Credits we are amidst strange beings, in a strange land. — Solaire of Astora
2 Co-Founders Mat Hart (CCO) Rich Loxam (CEO) Chairman Simon Spalding Non-Executive Director Ron Ashtiani Ian Livingstone CBE Investment Director Rob Jones Development Richard August Jordan Connolly Alex Delaney Gabe Hicks Ginny Loveday Fraser McFetridge Steve Margetson Sherwin Matthews Jamie Perkins Human Resources Gareth Reid Sculpting & Art Ben Charles Russ Charles Nathan Lines Doug Telford Joe Thornton Holly Woolford Graphic Design & Layout Mike Hyslop Elliott Smith Jessica Santoso Nicole Holmes-De-Wyvill Sinclair Abigail Thornton Kelly Vizma David Wheeler Finance Jo Bebb John Higham Vanessa O‘Brien Amy Rapaport Production Candy Chan Matthew Elliott Alex Hall Nicolas Lu Carl Matthews Tom Rochford Marketing & Community Management Mike Appleton Ben Clapperton Rae Dixon Stuart Fenton Tom Hart Emma King Stuart Lee Chynna-Blue Scott Ben Taylor Dylan Wilby Licensing & Commercial Emma Higgins Toby Davies Laurence Finch Steve Hough Firoz Rana Jo Turner Matthew Vann-Hinton Operations & Fulfillment Judy Guan John Hockey Richard Jennings Susanna Ngai Steamforged Games Team DARK SOULS: The Roleplaying Game Team Line Manager & Project Lead Richard August Writing Richard August Corey Davies Alex Delaney Colin Le Sueur Ginny Loveday Alan Patrick Josh Wakerley Editing Shawn Banerjee Ginny Loveday Graphic Design & Layout Elliott Smith Production Candy Chan Brand Manager Emma King
3 The Tome of Strange Beings
4 Table of Contents Aberrations & Constructs Beasts Denizens of the Darkness Demons & Fiends Bone Tower Chaos Bug Pinwheel Servant Treant Gardener Vagrant 14 14 15 16 16 Frog-Ray Great Feline Possessed Tree Snow Rat Sulyvahn's Beast Swarm of Large Rats Swarm of Small Rats Tree Lizard Vile Maggot Wild Dogs 20 20 21 22 22 23 24 24 25 25 Balder Knight Blowdart Sniper Burrowing Rockworm Chained Prisoner Channeler Chaos Eater Clan of Forest Hunters Corvian Knight Corvian Storyteller Crystal Knight Darkmoon Soldiers Drake Ents Egg Carrier Giant Skeleton Giant Skeleton Archer Ghost Infested Barbarian Infested Ghoul Lycanthrope Hunter Man Serpent Mage Mindless Corvian Settler Oolacile Sorceress Oolacile Resident Necromancer Painting Guardian Parasitic Wall-Hugger Picasa Royal Sentinels Sentinels 34 35 36 37 38 39 40 40 41 42 43 44 44 45 46 47 48 49 50 50 51 52 52 53 54 54 56 57 58 58 Bell Gargoyle Bounding Demon of Izalith Crow Demon Stone Demon 28 29 30 30 Introduction Using This Book - Building Encounters - What's The Fight For? - Choose The Right Bad Guys - Describe, Describe,Describe - Plan for the Boss Early Boss Fights - Don't Be Cruel - Death is A Learning Experience - Make the Fight Important - Let Them Be Cool 09 09 10 10 10 10 11 11 11 11 11
5 Undead Bosses Banshee Black Knight Darkwraith Knight Flaming Attack Dog Hollow Assassin Hollow Cleric Hollow Manservant Hollow Priest Lycanthrope Phalanx Pus of Man Skeleton Beast Stone Guardian Torch Hollow Undead Assassin Undead Attack Dog Undead Crystal Archer Undead Crystal Soldier Undead Knight Archer Undead Soldier Wisp 62 63 64 65 66 66 67 68 69 70 70 72 72 73 74 74 75 76 76 77 78 Bed of Chaos Ceaseless Discharge Centipede Demon Chaos Witch Quelaag Crossbreed Priscilla Dark Sun Gwyndolin Gravelord Nito Gwyn, Lord of Cinder Manus, Father of the Abyss Oceiros, the Consumed King Ornstein & Smough Pinwheel Sanctuary Guardian Seath the Scaleless Slave Knight Gael Stray Demon The Four Kings Glossary Index 82 84 86 88 90 92 94 96 98 100 102 104 105 106 108 110 111 112 116 For all those who seek to link the flame. May your quests be glorious, and may your deaths be painless.
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7 Introduction urn back while you still can. Turn back while you still possess your mind…and some semblance of a self. That which lies herein is designed to kill and to maim. To break your body and snap your mind. There is no escape, there is no respite. Once you begin your journey, there is no way back. There is only death, and darkness, and the possibility of flame. We are in a strange land, after all. And strangers in strange lands should know what to expect. It’s in the name of the book in your hands. Strange beings. You’re still here then? No words of ours will dissuade you from your path? Well then…Welcome traveller, to the Tome of Strange Beings. This bestiary contains creatures from throughout the DARK SOULS universe—from across the different video games—now assembled here to terrify your players, butcher their character, and introduce them to the miracle of the bonfire! After all, let’s not kid ourselves. DARK SOULS: The Roleplaying Game isn’t about balance or carefully compiled lists of encounter ratings. It’s about hopeless odds, and death, death, death. These are creatures to surprise and slaughter your players, to force them to think and to work together. There’s almost nothing in this book that isn’t directly hostile to the Unkindled. So…Prepare to Die.
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9 Introduction — Using This Book This book is a bestiary, featuring a host of iconic DARK SOULS creatures ready to bring terror to your tabletop. Complete with all new abilities, terrifying attacks, and brutal bloodied actions, the creatures herein provide a wealth of new ways to send your characters back to the bonfire, and bring the worlds of DARK SOULS: The Roleplaying Game to new, and grisly, life. To make things easier, this book is broken into sections, each concentrating on the different types of monsters to be found therein. You’ll find a minion section, which contains all of the lesser terrifying monsters and beings you’ll encounter as you wander through the world, from variations on the lowly Hollow you’re after to the Dark Knights. If you want to skip straight to the big bosses, they have their own chapter—as you’d expect! If you’re looking for Nito, Lord of the Undead, for instance, or any other iconic boss, then you’ll want to check out this chapter. There’s also an initial chapter that guides you through how to use monsters and build encounters in DARK SOULS: The Roleplaying Game. After all, everyone expects to die in a DARK SOULS game, but they also anticipate actually making some forward progress at some point. This chapter offers ways to build interesting encounters, use monsters in interesting ways, and ensure your games feel fair and authentically difficult—and brutal, like you expect in this strange world. Building Encounters When you imagine battle, it’s not just enemies trading blows until one side is killed—no, battles are much more than that. They are tense, and tactical. Combat shouldn’t become a matter of rolling dice over and over again, running through the same litany of actions, until a resolution is reached. An exciting battle should cause players to think, and to push their characters to the limits of their abilities. Battle should be a dynamic, exciting, and perilous test of mettle and steel. So, how do you go about achieving this feeling in your games? The following tips should help, but they don’t stand alone. Each tip interacts with all the others and you, as GM, need to weave each choice you make and each element to create thrilling battle scenes.
10 Introduction — What's the Fight For? Describe, Describe, Describe Plan for the Boss Early Choose the Right Bad Guys What are you attempting to achieve in your game with this fight? Fights shouldn’t just happen. Of course, it’s fine to throw in random fights to subject your players to a challenge, but most fights should serve a broader purpose. Determine what this purpose is— what you want your characters to experience and recognise in the fight. It can be as simple as determining that their current path is especially well-guarded and dangerous. It can be subtle, reinforcing the overarching theme of your adventure, or brutally obvious as you show the characters that there’s something cool behind this door! You don’t need to overthink it or have each fight provide a major turning point, but knowing what you want it to achieve is a great help to you as a GM in terms of running the fight and knowing when to draw it to a close. The glorious, gothic world of DARK SOULS is instantly memorable. It surrounds the characters at all times; stygian darkness making everything unsafe, unsound, uncertain. Description is your dearest friend in evoking this bleak mood. You can’t stop at your describing the surroundings, however. Describe your monsters. Emphasise their strangeness, dwell on the most disgusting or disturbing elements. Use the monster descriptions and key phrases, included with each stat block to advise you how to effectively communicate the monster’s appearance, how it moves, and the way in which it shapes the world around it. Description is a key GM tool, but that doesn’t mean it’s always easy to pluck the perfect phrase from your mind when needed. That’s okay though—that’s something this book is designed to help with. Describe as much as you can and respond to player questions with information—if they’ve earned it, of course. While DARK SOULS lore should always remain mysterious and impenetrable, monster behaviour shouldn’t. If characters ask questions about how a creature moves, or what it does when it’s about to attack them, give them the answers! One way to make monster fights feel important is to link them to the approaching boss fight. This does several things—it gives you a means of teasing the approaching boss battle, a great way of allowing characters to perfect the tactics they might utilise in the forthcoming battle, and it helps the characters infer things about the world. The boss battles (we’ll get to those shortly!) are one of the major focus points of any DARK SOULS game, but they shouldn’t come out of nowhere. When building your encounters, try and construct them so there’s a dialogue between the individual encounter and the broader story you’re telling. How do the initial creatures the characters meet reflect, or contrast, with the boss? What’s the relationship between the boss and the other monsters? Are they loyal soldiers? Debtors, forced to repay even after death? Or are they mindless things, bound through magic or sheer misfortune to infest an area, waiting for annihilation to free them? And if so, what does that say about the boss? What does their choice of minion say about the boss? What does it say about how the characters need to approach the fight? These are important questions and answering them, or at least giving thought to them, is a great way of shaping meaningful and exciting encounters. This can seem obvious, but there’s more to it than it might initially appear. To start, you need to know what kind of challenge your characters are going to face. Do you want to kill them? Because you can, it’s pretty easy to do, but you need to know why you’re doing that and what lesson your characters are going to learn from it. In both DARK SOULS videogames and in the DARK SOULS: The Roleplaying Game death comes pretty easily, but it always communicates something more. This can help determine your monster choices, as can the environment you’re setting the fight in. Is it in a castle? Then you’re likely going to want Silver Knights, or other creatures who suit both the environmental aesthetics and the tone of the location. You can change things up completely, if you want to, of course. Rather than Silver Knights or Hollows, fill the dingy confines of the castle with walking plants and giant butterflies, maybe even some scarecrows. Be sure that’s the effect you want your battle to have though, as the characters are sure to wonder why the castle is full of butterflies. Dislocation and uncertainty are great emotions to invoke in players, but make sure you’re building an encounter capable of achieving that aim. The tone of your adventure depends on the monsters you’re pitting them against. Think about what impact you want the monsters to have, think about where they encounter the characters, and what character should take from meeting them—both in terms of gameplay, and in terms of atmosphere around the table.
