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

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

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

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

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

Dread Ram Horrible undead war steeds covered in rotting flesh, dread rams are unnerving sights to behold; a decaying version of its living form. Their oversized horns and skeletal face protrude through green spectral flames that escape from its mouth and empty eye sockets. The dread ram is pure hatred incarnate. Never flinching, never tiring —these undead beasts serve as perfect pets for their masters; vile necromancers who raise these creatures to do their bidding. Standing 6 feet tall at the shoulders and amassing over 2,000 pounds, dread rams are suitable for almost any strenuous activity. Advancing Undeath. Dread rams seldom act alone. Typically, they are used as mounts to propel less mobile undead forces to the frontlines of combat. If separated from their masters and confronted, they are primal in their behavior by raming and trampling anything caught in their path. Condemning Charge. The horrid sight of a charging dream ram strikes fear into all who witness it, victim and bystander alike. A trailing spectral taint hangs upon the air following the bull's path as it extracts ire upon the helpless. Undead Nature. A dread ram doesn’t require air, food, drink, or sleep. Dread Ram Large undead, neutral evil Armor Class 13 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 17 (+3) 4 (-3) 10 (+0) 7 (-2) Saving Throws Con +5 Skills Athletics +6 Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft, passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 4 (1,100 XP) Charge. If the dread ram moves at least 30 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Frightful Presence. Any creature within 30 feet of the dream ram when it finishes a charge must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the creature's next turn. Overwhelm. If the dread ram is within 5 feet of a prone creature, it can use a bonus action to make a trample attack against that creature. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.            Trample. Melee Weapon Attack: +6 to hit,                reach 5 ft., one target. Hit: 8 (1d8 + 4)                    bludgeoning damage.                        Spectral Flame Breath (1/Day). The                        dread ram exhales spectral green                        flames in a 15-foot cone. Each                    creature in that area must make a DC                 13 Constitution saving throw, taking 17              (5d6) cold damage on a failed save, or half         as much damage on a successful one. 51


Dreadknight None know what being lies behind the shimmering armor of fire and darkness that permanently shrouds a dreadknight. These beings are thought to have originated from the Shadowfell, perhaps as a dark reflection of those noble and virtuous knights that inhabit other planes. A dreadknight does not speak, but appears motivated only to snuff out all light and good wherever it stalks. A dreadknight is clad in armor of flames and shadow, that lend it an otherworldly appearance. This armor, and the blade that a dreadknight bears, are destroyed in a burst of flame if the being is destroyed. Dreadknights are seldom seen, and then only in the depths of the Underdark, within the Plane of Shadow, or other realms of darkness, fear, and shadow. Fearcaster. Those near a dreadknight describe an endless sense of horror and fear emanating from it. From a distance only a minor sense of trepidation is felt, but this fear grows with closer proximity to a dreadknight. Creatures that meet the dreadknights gaze from behind its helmet are paralyzed with fear, their hearts near bursting from unending and raw terror. Even other evil beings or those of the Shadowfell are affected by the presence of a dreadknight. However, creatures immune to fear are able to withstand them, and undead beings appear to be almost drawn to the presence of a dreadknight. Dreadknight Medium fey, lawful evil Armor Class 18 Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) Saving Throws Str +7, Cha +5 Skills Athletics +7, Intimidation +5, Perception +3 Damage Resistances fire, necrotic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 60 ft., passive Perception 13 Languages - Challenge 8 (3,900 XP) Aura of Terror. Each creature that is within 60 feet of the dreadknight that can see it must succeed on a DC 15 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dreadknight's Aura of Terror for the next 24 hours. Innate Spellcasting. The dreadknight's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attack). It can cast the following spells innately, requiring no material components: At will: cause fear, gloom, night terror, unholy flame 3/day: burning hands, darkness, Grimlore's     shadowgrasp 1/day: hellfire, midnight Gaze of Terror. When a creature that can see the dreadknight's helment starts its turn within 30 feet of it, the dreadknight can force it to make a DC 14 Wisdom saving throw if the dreadknight isn't incapacitated and can see the creature. If the creature fails its saving throw, it is paralyzed with fear. The creature remains paralyzed as long as the dreadknight maintains concentration. 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 dreadknight until the start of its next turn, when it can avert its eyes. If the creature looks at the dreadknight in the meantime, it must immediately make the save. Shadowfell Explosion. If the dreadknight is reduced to 0 hit points, it explodes in a burst of shadow and flame. Any creature within a 10-foot radius must succeed on a DC 15 Dexterity saving throw, taking 9 (2d8) necrotic damage plus 9 (2d8) fire damage on a failed save, or half as much on a successful one. Actions Multiattack. The dreadknight makes two attacks with its shadowfell blade. Shadowfell Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) necrotic damage and 4 (1d8) fire damage. 52


Drow Necromancer Dark elves in service to Lolth like many others, these unholy conjurers are specialist wizards who study the interaction of life, death, and undeath. Uncovering secrets from the Demonweb Pits, these drow necromancers have learned how to animate all manner of vile undead creatures, including massive skeletal monoliths devoted to the Dark Mother. Drow Necromancer Medium humanoid (elf), neutral evil Armor Class 13 (16 with armor of bones) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 18 (+4) 14 (+2) 14 (+2) Skills Arcana +8, Deception +6, Perception +6, Religion +8, Stealth +7 Damage Resistances necrotic Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challenge 9 (5,000 XP) Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting. The drow's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting. The drow is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The drow has the following wizard spells prepared: Cantrips (at will): chill touch, minor illusion, scourge,     spare the living, toll the dead 1st level (4 slots): death's grasp, dread, ray of sickness,     rot 2nd level (3 slots): misty step, shadow bind, web 3rd level (3 slots): animate dead, fear, mummify 4th level (3 slots): blight, greater invisibility 5th level (3 slots): armor of bones, cloudkill 6th level (1 slot): create undead Necromancy spells of 1st level or higher Grim Harvest (1/Turn). When the drow kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. Actions Withering Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. 53


Drowned The drowned are unfortunate creatures who've lost their lives at sea; a fate worse than death. Once animated, they are immediately recognizable from other undead due to the never-ending gasping and gurgling that saturates their being, an aftereffect from death that now manifests itself as a ragefilled magical aura to repress the living. Sodden Appearance. While representative of the humanoid that passed before it, a drowned typically weighs more due to their waterlogged body. While motionless, the drowned is indistinguishable from a bloated corpse. Undead Nature. A drowned doesn't require air, food, drink, or sleep. Drowned Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 12 (+1) Saving Throws Con +7 Damage Resistances cold Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages unable to speak but can understand simple phrases Challenge 4 (1,100 XP) Drowning Aura. Each creature that requires air to breathe and starts its turn within 30 feet of the drowned must make a DC 14 Constitution saving throw. On a failed save, a creature takes 4 (1d8) cold damage and has disadvantage on attack rolls and skill checks until the start of its next turn. False Appearance. While the drowned remains motionless, it is indistinguishable from a bloated corpse. Actions Multiattack. The drowned makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 4 (1d8) cold damage. Reactions Scorn (1/Day). If a creature that the drowned can see hits the drowned with an attack, the drowned scorns the creature. For the next minute, that creature has disadvantage on attack rolls made against the drowned, including the triggering attack. 54


Fell Wolf There are some throughout the realms who have a deepseated hatred for all forms of magic, and will stop at nothing to eliminate practitioners of the magical arts. In a twist of irony, many of these individuals themselves have at least some form of limited arcane ability. However, the hunting and elimination of magic users is no mean feat, as many magic users protect themselves with wards and are capable of protecting themselves against ambush. The fell wolf is a creature that, through subtle magical manipulations and intensive breeding and training, has been bred for a single purpose - to aid in the hunting and elimination of magic users. While the form of the wolf has been somewhat altered due to its magical augmentation, it is capable of sensing and resisting many forms of magic as it pursues its quarry. Consumer of Magic. Perhaps the most frightful of its augmentations is the fell wolf's ability to consume magical energies that are directed at it. Rather than causing it harm, minor spells are consumed and used to create a psychic whiplash against whomever was bold enough to unleash magical energies against it. Fell Wolf Large beast, neutral evil Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 8 (-1) Saving Throws Dex +5 Skills Stealth +5, Perception +3 Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 3 (700 XP) Arcane Hunter. The fell wolf has advantage on attack rolls made against magic users. Consume Magic. If the fell wolf is targeted by a 2ndlevel spell or lower that deals damage, it automatically succeeds on any saving throw required. Instead of dealing damage, the fell wolf is healed for half the damage that would have been dealt. Keen Hearing and Smell. The fell wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The fell wolf has advantage on saving throws against spells and other magical effects. Pack Tactics. The fell wolf has advantage on an attack roll against a creature if at least one of the fell wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Scrying Resistance. The fell wolf is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Sense Magic. The fell wolf senses magic within 120 feet of it at will. This trait works like a detect magic spell but isn't itself magical. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Bonus Action Reflect Magic (3/Day). As a bonus action, the fell wolf can reflect any spell of third level or lower back toward the spellcaster. 55


Fleshlurker The result of horrific magical experimentation, the fleshlurker is a mass of muscle, sinew, and chitin cobbled together from the remains of numerous humanoids and other unknown creatures. These creatures, having been ritualistically sacrificed in a dark and agonizing ceremony, are fueled by pain and torment and show no mercy to the living. Fleshlurkers are often found in necromancer lairs, underground caverns, and sewer systems where they lurk in the darkest recesses of the underground while seeking fresh victims. Ritual of Agony. The creation of a fleshlurker is a dark and grueling process. The necromancer responsible for crafting the fleshlurker first submits their unwilling victims to flaying and dismembering while still conscious and fully aware, inflicting as much suffering as possible before their victims succumb to their wounds. The dismembered pieces are then reassembled in the desired orientation and fused with negative energy. Flesh and bone from different creatures fuse as one, accounting for the awkward gait and movements of the fleshlurker. Once fused, an incantation to the most sinister dark gods imbues the fleshlurker with a twisted semblance of life. The fleshlurker, deformed and writhing in pain, manifests into a mound of tissue and viscera that seeks to engulf any unfortunate creatures unfortunate enough to encounter it. Feast of Flesh. When a fleshlurker ingests a victim, it tears its victim apart and uses the remains to incorporate into itself. Once they reach a size in which they have difficulty moving about, the fleshlurker may split apart giving rise to two foul, deformed offspring. Twisted Predator. The fleshlurker is blind, the eyes of its progenitors having been removed during its creation. However, the fleshlurker has heightened senses, and can sense its prey's movement through faint movements in its domain. Newspawned Fleshlurker Medium monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 104 (16d8 + 32) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 9 (-1) 15 (+2) 7 (-2) 10 (+0) 6 (-2) Saving Throws Con +5 Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, deafened, frightened Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10 Languages none Challenge 6 (2,300 XP) Blood Frenzy. The fleshlurker has advantage on melee attack rolls against any creature that doesn't have all its hit points. Regeneration. The fleshlurker regains 5 hit points at the start of its turn. If the fleshlurker takes fire damage, this trait doesn't function at the start of the fleshlurker's next turn. The fleshlurker dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The fleshlurker makes two attacks with its bone claw. Bone Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. 56


Mature Fleshlurker Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 17 (+3) 9 (-1) 10 (+0) 9 (-1) Saving Throws Con +6 Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, deafened, frightened Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10 Languages none Challenge 8 (3,900 XP) Blood Frenzy. The fleshlurker has advantage on melee attack rolls against any creature that doesn't have all its hit points. Regeneration. The fleshlurker regains 7 hit points at the start of its turn. If the fleshlurker takes fire damage, this trait doesn't function at the start of the fleshlurker's next turn. The fleshlurker dies only if it starts its turn with 0 hit points and doesn't regenerate. Magic Resistance. The fleshlurker has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fleshlurker makes three attacks with its bone scythes Bone Scythe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage. Massive Fleshlurker Huge monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 126 (11d12 + 55) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 20 (+5) 10 (+0) 12 (+1) 7 (-2) Saving Throws Con +9 Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, deafened, frightened Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 11 Languages none Challenge 10 (5,900 XP) Blood Frenzy. The fleshlurker has advantage on melee attack rolls against any creature that doesn't have all its hit points. Regeneration. The fleshlurker regains 10 hit points at the start of its turn. If the fleshlurker takes fire damage, this trait doesn't function at the start of the fleshlurker's next turn. The fleshlurker dies only if it starts its turn with 0 hit points and doesn't regenerate. Magic Resistance. The fleshlurker has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fleshlurker makes three attacks with its bone scythes Bone Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. Reactions Split. When the fleshlurker is reduced to 0 hit points, it splits into two newspawned fleshlurkers. Each newspawned fleshlurker acts on its own initiative, which is rolled after the fleshlurker splits. 57


