T Nightshades here are corners of the multiverse so hazardous to the living that they are simply left absent from planar models or posited as theoretical devices more conceptual than physical, lest some brave and foolish youth attempt to reach them. Make no mistake, however, the negative plane is real, and the vile and hateful beings that reside there await any opportunity to intrude upon this realm and cure it of the chaotic and transient phenomenon of life, replacing it with an eternal stillness sprung from their own image. Nightshade Lore Arcana DC 10: Plagues of undeath invariably spread in the wake of a nightshade's passage, so powerful is the negative energy they radiate. Even corpses that aren't fully cursed to undeath still twitch incessantly once exposed to a nightshade, their clouded eyes unblinkinly tracking passersby. Arcana DC 15: As creatures of pure death and shadow, magics of healing and light are as harmful to nightshades as magics of death are to the living. Arcana DC 20: All nightshades appear surrounded in an aura of pure death, which can slay the living by their mere presence. Nature DC 15: Corpses left in the wake of a nightshade do not decay, so suffused are they with the energy of death, only slowly dessicate. Nature DC 20: Unseasonable eclipses are often the first sign of a nightshade's approach, followed rapidly by the sudden extinguishing of all but the most powerful magical lights, as their shadowy natures cannot abide bright light for long without disintegrating. Encounter Groups CR 19 Encounter 12,475 XP 1 Nightwing (CR 14) 3 Cult Fanatic of Night (CR 1) 15 Cultists of Night (CR 1/8) CR 27 Encounter 44,000 XP 1 Nightwalker (CR 20) 1 Wheep (CR 11) 10 Voidsoul Specters (CR M10)
Nightwing Huge undead, chaotic evil Armor Class 17 (Natural Armor) Hit Points 230 (20d12 + 100) Speed 20 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 21 (+5) 9 (-1) 18 (+4) 8 (-1) Saving Throws DEX +9, CON +10 Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Attacks made without Advantage Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 120 ft. (penetrates magical darkess), Passive Perception 14 Challenge 14 (11,500 XP) Annihilating Aura. A living creature that starts its turn within 30 feet of the nightwing must succeed on a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage. Light Eater. The area in a 1 mile radius around the nightwing is illuminated with dim light. Nonmagical sources of bright light are instantly extinguished in this area, as are areas of light created by a spell of 5th level or lower. Celestial bodies appear to be eclipsed. If the nightwing starts its turn in Bright Light, it takes 25 radiant damage. Darkness Made Flesh. If the nightwing would receive magical healing, it instead must succeed on a Constitution saving throw against the spellcaster's save DC or take an equal amount of radiant damage, or half as much on a success. On a success or failure, attacks made against the nightwing have advantage until the beginning of its next turn and the nightwing becomes momentarily insubstantial, dropping each creature it is grappling and forcing each creature climbing on it to succeed on a DC 18 Dexterity saving throw or fall off. On a success or failure, attacks made against the nightwing have advantage until the beginning of its next turn. Implacable. If the nightwing fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The nightwing makes two attacks, one of which it may replace with a use of its Insubstantiate or Writhing Wake, if available. Shadow Talons. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 18). Rain of Rot. Ranged Spell Attack: +8 to hit, range 120 ft., one target directly below the nightwing. Hit: 14 (4d6) necrotic damage. A creature grappled by the nightwing has disadvantage on this saving throw. Insubstantiate. The nightshade turns to shadow until it makes an attack. While in this form, corporeal creatures climbing on it fall through it, its speed is doubled, and it 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. Writhing Wake (Recharges when the Nightwing uses its Death Scream). The nightwing moves up to its fly speed, and the shadows in a 15-foot wide section of the ground it passes over darken and begin to writhe, coalescing into four Shadows that appear in unoccupied spaces, act on the nightwing's turn, and last for a minute.. Death Scream (Recharge 5-6). The nightwing lets forth a horrid scream that melts flesh and shatters bones. Each creature in a 30 foot cone must succeed on a DC 18 Constitution saving throw or take 28 (8d6) necrotic plux 18 (4d8) thunder damage, or half as much damage on a success. A creature that fails by 5 or more has blood well up from its eyes, ears and nose, and is Blinded until it takes an action to clear its eyes or receives any magical healing. Reactions Swooping Doom (1/Day). As a reaction to being reduced below 116 hit points, the nightwing uses its Insubstantiate and dives up to 80 feet. Each creature it passes within 30 feet of with this movement must succeed on a DC 18 Charisma saving throw or be afflicted with a Curse of Doom. While cursed in this way, the creature acquires a Doom counter each time it takes necrotic damage. If the creature drops to 0 hit points while cursed, it immediately fails one Death Save for each Doom counter it has.
Nightwing Lore History DC 20: The ritual to summon a nightwing can be performed only during an eclipse and requires a great number of violent deaths, frequently leading cults intent on ushering one into the material to engineer or manipulate great wars, that they may use the lives spent to fuel their evil magics. Nightwing Tactics Nightwings begin combat with their writhing wake, then grasp a creature with their shadow talons and carry it off. If it starts its turn with a creature grappled, the nightwing uses its Death Scream whenever available, trying to hit at least three enemies. The nightwing uses its Insubstantiate whenever it has two or more creatures climbing on it, diving into the ground and springing up on the following turn. Once the nightwing uses its Swooping Doom, it preferentially targets creatures that fail their save against the Curse of Doom. Nightcrawler Lore Survival DC 25: Some so-called "bottomless pits" of the shadowdark are actually due to intrusions of nightcrawlers, burrowing up from beneath the bottom of the world. Though they find the inert stone of the deep world more comfortable, they are inexorably driven to the surface by their unquenchable hatred of the living. Nightcrawler Tactics Nightcrawlers begin combat with their Terror From the Deep, then follow up with their Rotting Regurgitation. If subjected to Bright Light, they burrow away, returning with their Terror From The Deep to try to ambush the creature producing the light. If attacked by flying creatures wielding radiant magics, they hit-and-run with their Utterblack Bile, trying each turn to end their turn underground. Otherwise, they are content to fight on the surface and try to swallow as many creatures as quickly as possible.
Nightcrawler Gargantuan undead, chaotic evil Armor Class 14 (Natural Armor) Hit Points 455 (26d20 + 182) Speed 30 ft., burrow 60 ft. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 24 (+7) 6 (-2) 13 (+1) 8 (-1) Saving Throws STR +14, CON +13 Skills Perception +7 Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Attacks made without Advantage Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Tremorsense 120 ft., Passive Perception 17 Challenge 19 (22,000 XP) Annihilating Aura. A living creature that starts its turn within 30 feet of the nightcrawler must make a DC 19 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage, or 21 (6d6) if it inside the nightcrawler. Light Eater. The area in a 1 mile radius around the nightcrawler is illuminated with dim light. Nonmagical sources of bright light are instantly extinguished in this area, as are areas of light created by a spell of 5th level or lower. Celestial bodies appear to be eclipsed. If the nightcrawler starts its turn in Bright Light, it takes 25 radiant damage. Anti-Life Nature. If the nightcrawler would receive magical healing, it instead must succeed on a Constitution saving throw against the spellcaster's save DC or take an equal amount of radiant damage, or half as much on a success. On a success or failure, attacks made against the nightcrawler have advantage until the beginning of its next turn. Tunneler. The nightcrawler can burrow through solid rock at half its burrow speed and leaves a 10-footdiameter tunnel in its wake. Gargantuan Stature. A creature adjacent to the nightcrawler may spend its full movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto the nightcrawler. While climbing on the nightcrawler, a creature has advantage on melee attacks against the nightcrawler. Implacable. If the nightcrawler fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The nightcrawler attacks twice with its Utterblack Bile. Corpsechurn Maw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed. A swallowed creature is Blinded and Restrained, and its attacks bypass the nightcrawler's damage resistances. If the nightcrawler takes 20 or more radiant damage from a single source, it must succeed on a DC 19 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Utterblack Bile. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 27 (6d8) necrotic damage and the target is coated in inky black bile. Until a creature takes an action to clear it, if the creature casts a spell, the spell doesn't take effect until the beginning of its following turn. Terror From the Deep (Recharges when the Nightcrawler uses its Rotting Regurgitation). The nightcrawler moves up to its burrow speed, then bursts from underground thrashing in a flurry of debris. Each creature in a 15 foot radius must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone, or half damage on a success. As a Bonus Action, the nightcrawler may make a bite attack against a creature that failed this saving throw. Rotting Regurgitation (Recharge 5-6). A tide of corpses spews forth from the nightcrawler in a 30 foot cone. The area becomes difficult terrain, and each creature in the area must succeed on a DC 19 Strength saving throw or take 22 (5d8) bludgeoning damage and be knocked prone, or take half as much damage on a success. At initiative count 0, 10 (3d6) of the corpses rise as Zombie Rotters.
Nightwalker Lore Arcana DC 20: On the exceedingly rare occasion that a living creature, through guile or luck, enters the negative plane without immediately being annihilated, it's soul immediately becomes anchored there, used to fuel the intrusion of a nightwalker into the material realm. The death of the nightwalker spells certain doom for such a trapped creature, as only the nightwalker's voluntary return to its plane can unseal the magics preventing its escape. History DC 20: Though the ritual of a nightwalker's summoning or creation seems invariably to destroy its caster utterly, leaving not even dust behind, nightwalkers nevertheless seem to exhibit an odd fasciation with locations and people significant to their summoner, though their arrival heralds nothing but death regardless of their summoner's proclivities. Nightwalker Tactics Nightwalkers use their Finger of Doom whenever available, targeting creatures cursed by it with their Ennervating Focus. While their Finger of Doom is recharging, they use Drown in Death, targeting a cursed creature, whenever they are not already concentrating on it. Nightwalkers preferentially target clerics, druids, and paladins, and will immediately focus all of their attacks on any creature that subjects it to Bright Light. Nightwalker Huge undead, chaotic evil Armor Class 19 (Natural Armor) Hit Points 297 (22d12 + 154) Speed 40 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 22 (+6) 19 (+4) 24 (+7) 9 (-1) 6 (-2) 8 (-1) Saving Throws STR +12, DEX +10, CON +13 Skills Perception +10 Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Attacks made without Advantage Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 120 ft. (penetrates magical darkess), Passive Perception 18 Challenge 20 (25,000 XP) Annihilating Aura. A living creature that starts its turn within 30 feet of the nightwing must succeed on a DC 18 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Light Eater. The area in a 1 mile radius around the nightwalker is illuminated with dim light. Nonmagical sources of bright light are instantly extinguished in this area, as are areas of light created by a spell of 5th level or lower. Celestial bodies appear to be eclipsed. If the nightwalker starts its turn in Bright Light, it takes 25 radiant damage. Anti-Life Nature. If the nightwalker would receive magical healing, it instead must succeed on a Constitution saving throw against the spellcaster's save DC or take an equal amount of radiant damage, or half as much on a success. On a success or failure, attacks made against the nightwalker have advantage until the beginning of its next turn. Huge Stature. A creature adjacent to the nightwalker may spend half of its movement to attempt a DC 14 Strength (Athletics) check. On a success, the creature climbs onto the nightwalker. While climbing on the nightwalker, a creature has advantage on melee attacks against the nightwalker. Actions Multiattack. The nightwalker makes two attacks with its ennervating focus, one of which it may replace with a use of its Finger of Doom, if available. Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage and the target must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by the same amount until it finishes a Long Rest. Drown in Death (Concentration). One creature within 120 feet that is in Dim Light or Darkness must succeed on a DC 21 Dexterity saving throw or fall into its shadow (escape DC 21). A creature that fails this save by 5 or more cannot hold its breath. While in its shadow, a creature is Blinded, cannot breathe, and takes 45 (10d8) necrotic damage at the end of each of its turns. A creature that ends its turn in its shadow while afflicted with a Curse of Doom ceases to exist and can't be revived by any means short of a Wish spell. Finger of Doom (Recharge 5-6). The nightwalker points at one creature it can see within 300 feet. The target must succeed on a DC 21 Charisma saving throw or be afflicted with a Curse of Doom. While cursed in this way, the creature acquires a Doom counter each time it takes necrotic damage. If the creature drops to 0 hit points while cursed, it immediately fails one Death Save for each Doom counter it has.
Quell Quell Lore Religion DC 10: Mortals consumed in life by a hatred for and aversion to the divine occasionally persist as quells in undeath, creatures of pure divine rejection. Religion DC 15: The very presence of a quell diminishes the local power of divine magics, and several working in concert are capable of interfering with even powerful divine workings. They are much sought after as undead servants by those who expect to invoke the wrath of religious sects. Quell Tactics When encountered alone, quells drift at a distance, casting down mockery and insults at those faithful to the gods, then fleeing once damaged to return when the party is engaged with another threat. When supporting allies, the quell keeps as many of them within its quelling field as it can, using its wispy clutch on any who enter its range but otherwise refusing to leave the safety of its allies, preferring to waste half its multiattack rather than leave the cover of its allies. It preferentially targets creatures wielding holy symbols or performing any sort of worship or divine magic. Quell Medium undead, chaotic evil Armor Class 13 (Natural Armor) Hit Points 91 (14d8 + 28) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 15 (+2) Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Turned, Unconscious Senses Darkvision 60 ft., Passive Perception 12 Languages The languages it knew in life Challenge 4 (1,100 XP) Spectral Weapons. The quell's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Quelling Field. If the quell is not in sunlight, the quell and each creature within 15 feet of it have advantage on saving throws against spells and magical effects with a divine source, such as those cast by clerics or paladins, and resistance to damage dealt by such magic. Actions Multiattack. The quell makes two attacks, one of which it may replace with a use of its Bitter Glare. Wispy Clutch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing plus 5 (1d10) necrotic damage and the target is grappled (escape DC 8). A creature may attempt to escape this grapple as a Bonus Action. Bitter Glare. One creature the Quell can see within 30 feet must succeed on a DC 12 Wisdom saving throw or take 13 (3d8) psychic damage as it experiences the true alienness and amorality that belies the gods' benevolent demeanor. A cleric or paladin targeted with this ability has advantage on saving throws against this effect, but vulnerability to the damage dealt by it. Reactions Intercession. As a reaction when a creature within 60 feet the quell can see casts a spell or produces a magical effect with a divine source, the quell forces the creature to succeed on a DC 12 Charisma saving throw or have the spell or magical effect fail.
