ART BY EIBON-W-WALDE
CONTENTS
History of Hallownest 3 Ch. 2: Relics of Hallownest 16 Credits
Before the Wyrm 3 Magic Item Descriptions 17
The Pale King 3 17 Lead Producer: Cameron Schleicher
Fall of Hallownest 3 Arcane Egg 17 Original Author: Team Cherry
Geography 5 Armoured Shell 17 Page Art: Darkdog
Higher Beings 5 Crystal Focusing Lens 17 Additional Art: GARSL
Flask of Steel Soul 17 Discord: Stranger Worlds
Ch. 1: Character Creation 7 Lifeblood Nail 17
Tribes of Hallownest 8 Lifeblood Reserve 17 Cover Illustrator: Eibon-W-Walde
Applying Tribal Dice 8 Pale Weapon 18
Tribe Options 8 Pocket Soul Totem 18 The Cover
8 Steel Handle Saw 18 Eibon-W-Walde deptics a pale weapon
Tribe Bug and Beast 9 Charm List 18 displayed in a cracked gray shell.
The Last Stags 9 Dashmaster 18
Fluke Hermits 9 Heavy Blow 18 -THIR-ASSEMBLE-FRIENDS-EM-TABLE-SCROLL-
Snail Shamans 9 Lifeblood Heart 18 O-INK-ABA-GAME-O-MATH-ROCKS-THIR-AMU
10 Longnail 18 SEMENT-ABA-LAUGHTER--ABA-ADVENTURE-O
Spell: Vengeful Spirit 10 Shaman Stone 18 -NIGHT-ABA-DREAMS-
Weavers of Deepnest 10 Sprintmaster 18
Moth Tribe 10 Stalwart Shell 18 Changelog
Shrumal Clan 11 Steady Body
Mosskin of Greenpath 11 Version 1.0.0 (01/06/2022): Publication
Mantis Tribe 13
13 Published - 01/06/2022
Variant: Mantian Petra 13 Curren Version 1.0.1
Bees of the Hive 13
Hallownest Race Options 14 Ch. 3: Hunter’s Journal 20
Void Construct Hallownest Bestiary 21
Impure Vessel
The Ancient Infection Artist Credits 22
Hollowed Kingdoms 22
Monomon’s Archive of Bug and Beast 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.
Hollow Knight and all properties are property Team Cherry and permitted under Fan Content Policy.
⊜ Preface: History of Hallownest
ART BY EIBON-W-WALDE Before the Wyrm
Long before the Kingdom of Hallownest was founded, an ancient civilisation existed in its place. Instead of worshipping any
power or lord, this civilisation worshipped the Void, a substance which is found at the bottom of the Abyss. Due to unknown
causes, the ancient civilisation eventually disappeared.
The ancient enemy of this Void was the Radiance, a higher being. One who has power over the Dream Realm. She
created the moth tribe who in turn worshipped her until the arrival of the Pale King.
The Pale King
At a certain point in time, a Wyrm arrived at the edge of the known world where it shed its shell. This Wyrm then took on
the visage of the Pale King in order to match the form of the other, lesser bugs. Similar to the Radiance herself, the Pale
King was a higher being who was known as a light. It was he who expanded the minds of several species of bugs within
Hallownest, which granted them sapience, and in return, the Pale King was worshipped until the final days.
The Kingdom of Hallownest was founded, which the Pale King ruled as a god-king together with his Queen, the
White Lady. The Radiance's moth tribe turned its back on her, choosing to worship the Pale King instead. Parts of the wild
Greenpath which once belonged to the Mosskin were annexed, while the Mushroom Clan of the Fungal Wastes accepted
rule willingly. The Mantis Tribe and the bugs of Hallownest had no love for one other, though they agreed on a truce where
the Mantises would keep the beasts of Deepnest at bay. The Bees of the Hive and the spider tribes of Deepnest chose to
remain separate from the kingdom.
From his palace far below the Kingdom, the Pale King ruled Hallownest. Under his reign, the kingdom flourished.
The capital, located above the palace, was the destination of many pilgrims, while Five Great Knights served as the
kingdom's protectors.
Fall of Hallownest
With the Moths no longer worshiping the Radiance, she was almost entirely forgotten. However, remnants of her memory
still lingered. Come time, she would attempt to make lesser bugs of Hallownest remember her light one more through drea-
-ms. Their resistance of her influence manifested itself as
the Infection. In an attempt to stop the Infection, the
Pale King vowed to seal the Radiance away within a
Vessel with no mind nor will to break. Unable to be
influenced. Leaving her trapped forever. These Vessels
were the children of the Pale King and the White Lady, Currency
born in the Abyss with Void filling their hollow shells.
