Dark Phoenix
Dark Phoenixes were once created as strong
familiars for strong spellcasters; however, these
spellcasters paid with their lives as they learnt that
these monsters cannot be tamed.
If a phoenix dies, its body burns until there is
nothing left but its ashes. If all of the ashes of it are
gathered on permanently desecrated grounds be-
fore the phoenix rises on its own , the phoenix rises
from these ashes as a dark phoenix instead of a nor-
mal one. These foul creatures don’t have flaming
bodies; instead, their feathers are pitch-black
and they look as though they were nestled
in shadows. Their eyes, alone, burn with a
blue fire.
Dark Phoenix The dark phoenix must be able to fly to its target and return
back to its previous square by using its regular fly speed.
Large monstrosity, lawful evil
Silent Flow. While flying during the night, the Dark Phoenix
Armor Class 18 (natural armor) has advantage on its Dexterity (Stealth) checks since it
Hit Points 161 (17d10 + 68) becomes one with the night with is pitch-black feathers and
Speed 30 ft., fly 60 ft. silent flying.
STR DEX CON INT WIS CHA Innate Spellcasting. The dark phoenix’s spellcasting ability
12 (+1) 24 (+7) 19 (+4) 15 (+2) 16 (+3) 20 (+5) is Charisma (spell save DC 18, +10 to hit with spells). It can
innately cast the following spells, requiring no material:
Saving Throws Dexterity +12, Constitution +9
Skills Stealth +17, Perception +13 At will: dancing lights, faerie fire, minor illusion, prestidigitation
Damage Resistances fire; bludgeoning, piercing, and slashing 3/day each: darkness, suggestion, vampiric touch
from nonmagical attacks 1/day each: eyebite
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned ACTIONS
Senses darkvision 120 ft., passive Perception 23
Languages Common, Elvish, Sylvan Multiattack. The dark phoenix can make two melee weapon
Challenge 13 (10,000 XP) attacks; one with its claw and one with its beak. The dark
phoenix can also use its flying claws ability as a bonus action.
Dark Rejuvenation. If dark phoenix’s hit points drop to 0, it
suddenly begins to rot and its flesh disappears. It returns to life Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
within 1d4 days with full hit points from its remains. The dark 10 (1d6 + 7) slashing damage plus 10 (3d6) acid damage.
rejuvenation can be prevented by a wish spell.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Flying Claws. The dark phoenix, as a bonus action, can fly to 11 (1d8 + 7) slashing damage plus 13 (3d8) necrotic damage.
a target and make a claw attack, then return to its previous
square. Doing so does not provoke an attack of opportunity. Eye Gouging. The dark phoenix can strike a target’s eyes with
its beak. The target must succeed on a DC 17 Dexterity saving
throw otherwise be blinded for 1d4 rounds. If the target rolls a
1 on its saving throw, it is permanently blinded.
251
Dead Servants Dead Servants
Medium undead, lawful evil Dead Servants are undead creatures created by
skilled necromancers. They look like rotten skeletal
Armor Class 16 (dead warrior, hide and shield) / 12 (dead mage, corpses and can be found crawling through forgot-
15 with mage armor) / 12 (dead ripper) ten ruins or guarding the chamber of a necroman-
Hit Points 52 (7d8 + 21) cer.
Speed 30 ft.
Different dead servants with different abilities
STR DEX CON INT WIS CHA can be created. Generally, necromancers create a
16 (+3) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 15 (+2) dead mage if they need assistance in spellcasting, a
dead ripper if they need a servant that can rip their
Damage Resistances cold, poison enemies into pieces, or a dead warrior if they need
Condition Immunities charmed, frightened, poisoned a more resilient servant to guard and protect them.
Senses darkvision 60 ft., passive Perception 10
Languages understands a language chosen by its creator but
cannot speak
Challenge 3 (700 XP)
Brute (Dead Warrior). A melee weapon deals one extra die of
its damage when the dead warrior hits with it (included in the
attack).
Surprise Attack (Dead Ripper). If the dead ripper surprises a
creature and hits it with an attack during the first round of
combat, the target takes an extra 14 (4d6) damage from the attack.
Innate Spellcasting (Dead Mage). The dead mage’s spellcasting
ability is Charisma (spell save DC 12). It can innately cast the
following spells , requiring no material components:
At will: abating bolt*, blood spear*, firebolt, light, ray of frost
3/day each: enlarge/reduce, mage armor, unholy rage*, spread disease*
1/day each: detonate corpse*, counterspell, dispel magic, fireball
ACTIONS
Multiattack (Dead Ripper). The dead ripper can make three
attacks with its dagger.
Morningstar (Dead Warrior). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Dagger (Dead Ripper). Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
252
Death Moss Death Moss
These creatures are moss-like plants created in the Large fiend (demon, plant), chaotic evil
foulest places of the universe. They generally live in
warm climates or in jungles. These fiendish plants Armor Class 14
always carry wooden masks with them. These Hit Points 85 (10d10 + 30)
masks resemble humanoids that were previously Speed 40 ft.
killed by the death moss.
STR DEX CON INT WIS CHA
Death mosses look like normal, overgrown moss. 15 (+2) 18 (+4) 16 (+3) 8 (-1) 14 (+2) 4 (-3)
However, they can take the shape of the humanoids
they have killed. Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
These creatures generally work for demons. They Condition Immunities blinded, deafened
also love to hunt and consume travelers passing Senses blindsight 120 ft. (blind beyond this radius), passive
through their domain. Perception 12
Languages Understands Infernal but cannot speak
A death moss must consume 1 Medium creature Challenge 8 (3,900 XP)
at least once a week to sustain itself. Death mosses
generally favor humanoid flesh, but they can eat Magic Resistance. The death moss has advantage on saving throws
other types of flesh if they have not eaten for 1 against spells and other magical effects.
week, unless the creature is a construct, ooze, or
undead. Moss Shape. The death moss can spread its body and look like
a separated moss as an action. It cannot use any action but
There are also rumors about elder death mosses reforming to its creature shape back as an action. While in this
that can talk. They can also consume the memories form, it regains 2 hit points in each round.
of a creature they eat along with its flesh.
Spider Climb. The death moss can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Wooden Masker. The death moss can create a wooden mask of a
creature it has killed by spending 8 hours. It magically transforms
the face skin of the creature to a wooden mask. It can later
transform into a humanoid whose mask it is carrying as if it casts a
polymorph spell.
ACTIONS
Multiattack. The death moss makes three slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage. The target must succeed on a
DC 13 Acrobatics (Dexterity) or Athletics (Strength) check or it is
grappled.
253
Dimling Dimling
Tiny elemental, neutral evil Dimlings resemble little black cats; however, their
claws and teeth are made of shadows. They hunt in
Armor Class 12 the dark or in shadowy places. Unlike animals, they
Hit Points 5 (1d4 + 3) hunt both to sustain themselves and for fun. That is
Speed 40 ft., climb 30 ft. why wandering alone in the dark places is danger-
ous: a dimling might jump over one’s face just for
STR DEX CON INT WIS CHA the fun of it.
11 (+0) 14 (+2) 16 (+3) 9 (-1) 8 (-1) 10 (+0)
Since they are feral inhabitants of the realms
Saving Throws Dexterity +4, Constitution +5 of shadow, they tend to live in dark places such as
Skills Acrobatics +4, Stealth +4, Perception +1 dungeons or caves under mountains.
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing Dimlings generally hunt at night since the sun-
from nonmagical attacks light weakens them. Also, because of this weakness,
Senses darkvision 120 ft., passive Perception 11 they choose to take up residence in dark places,
Languages — underground complexes, or other shadowy areas.
Challenge 1/4 (50 XP) They can also be found around the temples of dei-
ties of darkness and shadows. Even temples of such
Evasion. If the dimling is subjected to an effect that allows it to deities or other grounds that are sacred to such
make a Dexterity saving throw to take only half damage, the deities can be protected by dimlings. In such places,
dimling instead takes no damage if it succeeds on the saving it is possible to encounter Devour Domain clerics,
throw, and only half damage if it fails. Dark Templar paladins, or Shade rogues within
them.
Shadow Form. (Recharges on a Short Rest). As a bonus action, a
dimling can become a shadow and it can move through a space as Although there are dimlings that live alone in
narrow as 1 inch wide without squeezing. Also, it has advantage on the shadows, they can also form societies. These
Dexterity (Stealth) checks. The shadow form remains until the end societies are more like a hunting party than a civ-
of its next turn. ilized group. They travel together, hunt together,
and feast together. Since dimlings are mostly selfish
Sunlight Sensitivity. While in sunlight, the dimling has creatures, they can only gather in a moment of cri-
disadvantage on attack rolls, as well as on Wisdom (Perception) sis that threatens all of them, if they find a strong
checks that rely on sight. cause such as religion, or if they find a big hunt that
they can only hunt if they group up.
ACTIONS
In dimling societies, there are 2 groups: The
Multiattack. Dimling makes two melee weapon attacks; one with leader, forming a group by its own, and the oth-
its shadow claw and one with its shadow bite. ers. The leader of a dimling society is the one who
has a class level. If there are more than one, they
Shadow Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. fight, try to kill each other, and the winner eats the
Hit: 1 slashing damage plus 2 (1d4) necrotic damage. body of the loser as a sign of domination. Then the
society designates the winner as the leader. The
Shadow Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. leader wears an earring to be noticed as the leader.
Hit: 1 piercing damage plus 2 (1d4) poison damage. Although dimling societies can be dangerous and
frightening, such societies does not last long, since
a dimling is easy to frighten and most likely runs
away if it understands that it is in a fight that it
cannot win.
254
Dreaded Spirit Dreaded Spirit Template
Sometimes, a soul cannot reach the afterlife it All creatures that have spirits, with a CR of 3 or higher; or all
deserves when it is killed with some unfinished characters that have a spirit and whose number of Hit Dice is equal
business. If the killed creature leaves unfulfilled to 8 or higher can become a dreaded spirit. A creature that has
plans, ambitions, or loved ones to whom they made turned into a dreaded spirit keeps its statistics except as follows.
unfulfilled promises behind, the soul cannot find Alignment. The dreaded spirit’s alignment is evil. It keeps the
rest and comes back to its plane of existence full of other part of its alignment the same.
hate, pain and agony.
New Feature: Incorporeal Movement. The dreaded spirit can move
These hateful ghosts’ connections to their past through other creatures and objects as if they were difficult
and the world is so strong that they can handle terrain. It takes 5 (1d10) force damage if it ends its turn inside an
objects as they did when they were alive. object.
A dreaded spirit has all of its memories and abil- New Feature: Spirit Arsenal. The dreaded spirit can transform a
ities it has while it was alive. Although it carries its physical item into a spirit item by spending a long rest within 5 feet
consciousness and will, it tries to reach its deserved of it and studying it for the duration.
afterlife and never stops until it gets what it wants,
or until it is destroyed on this path. Since it follows New Feature: Spirit Body. The dreaded spirit cannot carry any
a cause blindly, it can easily commit evil acts. physical objects or wear physical equipment. It also does not need
to eat or drink, nor gain the benefits of any physical objects or
A dreaded spirit is an undead and it does not substances that require ingestion. Although it does not require
require food, water, or sleep. sleep, it can still benefit from short or long rests.
Challenge. The creature’s challenge rating increases by 2.
Senses. 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 dreaded spirit knows the languages it knew in life.
Resistances. The dreaded spirit has resistance against acid, fire,
lightning, thunder; bludgeoning, piercing and slashing damage
from non-magical attacks.
Immunities. The dreaded spirit has immunity to cold, necrotic,
and poison damage; and being charmed, exhausted, frightened,
grappled, petrified, poisoned, prone, restrained.
255
Eyepoker
Eyepoker is a tiny ooze that is in desperate need of
a host to survive, taking root in the eyes of crea-
tures. If the only creature to which an eyepoker has
access has no eyes, the eyepoker lives inside the
ear, nose, or anal canal of the creature and imme-
diately leaves its current host when it encounters a
creature that has eyes.
When it takes root in the eye, it is hard to
distinguish a inflamed eye from one that hosts an
eyepoker. It is slimy and has a lemon-yellow color.
While it is not burrowed in an orifice of a creature,
it returns to its true form. Its true form looks like a
big yellowy, slimy pus. However, it cannot live more
than 8 hours outside of a host and is also more vul-
nerable in this state.
Eyepoker Charisma (spell save DC 5). The eyepoker can innately cast the
following spells, required no material components:
Tiny ooze, neutral evil
At will: minor illusion
Armor Class 12 (natural armor) 1 day/ each: charm person, sleep, silent image
Hit Points 45 (10d4 + 20) 3 day/each: blur, darkness
Speed 20 ft.
ACTIONS
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 16 (+3) 3 (-4) 5 (-3) 2 (-5) First Contact (True form). Eyepoker is slow and easy to catch
unless it physically contacts with a body. If it touches a living
Saving Throws Dexterity +4 creature, the creature must succeed on a DC 15 Dexterity saving
Skills Stealth +4 throw or take 14 (4d6) acid damage and the eyepoker will root
Damage Resistance psychic into the creature’s body.
Condition Immunities blinded, deafened, charmed, exhausted,
poisoned, unconscious Separation. Eyepoker can separate from its host willingly as an
Senses blindsight 60 ft.(blind beyond this radius), passive action. When it does so, the host takes 22 (5d8) acid damage
Perception 7 and becomes blinded for 1 minute. If the target creature or one
Languages — of its allies tries to separate the eyepoker from its host, they
Challenge 3 (700 XP) may poke their fingers inside the host’s eye and try to pull the
eyepoker off. The eyepoker must succeed on a DC 13 Dexterity
Amphibious. Eyepoker can breathe air and water. saving throw or be separated. The target takes 5 (2d4) damage
for each try to separate the eyepoker from its host. If the
Symbiote. The eyepoker enters into a creature’s body, it is able eyepoker rolls a 20 on its saving throw, the host is blinded for 1
to control it as a symbiote. While a symbiote, the eyepoker minute.
assumes the Intelligence, Wisdom, and Charisma scores of its
host, and it’s able to cast its innate spells. If it kills its host and Corrosive Form (True form). A creature that touches the
pours out of it, continuing to assume the host’s Intelligence, eyepoker or hits it with a melee attack while within 5 feet of it
Wisdom, and Charisma scores for 8 hours. takes 18 (4d8) acid damage. Any nonmagical weapon made of
metal or wood that hits the eyepoker corrodes. After dealing
Wrap up. Although the eyepoker is bigger than a humanoid eye, damage, the weapon takes a permanent and cumulative −1
it can squeeze itself into one immediately. It fills the empty penalty to damage rolls. If its penalty drops to −5, the weapon
parts of the skull and wraps up the brain. is destroyed. Nonmagical ammunition made of metal or wood
that hits the eyepoker is destroyed after dealing damage. The
Innate Spellcasting. The eyepoker spellcasting ability is eyepoker can eat through 2-inch-thick, nonmagical wood or
metal in 1 round.
