201 Stone Heart 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You draw the essence of earth’s stillness and turn your heart into a heart of stone. You become hollow and unfeeling, almost like a living corpse. For the duration of the spell, you have disadvantage on your Wisdom (Insight) checks because of the transformation of your heart. However, the corrupted essence protects you: Any critical hit against you counts as a normal hit, and you cannot be knocked prone. Also, the beats of your stone heart are slower, and you start with 1 successful death save if you drop to 0 hit points. Sudden Decay 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous You target a nonmagical Medium or smaller object (whose value is less than 100 gp) within range. If the item is unattended, and is not being worn or carried, it turns to dust. Suffocating Fumes 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You choose a point within range. Shadowy mists start to spread at that point and fill an area of 20-foot radius. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage and cannot breathe in the area for the duration. On a successful save, the damage is halved and the creature can breathe normally. Taste of Blood 5th-level divination Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You taste the blood of a creature and derive knowledge from it. You can learn the race of the creature, the name of the creature and its family (if it has any), as well as the stories of its ancestors if they are the topic of a legend. At Higher Levels. When you cast this spell using a spell slot of 6th level, you can also learn the general direction of the creature’s current location and you can also learn the distance between you and the creature when you use a spell slot of 7th level or higher. Terrorizing Gaze 3rd-level enchantment Casting Time: 1 action Range: Self (30-foot cone) Components: V, S Duration: Instantaneous You gaze at the creatures in front of you with a look that inspires terror. Whether from the depths of hell, the denizens of outer realms, or the evil of your own soul; the gaze is an unearthly horrific sight to behold. Any creature in the area that can see you must make a Wisdom saving throw. On a failed save, a creature takes 3d8 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and is not frightened. A creature that is frightened because of this spell can repeat its saving throw at the start of each of its turns to end the effects. Thunder Dome 8th-level abjuration Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes You start to scream or make noises that create a 30-foot sphere of sound that is centered on you. The sphere has no thickness, it is transparent and it moves with you. The sphere blocks all nonmagical attacks, and creatures who try to pass the sphere must succeed on a Constitution saving throw or they take 10d6 thunder damage and are thrown 20 feet away in the direction from which they approached the dome. Additionally, you can use your action to move the sphere to a point on a surface you choose to be the center of the spell. Also, this spell dispels the effects of the silence spell. Toast to Death 8th-level conjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 8 hours You touch a glass or another object that is used to drink something. The object you touch becomes poisonous and the first creature that touches it must succeed on a Constitution saving throw or contact the poison. The target feels a slight dizziness if it does contract the poison, but other than that it has no effect until you trigger it. In any time within the duration of the spell you can trigger the poison with your thoughts if you are within 1-mile of the target. When triggered, the target is poisoned for 1 minute and it takes 12d12 poison damage. Truths Hidden in Shadows 8th-level divination Casting Time: 1 minute Range: Self
202 Components: V, M (the dust of obsidian worth at least 5000 gp) Duration: 1 hour As you swallow all the obsidian dust and say the incantations, you start to hear the whispers of the shadows and see the truths hidden in them. You use your action to concentrate on the shadow of a creature within 10 feet of you as an action, and learn its deepest desires, secret sins, affections, grudges, and alignment. When you start casting the spell, the target makes a Charisma saving throw. On a successful save, the revelation of the secrets is simply postponed by an extra 4 minutes, lengthening the casting time of the spell to 5 minutes. On a failed save, the casting time is 1 minute. Although it makes a saving throw, the target creature is not aware that you are talking to its shadow, nor that you are casting this spell. Umbral Claws 4th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (obsidian dust worth 50 gp, and a small onyx worth 50 gp, which are consumed when you cast this spell) Duration: Concentration, up to 1 minute Your hands transform into claws made of shadow. You summon these claws from the depths of darkest shadows and they drain a target’s strength. While you have these claws, you cannot wield other weapons. Once per turn, you can make a melee spell attack with your umbral claws. On a hit, the claws deal necrotic damage equal to 2d6 + your spellcasting ability modifier, and cause the target’s Strength score to be reduced by 1d4. The target falls unconscious if its Strength is reduced to 0 in this way. Otherwise, the reduction lasts until the target finishes a short or long rest. Unholy Clamp 8th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a clamp, and a crystal worth at least 1500 gp) Duration: 8 hours You touch a creature and try to make its body allergic to the magical energy within. The creature must succeed on a Charisma saving throw or each time it tries to cast a spell for the duration, it takes 3d12 necrotic damage. Unholy Rage 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You choose a creature within range and fill it with unholy energies that forces the creature to enter a state of unholy rage. If the target is not willing, it must succeed on a Constitution saving throw or have scars opened on its body and start to bleed, taking 1d2 necrotic damage at the end of each of its turns until the spell ends. With this rage, the target can make a melee weapon attack as a bonus action when it takes the Attack action. The necrotic damage dealt by the spell cannot be reduced by any means, and constructs and the undead are not affected by it. Unholy Resurrection 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (the dust of a desecrated bone worth at least 200 gp, sulphur, and the blood of a corpse) Duration: Instantaneous You touch a dead creature and bring it back to life, provided that it has been dead no longer than 10 days and that it still has its body intact. If the creature’s soul is both willing and at liberty to join the body, the creature comes back to life with 1 hit point. However, the creature returns as a corpse, a remnant of what it was. The creature resurrected this way has its race changed to remnant (p.14). This spell heals all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell fails automatically. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it becomes 0. Unholy Shieldbreaker 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of wood with an unholy symbol on it) Duration: Concentration, up to 1 minute You point to a creature within range that is also within line of sight and send it negative energy that flows around its body, limiting its ability to move. Make a ranged spell attack against the target. On a hit, the creature takes a -2 penalty to AC and its speed is reduced by 10 feet. The spell ends if the creature drops to 0 hit points or when its duration ends. Unnerving Apathy 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You choose a good-aligned creature within range and show it a disturbing vision in which all of its loved ones are tortured and are in pain. The target must succeed on a Wisdom saving throw or have disadvantage on ability checks, attack rolls, and saving throws for the duration.
