50 Blood Hungry Scavengers Pack Mentality Toxic Environment Detritus Armoury Whenever the Infested Ghoul inflicts damage it regains Position equal to half of the damage done. When targeting an enemy who is at less than full Position the Infested Ghoul gets +2 to attack rolls. When within 5 feet of one or more other Infested Ghouls all attacks rolls and saving throws made by the Infested Ghoul are made with advantage. An Infested Ghoul is resistant to poison damage. An Infested Ghoul may be armed with a spear, a sword, or a half-eaten corpse. Infested Ghouls also have proficiency with improvised weapons. Sword Spear Half-eaten Corpse Ravenous Bite Spend 4 Position Actions Position Spends Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6+1) piercing damage. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage and 3 (1d6) poison damage. (Recharge 5-6). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12+1) piercing damage. When an enemy is hit by this attack, the Infested Ghoul regains Position equal to the damage done. This attack does not benefit from the Blood Hungry feature. Spend 4 Position. The Infested Ghoul moves up to 10 feet and makes an melee weapon attack with an additional +2 to hit. STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Medium humanoid Medium humanoid 13 (+1) 12 (+1) 12 (+1) 9 (-1) 9 (-1) 12 (+1) 10 (+0) 7 (-2) 6 (-2) 8 (-1) 6 (-2) 6 (-2) Infested Ghoul Lycanthrope Hunter Challenge: 1/2 (100 Souls) Challenge: 1 (200 Souls) Skills Senses Athletics +3, Survival +0 passive Perception 8 Skills Senses - passive Perception 9 Cannibals living off the discarded filth of others and the lean stringy meat of the lamentable fools who cross into their lairs. Whether a morsel or a feast, the siren call of rancid meat pulls ghouls towards their next meal. Cowardly creatures as a rule, ghouls prefer to strike in numbers against unwitting prey. Despite this, their ravenous voracity can see victims stripped of all flesh in moments when a pack of them descends on the unwary. These mobs of hollowed peasants take up arms to hunt the savage Lycanthropes along the Path of Sacrifices. With their makeshift stakes, they hunt as a desperate pack; overwhelming their bestial assailants with reckless charges. The many crucifixions stand as proof of their limited success, albeit without revealing the losses of these so-called hunters. Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities - fire - - poison all poisoned frightened Saving Throws Str +3 Armour Class: Armour Class: 12 (Rotting Clothes) 12 (Make-shift Armour) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 35 feet 30 feet 52 (15d8-15) 44 (8d8+8) 11 9 Mob Tactics For each other Lycanthrope Hunter within 20 feet an individual Lycanthrope Hunter receives 1d4 bonus damage on all damage rolls.
51 STR DEX CON INT WIS CHA Large humanoid 11 (+0) 14 (+2) 15 (+2) 15 (+2) 12 (+1) 10 (+0) Man-Serpent Mage Challenge: 4 (1,100 Souls) Skills Senses Arcana +4 passive Perception 11 Their obvious serpentine appearance disguises how little of their great draconic ancestors’ blood they retain. Aside from the scales and snake-like features, they also share the cold, deliberate thought processes of their mighty progenitors. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - cold, lightning, piercing fire, slashing and bludgeoning from non-magical sources poisoned Saving Throws Con+4, Int +4, Wis +3 Armour Class: 11 (Scraps of Clothing) Position: Initiative DC: 78 (12d8+24) Speed: 25 feet 12 Zealous Attacker Fear the Beast Lycanthrope Hunters will always use Charge!, if it is not recharging, on an enemy who is not currently engaged in melee combat with another Lycanthrope Hunter if there are any within line of sight. Lycanthrope Hunters will always prioritise attacking a Lycanthrope over any other enemy. If a Lycanthrope Hunter can see but is out of range to attack a Lycanthrope, they will move as far toward and as fast towards the nearest Lycanthrope by the most direct route. Prod Charge! Actions Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 4 (1d6+1) piercing damage (Recharge 6). The Lycanthrope Hunter charges in a line for 60 feet. When the Lycanthrope Hunter encounters an enemy, they are hit for 3 (1d4+1) damage and must succeed on a DC 14 Strength saving throw or be knocked prone. If the target creature is knocked prone, then the Lycanthrope Hunter continues on its path until the next target or 60 feet has elapsed. If moving through an occupied space exceeds this distance, then the Lycanthrope hunter stops moving as soon as they have passed through this space. 4-Armed Defence Man-Serpent Mages have +2 AC against non-magical melee attacks. Multiattack Flamberge Smash and Grab Lightning Zap Toxic Spray Actions The Man-Serpent Mage makes two attacks with its Flamberges, and casts Lightning Zap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) slashing damage. A creature within 15 feet of the Man-Serpent Mage must immediately make a DC 12 Strength saving throw. On a failure, the target is restrained by the Man-Serpent Mage and takes 17 (5d6) bludgeoning damage and 13 (3d8) poison damage. If the saving throw is successful, the target takes half damage and is not restrained. The Man-Serpent Mage fires a bolt of lightning at an enemy creature within 180 feet. Target creature must succeed on a DC 14 Dexterity saving throw or take 20 (4d8+2) lightning damage. The Man-Serpent Mage spits poison in a fine mist in a 30-foot cone, engulfing assailants. Creatures hit by this spell must succeed on’ a DC 15 Constitution saving throw or become poisoned for 7 (2d4+2) rounds and take 9 (2d6+2) poison damage. Viper's Lash Bloodied When the Man-Serpent Mage becomes bloodied, it immediately makes attacks. If engaged in melee the Man-Serpent Mage will immediately make two Flamberge attacks. If the Man-Serpent Mage is not within 5 feet of an enemy, then it will make a Toxic Spray attack followed by a Lightning Zap attack.
52 Actions Bloodied Position Spends Toxic Rupture Beak & Claw Excrete Corruption Pathetic Grasp When a Mindless Corvian Settler (Befouled or Begrimed) becomes bloodied, it instantly releases a cloud of foul toxins as its body ruptures. Creatures within 5 feet of the Corvian must succeed on a Dexterity or Constitution saving throw or be poisoned. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. Ranged Weapon Attack: +2 to hit, 20-foot cone. Affected creatures must make a Dexterity saving throw, taking 9 (2d8) necrotic damage. On a failed save, or half as much damage on a successful one. The crawling Corvian grabs and pecks at the legs of an opponent, trying to bring them to the ground, dealing 7 (2d6) piercing damage. Target must succeed on a DC 15 Strength saving throw or fall prone. Spend 15 Position Pallid Begrimed Befouled Frenzied Flap. Overcome by fear, the Mindless Corvian Settler attacks in a reckless frenzy and immediately attacks four times with Beak & Claw and takes two levels of exhaustion. Equipped with Beak & Claw. Begrimed Corvians ooze with foul corruption that has overrun their body, equipped with Claws, Beak and can use Excrete Corruption. Upon rotted limbs, these Corvians haul, shuffle, and drag themselves along the floor in pursuit of attackers. Equipped with Beak & Claw, and can use Pathetic Grasp. Has a move speed of 15 feet. The Mindless Corvian Settler comes in three varieties: Catalyst Sorcery Claw Attack The Sorceress gains advantage on all saving throws against spells, sorceries, miracles, and similar effects. Spell attack rolls targeting the Sorceress are made with disadvantage. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6+2) slashing damage plus 10 (3d6) poison damage. A creature damaged by this attack is poisoned until the start of the Oolacile Sorceress’ next turn. STR DEX CON INT WIS CHA Medium humanoid 11 (+0) 8 (-1) 10 (+0) 7 (-2) 8 (-1) 5 (-3) Mindless Corvian Settler Challenge: 1/2 (100 Souls) Skills Senses - passive Perception 9 These mobs of hollowed peasants take up arms to hunt the savage Lycanthropes along the Path of Sacrifices. With their makeshift stakes, they hunt as a desperate pack; overwhelming their bestial assailants with reckless charges. The many crucifixions stand as proof of their limited success, albeit without revealing the losses of these so-called hunters. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - fire - - Armour Class: 11 Position: Initiative DC: Speed: 20 feet 45 (10d8) 9 STR DEX CON INT WIS CHA Medium monstrosity 10 (+0) 15 (+2) 9 (-1) 18 (+4) 17 (+3) 13 (+1) Oolacile Sorceress Challenge: 3 (700 Souls) Skills Senses Arcana +6, History +6 passive Perception 13 Corrupted by the influence of Manus and the abyss, many of the inhabitants of Oolacile now wield the energy of the abyss to power their sorceries. Towering over the corrupted residents, sorceresses sprout branch-like appendages from their head, one of their arms taking on a similar spiral shape. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison necrotic - poisoned Saving Throws Int +6, Wis +5, Cha +3 Armour Class: 15 (Empowered Sigil) Position: Initiative DC: 49 (14d8-14) Speed: 35 feet 12 Actions
53 Frenzied Actions Bloodied The Oolacile Sorceress immediately moves up to its speed towards a hostile creature. Each hostile creature the Sorceress passes within 5 feet of must succeed on a DC 13 Strength saving throw or take 21 (5d6+4) force damage and be knocked prone. STR DEX CON INT WIS CHA Medium monstrosity 17 (+3) 6 (-2) 14 (+2) 11 (+0) 13 (+1) 5 (−3) Oolacile Resident Challenge: 1 (200 Souls) Skills Senses - passive Perception 11 Numerous eyes that glow red around their bulbous heads, the residents of Oolacile are deformed memories of their former selves. Long arms ending in cruel claws, almost tripping over their feet as they charge towards their prey; these twisted creatures disembowel their unfortunate prey in seconds. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - fire - poisoned Armour Class: 12 (Natural Armour) Position: Initiative DC: Speed: 40 feet 32 (5d8+10) 8 Eyes Clumsy Attempts to hide from the Oolacile Resident are made with disadvantage and the Oolacile Resident gains advantage on any check to notice another creature or threat. Melee attacks targeting the Oolacile Resident after it has moved and attacked in the same round are made with advantage. If an attack that was made at advantage hits and both results would have been successful the Oolacile Resident is knocked prone. Claw Attack Running Attack Actions Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) slashing damage. Combo Attack: If the Oolacile Resident hits a creature with a claw attack it immediately makes an additional attack. If this additional attack hits it is treated as a critical hit. This additional attack doesn’t trigger any additional attacks. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) slashing damage plus 5 (1d10) bludgeoning damage. The Oolacile Resident must have moved at least 10 feet in a straight line to make this attack. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone. Catalyst Dark Orb Dark Bead Dark Fog Ranged Spell Attack: +6 to hit, range 80 ft., one creature. Hit: 26 (5d8+4) force damage. Spend 5 Position, a creature hit by this attack must succeed on a DC 14 Constitution saving throw, or their maximum Position is reduced by the amount of damage taken. Ranged Spell Attack: +6 to hit, range 40 ft., one creature. Hit: 7 (2d6) necrotic damage. The Sorceress can fire four beads. Each bead hits a creature of her choice that she can see within range. As an action, the Sorceress causes a fog to emanate in a 20-foot radius from a point they can see within 120 feet. All creatures that enter or start their turn in the fog must immediately make a DC 14 Constitution saving throw. On a failure, the creature is poisoned for one minute and takes 7 (2d6) poison damage. On a success, the creature doesn’t take any damage and is only poisoned while it remains in the fog. A creature that fails its saving throw can repeat it at the end of their turn.
