350 AC: Position: 8 (Hollow Soldier 15 (Tattered armour and partial shield)) 8 (1d8+3) (Hollow Soldier 22 (3d8+9)) Medium undead 13 (+1) 6 (i2) 16 (+3) 3 (i4) 6 (i2) 5 (i3) Initiative DC: Speed: 20 feet - 8 2"77"; STR DEX CON INT WIS CHA Saving Crows Wis +0, Con +5 Skills Senses - darkvision 30 feet, passive Perception 8 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - poisoned Challenge: 1/8 (25 Souls) Soldier 1/4 (50 Souls) Keeps Crawling On Weakness to Backstab Slam Rusty Sword Halberd Light Crossbow Actions If damage reduces the 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 Hollow drops to 1 Position instead. Ce 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. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage. Hollow soldiers may also make use of the following: Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 5 (1d8+1) bludgeoning damage. Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 6 (1d10+1) slashing damage. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 4 (1d8+0) piercing damage. Hollows are found everywhere, in every city. Not all are dangerous. Many simply watch as the living pass them by; eyes glowing with knowledge they have lost the ability to divulge. Others stalk the world, jaws snapping spasmodically at the air, stalking something. Sometimes, through some unexplained instinct, Hollows band together and apparently work towards a single aim. Cere is no explanation for how or why they do this, but they operate with a strange degree of harmony. Are they bound by a single memory — able to attack in unison, or in waves which bear the traces of tactics and cunning, because they were once a warband before the hollowing concluded? Are they animated by a greater power, guided by the Dark Sign they once wore on their resh? Who can say? All that is known, and can be known, is that the hollowed do not hunger and do not rest, and once they have chosen a target are remorseless in their attack. Stopping them is almost impossible.
351 Challenge: 1/4 (50 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - poison Bludgeoning, Radiant - darkvision 30 feet, passive Perception 9 exhaustion, poisoned Armour Class: 13 (Wheel armour) 10 (+0) 14 (+2) 15 (+2) 6 (i2) 8 (i1) 5 (i3) Position: Initiative DC: Speed: 30 feet 6 (1d8+2) 12 STR DEX CON INT WIS CHA Spiked Wheel Spin Up Spin in Place Actions Ce Bonewheel Skeleton can pass through spaces occupied by other creatures. When it does, the creature it passes must immediately make a DC 12 dexterity saving throw, being knocked prone and sueering deals 10 (3d6) piercing damage on a failure. On a successful saving throw the creature is not knocked prone and sueers half damage. Ce skeleton spins in place before shooting in a straight line over its target. Ce Bonewheel Skeleton immediately moves its speed in a straight line dealing +3 (1d6) damage to creatures eeected by its Spiked Wheel feature. Movement from Spin Up does not provoke Attack of opportunity. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) slashing damage. Medium undead ."#&;5&&7(/E&7&%"# It cannot have been an easy death—crushed by the wheel, broken and battered, over and over again. Yet in undeath, the wheel has become a boon, a weapon and a form of armour. Such is the way of things. Sometimes, it seems, the curse of undeath possesses a dark sense of humour.
352 Armour Class: 18 (plate) (20 Dark Sheild) Medium Undead 18 (+4) 13 (+2) 20 (+5) 13 (+1) 12 (+1) 16 (+3) Position: Initiative DC: 247 (26d8+130) Speed: 30 feet 12 @"'7"'# STR DEX CON INT WIS CHA Saving Crows Stren, +8, Dex +6, Con +8, Wis +5 Skills Senses - passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison, - - Poisoned Challenge: 20 (25,000 souls) Side Step Dark Shield Bloodied Eviscerate Backslash Riposte Quick Strike Multiattack Greatsword Scythe of the Forlorn Guard Break Parry Actions Reaction The Forlorn gains advantage on all saving throws. After the Forlorn has taken the attack action it gains +2 AC until the end of its next turn. Blaze of Anger. The Forlorn immediately makes two attacks. While bloodied, the forlorn makes one additional attack whenever it takes the attack action and triggers a Critical hit on a roll of 18-20. Spend 1 Position. When a Forlorn successfully targets a creature with its Greatsword or Scythe of the Forlorn attack, it can cause the attack to deal +4 (1d8) necrotic damage for each Position spent in this way. Maximum position that can be spent per attack is +5 Position or the number of player characters; whichever is higher. Spend 3 Position. Ce Forlorn can make one additional attack on its turn as a bonus action. Spend 5 position. Ce Forlorn can make a single attack as a reaction targeting a creature that targeted it with an attack that missed. Creatures provoke an Attack of opportunity when they enter the Forlorn’s threat range. Ce forlorn can spend 5 Position to cause the Attack of opportunity to not consume its reaction. Ce Forlorn makes three melee attacks with its melee weapon it may forgo one melee attack to make use its guard break attack. Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 25 (4d10+3) slashing damage. Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 30 (4d12+4) slashing damage. Creatures targeted with this weapon gain no benedt to their AC from wielding a shield. All creatures within 15ft of the Forlorn must immediately make a DC 17 Strength saving throw on a failure the creature is knocked prone and sueers 13 (3d8) bludgeoning damage. On a successful saving throw the creature sueers half as much damage and is pushed back 5ft from the Forlorn. Ce Forlorn adds +4 to its AC against one melee attack that would hit it. To do so, the Forlorn must see the attacker and be wielding a melee weapon. Created, in part by accident, the Forlorn are the result of Aldia’s dxation on the truth of the First Sin. Her obsession stripped the forlorn of their true shape, their physical forms, condemning them to wander, for all time, through the worlds. Perpetually in limbo, they seek, always, for somewhere to remain, but are ever forced onwards, onwards…
353 Saving Crows Challenge: Dex +5 6 (2,300 Souls) Skills Damage Immunities Damage Vulnerabilities Damage Resistances Senses Condition Immunities - - dre, lightening and thunder damage - True sight 60 feet, passive Perception 10 - Armour Class: 13 Medium undead 12 (+1) 16 (+3) 13 (+1) 2 (-4) 10 (+0) 12 (+1) Position: Initiative DC: Speed: 5 feet, ry 30 ft, hover 15ft 88 (16d8+16) 13 <+'E73'E&' STR DEX CON INT WIS CHA Bloodied Multiple Attack Etheric Invisibiltiy Soul Greatsword Soul Spear Soul Bolt Teleport Dark Soul Bomb Dark Explosion Fire Orb Actions Mitosis: Ce Darklurker immediately splits into two copies of itself. Both share the same Position pool other than that they are treated as two separate creatures. Ce Darklurker can make two attacks with its Soul Greatsword Spend 5 Position. Ce Darklurker turns etheric, causing it to become immune to all damage and invisible to creatures who cannot see into the etheric plane. Ce Darklurker cannot interact with the physical world while etheric and can end this eeect at the start of its turn as a free action. Melee Weapon Attack: +7 to hit, reach 10 feet, one creature. Hit 20 (5d6+3) force damage. Melee Weapon Attack: +9 to hit, reach 15 feet, all creatures in a 15ft line. Hit 36 (8d8) force damage. Spend 5 Position. Targets: All creatures in a 5 feet wide line extending 60 feet from the Darklurker. Targets must succeed on a DC 15 Dexterity saving throw, sueering 32 (5d12) force damage on a failure and half damage on a success. If the Darklurker is rying or hovering, the length of the line is drawn as if it was on the ground. Ce Darklurker opens a portal around itself and remerges within 50 feet of its original location in a billow of smoke that persists until the end of its turn. Target any one creature within 60 feet of the Darklurker. Ce targeted creature must immediately make a DC16 Dexterity saving throw. On a failure the target is knocked prone and sueers 22 (5d8) force damage. On a successful saving throw the target sueers half damage and is not knocked prone. Spend 5 Position. All creatures within a 30 feet radius of the Darklurker must immediately make a DC 15 Strength saving throw, sueering 33 (6d10) force damage on a failure. Ce Darklurker throws 4 dre orbs as an action. Each orb uses the following prodle: To hit +9, range 100/200 feet, one target. Hit: 16 (3d10) dre damage. It is best not to ask what a Darklurker is, in truth. After all, it resembles an angel so closely, as its vast, beautiful wings spread open behind it, that the notion even the hosts of heaven are subject to the curse might lead even the most hopeful to despair. Hugely powerful, the Darklurker strikes from above, bringing its sword down upon the unwary in devastating attacks, capable of slicing an armoured knight in half with a single swing. No matter how dercely a battle rages, though, the Darklurker’s hood remains up, obscuring its face entirely.
