Stone Heart Terrorizing Gaze
2nd-level abjuration 3rd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (30-foot cone)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You draw the essence of earth’s stillness and turn your heart You gaze at the creatures in front of you with a look that
into a heart of stone. You become hollow and unfeeling, inspires terror. Whether from the depths of hell, the denizens
almost like a living corpse. For the duration of the spell, you of outer realms, or the evil of your own soul; the gaze is an
have disadvantage on your Wisdom (Insight) checks because of unearthly horrific sight to behold.
the transformation of your heart.
Any creature in the area that can see you must make a
However, the corrupted essence protects you: Any critical Wisdom saving throw. On a failed save, a creature takes 3d8
hit against you counts as a normal hit, and you cannot be psychic damage and is frightened of you for 1 minute. On a
knocked prone. Also, the beats of your stone heart are slower, successful save, a creature takes half as much damage and is
and you start with 1 successful death save if you drop to 0 hit not frightened.
points.
A creature that is frightened because of this spell can repeat
Sudden Decay its saving throw at the start of each of its turns to end the
effects.
1st-level transmutation
Casting Time: 1 action Thunder Dome
Range: 30 feet
Components: S 8th-level abjuration
Duration: Instantaneous Casting Time: 1 action
You target a nonmagical Medium or smaller object (whose Range: Self
value is less than 100 gp) within range. If the item is Components: V
unattended, and is not being worn or carried, it turns to dust. Duration: Concentration, up to 10 minutes
You start to scream or make noises that create a 30-foot
Suffocating Fumes sphere of sound that is centered on you. The sphere has no
thickness, it is transparent and it moves with you.
7th-level necromancy
Casting Time: 1 action The sphere blocks all nonmagical attacks, and creatures who
Range: 60 feet try to pass the sphere must succeed on a Constitution saving
Components: V, S throw or they take 10d6 thunder damage and are thrown 20
Duration: 1 minute feet away in the direction from which they approached the
You choose a point within range. Shadowy mists start dome.
to spread at that point and fill an area of 20-foot radius.
Creatures in the area must make a Constitution saving throw. Additionally, you can use your action to move the sphere to
On a failed save, a creature takes 8d6 necrotic damage and a point on a surface you choose to be the center of the spell.
cannot breathe in the area for the duration. On a successful Also, this spell dispels the effects of the silence spell.
save, the damage is halved and the creature can breathe
normally. Toast to Death
Taste of Blood 8th-level conjuration
Casting Time: 1 action
5th-level divination Range: Touch
Casting Time: 1 action Components: V, S
Range: Touch Duration: Concentration, up to 8 hours
Components: V, S You touch a glass or another object that is used to drink
Duration: Instantaneous something. The object you touch becomes poisonous and the
You taste the blood of a creature and derive knowledge from first creature that touches it must succeed on a Constitution
it. You can learn the race of the creature, the name of the saving throw or contact the poison. The target feels a slight
creature and its family (if it has any), as well as the stories of dizziness if it does contract the poison, but other than that it
its ancestors if they are the topic of a legend. has no effect until you trigger it.
At Higher Levels. When you cast this spell using a spell slot In any time within the duration of the spell you can trigger
of 6th level, you can also learn the general direction of the the poison with your thoughts if you are within 1-mile of the
creature’s current location and you can also learn the distance target. When triggered, the target is poisoned for 1 minute
between you and the creature when you use a spell slot of 7th and it takes 12d12 poison damage.
level or higher.
Truths Hidden in Shadows
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8th-level divination
Casting Time: 1 minute
Range: Self
Components: V, M (the dust of obsidian worth at least 5000 rage. If the target is not willing, it must succeed on a
gp) Constitution saving throw or have scars opened on its body
Duration: 1 hour and start to bleed, taking 1d2 necrotic damage at the end of
As you swallow all the obsidian dust and say the incantations, each of its turns until the spell ends.
you start to hear the whispers of the shadows and see the
truths hidden in them. With this rage, the target can make a melee weapon attack
as a bonus action when it takes the Attack action.
You use your action to concentrate on the shadow of
a creature within 10 feet of you as an action, and learn The necrotic damage dealt by the spell cannot be reduced by
its deepest desires, secret sins, affections, grudges, and any means, and constructs and the undead are not affected by
alignment. it.
When you start casting the spell, the target makes a Unholy Resurrection
Charisma saving throw. On a successful save, the revelation
of the secrets is simply postponed by an extra 4 minutes, 5th-level necromancy
lengthening the casting time of the spell to 5 minutes. On a Casting Time: 1 hour
failed save, the casting time is 1 minute. Range: Touch
Components: V, S, M (the dust of a desecrated bone worth at
Although it makes a saving throw, the target creature is least 200 gp, sulphur, and the blood of a corpse)
not aware that you are talking to its shadow, nor that you are Duration: Instantaneous
casting this spell. You touch a dead creature and bring it back to life, provided
that it has been dead no longer than 10 days and that it still
Umbral Claws has its body intact. If the creature’s soul is both willing and at
liberty to join the body, the creature comes back to life with 1
4th-level transmutation hit point.
Casting Time: 1 action
Range: Self However, the creature returns as a corpse, a remnant of
Components: V, S, M (obsidian dust worth 50 gp, and a small what it was. The creature resurrected this way has its race
onyx worth 50 gp, which are consumed when you cast this changed to remnant (p.14).
spell)
Duration: Concentration, up to 1 minute This spell heals all mortal wounds, but it doesn’t restore
Your hands transform into claws made of shadow. You missing body parts. If the creature is lacking body parts or
summon these claws from the depths of darkest shadows and organs integral for its survival--its head, for instance--the
they drain a target’s strength. While you have these claws, you spell fails automatically.
cannot wield other weapons.
Coming back from the dead is an ordeal. The target takes
Once per turn, you can make a melee spell attack with a −4 penalty to all attack rolls, saving throws, and ability
your umbral claws. On a hit, the claws deal necrotic damage checks. Every time the target finishes a long rest, the penalty
equal to 2d6 + your spellcasting ability modifier, and cause is reduced by 1 until it becomes 0.
the target’s Strength score to be reduced by 1d4. The target
falls unconscious if its Strength is reduced to 0 in this way. Unholy Shieldbreaker
Otherwise, the reduction lasts until the target finishes a short
or long rest. 2nd-level enchantment
Casting Time: 1 action
Unholy Clamp Range: 30 feet
Components: V, S, M (a piece of wood with an unholy symbol
8th-level abjuration on it)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch You point to a creature within range that is also within line of
Components: V, S, M (a clamp, and a crystal worth at least sight and send it negative energy that flows around its body,
1500 gp) limiting its ability to move. Make a ranged spell attack against
Duration: 8 hours the target. On a hit, the creature takes a -2 penalty to AC and
You touch a creature and try to make its body allergic to its speed is reduced by 10 feet. The spell ends if the creature
the magical energy within. The creature must succeed on a drops to 0 hit points or when its duration ends.
Charisma saving throw or each time it tries to cast a spell for
the duration, it takes 3d12 necrotic damage. Unnerving Apathy
Unholy Rage 5th-level enchantment
Casting Time: 1 action
2nd-level necromancy Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Concentration, up to 1 minute
Components: V, S You choose a good-aligned creature within range and show it
Duration: Concentration, up to 1 minute a disturbing vision in which all of its loved ones are tortured
You choose a creature within range and fill it with unholy and are in pain. The target must succeed on a Wisdom saving
energies that forces the creature to enter a state of unholy throw or have disadvantage on ability checks, attack rolls, and
saving throws for the duration.
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The creature can repeat its saving throw at the end of each or be restrained by the fiery plants until the spell ends and
of its turns, ending the effects on a successful one. takes 4d6 fire damage.
Venom Guard A creature restrained by the plants can use its action to
make a Strength (Athletics) check against your spell save DC.
1st-level abjuration On a success, it frees itself. On a failed save, it takes 2d6 fire
Casting Time: 1 action damage.
Range: Touch
Components: S When the spell ends, the conjured vines disappear.
Duration: 1 hour
For the duration, you gain resistance to poison damage and Viper Saliva
are immune to being paralyzed.
3rd-level evocation
Villainous Rage Casting Time: 1 action
Range: Self (15-foot cone)
1st-level enchantment Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch A viper figure made of poison appears and shoots forward
Components: V, S from your body, as if swallowing the creatures. The creatures
Duration: Concentration, up to 1 minute in the area must make a Dexterity saving throw. A creature
You touch a willing creature and its nonmagical attacks cause takes 3d8 poison damage on a failed save, or half as much
fear in other creatures until the spell ends. A creature must damage on a successful one.
succeed on a Wisdom saving throw or is frightened of the
attacking creature. Also, if a creature fails its Dexterity saving throw, it must
succeed on a Constitution saving throw or is poisoned until
At Higher Levels. When you cast this spell using a spell slot the end of its next turn.
of 2nd level or higher, you can target one additional creature
for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
Villains’ Feast slot level above 3rd.
6th-level necromancy Wall of Acid
Casting Time: 1 hour
Range: 30 feet 5th-level evocation
Components: V, S, M (a vial filled with the tears of the Casting Time: 1 action
innocents worth at least 500 gp) Range: 120 feet
Duration: Instantaneous Components: V, S, M (a drop of any venom)
You create a desecrated table made of bones. It is full of Duration: 1 minute
corpses, rotten meals, and organs with insects and worms You create a wall of acid within line of sight that is within the
sticking out of them. The feast takes 1 hour to consume range. You can make the wall up to 60 feet long, 20 feet high,
and disappears at the end of that time, but the desecration and 1 foot thick, or you can make it a ringwall up to 20 feet in
remains. The beneficial effects don’t set in until this hour is diameter, 20 feet high, and 1 foot thick. The wall is made of
over. Up to 10 other creatures can partake of this unholy feast. acidic slimy goo, and thus it is opaque and the area it covers
counts as difficult terrain.
A creature that partakes of the feast gains several benefits.
All its attacks deal an extra 1d6 poison damage, becomes When the wall appears, each creature within its area must
immune to being charmed and diseases, and makes all make a Dexterity saving throw or take 4d10 acid damage and
Constitution saving throws with advantage. Its hit point an extra 1d10 acid damage at the start of their next turn.
maximum increases by 3d6, and it gains the same number of
hit points. These benefits last for 24-hours. If a creature tries to pass the wall, it takes the same acid
damage as if it entered the wall for the first time on a turn, or
Vines of Fire ended its turn there.
5th-level conjuration As an action, you can move the wall horizontally, for up to 5
Casting Time: 1 action feet.
Range: 90 feet
Components: V, S At Higher Levels. When you cast this spell using a spell slot
Duration: Concentration, up to 1 minute of 6th level or higher, the damage increases by 1d10 for each
You choose a point within the range and molten vines sprout slot level above 5th.
out of the ground in a 15-foot radius centered on it. For the
duration, the molten vines turn the ground in the area into Wall of Shadows
difficult terrain and flammable objects in the area that aren’t
being worn or carried are ignited. 4th-level evocation
Casting Time: 1 action
A creature that enters the area for the first time on a turn or Range: Touch
starts its turn there must succeed on a Strength saving throw Components: V, S
Duration: Concentration, up to 1 minute
You create a wall of shadow on a solid surface or in the air
within range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or you can make it a ringwall up
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to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall Blood Bond
is opaque and dispels any light that passes through it unless
the light is created by a spell of 5th level or higher. When Casting Time: 1 hour plus an additional 15 minutes for each
the wall appears, each creature within its area must make a target creature of the ritual
Constitution saving throw. On a failed save, a creature takes Components: Herbs and spell components worth at least
5d8 cold damage, or half as much damage on a successful 50000 gp
save. One side of the wall, selected by you when you cast this Requirements: The master of the ritual must be a creature
spell, deals 5d8 cold damage to each creature that ends its whose blood possess magical power (such as a sorcerer,
turn within 10 feet of it or inside the wall. A creature takes the vampire, fiend, or a noble blood at the GM’s discretion)
same damage when it enters the wall for the first time on a Duration: Until Dispelled
turn or ends its turn there. The other side of the wall deals no This ritual is used by vampiric and fiendish cults, mostly as the
damage. mass initiation ritual for new members.
Creatures who are made out of shadow such as Shadow take Firstly, the ritual master slowly consumes herbs and
half as much damage from the spell. spell components prepared for the ritual, in 1 week. These
consumed materials enchant the blood and make it more
Wind of Entropy potent. This phase is called preparation.
8th-level conjuration Then, is the marking phase. All the new members gather 60
Casting Time: 1 action feet around the ritual master. For the first 1 hour, the master
Range: 60 feet bleeds itself and marks each initiate with its blood. This
Components: V, S mark varies from cult to cult. It can be demonic, infernal or a
Duration: Concentration, up to 1 minute symbol related to a specific religion.
You reach out to the heart of entropy and call forth the
essence of pure destruction. The winds of entropy leak into After all the new members are marked, the bonding phase
your realm in the form of a 20-foot-diameter sphere centered of the ritual begins. In this phase, the master speaks with
on a point you see within range. Any creature each member for 15 minutes. It asks for the members’ desires,
in the area must make a Constitution saving throw, taking abilities, and sometimes personal secrets. After the master
20d6 force damage on a failed save, or half as much damage on decides that it has learned enough about the members, it
a successful one. offers its own blood in a special bowl decorated with arcane
marks, and even religious prayers if the cult is connected to a
A creature that is reduced to 0 hit points by this damage is specific divine power or divine powers.
disintegrated to dust or is blasted apart to pieces.
The herbs and spell components the master consumed
When you call the winds, you choose the direction in which grants it a special power related to regeneration for a limited
they move. At the start of each of your turns, the winds move time. So, it does not lose any hit points even if it bleeds and
forward with a speed of 15 feet for the duration of the spell. loses blood during the ritual.
Once chosen, you cannot change the direction of the winds.
After a member drinks the blood, it is bound by blood. If a
Zone of Siphoning member and the master of the ritual are in the same plane of
existence, the master can sense the location of a blood bond
3rd-level evocation member, and speak telepathically to it at will.
Casting Time: 1 action
Range: Self Also, as an action, the ritual master can see through the eyes
Components: V of a blood bond member or can hear using its ears. The ritual
Duration: Concentration, up to 1 minute master can end this effect as another action. Additionally, all
A dark force radiates from you in an aura of a 30-foot radius blood bond cultists protect the ritual master with their lives.
and grasps friendly creatures. Until the spell ends, every Although they are not completely dominated by it, they are in
nonmagical attack that a friendly creature makes within the awe of it and are fascinated by it.
aura deals an extra 1d4 necrotic damage. Also, the friendly
creature regains hit points equal to the amount of necrotic Defiling the Purest
damage dealt by this spell. Zone of Siphoning moves with you,
centered on you. Casting Time: 6 hours
Components: The components change according to the aim of
Dark Rituals the ritual (see the text below for the details)
Requirements: The master of the ritual must be an innocent
Here are rituals that are forsaken and/or forbidden by many humanoid (see the text below for the details) and the 5
orders in many realms. That is truly so because of their evil chanters must be utterly sinful
nature. These rituals can provide handsome rewards for their Duration: Instantaneous
practitioners, but they almost always require a dear price. Defiling The Purest is a ritual used by religious evil cults
to summon a powerful servant of their dark deity through
sin. The summoned servant is generally an Avatar of Murder,
Disease, Famine, Chaos (p.288) or another being that the GM sees
fit.
Summoning an avatar of murder will be explained first.
Then, examples for other avatars will be given.
First of all, the ritual must be performed by a humanoid who
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has not killed an innocent creature in its entire life. Since such are melted and mixed together in a cauldron until they
an innocent soul usually does not want to participate in a foul have a jelly-like consistency. Once the mixture is ready, the
ritual like that, the cultists who want to summon the avatar, empty eye sockets are filled with it and the eyelids are sewed
generally coax it into doing so by means of spells or drugs. together to hold the mixture inside.
Then, for 6 hours, the innocent master murders at least The mixture inside carves a way to the forehead and creates
20 other humanoid creatures with extreme violence. During a new eye socket, with a new ice-blue eye in it.
these murders, 5 chanters who worship the dark deity of the
cult prays and calls for the aid of their deity. The new eye grants Darkvision out to a range of 60 feet, and
the benefits of detect magic and see invisibility, permanently.
The sin committed by the innocent ritual master is the However, you have disadvantage on Wisdom (Perception)
main component of this ritual and the nature of it can change checks that rely on sight.
depending on the avatar that will be summoned. Bloated and
decayed bodies can be consumed by a healthy master, a feast True Dragonization
can be consumed violently before the eyes of other humanoids
who have not eaten for 10 days, or everyone can act randomly Casting Time: 14 hours
and in pure chaos around 10 paladins of a lawful deity. Components: A gallon of red dragon blood and 7 humanoid
sacrifices who are of the same race as the target of the ritual
During the 6 hours full of sin, the body and the soul of Requirements: The master of the ritual must be a red dragon
the innocent master draws in the entire energy of the ritual whose blood is used in the ritual.
and becomes a planar window through which the avatar can Duration: Permanent
travel. At the end of the ritual, the window is broken, the body True Dragonization is a ritual used in draconic cults who
and the soul of the innocent is shattered completely, and the believe in the supremacy of red dragons. The word “True”
avatar is summoned. indicates the red dragons.
Drinking the Blood of a Clear Mind The aim of the ritual is to transform someone into a half-red
dragon.
Casting Time: 2 hours
Components: The material components of true resurrection The target drinks the blood of the red dragon at the
and the fresh brains of 12 humanoid who have been dead no beginning of the ritual. The blood tastes like fire and heats the
more than 1 hour body of the creature who drinks it. Then, the red dragon starts
Requirements: There must be at least one spellcaster who can to speak in Draconic, speaking of the nature of red dragons,
cast true resurrection spell and 6 chanters who are worshippers of why they are supreme and of the deeds of legendary red
of the same deity. The deity must have powers over the dragons. At the end of each 2 hours, a humanoid is slain and
undead. the target of the ritual is bathed in its blood.
Duration: Permanent
This ritual is used to grant intelligence to the mindless While the Draconic words of the red dragon makes the
undead. target more of a dragon than its normal nature, the blood
of the humanoids is to make the target remember what it
First of all, the mindless undead is fed with the brains of the actually is. This process creates a mixture of both sides,
humanoids for 1 hour, accompanied by religious chants. resulting in a half-red dragon.