Forgotten Ones Many ancient rulers and nobles believed that in death their earthly possessions would accompany them into the afterlife. Toward this end, some spent their lifetimes in pursuit of wealth and earthly possessions of great significance to be buried alongside them in hidden tombs where they might enjoy the spoils of their life for eternity. These often paranoid rulers, seeking to preserve their wealth against would-be looters, would construct their tombs in secret locations, taking great lengths to conceal the whereabouts of their final resting place. To do so, often the slaves, servants, guards, and viziers of the nobility would be sealed within the crypt of their master while still alive, so that they too would be able to accompany their liege on their next journey to the afterlife. After these pitiful souls perished of hunger, thirst, or strife amongst each other, their bodies were raised by powerful incantations to the gods that have been woven into the construction of their masters' lairs. Now these forgotten ones endlessly roam the cold stone mausoleums of their liege, serving them in undeath as they did in life. Forgotten Crypts. Due to the great lengths taken by these ancients to conceal their crypts, most remain forgotten, buried within the sands of time. These vaults are constructed with devilish traps and hidden passages, the inscriptions on the walls imbued with incantations to long-forgotten gods. They contain concealed treasure rooms with the wealth of their masters, all of which are carefully tended to by the forgotten ones. Undead Servants. The forgotten resemble desiccated, mummified remains that smell vaguely of dry rot and dust. In the dryness of their tomb their bodies are remarkably well preserved, and retain many features of their living selves such as strands of hair and facial features. Over the years their eyes have rotted away, leaving unsettling eye sockets glaring forth - not that eyes would have been of any use in the darkness of their lairs. They often bear the tools and weapons they would have borne in life, forgotten guards clad in their armor and bearing well preserved weapons, though the less disciplined slaves and servants are unarmed and shamble about aimlessly in the dark, only pausing to hunt and consume the odd vermin that scuttle within their masters' cold stone halls. Senses of the Crypt. The long forgotten tombs and crypts in which the forgotten are found have been silent for many such years. While the forgotten cannot see, their sense of hearing is keen, and they are able to detect the faintest of sound from the scuttling of beetles and spiders to the scurrying of rats. However, their highly attuned hearing makes the forgotten vulnerable to loud noises, which are exceptionally painful for these creatures. Gaze of the Forgotten. The eye sockets of the forgotten provide a chilling reminder that undeath may last forever. Only the brave may meet the gaze of the forgotten, with many beings driven into hysteria at the sight the soulless depths of undeath. Undead Nature. The forgotten ones don't require air, food, drink, or sleep. Forgotten Slave The forgotten slaves represent the lowest echelon of ancient societies. Often bought and sold on the whim of the wealthy, slaves in the ancient world were little more than disposable labor for construction of tombs of their masters. These pitiful undead are often stooped and hunched over, and often move about with an awkward gait that was the result of years of backbreaking work with little nutrition. In life they would have their tongues torn out so they would be unable to speak of the locations of the tombs they constructed, so forgotten slaves can do little other than amble about, moaning piteously. Unwittingly sealed within their final resting places, their fingers have been worn to the bone, the tips sharpened to vicious points as they tried in vain to claw their way out of their tombs before succumbing to thirst and starvation. Forgotten Slave Medium undead, neutral evil Armor Class 11 (rotten padded) Hit Points 45 (7d8 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 14 (+2) 7 (-2) 7 (-2 ) 6 (-2) Damage Vulnerability thunder Damage Immunity poison Condition Immunities blinded, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages understands the languages it knew in life Challenge 1/2 (100 XP) Ears of the Tomb. The forgotten slave has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten slave is vulnerable to thunder damage, and must make a successful DC 15 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten slave can't use its blindsight while deafened. Actions Multiattack. The forgotten slave makes two attacks with its fingerbones. Fingerbones. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Gaze of the Forgotten. The forgotten slave gazes at one creature within 30 feet of it. The target must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 3 rounds. The creature may make an additional saving throw at the end of each of its turns to remove this effect. A target that succeeds on its saving throw is immune to the Gaze of the Forgotten for 24 hours. 58


Forgotten Servant Unlike forgotten slaves, the servants of the rich and wealthy of yore were treated well and handsomely paid. They were tasked with entertaining dignitaries of foreign lands, running the daily affairs of their employers, and any miscellaneous duties that suited the whim of their employers. Such was their value to their patron that as part of their contract they were bound to serve them even unto death, but they did so knowing their family line would be generously compensated for generations to come. The forgotten servants are often clad in the ragged tatters of expensive garments that would befit their importance to the households they proudly serve even now. Though centuries may have perhaps passed without speaking a word, forgotten servants retain the ability to speak and will describe the rich history of their patrons, though they remain loyal to protecting their final resting place from would-be thieves. Forgotten Servant Medium undead, neutral evil Armor Class 13 (rotten studded leather) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-2) Saving Throws Wis +2 Skills History +2 Damage Immunity poison Condition Immunities blinded, frightened, poisoned Damage Vulnerability thunder Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages it knew in life Challenge 1/2 (100 XP) Ears of the Tomb. The forgotten servant has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten servant is vulnerable to thunder damage, and must make a successful DC 15 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten servant can't use its blindsight while deafened. Loyal Servant. The forgotten servant has advantage on Charisma (Deception) checks made when interacting with any intruders into its crypt. Actions Multiattack. The forgotten servant makes three attacks with its ornamental dagger. Ornamental Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Gaze of the Forgotten. The forgotten servant gazes at one creature within 30 feet of it. The target must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 3 rounds. The creature may make an additional saving throw at the end of each of its turns to remove this effect. A target that succeeds on its saving throw is immune to the Gaze of the Forgotten for 24 hours. 59


Forgotten Guards The guards of the ancient nobility were selected not just for their prowess in battle, but more importantly for their undisputed loyalty to their households. The ultimate sacrifice of a guard was to voluntarily have their tongue removed such that they could remain privy to, but not share, their lord's secrets. Such is their loyalty that the forgotten guards accompanied their liege to the grave. Bearing the arms and armor they wore in life, they will zealously guard the final resting place of their lord. Forgotten Guard Medium undead, neutral evil Armor Class 15 (rotten scale mail) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (-1) 8 (-1) 9 (-1) Saving Throws Str +5 Damage Vulnerability thunder Damage Immunity poison Condition Immunities blinded, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages understands the languages it knew in life Challenge 2 (450 XP) Ears of the Tomb. The forgotten guard has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten guard is vulnerable to thunder damage, and must make a successful DC 15 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten guard can't use its blindsight while deafened. Lord's Servant. If the forgotten guard is within 30 feet of an undead creature it serves and it can hear the creature, the forgotten guard has advantage on its attack rolls. Actions Multiattack. The forgotten guard makes two attacks with its scimitar. Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 3 (1d6) necrotic damage. Gaze of the Forgotten. The forgotten guard gazes at one creature within 30 feet of it, which must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Forgotten Elite Guard Medium undead, neutral evil Armor Class 15 (rotten scale mail) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 9 (-1) Saving Throws Str +6 Damage Vulnerability thunder Damage Immunity poison Condition Immunities blinded, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages understands the languages it knew in life Challenge 3 (700 XP) Ears of the Tomb. The forgotten elite guard has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten guard is vulnerable to thunder damage, and must make a successful DC 14 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten elite guard can't use its blindsight while deafened. Lord's Servant. If the forgotten elite guard is within 30 feet of an undead creature it serves and it can hear the creature, the forgotten guard has advantage on its attack rolls. Actions Multiattack. The forgotten elite guard makes two attacks with its scimitar. Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) necrotic damage). Gaze of the Forgotten. The forgotten guard gazes at one creature within 30 feet of it, which must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Parry. The forgotten elite guard adds 2 to its AC against one melee attack that would hit it. To do so, the forgotten elite guard must see the attacker and be wielding a melee weapon. 60


Forgotten Vizier Every great ruler has had an intelligent and ambitious advisor alongside them, providing sage wisdom and counsel whenever called upon. Whether or not such counsel is in the best advice of the ruler remains another matter entirely. As with their slaves, servants, and guards, the most trusted counsellor to a noble was often entombed alongside them, willingly or not. Such ambitious beings do not take to entombment lightly, so knowing their fate the forgotten viziers and counsellors willingly studied necromantic magics such that they could one day rise from the darkness of their lord's tomb. Knowing they might have millennia to study the secrets of undeath, forgotten viziers are formidable magic users and extremely knowledgeable. Unbeknownst to them, however, the arcane inscriptions within their master's tomb have kept them within, bound to their patron's resting place until released from service. Cowled and clad in dark, flowing robes, such advisors are often vain, choosing to remove any traces of flesh and mummified remains to embrace a more intimidating and fearsome presence. Forgotten Vizier Medium undead, chaotic evil Armor Class 11 (14 with mage armor) Hit Points 121 (22d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 14 (+2) Saving Throws Int +7, Wis +6 Skills Arcana +7, History +7 Damage Immunity poison Damage Vulnerability thunder Condition Immunities blinded, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages understands the languages it knew in life Challenge 5 (1,800 XP) Ears of the Tomb. The forgotten vizier has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten vizier is vulnerable to thunder damage, and must make a successful DC 12 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten vizier can't use its blindsight while deafened. Spellcasting. The forgotten vizier is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The forgotten vizier has the following spells prepared: Cantrips (at will): chill touch, prestidigitation, ray of     frost, toll the dead 1st level (4 slots): chaos bolt, cause fear, mage     armor 2nd level (3 slots): blindness/deafness, dust devil,     misty step 3rd level (3 slots): animate dead, wall of sand,     vampiric touch 4th level (3 slots): blight, confusion 5th level (1 slot): danse macabre, enervation Actions Multiattack. The forgotten vizier makes two attacks with its quarterstaff. Quarterstaff Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Gaze of the Forgotten. The forgotten guard gazes at one creature within 30 feet of it, which must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 61


Forgotten Lord The pinnacle of many societies, ancient lords ruled over vast swaths of the ancient world, believing it was their divine birthright to rule over all. Many were cruel and selfish, thinking little of expending the lives of those they ruled to further their own ambitions of wealth, land, and prowess. Born into power, the forgotten lords received all manners of training in the arcane and martial arts. Being taught the secrets of the afterlife by ancient mystics, forgotten lords decreed that their bodies be preserved and embalmed much like that of a mummy, though through a myriad of ancient enchantments even their organs were successfully preserved. However, the cost of everlasting life in undeath was never truly understood by the forgotten lords, thus they view their undead reanimate state as the result of a false promise, when the lords were told of a blissful afterlife rather than a cold slumber in the darkness for countless centuries. Unbound Inclination. Unlike mummies, which reanimate only according to the conditions decided by necromantic powers used during the mummification process, a forgotten lord retains its own free will within its crypt. They cannot escape however, as forgotten lords are magically bound until such time that the unwitting unseal their resting place and they are set free to rule once more. Once set upon the world again, they will draw both willing and unwilling followers to them once again. Forgotten Lord Medium undead, lawful evil Armor Class 14 (rotten studded leather) Hit Points 180 (24d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 15 (+2) Saving Throws Str +6, Con +6, Cha +5 Skills History +5, Persuasion +5, Religion +5 Damage Immunity poison Damage Vulnerability thunder Condition Immunities blinded, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages understands the languages it knew in life Challenge 8 (3,900 XP) Ears of the Tomb. The forgotten lord has advantage on Wisdom (Perception) checks that rely on hearing. The forgotten vizier is vulnerable to thunder damage, and must make a successful DC 15 Constitution saving throw or be deafened if it takes thunder damage. Forgotten Eyes. The forgotten lord can't use its blindsight while deafened. Gaze of the Forgotten. As a bonus action, the forgotten lord gazes at one creature within 30 feet of it. The target must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for 3 rounds. The creature may make an additional saving throw at the end of each of its turns to remove this effect. A target that succeeds on its saving throw is immune to the Gaze of the Forgotten for 24 hours. Legendary Resistance (1/Day). If the forgotten lord fails a saving throw, it can choose to succeed instead. Spellcasting. The forgotten lord is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The forgotten lord has the following spells prepared: Cantrips (at will): minor illusion, sacred flame, toll the     dead, thaumaturgy 1st level (4 slots): cause fear, charm person, ceremony 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): animate dead, bestow curse,     vampiric touch 4th level (3 slots): banishment, death ward 5th level (1 slot): legend lore Turn Defiance. The forgotten lord and any forgotten ones within 30 ft. of it have advantage on saving throws against effects that turn undead. Wisdom of the Ancient World. The forgotten lord has advantage on Charisma (Persuasion) checks when interacting with evil aligned creatures, and has advantage on all Intelligence (History and Religion) checks. Actions Multiattack. The forgotten lord makes three attacks with its ancient maul. Ancient Maul Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. Lord's Decree. The forgotten lord utters a word of power in a long forgotten ancient tongue that can overwhelm the minds of up to three creatures in a 30 foot radius that can see and hear the forgotten lord. Each creature must succeed on a DC 15 Wisdom saving throw or be controlled by the forgotten lord until the end of the creature's next turn 62


Garm Humanoids are not the only creatures that may be cursed with undeath and reanimated by necromantic magics. The garm are gaunt, zombified hounds that bear only a passing semblance to their living brethren. Often used as loyal servants, cruel demon lords and necromancers, garm are used as watchdogs, trackers, and guard animals. Unlike hellhounds that possess a malevolent intelligence and would turn against their masters if mistreated or not allowed to indulge in their murderous tendencies, garm grovel at the very sight of the whips of their masters and will do anything to please them. The garm are speedy, agile, obedient, and relentless pack hunters. Burning Eyes. Perhaps the most unsettling feature of the garm are their burning eyes, sometimes the only feature visible in the darkness before the pack attacks. Those that encounter these undead hounds report that if one meets the gaze of the garm, the empty rage within can paralyze even the bravest of warriors with fear. The howls of the garm, particularly at night, make the blood of those who hear it run icy with fear. Ravenous. The garm have been drilled into total obedience to their masters by the cruelest training imaginable, tortured and starved of both affection and food. As a result they are ravenously hungry at all times, never knowing what meager scraps they might be fed, and will tear into their prey with a viciousness not seen in living creatures. Packs of garm have been known to squabble over the scraps, sometimes even slaying each other over the most meager of meals. Undead Nature. A garm doesn't require air, food, drink, or sleep. Garm Small undead, lawful evil Armor Class 14 (natural armor) Hit Points 45 (10d6 + 10) Speed 50 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 4 (-3) 10 (+0) 5 (-3) Saving Throws Dex +5 Skills Perception +2 Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 12 Languages understands Abyssal or Infernal but can't speak it Challenge 1 (200 XP) Keen Senses. The garm has advantage on Wisdom (Perception) checks that rely on hearing or smell. Overwhelming Attacks. If three or more garm are within 5 feet of a creature, and the garm aren't incapacitated, each successful attack roll against that creature deals an additional 3 (1d6) piercing damage and the creature must make a DC 15 Strength or Dexterity saving throw or be knocked prone. Pack Tactics. The garm has advantage on an attack roll against a creature if at least one of the garm's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Garm's Gaze. The garm gazes at one creature it can see within 30 feet of it. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature is paralyzed for 1 round. A creature that successfully saves against the effect is immune to the garm's gaze for the next 24 hours. Undead creatures aren't affected by it. Reactions Pack Mentality. In response to an ally being reduced to 0 hit points within 30 feet of the garm, the garm makes a melee attack. 63


