The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by jl, 2022-03-14 17:44:42

Beastiary-1

Beastiary-1

It’s in their blood.
You either have it,

or you don’t....
The power to
summon runs

deep in their veins.
What it is that their

blood calls out to?
Beasts, monstrosities,
ultimately demons -- for if
you are luckless enough to

witness one,
you would be
certain they were
birthed from the devil.
These creatures come
from a different world. A
realm of the dead that only
few dare to travel to, for
the chances of return is

impossible.

DBisseohnoalndcteh..e.



SaItohhsreetsaiyaufWolrldecEcmryr.heaaoedomdiTmtbcKlmpceeuoiehhlisvomonoe’mter.emeryw—Ymooemyoe.oeiwdueonnotctwnbrron,,rfaeysdaeritwrcelrnoaolseeaawgeeuolrttmulomi.hclorfrvmtsiuoeehrneuytdLarlnohe,gfsdecleidvtr.eomrphathtweIssvharDsiteiton’eihrhnlescstiumndmgeessieafnms,rsrnoefo,soeowowan.fremfnarayreeWeiboIeasottoswthtdnouhuweureamcreetrorlisslaeetnifuuuggtiln,tlsnh.eeaernmrsteedHsiraaodosnthaatmnhseeiwiftl..teoilerarbogyT.dneonrnlnhTh,onhttythehoa,hoeevedeauye.ycI,lkdhtkofnio.odogArtnwihw’vts.eeiifrBnte.ahlagnorloeatdrhdmerfoofariprnbeod,efatabhsltleoe, bgoflldetaos,dhaegn,feodtr

ThbeeTubsCMhfoutTTTcnkanoewehnosfehharohebosoennGsctneeredartnhooefesserSHrEroan.ossaifoiobekifTsgevlelxnfnifcenanhehieydistatgbtnnms,toeathon.heletsstuesnei,ori,eitot.rovef,reDtYIonfennIdoaalaloraik.eltsk,sgtaulaptdsh,.wgv,scor,uBywtrostoinreinlleiaaotcildsapweinnsnsbqncp.itdageuvctDerti,eeeyoreheyonaietan,unhs.derdetlhy.eir

Leasher

Chains rattling and leather
creaking, an enormous
beast trudges through the
streets. Its claws drag at
the cobbles, poison drool dripping
between its fangs. The only thing protecting
the frightened
onlookers is the man holding its lead. Scarred and battered, his
wooden leg thumping with each step,
he walks with absolute confidence that he is the one in control.

Acouple of thugs harass an elderly woman by the Power & Sacrifice
side of the road. The average passerby might
glance at the scene and shake their head, before Nobody is quite sure how far back the mingling
moving on with their day. But if one looks closer, of the bloodlines was, but every Leasher has
things aren’t as they seem. The thugs tremble, their something in their blood and flesh that calls across
eyes wide with fear. Their strikes hit with no force, the veil to the Ilk on the other side. Each Leasher’s
and something moves strangely beneath their blood calls with varied strength to different classes
hoods. To anyone who notices these things, the of the these creatures, the monsters are called
woman will smile, and wink, and put her finger to abhorrents, while their classification is categorized
into five different Ilk. From hulking beasts to silent
Aher lips. It’s best not to notice. whisperers; from the seemingly normal
nobleman, clothed in dyed silks and jeweled to things indescribable.
bangles, laughs politely at a joke. He is the life Leashers are more than
of the party, the center of attention for all the ladies willing to
around him. The men at the party, though, are quite
more interested in the nobleman’s attendants. Twin
beauties following the nobleman’s every direction,
drinking water and being sure to blink at least once
every minute. And if one or two fewer guests leave
than came in, well... Their master does try to

Lmake sure that everyone has fun.
eashers are those whose blood carries the
taint of the Dissonance. This taint is a
clarion call to the
beasts that make their home there, and
more than one Leasher has used this
trait to pave the path to
power.

literally bleed for their power, draining blood and flensing flesh from their own bodies to
ply their methods. This single-minded drive for power at any cost is indicative of Leashers,
and often leads to their ostracization from polite society. These outcasts eventually banded

together, creating their own groups on the outskirts; groups which eventually became
the Leasher Houses- collections of like-minded Leashers, who use similar methods
and whose blood attracts similar Ilk. Despite the strange alchemies of their sanguine
fluids, most Leashers do not practice magic. Instead, they use more physical methods
to train their creatures, brutalizing their Ilk into submission.
Chained to Conflict
Leashers are tools of conflict. Some are born into the life, drafted into
wars as soon as they can be trained. Others discover their skills through
happenstance, and work only for themselves. A Leasher
adventures to gain power and find weapons for the conflicts they will
inevitably join, because when the dust settles, they want to be the ones on top.
train their creatures, brutalizing their Ilk into submission.
Creating a Leasher
When creating a Leasher, you have to ask yourself: what made you
choose such a brutal lifestyle? The path of the Leasher is cruel to those
that walk it. How did you learn about the power hidden in your blood?
Was it an accident, an injury summoning the Ilk and leaving you the
only survivor? Were you born into one of the Houses and trained in
their methods from a young age? Or were you perhaps used by another
Leasher, your blood harvested for their rituals, until you threw them down
and sought the power to be the one in charge for a change?
Do you align yourself politically with the House you join, or are their methods
simply to your liking? How do you treat the creatures you Leash, and how do
you train them? What is your reaction when someone inevitably objects?

Quick Build

You can make a Leasher quickly by
following these suggestions.
First, either Wisdom or Strength
should be your highest Ability score, determined
by whether you want to have stronger creatures
to fight for you, or Strengh if you’re going to crack

some heads yourself. Your next-highest score should be
Constitution, or possibly Charisma if you want to use force
of will instead of physical durability. Choose the Gladiator or

Soldier background.

Class Features
As a Leasher, you gain the following class

features.

Hit Points

Hit Dice: 1d10 per Leasher level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) +
Constitution modifier per Leasher level after 1st

Proficiencies

Armor: You are proficient with Light and Medium
armor
Weapons: You are proficient with all Simple and
Martial weapons The Leasher
Tools: You are proficient with
one of: Leatherworker’s Tools or Level Proficiency Features Additional Hit Dice
Smith’s Tools.
Saving Throws: Strength and 1st +2 The Lure, The Leash --
Wisdom
Skills: Animal Handling, and 2nd +2 Leasher House --
Choose two from Athletics,
Acrobatics, Stealth, Arcana, 3rd +2 Tough as Nails 2
4th +2
Ability Score Improvement 2

History, 5th +3 Command: Hunt 2
Investigation, Religion, 6th +3
Perception, Survival, 7th +3 Tamer 3
Intimidation
House Feature 3

Equipment 8th +3 Ability Score Improvement 3
Command: Rend 4
9th +4 Scarred Mien 4
House Feature 4
You start with the following 10th +4 Ability Score Improvement 5
equipment, in addition to 11th +4 Command: Protect 5
the equipment granted by your 12th +4 Binding Straps 5
background: 13th +5 Ability Score Improvement 6
• (a) One Martial weapon or 14th +5 Terrifying Servants 6
15th +5 Command: Feast 6
(b) Two Simple weapons 16th +5 House Feature 7
• (a) Leather armor or (b) Hide 17th +6
18th +6 Ability Score Improvement 7
armor 19th +6 The Calling 7
• (a) Dungeoneer’s pack or (b) 20th +6

Explorer’s pack
• (a) 3 pairs of iron manacles or

(b) a Hunting trap and 10 feet
of chain or (c) a Scroll Case

The Lure to your attempts to Leash it for 24 hours. You
can only have 1 creature Leashed at a time. If you
Your flesh and blood calls to the creatures of Leash another creature the previously Leashed
the Dissonance. They desire it, hunger for it. creature is freed to act as its nature demands. You
For some, this could be considered a curse, but may release a Leashed creature at any time.
you have found a way to turn it into a blessing, Re-Leashing
using a sacrifice of blood and flesh to lure the Attempting to Leash a creature that has
creatures of the Dissonance to cross the veil. As previously been Leashed by you does not require
an Action, you may sacrifice 1d4 Hit Points to set a redeclaration of intent. Instead, you must make
a Lure. At some point within 10 minutes, a Fiend, an Animal Handling check to attempt to re-
Aberration, Undead or Monstrosity from the Leash it. The DC for this check is equal to 12 +
Dissonance of CR ¼ or less (chosen by the DM) half the CR of the creature you are attempting to
will cross over at the location of the Lure. re-Leash, rounded

Luring more powerful up.
creatures Orders
You may choose to leave a larger Out of combat, a Leashed creature
offering of flesh and blood to Lure must follow any orders that you
greater denizens of the Dissonance. give it, to the best of its ability.
Instead of 1d4, choose a number of In combat, a Leashed creature
Hit Dice to sacrifice. Roll each Hit acts immediately after your turn,
Die and take the result as Slashing and without orders will only use
damage. This damage cannot be the Dodge action or retaliate against
reduced in any way. For each Hit Die
you sacrifice in this way, the CR of the creatures that attack it. Directing your
Lured creature increases by 1 (rounding Leashed creature to move does not require
up). Hit Dice sacrificed in this way are used as an Action. Directing it to Attack or use any of its
though you spent them during a Short rest. abilities requires you to use your Action to order
it to do so. Your Leashed creature must be able to
The Leash sense you in some way for you to give it orders.