203 The creature can repeat its saving throw at the end of each of its turns, ending the effects on a successful one. Venom Guard 1st-level abjuration Casting Time: 1 action Range: Touch Components: S Duration: 1 hour For the duration, you gain resistance to poison damage and are immune to being paralyzed. Villainous Rage 1st-level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and its nonmagical attacks cause fear in other creatures until the spell ends. A creature must succeed on a Wisdom saving throw or is frightened of the attacking creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Villains’ Feast 6th-level necromancy Casting Time: 1 hour Range: 30 feet Components: V, S, M (a vial filled with the tears of the innocents worth at least 500 gp) Duration: Instantaneous You create a desecrated table made of bones. It is full of corpses, rotten meals, and organs with insects and worms sticking out of them. The feast takes 1 hour to consume and disappears at the end of that time, but the desecration remains. The beneficial effects don’t set in until this hour is over. Up to 10 other creatures can partake of this unholy feast. A creature that partakes of the feast gains several benefits. All its attacks deal an extra 1d6 poison damage, becomes immune to being charmed and diseases, and makes all Constitution saving throws with advantage. Its hit point maximum increases by 3d6, and it gains the same number of hit points. These benefits last for 24-hours. Vines of Fire 5th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute You choose a point within the range and molten vines sprout out of the ground in a 15-foot radius centered on it. For the duration, the molten vines turn the ground in the area into difficult terrain and flammable objects in the area that aren’t being worn or carried are ignited. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or be restrained by the fiery plants until the spell ends and takes 4d6 fire damage. A creature restrained by the plants can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself. On a failed save, it takes 2d6 fire damage. When the spell ends, the conjured vines disappear. Viper Saliva 3rd-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous A viper figure made of poison appears and shoots forward from your body, as if swallowing the creatures. The creatures in the area must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. Also, if a creature fails its Dexterity saving throw, it must succeed on a Constitution saving throw or is poisoned until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Wall of Acid 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of any venom) Duration: 1 minute You create a wall of acid within line of sight that is within the range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can make it a ringwall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is made of acidic slimy goo, and thus it is opaque and the area it covers counts as difficult terrain. When the wall appears, each creature within its area must make a Dexterity saving throw or take 4d10 acid damage and an extra 1d10 acid damage at the start of their next turn. If a creature tries to pass the wall, it takes the same acid damage as if it entered the wall for the first time on a turn, or ended its turn there. As an action, you can move the wall horizontally, for up to 5 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Wall of Shadows 4th-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You create a wall of shadow on a solid surface or in the air within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can make it a ringwall up
204 to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and dispels any light that passes through it unless the light is created by a spell of 5th level or higher. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 5d8 cold damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 cold damage to each creature that ends its turn within 10 feet of it or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Creatures who are made out of shadow such as Shadow take half as much damage from the spell. Wind of Entropy 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You reach out to the heart of entropy and call forth the essence of pure destruction. The winds of entropy leak into your realm in the form of a 20-foot-diameter sphere centered on a point you see within range. Any creature in the area must make a Constitution saving throw, taking 20d6 force damage on a failed save, or half as much damage on a successful one. A creature that is reduced to 0 hit points by this damage is disintegrated to dust or is blasted apart to pieces. When you call the winds, you choose the direction in which they move. At the start of each of your turns, the winds move forward with a speed of 15 feet for the duration of the spell. Once chosen, you cannot change the direction of the winds. Zone of Siphoning 3rd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute A dark force radiates from you in an aura of a 30-foot radius and grasps friendly creatures. Until the spell ends, every nonmagical attack that a friendly creature makes within the aura deals an extra 1d4 necrotic damage. Also, the friendly creature regains hit points equal to the amount of necrotic damage dealt by this spell. Zone of Siphoning moves with you, centered on you. Here are rituals that are forsaken and/or forbidden by many orders in many realms. That is truly so because of their evil nature. These rituals can provide handsome rewards for their practitioners, but they almost always require a dear price. Blood Bond Casting Time: 1 hour plus an additional 15 minutes for each target creature of the ritual Components: Herbs and spell components worth at least 50000 gp Requirements: The master of the ritual must be a creature whose blood possess magical power (such as a sorcerer, vampire, fiend, or a noble blood at the GM’s discretion) Duration: Until Dispelled This ritual is used by vampiric and fiendish cults, mostly as the mass initiation ritual for new members. Firstly, the ritual master slowly consumes herbs and spell components prepared for the ritual, in 1 week. These consumed materials enchant the blood and make it more potent. This phase is called preparation. Then, is the marking phase. All the new members gather 60 feet around the ritual master. For the first 1 hour, the master bleeds itself and marks each initiate with its blood. This mark varies from cult to cult. It can be demonic, infernal or a symbol related to a specific religion. After all the new members are marked, the bonding phase of the ritual begins. In this phase, the master speaks with each member for 15 minutes. It asks for the members’ desires, abilities, and sometimes personal secrets. After the master decides that it has learned enough about the members, it offers its own blood in a special bowl decorated with arcane marks, and even religious prayers if the cult is connected to a specific divine power or divine powers. The herbs and spell components the master consumed grants it a special power related to regeneration for a limited time. So, it does not lose any hit points even if it bleeds and loses blood during the ritual. After a member drinks the blood, it is bound by blood. If a member and the master of the ritual are in the same plane of existence, the master can sense the location of a blood bond member, and speak telepathically to it at will. Also, as an action, the ritual master can see through the eyes of a blood bond member or can hear using its ears. The ritual master can end this effect as another action. Additionally, all blood bond cultists protect the ritual master with their lives. Although they are not completely dominated by it, they are in awe of it and are fascinated by it. Defiling the Purest Casting Time: 6 hours Components: The components change according to the aim of the ritual (see the text below for the details) Requirements: The master of the ritual must be an innocent humanoid (see the text below for the details) and the 5 chanters must be utterly sinful Duration: Instantaneous Defiling The Purest is a ritual used by religious evil cults to summon a powerful servant of their dark deity through sin. The summoned servant is generally an Avatar of Murder, Disease, Famine, Chaos (p.288) or another being that the GM sees fit. Summoning an avatar of murder will be explained first. Then, examples for other avatars will be given. First of all, the ritual must be performed by a humanoid who Dark Rituals
205 has not killed an innocent creature in its entire life. Since such an innocent soul usually does not want to participate in a foul ritual like that, the cultists who want to summon the avatar, generally coax it into doing so by means of spells or drugs. Then, for 6 hours, the innocent master murders at least 20 other humanoid creatures with extreme violence. During these murders, 5 chanters who worship the dark deity of the cult prays and calls for the aid of their deity. The sin committed by the innocent ritual master is the main component of this ritual and the nature of it can change depending on the avatar that will be summoned. Bloated and decayed bodies can be consumed by a healthy master, a feast can be consumed violently before the eyes of other humanoids who have not eaten for 10 days, or everyone can act randomly and in pure chaos around 10 paladins of a lawful deity. During the 6 hours full of sin, the body and the soul of the innocent master draws in the entire energy of the ritual and becomes a planar window through which the avatar can travel. At the end of the ritual, the window is broken, the body and the soul of the innocent is shattered completely, and the avatar is summoned. Drinking the Blood of a Clear Mind Casting Time: 2 hours Components: The material components of true resurrection and the fresh brains of 12 humanoid who have been dead no more than 1 hour Requirements: There must be at least one spellcaster who can cast true resurrection spell and 6 chanters who are worshippers of the same deity. The deity must have powers over the undead. Duration: Permanent This ritual is used to grant intelligence to the mindless undead. First of all, the mindless undead is fed with the brains of the humanoids for 1 hour, accompanied by religious chants. Afterwards, 12 brains are consumed by the undead, and a true resurrection spell is cast on it. The power of the spell invokes the intelligence within the brains blessed by the unholy chants, granting intelligence to the mindless undead. The undead remembers its past life and retains its Intelligence score while it was alive. However, it may not regain all its former knowledge. The reason for this is a mystery that is yet to be solved. Opening the All-Seeing Eye Casting Time: 1 hour Components: The skin worth at least 15000 gp of an aberration or fiend that has the ability to cast spell Requirements: The master of the ritual must be able to cast at least 5th level spells. Duration: Permanent The aim of this ritual is to forsake mundane sights to gain a new magical sight in return. The ritual master can apply the method of the ritual on itself or another creature. First, the eyes of the creature are plucked out. To keep from passing out during this act, one must succeed on a DC 20 Constitution saving throw. Then these eyes and the skin of the aberration or fiend are melted and mixed together in a cauldron until they have a jelly-like consistency. Once the mixture is ready, the empty eye sockets are filled with it and the eyelids are sewed together to hold the mixture inside. The mixture inside carves a way to the forehead and creates a new eye socket, with a new ice-blue eye in it. The new eye grants Darkvision out to a range of 60 feet, and the benefits of detect magic and see invisibility, permanently. However, you have disadvantage on Wisdom (Perception) checks that rely on sight. True Dragonization Casting Time: 14 hours Components: A gallon of red dragon blood and 7 humanoid sacrifices who are of the same race as the target of the ritual Requirements: The master of the ritual must be a red dragon whose blood is used in the ritual. Duration: Permanent True Dragonization is a ritual used in draconic cults who believe in the supremacy of red dragons. The word “True” indicates the red dragons. The aim of the ritual is to transform someone into a half-red dragon. The target drinks the blood of the red dragon at the beginning of the ritual. The blood tastes like fire and heats the body of the creature who drinks it. Then, the red dragon starts to speak in Draconic, speaking of the nature of red dragons, of why they are supreme and of the deeds of legendary red dragons. At the end of each 2 hours, a humanoid is slain and the target of the ritual is bathed in its blood. While the Draconic words of the red dragon makes the target more of a dragon than its normal nature, the blood of the humanoids is to make the target remember what it actually is. This process creates a mixture of both sides, resulting in a half-red dragon.