354 Scimitar or Falchion Shortbow Actions Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 5 (1d6+2) piercing damage. Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 5 (1d6+2) piercing damage. Armour Class: 13 (Armour scraps) 14 (if armed with shield) Medium undead 10 (+0) 14 (+2) 15 (+2) 6 (i2) 8 (i1) 5 (i3) Position: Initiative DC: 13 (2d8+4) Speed: 20 feet 12 /E&7&%"# STR DEX CON INT WIS CHA Skills Senses - darkvision 30 feet, passive Perception 9 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison Bludgeoning, Radiant - exhaustion, poisoned Challenge: 1/4 (50 Souls) Ancient soldiers, dragged back from the peace of the grave, to once more hack away at the living—or at least, more alive— with swords, and spears, and whatever else their dngers can fasten around. Despite their fearsome appearance, they can be quickly defeated—mighty in the past, perhaps, but no longer.
355
356 Monsters & Antagonists — ."$$&$
357
358 Boss Mutiple Attack Grab and Slice Strong Sweep Fast Sweep Rapid Sweep Screech and Bite Slam and Devour Transformation Tentacle Reach Actions Bloodied Cis creature can spend Position as if it were a player character. Iudex Gundyr makes two Strong Sweep or Rapid Sweep attacks. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. A creature hit by this attack is restrained and sueers 18 (3d8+5) bludgeoning damage. At the beginning of its turn while restrained, the grappled creature may attempt to escape, by succeeding on a DC 15 Strength check. Only one creature can be restrained by this attack at once. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 32 (3d8+5). Spend 5 Position. Iudex Gundyr makes 2 additional Halberd attacks as part of the attack action. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 18 (3d8 + 5) bludgeoning damage. Iudex Gundyr makes one additional attack when both Halberd swings use this attack. All creatures within 120 feet of Iudex Gundyr must immediately make a DC 15 Charisma saving throw or become frightened of Iudex Gundyr. When targeting a creature frightened of it, Iudex Gundyr treats a successful weapon attack as a Critical hit. A frightened creature can repeat the saving throw at the end of its turn if it is at least 30 feet away from Iudex Gundyr. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 27 (6d8) bludgeoning damage. A creature damaged is picked up by Iudex Gundyr and devoured. Ce creature must immediately make a DC 15 Strength saving throw or sueer 26 (6d8) acid damage on a failure or 18 (3d8 + 5) bludgeoning damage on a successful saving throw as they are thrown aside. Iudex Gundyr immediately sprouts tentacle-like appendages and makes a Screech and Bite attack. While bloodied it can make one of the following attacks as part of the attack action or replace a Halberd attack with any of them: Tentacle Reach, Screech and Bite, Slam and Devour. All creatures in a 20 feet line from Iudex Gundyr must immediately make a DC 15 Strength saving throw, sueering 32 (6d8+5) bludgeoning damage and be knocked prone on a failure. A creature that fails the saving throw by 5 or more is restrained until the beginning of Iudex Gundyr’s next turn. On a successful saving throw the creature sueers half damage. Armour Class: 16 (Crumbling Plate Armour) 21 (+5) 8 (i1) 19 (+4) 5 (i3) 9 (i1) 6 (i2) Position: Initiative DC: 136 (13d12+52) Speed: 20 feet Always acts drst STR DEX CON INT WIS CHA Skills Senses Perception +2 passive Perception 12 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - - charmed, asleep Challenge: 9 (5,000 Souls) How bitter the fate of Iudex Gundyr. To arrive as a champion at the Firelink shrine, and to dnd it empty. Dead. No ember to spark, no bell to ring. Nothing. Only the certainty of his own failure. So it was that Gundyr appointed himself the judge of any who would kindle the dre, and link the shrines. So it was that Gundyr decided any who would do what he was denied must prove themselves better than him. Until now, none have. Huge undead 431&N(93#16'
359
360 Boss Ice Walk Legendary Resistance Multiple attack Mace Strike Mace Crust Mace Slash Cold Breath Charge Actions Position Spends Bloodied Cis creature can spend Position as if it were a player character. Vordt of the Boreal Valley can move across and climb icy surfaces without needing to make an ability check. Additionally, discult terrain composed of ice or snow doesn't cost it extra moment. (3 per day): If Vordt of the Boreal Valley fails a saving throw, it can choose to succeed instead. Vordt of the Boreal Valley at the end of any creatures turn, takes an additional turn. At the end of any creature’s turn Vordt of the Boreal Valley can make a single attack with its Claws or Tail. Vordt of the Boreal Valley immediately ries half its ry speed. Vordt of the Boreal Valley makes three attacks; one each with its Mace Strike, Mace Crust and Mace Slash. Once Vordt of the Boreal Valley is bloodied it can make an additional attack with it’s Cold Breath Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) piercing damage plus 18 (4d8) cold damage. A creature that sueers a Critical hit from this attack must immediately make a DC 22 Constitution saving throw or sueer a crippling wound. A wounded sueers 72 (16d8) cold damage at the start of its turn and makes all constitution saving throws at disadvantage. At the end of a creature’s turn it can attempt to a DC 22 medicine check to stop the wound from dealing damage; a miracle ends the eeect. Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 22 (4d6+8) slashing damage plus 18 (4d8) cold damage. Vordt can make 1 additional attack with its Mace Crust. Melee Weapon Attack: +14 to hit, reach 20 feet, one target. Hit: 26 (4d8+8) bludgeoning damage. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn. Spend 5 Position. Vordt of the Boreal Valley exhales an icy blast in a 90 feet cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half damage on a successful one. Spend 5 Position. After making a Cold Breath attack Vordt of the Boreal Valley charges forward, crushing all in its path. All creatures in a line 20 feet wide and 20 feet long must immediately make a DC 22 Strength saving throw or be knocked prone, pushed 20 feet away from Vordt of the Boreal Valley and sueer 29 (2d20+8) Bludgeoning damage. On a successful saving throw the creature sueers half damage but is still pushed 20 feet and knocked prone. Armour Class: 20 (Iron Plate Armour) 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) Position: Initiative DC: Speed: 40 feet, burrow 40 feet, Climb 40 feet 333 (18d20+144) 16 STR DEX CON INT WIS CHA Saving Crows Dex +6, Con +14, Wis +7, Cha +8 Skills Senses Perception +13, Athletics +14 blindsight 60 feet, darkvision 120 feet, passive Perception 23 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities cold, poison - - charmed, asleep, poisoned Challenge: 20 (25,000 Souls) Spend 50 Position Spend10 Position Spend 10 Position Gargantuan Construct O"'1%("J(%5&(."'&+7(O+77&6
361 Loyalty is always a tainted conviction in Lothric. Too many good people, true paragons, are deceived by those they devote themselves too. Vordt was one of the greatest of the Outrider Knights, dedicated to the Pontie Sulyvahn. But, like so many others deceived by those they esteemed the best, Vordt was betrayed. Entrusted with the Pontie’s Left Eye—the ring containing such corrupted power—he was twisted, warped, into the hideous beast thing he is now. In truth, death would be kinder than the half-life Vordt now inhabits.
