300 Monsters & Antagonists — .&+$%$
301 STR DEX CON INT WIS CHA Keen Sense Pack tactics Multiattack Bite: Actions Ce Starved Hound has advantage on Wisdom (Perception) checks that rely on smell or hearing. Ce Starved Hound has advantage on attack rolls if it has an ally within 5 feet of it that is not incapacitated. Ribs protruding through grave-tinted resh, these dogs wait for any prey they can dnd. Eyes stained with a berserk lust for resh, they chase the scent of their next meal across the deserted streets of Lothric and beyond. Not dangerous if encountered singly, but should a pack form they become capable of bearing even the most determined of adventurers to the ground, devouring them in rabid frenzies. Ce Starved Hound makes two bite attacks. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, the target must immediately make DC 10 Strength saving throw or be knocked prone. Armour Class: 12 (Natural Armour) 15 (+2) 14 (+2) 14 (+2) 3 (i4) 13 (+1) 6 (i2) Position: Initiative DC: Speed: 40 feet 13 (2d8+4) 12 Challenge: 1/4 (50 Souls) Skills Senses Perception +5, Stealth +4 darkvision 120 feet, passive Perception 15 Medium beast /%+'0&1(2"3#1
302 A hideous, decaying body—the body of a hunting hound from which the resh drips in molten lumps—topped by a leering human skull, the beast-hound is a predator and scavenger in equal part. Cey gnaw on the remains of anything, any creature they can dnd, and constantly seek out new prey to feast on, their ordered rows of human teeth stained with ichor.
303 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Keen Hearing and Smell Pack Tactics Frostbite Bloodied Actions Ce Irithyllian Beast Hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Ce Irithyllian Beast Hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and not incapacitated. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) cold damage. Ce Irithyllian Beast Hound immediately uses Frostbite. Ce Irithyllian Beast Hound exhales dre in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. While bloodied the Irithyllian Beast Hound can spend 5 position to make a second frostbite attack as an action on it’s turn. Armour Class: 15 (Natural Armour) Medium beast 17 (+3) 12 (+1) 14 (+2) 6 (i2) 13 (+1) 6 (i2) Position: Initiative DC: Speed: 50 feet 45 (7d8+14) 11 4'-%5677-+#(.&+$%(2"3#1 Challenge: 3 (700 Souls) Skills Damage Immunities Condition Immunities Senses Damage Resistances Perception +5 cold - darkvision 60 feet, passive Perception 15 - Vermin grown to unsettling size, Ce Hound Rats infest the sewers and the dank recesses of ancient ruins. Ceir teeth constantly honed chewing through stone and steel to access food believed hidden, they are dangerous creatures, prepared to attack anything if they believe there to be a decent meal available. Keen Smell Pack tactics Bite Charge Actions Reaction Ce Hound Rat has advantage on Wisdom (Perception) checks that rely on smell. Ce Hound Rat has advantage on an attack roll against a creature if at least one of the hound rat's allies is within 5 feet of the creature and not incapacitated. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. When another Hound Rat is reduced to zero Position, all other hound rats within 60 feet can immediately move their speed towards the nearest hostile creature. Armour Class: 12 (Natural Armour) Small beast 7 (i2) 15 (+2) 11 (+0) 2 (i4) 10 (+0) 4 (i3) Position: Initiative DC: Speed: 30 feet 7 (2d6) 12 2"3#1(8+% Challenge: 1/8 (25 Souls) Skills Senses - darkvision 60 feet, passive Perception 10
304 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Keen Sight Herald of Portent Travel Multiple attack Beak Talons Actions Ce Giant Crow has advantage on Wisdom (Perception) checks that rely on sight. Ce Giant Crow cannot be reduced to 0 Position. Instead, it vanishes and returns to its perch. Ce Giant Crow can carry up to 9 creatures from its current location to any bondre already known to the player characters. Once used, the crow will not carry the same creatures again until they have discovered at least one new bondre. Ce Giant Crow makes two attacks, one with its beak and one with its talons. Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 27 (4d8+9) piercing damage. Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the Crow can't use its talons on another target. Armour Class: 15 (Natural Armour) Large beast 28 (+9) 10 (+0) 20 (+5) 3 (i4) 10 (+0) 9 (i1) Position: Initiative DC: Speed: 20 feet, ry 120 feet 184 (16d12+80) 10 9-+#%(:'"; Saving Crows Challenge: Dex +4, Con +9, Wis +4, Cha +3 11 (7,200 Souls) Skills Senses Perception +4 passive Perception 14 Enormous in size, placid in temperament, the Giant Crow is a being of unfathomable motives. It is rumoured to be one of the guides of the Chosen Undead, who long ago sought to restore light to the kingdoms of the world. Perhaps, to those able to dnd the enigmatic creature, it might assist you too. It is said the giant crow often waits at the Firelink Shrine, though few have seen the beast in recent years. For those who do dnd the bird, there is much to be learned. Armour Class: 12 (Natural Armour) Medium beast 7 (i2) 15 (+2) 11 (+0) 2 (i4) 10 (+0) 4 (i3) Position: Initiative DC: Speed: 30 feet 7 (2d6) 12 <",(8+% Challenge: 1/8 (25 Souls) Skills Senses - darkvision 60 feet, passive Perception 10 Keen Smell Pack tactics Bite Actions The Dog Rat has advantage on Wisdom (Perception) checks that rely on smell. Ce Dog Rat has advantage on an attack roll against a creature if at least one of the dog rat's allies is within 5 feet of the creature and not incapacitated. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its Position maximum by -5 (1d10) on a failure. This reduction lasts until the disease is cured. Ce creature dies if the disease reduces its Position maximum to zero. Vicious little creatures, heralded by the scuttling of paws and the sniting of canine noses, the Dog Rats scurry wherever there is the opportunity of mischief, and devilment. Children of the Rat King, they are dangerous if encountered en masse by the unwary.
305 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Amphibious Claw Munch Actions Ce Giant Clam can breathe air and water. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). Ce clam has two claws, each of which can grapple only one target. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 8 (2d6+1) bludgeoning damage. A medium or smaller creature successfully targeted by this attack is restrained by the giant clam (escape DC 11). Armour Class: 15 (Natural Armour) Medium beast 13 (+1) 15 (+2) 11 (+0) 1 (i5) 9 (i1) 3 (i4) Position: Initiative DC: Speed: 30 feet, swim 30 feet 13 (3d8) 12 9-+#%(:7+= Challenge: 1/8 (25 Souls) Skills Senses Stealth +4 blindsight 30 feet, passive Perception 9 Cey look benign enough, at ey look benign enough, at drst glance. A shell rst glance. A shelldsh, dormant sh, dormant within its shell. Only the red spikes protruding from the shell’s surface give any hint of threat. When the Giant Clam opens its shell, the mistake becomes obvious. Crystal teeth, hard enough to shatter steel, glint in the thin light from the surface. Cen there’s an explosion of movement, as the creature hurls itself forward, snapping with the ferocity of a wounded shark. It is a fool who takes the Giant Clam lightly. Bloated, black, and loathsome to look upon, Giant Leeches ooze through the swamp waters found throughout Lothric, and in any shallow, stagnant waters throughout the realms of man. Giant Leeches hurl themselves from the water, latching onto any exposed resh, and glutting themselves on the blood of their victims. Armour Class: 10 (Natural Armour) Small beast 8 (-1) 10 (+0) 11 (+0) 1 (i5) 9 (i1) 3 (i4) Position: Initiative DC: Speed: 20 feet, swim 20 feet 4 (1d8) 8 9-+#%(>&&?5 Challenge: 0 (10 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - - Fire - blindsight 30 feet, passive Perception 9 - Jump Spit Body Slam Actions Ce Giant Leech jumps 10 feet towards a creature and makes a Body Slam attack. Ranged Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 9 Constitution saving throw against disease or become poisoned until the disease is cured or the creature rests at a bond dre. Every time the creature casts a spell or makes an attack while poisoned the creature’s Position maximum is reduced by 2 (1d4). Ce creature dies if the disease reduces its Position maximum to zero. Creatures that die from this eeect have disadvantage on the saving throw against hollowing when they respawn. Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.
306 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Keen Smell Pack Tactics Bite Diseased Bite: Actions Variant: Diseased Giant Rats Ce Giant Rat has advantage on Wisdom (Perception) checks that rely on smell. Ce Giant Rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and not incapacitated. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain Position except by magical means, and the target's Position maximum decreases by 3 (1d6) every hour. If the target's Position maximum drops to zero as a result of this disease, the target dies. Creatures that are killed by the disease have disadvantage on the saving throw against hollowing. Some Giant Rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 souls) and the following action instead of its normal bite attack: Armour Class: 12 (Natural Armour) Small beast 7 (i2) 15 (+2) 11 (+0) 2 (i4) 10 (+0) 4 (i3) Position: Initiative DC: Speed: 30 feet 7 (2d6) 14 9-+#%(8+% Challenge: 1/8 (25 Souls) Skills Senses - darkvision 60 feet, passive Perception 10 Always hungry, always plentiful, Giant Rats seek out food from wherever they might conceivably get it. And they aren’t especially concerned if the source of that food is alive or dead when they start eating. Fang Charge Armoured Tusk Actions If the Fang Boar moves at least 20 feet in a straight line, all creatures it passes through are targeted by its Armoured Tusk attack, the target takes an extra 10 (3d6) slashing damage on a successful attack. All creatures the fang boar charges though must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +6 to hit, reach 10 feet, one target. Hit: 22 (4d8+4) slashing damage. Armour Class: 18 (Armoured Hide) Large beast 19 (+4) 11 (+0) 12 (+1) 2 (i4) 9 (i1) 5 (i3) Position: Initiative DC: Speed: 30 feet 117 (18d10+18) 10 @+#,(."+' Challenge: 3 (700 Souls) Skills Senses - passive Perception 9 Plated in steel armour, the Fang Boar is a rampaging terror. Its tusks, capable of tearing through armour almost nonchalantly, and the steel encasing its already tough hide render the beast a formidable opponent, goring and tossing its enemies aside in a maddened charge.
