400 Vulnerabilities, Resistances, and Immunities Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions. Senses Ce Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specidc radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this eeect, indicating that the radius of its blindsight dednes the maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specidc radius. Ce monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. Ce monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Armour, Weapon, and Tool Prorciencies Assume that a creature is prodcient with its armour, weapons, and tools. If you swap them out, you decide whether the creature is prodcient with its new equipment. Truesight A monster with truesight can, out to a specidc range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. Languages As with player characters, language isn’t listed. Whether a monster can speak or understand language is up to the GM. If they can speak, or understand language but not speak, then they understand the player characters. Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specided range. Ce contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. Ce contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a dieerent creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. Challenge A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without sueering any deaths. For example, a party of four 3rd-level characters should dnd a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are signidcantly weaker than 1st level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignidcant except in large numbers; those with no eeective attacks are worth no experience points, while those that have attacks are worth 10 XP each. Some monsters present a greater challenge than even a typical 20th-level party can handle. Cese monsters have a challenge rating of 21 or higher and are specidcally designed to test player skill. Souls Ce number of Souls a monster is worth is based on its challenge rating. Typically, Souls are awarded for defeating the monster, although the player characters can also dnd these hidden throughout Lothric. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. Spellcasting Some monsters can cast spells; these are listed as actions, with Position spends as and where appropriate. Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action. Melee and Ranged Attacks Ce most common actions that a monster will take in combat are melee and ranged attacks. Cese can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon. Target Ce target of a melee or ranged attack is usually either one creature or one target, the dieerence being that a “target” can be a creature or an object. Hit Any damage dealt or other eeects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss If an attack has an eeect that occurs on a miss, that information is presented after the “Miss:” notation.
401 Multiattack A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. Limited Usage Some special abilities have restrictions on the number of times they can be used. X/Day. Ce notation “X/Day” means a special ability can be used X number of times and that a monster must dnish a Long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must dnish a Long rest to use it again. Recharge X–Y. Ce notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. Ce ability also recharges when the monster dnishes a Short or Long rest. For example, “Recharge 5–6” means a monster can use the special ability once. Cen, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. Recharge after a Short or Long rest.Cis notation means that a monster can use a special ability once and then must dnish a Short or Long rest to use it again. Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modider. Equipment A stat block rarely refers to equipment, other than armour or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
402 DARK SOULS: Ce Roleplaying Game — Character Sheet & Index