54 Panicked Retaliation Unending Tide Reactions Bloodied In response to taking melee damage, a Necromancer may immediately make one lantern whack attack as a reaction. The Necromancer may then move up to 15 feet. This attack can incur attacks of opportunity. When the Necromancer becomes bloodied, it immediately uses Raise Them Up, regardless of recharge. If there are no Bone Towers already in the combat, this will also summon one new Bone Tower within 50 feet of the Necromancer. This Bone Tower will immediately join the combat. Puppeteer Shadowy Skulking Whenever possible, the Necromancer hides in shadows away from the melee, and receives a +5 bonus to Stealth Rolls while there is a friendly creature with alive within 50 feet. While in darkness, low-light or shadow, the Necromancer cannot be targeted by any attack from a creature that is more than 20 feet away. Lantern Whack Skull Lantern Raise Them Up Actions Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 21 (2d20) fire damage. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 30 (6d8+3) fire damage. Recharge (5-6). Three creatures within 50 feet are raised as undead with full Position. Creatures raised back to un-life within melee engagement of an enemy creature incur an attack of opportunity. STR DEX CON INT WIS CHA Armour Class: 12 (Ragged Robes) Medium humanoid 10 (+0) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 5 (-3) Position: Initiative DC: Speed: 30 feet 27 (6d8) 11 Necromancer Challenge: 4 (1,100 Souls) Skills Senses Arcana +5, History +5, Perception +4, Stealth +3, Survival +4 passive Perception 14 Devious hollow undead responsible for animating the giant skeletons inhabiting the Tombs of Giants. With no shortage of decrepit skeletons to raise, they watch every dank tunnel and hidden crevice of the Tombs. Whether tasked by Nito, First of the Dead, or simply exiled practitioners of sinful magics, they keep their watch with dogged persistence. From the shadows they direct their undead automata, raising and re-raising the skeletal sentinels that fall against any encroachers; drowning them in an unending tide of fleshless-undead. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities charmed, frightened fire, radiant - - STR DEX CON INT WIS CHA Armour Class: 13 (Leather Armour) Medium humanoid 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Position: Initiative DC: Speed: 30 feet 33 (6d8+6) 12 Painting Guardian Challenge: 2 (450 Souls) Skills Senses Deception +4, Persuasion +4, Religion +2 passive Perception 11 Garbed head-to-toe in flowing, alabaster robes, the Painting Guardians stand vigil over the Great Painting of Ariamis, ruthlessly striking down those who dare threaten the painting. They wield curved swords, uniquely shaped with a flat tip, and tend to attack in graceful, sweeping motions, blades flashing cruelly in movements akin to a dance. The guardians have served this role for generations, passing down their impressive fighting techniques, but the true reason why they guard the painting has been lost to all known memory. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - - Saving Throws Wis +3, Cha +4
55 Actions Reactions Position Spends Multiattack Painting Guardian Sword Dagger Dodge Spend 5 Position The Painting Guardian makes two melee attacks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage. The Painting Guardian imposes disadvantage on a single spell, ranged or melee attack targeting them provided they can see the creature targeting them. The Painting Guardian moves 5 feet after each attack it makes for the rest of the round. This movement does not provoke attacks of opportunity. Magic Resistance Pack Tactics Sneak Attack The Painting Guardian has advantage on saving throws against spells and other magical effects. The Painting Guardian has advantage on an attack roll against a creature if at least one of the painting guardian's allies is within 5 feet of the creature and the ally isn't incapacitated. (1/Turn). The Painting Guardian deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the painting guardian that isn't incapacitated, and the painting guardian doesn't have disadvantage on the attack roll.
56 Latched On Writhing Corpulence Naturally Disgusting The Parasitic Wall-Hugger will not move during combat, as it continues feeding on the revolting detritus of Blighttown. When a creature first approaches within 60 feet of the Parasitic Wall-Hugger, or makes a ranged attack at the Parasitic Wall-Hugger for the first time, the creature must succeed on a DC 14 Wisdom saving throw or become frightened. To be affected, a creature must be able to see the Parasitic Wall-Hugger. Foul blight has infused every part of the Parasitic Wall-Hugger’s bloated body. A creature hit by any attack from the Parasitic Wall-Hugger must succeed on a DC 15 Constitution saving throw or become poisoned for 9 (2d6+2) turns. Flail Toxic Hurl Thrashing Death Throes Actions Reactions Bloodied Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 17 (5d6+2) piercing damage. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit: 15 (3d8+2) poison damage. The Parasitic Wall-Hugger can make a flail attack in response to taking damage. When the Parasitic Wall-Hugger becomes bloodied, it immediately makes a flail attack and a toxic hurl attack. STR DEX CON INT WIS CHA Huge abomination 11 (+0) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2) Parasitic Wall-Hugger Challenge: 1 (200 Souls) Skills Senses Survival +2 passive Perception 10 Latched onto the foulness of Blighttown, this utterly disturbing abomination is a shocking find for any unlucky enough to be traversing through the depths. Its bulbous abdomen flexes and writhes, and its stubby legs lash out at any who come too close, inflicting deep, gangrenous gashes. With its mouth clamped tight against the cliffside, it presumably feeds on the repugnant run-off that seeps from the sewers above. Not that many can stomach getting close enough to find out. For the few brave enough to try, it will fight for its food as any other hungry monstrosity; it will not flee its feeding spot no matter what. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison lightning, slashing force charmed, prone Armour Class: 10 (Bloated Putrescence) Position: Initiative DC: 127 (15d12+30) Speed: 10 feet 12
57 Armour Class: 10 (Natural Armour) Medium humanoid Position: Initiative DC: Speed: 60 feet 72 (16d8) 8 Pisaca Challenge: 2 (450 Souls) Skills Senses - blindsight 240 ft., passive Perception 10 Pitiful amalgamations of snake and octopus. Their cerulean, tentacled heads are at stark odds to the dry scales of their serpentine bodies. Each is a devious and driven hunter, tearing through the halls of the Scaleless One’s Archive. Yet, as unsettlingly animalistic as they are, many are capable of basic magics; launching blue bolts at the backs of their quarry. Thought to be the results of the Pale Drake’s flesh-warping experiments, though whether meant to be more than mere guard dogs, none know but he. There are rumours of some Pisaca that remain cruelly aware of what has been done to them, cowering in dank corners of the archive, managing to do naught but weep. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic lightning Damage from magical attacks and weapons blinded, charmed Saving Throws Wis +0, Cha -1 Magically Altered As Wild Dogs Frenzied Hunter Pisaca are infused with the magical techniques they were crafted by and thus have a +3 Intelligence Modifier when casting spells. Pisaca gain +1 AC and +1 attack for each other Pisaca within 20 feet. Like any pack hunter, Pisaca try to surround and overwhelm their prey. Attacks made by a Pisaca with advantage are counted as critical hits. Tentacled Slap Soul Arrow Engulf Actions Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) slashing damage. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 15 (4d6+1) force damage. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 10 (2d8+1) piercing damage. The target must succeed on a DC 16 Strength or Dexterity saving throw or become grappled. On the turn they are grappled and at the beginning of the Pisaca’s turn, if they are still grappled, they take 10 (2d8+1) piercing damage, plus 4 (1d8) additional piercing damage for each round the creature has been grappled. A creature takes half damage on a successful save and is not grappled. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 10 (+0) 8 (-1) 6 (-2) 4 (-3)
58 Retaliation Bulwark of Faith Resplendent Guardians Reactions Bloodied The Royal Sentinel may make a shield bash attack as a reaction to taking melee damage, if it is not recharging. The Royal Sentinel may make a Poleaxe Thrust attack against any enemy creature that hits an allied Sentinel or Royal Sentinel, as long as that enemy is within 10 feet. Channelling their cold, indignant fury at the meagre enemies before them, the Royal Sentinel gains +1 attack and all attacks have their damage type changed to radiant. Radiant Shield The great, shining shields of the Royal Sentinels grant them +4 AC against all ranged attacks including spells. Poleaxe Thrust Royal Shield Bash Holy Shield Bash Heal (Miracle) Actions Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 25 (2d10+4) piercing damage. (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 32 (8d6+4) bludgeoning damage. Creatures hit by this attack must succeed on a DC 14 Constitution saving throw or be stunned for 1d3+1 turns. (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 32 (8d6+4) radiant damage. Any creature hit by this attack must succeed on a DC 14 Constitution saving throw or be stunned for 1d4+2 turns. (Recharge 6). The Royal Sentinel touches a creature, healing them for 48 (10d8+3) Position. Can be cast on self. STR DEX CON INT WIS CHA Large humanoid 18 (+4) 12 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0) Royal Sentinels Challenge: 5 (1,800 Souls) Resplendent in their ancient brass armour and dazzling white tabards, the elite of the holy city’s holy guardians. No aggressor can pass the guard of their gargantuan shields. The few arrogant enough to try are met with the relentless barrage of polearm blows. These custodian warriors bring swift retribution down on those who would besmirch the Gods, or the fading light of Anor Londo. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - poison - - Armour Class: 18 (Londor Tabard & Giant Plate) Position: Initiative DC: 161 (17d10+68) Speed: 45 feet 12 Armour Class: 16 (Giant Plate) Large humanoid Position: Initiative DC: Speed: 45 feet 136 (16d10+48) 11 Sentinels Challenge: 3 (750 souls) Skills Senses History +3, Perception +4 passive Perception 14 Giant guards of the godly city of Anor Londo. In magnificent brass plate they have stood guard over the failing light of the Gods for long aeons. They jealously guard what little is left, protecting the deeper secrets of the city. With mighty sweeping blows of their polearm they rain down a barrage of strikes; breaking shields and knocking down even the mightiest foes of legend, let alone the meagre undead who dare befoul the holy city. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - radiant, slashing from non-magical sources charmed, frightened Saving Throws Str +5, Con +5 STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
59 Tower Shield The mighty shields of the Sentinels grant +4 AC against all ranged attacks including spells. Multiattack Poleaxe Thrust Sweeping Attack Shield Bash Actions Sentinels make two attacks. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 24 (2d20+3) piercing damage. Melee Weapon Attack: +5 to Hit, 20-foot cone. Hit: 16 (3d8+3) bludgeoning damage. Creatures hit by this attack must succeed on a DC 14 Dexterity saving throw or be knocked prone. (Recharge 5-6). Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: 31 (8d6+3) bludgeoning damage. Creatures hit by this attack must succeed on a DC 14 Constitution saving throw or be knocked prone. Shield Barge Bulwark of Faith Holy Guardians Bloodied The Sentinel may make a shield bash attack as a reaction to taking melee damage, if it is not recharging. The Sentinel may make a Poleaxe Thrust attack against any enemy creature that hits an allied Sentinel or Royal Sentinel, as long as that enemy is within 10 feet. The Sentinel gains one additional attack when they use the multiattack action. In addition, the Sentinel’s attacks with a polearm have their damage type changed to radiant.