256
Faceless Slave
Faceless Slaves are unlucky souls that were tortured and They constantly roam around and search for other crea-
transformed into fiends by demonic or devilish masters. tures so that they can unleash the unstoppable need of de-
Although they are cunning, they have no identity, just struction that they constantly feel upon others. However,
as they do not have any faces. They roam the pain-filled a faceless slave may not go to death blindly, and run away
realms of demons and devils waiting for the time that they when it feels that it will be destroyed.
torture others. When they are summoned to other planes,
they bring destruction wherever they go, with no hesita- The battlefields in which a fiendish army butchered oth-
tion whatsoever. ers, desecrated grounds, forgotten ruins, and the surround-
ings of fiendish temples are among the other common
A faceless slave looks like a humanoid that has been places that a faceless slave can be encountered.
subjected to extreme torture. Along with many scars on
its body, its head is covered with the skin of (what appears Faceless slaves uses a faceless warhammer (or other
to be) other creatures, and its bones look like the brittle types of weapon such as faceless longsword). These weap-
branches of trees; twisted in awkward places. ons are a gift from their fiendsih masters, and using them is
an evil act as they create more faceless slaves.
Faceless slaves can be encountered in fiendish realms.
Faceless Slave
Medium fiend, neutral evil
Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 10 (+0) 15 (+2) 6 (-2)
Skills Perception +4
Damage Resistances cold; bludgeoning, piercing, and slashing
damage from non-magical attacks that aren’t silvered
Damage Immunities fire
Condition Immunities frightened
Senses blindsight 60 ft., passive Perception 14
Languages Understands Abyssal and Infernal but cannot speak,
telepathy 100 ft.
Challenge 4 (1,100 XP)
Fiendish Sight. The faceless slave has advantage on its ability
checks it makes to perceive good-aligned creatures or its master’s
enemies.
ACTIONS
Multiattack. The faceless slave makes two melee weapon attacks.
Faceless Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) poison
damage or 9 (1d10 + 4) bludgeoning damage plus 3 (1d6) poison
damage if used with two hands. If a creature is killed with this
wicked warhammer that is decorated with screaming faces, the
creature must succeed on a DC 13 Charisma saving throw at the
moment of its death or it is transformed into a faceless slave after
1 minute. Its soul is trapped within the new body and it can only
be freed when it is killed or with a wish or true resurrection spell.
The new faceless slave is not under anyone’s control, not even the
faceless slave that killed it. It just destroys creatures around it.
257
Flesh Construct Flesh Construct
Large construct, unaligned Flesh constructs are generally created by flesh-
warper wizards as their guardians and they are
Armor Class 11 formed by unholy energies collected from many
Hit Points 95 (10d10 + 40) corpses in mass graves and in other defiled places.
Speed 40 ft.
Flesh constructs can be found in many shapes,
STR DEX CON INT WIS CHA changing from creator to creator. They can be
20 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) masses of corpses meticulously tailored together,
just as they can be messy heaps of muscle, bone,
Damage Immunities lightning, poison; bludgeoning, piercing, and and blood.
slashing from non-magical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, Apart from being constructs created by flesh-
paralyzed, petrified, poisoned warpers and necromancers, a flesh construct can be
Senses darkvision 60 ft., passive Perception 10 both a punishment and a gift. There are grim tales
Languages understands three languages that are chosen by its telling the stories of unlucky heroes that failed on
creator fighting against a deity of necromancy and became
Challenge 6 (2,300 XP) a material component in a flesh construct as a re-
sult. It is also not unheard of that a flesh construct
Immutable Form. The construct is immune to any spell or effect is sent by a deity as a reward of a sacrifice.
that would alter its form.
Magic Resistance. The construct has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The construct’s weapon attacks are magical.
Monstrous Form. The construct has advantage on its
Charisma (Intimidation) checks.
Warp Flesh. The construct can warp its flesh
to transform its limbs into weapons called
warping weapons, or a shield.
ACTIONS
Multiattack. The construct makes two
weapon attacks.
Warping Weapons. Melee Weapon Attack: +8
to hit, reach 10 ft., one target. Hit: 12 (2d6
+ 5) damage of the weapon’s damage type.
Also, the target must succeed on a DC
13 Constitution saving throw or its
muscles are distorted and its initiative
decreases by 4 until the end of its next
turn. A creature’s initiative cannot be
reduced more than once at a time.
258
Flesh Ooze Flesh Ooze
Flesh oozes are creations of necromancy. They are Large ooze, unaligned
not sentient but animated piles of cadavers, con-
taining all the flesh, bones, and puss of the corpses Armor Class 9
they are made of. Evil necromancers use them as Hit Points 76 (9d10 + 27)
corpse supply, capable of holding corpses for later Speed 20 ft., Climb 20 ft.
use or of consuming them to provide their masters
with more bodies to work on. These creatures carry STR DEX CON INT WIS CHA
all the stink of the dead in an intensified form. The 14 (+2) 8 (-1) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
rotten smell of death given off by this ooze can
travel hundreds of feet. Damage Vulnerabilities fire
Damage Resistances acid, cold
Sources of Cadaver. These oozes are a collage of Damage Immunities necrotic, poison
bloated cadavers. They can be destroyed by their Condition Immunities blinded, charmed, deafened, exhaustion,
master to be turned into skeletons and zombies. frightened, prone
They also turn into skeletons and zombies if they Senses blindsight 60 ft. (blind beyond this radius), passive
are slain by others. Perception 8
Languages —
Sources of Disease. As they are intensified piles Challenge 4 (1,100 XP)
of rot, they can carry various diseases that are
associated with death. The Game Master can decide Burst into Cadavers. When the flesh ooze is slain, it bursts into a
whether the ooze carries a certain disease that can pile of flesh and bone. From this pile, a number of skeletons and
affect the creatures fighting it. In such a case, the zombies that are 2 (1d4) in total arise.
Challenge Rating of the ooze may increase by 1 if
the disease is extremely lethal. Infectious Fluids. Any nonmagical weapon that touches the flesh
ooze becomes infected with the diseases of the rotting, bloating
Flesh Consuming. Unlike other oozes, flesh oozes cadavers within the ooze. The infections remain for 24 hours or
corrode and consume nothing but flesh and bone. until it is cleaned. On a hit, the target of a weapon infected this
This is quite deadly for many living creatures, as way must succeed on a DC 13 (or DC 15 if critical hit) Constitution
they can corrode and consume the muscles of the save or take an extra 5 (1d10) necrotic damage.
creatures they get in contact with.
While infected, the weapon causes a -1 penalty on attack rolls
CREATING FLESH OOZE due to the slime and goo that is on it. This penalty increases by -1
on each hour the weapon remains infected. Cleaning an infected
Flesh oozes can be created by necromancy. A weapon takes 1 minute.
necromancer must be able to cast create undead; Spider Climb. The flesh ooze can climb difficult surfaces, including
needs a very large cauldron, and a pile of cadavers upside down on ceilings, without needing to make an ability check.
that contain at least 4 medium or 8 small corpses.
The cadavers are tossed into the cauldron one by ACTIONS
one and melt into bodily fluids and fat. Additional
components that cause the corpses to melt rather Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
than cooked cost 100 gp in total. When the melt- Hit: 5 (1d6 + 2) bludgeoning damage plus 9 (2d8) acid and 4 (1d8)
ing is done, 60% to 80% of the pile must be goo necrotic damage. In addition, the creature must succeed on a DC
and the rest must remain as flesh and bones. 13 Constitution saving throw or the ooze takes away a portion
of its body’s integrity, consuming muscles. On a failed save, the
When the pile is ready, the necromancer casts creature’s Strength and Dexterity scores decrease by 1. This
create undead as a ritual that decrease can be removed by a restoration spell.
takes 1 hour to cast and
then must leave the
pile to rot for 7 hours
right after the ritual.
After this time of 8
hours, the flesh ooze
is created. A flesh ooze
that is only a few hours
or days old cannot con-
tain diseases as the rot
is not enough, it starts
to carry diseases after
1d10 days.
259
Ghost of the Past
The ghost of the past is a maddened ghost filled
with never-ending despair. It constantly re-expe-
riences the events that transformed it into a ghost
and thinks that its pain will subside if it can share
it with others. These ghosts are common in defiled
places.
A ghost of the past may look like the combina-
tion of two different creatures. Its upper half looks
like it used to in life, yet its lower half is twisted
with pain, agony, and madness, resembling the
shape of a monster. Some lucky survivors, who got
away with their lives after having an encounter
with ghosts of the past haunting a sunken ship,
say that the ghosts look like they were half human-
oid-half octopus.
Interestingly, these ghosts can use Deep Speech
in addition to the languages they knew in life. Some
say that they are true and pure madness, incarnate.
Although they are called ghosts, this is not
because they are really incorporeal creatures, but
because they look like almost completely-materi-
alized ghosts. They are “ghosts of the past” since
they cannot forget what happened in the past. It is
rumored that there are good-aligned temples that
dedicate themselves on freeing the souls of these
undead by destroying them.
Ghost of the Past
Medium undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed fly 30 ft. (hover only)
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 18 (+4) 7 (-2) 7 (-2) 18 (+4)
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 8
Languages Deep Speech, the languages it knew in life
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. The ghost of the past makes two Clutch of Death
attacks.
Clutch of Death. Melee Spell Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) necrotic damage plus 5 (2d4) psychic damage. When
a creature is hit with this attack, it hears screams, shares the
agony of the ghost, and feels immense pain.
260
Grave Elemental Grave Elemental
Grave elementals are necromancy-infused earth Large elemental, neutral evil
elementals. These elementals live in old, abandoned
and desecrated graveyards and on the same kind of Armor Class 16 (gravestone armor)
soil. Their understanding of nature is so corrupted Hit Points 63 (6d10 + 30)
that they think desecration is necessary for the Speed 30 ft.
well-being of graves and of the dead. They believe
that corruption must always remain and should STR DEX CON INT WIS CHA
never be cleansed. 20 (+5) 8 (-1) 20 (+5) 6 (-2) 8 (-1) 6 (-2)
They look like rotten soil in the shape of Large Damage Vulnerabilities thunder
humanoids and they have gravestones, body parts Damage Resistances necrotic; bludgeoning, piercing, and slashing
and other pieces of graves sticking out of various from nonmagical attacks
random places on their bodies. Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Languages Terran
Challenge 6 (2,300 XP)
Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental doesn’t
disturb the material it moves through.
Magic Weapons. The elemental’s weapon attacks are magical.
Siege Monster. The elemental deals double damage to
objects and structures.
ACTIONS
Multiattack. The elemental makes two gravestone
attacks which it uses as a maul.
Gravestone. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage
plus 3 (1d6) necrotic damage.
Entomb. A creature within 30 feet of the
elemental must succeed on a DC 16 Dexterity
saving throw or it is buried underground
for 1 minute. The creature is restrained and
unable to breathe while underground. To get
out of the tomb, the creature must use its
action and succeed on a DC 12 Strength saving
throw.
261
Grave Giant
Grave giants follow death. They dwell in places that have a connection with the concept of death. They can be found
around mass graves, vampire castles, necromancy circles, undead kingdoms, and other venues with a similar nature.
Although they are living creatures, they want the whole world to bend their knees before death. Dying and becoming
undead afterwards is a gift, in their opinion. They can be found in cooperation with cults and organizations of necro-
mancy, and in the service of deities of death.
They carry dead bodies on their back, hanging from a large log. They use these bodies to animate them, and also use
their parts as spell components to empower their spells.
Grave Giant
Huge giant, neutral evil
Armor Class 15 (patchwork armor)
Hit Points 150 (12d12 + 72)
Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 13 (+1) 15 (+2) 18 (+4)
Saving Throws Constitution +10, Charisma +8
Skills Intimidate +8, Medicine +6
Senses passive Perception 12
Languages Common, Giant
Challenge 9 (5,000 XP)
Graven Components. The grave giant can use the parts of dead
bodies it is carrying to boost its necromancy spells as a bonus
action. Each body can supply components five times. Such
spells deal an extra 2d6 damage of its type, or increase the
spell’s DC by 1. The grave giant can use one component on its
bonus action.
Grave Connection. The giant has advantage on any checks related
to the undead.
Innate Spellcasting. The giant’s innate spellcasting ability is
Charisma (DC 16, +8 to hit). It can innately cast the following spells,
requiring no material components:
At will: bane, detect magic, false life
3/day each: animate dead, cloudkill, comprehend languages, darkness
1/day each: bestow curse, finger of death
ACTIONS
Multiattack. The giant makes two morningstar
attacks.
Bone Morningstar. Melee Weapon Attack: +10
to hit, reach 10 ft., one target. Hit: 19
(3d8 + 6) piercing damage plus 2
(1d4) necrotic damage.
Rock. Ranged Weapon Attack: +10 to
hit, range 60/240 ft.,
one target. Hit: 28 (4d10 + 6)
bludgeoning damage.
262
Gr avekeeper
The gravekeeper is a towering figure, often wearing long brown or black robes that hide its features. Those who take
a careful look at the creature can see that it is partially rotten with gray flesh that peers out from under its robes.. Its
body is made of parts that were sewn together in a creation ritual. It carries a huge pole used for marking the burying
sites of the dead. The pole is extremely dirty that it contains enough refuse to make a victim severely sick.
The gravekeeper is an undead construct created to guard certain sites of interest. Liches, necromancers and other
practitioners of death magic often use them. It is a deadly opponent to face, and has a keen sense of the area to which it
is assigned to warden.
Gr avekeeper GRAVEKEEPER’S SIGHT
Large undead, unaligned A gravekeeper is bound to whatever
place it was created to protect. The
Armor Class 14 (natural armor) creature is constructed within the site,
Hit Points 92 (8d10 + 48) through a special ritual of necromancy.