11 Don't be Cruel Make the Fight Important Let Them be Cool Death is a Learning Experience There are bosses in DARK SOULS: The Roleplaying Game who can do awful, terrible things to characters, but you don’t need to use these bosses every turn. This is a co-operative game in which you’re working with the players to tell a story, but that doesn’t mean you shouldn’t challenge them nor does it mean they shouldn’t struggle or that they won’t suffer setbacks. The characters should be reminded about the constant dangers they face and the deadliness of the enemy combatants arrayed against them, especially when they face off against a boss. However, you should be generous and be sparing in utilising the most powerful of boss abilities to make sure things are fair. There are a few ways of making things feel fairer for characters: the first of which is to use the names of attacks when telling characters what the boss is going to do. This lets characters prepare their actions, learn what to expect, and build tactics to counteract what’s coming. It’s also great for building apprehension! Bosses should be scary and, as they are vital to any DARK SOULS game, they should feel like a big deal. Bosses are the pinnacle of a game session, an adventure, or even an entire campaign. When characters meet the biggest and deadliest beings in the world of Lothric, or Lordran, they should feel central to the action. Encounters should build to a boss fight, with the characters increasingly aware that they’re drawing near to something ominous, something dreadful, something likely to send them back to the bonfire in assorted pieces. Now, of course, you can achieve positive results by occasionally throwing in a sudden surprise boss, or a boss the characters need to hunt down. Truly though, most of the time, bosses should feel inevitable and unavoidable. A terrible threat against which the characters must test themselves and which they can’t advance past until they’ve found their way. There’s no dodging a boss battle in the DARK SOULS videogames and there’s no running away. Once you’ve begun a boss fight, you either complete it or you die. You don’t have to be quite as ruthless in your games, but it does achieve a definite atmosphere and it lets characters know there’s no way out. It makes every boss battle properly significant, and means characters bring their best to the battle. There’s no hiding. It’s do or—very literally—die. While you’re making sure characters recognise the terrible peril they’re in whenever fighting a boss, you should also be ensuring they get the opportunity to be amazing. If the characters come up with a means of defeating the boss—or any creature—let them try it. Think of an appropriate check the characters need to succeed on, or a succession of them if that feels most appropriate— collaborating to develop an unconventional plan is the beauty of roleplaying . While DARK SOULS video games require characters to hack their way to victory, you don’t have to use the same approach every time for the roleplaying game. If the characters engage with their surroundings and decide on a plan to drop a vast portcullis onto Black Dragon Kalameet’s neck, or to lure Halfbreed Priscilla into a pit of lava, let them! It’s your game and, importantly, it’s the player’s game. If they find exciting or unusual ways to deal with big fights, then you should go with it. Don’t enable them to avoid risks or danger, of course, but use their choices to open up new and different risks. Being smart, using your resources intelligently, and achieving your goals is what DARK SOULS is all about. Give your players that chance, and your battles will be all the more exciting as a result. This isn’t a direct contradiction of the above, even though it might sound like it. While you shouldn’t be unnecessarily cruel, you also shouldn’t be afraid of the characters struggling a little bit. If your players aren’t making use of their abilities, if they’re hoarding Position rather than spending it judiciously, or if they’re simply choosing to play stupidly, then it’s okay for things to go badly for them. Death is a reasonable reward for idiocy in the world of DARK SOULS. Even then, you should try to make character deaths feel meaningful—have them contain some elements of progress, and of salutary lessons for the characters. Let the characters, as they’re being butchered, glimpse a momentary weakness. A means by which they can ensure that they do better next time. Death isn’t the end in DARK SOULS; it’s just an opportunity to have one more go. Now, we’ve got the tips for building an encounter with the smaller things, the monsters that surround you and close in on all sides in Lothric. But then, there’s still the big fights—the boss battles. They’re a vital part of any DARK SOULS experience, and they should be difficult. They should be challenging. They should even, on occasion, be gruelling. But they should also always be moments of high drama, of grand and terrible acts, and of decisions taken in the midst of desperation. Sometimes, they might even turn out to be decisions leading to victory. So, let’s look at four principles to underpin your boss battles! What This Doesn't Mean... Don’t try to solve out-of-game problems with an in-game solution. If someone is disrupting the table, don’t kill their character—no matter how tempting it might be! Talk to them, explain how you want the table to function and how you want the game to flow. A lot of these issues can be dealt with via a Session 0, held before the game properly begins. You should discuss your expectations as a GM along with any expectations your players have. Combine your Session 0 with other safety tools such as those discussed in the DARK SOULS: The Roleplaying Game corebook to make sure your games are fun for everyone. Now you’ve got the key advice for building epic, authentically DARK SOULS encounters and boss battles. They’re intended to challenge your players and their characters, to push them to their limits, and to build the kind of endlessly threatening adventures you’ve experienced in the video games. So now, go forward, choose the creatures most suitable for your games, and get ready to set them against your poor, unprepared players! Introduction — Boss Fights
12 The Tome of Strange Beings — Aberrations & Constructs
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14 STR DEX CON INT WIS CHA Armour Class: 16 (Natural Armour) Large aberration 15 (+2) 19 (+4) 14 (+2) 12 (+1) 8 (-1) 1 (-5) Position: Initiative DC: Speed: 60 feet 187 (25d10+50) 14 Bone Tower Challenge: 10 (5,900 Souls) Ancient Bones Restless Dead Last Rites Successful attacks made against a Bone Tower by a bludgeoning weapon are counted as critical hits. Bone Towers do not need to rest or sleep and are immune to the exhausted condition. The Bone Tower does not grant souls once killed if it is later reanimated by a Necromancer. The Bone Tower grants souls normally if there are no necromancers present that may raise them. Collapse Flailing Spin Multiattack Strike Many Limbed Ground to Dust Actions Reactions Bloodied The Bone Tower lunges forwards, body slamming those attacking it. Creatures in a 20 foot long, 10 foot wide line from the Bone Tower must succeed on a DC 15 Dexterity saving throw or take 30 (4d12+4) bludgeoning damage. The Bone Tower is knocked prone after this lunge unless it makes a successful DC 16 Strength saving throw. The Bone Tower swings its flail in a wide arc. Each creature in a 10-foot radius centred on the Bone Tower must make a DC 15 Dexterity saving throw, taking 44 (8d8+8) bludgeoning damage on a failed save or half as much damage on a successful one. The Bone Tower makes three attacks. Melee Weapon Attack: +7 to hit, reach 5 feet., single target. Hit: 31 (5d10d+4) damage, In reaction to taking melee damage, the Bone Tower may make a free Strike attack that deals half damage if it hits. The multiattack action grants 1 additional attack and the Bone Tower has -4 AC for the remainder of combat. Skills Senses - blindsight 120 feet., passive Perception 9 Worm-like amalgamations made of dozens of skeletons bound together, burrowing through the Tombs of Giants; tracking, pursuing, and ambushing wanderers in the darkest and most neglected back-tunnels. Long aeons pass between each ill-fated adventurer, but still these abominations are found lying in wait, guarding precious loot or vital paths of progress. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic fire, radiant - blinded, charmed, deafened, exhausted, frightened Saving Throws Wis +3, Cha -1 STR DEX CON INT WIS CHA Armour Class: 10 (Natural Armour) Tiny aberration 6 (-2) 8 (-1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Position: Initiative DC: Speed: 60 feet 4 (1d6+1) 11 Chaos Bug Challenge: 0 (10 Souls) Bizarre, insectoid aberration with bulbous eyes and numerous spiny legs capable of great leaps. Though rarely found, gather in swarms amidst lost and abandoned ruins. Usually harmless, the swarms occasionally harbour a much deadlier variant, the red-eyed Chaos Bug, capable of overpowering a humanoid mind and forcing it into servitude. Skills Senses - blindsight 30 ft., passive Perception 8 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - fire -
15 Magic Resistance The Pinwheel servant has advantage on saving throws against spells and other magical effects. Cleansing Fireball Flamethrower Actions Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: 17 (5d6) fire damage. (Recharge 5–6). The Pinwheel servant manifests fire in a 30‐foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Actions Bite Envelop Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6−1) piercing damage. Melee Weapon Attack: +1 to hit, reach 15 ft., one creature. Hit: 2 (1d6-1) piercing damage, and the Chaos Bug attaches to the target with a wicked proboscis. If the target is Medium or smaller the bug engulfs the targets head. The engulfed target is blinded. While attached to the target, the Chaos Bug can attack no other creature except the target but has advantage on its attack rolls. Additionally, the Chaos Bug's speed becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the Chaos Bug by making a successful DC 10 Strength check as an action. On its turn, the Chaos Bug can detach itself from the target as a free action. There are two types of Chaos Bugs and the rarer version has glowing red eyes. The red-eyed variant has the following action: Illumination Leaper Praise the Maggot (red-eyed variant) The Chaos Bug sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A Chaos Bug can leap in place up to 15 feet. For every round a target starts enveloped by the Chaos Bug, it needs to succeed on a successful DC 13 Charisma saving throw or become charmed until the chaos bug dies or is removed from the target. The charmed target is under the chaos bug's control and can't take reactions. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on itself on a success. STR DEX CON INT WIS CHA Armour Class: 14 Medium construct 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 6 (-2) Position: Initiative DC: Speed: 30 feet 88 (16d8+16) 15 Pinwheel Servant Challenge: 3 (700 Souls) Skills Senses Performance +2 passive Perception 12 Magical constructs manifested by the tragic and mysterious necromancer known as Pinwheel. Created to serve and defend their creator, the Pinwheel servants are made in Pinwheel's image and share many of their powers and abilities, except for the ability to create duplicates. Unlike the mirror clones created by Pinwheel, these servants are permanent and can't be destroyed easily. Pinwheel servants operate autonomously, with no need to be commanded by Pinwheel. They can often be found as guards, servants, or wrangling other undead created by the necromancer Pinwheel. Tall, hunched figures with six arms and wearing three expressive masks, Pinwheel servants appear like a cursed and grotesque fusion of three people: a naïve child, a kindly mother, and a valiant father. Each arm holds a long pike with a glowing lantern hanging from it. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - damage from spells charmed, frightened Saving Throws Int +9, Wis +6