60 The Tome of Strange Beings — Undead
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62 Mournful Regeneration Enhanced Turn Resistance The Banshee regains 30 Position at the start of its turn. If the Banshee takes damage from a cursed creature or weapon, this trait doesn’t function at the start of the banshee’s next turn. The Banshee dies only if it starts its turn with 0 Position and doesn’t regenerate. The Banshee has advantage on saving throws against any effects that turn undead. If the banshee has benefited from mournful regeneration since the beginning of its last turn it is instead immune to such effects. Swipe Hurl Lightning Powerful Bolt Fury of the Dead Spend 3 Position Spend 5 Position Spend 5 Position Actions Reactions Legendary Actions Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage and 14 (4d6) necrotic damage. If this attack exceeds the target’s AC by 5 or more, the target is grabbed and restrained by the Banshee (escape DC 14). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8+3) lightning damage. A target hit by this attack has disadvantage on the next d20 roll they make; this effect disappears after one minute has passed. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 11 (2d8+3) lightning damage. A target hit by this attack must succeed on a DC 14 Strength saving throw or be knocked prone. A target that fails this saving throw by 5 or more is also stunned until the beginning of their next turn. If the Banshee misses a melee attack by 3 or less, it can immediately use its gut stab legendary action. Swipe. The banshee makes a swipe attack. Lightning Fury. (Costs 2 Actions). The Banshee uses its powerful bolt action but targets all foes within 10 feet. Gut Stab. (Costs 2 Actions). The Banshee moves up to its speed in a straight line and makes a melee attack with advantage against a single target at the end of this movement. If the attack exceeds the target’s AC by 5 or more, or if the target is restrained, the target is knocked prone and stunned until the end of the banshee’s next turn. The banshee does not provoke attacks of opportunity when using this legendary action. The Banshee 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 banshee regains spent legendary actions at the start of its turn. STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Medium undead 1 (-5) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 16 (+3) Position: Initiative DC: Speed: 15 feet, Burrow 50 feet 117 (18d10+18) 16 Banshee Challenge: 10 (5,900 souls) Skills Senses - darkvision 60 ft., passive Perception 11 Howling in equal parts rage and sorrow, banshees stalk the grounds near the places they frequented in life. Only two are known to reliable sources, and each of them carries a decrepit bundle of rags and bones that are thought to be the ghostly essence of the banshee’s child. What horrors befell them in life empowers them in undeath, as they shriek and claw in frenzy at any living creature that draws too close. Scholars theorize their cursed existence may also prove to be their undoing. The few who studied them closely, or the even fewer who’ve fought them and survived all report their weapons proving ineffective; any wound inflicted closing in mere seconds. All, that is, save Thorsk the Twice-Cursed; the drunken sot babbles endlessly of how he defeated a banshee as he sits in the dark, cradling the creature’s bundle of sorrow, citing the dark magic of curses as his weapon of choice. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities cold, necrotic, poison damage from a cursed source acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained Saving Throws Dex +6, Cha +6
63 Unyielding Foe The Black Knight always goes first in initiative and cannot be surprised. Actions Bloodied Two Handed Strike Multiattack Shield Bash Longsword Greatsword Axe Halberd Greataxe The Black Knight immediately stows their shield and makes two melee attacks, dealing an additional 10 (3d6) damage on a successful attack. Until the black knight is reduced to zero Position, it triggers a critical hit on an attack roll of a 18-20 and can make a single attack as a bonus action on its turn. The Black Knight makes three melee attacks. 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. Black Knights may have a variety of weapons: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage. (2-handed). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) slashing damage. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage. (2-handed). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12+6) slashing damage. (2-handed). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12+6) slashing damage. STR DEX CON INT WIS CHA Armour Class: 18 (Plate), 21 (with Shield) Large undead 22 (+6) 11 (+0) 20 (+5) 11 (+0) 11 (+0) 15 (+2) Position: Initiative DC: 178 (17d10+85) Speed: 30 feet Always acts first Black Knight Challenge: 10 (5,900 Souls) Skills Senses - passive Perception 10 Once the proud knights of Gwyn, Lord of Cinder, these warriors wore shining silver armour. However, in the ancient wars against the demons of chaos, their armour was charred black by the demons' all-consuming flame. Gwyn's most loyal knights followed him to the Kiln of the First Flame and stood alongside him as the Lord of Sunlight linked the First Flame, reducing the knights to ashes in the resulting conflagration. Their lost spirits continue to roam the Kiln, loyal to Gwyn even in death. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison - bludgeoning, piercing, slashing; lightning, thunder charmed, exhaustion, frightened, paralysed, petrified, poisoned, unconscious Saving Throws Str +10, Con +9, Wis +4
64 Rage of the Forsaken Crack in the Armour Dark Shield Dark Stalker Darkwraiths are hostile to every creature other than themselves and other darkwraiths. While in sunlight, the Darkwraith Knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Whenever a Darkwraith Knight makes a successful Dark Hand attack, it gains +2 to its AC until the start of its next turn. A Darkwraith Knight is invisible to any living creature that it has not attacked in the last hour. Multiattack Dark Hand Dark Sword Forsaken Prowess Kick Kick Actions Bonus Actions Reactions The Darkwraith Knight makes either two Dark Sword attacks or one Dark Sword attack and one Dark Hand attack. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its Position maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target rests at a bonfire. A creature whose Position maximum is reduced to zero immediately dies. A creature killed by this effect automatically triggers a roll on the Hollowing effect table. See the section on Respawning in Chapter 2 of the Core Rules. Melee Weapon Attack: +9 to hit, reach 5 ft., all creatures in a 5-foot radius. Hit: 19 (4d6+5) slashing damage. If the Darkwraith Knight misses with a melee weapon attack against a single target by 5 or less, they can repeat that attack action by spending one bonus action and 4 Position. They have advantage on this attack. Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is wearing a shield or heavy armour. Hit: 10 (2d4+5) 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. (When targeted by a melee attack). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4+5) 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. STR DEX CON INT WIS CHA Armour Class: 21 (Plate Armour and Shield) Medium undead 20 (+5) 13 (+1) 20 (+5) 13 (+1) 14 (+2) 16 (+3) Position: Initiative DC: 168 (16d10+80) Speed: 30 feet 12 Darkwraith Knight Challenge: 9 (5,000 souls) Skills Senses Athletics +9, Intimidation +7 darkvision 30 ft., passive Perception 12 Among the ranks of the Darkwraiths are a handful of truly powerful and intimidating creatures known as Darkwraith Knights. These foul horrors command the legions of Darkwraiths still terrorizing the battlefields, and are wholly dedicated to the proposition that the yawning abyss will swallow the entirety of reality in due time. Agents of the dark, the knights stalk their foes, invisible to all before they strike. Methodical and calculating, their pitted armour drinks in light and life alike, waiting for the most opportune time to strike. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic fire - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
65 Actions Reactions Multiattack Bite Fire Breath Dodge The Flaming Attack Dog makes two melee attacks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 2 (1d4) fire damage. (Recharge 5–6). The Flaming Attack Dog exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. The Flaming Attack Dog imposes disadvantage on a single spell, ranged, or melee attack targeting them provided they can see the creature targeting them. Keen Hearing and Smell Pack Tactics The Flaming Attack Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. The Flaming Attack Dog has advantage on attack rolls against a creature if at least one of the flaming attack dog's allies is within 5 feet of the creature and the ally isn't incapacitated. STR DEX CON INT WIS CHA Small undead 12 (+1) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 11 (+0) Flaming Attack Dog Challenge: 2 (450 Souls) Skills Senses Perception +4, Stealth +5 darkvision 120 ft., passive Perception 14 Smaller than other attack dogs but all the more deadly, with a toughened red hide belying their fiery nature. Dangerous alone and deadly in a pack, these dogs are nimble and adept at dodging even the swiftest blow, making them terrifying burning opponents. They tend to congregate in areas saturated with the flames of chaos as they are creatures of fire and hardened against flame. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison - - poisoned Saving Throws Dex +5, Con +4, Wis +2, Cha +2 Armour Class: 17 (Natural Armour) Position: Initiative DC: Speed: 40 feet 32 (5d8+10) 15
66 Keeps Crawling On Weakness to Backstab Evasion Sneak Attack Motionless in Death If damage reduces the Hollow to 0 Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Hollow drops to 1 Position instead. The next time the Hollow uses this feature, the DC is increased by 5. Hollows treat any successful attack from a creature they cannot see or are surprised by as a critical hit. If the Hollow is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Hollow instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. (1/turn). The Hollow deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Hollow that isn’t incapacitated and the Hollow doesn’t have disadvantage on the attack roll. If the Hollow stops moving for 1 minute or longer, it is indistinguishable from a normal corpse, even via magical detection. It can remain motionless indefinitely. Jagged Blade Spend 5 Position Actions Position Spends Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. A target hit by this attack haemorrhages an additional 3 (1d6) necrotic damage at the beginning of their turn until they receive magical healing. This extra damage can be inflicted multiple times. Hollow's Flurry. The Hollow can make two jagged blade attacks against a single target. STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Medium undead Medium undead 12 (+1) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 3 (-4) 8 (-1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) Hollow Assassin Hollow Cleric Challenge: 5 (1,800 souls) Challenge: 5 (1,800 souls) Skills Senses - darkvision 30 ft., passive Perception 10 Skills Senses - darkvision 30 ft., passive Perception 12 Indistinguishable from common hollows, Hollow Assassins are driven by goals known only to them. They wield wickedly barbed blades, and are experts in causing maximum damage to an unsuspecting opponent. Perhaps they were assassins in their mortal days or perhaps they are simply driven by a desire to inflict as much pain as possible. Only the hollow truly knows, and they’re disinclined to discuss the matter. Empowered by an echo of the faith that guided them in life, a Hollow Cleric seeks out opportunities to bestow holy blessings and rebukes in roughly equal measure. They crawl about on their hands and feet in a mockery of both supplication and the physical form of a turtle. They bear a calloused, shell-like tumour on their back preventing them from standing upright. They wield foul claws and hurl dark smites with abandon, and are known to be able to restore their wounds during combat. Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities poison poison - - - - poisoned poisoned, prone Saving Throws Saving Throws Dex +7, Con +5 Str +5, Wis +5 Armour Class: Armour Class: 16 (Tattered Chain Mail) 16 (Tattered Chain Mail) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 30 feet 30 feet 84 (13d8+26) 60 (11d8+11) 17 10 Bastion of Faith Mushy Underbelly Keeps Crawling On If the Hollow is subjected to an effect that allows it to make a Wisdom saving throw, it treats any roll of 5 through 9 as if it had rolled a 10. The Hollow is vulnerable to all damage if it is attacked while it is inside its shell and upside down. If damage reduces the hollow to 0 Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Hollow drops to 1 Position instead. The next time the Hollow uses this feature, the DC is increased by 5.
67 STR DEX CON INT WIS CHA Large undead 22 (+6) 10 (+0) 22 (+6) 8 (-1) 6 (-2) 8 (-2) Hollow Manservant Challenge: 7 (2,900 souls) Skills Senses Athletics +8 (advantage) darkvision 30 ft., passive Perception 8 Bearing rusty cages upon their backs and carrying giant cauldrons, Hollow Manservants are eternally in search of body parts and usable armour and weapons for other hollows. They move with powerful determination and aren’t very observant, but if challenged wield jagged machetes with frightening efficiency, hewing to and fro. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Saving Throws Str +9, Con +9 Armour Class: 15 Position: Initiative DC: 137 (11d12+66) Speed: 30 feet 10 Claw Vile Smite Emerge Blasphemous Restoration Actions Bonus Action Reaction Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. A target hit by this attack has disadvantage on their next attack roll. Ranged Spell Attack: +5 to hit, range 150 ft, one target. Hit: 11 (2d8+2) radiant damage and the target is blinded unless they succeed on a DC 13 Constitution saving throw. An area with a 5-foot radius, centred on the target, persists until the beginning of the Hollow’s next turn. An enemy that enters this area or begins their turn there is subject to this damage and effect. The Hollow emerges from its tumour and may make one claw attack. The Hollow withdraws into its tumour and gains 20 Position. This reaction can only be used when the hollow is targeted by an attack. Until it emerges from its tumour, its movement is 0, it is resistant to all damage, and has disadvantage on Dexterity saving throws, and is no longer immune to the prone condition. Critical hits and effects that would render the hollow prone flip the Hollow onto its back (see Mushy Underbelly). Keeps Crawling On Overconfident Striker If damage reduces the hollow to 0 Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Hollow drops to 1 Position instead. The next time the hollow uses this feature, the DC is increased by 5. If the Hollow misses a target with a Machete attack by 5 or more, the target can use their reaction to make an opportunity attack against the Hollow. Multiattack Machete Hurl Cauldron Cargo Hauler Actions Variant The Hollow makes two machete attacks, or one cauldron attack and one machete attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage. If the target is still alive, the hollow can repeat this attack against that target with a cumulative -5 penalty on the attack roll until they miss. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 25 (3d12+6) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the cauldron is empty as a result of being thrown, it magically refills when the hollow manservant picks it up. The Hollow must retrieve the cauldron before it can repeat this action. A cargo hauler Hollow Manservant carries not only spare body parts and general detritus in their cauldron, but also more challenging things. They may have acid, hot tar, vile maggots, or other horrors included. Their cauldron attack deals an extra 14 (4d6) damage, choosing between acid, fire, or necrotic. There is also a 25% chance that a cargo hauler will have 3d6 Vile Maggots or 1d4 other hollows in the cauldron.