362 Boss Sweeping Attack Rotted Core Undead Minions Roll Grab and Slam Fling Slam Multiple Attack Actions Bloodied Cis creature can spend Position as if it were a player character. The Curse Rotted Great Wood’s attacks trigger a Critical hit on a roll of a 18-20. Ce Curse Rotted Great Wood only takes damage to its Position when a creature targets the reshy growths around its core (melee attacks must be made to its centre). Ce Curse Rotted Great Wood has a number of scarecrows within 30ft of it at the beginning of combat. Ce number of scarecrow equals 1d12 + the number of PCs. Ce Curse Rotted Great Wood rolls crushing those in its path. Ce Curse Rotted Great Wood immediately moves 20 feet; all creatures it passes over or ends within 5 feet of must make a DC 25 Dexterity saving throw sueering 37 (6d8+10) bludgeoning damage on a failure, and must immediately make a DC 25 Strength saving throw. On a successful Dexterity saving throw the creature the creature is knocked prone and sueers half damage. On a failed Strength saving throw the creature is caught in the Curse Rotted Great Wood’s branches and is restrained (escape DC 25), sueering 42 (12d6) piercing damage at the start of each of the Curse Rotted Great Wood’s turns. Melee Weapon Attack: +17 to hit, reach 30 feet, one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Ce Curse Rotted Great Wood has dve vines, each of which can grapple one target. One Large or smaller object held, or creature grappled, by the Curse Rotted Great Wood is thrown up to 60 feet in a direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Ce Curse Rotted Great Wood slams the ground. All creatures in a 10 feet radius of a point within 20 feet must immediately make a DC 23 Dexterity saving throw, taking 44 (8d10) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one. Ce Curse Rotted Great Wood makes three Grab and Slam attacks, each of which it can replace with one use of Fling. Armour Class: 17 (Natural Armour) 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) Position: Initiative DC: Speed: 15 feet 472 (27d20+189) 17 STR DEX CON INT WIS CHA Saving Crows Str +17, Dex +7, Con +14, Int +13, Wis +11 Skills Senses - truesight 120 feet, passive Perception 14 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities lightning; - - Poisoned, grappled, frightened, paralyzed, asleep Challenge: 23 (50,000 Souls) Position Spends At the end of any creatures turn the Curse Rotted Great Wood can make a single Grab and Slam attack, or a Fling attack. Spend 5 Position Gargantuan monstrosity (corrupted tree) :3'$&(8"%%&1(9'&+%(I""1
363 Such is the puissance of the curses surrounding and steeping the undead settlement, the great tree at the centre of the village became tainted. When the dnal great curse was locked away within its blistered, bulging bark, it became something more than a mere tree. It became a living, writhing abomination, striking at anything near it, and dredging the dead from the earth to act as its defenders.
364 Boss Mob Endless Flock Communal Fireball Swipe Actions Cis creature can spend Position as if it were a player character. Cere are 25 deacons at the beginning of combat. Each time the Deacons of the Deep sueer 22 points of damage one of the deacons’ forms dies. At the end of any creature’s turn a number of deacons spawn equal to the number of slain deacons. Up to ten deacons can take this action; for every two deacons the attack bonus increases by +1 and the damage dice is increased by 1d6. Ranged Spell Attack: +2 to hit, range 60 feet/120 feet, one creature. Hit 10 (3d6) dre damage. Melee Weapon Attack: +2 to hit, reach 5 feet, one creature. Hit: 9 (2d6+2) piercing damage. Armour Class: 12 13 (+1) 15 (+2) 10 (+0) 7 (i2) 10 (+0) 6 (i2) Position: Initiative DC: Speed: 30 feet 22 (5d8) 14 STR DEX CON INT WIS CHA Skills Senses - darkvision 60 feet, passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - charmed, exhaustion, poisoned Challenge: 1 (200 Souls) Medium humanoids <&+?"#$("J(%5&(<&&A
365 The most devoted of Aldrich’s servants, the deacons poured their faith into the worship of the Devourer of Gods. Cese broken, wretched men remain alongside the cosn of their absent lord, waiting for his return, their faith ever waxing and waning. One, the apostate Klimt. lost his faith, and turned to the worship of Rosaria, certain she was a goddess. Ce others, Royce and McDonnell remain true to their cause, and their fanaticism is suscient to sustain them through an aeon of darkness.
366 Bite Curse Shifting Crown Actions Bloodied Melee Weapon Attack: +2 to hit, reach 5 feet, one creature. Hit: 9 (2d6+2) piercing damage. A creature within 60 feet of the Arch Deacon must immediately make a DC 14 charisma saving throw. On a failure the creature is unable to spend Position till the end of the Arch Deacon’s next turn and sueers 13 (3d8) necrotic damage. On a successful saving throw the target sueers the full damage but can still spend Position normally. The Arch Deacon can only be harmed by locating the deacon it is currently inhabiting. While inhabiting a deacon, the Arch Deacon takes all the damage dealt to the deacon it possesses and increases that deacon’s attack modider by +4. In addition, if the Arch Deacon is one of the ten Deacons using Communal Fireball, the spell deals an additional 15 (3d10) dre damage. Ce deacon body dies with it sueers 22 points of damage and the Arch Deacon moves to another deacon of the GMs choice. When the Arch Deacon is bloodied it reveals itself. When the Arch Deacon becomes bloodied it manifests physically and no longer swaps body via Shifting Crown. Armour Class: 12 13 (+1) 15 (+2) 10 (+0) 7 (i2) 10 (+0) 18 (+4) Position: Initiative DC: Speed: 30 feet 225 (50d8) 18 STR DEX CON INT WIS CHA Skills Senses - darkvision 60 feet, passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - - charmed, exhaustion, poisoned Boss Cis creature can spend Position as if it were a player character. Position Spends All creatures of the Arch Deacon’s choice within 60 feet must immediately succeed on a DC 14 charisma saving throw or sueer 1 level of exhaustion. On a successful saving throw the target instead sueers 13 (3d8) necrotic damage. Spend 10 Position Medium Humanoid *'?5(<&+?"# Challenge: 17 (18,000 Souls)
367
368 Boss Legendary Resistance Multiple attack Swing Fire Ring Fireball Shower Fire Glyph Meteor Rain Lava Breath Actions Position Spends Bloodied Cis creature can spend Position as if it were a player character. (3 per day): If the Old Demon King fails a saving throw, it can choose to succeed instead. At the end of any creature’s turn, the Old Demon King can make a single attack with its Swing, Fire Glyph or Fireball Shower. Ce Old Demon King takes an additional reaction. Ce Old Demon King makes three attacks; one with its Swing, one with Fire Ring, and one with Fire Glyph. Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) slashing damage. 