TOXIC BREATH 3rd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (lead ring or green dragon scale) Duration: 1 round You exhale a cloud of misty vapor in a 30 foot cone in front of you. Each creature in the cone must make a Constitution saving throw. On a failure, a creature takes 8d6 poison damage, and it is poisoned until the end of its next turn. While poisoned in this way, its speed is reduced by half. On a success, a creature takes half as much damage and is not poisoned At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ld6 for each slot level above 3rd VEILED DAGGER 3rd-level illusion (Bard, Ranger, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 90 feet Components: S Duration: Instantaneous You weave magic into the shape of an invisible knife and throw it at one target you can see within range. Make a ranged spell attack against the target, with advantage on the attack roll if the creature does not have blindsight or truesight and cannot see invisible objects. On a hit, the target takes 10d4 piercing damage. On a miss, it takes half as much damage, but the type is slashing damage. The attack also counts as a ranged weapon attack made using a finesse weapon, and you can choose to use your Dexterity modifier instead of your spell casting modifier for the attack roll If you are hidden from any creatures when you cast this spelL neither the spell nor the attack reveal your position. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd VENGEFUL SMITE 4th-level (Blood) evocation (Paladin only) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You are blessed with the bravery to take harm for your beliefs, granting you 2d8 temporary hit points. The next time you hit a creature with a weapon attack before this spell ends, your attack deals 3d8 bonus force damage. In addition, if you took damage while concentrating on this spell or during the turn that you cast the spelL your attack also creates a wave of vengeful blood that crashes through a 30-foot cone originating from you, which must include the target. Each creature in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes 2d8 force damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone. VENOM DART Conjuration cantrip (Artificer, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 120 feet Components: V, S, M (a dart or needle) Duration: Instantaneous You fling a needle of stinging poison at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes ld4 piercing damage and ld4 poison damage. If the target isn't missing any hit points or it is poisoned, you roll the poison damage twice and use the higher result. If the target is not immune to the poisoned condition, it also has disadvantage on any saving throws made to maintain concentration caused by the spell's damage. The piercing damage and the poison damage each increase by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
VENOM LASH 4th-level transmutation (Druid, Ranger, Sorcerer, ¾-'Izard) Casting Time: 1 action Range: 15 feet Components: V, S, M (armlet made from coiled, mummified scorpion taiL poison ivy, snake, or centipede) Duration: Concentration, up to 1 minute You point toward a creature you can see within range, and your arm briefly becomes a long, venomous plant or animal to strike it. Make a melee spell attack against the target. On a hit, the target takes 3d8 piercing damage, it is poisoned until the spell ends, and you can choose to pull it up to 10 feet closer to you. While a creature is poisoned by this spelL its speed is halved and it takes 3d8 poison damage at the start of each of its turns. At the end of each of its turns, it makes a Constitution saving throw, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by ld8 for each slot level above 4th. VERTIGO 8th-level necromancy (Cleric, Druid, Sorcerer, Warlock, Casting Time: 1 action Wizard) Range: 60 feet Components: V, S Duration: 10 minutes You cause a swirl of magic that affects the sense of balance of up to four creatures that you can see within range. Each target must succeed on a Constitution save or suffer the following effects until the spell ends: • It has disadvantage on attack rolls, Dexterity checks and saving throws, and Wisdom (Perception) checks. • Its speed is reduced to no more than 10 feet, and it cannot fly or climb, regardless of its abilities. • It cannot make more than one weapon attack each turn, regardless of its abilities. • It takes maximum damage from falls instead of rolling. • Attacks made against it have advantage and score a critical hit on a roll of 18-20 instead of only on a 20. • At the end of each of the creature's turns, if it isn't prone already, it must succeed on a Dexterity saving throw or it falls prone. Each affected creature must repeat the Constitution saving throw at the end of each of its turns, ending the spell's effects on itself on a success. Undead and constructs are immune to the spell VILE MIASMA Necromancy cantrip (Artificer, Cleric, Druid, Wizard) Casting Time: 1 action Range: 60 feet Components: V, S, M (a fistful of dead worms) Duration: Concentration, up to 1 minute You create a cloud of infectious miasma in a 5-foot cube you can see within range. The area is lightly obscured and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While it is poisoned in this way, it can't speak or breathe. Undead, constructs, and creatures that don't need to breathe automatically succeed on the saving throw. The spell's effect on creatures counts as a disease. WATER TO Acrn 5th-level transmutation (Artificer, Druid, Warlock, Casting Time: 1 action Range: 120 feet Wizard) Components: V, S, M (a vial of acid and a lump of coal) Duration: Concentration, up to 10 minutes Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a SO-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7 d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns. While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water. This does not alter the composition of the water. WEAKENING SMITE 1st-level necromancy(Paladin only) Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon glows with green energy, and the attack deals an extra ld8 poison damage to the target. Additionally, if the target is a creature, it must make a Constitution saving throw or else be poisoned until the spell ends. The poison effect also counts as a disease. As an action, the target can make a Constitution check with advantage against your spell save DC to retch magical sludge out of its body and end this spell on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage dealt increases by ld8 for each slot level above 1st. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 101
OPTIONAL SPELL REVISIONS With so many spells available to spellcasters, it is unavoidable that some options will be considered stronger than others. Despite that, many spells are interesting and flavorful but are so lacking in power that they feel punishing to use for some players. Other spells seem so powerful that not using them feels punishing as well If your DM allows, you can apply the following optional revisions to some spells to alleviate some of this issue. Most of these revisions are intended to strengthen the spells that are unfortunately weak, but some reduce the strength of very strong spells or grant spells to a class that doesn't normally have them instead These revisions are meant for use by players, but not for spellcasting monsters. Monsters that cast combat spells usually have their challenge rating based upon the power of those spells, and so changing the spells a monster casts can easily alter the power of the entire monster. Don't apply these revisions to any spellcasting monsters unless you're sure of what you're changing and know how to adjust the monster's challenge rating. If a spell's name is followed by an asterisk(*), it can be found in Xanathar's Guide to Everything or in the Elemental Evil Player's Companion. 1 ST-LEVEL SPELLS Bane. This spell's effect counts as a curse effect. Inflict Wounds. Add this spell to the sorcerer and wizard spell lists. Ray of Sickness. Change the damage dice for this spell from d8s to dlOs. Sleep. Add an additional effect to casting the spell at higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration is 10 minutes. If you use a spell slot of 5th level or higher, the duration is 1 hour. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a spell slot of 9th levei the duration is 24 hours. 2ND-LEVEL SPELLS Dark.vision. The caster may choose either the normal effect, or a more intense effect, which changes the duration to "Concentration, up to 1 hour" and causes the target's vision to be unimpeded by magical darkness for the spell's duration, in addition to the normal effects. Moonbeam. Light created by this spell is moonlight. Silence. Creatures and objects affected by the spell are not immune to thunder damage. Instead, they have resistance to thunder damage, and they reduce any thunder damage they take by an amount equal to 10 times the spell's level (before resistance} 3RD-LEVEL SPELLS Vampiric Touch. This spell is also a Blood spell If you hit a creature with blood that has less than half of its hit points using the spell attack, you also gain temporary hit points equal to your spellcasting ability modifier that last until the spell ends. 4TH-LEVEL SPELLS Death Ward When the spell is cast, the target also gains a magical ward that defends against necrotic damage. The ward has hit points equal to 4 times the caster's spellcasting ability modifier (minimum O hit points), and it lasts until it is reduced to O hit points or the spell ends. If the target would take necrotic damage while the ward remains, the ward blocks and takes the damage instead If the ward is reduced to O hit points, the target takes any remaining damage, and the spell continues without the damage ward
5TH-LEVEL SPELLS Hallow. Add the following options to the spell • Clarity. Affected creatures can't be charmed or confused (such as by the confusion spell or similar effects) while in the area. • Wonder. Affected creatures have disadvantage on saving throws against being charmed and on Wisdom (Insight) checks while in the area. GTH-LEVEL SPELLS Circle of Death. Swarms take maximum damage from the spell instead of the damage that is rolled The spell 's effect also spreads around corners. Create Undead This spell can also be cast on the corpses of non-undead hags, despite not being humanoids. When cast in this way, the spell also requires special herbs from both the Feywild and the Shadowfell worth at least 100 gp as an additional material component, which the spell consumes. Hag corpses are raised as withering hags (page 142) instead of ghouls. When cast at 8th-level or higher, the spell can be used to animate or reassert control over draugr (page 128} just as for ghasts and wights. Harm. Add this spell to the sorcerer, warlock, and wizard spell lists. Magic Jar. Add this spell to the warlock spell list. 7TH-LEVEL SPELLS Simulacrum. Until the simulacrum is destroyed, the spellcaster can't regain the spell slot that was used to create it. If the target creature dies, the simulacrum is instantly destroyed 8TH-LEVEL SPELLS Glibness. While the spell is active, creatures also have disadvantage on saving throws made against being charmed by the spellcaster. 9TH-LEVEL SPELLS Imprisonment. Add the following option to the spell • Artwork. The target is magically bound within a piece of art that is made to resemble the target, such ', as a bust, a portrait, or a figurine. The target is incapacitated within a minor dimension that exists within the artwork, but it can perceive its surroundings from within the artwork and it can manipulate itself in a limited way within the artwork at any time to express itself (such as a painting waving its arms within the foreground, or a bust or figurine scowling or making a rude gesture} The special component for this version of the spell is the artwork the target is trapped in, which can't be broken or defaced while the spell remains in effect. Weird This spell doesn't require concentration, and creatures frightened by the spell are also stunned THE IMPERMISSICON FANMAD
104 SPELL VARIANTS agic is found in a myriad variety of forms and flavors. Despite the list of available spells, some groups want more options to help casters specialize more thoroughly in a damage type or theme. To enable this without bloating the normal spell list, a group can use these spell variants. Spell variants are optional new spells that can be used in a game of D&D to augment and expand the existing spell lists. Each spell variant is based on a normal spell but with some minor changes that differentiate it from the original For example, a spell variant may use a different damage type, change a condition, swap a saving throw, be a different school of magic, etc. Spell variants can even include changes to the classes whose spell list it appears on. Spell variants are learned and prepared the same as any normal spell They are treated as if they are just as unique as any other spen not as alternate options for the original spell Whether you're a player or a DM, you can use spell variants in every way you could use a normal spell You can use them to fill out the spell list for a PC, NPC, or monster, include them in scrolls and magic items, use them as story elements, etc. Not every group or DM may want to use these spell variants. Consult with your group and your DM about whether these additions would fit well in your game or whether it would feel like too many options. Your DM is free to allow the use some of the spell variants, all of them, or none at all CLASSES AND DAMAGE 'TYPES Not every class that has access to the original version of a spell always has access to every variant of that spell Sometimes a spell variant uses a damage type that one or more of the classes with access to the original spell never normally use, such as bards and acid spells. As such, those classes don't have access to those variants in most cases. Some exceptions have been made, especially when the original spell is one that grants the class access to a damage type they don't normally use, such as the cleric's flame strike spell As a DM, if the rules are updated to include some of these spells on spell lists that they were not originally on, such as through erratas, you should generally give that class access to each spell variant of that spell as welL barring strange damage types. For example, if sorcerers are updated to have access to the flame blade spelL you should probably also give them access to the variants for flame blade as well It is not recommended to grant access to a variant if the class normally doesn't cast spells of that variant's damage type, such as a cleric casting a cold spelL but some exceptions can be made. DMs should be judicious when enabling special class features in this way. CHAPTER TWO I SPELLS NEW MATERIAL COMPONENTS The spell variants in this section mostly don't describe changes in material components, but your DM is free to change the material components of any of these spell variants from the original spell's materials to something that they find to be more fitting of the variant, so long as the minimum cost of the materials remains unchanged For example, a DM might change the components for a variant of circle of death to something other than "the powder of a crushed black pearL" but they should keep the requirement that the components are worth at least S00gp, regardless of the new components. COMBINING WITH SPELL REVISIONS If you're using the optional spell revisions shown earlier in this chapter, it is recommended that you also apply those revisions to any of that spell's variants that you use. For example, if you use the revisions for fireball from The Elements & Beyond, then you should also use those revisions for the spell variants of fireball, such as blood expulsion. If the two happen to conflict, use the spell variant's changes over the revision's changes. How TO READ A SPELL VARIANT Each spell variant is listed under the original spell along with the other variants of the original Like any spelL a spell variant has a unique name, and it has both a spell level and a school of magic. This compendium also lists the classes whose spell lists these spell variants appear on (if the DM allows that variant) in parentheses next to the spell's school If a class name is bolded, it means the original spell isn't normally on that class's spell list. Beneath the school and class list you'll find the spell variant's list of changes compared to the original spell Mechanical changes are listed first, followed by a flavor description of the new spell If you use notes for your spells or copy the descriptions somewhere, it is advised that you do so for this new spell based on the original spell's description and the listed changes together, to save time when referencing it later. Next to the name of each original spell is a tag indicating where the spell has been published You can find the original spell by checking in the table below. Tag Location of the Original Spell PHB The Player's Handbook XGE Xanathar's Guide to Everything TCE Tasha's Cauldron of Everything ELM The Elements and Beyond (another compendium) NEW The lmpermissicon (here) This fanmade compendium avoids reprinting any official D&D spell descriptions so that fans are still encouraged to support the official content publications. 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SPELL VARIANT LIST The spells variants are presented in alphabetical order under each of the original spells, which are in order of ascending spell levels, and then in alphabetical order. ACID SPLASH EERIE GLARE Enchantment cantrip (Sorcerer, Wizard) Changes: The spell deals psychic damage, and the Dexterity saving throw is replaced by a Wisdom saving throw. The targets must be able to see the caster and see each other. The caster glares at the target, or causes two targets to glare at each other. SPEAR OF ROT Necromancy cantrip (Sorcerer, Wizard) Changes: The spell deals necrotic damage. Targets are impaled by a spear formed of deathly energy. BOOMING BLADE (TCE) ------------------- F o RB ID DING STRIKE Enchantment cantrip (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage. The target feels powerful shame about the idea of running away. VENOMOUS STRIKE Conjuration cantrip (Artificer, Sorcerer, Warlock, vVizard) Changes: The spell deals poison damage. The target is exposed to poison that strengthens upon movement. CREATE BONFIRE Toxic CLOUD (XGE) Conjuration cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage, and it ends if a wind of moderate or greater speed (at least 10 miles per hour) blows through the area. The spell creates a cloud of green gas that lingers over the ground FIRE BOLT BONE LANCE Evocation cantrip (Artificer, Sorcerer, Wizard) Changes: The spell deals necrotic damage, its range is reduced to only 30 feet, and it can't ignite flammable objects. The caster attacks with a spike of unholy bone. FROSTBITE (XGE) NAUSEATE Necromancy cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage. The target feels suddenly sick instead of frost spreading upon it. SCHOLAR'S CURSE Necromancy can trip (Sorcerer, Warlock, vVizard) Changes: The spell deals psychic damage, it counts as a curse, and the target automatically succeeds on the saving throw if it can't hear the caster. The target hears an otherwordly proclamation of its own weakness. WANING VIGOR Necromancy can trip (Artificer, Sorcerer, Warlock, vVizard) Changes: The spell deals necrotic damage. Rather than frost spreading over it, the target feels a crushing weakness overtake its entire body. GORE SPIKE (NEW) INVOKE POISON Conjuration cantrip (Sorcerer, Wizard) Changes: The spell deals poison damage, and it can affect targets that don't have blood The caster conjures small amounts of poison inside the target's body. LIGHTNING LURE (TCE) SIREN'S TOUCH Enchantment cantrip (Bard, Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, the target can't be pulled further than it could move with its speed, a target is immune to the spell if it can't hear the caster, and the Strength saving throw is replaced by a Wisdom saving throw. The caster's magic lures the target closer. POISON SPRAY BONE RATTLE Necromancy cantrip (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, and it treats vulnerability to bludgeoning damage as if it were vulnerability to necrotic damage. The caster causes the target's bones to lurch and crack within its body. CRUSHING GRAVITY Transmutation cantrip (Sorcerer, Warlock, Wizard) Changes: The spell deals bludgeoning damage, and the Constitution saving throw is replaced by a Strength saving throw. A target is immune to the spell if it can hover or if it can't be knocked prone. The caster warps the power of gravity to crush the target's body. GLIMPSE OF MADNESS Illusion cantrip (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, and the Constitution saving throw is replaced by a Wisdom saving throw. A target is immune to the spell if it can't see the caster, can't hear the caster, can't be frightened, or has an Intelligence of 4 or lower. The caster shares a maddening vision with the target. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 105
106 SACRED FLAME GRAVE REMINDER Necromancy cantrip (Cleric only) Changes: The spell deals necrotic damage. It causes spectral hands that seek to tear away the target's vitality to rise up from underneath the target, grabbing at it. THORNWHIP SLIME WHIP Conjuration cantrip (Druid only) Changes: The spell deals poison damage. The caster attacks with a whip made out of toxic slime. THUNDERCLAP (XGE) BLOOD CURDLE (Blood) Necromancy can trip (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, it creates no sound, and creatures without blood automatically succeed on the saving throw. Saving throws made to maintain concentration as a result of the spell's damage have disadvantage. The caster causes the blood within the veins of surrounding creatures to slow and curdle. CLOAK OF POISONS Conjuration cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage and doesn't create any sound Noxious mist swirls around the caster. TOLLTHEDEAD (XGE) CHOKE THE WOUND (Blood) Necromancy can trip (Cleric, Warlock, Wizard) Changes: The spell deals poison damage, and saving throws made to maintain concentration caused by this damage have disadvantage. Creatures without blood are immune to the spell The caster turns blood within the target's open wounds into festering poison. ARMOR OF AGATHYS ------------ GLOOM SHELL 1st-level necromancy (Warlock only) Changes: The spell deals necrotic damage. Spectral darkness covers the caster's body protectively. CHAPTER TWO I SPELLS Foo CLOUD SMOKESCREEN 1st-level illusion (Bard, Sorcerer, Wizard) Changes: The spell requires material components (a scarf or fold of cloth} and the fog created by the spell is only an illusion of fog. It can't be dispersed by wind, but truesight, blindsight, or a successful Intelligence (Investigation) check against the caster's spell save DC as an action enables a creature to ignore the effects of the fog. ICE KNIFE BONE KNIFE 1st-level necromancy (Sorcerer, Wizard) (XGE) Changes: The spell deals necrotic damage instead of cold damage. It launches a piercing spectral bone that shatters into shards of necrotic bone. POISON THORN 1st-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals poison damage instead of cold damage, and the Dexterity saving throw is replaced by a Constitution saving throw. The caster hurls a thorn with botanical poison that bursts in a cloud on impact. INFLICT WOUNDS LACERATION 1st-level (Blood) necromancy (Cleric, Sorcerer, Wizard) Changes: The spell deals slashing damage, but any creature without blood is immune to the spell At the caster's touch, the target's blood cuts its own skin open. TOUCH OF VENOM 1st-level necromancy(Cleric, Druid) Changes: The spell deals poison damage. The caster touches the target and summons poison within its body. RAY OF SICKNESS ------------- RAY OF TERROR 1st-level enchantment (Sorcerer, Wizard) Changes: The spell deals psychic damage, the Constitution saving throw is replaced by a Wisdom saving throw, and the target becomes frightened instead of poisoned SEARING SMITE BLIGHTING SMITE 1st-level necromancy(Paladin only) Changes: The spell deals necrotic damage and does not light the target on fire, but instead leaves festering spectral worms in the target's wounds. Removing the worms is no more difficult than dousing the fire. Noxious SMITE 1st-level necromancy (Paladin only) Changes: The spell deals poison damage, and does not light the target on fire, but instead poisons it with unholy magic. Removing the effect uses the same rules as dousing the fire, except that the creature taking the D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
action must be carrying water, and the target of the spell must drink the water as part of the action. THUNDEROUS SMITE GRAVITIC SMITE 1st-level evocation (Paladin only) Changes: The spell deals bludgeoning damage and does not create any sound The caster's weapon vibrates with violet gravitational magic when it strikes the target. WITCHBOLT EXSANGUINATE 1st-level (Blood) necromancy (Sorcerer; Warlock, Wizard) Changes: The spell deals necrotic damage, creatures without blood are immune to the speli and any saving throws made to maintain concentration caused by the spell's damage have disadvantage. The beam between the caster and target is made of the target's blood MADNESS BEAM 1st-level enchantment (Sorcerer; Warlock, Wizard) Changes: The spell deals psychic damage. The caster strikes its foe with a prismatic beam of psychic energy. CARNAGE BURST (NEW) LIVING BOMB 2nd-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage, and the target doesn't need to have blood, but it can't be an undead or a construct. The caster ignites a searing flame within the target, hoping to turn its body into an blazing explosion. FOUL INCUBATION 2nd-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage, and the target doesn't need to have blood, but it can't be an undead or a construct. The spell spawns a foul mixture that might spew out from the target in wretched chunks. FLAME BLADE SHADOW SCYTHE 2nd-level necromancy (Sorcerer only) Changes: The spell deals necrotic damage and does not create any light. Instead, the area within 10 feet of the caster is lightly obscured by mist while the caster is holding the weapon. The weapon conjured by the spell is a misty scythe formed out of shadows and darkness. VENOM BLADE 2nd-level conjuration (Druid, Ranger, Sorcerer) Changes: The spell deals poison damage and doesn't create any light. The weapon conjured by the spell is a shortsword formed out of emerald-green poison. THE IMPERMISSICON FLAMING SPHERE TURBULENT VOID 2nd-level evocation (Sorcerer, Wizard) Changes: The spell deals bludgeoning damage, the Dexterity saving throw is replaced by a Strength saving throw, and the spell doesn't create light or ignite objects. It creates a dark sphere of crushing gravitational magic. HOLD PERSON NUMB PERSON 2nd-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Changes: The Wisdom saving throw is replaced by a Constitution saving throw, and any creature that doesn't have blood automatically succeeds on the saving throw. The target is physically afflicted with paralysis through blood magic instead of through mental enchantment. MOONBEAM PSYCH IC RI FT 2nd-level evocation (Warlock only) Changes: The spell deals psychic damage, it has no special effect on shapechangers, and the Constitution saving throw is replaced by a Wisdom saving throw. Any creature with telepathy also has disadvantage on saving throws against the spell The caster creates an opening in space that leaks out eerie light and Far Realm energy. VILE SPORE CLOUD 2nd-level conjuration (Druid, Warlock) Changes: The spell deals poison damage, it creates no light and has no special effect on shapechangers, and plants have disadvantage on saving throws against the spell The caster conjures a cloud of fungal spores that corrupt and infest anything they touch, especially plants. SHATTER Cl RCLE OF ROT 2nd-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, it creates no sound and can't damage objects, and creatures that are suffering the effects of old age have disadvantage on the saving throw instead of inorganic creatures. Rather than a ringing noise, necrotic energy erupts in a sphere.
