one creature she can see within range to die instantly. If the creature she chooses has 100 hit points or fewer, it dies. Otherwise, the spell does 7d8 + 30 necrotic damage. This attack leaves the Dark Magician Girl stunned. Credit | Statblock & Lore: Shannon McCullagh


Dark Magician of Chaos A s the power of a Dark Magician grows through continual rigorous training and fighting against the forces of evil, there comes a point in his life where he must set about a new path to further his own capabilities. This isn't based on the level of his magic, but more so on his moralistic outlook. Those who don't stray far from the originating path of the Dark Magician will eventually take on the role of the Dark Sage. They say with age comes great wisdom and the understanding that the laws set in place by man must be adhered to. However, for those that follow a philosophy that leans towards altruistic individualism, the role of the Dark Magician of Chaos calls upon them. Well of Power After reaching his previous limits, the Dark Magician found an ancient ritual of knowledge. Knowing the potential of the ritual to expand his horizons, he went about performing it and as a result more powerful. Though some may consider this ritual to be a shortcut to power, the Dark Magician of Chaos knows with great risk comes great reward. Banishment of the Wicked The Dark Magician of Chaos has created his own subplane to banish evildoers to. While not foolproof to break out of like any other mere banishment spell, those that are unsuccessful in escape are later subjected to an attempted conditioning to change their malevolent ways. Power of Chaos On his many journeys to further himself in the arcane arts, the Dark Magician of Chaos had taken quite a liking to the way of the sorcerers and how they submit to the wilds of the weave. He had then taken upon himself to incorporate their ways and let the magic itself take hold of the reigns. Wayfaring Wizard A firm believer in constant selfimprovement, the Dark Magician of Chaos. does not yet believe he has reached his peak and he seeks out new magic and knowledge to add his existing arsenal. Despite this hunger for bettering himself, it doesn't get in the way of helping those in need and facing off against the forces of evil. 178 Credit | Statblock & Lore: Shannon McCullagh


179 Dark Magician of Chaos Medium human, chaotic good Armor Class 16 (19 with Mage Armor) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+1) 17 (+3) 15 (+2) 24 (+7) 17 (+3) 15 (+2) Saving Throws Con +9, Int +13, Cha +8 Skills Arcana +13, Intimidation +8, Persuasion +8 Damage Resistances acid, cold, fire, lightning, necrotic, psychic, thunder Condition Immunities frightened Senses Darkvision 60 ft., passive Perception 13 Languages Common, Abyssal, Infernal, Elven Challenge 18 (20000 XP) Legendary Resistance (3/Day). If the Dark Magician of Chaos fails a saving throw, he can choose to succeed instead. Magic Resistance. The Dark Magician of Chaos has advantage on saving throws against spells and other magical effects. Spellcasting The Dark Magician of Chaos is a 20th-level spellcaster. His Spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The Dark Magician has the following Sorceror and Wizard Spells prepared: • Cantrips (at will): fire bolt, light, mage Hand, prestidigitation, toll the dead • 1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): arcanist’s magic aura, blur, hold person • 3rd level (3 slots): counterspell, haste, magic circle • 4th level (3 slots): banishment, dimension door, greater invisibility • 5th level (3 slots): destructive wave, dominate person, rary's telepathic bond • 6th level (2 slots): contingency, disintegrate • 7th level (2 slots): firestorm, teleport • 8th level (1 slot): antimagic spell, maze • 9th level (1 slot): gate, pοwer word kill Wild Magic Anytime the Dark Magician of Chaos casts a spell that is of 5th level or higher, roll a d20. On a 1, roll twice on the Wild Magic Surge table and choose one of the two rolls to create a magical effect. If a spell is cast that normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full Duration. If 99-00 is rolled on the Wild Magic Surge Table, roll 1d6 and based on the result, the Dark Magician of Chaos regains all spell slots of the number rolled. (ie. A 4 is the result rolled on a 1d6, thus all level 4 spell slots are regained.) Actions Chaos Scepter. Melee Weapon Attack: +9 to hit, reach 5ft., one target. 6 (1d10 + 3) bludgeoning damage. Chaos Scepter Blast. Ranged Spell Attack: +13 to hit, reach 60ft., one target. Hit (3d6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or be stunned 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. Repentance Transmission (Recharge 5-6). The Dark Magician of Chaos banishes one creature he sees to his subplane. The target remains there unless Dark Magician of Chaos is killed or it escapes the realm. The target can use its action to attempt an escape. It must make a DC 21 Intelligence saving throw, escaping on a success and reappears in the space it left or if that space is occupied, in the nearest unoccupied space. If the target is of evil alignment, the save is made at disadvantage. There is no limit to the number of creatures that can be banished to Dark Magician of Chaos' subplane. Opening Pandora's Box Not only are any trapped party members set free from the subplane if the Dark Magician of Chaos is killed, but also any other evil entities he has kept trapped there that haven't been reformed as of yet... Credit | Statblock & Lore: Asha J. Panesar