Afterwards, 12 brains are consumed by the undead, and
a true resurrection spell is cast on it. The power of the spell
invokes the intelligence within the brains blessed by the
unholy chants, granting intelligence to the mindless undead.
The undead remembers its past life and retains its
Intelligence score while it was alive. However, it may not
regain all its former knowledge. The reason for this is a
mystery that is yet to be solved.
Opening the All-Seeing Eye
Casting Time: 1 hour
Components: The skin worth at least 15000 gp of an
aberration or fiend that has the ability to cast spell
Requirements: The master of the ritual must be able to cast at
least 5th level spells.
Duration: Permanent
The aim of this ritual is to forsake mundane sights to gain a
new magical sight in return.
The ritual master can apply the method of the ritual on
itself or another creature. First, the eyes of the creature are
plucked out. To keep from passing out during this act, one
must succeed on a DC 20 Constitution saving throw.
Then these eyes and the skin of the aberration or fiend
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Magic Items
M agic items are listed in this section. Unlike the usual magical items, these ones are mostly created by evil forces, and they tend to
corrupt their wielders as well. Some of the items are the results of forbidden magic. Some others are imbued with a sort of curse
that can cause trouble for reckless hands. There are also those created by dark divinities or other powerful beings, as tokens of blessing
for their servants.
Corpus Malicious It is rumored that Corpus Malicious was written by a young
paladin of unknown origin. Legend has it that she fell from
Wondrous item, artifact (requires attunement by a creature of evil grace after a tragic event, served every kind of evil master
alignment) that crossed her path after said tragedy, experienced all
aspects of evil, and one day, picked up a quill to write down
There are many books written in many different languages everything she had learned. While writing this codex, she
that explain the methods of evil. However, there is none like weaved her very existence into the book. As a result, she was
Corpus Malicious. As a magic codex of evil, Corpus Malicious wiped from existence completely, leaving only the Corpus
contains information about all the corruption and evil in Malicious behind.
the universe. Rather than being a simple book containing
information about a certain type of evil, it explains evil with The codex has a pitch-black clasp holding it shut, made
all of its aspects. The book itself is also a source of evil power of adamantine. It can only be opened by a creature who is
since its pages are drenched in the tears of celestials, its ink attuned to the artifact and only an evil-aligned creature can
made from the blood of the innocents, and its cover tailored be attuned to the codex. To become attuned, a good-aligned
from the scorched skin of those with an unmatched devotion cleric, paladin, or a celestial must be killed by the evil-aligned
to all that is good. creature in the form of a 1-hour ritual.
After the ritual, you can open and read the codex. It
takes 6 days to completely read it from cover-to-cover, and
comprehend the knowledge the codex contains. Corpus
Malicious is so inherently evil that if a good-aligned creature
touches the codex, it takes 10d6 necrotic damage. If a good-
aligned creature tries to read the codex, it takes 20d6 necrotic
damage. These damages ignore resistance and immunity,
and can’t be reduced by any means. If a creature drops to 0
hit points after taking this damage, its body withers and its
soul is captured within the codex. Such a creature cannot be
revived by any means until the book is destroyed. Also, the
captured soul can be used later by a creature who is attuned to
Corpus Malicious (see p.141 A New Currency: Soul for detailed
information about the usage of captured souls).
Corpus Malicious grants huge benefits, but it also demands
a price in return. First of all, you must commit at least one
evil act each week. If you perform a good act, then you must
commit one more evil act until the end of the week. Whether
an action is good or evil is determined by the GM. As such,
good actions that are a part of a greater evil plan can be
considered as evil. If you do not fulfill these conditions, you
lose all the benefits granted by the codex.
Ability Score Increase. After you spend the required
time to read and comprehend the codex, one ability score
of your choice increases by 2, to a maximum of 24. The
codex cannot adjust your ability scores again even if the
attunement ends, and you become attuned to it once
more.
Collector of Dark Knowledge. After you spend the
required time to read and comprehend the codex, you
have advantage on the Intelligence (Arcana, History,
Nature, Religion) checks you make to learn about
evil creatures, deities, spells, or another concept
closely related to the concepts in the book. The book
also contains a variety of rituals including those
concerning lichdom, vampirism, and lycanthropy.
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Collector of Souls. The codex can be used as an unholy Armors
reliquary (see p.141 A New Currency: Soul). Corpus Malicious
can hold up to a maximum of 50 souls in it. (As a GM, if you Armor of the Heartless General
want the book to carry souls when it is found by a player, you
can call that it carries 1d10 + 5 souls when it is initially found). Armor (plate), very rare (requires attunement by good-aligned and
neutral-aligned creatures)
Crown of Darkness. After you spend the required time to
read and comprehend the codex, you can use an action to This plate armor was ordered by a ruthless general of the
conjure a pitch-black crown adorned with valuable jewels past. It was a time of never-ending war, when only violence
called the Crown of Darkness as an action. It remains until you and military power counted as symbols of strength and
dismiss it as another action. Evil creatures notice the power development. The general
of the crown, and as a result, they both fear and respect it. found mercy, and all other
While wearing the crown, you have advantage on Charisma emotions of its sort, to be
(Intimidation), and Charisma (Persuasion) checks made the burdens of the weak,
against evil-aligned creatures. and thus ordered the forging
of this armor to keep such
Also, the crown absorbs the light nearby. While wearing the miserable feelings at bay.
crown, bright light within 10 feet of you becomes dim light,
and dim light within 20 feet of you becomes dark. Additionally, This armor is made of
you can see in all kinds of darkness. adamantine and is inscribed
with magical runes. While
Master of the Dark Arsenal. After you spend the required wearing it, you gain a +1
time to read and comprehend the codex, you can become bonus to AC, and any critical
attuned to an item that is represented in Corpus Malicious hit against you counts as a
without expending one of your attunement slots. You can be normal hit.
attuned to only one such item. If you try to attune to a second
item that is described in Corpus Malicious without expending Curse. This armor is
an attunement slot, the former attunement is broken. cursed by the ruthlessness of the general that gave the
order for its smithing. When you wear this armor, you must
Master of the Dark Magic. After you spend the required succeed on a DC 15 Wisdom saving throw or your alignment
time to read and comprehend the codex, when you expend temporarily shifts to an evil alignment that the GM sees fit,
a spell slot to cast a spell that is represented in Corpus unless you already are of an evil alignment. You must repeat
Malicious, you can choose the expended spell slot to count as a your saving throw at the end of each week while wearing this
spell slot of one level higher. armor or when you doff it, and don it once more.
Protection against Dark Magic. After you spend the required When you fail this saving throw three times, your alignment
time to read and comprehend the codex, you have advantage shift becomes permanent. If your alignment shift becomes
on saving throws made against spells and other magical effects permanent, you do not make a Wisdom saving throw when
that are represented in Corpus Malicious. you don the armor.
Revenge of the Trapped Souls. Each time you use the Crown Degeneration. If you are using the degeneration rules of this
of Darkness or Master of the Dark Magic features, there is a 20 book, this armor also causes 1 desecrating essence (p.126) on
percent chance that one of the souls trapped in the codex is each failed Wisdom saving throw.
set free. If this happens, an aberration, a celestial, or a fiend of
CR 11 or higher appears in an unoccupied space within 20 feet Infidel Plate
of you. The escaped creature attacks you and tries to harm the
codex even if it costs them their life. Armor (plate), very rare
Destroying Corpus Malicious. Corpus Malicious can only be A group of Naariel’s (p.157)
destroyed if it is bathed with the blood of 100 good-aligned fallen clerics, began to worship
clerics and paladins on a consecrated ground. The clerics a demon. With the help of
and paladins must be willing to sacrifice themselves in this that demon, they forged the
manner. When the codex is bathed in all this blood, the first Infidel Plate. The armor
writings in it are erased at the end of this ritualistic process. is black and made of iron.
However, if there is a sacrifice that is not willing (even if it Demonic carvings decorate the
is only one), the sacrifices are in vain and Corpus Malicious back, while a big mace is carved on
captures the souls of the clerics and paladins if it can store any the front of the plate.
souls.
The group gradually increased
Until this day, many tried to destroy the codex, yet they are their influence and gathered
prevented either by evil forces or by their own cowardness. more and more followers until a
small army of Naariel followers
massacred the whole group. The
only things left behind were
their plates. Nowadays, these
207
plates can be found in the black markets (p.142). Second Skin Armor
While wearing the armor, your hit point maximum is
Armor (plate), legendary
increased by 5. Also, if you are hit with a melee weapon, the
creature that made the attack takes 1d6 force damage. (requires attunement)
Additionally, to enhance the magical properties of the “My enemies will not
armor for a duration of 1 week you can sacrifice a humanoid just taste death. Wrath
to relevant demons (that is determined by your GM) through a and wisdom also await.”
1-hour ritual. When the sacrifice is made, you gain resistance Anonymous
against bludgeoning, piercing, and slashing damage from
nonmagical attacks made by a lawful creature. This armor was created
by a powerful wizard
Also, you can choose to have advantage on your next whose identity is
Intelligence (Religion) check. Once you use this feature, you unknown. Legend has it
must finish a long rest to use it again. that the armor was forged
from the blood, bones,
Mirror Shield of Ba’ar zum and skin of the wizard’s
enemies. The wizard was
Armor (shield), rare (requires attunement) serving no one, it forged
the armor with purely evil
This shield was originally made by an intentions that came from
organization that hunts spellcasters. Since within. As a result, the
there are too many who want to hunt armor slowly became one
spellcasters, it quickly became a popular with the wizard acting as
item. The shield looks like a round steel more of a second layer of skin with each
shield with a mirror on the front of it. passing day. Through this transformation, the armor became
Mirror Shields have 4 charges. When intelligent, which granted unique abilities to the armor and
you are targeted by a spell that deals lead the fate of the wizard to the unknown.
damage, you can use your reaction to
The armor is very heavy, painted with blood, and composed
expend one charge and raise the shield in of bones and skins taken from different bodies. There is an eye
front of you. When the spellcaster sees itself in in the middle of the armor which stays closed while no one
the mirror, its spells target itself, and thus the shield reflects is attuned to the armor. This eye only opens when a worthy
the spell. creature approaches.
Once you do so, you do not take any damage, and only half
as much damage as the original amount is reflected back at You must be able to cast at least one 5th or higher-level
the spellcaster, dealing psychic damage instead of its original spell to be attuned to this armor. If you are not, the eye does
damage type. not open and the armor counts as a +2 armor.
Mirror Shield regains 1d4 charges at the end of each long
rest. Personality. The armor has no tolerance for law, chaos, and
goodness. If you are attuned to the armor but your alignment
Screaming Skin is not Neutral Evil, you take 1d10 necrotic damage at the start
of each round while you wear the armor. If you are good-
Armor (light, medium, or heavy), uncommon (requires attunement) aligned, this damage increases to 2d10. If you die after taking
this damage, you cannot be resurrected except by means of a
Screaming Skin is an armor adorned with screaming wish or true resurrection spell.
humanoid head skins. You have advantage on your Charisma
(Intimidation) checks while wearing this armor. Spellcasting as an Art. Although it is a full plate, while you
are attuned to it, the armor acts as though it were your own
Attunement. Hostile creatures that can see you while you skin. It does not require any proficiency and does not impose
wear this armor have disadvantage.
disadvantage on saving
throws against being Also, as the Second Skin Armor is an intelligent being, you
frightened of you. can make it remember one more cantrip from your spell list.
You can also channel energy through the armor as an action
to increase the number of your 1st level spell slots by 3, 2nd
level spell slots by 2 and 3rd level spell slots by 1. Once you use
this feature, you need to take a long rest to use it again.
Eye of Wonders. While you are attuned to it, the eye in the
armor opens and grants advantage on Wisdom (Perception)
checks as well as darkvision out to a range of 120 feet.
The eye can also be used to learn of a secret or a piece of
information about a creature. As an action, you can focus the
eye on one creature that the eye can see within 30 feet of it.
The target must succeed on a Wisdom saving throw or the eye
learns an event that happened within one week and is about
208
the creature. Poisons
Curse. While wearing the Second Skin Armor, it tries to gain
Alican’s Copper Poison
control over your actions. It demands that you commit murder
once a month, giving you the order to do so by choosing Poison (ingested), rare
specific targets, simply for the sake of evil. The armor
whispers its command to you at a time that is determined by This is a poison that has reddish-brown color.
the GM. If you refuse to commit, the armor drains your blood It is created by mixing melted copper and
instead, lowering your hit point maximum by 10 each time you wine together, and enchanting the mixture
refuse to commit the murder. This reduction lasts until you with a stinking cloud spell.
commit the murder, break your attunement with the armor or
it can be removed by means of a wish spell. Alican’s Copper Poison is generally used
not when the target is to be eliminated; but it
Shadow Armor of Stalker ought to be scared or intimidated.
Armor (half plate), uncommon (requires attunement) When ingested, it takes 1d6 rounds to take
effect. After 1d6 rounds, the target must succeed
The Shadow Armor of Stalker is a pitch-black half plate that is on a DC 15 Constitution saving throw or only use
generally used by creatures its actions to vomit in pain for 1d4 turns. After 1d4
of the night and of the turns, the target must repeat its saving throw. On a
shadows. failed save, the target is poisoned and its Constitution
While wearing the score decreases by 1d6. The target can, however, repeat its
armor at night, as a saving throw on each of its turns, ending the effect on itself on
bonus action, you a success. If the target succeeds on its first saving throw, the
can gain a flying target is not poisoned; however, its Constitution score does
speed of 30 feet decrease by 1d3.
(hover only) and
move quietly as After the target finishes a long rest, its Constitution score
if a silence spell is centered increases by 1 until its score equals what it used to before it
on you for 1 hour, provided was poisoned.
that you stay in the shadows.
The effects end when you get Crafting Alican’s Copper Poison. Craft DC 13, total cost 226
gp (400 gp with spell enhancement), one dose.
out of the shadows, or when you dismiss them as another Base: Wine (1 gp). Main Component: Metal (extract from copper
bonus action. 225 gp). Enhancer: Magic (bind stinking cloud spell, 175 gp) can
be used as an enhancer to make Alican’s copper poison even
Once you use this feature, you can’t do so again, until the deadlier; increasing the decrease reduction in the target’s
stroke of the next midnight Constitution ability score from 1d6 to 2d4.
Shield of the Dead Arsenic
Armor (shield), uncommon (requires attunement) Poison (ingested), rare
This shield looks like a rusty shield and covered in moss. It Arsenic is a compound used in many experimental medical
smells like rotten flesh and it looks old and broken. remedies. It is also, however, a signature poison that is widely
used by the nobility and the rich to eliminate their rivals. Once
While you are attuned to it and wearing the shield, you feel ingested, it takes approximately 1 minute to take effect, killing
an immense pain surging all over your body, and you begin most victims in under a minute.
to decay while still alive, affecting you with an aura special to
undead. As a result, you are also counted as undead, and you A creature subjected to this poison must make a DC 20
can be targeted by spells and other magical effects that can Constitution saving throw, becoming poisoned, and taking 7
affect both your original creature type and the undead. (2d6) poison damage on a failed save;
or taking half as much damage on
Additionally, you gain resistance to poison damage and have a successful one. It must repeat
advantage on saving throws against being its saving throw at the start of
poisoned. Also, if you drop to 0 hit each of its turns for 1 minute,
points, you can make a Constitution taking 7 (2d6) poison damage on
saving throw with a DC of 5 each failed save and remaining
+ damage taken, unless the poisoned.
damage is radiant or from a
critical hit. On a successful A creature that succeeds
save, you drop to 1 hit point on its saving throw takes no
instead. damage, ending the effect of
When you remove the the poison on itself. However,
shield, all effects end until it must still repeat its saving
you wield the shield again.
209
throws at the start of its turns until the duration ends. Arsenic of the creature becomes so cold and solid that it shatters.
can be neutralized by spells that neutralize poisons, and also Crafting Freezer. Craft DC 15, total cost 550 gp (1350 with
by forcing the victim to drink a mixture of coal dust and
water and to throw up the poison completely that takes three dust of sodalite), one dose.
consecutive rounds. Base: Blood (harvested from cold-resistant creatures, 250 gp).
Main Component: Herbal (Blue spruce cone extract, 125 gp, and
Crafting Arsenic. Craft DC 20, total cost 1500 gp (2000 gp Lily of the Valley flowers, 175 gp). Enhancer: Mineral (Dust of
with calcium extract), one dose. Sodalite, 800 gp) can be used as an enhancer to make Freezer
Base: Milk (extract from under ripe peaches, 100 gp). Main even deadlier; increasing the cold damage from 2d6 to 3d6.
Component: Metal (extract from lead 1400 gp) or Calcium
extract (1900 gp) can be used instead of lead for the main Liquid Evil
component which makes the poison harder to detect; increasing
Wisdom (Perception) DC by 4. Poison (ingested), very rare
Duergar Poison Liquid evil is the bottled form of evil essence
within evil creatures, procured by the foulest
Poison (inhaled), rare alchemical procedures.
This is a rare poison made by duergar for militaristic A creature subjected to this poison must
purposes. The Duergar bottle this poison in liquid form, succeed on a DC 19 Wisdom saving throw or is filled
which evaporates quickly when the bottle is opened, with evil energies and its alignment shifts to
evil for 1 hour (for example, if the creature’s
and uses it on their enemies before destroying them. alignment is chaotic good, it becomes chaotic
A creature subjected to this poison must evil). Paladins and clerics have advantage on
succeed on a DC 15 Constitution saving throw this saving throw thanks to their strong beliefs.
or , its skin becomes more fragile and it
gains vulnerability to bludgeoning damage The creature starts to act accordingly without
for 10 minutes. realizing that its alignment has been changed by
Since the poison is made of duergar a poison. A creature may have to atone for its acts
blood spilled on the battlefield, the duergar during this 1-hour, the ways of which are determined
are immune to being poisoned. at the GM’s discretion.
Crafting Duergar Poison. Craft DC 21, total cost 1000 gp *, Evil-aligned creatures love the taste of liquid evil and some
one dose. of them offer it to guests as a sign of vanity and wealth.
Base: Duergar Blood. Main Component: Rust (extracted from
duergar weaponry). Crafting Liquid Evil. Craft DC 23, total cost 2000 gp, one
* Cost of the components are negligible. Majority of the cost comes dose.
from the alchemical formula. Base: Fiend Blood (700 gp). Main Component: Fiendish venoms
(1300 gp).