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308 STR DEX CON INT WIS CHA Patrol Backstab Aggresive Multiple attack Bite Leap Spit Actions Bloodied Ce Sewer Centipede cannot be lured oe its patrol route and will only leave it to engage a hostile creature. Successful attacks targeting the Sewer Centipede when it is surprised are treated as being Critical hits. Ce Sewer Centipede can move up to half its speed towards a hostile creature as bonus action. Ce Sewer Centipede makes two attacks as an action. It can make two bite attacks, one bite and one spit attack, or two spit attacks. Melee Weapon Attack: +7 to hit, reach 10 feet, one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half damage on a successful one. Ce Sewer Centipede leaps up to 15ft towards a hostile creature. One creature within 5 feet of the sewer centipede must immediately make a DC 13 Dexterity saving throw, on a failure the target is knocked prone and sueers 36 (8d8) bludgeoning damage and is poisoned until the Sewer Centipede is reduced to 0 position. On a successful saving throw the target sueers half damage and is not knocked prone or poisoned. Ranged Weapon Attack: +6 to hit, range 60 feet/120 feet, one creature. Hit 6 (1d6+3) acid damage, and the target must make a DC 13 Constitution saving throw, taking 34 (7d8+3) poison damage on a failed save, or half damage on a successful one. Ce Sewer Centipede immediately makes a Leap attack. Armour Class: 15 (Natural Armour) Large monstrosity 18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) Position: Initiative DC: Speed: 40 feet 65 (10d10+20) 15 /&;&'(:&#%-A&1& Saving Crows Challenge: Dex +6, Con +5, Wis +5, Cha +6 8 (3,900 Souls) Skills Senses - darkvision 60 feet, passive Perception 12 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison Fire - Charmed, Poisoned It looks, at drst, like a woman. A drowned woman. Face down, roating. Melancholy; tragic. And then it strikes, rearing up from the water and lunging towards its selected prey. How the sewer centipede evolved such a unique method of hunting is anyone’s guess; most likely, it is thought, the creature was designed by some ancient pyromancer, some melder of resh and magic. Who they sought to capture is unknown. But the sewer centipede thrived, bred, becoming a pertinacious inhabitant of the waterways beneath Lothric, searching for any prey retaining a sense of empathy.
309 STR DEX CON INT WIS CHA Eight legs, eight eyes, a vast bulbous underside, and the capacity to breathe dre at any it elects to make its prey, Cragspiders are endlessly dangerous. As if this weren’t enough to render them creatures worthy of fear, they also possess wings. Ce wings, fortunately, are more vestigial than functional—they enable the spiders to hover for a brief time, before descending on their prey. Armour Class: 14 (Natural Armour) Large Beast 14 (+2) 16 (+3) 12 (+1) 2 (i4) 11 (+0) 4 (i3) Position: Initiative DC: Speed: 30 feet, climb 30 feet 26 (4d10+4) 13 :'+,$A-1&' Challenge: 1 (200 Souls) Skills Senses Stealth +7 blindsight 10 feet, darkvision 60 feet, passive Perception 10 Spider Climb Web Sense Web Walker Bite Fire Breath Web Actions Ce Cragspider can climb discult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, the Cragspider knows the exact location of any other creature in contact with the same web. Ce Cragspider ignores movement restrictions caused by webbing. Melee Weapon Attack: +5 to hit, reach 5 feet, one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half damage on a successful one. If the poison damage reduces the target to 0 Position, the target is stable but poisoned for 1 hour, even after regaining Position, and is paralyzed while poisoned in this way. Ce Cragspider exhales dre in a 15 feet cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) dre damage on a failed save, or half damage on a successful one. Ranged Weapon Attack: +5 to hit, range 30 feet/60 feet, one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. Ce webbing can also be attacked and destroyed (AC 10; Position 5; vulnerability to dre damage; immunity to bludgeoning and poison damage).
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311 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Trailing earth behind it, Demonic Foliage is precisely what it sounds like—a plant-like creature, animated by some foul curse, seeking out anything it can dnd to overwhelm and consume. Nasty, vicious things, the most eeective means of dealing with such an infestation is dre, and a stout axe. Ce proboscis of a Giant Mosquito is capable of piercing even the stoutest of armour, delivering an agonising sting to the victim, and leaving them infected with a virulent poison—a poison capable of eating away one’s innards, leaving nothing behind but bloody mulch. False Appearance Multiple Attack Brand Swing Brand Swipe Pincushion Grab Actions While Demonic Foliage remains motionless, it is indistinguishable from ordinary vegetation. Ce Demonic Foliage makes 1d4 attacks, split between its Brand Swing, Brand Swipe and Pincushion Grab. Melee Weapon Attack: +3 to hit, reach 10 feet, one creature. Hit: 9 (2d8) bludgeoning damage. Ce Demonic Foliage can make an additional attack with its Brand Swing. Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 18 (4d8) slashing damage. Ranged Weapon Attack: +3 to hit, range 20 feet/30 feet, one creature. Hit: 10 (3d6) bludgeoning damage. A creature successfully targeted by this attack is dragged 10 feet towards the demonic foliage. Armour Class: 5 (Natural Armour) Medium plant 13 (+1) 1 (i5) 10 (+0) 1 (i5) 3 (i4) 1 (i5) Position: Initiative DC: Speed: 5 feet 72 (16d8) 10 <&="#-?(@"7-+,& Skills Senses - blindsight 30 feet (blind beyond this radius), passive Perception 6 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - Fire - blinded, deafened, frightened, charmed Challenge: 3 (700 Souls) Pack Tactics Sting Actions Ce Giant Mosquito has advantage on attack rolls if it has an ally within 5 feet of it that is not incapacitated. Melee Weapon Attack: +3 to hit, reach 10 feet, one creature. Hit: 9 (2d8) piercing damage. Ce targeted also sueers 28 (8d6) poison damage, the target’s Position maximum is reduced by the amount of poison sueered. Armour Class: 11 (Natural Armour) Medium beast 7 (-2) 13 (+1) 10 (+0) 1 (i5) 3 (i4) 1 (i5) Position: Initiative DC: Speed: 5 feet, ry 20 feet, hover 25 feet 22 (5d8) 11 9-+#%(!"$B3-%" Challenge: 1 (200 Souls) Skills Senses - Darkvison 30 feet, passive Perception 6
312 STR DEX CON INT WIS CHA Illumination Headbutt Emit Cloud Actions Ce Poison Horn Beetle sheds bright light in a 10 feet radius and dim light in an additional 10 feet radius. Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d6i1) slashing damage. Ce Poison Horn Beetle emits a cloud of green poisonous gas. Ce gas persists until the end of the Poison Horn Beetle’s next turn and lightly obscures all medium or smaller creatures within it. Ce cloud is an inhalable poison that spreads out to dll a 15 feet radius, any creature that enters the cloud must immediately make DC 9 constitution saving throw or sueer 10 (3d6) poison damage and become poisoned for one minute. On a successful saving throw the creature sueers half damage. A creature that ends its turn in the cloud must make the saving throw again. A creature poisoned by this eeect can repeat the saving throw at the end of its turn while not in the cloud. Armour Class: 13 (Natural armour) Medium beast 8 (i1) 10 (+0) 12 (+1) 1 (i5) 7 (i2) 3 (i4) Position: Initiative DC: Speed: 30 feet 11 (2d8+2) 10 C"-$"#(2"'#(.&&%7& Skills Senses - blindsight 30 feet, passive Perception 8 Challenge: 0 (10 Souls) Large, misshapen creatures, Poison Horn Beetles infest underground passages. Capable of giving oe a thick, toxic fug, once settled into an area these beetles soon render it virtually impassable. Anyone daring, or stupid, enough to venture into the domain of such creatures is soon left choking, and retching as the poison gnaws at their airways, and the lining of the throat.