••• The currency of Hallownest, made from
fossilised shells of various forms. They can
Many Vessels were discarded for having been be traded for goods or used as toll in
born with a mind and will. Until, one Vessel was deemed various old mechanisms.
pure and chosen to seal away the Radiance. This pure This book uses standard Dungeons and
Vessel was taken from the Abyss, trained and raised in Dragons coinage, as detailed in the
the White Palace. Three bugs become Dreamers, which
placed them in an eternal sleep to seal the Temple of the Player's Handbook, but in Hallownest,
Black Egg forever. The final resting place where the citizens refer to their money as geo.
Vessel and Radiance would be contained.
After some time, it became clear that the Vessel
was not pure, tarnished by their parental bond with the
Pale King who raised them. Due to this, the Radiance
was eventually able to exert her influence once again,
reawakening the Infection upon the kingdom.
-THIR-YOLK-ABA-ABSENCE-OUTER-SHELL-O-GATE-CONTAINLIGHT
-EM-VESSEL-EM-EGG-EM-SEAL-THIR-WITHDRAWEX-
3
⊜ Preface: History of Hallownest
Higher Being Alignment Description Suggested Domains Warlock Patrons
The Pale King LE Ruler of Hallownest. Knowledge, Light, Order Great Old One, Seeker*
The White Lady Archfey, Fathomless
The Radiance NG Queen of Hallownest. Nature, Unity* Celestial, Undying Light*
Nightmare's Heart
Unn CE Light brighter Grave, Light, Twilight Fiend, Hexblade
Void Entity than Essence.
Old Gods Archfey, The Genie
CN Deepest power of the Arcana, Death, Trickery
Fathomless, Undead
Nightmare Realm.
Great Old One
LG Dreamer of Grave, Life, Nature
Greenpath.
NE Void given Focus. Death, Tempest, War
Lord of Shades.
TN Gods of Thunder. Knowledge, Tempest
Gods of Rain.
* Unity, Seeker, and Undying Light can be found in Unearthed Arcana
As the kingdom fell to ruin, the Pale King abandoned the Below the lake is the largest cavern in the
bugs of Hallownest and disappeared together with the lands occupied by the City of Tears, the kingdom's fallen
White Palace. Most of Hallownest's inhabitants became capital. The lake's water pours down from cracks in the
infected or died. The kingdom now overrun by the roof causing the city to be submerged in continuous rain.
reanimated corpses of its former citizens. It rests upon the Royal Waterways, a network of pipes
and cisterns to manage the city's wastes.
Geography
Bordering the kingdom underground on one
The land of Hallownest covers a vast network of caves side is Deepnest, a dark network of cramped tunnels and
and tunnels in the middle of a wasteland. They are chasms. On the other side, the city is sealed from the
inhabited by both sentient and wild creatures. Kingdom's Edge and the Hive by a giant wall. Kingdom's
Edge consists of a high chasm and wide caverns covered
On the surface, the lonely town of Dirtmouth is in perpetually falling white ash. The Hive is the artificial
safely nestled in a valley between the Howling Cliffs and habitat built by a colony of bees.
the Crystal Peak. Most travellers to the kingdom
reached Dirtmouth via the King's Pass, before the bridge At the deepest point of Hallownest is the
up to it crumbled away. Ancient Basin, forgotten caverns where the Kingdom's
monarch built his White Palace. The palace itself
The caverns below the town were heavily disappeared after the Infection returned. Further down
transformed into crossroads to allow transportation of is the Abyss at the heart of the lands' darkness, its
bugs and goods across the land. The caverns expanding entrance closed and sealed by the king himself.
below the cliffs are overgrown with luxuriant vegetation,
and each with its own ecosystem. The leafy caverns of Higher Beings
Greenpath and the groves of the Fungal Wastes were
once tamed by the construction of roads, with the Higher beings are god-like creatures which exist above
Pilgrim's Way as the main path leading from the all others. They possess certain abilities and magics that
Crossroads to the kingdom's capital. bugs do not have, though, these abilities are generally
different for each being. In addition to this, some higher
The Queen's Gardens, originally part of beings were deified; worshipped as gods by other bugs.