Speed 20 ft. The area can be as large as a 1000-foot
square. Once created, a gravekeeper
STR DEX CON INT WIS CHA remains in this area indefinitely, or until
20 (+5) 9 (-1) 22 (+6) 3 (-4) 10 (+0) 1 (-5) it is destroyed.
Damage Immunities poison, psychic; bludgeoning, piercing and
slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed, exhausted, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the language of its maker but cannot
speak
Challenge 9 (5,000 XP)
Grave Bound. The gravekeeper cannot move more than 500 feet
away from the area it is ordered to protect. While within the area,
it cannot be targeted by any teleportation or banishment spell.
Grave Sense. The gravekeeper can sense everything within the
area it is ordered to protect. It knows how many creatures are
present within an area of 500 feet. Additionally, it perfectly
perceives creatures that are sneaking or invisible within 120 feet
of itself if it is in the designated area. Thus, Dexterity (Stealth)
checks and everything related to stealth fails against the
gravekeeper.
Immutable Form. The gravekeeper is immune to any spell or effect
that would alter its form.
Turn Resistance. The gravekeeper has advantage on saving throws
against any effect that turns undead.
ACTIONS
Multiattack. The gravekeeper makes two grave pole
attacks.
Grave Pole. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 18 (2d12 + 5) piercing damage
plus 7 (2d6) poison damage.
Wide Swing. Melee Weapon Attack: +9 to hit, 10-foot
cone, two targets. Hit: 18 (2d12 + 5) bludgeoning
damage plus 7 (2d6) poison damage.
263
Grim Knight Grim Knight
Large celestial, lawful evil Grim Knights are the celestial agents of Naariel
The Grim Queen. They are her faithful servants.
Armor Class 20 (plate, shield) Although most of them are fallen angels, Naariel
Hit Points 95 (10d10 + 40) grants this knighthood to her most devoted wor-
Speed 40 ft. shippers.
STR DEX CON INT WIS CHA The grim knight is a merciless warrior. It wears a
20 (+5) 12 (+1) 18 (+4) 13 (+1) 12 (+1) 18 (+4) gray plate, and carries a gray longsword and a gray
shield, all decorated with the religious symbols of
Saving Throws Strength +8, Constitution +7, Charisma +7 Naariel.
Skills Athletics +8, Deception +7, Insight +4, Perception +4,
Persuasion +7 Grim knights appear when Naariel is pleased
Damage Resistances radiant; bludgeoning, piercing, and slashing with a sacrifice made to her, when someone wants
from nonmagical attacks to make a pact with Naariel, or when they are
Condition Immunities charmed, exhaustion, frightened tasked with carrying out a punishment.
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP)
Magic Resistance. The grim knight has advantage on saving throws
against spells and other magical effects.
Innate Spellcasting. The grim knight’s spellcasting ability is
Charisma (spell save DC 15). The grim knight can innately cast the
following spells, requiring no material components:
At will: crown of tyranny*, cure wounds, detect evil and good, divine
favor, protection from evil and good
1/day each: branding smite, find steed, raise dead, zone of truth
ACTIONS
Multiattack. The grim knight can make two melee weapon attacks.
Longsword of Pain. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) slashing damage, and the target must
succeed on a DC 15 Constitution saving throw or it feels an
immense pain and be paralyzed until the end of its next turn.
264
Helnore
Helnores are fey that look like small beetles made
of mud. They have wings made of shadows. It is
hard to make out their features on their faces due
to the slimy dirt covering them; although their
mouths are usually easy to spot, as a helnore has a
big mouth with pointy, sharp teeth.
Helnores are pranksters that deceive mortals
and fiends alike. They can sense when a mortal is
willing to make a deal with fiends. They go and ob-
serve such people if they see that a mortal is stupid
enough to be tricked, and they go and meet it as if
they were the fiends it seeks. They then strike deals
as if they themselves were fiends, only to break the
deal at the most inappropriate time.
These fairies usually wait for the moon to come
up to move into a realm other than their own
realm. They cannot return to their realm unless
the moon is up again.. Since they are not physical-
ly strong, they use their cunning, and try to bring
their opponents to their knees with their mind
games.
Helnore When the helnore touches a creature this way, it must make a DC
15 Charisma saving throw. On a failed save, it falls asleep and it is
Small fey, chaotic evil sent to the helnore’s home realm (creatures that cannot fall asleep,
fall unconscious instead.) These creatures are not harmed in any
Armor Class 12 way when they are in the other realm and they do not remember
Hit Points 30 (12d6 - 12) what happened when they return.
Speed 15 ft, fly 40 ft.
Invisibility. The helnore is invisible unless it ends its invisibility as a
STR DEX CON INT WIS CHA bonus action or it casts a spell, including its teleport.
8 (-1) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 16 (+3)
Magic Resistance. The helnore has advantage on saving throws
Saving Throws Dexterity +4, Charisma +5 against spells and other magical effects.
Skills Deception +5, Nature +2, Stealth +4
Condition Immunities charmed Innate Spellcasting. The helnore’s innate spellcasting ability is
Senses darkvision 60 ft., passive Perception 10 Charisma (spell save DC 13). The helnore can innately cast the
Languages Common, Sylvan following spells, requiring no material components:
Challenge 1 (200 XP)
At will: comprehend languages, tongues
Helnore Touch. The helnore sends the lifeless objects it touches to 1/day: polymorph
its home realm for 1d10 days. This leaves a little thorned sphere
shell in the place of the item it has sent. When someone finds this ACTIONS
shell, the helnore would know that it is found. Then, it can teleport
next to the shell at any time. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
Helnore Jump (Recharge 4–6). The helnore magically teleports, along
with any equipment it is wearing or carrying, up to 40 feet to an
unoccupied space it can see.
265
Liquid Silver Liquid Silver
Medium ooze, unaligned Liquid Silver is an ooze that absorbs enough silver
to turn itself into silver. Usually, it seeks more
Armor Class 15 (natural armor) silver to sustain its form and to split into new liquid
Hit Points 133 (14d8 + 70) silvers. Because of its silvered body, it can be valua-
Speed 40 ft., climb 40 ft. ble to adventurers; a liquid silver’s corpse is worth
1400 (4d6 x 100) sp. However, because they were in
STR DEX CON INT WIS CHA such a gold rush, many adventurers have died in
18 (+4) 10 (+0) 20 (+5) 2 (-4) 12 (+1) 6 (-2) the lairs of liquid silvers.
Damage Resistances. cold, fire; piercing, slashing from non- Liquid silvers are generally encountered deep in
magical attacks silver mines. Although a liquid silver is a deadly en-
Damage Immunities poison, psychic, thunder counter for most miners, and it is best if the liquid
Condition Immunities blinded, charmed, deafened, exhaustion, silver is destroyed, some people choose to capture
frightened, prone, restrained them by magical means.
Senses blindsight 60 ft. (blind beyond this radius)
Challenge 12 (8,400 XP) Later, the captured liquid silvers are either sold
to wizard towers or some temples as spell compo-
Amorphous. The liquid silver can move through a space as narrow nents, or they are sold to arenas and fighting pits
as 1 inch wide without squeezing. as exotic monsters. Also, some werewolf hunters
prefer to use liquid silvers while battling against
Grounded. As long as the liquid silver is touching a non-metallic werewolves, especially by letting them take the lead
surface, it has immunity to lightning damage. as they attack werewolf lairs.
Silver Body. The liquid silvers all attacks are considered made with It is also rumored that creatures who died be-
silvered weapons. cause of their greed transform into liquid silvers
after their death.
Spider Climb. The liquid silver can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
ACTIONS
Multiattack. The liquid silver uses its silver spikes; it then makes
three melee weapon attacks.
Silver Spikes. The liquid silver unleashes silvery spikes out of its
body in a 10-feet diameter centered on itself. All creatures within
the area must make a DC 17 Dexterity saving throw. On a failed
save, a creature takes 24 (7d6) piercing damage or half as much on
a successful one.
Silver Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d12 + 4) piercing damage.
266
Lustrous Amphithere
Amphitheres are ancient beasts who share the same ancestors as dragons. They have a vast amount of arcane knowl-
edge. Some scholars argue that these beasts are master arcanists; however, their spellcasting ability is actually be-
yond comprehension. Still, scholars continue to claim that they channel their breath weapons to deal more than one
type of damage, using their uncanny and unparalleled arcane powers.
They look holographic; their scales have multiple sparkly colors which constantly change when they move. They
do not have arms or legs, only colossal wings and a tail attached to their bodies.
Amphitheres live in giant cities they build underseas, and in deserts; both of which are places where they can move
freely over the sand. They also like to live in places that have a strong arcane presence or aura such as the areas sur-
rounding portals. These places have great potential for Amphitheres to practice their understanding of magic.
From time to time, they raid libraries and the lairs of spellcasters where they steal arcane tomes that they perceive
to be valuable. They do not avoid violence in their search for knowledge. They do not value the life or existence of
other creatures unless they are dragons or powerful spellcasters. They have a great respect for one another, as well as
those spellcasters who wield enough power to earn their respects.
Lustrous Amphithere Wyrmling
Medium dragon, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1)
Saving Throws Dexterity +3, Constitution +4, Wisdom +2, Charisma
+3
Skills Deception +3, Perception +2, Persuasion +3
Condition Immunities prone, restrained
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 2 (450 XP)
Amphibious. The Amphithere can breathe air and water.
ACTIONS
Arcane Breath (Recharge 5-6). The Amphithere roars arcane
energy in a 15-foot cone. Each creature in that area must make a
DC 12 Constitution saving throw, taking 5 (2d4) cold, 5 (2d4) force,
5 (2d4) psychic, and 5 (2d4) thunder damage on a failed save, or
half as much damage on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) piercing damage plus 2 (1d4) acid, 2 (1d4) fire, 2 (1d4)
lightning 2 (1d4) necrotic damage.
267
Young Lustrous Amphithere
Large dragon, lawful evil
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 17 (+3) 12 (+1) 17 (+3)
Saving Throws Dexterity +4, Constitution +6, Wisdom +4, Charisma
+6
Skills Arcana +6, Deception +6, Insight +4, Perception +7,
Persuasion +6
Condition Immunities prone, restrained
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The Amphithere can breathe air and water.
ACTIONS
Multiattack. The Amphithere can make two attacks; one with its
bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15
(2d10 + 4) piercing damage plus 3 (1d6) acid, 3 (1d6) fire, 3 (1d6)
lightning 3 (1d6) necrotic damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage.
Arcane Breath (Recharge 5-6). The Amphithere roars arcane
energy in a 30-foot cone. Each creature in that area must make
a DC 12 Constitution saving throw, taking 10 (3d6) cold, 10 (3d6)
force, 10 (3d6) psychic, and 10 (3d6) thunder damage on a failed
save, or half as much damage on a successful one.
268
Adult Lustrous Amphithere Charming Presence. Each creature of the amphithere’s choice
that is within 120 feet of the amphithere and aware of it must
Huge dragon, lawful evil succeed on a DC 17 Wisdom saving throw or become charmed
for 1 minute. A creature can repeat the saving throw at the
Armor Class 19 (natural armor) end of each of its turns, ending the effect on itself on a success.
Hit Points 230 (20d12 + 100) If a creature’s saving throw is successful or the effect ends
Speed 40 ft., fly 80 ft., swim 40 ft. for it, the creature is immune to the amphithere’s Charming
Presence for the next 24 hours.
STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 19 (+4) 16 (+3) 20 (+5) Tail. Melee Weapon Attack: +11 to hit, reach 10 feet, one target.
Hit: 19 (3d8 + 6) bludgeoning damage. The amphithere can
Saving Throws Dexterity +7, Constitution +10, Wisdom +8, choose to grapple its target after a hit; if it does so, the target
Charisma +10 must succeed on a DC 17 Dexterity saving throw, otherwise be
Skills Arcana +9, Deception +15, History +9, Perception +13, grappled.
Persuasion +10
Condition Immunities charmed, prone, restrained Arcane Breath (Recharge 5-6). The Amphithere roars arcane
Senses blindsight 60 ft., darkvision 120 ft., passive Perception energy in a 60-foot cone. Each creature in that area must make
23 a DC 18 Constitution saving throw, taking 14 (4d6) cold, 14
Languages Abyssal, Common, Draconic, Infernal (4d6) force, 14 (4d6) psychic, and 14 (4d6) thunder damage on a
Challenge 15 (13,000 XP) failed save, or half as much damage on a successful one.
Amphibious. The Amphithere can breathe air and water. LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the Amphithere fails a saving Adult lustrous amphithere can take 3 legendary actions,
throw, it can choose to succeed instead. choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
Innate Spellcasting. The Amphithere’s spellcasting ability creature’s turn. Adult lustrous amphithere regains spent
is Charisma (spell save DC 18, +10 to hit with spells). It can legendary actions at the start of its turn.
innately cast the following spells, requiring no material:
Tail Attack. Adult lustrous amphithere makes a tail attack.
At will: entangle, faerie fire, magic missile, mage hand
1/day each: alarm, charm person, fog cloud, identify, silent image Cast Spell (Costs 2 Actions). Adult lustrous amphithere uses its
innate spellcasting and casts a spell.
ACTIONS
Wing Attack (Costs 2 Actions). Adult lustrous amphithere can
Multiattack. The Amphithere can use its Charming Presence, fly up to half its flying speed. The amphithere, then beats its
it then makes three attacks; one with its bite and two with its wings while it is in the air. Each creature within 10 feet of the
tail. amphithere must succeed on a DC 18 Dexterity saving throw
or take 13 (2d6 + 6) bludgeoning damage and be knocked prone
Bite. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. due to the wind its wings caused. The amphithere then lands
Hit: 21 (3d10 + 6) piercing damage plus 5 (2d4) acid, 5 (2d4) fire, on an available square.
5 (2d4) lightning 5 (2d4) necrotic damage.
Charming Presence (Costs 3 Actions). Adult lustrous amphithere
uses its charming presence.
269
Ancient Lustrous Amphithere Hit: 31 (4d10 + 9) piercing damage plus 7 (2d6) acid, 7 (2d6)
Gargantuan dragon, lawful evil fire, 7 (2d6) lightning 7 (2d6) necrotic damage.