Swordstalker Vengeful souls slain in combat can often be drawn to the Nine Hells, where their hatred and anger are given form and new life as a Swordstalker. Driven only by its want for vengeance, swordstalkers become powerful units in the armies of devils, pulling the souls from those they face to keep themselves at full power. Assault on the Soul Swordstalkers attack their victims souls as much as their physical forms, drawing in their energy to keep their physical form. Even those who manage to slay a swordstalker can find themselves weakened long after the battle and may succumb to unseen wounds long after their fight. These souls are slowly ripped apart, fading into nothingness as their life ends. Unending War Swordstalkers seek out violence without rest, unlike most devils they care not for bargaining or manipulation and will simply slay any mortal foolish enough to summon them to the material plane. This trait, as dangerous as it is, is useful as many archdevils have been slain by a swordstalker they once commanded once it feed on too many souls in battle. The souls that form the swordstalkers form need not have agreed in life, in fact many of the archdukes/archduchess of the Nine Hells will purposely create them out of opposing souls so that the creature will always have a source of anger to feed on. 180 Swordstalker Large Fiend (devil), Lawful Evil Armor Class 16 Hit Points 167 (20d10 + 57) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 16 (+3) 8 (-1) 6 (-2) 12 (+1) Saving Throws Dex +8, Con +6, Str +7, Wis +1 Damage Resistances psycic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned, restrained, unconscious Senses truesight 60ft, blindsight 10ft, passive Perception 15 Languages All Languages It Knew In Life, Infernal Challenge 12 (8,900 XP) Soul Absorption. When a creature dies within 30ft of the Swordstalker, the Swordstalker regains 10 hit points. It also gains +5 to its next attack and deals +5 damage. Weapons of Vengeance The Longsword attacks of the Swordstalker are fuelled and formed by it's vengeance so deal an extra 9 (2d8) physic damage. Eternal Vengeance. If damage would reduce a Swordstalker to 0 hit points it makes a Constitution saving throw of DC equal to the damage it took, unless the damage was radiant or from a critical hit. On a success it is reduced to 1 hit points instead. Actions Multiattack. The Swordstalker makes three attacks. Leap of the Damned. (Recharge 5-6) The Swordstalker leaps up to 30ft without providing any attacks of opportunity. From where it lands all creatures within a 10ft radius sphere must make a DC 15 Wisdom Saving Throw, taking 18 (6d4 + 6) physic damage on a failed saved, and half as much on a successful save. The Swordstalker heals for half the damage dealt. Longsword. Melee weapon attack: +8 to hit, reach 5ft. Hit: 9 (1d8 + 4) slashing damage plus 9 (2d8) physic damage. Soul Drain. Ranged spell attack: +10 to hit, reach 120ft. Hit: 6 (1d10 + 1) physic damage. DC 10 Wisdom saving throw, on a fail the Swordstalker heals for the damage dealt. Credit | Statblock & Lore: Daniel Edwards


Flame Swordsman O n a cold rainy night, a mercenary, wounded in battle, stumbled through the darkness. Shivering and bleeding after a fierce battle, he thought that his time was about to come to an end. His strength nearly gone, he stumbled into what looked like an abandoned camp, the tiny flicker of a dying fire could be seen in the fire pit. Not one to give up, the warrior found some dry wood nearby and stoked the fire to warm himself, eventually managing to get it roaring. He had no idea that it was a dying fire elemental and as thanks for saving -it's- life, the elemental warmed the warrior and kept him dry as the mercenary tended to his own wounds, each saving the other. Come morning both we doing better, and the elemental had become very attached to this human that had saved it. The being of flame offered to be the mercenary's partner and merged with the man's sword, lending it's power to the warrior, and thus the Flame Swordsman was born. The Blazing Sword. Within the Flame Swordsman's blade resides a fire elemental that was saved by him. Emblazoned upon the sword is the mark of that elemental, and when called upon in battle. Master Swordsman. The Flame Swordsman's fiery companion is not his only weapon of course. Even before he became bonded to the fire elemental, he was a superb fighter in his own right, a master of the sword, made only more so by the abilities granted to him by his partner. Of Flesh and Flame. Though the Flame Swordsman started out as a mere human, his bonding and merging with the fire elemental he had saved made him something more. Unable to be harmed by flames, but still a being of flesh. 181 Flame Swordsman Medium Elemental, Neutral Good Armor Class 17 Hit Points 102 (12d10+36) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 14 (+2) 12 (+1) 11 (+0) Saving Throws: Con +7, Wis +4, Str +7 Damage Immunities Fire Senses Blindsight 120ft,Passive Perception 8 Languages Common, Primordial Challenge 8 (3900 XP) Aura of Flame. A creature that touches the Flame Swordsman or hits it with a melee attack while within 5 ft of it takes 5 (1d10) fire damage. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination. Flame Swordsman sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magic Weapons. Raiza's weapon attacks are magical. Actions Multiattack. Flame Swordsman makes two greatsword attacks. Flame Sword. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit:(2d6 + 4) peircing damage, plus (1d6) Fire damage. Credit | Statblock & Lore: Erin Ouellette


Gaia the Fierce Knight Gaia the fierce knight is an abyssal fiend who retains no moral of what is good and what is evil. He is a mercenary who is paid with the finest souls. directing his attack with his lances, he is rumored to always complete his quest in the most accurate way. Foolish are the ones who cause his wrath or don't pay the mercenary's fee. 182 Gaia the Fierce Knight Large(Mounted) Fiend, lawful Neutral Armor Class 20 (Plate) Hit Points 148(15d8 + 38) Speed 60ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2) Saving Throws Strength +8, Charisma +7 Condition Immunities Poisoned, Charmed Skills Athletics +8, insight +4 Senses passive Perception 14 Languages Common, Abyssal Challenge 7 (2.900 XP) Brave. Knight and his horse have advantage on Saving Throws against being Frightened. Mounted Agility All opportunity attacks made against the Knight and his mount, are made with disadvantage. Actions Multiattack. The Knight makes two attacks with his Lances. Lance Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit (1d12 + 5) Legendary Actions. The fierce Knight can use ne legendary action at his round, choosing from bellow. Charge(Recharge 5-6). if the Knight is able to run at least 10ft in a straight line, can charge and attack with his lances in 30ft by 5ft width line. When doing so, every creature in radius must succeed a DC 15 Dexterity Saving Throw. On fail suffer 2d10+5 Piercing Damage and fall prone 5ft backwards. Inspiring Presence(Recharge 5-6.) The Knight can inspire with his words up to six non hostile creatures within 30ft. The creature(s) must be able to understand the spoken language and they acquire advantage on their turn (one attack or one Saving Throw, creature's choice). Credit | Statblock: Boutsikas Dimitris \Lore: Duke George


