cursed lakes, and even rancid sewers. These swarming leeches are so dangerous that they can bleed a knight and their horse to death in less than a minute. GIANT LEECH Some leeches can grow to giant proportions, up to three or four feet long and almost one foot wide. These giant leeches will hunt any prey that is larger than them. Each one can drain an entire human body's worth of blood in a single meai swelling to almost twice its original size and turning a ruddy crimson after gorging. Some claim that these leeches were created long ago through magic or divine intervention, while others believe that they are just a naturally-existing variety of leech. VARIANT: GIANT SPITTING LEECHES Some rare populations of giant leeches are capable of spitting their digestive juices at nearby enemies, used either to ward off predators when threatened or, when they are swarming as a group, to weaken dangerous prey before going in for a bite. Giant spitting leeches use the statistics for giant leeches, except they also have the following action. Spit Ranged Weapon Attack: +2 to hit, range 15/ 30 ft., one target. Hit: 4 (l d8) acid damage. This action can't be used while grappling a creature. GIANT LEECH Small beast, unaligned ArmorClass 11 (natural armor) Hit Points 7 (2d6) Speed l Oft., swim 40 ft. SlR DEX CON INT WIS CHA 6 (-2) l 0 (+0) 11 (+0) l (-5) 7 (-2) 3 (-4) Skills Stealth +4 Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge l /8 (2 5 XP) Proficiency Bonus +2 Amphibious. The leech can breathe air and water. Blood Frenzy. The leech has advantage on melee attack rolls against a creature that doesn't have all its hit points. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1 d4) piercing damage, and the target is grappled (escape DC l 2). Until this grapple ends, the leech has advantage on bite attacks against the target, it can't bite another target, and at the end of each of the leech's turns, the target takes 2 (1 d4) necrotic damage due to blood loss.
LYCANTHROPES The infamous curse of lycanthropy is responsible for transforming people into creatures such as werewolves and weretigers. This section presents a new variety of different kinds of lycanthropy for different animal types. See the Monster Manual for more information on the general nature of lycanthropy and lycanthropes. WEREAPE Wereapes are patient and careful creatures with mighty strength and toughness. They rarely infect those outside their family with their curse, to prevent disrupting the balance of wherever they live. They guard their territory, testing the mettle of outsiders to determine their worth. Wereapes typically live in small family units nestled in remote jungles and forests where they live as foragers. WERECOBRA Werecobras are sly and cunning, with personalities that are often regarded as strange and alien. They prefer not to pass on their curse, and typically hunt down and kill anyone they accidentally turn. Werecobras typically live as spies, viziers, or assassins, staking social territories for themselves and staying away from areas that other werecobras have already secretly claimed WEREAGLE Wereagles are a rare kind of lycanthrope whose curse is interwoven with divine magic. They are fierce and bold, with a tendency toward judging others harshly, but they greatly value freedom and helping others. A wereagle only passes on their lycanthropy once, as they feel the end of their life approaching. Wereagles spend years in the mountains mentoring disciples for this purpose. WEREGATOR A weregator is a ravenous predator with the huge jaws and tail of a crocodile or alligator. They are driven to act like wild beasts, lurking as barbarians in the wilderness even when hiding their true nature. A weregator's curse is powerful and maddening, leaving little of the person's original personality or mind intact. Weregators typically live and hunt alone in swamps, jungles, and sewers. VARIANT: NONHUMAN LYCANTHROPES The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, a half-ore wereape might have the Relentless Endurance trait. Once the PCs have easy access to magical or silvered weapons, a DM can also adjust the statistics by adding armor with higher AC, new weapons, or magic items. WEREAPE Medium humanoid (human, shapechanger), neutral Armor Class l 2 Hit Points 170 (20d8 + 80) Speed 30 ft (40 ft, climb 40 ft. in ape & hybrid forms) SlR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) l 0 (+0) 13 (+ l) 11 (+0) Skills Athletics +8, Perception +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses passive Perception 14 Languages Common (can't speak in ape form) Challenge 7 (2,900 XP) Proficiency Bonus +3 Shapechanger. The wereape can use its action to polymorph into a Large ape-humanoid hybrid or into a Large ape, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack In ape form, the wereape makes two fist attacks. In humanoid form, it makes two maul attacks. In hybrid form, it attacks like an ape or like a humanoid. Bite (Ape Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (l d4 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC l 5 Constitution saving throw or be cursed with wereape lycanthropy. Fist (Ape or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Rock (Ape or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, range 3 5/70 ft., one target. Hit: 20 (5d6 + 5) bludgeoning damage. Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 5) bludgeoning damage in hybrid form, or 12 (2d6 + 5) bludgeoning damage in humanoid form. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 151
152 WERECOBRA Medium humanoid (human, shapechanger), lawful evil Armor Class l 3 Hit Points 5 5 (1 0d8 + l 0) Speed 30 ft. (climb 30 ft., swim 30 ft. in snake and hybrid forms) SlR DEX CON INT WIS CHA 13 (+l) 17 (+3) 13 (+l) 13 (+l) 11 (+0) 8 (-1) Skills Perception +3, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses blindsight 30 ft., passive Perception 13 Languages Common (can't speak in snake form) Challenge 5 (1,800 XP) Proficiency Bonus+ 3 Shapechanger. The werecobra can use its action to polymorph into a cobra-humanoid hybrid or into a giant poisonous snake, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack (Humanoid or Hybrid Form Only}. The werecobra makes one bite and one constrict attack, or it makes one bite attack and one dagger attack, or it makes three dagger attacks. Bite (Snake or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must also succeed on a DC l 2 Constitution saving throw or be cursed with werecobra lycanthropy. Constrict (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 0 (2d8 + l) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the werecobra can't constrict another target. Dagger (Humanoid or Hybrid Form Only). Me lee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking l 3 (3d8) poison damage on a failed save, or half as much damage on a successful one. CHAPTER THREE I DUNGEON MASTER'S CHEST WEREAGLE Medium humanoid (human, shapechanger), chaotic good Armor Class l 3 Hit Points 3 3 (6d8 + 6) Speed 30 ft. (fly 60 ft. in eagle and hybrid forms) STR DEX CON INT WIS CHA 13 (+l) 17 (+3) 13 (+l) 11 (+0) 15 (+2) 10(+0) Skills Perception +6 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses passive Perception 16 Languages Common (can't speak in eagle form) Challenge 2 (450 XP) Proficiency Bonus +2 Shapechanger. The wereagle can use its action to polymorph into an eagle-humanoid hybrid or into Medium eagle, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Innate Spellcasting (Humanoid or Hybrid Form Only). The wereagle's innate spellcasting ability is Wisdom (spell save DC 12). The wereagle can innately cast the following spells, requiring no material components: At will: light, sacred flame, thaumaturgy 2/day each: augury, daylight, detect evil and good, detect poison and disease, prayer of healing l /day: freedom of movement Keen Sight The wereagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack (Hybrid Form Only}. The wereagle makes two attacks with its talons, or one attack with its beak and one attack with its talons. Beak (Eagle or Hybrid Form Only). Me lee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. If the target is a humanoid, it must succeei:l on a DC 11 Constitution saving throw or be cursed with wereagle lycanthropy. Talons (Eagle or Hybrid Form Only). Me lee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Sacred Flame (Cantrip, Humanoid or Hybrid Form Only). Flame-like radiance descends on a creature that the wereagle can see within 60 feet. The target must succeed on a DC l 2 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
WERE GATOR Medium humanoid (human, shapechanger), chaotic evil Armor Class l 0 in humanoid form, 14 (natural armor) in crocodile and hybrid forms Hit Points 157 (2ld8 + 63) Speed 30 ft. (swim 40 ft. in crocodile & hybrid forms) STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 8 (-1) Skills Perception +3, Stealth +6, Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses passive Perception l 3 Languages Common (can't speak in crocodile form) Challenge 8 (3,900 XP) Proficiency Bonus + 3 Shapechanger. The weregator can use its action to polymorph into a Large crocodile-humanoid hybrid or into a Large crocodile, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Hold Breath. The weregator can hold its breath for l hour. Actions Multiattack In crocodile form, the weregator makes one bite attack and one tail attack. In humanoid form, it makes two slam attacks. In hybrid form, it attacks like a crocodile, and it can replace one or both of its attacks with slam attacks. Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack:+ 7 to hit, reach 5 ft., one target. Hit: l 5 (2d l 0 + 4) piercing damage, and the target is grappled (escape DC l 5). Until this grapple ends, the target is restrained, and the weregator can't bite another target. If the target is a humanoid, it must succeed on a DC l 4 Constitution saving throw or be cursed with weregator lycanthropy. Tail (Crocodile or Hybrid Form Only). Me lee Weapon Attack:+ 7 to hit, reach 5 ft., one target not grappled by the weregator's bite. Hit: l 3 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC l 5 Strength saving throw or be knocked prone. Slam (Humanoid or Hybrid Form Only). Me lee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage in hybrid form, or l l (2d6 + 4) bludgeoning damage in humanoid form. WEREKRAKEN Medium humanoid (human, shapechanger), neutral evil Armor Class l l Hit Points 5 5 (1 0d8 + l 0) Speed 30 ft., swim 30 ft. (10 ft., swim 60 ft. in octopus form) SlR DEX CON INT WIS CHA 17 (+3) 13 (+l) 13 (+l) 13 (+l) 11 (+0) 10(+0) Skills Perception +4, Stealth + 5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses darkvision 60 ft., passive Perception 14 Languages Common (can't speak in octopus form) Challenge 3 (700 XP) Proficiency Bonus +2 Shapechanger. The werekraken can use its action to polymorph into a kraken-humanoid hybrid or into a giant octopus, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Amphibious. The werekraken can breathe air and water. Underwater Camouflage (Octopus or Hybrid Form Only). The werekraken has advantage on Dexterity (Stealth) checks made while underwater. Actions Multiattack (Hybrid Form Only). The werekraken makes two attacks with its harpoon or its tentacle. Beak (Octopus Form Only). Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: l piercing damage. If the target is a humanoid, it must succeed on a DC l l Constitution saving throw or be cursed with werekraken lycanthropy. Harpoon (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1 d6 + 3) piercing damage, or 7 (1 d8 + 3) piercing damage if used with two hands to make a me lee attack. If the attack was ranged and the target is the same size or smaller than the werekraken, the target must succeed on a DC l 3 Strength saving throw or be pulled l 5 feet closer to the werekraken. Tentacle (Octopus or Hybrid Form Only). Me lee Weapon Attack:+5 to hit, reach 10 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage, and the target must succeed on a DC l 3 Strength saving throw or be pulled 5 feet closer to the werekraken and grappled (escape DC l 3). Ink Cloud (Octopus or Hybrid Form Only; Recharges after aShortorlongRest).A 20-foot-radius cloud ofink extends all around the werekraken if it is underwater. The area is heavily obscured for l minute, although a significant current can disperse the ink. After releasing the ink, the werekraken can Dash as a bonus action. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 153
154 WEREOWL Medium humanoid (human, shapechanger), chaotic neutral Armor Class l 3 Hit Points 49 (9d8 + 9) Speed 3 0 ft. (fly 60 ft. in owl form) SlR DEX CON INT WIS CHA 13(+1) 17(+3) 13(+1) 17(+3) 10(+0) 8(-1) Skills Perception +2, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses darkvision 60 ft., passive Perception 12 Languages Common (can't speak in owl form) Challenge 4 (1, l 00 XP) Proficiency Bonus +2 Shapechanger. The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Arcane Weapons. The wereowl's attacks that use a weapon are magical, and it can use its Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. When the wereowl hits with such an attack, the weapon deals an extra 2d4 force damage (included in the attack). Flyby (Owl Form Only}. The wereowl doesn't provoke opportunity attacks when it flies out of an enemy's reach. CHAPTER THREE I DUNGEON MASTER'S CHEST WEREKRAKEN Werekrakens are ruthless and self-interested, with a vicious fury that is roused when they feel slighted or humiliated They use their tentacles to avoid passing on their curse, which they see as power that they own. Most werekrakens spend their days as privateers or pirate captains, granting their curse to their first mate but to few others among their crew, to prevent mutiny. WEREOWL Wereowls are a rare kind of lycanthrope whose curse is interwoven with arcane magic. They are inquisitive and awkward, with little talent or care for social interaction and an undying curiosity for all things magical They do not concern themselves with whether they pass on their curse or not. Wereowls are typically found living alone as hermits in the wilderness, researching magic. WERESHARK. Weresharks are ferocious predators who stalk the seas and the coastlines near populated areas, eager to hunt other humanoids and devour them alive. They are often missing one or two limbs as a result of their encounter with the wereshark that first cursed them. They usually live alone as fishers or whalers when humanoid prey is sparse or when they need to throw off suspicion. Innate Spellcasting (Humanoid or Hybrid Form Only). The wereowl's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The wereowl can innately cast the following spells: At will: mage hand, message, minor illusion, prestidigitation, ray of frost 2/day each: detect magic, disguise self, invisibility, magic missile, sleep l /day: dimension door Keen Hearing and Sight The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack (Hybrid Form Only). The wereowl makes one attack with its beak and one attack with its quarterstaff. It can cast a spell in place of one of these attacks. Beak (Owl or Hybrid Form Only). Melee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereowl lycanthropy. Talons (Owl Form Only). Melee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 3) slashing damage. Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 3) bludgeoning damage, or 8 (ld8 + 3) bludgeoning damage if used with two hands, plus 5 (2d4) force damage. Ray ofFrost (Cantrip, Humanoid or Hybrid Form Only). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage, and the target's speed is reduced by l O feet until the start of the wereowl's next turn. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
WERE SHARK Medium humanoid (human, shapechanger), chaotic evil Armor Class 12 in humanoid form, 13 (natural armor) in shark and hybrid forms Hit Points l 04 (l 6d8 + 3 2) Speed 30 ft. (swim 50 ft. in shark and hybrid forms) SlR DEX CON INT WIS CHA 18 (+4) l 5 (+2) l 5 (+2) l 0 (+0) 11 (+0) 9 (-1) Skills Perception + 3 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses blindsight 30 ft., passive Perception 13 Languages Common (can't speak in shark form) Challenge 6 (2,300 XP) Proficiency Bonus +3 Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Amphibious. The wereshark can breathe air and water. Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack In shark form, the wereshark makes two bite attacks. In humanoid form, it makes three pike attacks. In hybrid form, it makes one bite attack and two attacks with its pike or claws. Bite (Shark or Hybrid Form Only}. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC l 3 Constitution saving throw or be cursed with wereshark lycanthropy. Claw (Hy_brid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) slashing damage. Pike (Humanoid or Hybrid Form Only}. Me lee Weapon Attack:+ 7 to hit, reach l 0 ft., one target. Hit: 9 (1 d l 0 + 4) piercing damage. PLAYER CHARACTERS AS LYCANTHROPES A character who becomes a lycanthrope retains their statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, skills, traits, senses, and actions that don't involve equipment. It is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, their alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following applies to specific lycanthropes. Unless stated otherwise, attack and damage rolls for the natural weapons are based on Strength. Wereape. The character gains a Strength of 20 and a Constitution of 18 if each score isn't already higher. Werecobra. The character gains a Dexterity of 17 if their score isn't already higher. The DC for the poison is 8 + the character's proficiency bonus+ Dexterity modifier. Wereagle. The character gains a Dexterity of 17 and a Wisdom of l 5 if each score isn't already higher. Weregator. The character gains a Strength of 19 and a Constitution of 17 if each score isn't already higher, and a +4 bonus to AC while in crocodile or hybrid form (from natural armor). Werekraken. The character gains a Strength of 17 if their score isn't already higher, and it gains a swimming speed of 30 feet. Wereowl The character gains a Dexterity of l 7 and an Intelligence of 17 if each score isn't already higher. Wereshark The character gains a Strength of 18 and a Dexterity of l 5 if each score isn't already higher, and a+ l bonus to AC while in shark or hybrid form (from natural armor). Werespider. The character gains a Dexterity of 16 if their score isn't already higher, and a+ l bonus to AC while in spider or hybrid form (from natural armor). Attacks and damage rolls for natural weapons are based on whichever is higher of the character's Strength or Dexterity. The DC for the poison is 8 + the character's proficiency bonus+ that modifier. Wereturtle. The character gains a Constitution of l 5 and a Wisdom of l 5 if each score isn't already higher. However, their Dexterity score is reduced by 2 (to a minimum of 6), and their walking speed in humanoid or hybrid form is reduced by 5 feet. They also gain a +7 bonus to AC while in turtle or hybrid form (from natural armor). CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 155
'J 156 WERE SPIDER Medium humanoid (human, shapechanger), chaotic evil Armor Class l 3 in humanoid form, 14 (natural armor) in spider and hybrid forms Hit Points 49 (9d8 + 9) Speed 3 0 ft. (climb 3 0 ft. in spider and hybrid forms) SlR DEX CON INT WIS CHA 14(+2) 16(+3) 12(+1) 6(-2) 11(+0) 8(-1) Skills Perception +2, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses darkvision 60 ft., passive Perception 12 Languages Common (can't speak in spider form) Challenge 4 (1, l 00 XP) Proficiency Bonus +2 Shapechanger. The werespider can use its action to polymorph into a spider-humanoid hybrid or into a Large giant spider, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Paralyzing Venom. If poison damage dealt by the werespider reduces a creature to 0 hit points, the creature is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way. Spider Climb (Spider or Hybrid Form Only). The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web. CHAPTER THREE I DUNGEON MASTER'S CHEST WERESPIDER Werespiders are unintelligent and spiteful creatures as a result of their twisted curse, which poisons both mind and soul Some claim that their curse is touched by the will of the dark goddess Lolth. In their hybrid form, they grow two extra pairs of claw-like arms, and their faces transform into a twisted fusion of spider and humanoid, from which they can produce spiderlike webbing. Werespiders usually survive in small swarms of up to a dozen at a time, building web-covered nests in caverns and dark forests, eating anything that stumbles inside. A small amount of victims are kept alive, wrapped in webs until their new lycanthropic curse takes hold of them. WERETURTLE A wereturtle is a rare kind of lycanthrope whose curse is interwoven with primal magic. They are solitary and reserved, careful to evaluate anything before making a judgment. Wereturtles almost never attempt to pass on their curse, only doing so when they find a land that is out of balance with nature and in need of protection. Most wereturtles live as isolated hermits in the deep wilderness, guarding the environment against harm. Web Walker(SpiderorHybrid Form Only). The werespider ignores movement restrictions caused by webbing. Actions Multiattack In spider form, the werespider makes two bite attacks. In humanoid form, it makes three dagger attacks. In hybrid form, it makes one bite attack and two attacks with its daggers or claws. Bite (Spider or Hybrid Form Only). Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one creature. Hit: 7 (l d8 + 3) piercing damage, and the target must make a DC l 3 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must also succeed on a DC 11 Constitution saving throw or be cursed with werespider lycanthropy. Claw (Hybrid Form Only). Melee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 6 (l d6 + 3) slashing damage, and the target must make a DC l 3 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage, and the target must make a DC l 3 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. Web (Spider or Hybrid Form Only; Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 1 3 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 1 0; hp 5; vulnerability to fire damage; resistance to slashing and piercing damage from nonmagical attacks that aren't silvered; immunity to bludgeoning, poison, and psychic damage). D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