16 Magic Weapons Lost Souls Variant Forms The Vagrant's attacks are magical. The Vagrant is exceedingly rare and only appears in locations where a significant number of Souls have been lost. The Vagrant can appear in two forms: the egg form is docile and does not attack. The crab form is aggressive and wields a wicked piercing claw. Actions Position Spends Multiattack Stab Scoop The Treant Gardener attacks twice with its pitchfork, using any combination of its stab or scoop attacks. Melee Weapon Attack: +4 to hit, reach 10 feet., one target. Hit: 7 (1d10+2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 feet., one target. Hit: 7 (1d10+2) bludgeoning damage. Charge Spend 5 Position If the Treant Gardener moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Sweeping Strike. The Treant Gardener may target two creatures instead of one using an attack. STR DEX CON INT WIS CHA Armour Class: 12 Medium construct 15 (+2) 11 (+1) 14 (+2) 9 (-1) 10 (+0) 7 (-2) Position: Initiative DC: Speed: 30 feet 19 (3d8+6) 11 Treant Gardener Challenge: 1 (200 souls) Skills Senses Athletics +4, Perception +2, Stealth +3 darkvision 30 ft., passive Perception 12 Often regarded as serfs of the forest sanctuary, Treant Gardeners are usually found wielding gardening tools that they use as weapons. Appearing in the Royal Wood, they are believed to be ancient versions of the Demonic Foliage that roam the Darkroot Garden. After the fall of Oolacile, the Treant Gardeners no longer had any need to operate as servants and regressed into the wild as feral creatures. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - blinded STR DEX CON INT WIS CHA Armour Class: 13 (Natural Armour) Tiny aberration 6 (-2) 10 (+0) 10 (+0) 5 (-3) 10 (+0) 11 (+0) Position: Initiative DC: Speed: 30 feet 22 (5d8) 12 Vagrant Challenge: 1/2 (100 Souls) Skills Senses Perception +2, Stealth +2 blindsight 10 ft., darkvision 60 ft., passive Perception 12 One of the rarest and most curious beings in all of Lothric. The mysterious vagrant is spoken of in hushed tones, a thing of legend so extraordinary and unusual that few know of its existence, let alone have seen it with mortal eyes. The Vagrant manifests from nothing, materializing in lost places of strong magic, drawn by the enormous energy generated by the loss of a significant number of Souls. The power and potential of those lost Souls calls the vagrant into being, which can appear in multiple forms. The Egg Vagrant appears like a bulbous egg with a cracked side, skittering on spindly legs. This variant is docile and will not attack. The Crab Vagrant appears like a wedge of volcanic rock within a shimmering translucent sphere, with a wicked claw and grasping tentacles protruding from its top. The Crab Vagrant, though relatively unprotected, is capable of launching a deadly magical needle attack that can easily overwhelm the hardiest of warriors. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison fire, radiant - blinded, charmed, deafened, frightened, poisoned, unconscious Saving Throws Dex +2, Con +2, Wis +2, Cha +2
17 Actions Soul Needle The Vagrant exhales a shimmering hail of (Crab Variant Only) magical needles in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d10) piercing damage.
18 The Tome of Strange Beings — Beasts
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20 Venomous Colouring Ambush Predator A creature that sees the Frog-Ray must succeed on DC 14 Wisdom saving throw or become frightened by the obviously venomous markings of the Frog-Ray. If the creature has previously encountered Frog-Rays the DC is lowered to 8. The Frog-Ray is able to surprise all enemies unless they make a successful DC 16 Wisdom (Perception) check to detect it. Tongue Whip Tongue Lash Mudspit Hop Actions Reactions Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (3d6+1) bludgeoning damage. Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 8 (3d4+1) bludgeoning damage. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. A target hit by this attack must make a DC 14 Dexterity saving throw. On a failed save their speed is halved for 4 (1d4+2) turns. The Frog-Ray may make a leap of 15 feet in response to taking melee damage. STR DEX CON INT WIS CHA Armour Class: 12 (Natural Armour) Small beast 12 (+1) 15 (+2) 10 (+0) 4 (-3) 10 (+0) 8 (-1) Position: Initiative DC: Speed: 30 feet 36 (8d8) 12 Frog-Ray Challenge: 1 (200 Souls) Skills Senses Survival +2 darkvision 60 feet Many unusual and magical creatures inhabit the deep places of Lordran, but few are more outlandish than the FrogRay. Submerged in the murky pools of swamps or up in the moss covered branches, these giant frogs’ vibrant colouration implies toxins, yet it is neither venomous nor poisonous. This deception gives pause to many would-be predators, and more than a few adventurers too. Despite their sluggish demeanour, they’re not afraid to pounce on prey; particularly those who’ve already been run ragged by the horrors of the Darkroot fens. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - fire - - Keen Hearing and Sight Pack Tactics Pounce The Great Feline has advantage on Wisdom (Perception) checks that rely on sight or sound. The Great Feline has advantage on an attack roll against a creature if at least one of the Great Feline’s allies is within 5 feet of the creature and not incapacitated. If the Great Feline moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Great Feline can make one quick bite attack against it as a bonus action. STR DEX CON INT WIS CHA Armour Class: 13 Large beast 18 (+4) 17 (+3) 13 (+1) 6 (-2) 15 (+2) 3 (-4) Position: Initiative DC: Speed: 40 feet, Climb 20 feet. 55 (10d8+10) 15 Great Feline Challenge: 4 (1,100 souls) Skills Senses Athletics +6, Perception +4 darkvision 60 ft., passive Perception 14 At first glance, Great Felines look much like normal cats. With their large, muscular bodies and relatively small heads, these beasts can appear quite intimidating, and their neat rows of sharp teeth only further that perception. Their large size does little to hinder their speed. They can rapidly pinpoint their target and perform quick strikes, making a group of them very formidable. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - poison - - Saving Throws Dex +5, Con +3, Wis +4
21 Actions Reactions Multiattack Quick Bite Turning Bite Rolling Charge The Great Feline makes two quick bite attacks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage plus 4 bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. The Great Feline drops into a roll, moving up to half its speed without provoking opportunity attacks. It can then make one turning bite attack against a target of its choice. Wriggle Arbour Defender Reactions In response to taking damage, the Possessed Tree wriggles unsettlingly. When the Possessed Tree becomes bloodied, it immediately begins to sway slightly in the breeze. Trees for The Forest Peculiar Placement The Possessed Tree is nearly identical to the un-possessed vegetation of the Darkroot swamps. Its subtly unnatural movements are the only giveaway. A creature must succeed on a DC 18 Wisdom (Perception) check to identify a possessed tree. The DC is lowered to 12 if they have identified or fought one before. Possessed Trees are usually found blocking or obscuring entrances to small ravines, cave entrances, or even doorways. Root Strider Actions (Recharge 6). The Possessed Tree pushes itself into a blur of motion and may move 1 foot. STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Large plant 1 (-5) 1 (-5) 15 (+2) 1 (-5) 1 (-5) 1 (-5) Position: Initiative DC: Speed: 0 feet 32 (5d8+10) 5 Possessed Tree Challenge: 1/4 (50 Souls) Skills Senses Survival -3 passive Perception 5 Against a sea of gently swaying greenery, only the slightly unnatural movements of a Possessed Tree’s movement set them apart. They do not attack, and they rarely make any visible movements, yet they are constantly found in the entrances and mouths of hidden tunnels and secret ravines. Are they created at these locations or following some unseen trail? It is unknown whether they are even truly possessed, or if they are just another oddity that Darkroot has collected. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - fire Damage from any magical source blinded, charmed, deafened, exhausted, frightened, paralysed, petrified, poisoned, prone, unconscious
22 Actions Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain Position except by magical means, and the target’s Position maximum decreases by 3 (1d6) every 24 hours. Keen smell Pack Tactics Escape The Snow Rat has advantage on Wisdom (Perception) checks that rely on smell. The Snow 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 not incapacitated. The Snow Rat can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. STR DEX CON INT WIS CHA Armour Class: 12 Small beast 9 (-1) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 6 (-2) Position: Initiative DC: Speed: 30 feet 9 (2d6+2) 14 Snow Rat Challenge: 1/4 (50 souls) Skills Senses - darkvision 60 ft., passive Perception 10 A special type of Sewer Rat found exclusively in the Painted World of Ariamis. Like the small Sewer Rats, with one huge difference: Snow Rats carry far more poison toxin on them and can quickly disable their foes. Heralded by the pitterpatter of their claws along the sewers, they can at least be easily avoided. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - - Sundered Rib Cage Protruding and jagged, the ribcage of Sulyvahn’s Beast is a constant threat to any would-be attacker. Any creature within 5 feet at the start of the Beast’s turn must make a DC 15 Dexterity saving throw. On a failed save, they take 3 (1d6) piercing damage and are knocked prone. Multiattack Fanged Maw Actions Sulyvahn’s Beast makes three attacks, at least one of which must be its Fanged Maw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) piercing damager. STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Huge beast 20 (+5) 15 (+2) 20 (+5) 6 (-2) 6 (-2) 4 (-3) Position: Initiative DC: Speed: 45 feet 84 (8d10+40) 15 Sulyvahn’s Beast Challenge: 5 (1,800 Souls) Skills Senses Survival +1 passive Perception 8 All matted fur and vicious fangs, there is nothing remotely human about these beasts. From the three sets of eyes on its crocodilian head to the jagged shards of its exposed ribcage, it is clear that whatever else this creature may have been, it is now a beast of spite. Guarding the Boreal Valley and Irithyll proper, some say that they are the chosen of the Pontiff Sulyvahn himself, though there is little of the nobility displayed by his sacred knights in this monster, it is clearly more akin to the derisive exiled Outrider Knights. These vacuous beasts rain down upon trespassers with vicious bites and savage charges, sundering armour and crushing trespassers with simple, sadistic glee. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - cold, fire, poison - prone Saving Throws Str +8, Con +8