Buster Blader B uster Blader was a dragon hunter of the highest caliber. His skill with a sword was only matched by his hatred of dragons. One day, he was on a job to slay an evil black dragon, which just so happened to have young. The black dragon's lack of concern for it's baby only confirmed in his mind that dragons were terrible and should be killed. After slaying the black dragon, however, he was left with an infant dragon. Despite his efforts to convince himself that slaying it too would be a mercy. In the end however, he took pity on it, and brought it home to care for it. The two were inseperable, but a darkness was budding in the young dragon and it became obsessed with its guardian. Eventually, Buster Blader was forced to slay his companion to free it from the darkness that had taken hold, absorbing its essence into himself to forever have a piece of it with him. Equipped to Fight. Buster's sword is a truely unique and powerful one, absorbing the essence of the foes it defeats, and making the wielder stronger. His armour was specifically made to protect him from a dragon's flames and its very strong, unable to be damaged by mundane attacks. Bane of Dragons. Buster's desire to purge the lands of dragons is strong, actively hunting them is his life's work. Despite this fact, being forced to kill his own drgon companion was a painful and heart-breaking experience for the master swordsman. 183 Buster Blader Medium humanoid, Lawful Good Armor Class 20 Hit Points 163 (18d8+82) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 12 (+1) Damage Immunities Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Frightened Senses Blindsight 30ft,Passive Perception 14 Languages Common, draconic Challenge 12 (8,400 XP) Honed senses. Buster Blader has trained tirelessly to be able sense incoming attacks without needing to see the threat. Magic Resistance. Buster has advantage on Saving Throws against Spells and other magical effects due to his armour. Magic Weapons. Buster Blader's weapon attacks are magical. Actions Multiattack. Buster Blader makes three attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit:(2d6 + 9) slashing damage, plus (1d12) thunder damage. Destruction Sword Flash. Ranged Spell Attack: +8 to hit, range 60ft, one target. On Hit: (5d10) Lightning damage. Reactions Parry. Buster Blader adds 4 to its AC against one melee attack that would hit it. To do so, Buster Blader must be wielding a melee weapon. A Kind Heart. Fearless in battle, and merciless to those that do evil. Buster Blader however has a compassionate heart, going as far as to adopt an orphaned baby dragon, and raising it as his close companion Credit | Statblock & Lore: Erin Ouellette


Panther Warrior Korath’s Gift In the sunless realm of the shadowfell, Korath, one of the four new Gods, decided to create a rank of elite guards. The invitation spread across the realms to whoever may be interested. But only those who are worthy enough to pass his trials would accept a portion of his divine substance in order to become Demigods who would serve at his side. Those who manage to survive Korath’s impossible trials are called to withstand the very last step of his dark gift. Winners’ mortal vessel had to survive a transformation to be qualified as his Champions. Blessed to be cursed Since he was a mortal, Korath considered the black panthers as the ultimate nocturnal predators. His obsession followed him at his new level of existence, which is obvious among his servants. The transformation will not only deprive ex-mortals of their gender, but their physical morphology too. Black fur and feline characteristics are awaiting them as final a stage of his gift. The black fur that covers their new bodies provide them the ultimate camouflage in the shady realm they thrive. Claws allow them to climb easy at most vertical surfaces and their new elastic muscles and skeletons place them among the most efficient assassins of the Shadowfell. 184 Panther Warior Medium Humanoid, Chaotic Neutral Armor Class 16 Hit Points 75(10d8 + 15) Speed 35ft. Climb 30ft. STR DEX CON INT WIS CHA 12 (+2) 15(+2) 14 (+2) 12 (+1) 11 (+0) 14 (+2) Senses Darkvision 120ft, passive Perception 14 Languages Common, Abysal Challenge 5 (1800 XP) Lurker. While the Panther remains in a dark area, it is impossible to be detected, except by magical means. Pack Tactics. Panther warriors knows how to work together at their best. The Panther Warriors has advantage on an Attack roll against a creature if at least one of the Panther's allies is within 10 ft. of the creature and the ally isn't Incapacitated. Pounce. If the panther moves at least 10 feet straight towards a creature, it can jump on it. That target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the panther can make one attack against it with its weapon as a bonus action. Hack and Slash. If the panther's target falls at 0 hit points, his feline agility allows him to attack immediately another target within 10 ft. as a bonus action. Actions Multiattack . The panther makes two attacks on its turn. One with its sword and one with its cursed dagger. Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d6 + 5) slashing plus 1d6 Necrotic Damage Cursed Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 + 5) plus 1d6 Necrotic Damage. If a creature is damaged by this blade, it must succeed on a DC 14 Constitution Saving Throw, on a fail the dagger causes 1d4 necrotic damage per turn for as long as the panther is in combat. Credit | Statblock: Boutsikas Dimitris \ Lore: Sebastian Amadeus Wake


