The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

(ENG) D&D 5a Ed. - Creatures of The Tomb (errore pag 20 e 124)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by caio.gracco00, 2023-06-16 16:58:22

(ENG) D&D 5a Ed. - Creatures of The Tomb (errore pag 20 e 124)

(ENG) D&D 5a Ed. - Creatures of The Tomb (errore pag 20 e 124)

Discord: discord.gg/N7MM93a         Twitter: @TheGrimPress         Website: www.GrimPress.net


Credits Publisher: DMs Guild Product Oversight: Grim Press Authors: Trevor Armstrong, Jeffrey Fischer Editor: Justin M. Cole Artists: Tsaber, Bob Greyvenstein, Bradlyvancamp, Kingkostas, Nibelwolf, Tomas Duchek, Aaron Nakahara, Zak Hennessey, Tomasz Chistowski, Katarzyna Zalecka, Ramon Miranda WotC Inspirational Works: Libris Mortis (3.5e), Open Graves (4e), Ravenloft Setting Special Thanks: Vall Syrene, Max Hickson, Aaron Gentry On the Cover A Lord of the Crypt is depicted in all of his horrifying glory, ready to command legions of the undead in an assault on the realms. About this Product They are the scuttling sounds lurking just beyond the dim flicker of torchlight within an ancient crypt. They are the otherworldly beings that lurk in the shadows at the edges of perception. They are the skeletal remains of long deceased beings that loathe the very thought of the living and seek nothing more than to feast upon their flesh. They are the creatures that dwell deep within hidden grottos or long forgotten depths of the sea. They are the wizened ancient beings whose thirst for power and greed for knowledge led them down the path of the damned. These are the Creatures of the Tomb. Contained within this supplement are over 150 statblocks of unique creatures to unleash upon your unsuspecting players. Ranging from the scuttling inhabitants of long lost tombs to otherworldly beings that feast on the consciousness of the sleeping, from inhabitants of the planes of hell to practitioners of long forgotten and forbidden magics, these creatures are sure to challenge the mettle of even the most seasoned of adventurers. Included are brand new creations, conversions of popular creatures from previous D&D editions, and suitable reprints from other Grim Press products. The ultimate goal of this supplement is to provide a wide variety of options for your storylines, be it exploring long forgotten catacombs or delving into the depths of the Underdark. Surely something sinister and mysterious lies within. Grimlore's Grimoire While this supplement can be used as a standalone addition in your D&D games, it was created to accompany Grimlore's Grimoire, a spell supplement with over 200 new spells for 5th Edition. Many of the creatures in this book can cast spells found within The Deathless One's personal tome of malice. Download Grimlore's Grimoire for free on the DMs Guild! V1.1


Creature Pages A Angel of Decay ..............................6 B Baelnorn Lich...................................7 Blighted Trees.................................9 Bloodborne....................................11 Bloodmoon Spider....................12 Burdelver.........................................12 C Carrion Crows..............................13 Cerberic Occultists...................15    Depraver.................................15    Pactbearer..............................16    Unholy Priest........................17 Corpsehounds..............................18 D Dark Rider.......................................20 Dark Sage........................................21 Demilich Spiritcaller.................22 Demon Armor..............................23 Depvirs.............................................24    Sailorsbane............................25    Priest of the Deep..............25 Dolus.................................................26 Dragon, Zombie..........................27 Dragons...........................................29    Aetheric..................................30    Bone.........................................34    Deep.........................................37    Frozen......................................42    Plague......................................46 Dread Ram.....................................51 Dreadknight..................................52 Drow Necromancer..................53 Drowned..........................................54 F Fell Wolf..........................................55 Fleshlurker......................................56 Forgotten Ones...........................58 G Garm.................................................63 Ghosts.............................................64    Chilling...................................64    Depraved Queen................65    Faceless..................................66    Nitroki.....................................68 Ghouls..............................................69    Gluttonous Ghoul..............69    Flayed Ghoul.........................70 Gloombat........................................71 Grave Hag.......................................72 H Harbinger of Ill Omen.............73 Helsteed..........................................75 I Impaler.............................................76 Infernal Charger...........................77 L Lord of the Crypt........................79 M Mummies.......................................81    Dessicated Wanderer.......81    Fenwalker...............................82    Frozen Mummy...................82 N Necrophagi....................................83 Nightspawn...................................87 Nothic Despoiler........................88 Nuworm..........................................88 O Oneiroids........................................89 Ossein Serpents..........................91    Snakes......................................91    Cobras......................................92 P Plague Rats....................................93 Primal Skeletons.........................95    Bloody.....................................95    Chaos.......................................98    Frozen.....................................99    Petrified...............................100    Searing.................................101    Shadow................................102    Tempestuous....................103 R Revenants...................................104    Baleful..................................104    Everbound..........................105    Half-Dragon.......................106 Rime Wraith...............................107 S Shade..............................................108 Skeletal Monoliths..................109    Accursed.............................109    Damned...............................110    Demonweb Pits...............111 Spore Golems...........................112 Sthenos.........................................114 T Teihai.............................................115 Tetrabrachoid Skeletons.....116    Liturgist................................116    Sentry....................................116 Tree of Sorrow..........................117 U Undying........................................118 Uropygos.....................................120 V Vampires.....................................122    Antipathy............................122    Bloodfury............................123    Dhampir..............................124    Unclean................................125 Voidmaws...................................127 W Winterwight...............................129 Wrathborne................................130 Y Yuan-ti Befouler.......................131 Z Zombies......................................132    Rotting Soldier.................132    Swarms................................133 NPCs Blight Sorcerer..........................134 Death Whisperer.....................135 Deathseer....................................136 Glacius Knight...........................137 Grave Warden...........................138 Haunted.......................................139 Shadoweaver.............................140 4


Introduction T his supplement is for dungeon masters looking to add an extra bit of mystery and perhaps a flavor of horror to their adventures, and to challenge players with something they may have not seen before. Within are many original creatures, inspired from our own imaginations, past readings, or from further delving into mythology to see what other beings lurk in mankind's lore. The Oneiroid, for example, is derived from ancient Greek mythology: an Oneiros are children of Night (Nyx) that dwell in a land of dreams; the Dolus is a spirit of trickery, guile, deception and treachery in this same mythology. Other creatures have been added in from previous versions of D&D, adapted for the fifth edition. Some are variations on old favorites that could add a new twist into a campaign. Also included are a variety of Non-Player Characters (NPCs) that can serve a variety of purposes, be it a final loathsome enemy, a tormented spirit in need of assistance, or even a potential ally. These creatures span multiple challenge ratings (CRs), allowing a Dungeon Master many options to challenge their players throughout their adventures. Anyone reading this supplement will note that there are numerous cases where spells from Grimlore's Grimoire have been included - a pay what you want supplement containing over 200 additional spells and receiver of numerous positive reviews. How to Use This Book We've added in as much lore as we think is necessary to get a "flavor" for the creatures within. If a creature's description inspires you, or you feel an opportunity to adapt it to some other purpose, the only limitation is your imagination. The beings within may lurk throughout any realm and any Plane. With that said, keeping within the theme "Creatures of the Tomb", we envision many of them haunting abandoned graveyards, lurking amidst an ancient necropolis, or shuffling about endlessly in long forgotten tombs and crypts. We sincerely hope you are inspired by some of the creatures within! 5


Angel of Decay Nightmarish burlesque angels that haunt dreams of the living, angels of decay are terrifyingly ugly. The flesh stripped from their bodies is constantly swirling about them in the air nearby. Creatures that venture too close to these decayed angels feel their bodies begin to rot from the inside, and those slashed by their claws feel the blight weakening their very being. Angels of decay are found in the most unholy of places, serving as lieutenants of great undead lords or heralds of undead gods. Undead Nature. An angel of decay doesn't require air, food, drink, or sleep. Angel of Decay Large undead, chaotic evil Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 16 (+3) 17 (+3) 20 (+5) Saving Throws Wis +6 Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 16 Languages None Challenge 8 (3,900 XP) Feed on Decay. Whenever a creature within 15 feet of the angel of decay fails a saving throw, the angel of decay gains 14 (4d6) hit points. Flyby. The angel of decay doesn't provoke opportunity attacks when it flies out of an enemy's reach.    Rotting Aura. Whenever a creature that isn’t a            construct or undead starts its turn within 15               feet of an angel of decay, that creature must                 make a DC 16 Constitution saving throw.                   On a failed save, the creature takes 17                     (5d6) necrotic damage, and is poisoned                      until the start of its next turn.                Actions                         Multiattack. The angel of decay makes                     two claw attacks. If both attacks hit the                     same target, the target takes an                     additional 7 (2d6) necrotic damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. 6


Baelnorn Lich Sometimes simply called baelnorns, these extremely rare undead beings are elves who chose a path of prime duty to serve beyond death. Unswervingly protecting their clan and its holdings for centuries, the majority of baelnorn were spellcasters in life, and they maintained their mental and magical abilities in their new undead state. Ritualistic Creation. The method of becoming a baelnorn is wrapped in a high magic ritual. Very few felt the need to store their souls in a phylactery, as their undeath was gifted to them by the Seldarine. These baelnorn used soulless clones of themselves to avoid destruction, and their souls wander to an unharmed mortal shell should they be harmed. Singular Purpose. The choice to embrace undeath was not undertaken lightly. Allowed only in the rarest of occasions, such as a clan or settlement having need of lorekeepers beyond the norm. Even if an elf truly wanted to become a baelnorn for their clan's benefit, the Coronal, the High Mages, and the elders of the particular clan had to be in solitary to allow this sacrifice. Experiences of the Past. Unlike many other forms of undead creatures, a baelnorn retained all of the memories, personality, and abilities that it possessed in life — but now has a virtual eternity to hone its skills, inevitably becoming immensely powerful. Holy Undead. Baelnorn are considered holy beings despite their undeath. While deities tasked with overseeing the eternal cycle of existence view the creation of undead beings as blights upon Faerûn, a baelnorn's quest to preserve elven heritage against evil is considered a noble purpose beyond judgement. Undead Nature. A baelnorn lich doesn't require air, food, drink, or sleep. A Baelnorn's Lair Baelnorn reside in ancient ruins, dusty libraries, magic academies, or holy temples. They are tasked with safeguarding the sacred treasures belonging to their elvish clan. A baelnorn lich encountered in its lair can draw upon its power to take lair actions and has a challenge rating of 18 (20,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the baelnorn can take a lair action to cause one of the following magical effects; the baelnorn can't use the same effect two rounds in a row: The baelnorn rolls a d6 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The baelnorn telepathically influences up to 8 creatures of its choice that it can see within 120 feet. Each target must make a DC 18 Wisdom saving throw. On a failed save, the target must use an action on its next turn to complete a simple task described by the baelnorn to the best of its ability. Creatures that can't be charmed are immune to this effect. The baelnorn utters an ancient elven phrase. Each creature of its choosing that can hear the baelnorn (though it does not need understand it) must succeed on a DC 18 Wisdom saving throw or vanish from its current plane of existence and appear in the Ethereal Plane. The creature remains on this plane until the end of its next turn, at which point it returns to an unoccupied space of the baelnorn's choosing that it can see within 10 feet of the space that the creature vanished from. 7


Baelnorn Lich Medium undead (elf), any non-evil alignment Armor Class 16 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 20 (+5) 18 (+4) 14 (+2) Saving Throws Con +7, lnt +10, Wis +9 Skills Arcana +10, History +15, Insight +9, Perception +9 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Legendary Resistance (2/Day). If the baelnorn lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery or clone, a destroyed baelnorn lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of its phylactery if it has one, or assumes the clone as its new form. Righteous Undead. The baelnorn lich is immune to any effect that turns undead and is not harmed by holy water. Spellcasting. The baelnorn lich is an 18th-level spellcaster. The baelnorn lich’s spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The baelnorn lich has the following spells prepared, which it can cast without material components: Cantrips (at will): dancing lights, lightning lure, mage     hand, thaumaturgy, spare the dying 1st level (4 slots): ceremony, chromatic orb, detect     magic, shield, silent image 2nd level (3 slots): blur, detect thoughts, spiritual     weapon, zone of truth 3rd level (3 slots): animate dead, dispel magic, fear,     remove curse, slow 4th level (3 slots): banishment, confusion, polymorph 5th level (3 slots): geas, cloud kill, hallow 6th level (1 slot): create undead, soul cage 7th level (1 slot): finger of death, etherealness 8th level (1 slot): antimagic field, power word stun 9th level (1 slot): true resurrection Actions Suppressing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. The target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The baelnorn lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The baelnorn lich regains spent legendary actions at the start of its turn. Cantrip. The baelnorn lich casts a cantrip. Suppressing Touch (Costs 2 Actions). The baelnorn lich uses its Suppressing Touch. Fey Step (Costs 2 Actions). The baelnorn lich is briefly surrounded by silvery mist and teleports up to 30 feet to an unoccupied space that it can see. Arcane Explosion (Costs 3 Actions). Each creature within 30 feet of the baelnorn lich must make a DC 18 Constitution saving throw against this magic. A creature takes 21 (6d6) force damage and is pushed 10 feet away from the baelnorn lich on a failed save, or half as much damage and is not pushed on a successful one. 8


