100 Boss Legendary Resistance Unyielding Foe Frightful Presence Powerful Curse Critical Vulnerability This creature can spend Position as if it was a player character. (3/Day). If Oceiros, the Consumed King fails a saving throw, he can choose to succeed instead. Oceiros, the Consumed King always goes first in initiative, and cannot be surprised. Each creature of Oceiros, the Consumed King’s choice that is within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that are damaged by any of Oceiros, the Consumed King’s melee weapon attacks are cursed until the end of Oceiros, the Consumed King’s next turn unless they succeed on a DC 21 Charisma saving throw. Creatures cursed by Oceiros are vulnerable to damage from his attacks. If Oceiros, the Consumed King is subject to a critical hit, he is stunned until the end of the next creature’s turn or the beginning of his turn, whichever happens first. Armour Class: 21 (Natural Armour) 26 (+8) 13 (+1) 23 (+6) 16 (+3) 20 (+5) 22 (+6) Position: Initiative DC: Speed: 30 feet, Fly 60 feet (hover) 346 (21d20+126) Always first STR DEX CON INT WIS CHA Skills Senses Perception +12 blindsight 120 ft., passive Perception 22 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities lightning, poison - - charmed, exhaustion, frightened, stunned Challenge: 23 (50,000 souls) A tragic figure, Oceiros is the former king of Lothric and is now a massive, dragon-like monster. His dream of finding immortality through magic has cost him everything: his kingdom, his body, his mind, and ultimately, even his children. As his mind crumbles he fully believes that his youngest son, Ocellote, is still a baby; he cradles the imaginary infant in one claw as he furiously rages against any that he believes would challenge his safety. The king, now thoroughly consumed by madness, exists in a painful half-state, partially as a beast and partially as an aware and plotting master. It is said that the spectral cries of a long-absent baby can be heard as Oceiros becomes more and more agitated. Huge monster Oceiros, the Consumed King Saving Throws Str +15, Int +10, Wis +12, Cha +13
101 Retribution Fearsome Claw Bestial Rage Spend 5 Position Spend 10 position Multiattack Staff Claw Ground Slam Spend 10 Position Bloodied Legendary Actions Actions Position Spends When he becomes bloodied, Oceiros, the Consumed King immediately makes a melee attack. Oceiros, the Consumed King can make one Claw attack with advantage as a bonus action. Oceiros, the Consumed King roars with frustration and charges twice his speed in a straight line. All creatures in his path are hit and take damage as per the claw attack. A creature can use its reaction to throw itself out of the way with a DC 18 Dexterity saving throw. If successful, they are prone and aren’t hit by the attack. If in the air, Oceiros, the Consumed King instead uses Ground Slam and Crystalline Breath without expending any Position. Oceiros, the Consumed King can take up to three legendary actions by choosing from the options below and spending the required Position. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Oceiros, the Consumed King regains spent legendary actions at the start of his turn. Attack. Oceiros, the Consumed King makes a melee attack. Line of Crystals. (Costs 2 actions) Oceiros, the Consumed King expels a 90-foot long, 5-foot wide line of crystals as per his Crystalline Breath attack. Oceiros, the Consumed King makes three attacks, only one of which can be Crystalline Breath. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) bludgeoning damage. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage. (Only when flying). Oceiros, the Consumed King dives from the air to slam into the ground, causing all creatures in a 20-foot radius to be knocked prone unless they succeed on a DC 23 Strength saving throw. Oceiros, the Consumed King can then spend 10 Position to make a melee attack against a prone target. Crystalline Breath. Oceiros, the Consumed King breathes out a mist that coalesces into a ridge of sharp crystals in a 30-foot cone. Each creature in that area must make a DC 21 Charisma saving throw. On a failed save, the creature takes 45 (10d8) force damage and is cursed until the end of Oceiros, the Consumed King’s next turn. On a successful save, the creature takes half as much damage and it isn’t cursed.
