Gravekeeper's Commandant While the Chief assumes the role of a spiritual leader, the Commandant focuses on leading his comrades into battle. They wield a combination of weapons and magic, charging into the fray first and inspiring their allies to fight fiercely in the name of the Gravekeeper. Being led by a Commandant inspires the Gravekeeper's minions to reach new heights in combat, but if a Commandant falls in battle, their soldiers are likely to lose morale, and may even retreat. 251 Gravekeeper's Commandant Medium humanoid, lawful evil Armor Class 18 (plate armor) Hit Points 112 (15d8 +45) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 10 (0) 14 (+2) 17 (+3) Condition Immunities charmed, frightened Senses passive Perception 12 Languages Common Challenge 5 (3290 XP) Inspiring Presence. All other Gravekeeper's creatures within 30 ft. of the Commandant are under the effects of the spell Heroism. If they move more than 30 ft. away, they lose the effect, and can regain it by moving back within range. However, if the Commandant dies, any Gravekeeper's creature within their Heroism range must make a DC 15 Wisdom saving throw. On a failed save, they are frightened of the Commandant's killer. At the end of their turns they can repeat the saving throw. Spellcasting. The Commandant is considered a 7th- level Paladin for the purposes of spellcasting (+6 to hit, DC 14 saves). They have the following spells prepared: 1st level (4 slots): Compelled Duel, Bless, Divine Favor, Shield of Faith 2nd level (3 slots): Find Steed, Magic Weapon, Protection from Poison Gravekeeper's Smite. The Commandant can expend a spell slot to deal additional necrotic damage on a successful melee weapon attack hit. A 1st level slot deals 2d8 necrotic damage, and a 2nd level slot deals 3d8 necrotic damage. Actions Multiattack. The Commandant makes 2 Greatsword attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d6 + 4) slashing damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Curse Mysterious spellcasters who deal primarily in hexes and curses. It is said that they have made some pact with the Gravekeeper to be able to inflict terrible curses on their own enemies, in exchange for their service to him. The Gravekeeper uses them to inflict these dark hexes on his foes, both hindering their enemy in battle and subtly placing curses on the targets of an Ambusher or Assailant in a city. 252 Gravekeeper's Curse Medium Humanoid, chaotic evil Armor Class 12 Hit Points 27(5d8 +5) Speed 30ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (0) 14 (+2) 16 (+4) 16 (+3) Skills Stealth +5, Sleight of Hand +5, Deception +6 Senses passive Perception 14 Languages Common Challenge 2 (450 XP) Spellcasting. The Curse is considered a 5th-level spellcaster (+6 to hit, DC 14 saves). They know the following cantrips and spells, and can cast any spell of first level or higher only at 3rd level, using 2 spell slots that replenish on a short rest. Cantrips: Eldritch Blast, Friends, Chill Touch, Minor Illusion Spells (2 3rd level slots/short rest): Hex, Hellish Rebuke, Crown of Madness, Darkness, Bestow Curse, Hypnotic Pattern, Fear Minor Hex. The Curse can place a small curse on someone that can hinder them in various ways. This cannot be done in combat, and is typically used in cities as a setup for Ambushers or Assailants to strike later. A hex will last until the target takes a long rest, and can be removed by the spell Remove Curse. The DM is encouraged to get creative with the type of hexes the Curse can place upon their prey. For example, a Curse may hex the player character who acts as the party face by making them smell of rotting corpses, making social and stealth difficulties higher. Applying a hex can be as simple as muttering a few words in passing, or it could require an intense ritual that uses a lock of the target's hair or some similar material component. Typically the Curse would want to be discreet in this action, though it is possible that they could successfully hex someone despite being caught in the act. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Descendant The Gravekeeper's own descendant of any number of generations, who wields powerful magic passed down from the Gravekeeper's blood. Depending on how you as a DM insert the Gravekeeper into your setting, perhaps this character is the Gravekeeper's son or daughter, perhaps a great-grandchild, or perhaps the Gravekeeper created them through a magical ritual that imitates life based on himself. No matter how many generations from their powerful ancestor or how they were created, the Gravekeeper will be very protective of any of his descendants that may exist. Should anyone kill one of the Gravekeeper's Descendants, they will be relentlessly pursued by his other minions for the rest of their days. 253 Gravekeeper's Descendant Medium humanoid, chaotic evil Armor Class 16 Hit Points 120 (16d8 + 48) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 20 (+5) Saves Charisma +9, Constitution +7 Senses passive Perception 12 Languages Common Challenge 9 (5,000 XP) Spellcasting. The Descendant is considered an 11th level spellcaster (+9 to hit, DC 17 saves). They have the following spells available: Cantrips: Fire Bolt, Toll the Dead, Mage Hand, Chill Touch, Thaumaturgy 1st level: Shield, Fog Cloud, Inflict Wounds 2nd level: Misty Step, Hold Person, Mirror Image 3rd level: Animate Dead, Counterspell, Fireball 4th level: Wall of Fire, Banishment, Dimension Door 5th level: Wall of Force, Cone of Cold, Dominate Person 6th level: Disintegrate, Create Undead Metamagic. The Descendant can use the following Metamagic options, as per the Sorcerer player class: Quickened Spell, Twinned Spell, Heightened Spell. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Guard Pike-wielding brutes who can be found protecting any of the Gravekeeper's bases of operation, including his own domain. Their sole purpose is the protection of the Gravekeeper's territory, and their loyalty to him in this task is unshakeable. 254 Gravekeeper's Guard Medium humanoid, lawful evil Armor Class 16 (chain) Hit Points 52 (8d8 + 16) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (0) 14 (+2) 10 (0) Skills Perception +4, Intimidation +2, Athletics +5 Senses passive Perception 14 Languages Common Challenge 3 (700 XP) Actions Multiattack. The Guard can attack twice with their Pike. Pike. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 9 (1d10 + 3) piercing damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Heretic Radicals who defied the traditions of their civilization's pantheon of deities and threw their lot in with the Gravekeeper in pursuit of greater power. They study arcane magic tirelessly, learning all they can to help the Gravekeeper crush those who branded them heretics. They are particularly skilled in antimagic techniques, and have become resistant to lower-level spells. 255 Gravekeeper's Heretic Medium humanoid, neutral evil Armor Class 12 (15 with mage armor) Hit Points 45 (9d8 + 5) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 13 (+2) Skills Arcana +7, Perception +6 Senses passive Perception 16 Languages Common Challenge 7 (2,900 XP) Spellcasting. The Heretic is a 9th-level spellcaster, and its spellcasting ability is Intelligence (+7 to hit, DC 15 saves). They have the following spells prepared: Cantrips: Fire Bolt, Chill Touch, Mage Hand, Message 1st level (4 slots): Mage Armor, Shield, Chromatic Orb 2nd level (3 slots): Blur, Shatter, Blindness/Deafness, Dragon's Breath 3rd level (3 slots): Counterspell, Lightning Bolt, Animate Dead 4th level (3 slots): Confusion, Blight 5th level (1 slot): Cloudkill They also know the following ritual spells, which they can cast as rituals without having them prepared: Detect Magic, Find Familiar, Alarm, Detect Poison and Disease, Comprehend Languages, Magic Mouth, Phantom Steed Magic Resistance. The Heretic has advantage on all saves against spells and magical effects, and is completely unaffected by any spell of 2nd level or lower (including cantrips). Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Nobleman The Gravekeeper spreads his influence into the politics of enemy nations. Some nobles and politicans fall victim to his promises of power and wealth, and make deals with him to promote his interests in their courts. These nobles and politicians are given some magical ability, but it is mostly the power to affect the minds of other mortals. They are not typically prepared for a direct fight, but to corrupt and charm others to sway them toward the Gravekeeper's interests. 256 Gravekeeper's Nobleman Medium humanoid, lawful evil Armor Class 12 Hit Points 22 (5d8) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 17 (+3) Skills Deception +7, Persuasion +7, Insight +4 Senses passive Perception 12 Languages Common and 2 others Challenge 1 (200 XP) Spellcasting. The Nobleman is a 3rd level spellcaster, and Charisma is their spellcasting ability (+5 to hit, DC 13 saves). They know the following spells: Cantrips: Eldritch Blast, Friends, Minor Illusion, Presitdigitation Levels 1-2 (has 2 2nd-level spell slots/short rest): Charm Person, Expeditious Retreat, Crown of Madness, Enthrall, Suggestion Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) piercing damage Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Oracle While Chiefs can be likened to a priest, an Oracle is more like a bishop. Entire regions that could consist of multiple cities, or even entire nations' populations of the Gravekeeper's minions are overseen by an Oracle. These high priests are gifted with the ability to see into the future, and are almost always consulted on any matters of strategy in gaining or maintaining control of an area. They are also incredibly powerful spellcasters who are devastating in battle. 257 Gravekeeper's Oracle Medium humanoid, lawful evil Armor Class 17 Hit Points 178 (17d10 + 85) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 15 (+2) 20 (+5) 16 (+3) Condition Immunities frightened, charmed Saving throws Wisdom +9, Con +7 Senses passive Perception 15 Languages Common Challenge 13 (10,000 XP) Spellcasting. The Oracle is a 13th-level spellcaster, and their spellcasting ability is wisdom (+9 to hit, DC 17 saves). They have the following spells prepared: Cantrips: Toll the Dead, Sacred Flame, Thaumaturgy, Spare the Dying, Guidance 1st level (4 slots): Cure Wounds, Guiding Bolt, Inflict Wounds, Healing Word, False Life, Ray of Sickness 2nd level (3 slots): Blindness/Deafness, Hold Person, Spiritual Weapon, Silence, Ray of Enfeeblement, Augury 3rd level (3 slots): Animate Dead, Vampiric Touch, Bestow Curse, Revivify, Sending, Spirit Guardians 4th level (3 slots): Blight, Death Ward, Banishment, Divination 5th level (2 slots): Antilife Shell, Cloudkill, Contagion, Insect Plague, Raise Dead 6th level (1 slots): Word of Recall 7th level (1 slot): Fire Storm You could also have the Oracle use any Cleric spells that may seem appropriate outside of combat, such as Hallow or Scrying. Inescapable Destruction. Any necrotic damage the Oracle deals ignores resistance to necrotic damage. Actions Multiattack. The Oracle can make 2 attacks: 1 with their Maul and one with Voices of the Dead. Maul. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d6 + 6) bludgeoning damage + 10 (2d8) necrotic damage. Voices of the Dead. Ranged Spell attack: +9 to hit, range 60/120 ft., one target. Hit 15 (3d6) necrotic damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Priestess Devoted followers of the Gravekeeper who are feared by his enemies as witches, but among the most highly revered of his servants. The Priestesses are masters of the creation of undead soldiers, and when one of the Gravekeeper's servants dies, their body is brought before the Priestesses so that they may serve again in death. 258 Gravekeeper's Priestess Medium humanoid, lawful evil Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 15 (+2) 18 (+4) 16 (+3) Condition Immunities frightened Skills Perception +7 Senses passive Perception 17 Languages Common Challenge 6 (2,300 XP) Spellcasting. The Priestess is an 8th-level spellcaster, and her spellcasting ability is Wisdom (+7 to hit, DC 15 saves). She has the following spells prepared: Cantrips: Toll the Dead, Thaumaturgy, Mending, Guidance 1st level (4 slots): false life, ray of sickness, guiding bolt, inflict wounds, sanctuary, shield of faith 2nd level (3 slots): blindness/deafness, ray of enfeeblement, hold person, spiritual weapon, gentle repose 3rd level (3 slots): animate dead, vampiric touch, bestow curse, speak with dead 4th level (2 slots): blight, death ward, banishment Master of the Dead. The Priestess is able to perform a ritual that turns the body of a fallen Gravekeeper's servant into a Mummy. If used on an Oracle, Descendant or Visionary, this ritual can produce sentient Mummy Lords. A Priestess is always guarded by at least 2 faithful mummies. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) piercing damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Recruiter These are the ones who bring the Gravekeeper new mortal servants. They can often be found living in heavily populated cities, promising a better life to those who are down on their luck, or even magically dominating the minds of the weakwilled to force them into servitude. 259 Gravekeeper's Recruiter Medium humanoid, lawful evil Armor Class 14 (leather armor) Hit Points 68 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 19 (+4) Skills Deception +10, Persuasion +10 Senses passive Perception 12 Languages Common and two others Challenge 3 (700 XP) Enthralling Presence. The Recruiter can draw crowds easily, and enthrall them with their honeyed words just as easily. Any person who listens to the Recruiter speak must make a DC 15 Wisdom save. If they fail, they perceive the Recruiter in whatever way the Recruiter desires that can be summed up in one or two words (for example, they may choose to appear trustworthy or knowledgeble). If they succeed, they are unaware of any attempt to influence them. The Recruiter has advantage on persuasion and deception checks against any person affected by this ability. Spellcasting. The Recruiter is a 5th-level spellcaster and their spellcasting ability is Charisma (+7 to hit, DC 15 saves). They know the following spells: Cantrips: eldritch blast, friends, minor illusion, mage hand 1st level and higher (2 slots of 3rd level per short rest): charm person, unseen servant, expeditious retreat, crown of madness, darkness, gaseous form, hunger of hadar Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) piercing damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Shaman Mystics who ritually remove their eyes so that they may see in a different way. They wield powerful magic that invokes the elements and nature to aid their allies and hinder their foes. They also summon and command snakes to do their bidding. 260 Gravekeeper's Shaman Medium humanoid, neutral evil Armor Class 13 (leather armor) Hit Points 161 (17d10 +68) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 17 (+3) 20 (+5) 11 (+1) Condition Immunities blinded Skills Animal handling +10, Medicine +10 Senses blindsight 60 ft., passive Perception 14 Languages Common Challenge 10 (5,900 XP) Sight Beyond Sight. The Shaman is blind, but sees the spiritual energy of everything around them. This sight also gives them brief glimpses into the future a few seconds from the present from time to time, and the ability to subtly pull on the strings of fate to change that immediate future. Upon completing a long rest, the Shaman rolls 2 d20s, and records those numbers. As a reaction, they can replace any attack roll, saving throw, or ability check made by themself or a creature they can perceive within 60 ft. with one of those foretelling rolls. Each of those two rolls can only be used once. Master of Serpents. The Shaman is always accompanied by 2d4 Poisonous Snakes. They can communicate with the snakes, and the snakes follow their directions. Spellcasting. The Shaman is a 15th-level spellcaster, and their spellcasting ability is Wisdom (+10 to hit, DC 18 saves). They have the following spells prepared: Cantrips: produce flame, guidance, druidcraft, poison spray, shillelagh 1st level (4 slots): animal friendship, faerie fire, fog cloud, speak with animals 2nd level (3 slots): animal messenger, beast sense, gust of wind, heat metal, hold person, moonbeam, spike growth 3rd level (3 slots): call lightning, conjure animals, dispel magic, sleet storm 4th level (3 slots): blight, dominate beast, giant insect, polymorph, wall of fire 5th level (2 slots): antilife shell, contagion, insect plague 6th level (1 slot): wall of thorns 7th level (1 slot): fire storm 8th level (1 slot): feeblemind Actions Quarterstaf (shillelagh). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 10 (1d8 + 5) bludgeoning damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Spear Soldier The essential front line soldiers of the Gravekeeper's living servants. Individually, they are not exceptionally strong, but together they can form a wall of jagged spears that is near impenetrable. 261 Gravekeeper's Spear Soldier Medium humanoid, lawful evil Armor Class 16 (chain) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 11 (0) Senses passive Perception 11 Languages Common Challenge 2 (450 XP) Actions Multiattack. The Spear Soldier makes two attacks with their spear. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60 ft., one target. Hit 6 (1d6 + 3) piercing damage or 7 (1d8 +3) piercing damage if used with two hands to make a melee attack. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Vassal Servants that are too weak of body and mind to serve in battle, these small, almost rat-like humanoids have the pallor and spindly limbs of a corpse. They run about the Gravekeeper's domain, performing their duties as servants to the being they see as a god among men. 262 Gravekeeper's Vassal Medium humanoid, lawful evil Armor Class 9 Hit Points 10 (2d10) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Skills Sleight of Hand +5 Senses passive Perception 10 Languages Common Challenge 0 (10 XP) Actions Rock. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range 10/30 ft., one target. Hit 2 (1d4 - 1) bludgeoning damage Steal. The Vassal makes a sleight of hand check vs. the target's acrobatics or athletics check. If the Vassal succeeds, they steal 1d10 gold or a small item of the DM's choice from the target. The Vassal must be within 5 feet of the target to attempt to do this, and cannot do so without being noticed. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Watcher The Gravekeeper's Watchers are fallen priests of evil deities that have been sent to the shadow realm to watch the graveyards for the eternity. These priest were granted the luxury of choice to either remain on service for ever or be judged and move to the next world. As most of them were not faithful enough or they didn't achieve their mission, they forgot about their previous self. Each Watcher received a Tablet of Necropolis which trapped their soul, if they lose their Tablet that means that they also lose their souls. Watchers remain bound to service but they never fight till the bitter end and they are always clever in their approach of intruders. 263 Gravekeeper's Watcher Medium humanoid, lawful evil Armor Class 16 (Chain mail) Hit Points37 (5d8 + 15) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 13 (+1) Skills Perception +10, Persuasion +4, Religion +5 Senses passive Perception 18 Languages Common, Abyssal Challenge 5 (1,800 XP) Watchful Eye. The Watcher adds double its proficiency bonus (3) to its Perception checks. Tablet of Necropolis. As a bonus action, the watcher can expend a spell slot to cause its spell attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The watcher is a 5th-level spellcaster and he is using its Tablet of Necropolis as a focus which also adds +1 to spell attacks. Its spellcasting ability is Wisdom (spell save DC 15, +8 to hit with spell attacks). The watcher has the following spells prepared: Cantrips (at will): Eldritch Blast, Friends, Prestidigitation 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): expeditious retreat, crown of madness, enthrall, suggestion 3rd level (2 slots): dispel magic, spirit guardians Actions Tablet of Necropolis. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage and 1d6 necrotic damage. Credit | Statblock & Lore: Dionysios Christoforidis
Gravekeeper's Visionary The chosen prophet of the Gravekeeper, who answers only to the Gravekeeper himself. The exact identity of the Visionary is unknown, though there is a rumor that this high prophet is the Gravekeeper's own brother. Regardless, they are an immensely powerful magic user, likely among the strongest in the world. Raising the dead, seeing the future, and even ending a life are as easy for the Visionary as breathing for a normal person. 264 Gravekeeper's Visionary Medium humanoid, lawful evil Armor Class 17 Hit Points 210 (20d10 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 16 (+3) 20 (+5) 16 (+3) Saving Throws Strength +10, Constitution +9, Wisdom +11, Charisma +9 Skills Athletics +10, Insight +11, Perception +11. Religion +9 Condition Immunities charmed, frightened Senses passive Perception 21 Languages Common plus up to three other languages Challenge 18 (20,000 XP) Legendary Resistance (3/day). If the Visionary fails a saving throw, they can choose to succeed instead. Spellcasting. The Visionary is an 18th-level spellcaster, and their spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Visionary has the following spells prepared: Cantrips: toll the dead, thaumaturgy, guidance, sacred flame 1st level (4 slots): command, cure wounds, guiding bolt, healing word, inflict wounds, shield of faith, false life, ray of sickness 2nd level (3 slots): blindness/deafness, hold person, lesser restoration, silence, spiritual weapon, ray of enfeeblement 3rd level (3 slots): animate dead, bestow curse, dispel magic, mass healing word, remove curse, revivify, spirit guardians, vampiric touch 4th level (3 slots): blight, death ward, banishment, freedom of movement 5th level (3 slots): antilife shell, cloudkill, contagion, flame strike, greater restoration, mass cure wounds 6th level (1 slot): harm, heal 7th level (1 slot): fire storm, plane shift 8th level (1 slot): antimagic field, earthquake 9th level (1 slot): power word: kill Actions Multiattack. The Visionary makes three attacks with their +3 longsword. +3 longsword. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 11 (1d8 + 7) slashing damage and 8 (2d8) necrotic damage, or 12 (1d10 +7) slashing damage and 8 (2d8) necrotic damage if used with two hands. Legendary Actions The Visionary 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 Visionary regains spent legendary actions at the start of their turn. Cantrip. The Visionary casts a cantrip. Longsword Attack. The Visionary makes an attack with their +3 longsword. Vision of Battle (Costs 2 Actions). The Visionary chooses one target they can see, and makes an insight check vs. that target's deception check. If the Visionary rolls higher, the target has disadvantage on attack rolls against the Visionary, and the Visionary has advantage on the target's saving throws, both until the end of the target's next turn. Credit | Statblock & Lore: Jon Kyle
The Sacred Beasts T he Sacred Beasts are creatures of great elemental power that existed long ago. Each a being of destruction, bound within great seals to contain their immense power the Sacred Beasts represent primal forces of the universe that are capable of great acts of destruction and damnation. Long ago, the Sacred Beasts were sealed away due to their immense power, and it is believed that should all three ever be free at the same time their destructive might will clash and in time bring about the apocalypse. There are three Sacred Beasts known to the world. The first, Uria represents the destructive might of fire capable of burning away all in existence. The second, Hamon represents the pure strength of lightning and its ability to wipe away existence. Finally, the most subtle of the three, Raviel. Raviel represents the all consuming might of darkness and the shadows that dwell within. Gods or Demons? All three of the Sacred Beasts have been worshipped in the past as Gods, and there are some that believe the destruction the Sacred Beasts bring is divine action to ferry souls to a much better afterlife. Indeed, this is why the beings of destruction are known as Sacred Beasts in the first place, for they are sacred tools of the Gods made to meet out judgement on the souls of the pure and the wicked. There are however, a larger number of people who see the Sacred Beasts for what they are. Beings of primal chaos that are beyond the morality of the divines and instead embody their own elements traits in as pure and destructive a sense as one could fathom. 265 Credit | Statblock & Lore: Callum Dronsfield