23 Charging Chomp (Recharge: 6). Gigantic maw open wide, Sulyvahn’s Beast charges with reckless abandon at a target within 60 feet. The attack hits the target for 27 (4d10+5) bludgeoning damage. Any creature in a space Sulyvahn’s Beast passes through takes 8 (1d6+5) bludgeoning damage. The target of the attack must succeed on a DC 15 Constitution saving throw or be knocked prone. Bloodied Spend 3 Position Pontiffs Lapdog. A bolt of lightning arcs from the slobbering maw of Sulyvahn’s Beast in a 5 foot wide, 60 foot long line. Creatures in the area of effect take 27 (5d8+5) lightning damage. Actions Putrid Bite Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 14d6 poison damage. If the swarm has half of its Position or fewer remaining, the target takes 8 (2d6+2) piercing damage and 10 (2d6+3) poison damage. Keen smell Swarm Overrun The swarm has advantage on Wisdom (Perception) checks that rely on smell. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium rat. The swarm can't regain Position or gain temporary Position. Spend 10 Position. The swarm can move up to twice its speed without provoking opportunity attacks. It can then make one putrid bite attack against a target of its choice. STR DEX CON INT WIS CHA Armour Class: 13 Huge beast 14 (+2) 17 (+3) 18 (+4) 2 (-4) 10 (+0) 4 (-3) Position: Initiative DC: Speed: 30 feet 63 (6d12+24) 16 Swarm of Large Rats Challenge: 5 (1,800 souls) Skills Senses - darkvision 30 ft., passive Perception 10 Heralded by what at first seems like the scurrying of normal rats, but quickly morphs into a stampede, the swarm of large rats is a formidable enemy: capable of taking down anyone who falls into its path with its deadly poison bite. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - bludgeoning, piercing, slashing charmed, frightened, grappled, paralysed, petrified, prone, restrained, stunned Bloodied Retribution Desperation When the swarm becomes bloodied, it immediately moves up to its speed and makes a putrid bite attack. Creatures successfully targeted by the swarm with putrid bite automatically take the poison damage, without requiring the additional saving throw.
24 Actions Putrid Bite Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d6+1) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. If the swarm has half of its Position or fewer remaining, the target takes 3 (1d6) piercing damage and 1d6 poison damage. Keen smell Swarm The swarm has advantage on Wisdom (Perception) checks that rely on smell. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Position or gain temporary Position. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Armour Class: 11 Armour Class: 12 (Mossy Lizard Hide) Medium beast Medium beast 10 (+0) 9 (-1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 10 (+0) 7 (-2) 4 (-3) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 20 feet 30 feet 13 (3d8) 54 (12d8) 13 14 Swarm of Small Rats Tree Lizard Challenge: 1/2 (450 Souls) Challenge: 1 (200 souls) Skills Senses - darkvision 30 ft., passive Perception 10 Darkroot Basin’s supposedly natural fauna baffle and amaze, each beast more unusual than the last. Tree-Lizards are no exception to this menagerie. Those ambushed by these camouflaged “reptiles” are sure to note the venomous, forefinger sized fangs of a serpent's maw as it pulls back for another breakneck strike; they are less likely to notice the identical head, or the slender gecko body that both connect to, before it is too late. Expert ambushers who hide amongst the moss of Darkroot, patiently awaiting a hapless supper to wander near. Rumoured to occasionally have the acorn-like Egg Vermifuge in their lairs, an unlikely saviour to the egg-bearer’s infestation. Often found scurrying through the sewers, a swarm of small rats can strip a corpse to the bone in a matter of minutes. Any food they encounter who may happen to be living should steer clear of these swarms as their poison bites can be debilitating. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - bludgeoning, piercing, slashing charmed, frightened, grappled, paralysed, petrified, prone, restrained, stunned Ambush Predator Camouflage Enemy creatures must succeed on a DC 16 Wisdom (Perception) check or the Tree Lizard is able to surprise them. This check has a DC of 12 if the target creature has engaged Tree Lizards before. The Tree Lizard gets advantage on all stealth checks. Multiattack Fanged Strike Actions The Tree Lizard attacks twice, once with each of its two heads. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 5 (1d6+2) piercing damage and 4 (1d4+2) poison damage. The target must succeed on a DC14 Constitution saving throw or become poisoned, suffering 2 (1d4) poison damage each turn, unless they succeed on a subsequent DC14 saving throw made at the beginning of their turn. Skills Senses - passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - poison -
25 STR DEX CON INT WIS CHA Armour Class: 12 Tiny beast 6 (-2) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 6 (-2) Position: Initiative DC: Speed: 20 feet 9 (2d8) 12 Vile Maggot Challenge: 1/4 (50 souls) Glowing faintly with a sickly yellow glow and two disgusting pincers protruding from its face, Vile Maggots are a troublesome foe, especially in large numbers. They smell of carrion and paralyse their opponents. Creatures caught unprepared find themselves quickly overwhelmed. Venomous Injection Venomous Spray Bloodied (Recharge 4-6). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 9 (2d6+2) piercing damage plus 4 (1d4+2) poison damage. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8+2) poison damage. Creatures adjacent to the target creature take half damage. The Tree Lizard may attempt to flee into the tree canopy above. The TreeLizard must succeed on a DC 12 Dexterity saving throw. If it is successful it will climb to its perch in the tree canopy above and relocate onto a different tree within 20 feet. Climbing to its perch does incur attacks of opportunity as normal. The Tree Lizard cannot move if there is no tree within 20 feet. Skills Senses - blindsight 20 ft., passive Perception 5 Paralytic Saliva Any creature that takes damage from a Vile Maggot’s melee attack must succeed on a DC 11 Constitution saving throw or become stunned until the end of the Vile Maggot’s next turn. A creature that fails this saving throw may repeat it at the end of its turns, ending the effect on itself on a success. Bite Lunging Bite Actions Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the Vile Maggot’s space. Hit: 1 piercing damage. Reach 0 ft., one creature in the Vile Maggot’s space. Hit: 1 piercing damage. This attack requires the Vile Maggot to move 10 feet directly towards a target and automatically hits its target. Actions Multiattack Bite The Wild Dog makes two bite attacks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its Position maximum by 5 (1d10) on a failed save. This reduction lasts until the disease is cured. Keen Sight and Smell Pack Tactics The Wild Dog has advantage on Wisdom (Perception) checks that rely on sight or smell. The wild dog has advantage on an attack roll against a creature if at least one of the Wild Dog's allies is within 5 feet of the creature and not incapacitated. STR DEX CON INT WIS CHA Armour Class: 13 Medium beast 15 (+2) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 5 (-3) Position: Initiative DC: Speed: 50 feet 33 (6d8+6) 15 Wild Dogs Challenge: 1 (200 souls) Wild dogs live in packs but are usually found in groups of two or three. Before attacking, the dogs growl angrily, warning enemies to maintain their distance. If provoked, they will attack ferociously, surrounding enemies and picking them off one by one. Worst of all though is their howl, which summons other dogs to the area as the sound of the hunt echoes throughout the sky. Skills Senses Perception +3, Stealth +5 darkvision 60 ft., passive Perception 14 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - fire -
26 The Tome of Strange Beings — Demons & Fiends
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28 False Appearance While the Bell Gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Bloodied Tail Cut Shield Bash Flying Tail Whip Fire Breath Multiattack Halberd Tail Axe Sustained damage severs the Bell Gargoyle's segmented tail, halting further attacks with the tail axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6+6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6+6) slashing damage. The target must succeed on a DC 17 Constitution saving throw or be stunned for 1d4 turns. (Recharge 4–6). The Bell Gargoyle exhales fire in a 30‐foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. The Bell Gargoyle makes three melee attacks. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) slashing damage. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage. STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Large fiend 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 10 (+0) Position: Initiative DC: Speed: 60 feet 178 (17d10+85) 14 Bell Gargoyle Challenge: 10 (5,900 Souls) Skills Senses Perception +4, Stealth +4 blindsight 30 ft., darkvision 120 ft., passive Perception 14 Hulking, stone-like demons that stand watch over sites of great reverence. Often appearing in pairs, these enchanted creatures perch motionless until their domain is breached and then attack with fiery rage and abandon. Though their toughened stony skin offers excellent natural defence, bell gargoyles often wear elaborate helmets and wield intricate shields alongside their fierce bronze halberds. Their segmented tails are flexible and end in wicked, axe-like blades. Tactics include staggering their assault to catch targets off-guard and attempting to overwhelm their prey in a pincer attack, using the long reach of their halberds and tails to great advantage. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison lightning cold, fire charmed, grappled, poisoned, unconscious Saving Throws Dex +4, Con +9, Wis +4
29 STR DEX CON INT WIS CHA Armour Class: 15 (Natural Armour) Huge demon 25 (+7) 12 (+1) 16 (+4) 7 (-2) 8 (-1) 6 (-2) Position: Initiative DC: Speed: 40 feet 136 (13d12+52) 11 Bounding Demon of Izalith Challenge: 8 (3,900 Souls) Skills Senses Athletics +10 blindsight 200 ft., passive Perception 9 These cursed, half-formed creatures congregate in the bowels of Lost Izalith. Cloistered there since the forces of Gwyn sacked the city and bound all the demons unless they would serve the gods. The bounding demons are a strange breed; huge, squamous things which strut around oblivious to the fact their biology defies all logical explanation. Their thick hides are insulated from the basalt lakes where they abide. This is just as well as their heavy strides are sure to shatter any solid earth beneath them. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire - cold, poison blinded, grappled Saving Throws Con +7 Faceless Spend 4 Position The Bounding Demon of Izalith does not have a face and as such any rolls which require it to see something are made at disadvantage. Bounding Jump. The Bounding Demon of Izalith may jump up to 50 feet from a standing start. This uses its movement but does not trigger any attacks of opportunity. Any enemies within 10 feet of where it lands must immediately make a DC 16 Dexterity saving throw, falling prone and taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. While bloodied the cost of a bounding jump is 2 Position. Multiattack Stomp Tail Sweep Retribution Actions Bloodied Position Spends The Bounding Demon of Izalith makes two stomp attacks or one tail sweep attack. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. All enemies within 5 feet of the target take half damage. If possible, a Bounding Demon of Izalith will always target the same creature with all of its stomp attacks in a round. Melee Weapon Attack: +10 to hit, reach 10 ft., all enemies within reach. Hit: 33 (4d12+7) bludgeoning damage. Enemies must succeed on a DC 15 Dexterity saving throw or be knocked prone. When the Bounding Demon of Izalith becomes bloodied, it immediately makes two stomp attacks and performs a bounding jump without spending Position. Where the Bounding Demon lands after this jump, an area of 10 feet around it is filled with magma. Creatures entering or starting their turn inside the magma take 19 (3d12) burning damage.