Through practice and training, you have Leasher Houses
learned how to create a connection
between you and a creature of your choice. At 2nd level, you declare your allegiance to
This Leash allows you to command a creature one of the Five Leasher Houses, gaining
to do your bidding, and protects you from its benefits depending on which House you join.
ire. You gain more features related to your chosen
House at level 7, 11, and 18. The Five Houses are
Leashing a Creature outlined at the end of the class description.
To Leash a creature, you must prove yourself
capable of being its master. As a Bonus action, Tough as Nails
you may declare your Intent to Leash on a
creature whose CR is equal to up to half your By 3rd level, the constant abuse you have put
level. This Intent lasts for 10 minutes. If you your body through has hardened it, lending
are able to reduce that creature to half its you a deeper wellspring of vitality to draw from.
maximum HP, or 10 HP (whichever is higher)
in that time, it becomes Leashed. If you fail to
Leash it within that time, it becomes immune

You gain two additional Hit Dice at this level, Tamer
and another additional Hit Die every 3 levels
after, as shown in Table: The Leasher.You gain At 6th level, your experience Leashing creatures
more features related to your chosen House at has taught you that, no matter their appearance
level 7, 11, and 18. The Five Houses are outlined or habits, all creatures are at their base driven
at the end of the class description. by animalistic urges and, and respond to
conditioning. You have Advantage on all Animal
Ability Score Handling checks.
Improvement
Command: Rend
When you reach 4th level, and again at 8th,
12th, 15th and 19th level, you can increase By level 9, you have begun teaching your Leashed
one ability score of your choice by 2, or you can creature more ‘tricks’. You can use your Action
increase two ability scores of your to Command your Leashed creature to
choice by 1. As normal, you immediately move up to half its Movement
can’t increase an ability score and make a single attack. It may still move
above 20 using this feature. and attack as normal at the end of your turn.
You may make this command 2 times, and
Command: regain your uses of it after a Short rest. Your
Hunt Leashed creature must be able to sense
you in some way for you to give it this
Command.

At 5th level, you learn how to Scarred
train your Leashed creature to do Mien
as you command even when you are not
actively issuing orders. As a Bonus Action after By level 10, the cycle of sacrifice, combat and
you’ve ordered your Leashed creature to Attack a healing have left your body a mass of scar tissue.
target, you may Command it to continue You have Proficiency on Constitution Saving
attacking that target on its own. For 1 minute throws.
after you issue this Command, your Leashed
creature will automatically use its Action to Command: Protect
attack its last target, including pursuing its target
if it is able. This Command will end when the At 13th level, you have taught your Leashed
target reaches 0 HP, your Leashed Creature creature to fear you more than your
cannot reach the target to attack it (such as if enemies. As a Reaction to a
the target has moved further than your Leashed creature within 5 ft of your
Creature’s Movement speed), or you use a Bonus Leashed creature taking
Action to drop the Command. You may issue this damage, you may command
Command again after you have finished a Short your Leashed creature to interpose
or Long rest. itself between the target and the

damage source. Your Leashed creature The Calling
takes the damage instead of the original target.
You may use this feature again after you have At level 20, you have learned how to boost your
finished a Short rest. Your Leashed creature Lure to attract more; sometimes even calling the
must be able to sense you in some way for you greatest creatures of the Dissonance. As an
to give it this Command. Action, you can make a blood sacrifice to
immediately summon one or more creatures
Binding Straps from the Dissonance. Roll 3d10 and add your
Constitution modifier.
At level 14, you have modified and perfected the Your DM will choose a number of
bindings that you use to control your Leashed creatures whose combined CR equals that
creature. As a Reaction at any point, you may number, which appear in the nearest free spaces
choose to Bind your Leashed Creature. While around you. You may choose to sacrifice an entire
Bound, the creature is considered Grappled and limb to maximize the result of the roll. Limbs
Stunned. You may release the Bind at any point. lost in this method cannot be regained by the
Regeneration spell.
Terrifying Servants Whether you sacrifice an entire limb or
not, the called creatures, in gratitude for your
By 16th level, the sight of you near your Leashed generosity, will do as you command for one
creatures is disturbing to behold. You may minute, after which they will act as their nature
add the CR of your Leashed creature to your demands.
Charisma (Intimidation) checks.
DM’s Note: Limb Loss
Command: Feast
The intent of the rule about using Regeneration
When you reach level 17, you learn how to to restore limbs lost in The Calling is meant
use the unnatural proclivities of your stranger to strike home how serious this feature is,
Leashed creatures to their advantage. When considering the likelihood of access to the
you have access to the corpse of a medium or Regeneration spell at this level, and the
larger creature, you may use your Action to chaos that might be caused by that much
command a Leashed Fiend, Aberration, Undead
or Monstrosity to feed on the corpse over the uncontrolled summoning. However, a DM can
course of 1 minute. When it is finished, the choose to disregard this restriction to allow for
Leashed creature is restored to full HP. You may
issue this command again after you have finished different role-playing possibilities.
a Long rest. Your Leashed creature must be able
to sense you in some way for you to give it this
Command.

LEASHER HOUSES

METHOLIDON number of times equal to your
Proficiency bonus. You regain all uses of this
The Leashers of the House Metholidon are feature at the end of a Long rest.
vicious and direct, like the Ilk from which they
take their name. Blood Frenzy

Call of the Blood: By 17th level, you’ve learned how to goad your
Metholidon Leashed creature into a killing fury. Roll a Hit
die and lose that much HP, as you anoint your
As a member of the House Metholidon, your creature with your blood. The Blood Frensy lasts
blood calls to that Ilk more urgently. You may for 1 minute.
add your Constitution Modifier to your Wisdom For the duration, your creature gains
(Animal Handling) checks to Lure and Leash 3d10 Temporary Hit points, its Movement is
Metholidons. doubled, and it gains an additional Action that
it may use on each of its Turns. This Action may
Battle Training only be used to take the Dash, Dodge or Attack
actions (one attack only). For the duration of the
At 2nd level when you join this House, you learn Blood Frenzy, the creature cannot be knocked
ways of goading your Leashed creatures to greater unconscious, even if it is reduced to 0 HP.
ferocity. When you order or Command your
Leashed creature to attack, it deals an additional
2 damage on each hit.

Extra Attack

When you reach 7th level, you can attack twice
instead of once when you take the Attack action.

Taste of the Lash

At 11th level, as a Reaction to your Leashed
creature missing an attack, you may deal 1d4
slashing damage to it. If this damage does not
reduce it to 0 HP, it can immediately repeat the
missed attack with Advantage. You may do this a

SILN Leashers of the House of Siln have
learned to harness the hints of
Dissonance in their blood. They sneak,
deceive and use subtle manipulations to terrify and control
those they deem beneath them. And of course, for a Siln,
everyone is beneath them.