Ghosts When the souls of once-living creatures have unfinished and are taken before their time, their souls linger; they become bound to haunt a specific location, creature, or object that held significance to it in life. Undead Nature. A ghost doesn't require air, food, drink, or sleep. Chilling Ghost When an unfortunate creature perishes due to extreme cold, their soul is tethered to the material plane in the form of a chilling ghost. Due to the horrific manner in which they die, these poor creatures rarely remember the reason they are bound to an object or location in the first place. This can frustrate even the most compassionate who wish to help these lost souls. Chilling Ghost Medium undead, unaligned Armor Class 12 Hit Points 27 (6d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 15 (+2) 11 (0) 10 (0) 12 (+1) 14 (+2) Saving Throws Dex +4, Cha +4 Skills Intimidation +4, Stealth +4 Damage Vulnerabilities fire Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages Any languages it knew in life Challenge Rating 2 (450 XP) Chilling Presence. As a bonus action, the ghost can chill the air around it within 10 feet until the end of its next turn. Small non-magical flames are extinguished in its presence and water begins to freeze. Relief in Winter. In snowy terrain, the ghost can cast invisibility at will as a bonus action. It can also see perfectly in snowy conditions. Soul Phasing. The ghost can pass through enemy spaces as though they were difficult terrain, but cannot end its turn in a space occupied by another creature. Warmth Sensitivity. While in areas above 100 degrees Fahrenheit, the ghost has disadvantage on attack rolls, saving throws and skill checks. Actions Ice Shard. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 4 (1d4 + 2) cold damage. Freezing Drain (Recharge 6). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage. The ghost regains hit points equal to half the amount of cold damage dealt. Reactions Tendency (1/Day). When targeted with an attack, the ghost can briefly possess the target's mind. The attacker must succeed on a Wisdom saving throw or be unable to attack the ghost for this round; the attacker must choose a new target or else lose the attack. 64


Depraved Queen Everlasting beauty and vitality is not just a goal for some monarchs, but an obsession. The depraved queen has made a pact with otherworldly forces, trading away the souls of those they rule over as a currency in exchange for immortality and everlasting beauty. By day, they hold court under the guise as a radiant and beautiful regal queen: a being of bearing as would befit any other noble. However, by night, their humanoid self fades away, causing them to appear with a twisted visage, restlessly wandering the quiet passageways of their castle. Vanity over Reason. The depraved queen, being obsessed with appearances, surrounds itself with those who would cater to a fragile and unstable ego. With each passing day, the influences with which everlasting beauty and immortality were negotiated slowly drives the depraved queen further into despair. Wail of the Queen. The depraved queen is tormented by the hideous reflection of its nightly self. In the darkest of nights when servants have retired to their room, the wails of the depraved queen can be heard echoing down the hallways of its abode. Those who hear these haunting cries become distraught themselves, obsessed with the sorrow of their depraved queen. Depraved Queen Medium undead, any chaotic alignment Armor Class 13 Hit Points 81 (18d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 17 (+3) Saving Throws Wis +3, Cha +6 Skills History +5, Intimidation +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, plus one additional language Challenge 6 (2,300 XP) Incorporeal Movement. The depraved queen can move through other creatures and objects without movement penalty. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The depraved queen's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: charm person, enthrall, hold person Translucence. The depraved queen has disadvantage on attack rolls made in bright light. Actions Chilling Touch. Melee Spell Attack +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) frost damage. Queen's Lament. The depraved queen unleashes a cry filled with sorrow and despair. Any creature within 30 feet that can hear the depraved queen must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) psychic damage and is charmed by the depraved queen for 1 hour. A charmed creature regards the depraved queen as a friendly acquaintance. When the effect ends, the creature does not know it was charmed. Gaze of the Queen (1/Day). Each non-undead creature within 60 feet of the depraved queen that can see her must succeed on a DC 15 Wisdom saving throw or be knocked unconscious for 1 minute. Unconscious creatures will awaken if they take damage or another creature spends its turn waking the target. 65


Faceless The manifestation of dreams of torture, torment, and pain, a faceless phantom is the stuff of nightmares. These loathsome beings appear to spontaneously arise of the deepest, darkest night terrors. It has been suggested their manifestation arises through the influence of evil and malevolent deities, their subtle magical intervention giving rise to the unspoken fears of sentient beings. Faceless phantoms are seldom seen outside of the darkest hours of moonless nights. Those who claim to have seen them describe them as little more than silhouettes flitting about in the darkness, billowing cloaks of shadow floating silently about them as they slowly glide through the darkness. Their faces are entirely covered in their cloaks, giving rise to their names. Faceless phantoms may be found haunting deserted graveyards, crypts, catacombs, torture chambers, and tombs. When hungry, they will venture forth from their haunts in search of their only known source of food: the energies given off by a soul in torment. A faceless phantom rarely hunts as they seldom need to feed, but when they do the only indication of their presence is the body of a deceased being, a bloodless face gazing upward with a look of utter terror upon their face as they were slain in the night be an unseen predator. Their victims have nary a mark left upon them, as the faceless phantom instead drains the psychic energy of their prey and replaces it with horrific images of suffering and torment. A faceless phantom will target lone creatures so their presence remains undetected, perhaps inhabiting an area for a decade or more given the infrequency of their hunts. Yet if desperate for food, a faceless phantom may choose to prey upon a small group of beings, selecting its target carefully before fleeing back to its haunt. If confronted a faceless phantom will likely flee and attempt to find a new location with unsuspecting and therefore vulnerable prey. Phantasmal Manifestations. As manifestations of the mind, a faceless phantom is incapable of physically interacting with corporeal beings. Nonmagical weapons pass through their bodies, and all but the most potent of magics have little effect upon them, though the light of day is said to drive them away. Summoners of Darkness. In order to disguise their presence, a faceless phantom is capable of summoning forth impenetrable darkness and shadow. This ability is useful both to avoid detection while hunting and escape if detected. Faces of Dread. While faceless phantoms are cautious and seldom need to feed, some more sinister manifestations, perhaps born of evil dreams of murder and acts of torture, appear to instead revel in feeding and will do so at every opportunity. These faceless horrors are so ravenous they will indiscriminately attack even small groups, greedily and fearlessly feasting upon their victims psychic energies. Rather than fleeing, a faceless horror will stand its ground, draining its victims and empowering itself evenas it is being assaulted. Faceless Phantom Medium undead, chaotic evil Armor Class 14 Hit Points 54 (12d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 8 (-1) Saving Throws Dex +7, Wis +5 Skills Perception +5, Stealth +7 Damage Vulnerabilities radiant Damage Resistances. cold, fire, lightning, thunder Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned Senses blindsight 60 ft., passive Perception 15 Languages any languages it knew in life Challenge 5 (1,800 XP) Cloaked in Shadows. The faceless phantom has advantage on Dexterity (Stealth) checks while in darkness. Incorporeal Movement. The faceless phantom 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 faceless phantom's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The faceless phantom can innately cast the following spells, requiring no material components: At will: expeditious retreat, gloom, manipulate     shadow, night terror 3/day: darkness, drain life, necrotic visage 1/day: phantasmal killer Phantasmal Presence. The faceless phantom is immune to nonmagical attacks. Sunlight Hypersensitivity. While in sunlight, the faceless phantom has disadvantage on attack rolls, saving throws, and ability checks. Actions Psychic Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) psychic damage. The target's hit point maximum is reduced by an amount equal to the damage taken, and the faceless phantom regains hit points equal to half the damage dealt. The target must succeed on a DC 17 Wisdom saving throw or be incapacitated. The target can make a saving throw at the end of each round to remove the effect, but suffers one level of exhaustion per round incapacitated until it completes a long rest. 66


Faceless Horror Medium undead, chaotic evil Armor Class 14 Hit Points 81 (18d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 18 (+4) 14 (+2) 8 (-1) Saving Throws Dex +7, Wis +5 Skills Perception +5, Stealth +7 Damage Vulnerabilities radiant Damage Resistances. cold, fire, lightning, thunder Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned Senses blindsight 60 ft., passive Perception 15 Languages any languages it knew in life Challenge 7 (2,900 XP) Cloaked in Shadows. The faceless horror has advantage on Dexterity (Stealth) checks while in darkness. Incorporeal Movement. The faceless phantom 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 faceless horror's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The faceless horror can innately cast the following spells, requiring no material components: At will: dread, gloom, manipulate shadow, night terror,     silent image 3/day: darkness, drain life, fear, misty step, necrotic     visage 1/day each: phantasmal killer, synaptic static Phantasmal Presence. The faceless horror is immune to nonmagical attacks. Sunlight Hypersensitivity. While in sunlight, the faceless horror has disadvantage on attack rolls, saving throws, and ability checks. Actions Psychic Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (6d6) psychic damage. The target's hit point maximum is reduced by an amount equal to the damage taken, and the faceless horror regains hit points equal to half the damage dealt. The target must succeed on a DC 17 Wisdom saving throw or be incapacitated. The target can make a saving throw at the end of each round to remove the effect, but suffers one level of exhaustion per round incapacitated until it completes a long rest. Psychic Siphon. All creatures within a 30-foot radius must make a DC 15 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. The faceless horror regains hit points equal to 25% of the damage dealt. 67


Nitroki The nitroki are a race of cunning shapechanging spirits that lurk in ancient graveyards, crypts or mausoleums where an abundance of wealth is hidden with the deceased. Nitroki are obsessed with idols, gold and wealth, and often search through burial grounds of wealthy kings and nobles in search of such items even though they are of little use to these beings. The origins of the nitroki are unknown, though it is rumored they are the spirits of greedy beings slain by the dead whose lust for wealth bound them to forever seek it. Be it tomb raiders or crypt thieves, they have a fondness for luring their victims into elaborate traps found within the environments in which they lurk. The nitroki possess some minor magical powers which they use to manipulate and lure the unwary into their schemes. Curse of the Nitroki. These voracious spirits have a strange natural defence, which serves as both a boon and a curse. If a living creature can see the nitroki, that creature cannot harm them, nor can they harm it. This renders a nitroki unable to feed unless its prey is incapacitated or otherwise devoid of sight and protection. As a result, nitroki will often assume a non-threatening form such as that of a small ghostly child if they know they are to be seen to lure unwary adventurers into a sense of false security. The nitroki will often attempt to enlist the aid of such beings, preying on good and noble intentions while luring them into deadly traps, incapacitating situations, or combat with other beings of greater power. Nitroki Small undead (shapechanger), chaotic evil Armor Class 12 Hit Points 90 (20d6 + 20) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 10 (0) 17 (+3) 15 (+2) Skills Deception +5, Persuasion +5 Damage Immunities cold, necrotic, poison Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 13 Languages any languages it knew in life Challenge 5 (1,800 XP) Ethereal Sight. The nitroki can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Innate Spellcasting. The nitroki's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately, requiring no material components: At will: dancing lights, prestidigitation, message,     minor illusion 3/day each: charm person, invisibility, silent image 1/day each: major image, suggestion Incorporeal Movement. The nitroki 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. Nitroki's Curse. If a living creature can see the nitroki at the start of its turn, it becomes cursed by the nitroki until the start of its next turn. A cursed creature becomes immune to all damage dealt by the nitroki, and the nitroki becomes immune to all damage dealt by the cursed target for the duration. A creature that isn't suprised can avert its eyes at the start of its turn. If it does so, it can't see the nitroki until the start of its next turn, when it can avert its eyes again. If it looks at the nitroki in the meantime, it falls under the nitroki's curse immediately. Actions Multiattack. The nitroki makes two attacks with its touch. Nitroki's Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. 68


Ghouls Feasting on the flesh of humanoids, ghouls are easily defined by their emaciatingly-decayed form; skin stretched tightly over their sickly frames. Their sharpened teeth mean their victims need for their lives, a fear worsened by the ghoul's infamous ability to paralyze prey, rendering their victims incapable of defending themselves. Undead Nature. A ghoul doesn't require air, food, drink, or sleep. Gluttonous Ghoul In stark contrast to their sickly-looking kin, these paunchy ghouls continually lust for their next meal - trying to fulfill an insatiable hunger that can never be satisfied. Their powerful, perpetually blood-caked hands are extremely proficient in pulling the limbs clean off of their next meal. Gluttonous Ghoul Medium undead, chaotic evil Armor Class 9 Hit Points 52 (7d8 + 21) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 7 (-2) 10 (+0) 5 (-3) Skills Athletics +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Dismember. As a bonus action, the ghoul can attempt to dismember a target it has grappled. The target and the ghoul make contesting Strength (Athletics) checks. If the target is successful, it is freed and can use its reaction to move up to half of its movement speed without provoking attacks of opportunity. If the ghoul is successful, it deals 13 (3d8) bludgeoning damage to the target. Actions Multiattack. The ghoul makes three attacks: one with its bite and two with its claws. If both of its claw attacks hit the same target that is Medium or smaller, it is grappled (escape DC 13). Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the   target is a creature other than an undead, it must    succeed on a DC 13 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.     Reactions       Fresh Meat. When a creature that is not undead       within 5 feet of the ghoul is hit with an attack      that deals damage, the ghoul can make a bite    attack against the creature that was hit. 69


Flayed Ghoul Not only do necromancers learn about the physiology of undead tissue through their experimentation, the most evil and depraved of them also satisfy an unholy urge to inflict pain and suffering upon their victims. A flayed ghoul has had their skin carefully and methodically removed, potentially to serve as a cover for grimoires of pain and tomes of suffering. Whether the skin was flensed while a victim was still alive or after it succumbed to ghoul fever is irrelevant, as the result is the same - a creature that pursues and devours its prey with a desperate savagery, as though seeking revenge for the excruciating agony it has experienced. Flayed ghouls bear the notable presence of deformities caused by the experiments conducted upon them. They may be missing limbs, be disembowled, blinded, or bear other wounds designed solely to inflict pain upon them. Feral Savagery. A flayed ghouls moves more rapidly and with less cunning intent compared to their more common undead brethren. They lack the subtlety and cunning to set ambushes, but move and attack with unbridled ferocity. Tortured Existence. Being subjected to all manner of unspeakable horrors and necrotic magics, the flayed ghoul is immune to necrotic damage and no longer fears anything, not even the holy power of divine beings. Flayed Ghoul Medium undead, chaotic evil Armor Class 11 Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 10 (+0) 8 (-1) 6 (-2) 8 (-1) Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 8 Languages Common Challenge 1 (200 XP) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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. Reactions Aggression. When a creature that the ghoul can see dies, the ghoul can move up to half its speed toward another creature and make a bite attack. Flayed Ghast Medium undead, chaotic evil Armor Class 12 Hit Points 36 (8d8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 10 (+0) 8 (-1) 6 (-2) 8 (-1) Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 8 Languages Common Challenge 2 (450 XP) Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turn Defiance. The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. Actions Multiattack. The ghast makes two attacks with its claws or one with its claws and one bite attack. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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. Reactions Aggression. When a creature that the ghast can see dies, the ghast can move up to half its speed toward another creature and make a bite attack. 70