Armor Class 22 (natural armor) Charming Presence. Each creature of the amphithere’s choice
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft. that is within 120 feet of the amphithere and aware of it
must succeed on a DC 20 Wisdom saving throw or become
charmed for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on
STR DEX CON INT WIS CHA a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the amphithere’s
28 (+9) 14 (+2) 24 (+7) 22 (+6) 16 (+3) 23 (+6) Charming Presence for the next 24 hours.
Saving Throws Dexterity +9, Constitution +14, Wisdom +10, Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Charisma +13 Hit: 22 (4d8 + 9) bludgeoning damage. The amphithere can
Skills Arcana +20, Deception +20, History +13, Perception +17, choose to grapple its target after a hit; if it does so, the target
Persuasion +13 must succeed on a DC 18 Dexterity saving throw, otherwise be
Damage Resistances psychic; bludgeoning, piercing and grappled.
slashing from nonmagical attacks
Condition Immunities charmed, prone, restrained Arcane Breath (Recharge 5-6). The Amphithere roars arcane
Senses blindsight 60 ft., darkvision 120 ft., passive Perception energy in a 90-foot cone. Each creature in that area must
23 make a DC 22 Constitution saving throw, taking 20 (8d4) cold,
Languages All 20 (8d4) force, 20 (8d4) psychic, and 20 (8d4) thunder damage
Challenge 22 (41,000 XP) on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
Amphibious. The Amphithere can breathe air and water. Ancient lustrous amphithere can take 3 legendary actions,
choosing from the options below. Only one legendary action
Legendary Resistance (3/Day). If the Amphithere fails a saving option can be used at a time and only at the end of another
throw, it can choose to succeed instead. creature’s turn. Ancient lustrous amphithere regains spent
legendary actions at the start of its turn.
Innate Spellcasting. The Amphithere’s spellcasting ability
is Charisma (spell save DC 21, +13 to hit with spells). It can Tail Attack. Ancient lustrous amphithere makes a tail attack.
innately cast the following spells, requiring no material:
Cast Spell (Costs 2 Actions). Ancient lustrous amphithere uses
At Will: entangle, faerie fire, magic missile, mage hand its innate spellcasting and casts a spell.
3/day each: alarm, charm person, fog cloud, identify, silent image
1/day each: antimagic field, earthquake, gaseous form, greater Wing Attack (Costs 2 Actions). Ancient lustrous amphithere
invisibility, polymorph can fly up to half its flying speed. The amphithere, then
beats its wings while it is in the air. Each creature within
ACTIONS 15 ft. of the amphithere must succeed on a DC 22 Dexterity
saving throw or take 19 (3d6 + 9) bludgeoning damage and
Multiattack. The Amphithere can use its Charming Presence, be knocked prone due to the wind its wings caused. The
it then makes three attacks; one with its bite and two with its amphithere then lands on an available square.
tail.
Charming Presence (Costs 3 Actions). Ancient lustrous
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. amphithere uses its charming presence.
270
Malicious Incarnations
Malicious Incarnations are the embodiments of
wicked emotions. They are faceless fiends that
haunt defiled places and are merciless servants
of dark masters. Malicious Incarnations serve evil
and act according to the specific aspect of evil they
represent; be-it evil, horror, pain, or sin.
A malicious incarnation looks like a hooded fig-
ure wearing a long robe covering its entire body. It
has no face and has a unique and creepy voice that
does not resemble any other creature.
Malicious incarnations are the angels, or faithful
and divine servants, of dark powers. If a creature
serves an evil deity, to a powerful fiend, or another
dark master well, it can be transformed into a ma-
licious incarnation by the master as a gift after the
creature’s death.
Malicious Incarnations Incarnate Weapon. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 18 (2d12 + 5) psychic damage regardless of the
Large fiend, neutral evil weapon’s shape. Different incarnations may carry different
types of weapons.
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72) Incarnate Ability: Indulge in Sin (Incarnation of Sin, Recharge
Speed fly 40 ft. 5-6). The malicious incarnation chooses a creature within 30
feet of itself. The creature must succeed on a DC 18 Wisdom
STR DEX CON INT WIS CHA saving throw or it is overwhelmed with sinful thoughts and
20 (+5) 10 (+0) 18 (+4) 16 (+3) 14 (+2) 20 (+5) attacks its nearest ally until the end of its next turn.
Saving Throws Constitution +9, Wisdom +7, Charisma +10 Incarnate Ability: Painvoke (Incarnation of Pain, Recharge 6).
Skills Perception +7, Religion +8 The malicious incarnation chooses a target within 30 feet of
Damage Resistances acid, cold, fire; bludgeoning, piercing, itself. The target must succeed on a DC 18 Constitution saving
and slashing from non-magical attacks that aren’t silvered throw or its existence is distorted in such a way that it gains
Damage Immunities poison vulnerability against the attacks of the incarnation until the
Condition Immunities charmed, frightened, poisoned end of its next turn.
Senses blindsight 120 ft., passive Perception 17
Languages Abyssal, Infernal, telepathy 120 ft. Incarnate Ability: Terrify (Incarnation of Horror, Recharge
Challenge 13 (10,000 XP) 5-6). The malicious incarnation forces each creature of its
choice within 30 feet of itself to make a DC 18 Wisdom saving
Magical Resistance. The malicious incarnation has advantage throw. On a failed save, a creature becomes frightened of the
on saving throws against spells and other magical effects. incarnation for 1 minute. The frightened creature can repeat
this saving throw at the end of each of its turns, ending the
Unearthly Sense. The malicious incarnation constantly knows effect on itself on a success.
the location of evil-aligned creatures, good-aligned creatures,
celestials, fiends, and undead within 60 feet of it. Incarnate Ability: Destroy Good (Incarnation of Evil, Recharge
6). The malicious incarnation forces a good-aligned creature
ACTIONS within 30 feet of itself to make a DC 18 Intelligence saving
throw. On a failed save, a creature takes 26 (4d12) psychic
Multiattack. The malicious incarnation uses its Incarnate damage. On a successful save, the damage is halved.
Ability. It also makes three Incarnate Weapon attacks.
271
Mana Devourer
Mana Devourers are the undead who were infused with arcane energies during
their creation. While normally, the undead is driven by the hunger to live,
mana devourers delight in consuming magic. They can feel the presence of
magic, and are constantly seeking it. They are effective against enemies who
rely on their magical items in combat. They are also used by necromancers
while searching for magical relics.
Mana devourers are skeletal beings and they carry a sickle and a wand,
which gives them an appearance close to that of pharaohs.
Mana Devourer
Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 7 (-2) 16 (+3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 8
Languages Understands the languages it knew in life but cannot
speak
Challenge 5 (1,800 XP)
Infused With Magic. The mana devourer is infused with the pure
form of magic along with necrotic energies that created it. Thanks
to this infusion, it has a mage armor spell cast on it permanently.
Additionally, the mana devourer can sense magical items, glowing
with ice-blue magical fire when it is within 5 feet of a magical
item, shedding dim light in a 10-foot radius.
The magical existence of the mana devourer can be disrupted
with a dispel magic spell. When a dispel magic is cast on the mana
devourer, it must succeed on a Charisma saving throw whose DC
is equal to the spell save DC of the caster, or the mana devourer is
paralyzed until the end of its next turn.
ACTIONS
Multiattack. The mana devourer makes three attacks: two with its
sickle and one with its mana devouring wand.
Arcane Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage. Also, if the target is a spellcaster,
it must succeed on a DC 14 saving throw of its spellcasting ability
or it loses one spell slot of its highest spell level as if it cast a spell
of this spell level.
Mana Devouring Wand. Ranged Spell Attack: +6 to hit, range 60 ft.,
one target. Hit: One of the magical items the target is carrying
loses all its magical properties until the end of the target’s next
turn.
272
Mind Consumer
Mind Consumers are aberrations who are always
hungry for the mind of intelligent creatures. They
have green-gray and very slippery skin. They have
small white tentacles instead of feet, hands, teeth,
and wings; and they use these tentacles to eat the
target’s mind, causing them great pain. Although
they are not strong or intelligent, they are tough.
Thanks to their Small size and high flying speed,
mind consumers are good at attacking a creature
and running away quickly if needed. Also, thanks to
their Mind Consuming feature, they are extremely
effective against spellcasters, especially if the spell-
caster is not so powerful. However, mind consum-
ers are not effective teamworkers and generally act
on selfish thoughts.
Mind Consumer
Small aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 3 (-4) 7 (-2) 7 (-2)
Condition Immunities grappled
Senses darkvision 60 ft., Passive Perception 8
Languages Understands Deep Speech but cannot speak
Challenge 2 (450 XP)
ACTIONS
Multiattack. The mind consumer makes one bite attack and uses
its Mind Consuming if able.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(2d6) psychic damage.
Mind Consuming (Recharge 5-6). The mind consumer can push its
tentacles deeper on a successful bite attack. The target must make
an Intelligence saving throw or it loses a spell slot of 2nd level or
lower. If the target has no spell slot available, it becomes paralyzed
until the end of its next turn instead.
273
Minotaur Golgothan Minotaur Golgothan
Small undead, neutral evil Some necromancers who wish to recruit wicked
servants often dwell in cemeteries. Few are lucky to
Armor Class 15 (natural armor) find a skeleton of a minotaur, out of the remains of
Hit Points 78 (12d6 + 36) which it can create a brute servant.
Speed fly 40 ft. (hover)
Minotaur Golgothans are; therefore, assets to
STR DEX CON INT WIS CHA powerful necromancers that are mostly used for
17 (+3) 14 (+2) 16 (+3) 6 (-2) 6 (-2) 15 (+2) their own personal protection. They often only
consist of the skull of a minotaur with two large
Saving Throws Strength +6, Constitution +6 horns. The skull’s eyes burn with a small but violet
Skills Intimidation +8, Perception +1 flame. If the minotaur has recently died, its golgo-
Damage Vulnerabilities bludgeoning than might have rotten pieces of flesh dangling off
Damage Resistances piercing, and slashing from nonmagical random places on it.
attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion,
paralyzed, poisoned, prone, stunned, unconscious
Senses darkvision 120 ft., passive Perception 11
Languages Understands Abyssal and Infernal but cannot speak
Challenge 7 (2,900 XP)
Charge. If the minotaur golgothan moves at least 10 feet straight
toward a target and then hits it with a gore attack on the same
turn, the target takes an extra 9 (2d8) piercing damage. If the
target is a creature, it must succeed on a DC 14 Strength saving
throw or be pushed up to 10 feet away and knocked prone.
Flaming Eyes. Each creature within 5 feet of the minotaur
golgothan, and also in its line of sight must make a DC 13 Dexterity
saving throw at the start of their turns. On a failed save, they
take 7 (2d6) fire damage due to its uncanny, burning eyes. On
a successful one, they take half as much damage. If targeted
creatures die due to this feature, their bodies start to ignite and
their remains turn to ashes.
Innate Spellcasting. The minotaur golgothan’s spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spells). It can innately
cast the following spells, requiring no material:
At will: abating bolt* (as if 5th level), blood curse*, chill touch
3/day each: bestow curse, bleeding river*, bolts of waning*
1/day each: horrendous touch*, raining blood*
ACTIONS
Multiattack. The minotaur golgothan makes two melee weapon
attacks.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(2d8 + 3) slashing damage plus 2 (1d4) necrotic damage.
Demising Gaze. Minotaur golgothan’s eyes shine with hallucinating
arcane colors. Then, the minotaur golgothan fixes its gaze on one
creature it can see within 10 feet of it. The target must succeed on
a DC 13 Wisdom saving throw or become paralyzed until the end of
its next turn.
274
Night’s Grim Night’s Grim
Medium fey, chaotic evil The night’s grim is a silver-gray creature that lacks
facial features. It is completely naked and does not
Armor Class 15 have genitals. It has wide-set, pitch-black eyes,
Hit Points 71 (11d8 + 22) and overgrown, razor-sharp claws in the color of
Speed 50 ft. steel. Its mouth, which is full of distorted teeth, is
on its belly, adding to the creature’s otherworldly
STR DEX CON INT WIS CHA appearance.
14 (+2) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3)
The night’s grim is a dark fey, and could even be
Skills Athletics + 6, Perception +5, Intimidation +5, Stealth +7, considered one of the darkest among them. Its na-
Survival +5 ture is unknown to most, as it does not care about
Condition Immunities frightened politics among the fey, magic, or anything else that
Senses darkvision 120 ft. , passive Perception 15 others might equate to power. The one thing it
Languages Understands Common but cannot speak cares about is blood, and it lusts after blood relent-
Challenge 4 (1,100 XP) lessly. It aims to attack anyone it can see, especially
if the victim is sleeping.
Devour. The night’s grim grapples a creature; then, it can make a
bite attack with its mouth on its belly with advantage. Rumors say that a night’s grim is created as a re-
sult of a realm of madness and the realm of the fey
Optional Invisibility. When invisible, the night’s grim can choose to somehow colliding, but any fey who communicates
be seen by a creature it chooses. with races of the material realm refuse to speak
further on the matter.
Sight of Terror. If the night’s grim sneaks near to a sleeping
creature, the creature instinctively awakens. When the awakened
creature sees the night’s grim, it must succeed on a DC 15
Dexterity saving throw to avoid eye contact. If it looks at the
night’s grim’s eyes, it gazes into the depths of the night grim’s
nature. Such a sight makes the creature terrified, making its
mouth stutter, becoming frightened for 1 minute, suffering from
a short-term madness, and taking 21 (6d6) psychic damage. A
creature can repeat the saving throw at the end of each of its
turns, with disadvantage if the night’s grim is within line of sight,
ending the effect on itself on a success.
Terror and Gore. If the night’s grim grapples a creature, it can still
make its multiattack against the creature, making it fall prone on
a failed DC 14 Strength saving throw. If the creature is frightened
of the night’s grim, it takes an extra 5 (1d10) psychic damage from
the otherworldly terror the night’s grim spreads.
Innate Spellcasting. The night’s grim’s innate spellcasting ability is
Charisma (spell save DC 13). The night’s grim can innately cast the
following spells, requiring no material components:
At will: invisibility
3/day: sleep
ACTIONS
Multiattack. The night’s grim makes three melee weapon attacks;
one with its bite and two with its claws.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) slashing damage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) slashing damage plus 3 (1d6) acid damage
275
Par iah Par iah
Medium undead, neutral evil Pariahs once were humanoids living among the rest
of the folk; working regular jobs, eating, sleeping,
Armor Class 14 (natural armor) and generally going about their everyday business.
