301 Subterror Hunter: Warrior Medium Humanoid (Human), any alignment Armor Class 17 (Half plate) Hit Points 87 (11d10 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2) Saving Throws Str +8, Wis +7 Skills Perception +7, Insight +7, Athletics +8, Nature+4 Senses darkvision 60ft., passive Perception 18 Languages Common plus any one other language (usually Undercommon) Challenge 4 (1100 XP) Terror Sword When attacking a creature larger than itself the warrior as +1 to hit and +5 to damage per size category difference. Bane of Giants When battling a creature larger than itself the warrior adds a damage dice per size category difference to all attacks. Warriors Eyes As a bonus action the warrior may grant an ally within 10ft a +5 bonus to hit on its next attack. The ally must be able to hear. Great Weapon Master (feat, Human Ability) If the warrior hit with a critical or reduces an enemy to 0 hit points it may make another attack as part of the attack action. Additionally the warrior can take a -5 to hit to gain a +10 to the damage dealt by an attack. Actions Multiattack. The warrior makes two greatsword attacks as a single action. Greatsword Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. Handaxe Ranged Weapon Attack: +6 to hit, range 40/120 ft, one target. Hit 6 (1d6 + 3) slashing damage. Credit | Statblock & Lore: Daniel Edwards
302 Subterror Hunter: Guru Medium Humanoid (Dragonborn), any alignment Armor Class 15 (Chain Shirt Hit Points 79 (10d8 + 34) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 18 (+4) 16 (+3) 15 (+2) Saving Throws Wis +7, Cha +6, Int +8 Skills Perception +7, Insight +7, Nature +8 Senses darkvision 60ft., passive Perception 17 Languages Common plus any one other language (usually Undercommon) Challenge 3 (700 XP) Terror Blade. When the guru attacks a creature larger than itself, the guru adds +2 to hit for each size category difference. Additionally the damage dealt is of a type the enemy does not resist. Bane of Giants. When battling a creature larger than itself the guru adds a damage dice per size category difference to all attacks. Gurus Knowledge. If the Guru studies a creature for 1 minute it learns, It's resistances, immunities and invulnerabilities, and its health to the next highest hundred. Draconic Breath (Dragonborn Ability). As an action the Guru can let out a stream of lightning in a 5ft by 30ft dealing 7 (2d6) lightning damage to all caught in it, a DC 12 dexterity saving throw halves this damage. Draconic Resistance (Dragonborn Ability). The Guru has resistance to Lightning Damage. Actions Multiattack. The guru makes two longsword attacks as a single action. Longsword Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage. Credit | Statblock & Lore: Daniel Edwards
303 Subterror Hunter: Fiendess Medium Humanoid (Succubus-Human form), any alignment Armor Class 15 (Chain Shirt Hit Points 66 (12d8 + 12) Speed 30ft, fly 60ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 11 (0) 16 (+3) 14 (+2) 18 (+4) Saving Throws Cha +8, Wis +6, Skills Nature +7, Persuasion +8, Deception +8 Senses darkvision 60ft., passive Perception 12 Languages Common plus any one other language (usually Undercommon) Challenge 3 (700 XP) Terror Orb. When casting spells using this orb as the focus the fiendess can re roll damage dice equal in number to the size difference when used against a creature of size large or greater. Additionally all targets of size large or greater have disadvantage on saving throws against a Fiendesses spells. Bane of Giants. When battling a creature larger than itself the fiendess adds a damage dice per size category difference to all attacks and spells. Telepathy. (Succubus Ability) The fiendess can telepathically communicate with creatures within 150ft of itself. Spellcasting The Fiendess is a level 7 spellcaster, charisma is it's spellcasting ability, its spell attack bonus is +8, its spell DC is 16: Cantrips (at will): Firebolt, Light, Minor Illusion 1st Level (4 spell slots): Chaos Bolt, Magic Missile, Feather Fall, Shield, Witch Bolt 2nd Level (3 spell slots): Enlarge/Reduce, Scorching Ray, See Invisibility, Suggestion 3rd Level (3 spell slots): Blink, Lightning Bolt, Haste, Fireball, Slow 4th level (1 spell slot): Polymorph, Dominate Beast, Banishment. Telepathic Bond. (Succubus Ability) The fiendess ignores the range restriction on its telepathy. The two don't even need to be on the same plane of existence. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5ft. Hit 4 (1d4+2) piercing damage Charm. (Succubus Ability) One humanoid the fiendess can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiendesses' verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiendesses Charm for the next 24 hours. The fiendess can have only have one target charmed at a time. If it charms another, the effect on the previous target ends. Credit | Statblock & Lore: Daniel Edwards
The Earthbound Immortals The Earthbound Immortals are depicted as terrifying godlike beasts with no true motive known to man. They say the story begins that they were born from a winged being that encompassed Death, and from its feathers, six more of these overwhelmingly formidable behemoths burst forth into existence. Covering a vast majority of the base elements within their power, they fight fiercely for that which they believe must be protected. Over time their vision split from a unified front, causing dissension in the ranks. While they do not strike against one another, there is great displeasure when having to work together for the same goal. With this frail cohesion amongst themselves, mankind has realized that even the greatest can be felled... 304
Earthbound Immortal Aslla Piscu W hen looking at a bird in flight, seldom do people consider if it is being held aloft by something. Air is all around us, but is often taken for granted. The great condor Wiraqocha Rasca wished to find an appropriate protector for the mantle of the air; one who would not take the endless properties of air for granted, and one who shared the great condors own love for the skies. Finally, the great condor came upon a lively hummingbird who was flitting amongst the flowers busily, enthralled by its task. The great condor gazed upon the hummingbird and decreed "You may be small, but within you beats a big heart, I know you care for the sky as I do. I bestow upon you the power to protect those winds that you love. From this day forth your name is now Earthbound Immortal Aslla Piscu, Guardian of the Air!" The great condor then dropped a single black feather onto the tiny hummingbird, and it melted into its petite form. Vast elemental energies began to cause a great change in the avian, and transformed it into the Guardian of the Air. Birds of a Feather Wiraqocha Rasca and Aslla Piscu had developed an irreplaceable bond, one that even the other Earthbound Immortals do not share. The two avians look upon each other as if they are siblings, and whenever they are not preoccupied with their duties, they spend their time soaring through the skies and simply enjoying one another's company. Aslla Piscu was especially doting of his “big sister” when she became stressed over the growing conflicts of the other Earthbound Immortals. Heart of Compassion Aslla Piscu is a stalwart supporter of the great condor's desire for balance. He spoke out against Ccapac Apu when the enraged Earthbound Immortal proposed the eradication of any creature that was responsible for upsetting the equilibrium of the Earth. The hummingbird argued that destruction cannot be balanced by more destruction, only by creation. Whispers on the Wind To aid in his task of maintaining balance, Aslla Piscu will often listen into the currents of the wind as they travel across the far reaches of the world, bringing back details of what is occurring and if any specific areas require stabilization. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 305 Credit | Statblock & Lore: Asha J. Panesar
