Statistics for the dragons of Gielinor can be obtained easily by modifying their corresponding 5th edition statistics. Most dragons don't have the ability to speak without the use of some external source of magic. They can, however, understand Draconic and sometimes Common. Most dragons should have their Intelligence scores reduced to around 4, and their charisma scores reduced to around 7. Additionally, most dragons have the ability to breathe fire, but do not have breath weapons corresponding to other elements, such as lightning or sleep. Some additional features that certain 5th edition dragons have, such as the ability to breathe underwater, should also be removed in order to maintain accuracy with the dragons of Gielinor. Baby Dragons Baby dragons have not yet fully matured, so they are not able to use their breath weapons. However, they are still highly aggressive creatures that can be dangerous to commoners or the unprepared adventurer. The 5th edition statistics of any dragon wyrmling can be modified with the information in this section to closely resemble the baby dragons of Gielinor. Chromatic Dragons Chromatic dragons are some of the most common and least powerful dragons. In order of ascending power, the four variants of chromatic dragons are green, blue, red, and black dragons. Chromatic dragons can be found in various locations throughout the Wilderness and in the Chaos Tunnels beneath it, as well as in many dungeons, such as the Taverley and Brimhaven dungeons. They can breathe fire in a short ranged cone. The 5th edition statistics of any young dragon can be modified with the information provided in this section to closely resemble the chromatic dragons of Gielinor. One example is provided here. A Gielinor Bestiary — DragonZaid 149 Red Dragon Large monstrosity, unaligned Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 4 (-3) 11 (+0) 7 (-2) Saving Throws Dex +4, Con +6 Skills Perception +3 Damage Resistances fire Senses darkvision 120 ft., passive Perception 13 Languages Understands Draconic but can't speak Challenge 6 (2,300 XP) Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one.
Metallic Dragons Metallic dragons are created through desperate experiments carried out by the Dragonkin in hopes of finding a cure to their curse. The process involves bathing dragon eggs in molten metal before they hatch. Metal dragons' bodies are covered in metal plating that is fused with their skin, essentially giving them built in suits of armor and excellent protection. They are more powerful, but less agile, than chromatic dragons on average, and can breathe fire in a long line. In order of ascending power, the six variants of metallic dragons are bronze, iron, steel, mithril, adamant, and rune dragons. Metallic dragons are mainly found in dungeons throughout Gielinor, such as the Brimhaven dungeon. The 5th edition statistics of any young dragon can be modified with the information provided in this section to closely resemble the metallic dragons of Gielinor. One example is provided here. A hundred years have passed. The project is a failure. Our creations have only managed to produce weak, broken, bestial offspring. They are weak, these less-than-dragonkin, these...dragons. We have not created the future of our species, we have created an entirely new one. A weak species. Weak. Like we are under Her curse. The dragons are not affected, but they are too far removed from us to hold the key to our deliverance. I want to slaughter them all, these dragons, along with their Queen and King. Yet the part of me that clings to sanity reminds me that they may prove to be useful later on. I can...barely restrain myself. I have released the King into the wilds. The Queen is... different. She has my lifeblood. I have made her. Despite being a failure of a dragonkin, she has a degree of raw power that may yet prove useful. I have stored her deep underground, restrained and protected by magical artefacts I have created. They are both her shield and her prison, keeping her in a magical state of slumber with a protective field to fend off intruders. The dragons are a failure. This project is over, but the search for our freedom is not. I am Kerapac, the observer. I will find a way to free the dragonkin from Your curse. We will remove the shackles you put in place, and we will kill you. A Gielinor Bestiary — DragonZaid 150 Steel Dragon Large monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 4 (-3) 13 (+1) 7 (-2) Saving Throws Str +7, Con +6 Skills Perception +4 Damage Resistances fire Senses darkvision 120 ft., passive Perception 14 Languages Understands Draconic but can't speak Challenge 7 (2,900 XP) Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5-6). The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one.
King Black Dragon The King Black Dragon is a giant, three-headed dragon and one of the two ancestors of all other dragons. Aside from his extra heads, the he has an appearance somewhat similar to an ordinary black dragon. His body is covered in dark black scales and his long necks give his bites a deadly reach. At rest, he holds his three heads high, and each head has the ability to breathe fire as well as one other element: cold, lightning, or poison. This ancient creature was one of the original two dragons created by the Dragonkin in their experiments. He was eventually released by the Dragonkin, and later fought alongside the Ilujanka, or dragon riders, for the Zarosian empire during its height in the Second Age. At this time he was known as Shakorexis, a name given to it by his Ilujanka rider Hannibus. After the empire fell, the King retreated back to his lair in what is now the northern Wilderness. There he lies in a large underground cavern filled with lava, waiting to strike down anyone foolish enough to face him. A Gielinor Bestiary — DragonZaid 151 King Black Dragon Gargantuan monstrosity, unaligned Armor Class 20 (natural armor) Hit Points 332 (19d20 + 133) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 25 (+7) 8 (-1) 16 (+3) 10 (0) Saving Throws Dex +7, Con +13, Wis +9, Cha +6 Skills Perception +9 Damage Immunities cold, fire, lightning, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Infernal Challenge 20 (25,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Three-headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus the dragon's choice of either 7 (2d6) cold, lightning, or poison damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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 dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one. Lightning Breath. The dragon exhales lightning in a 90- foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much on a successful one. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 56 (16d6) cold damage on a failed save, or half as much on a successful one. Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that cone must make a DC 21 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much on a successful one. 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. Bite Attack. The dragon makes a bite attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Kalphites Kalphites are large, insect-like monsters that can be found throughout the Kharidian Desert. They mainly stay underground in dark tunnels they dig beneath the sand to act as hives. Kalphites resemble beetles, with six legs, large abdomens, small heads, purple eyes, and large pincers. Their front pair of legs have small hooked claws used for burrowing and defense, though their pincers are poisonous and much more deadly. They have long antennae which act as extremely acute sensory organs, allowing them to perceive their surroundings even in complete darkness. Kalphites are protected by a hard layer of chitin, a natural and durable armor which can make them difficult to slay. Some people say that kalphites were created when the desert god Scabaras accidentally dropped some of his blood on a scarab, though others believe they came about naturally. Kalphites live in structured groups similar to colonies of ants, with strict roles and subspecies that carry them out. These roles are workers, soldiers, guardians, and the queen. A Gielinor Bestiary — DragonZaid 152 Kalphite Worker Medium monstrosity, unaligned Armor Class 16 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 13 (+1) 1 (-5) 11 (+0) 3 (-4) Senses blindsight 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Actions Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Kalphite Workers Although kalphite workers are the smallest of their kind, they are still fairly big creatures, about the size of a large dog. They have green, blue, and teal chitin. Their pincers are not poisonous, but can still deal considerable harm. Workers are responsible for digging and maintaining tunnels inside the hive, handling eggs, and hunting for and distributing food. Kalphite Soldiers The soldiers are responsible for defending the colony from aggressors. They have green red, and teal chitin. They are much larger than the workers, comparable to the size of a brown bear, and have poisonous pincers. Kalphite soldiers are very aggressive and won't hesitate to attack any creature they see that comes too close to the hive. Kalphite Guardians Kalphite guardians have the task of protecting the queen from harm. They have green, teal, and purple chitin. They typically remain within the hive at all times, close to the queen's chamber. They are slightly bigger than the soldiers and are stronger, more poisonous, and more heavily armored. They can also spit corrosive acid at a distance. A Gielinor Bestiary — DragonZaid 153 Kalphite Soldier Large monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 1 (-5) 13 (+1) 3 (-4) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Actions Multiattack. The kalphite makes three attacks: one with its pincers and two with its claws. Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Kalphite Guardian Large monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft., burrow 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 1 (-5) 13 (+1) 3 (-4) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 5 (1,800 XP) Actions Multiattack. The kalphite makes three attacks: one with its pincers and two with its claws. Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Acid Spit (Recharge 5-6). The kalphite spits a line of acid that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 32 (5d12) acid damage on a failed save or half as much on a successful one.
Kalphite Queen The Kalphite Queen is the largest and most powerful of the kalphites. She has green, teal, and orange chitin. Her primary role is to produce eggs for the hive, and she remains within the birthing chambers for her entire life. The queen has a massive body and huge pincers that are extremely poisonous. She can summon kalphites to defend her, shoot sharp spines from her abdomen, and move with astonishing speed for her size. When damaged enough, she will shed her outer layer of chitin, sprouting a pair of wings and a huge stinger. A Gielinor Bestiary — DragonZaid 154 Kalphite Queen Huge monstrosity, unaligned Armor Class 19 (natural armor, 15 in second form) Hit Points 210 (20d12 + 60) Speed 40 ft., burrow 20 ft., fly 50 ft. (second form only) STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 19 (+4) 2 (-4) 14 (+2) 4 (-3) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 11 (7,200 XP) Magic Resistance (Second Form Only). The Kalphite Queen has advantage on saving throws from spells and other magical effects. Spine Regrowth. The Kalphite Queen has twenty-four spines on its back. Used spines regrow when she finishes a long rest. Actions Multiattack. The Kalphite Queen makes three attacks, only one of which can be with its pincers or stinger. Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 18 (4d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Spines. Ranged Weapon Attack: +5 to hit (+8 in second form), range 100/200 ft., one target. Hit: 5 (1d8 + 1) piercing damage, or 8 (1d8 + 4) in second form. Stinger (Second Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 22 (5d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the full poison damage on a failed save, or half as much on a successful one. Summon Kalphites (1/Day). The Kalphite Queen calls for aid, summoning 1d4 kalphite workers. The called workers arrive in 1d4 rounds, acting as allies of the queen and defending her as best they can. The workers remain for 1 hour, until the queen dies, or until the queen dismisses them as a bonus action. Reactions Shed Exoskeleton. If the Kalphite Queen is reduced to half her maximum hit points or fewer, she can use a reaction to rapidly transform, shedding her chitinous exoskeleton and sprouting a large stinger and two pairs of wings. In her second form, she gains a flying speed of 50 feet, has an armor class of 15, increases her Dexterity score to 18, and gains her magic resistance trait and stinger attack. The outer exoskeleton grows back gradually over a long time. The Kalphite Queen can't use this feature again for one week, after which she returns to her original form. Legendary Actions The Kalphite Queen 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 Kalphite Queen regains spent legendary actions at the start of her turn. Move. The Kalphite Queen moves up to its speed without provoking opportunity attacks. Attack. The Kalphite Queen makes one claws or spines attack. Command. The Kalphite Queen commands one of its allied kalphites to strike. The queen choses one kalphite within 60 feet that can see or hear her. That kalphite can immediately use its reaction to move up to half its speed and make a claw attack.