Call of the Blood:
SILN

As a member of the House of Siln, your blood Twinned Souls
calls to that Ilk more urgently. You may add your
Constitution Modifier to your Wisdom (Animal At 7th level, you learn how to manage the
Handling) checks to Lure and Leash Siln. effort required to keep more than one Leashed
creature under your control. You may attempt to
Subtle Magicks Leash two creatures at the same time, as long as
both creatures are of the same creature type. In
At 2nd level when you join House Siln, you learn addition, both Leashed creatures are able to sense
how to control some of the magicks of the you when at least one of your Leashed creatures
Dissonance. You learn two Cantrips of your is able to sense you.
choice from the Sorcerer spell list. You also learn
the Sorcerer spells Charm Person and Disguise Deepened Shadows
Self. At 7th level, you learn the Sorcerer spells
Blindness/Deafness and Crown of Madness. At 11th level, you have learned to disrupt the
You may cast each of these spells once with this light around you, hiding you deeper from roving
feature, ignoring their material and/or verbal gazes.
components. You regain your ability to cast these You may treat Bright light as Dim light, and Dim
spells once you have finished a Long rest. light as full Darkness for purposes of Hiding or
being Obscured.
Spellcasting Ability
Forceful Translocation
Charisma is your spellcasting ability for your
sorcerer spells, since you gain your spells through At 18th level, you have learned to link yourself
harnessing the power of your Dissonant blood. to your Leashed creature. As a Bonus action, you
You use your Charisma whenever a spell refers can magically summon your Leashed creature
to your spellcasting ability. In addition, you use to you. It appears in the nearest open area next
your Charisma modifier when setting the saving to you that it can fit in. You may also instead
throw DC for a sorcerer spell you cast and when teleport yourself to your Leashed creature.light
making an attack roll with one. as full Darkness for purposes of Hiding or being
Spell save DC = 8 + your proficiency bonus+ Obscured.
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

The Graximord House has a simple GRAXIMORD
motto: The best offense is a good defense
As unoriginal as it is, this approach has
served them well through the years. It’s
not so much that they care about their
Leashed creatures, as that they’d rather
not have to get new ones.

Call of the Blood:
GRAXIMORD

As a member of the Graximord House, your
blood calls to that Ilk more urgently. You may
add your Constitution Modifier to your Wisdom
(Animal Handling) checks to Lure and Leash
Graximords.

Bonus Proficiency

At 2nd level when you join this House, you gain
proficiency with Heavy Armor and Shields.

Armored Pet

At 7th level you have learned how to craft rudimentary armor for your Leashed creature. Over the
course of a Long rest, you may spend 50 gold pieces worth of materials to craft a set of Rough Armor.
This armor gives your Leashed creature a +2 bonus to their AC. If you Leash a different creature, you
must re-make the armor for the new Leashed creature. Rough Armor counts as 10 gold pieces worth of
materials.

Cruel Spikes

At level 11, you learn to craft spikes for your and your Leashed creature’s armor. Whenever you or
your Leashed creature are wearing armor, and a creature that attacks you (or your Leashed creature)
misses by 2 or less, the attacking creature takes 2d6 Piercing damage.

Retaliation

At 18th level, you have taught your Leashed creature how to retaliate against those that strike it. Once
per turn when you take damage from an attack, you may immediately make one attack against that
creature with an Unarmed strike or Natural weapon. In addition, once per turn when your Leashed
creature takes damage from an attack, it may immediately make one attack using an Unarmed strike or
Natural weapon against the creature that damaged it.

ESCAN The Escan Ilk are not the strongest,
nor are they the toughest, or
sneakiest. What they are is fast and
tenacious and difficult to pin down, and those of House Escan
are similarly fleet.

Call of the Blood:
Escan

As a member of House Escan, your blood calls to that Ilk more
urgently. You may add your Constitution Modifier to your Wisdom
(Animal Handling) checks to Lure and Leash Escans.

Terrain Crawler Untouchable

At 2nd level when you join House Escan, you At level 18, attacks against you have Disadvantage
learn new movement techniques to help you keep if you have already moved at least 15 feet that
up with your chosen Ilk. You gain either a Climb round.
speed or a Swim speed equal to your Walking
speed, or you gain a 10 ft Burrow speed through
soft ground.

Fast Movement

Starting at level 7, your speed increases by 10 ft
when you aren’t wearing Heavy Armor.

Horrific Freedom

At 11th level, you have learned through repeated
sacrifice and regrowth that your flesh is nothing
more than a tool like any other you wield, and
nothing to remain attached to if it would keep
you held down.
As a Reaction to being Grappled or Restrained,
roll 2d10 and take that much damage to remove
the Grappled or Restrained condition. If a
creature that was Grappling or Restraining you
has an Intelligence of 5 or greater, it must make a
DC 12 Wisdom Saving throw or be Frightened of
you until the start of your next turn.

HEIGHTENED

A strange and eclectic group, the Heightened House of
Leashers match their paired Ilk only in how they each
defy categorization. Whispers among the Houses claim
that the Heightened are impure in blood, that their
connection to the Dissonance is tied less deeply to that
strange realm and their Ilk than others. If this is true,
only the Heightened disbelieve it.

Call of the Blood: Blood Marked
Heightened

At level 7, you have learned that your blood calls
As a member of the Heightened House, your to the creatures of the Dissonance- whether it is
blood calls to that Ilk urgently. You may add your in you, or on another. As a Bonus action after you
Constitution Modifier to your Wisdom (Animal have successfully hit a creature in combat, you
Handling) checks to Lure and Leash Heightened. can take 1d4 slashing damage to paint your target
with your own blood (this damage cannot be
reduced or negated in any way). For 10 minutes,
Abhorrent Pack all Fiends, Aberrations, Undead
or Monstrosities have Advantage
on their attack rolls against that
At 2nd level when you join the Heightened House, you learn means creature, as well as Advantage on
of Luring and Leashing multiple creatures at a time. Whenever you Wisdom checks to track it.
Lure creatures of the Dissonance, you may Lure 2 creatures at once.
You may also have 2 creatures Leashed at the same time. If you Leash
another creature beyond this number, the first creature you Leashed
is freed to act as its nature demands, as normal. In either case, the
maximum combined CR of the creatures cannot be higher than it
would be if you were Luring or Leashing a single creature. After you
have given orders to one of your
Leashed creatures, you may use a
Bonus action to give orders to
another one. The number
of creatures you can Lure
or Leash at one time
further increases each
time you get a new
House feature; to 3 at
level 7, 4 at level 11,
and 5 creatures Lured
or Leashed at once at
level 18.

Secret Herbs and
Spices

By level 11, you’ve learned of a secret blend of
herbs and spices that the Heightened House uses
to enhance the properties of their blood. At the
end of a Long rest, you can take one minute to
create a vial of this mixture. As a Bonus action,
you can ingest the contents of the vial. For 1
hour after ingestion, each time you take Piercing
or Slashing damage, flip a coin. On Heads, an
Abhorrent whose CR is equal to or less than half
the damage you took (as chosen by the DM)
immediately pierces the veil somewhere within
30 feet of you and begins attacking the nearest
creature. Only you may ‘benefit’ from the effects
of your vials.

Dissonant Symphony

At 18th level, you learn how to direct your pack
with all your focus. As a Bonus action, you may
slip into a state of heightened sensation. While
in this state, you may direct all of your Leashed
creatures with a single Action. Any Commands
you issue may be directed to one or all Leashed
creatures, and all friendly creatures within 60
feet of you may take an additional Reaction each
round. The state ends once 10 minutes have
passed, you are reduced to 0 HP, you use any of
your Movement, or you take an Action, Bonus
action, or Reaction to do anything other than
direct your Leashed creatures.





METHOLIDON

Sign of the Ilk known for its ferocity.
The most violent and effective killers

are of this Ilk.



STINGER HULK

Stinger hulks are aggressive, venomous, and poisonous monstrosities with
foul tempers and voracious appetites. They will often fight to the death even
when severely injured and outmatched. Two complex stinging mechanisms
develop on these creatures from an early age, and the venom contained within
only becomes stronger as they age. The stingers themselves function almost like
springs--when they touch an object, a robust barb is launched forward and two
juxtaposed openings dump their toxic liquid into whatever victim is unlucky
enough to suffer this affair. The stinger hulk also has razor sharp teeth that move
independently of each other and can swivel to accommodate whatever they lock
onto. Generally seen on all fours, their large claws can also maintain a bipedal
stance which brings their already massive size into a nearly overpowering tower-
like display.
Always Hungry. Stinger hulks are opportunistic feeders that travel in
small family groups and often go without meals for long periods of time. Biologically,
they have adapted for this by having stomachs that can distend to almost three times their normal size to
accommodate large meals which are then very slowly digested to provide a constant source of nutrition. This
means a slow and painful death for any poor creature unfortunate enough to be eaten by the hulk whilst still
alive. This is also probably why the creatures are so highly aggressive and ferocious: they never know when
they’ll have their next meal.
Roamers of the Waste. Generally, the hulks are found in large expansive wastelands where there is
plenty of room to move and run. They don’t seem especially keen on hiding, and, as such, their homes don’t
have lots of hiding places. Adventurers that might find themselves facing a family of stinger hulks have only
a few options, and hiding is not usually one of them. Whatever realm they hail from originally is now only a
shadow of what terrain they have become used to.
A Foe With Few Weaknesses. With thick hides, toxic flesh and immense strength and agility the
stinger hulk has very few weaknesses. They speak no languages and yet are intelligent, and pain only drives
them into a frenzy. If one is to take one on, it’s recommended they are well-equipped and able to neutralize
poisons.

