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3 4 5 6 7 8 9 10 11 12 13 14 17 18 Credits Designer: Gabe Rodriguez, /u/letterephesus Logo and Cover Art: Wizards of the Coast Artist Credits: Aurore Folny, Brent Hollowell, Deruchenko Alexander, Filip Buburan, Jakub Kasper, Jamie Jones, Jana Schirmer & Johannes Voss, Jason A. Engle, Johann Bodin, Karl Kopinski, Marta Nael, Matt Stewart, Mila Pesic, Nicholas Gregory, Pindurski, Svetlin Velinov, Vincent Proce, Yeong-Hao Han, Zara Alfonso The following resources provided material and inspiration: The MTG Wiki The orignal Plane Shift: Innistrad A Planeswalker's Guide to Innistrad Magic: the Gathering cards from the Midnight Hunt set Technical Resources: Detect Balance Spreadsheet for Custom Races by u/jwbjerk D&D Watercolor Stains by Jared Ondricek Planeshifted Guides: Visit new Magic: the Gathering planes in D&D with these feature-length guides: New Phyrexia, inspired by biomechanical horror The Streets of New Capenna; inspired by 1920's America The Ten Realms of Kaldheim; inspired by Norse mythology Kamigawa: Neon Dynasty; inspired by Japanese culture and cyberpunk The Throne of Eldraine, inspired by Grimm fairy tales and Arthurian legend Unfinity, inspired by 50s sci-fi and retrofuturism Support Planeshifted Guides This is 100% free fan content. You can show your support for the Planeshifted Guides project through my Patreon, or by buying me a coffee. Thank you! Contents Races .................................................................................................. Dryad ............................................................................................... Geist................................................................................................. Half-Devil ........................................................................................ Homonculus ................................................................................... Human ............................................................................................. Scarecrow ....................................................................................... Skaab ............................................................................................ Treefolk ......................................................................................... Vampire ......................................................................................... Werewolf ....................................................................................... Spells ............................................................................................... Treasures ........................................................................................ Bestiary ........................................................................................... PDF Link The PDF link for this document is currently unavailable, please check back again at a later date. Supporters Huge thank you to all my supporters, you guys rock! A.J., Adam Larson, AJ Moraitis, Alex Hernandez, Andre Beshta, Andrew Arias, Andrew Fielder, Anonymoose238, Antoine Polignone, Astus, Blobkid, Caroline Magoulas, Christian Weiß, Contrary, Daniel Clark, David Vincent DeCaro-Brown, Dillon Stevenson-Barker, Donovan Lowell, Douglas Burtt, Duncan Thesingh, Dylan Man, EletronicStar D, Isaac Swisher, Jonathan Cowley, Joseph Joffe, juan daniel Morales, Justin Finley, LITemup, Maribel Rodriguez, Mason Jones, Matthew McKinnon, Matthew Wood, Merlin Fontana Martin, Patrick O'Connell, Radek, Rafael Malta, ReaperTheWolf, Shaun Sullivan, Smoky, Tim Platt, zen magus Changelog Version 1.0 Initial Release A Planshifted Return to Innistrad is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties. 2
T About this Book his book is a quick supplemental guide to be used with Plane Shift: Innistrad, which provides rules and options for playing Dungeons & Dragons 5 edition in the Innistrad setting from Magic: the Gathering. This book provides updated character options and a selection of new spells. Races At 1st level, you choose your character's race. This section presents updated playable races for this setting. Plane Shift: Innistrad provides information to help you understand your character's place in the world. When you create a character for a campaign or adventure set on the plane of Innistrad, you choose from one of the race options presented here, and follow these additional rules during character creation. Ability Score Increases When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20. Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in Innistrad that a character might speak are listed below. Innistrad Languages Language Typical Speakers Common Common Demonic Demons, Devils Draconinc Dragons Gavony Gavony Kessig Kessigers Nephalia Nephalians Stensia Stensians Creature Type Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is. Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead. Age The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Height and Weight Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character. Proficiencies Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table. Proficiency Swaps Proficiency Replacement Proficiency Skill Skill Armor Simple/Martial weapon or tool Martial weapon Simple/Martial weapon or tool Simple weapon Simple weapon or tool Tool Simple weapon or tool th 3