68 Keeps Crawling On Weakness to Backstab Bastion of Faith If damage reduces the Hollow to 0 Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hollow drops to 1 Position instead. The next time the Hollow uses this feature, the DC is increased by 5. Hollows treat any successful attack from a creature they cannot see or are surprised by as a critical hit. If the Hollow is subjected to an effect that allows it to make a Wisdom saving throw, it treats any roll of 5 through 9 as if it had rolled a 10. Longsword Defensive Posture Sacred Boon Restoration Aura Whirling Steel Actions Bonus Action Reaction Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. The Hollow assumes a defensive posture. While in defensive posture, they receive a +5 bonus to their AC and saving throws but can’t use bonus actions or reactions other than restoration aura. Up to 3 friendly creatures within 15 feet can roll a d4 and add the number rolled to the next attack roll, damage roll, or saving throw they make before the start of the Hollow’s next turn. They must decide to use this bonus before any dice are rolled. (Recharge 4-6). A friendly creature within 30 feet regains 13 (3d8) Position. When making an opportunity attack, the Hollow can make 1d4+1 Longsword attacks instead. Each attack after the first targets a random creature within 5 feet and has a cumulative -2 penalty on the attack roll. Melee attacks against the hollow have advantage until the start of its next turn. STR DEX CON INT WIS CHA Medium undead 16 (+3) 10 (+0) 12 (+1) 8 (-1) 16 (+3) 10 (+0) Hollow Priest Challenge: 5 (1,800 souls) Skills Senses - darkvision 30 ft., passive Perception 13 While Hollow Clerics scuttle about the battlefield, the Hollow Priests marshal the other Hollows and bolster their already formidable presence. Channeling divine energy through the dented and rusty holy chimes that they clutch in their decrepit claws, the priests can empower and heal with ease, all while taking up an impressive defensive position in the thick of melee. As with all hollows, their origins are lost to time but surely they were agents of a war god in life or at the least, are on this martial path in a desperate search for faith and purpose before the inevitable hollow madness sets in. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Saving Throws Str +6, Wis +6 Armour Class: 16 Position: Initiative DC: Speed: 30 feet 71 (13d8+13) 10
69 Pain Overload Adjustment to Damage Blood Frenzy Nemesis Retribution The Lycanthrope is covered in horrific damage; unable to differentiate between new and old blinding pain. It is resistant to all damage. The Lycanthrope will continue moving no matter how ruined its body becomes. It regains 2d6 Position at the start of its turn. When attacking a Bloodied creature, the Lycanthrope has advantage. If there is a Lycanthrope Hunter present, the Lycanthrope will always prioritise attacking them. When the Lycanthrope becomes bloodied, it immediately makes 2 leap and swipe actions and an overhead slam attack, without needing to spend Position. Multiattack Claw Overhead Slam Spend 5 Position Actions Position Spends Bloodied The Lycanthrope makes two claw attacks and an overhead slam attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) slashing damage. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) bludgeoning damage. If hit, the next attack made by the target is made with disadvantage. Leap and Swipe. The Lycanthrope takes a disengage action, jumps up to 15 feet, and makes a claw attack. A target hit by this attack takes a bleeding wound which does 3 (1d6) slashing damage at the end of the creature's turn until this wound is healed by magical means. An affected creature can stop the flow of blood by using an action and succeeding on a DC 14 Wisdom (Medicine) check. STR DEX CON INT WIS CHA Large undead 19 (+4) 16 (+3) 18 (+4) 4 (-3) 8 (-1) 5 (-3) Lycanthrope Challenge: 5 (1,800 Souls) Skills Senses Survival +2 passive Perception 9 To look upon a Lycanthrope is to know cruelty. The cruelty of those who nailed them to a cross on the Road of Sacrifices; the cruelty of the Curse of Undeath which hollowed them and brought them back; unable to rest, bound to the torturous device forever. The cruelty they intend to inflict on anyone in their path, repaying the hideous fate they were consigned to. The hollowing of the Lycanthropes has changed them. Their fingers are warped into pointed claws and their eyes glow red, lambent with fury. A Lycanthrope will be still until provoked by the presence of others. Perhaps trying not to agitate the grievous wounds covering it, or perhaps they can remember nothing but how to rain fury upon others. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire - all frightened Saving Throws Con +7 Armour Class: 9 Position: Initiative DC: Speed: 35 feet 195 (10d10+40) 13
70 Collective Being Disciplined Ranks Slow To Turn Weakness To Backstab Living Quiver Phalanx is made up of 13 individual creatures each with this profile spawned within 5 feet of at least one other Phalanx. Phalanx gains a bonus to all attack rolls and saving throws equal to the number of other Phalanx within 5 feet of it. Phalanx must use its entire movement action to change the direction it is facing. Phalanx treats any successful attack from a creature it cannot see or is surprised by as a critical hit. To fire upon Phalanx is to risk seeing your own volley returned against you - When targeted with a ranged weapon attack which misses, Phalanx may use its reaction to make an attack with the attacking creature's ranged weapon. Spear Thrown Spear Spend 2 Position Spend 3 Position Position Spends Reactions Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 8 (2d6+1) piercing damage. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one creature. Hit: 8 (2d6+1) piercing damage. Lunging Blow. The Phalanx lunges forward up to 10 feet and increases the range of its next spear attack by 5 feet. Sweeping Strike. The Phalanx swings its spear wildly targeting two creatures instead of one with its next spear attack. Befouled Form Gullible The Pus of Man’s weapon attacks are magical. The Pus of Man is easily distracted. All attempts to distract it automatically succeed, and it has disadvantage on Perception checks that rely on sight. STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Medium undead Huge undead 12 (+1) 24 (+7) 6 (-2) 18 (+4) 15 (+2) 18 (+4) 8 (-1) 11 (+0) 10 (+0) 8 (-1) 6 (-2) 12 (+1) Phalanx Pus of Man Challenge: 1 (200 Souls) Challenge: 10 (5,900 souls) Skills Senses - passive Perception 10 Skills Senses Acrobatics +8 darkvision 30 ft., passive Perception 9 Pathetic masses of fused and quivering flesh, these slug-like creatures have been confined to the courtyard within The Painted World for uncountable years. Spears protrude from their leathery hides, convulsing as they drag themselves towards trespassers. To look upon them is to see a fate worse than death; slack jaws laced with drool and lidless black eyes fixed dead ahead. How they came to be like this, the only mercy that remains to them is they are never alone. When first encountered, the Pus of Man is seemingly just another hollow; long defeated by the madness that claims them all. It shambles aimlessly, repeatedly bumping into walls or obstacles for extended periods of time. All of this changes once it has been alerted to the presence of foes. Their vile core erupts in a grotesque manner: oily blackness erupting outwards, while the wretched hollow form still bumbles to and fro. The squelching horror bears a semblance of a face, not entirely unlike a half-formed dragon, and whips its body through enemies with frightening Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities poison poison fire - non-magical piercing, bludgeoning and slashing acid, cold, necrotic prone, surprised exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained Armour Class: Armour Class: 13 (Large Leather Shield) 16 (Natural Armour) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 30 feet 30 feet 13 (2d8+4) 126 (12d12+48) 8 14
71 Staggered by Fire Sticky Doom If the Pus of Man takes fire damage from any source, on its next turn it can take only a single action. If it uses that action to attack during its turn, it can’t make more than one melee or ranged attack regardless of its other abilities. A creature that hits the Pus of Man with a melee attack is grappled by the Pus of Man (escape DC 16). Any creature grappled by the Pus of Man takes 7 (2d6) poison and 7 (2d6) necrotic damage at the start of their turn. Multiattack Grasping Tentacle Snapping Tentacle Spend 10 Position Actions Position Spends The Pus of Man makes two melee attacks. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (2d12+7) bludgeoning damage. The target is grappled (escape DC 16). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (4d6+7) piercing damage and the target is poisoned unless they succeed on a DC 16 Constitution saving throw. Sweeping Strikes. The Pus of Man makes 4 (1d4+2) melee attacks. Each attack after the first has disadvantage. Targets hit by Sweeping Strikes are knocked prone unless they succeed on a DC 18 Strength saving throw. This action can’t be used on two consecutive turns and can only be used once per turn regardless of other spells or effects. Kick Reaction (When targeted by a melee attack). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4+7) 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 and the target must reroll their melee attack roll, using the new roll to determine if they hit or miss.
72 Eyeless Sockets Ancient Bones Restless Dead Last Rites The Skeleton Beast makes all Wisdom (Perception) checks at disadvantage. Successful attacks made against the Skeleton Beast from a bludgeoning weapon are counted as critical hits. Skeleton Beasts do not need to rest or sleep and are immune to the exhausted condition. The Skeleton Beast does not grant souls once killed if it is later reanimated by a Necromancer. The Skeleton Beast grants souls normally if there are no necromancers present that may raise them. Maul Lunge Multiattack Bite Actions Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 24 (4d10+2) necrotic damage. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 21 (3d12+2) bludgeoning damage. Target creature must succeed on a DC 14 Strength saving throw or be knocked prone. The Skeleton Beast makes four attacks per turn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) necrotic damage. Magic Resistance The Stone Guardian has advantage on saving throws against spells and other magical effects. STR DEX CON INT WIS CHA Armour Class: 12 (Natural Armour) Large undead 15 (+2) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 1 (-5) Position: Initiative DC: Speed: 60 feet 187 (25d10+50) 13 Skeleton Beast Challenge: 8 (3,900 Souls) Skills Senses - blindsight 120 ft., passive Perception 9 Bestial undead that awkwardly lope around the catacombs in search of prey. Panting and on all fours like a common beast, these are the antithesis of the ancient heroes of myth entombed below Lordran. Likely the result of some foul necromancers’ experiment, but whether it is a new, unknown beast or a Giant Skeleton warped by foul magics is certainly lost to the catacombs depths. The Skeleton Beast is barely held together by the necromancer that animates it, resulting in a fragile but viciously feral beast. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic fire, radiant - blinded, charmed, deafened, exhausted, frightened Saving Throws Wis +2, Cha -2 STR DEX CON INT WIS CHA Medium undead 22 (+6) 10 (+0) 20 (+5) 4 (-4) 10 (+0) 4 (-4) Stone Guardian Challenge: 4 (1,100 souls) Skills Senses Athletics +8 darkvision 30 ft., passive Perception 10 Stalking the overgrown and abandoned places of Lothric are the stone guardians. Empty suits of stone armour ensorcelled to patrol and defend what once stood close-by. These automatons possess great strength but only a basic level of intellect. They wield their stone greataxes with ease, sweeping them through the air with a terrible whistle or delivering monstrously destructive overhand chops against trespassers. The details in their armour have been lost to time and the elements, and whatever magic was used to animate them is now equally lost to the annals of history. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, paralyzed, petrified, poisoned Armour Class: 16 (Natural Armour) Position: Initiative DC: Speed: 30 feet 52 (5d10+25) 10 Saving Throws Wis +2, Cha -2 Position Spends Spend 10 Position Weak Link. The Skeleton Beast makes a DC 10 Wisdom saving throw. On a success it detects which creature within 60 feet has the current lowest Position and moves up to 60 feet to be within 5 feet of that creature.
73 Overhead Chop Sweeping Chop Actions Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) slashing damage. If the attack roll exceeds the target’s AC by 5 or more, the target is knocked prone unless they succeed on a DC 16 Strength saving throw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. If the attack roll exceeds the target’s AC by 5 or more, the Stone Guardian can spend 5 Position to repeat this attack against one target that is adjacent to the target. A target can only take damage from one sweeping chop from this creature per turn. STR DEX CON INT WIS CHA Medium undead 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Torch Hollow Challenge: 1/8 (25 Souls) Skills Senses Survival +0 passive Perception 8 The spark of life long faded behind dead eyes, the Torch Hollow attacks with grim determination, lured by the power of the living and reborn into a hollow cycle of death. Unlike their armoured soldier brethren, torch hollows are armed with only a lit torch: a symbol of the flame of life that will ever elude them. Faster and more nimble, these Hollows can prove a significant challenge to even the most seasoned warrior as they lash out with a flaming frenzy. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Saving Throws Con +5, Wis +0 Armour Class: 8 Position: Initiative DC: Speed: 30 feet 8 (1d8+3) 8 Actions Torch Wild Swing Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage plus 3 (1d4+1) fire damage. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 8 (2d6+1) bludgeoning damage plus 3 (1d4+1) fire damage. Keeps Crawling On Aggressive Weakness to Backstab If damage reduces the Torch Hollow to zero Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Torch Hollow drops to 1 Position instead. The next time the torch hollow uses this feature, the DC is increased by 5. As a bonus action, the Torch Hollow can move up to its speed toward a hostile creature that it can see. Torch Hollows treat any successful attack from a creature they cannot see or are surprised by as a critical hit. Position Spends Spend 3 Position Torch Frenzy. The Torch Hollow makes two Torch attacks with advantage. If hit, the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 round.