10 position. Ce Old Demon King causes a 5 feet deep ring of dre with a 30 feet radius to form. At the end of each creature’s turn it closes in 10 feet towards its centre. Any creature that the dre passes over, or that starts their turn in the dre ring, sueers 10 (3d6) dre damage. When the dre ring reaches its centre it explodes, causing all creatures other than the Old Demon King within a 15 feet radius of the centre must immediately make a DC 21 sueering 21 (6d6) dre damage on a failure or half damage on a successful saving throw. Spend 5 Position. Ce Old Demon King causes all creatures within a 20 feet radius of a point it can see within 120 feet to immediately make a DC 21 Dexterity saving throw, sueering 21 (6d6) dre damage on a failure or half as much on a successful saving throw. As an action, the Old Demon King launches a dre glyph at any 15ft area within 30ft of itself. Each creature in that area must make a DC 21 Dexterity saving throw. It takes 38 (7d10) dre damage on a failed save, or half damage on a successful one. 6 medium size raming meteors fall from the sky. Each meteor can target any creature within 100 feet of the Old Demon King. Each targeted creature must immediately make a DC 21 dexterity saving throw sueering 35 (10d6) dre damage and 35 (10d6) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one. Spend 10 Position. Ce Old Demon King exhales dre in a 60 feet cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 91 (26d6) dre damage on a failed save, or half damage on a successful one. Armour Class: 20 (Natural Armour) 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Position: Initiative DC: Speed: 40 feet, 297 (17d20+119) Always acts drst STR DEX CON INT WIS CHA Saving Crows Dex +6, Con +13, Wis +8, Cha +10 Skills Senses History +9, Perception +14, Persuasion +10, Stealth +6 blindsight 60 feet, darkvision 120 feet, passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities dre damage dealt by a Black Knight weapon. cold, poison. charmed, exhaustion, poisoned, asleep Challenge: 20 (25,000 Souls) Spend 5 Position Spend 5 Position Born from the Chaos Flame, the Old Demon King is an ancient creature, old enough to have seen the rise of Gwyn, to have witnessed the Chosen Undead complete their quest, and to have survived—somehow—the death of most of its kin. Such ingenuity, such resilience tells one much about the withered, dwindling creature the Old Demon King now is; his power receding but become harder, crueller. Cose who would confront this remnant of evil should be wary. Ce millennia have not dimmed his malice. Gargantuan Demon P71(<&="#(F-#,
369
370 Boss Legendary Resistance Magic Resistance Unyielding Foe Multiple attack Wide Sweep Heavy Swipe Battle Shout Slam Leaping Punch Turn Around Swipe Actions Bloodied Reaction Position Spends Cis creature can spend Position as if it were a player character. (3 per day): If Yhorm the Giant fails a saving throw, it can choose to succeed instead. When using this feature if the eeect would cause half damage on a successful saving throw Yhorm instead sueers no damage. Yhorm the Giant has advantage on saving throws against spells and other magical eeects. Yhorm the Giant always goes drst in initiative and cannot be surprised. Yhorm the Giant can make up to dve attacks split between his Wide and Heavy Sweeps. Yhorm may instead use his Battle Shout and then make 3 attacks split between his Wide and Heavy sweeps. Melee Weapon Attack: +19 to hit, reach 20 feet, one target. Hit: 46 (8d8+10) slashing damage. If the attack roll would have hit a creature within 10 feet of the target the resolve the damage as if the additional creatures had been targeted. Melee Weapon Attack: +19 to hit, reach 20 feet, one target. Hit: 65 (10d10+10) slashing damage. A creature damaged by this attack must succeed on a DC 27 Constitution saving throw or be stunned until the start of Yhorm the Giant’s next turn. On a Critical hit the target loses the use of one arm until the end of the targets turn. All creatures within 120 feet of Yhorm the Giant must immediately make a DC 27 Charisma saving throw or be stunned until the end of Yhorm’s next turn. All creatures within 30 feet of Yhorm the Giant must immediately make a DC 27 Dexterity saving throw, those within 15 feet of Yhorm having disadvantage on the saving throw. All creatures in a 20 feet radius of a point within 20 feet of Yhorm the Giant must immediately make a DC 27 Dexterity saving throw. On a failure, the creature sueers 125 (10d20+10) bludgeoning damage, is knocked prone and pushed 25 feet away from Yhorm. On a successful saving throw the creature sueers half damage but is still knocked prone and pushed. Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or lose the rest of its turn. Yhorm the Giant takes an additional turn at the end of any creature’s turn. At the end of any creatures turn Yhorm the Giant can make a single attack with its Heavy Swipe or Wide swing. Yhorm the Giant takes an additional reaction. Yhorm the Giant immediately uses his Battle shout. Armour Class: 25 (Natural Armour) 30 (+10) 11 (+0) 30 (+10) 11 (+0) 11 (+0) 11 (+0) Position: Initiative DC: Speed: 40ft 676 (33d20+330) Always acts drst STR DEX CON INT WIS CHA Saving Crows Int +9, Wis +9, Cha +9 Skills Senses - blindsight 120 feet, passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Poison Damage dealt by the Storm Ruler, Lightening, necrotic damage. Fire, Cold damage Poisoned, Charmed, Grappled, Paralysed, restrained, asleep. Challenge: 30 (155,000 Souls) Spend 50 Position Spend 10 Position Spend 15 Position Spend 15 Position
371 I t is often the fate of descendents to become the antithesis of their kin—whether through necessity or fate. Such a one is Yhorm the Giant. Ce successor of an ancient conqueror, famed for his pursuit of glory, of destruction, Yhorm inherited his ancestor’s skill at arms, but not his lust for power. Instead, Yhorm was approached by the inhabitants of the city his ancestor had taken for himself, and asked to lead them. To prove his honour, Yhorm bestowed upon his new subjects a giant-killing sword, as a proof of his noble intentions. When the Profaned Flame came into existence, Yhorm took up the burden of the Lords of Cinder to becalm the dres, but he was too late to save his people, whose resh was consumed by the avaricious rame. Now, Yhorm waits for death, waits for his friend Siegward of Catarina to end his life as promised. He even granted Siegward the second giant-slaying blade Yhorm possessed—the Storm Ruler—to enable him to do as much. And yet, Yhorm waits alone, challenging any who draw near to end his cursed existence. Gargantuan Giant Q5"'=(%5&(9-+#%
372 Multiple attack Flame Crust Twirl Flame Great Sword Erupting Slices Actions Bloodied Ce Dancer of the Boreal Valley makes four attacks, split between its Twirl and Flame Greatsword. Once bloodied it can make up to three additional attacks if it spends the required Position on the attack listed under bloodied. All creatures in a 30 feet long, 10 ft, wide line must immediately make a DC 21 Dexterity saving throw sueering 58 (12d8) dre damage on a failure or half damage on a successful saving throw. Melee Weapon Attack: +15 to hit, reach 15 feet, all creatures in reach. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) dre damage. Roll separately for each creature in reach. Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) dre damage. All creatures within 20ft of Ce Dancer of the Boreal Valley must make a Strength saving throw DC 21. On a failure the creature sueers 24 (3d10+8) bludgeoning damage and 27 (6d8) necrotic damage. On a successful saving throw Armour Class: 19 (Natural Armour) the creature sueers half as much damage. 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) Position: Initiative DC: Speed: 60 feet 400 (32d10+224) Always acts drst STR DEX CON INT WIS CHA Saving Crows Dex +8, Con +13, Wis +10 Skills Senses - truesight 120 feet, passive Perception 14 Challenge: 20 (25,000 Souls) Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities dre, poison - - poisoned Boss Fear Aura Flurry of Steel Magic Resistance Magic Weapons Cis creature can spend Position as if it were a player character. Any creature hostile to the Dancer of the Boreal Valley that starts its turn within 20 feet of Dancer of the Boreal Valley must make a DC 21 Wisdom saving throw, unless the Dancer of the Boreal Valley 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 this eeect until the start of the next round. Ce Dancer of the Boreal Valley can make a free attack against any creature that enters its threat range. Even if a creature disengages, the Dancer of the Boreal Valley can still make an Attack of opportunity if it enters or leaves its threat range. Ce Dancer of the Boreal Valley has advantage on saving throws against spells and other magical eeects. Ce Dancer of the Boreal Valley’s weapon attacks are magical. Position Spends Blade Dance. Ce Dancer of the Boreal Valley moves 10 feet after each attack it makes for the rest of the round. Cis movement does not provoke attacks of opportunity. Ash Cloud. All creatures in a 20 feet radius must immediately make a DC 21 constitution saving throw. On a failure the creature is stunned until the end of their next turn. On a successful saving throw the creature instead sueers 27 (6d8) poison damage. Unrelenting Slashes. Each creature Ce Dancer of the Boreal Valley hits with a melee attack sueers an additional 1d8 piercing damage at the start of their turn. Ce extra damage ceases when the creature succeeds on a DC 12 Wisdom (medicine) check or receives magical healing. Spend 5 Position Spend 5 Position Spend 5 Position