Freezer
Mind Consumer
Poison (injury), rare
Poison (ingested), very rare
Freezer is a light blue poison containing
tiny white particles that shimmer in Mind Consumer is an herbal mix that looks just
the light. It must be contained in like spring water. The fact that it doesn’t look
long glass tubes, otherwise, all the dangerous makes it even more so. Mostly, people
white particles sediment within the drink it without the slightest hesitation since
container and the poison spoils. if crafted properly it doesn’t smell either.
The poison is rare and expensive
due to its labor-intensive nature. When ingested, the target must succeed
At first, the blood of cold-resistant on a DC 18 Constitution saving throw, or its
Intelligence and Wisdom scores decrease by 1d6.
animals and plants are mixed for three The target makes another DC 18 Constitution
days and nights in the cold and icy slopes saving throw for the next consecutive 6 turns.
of tall mountains. Then the mixture must be If it fails all of them, its Intelligence score
fermented in snow for one month. decreases by another 1d4.
A creature subjected to the poison must
make a DC 15 Constitution saving throw. On a Crafting Mind Consumer. Craft DC 22, total
failed save, the poison deals 2d6 poison damage cost 2000 gp (4500 gp with spell enhancement), one
plus an extra 2d6 cold damage. dose.
The blood in the creature’s veins starts to Base: Herbal milk (extract from nightshade
freeze and the creature takes 2d6 cold damage at berry, 1250 gp). Main Component: Herbal
the start of each of its turns until it drops to 0 hit extract (extract from cannabis, 750 gp).
points, or for 1d10 rounds. Enhancer: Magic (corrupt and bind mind
If a creature dies because of this poison, the corpse blank spell on a desecrated area, 2500
gp) can be used as an enhancer to make
mind consumer even deadlier; increasing
secondary Intelligence damages from 1d4
to 1d6.
210
Mind Fume incapacitated on a failed saving throw with a difference of 5 or
more.
Poison (injury), rare
Potions
Mind fume is a poison that is made from gray poppy
fungus. The fungus is a psychedelic drug when Fiend Water
consumed raw, and a mind-affecting poison when
it is processed properly. It is an exotic poison that is Potion (ingested), legendary
not common in many parts of a realm, as the This potion looks like a dark-red colored water.
fungus inhabits warmer parts of the land that When you drink this potion, you must make
have a tropical climate.
a DC 19 Wisdom saving throw, or none
The poison is thick enough to coat if you are drinking the potion willingly.
weapons, and it can be transferred by injury. On a failed save, half of your body ignites,
and burns until the start of your next turn.
A creature that is hit with a slashing or When the flames go out, half of your body is
piercing weapon coated with mind scorched and a fiend with a CR of 8 or lower is
fume, it must succeed on a DC 16 bound inside your body for 1 hour. While the
Constitution saving throw or take fiend is bound in this way, you can
14 (4d6) poison damage. use its features such as its damage
If the creature fails the resistances, damage immunities,
saving throw by a difference condition immunities, senses (darkvision
of 5 or more, it also becomes etc.), actions, reactions, and other
poisoned and its mind is affected: features such as Magic Resistance or Innate
While casting a spell, the target Spellcasting.
must first succeed on a DC 15
Constitution saving throw or the spell If the creature who drinks the potion is
of a lower CR level than that of the fiend,
fails automatically. The affected creature the creature dies as its entire body burns
cannot maintain concentration on spells immediately after the potion is drunk. Right
either. afterwards, a portal to the material plane is
The effects end after 1 minute. opened and the fiend is set free.
Crafting Mind Fume. Craft DC 20, total cost 550 gp (750 gp
with venom), one dose. If the creature who drinks the potion is of an equal or higher
Base: Oil (a thick, herbal oil extract to keep the coating, 50 gp). CR level than that of the fiend, , the creature’s hit points drop
Main Component: Herbal (gray poppy fungus extract, 500 gp). to 1 at the end of one hour.
Enhancer: Venom (oily venom of the spirit frog can be added to
increase the DC by 2, 200 gp). If a banishment spell is not cast on the creature by a cleric
within a month, its body remains unusable.
Rkaya Adder Venom
Potion of Blood Form
Poison (injury), rare
Potion, uncommon
Rkaya Adder Venom is the snake’s venom that locks the
muscles and drains the strength of a victim. The rkaya adder The potion looks like boiling blood and smells like
is normally a small snake that hunts rats, and its venom is not burning metal. When you drink this potion, you
potent enough to affect a humanoid. So, venoms of hundreds
can benefit from the effects of the blood
of these snakes must be concentrated to create a poison. form spell for 10 minutes.
The venom must be transferred in order to affect
a creature, and thus is used as a coating on slashing Potion of Degeneration Suppress
or piercing weapons. Once injured in this way, the
creature must succeed on a DC 16 Constitution saving Potion, uncommon
throw or take 14 (4d6) poison damage.
If the creature fails the saving throw by a difference The potion is transparent like water but it is thick and it
of 5 or more, it also becomes poisoned. smells like mint. If shaken, little sparkles appear in the bottle.
The effects end after 1 minute.
Crafting Rkaya Adder Venom. Craft DC 18, total When you drink this potion, one of the curses of a
cost 750 gp (3,050 gp with purple pea milk and degeneration essence is suppressed for 1d4 hours. For
concentrated venom), one dose. example, if one of your hands is rotting due to the rotting
Base: Oil (a thick, herbal oil extract to keep the essence curse, your hand stops decaying and looks like your
coating, 50 gp). Main Component: Venom (venom
from a hundred rkaya adders, 700 gp). Enhancer:
Purple pea flower milk (250 gp) can be used to let
the alchemist concentrate the venom of 300 adders
at a time (2,100 gp). If done so, the poison makes the target
211
normal hand for the duration. Rings
Potion of Malicious Healing Angelbane Ring
Potion, rarity varies Ring, very rare (requires attunement)
This potion exactly looks and smells like a healing potion. The Angelbane ring was devised against
When you drink it, you regain hit points as though you were good creatures and denizens of heaven
drinking a Potion of Healing. by malevolent sorcerers. The ring is
decorated with a devastated and
Curse. This potion carries a curse of gluttony. When you tortured angelic figure.
drink it, you feel an urge to drink more and must succeed on a
Wisdom saving throw to keep from doing so. While wearing this ring,
each time you deal damage
The DC of the Wisdom saving throw depends on the potion’s to a good-aligned creature,
rarity. DC equals 13 if the potion is common, 15 if uncommon, rotten scars appear on the
creature’s body, and its hit
17 if rare, and 19 if very rare. point maximum is reduced
On a failed save, you drink one more Potion of by 3, or 6 if the creature is a
Healing or Potion of Malicious Healing (that can celestial. This reduction lasts until
be determined by the GM randomly). If the the creature finishes a long rest
next potion you drink is another Potion of within an area affected by the hallow
Malicious Healing, you must succeed on spell and is infused with holy energies.
another Wisdom saving throw or you drink
one more and so on. Necromantic Thesis
If you fail on the Wisdom saving throw
and you don’t have another potion, you have Ring, legendary (requires attunement)
disadvantage on your ability checks, attack
Necromantic Thesis is a thesis written by an evil necromancer
rolls, and saving throws until the end of your next turn. about various spirits and their uses. Later, the necromancer
imbued the thesis with foul energies and formed a magical
The Routine ring that carries tiny layers
of parchment on top of it.
Potion, very rare (requires attunement)
The evil necromancer
The Routine is a potion that looks exactly like plain water. The killed its academic
only difference is the sweet, fruity smell. The potion is often rivals and captured
used by wealthy aristocrats and merchants who are afraid of their souls within the
being poisoned. ring. The ring holds
the four spirits of once
While attuned, you must ingest the poison in very small great spellcasters. Each
doses for 7 days, to gain immunity to poison damage for 1d4 of them is a master of one
months. To continue this effect, you must remain attuned to of the following schools of
the potion. magic; divination, evocation,
necromancy, and transmutation.
Curse. Every time you take a sip from The Routine, whether
you are attuned to it or not, you are tempted to drink it all The ring has 4 charges. You can
use your action to spend one charge
on a failed DC 15 Wisdom saving and call one of the spirits within the ring
throw. If you drink all, you to come to your aid. It appears in the unoccupied
take 4d12 poison damage that space closest to you. A spirit has 66 hit points, its
cannot be reduced by any AC is 15, and it has resistance to bludgeoning, piercing,
means and you are paralyzed and slashing damage from nonmagical attacks. A summoned
for 1d4 hours. spirit obeys your commands and it can cast spells of level
8th or lower from the spell school, of which it is the master.
The spirit returns to the ring if its hit points drop to 0, if it is
dismissed as an action, or after it casts 3 spells.
The ring gains 1d3 charges nightly at midnight.
212
Ring of Devious Thievery while unbearable in a filthy dungeon. It could also have dire
consequences; as rumor says that those who wear the ring
Ring, rare (requires attunement) have been known to eat their loved ones. You must eat and
drink a full day’s worth of food at the end of each hour, or you
Not all thieves rely purely on skill, the real professionals suffer 1 level of Exhaustion. Finally, you feel a desire to earn
merge their uncanny skills with magic items. The more and etc.
Ring of Devious Thievery, with its silver-white
shank and a pitch-black onyx head on Ring of Slavery
it, is crafted just for such professional
thieves. Ring, rarity varies (requires attunement)
While you are attuned to a Ring
of Devious Thievery, you can create These rings were crafted by the slavers to
two tiny portals that are connected to make sure that their slaves were submissive,
each other, as an action. One of them is as well as in order to kidnap more
opened just in front of your ring hand and creatures into slavery. They were made
the other one is opened at a point within 60 in pairs, with one master ring and one
feet of you that is determined by you. The slave ring (the pair counts as a single
portals remain open until the end of your next item for the calculation of the price). The
slave ring is also made in two different
turn. Only one of your hands can go through the portal and forms, as a ring and as a collar.
you can use it to try and steal someone’s items. When you do
so, you gain advantage on your Dexterity (Sleight of Hand) The master ring requires attunement
and Dexterity (Stealth) checks that you make to steal the item to function, and it can be linked to multiple
without being recognized. slave rings. The rarity of a slave ring or a
collar is of 1 level lower than the rarity of it
If you end your turn while your hand is still through the when paired with the master ring/collar; and the
portal, the portal closes and you take 3d6 force damage, price is calculated accordingly. For instance, if a pair of
although your hand is still intact. rings are very rare, the slave ring alone is rare. In such a case,
a slave ring/collar can be paired with a master ring/collar that
Curse. While you are attuned to this magical ring, you are is already owned by another person.
blinded with an aching greed for wealth. When you see an
item or a pile of money worth more than 1000 gp, you must The rarity of the rings depends on the form of the slave
make a DC 13 Wisdom saving throw. On a failed save, you counterpart, as seen below.
become obsessed with it, and try to steal it no matter what.
Ring. If the slave counterpart of the pair is a ring, it can be
Ring of Greed worn by a humanoid. This variation makes the pair rare.
Ring, very rare Large Collar. If the slave counterpart is a large collar, it can
be worn by a Large or smaller creature. This variation makes
Ring of Greed is a light, silver ring that carries very detailed the pair very rare.
carvings both on the inside and on the outside. There are
toad, pig, and goat depictions on the outside while the inside Huge Collar. If the slave counterpart is a huge collar, it can
is decorated with carvings of fruits, animals, and jewelry. be worn by a Huge or smaller creature. This variation makes
Nobody knows the origin of these rings; however, rumors say the pair legendary.
that these rings are used in parties in a sinful, distant city
where only the evil can survive. The master ring looks valuable with a yellow gemstone and
inscriptions on the outside of the band. The slave counterpart
While wearing this ring, you can look like anything on the outside but the hidden
feel three main desires. The inscriptions can be seen by a true seeing or identify spell.
first is an unbridled Nothing happens to the creature that wears the slave ring
and unstoppable or collar until the wearer of the master ring says the magical
sexual desire. command words that activate the pair’s power. When it does
The second is the so, the wearer of the slave ring or collar must succeed on a
yearning to have DC 15 Wisdom saving throw or is affected by a dominate person
more material spell (if it is a humanoid), or a dominate monster spell (if it is
possessions another creature) and must obey the commands of the wearer
(such as money, of the master ring. Also, it cannot take the ring off while
land, jewelry) affected.
and more power.
The third is that you The wearer of the slave ring or collar repeats its saving
are so blinded by throw at the end of each hour. On a successful save, the wearer
hunger that you can spends the next hour unaffected by the ring’s powers but also
consume anything put unaware of the ring’s power. After a total of three successful
saves, the wearer becomes permanently immune to the effect
in front of you. This of the specific ring or collar it wears. After a total of three
might not be an issue in failed saves, the target is permanently affected by the ring
a sinful and luxurious party until someone else takes it off from it.
where you can quench your hunger,
213
Speaking Ring Rod of Dark Mages
Ring, rare (requires attunement) Rod, very rare (requires attunement by a
spellcaster)
The speaking ring is golden, with the figure of a smiling mouth
on it. It was originally made by an apprentice sorcerer that Once someone is corrupted, even if its
wished to prove its self-worth to its master. body is cleansed, the corruption still
leaves a trace on its mind. This corruption
With this ring, it was finally able to prove itself to its master. within the mind is what gives power to the
Unfortunately, the apprentice was still just an apprentice, Rod of Dark Mages.
and did not have the skills necessary to craft the perfect item.
Thus, the Speaking Ring started to whisper to the apprentice, Made of black metal, there are spikes on top of
it that are holding a pointed green gem between
corrupting its mind, and eventually them.
made it murder its master.
If you have 4 or less points of degenerating
While wearing this ring, you essence, while you are holding the rod, your spell
gain a +1 bonus to spell attack attacks deal an extra 2d6 necrotic damage.
rolls and to the saving throw DCs.
If you have 5 or more points of degenerating
Attunement. While you are essence, the green gem on the rod shines and it
attuned, the ring speaks the verbal grants you 1 additional spell slot of each level for
components of the spells you cast which you have spell slots, but the original damage
for you. Hence, you can cast spells dealt by each of your spells is replaced with necrotic
that have verbal components even damage if the spell you cast deals any damage.
when you are unable to perform them;
because, for instance, you are under Rod of Duplication
the effect of the silence spell.
Curse. This ring is cursed by Rod, uncommon (requires attunement)
maddening essence. When you wear it
for the first time, it starts whispering to This steel rod has humanoid figures
you in a familiar voice and tells you to do that look like they are reaching out
something random for it. You cannot help at each of the rod’s ends.
but obey the ring, the voice of which can belong to one of your When you become attuned to the
parents, children, or friends. It can ask you to do things as rod, as a bonus action, you can drop
random as to break a pot or to push someone on the street;
however, it also can also ask you to kill an innocent stranger. the rod from your hand so that when
The requests of the ring are determined by the GM. At the it hits the ground, it liquefies and then
start of each day, you must succeed on a DC 10 Wisdom saving takes your shape. The Rod of Duplication
throw or gain 1 maddening essence. can only transform into Medium or smaller
humanoids. During transformation, your
Rods hit point maximum is halved, and the lost
hit points are transferred to your duplicate.
Carnage Incarnate The items you are wearing or carrying are not
duplicated.
Rod, uncommon (requires attunement by a spellcaster who can Your duplicate can do anything you can do
cast evocation spells) except casting spells and using your class
features. It always follows your commands.
Carnage Incarnate is a rod that was created to show the Your duplicate remains for 24 hours. You can
power of spellcasters on the battlefield. It is made of iron dismiss the duplicate as a bonus action. When
and decorated with scenes from a battlefield. you dismiss your duplicate, the rod returns to its
normal form and the remaining hit points of the
While holding this rod, each consecutive turn you duplicate are added to your hit point maximum. If
cast a damage-dealing evocation spell, the damage of the duplicate is killed before you dismiss it, the rod
returns to its normal form but you don’t regain
the evocation spell you cast during your next turn any hit points until you finish a long rest. Once you use this
increases by 1d6 damage of the spell’s damage type, to feature, you cannot do so again until you finish a long rest.
a maximum of 6d6. This increase is lost when you do
Rod of Forgetting
not cast an evocation spell at a turn.
Curse. One of each three spells you cast must be a Rod, very rare (requires attunement)
damage-dealing evocation spell. If it is not, you This rod has a brain-like head, and it is entirely made of black
wood. Blue and purple beams leak through the cracks covering
take 4d6 acid, cold, fire, force, lightning, or the rod.
thunder damage, whose type is determined
randomly by the GM. While carrying this rod, you are easily forgotten by
creatures that you interact with. When you enter a creature’s
214
line of sight, roll 2d20. If the result is equal to or higher effects, all creatures reappear in the location they occupied
than the creature’s passive Perception, the creature’s when you activated the rod or the nearest unoccupied space
memories about you are altered when you are no they occupied. If a creature gets out of the extraplanar
longer within its line of sight. Although the creature space with 6 levels of exhaustion, it falls unconscious and
remembers the memories, the way it perceives immediately starts to make death saving throws. Those who
you changes as if your race, gender, or other details are able to escape the hellish experience with their lives are
were different. If you enter the line of sight of more terrified of death and the hellish afterlife that may await and
than one creature, you roll a 2d20 for each of them have disadvantage on their ability checks and attack rolls for
separately, which means that each creature can 13 days.
perceive you to be different. The GM can also choose
to make this roll secretly for creatures that you are A creature that is transported into this hellish nightmare
not aware of. can try to escape by spells that allow them to teleport between
If you interact with a creature with whom you planes such as planeshift. A creature can try to escape each
interacted before you became attuned to the rod, time it suffers 1 level of exhaustion. In order to do escape, it
and you roll equal to or higher than its passive must succeed on a DC 15 Charisma saving throw (DC increases
Perception, the creature’s past memories of by 2 with each level of exhaustion gained). The creature has
you are also altered. disadvantage on this saving throw even if it is immune to
If you interact with a creature with whom being exhausted.
you interact while you have the rod after
the attunement ends, it remembers all of Once you use the properties of the rod, you can only do so
the memories correctly after 1d10+1 days again after the next solar eclipse, moon eclipse, or 30 days
that you spend together. (whichever comes first).
Curse. This rod is cursed. Attuning to the rod curses you Rod of The Graves
unless you are targeted by the remove curse spell or similar
magic. While cursed, you are unwilling to part with the rod Rod, uncommon (+1), rare (+2), or very rare (+3) (requires
and end the attunement. attunement)
Rod of Personal Hell Rod of The Graves is a rod decorated
with a humanoid skull with eyes
Rod, legendary (requires attunement) that burn with pale blue necromantic
flames.