313 STR DEX CON INT WIS CHA Trail of spores Slam Exude Spores Actions Ce Great Moth leaves behind a trail of spores when it moves. Cese spores cause creatures that walk into its path of the previous round to sueer 5 (1d10) poison damage and succeed on a DC 11 constitution saving throw or become poisoned till the end of the creature’s next turn. Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d6i1) slashing damage. Ce Great Moth exudes spores in a 20 feet radius, creating a sphere of yellow, nauseating gas centred on a point within 30 feet of the moth. Ce cloud spreads around corners, and its area is lightly obscured. Ce cloud lingers in the air for one minute. Each creature that enters the cloud must make a DC 11 Constitution saving throw against inhalable poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after four rounds. A strong wind (at least 20 miles per hour) disperses it after one round. Armour Class: 12 (Natural armour) Medium beast 8 (i1) 13 (+1) 12 (+1) 1 (i5) 8 (i1) 3 (i4) Position: Initiative DC: Speed: 5 feet, ry 25 feet, hover 25 feet 11 (2d8+2) 11 9'&+%(!"%5 Challenge: 0 (10 Souls) Skills Senses - blindsight 30 feet, passive Perception 8 Generally benign creatures—rare for any land aticted by the curse—Great Moths prefer to remain at a height, amidst the treetops. If disturbed, they release a poisonous cloud, choking the perceived threat, and bueet them with their wings. It’s a surprisingly eeective attack.
314 STR DEX CON INT WIS CHA Jump Multiple attack Slashing Crystal Talons Crystal Breath Actions Ce Ravenous Crystal Lizard can leap 25 feet in any direction from a standing start. If the lizard lands on a creature the creature must immediately make a successful DC 19 strength saving throw or be knocked prone and sueer 22 (4d10) bludgeoning damage on a failure, or half as much on a successful saving throw. Ce Ravenous Crystal Lizard can make four Slashing Crystal Talons attacks. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 28 (4d10+6) piercing damage. All creatures within a 30 feet cone of the Ravenous Crystal Lizard must immediately make a DC 19 dexterity saving throw, sueerings 66 (12d10) Force damage on a failure and half as much on a successful saving throw. Armour Class: 16 (Natural armour) Large beast 22 (+6) 14 (+2) 13 (+1) 8 (i1) 9 (i1) 6 (i3) Position: Initiative DC: Speed: 35 feet 97 (15d10+15) 12 8+0&#"3$(:'6$%+7(>-D+'1 Skills Senses - darkvision 60 feet, passive Perception 8 Challenge: 10 (5, 900 Souls) Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - magical damage (weapons and spells) charmed, asleep, exhausted, restrained, grappled, petrided, unconscious. Snapping jaws, and a hide studded with chunks of crystal, it is small wonder these beasts are both greatly feared, and hunted so relentlessly. Ce wealth forming part of a Crystal Lizard’s resh is enough to ensure few of their kind are ever safe from the attentions of a hunter. Ceir ferocity in attack, and hostile temperament ensures no hunter ever approaches a Crystal Lizard lightly.
315 STR DEX CON INT WIS CHA Water Runner Bite Fog Spew Actions Ce Basilisk can run across water and similar ruids as if it was solid ground. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. All creatures in a 30 feet radius must immediately make a DC 12 Constitution saving throw. On a failure, the creature is poisoned and sueers 10 (3d6) poison damage, and is restrained. At the start of their next turn, any creature who failed their drst saving throw must make a second DC 12 Constitution saving throw. On a success, the eeect ends. On a failure, the creature takes 14 (4d6) poison damage and is restrained. Cis process continues, with the creature taking an additional d6 damage each time they fail the saving throw, until they are dead or manage to succeed. Armour Class: 15 (Natural Armour) Small monstrosity 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2) Position: Initiative DC: Speed: 20 feet 26 (4d8+8) 11 .+$-7-$E Challenge: 3 (700 Souls) Skills Senses - darkvision 60 feet, passive Perception 9 Immediately identidable by its enormous eyes, the Basilisk resembles a tree-frog. Its forelimbs emerge almost at precise right angles to its abdomen. Cis enables the creature to thrust its face forward, concentrating its deadly gaze on any who come into its line of sight. Slung beneath its broad, amphibian features is a sac containing a noxious gas the creature emits when threatened. It’s capable of killing as surely as the creature’s unblinking gaze. Cose who’d dght the Basilisk are always in peril, despite its diminutive stature.
316 Monsters & Antagonists — 9"7&=$( )(:"#$%'3?%$
317 STR DEX CON INT WIS CHA False Appearance Bloodied Multiple attack Twinblade Actions While not moving the Stone Knights appear to be lifeless statues. While in this state the stone knight is vulnerable to all damage. The Stone Knight immediately makes a Twinblade attack against a creature within range, treating a successful hit as a Critical hit. While bloodied, the Stone Knight makes all Strength-based saving throws at advantage. Ce Stone Knight makes two Twinblade attacks Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 24 (4d8+6) bludgeoning damage. Challenge: 6 (2, 300 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - - Damage from spells - darkvision 60 feet, passive Perception 10 charmed, exhaustion, frightened, paralyzed, petrided, poisoned Armour Class: 19 (Llewellyn Plate Armour) Medium construct 22 (+6) 18 (+4) 20 (+5) 8 (i1) 11 (+0) 10 (+0) Position: Initiative DC: 161 (17d8+85) Speed: 30 feet 17 /%"#&(F#-,5%$ How long have the Stone Knights rested? Ceir form is wrapped in vines, the accumulated foliage of ages. Enchanted stone, these guardians stand over their charge for millennia unchanging and unmoving, but gradually painted green by the verdant life springing from the ground. To the unwary, the appearance of the Stone Knights is eeectively deceptive—a statue, part of the decorative stonework found in most graveyards, or grand city squares. And then, with the low, croaking noise of stone splitting, it moves. Few survive the shock, let alone the attack.
318 STR DEX CON INT WIS CHA How truly does it loom above you? Forged from iron, pure iron, the golem is enormous, pitiless, unstoppable… almost. Within the iron shell of its body, lies a soul forged from the bones of a dragon. When it is not awakened, the Iron Golem waits, dormant, the axe it uses to cleave its enemies in half resting against its chest. When stirred to waking, the golem’s chest glows red as though with anger at being disturbed. And woe betide any who anger the guardian of Sen’s Gate. Cousands have fallen beneath its axe. Magic Resistance Magic weapons Bloodied Multiple attack Slam Axe Blade of Wind Stomp Clap Actions The Iron Golem has advantage on saving throws against spells and other magical eeects. Ce Iron Golem's weapon attacks are magical. Ce Iron Golem immediately makes a Stomp or Clap attack without needing to spend position. While bloodied, creatures successfully targeted by the iron golem with a melee weapon attack are immediately grappled by it (escape DC 19). Instead of making a single attack the Iron Golem can hurl a grappled creature 35 feet in any direction, and it can target use this throw to another creature as if the grappled creature was part of its Blade of Air attack. A thrown creature sueers 23 (3d10+7) in addition to any thrown damage. Ce Iron Golem makes a total of four melee attacks, or a single Clap or Stomp attack. Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 20 (3d8+7) bludgeoning damage. Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 23 (3d10+7) slashing damage. Ranged Weapon Attack: +13 to hit, range 30/60 feet, one target. Hit: 34 (5d10+7) bludgeoning damage. A creature successfully targeted by this attack is knocked prone. Spend 10 Position. All creatures within 5 feet of the Iron Golem must immediately make a DC 19 Dexterity saving throw. On a failure the creature is pushed 15 feet away from the Iron Golem and sueers 34 (5d10+7) bludgeoning damage. On a successful saving throw the creature sueers half damage. Spend 10 Position. Ce Iron Golem claps its hand together sending a wave of force out. Targets all creatures in a 25 feet cone of the iron golem. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half damage on a successful one. Armour Class: Class 21 (Natural Armour) Huge construct 24 (+7) 9 (i1) 20 (+5) 3 (i4) 11 (+0) 1 (i5) Position: Initiative DC: 315 (30d12+150) Speed: 30 feet 14 4'"#(9"7&= Skills Senses - darkvision 120 feet, passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison. - Fire. charmed, exhaustion, frightened, paralyzed, petrided, poisoned Challenge: 16 (15,000 Souls)
319
320 STR DEX CON INT WIS CHA Multiple attack Ice Lance Ice Fist Ice Great Sword Great Club Rock Actions Ce Ice Golem makes either three Ice Fists attacks, or two Ice Greatsword and one Great Club attacks. Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 25 (3d12+6) Piercing damage and 15 (3d6+6) cold damage. Before making an attack with this weapon the ice golem must move at least 10 feet in a straight line. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 15 (3d6+6) Bludgeoning damage. Creatures successfully targeted by this attack must immediately make a DC 16 strength saving throw or be knocked prone. Melee Weapon Attack: +9 to hit, reach 5 feet, all creatures in a 10ft cone (roll once and apply the attack roll to all creatures). Hit: 27 (6d6+6) Bludgeoning damage. Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 25 (3d12+6) slashing damage Ranged Weapon Attack: +9 to hit, range 60/240 feet, one target. Hit: 28 (4d10+6) bludgeoning damage. Armour Class: 15 (Patchwork Armour) Huge construct 23 (+6) 9 (i1) 21 (+5) 9 (i1) 10 (+0) 12 (+1) Position: Initiative DC: 95 (10d8+50) Speed: 40 feet 12 4?&(9"7&= Saving Crows Con +8, Wis +3, Cha +4 Skills Senses Athletics +9, Perception +3 Perception 13 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities cold - - - Challenge: 8 (3,900 Souls) Moving with the strange, delicate steps of a creature only just born, these things emerge from the sleet and snow of the storm. Ice crystals fall from it with every step, replaced by new ones spilling through the rock forming the majority of its body. With a rex of its form, the Ice Golem is able to form weaponry at the extremities of its limbs, creating hammers and swords from ice, condemning foes to a bloody, and wintry, fate.