Stinger Hulk Legendary Resistance (3/day) If the Stinger hulk
fails a saving throw, it can choose to succeed instead.
Large, Metholidon ACTIONS
Armor Class 18 (natural armor) Multiattack. The stinger hulk makes three attacks:
Hit Points 232 (13d20 +78) one with its bite, one with its claw, and one with its
Speed 40 ft., swim 20 ft. stinger.
str dex con int wis cha
23(+6) 14(+2) 18(+4) 16(+3) 14(+2) 12(+1) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 25 (3d10 + 6) piercing damage. If
Saving Throws Dex +7, Con +9, Int +8 the target is a medium or smaller creature, it must
Language -- succeed on a DC 16 Dexterity saving throw or be
Damage Resistance piercing and slashing from swallowed. A swallowed creature is blinded and
nonmagical attacks restrained, it has total cover against attacks and
Damage Immunity poison other effects outside the stinger hulk, and it takes 11
Senses dark vision 90ft., passive Perception 17 (3d6) acid damage at the start of each of the Stinger
Challenge 13 (10,000XP) Hulk’s turns. The stinger hulk may only have one

creature swallowed at a time. creature swallowed at a time.creature swallowed at a time.
Claw. Melee Weapon Attack: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6)
slashing damage.
Stinger. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. The
target must make a DC 16 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or
half as much damage on a successful one.
Stinger Barb. The stinger hulk shoots two stinger barbs. Ranged Weapon Attack: +11 to hit, range 30/120
ft.,up to two targets. Hit: 24 (5d6 + 6) piercing damage per stinger barb and the target must succeed on a
DC 16 Constitution saving throw or suffers a point of exhaustion.
If the Stinger Hulk rolls a natural 19 or 20, the target is instantly paralyzed until a successful DC 18
Constitution saving throw which is rolled at the start of the target’s next turn.

BUBBLEMITE SWARM

Bubblemites get their name from their dwelling space. They live in tar-colored bubbles, barely translucent.
Bubblemites live the majority of their lives in a writhing, roiling colony. Rapidly breeding, this colony
grows as their home --the bubble— floats upon the strange winds of The Dissonance. The larger the
colony gets, the heavier, until eventually it descends and lands. If the bubblemite colony is lucky it will land on
something organic, which the colony quickly eviscerates, as many small mouths devour a large portion of their
meal.
Life Cycle. Bubblemites are individually no larger than a poppy seed. Once they’ve consumed their
meal, they bloat to roughly the size of small pebbles. Once bloated with their meal and fed, these bubblemites are
unable to move. The bubblemites that have fed will use the remainder of their lives to secrete light, black fluid
from their abdomens which eventually pools and forms into a home for the unfed bubblemites. The life cycle
continues from there as the surviving bubblemites breed and float ever higher.
Strong Mandibles. While bubblemites feed on organic material, they will eat anything they land on.
The extent of what they can chew through is not known; it appears bubblemites may be able to chew through
anything.

Bubblemite Swarm

Medium swarm of tiny beasts, Metholidon

Armor Class 11 (Natural Armor) cha
Hit Points 34 (6d8 + 11) 7(-2)
Speed fly 25 ft.

str dex con int wis
15(+2) 8(-1) 13(+1) 6(-2) 8(-1)

Damage Resistance bludgeoning, piercing, slashing space as the swarm is considered grappled and
Conditional Immunities must make a DC 11 Strength check to leave the
Senses truesight 120ft space.
Languages --
Challenge 1 (200XP)

Bloated Bubblemite. IAfter a successful bite attack ACTIONS
from the swarm, roll 1d4. The resulting roll is the Bite. Melee Weapon Attack: +4 to hit, reach 0 ft.,
hit point total of a group of bloated bubblemites that one target in the swarm’s space. Hit: 11 (2d8+2)
remain on the targeted creature. The new group of piercing damage, or 6 (1d8+2) piercing damage if
bloated bubblemites have the same stats as the swarm, the swarm has half of its hit points or fewer.
have a movement speed of 0 feet, and can only use the
bite action with a damage of 6 (1d8+2). pBoreinedts..TThheesbwraeremd breeds regaining 6 (1d6+2) hit
Swarm. The swarm can occupy another creature’s action can only be used when
space and vice versa, a creature occupying the same within 5 feet of a bloated bubblemite.

WATCHER HOUND
The watcher hound is an ancient and foul creature of the deepest and darkest pits
of The Dissonance. Powerful and intelligent, they prowl the slanted and
misshapen rocks of their territory looking for whatever poor creature
might fall into their path.
Ancient Fiends of Pure Dissonance. While many of the
denizens of The Dissonance survive through various organic or non
organic and biological means within the wastes of this treacherous
plane of existence. The watcher hound seems to almost swim through
the peculiarities of it, itss very presence is like a flame of dissonant
potency that claws and cloys at the very fabric of reality. Whether
from being somehow blasphemously conceived in The Dissonance
itself or through millennia of adaptations, the watcher hounds seem
especially at home.
Haunting and Monstrous. To look upon a watcher hound is
to know the face of terror--aw bone pushes through stretched and dried
flesh crowned by curled and demonic horns. Burning eyes, filled with
doom, sear through the darkness of deep set eyes and five whip-like tails
ungulate like a gang of angry snakes, each tipped with a hardened point
ready to pierce even the toughest armor or scales.
Relentless Hunters. These horned hounds are natural trackers
and will study their prey without ceasing, as they slowly stalk them over miles and
miles, until the time to strike is finally right. They have been known to stalk parties of
adventurers and pick off the members one by one waiting for the unsuspecting individuals to
wander off for one errand or another. Though watching and biding their time is their preferred
method of attack, they are strong enough and fierce enough to face a direct conflict when the
need arises.
Haunting Hides. The watcher
hounds can be found throughout The
Dissonance , but they tend to gravitate Watcher Hound
towards gulches and canyons where they
Medium, Metholidon

climb to rocky heights to see their prey Armor Class 17 (Natural Armor)
trudging below at a disadvantage. Hit Points 98 (12d20 +64)

Speed 40 ft., climb 30 ft.

str dex con int wis cha
20 (+5) 17 (+3) 18 (+4) 16 (+3) 16 (+3) 10 (0)

Saving Throws Dex +7, Con +8, Wis +7, Cha +4
Skills Stealth +9, perception+9
Damage Resistance cold, bludgeoning, piercing and
slashing from nonmagical attacks.
Damage Immunities fire, poison
Senses truesight 120 ft
Languages Abyssal, Infernal, Deep
Challenge 9 (5,000XP)



Dissonant Aura. The watcher hound radiates a
dissonant power. Any creature that starts its turn
within 15 feet of the watcher hound suffers 11 (2d10)
force damage.

ACTIONS
Multiattack. The watcher hound makes three attacks:
one with its bite, one with its claws, and one with its
dissonant hammer.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage. The
target must succeed on a DC 14 Constitution saving
throw or become poisoned. While poisoned in this
way, the target can’t regain hit points, and it takes 7
(2d6) poison damage at the start of each of its turns.
The poisoned target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
with a success.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 14 (2d10 + 5) slashing damage

Dissonant Hammer. Ranged Spell Attack: +9 to hit,
range 60 ft., one target. Hit: 11 (2d6+3) force damage.
Any armor being worn by the target takes a permanent
and cumulative −2 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed. A creature that is not wearing armor
takes an additional 4 (1d6) force damage.

Dissonant Howl. The watcher hound emits a blood
curdling howl. All creatures within 60ft must make a DC
14 Wisdom saving throw or have its speed halved and
disadvantage on their next attack. This effect lasts until
the end of the creature’s next turn.

I could feel something stalking me.

Staring at me. but I saw nothing.
something about a watcher hound and how cool it is.
Probably how it killed someone, or something, I don’t know.
Be createive. All the cool kids better run better run,. run better
run faster than my bullets. All the cool kids better run better
run, run better run faster than my gun...

