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

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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)

Searing Skeleton Infused with a branding spark of essence from the elemental plane of fire, a searing skeleton radiates heat and glows with flame. When a searing skeleton perceives a living creature, its fury bursts into life, igniting nearby flammable fuel sources and scorching nearby creatures. Due to the intense heat given off by a searing skeleton it is unable to wield any weapons made of flammable materials such as bows or crossbows. Searing Mage If the elemental spirit of fire contained within the skeleton is powerful enough, it grants its shell the ability to hurl bolts of flame or conjure sheets of flame that emanate forth from its fingertips, much like living practitioners of magical arts. However these searing mages quickly expend their stores of magical energy, leaving them physically vulnerable to counterattack unless the elemental spirit has sufficient time to regenerate its potency. Searing Skeleton Medium undead, lawful evil Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 8 (-1) 9 (-1) 6 (-2) Damage Vulnerabilities cold; bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1 (200 XP) Fire Absorption. Whenever the skeleton is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Heated Weaponry. The skeleton's sword is heated as though in a forge, dealing 3 (1d6) additional fire damage (included below). Searing Presence. Any creature within 5 feet of the searing skeleton takes 3 (1d6) fire damage if it is within this radius at the start of its turn. Any flammable materials within 5 feet are ignited, burning for 2 rounds before turning to ash. Actions Multiattack. The skeleton makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Searing Mage Medium undead, lawful evil Armor Class 13 (natural armor) Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 12 (+1) 9 (-1) 6 (-2) Damage Vulnerabilities cold; bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Gesticulating Caster. The skeleton is able to cast spells using only a somatic component. Innate Spellcasting. The skeleton's innage spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: control flames, fire bolt, flaming sphere 1/day: Aganazzar's scorcher, burning hands Primal Exhaustion. If the skeleton expends all its spell slots within 24 hours, its elemental spirit becomes drained. It makes saving throws with disadvantage, moves at half its normal movement speed, and any attacks made against it are made with advantage. Searing Presence. Any creature within 5 feet of the skeleton takes 3 (1d6) fire damage if it is within this radius at the start of its turn. Any flammable materials within 5 feet are ignited, burning for 2 rounds before turning to ash. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage. 101


Shadow Skeleton A shadow skeleton has been bound to a dark spirit from the shadowfell, and is seemingly wrapped in darkness. Nearby light sources are dimmed in the presence of a shadow skeleton, and weak flickering nonmagical sources may be snuffed out. The sounds of their movement are muffled as well, making a shadow skeleton more stealthy than other reanimated remains. Shadow Mage Shadow mages are capable of not only emanating darkness from within themselves, but also of manipulating it and bending shadows to their will. These constructs sow terror and confusion in their wake as the darkness around their victims closes in upon them. Shadow Skeleton Medium undead, lawful evil Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 8 (-1) 9 (-1) 6 (-2) Skills Stealth +5 Damage Vulnerabilities radiant; bludgeoning Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Shadowy Presence. Magical darkness emanates in a 60-foot-radius sphere around the skeleton. Undead creatures are able to see normally in this darkness. Sunlight Weakness. While in sunlight, the shadow skeleton has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The shadow skeleton makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. Shadow Mage Medium undead, lawful evil Armor Class 13 (natural armor) Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 14 (+2) 9 (-1) 6 (-2) Skills Stealth +4 Damage Vulnerabilities radiant; bludgeoning Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Gesticulating Caster. The skeleton is able to cast spells using only a somatic component. Innate Spellcasting. The skeleton's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: Grimlore's shadowblight, manipulate shadow,     night terror, shadow embrace 1/day: darkness, shadow blade Primal Exhaustion. If the shadow mage expends all its spell slots within 24 hours, its elemental spirit becomes drained. It makes saving throws with disadvantage, moves at half its normal movement speed, and any attacks made against it are made with advantage. Shadowy Presence. Magical darkness emanates in a 60-foot-radius sphere around the skeleton. Undead creatures are able to see normally in this darkness. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) necrotic damage. 102


Tempestuous Skeleton A skeleton infused with an elemental essence from the plane of air becomes a blustering and fierce undead creature. These tempestuous skeletons are much quicker than others of their kind, and are able to rapidly close down their opponents. Doing so causes the air around them to swirl as gusts of wind kick up dust and debris, blinding nearby creatures for a brief time. Their strikes are more rapid and uncontrolled, however, tempestuous skeletons are more fragile than other primal skeletons. Tempestuous Mage When the summoned elemental spirit of air is more powerful than usual, it grants the skeleton containing it the ability to summon gusts of wind and kick up small dust devils to blind its opponents. These tempestuous mages are fragile despite their magical abilities, and easily shattered. Tempestuous Skeleton Medium undead, lawful evil Armor Class 13 Hit Points 16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 8 (-1) 8 (-1) 6 (-2) Damage Vulnerabilities force; bludgeoning Damage Resistance thunder Damage Immunities lightning, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Static Charge. If the skeleton moves at least 20 ft. and then hits with a shortsword attack on the same turn, the target takes an extra 7 (2d6) lightning damage. Actions Multiattack. The tempestuous skeleton makes three attacks with its shortsword or two with its shortbow. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Dust Cloud (Recharge 6). When targeted with an attack, the skeleton can create a small dust storm around itself that lasts until the start of its next turn. While active, the dust storm imposes disadvantage on attacks made against the skeleton for the duration. Tempestuous Mage Medium undead, lawful evil Armor Class 13 Hit Points 13 (3d8) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 11 (+0) 8 (-1) 6 (-2) Damage Vulnerabilities force; bludgeoning Damage Resistance thunder Damage Immunities lightning, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1 (200 XP) Gesticulating Caster. The skeleton is able to cast spells using only a somatic component. Innate Spellcasting. The skeleton's innate spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: gust, thunderclap, thunderwave 1/day: dust devil, warding wind Primal Exhaustion. If the skeleton expends all its spell slots within 24 hours, its elemental spirit becomes drained. It makes saving throws with disadvantage, moves at half its normal movement speed, and any attacks made against it are made with advantage. Static Charge. If the skeleton moves at least 20 ft. and then hits it with a shortsword attack on the same turn, the target takes an extra 7 (2d6) lightning damage. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Dust Cloud (Recharge 6). When targeted with an attack, the skeleton can create a small dust storm around itself that lasts until the start of its next turn. While active, the dust storm imposes disadvantage on attacks made against the skeleton for the duration. 103


Revenants These undead creatures were horrifically slain in life and have returned in undeath to take revenge on their murderer. Whether in their deceased form or that of another matters little, for it is just a vessel being consumed to extract their unending hatred. Undead Nature. A revenant doesn't require air, food, drink, or sleep. Baleful Revenant A revenant that returns to the land of living to seek revenge, only to be bested again by its sworn adversary, has a 10% chance to respawn as a baleful revenant instead. When this happens, the revenant's to find revenge is shortened to a tenday. Should the baleful revenant fail to kill its adversary in this time, or die trying, its form crumbles to dust and its soul is bound to the current plane, existing endlessly but unable to materialize itself in any form. Only if the baleful revenant is successful in killing its adversary can its soul truly be at peace. Singular Focus. With little time to extract its revenge, the lives of others mean little to a baleful revenant. Collateral damage that is likely to ensue is not even a thought that enters the revenant's mind while this in pursuit of its mark. Bound After Failure. Should a baleful revenant fail to obtain its revenge, there is a chance its soul becomes tethered to its adversary. For the rest of the revenant's rivals' existence, the revenant is forced to silently watch the focus of its distant prosper in life. Baleful Revenant Medium undead, neutral evil Armor Class 14 (studded leather) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 9 (-1) 11 (+0) 21 (+5) Saving Throws Str +8, Con +8, Wis +3, Cha +8 Skills Athletics +8 Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft, passive Perception 10 Languages the languages it knew in life Challenge 6 (2,300 XP) Regeneration. The baleful revenant regains 20 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Reckless. At the start of its turn, the baleful revenant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes two fist attacks. If both attacks hit the same creature against which the baleful revenant has sworn vengeance, the target is stunned until the end of the creature's next turn. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature against which the baleful revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the baleful revenant can grapple the target (escape DC 16) provided the target is Large or smaller. Vengeful Glare. The baleful revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until the baleful revenant deals damage to it, or until the end of the baleful revenant's next turn. When the paralysis ends, the target is frightened of the baleful revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the baleful revenant, ending the frightened condition on itself on a success. 104


Everbound Revenant The lust for revenge or shackles of unfinished business that compel wrathful spirits to remain in the material world are well-established phenomena. The case of the everbound revenant, however, is less well-known to the waking world. A tortured spirit, bringing its wrath down upon those whose doom it promised through the postponement of its own true death, strikes the final blow upon its quarry only to remain tethered to the mundane realm. Scholars are unsure what causes this phenomenon; has the revenant taken too long to finish its final business, making its rebuke of death's clutches permanent? Or has it managed to become Something Other: part living, part dead, and wholly damned? Finding Purpose. An everbound revenant may recognize that something is wrong, with what base cunning it still possesses in its state of undeath. The revenant may reason that it has unfinished business, targeting all known associates of its quarry as well: acquaintances, friends, and family. Some will fail to connect these logical dots, and simply enter a rage even more murderous than that of a standard revenant, lashing out at anyone and everything in its path. Yet others will become despondent, entering a dormant state until disturbed. Regardless of the revenant's reaction to the hitch in supernatural processes that keeps it from its final death, the end result is the same: the revenant remains, and succumbs to a slowly growing madness. Joyless Immortality. Without the final release of death, an everbound revenant has no goals, no drive, other than to share their tortured nature with the world. They may be found in any locale, often mingling with other undead: whether this is through a desire for companionship and a sense of belonging, or driven by some other instinct, is unknown. The revenant in such a group may be mistaken for a typical undead, only demonstrating its skill and fury once it has been attacked. And should a hapless adventuring party happen to kill it, the revenant may find a new purpose: hounding its most recent killer until one or the other meets oblivion. Undead Nature. A revenant doesn't require air, food, drink, or sleep. Everbound Revenant Medium undead, neutral Armor Class 18 (plate) Hit Points 190 (20d8 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 21 (+5) 11 (+0) 11 (+0) 18 (+4) Saving Throws Str +9, Con +9, Wis +4, Cha +8 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 12 (8,400 XP) Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Turn Immunity. The revenant is immune to effects that turn undead. Unending Madness. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence. The revenant regains all its hit points and must roll on the Long-Term Madness table (DMG pg.260), the effects of which remain until the next time its body is destroyed. Actions Multiattack. The revenant makes two greataxe attacks. Greateaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 13 (2d12) necrotic damage. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it. The target must make a DC 17 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. 105