Blighted Trees When a vampire makes it's home in a forested region, it can sometimes create a plague that poisons the landscape; transforming the once vibrant green woodlands into tangled deathtraps, teeming with poison and necrosis, known to many as a blightwood. When bodies are dumped in nearby rivers, or blood is shed on the soil of the blighted woodland, it takes root in the mottled dirt, spreading a network of tendrils deep under the entire forest. From these dark roots sprout seedlings, vines and thickets which choke and infest the forest until it becomes nothing more than a singular, monstrous entity: alive and hungry for flesh. Poisonous mushrooms form a bed on the forest floor, while vicious willows and menacing oaks turn to lash out at any creature unfortunate enough to be caught within their reach. At the heart of this unhallowed labyrinth there lies the heart of the forest, known as a plague tree. Gaudy Appearance. A blight tree is easily identified by its twisting knots of branches, curled like clenching fists or grasping hands. Other identifiers include large volumes of stagnant, black water, and a deep green moss which vomits forth poisonous mists when stepped on. A forest remains blighted and cursed for as long as the tree remains standing within its heart. Lair for the Wicked. Some vampires that wish not to be discovered or have their whereabouts revealed spring into action at the first sign of a growing blight tree; taking to the necrotic forests and burning the saplings from its roots before the blight can truly grow. Others choose instead to embrace it, guiding the tree's growth carefully and excavating the ground beneath to act as a hidden crypt; a secondary resting place for those most hunted by would-be adventurers. This kind of symbiosis can be incredibly hard to remove, for as long as the crypt remains beneath the blight tree, the vampiric curse strengthens it's bonds. A blightwood fed by the curse of undead becomes more than a poisonous, man eating forest. An addition, any creature, be them man or beast, that perishes within the blightwood's foul swamps becomes infused with it's blighted waters. Known as the blood of the blightwood, this tainted water raises the corpses of those that drink or die within it, animating them into gibbering, blighted ghouls that guard the woodland from unwanted intruders like flesh eating, undead apes. Vampires that embrace the blightwood have been known to employ such creatures into its service, using the tainted forest to raise creatures into a personal army, so it may better impose it's evil presence on surrounding regions. Travellers brave enough to venture forth into a blightwood must be wary, for once a creature steps beyond the barrier of brambles, there is rarely time for rest or recovery. The forest never sleeps, and remains ever hungry for it's next unfortunate meal. 9


Blighted Tree Sapling Large plant, neutral evil Armor Class 17 (natural armor) Hit Points 95 (10d10 + 40) Speed 0 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 3 (-4) Damage Vulnerabilities fire, radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone Senses tremorsense 30 ft. (blind beyond this radius), passive Perception 10 Languages understands Common and Druidic but doesn't speak Challenge 5 (1,800 XP) Rooted. The blighted tree is restrained. Its speed is 0, and it can’t benefit from any bonus to its speed. Additionally, attack rolls against the blight tree have advantage and the blight tree has disadvantage on Dexterity saving throws. Actions Poison Plume. The blighted tree emits a plume of poisonous yellow fog in a 15-foot-radius sphere centered on itself. A creature in the area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d8 poison damage and is poisoned until the end of the creature's next turn. It takes half as much damage and is not poisoned on a successful save. Creatures are affected even if they hold their breath or don’t need to breathe. Swamp's Scourge (Recharge 6). The blighted tree summons 2d6 twig blights. The twig blights appear in unoccupied spaces within 60 feet of the blighted tree and act as an ally to it. Twig blights remain until slain. Blighted Tree Huge plant, neutral evil Armor Class 19 (natural armor) Hit Points 243 (18d12 + 126) Speed 0 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+3) 25 (+7) 6 (-2) 18 (+4) 3 (-4) Damage Vulnerabilities fire, radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 14 Languages understands Common and Druidic but doesn't speak Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the blighted tree fails a saving throw, it can choose to succeed instead. Renew. The blighted tree regains 25 hit points at the start of its turn. If the blighted tree takes fire or radiant damage, this trait doesn't function at the start of the blighted tree's next turn. Rooted. The blighted tree is restrained. Its speed is 0, and it can’t benefit from any bonus to its speed. Additionally, attack rolls against the blight tree have advantage and the blight tree has disadvantage on Dexterity saving throws. Rotten to the Core. A creature that hits the blighted tree with a melee weapon attack takes 9 (2d8) necrotic damage Actions Poison Plume. The blighted tree emits a plume of poisonous yellow fog in a 30-foot-radius sphere centered on itself. A creature in the area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 36 (8d8) poison damage and is poisoned until the end of the creature's next turn. It takes half as much damage and is not poisoned on a successful save. Creatures are affected even if they hold their breath or don’t need to breathe. Swamp's Pestilence (Recharge 6). The blighted tree summons a tree blight. The tree blight appears in an unoccupied space within 60 feet of the blighted tree, acts as an ally to it and remains until slain. Reactions Defile the Dead. If a humanoid creature dies within 120 feet of the blighted tree, the blighted tree can raise the creature as a ghoul. The ghoul remains under the blighted tree's control until it is slain. Legendary Actions The blighted tree 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 blighted tree regains spent legendary actions at the start of its turn. Grasping Roots. The blighted tree selects one creature within 60 feet of it that is standing on the ground. The target must succeed on a DC 17 or be grappled (escape DC 17). Summon Murder of Carrion Crows (Costs 2 Actions). The blighted tree summons a murder of carrion crows. The murder appears in an unoccupied space within 120 feet of the blighted tree and acts as an ally to it. The murder remains until slain. Zoetic Corruption (Costs 3 Actions). The blighted tree gains 50 temporary hit points. 10


Bloodborne No living creature has observed the true form of the enigmatic shapeshifters known as the bloodborne. Little is known about the origins of these beings, their culture, motivations, or their ultimate goals. Their presence is often only deduced when these beings are slain or pass away, or those they have replaced emerge from hiding or are found. The mere taste of the blood from a sentient being allows the bloodborne to assume its shape, memories, and personality, making these metamorphs the ultimate infiltrators and spies. Unlike dopplegangers and other imposters who must rely on improvisation and performance to convince others of their identity, the bloodborne's ability to inherit the memories of their targets allows them to assume any role with ease. Due to their ability to assume any form, the bloodborne often take up positions of power and wealth, so they may live a life of luxury and splendor. Their base personalities are often lazy, greedy, and self-centered. Other beings with sufficient wit to deduce their presence may offer riches or threaten to expose their true nature to entice the bloodborne into their service. Iron Scent. Detecting the presence of a bloodborne is nigh impossible. Only the faint scent of iron suggests their existence, as the scent is an ever-present companion of these creatures. Mind Reader. The bloodborne is able to read the thoughts of any whose blood it has tasted through a limited telepathic ability. Sanguis Decay. When slain, the bloodborne bursts in a gruesome explosion, then its remains rapidly decay into a pool of blood - the only true telltale sign of their presence. Bloodborne Medium monstrosity, any chaotic alignment Armor Class 14 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 11 (+0) 16 (+3) 16 (+3) Saving Throws Wis +5, Cha +5 Skills Deception +5, Perception +5, Performance +5 Damage Resistances psychic Condition Immunities charmed Senses passive Perception 15 Languages Common plus any language of the creature whose blood it tasted Challenge 4 (1,100 XP) Master Manipulator. The bloodborne has advantage on all Charisma (Deception or Performance) checks. Sanguis Decay. If the bloodborne is reduced to 0 hit points, it explodes and decays into a pool of blood. A creature within 10 feet must succeed on a DC 15 Dexterity saving throw or take 4 (1d8) necrotic damage and is poisoned for 1 hour. Shapechanger. The bloodborne can assume the form of any Medium or smaller humanoid whose blood it has tasted. The transformation takes 1 minute. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't revert to its true form if it dies. Actions Multiattack. The bloodborne makes three melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Read Mind. The bloodborne magically reads the thoughts of one creature within 60 ft. whose blood it has tasted. The effect can penetrate any nonmetal barriers. While the target is in range, the bloodborne can continue reading its thoughts as long as the bloodborne's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the bloodborne has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, or Persuasion) checks against the target. 11


Bloodmoon Spider Named after the horrific silhouette cast upon cavern walls by flickering torchlight, the bloodmoon spider's semitransparent body causes its shadow to take on a crimson coloration. Lending itself to this ominous vagary, these spiders are ruthless hunters, whose webs can trap even the heartiest of prey. Maddening Bite. Toxin induced from the bite of a bloodmoon spider causes its victims to become delirious, the effects of which are passing —should its prey live long enough. Burdelver These tiny aberrations are no bigger than the size of a spider, and while their anatomy might share similarities with a cursory glance, they are quite different. They only have six legs instead of eight and instead of possessing a cephalothorax, all of their bodily organs are housed in its abdomen. Most predominantly, a large single eye adorns the front of their body, with an equally large mouth located on the bottom. Conjugate in Swarms. Burdelvers seek out others of their kind and travel in swarms not for protection, but rather to secure prey well beyond what this minuscule creature could procure alone. Bloodmoon Spider Large monstrosity, unaligned Armor Class 13 Hit Points 39 (6d10 + 6) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 8 (-1) 13 (+1) 6 (-2) Skills Stealth +5 Senses darkvision 60 ft, passive Perception 11 Languages – Challenge 1 (200 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) poison damage. The target must succeed on a DC 11 Constitution saving throw or roll on the Short-term Madness table. Swarm of Burdelvers Small swarm of Tiny aberrations, neutral evil Armor Class 12 Hit Points 21 (6d6) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (+4) 14 (+2) 10 (+0) 4 (-3) 4 (-3) 1 (-5) Damage Resistances piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained Senses darkvision 120 ft, passive Perception 7 Languages – Challenge 1 (200 XP) Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny spider. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is infested by 4d6 burdelvers. At the start of each of the target's turns, the target takes 1 piercing damage per burdelver infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these burdelvers. After this time, these burdelvers are too far under the skin to be burned. If a target infested by burdelvers ends its turn with 0 hit points, it dies and the burdelvers lay eggs in the corpse, spawning a swarm of burdelvers in 1d4 days. 12


Carrion Crow Only in the aftermath of battle is the true horror of war revealed. Legions of the slain lie amidst their shattered weapons and sundered armor, covered in mud and gore while the cries of the wounded and dying echo across the battlefield. Priests and healers meander throughout, offering what aid they can or easing the suffering of those too far gone to save, while scavengers, humanoid and creature alike, pick apart what choice desirables are left behind. Flocks of crows and vultures often follow armies into battle, knowing that the movement of such troops often results in an abundance of food in the coming days. Carrion crows are often found amidst these flocks, undead scavengers that likewise seek a share of the spoils. Unlike their living counterparts that merely look for a free meal, carrion crows appear to enjoy taking part in the carnage, focusing their efforts on inflicting more misery on the weak and dying rather than feasting on the already dead. Carrion crows are thought to be the result of a necromancer's experiment in creating an intelligent undead familiar. Crows, being intelligent and traditionally thought of as an omen of death, made the perfect subject for experimentation. The result was a fearful symbol that is an unsettling addition to a necromancer's menagerie of undead servants. Fierce. Carrion crows are smaller than other scavenging birds, many bearing gaping wounds and exposed bone that was the result of the experiments conducted upon them. While smaller than regular crows, they are more difficult to dissuade from their targets. Those that drive them off are often harassed from above, boney talons raking across exposed flesh whenever their offender is not vigilant. Murder of Crows. Carrion crows will surround their chosen prey in murders, sensing the misery of their victims and an opportunity to cause more suffering. Each peck of their beak and rake of a claws is maliciously intended to inflict more pain, causing the slow torture of the dying as they await their final journey. Undead Nature. A carrion crow doesn't require air, food, drink, or sleep. Disease Carriers Owing to their diet of carrion and offal, carrion crows have been known to carry diseases and parasites that may infect those who come into contact with them. Carrion crows are also suspected to be responsible for the transmission of larval necrophagi over long distances, allowing the creation of new necrophagi infestations potentially far from an initial source. Carrion Crow Tiny undead, neutral evil Armor Class 12 Hit Points 5 (2d4) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 10 (+0) 5 (-3) 10 (+1) 4 (-3) Skills Perception +3 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 1/8 (25 XP) Keen Sight. The carrion crow has advantage on Wisdom (Perception) checks that rely on sight. Flyby. The carrion crow doesn't provoke opportunity attacks when it flies out of an enemy's reach. Stoop. If the carrion crow flies at least 30 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an additional 2 slashing damage and must make a successful DC 13 Dexterity saving throw or be blinded. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 13


Swarm of Carrion Crows Medium swarm of Tiny undead, neutral evil Armor Class 12 Hit Points 31 (7d8) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 10 (+0) 5 (-3) 10 (+1) 4 (-3) Skills Perception +3 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 1/2 (100 XP) Mass Panic. Opportunity attacks against the swarm when it flies out of an enemy's reach are made with disadvantage. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny carrion crow. The swarm can't regain hit points or gain temporary hit points. Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d8) piercing damage, or 4 (1d8) piercing damage it the swarm has half its hit points or fewer. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d8) slashing damage, or 4 (1d8) piercing damage if the swarm has half its hit points or fewer. The target must make a successful DC 13 Dexterity saving throw or be blinded. Murder of Carrion Crows Large swarm of Tiny undead, neutral evil Armor Class 13 Hit Points 55 (10d10) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 10 (+0) 5 (-3) 10 (+1) 4 (-3) Skills Perception +3 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 3 (700 XP) Inflict Suffering. If the murder has more than half its hit points, it can use a bonus action to make beaks attack. Mass Panic. Opportunity attacks against the murder when it flies out of an enemy's reach are made with disadvantage. Swarm. The murder can occupy another creature's space and vice versa, and the murder can move through any opening large enough for a tiny carrion crow. The murder can't regain hit points or gain temporary hit points. Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the murder's space. Hit: 13 (3d8) piercing damage, or 7 (2d6) piercing damage it the murder has half its hit points or fewer. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the murder's space. Hit: 13 (3d8) slashing damage, or 7 (2d6) piercing damage if the swarm has half its hit points or fewer. The target must make a successful DC 16 Dexterity saving throw or be blinded. Reactions Furor. In response to being hit by a melee attack, the murder can make one melee weapon attack with advantage against the attacker. 14