74 Actions Reactions Multiattack Shortsword Throwing Dagger Parry The Undead Assassin makes two melee attacks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage. The Undead Assassin adds 2 to its AC against one melee attack that would hit it. To do so, the Undead Assassin must see the attacker and be wielding a melee weapon. Cunning Action Pack Tactics Sneak Attack On each of its turns, the Undead Assassin can use a bonus action to take the Dash, Disengage, or Hide action. The Undead Assassin has advantage on an attack roll against a creature if at least one of the undead assassin's allies is within 5 feet of the creature and the ally isn't incapacitated. (1/Turn). The Undead Assassin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Undead Assassin that isn't incapacitated, and the Undead Assassin doesn't have disadvantage on the attack roll. STR STR DEX DEX CON CON INT INT WIS WIS CHA CHA Medium undead Medium undead 10 (+0) 12 (+1) 15 (+2) 15 (+2) 10 (+0) 12 (+2) 12 (+1) 3 (-4) 14 (+2) 12 (+1) 16 (+3) 6 (-2) Undead Assassin Undead Attack Dog Challenge: 2 (450 Souls) Challenge: 1/2 (100 Souls) Skills Senses Perception +4, Sleight of Hand +4, Stealth +4 passive Perception 14 Skills Senses Perception +3, Stealth +4 darkvision 120 ft., passive Perception 13 Sinister red eyes peer from the mystery of a drawn hood, jagged knife long and barbed. The Undead Assassin lurks in the shadows to strike with cruel accuracy. More than most hollow undead, the assassin seeks to ruthlessly eradicate the spark of life, using every devious tactic to hand. Undead Assassins often hunt in packs like wolves, prowling lonely streets for the unwary and unprepared. They wear supple dark leather armour to muffle their movements, allowing the shadows to better conceal their evil deeds. Cold, grey flesh and toughened hides, vicious gnashing teeth capable of tearing through flesh and bone with ease; undead attack dogs are fearsome allies of undead soldiers and other hollows. Dangerous alone and deadly in a pack, these dogs are nimble and adept at dodging even the swiftest blow, often leaping from the shadows to tear chunks from exposed flesh. Relentless in their pursuit, these feral creatures stalk their prey ruthlessly, their hollow barks echoing around castle walls. Damage Immunities Damage Immunities Damage Vulnerabilities Damage Vulnerabilities Damage Resistances Damage Resistances Condition Immunities Condition Immunities poison poison - - - - poisoned poisoned Armour Class: Armour Class: 15 (Leather and Shield) 13 (Natural Armour) Position: Position: Initiative DC: Initiative DC: Speed: Speed: 30 feet 40 feet 27 (6d8) 19 (3d8+6) 12 12 Actions Multiattack Bite The Undead Attack Dog makes two melee attacks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Keen Hearing and Smell Pack Tactics The Undead Attack Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. The Undead Attack Dog has advantage on attack rolls against a creature if at least one of the undead attack dog's allies is within 5 feet of the creature and the ally isn't incapacitated.
75 STR DEX CON INT WIS CHA Medium undead 8 (-1) 14 (+2) 11 (+1) 2 (-4) 10 (+0) 12 (+1) Undead Crystal Archer Challenge: 1 (200 Souls) Skills Senses Perception +2 darkvision 30 ft., passive Perception 12 Deep in the musty stillness of The Grand Archive these crystalline archers stand sentinel. Long since hollowed, they can but stand at attention whilst they and the Archive around them decays ever further. Cold reflections play across their crystalline shells, a pale imitation of what must once have been a dazzling kaleidoscope of light. Their inevitable decay mirrors the fate of the once grandiose halls of the Duke’s Archives. Although their origin is unknown, the deadly power of their arrows is apparent to all who cross their path. Piercing pain is often the only warning of their presence, before the next volley begins. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - damage from spells and magical weapons, poison exhaustion, poisoned Armour Class: 16 (Natural Armour) Position: Initiative DC: Speed: 15 feet 22 (4d8+4) 12 Reactions Dodge The undead attack dog imposes disadvantage on a single spell, ranged or melee attack targeting them provided they can see the creature targeting them. Crystal Shards Homing Arrows Magic Resistance Magic Weapons Spend 2 Position Brittle Brittle crystal arrows leave slivers laced in unsuspecting foes, an enemy hit by a ranged weapon attack from this creature takes 2 (1d4) piercing damage at the start of its next turn. The Undead Crystal Archer may re-roll missed ranged weapon attacks once per attack. The Undead Crystal Archer has advantage on saving throws against spells and other magical effects. The Undead Crystal Archer’s weapon attacks are magical. Reposition. The Undead Crystal Archer may make a disengage action and a move action simultaneously. The AC of the Undead Crystal Archer is reduced by 4, and when successfully hit all creatures within 5 feet take 2 (1d4) piercing damage as crystal shrapnel flies in all directions. Longbow Actions Bloodied Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8+2) piercing damage. Position Spends
76 Crystal Shards Magic Resistance Magic Weapons Spend 3 Position Brittle Brittle crystal weapons leave slivers laced in unsuspecting foes, an enemy hit by a melee weapon attack by this creature takes 2 (1d4) piercing damage at the start of its next turn. The Undead Crystal Soldier has advantage on saving throws against spells and other magical effects. The Undead Crystal Soldier’s weapon attacks are magical. Leaping Slash. The next Crystal Straight Sword attack deals an extra 9 (2d8) damage, and on a hit the target creature is knocked prone. It must spend this Position before making the attack. The AC of the Undead Crystal Soldier is reduced by 4 and when successfully hit all creatures within 5 feet take 2 (1d4) piercing damage as crystal shrapnel flies in all directions. Multiattack Crystal Straight Sword Shield Slam Actions Bloodied Position Spends The Undead Crystal Soldier makes two melee weapon attacks. They may repeat the same attack twice or make different ones in any order. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d12+2) slashing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. If hit with a Shield Slam the next attack against the target creature has advantage. Keeps Crawling On If damage reduces the undead knight archer to zero Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead knight archer drops to 1 Position instead. The next time the undead knight archer uses this feature, the DC is increased by 5. STR DEX CON INT WIS CHA Medium undead 14 (+2) 8 (-1) 15 (+2) 2 (-4) 10 (+0) 12 (+1) Undead Crystal Soldier Challenge: 1 (200 Souls) Skills Senses Perception +2 darkvision 30 ft., passive Perception 12 How these crystalline monstrosities are created is unknown. Whether a being of crystal animated or one of flesh tempered is an enigma. Whatever accursed midwifery brought them forth has affected their weapons too; now sharp enough to cut through steel like paper, but brittle and ground down by the slightest use. Imperfections soon become catastrophic faults. Much like their armaments, the Undead Crystal Soldiers themselves are wearing down, even by the most meagre exertions. Surely they are soon to be nothing but more fine dust coating the floor of the Duke’s Archives. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - damage from spells and magical weapons, poison exhaustion, poisoned Armour Class: 18 (Natural Armour and Caduceus Kite Shield) Position: Initiative DC: 26 (4d8+8) Speed: 15 feet 9 STR DEX CON INT WIS CHA Medium undead 8 (-1) 13 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3) Undead Knight Archer Challenge: 2 (450 Souls) Skills Senses Perception +3 passive Perception 13 Once-proud knights of the ancient kingdom of Balder, undead knight archers are deadlier than other hollow soldiers. A vicious spark of life still glows behind cold eyes. Wearing armour made from thick iron plates and wielding a deadlyaccurate crossbow, these archers retain much of the skill they held in life, making them dangerous opponents liable to rain death upon the unwary. Often standing as sentinels atop crumbling ruins, undead knight archers make excellent scouts. Branded by the Dark Sign, the undead knight archer grows ever hollow yet clings to life, some hidden iron driving it ever forward. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Saving Throws Con +5, Wis +3 Armour Class: 18 (Plate Armour) Position: Initiative DC: Speed: 20 feet 30 (4d8+12) 11
77 Actions Bloodied Position Spends Multiattack Crossbow Bash Light Crossbow Estus Flask The undead knight archer makes three ranged attacks. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage. The undead knight archer has a 1 in 6 chance of using an action to take a sip from its Estus Flask, recovering 1d8 Position. Spend 3 Position Piercing Strike. The undead knight archer doubles its to hit bonus on a single ranged weapon attack. This can be declared after the attack has been rolled. STR DEX CON INT WIS CHA Medium undead 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Undead Soldier Challenge: 1/4 (50 Souls) Skills Senses - passive Perception 8 The spark of life long faded behind dead eyes, the undead soldier attacks with grim determination, lured by the power of the living and reborn into a hollow cycle of death. Wearing old and battered armour and wielding a rusted and broken spear, the soldier steadfastly patrols long-forgotten land, shield raised in instinct driven into its bones. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Saving Throws Con +5, Wis +0 Armour Class: 15 (Tattered Armour and Partial Shield) Position: Initiative DC: 22 (3d8+9) Speed: 20 feet 8 Actions Reactions Bloodied Multiattack Longsword Spear Shield Bash Shield Block Estus Flask The undead soldier makes two melee attacks. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) slashing damage. Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 4 (1d6+1) piercing damage. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. The undead soldier adds 2 to its AC against one melee attack that would hit it. To do so, the undead soldier must see the attacker and be wielding a shield. The undead soldier has a 1 in 6 chance of using an action to take a sip from its Estus Flask, recovering 1d8 Position. Shield Wall Keeps Crawling On Attacks against the undead soldier are made at disadvantage if at least one of the undead soldier's allies is within 5 feet of the creature, the ally isn't incapacitated, and is holding a shield. If damage reduces the undead soldier to zero Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead soldier drops to 1 Position instead. The next time the undead soldier uses this feature, the DC is increased by 5.