30 Murder Flight Spend 6 Position For every 10 feet flown by the Crow Demon any damage done is increased by 2 (1d4) for the remainder of the round. Quick Flight. The Crow Demon’s flying speed is doubled for the remainder of the round Multiattack Claw Grab and Peck Clipped Wings Actions Bloodied Position Spends The Crow Demon makes two claw attacks or one grab and peck attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (26d+4) slashing damage. (Recharge 4-6). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 26 (4d12) slashing damage. While bloodied, the Crow Demon flies at half speed. STR DEX CON INT WIS CHA Armour Class: 14 (Natural Armour) Medium demon 11 (+0) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0) Position: Initiative DC: Speed: 25 feet, Fly 40 feet 130 (29d8) 14 Crow Demon Challenge: 4 (1,100 Souls) Skills Senses Acrobatics +6 passive Perception 12 Banished or fled to The Painted World, none can say, but these aloof beings have made their nests in this bleak vista. They are tall and imposing creatures; inky black feathers on their faces and arms soaking up the light around them until giving way to the pale human-like flesh on the rest of their emaciated bodies. They flock together, often gliding in the cloud line, ghosts in the fog, content to be alone together until they are roused to anger. When defending themselves they will divebomb interlopers; cruel beaks seeking exposed flesh to tear at, midnight feathers shrouding their target until they are no longer a threat. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - cold - Saving Throws Con +3 STR DEX CON INT WIS CHA Armour Class: 15 (Natural Armour) Medium demon 10 (+0) 6 (-2) 16 (+3) 3 (-4) 8 (+0) 5 (-3) Position: Initiative DC: Speed: 20 feet 52 (7d8+21) 8 Stone Demon Challenge: 2 (450 Souls) Skills Senses - darkvision 60 ft., passive Perception 10 Squat, dragon-shaped gargoyles that lurk in ancient, forgotten places connected to the flame-wrought children of chaos. Often fading into the stonework, indistinguishable from other statues, they wake to drift languidly towards interlopers. Though plodding and clumsy, these demons channel the fury of chaos to roast those unlucky enough to cross their path. Their naturally dense stone skin offers strong defence against physical attacks and their demon heritage protects them from magical aggression. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - fire, lightning charmed, grappled, poisoned, prone, unconscious Saving Throws Con +5 Actions Multiattack Hurl Flame Fire Stream The Stone Demon makes two attacks. Ranged Spell Attack: +2 to hit, range 50 ft., one target. Hit: 7 (2d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. The Stone Demon exhales fire in a 15-foot line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Demon's Sight Magic Resistance False Appearance Magical darkness doesn't impede the Stone Demon's darkvision. The Stone Demon has advantage on saving throws against spells and other magical effects. While the Stone Demon remains motionless, it is indistinguishable from an inanimate statue.
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32 The Tome of Strange Beings — Denizens of the Darkness
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34 Armour Class: 16 (Balder Armour, Buckler), 18 (Balder Armour, Balder Shield) Weakness to Backstab Balder Knights treat any successful attack from an attacker they cannot directly see, or are surprised by, as a critical hit. Multiattack Rapier & Buckler Sword & Shield Balder Crossbow Actions Balder Knights makes two attacks with a rapier or sword, or one attack with a crossbow. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 15 (2d12+2) piercing damage. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 13 (3d6+3) piercing damage. Balder Knights are armed with one of the two following combinations, and a crossbow. Balder Riposte Bloodied Balder Knights may make one free melee attack whenever a melee attack from a creature adjacent to them misses. They may then leap 10 feet in any direction to an open space, STR DEX CON INT WIS CHA without provoking attacks of opportunity. Medium humanoid 15 (+2) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 11 (+0) Balder Knight Challenge: 3 (700 Souls) Skills Senses Acrobatics +5, Athletics +4 passive Perception 10 These knights once served the Knight King Rendal of Balder, before their homeland was reduced to ruins by undead. Long-since hollowed, these knights are strewn along the path to Anor Londo, forever marking the failure of their King’s grand ambition. Despite their bitter fate, they remain skilled opponents – the legendary shield and thrust technique of the Balder Knight is sufficient to outlast death itself. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - lightning, poison - - Saving Throws Dex +5, Con +4 Position: Initiative DC: Speed: 25 feet, Fly 40 feet 78 (12d8+24) 15
35 STR DEX CON INT WIS CHA Armour Class: 6 Medium humanoid 10 (+0) 11 (+0) 8 (-1) 10 (+0) 13 (+1) 6 (-2) Position: Initiative DC: Speed: 0 feet 3 (1d8-1) 10 Blowdart Sniper Challenge: 1/2 (100 Souls) Skills Senses - passive Perception 1 1 Be wary of these fiends, the contamination in Blighttown is of an unmistakable foulness. Silentious and craven dregs of the toxic scum, the Blowdart Snipers ensconce themselves in the decaying recesses of the noxious cleft. They clad themselves in the refuse discarded by the above world to disappear into the rank miasma they inhabit. Hunched unseen, ready, and more than willing, to discharge darts smeared in virulent poisons at any unfortunate who dares venture through the pestilential place. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities -- poison - Blighttown Mimicry Panic Shot The Blowdart Sniper has the invisible condition. When the Blowdart Sniper uses the Toxic Dart action, the target creature and allies within 5 feet of them must succeed on a DC 14 Wisdom (Perception) check. Once this check has been passed the Blowdart Sniper loses the invisibility condition. When an enemy moves within 10 feet of the Blowdart Sniper, if there are no other enemies within this range, the Blowdart Sniper may immediately make a Toxic Shot attack as a reaction. Toxic Dart Feeble Push Actions Bloodied Ranged Weapon Attack: +2 to hit, range 25/100 ft., one target. Hit: 2 (1d4) piercing damage. A creature hit by this attack has the poisoned condition and must immediately make a DC 12 Constitution saving throw. On a failed save the target loses Position equal to the average roll of one of its Hit Dice every minute. The loss of Position continues until the poisoned condition is removed. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 2 (1d4) bludgeoning damage. A creature hit by this attack is pushed 5 feet directly away from the Blowdart Sniper.