Vorse Raider Among the formless wastes of their primordial plane, Vorse Raiders are bloodthirsty brutes existing in a pure state of fury. These demons are bloodlust, savagery and unfettered battle rage made manifest. Vorse Raiders never experience a moment of peace, instead obsessively training with their wicked double bladed axes and gore-choked glaives, often fighting their own foul kin when waiting for the clarion call of war. While other fiends prefer to make bargains, establish cults for their self-aggrandisement and gaining of power, or enact meticulously planned vengeance, the Vorse Raider exists solely for the ecstacy of war. They can even be found fighting shoulder to shoulder with evil-aligned barbarians and fighters in the thick of battle, using the frenzy of blood and violence as a means to enter the material plane. In their lust for blood Vorse Raiders will often turn on their allies or each other to keep the battle going when there is nothing else to slaughter. 185 Vorse Raider Medium fiend, Chaotic neutral Armor Class 16 (Chain mail) Hit Points 84(8d8 + 20) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+2) 8 (-1) 14 (+2) 7 (-2) Condition Immunities None Senses passive Perception 12 Languages Common, Abyssal Challenge 3 (3072 XP) Rampage. When the Vorse Raider reduces a creature to 0 hit points with a melee attack on its turn, The raider may take a bonus action to move up too half its movement speed and make a bite attack. Blood Frenzy. The Vorse Raider has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points. Actions Great Axe Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d10 + 4) Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6+4) Hand Axe Melee Weapon Attack (thrown): +6 to hit, reach 5ft (throw 20/60ft) one target, Hit 7 (1d6+4) Credit | Statblock: Mathieu Daniel Lemire \ Lore: Sebastian Amadeus Wake


Dark Blade Dark Blades are humanoid warriors from the Shadowfell who are often associated with shadow dragons. Many serve powerful broods of shadow dragons, carrying out their will in the Shadowfell and the material plane alike. Others dedicate themselves to other powerful entities of the Shadowfell, such as certain evil deities. Dreaded Warriors. Wearing dreadful spiked plate armor and wielding wicked dual blades, a Dark Blade is a force to be reckoned with in battle. Most warriors from the material plane would sooner fall on their own blades than face a Dark Blade in single combat. Warriors of the Shadow Realm. Dark Blades carry the twisted, crushing gloom of the Shadowfell with them wherever they go, even those that make it to the material plane. With rare exception, almost all Dark Blades are malicious toward most other humanoid life, spreading death and misery wherever they roam. People who have survived encounters with Dark Blades say that their dreadful, shadowy presence still haunts them years afterwards. Dragon Manipulators. Through their time in the Shadowfell and in service to shadow dragons, many Dark Blades have learned to manipulate young dragons and lesser dragonkin. They have been known to compel young dragons and wyverns in particular to serve as their mounts. Sometimes Dark Blades who serve shadow dragon broods are sent into the material plane to bring young dragons back to the Shadowfell using this ability. Those dragons are then corrupted by the Shadowfell's dark energy and join the shadow dragon brood. 186 Dark Blade Medium Humanoid, Neutral Evil Armor Class 18 (plate armor) Hit Points 145 (16d10 + 57) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 11 (0) 12 (+1) 14 (+2) Saving Throws Str +7, Con +6 Skills Athletics +7 Senses Darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 6 (2,300 XP) Actions Multiattack. Dark Blade can make three Dark Blade attacks. Dark Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (2d8 + 4) slashing damage Enthrall Dragon. Dark Blade can target one dragontype creature of challenge rating 6 or lower that can see them within 30 feet. That creature must make a wisdom saving throw (DC 14). On a failed save, the creature is charmed by Dark Blade, and obeys their commands. If Dark Blade or an ally of Dark Blade deals damage to the enthralled creature, it may repeat the saving throw, and is no longer charmed on a success. A creature that succeeds on the saving throw is immune to Enthrall Dragon for the next 24 hours. Credit | Lore & Statblock: Jon Kyle \ Art: Gianfranco Villantoy


Mermaid Knight M ermaid Knights are a strange lot, consisting of an aquatic lower body and an upper half of a humanoid. They're known for being a rather ingenious but distrustful type. Living in the deep as they do, they must use magic and other methods to forge weapons and armor, adorning themselves with anything they can find in the murky depths. Often will you find Mermaid Knights with armor made from shells or shipwrecked scraps. Living beneath the waves and not having libraries and archives to fall back on, their culture is very primal. Mermaid Knights will often serve under much stronger creatures as a means to survive. They are not worldly, however, and can easily be outwitted if encountered without a superior of some sort. Safety In Numbers. Mermaid Knights are aware they are not the strongest nor the smartest of the undersea creatures and will rarely venture out alone. They are close knit amongst themselves and will look after their own with a fierceness like no other. They care not about such things as gender and base all judgments of the strength of a person. Only the strongest of Mermaid Knights are allowed to breed as they have little respect for those weaker than them. Their vast numbers and aforementioned attitude is often the source of their own downfall and many adventurers who come across them, even in groups, can escape if they cleverly play off the Mermaid Knight's hubris. 187 Mermaid Knight Medium Aquatic Humanoid, True Neutral Armor Class 18 (Natural Armor) Hit Points 108(6d10 + 48) Speed 10 ft., swim 40ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 11 (+0) 8 (-1) 5 (-3) Saving Throws Str. +7, Con. +6 Skills Perception +8, Intimidation + 5 Condition Resistances Acid Senses Darkvision 60ft., Passive Perception 12 Languages Aquan, Common Challenge 5 (1,800 XP) Amphibious. The Mermaid Knight can breathe air and water. Freeze. If the Mermaid Knight takes cold damage, its speed is reduced by 20 ft. until the end of its next turn due to ice in the water. Brave. The Mermaid Knight has advantage on saving throws against being frightened. Actions Multiattack. The Mermaid Knight makes three melee attacks or two ranged magic attacks. Prismatic Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit (2d8 + 4) slashing damage, (1d4+4) poison damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked 10ft deeper into the watery depths. Blinding Splash. Ranged Spell Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) acid damage. The target must make a DC 13 Dexterity saving throw to avoid being hit in the eyes and blinded. Credit | Statblock , Art & Lore: Shannon McCullagh