Half-Dragon Revenant Times are known when half-dragons have met cruel and undeserving fates during their lives. During particularly savage deaths, their souls have clawed back into their body and reanimated them with powerful mystical magic, with one goal: to seek revenge. Superficially, it resembles an animate corpse - a zombie, but a burning within an undead halfdragon's eyes is the will and steadfastness to hunt the one who wronged it in life. If the half-dragon revenant's body is destroyed or otherwise unavailable, the spirit of the revenant enters another available humanoid corpse. No matter what body the revenant uses, the person or creature who wronged it in life will soon learn of the revenant's presence. Insatiable Hunger for Revenge. Normally, a revenant only has one year to exact revenge, but the naturally-magical blood of dragons has extended this tenfold. For a full decade, the half-dragon revenant's soul will continue to hunt its adversary. When its target dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to ash and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it may seek out worthy allies to help fulfill its blight. Undead Nature. A revenant doesn't require air, food, drink, or sleep. Sample Half-Dragon The Half-dragon here is a half-white dragon. Use the half-dragon template found in the Player's Handbook to create other half-dragon types. Half-Dragon Revenant Medium undead, neutral Armor Class 18 (plate) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+3) 11 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0) Saving Throws Str +6, Con +6, Wis +3, Cha +3 Skills History +6, Perception +3 Damage Resistances cold, necrotic, psychic Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 7 (2,900 XP) Savage Attacker (1/Turn). When the half-dragon revenant rolls damage for a melee weapon attack, they can reroll the weapon's damage dice and use either total. Regeneration. The half-dragon revenant regains 10 hit points at the start of its turn. If the half-dragon revenant takes fire or radiant damage, this trait doesn't function at the start of the half-dragon revenant's next turn. The half-dragon revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Rejuvenation. When the half-dragon revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The half-dragon revenant is immune to effects that turn undead. Vengeful Tracker. The half-dragon revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the halfdragon revenant are on different planes of existence. If the creature being tracked by the half-dragon revenant dies, the half-dragon revenant knows. Actions Multiattack. The half-dragon revenant makes two greataxe attacks or one attack with its breath weapon. Greateaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Cold Breath (Recharge 5-6). The half-dragon revenant exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. Vengeful Glare. The half-dragon revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the half-dragon revenant deals damage to it, or until the end of the half-dragon revenant’s next turn. When the paralysis ends, the target is frightened of the half-dragon revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the half-dragon revenant, ending the frightened condition on itself on a success. 106


Rime Wraith Not dissimilar to their unchilled brethren who only care to seek out life and destroy it, rime wraith's also share a similar origin. Beings bound to eternal damnation due to actions they took in life, rime wraiths differ from other wraiths only because of actions another took upon them in life. Once members of the tight-knit communities, those who become rime wraiths did such disservice to their comrades that they were publicly ostracized - bound and left waiting for winter's chill to take them into the afterlife. However, it is at this moment that the soul was corrupted, and their spirit bound to the Material Plane, seeking revenge towards those who instilled such a horrific fate. Spiteful Existence. A rime wraith's hatred for the living runs deep, something they are unable to control when they sense the warmth of life near them. They will seek to obliterate the living out of spite for the life they no longer possess. Frigid Command. Due to the nature of their passing, rime wraiths become immune to the cold, going so far as to being healed by it. They also possess limited control over this element and are able to wield it as a weapon against the living. Undead Nature. A rime wraith doesn't require air, food, drink, or sleep. Rime Wraith Medium undead, neutral evil Armor Class 14 Hit Points 85 (10d8 + 40) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 18 (+4) 9 (-1) 13 (+1) 19 (+4) Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 8 (3,900 XP) Cold Absorption. Whenever the wraith is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage plus 9 (2d8) cold damage. The target must succeed on a DC 15 Constitution saving throw or take one level of exhaustion. Frost Breath (Recharge 5-6). The wraith exhales a 60-foot cone of freezing air. Each creature in the area must succeed on a DC 15 Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed saving throw or half as much damage on a successful one. Legendary Actions The wraith 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 wraith regains spent legendary actions at the start of their turn. Move. The wraith moves up to half its speed. Cold Embrace (Costs 2 Actions). If the wraith is in a cold environment, it gains 4d8 temporary hit points. Frost Breath (Costs 3 Actions). The wraith uses its frost breath if it is available. 107


Shade A shade is created when the body of an undead creature is destroyed, yet its essence remains bound to the material world for whatever task it has yet to complete. While the essence of some undead will coalesce within a newly reformed body through magical means or inhabit the body of another humanoid corpse, some possess no magical means of regaining corporeal form. Rather undead whose mind and will are focused on their unfinished business will instead be released from their physical body in the form of a shadowy manifestation. Shades appear as fragile and semi-transparent cloaked beings with ebon shadows flowing around them. Tendrils of darkness emanate forth from their bodies that cause pain to the living, though any source of light will cause these tendrils to withdraw within the central body of the shade. While incapable of physically interacting with the material world, shades can utter sounds and communicate with other beings telepathically. From the Shadows. While in darkness shades are indiscernible from their surroundings. They are capable of manipulating darkness, sowing confusion and chaos in the midst of any living beings they encounter. Unlike the physical bodies they once inhabited, shades can pass through physical materials at will and will often flee if confronted by beings of greater power. Undead Nature. A shade doesn't require air, food, drink, or sleep. Shade Medium undead, lawful evil Armor Class 12 Hit Points 18 (4d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0) Skills Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Damage Vulnerability radiant Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 9 Languages all the languages it knew in life Challenge 1/2 (100 XP) False Appearance. While the shade remains motionless in darkness, it is indistinguishable from other shadows. Incorporeal Movement. The shade 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 shade's innate spellcasting ability is Intelligence (+2 to hit, spell save DC 10). It can cast the following spells innately, requiring no material components: At will: gloom, manipulate shadow, night terror,     shadow embrace 3/day each: cause fear, murmurs of the restless,     silent image 1/day each: darkness, shadow bind Light Sensitivity. While in sunlight, the shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. The shade takes 3 (1d6) radiant damage if it ends its turn in bright light or sunlight. Actions Multiattack. The shade makes three attacks with its shadow tendrils. Shadow Tendrils. Melee Spell Attack: +4 to hit, reach 15 ft., one creature. Hit: 3 (1d6) necrotic damage. 108


Skeletal Monoliths Many ancient cultures have constructed temples and other structures to honor or worship the spirits of the deceased. Some even utilize the bones of their ancestors as building materials adorning the walls and ceilings of chapels, catacombs, and other ossuaries. From this idea, unholy necromancers constructed horrific monoliths from corpses of the deceased. Undead Nature. A skeletal monolith doesn't require air, food, drink, or sleep. Accursed Monolith An accursed monolith is a towering structure composed of the bones of countless skeletal remains that has been constructed to worship the fallen. These monuments may tower as high as 40 feet, and serve as a solemn memorial of great battles, terrible plagues, or have simply been added to over numerous generations. Once the monolith reaches a critical size, the vestiges of any restless spirits whose business in life remains unfinished coalesce within the monument. While contained within a static structure, these spirits yearn to break free to roam the realm of the living once more. Thus, the accursed monolith becomes a haunted place that living beings avoid at all cost. Forbidding Aura. The earth surrounding an accursed monolith is sterile and lifeless, containing scattered bone fragments from its construction. Those that approach the monolith describe it as constantly emitting a piteous, mournful cry as though from so many spirits yearning to rest at long last. Spirits Within. Those creatures focused or skilled enough may be able to hone in on a single voice amidst the myriad of voices clambering over each other to be heard. The voices within bear witness to events long past and throughout history if one can but interpret the spirits within the monolith. Accursed Monolith Large undead, neutral evil Armor Class 10 Hit Points 102 (12d10 + 36) Speed 0 ft. STR DEX CON INT WIS CHA 10 (+0) 1 (-5) 16 (+3) 3 (-4) 15 (+3) 3 (-4) Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses tremorsense 60 ft., passive Perception 13 Languages all, telepathy 120 ft. Challenge 2 (450 XP) Detect Life. The monolith of the dead can magically sense the presence of living creatures up to 1 mile away. It knows a creature's general direction they're in but not their exact location. Forbidding Aura. A living creature within 60 feet of the monolith of the dead makes Intelligence, Wisdom, and Charisma saving throws and ability checks with disadvantage. Actions Shriek of the Dead. Each living creature within 60 feet of the monolith of the dead that can hear it must succeed on a DC 13 Wisdom saving throw or take 5 (2d10) psychic damage and be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns with disadvantage if the target is within 60 feet of the monolith, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it and the target is immune to being frightened by the monolith for the next 24 hours, but will take psychic damage from the Shriek of the Dead. Storm of Bones. The monolith of the dead creates a swirling vortex of bone shards that rise from the ground in a 15-foot radius around it. Any creature within this radius must make a successful DC 13 Dexterity saving throw, taking 10 (4d4) piercing damage on a failed saving throw or half as much damage on a successful one. 109


Monolith of the Damned Unlike the accursed monolith, which entered a state of semisentience due to the coalescing of countless restless spirits from the skeletal remains entombed within, the monolith of the damned was intentionally designed and constructed to harbor the souls of evil creatures. This monument has been cursed with necromantic energy, with the spirits contained constantly probing and seeking ways to burst free. On occasion they are capable of doing so, particularly if the physical integrity of the monolith has been damaged. The earth surrounding the monolith of the damned has been desecrated, constantly leaching the life force out of any nearby creature. Monolith of the Damned Large undead, chaotic evil Armor Class 13 (natural armor) Hit Points 119 (14d10 + 42) Speed 0 ft. STR DEX CON INT WIS CHA 10 (+0) 1 (-5) 16 (+3) 3 (-4) 15 (+3) 3 (-4) Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses tremorsense 60 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 4 (1,100 XP) Aura of Desecration. A living creature makes saving throws and ability checks with disadvantage if it is within 120 feet of the monolith of the damned. Additionally, a living creature that starts its turn within this radius takes 5 (1d10) necrotic damage. The monolith gains hit points equal to the necrotic damage done. Detect Life. The monolith of the damned can magically sense the presence of living creatures up to 1 mile away. It knows a creature's general direction they're in but not their exact location. Release Spirit. If the monolith starts its turn with 80 hit points or less, it rolls a d8. On a roll of 1, a specter emerges from the monolith in an unoccupied space within 10 feet of it. If the monolith has under    40 hit points, it rolls a d4 instead. Actions Shriek of the Damned. Each living creature within 120 feet of the monolith of the damned that can hear it must succeed on a DC 15 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns with disadvantage if the target is within 120 feet of the monolith, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it and the target is immune to being frightened by the monolith for the next 24 hours, but will take psychic damage from the Shriek of the Damned. Raise the Dead (Recharge 6). The monolith of the damned casts animate dead, animating 1d6 skeletons or zombies (bones or corpses are not needed), which appear in unoccupied spaces within 120 feet of the monolith of the damned. 110