78 Actions Fiery Burst The Wisp creates an explosion of fire centred on itself. Each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) fire damage. Keen Hearing Heated Body Illumination The Wisp has advantage on Wisdom (Perception) checks that rely on sound. A creature that touches the Wisp or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The Wisp sheds bright light in a 10-foot radius and dim light for an additional 10 feet. STR DEX CON INT WIS CHA Armour Class: 17 Small undead 1 (-5) 24 (+7) 14 (+2) 11 (+0) 13 (+1) 12 (+1) Position: Initiative DC: Speed: 0 feet, Fly 60 feet (hover) 18 (4d4+8) 17 Wisp Challenge: 1 (200 souls) Skills Senses Perception +3, Stealth +9 darkvision 120 ft., passive Perception 13 Easily identifiable, wisps resemble floating disembodied heads that tend to faintly glow with an ominous red shade that screams danger. It’s no surprise then to hear back reports stating that Wisps tend to violently explode when encountered. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison - acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks exhaustion, grappled, paralysed, poisoned, prone, restrained, unconscious
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80 The Tome of Strange Beings — Bosses
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82 Boss Demonic Ecosystem Writhing Domain Static Chaos This creature can spend Position as if it was a player character. Bed of Chaos is immune to damage. Bed of Chaos spawns with three nodes inside the area it occupies, these can be damaged. One node spawns 10 feet inside the frontcentre of the space occupied by Bed of Chaos. Two spawn 5 feet inside Bed of Chaos; one at the furthest left side and one at the furthest right side of the space it occupies. Each node occupies a 5-foot space. Nodes on the left and right of Bed of Chaos have 136 Position and AC 16 (natural armour). When both of these nodes are destroyed, Bed of Chaos is reduced to 205 Position. The central node has 136 Position, AC 16 (natural armour), it is cocooned by roots and immune to damage until the other two nodes have been destroyed. When this node is destroyed, Bed of Chaos is reduced to Position 0. All nodes have the same damage vulnerabilities and condition immunities as Bed of Chaos. Additionally, nodes are resistant to any damage inflicted from more than 5 feet away. Players may move through the root system underneath Bed of Chaos to go inside the space occupied by it. Bed of Chaos may not make attacks against creatures within the space it occupies. When moving inside the space occupied by Bed of Chaos, creatures must succeed on a DC 22 Strength saving throw or become grappled and take 32 (4d10+10) from the twisting roots. Creatures grappled by the Bed of Chaos must succeed on a DC 22 Strength saving throw at the start of their turn to escape. On a failed save, the creature takes 21 (2d10+10) bludgeoning damage and remains grappled. Should players return to a bonfire before Bed of Chaos is reduced to Position 0 any nodes which are destroyed remain destroyed until Bed of Chaos is reduced to Position 0. All other effects are removed as normal when players return to the bonfire. Armour Class: N/A 30 (+10) 6 (-2) 30 (+10) 2 (-4) 12 (+1) 10 (+0) Position: Initiative DC: Speed: 0 feet (Immobile) 410 (20d20+200) Always first STR DEX CON INT WIS CHA Skills Senses Perception +8 blindsight 300 ft., passive Perception 18 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire - poison, cold blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious Challenge: 23 (50,000 souls) Beneath the ruins of Lost Izalith, the remains of the attempt to recreate the First Flame lay in forgotten repose. Whether to expand her own power or drive back encroaching darkness, the Witch of Izalith and her daughters sought to make a new First Flame to call their own. They were lost to their own hubris. Those that survived the ritual changed irrevocably, and those that didn’t became part of the writhing mass which would birth all demonkind. An enormous humanoid structure of squirming roots and branches, Bed of Chaos convulses with the raw power of chaos that flows throughout its limbs. It has been uncounted years since the heaving mass of life brought forth a fresh demon. The cause of this inactivity as much an enigma as the ritual that birthed it in the first place. The most obvious signal of the enormous power and significance at rest here are the two incandescent orbs that sit beside it, nestled in the crushing embrace of twisting vines. There appears to be a pair of enormous catalysts protruding from them, perhaps holding back the tumultuous power that once ran amok in this crumbling place. Gargantuan demon Bed of Chaos Saving Throws Con +17, Int +3, Cha +7
83 Limbs of Flames Flame Pick Volcanic Chaos Dissolving Ground Intense Writhing Chaos Shell Multiattack Sweeping Arms Slamming Fist Rebuke Spend 30 Position Spend 40 Position Bloodied Lair Actions Actions Reactions Position Spends Bed of Chaos becomes bloodied when two nodes are destroyed, and it immediately activates its Volcanic Chaos lair action. In addition, each node sprouts two flaming arms tipped with wicked blades and Bed of Chaos makes two Flame Pick attacks. While Bed of Chaos remains bloodied, it makes two Flame Pick attacks in addition to its other attacks. Melee Weapon Attack: +17 to hit, reach 25 ft., one creature. Hit: 21 (2d10+10) piercing damage and 18 (4d8) fire damage. (Lair Action). Lava erupts from the ground surrounding Bed of Chaos as the Chaos Flame burns wildly. Five streams of lava spring from the ground around Bed of Chaos creating a 5-foot-wide ring of lava around it. Creatures in this spaces must make a DC 25 Constitution saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Creatures who start their turn in the lava or enter the space must also make the save. The Ground around Bed of Chaos is run through with roots and continually collapsing. Place a 10-foot radius area of effect where the ground has collapsed. This cannot be placed in any space currently occupied by a creature or within 10 feet of Bed of Chaos. A creature entering one of these areas must succeed on a DC 18 Dexterity saving throw or be swallowed by the ground, immediately dropping to 0. Each area lasts until the end of the encounter and new ones may overlap with previous ones. The tangled knots of roots and branches beneath Bed of Chaos thrash and flail with chaotic energy. Damage inflicted by the Writhing Domain feature is increased by 19 (2d8+10) bludgeoning damage for one round. The wretched heart of Bed of Chaos is shielded by a wall of the burning stuff of chaos itself. The AC of the central node is increased to 17 for one round. All creatures within 5 feet of the central node must immediately make a DC 15 Dexterity saving throw, taking 32 (5d12) fire damage on a failed save, or half as much damage on a failed one. Bed of Chaos makes one Sweeping Arms and one Slamming Fist attack, in any order. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (3d10+10) bludgeoning damage, and any creatures within 10 feet of the target must succeed on a DC 20 Dexterity saving throw or take 26 (3d10+10) bludgeoning damage as the arms sweep across the battlefield. All creatures hit by this attack are thrown back 10 feet and knocked prone. Bed of Chaos slams the ground with its fist. All creatures in a 10-foot radius of a point within 25 feet of it must immediately make a DC 23 Dexterity saving throw, taking 43 (6d10+10) bludgeoning damage and be pushed 5 feet directly away from the point on a failed save, or half as much damage on a successful one. When a node is destroyed, Bed of Chaos makes a Flame Pick attack (regardless of whether it is bloodied). Bed of Chaos can take one Lair Action per round. Double Sweep. Make a second Sweeping Attack. Sapping Push. The next time an attack results in a push, increase the distance by 5 feet and the target must succeed on a DC 18 Constitution saving throw or gain one level of exhaustion as they attempt to hold their ground.
84 Boss Eternal Flame This creature can spend Position as if it was a player character. Fire damage caused by Ceaseless Discharge ignores resistances and immunities. Armour Class: 18 30 (+10) 20 (+5) 30 (+10) 10 (+0) 8 (-1) 6 (-2) Position: Initiative DC: Speed: 20 feet, Swim 90 feet (lava only) 246 (12d20+120) Always first STR DEX CON INT WIS CHA Saving Throws Str +15, Con +15 Skills Senses Athletics +15, Perception +4 blindsight 120 ft., passive Perception 14 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison force lightning, thunder All Challenge: 16 (15,000 Souls) A force of nature, Ceaseless Discharge is the source of all lava in the ruined world. This massive elemental can only rarely be bothered enough to interact with the affairs of other creatures, preferring instead to busy itself with the accumulation of treasures that inevitably make their way into the deep recesses of the earth. Intrinsically tied to the structural stability of the world above, whenever Ceaseless Discharge takes action, the lands buckle and heave with earthquakes and landslides as volcanoes erupt and spew forth their fiery contents. It has been said that Ceaseless Discharge is the youngest child and only male offspring of the Witch of Izalith. His seven sisters are known as the Daughters of Chaos, and although he has little interaction with them, they all played a part in the creation of the chaos demons when the Witch failed to recreate the First Flame. In the rampant chaos that was spawned in the wake of her disastrous experiment, Ceaseless Discharge and his siblings found themselves forever changed. Cursed, one might even say… Gargantuan elemental Ceaseless Discharge Retribution Flaming Spasms Move Fire's Certainty Multiattack Fiery Slam Magma Slash Scorching Wave Spend 20 Position Spend 20 Position Bloodied Legendary Actions Actions Position Spends When Ceaseless Discharge becomes bloodied, he immediately makes a Flaming Spasms attack. Spend 20 Position. Ceaseless Discharge uses fiery slam on all targets within range, and all other creatures within 120 feet are spontaneously lit on fire, taking 14 (4d6) fire damage at the start of their turns. Ceaseless Discharge moves up to its speed without provoking attacks of opportunity. (Costs 2 Actions). Ceaseless Discharge immediately ends one effect on itself. Ceaseless Discharge can take up to three legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ceaseless Discharge regains spent legendary actions at the start of its turn. Ceaseless Discharge makes one fiery slam attack and one magma slash attack. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 29 (3d12+10) fire damage. Targets are on fire and take 14 (4d6) at the start of their turn. This burning effect can be removed by spending an action to stop, drop prone, and then roll 5 feet to an adjacent available space. Melee Weapon Attack: +15 to hit, reach 10 ft., one or two targets. Hit: 19 (2d8+10) slashing damage and 14 (4d6) fire damage. Ceaseless Discharge belches forth a 60-foot cone of magma. Each creature in the area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Shower of Sparks. Ceaseless Discharge slams its tendrils on the floor, causing a shower of sparks to rise into the air. All other creatures within 20 feet take 10 (3d6) fire damage and are blinded until the end of Ceaseless Discharge’s next turn; a successful DC 18 Dexterity saving throw negates the blindness. Lava’s Rage. Ceaseless Discharge uses fiery slam. If this attack hits, it can use magma slash without spending actions or Position.
85
86 Boss Unyielding Foe Fire Aura Regeneration Autonomous Appendages This creature can spend Position as if it was a player character. The Centipede Demon always goes first in initiative and cannot be surprised. At the start of each of the Centipede Demon’s turns, each creature within 10 feet of it takes 17 (5d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches the Centipede Demon or hits it with a melee attack while within 10 feet of it. The Centipede Demon regains 20 Position at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of its next turn. The Centipede Demon dies only if it starts its turn with zero Position and doesn’t regenerate. Whenever the Centipede Demon takes at least 40 slashing damage at one time, roll a d6 to determine what else happens to it: A severed part acts on the Centipede Demon’s initiative and has its own action and movement. A severed part has AC 15, 65 Position, and the Centipede Demon’s Regeneration trait. A severed tail has a speed of 5 feet and can make one tail swing attack. A severed claw has a speed of 5 feet and can make one claw attack on its turn. Each time the Centipede Demon loses a claw, it loses a claw attack until it regrows that claw. Nothing else happens The tail is severed from the Centipede Demon if it has a tail left. One claw is severed from the Centipede Demon if it has any claws left. An appendage that was previously severed regrows, if any were missing. 1: 2-3: 4-5: 6: Armour Class: 18 (Natural Armour) 24 (+7) 16 (+3) 20 (+5) 12 (+1) 13 (+1) 15 (+2) Position: Initiative DC: Speed: 40 feet, Climb 30 feet 276 (24d12+120) Always first STR DEX CON INT WIS CHA Saving Throws Str +14, Con +12, Wis +8 Skills Senses Athletics +14, Acrobatics +10, Perception +8 darkvision 60 ft., passive Perception 18 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, poison lightning - charmed, grappled, paralyzed, poisoned, restrained, stunned Challenge: 22 (41,000 souls) The Witch of Izalith’s only son, Ceaseless Discharge, was given the Orange Charred Ring to lessen the pain of his lava sores, presumably. However, he dropped it due to his clumsiness. The Centipede Demon emerged from the very spot it landed, likely after the creation of the Flame of Chaos by Ceaseless' own mother. Perched upon a rock, it would be easy to think that the Centipede Demon is dead as it stands completely motionless. When awakened, flames ignite out of the four spikes on its back and the multiple sets of eyes open aglow, then it drops down on two reptilian feet. The creature has a total of six demonic centipede heads: two on its back, two as arms, and the last two as the head and tail. Huge demon Centipede Demon
87 Retribution Lava Blast Spend 20 Position Spend 30 Position Bloodied Position Spends When the Centipede Demon becomes bloodied it immediately makes a Lava Blast attack at the creature who bloodied it. The Centipede Demon creates three balls of lava that it hurls at one target within 120 feet of it. Each lava ball deals 29 (4d10+7) fire damage or half as much on a successful DC14 Dexterity saving throw. Lava Blast. The Centipede Demon uses its Lava Blast action. Heat Wave. The Centipede Demon creates a blast of heat within 120 feet of itself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armour) takes 33 (6d10) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must succeed on a DC 21 Constitution saving throw or gain one level of exhaustion. Multiattack Claw Tail Swing Slam Move Slam Actions Legendary Actions The Centipede Demon makes two claw attacks and one Tail Swing or Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (3d6+7) slashing damage plus 7 (2d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Centipede Demon can't restrain another target inside its toothy chest. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 14 (2d6+7) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be hurled up to 25 feet away. The Centipede Demon slams the ground. All creatures in a 10-foot radius of a point within 20 feet of the Centipede Demon must immediately make a DC 20 Dexterity saving throw, taking 38 (7d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. The Centipede Demon moves up to its speed without provoking attacks of opportunity. (Costs 2 actions). The Centipede Demon uses its Slam action. The Centipede Demon can take up to two legendary actions by choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Centipede Demon regains spent legendary actions at the start of its turn.