206 Wondrous item, artifact (requires attunement by a creature of evil alignment) There are many books written in many different languages that explain the methods of evil. However, there is none like Corpus Malicious. As a magic codex of evil, Corpus Malicious contains information about all the corruption and evil in the universe. Rather than being a simple book containing information about a certain type of evil, it explains evil with all of its aspects. The book itself is also a source of evil power since its pages are drenched in the tears of celestials, its ink made from the blood of the innocents, and its cover tailored from the scorched skin of those with an unmatched devotion to all that is good. It is rumored that Corpus Malicious was written by a young paladin of unknown origin. Legend has it that she fell from grace after a tragic event, served every kind of evil master that crossed her path after said tragedy, experienced all aspects of evil, and one day, picked up a quill to write down everything she had learned. While writing this codex, she weaved her very existence into the book. As a result, she was wiped from existence completely, leaving only the Corpus Malicious behind. The codex has a pitch-black clasp holding it shut, made of adamantine. It can only be opened by a creature who is attuned to the artifact and only an evil-aligned creature can be attuned to the codex. To become attuned, a good-aligned cleric, paladin, or a celestial must be killed by the evil-aligned creature in the form of a 1-hour ritual. After the ritual, you can open and read the codex. It takes 6 days to completely read it from cover-to-cover, and comprehend the knowledge the codex contains. Corpus Malicious is so inherently evil that if a good-aligned creature touches the codex, it takes 10d6 necrotic damage. If a goodaligned creature tries to read the codex, it takes 20d6 necrotic damage. These damages ignore resistance and immunity, and can’t be reduced by any means. If a creature drops to 0 hit points after taking this damage, its body withers and its soul is captured within the codex. Such a creature cannot be revived by any means until the book is destroyed. Also, the captured soul can be used later by a creature who is attuned to Corpus Malicious (see p.141 A New Currency: Soul for detailed information about the usage of captured souls). Corpus Malicious grants huge benefits, but it also demands a price in return. First of all, you must commit at least one evil act each week. If you perform a good act, then you must commit one more evil act until the end of the week. Whether an action is good or evil is determined by the GM. As such, good actions that are a part of a greater evil plan can be considered as evil. If you do not fulfill these conditions, you lose all the benefits granted by the codex. Ability Score Increase. After you spend the required time to read and comprehend the codex, one ability score of your choice increases by 2, to a maximum of 24. The codex cannot adjust your ability scores again even if the attunement ends, and you become attuned to it once more. Collector of Dark Knowledge. After you spend the required time to read and comprehend the codex, you have advantage on the Intelligence (Arcana, History, Nature, Religion) checks you make to learn about evil creatures, deities, spells, or another concept closely related to the concepts in the book. The book also contains a variety of rituals including those concerning lichdom, vampirism, and lycanthropy. agic items are listed in this section. Unlike the usual magical items, these ones are mostly created by evil forces, and they tend to corrupt their wielders as well. Some of the items are the results of forbidden magic. Some others are imbued with a sort of curse that can cause trouble for reckless hands. There are also those created by dark divinities or other powerful beings, as tokens of blessing for their servants. M Magic Items Corpus Malicious
207 Collector of Souls. The codex can be used as an unholy reliquary (see p.141 A New Currency: Soul). Corpus Malicious can hold up to a maximum of 50 souls in it. (As a GM, if you want the book to carry souls when it is found by a player, you can call that it carries 1d10 + 5 souls when it is initially found). Crown of Darkness. After you spend the required time to read and comprehend the codex, you can use an action to conjure a pitch-black crown adorned with valuable jewels called the Crown of Darkness as an action. It remains until you dismiss it as another action. Evil creatures notice the power of the crown, and as a result, they both fear and respect it. While wearing the crown, you have advantage on Charisma (Intimidation), and Charisma (Persuasion) checks made against evil-aligned creatures. Also, the crown absorbs the light nearby. While wearing the crown, bright light within 10 feet of you becomes dim light, and dim light within 20 feet of you becomes dark. Additionally, you can see in all kinds of darkness. Master of the Dark Arsenal. After you spend the required time to read and comprehend the codex, you can become attuned to an item that is represented in Corpus Malicious without expending one of your attunement slots. You can be attuned to only one such item. If you try to attune to a second item that is described in Corpus Malicious without expending an attunement slot, the former attunement is broken. Master of the Dark Magic. After you spend the required time to read and comprehend the codex, when you expend a spell slot to cast a spell that is represented in Corpus Malicious, you can choose the expended spell slot to count as a spell slot of one level higher. Protection against Dark Magic. After you spend the required time to read and comprehend the codex, you have advantage on saving throws made against spells and other magical effects that are represented in Corpus Malicious. Revenge of the Trapped Souls. Each time you use the Crown of Darkness or Master of the Dark Magic features, there is a 20 percent chance that one of the souls trapped in the codex is set free. If this happens, an aberration, a celestial, or a fiend of CR 11 or higher appears in an unoccupied space within 20 feet of you. The escaped creature attacks you and tries to harm the codex even if it costs them their life. Destroying Corpus Malicious. Corpus Malicious can only be destroyed if it is bathed with the blood of 100 good-aligned clerics and paladins on a consecrated ground. The clerics and paladins must be willing to sacrifice themselves in this manner. When the codex is bathed in all this blood, the writings in it are erased at the end of this ritualistic process. However, if there is a sacrifice that is not willing (even if it is only one), the sacrifices are in vain and Corpus Malicious captures the souls of the clerics and paladins if it can store any souls. Until this day, many tried to destroy the codex, yet they are prevented either by evil forces or by their own cowardness. Armor of the Heartless General Armor (plate), very rare (requires attunement by good-aligned and neutral-aligned creatures) This plate armor was ordered by a ruthless general of the past. It was a time of never-ending war, when only violence and military power counted as symbols of strength and development. The general found mercy, and all other emotions of its sort, to be the burdens of the weak, and thus ordered the forging of this armor to keep such miserable feelings at bay. This armor is made of adamantine and is inscribed with magical runes. While wearing it, you gain a +1 bonus to AC, and any critical hit against you counts as a normal hit. Curse. This armor is cursed by the ruthlessness of the general that gave the order for its smithing. When you wear this armor, you must succeed on a DC 15 Wisdom saving throw or your alignment temporarily shifts to an evil alignment that the GM sees fit, unless you already are of an evil alignment. You must repeat your saving throw at the end of each week while wearing this armor or when you doff it, and don it once more. When you fail this saving throw three times, your alignment shift becomes permanent. If your alignment shift becomes permanent, you do not make a Wisdom saving throw when you don the armor. Degeneration. If you are using the degeneration rules of this book, this armor also causes 1 desecrating essence (p.126) on each failed Wisdom saving throw. Infidel Plate Armor (plate), very rare A group of Naariel’s (p.157) fallen clerics, began to worship a demon. With the help of that demon, they forged the first Infidel Plate. The armor is black and made of iron. Demonic carvings decorate the back, while a big mace is carved on the front of the plate. The group gradually increased their influence and gathered more and more followers until a small army of Naariel followers massacred the whole group. The only things left behind were their plates. Nowadays, these Armors
208 plates can be found in the black markets (p.142). While wearing the armor, your hit point maximum is increased by 5. Also, if you are hit with a melee weapon, the creature that made the attack takes 1d6 force damage. Additionally, to enhance the magical properties of the armor for a duration of 1 week you can sacrifice a humanoid to relevant demons (that is determined by your GM) through a 1-hour ritual. When the sacrifice is made, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks made by a lawful creature. Also, you can choose to have advantage on your next Intelligence (Religion) check. Once you use this feature, you must finish a long rest to use it again. Mirror Shield of Ba’arzum Armor (shield), rare (requires attunement) This shield was originally made by an organization that hunts spellcasters. Since there are too many who want to hunt spellcasters, it quickly became a popular item. The shield looks like a round steel shield with a mirror on the front of it. Mirror Shields have 4 charges. When you are targeted by a spell that deals damage, you can use your reaction to expend one charge and raise the shield in front of you. When the spellcaster sees itself in the mirror, its spells target itself, and thus the shield reflects the spell. Once you do so, you do not take any damage, and only half as much damage as the original amount is reflected back at the spellcaster, dealing psychic damage instead of its original damage type. Mirror Shield regains 1d4 charges at the end of each long rest. Screaming Skin Armor (light, medium, or heavy), uncommon (requires attunement) Screaming Skin is an armor adorned with screaming humanoid head skins. You have advantage on your Charisma (Intimidation) checks while wearing this armor. Attunement. Hostile creatures that can see you while you wear this armor have disadvantage on saving throws against being frightened of you. Second Skin Armor Armor (plate), legendary (requires attunement) “My enemies will not just taste death. Wrath and wisdom also await.” Anonymous This armor was created by a powerful wizard whose identity is unknown. Legend has it that the armor was forged from the blood, bones, and skin of the wizard’s enemies. The wizard was serving no one, it forged the armor with purely evil intentions that came from within. As a