DRENDHEIM

Few creatures conjure more fear in the hearts of adventurers than the dreaded
drendheim. A hulking white mountain of death with an unquenchable
staved hunger and anatomical build that shrugs off most damage, the
drendheim can destroy and take down all rivals and enemies. It stalks in the cold
and ice and tears its victims into shreds, consuming them as it does. It has even
been known to use creatures as weapons against their own companions.
Solitary Monsters of Barbaric Deeds Whatever gods created the
drendheim they built in nothing but brutality and malice. Their courtships
are swift and violent and whatever young come from the union are almost
sure to perish at the hands of their own parents. Drendheim wander alone,
hunt alone and destroy everything they get their massive claws on alone. It
is not uncommon for these white-maned bipedal beasts to have a collection of
broken weapons and ancient relics stuck in their thick hides from past battles
and attempts to slay them. They are nearly impervious to most kinds of damage
and fighting one is never a simple task nor a safe one.
Monsters of Snow and Ice These creatures are most comfortable in the
ice and snow, and they find their home in cold places with short days and long
nights. They do not seem to be affected by the cold, and even bitter cold temperatures cause
no ill to them. They seek no shelter and need no warmth. Travelers have stumbled upon a sitting drendheim in
a blizzard, covered in snow, and thought it to be only a boulder. They seem content to rove about in the freezing
and snow-covered wastes they inhabit without care for shelter or warmth.
Driving and Eternal Hunger The most dangerous aspect of the drendheim is its ferocious and insatiable
hunger. Cursed by some foul god, these beasts can’t ever be full and seem to be in a constant state of starvation.
Though they cannot die through lack of nutrition, they are still driven by this urge. They will kill and eat anything
they can and then devour it just as efficiently. This immortal hunger makes them impossible to reason with or
pacify.

Drendheim Challenge 17 (18,000XP)
Magic Resistance. The drendheim has advantage
Huge, Metholidon on saving throws against spells and other magical
Armor Class 18 (Natural Armor) effects.
Hit Points 251 (20d12 + 117) Improved Critical. The drendheim scores a critical
Speed 45 ft., swim 20 ft., climb 30 ft. hit on a roll of 19 or 20.

str dex con int wis cha ACTIONS
28 (+9) 17 (+3) 27 (+8) 15 (+3) 12 (+1) 8 (-1) Multiattack. The drendheim can use its Search
Saving Throws Cha +5, Dex +12, Wis +7 for Primitive Weapon. It then can use its Frightful
Skills Perception +5, Investigation +7, Acrobatics +9, Presence and makes three attacks: one with its bite
Athletics +15 and two with its claws. If it has a primitive weapon
Damage Immunities bludgeoning, cold, necrotic, or a club of horrors, then that attack replaces one
poison, piercing, and slashing from nonmagical claw attack.
weapons Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Condition Immunities charmed, exhaustion, one target. Hit: 20 (2d10 + 9) piercing damage plus
frightened, paralyzed, petrified 11 (3d6) cold damage.
Senses dark vision 60 ft., passive Perception 19
Languages Giant, Sylvan

Claw. Melee Weapon Attack: +15 to hit, reach 15
ft., one target. Hit: 28 (5d6 + 10) slashing damage.
Primitive Weapon. Melee Weapon Attack:
+15 to hit, reach 20 ft., one target. Hit: 31 (6d6
+ 10) bludgeoning damage.
Search for Primitive Weapon. The drendheim
searches for a primitive weapon of GM’s
choosing. Weapon is found with a successful
DC 17 Investigation check.
Frightful Presence. Each creature of the
drendheim’s choice, within 120 feet of it and
aware of it, must succeed on a DC 19 Wisdom
saving throw or become frightened for 1
minute. A creature can repeat the saving
throw at the end of each of its turns with
disadvantage if the drendheim is
within line of sight, ending
the effect on itself on a
success. If a creature’s
saving throw is
successful or the effect
ends for it, the creature
is immune to the
drendheim’s Frightful
Presence for the next
24 hours.

It came out of nowhere...

Sixteen of our men quickyl assembled and surrounded the creature. We pierced it’s
flesh -- stuck our iron depe into its backside. That onyl angered it. It’s claws were like
swfi t blades. Gregoyr , Thomas, and Robert are dead. Thye were kille in an instant. I got
thrown thiryt feet during the brawl. Samuel and the others ran the poposite direction from
me. It followed after them. I don’t know fi thye ’re still alive. I crawled into the cavern
of a near by cave. I have been here for two days. My leg is badyl wounded and I feel
several of my ribs are broken. It hurts to breathe. I don’t have any proviosns. I don’t
know fi I’ll survive the night, I onyl pray I die before it finds me here.

Drendheim

LEGENDARY
ACTION

The drendheim can take 3 legendary actions choosing from the options below. Only one legendary action option
can be used at a time and only at the end of another creature’s turn. The drendheim regains spent legendary
actions at the start of its turn.

Attack. The drendheim makes one bite, claw attack, or primitive weapon attack.

Leap. The drendheim can leap up to 20 ft. All creatures within 10 feet must succeed on a DC 21 Dexterity saving
throw or be knocked prone and take 14 (3d8) bludgeoning damage. This action does not provoke an attack of
opportunity.
Club of Horrors (Costs 2 Actions). The drendheim can grab a creature within 10 feet of itself and use it as a
Primitive Weapon. The creature must succeed on a DC 21 Strength/Dexterity saving throw or be restrained and
stunned. All damage dealt by the club of horror is also dealt to the creature being used as the club of horror.
The stunned creature will not be let go until its HP has dropped to 0 or the drendheim takes 65 damage in a full
round. The stunned condition ends as the dropped creature falls prone.

FORGOTTEN TREASURES
Many have fallen prey to the Drendheim as has their gear. The thick wire-like fur that protects this beast tends
to ensnare gear and equipment from ill prepared adventurers. The multiple layers of skin of the Drendheim pay
little attention to embedded weaponry. If a Drendheim is killed an assortment of items can be found and dug
out of the creature. The table below are some possibilities of what is found on the back of the Drendheim.

Loot Table

Ancient Note of Credit (500 PP) Blade of Banishment
1d10 Broken Weaponry Weapon +2
1d10 Human Skulls Ring of Protection +2
2d20 Feet of Chain
Rope of Entanglement Rune of the Dreadnaught
1d6 Daggers 1d8 Articles of Ragged clothing
Drendheim Bounty Note 1d4 Potion of Supreme Healing
1d20 Arrows Shield +1

Parts of the Drendheim

Blade of Banishment
Weapon (any sword), legendary (requires attunement)
You gain a + 3 to attack and damage rolls made by this necrotic weapon.
Banishment to the dissonance. (2 charges/LR) A creature hit by this weapon must succeed a DC 18 Constitution
Saving throw or be banished to The Dissonance. Here the creature endures complete solitude in a dark abyss.
At the start of its turn, the banished creature must make a DC 18 Constitution Saving throw. On a success, the
creature returns to the original plane of existence from which it was banished. On a failed save, the creature
takes 3d10 cold damage and will remain there until it succeeds the saving throw.
Grip of hunger. The creature wielding this weapon is drained of life. Your Max HP is temporarily reduced by
20HP while wielding this weapon.
Voices of the wanderers. Whispers of unknown origin assist you. While attuned to this weapon you have
advantage on all insight checks.

Rune of The Dreadnaught
Wondrous item, Very Rare (requires attunement)
While this blackened rune is on your person, you are immune to being grappled, restrained, or stunned.
Projected Terror. (1 charge/LR) The darkness that clouds this rune projects despair to those around you. Once
per long rest you can channel the rune’s energy to have advantage on an Intimidation Skill Check.

Parts of the Drendheim
If harvested properly, the various parts of the Drendheim can be Master crafted. These +3 weapons deal an
additional 2d6 cold damage.
Bones. Any simple or martial weapon that deals bludgeoning damage. A bow is also fashioned from bones.
Teeth. Any simple or martial weapon that deals piercing damage. Ranged ammunition is also fashioned from teeth.
Claws. Any simple or martial weapon that deals slashing damage.