Monolith of the Demonweb Pits Corpses produced during the exploties of raiding parties in servitude to Lolth, Queen of Spiders, can be a valuable resource. Piled high and cursed by her priestesses, these sentient beacons of anguish portray a warning to those foolish enough to venture in the Underdark. Momentous Monolith of the Demonweb Pits Gargantuan undead, chaotic evil Armor Class 17 (natural armor) Hit Points 290 (20d20 + 80) Speed 0 ft. STR DEX CON INT WIS CHA 19 (+4) 1 (-5) 18 (+4) 3 (-4) 16 (+3) 3 (-4) Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 12 (8,400 XP) Aura of Darkness. Magical darkness covers a 60-footradius sphere centered on the monolith. Drow are able to see through the magical darkness created by a monolith. Blight of Lolth. A creature that touches or hits the monolith with a melee weapon attack takes 26 (4d12) necrotic damage. Innate Spellcasting. The monolith's innate spellcasting ability is Wisdom (spell save DC 15). The monolith can innately cast the following spells, requiring no material components: At will: danse macabre, toll the dead (17th level) Actions Multiattack. The monolith makes 4 attacks with its claws. Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 17 (2d12 + 4) bludgeoning damage plus 6 (1d12) necrotic damage, and the target is grappled (escape DC 16) provided the target is Large or smaller. Until this grapple ends, the target is restrained and takes 13 (2d12) necrotic damage at the start of each of its turns. The monolith has eight bone mandibles, each of which can grapple one target. Monolith of the Demonweb Pits Huge undead, chaotic evil Armor Class 14 (natural armor) Hit Points 161 (17d12 + 51) Speed 0 ft. STR DEX CON INT WIS CHA 16 (+3) 1 (-5) 16 (+3) 3 (-4) 15 (+2) 3 (-4) Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., passive Perception 12 Languages Abyssal, telepathy 120 ft. Challenge 5 (1,800 XP) Aura of Darkness. Magical darkness covers a 30-footradius sphere centered on the monolith. Drow are able to see through the magical darkness created by a monolith. Blight of Lolth. A creature that touches or hits the monolith with a melee weapon attack takes 18 (4d8) necrotic damage. Actions Multiattack. The monolith makes 2 attacks with its claws. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage, and the target is grappled (escape DC 13) provided the target is Large or smaller. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns. The monolith has four bone mandibles, each of which can grapple one target. 111


Spore Golems Spore Golems are ancient constructs, composed of stone and fossilized bone, held together by tendrils of vines and moss. Druidic Guardians. When a barrow, ancient grove, or other druidic burial site is created, the area is infused with mysterious natural magic - a final act of protection to ensure no creature disturbs the deceased or their effects within. This magic seeps into the ground, sprouting around the barrows and tombs as vibrant yellowing mushrooms, filled with spores. Over time, these spores spread, eventually settling atop rocks and stones nearby. When the sacred ground is threatened by outsiders, the spores mold themselves into thick, twisting vines; lashing together masses of stone and earth to form powerful constructs with which to defend themselves. A Lonely Madness. While not entirely sentient, once created a spore golem can't be broken back down into its natural materials unless the magic which holds them is removed, or they are destroyed. Over hundreds of years, the golems are bound into servitude, neither alive nor dead; cursed to remain within the barrow's region forever. The longer a spore golem remains alive, the more its mind develops and grows; eventually attaining a basic, child-like understanding of its surroundings and eternal solitude. This can often result in many spore golems falling into a deep pit of madness; their already fragile, undeveloped psyche shattered beneath the crushing weight of loneliness. Spores of Anguish. Ancient spore golems are far larger and more powerful than their younger, unthinking counterparts. Such constructs have long since stepped over the cliff into insanity, drawing upon the druidic magic drenched from years of magical warding to further enhance their strength and capabilities. These fearsome creatures are capable of manipulating the spores that create them, spreading a wild, viral infection of madness into all creatures that cross their path. Sporebloom Adventuring gear (consumable), common The presence of these green mushrooms populating an area means that a spore golem has been here for some time. While edible, this fungi must be consumed within 24 hours of harvest - while the blue plume still covers its crown, otherwise they become very toxic. If consumed within 24 hours after being picked, a mushroom restores 1 hit point and provides enough nourishment to sustain a creature for one day. Additionally, the eater gains darkvision for 8 hours. The blue plume covering the crown wilts and turns black after 24 after being picked. If a wilted sporebloom is consumed, the eater must roll on the Short-term Madness table. Spore Golem Large construct, unaligned Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 17 (+3) 4 (-1) 14 (+2) 11 (0) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 120ft (blind beyond this radius)., passive Perception 12 Languages Druidic Challenge 8 (3,900 XP) Immutable Form The spore golem is immune to any spell or effect that would alter its form. Innate Spellcasting. The spore golem's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells innately: At will: animal friendship 2/day each: dissonant whispers, hex, sleep Fueled by Druidcraft. If dispel magic is cast on the spore golem, it must succeed on a Constitution saving throw against the caster's save DC or suffer 21 (6d6) force damage as it's druidic magic weakens. In addition, the spore golem regains 10 hit points at the start of each of it's turns if it has at least 1 hit point remaining. If the spore golem takes fire damage, or fails it's saving throw against dispel magic, it doesn't regain hit points on its following turn. Actions Multiattack. The spore golem makes three slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. Spore Cloud (Recharge 5-6). Poisonous spores burst out from the golem in a 20-foot-radius sphere. Creatures in the area must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one. If a creature fails this saving throw by 5 or more, it is also poisoned for 1 hour. This doesn't affect creatures that don't need to breathe. 112


Ancient Spore Golem Huge construct, unaligned Armor Class 19 (natural armor) Hit Points 250 (20d12 + 120) Speed 50 ft. STR DEX CON INT WIS CHA 28 (+8) 6 (-2) 22 (+6) 12 (+1) 19 (+4) 11 (0) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Resistances acid Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120ft (blind beyond this radius)., passive Perception 14 Languages Druidic Challenge 14 (11,500 XP) Immutable Form The spore golem is immune to any spell or effect that would alter its form. Innate Spellcasting. The spore golem's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells innately: At will: animal friendship 2/day each: crown of madness, dissonant whispers,     hex 1/day each: enemies abound, fear Fueled by Druidcraft. If dispel magic is cast on the spore golem, it must succeed on a Constitution saving throw against the caster's save DC or suffer 21 (6d6) force damage as it's druidic magic weakens. In addition, the spore golem regains 15 hit points at the start of each of it's turns if it has at least 1 hit point remaining. If the spore golem takes fire damage, or fails it's saving throw against dispel magic, it doesn't regain hit points on its following turn. Actions Multiattack. The spore golem makes three slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage. Spores of Madness (Recharge 5-6). Toxic spores burst out from the golem in a 20-foot-radius sphere. Creatures in the area must succeed on a DC 18 Wisdom saving throw or suffer a level of short term madness. A creature subject to short term madness in this way can make this saving throw again at the end of each of their turns, ending the effect on themselves on a success. Creatures that don't need to breathe automatically succeed on this saving throw. 113


Sthenos Having pored over tombs of curses and magic throughout centuries of cursed existence caused by their own vanity and narcissism, some medusas have willingly subjected themselves to a second curse, that of undeath, in an attempt to alleviate their own vulnerability to petrification. These dual cursed medusas, known as sthenos, are even more cruel than their brethren. Rather than choosing to live in seclusion, sthenos choose to surround themselves with undead servants, minions that tirelessly cater to their every whim. Sthenos' Abode. Unlike the solitary and bitter medusa, sthenos live in remote abandoned estates and villas, isolated from society yet inhabited with all manner of undead. Zombies and ghouls shuffle about, slowly obeying their mistress or master's commands out of fear of being turned to stone should the sthenos be displeased. Ghosts often lurk within the darkened hallways of a sthenos lair, these ethereal companions being the only ones able and unafraid to meet the gaze of a sthenos. A sthenos necropolis is often littered with petrified remains of heroes and past admirers, but also with statues of servants who suffered the displeasure of their master. Untethered Rumination. In contrast to their living counterparts, a sthenos is not bothered by seeing its reflection in a mirror. Undead Nature. A sthenos doesn't require air, food, drink, or sleep. Sthenos Medium undead, lawful evil Armor Class 15 (natural armor) Hit Points 142 (19d8 + 57) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 17 (+3) 14 (+2) 13 (+1) 17 (+3) Saving Throws Dex +6, Cha +6 Skills Deception +6, Intimidation +6, Perception +4, Stealth +6 Condition Immunities frightened, petrified, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Undercommon Challenge 6 (2,300 XP) Petrifying Gaze. When a creature that can see the stheno's eyes starts its turn within 30 feet of the sthenos, the sthenos can force it to make a DC 16 Constitution saving throw if the sthenos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the sthenos until the start of its next turn, when it can avert its eyes again. If the creature looks at the sthenos in the meantime, it must immediately make the save. Control Undead. Any undead creature that starts its turn within 60 feet of the sthenos that can hear it must succeed on a DC 15 Charisma saving throw or be compelled to obey any command uttered by the sthenos (requires no action). Empower Undead. If a creature attempts to turn undead within 30 feet of the sthenos, it can use its reaction to speak a counter-invocation. Each creature within 30 feet of the sthenos must make a DC 16 Wisdom saving throw, becoming stunned until the end of its next turn. Turn Defiance. The sthenos automatically succeeds on saving throws against any effect that turns undead. Actions Multiattack. The sthenos makes either three melee attacks - one with its snake hair and two with its shortsword - or two ranged attacks with its longbow. Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (ld8 + 3) piercing damage plus 7 (2d6) poison damage. 114


Teihai Foul and cunning undead creatures that inhabit swamps, forests, and other densely treed areas, the solitary teihai resemble a cross between beast and some predatory humanoid that was brought forth from some magical experimentation gone awry. These nocturnal beings are well muscled, with limbs ending in wicked curved talons and slavering jaws filled with wicked fangs capable of tearing gaping wounds into any creature unfortunate enough to encounter one. Despite their formidable physical attributes, a teihai prefers to stalk and ambush its prey rather than engage in open combat. They will often lie in wait within a dense treetop canopy, or track potential victims through underbrush while waiting for an opportune time to strike. Crazed Gaze. Perhaps the most unsettling feature of a teihai is its sightless, pale eyes that are said to be gateways to insanity. Any who meet the crazed gaze of a teihai are driven mad, and should they survive an encounter with a teihai the might never be the same again. Silent Stalker. The teihai are nearly silent when stalking their prey, and leave humanoid tracks only the most skilled tracker is capable of noticing. On rare occasions where a teihai utters a sound, it is most often a cry of rage at the depths of night should their quarry elude them. Teihai Medium undead, neutral evil Armor Class 14 Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 8 (-1) 12 (+1) 12 (+1) Saving Throws Dex +6 Skills Acrobatics +6, Stealth +6, Perception +3 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 3 (700 XP) Crazed Gaze. When a creature that can see the teihai's eyes starts its turn within 30 feet of the teihai, the teihai can force it to make a DC 14 Wisdom saving throw if the teihai isn't incapacitated and can see the creature. If the creature fails the saving throw, it must roll on the Short-term Madness table. If the creature fails its save by 10 or more, it must roll on the Longterm Madness table instead. Light Sensitivity. While in bright light or sunlight, the teihai has disadvantage on attack rolls and saving throws, as well as on Wisdom (Perception) checks that rely on sight. Silent Stalker. The teihai has advantage on Dexterity (Stealth) checks while in darkness. Actions Multiattack. The teihai makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. 115