ALTERNATE LYCANTHROPE RULES Normally, without magic, a magic weapon, or a silvered weapon, player characters can't damage a lycanthrope, and can only contribute to the battle against one by grappling them, shoving them, fighting other enemies, or using their wits. Some DMs prefer lycanthropes that don't have their normal damage immunities, replacing them with a new trait that still allows creatures without the requisite weaponry to contribute to damaging the lycanthrope directly. A lycanthrope that uses this trait has the same challenge rating as it does using its normal statistics, although DMs should be careful to note the differences in combat potential. This trait is not recommended for statistics that will be applied to a player character. Silver Weakness. The lycanthrope's damage immunities are changed to damage resistances. Also, at the start of each of its turns, it regains a number of hit points equal to its Constitution modifier plus its number of hit dice. When it takes damage from an attack using a silvered weapon, it doesn't regain hit points from this trait at the start of its next turn. WERETURTLE Medium humanoid (human, shapechanger}, lawful neutral Armor Class 9 in humanoid form, 16 (natural armor) in turtle and hybrid forms Hit Points 32 (5d8 + 10) Speed 2 5 ft., swim 2 5 ft. (l 5 ft., swim 30 ft. in turtle form) SlR DEX CON INT WIS CHA 13 (+ l) 8 (-1) l 5 (+2) l 0 (+O) l 5 (+2) l O (+O) Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Senses passive Perception 14 Languages Common (can't speak in turtle form) Challenge 2 (450 XP) Proficiency Bonus +2 Shapechanger. The wereturtle can use its action to polymorph into a turtle-humanoid hybrid or into a Medium turtle, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Hold Breath. The wereturtle can hold its breath for l hour. Innate Spellcasting (Humanoid or Hybrid Form Only). The wereturtle's innate spellcasting ability is Wisdom (spell save DC l 2). The wereturtle can innately cast the following spells, requiring no material components: At will: druidcraft, poison spray, resistance 2/day each: create or destroy water, cure wounds, entangle, pass without trace, spike growth l /day: plant growth Stable {Turtle Form Only}. Whenever an effect knocks the wereturtle prone, it can make a DC l 0 Constitution saving throw to avoid being knocked prone. A prone wereturtle is upside down. To stand up, it must succeed on a DC l 0 Dexterity check on its turn and then use all its movement for that turn. Underbelly {Turtle or Hybrid Form Only}. While the wereturtle is prone, the AC from its natural armor is reduced by 4. Actions Bite {Turtle or Hybrid Form Only). Me lee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: 4 (1 d6 + l) piercing damage. If the target is a humanoid, it must succeed on a DC l 2 Constitution saving throw or be cursed with wereturtle lycanthropy. Slam (Humanoid or Hybrid Form Only}. Me lee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: 5 (1 d8 + l) bludgeoning damage. Sling (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1 d4 + 1) bludgeoning damage. Poison Spray (Cantrip, Humanoid or Hybrid Form Only). One creature that the wereturtle can see within l 0 feet of it must succeed on a DC l 2 Constitution saving throw or else take l 3 (2dl 2) poison damage. Withdraw (Turtle or Hybrid Form Only). The wereturtle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and it has advantage on Strength and Constitution saving throws. While the wereturtle is in its shell, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge from its shell. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 157
• • ,I • 158 MIND FLAYER INFILTRATOR Medium aberration (Mind Flayer), usually lawful evil Armor Class 17 (telekinetic defense) Hit Points 91 (14d8 + 28) Speed 40 ft. S1R DEX CON INT WIS CHA 13 ( + l ) l 6 ( + 3) l 4 ( + 2) l 9 ( +4) l 7 ( + 3) l 7 ( + 3) Saving Throws Dex +7, Int +8, Wis +7, Cha +7 Skills Arcana +8, Deception +7, Insight +7, Perception + 11, Persuasion + 7, Stealth + 7 Senses darkvision 120 ft., passive Perception 21 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge l O (5,900 XP) Proficiency Bonus +4 Conniving. The mind flayer can take the Disengage or Hide action as a bonus action on each of its turns. Evasion. If the mind flayer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mind flayer instead takes no damage if it succeeds on the save, and only half damage if it fails. Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC l 6). It can innately cast the following spells, requiring no components: At will: detect thoughts, disguise self, feather fall, glamour veil (new), levitate l /day each: dimension door, dominate monster, plane shift (self only), telekinesis Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. CHAPTER THREE I DUNGEON MASTER'S CHEST MIND FLAYER INFILTRATOR The alien creatures known as mind flayers or illithids are famous for their cerebral nature. Though most of them are averse to relying on their physical abilities, a small portion of mind flayers find unity between their psionic abilities and their predatory instincts. Illithids who practice these ways are known as infiltrators. Psionic Assassins. Infiltrators focus their psionic powers on enhancing their physical capabilities, making them exceptional spies, assassins, thieves, and scouts. These illithids learn to manifest their psychic energy in the form of soul blades, psionic blades of force extending from their arms and their tentacles. They use telekinetic abilities to protect themselves and enhance their agility. Some are even able to disguise or hide themselves by tricking the minds of nearby observers. Illithid Outcasts. Though mind flayer colonies often have a variety of reasons to utilize the talents of one of these infiltrators, they are also deeply distrustful of the infiltrators and their devious abilities. After alL their skills could be used against the leaders of the colony as part of an uprising. For this reason, they are often killed after their usefulness has expired, and many who could be infiltrators hide their abilities to avoid this fate. Sneak Attack (7jTurn). The mind flayer deals an extra l 0 (3d6) damage when it hits a target with a weapon attack or an attack using its soul blade and it has advantage on the attack roll, or when the target is within 5 feet of an ally of the mind flayer that isn't incapacitated and the mind flayer doesn't have disadvantage on the attack roll. Telekinetic Defense. While the mind flayer is wearing no armor and wielding no shield, its AC includes its Intel I igence modifier. Actions Multiattack The mind flayer makes three soul blade attacks. It can also use its Teleport before or after the attacks. Sou/blade. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: l 4 (3d6 + 4) force damage. Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: l 5 (2dl 0 + 4) psychic damage plus 7 (2d6) force damage. If the target is Medium or smaller, it is grappled (escape DC l 5) and must succeed on a DC l 6 Intelligence save or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 5 5 (1 0d l 0) piercing damage plus l 0 (3d6) force damage. This damage ignores resistances, and if it reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC l 6 Intelligence saving throw or take 25 (4d8 + 7) psychic damage and be stunned for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport (Recharge 4-6). The mind flayer teleports to an unoccupied space that it can see within 60 feet of it. Any creatures the mind flayer has grappled are not teleported. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
MUMMIFIED MONK In certain monasteries upon isolated mountains, monks train for decades to escape beyond the shackles of life and death by undergoing a special ritual at their life's end These mummified bodies beneath the earth can be corrupted by dark forces, leading these ancient monks to rise as undead mummies with the skills, talents, and determination of a trained martial artist. Fillal Meditation. In preparation for the end of their life, these mountain monks begin to fast, refusing to eat any food as they slowly waste away. A monk in this stage spends all their time in meditation, anticipating the next cosmic existence that awaits them. When they are little but skin and bones, they are lowered into the ground by their fellow monks and placed inside a wooden box that is then buried A single reed connects the box to the air above, allowing the monk to breathe. The monk spends the last few days of their life meditating as they die from lack of food and water. This process slowly causes their body to become mummified all on its own. The Mummy's Curse. The same evil forces that are invoked in the normal creation of undead mummies can also corrupt these monks. Sometimes an elder monk's final meditations are poisoned by dark thoughts, slowly corrupting the monk before they pass. Other times, the monk's body is corrupted by foul magicks from below the earth, or by necromancers seeking ancient powers. Once animated as undead, these monks protect their resting place from trespassers and desecrators, and they enact bitter revenges on those who wronged them when they were still alive. Some are so disciplined that they can resist the curse's evil and retain their morality. Undead Nature. A mummified monk doesn't require air, food, drink, or sleep. MUMMIFIED MONK Medium undead, lawful neutral (50%) or lawful evil (50%) ArmorClass 17 (natural armor) Hit Points 90 (l 2d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 8 (-1) 16 (+3) 13 (+l) Saving Throws Dex + 5 Skills Acrobatics +5, Athletics +7, Stealth +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception l 3 Languages one language, which it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 Flaming Fists. Whenever the monk takes fire damage, it channels the flames into a fiery aura. The next time it hits with a me lee attack before the end of its next turn, the attack deals 9 (2d8) extra fire damage to the target. Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and its +2 bonus from natural armor. Actions Multiattack The monk makes two unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) bludgeoning damage plus l O (3d6) necrotic damage. If the target is a creature, it must succeed on a DC l 4 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 O (3d6) for every 24 hours that elapse. 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. Once per turn, the monk can cause one of the following additional effects (choose one or roll a d4): 7-2: Knock Down. The target must succeed on a DC l 4 Dexterity saving throw or be knocked prone. 3-4: Push. The target must succeed on a DC l 4 Strength savin_g throw or be pushed up to l O feet directly away from the monk. Dreadful Leap. The monk flies up to its speed, but it falls if it is still in the air at the end of the movement. Then, each creature of the monk's choice within 30 feet of the monk that can see the monk must succeed on a DC l 4 Wisdom saving throw or be frightened of the monk until the end of the monk's next turn. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 159
160 0NI NIGHTBLADE Sometimes the malicious ogre-like giants known as oni devote their innate magical talents to the pursuit of skill as assassins, spies, and saboteurs. These oni ninjas are called nightblades by those who know of them. Mercenary Scoundrels. Oni nightblades are feared as killers and prized as mercenaries. Their magical oni abilities make them more capable and dangerous than other assassins and bodyguards, as they can shapeshift, become invisible, and summon darkness at-will They are especially skilled at kidnapping. Nightblades make elaborate contracts with their patrons and remain loyal to both contract and patron even in the face of danger, but they only serve evil masters that will provide them with plenty of the grisly work they enjoy as oni. The Shadow Clan. Most nightblades are trained in the ways of a single family of oni, known only as the Shadow Clan. The greatest nightblade masters reside in this clan, and so oni seeking this power find their way to the hidden clan and beseech them for training. The clan's goals are unknown, but they often seek patrons as powerful and evil as archdevils in order to fulfill them. 0NI NIGHTBLADE Large giant (shapechanger), lawful evil ArmorClass 18 (natural armor) Hit Points 15 3 (l 8dl O + 54) Speed 40 ft., fly 40 ft. SlR DEX CON INT WIS CHA 19(+4) 20(+5) 16(+3) 16(+3) 13(+1) 16(+3) Saving Throws Dex +9, Con +7, Wis +5, Cha +7 Skills Acrobatics +9, Arcana +7, Deception+ 11, Perception + 5, Stealth + l 3 Damage Resistances poison Senses darkvision 120 ft., passive Perception l 5 Languages Common, Giant, Thieves' cant Challenge l 2 (8,400 XP) Proficiency Bonus +4 Evasion. If the oni is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the oni instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spelfcasting. The on i's innate spellcasting ability is Charisma (spell save DC l 5). The oni can innately cast the following spells, requiring no material components: At will: darkness, detect magic, invisibility l /day each: charm person, cone of cold, gaseous form, mirror image, mislead, pass without trace, sleep Magic Weapons. The on i's weapon attacks are magical. Regeneration. The oni regains l O hit points at the start of its turn if it has at least l hit point. Shadow Poison. The oni imbues its attacks with magical poison. When it hits with a weapon attack, the attack deals 3 (1 d6) poison damage (already included in these attacks). CHAPTER THREE I DUNGEON MASTER'S CHEST Sneak Attack (7jTum). The oni deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the oni that isn't incapacitated and the oni doesn't have disadvantage on the attack roll. Actions Multiattack The oni makes three attacks: any combination of unarmed strike, dagger, and shortsword attacks. The oni can use its shadow jaunt ability as a bonus action before, between, or after the attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1 d8 + 5) slashing damage (bludgeoning while not in true form) plus 3 (1 d6) poison damage and if the oni has a free hand and chooses to use it, the target is also grappled by the oni (escape DC 16). Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: l O (2d4 + 5) piercing damage, or 9 (ld8 + 5) piercing damage in Small or Medium form, plus 3 (1 d6) poison damage. Shortsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 9 (1 d8 + 5) piercing damage in Small or Medium form, plus 3 (1 d6) poison damage. Shadow/aunt The oni teleports through its shadow up to 30 feet to an unoccupied space within 5 feet of another creature that it can see. The oni can bring along objects as long as their weight doesn't exceed what it can carry. It can also bring one creature of its size or smaller that it has grappled who is carrying gear up to its carrying capacity. Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its daggers and shortsword, which shrink so that they can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its weapons revert to their normal size. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
OOZES, VILE Oozes are strange, enigmatic creatures made entirely of semi-liquid slime. Oozes are defined by the form of their body, not by their origin or environment, distinguishing them from other creature types such as fiends, undead, celestials, and fey. Some oozes are merely exotic fauna, while others are magical creations. The following oozes are known for being vile, wretched, or noxious. BLOOD STALKER Blood stalkers are fiendish oozes made from humanoid blood and forbidden magic. When the fresh blood of a humanoid is spilled into the space between the planes, such as through a chaotic interplanar portai there is a chance that the blood finds its way between the Lower Planes and absorbs their energy, transforming the blood into a blood stalker that emerges into one of the Lower Planes, hungry for more blood Magic Servitors. Blood stalkers can also be created intentionally. A mage that undertakes the proper ritual and sacrifices a portion of their own blood can create a blood stalker that is bonded to them. The bonded blood stalker is obedient to its creator, though it will continue to hunger for blood and yearn for freedom. Mages who create blood stalkers must be prepared to sate the blood stalker's insatiable hunger for blood at all times. Feral Blood Stalkers. Unhanded blood stalkers are unrestricted in their actions, free to fulfill their own grisly desires. They wander endlessly, seeking out new sources of blood and consuming all that they find They think nothing of self-preservation and will attempt to eat anything with blood that they come across. Hematurgic Nature. A blood stalker doesn't require air or sleep, but must consume blood as food and drink. CONGEALED MADNESS There are strange, unknowable energies in the eldritch dimension known as the Far Realm. When some of this energy crosses over into our world, it is compressed by the laws of our reality into a form that can exist within our world: a mysterious opalescent slime that scholars call congealed madness. Warping Catalyst. Congealed madness has a strange effect on physical matter. Anything that touches the ooze begins to warp and twist, changing into a new, weirder form. Inanimate objects are molded into new shapes or transmuted into different materials, and living creatures are mutated into increasingly aberrant forms. Eldritch Hunger. A blob of congealed madness acts like a living creature, acting on its own to pursue its own form of food, which it uses to persist and produce more of itself. Instead of physical matter, however, these oozes consume the thoughts of sentient creatures. The prey of a congealed madness feels their mind slipping away as the ooze consumes it, leaving them with only confusion. If enough thoughts are consumed, the victim can be left with temporary or sometimes even permanent insanity. Aberrant Nature. Congealed madness doesn't require air, drink, or sleep. THE IMPERMISSICON
162 CORPSE SLIME When a necromancer attempts to reanimate the body of an undead too many times, there is a chance the body may disintegrate into reanimated undead ooze instead, a creature known as a corpse slime. Corpse slimes understand only one purpose: to kill and consume any and all living things. Thankfully, they lack the intelligence or drive to venture far beyond the location of their creation. These horrid slimes are also known for the terrible stench they give off. Even the most hardened of gravediggers or medical practitioners has been known to retch or heave when encountering the rotten smell Sunlight and fire are the only known ways to disperse the wretched scent. Undead Nature. A corpse slime doesn't require air, food, drink, or sleep. BLOOD STALKER Large ooze, lawful evil (only if source is alive) or chaotic evil ArmorClass 17 (natural armor) Hit Points 147 (l 4dl O + 70) Speed 40 ft., climb 40 ft., swim 40 ft. STR 2 3 (+6) DEX 21 (+ 5) CON INT WIS CHA 20 (+5) 6 (-2) 6 (-2) 7 (-2) Saving Throws Dexterity + 11, Constitution + 11, Wisdom +4 Skills Investigation +4, Perception+ l 0, Stealth+ 11 Damage Resistances lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire, necrotic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 20 Languages understands the languages of its creator but can't speak Challenge 18 (20,000 XP) Proficiency Bonus +6 Amorphous. The stalker can move through a space as narrow as l inch wide without squeezing. Blood Bond The stalker is still connected to the blood source of its origin. If the source creature is still alive, it and the stalker can communicate telepathically through the bond. The communication is possible over any distance, though it can't extend to other planes of existence. If the source creature dies, the stalker gains access to all its memories at the time of death and recalls them as if they were its own memories, which helps to drive and focus the stalker's enmity. Blood Magic Form. A creature that touches the stalker or hits it with a me lee attack while within 5 feet of it takes 9 (2d8) acid damage plus 5 (1 dlO) necrotic damage. A creature also takes this damage if it is grappling the stalker or grappled by the stalker at the start of each of the stalker's turns. Any nonmagical weapon that isn't made of CHAPTER THREE I DUNGEON MASTER'S CHEST adamantine that hits the stalker is disintegrated at the end of the attacker's next turn. The stalker can eat through l foot of any nonmagical solid substance that isn't adamantine in l round. Detect Life. The stalker can magically sense the presence of living creatures that have blood up to 5 miles away. It knows the general direction they're in by using this sense, but not their exact locations or numbers. Dispel Susceptibility. When the stalker is targeted by dispel magic, it must make a Charisma saving throw against the caster's spell save DC. On a failed save, it takes force damage equal to 5 x the spell's level, it releases any creatures it had grappled, and its Regeneration trait doesn't function at the start of its next turn. Fiendish Hybrid The stalker is also a fiend. Magic Resistance. The stalker has advantage on saving throws against spells and other magical effects. Regeneration. The stalker regains l 5 hit points at the start of its turn if it has at least l hit point. Spider Climb. The stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The stalker makes two attacks with its pseudopod. Pseudopod Melee Weapon Attack:+ l 2 to hit, reach 5 ft., one target. Hit: l 3 (2d6 + 6) bludgeoning damage plus 2 7 (6d8) acid damage and l 6 (3dl 0) necrotic damage, and the target is grappled (escape DC l 8). Drain Blood The stalker drains blood from each creature that it has grappled. If a grappled creature has blood, it must make a DC l 9 Constitution saving throw. On a failed saving throw, it takes 44 (8dl 0) necrotic damage and it is poisoned until the end of the stalker's next turn. While poisoned in this way, a creature falls prone, drops anything it is carrying, and is incapacitated. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the stalker regains hit points equal to half of the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