Cerberic Occultists In an age long past, legend has it that a rarity came into the world: a trio of conjoined siblings, sharing a single body and born into a royal family. In days of yore such a being would have been deemed an abomination and left to perish in the wilderness. However, one of the advisors of the court cast their auguries, and stated that the gods decreed that this being be blessed and obeyed rather than cursed and cast aside. Over time, the conjoined beings grew together, and despite sharing a single frail body, each sibling had distinct strengths, characters, and personalities: one sibling was a voracious reader, taking in tomes of knowledge with a thirst for learning; the second sibling was measured and wise in thought and word; the third was charming and witty, and capable of weaving stories and enchanting all who listened to their tongue of silver. Unbeknownst to the royal court, the advisor who decreed this being blessed was in fact a warlock in service to Myrkul, Lord of Bones, who bade the servant to twist the blessed being toward the darkness. Over time, the servant of Myrkul was able to slowly bend the siblings to his will by enticing them with forbidden wisdom, knowledge, and the promise of unending life. In their thirst for learning naiveté, the siblings became twisted, cruel, and vain. One by one, the royal family perished in mysterious circumstances: rare disease, improbable accident, infected wounds turned pestilent, until at last the blessed being ascended to the throne. While many thought the blessed being in their judgement would rule wisely and justly, the opposite occurred: Driven mad by the teachings of Myrkul, the blessed being began indoctrinating their subjects, who in their devotion began experimenting on how to ascend to the state of the blessed being. Through extensive, agonizing ritualistic sacrifices, at last the disciples of the blessed being succeeded in fusing selected servants into a single body. Thus was born a new cult devoted honoring The Reaper. Over time these beings assumed the name of the guardian of the Gray Waste of Hades: the Cerberic Cult. Trio of Personalities. Humanoids chosen to ascend alongside the blessed being were chosen for their intelligence, wisdom, and cunning. Each fused being into a single cerberic cultist has its own mind, personality, and name, and thus possesses their own preferences, quirks, and dislikes. As such the cerberic cultist both possesses their own complementary strengths, but also their weaknesses. Fragile Bodies. The rituals required to bind three beings together into a single body require significant strain about that body. Cerberic cultists are slow and fragile, bound together by necromantic energies that if disrupted cause the body to easily crumble. Their gait is uneven, and the motion of their limbs is uneven, as though the three bound beings compete for control of their limbs. Multicasters. Having multiple heads does, however, mean the cerberic cultist is capable of casting forth spells simultaneously, making them formidable foes to any who cross their paths. Catacomb Dwellers. Members of the cerberic cult are few, but are unquestioningly devoted to converting the living to the worship of their god. In seeking to do so they will spread their influence through their proxies, living servants who desire nothing more to ascend into the service of the cult. Toward this end, while spreading their influence, the cerberic cult may set up their covens deep within forgotten catacombs. From their lairs the cult will send forth their proxies, seeking to catch the living unaware as the depths burst forth with all manner of undead beings. Undead Nature. A cerberic occultist doesn't require air, food, drink, or sleep. Cerberic Depraver Medium undead, neutral evil Armor Class 12 Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 12 (+1) 18 (+4) 16 (+3) 16 (+3) Saving Throws Int +6, Wis +5, Cha +5 Skills Arcana +6, Deception +5, Perception +5, Religion +6 Damage Vulnerabilities bludgeoning Damage Immunity necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 2 (450 XP) Negative Energy Absorption. Whenever the depraver is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. Spellcasting. The depraver is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): corruption, eidolic chains, toll the     dead, unholy flame 1st level (4 slots): bone storm, cause fear, rot, shield 2nd level (3 slots): drain life, druthers, mana burn 3rd level (2 slots): summon lesser demons, lunacy Three Heads. The depraver has advantage on Wisdom (Perception) checks. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 15


Pactbearer Cerberic pactbearers swear fealty to deities devoted to furthering death and destruction, such as Myrkul - Lord of Bones, Bhaal - Lord of Murder, or Velsharoon - Lord of the Forsaken Crypt. Unending Servitude. These horrifying creatures take great pleasure in advancing their patron's goals, seeking to sow chaos and disorder in those who oppose them. They are less fearful of physical violence than other cerberic occultists, believing instead that through violence and slaughter they may win additional favor from their patron. Conjoinment. Using the combined powers of their conjoined beings, cerberic pactbearers may enter a euphoric moment of clarity; a moment when the three beings unleash their magic in unison. When they cast a spell in this manner, great devastation is guaranteed to follow. Inspiration from the Grave. The mere presence of a cerberic pactbearer on the battlefield bolsters the power of their undead companions, augmenting their attacks with a necrotic blight. Cerberic Pactbearer Medium undead, chaotic evil Armor Class 14 (armor scraps) Hit Points 85 (19d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 10 (+0) 19 (+4) 17 (+3) 19 (+4) Saving Throws Int +7, Wis +6, Cha +7 Skills Arcana +7, Deception +7, Intimidation +7, Perception +6 Damage Vulnerabilities bludgeoning Damage Immunity necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages the languages it knew in life Challenge 5 (1,800 XP) Beguiling Influence. The pactbearer has advantage on Charisma (Deception and Persuasion) checks when interacting with non-good aligned creatures. Three Heads. The pactbearer has advantage on Wisdom (Perception) checks. Pact of the Damned (1/Day). The pactbearer can cast the animate dead spell as a ritual, raising up to 3 skeletons or zombies. Patron's Blessing. Undead creatures of the pactbearer's choice within 60 feet of it deal an additional 3 (1d6) necrotic damage on weapon attacks. Additionally, the pactbearer adds its Charisma modifier as bonus damage to its eldritch blast cantrip (included in the attack below). Spellcasting. The pactbearer is a 10th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Each spell is cast as a 5th level spell and the pactbearer regains its expended spell slots when it finishes a short or long rest. It knows the following spells: Cantrips (at will): eldritch blast, Grimlore's influence,     toll the dead, unholy flame 5th level (2 slots): armor of bones, blight, cause fear,     darkness, lunacy, plague, rot, shadowbind, shadow of     moil, vampiric touch Actions Multiattack. The pactbearer makes two eldritch blast attacks. Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 9 (1d10 + 4) force damage Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) necrotic damage. Conjoined Cast (Recharge 6). When the pactbearer uses its action to cast a spell of 1st-level or higher, the spell deals maximum damage. 16


Unholy Priest Symbolizing the highest echelons of cerberic cults, these unholy priests are responsible for converting the devout into more of their kind, whether willingly or not. Cerberic priests possess deep knowledge of undeath, and are capable of tapping into its mysteries to raise many different forms of slain beings into the service of their god. Masterful Manipulation. Cerberic unholy priests are largely responsible for manipulating and controlling still living worshippers; sending them forth to spread their influence and bring back potentially unwitting sacrifices. By channeling their gifts in the dark arts, these priests create unending armies of the damned. Myrkul's Worship. While in the presence of a cerberic unholy priest, so powerful is their devotion to Lord of the Dead that nearby undead are utterly fearless and remain uncowed even by the divinity channeled through servants of other gods. Should one of their undead servants be turned, they will strike them down where they stand and harness their fortitude for themselves. Cerberic Unholy Priest Medium undead, lawful evil Armor Class 15 (armor scraps) Hit Points 103 (23d8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 10 (+0) 17 (+3) 20 (+5) 18 (+4) Saving Throws Int +6, Wis +8, Cha +7 Skills History +9, Persuasion +7, Religion +9 Damage Vulnerabilities bludgeoning Damage Immunity necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 6 (2,300 XP) Multi-headed Caster. When the priest uses its action to cast a spell of 1st-level or higher, it can also cast a cantrip it knows as a bonus action on the same turn. Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): gloom, spare the living, toll the    dead, unholy flame 1st level (4 slots): bone storm, inflict wounds, misery 2nd level (3 slots): drain life, manacle of burden,     silence 3rd level (3 slots): animate dead, mummify, spirit     guardians 4th level (3 slots): army of the dead, banishment,     hallowing curse 5th level (1 slot): armor of bones Three Heads. The priest has advantage on Wisdom (Perception) checks. Turn Defiance. The priest and any undead creatures within 30 feet of it have advantage on saving throws against effects that turn undead.              Actions                      Bone Staff. Melee Weapon Attack: +5 to                     hit, reach 5 ft., one target. Hit: 8                    (1d12 + 2) bludgeoning damage plus 13                    (2d12) necrotic damage. Reactions Scorn the Unworthy. When an undead creature that the priest can see within 120 feet of it is affected by any effects that turn undead, the priest can reduce that undead creature hit points to 0. The priest gains a number of temporary hit points equal to the hit points lost by the undead creature. 17


Corpsehounds War and strife is often also accompanied closely with famine and pestilence, where times of plenty are but a memory. With fewer able bodies to give the final honor of a decent burial, the deceased are laid to rest in shallow graves, where less than reputable sorts may seek meagre plunder or resources for more nefarious deeds. These shallow graves are also set upon by other creatures as well, seeking an easy meal of decaying flesh - carrion crows, vultures, and other scavengers such as corpsehounds. Corpsehounds are small creatures descended from canine companions that, in times of famine, have resorted to scrounging a pitiful existence living off the corpses that litter the area. Often starving, with gaping festering wounds and gaunt ribcages showing, corpsehounds will wolf down any scraps of meat they come across and squabble amongst themselves and other carrion feeders over choice body parts. Opportunistic. Having become accustomed to the taste of humanoid flesh, corpsehounds may also attempt to prey upon lone, small humanoids they view as vulnerable. Where bands of creatures or larger foes approach, corpsehounds are easily frightened but may trail at a safe distance, warily searching for an opportunity to snatch an easy meal. Ravenous. Once a corpsehound gets a bite of flesh, their hunger becomes apparent. They will rapidly snap at any morsel of flesh they can get, lost in a ravenous frenzy. From feasting on decaying flesh, the bite of a corpsehound can cause a foul infection. Corpsehound Pup Small beast, unaligned Armor Class 10 Hit Points 5 (1d6 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 12 (+1) 3 (-4) 9 (-1) 5 (-3) Senses passive Perception 9 Languages - Challenge 0 (10 XP) Keen Hearing and Smell. The corpsehound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Cowardly. The corpsehound has disadvantage on Charism (Intimidation) checks. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Corpsehound Small beast, unaligned Armor Class 13 Hit Points 18 (4d6 + 4) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 5 (-3) Skills Perception +3 Senses passive Perception 13 Languages - Challenge 1/2 (100 XP) Keen Hearing and Smell. The corpsehound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pestilent. Any creature hit by a corpsehound's bite attack must succeed on a DC 13 Constitution saving throw or be diseased. If a diseased creature completes a long rest, the disease spreads and causes the creature to have disadvantage on skill checks and attack rolls. The disease may be cured with a successful DC 15 Wisdom (Medicine) check or by magical means (such as a lesser restoration spell). Wary and Cowardly. The corpsehound has advantage on Wisdom (Insight) checks when near humanoids, but has disadvantage on Charism (Intimidation) checks. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 18


Starving Corpsehound Small beast, unaligned Armor Class 13 Hit Points 10 (4d6 - 4) Speed 40 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 8 (-1) 3 (-4) 12 (+1) 3 (-4) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 1/2 (100 XP) Keen Hearing and Smell. The corpsehound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pestilent. Any creature hit by a corpsehound's bite attack must succeed on a DC 13 Constitution saving throw or be diseased. If a diseased creature completes a long rest, the disease spreads and causes the creature to have disadvantage on skill checks and attack rolls. The disease may be cured with a successful DC 15 Wisdom (Medicine) check or by magical means (such as a lesser restoration spell). Ravenous. If the corpsehound makes a successful bite attack against a target, it can use its bonus action to make a second bite attack against the same target with advantage. Wary. The corpsehound has advantage on Intelligence (Insight) checks when near humanoids. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Swarm of Starving Corspehounds Large swarm of Small beasts, unaligned Armor Class 14 Hit Points 45 (10d10 - 10) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 9 (-1) 3 (-4) 12 (+1) 3 (-4) Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 2 (450 XP) Keen Hearing and Smell. The swarm has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pestilent. Any creature hit by a swarm's bite attack must succeed on a DC 13 Constitution saving throw or be diseased. If a diseased creature completes a long rest, the disease spreads and causes the creature to have disadvantage on skill checks and attack rolls. The disease may be cured with a successful DC 15 Wisdom (Medicine) check or by magical means (such as a lesser restoration spell). Ravenous Pack. If the swarm makes a successful bite attack against a target, it can use its bonus action to make a second bite attack against the same target with advantage. Wary. The swarm has advantage on Intelligence (Insight) checks when near humanoids. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small corpsehound. The swarm can't regain hit points or gain temporary hit points. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half its hit points or fewer. Howl (1/Day). The swarm lets out a chilling howl. Any creature within 60 feet that can hear the swarm must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the creature's next turn. 19


Dark Rider Enigmatic lone figures astride twisted steeds, the dark riders haunt the dreams of those brave souls living in the savage wilds just as they haunt the untamed lands those outlanders attempt to conquer. These terrifying riders patrol the outskirts of civilization: indiscriminate, cold-blooded killers whose motives remain mysterious. Do they seek vengeance or redemption in their tireless patrols? Or do they simply seek to bring terror to all beings, gaunt wolves herding frightened sheep for their own enjoyment? Hellsteed. The dark rider's mount is a vile beast, a massive and deformed version of some unknown creature. Horns sprout from its leathery hide, glaring from bony brows with eyes darker than a moonless night. The rider is savage enough, yet those who approach must also contend with the bestial malice of this wretched steed. Those few who have survived a close encounter say the steed reeks of rotting flesh and decay, pairing with the beast's appearance for a truly stomach-churning experience. Terror in the Darkness. The dark rider only appears in the black of night. Surrounded by the stench of death, the cry of their steed can cause even the hardiest of warriors to flee in sheer terror. Rumors persist of beings being visited in their dreams by a rider clad in darkness, speaking in the barely intelligible hisses. Those few who have lived to tell the tale of their encounter with the dark rider describe their voices as the hisses of the damned. Dark Rider Medium humanoid (any race), any non-good alignment Armor Class 18 (breastplate, shield) Hit Points 212 (25d8 + 100) Speed 30 ft., 60 ft. while mounted STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 10 (0) 15 (+2) 20 (+5) Saving Throws Con +9, Wis +7 Skills Animal Handling +12, Insight +7, Intimidation +10, Perception +7, Survival +7 Senses darkvision 120 ft., passive Perception 17 Languages Common plus up to two other languages Challenge 13 (10,000 XP) Aura of Terror. Each creature of the dark rider’s choice that is within 30 feet of the dark rider 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, 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 dark rider's Aura of Terror for the next 24 hours. Baleful Attacks. The dark rider’s weapon attacks are magical. When it hits a creature with a melee or ranged weapon attack, the attack deals an additional 19 (3d12) necrotic damage (included in the attack). Charge (1/Turn). If the dark rider moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 13 (2d12) piercing damage. Innate Spellcasting. The dark rider's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells innately: 1/day each: darkness, fear, dream Mount. The dark rider rides atop a giant boar, twisted and deformed by a dark power. Its movement speed is 60 feet (included above). Mounted Combatant. While the dark rider is mounted and isn't incapacitated, it has advantage on melee attack rolls against unmounted creatures smaller than its mount, can force an attack targeted at its mount to attack it instead, and when its mount is subjected to an effect that allows it to make a Dexterity saving throw for half damage, the mount instead takes no damage on a successful save and only half damage on a failed save. Actions Multiattack. The dark rider makes three lance attacks. Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, plus 19 (3d12) necrotic damage. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 19 (3d12) necrotic damage. 20