88 Boss Unyielding Foe Hulking Mass Spring Jump Retribution Fire Spray Bloodied This creature can spend Position as if it was a player character. Chaos Witch Quelaag always goes first in initiative and cannot be surprised. Chaos Witch Quelaag has disadvantage on Flaming Sword Slash attacks when targeting a creature within 5 feet of themself. Chaos Witch Quelaag can jump 20 feet from standing to an unoccupied space within range. This does not count as part of its movement for the turn. Chaos Witch Quelaag does not trigger attacks of opportunity when it jumps. When Chaos Witch Quelaag becomes bloodied, she immediately makes a Stomp! attack. 5 Position. Chaos Witch Quelaag selects up to six creatures within 20 feet. Each creature takes 18 (4d8) fire damage. Armour Class: 17 (Armoured Hide) 24 (+7) 15 (+2) 22 (+6) 21 (+5) 23 (+6) 20 (+5) Position: Initiative DC: Speed: 25 feet, Climb 25 feet 312 (25d12+150) Always first STR DEX CON INT WIS CHA Saving Throws Str +13, Con +12 Skills Senses - darkvision 120 ft., passive Perception 16 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - lightning fire frightened, restrained, prone Challenge: 17 (18,000 Souls) Daughter to the Witch of Izalith and claims to be sister to the Fair Lady, Chaos Witch Quelaag was transformed by the flame of Chaos into her current demonic half-spider form. Unlike many of the damned souls thus transformed, her sanity remains, for the most part, intact. She stands guard over her blind sister in Blighttown. Huge monstrosity Chaos Witch Quelaag
89 Multiattack Fire Stab Flaming Sword Slash Stomp! Actions Chaos Witch Quelaag can make either four Flaming Sword Slash attacks and a Stomp! attack or two Fire Stab attacks. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 51 (8d10+7) piercing damage plus 10 (3d6) fire damage. A creature hit by this attack is knocked prone and has its speed reduced by 10 feet until the end of its next turn. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (4d8+7) fire damage. All creatures within a 20 feet radius of Chaos Witch Quelaag must immediately make a DC 19 Dexterity saving throw. On a failure the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and can’t spend Position until the end of their next turn. On a successful saving throw the creature takes half damage. Spend 5 Position Spend 10 Position Spend 15 Position Position Spends Lava Breath. All creatures in a 25-foot cone must immediately make a DC 19 Dexterity saving throw. On a failure the creature takes 45 (10d8) fire damage and is set on fire, taking 14 (4d6) fire damage at the start of their turn until they spend an action to put themselves out. On a success the creature takes the initial damage but is not set on fire. A 5 foot square of lava persists for 10 minutes, adjacent to the point from which Quelaag used the feature. This area is difficult terrain and any creature that passes through it, starts, or ends its turn in the lava takes 7 (2d6) fire damage. Chaos Witch Quelaag is immune to the effects of this lava. Lava Rush. Chaos Witch Quelaag jumps up to 25 feet. When it lands all creatures within 10 feet of Chaos Witch Quelaag must immediately make a DC 19 Strength saving throw. On a failure the creature is knocked prone and is pushed 5 feet away from Chaos Witch Quelaag. Chaos Witch Quelaag can then immediately make a Lava Breath attack without spending additional Position. A creature that is prone automatically fails the Dexterity Saving throw required by Lava Breath. Fire Wave. Can only be used during Chaos Witch Quelaag’s turn. All creatures within 20 feet of Chaos Witch Quelaag take 55 (10d10) fire damage. All creatures within 30 feet of Chaos Witch Quelaag but not already effected by Fire Wave must immediately make a DC 19 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much on a successful one.
90 Boss Unyielding Foe Ice Walk Legendary Resistance Crossbreed Priscilla can spend Position as if she were a player character. Crossbreed Priscilla always goes first in initiative and cannot be surprised. Crossbreed Priscilla can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment. (3/Day). If Crossbreed Priscilla fails a saving throw, she can choose to succeed instead. Armour Class: 18 (Natural Armour) 26 (+8) 22 (+6) 22 (+6) 8 (-1) 12 (+1) 12 (+1) Position: Initiative DC: Speed: 40 feet 200 (16d12+96) Always first STR DEX CON INT WIS CHA Saving Throws Dex +11, Con +11, Wis +6, Cha +6 Skills Senses Perception +11, Stealth +11 blindsight 60 ft., darkvision 120 ft., passive Perception 21 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities cold - - - Challenge: 13 (10,000 Souls) An "abomination" born unwanted and with no place in this world. Cast aside and drawn into the cold and lonely Painted World of Ariamis. Crossbreed Priscilla is the child of a powerful white dragon father and mysterious unknown mother. Legends and rumours abound of her parents' true identities; is she a daughter of a goddess from the line of Gwyn, the Lord of Cinder, or is her provenance drenched in the world of sin? Is she the lost daughter of Seath the Scaleless, the white dragon who betrayed his kind to become Gwyn's Duke? Large humanoid Crossbreed Priscilla
91 Multiattack Scythe Priscilla's Dagger Tail Charming Presence Blizzard Sneak Attack Lifehunt Scythe Actions Bloodied Crossbreed Priscilla uses her Charming Presence, and then makes two Scythe attacks and a Dagger attack. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) slashing damage. If the target is a creature other than a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 11 (3d6) necrotic damage. If the target is a creature other than a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) 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. Each creature of Crossbreed Priscilla's choice that is within 120 feet of her and aware of her must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Crossbreed Priscilla's Charming Presence for the next 24 hours. (Recharge 5–6). Crossbreed Priscilla exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Attacks with the dagger made while invisible deal an extra 14 (4d6) piercing damage plus 10 (3d6) necrotic damage. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) slashing damage. If the target is a creature that has 100 Position or fewer, it must succeed on a DC 13 Constitution saving throw or die. Attack Invisibility Scythe Spin Legendary Actions Crossbreed Priscilla makes a melee weapon attack. Crossbreed Priscilla disappears in a blinding blizzard and becomes invisible for 2 rounds. Attack rolls against her have disadvantage, and Priscilla's attack rolls have advantage. (Costs 2 Actions). Crossbreed Priscilla lashes out with her scythe in a whirlwind attack. Each creature within 10 feet of Priscilla must succeed on a DC 19 Dexterity saving throw or take 17 (2d10+6) slashing damage and be knocked prone. Crossbreed Priscilla 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. Priscilla regains spent legendary actions at the start of her turn. Spend 10 Position Spend 10 Position Spend 10 Position Position Spends Double Slash. Crossbreed Priscilla makes two scythe attacks with advantage. Sudden Attack. Crossbreed Priscilla immediately takes the attack action as a reaction. Immediate Reaction. Crossbreed Priscilla gains an additional reaction.
92 Boss Unyielding Foe Vigil to the Patriarch Grand Illusions Arcane Evasion This creature can spend Position as if it was a player character. Dark Sun Gwyndolin is ever-vigilant in defending Anor Londo from interlopers. They always go first and cannot be surprised. Dark Sun Gwyndolin is only found in the Honorary Tomb of Lord Gwyn in Anor Londo. Once combat starts, Dark Sun Gwyndolin uses their grand arcane skill to create the illusion that the corridor to the Tomb is 50 feet wide and extending an infinite length in the direction behind Dark Sun Gwyndolin, to allow them room to magically retreat. The illusion is dispersed upon Dark Sun Gwyndolin's death, or if the players retreat via the exit. For all intents and purposes, this illusion functions as if the space was real when creatures move around and act within it, player characters appear halfway down the corridor once the illusion has dissipated. Dark Sun Gwyndolin is resistant to damage made by an attacker more than 15 feet away. Armour Class: 18 (Serpentine Armour) 20 (+5) 20 (+5) 16 (+3) 25 (+7) 25 (+7) 16 (+3) Position: Initiative DC: 300 (40d8+120) Speed: 15 feet Always First STR DEX CON INT WIS CHA Skills Senses Perception +13 passive Perception 23 Challenge: 18 (20,000 Souls) Rarely leaving their vigil over the honorary tomb of the Lord Gywn, Gwyndolin influences the long-dilapidated Anor Londo from behind a shadowy veil. Gwyndolin is the last-born son of Lord Gwyn but raised as a daughter due to their strong affinity with the moon; they possess great arcane abilities derived from it. Ardently defending Anor Londo with their very life, they punish any who may tarnish the city, though it has long been abandoned by the Gods. Weaving great illusions they ensure an ember of the light of the Gods still burns, even if it is a facade. For any would-be marauders, the Dark Sun commands their sworn servants, the Blades of the Darkmoon. These shadowy enforcers and assassins will zealously pursue any heretic with murderous intent, particularly any adventuring desecrators of the tomb of Lord Gwyn. Medium humanoid Dark Sun Gwyndolin Guardian of Anor Londo Lunar Desperation Desperate Retreat Grand Orb of the Dark Sun Bloodied The multiattack action allows Dark Sun Gwyndolin to make five attacks. When Dark Sun Gwyndolin uses Orb of the Dark Sun or Soul Mass Volley they can use either one additional time as part of the same action. The distance Dark Sun Gwyndolin moves using Teleport is increased to 75 feet. The Orb of the Dark Sun has its recharge changed to (Recharge: 3-6). Saving Throws Dex +11, Int +13, Wis +13 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - stunned, unconscious
93 Multiattack Darkmoon Bow Piercing Shot Serpentine Defence Orb of the Dark Sun Soul Mass Volley Arcane Retreat Spend 10 Position Actions Reactions Position Spends Gwyndolin makes three Darkmoon Bow attacks. Ranged Weapon Attack: +11 to hit, range 120/360 ft., one creature. Hit: 16 (3d6+6) piercing damage. On a hit with the Darkmoon Bow, Dark Sun Gwyndolin may immediately make a second attack with the Darkmoon Bow. They can only take this extra attack once per turn. Ranged Weapon Attack: +11 to hit, range 200/600 ft., one creature. Hit: 23 (4d8+5) piercing damage, and each creature in a straight line up to 200 feet behind the target must succeed on a DC 19 Dexterity saving throw or take 23 (4d8+5) piercing damage. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (4d8+5), and the target must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Dark Sun Gwyndolin. (Recharge 5-6). Dark Sun Gwyndolin launches a gigantic, slow-moving orb of pure arcane energy. This projectile is 10 feet wide and moves in a straight line for 50 feet. It continues on its path, moving 50 feet at the start of Dark Sun Gwyndolin’s turn, until it collides with an inanimate object. The orb passes through any creatures it encounters, stopping 5 feet past them if it would end its movement in a space that is already occupied by a creature. Any creatures whose space the orb passes through must make a DC 20 Dexterity saving throw; taking 23 (3d10+7) Force damage on a failed save, or half as much damage on a successful one. Dark Sun Gwyndolin summons a wave of ten Soul Mass Darts. Each dart may target one creature within 120 feet. A creature may be targeted by multiple darts. Each dart hits for 12 (1d10+7) lightning damage. Dark Sun Gwyndolin may use their Teleport ability as a reaction to taking melee damage. Teleport. Dark Sun Gwyndolin may teleport 50 feet in any direction, though they tend towards retreating as far down the illusionary infinite corridor as possible and away from melee attackers. Dark Sun Gwyndolin will always use this ability at the end of their next turn if there are any enemy creatures within 15 feet and it will not reduce them to 0 Position.