• MIND BLAST 2nd-level enchantment (Bard, Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, it creates no sound and doesn't damage objects, and the Constitution saving throw is replaced by a Wisdom saving throw. Creatures with telepathy have disadvantage on the save instead of creatures made of inorganic material BLINDING SMITE TRAITOROUS SMITE 3rd-level necromancy (Paladin only) Changes: The spell deals acid damage. The weapon splashes with blinding acid instead of flaring with light. FIREBALL BLOOD EXPULSION 3rd-level (Blood) necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, creatures without blood have resistance to the spell's damage, the spell can't ignite objects, and the Dexterity saving throw is replaced by a Constitution saving throw. A bead of red energy explodes and expels blood from those nearby. TOXIC BLAST 3rd-level (Blood) necromancy (Sorcerer, Wizard) Changes: The spell deals poison damage, the spell can't ignite objects, and the Dexterity saving throw is replaced by a Constitution saving throw. A bead of green energy bursts into a wave of poisonous gas. FLAME ARRows (XGE) ---------------- FESTERING ARROWS 3rd-level necromancy (Druid, Ranger, Sorcerer, Wizard) Changes: The spell deals poison damage, and any creature that is immune to disease is also immune to the spell's damage. The spell imbues arrows with foul disease instead of enchanting them with flame. LIGHTNING BOLT SHADOW CANNON 3rd-level necromancy (Sorcerer, Wizard) Changes: The spell deals force damage and doesn't ignite objects, but creatures that are entirely in bright light have resistance to the spell's damage. The spell releases a lancing blast of shadows focused to harm. MELF' s MINUTE METEORS (XGE) RIZZAK'S VILE VULTURES 3rd-level conjuration (Sorcerer, Wizard) Changes: The spell deals poison damage, and the Dexterity saving throw is replaced by a Constitution saving throw. The caster creates emerald green vultures that explode into poisonous fumes. _M_o_R_T_IFY _________ (_NEW) MYSTIFY 3rd-level illusion (Bard, Sorcerer, Warlock, Wizard) Changes: The Charisma saving throw is replaced by an Intelligence saving throw, and creatures who can't be charmed or can't be frightened are not immune to the spell Instead, a creature is immune to the spell if it can see through illusions, as with truesight, if it doesn't rely on sight, as with blindsight, or if its Intelligence score is 4 or lower. Rather than deep shame, the caster afflicts the target with a mind-breaking illusion. TOXIC BREATH NEUROTOXIC BREATH 3rd-level conjuration (Sorcerer, Wizard) (NEW) Changes: The spell deals psychic damage, but any creature that can't be poisoned or is immune to poison damage is also immune to the spell's damage. The spell creates poisonous gas that affects the mind or brain. BLIGHT MINDBEND 4th-level illusion (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, the Constitution saving throw is replaced by an Intelligence saving throw, and the spell has no extra effects against plants. Instead, creatures that don't rely on sight, as with blindsight, or that can see through illusions, as with truesight, are entirely immune to the spell's effects. The target is shown a weird illusion that drains its capacity to think. TOXIC SHOCK 4th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage, the spell's range is increased to 60 feet, and the spell has no extra effects against plants. The caster summons a burst of deadly poison within the body of their target. THE IMPERMISSICON
ENVENOMED WEAPON (NEW) INSULTING WEAPON 4th-level enchantment (Bard, Wizard) Changes: The spell deals psychic damage, the Constitution saving throw is replaced by a Wisdom saving throw, and creatures that can't be charmed or can't be frightened are immune to the spell's damage. PLAGUED WEAPON 4th-level necromancy (Cleric, Druid, Paladin, Wizard) Changes: The spell deals necrotic damage, and constructs, undead, and creatures that are immune to disease are immune to the spell's damage. STOCKADE SPROUTS (ELM) SKELETAL SPIRES 4th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, and the prisons don't obscure their occupants. The spell creates tall spires fashioned from spiky bones without leaves. WALL OF FIRE WALL OF WAILING 4th-level evocation (Sorcerer, Wizard) Changes: The spell deals psychic damage, the Dexterity saving throw is replaced by a Wisdom saving throw, and creatures that can't hear have advantage on the save. The caster creates a wall of prismatic psychic energy. The rippling colors in the wall form into faces, which emit screams from the Far Realm out of one side. CHILLING DARKNESS (NEW) CHOKING DARKNESS 5th-level conjuration (Sorcerer, Warlock, Wizard) Changes: Cold damage is replaced by poison damage. The spell creates darkness like smothering toxic mist. CONE OF COLD GREEN WYRM 1S BREATH 5th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals poison damage. A creature killed by this spell stinks terribly until it is bathed and cleaned or burned to ashes. Instead of cold air, the spell releases a poisonous blast of green dragon's breath. THEFT OF BONES 5th-level necromancy (Sorcerer, Wizard) Changes: The spell deals 4d8 bludgeoning damage and 4d8 necrotic damage instead of 8d8 cold damage, higher spell levels increase the necrotic damage, and the spell ignores resistance to necrotic damage when damaging undead A creature killed by this spell has its bones removed from its body. The caster magically pulls at nearby bones instead of blasting cold air. DAWN (XGE) NEW MOON 5th-level evocation (Druid, Wizard) Changes: The spell deals cold damage, and the light created is dim light and moonlight, not bright light and sunlight. Instead of the light of dawn, the caster evokes the icy and eerie light of the dark moon. DOMINATE PERSON SEIZE PERSON 5th-level (Blood) necromancy (Sorcerer, Wizard) Changes: The Wisdom saving throw is replaced by a Constitution saving throw, creatures without blood are immune to the spelL the target doesn't gain advantage as a result of the caster or allies fighting it, and the caster can't force it to speak, cast spells, or use any magical abilities. The charmed condition is also replaced by the poisoned condition, and the target's speed is reduced by half while it is poisoned The caster controls the target's body directly, through its blood instead of its mind HOLD MONSTER NUMB MONSTER 5th-level (Blood) necromancy (Sorcerer, Wizard) Changes: The Wisdom saving throw is replaced by a Constitution saving throw, and any creature that doesn't have blood automatically succeeds on the saving throw. The target is physically afflicted with paralysis through blood magic instead of through mental enchantment. IMMOLATION (XGE) CURSE OF CORRUPTION 5th-level necromancy (Sorcerer, Wizard) Changes: The spell deals poison damage, the Dexterity saving throw is replaced by a Constitution saving throw, and the spell effect is a curse. The spell rapidly and continually creates new toxins in the target's body. EMPTY THE YEI NS 5th-level (Blood) necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, the Dexterity saving throw is replaced by a Constitution saving throw, and creatures without blood are immune to the spell The spell causes the target to bleed uncontrollably. NOXIOUS GEYSER ·.,;;;;.;;;,;... ________ (NEW) .;... __ .;... VOLCANIC GEYSER 5th-level evocation (Druid, Sorcerer, Wizard) Changes: The spell deals nonmagical bludgeoning damage instead of acid damage and deals fire damage instead of the initial poison damage. The persistent cloud still deals poison damage. The spell causes the earth to swell with heat and poisonous volcanic gasses, creating a bursting geyser of stones and searing air. THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 109
110 SHINING ARMOR BONE ARMOR 5th-level necromancy (Cleric, Paladin, Wizard) (ELM) Changes: The spell deals necrotic damage, it grants resistance to necrotic damage instead of radiant damage, and it causes creatures to become poisoned instead of becoming blinded The caster wards themselves with armor made from magical bones. SUN FLOWER (ELM) -------------------- El DR ITCH MOON 5th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, and the light created is moonlight, not sunlight. Instead of oozes and undead, shapechangers and creatures with telepathy suffer the spell's extra effects. The caster opens a magic window to a Far Realm moon, and its eldritch radiance burns the mind instead of the soul SHATMET1S SPECTRAL SKULL 5th-level necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, and the light created is not sunlight. Instead of oozes, celestials suffer the spell's extra effects. The spell creates a giant ghostly skull that blasts deathly magic from its hollow eye sockets, calling both holy and unholy to the grave. CHAIN LIGHTNING SOUL LASH 6th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, and it ignores resistance or immunity to necrotic damage against incorporeal undead, such as a ghost, or a soul removed from its body. The spell strikes with a cord of soul energy that lashes between targets like a whip. CHAPTER TWO I SPELLS DISINTEGRATE RAY OF WITHERING 6th-level necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, and any creature reduced to O hit points by the spell is magically aged until it withers to dust. HARM HARMFUL WORDS 6th-level enchantment (Bard only) Changes: The spell deals psychic damage, it is not a disease, and the Constitution saving throw is replaced by a Wisdom saving throw. The spell 's effect can be removed by any effect that can end the charmed or frightened condition, and the spell has no effect against creatures that can't be charmed or that can't be frightened The caster speaks words laced with dreadful magic to drain the target of their will to live. HEAVENLY CURSE 6th-level evocation (Cleric only) Changes: The spell deals radiant damage, and it is a curse, not a disease. The spell 's effect can be removed by any effect that can remove a curse. The caster calls upon the heavens to curse the target with weakness. TOXIFICATION 6th-level necromancy (Druid only) Changes: The spell deals poison damage, and it is a poison, not a disease. The spell's effect can be removed by any effect that can cure poison. The spell transforms the target's organs into internal fountains of poison. STAR STEP (ELM) INFERNAL STEP 6th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals fire damage instead of force damage and lightning damage instead of radiant damage, it ignites flammable objects in the area that aren't being worn or carried, and the Constitution saving throw is replaced by a Dexterity saving throw. The caster steps through the Nine Hells to reach the target, and the blinding darkness of that realm follows them. UMBRAL STEP 6th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage instead of force damage and necrotic damage instead of radiant damage, and nonmagical sources of light within the area are all extinguished, if possible. The caster steps through the Shadowfell to reach the target, and brings the deathly chill of negative energy along with them. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
SWELLING STORM (ELM) GROWING GAS CLOUD 6th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage, and the Dexterity saving throw is replaced by a Constitution saving throw. The spell creates a swirling toxic cloud PSYCH IC MAELSTROM 6th-level evocation (Sorcerer, Warlock, Wizard) Changes: The spell deals psychic damage, the Dexterity saving throw is replaced by a Wisdom saving throw, and the d8s are replaced by d6s. The caster creates a storm of red mist and psychic energy. TWILIGHT DAWN 6th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, the Dexterity saving throw is replaced by a Constitution saving throw, and the area is not obscured but instead is filled with an eerie dim light. The caster calls the essence of the twisted dawn that breaks upon the realm of death. CROWN OF STARS (XGE) GHOSTLY SOUL FLAMES 7th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, and it only sheds dim light, regardless of how many motes remain. The motes are made of the pale flame of ghosts. HEMOGLOBES 7th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals force damage, the duration is reduced to 1 minute, and the casting time is changed to "1 reaction, which you take when a creature that has blood within 30 feet of you is reduced to O hit points." After casting the speli the caster can't cast spells of 1stlevel or higher on its next tum. The spell creates scarlet globes of deadly magical power out of spilled blood RIZZAK'S WRETCHED VIPERS 7th-level conjuration (Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage and doesn't create any light. It conjures winged snakes made from poison that fly in swirling motions around the caster. DELAYED BLAST FIREBALL CRYSTAL SCREAM 7th-level necromancy (Sorcerer, Wizard) Changes: The spell deals psychic damage, it doesn't ignite flammable objects, and the Dexterity saving throw is replaced by a Wisdom saving throw. A creature that can't be frightened is immune to the spell's damage. The spell creates a dark crystal with frightful wailing inside. THE IMPERMISSICON FMMAD MINOR SINGULARITY 7th-level transmutation (Sorcerer, Wizard) Changes: The spell deals bludgeoning damage, it doesn't ignite flammable objects, and the Dexterity saving throw is replaced by a Strength saving throw. Creatures that can hover are immune to the spell's damage. The bead is purple, made of focused gravity. RIZZAK1S ROTTING SKULL 7th-level necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage and doesn't ignite flammable objects, and the Dexterity saving throw is replaced by a Constitution saving throw. The spell summons a spectral skull filled with foul miasma. ETHEREALNESS SOUL PROJECTION 7th-level necromancy (Cleric, Sorcerer, Warlock, ivizard) Changes: The caster leaves its body behind to travel the Ethereal Plane as only a soul While the spell lasts, the caster's body is paralyzed As a soul removed from its body, the caster has resistance to all damage except psychic damage. The caster's body and soul share the same hit points. When the spell ends, the caster's body stops being paralyzed and it instantly returns to its body rather than to the spot its soul currently occupies. EXPLOSIVE RIFT (ELM) REALITY RI FT 7th-level evocation (Sorcerer, Wizard) Changes: The spell deals psychic damage, it teleports creatures instead of pushing them, the d 1 Os are replaced by d6s, the spell can't ignite flammable objects, and the Strength saving throw is replaced by a Charisma saving throw. The spell creates a prismatic slash in space-time that warps both mind and matter. WALL OF SPECTERS 7th-level necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, it doesn't ignite flammable objects or tum the ground into difficult terrain, the Strength saving throw is replaced by a Constitution saving throw, and constructs and undead are immune to the spell's damage. When the spell is targeted by an effect that turns undead, it has the same effects on the spell as dispel magic. The spell summons dozens of undead spirits to form a wall that repels foes.