Dark Sage Dark sages are formidable spellcasters whose ultimate goal is to amass power and rule over the weak as a tyrant. It is typical for them to enter into the service of a powerful fiend or other equally nightmarish creature, if they feel it is the quickest way to meet their goals. Vessel of Deceit. Imbued with fiendish powers, dark sages should not be crossed lightly. Those who happen to find themselves indebted to a dark sage would do well to complete their task and count their blessings if they survive the fallout. However, it is more likely that they will be under the sage's thumb for much longer than originally thought. Dark Sage Medium humanoid (any race), any non-good alignment Armor Class 14 (17 with mage armor) Hit Points 143 (26d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 12 (+1) 20 (+5) 12 (+1) 11 (0) Saving Throws Int +10, Wis +6 Skills Arcana +15, Deception +5, History +15, Religion +10 Damage Immunities fire, necrotic Senses passive Perception 11 Languages Abyssal, Common, Infernal Challenge 14 (11,500 XP) Fiendish Favor (3/Day). The dark sage adds 5 (2d4) to the result of any attack roll, ability check, or saving throw it makes. Spellcasting. The dark sage is an 18th-level spellcaster. The sage's spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The sage has the following spells prepared, which it can cast without material components: Cantrips (at will): acid splash, message, poison spray,     thunderclap, true strike 1st level (4 slots): charm person, comprehend     languages, inflict wounds, mage armor, magic     missile 2nd level (3 slots): detect thoughts, enhance ability,     levitate, spiritual weapon 3rd level (3 slots): blink, fireball, protection from     energy 4th level (3 slots): banishment, dimension door,     polymorph 5th level (3 slots): commune, creation, hallow 6th level (1 slot): create undead, harm, eyebite 7th level (1 slot): crown of stars, plane shift 8th level (1 slot): earthquake, power word stun 9th level (1 slot): gate, Grimlore's calamity Actions Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. 21


Demilich Spiritcaller A lich's form lasts only as long as it feeds mortal souls to its phylactery. Liches that fail in their quest see their bones turn to dust, leaving behind only its skull. Acererak's Disciples. Like many of the liches who follow who follow the Eternal, spiritcallers believed that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secured their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. However, the souls they imprison do not merely sit idly in a soul gem waiting to be devoured. Spiritcallers continue to torment their captives long after death —it is not until their phylactery requires bolstering do they consume a soul. In the meantime, these demiliches use the conquered souls of past adventurers to thwart newcomers in kind. A vicious, and likely, never ending cycle that sustains the demilich spiritcaller in perpetuity. Undead Nature. A demilich doesn't require air, food, drink, or sleep. So great is a demilich's will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points. Demilich Spiritcaller Tiny undead, chaotic evil Armor Class 20 (natural armor) Hit Points 100 (25d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 20 (+5) 18 (+4) 21 (+5) Saving Throws Con +5, Int + 10, Wis +9, Cha + 10 Damage Resistances bludgeoning, piercing, and slashing from magic weapons Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from non magical weapons Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses truesight 120 ft., passive Perception 14 Languages None Challenge 16 (15,000 XP) Avoidance. If the demilich 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. Corrupt the Dying. As a bonus action, the demilich can choose a living humanoid with 0 hit points that it can see within 30 feet of it. That creature's soul is magically imprisoned inside one of the demilich's gems. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the demilich regains all of its hit points and manifests the creature's soul as a wraith under the demilich's control, which appears in an unoccupied space within 30 feet of the demilich. A demilich can imprison any number of creatures at a time. Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead. Turn Immunity. The demilich is immune to effects that turn undead. Actions Frightful Gaze. Ranged Spell Attack: +10 to hit, range 60 ft., up to three creatures. Hit: 21 (6d6) necrotic damage. A target must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Legendary Actions The demilich 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 demilich regains spent legendary actions at the start of its turn. Flight. The demilich flies up to half its flying speed. Restless Guardians (Costs 2 Actions). The demilich calls forth spirits of the damned, which fill a 30-foot sphere centered on it and remain until the end of the demilich's next turn. The spirits move with the demilich. Any creature of the demilich's choosing that enters the area for the first time on a turn or starts its turn there must make a DC 19 Wisdom saving throw. A frightened creature makes this save with disadvantage. On a failed save, the creature takes 3d8 necrotic damage. On a successful save, the creature takes half as much damage. Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. 22


Demon Armor In order to protect their life essence and thus their ascension into greater and more powerful forms, the most powerful demons are able to store a portion of its life essence into a demonic amulet. However, little benefit is gained by storing their life force in an inanimate object that serves no other purpose and is defenseless. Toward that end, some demonkind have devised an ingenious means of protecting themselves: by storing a portion of their essence within a construct of abyssal alloys, creating a set of demon armor. Owing to the nature of its construction, one demon can split its life essence multiple times and store it in several sets of demon armor. This mitigates the effect of having one suit destroyed and having the demon trapped in the Abyss should it invade other planes. These constructs are labor intensive to create, having been forged in the smithies of the Abyss and etched with demonic runes of power across their black metal surface. Their helmets are completely encased, with no eye slots present. In this form, they act in accordance with the commands its creator dictated, following instructions to the best of its ability but lacking independent thought. However, if the consciousness of its creator is present, its fiery essence blazes forth from within, lighting its helmet and igniting its abyssal blade. Linked Consciousness. In addition to acting as a safeguard for their form, a suit of demon armor allows a demon to project its consciousness across great distances. This allows the demon to take physical control of its armor and act as a surrogate through which it can direct its minions or even take direct action itself to assault its enemies at great distance. If destroyed however, the sundering of a portion of its life essence creates a powerful psychic whiplash against the demon that created it. This whiplash is particularly dangerous if the demon's consciousness is currently present within the construct. Demon Armor Medium construct, neutral evil Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 9 Languages understands the language of its creator but can't speak Challenge 9 (5,000 XP) Magic Resistance. The demon armor has advantage on saving throws against spells and other magical effects. Magical Weapon. The demon armor's weapon attacks are magical. Shared Consciousness. If the demon armor is destroyed, its creator suffers a psychic whiplash, taking 55 (10d10) psychic damage (or 82 psychic damage if its creator's consciousness is currently present). Additionally, its creator has disadvantage on all attack rolls and saving throws for 48 hours. Surrogate. The demon armor may be inhabited by the consciousness of its creator if it is within 50 miles of it. When acting as a surrogate, the demon armor's Intelligence, Wisdom, and Charisma ability scores become that of its creator, and its melee attacks deal additional fire damage (detailed below). Actions Multiattack. The demon armor makes two attacks with its infernal greatsword. Infernal Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the demon armor is inhabited by its creator's consciousness, its infernal greatsword deals an additional 7 (2d6) fire damage. 23


Depvir Coastal regions have historically been of great importance to emerging civilizations, as the construction of port cities and settlements allows expansion of trade and exploration. However, coastal regions are also susceptible to natural disasters such as earthquakes, tsunamis, and volcanic eruptions that can cause the disappearance of entire regions beneath the waves almost overnight. The depvir are thought to be the remnants of such a civilization that vanished due to such a natural calamity. Knowing the fate of their civilization was sealed, the members of the depvir clergy invoked the powers of their sea god, beseeching them for their survival in exchange for external service. The cost of such a pledge was high, as it altered the form and very essence of the depvir, twisting their forms into a cruel mimicry of life that would enable them to survive in their watery grave of their once glorious home. The depvir live in the ruins of once great cities deep on the ocean floor, deep beneath the waves where little sunlight can penetrate. Their large, pale eyes are well suited to sight in these depths, and they are dark grey, green, or black in color to better blend in with the silt and debris of the ocean floor. Intricate swirling patterns adorn their bodies that illuminate with a form of bioluminescence, a means to attract prey in the depths. Plundering Society. The depvir are cruel by nature, harboring a deep bitterness toward surface dwellers in particular but a loathing for other living beings as well. They are in constant conflict with merfolk and other dwellers of the shallows, raiding the coral reefs for food, slaves, and prestige. They have also been known to emerge from deep fjords and raid coastal villages or attack merchant vessels passing above their territories in the depth of night. Undead Nature. A depvir doesn't require air, food, drink, or sleep. Depvir Medium undead, chaotic evil Armor Class 12 (natural armor) Hit Points 52 (8d8 + 16) Speed 15 ft., swim 45 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 9 (-1) Saving Throws Str +4 Skills History +3, Investigation +3, Perception +2, Survival +2 Senses Darkvision 60 ft., passive Perception 12 Languages Aquan, Common, and the languages it knew in life Challenge 1/2 (100 XP) Amphibious. The depvir can breathe air and water. Cunning Action. On each of its turns, the depvir can use a bonus action to take the Dash, Disengage, or Hide action. Actions Multiattack. The depvir can use its Bioluminescence. It then makes two attacks with its claws. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bioluminescence. While in darkness, the depvir can illuminate parts of its body. Each creature of the depvir’s choice that is within 60 feet of the depvir and can see it must succeed on a DC 11 Wisdom saving throw or become enticed by pulsing patterns. An enticed creature must spend its turns trying to move as close to the depvir as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If a creature's saving throw is successful, the creature is immune to the depvir’s Bioluminescence for the next 24 hours. Reactions Flee. If a creature ends its turn within 5 feet of the depvir, the depvir can move up to half of its speed without provoking opportunity attacks. JMC 24


Priest of the Deep It was the priest caste of the depvir that originally implored their gods to save their people in return for eternal service. Their gods have also granted the priests of the deep control over the wind and water in which they live, and that which was the downfall of their civilization. The most powerful of these priests are rumored to be able to summon forth terrible storms that they send crashing forth against nearby shorelines. Sailorsbane Whereas most depvir will not willingly leave the safety of their ruins in the ocean's depths, some will venture forth under cover of darkness to plunder sailing vessels and raid coastal settlements. These raids are lightning fast and savage, giving rise to their moniker of "sailorsbane" by those few who have survived the slaughter. Depvir Deep Priest Medium undead, chaotic evil Armor Class 12 (natural armor) Hit Points 66 (12d8 + 12) Speed 15 ft., swim 45 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 8 (-1) Saving Throws Int +4, Wis +5 Skills Perception +5, Religion +4 Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 3 (700 XP) Amphibious. The depvir can breathe air and water. Spellcasting. The depvir is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The depvir of the deep has the following spells prepared: Cantrips (at will): eidolic chains, shape water,    thunderclap, toll the dead 1st level (4 slots): create or destroy water, faerie fire,    rot, thunderwave 2nd level (3 slots): darkness, howling downpour,    pass without trace 3rd level (3 slots): wall of water, thunderous bellow 4th level (3 slots): control water, ice storm 5th level (1 slot): midnight Actions Bioluminescence. While in darkness, the depvir can illuminate parts of its body. Each creature of the depvir’s choice that is within 60 feet of the depvir and can see it must succeed on a DC 13 Wisdom saving throw or become enticed by pulsing patterns. An enticed creature must spend its turns trying to move as close to the depvir as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If a creature's saving throw is successful, the creature is immune to the depvir’s Bioluminescence for the next 24 hours. Depvir Sailorsbane Medium undead, chaotic evil Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 15 ft., swim 45 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1) Saving Throws Str +5, Dex +4 Skills Athletics +5, Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 1 (200 XP) Amphibious. The depvir can breathe air and water. Innate Spellcasting. The depvir's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: prestidigitation, shape water 1/day each: blindness/deafness, darkness Spined. The depvir has a +2 bonus to its armor class (included in stats). Any creature within 5 feet of the depvir that makes a successful attack roll against it takes 2 (1d4) piercing damage from its spines. Actions Multiattack. The depvir can use its Bioluminescence. It then makes two attacks with its bone trident. Bone Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. On a successful attack role, the target must make a successful DC 14 Strength check or have its movement halved on its next turn. Bioluminescence. While in darkness, the depvir can illuminate parts of its body. Each creature of the depvir’s choice that is within 60 feet of the depvir and can see it must succeed on a DC 12 Wisdom saving throw or become enticed by pulsing patterns. An enticed creature must spend its turns trying to move as close to the depvir as it can. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If a creature's saving throw is successful, the creature is immune to the depvir’s Bioluminescence for the next 24 hours. 25


Dolus A dolus is a mischievous, deceptive spirit brought forth from the Ethereal to the Material Planes with the sole purpose of manipulating mortal beings. While other spirits may be more nefarious in nature, often seeking to kill their victims or take their revenge, a dolus sees vengeance as a waste of energy. They would rather deceive their intended targets, twisting and manipulating them as puppets on a string. While often their victims do meet a gruesome ending, the means in which they find themselves slain is often of great amusement to the dolus, who finds entertainment in mortals fumbling over themselves in selfish pursuit of mundane trivial issues such as treasure or power. As a result, a dolus will may concoct a series of outlandish traps and tasks with which to challenge their targets, each more absurd than the previous. Unlike other ethereal beings, a dolus does not shy away from contact with living entities, but engages with mortals readily and will even offer information or service in exchange for engaging conversation. To them, life and existence is simply a great joke to be played upon mortals. Once their nefarious intentions are discovered, rather than risk a confrontation a dolus will simply disappear in search of another being to manipulate and toy with. Shapeshifter. The dolus is a shapeshifter, capable of assuming any form it chooses to better interact with and manipulate its targets. They may appear as comely beings of great wisdom or mysterious otherworldly beings of great knowledge, though their truest form is unclear. Dolus Medium undead, chaotic neutral Armor Class 12 Hit Points 31 (7d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 12 (+1) 15 (+2) 18 (+4) Saving Throws Wis +4, Cha +6 Skills Deception +6, Perception +4, Persuasion +6 Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 14 Languages any languages it knew in life Challenge 1 (200 XP) Chaotic Manipulator. The dolus has advantage on Charisma (Deception, Persuasion) checks when interacting with chaotic aligned creatures. Ethereal Sight. The dolus can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The dolus can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The dolus's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: message, minor illusion, prestidigitation, thieves     ruse 3/day each: alter self, beguile, enthrall, hideous laughter,     magic mouth 1/day each: drain life, druthers, suggestion Actions Icy Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage. Etherealness. The dolus enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. 26