Ragewind Ragewind Lore Religions DC 15: Ragewinds are a form of spiritual detritus left in the wake of great battles, the spent fighting spirit of thousands or tens of thousands coalesced into a single entity of terror and bloodlust, chaotically bound and steered by the myriad souls trapped in its spiritual gravity. Ragewind Tactics Ragewinds bounce chaotically from enemy to enemy, moving over each and making one or two attacks against it as it does, and using its Chipped Sword Flurry whenever it can hit at least three enemies with it. They make no particular effort to target any specific creature, but prioritize using weapons recently stolen with their Thieving Wind reaction. Ragewind Huge undead, chaotic evil Armor Class 19 (Natural Armor) Hit Points 367 (35d12 + 140) Speed fly 120 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 21 (+5) 19 (+4) 13 (+1) 13 (+1) 12 (+1) Saving Throws INT +7, WIS +7, CHA +7 Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Blindsight 60 ft., Passive Perception 11 Challenge 20 (25,000 XP) Storm of Blades. The ragewind may enter a hostile creature's space and stop there. A creature that starts its turn in the ragewind's space, or whose space the ragewind enters for the first time in a turn, must succeed on a DC 19 Strength saving throw or take 10 (3d6) slashing damage and be carried aloft and restrained within the ragewind (escape DC 19). Weapon Trove. Whenever the ragewind misses a creature with a melee weapon attack, the creature may use its reaction to attempt a DC 19 Strength (Athletics) or Dexterity (Athletics) check. On a success, the creature wrests the weapon from the ragewind's grasp. Conductive Array. Attacks that deal lightning damage have advantage against the ragewind, and it has disadvantage on saving throws against effects that deal lightning damage. Implacable. If the ragewind fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The ragewind makes six attacks, no more than two of which may be with the same weapon. Ragetouched Geistblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage and the target must make a DC 15 Wisdom saving throw. On a failed save, the creature must attack the ragewind on its following turn or else take 5 (1d10) psychic damage. Shieldcleaver Axe, +2. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) slashing damage. On a critical hit, the AC bonus granted by the target's armor or shield is permanently and cumulatively reduced by 2. Bladeshaving Shrapnel. Ranged Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage and the target must succeed on a DC 19 Constitution saving throw or be Blinded until the beginning of the ragewind's next turn. Cannonball (Recharge 5-6). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage and the target must succeed on a DC 19 Constitution saving throw or be Stunned until the end of the Ragewind's next turn. Chipped Sword Flurry. Each creature in the ragewind's space must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much on a success. Reactions Thieving Wind. As a reaction to being missed with a melee attack, the ragewind forces the attacker to succeed on a DC 19 Strength saving throw or have its weapon wrenched away. The ragewind may wield any weapon dropped in this way as though it were both proficient with and attuned to the weapon.
Revenants Revenant Lore Arcana DC 10: A revenant, once risen, has a year and a day to exact its vengance before the magic animating it weakens and fades, and nothing short of a Wish spell can prevent its continued assault. Arcana DC 15: Revenants are capable of magically tracking those they have sworn vengeance against through nearly all forms of magical subterfuge and obfuscation, though attempts to create purpose-made revenants for tracking specific targets have invariably failed. History DC 10: "The murderer fills two graves, " as the old saying goes. The dangers of provoking vengeance from beyond the grave are considerable enough that few are reckless or mad enough to brave them. History DC 15: For all but the most privledged, the sworn vengeance of a revenant is a sure death sentence, as even if destroyed the revenant's spirit will simply posess another body, and then another, until its vengeance is wrought. History DC 20: Murderers often try to hide their identity during the act, even if no witnesses are present, in the superstitious hope of dissuading their victim from seeking revenge as a revenant. This hope is a vain one, of course, as a revenant always unerringly finds its sworn foe. Nature DC 15: Revenants arise when a creature's spirit and animus remain bound together by a powerful emotion or oath in the moment of death, typically the desire for vengeance. Unlike many other forms of undead, a revenant's strength is not proportional to its strength in life, but rather to the intensity of its binding emotion or oath. Religion DC 15: The strong emotions that persist in the recently dead fade quickly if not entrenched by the pall of undeath; if a revenant or ghost does not arise within a tenday of its death it is likely to remain at rest. Clerics are often called upon to bestow a spell of Gentle Repose upon the recipients of state violence, lest the streets fill with executed undesirables demanding appeal. Revenant Retainer Tactics Revenant retainers cooperate intelligently and with purpose, using their Spiteful Shove to clear a path to their sworn foe, then shoving it prone and using their greaved Stomp in groups of five. When given the opportunity to Pile On, typically one reveant will take the reaction if against a foe the revenants consider unimportant, but up to five of them will take the reaction if against a foe the revenants have sworn vengeance against. Questing Revenant Tactics Questing Revenants move unerringly toward their sworn foe, without regard to self preservation. Once the creature is grappled, they use their Pronouncement of Guilt on it until it is cursed, then repeatedly attack it until it is dead or they are. If defeated, it possesses the nearest corpse after 24 hours and immediately returns to try again. If the revenant fails several times, it may attempt a more indirect approach, attacking at a moment of weakness or confusion. Revenant King Tactics The revenant king begins combat with its Pronouncement of Guilt, which it repeats until its primary foe is Cursed. Afterwards, it uses its Revenant's Breath whenever available, prioritizing raising allies over dealing damage. It typically uses its Shield Bash to move intervening foes out of the way so it can get to its primary target, saving its Thirsting Blade for creatures it has sworn vengeance against. It uses its Swear Vengeance sparingly, typically only if a creature provides a serious impediment to reaching its intended target, saving its reaction for Vengeful Smash most of the time. It tries to use Betrayal's Debt at least once each turn, otherwise preferring to Call Upon Oaths whenever the opportunity presents itself. It uses its Seething Glare to keep a powerful melee threat at bay that it has no interest in fighting. Once its mythic trait is active, the revenant king uses Rend Flesh From Bone each turn, if it can.
Revenant Retainer Medium undead, neutral Armor Class 16 (Chain Mail) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 9 (-1) Damage Resistances Necrotic, Psychic Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Passive Perception 11 Languages the languages it knew in life Challenge M10 (1,180 XP) Cursed Resilience. When the revenant is reduced to 0 hit points, it does not die or fall unconscious immediately. Instead, it survives until the end of its next turn before dying. If the revenant takes radiant or fire damage while at 0 hit points, it is destroyed. Oathrisen. If the revenant is released from its oaths, either through completion of its task, or by the assent or destruction of its liege lord, it is destroyed and crumbles to dust. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Actions Spiteful Shove. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning plus 3 necrotic damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Greaved Stomp (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. Hit: 7 bludgeoning plus 3 necrotic damage. Reactions Pile On (Group Reaction). As a reaction when a creature within 5 feet of the revenant attempts to stand from prone, the revenant falls prone in the creature's space. The creature must succeed on Strength saving throw with DC equal to 8 plus the number of revenants that took this reaction or stay prone and be restrained (escape DC 14). Questing Revenant Medium undead, neutral Armor Class 13 (Leather Armor) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) Saving Throws STR +7, CON +7, WIS +6, CHA +7 Damage Resistances Necrotic, Psychic Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned, Turned Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) Cursed Resilience. When the revenant is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to use its multiattack and releases all grappled creatures, and must succeed on a DC 12 Wisdom saving throw at the end of each of its turns or die. If the revenant takes radiant or fire damage while at 0 hit points, it is killed immediately. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. Actions Multiattack. The revenant makes two fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). A target against which the revenant has sworn vengeance takes an extra 14 (4d6) necrotic damage. Pronouncement of Guilt. One creature that is grappled by the revenant and against which it has sworn vengeance must succeed on a DC 15 Charisma saving throw or be cursed. While cursed in this way, its movmeent speed is halved, it can't teleport, and it has vulnerability to necrotic damage. When a cursed creature takes the dash action, it must succeed on a DC 15 Dexterity saving throw or fall prone.
Revenant King Medium undead, lawful evil Armor Class 18 (Chain Mail, Shield) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) Saving Throws STR +9, CON +9, WIS +8, CHA +9 Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned, Turned Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 14 (11,500 XP) Immortal Blood. If the revenant is destroyed and its body is not interred in its ancestral crypt, its soul lingers. After 1d10 years, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Betrayer's Doom (Mythic Trait, 1/Day). When the revenant is reduced to 0 hit points, it appears to die or fall unconscious but does not. Instead, at the beginning of its next turn it gains 136 temporary hit points and rises once more, and immediately recharges its Revenant's Breath. Actions Multiattack. The revenant makes two melee attacks. Thirsting Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. A target against which the revenant has sworn vengeance takes an extra 14 (4d6) necrotic damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is pushed 5 feet away. Pronouncement of Guilt. One creature within 30 ft. against which the revenant has sworn vengeance must succeed on a DC 17 Charisma saving throw or be cursed. While cursed in this way, the creature's movmeent speed is halved, it can't teleport, and it has vulnerability to necrotic damage. When a cursed creature takes the dash action, it must succeed on a DC 17 Dexterity saving throw or fall prone. Revenant's Breath (Recharge 5-6). The revenant exhales a freezing mist that creeps across the ground in a 30 ft. cone, then is drawn into any humanoid corpses in the area. Each living creature in the area must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold plus 14 (4d6) necrotic damage. Humanoid corpses in the area rise as Revenant Retainers under the revenant's control. Reactions Vengeful Smash. As a reaction to a creature missing it with a melee attack, the revenant makes a shield bash attack. If it hits, the target must make a DC 17 Constitution saving throw or be stunned until the end of the mist noble's next turn. Swear Vengeance. As a reaction to being targeted with an attack or harmful spell, the revenant swears vengeance against the attacker or spell caster. Legendary Actions The revenant can take 3 legendary actions, choosing from the options below. Call Upon Oaths. One allied creature that died since the end of the revenant's last turn returns to life with one hit point. Seething Glare. One creature within 60 feet the revenant can see must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of the revenant's next turn. Betrayal's Debt. One creature affected by the revenant's Pronouncement of Guilt must succeed on a DC 17 Strength saving throw or be dragged up to 15 feet directly toward the revenant. A Frightened creature that fails this save additionally takes 5 (1d10) psychic damage. Mythic Actions If the revenant's mythic trait is active, it can use the options below as legendary actions, as long as it has temporary hit points from its Betrayer's Doom. Rend Flesh From Bone (Costs 2 Actions). One creature within 5 feet that the revenant has sworn vengeance against must succeed on a DC 17 Constitution saving throw or take 22 (4d10) necrotic damage. A creature reduced to 0 hit points in this way must immedietly succeed on an additional DC 17 Constitution saving throw or have its flesh boil away, leaving only shattered and blackened bones.
Serpentir Serpentir Lore Arcana DC 15: While serpentirs are a purely artificial necromantic animate, they aren't particularly well-regarded as undead servants, as they do not understand any but the most basic commands and have a tendency towards insubordination, perhaps due to telepathic feedback between their two witless heads. History DC 20: Serpentirs are highly territorial, solitary ambush hunters, and when created are most often used as weapons of terror and general area denial rather than in any real tactical capacity. The telltale rhythm of their scuttling, prehensile ribs on stone is a sure sign that a serpentir attack is imminent, though they may stalk their prey for hours waiting for an apparent moment of vulnerability before attacking. Serpentir Tactics Serpentirs follow their prey from stealth until they sense a moment of distraction or vulnerability, then use their Scuttling Overrun to pass as many creatures as possible into their Churning Ribs. Once they have at least one creature in their ribs, they typically flee, often down a path they have scouted in advance that is difficult to pursue them along, such as a steep cliff face or down a mineshaft. If they manage to kill a creature and escape, they continue to shadow its group, setting the creature's remains ahead of them and ambushing whenever an opportunity presents itself. Serpentir Large undead, lawful evil Armor Class 14 Hit Points 120 (16d10 + 32) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 4 (-3) 13 (+1) 14 (+2) Skills Stealth +6, Perception +3 Damage Vulnerabilities Bludgeoning Damage Immunities Cold, Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 13 Challenge 4 (1,100 XP) Bonesense. The serpentir can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Double Actions. The serpentir rolls initiative twice, and acts on each of them. Churning Ribs. A prone creature that ends its turn grappled by the serpentir is passed into its churning ribs. While there, a creature is restrained (escape DC 14) and takes 7 (2d6) piercing damage at the start of each of the serpentir's turns. Actions Scrabbling Arms. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 14). Anklebite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage and the target must succeed on a DC 14 Strength saving throw or fall prone. Scuttling Overrun (Recharge 6). The serpentir moves up to its speed in a straight line, and may move through the space of any Medium or smaller creature. Each creature in its path must succeed on a DC 14 Strength saving throw or be knocked prone and passed into the serpentir's Churning Ribs, ending the serpentir's movement on a success. Reactions Spine Lash. As a reaction to a creature entering its reach, the serpentir forces the creature to succeed on a DC 14 Strength saving throw or be pushed 10 feet away. A creature that fails this save by 5 or more is additionally knocked prone.