Uria, Lord of Searing Flames Uria, the Lord of Searing Flames is a great beast, whose long serpentine body can be seen reaching up into the sky's and whose draconic appearance my cause onlookers to fear it for what it appears as. A dragon. However, those onlookers will surely be saddened to find that this beast is far more dangerous and destructive than any regular dragon. Indeed, Uria is a being that embodies the purest form of fire. All consuming, and forever hungry the Lord of Searing Flames seeks to consume all in fire and take the world as a whole into his domain. Born Of Fire Uria was formed in the very first fire to exist, a being originating before the Plane of Fire came to be. As such, Uria represents the fire it was born from far more closely than any other. Like the relationship of sentients with fire, Uria's relationship with the world is one of balance. Uria has been known to use his flames to shape continents and change landscapes while at the same time destroying what once was representing the powers of fire to change what exists into something new. Kind Apocalypse As a representation of Fire, Uria is a contradicting being. Beautiful and Warm, yet Gluttonous and Destructive. In Uria's mind, the destruction and death it brings is a kindness for it unites us all in the burning power of fire and frees us from the slow and painful existance that is life. Indeed, Uria is not one to seek the pain of others but instead acts to cure the world like fire cauterises wounds. Bringer of Drought Wherever Uria dwells, the land around it is plagued with searing heat and burning winds causing the water in the area to evaporate and plants to shrivel up and die. This means that those who live close to where Uria is sealed away, or where he nests when free are forced to deal with harsh, almost uninhabitable conditions and must go far in search of food and water that has not been burned away by Uria's searing heat. Uria's Lair Uria tends to lair in places of high heat, such as within volcanos or near underwater heat vents. It is also at home in places where there is a lot of sun, and very little rain such as in deserts. Wherever Uria nests, the area around is plagued with an aura of heat that desolates any fertile lind around rendering it arid and dry. Lair Actions On initiative count 20 (losing initiative ties), Uria takes a lair action to use one of the following effects. It cannot use the same effect two rounds in a row. Uria creates a billowing wave of fire centered at one point it can see within 120ft of it. All creatures within a 20ft radius of that point must succeed on a DC21 Dexterity saving throw, taking 28(8d6) fire damage or half as much on a successful save. Uria casts Wall of Fire without expending a spell slot. The wall lasts until initiative count 20 the next round and does not require concentration. Uria creates a jet of heat that drys up the water around it. Uria chooses a point within 60ft, creatures within 5ft of that point must succeed on a DC21 constitution saving throw or gain one level of exhaustion. Uria causes a small jet of fire to erupt from the earth. Uria makes a ranged spell attack against one creature within 60ft. If it hits, that creature takes 18(4d8) fire damage. Regional Effects The region within 6 miles of Uria's lair is warped by heat and fire, which creates one or more of the following effects. All water within the area dries up, meaning that rivers become river beds, lakes disappear leaving craters and all plant life shrivels up and dies. Water brought into the area that is contained is not dried up but water left in an open container evaporates at a rate of 1 cubic foot a minute. Once fertile land becomes arid sand and animals in the area die as the heat becomes too much. Creatures that venture into this land must make DC15 constitution checks every our or gain a level of exhaustion due to the shear heat. 266 Credit | Statblock & Lore: Callum Dronsfield \ Art: Luke Instone-Hall
267 Uria, Lord of Searing Flames Gargantuan Elemental, Chaotic Good Armor Class 18 (Natural Armor) Hit Points 495(30d20 + 180) Speed 20ft., 80ft fly. STR DEX CON INT WIS CHA 27 (+8) 10 (0) 22 (+6) 18 (+4) 12 (+1) 14 (+2) Saving Throws Con + 13,, Int + 11, Wis +8, Cha +9 Damage Resistances Poison, Bludgeoning, Piercing and Slashing damage from non-magical weapons Damage Immunities Cold Condition Immunities Prone, Charmed, Poisoned Senses Truesight 120ft, passive Perception 12 Languages Primordial (Ignan) Challenge 23(50000 XP) Legendary Resistance 3/day If Uria fails a saving throw, it can choose to succeed instead Burning Body Any creature that makes a melee attack against Uria within 10ft, takes 7(2d6) fire damage if they hit. Fire's Blessing Whenever Uria would take fire damage, it is instead healed that much instead. Slippery Behemoth Uria is constantly under the effects of a Freedom of Movement and Find Traps spell. Innate Spellcasting Uria's innate spellcasting ability is constitution (spell save DC 21, Spell attack bonus +13). It can innately cast the following spells, requiring no components: At Will: Fireball, Wall of Fire, Conjure Elemental (Fire), Conjure Minor Elemental (Fire), Immolation 3/day: Sunbeam, Investiture of Flame, Flame strike 1/day: Fire storm, Incidiary cloud, Meteor Swarm Actions Multiattack Uria makes four attacks: One with it's bite, two with it's claws and one with it's tail. Bite Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19(2d10 + 8) plus an additional 7(2d6) fire damage. A creature hit by this attack must succeed on a DC23 dexterity saving throw or be grappled by Uria. Claw Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 15(2d6 + 8) plus an additional 7(2d6) fire damage Tail Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 17(2d8 + 8) plus an additional 7(2d6) fire damage Legendary Actions Each round Uria gets three legendary actions and can use one action at the end of another creatures turn. Move Uria moves up to half its movement in any direction. Bite Uria makes one Bite attack Blazing Wind (3 Actions) Uria beats its wings assailing targets with scolding air. Creatures in a 30ft cone in front of Uria must succeed on a DC21 constitution saving throw, taking 18(4d8) fire damage or half as much on a successful save. Creatures that fail the save gain 1 level of exhaustion. Credit | Statblock & Lore: Callum Dronsfield
Hamon, Lord of Striking Thunder Hamon, Lord of Striking Thunder is a being that truely embodies the primal chaos of the Sacred Beasts. Appearing as a giant gold birdlike creature with skeletal plates and jet black wings held together by golden clawed fingers. This creature is one of magic, drawing energy from the magics that permeate the world and converting it into pure energy from which its lightning forms. Born of Lightning Hamon was born from the first spark of electricity in the universe and as such represents the brief yet brilliant nature of Lightning and Thunder. Hamon's relationship with others is not like Uria or Raviel, instead Hamon like lightning is indifferent of what it strikes. It is a being that only thinks of itself and its own actions caring not for the machinations of others. As well as this, Hamon has a natural antimagic aura around it that constantly converts magical energy into lightning to keep it going. If Hamon is deprived of energy for too long, it can be sent into a deep slumber although there are very few that can possibly deprive the Lord of Striking Thunder what it desires. Apathetic Apocalypse Hamon represents the nature of Lightning, being a fickle and spontaneous being that acts in brief flashes before fading away. He acts not out of any fundamental goal or ideals but on whims and is not one to be triffled with in that regard. He is just as likely to destroy a country as his power is to help it and he is one whose mood determines his ideals at any time. Unlike Uria, whose acts of destruction and creation it sees as a kindness or Raviel who does what it does out of loathing and cruelty Hamon is truely indifferent to the suffering of the beings beneath him and he acts only on what he wills. Bringer of Storms The areas surrounding Hamon are home to an eternal storm that circles around the great beast. All who dwell beneath Hamon's roost are assailed with bolts of lightning and the cracks of thunder that boom across the sky. Rain falls endless and the winds tremble at the passing of the Sacred Beast of Lightning and Thunder. Hamon's Lair Hamon tends to lair in areas of high magical energy, preferably high up such as in mountain temples or atop wizard towers. Hamon is also fond of areas known to face frequent storms being drawn to the powerful lightning present in such locations. Lair Actions On initiative count 20 (losing initiative ties), Hamon takes a lair action to use one of the following effects. It cannot use the same effect two rounds in a row. A bolt of lightning decends from above striking the ground at a spot within 120ft of Hamon. A creature hit by this lightning bolt must succeed on a DC21 dexterity saving throw taking 8d6 lightning damage or half as much on a successful save. Hamon draws in the power of one of the creatures in its lair. Dispel all 6th level or lower spells affecting a creature within 60ft of hamon, and hamon regains 1d6 hit points for each level of spell dispelled this way. Hamon draws on the power of the magic in its lair, releasing an explosion of magical force from its body. All creatures within 20ft of hamon must make a DC21 dexterity saving throw taking 4d10 force damage or half as much on a successful save. Regional Effects The region within 6 miles of Hamon's lair is warped by storms and thunder, which creates one or more of the following effects. Rain gathers overhead and large thunderstorms below releasing lightning upon the ground below. Rivers that wouldn't normally flood overflow. Creatures in the area become erratic and violent, and more likely to lash out at people. Weak magical objects (Common or lower) refuse to work and to use more powerful magical objects a creature must succeed on a DC17 wisdom save upon entering the region and every day thereafter. 268 Credit | Statblock & Lore: Callum Dronsfield \ Art: Luke Instone-Hall
269 Hamon, Lord of Striking Thunder Gargantuan Elemental, Chaotic Neutral Armor Class 24 (Natural Armor) Hit Points 429(26d20 + 156) Speed 20ft., 80ft fly. STR DEX CON INT WIS CHA 25 (+7) 22 (+6) 22 (+6) 14 (+2) 18 (+4) 12 (+1) __ Saving Throws Con + 13,, Int + 9, Wis +11, Cha +8 Damage Immunities Thunder Condition Immunities Prone, Charmed, Paralyzed Senses Truesight 120ft, passive Perception 14 Languages Primordial (Auran) Challenge 23(50000 XP) Legendary Resistance 3/day If Hamon fails a saving throw, it can choose to succeed instead Charged Body Any creature that makes a melee attack against Hamon within 10ft, takes 7(2d6) lightning damage if they hit. Storm's Blessing Whenever Hamon would take lightning damage, it is instead healed that much instead. Magic Eater Hamon is immune to spells of 6th level or lower and instead regains 1d6 hit points per spell level when hit by a spell of 6th level or lower Magic Resistant Hamon has advantage on saving throws against spells and other magical effect. Innate Spellcasting Uria's innate spellcasting ability is constitution (spell save DC 21, Spell attack bonus +13). It can innately cast the following spells, requiring no components: At Will: Call lightning, Lightning Bolt, Sleet Storm, Dispel Magic (5th level), 3/day: Investiture of Wind, Whirlwind, Chain Lightning 1/day: Storm of Vengeance, Control Weather Actions Multiattack Hamon makes four attacks: One with it's bite, two with it's claws. Bite Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 19(2d10 + 7) plus an additional 7(2d6) lightning damage. A creature hit by this attack must succeed on a DC21 constitution saving throw or be paralyzed for 1 round. Claw Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 15(2d6 + 7) plus an additional 7(2d6) lightning damage Legendary Actions Each round Uria gets three legendary actions and can use one action at the end of another creatures turn. Move Hamon moves up to half its movement in any direction. Bite Hamon makes one Bite attack Thunderstruck (3 Actions)* Hamon shrieks letting out a burst of concussive air. Creatures in a 20ft radius around Hamon must succeed on a DC21 Dexterity saving throw, taking 18(4d8) thunder damage or half as much on a successful save. Creatures that fail the save are pushed back 20ft and knocked prone. Credit | Statblock & Lore: Callum Dronsfield