102 Empowered by Fury Unyielding Foe Boss Dragonslayer Multiple Attack Dragonslayer Spear Sweep Spear Attack Skewer Spear Attack Leaping Attack Actions Bloodied If Smough is reduced to 0 Position, Ornstein immediately increases one size category. Their maximum Position is increased to 199 (19d12+76) and their weapon attacks deal an additional 4 (1d8) damage. They are healed up to their new maximum Position. While empowered, Position cannot be spent to increase attack rolls targeting Ornstein. Ornstein always goes first in initiative and cannot be surprised. This creature can spend Position as if it was a player character. Ornstein’s attacks are treated as magical. Ornstein makes two Dragonslayer Spear attacks or a single Sweep Spear or Skewer Spear Attack. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 17 (5d6) piercing damage plus 15 (5d6) lightning damage. Ornstein sweeps his Dragonslayer Spear in a circle. All creatures within a 15-foot radius must succeed on a DC 20 Dexterity saving throw or take 11 (2d10) bludgeoning damage and 10 (3d6) lightning damage. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 19 (3d10+3) piercing damage and the targets maximum Position is reduced by the same amount unless they succeed on a DC 20 Constitution saving throw. The target is also grappled and restrained and takes an additional 32 necrotic damage at the start of each of their turns until they take an action to remove themselves from the spear (escape DC 19). After being hit by an attack, Ornstein can spend 5 Position as a reaction to leap up to 30 feet in any direction. When he lands, he can immediately make a single Sweep Spear Attack. The leap happens after the damage from the triggering attack has been resolved. This movement does not provoke attacks of opportunity. Armour Class: 20 (Dragonslayer Plate Armour) 17 (+3) 23 (+6) 19 (+4) 13 (+1) 15 (+2) 16 (+3) Position: Initiative DC: 180 (19d10+76) Speed: 40 feet Always first STR DEX CON INT WIS CHA Saving Throws Dex +12, Wis +8, Cha +9 Skills Senses Acrobatics +12, Perception +8 darkvision 120 ft., passive Perception 18 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities lightning - fire charmed, incapacitated, frightened, unconscious Challenge: 18 (20,000 Souls) Dragon Slayer Ornstein, once captain of the Four Knights of Gwyn. Instantly recognizable in their golden lion armour and wielding their dreaded spear; said to be able to split apart great boulders in a single strike. Large undead Ornstein
103 Empowered Fury Executioner Clumsy Strikes Meteor Hammer Boss Unyielding Foe Multiattack Hammer Strike Slamming Jump Retribution Spend 10 Position Actions Bloodied Position Spends If Ornstein is reduced to 0 Position, Smough immediately increases one size category. Their maximum Position is increased to 202 (15d12+105) and their weapon attacks deal an additional 17 (5d6) lightning damage. They are healed up to their new maximum Position. While empowered, Position cannot be spent to increase attack rolls targeting Smough. If Smough reduces a creature to below 40 Position that creature is immediately reduced to 0 Position. In addition, when Smough triggers a critical hit the targeted creature must immediately make a DC 20 Constitution saving throw. On a failure, the creature is immediately reduced to 0 Position. On a success the creature instead takes 13 (3d8) necrotic damage in addition to the normal effects of the triggering critical hit. If Smough targets a creature within 5 feet of a pillar, or similar blocking piece of terrain, Smough must spend an attack to smash the pillar. The pillar is destroyed by the attack with no attack roll required. On Smough's turn, when they score a critical hit with a melee weapon or reduce a creature to 0 Position, they can make one melee weapon attack as a bonus action against all opponents within reach that are adjacent to the original target. This creature can spend Position as if it was a player character. Smough always goes first in initiative and cannot be surprised. Smough makes three Hammer Strike attacks or one Hammer Strike attack and one Slamming Jump at the end of their turn. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 34 (8d6+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Creatures within 5 feet of the target must make a DC 18 Dexterity saving throw, taking 22 (5d8) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. Smough jumps 20 feet in the air and lands prone. All creatures within 10 feet of where they land are knocked prone and take 16 (3d10) force damage. An effected creature can expend its reaction to attempt a DC 16 Dexterity saving throw, taking half damage on a success. They are still knocked prone. Smough immediately makes two Hammer Strike attacks. Trample Charge. Smough moves 30 feet in any direction. A creature in a space he passes through is knocked prone and must succeed on a DC 16 Dexterity saving or be pulled along with him. On a failure, the creature is moved with Smough, taking 18 (4d8) bludgeoning damage. Creatures pulled along by the charge land in a space, and Smough then makes a Hammer Strike against them. Armour Class: 18 (Plate Armour) 22 (+6) 15 (+2) 24 (+7) 11 (+0) 12 (+1) 8 (-1) Position: Initiative DC: Speed: 25 feet 187 (15d10+105) Always first STR DEX CON INT WIS CHA Saving Throws Str +12, Dex +8, Con +13 Skills Senses Acrobatics +8, Athletics +12 darkvision 30 ft., passive Perception 11 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities lightning - fire charmed, frightened, unconscious Challenge: 18 (20,000 Souls) Executioner Smough desired to be one of the shining Knights of Gwyn, but the glee he showed for his work— his more cannibalistic tendencies, like grinding the bones of those he dispatched into his food—ensured he could never claim that honour. For a time, Smough was one of the few truly living creatures left in Anor Londo till, like everyone else, he too became undead. Ornstein and Smough were tasked with guarding the cathedral where the Princess of Sunlight was located. Yet Ornstein abandoned their post to seek out the Nameless King, leaving Smough the cannibal as the last servant of Gwyn to keep his post. Large undead Smough