Black Luster Soldier B orn of the union between a dryad and an elf, this formidable warrior believes to be destined for great things. Roaming the world in armour gifted to her by her elven parent, Black Luster Soldier serves as a neutral force in the world, mostly minding her own business but not being opposed to helping those in need or helping herself. With a charisma that matches her dryad parent, Black Luster Soldier is often able to avoid having to fight by using his words. Fey Touched Upon his birth, a fey friend of her dryad parent bequeathed upon her some powers, granting her the ability to cast certain spells and enhance her combat abilities with psychic energy. The Black Luster Soldier over time learned to channel the psychic emanations along her blade. Draconic Affinity In her travels, the Black Luster Soldier has come across more than one dragon and seemed to have a good rapport to the ones that she encountered, often making allies of them, if not friends. Combat Prowess Having learned to fight from her elven parent, the Black Luster Soldier is a formidable opponent in combat, blending her casting and unusual sword style into a graceful dance of death. Black Luster Armour Created in an elven forge, the Black Luster armour provides superior protection in combat and is an iconic item that has given the Black Luster Soldier her name. It is rumoured that the finish on this armour reflects an opponent's impending doom, showing the foe the strike that will finish them. 188 Credit | Lore: Asha J. Panesar


189 Black Luster Soldier Medium humanoid, unaligned Armor Class 21 (Plate) Hit Points 185(17d10+83) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 12 (+1) 11 (+0) 21 (+5) Saving Throws Dex +7, Con +6, Wis +4, Cha +9 Skills Deception +9,Insight +5, Perception +5 Damage Immunities Poison Condition Immunities Charmed, Poisoned, Sleep Senses Darkvision 120ft ,passive Perception 18 Languages Celestial, Elvish, Sylvan Challenge 12 (8,400 XP) Archfey Gifts. The weapon's attacks are magical and deal an extra 3d6 psychic damage on hits(included in the attacks). Innate Spellcasting. The soldier's innate spellcasting ability is Charisma (spell save DC 17). he can innately cast the following spells, requiring no material components: Bane (2/day), Command (2/day), Faery Fire(1/day), Hold Person (1/day) Legendary Resistance (1/Day). If the soldier fails a saving throw, it can choose to succeed instead. Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Soldier makes three attacks. Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d6 +5 ) plus 12 (3d6) psychic damage. Reactions Shield Bash. If a melee attack against the soldier misses, she can attempt to make an attack with her shield. The target must succeed a DC 17 Wisdom Saving Throw , on a failure it suffers 5 (1d8) psychic damage and is charmed by the soldier. Credit | Statblock: Dimitris Boutsikas


The Gagagigo Race F ound deep within the lush forests of the feywild and living in small colonies are a peculiar tribe of humanoids. Upon first glance they're easily mistaken to be like any other clan of lizardfolk, but under a more scrutinized observation they are revealed to be more resourceful than they let on... Not Your Average Lizard Although not as intellectual as great wizards or elven folk, the Gagagios have proven to be quite crafty in their own stead. While being able to survive on the bare minimum, the Gagagigos enjoy comforts that other reptilian humanoids, such as lizardfolk, would scoff at and believe to be unnecessary; such as constructing homes comparable to that of the average farmer or enjoying complex literature. Remarkable Evolution One of the Gagagigo's most fascinating traits is their ability to adapt under duress. Their bodies undergo vast physical changes, transforming them into a new, stronger form depending on the crisis at hand. Some of these changes can be something as simple as an increase in physical strength and dexterity or even along the lines of greater arcane ability. Sociable Reptiles Another unforseen trait that differs the Gagagigo race from their lizardfolk counterparts is that these reptilians rather enjoy the company of other intelligent races. They will gladly welcome any visitor into their home, provided they are not a threat to their clan, and offer to swap information and any skills. They have a mild lust for knowledge and any intel, no matter how small or insignificant, will help in the furthering of their species. Any learning of the other intelligent races proves to be rather beneficial, be it how to appropriately aid a downed ally or, if a situation became antagonistic, using the other race's weakness against them. Gigobyte Gigobytes are the youth of the race and are more inclined to working with others. They might be small in body, but they're big in heart, and will fight alongside those they bestow their trust to. 190 Gigobyte Small humanoid (gagagigo), chaotic neutral Armor Class 12 Hit Points 30 (5d6 + 5) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 9 (-1) 9 (-1) 7 (-2) Skills Athletics +3, Stealth +5 Senses passive Perception 9 Languages Common, Draconic Challenge 1 (200 XP) Hold Breath Gigobyte can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. Scratch Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage. Credit | Statblock & Lore: Asha J. Panesar


Jigabyte A few members of the Gagagigo race can have a strong connection to the elemental plane. The element of lightning in particular seems rather appealing to these scaled beings and they will absorb its electrifying power into their form, invoking an evolution that increases their speed and even a mild ability to harness the energy as a form of attack. The downside, however, is their intellectual growth is stunted. 191 Jigabyte Medium humanoid (gagagigo), chaotic neutral Armor Class 18 Hit Points 110 (15d8 + 30) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 9(-1) 12 (+1) 10 (+0) Damage Immunities lightning Condition Immunities paralyzed Senses passive Perception 11 Languages Common, Draconic Challenge 4 (1100 XP) Hold Breath Jigabyte can hold its breath for 15 minutes. Actions Multiattack The Jigabyte makes two claw attacks and one bite attack. Shocking Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage plus (2d6) lightning damage and the target must make a DC 12 Constitution saving throw, becoming paralyzed on a failed save. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Lightning Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing + 1d4 lightning damage. Credit | Statblock & Lore: Asha J. Panesar