Greenpath, were orderly built as a calm retreat for the
White Lady. Without any maintenance, they were
eventually smothered by overgrown vines. Similarly, Fog
Canyon is infested with bulbous creatures and the
Fungal Wastes with noxious mushrooms. The mountain's
caves contain growing deposits of crystals, which used to
be mined for the energy contained within them. Below lie
the wide caves of Hallownest's Resting Grounds, filled
with tombs and a subterranean lake. The kingdom's
moths were responsible for managing these graves.
5
CHARACTER CREATION
CHAPTER ONE
7
⊜ Ch. 1: Character Creation ART BY ▫ FIREBAY ▫
Exploring the Tribes of Hallownest
The following tribes are races of bugs who inhabit the kingdom. When you create your character, you decide whether your
character is a common bug or one of the kingdom’s fantastical tribes. When you create a character using a Hallownest Tribe
option here, follow these additional rules during your character creation.
When determining your character's ability scores, increase one of those scores by two and increase another score
by one, or increase three different scores by one. Follow this rule regardless of the method you use to determine the scores.
Whichever scores you decide to increase, none of the scores can be raised above twenty.
Your character can speak, read, and write Common and one other language that you and your Dungeon Master
agree is appropriate for the character. Hallownest is not a land with a variety of languages, unlike most Dungeons &
Dragons settings. Ordinarily, all characters learn an additional language, and many backgrounds give access to languages
as well — so the easiest way to deal with these extra languages is to ignore them. Bugs speak only Common
Every creature, 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 option presented here tells you what your character's
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.
Applying Tribal Dice
A Tribal Die is a d4 the player can roll and add to an ability check that the character makes to interact with allied tribes
listed in the Tribe’s description. The player can wait until after rolling the d20 before rolling the Tribal Die, but must do so
before you say whether the check succeeds or fails. No more than one Tribal Die can be rolled per check. After rolling a
Tribal Die, a player cannot roll it again until the character finishes a long rest.
Tribes of Bug and Beast
The citizenry of Hallownest and subjects of the Pale
King. Blessed with sapiance, there is not a sole species of
common bugs. Instead, the tribes of bug and beast are as
diverse as the kingdom which they inhabit.
Allied Tribes: Moth Tribe and Shrumal Clan.
Creature Type: You are a Humanoid.
Creature Size: You are Medium or Small.
Speed: Your walking speed is 30 Ft.
Base Instincts: You gain two proficiencies of your
choice, each with a weapon, skill, or tool.
Pale King’s Blessing: You have advantage on all
Intelligence-based ability checks and
Intelligence saving throws.
In addition, your Intelligence score cannot be
reduced by spells or other magical effects.
8
⊜ Ch. 1: Character Creation
The Last Stags Snail Shamans
Bugs from the kingdom's heyday who hauled goods Wielders of shamanistic powers. Their knowledge of soul
across the lands through the Stagways. After Hallownest allows them to craft charms, draw soul from still-living
fell, travel died down and the Stag Stations closed. creatures or increase the power of spells.
Allied Tribes: Bug and Beast and Moth Tribe. Allied Tribes: Bug and Beast and Moth Tribe.
Creature Type: You are a Humanoid. Creature Type: You are a Humanoid.
Creature Size: You are Medium. Creature Size: You are Medium.
Speed: Your walking speed is 35 Ft. Speed: Your walking speed is 25 Ft. Your base walking
speed cannot be reduced by wearing heavy armor.
Stagway Recall: You can perfectly recall any path
you have traveled within the past month. Enchanted: You have one additional attunement slot.
Powerful Build: You count as a creature one size larger
Armored Shell: While you aren’t wearing armor, your
base Armor Class is 12 + your Dexterity modifier. when determining your carrying capacity and the
weight you can push, drag, or lift.
Stag Horn: You can use your horns to make unarmed Armored Shell: While you aren’t wearing armor, your
strikes. If you hit with them, you deal bludgeoning base Armor Class is 12 + your Dexterity modifier.
damage equal to 1d6 + your Strength modifier. Soul Catcher: You have advantage on all Intelligence,
Wisdom, and Charisma saves against magic.
Equine Build: You count as a creature one size larger Ancestral Shaman: You can cast the vengeful spirit
when determining your carrying capacity and the and detect thoughts spells with this trait. Once you cast
weight you can possibly push or drag. either of these spells with this trait, you cannot do so
In addition, any climb that requires hands and feet is again until you finish a long rest. You can also cast
especially difficult for you. When you make such a these spells using any spell slots you have.
climb, each foot of movement costs you 4 extra Choose Intelligence, Wisdom, or Charisma as
feet, instead of the normal 1 extra foot. your spellcasting ability for these spells.