321 STR DEX CON INT WIS CHA Fire Absorbtion Magic Resistance Magic Weapons Jump Bloodied Multiple Attack Uppercut Punch Club Arm Slam Fists Actions Whenever the Crysteal Golem is subjected to dre damage, it takes no damage and instead regains Position equal to the dre damage dealt. Ce Crystal Golem has advantage on saving throws against spells and other magical eeects. The Crystal Golem's weapon attacks are magical. Ce Crystal Golem can jump up to 25 feet from a standing start without consuming any movement. While bloodied the Crystal Golem does not need to spend Position to use its Slam Fists attack. Ce golem makes two melee attacks and one Slam Fists attack if it spends the required position. Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 20 (3d8+7) bludgeoning damage. Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 23 (3d10+7) bludgeoning damage. Spend 5 Position. Ce golem causes crystals to sprout from the ground in 20 feet radius from itself. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half damage on a successful one. Armour Class: 20 (Natural armour) Large construct 24 (+7) 9 (i1) 20 (+5) 3 (i4) 11 (+0) 1 (i5) Position: Initiative DC: Speed: 30 feet 210 (20d10+100) 13 :'6$%+7(9"7&= Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - - - Damage from spells and magical weapons darkvision 120 feet, passive Perception 10 charmed, exhaustion, frightened, paralyzed, petrided, poisoned Challenge: 14 (11,500 Souls) Headless, faceless, these lumbering creatures seem to be the unquiet spirits of the crystal drawn forth, and given shambling life. Cey stagger towards those who draw their attention, and their fury, unable to see but drawn by some unerring instinct (scholars speculate it is vibrations in the earth by which the things navigate) to those seeking a way through the territory they make theirs. Who drew such life from the earth, and set it to guard the tunnels and passages of the underworld, none can say, save that these glinting, crystalline watchdogs are deadly foes.
322 Monsters & Antagonists — <&="#$
323 STR DEX CON INT WIS CHA Demon's Sight Death Croes Bloodied Fire Aura Magic Resistance Magic Weapons Multiattack Great Axe Swinging Fist Smash Jumping Attack Standing Smash Massive Jump Actions Magical darkness doesn't impede the Taurus Demon's darkvision. When the Taurus Demon dies it explodes, and each creature within 30 feet must make a DC 20 Dexterity saving throw, taking 70 (20d6) dre damage on a failed save, or half damage on a successful one. Ce explosion ignites rammable objects in that area that aren't being worn or carried, and destroys the Taurus Demon's weapons. While bloodied the Taurus Demon emits a dre aura. At the start of each of the Taurus Demon's turns, each creature within 5 feet takes 10 (3d6) dre damage, and rammable objects in the aura that aren't being worn or carried ignite. A creature that touches the taurus demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) dre damage. Ce Taurus Demon has advantage on saving throws against spells and other magical eeects. Ce Taurus Demon's weapon attacks are magical. Ce Taurus Demon makes four attacks: one with its great axe and three with its Swinging Fists or Smash. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 27 (3d12+8) slashing damage plus 13 (3d8) lightning damage. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the Taurus Demon scores a Critical hit, it rolls damage dice three times, instead of twice. Melee Weapon Attack: +14 to hit, reach 20 feet, one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) dre damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 25 feet in a direction chosen by the Taurus Demon. Ce Taurus Demon can forgo its great axe attack to allow its Smash attack to target all creatures within a 20feet radius. Roll separate attacks for each targeted creature. All creatures in a 20 ft radius of the Taurus Demon must immediately make a DC 20 Strength saving throw or be knocked prone and sueer 33 (5d10+8) bludgeoning damage. Ce Taurus Demon jumps a distance equal to its climb speed. All creatures within 20 feet of the taurus demon when it lands must immediately make a DC 20 Dexterity saving throw or be knocked prone and pushed 25 feet in a direction chosen by the Taurus Demon, sueering 18 (2d10+8) bludgeoning damage. Armour Class: 19 (Natural Armour) Huge demon 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Position: Initiative DC: Speed: 40 feet, climb 80 feet 312 (25d12+150) Always acts drst. G+3'3$(<&="#( Saving Crows Str +14, Con +12, Wis +9, Cha +12 Skills Senses - truesight 120 feet, passive Perception 13 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - cold, lightning and dre damage poisoned, charmed, unconscious, grappled Challenge: 19 (22,000 Souls) Enormous, bull-headed abominations, the Taurus Demon is a savage beast drawn from the underworld to bring destruction on all who cross its path. Typically armed with a greataxe forged from black iron, the Taurus Demon seeks any and all opportunities to close with its foe, delivering blows capable of eviscerating a god. Driven by a dark, desperate lust for power, and blood, the Taurus Demon is a terrifying enemy, before which even the bravest often succumb.
324 STR DEX CON INT WIS CHA Boss Demon's Sight Magic Resistance Bloodied Multiple Attack Machete Swing Double Machete Swing Slam Attack Dogs Actions Cis creature can spend Position as if it was a player character. Magical darkness doesn't impede the Capran Demon's darkvision. Ce Capran Demon has advantage on saving throws against spells and other magical eeects. While bloodied the Capron Demon makes a double Machete Swing as part of its attack action. The Cabran Demon makes three melee attacks; two with its Machete Swing and one with its Machete Slam. In place of its Machete Swing attacks it can instead make one Double Machete Swing. It can use attack dogs in place of any melee attack. Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 15 (2d8+6) piercing 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 inricted. Any creature can take an action to staunch the bleeding with a successful DC 12 Wisdom (Medicine) check. Ce wound also closes if the target receives magical healing. Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 24 (4d8 + 6) piercing 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. Each time the Capran Demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the bleeding with a successful DC 12 Wisdom (Medicine) check. Ce wound also closes if the target receives magical healing. All creatures within a 20 feet radius of the Capran Demon must immediately a DC 17 dexterity saving throw. On a failure a creature is knocked prone and sueers 14 (4d6) bludgeoning damage failure. On a successful saving throw the creature sueers half damage. Spend 10 position. The Capran Demon summons 1d12+2 starving hounds to its aid; the hounds arrive 20 feet from the capran demon at the start of its next turn. Ce demon can spend further Position on a one for one basis to increase the result of the d12. Challenge: 14 (11,500 souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - poison - dre darkvision 120 feet, passive Perception 13 poisoned, charmed, unconscious, grappled Armour Class: 18 (Natural Armour) Large demon 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Position: Initiative DC: Speed: 25 feet 189 (18d10+90) Always acts drst. :+A'+#(<&="#( Saving Crows Str +10, Dex +7, Wis +7, Cha +7 Its two greatswords held almost casually; its goat head held horrifyingly still, appraising any who dare stand before it or against it, for even the demon’s stare is enough to send most reeing in fear. It is a brave, or foolish, being who challenges the capran demon. Its hounds bay for blood at its side, and it begins its slow, inevitable march towards its victim, bringing with it the stink of the abattoir; matted fur clings to its skin, soaked in old blood. Ce rasp of foul breath through caprine teeth is enough to sour the air, making every battle with such a creature a contest with one’s guts, as well as the swords seeking to take your head from your shoulders.
325 Armour Class: 15 (Natural Armour) Large demon 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Position: Initiative DC: Speed: 30 feet 221 (26d8+104) Always acts drst. G-%+#-%&(<&="#( STR DEX CON INT WIS CHA Saving Crows Challenge: Str +6, Con +7, Wis +5, Cha +5 16 (15,000 souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities Deception +5, Insight +5, Perception +8 poison - dre darkvision 120 feet, passive Perception 18 poisoned, charmed, unconscious, grappled Boss Demon's Sight Headless Magic Resistance Multiple Attack Titanic Catch Pole Fist Hurl Lightening Actions Cis creature can spend Position as if it was a player character. Magical darkness doesn't impede the Titanite Demon's darkvision. Ce Titanite Demon is immune to any eeect that would remove its head. Ce Titanite Demon has advantage on saving throws against spells and other magical eeects. The Titanite Demon makes three melee attacks; one with its Titanite Catch Pole and two with its dsts. Alternatively, it can use Hurl Lightning twice. Melee Weapon Attack: +6 to hit, reach 20 feet, one target. Hit: 34 (9d6+3) piercing damage. A creature hit by this weapon must immediately make a DC 13 constitution saving throw sueering 5 (1d10) piercing damage and becoming grappled (escape DC 13) on a failure or half as much on a successful saving throw. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 10 (2d6+3) bludgeoning damage. Ranged Spell Attack: +5 to hit, range 150 feet, one target. Hit: 14 (4d6) lightning damage. If the target is wearing metal armour, a successful hit is treated as a Critical hit. When the blacksmith god died, the agony of his passing drew demons from the shards of titanite scattered across the world. Cese demons carry with them the pain of the dead god, fragments of the deity’s anguish, driving them to inrict pain and cruelty on any they encounter. With their catch poles borne before them, they snare the unfortunate, before beginning their work. Cere are few creatures who dismember their victims with such cold escacy; faceless, headless, the titanite demon is a being of pure terror.