36 Maws in the Stone Caustic Feeding Burrowing Rockworms often eject themselves from stony surfaces when prey is nearby, though some may stay partially within the ceiling or high on a wall. Their location helps determine their options in combat. Creatures restrained by the Burrowing Rockworm automatically take 29 (5d8+7) piercing damage and 16 (5d6) acid damage at the start of their turn. Multiattack Bite Acid Spit Lunge Hanging Thrash Burrowed In Actions The Burrowing Rockworm makes two attacks, only one of which can be lunge or hanging thrash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage. If the target is a Large or smaller creature, it is also grappled and restrained (escape DC 19). Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 16 (3d6+6) acid damage, and one piece of nonmagical armour worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10. If the target isn’t wearing armour, they take an additional 7 (2d6) acid damage. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage. If this attack exceeds the target’s AC by 5 or more, the target takes double damage and is grappled and restrained (escape DC 19). (Recharge 4-6). Melee Weapon Attack: +11 to hit, reach 10 ft., all creatures it can reach without moving. Hit: 20 (3d8+7) bludgeoning damage, and the creature is knocked back 10 feet unless it succeeds on a DC 15 Strength (Athletics) check. This attack can only be used if the Burrowing Rockworm is in the ceiling or another rocky surface. While burrowed into a wall or ceiling, the Burrowing Rockworm has +4 to its AC and takes only half damage from any non-magical attack Spend 5 Position Bloodied Change Location. The Burrowing Rockworm leaps up to 30 feet into the closest safe space in the ceiling or high on a wall. If it is already in the ceiling or a wall, it instead ejects from that place up to 30 feet to a safe place on the ground. STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Huge monstrosity 24 (+7) 22 (+6) 22 (+6) 1 (-5) 6 (-2) 6 (-2) Position: Initiative DC: Speed: 15 feet, Burrow 50 feet 207 (18d10+108) 16 Burrowing Rockworm Challenge: 10 (5,900 souls) Skills Senses Perception +2 darkvision 60 ft., passive Perception 12 Covered in rock-like nubs of calloused flesh, these undulating terrors spit acid and thrash about with terrible strength. Most creatures caught up in a Burrowing Rockworm’s coils don’t live to tell the tale, as the beast’s maw is filled with hundreds of serrated teeth capable of grasping and shredding armour and flesh with ease. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities acid poison - exhaustion, petrified, prone, restrained Saving Throws Str +11, Con +10
37 STR DEX CON INT WIS CHA Armour Class: 18 Huge humanoid 21 (+5) 18 (+4) 21 (+5) 8 (-1) 7 (-2) 7 (-2) Position: Initiative DC: Speed: 60 feet 287 (25d12+125) 14 Chained Prisoner Challenge: 12 (8,400 Souls) Skills Senses Intimidation +2 passive Perception 8 Having broken its legs free, the obvious signs of an attempted imprisonment now empower it; the stake it was chained to is now a barbarous weapon, the chains that bind it now an impenetrable armour. With a swinging boulder chained to its distended mass as a makeshift wrecking-ball, this pitiful being can sunder flesh, crush bones and demolish walls; surely the Abyss beyond is not as heinous as this? Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities acid, lightning - bludgeoning, slashing, piercing charmed, frightened, prone, unconscious Restrained Fury Bloodied Hurt and confined, the Chained Prisoner is overcome with fury. Multiattack bestows one additional attack, its movement is increased by 15 feet and its AC is reduced by 4. Chain Armour Blood in Chains Attacks that deal bludgeoning, slashing, or piercing damage deal half damage against the Chained Prisoner. The chains that bind the creature whip and lash around the abomination. Any creature within 5 feet of the Chained Prisoner at the start of their turn takes 7 (1d4+5) bludgeoning damage. Multiattack Smash Wrecking Ball Charging Fury Actions The Chained Prisoner makes three attacks per turn. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10+5) bludgeoning damage. Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 36 (3d20+5) bludgeoning damage and the target must succeed on a DC18 Dexterity saving throw or be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. (Recharge 6). The Chained Prisoner charges 60 feet, doing 41 (8d8+5) bludgeoning damage to any creature whose space it passes through. If the charge ends in a space occupied by an hostile creature, then it will move past it to the next free space. Creatures that are hit must succeed on a DC16 Dexterity or Strength saving throw or be knocked prone.
38 Eyes of the Duke Ensorcelled Movements Enchanted Armaments Enthusiastic Performance The six eyes in the faceplate of a Channeler see all, a Channeler has truesight to a range of 120 feet. For one round after a Narrow Escape reaction, a Channeler is resistant to all damage while it is encased in the incandescent after-effects of a teleportation. Attacks made by a Channeler are magical. Spend 6 Position. Increase the range of the war dance action to 40 feet. Multiattack Trident Soul Arrow War Dance Narrow Escape Actions Reactions A Channeler makes three attacks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) piercing damage. Ranged Spell Attack: +6 to hit, range 40 ft., one target. Hit: 29 (4d12+3) piercing damage. (Recharge 5-6). All allies within 20 feet of the Channeler gain the following benefits. Attacks score a critical hit on a roll of 18-20. Attacks deal an extra 1d6 of their damage type. This lasts until the Channeler is killed, even if the affected creature leaves the area of effect. (Recharge 6). When hit by a melee weapon attack, after taking damage, the Channeler teleports up to 40 feet. STR DEX CON INT WIS CHA Armour Class: 15 (Enchanted Armour) Medium humanoid 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Position: Initiative DC: 99 (22d8) Speed: 20 feet 16 Channeler Challenge: 6 (2,300 Souls) Skills Senses Arcana +6, History +6, Perception +4, Performance +3 truesight 120 ft., passive Perception 14 Adorned in grandiose costumes befitting their station, Channelers are the chosen research assistants of The Paledrake. Travelling through Lordran and beyond to return the finest, and most available, specimens to the Great Archive to slake their master’s unending thirst for knowledge. Seath bestows impressive esoteric powers upon them, ensuring they (and most importantly, the knowledge they carry) return to the Archive unscathed. It is unclear if their will is entirely their own, or if the creature who peers through the six crystalline eyes in their masks guides his aides more directly. What is clear is that a Channeler is dangerous. Made even more so by their ability to imbue their allies with terrifying arcane strength. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire - damage from spells and magical weapons exhaustion, poisoned Saving Throws Int +6
39 Aberrant Ground The ground in a 10-foot radius around the Chaos Eater is treated as difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Multiattack Tentacle Swipe Corrosive Vomit Consume Actions The Chaos Eater makes one Tentacle Swipe and one Corrosive Vomit attack. Melee Weapon Attack: +2 to hit, reach 15 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or become restrained (escape DC 10) by the Chaos Eater. Ranged Weapon Attack: +1 to hit, range 30/60 feet., one creature. Hit: 10 (3d6) acid damage. Each time a creature is hit by this attack, it suffers -1 to its AC or weapon attack and damage rolls (targeted creature’s choice). This modifier persists until the creature completes a short or long rest at a bonfire. The Chaos Eater consumes a creature it has restrained. The creature must succeed on a DC 10 Strength saving throw to avoid being consumed. On a failed save the creature is consumed and is immediately reduced to 0 Position. STR DEX CON INT WIS CHA Armour Class: 9 (Natural Armour) Large monstrosity 10 (+0) 8 (-1) 16 (+3) 3 (−4) 10 (+0) 6 (−2) Position: Initiative DC: Speed: 10 feet 76 (9d10+27) 9 Chaos Eater Challenge: 2 (450 Souls) Skills Senses - darkvision 60 ft., passive Perception 10 These bug-like creatures are covered in eyes and gaping toothringed mouths; the final sight of any who wander too close. Their sucker-like appendages create a distinctive popping noise as they walk. Spraying corrosive spittle, a Chaos Eater is able to consume a knight in full armour in mere moments. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - grappled, prone
40 Actions Reactions Bandit Battle Axe Battle Axe Jumping Slash Shield Bash Parry The Forest Hunter Bandit makes three melee attacks. (One-handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. (Two-handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) slashing damage. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage. If the target is a creature other than a construct, it must succeed on a DC 15 Constitution saving throw or lose 3 (1d6) Position at the start of each of its turns due to the appalling wound inflicted. Any creature can take an action to staunch the bleeding with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. The Forest Hunter Bandit adds 3 to its AC against one melee attack that would hit it. To do so, the bandit must see the attacker and be wielding a melee weapon. Brave Brute The Forest Hunter Bandit has advantage on saving throws against being frightened. A melee weapon deals one extra die of its damage when the bandit hits with it (included in the attack). STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Armour Class: Armour Class: 16 (Studded Leather, Shield) 15 (Assassins Leathers) Medium humanoid Large humanoid 18 (+4) 14 (+2) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2) 15 (+2) 11 (+0) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 30 feet 45 feet 112 (15d8+45) 68 (8d10+16) 15 16 Clan of Forest Hunters Corvian Knight Challenge: 5 (1,800 Souls) Challenge: 5 (1,800 Souls) Skills Senses Athletics +7, Intimidation +5 passive Perception 11 Skills Senses Acrobatics +6 passive Perception 12 A member of the Forest Hunters, a covenant of devoted warriors sworn to protect the Darkroot Garden, eternal resting place of the legendary Knight Artorias of the Abyss, from intruders and grave robbers. The Forest Hunters patrol the Garden and serve under long-lived beast Alvina of the Darkroot Wood, leader of the Forest Hunters and trusted friend of Knight Artorias. The Forest Hunter bandit is ruthless and intimidating, wielding a wicked battle axe alongside a broad round crimson shield with an intricate black spider etched upon it. Typically wears the garb of brigands from the lands of blazing sun, dust, and sand: lightweight cloth and leather armour strengthened with bands of bronze. Infatuated with Sister Friede and sworn to protect the painting from flame; these vicious corvians haunt the darkness, forever waiting for fresh prey. Loyal to a fault and as wholly corrupted as the world around them, they even resorted to executing their flame-praising brethren. In spite, or perhaps because of, their stooped and skeletal frames, these so-called knights fight with a dextrous and acrobatic style; perfect for skulking the shadows of the Corvian Settlement. Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities fire fire - lightning - - exhaustion, poisoned - Saving Throws Saving Throws Str +7, Dex +5, Con +6 Str +5, Dex +6
41 STR DEX CON INT WIS CHA Armour Class: 11 Medium humanoid 9 (-1) 9 (-1) 14 (+2) 16 (+3) 11 (+0) 11 (+0) Position: Initiative DC: Speed: 30 feet, Fly 45 feet 97 (15d8+30) 9 Corvian Storyteller Challenge: 2 (450 Souls) Skills Senses Arcana +5, History +5 passive Perception 10 Nomadic wretches that travel the lands and share tales of the gentle painted world with other forlorn souls. Frail and skeletal, matted feathers fall from their form with every attack, but they should not be underestimated; dreadful toxins and a surprising ferocity await any who do. Storytellers tend to urge their cohorts into fits of rage, while they strike enemies with their spore-heavy staves, ravaging all who may incur their wrath as they push ever onward in search of a new home. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison - - poisoned, sleep Saving Throws Int +5, Wis +2 Corvian Agility Onslaught Corvian Knights have +3 AC against ranged attacks and spells. Once per round, after making a successful attack, the Corvian Knight may spend 2 Position to make one additional attack immediately. Actions Bloodied Multiattack Knightly Bloodlust Whirlwind Fan of Knives Crow Claws Crow Quill Corvian Knights makes three attacks, or five if equipped with Crow Claws. The multiattack action gives one additional attack to all variants of the Corvian Knight. Each attack does +2 damage and they gain +2 Dexterity until the end of the combat. Melee Weapon Attack: +2 to hit, 5-foot radius sphere centred on the Corvian Knight. Hit: 12 (2d8+3) slashing damage. Can only be used by Corvian Knights equipped with Crow Claws. Ranged Weapon Attack: +2 to hit, 15-foot. cone. Hit: 9 (2d8 + 3) damage. May only be used by Corvian Knights equipped with the Crow Quill. Each creature targeted must make a DC14 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one. The Corvian may then leap 20 feet, this does not provoke attacks of opportunity. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.. Hit: 7 (1d8+3) piercing damage. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) piercing damage. Corvian Knights are armed with one of the following combinations: Winged The wings of a Corvian Storyteller are fully formed, granting them a flight speed of 45 feet. Multiattack Fungal Stave Toxic Glob Actions The Corvian Storyteller attacks twice. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 3 (1d8-1) bludgeoning damage. The Corvian Storyteller hurls a 5-foot radius sphere of toxic glob at a space within 60 feet of them. Creatures in the sphere must succeed on a DC 12 Constitution saving throw or take 9 (2d8) poison damage and become poisoned. Reactions Disperse Spores The Corvian Storyteller may use its reaction when hit by an attack to create a 20-foot radius sphere centred on itself. Creatures, other than the Corvian Storyteller, in the sphere take 9 (2d8) poison damage and must succeed on a DC 12 Constitution saving throw or become poisoned for 1d4 rounds.