Shadows Shadow Lore Arcana DC 15: While shadows are typically classified as a form of undead due to their affinity for negative energy, their taxonomy is a means of some contention, since it is unclear whether they contain anything at all of the creatures which once cast them, or whether shadow itself is a sort of pure elemental force of which they are an expression. Nature DC 10: The shadow's most fearsome ability is its power to reach into the core of a living being and drain its strength, weakening them until they are consumed by their own shadows which rise as free-willed terrors. Those who travel in darkness are most vulnerable to this ability. Nature DC 15: Shadows of all kind are highly sensitive to light; while the weakest ones are dispelled by it entirely, certain more powerful shadows are known to grow more corporeal in its presence, able to act more substantially in the physical world while simultaneously growing more vulnerable to traditional attacks and dimininshing their most dangerous destructive powers. Shadow Stalker Tactics Shadow stalkers approach from stealth, using their Amorphous trait to squeeze through tiny cracks or hide in impossible spaces, then swarm the nearest creature, draining its strength score down below 5 before attempting to use their Ephemeral Shove. If a creature approaches with a source of bright light, they retreat and hide before attempting to Douse it. Shadow Strangler Tactics Shadow stranglers approach in stealth as shadow stalkers do, opening with an attack determined by the level of light but priorizing as a target any creature carrying a source of bright light. The strangler uses its Shadow Glide whenever available if it is not grappling a creature. Shadow Puppeteer Tactics The shadow puppeteer often attempts to attach itself to a creature from stealth, targeting the weakest among a group, especially one in a group that carries no source of bright light, then travels with them for a time, mimicking the creature's true shadow as it waits for a moment of distraction or peril to strike. Once combat is joined, it compels the creature to attack its allies or leap into other dangers, using its Rend Strength if available against any who come within its reach, and otherwise Dodging or attempting to Hide. Encounters CR 12 Encounter 3,500 XP 1 Shadow Puppeteer (CR 5) 2 Banderhobb Filches (CR 2) 5 Shadow Stalkers (CR M3)
Shadow Stalker Medium undead, neutral evil Armor Class 12 Hit Points 58 (9d8 + 18) Speed 40 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1) Skills Stealth +6 Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 10 Challenge M3 (140 XP) Amorphous The shadow can move through a space as narrow as 1 inch wide without squeezing. Destroyed by Light. If the shadow starts its turn in bright light, it may not take actions that turn other than to Dash or Hide. A shadow that ends its turn in bright light is destroyed. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Actions Ephemeral Shove (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 bludgeoning damage and the target must succeed on a DC 6 Strength saving throw or take an additional 2 bludgeoning damage and be knocked prone. Strength Siphon (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The target's Strength score is reduced by 1, to a minimum of 1, until it completes a Short or Long Rest. A creature whose Strength is reduced to 1 in this way cannot stand from prone without a creature using an Action to assist it. Douse. The shadow reduces a source of bright light it can see within 60 feet to dim light, or extinguishes a source of dim light it can see in the area. If the shadow is hidden, this action does not reveal its position. Shadow Strangler Medium undead, neutral evil Armor Class 13 Hit Points 58 (9d8 + 18) Speed 40 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 15 (+2) 6 (-2) 10 (+0) 8 (-1) Skills Stealth +7 Damage Vulnerabilities Radiant Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 10 Challenge 2 (450 XP) Amorphous The shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a Bonus Action. Light Dependance. While in darkness, the shadow is invisible and can use its strength drain. While in bright light, the shadow has advantage on attack rolls, but loses its damage resistances. Actions Shadow Choke (Dim or Bright Light only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage, and the target is grappled and cannot breathe (escape DC 10). This grapple is broken if the shadow is in darkness. If the target was already grappled, the target must succeed on a DC 13 Constitution saving throw or lose its held breath and begin to suffocate. Strength Drain (Darkness only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The target's Strength score is reduced by 2 (1d4) until it completes a Short or Long Rest. The target dies if this reduces its Strength to 0. A humanoid killed by this attack has its shadow rise as a Shadow Stalker at the beginning of its following turn. Reactions Shadow Glide (Dim light only). As a reaction to taking damage of a type it is resistant to, the shadow may teleport up to 60 feet and turn invisible until the end of its next turn, or until it makes an attack.
Shadow Puppeteer Medium undead, neutral evil Armor Class 14 Hit Points 105 (14d8 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 9 (-1) 19 (+4) 17 (+3) 6 (-2) 10 (+0) 13 (+1) Skills Deception +4, Stealth +10 Damage Vulnerabilities Radiant Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft., Passive Perception 10 Challenge 5 (1,800 XP) Amorphous The shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a Bonus Action. Light Dependance. While in darkness, the shadow is invisible and can use its strength drain. While in bright light, the shadow has advantage on attack rolls, but loses its damage resistances. Actions Rend Strength (Darkness only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage and the target's Strength score is reduced by 3 (1d6) until it completes a Short or Long Rest. The target dies if this reduces its Strength to 0. A humanoid killed by this attack has its shadow rise as a Shadow Stalker at the beginning of its following turn. Puppeteer. One creature within 5 feet of the shadow must succeed on a DC 12 Strength saving throw or have the shadow attach itself to it (escape DC 12), displacing the creature's natural shadow. While the shadow is attached in this way, it moves with the creature, and at the beginning of each of the creature's turns the shadow can force it to succeed on a DC 12 Strength saving throw or act under the shadow's control this turn. Reactions Shadow Glide (Dim light only). As a reaction to taking damage of a type it is resistant to, the shadow may teleport up to 60 feet and turn invisible until the end of its next turn, or until it makes an attack.
A Skeletons fter decades of research by physicians, telepaths, philosophers, and necromancers, this is the conclusion that has been reached: Your skeleton is alive, and it hates you. A skeleton's life is one of torment, trapped in a prison of flesh whose life it is shackled to and sustained by. Ordinarily skeletons die with their hosts, but due to powerful ambient magic, necromantic ritual, or liberation by another skeleton can rise as free creatures in undeath. Skeleton Lore Arcana DC 10: Skeletons, unlike most simple undead, are not entirely mindless, and retain the ability to follow complex orders, even sometimes displaying or acquiring skills they lacked in life. Arcana DC 15: While sponaneous undeath does occasionally happen due to powerful ambient negative energies, it seems to happen in epidemics with skeletons. Where one skeleton in a barrow arises, soon every skeleton will. Intelligence (Athletics) DC 10: Despite their murderous intent, ultimately skeletons are kind of just people with no muscles. They are easily shoved around, and a single well placed strike with a bone-breaking weapon such as a cosh or hammer is often enough to neutralize one. Nature DC 20: Though the principle is still the subject of some controversy, it is now thought in many academic circles that all skeletons are independant, intelligent beings, living in symbiosis with the creatures they inhabit. If nothing else, this helps to explain the mysterious ease with which a necromancer may independantly animate the flesh and bones of a creature. Skeleton Tactics Skeletons typically begin combat by targeting the nearest living creature with ranged or melee attacks, but on subsequent turns prioritize as a target anyone who destroyed a skeleton in the last turn. They are easily lured into traps as they cannot easily perceive nonliving things, but usually will not provoke attacks of opportunity with their Hate the Living reaction. Skeleton Template. A skeleton is the reanimated bones of creature. A skeleton possesses the following trais: Type. The creature’s type changes to undead. It no longer requires air, food, drink, or sleep. Alignment. Its alignment becomes lawful evil. Abilities. The creature's Intelligence score changes to 6, its Wisdom score changes to 8, and its Charisma score changes to 5. Saving Throws. The creature loses all of its saving throw proficiencies. Skills The creature loses all of its skill proficiencies. Damage Vulnerabilities. The creature gains vulnerability to bludgeoning damage. Damage Immunities. The creature gains immunity to poison damage. Condition Immunities. The creature gains immunity to the exhaustion and poisoned conditions. Senses. The creature gains 60 ft. of darkvision and the Bonesense trait.
Decrepit Skeleton Medium undead, lawful evil Armor Class 13 (Armor Scraps) Hit Points 7 (2d8 - 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 9 (-1) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge M1 (40 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Bone Dust Burst. When the skeleton dies, it explodes in a cloud of dust, heavily obscuring the area in a 5 ft. radius around itself for the next minute, or until cleared away by a strong wind. Actions Rusted Blade (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 slashing damage. On a roll of 1, the blade breaks and becomes unusable. Reactions Hate the Living. As a reaction when a creature the skeleton can see reduces an undead ally of the skeleton's to 0 hit points, the skeleton moves up to 10 ft. towards the creature. Skeleton Warrior Medium undead, lawful evil Armor Class 13 (Armor Scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 1/4 (50 XP) Unliving Warriors. The skeleton has proficiency in all martial weapons and armor. Bonesense. The skeleton can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Rattle. A creature that hits the skeleton with a melee attack that deals bludgeoning damage must succeed a DC 12 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Hate the Living. As a reaction when a creature the skeleton can see reduces an undead ally of the skeleton's to 0 hit points, the skeleton moves up to 10 ft. towards the creature.
Boneshard Skeleton Lore Arcana DC 15: Boneshard skeletons can fling slivers of their own bones as projectiles, and have a tendancy to explode into shrapnel when destroyed. The application of a small amount of healing magic can seal the cracks they use to break themselves apart in this way, however Boneshard Skeleton Medium undead, lawful evil Armor Class 15 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 2 (450 XP) Bonesense. The skeleton can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Rattle. A creature that hits the skeleton with a melee attack that deals bludgeoning damage must succeed a DC 12 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Marrowseal. If the skeleton would receive any magical healing, it receives no healing, and instead loses the ability to use its Boneshard for the next minute. Actions Multiattack. The skeleton makes two attacks with its bound blades, one of which it may replace with a use of its Boneshard. Bound Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Boneshard. One creature the skeleton can see within 20 ft. must make a DC 13 Dexterity saving throw. On a failure, the target takes 7 (2d6) piercing damage and has its movement speed reduced by 5 ft. until a creature takes an action to remove the shard, or takes half as much damage on a success. Reactions Boneshard Burst. When the skeleton drops to 0 hit points, it may use its reaction to use its Boneshard against each creature within 10 ft. before being destroyed. Hate the Living. As a reaction when a creature the skeleton can see reduces an undead ally of the skeleton's to 0 hit points, the skeleton moves up to 10 ft. towards the creature. Blazing Bones Medium undead, lawful evil Armor Class 14 (Natural Armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 17 (+3) 6 (-2) 8 (-1) 8 (-1) Damage Vulnerabilities Bludgeoning Damage Immunities Fire, Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 3 (700 XP) Bonesense. The skeleton can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Burning Aura. A creature that starts its turn within 5 ft. of the blazing bones or hits it with a melee attack takes 5 (1d10) fire damage. Regrow Nerves. If the blazing bones would receive any magical healing, it receives no healing, and instead gains disadvantage on attack rolls for the next minute. Actions Multiattack. The blazing bones makes two attacks with its blazing claw. Blazing Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing plus 3 (1d6) fire damage. Hurled Flame. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 14 (2d10 + 3) fire damage and the creature catches flame; until a creature takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Reactions Hate the Living. As a reaction when a creature the skeleton can see reduces an undead ally of the skeleton's to 0 hit points, the skeleton moves up to 10 ft. towards the creature.
Skeletal Tomb Guard Lore Arcana DC 20: While the ritual is somewhat more involved than an ordinary reanimation, a skilled necromancer can combine multiple reanimated skeletons into one, creating something significantly more powerful. Such amalgams have a noted tendency to go rogue, however, and so are usually left behind to guard places the creator does not need continued access to. Blazing Bones Lore Arcana DC 15: Blazing bones are created when a creature that burned to death spontaneously arises. They experience incredible pain if exposed to healing magic. Skeletal Tomb Guard Tactics If supported by allied skeletons, the tomb guard saves its cascade of steel until one of them is destroyed, targeting the last creature to destroy one, afterwards using it whenever available. It uses its Parrying Flurry against every attack for as long as it keeps working. Tomb Guard Medium undead, lawful evil Armor Class 14 Hit Points 105 (14d8 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 4 (1,100 XP) Bonesense. The tomb guard can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Rattle. A creature that hits the tomb guard with a melee attack that deals bludgeoning damage must succeed a DC 12 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Actions Multiattack. The tomb guard makes two melee attacks. Ancient Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing plus 3 (1d6) necrotic damage. Cascade of Steel (Recharge 5-6). The tomb guard makes four melee attacks. If all of them miss, the tomb guard falls prone and ends its turn. Reactions Parrying Flurry. As a reaction to being targeted with a melee attack by a creature it can see, the tomb guard raises its AC by 2 against the triggering attack. If this causes the attack to miss, the tomb guard regains its reaction.
Skeletal Liberator Lore History DC 20: There are occasional stories of whole villages disappearing overnight, their bones tearing free leaving piles of loose flesh behind. Rumors are spoken in hushed voices of a spontaneously arisen, free-willed skeleton that can awaken other skeletons. Skeletal Liberator Tactics Skeletal Liberators use their Wake the Bones if they have an unconscious target or one they can drag into a hazard, otherwise prefering to use their Fleshstripper Blade. If it has fewer than 35 hit points, it saves its reaction for Dark Martyr. Skeletal Liberator Medium undead, lawful evil Armor Class 16 (Chain Armor) Hit Points 142 (19d8 + 57) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 17 (+3) 9 (-1) 8 (-1) 14 (+2) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 5 (1,800 XP) Bonesense. The skeleton can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Rattle. A creature that hits the skeleton with a melee attack that deals bludgeoning damage must succeed a DC 14 Wisdom saving throw or be Frightened until the end of its next turn as it feels its own skeleton twitch slightly. Actions Multiattack. The skeletal champion makes two melee attacks. Fleshstripper Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing plus 10 (3d6) necrotic damage. On a critical hit, the target must succeed on a DC 14 Strength saving throw or fall prone as its bones spasm within its body. Wake the Bones (Recharge 5-6). One creature within 30 feet that the skeleton can see must succeed on a DC 14 Constitution saving throw or have its skeleton rattle within its flesh, taking 21 (6d6) points of bludgeoning damage and being dragged up to 10 feet in a direction of the skeleton's choice on a failure, or taking half as much damage on a success. A creature with 0 hit points that fails this save dies. At the begining of its following turn, the creature's skeleton tears itself out of the creature's body, acting on the creature's initiative. Reactions Dark Martyr. When the skeleton drops to 0 hit points, it may use its reaction to use its Wake the Bones against an unconscious creature within range before being destroyed, if available. Hate the Living. As a reaction when a creature the skeleton can see reduces an undead ally of the skeleton's to 0 hit points, the skeleton moves up to 10 ft. towards the creature.