306 Earthbound Immortal Aslla Piscu Gargantuan elemental, chaotic neutral Armor Class 24 Hit Points 341 (22d20 + 10) Speed 20ft., fly 120 ft. STR DEX CON INT WIS CHA 20 (+5) 28 (+9) 18 (+4) 18 (+4) 18 (+4) 24 (+7) Saving Throws Dex +15, Con +10, Cha +13 Skills Acrobatics +15, Perception +10, Persuasion +13 Vulnerabilities force Damage Immunities poison, thunder Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 20 Languages Primordial, Telepathy 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Aslla Piscu is immune to any spell or effect that would alter his form. Innate Spellcasting. Earthbound Aslla Piscu's innate spellcasting ability is Charisma (spell save DC 21). Earthbound Immortal Aslla Piscu can innately cast the following spells, requiring no material components: At will: charm person, levitate 1/day each: ice storm, shatter, wind wall Keen Sight. Earthbound Immortal Aslla Piscu has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance Earthbound Immortal Aslla Piscu has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Aslla Piscu's weapon attacks are considered magical. Preternatural Speed. Earthbound Immortal can use a bonus action to take the Dash or Disengage action. Actions Multiattack. Earthbound Immortal Aslla Piscu makes two attacks: one with his beak and one with his talons. Peck. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 34 (4d12 + 8) piercing damage. Talons. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 30 (4d10 + 8) slashing damage. Earthbound Immortal Aslla Piscu's Lair Earthbound Immortal Aslla Piscu's lair is a vast, bountiful meadow full of sweet smelling flowers. Here the Guardian of Air has supreme mobility and can create any type of windstorm that he pleases with a beat of his mighty wings. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Aslla Piscu can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Allies of the Wind Earthbound Immortal Aslla Piscu calls forth the element of the air to assist him in engaging hostile creatures. Air Elementals appear next to up to five hostile creatures that Earthbound Immortal Aslla Piscu can see, makes an attack against the creature, and then disperses. Stun Spores Earthbound Immortal Aslla Piscu kicks up a special pollen that seeps into all hostile creatures within the lair, attempting to slow their movements. Each creature must make a DC 18 Constitution save. On a failed save the creature is stunned and must repeat the saving throw at the end of each of their turns, ending the effect on a success. Superior Gust of Wind Earthbound Immortal Aslla Piscu directs the force that emits from his wings to all hostile creatures within the lair. Each creature must make a DC 19 Strength save. On a failed save the creature is knocked prone. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Ccapac Apu W hen discussing metal, most think of constructs created by man such as armour, weapons, and jewelry. However, metal in its raw form is more than a mere rock. The great condor Wiraqocha Rasca was aware of the minerals potential, but was unsure of whether metal needed its own guardian. On the verge of abandoning her quest, a human appeared before her, having sought her on his own. The man told Wiraqocha Rasca that not only would he be a suitable guardian due to his deep love of nature, but that he could also serve as a representative of mankind to the great condor. Wiraqocha Rasca was reluctant, but eventually saw that the man's sincerity and passion were true, and that he would indeed be a suitable guardian. The great condor spoke, granting him power. “It is undeniable that man is a part of this land so I bequeath to you the power to help me protect it. From this day forth, your name is now Earthbound Immortal Ccapac Apu, Guardian of Metal!" The great condor then dropped a single black feather onto the expectant human. As it melted into his form, the vast elemental energies began to cause a great change in the man, and soon transformed him into the Guardian of Metal. Rage of the Impassioned When Ccapac Apu first began his tenure as the Guardian of Metal, he was quite enthusiastic about protecting his element and representing mankind to the other guardians. However, his enthusiasm soon soured into righteous anger. Ccapac Apu was forced to watch as his former brothers abused the land he now protected, as the other guardians did not wish to take drastic action. His wrath was such that he proposed the destruction of the destroyers to the other guardians, an idea that was met with a mixed reception. Ccapac Apu and Aslla Piscu often butted heads over the matter. A New Identity The other guardians, being of animal origins, often referred to Ccapac Apu as human. However, this displeased Ccapac Apu due to his newfound hatred of humanity. Thus, the Guardian of Metal adopted the nickname Giant to match his great size. Metal Manipulation Ccapac Apu is able to utilize and repurpose the metal in his surroundings in any way he sees fit, be it creating weapons, armor, or attracting or repelling anything made of metal. He is rather fond of using the latter against foolish mortals who think that they can wield his element against him. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 307 Credit | Statblock & Lore: Asha J. Panesar
308 Earthbound Immortal Ccapac Apu Gargantuan elemental, chaotic neutral Armor Class 25 Hit Points 341 (22d20 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 30 (+10) 18 (+4) 28 (+9) 20 (+5) 22 (+6) 24 (+7) Saving Throws Str +16, Con +15, Cha +13 Skills Athletics +16, History +11, Intimidation +13 Vulnerabilities fire Damage Immunities force, poison Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages Primordial, Telepathy 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Ccapac Apu is immune to any spell or effect that would alter his form. Innate Spellcasting. Earthbound Immortal Ccapac Apu innate spellcasting ability is Charisma (spell save DC 21). Earthbound Immortal Ccapac Apu can innately cast the following spells, requiring no material components: At will: fabricate, lightning bolt 1/day each: banishment, blade barrier, fire shield Magic Resistance Earthbound Immortal Ccapac Apu has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Ccapac Apu's weapon attacks are magical. Spell Immunity Earthbound Immortal Ccapac Apu is immune to the following three spells: heat metal, lightning bolt and reverse gravity. Actions Multiattack. Earthbound Immortal Ccapac Apu makes two slam attacks. Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 32 (4d10 + 10) bludgeoning damage. Stomp Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 26 (3d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. Reactions Repulse Metal Earthbound Immortal Ccapac Apu imposes disadvantage on one target who attacks him with a weapon made of metal. He must be able to see the attacker to impose the disadvantage. Earthbound Immortal Ccapac Apu's Lair The lair of Earthbound Immortal Ccapac Apu is located in the bowl of a dormant volcano, rich in ores. This ore rich location serves as the perfect place as he can manipulate his surroundings easily. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Ccapac Apu can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Iron Spires Earthbound Immortal Ccapac Apu summons forth metallic obelisks from the ground that resonate with magnetic power. All creatures within the lair who wear or wield metal must make a DC 24 Strength saving throw. On a fail, those that wield metallic weapons are disarmed and the weapons attach to the spires. For those that failed the save and are wearing metallic armour, are pulled to the spire and are consider restrained for the duration of that round. Steel Rain Earthbound Immortal Ccapac Apu calls down meteorites from the heavens against all hostile creatures. Each creature must make a DC 18 Dexterity saving throw, 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Xorn Reinforcements Earthbound Immortal Ccapac Apu calls forth the treasure seeking elementals to assault the hostile creatures. Xorns appear next to up to five hostile creatures that Earthbound Immortal Ccapac Apu can see, makes an attack against the creature, and then disperses. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Ccarayhua F ire has been a tool for many centuries, but it was not always so. Fire was once a primal element, untamable and unpredictable. Being such a dangerous aspect of nature, the great condor Wiraqocha Rasca wished for a guardian who had the worldly experience to understand the power and responsibility that came with wielding eternal flame. Upon her travels through the vast deserts she spotted a fiery red salamander that was lounging on a stone, basking in the rays of sun, observing its surroundings. When the reptile met the gaze of the mighty condor, Wiraqocha Rasca announced her presence. “Fear not, for I am not here to eat you, but to grant you a gift and a new role in this world. The look in your eyes tells me you have seen much in your time. I wish to make use of your experience. From this day forth, your name is now Earthbound Immortal Ccarayhua, Guardian of Fire!" The great condor then dropped a single black feather onto the diminutive lizard. As it melted into its scaled form, vast elemental energies began to cause a great change in the reptile. The salamander was transformed into the Guardian of Fire. With Age Comes Wisdom Ccarayhua has been in this world for a long time, even before becoming the Guardian of Fire. In his time he has seen much, and as such he is a valued advisor to Wiraqocha Rasca. However, being the second oldest of the Earthbound Immortals after the great condor, the youth of the other Immortals can sometimes grate on Ccarayhua's nerves. Sun Worship Ccarayhua's love of basking in the sun's rays is more than just a pleasant pastime. When exposed to its rays or by contact with direct flame, his life force is replenished. Those foolish enough to wield fire against him seldom live to tell the tale. Kinship of the Flame Although dragons tend to be solitary, those that breathe fire are on amicable terms with Ccarayhua and sometimes seek him out for casual conversation or swapping information. There is, however, a begrudging respect between the dragons and Ccarayhua, and the dragons tend to believe they are mightier than the Immortal. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 309 Credit | Statblock & Lore: Asha J. Panesar
310 Earthbound Immortal Ccarayhua Gargantuan elemental, chaotic neutral Armor Class 23 Hit Points 341 (22d20 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 26 (+8) 24 (+7) 22 (+6) 18 (+4) Saving Throws* Con +14, Int +13, Wis +12 Skills History +11, Perception +12, Survival +10 Vulnerabilities cold Damage Immunities fire, poison Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages Primordial, Telepathy 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Ccarayhua is immune to any spell or effect that would alter his form. Innate Spellcasting. Earthbound Immortal Ccarayhua's innate spellcasting ability is Intelligence (spell save DC 21). Earthbound Immortal Ccarayhua can innately cast the following spells, requiring no material components: At will: dispel magic, fireball 1/day each: counterspell, greater invisibility, wall of fire Magic Resistance Earthbound Immortal Ccarayhua has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Ccarayhua's weapon attacks are magical. Regeneration Earthbound Immortal Ccarayhua regains 20 hit points at the start of his turn as long as he is in direct sunlight or in contact with flame. If he takes cold damage, this trait doesn't function at the start of his next turn. Actions Multiattack Earthbound Immortal Ccarayhua makes three attacks: two with its claws, one with its tail. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 30 (4d10 + 8) slashing damage. Tail Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 30 (4d10 + 8) bludgeoning damage. Swallow Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 30 (4d10 + 8) piercing damage and the target is swallowed. The swallowed target is Blinded and Restrained and at the start of each of their turns, they take 3d10 acid damage. To escape, the target must make a DC 21 Strength saving throw, breaking free on a success. Earthbound Immortal Ccarayhua Lair Earthbound Immortal Ccarayhua's lair is situated in a rocky crag in a sprawling desert. Adventurers who are not well equipped to handle the heat may suffer exhaustion while engaging the Guardian of Fire. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Ccarayhua can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Desert's Wrath Earthbound Immortal Ccarayhua summons powerful vents of hot air from beneath the terrain against all hostile creatures. Each creature must make a DC 19 Dexterity saving throw, taking 10d6 fire damage on a failed and half as much on a success. Sand Scorpions Earthbound Immortal Ccarayhua summons a swarm of scorpions from beneath the sand to strike against hostile creatures. The swarm of scorpions (use swarm of poisonous snakes stat block) appears next to up to five hostile creatures that Earthbound Immortal Ccarayhua can see, makes an attack against that creature, and then disperses. Scorching Heat Earthbound Immortal Ccarayhua turns the element of its lair against all hostile creatures. Each creature within the lair must make a DC 22 Constitution Save. On a failed save, the target suffers one level of exhaustion. Any target that has a resistance to fire has advantage on the saving throw. Any additional failed saves when this lair action activates again will stack, ending the target's life when they've accumulated six levels of exhaustion. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Chacu Challhua T hough water is normally associated with life and healing, the depths have their wrathful side as well. Water can bring life to the weary, where tsunamis and monsoons can bring death to entire villages. It is for this reason that the great condor Wiraqocha Rasca wished for a patient and wise guardian to preside over the element of water. One day, as she was soaring over the seas, she spotted the telltale plume of a mighty whale making its way through the ocean. As it powered its way through the surf, the condor met its steady pace and spoke. "I have heard tales of the wisdom and patience of your kind. I think that you would make a fitting guardian for the life spring of this world. From this day forth, your name is now Earthbound Immortal Chacu Challhua, Guardian of Water!" The great condor then dropped a single black feather onto the noble orca. As it melted into its form, the vast elemental energies began to cause a great change in the whale, and transformed it into the Guardian of Water. Noble Mediator Chacu Challhua was known for listening to both sides of a story. When his fellow Earthbound Immortals were discussing the problem of the humanoids, Chacu Challhua kept a cool head and considered both sides of the issue. Though he ultimately sided with Aslla Piscu in favor of the humans, the Guardian of Water understood Ccapac Apu’s issues and tried to find a solution favorable to all. Marine Melody Chacu Challhua has a deep love of song, one that has not faltered over his immeasurable time on this planet. Not only can his voice be heard anywhere throughout the oceans, the harmonious reverberations also have a healing property. Strong But Gentle Though Chacu Challhua is impressive in size, his size is matched by his compassion and understanding. Although many situations could easily be dealt with force, he is of the mind that open dialogue is often the better option. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 311 Credit | Statblock & Lore: Asha J. Panesar
312 Earthbound Immortal Chacu Challhua Gargantuan elemental, chaotic neutral Armor Class 20 Hit Points 341 (22d20 + 10) Speed swim 80 ft., fly 60 ft. STR DEX CON INT WIS CHA 26 (+8) 18 (+4) 30 (10) 20 (+5) 24 (+7) 22 (+6) Saving Throws Con +16, Int +15, Wis +13 Skills Animal Handling +12, Insight +13, Persuasion +12 Vulnerabilities lightning Damage Immunities cold, poison Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages Primordial, Telepahty 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Chacu Challhua is immune to any spell or effect that would alter his form. Innate Spellcasting. Earthbound Immortal Chacu Challhua innate spellcasting ability is Wisdom (spell save DC 21). Earthbound Immortal Chacu Challhua can innately cast the following spells, requiring no material components: At will: confusion (20 ft. sphere), misty step 1/day each: cone of cold, globe of invulnerability, thunder clap (max damage) Keen Hearing Earthbound Immortal Chacu Challhua has advantage on Wisdom (Perception) checks that rely on hearing. Magic Resistance Earthbound Immortal Chacu Challhua has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Chacu Challhua's weapon attacks are magical. Actions Multiattack Earthbound Immortal Chacu Challhua makes three attacks: two with its bite and one with its tail. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 30 (4d10 + 8) piercing damage. Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit 30 (4d10 + 8) bludgeoning damage. Earthbound Immortal Chacu Challhua's Lair The lair of Earthbound Immortal Chacu Challhua is located in the depths of the sea. Notable features are the towering coral growths and abundant marine life. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Chacu Challhua can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Abyssal Whirlpool Earthbound Immortal Chacu Challhua commands a whirlpool to open, threatening to suck in any hostile creatures. Each creature must make a DC 22 Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is pulled in the vortex and is trapped until the end of their next turn and is unable to take any actions. Healing Waters Earthbound Immortal Chacu Challhua calls upon its element to replenish his strength. He heals 50 HP and all negative status effects on Chacu Challhua end. School of Sharks Earthbound Immortal Chacu Challhua summons forth the predators of the sea to attack all hostile creatures. Giant Sharks appear next to up to five hostile creatures that Earthbound Immortal Chacu Challhua can see, makes an attack against the creature and then disperses. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Cusillu W ood is utilized in many crafts, as well as the construction of homes; but the wood that is used in everyday items comes from the heart of a tree, and a tree is the heart of the forest. The great condor Wiraqocha Rasca wished to find someone appropriate to take up the mantle to protect the forest, but also wished to find someone who was clever enough to do it right. She came upon a resourceful little monkey who was using a sharpened stone to crack open a particularly tough nut. The great condor watched with fascination as this monkey made several precise strikes before finally breaking open the nut. She then declared to the little simian thus. "I require a guardian to look over the vast forests and I believe that you and your cleverness would serve the world well. From this day forth, your name is now Earthbound Immortal Cusillu, Guardian of the Forests!" The great condor then dropped a single black feather onto the energetic monkey and as it melted into its lithe form, vast elemental energies began to cause a great change and transformed it into the Guardian of the Forests. Monkey See Monkey Do Out of all the Earthbound Immortals, Cusillu gets along with Ccapac Apu the best. It may have something to do with the similarities between monkeys and man. They both share a strong opinion on how to deal with the threats towards the world; so strong in fact that it is not uncommon to see Cusillu side with the Giant over the other Earthbound Immortals, who tend to have a more passive view. Fierce Defender Cusillu takes his oath of protecting the forests seriously and will aggressively deal with any threats that arise. He can be rather brash when it comes to dealing with the problems that fall into his lap, and he doesn't always consider all of the options before him. He is a firm believer that offense is the best defense. Woods of Renewal Cusillu's presence in any given area tends to increase the fertility of the land around him. However, his extended presence causes fauna and flora to grow to gargantuan sizes, growing well taller than Cusillu himself. The plants and animals of Cusillu’s home forest even receive the benefits of extended life due to their lush surroundings. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 313 Credit | Statblock & Lore: Asha J. Panesar