Raviel, Lord of Phantasm Raviel is the most humanoid of the Sacred Beasts and this is reflected in what Raviel represents. The lord of Phantasms acts as a mirror, showing the darkness inside others and revealing to them their deepest and most horrible secrets about themselves. The youngest of the three beasts Raviel was not formed until the first sentient thoughts happened. He was formed from the first evil thoughts created when the first sentient being acted out of malice and since then has been a catalyst for the darkness within others. He appears as a collosal blue humanoid, with little flesh, only showing muscle and bony armor. His head is crowned with three horns, and from his back jut two black wings. Born of Darkness Raviel was born of the darkness within mens hearts and as such he represents the cruelty and evil all sentient beings hold within them. Unlike his siblings who represent the destructive power of the elements Raviel represents the destructive power of the living and as such holds a particular place of fear amongst the hearts of mortals. As the lord of Phantasms, Raviel is capable of creating mirrors of others using his magic through which they see the darkest parts of themselves and many go mad from this. Raviel seeks only to remind the world of its own evil and stand at the top of the dark world he would create. Cruel Apocalypse Raviel is a being that represents the darkest parts of mortal minds, being a cruel and callous individual. His apocalypse is one of man's own making rather than one born of love or indifference. He seeks to cast the world in the darkness of people's hearts and bring about destruction and death through indirect means, twisting others into his pawns and using his phantasmal creations where that is not possible. Raviel will destroy any he can in his quest to bring all in existence down to his level and will not stop until the true nature of sentience is revealed. Bringer of Malice Those that surround Raviel are cursed with madness, the areas around where he lurks are cast in darkness with ominous clouds always floating ahead. Whispers and figures are heard and seen where none exist and people are driven to commit cruel and evil deeds by the voices of their dead loved ones, members of the community or even themselves when in reality no one speaks but Raviel. Indeed, his is the most well hidden of the three as his destruction is brough about by his pawns rather than his own actions. Raviel's Lair Raviel tends to nest in the dark places beneath civilization. Sewers and caves beneath towns are often potential lairs for Raviel. He is also known for building his own lairs, using his phantasms and those he enthralls to build castles for him to dwell. Lair Actions On initiative count 20 (losing initiative ties), Raviel takes a lair action to use one of the following effects. It cannot use the same effect two rounds in a row. A phantasm rises in an unoccupied space within 30ft of Raviel. The phantasm can only use the Help or Dodge action this turn. Shadows darken an area of Raviel's choosing. Raviel chooses one point within 120ft, creating darkness within a 20ft radius centered on this spot. This darkness functions as the darkness spell except it dispels light spells of 6th level or lower. Raviel uses the Command spell on all creatures in 10ft of it. 270 Phantasm Medium Elemental, Unaligned Armor Class 10 Hit Points 22(5d8) Speed 15ft. STR DEX CON INT WIS CHA 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) Damage Immunities Psychic Senses passive Perception 10 Challenge 1 ( XP) Actions Shadow Explosion The Phantasm explodes in a burst of destructive shadow energy, all creatures in a 10ft radius centred on the phantasm must make a DC19 Dexterity saving throw, taking 17(5d6) necrotic damage and 17(5d6) psychic damage or half as much on a successful save. The Phantasm is then destroyed. Credit | Statblock & Lore: Callum Dronsfield \ Art: Luke Instone-Hall
Regional Effects The region within 6 miles of Raviel's lair is warped by heat and fire, which creates one or more of the following effects. Sapient creatures within the region hear whispers telling them to commit attrocious deeds. Creatures in the area must succeed on a DC13 Wisdom Saving throw every day or gain a form of temporary madness as dictated in the madness table (DMG PXXX) Phantasms appear and wander around the area, stat as Phantasm. These phantasms are not hostile unless attacked. Raviel can see through the eyes of any sentient creature in this region and use all their other senses, but only one target at a time. While doing this, Raviel can force the creature to make a DC17 wisdom save or take control of the creature to do one action. 271 Raviel, Lord of Phantasms Gargantuan Elemental, Chaotic Evil Armor Class 18 (Natural Armor) Hit Points 493(34d20 + 136) Speed 40ft., 60ft fly. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 18 (+4) Saving Throws Con + 11,, Int + 9, Wis +8, Cha +11 Damage Vulnerabilities Bludgeoning,piercing and slashing damage from a magical weapon wielded good aligned creatures. Damage Resistances Bludgeoning, piercing and slashing damage from a non-magical weapon, Damage Immunities Psychic, Bludgeoning, piercing and slashing damage from a non-magical weapon wielded evil aligned creatures Condition Immunities Charmed, Blinded, Deafened, Frightened Senses Truesight 120ft, passive Perception 12 Languages Common, Abyssal, Infernal Challenge 23(50000 XP) Legendary Resistance 3/day If Raviel fails a saving throw, it can choose to succeed instead Shadowed Body Raviel is shrouded in an area of thick darkness that extends 5ft from it's body in all directions, granting disadvantage to all attacks from creatures that cannot see through magical darkness. This cannot be dispelled by a light producing spell of less than 5th level. Death's Blessing Whenever Uria would take Necrotic damage, it is instead healed that much instead. Phantasmal Urgings Creatures within 30ft of Raviel have disadvantage on Wisdom saving throws. Innate Spellcasting Uria's innate spellcasting ability is constitution (spell save DC 19, Spell attack bonus +11). It can innately cast the following spells, requiring no components: At Will: Charm Person, Charm Monster, Command, Suggestion, Hold Person, Dissonant Whispers 3/day: Modify Memory, Dominate Person, Dominate Monster, Geas 1/day: Glibness, Feeblemind, Weird Actions Multiattack Raviel makes five attacks with its Claws Claw Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 17(2d6 + 10) plus an additional 7(2d6) Psychic damage Devour Soul Raviel targets a creature within 30ft of itself, using that creatures soul to empower itself. The creature must succeed on a DC19 Wisdom saving throw, taking 8d8 necrotic damage or half as much on a successful save. If a creature fails the save, Raviel's claws deal additional damage equal to half that creatures level/CR during it's next turn. If a phantasm is targeted by this ability it is instead destroyed, and Raviel's damage per claw attack is increased by 10 for the next round. Summon Phantasm (Recharge 5-6) Raviel summons a phantasm (See above) to an unoccupied space within 30ft of it. Legendary Actions Each round Raviel gets three legendary actions and can use one action at the end of another creatures turn. Move Uria moves up to half its movement in any direction. Claw Raviel makes one Claw attack Fright (3 Actions) Raviel imposes its will to cause intense fright to one person. That creature must succeed on a DC19 Wisdom save or spend its next turn moving as far from Raviel as able. It can only use its action, bonus action or any other actions to use the dash action which it does if able. Creatures that are immune to frightened are still affected by this abilities. Credit | Statblock & Lore: Callum Dronsfield
Armityle, Phantom of Chaos Apocalypse Now Armityle is what is born if all three Sacred Beasts are brought together. Representing the untamed chaos of the three beasts, Armityle is a being that is filled with inconsistency. It is there, and it is not. It is life, and it is Death. It creates and destroys, burns and freezes, is both stormy and calm. Indeed, Armityle is a being of raw chaos that is said to be the true bringer of the apocalypse due to its incongruous existance. Whether that is true of not, this being is mighty indeed. 272 Armityle, The Chaos Phantom Gargantuan Abberation, Chaotic Neutral Armor Class — Hit Points 315(30d20) Speed 40ft., teleport 80ft. STR DEX CON INT WIS CHA — — — — — — Condition Immunities Paralyzed, Charmed, Deafened, Blinded, Restrained, Petrified Senses Truesight 120ft, passive Perception — Languages Telepathy 1 mile. Challenge 30 (155000 XP) Random Resistance Each turn, roll 2d8 and Armityle gains resistance to the rolled damaged types as determined by the following: 1. Fire, 2. Cold, 3. Acid, 4. Poison, 5. Necrotic, 6. Thunder, 7.Lightning, 8.Radiant. If you roll the same number on both dice, Armityle instead gains immunity to that damage type. These resistances reset at the start of each turn. Magic Resistance Armityle has advantage on saving throws against magic. Actions Multiattack Armityle makes a random number of attacks with its slam. Roll 2d4+1 to determine the number of attacks it makes. Slam Melee Weapon Attack: +? to hit, reach 15ft., one target. Hit 17(3d10) Cast Spell Armityle rolls 1d8+1 and then casts a sorcerer spell equal to the rolled level or less. It can always choose to cast Chaos Bolt at 6th level. It makes this choice after seeing the roll on the die. Credit | Statblock & Lore: Callum Dronsfield / Art: Luke Instone-Hall
Chaos Incarnate As a being of chaos Armityle is never the same at any given time and as such should you wish to represent this the following table gives options for random abilities. As a suggestion, roll 1d4+1 determine the number of additional features and then roll 1d20 that many times to select these abilities. If the same ability would be gained twice, it is only gained once. Extra Abilities Roll Ability 1 Chaotic Decay At the beginning of each of it's turns, Armityle and all creatures within 15ft of it take 10 damage that cannot be prevented. 2 Tall Armityle's body is stretched and distorted, taller even than a regular gargantuan creature. It's reach increases by 15ft. 3-4 Extra Arms Armityle grows 1d4 extra arms and can use his slam attack an additional time when using multiattack for each arm. 7-8 Chaotic Regeneration At the end of each of it's turns, Armityle regains 1d20 + it's constitution modifier hit points 9- 10 Avoidance . If Armityle is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 11- 12 Tides of Chaos If a creature within 30ft of Armityle cast a spell, roll a d6. If the roll is a 1, they must also roll on the sorcerer wild magic table. 13- 14 Metaphysical Form When a creature attacks Armityle with a melee attack, it must make a DC17 Wisdom saving throw or deal no damage. A creature that succeeds this save does not need to make it again until the end of the round. 15- 16 Corrosive Body Armityle's body becomes made of a corrosive liquid. When a creature makes an attack while within 10ft of Armityle, it takes 9(2d8) acid damage. Any non-artifact, non-legendary weapon used to attack Armityle corrodes. A corroded weapon takes a -1 penalty to attack and damage, when the total accumulated penalty equals -5 plus an additional 1 for each rank of rarity of a magical item above common, the weapon is destroyed 17- 18 Malefic Backlash Whenever a creature within 60ft hits Armityle with an attack, roll a d6. On a roll of 1, that creature takes damage equal to the damage dealt by their attack. 19 Strange Body Armityle takes on an odd eldritch form. Creatures that gaze at Armityle must make a DC23 Wisdom Saving throw or be frightened of Armityle repeating the save at the end of each of it's turns. On a successful save, the creature is immune to this ability for the next 24 hours but a creature that fails three consecutive saving throws is subjected to the effects Feeblemind spell. This effect can only be cured with a Wish. 20 True Insanity Roll an additional time on this table. Additionally, Armityle gains an additional +2 to each ability score. Ability scores Since Armityle is a being of chaos, there are two methods to determine its stats. Either roll 1d6 for the following numbers: 30, 27, 24, 20, 15, 8 and assign the stats in order (1 - strength, 2 - Dexterity etc) or roll 4d6 + 4 for Armityle's stats. Armityle gains 30 hit points times its constitution modifier, it's AC is given by 10 + It's dexterity modifier + It's constitution modifier and it's attack modifier is 9 + it's strength modifier. Increase the damage of it's slam by it's strength modifier. Armityle's spell attack bonus is 9 + highest modifier out of intelligence, wisdom and Charisma. It's spell save DC is equal to 17 + it's wisdom modifier. Alternatively, Armityle has a Strength of 27, Dexterity of 15, Constitution of 30, Intelligence of 20, Wisdom of 24, Charisma of 8. It's Hit points are 615, its AC is 22, its attack modifier is +18, it's spell save DC is 24 and it's spell attack bonus is +16 273 Credit | Statblock & Lore: Callum Dronsfield We need Contributors! Are you an artist or a writter? Maybe you want to create statblocks? Then contact us at our FB page!