94 Boss Eyes of the Dead Bringer of Death This creature can spend Position as if it was a player character. Gravelord Nito always goes first in combat, and cannot be surprised. He can also use the senses of any creature within 1 mile of him as if they were his own. Gravelord Nito has advantage on melee weapon attacks that he makes against targets that he or his summoned undead have damaged since the beginning of his last turn. Armour Class: 22 (Natural Armour) 24 (+7) 10 (+0) 28 (+9) 10 (+0) 12 (+1) 16 (+3) Position: Initiative DC: Speed: 20 feet 390 (20d10+180) Always first STR DEX CON INT WIS CHA Saving Throws Str +14, Dex +7, Con +16, Wis +8, Cha +10 Skills Senses - blindsight 120 ft., passive Perception 18 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic, poison force damage from nonmagical sources All Challenge: 21 (33,000 Souls) Gravelord Nito once went to war against the dragons, and now wages war against those that would seek to conquer death itself. As the lord of death, Nito has transcended any mortal shell that he once held and now builds and rebuilds himself from the skeletal remains that linger in the vicinity of his crypt. Now little more than a floating collection of hundreds of skeletons compressed into a ball, Nito’s physical countenance is truly the stuff of nightmares. A cloak of necrotic-infused cloth, tattered and frayed but always lightly flapping in an unseen and unfelt breeze, covers his form. Even his chosen weapon, a hideous blade formed of ruined metal fragments and razor-sharp splinters of bone, is built from these skeletons. Defeating Gravelord Nito is no easy task, as he can summon forth defenders from the corpses that litter the area with little more than a thought. He thinks little of anything short of a truly perilous threat, and although he is often slow to act, he is more than capable of retaining the title of Lord of Death by force. Huge undead Gravelord Nito Death Lord's Rage Death Wave Phantom Sword Multiattack Overhead Chop Sleeping Claw Crushing Grab Bloodied Actions Spend 20 Position. Gravelord Nito immediately uses his multiattack action. Gravelord Nito causes one darkwraith, one hollow assassin, or one hollow cleric to rise in the nearest space adjacent to him. Gravelord Nito thrusts his sword into the ground and lets loose a furious howl. A large spectral blade is vomited up from the ground at a space within 60 feet of Gravelord Nito, then explodes. Each creature within 5 feet of the exploding blade takes 17 (5d6) necrotic and 17 (5d6) piercing damage. A successful DC 20 Dexterity saving throw reduces this damage by half. Failing the saving throw by 5 or more results in the creature’s Position maximum being reduced by an amount equal to the damage taken. This reduction lasts until the creature rests at a bonfire. A creature killed by this effect automatically triggers a roll on the Hollowing effect table. See the section on Respawning in Chapter 2 of the Core Rules. Gravelord Nito makes three melee weapon attacks, only one of which can be an Overhand Chop. If all three attacks are successful, Gravelord Nito uses his Create Attendant bonus action. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 46 (6d12+7) slashing damage and 27 (6d8) necrotic damage. Gravelord Nito gains Position equal to half of the necrotic damage caused by this attack. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10+7) necrotic damage, Gravelord Nito can repeat this attack on another adjacent creature. A creature cannot be hit more than once per turn by this attack. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 33 (4d12+7) bludgeoning damage, and the target is grappled and restrained (escape DC 22). Gravelord Nito can only restrain one creature at a time with this attack.
95 Spend 20 Position Create Attendant Create Attendant Miasma Position Spends Legendary Actions Bonus Actions Tide of Death. Gravelord Nito sends forth a massive wave of congealed necrotic energy, striking all creatures within 60 feet. Each creature takes 55 (10d10) necrotic damage; a successful DC 20 Constitution saving throw reduces this damage by half. Gravelord Nito causes one darkwraith, one hollow assassin, or one hollow cleric to rise in the nearest space adjacent to him. Spend 5 Position. Gravelord Nito uses his Create Attendant action. (Costs 2 Legendary Actions). Spend 20 Position. Gravelord Nito unleashes an oily black tide, rolling out 20 feet in every direction. A creature touched by it takes 17 (5d6) necrotic damage, or half as much damage on a successful DC18 Dexterity saving throw. Any creature damaged by the miasma must also succeed on a DC 18 Constitution saving throw or become poisoned, taking 14 (4d6) poison damage at the end of each of their turns. The creature can repeat the Constitution saving throw at the start of each turn to end the effect. Gravelord Nito 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. Gravelord Nito regains spent legendary actions at the start of its turn.
96 Armour Class: 21 (Natural Armour) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 20 (+5) Position: Initiative DC: Speed: 40 feet 243 (18d10+144) Always first STR DEX CON INT WIS CHA Saving Throws Str +15, Wis +14, Cha +12 Skills Senses Perception +14 truesight 120 ft., passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities fire, lightning, radiant, poison - bludgeoning, piercing, and slashing from nonmagical attacks charmed, exhaustion, frightened, poisoned Challenge: 21 (33,000 Souls) Gwyn, Lord of Cinder and Sunlight, strongest of the gods of Anor Londo, bringer of fire and lightning, sacrificed his soul to maintain the Age of Fire. Long ago, in the Age of Ancients, Gwyn was one of four fated beings who discovered a Lord Soul, an unfathomable source of power. Along with first of the dead Gravelord Nito, the Witch of Izalith, and the dragon-traitor Seath the Scaleless, Gwyn used the power of the Lord Souls to challenge the Everlasting Dragons and usher in the Age of Fire. Gwyn's mighty bolts of lightning peeled apart the immortal dragons' stone scales, burning away their defences and rendering them vulnerable. Gwyn, Lord of Cinder, ruled over Lordran along with his children; gods and goddesses all. Gwyn's firstborn inherited the sunlight and was a fearsome god of war and joined his father in hunting the remaining dragons, along with Gwyn's knight captain Dragon Slayer Ornstein. Gwyn's eldest daughter Gwynevere, Princess of Sunlight, was cherished by all and granted her blessing to a great many warriors. Gwyn's youngest son, Dark Sun Gwyndolin, was strong in the power of the moon and was therefore raised as a daughter. Gwyn's youngest child Filianore was sent to the Ringed City, an isolated place at world's end, to await the day when her father would come. The Age of Fire would not last and the power of the gods began to wane. Gwyn's firstborn betrayed his family and sided with the dragons he'd once hunted; Gwyn cast him out of Anor Londo and stripped him of his godhood, purging his name from the annals — he remains nameless still. Gwynevere abandoned Anor Londo and began a new life with the god of flame. Gwyndolin remained, masking the truth of Anor Londo with illusion. Fearing the rise of the Age of Dark and the dominion of humans, Gwyn, Lord of Cinder sought to prolong the Age of Fire and so travelled with his faithful knights to the Kiln of the First Flame and gave himself to cinder, sacrificing his soul to link the First Flame. His undead form persists in the Kiln of the First Flame, hollowed and bereft of life. Gwyn, Lord of Cinder remains a staggering and formidable foe, even though he bequeathed the majority of his power to his children and allies before sacrificing himself to the flame. Standing as tall as a giant, with a thick white beard and wearing his elongated, spiked crown, Gwyn still carries the greatsword that served as his only companion when he linked the fire. Though a shadow of his former self, Gwyn remains a relentless opponent, a peerless warrior, and a challenge fit for only the brave or foolhardy. Large celestial Gwyn, Lord of Cinder
97 Boss Unyielding Foe Legendary Resistance Magic Resistance Divine Weapon Sure Strike Multiattack Greatsword Sunlight Spear Leaping Slash Frightful Presence The First Flame Rage of Fire Actions Bloodied This creature can spend Position as if he was a player character. Gwyn, Lord of Cinder always goes first in initiative and cannot be surprised. (3/Day): If Gwyn, Lord of Cinder fails a saving throw, he can choose to succeed instead. Gwyn, Lord of Cinder has advantage on saving throws against spells and other magical effects. Gwyn, Lord of Cinder's weapon attacks are magical. When Gwyn, Lord of Cinder hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack). Gwyn, Lord of Cinder can forego an attack to make another attack at advantage. When he does so, he treats a successful attack as a critical hit. Gwyn, Lord of Cinder uses his Frightful Presence and makes three weapon attacks. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) fire damage. Ranged Weapon Attack: +13 to hit, range 120 ft., one target. Hit: 32 (4d12+6) piercing damage plus 65 (10d12) fire damage. If the target is a creature that has 100 Position or fewer, it must succeed on a DC 15 Constitution saving throw or die. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 44 (8d8+8) slashing damage and 27 (6d8) fire damage. Each creature of Gwyn, Lord of Cinder's choice within 120 feet of him who are aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1d4 rounds. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Gwyn, Lord of Cinder is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gwyn's Frightful Presence until the start of the next round. Gwyn, Lord of Cinder summons a magical pillar of fire at a point he can see within 500 feet of him. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. Gwyn, Lord of Cinder makes an additional weapon attack every round. Kick Explosive Hand Blinding Gaze Legendary Actions Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 18 (3d6+8) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. (Costs 2 Actions). Gwyn, Lord of Cinder emits a burst of searing fire. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. (Costs 3 Actions). Gwyn, Lord of Cinder targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. Gwyn, Lord of Cinder 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. Gwyn, Lord of Cinder regains spent legendary actions at the start of its turn. Spend 5 Position Spend 10 Position Spend 10 Position Spend 20 Position Position Spends Dash. Gwyn, Lord of Cinder moves and does not provoke attacks of opportunity. Sudden Attack. Gwyn, Lord of Cinder immediately takes the attack action as a reaction. Immediate Reaction. Gwyn, Lord of Cinder gains an additional reaction. Charging Slash. Gwyn, Lord of Cinder moves up to his full speed and slashes one target with his greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 22 (4d6+8) slashing damage. The target must succeed on a DC 23 Constitution saving throw or be stunned for 1d4 rounds.
98 Father of the Abyss Unyielding Foe Boss Legendary Resistance Manus, Father of the Abyss doesn’t need to breathe and can see in darkness and magical darkness as if in bright light. Manus, Father of the Abyss always goes first in initiative and cannot be surprised. This creature can spend Position as if it was a player character. (3/Day) If Manus, Father of the Abyss fails a saving throw, he can choose to succeed instead. Armour Class: 20 (Natural Armour) 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1) Position: Initiative DC: Speed: 20 feet, Swim 40 feet 341 (22d20+110) Always first STR DEX CON INT WIS CHA Saving Throws Dex +6, Con +11, Wis +7 Skills Senses - truesight 120 ft., passive Perception 11 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - piercing, slashing fire paralyzed, poisoned, charmed, frightened Challenge: 17 (18,000 Souls) Believed to have been one of the primordial humans. This tale begins with the people of Oolacile, deceived by the serpents of Kaathe, excavating Manus’ tomb. Awakening not only him, but his wrath. His humanity turned, corrupted; creating the endless abyss. Taking with it the last of Manus’ sanity. Doomed to forever seek his broken pendant; the last vestige of who he once was. Many heroes, including the legendary King Artorias, have tried to slay this father of the abyss. All of them have fallen to the endless corrupting dark that Manus created. Despite this, Manus did fall, in body, to a hero whose name was lost to time. Manus’ soul split, each piece growing into its own entity. Each an echo to the madness that continues to shatter Manus’ mind. Despite this, Manus endures, still. Gargantuan undead Manus, Father of the Abyss
99 Multiple Attack Claw Hand Slash Tail Close Range Frenzy Actions Bloodied Manus, Father of the Abyss attacks once with his claw and twice with his Hand Slashes. He can make one tail attack in place of his two Hand Slash attacks. Melee Weapon Attack: +13 to hit, reach 10 ft., target. Hit: 16 (2d8+7) slashing damage. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from Manus, Father of the Abyss, knocked prone, and be unable to spend Position until the end of their next turn. Manus, Father of the Abyss exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. No effect can reduce the damage further. Spend 5 Position Spend 10 Position Spend 10 Position Spend 10 Position Spend 10 Position Position Spends Dive Attack. Manus, Father of the Abyss immediately makes a hand slash attack that targets all creatures within 15 feet of him. Frenzy. Manus, Father of the Abyss immediately makes a tail attack against each creature within range. Leap. Manus, Father of the Abyss immediately jumps 20 feet in the air and lands within 60 feet of his original position. This movement does not provoke attacks of opportunity. Dark Circle. A 30-foot radius, 15-foot-high cylinder ring centred on Manus, Father of the Abyss appears. At the start of Manus, Father of the Abyss’ turn, the circle shrinks by 10 feet. Any creature in a space that the circle passes through immediately takes 13 (3d8) force damage and is knocked prone. A creature that moves over the edge of the circle must succeed on a DC 20 Strength saving throw or be pushed 10 feet back from the edge of the circle and have their turn immediately end. Dark Rain. A rain of 10 cursed projectiles fall from the sky. Each projectile can target any creature within 120 feet of Manus, Father of the Abyss. A targeted creature must make a DC 20 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one.