326 STR DEX CON INT WIS CHA Armour Class: 19 (Natural Armour) Large demon 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) Position: Initiative DC: Speed: 30 feet 450 (36d10+252) Always acts drst. /=&7%&'(<&="# Saving Crows Dex +8, Con +13, Wis +10 Skills Senses - truesight 120 feet, passive Perception 14 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - cold, dre poisoned, charmed, unconscious, grappled Challenge: Challenge 20 (25,000 Souls) Demon's Sight Bloodied Magic Resistance Magic Weapons Multiple Attack Bite Claw Mace Tail Actions Magical darkness doesn't impede the Smelter Demon's darkvision. Fear Aura. Any creature hostile to the Smelter Demon that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw unless the demon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the smelter demon's Fear Aura for the next 24 hours. Ce Smelter Demon has advantage on saving throws against spells and other magical eeects. The Smelter Demon's weapon attacks are magical. Ce Smelter Demon makes four attacks: one each with its Bite, Claw, Mace and Tail. Melee Weapon Attack: +14 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) piercing damage. Ce target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain Position, and it takes 21 (6d6) poison damage at the start of each of its turns. Ce poisoned target can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 17 (2d8+8) slashing damage. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 15 (2d6+8) bludgeoning damage plus 21 (6d6) dre damage. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 24 (3d10+8) bludgeoning damage. Oozing, molten, dragging itself forward with the speed and energy of lava spewed from the volcano, the Smelter Demon is iron given new shape, new purpose. Speculation abounds over whether it always existed in this form, somehow, a germ of sentience within the near liquid iron, or whether the Old King—that crazed ancient tyrant—made the thing. Pouring malice and spite into the bubbling, smelted metal, and watching it become this foul creature. Who can say? Ce only agreed upon truth is: do not get in its way.
327 STR DEX CON INT WIS CHA Armour Class: 13 (Natural Armour) Large demon 16 (+3) 15 (+2) 15 (+2) 9 (i1) 11 (+0) 11 (+0) Position: Initiative DC: Speed: 30 feet 90 (12d10+24) Always acts drst. *$673=(<&="#( Saving Crows Challenge: Str +5, Con +4, Wis +2 5 (1,800 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - poison - dre, cold. darkvision 120 feet, passive Perception 10 poisoned, charmed, unconscious, grappled Demon's Sight Magic Resistance Steadfast Multiple atack Ground Pound Hammer Drive Long Range Hammer Actions Magical darkness doesn't impede the Asylum Demon's darkvision. Ce Asylum Demon has advantage on saving throws against spells and other magical eeects. Ce Asylum Demon can't be frightened while it can see an allied creature within 30 feet of it. Ce Asylum Demon makes two attacks: one with its Ground Pound and one with its Hammer Drive. All creatures in a 15 feet cone from the asylum demon must immediately make a DC 12 Constitution saving throw. On a failure they are knocked prone and suffer 11 (2d8+2) bludgeoning damage, and their speed is reduced by 10ft until the start of the Asylum Demon’s next turn. On a successful saving throw the creature sueers half damage. Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 8 (1d10+3) bludgeoning damage. If the target is a creature other than construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) Position at the start of each of its turns due to the awful wound inricted. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. Ce wound also closes if the target receives magical healing. Ranged Weapon Attack: +5 to hit, range 60 feet, one target. Hit: 8 (1d10+3) bludgeoning damage. Clutching a gigantic mace, its segmented stomach undulating and rippling with grotesque animation, such demons are often set as guards, preventing entrance (or exit) to or from some sacred spot. Ce creature gains its name from its infamous position as warden of the Undead Asylum in Lordran. Cere, any undead attempting to escape the gloom and misery of that unwholesome prison were smashed to pieces beneath its vast, crushing blows. It was eventually slain by the Chosen Undead. Whatever happened to them?
328 STR DEX CON INT WIS CHA Armour Class: 15 (Natural Armour) Large demon 17 (+3) 15 (+2) 18 (+4) 8 (i1) 13 (+1) 8 (i1) Position: Initiative DC: Speed: 40 feet, ry 60 feet 142 (17d10+34) Always acts drst. .+%HI-#,&1(<&="# Saving Crows Dex +5, Wis +4, Cha +2 Skills Senses - darkvision 120 feet, passive Perception 11 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - cold, dre, lightning poisoned, charmed, unconscious, grappled Challenge: 6 (2,300 Souls) Demon's Sight Magic Resistance Bloodied Multiple attack Demon Spear Swing Demon Spear Crust Lightening Crow Actions Magical darkness doesn't impede the Bat-Winged Demon's darkvision. Ce Bat-Winged Demon has advantage on saving throws against spells and other magical eeects. When bloodied the Bat-Winged Demon immediately emits a Stunning Screech. Stunning Screech. Ce Bat-Winged Demon emits a horridc screech. Each creature within 20 feet of it that can hear and that isn't also a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Bat-Winged Demon's next turn. Ce Bat-Winged Demon makes two attacks in any combination of Demon Spear thrusts and swings. Alternatively, it can make up to two Lightning Crow attacks if it spends the required Position, substituting a melee attack for either or both. Melee Weapon Attack: +6 to hit, reach 15 feet, all creatures in a 10ft cone (roll once and apply it to all creatures in range). Hit: 10 (2d6 + 3) slashing damage and 13 (3d8) lightning damage. Melee Weapon Attack: +6 to hit, reach 15 feet, one target. Hit: 14 (2d10 + 3) piercing damage and 13 (3d8) lightning damage. Spend 5 Position. A 15 feet radius cloud of lightning extends out from the Bat-Winged Demon. Each creature in that area must succeed on a DC 14 Constitution saving throw. A target takes 16 (3d10) lightning damage on a failure and half as much on a successful saving throw. If the target is wearing metal armour they have disadvantage on the saving throw. Spindly creatures, wings drawn up behind backs through which the nodules of a spine bulge, these demons are renowned for their callousness, the joy they take in inricting pain. Ceir forearms are always caked in crimson blood, where it has spilled through dngers possessing too many joints. Cese demons are always armed with a spear, or glaive-like weapon, used for cutting their enemies down before they indulge their love for warm resh.
329 STR DEX CON INT WIS CHA Armour Class: 18 (Natural Armour) Large demon 21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Position: Initiative DC: Speed: 20 feet ry, 40 feet, hover 40 feet 266 (28d10+112) Always acts drst. <&="#(C'-#?& Saving Crows Dex +7, Con +9, Wis +7, Cha +9 Skills Senses - blindsight 60 feet, darkvision 120 feet, passive Perception 12 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - damage from spells and miracles, necrotic, cold and dre poisoned, charmed, unconscious, grappled Challenge: 16 (15,000 Souls) Boss Demon's Sight Magic Resistance Bloodied Multiple attack Bite Swiping Claws Stomp Breath Fire Bolts Actions Cis creature can spend position as if it was a player character. Magical darkness doesn't impede the Demon Prince's darkvision. Ce Demon Prince has advantage on saving throws against spells and other magical eeects. Explosion of Flame. Immediately upon becoming bloodied all creatures within 10 feet of the Demon Prince must immediately make a DC 17 Constitution saving throw, taking 17 (5d6) dre damage on a failed save, or half damage on a successful one. Bubbling Fire. All successful attacks made by the Demon Prince while it is bloodied deal +13 (3d8) dre damage. Ce Demon Prince makes three attacks: one with its Bite, one with its Claws, and one with its Stomp. It can substitute any one attack for a Breath attack if it spends the required Position. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 18 (2d12+5) piercing damage plus 10 (3d6) cold damage. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 16 (2d10+5) slashing damage plus 10 (3d6) dre damage. Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) dre damage. Spend 10 Position. All creatures in a 30 feet cone from the Demon Prince must immediately make a DC 17 Dexterity saving throw, taking 35 (10d6) dre damage on a failed save, or half damage on a successful one. Spend 5 Position. Ce Demon Prince launches 6 dre bolts: Ranged Spell Attack: +10 to hit, range 150ft, one target. Hit: 11 (2d10) dre damage. Who made this demon a prince? So much of the theories surrounding demons is theory, the speculation of scholars in the Grand Archives and elsewhere, parsing theories, seeking truth where only rumour is to be found. Yet, it is known this creature is a Prince. A demon of nobility, though still capable of crushing a foe in its dst, or beneath an enormous foot, and delighting in the blood-spray and the taste of viscera. Ce Demon Prince is, almost certainly, a prince by its own hand, a lordling dominating any under its sway.