404 A Ability Checks 75 Ability Scores and Modirers 73 Ability Scores, Using 72 Advantage and Disadvantage 74 Adventuring 92 Aldrich 396 Alonne Knights 346 Anor Londo 291 Arch Deacon 366 Archdragon Peak 297 Armour 158 Armour Class 97 Assassin (Class) 40 Asylum Demon 327 Attack 117 Attack Rolls 119 Axes 204 Axes, Great 206 B Backstories 22 Basilisk 315 Bat-Winged Demon 328 Beasts 300 Being Prone 113 Black Dragon Kalameet 374 Blinded 100 Blindsight 95 Bloodied Conditions 124 Bonewheel Skeleton 351 Bonrres 98, 261 Bonus Actions 112 Bosses 252, 356 Bows 220 Bows, Great 222 Breaking Up Your Move 113 Burning 100 C Campaigns 258 Capran Demon 324 Cast A Spell 117 Casting Time 131 Casts 130 Catacombs of Carthus 281 Cathedral of the Deep 276 Cemetery of Ash 270 Character Deaths 98 Character Generation 15 Charisma 88 Charmed 100 Chimes 226 Classes 30 Claws 219 Cleric (Class) 56 Climbing 94 Combat 111 Combat, Mounted 127 Combat, Underwater 127 Conditions 100 Constitution 87 Constructs 316 Contests 76 Core Rules 71 Corvian 340 Cost 131 Cover 123 Cragspider 309 Crawling 94 Creature Size 115 Critical Hit 117 Crossbows 222 Crystal Golem 321 Crystal Sage 376 Curse Rotted Great Wood 362 D Daggers 188 Damage Resistance 126 Damage Type 125 Dancer of the Boreal Valley 373 Darklurker 353 Darkvision 95 Darkwraiths 349 Dash 117 Deacons of the Deep 364 Deafened 100 Demonic Foliage 311 Demon Prince 329 Demons 322 Denizens of the Darkness 330 Deprived, Ce (Class) 68 Dexterity 86 Dice, Using the 10 Diecult Terrain 113 Dieculty 239 Disengage 117 Dodge 118 Dog Rat 304 Drives 24 E Encounters 250 Encumbrance 150 Environment 95 Equipment 149, 262 Equipment, Core 152 Estus 261 Exhausted 100 Experience 90 F Falling 95 Fang Boar 306 Farron Keep 287 Firelink Shrine 272 Fists 219 Flames 227 Forlorn 352 Frightened 100 G Gaping Dragon 378 Giant Clam 305 Giant Crow 304 Giant Leech 305 Giant Mosquito 311 Giant Rat 306 Giants 344 Goals 242 Golems 316 Grand Archive 295 Grappled 100 Grappling 122 Great Moth 313 Greatswords 193 Greatswords, Curved 201 Greatswords, Ultra 196 Group Checks 82 Guardian Dragons 334 H Halberds 215 Hammers 208 Hammers, Great 209 Healing 126 Help 118 Helping A Companion 82 Herald (Class) 52 Hide 118 Hollow 350 Hound Rat 303 Hydra 336 I Ice Golem 320 Incapacitated 101 Initiative 112 Intelligence 87 Interacting with Objects 114 Invisible 101 Irithyll Dungeon 285 Irithyllian Beast Hound 303 Irithyll of the Boreal Valley 283 Iron Golem 318 Iudex Gundyr 358 J Jumping 94 K Katanas 203 King of Storms 386 Knight (Class) 32 L Large Mushroom Person 332 Levelling Up 91 Light 95 Index
405 Locations 246 Long Rest 98 Lore 240 Lorian, Elder Prince 390 Lothric 267 Lothric Castle 293 Lothric, Younger Prince 392 M Madness 103 Madness Edects 104 Madness, Indernite 105 Madness, Short-Term 104 Making an Attack 119 Man Serpents 343 Melee Attacks 121 Memories 23 Mercenary (Class) 36 Mimic 338 Miracles 143 Modirers to the Roll 119 Movement 92, 113 Movement, Flying 113 Moving Around Other Creatures 114 Moving Between Attacks 113 N Nameless King 384 NPCs 254 O Objects 96 Old Demon King 368 Opportunity Attacks 121 Origins 26 Other Activity on Your Turn 112 P Paralyzed 101 Passive Checks 78 Petrired 101 Pikes 212 Plot 242 Poison 102 Poisoned 101 Poison Horn Beetle 312 Pontid Knights 342 Pontid Sulyvahn 394 Positioning 79 Position Pool 80 Position, Spending 80 Position, Using 80 Profaned Capital 289 Prorciency Bonus 74 Prone 101 Pyromancer (Class) 64 Pyromancer Spells 134 R Range 121 Ranged Attacks 121 Ravenous Crystal Lizard 314 Reactions 113 Ready 118 Respawning 99 Restrained 101 Rings 230 Road of Sacrirces 279 S Saving Crows 89 Scarecrow 332 Scythes 217 Search 118 Sewer Centipede 308 Shields 174 Shields, Great 182 Shields, Small 175 Shields, Standard 178 Short Rest 98 Shoving 122 Sif 380 Silver Knights 341 Sir Artorias 382 Skeleton 354 Skills 77 Slime 337 Slots, Active 150 Slots, Equipment 151 Smelter Demon 326 Sorcerer (Class) 60 Sorceries 138 Soul of Cinder 388 Souls 90, 235 Space 115 Spears 212 Speed 93 Spell Attunement 130 Spell Level 130 Spells, Acquiring 130 Spells, Areas of Edect 133 Spells, Duration 132 Spells, Equipping 130 Spells, Range 132 Spells, Targets 132 Starved Hound 301 Staves 224 Stone Knights 317 Strength 85 Stunned 101 Sudocating 95 Summonings 264 Surprise 112 Surprised 101 Swimming 94 Swords, Curved 198 Swords, Straight 190 Swords, Crusting 202 T Talismans 227 Taurus Demon 323 Cief (Class) 48 Time 92 Titanite Demon 325 Traps 106 Truesight 95 Two-Weapon Fighting 122 U Unconscious 101 Undead 348 Undead Settlement 274 Unkindled, Ce 18 Use an Object 118 Using Diderent Speeds 113 V Variants 78 Vision 95 Vordt of the Boreal Valley 360 Vulnerability 126 W Warrior (Class) 44 Weapons 186 Weapons, Properties 187 Whips 218 Winged Knights 345 Wisdom 88 Wretch 331 Wyvern 339 Y Yhorm the Giant 371 Your Turn 112 Z Zero Position 126