Rod of Personal Hell was created by powerful fiends to make
their favorite enemies suffer. It is made of obsidian and While holding this rod, you gain a
decorated with various fiendish motifs. bonus to spell attack rolls and to the
saving throw DCs of your necromancy
While holding this rod, you can use an action to activate its spells. The bonus is determined by the rod’s
properties and choose 66 creatures that you can see within rarity.
150 feet of you. The creatures must make a DC 19 Charisma
saving throw or be instantly teleported into an illusionary In addition, you can use an action to regain
hell previously designed by you after you become attuned to one 7th or lower-level expended spell slot
the rod and that exists in an extraplanar space. There can be that was used to cast a necromancy spell, while
unlimited number of fiends, unimaginable methods of torture, holding the rod. When you do so, the blue flames
what lurks in every creatures’ deepest fears, or it can be filled burn out and you must replace the skull with
with murderous teddy bears and poisonous desserts. Also, the another one that was taken from a corpse of a living
creature who died within 24 hours.
things that exist in this hell can only exist
there, which means, if something is Staffs
taken out of this space, it disappears.
For each hour spent in this hell, a Demonic Staff
creature suffers 1 level of exhaustion.
However, even if the creature suffers 6 Staff, rare
levels of exhaustion, it does not die. It is kept This staff can be wielded as a magical quarterstaff
alive by the magic that created the extraplanar that deals an additional 2d6 fire damage on a hit.
space so that it can feel more pain. Time passes The staff has 10 charges. As an action, you can expend
normally within the space and the creatures can be one of its charges and point the staff to a demon
kept within the hell for up to 66 days divided by the
number of the creatures in it (round up). within 30 feet of you. The demon must succeed on a
If a creature that is immune to being exhausted is DC 15 Wisdom saving throw or make one attack
targeted by the rod, it is subjected to other methods of against a random target within its reach as a
torture that can make it feel pain and agony. Although
it does not suffer any level of exhaustion, after 6 hours, reaction.
its hit points drop to 0. The staff regains 1d4+4 expended charges daily
When the time runs out or you use an action to end the at dusk.
215
Staff of Chaos CONDITION: MESMERIZED
Staff, legendary (requires attunement) If a creature is mesmerized, it has disadvantage
on its Wisdom (Perception) checks and it
Staff of Chaos looks bizarre and strange with crystal-like automatically fails to maintain its concentration
wooden pieces on top of it. It is covered with strange-looking on spells that require concentration.
thin leather and ornamented with tiny multicolored Wands
gems. This mysterious staff has been described in
many different ways in many different Blood Sigil
places in history, as some say that it has
a different form to different eyes. It Wand, rare
is said that the staff harms everyone
indiscriminately and uses the person Blood Sigil is a wand decorated with
wielding it as a tool. The ones who use it are devilish-looking figures and two
not required to be spellcasters. blood grooves. It was crafted so that
Once you become attuned to the staff, you can the validity of the agreements could
cast the following spells from it while holding it, be sealed by magic as opposed to mere
promises, since people who are masters
using a spell save DC of 18 and a spell attack bonus of eloquence are known to manipulate
of +10; words and influence certain agreement
1st level (2 slots): crumbling fire* conditions in their favor. Many say that it
2nd level (2 slots): bane fire*, detect thoughts was created by the devils. However, the actual
3rd level (2 slots): bestow curse, grasp of shadow* creators of these wands are demons disguised as
4th level (2 slots): banishment, mind terror*, resilient devils, aiming to corrupt the agreements and steal
sphere mortal souls.
5th level (1 slot): cloudkill, raining blood*
6th level (1 slot): disintegrate, chaos spear When you find this wand and wish to use it, the
7th level (1 slot): finger of death devilish figures on the wand tell you of its powers and
The staff regains any expended spell slot at each details certain agreements that can be made with it.
midnight.
Curse. While casting a spell that requires a spell The wand can seal deals made between you and one
attack, using the staff, your spell targets another other creature. To do that, both of you must spill a drop of
creature within the spell’s range with a 50% chance. your blood, and let it flow through the grooves on the wand.
If your spell targets another, you must make another Once you do so, the two parties must determine a duration,
spell attack. If there is no other target within the the terms, and the termination conditions of the agreement.
spell’s range, or you fail the percentile roll, the spell
targets no one, however one spell slot is still expended Since the wand is the work of demons, it has a chaotic
as a result. If there are several other targets within the nature. So, if any party breaks the agreement, its soul is
spell’s range on a failed percentile roll, the GM randomly delivered to the demon that crafted the wand.
determines the target.
When you try to leave the staff with your own will, The agreement made as such can only be undone by means
thorns come out of the staff and stick to the closest part of a wish spell .
of your body, permanently reducing half of your hit point
maximum. This effect can only be reversed by means of a Wand of Life Transfer
wish spell.
Wand, rare
Staff of The Forbidden Light
Wands of Life Transfer were first used by a temple
Staff, uncommon of clerics that are known by their undead-hunting
skills to deal with the undead. Before long, the
This staff is black shafted and has a grey-green sphere on temple was attacked and many of the wands
top of it, which is said to carry the otherworldly light of were stolen, and later they are sold to other
the maddening realms. people by the thieves. Currently, these
wands can be found in the black market,
The staff can be activated as an action. When and it is rumored that the original
activated, the staff sheds greenish bright light in a wands get copied and duplicated.
20-foot radius and dim light in an additional 20-foot
As an action, you can make a ranged
radius. Any creature in the light or looking directly spell attack against a target creature
at the staff within 20 feet of it must make a DC 13 within 60 feet of you. On a hit, the
Wisdom saving throw or become mesmerized because target’s hit point maximum is
of the fascinating visions of the universe and the reduced by 1d6 and its life force
realm far away that it sees for 1 minute.
216
is conserved within the wand. The wand can hold the life force stated above, you deal an extra 1d4 piercing damage to it.
of multiple creatures, up to a maximum of 60 hit points. If you deal damage to a creature with this magic weapon,
Also, as an action, you can choose a creature within 60 feet you mark the creature for 1d20 days. While a creature is
of you and release the life force within the wand to heal it. marked in this way, you can sense the location of it, if it is
The target creature regains hit points equal to the hit points within 1 mile of you.
conserved in the wand. If the target’s creature type is undead,
you must make a ranged spell attack against it. On a hit, the You can only have 1 creature marked in this way at a time. If
wand deals damage to the undead in an equal amount. you deal damage to another creature with this magic weapon
while another is already marked, you can choose to mark the
Wand of Shadow Assassins other creature in its stead. Doing so cancels the mark on the
previous creature.
Wand, uncommon
Clean Cut
Wand of Shadow Assassins is generally used by shop owners. It
alone is enough to protect your goods from nosey paladins and Weapon (dagger), very rare
scare the snitching commoners. These daggers were first crafted by an assassins’
Wand of Shadow Assassins has 3 charges. When guild infamous for the amount of blood they spill
when honoring their contracts. The daggers were
you expend one charge and point the wand created to ensure that the target would not be able
in a direction, a shadowy figure that holds to live, even if it were to escape the initial strike.
blades in both hands appears in the targeted They are forbidden as sidearms or civil blades in some
location within line of sight and 100 feet kingdoms because of the mess they make.
of you, whether it is occupied or not. The
shadowy figure strikes the nearest creature This dagger cuts such clean wounds that those
and then disappears. The nearest creature must opened by it are harder to heal. You have a +1 bonus
then make a DC 15 Dexterity saving throw. The to attack and damage rolls made with this magic
shadowy figure deals 2d4 necrotic damage to it weapon, and it scores a critical hit on a roll of 19
on a failed save, or half as much damage on a or 20.
successful one.
By expending 3 charges, you can unleash the Additionally, when you deal damage to a
wrath of the shadowy figures from the wand. creature with this magic weapon, its hit point maximum is
Every creature in a 15-foot cone originating from also reduced by the amount of damage you dealt with this
you must make a DC 15 Wisdom saving throw. On magic weapon. This reduction lasts until the target finishes
a failed save, shadowy figures deal 2d4 psychic a long rest.
damage to a creature within the area and the
creatures become frightened of you for 1d4 turns. Heretic’s Bane
On a successful save, the creatures take half as much
damage, and are not frightened of you. Weapon (maul), rare
Wand of Shadow Assassins regains all of its charges
nightly at midnight. These mauls are crafted by
inquisitors to smash evil. The
Weapons Heretic’s Bane is a weapon of
faith, with quotes from sacred
Bow of Whispers texts inscribed on its head
and handle. However, those who
Weapon (longbow), uncommon (requires attunement) wield it are known for their habit of
showing no mercy to their opponents, even after
Bow of Whispers is made of basswood, and it has tiny defeating them.
carvings and symbols on it. A crescent-shaped piece
of iron is ornamented both on the top and on the You have a +1 bonus to attack and damage rolls
made with this magic weapon. Additionally, when you
bottom. deal damage to an evil creature with this magic weapon,
It has been seen in the hands of some bounty its hit point maximum is also reduced by the amount
hunters. When you make a ranged attack of damage dealt with this magic weapon. A creature’s hit
point maximum reverts back to normal after it finishes a
with this magic weapon, you can whisper the long rest.
target’s name or a description of it before making
the attack; for instance, you can call attention to Curse. This magic weapon is cursed by ruthlessness. If you
the man in the blue cape, the woman in the iron reduce a creature to 0 hit points while wielding this magic
vestment, or you can just whisper “Matilda” or weapon, you must succeed on a DC 15 Wisdom saving throw or
whatever the name of the creature actually is. use your next action to confirm the kill.
When you hit a creature with this magic weapon
after whispering its name or description in the way Degeneration. If you are using the degeneration rules of this
book and you kill a creature in this way, you take 1 desecrating
essence.
217
Lifebane Mother Fang
Weapon (any), rare (requires attunement) Weapon (any weapon that deals piercing
or slashing damage), rare (requires
These weapons are created by undead cults to attunement)
make the living suffer more. They are dark-
colored and decorated with skulls. These weapons are made of the
fangs of mother wolves. They are
You gain a +1 bonus to attack and damage rolls generally carried as a token or
made with this magic weapon. are given as gifts in lycanthropic
cults.
When you roll a 20 on an attack roll made with These weapons are magical.
this magic weapon, the target takes an extra 2d6 While wielding a Mother Fang, you
necrotic damage, or 4d6 necrotic damage if it is a can use your action to leap onto a
living creature. If a living creature has 20 hit points target within 30 feet of you, and make
or fewer after taking this damage, it drops to a melee weapon attack against it as a
0 hit points instead. part of this action. If the attack is
successful, it is a critical hit.
Maul of Pain Once you use this feature,
you must finish a long rest
Weapon (maul), uncommon before using it again.
Maul of Pain is forged by dwarven blacksmiths to kill traitors Swift Terror
in a painful manner. However, later on, these
weapons spread to the world and people started Weapon (rapier), rare (requires attunement by a creature who has
to use them to make others suffer. It is fiendish heritage)
rumored that a creature hit with one
of these mauls hears the countless, There are few weapons as fast and agile as
agonizing screams of those who Swift Terrors. Legends claim that demons
suffered the same fate. collected thousands of souls and forged these
rapiers with the essence of these frightened
There are spikes reinforced with magical dwarf runes and lost souls, in a distant realm. Legends aside,
on each side of the maul, and the figure of a screaming Swift Terrors look dark and deadly, and a little
woman is painted on the body of the Maul of Pain. scratch is sometimes enough to make a sentient
being have mental sufferings.
When you make a melee weapon attack against a
creature with this magic weapon, the creature feels In order to become attuned to it, you should
immense pain as if you just hit its soul, and takes an extra have a fiendish heritage. When you become attuned
1d6 psychic damage. to it, when you hit a creature with this magic weapon,
the target takes an extra 4d4 psychic damage and it
Meat Grinders must succeed on a DC 15 Wisdom saving throw or is
frightened until the end of its next turn.
Weapon (battleaxes), rare (requires attunement)
Spear of Vengeance
These twin battleaxes are made of bones, teeth and metal.
They have a wicked shape, with spikes all over it. They are Weapon (spear), very rare (requires attunement)
generally given to the most brutal murderers or bloodthirsty
warriors in exchange for their services by the clergies of dark While using this spear, you gain a +1 bonus on your attack
rolls and damage rolls.
deities. These axes do their names Attunement. This spear was created for the
justice. organization called Spears of Vengeance and it is
the spear that gives the organization its
You gain a +1 bonus to attack name. Spear of Vengeance is one of the best
and damage rolls made with this tools one could use to capture and carry a
magic weapon. creature, since it can imprison the soul to
be extracted and used later. If a creature
Additionally, once you become is killed by this spear, that is if the spear
attuned, if you hit a creature touches a creature at the moment of
with both of these axes in one death, the target’s soul is captured and
round, the creature must succeed stored in the spear. It also leaves the
on a DC 13 Constitution saving mark of the organization on the
throw or take an additional 1d8 body of the creature, indicating
slashing damage. that the soul is now their
218
property. The meaning of the mark can be understood by can use an action to dismiss all of them at once, or to dismiss
succeeding on a DC 17 Intelligence (Religion) check. each of them separately as an action.
Spirit Items The Devourer can carry 10 faceless slaves within. If it
devours the 11th, the face of the first creature who was
Any, rarity varies (requires attunement) devoured by the maul fades away on the maul and its soul is
freed.
Spirit items are items that can be used by both corporeal and
incorporeal creatures, against either of them. A creature devoured by the maul can only be brought back
by means of a wish or true resurrection spell.
Some creatures have the ability to create spirit items.
Otherwise, if an item is left for 8 hours in the grave of a Runic Blood
creature who died within the last 24 hours and a raise dead
spell is cast on the dead creature in the beginning of the Weapon (any weapon that deals piercing or slashing
8-hours, it is transformed into a spirit item. damage), rare (requires attunement)
A spirit item’s rarity is one category rarer than the item’s These weapons are generally used by vampires
original rarity. and blood magicians. They are engraved with
Even if an item does not normally require attunement, it does crimson runes.
after it becomes a spirit item.
You gain a +1 bonus to attack and
The Devourer damage rolls made with this magic
weapon.
Weapon (maul), legendary (requires attunement)
Also, on each hit, the weapon stores 1 blood
Devourers were forged by demons excelled in necromancy. point or a vial of blood while the runes on it are
These mauls are pitch-black and their hammer is being covered with blood. A Runic Blood can store
decorated with screaming faces along up to 10 blood points or 10 vials of blood that can
with a monstrous mouth with be used by vampires (p.118) and blood magicians
sharp teeth. (p.87).
Each Devourer has a
different face decorating its Sword of Dragon Bones
hammer, as these are the
faces of pathetic creatures that Weapon (any sword), rare (+1), very rare (+2), legendary
were devoured by the maul. It (+3) (requires attunement)
is gifted to the most powerful
lieutenants by their demonic There is a Kartuki tribe that hunts good dragons
masters. and loves the taste of good dragon flesh, no
You gain a +1 bonus to attack and matter its type. They are also known for
damage rolls made with this magic weapon. making blades out of their bones.
When you roll a 20 on an attack roll made The hilt of such a blade is made of the
with this magic weapon, the target takes murdered dragon’s bones and its scabbard of the
an extra 6d6 necrotic damage. If a living dragon’s hide. The point of the usage of these
creature has 20 hit points or fewer after taking materials is not for the image of lavishness and
this damage, the mouth opens and devours the delicacy, but rather to convey the message that
creature, both the body and the soul. this tribe is defiant and formidable enough to
The target’s whole body does not necessarily slay such sacred and powerful creatures.
have to be consumed; however, the maul especially The blade, although it looks like steel,
goes for the face of the creatures it devours, leaving a has a faint gleam in the color of the
gory scene behind. dragon.
A creature that is devoured by the maul experiences You have a +1 bonus to attack and
an inordinate amount of unimaginable demonic damage rolls made with this magic
torture within the maul. As a result, it transforms into weapon. Also, when you attack a
a faceless slave. As an action, you can call one faceless dragon of whom the type is the same
as the dragon whose bones were used
slave to your aid for 1 hour. A faceless slave summoned while forging the blade and roll a 20 on the
in this way appears in an unoccupied space chosen by attack roll, the dragon cannot fly for 1d6
you within 10 feet of you and is completely under your rounds.
command. When you kill a dragon of whom the type
is the same as the dragon whose bones
You can issue commands to it as a bonus action, and if were used while forging the blade,
you do not issue any command to it, it defends itself. It Sword of Dragon Bones gets stronger and you gain
returns to The Devourer when it drops to 0 hit points when
you dismiss it as another action, or at the end of 1 hour. an additional +1 bonus to attack and damage rolls made with
If you have summoned more than one faceless slave, you this magic weapon, up to a maximum bonus of +3.
219
Sword of Shadows points equal to half of the necrotic damage inflicted. Undead
and construct creatures are not affected by this power.
Weapon (greatsword), uncommon (requires attunement)
Whip of Pleasure
Sword of Shadows is a black sword with gray carvings on
it. The iron of it is forged with coal, obsidian, and black Weapon (whip), rare
irises and is left to harden in blood at night. The gray (requires attunement)
carvings are made at dusk. Blacksmiths learned the These whips
special technique from some mad travelers who had are crafted in
lower planes
been to a distant realm in the shadows. Rumor says by fiendish
that “shadows” accompany the blackmiths while monarchs of
they are making the sword. corruption and
While wielding this sword, you have a +1 desecration. They
bonus to Dexterity (Stealth) skill checks. On are wielded by
a hit, this magic sword deals an extra 1d8 the agents of these
necrotic damage. monarchs who wish to
Curse. While carrying this item, you see some impose their will on the
hallucinations of shadowy figures. These mortals that cross their path.
figures might speak to you or just wander They are used as tools of a sort
around you. You must succeed on DC 15 Wisdom of perverted worship, as well as
saving throw daily at sunset in order to weapons of war. The pain caused by
understand that they are not real. On a failure, these whips stimulates the feeling of
you have disadvantage on your Wisdom pleasure in the mind of the target as
(Perception) checks due to hallucinations. well as a craving for more pain.
Sword of Tedious Sorrow When you score a critical hit with this magic whip, the
target takes pleasure in the pain and any creature that makes
Weapon (any sword), very rare an attack against the target has advantage on its attack rolls
against the target until the start of the target’s next turn.