Dryad Dryads are elementals, manifestations of the plane's green mana. They appear as beautiful nature spirits wrapped in vine and thorn. They make their home in the Somberwald, a winding, drooping pine forest in the Geier Reach mountains of Stensia province. They suffer no intruders into their domain, and ever since the arrival of the Eldrazi horror Emrakul, and her subsequent imprisonment in the moon, the dryads have become more aggressive, making communication between the villages spread in the forest difficult. Dryad Traits You have the following racial traits. Creature Type. You are an Elemental. Size. You are Medium. Speed. Your walking speed is 30 feet. Life Span. 500 years on average. Barkskin. You have rough, bark-like skin. When you aren't wearing armor, your base AC is 16 (your Dexterity modifier doesn't affect this number). Druidcraft. You know the druidcraft cantrip. Plant Nature. As long as you spend at least 5 hours a day in direct sunlight, you don't need to eat or drink. Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Tree Step. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be living and at least the same size as you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. JJaaimimeeJJoonneess JJJaaai imimmeeeJJJooonnneeesss 4
Geist Traits You have the following racial traits. Creature Type. You are an Undead. Size. You are Medium or Small (choose when you select this race). Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Life Span. You are immune to the effects of aging and can't be aged magically. Deathless Nature. You have resistance to poison damage and immunity to disease, and you don't need to eat, drink, or breathe. Ghostly Flight. You hover slightly off the ground. You can move across difficult terrain without expending extra movement if you are using your walking speed. Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside a creature or object. 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks this movement. Incorporeal Resistance. You have advantage on saving throws you make to avoid or end the grappled, paralyzed, petrified, poisoned, prone, or restrained condition on yourself. Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Geist Geists are the ghosts of human dead of Innistrad. They are found throughout the plane and take many forms, shaped by the characteristics of the plane's mana. Although their nature and substance are fundamentally insubstantial, allowing them to pass through walls or disappear entirely from view, they can affect the material world in a variety of ways. Some can make themselves solid for a brief time, or can solidify parts of themselves or items they hold—typically long enough to slash open a throat with a weapon or claws. Feat: Ghostly Possession If your campaign uses the optional feat rules found in the Player's Handbook, your geist character can take the following feat. As an action, you can force a Humanoid within 5 feet of you to succeed on a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or be possessed by you. While the target is possessed, it is incapacitated, and you disappear and control the target, making all decisions for it. You can't be targeted by any attack, spell, or other effect, except ones that turn undead. The possession lasts for 1 hour, the target drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect such as the dispel good and evil spell. The target is immune to the possession of all geists for 24 hours if the effect ends for it. You can use this feat a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. JJaassoonnAA..EEnngglele JJJaaasssooonnnAAA. ..EEEnnngggl lelee 5
Half-Devil Devils are infernal perpetrators of malicious mischief. They make up the personal armies and entourages of the demons —those creatures’ selfish desires and urges made flesh. Cruel and gleefully sadistic, devils have no regard for the safety of themselves or others. They delight in destruction, mayhem, and pain. The planeswalker Tibalt is a half-devil, the result of a potent and hateful spell. The spell fused his own essence with the devils at his side. This spell still exist, and could be used by others to achieve a similar infernal legacy. Racial Traits You have the following racial traits. Creature Type. You are a Humanoid. You are also considered a devil for any prerequisite or effect that requires you to be a devil. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Infernal Legacy. You know the minor illusion cantrip. Starting at 3rd level, you can cast the hellish rebuke spell with this trait. Starting at 5th level, you can also cast the crown of madness spell with this trait. Once you cast hellish rebuke or crown of madness with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you gain this lineage). PPPIINNDDUURRSSKKII PPIIINNNDDDUUURRRSSSKKKIII 6
Homonculus Traits You have the following racial traits. Creature Type. You are a Construct. Size. You are Small. Speed. Your walking speed is 30 feet. Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the paralyzed or poisoned condition on yourself. You don't need to eat, drink, or breathe. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. True Life. If the mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, and spare the dying. Homunculus Stitchers and necro-alchemists of Innistrad often create and utilize homunculi, which are small subservient living constructs. They are used for menial tasks including collecting parts for skaab creation and maintaining libraries and laboratories. They often appear as blue-skinned cyclopean humanoids. FFiliilpipBBuurrbbuurraann FFFi ili lil ipippBBBuuurrrbbbuuurrraaannn 7
Human Innistrad's population is mostly human, and are found throughout the four provinces. The people of Gavony are known for being well rounded. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken. Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields. And finally, countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces. Human Traits You have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice. Variant Traits If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits. Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook. Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough. JJaannaaSScchhirirmmeerr&&JJoohhaannnneessVVoossss JJJaaannnaaaSSSccchhhi irirrmmmeeerrr&&&JJJooohhhaaannnnnneeesssVVVooossssss 8