104 Actions Reactions Position Spends Multiattack Cleansing Fireball Flamethrower Mirror Clone Mirror Clone Squad Spend 5 Position Pinwheel uses the Mirror Clone action and then attacks twice. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. (Recharge 4–6). Pinwheel manifest 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. Pinwheel spins in the air and glows with purple light before summoning an exact replica of themself. Until the replica is destroyed, or Pinwheel dismisses it, the duplicate moves with Pinwheel and mimics their actions, shifting position so it’s impossible to track which one is real. Each time a creature targets Pinwheel with an attack, roll a d20 to determine whether the attack instead targets one of the clones. With one clone, a roll of 14 or higher changes the attack's target to a clone instead of Pinwheel. For every additional clone, the target number decreases by 1 (up to a maximum of 8 clones, which returns a target number of 7 or higher). The clones’ AC equals 12 and they share Pinwheel's saving throws and magic resistance. If an attack hits a clone, the clone is destroyed. All clones gain Pinwheel's cleansing fireball ability. All existing mirror clones (see above) vanish and 8 new clones appear around the room. Pinwheel loses the mirror clone ability and clones do not return once destroyed. Teleport. As a reaction, Pinwheel teleports from their current location to any other spot within 100 feet, arriving at exactly the spot desired. STR DEX CON INT WIS CHA Armour Class: 14 Medium humanoid 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Position: Initiative DC: Speed: 30 feet 99 (18d8+18) Always first Pinwheel Challenge: 12 (8,400 Souls) Boss Unyielding Foe Magic Resistance Pinwheel can spend Position as if they were a player character. Pinwheel always goes first in initiative and cannot be surprised. Pinwheel has advantage on saving throws against spells and other magical effects. Skills Senses Performance +7 passive Perception 12 Obsessed with eldritch research into the cryptic and arcane, the tragic and mysterious figure known as Pinwheel toils in the darkness of lost catacombs, seeking to unleash the mysteries of life and death. A gifted necromancer, the being now known as Pinwheel was said to have stolen the power of the Gravelord himself. A tall, hunched figure with six arms and wearing three expressive masks, Pinwheel appears 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. While the true nature of the necromancer may never be known, Pinwheel remains a twisted and dangerous being, one capable of harnessing the powers of life and death. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - Damage from spells - Saving Throws Int +9, Wis +6
105 Boss Potent Poison Unyielding Foe This creature can spend Position as if it was a player character. The Sanctuary Guardian’s poison is exceptionally potent. Any creature poisoned by the Sanctuary Guardian takes 13 (4d6) poison damage at the start of their turn, then gains one level of exhaustion unless they succeed on a DC 20 Constitution saving throw. The Sanctuary Guardian always goes first in initiative and cannot be surprised. Armour Class: 22 (Natural Armour) 24 (+7) 26 (+8) 20 (+5) 16 (+3) 16 (+3) 10 (+0) Position: Initiative DC: Speed: 30 feet, Fly 90 feet (hover) 325 (21d20+105) Always first STR DEX CON INT WIS CHA Saving Throws Str +14, Dex +15, Con +12, Int +10, Wis +10, Cha +7 Skills Senses Acrobatics +15 (advantage), Perception +10 truesight 120 ft., passive Perception 20 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities lightning, poison - - charmed, exhaustion, frightened, poisoned, stunned Challenge: 24 (62,000 souls) With the body of a lion, a ram’s horns, an eagle’s wings, and a bristly scorpion’s tail, the Sanctuary Guardian may appear to be a stitched-together monstrosity. This magnificent beast was magically created to protect its lair with awe inspiring force and uses each of its disparate amalgamated parts to brutal effect. Immune to the passage of time, it serves as protector and enforcer of some long-forgotten edict. This solitary existence has driven the creature nearly mad with loneliness, and any loyalties it once held are now so much dust in the wind. Huge monster Sanctuary Guardian Reckless Abandon Savage Rebuke Spend 5 Position Spend 10 Position Multiattack Headbutt Claw Poisoned Stinger Ball of Lightning Spend 10 Position Bloodied Reactions Legendary Actions Actions Position Spends The Sanctuary Guardian makes melee attacks with advantage, and attacks made against it have advantage. It can no longer use its Bolt of Lightning ability. If an attack misses the Sanctuary Guardian’s AC by 5 or more, it can make one melee weapon attack against that creature. The Sanctuary Guardian can take up to three legendary actions by choosing from the options below and spending the required Position. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Sanctuary Guardian regains spent legendary actions at the start of its turn. Swipe. The Sanctuary Guardian makes a melee attack. Wing Buffet. (Costs 2 Actions). The Sanctuary Guardian pumps its wings and drives a powerful gust of wind forward. Each creature within 15 feet of the Sanctuary Guardian must succeed on a DC 22 Dexterity saving throw or take 17 (3d6+7) bludgeoning damage and be knocked prone. Sanctuary Guardian may then move up to half of its speed without provoking attacks of opportunity. The Sanctuary Guardian makes four attacks, only one of which can be Ball of Lightning, Bolt of Lightning, or Poisoned Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) bludgeoning damage, and the target is stunned until the start of their next turn unless they succeed on a DC 22 Constitution saving throw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d8+7) piercing damage. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6+8) poison damage and the target is poisoned until the end of the Sanctuary Guardian’s next turn unless they succeed on a DC 20 Constitution saving throw. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 99 (18d10) lightning damage. Bolt of Lightning (recharges when the Sanctuary Guardian uses Ball of Lightning during its turn). The Sanctuary Guardian exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 91 (18d10) lightning damage on a failed save, or half as much on a successful one.