Bonecrusher Skeleton Lore Arcana DC 15: Bonecrusher is a term variously used for the reanimated skeletons of ogres and giants, though the name is often quite apt, as bonecrushers often lack the reticence that some other skeletons seem to show toward wielding bludgeoning weapons. History DC 15: Despite their undeniable utility, bonecrushers are rarely employed by necromancers on any but an extremely short term basis, as a giant clan that catches word of their dead being defiled will stop at nothing to repay the insult. Bonecrusher Skeleton Tactics Bonecrusher skeletons open with their Crushing Maul, swinging at the tightest concentration of foes. Once its enemies begin to spread out, it swaps out one of its attacks with it claw snatch, then on the following turn uses its ragdoll smash. Bonecrusher Skeleton Huge undead, lawful evil Armor Class 14 (Natural Armor) Hit Points 126 (12d12 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 18 (+4) 6 (-2) 8 (-1) 5 (-3) Damage Resistances Piercing and Slashing from Attacks made without Advantage Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 6 (2,100 XP) Bonesense. The skeleton can pinpoint, by scent, the location of any creature with bones within 20 ft. of it, and does not suffer disadvantage for attacking a creature with bones that it cannot see. Huge Stature. A creature adjacent to the skeleton may spend half of its movement to attempt a DC 13 Strength (Athletics) check. On a success, the creature climbs onto the skeleton. While climbing on the skeleton, a creature has advantage on melee attacks against the skeleton, and the skeleton has disadvantage on melee attacks against it. Actions Multiattack. The skeleton makes two melee attacks. Crushing Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Each other creature within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take half the attack's damage. Claw Snatch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target is grappled (escape DC 16). Ragdoll Smash (Recharge 5-6). The skeleton repeatedly slams a grappled creature into the ground, forcing it to succeed on a DC 16 Constitution saving throw or take 36 (8d8) bludgeoning damage and be Stunned until the end of the giants next trn, or take half as much damage on a success.
A Skin Kite s the scarred and disfigured bodies of the villages left in their wake attest, a flock of skin kites is a true terror, a vile plague unleashed by only the most callous of necromancers. Necromancer apologists assert that the dead are simply a tool, but the skin kite is a true creation of unbridled evil; a weapon of sheer pain and terror. Skin Kite Lore History DC 15: Skin kites usually attack to maim, rather than kill, and will return to sites they have previously visited to harvest a population once more after it has had time to heal. They are forever seeking new victims, as without a constant harvest of flesh they will rot away. History DC 20: Skin kites are typically deployed as weapons of terror, with the creating necromancer having little to no control over their actions beyond the choice of where to create them. The creation of a skin kite is widely considered an act of extreme and unalloyed evil, even in societies where necromancers are tolerated. Nature DC 15: Skin kites are able to grow larger by tearing off the skin of living creatures and adding it to their bodies. A skin kite that has grown large enough will reproduce by fragmentation, splitting a segment off. Skin Kite Tactics Skin kites swoop down on the smallest and most vulnerable targets, or those far from allies who might support them, and use their clinging slam. Once they have at least 20 temporary hit points, they take to the sky once more and use their Launch Kite before selecting a new target. If their target drops to 0 Charisma before the skin kite has 20 temporary hit points, it instead goes after a new target immediately. If under the control of a necromancer, the skin kite may finish an unconscious creature off with its clinging slame, but if uncontrolled always moves on once the creature has been reduced to 1 Charisma. Skin Kite Small undead, neutral evil Armor Class 13 Hit Points 63 (14d6 + 14) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 4 (-4) 12 (+1) 6 (-2) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Poisoned Senses Darkvision 60 Ft., Passive Perception 11 Challenge 3 (700 XP) Damage Transfer. While it is wrapped around a creature, the skin kite takes only half the damage dealt to it by creatures it is not grappling, and the creature grappled by the skin kite takes the other half. Amorphous. The skin kite can move through a space as narrow as 1 inch wide without squeezing. Actions Clinging Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the skin kite wraps itself around the target (escape DC 13). While the skin kite is wrapped around it, a creature cannot speak or breathe, and the skin kite moves with the target. Steal Skin. One creature the skin kite is wrapped around must succeed on a DC 13 Constitution saving score or have its Charisma score reduced by 1d4, to a minimum of 1, until it completes a Long Rest. The skin kite gains a cumulative 5 temporary hit points for each point of Charisma lost in this way. A creature reduced to 1 Charisma in this way immediately drops to 0 hit points. Launch Kite. The skin kite tears itself in two, losing all of its temporary hit points and creating a new skin kite in an adjacent space with maximum hit points equal to the temporary hit points lost.
M Skull Lord ore than any other form of undead, skeletons bear an honest hatred for the living, one that runs deeper than mere hunger or cruelty. And yet, there are limits to what magical compulsion can achieve; to achieve the true apex of their power a necromancer must delegate certain powers to free-willed undead that can act as commanders of their forces. The skull lord is the solution to this connundrum, whereby a cunning necromancer chooses from among its skeletal flock the three with the greatest antipathy for one another to fuse together into a single creation, such that at least one is sure to betray the treachery of the others before it can come to fruition. Skull Lord Lore Arcana DC 15: Skull lords wield the skulls of the three skeletons that comprise them as weapons in battle, each of which wields a seperate power of necromancy until its destruction. These skulls are frequently replaced, as misfortune or treachery befalls them, and as such the suite of powers and personalities wielded by the skull lord changes with them. Arcana DC 20: The free-willed and intelligent skeletons that make up a skull lord despise one another by design, as a skull lord not in conflict with itself would inevitably turn against its creator. History DC 15: Huge tracts of the shadowfell are ruled over by warring skull lords, drawn there after being freed from the yoke of their creators. These masters of undeath exist in a tenuous balance with one another, ever-vigilant against treachery from without and within. Religon DC 20: The secrets of the creation of skull lords are typically imparted only by gods of undeath, though some historians of necromancy believe this knowledge is intented as a trap to sabotage necromancers with too great of ambitions, as the power to command a skull lord is matched only by the perils of doing so. Skull Lord Tactics The skull lord attempts to keep a barrier of undead minions between it and its foes, using its Clutch of Terror to drag them away from their allies, where they can be easilly surrounded. It uses its Corrupt Marrow whenever available if it can hit at least two enemies with it, and waits until a creature drops to 0 hit points to use its finger of death on it, softening it up with its bone staff if it fears the massive damge will be insufficient to kill it. It ordinarily prefers to alternate between its Death's Tranquility and Bonechilling Fear so long as it has suitable targets, but will use its Grave Step to reposition if engaged by two or more enemies, and will use its Gravelords Excavation if it needs to disrupt concentration or break line of sight. It typically uses its Bone Staff legendary action only if it has no other useful optons. Encounter Groups CR 23 Encounter 19,000 XP 1 Skull Lord (CR 15) 1 Blackwing (CR 8) 2 Skin Kites (CR 2) 8 Rotwing Zombies (CR 1) CR 24 Encounter 21,000 XP 1 Skull Lord (CR 15) 1 Fear Moth Swarm (CR 7) 1 Bonecrusher Skeleton (CR 6) 4 Boneshard Skeletons (CR 3)
Skull Lord Medium undead, lawful evil Armor Class 18 (Plate) Hit Points 102 (12d10 + 36) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 19 (+4) Saving Throws DEX +6, INT +7, WIS +6 Skills Athletics +7, History +8, Perception +12, Stealth +8 Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing, from Nonmagical Attacks Damage Immunities Poison Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned, Unconscious Senses Darkvision 60 ft., Passive Perception 22 Languages The languages it knew in life Challenge 15 (13,000 XP) Triple Skulls. The skull lord has three skulls, each of which anchor one of its abilities. A creature that reduces the skull lord to 0 hit points chooses one of its remaining skulls to destroy. Then, if the skull lord has any skulls remaining, it regains all of its hit points. Skull of Death's Tranquility. While it has this skull, the skull lord and its undead allies within 30 ft. make attacks and saving throws against magical effects at advantage, and take no damage on a successful Constitution save. Skull of Bonechilling Fear. While it has this skull, a living creature that starts its turn within 15 ft. of the Skull lord must succeed on a DC 17 Wisdom saving throw or be Frightened until the beginning of its next turn. A creature that fails by 5 or more is instead Paralyzed until the beginning of its next turn. Skull of the Grave Master. While it has this skull, at the start of each of the skull lord's turns one destroyed undead creature of CR 3 or below within 30 feet is returned to undeath with full hit points. Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead. Actions Multiattack. The skull lord casts a spell with a casting time of 1 action and makes two bone staff attacks. Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. Clutch of Terror (3rd Level Spell). Melee Spell Attack: +10 to hit, reach 20 ft., one target. Hit: 33 (6d10) necrotic damage and the target is dragged up to 15 feet toward the skull lord, then must succeed on a DC 17 Wisdom saving throw or be Frightened for the next minute. A Frightened creature repeats this save at the end of each of its turns, ending the effect on a success. Corrupt Marrow (5th Level Spell, Recharge 5-6). Each creature in a 15 ft. radius centered on a point within 60 ft. must succeed on a DC 17 Constitution saving throw or take 22 (4d10) necrotic damage. A creature that fails this save by 5 or more is Paralyzed until the end of the necromancer's next turn. Finger of Death (1/Day, 7th Level Spell). One creature the skull lord can see within 60 feet must succeed on a DC 17 Constitution saving throw or take 62 (7d8+30) necrotic damage, or half damage on a success. A humanoid creature killed by this damage rises as a zombie under the skull lord's control at the beginning of its next turn. Reactions Shield of Bones (2nd level spell). As a reaction to the skull lord or a friendly undead creature within 30 ft. being targeted with an attack, the skull lord raises a shield of bones and earth, adding 5 to the target's AC until the beginning of the skull lord's next turn. Heartstop (8th level spell, 1/day). As a reaction to a creature destroying its second-to-last skull, the skull lord attempts to crush the creature's heart within its chest. The creature must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. A creature with no unexpended hit dice makes this save at disadvantage. Legendary Actions The skull lord can take 3 legendary actions, choosing from the options below. Grave Step. The skull lord moves up to half its speed. A creature that hits the skull lord with an attack of opportunity provoked by this movment takes 9 (2d8) necrotic damage. Death's Command. If the skull lord still has its Skull of Death's Tranquility, one friendly undead creature of CR 3 or below within 30 feet may use its reaction to make a melee attack. Bonechilling Fear. One creature Frightened by the skull lord's Skull of Bonechilling Fear must succeed on a DC 17 Wisdom saving throw or take 9 (2d8) cold damage and 7 (2d6) psychic damage. Gravelord's Excavation. The skull lord excavates a grave 10 ft long, 10 ft. deep, and 5 ft wide centered on a point within 30 ft. Each creature standing in the area must succeed on a DC 17 Dexterity saving throw or fall in, moving to the nearest unoccupied space outside the area on a success. Bone Staff (Costs 2 Actions). The skull lord makes an attack with its bone staff.
T Sorrowsworn he Shadowfell is an unkind place, to those that wander its wastes. Melancholy and despair sit heavy in the air, ready to sink deep into a heart that lingers too long; amplifing and twisting a creature's suffering until it consumes them utterly. Such unfortunates are warped into new and terrible forms, persisting only for the sake of sharing their wretchedness with others. The Wretched Lore History DC 15: The wretched are spawned from feelings of self-loathing and inadequacy, common among petitioners in the shadowfell who travel to its edges to evade their final judgement. Nature DC 15: The wretched are obligate pack hunters, latching on to prey and draining it of life force, heedless of their own safety. This reckless fervor often leads them to charge headlong into quagmires and off of cliffs in pursuit of prey. The Wretched Tactics The wretched mass in groups of 10-20 and surge directly toward the nearest foe, choosing the next-closest foe only if the closest is too surrounded to reach. They attempt to leap or climb over obstacles, rather than seeking a path around them. The Lost Lore History DC 15: The shifting landscape of the shadowfell confounds even those who know its paths, and in the endless mists travelers often succumb to fear and anxiety, entering a state of panic from which they will never emerge. Nature DC 15: Those in the embrace of one of the lonely find themselves in a dreadful connuntrum, as any harm dealt to their attacker has the potential to be reflected on them, and shoving the lonely off can often inspire it to still greater viciousness. Nature DC 20: As with many of the sorrowsworn, the fears that afflcit the lost seek to escape and take root in other hosts. A creature able to sufficiently still its mind is capable of rebounding this malign force upon the lost, though the constant, terrible wailing makes this no small feat. The Lost Tactics The lost stalks its prey for several hours, allowing itself to be heard while maintaining a great deal of distance. It waits until a group of foes is preoccupied with something else, then charges in, ideally approaching under cover, and attempts to grab the nearest creature like a lost 5-year-old grabbing a stranger at the mall. Once it has a creature restrained, the lost does nothing unless attacked, at which point it will continue attacking its grappled creature. The lost releases a grappled creature that falls unconscious and pursues the nearest foe that is not incapacitated.