Plants Plant creatures can be found in many locations throughout Gielinor as well as Zanaris. However, most are confined to remote, secluded areas, so encountering one would be a relatively rare occasion. Cabbages Cabbages are sentient plant creatuers that can be spoken to with the use of an amulet of cabbagespeak. They seem to be of very limited intelligence, and lack the ability to move or do just about anything other than grow as an ordinary cabbage would. They often obsess about Brassica Prime, the cabbage god, when spoken to. Mutated Zygomites Mutated zygomites are warped fungal creatures found on Zanaris, Gielinor's moon and land of the fairies. They have roughly humanoid-shaped bodies, with root-like torsos and arms and short, stumpy legs. The tops of their heads look exactly like green mushrooms with fluorescent blue rims. Mutated zygomites lurk the wilds of Zanaris, burying themselves mostly beneath the ground and disguising themselves as ordinary mushrooms as they wait for unsuspecting victims to come near before ambushing them. Mutated Jadinkos Jadinkos are plant creatures that can be found on Karamja. Although they are not beasts, they bear a strong reptilian appearance with long, lizard-like bodies and tails. They have four appendages, and use the rear pair to walk bipedally in a slouched, nearly horizontal posture. Ordinary jadinkos are small, peaceful creatures that can have a variety of colors and patterns. However, every so often the jadinko queen, mother and ruler of all jadinko, will lay a corrupted egg which hatches into a mutated jadinko. Mutated jadinkos are large and very aggressive creatures. Their bodies are a sickly purple color and are infested with excrescences, harmful plant growths that dig into them. The cause of this mutation is currently a mystery to both the jadinko queen as well as those who study them. A Gielinor Bestiary — DragonZaid 155 Mutated Zygomite Medium plant, neutral evil Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 5 (-2) 8 (-1) 10 (+0) Skills Perception +1 Senses tremorsense 30 ft., passive Perception 11 Languages — Challenge 1/8 (25 XP) False Appearance. While the zygomite is burrowed partly underground with its head above the surface and remains motionless, it is indistinguishable from an ordinary mushroom. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Mutated Jadinko Baby Small plant, neutral evil Armor Class 11 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 3 (-4) 11 (+0) 10 (+0) Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Note: The moss giants of Gielinor seem to be almost completely made of plant matter. Therefore, it is more accurate to classify them as the plant creature type than the giant creature type. Moss Giants Moss giants are large humanoid-shaped plant creatures that can be found in a variety of locations throughout Gielinor, including northwest Karamja, the woods of Kandarin, the island of Crandor, deep in the Varrock sewers, the Brimhaven Dungeon, and the Wilderness. They are aggressive and dangerous creatures that should be avoided by anyone not prepared to destroy them. They can also easily be mistaken for ordinary plant life if one isn't paying close attention. A Gielinor Bestiary — DragonZaid 156 Mutated Jadinko Guard Large plant, neutral evil Armor Class 12 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 10 (+0) Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Actions Multiattack. The jadinko makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Moss Giant Large plant, neutral evil Armor Class 14 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 10 Languages — Challenge 5 (1,800 XP) False Appearance. While the moss giant remains motionless, it is indistinguishable from a moss covered tree. Siege Monster. The moss giant deals double damage to objects and structures. Actions Multiattack. The moss giant makes two attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.
Polypore Creatures Deep beneath the River Salve northeast of Al Kharid lies the Polypore Dungeon, a massive cave inhabited by dangerous fungi and fungal monsters. The dungeon is known to have been created by a Ramokee Skinweaver who dwells in its lowest floor. After deserting her former Gorajo tribe, she created the monsters out of sheer boredom using the local fungi. The dungeon has enormous mushrooms large enough to walk on growing from the walls, with vines branching between them and dangling into the depths below. Smaller grifolic fungi sprout from these mushrooms, occasionally sparying toxic spores into the air. Many different types of terrible and disgusting creatures inhabit the dungeon. Most of the creatures have pale blue-green bodies and bare, fleshless skulls. Fungal Rodents Fungal rodents appear to be giant rats infested with parasitic fungi that sprout from their backs. A Gielinor Bestiary — DragonZaid 157 Fungal Rodent Small plant, unaligned Armor Class 12 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 4 (-3) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 1 (200 XP) Sunlight Sensitivity. While in sunlight, the rodent has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spores. Any creature that starts its turn within 5 feet of the rodent must succeed on a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) piercing damage.
Infested Axes Infested axes have a similar appearance to an animated axe, though the handle of the axe is made from twisted, living wood bored into by violet fungi. Fungal Mages Fungal mages have a ghost-like appearance with a large, round torso infested with small yellow fungi. They have two arms and roots dangling from them as though they were legs, although they actually levitate. A humanoid skull sits atop their torsos. They have a variety of spells at their disposal that make them particularly dangerous. A Gielinor Bestiary — DragonZaid 158 Infested Axe Medium plant, unaligned Armor Class 16 (natural armor) Hit Points 27 (5d8 + 5) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5) Damage Vulnerabilities fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages — Challenge 2 (450 XP) Sunlight Sensitivity. While in sunlight, the axe has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spores. Any creature that starts its turn within 5 feet of the axe must succeed on a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Fungal Mage Medium plant, unaligned Armor Class 12 (natural armor) Hit Points 38 (7d8 + 7) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 3 (-4) 14 (+2) 7 (-2) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 4 (1,100 XP) Sunlight Sensitivity. While in sunlight, the mage has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spores. Any creature that starts its turn within 5 feet of the mage must succeed on a DC 12 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one. Spellcasting. The mage is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The mage has the following druid spells prepared: Cantrips (at will): poison spray, produce flame, druidcraft 1st level (4 slots): entangle, thunderwave, fog cloud 2nd level (3 slots): barkskin, spike growth, moonbeam 3rd level (3 slots): plant growth, meld into stone Actions Rotting Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) necrotic damage.