373 A daughter of royalty, in direct descent from the Kings and Queens of Anor Londo, this nameless scion of the royal line attracted the malignant attention of Pontie Sulyvahn. With typical cruel humour, the Pontie forced this child of royal blood to drst become a dancer—twirling mindlessly for his entertainment—and then to join the Outrider Knights. Gifted a sword, one of the Pontie’s blades of power, the dancer soon began to devolve. Her limbs became unnaturally long, her mind lost to the most feral of instincts. Ce dancer still moves with the grace of a physical artist, but does so only to kill and to maim. Large humaniod <+#?&'("J(%5&(."'&+7(O+77&6
374 Boss Amphibious Legendary Resistance Frightful Presence Multiple attack Bite Claw Tail Dark Breath Actions Bloodied Cis creature can spend Position as if it were a player character. Ce Black Dragon Kalameet can breathe air and water. (3 per day): If the Black Dragon Kalameet fails a saving throw, it can choose to succeed instead. Each creature of the Black Dragon Kalameet’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. If a creature's saving throw is successful, the eeect ends for it. The Black Dragon Kalameet can use its Frightful Presence. It then makes three attacks, one with its Bite and two with its Claws. Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 24 (3d10+8) piercing damage plus 22 (5d8) necrotic damage. Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 15 (2d6 + 8) slashing damage. Melee Weapon Attack: +15 to hit, reach 20 feet, one target. Hit: 17 (2d8 + 8) bludgeoning damage. Ce Black Dragon Kalameet immediately makes an Acid Breath attack. Spend 5 Position. Ce Black Dragon Kalameet exhales darkness in a cone, 40 feet long. Each creature in the cone must make a DC22 Dexterity saving throw, taking 67 (15d8) necrotic damage on a failed save, or half damage on a successful one. Armour Class: 22 (Natural Armour) 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Position: Initiative DC: Speed: 40 feet, ry 80 feet, swim 40 feet 367 (21d20+147) 19 STR DEX CON INT WIS CHA Saving Crows Dex +9, Con +14, Wis +9, Cha +11 Skills Senses Perception +16, Stealth +9 blindsight 60 feet, darkvision 120 feet, passive Perception 26 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities Fire Slashing, Lightning - - Challenge: 21 (33,000 Souls) Gargantuan dragon .7+?E(<'+,"#(F+7+=&&% Among the last of the great dragons, Kalameet is strong beyond measure, bringing death and destruction down on any who threaten him, or stand in his way. A rurry of wings, the infernal heat of his breath, the serrations of gigantic talons… such is the inevitable fate of any who invoke the fury of the Black Dragon. Even Anor Londo, in its hubris and magnidcence, feared to provoke the creature’s wrath. Cere are beings capable of reducing city’s to rubble by themselves. Kalameet is one.
375
376 Boss Magic Resistance Legendary Resistance Spellcasting Multiple Attack Rapier Teleport Actions Bloodied Cis creature can spend Position as if it were a player character. Ce Crystal Sage has advantage on saving throws against spells and other magical eeects. (3 per Day). If the Crystal Sage fails a saving throw, it can choose to succeed instead. Ce Crystal Sage is a 15th level Sorcerer. Its spellcasting ability is Intelligence (spell save DC19, +9 to hit with spell attacks) and knows the following spells: Homing Crystal Soulmass (8 casts) Soul Spear (4 casts) White Dragon Breath (4 casts) Ce Crystal Sage makes three attacks with its rapier. Melee weapon attack. +11 to hit. Reach 5 feet., one target. Hit: 27 (5d8+5) If the target sueers damage from the attack, it must succeed on a DC15 Strength saving throw or be lifted oe its feet and dropped onto the ground, sueering an additional 14 (4d6) bludgeoning damage from the fall. As an action, the Crystal Sage can teleport from its current position to any other position within 30 feet of its starting point, provided the space isn’t occupied by another creature or object. Clones: Ce Crystal Sage creates 3 clones of itself. Cese clones all act independently, and begin to teleport about the battledeld. Cey are indistinguishable from the original Crystal Sage. Cey can only use the Teleport action. Each has AC16, but only 1 Position. Armour Class: 18 (Billowing robes) 16 (+3) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Position: Initiative DC: Speed: 30 feet 271 (22d10+150) Always goes drst STR DEX CON INT WIS CHA Saving Crows Int +9, Wis +10, Cha +10 Skills Senses Arcana +9, History +10 passive Perception 20 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - Piercing, Slashing Magic - Challenge: 14 (11,500 Souls) Clad in the billowing robes of sorcerers, the Crystal Sages brought much magic with them when they appeared in Lothric. None know precisely when they arrived, or what it was calling to the twins dubbing themselves Crystal Sages. Some claim the death of Big Hat Logan called them forth, that magic always needed to be studied and understood. Whatever the truth, the pair made the Grand Archive their own, and for a long time amassed the most secret and dreadful knowledge they could. Finally, after years of such furtive scholarship, one of the twins left, taking up a rapier and joining Farron’s Undead Legion. Why they abandoned their studies is unclear, but such arcane debates pale in the face of the exiled twin’s skill with a rapier. And time hasn’t dulled any of their magical skills yet, either. Large humanoid :'6$%+7(/+,& Spend 10 Position Spend 35 Position Position Spends Ce Crystal Sage immediately makes a Teleport action, appearing next to a creature and making a multiple attack with its rapier. Ce Crystal Sage refreshes its casts of Homing Crystal Soulmass
377
378 Boss Legendary Resistance Unyielding Foe Frightful Presence Multiple Attack Bite Claw Tail Breath Weapons Slowing Breath Actions Bloodied Cis creature can spend Position as if it were a player character. (3 per day): If the Gaping Dragon fails a saving throw, it can choose to succeed instead. The Gaping Dragon always goes first in initiative, and cannot be surprised. Each creature of the Gaping Dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. If a creature's saving throw is successful, the eeect ends for it. The Gaping Dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws. Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) piercing damage. A that sueers a Critical hit from this attack sueers 63 (14d8) acid damage in addition to any other damage sueered. Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 15 (2d6+8) slashing damage. A creature damaged by this attack sueer -1 AC until the start of their next turn. Melee Weapon Attack: +15 to hit, reach 20 feet, one target. Hit: 17 (2d8+8) bludgeoning damage. A creature hit by this attack is knocked prone. Ce Gaping Dragon uses the following breath weapon. Acid Breath: Spend 10 Position. Ce dragon exhales acid in a 90 feet line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half damage on a successful one. Ce Gaping Dragon immediately makes a Slowing Breath attack. Ce Gaping Dragon exhales gas in a 90 feet cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. Cese eeects last for one minute. Armour Class: 21 (Natural Armour) 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) Position: Initiative DC: Speed: 40 feet, climb 40 feet, ry 80 feet 350 (20d20+140) 18 STR DEX CON INT WIS CHA Saving Crows Dex +8, Con +14, Wis +10, Cha +11 Skills Senses Deception +11, Perception +17, Stealth +8 blindsight 60 feet, darkvision 120 feet, passive Perception 27 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities acid - - - Challenge: 21 (33,000 Souls) The dark is capable of warping all life, in the most hideous of fashions. Ce Gaping Dragon, its vertical mouth ravaging anything drawing too close, is the result of such corruption. Adescendant of the Everlasting Dragon, the Gaping Dragon was twisted into the foul abomination it is now. Bloated, its vestigial wings scarcely able to lift it, it is easy to pity the beast. Until it attacks, of course. Gargantuan dragon 9+A-#,(<'+,"#