106 Boss Unyielding Foe First Echo Primordial Crystal Cursed Crystal This creature can spend Position as if it was a player character. Seath the Scaleless always goes first in initiative and cannot be surprised. When Seath the Scaleless kills a player character, the player character must immediately roll on the hollowing effects table. While the Primordial Crystal is intact, Seath the Scaleless regains 30 Position at the start of his turn. If Seath the Scaleless is reduced to 0 Position while the crystal is intact, he is not defeated and regains 30 Position at the start of his next turn. The Primordial Crystal is usually located in the depths of Seath the Scaleless’ lair. The Crystal has an AC of 13 and 5 Position. A creature that ends its turn within 5 feet of Seath the Scaleless must make a DC 5 Wisdom saving throw. If the creature succeeds, the next time it needs to make a save against the Cursed Crystal the DC will be increased by 5. On a failure, the creature is cursed. While cursed in this manner the creature takes 2 (1d4) force damage at the end of its turn. When it dies its maximum Position is reduced by half (rounding up). The curse can only be lifted by magical means. The DC resets to 5 when a creature starts and ends its turn more than 5 feet from Seath the Scaleless if the creature hasn’t been damaged by Crystal breath during the same turn. A creature effected by the curse does not need to repeat the saving throw. Armour Class: 19 (Natural Armour) 26 (+8) 18 (+4) 30 (+10) 22 (+6) 21 (+5) 24 (+7) Position: Initiative DC: Speed: 10 feet 328 (16d20+160) Always first STR DEX CON INT WIS CHA Saving Throws Str +14, Con +16 Skills Senses Arcana +12, History +12, Religion +12 truesight 120 ft., passive Perception 15 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - prone, restrained, grappled, poisoned Challenge: 18 (20,000 Souls) Born blind and lacking the stone scales all other dragons possess which grant them their immortality, Seath turned on his brethren and aided Gwyn, so the legends hold. Through the stolen Primordial Crystal, Seath gained his immortality. In a world no longer ruled over by dragons, but by Gwyn, Seath began to obsess over study, research, and experiments. Hoarding countless tomes and sending his sorcerers ever further in search of the next piece of knowledge, until finally this hunger for knowledge consumed Seath, driving him beyond sanity, and beyond empathy. This is the state he now inhabits. Gargantuan dragon Seath the Scaleless
107 Multiattack Tail Swipe Lesser Tail Smackdown Back off Desperate Breath Actions Bloodied Seath makes one Tail Swipe and three Lesser Tail attacks. Melee Weapon Attack: +14 to hit, reach 20 ft., one creature. Hit: 35 (6d8 + 8) bludgeoning damage. A creature hit by this attack cannot spend Position until the end of their next turn. Seath the Scaleless can spend 10 Position to apply the attack roll of Tail Swipe to all creatures in a 20-feet cone from the original target. Melee Weapon Attacks: +14 to hit, reach 15 feet, one creature. Hit: 17 (2d8+8) bludgeoning damage. Seath the Scaleless immediately makes three Lesser Tail attacks and two Tail Swipe attacks. A creature hit by these attacks takes an additional 27 (5d10) bludgeoning damage. When Seath the Scaleless hits a creature with a Tail attack or Tendril Tail attack the creature is pushed 10 feet in a direction of Seath the Scaleless’ choice. Seath the Scaleless can spend twice the required Position to use a breath weapon attack as part of his multiattack feature. He cannot use a breath weapon in this way two rounds in a row. Reactions Seath the Scaleless can take up to three reactions per round. Spend 8 Position Spend 12 Position Spend 15 Position Spend 30 Position Position Spends Cursed Crystal Breath. Seath the Scaleless exhales destructive magical crystals in a 30‐ foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) force damage on a failed save, or half as much damage on a successful one. Damned Facet Breath. Seath the Scaleless exhales destructive magical crystals in a 60‐ foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 81 (18d8) force damage on a failed save, or half as much damage on a successful one. Crystal Rain. Seath the Scaleless exhales destructive magical crystals in a 100‐foot-long, 10-foot-wide line. Each creature in that area must make a DC 19 Dexterity saving throw, taking 99 (18d10) force damage on a failed save, or half as much damage on a successful one. Crystal Explosion. All creatures within 20 feet of Seath the Scaleless must immediately make a DC 21 Strength saving throw, taking 84 (13d12) force damage plus 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails by 10 or more must immediately make a saving throw against Seath’s Cursed Crystal feature.