Gloombat Found in the darkest of caves and tombs, gloombats are shadowy flying creatures that somewhat resemble a large, black bat except for a pair of overpronounced blood-red eyes and an enlarged jaw filled with razor-sharp teeth. They are perfectly camouflaged within their natural habitats, and even the calls of their echolocation resemble their less dangerous cousins. The only feature that might suggest the presence of a gloombat is their disproportionate red eyes peering down at those travelling through their domains. Unlike their more common kin, gloombats feed not on insects, fruit, nor blood, but rather seem to be sustained by feeding off magical energies given off by enchantments, hexes, and curses found in the blackest of tombs. Gloombats are solitary by nature, but may aggregate in larger areas where magical energies are more concentrated or potent. Gloombats are intelligent and wary creatures, able to detect even the subtlest ebbs and flows of magic. As a result they are highly sought after to be trained as familiars by powerful wizards and wizards, provided they are properly fed. Magic Hunter. Where magical energies are not found, the gloombat may choose instead to hunt down and prey upon magical creatures instead, draining them of their powers. Being a small creature vulnerable when not in flight, the gloombat will stalk its prey over long distances, waiting in silence for their victims to rest in the darkness before landing and feasting upon the psychic energies emitted by magic users as they attempt to regenerate their abilities. Shadow Flight. Due to their magical diet, gloombats appear to trail wisps of shadow as they fly about through the shadows. If well fed, a gloombat is also capable of teleporting short distances, an ability mainly used to escape if the gloombat has been detected. Gloombat Medium beast, unaligned Armor Class 15 Hit Points 66 (12d8 + 12) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 12 (+1) 12 (+1) 12 (+1) 6 (-2) Saving Throws Dex +6 Skills Perception +3, Stealth +6 Condition Immunity blinded Senses blindsight 60 ft., passive Perception 13 Languages - Challenge 2 (450 XP) Arcane Predation. The gloombat has advantage on all attack rolls made against creatures tat can cast spells. Drain Magic. If the gloombat makes a successful melee attack, the target must make a successful DC 15 Intelligence check or be drained of two random available spell slots. The target takes 5 (1d10) psychic damage per spell slot level. Echolocation. The gloombat can't use its blindsight while deafened. Keen Hearing. The gloombat has advantage on Wisdom (Perception) checks that rely on hearing. Sense Magic. The gloombat can sense the presence of magic within 120 feet of itself. The gloombat can sense magic through most barriers, but is blocked by 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. Sunlight Sensitivity. While in sunlight, the gloombat has disadvantage on attack rolls, Dexterity (Stealth) checks, and Wisdom (Perception) checks. Shadowy. The gloombat has advantage on Dexterity (Stealth) checks made while in darkness. Shadow Flight (3/Day). The gloombat surrounds itself with shadow, teleporting up to 30 feet to an unoccupied space it can see. Any creature caught in the gloombat's flight path takes 4 (1d8) necrotic damage Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a magic user, it must make a successful DC 15 Intelligence saving throw or be drained of magic as described above. 71


Grave Hag Venturing out only under night's veneer, grave hags silently stalk their prey for it is under an umbral sky that they are at their most influential. Grave hags rely on deceit to fulfill their retched goals and the guise of night gives them such an opportunity. Appalling Stratagem. While other hags consume the living progeny from human bloodlines, grave hags instead scour the land searching for the intact remains of babies who have passed in a horrific manner. They work to trick or deceive grieving parents with a promise to bring their perished youth back from the dead. Once in their possession, the hag consumes the remains and gives birth to a child that resembles its once-living form. Upon the child's thirteenth birthday, it transforms into the spitting image of its hag mother. Defiled Lairs. Grave hags are fiercely territorial creatures who make their lairs in the long-abandoned burial sites that populate the realm. Covens. A grave hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 6 (3,900 XP). Typically, they form Death Covens (VGtM pg.58). Grave Hag Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 18 (+4) Skills Deception +8, Religion +5 Damage Resistances necrotic Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Common, Sylvan Challenge 4 (1,100 XP) Innate Spellcasting. The death hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, death's grasp, toll the dead 2/day each: ray of sickness, hold person, vampiric     touch Necromantic Insights. The grave hag automatically succeeds on saving throws against necromancy spells. Undead Sense. The hag is aware of the presence of undead creatures within 2 miles of it. It knows the distance and direction to each creature, but can't sense anything else about it. Actions Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Unearthed Graves (1/Day). The hag uses its unholy           power to call forth 2d6 zombies, which pull              themselves up through the ground in              unoccupied spaces within 60 feet of the hag.               The zombies act at the end of the hag's                 turns each round, and remain until slain. 72


Harbinger of Ill Omen Not all celestial messengers bring glad tidings or omens from the noble gods. Deva, for example, act as divine messengers and agents of greater beings bringing courage and hope to good mortal beings. However, not even these noble and virtuous beings are immune from corruption. The glad tidings and hope borne forth from immortal beings is at times misinterpreted by mortal beings, who take even the most righteous of edicts and twist them toward the aims of mortals - toward greed, lust, envy, and wrath. Seeing their good intentions and messages of hope and peace corrupted by the actions of lesser beings may fall into despair. Over long millennia, these beings may become jaded, turning toward the darkness that seems to inevitably follow such sins. These celestials that fall into despair are often manipulated by the whisperings and hidden machinations of other higher beings who sense the opportunity to corrupt one so pure toward the darkness. Thus, over time messages of fellowship, brotherhood, and peace give way to messages of division, of despair, of famine and the inevitable end of all beings. Thus is born a harbinger of ill omen. The harbinger of ill omen is the polar opposite of the noble deva and other celestial beings. Instead of bringing forth knowledge and wisdom from a place of good and hope, the harbinger of ill omen brings forth dire warnings of plague, pestilence, famine, and despair that will slowly take root in the minds of mortals, turning them toward dark and selfish paths. Celestial Archenemies. As they travel down the path into despair, a harbinger of ill omen will often harbor a deeprooted hatred for their former lives. Should they encounter a celestial that resembles that which they once represented, their hatred will lend strength to their arms and fury toward their blows for the harbinger's false perception of the celestial's message of good. Form of Despair. The harbinger of ill omen may assume any form it chooses, though often it will appear as a creature associated with war and the spread of disease - that of a rat, of a vulture, or even a carrion-feeding insect. It will use its magical abilities to project whatever images it chooses or whisper its dire warnings into the ears of mortals, seeking to slowly bend lesser beings onto less than righteous paths. When appearing as humanoid, the harbinger of ill omen appears as an effigy of its former noble self, as death itself: gaunt, skeletal, and bearing a scythe to reap whatever souls it can. Immortal Nature. A harbinger of ill omen doesn't require food, drink, or sleep. 73


Harbinger's Scythe Weapon (scythe), rare The scythe is a martial weapon, which deals 1d12 slashing damage and has a reach of 10 feet. If you make a successful attack against a celestial creature with this weapon, it deals an additional 4d8 necrotic damage to the target. Additionally, you can magically polymorph yourself into a humanoid or beast that has a challenge rating equal to or less than your own (or level if it doesn't have a challenge rating) once per day, recharging at dawn. The transformation lasts until you drop to 0 Hit Points or dismiss your form as a bonus action. Game Statistics, except your mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality. You assume the Hit Points of its new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Harbinger of Ill Omen Medium celestial, chaotic evil Armor Class 17 (natural armor) Hit Points 161 (19d8 + 76) Speed 30 ft. fly 90 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 18 (+4) 16 (+3) 20 (+5) Saving Throws Str +9, Int +8, Wis +7 Skills Deception +9, Insight +7, Perception +7 Damage Resistances necrotic; bludgeoning, piercing,, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 17 Languages all, telepath 120 ft. Challenge 12 (8,400 XP) Celestial Hatred. The harbinger of ill omen deals an additional 18 (4d8) necrotic damage to any celestial creatures. Corrupted Weapons. The harbinger of ill omen's weapon attacks are magical. When the harbinger hits with any weapon, the weapon deals an extra 18 (4d8) necrotic damage (included in the attack). Innate Spellcasting. The harbinger of ill omen's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) It can innately cast the following spells, requiring no material components: At will: cause fear, detect evil and good, protection     from evil and good, toll the dead (11th level) 3/day each: animate dead, bestow curse, geas 1/day each: contact other plane, modify memory Magic Resistance. The harbinger of ill omen has advantage on saving throws against spells and magical attacks. Whispers of Despair. The harbinger of ill omen has advantage on Charisma (Deception) checks made when interacting with evil-aligned creatures. Actions Multiattack. The harbinger of ill omen makes two melee attacks. Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 18 (4d8) necrotic damage. Touch of Despair (3/Day). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target makes all attack rolls and saving throws with disadvantage, and the target only regains half hit points from magical healing effects. The curse can only be removed by magical means (such as a remove curse spell). Change Shape (1/Day). The harbinger of ill omen magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the harbinger's choice). In a new form, the harbinger of ill omen retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. 74


Helsteed Living within the deepest layers of the Nine Hells, the helsteed is a terrifying four-legged creature that roams freely across the barren planes. These monstrous, ill-tempered creatures resemble demonic horses, their heads sprouting sharpened and curling horns. Their skin, in places that haven't been flayed away to expose the tissue beneath, is scaled and reptilian, capable of turning aside the keenest of blades. The reek of decay and offal precedes them, and is often the first clue indicating the presence of these creatures. When trained by the devils and demonic forces that call Baator home, helsteeds make cantankerous and fierce mounts, their cruel spirit an equal match for their devilish riders. They are used as calvary for demonic armies, sowing fear and division in opposing ranks as they crash through opposing lines. They are tireless and immensely strong, capable of bearing heavy loads over long distances. Often cruelly treated, the helsteed is prone to lashing out against any nearby creatures including their riders if they have the chance. When agitated, their unearthly calls that resemble that of a screaming humanoid cause even the bravest to shudder in fear. Fearsome Mount. The helsteed, whether bearing a rider or not, is a fierce opponent. Aside from their horned heads that can deliver a deadly charge, their mouths are filled with sharpened fangs, and their bite injects a potent paralytic venom. Their limbs end in two-toed reptilian feet with wicked curved claws that can deliver a tremendous blow to nearby creatures, and their scaled, snake-like tails whip about with such force that they can slice through armor, flesh and bone alike. Helsteed Large monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 123 (13d10 + 52) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 18 (+4) 9 (-1) 8 (-1) 6 (-2) Saving Throws Str +7, Con +7 Damage Resistance necrotic, poison Condition Immunity poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Abyssal, Common, and Infernal but can't speak. Challenge 6 (2,300 XP) Charge. If the helsteed moves at least 30 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an additional 13 (3d8) piercing damage. Hellish Resistance. The helsteed has resistance to necrotic and poison damage. Tortured Cry. The helsteed can issue a tortured cry using its bonus action. Any creatures within 60 feet of it that can hear the helsteed make their next melee attack with disadvantage. Actions Multiattack. The helsteed makes three attacks with its bite or headbutt, claws, and tail lash. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The target must make a successful DC 15 Constitution saving throw or be paralyzed for 5 (2d4) rounds. The paralyzed target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. The target must succeed on a DC 15 Strength or Dexterity saving throw or be knocked prone. Tail Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. 75


Impaler The impaler is a large construct composed of the bodies of numerous decaying bodies cobbled together and armored in spiked iron plates. Unlike other golems, whose bodies are infused with a spirit from the Elemental Plane of Earth, the impaler's body has been brought to life with a malicious spark from one of the Lower Planes of existence. Thus, while it will unerringly obey the commands of its creator, the impaler is capable of some level of interpretation of its master's wishes, and these interpretations almost always lead to the dismemberment of any creatures that confront it. Foul Armor. Whether through the command of its creator or by the sinister spark of life inhabiting the impaler's body, once it dispatches it's foe, the impaler will adorn the spikes on its armor with the remains of the fallen. Over time, its armor becomes stained in dried and rotten blood, and the area guarded by the impaler reeks of the overwhelming scent of offal and decay. Any living creature impaled upon its armor may become afflicted with a blood-borne poison from its fouled spikes. Ponderous. Despite the impaler being immensely strong, it is slow and ponderous owning to its thick and heavy armor that its flesh components must bear. The approach of an impaler is often felt and smelled before it is seen, as their slow, heavy footsteps and rank odor foreshadow its presence. It is, however, capable of charging its foes in an effort to impale them on its armor, but such a reckless attack leaves an impaler open to counterattack. Impaler Large construct, neutral evil Armor Class 13 (spiked armor) Hit Points 126 (12d10 + 60) Speed 15 ft. STR DEX CON INT WIS CHA 22 (+6) 7 (-3) 20 (+5) 3 (-4) 10 (+0) 3 (-4) Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 9 (5,000 XP) Berserk. If the impaler starts its turn with less than 30 hit points, roll a d4. On a roll of 4, the impaler goes berserk. On each of its turns while berserk, the impaler attacks the nearest creature it can see. If no creature is near enough to move to and attack, the impaler charges toward the nearest creature. Once the impaler goes berserk, it continues to do so until it is destroyed or it regains all its lost hit points. Immutable Form. The impaler is immune to any spell or effect that would alter its form. Magic Resistance. The impaler has advantage on saving throws against spells and other magical effects. Putrid Stench. The impaler is surrounded by a putrid, nauseating stench. Any creature within 20 feet of the impaler must make a DC 13 Constitution saving throw at the start of its turn. On a failed save, the creature spends its action retching and vomiting. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Spiked Armor. Any creature within 5 feet of the impaler must make a DC 15 Dexterity saving throw at the end of its turn. On a failed save, the creature takes 4 (1d8) piercing damage and must succeed on a DC 13 Constitution saving throw or become poisoned. Actions Multiattack. The impaler makes two slam attacks or one charge attack. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 +6) bludgeoning plus 4 (1d8) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned. Reckless Charge. The impaler charges at double its movement speed in a straight path toward its target and makes a slam attack. If successful, the target takes 24 (4d8 +6) bludgeoning damage plus 13 (3d8) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned. The impaler has a -2 penalty to its AC until the start of its next turn. 76


