Beast of Xvim The beasts of Xvim are manifestations of the god Iyachtu Xvim, ordinary animals transformed by his will. Most are black-furred, and their eyes and mouths glow green. I decided the best way to represent the beasts of Xvim are as a template, like a Half-Dragon. Beast of Xvim Template Any creature can become a beast of Xvim, though Xvim prefers animals such as bats, black dogs, black cats, hawks, and vultures, or monsters such as beholders, green or blue dragons, hell hounds, cockatrices, imps, evil nagas, and undead creatures. Senses. The beast of Xvim gains darkvision with a radius of 60 feet. Immunities. The beast of Xvim gains immunity to poison damage and the frightened and poisoned conditions. Ability Score Adjustment. The beast of Xvim's Intelligence and Charisma scores are at least 6 (−2). Feed. A beast of Xvim can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the beast for 24 hours, after which time it is digested. If the beast dies before the soul is digested, the soul is released. While a humanoid's soul is trapped in a beast of Xvim, all forms of revival automatically fail. New Action: Frightful Presence. The beast of Xvim gains the following action option. If the beast has the Multiattack action, it can use this action option once when it uses its Multiattack. The saving throw DC for the ability is equal to 8 + the beast's proficiency bonus + the beast's Charisma modifier. Frightful Presence. Each creature of the beast's choice that is within 30 feet of the beast and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's Frightful Presence for the next 24 hours. Curst Cursts are undead humanoids trapped under a curse that will not let them die. They are resistant to magic and turning, and are immune to cold and fire. In 3e Cursts regenerated one hit point per hour, but that kind of thing isn't what Regeneration is used for in 5e often. I replaced it with a trait based on the Naga's Rejuvenation. I've also removed the magic resistance, since it was removed from most creatures upon conversion to 5e and I don't see a particular reason to keep it here. Even though the Curst was a template in 3e, since the very similar Revenant was changed to single creature I figured that the Curst would work best that way as well. I'm basing the statblock mostly off of the 5th-level Fighter example Curst. Curst Medium undead, any neutral Armor Class 13 (leather armour) Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 8 (−1) 11 (+0) 10 (+0) Damage Immunities cold, fire, poison Condition Immunities poisoned Senses passive Perception 10 Languages the languages it knew in life Challenge 1 (200 XP) No Smell. The curst does not have a sense of smell. Rejuvenation. The curst cannot die. A curst that drops to 0 hit points becomes paralyzed. A curst paralyzed in this way regains 5 hit points every hour, and is no longer paralyzed when it regains all of its hit points. A curst regrows lost body parts when it takes a long rest. A decapitated curst instead regains 1 hit point per day, as its body gradually regrows. Turn Immunity. The curst is immune to any effect that turns undead. Actions Multiattack. The curst makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used in two hands.
Ghost Monsters of Faerun comes with a handful of extra special attacks that ghosts might have access to. None of these special abilities normally affect a ghost's challenge rating, though giving them too many might. A ghost might not have the Withering Touch, Horrifying Visage, or Possession action options, especially if it has one of the action options from this list. Some ghosts might have immunity to one or more additional damage types, usually acid, fire, or lightning. Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 14 (4d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the ghost's next turn. Deathsong (1/Day). The ghost begins to sing a hollow dirge for 1 minute. The ghost must concentrate on this ability as if concentrating on a spell. When the ghost uses this action and at the start of each of its turns until it stops singing, all living creatures within 90 feet must succeed on a DC 13 Wisdom saving throw or become frightened until the singing ends. A frightened creature drops what it is holding and must take the Dash action and move away from the ghost by the safest available route on each of its turns. Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Vengeful Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is the ghost's killer, its hit point maximum is reduced by an amount equal to the damage taken. This reduction can only be removed by a remove curse spell or similar effect. Debilitating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ghost's Debilitating Touch for the next 24 hours. A ghost may also have one or more of the following traits: Magic Resistance. The ghost has advantage on saving throws against spells and other magical effects. Magical Radiance. All magic items within 60 feet of the ghost glow with a cold, white radiance, emitting dim light in a 5-foot radius. The ghost can suppress or resume this effect as a bonus action. Ghost, Doomsphere A doomsphere is the ghost of a beholder. They have a normal beholder's antimagic cone and Fear and Slowing rays, but have a series of unique eye rays. In addition to their normal ghost immunities, they are immune to lightning attacks. Variant: Ghost Dragon Just like with humanoids, sometimes when a dragon dies it remains in the world as a ghost. Adjust the ghost dragon's Challenge Rating for its new statistics. A ghost dragon is a normal dragon with the following adjustments to its statblock: The dragon's Strength score becomes 7 (−2). The dragon loses its natural armour, and its AC includes its Charisma modifier. The dragon's walking speed becomes 0. It gains a flying speed of 40 feet if its flying speed was lower or it didn't have one. The dragon is resistant to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical weapons. The dragon is immune to cold, necrotic, and poison damage, and to the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and retrained conditions. The dragon gains the Ethereal Sight and Incorporeal Movement traits of the ghost. The dragon gains the Etherealness and Horrifying Visage action options of the ghost (DC = 8 + prof. + Charisma). If the dragon had the Frightful Presence action option, this is replaced by Horrifying Visage, and the dragon can use Horrifying Visage instead of Frightful Presence when it takes the Multiattack action. The dragon loses the Change Shape action option if it had it. The dragon deals necrotic damage with its weapon attacks instead of bludgeoning, piercing, or slashing damage. Damage of other types remains the same. Its weapon attacks become spell attacks, and use Charisma for attack and damage rolls. The target must succeed on a Constitution saving throw (DC = 8 + Prof. + Charisma) or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0 The dragon gains the following breath weapon as an action option. The cone's area is 15 feet for a wyrmling, 30 for a young dragon, 60 for an adult, and 90 for an ancient dragon. Aging Breath (1/Day). The dragon exhales grey mist in a cone. Each creature in that area must succeed on a Wisdom saving throw (DC = 8 + Prof. + Charisma) or age 1d4 × 10 years. If the creature fails its saving throw by 5 or more, it instead ages 1d10 × 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
1. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Chill Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the ghost's next turn. 4. Debilitating Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the doomsphere's Debilitating Ray for the next 24 hours. 5. Holding Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 7. Animation Ray. The beholder casts animate dead on a single pile of bones or corpse with a range of 120 feet. 8. Bo DC 1 bludg dama again dama by ha 9. Fle away Dexte targe 10. B Cons takes minu succe the en itself dama dama unaff Doomsphere Large undead, lawful evil Armor Class 12 Hit Points 180 (19d10 + 76) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (−2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) Saving Throws Int +8, Wis +7, Cha +8 Skills Perception +12 Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, lightning, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 22 Languages Deep Speech, Undercommon Challenge 13 (10,000 XP) Antimagic Cone. The doomsphere creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the doomsphere decides which way the cone faces and whether the cone is active. The area works against the doomsphere's own eye rays. Ethereal Sight. The doomsphere can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The doomsphere can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Bite. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The doomsphere enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect ot be affected by anything on the other plane. Eye Rays. The doomsphere shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Ancient Silver Ghost Dragon Gargantuan undead, lawful good Armor Class 16 Hit Points 487 (25d20 + 225) Speed fly 80 ft. STR DEX CON INT WIS CHA 7 (−2) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Arcana +11, History +11, Perception +16, Stealth +7 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 24 (62,000 XP) Spectral Deflection. The AC of the dragon includes its Charisma bonus. Ethereal Sight. The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Horrifying Visage. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) necrotic damage. Claw. Melee Spell Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) necrotic damage. Tail. Melee Spell Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) necrotic damage. Etherealness. The dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the dragon that can see it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this dragon's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aging Breath (1/Day). The dragon exhales grey mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Wisdom saving throw or age 1d4 × 10 years. If the creature fails its saving throw by 5 or more, it instead ages 1d10 × 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 10 (3d6) necrotic damage and become poisoned for 1 minute. The dragon can then fly up to half its flying speed. A poisoned target can make a DC 21 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.
Variant: Spectral Harpist Spectral Harpists are the ghosts of Master Harpers who died with unfinished Harper service. They are normal ghosts, with the following adjustments: The harpist is immune to lightning damage. The harpist gains the Magic Resistance and Magical Radiance traits. The harpist loses the ghost's Horrifying Visage and Possession action options. The harpist gains the Deathsong action option. Variant: Zhentarim Spirit Zhentarim Spirits are the essences of Zhentarim wizards who seek revenge against their killers, whether they be enemies or treacherous comrades. A Zhentarim spirit is an ordinary ghost under the effects of mage armour (AC 15) with an Intelligence score of 17 (+3) and the ability to cast spells as a wizard. The following trait is appropriate for an average zhentarim spirit. Other zhentarim spirits might have different spells prepared, or cast spells as a wizard of a higher or lower level. Spellcasting. The spirit is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The spirit has the following wizard spells prepared: Cantrips: chill touch, dancing lights, mage hand, prestidigitation 1st level (3 slots): mage armour, magic missile, shield 2nd level (2 slots): hold person, suggestion 3rd level (1 slots): lightning bolt A Zhenatarim Spirit also loses its Horrifying Visage action option, and its Withering Touch is replaced by Vengeful Strike. Watchghost Watchghosts are a type of ghost which are created by necromancers to server as guardians. One of these creatures can be animated with an 8th-level create undead spell. Watchghost Medium undead, neutral Armor Class 12 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. STR DEX CON INT WIS CHA 7 (−2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 2 (450 XP) Ethereal Sight. The watchghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The watchghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The watchghost has advantage on saving throws against spells and other magical effects. Magical Radiance. All magic items within 60 feet of the ghost glow with a cold, white radiance, emitting dim light in a 5-foot radius. The ghost can suppress or resume this effect as a bonus action. Actions Withering Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 14 (4d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the watchghost's next turn. Etherealness. The watchghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect ot be affected by anything on the other plane.