Hit Points 76 (9d8 + 36) However, they each committed an act or acts that
Speed 40 ft. did not fit their society in such a way that they
were excluded by their own kind. They were exiled
STR DEX CON INT WIS CHA and continued to lead sinful lives. The crimes they
16 (+3) 16 (+3) 19 (+4) 11 (+0) 10 (+0) 18 (+4) committed were so unacceptable and harsh that
when they died, they weren’t even accepted in
Saving Throws Constitution +7, Charisma +7 hell. What is worse, they were assigned to wander
Skills Perception +3, Deception +7, Intimidation +7 through eternity through the realms, and to spread
Damage Vulnerabilities radiant the unique and horrific brand of evil of fiendish
Damage Resistances cold, fire, necrotic, poison forces as an infernal agenda.
Condition Immunities exhausted, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 13 They have a distinct smell of burnt coal and
Languages Abyssal, Common, Infernal meat. Their cool violet colored skin looks charred
Challenge 7 (2,900 XP) and rotten at the same time. Their skeleton does
not resemble that of a human, their bones look as
Devil’s Sight. Magical darkness doesn’t impede the pariah’s though they grew recklessly. They consume their
darkvision. own organs and thus completely abandon their hu-
manity. The way they consume their organs is so by
Innate Spellcasting. The pariah’s spellcasting ability is Charisma opening a hole on their chest and then smoothing
(spell save DC 15). The Pariah can innately cast the following over the scar with melted iron. Most of them use
spells, required no material components: an oval amber to cover the hole, while some others
prefer it to stay open.
At will: darkness, fire bolt
3 day/each: burning hands, mirror image
1 day/each: fireball
ACTIONS
Multiattack. The pariah makes two melee weapon attacks with its
longsword.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17
(4d6 + 3) slashing damage plus 18 (4d8) necrotic damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage plus 13 (3d8) necrotic damage or
8 (1d10 +3) slashing damage plus 13 (3d8) necrotic if used with two
hands.
REACTIONS
Shunned. When a group of humanoid starts their turn within
60 ft. of the pariah, the pariah can create a magical area that
the members of that group cannot see or hear one another. They
might hear cries for help and screams from their friends or boos
of an angry mass even if the sounds are all fake. Creatures hostile
to the pariah are confused and thus become frightened. If one
member can see the pariah, it must succeed on a DC 15 Wisdom
saving throw or stay frightened for 1 minute.
276
Rammed Force Rammed Force
Rammed Forces look like tiny little balls of energy. Tiny elemental, chaotic evil
They move freely and unexpectedly. Since they are
made of force, they are transparent and extremely Armor Class 13
hard to notice. They look like blurry, transparent Hit Points 10 (4d4)
clouds, slightly distorting the appearance of the Speed fly 60 ft. (hover)
area they occupy. Legends say that rammed forces
were created by an ancient, powerful hag, who STR DEX CON INT WIS CHA
wanted the balls to act as her personal guards. 12 (+1) 17 (+3) - 3 (-4) 3 (-4) 10 (+0)
When the hag was murdered; however, these balls
of energy were not destroyed but went into a Saving Throws Dexterity +5
never-ending killing frenzy and spread all across Skills Stealth +7
the realms. Nowadays, they act randomly and they Damage Resistances bludgeoning, piercing, and slashing from
serve no one. nonmagical attacks
Damage Immunities poison
Rammed forces like to travel different planes Condition Immunities blinded, charmed, deafened, exhaustion, ,
of existence and are drawn to magical areas, be frightened, grappled, incapacitated, paralyzed, petrified, poisoned,
it arcane, druidic, or divine. What reasons drive prone, restrained, unconscious
a rammed force to travel between planes or the Languages —
exact numbers of rammed force are still a mystery. Challenge 1 (200 XP)
Some speculates about that each rammed force
carry a part of the destroyed hag’s mind and they Force Explosion. When a rammed force is destroyed, creatures 10
are searching for a way to bring all rammed forces ft. near it must make a DC 13 Dexterity saving throw. On a failure,
together, resurrecting the hag. targets take 7 (2d6) force damage. On a successful one, targets take
half damage.
A rammed force is actually a ball of magical ener-
gy. With proper knowledge, a spellcaster can try to ACTIONS
use the magical energy within a rammed force for
its own purposes. Multiattack. Rammed Force makes two melee weapon attacks.
Source of Magical Power. A successful DC 15 Force Skirmish. As an action, a rammed force can go into a frenzy
Intelligence (Arcana) check reveals that a rammed to speed up and hit every creature it could reach with its regular
force can be used to regain an expended spell flying speed. Target creatures must make a DC 13 Dexterity
slot. As an action, a spellcaster creature targets a saving throw. On a failure, targets take 2 (1d4) force damage. On a
rammed force within 15 feet of it and can try to ab- success, targets take half damage. It must finish its force skirmish
sorb the magic that keeps the rammed force intact. in the same square it started.
The rammed force must succeed on a DC 11 Charis-
ma saving throw or it is absorbed by the spellcaster Force Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
and the spellcaster regains an expended spell slot of Hit: 5 (1d4 + 3) force damage.
4th level or lower.
277
Rampage Goblin
Rampage goblins are bloodthirsty maniacs. They are blessed with strength and with the ability to smell
blood. They love to use their axes to wound their enemies, let them escape a bit with their bleeding
wounds, and then rip them into pieces after tracking the scent of their blood. This wicked game is the
ultimate source of pure ecstasy for a rampage goblin.
It is very hard to differentiate a rampage goblin from a normal goblin. The only features that make
them discernable from normal goblins are their crimson-red noses and their blood-soaked axes .
Big goblin groups and raids are generally led by a rampage goblin. A goblin raid that includes several
rampage goblins in it is truly a terrifying sight. A rampage goblin with class levels may lead such raid
groups.
Rampage goblins generally choose to advance in Barbarian class, especially the path of Gore Gladiator.
There are even tales of some rampage goblins who became “arena champions”.
On the other hand, some rampage goblins walk a more religious path, and choose to become a Rampage
Domain cleric.
Rampage Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15 (unarmored defense)
Hit Points 39 (6d6 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
Skills Athletics +5, Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)
Always Angry! The rampage goblin is always angry and it is very
hard to take it out of combat or make it focus on anything other
than combat. So, the rampage goblin has advantage on saving
throws against being charmed and frightened.
Nimble Escape. The rampage goblin can take the disengage or hide
action as a bonus action on each of its turns.
Smell of Blood. The rampage goblin can smell the fresh blood
within 20 feet of it automatically, and its speed increases to 40 feet
while there is a bleeding creature within 20 feet of the rampage
goblin.
Strongest Goblin. The rampage goblin can wield two one-handed
weapons without any penalty. Also, if it hits a target whose size
is Large or smaller successfully with both of them in a round,
the target must succeed on a DC 13 Strength saving throw or fall
prone.
ACTIONS
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used
with two hands.
278
Relic Sentry
Relic sentries are constructs made of wood, plants, fiber, and bones.
Their bodies look like planks of wood sewn together by weed, ivy and
fiber. They are also ornamented with bones to resemble animals such as
the stag. Because of their appearance, commoners often think they are
spirits, or demons, of the forest. Such superstition is exactly what the
makers of these sentries want.
Relic sentries are created by witches, and are magically animated by
souls that are visibly stored in their chest. They act as servants, protec-
tors, and sentries for covens or other witch affiliations. Although sim-
ilar in their core, they differ in what they are made for, in accordance
with the affiliation of witchcraft that makes them;
Guardian. Guardians are the sentries of coven witches, made to serve
and protect the coven. They can act as coven members, enabling the
witches to cast spells through them.
Reaper. Reapers are the creation of infernal witches. They serve their
masters and collect the souls of those that are slain in the process. They
provide protection against clergies and inquisitions, as they can break
the bond between divine agents and their deities, convincing the former
to stray from the latter for a while.
Warden. Wardens are the sentries of nature witches. They protect
forests under the order of witches and druids. They can entangle and
constrict hostile creatures, eliminating them or simply holding them as
they await their masters’ arrival.
Relic Sentry Mending. A relic sentry cannot be destroyed unless it is
consumed by flames. When dropped to 0 hit points, it slowly
Medium construct, unaligned mends itself and regains all of its hit points in 1d20 hours.
Armor Class 10 Soul Collector (Reaper). When a creature dies within 30 feet of
Hit Points 37 (5d8 + 15) a relic sentry, it can collect the creature’s soul as an action,
Speed 40 ft., burrow 30 ft. (Warden) placing it on its chest. A creature with its soul collected this
way cannot be resurrected unless by a wish spell or the sentry
STR DEX CON INT WIS CHA is destroyed.
14 (+2) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 1 (-5)
ACTIONS
Damage Vulnerabilities fire, lightning, psychic
Damage Resistances bludgeoning, piercing, and slashing Multiattack. The relic sentry makes two attacks with its slam,
from nonmagical weapons that aren’t silvered or blasphemous touch.
Damage Immunities force, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
paralyzed, poisoned 6 (1d8 + 2) bludgeoning damage
Senses blindsense 30 ft., darkvision 60 ft., passive Perception
10 Blasphemous Touch (Reaper). Magical Touch Attack: +2 to hit,
Languages understands the language of its maker but cannot reach 5 ft., one target. Hit: 5 (1d10) necrotic damage. If the
speak target is a spellcaster that takes its spells and abilities directly
Challenge 2 (450 XP) from a deity (such as a cleric or paladin), it must succeed on a
DC 13 Wisdom saving throw or it cannot cast its spells or use
Covenant (Guardian). A witch of coven affiliation can use the its divine abilities until the end of its next turn. A creature
relic sentry as its coven member for its features and abilities. that succeeds on this saving throw is immune to its effects
until the start of the sentry’s next turn.
Limited Magic Immunity (Guardian). The relic sentry can’t be
affected or detected by cantrips or spells of 1st level unless Entangling Grapple (Warden). The relic sentry makes a grapple
it wishes to be. It has advantage on saving throws against all check against a creature (escape DC 13). While grappled, the
other spells and magical effects. creature is restrained and takes 14 (4d6) bludgeoning damage
at the start of the sentry’s turns as long as it remains grappled.
At the start of its turns, the creature can attempt to break free
from the grapple.
279
Rotface
Rotfaces are the weirdest of feys. With rotten humanoid heads and tiny fey bodies, they run faster than most,
and spread death wherever they go. Because of their curses that give them the ability to produce more rotfaces,
chaos and evil follows them wherever they go.
Whether it is created by a powerful fey’s cursed words, as a result of a spell, or as a mocking of a dark entity,
the rotface seeks destruction alone.
Rotfaces can generally be found in jungles and swamps. Also, mysteriously, warmth attracts them a lot. So,
they generally attack travellers who are resting around a campfire.
Rotfaces cannot withstand the beauty of nature and try to destroy it constantly. They envy all types of elves
and good-aligned feys. If a rotface encounters a group that has one of these two in it, the rotface attacks to kill
that one first. Since their curse are effective only on dark places, rotfaces choose to attack at night or they move
the incapacitated creatures to their dark lairs after battle.
Rotface
Tiny fey, chaotic evil
Armor Class 12
Hit Points 13 (3d4 + 6)
Speed 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
Skills Perception +0, Stealth +4
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan
Challenge 1/2 (100 XP)
Magic Resistance. The rotface has advantage on saving throws
against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.
Cursed Fangs. The rotface pierces its fangs through the flesh of
one incapacitated humanoid within 5 feet of it. The target must
succeed on a DC 10 Charisma saving throw or become cursed. The
cursed target loses 1 point of Constitution after each hour, as its
head takes on a rottener aspect.
The Constitution score does not decrease while the target is
in dim light or bright light, but it keeps decreasing when the
cursed creature gets in darkness if the curse is not removed.
When the cursed target’s Constitution becomes 1, the target dies
and transforms into a new rotface. Casting remove curse, greater
restoration, or a similar spell on the target end the curse, and
remove all of its effects.
280
Swarm of Blood Bats
Milena is the goddess of blood and sacrifice; and blood bats are her creation.
When someone invokes her name properly, it is said that she sends a Medium
blood bat to show that she, indeed, approves the deed. This swarm consists of
tiny, miniature versions of such blood bats. When several swarms of blood bats
collide and fly together through the sky, it looks as though heavens turned
crimson and were painted with blood. These swarms are connected to Milena,
and follow her orders and doctrines.
Swarm of Blood Bats Boiling Blood. When the swarm of blood bats occupies another
creature’s space or vice versa, the creature must make a DC 14
Medium swarm of Tiny elementals, neutral evil Constitution saving throw. On a failure, due to the aura of blood
bats, the creature’s blood burns as if it is boiling; the creature
Armor Class 14 takes 5 (2d4) necrotic damage. On a success, the target takes half
Hit Points 27 (5d8 + 5) damage.
Speed fly 30 ft.
Blinding Blood. When the swarm of blood bats occupies another
STR DEX CON INT WIS CHA creature’s space or vice versa, the creature must make a DC 14
7 (-2) 18 (+4) 13 (+1) 6 (-3) 15 (+2) 10 (+0) Dexterity saving throw. On a failure, due to the blood that blood
bats spread, the creature is blinded until the end of its turn. On a
Saving Throws Dexterity +6, Wisdom +4 success, nothing happens.
Skills Acrobatics +6, Perception +4, Intimidation +2
Damage Resistances acid; bludgeoning, piercing and slashing Keen Hearing. The swarm of blood bats has advantage on Wisdom
from nonmagical attacks (Perception) checks that rely on hearing.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Swarm. The swarm of blood bats can occupy another creature’s
grappled, paralyzed, petrified, poisoned, prone, restrained, space and vice versa, and the swarm can move through any
stunned, unconscious opening large enough for a Tiny blood bat. The swarm can’t
Senses blindsight 60 ft., passive Perception 14 regain hit points or gain temporary hit points.
Languages —
Challenge 3 (700 XP) ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
(2d4 + 4) piercing damage plus 7 (2d6) necrotic damage, or 6 (1d4
+4) piercing damage plus 3 (1d6) necrotic damage if the swarm of
blood bats has half of its hit points or fewer.
281
Temptation Demon
Temptation demons are fiendish creatures of evil,
who are masters of charm and temptation. They
have clawed hands, and a poisonous tail. To conceal
their corrupted body, they use their shapeshifting
abilities or other magical powers.
Temptation demons are generally used by more
powerful demons to retrieve something from a
creature that can be tempted.