Hecros

Medium, Metholidon

Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 26)
Speed 30 ft., climb 30 ft.

str dex con
20 (+5) 14 (+2) 16 (+3)
int wis cha
10 (0) 14 (+2) 8 (-1)
Saving Throws Dex +4, Wis
+4
Senses dark vision 60 ft
Languages --
Challenge
4 (1,100 XP)

HECROS

ACTIONS them. Behind each side of the creature’s jaw swim
three tentacle-like protuberances. Once they open
Multiattack. The hecros makes one claw attack their mouth, three mandibles split into rows of
and one bite attack. reciprocating teeth that vibrate within. They have
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., six total legs, four legs that carry them swiftly and
one target. Hit: 12 (2d6 + 5) slashing damage. two that hang mostly unused.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Environments. The hecros will live in
target. Hit: 14 (2d8 + 5) piercing damage damage. cavernous areas, rocky terrain, mountainous areas
and sometimes on the plains. They tend to roam in
Rend Flesh. The hecros makes a bite attack and packs, though, at greater ages, they become outcast
uses its serrated teeth to maim a target. On a success, from their complex social order. When hecros are
the targeted creature must make a DC 16 Dexterity young, they have a set of wings that fall off once
saving throw or suffer an additional 6 points of they become middle aged.
piercing damage and subtract 1d4 of its proficiency Strong senses. Hecros have a strong sense
bonus. This effect lasts until the targeted creature is of direction. They can find water from just about
healed or takes a Long Rest. anywhere. Though they have no ability to speak,
they have a nearly perfect understanding of spoken
LORE word when given the opportunity to learn it,
although,his doesn’t happen very often.
The hecros is believed to be one of the synthariat,
appearing partially an organic machine. These
vicious creatures attack first and establish whether it
was a good idea after. Hecros have three thin trailing
tails: they appear to have no muscular control over

LUKLU Luklu
These creatures can be found at the bottoms
of river beads in the wandering waste of the Tiny, Metholidon
Dissonance or even deep within the dark seas. The
Luklu is a small dark ball that has sharp and lethal Armor Class 11 (natural armor) 12 (lethal spine)
spines. The luklu, by some unknown means, can Hit Points 19 (3d8+6)
fly. The spines of this creature grow at will and even Speed 30 ft.,swim 20ft., fly 20ft.
relax to resemble a thick yet smooth type of fur. A
luklu’s underside is a circular inset of many teeth. str dex con int wis cha
Seeks Weak Spots. While luklu’s may seem 15 (+2) 13 (+1) 11 (0) 8 (-1) 12 (+1) 8 (-1)
innocent enough, their ability to fly swiftly and their
small size makes them hard to fell. Their spines, Senses passive Perception 11
when hardened, can make even direct strikes less Languages --
potent. Ultimately they will target a creature’s vitals, Challenge 1/2 (100 XP)
if it comes to a fight, they will attempt to bite, stab
or destroy what they can, maiming their enemy. ACTIONS
Pets. If one were to ask a Leasher, luklus
make great pets. One may find a Leasher of the Lethal spine. The luklu raises its spines improv-
Metholidon House with a jar full of water in their ing its AC by 1. A creature that touches or makes
pouch. Inside that jar there might be something a melee weapon attack against the luklu takes 3
that looks like a furry little black ball, but the wise (1d4+1) piercing damage.
stranger would refuse when asked to see it closer. Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6
+ 3) piercing damage and the
next attack roll made against
this target before the end

of your next turn has
advantage.



HOLLOW LORD

“Vile words are venom without the bite”. This adage holds no truth for the
hollow lords. Like many of the abhorrents of The Dissonance, little is known
of these.

Word and Sound Connoisseur. It is known that the hollow lords
hunger for words, for speech and sounds. They have no words of their
own and hold to the languages spoken by other sentients. Different
hollow lordshave different agendas, but they all involve their obsession
with verbal communication. The most common among them love to hear
sounds of agony. The others enjoy killing sentients with words of their
own language, breaking their minds with the words they speak that have
been collected.
Listeners. The hollow lord will generally be drawn toward even the
most silent words. Victims hear the whispers coming, and they can know
their death is sure. The hollow lords eschew words from the hollow hole
in their face, and so many sounds come they cannot be untangled--the
languages and volumes varied to incalculable amounts.
Feeding on Noise. The lords attempt to take their prey alive. They will place the victim’s
heads in the hole of their navel. The prey, twitching and screaming, is bombarded with sounds from within the
hole. The steady stream of voices from the lords mask stream out and the hollow lord seems to experience a
state of ecstasy while absorbing the victims sounds until the victim drops dead. Many hollow lords have been
known to mount the heads of their favorite victims upon their breastplate. It seems the semblance of their
harvested voices, once again, coming from the same skull and mouth gives them great pleasure of a memory
past.
Not Just a Talker. The hollow lord is also physically a match for many abhorrents. They have
been seen gliding in the air only to deal lethal damage in combat. Their killing words play into most
of their lethality, but there is so much more to them.

Hallow Lord Legendary Resistance (3/day). If the hollow
lord fails a saving throw, it can choose to succeed
Large, Metholidon instead.
Armor Class 21 (Natural Armor)
Hit Points 347 (13d20 + 215) Hollow voice. When a creature is within 120 feet
Speed 40 ft, climb 15 ft. of the hollow lord and speaks, it must succeed
str dex con int wis cha on a DC 19 Constitution saving throw or take 17
26(+8) 14(+2) 24(+7) 18(+4) 20(+5) 12(+1) (2d10 + 6) cold damage as air is pulled out of its
lungs. This effect also occurs when a spell is used
Saving Throws Dex +9, Con +14, Wis +12, Cha +8 that has a verbal component.
Skills Stealth +9, Perception +15 ACTIONS
Damage Resistance bludgeoning, piercing and slashing Multiattack. The hollow lord can use its Absorption.
from nonmagical attacks It then makes three attacks: one with its claw and
Senses truesight 120ft two with its Back blades.
Languages all
Challenge 24 (62,000XP) Claw. Melee Weapon Attack: +16 to hit, reach 10

ft., one target. Hit: 24 (3d10 + 8) slashing damage.If the target is Medium or
smaller, it is grappled (escape DC 20) and restrained until the grapple ends.
Back Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17
(2d8 + 8) piercing damage.
Absorption. A grappled creature is placed into the navel of the hollow night.
Hellish screams and horror fill the creature’s mind. The creature must make a
DC 21 Wisdom saving throw, taking 40 (12d6) psychic damage on a failed
save, or half as much damage on a successful one. The hollow lord’s next
attack is at advantage.
The grappled creature may attempt to escape at the start of its turn
(escape DC 20).
Words of Woe. The Hollow Lord uses the voices of victims past.
Any creature within 60 feet of the Hollow Lord must make
a DC 20 Wisdom saving throw or become frightened. In
addition, each creature takes 28 (8d6) psychic damage, or
half as much on a successful save.
This attack does an additional 11(3d6) psychic damage
if a creature is grappled within the navel of the
Hollow Lord.

LEGENDARY ACTIONS
The hollow lord can take 3 legendary
actions, choosing from the options
below. Only one legendary action
option can be used at a time
and only at the end of another
creature’s turn. The hollow
lord regains spent legendary
actions at the start of its turn.
Back Blade. The hollow lord
makes a back blade attack
Glide Strike. (cost 2 actions). The hollow
lord glides in the air using up to 40 feet of
movement and strikes. Melee Weapon Attack:
+16 to hit, reach 5 ft., one target. Hit: 29 (4d10+7)
bludgeoning damage plus 16 (2d10+5) force damage.
Rejuvenate. (cost 2 actions). The hollow lord makes an absorption attack and restores 26 (5d6+8) HP.





DRAKTHUL

Drakthul never cease looking to add to their
hoard of the ever dead. Drakthul crave the
existence of the dead. They feed on living,
but once their appetite is filled, and sometimes even
still, they take their kills to their lair and hoard
the dead. Some drakthul, so eager to gain dead
to dress their home, will forgo ever eating, too
consumed with their collection to ever nourish
themselves.
Masters of the Sky. Drakthul
aren’t as fast as some of the creatures in
the sky, but they can be some of the largest
creatures in it. Most other creatures of
flight or land for that matter, will flee
if the drakthul flies their way.
Unique Hunters. Drakthul
have the ability to create
a unique material from
their gullet. The drakthul
can emit dark materials that
come from their mouth as a
black mist but begin to form into
what appears to be a metal or rock.
The drakthul has a level of control over
this breath because, when the particles form
to a solid, the material develops a unique and
measured mass. Some of the shards of material
formed from the particles become heavy and
drop with exceeding impact to crush or impale
their prey while others might still impale their prey
and drag them high into the air as if the material were
buoyant.
Isolationist Drakthul care little to nothing for
the causes around themso strong is their desire to kill
and then collect; this makes reasoning with them almost
impossible. While at the same time, their single-mindedness
provides one sure point of argument if the offer is strong enough.
Endless Gullet. The drakthul can swallow whole
and carry the dead, within its first stomach, back to their lair.
Creatures within its stomach are very slowly digested.
The Threshold.The drakthul live on the threshold
of the realm of the dead so that their dead will never decay and
therefore never leave. Their souls become trapped in between
their dead corpse and the realm the spirits belong to. The torment
appears grievous, and the result is desirable for the drakthul.
Drakthul are vengeful, live long and are unforgiving.