Scarecrow Traits You have the following racial traits. Creature Type. You are a Construct. Size. You are Medium. Speed. Your walking speed is 30 feet. Life Span. You are immune to the effects of aging and can't be aged magically. Constructed Nature. You have resistance to poison damage, and you have immunity to the poisoned condition and to disease. You don't need to eat, drink, or breathe. False Appearance. If a creature hasn't seen you move or act, it must succeed on a Wisdom (Perception) check against a DC of 8 + your Dexterity modifier + your proficiency bonus to discern that you are animate. Fire Vulnerability. You have vulnerability to fire damage. Repair. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Terrifying Glare. As an action, you can glare at one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn. Scarecrow On Innistrad, living scarecrows are inhabited and given life by malign forces such as geists or demons. Each one is unique, often handcrafted by local humans from whatever scraps and junk are available. Most often, scarecrows continue their goal of scaring, but turn from crows and ravens to the local humans. JJaakkuubbKKaassppeerr JJJaaakkkuuubbbKKKaaassspppeeerrr 9
Skaab Skaabs are constructed zombies assembled from disparate body parts and animated through scientific means. Most skaabs are more or less humanlike, but creative stitchers have crafted winged skaabs similar to the drakes of other worlds, towering giant skaabs, and unrecognizable horrors. Skaberen go through an elaborate process to gather body parts, bind them together, infuse the stitched body with vital fluid, and plant a vital force in its unliving flesh. Some skaberen even use necro-alchemy to fuel their laboratories, leading to even more confusion in terminology. Skaab Traits You have the following racial traits. Creature Type. You are a Construct. You also count as an Undead for effects and prerequisites that require you to be Undead. Size. You are Medium. Speed. Your walking speed is 30 feet. Life Span. Skaab don't age. You are immune to the effects of aging and can't be aged magically. Deathless Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe. Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. Amalgamation. You are an amalgamation of parts of other dead creatures. You gain an additional based on one of the following options (choose when you select this race): Extra Head. You have an additional head. You can't be surprised, and you have advantage on saving throws you make to avoid the blinded, deafened, or unconscious condition on yourself. Extra Limbs. You have two secondary limbs somewhere on your body. The secondary limbs can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Natural Weapons. You have some mechanical or organic weapon that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage, instead of the bludgeoning damage normal for an unarmed strike (choose the damage type when you select this option). Tattered Wings. As a bonus action, you can fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft. KKKaarrllKKooppininsskkii KKaaarrrllKKooppininsskkii l Kopinski 10
Treefolk Traits You have the following racial traits. Creature Type. You are a Plant. Size. You are Medium. Speed. Your walking speed is 30 feet. Natural Armor. You have tough, bark-like skin. While you aren't wearing armor, your base Armor Class is 16 (your Dexterity modifier doesn't affect this number). Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Strength of the Wood. You have advantage on Strengthbased ability checks and Strength saving throws. Treefolk Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Treefolk Weakness. You have vulnerability to fire damage. Treefolk The treefolk of Innistrad are the fusions of geists with the anceint wood. Some treefolk spend most of their time in slumber and arise only seasonally, while others are permanently hungry for more life to add to their core. Within the Somberwald forest, there are spirits residing in treefolk that predate humanity itself. NNNicichhoolalassGGrreeggoorryy NNi icicchhhoool lalaasssGGGrrreeegggooorrryyy 11
Vampire The vampires of Innistrad form a civilization that stands alongside and in direct competition with humanity, presenting the greatest danger to human life on the plane. Like werewolves, vampires were originally human, and have a complex history and society. You can learn more about Innistrad's vampires in Plane Shift: Innistrad. Racial Traits You have the following racial traits Creature Type. You are an Undead. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don't need to eat or breathe, and you can only drink blood for sustenance. You do not cast reflections or shadows. Bite. You have elongated fangs that you can use to make unarmed strikes. If you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Vampiric Drain. When you attack with your Bite and hit a creature that isn't a Construct or an Undead, you can gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Vampiric Lineage. You gain an additional benefit based on one of the following lineages of your choice (choose when you select this race). Your lineage may grant you the ability to cast one or more spells with this trait. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Domnathi. You can cast the gaseous form spell with this trait, without requiring a material component, but you can target only yourself with it. Falkenrath. You have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. Markov. You can cast the charm person spell with this trait. Starting at 3rd level, you can also cast the detect thoughts spell with this trait, without a material component. Stromkirk. You can cast the silent image spell with this trait, without requiring a material component. Starting at 3rd level, you can cast the mirror image spell with this trait. Voldaren. You can cast the polymorph spell with this trait, without requiring a material component, but you can target only yourself with it, and the new form can only be a bat, a cat, or a rat (you choose when you cast the spell). AAAuurroorreeFFoolnlnyy AAuuurrrooorrreeeFFFoool lnlnnyyy 12