result, the armor slowly became one with the wizard acting as more of a second layer of skin with each passing day. Through this transformation, the armor became intelligent, which granted unique abilities to the armor and lead the fate of the wizard to the unknown. The armor is very heavy, painted with blood, and composed of bones and skins taken from different bodies. There is an eye in the middle of the armor which stays closed while no one is attuned to the armor. This eye only opens when a worthy creature approaches. You must be able to cast at least one 5th or higher-level spell to be attuned to this armor. If you are not, the eye does not open and the armor counts as a +2 armor. Personality. The armor has no tolerance for law, chaos, and goodness. If you are attuned to the armor but your alignment is not Neutral Evil, you take 1d10 necrotic damage at the start of each round while you wear the armor. If you are goodaligned, this damage increases to 2d10. If you die after taking this damage, you cannot be resurrected except by means of a wish or true resurrection spell. Spellcasting as an Art. Although it is a full plate, while you are attuned to it, the armor acts as though it were your own skin. It does not require any proficiency and does not impose disadvantage. Also, as the Second Skin Armor is an intelligent being, you can make it remember one more cantrip from your spell list. You can also channel energy through the armor as an action to increase the number of your 1st level spell slots by 3, 2nd level spell slots by 2 and 3rd level spell slots by 1. Once you use this feature, you need to take a long rest to use it again. Eye of Wonders. While you are attuned to it, the eye in the armor opens and grants advantage on Wisdom (Perception) checks as well as darkvision out to a range of 120 feet. The eye can also be used to learn of a secret or a piece of information about a creature. As an action, you can focus the eye on one creature that the eye can see within 30 feet of it. The target must succeed on a Wisdom saving throw or the eye learns an event that happened within one week and is about
209 the creature. Curse. While wearing the Second Skin Armor, it tries to gain control over your actions. It demands that you commit murder once a month, giving you the order to do so by choosing specific targets, simply for the sake of evil. The armor whispers its command to you at a time that is determined by the GM. If you refuse to commit, the armor drains your blood instead, lowering your hit point maximum by 10 each time you refuse to commit the murder. This reduction lasts until you commit the murder, break your attunement with the armor or it can be removed by means of a wish spell. Shadow Armor of Stalker Armor (half plate), uncommon (requires attunement) The Shadow Armor of Stalker is a pitch-black half plate that is generally used by creatures of the night and of the shadows. While wearing the armor at night, as a bonus action, you can gain a flying speed of 30 feet (hover only) and move quietly as if a silence spell is centered on you for 1 hour, provided that you stay in the shadows. The effects end when you get out of the shadows, or when you dismiss them as another bonus action. Once you use this feature, you can’t do so again, until the stroke of the next midnight Shield of the Dead Armor (shield), uncommon (requires attunement) This shield looks like a rusty shield and covered in moss. It smells like rotten flesh and it looks old and broken. While you are attuned to it and wearing the shield, you feel an immense pain surging all over your body, and you begin to decay while still alive, affecting you with an aura special to undead. As a result, you are also counted as undead, and you can be targeted by spells and other magical effects that can affect both your original creature type and the undead. Additionally, you gain resistance to poison damage and have advantage on saving throws against being poisoned. Also, if you drop to 0 hit points, you can make a Constitution saving throw with a DC of 5 + damage taken, unless the damage is radiant or from a critical hit. On a successful save, you drop to 1 hit point instead. When you remove the shield, all effects end until you wield the shield again. Alican’s Copper Poison Poison (ingested), rare This is a poison that has reddish-brown color. It is created by mixing melted copper and wine together, and enchanting the mixture with a stinking cloud spell. Alican’s Copper Poison is generally used not when the target is to be eliminated; but it ought to be scared or intimidated. When ingested, it takes 1d6 rounds to take effect. After 1d6 rounds, the target must succeed on a DC 15 Constitution saving throw or only use its actions to vomit in pain for 1d4 turns. After 1d4 turns, the target must repeat its saving throw. On a failed save, the target is poisoned and its Constitution score decreases by 1d6. The target can, however, repeat its saving throw on each of its turns, ending the effect on itself on a success. If the target succeeds on its first saving throw, the target is not poisoned; however, its Constitution score does decrease by 1d3. After the target finishes a long rest, its Constitution score increases by 1 until its score equals what it used to before it was poisoned. Crafting Alican’s Copper Poison. Craft DC 13, total cost 226 gp (400 gp with spell enhancement), one dose. Base: Wine (1 gp). Main Component: Metal (extract from copper 225 gp). Enhancer: Magic (bind stinking cloud spell, 175 gp) can be used as an enhancer to make Alican’s copper poison even deadlier; increasing the decrease reduction in the target’s Constitution ability score from 1d6 to 2d4. Arsenic Poison (ingested), rare Arsenic is a compound used in many experimental medical remedies. It is also, however, a signature poison that is widely used by the nobility and the rich to eliminate their rivals. Once ingested, it takes approximately 1 minute to take effect, killing most victims in under a minute. A creature subjected to this poison must make a DC 20 Constitution saving throw, becoming poisoned, and taking 7 (2d6) poison damage on a failed save; or taking half as much damage on a successful one. It must repeat its saving throw at the start of each of its turns for 1 minute, taking 7 (2d6) poison damage on each failed save and remaining poisoned. A creature that succeeds on its saving throw takes no damage, ending the effect of the poison on itself. However, it must still repeat its saving Poisons
210 throws at the start of its turns until the duration ends. Arsenic can be neutralized by spells that neutralize poisons, and also by forcing the victim to drink a mixture of coal dust and water and to throw up the poison completely that takes three consecutive rounds. Crafting Arsenic. Craft DC 20, total cost 1500 gp (2000 gp with calcium extract), one dose. Base: Milk (extract from under ripe peaches, 100 gp). Main Component: Metal (extract from lead 1400 gp) or Calcium extract (1900 gp) can be used instead of lead for the main component which makes the poison harder to detect; increasing Wisdom (Perception) DC by 4. Duergar Poison Poison (inhaled), rare This is a rare poison made by duergar for militaristic purposes. The Duergar bottle this poison in liquid form, which evaporates quickly when the bottle is opened, and uses it on their enemies before destroying them. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or , its skin becomes more fragile and it gains vulnerability to bludgeoning damage for 10 minutes. Since the poison is made of duergar blood spilled on the battlefield, the duergar are immune to being poisoned. Crafting Duergar Poison. Craft DC 21, total cost 1000 gp *, one dose. Base: Duergar Blood. Main Component: Rust (extracted from duergar weaponry). * Cost of the components are negligible. Majority of the cost comes from the alchemical formula. Freezer Poison (injury), rare Freezer is a light blue poison containing tiny white particles that shimmer in the light. It must be contained in long glass tubes, otherwise, all the white particles sediment within the container and the poison spoils. The poison is rare and expensive due to its labor-intensive nature. At first, the blood of cold-resistant animals and plants are mixed for three days and nights in the cold and icy slopes of tall mountains. Then the mixture must be fermented in snow for one month. A creature subjected to the poison must make a DC 15 Constitution saving throw. On a failed save, the poison deals 2d6 poison damage plus an extra 2d6 cold damage. The blood in the creature’s veins starts to freeze and the creature takes 2d6 cold damage at the start of each of its turns until it drops to 0 hit points, or for 1d10 rounds. If a creature dies because of this poison, the corpse of the creature becomes so cold and solid that it shatters. Crafting Freezer. Craft DC 15, total cost 550 gp (1350 with dust of sodalite), one dose. Base: Blood (harvested from cold-resistant creatures, 250 gp). Main Component: Herbal (Blue spruce cone extract, 125 gp, and Lily of the Valley flowers, 175 gp). Enhancer: Mineral (Dust of Sodalite, 800 gp) can be used as an enhancer to make Freezer even deadlier; increasing the cold damage from 2d6 to 3d6. Liquid Evil Poison (ingested), very rare Liquid evil is the bottled form of evil essence within evil creatures, procured by the foulest alchemical procedures. A creature subjected to this poison must succeed on a DC 19 Wisdom saving throw or is filled with evil energies and its alignment shifts to evil for 1 hour (for example, if the creature’s alignment is chaotic good, it becomes chaotic evil). Paladins and clerics have advantage on this saving throw thanks to their strong beliefs. The creature starts to act accordingly without realizing that its alignment has been changed by a poison. A creature may have to atone for its acts during this 1-hour, the ways of which are determined at the GM’s discretion. Evil-aligned creatures love the taste of liquid evil and some of them offer it to guests as a sign of vanity and wealth. Crafting Liquid Evil. Craft DC 23, total cost 2000 gp, one dose. Base: Fiend Blood (700 gp). Main Component: Fiendish venoms (1300 gp). Mind Consumer Poison (ingested), very rare Mind Consumer is an herbal mix that looks just like spring water. The fact that it doesn’t look dangerous makes it even more so. Mostly, people drink it without the slightest hesitation since if crafted properly it doesn’t smell either. When ingested, the target must succeed on a DC 18 Constitution saving throw, or its Intelligence and Wisdom scores decrease by 1d6. The target makes another DC 18 Constitution saving throw for the next consecutive 6 turns. If it fails all of them, its Intelligence score decreases by another 1d4. Crafting Mind Consumer. Craft DC 22, total cost 2000 gp (4500 gp with spell enhancement), one dose. Base: Herbal milk (extract from nightshade berry, 1250 gp). Main Component: Herbal extract (extract from cannabis, 750 gp). Enhancer: Magic (corrupt and bind mind blank spell on a desecrated area, 2500 gp) can be used as an enhancer to make mind consumer even deadlier; increasing secondary Intelligence damages from 1d4 to 1d6.