108 Armour Class: 25 (Natural Armour) 26 (+8) 22 (+6) 24 (+7) 22 (+6) 18 (+4) 14 (+2) Position: Initiative DC: Speed: 40 feet 577 (33d20+231) Always first STR DEX CON INT WIS CHA Saving Throws Dex +15, Con +16, Wis +13 Skills Senses Perception +13 truesight 120 ft., passive Perception 23 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - necrotic, bludgeoning, piercing, and slashing from nonmagical attacks poisoned Challenge: 30 (155,000 Souls) The tragic story of Slave Knight Gael began in a place of love and ends in a lifetime of death. In a time long ago, certain undead warriors were chosen as slave knights; first line fodder in the bleakest of battles. Gael was one such undead, with devotion and duty the only things stopping him from losing himself to the hollow void. Like many forlorn beings before him, Gael found himself drawn into a cold and desolate place, the Painted World of Ariandel. There he met the Painter, a young white-haired girl with the power to paint new worlds into existence. Slave Knight Gael devoted himself to the girl and became her protector. Rot overwhelmed the Painted World of Ariandel, but before the Painter could create a new world to replace it, she asked Gael to find a special pigment the colour of the dark soul of man. Gael left the painting on a quest to bring that pigment to the Painted World, returning to Lothric. His long search for the dark soul eventually led him to the lost and isolated Ringed City, said to exist at world's end and to be home to the furtive pygmy lords, inheritors of the dark soul of man, one of the four Lord Souls found in the Age of Ancients. Slave Knight Gael confronted the pygmy lords but found to his horror, their blood had dried ages ago, rendering the pigment useless. Enraged and broken, his quest now impossible, Gael slaughtered the lords and drank their blood–knowing well that he was no champion, that the dark soul of man would surely corrupt him, and that he would likely never see the Painter again. The once proud and devoted knight is gone, lost to the madness of the dark soul. He now feeds on the blood of other undead, absorbing the power of the dark soul and growing unfathomably strong. His body warped, Slave Knight Gael is now the size of a giant, his long grey beard stained with blood. The executioner's greatsword he carries is broken and battered from an eternity of combat. His slave knight armour, once a symbol of craftsmanship and honour, is now dented and stained, his red hood and cloak a grim warning to those he would devour. The corrupting power of the dark soul has transformed Slave Knight Gael into the most terrifying opponent, capable of laying waste to entire armies or challenging the gods themselves. His devotion to his beloved Painter long forgotten; Gael has become truly hollow. Existing only to feed and grow stronger; to wander the land as a destructive force that none but the strongest champions could hope to face. Huge undead Slave Knight Gael
109 Boss Unyielding Foe Legendary Resistance Magic Resistance Fear Aura Magic Weapons The Blood of the Dark Soul Multiattack Greatsword Dark Cloak Repeating Crossbow Way of the White Corona Soul Explosion Lightning Storm Actions Bloodied Slave Knight Gael can spend Position as if he was a player character. Slave Knight Gael always goes first in initiative and cannot be surprised. (5/Day): If Slave Knight Gael fails a saving throw, he can choose to succeed instead. Slave Knight Gael has advantage on saving throws against spells and other magical effects. Any creature hostile to Slave Knight Gael that starts its turn within 20 feet of Slave Knight Gael must make a DC 21 Wisdom saving throw, unless Gael is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature become immune to the Slave Knight Gael's Fear Aura for the next 24 hours. Slave Knight Gael's weapon attacks are magical. Slave Knight Gael deals triple damage on a critical hit rather than double damage. Damage dealt by Gael overcomes all resistances. Slave Knight Gael makes five weapon attacks. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 29 (6d6+8) slashing damage. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) piercing damage plus 21 (6d6) necrotic damage. Ranged Weapon Attack: +15 to hit, range 120 ft., 1d4 targets. Hit: 28 (4d10+6) piercing damage. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 28 (4d10+6) slashing damage plus 21 (6d6) radiant damage. Up to five burning skulls explode from Slave Knight Gael, each targeting one creature of Slave Knight Gael's choice within 150 feet. Each creature must make a DC 21 Constitution saving throw. A target takes 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Slave Knight Gael creates a bolt of lightning that arcs toward a target of his choice that he can see within 150 feet. Four bolts then leap from that target to as many as four other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a DC 21 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one. Attack Tactical Retreat Plunging Attack Legendary Actions Slave Knight Gael makes one melee attack. Slave Knight Gael moves up to his speed and does not provoke attacks of opportunity. (Costs 2 Actions). Slave Knight Gael leaps 10 feet and makes a greatsword attack, unleashing a wave of dark energy. Each creature within 10 feet of that attack must make a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Slave Knight Gael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Slave Knight Gael regains spent legendary actions at the start of his turn. Spend 10 Position Spend 10 Position Spend 10 Position Spend 20 Position Parry Position Spends Reactions Sudden attack. Slave Knight Gael immediately takes the attack action as a reaction. Immediate Reaction. Slave Knight Gael gains an additional reaction. Blade of Peril. Slave Knight Gael leaps up to 20 feet, slamming the greatsword to the ground, following up with a large spinning slash. Each creature within 10 feet of that attack must make a DC 17 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much damage on a successful one. Red Phantom. Slave Knight Gael teleports next to a target and makes a weapon attack with an extra 22 (4d6+8) sneak attack damage if successful. Slave Knight Gael adds +4 AC against one melee attack that would hit him. To do so, Slave Knight Gael must see the attacker and be wielding a melee weapon.