Infernal Charger Denizens of the Nine Hells bear an unending hatred for good creatures that are seemingly incorruptible. Their loathing knows no bounds, thus they take glee in torturing and bending any such good creature to their will. One such creature that is the ultimate symbol of what is good and pure in the planes of existence is the unicorn, protectors sent by benevolent gods to ward enchanted forests and glades. Generations ago, a force of demons did the unthinkable: stealing into the Material Plane, they stalked and captured a unicorn and spirited it back to the Nine Hells. There, over years of magical experimentation, attempts at crossbreeding with nightmares, and layers upon layers of enchantments, finally the antithetical counterpart to the unicorn was brought into existence to serve as its evil counterpart: the infernal charger. Where a unicorn is a symbol of purity and protection for good-hearted creatures, the infernal charger is a symbol that even the most noble and chaste creatures may be twisted toward nefarious ends. When sent forth to the Material Plane they are tasked with sowing chaos and division, and seeding the ground with decay in preparation for the arrival of more demonic forces. Lords of Barrens and Swamps. Where a unicorn is found wandering and warding enchanted forests and glades, infernal chargers are found roaming across the barren wastelands and swampy marshlands of the Nine Hells, drinking from the fouled waters of slow-moving toxic rivers and feeding on the dead, dying, and decaying remains of plants and animals that once lived there. Defiled Horns. Like its holy progenitor, an infernal charger bears a single spiraling horn that sprouts from its forehead. However, unlike its ancestor's holy golden horn, the infernal charger's obsidian-like horn draws energy into itself, leaving any living thing it touches withered and decayed. Any liquid that is touched by the horn of an infernal charger becomes foul and undrinkable. The powdered horn of an infernal charger can be made into a potent, incurable poison that inflicts excruciating pain until its victim succumbs to it. Unholy Mounts. An infernal charger, being malevolent by nature, does not take well to being mounted unless ridden by an evil being whose spirit mirrors their own. Even then they are difficult to guide, and do not tolerate directions without a firm hand on their reins. When mounted by a champion of the Nine Hells they are a symbol of hatred and a direct challenge to the celestial forces of the upper planes. An Infernal Charger's Lair An infernal charger's lair might be a deep, dark cave in lifeless mountains, a rocky outcropping found in a barren desert, a clearing surrounded by tangles of thorny vines deep within a fetid swamp or marshland, or some other location of death and decay. Regional Effects Transformed by the infernal charger's twisted presence, the domain of an infernal charger might include any of the following magical effects: Spontaneous flaring of open, nonmagical flames such as campfires and torches that scorch creatures within 5 feet for 2 (1d4) fire damage. Creatures native to the Nine Hells have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide. When an evil-aligned creature casts a spell or uses a magical effect that deals necrotic damage, it does the maximum damage possible for the spell or effect. Any saving throws made by good or neutral aligned creatures against being cursed, frightened, or charmed are made with disadvantage. If the infernal charger dies, these effects end immediately. 77


Horn of the Infernal Charger Wondrous item, rare The horn salvaged from an infernal beast. While you possess this item, you gain resistance to fire and necrotic damage. You can use an action to magically affix the horn to any horse. Over the next 2d4 days, the horse gradually undergoes a horrific transformation: its fur turns black, eyes become crimson red, front hooves become clawed appendages, and it develops fangs. Once the transformation is complete, the horse becomes an infernal charger. Each day for 7 days thereafter, you must succeed on a Wisdom (Animal Handling) check contested by a Wisdom (Insight) check made by the infernal charger. If you are of nonevil alignment, you make the check with disadvantage. Each day, if you are successful, the infernal charger is friendly to you and your allies. After 7 days, the infernal chargers becomes your companion. Failing a check at any point causes the infernal charger to become hostile. Infernal Charger Large fiend, chaotic evil Armor Class 13 Hit Points 112 (15d10 + 30) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 15 (+2) Damage Vulnerability radiant Damage Resistances fire, necrotic Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, poisoned Senses Darkvision 60 ft., passive Perception 12 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 7 (2,900 XP) Charge. If the infernal charger moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Infernal Resistance. The infernal charger is resistant to fire and necrotic damage, and has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The infernal charger's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The infernal charger can innately cast the following spells, requiring no material components: At will: corruption, detect evil and good, pass without     trace 1/day each: dispel evil and good, darkness, summon     lesser demons Magic Horn. The infernal charger's horn attacks are magical. Actions Multiattack. The infernal charger makes attacks: one with its claw and one with its horn. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage plus 7 (2d6) necrotic damage. The infernal charger regains hit points equal to half the necrotic damage dealt. Teleport (1/Day). The infernal charger magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the infernal charger is familiar with, up to one mile away. Legendary Actions The infernal charger 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 infernal charger regains spent legendary actions at the start of its turn. Move. The infernal charger moves up to its half speed without provoking opportunity attacks. Claw. The infernal charger makes one claw attack. Infernal Shield (Costs 2 Actions). The infernal charger creates a magical field around itself or another creature it can see within 60 feet of it. The target gains resistance to fire and necrotic damage, and creatures within 5 feet take 3 (1d6) fire damage at the end of their turn. The shield lasts until the end of the infernal charger's next turn. 78


Lord of the Crypt As far beyond liches as liches are beyond mere dabblers of the arcane arts; a crypt lord holds dominion of all manner of undead creatures within its haunting catacombs. Enlightened Immortality. Becoming a crypt lord does not occur through simple happenstance. The impending thought of a forthcoming demise leads many arcane scholars down the path to study immortality, and potentially lichdom. If successful, many liches are content to conduct their research unhindered by the passage of time. However, there are others that become frustrated with the thought of spending untold centuries in seclusion poring over tomes hoping to find the many arcane mysteries of the multiverse. Instead, they use the immortality provided by undeath to persuade others to their cause; where one might take an eon to solve an enigma, a collective will not. Undead Nature. A crypt lord doesn't require food, drink, or sleep. A Crypt Lord's Lair Crypt Lords reside in desecrated catacombs. A crypt lord encountered in its lair can draw upon its power to take lair actions and has a challenge rating of 30 (155,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the crypt lord can take a lair action to cause one of the following magical effects; the crypt lord can't use the same effect two rounds in a row: The crypt lord rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The crypt lord telepathically commands up to 6 undead creatures within 120 feet of it to use a reaction to make an attack against a creature within range. Crypt Lord Large undead, neutral evil Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 0 ft. fly 40 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 20 (+5) 25 (+7) 18 (+4) 19 (+4) Saving Throws Con +13, Int +15, Wis +12 Skills Arcana +15, History +15, Insight +12, Investigation +15, Perception +12, Religion +23 Damage Resistances cold, lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 28 (120,000 XP) Spellcasting. The crypt lord is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The crypt lord has the following spells prepared, which it can cast without material components: Cantrips (at will): eidolic chains, poison spray, scourge,     toll the dead 1st level (4 slots): dark pact, detect magic, Larloch's     minor drain, rot 2nd level (3 slots): blur, desecration, detect thoughts,     invisibility 3rd level (3 slots): animate dead, dispel magic, fear,     lunacy, slow 4th level (3 slots): banishment, confusion, polymorph 5th level (3 slots): cloud kill, defile, scrying 6th level (2 slots): disintegrate, Myrkul's efficacy 7th level (2 slots): Grimlore's doom, finger of death 8th level (1 slot): ascendancy of Vecna, power word     stun 9th level (1 slot): blasphemous, power word kill Legendary Resistance (5/Day). If the crypt lord fails a saving throw, it can choose to succeed instead. Turn Resistance. The crypt lord has advantage on saving throws against any effect that turns undead. Dominate Undead. An undead creature that starts its turn within 120 feet of the crypt lord must succeed on a DC XYZ Wisdom saving throw or be charmed by the crypt lord for the next 24 hours. For the duration, a charmed creature is under the crypt lord's precise control, and can only do actions the crypt lord allows (doesn't require the crypt lord's action to issue orders). Rejuvenation. If it has a phylactery, a destroyed crypt lord gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of its phylactery. Actions Waning Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0, and is raised as an undead creature with a CR equal to or less than the creature's level. Otherwise, the reduction lasts until restored by magical means (such as a remove curse spell). Legendary Actions The crypt lord 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 crypt lord regains spent legendary actions at the start of its turn. Cantrip. The crypt lord casts a cantrip. Waning Touch (Costs 2 Actions). The crypt lord uses its Waning Touch. Grasp of the Damned (Costs 3 Actions). Spectral hands rise up from the ground in a 20-foot square starting from a point that the crypt lord can see within 60 feet of it. Each creature within the area DC 18 Strength saving against or be restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the target is immune to the crypt lord's Grasp of the Damned for the next 24 hours. 80


Mummies Mummies are the long forgotten but well-preserved remains of ancient humanoids, raised by ancient funerary rites to walk amidst their temples, pyramids, and crypts once again. Any who disturb these sealed resting places may be punished with an ancient curse or face the wrath of the residents within. Through a lengthy embalming process, the brain and vital organs are removed and preserved in canopic jars depicting the gods of the deceased. Despite having their organs removed, the dark rites cast upon a mummy and the potent magics of its resting place allow them to maintain the presence of their spirit within their brittle, linen-wrapped bodies. Many mummies can bestow curses upon those who disturb either their rest or their mission. A mummy's tocuh can cause afflicted beings to slowly wither away into dust, permanently weakening them or cause a being to rot. Over time, a mummy can have ancient knowledge bestowed upon them through centuries of research into tomes of knowledge or even granted by higher powers themselves. Undead Nature. A mummy doesn't require air, food, drink, or sleep. Dessicated Wanderer While many mummies are preserved with the aim of everlasting life and are often accompanied by their riches and their servants, necromantic rituals are not the only means through which a soul can remain within the dessicated and dried husks of once living beings. Should a creature's essence be so firmly bound to its purpose, the dark gods of death may grant that being the opportunity to fulfil that purpose in undeath. This does require certain specific conditions, for example when a body is rapidly covered by blistering hot sand in a desert khamsin. The dessicated wanderer is one who has long been buried beneath the sands, and once exposed to the elements is bound to wander the dunes once more in search of its purpose. They are often responsible for haunted oases and waypoints, preying on unsuspecting travellers and cursing the dunes with their mere presence. They are often clad in the tattered remains of desert garb, and bear the weapons they did in their former lives. Dessicated Wanderer Medium undead, lawful evil Armor Class 11 (natural armor) Hit Points 45 (7d8 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) Saving Throws Str +3, Con +4 Damage Vulnerabilities fire, radiant Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 2 (450 XP) Innate Spellcasting. The dessicated wanderer's innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: corruption, scourge, toll the dead 1/day each: bestow curse Actions Multiattack. The dessicated wanderer can use its Desert Glare and make one melee attack. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Rotting Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with desert rot. The cursed target can't regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. Additionally, its Constitution ability score permanently decreases by 1 for every 24 hours that pass. If the target's maximum hit points or Constitution is reduced to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.           Desert Glare. The dessicated wanderer targets           one creature it can see within 60 feet of it. If          the target can see the dessicated wanderer, it       must succeed on a DC 11 Wisdom saving throw       against this magic or become frightened until the   end of the dessicated wanderer's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. 81


Fenwalker Fens, swamps, and quagmires may provide ideal conditions to preserve the bodies of those trapped within quicksand or silt. Fenwalkers are waterlogged mummies prone to releasing noxious gases should their bloated bodies be damaged in some ways. They slowly slog through the fens in which they perished uttering ghastly moans from their decaying bodies. Unlike other mummies, once they emerge from their boggy resting places, a fenwalker quickly decays as it is exposed to air. Frozen Mummy Another means of preserving a body is through extreme ice and cold. Frozen remains of humanoid explorers may be found throughout northern climates and high mountain passes, and at times conditions allow the retention of even stomach contents. Much like other wandering mummies, frozen wanderers traverse their frozen domains, in death searching for whatever mission drove them forward in life. Fenwalker Medium undead, lawful evil Armor Class 9 (natural armor) Hit Points 39 (6d8 + 12) Speed 15 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 14 (+2) 6 (-2) 8 (-1) 10 (+0) Saving Throws Str +3, Con +4 Damage Vulnerabilities radiant Damage Resistances fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 1 (200 XP) Bloated Corpse. If the fenwalker takes piercing or slashing damage, its body ruptures and emits a noxious gas. Any creature within 15 feet of the fenwalker must succeed on a DC 13 Constitution saving throw, taking 4 (1d8) poison damage and spend its next action vomiting and retching. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Waterlogged. The fenwalker is resistant to fire damage. Actions Waterlogged Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with bog rot. The cursed target can't regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. Additionally, its Strength ability score permanently decreases by 1 for every 24 hours that pass. If the target's maximum hit points or Strength is reduced to 0, the target dies and its body rots away. The curse lasts until removed by the remove curse spell or other magic. Frozen Mummy Medium undead, lawful evil Armor Class 12 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 16 (+3) 6 (-2) 8 (-1) 12 (+1) Saving Throws Str +4, Con +5 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 4 (1,100 XP) Icy Presence. Any creature that ends its turn within 10 feet of the frozen mummy must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage. Actions Multiattack. The frozen mummy can use its Icy Stare and make one melee attack. Icy Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) cold damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be afflicted with a praestrictus curse. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. Additionally, the target suffers one level of exhaustion for every 24 hours that pass. If the target's maximum hit points are reduced to 0, the target dies and its body turns to ice. The curse lasts until removed by the remove curse spell or other magic. Icy Stare. The frozen mummy targets one creature it can see within 60 feet of it. If the target can see the frozen mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become paralyzed until the end of the frozen mummy's next turn. If the target fails the saving throw by 5 or more, it also suffers one level of exhaustion. A target that succeeds on the saving throw is immune to the Glare of all mummies (but not mummy lords) for the next 24 hours. 82