Lich Monsters of Faerun also includes a series of optional action options for liches. None of these special attacks affect a Lich's challenge rating, though giving one too many might. A lich might not have the Paralyzing Touch action option or the Paralyzing Touch, Frightening Gaze, or Disrupt Life legendary action options. Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 22 (4d10) cold damage. Touch of Despair. The lich touches a creature within 5 feet. The target creature must make a DC 18 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls, ability checks, and saving throws for 1 minute, as it is overcoming with feelings of gloom. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature which is immune to the Charmed condition is immune to this action. Dream Haunting (1/Day). The lich visits the dreams of any sleeping creature it knows the exact location of. The subject experiences tormenting dreams, taking 11 (2d10) psychic damage. The creature does not gain the benefit of a long rest. Grasp of Death (1/Day). The lich touches a creature within 5 feet. The target must succeed on a DC 18 Constitution saving throw or take 63 (14d8) necrotic damage. The target dies if this damage reduces it to 0 hit points. Grasp of Enfeeblement. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, and the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A lich might also have one or more of the following legendary action options. Some of these options might assume the lich has a certain action option. Coldfire. The lich uses its Coldfire. Touch of Despair. The lich uses its Touch of Despair. Painwrack Gaze. The lich fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 18 (4d8) psychic damage. Doom Gaze (Costs 3 Actions). The lich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 63 (14d8) necrotic damage. The target dies if this damage reduces it to 0 hit points. A lich might also have one or more of the following traits: Voice of Malefience. If the lich speaks to a creature that can understand it for 10 consecutive minutes, the creature must succeed on a DC 18 Wisdom saving throw or fall into a sleepy trance. While in this trance state, the creature is incapacitated and answers truthfully any question the lich asks. The creature may attempt a new saving throw every hour, but for each consecutive hour the lich talks to the creature, the saving throw DC increases by 1. The trance ends if the creature takes any damage. Magic Resistance. The lich has advantage on saving throws against spells and other magical effects. Banelich A banelich is a lich created by Bane out of one of his high priests. They cast spells as Clerics of at least 17th level. They gain the lich's Frightening Gaze, resistances, and immunities. They also can produce coldfire and have the touch of despair, and are resistant to magic. Picking spells was a little tricky for this one; the PHB Cleric spell list seems to focus a lot on good-aligned Clerics, without much in the way of evil-ey Cleric spells. The DeathDomain spell list helps with levels 1-5, but past that there's basically nothing for an evil Cleric. Lich, Good In the Forgotten Realms, not all liches are evil. Two kinds of good liches in the realms are archliches and baelnorns. Archliches can be good-aligned spellcasters of any class, while baelnorns are always elves and usually wizards. A good lich might have the following action option: Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the lich that can see or hear it must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute or until it takes any damage. A turned creature must spend its turn moving as far away from the lich as it can, and it can't willingly move into a space within 30 feet of the lich. The lich might also have one or more of the following traits: Swift Animation. The lich uses its action to cast animate dead. Projection (3/Day). The lich can use its action to send forth a wraithlike likeness of itself up to one mile away for 1 hour. The lich can see through this projection and into the Ethereal Plane around it as well, can hear and speak through it, and even cast spells through it. The projection's statistics are the same as that of the lich, with the following exceptions: The projection can move through creatures and objects freely; it can fly with a speed of 20 feet; it can't carry solid objects, though it can push against or move small things with effort; and it loses any action or legendary action options. When the projection takes damage, the lich takes damage equal to half of the damage dealt to the projection. The projection vanishes when its hit points are reduced to 0. Turning Immunity. The lich is immune to any effect that turns undead.