110 Boss Unyielding Foe Demon's Sight Magic Resistance Steadfast This creature can spend Position as if it was a player character. The Stray Demon always goes first in initiative and cannot be surprised. Magical darkness doesn't impede the Stray Demon's darkvision. The Stray Demon has advantage on saving throws against spells and other magical effects. The Stray Demon can't be frightened while it can see an allied creature within 30 feet of it. Armour Class: 17 (Natural Armour) 18 (+4) 15 (+2) 16 (+3) 9 (-1) 13 (+1) 11 (+0) Position: Initiative DC: Speed: 30 feet 153 (18d10+54) Always first STR DEX CON INT WIS CHA Saving Throws Str +9, Con +8, Wis +6 Skills Senses Athletics +9, Perception +6 darkvision 120 ft., passive Perception 16 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison force - charmed, grappled, paralyzed, poisoned, restrained, stunned Challenge: 13 (10,000 Souls) The Stray Demon was a demon who was most likely created when the Witch of Izalith attempted to duplicate the First Flame using a Lord Soul. The attempt was unsuccessful and accidentally created the Bed of Chaos, the mother and source of all demons. After its creation, the Stray Demon came to reside in the Northern Undead Asylum. The prison was designed to keep Undead locked away from the rest of the world and was notably difficult to escape from. The Stray Demon wields an unidentified catalyst; a casting tool used to channel Magic. The weapon is possibly a Demon's Catalyst. The demon itself is similar in appearance to the Asylum Demon and the Demon Firesage. It has an almost draconic appearance, with green scales all over its body and a pair of stubby wings on its back. It sports a tail and horn-like growths protrude from its legs and arms. Dark red eyes are accompanied by a set of large teeth that are revealed by the demon's permanently exposed gums. Large demon Stray Demon Retribution Multiattack Sweep Ground Pound Spend 10 Position Spend 20 Position Spend 30 Position Bloodied Actions Position Spends When the Stray Demon becomes bloodied it immediately makes two sweep attacks. The Stray Demon makes a Ground Pound attack and then two sweep attacks. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 31 (6d8+4) slashing damage. If the attack hits, the Stray Demon can spend 10 Position to make a second attack against another target within 10 feet of the original target. All creatures in a 30-foot cone from the Stray Demon must immediately make a DC 18 Constitution saving throw. On a failed save, they are knocked prone and take 36 (8d8) bludgeoning damage, and their speed is reduced by 10 feet until the start of the Stray Demon’s next turn. On a successful saving throw, the creature takes half damage and is not knocked prone. Reposition. The Stray Demon moves up to its speed without provoking attacks of opportunity. Exploding Staff Slam. The Stray Demon slams its staff on the floor. All creatures in a 40 foot cone must make a DC 20 Constitution saving throw. On a failed save, they are knocked back 20 feet and take 36 (8d8) force damage. On a successful saving throw, the creature takes half damage. Rage Again. The Stray Demon takes an additional turn after another creature.
111 Boss Unyielding Foe Endless Void Reappear Life Drain Always Four Multiattack The Kings Sword Spend 3 Position Spend 5 Position Spend 8 Position Spend 10 Position Spend 10 Position Grab Attack Actions Position Spends Bloodied This creature can spend Position as if it was a player character. The Four Kings always go first in initiative and cannot be surprised. Ranged weapon attacks and ranged spell attacks have disadvantage when targeting the Four Kings. After the Four Kings have taken at least 60 damage, since they last used this ability, they immediately teleports to an unoccupied space within 120 feet of their original space. When the Four Kings reduce a creature to 0 Position or scores a critical hit the Four Kings gain 57 (5d10+30) temporary Position. The Four Kings appear as a single individual. Each of the Kings has the following profile, and only one is incarnate at any one time. When reduced to 0 Position, the current incarnation vanishes in a blaze of silver before a new incarnation appears anywhere within 60 feet of the vanished King. The Four Kings make two Kings Sword Attacks. Melee Weapon Attack: +12 to hit, reach 30 ft., one creature. Hit: 27 (4d10+5) slashing damage plus 16 (3d10) force damage. Creatures 10 feet away from the Four Kings take an additional 11 (2d10) force damage, creatures 20 feet away take an additional 22 (4d10) force damage, and creatures 30 feet away take an additional 50 force damage. Seeking Mass. The Four Kings let out a seeking purple mass which hones in on up to three creatures it can see. Each creature takes 14 (4d6) force damage. Stabling strike. The Four Kings make a single Kings Sword attack as a reaction when a creature misses the Four Kings with a melee, ranged, or spell attack. Screeching Explosion. Each creature within 30 feet of the Four Kings must immediately make a DC 19 Constitution saving throw. On a failed save the creature takes 33 (6d10) necrotic damage and is stunned until the end of their next turn. On a successful save, the creature takes the damage but is not stunned. Immediate Reaction. The Four Kings gain an additional reaction. Thirsting blade. The Four Kings immediately regain Position equal to half the damage taken by a creature that has been hit by a Kings Sword attack. The Four Kings make a single Kings Sword attack targeting a single creature within 15 feet of it. On a hit the creature is restrained by the Four Kings (escape DC 19) and loses all of their carried souls and must make an immediate role on the hollowing effect table. The Four Kings gain temporary Position equal to the number of souls taken divided by 10, minimum 1. Armour Class: 18 (Natural Armour) 20 (+5) 21 (+5) 17 (+3) 19 (+4) 16 (+3) 9 (-1) Position: Initiative DC: Speed: Fly 20 feet (hover) 212 (25d10+75) Always first STR DEX CON INT WIS CHA Saving Throws Dex +12, Wis +10, Cha +6 Skills Senses Arcana +10, Deception +6. History +11, Religion +11, Persuasion +6 truesight 120 ft., passive Perception 20 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - prone, grappled, poisoned, frightened Challenge: 22 (41,000 Souls) Once the great leaders of New Londo, the Four Kings were granted their titles and a fragment of a Lord Soul by Gwyn. Seduced by their hunger for humanity and the darkness within, New Londo and its kings were banished to the Abyss. The countless innocent souls of the city sent with them doomed to be fed upon by their cruel masters. The Knights of the Four Kings became dark wraiths, seduced by the art of life drain, echoing the hunger of their masters. Large undead The Four Kings
112 The Tome of Strange Beings — Glossary Each of the strange beings in this book has its own block of statistics which provide all the information you need to use it in your games of DARK SOULS: The Roleplaying Game. What follows are explanations of the terms you’ll find in each block. Several different abbreviations are used, all of which are explained in detail within the following pages.