379
380 Boss Unyielding Foe Multiple Attack Horizontal Swing Overhead Swing 360° Swing Actions Bloodied Cis creature can spend Position as if it were a player character. Sif, the Great Grey Wolf always goes drst in initiative and cannot be surprised. Sif, the Great Grey Wolf makes two attacks: one with its Horizontal Swing and one with its Overhead Swing. Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 22 (3d8+9) piercing damage. If the target is a creature, it must succeed on a DC 19 Dexterity saving or sueer a bleeding wound. A wounded creature is blinded and takes 21 (6d6) acid damage at the start of each of the Sif, the Great Grey Wolf ’s turns. A creature can end this eeect by receiving healing from at least a 4th level miracle or by spending an action to cauterise the wound, sueering 16 (3d10) dre damage. Melee Weapon Attack: +9 to hit, reach 10 feet, one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half damage on a successful one. All creatures within 15 feet of Sif, the Great Grey Wolf are targeted by his Horizontal Swing. Roll separately for each target, while bloodied Sif, the Great Grey Wolf triggers a Critical hit on a roll of a 18-20 with this attack. Sif, the Great Grey Wolf immediately makes a 360 Swing. While bloodied Sif makes one attack roll a turn with advantage. Armour Class: 18 (Natural Armour) 28 (+9) 7 (i2) 22 (+6) 1 (i5) 8 (i1) 4 (i3) Position: Initiative DC: Speed: 50 feet, burrow 30 feet 247 (15d20+90) Always acts drst STR DEX CON INT WIS CHA Saving Crows Con +11, Wis +4 Skills Senses - blindsight 30 feet, tremorsense 60 feet, passive Perception 9 Challenge: 14 (11,500 souls) Position Spends Slash out. Sif makes a single melee attack as a reaction to a creature targeting it with a weapon attack. Sidestep. Sif immediately moves half it’s speed as a reaction to a creature missing it with a melee weapon attack. Backrip. Sif, the Great Grey Wolf can dodge as a bonus action. Spend 5 Position Spend 5 Position Spend 5 Position The vast wolf, noble in mien but vicious in battle, is Artorias’ devoted companion. Sif stands guard over Artorias’ grave, ensuring that no other shall be consumed as Sif ’s greatest friend was. Artorias defended Sif from the abyss, even as it swallowed him. Cose who would treat with Artorias now must make their way past Sif, and bypassing a creature so dangerous, and so dedicated to their task, is far from simple. Huge beast /-JR(%5&(9'&+%(9'&6(I"7J
381
382 Boss Magic Resistance Abyss Hunter Corrupted Nobility Legend Eroded Multiattack Longsword Abyss Sludge Wrath of the Abyss Actions Bloodied Cis creature can spend Position as if it were a player character. Artorias has advantage on saving throws against spells and other magical eeects. Artorias gains advantage on all attack rolls when targeting demons, monstrosities and any creature of the abyss. If the players have defeated Sif, Artorias can at the start of his turn make all attack roll with advantage, all attack rolls targeting Artorias until the start of his next turn gain advantage. Artorias can spend position to reduce the dice result of a attack targeting him, doing so costs 3 position for every 1 result changed. So to reduce a result of 19 to 17 would cost 6 position. Artorias makes three attacks. Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 13 (2d8+4) slashing or 15 (2d10+ 4) slashing if used with two hands Ranged Weapon Attack: +7 to hit, range 30/150 feet, one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. Ce poison lasts until it is removed by the lesser restoration spell or similar magic. Artorias immediately takes the attack action as if it was his turn. While bloodied all Artorias’s weapon attacks deal an additional 13 (3d8) necrotic damage and makes 1 additional attack on its turn. Armour Class: 18 (Plate) 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) Position: Initiative DC: Speed: 30 feet 256 (27d10+108) Always drst STR DEX CON INT WIS CHA Saving Crows Dex +7, Con +8, Wis +6, Cha +8 Skills Senses - truesight 120 feet, passive Perception 12 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities - - cold poisoned, charmed, asleep Challenge: 12 (8,400 Souls) Parry Reaction Artorias adds +4 AC against one melee attack that would hit him. To do so, Artorias must see the attacker and be wielding a melee weapon. One of the four Knights of Gwyn, the most trusted companions of the Lord of Sunlight and the commanders of his armies, Artorias was famed for his unyielding strength and will. It was during his time within the walls of New Londo that Artorias learned the eldritch talent he became named for: abysswalking. Such power, the power to venture into the great hell, was not suscient to stand against Manus, lord of the Abyss, however. In his dnal dght, Artorias was broken, swallowed by the void he’d believed himself capable of conquering. It is said that in defeating him, once more, one of the Chosen Undead, or an Unkindled, might oeer the once great knight some measure of redemption. Perhaps such claims hold some truth. Large humanoid /-'(*'%"'-+$R(%5&(*S6$$;+7E&'
383
384 Boss Damned Weapons Multiattack Sword Spear Slice Sword Spear Stab Actions Cis creature can spend Position as if it were a player character. When the Nameless Kings hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Ce Nameless King makes four Sword Spear attacks. It may choose to change one of these attacks to use either its Fire Breath or Lightning Strike if it spends the required Position. Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) dre damage. Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) lightning damage. If the target is a creature that has 35 Position or fewer it dies. Armour Class: 21 (Natural Armour) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) Position: Initiative DC: Speed: 50 feet, ry 150 feet 243 (18d10+144) Always drst STR DEX CON INT WIS CHA Saving Crows Int +14, Wis +14, Cha +17 Skills Senses Perception +14 truesight 120 feet, passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic, poison - radiant, lightening, thunder, cold charmed, exhaustion, frightened, poisoned Challenge: 21 (8,400 Souls) Position Spends Lightning Strike. Ce Nameless King hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half damage on a successful one. Fire Breath. Ce Nameless King 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. Ce Nameless King immediately takes the attack action as a reaction. Ce Nameless King gain an additional reaction. Ce Nameless King causes all creatures it hits with an attack to be pushed 15 feet in any direction. Spend 5 Position Spend 5 Position while bloodied Spend 10 position Spend 10 Position Spend 10 Position Large undead T+=&7&$$(F-#,( An ancient warrior of astonishing power and martial skill, the Nameless King is, in truth, no such thing. He bears, and has borne, many names over the years, just as his stormdrake companion has. It is said that once, in the long ago of the world, the Nameless King was a god, and fought against the rying lizards, just as the King of Storms (his mount) sought to cast down the gods. But, in mirror image of Seatha the Scaleless, the Nameless King threw in his lot with the dragons, becoming bonded with the stormdrake who became his trusted friend and mount. Alone, and alive after millennia, both the Nameless King and the King of Storms are melancholy relics of a forgotten world, but they are no less deadly for that.