314 Earthbound Immortal Cusillu Gargantuan elemental, chaotic neutral Armor Class 21 Hit Points 341 (22d20 + 10) Speed 40 ft., climb 60 ft. STR DEX CON INT WIS CHA 24 (+7) 26 (+8) 20 (+5) 24 (+7) 18 (+4) 18 (+4) Saving Throws Str +13, Dex +14, Int +13 Skills Athletics +13, Acrobatics +14, Survival +10 Vulnerabilities necrotic Damage Immunities poison, radiant Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23 Languages Primordial, Telepathy 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Cusillu is immune to any spell or effect that would alter his form. Innate Spellcasting. Earthbound Immortal Cusillu's innate spellcasting ability is Intelligence (spell save DC 21). Earthbound Immortal Cusillu can innately cast the following spells, requiring no material components: At will: hallucinatory terrain, hideous laughter 1/day each: heal, mirror image, tree stride Magic Resistance Earthbound Immortal Cusillu has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Cusillu's weapon attacks are magical. Rampage When Earthbound Immortal Cusillu reduces a creature to 0 Hit Points with a melee Attack on its turn, he can take a Bonus Action to move up to half his speed and make a slam Attack. Actions Multiattack Earthbound Immortal Cusillu makes three attacks: two with his slam attacks and one with his prehensile tail. Slam. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 30 (4d10 + 8) bludgeoning damage. Prehensile Tail Melee Weapon Attack +13, reach 20ft., one target. Hit 32 (4d12 + 8) bludgeoning damage. The target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and Earthbound Immortal Cusillu can't use its prehensile tail another target. Earthbound Immortal Cusillu's Lair The key feature of Earthbound Immortal Cusillu's lair are the monolithic trees that dominate the area. The Guardian of the Forest is easily supported by their mighty branches, allowing him to move through the canopy with ease. Trespassers into the Guardian's domain must beware of the enormous fauna that dwells within. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Cusillu can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Carnivorous Plants Earthbound Immortal Cusillu commands nearby flesh-eating plants to devour hostile creatures. Each creature within the lair must make a DC 22 Dexterity Save. On a failed save, the creature is swallowed by the carnivorous plant and takes 3d8 acid damage at the start of their turn. The target can then use an action to make a DC 21 Strength save, breaking free of the carnivorous plant on a success. Entangling Vines Earthbound Immortal Cusillu awakens the nearby thorny vines to strike out at all hostile creatures. Each creature within the lair must make a DC 22 Dexterity Save. On a failed save, the creature is restrained by the vines and takes 2d8 piercing damage at the start of their turn. The target can then use an action to make a DC 21 Strength save, breaking free of the thorny vines on a success. Poisonous Snakes Earthbound Immortal Cusillu summons a swarm of serpents from the depths of the jungle against all hostile creatures. The swarm of poisonous snakes appears next to up to five hostile creatures that Earthbound Immortal Cusillu can see, makes an attack against that creature, and then disperses. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Uru A s life springs from the Earth, so too do we return. Though many take from the bountiful Earth, most do nothing to help restore the planet after it has been damaged. So, the downward spiral of the Earth continues. The great condor Wiraqocha Rasca searched far and wide for a being who could take up the mantle of Guardian of the Earth, so that they could protect the planet from its steadying destruction. In its search the great condor came upon a spider, and despite its small stature, was able to strike fear into so many. The great condor spoke to the little spider and proclaimed "The webs of your numerous children spread far across the land and their eyes can be everywhere. Use your vast sight to watch over the land that birthed us. If the land is in danger you will step forth and be its protector. From this day forth, your name is now Earthbound Immortal Uru, Guardian of the Earth!" The great condor then dropped a single black feather onto the little spider, and as it melted into its tiny form, vast elemental energies began to cause a great change in the arachnid. Thus, the Guardian of the Earth was born. Weave Sense The power of the Weave flows throughout nearly all the far reaches of the world, and Uru is connected to it all. Though she cannot manipulate the Weave to assist in her protection of the land, she can tap into it and look to the far corners of the Earth to see where it is in danger. A Premonition of the Future At times Uru is gifted a brief glimpse of the future; she is shown the variables of what is yet to come to pass. One such vision told Uru of the horrors that the civilized world would inflict upon the planet, and that the civilized world would lead to the planets doom. While Uru might not hate those civilized beings, unlike some of the other Earthbound Immortals, she will do whatever is necessary from preventing her vision from becoming reality. Hatred of Monstrous Arachnids Uru strongly believes that what is birthed from the Earth is beautiful and perfect. Any manipulated or monstrous creations from the hands of others, even those of the Gods, leaves her seething. However, none of this compares to the foul rage that overcomes Uru at the sight of malformed, manipulated, or unnatural arachnid beings. Uru will eliminate such abominations on sight, believing it to be a mercy to the once perfect animal. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue the protection of their charge. 315 Credit | Statblock & Lore: Asha J. Panesar
316 Earthbound Immortal Uru Gargantuan elemental, chaotic neutral Armor Class 20 Hit Points 341 (22d20 + 10) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 22 (+6) 25 (+7) 20 (+5) 19 (+4) 24 (+7) 18 (+4) Saving Throws Dex +13, Con + 12, Wis +13 Skills Arcana +10, Perception +13, Stealth +13 Vulnerabilities radiant Damage Immunities poison, necrotic Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23 Languages Primordial, Telepathy 120 Ft. Challenge 17 (18000 XP) Immutable Form Earthbound Immortal Uru is immune to any spell or effect that would alter her form. Innate Spellcasting. Earthbound Immortal Uru's innate spellcasting ability is Wisdom (spell save DC 21). Earthbound Immortal Uru can innately cast the following spells, requiring no material components: At will: poison spray, web 1/day each: blight, darkness, fear Magic Resistance Earthbound Immortal Uru has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Uru's weapon attacks are magical. Spider Climb Earthbound Immortal Uru can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense While in contact with a web, Earthbound Immortal Uru knows the exact location of any other creature in contact with the same web. Web Walker Earthbound Immortal Uru ignores movement restrictions caused by webbing. Actions Multiattack Earthbound Immortal Uru can make two claw attacks and one bite attack. Claw. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 30 (4d10 + 8) slashing damage. Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 34 (4d12 + 8) piercing damage plus (2d8) poison damage and the target must make a DC 19 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Earthbound Immortal Uru's Lair Earthbound Immortal Uru's lair is a cave deep within the crust of the Earth. Tunnels stretch for hundreds of miles from her cave, the walls coated with webbing. Upon closer inspection, the webbing can be seen to pulse with magical energy. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Uru can take a lair action to cause one of the following effects. She cannot use the same effect two rounds in a row: Poison Cloud Earthbound Immortal Uru expels a cloud of poisonous fumes to all hostile creatures within 60 feet of her. At the start of each target's turn, they must make a DC 19 Constitution save against the poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. Spider Swarm. Earthbound Immortal Uru summons swarms of her arachnid brethren to attack hostile creatures in her territory. The swarm of spiders appears next to up to five hostile creatures that Earthbound Immortal Uru can see, makes an attack against that creature, and then disperses. Web of Entanglement Earthbound Immortal Uru expels forth web to ensnare all hostile creatures within 60 feet of her. Each target within the radius must make a DC 22 Strength Save or be restrained on a failed save. For each target that is restrained, as an action on their turn they can repeat the Strength Save, breaking free on a success. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away instantaneously, dealing 2d10 fire damage to any creature that starts its turn in the fire. Credit | Statblock & Lore: Asha J. Panesar
Earthbound Immortal Wiraqocha Rasca N othing is truly immortal. Life can be extended, but it will always come to an end. Nothing can escape it, not man, not the undead, nor even the Gods. Condors are known to be the harbingers of death, soaring high above their ill-fated prey. Though they feed on death, one condor in particular took no pleasure in this, doing it merely out of necessity. When this avian's body finally succumbed to age, her spirit found no rest. Her loathing for death caused the grave to shun her, leaving her spirit to linger and grow; no longer feasting on the flesh of the dead, but rather the energies released by death. Eventually, the condor grew to understand that death was a part of life. With this acceptance came change, and the condor transformed from an infuriated spirit into the Guardian of Death. Rather than wallow in her new power, the condor decided to use it to better the world. She decided that she would share her power with like minded creatures, so that they could help her protect the world from those who would abuse its gifts. After centuries of searching, the great condor found her champions. Now known as the Earthbound Immortals, Wiraqocha Rasca and her council watch over the world and maintain the balance of the planet, for better or worse. Guardian Bonds Wiraqocha Rasca's bonds with the other Immortals are complex and not always harmonious. However, when push comes to shove they will cooperate with one another. Bond of Earth There is both admiration and respect between Wiraqocha Rasca and Uru. The great condor never ceases to be amazed at how something that was so small could instill such fear, simply by existing. She does, however, worry that Uru's own fear can control the spider's actions. Bond of Air Wiraqocha Rasca has a certain fondness for Aslla Piscu, that of an older sister towards a younger brother. The relationship between the two is the strongest of all the Earthbound Immortals, due to its familial nature, as opposed to a professional one. It also has the most devastating effect on the great condor when the hummingbird is slain. Bond of Forests The great condor's feelings of admiration for the Guardian of Forest's keen mind can at times become envious. It is not uncommon for solutions that have eluded the great condor for years to come to the monkey with ease. Though this might make the Guardian of Death jealous, it is also exactly why Cusillu was chosen as Guardian of the Forest. Bond of Fire The great condor tends to see the world from above, and choose the lizard due to his position firmly on the ground. Not only does this provide a different perspective but also a much-valued advisor. Additionally, the great condor finds comfort in having another creature almost as long-lived as herself amongst the guardians. Bond of Metal Her relationship with the Guardian of Metal is an interesting one. On one hand, the great condor feels as though it may have been a mistake choosing a human to guard the planets precious metals, but on the other she cannot help but acknowledge the good he has done. Regrets aside, their contradictory views ultimately benefit one another. Bond of Water Her relationship with the Guardian of Water is one of peace and harmony, a fitting feeling to have towards the peacekeeper of the Earthbound Immortals. Whenever Wiraqocha Rasca must discuss a matter that one of the other Guardians might be biased on, the great condor always turns to Chacu Challhua. Grave Mockery Wiraqocha Rasca carries a heavy burden. The pain and suffering of those who die are felt intensely by her. The great condor has always find death distasteful, and as such sees her position as the Guardian of Death as a cruel joke. In moments of weakness, the torrent of emotions emanating from the dead are maddening. However, she performs her duties to the best of her abilities, believing that she was chosen for a reason. Whenever Wiraqocha Rasca feels as though her duty might weigh too heavily, she will turn to her fellow Guardians for comfort, knowing that they will always be with her. Soul Sight Being the Guardian of Death, Wiraqocha Rasca has the ability to gaze into one's soul and see their true intentions. Even those that live with undeath, their deeds are like an open book. Anything that has the capability to die cannot be hidden from her. The Endless Cycle An Earthbound Immortal can, with great difficulty, be slain. However, their connection to that which they protect can never be severed. After one century they will be born anew and will thus continue protection of their charge. 317 Credit | Statblock & Lore: Asha J. Panesar
318 Earthbound Immortal Wiraqocha Rasca Gargantuan elemental, chaotic neutral Armor Class 25 Hit Points 487 (25d20 + 225) Speed 30 ft., fly 100 ft. STR DEX CON INT WIS CHA 26 (+8) 26 (+8) 30 (+10) 20 (+5) 26 (+8) 22 (+6) Saving Throws Con +16, Wis +14, Cha +10 Skills History +11, Intimidation +12, Perception +14, Survival +14 Vulnerabilities psychic Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons, poison Damage Resistances cold, fire, force, necrotic, radiant, thunder Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses Blindsight 120 Ft., Darkvision 120 Ft., Truesight 120 Ft., passive Perception 24 Languages Primordial, Telepahty 120 Ft. Challenge 20 (25000 XP) Command over Death Earthbound Immortal Wiraqocha Rasca is immune to the Power word Kill spell. Enduring Spirit Earthbound Immortal Wiraqocha Rasca has advantage on all constitution checks and saving throws. Immutable Form Earthbound Immortal Wiraqocha Rasca is immune to any spell or effect that would alter her form. Innate Spellcasting. Earthbound Immortal Wiraqocha Rasca's innate spellcasting ability is Wisdom (spell save DC 22). Earthbound Immortal Wiraqocha Rasca can innately cast the following spells, requiring no material components: At will: black tentacles, hold person, inflict wounds, speak with dead 1/day each: etherealness, finger of death, guardian of faith, incendiary cloud, power word kill Keen Sight. Earthbound Immortal Wiraqocha Rasca has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance Earthbound Immortal Wiraqocha Rasca has advantage on saving throws against spells and other magical effects. Magic Weapons Earthbound Immortal Wiraqocha Rasca's weapon attacks are magical. Actions Multiattack Earthbound Immortal Wiraqocha Rasca makes three attacks: one with her beak and two with her talons. Peck. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 34 (4d10 + 12) piercing damage. Talons. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 34 (4d10 + 12) slashing damage. Soul Penance Each creature of Earthbound Immortal Wiraqocha Rasca's choice that is within 120 feet of her and aware of her must succeed on a DC 22 Wisdom saving throw or become Stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Harmony of the Grave Earthbound Immortal Wiraqocha Rasca can absorb one attack, nullifying the damage and healing for half, rounded down. Earthbound Immortal Wiraqocha Rasca's Lair Earthbound Immortal Wiraqocha Rasca's lair is not located on the material plane. This is both to prevent innocent bystanders from accidentally coming upon it, as well as giving her enemies a harder time to seek her out. Within this demiplane, it is eternal night and the landscape of a neverending graveyard. Her tower perch looks out over her domain and is the single tallest building in her realm. Lair Actions On initiative count 20 (losing initiative ties), Earthbound Immortal Wiraqocha Rasca can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row: Carrion Eaters Earthbound Immortal Wiraqocha Rasca calls up a hoard of centipedes against all hostile creatures. The swarm of centipedes appears next to all hostile creatures, makes an attack against the creature and then disperses. Hands of the Grave Earthbound Immortal Wiraqocha Rasca commands the deceased to reach up and grasp at the hostile creatures. Each creature must make a DC 22 Dexterity saving throw. On a failed save they are restrained and can use their action to make a DC 22 Strength save, breaking free from the grasping hands on a success. Restless Rigormortis Earthbound Immortal Wiraqocha Rasca utilizes the encroaching fog of her domain to render all hostile creatures powerless. Each creature must make a DC 24 Constitution saving throw. On a failed save they take 5d6 necrotic damage and are paralyzed; those that succeed only take half as much damage and are not paralyzed. Those that failed can repeat the save at the end of their turn, ending the effects on a success. The Immortal Convergence (1/Day) Calling forth the power of her subordinates, Earthbound Immortal Wiraqocha Rasca renders herself invulnerable to any damage for 1d4+1 rounds. This ability cannot be prevented with the exception of the Wish spell or Divine Intervention. Credit | Statblock & Lore: Asha J. Panesar
Appendix: Challenge Rating CR 0 Gravekeeper's Vassal, Inpachi Spirit, Interplanetary Invader 'A', CR 1/8 Bone Rat, Des Lacooda, Griggle, Marionette Mite, Plaguespreader Zombie, CR 1/4 Flame Reaper, Kuriboh, Plague Wolf, CR 1/2 Kahkki, Guerilla of Dark World, Petit Moth, Primitive Butterfly, Renge, Gatekeeper of Dark World, Skeleton Dog, Bone Crusher's companion, Three Legged Zombies, CR 1 Alien Amorite, Alien Psychic, Archfiend Warhorse, Armored Zombie, Broww, Huntsman of Dark World, Ceruli, Guru of Dark World, Gigobyte, Gravekeeper's Nobleman, Graveyard and the hand of Invitation, Harpie Girl, Kuriboh Swarm, - Pale Beast, Ruby Carbuncle, Sangan, Scarr, Scout of Dark World, Spirit Reaper, Yellow-Bellied Oni, CR 2 Advanced Ruby Carbuncle, Alien Gray, Alien Infiltrator, Amethyst Cat, Charcoal Inpachi, Cobalt Eagle, Emerald Tortoise, Feral Imp, Gravekeeper's Curse, Gravekeeper's Spear Soldier, Larvae Moth, Meda Bat, Red-Headed Oni, Saggi the dark clown, Time Wizard, Vilepawn Archfiend, CR 3 Advanced Amethyst Cat, Advanced Cobalt Eagle, Advanced Emerald Tortoise, Alien Skull, Appetite, Archfiend Eccentrick, Archfiend Heiress, Beiige, Vanguard of Dark World, Blue-Blood Oni Bone Crusher, Brain Jacker, Bronn, Mad King, Centaur Mage, Dissolverock, Flame Ghost, Goblin Zombie, Gravekeeper's Guard, Gravekeeper's Recruiter, Gren, Tactician of Dark World, Harpie Lady, Inpachi, Jigen Bakudan, Master Kyonshee, Memory crusher, Mystic Horseman, Snoww, Unlight of Dark World, Sonic Shooter, Souls of the forgotten, Subterror Hunter: Archer, Subterror Hunter: Fiendess, Subterror Hunter: Guru, Vox Raider, Yaranzo, Yata-Garasu, Zombie Master, CR 4 Abyssal Soldier, Alien, Alien Dog, Alien Hunter, Alien Mars, Alien Telepath, Blazing Inpachi, Dark Scorpion: Chick the Yellow, Dark Scorpion: Cliff the Trap Remover, Darkbishop Archfiend, Gravekeeper's Ambusher, Gravekeeper's Assailant, Gravekeeper's Cannonholder, Harpie Channeler, Harpie Dancer, Harpie Harpist, Harpie Oracle, Harpie Perfumer, Harpie's Pet Baby Dragon, Jigabyte, Octoberser, Ogre of the Black Shadow, Pyramid Turtle, Subterror Hunter: Warrior, Topaz Tiger, Zure, Knight of Dark World, CR 5 13th Grave, Advanced Topaz Tiger, Alien Shocktrooper, Alien Warrior, Archfiend Cavalry, Archfiend Soldier, Blue-Blooded Oni Matriarch, Curse of Dragon, Cyber Harpie Lady, Fire Princess, Goldd, Wu-Lord of Dark World, Gravekeeper's Chief, Gravekeeper's Commandant, Gravekeeper's Watcher, Latinum, Exarch of Dark World, Memory Crusher King, Mermaid Knight, Molten Zombie, Panther Warior, Sapphire Pegasus, Skull Dog Marron, Subterror Hunter: Defender, Thousand Eyes Idol, Turret Warrior, Yado Karu, CR 6 Advanced Saphire Pegasus, Alien Mother, Cocoon of Evolution, Dark Blade, Dark Scorpion: Meanae The Thorn, Gagagigo, Gravekeeper's Priestess, Harpie's Brother, Laval Burner, Number 48: Shadow Lich, Woodborg Inpachi, CR 7 Alien Overlord, Amber Mammoth, Brain Crusher, Chiron The Mage, Gaia of the Fierce Knight, Gravekeeper's Heretic, Paladin of the Cursed Dragon, Sanga of the Thunder, Suijin, Witch of the Black Forest, Zeta Reticulant, CR 8 Advanced Amber Mammoth, Archfiend General, Dark Assailant, Dark Scorpion: Gorg The Strong, Flame Swordsman, Great Moth, Kazejin, 319 Credit | CR Appendix: Tasos Tsitsiras
CR 9 Angmarl the Fiendish Monarch, Archfiend Giant, Caius the Shadow Monarch, Cosmic Horror Gangi'el, Delg the Dark Monarch, Gaia of the Dragon Champion, Granmarg The Rock Monarch, Gravekeeper's Descendant, Kuraz the Light Monarch, Mobius the Frost Monarch, Prometheus, King of the Shadows, Raiza the Storm Monarch, Silva, Warlord of Dark World, Thestalos the Firestorm Monarch, Zaborg the Thunder Monarch, CR 10 Cosmic Fortress Gol'gar, Dark Magician Girl, Giga Gagagigo, Gravekeeper's Shaman, Harpie's Pet Dragon, King Pyron, Rabid Horseman, Red Eyes Black Dragon, Reign-Beaux, Overlord of Dark World, Stygokraken, CR 11 Dark Scorpion: Don Zaloog, Meteor Dragon, Red Eyes Zombie Dragon, Ryu Kokki, CR 12 Buster Blader, Dark Magician, Dragossuary, Jinzo, Number 43: Manipulator of Souls, Perfectly Ultimate Great Moth, Summoned Skull, Swordstalker, The Warriors: Black Luster Soldier, Twin Cyber Dragon, CR 13 Gravekeeper's Oracle, Harpie Lady Sisters, Thought Ruler Archfiend, CR 14 Ancient Fairy Dragon, Black Rose Dragon, Black-Winged Dragon, Ehther the Heavenly Monarch, Erebus the Underworld Monarch, Lava Golem, Umastryx, CR 