ELDER DRAKTHUL Ardent Stance. The drakthull enters an aggressive
attack position unveiling additional weak spots on
Gargantuan, Metholidon its underbelly. All attacks the drakthul makes deal
an additional 14 (4d6) fire damage.
Armor Class 24 (Natural Armor) The drakthull’s AC is reduced by 2 until using
Hit Points 587 (30d20 + 272) Ardent Stance to revert to normal.
Speed 40 ft, climb 40 ft., fly 80 ft. Catalytic Claws. The claws upon the wings of the
drakthul strike and ignite a solid dark particle mass
str dex con int wis cha on the field. An explosion of black fire occurs in a
29(+9) 17(+3) 30(+10) 20(+5) 17(+3) 20(+5) 30-foot sphere from place of contact. Each creature
in that area must make a DC 25 Dexterity saving
Saving Throws Dex +11, Con +18, Wis +11 throw, taking 34 (5d10+11) fire damage on a failed
Skills Insight +14, Perception +17, Stealth +11 save, or half as much on a successful one. A Coated
Damage Immunities fire, necrotic, radiant creature takes an additional 17 (1d10+11) fire
Condition Immunities charmed, frightened damage as the particles covering it erupt into a 15-
Senses blindsight 60 ft., darkvision 120 ft., foot sphere.
passive Perception 28 When a Coated creature erupts, it is no longer
Languages Common, Draconic Coated, any creature within 15-feet of the coated
Challenge 26 (90,000 XP) creature must make a DC 21 Dexterity saving throw,
taking 17 (1d10+11) fire damage on a failed save, or
Legendary Resistance (3/day). If the drakthul fails half as much on a successful one.
a saving throw, it can choose to succeed instead. Particle Storm (1/Day). The drakthul conjures
a particle fusion storm in a 45-foot radius, 90-
Slowing Particles of Darkness. When the drakthul foot high cylinder. As the elements collide fusion
flies, a fine metallic mist of dark particles falls from lightning is formed. Any creature that starts its
its wings. A creature that is in or under the flight path turn within the particle storm must make a DC 23
of the drakthul must make a DC 21 Dexterity saving Dexterity saving throw, taking 17 (1d12+11) fire
throw or is Coated and weighed down. The creature damage plus 17(1d12+11) lightning damage, or half
has disadvantage on Dexterity-based attack rolls, as much on a failed one.
Dexterity checks, and Dexterity saving throws for 1 The Particle Storm lasts for 1 minute. This storm can
turn. be destroyed using a dispel magic or similar ability.
Dark Particle Breath (Recharge 5–6). The drakthul
ACTIONS uses one of the following breath weapons.
Multiattack. The drakthul can use its Ardent Stance. Projectile Breath. The drakthul exhales dark
It then makes three attacks: one with its bite and two solidified particle shards in a 90-foot cone. Each
with its claws. creature in that area must make a DC 24 Dexterity
saving throw, taking 51 (9d10) piercing damage plus
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 22 (4d10) necrotic damage on a failed save, or half
one target. Hit: 23 (2d12 + 11) piercing damage plus as much damage on a successful one.
11 (3d6) necrotic damage. Forming Breath. The drakthul exhales a dark particle
liquid in a 90-foot cone. This liquid is 1-foot deep
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., and considered difficult terrain.
one target. Hit: 20 (2d8 + 11) slashing damage. As a bonus action, the drakthull may choose to

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft.,
one target. Hit: 22 (2d10 + 11) bludgeoning damage.
If the target is a creature, it must succeed on a DC 20
Strength saving throw or be knocked prone.

change the dark particle liquid into a solid. The condition on a success. On a failure, the creature
liquid particles move to a centerpoint of the fails a death saving throw. These failures remain
drakthul’s choosing and form into a solid dark until the dying breath condition is ended and a long
particle structure that fits within a 30-foot radius, rest has been taken.
60-foot high cylinder. Any creature within the LEGENDARY ACTIONS
initial 90-foot dark particle liquid cone must make The drakthul can take 3 legendary actions, choosing
a DC 24 Strength saving throw or be pulled to the from the options below. Only one legendary action
structure’s center and restrained on top of the newly option can be used at a time and only at the end of
formed structure.On a success the creature remains another creature’s turn. The drakthul regains spent
in the same position. A creature can repeat the legendary actions at the start of its turn.
saving throw at the end of each of its turns, ending
the restrained condition on a success. Attack. The drakthul makes a claw attack or tail
If a creature is in the air above the newly forming attack.
structure it takes 22 (2d10+11) bludgeoning
damage as it is pushed 10-feet away from its current Ardent Stance. The drakthul uses the Ardent Stance
position. action.
Dying Breath. The drakthul exhales dark gaseous
particles in a 60-foot cone. Each creature in that Wing Attack (Costs 2 Actions). The drakthul beats its
area must make a DC 20 Constitution saving throw wings. Each creature within 15 feet of the drakthul
or inhale the particles that slowly solidify from the must succeed on a DC 25 Dexterity saving throw
inside. A creature that has inhaled the dark gaseous or take 20 (2d8 + 11) bludgeoning damage and be
particles enters the dying breath condition. knocked prone. The drakthul can then fly up to half
A creature in dying breath cannot speak and uses its its flying speed.
actions as normal. It must repeat the saving throw at
the end of each of its turns, ending the dying breath Particle Storm. (Costs 2 Actions). The drakthul uses
its Particle Storm attack.

ADULT DRAKTHUL Legendary Resistance (3/day). If the drakthul fails
a saving throw, it can choose to succeed instead.
Large, Metholidon
Slowing Particles of Darkness. When the drakthul
Armor Class 21 (Natural Armor) flies, a fine metallic mist of dark particles falls from
Hit Points 290 (15d20 + 132) its wings. A creature that is in or under the flight path
Speed 40 ft, climb 40 ft., fly 80 ft. of the drakthul must make a DC 18 Dexterity saving
throw or is Coated and weighed down. The creature
str dex con int wis cha has disadvantage on Dexterity-based attack rolls,
27(+8) 17(+3) 26(+8) 18(+4) 15(+2) 16(+3) Dexterity checks, and Dexterity saving throws for 1
turn.
Saving Throws Dex +9, Con +14, Int +10, Wis +8
Skills Insight +12, Perception +14, Stealth +9 ACTIONS
Damage Immunities fire, necrotic, radiant Multiattack. The Drakthul can use its Ardent Stance.
Condition Immunities charmed, frightened It then makes three attacks: one with its bite and two
Senses blindsight 60 ft., darkvision 120 ft., with its claws.
passive Perception 24 Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Languages Common, Draconic one target. Hit: 20 (2d12 + 8) piercing damage plus
Challenge 19 (22,000 XP)