Gagagigo The Gagagigo is the main evolution of the Gagagigo race, hence the naming as such. They are the main evolution of the race and are the most talented without drawback. They are incredibly versatile in using the environment to their benefit such as making crude tools if lacking, setting traps and the like. Generally the chieftains of the village are of this evolution. 192 Gagagigo Medium humanoid (gagagigo), chaotic neutral Armor Class 18 Hit Points 110 (15d8 + 30) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (+0) Skills Stealth +7, Survival +6 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 13 Languages Common, Draconic Challenge 6 (2300 XP) Camouflage While in dim light or darkness in their home terrain, the Gagagigo can take the Hide action as a bonus action. Its stealth bonus is also improved to +7. Hold Breath Gagagigo can hold its breath for 15 minutes. Actions Multiattack The Gagagigo makes two claw attacks and one bite attack, or two melee attacks, each one with a different weapon if in possession. Bite Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage. Heavy Club Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6 + 3) bludgeoning damage. Javelin Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6 + 3) piercing damage. Javelin Ranged Weapon Attack: +6 to hit, reach 30/120ft., one target. Hit: (1d6 + 3) piercing damage. Spiked Shield Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6 + 3) piercing damage. Credit | Statblock & Lore: Asha J. Panesar


Giga Gagagigo As some Gagagigos witnessed the bigotry, racism and general hatred from other races towards one another, and most importantly towards their own, did their disgust and rage grew to a great need to remove such undesirables from the realms. While they're still as intelligent as their brethren, their actions are often unpredictable due to being blinded by these emotions. Using the knowledge they gained, and what they learned through their Jigabyte brethren, they have modified themselves to strike against those that oppose them. 193 Giga Gagagigo Medium humanoid (gagagigo), chaotic evil Armor Class 20 Hit Points 175 (17d8 + 80) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 18 (+4) 17 (+3) 12 (+1) 15 (+2) Saving Throws Str +9, Dex +9, Int +7 Skills Athletics +9, History +7, Intimidation +6 Damage Resistances poison, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned, prone Senses darkvision 30 ft., passive Perception 15 Languages Common, Draconic Challenge 10 (5900 XP) Hold Breath Giga Gagagigo can hold its breath for 15 minutes. Magic Weapons Giga Gagagigo's weapon attacks are magical. Actions Multiattack The Giga Gagagigo makes two claw attacks and one bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 7 (1d10 + 4) piercing damage plus (2d8) lightning damage. Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 7 (1d10 + 4) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: (1d10 + 4) bludgeoning damage plus (2d8) lightning damage. Credit | Statblock & Lore: Asha J. Panesar


Gogiga Gagagigo Further down the path the most xenophobic of Gagagigos trek, has caused them to become nothing more than raw emotions, seeking knowledge as their basic drive dictates and the power that comes with it. Turned away by even their own, they have become the very definition of monster worse than those they wanted to purge. While no longer as intelligent, the raw unadulterated force behind this creature has become a great menace to the land. 194 Gogiga Gagagigo Medium humanoid (gagagigo), chaotic evil Armor Class 22 Hit Points 225 (20d8 + 110) Speed 40 ft., swim 60 ft. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 20 (+5) 7 (-2) 10 (+0) 17 (+3) Saving Throws Str +13, Dex +11, Con +11 Skills Athletics +13, Intimidation +9 Damage Immunities lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned, prone Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 18 (20000 XP) Amphibious. Gogiga Gagagigo can breathe air and water. Magic Resistance Gogiga Gagagigo has advantage on saving throws against spells and other magical effects. Magic Weapons Gogiga Gagagigo's weapon attacks are magical. Actions Multiattack The Gogiga Gagagigo makes two claw attacks, one tail attack and one bite attack. Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 7 (1d12 + 6) piercing damage plus (2d8) lightning damage. Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 7 (1d10 + 6) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: (1d10 + 6) bludgeoning damage plus (2d8) lightning damage. Frightful Presence. Each creature of Gogiga Gagagigo's choice that is within 60 feet of the Gogiga Gagagigo and aware of it must succeed on a DC 21 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 Gogiga Gagagigos's Frightful Presence for the next 24 hours. Credit | Statblock & Lore: Asha J. Panesar


Variant: Gogiga the Risen In a brief moment of respite, what was an enraged Gogiga Gagagigo becomes aware that they became the very thing they set off to destroy. Pulling themselves from the brink of chaos, they turn their efforts to rectify the damage they have done. 195 Gogiga the Risen Medium humanoid (gagagigo), lawful good Armor Class 22 Hit Points 225 (20d8 + 110) Speed 40 ft., swim 60 ft. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 15 (+2) Saving Throws Str +13, Dex +11, Con +11 Skills Athletics +13, History +9, Insight +10, Persuasion +8 Damage Immunities lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, poisoned, prone Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 18 (20000 XP) Amphibious. Gogiga the Risen can breathe air and water. Magic Resistance Gogiga the Risen has advantage on saving throws against spells and other magical effects. Magic Weapons Gogiga the Risen's weapon attacks are magical. Actions Multiattack Gogiga the Risen makes two claw attacks, one tail attack and one bite attack. Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 7 (1d12 + 6) piercing damage plus (2d8) lightning damage. Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 7 (1d10 + 6) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: (1d10 + 6) bludgeoning damage plus (2d8) lightning damage. Aura of Calm Each creature of Gogiga the Risen's choice that is within 60 feet of Gogiga the Risen and aware of it must succeed on a DC 21 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Credit | Statblock & Lore: Asha J. Panesar