Tetrabrachoid Skeletons Necromancers and medical practitioners, whether benevolent or nefarious in nature, have long dissected and examined the remains of the dead to better understand the structure and function of living creatures. In doing so, they have also learned how to manipulate and modify bodily structures, creating new and improved variants that can then be infused with dark magics and made to serve once again. Tetrabrachoid skeletons are relatively simple modifications to humanoid skeletons in which an extra pair of glenohumeral joints are attached below the typical humanoid shoulders. Doing so allows the skeleton to wield an additional weaponry. Undead Nature. A skeleton doesn't require air, food, drink, or sleep. Tetrabrachoid Skeletal Liturgist Medium undead, lawful neutral Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 14 (+2) Damage Vulnerability bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life Challenge 2 (450 XP) Innate Spellcasting. The skeleton's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The skeleton can innately cast the following spells, requiring no material components: At will: eidolic chains, spare the living, toll the dead Actions Multiattack. The skeleton makes four scimitar attacks. It can replace one of those attacks with a cantrip. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Reactions Spell Reflection. If the skeleton makes a successful saving throw against a spell, or a spell attack misses it, the skeleton can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the skeleton. If the spell forces a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. Tetrabrachoid Skeletal Sentry Medium undead, lawful evil Armor Class 11 Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerability bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1/2 (100 XP) Actions Multiattack. The skeleton makes four attacks with its scimitars. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Reactions Parry. The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the tetrabrachoid skeleton must see the attacker and be wielding a melee weapon. 116


Tree of Sorrow A tree of sorrow arises from the earth that exists in places of calamity such as unmarked mass graveyards, areas where large numbers of innocents were slaughtered, or regions where multitudes perished due to pestilence or plague. Due to the tragedy that has befallen these areas, they are often barren and infertile, and living creatures shy away from. Yet undeath sprouts from such desolate areas, and a tree of sorrow can arise from the earth where the remains of a great many beings are buried. Monument to Suffering. The size of a tree of sorrow depends on the number of slain beings buried below, though some may tower as high as an oak. Ribs, spines, and skulls form a sturdy trunk; legs and feet the roots upon which the bone tree slowly shambles about, and limbs form the branches, with a multitude of graspeing hands reaching forth fom the ends of the limbs. Faint mournful moans issue forth from the bone tree, echoing the sorrow that has given rise to this monument to the suffering whose remains lie within. Unnatural Growth. While living trees take nourishment from the earth, sunlight, and rain, the tree of sorrow grows in an unnatural counter to the living world. In darkness, it is capable of uprooting and slowly shambling about, and grows by incorporating any bones or creatures' remains it can into itself. In daylight, it remains motionless unless provoked. Any living creature foolish enough to approach is grasped by the limbs of the tree of sorrow, which are capable of dismembering the living in short order. Tree of Sorrow Huge undead, neutral Armor Class 14 (natural armor) Hit Points 94 (9d12 + 36) Speed 0 ft. STR DEX CON INT WIS CHA 20 (+4) 3 (-4) 19 (+4) 3 (-4) 6 (-2) 6 (-2) Skills Athletics +7 Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 30 ft., passive Perception 8 Languages - Challenge 8 (3,900 XP) Dismember. As a bonus action, the tree of sorrow can attempt to dismember a target it has restrained using four of its bone limbs. The target and the tree of sorrow make contesting Strength (Athletics) checks. If the target is successful, it is freed and two of the bone tree limbs are incapacitated; if the bone tree is successful, it deals 33 (6d10) bludgeoning damage to the target. Regeneration. The tree of sorrow regains 10 hit points at the start of its turn if it has at least 1 hit point. If the tree is in sunlight, this trait doesn't function. Sorrowful Moans. A creature that starts its turn within 30 feet of the tree of sorrow and can hear it must succeed on a DC 15 Wisdom saving throw or make attack rolls with disadvantage until it completes a long rest. A creature that succeeds on its saving throw is immune to the tree of sorrow's Sorrowful Moans for the next 24 hours. Unnatural Strength. The tree of sorrow has advantage on Strength (Athletics) checks made when attempting to grasp or restrain Medium or smaller creatures. Actions Multiattack. The tree of sorrow makes six attacks with its bone limbs. Bone Limb. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) slashing damage and the target is grappled (escape DC 15). The tree of sorrow has six limbs, each of which can grapple one target or make an attack with advantage against a creature it has grappled with another limb. If successful, each additional limb grapples the target, increasing the escape DC by 2. If a creature is grappled by three or more limbs, it is restrained. 117


Undying The undying are thought to be ancient manifestations of pure negative energy arising from the collapse of the Plane of Death. These shadowy creatures appear in their true form as thick ebon swirling mists, though they can solidify and assume the form of gaunt, skeletal humanoids cloaked in billowing shadows. Behind their cowls lies nothing but darkness, and their long, cadaverous limbs grasp long scythes or other menacing weapons made of coalesced necrotic energy that they wield with ease. The motivations of the undying remain a mystery, as these beings seldom appear in the material plane. When they do it is often to raise and lead armies of the dead, perhaps in an attempt to invade and conquer other realms and subjugate their inhabitants to create a new realm of death. The undying will only come forth at night, as their essence dissipates with the coming of the sun. Even then they avoid moonlit nights, choosing instead to appear in the blackest nights. Rumor has it that eclipses foreshadow their arrival in the material plane, heralding a coming assault of the undead. Ancient Shadow Magics. The undying wield potent shadow magics either unseen or long forgotten. Time has no meaning to these creatures and as they have been in existence potentially for millenia their knowledge of shadow magics appears to be limitless. Death Rattle. Those few who have heard the telepathic voice of the undying echoing in their minds and maintained their sanity describe it as hearing the death rattle of a thousand damned souls echoing within their souls. Those who hear it have their psyches assaulted and are often left completely drained of vitality. Deathly Gift. Should an undying be slain, it leaves behind a final gift: its scythe, imbued with powerful shadowy energies. However, using it comes at a great cost to those that bear it. Ebon Scythe of the Undying Weapon (scythe), very rare This scythe is a martial weapon that deals 1d12 slashing damage plus 3d8 necrotic damage. On a successful attack, you are healed for half of the necrotic damage done. Additionally, this scythe has 3 charges. While holding it, you can cast the animate dead spell from it. The scythe regains 1d3 charges at midnight. Curse. This scythe is cursed to creatures of non-evil alignment, a fact that is revealed only when an identify spell is cast on the scythe or you attune to it. Attuning to the scythe curses you until you are targeted by the remove curse spell or similar magic: dropping the scythe fails to end the curse. While cursed you have hypersensitivity to sunlight. Any attack rolls, skill checks, and saving throws you make while in sunlight are made with disadvantage. Additionally, each time you complete a long rest while attuned to this scythe, you must roll on the Short-term Madness table at the end of the long rest. 118


Undying Medium undead (shapechanger), chaotic evil Armor Class 17 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 60 ft. (ebon mist form) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 20 (+5) 18 (+4) 17 (+3) Saving Throws Str +10, Int +11, Wis +10 Skills Arcana +11, Perception +10, Stealth +8, Damage Vulnerability radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., passive Perception 20 Languages Undercommon, telepathy 60 ft. Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If the undying fails a saving throw, it can choose to succeed instead. Regeneration. The undying regains 15 hit points at the start of its turn. If the undying takes radiant damage, this trait doesn't function at the start of the undying's next turn. Relentless Assault (1/Turn). If the undying scores a critical hit against a target, it can immediately use its bonus action to make another attack against the same target. Shapechanger. If the undying isn't in sunlight, it can use its action to polymorph into a medium ebon mist or back into its humanoid form. While in its ebon mist form, the undying can't take any actions other than its siphon life ability, speak, or manipulate objects. It is weightless, has a flying speed of 60 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the ebon mist can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all physical damage. Spellcasting. The undying is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It has the following spells prepared, which it can cast without material components: At will: corruption, grim scythe, spare the living, toll the     dead 1st level (4 slots): cause fear, death's grasp, rot 2nd level (3 slots): darkness, necrotic visage, shadow     bind, ray of enfeeblement 3rd level (3 slots): animate dead, fear, Grimlore's     affliction 4th level (3 slots): army of the dead, blight, plague 5th level (3 slots): danse macabre, defile, negative     energy flood 6th level (2 slots): circle of death, create undead, harm 7th level (2 slots): finger of death, symbol 8th level (1 slot): maddening darkness, mind blank 9th level (1 slot): astral projection, Grimlore's calamity Actions Multiattack. The undying makes two attacks with its ebon scythe. Ebon Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d12 +4) slashing damage plus 13 (3d8) necrotic damage. The undying regains hit points equal to half the necrotic damage dealt. Death Rattle (Recharge 5-6). Each creature of the undying's choice that is within 60 feet of the undying and aware of it must succeed on a DC 17 Intelligence saving throw or take 22 (5d8) psychic damage and must roll on the Short-term Madness table, or take half damage on a successful save. If the creature fails its save by 10 or more, it must roll on the Long-term Madness table instead. Siphon Life (ebon mist form only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 36 (8d8) necrotic damage. The undying regains hit points equal to half the necrotic damage dealt, and the target must succeed on a DC 19 Constitution saving throw or take one level of exhaustion. Legendary Actions The undying 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 undying regains spent legendary actions at the start of its turn. Detect. The undying makes an Intelligence (Investigation) check or Wisdom (Perception) check. Ebon Scythe. The undying makes an attack with its ebon scythe. Well of Shadows (Costs 2 Actions). The undying gains 30 temporary hit points. 119


Uropygos An uropygos is a horrific reanimated skeletal construct painstakingly built from the bones of multiple creatures, painstakingly assembled and infused with dark necromantic energy to grant it sentience. These wretched undead constructs are perfectly silent stalkers designed with one purpose in mind: to hunt down and slay the living. Bone Arachnids. The uropygos is arachnid or scorpionlike in form, with six bone limbs ending in sharpened points capable of piercing inch-thick steel and a pair of frontal pedipalps with razor-sharp bone scythes in place of their chelae. To augment their already formidable arsenal, a flexible, scorpion-like bone tail with a barbed tip extends behind its abdomen. Most unsettling is the haunting, humanoid skull bearing sharpened fangs whose baleful eyes are often the last things its victims behold in this world. Hardened Carapace. Extending from its back and along what would be its more vulnerable sections of its thorax are a series of petrified bone spikes and plates that make the uropygos almost invulnerable to piercing attacks. Cunning and Solitary Creature. Having been granted sentience through the necromantic rites used to reanimate it, an uropygos is both patient and cunning, using the terrain of whatever desolate area they inhabit to their advantage. They are for the most part solitary unless bound into service by a master of the undead. Deep within their haunting eyes lies a deep hatred and loathing, as though it would destroy any beings if only given the chance to do so. Crypt Stalker. A uropygos prefers to operate in complete silence and darkness, where its magically enhanced senses allow it to stalk its unsuspecting victims through whatever crypts and caves it might inhabit. A formidable foe, the uropygos takes an almost sinister glee in striking from the shadows, a flash of bone impaling its prey and dragging it backward into the shadows. The screams and sounds of its victim being dismembered serve as a gruesome foreshadowing of the fate that awaits its next target. The uropygos is highly sensitive to bright light and loud noises, however, and will flee from intense sources of either. 120