Banelich Medium undead, neutral evil Armor Class 17 (half plate) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 16 (+3) Saving Throws Con +10, Wis +12, Cha +10 Skills Arcana +11, History +11, Insight +12, Perception +12, Religion +18 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 22 Languages Common plus up to four other languages Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If the banelich fails a saving throw, it can choose to succeed instead. Magic Resistance. The banelich has advantage on saving throws against spells and other magical effects. Rejuvenation. If it has a phylactery, a destroyed banelich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The banelich is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The banelich has the following cleric spells prepared: Cantrips: chill touch, guidance, thaumaturgy 1st level (4 slots): bane, command, false life, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, hold person, ray of enfeeblement, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, speak with dead, vampiric touch 4th level (3 slots): blight, death ward 5th level (3 slots): antilife shell, cloudkill 6th level (1 slots): blade barrier, harm 7th level (1 slots): divine word, fire storm 8th level (1 slots): antimagic field, earthquake 9th level (1 slots): gate Turn Resistance. The banelich has advantage on saving throws against any effect that turns undead. Actions Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 22 (4d10) cold damage. Touch of Despair. The lich touches a creature within 5 feet. The target creature must make a DC 18 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls, ability checks, and saving throws for 1 minute, as it is overcoming with feelings of gloom. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature which is immune to the Charmed condition is immune to this action. Legendary Actions The banelich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banelich regains spent legendary actions at the start of its turn. Cantrip. The banelich casts a cantrip. Coldfire. The banelich uses its Coldfire. Touch of Despair. The banelich uses its Touch of Despair. Frightening Gaze (Costs 2 Actions). The banelich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the banelich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the banelich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Variant: Baelnorn Lich A baelnorn is an ordinary archlich with the following adjustments to its statblock: The baelnorn does not have the Rejuvenation, Swift Animation, or Water Walking traits. The baelnorn does not have a Frightening Gaze. The baelnorn can create a Projection. The baelnorn has +16 to Wisdom (Perception) checks, and has the Fey Ancestry trait. Archlich Medium undead, any good alignment Armor Class 17 (natural armour) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Saving Throws Con +10, Int +12, Wis +9 Skills Arcana +18, History +12, Insight +9, Perception +9, Religion +12 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 19 Languages Common plus up to five other languages Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If the archlich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed archlich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The archlich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The archlich has the following wizard spells prepared: Cantrips: fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield, sleep 2nd level (3 slots): detect thoughts, invisibility, mirror image, misty step 3rd level (3 slots): counterspell, dispel magic, fireball, fly 4th level (3 slots): confusion, dimension door 5th level (3 slots): cone of cold, scrying 6th level (1 slots): globe of invulnerability, sunbeam 7th level (1 slots): plane shift, prismatic spray 8th level (1 slots): power word stun, sunburst 9th level (1 slots): foresight Swift Animation. The archlich uses its action to cast animate dead. The archlich may only control 135 hit points of undead with this feature. Undead created in excess of this limit are created as free-willed undead. Turn Immunity. The archlich is immune to any effect that turns undead. Water Walking. The archlick can walk on water. Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the archlich that can see or hear it must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute or until it takes any damage. A turned creature must spend its turn moving as far away from the lich as it can, and it can't willingly move into a space within 30 feet of the lich. Legendary Actions The banelich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banelich regains spent legendary actions at the start of its turn. Cantrip. The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The archlich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the banelich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the archlich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lycanthrope There are five types of lycanthropes not covered in the Monster Manual which exist in Faerun: The Werebat, Werecrocodile, Wereshark, Werecat, and