211 Mind Fume Poison (injury), rare Mind fume is a poison that is made from gray poppy fungus. The fungus is a psychedelic drug when consumed raw, and a mind-affecting poison when it is processed properly. It is an exotic poison that is not common in many parts of a realm, as the fungus inhabits warmer parts of the land that have a tropical climate. The poison is thick enough to coat weapons, and it can be transferred by injury. A creature that is hit with a slashing or piercing weapon coated with mind fume, it must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage. If the creature fails the saving throw by a difference of 5 or more, it also becomes poisoned and its mind is affected: While casting a spell, the target must first succeed on a DC 15 Constitution saving throw or the spell fails automatically. The affected creature cannot maintain concentration on spells either. The effects end after 1 minute. Crafting Mind Fume. Craft DC 20, total cost 550 gp (750 gp with venom), one dose. Base: Oil (a thick, herbal oil extract to keep the coating, 50 gp). Main Component: Herbal (gray poppy fungus extract, 500 gp). Enhancer: Venom (oily venom of the spirit frog can be added to increase the DC by 2, 200 gp). Rkaya Adder Venom Poison (injury), rare Rkaya Adder Venom is the snake’s venom that locks the muscles and drains the strength of a victim. The rkaya adder is normally a small snake that hunts rats, and its venom is not potent enough to affect a humanoid. So, venoms of hundreds of these snakes must be concentrated to create a poison. The venom must be transferred in order to affect a creature, and thus is used as a coating on slashing or piercing weapons. Once injured in this way, the creature must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage. If the creature fails the saving throw by a difference of 5 or more, it also becomes poisoned. The effects end after 1 minute. Crafting Rkaya Adder Venom. Craft DC 18, total cost 750 gp (3,050 gp with purple pea milk and concentrated venom), one dose. Base: Oil (a thick, herbal oil extract to keep the coating, 50 gp). Main Component: Venom (venom from a hundred rkaya adders, 700 gp). Enhancer: Purple pea flower milk (250 gp) can be used to let the alchemist concentrate the venom of 300 adders at a time (2,100 gp). If done so, the poison makes the target incapacitated on a failed saving throw with a difference of 5 or more. Fiend Water Potion (ingested), legendary This potion looks like a dark-red colored water. When you drink this potion, you must make a DC 19 Wisdom saving throw, or none if you are drinking the potion willingly. On a failed save, half of your body ignites, and burns until the start of your next turn. When the flames go out, half of your body is scorched and a fiend with a CR of 8 or lower is bound inside your body for 1 hour. While the fiend is bound in this way, you can use its features such as its damage resistances, damage immunities, condition immunities, senses (darkvision etc.), actions, reactions, and other features such as Magic Resistance or Innate Spellcasting. If the creature who drinks the potion is of a lower CR level than that of the fiend, the creature dies as its entire body burns immediately after the potion is drunk. Right afterwards, a portal to the material plane is opened and the fiend is set free. If the creature who drinks the potion is of an equal or higher CR level than that of the fiend, , the creature’s hit points drop to 1 at the end of one hour. If a banishment spell is not cast on the creature by a cleric within a month, its body remains unusable. Potion of Blood Form Potion, uncommon The potion looks like boiling blood and smells like burning metal. When you drink this potion, you can benefit from the effects of the blood form spell for 10 minutes. Potion of Degeneration Suppress Potion, uncommon The potion is transparent like water but it is thick and it smells like mint. If shaken, little sparkles appear in the bottle. When you drink this potion, one of the curses of a degeneration essence is suppressed for 1d4 hours. For example, if one of your hands is rotting due to the rotting essence curse, your hand stops decaying and looks like your Potions
212 normal hand for the duration. Potion of Malicious Healing Potion, rarity varies This potion exactly looks and smells like a healing potion. When you drink it, you regain hit points as though you were drinking a Potion of Healing. Curse. This potion carries a curse of gluttony. When you drink it, you feel an urge to drink more and must succeed on a Wisdom saving throw to keep from doing so. The DC of the Wisdom saving throw depends on the potion’s rarity. DC equals 13 if the potion is common, 15 if uncommon, 17 if rare, and 19 if very rare. On a failed save, you drink one more Potion of Healing or Potion of Malicious Healing (that can be determined by the GM randomly). If the next potion you drink is another Potion of Malicious Healing, you must succeed on another Wisdom saving throw or you drink one more and so on. If you fail on the Wisdom saving throw and you don’t have another potion, you have disadvantage on your ability checks, attack rolls, and saving throws until the end of your next turn. The Routine Potion, very rare (requires attunement) The Routine is a potion that looks exactly like plain water. The only difference is the sweet, fruity smell. The potion is often used by wealthy aristocrats and merchants who are afraid of being poisoned. While attuned, you must ingest the poison in very small doses for 7 days, to gain immunity to poison damage for 1d4 months. To continue this effect, you must remain attuned to the potion. Curse. Every time you take a sip from The Routine, whether you are attuned to it or not, you are tempted to drink it all on a failed DC 15 Wisdom saving throw. If you drink all, you take 4d12 poison damage that cannot be reduced by any means and you are paralyzed for 1d4 hours. Angelbane Ring Ring, very rare (requires attunement) The Angelbane ring was devised against good creatures and denizens of heaven by malevolent sorcerers. The ring is decorated with a devastated and tortured angelic figure. While wearing this ring, each time you deal damage to a good-aligned creature, rotten scars appear on the creature’s body, and its hit point maximum is reduced by 3, or 6 if the creature is a celestial. This reduction lasts until the creature finishes a long rest within an area affected by the hallow spell and is infused with holy energies. Necromantic Thesis Ring, legendary (requires attunement) Necromantic Thesis is a thesis written by an evil necromancer about various spirits and their uses. Later, the necromancer imbued the thesis with foul energies and formed a magical ring that carries tiny layers of parchment on top of it. The evil necromancer killed its academic rivals and captured their souls within the ring. The ring holds the four spirits of once great spellcasters. Each of them is a master of one of the following schools of magic; divination, evocation, necromancy, and transmutation. The ring has 4 charges. You can use your action to spend one charge and call one of the spirits within the ring to come to your aid. It appears in the unoccupied space closest to you. A spirit has 66 hit points, its AC is 15, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A summoned spirit obeys your commands and it can cast spells of level 8th or lower from the spell school, of which it is the master. The spirit returns to the ring if its hit points drop to 0, if it is dismissed as an action, or after it casts 3 spells. The ring gains 1d3 charges nightly at midnight. Rings