113 Type A monster’s type encapsulates its essence. The game includes the following monster types, which have no rules of their own. Beasts are nonhumanoid creatures—some natural, some warped by hideous magic into something worse. Some possess magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals haunting the forests, swamps, and cities of Lothric and elsewhere. Constructs are created, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Some are forged from iron, some crafted from ice, and all are deadly in their own fashion. Demons are born of the primal chaos. They seethe in the darkness, waiting to emerge and wreak their violence upon the world. They come in many shapes, and sizes—all deeply inimical to human life. Dragons are large reptilian creatures of ancient origin and tremendous power. Their past is a mystery, they are said to be formed of blood and treachery. Elementals are creatures drawn directly from the forces of nature; living rock, twisting flame, sparkling crystal—all become something more, something stranger, in certain conditions. Living beings capable of tearing apart any prepared to stand in their way. Giants are massive, towering over humans and their kind. Once condemned to work as slaves and servants, the giants took their freedom, and now watch the world be consumed by darkness around them. Humanoids are the main population of Lothric, and those kingdoms beyond. Whether kings, paupers, saints or the cruellest of torturers, humanoids can be found everywhere—though there are fewer of them with each day that passes. Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Oozes are gelatinous creatures who rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Plants are vegetable creatures, not ordinary flora, in the context of the book. Most of them are ambulatory, and some are carnivorous. Undead are once-living creatures, returned to existence by the curse afflicting the land. Some retain the sensibilities and faculties of the living while others are mindless things, their essence whittled away to nothing. Tags A monster might have one or more tags appended to its type, in parentheses. For example, a mimic has the (shapechanger) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own. Alignment There are no alignments in DARK SOULS: The Roleplaying Game. Armour Class A monster that wears armour or carries a shield has an Armour Class (AC) determined by its armour, shield statistics and Dexterity modifier. Otherwise, a monster’s AC is based solely on its Dexterity modifier and natural armour, if it has any. If a monster has natural armour, wears armour, or carries a shield, it is noted in parentheses after its AC value. Position A monster usually dies or is destroyed when it drops to 0 Position. For more on Position, see the DARK SOULS: The Roleplaying Game corebook. Usually, only monsters with the Boss special trait are able to spend Position in the same way that a player character can spend it—to improve dice rolls or increase damage. Normal monsters may possess abilities they can only use by spending Position, however. Speed A monster’s speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow. Monsters that have a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. Monsters that have a climbing speed can use all or part of their movement to move on vertical surfaces without the need to spend extra movement to climb. Fly. Monsters that have a flying speed can use all or part of their movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air. Such a monster stops hovering when it dies. Swim. Monsters that have a swimming speed don’t need to spend extra movement to swim. Ability Scores Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. Saving Throws Saving throws are only listed for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Skills Skills are only listed for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
114 Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. These are listed in the creatures’ stat block beneath ability scores. Senses Senses include a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Blindsight. A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as Slime, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. Darkvision. A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern colour in darkness, only shades of grey. Many creatures that live underground have this special sense. Truesight. A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Armour, Weapon, and Tool Proficiencies Assume that the creatures in this book are proficient with their armour, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. Languages As with player characters, language isn’t listed. Whether a monster can speak or understand any language is up to the GM. If they can speak—or understand language but not speak—then they understand the player characters. Challenge A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are significantly weaker than 1st level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no souls, while those that have attacks are worth 10 souls each. Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. Souls The number of Souls a monster is worth is based on its challenge rating. Typically, Souls are awarded for defeating the monster, although the player characters can also find these hidden throughout Lothric. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the souls noted in its stat block. Special Traits Special traits appear after a monster’s challenge rating but before any actions or reactions. These are characteristics that are likely to be relevant in a combat encounter and that require some explanation. Spellcasting Some monsters can cast spells, which are listed as actions, with Position spends listed where appropriate. Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action. Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon. Target The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object. Hit Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation. Multiattack A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