Uropygos Large undead, chaotic evil Armor Class 17 (natural armor) Hit Points 217 (29d10 + 58) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 14 (+2) 8 (-1) 13 (+1) 4 (-3) Saving Throws Str +9, Dex +10 Skills Athletics +14, Perception +6, Stealth +10 Damage Vulnerabilities thunder, radiant, bludgeoning Damage Resistances acid, piercing Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 16 Languages — Challenge 15 (13,000 XP) Cunning Action. On each of its turns while in dim light or darkness, the uropygos can use a bonus action to take the Dash, Disengage, or Hide action. Immutable Form. The uropygos is immune to any spell or effect that would alter its form. Legendary Resistance (2/Day). If the uropygos fails a saving throw, it can choose to succeed instead. Petrified Carapace. Any creature that starts its turn within 5 feet of the uropygos must make a successful DC 15 Dexterity saving throw each round or take 4 (1d8) piercing damage from the petrified spikes along its carapace. Sneak Attack (1/Turn). The uropygos deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the uropygos that isn't incapacitated and the uropygos doesn't have disadvantage on the attack roll. Turn Resistance. The uropygos has advantage on saving throws against any effect that turns undead. Umbral Hypersense. The uropygos has advantage on attack rolls, saving throws, and skill checks while in dim light or darkness, but disadvantage while in bright light. Actions Multiattack. The uropygos makes four attacks: two with its bone appendages and two with its chelae scythes; or three attacks: one with its bite or barbed tail, and two with its chelae scythes. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The target must make a successful DC 17 Strength saving throw or be restrained. Bone Appendages. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Chelae Scythes. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Barbed Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 20 (3d10 + 4) piercing damage. The target must make a successful DC 17 Strength saving throw or become impaled (restrained) upon the barbed tip of the tail. The creature can make a saving throw at the beginning of each or its turns, breaking free of the tail but taking 7 (2d6) slashing damage Reactions Bulwark. The uropygos adds 2 to its AC against one melee attack that would hit it. To do so, the uropygos must see the attacker and be wielding a melee weapon. If the attack still hits, the uropygos can move up to half of its movement speed away from the attack without provoking opportunity attacks. Legendary Actions The uropygos 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 uropygos regains spent legendary actions at the start of its turn. Bite. The uropygos makes a bite attack. Night Stalker (Costs 2 Actions). The uropygos uses the Hide action and moves up to half of its movement speed. Spiked Carapace (Costs 3 Actions). The uropygos shoots out spikes from its carapace. Each creature in a 30-footradius sphere centered on the uropygos must make a DC 15 Dexterity saving throw. A target takes 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one. 121


Vampires Dominated by an insatiable need for blood, these undead creatures stalk the night and our worst nightmares alike. While their primal fury is legendary, most vampires are not simply ruthless killers. Instead, they are cunning and deceitful, often trying to lure their victims to an untimely demise, and the resolute the target, the more enjoyment they get from the chase. Undead Nature. A vampire does not require air. Antipathy Vampire Spawn Striving to be more like their masters instead of associating with the savagery prevalent with other spawned kin, these vampires spawn try to maintain a more cultured appearance. However, the disdain they possess for their current form is rarely able to be hidden, and thus they have developed the moniker: antipathy spawn. Self-loathing. These vampire spawn wish nothing more than to become full-fledged vampires. As most master vampires choose not to relinquish control over their spawn, antipathies secretly pursue their freedom by exploring necromantic magics. While they rarely find the answers they seek, many become serviceable spellcasters in this journey. Antipathy Vampire Spawn Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 15 (+2) 17 (+3) 11 (+0) 12 (+1) Saving Throws Dex +6, Int +6 Skills Arcana +6, History +6, Religion +6, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 7 (2,900 XP) Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. Spellcasting. The vampire is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrips (at will): manipulate shadow, spare the living,     toll the dead 1st level (4 slots): comprehend languages, death's     grasp, rot 2nd level (3 slots): darkness, mirror image, ray of     enfeeblement 3rd level (3 slots): animate dead, fear, bestow curse,     nondetection 4th level (1 slot): blight Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed it a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire makes two attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the bloodfury can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 122


Bloodfury While the majority of a vampire's victims are transformed into vampire spawn under their master's control, on occasion an even more savage undead being is brought forth —the result of an unusually bloodthirsty mortal being afflicted by a vampire's bite. The curse of vampirism brings forth an even more primal rage that borders on lust for many of these beings. Where a vampire is a sophisticated, intelligent, and dispassionate undead being obsessed with symbols that reflect their deepest desires, the bloodfury's fixation is only on slaughter. Thus, they will often collect gory trophies from those they have slain, reminders of past dark deeds. Cunning Manipulator. Bloodfuries are exceptionally seductive and manipulative, desiring freedom from the servitude toward their creator. They lack any semblance of a conscience, and use their exceptional ability to interpret nuance and manipulate the unknowing to toy with potential prey. Often a bloodfury will direct their attention to their vain masters, showering them with flattery and seduction with the intent of eventually sampling enough blood to free themselves from servitude. Despite being bound to their master's control, in its cunning a bloodfury will take creative liberty with any directives issued to it, often resulting in the mass slaughter of as many beings as cross paths with it. Bloodfuries may seek to manipulate and beguile exceptionally powerful beings that cause it to take pause. Bloodfury Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 18 (+4) Saving Throws Str +8, Wis +8, Cha +8 Skills Deception +8, Perception +8, Persuasion +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 18 Languages the languages it knew in life Challenge 9 (5,000 XP) Blood Fury. The bloodfury has advantage on melee attack rolls and deals critical damage on an attack roll of 18, 19, or 20 against any creature that has less than half its maximum hit points. Master Manipulator. The bloodfury has advantage on Charisma (Deception, Perception) checks made when interacting with creatures of the opposite gender. Regeneration. The bloodfury regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the bloodfury takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. Spider Climb. The bloodfury can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The bloodfury has the following flaws: Forbiddance. The bloodfury can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The bloodfury takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The bloodfury is destroyed it a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The bloodfury takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks. Actions Multiattack. The bloodfury makes two attacks, or four attacks if it has fewer than half of its hit points remaining; only one of these attacks can be a bite attack. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the bloodfury can grapple the target (escape DC 15). Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the bloodfury, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the bloodfury regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 123


Dhampir Offspring of humanoids that were bitten and turned into vampires after conception results in progeny that is neither fully humanoid nor undead; an unlikely occurrence that produces a race of creature referred to as dhampir. All of their Strengths. Due to the unique nature of their creation, dhampir have heightened senses, increased strength, and the ability to see in the dark; all gifts granted by the vampiric blood that flows through their veins. None of their Weakness. The dhampir can travel as it chooses during the day, a gift bestowed onto them due to their living essence. They are unhindered by silver, sunlight, and holy water; but they are unable to rid themselves of one blight symbolic of their true heritage - a never-ending thirst for blood. Unquenchable Thirst. In its constant struggle against an unending thirst, the sight and smell of blood will cause the dhampir to enter a frenzied state, confirming to onlookers that dhampir are truly abominations of nature. Subsequently, dhampir take one of two paths in life: a futile struggle to suppress their thirst, or embrace it. Dhampir Medium humanoid (half-vampire), chaotic good (50%) or chaotic evil (50%) Armor Class 17 (half plate) Hit Points 195 (26d8 + 78) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 16 (+3) 13 (+1) 16 (+3) 18 (+4) Saving Throws Dex +7, Wis +7, Cha +8 Skills Deception +8, Intimidation +8, Perception +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages darkvision 120 ft., Common plus any two additional languages Challenge 10 (5,900 XP) Bloodfrenzy. If the dhampir sees a humanoid take piercing or slashing damage, it enters a blood frenzied state for 1 minute. While in this state, the dhampir has advantage on attack rolls and skill checks. Additionally, a creature that starts its turn within 10 feet of the dhampir while it is in this state must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the creature's next turn. Innate Spellcasting. The dhampir's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: darkness, fear, vampiric touch Legendary Resistance (1/Day). If the dhampir fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dhampir makes four attacks, only one of which can be a bite attack. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Bite (Bloodfrenzy State Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) piercing damage, plus 10 (3d6) necrotic damage. The dhampir gains a number of hit points equal to the necrotic damage done. 124


Unclean Vampire Vampires often consider themselves amongst the elite aristocracy, the highest of their exalted station to be surrounded by servants whilst they obsess over their darkest desires. Yet despite all their undead glory, not all vampires desire to be as they are, and over millennia of being chained to their grave they may seek to release themselves from their purgatory. Some vampires have come to believe that the secret of their curse may lie in the exchange of blood, as their curse may originate as the result of a horrible pact sealed with the spilling of this vital humor. A vampire might spend many long years poring over ancient manuscripts and tomes containing secrets of blood curses and magics as they research a means to end the abomination that is their existence. By attempting to ritualistically purge themselves of the curse of vampirism and cleanse their own blood, vampires displease the dark powers that created them through their pact. In their attempts at ending their curse, these vampires are tortured and mutilated by their displeased patrons and become disfigured mockeries of their once regal selves. Those beings who behold these disfigured beings shun their very sight, and other vampires who have witnessed such attempts at ending the vampirism curse have deemed these individuals unclean. While other vampires draw other undead or creatures unto them, an unclean vampire is further cursed to a solitary existence with only the lowliest vermin for companionship. Blood Magics. Their research into ancient curses and magics have granted an unclean vampire a powerful insight over this vital fluid, as well as diseases and afflictions that affect the living. Chained No More. Through the rituals they have conducted an unclean vampire is no longer bound to its gravesite where it would normally need to slumber during the day. The unclean vampire can therefore travel in darkness wherever it pleases, but is still burned by the light of day. Through the partial lifting of their curse, an unclean vampire is also unaffected by running water and can enter residences without invitation. However, they are bound to their disfigured humanoid form unable to assume other forms, a constant reminder of their failure to end their curse. Creature of the Shadows. Due to their horrible disfigurement, unclean vampires seldom venture forth outside of crypts and mausoleums. They prefer to dwell away from the scrutiny of other beings, unlike others of their ilk who may seek to dominate and rule over other beings. When they do venture forth from their lairs they will do so only in the dark of night. An unclean vampire is prone to violence if confronted, but will seldom seek out other beings as they prefer solitude in their misery. 125


Unclean Vampire Medium undead, lawful evil Armor Class 16 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 18 (+4) 17 (+3) 12 (+1) Saving Throws Dex +9, Int +9, Wis +8 Skills Arcana +9, History +9, Perception +8, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 18 Languages the languages it knew in life Challenge 15 (13,000 XP) Legendary Resistance (3/Day). If the unclean vampire fails a saving throw, it can choose to succeed instead. Regeneration. The unclean vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the unclean vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn. Spellcasting. The unclean vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The unclean vampire has the following spells prepared: Cantrips (at will): blood siphon, blood link, night terror,     spare the living 1st level (4 slots): acrid delight, charm person, creeping     crawling hand, toll the dead 2nd level (3 slots): analyze blood, drain life, shadow     bind 3rd level (3 slots): Grimlore's affliction, bestow curse,     mummify 4th level (3 slots): hallowing curse, plague 5th level (1 slot): enervation Spider Climb. The unclean vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The unclean vampire has the following flaws: Stake to the Heart. If a piercing weapon made of wood is driven into the unclean vampire's heart while it is incapacitated, it is paralyzed until the stake is removed. Sunlight Hypersensitivity. The unclean vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The unclean vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d4 +4) bludgeoning damage. Instead of dealing damage, the unclean vampire can grapples the target (escape DC 18) Unclean Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the unclean vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the unclean vampire regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The creature must also make a DC 17 Constitution save or be paralyzed. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises after 1 round as a ghast under the unclean vampire's control. Unclean Children. The unclean vampire magically calls 2d4 plague rats provided the sun isn't up. While outdoors, the vampire can call 2d4 corpsehounds instead. The summoned creatures arrive in 1d4 rounds, acting as allies of the unclean vampire and obeying its spoken commands. They remain for 1 hour, until the unclean vampire dies, or until the unclean vampire dismisses them. If the unclean vampire dies, the summoned creatures enter a berserk state, making melee attacks with advantage, but creatures making melee attacks against them also have advantage. Legendary Actions The unclean vampire 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 unclean vampire regains spent legendary actions at the start of its turn. Move. The unclean vampire moves up to its speed without provoking opportunity attacks. Into the Shadows. The unclean vampire makes a Dexterity (Stealth) check. Unarmed Strike. The unclean vampire makes one unarmed strike. Bite (Costs 2 Actions). The unclean vampire makes one bite attack. 126