!CHOR OF DEATH In the blighted ----------------- lands that lurk beyond the bounds of any civilization, stories claim that massive predatory slimes, infused with deathly necrotic energy, creep across the wastes and leave only bones in their wake. These slimes are dreadfully reaL and locals call them ichor of death. Bom of Death. lchor of death is created when minor oozes encounter a font of necrotic energy, such as those left behind by ancient dark rituals, imprisoned evils, and portals to the Shadowfell Oozes that survive this energy may melt together and fuse, combining and transforming into a newborn ichor of death. Undead Remains. Ichor of death consumes any and all material that it touches, including the upper layer of soil that it passes over as it moves. The one exception is bone, which the ichor leaves behind after digestion. Any corpses touched by an ichor of death can rise as undead, so the bones left after digestion often rise as skeletons. In addition, the ichor periodically expels waste material from its body, which becomes animated as corpse slime after some time, thus filling the land with undead Ooze Nature. An ichor of death doesn't require sleep. CONGEALED MADNESS Small ooze, unaligned Armor Class l l Hit Points 90 (l 2d8 + 3 6) Speed 20 ft., climb 20 ft. SlR DEX CON INT WIS CHA l 5 (+2) 13 (+ l) 16 (+3) l (-5) 3 (-4) 15 (+2) Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, lightning, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 LanguagesChallenge 8 (3,900 XP) Proficiency Bonus +3 Aberrant Hybrid The madness is also an aberration. Amorphous. The madness can move through a space as narrow as l inch wide without squeezing. Body Warp. Any creature reduced to O hit points by the madness must make a DC l 5 Constitution saving throw. On a successful save, a creature becomes immune to the Body Warp of any congealed madness for 24 hours. On a failed save, the creature is poisoned, which causes it to also gain l level of exhaustion. While poisoned in this way, the creature must repeat the saving throw at the start of each of its turns. Three successful saves against the poison ends it, and ending the poison removes any levels of exhaustion caused by the poison. Each failed save causes the creature to suffer another level of exhaustion. Once the creature reaches 6 levels of exhaustion, it dies and instantly transforms into a star slug. The transformation of the body can be undone only by a greater restoration or wish spell. Magic Resistance. The madness has advantage on saving throws against spells and other magical effects. Mind Warp. A creature affected by this trait can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a l to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Spider Climb. The madness can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Warping Form. A creature that touches the madness or hits it with a me lee attack while within 5 feet of it takes 7 (2d6) force damage and 9 (2d8) psychic damage and must succeed on a DC l 5 Wisdom saving throw or become affected by the madness's Mind Warp trait. Any nonmagical weapon that isn't made of adamantine that hits the madness is instantly transfigured into a lump of warped material that can only be used as an improvised weapon that deals l d4 bludgeoning damage. Actions Tendril Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage plus l 7 (5d6) force damage and l 3 (3d8) psychic damage, and the target must succeed on a DC l 5 Wisdom saving throw or become affected by the madness's Mind Warp trait. Reactions Split When a congealed madness that isn't Tiny is subjected to lightning or slashing damage, it splits into two new congealed madnesses if it has at least l 0 hit points. Each new madness has hit points equal to half the original madness's, rounded down. New madnesses are size Tiny. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 163
164 SENTIENT ECTOPLASM The extradimensional slime known as ectoplasm can be found strewn all throughout the Ethereal Plane. Spirits such as ghosts and banshees often leave ectoplasm in a trail when they are injured, and may end up smearing the ethereal and invisible substance over the physical objects that they interact with. Ectoplasm is soul energy condensed into physical form and is harmless by itself. In rare cases, ectoplasm can become infused with psychic energy, such as in places where the Ethereal Plane intersects with rifts that lead to the Far Realm. When this happens, the ectoplasm can become sentient. Sentient ectoplasm floats aimlessly, seeking creatures infused with the energy of life or undeath. It reaches out for any energy that it senses, draining vitality from the target just like the touch of a ghost or banshee. Undead Nature. Sentient ectoplasm doesn't require air, food, drink, or sleep. TOXIC MUCK When an ooze accumulates enough toxins and pollution into its form without dying, it can transform into a kind of monstrous poisonous ooze known as toxic muck. Toxic muck is extremely hazardous to any environment that it occupies. Its mere presence in an area will cause plants to wither, animals to become sick, and the earth itself to become foul and corrupted The muck will also wander in search of prey to consume, endangering any creatures that are hardy enough to survive the toxified environment that they now inhabit. Adventurers sometimes hunt toxic muck for the rare poisons that are brewed inside them. Toxic muck that is carefully slain can be harvested using a poisoner's kit. In settings and worlds with nuclear radiation, a toxic muck is usually a heavily irradiated ooze. This may be instead of or in addition to its normal toxicity. Ooze Nature. A toxic muck doesn't require sleep. CHAPTER THREE I DUNGEON MASTER'S CHEST CORPSE SLIME Medium undead ooze, chaotic evil Armor Class 8 Hit Points 34 (4d8 + 16) Speed l Oft., climb l Oft. SlR DEX CON INT WIS CHA 11 (+0) 6 (-2) 18 (+4) l (-5) 3 (-4) l (-5) Damage Vulnerabilities fire, radiant Damage Resistances acid, cold, necrotic Damage Immunities lightning, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius}, passive Perception 6 LanguagesChallenge 1/2 (100 XP) Proficiency Bonus +2 Amorphous. The slime can move through a space as narrow as l inch wide without squeezing. Stench. Any creature that starts its turn within l 0 feet of the slime must succeed on a DC l 3 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all corpse slimes for l hour. Sunlight Sensitivity. While in sunlight, the slime has disadvantage on attack rolls and ability checks, and the range of its Stench trait is reduced by half. Undead Fortitude. If damage reduces the slime 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 slime drops to l hit point instead. Actions Pseudopod Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1 d6) bludgeoning damage plus 3 (1 d6) necrotic damage and 3 (1 d6) poison damage, and the target must succeed on a DC l 3 Constitution saving throw or else be poisoned until the end of its next turn. Reactions Split When a slime that is Small or larger is subjected to lightning or slashing damage, it splits into two new slimes if it has at least 5 hit points. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
!CHOR OF DEATH Huge ooze, unaligned Armor Class 7 Hit Points 230 (l 6dl 2 + 80) Speed 30 ft., climb 30 ft. SlR 24 (+7) DEX 5 (-3) CON 21 (+5) INT l (-5) Damage Resistances acid, cold, fire WIS 6 (-2) CHA l (-5) Damage Immunities lightning, necrotic, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge 21 (33,000 XP) Proficiency Bonus +7 Amorphous. The ichor can move through a space as narrow as l inch wide without squeezing. Disintegrating Form. A creature that touches the ichor or hits it with a me lee attack while within 5 feet of it takes l 3 (3d8) necrotic damage plus 7 (2d6) acid damage. Any nonmagical weapon that isn't made of adamantine that hits the ichor is disintegrated after dealing damage. The ichor can eat through 3 feet of any material that used to be alive (except bone) or 6 inches of any other nonmagical substance that isn't adamantine in l round. Spider Climb. The ichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature that starts its turn within 60 feet of the ichor must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ichors for l hour. Sunlight Sensitivity. While in sunlight, the ichor has disadvantage on attack rolls and ability checks, and the range of its Stench trait is reduced by half. Actions Multiattack The ichor makes either three attacks against different targets, or two attacks against the same target. Pseudopod Melee Weapon Attack:+ 14 to hit, reach l O ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 3 6 (8d8) necrotic damage and 21 (6d6) acid damage, and the ichor regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest, and until the reduction ends, it is also poisoned. If this effect reduces its hit point maximum to 0, it dies, and its corpse is mulched, rising as a skeleton in the space where it died or in the nearest unoccupied space after l minute. Reactions Split When an ichor that is Large or larger is subjected to lightning or slashing damage, it splits into two new ichors if it has at least 30 hit points. Each new ichor has hit points equal to half the original ichor's, rounded down. New ichors are one size smaller than the original ichor while they are still missing hit points. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 165
166 SENTIENT ECTOPLASM Medium undead ooze, unaligned Armor Class l 0 Hit Points 7 5 (l 2d8 + 3 6) Speed O ft., fly l 5 ft. (hover) SlR 6 (-2) DEX 11 (+O) CON 17 (+3) INT l (-5) Saving Throws Con +6, Wis -2, Cha +O WIS l (-5) CHA 5 (-3) Damage Resistances acid, fire, thunder; bludgeoning and piercing from nonmagical attacks Damage Immunities cold, lightning, necrotic, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 LanguagesChallenge 6 (2,300 XP) Proficiency Bonus +3 Amorphous/Incorporeal The ectoplasm can move through a space as narrow as l inch wide without squeezing. The ectoplasm can also 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. Death Eater. When a creature that isn't an undead or a construct dies within 5 feet of the ectoplasm, the ectoplasm regains hit points equal to the creature's Constitution score. Deathly Form. Any non-undead creature that touches the ectoplasm or hits it with a melee attack while within 5 feet CHAPTER THREE I DUNGEON MASTER'S CHEST of it takes 7 (2d6) necrotic damage plus 4 (1 d8) psychic damage. Ethereal Sight The ectoplasm can see 60 feet into the Ethereal Plane when on the Material Plane, and vice versa. Necrotic Absorption. Whenever the ectoplasm is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt. Weird Hybrid The ectoplasm is also an aberration. Actions Tendril Melee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: l 4 (4d6) necrotic damage plus 9 (2d8) psychic damage, and if the target is not undead, it must succeed on a DC l 2 Wisdom saving throw or be frightened for l minute. If the save fails by 5 or more, the target also ages l d4 x 5 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this effect from any ectoplasm for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Etherealness. The ectoplasm enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Reactions Split When an ectoplasm that is Small or larger is subjected to lightning or slashing damage, it splits into two new ectoplasms if it has at least 20 hit points. Each new ectoplasm has hit points equal to half the original ectoplasm's, rounded down. New ectoplasms are one size smaller than the original ectoplasm while they are still missing hit points. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
TOXIC MUCK Large ooze, unaligned Armor Class 8 Hit Points 115 (11 dl 0 + 5 5) Speed 2 5 ft., climb 2 5 ft., swim l 5 ft. SlR DEX CON INT 19 (+4) 6 (-2) 20 (+5) l (-5) Damage Resistances cold, fire WIS 6 (-2) CHA l (-5) Damage Immunities acid, lightning, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge l 0 (5,900 XP) Proficiency Bonus +4 Amorphous. The muck can move through a space as narrow as l inch wide without squeezing. Amphibious. The muck can breathe air and water. Illumination. The muck sheds dim, greenish light in a l 0- foot radius. Pollution Aura. Any creature that ends its turn within 5 feet of the muck takes 4 (1 d8) poison damage. Spider Climb. The muck can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Toxic Form. A creature that touches the muck or hits it with a melee attack while within 5 feet of it takes 4 (1 d8) poison damage and 3 (1 d6) acid damage, and it must succeed on a DC l 3 Constitution saving throw or else become poisoned until the end of its next turn. Any nonmagical weapon made of bone, metal, or wood that hits the muck corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of bone, metal, or wood that hits the muck is destroyed after dealing damage. The muck can eat through 2-inch-thick, nonmagical bone, metal, or wood in l round. Actions Multiattack The muck makes two psuedopod attacks. Pseudopod Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) bludgeoning damage plus l 3 (3d8) poison damage and l 0 (3d6) acid damage, and the target must succeed on a DC l 6 Constitution saving throw or else gain one level of exhaustion and become poisoned for l minute. While poisoned in this way, it emits a dim, greenish light in a 5-foot radius that makes it impossible for it to benefit from being invisible. When the poison effect ends on a creature, any levels of exhaustion caused by this effect are removed from it. Reactions Split When a muck that is Medium or larger is subjected to lightning or slashing damage, it splits into two new mucks if it has at least l 5 hit points. Each new muck has hit points equal to half the original muck's, rounded down. New mucks are one size smaller than the original muck. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 167
OSSTER SHELL Though often mistaken for giant oysters or clams, the strange undead creatures known as osster shells, native to the dark waters of the ShadowfelL are more deadly than any living sea shell could ever be. Bone-Eaters. No one knows how ossters are formed, for they are not alive and do not reproduce, and they are not merely undead oysters. Each one grows from a small size by filter feeding the remains of bones and other dead materials from the water around it, fusing them to form new layers of its skeletal shell An osster's ability to fuse bones together is so powerful that it can even use it to defend itself from attackers. They also feed on any living prey that wanders too close, catching the prey in their jaws and killing it by beginning the bone fusion process. Skull Pearls. The polished skulls that can be found inside an osster shelL known informally as "skull pearls" due to their similarity to real pearls, are highly prized among those who know how to utilize the necromantic magic that lurks within them. Skull pearls make such fine ritual components and arcane focuses that osster shells are hunted from time to time, and some, such as death giants or enterprising liches, even construct huge aquatic osster farms to harvest the pearls. Aquatic Guardians. Ossters are often employed by necromancers to guard aquatic locations they wish to keep secret, such as sunken ruins out in the open sea, or the flooded passageways beneath their necromantic lair. Even the dark of the deepest underwater places are no concern, as ossters don't rely on eyes to catch prey. Undead Nature. An osster shell doesn't require air, food, drink, or sleep. VARIANT: CORAL-LEGGED OSSTER SHELLS Though no necromancers have yet discovered how to create ossters from scratch, many have managed to take control of them, and some are even able to modify them for the necromancer's own purposes. The most common example of these modifications is adding spindly legs made of undead coral to the bottom of the osster's shell, allowing the creature to not only walk, but to kick as well. These ossters have an increased walking speed of 20 feet, and they also gain access to the following two actions: Multiattack The osster makes two kick attacks. Kick Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 0 (2d6 + 3) piercing damage plus 4 (1 d8) necrotic damage. OSSTER SHELL Large undead, neutral evil ArmorClass 18 (natural armor) Hit Points 5 7 (6d l 0 + 24) Speed 5 ft., swim 20 ft. SlR DEX CON INT WIS CHA 16 (+3) 7 (-2) 19 (+4) 2 (-4) 11 (+O) 6 (-2) Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities blinded, charmed, exhaustion, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception l 0 LanguagesChallenge 6 (2,300 XP) Proficiency Bonus +3 Alluring Pearl The osster's shell contains at least one shiny humanoid skull, polished and sculpted to resemble a pearl. Any non-undead creature that starts its turn within 60 feet of the osster and can see the osster must succeed on a DC l 6 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the osster as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the osster until the start of its next turn, when it can avert its eyes again. If the creature looks at the osster in the meantime, it must immediately make the save. Bone Fusion. Any beast, fey, giant, or humanoid that touches the osster or starts its turn while grappling the osster or being grappled by it must succeed on a DC l 6 Constitution saving throw or else take 3 (1 d6) necrotic damage and be restrained for l minute. A creature afflicted by fused bones repeats the saving throw at the end of each of its turns, taking no damage on a failed save, and ending the effect on itself on a success. False Appearance. While the osster remains motionless, it is indistinguishable from an ordinary giant clam. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 0 (2d6 + 3) bludgeoning damage plus 7 (2d6) piercing damage and l 0 (3d6) necrotic damage, and the target is grappled (escape DC l 6). Until this grapple ends, the target is restrained, ancf the osster can't bite another target or use its Withdraw action. Withdraw. The osster closes its shell tightly. Until it opens its shell, it gains a +5 bonus to AC, and it has advantage on Strength and Constitution saving throws. While the osster's shell is closed, its Alluring Pearl trait doesn't function, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to open its shell. THE IMPERMISSICON