Necrophagi Decay and decomposition is greatly accelerated in hot, humid, and swampy areas. The remains of dead flora and fauna are quickly rotted away by any number of decomposing bacteria, fungi, and insects, their bodies quickly decaying and becoming part of the environment, often in a matter of days. Death can come quickly in such environments, be it from fever and disease, starvation, or a more violent demise. Decomposition begins to set in almost immediately, the first visitors to a corpse being insects which lay their eggs that spawn larvae to rapidly begin the process. While bodies may be reanimated or resurrected if done so in a timely manner, the process is much more difficult if a body has begun to decay. The necrophagi are thought to be the result of necromantic reanimation of a body in an advanced state of decomposition gone horribly wrong. Rather than resurrecting the deceased being, the necrotic energies used in the attempt twisted and corrupted the essence of the decomposers within, merging it with that of the deceased humanoid. This caused numerous side effects, including a massive boost to the insect's growth, reproductive capabilities, and intelligence. A new species emerged as a result. The necrophagi are humanoid in structure, but are insectlike in appearance, with numerous bulging compound eyes and chitinous appendages ending in scythe-like blades. They communicate in unearthly clicking and whistling sounds, and some may possess a rudimentary knowledge of the Common tongue. Necrophagi populations tend to arise in remote, difficult to reach areas, which is well lest they obtain an abundant supply of food in which to breed. Rapid Reproduction. Similar to their insect progenitors, necrophagi reproduce rapidly, needing only a steady supply of decaying bodies in which to lay their eggs. Within hours, larvae burst forth and rapidly consume their food supply, maturing in a matter of days to fully mature adults. This results in exponential growth of a necrophagi population. However, their life cycle is short, with mature adults living only around 10 days. Despite their rapid reproduction and life cycles, like a virus they will decimate the local wildlife and nearby settlements, only to die out as their food supply diminishes. However, only a single hermaphroditic necrohpagous offspring is required to survive and begin a new outbreak of these hideous abominations. Hive Structure. The necrophagi live in areas in which they can construct dome-like hives of mud and chewed wood fiber similar to that of a wasps's nest. Drone necrophagi will drag corpses for the queen to deposit an egg into, acting as incubators. They possess a hive-like social structure and hierarchy similar to that of social nesting insects consisting of necrophagi larvae, immature young, drones, soldiers, and a single queen. While they may be able to communicate somewhat with other creatures, they view other beings more as a source of food as opposed to having any desire to interact on more than a predator-prey basis. Necrophagi Larvae The larvae of a necrophagous resemble large eyeless white maggots 6 inches in length, with a powerful set of mandibles capable of latching onto an unsuspecting target. Their saliva contains a mild toxin that causes numbness or even paralysis to a susceptible target, enabling the larvae to rapidly consume their victim. While they greatly prefer decaying and necrotic flesh, they will also swarm and attack living creatures if they approach. While weak individually, necrophagi nests may contain dozens or even hundreds of larvae if the colony is well established. Larval Necrophagous Tiny aberration, neutral Armor Class 8 Hit Points 4 (3d4 - 3) Speed 10 ft. STR DEX CON INT WIS CHA 8 (-1) 6 (-2) 9 (-1) 3 (-4) 5 (-3) 4 (-3) Condition Immunities poisoned Senses Blindsight 15 ft. (blind beyond this radius), passive Perception 7 Languages None Challenge 0 (10 XP) Paralytic Saliva. A creature bitten by a larval necrophagous must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 round. For each bite suffered in a round, the DC increases by 1. Actions Mandibles. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage. Creatures must also succeed on a DC 10 Constitution saving throw or be paralyzed as above. Latch. Upon making a successful melee attack, the larval necrophagous makes a DC 12 Strength check. If successful, it latches onto its target, and on its next round the target takes 2 (1d4) piercing damage as the larvae drains its targets' blood. The larvae remain latched until it reaches 0 hit points or the target succeeds on a DC 12 Strength check to remove it. 83


Immature Necrophagous After one day of rapidly consuming rotting flesh, larval necrophagi rapidly grow and begin to grow limb buds and their chitinous exoskeleton, which remains soft. Compound eyes begin to form yet remain sightless. While relatively defenseless, their mandibles are more powerful, their saliva more toxic, and they can move about more rapidly in a writhing, worm-like manner compared to their larval state. In the absence of an abundance of food, the immature necrophagi will relentlessly consume their larval siblings, which may lead to the collapse of a colony unless a sufficient supply of rotting flesh is available. Necrophagi Drones The drone necrophagi act as workers for the hive, following soldiers to bring back fresh victims for consumption by larvae and immature young, chewing plant material for use in constructing the growing hive, and tending to the larvae, immature young, and queen. They have mottled grey, green, or brown exoskeletons, limbs resembling a humanoid but with oddly shaped joints ending in chitinous blades, and strong mandibles used for chewing plant material for hive construction. Their saliva loses its toxicity once immature necrophagi mature after 3 days. They are grotesque humanoid in form, able to move about in a stuttering, jerking movement, and communicate in clicks, whistles, and posturing body language. If intruders enter the colony, they will aggressively protect it without hesitation. Their compound eyes are large and several may be present at unusual places around the skull of the drone, and while they see well in bright light they function poorly in the dark. 80% of the larvae and immature young grow into drones, which stay close to the hive unless accompanying soldiers on a hunt. They possess a base level of intelligence and are capable of acting independently, but will follow the queen's instructions relentlessly without pause. Immature Necrophagous Small aberration, neutral Armor Class 10 (natural armor) Hit Points 10 (3d6) Speed 20 ft. STR DEX CON INT WIS CHA 9 (-1) 8 (-1) 10 (+0) 5 (-3) 6 (-2) 6 (-2) Condition Immunities poisoned Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 8 Languages None Challenge 1/8 (25 XP) Paralytic Saliva. A creature bitten by an immature necrophagous must succeed on a DC 12 Constitution saving throw or be paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on a successful saving throw. Actions Mandibles. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) piercing damage. Creatures must also succeed on a DC 12 Constitution saving throw or be paralyzed as above. Embedded Mandibles. Upon making a successful melee attack, the immature necrophagous makes a DC 14 Strength check. If successful, it latches onto its target, and on its next round the target takes 3 (1d6) piercing damage as the immature necrophagus drains its targets' blood. The immature necrophagous remains latched until it reaches 0 hit points or the target succeeds on a DC 14 Strength check to remove it. If removed before it is killed, the target takes an additional 3 (1d6) slashing damage from the embedded mandibles. Necrophagous Drone Medium aberration, neutral evil Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 13 (+1) 8 (-1) 7 (-2) 7 (-2) Saving Throws Con +3 Skills Perception +0 Condition Immunities charmed, frightened, poisoned Senses passive Perception 10 Languages None Challenge 1/4 (50 XP) Compound Eyes. While in darkness, the necrophagus drone has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While in bright light, the necrophagus drone has advantage on Wisdom (Perception) checks that rely on sight. Drone Mentality. When a drone is within 10 feet of another drone, it adds an additional 2 (1d4) to the result of each attack roll. Insect Mind. The necrophagus drone is immune to being charmed or frightened. Actions Chitinous Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 84


Necrophagous Soldier About 20% of necrophagi larvae grow into soldiers that are responsible for defending the hive and seeking out fresh food supplies. They typically roam within a three-mile radius of the hive, but paradoxically rarely past their territory which can lead to rapid colony collapse as the food supply in their range rapidly diminishes or leaves. Their eyes are more advanced structurally, their chitinous exoskeletons hardened, and their humanoid limbs ending in vicious chitinous blades attached to their otherwise humanoid limbs. Unlike drones, necrophagi soldiers may don shreds of clothing taken from their victims, though this serves an unknown purpose. They may speak in limited common accentuated with clicks, buzzes, and whistles, but rarely engage in such communication as they view humanoids merely as a source of food. A typical necrophagi raiding party will depend on the population of their food supply, which is often scouted by a single soldier in advance. They prefer to overwhelm their victims, and will do so without pause for their own safety. Often drones will accompany a soldier raiding party in a 2:1 ratio so they may efficiently bring their victims back to the hive. Necrophagous Soldier Medium aberration, lawful evil Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 9 (-1) 9 (-1) 8 (-1) Saving Throws Str +4, Con +4 Skills Athletics +4, Perception +1 Condition Immunities charmed, frightened, poisoned Senses passive Perception 11 Languages Common Challenge 1/2 (100 XP) Compound Eyes. While in darkness, the necrophagus soldier has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While in bright light, the necrophagus soldier has advantage on Wisdom (Perception) checks that rely on sight. Insect Mind. The necrophagus soldier is immune to being charmed or frightened. Actions Multiattack. The necrophagous soldier makes three attacks with its chitinous scythes. Chitinous Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. 85


Necrophagous Queen The heart of a necrophagi nest, the queen is a twisted effigy of human and insect. The queen will rarely if ever leave the hive structure, only doing so in dire circumstances such as to escape destruction. Covered in thick chitin with the appearance of flesh, a necrophagus queen's primary responsibility is to lay eggs and give rise to a brood. Longer lived than other necrophagi, on occassion a larva will give rise to a young queen, which results in a deathmatch in which the victor rules over the hive. The queen directs her lesser attendants with their own insect-like language consisting of body posturing, hisses, buzzing, and clicking, but is also able to communicate in the Common tongue. It has been rumored that necrophagi queens are also able to call and control other insects to them as well. To date, the only need for communication with other humanoids has been either during the pending destruction of a necrophagi hive or the desperate promise from a captive to bring a new potential food supply. Queens are cunning, ruthless, and merciless. Necrophagous Queen Large aberration, lawful evil Armor Class 13 (natural armor) Hit Points 97 (13d10 + 26) Speed 15 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 15 (+2) 12 (+1) 12 (+1) 11 (+0) Saving Throws Dex +4, Con +4 Skills Perception +3 Condition Immunities charmed, frightened, poisoned Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Compound Eyes. While in darkness, the necrophagous queen has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While in bright light, the necrophagous queen has advantage on Wisdom (Perception) checks that rely on sight. Innate Spellcasting. The necrophagous queen's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells innately, requiring no material components: At will: infestation, poison spray 3/day each: conjure animal (insects only), pass     without trace 1/day: giant insect Insect Mind. The necrophagus queen is immune to being charmed or frightened. Actions Multiattack. The necrophagous queen makes four attacks with its chitinous claws. Chitinous Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 2) slashing damage. Reactions Vengeful Strike. In response to a necrophagi being reduced to O hit points within 30 feet of the necrophagous queen, the necrophagous queen makes a melee attack. 86


Nightspawn When a creature is slain in the dark of a moonless night, its shadow may be magically separated from its owner at the moment of death, creating a nightspawn. While shadows of humanoid creatures will retain their humanoid appearance, a nightspawn is capable of shifting its form to anything vaguely bipedal in nature and will often assume a horrifying, savage visage that reflects the agony and fear of the moment of their progenitor's passing. Nightspawn have the ability to subtly manipulate the shadows of other beings, causing them to move independently of their masters. This unsettling ability often causes trepidation in even the most experienced of adventurers. Those who have encountered a nightspawn have reported a sudden gust of wind, even in the stillest of environments, that extinguished blazing torches as a prelude to a nightspawn attack. Light Hypersensitivity. While shadows exist even on the brightest of days, any source of bright light causes the excruciating pain to a nightspawn. When created a nightspawn will flee underground, taking refuge in dark grottos or crypts where the only infrequent source of light is perhaps the torch of an unsuspecting adventurer or tomb raider. Shadowstalker. A nightspawn will shy away from light sources, preferring to stalk its prey from the shadows well outside its radius. When the light source dies down or fades completely away, a nightspawn will swiftly and silently dispatch whatever creature bore the light before moving on and slaying whatever other creatures lie nearby, or relentlessly pursue any intruders who dared bright light into the nightspawn's domain. Nightspawn Medium undead, chaotic evil Armor Class 12 Hit Points 33 (6d8 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 7 (-2) Skills Peception +3 Stealth +5 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 1 (200 XP) Amorphous. The nightspawn can move through a space as narrow as 1 inch without squeezing. Innate Spellcasting. The nighspawn's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: gloom, manipulate shadow, shadow embrace 1/day: darkness, gust of wind Light Hypersensitivity. While in bright light or sunlight, the nightspawn has disadvantage on attack rolls, ability checks, and saving throws and takes 3 (1d6) radiant damage at the end of its turn if it remains in bright light or sunlight. Shadow Stealth. While in dim light or darkness the shadow can take the Hide action as a bonus action. Actions Shadow Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage, and the creature's Strength and Constitution scores are reduced by 1d4. The target dies if either score is reduced to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A shadow rises from the corpse 1d4 hours later. This shadow has a 50% chance of being a new nightspawn if the target was slain on a moonless night or underground. 87


Nothic Despoiler A nothic's origins are a tale well-known to those seeking eldritch knowledge themselves. Sometimes, a nothic's continued lust for magical secrets in its deformed state will lead it into further trouble, turning it into a husk of arcane greed. Voracious Nature. A nothic despoiler's gaze is not to be trifled with. Much like a nothic's gaze will rot flesh and bone, a despoiler's gaze will also sap the energy from any gifted with magical ability, converting it into strength for the wretched creature Nuworm These minuscule creatures swim in stagnant waters, waiting for warm-blooded creatures to unwittingly enter into their putrid habitats. Typically, nuworms are less than 1-inch in length and colored like the rancid waters where they reside, which makes them practically invisible to all but the most astute eyes. Undead Nature. A nuworm doesn't require air, food, drink, or sleep. Nothic Despoiler Medium aberration, neutral evil Armor Class 15 (natural armor) Hit Points 51 (6d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 6 (-2) Skills Arcana +4, Insight +8, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses truesight 120 ft., passive Perception 16 Languages Undercommon, telepathy 60 ft. Challenge 3 (700 XP) Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Actions Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 7 (2d6) necrotic damage. Covetous Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. If the target has an available 1st-level spell slot, it is consumed by the nothic and the nothic gains 11 temporary hit points. Nuworm Tiny undead, neutral evil Armor Class 14 Hit Points 7 (2d4 + 2) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 1 (-5) 19 (+4) 12 (+1) 3 (-4) 6 (-2) 5 (-3) Skills Stealth +8 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 1/2 (25 XP) Swim Away. If the nuworm misses with a bite attack on its turn, it can move away without provoking an opportunity attack from its target. Unseen. On each of its turns, the nuworm can use a bonus action to take the Dash or Hide action. Additionally, it can move at full speed while being stealthy. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or the nuworm burrows under the target's skin. At the end of each of its turns thereafter, the target takes 2 (1d4) poison damage. If a nuworm-infested creature is targeted by an effect that cures poison or disease, any nuworms infesting the target wither away. 88