Fluke Hermits Vengeful Spirit
Strange creatures that have come to dwell in the 1st-level evocation
abandoned waterways and sewer tunnels beneath the Casting Time: 1 Action
City of Tears. They have incredible survival capability Spell Range: Self (30-foot line)
and it is unclear just how intelligent they truly are. Components: S, M (discarded shell)
Duration: Instantaneous
Allied Tribes: Bug and Beast and Shrumal Clan. The desire for revenge concentrated into a
searing spirit which charges in a line 30 feet
Creature Type: You are a Humanoid. long and 5 feet wide in a direction of your
Creature Size: You are Medium or Small. choice. Each creature in the line must succeed
Speed: Your walking speed is 30 Ft. on a Constitution saving throw. A target takes
2d6 fire damage on a failed save, or half as
Fluke Nature: You don't need to breathe. much damage on a successful one. This damage
Darkvision: You can see in dim light within 90 feet of ignores temporary hit points from spells and
other magical effects.
you as if it were bright light and in darkness as if it At Higher Levels: When you cast this spell
were dim light. You cannot discern colors. using a slot of 2nd Level or higher, the damage
Insatiable Dash: As a bonus action on your turn, if you increases by 1d6 for each slot level above 1st.
have both hands free, you can increase your walking Classes: Bard, Druid, Sorcerer, Wizard.
speed by 5 feet until the end of your turn.
Fluke Fortitude: When you are reduced to 0 hit points
but not killed outright, you 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, you drop to 1 hit point instead.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses
when you complete a long rest.
9
⊜ Ch. 1: Character Creation
Weavers of Deepnest Ancient Resilience: You have advantage on saving
throws against the ancient infection.
Tribes of spiders who turned their back on the kingdom
of Hallownest. These dwellers of Deepnest are capable of Whispering Light: You know one of the following
amazing feats of magical weaving, crafting historical two cantrips: dancing lights or toll the dead.
records, magical spells, even living creatures. Choose Intelligence, Wisdom, or Charisma as
your spellcasting ability for these spells.
Allied Tribes: Mantis Tribe and Moth Tribe.
Shrumal Clan
Creature Type: You are a Humanoid.
Creature Size: You are Medium or Small. Species of sentient mushroom-like beings, neither bugs
Speed: Your walking speed is 30 Ft. nor plants. While they accepted the prescience of the
Pale King, they opposed incursions of Deepnest's beasts.
Darkvision: You can see in dim light within 90 feet of
you as if it were bright light and in darkness as if it Allied Tribes: Bug and Beast and Mosskin.
were dim light. You cannot discern colors.
Creature Type: You are a Humanoid.
Spider Climb: You have a climbing speed equal to Creature Size: You are Medium or Small.
your walking speed. Moreover, beginning at 3rd Speed: Your walking speed is 30 Ft.
level, you can move up, down, and across vertical
surfaces and upside down along ceilings, while Shrumeling Soul: You are immune to poison
leaving your hands free. damage and cannot be poisoned.
Loom Smith: You have proficiency with artisan tools Bound Together: You share your mind with every other
(weaver’s tools). Using these tools, you can spend at shrumal clan member within 1 mile of you, and can
least one hour over the course of a short or long rest to communicate your thoughts and observations to
construct one of the following items from silk: a shield, them instantaneously and without limitation.
a sling, a whip, or a net.
Sentry's Rest: When you take a long rest, you spend at
Weaversong: You can cast the entangling strike and least 6 hours in an inactive, motionless state, instead
web spells with this trait. Once you cast either of these of sleeping. In this state, you appear inert, but you
spells with this trait, you cannot do so again until you aren't unconscious.
finish a long rest. You can also cast these
spells using any spell slots you have. Spore Shroom: When you take damage from a melee
Choose Intelligence, Wisdom, or Charisma as attack greater than your Constitution modifier, you
your spellcasting ability for these spells. may expel poisonous spores. These poisonous spores
deal 1d4 poison damage.
Moth Tribe You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses
An ancient tribe of bugs learned in the manipulation of when you complete a long rest.
dreams. Once birthed from the light of the Radiance,
they turned their backs on her when the Pale King Mosskin of Greenpath
arrived in Hallownest, sealing her away.