115 Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. Limited Usage Some special abilities have restrictions on the number of times they can be used. X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a Long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a Long rest to use it again. Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a Short or Long rest. For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. Recharge after a Short or Long rest. This notation means that a monster can use a special ability once and then must finish a Short or Long rest to use it again. Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier. Equipment A stat block rarely refers to equipment, other than armour or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. Size Tiny Small Medium Large Huge Gargantuan Space 2½ by 2½ ft. 5 by 5 ft. 5 by 5 ft. 10 by 10 ft. 15 by 15 ft. 20 by 20 ft. or larger
116 The Tome of Strange Beings — Index
117 B Balder Knight 34 Banshee 62 Bed of Chaos 82 Bell Gargoyle 28 Black Knight 63 Blowdart Sniper 35 Bone Tower 14 Bosses 80 Bounding Demon of Izalith 29 Burrowing Rockworm 36 C Ceaseless Discharge 84 Centipede Demon 86 Chained Prisoner 37 Channeler 38 Chaos Bug 14 Chaos Eater 39 Chaos Witch Quelaag 88 Clan of Forest Hunters 40 Corvian Knight 40 Corvian Storyteller 41 Crossbreed Priscilla 90 Crow Demon 30 Crystal Knight 42 D Darkmoon Soldiers 43 Dark Sun Gwyndolin 92 Darkwraith Knight 64 Denizens of the Darkness 32 Drake 44 E Egg Carrier 45 Ents 44 F Flaming Attack Dog 65 Frog-Ray 20 G Ghost 48 Giant Skeleton 46 Giant Skeleton Archer 47 Gravelord Nito 94 Great Feline 20 Gwyn, Lord of Cinder 96 H Hollow Assassin 66 Hollow Cleric 66 Hollow Manservant 67 Hollow Priest 68 I Infested Barbarian 49 Infested Ghoul 50 L Lycanthrope 69 Lycanthrope Hunter 50 M Man-Serpent Mage 51 Manus, Father of the Abyss 98 Mindless Corvian Settler 52 N Necromancer 54 O Oceiros, the Consumed King 100 Oolacile Resident 53 Oolacile Sorceress 52 Ornstein 102 P Painting Guardian 54 Parasitic Wall-Hugger 56 Phalanx 70 Picasa 57 Pinwheel 103 Pinwheel Servant 15 Possessed Tree 21 Pus of Man 70 R Royal Sentinels 58 S Sanctuary Guardian 105 Seath the Scaleless 106 Sentinels 58 Skeleton Beast 72 Slave Knight Gael 108 Smough 110 Snow Rat 22 Stone Demon 30 Stone Guardian 72 Stray Demon 112 Sulyvahn’s Beast 22 Swarm of Large Rats 23 Swarm of Small Rats 24 T The Four Kings 113 Torch Hollow 73 Treant Gardener 16 Tree Lizard 24 U Undead Assassin 74 Undead Attack Dog 74 Undead Crystal Archer 75 Undead Crystal Soldier 76 Undead Knight Archer 76 Undead Soldier 77 V Vagrant 16 Vile Maggot 25 W Wild Dogs 25 Wisp 78
118
119
120 OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/ or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; Creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, Symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of Characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations,environments, Creatures, Equipment, magical or supernatural Abilities or Effects,logos, Symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Version: 1.01 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Copyright © Steamforged Games Ltd 2022. No part of this product may be reproduced without specific permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom. For customer support, contact https://support.steamforged.com Dark Souls™& ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc. PRODUCT IDENTITY The following items are designated product Identity, as defined in Section 1(e) of the Open Game Licence Version 1.0a (OGL), and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: All registered and unregistered trademarks, service marks, business names and designs belonging to, referring to, or otherwise associated with Dark Souls TM, together with all proper names (including all those set out in the “Dark Souls TM” section below), dialogue, plots, storylines, locations, character, artworks and trade dress contained within or referred to in the Dark SoulsTM the Roleplaying Game and/or any documentation or other materials associated with it (including this Rulebook and Adventure Document) (Materials). No portions of any Materials may be reproduced in any form without written permission, unless such reproduction is permitted in accordance with the OGL. Dark Souls TM Dark Souls TM Dark Souls TM Curse Mark Bone Tower Chaos Bug Pinwheel Servant Treant Gardener Vagrant Frog-Ray Great Feline Possessed Tree Snow Rat Sulyvhan's Beast Swarm of Larg Rats Swarm of Small Rats Tree Lizard Vile Maggot Wild Dogs Bell Gargoyle Bounding Demon of Izalith Crow Demon Stone Demon 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 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 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 Pinwheel Sanctuary Guardian Seath the Scaleless Slave Knight Gael Smough Stray Demon The Four Kings