330 Monsters & Antagonists — <&#-D&#$("J( %5&(<+'E#&$$
331 Grasping Tendrils Spider Climb Horrirc Form Multiattack Bite Tendril Reel Actions Ce Wretch can have up to six reshy tendrils at a time. Each tendril can be attacked (AC 20; 10 Position; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Wretch itself, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. The Wretch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. All creatures that can see the Wretch must immediately make a DC 17 charisma saving throw or become frightened of it. A creatures that fails the saving throw can repeat the saving throw at the end of their turn. A creature that succeeds on the saving throw does not need to repeat the saving throw against the same Wretch until they respawn. Ce Wretch makes four attacks with its Tendrils, uses Reel, and makes one attack with its Bite. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 22 (4d8+4) piercing damage. Melee Weapon Attack: +7 to hit, reach 50 feet, one creature. Hit: Ce target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. While the target is grappled, the wretch can't use the same tendril on another target. Ce Wretch pulls each creature grappled by it up to 25 feet straight toward it. Challenge: 5 (1,800 Souls) Skills Senses Perception +6, Stealth +5 darkvision 60 feet, passive Perception 16 Armour Class: 20 (Natural Armour) Large monstrosity 18 (+4) 8 (i1) 17 (+3) 7 (i2) 16 (+3) 6 (i2) Position: Initiative DC: Speed: 15 feet, climb 15 feet 93 (11d10+33) 8 I'&%?5 STR DEX CON INT WIS CHA Horrifying creatures, seemingly created from the substance of dozens of other beasts melded together, these Wretches tend to shun the light, and the surface world. In their shelters— dungeons, and other dark, dank spaces—they scuttle from wall to wall, sometimes clutching weapons, waiting for prey. Some are largely harmless, uninterested in the world, content to be left alone with the misery of their own existence. Most are homicidal, driven by some dark impulse to conceal the agony of their creation in senseless violence.
332 STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA Armour Class: 11 Medium constructs 13 (+1) 12 (+1) 12 (+1) 9 (i1) 8 (i1) 6 (i2) Position: Initiative DC: Speed: 30 feet 11 (2d8+2) 11 /?+'&?'"; Skills Senses Athletics +5, Perception +3, Stealth +3 Darkvision 30 ft, passive Perception 13 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - Fire damage. - blinded Challenge: 1/2 (100 Souls) Plow Shears Actions Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 8 (2d4+3) Slashing damage. Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. A creature damaged by this attack must immediately make a DC 12 strength saving throw. On a failure the creature is knocked prone and sueers 7 (2d6) piercing damage. On a successful saving throw the creature sueers half damage. Found in many forests, tending to rowers or plants with the air of gentle gardeners, it is sometimes a shock to see the speed at which these shambling creatures can become shearsnapping killers. Cey are often presumed to be the previous versions of the Demonic Foliage, before they were swallowed by the plant life they so diligently tend to. Challenge: 1/4 (50 Souls) Skills Senses - blindsight 30 feet (blind beyond this radius), passive Perception 6 Armour Class: 5 3 (i4) 1 (i5) 10 (+0) 1 (i5) 3 (i4) 1 (i5) Position: Initiative DC: Speed: 15 feet 18 (4d8) 10 Unwieldy Punch Actions When the Mushroom scores a Critical hit it falls prone as it overextends itself. Melee Weapon Attack: +2 to hit, reach 10 feet, one creature. Hit: 4 (1d8) bludgeoning damage. Medium plant >+',&(!3$5'""=(C&'$"# It is unknown when the spark of sentience seized these fungi, but, over time, it has grown, metastasizing until it became consciousness. Ce creatures are unusual, as might be expected, and their intelligence, such as it is, seems rudimentary—whenever they see a creature dieerent from themselves, they charge towards it, attempting to bring it down, whether it appears hostile or not. Perhaps they might become something more in ages to come; for now, however, they are merely an irritant.
333
334 Armour Class: 19 (Natural Armour) Huge dragon 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) Position: Initiative DC: Speed: 40 feet, burrow 30 feet, ry 80 feet 225 (18d12+108) 15 K93+'1-+#L(<'+,"#$ STR DEX CON INT WIS CHA Saving Crows Dex +5, Con +11, Wis +7, Cha +9 Skills Senses Perception +12, Stealth +5 blindsight 60 feet, darkvision 120 feet, passive Perception 22 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Fire. Lightening damage. - - Challenge: 16 (15,000 Souls) Multiple attack Bite Claw Tail Bloodied Frightful Presence Fire Breath Detect Tail Attack Wing Attack Actions Legendary Actions Ce Guardian Dragon 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. Ce dragon regains spent legendary actions at the start of its turn. The Guardian Dragon can use its Frightful Presence, then makes three attacks: one with its Bite and two with its Claws. Melee Weapon Attack: +12 to hit, reach 10 feet, one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 14 (2d6+7) slashing damage. Melee Weapon Attack: +12 to hit, reach 15 feet, one target. Hit: 16 (2d8+7) bludgeoning damage. While bloodied the Guardian Dragon makes two additional Bite attacks or one Stomp attack as part of the attack action. Each creature of the Guardian Dragon's choice that is within 120 feet and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. If a creature's saving throw is successful they are unaeected for the round. Spend 3 Position. Ce Guardian Dragon exhales lightning in a 90 feet line that is 5 feet wide. Each creature touched by line must make a DC 19 Dexterity saving throw, taking 66 (12d10) dre damage on a failed save, or half damage on a successful one. On a failed saving throw an eeected creature is set alight, and sueers +10 (2d10) dre damage at the end of their turn until they spend an action dousing the rames. Spend 3 Position. Ce Guardian Dragon makes a Wisdom (Perception) check. Spend 5 Position. Ce Guardian Dragon makes a Tail attack. (Counts as two legendary actions): Spend 10 Position. Ce Guardian Dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 17 (2d10+7) bludgeoning damage and be knocked prone. Ce dragon can then ry up to half its rying speed. succeed on a DC 20 Dexterity saving throw or take 17 (2d10+7) bludgeoning damage and be knocked prone. Ce Guardian dragon can then ry up to half its rying speed. Boss Legendary Resistance (3/Day) Cis creature can spend position as if it was a PC. If the Guardian Dragon fails a saving throw, it can choose to succeed instead. Once amongst the most powerful of all species found on the earth, and above it, the dragons stood against the Lord of Sunlight, Gwyn, in the early age of the world or becoming guardians of lost places. Cey could not be defeated, until the traitor Seath the Scaleless turned against his kin. Most dragons were slaughtered in the ensuing conrict, though some escaped, making their homes in the remotest parts of the world. Not all of those who escaped became legendary, as did Black Dragon Kalameet, Crossbreed Priscilla, or Darkeater Midir, but all possess their intelligence, their ferocity, and their will to survive. It is a foolish person who seeks out a dragon, or invokes their fury.
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336 Armour Class: 15 (Natural Armour) Huge monstrosity 20 (+5) 12 (+1) 20 (+5) 2 (i4) 10 (+0) 7 (i2) Position: Initiative DC: Speed: 30 feet, swim 30 feet 172 (15d12+75) 14 261'+ STR DEX CON INT WIS CHA Skills Senses Perception +6 darkvision 60 feet, passive Perception 16 Challenge: 8 (3,900 Souls) Hold Breath Multiple Heads Reactive Heads Wakeful Multiple attack Bite Actions Ce Hydra can hold its breath for one hour. Ce Hydra has seven heads. While it has more than one head, the Hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the Hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it regrows two heads for each one that died since its last turn, unless it has taken dre damage since its last turn. Ce Hydra regains +10 Position for each head regrown in this way. For each head the Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. While the Hydra sleeps, at least one of its heads is awake. Ce Hydra makes as many Bite attacks as it has heads. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 10 (1d10+5) piercing damage. Seven-headed, Hydras are found patrolling the edge of large bodies of water. Cey act as ambush predators, one of their heads snaking out to seize their prey, while the others deluge them with water, or with biting attacks aimed at ripping armour and rending flesh. Their regenerative properties, and their lust for meat, makes them dangerous hunters, and terrifying opponents.
337 Challenge: Challenge 1/2 (100 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities Stealth +2 - - all damage not caused by a spell or miracle. blindsight 60 feet (blind beyond this radius), passive Perception 8 blinded, charmed, deafened, exhaustion, frightened, prone Armour Class: 8 Medium ooze 12 (+1) 6 (i2) 16 (+3) 1 (i5) 6 (i2) 2 (i4) Position: Initiative DC: Speed: 10 feet, climb 10 feet 45 (6d8+18) 10 /7-=& STR DEX CON INT WIS CHA Amorphous Corrode Metal False Appearance Adhesive Pseudopod Falling Embedded Spikes Engulf Actions Ce Slime can move through a space as narrow as 1 inch wide without squeezing. Any nonmagical weapon made of metal that hits the Slime corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the Slime is destroyed after dealing damage. Ce Slime can eat through 2 inches of nonmagical metal in 1 round. While the Slime remains motionless, it is indistinguishable from an oily pool or wet rock. Ce Slime can stick to any surface it wishes. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armour, its armour is partly corroded and takes a permanent and cumulative i1 penalty to the AC it offers. Ce armour is rendered useless if the penalty reduces its AC to 10. If the Slime is above a creature it can fall down, targeting the creature with any of its attacks and making the attack roll at advantage. If successful, the attack deals an additional 2d6 acid damage. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 11 (3d6+1) bludgeoning damage. Melee Weapon Attack: +3 to hit, reach 5 feet, one Medium or smaller creature. Hit: Ce target is grappled (escape DC 11). Until this grapple ends, the target is restrained, blinded, and at risk of sueocating, and the slime can't engulf another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage. An amorphous blob of an unidentidable substance, these beings cling to the ceilings of underground spaces, dropping onto the heads of the unwary and quickly smothering them to death, before beginning to consume them. Sometimes, they simply move along a corridor, an unstoppable mass of glutinous stue, absorbing anything they touch, growing and bulging with hideous vitality.