Lythari. I used the updated 3.5e versions in Lost Empires of Faerun, since the lycanthrope rules were a little more refined in that edition. Variant: Drow Werebat Werebat lycanthropy is most common among the drow. A drow werebat is a normal werebat, with darkvision out to a radius of 120 ft. and the Fey Ancestry, Innate Spellcasting, and Sunlight Sensitivity traits of the drow. Werebat Medium humanoid (human, shapechanger), neutral evil Armor Class 13 Hit Points 72 (16d8) Speed 30 ft. (10 ft. in bat form, fly 60 ft. in bat or hybrid form) STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 11 (+0) Skills Perception +3, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses blindsight 60 ft. (bat form only), passive Perception 13 Languages Common (can't speak in bat form) Challenge 3 (700 XP) Shapechanger. The werebat can use its action to polymorph into a Large bat-human hybrid or into a Large bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Echolocation. The werebat can't use its blindsight while deafened. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks, only one of which can be a bite. Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Werecrocodile Medium humanoid (human, shapechanger), neutral evil Armor Class 10 in humanoid form, 12 (natural armour) in crocodile or hybrid form Hit Points 78 (12d8 + 24) Speed 30 ft. (20 ft. in crocodile form, swim 30 ft. in crocodile or hybrid form) STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 9 (−1) Skills Perception +2, Stealth +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses passive Perception 12 Languages Common (can't speak in crocodile form) Challenge 4 (1,100 XP) Shapechanger. The werecrocodile can use its action to polymorph into a crocodile-human hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Hold Breath. The werecrocodile can hold its breath for 15 minutes. Actions Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two attacks, only one of which can be a bite. Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy. War Pick (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
V ari a n t: L y t h ari L y t h a ri a r e n o r m al w e r e w olv e s, e x c e p t t h e y c a n n o t t a k e h y b rid fo r m a n d t h eir bit e d o e s n o t c a r r y t h e c u r s e o f ly c a n t h r o p y. L y t h a ri a r e alw a y s Elv e s. Wereshark Medium humanoid (human, shapechanger), neutral evil Armor Class 11 in humanoid form, 12 (natural armour) in shark or hybrid form Hit Points 120 (16d8 + 48) Speed 30 ft. (swim 40 ft. in shark or hybrid form) STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 10 (+0) 10 (+0) 8 (−1) Skills Perception +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses blindsight 30 ft. (shark form only), passive Perception 16 Languages Common (can't speak in shark form) Challenge 5 (1,800 XP) Shapechanger. The wereshark can use its action to polymorph into a Large shark-human hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Amphibious. The wereshark can breathe air and water. Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack (Humanoid or Hybrid Form Only). The wereshark makes three melee attacks, only one of which can be a bite. Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Light Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. WMgAHS8SDSLCSpahsacifK(PSIt+foC1w2AMwbBA+mthChd
Ta b l e O f C o nte nts 1 A b a l l i n 1.2 A b i s h a i 1.3 A l a g h i 1.4 A s a b i 1.5 B a n e d e a d 1.6 B a n e g u a r d 1.7 B a n e l a r 1.8 B a t, D e e p 1.9 B e a s t o f M a l a r 1.1 0 B e h o l d e r M a g e 1.1 1 B e h o l d e r k i n, G o u g e r 1.1 2 C h o s e n O n e 1.1 3 C l o a ke r L o r d 1.1 4 D a r ke n b e a s t 1.1 5 D a r kt r e e 1.1 6 D e e p s p aw n 1.1 7 D e m o n, G h o u r 1.1 8 G r e a t e r D o p p e l g a n g e r 1.1 9 B r o w n D r a g o n 1.2 0 D e e p D r a g o n 1.2 1 Fa n g D r a g o n 1.2 2 S o n g D r a g o n 1.2 3 D r a g o n k i n 1.2 4 D r e a d Wa r r i o r 1.2 5 A r c t i c D w a r f 1.2 6 U r d u n n i r 1.2 7 G h a u n a d a n 1.2 8 Fo g G i a n t 1.2 9 P h a e r l i n G i a n t 1.3 0 G i b b e r l i n g 1.3 1 G o b l i n, D e k a n t e r 1.3 2 G o l e m, G e m s t o n e 1.3 3 T h ay a n G o l e m 1.3 4 G r e e n Wa r d e r 1.3 5 G r o u n d l i n g 1.3 6 G u l g u t hy d r a 1.3 7 Hy b s i l 1.3 8 I b r a n d l i n 1.3 9 I c e S e r p e n t 1.4 0 M a l a u g r y m 1.4 1 M e a z e l 1.4 2 My r l o c h a r 1.4 3 N i s h r u u 1.4 4 Ny t h 1.4 5 P h a e r i m m 1.4 6 P l a n e t o u c h e d, Fey'r i 1.4 6.1 R a c i a l Fe a t: D a e m o n fey M a g i c 1.4 7 S h a l a r i n 1.4 8 S h a r n 1.4 9 S i v 1.5 0 S p e c t r a l P a n t h e r 1.5 1 S p i d e r, S w o r d 1.5 2 S t i n g e r 1.5 3 Ta l l M o u t h e r 1.5 4 To m b Ta p p e r 1.5 5 U n i c o r n, B l a c k 1.5 6 We m i c 1.5 7 Z o m b i e, Ty r a n t fo g 1.5 8 B e a s t o f Xv i m 1.5 8.1 B e a s t o f Xv i m Te m p l a t e 1.5 9 C u r s t 1.6 0 G h o s t 1.6 1 G h o s t, D o o m s p h e r e 1.6 2 Wa t c h g h o s t 1.6 3 L i c h 1.6 4 B a n e l i c h 1.6 5 L i c h, G o o d 1.6 6 Ly c a n t h r o p e