15 Fiendess, Gate Guardian, Grapha, Dragon Lord of Dark World, Harpie Queen, Red Dragon Archfiend, CR 16 Life Stream Dragon, Phosperoglacier, Pumpking The King of Ghosts, Relinquished, Stardust Dragon, CR 17 Despair from the dark, Earthbound Immortal Aslla Piscu, Earthbound Immortal Ccapac Apu, Earthbound Immortal Ccarayhua, Earthbound Immortal Chacu Challhua, Earthbound Immortal Cusillu, Earthbound Immortal Uru, Imprisoned Queen Archfiend, CR 18 Berserk Adult Gold Dragon, Blue Eyes White Dragon, Dark Magician of Chaos, Gogiga Gagagigo, Gogiga the Risen, Gravekeeper's Visionary, Voltelluric, CR 20 Earthbound Immortal Wiraqocha Rasca, Speleogeist, Stalagmo, CR 21 Archfiend Empress, CR 22 Lichlord, Rainbow Dragon, CR 23 Armityle,Lord of Searing Flames, Hamon,Lord of Striking Thunder, Lord of Phantasms, CR 25 Archfiend Black Skull Dragon, Blue Eyes Ultimate Dragon, CR 26 Ultramafus, CR 27 Dragon Master Knight, Rainbow Overdragon, CR 28 Dark Rainbow Dragon, Thousand Eyes Restrict, CR 30 Archfiend Emperor, the First Lord of Horror, Exodia Necross, Exodia the Forbidden One, Obelisk the Tormentor, Awakened Form, Obelisk the Tormentor, Monolith Form, Raviel,The Chaos Phantom, Slifer the Sky Dragon, Awakened Form, Slifer the Sky Dragon, Ouroboros Form, The Winged Dragon of Ra, Awakened Form, The Winged Dragon of Ra, Sphere Form, 320 Credit | CR Appendix: Tasos Tsitsiras
Contributor's Roles Project Creator and Manager George Von Zarovich (Libedrat0r Earl) _ Executive Administrator Asha J. Panesar _ Monster Makers __Aleksandar Markovic Asha J. Panesar Brandon Ferguson Callum Dronsfield Chris Budden DM John Daniel Edwards Dearan Lee Devin Hardenburg Dimitris Boutsikas Dionysios Christoforidis Erin Ouellette George Von Zarovich (Libedrat0r Earl) Jason D. Mpakos Jon King Jon Kyle Joseph Bingaman Justin Handlin Louis Jameson Mathieu Daniel Lemire Shannon McCullagh Travis Ryan Lore Writters _ Artists __Ilia Comi Dionysis Odysseas Sotiropoulos Gianfranco Villantoy Giorgos Platirrachos Luke Instone-Hall Luthien Price Ntina Sia Raphaelia Pagoni Shannon McCullagh Shawn Nichols Thomas Bennett Jobling Tragakis Manos Proof-Readers and Editors __Asha J. Panesar George Von Zarovich (Libedrat0r Earl) Nick Talbott Playtesters __Asha J. Panesar Dimitris Boutsikas Dionysios Christoforidis George Von Zarovich (Libedrat0r Earl) 321 __Aleksandar Markovic Asha J. Panesar Brandon Ferguson Callum Dronsfield Chris Budden Christopher Dannenburg Saudino DM John Daniel Edwards Dearan Lee Devin Hardenburg Dimitris Boutsikas Dionysios Christoforidis Erin Ouellette George Von Zarovich (Libedrat0r Earl) Jason D. Mpakos Jon King Jon Kyle Justin Handlin Louis Jameson Nick Talbott Sebastian Amadeus Wake Shannon McCullagh Trey North This is a free fan-made community project. Not for sale. Tasos Tsitsiras Tasos Tsitsiras
In Alphabetical order: Name Email Site Aleksandar Markovic [email protected] Asha J. Panesar [email protected] https://www.facebook.com/The-Mist-Factor-Publishing1691872897585952/ Brandon Ferguson [email protected] Callum Dronsfield [email protected] Chris Budden [email protected] Christopher Dannenburg Saudino [email protected] Daniel Edwards [email protected] Dearan Lee [email protected] Devin Hardenburg [email protected] Dimitris Boutsikas [email protected] http://www.labyrinthos.info/ Dionysios Christoforidis [email protected] https://tinyurl.com/DioChrisGuild Dionysis Odysseas Sotiropoulos [email protected] Duke George [email protected] DM John [email protected] Erin Ouellette [email protected] George Von Zarovich [email protected] https://www.dmsguild.com/browse.php? author=Libedrator%20Earl Gianfranco Villantoy [email protected] https://www.facebook.com/CrashChief/ Giorgos Platirrachos [email protected] Ilia Comi [email protected] Jason Bakos [email protected] https://www.dmsguild.com/browse.php? author=Jason%20Bakos Jon King [email protected] Jon Kyle [email protected] Joseph Bingaman [email protected] https://sites.google.com/view/jhalkgames Justin Handlin [email protected] https://www.critacademy.com Louis Jameson [email protected] Luke instone-hall [email protected] https://www.instagram.com/dire_wolf_art/ Lúthien Price [email protected] https://www.deviantart.com/luvian-elf Manos Tragakis [email protected] https://www.deviantart.com/enendill Mathieu Daniel Lemire [email protected] Nick Talbott [email protected] Ntina Sia [email protected] Raphaelia Pagoni [email protected] https://www.instagram.com/akunopriestess/ Sebastian Amadeus Wake [email protected] https://curseofsebs.tumblr.com Shannon McCullagh [email protected] https://www.deviantart.com/sa-chan-the-bunny Shawn Nichols [email protected] https://pixels.com/profiles/2-shawn-nichols.html Tasos Tsitsiras [email protected] Thomas Bennett Jobling [email protected] https://www.artstation.com/darth_bennett Travis Ryan [email protected] Trey North [email protected] https://gallantcreations.tumblr.com/ CONTRIBUTOR'S LIST 322 This is a free fan-made community project. Not for sale.
Would you like to help expand this document and be a contributor? Then contact us at our page and help us expand the manual by contributing! We are looking for Monster Makers, Artists and Lore Writters! https://www.facebook.com/ShadowRealmManual/ Disclamer: This is a fan-made Community Project made by fans of Yu-GiOh! and D&D, from all over the world, which is not to be sold. Nobody recieved any kind of payment for contributing to this project. We do not have any affiliations with Yu-Gi-Oh! or Wizard's of the Coast. We do not claim ownership for any of the art included except for the art drawn by our artists. The Registered Trademarks of Konami and everyone related to the included art and names, which we do not own, are used for the purpose of identification only. This project is not affilliated with/or endorsed by these manufacturers. 2018 Shadow Manual FAN PRODUCT FREE DISTRIBUTION, ALL RESPECTIVE RIGHTS BELONG TO KONAMI Holdings and or any other corporations or individuals who might have legal rights on the Artwork / Names of the Yu-Gi-Oh! monsters. Document Identity: The following items are hereby identifed as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open content in this book includes the monster names, descriptions, monster statistics, and monster abilities. No other portion of this work may be reproduced in any form without permission. Beware The creators and contributors of this project accept no responsibility for the grim, but highly educational, future which might meet those who dwell in the shadows trying to investigate strange noises, pet a Kuriboh, assume that riding the Curse of Dragon is a safe way to travel, ask the alegiance of any of the Monarchs, offer their bodies as a host to the alien's parasyte by saying “What harm could they do? They’re tiny.”. 323 This is a free fan-made community project. Not for sale. Credits: This document was created through the use of the Homebrewery, an amazing tool that helps you create officialy looking documents! Project Manager and Designer: Libedrat0r Earl Executive Manager: Asha J. Panesar Main Proof-Reader: Nick Talbot Special thanks To all of the hard working contributors that worked with such enthusiasm to make this manual a reality. Wanna buy me a Coffee? Just click here! Thank you very much!