Dragon, Zombie Zombie dragons may also arise when the spirit of a dragon is ritualistically separated from its body, yielding an aetheric dragon as well as the empty, soulless corpse that is more easily reanimated and controlled by necromancers. A zombie dragon is devoid of any spark of intelligence, and thus obeys the commands issued by its creator. Instructions issued to a zombie dragon must therefore be relatively simple and defined, else the corpse may run amok and indiscriminately destroy anything in its path. These rotting remains vaguely retain the appearance they had in life, however in a state that no vain and proud living dragon would accept. Its scales are covered in dust, grime, and rotting flesh, its wings tattered and torn, and the dragon’s eyes glassy and unfocused despite the occasional worm seen wriggling within. Putrefied Form. Zombie dragons emanate the stench of putrefaction and decay, the scent of which lingers long after the creature has moved on from a region. As their innards rot, their bodies become bloated and decaying material may erupt from any open wounds upon the zombie dragon’s body. Nearby creatures with feeble stomachs often purge themselves due to the overwhelming stink of decaying dragon flesh. Foul Breath. While living, a dragon’s breath is one of its most fearsome weapons. However, as the organs responsible for metabolizing and creating their breath decay, the potency of their breath weapon decreases as well. Instead, their breath intermingles with a sickening stench that poisons all but the hardiest of creatures exposed to it. A Zombie Dragon’s Lair Zombie dragons inhabit regions wherever their creator dictates. An overwhelming stench of rotting flesh and offal lingers in the air, causing living creatures to become nauseous. Clouds of flies give the lair an incessant buzz, and any slain creatures quickly putrefy and bloat, potentially exploding in clouds of bone and entrails should they be disturbed. Lair Actions On initiative count 20 (losing initiative ties), the zombie dragon takes a lair action to cause one of the following effects; the zombie dragon can’t use the same effect two rounds in a row: A nearby corpse explodes, sending shards of bone and splattering gore outward in a 20-foot radius. Any creature within this radius must succeed on a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage and becoming poisoned on a failed save, or half as much damage (no poison) on a successful one. Clouds of flies take flight in a 20 foot radius centered on a point the dragon chooses within 60 feet of it. The flies obscure vision for one round, causing all attack rolls made within this radius to be made with disadvantage. A rotting pustule upon the zombie dragon’s skin bursts, sending noxious rotting blood in a 10 foot cone in a random direction. Any creatures within the cone must succeed on a DC 17 Constitution saving throw or spend their next action retching and vomiting and take 22 (5d8) poison damage and, or take half as much damage on a successful save (no spent action). Zombie Dragon Template Zombie dragons can be reanimated through the necromantic raising of a dead corpse or the separation of a dragon's essence from its body, creating an aetheric dragon and a zombie dragon. They can also be the result of a dragon's failed attempt to become a dracolich, as completing the rituals required may result in the dragon's essence perishing but its body living on in undeath. When a dragon's remains become a zombie dragon, it might have the following characteristics as the DM sees fit: Type. The zombie dragon's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep. Armor Class. The zombie dragon’s armor class is reduced by 2. Hit Dice. The zombie dragon gains 25% additional hit die. Speed. The zombie dragon’s movement speed is reduced by 10 feet. Its fly speed is reduced by 50 feet. If it had a burrow, climb, or swim speed, they are reduced to 0. Ability Scores. The zombie dragon’s Dexterity is reduced by 4 (minimum 8), and its Intelligence, Wisdom, and Charisma are reduced to half their base value (round down). Skills. The zombie dragon loses all its skill proficiencies. Damage Resistances. The zombie dragon has resistance to necrotic damage. Condition Immunities. The zombie dragon becomes immune to the following conditions: charmed, frightened, paralyzed, petrified, poisoned, stunned. Senses. The zombie dragon loses its darkvision, but gains blindsight out to 60 feet. Languages. The zombie dragon can understand the languages it knew in life, but cannot speak. New trait: Fleeting Senses. The zombie dragon has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks. New Trait: Putrefied Body. Any creature that starts its turn near a zombie dragon must succeed on a Constitution saving throw or take poison damage and must spend its action on its turn retching and reeling. The damage dealt by this feature is 1d8 per size category of the dragon (a Medium dragon wyrmling's putrefied body deals 1d8). The DC is 8 + the zombie dragon's Constitution modifier + its proficiency bonus. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. New Trait: Undead Fortitude. If damage reduces the zombie dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead. New Action: Foul Bite. Any damage dealt by the dragon's bite in addition to piercing damage changes to poison damage. If the attack is successful and the target is a creature, it must succeed on a Constitution saving throw or be poisoned until the end of the creature's next turn. New Action: Putrid Breath. The zombie dragon's breath weapon damage type changes. It now deals half of the damage type from its living dragon form, and the other half is replaced by poison damage. 27


Optional Regional Effects The region containing a zombie dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects: The land within 1 mile is barren and devoid of life other than sickly flora and fauna. Mushrooms and pest insects are common. Water sources within 1 mile of the lair are fetid and smell faintly of death and decay. Living creatures that drink such water regurgitate it within minutes. The air within 6 miles of the lair smells strongly of offal. The scent grows stronger as creatures approach the zombie dragon’s lair. Young Black Zombie Dragon Large undead, neutral evil Armor Class 16 (natural armor) Hit Points 170 (20d10 + 60) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 6 (-2) 5 (-3) 7 (-2) Saving Throws Dex +3, Con +6, Wis +0, Cha +1 Damage Resistances necrotic Damage Immunities acid Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 60 ft., passive Perception 7 Languages understands the languages it knew in life but can't speak Challenge 7 (2,900 XP) Fleeting Senses. The zombie dragon has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks. Putrefied Body. Any creature that starts its turn within 10 feet of the zombie dragon must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and must spend its action this turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. Undead Fortitude. If damage reduces the zombie dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead. Actions Multiattack. The zombie dragon makes three attacks: one with its bite and two with its claws. Foul Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Putrid Breath (Recharge 5-6). The zombie dragon exhales poisonous acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage and 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. 28


Dragons A dragon is a formidable and fearsome creature, among the most powerful beings known. While many types of these ancient beings have been described, there are additional, less common and less social subspecies that exist. The deep and plague dragons, for example, choose to dwell far from civilizations, and may interact with other beings only should it amuse them for a time. Much like their brethren, their personalities and motivations may vary, but these two subspecies in particular are vicious and unpredictable, known for their elaborate schemes, traps, and ability to manipulate and toy with other beings. Dragons in Undeath Only mighty and brave beings can hope to slay a dragon. Perhaps one of the only things a dragon may fear is being controlled, and that is precisely the aim of some of the most powerful practitioners of necromantic magics - to raise the corpse or spirit of a dragon and bend it to their will. Unlike dracoliches, which are dragons that have willingly arisen into undeath of their own free will in the hopes of achieving immortality, an undead dragon is reanimated neither their knowledge nor consent through lengthy rituals and potent incantations uttered by a necromancer. Undead dragons are often slaves to their master's will, at times only shells of their former magnificence. Bone and frozen dragons, for example, are little more than mindless killing machines that obey their creator's commands though some remnants of personality may be retained. Unless kept firmly in check by their creators, an undead dragon may rampage out of control - should its master be slain, an undead dragon may indiscriminately slay any if it comes across. Over time, their personalities may even begin to return, or an undead dragon may start to develop its own sense of self should it survive long enough to do so. Twisted Egos. In some cases where a dragon's spirit is retained, such as when an aetheric dragon is created, over time their personality becomes twisted in undeath. While initially they are held in check by potent enchantments, over time their senses return, along with an understanding of precisely the curse that has befallen them. Raging against those who have twisted their spirits into an unholy likeness of their former selves, their fury and desire for vengeance often leads them into despair and madness. While many sentient undead creatures may seek to end their undeath with true release, undead dragons covet their lives however miserable they may be, and use their desire for revenge as a twisted justification for their own continued existence and even as a rationale to inflict suffering on other beings. Undead Appetite. As with all undead creatures, an undead dragon requires neither food, drink, nor air to survive. Even knowing this does not stop an undead dragon from partaking, clinging to the memory of those simple pleasures of the living. Undead dragons do not grow, but remain at the same size they were when slain and reanimated. They are shunned by others of their kind, who will seek to exterminate these abominations on sight. 29


Aetheric Dragons The aetheric dragon is raised from the body of a freshly slain dragon corpse in a necromantic ritual that separates the spirit of the dragon from its body. The ritual is long and complex, owing to the intricacies involved in separating spirit from flesh while preventing its energies from dissipating into the nether, while also placing enchantments and beguilements upon both spirit and flesh. When completed, the result is a ghostly apparition that retains some of the sentience of the dragon, albeit bound and restrained by the myriad of spells placed upon its consciousness, and the physical remains of the dragon, which manifests as a rotting, fetid corpse. The aetheric dragon resembles its living chromatic form at a base level, yet the self-image of and personality is reflected in the apparition as well. Aetheric dragons born of a chromatic corpse tend to have pronounced teeth and jaws, additional bony projections on their skulls, and burning, vicious ghostly eyes. Aetheric dragons raised from a metallic corpse tend to be regal in their bearing, their faces noble and their eyes tortured in undeath. Regained Consciousness. While the mind of an aetheric dragon may be bound by the enchantments woven into its mind when it's spirit was separated from its body, once the enchantments are broke through the death of the necromancer who created it or the sheer force of will of the dragon's spirit, the aetheric dragon regains its consciousness. Often the first action of a self-aware aetheric dragon is to wreak havoc upon the being that created it. The aetheric dragon regains its base personality it has in life, but is also much more sinister if raised from a chromatic dragon, or more prone to self-reflection and introspection if raised from a metallic dragon. Ethereal State. In their newfound state the aetheric dragon is able to phase in and out of the material plane and are able to interact with the physical world, or at times enter an ethereal state that allows it to pass through solid objects. Ghost Breath. The exhalations the aetheric dragon was capable of exuding in life have faded in undeath, to be replaced by a chilling gust of wind upon which the voices of the dead may be heard. Creatures affected by the breath of an aetheric dragon are often driven mad with horror. Undead Nature. An aetheric dragon doesn't require air, food, drink, or sleep. An Aetheric Dragon's Lair Aetheric dragons dwell in regions they would have in life, often their own former lairs if they yet exist. If the dragon's lair has been plundered the aetheric dragon will seek to reclaim every last piece of treasure they had accumulated. At times, if the memory of the aetheric dragon's former self is lost forever, they will seek out a new lair, often in more isolated and desolate areas. The region in which an aetheric dragon's lair is found is unnaturally still and peaceful, but for a continuing sense of trepidation that grows as one approaches its lair. Lair Actions On an initiative count 20 (losing initiative ties), the aetheric dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A thick cloud of cold fog descends upon an area 120 feet in radius. Within the fog cloud sight is limited to 15 feet, and each turn a creature remains within the fog it must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. 1d12 phantasmal apparitions appear (movement 30 feet., AC 15, 1 hit point, immune to non-magical weapons) that attack nearby living creatures (+4 to hit, deals 6 (1d12) psychic damage). If struck they dissipate. The tolling of iron bells is heard within an area 120 feet in radius. All creatures within the area must succeed on a DC 17 Wisdom saving throw or take 13 (3d8) psychic damage, or half as much damage on a successful save. If a creature fails its save it is also frightened for 1 turn. Regional Effects The region containing an ancient aetheric dragon's lair is influenced by the presence of the aetheric dragon, which creates one of more of the following effects: The land within 6 miles of the lair is foggy and cold weather conditions prevail. Vegetation growth is notably stunted. Trees and other large vegetation is sickly and twisted in appearance. There is an absence of wildlife, and the area is still and silent except for the buzz of insects. There are an unusual number of will-o'-wisps that inhabit the region. 30


Ancient Aetheric Dragon Gargantuan undead, any alignment Armor Class 21 (natural armor) Hit Points 297 (18d20 + 108) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 22 (+6) 16 (+3) 17 (+3) 15 (+2) Saving Throws Dex +12, Con +13, Int +10, Wis +10 Skills History +10, Perception +10, Stealth +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic, and the languages it knew in life Challenge 22 (41,000 XP) Ethereal Sight. The aetheric dragon can see 120 feet into the Ethereal Plane while it is on the Material Plane, and vice versa Incorporeal Movement. The aetheric dragon can move through other creatures and objects as if they were difficult terrain. It takes 21 (2d20) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the aetheric dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aetheric dragon can use its Chilling Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d8 +5) piercing damage plus 7 (2d6) cold damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 +5) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 14 (2d8 +5) bludgeoning damage. Chilling Presence. Each creature of the aetheric dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or make any attack rolls or saving throws with disadvantage for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Chilling Presence for the next 24 hours. Ghost Breath (Recharge 5-6). The aetheric dragon exhales its ghost breath in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Wisdom saving throw, taking 16 (3d10) psychic damage and is frightened for 1 turn on a failed save. On a successful save, the target takes half as much damage and isn't frightened. Legendary Actions The aetheric 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. The aetheric dragon regains spent legendary actions at the start of its turn. Detect. The aetheric dragon makes a Wisdom (Perception) check. Tail Attack. The aetheric dragon makes a tail attack. Become Ethereal (Costs 2 Actions). The aetheric dragon becomes ethereal for a brief time. For the remainder of the round any melee or ranged attacks made against the aetheric dragon are made with disadvantage. Wing Attack (Costs 2 Actions). The aetheric dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage and be knocked prone. The aetheric dragon can then fly up to half its flying speed. 31