Grifolapines Grifolapines have a similar appearance to porcupines and are infested with bulbous, purple fungi. They use numerous sharp spines on their backs to defend themselves from close-ranged attackers. Grifolaroos Grifolaroos have a minotaur-like appearance, with bulky torsos infested with spiked yellow and purple fungi. They are surprisingly quick, able to charge toward their enemies and knock them onto the ground using their bull-like skulls. A Gielinor Bestiary — DragonZaid 159 Grifolapine Medium plant, unaligned Armor Class 16 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 5 (-3) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the grifolapine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spores. Any creature that starts its turn within 5 feet of the grifolapine must succeed on a DC 14 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one. Actions Multiattack. The grifolapine makes two attacks, one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Reactions Spines. If the grifolapine takes damage from a melee attack from a creature within 5 feet, it can lash out at its attacker using its spines, dealing 7 (3d4) piercing damage. Grifolaroo Medium plant, unaligned Armor Class 13 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 7 (-2) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages — Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, the grifolaroo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spores. Any creature that starts its turn within 5 feet of the grifolaroo must succeed on a DC 13 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one. Aggressive Charge. As a bonus action, the grifolaroo can move up to its speed straight toward a hostile creature that it can see. If the grifolaroo then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage and it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Actions Multiattack. The grifolaroo makes two attacks: one with its gore and one with its fist. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Ganodermic Runts Ganodermic runts are small, yet dangerous polypore creatures. They have a similar appearance to tiny bipedal dinosaurs with flat, yellow fungi burrowed into their backs. Despite their size, they have some of the most potent spores of the polypore creatures, and can also spray poison at nearby enemies. A Gielinor Bestiary — DragonZaid 160 Ganodermic Runt Small plant, unaligned Armor Class 15 (natural armor) Hit Points 55 (10d6 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 15 (+2) 3 (-4) 14 (+2) 5 (-3) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the runt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Deadly Spores. Any creature that starts its turn within 5 feet of the runt must succeed on a DC 12 Constitution saving throw or take 7 (3d4) poison damage and be poisoned until the start of its next turn. On a successful saving throw, a creature takes half as much damage and can't be poisoned by the runt for 24 hours. Innate Spellcasting. The runt's spellcasting ability is Wisdom (spell save DC 13). The runt can innately cast the poison spray cantrip, requiring no components. Actions Multiattack. The runt makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Ganodermic Beasts Ganodermic beasts are the largest and most dangerous of the polypore creatures. They have massive, round bodies with no legs that are infested with bulbous, yellow fungi. They can grab onto their foes with their one vine-like arm, and pummel them with their one giant arm. They also have the most deadly spores of all the polypore creatures, harming anything that comes too close. A Gielinor Bestiary — DragonZaid 161 Ganodermic Beast Large plant, unaligned Armor Class 12 (natural armor) Hit Points 147 (14d10 + 70) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 21 (+5) 3 (-4) 15 (+2) 5 (-3) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, frightened, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 8 (3,900 XP) Sunlight Sensitivity. While in sunlight, the beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Innate Spellcasting. The beast's spellcasting ability is Wisdom (spell save DC 13). The beast can innately cast the poison spray cantrip, requiring no components. Deadly Spores. Any creature that starts its turn within 10 feet of the beast must succeed on a DC 16 Constitution saving throw or take 10 (4d4) poison damage and be poisoned until the start of its next turn. On a successful saving throw, a creature takes half as much damage and can't be poisoned by the beast for 24 hours. Actions Multiattack. The beast makes two attacks, only one of which can be with its slam. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a creature, it must make a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Vine. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the beast can grapple the target (escape DC 16).
Undead Undead creatures of many varieties can be found all throughout Gielinor. Skeletons and zombies are some of the most common types of undead, often seen lurking in dark dungeons and caves, long forgotten cemeteries, and abandoned sewers. Many types of undead roam about the Wilderness, including zombies, skeletons, and ghosts. The unholy lands of Morytania are home to a very large number of undead, with many creatures such as ghouls and ghasts roaming freely on the surface. Other undead, such as crawling hands and aberrant spectres, inhabit the long abandoned Viggora's Folly in northwestern Morytania. The 5th edition statistics for many undead creatures can be replicated or modified to accurately represent many of the undead creatures of Gielinor, such as ordinary skeletons, zombies, ghouls, and shades. Provided in this section is information on some of the more unique undead found on this world. Ghosts Unlike many other types of undead, ghosts have the ability to speak. Unfortunately, they cannot be understood by the living even if they share a language, as their speech simply sounds like an eerie series of "woo woo" sounds. However, humanoids are can understand ghosts normally if they make use of a ghostspeak amulet. The ghosts of Gielinor are typically fairly weak creatures compared to standard 5th edition ghost statistics. For the most accurate portrayal of the ghosts of Gielinor, use the 5th edition statistics for the specter. For a more challenging and interesting encounter, however, consider instead using the 5th edition statistics for the ghost. Wooooooo woo! Wooooo woo wooooo woowoowoowoo Woo wooo. Wooooo woo woo? Woooooooooooooooooo! Spirits Spirits are a type of undead very similar to ghosts that typically take on form that looks very similar to their living self. The exact way that spirits come into existence is not fully understood, but it is known that some of them used to be ghosts, and became spirits by completing a ritual. Unlike ghosts, most spirits are peaceful. Some spirits are powerful enough to be able to speak with and be understood by humanoids without the use of a ghostspeak amulet. Crawling Hands Crawling hands are dismembered hands that have become undead creatures and can move and act on their own. They have an appearance similar to zombies, with gray, lifeless, and rotting flesh. There are two sizes of crawling hands, small and giant. While the smaller crawling hands are relatively unthreatening to the average adventurer, the largest crawling hands are much more powerful, capable of grasping their foes and crushing them like a constrictor snake. A Gielinor Bestiary — DragonZaid 162