Werewolf Driven by their passions, their supernatural hunger, and the cycle of the moon, werewolves shed their tenuous humanity to embrace the savage predator within. Lycanthropy—the condition that turns humans into werewolves—is a supernatural curse that causes the victim’s spiritual essence to become mingled with the wild essence of nature, symbolized by the wolf. Werewolves are often lone hunters, stalking and killing humans as singular monsters in towns and villages, but some werewolves form loose social groups in the wild, called howlpacks. You can learn more about werewolves, lycanthropy, and howlpacks in Plane Shift: Innistrad. Racial Traits You have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Bestial Instincts. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Shapechanger. As a bonus action, you can transform into a man-beast hybrid. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you transform, you gain temporary hit points equal to 2 × your proficiency bonus. While transformed, you gain the following traits: You can use your elongated fangs and claws to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If the target of this unarmed strike is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy. On a successful save, a creature is immune to lycanthropy for 24 hours. Your walking speed increases by 5 feet, and you have a climbing speed equal to your walking speed. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. At the start of your turn, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. You regain control of yourself after the attack. You can transform in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Involuntary Change. If you start your turn in the light of the full moon, you must succeed on a DC 15 Charisma saving throw or use your bonus action to transform as described in the Shapechanger trait, even if you have expended all uses, and you can't revert to your normal appearance until you leave the moon's light. MMMilialaPPeessicic MMi ili lalaaPPPeeesssi icicc 13
T Spells he following section presents spells available to spellcasters in Amonkhet. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) Spells Level Spell School Classes C Blessed Defiance Abj. Cleric, Paladin, Warlock 1 Adamant Will Abj. Bard, Cleric, Paladin, Warlock 1 Chill of the Grave Trn. Sorcerer, Warlock, Wizard 2 Burn the Accursed Evo. Artificer, Cleric, Druid, Paladin 2 Siphon Insight Ench. Artificer, Bard, Druid, Ranger, Warlock 3 Candletrap Abj. Cleric, Paladin, Sorcerer, Warlock, Wizard 3 Flare of Faith Ench. Paladin, Sorcerer, Warlock 3 Geistwave Abj. Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard 8 Unnatural Moonrise Trn. Cleric, Druid, Sorcerer, Warlock, Wizard Adamant Will 1st-level Abjuration Casting Time: 1 reaction, which you take when a creature you can see within range is reduced to 0 hit points but not killed outright Range: 60 feet Components: V, S Duration: 1 round When you cast this spell, the target drops to 1 hit point instead of 0. On its next turn, it gains advantage on its first attack roll. Blessed Defiance Abjuration cantrip Casting Time: 1 reaction, which you take when you are reduced to 0 hit points Range: Self Components: V, S Duration: 1 minute When you drop to 0 hit points, you call upon your patron or deity to grant you vengeance. Your spirit manifests as a ghost in your space, and lasts until it drops to 0 hit points or until the spell ends. You control the ghost and make all decisions for it. In combat, it shares your initative count. The spell ends early if you regain consciousness. Burn the Accursed 2nd-Level Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver coin and an open flame) Duration: Instantaneous You cause a creature you can see within range to burn from the inside out. The target makes a Constitution saving throw, taking 3d8 fire damage on a failed save or half as much on a successful one. A creature that is cursed or attuned to a cursed object has disadvantage on the saving throw. AAuurroorreeFFoolnlnyy AAAuuurrrooorrreeeFFFoool lnlnnyyy st st nd nd rd rd rd th
Candletrap 3rd-Level Abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (5 or more candles with a total value of 100gp, which the spell consumes) Duration: 1 hour As you cast this spell, you arrange the candles in a circle with a 5 or 10-foot radius on the ground or the floor. When you finish casting, magical energy fills the circle to a height of 20 feet for the duration, and the cylinder becomes a magic trap. The trap is triggered when a Construct, Shapechanger, or Undead creature moves into the cylinder. The circle affects the creature in the following ways: The creature can't willingly leave the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets outside the cylinder. Targets outside the cylinder can't be charmed, frightened, or possessed by the creature. Chill of the Grave 1st-Level Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a piece of