Adult Aetheric Dragon Huge undead, any alignment Armor Class 18 (natural armor) Hit Points 147 (14d12 + 56) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 19 (+4) 14 (+2) 16 (+3) 13 (+1) Saving Throws Dex +10, Con +9, Int +7, Wis +8 Skills History +7, Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic, and the languages it knew in life Challenge 15 (13,000 XP) Ethereal Sight. The aetheric dragon can see 120 feet into the Ethereal Plane while it is on the Material Plane, and vice versa Incorporeal Movement. The aetheric dragon can move through other creatures and objects as if they were difficult terrain. It takes 21 (2d20) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the aetheric dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aetheric dragon can use its Chilling Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 +4) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 +4) bludgeoning damage. Chilling Presence. Each creature of the aetheric dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or make any attack rolls or saving throws with disadvantage for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Chilling Presence for the next 24 hours. Ghost Breath (Recharge 5-6). The aetheric dragon exhales its ghost breath in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Wisdom saving throw, taking 11 (2d10) psychic damage and is frightened for 1 turn on a failed save. On a successful save, the target takes half as much damage and isn't frightened. Legendary Actions The aetheric 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. The aetheric dragon regains spent legendary actions at the start of its turn. Detect. The aetheric dragon makes a Wisdom (Perception) check. Tail Attack. The aetheric dragon makes a tail attack. Become Ethereal (Costs 2 Actions). The aetheric dragon becomes ethereal for a brief time. For the remainder of the round any melee or ranged attacks made against the aetheric dragon are made with disadvantage. Wing Attack (Costs 2 Actions). The aetheric dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The aetheric dragon can then fly up to half its flying speed. 32


Young Aetheric Dragon Large undead, any alignment Armor Class 17 (natural armor) Hit Points 110 (13d10 + 39) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 11 (+0) Saving Throws Dex +8, Con +6, Int +4, Wis +5 Skills History +4, Perception +5, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Common, Draconic, and the languages it knew in life Challenge 8 (3,900 XP) Ethereal Sight. The aetheric dragon can see 120 feet into the Ethereal Plane while it is on the Material Plane, and vice versa Incorporeal Movement. The aetheric dragon can move through other creatures and objects as if they were difficult terrain. It takes 21 (2d20) force damage if it ends its turn inside an object. Actions Multiattack. The aetheric dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 +3) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage. Ghost Breath (Recharge 5-6). The aetheric dragon exhales its ghost breath in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 15 Wisdom saving throw, taking 5 (1d10) psychic damage and is frightened for 1 turn on a failed save. On a successful save, the target takes half as much damage and isn't frightened. Aetheric Dragon Wyrmling Medium undead, any alignment Armor Class 16 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Saving Throws Dex +5, Con +3, Int +2, Wis +3 Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic, and the languages it knew in life Challenge 2 (450 XP) Ethereal Sight. The aetheric dragon can see 120 feet into the Ethereal Plane while it is on the Material Plane, and vice versa Incorporeal Movement. The aetheric dragon can move through other creatures and objects as if they were difficult terrain. It takes 21 (2d20) force damage if it ends its turn inside an object. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 +2) piercing damage plus 2 (1d4) cold damage. 33


Bone Dragons Bone Dragons are the animated remains of those that died long ago, whether naturally or in battle, and whose flesh and spirits have long since decayed and left. The sheer size and complexity of animating a dragon skeleton is much more difficult than raising smaller humanoids, although since the spirit of the dragon has left the necromancer does not need to contend with binding its spirit to the necromancer's will. Residual Intelligence. Bone dragons lack any memory of or connection to their past lives. They possess a rudimentary intelligence that allows them to discern friend from foe, and have a basic level of decision making and problem solving common to other undead creatures. As long as the necromancer that created them still lives, the bone dragon is completely obedient to its master, though due to its size and power they often have to be physically controlled or restrained. Flightless, Sightless, and Breathless. With their flesh and membrane from their wings long since decayed away, bone dragons are incapable of flight. Rather they stalk through their master's domain or are bound physically or magically to areas determined by their creator, heavy ponderous footsteps often heard and felt by nearby creatures. Their eyes have long since rotted away, replaced by reddish pinpoints of light located deep within its hollow eye sockets. Whatever breath they were capable of exhaling in life has long since disappeared, as their organs and other physiology required have also decayed away. Creatures of Habit. Although bone dragons have no retained memories, they still keep many of their draconic habits. If their master is slain or for some reason relinquishes control over their subject, the bone dragon will seek out and create its own lair and trove. Owing to its inability to fly, the territory of a bone dragon is much smaller than living or other sentient undead dragons. However, bone dragons are overwhelmingly driven to slay living creatures, and will do so relentlessly and without regard for their physical state. Undead Nature. A bone dragon doesn't require air, food, drink, or sleep. A Bone Dragon's Lair The lair of a bone dragon tends to be minimal in nature, without displays of power that other dragons might choose. Any horde is haphazardly strewn about rather than having choice trophy items displayed for admiration, and there are no signs of a dragon's pride and ego. The horde of a bone dragon is minimal if it exists at all, and often a thick layer of dust is found covering corners of the lair that is not habitually trodden. The region containing a bone dragon's lair is often devoid of any living being, trees splintered and the skeletal remains of any creature foolish enough to approach the bone dragon's range left behind rather than carried off to its lair for a potential meal. Lair Actions On an initiative count 20 (losing initiative ties), the bone dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A cloud of dust arises from the lair floor 60 feet in radius. Creatures within the dust cloud must succeed on a DC 15 Constitution saving throw or be blinded. The dust cloud settles after 1 round. 1d12 skeletons arise from the earth within 120 feet and attack any living creatures. A cyclone of bone shards whips about in a 90-foot radius. Creatures within the area must succeed on a DC 15 Dexterity saving throw, taking 12 (5d4) piercing damage on a failed save or half as much damage on a successful one. Regional Effects The region containing an ancient bone dragon's lair is influenced by the presence of the bone dragon, which creates one or more of the following effects: Trees within 2 miles of the lair are petrified. Skeletons of humanoid creatures within 2 miles reanimate and attack any nearby living creature or wander about aimlessly until they encounter a living creature. Gusts of wind blow blinding dust in random directions. For every 5 minutes within a 2 mile radius of the bone dragon's lair, a roll of 1 on a 1d8 causes a gust of dust. Creatures must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) piercing damage and be blinded for 5 minutes. 34


Ancient Bone Dragon Gargantuan undead, neutral evil Armor Class 18 (natural armor) Hit Points 264 (16d20 + 96) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 18 (+4) 22 (+6) 6 (-2) 8 (-1) 16 (+3) Saving Throws Str +13, Con +12 Skills Athletics +13 Damage Vulnerabilities radiant; bludgeoning from magical weapons Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 120 ft., passive Perception 9 Languages - Challenge 18 (20,000 XP) Legendary Resistance (3/Day). If the bone dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The bone dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 +7) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 +7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 14 (2d6 +7) bludgeoning damage. Legendary Actions. The bone 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. The bone dragon regains spent legendary actions at the start of its turn. Tail Attack. The bone dragon makes a tail attack. Tail Slash (Costs 2 Actions). The bone dragon slashes its tail in a quadrant 20 feet in radius. Each creature in that area must make a successful DC 19 Dexterity save, taking 20 (3d8 +7) bludgeoning damage and being knocked prone on a failed save, or taking half as much damage on a successful one. Impale (Costs 3 Actions.) The bone dragon rears on its hind legs and drives forward in an attempt to impale a single target on its sharpened bone pinions. The target must make a successful DC 20 Dexterity saving throw to avoid the attack, taking 45 (7d10 + 7) piercing damage on a failed save. Adult Bone Dragon Huge undead, neutral evil Armor Class 16 (natural armor) Hit Points 152 (16d12 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 17 (+3) 6 (-2) 8 (-1) 12 (+1) Saving Throws Str +9, Con +7 Skills Athletics +9 Damage Vulnerabilities radiant; bludgeoning from magical weapons Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 120 ft., passive Perception 9 Languages - Challenge 12 (8,400 XP) Legendary Resistance (3/Day). If the bone dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The bone dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 +5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 +5) bludgeoning damage. Legendary Actions. The bone 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. The bone dragon regains spent legendary actions at the start of its turn. Move. The bone dragon moves up to half of its movement speed. Tail Attack. The bone dragon makes a tail attack. Tail Slash (Costs 2 Actions). The bone dragon slashes its tail in a quadrant 15 feet in radius. Each creature in that area must make a successful DC 16 Dexterity save, taking 15 (3d6 +5) bludgeoning damage and being knocked prone on a failed save, or taking half as much damage on a successful one. 35


Young Bone Dragon Large undead, neutral evil Armor Class 15 (natural armor) Hit Points 120 (16d10 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 9 (-1) Saving Throws Str +7, Con +5 Skills Athletics +7 Damage Vulnerabilities radiant; bludgeoning Damage Resistances piercing and slashing Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 60 ft., passive Perception 9 Languages - Challenge 6 (2,300 XP) Actions Multiattack. The bone dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 +4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) slashing damage. Bone Dragon Wyrmling Medium undead, neutral evil Armor Class 13 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 8 (-1) Saving Throws Str +4, Con +4 Skills Athletics +4 Damage Vulnerabilities radiant; bludgeoning Damage Resistances piercing and slashing Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 45 ft., passive Perception 9 Languages - Challenge 3 (700 XP) Actions Multiattack. The bone dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 +2) piercing damage.    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,       one target. Hit: 7 (2d4 +2) slashing damage. 36


Deep Dragons The self-proclaimed rulers of all dragonkind, the arrogant and vain deep dragons, also known as purple dragons, are one of the most powerful beings known. Found within the depths of the Underdark where few beings have explored, deep dragons range in color from deep amethyst that cast faint glints of light to an almost midnight black. Their eyes burn as would embers of a searing forge, and sharpened curved spikes line their sinuous flexible backs. Curious explorers by nature, deep dragons constantly explore the many caverns and grottos of their underground homes. In their desire to dominate and manipulate other beings they may range great distances from their lairs for many days or even weeks at a time. Their movements are graceful and deliberate as they maneuver through potentially narrow passageways. Like all dragons, deep dragons covet treasure, though they tend to favour rarities and unique artifacts they gather on their travels. In their trove they may hide seemingly less valuable objects used in navigation and exploration, such as cartographers tools, sextants, maps, and the like. Being fascinated with exploration, they may even collect ancient scrolls and murals depicting ancient civilizations or lost cities. Due to their endless curiosity, deep dragons tend to be among the most intelligent of all dragonkind. Self-proclaimed Dragonlords. The combination of a deep dragon’s deep intellect, burning curiosity, and arrogance find it seeking to demonstrate its superiority over others, particularly those of dragonkind. Cunning and manipulative, a deep dragon may choose to subjugate those it deems lesser beings for either their own amusement or to amass a number of minions to cater to their never-ending need to satisfy their ego. When they emerge from their subterranean homes, deep dragons may seek to demonstrate their superiority by picking battles with other dragons, or on a whim may seek to annihilate kingdoms simply for their own satisfaction. Night Hunters. Deep dragons prefer to hunt their prey deep in underground caverns they have long explored and memorized. For their own amusement they may toy with their prey, setting elaborate traps and lures before eventually tiring of their sport and dispatching their exhausted quarry. Cunning Tacticians. Due to their constant thirst for knowledge and exploration, deep dragons are keen tacticians and will choose the time, place, and nature of combat to suit their strengths and minimize any chances of harm. As such, should they venture into the world above, they will only do so in the depths of night. A deep dragon’s ego will never allow it to shy away from a fight nor surrender, though a “strategic retreat” may be called for in dire circumstances. They will often study their intended targets through magical means, or stalk them until a time of their choosing. Being swift learners, a fruitless attack may result in a retreat but they will never make the same mistake twice. A Deep Dragon’s Lair A deep dragon spends much of its time exploring, thus its trove may seem more minimal compared to other dragons. However, what it lacks in gold, the deep dragon’s trove more than makes up for in rare, high quality artifacts. Its subterranean cave will be a comfortable, but with numerous hidden entrances and exits, the better to catch any creatures stupid or bold enough to approach unaware. Sometimes gone exploring for weeks, deep dragons may protect their lairs using any manner of traps. At times they may simply move their most coveted items to a new location closer to the frontiers of unexplored territory. Lair Actions On initiative count 20 (losing initiative ties), the deep dragon takes a lair action to cause one of the following effects; the deep dragon can’t use the same effect two rounds in a row: Ebon magical darkness flows from a point of the deep dragon’s choosing within 120 feet of it. The darkness is 30 feet in radius, and creatures cannot see through it even with darkvision. The darkness cannot be illuminated by nonmagical light sources, and any magical light sources are dimmed: bright light becomes dim, sunlight becomes bright. A creature of the deep dragon’s choosing must succeed on a DC 17 Wisdom saving throw or be encased in a 5-footsquare transparent force energy cage. The force cage has AC 10, 30 hit points, and is resistant to nonmagical damage. Any sound within the force wall is silenced, and magic spells cast within fail. The force cage dissipates at the beginning of the deep dragon’s next turn. The deep dragon creates a wall of force energy within 120 feet that it can see. The wall can be up to 30 feet long, 20 feet high, has an AC 10 and 30 hit points. When the wall appears, any creature in the space where the wall appears is randomly pushed to one side of the wall, taking 5 (1d10) force damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary deep dragon's lair is warped from the dragon's magic, which creates one or more of the following effects: Any creature within 1 mile of the deep dragon’s lair becomes more arrogant and conceited. Affected creatures have advantage on Charisma (Intimidation, Performance) checks but disadvantage on Charisma (Deception, Persuasion) checks. Invisible walls of force (AC 10, 15 hit points, resistant to nonmagical damage) up to 10 feet long by 10 feet high may block areas within 1 mile of the deep dragon’s lair. Up to 6 force walls may be present. The deep dragon may communicate telepathically with any creature within 6 miles of its lairs, provided the deep dragon is aware of that creature's presence. The deep dragon may make up to 3 telepathic attacks per day if linked to a creature. The creature must succeed on a DC 17 Intelligence saving throw, taking 11 (2d10) psychic damage and expending a random spell slot on a failed save. 38