Crawling Corpse Torsos Crawling corpse torsos are similar to zombies, but their bodies have been dismembered at the waist, leaving only the torso, arms, and head. These disturbing creatures were created by the now undead necromancer Dragith Nurn in his experiments with dead bodies stolen from the Lumbridge catacombs. A Gielinor Bestiary — DragonZaid 163 Giant Crawling Hand Large undead, neutral evil Armor Class 9 (natural armor) Hit Points 34 (4d10 + 12) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 16 (+3) 2 (-4) 10 (+0) 3 (-4) Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Understands the languages it knew in life but can't speak Challenge 1 (200 XP) Undead Fortitude. If damage reduces the hand to 0 hit points, 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 hand drops to 1 hit point instead. Actions Hit. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and if the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the hand can't attack another target. Squeeze. The hand tightly squeezes a creature that it has grappled. The target must make a DC 13 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful one. Crawling Hand Small undead, neutral evil Armor Class 10 (natural armor) Hit Points 9 (2d6 + 2) Speed 15 ft. STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 3 (-4) Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages Understands the languages it knew in life but can't speak Challenge 1/8 (25 XP) Actions Hit. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Aberrant Spectres Aberrant spectres are ghost-like creatures that have an extremely potent stench that is powerful enough to poison those who get too close. Additionally, they have sharp claws and teeth that can deliver painful blows, and even paralyze their foes. For the aberrant spectres of Gielinor, use the 5th edition statistics for the ghast. Corpse Spiders Corpse Spiders are another type of undead creature created by the necromatic experiments of Dragith Nurn. They are zombie-like creatures shaped similar to giant spiders, but the body of the spider is made from the dismembered and zombified head and torso of a humanoid. The head and torso face upwards, and large fangs poke out of the top of the head, where they normally would for an ordinary spider. These corpse spiders have a strong necrotic bite and have been known to incite fear upon those who come too close. A Gielinor Bestiary — DragonZaid 164 Crawling Corpse Torso Small undead, neutral evil Armor Class 9 (natural armor) Hit Points 13 (2d6 + 6) Speed 15 ft. STR DEX CON INT WIS CHA 14 (+2) 3 (-4) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Understands the languages it knew in life but can't speak Challenge 1/8 (25 XP) Undead Fortitude. If damage reduces the corpse torso to 0 hit points, 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 corpse torso drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Corpse Spider Medium undead, neutral evil Armor Class 14 (natural armor) Hit Points 15 (2d8 + 6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 5 (-3) Saving Throws Wis +1 Skills Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Understands the languages it knew in life but can't speak Challenge 1 (200 XP) Spider Climb. The corpse spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target must make a DC 12 Constitution saving throw, taking the necrotic damage on a failed save or half as much on a successful one. Mimic (Recharge 6). The corpse spider uses the rotting remnants of its vocal cords to produce a terrifying series of language-like sounds. Each creature within 20 feet of the corpse spider that can hear it must make a DC 12 Wisdom saving throw or become frightened for 1 minute. The 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 corpse spider's Mimic for the next 24 hours.
Ghasts Ghasts are deadly undead creatures somewhat similar to ghosts that haunt the Mort Myre Swamp in western Morytania. They are green and translucent and bear a vaguely humanoid appearance, with a torso, arms, and head. Their faces are skeletal with glowing green eyes, and they have large hands with long, sharp claws. Part of what makes them so dangerous is that, under normal circumstances, ghasts are impervious to all damage and conditions, even from magic. However, they can be infused with nature magic using a druid pouch, causing them to lose their translucence as well as their immunities, making them far less threatening. Ghasts are said to be created when a person dies in a very particular manner. When a humanoid starves to death in the perilous Mort Myre Swamp, their soul leaves their body and becomes a ghast. Due to the circumstances of their death, Ghasts themselves are stricken with a ravenous, insatiable hunger, attacking anyone who enters the swamp and snatching at their food, turning it to rot. Even if they survived the attack or escaped, an unfortunate traveler attacked by ghasts might not have enough food left to survive the rest of their trip. They might then die and become a ghast who will attack other people, and the vicious cycle continues. A Gielinor Bestiary — DragonZaid 165 Ghast Medium undead, neutral evil Armor Class 13 (natural armor) Hit Points 31 (7d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) Skills Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 11 Languages Understands the languages it knew in life but can't speak Challenge 2 (450 XP) Incorporeal Movement. The ghast 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. Ghastly Translucence. The ghast is translucent and nearly invisible until affected by a druid pouch. While translucent, the ghast is immune to all damage and conditions, can attempt to hide while not fully obscured, and has advantage on stealth checks. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage, and if the target is carrying food, up to 1 pound of the food becomes rotten and inedible.