Slifer the Sky Dragon R e-Horakhty was at unrest as he stared down upon the world, watching as the chaos and disorder unfurled. He felt a great concern weigh upon his shoulders and felt he had to take the necessary measures to rectify such injustices. It was then he felt that he and his fellow pantheon needed greater tools to use in their divine purpose. The great sun god deliberated many a day, many a night over the possibility of more chaos depending on how many of these titans he created. Thus, he felt starting with a simple two was the best course of action at this current time so he could see how his subjects would handle the situation or if his work would be all for naught. One of these two creations, the eternal serpent, drew in the curious desires of both Osiris and Apep. There was always a conflict between the two, however, Re-Horakhty didn't want to show favouritism and instilled a test of strength for who would be most suited to govern over the mighty titan. Both fought fervently refusing to give way to the other as both coveted the great power of the new titan. After many gruelling years, Osiris stood victorious over his fallen opponent and claimed his rightful prize. The Eternal Serpent Some debate its length is as great as the world serpent that held all within its coils. Upon awakening, true to its name, it remains writhing within itself, preparing to loosen its grip and its might on whom its master desires. Master of the Skies Slifer the Sky Dragon has a mastery of the skies and can never be knocked to the earth. Because of its rule, it can summon ancient lightning to wake at a whim. A great storm always follows this terrifying creature wherever it goes. Eternal Devour While its biology can leave one confused, it is known that its second mouth can both absorb and repel magic that is meant to bring harm upon the titan. The Endless Cycle Slifer the Sky Dragon can, with great difficulty, be slain. However, as the endless cycle of the ouroboros devouring its tail, so to is the titan Slifer endless, promising to return one day. 274 Credit | Statblock & Lore: Asha J. Panesar
Slifer the Sky Dragon, Ouroboros Form The dormant form of this titan will not unfurl until it takes at least 150 HP worth of damage. It will then transform into its Awakened Form, heals to full and continues in its designated initiative order. If the party retreats before at least 150 HP worth of damage is delivered to Slifer the Sky Dragon, Ouroboros Form, the titan will not follow the party. 275 Slifer the Sky Dragon, Ouroboros Form Gargantuan celestial (titan), lawful neutral Armor Class 26 Hit Points 676 (33d20+330) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 0 (0) 30 (+10) 10 (+0) 10 (+0) 15 (+2) Saving Throws Con +19, Cha +11 Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 60 ft., passive Perception 10 Languages Celestial Challenge 30 (155000 XP) Legendary Resistance (3/Day). Slifer the Sky Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. Slifer the Sky Dragon has advantage on saving throws against spells and other magical effects. Reflective Carapace. Any time Slifer the Sky Dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Slifer the Sky Dragon is unaffected. On a 6, Slifer the Sky Dragon is unaffected, and the effect is reflected back at the caster as though it originated from Slifer the Sky Dragon, turning the caster into the target. Actions Dragon Cry Each creature within 120 feet of it must succeed on a DC 23 Constitution saving throw. On a failed save they take 40 (10d6) thunder damage and are deafened; those that succeed only take half as much damage and are not deafened. Those that failed can repeat the save at the end of their turn, ending the effects on a success. Frightful Presence Each creature of Slifer the Sky Dragon's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Slifer the Sky Dragon is within line of sight, 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 Slifer the Sky Dragon's Frightful Presence for the next 24 hours. Credit | Statblock & Lore: Asha J. Panesar
276 Slifer the Sky Dragon, Awakened Form Gargantuan celestial (titan), lawful neutral Armor Class 25 Hit Points 676 (33d20+330) Speed 20 ft. (hover), fly 100 ft. STR DEX CON INT WIS CHA 30 (+10) 22 (+6) 30 (+10) 12 (+1) 12 (+1) 20 (+5) Saving Throws Str +19, Dex +15, Con +19, Cha +14 Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities Charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 120 ft., passive Perception 10 Languages Celestial Challenge 30 (155000 XP) Flyby Slifer the Sky Dragon doesn't provoke opportunity attacks when flying. Legendary Resistance (3/Day). Slifer the Sky Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. Slifer the Sky Dragon has advantage on saving throws against spells and other magical effects. Magic Weapons. Slifer the Sky Dragon's weapon attacks are magical. Siege Monster. Slifer the Sky Dragon deals double damage to objects and structures. Actions Multiattack Slifer the Sky Dragon can use its Frightful Presence. It then makes four attacks: two with its bite (with each mouth) and two with its claws. Bite. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 40 (4d12 + 10) piercing damage. Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 30 (4d8 + 10) slashing damage. Dragon Cry. Each creature within 120 feet of it must succeed on a DC 23 Constitution saving throw. On a failed save they take 40 (10d6) thunder damage and are deafened; those that succeed only take half as much damage and are not deafened. Those that failed can repeat the save at the end of their turn, ending the effects on a success. Frightful Presence. Each creature of Slifer the Sky Dragon's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Slifer the Sky Dragon is within line of sight, 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 Slifer the Sky Dragon's Frightful Presence for the next 24 hours. Thunder Force. Two strikes of lightning burst forth from both of Slifer the Sky Dragon's maws. Both lightning strikes form a line of 100 feet long and 15 feet wide; the secondary mouth blast is elevated 10 feet above the primary mouth blast. Each creature in the line must make a DC 23 Dexterity saving throw. A creature takes 50 (12d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. Reactions Repel Blast Any time Slifer the Sky Dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll Slifer the Sky Dragon is unaffected, and the effect is reflected back at the caster as though it originated from Slifer the Sky Dragon, turning the caster into the target. Legendary Actions Slifer the Sky Dragon 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. Slifer the Sky Dragon regains spent legendary actions at the start of their turn. Attack. Slifer the Sky Dragon makes one claw attack. Move. Slifer the Sky Dragon moves up to half its speed. Bite (Costs 2 Actions). Slifer the Sky Dragon makes one bite attack. Credit | Statblock & Lore: Asha J. Panesar
The Winged Dragon of Ra A fter the trials and tribulations of the other two titans, Re-Horakhty discerned that his project was a success. This led to his decision to make this final titan, the Winged Dragon of Ra. This beast would stand above the others with the purpose of keeping both Slifer and Obelisk in line, should they ever act out. Likewise, it would be a personal servant to Re-Horakhty. Learning from the other two titans, the Winged Dragon of Ra was made more condensed. This meaning while it held the same power, it was much more free of movement and less restricted than its predecessors. This gave the beast greater speed and mobility, being able to carry out many more tasks for Re-Horakhty. Re-Horakhty wished for this titan to reflect himself. He blessed the creature with a golden radiance and fierce flames, hot as the sun themselves. Its gleaming body was also enforced with strange energies, making it that much harder to remove the titan. This makes the Winged Dragon of Ra a most formidable and precise foe. Cleansing Embers The Winged Dragon of Ra is not immune to that which plagues the earth, however, as a divine beast, it can ignite to burn away the impurities that were inflicted upon it. Born anew, it does not retain any of the earthly blights and is ready once more for the dance of battle. Vengeful Incineration The anger of this titan is no laughing matter, even to those who claim to best flames. This is because the Winged Dragon of Ra can burn an individual away from the inside. No amount of preparation or natural immunities can spare one from the divine heat and will still falter before it. Bonds of Sacrifice The Winged Dragon of Ra holds a great appreciation for the spark of life. To those willing to give up that which sustains them, only bolsters the titan's strength. The bond of the given life becomes like a sword for it to cleave its foes down. The Endless Cycle The Winged Dragon of Ra can, with great difficulty, be slain. With every death of a star, a new one is born from its ashes. Like a phoenix, the Winged Dragon of Ra promises to return one day. 277 Credit | Statblock & Lore: Asha J. Panesar
The Winged Dragon of Ra, Sphere Form The dormant form of this titan will not ignite until it takes at least 150 HP worth of damage. It will then transform into its Awakened Form, heals to full and continues in its designated initiative order. If the party retreats before at least 150 HP worth of damage is delivered to The Winged Dragon of Ra, Sphere Form, the titan will not follow the party. 278 The Winged Dragon of Ra, Sphere Form Gargantuan celestial (titan), lawful neutral Armor Class 26 Hit Points 676 (33d20+330) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 30 (+10) 12 (+1) 12 (+1) 15 (+2) Saving Throws Con +19, Wis +10 Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 60 ft., passive Perception 11 Languages Celestial Challenge 30 (155000 XP) Legendary Resistance (3/Day). The Winged Dragon of Ra fails a saving throw, it can choose to succeed instead. Magic Resistance. The Winged Dragon of Ra has advantage on saving throws against spells and other magical effects. Reflective Carapace. Any time the Winged Dragon of Ra is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Winged Dragon of Ra is unaffected. On a 6, the Winged Dragon of Ra is unaffected, and the effect is reflected back at the caster as though it originated from the Winged Dragon of Ra, turning the caster into the target. Actions Blinding Cinders. Each creature within 120 feet of it must succeed on a DC 23 Dexterity saving throw. On a failed save they take 40 (10d6) fire damage and are blinded; those that succeed only take half as much damage and are not blinded. Those that failed can repeat the save at the end of their turn, ending the effects on a success. Frightful Presence. Each creature of the Winged Dragon of Ra's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Winged Dragon of Ra is within line of sight, 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 Winged Dragon of Ra's Frightful Presence for the next 24 hours. Credit | Statblock & Lore: Asha J. Panesar
279 The Winged Dragon of Ra, Awakened Form Gargantuan celestial (titan), lawful neutral Armor Class 26 Hit Points 676 (33d20+330) Speed 50 ft., fly 100 ft. STR DEX CON INT WIS CHA 30 (+10) 26 (+8) 30 (+10) 14 (+2) 12 (+1) 20 (+5) Saving Throws Str +19, Dex +17, Con +19, Cha +14 Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 120 ft., passive Perception 10 Languages Celestial Challenge 30 (155000 XP) Legendary Resistance (3/Day). The Winged Dragon of Ra fails a saving throw, it can choose to succeed instead. Magic Resistance. The Winged Dragon of Ra has advantage on saving throws against spells and other magical effects. Magic Weapons. The Winged Dragon of Ra's weapon attacks are magical. Reflective Carapace. Any time the Winged Dragon of Ra is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Winged Dragon of Ra is unaffected. On a 6, the Winged Dragon of Ra is unaffected, and the effect is reflected back at the caster as though it originated from the Winged Dragon of Ra, turning the caster into the target. Siege Monster. The Winged Dragon of Ra deals double damage to objects and structures. Unmatched Blaze. Any creature who has a resistance or immunity to fire and radiant is nullified when engaged in combat with the Winged Dragon of Ra. Actions Multiattack The Winged Dragon of Ra can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 40 (4d12 + 10) piercing damage. Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 30 (4d8 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 20 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone Blinding Cinders. Each creature within 120 feet of it must succeed on a DC 23 Dexterity saving throw. On a failed save they take 40 (10d6) fire damage and are blinded; those that succeed only take half as much damage and are not blinded. Those that failed can repeat the save at the end of their turn, ending the effects on a success. Frightful Presence. Each creature of the Winged Dragon of Ra's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Winged Dragon of Ra is within line of sight, 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 Winged Dragon of Ra's Frightful Presence for the next 24 hours. Purifying Flame. The Winged Dragon of Ra cures itself of all inflicted conditions. Allies Sacrifice (1/Day). All allies within a 120 foot radius of the Winged Dragon of Ra transfer all of their hit point minus 10 to the titan, healing it for double the amount. Until the start of the Winged Dragon of Ra's next turn, all hostile targets gain advantage to attacking the titan's allies. Reactions Surge of Radiance Any time the Winged Dragon of Ra is targeted by an attack, the Winged Dragon of Ra is unaffected, and unleashes a radiant blast of up to 60 feet. Each creature in the blast must make a DC 23 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save and half as much damage on a success. Legendary Actions The Winged Dragon of Ra 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 Winged Dragon of Ra regains spent legendary actions at the start of their turn. Attack. The Winged Dragon of Ra makes one claw or tail attack. Move. The Winged Dragon of Ra moves up to half its speed. Bite (Costs 2 Actions). The Winged Dragon of Ra makes one bite attack. Credit | Statblock & Lore: Asha J. Panesar