338 Armour Class: 12 (Natural Armour) Medium monstrosity (shapechanger) 17 (+3) 12 (+1) 15 (+2) 5 (i3) 13 (+1) 8 (i1) Position: Initiative DC: Speed: 15 feet 58 (9d8+18) 11 !-=-? STR DEX CON INT WIS CHA Skills Senses Stealth +5 darkvision 60 feet, passive Perception 11 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities acid - - prone Challenge: 2 (450 Souls) Shapechanger Adhesive False Appearance Grappler Pseudopod Bite Consume Actions Ce Mimic can use its action to transform. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. (Object Form Only): Ce Mimic adheres to anything that touches it. A Huge or smaller creature adhered to the Mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. (Object Form Only): While the Mimic remains motionless, it is indistinguishable from an ordinary object (usually a chest, but whatever the GM chooses). Ce Mimic has advantage on attack rolls against any creature grappled by it. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) bludgeoning damage. If the Mimic is in object form, the target is subjected to its Adhesive trait. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. A creature surprised by this attack is restrained by the Mimic (escape DC 13). A grappled creature must immediately make a DC 13 strength saving throw or be consumed. A consumed creature is immediately reduced to 0 position. Capable of adopting the image of a treasure chest, or other innocuous object, the Mimic is an ambush predator, luring in explorers and adventurers with the promise of loot, before snapping their enormous mouths closed around investigating hands. Most probably created by a wizard with a cruel sense of humour, and a penchant for punishing those thieves trying to purloin valuable spells.
339 Armour Class: 18 (Natural Armour) Large monster 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Position: Initiative DC: Speed: 40 feet, climb 40 feet, ry 80 feet 178 (17d10+85) 14 I60&'# STR DEX CON INT WIS CHA Saving Crows Dex +4, Con +9, Wis +4, Cha +8 Skills Senses Perception +8, Stealth +4 Blindsight 30 feet, Darkvision 120 feet, passive Perception 18 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Fire - - - Challenge: 10 (5,900 Souls) Multiple attack Bite Claw Firebreath Actions Ce Wyvern makes three attacks: one with its Bite and two with its Claws. Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 17 (2d10+6) piercing damage and +3 (1d6) dre damage. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: (2d6+6) slashing damage. (Recharge 5-6): Ce Wyvern exhales dre in a 30 feet cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) dre damage on a failed save, or half damage on a successful one. None are certain of the relationship between the Wyverns seen prowling the land, and the true dragons defeated by Gywn in the ancient past. Whatever the connection is—and truly, there must be one, for there are too many similarities to pretend otherwise—the Wyvern is a creature of devastating frenzy, its dre breath enough to raze a village to the ground in an instant. Tread carefully, lest you draw their attention.
340 Corvian Greatknife Great Corvian Scythe Sprout Wings Actions Melee Weapon Attack: +5 to hit, 5 feet reach, one creature. Hit: 6 (1d6+3) Slashing damage. When a Corvian makes an attack with its Greatknife it can make an additional attack with the Greatknife as a bonus action. Melee Weapon Attack: +5 to hit, 10 feet reach, one creature. Hit: 9 (1d12+3) Slashing damage. The corvian shakes and sprouts a pair of functional wings. Cese wings grant the corvian a ry speed of 30 feet (included in prodle). Saving Crows Challenge: Con +4, Wis +2 1 (200 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - Fire, Poison - - passive Perception 10 Asleep, Poisoned Armour Class: 12 (Natural armour) Medium Beast 11 (+0) 16 (+3) 14 (+2) 7 (-20) 11 (+0) 10 (+0) Position: Initiative DC: Speed: 20 ft ry 30ft (once wings are sprouted). 26 (4d8+8) 15 :"'0-+# STR DEX CON INT WIS CHA Bedraggled crow creatures, Corvians are perpetual nomads. Ceir homeland was destroyed by the ever-growing abyss, and in its wreckage many were driven to madness or savagery. While some retain their wisdom, knowledge, and wit, many are reduced to fragments of the creatures they once were— attacking any who draw near, irrespective of their intentions, as though seeking to avenge themselves on the abyss which took so much from them.
341 Concord Unbroken Piercing Strike Sweeping Strike Bloodied Multiple attack Sword & Shield Spear & Shield Great Bow Parry Dodge Actions Reactions Ce Silver Knight has advantage on saving throws against being frightened, charmed and any eeect that would move it against its will. Spend 3 Position. Ce Silver Knight doubles its to hit bonus on a single weapon attack. Cis can be declared after the attack has been rolled. Spend 3 Position. Ce Silver Knight may target two creatures instead of one using an attack with its Sword or Spear. Two handed strike. The Silver Knight immediately stows their shield and makes two melee attacks, dealing an additional 2d6 damage on a successful attack. Until the Silver 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. Silver Knights are armed with one of the following two combinations, and a great bow: Ce Silver Knight makes 2 attacks with its melee weapons or with its Greatbow. Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 24 (6d6+3) slashing damage. Melee Weapon Attack: +5 to hit, reach 15 feet, one target. Hit: 13 (3d6+3) slashing damage. Creatures that enter the Silver Knights threat range provoke attacks of opportunity. Ranged Weapon Attack: +2 to hit , range 120/320 feet, one target. Hit: 22 (3d12+3). Any creature successfully targeted by this attack is immediately pushed 15 feet in a direction chosen by the Silver Knight and cannot spend momentum until the start of its next turn. Ce silver knight adds +2 AC against one melee attack that would hit it. To do so, the Silver Knight must see the attacker and be wielding a melee weapon. Ce Silver Knight imposes disadvantage on a single spell, ranged or melee attack targeting them provided they can see the creature targeting them. Armour Class: 18 (Plate) (21 with shield) Medium humanoid 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Position: Initiative DC: 52 (8d8+16) Speed: 30 feet 12 /-70&'(F#-,5%$ STR DEX CON INT WIS CHA Saving Crows Con +4, Wis +2 Skills Senses - passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - Slashing, Bludgeoning damage, lightening, thunder, dre, poison damage. Asleep, Poisoned Challenge: 3 (700 Souls) Cese warriors were once under the command of the Lord of Cinder, Gwyn himself. Cese knights, still clad in perfect, unmarred, silver armour, were dispatched to protect the Princess Gwynevere, guarding her against any threat. Cey are elite soldiers; relentless, strong, and unyielding. Some claim them to be little beyond automata now, undead trapped for all time in their armour, but they retain their skill at arms.
342 Guard Breaker Bloodied Multiattack Pontie Knight Curved Sword Pontie Knight Great Scythe Pursuer Orb Actions Ce Pontie Knight has advantage on saving throws against being frightened. Empowered strikes. The Pontiff Knight’s attacks become magical and deal an additional 8 (2d8) force damage. Ce Pontie Knight makes two melee attacks. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 12 (2d8+3) slashing damage. Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 16 (2d12+3) slashing damage and 9 (2d8) cold damage. Ranged Weapon Attack: +2 to hit, range 60/120 feet, one target. Hit: 5 (1d10) piercing damage and 13 (3d8) necrotic damage. Cis attack tracks its target around corners and cover; the Pontie Knight does not have to be able to see their chosen target. Saving Crows Con +4, Dex +2 Skills Senses - passive Perception 10 Armour Class: 18 (Plate) 20 (if armed with shield) Medium humanoid 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Position: Initiative DC: 117 (18d8+36) Speed: 30 feet 10 C"#%-JJ(F#-,5%$ STR DEX CON INT WIS CHA Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - Cold, Slashing Charmed, Asleep Challenge: 5 (1,800 Souls) Parry Reactions Ce Pontie Knight adds +2 AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Ce most devoted of the Pontie Sulyvahn’s servants, these knights are well armoured, well trained, and obediant to the will of their leader. Of course, many of the knights hurled themselves into battle at the Pontie’s directive, certain if they didn’t, they’d be murdered or eaten. But the dieerence is, to those forced to dght such dangerous troops, minimal.