213 Ring of Devious Thievery Ring, rare (requires attunement) Not all thieves rely purely on skill, the real professionals merge their uncanny skills with magic items. The Ring of Devious Thievery, with its silver-white shank and a pitch-black onyx head on it, is crafted just for such professional thieves. While you are attuned to a Ring of Devious Thievery, you can create two tiny portals that are connected to each other, as an action. One of them is opened just in front of your ring hand and the other one is opened at a point within 60 feet of you that is determined by you. The portals remain open until the end of your next turn. Only one of your hands can go through the portal and you can use it to try and steal someone’s items. When you do so, you gain advantage on your Dexterity (Sleight of Hand) and Dexterity (Stealth) checks that you make to steal the item without being recognized. If you end your turn while your hand is still through the portal, the portal closes and you take 3d6 force damage, although your hand is still intact. Curse. While you are attuned to this magical ring, you are blinded with an aching greed for wealth. When you see an item or a pile of money worth more than 1000 gp, you must make a DC 13 Wisdom saving throw. On a failed save, you become obsessed with it, and try to steal it no matter what. Ring of Greed Ring, very rare Ring of Greed is a light, silver ring that carries very detailed carvings both on the inside and on the outside. There are toad, pig, and goat depictions on the outside while the inside is decorated with carvings of fruits, animals, and jewelry. Nobody knows the origin of these rings; however, rumors say that these rings are used in parties in a sinful, distant city where only the evil can survive. While wearing this ring, you feel three main desires. The first is an unbridled and unstoppable sexual desire. The second is the yearning to have more material possessions (such as money, land, jewelry) and more power. The third is that you are so blinded by hunger that you can consume anything put in front of you. This might not be an issue in a sinful and luxurious party where you can quench your hunger, while unbearable in a filthy dungeon. It could also have dire consequences; as rumor says that those who wear the ring have been known to eat their loved ones. You must eat and drink a full day’s worth of food at the end of each hour, or you suffer 1 level of Exhaustion. Finally, you feel a desire to earn more and etc. Ring of Slavery Ring, rarity varies (requires attunement) These rings were crafted by the slavers to make sure that their slaves were submissive, as well as in order to kidnap more creatures into slavery. They were made in pairs, with one master ring and one slave ring (the pair counts as a single item for the calculation of the price). The slave ring is also made in two different forms, as a ring and as a collar. The master ring requires attunement to function, and it can be linked to multiple slave rings. The rarity of a slave ring or a collar is of 1 level lower than the rarity of it when paired with the master ring/collar; and the price is calculated accordingly. For instance, if a pair of rings are very rare, the slave ring alone is rare. In such a case, a slave ring/collar can be paired with a master ring/collar that is already owned by another person. The rarity of the rings depends on the form of the slave counterpart, as seen below. Ring. If the slave counterpart of the pair is a ring, it can be worn by a humanoid. This variation makes the pair rare. Large Collar. If the slave counterpart is a large collar, it can be worn by a Large or smaller creature. This variation makes the pair very rare. Huge Collar. If the slave counterpart is a huge collar, it can be worn by a Huge or smaller creature. This variation makes the pair legendary. The master ring looks valuable with a yellow gemstone and inscriptions on the outside of the band. The slave counterpart can look like anything on the outside but the hidden inscriptions can be seen by a true seeing or identify spell. Nothing happens to the creature that wears the slave ring or collar until the wearer of the master ring says the magical command words that activate the pair’s power. When it does so, the wearer of the slave ring or collar must succeed on a DC 15 Wisdom saving throw or is affected by a dominate person spell (if it is a humanoid), or a dominate monster spell (if it is another creature) and must obey the commands of the wearer of the master ring. Also, it cannot take the ring off while affected. The wearer of the slave ring or collar repeats its saving throw at the end of each hour. On a successful save, the wearer spends the next hour unaffected by the ring’s powers but also unaware of the ring’s power. After a total of three successful saves, the wearer becomes permanently immune to the effect of the specific ring or collar it wears. After a total of three failed saves, the target is permanently affected by the ring until someone else takes it off from it.
214 Speaking Ring Ring, rare (requires attunement) The speaking ring is golden, with the figure of a smiling mouth on it. It was originally made by an apprentice sorcerer that wished to prove its self-worth to its master. With this ring, it was finally able to prove itself to its master. Unfortunately, the apprentice was still just an apprentice, and did not have the skills necessary to craft the perfect item. Thus, the Speaking Ring started to whisper to the apprentice, corrupting its mind, and eventually made it murder its master. While wearing this ring, you gain a +1 bonus to spell attack rolls and to the saving throw DCs. Attunement. While you are attuned, the ring speaks the verbal components of the spells you cast for you. Hence, you can cast spells that have verbal components even when you are unable to perform them; because, for instance, you are under the effect of the silence spell. Curse. This ring is cursed by maddening essence. When you wear it for the first time, it starts whispering to you in a familiar voice and tells you to do something random for it. You cannot help but obey the ring, the voice of which can belong to one of your parents, children, or friends. It can ask you to do things as random as to break a pot or to push someone on the street; however, it also can also ask you to kill an innocent stranger. The requests of the ring are determined by the GM. At the start of each day, you must succeed on a DC 10 Wisdom saving throw or gain 1 maddening essence. Carnage Incarnate Rod, uncommon (requires attunement by a spellcaster who can cast evocation spells) Carnage Incarnate is a rod that was created to show the power of spellcasters on the battlefield. It is made of iron and decorated with scenes from a battlefield. While holding this rod, each consecutive turn you cast a damage-dealing evocation spell, the damage of the evocation spell you cast during your next turn increases by 1d6 damage of the spell’s damage type, to a maximum of 6d6. This increase is lost when you do not cast an evocation spell at a turn. Curse. One of each three spells you cast must be a damage-dealing evocation spell. If it is not, you take 4d6 acid, cold, fire, force, lightning, or thunder damage, whose type is determined randomly by the GM. Rod of Dark Mages Rod, very rare (requires attunement by a spellcaster) Once someone is corrupted, even if its body is cleansed, the corruption still leaves a trace on its mind. This corruption within the mind is what gives power to the Rod of Dark Mages. Made of black metal, there are spikes on top of it that are holding a pointed green gem between them. If you have 4 or less points of degenerating essence, while you are holding the rod, your spell attacks deal an extra 2d6 necrotic damage. If you have 5 or more points of degenerating essence, the green gem on the rod shines and it grants you 1 additional spell slot of each level for which you have spell slots, but the original damage dealt by each of your spells is replaced with necrotic damage if the spell you cast deals any damage. Rod of Duplication Rod, uncommon (requires attunement) This steel rod has humanoid figures that look like they are reaching out at each of the rod’s ends. When you become attuned to the rod, as a bonus action, you can drop the rod from your hand so that when it hits the ground, it liquefies and then takes your shape. The Rod of Duplication can only transform into Medium or smaller humanoids. During transformation, your hit point maximum is halved, and the lost hit points are transferred to your duplicate. The items you are wearing or carrying are not duplicated. Your duplicate can do anything you can do except casting spells and using your class features. It always follows your commands. Your duplicate remains for 24 hours. You can dismiss the duplicate as a bonus action. When you dismiss your duplicate, the rod returns to its normal form and the remaining hit points of the duplicate are added to your hit point maximum. If the duplicate is killed before you dismiss it, the rod returns to its normal form but you don’t regain any hit points until you finish a long rest. Once you use this feature, you cannot do so again until you finish a long rest. Rod of Forgetting Rod, very rare (requires attunement) This rod has a brain-like head, and it is entirely made of black wood. Blue and purple beams leak through the cracks covering the rod. While carrying this rod, you are easily forgotten by creatures that you interact with. When you enter a creature’s Rods