MORDENKAINEN'S SWORD REAPER'S SCYTHE 7th-level necromancy (Cleric, Wizard) Changes: The spell deals necrotic damage. Instead of a sword, the spell creates a scythe of negative energy. VISION OF TERROR 7th-level illusion (Bard, Wizard) Changes: The spell deals psychic damage. Instead of a sword, the spell creates a tangible illusion of a terrible monster, its form changing depending on the observer. The illusion is obviously unreal yet can still cause harm. STORM SPEAR (ELM) STI NC OF THE WYVERN 7th-level conjuration (Sorcerer; Wizard) Changes: The spell deals poison damage, and the target cannot be paralyzed by the spell if it cannot be poisoned The spear is shaped to resemble the stinger of a wyvern's taiL shaped out of magical venom. WITHERING BONE CLAW 7th-level necromancy (Sorcerer; Wizard) Changes: The spell deals necrotic damage, and the target cannot be paralyzed by the spell if it is immune to disease or cannot be magically aged The spear is made of negative energy formed into spectral bone, and it reverts to negative energy when it strikes a target. DOMINATE MONSTER SEIZE MONSTER 8th-level (Blood) necromancy (Sorcerer; Wizard) Changes: The Wisdom saving throw is replaced by a Constitution saving throw, creatures without blood are immune to the spelL the target doesn't gain advantage as a result of the caster or allies fighting it, and the caster can't force it to speak, cast spells, or use any magical abilities. The charmed condition is also replaced by the poisoned condition, and the target's speed is reduced by half while it is poisoned The caster controls the target's body directly, through its blood instead of its mind ELECTRIC INTERDICTION (ELM) PSYCHIC INTERVENTION 8th-level enchantment (Bard, Wizard) Changes: The spell deals psychic damage, the Dexterity saving throw is replaced by a Charisma saving throw, and the Constitution saving throw is replaced by a Wisdom saving throw. Instead of lightning, the target is struck by psychic energy at the speed of thought. FLARING WEAPON (ELM) BEFOULED WEAPON 8th-level conjuration (Sorcerer; Wizard) Changes: The spell deals poison damage and causes the target to be poisoned until the end of its next turn instead of lighting the target ablaze. The target weapon is infused with potent otherworldly poison. WITHERING WEAPON 8th-level necromancy (Cleric, Sorcerer; Wizard) Changes: The spell deals necrotic damage, it causes the target to be poisoned until the end of its next turn instead of lighting the target ablaze, and creatures that are immune to disease or exhaustion or that can't be magically aged are immune to the effects of the spell FIST OF FLAME SHATMET'S SPINAL SUNDERING 8th-level necromancy (Sorcerer; Wizard) (ELM) Changes: The spell deals necrotic damage instead of fire damage, the spell ignores resistance to necrotic damage, and undead have disadvantage on the Strength saving throw. The spell attempts to blast the bones out of the target's body. RAY OF WEIRD WARPING 8th-level conjuration (Sorcerer; Wizard) Changes: The spell deals psychic damage instead of fire damage and force damage instead of bludgeoning damage, the Strength saving throw is replaced by a Charisma saving throw, and the target is teleported in a random direction instead of being pushed The spell attacks with a magic ray of Far Realm energy. THE IMPERMISSICON
INCENDIARY CLOUD CLOUD OF CORRUPTION 8th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage and the Dexterity saving throw is replaced by a Constitution saving throw. The cloud is formed of magical poison. LABYRINTH SMOKE 8th-level illusion (Bard, Sorcerer, Wizard) Changes: The spell deals psychic damage, the Dexterity saving throw is replaced by an Intelligence saving throw, and creatures that don't rely on sight, as with blindsight, creatures that can see through illusions, as with truesight, minotaurs, and goristros are immune to the spell's damage. The cloud is composed of illusory smoke taken from within a labyrinthine demiplane. MIST OF THE GRAVE 8th-level necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage, the Dexterity saving throw is replaced by a Constitution saving throw, and undead are immune to the spell's damage. The cloud is formed of mist from the world of the dead SUNBURST Fu NGAL Bu RST 8th-level conjuration (Druid, Sorcerer, Wizard) Changes: The spell deals poison damage, it doesn't dispel darkness, and creatures are poisoned instead of being blinded Fey and plants have disadvantage on the saving throw instead of undead and oozes. Rather than a burst of sunlight, the spell creates a burst of fungal spores that infest and poison forest life especially well W.All. OF LAVA (ELM) WALL OF SLUDGE 8th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage, it doesn't generate light or ignite flammable objects, and the wall can't become obsidian. Creatures restrained by the wall are also poisoned The wall is toxic sludge, not lava. BLOOD TO FLAMi (NEW) BLOOD TO 81 LE 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals acid damage instead of fire damage, and a dead target is melted, not turned to ash. The spell turns blood to acidic bile, not fire. BLOOD TO ICE 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals cold damage instead of fire damage, and a dead target is turned to ice, not ash. The spell turns blood into the coldest elemental ice, not fire. BLOOD TO LIGHTNING 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals lightning damage instead of fire damage. The spell turns blood to lightning, not fire. BLOOD TO SAND 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals piercing damage instead of fire damage, and a dead target is turned to dust, not ash. The spell turns blood into abrasive sand, not fire. BLOOD TO VENOM 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals poison damage instead of fire damage, and a dead target becomes shrunken and mummified instead of being turned to ash. The spell turns blood into deadly poison, not fire. BLOOD TO WIND 9th-level (Blood) transmutation (Sorcerer, Warlock, Wizard) Changes: The spell deals slashing damage instead of fire damage, and a dead target is torn to shreds instead of being turned to ash. The spell transforms blood into turbulent slicing whirlwinds, not fire. CHAPTER TWO I SPELLS THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 113
DESOLATION (NEW) PYROCLASM 9th-level evocation (Sorcerer, Wizard) Changes: The spell deals fire damage, reduces creatures and objects to ashes instead of dust, and also ignites any flammable objects in the area of the attack that aren't being worn or carried or that take damage from the spell The caster also sheds bright light in a 30- foot radius and dim light for an additional 30 feet until the spell ends. The spell evokes an uncontrollable surge of explosive flame at extreme temperatures. STATIC OVERLOAD 9th-level evocation (Sorcerer, Wizard) Changes: The spell deals lightning damage, reduces creatures and objects to ashes instead of dust, and also ignites any flammable objects in the area of the attack that aren't being worn or carried The caster also sheds bright light in a 20-foot radius and dim light for an additional 20 feet until the spell ends. The spell channels an unwieldy amount of crackling electricity. VOLATILE REACTION 9th-level conjuration (Sorcerer, Wizard) Changes: The spell deals acid damage, and it reduces creatures and objects to slime instead of dust. The spell conjures a bubbling globe of barely-contained acids and alchemical reagents that swirl and mix together, growing more volatile and caustic as it sprays out in small jets. GRAVITYWELL (NEW) GRIEVOUS STAR 9th-level evocation (Wizard only) Changes: The orb's space deals radiant damage and does not ignore resistance, the orb gives off bright light for 100 feet and dim light for an additional I 00 feet, and the light counts as both moonlight and sunlight. The orb is a tiny star plucked from the heavens. HUNGERING MAW 9th-level conjuration (Wizard only) Changes: The orb's space deals acid damage, and not even dust remains after a creature is killed The orb is a spherical portal into a demiplane of pure digestion. .. METEOR SWARM ANNIHILATION 9th-level evocation (Sorcerer, Wizard) Changes: The spell deals radiant damage and necrotic damage, and it doesn't ignite flammable objects. Instead of flaming meteors, the area is blasted with the forces of cosmic change and destruction, forming pillars of black and white light that eradicate all they touch. BUBBLING DEATH 9th-level necromancy (Sorcerer, Wizard) Changes: The spell deals poison damage and necrotic damage, and it doesn't ignite flammable objects. Rather than flaming meteors, the area is filled with exploding bubbles of unholy poison from the realm of the dead HOWL OF THE DAMNED 9th-level necromancy (Sorcerer, Wizard) Changes: The spell deals psychic damage and necrotic damage and doesn't damage objects or ignite flammable objects. Instead of flaming meteors, the area is attacked by a swarm of powerful undead spirits that tear into the mind and soul of any creatures they pass through. The spirits disappear just as quickly as they appeared OBLITERATION BEAM (ELM) SPECTRAL RAPIDS 9th-level necromancy (Sorcerer, Wizard) Changes: The spell deals necrotic damage instead of radiant damage, and it doesn't create any light. Rather than a beam of light, the spell creates a river-like wave of angry undead spirits to attack the living world before returning to the world of the dead PSYCHIC SCREAM TURN BLOOD 9th-level (Blood) necromancy (Sorcerer, Warlock, Wizard) Changes: The spell deals necrotic damage, the Intelligence saving throw is replaced by a Charisma saving throw, and creatures are affected regardless of how high their Intelligence score is. Instead, creatures that don't have blood are immune to the spell A creature killed by the spell has its entire body explode instead of just its head The spell confounds the blood in targets' bodies, forcing them into convulsive agony. RizzAK'S RED DEATH BREATH OF THE NINE HELLS 9th-level conjuration (Sorcerer, Wizard) (NEW) Changes: The spell deals fire damage instead of necrotic damage, and it ignites flammable objects in the area that aren't being worn or carried The cloud is made of poisonous burning smoke. THE IMPERMISSICON
SPECIALIZATION SPELL LISTS ome thematic focuses cut across damage types and schools of magic. To better allow spellcasters to specialize in those themes, this section provides spell lists for the magic specializations described in this document. The following spell lists show which spells count as pathomancy or blood magic spells. Most of these spells are from the Player's Handbook. If a spell is followed by a symboL such as an asterisk or a dagger (t), it is found elsewhere. See the table across for more information. SPELL LOCATIONS BY SYMBOL Symbol Location If a spell name is italicized, it is an optional spell variant that can be found previously in this chapter. Any other symbols describe the location of the original spell If the variant has no symbols, the original can be found in the Player's Handbook. The original spell's name is listed in parentheses after the spell variant's name. See page 104 for more information on spell variants. SPELL LISTS BY SPECIALIZATION BLOOD MAGIC SPELLS (ANTRI PS (0 LEVEL} Blood Boil* Blood Curdle (Thunderclap t) Choke the Wound (Toll the Dead t) Gore Spike* Hemokinesis>'< 1ST LEVEL Blood Reading* Exsanguinate (Witchbolt) Laceration (Inflict Wounds) Sanguine Wave* 3RD LEVEL Blood Expulsion (Fireball) Blood Extraction* Draining Smite* Life Transference t Vampiric Touch 4TH LEVEL Agonize* Hemorrhage* Vengeful Smite* 5TH LEVEL Bend Blood* * t tt ttt t 2ND LEVEL Carnage Burst* Infuse Blood* Empty the Veins (Immolation t) Grim Terror* Numb Person (Hold Person) Wither and Bloom ttt Numb Monster (Hold Monster) Seize Person (Dominate Person) 6TH LEVEL Blood Fever* This compendium (The lmpermissicon) Xanathar's Guide to Everything, and possibly the Elemental Evil Player's Companion Tasha's Cauldron of Everything Strixhaven: A Curriculum of Chaos The Elements and Beyond, another D&D Unleashed compendium. Essence Sap* Investiture of Blood* 7TH LEVEL Hemoglobes (Crown of Stars t) Malady* 8TH LEVEL Blood Bath* Heart Break* Seize Monster (Dominate Monster) 9TH LEVEL Blood to Bile (Blood to Flame*) Blood to Flame* Blood to Ice (Blood to Flame*) Blood to Lightning (Blood to Flame*) Blood to Sand (Blood to Flame*) Blood to Venom (Blood to Flame*) Blood to Wind (Blood to Flame'") Rizzak's Red Death* Turn Blood (Psychic Scream t)
116 PATHOMANCY SPELLS (ANTRI PS (0 LEVEL} Blood Boil* Chill Touch Ego Shock* Forbidding Strike (Booming Blade tt) Friends Poison Spray Siren's Touch (Lightning Lure tt) Vicious Mockery Vile Miasma* 1ST LEVEL Cause Fear t Charm Person Dissonant Whispers Heroism Ray of Sickness Ray of Terror (Ray of Sickness) Spasm* Tasha's Hideous Laughter Weakening Smite* 2ND LEVEL Blindness/Deafness Calm Emotions Crown of Madness Enthrall Ray of Enfeeblement CHAPTER TWO I SPELLS D&D UNLEASHED (vl.01) 3RD LEVEL Enemies Abound t Excite Emotions* Fear Festering Arrows (Flame Arrows t) Incite Self-Harm* Mortify* Plague Vector* Ray of Fatigue* 4TH LEVEL Agonize* Blight Charm Monster t Compulsion Confusion Dominate Beast Hemorrhage* Plagued Weapon (Envenomed Weapon*) Wall of Wailing (Wall of Fire) 5TH LEVEL Befoul Water* Contagion Dominate Person Geas Grim Terror* Synaptic Static t FANMADE HOMEBREW 6TH LEVEL Blood Fever* Essence Sap* Eyebite Harm Harmful Words (Harm) Rizzak's Ravenous Starvation>~ 7TH LEVEL Crystal Scream (Delayed Blast Fireball) Malady* Overwhelm Emotions* Power Word: Pain t Symbol 8TH LEVEL Dominate Monster Feeblemind Psychic Intervention (Electric Interdiction t) Vertigo* Withering Weapon (Flaring Weapon t) 9TH LEVEL Amnesia* Frailty* Pestilence* Psychic Scream t Weird THE IMPERMISSICON
CHAPTER THREE - DUNGEON MASTER'S CHEST ou may find, as the Dungeon Master, that you'd also like more options for DMing. This chapter presents an assortment of content and tools connected to the themes of this compendium, for you to use in your game to supplement the tools available to you in the Dungeon Master's Guide, the Monster Manual, and other sources. The material in this chapter is meant to make your life easier. Ignore anything you find here that doesn't help you, and don't hesitate to customize the things that you do use. The game's rules exist to serve you and the games you run, and that includes homebrew content. As always, make them your own. This chapter has the following sections. They're listed in the same order as they appear in the chapter. Monsters. This section contains new monsters from across the ShadowfelL the Lower Planes, the Far Realm, and other dark and cursed lands of D&D lore, including many new creatures that can be summoned or conjured using spells like the new spectral calling spell Some of these monsters can cast new spells from Chapter Two. Magic Items. This section presents a selection of new magic items that fit with the forbidden and unholy themes of the compendium, including many new cursed magic items. Some of these items reference new spells from Chapter Two and new monsters from this chapter. Poisons, Diseases, & Ailments. This section gives DMs new options for poisons that can be purchased or found, diseases that can be acquired by both PCs and NPCs, and special blood-based ailments that DMs can use to add balance or flavor to any game that involves PCs using blood magic without consequence.
118 MONSTERS ,,--llllllllllaiiiil' he following pages include descriptions and stat blocks for a wide variety of dark, unholy, or unnatural creatures. As a DM, you can freely change the lore and rules that are used for each of these monsters to suit your needs. They are presented in alphabetical order based on categories. STAT BLOCKS BY TYPE The following list categorizes the creatures in this chapter by creature type and lists their challenge ratings. Some creatures have multiple types. Creatures listed with a dagger (t) have optional Mythic traits. ABERRATION Congealed Madness (CR 8) Eldritch Hag (CR 8) Mind Flayer Infiltrator (CR l 0) Psychic Remnant (CR 4) Sentient Ectoplasm (CR 6) Siren (CR 3) Star Slug (CR 3) Tulpa (CR 8) BEAST Giant Leech (CR l /8) Leech (CR 0) Skull Spider (CR l /4) Swarm of Leeches (CR 1/4) Swarm of Skull Spiders (CR 4) CONSTRUCT Bone Golem (CR 7) Bone Golem Armor (CR 12+) Filth Golem (CR 4) Giant Haunted Doll (CR 5) Haunted Doll (CR l) Haunted Mannequin (CR 2) Shadow Golem (CR 20) ELEMENTAL Dread Gargoyle (CR 8) FIEND Blood Stalker (CR l 8) Death Hag (CR 11) Dire Imp (CR 6) Fell Scorpion (CR 14) Fury Bat (CR 5) Hell Snail (CR 7) Id Cloud (CR l 0) Scourge Vulture (CR 7) Shattersoul Invoker (CR l 5) Spirit of Darkness (CR 5) Stygian Worm (CR 9) Swarm ofBloodwasps (CR 3) Torment Rat (CR 2) FEY Blood Lurker (CR 12) Feral Hag (CR 4) Midnight Owl (CR 12) Primordial Devourer (CR 12) That Which Rots (CR 12) Wolfen (CR 11) GIANT Death Giant (CR 16) Death Giant Bone King (CR 26) t Death Giant Soul breaker (CR 21) Giant Skeleton (CR 6) Giant Zombie (CR 6) Hill Giant Ghoul (CR 8) Oni Nightblade (CR 12) Stone Giant Mummy (CR 11) HUMANOID Cave Wretch (CR 2) Hemomancer Wizard (CR 9) Wereape (CR 7) Werecobra (CR 5) Wereagle (CR 2) Weregator (CR 8) Werekraken (CR 3) Wereowl (CR 4) Wereshark (CR 6) Werespider (CR 4) Wereturtle (CR 2) MONSTROSITY Giant Rat King (CR 12) Pollutoad (CR 13) Umbral Rat (CR 5) CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) FANMADE HOMEBREW ~~~·, [ ''~_,' ' ·.; . ... :· • ( .,• .. ' ~ ' ,, ,1..'- • .; ·,,.!)·',_ OOZE Blood Stalker (CR 18) Congealed Madness (CR 8) Corpse Slime (CR 1/2) lchor of Death (CR 21) Primordial Devourer (CR 12) Sentient Ectoplasm (CR 6) Toxic Muck (CR l 0) PLANT Bloodroot Treant (CR l 9) Rotwood Treant (CR 11) UN DEAD Bloodroot Treant (CR l 9) Corpse Slime (CR 1/2) Draugr (CR 2) Draugr Lord (CR 7) Dread Gargoyle (CR 8) Giant Haunted Doll (CR 5) Giant Skeleton (CR 6) Giant Zombie (CR 6) Ghost Captain (CR l 0) Ghoul Assassin (CR 9) Gravegem (CR 1/4) Haunted Doll (CR 1) Haunted Mannequin (CR 2) Hill Giant Ghoul (CR 8) Hulking Abomination (CR 23) t Mummified Monk (CR 5) Osster Shell (CR 6) Plague Rat (CR l /2) Psychic Remnant (CR 4) Rotwood Treant (CR 11) Sentient Ectoplasm (CR 6) Sharkodile (CR 6) Skelepede (CR l 0) Skeletal Spider (CR 6) Skeleton Knight (CR 4) Spirit of Darkness (CR 5) Stone Giant Mummy (CR 11) Swarm ofBones (CR 1/2) Swarm of Crawling Claws (CR 2) Swarm of Mummy Wraps (CR 3) Twisted Soul (CR 4) Undying Hydra (CR 13) Vampire Bloodlord (CR 20) t Vampire Spawn Ninja (CR 9) Vampider (CR 17) Withering Hag (CR l) Zombie Berserker (CR 5) Zombie Hydra Head (CR 1) ! ' ~ - ' I:,.; THE IMPERMISSICON
CAVE WRETCH Small humanoid (any race), any chaotic alignment Armor Class l 2 Hit Points 32 (5d6 + 15) Speed 2 5 ft., climb 2 5 ft. STR DEX CON INT WIS CHA 9(-1) 15(+2) 16(+3) 13(+1) 15(+2) 7(-2) Skills Perception +4, Stealth +6, Survival +6 Senses darkvision 120 ft., passive Perception 14 Languages any one language (usually Common), plus Undercommon and Deep Speech Challenge 2 (450 XP) Proficiency Bonus +2 Crafty. The wretch can take the Disengage or Hide action as a bonus action on each of its turns. Fearful The wretch has disadvantage on saving throws against being frightened. Sunlight Sensitivity. While in sunlight, the wretch has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Surprise Attack If the wretch surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Tricksy. While it is grappling a creature, the wretch takes only half the damage dealt to it (rounded down), and that creature takes the other half. Psychic and poison damage ignore this trait and deal full damage to it. Actions Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage. Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 14). Until the grapple ends, the wretch can't make attacks, but it can use its action to deal 7 (2d6) bludgeoning damage to the target. Oon'f Jef yotA.rsdf info ~ J{).,,,wfe of rid.d.les wifA one of fAese fdlM. trtA.Sf w,e, rlto/ d.on'f fo..K e fo loSiJ?J w dl. CAVE WRETCH Legends tell of poor wretches that, fleeing the scorn of society or chasing a cursed artifact, begin hiding under the bowels of the earth, eventually withering into little more than skin and bones. They survive off of the blind fish they're able to wrangle from underground rivers, losing their memories of the bright surface, friendship, and all other things that once grounded them. Cave wretches are unpredictable. Their long isolation twists their minds and leaves them paranoid, impulsive, and prone to mood swings. Some of them even develop multiple personalities to cope with their exile. The long time spent underground, crouching in confined spaces and subsisting on whatever they can find, shrinks and withers the wretch's body until they are stooping, frail little creatures that barely resemble their original form. If you catch the attention of a cave wretch, you might not know for some time. The wretch will likely follow at a distance, staying just out of sight, observing you and your companions from the darkness. If it decides that you have something it wants, or that you would make a good meaL it will strike when individuals are separated from the others, strangling you one by one until none are left. However, it might choose to befriend you. Most of the time, these friendships are mere ploys to trick you out of something, but not always. Even forgotten exiles can become stalwart allies. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 119 ~