rotting flesh) Duration: Concentration, up to 1 minute You imbue yourself with the cold energy of the dead. Until the spell ends, you can use an action to exhale freezing energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage and is restrained by ice until the spell ends. On a successful save, a creature takes half as much damage and isn't restrained. A restrained target, or another creature that can touch it, can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by ice. Flare of Faith 3rd-Level Enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a holy symbol) Duration: Concentration, up to 1 minute You present your holy symbol and speak a prayer censuring the undead. A sphere of bright light appears around you in a 15-foot radius, casts dim light for an additional 15 feet, and lasts for the duration. Each Undead in the light that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute. A turned creature can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success. If a turned creature takes damage, the spell also ends for it. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within the light. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Geistwave 3rd-Level Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a glass jar) Duration: 1 round You attempt to send one creature you can see within range into the Border Ethereal. The target must succeed on a Charisma saving throw or be banished until the end of your next turn. While on the Ethereal plane, the target can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive the target and can't interact with it, unless a special ability or magic has given them the ability to do so. The target ignores all objects and effects that aren't on the Ethereal Plane, allowing it to move through objects it perceives on the plane it originated from. When the spell ends, the target immediately returns to the plane it originated from in the spot it currently occupies. If it occupies the same spot as a solid object or creature when this happens, it is immediately shunted to the nearest unoccupied space that it can occupy and takes force damage equal to twice the number of feet it is moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. 15
Siphon Insight 2nd-Level Enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell's duration, the attack deals an additional 2d6 psychic damage to the target, and you learn the surface thoughts of the creature—what is most on its mind in that moment. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. Unnatural Moonrise 8th-Level Transmutation Casting Time: 10 minutes Range: Self Components: V, S, M (a clay jar filled with 1 pint of Humanoid blood) Duration: Concentration, up to 8 hours You seize control of time on the entirety of the plane you're on. You must be on a plane with a day/night cycle to cast this spell, and it must be daytime when you cast it. If you leave your current plane of existence, the spell ends early. While casting this spell, you alter the flow of time around your plane's celestial bodies such that it becomes night at your current location. Time is not altered for creatures, plants, or other objects, but your plane's sun(s) set and your plane's moon(s) rise. When the spell is complete, it remains night for the duration. When the spell ends, time is altered such that the celestial bodies return to their previous locations and orientations. Modified Spells The following spells have changes to their spell descriptions when they are cast on the plane of Innistrad. Bestow Curse When you cast bestow curse, you can choose the nature of the curse from the following additional options: Curse of Clinging Webs. While cursed, a spider-filled web clings to the target. At the start of each of its turns, the target must make a Dexterity saving throw. On a failed save, the target takes 1d4 piercing damage plus 1d4 poison damage and is restrained until the start of its next turn. On a successful save, the target takes half as much damage and isn't restrained. Curse of Conformity. You can choose this option only if you cast this spell using a spell slot of 4th level or higher. While cursed, the target is polymorphed into a commoner. It retains its alignment and personality. If the target is reduced to 0 hit points, it returns to the number of hit points it had before it transformed. The target's clothing and equipment aren't changed by this curse. Curse of Leeches. While cursed, the target is infested with leeches. The target must make a Constitution saving throw at the start of each of its turns, taking 1d6 necrotic damage on a failed save or half as much on a successful save. If this damage reduces the target to 0 hit points, it dies, and a leech lurker emerges from its body in its space. Curse of Shaken Faith. While cursed, the target's faith in its deity or patron is shaken. Whenever the target casts a spell on the Cleric, Paladin, or Warlock spell list, it gains a level of exhaustion. Curse of Silence. Choose a spell or a word such as a name. While cursed, the target can't perform the verbal component of the chosen spell or speak the chosen word or name. Curse of Surveillance. While cursed, eyeballs appear on the target's limbs. You can see and hear through the eyeballs as though you were there. Curse of the Restless Dead. While cursed, at the end of each of the target's turns, each corpse of a Large or smaller creature within 5 feet of the target animates and makes a melee attack against the target. Moonbeam If a werewolf is in its original form when it fails its saving throw against moonbeam, it instead transforms into its hybrid form and can't assume a different form until it leaves the spell's light. Sunbeam Whenever an Undead or Shapechanger takes damage from sunbeam, it is frightened of you for 1 minute or until it takes damage. A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the frightened condition on itself on a success. WWWizizaarrddssooffththeeCCooaasstt WWizizaarrddssooffththeeCCooaasstt izards of the Coast 16