343 Multiple attack Grab and Smash Knife Slash Man Serpant Greatsword Bite Actions The Man Serpent can make three attacks with its Knife Slash or two attacks with its Greatsword. A creature within 15 feet of the Man Serpent must immediately make a DC 12 Strength saving throw. On a failure the target is restrained by the man-serpent and sueers 17 (5d6) bludgeoning damage and 13 (3d8) poison damage. On a successful saving throw the target sueers half damage and is not restrained. Melee Weapon Attack: +4 to hit, reach 10 feet, one target. Hit: 9 (2d6+2) slashing damage. Melee Weapon Attack: +4 to hit, reach 10 feet, one target. Hit: 11 (2d8+2) slashing damage. Heavy. Melee Weapon Attack: +4 to hit, reach 15 feet, one target. Hit: slashing damage. A creature successfully targeted by this attack must immediately make a DC 12 Constitution saving throw, sueering 14 (4d6) poison damage and becoming poisoned for one minute on a failure. On a successful saving throw the creature sueers half damage. Armour Class: Class 11 (Scraps of clothing) Medium humanoid 14 (+2) 15 (+2) 15 (+2) 11 (+0) 11 (+0) 12 (+1) Position: Initiative DC: 52 (8d8+15) Speed: 25 feet 14 !+#(/&'A&#%$ STR DEX CON INT WIS CHA Saving Crows Con +4, Wis +2 Skills Senses - passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison Cold, Lightening, piercing damage. dre, slashing and bludgeoning from non magical weapons. - Challenge: 2 (450 Souls) Bloodied Neck snap. Ce Man Serpent immediately makes a Grab and Smash attack against the last creature to damage it, if in range. Cis is what the greatness of dragons became. Little more than human in size or dimensions, these creatures bear almost no resemblance to their ancient ancestors, save for the serpentine facial features, and the scales. Cey attack with the calm, calculating motions of their vanished kin, but lack almost all of the qualities that made them so deadly. Nevertheless, it is never wise to underestimate one of the creatures; they are wily, cunning things, and should not be treated lightly.
344 Hulking Mass Bloodied Multiattack Fists Stomp Ground Swipe Charge Rock Actions Medium and smaller creatures can occupy the same space as the Giant. A creature occupying the same space as the giant is treated as being in total cover from the giant but makes all saving throws at disadvantage. Ce Giant immediately makes a Stomp attack. While bloodied, the giant makes any attack against creatures adjacent to it at advantage. Ce giant makes two Fists attacks. When the Giant uses its Stomp, Ground Swipe or Charge attack it cannot make the same attack the following turn. Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 28 (6d6+7) bludgeoning damage. All creatures within 20 feet of the Giant must immediately make a DC 17 Dexterity saving throw, sueering 54 (12d8) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one. All creatures in a 15 feet cone from the Giant must immediately make a DC 17 Dexterity saving throw, sueering 40 (6d10+7) damage on a failure. Ce Giant moves 20 feet in a straight line. Ce giant’s speed is reduced to zero until the start of its next turn at the end of this attack. Ranged Weapon Attack: +11 to hit, range 60/240 feet, one target. Hit: 29 (4d10+7) bludgeoning damage. Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison, Cold - Fire, Lightening, Necrotic and damage from spells - Saving Crows Dex +3, Con +10, Cha +5 Skills Senses Athletics +11, Perception +6 passive Perception 16 Armour Class: 16 (Natural and ruined armour) Huge giant 25 (+7) 9 (i1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Position: Initiative DC: 162 (13d12+78) Speed: 30 feet 10 9-+#%$ STR DEX CON INT WIS CHA Challenge: 9 (5,000 Souls) Ceir strength is enough to rip down walls with bear hands, split boulders with little eeort, and to dre arrows the size of a man from a bow the size of an elephant. Such are the giants. Cere are as many claims about the origins of the Giants as there are about the nature of the abyss, or the powers of the profaned rame. Almost none of them are true, and even fewer of them matter. What matters is the fact that most giants attack on sight, punching and grabbing at anyone who comes too near. Perhaps this is due to the tendency for Giants to be pressed into slavery, where their strength enables them to do the work of dozens of smaller species. Whatever the truth, and whatever the justidcation might be for a Giant’s hostility, it does not make them any less of a threat.
345 Armour Class: Armour Class 18 (Plate) (21 with shield) Medium humanoid 17 (+3) 13 (+1) 15 (+2) 11 (+0) 11 (+0) 12 (+1) Position: Initiative DC: 104 (16d8+32) Speed: 25 feet 11 I-#,&1(F#-,5%$ STR DEX CON INT WIS CHA Saving Crows Con +4, Wis +2 Skills Senses - passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Necrotic. - poison damage. Charmed, frightened. Challenge: 5 (1,800 Souls) Committed to the worship of the Heavenly Daughter, Gertrude, and to the angelic faith of Lothric, the Winged Knights are distinctive for their stylised armour, and their preference for polearms in battle. Ceir choice of religion, however, was considered the most loathsome of blasphemies in Lothric, and they were ostracised, and their mistress imprisoned. Ce Winged Knights still dght against this injustice even now, long after the cause ceased to possess true meaning. Now, they dght on, always, not knowing any other way. Multiple attack Winged Knight Halberd Winged Knight Twinaxes Actions Ce Winged Knight makes two attacks when armed with a Winged Knight Halberd. If armed with Winged Knight Twinaxes, they make 3 attacks. Melee Weapon Attack: +5 to hit, reach 15 feet, one target. Hit: 9 (1d12+3) slashing damage. Creatures that enter the Winged Knight’s threat radius provoke attacks of opportunity while the knight is armed with a Halberd. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 6 (1d6+3) slashing damage.
346 Loyalty Absolute Disciplined Ranks Lunge Multiple attack Blacksteel Katana Alonne Greatbow Actions Ce Alonne Knight can make a single attack as a reaction when another Alonne knight within 60 feet successfully attacks a creature, or if another Alonne Knight within 30 feet is successfully targeted by another creature. Ce Alonne Knight gains a bonus to all attack rolls and saving throws equal to the number of other Alonne Knights within 10 feet of it. At the start of its turn the Alonne Knight can declare it will lunge when it attacks. Doing so grants the Alonne Knight advantage on all melee attack rolls until the start of its next turn. All attacks targeting the Alonne Knight gain advantage until the start of the Alonne Knight’s turn. Ce Alonne Knight makes two attacks with its Blacksteel Katana or one ranged attack with its Alonne Greatbow. Melee Weapon Attack: +5 to hit, 10 feet reach, one target. Hit: 16 (3d8+3) slashing damage. After a successful attack with this weapon the Alonne Knight can immediately make an additional attack as a bonus action. Ranged Weapon Attack: +4 to hit, range 320/600 feet, one target. Hit: 5 (1d6+2) slashing damage. A creature that sueers a Critical hit from the Alonne Greatbow sueers -1 to AC, attack rolls and all saving throws until it rests at a bondre. Saving Crows Con +5, Dex +2 Skills Senses - passive Perception 10 Armour Class: 19 (Iron plate) Medium humanoid 16 (+3) 15 (+2) 16 (+3) 11 (+0) 11 (+0) 11 (+0) Position: Initiative DC: Speed: 25 feet 60 (8d8+24) 14 *7"##&(F#-,5%$ STR DEX CON INT WIS CHA Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - Lightening Fire and Poison Asleep, Poisoned, charmed. Challenge: 3 (700 Souls) Famed for their courage, and loyalty to one another, the Alonne Knights held their ground even as their home was swallowed by the earth. No quarter was given, no inch of ground surrendered willingly. Reputed both for their courage, and skill with sword and bow, the Alonne Knights are formidable enemies.
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348 Monsters & Antagonists — M#1&+1
349 Rage of the Forsaken Crack in Armour Dark Shield Multiple attack Dark Hand Dark Sword Actions Darkwraiths are hostile to every creature other than themselves and other darkwraiths. While in sunlight, the Darkwraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. When the Darkwraith attacks with its Dark Hand attack, it gains +2 to its AC and saving throws until the start of its next turn. Ce Darkwraith can make either two Dark Sword attacks or one Dark Sword attack and one Dark Hand attack. Melee Weapon Attack: +6 to hit, reach 5 feet, one creature. Hit: 21 (4d8+3) necrotic damage. Ce target must succeed on a DC 14 Constitution saving throw or its Position maximum is reduced by an amount equal to the damage taken. Cis reduction lasts until the target rests at a bondre. A whose Position maximum is reduced to zero immediately dies. A creature killed by this eeect automatically triggers a roll on the Hollowing eeect table (page 99). Melee Weapon Attack: +6 to hit, reach 5feet, all creatures in a 5 feet radius. Hit: 17 (4d6+3) slashing damage. Challenge: 5 (1,800 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - necrotic - acid, cold darkvision 30 feet, passive Perception 12 charmed, exhaustion, grappled, paralyzed, petrided, prone, poisoned, restrained. Armour Class: 17 Medium undead 17 (+3) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 15 (+2) Position: Initiative DC: Speed: 30 feet 67 (9d8+27) 15 <+'E;'+-%5$ STR DEX CON INT WIS CHA Cey were once knights. Protectors of the realm, valiant in battle, and loyal to their leaders. But they were too loyal. Far too loyal. When their masters descended into the darkness, they followed, becoming consumed by the abyss. Cey absorbed the power of the darkness into themselves, wreathing their armour and weapons in its potency. Soon after, they almost wrecked the world, as they drew on the power of the Dark Soul itself. Cey still haunt the land, the darkness ructuating around them as they pursue their arcane plots, ever restless.