Obelisk the Tormentor W hile Slifer's ownership went to one strong of body, Re-Horakhty felt that Obelisk, who's already vastly powerful, should be given to somebody strong of mind and resolve. Like before, the god of the sun constructed a test for this titan as well. Whilst Slifer's test was being performed, Obelisk's test would be done simultaneously to prevent a single god from gaining ownership of more than one titan. Two gods, in particular, took interest; Set and Anubis. Though it not as labouring, the test undertook by Set and Anubis was still a long and gruelling one. Anubis stood strong and firm, but in actuality, it was Set's wiles and clever thinking that ended up winning the trials. However, when seeking to claim his reward, the titan itself rejected its new master. Set was enraged but Obelisk stated clearly and firmly that it was a tool created by Re-Horakhty to be used for the people, not one's own selfish gain. It could sense Set's intention to abuse the power that it held. Thus true ownership went to Anubis. Anubis and Obelisk's relationship was a very fortuitous one as Anubis' domain of judgement suited well with the powerful and relentless nature of the titan. Obelisk itself began to see themselves as a Fist of Judgement, overseeing the mortal realm when its master could not. However, a titan knew that its role was that of a tool and it did not overstep boundaries. This makes Obelisk a dangerous foe, to say the least, having both an astute mind to back its formidable blows. Unstoppable Strength While not the strongest of all the titans, when it comes to physical prowess, Obelisk is unmatched. Rumours say it is possible its strength is even greater than that of the god it serves. Essence of Death Unlike the serpent chasing its tail, Obelisk does not follow a cycle. It simply is the Essence of Death, and Death cannot be killed, only delayed. The simple presence of it fills one with the intimidating power of Death itself. Brutish Titan Obelisk cannot be negotiated with, it would rather solve its problems with its fists. Like judgement, it thinks in absolutes. The Endless Cycle Obelisk the Torment can, with great difficulty, be slain. While Obelisk can be felled, its body returns to the earth which then sprouts a large obsidian monolith, containing the essence of the titan, promising to return one day. 280 Credit | Statblock & Lore: Asha J. Panesar
Obelisk the Tormentor, Monolith Form The dormant form of this titan will not burst forth until it takes at least 150 HP worth of damage. It will then transform into its Awakened Form, heals to full and continues in its designated initiative order. If the party retreats before at least 150 HP worth of damage is delivered to Obelisk the Tormentor, Monolith Form, the titan will not follow the party. 281 Obelisk the Tormentor, Monolith Form Gargantuan celestial (titan), lawful neutral Armor Class 26 Hit Points 676 (33d20+330) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 0 (0) 30 (+10) 10 (+0) 10 (+0) 15 (+2) Saving Throws Str +12, Con +19 Damage Immunities force, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 60 ft., passive Perception 10 Languages Celestial Challenge 30 (155000 XP) Legendary Resistance (3/Day). Obelisk the Tormentor fails a saving throw, it can choose to succeed instead. Magic Resistance. Obelisk the Tormentor has advantage on saving throws against spells and other magical effects. Reflective Carapace. Any time Obelisk the Tormentor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Obelisk the Tormentor is unaffected. On a 6, Obelisk the Tormentor is unaffected, and the effect is reflected back at the caster as though it originated from Obelisk the Tormentor, turning the caster into the target. Actions Ominous Pulse Each creature within 120 feet of it and standing on the ground must succeed on a DC 23 Dexterity saving throw. On a failed save they take 40 (10d6) force damage and are knocked prone; those that succeed only take half as much damage and are not knocked prone. Frightful Presence Each creature of Obelisk the Tormentor's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Obelisk the Tormentor is within line of sight, 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 Obelisk the Tormentor's Frightful Presence for the next 24 hours. Credit | Statblock & Lore: Asha J. Panesar
282 Obelisk the Tormentor, Awakened Form Gargantuan celestial (titan), lawful neutral Armor Class 28 Hit Points 676 (33d20+330) Speed 50 ft., fly 60 ft. STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 14 (+2) 12 (+1) 20 (+5) Saving Throws Str +19, Dex +14, Con +19, Cha +14 Damage Immunities force, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 120 ft., passive Perception 10 Languages Celestial Challenge 30 (155000 XP) Devastating Tremor. Every time that Obelisk the Tormentor moves, each creature that is within 60 feet of it and standing on the ground must succeed on a DC 23 Dexterity saving throw. On a failed save, the creature is knocked prone. Legendary Resistance (3/Day). Obelisk the Tormentor fails a saving throw, it can choose to succeed instead. Magic Resistance. Obelisk the Tormentor has advantage on saving throws against spells and other magical effects. Magic Weapons. Obelisk the Tormentor's weapon attacks are magical. Siege Monster. Obelisk the Tormentor deals double damage to objects and structures. Actions Multiattack Obelisk the Tormentor can use its Frightful Presence. It then makes four attacks: two with its fists and two with its stomps. Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 30 (4d8 + 10) bludgeoning damage. Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 40 (4d12 + 10) bludgeoning damage. Ominous Pulse Each creature within 120 feet of it and standing on the ground must succeed on a DC 23 Dexterity saving throw. On a failed save they take 40 (10d6) force damage and are knocked prone; those that succeed only take half as much damage and are not knocked prone. Frightful Presence Each creature of Obelisk the Tormentor's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Obelisk the Tormentor is within line of sight, 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 Obelisk the Tormentor's Frightful Presence for the next 24 hours. Fist of Fate Obelisk the Tormentor sets forth to seize at two targets within range of 15 feet. The creatures the titan is attempting to grab must make a DC 23 Dexterity saving throw. A creature takes 50 (12d6) bludgeoning damage on a failed save and becomes grappled (escape DC 23), or half as much damage on a successful one and the creature is not grappled. Each time Obelisk the Tormentor attacks with its fists while a creature is grappled, the grappled creature takes 14 (2d6 + 10) bludgeoning damage on each successful hit. Reactions Frightful Counter Any time Obelisk the Tormentor is targeted by a melee attack, Obelisk the Tormentor is unaffected, and half the damage that is dealt is returned to the original attack source. Obelisk the Tormentor then follows up with one fist attack on the attacker. Legendary Actions Obelisk the Tormentor 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. Obelisk the Tormentor regains spent legendary actions at the start of their turn. Attack. Obelisk the Tormentor makes one fist attack. Move. Obelisk the Tormentor moves up to half its speed. Stomp (Costs 2 Actions). Obelisk the Tormentor makes one stomp attack. Credit | Statblock & Lore: Asha J. Panesar
Exodia the Forbidden One A fter creating the three celestial titans, ReHorakhty realized that he could benefit greatly by bestowing one of these creatures upon his advisor, Thoth. Set having overheard this and having missed his opportunity to lay claim to Obelisk, decided that if he wasn't going to have one, no one else should either and sought to sabotage the new creation. As Re-Horakhty put the final touches on his creation, bestowing its name and finalizing its power, Set made his move and the sabotage took hold, causing an imperfect titan by the name of Exodia. Unfortunately, the subversion did not go quite as planned, Exodia's power being far more than the dark god anticipated. Upon the Exodia's awakening, the titan attempting Set's obliteration. Re-Horakthy arrived just in time to witness that his fourth creation was uncontrollable due to the sabotage and was forced to sunder it into five pieces, sending them to separate far corners of the realm in hopes they would never be assembled again. Now those five pieces are sought after by those hungry for power and if they are ever to be assembled, Exodia would rise again and reap destruction upon the world. Mind of the Master Exodia takes on a lawful or chaotic alignment depending on who assembles the pieces. If the person to assemble is lawful, Exodia latches onto its strongest desire and does anything in its power to carry it out. If the assembler is anything but lawful, Exodia rages out of control, killing and destroying everything in its path. Bent on Destruction Regardless of Exodia's resulting alignment, its tendency is to reach those goals through destruction. For example, a king desiring peace for his kingdom may have that wish granted by Exodia destroying the other kingdoms around him. A noble desire twisted by the titan's flawed state. Rage of the Imprisoned If in the presence of any of the other three titans that Re-Horakhty created, Exodia turns its destructive power onto them. Sensing in the other titans power akin to its own, the damaged titan believes it can eliminate its own imperfections by destroying its brothers. The Endless Cycle Exodia the Forbidden One can, with great difficulty, be slain. This, however, is not permanent. In defeat, Exodia is separated into its five parts, which then scatter until they're reunited once again. 283 Credit | Statblock & Lore: Asha J. Panesar
284 Exodia the Forbidden One Gargantuan celestial (titan), lawful neutral Armor Class 28 Hit Points 676 (33d20+330) Speed 50 ft. STR DEX CON INT WIS CHA 30 (+10) 15 (+3) 30 (+10) 26 (+8) 26 (+8) 20 (+5) Saving Throws Str +19, Con +19, Int +17 Wis +17 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 120 ft., passive Perception 18 Languages All Languages Challenge 30 (155000 XP) Devastating Tremor. Every time that Exodia the Forbidden One moves, each creature that is within 60 feet of it and standing on the ground must succeed on a DC 23 Dexterity saving throw. On a failed save, the creature is knocked prone. Innate Spellcasting Exodia the Forbidden One's spell casting ability is Intelligence (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: dispel magic, earthquake, fireball, magic missile (5th level) 3/day each: dimension door, disintegration, wall of stone 1/day each: feeblemind (9th level), power word kill Legendary Resistance (3/Day). Exodia the Forbidden One fails a saving throw, it can choose to succeed instead. Magic Resistance. Exodia the Forbidden One has advantage on saving throws against spells and other magical effects. Magic Weapons. Exodia the Forbidden One's weapon attacks are magical. Siege Monster. Exodia the Forbidden One deals double damage to objects and structures. Willful. Exodia the Forbidden One cannot be ordered to do anything. It has a mind of its own and will do as it pleases. Actions Multiattack Exodia the Forbidden One can use its Frightful Presence. It then makes four attacks: two with its fists and two with its stomps. Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 30 (4d8 + 10) bludgeoning damage. Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 40 (4d12 + 10) bludgeoning damage. Frightful Presence. Each creature of Exodia the Forbidden's choice within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Exodia the Forbidden One is within line of sight, 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 Exodia the Forbidden One's Frightful Presence for the next 24 hours. Obliterate (Recharge 4-6). Energy coalesces in Exodia's palm and is released in a line that is 60 feet long and 20 feet wide. Each creature in a line must make a DC 23 Dexterity saving throw. A creature takes 104 (26d8) fire damage on a failed save, or half as much damage on a successful one. Reactions Appropriation. Any time Exodia the Forbidden One is targeted by a single target spell, Exodia the Forbidden One is unaffected, and absorbs the energy of the spell, recharging one of its 3/Day spells. Legendary Actions Exodia the Forbidden One 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. Exodia the Forbidden One regains spent legendary actions at the start of their turn. Attack. Exodia the Forbidden One makes one fist attack. Move. Exodia the Forbidden One moves up to half its speed. Stomp (Costs 2 Actions). Exodia the Forbidden One makes one stomp attack. Credit | Statblock & Lore: Asha J. Panesar
Variant: Exodia Necross E xodia Necross is the chaotic result from being summoned by an evil being unlike Exodia the Forbidden One who is summoned by one who has righteous ideals. Both variants will result in a destructive creature, however, Exodia Necross is far more offensive compared to the original. 285 Credit | Statblock & Lore: Asha J. Panesar
286 Exodia Necross Gargantuan celestial (titan), chaotic evil Armor Class 28 Hit Points 676 (33d20+330) Speed 50 ft. STR DEX CON INT WIS CHA 30 (+10) 15 (+3) 30 (+10) 26 (+8) 26 (+8) 20 (+5) Saving Throws Str +19, Con +19, Int +17 Wis +17 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses Blindsight 120 ft., passive Perception 18 Languages All Languages Challenge 30 (155000 XP) Devastating Tremor. Every time that Exodia Necross moves, each creature that is within 60 feet of it and standing on the ground must succeed on a DC 23 Dexterity saving throw. On a failed save, the creature is knocked prone. Innate Spellcasting Exodia Necross' spell casting ability is Intelligence (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: blight, lightning bolt, magic missile (5th level), shatter (3rd level) 3/day each: disintegration, finger of death, firestorm 1/day each: meteor swarm (damage type fire and necrotic), power word kill Legendary Resistance (3/Day). Exodia Necross' fails a saving throw, it can choose to succeed instead. Magic Resistance. Exodia Necross has advantage on saving throws against spells and other magical effects. Magic Weapons. Exodia Necross' weapon attacks are magical. Savage Revenge. Whenever Exodia Necross reduces a target to 0 HP, it can then make an extra melee attack (it is possible for this to chain). Siege Monster. Exodia Necross deals double damage to objects and structures. Willful. Exodia Necross cannot be ordered to do anything. It has a mind of its own and will do as it pleases. Actions Multiattack Exodia Necross can use its Frightful Presence. It then makes four attacks: two with its fists and two with its stomps. Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 30 (4d8 + 10) bludgeoning damage. Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 40 (4d12 + 10) bludgeoning damage. Frightful Presence. Each creature of Exodia Necross' choice within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Exodia Necross is within line of sight, 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 Exodia Necross' Frightful Presence for the next 24 hours. Oblivion Reap (3/Day). Exodia Necross unleashes a draining aura, aiming to sap the life of those around it. Each creature within 90 feet of Exodia Necross must make a DC 23 Constitution saving throw or be reduced to 1 HP on a failed save. Exodia Necross then heals 100 HP. If a target is already at 1 HP, this ability does nothing to them. Reactions Mana Drain. Any time Exodia Necross is targeted by a single target spell, Exodia Necross is unaffected, and absorbs the energy of the spell, recharging one of its 3/Day spells. Legendary Actions Exodia Necross 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. Exodia the Forbidden One regains spent legendary actions at the start of their turn. Attack. Exodia Necross makes one fist attack. Move. Exodia Necross moves up to half its speed. Stomp (Costs 2 Actions). Exodia Necross makes one stomp attack. Credit | Statblock & Lore: Asha J. Panesar