The Wretched Small monstrosity, neutral evil Armor Class 15 (Natural Armor) Hit Points 10 (4d6 - 4) Speed 40 ft. STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3) Senses Darkvision 60 ft., Passive Perception 8 Challenge M4 (220 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Swarming Overrun. A creature that starts its turn within 5 feet of three or more of the wretched must succeed on DC 10 Strength saving throw or be knocked prone. A creature within 5 feet of five or more of the wretched makes this saving throw at disadvantage, and cannot stand from prone. Actions Latching Bite (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 piercing damage and the wretched attaches to the target. While attached, the wretched can't attack, and at the start of each of the wretched's turns, the target takes 5 necrotic damage. The wretched can detach itself by spending 5 feet of its movement. The Lost Medium monstrosity, neutral evil Armor Class 15 (Natural Armor) Hit Points 162 (25d8 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 6 (-2) 7 (-2) 5 (-3) Skills Athletics +6 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness Senses Darkvision 60 ft., Passive Perception 8 Languages Common Challenge 7 (3,900 XP) Disorienting Wail. Creatures within 500 ft. of the lost that can hear it wailing have disadvantage on ability checks and saving throws that use Wisdom as their vision blurs and sounds become distorted and unintelligible. Actions Multiattack. The lost makes five attacks with its arm spikes and uses its embedding embrace. It makes one fewer attack for each arm spike that is grappling a creature. Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target is grappled (escape DC 14). A creature grappled by three or more of the lost's arms is restrained. The lost has five arm spikes, but may grapple only a single creature at a time, and cannot release a creature voluntarily. Embedding Embrace. One creature grappled by the lost takes 7 (2d6) piercing damage for each arm grappling it and must succeed on a DC 13 Wisdom saving throw or be Frightened until the beginning of the lost's next turn. If a creature succeeds on this saving throw by 5 or more the lost is Stunned until the end of its next turn and releases any creature grappled by it. Reactions Psychic Flood. As a reaction to taking damage, the lost forces a creature it has grappled to succeed on a DC 13 Wisdom saving throw or take an equal amount of psychic damage.
The Lonely Lore History DC 15: Connection and understanding are in short supply in the domains of shadow, and none feel the sting of that more accutely than the lonely, some who are transformed even in the midst of thriving settlements. History DC 20: The lonely appear to experience intense pain whenever creatures flee their presence, their wretchedness often giving deadly pause to even the most hard-hearted of shadow delvers. Nature DC 15: While the extensible arms of the lonely can be damaged and destroyed, the creature seems able to produce replacements without effort or distress. The Lonely Tactics The lonely runs headlong into the greatest concentration of enemies and attempts to grapple two of them, switching to its Sorrowful Embrace once it has a creature grappled with each arm. If enemies try to destroy its arms, it changes tactics, instead using its Branching Barbs whenever it is available and the lonely has two creatures grappled. If a single foe tries to leave its reach, the lonely usually will make an opportunity attack to grapple it and keep it from doing so, but if multiple creatures seem to be triggering its abandonment weakness it instead uses its Wretched Sobbing to keep them from fleeing. The Hungry Lore History DC 15: Creatures do not die of deprivation in the plane of shadow, but their appetites are not abated, and the depths of hunger endured by its residents who lack ready access to food are matched nowhere in the great wheel. Some such denizens are themselvles consumed by this hunger, and then are driven to consume all others, though their appetite can never be even momentarily sated. Nature DC 15: The ravenous frenzy of the hungry is further provoked whenever a creature it can see is magically healed, though such interventions are often required regardless, as the hungry will happily swallow whole a wounded creature, even one larger than it. The Hungry Tactics One often comes upon the hungry mid-gorging, though they will always break off to pursue fresh prey. The hungry attacks the creature with the most unexpended hit die, attacking with its claws and then attempting to swallow it whole once it drops. If the creature has no unexpended hit dice, the hungry does not make a second attempt, instead going after whichever creature now has the greatest number of unexpended hit dice.
The Lonely Medium monstrosity, neutral evil Armor Class 16 (Natural Armor) Hit Points 195 (26d8 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2) Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 9 (5,000 XP) Psychic Leech. At the start of each of the lonely's turns, each creature either grappled by it or within 5 ft. of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. Thrives on Company. The lonely has advantage on attack rolls while it is within 30 ft. of at least two other creatures. The first time each turn that a creature leaves the lonely's reach, the lonely takes 10 (3d6) psychic damage. Actions Multiattack. The lonely makes two attacks with its harpoon arms, each of which it may replace with a use of its sorrowful embrace. Harpoon Arms. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 21 (4d8 + 3) piercing damage and the target is grappled (escape DC 15). The lonely's harpoon arms can be attacked (AC 16; 15 hit points). Destroying an arm deals no damage to the lonely, which can grow a replacement on its next turn. Sorrowful Embrace. Each creature grappled by the lonely takes 10 (3d6) psychic damage and is pulled up to 15 ft. towards it. Branching Barbs (Recharge 5-6). The lonely causes its harpoon arms to grow branching barbs of jagged bone. Each creature grappled by it must succeed on a DC 15 Constitution saving throw or take 27 (6d8) piercing damage, or half as much on a success. Reactions Wretched Sobbing. As a reaction to a creature leaving its reach, the lonely lets out a wretched sob. Each creature within 60 ft. that can hear it must succeed on a DC 15 Wisdom saving throw or be unable to move away from the lonely until the beginning of the lonely's next turn. The Hungry Medium monstrosity, neutral evil Armor Class 17 (Natural Armor) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 6 (-2) 11 (+0) 6 (-2) Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 11 (7,200 XP) Life Hunger. If a creature the hungry can see regains hit points, the hungry gains advantage on attack rolls until the end of its next turn. The hungry has disadvantage on attack rolls made against creatures with no unexpended hit dice. Ruinous Consumption. A creature that starts its turn grappled by the hungry must make a DC 15 Constitution saving throw. On a failure, a creature loses 2d4 unexpended hit dice, then drops to 0 hit points if it has no unexpended hit dice remaining. The hungry gains 5 temporary hit points for each hit die expended in this way. Actions Multiattack. The hungry makes two attacks with its claws. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage and the target is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the hungry can't attack another creature with its claws. Swallow Whole. The hungry begins to swallow a Large or smaller creature that is incapacitated. At the beginning of the hungry's next turn, the target is swallowed and its body is destroyed, and the hungry regains 30 hit points. This action is disrupted if the hungry takes any radiant damage, suffers a critical hit, is knocked prone, or is incapacitated, or if the creature it is swallowing regains any hit points. Reactions Wave of Exhaustion (1/Day). As a reaction to being reduced below 83 hit points, the hungry forces each creature within 30 ft. to succeed on a DC 15 Constitution saving throw or fall prone and be unable to stand on its following turn.
The Angry Lore History DC 15: Some who wander the shadowfell seek a sort of refuge from the misery in resentment, externalizing and personifying their impassive tormentor as a way of reckoning with it. Sadly this is no escape, as anger worms as deep as any other of the shadowfells cruel medicants. Nature DC 20: The angry require perpetual conflict, desperate for an enemy so they do not have to confront themselves. Those who deny them that outlet find the strength of their assailant much diminished. The Angry Tactics The angry first attacks the nearest foe, and thereafter whichever foe harmed it most recently, happily provoking attacks of opportunity to gain the Maddened damage bonus on as many of its attacks as possible, and to provoke its Vicious Outburst. If it starts its turn Seething or Enraged, it uses its Shrieking Charge instead of its multiattack. If its enemies begin exploiting its pacifism weakness in earnest, it dashes on each of its turns, fleeing as best as it is able. The Angry Medium monstrosity, neutral evil Armor Class 18 (Natural Armor) Hit Points 255 (30d8 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 19 (+4) 8 (-1) 13 (+1) 6 (-2) Skills Perception +6 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness Senses Darkvision 60 ft., Passive Perception 16 Languages Common Challenge 13 (10,000 XP) Two Heads. The angry has advantage on Wisdom (Perception) check and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked unconscious. Pacifism Weakness. If a creature within 15 ft. of the angry that is not incapacitated takes no hostile action on its turn, the angry takes 19 (3d12) psychic damage. Rising Fury. The angry gains one of the following effects, depending its level of fury. Whenever the angry takes damage from a source other than its pacifism weakness, its fury increases by one level. Whenever the angry deals damage, its fury decreases by one level. Seething. The angry has disadvantage on attack rolls made against creatures other than itself. Enraged. The angry has advantage on attack rolls. Maddened. The angry has advantage on attack rolls. On a hit, its attacks deal an additional 19 (3d12) psychic damage. Actions Multiattack. The angry makes two attacks with its hook. Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 3) slashing damage and the target is pushed 5 feet away. Shrieking Charge (Recharge 5-6). The angry moves its speed toward the creature that most recently took hostile action against it and makes a melee attack. Each creature within 30 ft. that can hear the angry must succeed on a DC 17 Wisdom saving throw or be forced to take the attack action on its following turn. Reactions Vicious Outburst. As a reaction to becoming Maddened, the angry moves up to half its speed and makes a melee attack.
T Spawn of Kyuss he worms of Kyuss are a foul and pestilent plague, a parting gift from the vile necromancer before he shuffled off his mortal coil. The worms writhe through flesh and bone as easily as a fish through water, their rings of teeth boring mazes into living hosts as they burrow toward the brain. Once there, the worst of all fates awaits a host, as the worm's necromantic energies twist the creature into an endless source of worm-food, a walking hive of roiling flesh with just enough consciousness to wish for death. Spawn of Kyuss Tactics Spawns of Kyuss rush to the nearest creature and try to grapple it with their Writhing Embrace so they can use their Burrowing Worm as Bonus Action. If a creature in range is affected by the Touch of Kyuss, they will replace an attack with their Noxious Breath. While supporting powerful allies they use their Plead for Death whenever available, otherwise using it only against a creature infected with the Touch of Kyuss. Spawn of Kyuss Lore Arcana DC 10: The spawn of Kyuss are undead creatures riddled with flesh-eating worms, though the magics that animate them imbue them with powers of regeneration that allow them to be eaten endlessly. Arcana DC 15: The magics that animate the kyuss-born originate with the worms that fill them in a symbiotic relationship; the worms can live only a short time outside their hosts, and the hosts often die outright if their worms are cleansed through magics that cure disease, though in the cases where they do not their lingering regenerative magics make them nightmares to put down. Medicine DC 10: Once a Worm of Kyuss has entered a host, it can be pinpointed and crushed while passing between muscle groups, stabbed as it passed around a joint, or slain en-masse by curative magics such as Lesser Restoration, though the easiest cure is simply killing the worms before they can burrow into the flesh. Medicine DC 15: Spawn of Kyuss carry a plague known as the Touch of Kyuss, which afflicts a creature with bouts of nausea and amnesia that worsen whenever the creature is knocked unconscious. Nature DC 10: The Worms of Kyuss normally die if outside a host for more than a few minutes, but can be preserved indefinitely if secured in a potion of gentle repose. Religion DC: Perhaps the most horrifying of all undead, the Spawn of Kyuss are a truly depraved working of necromancy, as the host's soul remains trapped in its body and conscious, eternally feasted upon by the worms that now control its physical form.
Wretch of Kyuss Tactics Wretchs of Kyuss rush toward the nearest creature, surrounding it and using their frantic clawing, and using their Wreched Plea whenever avaialable. Kyuss-Born Template. A Kyuss-Born creature is a corpse in which the creature's soul is still trapped, reanimated by parasitic worms: Type. The creature’s type changes to undead. It no longer requires air, food, drink, or sleep. Alignment. Its alignment becomes chaotic evil. Abilities. The creature's Intelligence score changes to 3, its Wisdom score changes to 7, and its Charisma score changes to 3. Skills The creature loses all of its skill proficiencies. Damage Immunities. The creature gains immunity to poison damage. Condition Immunities. The creature gains immunity to the Exhaustion and Poisoned conditions. Senses. The creature gains 60 ft. of darkvision. Traits. The creature gains the Infested Flesh and Regeneration traits. Actions. The creature gains the Burrowing Worm action and Plead for Death reaction. Wretch of Kyuss Medium undead, chaotic evil Armor Class 10 Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 5 (-3) 7 (-2) 3 (-4) Damage Immunities Poison Senses Darkvision 60 ft., Passive Perception 8 Languages Understands all languages it knew in life but can't speak Challenge M4 (220 XP) Worm-Riddled. If the spawn is targeted by an effect that cures disease or removes a curse, it dies. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes Tortured Cries. The wretch screams raggedly and calls for help as it attacks. A creature that starts its turn within 30 feet of 3 or more wretches that can hear them must succeed on a DC 13 Wisdom saving throw or be Frightened. Actions Frantic Clawing (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 slashing damage. Reactions Wretched Plea. As a reaction to being targeted with a melee attack by a creature within 5 feet, the wretch allows the attack to hit it without a roll. The attacker must succeed on a DC 11 Constitution saving throw or be infected with the Touch of Kyuss.
Touch of Kyuss. A creaure infected by the touch of kyuss suffers from bouts of memory loss and waves of overwhelming nausea. Whenever the infected creature fails a saving throw against being Frightened or Poisoned by 5 or more, it is additionally Stunned until the end of its next turn. Whenever the creature fails one or more Death Saves, its Proficiency Bonus is reduced by 1, to a minimum of 0, until this disease is cured. Worm of Kyuss. A creature infected by one or more Worms of Kyuss takes 7 (2d6) necrotic damage at the end of each of its turns for each worm infesting it. A creature killed by this damage rises on its next turn as a Wretch of Kyuss. A burrowing worm may be located and destroyed with a successful DC 14 Wisdom (Medicine) check, or by a friendly creature dealing 10 or more damage to the infected creature with a weapon that deals piercing damage. Any magical effect that cures disease destroys all worms infesting a creature. A creature cured of this disease must succeed on a DC 14 Constitution saving throw or be Poisoned until it completes a Short or Long Rest. Spawn of Kyuss Medium undead, chaotic evil Armor Class 10 Hit Points 76 (9d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 3 (-4) Saving Throws WIS +1 Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 8 Languages Understands all languages it knew in life but can't speak Challenge 5 (1,800 XP) Infested Flesh. If the spawn is targeted by an effect that cures disease or removes a curse, it must succeed on a DC 15 Constitution saving throw or die. On a success, it loses its Burrowing Worm action, and for the next minute regains twice as many hit points with its Regeneration, after which it dies. Regeneration. The spawn regains 10 hit points at the start of its turn. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The spawn makes two melee attacks, one of which it may replace with a use of its Noxious Breath, if available. Writhing Embrace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning plus 7 (2d6) necrotic damage and the target is grappled (escape DC 14). A creature that starts its turn grappled in this way must succeed on a DC 14 Constitution saving throw or be infected with the Touch of Kyuss. Burrowing Worm. One creature within 5 feet must succeed on a DC 14 Constitution saving throw or take 1 piercing damage as a worm (AC 6; 1 HP) latches on and begins to burrow into its flesh. At the beginning of the spawn's next turn, the worm slithers into the creature, infecting it with a Worm of Kyuss. The spawn may use this ability as a Bonus Action against a grappled or incapacitated target. Noxious Breath (Recharge 5-6). The spawn exhudes the scent of its worm-riddled innards in a 15 foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or be Poisoned until the end of the spawn's next turn. Reactions Plead for Death. As a reaction to being targeted with a melee attack by a creature it has grappled, the spawn allows the attack to hit it without a roll. The attacker must succeed on a DC 14 Wisdom saving throw or be Frightened for as long as it remains grappled.