215 line of sight, roll 2d20. If the result is equal to or higher than the creature’s passive Perception, the creature’s memories about you are altered when you are no longer within its line of sight. Although the creature remembers the memories, the way it perceives you changes as if your race, gender, or other details were different. If you enter the line of sight of more than one creature, you roll a 2d20 for each of them separately, which means that each creature can perceive you to be different. The GM can also choose to make this roll secretly for creatures that you are not aware of. If you interact with a creature with whom you interacted before you became attuned to the rod, and you roll equal to or higher than its passive Perception, the creature’s past memories of you are also altered. If you interact with a creature with whom you interact while you have the rod after the attunement ends, it remembers all of the memories correctly after 1d10+1 days that you spend together. Curse. This rod is cursed. Attuning to the rod curses you unless you are targeted by the remove curse spell or similar magic. While cursed, you are unwilling to part with the rod and end the attunement. Rod of Personal Hell Rod, legendary (requires attunement) Rod of Personal Hell was created by powerful fiends to make their favorite enemies suffer. It is made of obsidian and decorated with various fiendish motifs. While holding this rod, you can use an action to activate its properties and choose 66 creatures that you can see within 150 feet of you. The creatures must make a DC 19 Charisma saving throw or be instantly teleported into an illusionary hell previously designed by you after you become attuned to the rod and that exists in an extraplanar space. There can be unlimited number of fiends, unimaginable methods of torture, what lurks in every creatures’ deepest fears, or it can be filled with murderous teddy bears and poisonous desserts. Also, the things that exist in this hell can only exist there, which means, if something is taken out of this space, it disappears. For each hour spent in this hell, a creature suffers 1 level of exhaustion. However, even if the creature suffers 6 levels of exhaustion, it does not die. It is kept alive by the magic that created the extraplanar space so that it can feel more pain. Time passes normally within the space and the creatures can be kept within the hell for up to 66 days divided by the number of the creatures in it (round up). If a creature that is immune to being exhausted is targeted by the rod, it is subjected to other methods of torture that can make it feel pain and agony. Although it does not suffer any level of exhaustion, after 6 hours, its hit points drop to 0. When the time runs out or you use an action to end the effects, all creatures reappear in the location they occupied when you activated the rod or the nearest unoccupied space they occupied. If a creature gets out of the extraplanar space with 6 levels of exhaustion, it falls unconscious and immediately starts to make death saving throws. Those who are able to escape the hellish experience with their lives are terrified of death and the hellish afterlife that may await and have disadvantage on their ability checks and attack rolls for 13 days. A creature that is transported into this hellish nightmare can try to escape by spells that allow them to teleport between planes such as planeshift. A creature can try to escape each time it suffers 1 level of exhaustion. In order to do escape, it must succeed on a DC 15 Charisma saving throw (DC increases by 2 with each level of exhaustion gained). The creature has disadvantage on this saving throw even if it is immune to being exhausted. Once you use the properties of the rod, you can only do so again after the next solar eclipse, moon eclipse, or 30 days (whichever comes first). Rod of The Graves Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement) Rod of The Graves is a rod decorated with a humanoid skull with eyes that burn with pale blue necromantic flames. While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your necromancy spells. The bonus is determined by the rod’s rarity. In addition, you can use an action to regain one 7th or lower-level expended spell slot that was used to cast a necromancy spell, while holding the rod. When you do so, the blue flames burn out and you must replace the skull with another one that was taken from a corpse of a living creature who died within 24 hours. Demonic Staff Staff, rare This staff can be wielded as a magical quarterstaff that deals an additional 2d6 fire damage on a hit. The staff has 10 charges. As an action, you can expend one of its charges and point the staff to a demon within 30 feet of you. The demon must succeed on a DC 15 Wisdom saving throw or make one attack against a random target within its reach as a reaction. The staff regains 1d4+4 expended charges daily at dusk. Staffs
216 Staff of Chaos Staff, legendary (requires attunement) Staff of Chaos looks bizarre and strange with crystal-like wooden pieces on top of it. It is covered with strange-looking thin leather and ornamented with tiny multicolored gems. This mysterious staff has been described in many different ways in many different places in history, as some say that it has a different form to different eyes. It is said that the staff harms everyone indiscriminately and uses the person wielding it as a tool. The ones who use it are not required to be spellcasters. Once you become attuned to the staff, you can cast the following spells from it while holding it, using a spell save DC of 18 and a spell attack bonus of +10; 1st level (2 slots): crumbling fire* 2nd level (2 slots): bane fire*, detect thoughts 3rd level (2 slots): bestow curse, grasp of shadow* 4th level (2 slots): banishment, mind terror*, resilient sphere 5th level (1 slot): cloudkill, raining blood* 6th level (1 slot): disintegrate, chaos spear 7th level (1 slot): finger of death The staff regains any expended spell slot at each midnight. Curse. While casting a spell that requires a spell attack, using the staff, your spell targets another creature within the spell’s range with a 50% chance. If your spell targets another, you must make another spell attack. If there is no other target within the spell’s range, or you fail the percentile roll, the spell targets no one, however one spell slot is still expended as a result. If there are several other targets within the spell’s range on a failed percentile roll, the GM randomly determines the target. When you try to leave the staff with your own will, thorns come out of the staff and stick to the closest part of your body, permanently reducing half of your hit point maximum. This effect can only be reversed by means of a wish spell. Staff of The Forbidden Light Staff, uncommon This staff is black shafted and has a grey-green sphere on top of it, which is said to carry the otherworldly light of the maddening realms. The staff can be activated as an action. When activated, the staff sheds greenish bright light in a 20-foot radius and dim light in an additional 20-foot radius. Any creature in the light or looking directly at the staff within 20 feet of it must make a DC 13 Wisdom saving throw or become mesmerized because of the fascinating visions of the universe and the realm far away that it sees for 1 minute. Blood Sigil Wand, rare Blood Sigil is a wand decorated with devilish-looking figures and two blood grooves. It was crafted so that the validity of the agreements could be sealed by magic as opposed to mere promises, since people who are masters of eloquence are known to manipulate words and influence certain agreement conditions in their favor. Many say that it was created by the devils. However, the actual creators of these wands are demons disguised as devils, aiming to corrupt the agreements and steal mortal souls. When you find this wand and wish to use it, the devilish figures on the wand tell you of its powers and details certain agreements that can be made with it. The wand can seal deals made between you and one other creature. To do that, both of you must spill a drop of your blood, and let it flow through the grooves on the wand. Once you do so, the two parties must determine a duration, the terms, and the termination conditions of the agreement. Since the wand is the work of demons, it has a chaotic nature. So, if any party breaks the agreement, its soul is delivered to the demon that crafted the wand. The agreement made as such can only be undone by means of a wish spell . Wand of Life Transfer Wand, rare Wands of Life Transfer were first used by a temple of clerics that are known by their undead-hunting skills to deal with the undead. Before long, the temple was attacked and many of the wands were stolen, and later they are sold to other people by the thieves. Currently, these wands can be found in the black market, and it is rumored that the original wands get copied and duplicated. As an action, you can make a ranged spell attack against a target creature within 60 feet of you. On a hit, the target’s hit point maximum is reduced by 1d6 and its life force Wands CONDITION: MESMERIZED If a creature is mesmerized, it has disadvantage on its Wisdom (Perception) checks and it automatically fails to maintain its concentration on spells that require concentration.