These weapons are forged with spells and
enchantments that make their foes drown in Whip of the Dominator
a sea of sorrows when necessary. Their sharp
edges look dark and shady, and they have Weapon (whip), rare (requires attunement by a creature who has
shiny golden hilts. fiendish heritage)
When you hit a creature with this magic These whips are made
weapon, the target takes an extra 3d6 necrotic of the skins of lesser
damage. Also, once per turn, you can choose to demons by the most
make a target you hit feel a deeply agonizing merciless succubi,
mental sorrow. The suffering and pain are so and are specifically
deep that the target can’t help but scream in designed to make
pain. The target must succeed on a DC 17 Wisdom the enemies of
saving throw or cannot take an action on its next their wielder obey
turn. and surrender
in the face of the
Teeth Whip agony to which
they are subjected.
Weapon (whip), rare
In order to become
These weapons are made by a warlord famous for attuned to this magic whip, you
his ruthlessness. They are crafted from the teeth of should have a fiendish heritage.
his fallen enemies. When you hit a creature with this
magic whip once you become
You gain a +1 bonus to attack and damage rolls made attuned to it, the target takes
with this magic weapon. an additional 4d4 poison
On a hit, you can activate the damage and must succeed
whip to animate the teeth on it, on a DC 13 Wisdom saving
piercing and tearing the flesh throw or cannot take a
of the target creature. The bonus action on its next turn.
creature must succeed
on a DC 15 Constitution
saving throw or take 2d10
necrotic damage. You
regain a number of hit
220
Wondrous Items you wrote is visible to your eyes alone by stating that you are
doing so while you are writing in the book.
Amulet of Shades
Wondrous item, very rare (requires attunement) Curse. When you become attuned, you must immediately
make a DC 17 Wisdom saving throw. On a successful save,
Traveling between planes without being seen is a you understand that the book has a mystical backstory that
difficult task; only a handful of beings could manage can lead you to unlock more of its powers. This makes you
wonder… As your curiosity grows, you start to research it. A
such-a-thing. The wielder of the Amulet of Shades DC 19 Arcana, History or Religion check will lead you to the
is a part of that lucky few. It is an amulet with an Library of The Mad Court, where such books (as well as others)
amethyst crystal in the shape of a pentagonal are written.
bipyramid in the middle of it.
While you are attuned to the Amulet of On a failed save, you become obsessed with the book. You
Shades, you can turn invisible as an action, do not want others to see it or take it from you. You start to
and you stay invisible until you attack, cast a guard it with your life. If you are separated from the book,
spell, or use a bonus action to become visible you find yourself going madder with each passing second.
again. Any equipment you are wearing or For each day you stay separated from the book, you must
carrying turns invisible with you. Also, while succeed on a DC 17 Wisdom saving throw or your Wisdom
score permanently decreases by 1. When your Wisdom score
using the Amulet of Shades, you have advantage on decreases to 1, you transform into a Mind Consumer.
Dexterity (Stealth) checks.
Censer of Cadavers
However, daily at dawn, if you are still invisible after using
the amulet, you must succeed on a DC 15 Wisdom saving Wondrous item, uncommon
throw otherwise be teleported to another realm dominated
by shadows. When this happens, you are trapped in this realm This censer is made of polished bones, and
until after the next dusk. has a skull in place of a bowl. It has yellow
and red marks on its surface. One cannot
If you are aware of this property of the amulet, you may open the censer and look inside, but it
choose to be trapped in this plane willingly, by not resisting, smells of rotting flesh and bodily fluids.
and by not making the saving throw.
By taking your whole turn, you can
You cannot use the amulet to become invisible in the realm smash the censer onto the ground and
to which you are teleported, as the amulet does not work in evoke its power. The ground tremors
this realm. For every hour you spend in this realm, you will slightly with the necromantic magic
have encounters that are fit for your CR. These encounters can that spreads from the censer with a
be avoided with a DC 15 Dexterity (Stealth) check. faint smoke.
Within the first hour of the night, you are teleported back You can target a corpse within
into your last location. However, if you die while still in 120 feet of you and raise it as
the other realm, you become a mindless creature made of an undead creature as if you
shadows, doomed to encounter other visitors, just as you once have cast an animate dead
were. spell. You can either raise a
skeleton or a zombie according
Book of Tainted Mind to what type of corpse
you target. If there are no
Wondrous item, rare (requires attunement) corpses around, you can summona premature
shadow, with none of its damage resistances. The
These books are normal-looking spell books. Their condition creature obeys your commands for 24 hours and is
changes, depending on how old the book is. However, you destroyed at the end of this time. It acts on your turn, you
can issue a command to it as a bonus action, and when you
understand that it is not a normal don’t issue commands to it, it defends itself against hostile
spell book once you become creatures.
attuned to it.
This censer has 1 charge, after you use it, its power is
While writing something into drained and the foul smell coming from its inside fades away.
this book, you spill your blood It regains this charge nightly at midnight.
on it, dealing 5 damage to Chalice of Deprivation
yourself and leaving a part
of your mind with the Wondrous item, rare (see description for attunement)
book. When you do so,
you have disadvantage This chalice is made of a dark metal, and is decorated with
on your Intelligence- various gems and ornaments. It holds a liquid that looks pitch
based checks and black while within it. The liquid looks like water when it is
saving throws for one spilled. The chalice has an ornamented cap that prevents it
day. In return, you can from spilling on top of it.
make sure that what
221
Rumors say that it is made by a lich or a summon a black, shadowy mist to cover you, which creates an
necromancer who longed for more power effect of blur spell for one minute. This effect can be used twice
a day.
over its death magic. It worked,
and the methods of this The cloak gives you unnatural sleeping habits. You might
necromancer were stolen not sleep for an entire week without suffering any side effects
and spread among others. of exhaustion but then you might fall asleep in the middle of
However, in time, lesser an encounter or of an important speech.
necromancers realized that the You can activate this cloak as a bonus action. Roll a d100.
chalice makes them addicted, If the result is 40 or higher you count as though you have
and takes away their life force as completed a long rest, that instant. If the result is lower than
a dire cost. 40, you instantly fall unconscious and sleep for 8 hours. You
can only be awakened by means of a wish spell during these 8
If you take a sip from the hours. After you wake up, you are considered as if you have
chalice, you must succeed on a DC taken a long rest. Once you use this feature, you can only do so
15 Wisdom saving throw, or are again after the next midnight.
tempted to drink it all.
As an action, you can drink the Curse. If you take off this cloak, even if you can sleep, you
liquid within the chalice. Once you cannot take any benefits of finishing a short or long rest for
do so, you have advantage on your the first 1d4 days. This curse cannot be identified by means of
necromancy spell attacks , and your an identify spell.
targets have disadvantage on saving
throws against them. Cloth Pieces of Exiles
When you drink all of the liquid, you
become intoxicated with the magic Wondrous item, very rare (requires attunement)
within, and must succeed on a DC
15 Constitution saving throw or Cloth Pieces of Exiles look like ordinary, worn pieces of
have disadvantage on your Wisdom cloth. They are generally small enough to fit in the palm of a
and Constitution-related checks Medium humanoid. Many of
for an hour. You do not suffer from them carry different
intoxication, nor do you have to make a magical markings.
Constitution saving throw, if you have a rotting essence of 2 or When you are
higher. attuned to one,
When the liquid inside the chalice is finished off, it fills right the cloth piece
back up daily at midnight. magically loses
Curse. This chalice is cursed, a fact that is revealed only its worn appearance and
when an identify spell is cast on it. You automatically become becomes a brand-new cloth
attuned to the chalice, even if all your attunement slots are piece. Myths say that the
full. Each day, you must drink from it until midnight at the cloth pieces were weaved as one
latest, or become overwhelmed by your yearning and suffer 2 and then were split and scattered across the realms.
levels of exhaustion.
You can lift the curse with the remove curse spell or similar You can use an action to speak the word of command, upon
magic, also ending your attunement when you do so. The spell which the Cloth Piece of Exiles hovers and covers a part of
must target you, if it targets the chalice, the chalice stops your body determined by you. These parts and the effects that
functioning and becomes a mundane follow your covering of them are as follows;
item.
When you speak the command word and add “eyes” at the
Cloak of Shadows end of it, the cloth piece covers your eyes. While your eyes are
covered in this way, you are blinded and can’t cast spells that
Wondrous item, very rare (requires require sight.
attunement)
Also, you, along with your footprints or ripples in water
Cloak of Shadows looks created by you, become invisible .
like a regular black cloak
modified with some When you speak the command word and add “nose” to it,
magical markings on the cloth piece will be wrapped around your nose. While your
the inside. The cloth nose is covered you can’t smell anything. In addition, you have
always feels damp no scent and any creature who uses scent to track you can no
and smells moldy, longer track your scent.
even from a distance.
When you speak the command word and add “mouth” to
When you wear the it, the cloth piece will cover your mouth. While your mouth
cloak, you gain a +1 is closed, you can’t talk, eat or cast spells that have verbal
bonus to AC. Also, you can components. You also radiate an aura of a 60-foot radius,
centered on you. Every creature within this area is under the
effects of the silence spell as long as your mouth is covered in
this way.
When you speak the command word and add “ears” to it,
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the cloth piece covers your ears. While your ears are covered, coin on your eyes for 10 minutes, you either discover a fact
you are deafened. In addition, you are immune to spells and about the murder or see the last 1d4 hours of the victim. The
other magical effects that require you to hear the source of information and the scenes are determined by the GM and are
the effect. Also, while your ears are covered, you are immune at the GM’s discretion.
to thunder damage.
Deck of Devilry
When you become attuned to a Cloth Piece of Exiles, you can
use another Cloth Piece of Exiles without attunement, unless Wondrous item, very rare (requires attunement)
another creature is already attuned to the additional cloth
piece you want to use. This deck looks like an
ordinary deck of cards.
Collar of Fire The back of the cards
looks like that of any
Wondrous item, very rare (requires attunement) other deck . However,
the front of them is
Collar of Fire is a leather collar decorated with small blue marked with strange
gems. There is a Sylvan writing inside the collar that means depictions of vice.
“To the children of the warm home.” in Common. There is also a small
passage written on
You can activate the collar as a each of them telling
bonus action. When you do the story of the
so, blue flames cover depiction.
your whole body for
1d20 minutes. While Rumor has it that
covered in flames, there was a rogue
your melee attacks so deceiving that he
deal an additional cheated every single
2d8 fire damage. person in a small city. In
Also, an unfriendly his travels, he met a crossroads devil. The
creature that makes devil promised to make one of his wishes come true and he
a melee attack against accepted. Although the devil was supposed to have something
you or touches you in return, he somehow managed to cheat the devil. Whether as
must succeed on a DC 15 a result of his wish or because he was someone who managed
Dexterity saving throw or to cheat a devil, he became in possession of this deck, Deck of
it takes 2d8 fire damage. Devilry.
The fire damage dealt with
If you are not attuned to the deck, a card you pick insults
this collar ignores any resistance to fire damage. However, you in various ways. While attuned to it, however, a card you
creatures that are immune to fire damage are also immune to draw from it tells you a secret.
the damage dealt by the collar.
Once each day, you can use your action to focus on a
A collar of fire that you are attuned to can be worn by creature that you can see within 30 feet of you and pick a card.
creatures other than you. In this case, the collar can be Once you use the deck, you regain the chance of doing it again
activated by you, but it grants the benefits to the creature after dawn. The card shows a weakness of the creature you
wearing it. focus on, to determine the nature of the weakness, roll on the
table below:
The collar of fire has 2 charges, and it regains any expended
charges at each dawn.
Deathly Coin d4 Weakness Shown
Wondrous item, uncommon 1 A damage vulnerability or feature
vulnerability, whichever is present
Deathly Coin is a special item that looks like a regular gold
coin, with some black carvings on the sides 2 Its weakest property: hit points, armor
of it. These coins were used to close the class, or something else according to CR
eyes of the corpses of wealthy people,
but they are usually stolen from their 3 Combat habits: you have a +1d4 on your
graves. attack rolls against the creature until
The coin is mostly used by you finish a long rest.
soldiers, investigators, and
adventurers to investigate murders. 4 Social habits: you have advantage
To activate the coin, you must on your Charisma (Persuasion) and
consume a little piece of flesh Charisma (Deception) checks against the
from the dead body of a creature, creature for 10 minutes
lie down, and place the coin in
one of your eyes. By lying with the * Roll again if the result is not available (for instance, if the
creature does not have any damage vulnerabilities).
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Fairy Earrings required information in writing, appearing as though it were
written in ink. The written information vanishes when a new
Wondrous item, rare question is asked.
Legends say that once upon a time, a powerful spellcaster was Forbidden Tome / Green Dragon
obsessed with her enemies so much that Scale Covered
she made an agreement with a fey to
learn things about her enemies. She was Wondrous item, uncommon
Armor Class 13 (mage armor)
told to craft a pair of golden earrings and Hit Points 10
dedicate it to the fey.
The fey talks to the owner of the INT WIS CHA
earrings through them. Since it
talks about nearly everything 17 (+3) 15 (+2) 18 (+4)
and not all of the things it says
are true, some of the owners Saving Throws Intelligence +6, Wisdom +5, Charisma +7
are known to have lost their Skills Arcana +7, Deception +7, History +6, Nature +6
minds one by one. Some shut Persuasion +7, Religion +6
themselves within their castles, Languages Common, Elvish, Dwarvish, telepathy 120 ft.
some started to live in total
isolation and the earrings started Forbidden Tome / Blue Dragon Scale
to adorn different ears from Covered
different realms.
While wearing these earrings, Wondrous item, rare
you can use your action to activate Armor Class 13 (mage armor)
them by choosing a creature, and Hit Points 25
asking a question about it. You think
INT WIS CHA
of a question, and the earrings answer
the question in your mind. The GM makes 17 (+3) 15 (+2) 18 (+4)
a hidden percentile roll. If the result is
between 01 and 50, the fey gives wrong, Saving Throws Intelligence +6, Wisdom +5, Charisma +7
redundant, or unclear information. If the Skills Arcana +9, Deception +7, History +9, Nature +9,
result is between 51 and 100, the fey gives useful and true Persuasion +7, Religion +9
information. Languages Common, Dwarvish, Elvish, telepathy 120 ft.
You can activate the ring five times per day, and it regains
its powers daily at sunrise. Forbidden Tome / Red Dragon Scale
Covered
Forbidden Tomes
Wondrous item, very rare
Wondrous items, see description for rarity Armor Class 13 (mage armor)
Hit Points 50
Forbidden Tomes were created in ancient times to guide
kingdoms or to keep a whole library’s cumulative knowledge INT WIS CHA
in a single book.
20 (+5) 18 (+4) 19 (+4)
Forbidden Tomes come in
a variety of types. They have Saving Throws Intelligence +9, Wisdom +8, Charisma +8
one thing in common; minds of Skills Arcana +12, Deception +8, History +12, Nature +12,
Persuasion +8, Religion +12
different powerful wizards Languages Common, Abyssal, Celestial, Draconic, Dwarvish,
are trapped in these books Elvish, Sylvan, Infernal, telepathy 120 ft.
forever. There is no way of
setting these minds free. If a Forbidden Tome / Black Dragon
Forbidden Tome is destroyed, Scale Covered
the mind vanishes together
with the book. Wondrous item, legendary
When you open a Forbidden Armor Class 13 (mage armor)
Tome, you are faced with the Hit Points 100
silhouette of a person’s face and
pages that are completely blank.
Forbidden Tomes are sentient
items. They can answer questions
with an attitude of their choosing. When you
ask a question, the mind trapped in the book can
both answer you verbally and/or choose to reflect the
224
INT WIS CHA It is also known that some people order the portraits to look
like monstrous versions of themselves, or even golems.
22 (+6) 20 (+5) 20 (+5)
Personality. The personalities of Guardian Portraits are the
Saving Throws Intelligence +11, Wisdom +10, Charisma +10 exact opposite of yours. They may love to argue with you, and
Skills Arcana +16, Deception +10, History +16, Nature +16, constantly whine about being trapped in a painting.
Persuasion +10, Religion +16
Languages all spoken languages, telepathy 120 ft. They may complain from time to time about how they are
lonely and may even pressure you to hire an artist to paint
The Forbidden Tome / Gold Dragon some company for them. They obey your orders since they
Scale Covered are bound with spells and cannot do otherwise. Despite their
grumpiness, if you go along with them, it is very likely for you
Wondrous item, artifact to be fond of one another, and maybe even have conversations
Armor Class 13 (mage armor) about all sorts of things such as philosophy, art, or the very
Hit Points 250 nature of magic.
INT WIS CHA The cost of creating such a painting varies (depending
on the level of the spell you want your duplicate to cast)
23 (+6) 21 (+5) 22 (+6) from 50,000 to 750,000 golds (that is determined by the GM)
regardless of the quality of the actual painting; because no
matter what the quality is, art is inherently priceless.
Saving Throws Intelligence +13, Wisdom +12, Charisma +13 Horn of Horned Devil
Skills Arcana +20, Deception +20, History +20, Nature +20, Persuasion Wondrous item, very rare
Horn of Horned Devil is literally a horn taken from a horned
+20, Religion +20 devil. You can use an action to blow this horn and summon a
horned devil to a point within 60 feet of you. Once used, the
Languages all spoken languages, telepathy 120 ft. horn can’t be used again until 6 days have passed.
Guardian Portraits GM TIP
Wondrous item, legendary If a non-evil creature blows the horn,
the summoned horned devil attacks it.
Many people fancy the presence of portraits of themselves in Otherwise, the horned devil follows its
their houses. Did you ever wonder why? It is not necessarily summoner’s commands and is friendly to
because they have a sense of grandeur about themselves; there the summoner and summoner’s companions.
This information cannot be revealed by
is a slight chance that these people are means of an identify spell. However, a DC
mighty adventurers 19 Intelligence (History) check reveals the
and that these information given above.
portraits are
guardian portraits. Lantern of Ethereal Sight
These portraits
contain a sentient Wondrous item, rare
figure that looks This lantern looks like a mundane bullseye lantern, with a
exactly like you, brass or iron frame and a brass burning chamber. When you
who has the ability light it, however, it sheds an unnatural, blue light.
to move inside
the frame of the While lit, it sheds bright light in a 60-foot cone, and dim
painting. For light for an additional 60 feet. Within the 60-foot cone, the
example, if there
is a house painted
in the background
of a portrait, your
painted duplicate
could hide in the
house or move
around its garden.