385
386 Armour Class: 17 (Natural Armour) 22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6) Position: Initiative DC: Speed: 40 feet, ry 60 feet 294 (28d10+140) 16 STR DEX CON INT WIS CHA Saving Crows Dex +6, Con +11, Int +9, Wis +10 Skills Senses Arcana +9, Perception +10, Religion +15 truesight 120 feet, passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - psychic, dre charmed, frightened, asleep Challenge: 17 (18,000 Souls) Magic Weapons Multiple Attack Claw Roar Actions Bloodied Ce King of Storms’s weapon attacks are magical. Ce King of Storms makes two Claw attacks. Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 17 (2d10+6) slashing damage. (3/Day): Ce King of Storms emits a magical roar. Each time it roars before dnishing a Long rest, the roar is louder and the eeect is dieerent, as detailed below. Each creature within 500 feet of the King of Storms and able to hear the roar must make a saving throw. First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for one minute. A frightened creature is paralysed and can repeat the saving throw at the end of each of its turns, ending the eeect on itself on a success. Cird Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. Ce Nameless King begins to act while mounted on the King of Storms. While mounted on the King of Storms the Nameless King cannot be targeted separately from the King of Storms. Mount When the King of Storms is reduced to zero Position the Nameless King dismounts and begins engaging hostile creatures. Large dragon F-#,("J(/%"'=$
387
388 Boss Legendary Resistance Magic Resistance Algamated Might Unyielding Foe Dominion of the Lords Falling Bolt Multiple Attack Sunlight Spear Leaping Slash Shockwave Frightful Presence Actions Bloodied Cis creature can spend Position as if it were a player character. (5 per Day): If the Soul of Cinder fails a saving throw, it can choose to succeed instead. Ce Soul of Cinder has advantage on saving throws against spells and other magical eeects. Ce Soul of Cinder deals triple damage on a Critical hit rather than double damage. Damage dealt by the Soul of Cinder overcomes all resistances. Ce Soul of Cinder always goes drst in initiative and cannot be surprised. Any time the Soul of Cinder is targeted by any spell attack, roll a d6. On a 1 to 3, the Soul of Cinder is aeected by the spell as normal. On a 4 or 5, the Soul of Cinder takes no damage from the spell, and sueers from no other adverse conditions the spell inricts. On a 6, the Soul of Cinder is unaeected, and the eeect is rerected back at the caster as though it originated from the Soul of Cinder, turning the caster into the target. Ce Soul of Cinder calls down a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half damage on a successful one. Ce Soul of Cinder can use its Frightful Presence. It then makes dve attacks, two with its Sunlight Spear, two with its Leaping Slash, and one with its Shockwave. Melee Weapon Attack: +19 to hit, reach 10 feet, one target. Hit: 36 (4d12+10) piercing damage plus 62 (8d12+10) dre damage. Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 46 (8d8+10) slashing damage and 36 (4d12+10) necrotic damage. Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 24 (4d6+10) bludgeoning damage plus 32 (4d10+10) lightning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Each creature of Ce Soul of Cinder’s choice within 120 feet of it 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, with disadvantage if the Soul of Cinder’s is within line of sight, ending the eeect on itself on a success. If a creature's saving throw is successful or the eeect ends for it, the creature is immune to the Soul of Cinder's Frightful Presence until the start of the next round. Armour Class: 25 (Natural Armour) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) Position: Initiative DC: Speed: 40ft 550 (44d20+88) Always acts drst STR DEX CON INT WIS CHA Saving Crows Int +5, Wis +9, Cha +9 Skills Senses - blindsight 120 feet, passive Perception 10 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - cold, dre charmed, frightened, paralyzed, poisoned Challenge: 30 (155,000 Souls) Position Spends Ce Soul of Cinder makes a single melee attack as a reaction to a creature missing it with a melee or spell attack. Ce Soul of Cinder takes an additional turn after another creature. Ce Soul of Cinder makes two additional melee attack as a bonus action. Ce Soul of Cinder gains an additional reaction. Ce Soul of Cinder ends one condition eeecting it. Ce Soul of Cinder casts a spell as a reaction. Spend 5 Position Spend 10 Position Spend 10 Position Spend 10 Position Spend 20 Position Spend 25 Position Gargantuan undead /"37("J(:-#1&'
389 So many pledged themselves to the rame, to defend it and preserve it. So many. And the rame took something from each of them, a memory, an ember it preserved within itself. Never fading. When the end comes, and the rame must defend itself against extinction, it can call upon these past champions, creating a shadow of all those past Lords of Cinder. From Gwyn, Lord of Sunlight, to the melancholy Yhorm the Giant, each left some trace of themselves in the dre. When summoned, the Soul of Cinder is an agglomeration of each of these parts—a dghter of impossible, and unpredictable, capacities. Only the very greatest warriors can possibly stand long before it.
390 Boss Twins Multiple Attack Greatsword Actions Position Spends Bloodied Cis creature can spend Position as if it were a player character. Lorian, Elder Prince gains advantage on attack rolls against creatures that have been damaged by Lothric, Younger Prince in the same round. Lorian makes four greatsword attacks. Greatsword: Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 30 (6d6+9) slashing damage. Flame Wave. Ce Elder Prince hurls out four weaving cones of dre. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) dre damage on a failed save, or half damage on a successful one. Lorian’s Greatsword attacks deals an additional 35 (4d12+9) Fire damage. Upon becoming bloodied Lorian’s Greatsword attacks cause each creature they hit to be knocked prone unless the creature succeeds on a DC 17 strength saving throw. Armour Class: 21 (Enchanted Plate Mail) 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Position: Initiative DC: Speed: 10 feet, swim 50 feet 230 (20d12+100) 17 STR DEX CON INT WIS CHA Saving Crows Str +14, Con +10, Wis +9, Cha +9 Skills Senses Arcana +8, Athletics +14, History +8, Perception +9 passive Perception 19 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison cold, lightning, thunder Necrotic charmed, asleep, grappled, exhaustion Challenge: 13 (10,000 Souls) Spend 5 Position Once, Lorian was a large, brutal man. He fought for his brother, and alongside him, using his strength to match his brother’s cleverness. His brother was his voice as Lothric was his brother’s brawn—for while Lothric was frail, Lorian was mute. When his legs were broken, Lorian remained his brother’s guardian, always ready to draw his sword against any who might pose a threat to Lothric. Such is the bond between family. Large undead >"'-+#R(U71&'(C'-#?&
391
392 Boss Twins Revival Multiple Attack Magic Homing Projectile Homing Arrow Greatsword Actions Bloodied Cis creature can spend Position as if it were a player character. Lothric, Young Prince gains advantage on attack rolls against creatures that have been damaged by Lorian, Elder Prince in the same round. Lothric’s spell attacks trigger Critical hits on a roll of a 16-20 if the creature has been successfully targeted by Lorian in the same round. (once per day): When Lothric, Young Prince is reduced to zero Position, he explodes causing all creatures other than Lorian, Elder Prince to make a DC 17 Dexterity saving throw, sueering 85 (19d8) radiant damage on a failure and half damage on a success. At the start of Lorian, Elder Prince’s turn it regains Position to half of his original maximum. If the Elder Prince is not bloodied, he instead regains one quarter of his current missing Position. Lothric makes two Greatsword attacks. Lothric throws 5 magical projectiles at targets within 120 ft of him. Each projectile hits a creature of his choice that he can see within range. A dart deals 10 (1d10+5) force damage to its target. Ce darts all strike simultaneously, and Lorian can direct them to hit one creature or several. Ranged Spell Attack: +9 to hit, range 120 ft, one target. Hit 18 (4d6+4) radiant damage. Ce targeted creature has disadvantage on the next attack roll or saving throw they make. Cis attack ignores cover. Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 30 (6d6+9) slashing damage. When Lothric, Younger Prince becomes bloodied Lorian, Elder Prince can take an additional action on his turn. Armour Class: 19 (Enchanted Plate Mail) 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Position: Initiative DC: 210 (20d10+100) Speed: 50 feet, 17 STR DEX CON INT WIS CHA Saving Crows Str +14, Con +10, Wis +9, Cha +9 Skills Senses Arcana +8, Athletics +14, History +8, Perception +9 passive Perception 19 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison cold, lightning, thunder Necrotic charmed, exhaustion, frightened, poisoned Challenge: 13 (10,000 Souls) Huge undead >"%5'-?R(Q"3#,&'(C'-#?& The man who refused his fate, who wished to let the dre fade, and so brought the Lords of Cinder back from the grave. Lothric, the young prince, was born a frail, broken child. Ce means by which his birth was arranged were… disquieting. So long had has family sought an heir, they were prepared to stoop to the most appalling of actions to achieve their goals. Perhaps this explains Lothric’s physical weakness, and his magical potency. For while the younger prince was never able to wield a platinum sword, as was once hoped, he became a sorcerer of formidable might. He chose to let the age of rame die out; that takes a might few can match.