POLLUTOAD Lurking in toxic fens and polluted waterways, the huge toad creatures known as pollutoads resemble bloated giant toads with an extra set of legs. Pustules across their backs leak toxic slime and fumes constantly. Dark miasma rolls out of their mouths each time they open. Devourers of Toxins. As tadpoles, pollutoads swim far and wide, searching for a home that is adequately polluted, as they can only live and grow by consuming poisonous and toxic materials. Only once they reach adulthood and grow their legs do pollutoads begin to prey on and consume other creatures for sustenance. Contagion Carrier. Though pollutoads are naturally immune to the effects of poison and disease, the body of a pollutoad usually carries a variety of diseases. Areas with a population of pollutoads grow rapidly toxic and pestilent as the creatures spread the miasma that they naturally produce inside their bodies, creating the toxic conditions that their tadpoles require. VARIANT: HALLUCINATORY Tox1 NS Some pollutoads produce toxins that cause vivid hallucinations. These pollutoads have normal statistics, except that they have a Challenge Rating of 14 and the Hallucinatory Toxins trait. Hallucinatory Toxins. Any creature that is hit by the pollutoad's bite attack, takes damage from its Toxic Skin, or fails its saving throw against its Belch or Stench is poisoned by a hallucinatory toxin for l minute. While a creature is poisoned in this way, it rolls a Constitution saving throw at the start of each of its turns. On a failure, it is incapacitated until the start of its next turn, and it must roll a d6. If it rolls 3 or less, it is charmed by a random creature that it can see for that duration. If it rolls a 4 or higher, it is frightened of that creature instead. On a successful saving throw, the creature is no longer poisoned in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Hallucinatory Toxins of all pollutoads for the next 24 hours. POLLUTOAD Large monstrosity (bestialj, unaligned Armor Class l 3 (natural armor) Hit Points 152 (l 6dl0 + 64) Speed 30 ft., swim 40 ft. SlR DEX CON INT WIS CHA 18 (+4) 12 (+ 1) 19 (+4) 5 (-3) 13 (+ 1) 6 (-2) Damage Resistances acid Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 LanguagesChallenge l 3 (10,000 XP) Proficiency Bonus+ 5 Amphibious. The pollutoad can breathe air and water. Standing Leap. The pollutoad's long jump is up to 30 feet and its high jump is up to l 5 feet, with or without a running start. Stench. Any creature that starts its turn within 30 feet of the pollutoad must succeed on a DC l 6 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of the pollutoad for l hour. Toxic Skin. At the start of each of the pollutoad's turns, it deals l 6 (3d l 0) poison damage to each creature grappling it. Actions Multiattack The pollutoad uses its Belch. Then it makes two bite attacks, and it can use its Swallow in place of one of those attacks. Bite. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: 9 (1 d l 0 + 4) piercing damage plus 2 7 (6d8) poison damage, and the target is pulled up to 5 feet closer to the pollutoad and grappled (escape DC l 6). Until this grapple ends, the target is restrained, and the pollutoad can't bite another target. Belch. The pollutoad opens its mouth and releases a wave of toxic miasma that fills al 5-foot cone and the area within l 0 feet of the pollutoad. Each other creature in the miasma must make a DC l 6 Constitution saving throw, taking 2 l (6d6) poison damage plus l 0 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are immune to disease are immune to this necrotic damage. Swallow. The pollutoad 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. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the pollutoad, and it takes 14 (4d6) acid damage and 18 (4d8) poison damage at the start of each of the pollutoad's turns. The pollutoad can have only one target swallowed at a time. If the pollutoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) 169
170 PRIMAL SPIRIT AVATARS, FELL The wilderness in all its many forms - tundra, forest, desert, and other biomes - is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains. Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land These avatars take little effort for a primal spirit to controL and the spirit is not harmed if the avatar is slain. Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost. Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild Archdruids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among those to be a champion who can conjure their avatar to aid both their goals. Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling." Fell Primal Spirits. Some primal spirits are known as fell spirits among the mortals of the Material Plane. These spirits are not dangerous to nature itself, but the environments and creatures they have power over are dangerous to the survival of mortalkind and civilization, even those civilizations that attempt to exist in harmony with nature. They might still be worshiped, but prayers given to them usually ask for mercy, not protection. Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep. CHAPTER THREE I DUNGEON MASTER'S CHEST THE BLOOD LURKER The Blood Lurker is a massive leech-like creature that reigns over all the parasites of nature, as well as worms, bugs, and crawling vermin of all kinds. It swims through its murky domain in the Spirit World, a pool of infected blood, slime, and fetid water deep underground, always searching for new hidden passages to sneak into other primal domains and plunder their resources. The Lurker rarely takes champions, and many believe that only madmen would entreat with such a being. StilL some reckless archdruids enter its domain and offer up their bodies as tribute, hoping that once it has infested their entire being, it may find them worthy as champion. THE MIDNIGHT OWL The Midnight Owl is cousin to the Eagle of the Sun and rules over nocturnal creatures and stealthy predators of all kinds. Its Spirit World domain moves across the sky perpetually, always following after its radiant cousin and cloaking the land in darkness so its children may hunt. The Owl enjoys working with mortal champions, as it prefers to reach its goals and expand its domain through cunning, scheming, and deception. Those who would be a champion for the Owl must pass many tests to prove their worth as an agent for its machinations. If you are judged unworthy, you may become the Owl's next prey. THE PRIMORDIAL DEVOURER One of the oldest and most enigmatic primal spirits is a huge living mass of digestive acid known among druids as the Primordial Devourer. It reigns over the concepts of consumption and digestion within the natural world, as well as over slimes and oozes, and legends claim that it was the first creature to ever eat anything. The Devourer is eternally hungry, and it attempts to consume anything that wanders into the dissolved caves that serve as its domain in the Spirit World Archdruids that entreat with the Devourer must avoid being eaten while convincing the spirit that they can provide it with limitless food if they serve as its champion. THAT WHICH ROTS Reigning over the natural aspects of decomposition, rot, disease, and fungal growth, the primal spirit known by mortals only as That Which Rots is a gargantuan treantlike mushroom with several arms and legs. Those who wish to be champion for this primal spirit must make their case in the rancid pits that comprise its Spirit World domain. That Which Rots is bound by a set of ancient pacts made with the other primal spirits that limit natural rot to the dead, preventing living creatures from decomposing. Yet it is always seeking new ways to expand its domain within the limits of those pacts. One such method to spread rot and decay to the living is via new diseases and afflictions. An archdruid serving That Which Rots is likely to be tasked as such. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
BLOOD LURK.ER Large fey (bestialj, neutral evil ArmorClass 17 (natural armor) Hit Points 180 (l 9dl 0 + 76) Speed 40 ft., swim 60 ft. SlR DEX CON INT WIS CHA 19 (+4) l 5 (+2) 19 (+4) 9 (-1) 19 (+4) 11 (+0) Saving Throws Dex +6, Con +8, Cha +4 Skills Stealth + l 0 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight 60 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Proficiency Bonus +4 Amphibious. The lurker can breathe air and water. Innate Spelfcasting. The lurker's innate spellcasting ability is Wisdom (spell save DC l 6). The lurker can innately cast the following spells, requiring no components: At will: blood boil (new), blood reading (new), carnage burst (new), hemokinesis (new), spasm (new) 2/day each: blood extraction (new}, hemorrhage (new) Magic Resistance. The lurker has advantage on saving throws against spells and other magical effects. Magic Weapons. The lurker's weapon attacks are magical. Size Changer. The lurker can use its action to polymorph into a Tiny leech (speed 5 ft., swim 20 ft.) or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack The lurker makes two bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: l l (2d6 + 4) piercing damage, or l piercing damage in leech form, plus l 6 (3dl 0) necrotic damage, and the target is grappled (escape DC l 6). Until the grapple ends, the lurker can't bite another target. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the lurker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The corpse of any beast or humanoid slain by this attack bursts open and releases l d4 swarms of leeches and one swarm of insects after l d4 hours unless incinerated or disintegrated. Belch Blood (Recharge 5-6). The lurker spews infested blood mist from its belly in a 30-foot cone. Each creature in that area must make a DC l 6 Constitution saving throw, taking l 3 (3d8) acid damage plus l 3 (3d8) necrotic damage and l 3 (3d8) poison damage on a failed save, or half as much damage on a successful one. Any creature that is grappled by the lurker has disadvantage on the saving throw. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 171
172 MIDNIGHT OWL Large fey (bestialj, neutral ArmorClass 15 (natural armor) Hit Points l 61 (1 9d l 0 + 5 7) Speed l Oft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 16 (+3) 14 (+2) 20 (+5) 11 (+0) Saving Throws Dex +7, Int +6, Wis +9 Skills Perception+ 13, Stealth +7 Damage Resistances radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 300 ft., passive Perception 23 Languages Druidic, Giant Owl, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Proficiency Bonus +4 Dusk Bringer. Any bright light within l 20 feet of the owl is reduced to dim light, except for sunlight. At any time on its turn, the owl can suppress or reactivate this trait. Innate Spellcasting. The owl's innate spell casting ability is Wisdom (spell save DC 17). The owl can innately cast the following spells, requiring no components: At will: blackout (new), catnap,* minor illusion, sleep (as 3rd-level}, shadow lance (new) CHAPTER THREE I DUNGEON MASTER'S CHEST l /day each: dream, eyebite, silence Keen Hearing and Sight The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Magic Resistance. The owl has advantage on saving throws against spells and other magical effects. Magic Weapons. The owl's weapon attacks are magical. Shadow Stealth. In dim light or darkness, the owl can take the Hide action as a bonus action. Silent Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. If it was hidden from an enemy before it made a melee attack and it misses with that attack, it remains hidden. Sneak Attack (7jTum). The owl deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the owl that isn't incapacitated and the owl doesn't have disadvantage on the attack roll. Actions Multiattack The owl makes two attacks with its talons. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and if the target is Medium or smaller, it is grappled (escape DC 16). Shadow Lance (Cantrip). A creature the owl can see within 60 feet must succeed on a Dexterity saving throw or take 13 (3d8) piercing damage. If both the owl and the target are in dim light or darkness, it instead takes 16 (3dl 0) piercing damage, and the owl is heavily obscured to the target until the end of its next turn. The effect ends immediately if the owl or the target enter bright light. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
PRIMORDIAL DEVOURER Huge fey ooze, chaotic evil ArmorClass 11 (natural armor) Hit Points 210 (20dl 2 + 80) Speed 30 ft., climb 30 ft., swim 30 ft. SlR 21 (+5) DEX 8 (-1) CON 19 (+4) INT 8 (-1) Saving Throws Str +9, Con +8, Cha +3 WIS 19 (+4) CHA 9 (-1) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned, prone, unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Proficiency Bonus +4 Amorphous. The devourer can move through a space as narrow as l inch wide without squeezing. Corrosive Form. A creature that touches the devourer or hits it with a me lee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that isn't made of adamantine that hits the devourer corrodes. After dealing damage, the weapon takes a permanent and cumulative -2 penalty to damage rolls. If its penalty drops to -6, the weapon is destroyed. Nonmagical ammunition that isn't made of adamantine that hits the devourer is instantly destroyed after dealing damage. The devourer can eat through 4-inch-thick, nonmagical wood, stone, metal, bone, or chitin in l round. False Appearance. While the devourer remains motionless, it is indistinguishable from a pool of glowing acid. Innate Spellcasting. The devourer's innate spellcasting ability is Wisdom {spell save DC l 6, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: acid splash, melfs acid arrow, Tasha's caustic breWI'* l /day each: noxious geyser (new), vitriolic sphere,* water to acid (new) Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects. Magic Weapons. The devourer's weapon attacks are magical. Spider Climb. The devourer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The devourer either makes two pseudopod attacks against different targets, or it uses its Acid Splash and makes one pseudopod attack. Pseudopod Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: l 5 (3d6 + 5) bludgeoning damage plus l 8 (4d8) acid damage. Acid Splash (Cantrip). The devourer hurls a bubble of acid. The devourer chooses one creature it can see within 60 feet, or chooses two creatures it can see within 60 feet that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take l 0 (3d6) acid damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01)
174 'THAT WHICH ROTS Gargantuan fey plant, lawful evil ArmorClass 13 (natural armor) HitPoints231 (14d20+84) Speed 2 5 ft., burrow l Oft. SlR DEX CON INT WIS CHA 21 (+5) 9 (-1) 22 (+6) 9 (-1) 19 (+4) 10 (+0) Saving Throws Str +9, Con + l 0, Wis +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Proficiency Bonus +4 Aura of Reanimation. A humanoid corpse that spends more than l minute within 120 feet of That Which Rots rises as a zombie under the control of That Which Rots. A zombie that dies in this aura rises again with all its hit points after one minute. Any undead under the control of That Which Rots that starts its turn in the aura regains l 0 hit points. False Appearance. While it remains motionless, That Which Rots is indistinguishable from a normal giant mushroom. Innate Spellcasting. That Which Rots's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). That Which Rots can innately cast the following spells, requiring no components: CHAPTER THREE I DUNGEON MASTER'S CHEST At will: detect poison and disease, gentle repose, spasm (new) (as 3rd-level) 2/day each: animate dead, contagion, plague vector (new) Magic Resistance. That Which Rots has advantage on saving throws against spells and other magical effects. Magic Weapons. That Which Rots's weapon attacks are magical. Regeneration. That Which Rots regains l 0 hit points at the start of its turn if it has at least l hit point and isn't in sunlight. If it takes radiant damage or fire damage, this trait doesn't function at the start of its next turn. Stench. Any creature that starts its turn within 30 feet of That Which Rots must succeed on a DC l 6 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of That Which Rots for l hour. Actions Multiattack That Which Rots uses its Deathly Spores, then makes two fist attacks. Fist Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. Deathly Spores. That Which Rots ejects spores at one creature it can see within l 5 feet of it. The target must succeed on a DC 16 Constitution saving throw or be stunned for l minute. The target repeats the saving throw at the end of each of its turns, taking l 0 (3d6) necrotic damage on a failure and ending the condition on itself on a success. Creatures that are immune to poison or disease are immune to this effect. A humanoid slain by this damage rises l minute later as a zombie under the control of That Which Rots, unless the humanoid is restored to life or its body is destroyed. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
PSYCHIC REMNANT Medium undead aberration, any alignment Armor Class l l Hit Points 49 (11 d8) Speed 0 ft., fly 3 0 ft. (hover) S1R DEX CON INT WIS CHA 5 (-3) 13 (+ 1) 10 (+0) 15 (+2) 13 (+ 1) 15 (+2) Damage Vulnerabilities psychic Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 11 Languages Any languages it knew in life Challenge 4 (1, l 00 XP) Proficiency Bonus +2 Incorporeal Movement The remnant 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 remnant has advantage on saving throws against spells and other magical effects. Superior Invisibility. As a bonus action, the remnant can turn invisible until its concentration ends (as if concentrating on a spell). Actions Maddening Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: l 6 (4d6 + 2) psychic damage. Teleport The remnant teleports up to 60 feet to an unoccupied space that it can see. PSYCHIC REMNANT Not all apparitions are ghosts. Sometimes, when an area is haunted by an ethereal presence, especially by someone who has passed from the world of the living, the location is actually inhabited by a psychic remnant. Psychic remnants are rarely visible to the naked eye. They usually spend most of their time invisible, leaving them nearly undetectable until they make themselves known by one method or another, such as whispering to someone, moving objects, or leaving messages. When a psychic remnant is seen, they are often described as if they are in multiple positions at once. They look like a strange, ghostly silhouette of the person they once were, lacking any facial features and flickering like the light of a quickly-dying candle flame. Fragment of the Lost. Psychic remnants are created when an intelligent creature is killed by extreme psychic , trauma, such as being eaten by a mind flayer or having one's mind destroyed by psionic or magical means. The mind of a particularly determined creature may linger in the physical world like a ghost, retaining the personality they had in life, but few of their memories. Some sages are able to achieve this state on their own upon death. Mind Without Body. A psychic remnant is composed entirely out of psychic energy, similarly to how a ghost is composed of negative energy. These remnants are made out of the same substance as thought itself, but without any physical material at all They can choose to interact with physical objects or choose to pass through them, giving them the ability to reach into the mind of a living creature and harm their sanity directly. Despite lacking a body, most remnants are bound to a physical object. It is called their anchor, and they can't leave its general vicinity, because its presence is the only thing that holds them together. An anchor is usually an object that held great significance in the remnant's mind during life. Undead Nature. A psychic remnant doesn't require air, food, drink, or sleep. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 175
176 RATS, GIANT Rats are far more friendly and sociable than they must seem to most adventurers. Despite their mostly docile nature, rats are also commonly used by warlocks, hags, vampires, and other villains, either as special familiars or as ravenous swarms, and giant rats are an archetypal threat for novice adventurers to face. The following rats are more dangerous varieties of the normal giant rat. GIANT RAT KING When a swarm -------------- of giant rats becomes too numerous and overcrowded in an area of corruption, if the rats are left unchecked for too long without running out of food, they may become entangled The rats' tails wrap and tangle around each other, fusing together as the corruption in their home takes hold of their bodies. The rats become one gigantic monster known as a giant rat king, a living fusion of myriad giant rats, bound together by festering corruption, continuing to eat and breed as often as they can to grow in size and number. GIANT RAT KING Huge monstrosity (bestial}, unaligned Armor Class l l Hit Points l 80 (1 9d l 2 + 5 7) Speed 40 ft., climb 30 ft. SlR DEX CON INT WIS CHA 16 (+3) 13 (+ 1) 16 (+3) 7 (-2) 7 (-2) 4 (-3) Saving Throws Str +7, Wis +2, Cha+ l Skills Perception +6, Survival +2 Damage Resistances bludgeoning, piercing, poison, psychic, slashing Condition Immunities charmed, frightened, prone Senses darkvision 120 ft., passive Perception 16 LanguagesChallenge l 2 (8,400 XP) Proficiency Bonus +4 Hungry Rats. Any creature that is Medium or smaller and ends its turn inside the rat king's space must succeed on a DC l 6 Dexterity saving throw or else become grappled by the rat king (escape DC l 6) and trapped in the rat king's body of hungry rats until the grapple ends. While trapped, the target is blinded and restrained, has total cover from attacks and other effects outside the rat king, moves with the rat king, and takes l 8 (4d8) piercing damage and 7 (2d6) necrotic damage at the start of each of the rat king's turns. Creatures that are immune to disease are immune to this necrotic damage. If the rat king dies, creatures inside it are no longer trapped by it. Many Heads. The rat king has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. Reactive Rats. When the rat king uses its reaction to make an opportunity attack, it regains its reaction at the end of that turn. CHAPTER THREE I DUNGEON MASTER'S CHEST Scatter. When the rat king is reduced to O hit points, it dies and the remaining living rats are freed; 3d4 giant rats appear in the rat king's space or in unoccupied spaces within 5 feet of it. Stench. Any creature that starts its turn within l 5 feet of the rat king must succeed on a DC l 6 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the rat king's stench for 24 hours. Wakeful While the rat king sleeps, at least one of its heads is always awake. Actions Multiattack The rat king makes five bite attacks, but it can't make more than three attacks against the same target. If it hits a creature that is Medium or smaller with two of these attacks, the creature must succeed on a DC l 6 Strength saving throw or else be grappled by the rat king (escape DC l 6), pulled into the rat King's space, and trapped inside its body of hungry rats until the grapple ends. Bites. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l O (3d4 + 3) piercing damage plus 3 (1 d6) necrotic damage. Targets that are immune to disease are immune to this necrotic damage. Hungry Charge (Recharge 5-6). The rat king moves up to its speed and makes an attack against each creature of its choice during the movement. A creature that is hit by one of these attacks must succeed on a DC l 6 Dexterity saving throw or else be grappled by the rat king (escape DC l 6), pulled into the rat king's space, and trapped inside its body of hungry rats until the grapple ends. Reactions Detach. When the rat king is subjected to psychic or slashing damage, it creates one giant rat for every 7 points of psychic or slashing damage dealt (before resistances) in unoccupied spaces within 5 feet of it (minimum one giant rat). These giant rats are allied with the rat king. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