These portraits are created
by means of a captured soul and a wish spell.
Therefore, your duplicate is able to speak any language you
are proficient in. They are also able to cast one spell of 7th
level or lower for up to three times if a specified condition
occurs. For example, you could choose to make your duplicate
cast fireball if someone breaks into your house and it obeys
your orders by any means necessary.
225
ethereal plane is visible, Necklace of Yabnoth’s Truth
and invisible creatures
are visible. Wondrous item, rare (requires attunement)
A creature’s invisibility Yabnoth was a human
is not dispelled when it investigator known
enters the cone, when it for her research
moves out of the cone, it about entities of
continues to be invisible. madness. One day,
on a job offer,
The lantern can burn up Yabnoth went to
to 1 hour, and after that, a city to examine a
it becomes drained. Once it creature that was said
is drained, it renews itself to have come from another
after dawn. realm.
Lich’s Eye During her studies, she realized
that she was hearing whispers that
Wondrous item, very rare kept her from her sleep. She slowly went
mad and shut herself up in a place in the
When you hold this eye in your hand like a lantern, it makes city, all the while muttering under her
you aware of the presence of undead breath that there was something whispering
creatures within 300 feet of to her from the depths of her mind. In the
you. By focusing on the eye end, after countless battles fought inside her mind,
as an action, you can also she trapped the whispers in a necklace made of glass. The
discern the number whispers formed an eye within the necklace, which opens
of undead creatures, when someone wears it.
such as shadows or
zombies, that are in Yabnoth’s notes and research were found by others, in time,
the area. and more necklaces like this one were created.
Once each day, you When you become attuned to this necklace for the first time,
can choose to discern you must make two Wisdom saving throws.
the type or subtype of
the undead creatures you On a successful first save, nothing happens. On a failed first
sense by focusing on them. When save, you receive a random Curse from the Maddening Essence
you do so, the eye is drained and you cannot use (p.131) curse list, which is determined by the GM.
this feature again until after the next midnight.
The eye reveals the types of undead creatures to On a successful second save, you receive a Gift from
you discreetly. Maddening Essence gift list, which is randomly determined by
the GM. On a failed second save, nothing happens.
Malicious Skin
Curse. This necklace is cursed and possessed by mad
Wondrous item, very rare (requires attunement) whispers. Becoming attuned to it curses you as well.
While cursed, you are unwilling to take off the
This is a protective skin made of the skin of dead necklace. Also, while wearing it, you hear constant
celestial beings flayed after they were desecrated. unintelligible whispers and have disadvantage on
It covers your whole body. ability checks.
Malicious Skins are very hard to find; and even
if you find one, there is no guarantee that you You can break the curse by casting
will be lucky enough to buy one. banishment on the necklace.
While you are attuned to the Malicious Skin,
you gain darkvision out to a range of 60 feet, Onyx Robe
resistance to necrotic and poison damage,
corrupted angel wings and a flying speed of 30 Wondrous item, uncommon (requires
feet. Also, you gain a +1 bonus to AC. attunement)
Curse. While wearing this skin, you have
vulnerability to radiant damage. This robe is generally used by combatant
spellcasters. The Onyx Robe is made from
onyx dust and silk. While wearing this
robe, you are under the effect of the onyx
skin* spell.
226
Robe of Thorns who governed chaos, darkness, despair, destruction, envy,
evil, greed, lust, pride, trickery, and wrath. While its creators
Wondrous item, uncommon may be long-dead, the crystal is still able to imprison the evil
entity within, although they cannot contain its
This red and black robe adorned influence.
with thorns is made by evil
The entity within this shard can grant
monks for whenever it is divinity by opening a hole within
necessary to show their true one’s soul that becomes a gate for
nature. universal energies to pass through.
As a bonus action, you can However, the entity opens the hole
speak the command word based on an emotion or concept it
of the robe (which can be had authority over, and creates a
learned by an identify spell) and new evil god with the power of
thorns fly out of the robe with this emotion. For example, if the
a burst, hitting the creatures entity chooses to build this hole
that are within 5 feet of you. on greed, it creates a malicious
Creatures in the area must deity of greed.
succeed on a DC 13 Dexterity
saving throw or take 1d6 piercing The entity can grant divinity to
damage. a creature once every 500 years.
You can use this feature of When it does so, it loses a portion of
the robe twice before you finish a its power. So, during these 500 years,
long rest. it searches for a place where it can
safely recover, and it waits there for
Rotten Bear Mask the perfect candidate. It communicates
with creatures that are within 240 feet
Wondrous items, rare (requires attunement) of it telepathically and it can speak
every language. It makes itself seem as though it were a lost
Rotten Bear Mask is a brown leather mask that covers soul searching for a nice place to rest. Some sell it without
the mouth of the user. The knowing its true value, some buy it without knowing the truth
leather is made of rotten about it, and the shard travels in this way from place to place
bear skin and is sewn together for 500 years.
with an iron thread. It was first
made by a druid circle that wishes The entity within the shard aims to create as many evil gods
to rule over nature and take it as it can, in hopes of discovering a way to free itself. So, while
under its command. choosing a candidate of divinity, it searches for a powerful
evil creature. It decides if a creature is suitable for divinity or
The mask has 3 charges. not after it creates a bond with the creature and the creature
As an action, you can change the becomes attuned to it. The shard can break the attunement
shape of your face with it, and turn between a creature and an item to open an attunement slot for
it into a rotten bear face. You grow some extra teeth and the itself.
ones you already have are sharpened. With these new features,
you cannot talk but you become able to make a bite attack After finding a suitable candidate, the entity tries to
using a bonus action on each of your turns. When you hit a convince the creature to accept the gift it offers, if the
creature with the bite attack, you deal 1d8 piercing damage to creature is not already willing to do so. The DCs of Charisma
it. If you can already make bite attacks, you deal an extra 1d8 (Deception), Wisdom (Insight), Charisma (Intimidation),
piercing damage on each bite attack. Charisma (Persuasion) checks made against the shard is 31.
This effect lasts 1d6 rounds. The mask regains 1 charge daily A creature willing to accept the gift of divinity must take
at dawn. the shard and thrust it into its heart. This creates the hole
in the creature’s soul and makes the creature exposed to the
Shard of Malicious Divine energies of divinity.
Wondrous item, artifact (requires attunement) Since there is no known way of destroying the shard, it is
rumored that there are people and organizations keeping
Shard of Malicious Divine is an intelligent crystal of the track of the shard to prevent it from being used again.
deepest evil intentions. It is white, weighs 5 pounds and its Although some succeeded at using the shard, most attempts
size is similar to that of a grown human head. The shard sheds are known to be prevented by such forces.
bright light with white, blue and crimson colors in a 30-foot
radius and dim light for an additional 30 feet. Spectral Limb
The shard is actually a prison for a long-forgotten entity Wondrous item, rare (requires attunement)
Spectral Limb is a spectral limb that can be placed in the
location of a missing limb and can function just like normal
limbs, except for a couple of differences.
When you hold an item using this limb, it becomes a Spirit
227
Item. However, it reverts to its Here are the details of the powers you can gain and the price
normal form when you put it down. at which they come;
You can activate or deactivate Talking With The Dead. You can talk to the spirits of the
your spectral limb as a bonus action. dead. While you are attuned to The Tombstone, when you
want to talk to such a spirit, the stone creates a connection
Additionally, when you touch a between you and the spirit for 10 minutes. This connection
creature with the Spectral Limb, you can be broken by the ruler of the realm the spirit is resting in.
drain life from them. You can make a melee weapon
attack against a creature, using a spectral limb. It To be able to communicate with a spirit, you and the spirit
deals 2d6 + Strength modifier necrotic damage should be able to speak a common language.
on a hit, and the creature must succeed on a DC
13 Constitution saving throw or its hit point Locate Spirit. The Tombstone can show you the exact
maximum is reduced by half of the necrotic location of a spirit if you and the spirit are in the same plane
damage dealt. This reduction lasts until the of existence; or the plane the spirit is resting in if you are not.
target finishes a long rest.
Raising The Dead. By placing The Tombstone upon the
Teeth Socket grave of another creature, you can raise the creature lying
in the grave from the dead. When The Tombstone stays on
Wondrous item, see description for rarity the grave for 8 hours, the dead can be raised as a skeleton, a
zombie, or a remnant.
Teeth Socket is more of a service than an item. Your skull and
inside of your tooth are carved in a way that a tiny Paying The Price. You must offer a humanoid soul to The
tube could fit into it. You can place various potions, Tombstone each time you want to use one of its powers.
drugs, and poisons inside your skull into these You must kill a humanoid creature while it is touching The
sockets in case you need healing or need to commit Tombstone and let its blood spill on the stone. This way, the
suicide, for instance, to escape the fate of dying at creature’s soul is consumed by the stone, and is lost forever.
the hands of your enemies . You can also fill the teeth
socket with poison and make your kisses deadly. Destroying The Tombstone. The Tombstone can only be
In short, this socket could help you escape from destroyed if it is healed for 1500 hit points by spells such as
uncomfortable situations, provided you put the cure wounds and heal.
right thing in it .
Each tooth socket costs 150 gp. You can require Unholy Prayer Rug
this uncommon service from a surgeon or from
wicked barbers under the counter. A successful Wondrous item, uncommon
operation requires a DC 15 Wisdom (Medicine) This is a prayer rug made of humanoid skin. It is generally
check and it takes 5 hours to complete the process. crafted by members of dark cults from the skin of the
As a bonus action, you can push your tooth and sacrifices offered to their dark masters. Each cult decorates
the rug with marks related to their own master (for instance, a
activate the tooth socket. The potion, drug, or poison demon worshipping cult decorated the rug with Abyssal runes
immediately takes effect. Your tooth; however, falls inside that praise the demon master) .
your mouth due to the pressure it is subjected to.
It is believed that praying to an evil entity while standing
You may want your surgeon to create the teeth socket with over an unholy prayer rug
the benefits of regenerate spell, if you would like to keep your dedicated to the entity
tooth after you used the item. In that case, you regain your is more likely to be
tooth in one hour. However, the item becomes rare and its
price rises accordingly.
The Tombstone
Wondrous item, legendary (requires attunement)
The Tombstone is a literal tombstone of a being whose
existence is connected with the concept of death. There are
debates among philosophers about whether the being is an
angel of death, a dead god of death, or the first creature that
ever died in the universe.
The Tombstone still carries a part of the consciousness of
the being and has some mystical powers. The Tombstone lets
everyone use these powers as death is neutral and everyone
will die one day. However, using them comes at a price. To use
any one of The Tombstone’s powers, you have to offer a soul.
228
heard and answered. Wings of Bone are magical wings made of bones and stitched
Also, by performing a 1-hour ritual, you can ask about an leather, resembling the wings of a bat. When you spread
these wings, it is a frightening sight to behold, giving you the
action whether it will affect your alignment and your standing appearance of a feral vampire or a bat-like creature.
with your deity. The answer can be “yes”, “no”, or silence
if the action is too complex and if it will affect too many In order to become attuned to it, you must make cuts on
outcomes or too many of your future actions, which also alter your back, next to your scapula. Then, you push the bones
your alignment. into your flesh. The process deals 6d4 slashing damage to you
that cannot be lowered by any means, and you suffer 1 level of
Wings of Bone exhaustion because of the pain. After this process is done, it
leaves two wide, gray scars on your back.
Wondrous item, rare (requires attunement)
While you are attuned to them, you can use your action to
Not all spellcasters excel in schools of magic that can shape spread these wings. Spreading the wings reopens the scars,
bodies. A group of necromancers, famous for their extensive dealing 2d4 slashing damage to you. Once you do so, you gain a
research on the functions of the flesh and constructing flying speed of 60 feet for 1 hour.
creatures out of flesh, created these wings to fly.
Once you use this item, you cannot do so again until after
the next midnight.
229
230
Monsters
Monster Name CR Type Monster Name CR Type
Avatar of Woe - Undead Bloodweed 5 Plant
Fey Corruptive Mass 5 Aberration
Arae 1/8 Aberration Ghost of the Past 5 Undead
Monstrosity Mana Devourer 5 Undead
Aberrant Visage 1/4 Elemental Tryzgus 5 Fiend
Fey Typhee 5 Monstrosity
Blob 1/4 Undead Assassin Sculpture 6 Construct
Aberration Flesh Construct 6 Construct
Dimling 1/4 Fey Grave Elemental 6 Elemental
Undead Temptation Demon 6 Fiend
Rotface 1/2 Undead Wicked Forest 6 Plant
Fey Bartur The Swallower 7 Fiend(Devil)
Unwanted 1/2 Elemental Minotaur Golgothan 7 Undead
Undead Pariah 7 Undead
Aberrant Visage 1 Aberration Ablentor 8 Construct
Monstrosity Death Moss 8 Fiend(Plant)
Cinder Soul 1 Dragon Grim Knight 8 Celestial
Aberration Young Lustrous Amphithere 8 Dragon
Corpse Squire 1 Humanoid Tlaxtil 8 Aberration
Construct Grave Giant 9 Giant
Corpse Warhorse 1 Aberration Gravekeeper 9 Undead
Undead Xathzxis the “Blue Fever” 10 Aberration
Helnore 1 Ooze Cloud of Whispers 11 Aberration
Elemental Angel of Graves 12 Undead
Rammed Force 1 Aberration Liquid Silver 12 Ooze
Undead Dark Phoenix 13 Monstrosity
Zadulus 1 Ooze Malicious Incarnations 13 Fiend
Fey Bloody Lady 14 Fey
Aberrant Visage 2 Undead Adult Lustrous Amphithere 15 Dragon
Fiend Wicked Avatars 17 Celestial
Blood Scarab Swarm 2 Elemental Zuqnaux 17 Fiend
Ancient Lustrous Amphithere 22 Dragon
Lustrous Amphithere Wyrmling 2
Mind Consumer 2
Rampage Goblin 2
Relic Sentry 2
Aberrant Visage 3
Dead Servants 3
Eyepoker 3
Swarm of Blood Bats 3
Aberrant Visage 4
Faceless Slave 4
Flesh Ooze 4
Night’s Grim 4
Vampire Minion 4
Blood Bat 5
Blood Elemental 5
231
Aberrant Visage Aberrant Visage
Aberrant visages are symbiotic aberrations. They cannot Medium aberration, chaotic evil
exist unless they are connected to a living creature and
they connect to one purely for the purpose of corrupt- Armor Class 11 / 12 (natural armor) / 13 (natural armor) / 14
ing it. (natural armor) / 15 (natural armor)
Hit Points 6 (1d8 + 2) / 19 (3d8 + 6 ) / 32 (5d8 + 10) / 45 (7d8 + 14) /
The origins of aberrant visages are unknown and 65 (10d8 + 20)
their symbiotic abilities are beyond understanding. Speed 30 ft., climb 30 ft.
Although there are debates as to their exact purpose and
origin, the most accepted theory is that aberrant visages STR DEX CON INT WIS CHA
are made of the blood drops of aberrant gods and that 11 (+0) 12 (+1) 14 (+2) 10 (+0) 5 (-3) 2 (-4)
they each serve the master, the blood of whom they
come from . Damage Resistances acid, cold, fire
Damage Vulnerabilities lightning, necrotic, radiant
An aberrant visage looks like a huge drop of Condition Immunities blinded, charmed, deafened, exhaustion,
green-purple blood. It has no eyes and it cannot talk frightened, prone
even though it is intelligent. Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
These foul creatures generally inhabit places that Languages Understands Deep Speech but cannot talk
have a connection to aberrations. They can be encoun- Challenge ¼ (50 XP) / 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100
tered in aboleth lairs, aberration temples, underwater XP)
ruins, and in many more places. Although they are
intelligent and have their own will, they generally act Amorphous. The aberrant visage can move through a space as
on order from their masters. It is also rumored that an narrow as 1 inch wide without squeezing.
aberration controlling an aberrant visage can also con-
trol a creature that is being controlled by the aberrant Symbiotic Cord. The Aberrant visage can connect to a creature
visage. using its symbiotic cord. This cord is a vein that physically
connects the bodies of the creature and the aberrant visage to one
another. To keep this connection from forming, a creature must
succeed on a DC 13 Charisma saving throw or become connected
to it until it dies, the aberrant visage dies, or the cord is physically
broken.
The Symbiotic Cord’s AC is 11 and it has 6 hit points. When
the cord drops to 0 hit points it is severed and the connection is
broken. The cord can also be broken by means of spells such as
dispel magic. Without a cord, the aberrant visage must form a new
connection with a living creature within 10 minutes, or it dies.
The aberrant visage can choose to hide within a creature’s body.
In such a case, it can only be detected by powers that can detect
aberrations.
If a creature drops to 0 hit points while the cord (and hence the
connection) is still active, it does not fall unconscious, instead; the
aberrant visage takes control of the creature. It has the ability to
use all the powers that the creature normally has, while in this
form.
ACTIONS
Multiattack (CR 1 / CR 2 /CR 3 / CR 4). The aberrant visage makes
two / three / four / five acidic touch attacks.
Acidic Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) acid damage.
232
Ablentor Ablentor
Large construct, lawful evil Ablentors are constructs made of stone that were
created by fiends. They usually protect important
Armor Class 17 (natural armor) places by order of their masters and can generally
Hit Points 95 (10d10 + 40) be found in desecrated grounds, as some of their
Speed 30 ft. features are activated and their endurance is higher
in these areas. They are aggressive towards anyone
STR DEX CON INT WIS CHA but their masters, their own kind, and the owners
16 (+3) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 8 (-1) of the place they protect. They attack anyone else
without question.
Saving Throws Strength +6, Constitution +7
Skills Athletics +6 They have huge stone bodies that stand on all
Damage Immunities fire, poison; bludgeoning, piercing, and fours. They have arms that look like stone columns.
slashing from nonmagical attacks that aren’t adamantine They also have huge hands that have three fingers
Condition Immunities charmed, exhaustion, frightened, each.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understand all languages but can’t speak
Challenge 8 (3,900 XP)
Desecrated Regeneration. The ablentor regains 10 hit points when
it enters a desecrated ground or it ends its turns in a desecrated
ground. If the ablentor is targeted by a divine spell or ability (such
as those cast by a cleric or paladin), this feature doesn’t function
on its next turn.
Immutable Form. The ablentor is immune to any spell or effect that
would alter its form.