CRYSTALKIN, CORRUPTED Crystalkin are a race of humanoids found in the D&D Unleashed compendium The Elements & Beyond. They hail from beyond the Astral Plane, where they are born as fragments of the great Mother Crystal Crystalkin are called to travel the planes and discover their destiny, but extended time in certain planes might infuse their crystal lattice with different magic, severing their psychic connection with the Mother Crystal and changing the crystalkin's innate nature forever, altering them into a different type of creature entirely. Crystal Nature. A crystalkin ( of any kind) does not require air, food, or drink. GRAVEOEM Without flesh or bone to animate, crystalkin cannot be raised as normal undead such as skeletons or zombies. However, they are humanoids, and thus are not immune to necromancy. When a crystalkin's corpse is affected by necromantic magic such as animate dead, it rises as an undead crystalkin called a gravegem. Gravegems resemble living crystalkin, except all color has drained from them, leaving them dull and gray. They usually have many cracks or fissures along their crystal body. Some parts may even be broken or fully shattered Their bodies become brittle and fragile, sometimes even as brittle as a piece of chalk, and the resulting fractures make most gravegems sharp and jagged GRAVEGEM Medium undead (crystalkin), neutral evil ArmorClass 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 30 ft. SlR DEX CON INT WIS CHA 12(+1) 8(-1) 14(+2) 6(-2) 10(+0) 3(-4) Saving Throws Dex + l Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception l 0 Languages understands the languages it knew in life but can't speak Challenge l / 4 ( 5 0 XP) Proficiency Bonus + 2 Jagged At the start of each of the gravegem's turns, it deals 2 (1 d4) piercing damage to each creature that is grappling it and each creature that it is grappling. Actions Slam. Me lee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + l) piercing damage. CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) Soulless Puppets. Gravegems created by spells are generally obedient to the commands of their creator. A gravegem is not typically as obedient as a skeleton, but not for unruliness. Gravegems lack almost any impetus or will of their own, and must be given very specific and exacting instructions. Gravegems have little motivation, even when magically commanded by a controller. They almost never follow through with their assigned tasks to ensure they have been fully done, wandering off to fulfill their own whims at the first sign of success instead Empty Vessels. When uncontrolled, gravegems are possessed by a desperate hunger for identity. They can't recall even the slightest detail about their life, and they lack all personality beyond the most basic sense of self. As a result, an uncontrolled gravegem will wander aimlessly until it encounters signs of humanoids or even civilization. If it finds living humanoids, the gravegem will attack them, seeking instinctively to acquire their trappings of identity. Gravegems might wear clothing, jewelry, and even body parts from people they've killed Undead Nature. A gravegem does not require sleep. SHATIERSOULINVOKER Most crystalkin that find their way to the Nine Hells are unable to escape, held in torment by the devils who live there. After enough time in the plane of Law and Evii a crystalkin's innate gem color is washed out and filled with darkness, transforming the crystalkin into a devil that other crystalkin refer to as a shattersoul The archdevils of the Nine Hells have considerable use for shattersouls among their underlings. These fiendish crystalkin take very easily to the dark and evil magic that permeates their wicked realm, and their old affinity for telepathy has been transformed into a potent mastery of all forms of thought. They are often educated as sorcerers and warlocks, trained to focus the intense power of the Nine Hells through their crystalline body as fiendish magic. The most advanced of these shattersoul mages are known as invokers. Shattersoul invokers have the ability to channel the dark
energies of the Nine Hells through their bodies as if the hellish darkness were light refracting through a prism. This grants them spellcasting abilities beyond the limits of most mortal mages, including the power to twist light into dark magic within their obsidian bodies. Shattersoul invokers are ordained in their roles by the archdevils themselves. Once a shattersoul demonstrates sufficient magical power to their tutors, they're brought before the archdevil that they are to serve. The archdevil grants the role of invoker to the shattersoui and as part of doing so, bestows a black diamond staff upon the fallen crystalkin. The staff displays their status to other devils and reminds them what they have sacrificed for power. NOTE: SPELLS WITH AN ASTERISK Some monsters have spells marked with an asterisk in their blocks. Spells with one asterisk are found in Xanathar's Guide to Everything, and spells with two asterisks are found in Tasha's Cauldron of Everything. All other spells are found in the Player's Handbook, except new spells from this compendium, which are marked as new. SHATIERSOULINVOKER Medium fiend (crystalkin, devilj, lawful evil ArmorClass 18 (natural armor) Hit Points 12 7 (1 5d8 + 60) Speed 3 0 ft., fly l 5 ft. S1R DEX CON INT WIS CHA 17 (+3) 16 (+3) 19 (+4) 20 (+5) 17 (+3) 20 (+5) Saving Throws Con +9, Int+ l 0, Wis +8, Cha+ l 0 Skills Arcana+ l 0, History+ l 0, Insight +8 Damage Resistances cold, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception l 3 Languages Celestial, Infernal, Deep Speech, telepathy 120 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 Devil's Sight Magical darkness doesn't impede the invoker's darkvision. Innate Spellcasting. The invoker's innate spellcasting ability is Charisma (spell save DC l 8, + l Oto hit with spell attacks). The invoker can innately cast the following spells, requiring no material components if it is wielding its staff: At will: darkness, detect thoughts, fear, hallow, invisibility (self only), sending, thaumaturgy 3/day each: chilling darkness (new), finger of death, plane shift 1/day each: midnight (new), power word stun, prismatic spray, teleport Infernal Refraction (3/Day). Once per turn when the invoker takes radiant damage, one creature of its choice within 3 0 feet of it must succeed on a DC l 5 Dexterity saving throw or else suffer the effects of the prismatic spray spell. Infernal Weapons. The invoker's weapon attacks are magical. When the invoker hits with any weapon, the weapon deals an additional l d8 fire damage plus l d8 necrotic damage (included in the attack). Magic Resistance. The invoker has advantage on saving throws against spells and other magical effects. Master Telepathy. The invoker can perceive and understand the content of any telepathic communication that is used within l 20 feet of it. Also, it can't be surprised by creatures that have any form of telepathy, and it is immune to any effect that would sense its emotions or read its thoughts. Actions Multiattack The invoker casts a spell with a casting time of l action, then makes two attacks with its hell ray or staff. Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) bludgeoning damage, or 7 (1 d8 + 3) bludgeoning damage if used with two hands, plus 4 (1 d8) fire damage and 4 (1 d8) necrotic damage. Hell Ray. Ranged Spell Attack:+ l Oto hit, range l 50 ft., one target. Hit: 2 7 (4dl 0 + 5) force damage plus 9 (2d8) fire damage and 9 (2d8) necrotic damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Infernal Shardburst (Recharge 5-6). The shattersoul splits into a swarm of burning shards that fly to a new location before reforming. The shattersoul teleports up to l 20 feet to an unoccupied space that it can see. Black flames burst within 30 feet of the shattersoul's starting position and ending position. Each creature in the area must make a DC l 8 Dexterity saving throw, taking 66 (l 2dl 0) fire damage on a failed save, or half as much damage on a success. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 121
122 DEATH GIANTS Though they are not listed in the Ordning, there exists a race of giants that are nearly forgotten among the tomes of mortalkind They are known as death giants, and they still lurk among their umbral castles and keeps that line the mountains of the Shadowfeli biding their time until they can reclaim their old glory in the Material Plane. Each death giant is naturally connected to the Plane of Negative Energy. This connection grants them great necrotic power, but it also curses their souls to oblivion. Remnants of a Dead Empire. Death giants are few in number, even among the races of giants. Once, they were a group of fire and stone giants that called themselves the ash giants. The ash giants were so numerous and prosperous that they rivaled all the empires of the other giant races combined They owed their prosperity and their name to their relentless conquests. The ashen armies were bolstered by the corpses of their slain foes, which they systematically raised as undead legions. DEATH GIANT Huge giant (death giant), usually neutral evil ArmorClass 17 (half-plate) HitPoints275 (22dl2+ 132) Speed 50 ft. S1R DEX CON INT WIS CHA 2 9 (+9) 14 (+2) 2 3 (+6) l 5 (+2) l 5 (+2) 20 (+5) Saving Throws Str + 14, Dex + 7, Con + 11, Wis + 7 Skills Arcana+ 12, Athletics+ 14, Intimidation + l 0, Perception +7 Damage Resistances cold, psychic Damage Immunities necrotic Condition Immunities frightened Senses darkvision 120 ft., passive Perception 17 Languages Common, Giant Challenge 16 (15,000 XP) Proficiency Bonus +5 Cloak of Souls. Stolen souls swirl around the giant, draining life and warning of danger. Each creature that begins its turn within l 0 feet of the giant or enters the area for the first time on a turn takes l 3 (3d8) necrotic damage. In addition, the giant can't be surprised and has advantage on Dexterity saving throws. When the giant is subjected to an effect that would turn undead, this trait stops functioning until the end of the giant's next turn, and it must recharge its Shrieking Souls action before it can use it again. Collect Souls. When a creature dies within l 5 feet of the giant, if the creature isn't a construct or undead, its soul is stolen by the giant and begins to swirl around the giant's body until it is released. A creature whose soul is stolen cannot be brought back to life until the soul is released. If the giant dies, the giant's own soul is destroyed, and the souls it has stolen are released, or stolen by another death giant if that giant is within 30 feet. Death Affinity. Whenever the giant is targeted by an effect, it can choose whether to be treated as a giant or be treated as CHAPTER THREE I DUNGEON MASTER'S CHEST both a giant and an undead. Innate Spel/casting. The giant's innate spellcasting ability is Charisma (spell save DC 18, + l Oto hit with spell attacks). The giant can innately cast the following spells, requiring no components: At will: detect evil and good, inflict wounds (as 5th-level), speak with dead, thaumaturgy 3/day each: blight, dispel magic, flame strike (deals necrotic damage instead of radiant damage) l /day each: harm Necrotic Absorption. Whenever the giant is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt, unless it was dealt by a death giant. In addition, the giant's hit point maximum can't be reduced. Umbra/ Weapons. The giant's weapon attacks are magical. When the giant hits with any weapon, the weapon deals 2d8 necrotic damage (included in the attack). Actions Multiattack The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack:+ 14 to hit, reach l Oft., one target. Hit: 28 (3d 12 + 9) slashing damage plus 9 (2d8) necrotic damage. Rock Ranged Weapon Attack:+ 14 to hit, range 60/240 ft., one target. Hit: 3 5 (4d 12 + 9) bludgeoning damage plus 9 (2d8) necrotic damage. Shrieking Souls (Recharge 6). The giant commands its guardian souls to shriek as one dark chorus. Each creature within 120 feet of the giant that isn't deafened must succeed on a DC 20 Wisdom saving throw or drop whatever it is holding and become frightened for l minute. It also gains one level of exhaustion if it doesn't have any exhaustion already. While frightened in this way, a creature must take the Dash action and move away from the giant by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to any death giant, the creature can repeat the Wisdom saving throw. On a successful save, the effect ends for that creature. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
DEATH GIANT SOULBREAKER Huge giant (death giant), usually neutral evil Armor Class 17 (half-plate) Hit Points 300 (24dl 2 + 144) Speed 50 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 23 (+6) 21 (+5) 15 (+2) 24 (+7) Saving Throws Str + 16, Dex +9, Con+ l 3, Int+ 12, Wis+9 Skills Arcana+ 19, Athletics+ 16, Deception +21, Insight +21, Intimidation +21, Perception +9, Persuasion + 14, Stealth +9 Damage Resistances cold Damage Immunities necrotic, psychic Condition Immunities charmed, frightened Senses darkvision 300 ft., truesight 120 ft., passive Perception l 9 Languages Common, Giant, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 C/oakofSouls. Stolen souls swirl around the giant, draining life and warning of danger. Each creature that begins its turn within l O feet of the giant or enters the area for the first time on a turn takes 13 (3d8) necrotic damage. In addition, the giant can't be surprised and has advantage on Dexterity saving throws. When the giant is subjected to an effect that would turn undead, this trait stops functioning until the end of the giant's next turn, and it must recharge its Shrieking Souls action before it can use it again. Collect Souls. When a creature dies within l 5 feet of the giant, if the creature isn't a construct or undead, its soul is stolen by the giant and begins to swirl around the giant's body until it is released. A creature whose soul is stolen cannot be brought back to life until the soul is released. If the giant dies, the giant's own soul is destroyed, and the souls it has stolen are released, or stolen by another death giant if that giant is within 3 0 feet. DeathAHinity. Whenever the giant is targeted by an effect, it can choose whether to be treated as a giant or be treated as both a giant and an undead. Detect Souls. The giant constantly benefits from the effects of the new detect souls spell (see page 7 4). Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 22, + 14 to hit with spell attacks). The giant can innately cast the following spells, requiring no components: At will: detect evil and good, inflict wounds (as 5thlevel), speak with dead, thaumaturgy 3/day each: blight, dispel magic, flame strike (deals necrotic damage instead of radiant damage) l /day each: harm Necrotic Absorption. Whenever the giant is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt, unless it was dealt by a death giant. In addition, the giant's hit point maximum can't be reduced. Spellcasting. The giant is a 30th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, + 14 to hit with spell attacks). It knows the following bard, sorcerer, and wizard spells: Cantrips (at-will): ego shock (new), shadow lance (new), vicious mockery l st level (6 slots): blackout (new), charm person, delude (new), disguise self, sleep 2nd level (5 slots): blur, darkness, detect thoughts, invisibility, misty step 3rd level (5 slots): bestow curse, counterspel/, fear, summon shadowspawn** 4th level (5 slots): banishment, dimension door, greater invisibility 5th level (4 slots): dominate person, hold monster, seeming 6th level (4 slots): disintegrate, mass suggestion, soul blade (new) 7th level (3 slots): death's door (new), power word pain,* teleport 8th level (3 slots): dominate monster, soul expulsion (new) 9th level (3 slots): desolation (new), psychic scream* Sou/blood Weapons. The giant's weapon attacks are magical. When the giant hits with any weapon, the weapon deals 3d8 necrotic damage and 3d8 psychic damage (included in the attack). Torturous Umbramancy. When a creature fails a saving throw against one of the giant's spells, if the creature is entirely in darkness, it loses resistance to necrotic damage and psychic damage and suffers disadvantage on saving throws made to maintain concentration until the end of its next turn. Creatures that can't be frightened are immune to this effect. Actions Multiattack The giant makes two spiked chain attacks. Spiked Chain. Melee Weapon Attack:+ 16 to hit, reach 20 ft., one target. Hit: 24 (6d4 + 9) piercing damage plus l 3 (3d8) necrotic and 13 (3d8) psychic damage. Rock Ranged Weapon Attack:+ 16 to hit, range 60/240 ft., one target. Hit: 3 5 (4d 12 + 9) bludgeoning damage plus l 3 (3d8) necrotic and 13 (3d8) psychic damage. Shrieking Souls (Recharge 6). The giant commands its guardian souls to shriek as one dark chorus. Each creature within 120 feet of the giant that isn't deafened must succeed on a DC 20 Wisdom saving throw or drop whatever it is holding and become frightened for l minute. It also gains one level of exhaustion if it doesn't have any exhaustion already. While frightened in this way, a creature must take the Dash action and move away from the giant by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to any death giant, the creature can repeat the Wisdom saving throw. On a successful save, the effect ends for that creature. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 123
124 DEATH GIANT BONE KING Huge giant (death giant), usually neutral evil Armor Class 20 (plate and shield) Hit Points 362 (25dl2 + 200) Speed 50 ft. STR DEX CON INT WIS CHA 29 (+9) 13 (+ 1) 26 (+8) 15 (+2) 19 (+4) 25 (+7) Saving Throws Str + 17, Dex +9, Con + 16, Wis+ 12, Cha+ l 5 Skills Arcana+ 18, Athletics+ 17, Insight+ 12, Intimidation +23, Medicine+ 12, Perception+ 12, Religion+ 12 Damage Resistances cold, psychic Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 22 Languages Common, Giant Challenge 2 6 (90,000 XP) Proficiency Bonus +8 Aura of Death. The giant projects an aura of dark energy that extends 60 feet out from it while it is conscious, reaching behind barriers and around corners. Creatures in the aura can't regain hit points, and whenever one loses hit points, its hit point maximum is reduced by the same amount until it finishes a long rest. Undead and constructs are immune to this effect. Cloak of Souls. Stolen souls swirl around the giant, draining life and warning of danger. Each creature that begins its turn within l O feet of the giant or enters the area for the first time on a turn takes 13 (3d8) necrotic damage. In addition, the giant can't be surprised and has advantage on Dexterity saving throws. When the giant is subjected to an effect that would turn undead, the giant must succeed on a Charisma saving throw against the DC of the turning effect or else this trait stops functioning until the end of the giant's next turn and it must recharge its Shrieking Souls action before it can use it again. Collect Souls. When a creature dies within l 5 feet of the giant, if the creature isn't a construct or undead, its soul is stolen by the giant and begins to swirl around the giant's body until it is released. A creature whose soul is stolen cannot be brought back to life until the soul is released. If the giant dies, the giant's own soul is destroyed, and the souls it has stolen are released, or stolen by another death giant if that giant is within 3 0 feet. DeathAHinity. Whenever the giant is targeted by an effect, it can choose whether to be treated as a giant or be treated as both a giant and an undead. Gigantic Necromancy. When one of the giant's spells would create a skeleton or zombie, it can create a giant skeleton or giant zombie instead (see page l 31 ). Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 2 3, + l 5 to hit with spell attacks). The giant can innately cast the following spells, requiring no components: CHAPTER THREE I DUNGEON MASTER'S CHEST At will: detect evil and good, inflict wounds (as 5thlevel), speak with dead, thaumaturgy 3/day each: blight, dispel magic, flame strike (deals necrotic damage instead of radiant damage) l /day each: harm Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Magic Resistance. The giant has advantage on saving throws against spells and other magical effects. Marshal Undead Unless the giant is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Necrotic Absorption. Whenever the giant is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt, unless it was dealt by a death giant. In addition, the giant's hit point maximum can't be reduced. Ordainment of Death (Mythic Trait; Recharges after a Short or Long Rest). If the giant is reduced to O hit points, it doesn't die or fall unconscious. Instead, it temporarily embraces undeath, regains 3 60 hit points, and creates a giant skeleton in the spaces of up to six humanoids, giants, or undead that died in the last hour if the space is within 120 feet of the giant. For the next l hour, the giant is both an undead and a giant, and the range of its Aura of Death trait is doubled. Spellcasting. The giant is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 2 3, + l 5 to hit with spell attacks). It knows the following cleric and paladin spells: Cantrips (at-will): light, toll the dead,* vile miasma (new) l st level (4 slots): command, compelled duel, healing word, weakening smite (new) 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): animate dead, feign death, spirit shroud,** summon undeac/1<* 4th level (3 slots): banishment, blight, death ward 5th level (2 slots): contagion, danse macabre,* negative energy flooc/1< Unholy Smite. The giant's weapon attacks are magical. When the giant hits with any weapon, the weapon deals D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
an extra 3d8 necrotic damage (included in the attack). Once on each of its turns when it hits with a melee weapon attack, it can cause the attack to deal an additional l 8 (4d8) bonus necrotic damage. Actions Multiattack The giant makes three battleaxe attacks. Battleaxe. Melee Weapon Attack:+ l 7 to hit, reach l 0 ft., one target. Hit: 22 (3d8 + 9) slashing damage, or 2 S (3dl 0 + 9) slashing damage if used with two hands, plus l 3 (3d8) necrotic damage. Rock Ranged Weapon Attack:+ l 7 to hit, range 60/240 ft., one target. Hit: 3 5 (4dl 2 + 9) bludgeoning damage plus l 3 (3d8) necrotic damage. Shrieking Souls (Recharge 6). The giant commands its guardian souls to shriek as one dark chorus. Each creature within l 20 feet of the giant that isn't deafened must succeed on a DC 20 Wisdom saving throw or drop whatever it is holding and become frightened for l minute. It also gains one level of exhaustion if it doesn't have any exhaustion already. While frightened in this way, a creature must take the Dash action and move away from the giant by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to any death giant, the creature can repeat the Wisdom saving throw. On a successful save, the effect ends for that creature. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Soul Blast The giant hurls one of its guardian souls at one target that it can see within l 20 feet of it. If the target is an undead, it regains 30 (l 2d4) hit points. Otherwise, the target must make a DC 2 3 Constitution saving throw, taking 30 (l 2d4) necrotic damage on a failed save, or half as much damage on a success. Weapon Attack The giant makes one melee weapon attack against a creature that it can see. Death Magic (Costs 7 or 2 Actions). The giant casts a spell. If the spell is of 2nd-level or lower, it costs only l legendary action to do so, or 2 actions otherwise. Mythic Actions If the giant's mythic trait is active, it can use the options below as legendary actions for l hour after using Ordainment of Death. Cleave. The giant makes two melee weapon attacks. The attacks must target different creatures. Drain Life. Each creature within 30 feet of the giant must succeed on a DC 2 3 Constitution saving throw or else take 2 5 (1 0d4) necrotic damage. If at least one creature fails its saving throw, the giant also gains 2 5 (1 0d4) temporary hit points. Undead and constructs automatically succeed on the saving throw. Soul Casting (Costs 2 Actions). The giant casts a spell that normally requires an action or bonus action to cast, without expending a spell slot or requiring components. However, the empire of the ash giants soon found that their myriad successful conquests had a downside: they were running out of fresh lands to conquer. In a display of extreme hubris, the leaders of the ash giants chose to begin waging war on the empires of their fellow giants. They started by decimating the lands of the hill giants, taking their fellow giants as slaves and even raising the dead giants as gigantic undead warriors. Some claim that hill giant society has never recovered from the ash giants' onslaught. As a result of this war, the other clans of giants came together and made the difficult decision to exile the ash giants from giant society. Moreover, they chose to gather together under one banner, waging a war to end the ash giants' conquests once and for all Souls Sold to Darkness. Faced with the combined might of the other frost, fire, storm, cloud, and stone giant clans, as well as even the normally pacifistic green giant clans, the war engine of the ash giant empire was unable to persevere. As the war raged on, the ash giants began to lose more and more ground, and their forces were pushed back until they occupied only their own homeland A great fear of defeat overtook the ash giants' leadership, and in their craven malice they sought out aid from the dark, unknowable forces that lurk beyond death within the Plane of Negative Energy, choosing to sell the souls of their own people for access to power that might grant them victory. Unfortunately for the ash giants, this soul pact hurled their people, their cities, their fortresses, and all that they possessed into the ShadowfelL the plane between the Material Plane and the Plane of Negative Energy, transforming their bodies in the process. In one terrible night, the ash giant empire was lost forever, and its giant-folk became death giants. Their cities and castles were strewn across the wastelands of that dark realm, left in a ruined state, and almost immediately the death giants began to war amongst themselves, blaming each other for the fate that had befallen them. As they warred, these first death giants discovered the true cost of the soul pact: instead of passing on to some form of afterlife, their souls were bound to the Plane of Negative Energy, and were annihilated upon death. Only oblivion awaited them at the end Ruined and scattered, broken and hatefuL the remaining clans of death giants decided to call a truce among themselves, so that they might instead focus on ending their curse without losing the mighty power that it grants them, and retake the old glory of their lost empire. The other clans of giants, led by the wisest of the storm and stone giant clans, agreed to banish the clans now known as death giants from the Ordning and even removed their existence from giantfolk books of history. Sadistic Soulbreakers. Death giant society is largely ordered through pain and suffering. Torment is used to break the will of not only the living slaves, but the souls of the dead as well Those death giants with a talent for torture are educated as soulbreakers. They are taught to use the dark magic of the Shadowfell by nurturing the CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 125