Voidmaw Various Planes of Existence have been well documented through exploration, interaction with extraplanar beings, or described in texts and manuscripts from those bold or powerful enough to travel between the planes. However, many remain unexplored, and potentially countless other outer or demiplanes may yet exist. Thought to be travelers from an unexplored demiplane, the voidmaw is an unusual being that appears to be drawn to areas where magical energies are highly concentrated or regions where bursts of arcane powers have been expended in a short period of time. For example, these beings have been seen hovering above battlefields where powerful mages have been observed engaged in devastating combat. It is hypothesized that a voidmaw feeds on the remnants of magical energies, bringing these energies back into their plane of existence for some unknown reason. Voidmaws do not appear malevolent in nature, as they do not seek direct interaction with other beings. They have been observed trailing magic users, as though studying them, but no reports have been made of a voidmaw initiating aggression. Magical Immunity. A voidmaw appears to be immune to all known forms of magic. Instead whenever magical energies are expended in their vicinity they appear emboldened and empowered. If a spell is directly cast against them, the voidmaw will target the caster directly, draining all magical essence from the caster unless driven away. It is unknown if a voidmaw truly dies, as they appear to dissipate rather than die if they are assaulted. Voidmaw Medium aberration, true neutral Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 12 (+1) 18 (+4) 14 (+2) 12 (+1) Saving Throws Int +6, Wis +4 Skills Arcana +6, Investigation +6 Damage Immunities acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from magical weapons Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages - Challenge 2 (450 XP) Extraplanar Sight. The voidmaw can see 60 feet into any plane of its choice when it is on the Material Plane, and vice versa. Incorporeal Movement. The voidmaw 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. Magical Siphon. If the voidmaw is hit with a spell attack that would deal damage, the voidmaw instead regains hit points equal to the damage dealt. Any additional hit points are added as bonus hit points lasting 1 hour. Void Dissipation. If the voidmaw takes damage that reduces it to 0 hit points, it dissipates into a burst of shadows. It re-coalesces within 2 days on a plane of its choosing. Actions Drain Essence. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage. If the target is a magic user, it expends one unused random spell slot and takes an additional 3 (1d6) psychic damage per spell level. 127


Voidmaw Disruptor Medium aberration, true neutral Armor Class 14 (natural armor) Hit Points 91 (14d8 + 28) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 12 (+1) Saving Throws Int +8, Wis +6 Skills Arcana +8, Investigation +8 Damage Immunities acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from magical weapons Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) Extraplanar Sight. The voidmaw disruptor can see 60 feet into any plane of its choice when it is on the Material Plane, and vice versa. Incorporeal Movement. The voidmaw disruptor 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 voidmaw disruptor's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attack). It can cast the following spells innately: At will: darkness, mana burn, silent image 3/day each: boundary, displacement, midnight, misty     step 1/day each: spellsteal, synaptic static, demiplane Magical Siphon. If the voidmaw disrupter is hit with a spell attack that would deal damage, the voidmaw instead regains hit points equal to the damage dealt. Any additional hit points are added as bonus hit points lasting 1 hour. Void Dissipation. If the voidmaw disruptor takes damage that reduces it to 0 hit points, it dissipates into a burst of shadows. It re-coalesces within 1 hour on a plane of its choosing. Actions Drain Essence. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) psychic damage. If the target is a magic user, it expends one unused random spell slot and takes an additional 9 (2d8) psychic damage per spell level. Voidmaw Planeswalker Medium aberration, true neutral Armor Class 14 (natural armor) Hit Points 66 (12d8 + 12) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 12 (+1) 20 (+5) 14 (+2) 12 (+1) Saving Throws Int +7, Wis +4 Skills Arcana +7, Investigation +7 Damage Immunities acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from magical weapons Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 3 (700 XP) Extraplanar Sight. The voidmaw planeswalker can see 60 feet into any plane of its choice when it is on the Material Plane, and vice versa. Incorporeal Movement. The voidmaw planeswalker 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 voidmaw planeswalker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attack). It can cast the following spells innately: 3/day each: darkness, displacement, mana burn,     misty step 1/day each: demiplane Magical Siphon. If the voidmaw planeswalker is hit with a spell attack that would deal damage, the voidmaw instead regains hit points equal to the damage dealt. Any additional hit points are added as bonus hit points lasting 1 hour. Void Dissipation. If the voidmaw planeswalker takes damage that reduces it to 0 hit points, it dissipates into a burst of shadows. It re-coalesces within 2 days on a plane of its choosing. Actions Drain Essence. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) psychic damage. If the target is a magic user, it expends one unused random spell slot and takes an additional 5 (1d10) psychic damage per spell level. 128


Winterwight Created from the souls of the unfortunate who perished in the dismal winter environments, winterwights now comb the tundra for prey to claim with their frigid, life-draining claws. Usually standing 7 feet tall, an icy grip has strengthened their frostbitten skin to form an impervious armor. Winterwights take great joy in hunting and tormenting their victims, haunting them on the frozen plains for a time before openly confronting prey. Typically, winterwights can be found alone or possibly in pairs, but on rare occasions groups of several can be found, making the frozen tundra a truly terrifying place. A Greater Purpose. There have been times where immoral deities have cursed winterwights into their employ. Auril, Thyrm, and even Talos have used winterwights as heralds or assassins. Undead Nature. A winterwight doesn't require air, food, drink, or sleep. Winterwight Medium undead, chaotic evil Armor Class 20 (natural armor) Hit Points 241 (21d8 + 147) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 24 (+7) 10 (+0) 22 (+6) 24 (+7) Saving Throws Str +14, Cha +13 Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 120 ft., passive Perception 16 Languages Common, Infernal Challenge 18 (20,000 XP) Blightfire. At the start of each of the winterwight's turns, each creature within 5 feet of it takes 10 (3d6) cold damage and must succeed on a DC 21 Constitution saving throw or its Constitution score is reduced by 1d6. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Innate Spellcasting. The winterwight’s innate spellcasting ability is Charisma (spell save DC 21). The winterwight can innately cast the following spells, requiring no material components: At will: cone of cold, control weather, dimension door, sleet storm, wall of ice Magic Resistance. The winterwight has advantage on saving throws against spells and other magical effects. Rend. If the winterwight attacks the same creature with two claw attacks on the same turn and they both hit, the creature takes an additional 36 (8d8) slashing damage. Sunlight Sensitivity. While in sunlight, the winterwight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The winterwight makes two claw attacks. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage, plus 18 (4d8) cold damage. The winterwight regains hit points equal to half the cold damage done. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or its hit point maximum is reduced by an equal amount to the damage taken. This reduction lasts until the target finishes a long rest. If this effect reduces the target’s hit point maximum to 0, it dies, and its body is destroyed, leaving behind nothing but shards of ice. 129


Wrathborne When a vengeful creature dies, often its last act is to curse the cause of its demise. If the dying creature's bitterness and hatred is deep enough it can conjure a manifestation of this desire for retribution in the form of a dark spirit known as the wrathborne. Clad in ebony and wreathed in murky shadows, a wrathborne glides silently through the darkness seeking any living being to destroy. The spirit bears a spectral umbral blade that effortlessly pierces even the thickest steel. These beings do not utter a single word, and even the most despairing of pleas do not sway them. Essence of Darkness. These creatures of darkness only manifest in darkness. They are never observed when even a glimmer of natural sunlight is present, and are often found deep underground in caves, grottos, catacombs, and other places of the deep. Natural sunlight dissipates their essence entirely, though it will slowly coalesce over a period of several days. Magic and firelight are engulfed by the shadow of the wrathborne, though magical light will keep the wrathborne at bay for a time. Shadow Jumper. Being creatures of shadow, a wrathborne is able to shift its being away from a counterstrike, merging into shadow and shifting its location to anywhere nearby provided it is in darkness. Moments later they reappear to continue their relentless assault against their victim. Wrathborne Medium undead, neutral evil Armor Class 14 Hit Points 104 (19d8 + 19) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 13(+1) 12 (+1) 16 (+3) 10 (+0) Saving Throws Dex +7 Skills Perception +6, Stealth +7 Damage Vulnerability radiant Damage Resistances acid, fire, thunder; bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 16 Languages - Challenge 6 (2,300 XP) Darkness Incarnate. The wrathborne has advantage on Dexterity (Stealth) checks while in dim light or darkness. Deep Shadow. The radius of any magical or nonmagical light is reduced by 75% when a wrathborne is within 100 feet of the light source. Innate Spellcasting. The wrathborne's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: minor illusion, night terror, shadow embrace,     toll the dead 3/day each: cause fear, darkness, shadow bind 1/day each: shadow of moil Sunlight Hypersensitivity. While in sunlight, the wrathborne has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Umbral Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) necrotic damage. The wrathborne regains hit points equal to half the damage dealt. If the target is a creature that is incapacitated, paralyzed, or stunned, it takes an additional 27 (5d10) necrotic damage. If this attack reduces the target to 0 hit points, it is automatically killed and cannot be resurrected by any means short of a wish. Reaction Shadow Phase (3/Day). If the wrathborne is targeted by a melee weapon attack from a creature within 5 feet of it that can see it, the wrathborne can make a DC 15 Dexterity saving throw. On a successful save, the attack automatically misses and the wrathborne can teleport to any space it can see within 30 feet. 130


Yuan-ti Befouler Yuan-ti abominations are horrific serpent-like creatures in life, and become even more unnerving in undeath. Forming the highest caste of yuan-ti society as the most prestigious members, abominations typically serve as the leaders of their cities, bowing only to yuan-ti anathema, which meant that their death did not always signal an end to their journey. Twisted by necrotic magics channeled by their underlings, a befouler's form becomes something more grotesque than it was while alive. Their features take on macabre elements —elongated appendages, dreadful fangs and ossein protrusions that were not present before. These undead beasts are referred to as yuan-ti befoulers and don their new form with pride. Memories Remain. Undeath does not take with it an abomination's impetus to rid its lands of repugnant human life, only intensify it. Their hatred towards humans is so predominant that it persists throughout the ritual to animate their forms. Underground Dwellers. Yuan-ti befoulers leave behind the humid jungles populated by their living counterparts, instead preferring to live in tombs and catacombs beneath the surface. Watching over the tribe's buried dead becomes their eternal ambition. Undead Nature. An yuan-ti befouler doesn't require air, food, drink, or sleep. Yuan-ti Befouler Large undead, chaotic evil Armor Class 15 (natural armor) Hit Points 85(10d10 + 30) Speed 11ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 9 (-1) 15 (+2) 19 (+4) Skills Perception +5, Stealth +4 Damage Vulnerability bludgeoning Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Draconic Challenge 6 (2,300 XP) Emanation of Dread. When a creature of the yuan-ti's choosing makes a saving throw within 10 feet of it, the creature must roll a d4 and subtract the number rolled from the saving throw. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Turn Defiance. The yuan-ti has advantage on saving throws against effects that turn undead. Innate Spellcasting. The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: At will: toll the dead 3/day: bone storm 1/day: fear Actions Multiattack. The yuan-ti makes three attacks, but can use its bite and constrict attacks only once each. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Bone Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 131