Oneiroid Thought to be visitors from an outer plane of existence, the oneiroid have a form unlike that of any other creature known. Those who claim to have been visited by an oneiroid describe them otherworldly beings that hover above the ground and slowly drift about as though lazing about on air currents. Three sets of thin, bony limbs with long grasping threefingered hands protrude from a mottled sickly grey, green, or black central body. What appears to be the head of an oneiroid is on the underside of the body, where a pair of smaller sets of bony arms protrude alongside a lamprey-like maw with several rows of small, sharpened teeth. Visitation from an oneiroid in the night is a cause of madness, hallucinations, and delirium. Creatures that go to bed of sound mind and with no outward symptoms may wake up in a fit of madness after an oneiroid visitation, lashing out violently and indiscriminately while some never fully awaken, instead becoming catatonic and unresponsive or muttering incoherently to themselves forever more. The motivations of an oneiroid are a complete mystery, as none have successfully communicated with one. The oneiroid inserts confusing images and unknown symbols into the mind of a creature that confronts it as though attempting to communicate in a language not understood by creatures of the material plane. The oneiroid does not appear malicious in nature, possibly just seeing other beings as they would see cattle for consumption. Those who have seen an oneroid and observed its behavior report it slowly drifting about, searching slowly and methodically for a sleeping victim. Once it has identified its target, the oneiroid slowly hovers above its victims skull, gently caressing it with its limbs as though it were naught but a gentle lover before descending its maw upon the victim's face to feed, presumably through a proboscis that emerges from the oneiroid's mouth. Sleep Touch. The oneiroid's touch causes a creature to become sedated and drowsy, ensuring its victim remains asleep while the oneiroid feeds upon it. Planar Teleportation. Once sated, an oneiroid will drift past its victim and enter what appears to be a portal of darkness into another plane. None who have peered at the portal have remained sane, and none have ever claimed to have been to or returned from the oneiroid's realm. Oneiroid Elder Some oneiroids are larger and more ravenous, and rather than simply draining the victims of their psychic energy will consume their minds. If an oneiroid elder latches onto a victim with its maw, its proboscis enters the creature's skull through its upper palate and begins slowly digesting and liquifying its victim's brain tissue. An oneroid elder seldom kills its victims, but rather devours just enough to sate itself before returning to whence it came. Oneiroid matriarch Oneiroid matriarchs are ravenous beings that destroy the minds of their victims. Those who survive and encounter with an oneiroid matriarch are often driven insane by having their brains and beings violently penetrated. Oneiroid Medium aberration, neutral Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 0 ft., fly 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 18 (+4) 15 (+2) 10 (+0) Saving Throws Dex +5, Int +6, Wis +4 Skills Investigation +6, Perception +4, Stealth +5 Damage Immunity psychic Condition Immunities blinded, charmed, frightened, unconscious Senses blindsight 60 ft., passive Perception 14 Languages telepathy 120 ft. Challenge 3 (700 XP) Innate Spellcasting (Psionics) The oneiroid's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: night terror, prestidigitation, silent image,     sleep 3/Day: darkness, detect thoughts, mind spike 1/Day: phantasmal killer Otherworldly Mind. The elder oneiroid is immune to psychic damage and can't be blinded, deafended, charmed, or frightened, and magic can't put the oneiroid to sleep. Actions Caress. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) psychic damage. if the target is a creature, it must succeed on a DC 16 Intelligence saving throw or be stunned until the end of the creature's next turn. 89


Elder Oneiroid Medium aberration, neutral Armor Class 15 (natural armor) Hit Points 88 (16d8 + 16) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 20 (+5) 17 (+3) 10 (+0) Saving Throws Dex +6, Int +8, Wis +6 Skills Investigation +8, Perception +6, Stealth +6 Damage Immunity psychic Condition Immunities blinded, charmed, frightened, unconscious Senses blindsight 60 ft., passive Perception 16 Languages telepathy 120 ft. Challenge 6 (2,300 XP) Innate Spellcasting (Psionics) The elder oneiroid's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: darkness, detect thoughts, mind spike, night     terror, silent image, sleep 3/day each: hypnotic pattern, lunacy, phantasmal killer,     silence 1/day: synaptic static Otherworldly Mind. The elder oneiroid is immune to psychic damage and can't be blinded, deafened, charmed, or frightened, and magic can't put the oneiroid to sleep. Sleep Paralysis. An unconscious creature that starts within 30 feet of the elder oneiroid takes 6 (1d12) psychic damage. Actions Multiattack. The elder oneiroid makes two caress attacks. Caress. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) psychic damage. if the target is a creature, it must succeed on a DC 16 Intelligence saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Proboscis. The elder oneiroid chooses a creature that is paralyzed, stunned, or unconscious that it can see within 60 feet of it and attempts to pierce its mind. It must succeed on a DC 12 Intelligence saving throw or its Intelligence or Wisdom score (creature's choice) is reduced by 1d4. Planar Teleportation (1/Day). The elder oneiroid summons an interplanar portal large enough for a Medium creature to pass through. The portal lasts one turn before closing. Oneiroid Matriarch Medium aberration, neutral Armor Class 16 (natural armor) Hit Points 137 (25d8 + 25) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 22 (+6) 19 (+4) 12 (+1) Saving Throws Dex +7, Int +10, Wis +8 Skills Investigation +10, Perception +8, Stealth +7 Damage Immunity psychic Condition Immunities blinded, charmed, frightened, unconscious Senses blindsight 60 ft., passive Perception 18 Languages telepathy 120 ft. Challenge 10 (5,900 XP) Innate Spellcasting (Psionics) The oneiroid matriarch's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: catnap, darkness, detect thoughts, mind spike, night terror, silent image 3/day each: hypnotic pattern, lunacy, phantasmal killer,      synaptic static 1/day: mental prison, power word stun Otherworldly Mind. The oneiroid matriarch is immune to psychic damage and can't be blinded, deafened, charmed, or frightened, and magic can't put the oneiroid to sleep. Sleep Paralysis. An unconscious creature that starts within 30 feet of the oneiroid matriarch takes 6 (1d12) psychic damage. Actions Multiattack. The oneiroid matriarch makes two caress attacks. Caress. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) psychic damage. if the target is a creature, it must succeed on a DC 18 Intelligence saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails its save, it suffers long-term madness (Dungeon Master's Guide, pg. 260). Proboscis. The oneiroid matriarch chooses a creature that is paralyzed, stunned, or unconscious that it can see within 60 feet of it and attempts to pierce its mind. It must succeed on a DC 12 Intelligence saving throw or its Intelligence or Wisdom score (creature's choice) is reduced by 1d4. Planar Teleportation (1/Day). The oneiroid matriarch summons an interplanar portal large enough for a Medium creature to pass through. The portal lasts one turn before closing. 90


Ossein Serpents An ossein serpent, commonly found in moist, swampy ruins and ancient temples or tropical rainforests, may arise through either natural influence of higher beings or by a simple necromantic ritual that raises the dead. These serpents slither throughout their territory, largely behaving as they did in life, hunting rats and other vermin despite their lack of need for food. Unlike their living counterparts, in undeath ossein serpents no longer have a need to sun themselves, thus they are more prevalent in dark places and may at times be found in colder regions as well. They are also more aggressive in nature and more territorial, and will attack small creatures with little hesitations. Ambush Predator. Ossein snakes are typically ambush predators, sensing their prey through the vibrations felt through the stone floors of their territory more than by sight. They are often found hiding in darkened holes and cavities, waiting motionless for prey to pass by in perfect silence. Once they lash out, they will latch on with their sharpened fangs, wrapping their bodies around smaller creatures and constricting them to death. Undead Nature. An ossein serpent doesn't require air, food, drink, or sleep. Ossein Snake Small undead, unaligned Armor Class 13 (natural armor) Hit Points 22 (5d6 + 5) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 2 (-4) Skills Perception +2, Stealth +4 Damage Vulnerability bludgeoning Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 15 ft., tremorsense 30 ft., passive Perception 12 Languages - Challenge 1/4 (50 XP) Ambusher. The ossein snake has advantage on attack rolls against any creature it has surprised. Keen Hearing. The ossein snake has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a Smaller or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The serpent can only grapple one creature at a time. Giant Ossein Snake Large undead, unaligned Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 3 (-3) Skills Perception +3, Stealth +4 Damage Vulnerability bludgeoning Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 13 Languages - Challenge 1/2 (100 XP) Ambusher. The giant ossein snake has advantage on attack rolls against any creature it has surprised. Keen Hearing. The giant ossein snake has advantage on Wisdom (Perception) checks that rely on hearing. Suppressed Attack. The giant ossein snake deals an extra 4 (1d8) piercing damage when it bites a grappled target. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The serpent can only grapple one creature at a time. 91


Ossein Cobra In hot, arid regions, dangerous serpents such as cobras may inhabit tombs of ancient nobility where incantations to the gods and necromantic energy abounds, altering the form of the snakes that stalk their halls in search of prey and reanimating them once their lives have ended. The elongated ribs that extend the cobra's hood fuse and harden over time, giving it a fearsome appearance. Venomous. The potent venom of the cobra remains well preserved within their hollow fangs, though the mechanism through which more is generated despite the decay of their venom glands remains a mystery. The ossein cobra can deliver a lethal dose with a single bite, and is capable of spitting its venom at its opponent from a distance. Ossein Cobra Medium undead, unaligned Armor Class 14 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 3 (-4) 10 (+0) 4 (-3) Skills Perception +2, Stealth +5 Damage Vulnerability bludgeoning Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 30 ft., passive Perception 12 Languages - Challenge 1/2 (100 XP) Aim for the Eyes. The ossein cobra deals critical damage on an attack roll of 19 or 20. If the target is required to make a saving throw as part of the ossein serpent's attack, it does so with disadvantage. Keen Hearing. The ossein cobra has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or become poisoned until the end of the creature's next turn. Spit Venom. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target, Hit: 5 (2d4) poison damage. The target must succeed on a DC 15 Dexterity saving throw or become blinded until the end of the creature's next turn. Reactions Flee. If a creature misses it with an attack, the ossein cobra can move up to half of its speed. This movement does not provoke opportunity attacks. Giant Ossein Cobra Large undead, unaligned Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 5 (-3) Skills Perception +3, Stealth +5 Damage Vulnerability bludgeoning Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 30 ft., passive Perception 13 Languages - Challenge 1 (200 XP) Aim for the Eyes. The giant ossein cobra deals critical damage on an attack roll of 19 or 20. If the target is required to make a saving throw as part of the ossein serpent's attack, it does so with disadvantage. Opportunistic Strike. If the giant ossein cobra hits a poisoned creature with its bite attack, the creature takes an additional 10 (4d4) poison damage. Keen Hearing. The giant ossein cobra has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (3d4) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spit Venom. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target, Hit: 10 (4d4) poison damage. The target must succeed on a DC 15 Dexterity saving throw or become blinded until the end of the creature's next turn. 92


Plague Rat Rats are adaptable, ubiquitous creatures commonly encountered throughout the world. These semi-intelligent rodents have adapted to many environments, ranging from the streets and sewers of large urban environments to isolated swamps and bogs, from abundant farmlands where food is plentiful to underground tombs and crypts. Prolonged exposure to necrotic energies found in some tombs, crypts, and catacombs have caused the common rat to mutate over the course of many generations, giving rise to a new species of rodent: the plague rat. Plague rats are highly adapted to life underground, with keen senses of hearing and smell. Over time, their mutation has caused them to develop scaled skin more akin to a reptile, an evolution that is thought to be the result of increased interspecies conflict arising from competition for their favored food: the entombed remains of other creatures. The plague rat has also evolved stronger limbs ending in wickedly clawed toes capable of viciously raking their prey or finding crannies in even the smoothest of masonry, allowing the plague rat to climb the walls of their haunts. Aggressive Predator. While common rats are omnivorous and tend to shy away from humanoids and other predators, plague rats exist in an environment of scarcity, where rotting flesh and decaying material is the only food source. As a result, plague rats are much more aggressive than their distant relatives. While they can be social and gather in packs if food is plentiful, they will cannibalize each other without hesitation if food is scarce. In some cases plague rats may grow to the size of a small dog, even taking to stalking smaller creatures if hungry enough. Diseased. While their larger size and aggression make the plague rat dangerous in and of themselves, they also carry a virulent bacteria that may cause a debilitating and highly infectious disease in humanoids. This disease, known as tomb plague, rapidly weakens its victims and if untreated will eventually lead to death. Tomb Plague Any humanoid bitten by a creature carrying tomb plague must succeed on a DC 13 Constitution saving throw or become infected. A creature afflicted with tomb plague shows no immediate symptoms. After a long rest, the creature notices minor symptoms such as shaking hands, fever, cold sweats, and weakness in the limbs. The creature suffers one level of exhaustion and regains no hit points from each subsequent long rest (it can regain hit points through magical means). After each subsequent long rest, an afflicted creature may make a DC 16 Constitution saving throw to recover naturally from a tomb plague infection, or the creature suffers an additional level of exhaustion. After three unsuccessful saving throws, the creature is also blinded and its mind becomes compromised, causing any spells the creature casts to have a 50% chance of failure. Plague Rat Small beast, unaligned Armor Class 13 Hit Points 13 (3d6 + 3) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 12 (+1) 3 (-4) 9 (-1) 2 (-4) Saving Throws Dex +5 Skills Acrobatics +5, Perception +1, Stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages - Challenge 1/4 (50 XP) Keen Senses The plague rat has advantage on Wisdom (Perception) checks that rely on smell or hearing. Stealthy. The plague rat has advantage on Dexterity (Stealth) checks while in darkness. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. A bitten creature must make a successful DC 13 Constitution saving throw or be afflicted with tomb plague. 93