Magic Resistance. The ablentor has advantage on saving throws
against spells and other magical effects while it is in a desecrated
ground.
Magic Weapons. The ablentor’s weapon attacks are magical when it
is in a desecrated ground. Also, when it is in a desecrated ground,
it makes an additional slam attack.
ACTIONS
Multiattack. The ablentor makes two slam attacks, or three slam
attacks if it is on desecrated ground.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 3) bludgeoning damage. The target hit by the ablentor must
succeed on a DC 13 Strength saving throw or be knocked prone
REACTIONS
Grapple the Prone. The ablentor can grapple a creature that is
prone within 5 feet of it. It can then throw the creature to a range
of 15 feet horizontally or vertically.
233
Angel of Graves
Although these creatures are not angels, they are
called as such because of how they look. They are
servants of the concept of undeath. They have the
head of a giant raven, skeletal wings, chest and
arms; all made of a ghostly, dark and necrotic mate-
rial. They wear a tattered black robe. They carry a
halberd, which looks as though it were some exten-
sion of their necrotic body.
They are created by the massive amounts of
necrotic energy that is ever-present in places of
misery, pain and death. Mass graves, places of mass
murders or battlefields; in other words, venues
that have witnessed many atrocities can be
these creatures’ places of origin.
They serve evil divine and cosmic powers
related to death as well as the undead.
They can be emissaries of demon lords,
archdukes, warlock patrons and gods &
goddesses of the undead. They bear the
burden of the tragedies created by these en-
tities and phenomena, and they make other
living creatures suffer through the same pain.
They capture souls and carry them to the powers
they serve. They can be found and negotiated with,
for specific souls. The prize of a specific soul gener-
ally equals another specific soul.
Angel of Graves its soul is automatically trapped within the angel. Such souls
cannot be called, summoned or resurrected by any means
Large undead, neutral evil unless the angel is killed and the soul is freed. It can also learn
information from such souls, asking 4 questions to a soul
Armor Class 18 (natural armor) between two long rests.
Hit Points 102 (12d10 + 36)
Speed 40 ft., fly 40 ft. Spellcasting. The angel of graves is a 12th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
STR DEX CON INT WIS CHA spell attacks), and it does not require material components to
20 (+5) 15 (+2) 17 (+3) 16 (+3) 19 (+4) 12 (+1) cast its spells. It has the following wizard spells prepared:
Skills Athletics +9, History +7, Perception +12, Religion +11, Cantrips (at will): chill touch, ray of frost, spare the dying,
Stealth +6 thaumaturgy
Damage Resistances cold, necrotic; bludgeoning, piercing and 1st level (4 slots): bane, inflict wounds
slashing from nonmagical attacks 2nd level (3 slots): blindness/deafness, gentle repose, ray of
Damage Immunities poison enfeeblement
Condition Immunities blinded, charmed, deafened, 3rd level (3 slots): animate dead, bestow curse, dispel magic
exhaustion, frightened, poisoned, stunned, unconscious 4th level (3 slots): death ward, phantasmal killer
Senses darkvision 60. ft, passive Perception 22 5th level (2 slots): cloudkill, contains, legend lore, raise dead, scrying
Languages The angel of graves can speak and understand all 6th level (1 slot): harm
languages of creatures that it killed
Challenge 12 (8,400 XP) ACTIONS
Legendary Resistance (3/Day). If the angel of death fails a saving Multiattack. The angel of graves makes two ghostly halberd
throw, it can choose to succeed instead. attacks.
Soul Keeper. If a creature dies 300 ft. near the angel of graves, Ghostly Halberd. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 16 (2d10 + 5) slashing damage plus 5 (1d10) necrotic
damage. This halberd cannot be disarmed or sundered and
vanishes if the angel of graves is killed.
234
Ar ae Ar ae
Araes are little sprites who have pale bodies and Tiny fey, neutral evil
who look as if they were wearing raggedy black
dresses. Their little wings are gray. They can be Armor Class 12
found in graveyards since they keep the dead, who Hit Points 4 (3d4 - 3)
cannot let go one way or another, company. Araes Speed 10 ft., fly 40 ft.
befriend the dead and they serve as faithful com-
panions to them. An arae abandons the graveyard STR DEX CON INT WIS CHA
in which it lives only if it finds out that its friend 5 (-3) 15 (+2) 9 (-1) 14 (+2) 15 (+2) 18 (+4)
left behind some unfinished business, at which
point it tries to find those who wronged its friend,
and it takes vengeance regardless of whether its
target was innocent or not. Usually, their victims
end up losing their minds due to sheer pain and
agony they are subjected to
Saving Throws Dexterity +4, Charisma +6
Skills Acrobatics +4, Deception +6, Stealth +6, Persuasion +4
Senses darkvision 120 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/8 (25 XP)
Maddening Grudge. When an arae finds out one of its friends is
wronged and left an unfinished cause due to a person or people,
it holds a grudge. The arae swears to take its friend’s revenge. It
hunts down the malefactor and watches it from a distance, long
enough to know its target’s routines. The arae waits for its target
to fall asleep, then sneaks at its target and uses its maddening
grudge. The arae interferes with the target’s dreams and changes
them to drive them crazy. The arae visits its target’s dreams each
night until it is insane. The target must succeed on a DC 15 Wisdom
saving throw. On the third failure the target takes one curse of
maddening essence (p.131). On a success, nothing happens and the
target does not realize it is targeted by the maddening curse.
ACTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
slashing damage plus 1 necrotic damage.
Heart Sight. The arae touches a creature and magically knows
the creature’s current emotional state. If the target fails a DC
10 Charisma saving throw, the arae also knows the creature’s
alignment. Celestials, fiends, and undead automatically fail the
saving throw.
Invisibility. The arae magically turns invisible until it attacks or
casts a spell, or until its concentration ends (as if concentrating on
a spell). Any equipment the arae wears or carries is invisible with
it.
235
Assassin Sculpture
Assassin Sculpture is a sculpture that is animated
by spells, similar to golem creation. Its only pur-
pose is to kill the creatures that it has been ordered
to kill. To do so, an enhanced item, which marks the
sculpture’s target, must be given to the target.
Assassin sculptures may look different from one
another and can be seen anywhere that sculptures
are common; from the hallways of a castle to the
depths of a cultist dungeon. As they are often craft-
ed according to the style of where they are placed,
one can look like a beautiful humanoid figure
grasping a mighty sword, while another can look
like a four-armed monstrosity.
The Assassin Sculpture’s target is determined by
an item. When the sculpture is constructed, a bond
between the sculpture and another item (a gem, a
dagger, a coin etc.) is built via magic. By giving the
item to a creature, one can target that creature as
the target of assassin sculpture.
Assassin Sculpture magical.
Medium/Large construct, unaligned Sculpture Stealth. As long as the assassin sculpture is standing
perfectly still it is indistinguishable from a normal sculpture.
Armor Class 16/18 (natural armor)
Hit Points 47 (5d8 + 25)/ 52 (5d10 + 25) Sneak Attack (1/Turn). The assassin sculpture deals an extra
Speed 30 ft. 14 (4d6) / 17 (5d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target
STR DEX CON INT WIS CHA is within 5 feet of an ally of the assassin sculpture that isn’t
15 (+2) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 1 (-5) incapacitated and the sculpture doesn’t have disadvantage on the
attack roll.
Skills Stealth +8
Damage Immunities poison, psychic; bludgeoning, piercing, and Targeted Assassination. The assassin sculpture’s only aim is to
slashing from nonmagical attacks that aren’t adamantine eliminate the target creature. If the target is not within its line of
Condition Immunities charmed, exhaustion, frightened, sight, assassin sculpture knows its exact location via the bound
paralyzed, petrified, poisoned item and uses its every action to get closer to it. If the target is
Senses darkvision 120 ft., passive Perception 8 within its line of sight but there are other creatures between the
Languages — assassin sculpture and the targeted creature, assassin sculpture
Challenge 6 (2,300 XP) / 8 (3,900 XP) may attack other creatures.
Dark Initiation. The assassin sculpture can only move or take ACTIONS
actions in darkness. Any bright or dim light stops its movement
immediately. Multiattack. The assassin sculpture makes two attacks; one with
its stone fist and one with its sculpture shortsword.
Immutable Form. The assassin sculpture is immune to any spell or
effect that would alter its form. Sculpture Shortsword (Medium). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Magic Resistance. The assassin sculpture has advantage on saving
throws against spells and other magical effects. Stone Fist (Medium). Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 5) bludgeoning damage.
Magic Weapons. The assassin sculpture’s weapon attacks are
Sculpture Shortsword (Large). Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Stone Fist (Large). Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 15 (4d4 + 5) bludgeoning damage.
236
Avatar of Woe
The Avatar of Woe is a ghostly figure wearing a
tattered black robe. It feeds on the agony of other
creatures. These undead spirits can only appear in
places where they are summoned. Rumors tell of a
group of bards, who summon these Avatars to help
them feed on the misfortunes of others, and use
them (p.37 College of Woe).
A huge burst of emotions, full of pain and suffer-
ing, is enough to summon an avatar of woe. Even
sometimes, the intensity of such emotions attracts
an avatar’s attention and it can appear on such
places without being summoned. Once summoned,
an avatar of woe feeds from the emotions that
called it and tries to destroy the ones that acts
against woe.
Avatar of Woe
Medium undead, neutral evil
Armor Class 20 (natural armor)
Hit Points It has half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 20 (+5)
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified,
poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft.
Languages It knows all languages that its summoner knows
Challenge - (0 XP)
Incorporeal Movement. The avatar 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.
Turning Immunity. The avatar is immune to features that turn
undead.
ACTIONS
Woeful Grasp. Ranged Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 14 (2d8 + 5) psychic damage.
237
Bartur The Swallower Bartur The Swallower
Medium fiend (devil), lawful evil Bartur is a devil that makes foul deals with mor-
tals. It resides at crossroads at night, waiting for a
Armor Class 16 (natural armor) commoner to pass by. When it meets a commoner,
Hit Points 76 (9d8 + 36) it proposes to make one of its wishes come true, and
Speed 30 ft. says that the only tiny catch in its deal is that it will
eat a loved one or a beloved possession of its victim.
STR DEX CON INT WIS CHA Bartur is a good talker, it presents the downside of
16 (+3) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) the deal in such a way that it may be too late when
the victim realizes someone they love is about to be
Saving Throws Constitution +7, Wisdom +5, Charisma +6 eaten. As the creature looks like a normal human-
Skills Arcana +6, Athletics +6, Deception +9, Perception +5, oid when it wants to, it is hard to realize its true
Persuasion +6, Stealth +4 fiendish nature.
Damage Resistances cold; bludgeoning, piercing and slashing
from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Infernal, telepathy 120 ft.
Challenge 7 (2,900 XP)
Crossroads Deal (1/13 Days). Bartur makes a wish of a creature
that it made the deal with come true as if it cast a wish spell. It
eats the victim’s most loved relative, friend, or possession right
after it makes a wish come true. If it is prevented from eating the
person or object for 7 days after the wish, the wish is dispelled. As
Bartur is very deceptive, it is often quite hard to realize what it is
about to do after it grants the wish. If Bartur successfully swallows
the victim’s loved one, the victim gains 3 points of foul essence. If
the victim does not feel remorse, it gains 6 points of foul essence
instead.
ACTIONS
Multiattack. Bartur makes two quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Lick. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
8 (2d4 + 3) piercing damage and the target must succeed on a DC
15 Constitution saving throw or take 21 (6d6) poison damage and
become poisoned for 1 minute. It can repeat its saving throw at the
end of each of its turns to break free from the effect.
Swallow (Recharge 5-6). Bartur’s mouth enlarges and its tongue
shoots out, grappling a creature of Large or smaller size within
10 feet on a successful Strength (Athletics) check. It swallows
the creature it grappled. While swallowed, the target is blinded
and restrained, it has total cover against attacks and other effects
outside Bartur, and it takes 21 (6d6) acid damage plus 21 (6d6)
poison damage at the start of each of Bartur’s turns. Bartur can
have only one creature swallowed at a time. If the bartur dies, a
swallowed creature is no longer restrained by it and can escape
from the corpse using 5 feet of movement, exiting prone.
238
Blob Blob
Blob is an abomination created as a result of twisted Small monstrosity, chaotic evil
necromancy experiments, and is usually disposed of
after being thought to be unusable. Blob has no spe- Armor Class 11 (natural armor)
cific physical shape. It is a combination of an array Hit Points 13 (2d8+4)
of flesh: it may have 3 heads and 2 arms, 4 legs and Speed 15 ft.
no head; or any other combination one could think
of. Blobs are in constant pain and are usually driven STR DEX CON INT WIS CHA
mad by it. 10 (+0) 9 (-1) 14 (+2) 3 (-4) 4 (-3) 4 (-3)
These monstrosities can generally be found in Skills Perception +1, Stealth +1
abandoned laboratories of wizards who study on Condition Immunities charmed, exhaustion, frightened, prone
school of fleshwarping, or in places that a lot of Senses blindsight 30 ft., passive Perception 7
necromantic experiments that used body parts Languages -
were conducted within. Challenge 1/4 (50 XP)
The magic that creates a blob tries to keep the Many Eyes. Blob has many eyes that can see all around itself; thus,
body of the blob intact. However, because of this it has double proficiency on its Wisdom (Perception) checks, and it
magic, a blob constantly feels immense physical can’t be surprised.
pain and whatever left of its consciousness is driven
mad. This madness causes an unending aggression Random Form. Blob can have arms or legs that it can use. If it has
and neverending hunger. Because of all of these, legs its speed becomes 30 feet and if it has arms it can make melee
a blob cannot think anything but devouring flesh, attacks with it and hold items. To determine its random limbs, roll
and killing others (including other blobs). a d4. On a 1, the blob doesn’t have any limbs thus it can only use
its bite. On a 2, the blob has an arm and it can use its claw or it can
There are rumors about some blobs that get hu- carry a weapon to attack. On a 3, the blob only has legs. On a 4, the
mongously big after hundreds of years of devouring blob has both legs and arms.
others.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d6) bludgeoning damage.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) slashing damage.
239
Blood Bat
Blood Bats are the emissaries of Milena. Milena
creates them out of the endless rivers of blood
flowing through her realm and sends them out to
other realms to show the residents of these realms
that she is watching. Also, these bats can carry the
blood and soul of the creatures they drain. There
are rumors stating that Milena uses this blood to
control and dominate creatures.
A blood bat looks like a bat made out of blood,
with long fangs of blood, and and eyes that are
glowing red.
Blood Bat body. When the blood bat is totally covered with acid, it must
succeed on a DC 15 Constitution saving throw or it turns back
Medium fiend, neutral evil to the realms of Milena.
Armor Class 17 (natural armor) Blood Feeding. A blood bat can feed from the blood of a
Hit Points 91 (14d8 + 28) creature that is alive or has been dead for less than 10
Speed fly 60 ft. minutes. This feeding takes 1 minute and the blood bat drinks
all the blood of the creature. While doing so, it also devours
STR DEX CON INT WIS CHA the soul. The blood and souls devoured in this way are
18 (+4) 15 (+2) 15 (+2) 13 (+1) 13 (+1) 15 (+2) delivered to Milena. A spell or another magical effect that can
bring the creature back such as resurrection or true resurrection
Skills Perception +4, Stealth +5 has a %25 chance to fail.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Keen Hearing. The blood bat has advantage on Wisdom
Damage Immunities acid, poison (Perception) checks that rely on hearing.
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception Innate Spellcasting. The blood bat’s innate spellcasting ability
15 is Charisma (spell save DC 13). The blood bat can innately cast
Languages Abyssal, Celestial, Common, Infernal, telepathy the following spells, requiring no material components:
60 ft.
Challenge 5 (1,800 XP) At will: minor illusion, pass without trace
1/day each: charm person, dimension door, invisibility, suggestion
Acid Antipathy. Acid disrupts the integrity of the blood bat’s
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) necrotic damage.
240
Blood Elemental Blood Elemental
Large elemental, neutral The origin of the blood elemental is not clear.
Some say that they were born as a result of blood
Armor Class 15 (natural armor) magic, while others say they are natives of a plane
Hit Points 57 (6d10 + 24) unknown to most people. In any case, a blood ele-
Speed 30 ft. mental is a terrifying creature. It feeds off the very
vitality and blood of mortal races and creatures,
STR DEX CON INT WIS CHA leaving them as empty husks, completely drained
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 6 (-2) of blood.
Damage Resistances acid; bludgeoning, piercing and slashing However, not everyone is afraid of these crea-
from nonmagical attacks tures; there are some who even chase and hunt
Damage Immunities poison them. It is said that their body of blood is a huge
Condition Immunities exhaustion, grappled, paralyzed, petrified, source of nutrition for vampires. Additionally, some
poisoned, prone, restrained, unconscious blood cults and blood mages are also constantly in
Senses darkvision 60 ft., passive Perception 10 search of these creatures, as they wish to use them
Languages Understands Common but cannot speak as spell components, or perhaps to gain control of
Challenge 5 (1,800 XP) them and have them fulfill other evil purposes.
Blood Form. The elemental can enter a hostile creature’s
space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 4) necrotic damage
Blood Drain (Recharge 4-6). Each creature in the
elemental’s space must make a DC 15 Strength
saving throw. On a failure, a target takes 11 (2d10)
necrotic damage. The elemental pulls the target’s
blood by osmosis and gains half of the damage done as
temporary hit points.
The elemental can also drain the blood of a creature
that is freshly dead (blood not dried). If it does so, it
gains a number of d4s equal to the HD of the creature as
temporary hit points.
241
Blood Scarab Swarm
The Blood Scarab Swarm is a swarm of blood
drinking rotten scarabs. They generally accompany
corrupted druids and undead lifedrinkers. They can
also be found in ruins in deserts.
Blood scarab swarms are generally created when
scarabs come into contact with necrotic energies
that twist their bodies and make them hunger for
blood and flesh.
Blood Scarab Swarm
Medium swarm of Tiny monstrosities, neutral evil
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 4 (-3) 10 (+0) 10 (+0)
Damage Resistances necrotic; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages -
Challenge 2 (450 XP)
Chitin Noise. Blood Scarabs constantly move their wings and
hit them against their thick chitin, creating a disturbing noise.
Creatures within 5 feet of the swarm make their Concentration
checks with disadvantage.
Swarm. The swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large enough
for a Tiny scarab.