Zombies Mindless corpses groaning in the darkness, zombies are driven only by a primal urge to kill the living. They no longer have any semblance of life in the hollow eyes; no independent thought, personality, or creativity. All that remains is a desire to attack creatures that gain its attention. Undead Nature. A zombie doesn't require air, food, drink, or sleep Rotting Soldier One can easily lose their way in the festering marshlands found throughout the realm. These regions teem with beasts and insects, treacherous quicksand, bogs, and a myriad of other threats. Rotting soldiers represent the ones who became lost in these foul swamps, slowly succumbing to their fate. Now reanimated by necromantic magic, rotting soldiers reek of decay brought on by their environment, as they lumber through the ruins of ancient cities, temples, and ruins that have been overtaken by the encroaching swamp. Rotting Soldier Medium undead, neutral evil Armor Class 14 (armor scraps, shield) Hit Points 27 (5d8 + 5) Speed 10 ft. STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 13 (+1) 5 (-3) 6 (-2) 5 (-3) Damage Resistances fire Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke in life but can't speak Challenge 1/2 (100 XP) Stench of Decay. The rotting soldier emits a foul, nauseating stench. A creature that starts its turn within 10 feet of the rotting soldier must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. A creature poisoned in this manner can't take reactions and spends its action retching and vomiting. Creatures that don't need to breathe automatically succeed on this saving throw. Undead Fortitude. If damage reduces the rotting soldier 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 rotting soldier drops to 1 hit point instead. Waterlogged. The rotting soldier is saturated with water from its time spent in swampy terrain, making it resistant to fire damage. Actions Multiattack. The rotting soldier makes two longsword attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage. 132


Zombie Swarms Zombies serve as adequate sentries for their creators, but are frequently forgotten and abandoned when their masters move on to bigger and better plans, or when adventurers take issue with necromantic overlords in the area. Zombies that are left behind seem to be drawn to one another —possibly subconsciously, and begin to form expansive hordes of undead creatures, flocking together with little purpose. Swarm of Zombies Huge swarm of Medium undead, neutral evil Armor Class 9 Hit Points 95 (10d12 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Resistance bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke in life but can't speak Challenge 2 (450 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 Medium zombie. The swarm can't regain hit points or gain temporary hit points. Zombie Resilience. If the horde takes damage equal to 25% or more of its current hit points from a single attack, it must make a Constitution saving throw with a DC the damage taken, unless the damage is radiant or from a critical hit. On a success, the horde only takes half the damage instead. Actions Slam (horde has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 20 (4d8 + 2) bludgeoning damage. Slam (horde has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 11 (2d8 + 2) bludgeoning damage. Horde of Zombies Gargantuan swarm of Medium undead, neutral evil Armor Class 9 Hit Points 145 (10d20 + 40) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Resistance bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it spoke in life but can't speak Challenge 4 (1,100 XP) Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium zombie. The horde can't regain hit points or gain temporary hit points. Zombie Resilience. If the horde takes damage equal to 25% or more of its current hit points from a single attack, it must make a Constitution saving throw with a DC the damage taken, unless the damage is radiant or from a critical hit. On a success, the horde only takes half the damage instead. Actions Slam (horde has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 29 (4d12 + 3) bludgeoning damage, and if the target is Huge or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. The horde can grapple a number of creatures in its space. Slam (horde has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (2d12 + 3) bludgeoning damage, and if the target is Large or smaller, it is grappled (escape DC 11). Until this grapple ends, the target is restrained. The horde can grapple a number of creatures in its space.    Reactions               Feeding Time. If a creature is reduced to 0               hit points within 20 feet of the horde, the                    horde can move up to its speed and                       make a slam attack against the dying                        creature. 133


NPCs This section contains statistics for various humanoid nonplayer characters; friends and foes alike! Blight Sorcerer Blight Sorcerers have studied the unique necrotic energies of decay. Rather than focusing on the merits of repurposing the dead such as a necromancer would, these sorcerers are more fascinated with the processes by which the dead melt away, leaving the barest of traces. While some seek to understand this event at its base, academic level, others pursue this knowledge in order to manipulate the process to their own nefarious ends. Master of Decay. The study of decay has yielded fruit for these powerful sorcerers. They are well armed with knowledge of spells able to melt even the toughest steel, to cause an entire village to flee in nauseous terror, or even instantaneously rot the innards of those foolish enough to challenge them. Blight Sorcerer Medium humanoid (any race), any non-good alignment Armor Class 13 (16 with mage armor) Hit Points 54 (12d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 11 (0) 12 (+1) 16 (+3) 18 (+4) Skills Arcana +4, Stealth +6 Damage Resistances necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common plus up to two other languages Challenge 5 (1,800 XP) Emanation of Decay (1/Turn). At the start of each of the sorcerer's turns, a creature it chooses within 15 feet of it takes 10 (3d6) necrotic damage. Innate Spellcasting. The sorcerer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The sorcerer can cast the following spells innately, requiring no material components: At will: acid splash, darkness, fog cloud, mage armor 3/day each: gaseous form, melf's acid arrow, shield,     stinking cloud 1/day each: blight, cloud kill, contagion Actions Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. Reactions Vaporous Form (3/Day). The blight sorcerer can turn into a vaporous cloud when it is targeted by a melee attack that would hit it. The triggering attack misses and the blight sorcerer can move up to 15 feet in any direction without provoking attacks of opportunity. To do so, the blight sorcerer must see the attacker. 134


Death Whisperer The death whisperer is inherently curious about the contrast between death and undeath. Rather than focusing on one topic and shunning others, the death whisperer chooses instead to view these states holistically. They are interested in both the physical and spiritual nature of existence. This philosophy lends itself instead to listening to and understanding the undead rather than seeking domination over them; they have no interest in enslaving these once-living beings for their own purpose by twisting magic toward their own nefarious ends as a necromancer would. Instead, death whisperers seek to glean knowledge of the dead in an effort to understand them, should they reveal long forgotten secrets or reveal unseen paths forward. Death whisperers carefully listen to the knowledge offered by the departed that others can seldom hear. Auguries of Death. Through experience, the death whisperer has mastered the art of interpreting the dead's cryptic statements. Understanding the incoherent ramblings of a spectral visage, it seems, is a fine line between comforting or subjugating those over whom the death whisperer can commune. Undead Acclimation. The very presence of a death whisperer draws forward the mindless undead to reach out, almost as though those unwillingly afflicted with the curse of undeath seek to be heard by the living once again. Likewise, dead creatures will eagerly seek to share their knowledge with a death whisperer; their souls craving for a partisan with which to share their living legacy, even in death. Death Whisperer Medium humanoid (any race), true neutral Armor Class 14 (hide armor) Hit Points 130 (20d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 11 (0) Skills History +8, Investigation +8, Perception +6, Religion +11 Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 16 Languages Any four languages Challenge 6 (2,300 XP) Augury of Death. The death whisperer can take 10 minutes to prepare a ritual. Once complete, it casts the bones from a creature that has died in the last year and receives an impression from an otherworldly being about the creature's demise. Calm the Undead. As a bonus action, the death whisperer can attempt to suppress hostility in a group of mindless undead. Each undead creature with an intelligence of 6 or less in a 30-foot-radius sphere centered on a point the death whisperer can see within 60 feet of it must succeed on a DC 16 Charisma saving throw. On a failure, it becomes indifferent about creatures of the death whisperer's choice that it is hostile toward for up to 24 hours. This indifference ends if the target is attacked or harmed by a spell. Spellcasting. The death whisperer is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The death whisperer has the following spells prepared: Cantrips (at will): chill touch, mage hand, message, ray     of frost, spare the dying 1st level (4 slots): comprehend languages, detect     magic, false life, identify, protection from evil and     good 2nd level (3 slots): arcanist's magic aura, detect     thoughts, gentle repose, magic mouth, zone of truth 3rd level (3 slots): animate dead, clairvoyance, dispel     magic, remove curse, speak with dead 4th level (3 slots): blight, locate creature, phantasmal     killer, resilient sphere 5th level (2 slots): legend lore, modify memory, scrying,     telepathic bond 6th level (1 slots): create undead, eyebite, true seeing Undead Affinity. If an undead targets the death whisperer directly with an attack or a harmful spell, that creature must make a Wisdom saving throw (DC 16). On a failed save, the creature must choose a new target or forfeit targeting someone. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if the death whisperer targets it with an attack or a harmful spell. Actions Staff of the Damned. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10) necrotic damage. 135


Deathseer A deathseer recognizes that death is unavoidable, and when someone's time has come is decided for reasons far beyond the understanding of brief mortality. Deathseers pursue this devotion by signing a contract with a deity whose motivations lie in guiding their reapers to maintain the balance between life and death; binding the deathseer to carry out their obligations. Contractually Bound. Deathseers devote their lives to keeping the balance between life and death. Different deathseers may focus on various aspects in an effort to keep this balance, but all are bound by the contracts they sign; contracts that grant unique abilities, so work can be completed without objection. Whatever their personal motivations, their deity expects their reapers to honor their commitment above all else. When their deity marks someone for expiration, a deathseer makes it their utmost priority to make sure that soul passes into the afterlife. Deathseer Medium humanoid (any race), any neutral alignment Armor Class 17 (splint) Hit Points 221 (26d8 + 104) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (0) 19 (+4) 13 (+1) 16 (+3) 18 (+4) Saving Throws Str +7, Con +8 Skills Athletics +7, Insight +7, Intimidation +8, Medicine +7, Perception + 7, Religion +5 Damage Resistances necrotic, poison Senses passive Perception 17 Languages Common plus up to two other languages Challenge 11 (7,200 XP) Harrowing Strike. The deathseer's weapon attacks are magical. When the deathseer hits with its greatsword, the weapon deals 14 (4d6) additional necrotic damage (included in the attack). Shroud of Necrosis. The deathseer and friendly creatures within 30 feet of it are resistant to necrotic and poison damage, and have advantage on Constitution saving throws against poison while the deathseer is conscious. Spellcasting. The deathseer is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The deathseer has the following spells prepared: 1st level (4 slots): arms of hadar, bane, cause fear,     protection from evil and good 2nd level (2 slots): darkness, gentle repose, misty     step, zone of truth Touch of Respite (1/Day). The deathseer can use its bonus action to touch a willing creature that has expended all of its hit dice. The creature will regain 1d4 hit dice. Actions Multiattack. The deathseer makes three greatsword attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) magical slashing damage plus 14 (4d6) necrotic damage. Reactions Death's Embrace (3/Day). The deathseer's understanding of the ebbs and flows of life and death allow it to grant an ally it can see within 60 feet that just failed a death saving throw to reroll the save, taking the second result. 136