PLAGUE RAT Giant rats are infamous for carrying diseases, but some diseases are worse than others. Many giant rats have an endemic plague lurking among them that can transform a giant rat into a poisonous undead These rats are often called plague rats, and their disease is called rat-plague. Plague rats are hardier than living rats, and while they continue to scavenge as living rats do, they also prey on other giant rats, spreading their rat-plague to more rat corpses and creating more plague rats in the process. UMBRALRAT Some of the Shadowfell's populations of giant rats, such as those who live in places that are close to the Plane of Negative Energy, have been greatly mutated by the dark energies that surround them. Umbral rats, as they are called, are far more intelligent and cunning than normal giant rats. In addition to scavenging, they hunt any prey that they view as weaker than them, gathering in eerily coordinated swarms when their prey least expects it. PLAGUE RAT Small undead (bestialj, unaligned Armor Class l l Hit Points 22 (4d6 + 8) Speed 25 ft. SlR DEX CON INT WIS CHA 7 (-2) 13 (+ 1) 15 (+2) l (-5) 9 (-1) 2 (-4) Damage Resistances necrotic Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 LanguagesChallenge 1/2 (100 XP) Proficiency Bonus +2 Keen Smell The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. Stench. Any creature other than a plague rat that starts its turn within S feet of the rat must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all plague rats for l hour. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1 d4 + l) piercing damage plus 9 (2d8) poison damage. Targets that are immune to disease are immune to this poison damage. A giant rat slain by this attack rises 24 hours later as a plague rat. UMBRALRAT Small monstrosity (bestialj, unaligned ArmorClass 16 (natural armor) Hit Points 3 3 (6d6 + 18) Speed 40 ft. SlR DEX CON INT WIS CHA 14 (+2) 21 (+5) 17 (+3) 6 (-2) 15 (+2) l 0 (+0) Damage Vulnerabilities radiant Damage Resistances necrotic, psychic Senses darkvision 120 ft., passive Perception 12 Languages - Challenge 5 (1,800 XP) Proficiency Bonus +3 Keen Smell The rat has advantage on Wisdom (Perception) checks that rely on smell. Light Sensitivity. While in bright light, the rat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Meld into Shadow. While the rat is in dim light or darkness, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it can take the Hide action as a bonus action. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within S feet of the creature and the ally isn't incapacitated. Umbra/ Sight Magical darkness doesn't impede the rat's darkvision. Actions Multiattack The rat makes two attacks using its bite. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1 d6 + 5) piercing damage plus 4 (1 d8) necrotic damage and 5 (1 dl 0) psychic damage. VARIANT: DISEASED PLAGUE RATS In addition to the disease that transforms the giant rats into undead, plague rats often carry many other diseases in their undead bodies as well. A DM that wants to represent this can use plague rats with the following alternate Bite attack. Bite. Melee Weapon Attack:+ 3 to hit, reach 5 ft., one target. Hit: 3 (1 d4 + l) piercing damage plus 9 (2d8) poison damage. Targets that are immune to disease are immune to this poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or contract a disease. The DM chooses the disease, such as the Sewer Plague disease from the Dungeon Master's Guide, one from this compendium, or another source. A giant rat slain by this attack rises 24 hours later as a diseased plague rat carrying the same disease. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 177
178 SHARKO DILE Large undead (bestialj, chaotic evil Armor Class 14 (natural armor) Hit Points 76 (8dl 0 + 32) Speed 2 5 ft., swim 5 0 ft. SlR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) l (-5) 9 (-1) 3 (-4) Saving Throws Wis +2 Skills Perception +2, Stealth +5 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception l 2 LanguagesChallenge 6 (2,300 XP) Proficiency Bonus +3 Blood Frenzy. The sharkodile has advantage on melee attack rolls against any creature that doesn't have all its hit points. Keen Smell The sharkodile has advantage on Wisdom (Perception) checks that rely on smell. Spines. At the start of each of the sharkodile's turns, it deals 3 (1 d6) piercing damage to any creature grappling it Undead Ferocity. If damage reduces the sharkodile 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 sharkodile drops to 1 hit point instead. On a failure, the sharkodile can use its reaction before it loses consciousness to make a melee attack against one creature that it can see. Actions Multiattack The sharkodile makes one attack with its bite and one attack with its tail, one attack with its tail and one attack with its spikes, or three attacks with its spikes. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2dl O + 5) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the sharkodile can't bite another target. In addition, the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Spikes. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 12 (3d4 + 5) piercing damage. Tail Melee Weapon Attack: +8 to hit, reach 5ft, one target not grappled by the sharkodile. Hit: 10 (1 dl O + 5) bludgeoning damage plus 5 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. CHAPTER THREE I DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) SHARKO DILE A sharkodile is a zombie-like undead creature made by combining the bodies of dead crocodiles and sharks. It has the body and fins of a shark, the legs of a crocodile, and powerful jaws that are a hybrid of the two. Its tail is that of a crocodile with the tail fins of a shark attached to the top and bottom. Its whole body is a dulL dead gray color that is visibly sewn together and covered in some places with the crocodile's armored scales. Jagged bone spikes protrude from its back and taiL and it can fling these spikes at attackers with ease. Even its teeth are altered to inject venom like a snake. Aquatic Sentinels. Sharkodiles merge the shark's aquatic agility with the terrestrial and stealthy abilities of the crocodile. Necromancers create sharkodiles to protect their holdings in aquatic places, from a dank sewer lair to the dark moat of an eerie castle. The first necromancer to create a sharkodile long ago was made famous for her underwater citadel that her sharkodiles guarded After she achieved lichdom she was defeated by adventurers, and the secret of sharkodile creation was unknowingly plundered from her lair and brought into the world at large. Necromancers have traded this secret around the world ever since. Endlessly Hungry. Although starvation can't weaken or kill a sharkodile, the creatures are nonetheless in a constant state of extreme hunger. They compete with each other for the remains of prey they have slain, and they never miss an opportunity to attack and devour a living creature, pursuing their prey with reckless fury. Sharkodiles can be commanded by their creator not to attack certain scents, and use this scent to distinguish friend from foe. The inside of a sharkodile's stomach is a nexus of negative energy, and anything eaten by the creatures is quickly disintegrated Undead Nature. A sharkodile doesn't require air, food, drink, or sleep.
SIREN On distant uncharted islands and deep beneath the dark ocean, alien creatures known as sirens haunt the waters with their enchanting song. Though they're native to the Far Realm, sirens have long ago managed to make their homes in the rivers, lakes, and seas of the ShadowfelL the Feywild, and the Material Plane as well Harpies From Beyond According to legend, a harpy once, long ago, had such a beautiful voice and song that she was known throughout the planes. Something from the Far Realm heard her song, and was so enchanted by her that it reached its powerfuL eldritch limb to her nest in the Material Plane to take her for itself. The being took the harpy and all her brood back to its aquatic home in the Far Realm, where they were transfigured by its strange energy. Over eons, the children of those harpies were mutated into the race of eyeless, tentacled aberrations known as sirens. Drowned in Song. Whereas harpies are predators of the sky, their cousins the sirens are predators of the sea. Despite their lithe and ethereal appearance, sirens are vicious hunters with jaws that open to reveal a mouth resembling that of an anglerfish. Sirens delight in using their song to trick humanoids into deaths by drowning. They are ravenously hungry and can eat far more than their size would indicate, but even once they are too full to eat any more, these twisted creatures often continue to drown innocents simply for the joy it brings them. SIREN Medium aberration, usually chaotic evil ArmorClass 13 (natural armor) Hit Points 45 (l 0d8) Speed 2 5 ft., swim 40 ft. STR DEX CON INT WIS CHA 13(+1) 14(+2) 11 (+0) 10(+0) 9(-1) 17(+3) Damage Resistances cold, psychic Condition Immunities blinded, charmed, deafened Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages Deep Speech, telepathy 120 ft. Challenge 3 (700 XP) Proficiency Bonus +2 Amphibious. The siren can breathe air and water. Compelled Defense. The first time each turn that a creature deals damage to the siren, each other creature within 120 feet of the siren that is charmed by it must make a DC l 3 Charisma saving throw. Each creature that fails the save can't be affected by this trait again until the end of its next turn and isn't incapacitated by the siren's Luring Song during its next turn. Instead, it must spend its movement on that turn moving toward the creature that damaged the siren and must use its action to attack that target. Keen Hearing. The siren has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack The siren makes one attack with its tentacles and one attack with its bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. The attack has advantage against targets that are grappled by the siren. Tentacles. Melee Weapon Attack: +4 to hit, reach l 5 ft., one target. Hit: 4 (l d4 + 2) bludgeoning damage, and the target is pulled up to l 0 feet closer to the siren and grappled (escape DC 13). Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC l 3 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens and harpies, and the siren has advantage on attack rolls against it. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route. It doesn't avoid opportunity attacks, but whenever it takes damage from a source other than the siren, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren's song for the next 24 hours. CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.01) 179
SKELEPEDE Clever necromancers in ages past have invented a wide variety of strange undead monsters. One more common form of undead abomination is the conglomeration of humanoid skeletons known as a skelepede. A skelepede controlled by magic is as obedient as a regular skeleton, but it has difficulty understanding commands. Cursed Fusion. Skelepedes are crafted by taking a few dozen skeletons and fastening them together by physical and magical means into a form that resembles a gigantic skeletal centipede. Each skeleton's spine is joined to the spine of the next skeleton. Each skull can be seen inside the ribcage of another skeleton, or sometimes off to the side, usually if the particular skelepede is dense with skeletons. Each skeleton's arms and legs are splayed out to the sides of the creature, creating its many skittering centipede-like legs. They are often given massive, venomous jaws to crown the front of the body, made out of a sharpened ribcage. Independent Minds. Unlike other kinds of undead or constructs made from multiple sets of bones, these skeletons are each imbued with their own intelligence and malevolence. Each skull and every set of limbs act independently, giving the creature an unsettling rhythm of motion and making it extremely difficult to command The skelepede's surplus of negative energy also imbues its many eyes with dark energy. If it settles too many of these eyes upon a single creature, the energy becomes too much to bear and terror seeps into the victim's soul Dreadful S0U11ds. The limbs of a skelepede create a terrible sound as they move. The bones are sharpened into wicked claws that scrape across any surface the skelepede climbs or crawls across. In combination with the strange rhythm by which skelepedes move, these sounds transform into a maddening chorus of clicking, scraping, and skittering. The echoing sound made by a skelepede's crawling has been known to drive even the most salient and wise of sages utterly insane. Undead Nature. A skelepede doesn't require air, food, drink, or sleep. SKELEPEDE Huge undead, lawful evil Armor Class l 8 (natural armor) Hit Points 136 (l 3dl 2 + 52) Speed 50 ft., climb 50 ft. SlR DEX CON INT WIS CHA 21 (+5) 19 (+4) 18 (+4) 6 (-2) 13 (+l) 9 (-1) Saving Throws Dex +8, Wis +5, Cha +3 Skills Perception +9 Damage Vulnerabilities bludgeoning Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 19 LanguagesChallenge l 0 (5,900 XP) Proficiency Bonus +4 Hoffid Skittering. When the skelepede moves, until the start of its next turn, any non-undead creature that can hear the skelepede and starts its turn within 60 feet of the skelepede must succeed on a DC 1 6 Wisdom saving throw or take 5 (l dl 0) psychic damage. Many Heads. The skelepede has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Spider Climb. The skelepede can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tum Resistance. The skelepede has advantage on saving throws against any effect that turns undead. Actions Multiattack The skelepede can use its Paralyzing Gaze. It then either uses its Paralyzing Gaze again, or it makes one attack with its claws and one attack with its bite. Bite. Melee Weapon Attack: +9 to hit, reach 1 0 ft., one target. Hit: l 5 (3d6 + 5) piercing damage, and the target must make a DC l 6 Constitution saving throw, taking 19 (3dl 2) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the skelepede can't attack another target with its claws. Any creature that ends its turn while grappled in this way takes 16 (3dl 0) bludgeoning damage. Paralyzing Gaze. The skelepede targets one creature it can see within 60 feet of it. If the target can see the skelepede, it must succeed on a DC l 6 Charisma saving throw or be frightened of the skelepede until the end of the skelepede's next turn. A creature that is frightened in this way is also paralyzed unless it is within 5 feet of the skelepede. THE IMPERMISSICON
SKELETAL SPIDER Large undead (bestialj, lawful evil ArmorClass 16 (natural armor) Hit Points 8 5 (1 0d 10 + 3 0) Speed 30 ft., climb 30 ft. SlR DEX CON INT WIS CHA 14(+2) 18(+4) 16(+3) 2(-4) 9(-1) 4(-3) Skills Perception +2, Stealth +7 Damage Vulnerabilities bludgeoning Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 LanguagesChallenge 6 (2,300 XP) Proficiency Bonus +3 Blood Frenzy. The spider has advantage on melee attack rolls against a creature that doesn't have all its hit points. Death Smoke. When the spider dies, its body releases magical darkness that fills al 5-foot radius sphere centered on its body. The darkness spreads around corners and lasts for l minute. A creature with darkvision can't see through this darkness unless it is a skeletal spider, and nonmagical light can't illuminate the darkness. Magic Resistance. The spider has advantage on saving throws against spells and other magical effects. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack The spider makes two venom shot attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage plus 11 (2dl 0) necrotic damage on a failed save, or half as much damage on a successful one. If the poison or necrotic damage reduces the target to 0 hit points, the target is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way. Venom Shot Ranged Weapon Attack: +7 to hit, range 30/90 ft., one creature. Hit: l 5 (2d l 0 + 4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the target's next turn. SPIDERS Spiders are evocative and classic monsters - predators that seem to straddle the world of the natural and the world of the monstrous, weaving webs to catch their prey and paralyze them with venom. Besides the normal giant spiders one might find in a fantasy world, there are more dark and deathly varieties, such as the following. SKELETAL SPIDER The undead creatures known as skeletal spiders are not raised from the dead, but hatched from death instead A skeletal spider is created by performing a special ritual using rare necromantic methods to infuse a giant spider egg with powerful dark magic. The spider growing in the egg is slain and transformed, but the egg continues to grow and mature, eventually hatching in the form of a fully-grown skeletal spider. Made of Death. Skeletal spiders are composed of the materials of death itself. The spider's carapace is made out of hollow bone, and its body is filled with darkness that animates its movements. Though the spider retains its instincts for interacting with spiderwebs, its ability to spin webs has been corrupted Instead of a spinneret, it has the ability to shoot globs of deadly venom at its foes. Undead Nature. A skeletal spider doesn't require air, food, drink, or sleep. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 181
182 SKULL SPIDER Skull spiders are living spiders that are easily mistaken for some kind of undead because of their appearance. Their carapaces resemble humanoid skulls, and they often camouflage themselves by nesting among piles of bones and discarded skeletons. Despite their size, these spiders often prey on full-sized humanoids. Dark Origins. Because of their strange appearance and powerful venom, scholars theorize that the spiders were created long ago by botched skeletal spider rituals. Others believe that skull spiders naturally developed in the darkened wastelands of the Shadowfell Disease Carriers. Some populations of skull spiders are infested with diseases, which they carry without any symptoms. They may spread these diseases, like Dark Consumption or The Shaving, to any prey that escapes. VAMPIDER The undead creatures known as vampiders are so rare that none can explain where they even originate from. SKULL SPIDER Tiny beast, unaligned Armor Class 14 (natural armor) Hit Points 5 (1 d4 + 3) Speed 20 ft., climb 20 ft. SlR DEX CON INT WIS CHA 3 (-4) 15 (+2) 16 (+3) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +4 Damage Resistances necrotic, poison Senses darkvision 60 ft., passive Perception l 0 LanguagesChallenge l / 4 ( 5 0 XP) Proficiency Bonus + 2 False Appearance. While the spider remains motionless, it is indistinguishable from a humanoid skull. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: l piercing damage, and the target must make a DC l 3 Constitution saving throw, taking l 0 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to O hit points, the target is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way. CHAPTER THREE I DUNGEON MASTER'S CHEST SWARM OF SKULL SPIDERS Medium swarm of Tiny beasts, unaligned ArmorClass 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft., climb 20 ft. SlR DEX CON INT WIS CHA 9 (-1) 17 (+3) 16 (+3) l (-5) 7 (-2) 2 (-4) Skills Stealth +4 Damage Resistances bludgeoning, necrotic, piercing, poison, slashing Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 LanguagesChallenge 4 (1, l 00 XP) Proficiency Bonus +2 False Appearance. While the swarm remains motionless, it is indistinguishable from a pile of humanoid skulls. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 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 skull spider. The swarm can't regain hit points or gain temporary hit points. Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bites. Melee Weapon Attack: +5 to hit, reach Oft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1 d6) piercing damage if the swarm has half of its hit points or fewer. In addition, the target must make a DC l 3 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to O hit points, the target is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