Subterror Behemoths D eep underneath the earth, far beyond the reach of the average adventurers the Behemoths spend most of their time asleep, undisturbed by even the races who live deep in the underdark. However when they wake these creatures can cause mass destruction, and the young of their kind can often cause damage to nearby settlements, leading to many fighters training to defeat them and other giant threats found both above and below ground. Forces of Nature Even the weaker Subterror Behemoths are capable of destruction in line with Dragons, Krakens and other famous creatures of land and sea. However in terms of their capabilities for destruction the strongest of the Behemoths are almost rivals to the Tarrasque though their seclusion from most civilisations make them much less famous or feared. The Behemoths were named by some of the first Subterror Hunters that discovered them after both creatures they were reminded of when fighting them and for types of rock/natural features of the land. Some claim that the Behemoths are linked to the land they are found in, created by old nature magic to protect the area from encroaching civilisations or darker forces but this is nothing more than a theory. Hunted and Hunters With few (if any) natural predators the Behemoths were fierce hunters when active, leading nearby races like Drow, Duegar and Svirfneblin to send hunting parties after them. Eventually when a few Behemoths attacked the surface races the Subterror Hunters were formed. The subterror hunter were specially trained to take on these gigantic beasts however their overzealous hunting the Behemoths were driven to near extinction which in turn has made them even more dangerous and feral as they try to protect their lands and young. For groups intending to take some of the more fearsome behemoths on it would be advisable to recruit the assistance of a few of the Subterror Hunters if able, though those wanting to prove themselves should be able to take on the creatures without great difficulty. Types of Behemoth Behemoths come in many types throughout the land, but the most common of them can be fond detailed below, it should be noted that the descriptions included are for adult versions of each of the Behemoths as the young are often kept in very well hidden nests for their protection: 287 Credit | Statblock & Lore: Daniel Edwards
Stygokraken Stygokraken are leviathan like creatures, which live in the lakes of the underdark, one of the least aggressive of the Behemoths these creatures tend to only attack those that enter their territory and occasionally those that come to the lakeside for rest or to gather water. 288 Stygokraken Huge Monstrosity, unaligned. Armor Class 17 (Natural Armor) Hit Points 173 (16d10 + 85) Speed 10ft., swim 80ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 17 (+3) 6 (-2) 4 (-3) Saving Throws Str +8, Con +8, Dex +4, Wis +2 Skills Perception +6, Athletics +10, Intimidation + 10 Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons, cold. Condition Immunities Frightened, Paralysed Senses darkvision 120ft., passive Perception 16 Languages None Challenge 10 (5,900 XP) Amphibious. The Stygokraken can breath air and water. Freedom of Movement. The Stygokraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5ft of movement to escape from non-magical restraints or being grappled. Actions Multiattack. The Stygokraken makes one bite or swallow attack and one tail attack as one action. Though the two attacks must be used on two separate targets. Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) piercing damage. If the target is a medium or smaller creature that creature is grappled (escape DC20). Until this grapple ends, the target is restrained, and the Stygokraken can't bite another target. Swallow. The Stygokraken makes a bite attack against a grappled creature, if the attack hits the creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the stygokraken, and it takes 28 (8d6) acid damage at the start of each of the stygokraken's turns. If the stygokraken takes 25 damage or more on a single turn from a creature inside it, the stygokraken must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the stygokraken. If the stygokraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tail. Melee Weapon Attack: +6 to hit, reach 15ft., one target. Hit 21 (3d10 + 4) bludgeoning damage. Credit | Statblock & Lore: Daniel Edwards
Dragossuary Dragossuary appear like large semi petrified dragons, under inspection they seem to be creature formed of the rocks themselves, though they do curiously reeking of decay though this may be due to them naturally being located in pockets of sulphuric gases. 289 Dragossuary Huge Undead, unaligned Armor Class 18 (Natural Armor) Hit Points 184 (16d12 + 82) Speed 40ft., burrow 80ft., fly 30ft., STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 26 (+6) 8 (-1) 12 (+1) 10 (+0) Saving Throws Dex +6, Con +11, Wis +4, Cha +5 Skills Perception +4, Stealth +6 Damage Vulnerabilities Radiant Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons. Damage Immunities Necrotic, Poison. Condition Immunities Charmed, Exhausted, Frightened, Paralysed, Poisoned. Senses darkvision 120ft., passive Perception 14 Languages None Challenge 12 (8,400 XP) Undead Fortitude. If damage reduces the Dragossuary to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Dragossuary drops to 1 hit point instead. Negative Energy Aura. The Dragossuary emits an aura of negative energy in a 20ft radius. A Creature in that aura can't regain hit points. Any humanoid that dies within the aura rises as a zombie under the Dragossuary's control. It retains its position in the initiative order and rises at the start of its next turn provided its body wasn’t completely destroyed. Legendary resistance (2/day). If the Dragossuary fails a saving throw, it can choose to succeed instead. Siege Monster: Ultramafus deals double damage to structures Actions Multiattack. The Dragossuary makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 15 (2d8 + 6) bludgeoning damage Stone Breath (Recharge 5-6). The Dragon exhales sharp stones in a 60ft cone. Creatures within that area must make a DC 18 Dexterity Saving Throw, taking 45 (10d8) bludgeoning damage on a failed save and being knocked prone, they take half as much damage on a successful save and are not knocked prone. Credit | Statblock & Lore: Daniel Edwards
Umastryx Umastryx are some of the largest of the Behemoths but far from the fiercest, they appear like large snake like beasts with a few sets of legs, like a Basilisk or Behir. Their scales seem to be partially covered in obsidian giving them a particularly tough hide. 290 Umastryx Gargantuan Monstrosity, unaligned Armor Class 20 (Natural Armor) Hit Points 196 (20d12 + 66) Speed 50ft., climb 40ft., burrow 60ft STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 26 (+8) 10 (+0) 13 (+1) 14 (+2) Saving Throws Dex +6, Con +11, Wis +4, Cha +5 Skills Perception +7, Stealth +5 Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons. Condition Immunities Exhausted, Frightened, Paralyzed. Senses darkvision 120ft., tremorsense 30ft., passive Perception 17 Languages None Challenge 14 (11,500 XP) Obsidian Scales When the Umastryx takes damage roll a d6, subtract the result from the damage before applying it's resistance. Ambush Tunneller When the Umastryx tunnels at least 10ft., before making a Horn attack the attack roll is done with advantage. Siege Monster: Ultramafus deals double damage to structures Actions Multiattack. The Umastryx makes two claw attacks, and one bite attack as a single action. Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 16 (2d10 + 5) piercing damage Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 16 (3d6 + 5) slashing damage Horn. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 24 (3d12 + 5) piercing damage Credit | Statblock & Lore: Daniel Edwards
Phosperoglacier Phosperoglaciers are found in the coldest of underdark locations, resembling dragons without wings these Behemoths have large sheets of ice attached to their joints giving them both protection and also an additional source of attacking, slamming them into their attackers if needed. 291 Phosperoglacier Gargantuan Dragon, unaligned Armor Class 18 (Natural Armor) Hit Points 256 (20d12 + 126) Speed 60ft. STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 26 (+8) 12 (+1) 15 (+2) 10 (+0) Saving Throws Dex +8, Con +14, Wis +8, Cha +6 Skills Acrobatics +8, Stealth +8, Insight +8, Perception +8 Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons, Fire. Damage Immunities Cold. Condition Immunities Prone, Grappled, Charmed. Senses darkvision 120ft., truesight 60ft., passive Perception 18 Languages None Challenge 16 (15,000 XP) Glacial Shard Armour When the Phesperoglacier is hit with a melee attack the attack takes 10 (4d4) cold damage. Frozen Footsteps The Phosperoglacier moves by freezing the ground beneath it to increase its speed, as such all opportunity attacks against it are done at disadvantage Legendary Resistance (3/day) If the Dragossuary fails a saving throw, it can choose to succeed instead. Ice Slam The Phosperoglacier can reduce it's armour class by up to 6 to add that much to its slam attacks for that turn Siege Monster: Ultramafus deals double damage to structures Actions Multiattack. The Phosperoglacier can make four slam attacks as a single attack action. Or make two claw attacks and one bite attack as a single attack action Claw. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 16 (2d8 + 7) slashing damage plus 5 (2d4) cold damage Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 20 (2d12 + 7) piercing damage Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 21 (3d8 + 7) bludgeoning damage plus 7 (2d6) cold damage Credit | Statblock & Lore: Daniel Edwards
Voltelluric One of the smallest kinds of Behemoths, Voltellurics fly through large caverns using their natural produced electricity to flash fry any creatures they spot. Their unusual colour makes them easy to spot and keep track of when hunting, though they shouldn't be underestimated when compared to their larger and more camouflaged kin. 292 Voltelluric Large Monstrosity, unaligned Armor Class 21 (Natural Armor) Hit Points 152 (18d10 + 53) Speed 50ft, fly 150ft. STR DEX CON INT WIS CHA 20 (+5) 27 (+8) 12 (+1) 16 (+3) 18 (+4) 15 (+2) Saving Throws Str +11, Dex +14, Wis +10, Cha +8 Skills Perception +10 Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons. Damage Immunities Lightning. Condition Immunities Incapacitated. Senses blindsight 120ft., passive Perception 20 Languages None Challenge 18 (20,000 XP) Lightning Aura All Creatures within 120ft of the Voltelluric (including itself) take 11 (2d10) lightning damage at the start of it's turn Lightning Absorbance When the Voltelluric is dealt lightning damage it instead regains that may hit points Super Conduction When the Voltelluric hits a creature wearing metal or welding a metal weapon with lightning damage they take an extra 7 (2d6) damage Legendary Resistances (3/day) If the Voltelluric fails a saving throw, it can choose to succeed instead. Actions Multiattack The Voltelluric can make two claw attacks as a single action, or three lighting Blitz attacks Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) slashing damage plus 10 (2d6 + 3) lightning damage Lighting Blitz. Ranged Attack: +14 to hit, range 150/600ft., one target. Hit 18 (4d4 + 8) lightning damage. Bolt out of the Blue The Voltelluric teleports up to 300ft to a point it can see, any creature within 30ft of its start or end point takes 14 (4d6) Lightning damage. Credit | Statblock & Lore: Daniel Edwards
Stalagmo Stalagmos are as tall as storm giants but much more dangerous to the average adventurer, they are also fairly intelligent, able to build armour from the boulders they find in their homes, coating them with oil to stop creatures climbing over the armour towards their exposed bits of skin. Some have even built large back mounted cloaks to help disguise themselves and protect them from flanking attacks from the Subterror Hunting groups. 293 Stalagmo Huge Giant, unaligned Armor Class 18 (Full Plate Armor), 22 (from behind) Hit Points 347 (21d20 + 127) Speed 40ft. STR DEX CON INT WIS CHA 30 (+10) 6 (-2) 27 (+8) 18 (+4) 15 (+2) 10 (+0) Saving Throws Str +17, Dex +5, Con +15 Skills Perception +9, Stealth +5 Damage Immunities Slashing, Piercing and Bludgeoning from non-magical weapons, Lightning. Senses blindsight 120ft., tremorsense 30ft., passive Perception 19 Languages None Challenge 20 (25,000 XP) Rock Armor The Stalagmo wears armor made out of rocks that counts as full plate armor Oiled Up The Stalagmo is coated in oil, giving disadvantage to any checks to climb up it's body Boulder Cape The Stalagmo cannot be flanked due to the large cloak that protects its back. Additionally its back has a +4 to AC. Stone Camouflage The Stalagmo has advantage to all stealth checks made to hide in with a rocky environment Siege Monster: Ultramafus deals double damage to structures Actions Multiattack. The Stalagmo makes two claw attacks and one stomp attack as a single action. Claw. Melee Weapon Attack: + to hit, reach 20ft., one target. Hit 32 (4d12 + 10) slashing Stomp. Melee Weapon Attack: + to hit, reach 10ft., one target. Hit 21 (2d12 + 10) bludgeoning, additionally all creatures within 10ft of the target take half as much damage. Legendary Actions Stalagmo 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. Stalagmo regains spent legendary actions at the start of their turn. Claw Attack. Stalagmo makes a claw attack Detect. Stalagmo makes a perception check Bellow of the Caverns (3 Legendary Actions). Stalagmo unleashes a powerful roar dealing 23 (5d8) thunder damage to all creatures within 60ft, a successful DC 23 Constitution Saving Throw halves this damage. Credit | Statblock & Lore: Daniel Edwards