Treasures This section presents some magic items that can be found in Innistrad. Bramble Armor Armor (any Medium or Heavy armor except Hide), Very Rare (Requires Attunement) While wearing this armor, a creature that hits you with a melee attack while within 5 feet of you takes 1d4 piercing damage. In addition, at the start of each your turns, you deal 1d4 piercing damage to a creature grappling or grappled by you. Hedgewitch's Mask Wondrous Item, Very Rare (Requires Attunement) This mask is made from a ram's skull and is adorned with branches and magic candles that produce dim light in your space. While wearing this mask, you have advantage on attack rolls against Undead, Shapechangers, and creatures larger than you. Ivold's Device Wondrous Item, Rare (Requires Attunement) This leather cap fits over the head and has a number of crystal lenses that can be flipped over the eyes. While wearing the device, you can cast see invisibility at will. Mask of Griselbrand Wondrous Item, Artifact (Requires Attunement) This mask appears as a white skull adorned with black horns, and depicts the most powerful demon of Innistrad, Griselbrand. While wearing this mask, you gain the following benefits: You have a flying speed of 60 feet. Whenever you hit a creature that isn't a Construct or Undead with a melee attack, you gain temporary hit points equal to half the damage dealt. Whenever you take damage, you can use your reaction to make an attack or cast a spell with a casting time of 1 action. Pithing Needle Wondrous Item, Legendary (Requires Attunement) This small needle can be injected into a creature's neck to magically remove its memories. As an action, you can prick a Large or smaller creature with the needle. If the creature is unwilling, you must succeed on an attack roll using the needle as an improvised weapon against the creature. On a hit, or if the creature is willing, you cast modify memory on the creature. When cast this way, the spell lasts until the needle is removed, and you can affect the target's memory of any event it has experienced. Spiked Ripsaw Wondrous Item, Very Rare The ripsaw has 10 charges and regains all expended charges daily at dawn. You can expend a charge as an action and use the ripsaw to make a melee weapon attack against a creature or object within 5 feet of you. If you have proficiency with herbalism kit, you may add your proficiency bonus to the attack roll. On a hit, the ripsaw deals 2d8 slashing damage. If the target is a Plant or nonmagical plant, it takes an additonal 1d8 slashing damage. If the ripsaw has no charges left, it can be used as an improvised weapon that deals 1d8 bludgeoning damage on a hit. Soulcipher Board Wondrous Item, Uncommon Soulcipher boards are tools to contact and divine the will of spirits or other mysterious forces. While touching the soulcipher board, you can cast speak with dead. The target of the spell can be any dead Humanoid you are familiar with who died within 100 feet of the board's current location. When you cast the spell with way, you place your fingertips on a planchette set atop the board and feel forces move the planchette toward letters and symbols, gradually revealing a cryptic message. 17
Bestiary This chapter presents a number of unique monsters and NPCs who can be found throughout Innistrad. The Innisrad Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). The creatures in this bestiary are organized alphabetically. Using a Stat Block This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here. In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else. Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items. Innistrad Creatures Creature Creature Type CR Cathar Humanoid 5 Croaking Counterpart Monstrosity 3 Deathbonnet Plant 3 Devil Fiend aa Falcon Abomination Construct 1 Giant Ant Beast 1/2 Homunculus Construct 0 Insectile Aberration Monstrosity aa Lightning Elemental Elemental 5 Occultist Humanoid 2 Shadow Kin Monstrosity 3 Sludge Monster Ooze aa Tomb Tyrant Undead 4 Zombie Bear Undead 1 MMMaarrtataNNaaeell MMaaarrrtataNNaaeell ta Nael 18
Cathar Cathars are the soldiers of the Avacynian church, but “soldiers” is a broad term encompassing everything from crime-solving investigators to mounted paladins. Some cathar orders are so independent as to be virtually separate sects of the church, while others are tightly bound to the hierarchy of the faith. ZZaarraaAAlflofonnssoo ZZZaaarrraaaAAAl lflfofoonnnsssooo 19 Cathar Medium Humanoid (Any Race), Typically Lawful Good Armor Class 18 (plate armor) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) Saving Throws Wis +5, Cha +6 Skills Athletics +7, Religion +4, Persuasion +6 Senses passive Perception 12 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 Aura of Protection. The cathar and allies within 10 feet of it gain a +3 bonus to all saving throws. Actions Multiattack. The cathar makes two weapon attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Lay on Hands (3/day). One creature the cathar touches regains 12 (2d8 + 3) hit points. Spellcasting. The cathar casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): 1/day each: command, compelled duel, dispel magic, find steed, hold person, lesser restoration Turn the Unholy. Each Fiend, Shapechanger, and Undead that can see or hear the cathar within 30 feet of it must succeed on a DC 14 Wisdom saving throw be frightened of the cathar for 1 minute.