Some believe they are vampires that have been cursed by dark gods, such as Lolth. Others claim that vampires attempted to convert giant spiders long ago, creating a strange race of reproducing undead spiders by accident. However they come to exist, these vampiric spiders are imbued with terrifying magical powers resembling those of true vampires, such as regeneration and the ability to drain life energy from blood Vampiders can project fear in a similar manner to how true vampires can compel affection.Just like true vampires, they are conniving and cruel They enjoy hunting down their prey just as much as they enjoy the blood-feast at the end, and they detest the sun and anything that casts light. Undead Nature. A vampider doesn't require sleep. VAMPIDER Huge undead (bestialj, neutral evil ArmorClass 18 (natural armor) Hit Points 149 (13dl2 + 65) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 22(+6) 23(+6) 20(+5) 6(-2) 13(+1) 9(-1) Saving Throws Dex+ 12, Wis +7 Skills Perception +7, Stealth+ 12 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 30 ft., darkvision 120 ft., passive Perception l 7 LanguagesChallenge 17 (18,000 XP) Proficiency Bonus +6 Darkstalker. The vampider is invisible while it is entirely within dim light or darkness. In addition, spells and magical effects of 5th-level or lower can't create light within 60 feet of the vampider. Detect Blood The vampider can magically sense the presence of living creatures that have blood up to 5 miles away. It knows the general direction they're in but not their exact locations. Magic Resistance. The vampider has advantage on saving throws against spells and other magical effects. Pounce. If the vampider moves at least 3 0 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or else be knocked prone. Regeneration. The vampider regains 20 hit points at the start of its turn if it has at least l hit point and isn't in sunlight. If the vampider takes radiant damage, this trait doesn't function at the start of its next turn. Spider Climb. The vampider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The vampider's long jump is up to 50 feet and its high jump is up to 2 5 feet, with or without a running start. Sunlight Hypersensitivity. In sunlight, the vampider takes 20 radiant damage when it starts its turn, and it has disadvantage on attack rolls and ability checks. Tum Immunity. The vampider is immune to effects that turn undead. Web Sense. While in contact with a web, the vampider knows the exact location of any other creature in contact with the same web. Web Walker. The vampider ignores movement restrictions caused by webbing. Actions Multiattack The vampider uses its Fear if it is available, and it can make one bite attack. Then it makes either two kick attacks or one bloodweb attack. Bite. Melee Weapon Attack:+ 12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC l 8 Constitution saving throw or else become poisoned for l minute. It repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. If the target isn't an undead or construct and has blood, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampider regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Kick Melee Weapon Attack:+ 12 to hit, reach l Oft., one target. Hit: l 5 (2d8 + 6) piercing damage. Bloodweb (Recharge 5-6). Ranged Weapon Attack:+ 12 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While in the webbing, the target is also poisoned, and it takes 14 (4d6) necrotic damage at the start of each of its turns. If the target isn't an undead or construct and has blood, its hit point maximum is reduced by an amount equal to the necrotic damage taken, which lasts until it finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. As an action, the restrained target can make a DC l 8 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp l 5; vulnerability to fire and radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). Fear (7/Hour). The vampider targets one or more creatures it can see within 60 feet of it. Each target must make a DC 18 Wisdom saving throw against this magic. On a failed save, a target is frightened of the vampider for l minute. While frightened in this way, a target can't make attacks against the vampider and can't move ifit can see the vampider. While within 15 feet of the vampider, it is also paralyzed. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 183
STAR SLUG The alien beasts known as star slugs are thought to be originally native to the Far Realm, but they can be found lurking in the darkest caverns, the foulest swamps, and forgotten oceanic depths. Some scholars think that star slugs were once mind flayer tadpoles that were long ago abandoned and forced to survive on their own, mutating into the modern star slug over many eons. Others claim star slugs are unrelated to illithids. One popular theory is that star slugs are parasites that live upon the eldritch bodies of the otherworldly stars living in the Far Realm. Mind-Control Lights. The strange stalks that grow from the top of a star slug's head are sensory organs that it uses to perceive the world without sight. These stalks are also known for the eerie lights that flicker and flash within, which some claim is the same starlight that the great stars of the Far Realm emanate. This light can enchant and enthrall any creature that isn't native to the Far Realm, compelling them to approach the star slug and, in some rare cases, even fulfill the slug's desires. Reality Alteration. Star slugs do not belong in this universe; their very presence in any plane other than the alien Far Realm causes reality to begin to unravel The laws of the universe, of fate and fortune, of magic and alchemy, all begin to warp and shift like molded clay in the presence of star slugs. The slime trail left by a star slug can warp physical matter even more severely. A star slug's trail can turn stone into gray oozes and turn organic matter into congealed madness. Brain-Lurking Larva. Star slugs reproduce using larva that must be implanted in the bloodstream or body of creatures that they eat - or that eat them. The larva makes its way to the victim's brain and infests it, settling into the folds of brain tissue and beginning to grow. As the larva matures, it begins to control more and more of the host's behavior, compelling the host to find the most populous location that it can. Eventually the host's head bursts open and is consumed by a newborn star slug. Aberrant Nature. A star slug doesn't require air or sleep. STAR SLUG Medium aberration (bestialj, unaligned ArmorClass 11 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft., climb 20 ft., swim 20 ft. SlR DEX CON INT WIS CHA 16(+3) 6(-2) 15(+2) 4(-3) 12(+1) 9(-1) Damage Resistances psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., passive Perception 11 Languages - Challenge 3 (700 XP) Proficiency Bonus +2 Salt Susceptibility. For every 5 feet the slug moves across salt, or for every pound of salt thrown onto it, it takes 3 (l d6) necrotic damage. Slime Trail If the slug walks or climbs across a surface on its turn, it leaves slime on the surface in its path that lasts until the end of its next turn. The path of slime is as wide as the slug's space. When a creature enters the area for the first time on a turn or starts its turn within the area, it must succeed on a DC 1 2 Dexterity saving throw or fall prone. Slugs and snails automatically succeed on this saving throw. Any non-aberration creature that falls prone in the area also takes 4 (l d8) psychic damage and 5 (2d4) force damage. Spider Climb. The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Starry Stalks. Whenever a non-aberration that can see the slug starts its turn within 120 feet of the slug, it must succeed on a DC 1 2 Wisdom saving throw or be charmed by the slug until the end of that turn. A charmed creature must spend all its movement to get as close to the slug as possible, potentially moving into hazardous terrain if necessary. Weirdness Aura. Any non-aberration creature within 60 feet of the slug has disadvantage on attack rolls and ability checks and can't benefit from damage resistance. Actions Radula. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (l d6 + 3) slashing damage plus 9 (2d8) acid damage and 7 (3d4) force damage. If the target is a non-aberration creature, it must succeed on a DC 12 Constitution saving throw or be infected with star slug larva. An infected creature repeats the saving throw against this disease every 24 hours, ending the disease on a success. If the disease remains for more than 3 days, the creature dies and its head (or its entire body, if it has no head) is transformed into a newborn star slug. THE IMPERMISSICON
TREANTS, UNDEAD Treants, elder trees that have become animated by the magic of nature, can be corrupted with undeath as well BLOODROOT 'TREANT When a Gulthias tree, a source of forest blights, lives long enough to transform into a treant, it undergoes a BLOODROOT TREANT Gargantuan undead plant, chaotic evil ArmorClass 15 (natural armor) Hit Points 227 (l3d20+ 91) Speed 40 ft. SlR DEX CON INT WIS CHA 26 (+8) 6 (-2) 24 (+7) 19 (+4) 21 (+5) 19 (+4) Saving Throws Str + 14, Con+ 13, Wis+ 11, Cha+ l 0 Skills Arcana+ l 0, Insight+ 11, Nature + l 0, Perception + 11 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities necrotic, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Common, Druidic, Elvish, Infernal Challenge 19 (22,000 XP) Proficiency Bonus +6 Draining Roots. While the treant is on the ground, each nonundeacf creature that starts its turn on the ground within 60 feet of the treant takes 11 (2d l 0) necrotic damage. If the creature has blood or is a plant, the treant also regains hit points equal to half the damage dealt. This damage is rolled twice against prone creatures and the higher result is used. The treant can disable or enable this trait as a bonus action. False Appearance. While the treant remains motionless, it is indistinguishable from a normal dead tree. Hellflame Tinder. Whenever the treant takes fire damage, it burns with unholy flame until the end of its next turn. While burning, the treant sheds bright light for 30 feet and dim light for an additional 30 feet, the treant's attacks deal l 0 (3d6) extra fire damage on a hit, and any creature within S feet of the treant that ends its turn, touches the treant, or hits it with a melee attack takes l 0 (3d6) fire damage. Legendary Resistance (3/Day). If the treant fails a saving throw, it can choose to succeed instead. Magic Resistance. The treant has advantage on saving throws against spells and other magical effects. Siege Monster. The treant deals double damage to objects and structures. Sunlight Hypersensitivity. The treant takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Tum Defiance. The treant and any undead creatures within 60 feet of it have advantage on saving throws against any effect that turns undead. Actions Multiattack The treant can use its Reanimate Trees action. It then makes two slam attacks or two rock attacks. Slam. Melee Weapon Attack:+ 14 to hit, reach l Oft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 16 (3dl 0) necrotic damage, and if the target is Medium or smaller, it is grappled (escape DC 20) and restrained until the grapple ends. If the target isn't an undead or construct and has blood, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the treant regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rock Ranged Weapon Attack:+ 14 to hit, range 60/180 ft., one target. Hit: 3 5 (5d l 0 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or else it is knocked prone. Reanimate Trees (3/Day). The treant magically reanimates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a rotwood treant, except they have Intelligence and Charisma scores of l, they can't speak, and they have only the Slam action option. A reanimated tree acts as an ally of the treant. The tree remains reanimated for l day or until it dies; until the treant dies or is more than 120 feet from the tree; until it uses this action again; or until the treant takes a bonus action to turn it back into a dead tree. Legendary Actions The treant 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 treant regains spent legendary actions at the start of its turn. Detect The treant makes an Intelligence (Arcana) check, an Intelligence (Nature) check, a Wisdom (Insight) check, or a Wisdom (Perception) check. Heal Blight or Bone. The treant restores up to 2 0 hit points to one plant or undead that it can see within 60 feet. If the target is an undead other than the treant, the target also gains resistance to radiant damage and can ignore the effects of sunlight until the end of its next turn. Poison Mist The treant creates a cloud of toxic mist. It fills a l 5-foot sphere centered on a location the treant can see within 120 feet of it and lasts until the end of its next turn. The area is lightly obscured. Any creature that starts its turn in a poison cloud must succeed on a DC 20 Constitution saving throw or else take 19 (3dl 2) poison damage. Charm (Costs 2 Actions). The treant targets one humanoid it can see within 60 feet of it. If the target can see the treant, it must succeed on a DC 20 Wisdom saving throw or be charmed by the treant until the end of the treant's next turn. On the charmed target's turn, the treant decides how the creature takes its turn, including its actions and movement. Hurl Rock (Costs 2 Actions). The treant makes a rock attack. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 185
special awakening that transforms it into an animated vampiric plant known as a bloodroot treant. Bloodroot treants are vicious and spiteful creatures that seek to twist and corrupt a forest into a dreadful blight-filled thicket, spreading outward and engulfing all within its borders. They possess all the powers that a Gulthias tree normally has, along with the powers of a true vampire. A bloodroot treant commands blights and the other evil creatures of the forest, acting as nemesis to any normal treants in the area. It commands all the denizens of the forest to bring blood to its roots. Vampiric Nature. A bloodroot treant doesn't require air or sleep, but it needs blood soaked into its roots as its food and drink, and it needs exposure to darkness the way a normal plant needs exposure to sunlight. ROTWOOD 'TREANT When a normal treant is slain and its body is left to rot, other treants are responsible for protecting the rotting trunk so that it can return to nature in the proper way. If they fail to protect the dead treant from necromancers or other corrupting forces of eviL the dead treant can be raised as an undead treant, also called a rotwood treant. Rotwood treants lurk in the dark and blighted areas of a forest or swamp, where their stench is less likely to stand out. Instead of protecting the forest, the rotwood treant seeks to corrupt it, turning it into a foul swamp of poisons or a desolate graveyard of barren husks. Undead Nature. A rotwood treant doesn't require air, food, drink, or sleep. ROTWOOD TREANT Huge undead plant, neutral evil ArmorClass 16 (natural armor) Hit Points 162 (l 3dl 2 + 78) Speed 30 ft. SlR DEX CON INT WIS CHA 23 (+6) 8 (-1) 23 (+6) 9 (-1) 13 (+ l) 16 (+3) Damage Vulnerabilities fire Damage Resistances bludgeoning, necrotic, piercing Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception l 3 Languages Common, Druidic, Elvish, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 False Appearance. While the treant remains motionless, it is indistinguishable from a normal dead tree. Siege Monster. The treant deals double damage to objects and structures. Stench. Any non-undead creature that starts its turn within l 5 feet of the treant must succeed on a DC l 6 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all rotwood treants for l hour. Whenever the treant takes fire damage, until the end of its next turn, the range of this trait increases from l 5 feet to 60 feet and creatures have disadvantage on the saving throw. Sunlight Sensitivity. While in sunlight, the treant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack The treant makes two slam attacks. Slam. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 9 (2d8) poison damage. Rock Ranged Weapon Attack:+ l Oto hit, range 60/180 ft., one target. Hit: 28 (4d l 0 + 6) bludgeoning damage plus l 3 (3d8) poison damage. On a hit or a miss, the attack also creates a cloud of foul stench that fills a l 5-foot sphere centered on the target. The cloud lasts for l minute or until a wind of moderate or greater speed (at least l 0 miles per hour) disperses it. Each creature that starts its turn in the area is affected by the treant's Stench trait. Reanimate Trees (7/Day). The treant magically reanimates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a normal treant, except they have Intelligence and Charisma scores of l, they're undead, they can't speak, and they have only the Slam action option, but they also have resistance to necrotic and poison damage and they have the treant's Stench and False Appearance traits. A reanimated tree acts as an ally of the treant. A tree remains reanimated for l day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant uses a bonus action to turn it back into a dead tree. THE IMPERMISSICON
TuLPA Large aberration, usually chaotic neutral Armor Class l 3 Hit Points 6 3 (14d 10 - 14) Speed 0 ft., fly 2 5 ft. (hover) STR DEX CON INT WIS CHA 13(+1) 17(+3) 9(-1) 17(+3) 5(-3) 15(+2) Saving Throws Str +4, Wis +0, Cha + 5 Skills Insight +0, Perception +3 Damage Vulnerabilities psychic Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses truesight 120 ft. (blind beyond this radius), passive Perception l 3 Languages None; telepathy 120 ft. (can only use or understand abstract thoughts, images, and ideas) Challenge 8 (3,900 XP) Proficiency Bonus +3 Advanced Telepathy. The tulpa can perceive (though likely not understand) the content of any telepathic communication used within 120 feet of it, and it can't be surprised by creatures with any form of telepathy. Detect Sentience. The tulpa can magically sense the presence of creatures that have an Intelligence of 5 or higher up to 5 miles away, unless the creature is protected by a mind blank spell. It knows the general direction they're in but not their exact locations. Magic Resistance. The tulpa has advantage on saving throws against spells and other magical effects. Semi-Existence. The tulpa is invisible and can't be seen by blindsight. Attacks against it have disadvantage. If the tulpa is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails, unless the damage is psychic. Shifty. The tulpa can Disengage or Hide as a bonus action. Unhindered Movement The tulpa ignores difficult terrain, and magical effects can't reduce its speed. It can move through other creatures and objects, but it takes 5 (1 dl 0) force damage if it ends its turn inside an object. Actions Multiattack The tulpa makes two Slam attacks. It can use its Teleport before, after, or between the attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: l 0 (2d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage and 3 (1 d6) force damage, and the target must succeed on a DC 14 Intelligence saving throw or be incapacitated until the end of its next turn. Teleport The tulpa teleports up to 30 feet. TuLPA Tulpas are beings composed and created entirely from pure thought, with no physical or material connection to the world whatsoever. A tulpa, in the rare cases when it can be observed, can have literally any appearance that can be imagined Some tulpas appear as humanoids, as animals, or as simple concepts such as trees, clouds, or the ocean. Other tulpas have more abstract forms, such as geometric patterns or disembodied facial features. A tulpa can usually control its appearance, and may alter its appearance as frequently as it desires or may retain a particular form out of familiarity. Un.known Origin. Scholars and tulpas themselves are uncertain as to the origin of tulpas. Some believe that tulpas are born directly from the minds of those who first imagine them. Others think that tulpas already exist outside the universe, such as in the Far Realm, and the minds of those dreamers who first imagine the tulpa are merely the gateways by which the tulpas gain entry to our world and the context to understand it. Perhaps the tulpas are simply waiting for minds in the physical world to reach out by imagining them, the same way one might listen for their name to be called For some reason, even confirmed tulpas disagree on this matter. Half-Existent. A tulpa only ever partially inhabits the physical world It exists between worlds, straddling the Material Plane and the Far Realm at all times. Tulpas perceive the world in an entirely different way than any creatures native to creation. They have no instinctual understanding of life, death, matter, gravity, morality, and every other concept attached to the physical world They can interact with physical matter when they desire to, but physical objects rarely interest them. Tulpas only take consistent interest in other self-aware minds. Psychic Nature. A tulpa doesn't require air, food, drink, or sleep. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 187