Tribes of plant-like bugs, living in the verdant wilds of
Allied Tribes: Bug and Beast and Shrumal Clan. Greenpath. Though they let the Pale King build roads
throughout their lush caves, they warned that anything
Creature Type: You are a Humanoid. straying from them would adhere to their laws.
Creature Size: You are Medium or Small.
Speed: Your walking speed is 30 Ft. Allied Tribes: Shrumal Clan and Snail Shamans.
Dreamshield: You have resistance to psychic damage. Creature Type: You are a Humanoid.
Dreamer: Whenever you finish a long rest, you gain Creature Size: You are Medium or Small.
Speed: Your walking speed is 30 Ft.
two proficiencies, each one with a weapon or a tool of
your choice. You magically acquire these proficiencies Green Child: You can communicate simple ideas with
by drawing them from the Dream Realm, and you plant life. They can understand the meaning of your
retain them until you finish your next long rest. words, although you have no special ability to
understand them in return.
Moss Cloak: Your body is covered in a collective layer
of foliage, granting you a +1 bonus to Armor Class.
Additionally, you have advantage on Stealth checks
made to hide in Greenpath or other terrain
obscured by foliage and mossy patches.
10
⊜ Ch. 1: Character Creation
ART BY ▫ FIREBAY ▫ Unn’s Blessing: You know the cantrip druidcraft. Variant: Mantian Petra
Once you reach 3rd level, you can cast the entangle
spell. Upon reaching 5th level, you can also cast the The passage into adulthood is often celebrated, however,
spike growth spell. Once you cast either of these spells as time goes by we often realise what we have lost.
with this trait, you can’t cast that spell with it again
until you finish a long rest. You can also cast these Allied Tribes: Weavers and Shrumal Clan.
spells using any spell slots you have.
Choose Intelligence, Wisdom, or Charisma as Creature Type: You are a Humanoid.
your spellcasting ability for these spells. Creature Size: You are Small.
Speed: Your walking speed is 25 Ft.
Mantis Tribe
Flight: You have a flying speed equal to your walking
Proud warriors who held themselves aloof from the Pale speed. You cannot use this flying speed if you are
King's authority, but accepted a peace treaty with him wearing medium or heavy armor.
and confined themselves to the Fungal Wastes.
Ancient Resilience: You have advantage on saving
Allied Tribes: Weavers and Shrumal Clan. throws against the ancient infection.
Creature Type: You are a Humanoid. Mantis Claws: You have a climbing speed equal to
Creature Size: You are Medium or Small. your walking speed. Your claws are natural weapons,
Speed: Your walking speed is 30 Ft. which count as simple melee weapons with which you
are proficient. They deal 1d4 slashing damage.
Aggressive: As a bonus action, you can move up to
your speed toward an enemy that you can see or hear.
You must end this move closer to the
enemy than you had started.
Savage Attacks: When you score a critical hit with a
melee weapon attack, you can roll one of the dice an
additional time and add it to the total damage.
Mantis Claws: You have a climbing speed equal to
your walking speed. Your claws are natural weapons,
which count as simple melee weapons with which you
are proficient. They deal 1d4 slashing damage.
Ancient Resilience: You have advantage on saving
throws against the ancient infection.
Mark of Pride: As a bonus action, you let out a
prideful roar at your enemies within 10 feet of you.
Until the end of your next turn, you and your allies
have advantage on attack rolls against any of
those enemies who could hear the roar.
You can use this trait a number of times equal to
your proficiency bonus, and you regain all expended
uses when you complete a long rest.
11
⊜ Ch. 1: Character Creation
Bees of the Hive Impure Vessel
The hive of bees dwells at the edge of Hallownest. These Genderless beings born of God and Void as a means of
fearsome warriors possess a hive mind which dictates preventing further spread of the Infection. Progeny of
their behaviour beneath the great Hive Queen Vespa. the Pale King and the spawn of the White Lady.
Allied Tribes: Fluke Hermits and Moth Tribe. d4 How You Escaped
Creature Type: You are a Humanoid. 1 You discovered a small tunnel system which
Creature Size: You are Medium or Small. allowed you to escape into Deepnest.
Speed: Your walking speed is 30 Ft.
2 You fell into the Sea of Void. Somehow, you
Flight: You have a flying speed equal to your walking were swept away beyond kingdom border.
speed. You cannot use this flying speed if you are
wearing medium or heavy armor. 3 You followed a length of lifeblood vines.