Ancient Deep Dragon Gargantuan dragon, chaotic evil Armor Class 22 (natural armor) Hit Points 402 (23d20 + 161) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 28 (+9) 17 (+3) 25 (+7) 18 (+4) 17 (+3) 20 (+5) Saving Throws Str +16, Dex +10, Int +11, Cha +12 Skills Deception +12, Intimidation +12, Investigation +11, Perception +10, Stealth +10 Damage Immunities acid Damage Resistances psychic Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic Challenge 24 (62,000 XP) Amphibious. The deep dragon can breathe air and water. Legendary Resistance (3/Day). If the deep dragon fails a saving throw, it can choose to succeed instead. Shadowmeld. When in dim light or darkness, the deep dragon has advantage on Dexterity (Stealth) checks. Tunnel Navigator. The deep dragon has advantage on Wisdom (Perception) checks requiring hearing or sight when within 6 miles of its lair. Actions Multiattack. The deep dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the deep dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Force Breath (Recharge 5-6). The deep dragon's breath weapon can be used in one of three ways: The deep dragon exhales a 90-foot-cone of force energy. Each creature within that area must make a DC 23 Dexterity saving throw, taking 77 (22d6) force damage on a failed save, or half as much on a successful one. The creature is pushed 15 feet away in the direction of the force breath. The deep dragon focuses its breath in a straight line 120 feet long and 5 feet wide. A creature within this line must make a DC 23 Dexterity saving throw, taking 105 (30d6) force damage on a failed save, or half as much on a successful one. The creature is pushed 20 feet away in the direction of the force breath. Any creature within the same line takes half as much damage and is pushed back half the distance. If the force breath strikes a solid object within 60 feet of its origin such as a stone wall, that object has a 50% chance of collapsing. The deep dragon emits a burst of psychic energy. Each creature within a 60-foot radius of the dragon must make a DC 19 Wisdom saving throw, taking 45 (13d6) psychic damage and on a failed save, or half as much on a successful one. Creatures that fail their saving throw cannot cast magical spells on their next turn. Legendary Actions The deep 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. The dragon regains spent legendary actions at the start of its turn. Detect. The deep dragon makes a Wisdom (Perception) check. Tail Attack. The deep dragon makes a tail attack. Wing Attack (Costs 2 Actions). The deep dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 39


Adult Deep Dragon Huge dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 21 (+5) 17 (+3) 16 (+3) 18 (+4) Saving Throws Str +13, Dex +9, Int +9, Cha +10 Skills Deception +10, Intimidation +10, Investigation +9, Perception +9, Stealth +9 Damage Immunities acid Damage Resistances psychic Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic Challenge 19 (22,000 XP) Amphibious. The deep dragon can breathe air and water. Legendary Resistance (3/Day). If the deep dragon fails a saving throw, it can choose to succeed instead. Shadowmeld. When in dim light or darkness, the deep dragon has advantage on Dexterity (Stealth) checks. Tunnel Navigator. The deep dragon has advantage on Wisdom (Perception) checks requiring hearing or sight when within 3 miles of its lair. Actions Multiattack. The deep dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the deep dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Force Breath (Recharge 5-6). The deep dragon's breath weapon can be used in one of two ways: The deep dragon exhales a 60-foot-cone of force energy. Each creature within that area must make a DC 19 Dexterity saving throw, taking 59 (17d6) force damage on a failed save, or half as much on a successful one. The creature is pushed 10 feet away in the direction of the force breath. The deep dragon emits a burst of psychic energy. Each creature within a 60-foot radius of the dragon must make a DC 16 Wisdom saving throw, taking 24 (7d6) psychic damage and on a failed save, or half as much on a successful one. Creatures that fail their saving throw cannot cast magical spells on their next turn. Legendary Actions The deep 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. The dragon regains spent legendary actions at the start of its turn. Detect. The deep dragon makes a Wisdom (Perception) check. Tail Attack. The deep dragon makes a tail attack. Wing Attack (Costs 2 Actions). The deep dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 40


Young Deep Dragon Large dragon, chaotic evil Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 17 (+3) 16 (+3) 16 (+3) 16 (+3) Saving Throws Str +9, Dex +7, Int +7, Cha +7 Skills Deception +7, Intimidation +7, Investigation +7, Perception +7, Stealth +7 Damage Immunities acid Damage Resistances psychic Condition Immunities charmed Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 9 (5,000 XP) Amphibious. The deep dragon can breathe air and water. Shadowmeld. When in dim light or darkness, the deep dragon has advantage on Dexterity (Stealth) checks. Actions Multiattack. The deep dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Force Breath (Recharge 5-6). The deep dragon's breath weapon can be used in one of two ways: The deep dragon exhales a 30-foot-cone of force energy. Each creature within that area must make a DC 16 Dexterity saving throw, taking 38 (11d6) force damage on a failed save, or half as much on a successful one. The creature is pushed 5 feet away in the direction of the force breath. The deep dragon emits a burst of psychic energy. Each creature within a 30-foot radius of the dragon must make a DC 14 Wisdom saving throw, taking 17 (5d6) psychic damage and on a failed save, or half as much on a successful one. Deep Dragon Wyrmling Medium dragon, chaotic evil Armor Class 17 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 15 (+2) 14 (+2) 14 (+2) Saving Throws Str +5, Dex +4, Int +4, Cha +4 Skills Deception +4, Investigation +4, Perception +4, Stealth +4 Damage Immunities acid Damage Resistances psychic Condition Immunities charmed Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 3 (700 XP) Amphibious. The deep dragon can breathe air and water. Shadowmeld. When in dim light or darkness, the deep dragon has advantage on Dexterity (Stealth) checks. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage. Force Breath (Recharge 5-6). The deep dragon exhales a 15-foot-cone of force energy. Each creature within that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a successful one. The creature is pushed 5 feet away in the direction of the force breath. 41


Frozen Dragons The reclusive and enigmatic frozen dragon are perhaps the rarest of all dragon species, likely owing to the location of their lairs. Similar to a white dragon, the frozen dragon has scales that range from pure white to light gray in color that appear to darken in larger creatures. The most distinguishable characteristic of a frozen dragon —should a creature get close enough to it, are its pale blue eyes the color of frozen sea ice, with pupils that neither respond to light nor possess any spark of awareness. Frozen dragons are solitary and avoid contact with any other beings. They have not been known to engage with others, even those of dragonkind, except to slay those who approach its domain, and there are no reports of any direct communication or negotiation with frozen dragons. Legends of northern civilizations possess fleeting references to dragon boneyards far in the north, where some dragons were rumored to perish. The fact that these solitary dragons have never been reported to engage in conversation or negotiation with other beings, even with others of dragonkind, has led to rumors that frozen dragons are either enthralled or undead, perhaps in service to some unknown deity. Savage. Frozen dragons are unmatched in their ferocity and demonstrate no regard for their own well-being. They will attack any creature they come across and even faced with death will never retreat. They do not demonstrate any complex level of thought that other dragons will, such as scheming, setting traps, or engaging with other beings. Despite their savagery, they appear to have well-defined ranges, and they have never been known to travel beyond their territory. Should any humanoid settlements be set up within their territories, a frozen dragon will raze structures to the ground and indiscriminately slay any within. Puzzlingly, while other dragons may hunt and eat other prey, none have observed a frozen dragon feeding, lending credence to the suggestion they may be undead. Unusual Blood. Few frozen dragon specimens have been examined. Those few carcasses that have been studied are the remains of those frozen dragons defeated by mighty beings. While anatomically similar to other dragons, when their hides are opened they do not bleed, but rather some sort of icy fluid serves the same purpose. This unusual substance defies classification, though it immediately draws heat into it and instantly freezes anything it comes into contact with. Undead Nature. A frozen dragon doesn't require air, food, drink, or sleep. Frozen Dragon Blood. A vial of frozen dragon blood may be thrown (treated as a ranged weapon attack, range 60 ft.). On contact, any creature takes 22 (5d8) cold damage (no saving throw) and must succeed on a DC 17 Constitution saving throw or have its movement speed reduced 50% and make attack rolls and saving throws with disadvantage for two rounds. A Frozen Dragon’s Lair Frozen dragon lairs are found in desolate and isolated northern arctic regions. They may be carved deep into glaciers or on steep cliffs on the windward face of steep mountains, or in otherwise inaccessible areas. The lair itself is devoid of treasure, carcasses, or other features that denote a dragon’s cave. However, deep score marks caused by the frozen dragon’s claws are present in the ice or stone of its lair. A legendary frozen dragon’s lair is surrounded by howling fierce winds that change direction at random, freezing any illprepared creatures. Long icicles dangle precariously from cave or glacier lair ceilings that may fall if a loud noise of the correct frequency sounds, and the region surrounding the frozen dragons lair is prone to avalanches if in a mountainous area. Lair Actions On initiative count 20 (losing initiative ties), the frozen dragon takes a lair action to cause one of the following effects; the frozen dragon can’t use the same effect two rounds in a row: Icicles from the ceiling of its lair within 120 feet of the frozen dragon that it can see collapse downward in a 10 foot radius. Any creature below must succeed on a DC 15 Dexterity saving throw to leap clear, taking 13 (3d8) piercing damage plus 9 (2d8) cold damage. A blast of icy air howls through the lair in a 30-foot radius. Each creature within the affected area must make a DC 12 Constitution saving throw, taking 7 (2d6) cold damage and suffering one level of exhaustion on a failed save, or half as much damage on a successful one. A slain creature within the frozen dragon's lair is raised as a wight and attacks any random living creature it can see. If no corpses are present in the lair, 1d6 ice mephits are summoned under the frozen dragon's control. Regional Effects The region containing a legendary frozen dragon's lair is warped the dragon's magic, which creates one or more of the following effects: Howling winds ceaselessly blast the area from all directions within 3 miles of the frozen dragon's lair. Due to the howling winds and swirling snow, creatures may become lost. Any tracks in the snow are hidden within 10 minutes. A creature within 1 mile of the frozen dragon's lair must make a DC 12 Constitution saving throw every two hours or take 4 (1d8) cold damage and suffer one level of exhaustion. The land within 6 miles of a frozen dragon's lair is barren, frigid, and devoid of life. The area is seemingly permanently clouded over, and lighting is dim. 42


Ancient Frozen Dragon Gargantuan undead, neutral evil Armor Class 21 (natural armor) Hit Points 388 (21d20 + 168) Speed 40 ft., burrow 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 26 (+8) 10 (+0) 12 (+1) 18 (+4) Saving Throws Str +16, Con +15 Skills Athletics +16, Perception +8, Survival +8 Damage Immunities cold Damage Resistances acid, necrotic Damage Vulnerability fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, Senses blindsight 60 ft, darkvision 120 ft., passive Perception 18 Languages - Challenge 24 (62,000 XP) Frozen Blood. If the frozen dragon takes piercing or slashing damage from a melee attack, the creature that dealt the damage must succeed on a DC 19 Dexterity saving throw or take 7 (2d6) cold damage. If the creature fails its save, on its next turn it can only move 50% of its movement speed. Legendary Resistance (3/Day). If the frozen dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The frozen dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The frozen dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 13 (3d8) cold damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 3 (1d6) cold damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the frozen dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Frozen Breath (Recharge 5-6). The frozen dragon's breath weapon can be used in one of two ways: The frozen dragon exhales a blast of frigid air in a 90- foot-cone. Each creature within that area must make a DC 21 Constitution saving throw, taking 58 (13d8) cold damage and suffering one level of exhaustion on a failed save, or half as much damage on a successful one (no exhaustion). The frozen dragon focuses its breath against a single target within 60 feet of it. That target must make a DC 22 Constitution saving throw, taking 81 (18d8) cold damage and is encased in ice (incapacitated and restrained). The creature may be freed from a block of ice (AC 5, 20 hit points, vulnerable to fire damage), but the encased creature takes half as much damage dealt to the block of ice. Legendary Actions The frozen 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. The dragon regains spent legendary actions at the start of its turn. Detect. The frozen dragon makes a Wisdom (Perception) check. Tail Attack. The frozen dragon makes a tail attack. Wing Attack (Costs 2 Actions). The frozen dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage plus 9 (2d8) cold damage and be knocked prone. The dragon can then fly up to half its flying speed. 43


Adult Frozen Dragon Huge undead, neutral evil Armor Class 18 (natural armor) Hit Points 212 (17d12 + 102) Speed 40 ft., burrow 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 22 (+6) 8 (-1) 10 (+0) 16 (+3) Saving Throws Str +10, Con +11 Skills Athletics +10, Perception +5, Survival +5 Damage Immunities cold Damage Resistances acid, necrotic Damage Vulnerability fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, Senses blindsight 60 ft, darkvision 120 ft., passive Perception 15 Languages - Challenge 16 (15,000 XP) Frozen Blood. If the frozen dragon takes piercing or slashing damage from a melee attack, the creature that dealt the damage must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) cold damage. Legendary Resistance (2/Day). If the frozen dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The frozen dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The frozen dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Frightful Presence. Each creature of the frozen dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Frozen Breath (Recharge 5-6). The frozen dragon's breath weapon can be used in one of two ways: The frozen dragon exhales a blast of frigid air in a 60 foot cone. Each creature within that area must make a DC 19 Constitution saving throw, taking 40 (9d8) cold damage and suffering one level of exhaustion on a failed save, or half as much damage on a successful one (no exhaustion). The frozen dragon focuses its breath against a single target within 60 feet of it. That target must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage and is encased in ice (incapacitated and restrained). The creature may be freed from a block of ice (AC 5, 10 hit points, vulnerable to fire damage), but the encased creature takes half as much damage dealt to the block of ice. Legendary Actions The frozen 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. The dragon regains spent legendary actions at the start of its turn. Detect. The frozen dragon makes a Wisdom (Perception) check. Tail Attack. The frozen dragon makes a tail attack. Wing Attack (Costs 2 Actions). The frozen dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage plus 4 (1d8) cold damage and be knocked prone. The dragon can then fly up to half its flying speed. 44