TwISTED SOUL Adventurers that died but were trapped by necromancy can rise again as tortured, insane undead spirits known among other adventurers as twisted souls. The only way to set them free from madness and release them to the afterlife is to destroy their twisted undead forms. Doomed Dungeoneers. Twisted souls are created by the same dark energies that they often sought to defeat, the dark energies that inhabit ancient ruins, dungeons, caverns, and temples. Adventurers who are trapped for long periods of time, especially those who become lost and separated from their allies, may spend the last few days of their life cursing their adventure and the lust for treasure that brought them there, leading their soul to become twisted upon death. Maddened Pillagers. Unlike ghosts, twisted souls do not retain their alignment or personality from life. They may retain some fragmented memories of life, but they don't feel any personal connection to those memories while they are trapped as a twisted soul Their death in the act of seeking out ancient treasures curses these souls. They hunger to obtain treasure and magic items despite being unable to hold or possess them, and in their madness they will eagerly kill anyone they can sense to be carrying magic items out of an insatiable desire to loot the carriers' corpses. Some of them are twisted in the opposite direction, and despise magic items instead of coveting them. But since their response is still to kill whoever carries the magic item, most who encounter them hardly notice. Undead Nature. A twisted soul doesn't require air, food, drink, or sleep. TwISTED SOUL Medium undead, chaotic evil Armor Class l 2 Hit Points 5 5 (l Od8 + l 0) Speed O ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+ l) 13 (+ l) 7 (-2) 16 (+3) Skills Perception +2 Damage Resistances acid, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages Any languages it knew in life Challenge 4 (l, l 00 XP) Proficiency Bonus +2 Detect Magic Items. The soul can magically sense the presence of magical objects and items up to 5 miles away. It knows the general direction they're in but not their exact locations. Incorporeal Movement The soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 dl 0) force damage if it ends its turn inside an object. Paranoid The soul can't be surprised and it has advantage on ability checks made for initiative. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage. Ray of Madness. One creature the soul can see must succeed on a DC l 3 Dexterity saving throw, or else it takes 14 (4d6) psychic damage and it can't take reactions and suffers from madness until the end of its next turn. A creature with madness must make a DC l 3 Wisdom saving throw at the start of each of its turns. On a failure, the creature rolls a d4 to determine what it does during its turn. On a l or 2, the creature does nothing. On a 3, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 4, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Ho«ifying Visage. Each non-undead creature within 60 feet of the soul that can see it must succeed on a DC l 3 Wisdom saving throw or be frightened for l minute. If the save fails by 5 or more, the target also ages l d4 x l 0 years. A frightened target repeats the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this soul's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. THE IMPERMISSICON
UNDEAD SWARMS Swarms of beasts are dangerous enough, but a swarm made of undead can be even more difficult to disperse. Undead can be commanded to swarm, but they usually form swarms as an accidental result of necrotic energy lingering over many scattered remains. Turning Swarms. Swarms of undead have a special relationship with effects that turn undead Driving away the undead can cause them to scatter, disturbing the cohesion of the swarm just as damaging the individuals would do. Clerics that tum undead may find the entire swarm routed just as quickly as it appeared, assuming the swarm is made of undead that can be turned Undead Nature. These swarms are made of tiny undead that don't require air, food, drink, or sleep. SWARM OF BONES Large swarm of Tiny undead, lawful evil Armor Class 14 (natural armor) Hit Points 27 (6dl 0 - 6) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+l) 9 (-1) 2 (-3) 8 (-1) l (-5) Saving Throws Dex + 3 Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9 Languages understands all languages they knew in life but can't speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a femur bone. The swarm can't regain hit points or gain temporary hit points. Tum Susceptibility. Whenever the swarm fails its saving throw against an effect that turns undead, it takes l 6 (3dl 0) psychic damage as it struggles to stay together. Actions Slam. Me lee Weapon Attack:+ 3 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) bludgeoning damage if the swarm has half of its hit points or fewer. Bone Toss. Ranged Weapon Attack:+ 3 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + l) bludgeoning damage. The swarm can't make this attack if it has half of its hit points or fewer. SWARM OF BONES When large piles of bones are left in areas suffused with necrotic energy, such as in a desecrated ossuary, there is a chance the bones may rise and become reanimated on their own, forming into an animate pile of bones and skulls, a swarm of bones. Swarms of bones act similarly to normal skeletons. They are obedient to their controllers when magically commanded, and they enjoy hurting living things when they have the chance to make their own decisions. A swarm of bones has considerably less intelligence than a proper skeleton, however, so most necromancers will rarely use these swarms in lieu of a cadre of skeletons. Typically a swarm of bones has no controller, and simply lurks in the area of its creation, waiting for living things to wander by and incur the swarm's wrath. DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 189
190 SWARM OF CRAWLING CLAWS Crawling claws are detailed in the Monster Manual. If a group of crawling claws becomes large enough, such as when a necromancer or warlock accumulates an entire horde of crawling claws, the DM can use these swarm statistics instead of using statistics for each individual crawling claw in the group. SWARM OF CRAWLING CLAWS Large swarm of Tiny undead, neutral evil Armor Class l 2 Hit Points 3 3 (6dl 0) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 11 (+0) 5 (-3) l 0 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9 Languages understands all languages they knew in life but can't speak Challenge 2 ( 4 5 0 XP) Proficiency Bonus + 2 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a crawling claw. The swarm can't regain hit points or gain temporary hit points. Tum Immunity. The swarm is immune to effects that turn undead. Actions Claws. Melee Weapon Attack: +6 to hit, reach Oft., one creature in the swarm's space. Hit: l 4 (4d6) bludgeoning damage plus l 4 (4d6) slashing damage, or 7 (2d6) bluageoning damage plus 7 (2d6) slashing damage if the swarm has half of its hit points or fewer. SWARM OF MUMMYWRAPS The desecrated wrappings used to raise a mummy as an undead do not entirely lose their magic when a mummy is defeated Discarded mummy wraps can move on their own if the mummy's vengeful curse lingers, slithering as they search for those who destroyed the mummy and try to continue guarding the mummy's tomb. The shreds and discarded wrappings left by a single mummy, even a mummy lord, are rarely substantial enough to form into a swarm. It usually takes multiple destroyed mummies to accumulate into even a single swarm. Multiple swarms can come together in places that used to have dozens of mummies, such as the most elaborate tombs - after they've been thoroughly raided CHAPTER THREE I DUNGEON MASTER'S CHEST SWARM OF MUMMY WR.A.PS Medium swarm of Tiny undead, lawful evil Armor Class l 2 Hit Points 3 3 (6d8 + 6) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 13(+1) 15(+2) 12(+1) 4(-3) 10(+0) 6(-2) Saving Throws Dex +4 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities necrotic, poison Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception l 0 Languages understands all languages they knew in life but can't speak Challenge 3 (700 XP) Proficiency Bonus +2 Damage Transfer. While grappling a creature, the swarm takes only half the damage dealt to it (rounded down) and that creature takes the other half. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a bandage wrap. The swarm can't regain hit points or gain temporary hit points. Tum Susceptibility. Whenever the swarm fails its saving throw against an effect that turns undead, it takes l 6 (3d l 0) psychic damage and it releases any targets that it had grappled as it struggles to stay together. Actions Grab. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: l 0 (3d6) necrotic damage, or 5 (2d4) necrotic damage if the swarm has half of its hit points or fewer. In addition, the target is grappled (escape DC l 2) and until the grapple ends the target is restrained and the swarm can't attack another creature. If the target is a creature, it must succeed on a DC l 2 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) for every 24 hours that elapse. 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. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
UNDEAD WARRIORS Not all skeletons and zombies are the same. Whenever a particularly adept warrior is raised to some form of undeath, there is a chance they may retain their martial skills and prowess. Some become even more powerful as undead than they ever managed while alive. Undead Nature. These undead warriors don't require air, food, drink, or sleep. GHOST CAPTAIN Some ghosts were so charismatic and determined in life that they are able to carry their inspiring presence and battlefield acumen with them even as undead Ghosts of this nature are able to rally and command other undead, inspiring them to battle with the same force of will that can terrify and even kill their enemies. Ghost captains can be found haunting abandoned battlefields or lurking on shipwrecked pirate vessels, leading groups of ghosts. GHOST CAPTAIN Medium undead (FighterjCuide), any alignment Armor Class l 3 Hit Points 120 (l 6d8 + 48) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5) Saving Throws Con +7, Int +6, Wis +7 Skills History+ l 0, Intimidation +9, Perception +7, Persuasion +9 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 17 Languages Any two languages (often including Common) Challenge l O (5,900 XP) Proficiency Bonus +4 Dreadful Presence. Creatures within 5 feet of the ghost have disadvantage on attack rolls against it. Undead, constructs, and creatures that can't be frightened are unaffected. Ethereal Sight The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 dl 0) force damage if it ends its turn in an object. Tactical Mastery. The ghost and its allies within 60 feet of it that it can see don't provoke opportunity attacks from movement and have advantage on Dexterity checks made for initiative. If the DM allows optional flanking rules, they also do not grant advantage for being flanked. A creature must be able to see and hear the ghost to gain this benefit. Actions Multiattack The ghost makes two weapon attacks. Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage. Ghostly Pike. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 0 (1 d l 0 + 5) force damage plus 9 (2d8) necrotic damage. Ghostly Longbow. Ranged Weapon Attack: +9 to hit, range l 50/600 ft., one target. Hit: 9 (1 d8 + 5) force damage plus 9 (2d8) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Ho"ifj4ng Visage. Each non-undead creature within 60 feet of the gnost tnat can see it must succeed on a DC l 7 Wisdom saving throw or be frightened for l minute. If the save fails by 5 or more, the target also ages l d4 x l 0 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Battle Wail (7/Day). The ghost releases a wailing battle-cry that can be heard from up to 300 feet away. Each nonundead creature within l 20 feet of the ghost that can hear it must succeed on a DC l 7 Charisma saving throw or else take 3 3 (6dl 0) psychic damage and suffer disadvantage on attack rolls and ability checks until the end of its next turn. Undead of the ghost's choice within 120 feet of it that can hear it also gain advantage on all attack rolls, ability checks, and saving throws until the end of the ghost's next turn. Bonus Actions Command Alf;: The ghost targets one ally it can see within 60 feet of it. If the target can see and hear the ghost, the target can use its reaction to make a weapon attack or take the Dodge action. If the target is undead, it gains advantage on the attack roll; if it takes the Dodge action rather than attacking, it can also move its speed as part of the reaction. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 191
192 GHOUL AsSASSIN Some ghouls are so cunning in life that they are able to retain much of their wits even in undeath. These clever ghouls aren't able to inspire other ghouls the way that a ghast can, and they rarely wish to follow the lead of one either. As a result, they act alone, honing their skills over their eternal undeath until they are fearsome assassins, able to hunt down any prey and hide from any danger to continue feeding however they desire. GHOUL AsSASSIN Medium undead (Rogue), chaotic evil Armor Class l 7 (studded leather) Hit Points 97 (1 5d8 + 30) Speed 30 ft. SlR DEX CON INT WIS CHA 15 (+2) 20 (+5) 15 (+2) 13 (+ 1) 11 (+0) 9 (-1) Saving Throws Dex +9, Int +5, Wis +4 Skills Athletics +6, Deception +7, Perception +8, Stealth +9 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Thieves' cant plus any two languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Assassinate. During its first turn, the ghoul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ghoul scores against a surprised creature is a critical hit. Evasion. If the ghoul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ghoul instead takes no damage if it succeeds on the save, and only half damage if it fails. Sneak Attack (7jTum). The ghoul deals an extra 28 (8d6) 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 ghoul that isn't incapacitated and the ghoul doesn't have disadvantage on the attack roll. Actions Multiattack The ghoul makes three kusarigama attacks, or it makes two attack with its claws and one attack with its bite. Kusarigama. Melee Weapon Attack: +9 to hit, reach l 0 ft., one creature. Hit: 11 (l dl 2 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC l 3 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. CHAPTER THREE I DUNGEON MASTER'S CHEST SKELETON KNIGHT Medium undead (Fighter}, lawful evil Armor Class l 9 (half plate, shield) Hit Points 7 5 (1 0d8 + 30) Speed 30 ft. SlR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 6 (-2) 15 (+2) 5 (-3) Saving Throws Str +5, Dex +5, Wis +4 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands any one language (usually Common) but can't speak Challenge 4 (1, l 00 XP) Proficiency Bonus +2 Martial Advantage. Once per turn, the skeleton can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeleton that isn't incapacitated. Actions Multiattack The skeleton makes two weapon attacks. Longsword Melee WeaponAttack:+5 to hit, reach 5 ft., one target. Hit: 7 (l d8 + 3) slashing damage, or 8 (l d l 0 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range l 50/ 600 ft., one target. Hit: 7 (l d8 + 3) piercing damage. Reactions Riposte. The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon. If the attack misses and the attacker is within the skeleton's reach, it can make one melee weapon attack against the attacker with advantage as part of the same reaction. SKELETON KNIGHT Skeleton knights are usually bound by loyalty or an oath that persists even after death, though it is often twisted by the dark magic of necromancy into its most violent form. These knights fight tirelessly and refuse to leave their charge, slaying anyone who threatens it. D&D UNLEASHED (vl.01) FANMADE HOMEBREW THE IMPERMISSICON
VAMPIRE SPAWN NINJA Medium undead (Monk/Rogue), neutral evil ArmorClass 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 12 (+ l) 15 (+2) 12 (+ l) Saving Throws Str +7, Dex +8, Wis +6 Skills Acrobatics +8, Perception +6, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 16 Languages the languages it knew in life Challenge 9 (5,000 XP) Proficiency Bonus +4 Cunning. The vampire can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Regeneration. The vampire regains l 0 hit points at the start of its turn if it has at least l hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. In sunlight, the vampire takes 20 radiant damage when it starts its turn, and it has disadvantage on attack rolls and ability checks. Actions Multiattack The vampire makes three attacks, only one of which can be a bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1 d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Dart Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1 d4 + 4) piercing damage. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC l 5). VAMPIRE SPAWN NINJA Lesser vampires that hone their martial skills find that they take well to the ways of the spy, scout, and assassin. ZOMBIE BERSERKER Medium undead (Barbarian), chaotic evil Armor Class 14 (natural armor) Hit Points 8 5 (1 0d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) l 0 (+0) 19 (+4) 3 (-4) 6 (-2) 11 (+O) Saving Throws Str +7, Con +7, Wis+ l Damage Resistances bludgeoning, piercing, and slashing Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands any one language (usually Common) but can't speak Challenge 5 (1,800 XP) Proficiency Bonus+ 3 Reckless. When the zombie makes a melee weapon attack on its turn, it gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 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. It has advantage on this saving throw. On a success, the zombie drops to l hit point instead. Actions Multiattack The zombie makes three greataxe attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: l 0 (1 dl 2 + 4) slashing damage. Great Cleave (Recharge 4-6). The zombie makes a greataxe attack against each creature of its choice within reach, and then it can make another greataxe attack against one target of its choice. These attacks gain a +2 bonus to damage rolls. ZOMBIE BERSERK.ER Zombies are known for their unnatural heartiness and single-mindedness, and a berserker-warrior raised as a zombie exemplifies these traits beyond all others. These zombies charge into battle heedless of all danger to slay any and all living things they see. They feel no pain and are often found with weapons still stuck in their bodies. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 193
UNDYING HYDRA Hydras are known for their supernatural ability to grow new heads when one of their multiple heads is removed The nature by which hydras do this is a mystery to even the most learned of scholars. Few scholars know about the hidden potential and greater mystery lurking within the body of the hydra. When the proper methods and rituals are applied to the dead body of a hydra, it can be raised as an undead creature that unlocks an even more powerful regenerative force within the hydra's flesh. A hydra that has been transformed in this way is typically called an undying hydra. Lifeless Regrowth. No one knows for sure why the transformation into undeath has such a profound effect on the hydra's ability to regenerate. Hydras raised as regular zombies do not experience this change. Somehow, the specific way that negative energy invests the flesh of the undying hydra grants it a twisted reflection of its original vitality. Undying hydras are often created by talented necromancers to act as sentinels, left in an area unattended to ward away all intruders. They are far more stupid than even zombies, making them almost impossible to command effectively. Toxic Blood Undying hydras have toxic blood that doesn't move and carries the touch of disease. When their blood is spilled, it fumes into deadly miasma. The hydra's bite is also made poisonous by UNDYING HYDRA Huge undead (bestialj, chaotic evil ArrnorClass 14 (natural armor) Hit Points 216 (l 6dl 2 + 96) Speed 30 ft., swim 30 ft. SlR DEX CON INT WIS CHA 23 (+6) 10 (+0) 24 (+7) l (-5) 6 (-2) 5 (-3) Saving Throws Con+ 12, Wis +3 Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception l 3 LanguagesChallenge 13 (l 0,000 XP) Proficiency Bonus +5 Miasma Blood When the hydra takes piercing or slashing damage, each creature within l 0 feet of the hydra takes 5 (1 dl 0) poison damage. Creatures that are immune to disease or that don't breathe are immune to the damage. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads falls off and rises as a zombie hydra head in an unoccupied space within l 0 feet of the hydra. If all its heads fall off, the hydra dies. At the end of its turn, it grows two heads for each of its heads that fell off since its last turn, unless it has taken fire or radiant damage since its last turn. The hydra regains l 0 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Regeneration. The hydra regains l 0 hit points at the start of its turn if it has at least l hit point. If the hydra takes radiant damage or fire damage, this trait doesn't function at the start of its next turn. Actions Multiattack The hydra makes as many bite attacks as it has heads. Bite. Melee Weapon Attack:+ 11 to hit, reach l Oft., one creature. Hit: 11 (1 dl 0 + 6) piercing damage plus 5 (1 d l 0) poison damage. Miasma Breath (Recharge 5-6). The hydra exhales miasma in a 30-foot cone. Each creature in that area must make a DC l 7 Constitution saving throw, taking 44 (8d l 0) poison damage on a failed save, or half as much damage on a successful one. Creatures that are immune to disease or that don't need to breathe are immune to this damage.