126 most vile and wicked feelings within them. They gain mastery over the magic of shadows and souls, and they wield these powers to subjugate and torture the weak for their lord, for punishment, or for mere amusement. Tyrannical Bone Kings. Reigning over the ruins of their once great empire, the rulers of the death giants are often known as bone kings for the masses of bones that they collect within their toppled ancient castles. A bone king typically uses these skeletal remains to make hordes of skeletons on demand, filling the empty courts and courtyards on a whim. They demand fealty from the denizens of the Shadowfell surrounding them, including the shadar-kai and sorrowsworn. Those who resist must defend themselves from attack by the bone king's skeletal armies and death giant retainers. As they slowly claim territory, they build power hoping to eventually be the one giant crowned emperor when the empire is retaken. MYTH IC TRAITS AND ACTIONS Mythic traits transform battles into more epic conflicts, and they work especially well at the end of adventures or campaigns. Mythic traits are optional; they don't need to be used during combat with creatures that have them. If you so choose, as a DM, you may simply ignore a monster's mythic traits and mythic actions. THE BONE KING AS A MYTHIC ENCOUNTER Battle against a death giant bone king, especially one that is inside its lair, is already a potent challenge for most groups of high-level adventurers. If you want to take the encounter to a higher level of deadliness and drama, you might have the bone king use its Ordainment of Death mythic trait. When this happens, it temporarily becomes an undead, like a death knight, and embraces a wave of necrotic energy that grants it necromantic power and vitality. While in this skeletal form, the bone king can choose one of its mythic actions when it uses a legendary action. You might foreshadow the bone king using its mythic trait by describing it losing flesh and becoming more and more skeletal as it suffers wounds. Read or paraphrase the following text when the bone king uses its Ordainment of Death trait: "The death giant's last dregs of skin slip from its skeletal frame, but it does not fall or even falter. Instead, a dark glow emerges from its eye sockets. In a flash of soul energy, the giant is now nothing but bones beneath its armor: a huge skeletal warrior overflowing with the energy of Death itself." Fighting a death giant bone king as a mythic encounter is equivalent to taking on two challenge rating 26 creatures in one encounter. Award a party l 80,000 XP for defeating a bone king after it uses Ordainment of Death. CHAPTER THREE I DUNGEON MASTER'S CHEST A BONE KING'S OSSIFIED LAIR Powerful bone kings typically occupy one of the ancient ruined castles or keeps from the old ash giant empire. If not, they find somewhere suitable to serve as a seat of their reign, such as an ancient necropolis or the caverns beneath a massive cemetery, where they build a castle or keep of their own. The lair of a bone king is massive in structure, built from imposing wrought metal and magically-preserved bonework. The gigantic halls are lined with ashes and dust, and the floors are scattered with all kinds of bones from all manner of creatures and eras. Lair Actions. On initiative count 20 (losing initiative ties1 the bone king can take a lair action to cause one of the following effects. It can't use the same effect two rounds in a row. • The bone king creates a cage of bones around one creature that it can see within 120 feet of it. The target must succeed on a DC 23 Dexterity saving throw or become trapped in the cage. While in the cage, it is restrained and it takes 18 (4d8) piercing damage at the start of each of its turns. It can use its action to make a DC 23 Strength or Dexterity check (its choice} On a success, it frees itself. A creature next to the cage can use its action to make the same check, freeing the trapped creature on a success. • The bone king creates a giant skeleton which rises from the ground under the bone king's control in an unoccupied space that the bone king can see within 120 feet of it. The skeleton's initiative is 20, and its turn happens immediately after lair actions. Regional Effects. The region containing a bone king's lair is warped by its presence, which creates one or more of the following effects: • Undead such as bone nagas, ghasts, giant skeletons, giant zombies, mummies, and wraiths appear within the area. Undead with a challenge rating that is less than 12 also become loyal to the bone king and aggressive toward intruders in the area. • Any humanoid, giant, or undead that dies in the area rises as a skeleton after 1 hour if the corpse is not destroyed If the creature was size Huge or larger, it rises as a giant skeleton instead • All nonmagical plants in the area that aren't creatures die. Trees leave behind skeletaL leafless trunks and branches made entirely of bone. • Any non-undead creatures in the area feel deep, unrelenting aches and pains in their bones (if they have any} They feel as if their bones are being pulled by an unseen force. • Open and empty graves appear in random locations throughout the area. The graves range in size from those constructed for Medium humanoids (6 feet deep) to those constructed for Huge giants (30 feet deep} Some of the graves contain magic items, but most of those are cursed Strange monsters from the Shadowfell lurk in the many of the graves, waiting to ambush those who venture too close. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
DIRE IMP Medium fiend (devil, shapechanger), lawful evil ArmorClass 17 (natural armor) Hit Points 5 8 (9d8 + 18) Speed 3 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 16(+3) 18(+4) 14(+2) 12(+1) 15(+2) 16(+3) Skills Deception +6, Insight +5, Intimidation +6, Persuasion +6, Stealth +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common, Infernal Challenge 6 ( 2, 3 00 X P) Proficiency Bonus + 3 Devi/Sight Magical darkness doesn't impede the imp's darkvision. Magic Resistance. The imp has advantage on saving throws against spells and other magical effects. Pack Tactics. The imp has advantage on attacks against a creature if at least one of the imp's allies is within S feet of the creature and the ally isn't incapacitated. Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a poisonous snake (30 ft., swim 30 ft.), a raven (20 ft., fly 60 ft.), a reef shark (0 ft., swim 40 ft.), a spider f20 ft., climb 20 ft.), a vulture (20 ft., fly 60(t.), or a wo f (40 ft.), or back into its true form. Its statistics are the same in each form, except for its size and the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack The imp makes two attacks with its claws. Claws (True Form Only). Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 8 (1 d8 + 4) slashing damage plus 3 (1 d6) fire damage. Sting (Bite in Beast Form). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. DIRE IMP Though most imps are smalL weak little devils, some of them are able to distinguish themselves enough through their service to greater devils that they are transformed into a larger, stronger kind of imp known as a dire imp. Elite Among lmpkind Only the most exceptional of service can qualify an imp to become a dire imp. They must demonstrate extreme cunning as well as flawless loyalty to the devils that they serve. Dire imps are seen with equal amounts of respect and envy by the regular imps that populate the Nine Hells, who both serve the dire imps and constantly plot to usurp their positions. Archdevil Servants. The greatest honor bestowed on an imp that becomes a dire imp is the chance to serve in the employ of an archdevil Most archdevils make use of several dire imps at any given time, using them as basic spies, servants, and messengers just as lesser devils use regular imps. Dire imps mean nothing to an archdeviL and they are likely to be replaced at their first mistake. Summoning Dire Imps. Whether driven by pride or by ignorance, fiendish warlocks or wizards sometimes attempt to command the aid of dire imps after learning of their existence, conjuring them to the Material Plane with binding magic just as they would a regular imp. Yet dire imps are not merely powerfuL but cunning, and they greatly resent serving mortals in the way lesser imps do. Summoners who make this mistake rarely survive it. CHAPTER THREE THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 127
128 DRAUGR Medium undead, any evil alignment Armor Class 13 (armor scraps, shield) Hit Points 52 (7d8 + 21) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 16 (+3) 7 (-2) 8 (-1) 13 (+l) Saving Throws Wis + l Damage Resistances cold, necrotic Damage Immunities poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 9 Languages the languages it knew in life Challenge 2 (450 XP) Proficiency Bonus +2 Dark Rejuvenation. A draugr that dies comes back to life with all its hit points and appears where it was originally interred in 3d6 days unless its remains are beheaded, burned to ashes, and poured into the sea. Undead Fortitude. If damage reduces the draugr to O hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the draugr drops to l hit point instead. Actions Multiattack The draugr makes two weapon attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) slashing damage. Battleaxe. Melee WeaponAttack:+5 to hit, reach 5 ft., one creature. Hit: 7 (1 d8 + 3) slashing damage, or 8 (1 d l 0 + 3) slashing damage if used with two hands. javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Hateful Glare (Recharge 6). The draugr fixes its magical gaze on one creature that it can see within 30 feet of it. The target must succeed on a DC l 3 Wisdom saving throw or else be frightened of the draugr for l minute. While frightened in this way, the target can't move, and it must spend its action on each of its turns to Dodge. It repeats the saving throw at the end of each of its turns, ending the effect on a success. CHAPTER THREE I DUNGEON MASTER'S CHEST DRAUGR When a ghost or spirit, in hatred, returns to its interred corpse and possesses the body to enact its vengeance, it becomes a type of undead known as a draugr. The body of a draugr is withered and emaciated but not entirely skeletal It has deathly blue-black skin and eyes that glow with a spectral blue light in the darkness. For a corpse to become a draugr, the body must be wellpreserved, whether by ritual interment, warding magic, mummification, or even the cold of ice and snow. Animated By Hatred Regardless of what drove them in life, in undeath, a draugr is motivated primarily by an overwhelming and unrelenting hatred Most draugr lose any trace of their old nature as a living person, thinking and feeling only in terms of spite and enmity. If they are part of a group of undead, they might also feel a kind of obedience or even fearful respect for their undead lords. All draugr retain some semblance of old memories, no matter how deteriorated, from which they draw hatred Those who are animated by a particularly personal or bitter grudge often retain more of their personality and even their wits, using these traits to enact a devastating revenge on their most hated enemies. The hatred that animates a draugr is so powerful and intense that it radiates through their spectral gaze. Just locking eyes with one can be enough to fill the bravest of warriors with a paralyzing ghastly terror. Eternally Recurring. A draugr must be destroyed in a special manner to prevent it from returning and finally send it to its eternal resting place. It must have its head removed, and both the head and body must be burned to ashes. Finally, the remaining ashes must be poured into the brine of the sea directly. If this is not done, a draugr that is slain will inevitably return when its ghostly spirit finds its way back to where it was first interred One legend tells of a warrior, Olaf Eighth-Blade, who was killed in a drunken brawl by his brother Uldrik. The following year, when Olaf returned as a vengeful draugr, Uldrik slew the undead yet again. Thinking the danger had passed, he left for a raiding voyage. When he came back, he found that Olaf had returned, tricked his family to gain entrance, and slaughtered them in their home. Guards of Tomb & Mound. Draugr are often found in the very tombs and burial mounds that they were buried within, motivated by a hatred for those who killed them in battle, guarding against anyone who would trespass on their tomb. Such draugr usually persist for eons, as even adventurers rarely have the time to dispose of the draugr properly in the sea. When adventurers destroy all the draugr within a tomb, the same draugr will likely return to guard the place again within a fortnight. Lords of the Dead. When a powerful leader, hero, or warrior returns from the dead as a draugr, they may rise as a formidable draugr lord, capable of commanding the obedience of other undead using their malevolent glare. Draugr lords are often found deep within the tombs of legendary warriors or ancient kings, leading a group of draugr as loyal protectors of their lord's burial grounds. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
VARIANT: DRAUGR KING Some draugr are more powerful even than lords. A draugr king uses the statistics for a draugr lord, except it has a challenge rating of 9 (5000 XP), its proficiency bonus increases to +4, and it gains the following additional traits: Chilling. A creature that hits the draugr with a melee attack while within 5 feet of it takes 3 (1 d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. Innate Spellcasting. The draugr's innate spellcasting ability is Charisma (spell save DC l 5, +7 to hit with spell attacks). It casts cantrips as if it were an 11th-level spellcaster. It can innately cast the following spells, requiring only verbal components: At will: chill touch, frostbite,* ray of frost 3/day each: fog cloud, weakening smite (new) l /day each: ice storm, sleet storm Spectral Shout As a bonus action, the draugr can shout with spectral fury at one creature that it can see within 60 feet. The target must make a DC 16 Strength saving throw. On a failed save, the target takes l O (3d6) thunder damage and it is pushed l O feet away from the draugr and knocked prone. RAISING DRAUGR WITH CREATE UN DEAD The create undead spell, when cast at 8th-level or higher, can animate or reassert control over ghasts and wights. If your DM allows, you can also use it to animate or reassert control over draugr (CR 2), treating them the same as ghasts and wights. DRAUGRLORD Medium undead, any evil alignment Armor Class 14 (armor scraps, shield) Hit Points 119 (l 4d8 + 5 6) Speed 30 ft. STR DEX CON INT WIS CHA 20(+5) 13(+1) 18(+4) 9(-1) 12(+1) 16(+3) Saving Throws Wis +4, Cha +6 Skills History +5, Perception +4 Damage Resistances cold, necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 14 Languages the languages it knew in life Challenge 7 (2,900 XP) Proficiency Bonus +3 Dark Rejuvenation. A draugr that dies comes back to life with all its hit points and appears where it was originally interred in 3d6 days unless its remains are beheaded, burned to ashes, and poured into the sea. Tum Resistance. The draugr has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the draugr to O hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the draugr drops to l hit point instead. Vengeful Rise (1/Day). When the draugr is reduced to 0 hit points and fails its Undead Fortitude saving throw, it rises with l hit point at the start of its next turn. Actions Multiattack The draugr uses its Command Undead and uses its Spiteful Glare if it is available. It then makes three melee attacks or two ranged attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1 d6 + 5) slashing damage. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1 d8 + 5) slashing damage, or l 0 (1 d l O + 5) slashing damage if used with two hands. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1 d6 + 5) piercing damage. Command Undead The draugr targets one allied undead with a lower challenge rating that it can see within 30 feet of it. If the target can see or hear the draugr, the target can make one weapon attack as a reaction. Spiteful Glare (Recharge 5-6). The draugr fixes its magical glare on any number of creatures that it can see within 3 0 feet of it. Each target must succeed on a DC l 6 Wisdom saving throw or else be frightened of the draugr for l minute. While frightened in this way, a target can't move, and it must spend its action on each of its turns to Dodge. It repeats the saving throw at the end of each of its turns, ending the effect on a success. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 129
130 DREAD GARGOYLE With the proper dark magic, the winged elementals of stone called gargoyles can be raised as cursed undead monsters with greatly increased size and strength - creatures known as dread gargoyles. Sunless Ritual The ritual to create a dread gargoyle can only be done during the dark of night. First, a living gargoyle must be slain. Then, before the sun rises again, the gargoyle's body must be buried entirely in soil taken from desecrated graves. Finally, a spellcaster must use the most powerful forms of necromancy over an hour of ritual spellcasting to complete the magic in the same night. If the ritual is a success, the earthen corpse will absorb the desecrated soil into its body to grow in size and necromantic power, rising after the next sunset as a dread gargoyle under the spellcaster's control A dread gargoyle will obey its master's commands eternally. Stone in Sunlight. The curse that animates a dread gargoyle is weakened by the light of day. When the sun rises, dread gargoyles must flee to the shadows if they wish to remain animate. Those who linger in the light of day become more and more stone-like until they cannot move at ali trapped in statue-form until the sun sets. Undead Nature. A dread gargoyle does not require air, food, drink, or sleep. VARIANTS: WEAPON-TAIL & FLAME BREATH Over the ages, necromancers have experimented with a variety of clever ways to improve the power of their dread gargoyles. Two that appear often are fusing the gargoyle with a weapon and imbuing the gargoyle with breath of potent flame. These dread gargoyles have the same statistics as normal dread gargoyles, but with the following changes. If the gargoyle's body is buried with its tail firmly grasping the handle of a cursed weapon, the dread gargoyle that emerges will have its tail fused with the cursed weapon. The most common choice is a cursed greataxe or greatsword. If the gargoyle's tail is severed, the weapon can be used on its own. The dread gargoyle's tail attack is replaced by the Tail (Greataxe) attack or a similar weapon-based attack. If the gargoyle's mouth and stomach are filled with the ashes of a dozen humanoid corpses, the resulting dread gargoyle will be able to exhale black flames like a dragon. It can use the Flame Breath action, but its flying speed is reduced to 50 feet. Tail (Greataxe). Melee Weapon Attack: +8 to hit, reach l Oft., one target. Hit: 18 (2dl 2 + 5) slashing damage. If the gargoyle takes slashing damage from a critical hit, its tail is cut off, and this attack becomes unusable until it is reattached by magic. Flame Breath (Recharge 5-6). The gargoyle exhales dark fire in a l 5-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage plus l O (3d6) necrotic damage on a failed save, or half as much damage on a successful one. CHAPTER THREE I DUNGEON MASTER'S CHEST DREAD GARGOYLE Large undead elemental (earth), lawful evil Armor Class l 8 (natural armor) Hit Points 105 (lOdlO+ 50) Speed 40 ft., climb 40 ft., fly 60 ft. SlR DEX CON INT WIS CHA 21 (+5) 14(+2) 20(+5) 8(-1) 13(+1) 5(-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Infernal, Terran Challenge 8 (3,900 XP) Proficiency Bonus +3 False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Keen Hearing and Smell The gargoyle has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The gargoyle has advanta_ge on saving throws against spells and other magical effects. Sunlight Petrification. Each time that the gargoyle ends its turn in sunlight, its speed is reduced by 20 feet until it leaves the sunlight. While its speed is reduced to 0 from this effect, it is also restrained. If the gargoyle is already restrained in this way and the sun is up when it ends its turn in sunlight, it turns to inanimate stone until the sun sets and gains 20 temporary hit points that last for the same duration. While inanimate stone, the gargoyle is petrified and isn't immune to being petrified, and it gains a +2 bonus to AC. Sunlight Sensitivity. While in sunlight, the gargoyle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack The gargoyle makes three attacks: one with its bite, one with its claw, and one with its tail. It can replace one of the attacks with an attack using its halberd. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1 d6) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail Melee Weapon Attack: +8 to hit, reach l 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Halberd Melee Weapon Attack: +8 to hit, reach l Oft., one target. Hit: 16 (2d l 0 + 5) slashing damage. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