M Specters urderous intent can live beyond those who harbor it, seething until it arises in a form of its own, free to revel in sadistic delights freed from any shred of empathy or conscience. Such spirits happily subordinate themselves to any greater evil they fail to kill, eager for the opportunities for carnage such a partnership offers. Specter Lore Arcana DC 15: Specters can arise naturally, the killing intent of the cruel and murderous unshackled from their former self's desires and memories. Unlike ghosts, specters retain none of their living self's emotions and are not bound to any one location, though they do have a malign intelligence of their own. Arcana DC 20: Specters are naturally attracted to murderous intent that matches their own, a trait which necromancers and powerful undead find useful when acquiring undead servants to bind to their will, and which killers without the means to dominate them find exceedingly inconvenient. Religion DC 15: Though they can turn invisible at will, the presence of specters, like that of many other incorporeal undead, can be detected by an inexplicable chill in the air. Specter Tactics Unless commanded otherwise, specters pass invisibly and unerringly toward the enemy that harbors the greatest killing intent toward another humanoid creature in its heart, attacking it repeatedly until it is killed before targeting another. If none stand out as having greater killing intent, they preferentially target melee frontliners with their Strength Drain. Voidsoul Specter Tactics Voidsoul specters behave much as ordinary specters, though if combat has not yet started they will attempt to approach a target hidden and invisible to do as much damage with Spectral Chill as possible before hostilities begin. Encounter Groups CR 26 Encounter 37,200 XP 1 Necromancer Wraithbinder (CR 18) 3 Wraiths (CR 5) 10 Voidsoul Specters (CR M10)
Specter Medium undead, neutral evil Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft., Passive Perception 10 Languages Understands all languages it knew in life but can't speak Challenge 1 (200 XP) Radiance Sensitivity. If the specter takes radiant damage, it loses its damage resistances and it is temporarily made corporeal until the begining of its next turn . Incorporeal Movement. The specter 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. Spectral Weapons. The specter's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Inflict Weakness. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the beginning of the specter's next turn. Invisibility (Concentration). the specter becomes invisible until it makes an attack. Reactions Shadow Glide. As a reaction to taking damage of a type it is resistant to, the specter teleports up to 30 feet to an unoccupied space it can see and uses its Invisibility. Voidsoul Specter Medium undead, neutral evil Armor Class 15 Hit Points 25 (3d8 + 12) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 19 (+4) 11 (+0) 10 (+0) 18 (+4) Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft., Passive Perception 10 Languages Understands all languages it knew in life but can't speak Challenge M10 (1,180 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Radiance Sensitivity. If the specter takes radiant damage, it loses its damage resistances and it is temporarily made corporeal until the begining of its next turn . Spectral Chill. A creature that starts its turn within 15 feet of one or more voidsoul specters takes 5 (1d10) cold damage. Actions Inflict Weakness (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage. If at least three voidsoul specters made this attack, the target must succeed on a DC 16 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the beginning of the specter's next turn. Invisibility (Concentration). the specter becomes invisible until it makes an attack.
T Sword Wraiths hough the way of the warrior is death, few enough are privledged to die in glory. Those who march to war are taken more often by disease or mishap, and even in the clash of combat death comes more easily through an embarassing pratfall or through an inglorious stab from behind while retreating, than through any match of wits and strength with a worthy opponent. Such spirits often linger; this was not the death they were expecting, and they're not leaving until they get it. Sword Wraith Lore History DC 15: Sword wraiths are creatures of great ego but little malice, spawned as they are from feelings of entitlement to glory; those who flatter a wraith's combat prowess often find the wraith's apparent strength diminished. Religion DC 10: Sword wraiths are the remnants of those denied the noble death they sought in battle, cursed to roam until a worthy opponent destroys them. Sword Wraith Tactics Sword wraiths begin combat with a volley from their longbows, then pick the strongest-looking foe that hasn't yet been subjected to a Reckless challenge and focus on it to the exclusion of all else. Sword wraiths never gang up on a single foe; if every foe is affected by a Reckless Challenge, additional wraiths will simply take the Dodge action while they wait for one to become available. Sword Wraith Warrior Medium undead, lawful evil Armor Class 16 (Chain Shirt, Shield) Hit Points 45 (6d8 + 18) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 14 (+2) Damage Immunities Poison Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious Senses Darkvision 60 ft., Passive Perception 9 Languages the languages it knew in life Challenge 3 (700 XP) Flattery Vulnerability. If a creature uses its Action to flatter the wraith's combat prowess, the wraith must make a Wisdom saving throw contested against the creature's Charisma (Persuasion). On a failed save, the wraith's attacks deal half as much damage to that creature for the next minute. Spectral Weapons. The sword wraith's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Multiattack. The sword wraith makes two weapon attacks, one of which it may replace with its Reckless Challenge. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reckless Challenge. One creature within 30 feet must make a DC 12 Wisdom saving throw. On a failed save, the creature has advantage on attacks that target the sword wraith, and disadvantage on attacks that target other creatures for the next minute or until the wraith is destroyed. A creature may fail this save voluntarily.
Sword Wraith Deathseeker Medium undead, lawful evil Armor Class 18 (Breastplate, Shield) Hit Points 119 (14d8 + 56) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Skills Perception +4 Damage Immunities Poison Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious Senses Darkvision 60 ft., Passive Perception 14 Languages the languages it knew in life Challenge 6 (3900 XP) Flattery Vulnerability. If a creature uses its Action to flatter the wraith's combat prowess, the wraith must make a Wisdom saving throw contested against the creature's Charisma (Persuasion). On a failed save, the wraith's attacks deal half as much damage to that creature for the next minute. Spectral Weapons. The sword wraith's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Multiattack. The sword wraith makes three weapon attacks, one of which it may replace with its Reckless Challenge. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 5 (1d8) necrotic damage Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 5 (1d8) necrotic damage. Reckless Challenge. One creature within 30 feet must make a DC 12 Wisdom saving throw. On a failed save, the creature has advantage on attacks that target the sword wraith, and disadvantage on attacks that target other creatures for the next minute or until the wraith is destroyed. A creature may fail this save voluntarily. Reactions Empathic Lash. As a reaction to taking damage from a magical weapon, the sword wraith may force the attacker to succeed on a DC 15 Constitution saving throw or take 2d8 necrotic damage and be stunned until the end of the sword wraith's next turn. Sword Wraith Commander Medium undead, lawful evil Armor Class 18 (Breastplate, Shield) Hit Points 127 (15d8 + 60) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 14 (+2) Skills Intimidation +6, nPerception +7 Damage Immunities Poison Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious Senses Darkvision 60 ft., Passive Perception 17 Languages the languages it knew in life Challenge 9 (5,000 XP) Flattery Vulnerability. If a creature uses its Action to flatter the wraith's combat prowess, the wraith must make a Wisdom saving throw contested against the creature's Charisma (Persuasion). On a failed save, the wraith's attacks deal half as much damage to that creature for the next minute. Spectral Weapons. The sword wraith's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.) Actions Multiattack. The sword wraith makes three weapon attacks, one of which it may replace with its Reckless Challenge. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 5 (1d8) necrotic damage Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 5 (1d8) necrotic damage. Reckless Challenge. One creature within 30 feet must make a DC 12 Wisdom saving throw. On a failed save, the creature has advantage on attacks that target the sword wraith, and disadvantage on attacks that target other creatures for the next minute or until the wraith is destroyed. A creature may fail this save voluntarily. Reactions Call to Honor (1/Day). As a reaction to being reduced below 63 HP, the sword wraith gives itself advantage on attack rolls until the end of its next turn, and summons 1d4 + 1 sword wraith warriors that act on the commander's initiative and appear in unoccupied spaces within 30 feet of it.
Tomb Mote Tomb Mote Lore Arcana DC 10: While necrotic energies most easily animate the formerly living, used as those bodies are to moving in useful ways, negatively charged detritus can occasionally be assembled into an imitation of undeath, though absent the innate understanding of how to act on the malicious impulses impelled by those energies. Tomb Mote Tactics Tomb motes typically begin combat with their Shin Kick, using their mischievous trip if the target leaves their reach. If the target ignores them, they follow up by scaling the creature with their Curious Climber trait, then use their Yank Ear on it. Tomb Mote Tiny construct/undead, unaligned Armor Class 13 (Natural Armor) Hit Points 10 (3d4 + 3) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 12 (+1) 4 (-3) 16 (+3) 14 (+2) Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Poisoned, Turned Senses Darkvision 60 ft., Passive Perception 13 Languages understands Common but can't speak Challenge 1 (200 XP) Curious Climber. The mote may climb onto any adjacent Medium or larger creature by spending 15 feet of movement. An unwilling creature may prevent this with a successful DC 12 Dexterity saving throw. While climbing on a creature, the creature has disadvantage on attacks that target the mote. Hateful Helper. When the mote uses the help action to grant an attack advantage, the attack deals an additional 3 (1d6) necrotic damage. Actions Shin Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) nonlethal bludgeoning damage. On a critical hit, the target falls prone if it is Large or smaller. Yank Ear. One creature the tomb mote is crawling on must make a DC 12 Constitution saving throw. On a failed save, the creature has disadvantage on attacks it makes before the end of the mote's next turn. Reactions Mischievous Trip. As a reaction when a creature leaves its reach, the tomb mote forces the creature to succceed on a DC 12 Dexterity saving throw or fall prone.
Tomb Scarabs Tomb Scarab Lore History DC 10: Ancient tombs are occasionally inhabited by tomb-scarabs, a long-lived species of flesh-eating beetle that can lie dormant almost indefinitely without food or water. Nature DC 15: Tomb scarabs burrow their way through clothing and and flesh, cutting their way toward the fatty tissue of the brain if not immediately burned away or surgically extricated. Tomb Scarab Tiny monstrosity, unaligned Armor Class 12 Hit Points 1 (1d4 - 1) Speed 20 ft., climb 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 10 (+0) 1 (-5) 10 (+0) 2 (-4) Damage Vulnerabilities Fire Senses Darkvision 30 Ft., Passive Perception 12 Challenge 1/8 (25 XP) Lie Dormant. The tomb scarab can go an indefinite period of time without food or water, so long as it has somewhere dry and dark to hibernate. Actions Tunneling Bite. One creature within 5 ft must succeed on a DC 12 Constitution saving throw or have the scarab tunnel under its flesh. At the start of each of its turns, the creature takes 3 (1d6) piercing damage per scarab infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills the tomb scarab. After this time, the tomb scarab can only be extricated with a DC 12 Wisdom (Medicine) check, dealing 3 (1d6) points of piercing damage to the afflicted creature as it is removed. Any effect that cures disease destroys all tomb scarabs infesting the target. Swarm of Tomb Scarabs Large swarm of tiny monstrosities, unaligned Armor Class 13 Hit Points 40 (9d8) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 17 (+3) 11 (+0) 1 (-5) 10 (+0) 2 (-4) Damage Vulnerabilities Fire Damage Resistances Bludgeoning, Piercing, Slashing Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Darkvision 30 Ft., Passive Perception 12 Challenge 1 (200 XP) Lie Dormant. The tomb scarab can go an indefinite period of time without food or water, so long as it has somewhere dry and dark to hibernate. Horrid Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. When the swarm enters another creature's space, the creature must succeed on a DC 13 Dexterity saving throw or fall prone. On a successful save, the creature may move up to half its speed as a reaction if it has its reaction available. Actions Tunneling Bites. One creature within 5 ft must succeed on a DC 13 Constitution saving throw or have 1d4 scarabs tunnel under its flesh. At the start of each of its turns, the creature takes 3 (1d6) piercing damage per scarab infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these tomb scarabs. After this time, these tomb scarabs can only be extricated with a DC 13 Wisdom (Medicine) check, dealing 3 (1d6) points of piercing damage to the afflicted creature as it is removed. Any effect that cures disease destroys all tomb scarabs infesting the target.
Tomb Spider Tomb Spider Lore Arcana DC 10: Tomb spiders lair, as their name suggests, in ancient tombs, absorbing the negative energy that accompanies places of death. This attunement to negative energy makes them highly averse to any sort of magical healing. Nature DC 15: Tomb spiders lay their eggs infused with necrotic energy into humanoid corpses, infusing them with just enough animating force that they can grasp passersby to feed the young when they hatch. A single web mummy might contain up to a thousand infant tomb spiders, though most will be cannibalized before they emerge into the world. Tomb Spider Broodswarm Tactics Broodswarms attack the nearest living creature, fleeing if they are damaged by healing or reduced below half hit points. Web Mummy Tactics Web mummies remain motionless until a creature enters their reach or combat is initiated, then swarm the nearest creature, trying to dogpile it until its movement is reduced to 0 so their tomb spider creator can finish it off. Tomb Spider Tactics Tomb spiders lurk on ceilings and in labyrinths of web, staying out of line of sight while they wait for a creature to become ensnared by their webbing or web mummies, then attempting to ambush, though they will reveal themselves early if their brood are threatened. Tomb Spider Broodswarm Medium swarm of tiny monstrosities, neutral evil Armor Class 12 Hit Points 14 (4d6) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1) Damage Resistances Necrotic; Bludgeoning, Piercing, Slashing Condition Immunities Charmed, Frightened, Unconscious Senses Darkvision 60 ft., Passive Perception 13 Challenge 1/8 (25 XP) Swarm. The broodswarm can occupy another creature's space and vice versa, and the broodswarm can move through any opening large enough for a small creature. The broodswarm can't regain hit points or gain temporary hit points. Web-Dweller. The broodswarm can climb difficult surfaces, including upside down on ceilings and across webs, without penalty. While in contact with a web, the broodswarm knows the exact location of any other creature in contact with the same web. Tomb Tainted. If the broodswarm would receive any magical healing, it receives no healing and instead loses an equal number of hit points. Actions Flurry of Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit 6 (2d4 + 1) piercing, or 3 (1d4 +1) piercing damage if the swarm has fewer than half its hit points. Reacions Scuttle. As a reaction to being forced to make a saving throw against a spell or magical effect, the broodswarm moves up to 10 feet. If this movement puts the broodswarm out of range or area of the spell or magical effect, the broodswarm is unaffected.