Swarm of Plague Rats Medium swarm of small beasts, unaligned Armor Class 13 Hit Points 38 (7d8 + 7) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 12 (+1) 5 (-3) 9 (-1) 5 (-3) Saving Throws Dex +5 Skills Acrobatics +5, Perception +1, Stealth +5 Damage Resistances poison; bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 11 Languages - Challenge 1 (200 XP) Keen Senses The swarm of plague rats has advantage on Wisdom (Perception) checks that rely on smell or hearing. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small beast. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its hit points or fewer. A bitten creature must make a successful DC 13 Constitution saving throw or be afflicted with tomb plague. Giant Plague Rat Medium beast, unaligned Armor Class 13 Hit Points 22 (4d8 + 4) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 5 (-3) 11 (+0) 5 (-3) Saving Throws Dex +5 Skills Acrobatics +5, Perception +2, Stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages - Challenge 1/2 (100 XP) Keen Senses The giant plague rat has advantage on Wisdom (Perception) checks that rely on smell or hearing. Stealthy. The giant plague rat has advantage on Dexterity (Stealth) checks while in darkness. Vicious Predator. The giant plague rat deals an extra 3 (1d6) damage if it makes a successful bite attack and has advantage on the attack roll. Actions Multiattack. The giant plague rat makes one bite attack and one attack with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. A bitten creature must make a successful DC 13 Constitution saving throw or be afflicted with tomb plague. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Reactions Ire. In response to being hit by a melee attack, the giant plague rat can make one bite attack against the attacker, and then move up to half of its movement speed without provoking opportunity attacks. 94


Primal Skeletons The animation of skeletal remains is a somewhat rudimentary skill accomplished by modestly talented practitioners of necromancy. Skeletons in their base forms are useful servants that when directed correctly and clearly, however they are somewhat limited in their abilities and combat capabilities. With augmentation of primal powers, skeletons become much more fearsome combatants. Infused with a presence pulled from locals external to the Material Plane and grafted into a skeletal framework grants the undead additional abilities, while bestowing a level of independent thought and problem solving ability. The result is a skeleton that is able to perform complex actions and advanced combat maneuvers, but typically renders them vulnerable to opposing forces. Undead Nature. A skeleton doesn't require air, food, drink, or sleep. Bloody Bones Bloody bones, or bloody skeletons, are crude abominations formed from remains of ghouls that were unable to satisfy their lust for humanoid flesh. Driven an unending hunger that eventually turns the ghouls upon one another; their gnarled bones are typically the only things that remain. These bones, when infused with an essence from Banehold's River of Blood, are granted another semblance of unnatural life. In some cases, the remains available for this necromantic enchantment are unsuitable, so rudimentary appendages and weaponry are used in their place. Bloody Bones Medium undead, chaotic evil Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 15 (+2) 4 (-3) 9 (-1) 6 (-2) 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 2 (450 XP) Bloody Footprints. The skeleton leaves behind bloodsoaked footprints when it walks. These footprints last for 24 hours and are noticeable with a DC 7 Wisdom (Medicine or Perception) check. Horrifying Form. Any creature of the skeleton's choosing that starts its turn within 10 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the skeleton’s Horrifying Aura for the next 24 hours. Actions Multiattack. The skeleton makes two weapon attacks with its crude weapon. Crude Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage. If the target is a creature, the skeleton regains a number of hit points equal to the necrotic damage done. 95


Bloody Berserker When the remains required to create a bloody skeleton are more-or-less intact, a practitioner of the dark arts might strive to make a bloodied berserker instead of a lesser creation. Bloody Mage While performing the ritual to create a bloody skeleton, the practitioner infuses the remains with a bit of their innate essence, giving the skeleton a limited ability to practice blood magic. Bloody Berserker Medium undead, choatic evil Armor Class 15 (natural armor) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+2) 18 (+4) 8 (-1) 10 (+0) 12 (+1) Saving Throws Con +7 Skills Intimidation +5 Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can't speak Challenge 5 (1,800 XP) Bloody Footprints. The skeleton leaves behind bloodsoaked footprints when it walks. These footprints last for 24 hours and are noticeable with a DC 7 Wisdom (Medicine or Perception) check. Horrifying Form. Any creature of the skeleton's choosing that starts its turn within 10 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the skeleton’s Horrifying Aura for the next 24 hours. Reckless. At the start of its turn, the skeleton 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. Actions Multiattack. The skeleton makes two weapon attacks, one with its bloody claw and one with its bonesword. Bloody Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 5 (2d4) necrotic damage. If the target is a creature, the skeleton regains a number of hit points equal to the necrotic damage done. Bonesword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Bloody Mage Medium undead, chaotic evil Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+2) 15 (+2) 14 (+2) 10 (+0) 16 (+3) Saving Throws Con +7 Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities necrotic, poison, psychic Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can't speak Challenge 3 (700 XP) Bloody Footprints. The skeleton leaves behind bloodsoaked footprints when it walks. These footprints last for 24 hours and are noticeable with a DC 7 Wisdom (Medicine or Perception) check. Gesticulating Caster. The skeleton is able to cast spells using only a somatic component. Horrifying Form. Any creature of the skeleton's choosing that starts its turn within 10 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the skeleton’s Horrifying Aura for the next 24 hours. Innate Spellcasting. The skeleton's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: blood dagger (11th level), dark pact, toll the     dead 1/day: drain life, hemorrhage 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. Actions Blood Dagger. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (3d4) slashing damage. 96


Blood Fountain So tainted by the River of Blood were these remains that they now have difficulty maintaining their ossien structure. When their concentration is burdened, they revert to their true form: a puddle of blood. Blood Fountain Medium undead, chaotic evil Armor Class 8 Hit Points 199 (19d8 + 114) Speed 30 ft. (0 ft. in puddle form) STR DEX CON INT WIS CHA 17 (+3) 6 (-2) 22 (+6) 4 (-3) 9 (-1) 15 (+2) Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 6 (2,300 XP) Shapechanger. The blood fountain can use its action to polymorph into a Medium skeleton, or back into its true form, which is a puddle of blood. Its statistics are the same in each form. It reverts to its true form if it dies. Amorphous (Puddle Form). The blood fountain can move through a space as narrow as 1 inch wide without squeezing. False Appearance (Puddle Form). While the blood fountain remains motionless, it is indistinguishable from a pool of red liquid. Maker's Burden (Skeleton Form). The blood fountain must concentrate while in its skeleton form, as if it were concentrating on a spell. Actions Pseudopod (Puddle Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 30 (5d10 + 3) necrotic damage. The blood fountain gains hit points equal to the necrotic damage taken by the target. Blood Spike (Skeleton Form). Ranged Spell Attack: +5 to hit, range 45 ft., one target. Hit: 22 (5d8) necrotic damage. Reactions Blood Drain. When the blood fountain is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 18 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The blood fountain gains temporary hit points equal to the necrotic damage taken. 97


Chaos Skeleton In rare cases a necromancer may summon forth a more powerful and pure elemental essence from the farthest reaches of the elemental planes, where primal energies collide and intermix. Imprisoning such a chaotic essence into a fragile skeletal framework causes it to jerk and twitch uncontrollably, with swirls of chaotic energy occasionally bursting forth at random. The essence within is unpredictable and volatile, thus chaos skeletons, while more powerful than other primal skeletons, is prone to random fits of insane laughter echoing forth from its skull as it randomly assaults any nearby creatures. When slain, the chaotic essence burst forth violently before dissipating into the ether. Chaos Mage The rarest of primal skeletons, the chaos mage bears a more powerful imprisoned primal essence than a chaos skeleton. Casting swirling beams of chaotic energy against distant foes, with each spell they cast they emit their maddening laugh. They are more fragile however, and explode outward with more violence if slain. Chaos Skeleton Medium undead, chaotic evil Armor Class 13 (armor scraps) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 7 (-2) 7 (-2) 6 (-2) Damage Vulnerabilities bludgeoning Damage Resistance cold, fire, lightning Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses passive Perception 8 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Chaotic Eruption. If the skeleton is reduced to 0 hit points, its chaotic essence violently discharges. Any creatures within 10 feet must succeed on a DC 15 Wisdom saving throw or take 11 (2d10) damage of a random type type (roll a d6: 1 = cold; 2 = fire; 3 = lightning; 4 = necrotic; 5 = radiant; 6 = thunder) and be stunned until the end of the creature's next turn. Actions Multiattack. The skeleton uses its Maddening Laugh and then makes two attacks with its longsword. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Maddening Laugh (Recharge 6). The skeleton emits a haunting chuckle. Each creature of the skeleton's choosing within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or use its reaction to move its movement speed in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. Chaos Mage Medium undead, chaotic evil Armor Class 12 Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 6 (-2) Damage Vulnerabilities bludgeoning Damage Resistance cold, fire, lightning Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Chaotic Eruption. If the skeleton is reduced to 0 hit points, its chaotic essence violently discharges. Any creatures within 10 feet must succeed on a DC 15 Wisdom saving throw or take 11 (2d10) damage of a random type type (roll a d6: 1 = cold; 2 = fire; 3 = lightning; 4 = necrotic; 5 = radiant; 6 = thunder) and be stunned until the end of the creature's next turn. 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 11, +3 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: chaos bolt, elemental anguish, magic missile 1/day: confusion, mind spike Unstable Casting. If the skeleton casts a spell, it must roll on the Wild Magic Surge table (PHB), with the result occuring once the spell's effects are complete. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 98


Frozen Skeleton If a skeleton is infused with an essence from the elemental plane of water, it causes the skeleton to freeze and become encased in a layer of rime and ice. The frozen skeleton draws ambient heat into itself, causing the temperature of its surroundings to drop drastically. In humid environments this can cause the frozen skeleton to be surrounded by a layer of thick fog that can obscure the vision of nearby creatures. Frozen Mage A skeleton bound to a more powerful essence from the Elemental Plane of Water becomes capable of manipulating small quantities of water with or even casting frozen beams at distant enemies. Frozen Skeleton Medium undead, lawful evil Armor Class 15 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 fire; bludgeoning Damage Immunities cold, 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 1 (200 XP) Freezing Presence. Any creature within 5 feet of the skeleton takes 2 (1d4) cold damage if it is within this radius at the start of its turn. If a creature remains within 5 feet of the skeleton for 2 rounds or more it must make a successful DC 13 Constitution saving throw or have its movement speed halved and make attack rolls with disadvantage for 5 minutes. Frozen to the Core. The skeleton is encased in a protective casing of ice, granting it a +3 bonus to AC. The skeleton makes Dexterity checks and saving throws with disadvantage. Obscured. The skeleton is obscured by a thick cloud of fog, heavily obscuring the area in a 15 foot radius sphere around the skeleton. The skeleton's senses are not affected by the fog. Actions Multiattack. The skeleton makes two attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Frozen Mage Medium undead, lawful evil Armor Class 15 Hit Points 26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 11 (+0) 9 (-1) 6 (-2) Damage Vulnerabilities fire; bludgeoning Damage Immunities cold, 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 1 (200 XP) Freezing Presence. Any creature within 5 feet of the skeleton takes 2 (1d4) cold damage if it is within this radius at the start of its turn. If a creature remains within 5 feet of the skeleton for 2 rounds or more it must make a successful DC 13 Constitution saving throw or have its movement speed halved and make attack rolls with disadvantage for 5 minutes. Frozen to the Core. The skeleton is encased in a protective casing of ice, granting it a +3 bonus to AC. The skeleton makes Dexterity checks and saving throws with disadvantage. 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: frostbite, ray of frost, shape water 1/day: ice knife, snilloc's snowball swarm 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. Obscured. The skeleton is obscured by a thick cloud of fog, heavily obscuring the area in a 15 foot radius sphere around the skeleton. The skeleton's senses are not affected by the fog. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage. 99


Petrified Skeleton Magically enhanced with the presence of an essence from the elemental plane of earth, a petrified skeleton is heavy and ponderous, slower than many other undead. Due to the stone nature of its body, a petrified skeleton is incredibly durable and resistant to many forms of magical damage. However, loud noises such as the clap of thunder reverberate heavily throughout its body, weakening it. Petrified skeletons often wield massive stone mauls that other less sturdy undead would be unable to bear. They are immensely strong and can easily crush any opponent it can reach. Petrified Mage If a magic user has summoned forth an earthen elemental essence, at times it can grant its shell a limited magical ability. These petrified mages can mold nearby earth and stone, causing stone hands to reach forth and restrain opponents, or even summon forth small explosions of earth and stone that can stun or slow opponents. Petrified Skeleton Medium undead, lawful evil Armor Class 15 (natural armor) Hit Points 37 (5d8 + 15) Speed 15 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 17 (+3) 8 (-1) 7 (-2) 6 (-2) Skills - Athletics +6 Damage Vulnerabilities thunder; bludgeoning Damage Resistances acid, cold, fire, force; piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it knew in life but can't speak Challenge 4 (1,100 XP) Earthen Resilience. The skeleton cannot not be unwillingly moved through magical means and has advantage on Strength saving throws and ability checks. Immutable Form. The skeleton is immune to any spell or effect that would alter its form. Magic Resistance. The skeleton has advantage on saving throws against spells and other magical effects. Ponderous. The skeleton has disadvantage on Dexterity saving throws and ability checks. Actions Multiattack. The skeleton makes two melee attacks. Stone Maul. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Petrified Mage Medium undead, lawful evil Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 15 ft. STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 14 (+2) 5 (-3) 14 (+2) 6 (-2) Damage Vulnerabilities thunder; bludgeoning Damage Resistances acid, cold, fire, force; piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands all languages it knew in life but can't speak Challenge 2 (450 XP) Earthen Resilience. The skeleton cannot not be unwillingly moved through magical means and has advantage on Strength saving throws and ability checks. Gesticulating Caster. The skeleton is able to cast spells using only a somatic component. Immutable Form. The skeleton is immune to any spell or effect that would alter its form. Innate Spellcasting. The skeleton's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately, requiring no material components: 3/day: earthen grip, earth tremor, mold earth 1/day: erupting earth, Maximilian's earthen grasp Magic Resistance. The skeleton has advantage on saving throws against spells and other magical effects. Ponderous. The skeleton has disadvantage on Dexterity saving throws and ability checks. 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. Actions Stone Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 100


Click to View FlipBook Version