GIANTS, UNDEAD Although most necromancers struggle to apply classical methods for raising the dead to larger corpses, bringing giants back as undead is hardly impossible. More potent spells and more involved rituals can allow a spellcaster to do exceptional things with necromancy, which allows some to animate gigantic corpses the same way as they would humanoid corpses. Other times, giants are raised as undead by other giants, those heretical few who risk exile or death by their community to learn magical arts for the purposes of necromancy. Most undead giants are created unintentionally, however, such as when unholy energies creep into their ancient tombs, often spread by fiends, evil gods, or dark spirits. Undead Nature. An undead giant doesn't require air, food, drink, or sleep. GIANT SKELETON If a giant's corpse has withered away to little more than bones by the time it is raised as an undead, the giant will be raised as a giant skeleton. Giant skeletons have the same inclinations and behaviors as normal skeletons. GIANT ZOMBIE When a giant's corpse is well-preserved or too fresh to have decomposed away, raising the corpse as an undead will create a giant zombie. Giant zombies act generally the same as zombies of a normal size. GIANT SKELETON Huge undead giant, lawful evil Armor Class l 7 (patchwork armor scraps) Hit Points 126 (l ldl2 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 6 (-2) l 0 (+0) 6 (-2) Saving Throws Dex + 5 Skills Perception +3 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception l 3 Languages understands Giant but can't speak Challenge 6 ( 2, 3 00 X P) Proficiency Bonus + 3 Actions Multiattack The skeleton makes two greatclub attacks. Greatc/ub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4dl 0 + 6) bludgeoning damage. GIANT ZOMBIE Huge undead giant, neutral evil Armor Class 11 (natural armor) Hit Points 162 (l 3dl 2 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 5 (-3) 23 (+6) 3 (-4) 8 (-1) 7 (-2) Saving Throws Con +9, Wis +2 Skills Perception +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands Giant but can't speak Challenge 6 (2,300 XP) Proficiency Bonus +3 Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack The zombie makes two greatclub attacks. Greatc/ub. Melee Weapon Attack:+ 10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Rock Ranged Weapon Attack:+ 10 to hit, range 60/240 ft., one target. Hit: 2 9 (4d 10 + 7) bludgeoning damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 131
132 HILL GIANT GHOUL Huge undead giant, chaotic evil ArmorClass 15 (natural armor) Hit Points 126 (l 2dl 2 + 48) Speed 40 ft. SlR DEX CON INT WIS CHA 23(+6) 13(+1) 19(+4) 4(-3) 9(-1) 4(-3) Skills Perception +2 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 Blood Hunger. If the ghoul starts its turn within 60 feet of at least one creature with blood that has no more than half of its hit points remaining, the ghoul must succeed on a DC l 3 Wisdom saving throw or else spend its turn trying to get close to and attack the nearest such creature. Stench. Any creature that starts its turn within 30 feet of the ghoul must succeed on a DC l 5 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghoul's Stench for 24 hours. Tum Resistance. The ghoul has advantage on saving throws against any effect that turns undead. CHAPTER THREE I DUNGEON MASTER'S CHEST • HILL GIANT GHOUL A necromancer who calls on the aid of Orcus directly is able, with the proper rituals and enough magical power, to raise a dead hill giant as an undead ghoul Orcus has long sought to make the hill giants into an army of ghouls for his own purposes. Hill giants have a widespread inclination toward hunger and gluttony, and their culture and religion even venerate such things. As a result, they make more voracious ghouls than almost any other living creature. Hill giants that have been turned to ghouls, whether by a necromancer or some other source, rarely stay in one place for long. Those who create such a giant ghoul are usually one of its first meals, and once untethered, these giant ghouls wander the countryside devouring anything and everything that has living flesh. STONE GIANT MUMMY Some stone giants are known for rigid adherence to old traditions, and for some clans these traditions include ritual entombment within the deep caverns of the earth. The most venerated elders of these clans are sometimes mummified before their inhumation, so that their great wisdom might last for all time, according to their beliefs. In the silent darkness of these ancient tombs, buried deep beneath even the lowest depths of the Underdark, Actions Multiattack The ghoul makes two claw attacks and one bite or swallow attack. If both claw attacks hit the same target, the ghoul has advantage on its bite attack against that target during the same turn. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 2 5 (3 d 12 + 6) piercing damage. If the target is Medium or smaller, it is also grappled (escape DC l 5). Until this grapple ends, the target is restrained, and the ghoul can't bite another target. Swallow. The ghoul makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ghoul, and it takes l 0 (3d6) acid damage at the start of each of the ghoul's turns. If the ghoul takes 20 damage or more on a single turn from a creature inside it, the ghoul must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within l 0 feet of the ghoul. If the ghoul dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using l 5 feet of movement, exiting prone. Claw. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: 19 (3d8 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC l 0 Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rock Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d l 0 + 6) bludgeoning damage. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
wicked forces can take hold of these ancient corpses. When a stone giant elder's tomb is desecrated by the dark magic of a powerful necromancer, archfiend, or evil god, the stone giant can rise from the dead as a vengeful mummy. Stone giant mummies are bound to follow the will of the dark force that created them. Often, they stay inside their dark tombs, guarding ancient secrets or lost artifacts from noble-hearted heroes that would use such treasures against the mummy's masters. In rare cases, a stone giant mummy might make their way to the surface to enact an ancient vengeance on the living. CONTENT FROM THE ELEMENTS & BEYOND The petrify and weathering spells, along with the buried condition, can be found in The Elements & Beyond, a free D&D Unleashed compendium. STONE GIANT MUMMY Huge undead giant, lawful evil ArmorClass 17 (natural armor) Hit Points 150 (l 2dl 2 + 72) Speed 30 ft. SlR DEX CON INT WIS CHA 25 (+7) 13 (+ 1) 23 (+6) 6 (-2) 15 (+2) 11 (+O) Saving Throws Dex +5, Wis +5 Skills Athletics+ 11, Perception +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception l 5 Languages Giant Challenge 11 (7,200 XP) Proficiency Bonus +4 Aura of Dust Each non-undead creature within 60 feet of the mummy can't regain hit points and takes 3 (1 d6) necrotic damage at the end of each of its turns. Against a creature that is petrified, this damage is maximized instead of rolling, and it ignores resistance. Creatures that can't be petrified are immune to this effect. Whenever the mummy takes fire damage, the range of this aura is doubled until the end of the mummy's next turn. lnnateSpellcasting. The mummy's innate spellcasting ability is Wisdom (spell save DC l 4, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: command, mold earth,* thaumaturgy, weatheringt 2/day each: dispel magic, petrify,t transmute rocf<k Sinking Sands. The ground within 30 feet of the mummy is difficult terrain for non-undead. Any non-undead that falls prone within the area must succeed on a DC l 8 Dexterity • saving throw or become grappled by the ground (escape DC l 8). While a creature is grappled in this way, it is also restrained. A creature that ends its turn at 0 hit points while restrained in this way also becomes buried until it escapes. Actions Multiattack The mummy makes two slam attacks. Slam. Melee Weapon Attack:+ l l to hit, reach l Oft., one target. Hit: l 6 (2d8 + 7) bludgeoning damage plus l 6 (3dl 0) necrotic damage. If the target is a creature, its speed is reduced by 20 feet until the end of its next turn unless it can't be petrified, and it must succeed on a DC l 8 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by l 0 (3d6) after every 24 hours. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Rock Ranged Weapon Attack:+ l l to hit, range 60/240 ft., one target. Hit: 2 9 (4d l 0 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC l 8 Strength saving throw or be knocked prone. On a hit or a miss, the attack also creates a cloud of dust and sand. Each creature within a l 5-foot radius sphere centered on the ground below the target must succeed on a DC l 8 Constitution saving throw or be blinded until the start of the mummy's next turn. Petrifying Glare. The mummy targets one, two, or three creatures it can see within l 20 feet of it. If a target can see the mummy, it must succeed on a DC 18 Wisdom saving throw against this magic or become frightened of the mummy until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed and petrified for the same duration. A target that succeeds on the saving throw is immune to the Petrifying Glare and Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Reactions Rock Catching. If a rock or similar object is hurled at the mummy, the mummy can, with a successful DC l 0 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 133
134 GOLEMS, FORBIDDEN Golems are a type of construct crafted by mortal hands and the aid of magic described in the Monster Manual. A description of golem creation can be found in the text of the Manual of Golems magic item from the Dungeon Master's Guide, allowing player characters and villains alike to employ golemcrafting to their own ends. Forbidden Golemcraft. Though most golems are not exactly socially welcome, some forms of golemcrafting are truly forbidden even by most golemcrafting masters and tomes. The following varieties of golem are crafted from materials that terrify or disgust most civilizations. As a result, the manuals describing the creation of these golems are the most forbidden of texts. These manuals are kept in the darkest of dungeons or lost in the oldest of tombs, lurking in the forgotten darkness of the most desecrated places. Forbidden manuals of golemcrafting might be collected by a lich, a death giant, an elder hag, an ancient dragon, or some other scheming villain with no concern for social mores. Constructed Nature. A golem doesn't require air, food, drink, or sleep. BONE GoLEM A well-made bone golem is fashioned out of bones of all kinds of creatures, not just the skeletons of humanoids. Some incorporate the broad, powerful bones of ogres or giants, while others utilize the predatory tools found in the bones of dragons and giant beasts. When lacking in proper materials, however, one can still scrap together a bone golem using any kinds of bones. Even small bones can be used, as long as enough are amassed BONE GoLEM Large construct, unaligned ArmorClass 14 (natural armor) Hit Points 105 (l0dl0+ 50) Speed 30 ft. SlR DEX CON INT WIS CHA 20 (+5) 9 (-1) 20 (+5) 3 (-4) 11 (+0) l (-5) Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception l 0 Languages understands the languages of its creator but can't speak Challenge 7 (2,900 XP) Proficiency Bonus +3 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt. Actions Multiattack The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Fear (Recharge 5-6). The golem targets one or more creatures it can see within l 0 feet of it. Each target must make a DC 16 Wisdom saving throw against this magic. On a failed save, a target is frightened of the golem for l minute. While frightened in this way, a creature can't make attacks against the golem. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Despite their visual similarity to some undead, bone golems are not actually undead, in much the same way that flesh golems are not zombies. Bone golems have no innate desire to cause harm, and though many secrets of necromancy must be understood to craft one, they are not animated by negative energy. Despite this, the bones used in their creation still carry a memory of the fear of death, and these imposing golems are capable of projecting that fear back onto nearby foes. Creation. A bone golem can be created using its own variety of Manual of Golems. Creating a bone golem takes 75 days and arcane materials worth 65,000 gp. A creature that can't use the Manual of Golems and still attempts to read it takes twice as much psychic damage as normaL due of the nature of the forbidden content. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
FILTH GOLEM The most despised and derided form of golemcrafting is certainly the creation of filth golems. These disgusting golems are made by heaping together huge, grotesque piles of filth. Any form of filth can be used: vomit, feces, grime, sludge, scabs, rotten flesh, and other similarly revolting materials will do, but filth golems are usually made from a combination of these substances. Because of this, filth golems are the cheapest golem to produce by far, requiring the least rare of ingredients. As a result of their construction, filth golems give off a perpetual stench that can turn the stomach of even the most experienced alchemist or necromancer. The golem is held together by its revolting corruption, and the more toxicity that is added, the more stable its body becomes. Washing or purifying the golem can weaken or destroy it. The mind of a filth golem is as fragile and unstable as the gloopy structure of the golem itself. Even when it is as solid as ever, a filth golem is clumsy and stupid, only barely able to follow any instructions that don't involve smashing things. Once injured, the golem's mind begins to slip away entirely, and it may rampage uncontrollably. Creation. A filth golem can be created using its own variety of Manual of Golems. Creating a filth golem takes only 7 days and alchemical materials worth 15,000 gp. A creature that can't use the Manual of Golems and still attempts to read it takes twice as much psychic damage as normai due of the nature of the forbidden content. FILTH GOLEM Large construct, unaligned Armor Class 9 Hit Points 68 (8dl 0 + 24) Speed 20 ft. SlR 19 (+4) DEX 9 (-1) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA l (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages of its creator but can't speak Challenge 4 (l, l 00 XP) Proficiency Bonus +2 Berserk When the golem starts its turn with 30 hit points or fewer, roll a d6. On a 5 or 6, the golem goes berserk. While the golem is berserk, its speed increases by 10 feet, and on each of its turns, it attacks the nearest creature that it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it will continue to do so until it is destroyed, it takes damage from its Unclean trait, or it regains all its hit points. Clumsy. The golem has disadvantage on Dexterity saving throws. While it is berserk, it fails them automatically. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Poison Absorption. Whenever the golem is subjected to poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt. Stench. Any creature that starts its turn within 30 feet of the golem must succeed on a DC 1 6 Constitution saving throw or be poisoned until the start of its next turn. On a success, it is immune to this golem's stench for 1 hour. Unclean. Whenever the golem is subjected to an effect that cures poisons or diseases, it takes 16 (3dl 0) acid damage, and until the end of its next turn, it suffers disadvantage on attack rolls, ability checks, and saving throws, and its Stench trait does not function. These effects end early if the golem is subjected to poison damage. Water Susceptibility. For every 5 feet the golem moves in water, or for every gallon of water splashed on it, it takes 1 acid damage. When this happens, it suffers disadvantage on attack rolls and ability checks until the end of its next turn. Actions Multiattack The golem makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 3 (2d8 + 4) bludgeoning damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 135
136 SHADOW GOLEM Large construct, unaligned Armor Class 20 (natural armor) Hit Points 253 (22dl0+ 132) Speed 5 0 ft., fly 5 0 ft. (hover) STR DEX CON INT WIS CHA 26 (+8) 13 (+ 1) 23 (+6) 6 (-2) 13 (+ 1) 5 (-3) Skills Perception +7, Stealth+ 13 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses blindsight 120 ft., passive Perception 17 Languages understands the languages of its creator but can't speak Challenge 20 (25,000 XP) Proficiency Bonus +6 Darkness Absorption. If the golem starts its turn within darkness and has at least l hit point, it regains l 5 hit points. If the darkness is magical darkness, the golem regains 2 5 hit points instead. Dreamborn. The golem can perceive and understand the content of any telepathic communication that is used within l 20 feet of it. In addition, it can't be surprised by creatures that have any form of telepathy, and it is immune to any effect that would sense its emotions or read its thoughts. Finally, while the golem is touching a sleeping creature, it can perceive the sleeper's dreams. Immutable Form. The golem is immune to any spell or effect that would alter its form. Incorporeal Movement The golem can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 d l 0) force damage if it ends its turn inside an object. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Psychic Absorption. Whenever the golem is subjected to psychic damage that isn't dealt by a shadow golem, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt. Shadow Sneak While in dim light or darkness, the golem can take the Disengage or Hide action as a bonus action. While the golem is entirely within darkness, it is invisible. Actions Multiattack The golem makes two slam attacks. Slam. Melee Weapon Attack:+ 14 to hit, reach 5 ft., one target. Hit: 2 l (3d8 + 8) bludgeoning damage plus l 0 (3d6) psychic damage or, if the golem had advantage on the attack roll, 2 l (6d6) psychic damage. Sleep (Recharge 5-6). Up to five creatures that the golem can see must succeed on a DC 2 l Wisdom saving throw or fall unconscious for l O minutes and begin dreaming. This effect instantly ends for a creature if the creature takes damage or someone uses an action to wake it. CHAPTER THREE I DUNGEON MASTER'S CHEST SHADOW GOLEM Shadow golems are so rare that most scholars and even most golemcrafters regard them as nothing more than a myth or legend However, those who seek out forbidden lore might learn the truth: that these legendary golems with bodies of darkness are frighteningly real Made from Dark Dreams. A shadow golem's body is formed out of darkness, but not darkness alone. To hold the darkness together, the golemcrafter must weave the shadows with psychic energy taken from dreams, ideas, and memories that are corrupted with darkness. These dark dreams might be conventional nightmares stolen from a sleeping mind, traumatic memories from broken souls, or the twisted desires of evil individuals. Because of this infusion of psychic energy, shadow golems have more capable minds than most other golems, and they are imbued with psychic abilities, such as being able to view dreams, hear telepathy, and put creatures to sleep. Shadowfell At Night. A shadow golem can only be crafted within utter darkness, and only in the dark plane known as the Shadowfell If the golem is exposed to any light or taken to another plane during the crafting, the whole process is ruined and must be started again using fresh materials. In addition, the crafting must be done while the sun is set. Any crafting done while the sun is up is counter-productive, wasting materials, damaging the golem, and forcing the crafter to spend additional nights fixing the damage before the golem will operate. Creation. A shadow golem can be created using its own legendary variety of Manual of Golems. Creating a shadow golem takes 1 year and materials obtained from the Shadowfell worth 250,000 gp. A creature that can't use the Manual of Golems and still attempts to read it takes four times as much psychic damage as normal and becomes cursed with blindness that lasts until it is dispelled, because of the nature of the forbidden content and the unfathomable darkness contained within. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
GOLEM ARMOR, BONE Golem armors are special constructs designed to be controlled using magic by a humanoid pilot inside the armor itself. These constructs are usually conjured as part of the golem armor spell (from The Elements & Beyond'), but permanent golem armors can also be made via lengthy magical rituals. In some worlds, these giant armors serve as the vanguard of magical armies. In others, they are ancient weapons from a lost age that could turn the tide of many eternal conflicts. Most of them are thirty feet talL but ancients tell of armors that could touch the clouds. Operated By Magic. Golem armors are designed to be operated by magic. A spellcaster near an empty golem armor can force it to open the hidden door in its chest and kneel to allow entry. Once inside, the mage stays in a shielded core, protected from the heat, cold, lightning, or other threats posed by the golem. This controller (sometimes called a pilot) can use any talent for magic they might possess to control the armor. As examples, a wizard would use their intellect, a druid or cleric would use their spirit, and not only sorcerers but even tieflings or anyone else with natural magic could use that same natural talent to control the armor. Constructed Nature. A golem armor doesn't require air, food, drink, or sleep. BONE GoLEM ARMOR Gargantuan construct, unaligned ArmorClass 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 50 ft. STR DEX CON INT 26 (+8) 8 (-1) 20 (+5) WIS CHA Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses same as its controller's senses LanguagesChallenge same as the level or CR of its controller (minimum CR 12 (8,400 XP)) Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it. Sickening Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker must succeed on a DC XX Constitution saving throw or become poisoned until the end of its next turn. Inert When not inhabited by a controller that can cast spells, the golem armor is an object. Siege Weapon. The golem armor deals double damage to objects and structures. Spell-Powered The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller uses the golem armor's senses as its own. Actions Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one target. Hit 24 (3dl O + 8) bludgeoning damage plus 18 (4d8) necrotic damage. Breath Weapon. The golem armor exhales a blast of dark mist and bone dust in a 30-foot cone. Each creature in that area must make a DC XX Wisdom saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and is frightened of the golem armor until the end of the golem armor's next turn. On a success, a creature takes half damage and suffers no other effects.