Temptation demons like intrigue and politics, es-
pecially if it is about mortals and their souls. When
they want to get involved in such mortal games,
they generally kill a humanoid, hide or destroy its
body, and take the killed creature’s shape by their
shapechanging abilities. Since their interest in such
intrigues and politics is a well-known fact, enemies
of fiends, especially clerics and paladins, act very
carefully against them.
Temptation Demon The creature keeps comprehending its environment,
however some realities may change for it. For example, think
Medium fiend (demon, shapechanger), chaotic evil about a soldier who wants to have a family with children. By
Armor Class 15 (natural armor) the effects of Mirage, a temptation demon can make the soldier
Hit Points 91 (14d8 + 28) believe that they are partners and little quasits following the
Speed 30 ft. demon are their children. In this case, the soldier will probably
want to protect its family from the adventurers attacking the
STR DEX CON INT WIS CHA demon.
11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 20 (+5)
Shapechanger. The temptation demon can use its action to
Saving Throws Constitution +5, Charisma +8 polymorph into a humanoid race, except its statistics.
Skills Deception +8, Insight +3, Persuasion +8
Senses passive Perception 10 Innate Spellcasting. The temptation demon’s innate
Languages Abyssal, telepathy 120 ft. spellcasting ability is Charisma (DC 16, +8 to hit). It can
Challenge 6 (2,300 XP) innately cast the following spells, requiring no material
components:
Deadly Charm. The temptation demon has advantage on its At will: charm person, detect magic, mage armor
attacks against the creatures it has charmed. 3/day each: comprehend languages, darkness, disguise self, misty
step, invisibility
Magic Resistance. The temptation demon has advantage on 1/day each: bestow curse, dispel magic, fireball
saving throws against spells and other magical effects.
ACTIONS
Mirage. The temptation demon can give a creature what
it wants. Deepest desires, short time pleasures and even Multiattack. The temptation demon makes two claw attacks or
long-term life goals can become real with the powers of a one tail attack.
temptation demon, just in dreams however.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
If a temptation demon talks with a creature for 10 minutes, (1d6 + 3) piercing damage plus 11 (2d10) poison damage.
the creature makes a DC 18 Wisdom saving throw. The
creature is not aware of the saving throw. On a failed save, the Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
temptation demon learns the desires of the creature and it can 7 (1d8 + 3) piercing damage plus 11 (2d10) poison damage. A
shape the creature’s mind according to it as an action. poisoned creature must make a DC 16 Wisdom saving throw or
it becomes charmed until the end of its next turn.
282
Tlaxtil Tlaxtil
The tlaxtil are former humanoids deformed by Medium aberration, chaotic evil
aberrant powers. Their skin is so deformed that
they carry the features of different animals; such as Armor Class 14 (natural armor)
scales, webbed feet, or gills. They can manifest mag- Hit Points 90 (12d8 + 36)
ic swords out of thin air. They present their foes Speed 30 ft.
with the knowledge of the vast and chaotic reality
of their origin, knowing that their weak minds will STR DEX CON INT WIS CHA
not be able to handle it and that they will go mad. 18 (+4) 10 (+0) 16 (+3) 18 (+4) 15 (+2) 13 (+1)
The reason why the tlaxtil roams the world is a Saving Throws Strength +7, Constitution +6, Intelligence +7,
mystery, but some scholars say that they seek to Wisdom +5
fulfill certain personal desires, or those of their Skills Athletics +7, Arcana +7, Insight +5
society; whomever it may be. Whatever their rea- Damage Resistances psychic; bludgeoning, piercing, and slashing
sons are, they do not hesitate to have their fun by from nonmagical attacks
slaughtering or deranging those who get in their Condition Immunities charmed, frightened
way. Senses darkvision 60 ft. passive Perception 12
Languages Common, Deep Speech
They speak Common only to ridicule. Challenge 8 (3,900 XP)
283 Magic Resistance. The tlaxtil has advantage on saving throws
against spells and other magical effects.
Manifest Sword. The tlaxtil can bring their hands together to a
two-handed grip, and a greatsword with weird edges and symbols
is formed within its hands. This happens so fast that the tlaxtil can
do so when it decides to attack with its sword.
Spellcasting. The tlaxtil is a 10th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 15, +7 to hit with spell attacks),
and it needs only verbal components to cast its spells. It has the
following wizard spells prepared:
Cantrips (at will): fire bolt, minor illusion, ray of frost
1st level (4 slots): false life, illusory script
2nd level (3 slots): mirror image, ray of enfeeblement, spider climb
3rd level (3 slots): bestow curse, counter spell, hypnotic pattern
4th level (3 slots): hallucinatory terrain, phantasmal killer
5th level (2 slots): cloudkill, modify memory
ACTIONS
Multiattack. The tlaxtil makes two far-woven greatsword attacks.
Far-Woven Greatsword (+1). Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 5) slashing damage plus 9 (2d8) psychic
damage
Maddening Gaze. The tlaxtil looks at a creature within 30 feet of it,
filling its mind with the unbearable ambiguity of aberrations. The
target must make a DC 16 Wisdom saving throw or take 45 (10d8)
psychic damage, become stunned until the end of its next turn, and
suffer from short-term madness.
tryzgus
Tryzgus look like a giant, demonic toad. It is said that once, a fiend monarch tainted the waters in a lake, and caused the toads
there to mutate into these creatures. The creatures became extremely violent demons and have been around to this day. They
try to destroy and devour everything on their path. Aside from their aggressiveness, they are very territorial; they do not travel
long distances unless they are starving. Still, they breed very fast, and this results in their territory expanding rapidly, consum-
ing entire forests.
The tryzgus were created as a means of invasion. They are not necessarily controlled by the monarch who created them, nor
their demon servants. They only exist for mindless aggression. Although they do not attack their master’s demons, the demons
feel nervous or perhaps jealous in these monsters’ presence, as they were created out of something quite ordinary. Because of
this, demons tend to keep from intercepting with the invasions of tryzgus hordes, and choose to attack other locations instead.
Tryzgus
Medium fiend, chaotic evil
Armor Class 15 (natural armor)
Hit Points 47 (5d8 + 25)
Speed 25 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 20 (+5) 4 (-3) 13 (+1) 6 (-2)
Saving Throws Strength +7, Constitution +8
Skills Athletics +7
Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
Challenge 5 (1,800 XP)
Leap (Recharge 4-6). Instead of making its movement, the
tryzgus can leap 40 ft.
Magic Resistance. The tryzgus has advantage on saving
throws against spells and other magical effects.
Poisonous Body. A creature making a melee attack
against tryzgus or trying to grapple it must succeed
on a DC 14 Constitution saving throw or take 7 (2d6)
poison damage and become poisoned until the end of its
next turn.
ACTIONS
Multiattack: The tryzgus makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)
poison damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage plus 2 (1d4) poison
damage.
Body Slam. If the tryzgus charges 10 ft. towards a creature, it can
slam the creature with its body. The creature must succeed on
a DC 14 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning
damage and be knocked prone.
284
Typhee
Typhees are magical monstrosities that are created by the
most ferocious of fiends to be used as their favorite mounts.
Typhees have giant, bat-like magical dark wings which enable
them to fly. They can move on the ground, using their huge,
eel-like tails, instead of their legs. They have fins all over their
tails and torsos. They also have gills on their heads which
enable them to breathe underwater.
Although they are generally black and dark blue, they do
not have one, specific color. The color is up to the typhee’s
creator. In addition to their ability to be the perfect mounts,
they are dangerous monstrosities with their bodies built for
murder, with sharp claws and teeth.
Typhee (Perception) saving throws that rely on hearing or smell.
Huge monstrosity, neutral evil ACTIONS
Armor Class 15 (natural armor) Multiattack. The typhee makes two melee weapon attacks; one
Hit Points 42 (5d12 + 10) with its claw and one with its bite.
Speed 50 ft., fly 60 ft., swim 50 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
STR DEX CON INT WIS CHA (2d8 + 4) piercing damage.
18 (+4) 19 (+4) 15 (+2) 7 (-2) 12 (+1) 15 (+2)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
Saving Throws Strength +7, Dexterity +7 (2d4 + 4) slashing damage plus 5 (2d4) poison damage.
Skills Acrobatics +7, Athletics +7, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, REACTIONS
piercing, and slashing from nonmagical attacks
Damage Immunities poison Restricting Wings. When a creature attacks the typhee, it
Senses darkvision 120 ft., passive Perception 17 can swing its wings so that the creature is stuck between its
Languages Understands Abyssal, Common and Infernal but wings before it attacks and take 7 (2d6) necrotic damage. The
cannot speak creature must make a DC 17 Strength or Dexterity saving throw
Challenge 5 (1,800 XP) (whichever is higher) at the beginning of each of its turns. On
a failed save, it cannot get out of the wings and is considered
Amphibious. The typhee can breathe air and water. as grappled. The creature continues to suffer from 11 (2d10)
Keen Hearing And Smell. The typhee has advantage on Wisdom necrotic damage each turn it cannot get out of the wings.
The condition ends if the typhee uses its reaction against
another target, uses its wings to fly, chooses to let go of the
creature as a bonus action; or, if the grappled creature succeeds
on its saving throw during one of its turns.
285
Unwanted
The unwanted is the revenant of an unwanted child. If an unwanted baby is left to die
in the wilderness, its soul remains in its body after it dies. It becomes twisted with the
sense of abandonment and influence of dark or death magic. Thus, it becomes an undead
creature, haunting the commoners who pass through its territory. The creature jumps on
adults, leaping from behind their backs and over their shoulders, and beginning to choke
them. They feel heavier and heavier, until the victim drops down, prone, and cannot get
up.
Folklore says that the reason for the unwanted to jump over the shoulders of its vic-
tims is to make them carry it to a proper grave and to make it a burial. Such a ritual is
believed to bring peace to the creature’s soul, and make it pass over to the other world,
for good this time.
Unwanted
Small undead, neutral evil
Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0)
Skills Acrobatics +4, Perception +3, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understand Common but cannot speak
Challenge 1/2 (100 XP)
Dexterous Grapple. The unwanted can make its Athletics check
with Dexterity and with advantage for the purpose of grappling a
target (the Athletics score is shown with Dexterity).
ACTIONS
Burden of Guilt. Unwanted jumps on top of a Medium or Small
creature, making a Dexterity (Athletics) check with advantage
to grapple it. If it succeeds, it sits on top of its shoulders, sharing
the same space, and starts choking. At the start of each of the
unwanted’s turns, the grappled creature must succeed on a DC
13 Strength saving throw or fall prone. DC of the Strength saving
throw increases by 1 for the next saving throw after each failed
save. As long as the target remains grappled, the unwanted also
continues choking, dealing 4 (2d4 - 1) bludgeoning damage as an
action.
286
Vampire Minion
Vampire minions are created to serve vampires or their agents. While vam-
pires are generally neutral evil, vampire minions are lawful, as a result of
their loyal nature. Though they carry the same weaknesses as vampires, they
are not as powerful as vampires are.
They follow their orders and take pleasure in executing them to the letter.
The most valuable reward that can be given to them the honor of being trans-
formed into a vampire spawn, or even to a vampire.
VAMPIRE ABOMINATION
A vampire abomination is a vampire created by a vampire of weak blood potency.
They are inherently mad as they cannot endure their caught-in-between nature. The
vampire abomination has the same statistics as the Vampire Minion, except for the
following differences:
• Because of its destructive madness, its alignment is chaotic evil.
• It does not have natural armor and its AC is 12.
• Because of its madness, its Wisdom is 6 (-2), its passive Perception is 8, and it
suffers from a permanent madness.
• Multiattack. The vampire abomination makes three attacks, two with its
claws and one with its bite.
• Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4)
necrotic damage.
• Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
2 (1d4) piercing damage plus 3 (1d6) necrotic damage. The tar-
get’s hit point maximum is reduced by an amount equal to the necrotic damage taken.
The vampire abomination regains 1 blood point (if the Vampirism rules are used), or it
regains hit points equal to the amount of necrotic damage dealt.
Vampire Minion ability check.
Medium undead, lawful evil Vampire Weaknesses. The vampire minion has the following flaws:
Forbiddance. The vampire minion can’t enter a residence without
Armor Class 14 (natural armor)
Hit Points 51 (6d8 + 24) an invitation from one of the occupants.
Speed 30 ft. Harmed by Running Water. The vampire minion takes 20 acid
STR DEX CON INT WIS CHA damage when it ends its turn in running water.
15 (+2) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 15 (+2) Stake to the Heart. The vampire minion is destroyed if a
Saving Throws Dexterity +4, Wisdom +3 piercing weapon made of wood is driven into its heart while it is
Skills Perception +3, Stealth +4 incapacitated in its resting place.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Sunlight Hypersensitivity. The vampire minion takes 20 radiant
Senses darkvision 60 ft., passive Perception 13 damage when it starts its turn in sunlight. While in sunlight, it has
Languages the languages it knew in life disadvantage on attack rolls and ability checks.
Challenge 4 (1,100 XP)
ACTIONS
Regeneration. The vampire minion regains 5 hit points at the
start of its turn if it has at least 1 hit point and isn’t in sunlight or Multiattack. The vampire minion makes two longsword attacks
running water. If it takes radiant damage or damage from holy or two longbow attacks. It can use its Blood Steal in place of one
water, this trait doesn’t function at the start of its next turn. longsword attack.
Spider Climb. The vampire minion can climb difficult surfaces, Blood Steal. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
including upside down on ceilings, without needing to make an Hit: 5 (1d6 + 2) necrotic damage. The vampire minion regains hit
points equal to the damage dealt by this attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage or 7 (1d10+2) slashing damage if
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
287
Wicked Avatar
Wicked avatars are corrupted angels. While they represented order, health, fertility, and
family before they became twisted, after their transformation, they become avatars of
chaos, disease, famine, and murder. Since corrupting an angel is not an easy task, these
avatars are rare and they can be seen as the most powerful of lieutenants, soldiers, or
emissaries of dark masters.
These avatars’ presence changes the world around them. They represent a concept so
powerful that they bend reality itself. Generally, mortal minds cannot bear to be in prox-
imity to such powerful avatars and are crushed under the effects. Each avatar has its own
way of altering the world.