Speleogeist Speleogiests are unusual even within the Behemoths seemingly otherworldly in nature, these creatures somehow have metallic and complex armour though display little intelligence. Some of the famous hunters have theorised that they are fiends of some kind they became lost in the Underdark many millennium ago, slowly becoming more feral with time passing. 294 Speleogeist Gargantuan Fiend, unaligned Armor Class 20 (Natural Armor) Hit Points 320 (24d10 + 188) Speed 50ft., fly 100ft STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 26 (+8) 18 (+4) 23 (+6) 20 (+5) Saving Throws Str +17, Dex +9, Con +15, Cha +12 Skills Perception +13 Damage Immunities Slashing, Piercing and Bludgeoning from non-magical weapons. Damage Resistances Fire, Necrotic, Radiant Senses blindsight 120ft., truesight 60ft., passive Perception 23 Languages None Challenge 20 (25,000 XP) Magic Armor The Speleogeist has advantage on all saving throws and all spell attacks made against it are done at disadvantage. Otherworldly The Speleogeist is surrounded my magical energy, all it's attacks are considered magical. Fear Aura Any creature hostile to the Speleogeist that starts its turn within 20 feet of the Speleogeist must make a DC 21 Wisdom saving throw, unless the Speleogeist is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Speleogeist's Fear Aura for the next 24 hours. Siege Monster: Ultramafus deals double damage to structures Actions Multiattack The Speleogeist makes three claw attacks and one radiant burst attack as a single action. Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) slashing damage plus 15 (2d4 + 10) fire damage Radiant Burst. One target the Speleogeist can see is bathed in radiant light. They gain advantage on their attacks until the start of the speleogeist next turn at which point all creatures within 10ft of them (including themselves) take radiant damage equal to that twice that creatures hit die. Hellfire Purge. (Recharges 5-6) The Speleogeist targets a point it can see within 60ft, the area erupts in spectral flames all creatures within a 20ft radius must make a DC 22 Dexterity saving throw taking 35 (10d6) fire and 35 (10d6) necrotic damage on a failed save and half as much is successful. Credit | Statblock & Lore: Daniel Edwards
Fiendess Little is known about the creature called the Fiendess, only rumours are whispered outside of the Subterror Hunters,. If any hunter has survived an attack of a Fiendess it is unknown to those outside of the organisation. The creature seems to be named partially from the scars left on their victims and the hunters of the same name. 295 Fiendess Huge Dragon, unaligned Armor Class 17 Hit Points 201 (18d12 + 84) Speed 40ft., fly 80ft. STR DEX CON INT WIS CHA 10 (+0) 22 (+6) 15 (+2) 20 (+5) 17 (+3) 12 (+1) Saving Throws Dex +11, Wis +8, Cha +6 Skills Perception +8, Stealth +11, Arcane +10 Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons. Senses truesight 75ft., passive Perception 18 Languages None Challenge 15 (13,000 XP) Magic Armour The Fiendess has advantage on all saving throws made against spells and spell attacks made against them are done at disadvantage. Glyphed Scales The Fiendess can change their scales glyph pattern as a bonus action on each of their turns into one of the following, gaining it's benefits until they switch the glyph pattern: Attack Pattern: The Fiendess has advantage on all their attacks Arcane Pattern: The Fiendess has resistance to all damage dealt by spells. It also gains access to it's Arcane Breath Shield Pattern: The Fiendesses armour class is increased by 2 Destruction Pattern: Can only be used when the Fiendess is below 40 HP, all creatures with 60ft must make a DC 15 Constitution saving throw taking 30 (10d4 + 5) poison damage on a failed save and half as much on a successful one. If this attack reduces a creature to 0 hit points they are considered dead as if they failed 3 saving throws. Magic Scaring The Fiendesses attacks are considered magical. Additionally any creature killed by the Fiendess appear to have been killed the Magic Missile spell. Actions Multiattack. The Fiendess makes three attacks one with its bite and two with its claws as a single action. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. Arcane Breath. (Recharges 5-6) The Fiendess unleashes 10 magical darts as described in the magic missile spell. Credit | Statblock & Lore: Daniel Edwards
Ultramafus Ultramafus are turtle like creatures which have over time adapted to volcanic conditions, able to hold molten rocks in their shells and throughout their skin to work as both an offence by launching it at possible attackers and as a defensive second skin. 296 Credit | Statblock & Lore: Daniel Edwards
297 Ultramafus Gargantuan Beast, unaligned Armor Class 20 Hit Points 421 (25d20 + 158) Speed 40ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 8 (-1) 18 (+4) 10 (+0) Saving Throws Dex +8, Con +18, Cha +8 Skills Perception +12 Damage Immunities Fire, Poison, Acid Damage Resistances Slashing, Piercing and Bludgeoning from non-magical weapons, Senses tremorsight 240ft., truesight 100ft., passive Perception 22 Languages None Challenge 26 (90,000 XP) Magma Armour: The Ultramafus ignores all damage dealt from it's outside that deals 25 damage or less regardless of type. This ability only works when Eruption is charged. Blazing Claws and Teeth: The Ultramafus deals an extra 5d6 fire damage on all it's attacks (included in the attacks). Fire Aura: All creatures which start their turn with 30ft of the Ultramafus take 23 (5d8) fire damage Magic Resistance: The Ultramafus has advantage on all saving throws, except dexterity saving throws. Legendary Resistance (3/day): If the Ultramafus fails a saving throw, it can choose to succeed instead. Siege Monster: Ultramafus deals double damage to structures Actions Multiattack. The Ultramafus makes two stomp attacks and one bite attack as a single action. Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one target. Hit 31 (6d6 + 10) piercing damage plus 23 (5d8) fire damage. If the target is a creature it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Ultramafus can't bite another target Stomp. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit 21 (2d10 + 10) bludgeoning damage plus 23 (5d8) fire damage Swallow. The Ultramafus makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Ultramafus, and it takes 42 (12d6) fire damage at the start of each of the Ultramafus' turns. If the Ultramafus takes 45 damage or more on a single turn from a creature inside it, the Ultramafus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Ultramafus. If the Ultramafus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Eruption (Recharges 5-6). All Creatures with 200ft of Ultramafus must make a DC 25 Dexterity saving throw, taking 112 (32d6) fire damage half on a failed save and half as much on successful save. Additionally all creatures with 30ft are knocked prone regardless of their saving throw. Legendary Actions Ultramafus 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. Ultramafus regains spent legendary actions at the start of their turn. Attack. Ultramafus makes a stomp or bite attack. Move. The Ultramafus moves up to half its speed. Molten Core (Costs 2 actions). The Ultramafus can attempt to recharge their Eruption action. Credit | Statblock & Lore: Daniel Edwards
Subterror Hunters U nderdark hunters don't take kindly to folks straying into their hunting grounds, especially if they're tracking rare beasts. This can lead to the normally friendly hunters turning on unwitting adventures or lost surface folks in the name of preserving a hunt or ensuring that they get the money for the parts of the creature they are hunting down. Geared Up for Greater Things Subterror hunters wield gear and know tactics for hunting large creatures based in the underdark, this can make them valuable allies when hunting one of those creatures however when fighting smaller and more agile creatures they lose some of these advantages. Hunters also tend to work together quiet well becoming much less effective when separated from their usual partners, this isn't too say they cannot fight the average adventures, underdark hunters train for years and must complete serval training missions before they can go into the underdark this selection process makes sure only the best of the best can call themselves Subterror Hunters. Allies in the depths The hunters are a diverse group of races and backgrounds allied by common goals and their training as such even some races normally viewed with suspicion may find a home with the Subterror Hunters. Even races that commonly fight against one another have been known to form close bonds due to their time in the group. Meaning persuading a member to turn on another often ends up backfiring for the trickster rather than their intended target. Of Many Races The creatures found in the stat blocks for the Subterror Hunters are based off their depiction in the cards of the Subterror archetype, however you may wish to change their races and possibly some of their abilities to accommodate this. The suggested race is placed in brackets in each creatures descriptions and the abilities unique to the race are noted in the stat blocks. As a DM you may wish to change any/all of these and should feel free to do so. Meet the Crew Hunters come in all shapes and sizes but in general they get categorised into one of the following: Defenders Skilled at protecting their allies in combats Defenders are clad in thick armour and commonly carry around a shield used to protect themselves and allies from the attacks of the beasts they hunt together. Archers Masters of ranged combat you'll find Archers scouting out for their group or pearched where they can get vantage over the whole battlefield. Their bows are almost as large as they are but they wield them as skilfully and confidently as any other bow, their arrows are specially designed to pierce tough hides of the terrors they face in the depths. Warriors Ready to charge into combat at a moments notice Warriors tend to call the shots on the field sticking close to their Defenders for security but knowingly exactly when to dash into close quarters to deliver powerful blows with their swords, axes or maces. Gurus Outside of direct combat these are the brains of the operation in most hunter groups, becoming masters of knowledge in relation to all creatures and monsters found in the wild wherever their group goes. While not expert fighters they are capable of holding their own in melee combat usually serving as secondary warriors sticking with Archers or Fiendesses. Fiendesses Fiendesses are the magic wielders of hunter groups, named after their great power and capability of damage (they became known as Fiends of the hunting field). Their magic is used to track monsters as much as it is to kill them, though a few specialise in protecting allies from danger in case of emergency when a defender is down for the count. 298 Credit | Statblock & Lore: Daniel Edwards
299 Subterror Hunter: Defender Medium Humanoid (Minotaur), any alignment Armor Class 20 (Plate armor + shield) Hit Points 122 (15d10 + 40) Speed 20ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 18 (+4) 12 (+1) 15 (+2) 15 (+2) Saving Throws Str +7, Con +8, Wis +6 Skills Perception +6, Athletics +7, Intimidation +10, Nature +5 Senses darkvision 60ft., passive Perception 16 Languages Common plus any one other language (usually Undercommon) Challenge 5 (1800 XP) Terror Shield The Defender carries a shield capable of covering themselves and up to two allies within 5ft of the Defender. This grants an extra 2 AC per size category larger the attacking creature is compared to the Defender. The Defender also adds their shield AC bonus to Str and Dex saving throws. These Bonuses are also granted to Allies within 5ft. Bane of Giants When battling a creature larger than itself the defender adds a damage dice per size category difference to all attacks. Hammering Horns (Minotaur Ability). When the Defender makes a melee attack it can shove a creature of size category large or smaller 10ft as a bonus action. Goring Rush (Minotaur Ability) When the Defender uses the dash action on its turn it can make a horn attack as a bonus action Labyrinthine Recall (Minotaur Ability) The Defender remembers any path it has travelled with perfect accuracy Actions Multiattack. The Defender makes one Warhammer and one Shield Slam attack as a single action Warhammer. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 5) bludgeoning damage. Horn. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage Shield Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d4 +5) bludgeoning damage. Credit | Statblock & Lore: Daniel Edwards
300 Subterror Hunter: Archer Medium Fey, any alignment Armor Class 14 (Hide armor) Hit Points 64 (9d8 + 24) Speed 35ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 15 (+2) 14 (+2) 16 (+3) 10 (+0) Saving Throws Dex +9, Int +6, Wis +7 Skills Perception +8, Acrobatics +7, Nature +5 Senses darkvision 60ft., passive Perception 18 Languages Common plus any one other language (usually Undercommon) Challenge 3 (700 XP) Terror Bow. When attacking a creature larger than itself the archer adds +2 to its hit per size category difference. Additionally the hunter ignores damage resistances and immunities when attacking. Bane of Giants. When battling a creature larger than itself the archer adds a damage dice per size category difference to all attacks. Fey Blooded (Fey ability). Cannot be charmed or put to sleep by magical means. Natural Blend (Fey ability). When in a natural environment the Archer can cast Invisibility at will as a bonus action. Fey Trance. (Fey ability) Feys don't need to sleep instead they enter a 2 hour trance while in a natural environment or 6 hour trance if not, while remaining completely aware of their surroundings. This trance counts as a long rest. Actions Multiattack. The Archer makes one two attacks Greatbow. Ranged Weapon Attack: +8 to hit, range 200/800 ft, one target. Hit 9 (1d10 + 4) piercing damage Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage. Credit | Statblock & Lore: Daniel Edwards