138 • HAGS Hags are fey known for their malevolence more than anything else, even beyond their penchants for alchemy, magic, and eldritch powers. They adore deception and destruction, and they sustain themselves by devouring humanoids. Hags make twisted bargains that sabotage their victims, and steal children away to consume or even transform into new hags. DEATH HAG When a night hag gathers over a hundred twisted souls,• she can transform into a more powerful kind of fiendish hag known as a death hag. Death hags are much larger than night hags, towering over other kinds of hags at ten to eleven feet tall They have withered violet skin, fangs, and pointed ears. Some have twisted horns like those of a goat or ram, while others lose their horns in the transformation from night hag to death hag. Each one carries a huge scythe adorned with bones and skulls, enchanted with potent death magic, and can ride the scythe as if it were an enchanted flying broom. They ride their scythes invisibly through the dark of night, cackling and stealing corpses to use for their foul purposes. Twisting Good to Evil Just as night hags often enjoy twisting a living soul from good to eviL death hags revel in their ability to twist the once-noble dead into undead paragons of evil Instead of returning the creature to life by retrieving their original souL the hag fashions a dark mirror of their soul to inhabit the body in its place. This mirror shadow-soul has all the skills, memories, and personality of the original souL except that any pain, grudges, or unfinished business lingering from their life is twisted into the fuel for anger, hatred, and evil Once risen, these creatures of good-turned-evil will seek out the ones who wronged them and enact their terrible vengeance. Even their once-loved ones become targets for their hatred, as the hag's magic twists the heartache at missing those loved ones into hatred and indignation. Tragically, these risen champions will often tum to harming unrelated innocents in a misguided attempt to satisfy the endless pain inside them. The shadow soul believes itself to be the originaL and doesn't understand that the hag has twisted its emotions. The hag delights in watching all of this from afar. Her favorite outcome is when the tales of the champion's good deeds are finally replaced by the legends of the twisted, evil villain and their rampage of vengeance. Torment from Beyond Death hags take pleasure in any pain caused by bringing the dead back from beyond the grave. The target of their revival doesn't need to be a good-hearted hero for the death hag to be amused She also enjoys watching other anguishes unraveL such as raising a widow's lost husband after she has happily remarried, or returning a monarch after the new one has already been crowned to cause strife. Death hags will eagerly bargain to resurrect the lost loved ones of their victims without revealing the likely tragic outcome. CHAPTER THREE I DUNGEON MASTER'S CHEST Undead Allies. Death hags are capable of seizing control of weaker undead, and they use this power to surround themselves with undead minions such as ghouls, skeletons, specters, zombies, and even other hags (raised as withering hags} For undead that are too powerful to control through magic, such as liches or vampires, some of the more conniving death hags will make deals, arrangements, or even alliances to secure greater power. As with all hags, these bargains are always secretly in the hag's favor. Covens. A death hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 13 (10,000 XP} ELDRITCH HAG On the rare occasions when a hag becomes lost in the Far Realm, the strange energies of that realm transform her into an aberrant hag known as an eldritch hag. Her skin turns pale and slimy, her claws become webbed, she gains gills, and she grows three to five tentacles out of her back. She loses her eyes, but it doesn't stop her from seeing, and her victims may still feel her eerie gaze upon them, and even meet her sightless gaze somehow. With just a look, she can inspire madness and warp a creature's body with strange Far Realm energies. Eldritch hags always return to the Material Plane or the Feywild in time, and when they do they search for a place near water to make their lair, usually at the edges of coastal cities and villages. Eldritch hags feel a natural compulsion to open the Far Realm to the planes and let the denizens of that other world flood into this one. Thief of Memories. An eldritch hag can consume the memories from inside a person's own mind When she does, she can replace the devoured memories with new fake memories. The new memories may be completely different from the originals, or they could be eerily similar with a few small but important alterations. The hag relishes the taste of real memories, and she enjoys the sadistic harm she can cause with the fake memories. An eldritch hag will often amuse herself by slowly altering a victim's entire identity or causing everyone they know to entirely forget who they are. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
Hatred of Magic. Eldritch hags despise all non-psionic magic, and this hatred influences their choice of victims. Anyone with any magical power, talent, or learning is in danger when an eldritch hag is near. She loves to make spellcasters hurt, and she finds no child more delectable than one with magical power. While their hatred of magic causes eldritch hags to loath most other kinds of hags, eldritch hags consider riddle hags to be their greatest nemeses above all filithid Intrigue. Eldritch hags and illithids often find reason to work together, but the two factions rarely trust each other. The illithids use these Far Realm hags as mercenaries to be employed against their more magical enemies, and the hags use the illithids to gain access to new victims and new sources of power. When these arrangements fall apart, the eldritch hag can seriously threaten even the more powerful colonies of illithids. The hag's ability to reshape memories can be DEATH HAG Large fiend, neutral evil ArmorClass 17 (natural armor) Hit Points 152 (l 6dl O + 64) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 18 (+4) 17 (+3) 14 (+2) 18 (+4) Skills Arcana +7, Deception+ 12, Perception +6, Religion +7, Stealth +7 Damage Resistances cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Celestial, Common, Infernal Challenge 11 (7,200 XP) Proficiency Bonus +4 Corrupting Revival When the hag casts a spell to bring a creature back to life, the target doesn't have to be willing, and unless the soul is in the hag's reaping scythe and she chooses to use it, the spell doesn't return the target's soul, instead creating a dark shadow to replace it: the creature returns to life with its alignment changed to evil, either lawful evil, neutral evil, or chaotic evil (based on its original alignment), and it counts as an undead in addition to its other types. These changes last until it dies again. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: feign death, gentle repose, ray of sickness (as 5thlevel), speak with dead 3/day each: animate dead, plane shift (self only), raise dead 1/day each: create undead, resurrection Reaping Scythe. The hag carries a reaping scythe, a magical scythe that serves as a conduit between the worlds of the living and the dead. She can ride the scythe as if it were a broom of flying, although she cannot attack with it while doing so. While she holds the scythe, other creatures within 30 feet of her can't regain hit points unless she allows it. If the scythe is lost or destroyed, the hag must craft another, which takes a year and a day and can only be done in Hades. Only a death hag can use a reaping scythe. Actions Multiattack The hag makes three claw attacks, or one claw attack and one reaping scythe attack. Claw (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage. Reaping Scythe. Melee Weapon Attack: +8 to hit, reach l 0 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 3 6 (8d8) necrotic damage. If the target is not an undead or construct, the hag regains hit points equal one-third of the necrotic damage dealt, and if the attack kills such a target, the target's soul is stolen by the scythe. A creature whose soul is stolen can't be brought back to life until the scythe is destroyed, except by a death hag holding the scythe. Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. The only equipment that is transformed is her reaping scythe, which shrinks so that it can be wielded in humanoid form. If she dies, she reverts to her true form, and the reaping scythe reverts to its normal size. Control Undead (3/Day). One undead that the hag can see within 30 feet of her must make a DC 17 Wisdom saving throw. On a failed save, the target must obey the hag's commands for the next 24 hours. On a success, the target is immune to the hag's control for the next 24 hours. An undead whose challenge rating or level is greater than 5 is always immune to this effect. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 139
140 ELDRITCH HAG Medium aberration, chaotic evil ArmorClass 16 (natural armor) Hit Points 120 (l 6d8 + 48) Speed 30 ft., climb 30 ft., swim 30 ft. S1R DEX CON INT WIS CHA 18 (+4) 13 (+l) 17 (+3) 19 (+4) 13 (+l) 19 (+4) Skills Arcana+ l 0, Deception+ l 0, Insight +4, Investigation +7, Perception +4, Stealth +7 Damage Resistances force Damage Immunities psychic Condition Immunities blinded, charmed, frightened Senses blindsight 60 ft., passive Perception 14 Languages Aquan, Common, Deep Speech, Undercommon, telepathy 120 feet Challenge 8 (3,900 XP) Proficiency Bonus +3 Amphibious. The hag can breathe air and water. Hatred of Magic. When a creature within 120 feet of the hag casts a spell, uses a magical ability, or uses a magic item, the hag is aware of it and knows the direction toward it, though this doesn't grant her any knowledge of what the magic does. If the creature is an enemy that the hag can see, the magic enrages her until the end of her next turn, and she can use her reaction to use her unearthly gaze (if it is available) targeting the creature. While enraged, her speed is increased by l 0 feet and she has advantage on attack rolls against the creature. Innate Spellcasting (Psionics). The hag's innate spellcasting ability is Charisma (spell save DC l 5). She can innately cast the following spells, requiring no components: At will: detect magic, detect thoughts, dissonant whispers 2/day each: dispel magic, modify memory Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Regeneration. The hag regains l 5 hit points at the start of her turn if she has at least l hit point. CHAPTER THREE I DUNGEON MASTER'S CHEST a problem even for mind flayers. Hags that work with a colony of mind flayers always have at least a few tricks in their back pocket for when the illithids decide she is no longer worth the threat she poses. Most commonly, she may try to elevate a challenger within the ranks of the colony, splitting the illithids in a civil war and coup backed by the hag herself. Covens. An eldritch hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 10 (5,900 XP). FERAL HAG At the edge of wilderness in both the Material Plane and the Feywild, there are hags with such a deep connection to the primal wilds that they can speak with and even transform into wild beasts. These feral hags appear as shrunken old women with leathery skin and wiry hair. Repel/ant Appearance. Any humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must make a DC 16 Intelligence saving throw. On a failed save, the creature's gaze slips off the hag, and the creature can't see the hag until the start of its next turn. On a successful save, the creature is immune to the hag's Repellant Appearance for the next 24 hours. Whenever the hag's true form is revealed, each humanoid within 60 feet of her must make the saving throw. Spider Climb. The hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The hag makes three attacks: two tentacle attacks and one claw attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 4 (l d8) psychic damage. Tentacle. Melee Weapon Attack: +7 to hit, reach l 5 ft., one target. Hit: 8 (l d8 + 4) bludgeoning damage plus 4 (l d8) psychic damage and tne target is grappled (escape DC l 5). Unearthly Gaze (Recharge 6). The hag turns her otherwordly gaze upon one creature she can see that can see her within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or else take 21 (6d6) psychic damage plus 21 (6d6) force damage and become confused for l minute. On a success, the target takes half as much damage and suffers no other effects. While confused, the target acts as if it were affected by the confusion spell and repeats the save at the end of each of its turns, ending the effect on a success. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly humanoid of size Medium or Small. The effect ends if tne hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no tentacles, but someone touching her shoulder might feel the tentacles. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 18 Intelligence (Investigation) check to discern that the hag is disguised. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
HAG DISEASE: FELL FERAL FEVER This disease can affect beasts, fey, humanoids, and monstrosities. Hags are naturally immune, except that feral hags carry the disease without exhibiting any symptoms. Symptoms manifest l d4 days after infection. While afflicted by the disease, a creature suffers the following ailments: Hydrophobia. The creature feels compelled to avoid liquid water. It will only drink when necessary. Insomnia. When the creature finishes a long rest, it must succeed on a DC l O Constitution saving throw to gain any benefit from the rest. Mania. When the creature finishes a short rest, it must succeed on a DC l 0 Wisdom saving throw to gain any benefit from the rest. If the creature is a beast, it is also more aggressive than normal. Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. After l d4 additional days of the disease, a creature also suffers from intermittent madness: Madness. The creature must make a DC 12 Charisma saving throw every 24 hours. On a failed saving throw, it must roll on the Long-Term Madness table from the Dungeon Master's Guide and suffer the effects for the rolled duration. While it suffers from madness, it also foams at the mouth, and it can be affected by spells and magic as if it were a beast with no more than 4 Intelligence. Fell Feral Fever has a special symbiosis with the curse of lycanthropy. A creature afflicted by the disease has disadvantage on saving throws against the curse of lycanthropy, and lycanthropes have disadvantage on saving throws against the disease. When a creature is afflicted with lycanthropy by a lycanthrope that is suffering from the disease, that creature is afflicted by the disease automatically. Each afflicted creature must make a DC 12 Constitution saving throw every 24 hours after symptoms appear. Once a creature has succeeded on at least three of these saving throws during an infection, the disease ends on that creature. An afflicted creature can pass the disease on to others by biting. When it deals damage to a creature using a bite attack, the target must succeed on a DC 12 Constitution saving throw or else be afflicted by the Fell Feral Fever disease. FERAL HAG Small fey (shapechanger), neutral evil ArmorClass 18 (natural armor) Hit Points 97 (l 5d6 + 45) Speed 30 ft., climb 30 ft. SlR DEX CON INT WIS CHA 15(+2) 17(+3) 16(+3) 14(+2) 16(+3) 14(+2) Skills Animal Handling +7, Deception +4, Nature +6, Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception l 5 Languages Common, Elvish, Gnomish, Sylvan Challenge 4 (l, l 00 XP) Proficiency Bonus +2 Animal Mimicry. The hag can mimic the sounds of beasts and animals. A creature that hears the sounds can tell they are imitations with a successful DC l 5 Intelligence (Nature) check or Wisdom (Survival) check. Beast Whisperer. The hag can comprehend and verbally communicate with beasts. Any beast that is charmed by the hag obeys her verbal orders to the best of its ability. Feral Contagion. A creature that takes damage from the hag's bite or claw attacks must succeed on a DC 12 Constitution saving throw or else be afflicted by the Fell Feral Fever disease. Innate Spellcasting. The hag's innate spellcasting ability is Wisdom (spell save DC l 3). She can innately cast the following spells, requiring no material components: At will: animal friendship, beast sense, find familiar 2/day each: disguise self, polymorph (can only transform targets into CR O beasts) Shapechanger. The hag can use her action to magically polymorph into a cat, a frog, a lizard, a poisonous snake, a rat, a raven, or a spider, or back into her true form. Her statistics, other than her size and speed, are the same in each form. She can still speak while transformed. Any equipment she is wearing or carrying is transformed along with her. She reverts to her true form if she dies. Actions Multiattack The hag makes two claw attacks. Bite (Beast Forms Only). Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: l piercing damage, and if the hag is in snake or spider form, the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a success. Claw(TrueForm Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1 d8 + 3) slashing damage. Call Beasts (7/Day). The hag summons beasts: either one of CR l /2, two of CR l /4, or four of CR l /8 or lower. The beasts, which are neutral evil, appear in unoccupied spaces within 60 feet of the hag and are charmed by her. Each beast remains for l hour, until it or the hag dies, or until the hag dismisses it as an action. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 141
142 Death by Beast. Feral hags delight in the harm and death that animals can bring to people. They often take control of domesticated animals and drive them into a murderous fury, turning them upon their owners. The more loving the bond between animal and humanoid, the more the feral hag enjoys destroying it. Feral hags also sabotage hunts and expeditions, turning harmless deer into rabid swarms and twisting already aggressive boars into rampaging killing machines. Magical Rabies. Feral hags are carriers of a magical disease. This disease, known as Fell Feral Fever, doesn't harm the hag herself; she spreads it by injuring others with her claws, or biting them once she has transformed into a beast. Feral hags enjoy spreading this sickness through livestock and wild animals alike. Lycanthrope Predators. Lycanthropes fascinate feral hags. Some even claim that feral hags themselves were first created when lycanthropy somehow spread to a hag. A feral hag loves to see lycanthropy spread through the world, and does whatever she can to encourage it. Yet when one allies with a lycanthrope clan, she seeks to spread her feral disease among their pack, eventually driving them mad enough to fall under her control Covens. A feral hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 6 (2,300 XP} WITHERING HAG A necromancer that knows the proper rituals can raise a dead hag as an undead called a withering hag, named for not only their appearance but also their innate ability to drain youth and vitality with a touch. Withering hags come in every shape and size that living hags do. True to their name, they have withered skin that complements their thinning hair and skeletal frames. Withering hags typically lurk in the same areas where they were once defeated, nursing their ancient grudges and plotting new ways to achieve their final revenge as they wait in the dark for hapless victims to wander by. Seekers of Youth. Withering hags are desperate to take back the life and vitality that they have lost. Draining the youth from victims temporarily sates their lust for vital energy, but no matter how much they drain, the withering hag can't return itself to life. Despite this fact, most withering hags have convinced themselves to the contrary. They are recklessly eager to drain new victims. Spectral Entourage. With her talents for trickery, a withering hag usually has little difficulty in convincing other vengeful undead, such as specters and ghosts, to join her cause. Withering hags naturally attract these spirits because of their foul aura. Once they are allied, the spirits stay near to the hag, ready to defend her. Undead Nature. A withering hag does not require air, drink, or sleep. Covens. Withering hags can't form a proper coven because of their undead nature. Withering hags often collect in groups of three despite this, pantomiming the rituals of a proper coven of living hags. CHAPTER THREE I DUNGEON MASTER'S CHEST WITHERING HAG Large (20%}, Medium (60%}, or Small (20%) undead, chaotic evil ArmorClass 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA l 5 (+2) 12 (+ l) l 5 (+2) 12 (+ l) 13 (+ l) 14 (+2) Skills Deception +6, Perception +3, Stealth +3 Damage Resistances necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception l 3 Languages only the languages she knew in life Challenge l (200 XP) Proficiency Bonus +2 Foul Aura. Each creature within l O feet of the hag can't regain hit points. Nonmagical non-creature plants in the area wilt, taking 2 (1 d4) necrotic damage after each minute in the aura. Constructs, undead, and any creatures that are controlling the hag (as an undead) are unaffected. Sunlight Sensitivity. While in sunlight, the hag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tum Immunity. The hag is immune to effects that turn undead. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1 d8 + 2) slashing damage, and the target must make a DC l 2 Constitution saving throw. On a failed save, the target takes 7 (2d6) necrotic damage and magically ages l O (3d6) years. The hag regains hit points equal to the necrotic damage dealt. The aging effect can be reversed with a greater restoration spell. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC l 4 Intelligence (Investigation) check to discern that the hag is disguised. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