4 Strange luminescent bugs appeared before
Bound Together: You share your mind with every other
bee of the hive member within 1 mile of you, and can you, dragging you into the Dream Realm.
communicate your thoughts and observations to
them instantaneously and without limitation. Creature Type: You are a Construct.
Creature Size: You are Small.
Stinger: As an action, make an unarmed strike. On a Speed: Your walking speed is 30 Ft.
hit, the target takes an additional 1d8 poison damage.
This damage increases by 1d8 when you reach 5th level Voiceless: You can read and write but you cannot
(2d8), 11th level (3d8), and 17th level (4d8). speak. You may still cast spells without being
required to utter any verbal components.
Hallowest Race Options
Ancient Resilience: You have advantage on saving
The void construct and impure vessel are two race option throws against the ancient infection.
presented for players in the kingdom of Hallownest.
Lingering Shadow: If you die, you return to life
Void Construct within 24 hours of death, reforming at a place you last
completed a short or long rest. You do not regain your
Steel entities from Hallownest's past formed of a heavy equipment. Instead, your equipment is kept in the
white shell and a dark liquid interior. Born to provide. possession of a Ghostly Shade which lingers
around the location of your death.
Creature Type: You are a Humanoid. If you die before defeating this shade, your equipment
Creature Size: You are Medium or Small. is destroyed and cannot be regained.
Speed: Your walking speed is 30 Ft.
Darkvision: You can see in dim light within 90 feet of
you as if it were bright light and in darkness as if it
were dim light. You cannot discern colors.
Abyssal Golem: You have resistance to radiant damage.
Constructed Resilience: You were created to have
remarkable fortitude, represented by the following:
⊜ You are immune to disease.
⊜ You don’t need to eat, drink, or breathe.
⊜ You have advantage on saving throws against being
poisoned, and resistance to poison damage.
⊜ You don't need to sleep, and magic can't put you to
sleep. You can finish a long rest in 4 hours if you
spend those hours in an inactive, motionless state,
during which you retain consciousness.
Steel Shell: Your hit point maximum increases by 2,
and it increases by 2 every time you gain a level.
13
⊜ Ch. 1: Character Creation
The Ancient Infection
After the Pale King arrived in Hallownest and expanded the minds of his new subjects, the Moth Tribe turned their backs
on the Radiance and chose to worship him instead. In doing so, the Radiance was almost entirely forgotten, yet traces of her
memory remained. These memory started slowly spreading throughout the Kingdom, by then in its golden age. Soon, all of
Hallownest began to dream of her. Calling out to them as a distant and blazing light. These dreams could break the minds
of bugs and eventually enslave their wills to her, manifesting as the Infection.
The Infection is a plague which twists and breaks the minds of common bugs, reanimating their empty shells with
sickening radiance for an unknown purpose. As these ancient and corrupting dreams flow through your veins, you begin to
boast a measure of the light’s power, but the power always comes at a cost. Infection is measured using five levels:
Level Infection Benefit Infection Curse
Level One Increase a single ability score of You lose a precious memory or your eyes glow a sickly orange.
Level Two your choice by two.
Level Three When injured, you release a strange orange fluid in place of blood.
Increase a single ability score of
your choice by two. You forget your name or your body emits a luminescent orange gas.
You gain resistance to radiant damage. Your body becomes distorted with luminescent, orange pustule. You
emit dim light in a 10-foot radius and you have disadvantage on
Level Four You can sense the presence and Intelligence checks and Intelligence saving throws.
Level Five location of any creature within 300 feet
The Dungeon Master takes control of your character until the
of you that has an Intelligence of infection is reversed by the means of a greater restoration spell.
3 or higher, regardless of interposing
barriers, unless the creature is
protected by a mind blank spell.
You are immune to radiant damage.
14
RELICS OF HALLOWNEST
CHAPTER TWO
16
⊜ Ch. 2: Relics of Hallownest
Magic Item Descriptions Crystal Focusing Lens
This section presents an assortment of magic items in wondrous item, rare (requires attunement)
alphabetical order. See the Dungeon Master's Guide for
the rules on how magic items function. This crystalline focus sings softly. To attune to this item,
you must hold it for the entire attunement period, during
Rarity Item Attunement which crystals burrow into you. The crystal lens can be
used as an arcane focus for your spells.