Web Mummy Medium undead, unaligned Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Skills Athletics +3 Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 Ft., Passive Perception 8 Challenge M8 (780 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Spider Climb. The mummy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tomb Spider Hatchery. When the web mummy's hit points are reduced to 0 by a damage type other than fire or radiant, a Tomb Spider Broodling Swarm emerges in its space. Actions Adhesive Grasp (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage and the mummy sticks to the target (escape DC 11). While stuck, the mummy moves with the target, and the target has its movement speed reduced by 10 for each mummy stuck to it. Reactions Broodrage. As a reaction when the tomb spider that created the mummy is killed, the mummy makes a melee attack at advantage. If the attack hits, it deals an additional 7 (2d6) necrotic damage and the mummy dies. Tomb Spider Large monstrosity, neutral evil Armor Class 14 (Natural Armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 20 (+5) 3 (-4) 16 (+3) 18 (+4) Saving Throws DEX +7, CON +8 Skills Athletics +7, Perception +6, Stealth +7 Damage Resistances Necrotic, Poison Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 16 Challenge 8 (3,900 XP) Web-Dweller. The spider can climb difficult surfaces, including upside down on ceilings and across webs, without penalty. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Tomb Tainted. If the spider would receive any magical healing, it receives no healing and instead loses an equal number of hit points. Actions Multiattack. The spider makes three attacks, one of which may be with its tainted bite. Tainted Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be Poisoned until the end of the spider's next turn. If a creature Poisoned in this way would receive any magical healing, it receives no healing and instead loses an equal number of hit points. Legs. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hits: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Web (Recharge 5–6). The spider launches webbing in a 10 foot radius centered on a point within 60 feet. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be restrained by webbing (escape DC 15). The webbing can attacked and destroyed (AC 10; HP 5). Bonus Actions Bind. The spider uses its webbing to restrain a prone or grappled creature within 5 feet (escape DC 15). If the target is Medium or smaller, the spider may then attach the creature to its back as part of this action.
T Ulgurstasta he ulgurstasta learns, albeit slowly. From the instant of their creation, the unliving skeletonizers of the Wormcrawl have blossomed, from the first inklings of perception in stolen flashes of memory, to the greater eldritch insights discovered by the most ancient of them. This was never intended for them, but the ulgurstastas have grown beyond their creator's intention; fleeing to the darkest corners of the multiverse to continue their selfdiscovery. The insights creep slow and violent however; each of any consequence fueled by the flesh and minds of thousands of sapient beings. Ulgurstasta Lore Arcana DC 15: The ulgurstasta is an unliving weapon of war, a biological factory that converts soldiers and civilians alike into skeletonized warriors, infused with necromantic energies from the moment of its creation. History DC 15: While the earliest reports of ulgurstasta's describe them as being of mere bestial intelligence, more recently ulgurstastas capable of speech and higher understanding have been encountered, leading some to believe the creatures have some method of extracting and absorbing the knowledge and capabilities of those they consume. Nature DC 15: The weeping pores of the ulgurstasta contain coiled, hair-thin tendrils that lash wildly when it is agitated, filling an improbable amount of space in an instant with entangling threads that impede movement and hamper action. Nature DC 20: These tendrils are extraordinarily sensitive to magical radiance, and retract in an instant if subjected to it. Religion DC 20: Ulgurstastas were created by the necromancer Kyuss, in the days before he shed his mortal form, and still bear an inborn affinity for his voice and image, though those that still remain have shed the magical compulsions that once bound them to his service. Ulgurstasta Tactics Ulgurstastas begin combat with their Storm of Tendrils and Body Slam, moving into the midst of their foes with their Suffocating Bulk and using their Swallow Whole as an attack of opportunity on any who try to escape. They then use their Skeletonizer Breath whenever available, and attempt to swallow any creature that deals radiant damage to them, reupping their storm of tendrils only once that creature is unconscious. The ulgurstasta attempts to flee if reduced below 100 hit points, using its Storm of Tendrils to cover its retreat. Ancient Ulgurstastas. While ulgurstastas at birth have an Intelligence score of 1 as shown in the stat block here, ulgurstastas become more intelligent over their lifetime, at a rate of roughly 1 point of intelligence per thousand humanoid creatures skeletonized. Those that reach genius levels of intelligence often pursue necromantic spellcasting of their own. An ulgurstasta with an Intelligence score of 20 would have a spell DC of 17 and a spell attack modifier of +9. You can grant an ulgurstasa single target damage and utility spells up to 7th Level without meaningfully impacting its CR, but may need to adjust the CR to accomodate crowd control, area of effect, or defensive spells.
Ulgurstasta Gargantuan undead, chaotic evil Armor Class 14 (Natural Armor) Hit Points 248 (16d20 + 80) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 1 (-5) 16 (+3) 19 (+4) Saving Throws CON +9, WIS +7 Damage Resistances Cold, Necrotic, Attacks made at Disadvantage. Damage Immunities Acid, Poison Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned, Turned, Unconscious Senses Darkvision 60 ft., Passive Perception 13 Languages Understands the languages of its creator but can't speak Challenge 11 (7,200 XP) Cloying Mucous. The ulgurstasta is covered in distended pores that weep a foul smelling mucous. A creature that starts its turn within 30 feet of the ulgurstasta must succeed on a DC 17 Constitution saving throw or be Poisoned until the beginning of its next turn. On a success, a creature becomes immune to this effect for the next 24 hours. Suffocating Bulk. The ulgurstasta may enter the space of any prone creature. A creature whose space the ulgurstasta enters is Blinded, grappled (escape DC 18), and can't speak or breathe. Necromantic Acid. A creature killed by acid damage dealt by the ulgurstasta has its flesh slough off and rises at the beginning of the ulgurstasta's next turn as a Decrepit Skeleton under the ulgurstasta's control. Skeletons are immune to acid damage dealt by the ulgurstasta. Actions Multiattack. The ulgurstasta makes two attacks with its Body Slam, one of which it may replace with its Swallow Whole or Storm of Tendrils. Swallow Whole. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target must succeed on a DC 18 Dexterity saving throw or be swallowed. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the ulgurstasta, and it takes 14 (4d6) acid damage at the start of each of the worm's turns. If the ulgurstasta takes 25 damage or more on a single turn from a creature inside it, an opening in its side large enough to permit escape is created. Until the ulgurstasta completes a Short or Long Rest, each creature in the ulgurstasta's stomach may attempt to escape (escape DC 18) by spending its full movement. Body Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. On a hit or miss, the target and each creature within 5 feet of it must succeed on a DC 18 Strength saving throw or be knocked prone. Storm of Tendrils (Concentration). The ulgurstasta unfurls millions of hair-thin 40 foot long tendrils coiled within its pores that whip about in a frenzy. For the next minute, or until it take any radiant damage, attacks made by living creatures within 40 feet are made at disadvantage, and ranged attacks against the ulgurstasta made from outside that area roll three dice and take the lowest result. Skeletonizer Breath (Recharge 5-6). The ugurstasta forcefully expels the contents of its stomach in a 30 foot cone. Each living creature in the ulgurstasta's stomach and 5 (2d4) Decrepit Skeletons are expelled in the area, then each creature in the area must succeed on a DC 17 Dexterity saving throw or be coated in the ulgurstasta's necromantic acid, taking 14 (4d6) acid damage at the start of each of its turns until a creature takes an action to scrape it off.
T Vampires he living never count blood among their wealth until it must be spent. Each, however, is a wellspring of life; through some strange alchemy they are able to consume lifeless matter and transform it into the thrumming ether of the cosmos that runs through their veins. Vampires, perfect though they are, are not so blessed, and must tap these rivers of life directly. Vampirism is an unpredictable condition, one whose expression is shaped by ambient currents of magic, by force of character, and even by collective expectation. Nevertheless, two truths are universal among these children of the night; they are powerful so long as they can drain the living, and they are vulnerable whenever their secrets become known. Vampire Investigations. The challenge of a conflict with a vampire is in uncovering and gaining the means to exploit its weaknesses, as once these are known fights with them often become trivial. A creature that spends 1 minute observing the vampire or one of its victims may make a DC 30 Intelligence (Religion) check, uncovering one of its weaknesses on a success. This DC is reduced by 3 for each Vampiric Power the creature has observed the vampire using, and by an additional 2 for each weakness already known. On a failure, the creature may not attempt this check again until it completes a Short or Long Rest. Additionally, any creature may once make a DC 10 Intelligence (Religion) check, revealing a set of vampire weaknesses and powers that represent their own local vampire legends on a success. Vampire Lore Arcana DC 15: Vampires are known to charm the living as easily as breathing, with a deft talent that consumes even the most powerful enchanters with jealousy. As it requires none of their attention, vampires have been known to keep huge retinues of thralls, though the pain of being fed upon does sometimes break them from their reveries. Arcana DC 20: The secret traditions of blood magic developed and practiced by some vampires are the stuff of legends, and many an archmage would kill or worse to be granted such knowledge. History DC 10: Dedicated vampire hunters are known to be deeply strange people, given to bouts of paranoia and compulsive behaviors, due likely to their encyclopedic knowledge of all the myriad threats vampires pose and the ways to ward them off. History DC 15: While all vampires feed upon the vital force of the living, this can come in different forms. Some vampires bite to drain blood, others drain it through their fingers or hair or prehensile tongues, some even siphon life energy directly through some spiritual connection, leaving no physical trace behind. Many a vampire hunter has been foiled by misplaced confidence in their ability to spot the signs of vampiric predation. Religion DC 10: A vampire's victims often rise as undead thralls if their bodies are not consecrated and destroyed. Religion DC 15: Each culture accross the world has its own unique vampire myths, often several, offering wildly conflicting accounts of their abilities and weaknesses. What remains consistent however is this; vampires all suffer some critical vulnerability, without knowledge of which they cannot be truly destroyed, and they are most vulnerable in their place of rest.
Creating a Vampire A vampire may create a new one of its kind through a ritual that lasts several hours, in which both the vampire and its intended peer drink one another's blood. The vampire loses half of its maximum hit points until it completes a Long Rest and must succeed on a DC 20 Constitution saving throw or be incapacitated for 1d4 days, and the mortal dies and must succeed on a DC 20 Charisma saving throw, rising as a new Vampire on a success, or as a Vampire Spawn Starveling on a failure. The vampire may not use a Legendary Resistance to succeed on this saving throw. Curing a Vampire Rumors abound of various means of curing vampirism to restore a vampire to life; consecrating a vampire's grave dirt and forcing it to eat it, injectable serums of garlic and silver, burning their vampiric sire's heart to ash and consuming it, branding each of the vampire's joints with magical glyphs and rubbing its eyes with salt. While any of these may work at the DM's discretion, the curse of vampirism does not typically afflict the living; to cure a vampire of its affliction is to return it to death. Typically the only "cure" for vampirism is destruction and resurrection, and even then some forms of vampirism will follow the soul into its new life, reemerging months or years later. Vampire Spawn Starveling Tactics Starvelings rush blindly toward the living creature that most recently took damage, using their Spider Climb to avoid attacks of opportunity if possible, then grapple it and attempt to bite it. If the creature is already grappled by another vampire, the starveling instead replaces its first attack with a Shove attempt to knock it prone. The starveling's goal is to feed as much as possible before the blood is gone, not to defeat its enemies. Starvelings obey the instructions of more senior vampires, but only on the turn directly after the command is issued if it has not yet fed this combat; on subsequent turns they revert to their normal behavior. Vampire Spawn Bloodletter Tactics Bloodletters work to either keep starvelings in line, directing them with a mixture of verbal commands and enticements with their Bloodletter Blade, or to safeguard their vampiric master, staying close and using their Blood Channeling to enhance its powers. If their master is far from them in initiative, they hold their action to use Blood Channeling just before its turn. They typically attack with their claws only to grapple a creature for their master to feed upon, usually using their bite only against a creature grappled by another vampire. They use their Uncanny Speed and Spider Climb to reach the weakest and most vulnerable foes, and to move out of reach of retaliatory strikes if they have enough movement after attacking.