11 (3d6) necrotic damage. Projectile Breath. The drakthul exhales dark
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., solidified particle shards in a 60-foot cone. Each
one target. Hit: 17 (2d8 + 8) slashing damage. creature in that area must make a DC 21 Dexterity
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., saving throw, taking 46 (8d10) piercing damage plus
one target. Hit: 21 (2d10 + 8) bludgeoning damage. 17 (3d10) necrotic damage on a failed save, or half
If the target is a creature, it must succeed on a DC 18 as much damage on a successful one.
Strength saving throw or be knocked prone. Forming Breath. The drakthul exhales a dark particle
Ardent Stance. The drakthull enters an aggressive liquid in a 60-foot cone. This liquid is 1-foot deep
attack position unveiling additional weak spots on and considered difficult terrain.
its underbelly. All attacks the drakthul makes deal As a bonus action, the drakthull may choose to
an additional 11 (3d6) fire damage. change the dark particle liquid into a solid. The
The drakthull’s AC is reduced by 2 until using liquid particles move to a centerpoint of the
Ardent Stance to revert to normal. drakthul’s choosing and form into a solid dark
Catalytic Claws. The claws upon the wings of the particle structure that fits within a 30-foot radius,
drakthul strike and ignite a solid dark particle mass 60-foot high cylinder. Any creature within the
on the field. An explosion of black fire occurs in a initial 60-foot dark particle liquid cone must make
30-foot sphere from place of contact. Each creature a DC 21 Strength saving throw or be pulled to the
in that area must make a DC 22 Dexterity saving structure’s center and restrained on top of the newly
throw, taking 26 (4d10+8) fire damage on a failed formed structure.On a success the creature remains
save, or half as much on a successful one. A Coated in the same position. A creature can repeat the
creature takes an additional 14 (1d10+8) fire damage saving throw at the end of each of its turns, ending
as the particles covering it erupt into a 15-foot the restrained condition on a success.
sphere. If a creature is in the air above the newly forming
When a Coated creature erupts, it is no longer structure it takes 19 (2d10+8) bludgeoning damage
Coated, any creature within 15-feet of the coated as it is pushed 10-feet away from its current
creature must make a DC 18 Dexterity saving throw, position.
taking 14 (1d10+8) fire damage on a failed save, or Dying Breath. The drakthul exhales dark gaseous
half as much on a successful one. particles in a 45-foot cone. Each creature in that
Particle Storm (1/Day). The Drakthul conjures area must make a DC 17 Constitution saving throw
a particle fusion storm in a 30-foot radius, 60- or inhale the particles that slowly solidify from the
foot high cylinder. As the elements collide fusion inside. A creature that has inhaled the dark gaseous
lightning is formed. Any creature that starts its particles enters the dying breath condition.
turn within the particle storm must make a DC A creature in dying breath cannot speak and uses its
20 Dexterity saving throw, taking 15 (1d12+8) fire actions as normal. It must repeat the saving throw at
damage plus 15(1d12+8) lightning damage, or half the end of each of its turns, ending the dying breath
as much on a failed one. condition on a success. On a failure, the creature
The Particle Storm lasts for 1 minute. This storm can fails a death saving throw. These failures remain
be destroyed using a dispel magic or similar ability. until the dying breath condition is ended and a long
Dark Particle Breath (Recharge 5–6). The drakthul rest has been taken.
uses one of the following breath weapons.
LEGENDARY ACTIONS
The drakthul can take 3 legendary actions, choosing
from the options below. Only one legendary action

option can be used at a time and only at the end of
another creature’s turn. The drakthul regains spent
legendary actions at the start of its turn.
Attack. The drakthul makes a claw attack or tail attack.
Ardent Stance. The drakthul uses the Ardent Stance
action.
Wing Attack (Costs 2 Actions). The drakthul beats its
wings. Each creature within 15 feet of the drakthul must
succeed on a DC 25 Dexterity saving throw or take 20
(2d8 + 11) bludgeoning damage and be knocked prone.
The drakthul can then fly up to half its flying speed.
Particle Storm. (Costs 2 Actions). The drakthul uses its
Particle Storm attack.

YOUNG DRAKTHUL ACTIONS
Multiattack. The drakthul can use its Ardent Stance.
Large, Metholidon It then makes three attacks: one with its bite and two
with its claws.
Armor Class 20 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Hit Points 212 (19d12 + 108) one target. Hit: 19 (2d12 + 6) piercing damage plus 7
Speed 40 ft, climb 40 ft., fly 80 ft. (2d6) necrotic damage.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one
str dex con int wis cha target. Hit: 15 (2d8 + 6) slashing damage.
24(+6) 17(+3) 22(+6) 18(+4) 13(+1) 12(+2) Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Saving Throws Dex +7, Con +10, Int +8, Wis +5 If the target is a creature, it must succeed on a DC 12
Skills Insight +9, Perception +9, Stealth +7 Strength saving throw or be knocked prone.
Damage Immunities fire, necrotic, radiant Ardent Stance. The drakthull enters an aggressive
Condition Immunities charmed, frightened attack position unveiling additional weak spots on
Senses blindsight 30 ft., darkvision 120 ft., its underbelly. All attacks the drakthul makes deal
passive Perception 19
Languages Common, Draconic
Challenge 12 (8,400 XP)

Slowing Particles of Darkness. When the drakthul
flies, a fine metallic mist of dark particles falls from
its wings. A creature that is in or under the flight path
of the drakthul must make a DC 14 Dexterity saving
throw or is Coated and weighed down. The creature
has disadvantage on Dexterity-based attack rolls,
Dexterity checks, and Dexterity saving throws for 1
turn.

an additional 11 (3d6) fire damage. position.
The drakthull’s AC is reduced by 2 until using Dying Breath. The drakthul exhales dark gaseous
Ardent Stance to revert to normal. particles in a 30-foot cone. Each creature in that
Particle Storm (1/Day). The drakthul conjures area must make a DC 14 Constitution saving throw
a particle fusion storm in a 15-foot radius, 60- or inhale the particles that slowly solidify from the
foot high cylinder. As the elements collide fusion inside. A creature that has inhaled the dark gaseous
lightning is formed. Any creature that starts its particles enters the dying breath condition.
turn within the particle storm must make a DC A creature in dying breath cannot speak and uses its
16 Dexterity saving throw, taking 12 (1d12+6) fire actions as normal. It must repeat the saving throw at
damage plus 12(1d12+6) lightning damage, or half the end of each of its turns, ending the dying breath
as much on a failed one. condition on a success. On a failure, the creature
The Particle Storm lasts for 1 minute. This storm can fails a death saving throw. These failures remain
be destroyed using a dispel magic or similar ability. until the dying breath condition is ended and a long
Dark Particle Breath (Recharge 5–6). The drakthul rest has been taken.
uses one of the following breath weapons.
Projectile Breath. The drakthul exhales dark
solidified particle shards in a 30-foot cone. Each
creature in that area must make a DC 17 Dexterity
saving throw, taking 36 (6d10) piercing damage plus
6 (1d10) necrotic damage on a failed save, or half as
much damage on a successful one.
Forming Breath. The drakthul exhales a dark
particle liquid in a 30-foot cone. This liquid is 1-foot
deep and considered difficult terrain.
As a bonus action, the drakthull may choose to
change the dark particle liquid into a solid. The
liquid particles move to a centerpoint of the
drakthul’s choosing and form into a solid dark
particle structure that fits within a 15-foot radius,
45-foot high cylinder. Any creature within the
initial 30-foot dark particle liquid cone must make
a DC 17 Strength saving throw or be pulled to the
structure’s center and restrained on top of the newly
formed structure.On a success the creature remains
in the same position. A creature can repeat the
saving throw at the end of each of its turns, ending
the restrained condition on a success.
If a creature is in the air above the newly forming
structure it takes 17 (2d10+6) bludgeoning damage
as it is pushed 10-feet away from its current

A Drakthul’s Lair

Drakthul lair near the threshold of the realm
between the waste and the dead. The formation’s size
depends on the age of the Drakthul. The longer they
live, the more the drakthul builds. These lairs can
become twisting labyrinths, difficult to traverse and
dangerous to venture into, if you can reach them..
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the
drakthul can take a lair action to cause one of the
following effects; the drakthul can’t use the same
effect two rounds in a row:
• The drakthul can use the Reverse Gravity spell

(DEX Save 15) but with a reduced duration of 2
rounds.
• The drakthull calls to its victims. All walls that
are encased by the dead come to life and can
extend their arms. Any creature within 5-feet
of a wall takes 11(3d6) necrotic damage and
becomes grappled (escape DC 15)
• The drakthul coats itself in dark particles,
increasing its AC by 2 for one turn.

Regional Effects
Transformed by the creature’s horrifying presence, the of an ana’guum might include any of the
following effects:

• Within 1 mile of the lair, flames, magical or otherwise, are doused instantly as if placed in a cold
stream of water. Sounds also diminish as if traveling through water. Voices will be garbled and words
hard to understand. Any creature that has been kissed by the Ana’Guum will view the lair exactly as
ana’guum wants them too.

• Creatures charmed by the Ana’guum have an easier time hiding; they have advantage on all Dexterity
(Stealth) checks made to hide.

• Wounds cannot be healed, and ailments cannot be cured while within 400 feet of the Ana’Guum’s lair.

If the ana’guum dies, these effects end immediately.


Click to View FlipBook Version