Croaking Counterpart No one is sure of the history or origin of the croaking counterpart. It appears as a small, frog-like creature that poorly mimics the appearance of nearby humanoids. YYeeoonngg-H-HaaooHHaann YYYeeeooonnnggg- -H-HHaaaoooHHHaaannn 20 Croaking Counterpart Tiny Monstrosity (Shapechanger), Unaligned Armor Class 11 Hit Points 1 (1d4 - 1) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4) Skills Perception +1, Stealth +3 Senses darkvision 30 ft., passive Perception 11 Languages speaks the languages of the creature it is mimicking but doesn't understand them Challenge 0 (0 or 10 XP) Proficiency Bonus +2 Amphibious. The counterpart can breathe air and water. Standing Leap. The counterpart's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Shapechanger. The counterpart polymorphs into a creature it has seen, or back into its true form. Its statistics are the same in each form, and its appearance never changes enough to hide the fact that it is a frog. It can mimic the appearance of equipment, but this equipment is a part of its form and can't be used or removed. It reverts to its true form if it dies.
Deathbonnet The deathbonnet sprout is a quasi-sentient fungus found in the forests of Innistrad, such as the Somberwald in the Geier Reach mountains of Stensia province. It feeds off of death, so much that a sprout might quickly evolve into a deathbonnet hulk. FFiliilpipBBuurrbbuurraann FFFi ili lil ipippBBBuuurrrbbbuuurrraaannn 21 Deathbonnet Tiny Plant, Unaligned Armor Class 12 (natural armor) Hit Points 66 (12d4+36) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 4 (-3) 14 (+2) 4 (-3) Skills Perception +4 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Actions Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 3 (1d6) bludgeoning damage for each size category above Tiny. If the target is a creature and the deathbonnet is larger than it, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Fungal Feast. The deathbonnet feeds on one corpse within reach. The deathbonnet's size magically increases for 1 minute. While enlarged, the deathbonnet increases its size by one category (from Tiny to Small, for example), deals an additional 1d6 damage on its Slam attacks for each size category above Tiny, and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to increase its size by one category, it attains the maximum size possible in the space available.
Giant Ant Among the many other horrors of Innistrad are giant insects, particularly enlarged ants believed to be the result of failed experiments by fleshcrafting wizards. NNNicichhoolalassGGrreeggoorryy NNi icicchhhoool lalaasssGGGrrreeegggooorrryyy 22 Giant Ant Large Beast, Unaligned Armor Class 16 (natural armor) Hit Points 22 (4d10) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 11 (+0) 3 (-4) 10 (+0) 3 (-4) Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Smell. The ant has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The ant has advantage on an attack roll against a creature if at least one of the ant's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Homunculus Stitchers and necro-alchemists of Innistrad often create and utilize homunculi, which are small subservient living constructs. They are used for menial tasks including collecting parts for skaab creation and maintaining libraries and laboratories. They often appear as blue-skinned cyclopean humanoids. BBBrreennttHHoollolowweelll BBrrreeennnttHHoollolowweelll t Hollowell 23 Homunculus Tiny Construct, Neutral Armor Class 13 (natural armor) Hit Points 5 (2d4) Speed 20 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2) Damage Immunities poison Condition Immunities charmed, poisoned Skills Arcana +2, Medicine +2, Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages one languages known by its master Challenge 0 (0 or 10 XP) Proficiency Bonus +2 Skulk. The homunculus has advantage on attack rolls against Small or larger creatures. Unblinking. Attack rolls against the homunculus have disadvantage. Actions Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.
Insectile Aberration A number of crazed wizards on Innistrad perform experiments that revolve around insects and metamorphosis, with the ultimate goal of achieving a kind of "perfect" state of being that merges man and insect. MMMaatttSStetewwaarrtt MMaaatttSStetewwaarrtt tt Stewart 24 Insectile Aberration Medium Monstrosity, Typically Chaotic Evil Armor Class 12 (15 with mage armor) Hit Points 22 (5d8) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws Int +5, Wis +3 Skills Arcana +5, Investigation +5, Medicine +5 Senses passive Perception 11 Languages Common plus one other Challenge 1 (200 XP) Proficiency Bonus +2 Actions Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. The aberration casts one of the following spell, using Intelligence as the spellcasting ability (spell save DC 13): At will: light, mage hand, prestidigitation 1/day each: hold person, knock, mage armor, polymorph
Lightning Elemental Storms are frequent on Innistrad, and many skaberen have taken to harnessing the energy of such storms to bring the final spark of life to their skaab creations. Some wizards take the harnessing of such storms to new levels by using its power to manifest powerful lightning elementals that guard their laboratories against intruders and rising threats. DDDeerruucchheennkkooAAlelexxaannddeerr DDeeerrruuuccchhheeennnkkkoooAAAl leleexxxaaannndddeeerrr 25 Lightning Elemental Large Elemental, Neutral Armor Class 13 Hit Points 102 (12d10 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) Proficiency Bonus +3 Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn. Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two touch attacks. Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn.