Dragith Nurn About a century ago, a wizard from Lumbridge by the name of Dragith Nurn studied alongside many others at the Wizard's Tower in Misthalin. Dragith took an interest in necromancy, and some time during his studies, he secretly began studying some of the more foul and unholy Zamorakian branches of this magic. He grew very powerful from these studies, and eventually left the tower to create a workshop beneath Lumbridge where he could have more freedom to delve deeper into his work. He conducted many cruel and despicable necromantic experiments, stealing bodies from the Lumbridge cemetery, as well as capturing local animals, and creating undead creatures such as the crawling corpse torsos and corpse spiders. He kept these activities a secret, and they continued for several decades. In the year 129 of the Fifth Age, as Dragith was growing old, he became close friends with a young woman of Lumbridge named Xenia. Xenia learned of Dragith's secret experiments and, after some time, managed to convince him to give up his evil ways and turn to Saradomin. Dragith then oversaw the creation of Lumbridge's catacombs both to house the town's dead and to cover up his workshop, which had become overrun with his undead creations. Unfortunately for him, Dragith had previously cast an irreversible spell on himself that would resurrect him as an evil, undead being once he died. To prevent himself from causing any further harm to the town and its people, he sealed himself in his own workshop hidden beneath the catacombs before his death. At present day, Dragith has died and been turned into an evil, zombie-like creature as a result of the irreversible spell. He has lifeless, green skin which is rotting and torn, and glowing red eyes. He wears tattered wizard's robes and a spiked mask over his face. Although he has become undead, Dragith still possesses fairly powerful magic. A Gielinor Bestiary — DragonZaid 166 Dragith Nurn Medium undead, neutral evil Armor Class 12 (15 with mage armor) Hit Points 45 (7d8+14) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 17 (+3) 12 (+1) 15 (+2) Saving Throws Con +4, Int +5, Wis +3 Skills Arcana +5, History +5 Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Gnomish, Infernal Challenge 4 (1,100 XP) Spellcasting. Dragith Nurn is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Dragith has the following wizard spells prepared: Cantrips (at will): chill touch, mage hand, poison spray 1st level (4 slots): mage armor, magic missile, thunderwave 2nd level (3 slots): detect thoughts, invisibility, scorching ray 3rd level (2 slots): animate dead, fireball Turning Defiance. Dragith any undead within 30 feet of him have advantage on saving throws against effects that turn undead. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Ankou Ankou are strange undead creatures that resemble a combination of a ghost and a skeleton. They have full, visible skeletons surrounded by pink, ghostly bodies, and their eye sockets glow faintly with green light. Ankou are somewhat powerful undead whose touch can drain the life out of their foes. They can be found in the Wilderness and in some dungeons. Spiritual Creatures In the God Wars Dungeon deep beneath the Troll Country, spiritual warriors, rangers, and mages fight for the warring armies of Saradomin, Zamorak, Armadyl, and Bandos. These armies were frozen in ice by magic for thousands of years, only recently being uncovered, unknowing of the conclusion of the God Wars at the end of the Third Age. These creatures appear similar to ghosts, with wispy, translucent bodies wearing armor and carrying weapons that are decorated with the colors and symbols of their gods. The warriors wear armor and shields, the rangers carry longbows, and the mages wear ornate robes and carry staves. A Gielinor Bestiary — DragonZaid 167 Ankou Medium undead, neutral evil Armor Class 13 (natural armor) Hit Points 45 (7d8+14) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 3 (700 XP) Turn Resistance. The ankou has advantage on saving throws against effects that turn undead. Actions Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 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. Spiritual Warrior Medium undead, any alignment Armor Class 19 (half plate, shield) Hit Points 67 (9d8+27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Brute. A melee weapon deals one extra die of its damage when the spirit hits with it (included in the attack). Actions Multiattack. The spirit makes two attacks, only one of which can be its Life Drain. Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 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. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
A Gielinor Bestiary — DragonZaid 168 Spiritual Mage Medium undead, any alignment Armor Class 12 (15 with mage armor) Hit Points 67 (9d8+27) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 16 (+3) 17 (+3) 14 (+2) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. The spirit is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spirit has the following wizard spells prepared: Cantrips (at will): light, mage hand, ray of frost 1st level (4 slots): mage armor, protection from evil and good, shield, thunderwave 2nd level (3 slots): hold person, misty step 3rd level (3 slots): counterspell, lightning bolt 4th level (1 slots): greater invisibility, ice storm Actions Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 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. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Spiritual Ranger Medium undead, any alignment Armor Class 15 (studded leather) Hit Points 67 (9d8+27) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack. The spirit deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll. Actions Multiattack. The spirit makes two attacks, only one of which can be its Life Drain. Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 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. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Note: The statistics present here form a good basis for all spiritual warriors, rangers, and mages, but to better represent the spirits of the four different factions of the God Wars Dungeon, the GM might consider altering these statistics slightly to account for different races and spell and equipment preferences. Because these creatures are undead, racial differences can largely be ignored. Zamorakian spirits are Human-shaped. Their warriors might use maces instead of longswords, and their mages might place a heavier focus on necromancy spells or spells that deal fire damage. Saradominist spirits are also Human-shaped. Their mages might focus on spells that enhance their allies' abilities or deal radiant or lightning damage. Armadylean spirits are Aviansie-shaped. Their mages might focus more on utility spells, spells that conjure up wind and storms, or spells that deal thunder or lightning damage. Their warriors might use finesse or thrown weapons instead of longswords, and their rangers might use crossbows instead of longbows. In RuneScape, Armadylean spirits have the ability to fly. The GM might consider accounting for this by giving Armadylean spiritual creatures a flying speed of 45 feet, studded leather armor in place of any medium or heavy armor, and an increased challenge rating of 6. Finally, Bandosian spirits are Ork-shaped. Their mages might focus more on tactically oriented spells, such as those that enhance their abilities, improve their weapons, or provide crowd control. Their warriors might use battleaxes or warhammers instead of longswords. Skeletal Wyverns Skeletal wyverns are bony, undead forms of dragon-like creatures called wyverns. The exact circumstances of their creation are uncertain, but it is likely that they were created as part of the many experiments conducted on dragons by the Dragonkin. Skeletal wyverns possess the ability to breathe cold elemental energy which slows their enemies. Skeletal wyverns can be found in the freezing cold depths of the Asgarnian ice dungeon. Skeletal wyverns have a similar body structure to wyverns, with two legs, two winged arms, and long necks and tails. Because they are made up entirely of bones, their wings are little more than hollow bone structures similar in shape to the bones in bats' wings, and they lack the ability to fly. Also unlike the wyverns is the fact that they stand and walk bipedally, rather than the awkward and slow shuffling of the arms and legs that wyverns use. This is likely made possible by their reduced weight, and as a result, they can move slightly more quickly than wyverns can while on the ground. A Gielinor Bestiary — DragonZaid 169 Skeletal Wyvern Large undead, neutral evil Armor Class 14 (natural armor) Hit Points 90 (12d10+24) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 3 (-4) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities cold, necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages Understands Draconic but can't speak Challenge 5 (2,300 XP) Actions Multiattack. The skeletal wyvern uses its cold breath. It then makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Cold Breath. (Recharge 5-6) The skeletal wyvern exhales an icy blast in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and their speed is halved and they can't take reactions until the start of the skeletal wyvern's next turn. On a successful save, a creature takes half as much damage and suffers no further effects.