Young Frozen Dragon Large undead, neutral evil Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., burrow 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 14 (+2) Saving Throws Str +8, Con +7 Skills Athletics +8, Perception +2, Survival +2 Damage Immunities cold Damage Resistances acid, necrotic Damage Vulnerability fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, Senses blindsight 30 ft, darkvision 120 ft., passive Perception 12 Languages - Challenge 8 (3,900 XP) Frozen Blood. If the frozen dragon takes piercing or slashing damage from a melee attack, the creature that dealt the damage must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) cold damage. Legendary Resistance (1/Day). If the frozen dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The frozen dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage. Frozen Breath (Recharge 5-6). The frozen dragon's breath weapon can be used in one of two ways: The frozen dragon exhales a blast of frigid air in a 30 foot cone. Each creature within that area must make a DC 17 Constitution saving throw, taking 27 (6d8) cold damage and suffering one level of exhaustion on a failed save, or half as much damage on a successful one (no exhaustion). The frozen dragon focuses its breath against a single target within 30 feet of it. That target must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage and is encased in ice (incapacitated and restrained). The creature may be freed from a block of ice (AC 5, 7 hit points, vulnerable to fire damage), but the encased creature takes half as much damage dealt to the block of ice. Frozen Dragon Wyrmling Medium undead, neutral evil Armor Class 16 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 5 (-3) 6 (-2) 11 (+0) Saving Throws Str +5, Con +4 Skills Athletics +5 Damage Immunities cold Damage Resistances acid, necrotic Damage Vulnerability fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, Senses blindsight 30 ft, darkvision 60 ft., passive Perception 8 Languages - Challenge 3 (700 XP) Frozen Blood. If the frozen dragon takes piercing or slashing damage from a melee attack, the creature that dealt the damage must succeed on a DC 13 Dexterity saving throw or take 2 (1d4) cold damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. Frozen Breath (Recharge 5-6). The frozen dragon's breath weapon can be used in one of two ways: The frozen dragon exhales a blast of frigid air in a 15 foot cone. Each creature within that area must make a DC 15 Constitution saving throw, taking 18 (4d8) cold damage and suffering one level of exhaustion on a failed save, or half as much damage on a successful one (no exhaustion). The frozen dragon focuses its breath against a single target within 15 feet of it. That target must make a DC 11 Constitution saving throw, taking 22 (5d8) cold damage and is encased in ice (incapacitated and restrained). The creature may be freed from a block of ice (AC 5, 5 hit points, vulnerable to fire damage), but the encased creature takes half as much damage dealt to the block of ice. 45


Plague Dragons The plague dragon is a unique subspecies of the cunning and treacherous green dragon. Rather than dwelling in ancient forests like their ancestors, plague dragons live in festering, stinking bogs and swamps in which all manner of biting and pests insects abound. Surrounded by decay, these humid environments are the perfect breeding ground for a number of virulent diseases and crippling afflictions. The scales of a plague dragon change as it grows, from dark green nearly indistinguishable from a green dragon as a wyrmling to a sickly mottled grey green that resembles the fetid waters of a bog saturated with decaying material. Due to the difficulties in traversing thick, sticky mud, the plague dragon's limbs are stockier and powerfully muscled than their ancestors, and its body is smaller to allow it to navigate around collapsed trees and other obstacles. Fascinated with Disease. Plague dragons are fascinated with how diseases and poisons affect living beings. These nefarious creatures take sinister delight in witnessing other beings suffer in agony as potent venoms spread throughout a creatures' body, causing paralysis and shutting down organs, or witnessing as a disease wreaks havoc upon the immune system. Prolonged exposure to this environment and the diseases therein has granted the plague dragon immunity to all but the most toxic of poisons and rarest of infections. Lazy Hunters. While many dragons hunt from the air and prefer live prey, the plague dragon chooses instead to lure prey into regions in which biting insects are known to transmit lethal blood-borne illnesses. A sinister schemer, the plague dragon may choose to litter choice pieces of its horde along a certain path, entice travelers with illusions, or mimic cries for help from deep within the swamp to lure its unsuspecting prey away from safer paths. Once infected, the plague dragon may simply stalk its prey, sometimes for days, and wait for it to weaken or succumb to infection rather than openly confront its meal. A plague dragon will simply take delight in watching its prey suffer, though if hungry or impatient enough it will attack directly. If food is scarce it will consume decaying plant material, and it considers rotting meat a delicacy that other dragons would shun. Manipulative. Plague dragons, like their green brethren, are schemers, liars, and manipulators that delight in intimidating and twisting lesser beings. While they generally prefer to eat humanoids that enter their realm, over many years a plague dragon often becomes bored and may engage with other beings to keep it entertained. If it does engage with other beings, plague dragons are fickle and often quickly tire of the schemes of lesser beings, and will dispatch them in short order. A plague dragon will enjoy a battle of wits with other smooth-tongued beings, and will toy with such beings before sending them into their swamp on a fool's errand before watching them die a slow and agonizing death. A Plague Dragon's Lair A plague dragon will make its lair in the deepest recesses of its swamp, preferring to rest beneath a canopy of rotting trees within a pool of stagnant and reeking water. Other suitable layers will include a muddy hillside cave or beneath an ancient ruin. Anywhere near stagnant water will suffice, so long as there is a plethora of biting insects and other pests. Lair Actions On initiative count 20 (losing initiative ties), the plague dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: Any firm ground within a 60-foot radius centered on a point that the plague dragon can see within 120 feet of it becomes waterlogged and saturated with thick, sticky mud. This area becomes difficult terrain. The mud solidifies and hardens when the plague dragon uses this lair action again or when it dies, trapping creatures within and requiring them to make a successful DC 15 Strength (Athletics) check to break free. A swarm (2d12) of stirges emerges from the boggy terrain within 120 feet of the dragon. The stirges will attack any nearby creatures, ignoring the plague dragon. A wall of rotting, waterlogged trees erupts from the swamp. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails its save takes 18 (4d8) bludgeoning damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature cannot pass through the wall, but can use its action to climb over with a successful DC 15 Dexterity (Acrobatics) check, falling off and taking 9 (2d8) bludgeoning damage on a failed check. Each 10-foot section of wall has AC 5, 25 hit points, resistance to piercing damage and immunity to psychic damage. Regional Effects The region containing a legendary plague dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Biting insects and pests incessantly bite and swarm around creatures within 1 mile of the plague dragon's lair, and are undeterred even by heavy winds and scents that would normally repel them. Creatures attempting a long or short rest within this area must succeed on a DC 13 Wisdom saving throw or take a level of exhaustion. Within 1 mile of its lair, the plague dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures. There is an increased number of large and aggressive vermin in the area, such as giant centipedes, giant poisonous snakes, rats, or giant spiders. A creature risks contracting a virulent disease from biting insects while within 3 miles of a plague dragon's lair. Every 8 hours within this region a creature must make a successful DC 13 Constitution saving throw or contract grey fever, swamp plague, or the quag. If the plague dragon dies, the insects and vermin in the region disperse and behave normally within 1d10 days. 46


Grey Fever A creature afflicted with grey fever exhibits symptoms within 24 hours. Initially, a creature experiences headaches, vomiting, and joint stiffness and pain, and the creature's skin takes a grey tone. While infected, the creature must make a DC 13 Constitution saving throw when it completes a long rest. On a failed saving throw, the creature suffers one level of exhaustion or the creature is cured on a successful one. Grey fever may be cured within the first 24 hours with two consecutive DC 16 Wisdom (Medicine) checks to remove the infection. If either skill check fails, grey fever may only be cured by an item that removes disease or by magical means. Swamp Plague Creatures afflicted with the swamp plague will notice painful pustules and boils emerging from their skin 24 hours after infection. These are accompanied by alternating fever and chills that grow more frequent and debilitating. The creature's muscles become tight and rigid, and over the next four days blood and pus begin to ooze from the boils, pustules, and orifices of the creature's body. Each long rest the creature can make a DC 15 Constitution saving throw to recover. If it doesn't, it has the following effects: After 24 hours, the creature makes Strength (Athletics) and Dexterity (Acrobatics) checks with disadvantage, and moves at half its normal movement speed After 48 hours, the creature becomes poisoned. After 72 hours, the creature must roll on the Long-term Madness table, due to the the delirium caused by the swamp plague fever After 96 hours, the creature becomes paralyzed, and will die after 120 hours. The swamp plague may be successfully treated with a successful DC 19 Wisdom (Medicine) check, though a roll of 14 - 18 will alleviate symptoms for 24 hours but not cure the infection itself. The Quaq The quag is a mosquito-borne virus that subtly affects infected creatures. Creatures bitten by biting insects bearing the quag must succeed on a DC 15 Constitution saving throw or become infected. A circular rash appears around the bite, and muscle and joint pain in an infected limb are noticeable for the next 24 hours. For the duration, the creature has disadvantage on attack rolls and skill checks when using this limb, and if the creature completes a short or long rest, it must roll on the Short-term Madness table. The quag can be identified by a skilled healer, requiring a successful DC 19 Wisdom (Medicine) check. Once identified, it can be cured by an item that removes disease or by magical means.


Ancient Plague Dragon Gargantuan dragon, chaotic evil Armor Class 21 (natural armor) Hit Points 367 (21d20 + 147) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 18 (+4) 18 (+4) 19 (+4) Saving Throws Str +15, Con +14, Wis +11, Cha +11 Skills Deception +11, Intimidation +11, Medicine +11, Perception +11, Persuasion +11 Damage Immunities poison Damage Resistances necrotic Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 23 (50,000 XP) Amphibious. The plague dragon can breathe air and water. Diseased Bite. The plague dragon's bite contains the pathogens causing one of the following diseases: grey fever, swamp plague, or the quag (random selection). Innate Spellcasting. The plague dragon's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately case the following spells, requiring no material components: At will: corruption, infestation, minor illusion,     prestidigitation 3/day each: blight, giant insect, major image 1/day each: hallucinatory terrain, insect plague Legendary Resistance (3/Day). If the plague dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The plague dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. The target must make a successful DC 15 Constitution saving throw or become infected with a disease as described above. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the plague dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Noxious Breath (Recharge 5-6). The plague dragon exhales a noxious cloud of poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save the target spends its next action retching and vomiting, and must make a successful DC 13 Constitution saving throw or become infected with a disease as described above. Legendary Actions The 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. The dragon regains spent legendary actions at the start of its turn. Cast Spell (Costs 2 Actions). The plague dragon casts a spell. Detect. The plague dragon makes a Wisdom (Perception) check. Tail Attack. The plague dragon makes a tail attack. Wing Attack (Costs 2 Actions). The plague dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 48


Adult Plague Dragon Huge dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 16 (+3) 17 (+3) Saving Throws Str +11, Con +10, Wis +8, Cha +8 Skills Deception +8, Intimidation +8, Medicine +8, Perception +8, Persuasion +8 Damage Immunities poison Damage Resistances necrotic Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 16 (15,000 XP) Amphibious. The plague dragon can breathe air and water. Diseased Bite. The plague dragon's bite contains the pathogens causing one of the following diseases: grey fever, swamp plague, or the quag (random selection). Innate Spellcasting. The plague dragon's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately case the following spells, requiring no material components: At will: corruption, infestation, minor illusion,     prestidigitation 3/day each: giant insect, major image 1/day: insect plague Legendary Resistance (3/Day). If the plague dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The plague dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. The target must make a successful DC 13 Constitution saving throw or become infected with a disease as described above. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the plague dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Noxious Breath (Recharge 5-6). The plague dragon exhales a noxious cloud of poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save the target spends its next action retching and vomiting, and must make a successful DC 11 Constitution saving throw or become infected with a disease as described above. Legendary Actions The 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. The dragon regains spent legendary actions at the start of its turn. Cast Spell (Costs 2 Actions). The plague dragon casts a spell. Detect. The plague dragon makes a Wisdom (Perception) check. Tail Attack. The plague dragon makes a tail attack. Wing Attack (Costs 2 Actions). The plague dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 49


Young Plague Dragon Large dragon, chaotic evil Armor Class 18 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 15 (+2) Saving Throws Str +8, Con +7, Wis +6, Cha +6 Skills Deception +6, Intimidation +6, Medicine +6, Perception +6, Persuasion +6 Damage Immunities poison Damage Resistances necrotic Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 9 (5,000 XP) Amphibious. The plague dragon can breathe air and water. Diseased Bite. The plague dragon's bite contains the pathogens causing one of the following diseases: grey fever, swamp plague, or the quag (random selection). Innate Spellcasting. The plague dragon's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately case the following spells, requiring no material components: At will: corruption, infestation, minor illusion,     prestidigitation 1/day each: giant insect, major image Actions Multiattack. The plague dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. The target must make a successful DC 11 Constitution saving throw or become infected with a disease as described above. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Noxious Breath (Recharge 5-6). The plague dragon exhales a noxious cloud of poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 38 (11d6) poison damage on a failed save, or half as much damage on a sucessful one. Additionally, on a failed save the target spends its next action retching and vomiting, and must make a successful DC 10 Constitution saving throw or become infected with a disease as described above. Plague Dragon Wyrmling Medium dragon, chaotic evil Armor Class 17 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 14 (+2) 14 (+2) 13 (+1) Saving Throws Str +4, Con +3, Wis +4, Cha +3 Skills Deception +3, Perception +4, Persuasion +3 Damage Immunities poison Damage Resistances necrotic Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 2 (450 XP) Amphibious. The plague dragon can breathe air and water. Innate Spellcasting. The plague dragon's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately case the following spells, requiring no material components: At will: corruption, infestation, minor illusion,     prestidigitation 1/day each: major image Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. Noxious Breath (Recharge 5-6). The plague dragon exhales a noxious cloud of poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save the target spends its next action retching and vomiting. 50


Click to View FlipBook Version