the blood, which pools in their mouths and becomes a foul saliva. With effort, the hydra can expel its blood in a gaseous spray that emerges out of one of its mouths. Undying Heads. Undying hydras feel an instinct to hunt and eat, but they do not need to or actually know how. Instead, their jaws bite and chew flesh, but merely drop the half-eaten food out of their broken maws rather than swallowing. When one of these heads is cut off, the head does not instantly die. It continues to slither over the ground like a bulbous snake, acting out its instincts until its magic runs out and it finally stops moving. Undead Nature. An undying hydra doesn't require air, food, drink, or sleep. VARIANT: LINGERING HYDRA HEADS Some DMs may want to use zombie hydra heads that linger without quickly perishing. These can be excellent additions to a fight with an undying hydra or to a series of fights that precede that battle. If a hydra has its heads cut off and then a necromancer or fell energy animates those severed heads as individual undead, you can use lingering zombie hydra head statistics for those as well. Zombie heads that persist in an environment cause untold ecological change as they leave trails of rotting carcasses and withered plants everywhere they wander. These zombie hydra heads lack the Dying trait, and instead of the Miasma Aura trait, they have the Miasma Blood trait. Miasma Blood When the hydra head takes piercing or slashing damage, each creature within 5 feet of the hydra head takes 3 (1 d6) poison damage. Creatures that are immune to disease or don't need to breathe are immune to this damage. ZOMBIE HYDRA HEAD Medium undead (bestialj, chaotic evil ArmorClass 13 (natural armor) Hit Points 42 (5d8 + 20) Speed l Oft., swim 20 ft. SlR DEX CON INT WIS CHA 19 (+4) 8 (-1) 19 (+4) l (-5) 6 (-2) 5 (-3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 8 LanguagesChallenge l (200 XP) Proficiency Bonus +2 Dying. The hydra head can't regain hit points, and it takes 3 (1 d6) necrotic damage at the end of each of its turns. This damage can't be reduced or prevented, including by Undead Fortitude. Miasma Aura. Each creature that starts its turn within 5 feet of the hydra head or enters the area for the first time on a turn takes 3 (1 d6) poison damage. Creatures that are immune to disease or don't need to breathe are immune to this damage. Undead Fortitude. If damage reduces the hydra head to 0 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 hydra head drops to l hit point instead. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: l 0 (1 dl 0 + 5) piercing damage plus 5 (1 d l 0) poison damage.
VAMPIRE BLOODLORD The oldest and most powerful of vampires are the ones who have existed long enough to delve into the mystery of their own undeath and unlock the secrets of vampiric blood magic, reaching the status of bloodlord A vampire bloodlord has mastered the art of blood magic using its own cursed undead blood, allowing it to take control of its vampiric curse and strengthen itself with its own magic. Bloodlords have more powerful regeneration and greater physical abilities compared to normal vampires. They can sense the presence of blood nearby, and they can transform into greater forms such as giant bats or blood mist. The bloodlord's most powerful tooi however, is the mighty blood sorcery that lurks hidden within the curse ofvampirism. A bloodlord's magic is greater than that of most archmages and many liches. Should the bloodlord run low on magical power, it can even use the blood of its victims to fuel its powerful magic. With this sorcery, a bloodlord is able to command an entire clan of normal vampires, as the oldest vampire progenitors do. Undead Nature. A vampire bloodlord doesn't need air. A Bloodlord's Lair. A vampire bloodlord's lair causes the same regional effects as a normal vampire's lair. VAMPIRE BLOODLORD Medium undead (shapechanger), lawful evil Armor Class l 7 (natural armor) Hit Points 178 (l 7d8 + 102) Speed 40 ft., fly 40 ft. SlR DEX CON INT WIS CHA 22 (+6) 20 (+5) 23 (+6) 19 (+4) 15 (+2) 23 (+6) Saving Throws Dex+ 11, Con+ 13, Wis +8, Cha+ 12 Skills Arcana + l 0, Deception + l 2, Perception +8, Stealth+ 11 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception l 8 Languages the languages it knew in life Challenge 20 (25,000 XP) Proficiency Bonus +6 Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph in to a Tiny bat, a Large giant bat, or a Medium cloud of blood-mist, or back into its true form. While in bat or giant bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in blood-mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the blood-mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. While the blood-mist isn't in sunlight, any creature that touches it or hits it with a melee attack while within 5 feet ofit takes 13 (3d8) acid damage plus 10 (3d6) necrotic damage. Blood Form (Mythic Trait; Recharges after a Short or Long Rest). If the vampire is reduced to O hit points, it may use this ability. It doesn't die, fall unconscious, or use its Misty Escape trait. Instead, the vampire's body turns inside out and transforms entirely into blood, and the vampire regains 180 hit points. Each creature that has blood within 120 feet of the vampire must succeed on a DC 21 Constitution saving throw or take 2 7 (Sdl 0) necrotic damage. For the next l hour, the vampire is immune to necrotic damage unless it is dealt by a Blood spell, and it can't be grappled or restrained. 8/oodsight The vampire's blindsight extends through total cover, but it can't perceive creatures that don't have blood, and it can't perceive any objects other than blood. A thin sheet of lead or adamantine can block this blindsight. In addition, it can magically sense the presence of living creatures that have blood up to 5 miles away. It knows the general direction they're in but not their exact locations. THE IMPERMISSICON
Draining Claws. Each creature of the vampire's choice that is grappled by the vampire takes 9 (2d8) necrotic damage at the start of each of the vampire's turns. While the vampire's Blood Form trait is active, this damage is doubled. Greater Regeneration. The vampire regains 30 hit points at the start of its turn if it has at least l hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, it only regains l O hit points at the start of its next turn. Hematurgy. As a bonus action, the vampire can expend up to 2 5 hit points or blood points. The next spell it casts on that turn with a spell level of no more than the amount of expended points divided by five is a Blood spell and doesn't expend a spell slot. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Misty £scape. When it drops to O hit points outside its resting place, the vampire transforms into a cloud of bloodmist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has O hit points in blood-mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least l hit point. After spending l hour in its resting place with O hit points, it regains l hit point. Spellcasting. The vampire is a 25th-level spell caster. Its spellcasting ability is Charisma (spell save DC 22, + 14 to hit with spell attacks). It knows the following spells as sorcerer spells: Cantrips {at-will): blade ward, blood boil (new), dancing lights, friends, gore spike (new), hemokinesis (new), spare the dying l st level (4 slots): blood reading (new), disguise self, sleep 2nd level (3 slots): carnage burst (new), invisibility 3rd level (3 slots): clairvoyance, major image 4th level (3 slots): dimension door, dominate beast 5th level (3 slots): dominate person, hold monster 6th level (3 slots): circle of death, eyebite 7th level (3 slots): finger of death, plane shift 8th level (3 slots): dominate monster, heart break (new) 9th level (2 slots): power word kill, rizzak's red death (new) Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Resistance. The vampire has advantage on saving throws against any effect that turns undead. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampiric Blood Magic. When the vampire deals necrotic damage to a creature that has blood using its Unarmed Strike, Bite, Draining Claws, or a Blood spell, it gains a number of blood points equal to half of the damage dealt, and the creature must succeed on a DC 2 l Constitution saving throw or be poisoned until the end of its next turn. The vampire can't ever have more than l 00 blood points. Actions Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: + l 2 to hit, reach 5 ft., one creature. Hit: l O (1 d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. Instead of dealing damage, the vampire can grapple the target {escape DC 21 ). Bite (Bat, Giant Bat, or Vampire Form Only). Melee Weapon Attack:+ l 2 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1 d6 + 6) piercing damage plus 2 7 (8d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 20 Wisdom saving throw against this magic or be charmed by the vampire. The charmed CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 197
target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in l d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for l hour or until the vampire dies, dismisses them as a bonus action, or uses this action again. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes a bite attack. Blood Sorcery (Costs 2 Actions). The vampire casts a spell of 5th-level or lower that normally requires an action or bonus action to cast. Unholy Call (Costs 2 Actions). The vampire uses its Children of the Night action. Mythic Actions If the vampire's mythic trait is active, it can use the options below as legendary actions for l hour after using its Blood Form trait. Blood Lash. The vampire makes two unarmed strikes against different targets. Each attack has a reach of l 5 feet and if the vampire grapples a target, it also pulls the target up to l 0 feet closer to it. Transfuse. The vampire makes one bite attack with advantage. It deals 14 (4d6) extra necrotic damage on a hit. Surge (Costs 2 Actions). The vampire moves up to twice its speed without provoking opportunity attacks. It can enter an enemy's space, but it can't end this movement there. Whenever the vampire enters a creature's space for the first time on a turn during this movement, it can make an unarmed strike attack against that creature. It can't use these attacks to grapple. THE BLOODLORD AS A MYTHIC ENCOUNTER Fighting a vampire bloodlord poses a deadly challenge for all but the most capable of adventuring parties. If you wish to make the battle truly legendary, you might have the vampire use its Blood Form mythic trait. When this happens, it calls upon a reserve of unholy power just when it appears to be defeated. Once it has transformed into blood, the vampire can choose one of its mythic actions each time it uses a legendary action. You might foreshadow the vampire using its mythic trait by describing its blood pulsing and glowing with crimson power inside its veins as the player characters reduce its hit points lower and lower. Read or paraphrase the following text when the vampire finally uses its Blood Form trait: "As the vampire's cursed blood spills from its wounds, its blood glows bright red, and its dead skin begins to bubble and steam like boiling oil. In one instant, the vampire turns inside out, spraying blood mist into the air as it pulls blood from living creatures nearby. The vampire's body is in the same shape, but now consists entirely of animated blood" Fighting a vampire bloodlord as a mythic encounter is equivalent to taking on two challenge rating 20 creatures in one encounter. Award a party 50,000 XP for defeating a vampire after it uses its Blood Form trait.
WILD FIENDS Devils, demons, and yugoloths are not the only creatures native to the Lower Planes. All manner of wild beasts live as fiends among these realms. Some of them, such as the canine hell hounds and the equine nightmares, are well known to adventurers, while others are more enigmatic. The following fiends are native to the Lower Planes but live like wild, feral beasts. Sometimes, these fiends can be summoned into the Material Plane or other planes. In rare cases, a group of wild fiends can find suitable environments to reproduce in another plane, and a small population may begin to live there, such as in a hellish volcano, poisonous jungle, frozen wasteland, or death-choked hollow. FELL SCORPION Fell scorpions are massive fiends that resemble normal scorpions in both appearance and temperament. They are native to the Abyss, but they have been reportedly encountered in nearby planes as well Although these creatures are nearly as intelligent as the average person, they are hateful and feral Fell scorpions do not treat any FELL SCORPION Huge fiend (bestialj, chaotic evil ArmorClass 18 (natural armor) Hit Points 178 (l 7dl 2 + 68) Speed 40 ft., burrow 20 ft., climb 40 ft. SlR DEX CON INT WIS CHA 21 (+5) 13 (+l) 19 (+4) 9 (-1) 9 (-1) 7 (-2) Skills Perception +4, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., tremorsense 30 ft., passive Perception 14 Languages understands Abyssal but can't speak it Challenge 14 (11,500 XP) Proficiency Bonus+ 5 Bristles. At the start of each of the scorpion's turns, any creature grappling the scorpion takes 4 (1 d8) piercing damage and must make a DC 17 Constitution saving throw, taking 5 (1d10) poison damage and 5 (1 d 10) necrotic damage on a failed save, or half as much damage on a successful one. Enraging Presence. Any creature that starts its turn within 30 feet of the scorpion must succeed on a DC 17 Wisdom saving throw or else become magically enraged until it leaves the scorpion's presence. It can choose to fail the saving throw automatically. An enraged target can't cast spells or maintain concentration, and must use its action before moving on each of its turns to make a melee attack against a creature other than itself or to Dash closer to such a creature if none are close enough to attack. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this scorpion's Enraging Presence for the next 24 hours. Fiends, creatures that have a Charisma score of 2 or lower, and creatures that can't be charmed automatically succeed on the saving throw. Keen Hearing and Smell The scorpion has advantage on Wisdom (Perception) checks that rely on hearing or smell. Spider Climb. The scorpion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The scorpion makes three attacks: two with its claws and one with its sting. Alternatively, it makes two attacks with its bristles. Claw. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1 d6) piercing damage and 3 (1 d6) fire damage, and the target is grappled (escape DC 1 7). The scorpion has two claws, each of which can grapple only one target. While a creature is grappled in this way, it takes 3 (1 d6) piercing damage and 3 (1 d6) fire damage at the end of each of its turns, and if it is Medium or smaller, it is also restrained. Sting. Melee Weapon Attack:+ 10 to hit, reach 10 ft., one target. Hit: 16 (2dl O + 5) piercing damage, and the target must make a DC 1 7 Constitution saving throw, taking 2 7 (5dl0) poison damage and 27 (5dl0) necrotic damage on a failed save, or half as much damage on a successful one. Bristles. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 1 3 (2d8 + 4) piercing damage, and the target must make a DC 1 7 Constitution saving throw, taking 16 (3d 10) poison damage and 16 (3d 10) necrotic damage on a failed save, or half as much damage on a successful one. CHAPTER THREE DUNGEON MASTER'S CHEST THE IMPERMISSICON FANMADE HOMEBREW D&D UNLEASHED (vl.01) 199