The Barrows Brothers Long ago in the Third Age, there were six warrior brothers, Torag, Dharok, Guthan, Verac, Karil, and Ahrim. One evening in a drunken stupor fueled by the loss of his lover, Guthan accidentally killed a high-ranking commander of Saradomin's forces. Desperate to escape the impending investigation and execution for his crime, Guthan took a deal from a powerful Zarosian Mahjarrat named Sliske. Under this deal, Guthan and all his brothers would be granted superhuman power and join the Saradominist crusades into the evil lands of Morytania. Who would suspect a great hero of Saradomin of such a murder? He managed to convince his brothers to take the deal, and they soon set off for the crusades. During the crusades, the brothers quickly became renowned for their prowess in battle. With their newfound powers, the brothers were stronger, faster, and seemingly invincible in combat. They fought among Saradomin's army, defeating countless undead, demonic, and beastly creatures with ease. These powers came at a cost, however, and eventually the brothers sustained infectious wounds after an evening of battle. That night, all six of them fell deathly ill. No treatment that their colleagues could give them was able to help, and all six died on that night. For the next several days, the army set up camp so that they could construct graves for the brothers where they died, in central Morytania. They built a barrow for each of the brothers before making their retreat, for without them they couldn't hold back Zamorak's evil forces any longer. Once the armies left, Sliske, who had been watching their crusades closely, approached the barrows and corrupted their bodies, raising them from the dead to become powerful wights. The six wights now guard fabulous riches and powerful magical items. They wear ghastly green armor decorated with skulls and spikes and have translucent, green bodies. They are now known as Torag the Corrupted, Dharok the Wretched, Guthan the Infested, Verac the Defiled, Karil the Tainted, and Ahrim the Blighted. Torag the Corrupted Torag the Corrupted is one of the most well-protected of the wights, sporting full plate armor. He attacks with two hammers which can slow his enemies. A Gielinor Bestiary — DragonZaid 170 Torag the Corrupted Medium undead, neutral evil Armor Class 19 (Torag's plate armor) Hit Points 91 (14d8+28) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2) Skills Perception +4, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Torag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Corruption. Torag's curse causes his enemies to be slowed when he damages them. When Torag deals damage with his hammers, the target's speed is reduced by 5 feet, stacking up to three times. The effect lasts for 1 minute or until Torag is destroyed. Actions Multiattack. Torag makes three attacks. Torag's Hammers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Dharok the Wretched Dharok is one of the most physically strong of the wights. He wields a massive greataxe and grows stronger as he sustains damage. Guthan the Infested Guthan the Infested is one of the bulkiest of the wights. He wields a large, two-handed spear and can siphon the life from his enemies. A Gielinor Bestiary — DragonZaid 171 Dharok the Wretched Medium undead, neutral evil Armor Class 16 (Dharok's half plate) Hit Points 97 (13d8+39) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Skills Perception +4, Stealth +3 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Dharok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Relentless Endurance (1/Day). When Dharok is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. Wretched Strength. Dharok's curse causes him to grow in strength as he sustains damage in battle. When Dharok deals damage with his greataxe, he deals an extra 1d8 damage if below half his hit point maximum, or an extra 1d12 damage if below one quarter his hit point maximum. Actions Multiattack. Dharok makes two attacks. Dharok's Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Guthan the Infested Medium undead, neutral evil Armor Class 17 (Guthan's chain mail) Hit Points 119 (14d8+56) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 15 (+2) Skills Perception +4, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Guthan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Infestation (1/Turn). Guthan's curse causes him to steal the lifeforce of his enemies as he inflicts damage upon them. When Guthan deals damage with his warspear, he can choose to regain hit points equal to half the damage dealt. Actions Multiattack. Guthan makes two attacks. Guthan's Warspear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Verac the Defiled Verac the Defiled is among the most lightly armored of the wights, wearing only a brassard on his upper body. He wields a spiky flail that can deal particularly potent damage. Karil the Tainted Karil the Tainted is the most agile of the brothers and wears magical leather armor. He attacks with a massive crossbow that can fire several times before needing to be reloaded and drain the agility of his enemies. A Gielinor Bestiary — DragonZaid 172 Verac the Defiled Medium undead, neutral evil Armor Class 16 (Verac's brassard) Hit Points 112 (15d8+45) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Skills Perception +4, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Verac has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Defiler. Verac's curse causes his attacks to be particularly potent. When Verac hits with his flail, the attack ignores any resistances and immunities and he can choose to cause the attack to deal an extra 1d8 damage. Once Verac uses this extra damage, he can't use it again until the start of his next turn. Actions Multiattack. Verac makes two attacks. Verac's Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Karil the Tainted Medium undead, neutral evil Armor Class 17 (Karil's studded leather) Hit Points 84 (13d8+26) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 15 (+2) Skills Perception +4, Stealth +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Karil has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Battle Ranger. Karil isn't imposed disadvantage on attack rolls with his crossbow while a hostile creature is within 5 feet of him. Tainted Shot. Karil's curse causes his attacks to drain the agility of his enemies. When Karil deals damage to a creature with his crossbow, the target's Dexterity score is reduced by 1. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Actions Multiattack. Karil makes two attacks with his crossbow. Karil's Crossbow. Melee Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Ahrim the Blighted Ahrim is the only magic user of the wights. He wears battle robes which offer him slight protection and can use all sorts of destructive magic which can drain the fortitude of his enemies. As the campaign moved deeper into the dark lands the stranger appeared with greater frequency, often appearing on a rise near a battle and watching over it. The most disturbing thing was how his presence started to affect the brothers, they became distracted and on occasion even received injuries that required attention. It was deep in the heart of the enemies' territory, in the failing light of dusk, that the enemy struck back. Great monstrosities swept through the camps tearing at all in their path, soldiers scattered like chaff in the wind before the onslaught. The brothers, valiant as ever, stood back to back before the enemy and fought with all their might. As dawn broke the enemy fled the battle, moving faster than any man could give chase. It was as the soldiers went about rebuilding the camp that the brothers collapsed at their camp fire, they lay as though dead, yet breathing, muttering in strange tongues. Their injuries were found swollen and infected, none of the physicians knew what to do, it was like no infection they had ever seen before. all through the day the brothers were tended and cared for while the soldiers waited nervously for their heroes to rise once again. It was then, just as the sun's last rays vanished behind the horizon, that all hope was lost. As if on cue all the six brothers sighed one last breath and died. It was only then that the stranger was seen once again, standing on a rise just outside the camp. As was the custom at the time, out of honour and respect for the mighty fallen, they constructed six great barrows for the brothers. A crypt for each brother covered in a small hill of earth that would hold their remains undisturbed by predators. The work took many days, for each night the enemy returned and the soldiers had to flee back inside their camp to wait away the night to the sounds of howling and scratching at the fences. But each day they resumed their work, their sense of duty to the brothers surmounting their fear of the dark forces in the land. On the last day the assembled troops buried the brothers inside their stone tombs, then with great reverence, but little ceremony, they covered the tombs with earth. As the army broke camp and turned to march back to their lands the stranger was seen once again, standing atop the central barrow... standing tall against the failing light with his arms outstretched to the sky. A Gielinor Bestiary — DragonZaid 173 Ahrim the Blighted Medium undead, neutral evil Armor Class 13 (Ahrim's battle robes, 16 with mage armor) Hit Points 71 (11d8+22) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 15 (+2) 17 (+4) 13 (+1) 15 (+2) Skills Perception +4, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, Ahrim has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting. Ahrim is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). Ahrim has the following wizard spells prepared: Cantrips (at will): chill touch, poison spray, prestidigitation 1st Level (4 slots): burning hands, mage armor, magic missile 2nd level (3 slots): mirror image, shatter, misty step 3rd level (3 slots): counterspell, lightning bolt, vampiric touch 4th Level (1 slots): ice storm, blight Blighted Aura. Ahrim's curse causes his magic to drain the constitution of his enemies. When Ahrim damages a target with a spell that can target only one creature, he can choose to cause the spell to reduce the target's Constitution score by 1d4. The target dies if this reduces its Constitution to 0. Once Ahrim uses this ability, he can't use it again until the start of his next turn. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Acknowledgements I have a couple of people to whom I owe a huge debt of gratitude for my ability to complete this massive project. Firstly, I'd like to thank all the people at Jagex who took part in creating the wonderful world of Gielinor. Your creativity inspired me to take great interest in RuneScape's world. I'd like to thank the incredible editors of the RuneScape Wiki. Without this amazing resource, none of this would have been possible. I'd also like to thank my brother who first introduced me to RuneScape when we were kids. Nolen, I miss you dearly. My friend Unknown helped me out a few times with refining and coming up with ideas, so I'm thankful for them as well. Finally, I'd like to thank my wonderful significant other, whom I love greatly, for supporting me all the way. You are what makes life worth living. I need your help! I really appreciate the time and effort you've taken to read this document and use its contents! Despite spending countless hours carefully writing and assessing its content to ensure good quality and balance, there is no way I could ever playtest everything that it contains. That's where you come in! If you've used something in Plane Shift: Gielinor, I would really appreciate it if you reach out to me to give me your feedback. I hope that with the help of other GM's and players, I can receive feedback on its contents and make lots of improvements and adjustments! Can't get enough? If you want to discuss this document, share your content, or discuss the creations of other Gielinorian GM's and players, please join us in the RuneScape DnD Discord server or the RuneScapeDnD Subreddit! If you have feedback, questions, or would like to discuss this document with me directly, you can reach me on Reddit at u/DragonZaid or on Discord at DragonZaid#6934. Change Log 2/12/21: First released. 2/17/21: Fixed several typos and made minor changes to the Bestiary. 3/16/21: Updated Ilujanka traits. 4/15/21: Minor image edits and typo fixes. 9/28/22: Added Channel Divinity options to Class Options. Updated flying races to current 5e standards. 1/20/23: Class Options made a distinct section. Added 3 subclasses to Class Options. Added Mahjarrat stat block to Humanoids. 3/25/23: Added Druid: Circle of Guthix WWW.GMBINDER.COM