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408 OPEN GAME License Version 1.0a Ce following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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(h) "You" or "Your" means the licensee in terms of this agreement. 2. Ce License: Cis License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must aex such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License. 3.Oder and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have suecient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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Termination: Cis License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Compson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Copyright © Steamforged Games Ltd 2022. No part of this product may be reproduced without specirc permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom. For customer support, contact https://support.steamforged.com Dark Souls™& ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc. PRODUCT IDENTITY Ce following items are designated product Identity, as derned in Section 1(e) of the Open Game Licence Version 1.0a (OGL), and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: All registered and unregistered trademarks, service marks, business names and designs belonging to, referring to, or otherwise associated with DARK SOULS TM, together with all proper names (including all those set out in the “DARK SOULS TM” section below), dialogue, plots, storylines, locations, character, artworks and trade dress contained within or referred to in the DARK SOULSTM the Roleplaying Game and/or any documentation or other materials associated with it (including this Rulebook and Adventure Document) (Materials). No portions of any Materials may be reproduced in any form without written permission, unless such reproduction is permitted in accordance with the OGL. DARK SOULS TM DARK SOULS TM DARK SOULS TM Curse Mark Lothric Ce Cemetery of Ash Firelink Shrine Undead Settlement Cathedral of the Deep Road of Sacrirces Catacombs of Carthus Irithyll of the Boreal Valley Irithyll Dungeon Farron Keep Profaned Capital Anor Londo Lothric Castle Grand Archive Archdragon Peak Irina of Carim Eygon of Carim Firekeeper Ludleth of Courland Anri of Astoria Yoel of Londor Holy Knight Hodrick Rosaria, Mother of Rebirth Unbreakable Patches Orbeck of Vinheim Crystal Sage Horace the Hushed Siegward of Catarina Karla Hawkwood Company Captain Yorshka Ce Black Hand Trio Hollow Hollow Knight Irithyllian Beast Hound Crystal Lizard Ravenous Crystal Lizard Taurus Demon Capran Demon Titanite Demon Corvian Silver Knight Alonne Knight Pontid Knight Darkwraiths Bonewheel Skeletons Iudex Gundyr Vordt of the Boreal Valley Deacons of the Deep Yhorm the Giant Dancer of the Boreal Valley Black Dragon Kalameet Gaping Dragon Sif, the Great Grey Wolf Sir Artorias the Abysswalker Nameless King & King of Storms Soul of Cinder Younger Prince Lothric Elder Prince Lorian Pontid Sulyvahn Aldrich, Devourer of Gods
Arise from the ashes, Unkindled one. You stand in a world choked by darkness and fallen gods, where monsters seek warm flesh, and the curse of undeath turns even the greatest heroes into something less than human. Now, you must strive to restore the Lords, link the flame, and lift the curse. Experience Dark Souls like never before in this complete tabletop roleplaying game of adventure, horror, and tactical combat. Inside these pages is everything you need to run thrilling roleplaying campaigns set in the ruinous Dark Souls universe: Copyright © Steamforged Games Ltd 2021. No part of this product may be reproduced without specific permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom. for customer support, contact https://support.steamforged.com. Dark Souls™& ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc. SFDS-RPG001 So it is, ash seeketh embers… Prepare To Die. • Complete fifth edition rules enriched with unique Dark Souls mechanics designed for authentic campaigns • 10 bespoke new character classes for Dark Souls character creation, including incredible new abilities, sinister new character backgrounds, and more • Brand new magic system complete with devastating spells, pyromancies, and blessings • Introductory chapter filled with tips and advice on running roleplaying games that capture the spirit of Dark Souls • Ruined world of Lothric, waiting for you to explore • Full bestiary teeming with Dark Souls creatures