All avatars carry a weapon that is special for them. These weapons are either the
corrupted versions of their angelic arsenal or gifts from their new dark masters. If the
weapon is of angelic origin, it is cleansed and is left behind when the avatar dies. Other-
wise, the weapon is also destroyed when the avatar perishes.
The wicked avatars are extremely powerful creatures. Once one of them is summoned,
it threatens many lives. Summoning of one of them is considered apocalyptic by some,
and generally lead to serious crisis in areas an avatar is summoned into. There are stories
of many battles caused by such avatars in the history of many different realms.
Since these creatures are already powerful by themselves and are accompanied with
the members of the cult that summoned the avatar, destroying them proves to be highly
challenging. It generally requires the help of more than one clergy, adventurers, and
mercenaries if needed. The angelic relatives, or friends of the summoned avatar also
help in such battles to end the corruption within the avatar, if the identity of the avatar
is known. A DC 21 Intelligence (Religion) check reveals the identity of the avatar and one
of its angelic relatives or friends, and the check must be made by someone who saw the
summoned wicked avatar.
Wicked Avatar 19 Charisma saving throw or its alignment shifts to chaotic
instantly.
Large celestial, any evil (avatar of chaos must be of chaotic alignment) Embodiment of Disease (Avatar of Disease). The Avatar of
Disease brings illness with itself. A creature within 500 feet of
Armor Class 20 (plate) the avatar must succeed on a DC 19 Constitution saving throw
Hit Points 250 (20d10 + 140) at the end of each day or it contacts a disease as if it is targeted
Speed 40 ft., fly 80 ft. by a contagion spell.
Embodiment of Famine (Avatar of Famine). The Avatar of
STR DEX CON INT WIS CHA Famine brings drought and hunger with itself. When the avatar
26 (+8) 18 (+4) 24 (+7) 16 (+3) 18 (+4) 20 (+5) stays in a place, the animals around it die, and the plantation
withers. After 1 month, all animals and plantations within 1
Saving Throws Constitution +13, Wisdom +10, Charisma +11 mile die, leading to a famine.
Skills Perception +10, Religion +9 Embodiment of Murder (Avatar of Murder). The Avatar of
Damage Resistances bludgeoning, piercing, and slashing from Murder is the embodiment of killing, it is murder itself. Its
nonmagical attacks existence has the ability to make creatures tend to kill others.
Damage Immunities acid, cold, fire, necrotic When the avatar stays in a place, it slowly affects the emotions
Condition Immunities charmed, exhaustion, frightened, of the creatures around. When the avatar stays in a place
petrified, poisoned for 1 month, creatures around become more bloodthirsty
Senses truesight 120 ft., passive Perception 20 slowly and start to kill each other for no reason. They become
Languages All, telepathy 120 ft. hateful and impatient. Also, if a creature within 60 feet of the
Challenge 17 (18,000 XP) avatar sees the avatar, the creature must succeed on a DC 19
Wisdom saving throw or it immediately tries to kill the nearest
Embodiment of Chaos (Avatar of Chaos). The Avatar of Chaos creature. The effect ends when the avatar dies or the creature
is the embodiment of chaos, it is chaos itself. Its existence has falls unconscious.
the ability to bend reality in a chaotic way. When the avatar Magic Weapons. The avatars’ weapon attacks are magical.
stays in a place, it slowly affects the emotions of the creatures Personal Weapons. The avatars have a weapon unique to each of
around. The alignments of the creatures within 1 mile shifts them. An avatar knows where its weapon is, can teleport to the
to chaotic after 1 month. Also, if a creature within 60 feet of weapon or call the weapon to its hand, each as a bonus action.
the avatar sees the avatar, the creature must succeed on a DC It can also perceive the environment of the weapon as if the
avatar is there.
288
ACTIONS Shortsword of Hunger (Avatar of Famine). Melee Weapon Attack:
Multiattack. The wicked avatar makes three weapon attacks with +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing
their weapons. damage. Also, the target must succeed on a DC 19 Constitution
Ever-changer (Avatar of Chaos). Melee Weapon Attack: +14 to hit, saving throw or its health is disrupted, and it takes a level of
reach 10 ft., one target. Hit: 30 (4d10 + 8) damage of a random Exhaustion.
damage type determined by the GM. Ever-changer is a weapon Daggers of Murder (Avatar of Murder). Melee Weapon Attack: +14
that changes its shape continuously and deals different types of to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) piercing damage.
damage because of this reason. However, it cannot deal the same The avatar can make another attack with one of these daggers as
damage type in two consecutive attacks. a bonus action. Also, these daggers make their job more bloody
Disease Carrier (Avatar of Disease). Ranged Weapon Attack: +10 to than normal thanks to their curved shape. When a creature is
hit, range 100 ft., one target. Hit: 13 (2d8 + 4) piercing damage hit with one of these daggers, its blood or other bodily fluids
plus 13 (3d8) necrotic damage. Also, the target must succeed on splashes around. Each creature that can see the creature hit by
a DC 19 Constitution saving throw or it becomes poisoned for 1 the avatar and that is within 30 feet of it must succeed on a DC 17
minute. Disease Carrier is a longbow covered with rotting flesh Wisdom saving throw or it falls in a bloodthirst and attacks the
and decayed liquids. nearest creature as a reaction, or until the end of its next turn if
it has no reaction.
289
Wicked Forest
A wicked forest is a normal-looking, live forest who
is angry with humanoids and who wants to wash
its soils with their blood. It is said that these forests
gained life as a result of an experiment done by the
circle of pestilence druids.
Nobody but the circle of pestilence druids
are allowed to walk freely inside the
forest. Regardless of people’s attitudes
towards the wicked forest, it will not grant
safe passage to anyone who is not willing to make it
an offering. These offerings may vary; however, the
one that is the most common is the blood of those
who enter.
The size of these forests varies from 20 feet to
2000 feet.
Wicked Forest Cantrips (at will): mending, poison spray
Gargantuan plant, lawful evil 1st level (4 slots): comprehend languages, dragon cage*, entangle,
Armor Class 15 (natural armor) onyx skin*, venom guard*
Hit Points 100 (8d20 + 16)
Speed 5 ft. 2nd level (3 slots): earthing*, hold person, incubating swarm*,
spread disease*
3rd level (3 slots): claw of slaughter*, dispel magic, rotball*, viper
saliva*
STR DEX CON INT WIS CHA 4th level (3 slots): bathe in blood*, boneball*, confusion, greater
17 (+3) 6 (-2) 14 (+2) 15 (+2) 19 (+4) invisibility
15 (+2) 5th level (1 slot): curse of the primordial*, excruciating polymorph*
Saving Throws Intelligence +5, Wisdom +7 ACTIONS
Skills Nature +8, Perception +7, Persuasion +5
Damage Vulnerabilities fire Multiattack. Wicked forest makes one slam attack; or, it calls
Damage Resistances piercing, and slashing from nonmagical its inhabitants, called creatures make two melee weapon
attacks attacks.
Senses passive Perception 17
Languages Common, Druidic, Sylvan Ape Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 6 (2,300 XP) Hit: 10 (2d6 + 3) bludgeoning damage.
Bear Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3)slashing damage.
False Appearance. While the wicked forest remains motionless, Boa Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
it is indistinguishable from a normal forest. target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is
grappled (escape DC 15). Until this grapple ends, the creature is
Living Commune. A wicked forest is basically a plant; however, restrained, and the boa can’t constrict another target.
it can demand aid from its inhabitants as a bonus action. Called
creature attacks for 1d4 rounds. A wicked forest cannot benefit Boar Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
from the aid of two different inhabitants at the same time. Hit: 10 (2d6 + 3) slashing damage.
Wicked Regeneration. For 10 hit points worth of humanoid Slam. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit:
blood that washes the soil of a wicked forest, it regains 1 hit 13 (4d4 + 3) bludgeoning damage.
point.
Wolf Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Spellcasting. Wicked forest is a 9th level spellcaster. Its Hit: 10 (2d6 + 3) piercing damage.
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). Wicked forest has the following spells prepared:
290
Xathzxis
the “Blue Fever”
Xathzxis is a small aberration that has many mouths
with sharp teeth and many eyes covering its entire
shapeless, dark blue body. It has many tentacles un-
derneath its body, and it uses them to move. Howev-
er; Xathzxis is a parasite and it cannot spend one day
outside of a vessel. If it does so, it suffers one level of
exhaustion for each day it spends out of its vessel.
It is called “Blue Fever” amongst commoners
since its victims slowly turn blue and look like
Xathzxis’s true form when they die. When a
vessel completely turns into a Xathzxis, the
parasite leaves the body. If what remains of the
deceased vessel is not destroyed prop-
erly, it multiplies into another Xathzx-
is in 1d6 days. However, since Xathzxis
is dependent on a vessel to live, it does
not always choose to damage its vessel.
Xathzxis the “Blue Fever” ACTIONS
Medium aberration, neutral evil Multiattack. Xathzxis can make three melee weapon attacks; one
with its bite and two with its tentacles.
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32) Bite (True Form). Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 30 ft. target. Hit: 6 (1d4 + 4) bludgeoning damage plus 10 (3d6) acid
damage.
STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) 10 (+0) 11 (+0) 12 (+1) Exploit. After Xathzxis possesses a creature using its parasite
action, it may choose to exploit its vessel. When it does so, the
Saving Throws Dexterity +8, Constitution +6 target’s hit point maximum are reduced by 11 (2d10). Also,
Skills Acrobatics +8, Stealth +8 Xathzxis is healed for the same amount.
Damage Resistances acid, poison; bludgeoning, piercing, and
slashing from nonmagical attacks After each time the target is exploited by the blue fever,
Condition Immunities grappled, incapacitated, petrified, prone, it makes a DC 16 Constitution save. On a successful save, the
restrained target is no longer possessed by it. On a failed save, the target
Senses darkvision 120 ft., passive Perception 10 continues to be a vessel and slowly turns into Xathzxis.
Languages understands Deep Speech but cannot speak
Challenge 10 (5,900 XP) If a creature dies due to this action, its transformation is
completed. It turns into another Xathzxis in 1d6 days if it is not
Amphibious. Xathzxis can breathe air and water. burned or washed with holy water after it dies.
Freedom of Movement. Xathzxis is shapeless and can take many Parasite. Melee Touch Attack: +8 to hit, reach 10 ft., one target.
forms. It ignores difficult terrain, and magical effects can’t Hit: 6 (1d4 + 4) bludgeoning damage. On a hit, Xathzxis tries
reduce its speed or cause it to be restrained. It can spend 5 feet to go inside the creature. The target must succeed on a DC 16
of movement to escape from nonmagical restraints or being Constitution saving throw or be possessed by the blue fever.
grappled. Xathzxis stays within the vessel unless the target dies or
succeeds on its saving throw after being exploited.
Xathzxis may choose to get out of its vessel and end the
possession as a bonus action.
Tentacles (True Form). Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 12 (5d4)
poison damage.
291
Zadulus
This is a creature that could pass as a humanoid if it did not have its large mouth with sharp teeth
and vicious claws stained with blood. The zadulus wear clothes that make them look like priests
with robes and a hood. They do not open their hood unless they are preparing to attack someone.
When they do, a burnt brand on their forehead can clearly be seen, which is the mark of their crea-
tor’s deity.
The zadulus are created by necromancers and the clergy of an evil deity to vanquish the deity’s
enemies in response to the blasphemy of their insolance. They have special sacred magical powers,
given to them by their dark deity for them to have an edge against opponent clerics and paladins.
The zadulus serve their masters faithfully and without hesitation. They ironically wear robes of the
clergy, as a mockery against good deities and their temples. Creating a zadulus pleases evil deities a
lot.
Zadulus
Medium undead, lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 9 (-1) 12 (+1) 9 (-1)
Saving Throws Wisdom +3
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Understands all languages it knew in life but cannot
speak
Challenge 1 (200 XP)
Turn Resistance. The zadulus has advantage on saving throws
against any effect that turns undead.
Divine Hatred. The zadulus has advantage on any check or saving
throw made against a paladin or cleric devoted to a deity that the
zadulus does not serve.
ACTIONS
Multiattack: The zadulus makes two attacks, one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) slashing damage.
292
Zuqnaux
Zuqnauxes are abominations made of the souls and
bones of vile murderers and viciously competent
warriors taken from the material realm. Their
eyes are gouged out with hooks and replaced with
obsidian, dark wood, or raw iron spikes. Their skin
is made of layers taken from the former bodies of
killers and sewn together. Their body is crafted in
a way that is exquisitely designed to allow them
to work wonders in combat. They use a two-ended
chain expertly as a weapon, one end of which holds
a dark steel, flanged maul and the other, a sharp
meat hook.
They are created as headhunters for demons.
They find and collect those who wrong the demon
monarchs and bring them back. Their tongues are
ripped by their masters and their minds are filled
with abyssal magic that gives them a will like iron.
They can understand commands and what their
prey says to them, but they cannot speak, as they
are the tools of the monarchs and do not need a
voice of their own.
Zuqnaux Magic Resistance. The zuqnaux has advantage on saving throws
against spells and other magical effects.
Large fiend, chaotic evil
Magic Weapons. The zuqnaux’s weapon attacks are magical.
Armor Class 19 (natural armor)
Hit Points 189 (18d10 + 90) ACTIONS
Speed 40 ft.
Multiattack. The zuqnaux makes three attacks with its maul
STR DEX CON INT WIS CHA chain. It can also make a hooked chain attack according to two
22 (+6) 12 (+1) 20 (+5) 15 (+2) 10 (0) 18 (+4) weapon fighting rules.
Saving Throws Strength +12, Constitution +11, Intelligence +8, Maul Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Charisma +10 target. Hit: 15 (2d8 + 6) bludgeoning damage plus 13 (3d8)
Skills Athletics +12, Intimidation +10, Perception +6 necrotic damage and the zuqnaux regain hit points equal to half
Damage Resistances cold, lightning; bludgeoning, piercing, the amount of necrotic damage dealt.
and slashing from nonmagical attacks
Damage Immunities fire, necrotic, poison Hooked Chain. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Condition Immunities charmed, frightened, poisoned, target. Hit: 13 (2d6 + 6) piercing damage. The target is grappled
restrained (escape DC 13) if the zuqnaux isn’t already grappling a creature.
Senses blindsight 120 ft., passive Perception 16 Until this grapple ends, the target is restrained and takes 7
Languages Understands Abyssal and Common but cannot speak (2d6) piercing damage at the start of each of its turns.