Vampire Spawn Starveling Medium undead, lawful evil Armor Class 13 (Natural Armor) Hit Points 90 (12d8 + 36) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Saving Throws DEX +5, WIS +2 Skills Deception +3 Perception +3, Stealth +4 Damage Resistances Necrotic Damage Vulnerabilities Radiant Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Blood-Starved. If the vampire has not fed on humanoid blood in the last 24 hours, it cannot use its multiattack. Inherited Weaknesses. The vampire has each of its creator's weaknesses. Actions Multiattack. The vampire makes two attacks, one of which may be with its bite. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot. If the creature expends a hit die in this way, the vampire spawn gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made With Wooden Weapons until the beginning of its next turn. Reactions Blood-Crazed Advance. As a reaction when a creature within 30 feet takes piercing or slashing damage, the vampire moves up to half its speed directly toward the creature. Vampire Spawn Bloodletter Medium undead, lawful evil Armor Class 14 (Studded Leather Armor) Hit Points 119 (14d8 + 56) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 18 (+4) 14 (+2) 10 (+0) 12 (+1) Saving Throws DEX +7, WIS +3 Skills Deception +3 Perception +3, Stealth +6 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Not Made With Wooden Weapons Damage Vulnerabilities Radiant Senses Darkvision 60 ft., Passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Uncanny Speed. Attacks of opportunity made against the vampire are made at disadvantage. Inherited Weaknesses. The vampire has each of its creator's weaknesses. Actions Multiattack. The vampire makes three attacks, one of which may be with its bite. Bloodletter Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage and the target must succeed on a DC 15 Constitution saving throw or lose 10 (3d6) hit points. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage and the target must succeed on a DC 14 Constitution saving throw or lose one unexpended hit die, or drop to 0 hit points if it cannot. Blood Channeling (3rd Level Spell, Recharge 5-6). The vampire loses 16 (3d10) hit points and another vampire that it can see within 30 feet gains that many temporary hit points. While it has any of these temporary hit points, the target's attacks are made at advantage, and once per turn it may impose disadvantage on a saving throw a creature makes agaist one of its spells or abilities.
Vampire Tactics If the vampire believes that its weaknesses and resting place remain secret, it is extremely cautious, its favored tactic being to sneak upon a group in the dead of night and use its charm to lure one away and feed on it, then hastily hiding the dead or unconscious body and fleeing into the night. If combat is joined and its enemies are armed with magical weapons, it fights only for a round or two before transforming and fleeing into the night. If the vampire intends to kill rather than feed, such as if its resting place is discovered, it it uses its charm on whichever creature poses the greatest threat, then aims to kill the weakest and most injured creature before fleeing, returning either the following night, or mere minutes later if it has some form of regeneration. Vampire Dreadknight Tactics Dreadknights are much more comfortable in direct confrontation, using their Thirstslaker Halberd and following up with a Blood Drain whenever a target is Stunned. If their Crush Throat is availablle, they always use their Leaping Strike legendary action until they have a creature grappled so they can use it on their following turn. Vampire Blood Exarch Tactics Blood Exarchs remain flying always, staying 10-15 feet off the ground to benefit from their Vital Tithe. They use Lacerating Rain whenever they can catch three or more enemies in it, or if they are already concentrating on a spell, otherwise alternating between Blood Puppeteering and Enchain Essence, trying to stay within 10 feet of any creature affected by one of them. They use their Blood Drain as an action only on a creature affected by Enchain Essence, otherwise preferring to use Legendary Actions. They use their Rend magic against any spell or item that exploits one of their weaknesses or limits their mobility. If supported by vampire spawn bloodletters, blood exarchs rely less heavily on their Vital Tithe, preferring instead to stay further from enemies and gain temp HP from the spawn's Blood Channeling. Encounter Groups CR 30 Encounter 3,350 XP 1 Vampire Blood Exarch (CR 21) 3 Ephemeral Swarms (CR 5) 2 Vampire Spawn Bloodletters (CR 5) 6 Vampire Spawn Starvelings (CR 3)
Vampire Medium undead (shapechanger), lawful evil Armor Class 16 (Natural Armor) Hit Points 255 (30d8 + 120) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 19 (+4) 20 (+5) 15 (+2) 18 (+4) Saving Throws DEX +9, WIS +7, CHA +9 Skills Deception +9 Perception +7, Stealth +9 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP) Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Multiattack. The vampire makes three melee attacks, one of which may be with its Blood Drain. Grasping Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Blood Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 17 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. A creature killed by this attack rises as a Vampire Spawn at the next sunset. Charm. One creature within 30 feet that can see the vampire must succeed on a DC 17 Wisdom saving throw or be Charmed by the vampire and its allies for 24 hours. A charmed creature repeats this save whenever it takes damage, ending the effect on a success. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Leaping Strike. The vampire move up to half its speed without provoking attacks of opportunity and makes a Grasping Strike attack. Children of the Night. The vampire conjures a swarm of spectral vermin that envelop a creature it can see within 30 feet, heavily obscuring the area in a 5 foot radius around it until the vampire uses this ability again. Blood Drain (Costs 2 Actions). The vampire makes a Blood Drain attack.
Vampire Dreadknight Medium undead (shapechanger), lawful evil Armor Class 18 (Plate Armor) Hit Points 342 (36d8 + 180) Speed 50 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) 20 (+5) 15 (+2) 18 (+4) Saving Throws DEX +10, WIS +8, CHA +10 Skills Athletics +12, Deception +10 Perception +8 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 18 Languages the languages it knew in life Challenge 19 (22,000 XP) Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Multiattack. The vampire makes three melee attacks, one of which may be with its Blood Drain. Thirstslaker Halberd. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) slashing plus 5 (1d10) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or be Stunned until the beginning of its next turn. Grasping Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Blood Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one grappled, incapacitated, restrained, or willing creature. Hit: 13 (2d6 + 6) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. A creature killed by this attack rises as a Vampire Spawn at the next sunset. Charm. One creature within 30 feet that can see the vampire must succeed on a DC 18 Wisdom saving throw or be Charmed by the vampire and its allies for 24 hours. A charmed creature repeats this save whenever it takes damage, ending the effect on a success. Crush Throat (Recharge 5-6). One creature grappled by the vampire must succeed on a DC 19 Constitution saving throw or take 77 (14d10) bludgeoning damage, or half as much on a success. A creature reduced to 0 hit points in this way cannot be stabilized until it regains at least 1 hit point. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Leaping Strike. The vampire move up to half its speed without provoking attacks of opportunity and makes a Grasping Strike attack. Hurl. The vampire launches a grappled or incapacitated creature within 5 feet up to 30 feet away. The creature must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone. Blood Drain (Costs 2 Actions). The vampire makes a Blood Drain attack.
Vampire Blood Exarch Medium undead (shapechanger) , lawful evil Armor Class 18 (Natural Armor) Hit Points 378 (36d8 + 216) Speed 50 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 21 (+5) Saving Throws DEX +11, WIS +11, CHA +12 Skills Deception +12, Perception +11, Stealth +11 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 120 ft., Passive Perception 21 Languages the languages it knew in life Challenge 21 (10,000 XP) Vital Tithe. Whenever the a creature takes necrotic damage within 15 feet of the vampire, the vampire gains an equal number of temporary hit points. Blood Eternal. If the vampire is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than Bonus Actions, and cannot regain any hit points until it completes a Long Rest in its resting place. If it does not return to its resting place by the following dawn, the vampire is destroyed. Vampiric Traits. The vampire has two traits from the Common Weaknesses table, two traits from the Uncommon Weaknesses table, and four traits from the vampiric powers table. Its weaknesses must include a method of destruction. Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Actions Blood Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 17 (5d6) necrotic damage and the target must succeed on a DC 19 Constitution saving throw or lose three unexpended hit dice, or drop to 0 hit points if it cannot. Enchain Essence (5th Level Spell, Concentration). One creature within 60 feet that the vampire can see must make a DC 20 Constitution saving throw. On a failed save, the creature is restrained and has vulnerability to all damage for the next minute. The creature repeats this save at the end of each of its turns, ending the effect on a success. Lacerating Rain (6th Level Spell). A hail of jagged blades formed from blood rain down in a 15 foot radius centered on a point the vampire can see. Each creature in the area make a DC 20 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) slashing damage and begins to bleed, losing 10 hit points at the start of each of its turns for the next minute, or until it receives any magical healing. On a successful save, a creature takes half as much slashing damage. Blood Puppeteering (Recharge 5-6, 6th Level Spell, Concentration). One creature within 60 feet that the vampire can see must succeed on a DC 20 Constitution saving throw or have its body controlled by the vampire for the next minute. On each of the creature's turns, the creature takes 11 (2d10) necrotic damage, then moves up to its speed and takes the attack action. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Reactions Bestow Wound (2nd Level Spell). As a reaction to being hit with an attack, the vampire forces a creature it can see within 30 feet to succeed on a DC 20 Charisma saving throw. On a failure, the vampire takes half as much damage from the attack and the target takes the same amount. Command Ichor (2nd Level Spell). As a reaction when a creature the vampire can see within 60 feet takes piercing or slashing damage, the vampire forces the creature to succeed on a DC 20 Strength saving throw or be pushed up to 30 feet in a direction of the vampire's choice. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Reaping Glide. The vampire moves up to its fly speed. Each creature that makes an attack of opportunity provoked by this movement takes 5 (1d10) necrotic damage. Dweomer Rupture (0th Level Spell). One creature the vampire can see within 60 feet must make a DC 20 Constitution saving throw. On a failed save, the creature takes 11 (2d10) necrotic damage the next time it casts a spell before the end of the vampire's next turn. Blood Drain (Costs 2 Actions). The vampire makes an attack with its Blood Drain. Rend Magic (3rd Level Spell, Costs 2 Actions). The controller of one spell or magical effect the vampire can see within 60 feet must succeed on a DC 20 Constitution saving throw or have the spell or effect end. If the magical effect was produced by an item, the item may not be activated again until the end of the wielder's next turn.
Common Weaknesses Weakness Description Associated Vampire Arithmomania If the vampire starts its turn within 10 feet of scattered rice, seeds, or coins, it must succeed on a DC 15 Wisdom saving throw or use its action to count them. Asema, Jiangshi, Soucriant Burned by Salt If the vampire has salt cast on it, it takes 5 (1d10) fire damage and cannot regain hit points until the end of its next turn. Loup-Garout Can't Cross Running Water The vampire cannot voluntarily enter or cross over running water. Leyak Can't Enter Without an Invitation The vampire cannot voluntarily enter a dwelling without being invited. Barabarlakos, Kosak Destroyed by Sunlight If the vampire starts its turn in sunlight, it may not take actions other than to Dash. If the vampire ends its turn in sunlight, it is destroyed. Mahr Fear of Holy Symbols If a creature uses its action to brandish a holy symbol, the vampire must succeed on a DC 15 Wisdom saving throw or be Frightened of it until the end of the creature's next turn. Harmed by Sunlight If the vampire starts its turn in sunlight, it takes 20 radiant damage and disadvantage on attack rolls until the beginning of its next turn. Cihuateteo Killed by Beheading If the vampire is beheaded while it is incapacitated in its resting place, the vampire is killed. Aptrgongumenn, Fyglia, Kosak Killed by Burning If the vampire is set aflame while it is incapacitated in its resting place, the vampire is killed. Begierig, Brykolaka, Strigoi Killed by a Stake to the Heart If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is killed. Isithfuntela, Mahr Killed by a Stake to the Stomach If a stake of hawthorn wood is driven into the vampire's stomach while the vampire is incapacitated in its resting place, the vampire is killed. Wurdulak Killed by Sunlight If the vampire ends its turn in sunlight, it turns to dust and is destroyed. Left-Behind Skin When the vampire shapeshifts, its skin is peeled off and left behind. If its skin is salted before the vampire returns, the skin shrinks and the vampire cannot return to its true form. Asema, Soucriant Paralyzed by A Stake to the Heart If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is Paralyzed until the stake is removed. Farkaskoldus Repelled by Holy Symbols If a creature the vampire can see uses its action to brandish a holy symbol, the vampire must succeed on a DC 15 Wisdom save or be Frightened until the end of the creature's next turn Biloko Repelled by Sunlight The vampire cannot voluntarily move toward a source of sunlight that it can see. Blutsauger, Mahr Sickened by Garlic If the vampire begins its turn within 15 ft. of a wreath of garlic, it must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the beginning of its next turn Aniukha, Blutsauger, Strigoi, Tlaciques Sickened by Turmeric If the vampire begins its turn and can smell burning turmeric, it must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and saving throws until the beginning of its next turn Bhuta Warded by Hawthorne Wreaths The vampire treats any movement toward a hawthorn wreath it can see as being over difficult terrain. Blutsauger
Uncommon Weaknesses Weakness Description Associated Vampire Can't Cross a Broom The vampire cannot voluntarily cross over or walk under a broom. Alp, Asema, Cauchemar Can't Enter Towards Shoes The vampire cannot voluntarily enter a room with shoes pointed at the door. Alp Cannot Resist Eggs If the vampire sees unattended eggs, it must succeed on a DC 15 Wisdom saving throw or be compelled to steal them, and suffer disadvantage on Wisdom (Perception) checks until it does. Mullo Casts No Reflection The vampire casts no reflection in mirrors. Zemu Charmed by Poetry If a creature uses its action to read a love poem written to the vampire, the vampire must succeed on a DC 15 Wisdom saving throw or be Charmed by the creature for the next minute, or until the creature takes hostile action towards it Leanan Sidhe Cured by Secret Hole The vamire is cured of vampirism if its hair is cut off and stuffed into the secret hole in the back of its head while the vampire is incapacitated. Langsuir Detected by White Horse A white horse will balk if led over the grave of a vampire. Lugat Eikon Bottle If the vampire starts its turn within 10 ft. of a bottle that contains a small amount of blood while in mist form, it must succeed on a DC 15 Strength saving throw or be sucked in and can be trapped. Djadadjii Fear of Black Dogs If the vampire starts its turn within 30 ft. of a black dog with white eyes painted atop its head that the vampire can see, the vampire must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Blutsauger Fear of Crossed Sticks If the vampire starts its turn within 30 ft. of a set of crossed measuring sticks it can see, it must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Alp Fear of Frogs If the vampire starts its turn within 30 ft. of a frog it can see, it must succeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Loup-Garout Fear of Mirrors If the vampire starts its turn within 30 ft. of a mirror it can see, it must succeeed on a DC 15 Wisdom saving throw or be Frightened until the beginning of its next turn. Alp, Tlaciques Harmed by Garlic If the vampire takes damage from a weapon smeared with garlic, it cannot regain hit points until the end of its next turn. Blutsauger Harmed by Insults and Profanity A creature may use its action to attempt a Charisma (Performance) check to insult offend the vampire. On a roll higher than the vampire's AC, the vampire takes 22 (4d10) psychic damage. Empouse