ACTIONS
Flesh Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 6 (1d6 + 3) necrotic damage or
3 (1d6) piercing damage plus 3 (1d6) necrotic damage if the swarm
has half of its hit points or fewer. The swarm drinks the target’s
blood and regains hit points for an amount equal to the necrotic
damage dealt with this attack.
242
Bloodweed
They are ancient seaweed that evolved to consume
flesh and blood. They are common in the old seas
and lakes, and are generally seen alone, although
they might live in large colonies. Even though
bloodweed is a plant, they do not depend on soil
and they can move freely in the water. They can
hunt sea creatures and ships for fresh meals, just as
they can sustain themselves on carrion. The plant
pulls its victims down to the depths and sucks the
life out of each of them.
They are often the subject of sailor tales with
their reddish-brown color, distinct rotten smell of
salt and flesh, and enormous leaves that still cling
to skulls and bones.
Bloodweed
Gargantuan (plant), neutral evil
Armor Class 14 (natural armor)
Hit Points 77 (5d20 + 25)
Speed swim 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 20 (+5) 4(-3) 8 (-1) 3(-4)
Skills Perception +2
Condition Immunities blinded, charmed, deafened, frightened,
grappled, prone
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 12
Languages —
Challenge 5 (1,800 XP)
Amphibious. The bloodweed can breathe air and water.
Splash. The bloodweed can jump from the surface of the water up
to 30 feet as an action.
ACTIONS
Multiattack. The bloodweed makes two melee weapon attacks.
Leaves. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit:
5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage and
4 (1d8) poison damage. The target must also succeed on a DC 10
Constitution saving throw or it is poisoned for one minute.
Pull It Over. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage 9 (2d8) necrotic damage. The
target must succeed on a DC 10 Strength saving throw or it is
grappled by one of the leaves. If the target cannot escape for three
rounds, Bloodweed pulls it over under the water. The bloodweed
wants to consume its victims at the depths of the sea, it uses
stickier and heavier leaves to pull people into the sea.
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Bloody Lady
Bloody lady is an urban story popular it feeds off the yearning of innocent young
among the youth. According to legend, if mortals. It tricks them into summoning
the name “Bloody Lady” is chanted three it into the material realm by using a wish
times while looking at a mirror with a with one of the purest of emotions; love.
dim candle in the left hand, she will show
herself, and show the person who called Haunted Mirror. When a bloody lady is
her the person they are to wed with. The summoned, it is done so through a mirror.
same legends also say that the lady may This mirror acts as the anchor for the fey
also present a skull to indicate that the in the material realm. The haunting on the
young person who summoned her will die mirror can be detected by means of a true
unwed. sight, or detect magic spell; it has magical,
bloody letters written in Sylvan that flows
In all variations of the legend, the over the surface of the mirror.
bloody lady is a malevolent one. It heeds
the calls of youth at the cost of blood. It is Whenever the lady is threatened, it can
said that, whenever this creature is sum- choose to use its movement to teleport
moned, things will always end in blood, back to the fey realms, while the mirror is
whether this is the blood of the young intact. Additionally, if the mirror is bro-
one, or that of someone close. ken, the lady is banished back to its realm
in 1d10 days. If the lady is slain in the
In truth, the bloody lady is a type of material realm while the mirror is broken,
dark fey that is quite rare to come by and it is destroyed.
Bloody Lady feet of the lady. At the end of each of their turns, the creatures
within 150 feet of the lady must succeed on a DC 18 Dexterity
Medium fey, neutral evil saving throw or they instinctively have a glimpse upon a
reflective surface around them, which leaves them susceptible
Armor Class 16 to Reflection Haunt.
Hit Points 170 (20d8 + 80)
Speed 30 ft. ACTIONS
STR DEX CON INT WIS CHA Multiattack. The bloody lady makes 3 (1d6) attacks with its
12 (+1) 22 (+6) 18 (+4) 13 (+1) 16 (+3) 15 (+2) bloody knife.
Saving Throws Dexterity +11, Constitution +9, Wisdom +8, Bloody Knife. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Charisma +7 target. Hit: 8 (1d4 + 6) piercing damage and the creature bleeds
Skills Deception +7, Intimidation +7, Perception +8, Stealth +11 unless it has resistance to piercing damage, taking 7 (3d4)
Damage Resistances poison, psychic; bludgeoning, piercing, piercing damage at the start of its next turn. This bleeding
and slashing from nonmagical attacks effect also decreases the hit point maximum of the creature by
Senses darkvision 60 ft., passive Perception 18 the same amount, and it can stack.
Languages Common, Draconic, Sylvan
Challenge 14 (11,500 XP) REACTIONS
Immutable Form. The bloody lady is immune to any spell or Reflection Haunt. If a creature within 150 feet of the lady is
effect that would alter its form. looking at a reflective surface and is able to see itself, the bloody
lady can use her action to magically teleport, appearing right
Limited Invisibility. The bloody lady is invisible unless it is behind the creature and making a surprise attack. The bloody
making an attack. It can only be seen through reflections, or lady can also break free from any grapple or other restraining
with abilities or spells that allows seeing invisible creatures. effects when she uses this feature to teleport.
Making an attack on the bloody lady while looking at it
through a reflection is not easy and the attacking creature has LEGENDARY ACTIONS
disadvantage on its attack roll.
The bloody lady can take 3 legendary actions, choosing from the
Magic Resistance. The bloody lady has advantage on saving options below. Only one legendary action option can be used at
throws against spells and other magical effects. a time and only at the end of another creature’s turn. The lady
regains spent legendary actions at the start of its turn.
Magic Weapons. The bloody lady’s weapon attacks are magical.
Mirror Recall. The bloody lady can teleport itself to an
Reflection Sensitivity. Creatures in the vicinity of the bloody unoccupied space within 10 feet of a reflective surface that is
lady become more conscious of reflections if they are within 150 within 150 feet of her, which is in the surface’s line of reflection.
Mirror Strike (Costs 2 Actions). The bloody lady can strike 244
a creature as if it is using the Reflection Haunt reaction, but
without actually teleporting itself there.
Cinder Soul
When a fey feels deep feelings of hatred or vengeance, its emotions come together to form a shape and a
cinder soul appears somewhere in the fey realms. Cinder souls burn with the intensity of these emotions,
and they have an intelligent soul within. They follow their desires blindly, yet with cunning.
A cinder soul looks like a small piece of wood in the shape of a humanoid, that is also on fire. For
uneducated eyes, it is very hard to distinguish an ordinary piece of wood from a cinder soul if neither is
moving.
When a cinder soul dies, the fires consume its wooden body and after the flame dies out, what remains
is a tiny piece of ember. This ember has Ignan and Sylvan carvings on it. A DC 15 Intelligence (Inves-
tigation) check may reveal the story of the fey and the event that created the cinder soul, at the GM’s
discretion.
It is rumored that some fey are powerful enough to create hundreds of cinder souls when they are
consumed with feelings vengeance.
Cinder Soul
Small fey, neutral evil
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 20 ft.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 16 (+3)
Skills Stealth +5
Damage Vulnerabilities cold, radiant
Damage Immunities fire, necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Ignan, Sylvan
Challenge 1 (200 XP)
Cinder Burst. When the cinder soul dies, it explodes in a burst.
Each creature within 5 feet of it must make a DC 13 Dexterity
saving throw, taking 3 (1d6) fire damage and 3 (1d6) necrotic
damage on a failed save, or half as much damage on a successful
one.
False Appearance. While the cinder soul remains motionless, it is
indistinguishable from an ordinary piece of burning wood.
Innate Spellcasting (1/day). The cinder soul can cast heat metal
(spell save DC 13), requiring no material components. Its innate
spellcasting ability is Charisma.
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) slashing damage plus 3 (1d6) fire damage.
Vengeful Fire (Recharge 6). The cinder soul creates a 15-foot cone
of fire out of its hands. Each creature in that area must make a
DC 13 Dexterity saving throw, taking 5 (1d10) fire damage and 5
(1d10) necrotic damage on a failed save, or half as much damage
on a successful one.
245
Cloud of Whispers Cloud of Whispers
Large aberration, chaotic evil Cloud of Whispers are enigmatic and mysterious
aberrations. They are a cloud of magical words that
Armor Class 14 (17 with mage armor) were once uttered by entities moulded by madness.
Hit Points 110 (20d10) They seek creatures, to drive them mad by whisper-
Speed fly 60 ft., swim 60 ft. ing maddening words to them, and to create even
more chaos.
STR DEX CON INT WIS CHA
0 (-5) 18 (+4) 10 (+0) 23 (+6) 5 (-3) 6 (-2) They can be found nearly everywhere, and they
leave behind a trail of insanity, adorned with their
Saving Throws Intelligence +10, Wisdom +1 victims that they drove mad. Although a cloud of
Skills History +14, Perception +5 whispers has no physical appearance that can be
Damage Immunities poison; bludgeoning, piercing, and slashing observed with sight, its original form is a mass of
from nonmagical attacks monstrous mouths.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained, 246
stunned
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 15
Languages Deep Speech, telepathy 120 ft.
Challenge 11 (7,200 XP)
Metaphysical Body. The cloud of whispers’s origin of existence
is the whispers, magical voices of maddening entities. It is just a
group of words. So, it does not have a physical form that can be
observed normally. As a result, the cloud of whispers is constantly
invisible.
Cloud of Whispers. Since the cloud of whispers does not have
a physical body, it can end its turn in a place occupied with
another creature. Such a creature must make a Concentration
check while concentrating on a spell and it has disadvantage on
its Concentration and Wisdom (Perception) checks that relies
on hearing while occupying the same place with the cloud of
whispers.
Innate Spellcasting. The cloud of whisper’s spellcasting ability is
Intelligence (spell save DC 18). It can innately cast the following
spells, requiring no material components:
At will: command, detect evil and good, detect magic, glyph of chaos*,
glyph of slime*, mage armor
3/day each: hold person, hold monster, glyph of slavers*, glyph of deep
waters*
1/day each: dimension door, dominate person, dominate monster, plane
shift, resilient sphere
ACTIONS
Multiattack. The cloud of whispers makes three Whisper attacks.
Whisper. Ranged Spell Attack: +8 to hit, range 30/120 ft., one target.
Hit: 11 (1d10 + 6) psychic damage. When the cloud of whispers
successfully hits a creature with this attack, the creature must
succeed on a DC 15 Wisdom saving throw or it loses a portion of its
sanity. If a creature fails the saving throw for a number of times
equal to its Wisdom modifier + its proficiency bonus, its existence
is forfeit along with its sanity and it becomes a whisper within
the cloud of whispers. Only a wish spell or killing the cloud of
whispers and casting a true resurrection spell can restore it to life.
Aberrations and constructs are immune to this effect.
Corpse Squire
Corpse Squires are undead squires of Corpse
Knights or other types of undead masters. They
commit hideous atrocities under the influence of
their masters, and desire to become a knight one
day to train their own squires.
A corpse squire can be of any race, but it has a
decayed body and rotten presence. It carries a spe-
cial sword that is bound to itself.
Corpse Squire
Medium undead, lawful evil
Armor Class 14 (breastplate)
Hit Points 15 (2d8 + 6) / 22 (3d8 + 9) / 30 (4d8 + 12) / 37 (5d8 + 15)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 12(-1) 10 (+0) 14 (-2)
Skills Athletics +4, Perception +2
Damage Resistances necrotic; bludgeoning, piercing, and slashing
damage from non-magical attacks that aren’t silvered
Damage Immunities cold, poison
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can’t
speak
Challenge 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100 XP)
Disciplined Squire. The corpse squire has advantage on all its
attack rolls.
Unholy Swordmaster (CR 3 / CR 4). The corpse squire’s melee
weapon attacks that it makes with its Dead Sword deals an extra 3
(1d6) / 7 (2d6) necrotic damage.
ACTIONS
Multiattack (CR 2 / CR 3 / CR 4). Corpse squire makes two Dead
Sword attacks.
Dead Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage. Also, if the sword is broken or
it is disarmed, the corpse squire can create a new one or call the
existing one to its hand as an action.
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Corpse Warhorse Corpse Warhorse
These unholy steeds are generally created by Large undead, neutral evil
Corpse Knights. Some vampires, liches and other
powerful undead creatures have also been seen Armor Class 13 (natural armor)
riding these rotten warhorses. Hit Points 30 (4d10 + 8)
Speed 50 ft.
A corpse warhorse is a rotten version of a normal
warhorse. Its hooves desecrate the ground on which STR DEX CON INT WIS CHA
they touch, its decayed body is surprisingly strong, 19 (+4) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 8 (-1)
and its hateful eyes glow with a frightening green
hue. Damage Immunities poison
Condition Immunities poisoned
A corpse warhorse feels very comfortable in a Senses darkvision 60 ft., passive Perception 8
battle. Exploding spells, warcries, warriors butcher- Languages Understands the languages of its rider but can’t speak
ing each other cannot frighten this unholy steed. A Challenge 1 (200 XP)
corpse warhorse may even want to attack its rider’s
enemies, breaking their bones and rotting their Trampling Charge. If the horse moves at least 20 feet straight
flesh with its unholy hooves. toward a creature and then hits it with a hooves attack on the
same turn, that target must succeed on a DC 14 Strength saving
Different versions of corpse warhorse is not throw or be knocked prone. If the target is prone, the horse can
unheard of. As long as the GM approves, camel, make another attack with its hooves against it as a bonus action.
elephant, griffon, hippogriffs, mastiff, pegasi, sea
horse, and many more creatures can be turned into Unholy Hooves. If its rider wants, the horse can leave unholy traces
a corpse steed like Corpse Warhorse. However, the that can be detected as desecrated by features such as Divine Sense.
challenge of the steed can also change depending
on the creature. ACTIONS
Unholy Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 1 necrotic
damage.
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Corruptive Mass Corruptive Mass
Medium aberration, neutral evil Corruptive masses are highly resilient and barely
intelligent aberrations that aim to consume any-
Armor Class 15 (natural armor) thing and everything in their paths, including each
Hit Points 42 (4d8 + 24) other. A corruptive mass looks otherworldly with
Speed 10 ft., climb 20 ft., swim 20 ft. its morbid body that has many mouths, countless
eyes, and an ambiguous shape.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 23 (+6) 5 (-2) 12 (+1) 5 (-2) Corruptive masses are generally found in the
temples of deities of destruction, or they can be
Skills Athletics +7 sent across the realms by such destructive or other-
Damage Vulnerabilities bludgeoning worldly forces to punish their enemies.
Damage Resistances necrotic; piercing, and slashing from
nonmagical attacks
Damage Immunities acid, poison
Condition Immunities blinded, deafened, frightened, grappled,
incapacitated, exhaustion, paralyzed, petrified, poisoned, prone,
restrained, stunned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 11
Languages --
Challenge 5 (1,800 XP)
Consume-Born. If the corruptive mass deals damage to a living
creature equal to the creature’s hit point maximum, the
corruption spreads and a new corruptive mass is created.
Eater of Anything. The corruptive mass deals double damage to
constructs, objects, and structures.
Otherworldly Consumption. The corruptive mass tries to consume
everything, especially living creatures, it touches. When it does so,
it creates an otherworldly and unbelievably wicked scene that all
creatures within 30 feet must succeed on a DC 14 Wisdom saving
throw or they become frightened until the end of its next turn by
what they see.
Simple Minded. The corruptive mass perceives the surroundings
as edible things. If it is charmed, it is compelled to the charmer to
consume it instead of having a friendly attitude.
ACTIONS
Multiattack. The corruptive mass makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) piercing damage plus 7 (2d6) acid damage. If the target
is Medium or smaller, it must succeed on a DC 11 Strength saving
throw or be knocked prone. If the target is killed by this damage,
the corpse is consumed totally and a new corruptive mass is
created. However, the items remain.
Consume. A creature within 30 feet of the corruptive mass is
consumed by the mass if it fails an Athletics check. The creature is
grappled by the corruptive mass and the mass starts to consume
the items worn or held by the creature. Nonmagical and common
magical items are destroyed within 1 round. Uncommon and
other items with higher rarities are destroyed if they fail a DC
13 Constitution saving throw three times. Legendary items and
artifacts cannot be destroyed.
249
Creatures With
Corruption
There are many forces in the universe that can corrupt creatures. Corruption can come in many different forms depending on
its source. In whichever form it appears, it grants and places both powers and curses upon anyone that it interacts with.
Corruption changes a creature both physically and spiritually, as corruption is a form of energy. A dwarf’s skin can turn to
red with fiendish corruption, or a halfling with aberrant corruption may leave slimy traces behind. Their intentions and behav-
iors change accordingly, as well. Fiendish corruption may cause a creature to be more destructive or insidious, while necroman-
tic corruption makes a creature obsessed with death.
Different creatures become corrupted on different occasions, determined at the GM’s discretion. For instance, a commoner
can be corrupted instantly when it is exposed to a font of fiendish energy in a forgotten cave; while an angelic creature can be
infused with aberrant energies after having been exposed to them for 1 year.
Creatures With Corruption Template
All creatures can become corrupted. A creature changes differently
depending on the source of corruption. A creature with corruption keeps its
statistics except as follows.
Alignment. The corrupted creature’s alignment changes based on the
source of corruption.
Source Alignment
Fiendish Lawful Evil (Devil) or Chaotic Evil (Demon)
Nature Neutral Evil
Necromantic Varies
Aberrant Chaotic Evil
New Feature: Aura of Corruption. A corrupted creature reflects the
maddening emotions the corruptions invoked within it and emanates an
aura of 10-foot radius. Any creature who enters the aura or ends its turn
within the aura must make a Wisdom saving throw or it takes 1d10 psychic
damage. If a creature fails the saving throw for 3 times within 1 minute, it
becomes corrupted.
Challenge. The creature’s challenge rating increases by 1.
Senses. The corrupted creature’s eye changes color. It can even become
pitch black completely. As a result of this change, the creature gains
Darkvision with a radius of 60 feet. If it already has Darkvision with a radius
of 60 feet, the creature gains Blindsight with a radius of 10 feet
Language. The corrupted creature gains a language according to the
source.
Source Language
Fiendish Abyssal or Infernal
Nature -
Necromantic -
Aberrant Deep Speech
Resistances. The corrupted creature gains resistance to a type of damage
based on the source of corruption.
Source Damage Type
Fiendish Fire or Poison
Nature Acid or Poison
Necromantic Necrotic
Aberrant Radiant
250