Glacius Knight Eldritch spirits are the ghostly presences of long deceased beings. While most of their essence has faded away over time, echoes of their existence are still found in all corners of the world. The influence of eldritch energies is often perceived by layfolk as a prickling sensation on the nape of the neck, a sudden shiver and puckering of gooseflesh on even the hottest of days, or a sense of déjà vu that causes one to pause and peer over their shoulder. Learning to manipulate such magical energies usually requires intensive training and discipline, leaving little time for attuned creatures to master martial disciplines such as swordplay. However, some warriors possess an intimate ability to tune into the arcane, and their inherent intelligence and curiosity has enabled them to pick up an understanding of the mystical arts to compliment their martial training. This allows them to augment their martial prowess with a limited ability to cast magical spells, and the glacius knight is one such warrior. Chilling Bond. The greatsword of the glacius knight can be wielded by no other - it is bonded to its master. The energies within obey only the glacius knight; other creatures attempting to wield it find the blade with leap and jerk while in their grasp as though the weapon were possessed. Eldritch Mist. The glacius knight has learned how to channel the eldritch mist, forming a bond that allows it to rapidly move across the battlefield to evade foes or come to an ally's aid. Creatures within the path of the glacius knight feel an icy chill as it passes by them. Glacius Knight Medium humanoid (any race), any alignment Armor Class 17 (splint) Hit Points 156 (24d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 15 (+2) 11 (+0) 13 (+1) Saving Throws Str +6, Con +5, Int +5 Skills Arcana +5, Athletics +6, Perception +6 Damage Immunities cold Senses passive Perception 16 Languages any one language (usually Common) Challenge 8 (3,900 XP) Bonded Weapon. The glacius knight is bonded to its glacial greatsword. It cannot be disarmed unless the glacius knight is incapacitated, and it can summon its greatsword instantly as a bonus action if it is on the same plane of existence. Glacial Presence. As a bonus action, the glacius knight draws ambient heat from its environment to empower its greatsword. Their weapon attacks deal an additional 7 (2d6) cold damage on a successful attack (included in the attack). Additionally, a creature that starts its turn within 5 feet of the glacius knight must succeed on a DC 13 Constitution saving throw or have its movement speed reduced by half feet until the start of the creature's next turn. Spellcasting. The glacius knight is a 4th-level spellcaster. The glacius knight's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The glacius knight has the following spells prepared: Cantrips (at will): booming blade, frostbite, ray of     frost, resistance 1st level (4 slots): absorb elements, ice knife,     protection from evil and good, shield 2nd level (3 slots): pass without trace, shatter,     snilloc's snowball swarm Actions Multiattack. The glacius knight makes three glacial greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) cold damage. Reaction Chilling Mist (3/Day). When the glacius knight takes damage from an attack, it can surround itself with an icy mist and teleport up to 30 feet to an unoccupied space that it can see. 137


Grave Warden Grave Wardens are magic users obsessed with the study of life and death, specialising in incantations that allow them to harness the very life-force that flows through all creatures. Where a life-force is not present, they are able to instill a mimicry of foul life, raising these dead creatures from their once peaceful earthen resting places. Undead Perpetuity. These arcane casters draw on necromantic lore that provides a macabre power all its own. They aspire to live forever, effectively becoming immortal by taking on traits belonging to their undead cohort. Grave Warden Medium humanoid (any race), any non-good alignment Armor Class 12 (15 with mage armor) Hit Points 204 (24d8 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 18 (+4) 19 (+4) 16 (+3) 16 (+3) Saving Throws Int +8, Wis +7 Skills Arcana +8, History +8, Religion +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages Common plus up to two other languages Challenge 12 (8,400 XP) Grave's Rebuke (3/Day). When the grave warden succeeds on a death saving throw or stabilises a creature with spare the dying, the grave warden regains 14 (2d8 +5) hit points. Spellcasting. The grave warden is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The grave warden has the following spells prepared: Cantrips (at will): chill touch, ray of frost, resistance,     spare the dying 1st level (4 slots): blindness/deafness, death's     grasp, mage armor, ray of enfeeblement 2nd level (3 slots): acid arrow, detect thoughts,     invisibility, mirror image, misty step 3rd level (3 slots): animate dead, bestow curse,     counterspell, dispel magic, slow 4th level (3 slots): blight, dimension door,     phantasmal killer 5th level (3 slots): cloudkill, danse macabre,     dominate person 6th level (1 slot): create undead, disintegrate 7th level (1 slot): finger of death Undead Affinity. The grave warden can hold its breath indefinitely, and it doesn't require food, water, or sleep. Additionally, undead have disadvantage on attack rolls against the grave warden, and the grave warden has advantage on saving throws against spells and other magical effects created by undead. Actions Undead Graft. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 138


Haunted Due to a plethora of bloodcurdling nightmares that consumed their childhoods, the haunted are never fully aware if they are in control of their surroundings while awake. This blight plagues them well into their early adult years, but not all is as perilous as it seems. Through many restless nights, the haunted are able to slowly learn how to commune with that which terrifies when they close their eyes - spirits caught inbetween this life and the next: a perpetual purgatory. Whisperer for Lost Souls. Although it is not clear how to help those who cannot pass on, the spirits welcome a presence they can communicate with. While this is initially unsettling to many haunted, they eventually begin to understand the figures that populated their dreams as a child are not a threat to them; rather, they are communicating in the only way they are able. Many haunted will spend their days searching for the reason these lost souls can't travel peacefully into the afterlife and try to help them, should they be able. Gifts from Beyond the Grave. Spirits that commune with the haunted are able to affect the Material Plane through sheer force of will, using the haunted's body as a vessel. Seemingly supernatural occurrences, eventually the haunted are able to focus this power to assist them in life. Unsettling Powers. While not practised spellcasters, the haunted have learned what may appear as arcane spells to others: magic twisted due to the forces present in their being. The spell shield would look like spirit skulls swirling about the haunted instead of an invisible barrier of magical force, for example. Haunted Medium humanoid (any race), neutral Armor Class 13 (16 with mage armor) Hit Points 120 (16d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 17 (+3) 16 (+3) 20 (+5) 15 (+2) 16 (+3) Saving Throws Con +6, Wis +5 Skills History +8, Religion +8 Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 12 Languages all Challenge 7 (2,900 XP) One with the Dead. An undead creature must succeed on a DC 16 Wisdom saving throw to target the haunted directly with an attack or a harmful spell. On a successful save, the creature is immune to this effect for 24 hours. Commune with Spirits. The haunted is able to speak with a spirit belonging to a humanoid creature that has died in the last 24 hours. Obscure. As a bonus action, the haunted can summon or dismiss spirits that swirl about its body. While active, a creature has disadvantage on attack rolls against the haunted. Innate Spellcasting. The haunted's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The haunted can innately cast the following spells, requiring no material components: At will: chill touch, dancing lights, mage armor, misty     step, thaumaturgy 3/day each: animate dead, bane, shield, spirit     guardians 1/day each: danse macabre, etherealness, hallow,     forcecage Actions Assault the Living. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 39 (6d12) necrotic damage. This has no effect on undead or constructs. Grasping Spirits. Ranged Spell Attack: +8 to hit, range 60 ft., one Large or smaller creature. Hit: 13 (2d12) necrotic damage, and the target is grappled for 1 minute (escape DC 18) as spirits rise out of the ground and hold the creature. Until this grapple ends, the target is restrained. 139


Shadoweaver Clad in inky black robes and cowled within a heavy cloak, a shadoweaver is an intimidating sight. It is uncertain whether these beings are living or dead, as their curious and inhuman eyes peer forth from shockingly pale skin that contrast sharply with its accoutrement. Shadoweavers are mostly encountered in graveyards, burial grounds, and necropoli and then most often during the night. They are curious beings, prone to intense focused study of areas where the dead reside, though whether it is to deduce the nature of creation of the undead or their behavior is unknown. Some speculate that shadoweavers themselves are undead immortals seeking to uncover how to reverse their state of being, a fact supported by the fact that undead seem to be drawn to the presence of a shadoweaver. Nomadic. Shadoweavers have never been known to tarry in a single place for more than a short time, and they never stay in populated areas such as taverns and inns, preferring instead the solitude and silence of the nearby wilderness. When they speak to others, their tones are soft and their words measured, as though each word uttered bears a tremendous weight and significance. After a brief time in an area, they will simply melt away into the darkness of midnight. Shadow Magics. Those who have encountered a shadoweaver claim they command darkness as though it were a trivial matter. Some claim as well that the undead respond to the the slightest gesture of a shadoweaver, a power that many necromancers would covet. When confronted by force, a shadoweaver simply melts away into the shadows and disappears. Shadoweaver Medium undead, neutral Armor Class 14 Hit Points 156 (24d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 20 (+5) 17 (+3) 15 (+2) Saving Throws Dex +8, Int +9, Wis +7 Skills Arcana +9, History +9, Stealth +8, Perception +7 Damage Vulnerabilities radiant Damage Immunities necrotic Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common plus the languages it knew in life Challenge 9 (5,000 XP) Gloombat Companion. The shadoweaver is bonded to a gloombat. The gloombat acts on its own initiative, but otherwise obeys the shadoweaver's commands. As a bonus action, the shadoweaver can command the gloombat to use its reaction to take the Dash, Disengage, Dodge, or Help action. Spellcasting. The shadoweaver is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): gloom, Grimlore's influence, night     terror, prestidigitation, toll the dead 1st level (4 slots): cause fear, cursed with undeath,     death's grasp, unseen servant 2nd level (3 slots): darkness, desecration, necrotic     visage, misty step 3rd level (3 slots): animate dead, bestow curse,     vampiric touch 4th level (3 slots): blight, myrkul's power, shadow of     moil 5th level (2 slots): danse macabre, enervation 6th level (1 slot): soul cage 7th level (1 slot): finger of death Sunlight Sensitivity. While in bright light, the shadoweaver has disadvantage on attack rolls and spell attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Umbral Stealth. While in darkness, the shadoweaver is invisible to any creature that would rely on darkvision to see it in that darkness. The shadoweaver has advantage on Dexterity (Stealth) rolls while in darkness. Actions Multiattack. The shadoweaver makes two attacks with its Stygian staff. Stygian Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands plus 18 (4d8) necrotic damage. On a successful attack roll, the target must make a successful DC 15 Wisdom saving throw or be blinded for 2d4 rounds. 140


Cerberic Cultist's Summoning Alter (DM Map) 142


Crypt Lord's Catacombs (DM Map) 143


Dark Sage's Underground Passageway (DM Map) 144


Dreadknight's Abyssal Gateway (DM Map) 145


Drow Necromancer's Underdark Mausoleum (DM Map) 146


Forgotten One's Slumbering Ruins (DM Map) 147


Grave Hag's Cemetary (DM Map) 148


Harbinger's Underground Sanctuary (DM Map) 149


Necrophagi Earthen Abode (DM Map) 150


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