Aliens F rom where these creatures originated no one knows. Some believe they are the work of some mad wizard, others claim them to be denizens of the far realm, and there are those who claim they come from a space we are still unaware of. Whatever their origin may be they are here now and that is what matters. Cruel masters The aliens see us as nothing more than tools to further their own ends. Some of us they enslave with their psionics powers and bend us to their will. Others use us simply as food if they see us serving no other purpose. However some possess a very unique biology, wherein they need to use us to procreate. Alien Parasytes The aliens utilize a unique weapon, we call them parasytes. It is a strange formless blob with teeth that adheres itself to whatever life form it can. It cannot be targeted for attacks. It can only be removed by a DC 12 medicine check, this takes 10 minutes to accomplish. While it is attached to its host, the host suffers a -2 penalty for each parayte on it when it makes an attack roll against an alien. Also, if the target is a humanoid, it has a number of A counters equal to its challenge rating (or level if a player character). When a creature with a parasyte take a long rest, it will transform into an alien skull (if CR 0-6) or a Cosmic Horror Gangi’el (if CR 7-up, does not need to be a humanoid). The transformation will be completed after the same hours as the A-counter the creature has. Example: a creature of CR 4 will have 4 A-Counters thus it will transform to a gray skull after 4 hours of long rest. Alien Ammonite These abhorrent monstrosities of tentacle, talon and tooth, wrapped in an almost impenetrable chitinous, barbed and spiked shell have been found in bodies of water and oceans that have tributaries or cave systems adjacent to the caverns of the Underdark. Once these aberrant horrors appear they soon slaughter and consume all available life, before dragging themselves towards larger prey. Some reports have even suggested that the Alien Ammonite has the ability to propel itself through the air, essentially making nowhere safe from the, thankfully, rare creatures. Speculation abounds as to how the Alien Ammonite came into being though scholars, brave or mad enough, claim that they could be the result of heretical arcanist Mind Flayer experiments. It is proposed that the insane crossbreeding or splicing of a Flail Snail and a Flumph with a Mind Flayer tadpole has resulted in this abomination. This small creature while not very dangerous on its own, should be feared. The Mind Flayers use these creatures for reconnaissance, gaining information before launching an invasion. Possessing silent movement and incredible stealth, these creatures are near impossible to detect. 196 Alien Ammonite tiny aberration, lawful evil Armor Class 13 Hit Points 10 (3d4+3) Speed 0ft. fly 40ft (hover) STR DEX CON INT WIS CHA 6 (-2) 17 (++3) 13 (+1) 14 (+2) 12 (+1) 11 (+0) Skills Insight +3, Perception +3, Sleight of Hand +5, Stealth +5 Damage resistances Psychic Senses passive Perception 11 Languages Deep Speech, telepathy 120ft Challenge 1 (200 XP) Magic Resistance. The Ammonite has advantage on saving throws against spells and other magical effects. Innate Spellcasting The Ammonite's spellcasting ability is intelligence (spell save DC 12). The Ammonite can cast the following spells with no material components: 1/day each: detect thoughts, sending Actions Stinger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. Invisibility. The Ammonite magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell.) Any equipment it is carrying also turns invisible with it. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake


Alien Dog These bizarre creatures, usually found only near the the most thriving and successful of Mind Flayer colonies, are thought to have once been the fearsome and feral wolves of the wilderness. Selectively bred and gene-spliced with Displacer Beasts DNA, using eldritch sciences beyond humanoid imagination, to such an extent they are so far removed from their ancestral kin. This has lead to a growing number of socalled 'forward thinkers', esoteric scribes that claim the Mind Flayer empire never truly collapsed, but rather was moved to the future, holding the Alien Dog as proof that these present and future beings have the ability to communicate and trade with one another. This new breed retains the hunting and tracking prowess of its canine beast ancestors with the displacement ability and agility from the addition of feline monstrosity genes. This elusive capacity is further enhanced with an armoured carapace that magnifies the innate refraction of light, enabled by the Displacer Beast chromosomes, to such a degree that it can appear to be anywhere within many yards of its location. This confounding trait combined with the sheer viciousness of the Alien Dog, thought to be caused by the conflicting genealogy at war within its aberrant mind, make them extremely dangerous and effective at hunting and scouting for its masters. Alien Dogs also serve as guardians of the Mind Flayer lair, where their sensory and speed supremacy ensure anything coming too close is detected, destroyed or reported in mere moments. Alien Dogs could also be once, a friendly creature serving at man's side, now it is a slave to the aliens. When alien parasytes attach themselves to a beast like a dog or a wolf this is the kind of outcome you can expect, a monster with the ferocity of its old self, but new monstrous strength to kill. 197 Alien Dog medium aberration, lawful evil Armor Class 15 Hit Points 45 (7d8 + 14) Speed 50ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) Skills Perception +5, Survival +5. Damage Resistances Psychic Senses passive Perception 15 Languages Deep Speech Challenge 4 Keen Hearing and smell. The dog has advantage on all Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Alien Dog has advantage on all attack rolls against a creature if at least one of the dog's allies is within 5 feet of the creature and the alley is not incapacitated. Displacement. The Alien Dog projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Alien Dog is incapacitated or has a speed of 0. Mirror Image The alien dog is always under the effects of a Mirror Image Spell. When the duplicates are destroyed, the Mirror Image effect will need 4 hours to recharge and come into play again. This trait is disrupted while the Alien Dog is> incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage plus 7 (2d6) psychic damage. Parasyte Plague(Recharge 5-6). The hound breaths out a mucus forming parasytes in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw or receive a parasite, two parasytes if the target failed by 5 or more, or three parasytes if the target failed by 10 or more. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake


Interplanetary Invader 'A' Mind Flayers have many twisted experiments designed to serve them in all their work. One of the fiercest of these are the walking brains known as intellect devourers capable of taking control of a body to do with as it wishes, but they are not the only twisted creation of the illithid empires. Out of Place, Out of Time? It has been theorised the Illithids are themselves out of their natural time sent backwards to avoid the end of their Primillithid empire. Interplanetary Invader 'A's seem to be a parasitic creature given life by illithid experiments but only vaguely resemble creatures found in the natural world adding fuel to this theory. The are small slivers of a fleshy brain like substance with tentacles and eyes placed haphazardly all over. This flesh scuttles through ear canals on insect like legs before sticking it strange proboscis into the brain of its victim. Knowledge Seekers Interplanetary Invader As do not seek to consume the brains of their victims for sustenance like other illithid creations but instead seek to pilot their chosen forms to force them to reveal secrets and lure in new victims to an ambush of the Illithids design. This allows them to venture far from their dens to bring those both near and far to the underground cities they call home. 198 Interplanetary Invader 'A' Tiny aberration, lawful evil Armor Class 12 Hit Points 2 (1d4 + 0) Speed 25ft. STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 14 (+2) 8 (-1) 11 (+0) Skills Stealth + 6 Condition Immunities blinded Senses blindsight 60ft, darkvision 30ft, passive Perception 9 Languages understands Deep Speech but can't speak, telepathy 60ft. Challenge 0 (10 XP) Detect Sentience. The Interplanetary Invader 'A' can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Spider-like Climb. The Interplanetary Invader 'A' can climb any surface including upside down. Creeping Crawly. A creature the Interplanetary Invader 'A' is climbing on cannot feel the Interplanetary Invader 'A' on itself until it uses its 'Mind Leech' action Actions Mind Leech. The Interplanetary invader sticks it's proboscis into it's targets brain. Roll 2d8 if the result is higher than the targets intelligence the Interplanetary Invader 'A' gains control of the body as detailed in "Body Control". If less the target becomes aware of the creatures presence and may make a DC 14 Dex Saving Throw, on a success the Interplanetary Invader is thrown out of the targets head and leaves behind a parasyte. On a failure the target takes 1 intelligence damage. The target may repeat this saving throw on each of it's turns so long as the Interplanetary Invader 'A' does not have control. If Body Control. While controlling a creature, the Interplanetary Invader A has total cover against attacks and other effects originating from outside its host. The Interplanetary Invader A retains its Intelligence, Wisdom, and Charisma scores, as well as it's understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the Interplanetary Invader A must leave it. A protection from evil and good spell cast on the body kills the Interplanetary Invader A and restores the brain to it's original state. By spending 5 feet of its movement, the The Interplanetary Invader A can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. A wish spell can also be used to restore the bodies original brain functions which kills the Interplanetary Invader 'A'. So long as the target has more than 0 intelligence, once every 24 hours the target may attempt a DC 14 Dexterity Saving Throw, on a success the Interplanetary Invader is thrown out of the targets head. On a failure the target takes 1 intelligence damage. Credit | Statblock: & Lore: Daniel Edwards


Alien Grey These creatures are the heralds of an invasion. Before the fighters take to the battlefield, the grey infiltrate their cities and spread their parasytes to as many hosts as possible. Then when the hunters and warriors arrive, it is not a battle its a harvest. There is next to nothing known about the illusive Alien Grey, as no humanoid has survived contact with them. The scant information on the Alien Grey has been gleaned by spellcasters unfortunate enough to be within the range of the their violent psionic emergence or the harrowing psychic screams of their victim's death throes. Each of the divination adepts mind's who bore witness were shredded by the horrifying visions, but diligent esoteric scribes pieced together the manic scrawls and deranged ravings to paint an abhorrent scene; a silver room lined with Mind Flayers genuflecting before a grey being, flanked by immense armoured guardians, emerging from a blinding portal of light. The Alien Grey raising tendrilous hands towards a humanoid bound in a psionic field, flexing and twisting their elongated fingers, as if beckoning. Liquified brain matter erupting from the victim's orifices in a geyser of gore, willed across the room by the deft undulations of the aberration digits. Finally, streaming into the Alien Grey's lifeless scarlet eyes. This is the outcome of a humanoid being infected with an Alien Parasyte. 199 Alien Gray small aberration, lawful evil Armor Class 12 Hit Points 21(6d4 + 6) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 10 (+0) Skills Perception +2, Stealth +4 Damage Resistances psychic Senses passive Perception 12 Languages Deep Speech, telepathy 120ft Challenge 2 (450 XP) Parasyte Plague. When the grey dies all creatures within 5ft must make a DC 12 Dexterity saving throw, or get 1 alien parasyte. Actions Multiattack The grey makes 1 attack with its tentacles and another with its parasyte fling. Tentacles. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) psychic damage. Parasyte Fling. Ranged Weapon Attack: +4 to hit, reach 5ft., one target. Hit the target gets 1 alien parasyte. Brainwashing Beam.(Recharge 5-6) The grey targets 1 creature it can see within 20ft that has at least 1 alien parasyte. The target must succeed on a DC 12 Intelligence saving throw or become dominated by the grey. It suffers a -2 penalty on this saving throw for each parasyte attached to it. It can repeat the saving throw at the end of each of its turns ending it on a success. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake


Alien Hunter and Alien Shocktrooper E mulating the Storm Giants creating the Behir to combat their immense draconic foes in seemingly endless wars in long forgotten times, still remembered by many Elder Brains, and perhaps even borrowing some of the monstrosity's genes, the Primillithid, prosperous Mind Flayers of a dark future, set about the creation of their ultimate weapon in their own eternal war. Using the so-called Devils of the Deep, the Sahuagin, as their base for experimentation, after dominating a number their Priestesses and by extension their communities, harnessing their Blood Frenzy and redirecting their enmity of the aquatic elves to the one true predator of the Primillithid, the indomitable Alien Mother. These piscine humanoids underwent extensive experiments and augmentation that left a great, stinking heap of dead or helplessly gasping bodies, though two separate types of gene enhanced warriors emerged. 200


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