42 Magic Resistance Magic Attacks The Crystal Knight has advantage on saving throws against spells and other magical effects. The Crystal Knight's weapon attacks are magical. Multiattack Stab Horizontal Swing Overhead Swing Riposte Spend 4 Position Brittle Actions Reactions Bloodied Position Spends The Crystal Knight makes two stab attacks, one horizontal swing attack and one overhead swing attack. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 19 (3d8+6) slashing damage. Melee Weapon Attack: +10 to hit, reach 5ft., all creatures within 5 feet. Hit: 15 (2d8+6) slashing damage. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22 (3d10+6) slashing damage. A creature hit by this attack must succeed on a DC 12 Dexterity saving throw or be knocked prone. When targeted by a melee weapon attack which misses, the Crystal Knight may immediately make a stab attack targeting the creature which missed. Crystal Armour. When hit by a melee weapon attack, before taking damage, the Crystal Knight may instead take no damage. The AC of the Crystal Knight is reduced by 4, and when hit, all creatures within 5 feet take 2 (1d4) piercing damage as crystal shrapnel flies in all directions. The Crystal Knight cannot use the Crystal Armour reaction while bloodied. STR DEX CON INT WIS CHA Armour Class: 17 (Crystal Armour and Crystal Shield) Medium humanoid (crystal) 22 (+6) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 9 (-1) Position: Initiative DC: 105 (14d8+42) Speed: 20 feet 11 Crystal Knight Challenge: 10 (5,900 Souls) Skills Senses Athletics +10, Intimidation +3, Perception +4 passive Perception 14 Studded with mysterious crystals that hold little more than a glimmer of the dying light from the few torches still burning, the Crystal Knights are the eidolons of a dying world. These crystals are solid, providing a boon to the strength and durability of the Crystal Knight which eludes any mortals. But once a flaw in them develops they degrade rapidly and there is no way yet known to restore a crystal once shattered. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - damage from spells and magical weapons, poison exhaustion, poisoned Saving Throws Con +7, Cha +3
43 Blades in the Night Agents of the Dark Sun Load Out Variance Darkmoon Berenike Darkmoon Balder Combat Heal When the Darkmoon Soldier is within 50 feet of at least one other Darkmoon Soldier it gains +2 AC and makes one additional attack when it takes the multiattack action. The Darkmoon Soldier can only benefit from this once. Darkmoon soldiers can spend Position like a player character. The Darkmoon Soldier is equipped in one of two ways: Darkmoon Berenike is equipped with Heavy Steel Armour, Towershield and a Greatsword. Darkmoon Balder is equipped with Balder Armour, Balder Shield and a Balder Sword. Shield Bash. When targeted by a melee attack the Darkmoon Soldier may make a shield bash attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) damage. A creature hit by this attack must succeed on a DC15 Strength saving throw or be knocked prone. Skilled Swordsman. When targeted by a melee attack the Darkmoon Soldier may make a DC 14 Dexterity saving throw. On a success it may make an immediate attack. When the Darkmoon Soldier becomes bloodied, it immediately uses the Estus Flask ability if it has any uses remaining. Multiattack Greatsword Balder Sword Estus Flask Actions Reactions Bloodied Darkmoon Soldiers makes three attacks with a Balder Sword, or two attacks with a Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft, one creature. Hit: 28 (4d12+2) bludgeoning damage. This attack hits all creatures adjacent to the target creature. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 18 (3d10+2) slashing damage. (2/day). The Darkmoon Soldier heals itself for 41 (7d10+3) Position. STR DEX CON INT WIS CHA Armour Class: 16 (Balder Armour and Shield), 20 (Heavy Steel Armour and Towershield) Medium humanoid 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1) Position: Initiative DC: 105 (14d8+42) Speed: 20 feet 12 Darkmoon Soldiers Challenge: 10 (5,900 Souls) Skills Senses Acrobatics +5, Athletics +5, Deception +4, Perception+4, Stealth +5 passive Perception 14 A hidden dagger to supplement the radiant armies of the Gods, The Blades of the Darkmoon zealously hunt down and punish sinners. These Knights, sworn to Dark Sun Gwyndolin, bring brutal retribution down upon any who transgress against the Gods; to disguise the fading light of Anor Londo and ensure respect for the Gods. Claiming guilt-soaked ears as gory trophies and leaving the maimed corpses as warnings to any would-be transgressors. Recruited individually by Gwyndolin for their prowess in combat, the Blades are a motley crew, wielding whatever weapons and armour they are most skilled in; all the better to bring swift vengeance down on sinners. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire - all frightened Saving Throws Wis +4, Cha +4
44 Draconic Lineage Membranous Wings Drakes are winged creatures and have a flight speed of 60 feet. If a Drake is flying and takes more than one quarter of their total Position as damage in one round of combat they will fall from the air and take 13 (2d10+2) bludgeoning damage as a result. Multiattack Draconic Fangs Lightning Breath Plunge Barbed Tail Cornered Beast Actions Reactions Bloodied Drakes make two attacks, only one of which can be a plunge attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) damage. The drake exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 24 (6d6+3) lightning damage on a failed save, or half as much damage on a successful one. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) damage. This attack gains an additional d6 damage for every 10 feet of flight travelled by the Drake before attacking on the same turn. The target creature must succeed on a DC12 Strength saving throw or be knocked prone. In response to taking damage a Drake can use their reaction to immediately attack with their tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d10+5) damage. When the Drake becomes bloodied, it immediately releases a brutal discharge of lightning in a 20-foot radius centred on itself. Each creature in the area must make a Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. The Drake can repeat this attack as an action for the remainder of combat. STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Large dragon Medium humanoid 21 (+5) 14 (+2) 16 (+3) 17 (+3) 18 (+4) 10 (+0) 12 (+1) 8 (-1) 12 (+1) 7 (-2) 6 (-2) 4 (-3) Drake Ents Challenge: 4 (1,100 Souls) Challenge: 2 (450 Souls) Skills Senses Perception +3 passive Perception 13 Skills Senses Survival +0 darkvision 60 ft., passive Perception 8 Distant “cousins” of true Dragons, lacking their mighty size and fire breath, these azure draconids are no mere beasts. Even without the powerful forelimbs of the dragons of yore, the Drakes pose a very real threat to any who may have the misfortune of stumbling upon them. With vicious fangs and razor-sharp claws, Drakes are brutal foes. Whilst their lightning attacks are sure to shock any who live long enough to witness them, how they have the power of lightning, the jealously guarded power of the Gods, is unknown. Whether some spontaneous progeny of the twisted forces in the quagmires of Darkroot, or some engineered being turned loose; there is little recognisable in the jagged, shrublike bodies of the Ents. These ambushers bury their limbs underground, patiently masquerading as regular verdure until springing their trap; leaping out to surprise their targets with a barrage from their whip-like limbs. Don’t mistake these deadly flora as anything else; their thorny bodies of twisted roots and choking ivy will lacerate any stumbling unfortunate before they’re even aware they’re at risk. Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities lightning - - fire - magical charmed, frightened - Saving Throws Saving Throws Cha +0 Con +2 Armour Class: Armour Class: 18 (Scaled Hide) 10 (Natural Armour) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 30 feet, Fly 60 feet 45 feet 133 (14d10+56) 40 (9d8) 13 13
45 Ambush Attacker Tangled Vines Ents will disguise themselves by burying their limbs in the ground, leaving only their bush-like upper-half visible. Enemy creatures must succeed on a DC 18 Wisdom (Perception) check or the Ent is able to surprise its prey. If the creature has fought Ents before the DC is lowered to 12. The wriggling vines and gnarled roots of the Ents body make it impossible to spot vital weak points. The Ent is resistant to ranged and magical damage. Vine Whip Vine Grapple Actions Reactions Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 16 (3d8+3) slashing damage. After taking melee damage, the Ent may attempt to grapple the creature it was hit by; enveloping them in their myriad vines and branches. The target must succeed on a DC 14 Dexterity or DC 14 Strength saving throw or be grappled. At the start of every turn the creature is grappled in this way they take 14 (2d10+3) slashing damage and 5 (1d6+2) piercing damage. STR DEX CON INT WIS CHA Medium humanoid 12 (+1) 6 (-2) 10 (+0) 11 (+0) 9 (-1) 8 (-1) Egg Carrier Challenge: 1/2 (50 Souls) Skills Senses - passive Perception 9 Crawling prostrate under the weight of bulbous egg sacks that blossom from ripe tissue, the egg burdened drag themselves about what remains of their tragic lives. They have given themselves fully to this; body and mind consumed by things which squirm under their skin. Their only remaining purpose is to feed the parasites that have burrowed into them. For this they receive succour from the Fair Lady, and who knows how long that will last. She is a blind demon, fading away surrounded by dormant eggs. There are supposedly Egg Carriers who retain a sense of self throughout their tormented years. Perhaps they have something to offer you or perhaps this too is a curse so they can truly understand when what little remains to them is taken away? Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - fire - prone Armour Class: 8 Position: Initiative DC: Speed: 10 feet 4 (1d8) Always last Egg Burdened Parasitic Infection Unclean Intimacy When the Egg Carrier drops to zero Position, 4 (1d4+2) Vile Maggots are spawned within 5 feet before the Egg Carrier is removed from play. If these enemies cannot be placed within 5 feet of the Egg Carrier they are placed in the nearest available space. After an attack is made by the Egg Carrier the target creature must succeed on a DC 16 Constitution saving throw or else be infected with the Egg Head effect: Egg Head: The affected creature gains a level of exhaustion every hour to a maximum of three levels of exhaustion. Further levels of exhaustion can be added in the usual way or as part of another effect. The affected creature has no way to remove levels of exhaustion until this effect is removed by consuming Purple Moss or a Moss Fruit. While grappled by the Egg Carrier all Constitution saving throws are made with disadvantage. Feeble Grasp Actions Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: Target is grappled.