Challenge 17 (18,000 XP)
Abyssal Teleportation (2/Day). The zuqnaux teleports itself
and one another creature grappled by its hooked chain to a
predetermined place in the lower planes. The target must
succeed on a DC 18 Charisma saving throw in order to resist the
teleportation.
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Villains
This is the list of the NPCs that we have written for Corpus Malicious. Starting at p.371, you will see the unique NPCs that our backers created.
Villain Name Brief Description Alignment CR
All-Seeing Gaston A tortured, shadow worshipping halfling Neutral Evil 6
Benvar Duresk A crazed ranger and a New Life Fanatic Chaotic Evil 3
Debast Veirillen Neutral Evil 3
Edientath Prime Councilor of Numis Bank Chaotic Evil 10
A fleshwarper red dragon Neutral Evil 10
Elinith & Eranahr Maleficum Neutral Evil 5
Emily the Banshee Two fiends who excelled in tempting mortals Chaotic Evil 8
A vengeful ghost of a former cleric of a good deity Chaotic Evil 11
Ermat von Carolissen Lawful Evil 7
Esasha Ivory A noble at day, a werewolf at night Lawful Evil 4
A master evoker burning with flames of vengeance Chaotic Evil 7
Feveran Goldenkit Neutral Evil 10
Grim Gomir A master manipulator and trader Chaotic Evil 5
Once an enemy of undead, now a knight loyal to a vampire Chaotic Evil 9
Herna the Red Chaotic Evil 6
High Ambassador Kalytha A bloodthirsty half-red dragon barbarian Neutral Evil 10
Ignatius the Insane Librarian One of the ancient vampires that rule The Scarlet Table Neutral Evil 1
Neutral Evil 12
Ilveril the False Priest A loremaster demonologist Lawful Evil 10
Inquisitor Maveram A mad demonologist and the leader of Flase Priests Neutral Evil 4
Jenfine Thridis A former inquisitor consumed by madness 7
Joaquin Duskhaven Leader of Nightshade Inns 3
Kortar Cragbrace 7
Lilante Cragbrace A remnant who wants to keep her daughter safe 8
A veteran werewolf and the leader of Silver Claws 8
Lletin the Silent 6
A young werewolf and advisor of Kortar 10
A master assassin who works for the Silhouettes 4
2
Lord Mordhak A loyal servant of Milena and an elder vampire Neutral Evil 12
Lyrr the Mischief A bloodthirsty Kartuki who kills in the name of Milena Chaotic Evil 6
Marius Athaertes Lawful Evil 12
Marshall Gutonsyk Leader of the Inquisition of the Flame Lawful Evil 6
Miamore Quiwen A veteran tactician and military genius Lawful Evil 12
Morbash the Slaughterer Chaotic Evil 5
Nanny Ishmilda An inquisitor of The Scarlet Table Neutral Evil 11
Netharesh the Carrier An orc chieftain who hunts adventurers Chaotic Evil 13
Neutral Evil 20
Radd the Rat A forest hag who eats children Chaotic Evil
Sugad Invraro A halfling who dedicated her life to creating diseases and spreading them Chaotic Evil
Takar Batar Neutral Evil
The Unseen One An evil cult member who is the master of streets Lawful Evil
Vaxx the Collector A master necromancer who is an enemy of all spellcasters Lawful Evil
Neutral Evil
Vretiel Chieftain of a raid group under Mad Horde Chaotic Evil
Xaelos “Ganis” Mysterious leader of the Silhouettes Neutral Evil
Lawful Evil
Xaltoran A collector of bodies working for a necromancer
Xelmin Kandelar A fallen angel of vengeance
Host of the Dewan of Love
Zadkiel Tabris
Head librarian of the Library of the Mad Court
A grave giant who works for death itself
A fallen angel who wants to destroy all divinity
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All-Seeing Gaston
Never trust the shadows! I know what I see.
Gaston is a middle-aged mad man who stands over 3 feet tall. remembers the realm he once called home, and worships
He is quite skinny and weak. His skin is so pale that even his shadows except during his episodes of sheer madness where
nails have a grey color. He has sad grey eyes, long grey hair, he remembers the tortures he has been exposed to.
and a beard. He generally murmurs and whispers, lurking
around with his large robes. He usually wears ragged shirts Even though Gaston believes shadows by heart, his twisted
under his dark robes and does not care about his grooming. mind has its own ups and downs. He very rarely remembers
and thinks of his exile but when he does, he once again starts
Gaston’s Story searching for his home for days and nights without eating
or sleeping. Then all of a sudden, he remembers his one true
Gaston lived in a big city in a distant realm where, as belief.
he claims, creature’s shadows have their own lives and
personalities. There, he was the leader of a rebellious group Gaston’s Goals
whose aim was to overthrow their authoritarian rulers.
However, he was trapped by the living shadows in an unknown Gaston has no interest in carnal pleasures. His goal is to live
place, his memories were distorted through long days of according to the orders of shadows: be one with the shadow,
torture and he was exiled from the realm he was living in. He respect the night, and respect the children of the night. When
spent many years traveling from realm to realm, searching Gaston remembers his past, his only goal is to find the realm
for his home but all he found were rumors and tales. At some he called home.
point, he started hearing voices in the shadows. At first, they
were just voices, but then the shadows gave him some special Roleplaying Gaston
abilities and powers. The shadows slowly consumed his entire
life, as well as his mind. Finally, he started to worship the He lives on the streets, barely eating, or sleeping. He doesn’t
shadows as though they were a deity; a deity of whom only look people in the eye and usually says irrelevant things in the
a selected few can understand the words. Now, he barely middle of conversations. He has a fast manner of speaking and
sometimes says words from languages different from the one
he speaks. Even though he has a sword, he is not good at using
it and he prefers to keep a safe distance from all, as much as
possible. Gaston suddenly stops and looks like he is listening to
something very closely and delicately from time to time. These
listening sessions occasionally last long. Then, sometimes, he
nods his head. This only means one thing; that he accepts a
quest given by the shadows lurking around. Yet, sometimes
he seems like he cannot bear what he has heard; thus, he gets
paranoid and starts talking fatuously about his home plane.
Small Humanoid
Halfling
Neutral Evil
Scoundrel
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All-Seeing Gaston
Small humanoid (halfling), neutral evil
Armor Class 15 (whispers of the shadows)
Hit Points 93 (17d6 + 34)
Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 12 (+1) 15 (+2) 11 (+0)
Saving Throws Strength +5, Wisdom +5
Skills Insight +5, Perception +5
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Dwarvish, Elvish, Halfling
Challenge 6 (2,300 XP)
Lucky. When Gaston rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die. He must use the new result,
even if it is a 1.
Nimble. Gaston can move through the space of any creature that is
of a size larger than his.
Whispers of The Shadows. Shadows whisper his ear the danger.
Gaston cannot be surprised. Also, he has advantage on Dexterity
saving throws and his AC is increased by 4.
ACTIONS
Multiattack. Gaston makes two melee weapon attacks.
Sword of Shadows. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) necrotic
damage.
Help of the Night (Recharge 6). Gaston can ask help from the
shadows. At the end of his turn, 1d4 shadows are summoned on an
unoccupied space within 10 feet of Gaston.
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Benvar Duresk,
New Life Fanatic
Come and join me in our sacred mission! Only
New Life can help you! Only I can help you!
When New Life (p.164) gains power in a village, you can see to hide in. While he was hiding in it quietly, he heard noises
Benvar Duresk standing on a crate, evangelizing, calling coming from further inside the cave, and again, he plucked up
people for helping them. his courage to venture deeper into the cave.
Benvar Duresk has messy white hair and no facial hair. The cave seemed to get bigger and bigger as he delved
Because of the experiments done on it in New Life, his body further into it, and Benvar found himself in an underground
is full of scars and stitches but, if asked, he will just say that facility where people got cut open and reshaped. Some people
they are “mere flesh wounds; nothing by comparison to the say that Benvar saw the real monster there and went crazy,
reward of saving people”. He is proud of his scars and does and others believe that Benvar was rescued by New Life, which
not hesitate to show them. Therefore, he wears clothing that is why he now acts on their behalf. One way or another, he
would show the scars on his chest. He wears fancy clothing became an essential tool for the New Life and a dangerous
that fits his early life as a ranger. weapon by any means, although as much as he thinks he
operates to save lives.
Benvar Duresk’s Story
Benvar Duresk’s Goals
Benvar Duresk was a lone ranger who roamed forests and
mountains around his town. One day, a rumor that a monster Benvar Duresk travels from town to town and village to village
lived in the forest swept his town. Courageously, Benvar to recruit more people to New Life. To do this, he travels with
accepted the quest to find and slay it and scoured the forests four or five people, with whom he establishes a medical clinic
for days-on-end. Eventually, he got tired of searching and was in the settlement they visit. His job is to bring more people to
just about to give up when the monster found him. the Caves Of Corruption.
The creature the townspeople had deemed a monster was Roleplaying Benvar Duresk
in fact a huge bear. However, Benvar knew that if he tried to
fight it, he would still get mauled; and therefore, he ran. The Once a courageous, and handsome ranger, Benvar Duresk
bear followed him for hours, until finally, Benvar found a cave is now a mad man that lies to people to be able to kidnap
them. He believes his cause leads to true salvation, and will
do anything to fulfill and protect it. He normally talks fast,
but every once in a while, he screams outs a random word
or zones out and whispers the same word, over and over
again. Although he is mad, he is quite clever and can be very
persuasive. He genuinely uses his ability to persuade others to
visit the Caves of Corruption and adopt the New Life’s way of
living.
Medium Humanoid
Human
Chaotic Evil
Scoundrel
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Benvar Duresk, New Life Fanatic
Medium humanoid (human), chaotic evil
Armor Class 12
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 17 (+3) 9 (-1) 14 (+2) 13 (+1)
Saving Throws Dexterity +4, Constitution +5
Skills Medicine +4, Perception +4, Performance +3, Persuasion +5,
Stealth +4
Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)
Abomination. When Benvar Duresk hit point decreases to 0, his
body rots and turns into a zadulus (p.292). If the zadulus does not
die within 1d4 turns, Benvar Duresk returns to life with 1d10 hit
points.
Spellcasting. Benvar Duresk’s spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). He has the following spells:
1st level (3 slots): acid bolts*, cure wounds, pinpoint*, pool of shadows*
2nd level (2 slots): hail of axes*, pass without trace
ACTIONS
Multiattack. Benvar Duresk makes three melee or ranged weapon
attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
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Debast Veirillen
Pleasure doing business with you... Mr. corpse.
lots of schemes planned against her favor. Her being elected
as the prime counselor also demonstrated that her personality
and accomplishments overthrew her rivals. Then, by using
her influence over the Veirillen Family, she eliminated her
competitors, who tried to plot schemes behind her back.
Debast’s Goals
Debast Veirillen is the current prime councilor of the Numis Debast seeks to increase the wealth and prosperity of her
Bank (p.166) from the Veirillen family; one of the founding enterprise by any means necessary. She is a hands-on leader,
families of the bank. She has light blonde, well-brushed attending to most of her meetings and errands herself. When
hair and a light perfume that smells like clove. She wears she finds something interesting, she does not hesitate to
clothes that are exquisitely-cut, stylish, but also padded for investigate it on her own either. When she decides to do so,
protection. She carries her well-crafted hand crossbow on she doesn’t hesitate to get blood on her hands or secretly
her belt and a rapier on her back. She likes to wear exquisite, assassinate those who own the thing she is interested in.
high-end jewellery at all times. Yet, it is quite hard to see the Although Debast is a self-oriented being, the welfare of Numis
same combination of jewellery on her more than once. The Bank is also a top priority for her. She regards herself as an
Veirillen Family Heirloom ring, which is a shiny platinum ring; incredibly successful business person. She can do anything to
however, is always on her ring finger. keep her status-quo as the prime councilor.
Debast’s Story Roleplaying Debast
Debast is the leader, and a talented and well-educated Debast’s eyes gaze with the utmost intelligence and attention
member, of the Veirillen family. She was raised to be the most to detail. Her manner of speech is always filled with the
beneficial to the family’s common interests. She grew into utmost respect when talking to others. She likes to talk about
a lady with vigorous training for diplomacy, economy, and business and do it in business terms. She prefers negotiations
espionage. and agreements (that generally benefits her side) but she does
not hesitate to end a deal in blood, if she finds it necessary to
In the latest election of the council, she cleverly do so, or find the deal to be too much of a bother. If and only
outmaneuvered her rivals in the bank and managed to become if someone talks about her work or family with a disrespectful
the prime councilor. By becoming so, she showed everyone, tone, she may lose her temper and give them the roughest
both her family and outsiders, that her education and training time they had by any means necessary.
were, indeed, successful and significant. Moreover, there were
Small Humanoid
Gnome
Neutral Evil
Scoundrel / Spellcaster
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Debast Veirillen
Small humanoid (gnome), neutral evil
Armor Class 14 (+1 noble garment)
Hit Points 52 (15d6)
Speed 25 ft.
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 20 (+5) 14 (+2) 16 (+3)
Saving Throws Dexterity +5, Charisma +5
Skills Deception +5, History +9, Intimidation +5, Insight +6,
Persuasion +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish, Elvish, Gnomish, Infernal
Challenge 3 (700 XP)
Spellcasting. Debast is a 7th-level spellcaster. Her spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Debast has the following bard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): charm person, comprehend languages, detect magic,
heroism
2nd level (3 slots): detect thoughts, silence, suggestion, zone of truth
3rd level (3 slots): clairvoyance, dispel magic, fear
4th level (1 slots): confusion, greater invisibility
ACTIONS
Multiattack. Debast makes three attacks, two with her quick jab *
and one with her crossbow of stopping *.
Quick Jab (Small Magic Rapier). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. On a critical
hit, Debast can make an additional attack with this weapon as a
reaction.
Crossbow of Stopping (Magical Hand Crossbow). Ranged Weapon
Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage and the creature’s speed is decreased by 10 ft. On
a critical hit, the creature is pushed back 5 feet and falls prone.
Gas Bomb (Recharge 5-6). Debast throws a bomb to an area within
60 feet range. Creatures within the area of a 20-foot-diameter
sphere must make DC 13 Constitution saving throws. On a failed
save, a creature becomes nauseated, losing any concentration on a
spell, its bonus action, and reaction. A creature becomes immune
to this gas’ effects for 24 hours on a successful save.
300