393
394 Boss Vicious Weapons Magic Resistance Recovery Multiple Attack Fire Great Sword Frost Great Sword Soul Spear Actions Bloodied Cis creature can spend Position as if it were a player character. Ce Pontie Sulyvahn's weapon attacks are magical. When the Pontie Sulyvahn hits with any weapon, the weapon deals an extra 6d8 piercing damage (included in the attack). Ce Pontie Sulyvahn has advantage on saving throws against spells and other magical eeects. (3 per day): Pontie regains 40 (8d8+4) Position and removes up to three conditions. Ce Pontie makes two Fire Greatsword attacks and two attacks with its Frost Greatsword. It can substitute two Greatsword attacks to make a Soul Spear attack. Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) dre damage. If the target is a creature it must immediately make a DC 19 constitution saving throw or be blinded until the end of the Pontie’s next turn. Ranged Weapon Attack: +13 to hit, range 150/600 feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature its speed is reduced by 30 feet, and in addition a creature targeted by this attack must make a DC 19 constitution saving throw or be stunned until the end of the Pontie’s next turn. Ce Pontie releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Pontie can see the sword, he may mentally command it as a bonus action to ry up to 50 feet and either make one attack against a target or return to the Pontie’s hands. If the hovering sword is targeted by any eeect, the Pontie is considered to be holding it. Ce hovering sword falls if the Pontie dies. While Bloodied the Pontie can spend a bonus action to use its Recovery feature, and treats the dre and cold damage from its Greatswords as rolling their maximum. Armour Class: 21 (Natural Armour) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) Position: Initiative DC: Speed: 50 feet, ry 150 feet 243 (18d10+144) 19 STR DEX CON INT WIS CHA Saving Crows Int +14, Wis +14, Cha +17 Skills Senses Perception +14 truesight 120 feet, passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities poison - radiant, necrotic, charmed, exhaustion, frightened, poisoned Challenge: 21 (33,000 Souls) What drives a monster like the Pontie? Who can possibly imagine the depth of depravity running in the mind of such a creature? To earn the loyalty of men and women, before giving them rings destined to warp their bodies and souls into bestial remnants of what they had once been requires a special kind of evil. To imprison a god, with the aim of feeding it, alive, to a being so foul its sins could eclipse the moon requires a madness, and genius, almost impossible to conceive. Cose who gaze upon Pontie Sulyvahn do so in the knowledge they confront the darkness of mankind perfected, redned, and arrayed against them. Victory is the only option; after all, what might the Pontie do with them should he take them alive? Large humanoid C"#%-JJ(/3760+5#
395
396 Boss Godkiller Sure Strike Magic Resistance Unyielding Foe Multiple Attack Scythe Slash Slaying Scythe Life Leech Touch Spend 10 Position Flame Trail Searing Burst Blinding Gaze Actions Bloodied Cis creature can spend Position as if it were a player character. Damage from Aldrich, Devourer of Gods attacks overcome all resistances or immunities. Aldrich, Devourer of Gods can forgo an attack to make one of its remaining attacks at advantage. When it does so it treats a successful attack as a Critical hit. Aldrich, Devourer of Gods has advantage on saving throws against spells and other magical eeects. Aldrich, Devourer of Gods always goes drst in initiative and cannot be surprised. Aldrich, Devourer of Gods makes three Scythe attacks, only one of which can be a Slaying Scythe attack. Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) necrotic damage. Melee Weapon Attack: +15 to hit, reach 15feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) necrotic 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. (4 per day): Ce Devourer of Gods touches another creature within 5 feet of it. Ce target sueers 40 (8d8+4) necrotic damage, and the Devour of Gods regains as many Position as the damage sueered. Aldrich immediately moves 60 feet; this movement does not provoke attacks of opportunity, and all creatures the Devourer passes through or within 5 feet of sueer 22 (4d10) dre damage. While bloodied Aldrich leaves a trail of dre behind it. Ce trail persists until the beginning of the Devourer of Gods next turn, a creature that passes through or ends a turn in the trail of rame sueers 11 (2d10) dre damage. Aldrich emits magical energy. Each creature of its choice in a 10 feet radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) dre damage plus 14 (4d6) necrotic damage on a failed save, or half damage on a successful one. Aldrich targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 23 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. Armour Class: 24 (Natural Armour) 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) Position: Initiative DC: Speed: 90 feet 972 (72d10+576) Always acts drst STR DEX CON INT WIS CHA Saving Crows Int +14, Wis +14, Cha +17 Skills Senses Perception +14 truesight 120 feet, passive Perception 24 Damage Immunities Damage Vulnerabilities Damage Resistances Condition Immunities necrotic, poison. - radiant charmed, exhaustion, frightened, poisoned Challenge: 30 (155,000 souls) Position Spends Arrow Barrage. All creatures in a 60 feet cone of Ce Devourer of Gods must immediately make a DC 21 Dexterity saving throw or sueer 51 (10d8+6) piercing damage, or half as much on a successful saving throw. Large undead *71'-?5R(<&0"3'&'("J(9"1$
397 Driven by visions of the ‘deep’, the cleric Aldrich plumbed the very recesses of the darkness, taking it into himself. Such darkness is not for the human soul or body to contain, and, as it twisted and warped him, Aldrich began to feast on the resh of his own kind. With his rare combination of wisdom, and horrifying depravity, Aldrich founded the Church of the Deep. Its cleric protected him, and brought him new sacridces to satiate his ever growing hunger. Ce worship of such darkness drove most of Aldrich’s followers insane, though the focus of their devotions retained his mind, no matter how much cruelty he inricted on the world, or how many people he crammed into his mouth. His body grew vast, pustule-ridden, suppurating, but Aldrich’s mind remained ever clear. Now, the ruined, pullulating mound of resh that is Aldrich feasts on the resh of the God of the Darkmoon—the power within him waxing ever stronger, ever fouler; a Lord of Cinder become something truly abominable.
398 Monsters & Antagonists — A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. 97"$$+'6
399 Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. Ce Size Categories table shows how much space a creature of a particular size controls in combat. For more, see page 115. Type A monster’s type encapsulates its essence. Ce game includes the following monster types, which have no rules of their own. Beasts are nonhumanoid creatures, some natural, some warped by hideous magic into something worse. Some possess magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals haunting the forests, swamps, and cities of Lothric and elsewhere. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought; some are forged from iron, some crafted from ice, all are deadly in their own fashion. Demons, born of the primal chaos, seethe in the darkness, waiting to emerge and wreak their violence upon the world. Cey come in many shapes, and sizes—all deeply inimical to human life. Dragons are large reptilian creatures of ancient origin and tremendous power. Ceir past is a mystery, formed of blood and treachery. Elementals are creatures drawn directly from the forces of nature; living rock, twisting rame, sparkling crystal—all become something more, something stranger, in certain conditions. Living beings capable of tearing apart any prepared to stand in their way. Giants tower over humans and their kind. Once condemned to work as slaves and servants, the giants took their freedom, and now watch the world be consumed by darkness around them. Humanoids are the main population of Lothric, and those kingdoms beyond. Whether kings, paupers, saints or the cruellest of torturers, humanoids can be found everywhere—though there are fewer of them all the time. Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Oozes are gelatinous creatures that rarely have a dxed shape. Cey are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Plants in this context are vegetable creatures, not ordinary rora. Most of them are ambulatory, and some are carnivorous. Undead are once-living creatures, returned to existence by the curse aticting the land. Some retain the sensibilities and faculties of the living; others are mindless things, their essence whittled away to nothing. Tags A monster might have one or more tags appended to its type, in parentheses. For example, a mimic has the (shapechanger) type. Ce parenthetical tags provide additional categorization for certain creatures. Ce tags have no rules of their own. Alignment As with player characters, there are no alignments in DARK SOULS: Ce Roleplaying Game. Armour Class A monster that wears armour or carries a shield has an Armour Class (AC) taking its armour, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modider and natural armour, if any. If a monster has natural armour, wears armour, or carries a shield, this is noted in parentheses after its AC value. Position A monster usually dies or is destroyed when it drops to 0 Position. For more on Position, see page 79. Usually, only monsters with the Boss special trait are able to spend Position as a player character can spend it—to improve dice rolls, or increase damage. Normal monsters may possess abilities they can only use by spending Position, however. In these cases, this is the only way a monster may spend Position. Speed A monster’s speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. Ce monster doesn’t need to spend extra movement to climb. Fly A monster that has a rying speed can use all or part of its movement to ry. Some monsters have the ability to hover, which makes them hard to knock out of the air. Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim. Ability Scores Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modiders. Saving Crows Ce Saving Crows entry is reserved for creatures that are adept at resisting certain kinds of eeects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Skills Ce Skills entry is reserved for monsters that are prodcient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.