Occultist Where cathar inquisitors of the Church of Avacyn are the traditional investigators of Innistrad's supernatural threats and occurrences, occultists have stepped into their place as support for the church wanes. These new, young investigators don't draw their power from faith or angels, but instead take to dark and old forgotten magic; they aren't afraid to fight fire with fire when it comes to dark powers. ZZaarraaAAlflofonnssoo ZZZaaarrraaaAAAl lflfofoonnnsssooo 26 Occultist Medium Humanoid (Human), Typically Chaotic Good Armor Class 10 (13 with mage armor) Hit Points 24 (7d8 - 7) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 9 (-1) 17 (+3) 15 (+2) 11 (+0) Saving Throws Int +5, Wis +4 Skills Arcana +5, Insight +6, Investigation +7, Perception +4 Senses passive Perception 14 Languages Common, Demonic, plus any one other Challenge 2 (450 XP) Proficiency Bonus +2 Special Equipment. The occultist carries an ivold's device (see page 17). Spellcasting. The occultist can spend 1 minute to cast one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): alarm, augury, glyph of warding, hallow, identify, illusory script, magic circle, prayer of healing. Actions See Invisibility. The occultist uses its ivold's device to cast see invisibility. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Shadow Kin Shadow kin are mysterious shapeshifters found throughout Innistrad's history. Stories of doppelgangers, evil twins, and living reflections all trace their origins back to some form of shadow kin. DDDeerruucchheennkkooAAlelexxaannddeerr DDeeerrruuuccchhheeennnkkkoooAAAl leleexxxaaannndddeeerrr 27 Shadow Kin Medium Monstrosity (Shapechanger), Typically Neutral Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Skills Deception +6, Insight +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Ambusher. In the first round of a combat, the shadow kin has advantage on attack rolls against any creature it surprised. Surprise Attack. If the shadow kin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The shadow kin makes two melee attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Shapechanger. The shadow kin polymorphs into a Small, Medium, or Large humanoid it touches, or back into its true form. Its statistics, other than its size, skill proficiencies, and senses, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Speak With Dead. The shadow kin magically knows the memories of the creature it is polymorphed into, and can speak, read, and write all the languages it knew in life.
Sludge Monster The sludge monster is a mass of sentient ooze that crawls across nephalia, leaving sludge in its wake. This sludge is not only corrosive, but capable of completely covering a creature and controlling its movements, turning it into an agent for the monster. SSSvveetltilninVVeelilninoovv SSvvveeet tlt lil ininnVVVeeel lil ininnooovvv 28 Sludge Monster Gargantuan Ooze, Unaligned Armor Class 9 Hit Points 145 (10d20+40) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5) Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 10 (5,900 XP) Proficiency Bonus +4 Amorphous. The sludge monster can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the sludge monster or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage and must succeed on a DC 16 Dexterity saving throw or be covered in sludge. Covered in Sludge. A creature that becomes covered in the sludge monster's slime falls under the effects of a crown of madness spell as though cast by the sludge. Actions Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 40 (9d8) acid damage. The target must also succeed on a DC 16 Dexterity saving throw or be covered in sludge.
Tomb Tyrant Most zombies, both ghouls and skaabs, aren't truly intelligent. They are simply tools that serve their skaberen and ghoulcaller masters. However, on rare occasions, a zombie will remember much of its former life and retain its intelligence. To prevent such an occurrence, wizards have developed a magic item known as a pithing needle to remove such memories from their creations. However, when a pithing needle is not employed, the result is an intelligent zombie that often leads its undead brothers against their former masters. JJoohhaannnnBBooddinin JJJooohhhaaannnnnnBBBooodddi ininn 29 Tomb Tyrant Medium Humanoid (Lizardfolk), chaotic evil Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +2 Skills Perception +4 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 14 Languages all the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 Undead Fortitude. If damage reduces the tyrant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tyrant drops to 1 hit point instead. Actions Multiattack. The tyrant makes two melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage. Longsword. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Reactions Parry. The tyrant adds 2 to its AC against one melee attack that would hit it. To do so, the tyrant must see the attacker and be wielding a melee weapon.
Zombie Bear Practically any living thing on Innistrad can become a ghoulish undead. The grizzlies of the Somberwald forest are no exception, and unlucky hunters might find themselves hunted by their recently deceased quarry. VVVinincceennttPPrrooccee VVi ininnccceeennnt ttPPPrrroooccceee 30 Zombie Bear Large Undead, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Damage Immunities poison Condition Immunities poisoned Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Undead Fortitude. If damage reduces the bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bear drops to 1 hit point instead. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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