COVEN SPELL LISTS When hags gather into a coven, they gain access to their special Shared Spellcasting trait, which can be found in the official Monster Manual. That trait lists a default set of spells that are available for hags to use. However, some covens gather for a specific purpose, such as collecting blood from rare magical bloodlines, summoning the souls of ancient heroes and villains, or polluting the land with vile toxins and noxious plagues. In such cases, since the coven strives to bend its magic to a more directed purpose, the coven members may have different spells available for use with their Shared Spellcasting trait, usually focusing on a theme related to that purpose. Presented below are some examples of themed hag coven spell lists, to be used alongside those found in Volo'.s Guide to Monsters. Spells listed with an asterisk (*) can be found in Xanathar'.s Guide to Everything, while spells listed with a dagger (t) are found in this compendium. Blood Some covens are fascinated by the dark power invested in the blood of fey, fiends, and even mortalkind, developing magic that uses the following spell list: l st level (4 slots): blood reading,t inflict wounds 2nd level (3 slots): carnage blast,t infuse bloodt 3rd level (3 slots): blood extraction,t life transference,* vampiric touch 4th level (3 slots): aura of life, hemorrhage t 5th level (2 slots): grim terror,t hold monster 6th level (1 slot): essence sap t Corruption. Hags that, above all else, wish to see the world defiled, cursed, and blighted, form covens that use poisonous spell lists such as this one: l st level (4 slots): bane, spasm t 2nd level (3 slots): Rizzak's reeking filth,t poison food or drink t 3rd level (3 slots): bestow curse, plague vector,t toxic breath t 4th level (3 slots): blight, venom lash t 5th level (2 slots): befoul water,t grave soil t 6th level (1 slot): harm Greed Though most care little for mortal coin, some hags form covens for the purpose of collecting magical items, eldritch artifacts, or anything else the hags might so desperately desire, using the following spells: l st level (4 slots): delude,t identify, Tenser's floating disk 2nd level (3 slots): locate object, suggestion 3rd level (3 slots): excite emotions,t mortifyt 4th level (3 slots): compulsion, Leomund's secret chest 5th level (2 slots): creation, geas 6th level (1 slot): forbiddance 01.., iMO-:'Jin~ I w otAld. jo w,04 ;FI l..04 fo sl..Me Ml spd.t stok wifl.. w,y t,oworK u-s. Wd.t, More Ma4, ff..().;/- i$. -f:?;z.z.o..K Madness. Whether they are devoted to the spread of insanity or simply mad themselves, covens attuned to the touch of madness often have a spell list like this: l st level (4 slots): delude,t dissonant whispers, Tasha's hideous laughter 2nd level (3 slots): crown of madness, suggestion 3rd level (3 slots): fear, incite self-harm t 4th level (3 slots): confusion, phantasmal killer 5th level (2 slots): dominate person, modify memory 6th level (1 slot): mass suggestion Souls. When a coven tampers with the magic of souls and the afterlife itself seeking power, lost wisdom, and ghastly servants, they usually use the following spells: l st level (4 slots): false life, unseen servant 2nd level (3 slots): gentle repose, locate animals or plants 3rd level (3 slots): revivify, speak with dead, spirit guardians 4th level (3 slots): create apparition,t locate creature 5th level (2 slots): detect souls,t spectral calling t 6th level (1 slot): soul blade t Trickery. Hag covens organized around no purpose other than the delight they feel for wicked deceit often develop illusory magic and seek out spells like these: l st level (4 slots): disguised blast,t silent image 2nd level (3 slots): blur, mirror image, Nystul's magic aura 3rd level (3 slots): hypnotic pattern, major image 4th level (3 slots): greater invisibility, hallucinatory terrain 5th level (2 slots): mislead, seeming 6th level (1 slot): programmed illusion Twilight. Hags that seek mastery over both light and darkness or those that seek to walk among dreams use an eerie witchlight and spell lists such as this one: l st level (4 slots): faerie fire, sleep 2nd level (3 slots): darkness, moonbeam, silence 3rd level (3 slots): gaseous form, nondetection 4th level (3 slots): shadow of Moil,* sickening radiance* 5th level (2 slots): chilling darkness,t dream 6th level (1 slot): eyebite
HAUNTED DOLL Tiny undead construct, chaotic evil Armor Class 14 (natural armor) Hit Points 3 3 (6d4 + 18) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+l) 15 (+2) 16 (+3) 15 (+2) 13 (+l) 17 (+3) Skills Deception +5, Intimidation +5, Perception +3, Stealth +6 Damage Resistances psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception l 3 Languages any one language (usually Common) Challenge l (200 XP) Proficiency Bonus +2 Eerie Fortitude. If damage reduces the doll to O hit points and the damage is not fire or from a critical hit, roll a d6. On an odd result, it drops to l hit point and falls prone instead. The doll is indistinguishable from dead until it chooses to move again. False Appearance. While the doll remains motionless, it is indistinguishable from a normal doll. Sneak Attack The doll deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within S feet of an ally of the doll that isn't incapacitated and the doll doesn't have disadvantage on the attack roll. Tum Resistance. The doll has advantage on saving throws against any effect that turns undead. Actions Multiattack The doll makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (l d4 + 2) piercing damage. HAUNTED DOLLS Those who study the occult tell tales of creepy dolls, whether porcelain or straw, inhabited by dark spirits, who conspire to drive living people mad, frame them for murder, and turn reality into a terrifying nightmare for all they encounter. Some are sinister-looking puppets coated in cobwebs and ravaged by time. Others appear cuddly and friendly until they reveal their true nature. Spiteful Spirits. Haunted dolls are created when a vengeful undead spirit, such as a ghost or specter, seeks a vessel to contain its overwhelming hatred Inhabiting the physical structure of the doll imparts some measure of control to the spirit, allowing it to act without losing itself to its dark impulses. Instead, they act with cunning and intelligence, weaving devious schemes over time to ensure their wicked thrills can continue forever. Once a spirit has possessed a doli however, it is forever bound to that vessei and can't leave even if it wants to. When the vessel is destroyed, the spirit is destroyed as well Life-size and Larger. Though most haunted dolls are small enough to sit on a bookshelf, some spirits are able to find larger vessels to inhabit. Some dolls are sized to match a real person, used by wealthy dress-makers and other clothes-designers, and these can become haunted just like smaller dolls. There are fantastical cities where magical parades feature giant marching puppets, and some scholars claim that spirits could haunt even those. Lifeless Nature. A haunted doll doesn't require air, food, drink, or sleep. HORROR VARIANT: ELDRITCH DOLL Rather than being possessed by an undead spirit, some dolls are possessed by a more powerful dark spirit, or even animated by dark magic itself, such as a hag's curse or a blood ritual. They are called eldritch dolls, and they are a worthy addition to any horror-themed campaign, adventure, or session. Just like regular haunted dolls, eldritch dolls take many shapes and sizes. Eldritch dolls, mannequins, and giant dolls have the same statistics as haunted dolls, haunted mannequins, and giant haunted dolls, except that they also have resistance to necrotic damage and they gain the following traits: Creepy Rejuvenation. After the doll dies, it comes back to life with all its hit points in l d4 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or the doll's remains are sprinkled with holy water. Magic that removes a curse can also prevent this effect. When the doll finally returns to life, it regains its body (which is unharmed), appearing in a random location within l dl Ox l O miles of where it died. lnnateSpellcasting. The doll's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: fear, minor illusion, thaumaturgy 1/day each: delude (new), dream, phantasmal force THE IMPERMISSICON
HAUNTED MANNEQUIN Medium undead construct, chaotic evil Armor Class 14 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+ 1) 16 (+3) 15 (+2) 13 (+ 1) 17 (+3) Skills Deception +5, Intimidation +5, Perception +3, Stealth +5 Damage Resistances psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 60 ft., passive Perception l 3 Languages any one language (usually Common) Challenge 2 (450 XP) Proficiency Bonus +2 Eerie Fortitude. If damage reduces the mannequin to 0 hit points and the damage is not fire or from a critical hit, roll a d6. On an odd result, it drops to l hit point and falls prone instead. The mannequin is indistinguishable from dead until it chooses to move again. False Appearance. While the mannequin remains motionless, it is indistinguishable from a normal mannequin. Sneak Attack The mannequin deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mannequin that isn't incapacitated and the mannequin doesn't have disadvantage on the attack roll. Tum Resistance. The mannequin has advantage on saving throws against any effect that turns undead. Actions Multiattack The mannequin makes two dagger attacks. Dagger. Melee or Ranged WeaponAttack:+5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (l d4 + 3) piercing damage. GIANT HAUNTED DOLL Huge undead construct, chaotic evil ArmorClass 13 (natural armor) Hit Points 114 (12dl2 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 13 (+l) 16 (+3) 13 (+l) 13 (+l) 15 (+2) Skills Deception +5, Intimidation +8, Perception +4 Damage Resistances psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 14 Languages any one language (usually Common) Challenge 5 (1,800 XP) Proficiency Bonus +3 Eerie Fortitude. If damage reduces the doll to 0 hit points and the damage is not fire or from a critical hit, roll a d6. On an odd result, it drops to l hit point and falls prone instead. The doll is indistinguishable from dead until it chooses to move again. False Appearance. While the doll remains motionless, it is indistinguishable from a normal giant doll. Tum Resistance. The doll has advantage on saving throws against any effect that turns undead. Actions Multiattack The doll makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: 22 (3d l 0 + 6) bludgeoning damage, and the target must succeed on a DC l 5 Strength saving throw or be knocked prone. CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) 145
146 HEMOMANCER Hemomancy is the practice of blood magic, and those wizards who specialize in blood magic are known as hemomancers. In most settings, blood magic is forbidden, so hemom~ncy • • can only be learned from obscure or heretical sources, or discerned for oneself via grisly trial and error. The Power in Blood Hemomancy is founded upon the principle that there is vast arcane and divine power hidden within the blood of all living things, born from the coexistence of flesh and soul Hemomancy, and all blood magic, involves drawing out that power to weave into magic and fuel spellcasting. Hemomancers study the variety of ways that power manifests within blood, seeking to understand the mysteries inherent in fiends' blood, fey blood, dragons' blood, angel blood, and so on. Yet many believe that the most powerful secrets of blood magic still lurk undiscovered within the blood of mortal humanoids, who hold so much raw potential Forbidden Knowledge. Most wizards that pursue the path of hemomancy have little more than the discarded scraps of ancient heresy to guide their study. Since this form of magic often leads mages down dark paths, most authorities choose to outlaw it, along with the majority of necromancy and even sometimes enchantment and illusion spells. Hemomancy can lead its practitioners to gather blood from unwilling victims, create monsters by mixing mortal and immortal blood, or sacrifice innocent lives in blood rituals to attain the power they seek. Any sources of information about blood magic are destroyed, and all that remains are the scattered fragments saved by errant cultists or apprentice mages who were lucky enough to escape the mob's flames. 1\visted Experiments. Without access to sources of advanced knowledge, hemomancers must often resort to performing magical experiments themselves in order to unlock further secrets of blood magic. Some attempt to experiment on themselves, but find that repeated use of a creature's blood for blood magic can lead to strange side effects and pathologies (page 238). In the end, most start using others for their experiments, whether they are willing or not, leading to the same tales that cause blood magic to be forbidden in the first place. CHAPTER THREE I DUNGEON MASTER'S CHEST HEMOMANCER WIZARD Medium humanoid (any race, Wizard), any alignment Armor Class l 2 (l 5 with mage armor) Hit Points 130 (20d8 + 40) Speed 30 ft. SlR DEX CON INT WIS CHA 8 (-1) 14(+2) 14(+2) 17 (+3) 10(+0) 13 (+l) Saving Throws Int +7, Wis +4 Skills Arcana +7, Medicine +8 Senses passive Perception l 0 Languages any four languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Blood Power. While the hemomancer has less than half of its hit points remaining, it has advantage on all spell attack rolls, and any non-cantrip spells it casts are two spell levels higher than they would normally be. Spellcasting. The hemomancer can cast the following wizard spells, using Intelligence as its spellcasting ability (spell save DC 1 5). At will: dancing lights, hemokinesis (new), prestidigitation 2/day each: agonize (new), blood extraction (new), carnage burst (new), hemorrhage (new), mage armor 1 /day: blood fever (new) Actions Multiattack The hemomancer makes two blood surge attacks. This action is treated by other effects as if the hemomancer were casting a spell of 3rd-level. Blood Surge. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2dl O + 3) necrotic damage plus 12 (Sd4) force damage. Quarterstaff. Me lee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: 2 (1 d6 - 1) bludgeoning damage, or 3 (1 d8 - 1) bludgeoning damage if used with two hands. Reactions Hemomancy. When the hemomancer takes bludgeoning, piercing, or slashing damage, if it has less than half of its hit points remaining after the damage is dealt, it can cast a spell or make one blood surge attack as a reaction. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
----------------------~- HULK.ING ABOMINATION Gargantuan undead, chaotic evil ArmorClass 13 (natural armor) Hit Points 3 30 (20d20 + 120) Speed 50 ft. SlR DEX CON INT WIS CHA 2 7 (+8) 7 (-2) 2 3 (+6) l (-5) 6 (-2) 6 (-2) Saving Throws Str + 15, Con+ 13, Wis +5, Cha +5 Skills Perception +5 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception l 5 Languages understands Common and Giant but can't speak Challenge 2 3 (50,000 XP) Proficiency Bonus + 7 Body of Corpses. Whenever the abomination moves into or starts its turn in a space containing a dead creature of size Large or smaller, the corpse becomes trapped in the abomination's body. Any creature reduced to O hit points by one of the abomination's melee attacks or actions also becomes trapped within it. A corpse trapped in the abomination is part of its body. It can't be used for resurrection magic, and it becomes a zombie after l d4 hours. A living creature that is trapped in the abomination is grappled by the abomination (escape DC 18) and takes l 6 (3dl 0) piercing damage and 13 (3d8) necrotic damage at the end of each of its turns. While grappled, it is restrained and blinded, and has total cover from everything except the abomination. Ability checks to escape this grapple have disadvantage. On a success, a creature escapes from the abomination and enters an unoccupied space of its choice within S feet of the abomination. When the abomination dies, all living creatures trapped in its body are released to unoccupied spaces within l O feet. Clumsy Fall Whenever the abomination falls prone, it takes 22 (4d l 0) bludgeoning damage and l O (4d4) prone zombies appear in random unoccupied spaces within l S feet of the abomination. Internal Skeleton (Mythic Trait; Recharges after a Short or Long Rest). If the abomination is reduced to O hit points, it doesn't die or fall unconscious. Instead, the abomination regains 3 30 hit points and immediately uses its Spin Loose mythic action. For the next l hour, the abomination's skeleton is revealed, and any creature that ends its turn within 30 feet of the abomination must succeed on a DC l 8 Wisdom saving throw or be frightened of the abomination until the end of that creature's next turn. Legendary Resistance (3/Day). If the abomination fails a saving throw, it can choose to succeed instead. Siege Monster. The abomination deals double damage to objects and structures. Turn Immunity. The abomination is immune to effects that turn undead. Undead Horde. When the abomination causes a zombie to appear, the zombie is allied with the abomination and it doesn't have the Undead Fortitude trait. HULKING ABOMINATION Legends speak of depraved necromancers from long ago who sought to create an undead monster that went beyond anything that any necromancer had ever created Combining their efforts, they built the largest monster anyone had ever seen, using their necromancy to fuse hordes upon hordes of corpses into one singular entity. The creature they created was more powerful than any of them had anticipated, and the thousands of corpses involved in its creation made it impossible for them to control or command The necromancers were among the hulking abomination's first victims, absorbed like all the others into the creature's corpse-body. UnHving Horde. A hulking abomination is made out of a horde of individual zombies that are all physically connected to each other, shaped into a massive body that usually takes the form of a gigantic humanoid The zombies are sometimes grafted to each other or forced together by a cursed metal cage, but often they simply hold tightly to each other. While the zombies are held together, the unholy magic that moves the abomination also binds their minds and wills together, forming one coherent undead hive-mind Any corpses that get caught in the abomination's body, such as those victims who it crushes, are quickly animated by its cursed magic and become just another zombie in the horde. Endless Wandering. Since it cannot be controlled or commanded, a hulking abomination will never stay in a single place for very long. Its hive-mind is formed out of many different minds that each seek to wander in their own aimless direction, looking for living things to harm. As a result, the abomination is eternally restless, unable to linger anywhere that isn't teeming with living things to attack. Even well-populated areas such as towns and cities do little more than slow down the rampage of a hulking abomination, since the creature is able to kill and destroy even as it moves, thanks to its size. Undead Nature. A hulking abomination doesn't require air, food, drink, or sleep. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 147
148 Actions Multiattack The abomination makes three slam attacks. Slam. Melee Weapon Attack:+ l S to hit, reach 20 ft., one target. Hit: 30 (4dl O + 8) bludgeoning damage plus 9 (2d8) necrotic damage, and l (1 d4 - l) zombies appear in unoccupied spaces within S feet of the target. Fling Corpses. The abomination swings its arms and hurls loose bones and corpses at a 30-foot cube area that it can see within l SO feet. Each creature in the area must succeed on a DC l 8 Dexterity saving throw or else take 22 (4d l 0) bludgeoning damage and 9 (2d8) piercing damage. Structures in the area take this damage automatically. Then, l O (4d4) prone zombies appear in random unoccupied spaces within the area. Legendary Actions The abomination can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abomination regains spent legendary actions at the start of its turn. Charge. The abomination moves up to its speed in a straight line without provoking opportunity attacks. Each creature that is within S feet of the abomination at any point during its movement must succeed on a DC l 8 Strength saving throw or be knocked prone. Grasping Corpses. One creature within S feet of the abomination must succeed on a DC l 8 Dexterity saving throw or be pulled into the abomination's body and become trapped by its Body of Corpses trait. Slam Attack The abomination makes one slam attack. Wild Flinging (Costs 2 Actions). The abomination uses its Fling Corpses action. Mythic Actions If the abomination's mythic trait is active, it can use the options below as legendary actions for l hour after using its Internal Skeleton trait. Rampage. The abomination makes two slam attacks. Tumble. The abomination moves up to its speed in a straight line without provoking opportunity attacks. When it does so, it can move through enemy creatures' spaces. Each creature within S feet of the abomination at any point during its movement must succeed on a DC l 8 Dexterity saving throw or be knocked prone and take 22 (4dl 0) bludgeoning damage plus 9 (2d8) necrotic damage. l O (4d4) zombies appear in random unoccupied spaces the abomination moved through. Spin Loose (Costs 2 Actions). The abomination uses its Fling Corpses action, except the area it affects is the entire area within l SO feet of the abomination, and five times as many zombies appear within the area. CHAPTER THREE I DUNGEON MASTER'S CHEST THE ABOMINATION AS A MYTHIC ENCOUNTER A hulking abomination serves as an extremely formidable foe even for higher-level characters, but if you wish to make the battle even more imposing, you can have the abomination use its Internal Skeleton mythic trait. The use of this trait signals a change in the pace of the encounter, as the huge undead monster shakes off most of its loose zombies and reveals its unencumbered, rampaging skeleton within. While this trait is active, the abomination can choose one of its mythic actions when it uses a legendary action. You might foreshadow the abomination using its mythic trait by describing glimpses of gigantic bones underneath the hordes of zombies when characters are injuring the abomination. Read or paraphrase the following text when the abomination finally uses its Internal Skeleton trait: "The gigantic undead monster spasms and emits a loud and dreadful roar from somewhere within its body. A mouth full of giant teeth opens across its head, and zombies fall from its face, revealing an enormous skull lurking inside. The monster throws a horde of zombies off its body, revealing its skeleton as it begins to rampage uncontrollably." Fighting a hulking abomination as a mythic encounter is equivalent to taking on two challenge rating 2 3 creatures in one encounter. Award a party l 00,000 XP for defeating an abomination after it uses its Internal Skeleton trait. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
LEECHES Leeches are aquatic worms known for their diet of blood Most leeches feed by lurking in murky water and biting onto larger animals that haplessly wander too close. The leech hangs onto its prey using circular jaws, slowly drinking the animal's blood over many minutes, often without the prey even noticing. While most leeches are usually little more than a nuisance to skilled adventurers, some varieties are large enough or fierce enough to genuinely threaten them. Deadly leeches can swarm in' unexpectedly great numbers in places such as dismal swamps, aquatic caverns, LEECH Tiny beast, unaligned Armor Class 9 Hit Points l (1 d4 - l) Speed 5 ft., swim 20 ft. STR l (-5) DEX 8 (-1) Skills Stealth +3 CON 9 (-1) INT l (-5) Condition Immunities blinded WIS 7 (-2) CHA 3 (-4) Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge O (10 XP) Proficiency Bonus +2 Amphibious. The leech can breathe air and water. Skulk If the leech is hidden when it makes an attack, it remains hidden after the attack hits or misses. Actions Bite. Melee Weapon Attack: +Oto hit, reach 5 ft., one target. Hit: The leech attaches to the target. While it is attached, the leech doesn't attack, and the target takes l necrotic damage every l O minutes due to blood loss. Any creature within 5 feet, including the target, can use an action to detach the leech. The leech detaches itself after it deals 3 total damage to the target. YIA..e..K . . Evu, dU4o.r;s Me . less r~tA..tsiv~ -f?,;z.z.rµ( SWARM OF LEECHES Medium swarm of Tiny beasts, unaligned Armor Class 9 Hit Points 24 (7d8 - 7) Speed 5 ft., swim 20 ft. STR 8 (-1) DEX 8 (-1) Skills Stealth +3 CON 9 (-1) INT l (-5) WIS 7 (-2) CHA 2 (-4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 3 0 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge 1/4 (50 XP) Proficiency Bonus +2 Amphibious. The swarm can breathe air and water. Blood Frenzy. The swarm has advantage on melee attack rolls against a creature that doesn't have all its hit points. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack:+ l to hit, reach Oft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (l d6) piercing damage if the swarm has half of its hit points or fewer, and the target is grappled (escape DC l 0). Until the grapple ends, the swarm can't bite another target, and the target takes 2 (l d4) necrotic damage at the end of each of its turns due to blood loss. CHAPTER THREE DUNGEON MASTER'S CHEST 149 FANMADE HOMEBREW D&D UNLEASHED (vl.01)