Uncommon Arcane Egg No
Uncommon Armoured Shell No Whoever is attuned to the crystal lens can, as an action,
Uncommon Steel Handle Saw No cast witch bolt as a 2nd-level spell (spell attack bonus
Rare Crystal Focusing Lens Yes +6) without expending a spell slot.
Rare Lifeblood Reserve No
Rare Pale Weapon Yes Flask of Steel Soul
Rare Pocket Soul Totem Yes
Very Rare Flask of Steel Soul No wondrous item, very rare
Legendary Lifeblood Nail Yes
When you drink this metallic ichor, your hit point
Arcane Egg maximum and current hit points are both doubled for
one minute. If you drop to 0 hit points during this effect,
wondrous item, uncommon you are killed and cannot be returned to life by any
means short of a wish spell.
This mysterious stone contains knowledge and records
within its layers from before the birth of Hallownest. Lifeblood Nail
Some say there is a will within these ancient eggs.
shortsword, legendary (requires attunement)
Sentience. An arcane egg is a sentient magic item of
any alignment with an Intelligence of 14, a Wisdom of You gain a +3 bonus to attack and damage rolls made
16, and a Charisma of 14. It perceives the world through using the weapon. On a hit, the weapon deals an extra
your senses. The egg can speak, read, and understand 3d6 necrotic damage to the target creature.
Common, and it can communicate telepathically to
any creature within 120 ft. of it. In addition, the first time you attack with the sword on
each of your turns, one creature of your choice within a
A wizard can use an arcane egg as a spellbook, with the 10-foot radius gains temporary hit points equal to this
usual cost in gold and time to "scribe" a spell. additional necrotic damage.
Armoured Shell Lifeblood Reserve
heavy armor (plate armor), uncommon wondrous item, rare
This reinforced plate armoured shell was cast of by its You gain 6d6 + 3 temporary hit points when you drink
previous warrior and rests abandoned. Once you don it, this potion. The potion's blue lifeblood liquid makes
it cannot be removed unless you choose to do so. quiet chirping sounds when moved.
In addition, if you possess natural armor, you have a Pale Weapon
+1 bonus to AC while wearing this armoured shell.
weapon, rare (requires attunement)
This weapon is forged from a rare, pale metal that
emanates an icy chill. Prized by those who craft.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. When you hit a celestial or
fey creature with an attack using this weapon, you
may reroll the weapon's damage and use either total.
17
ART BY EIBON-W-WALDE ⊜ Ch. 2: Relics of Hallownest Crystal Focusing Lens
Pocket
Soul Totem
Lifeblood Nail
Flask of
Steel Soul
Pocket Soul Totem Magic Charms
wondrous item, rare (requires attunement) Charms are gorgeous, mystical, one-of-a-kind accessories
with a spark of power woven into their cores. Charms are
This small effigy is all that remains of an ancient a special archetype of magical items. You must attune to
civilization. When struck, it glows with soul energy. a charm before you can use it. However, multiple charms
Spellcasters can use this totem as a focus. can count as a single attuned item.
The pocket soul totem has 2 charges and it regains Each charm has a set number of notches,
all expended charges daily at dawn. While wearing ranging from one to three. A single attunement can
it, you can use an action and expend 1 charge. You or a support a maximum of three notches.
another creature within 30 feet regains one expended
spell slot, the level of which is equal to your For example, should you attune to a charm with only a
Proficiency Bonus or lower. single notch, you can still equip additional charms so
long as the notch total does not exceed three.
Steel Handle Saw
In this scenario, you may equip two other single
weapon, uncommon notch charms, or one two notch charm. Together, these
charms equal a single attunement. Once you exceed
As a bonus action when you hit a creature using this three notches, any additional charms require separate
weapon, you can deal an extra 1d4 slashing damage. attunement.
Charm Notches Effect
Dashmaster 1
Heavy Blow 2 You can take the Dash action as bonus action on each of your turns.
Once per turn when you roll damage for a melee weapon attack, you can reroll the
Lifeblood Heart 2
Longnail 1 weapon's damage dice and use either total.
2 Whenever you complete a long rest, you gain 10 temporary hit points.
Shaman Stone When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
1 Once per turn when you roll damage for a spell attack, you can reroll the spell’s
Sprintmaster 1
Stalwart Shell 2 damage dice and use either total.
Steady Body Your movement speed increases by 10 feet.
Your AC increases by +2.
You have advantage on Strength or Dexterity saving throws made against effects
that would knock you prone.