46 Mighty Swing Into the Abyss Ancient Bones Restless Dead Last Rites Creatures hit by an attack from a Giant Skeleton must succeed on a DC 16 Strength saving throw or be pushed back 10 feet. When making attacks, a Giant Skeleton will always try to push the target off the nearest cliff edge with its Mighty Swing feature. Successful attacks made against a Giant Skeleton by a bludgeoning weapon are counted as critical hits. Giant Skeletons do not need to rest or sleep, and are immune to the exhausted condition. The Giant Skeleton does not grant souls once killed if it is later reanimated by a Necromancer. The Giant Skeleton grants souls normally if there are no necromancers present that may raise them. Multiattack Giant Scimitar Guillotine Slam Stomp Leap Actions Reactions Giant Skeletons make two attacks. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (1d6+2) slashing damage at the start of each of its turns due to a bleeding wound. Each time the Giant Skeleton hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d6+2). Any creature can take an action to staunch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (4d10+4) slashing damage and the target must make a DC 16 Strength saving throw or is knocked prone. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target is pushed back 10 feet. After taking damage from any source, a Giant Skeleton may choose to leap 15 feet to their left or right. This does not provoke attacks of opportunity. STR DEX CON INT WIS CHA Armour Class: 14 (Ancient Bones) Large giant 18 (+4) 14 (+2) 13 (+2) 7 (-2) 6 (-2) 1 (-5) Position: Initiative DC: Speed: 45 feet 97 (15d8+30) 16 Giant Skeleton Challenge: 7 (2,900 Souls) Skills Senses - blindsight 120 ft., passive Perception 8 Deep under even the nethermost Catacombs, lies Gravelord Nito’s light-devouring domain of death. Fathomless depths of winding stone bridges over gaping ravines that go long aeons without anything treading their paths, save the Giant Skeletons. These are the most ancient of the dead, twice the height of any who may face them. They rely on simplistic brutality whilst guarding their tombs, choosing to simply smash interlopers off the winding cliff edge paths into the abyss below. Many an adventurer finds their doom in the dank, pitch blackness of the Tombs of Giants. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic fire, radiant - blinded, charmed, deafened, exhausted, frightened Saving Throws Con +6, Wis +2
47 STR DEX CON INT WIS CHA Armour Class: 14 (Ancient Bones) Large giant 14 (+2) 18 (+4) 13 (+2) 7 (-2) 6 (-2) 1 (-5) Position: Initiative DC: Speed: 45 feet 150 (20d10+40) 17 Giant Skeleton Archer Challenge: 7 (2,900 Souls) Skills Senses Perception +2 blindsight 300 ft., passive Perception 12 In motionless silence the Giant Skeleton Archers stand watch over the pitch black domain of the First of the Dead. These imposing figures dot the narrow paths of the cliff and crevices of the Tombs of Giants, eyeless faces ever watchful. With bows taller than any man, the hidden strength of their fleshless bodies draws ballista-sized ammunition across their bowstring. A sudden death launched through the darkness to bring a swift and violent end to any who may seek to steal from the decrepit sarcophagi of the ancient dead. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic fire, radiant - blinded, charmed, deafened, exhausted, frightened Saving Throws Con +6, Wis +2 Mighty Shot Into the Abyss Ancient Bones Restless Dead Last Rites Creatures hit by an attack from a Giant Skeleton Archer must succeed on a DC 16 Strength saving throw or be pushed back 10 feet. When making attacks, a Giant Skeleton Archer will always try to push the target off the nearest cliff edge with its Mighty Shot feature. Successful attacks made against a Giant Skeleton Archer by a bludgeoning weapon are counted as critical hits. Giant Skeleton Archers do not need to rest or sleep, and are immune to the exhausted condition. A Giant Skeleton Archer does not grant souls once killed if it is later reanimated by a Necromancer. The Giant Skeleton Archer grants souls normally if there are no necromancers present that may raise them. Multiattack Giant Bow Deadeye Shot Stomp Leap Actions Reactions The Giant Skeleton Archer makes two attacks. Ranged Weapon Attack: +8 to hit, range 100/300 ft., one target. Hit: 26 (5d8+4) bludgeoning damage. Creatures adjacent to the target creature are hit for half damage. The Skeleton takes time to aim, the next attack made with the Giant Bow gains +4 to hit, doubles its range, and does critical damage. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (5d6+2) bludgeoning damage. Any creature hit by this attack is pushed back 20 feet (this includes the 10 feet from the Mighty Shot feature). After taking damage from any source, a Giant Skeleton may choose to leap 15 feet to their left or right. This does not provoke attacks of opportunity.
48 Spectral Retreat Reactions After taking damage from another creature, the Ghost can choose to retreat 10 feet into a solid surface. This does incur attacks of opportunity. Accursed Dead Ghostly Levitation Incorporeal Immaterial Attacks against a Ghost that deal Radiant damage are treated as a critical hit. Ghosts have a fly speed of 30 feet. Ghosts can pass through inanimate and animate objects including creatures, walls, floors, and ceilings. They do not need air to breathe and can stay within a solid material for as long as they wish. A Ghost can only be hit by attacks from enemy creatures if it has made attacks against an enemy in its last turn. Graveyard Slash Cold Embrace So you Shall Suffer Too Actions Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 24 (2d20+3) slashing damage. Targeting one enemy within 10 feet, the Ghost smothers them in its corpse-cold embrace. The target creature must succeed on a DC 16 Dexterity saving throw or become grappled (escape DC 16) and take 25 (5d8+3) necrotic damage. While grappled, the target creature takes 25 (5d8+3) necrotic damage at the beginning of its turn. The target creature must succeed on a DC 16 Dexterity saving throw or become cursed. While cursed your total and current Position are reduced by one third, rounded down. While cursed, a creature can target and hit ghosts regardless of the Immaterial feature until the creature dies or rests. STR DEX CON INT WIS CHA Armour Class: 10 Medium humanoid 16 (+3) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) Position: Initiative DC: Speed: 30 feet, Fly 30 feet 22 (4d8+4) 13 Ghost Challenge: 3 (700 Souls) Skills Senses History +4, Insight +2, Perception +2 truesight 120 ft., passive Perception 12 Cursed residents of the once-flourishing undead city of New Londo. When the Abyss began to consume it, and corrupted its masters, the city was flooded to limit with the spread of the humanity-corrupted Darkwraiths. The city’s luckless denizens did not escape; they drowned slowly in the icy waters, sacrificed along with the city and entirely powerless to save themselves or loved ones from dying bitter, desperate deaths. Now, fuelled by rage, these spectres haunt the waterlogged ruins of the city; dragging foolhardy explorers to watery graves in acts of bitter revenge. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - radiant - blinded, charmed, deafened, exhaustion, frightened, incapacitated, invisible, paralysed, petrified, poisoned, prone, restrained, stunned, unconscious Saving Throws Con +3, Wis +2
49 Toxic Environment Blight Infested Reckless Assault Boulder Roll The Infested Barbarian is resistant to poison damage. When taking poison damage, the Infested Barbarian does not lose Position and instead gains Position equal to the damage inflicted. (Recharge 5-6): At the start of its turn, the Infested Barbarian can gain advantage on all melee weapon attack rolls during that turn, and attack rolls against it have advantage until the start of its next turn. On the turn the Infested Barbarian uses this feature, it may additionally spend 4 Position to reroll an attack. While armed with a boulder, the Infested Barbarian may move through the space occupied by another creature of equal or smaller size. When it does so, the creature must succeed on a DC 14 Strength saving throw, or be knocked prone and take 19 (3d12) bludgeoning damage. On a successful save, the Infested Barbarian immediately stops moving and cannot move in this way again until the creature is no longer engaging it in combat. Multiattack Club Club Smash Boulder Boulder Smash Spend 6 Position Actions Position Spends The Infested Barbarian makes two melee weapon attacks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) bludgeoning damage. (Recharge 4-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. Target must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (2d12+2) bludgeoning damage. (Recharge 4-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 29 (6d8+2) bludgeoning damage. Target must succeed on a DC 15 Strength saving throw or be knocked prone. Reinvigorate. The Infested Barbarian recharges all abilities which have not recharged instantly. STR DEX CON INT WIS CHA Armour Class: 14 (Rotted Armour) Medium humanoid 14 (+2) 11 (+0) 16 (+3) 10 (+0) 9 (-1) 5 (-3) Position: Initiative DC: Speed: 30 feet 105 (14d8+42) 10 Infested Barbarian Challenge: 2 (with club) (450 Souls), 3 (with boulder) (700 Souls) Skills Senses Athletics +4, Perception +1 Survival +1 passive Perception 11 Bloated and horrible, infested barbarians are hollows who have found themselves a niche in the tainted ecosystem of Blighttown. They are coated in the noxious slime of the place, as much a part of it as the slimy rocks and rotten wood; swinging at trespassers as they grow too near. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - poison frightened, poisoned Saving Throws Con +5