18
HUNTER’S JOURNAL
CHAPTER THREE
20
⊜ Ch. 3: Hunter’s Journal
Hallownest Bestiary Ghostly Shade
For the most part, there’s no need to craft new monsters Small or Medium Undead, typically neutral evil
out of whole cloth to reflect the creatures of Hallownest.
The D&D Monster Manual is full of creatures that have Armor Class 12
obvious equivalents on Hallownest. Hit Points half the hit point maximum of the vessel
Speed 5 ft., fly 60 ft. (hover)
Scavengers and Beasts
STR DEX CON INT WIS CHA
Timid creatures that crawls through the caverns looking 14 (+2) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2)
for food. They climb along the shelled walls or fly
through caverns hunting for food. Larger beasts, like the Condition Immunities charmed, frightened,
goam and garpede, tunnel through Hallownest’s core. paralyzed, petrified, poisoned
You can represent the majority of scavengers in Senses passive Perception 10
Hallownest using the rat or blood hawk in the Monster Languages languages known to the vessel
Manual. For unique or more powerful scavengers, you Challenge ─
can use the giant vulture instead. Perhaps rats are
crawlids while blood hawks serve as vengeflies. Incorporeal Movement. The shade can move through other
creatures and objects as if they were difficult terrain. It takes
Larger beasts are very similar to the dangerous 5 (1d10) force damage if it ends its turn inside an object.
purple worm and the vile necrotic centipede, with
some minor alterations every now and again. Actions
Wandering Husks Void Tendrils. Melee Weapon Attack: +4 to hit, reach 15 ft.,
one target. Hit: (2d6+2) force damage.
The remains of bugs, animated by a strange force. They
aggressively attack any uninfected creatures. Those If the target is a creature, it is grappled Until this grapple
maddened by massive infection charge at enemies with ends, the target is restrained, and the shade cannot use its
no thought for their own self-preservation. void tendrils on another target.
These husks can easily be represented by The City of Tears
zombies and husk zombies, while larger husk guards
may be represented using the ogre zombie. Husks Drowning form the lake above, the City of Tears is home
who’ve been overtaken by the wrath of the infection are to numerous infected creatures, such as the wandering
similar to the zombie plague spreader. sentries and the denizens of the soul sanctum.
Fiends of Greenpath As previously stated, any of the various undead
creatures in the Monster Manual can represent the
Greenpath is home to all manor of moss-encrusted wandering husks of Hallowneest. The sentries of the City
creatures who hide among the foliage, such as the of Tears could be represented as undying soldiers or
mosscreep, mossfly, and the fool eater. wights. For those who venture into the Soul Sanctum,
the will-o’-wisp, deathlock, and lich, may make for
Many types of awakened shrubs work well in perfect soul-infused foes.
this environment, as do twig blights and mantraps.
Larger creatures, like the moss charger, can be Fiends of Deepnest
represented by the shambling mound. The wandering
vagabonds and mighty moss knights are similar to the The darkest regions of Hallownest, filled with twisted
vegepygmys and vegepygmy chiefs. tunnels, gloomy caves, and swarms of biting, burning,
and scratching critters. Those who will remain in your
Fiends of the Fungal Wastes nightmares long after the battle has passed.
The shrumal folk of the wastes can easily be represented The swarm of spiders statistic is excellent for
by the myconid sprout, sovereign, and adult, while representing the lesser deeplings. For more dangerous
other creatures, like the sporg and shrumal ogre, are encounters, use the giant spider, ettercap, or carrion
similar to violet fungus and the fungal servant. crawler. Additionally, the lost, mimic, intellect
devourer, drider, and nagpa are all similar to various
Deepnest critters, with some minor changes required
depending on the size of your party.
21
ART CREDITS
Darkdog Eibon-W-Walde ▫FireBay▫
@DARKDOG15566158 Deviantart @Fire_Bay
HOLLOWED KINGDOMS
Seeking additional content to expand your interpretation of Hallownest? I strongly encourage you to go explore Hallowed
Kingdoms, developed by Mad Lad Games. Hollowed Kingdoms is a free 5e setting inspired by the world of Hollow Knight. This
project includes additional races, classes and subclasses. Delve into unexplored lands as a butterfly or dung beetle. Learn from the
Grimm Troupe, or channel strange magics from the crystal peaks. Perhaps the new Soulmaster class better suits your style?
Explore Hollowed Kingdoms Today
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Monomon’s Archive of Bug and Beast 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.
Hollow Knight and all properties are property Team Cherry and permitted under Fan Content Policy.