217 is conserved within the wand. The wand can hold the life force of multiple creatures, up to a maximum of 60 hit points. Also, as an action, you can choose a creature within 60 feet of you and release the life force within the wand to heal it. The target creature regains hit points equal to the hit points conserved in the wand. If the target’s creature type is undead, you must make a ranged spell attack against it. On a hit, the wand deals damage to the undead in an equal amount. Wand of Shadow Assassins Wand, uncommon Wand of Shadow Assassins is generally used by shop owners. It alone is enough to protect your goods from nosey paladins and scare the snitching commoners. Wand of Shadow Assassins has 3 charges. When you expend one charge and point the wand in a direction, a shadowy figure that holds blades in both hands appears in the targeted location within line of sight and 100 feet of you, whether it is occupied or not. The shadowy figure strikes the nearest creature and then disappears. The nearest creature must then make a DC 15 Dexterity saving throw. The shadowy figure deals 2d4 necrotic damage to it on a failed save, or half as much damage on a successful one. By expending 3 charges, you can unleash the wrath of the shadowy figures from the wand. Every creature in a 15-foot cone originating from you must make a DC 15 Wisdom saving throw. On a failed save, shadowy figures deal 2d4 psychic damage to a creature within the area and the creatures become frightened of you for 1d4 turns. On a successful save, the creatures take half as much damage, and are not frightened of you. Wand of Shadow Assassins regains all of its charges nightly at midnight. Bow of Whispers Weapon (longbow), uncommon (requires attunement) Bow of Whispers is made of basswood, and it has tiny carvings and symbols on it. A crescent-shaped piece of iron is ornamented both on the top and on the bottom. It has been seen in the hands of some bounty hunters. When you make a ranged attack with this magic weapon, you can whisper the target’s name or a description of it before making the attack; for instance, you can call attention to the man in the blue cape, the woman in the iron vestment, or you can just whisper “Matilda” or whatever the name of the creature actually is. When you hit a creature with this magic weapon after whispering its name or description in the way stated above, you deal an extra 1d4 piercing damage to it. If you deal damage to a creature with this magic weapon, you mark the creature for 1d20 days. While a creature is marked in this way, you can sense the location of it, if it is within 1 mile of you. You can only have 1 creature marked in this way at a time. If you deal damage to another creature with this magic weapon while another is already marked, you can choose to mark the other creature in its stead. Doing so cancels the mark on the previous creature. Clean Cut Weapon (dagger), very rare These daggers were first crafted by an assassins’ guild infamous for the amount of blood they spill when honoring their contracts. The daggers were created to ensure that the target would not be able to live, even if it were to escape the initial strike. They are forbidden as sidearms or civil blades in some kingdoms because of the mess they make. This dagger cuts such clean wounds that those opened by it are harder to heal. You have a +1 bonus to attack and damage rolls made with this magic weapon, and it scores a critical hit on a roll of 19 or 20. Additionally, when you deal damage to a creature with this magic weapon, its hit point maximum is also reduced by the amount of damage you dealt with this magic weapon. This reduction lasts until the target finishes a long rest. Heretic’s Bane Weapon (maul), rare These mauls are crafted by inquisitors to smash evil. The Heretic’s Bane is a weapon of faith, with quotes from sacred texts inscribed on its head and handle. However, those who wield it are known for their habit of showing no mercy to their opponents, even after defeating them. You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you deal damage to an evil creature with this magic weapon, its hit point maximum is also reduced by the amount of damage dealt with this magic weapon. A creature’s hit point maximum reverts back to normal after it finishes a long rest. Curse. This magic weapon is cursed by ruthlessness. If you reduce a creature to 0 hit points while wielding this magic weapon, you must succeed on a DC 15 Wisdom saving throw or use your next action to confirm the kill. Degeneration. If you are using the degeneration rules of this book and you kill a creature in this way, you take 1 desecrating essence. Weapons
218 Lifebane Weapon (any), rare (requires attunement) These weapons are created by undead cults to make the living suffer more. They are darkcolored and decorated with skulls. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this magic weapon, the target takes an extra 2d6 necrotic damage, or 4d6 necrotic damage if it is a living creature. If a living creature has 20 hit points or fewer after taking this damage, it drops to 0 hit points instead. Maul of Pain Weapon (maul), uncommon Maul of Pain is forged by dwarven blacksmiths to kill traitors in a painful manner. However, later on, these weapons spread to the world and people started to use them to make others suffer. It is rumored that a creature hit with one of these mauls hears the countless, agonizing screams of those who suffered the same fate. There are spikes reinforced with magical dwarf runes on each side of the maul, and the figure of a screaming woman is painted on the body of the Maul of Pain. When you make a melee weapon attack against a creature with this magic weapon, the creature feels immense pain as if you just hit its soul, and takes an extra 1d6 psychic damage. Meat Grinders Weapon (battleaxes), rare (requires attunement) These twin battleaxes are made of bones, teeth and metal. They have a wicked shape, with spikes all over it. They are generally given to the most brutal murderers or bloodthirsty warriors in exchange for their services by the clergies of dark deities. These axes do their names justice. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once you become attuned, if you hit a creature with both of these axes in one round, the creature must succeed on a DC 13 Constitution saving throw or take an additional 1d8 slashing damage. Mother Fang Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement) These weapons are made of the fangs of mother wolves. They are generally carried as a token or are given as gifts in lycanthropic cults. These weapons are magical. While wielding a Mother Fang, you can use your action to leap onto a target within 30 feet of you, and make a melee weapon attack against it as a part of this action. If the attack is successful, it is a critical hit. Once you use this feature, you must finish a long rest before using it again. Swift Terror Weapon (rapier), rare (requires attunement by a creature who has fiendish heritage) There are few weapons as fast and agile as Swift Terrors. Legends claim that demons collected thousands of souls and forged these rapiers with the essence of these frightened and lost souls, in a distant realm. Legends aside, Swift Terrors look dark and deadly, and a little scratch is sometimes enough to make a sentient being have mental sufferings. In order to become attuned to it, you should have a fiendish heritage. When you become attuned to it, when you hit a creature with this magic weapon, the target takes an extra 4d4 psychic damage and it must succeed on a DC 15 Wisdom saving throw or is frightened until the end of its next turn. Spear of Vengeance Weapon (spear), very rare (requires attunement) While using this spear, you gain a +1 bonus on your attack rolls and damage rolls. Attunement. This spear was created for the organization called Spears of Vengeance and it is the spear that gives the organization its name. Spear of Vengeance is one of the best tools one could use to capture and carry a creature, since it can imprison the soul to be extracted and used later. If a creature is killed by this spear, that is if the spear touches a creature at the moment of death, the target’s soul is captured and stored in the spear. It also leaves the mark of the organization on the body of the creature, indicating that the soul is now their
219 property. The meaning of the mark can be understood by succeeding on a DC 17 Intelligence (Religion) check. Spirit Items Any, rarity varies (requires attunement) Spirit items are items that can be used by both corporeal and incorporeal creatures, against either of them. Some creatures have the ability to create spirit items. Otherwise, if an item is left for 8 hours in the grave of a creature who died within the last 24 hours and a raise dead spell is cast on the dead creature in the beginning of the 8-hours, it is transformed into a spirit item. A spirit item’s rarity is one category rarer than the item’s original rarity. Even if an item does not normally require attunement, it does after it becomes a spirit item. The Devourer Weapon (maul), legendary (requires attunement) Devourers were forged by demons excelled in necromancy. These mauls are pitch-black and their hammer is decorated with screaming faces along with a monstrous mouth with sharp teeth. Each Devourer has a different face decorating its hammer, as these are the faces of pathetic creatures that were devoured by the maul. It is gifted to the most powerful lieutenants by their demonic masters. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this magic weapon, the target takes an extra 6d6 necrotic damage. If a living creature has 20 hit points or fewer after taking this damage, the mouth opens and devours the creature, both the body and the soul. The target’s whole body does not necessarily have to be consumed; however, the maul especially goes for the face of the creatures it devours, leaving a gory scene behind. A creature that is devoured by the maul experiences an inordinate amount of unimaginable demonic torture within the maul. As a result, it transforms into a faceless slave. As an action, you can call one faceless slave to your aid for 1 hour. A faceless slave summoned in this way appears in an unoccupied space chosen by you within 10 feet of you and is completely under your command. You can issue commands to it as a bonus action, and if you do not issue any command to it, it defends itself. It returns to The Devourer when it drops to 0 hit points when you dismiss it as another action, or at the end of 1 hour. If you have summoned more than one faceless slave, you can use an action to dismiss all of them at once, or to dismiss each of them separately as an action. The Devourer can carry 10 faceless slaves within. If it devours the 11th, the face of the first creature who was devoured by the maul fades away on the maul and its soul is freed. A creature devoured by the maul can only be brought back by means of a wish or true resurrection spell. Runic Blood Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement) These weapons are generally used by vampires and blood magicians. They are engraved with crimson runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Also, on each hit, the weapon stores 1 blood point or a vial of blood while the runes on it are being covered with blood. A Runic Blood can store up to 10 blood points or 10 vials of blood that can be used by vampires (p.118) and blood magicians (p.87). Sword of Dragon Bones Weapon (any sword), rare (+1), very rare (+2), legendary (+3) (requires attunement) There is a Kartuki tribe that hunts good dragons and loves the taste of good dragon flesh, no matter its type. They are also known for making blades out of their bones. The hilt of such a blade is made of the murdered dragon’s bones and its scabbard of the dragon’s hide. The point of the usage of these materials is not for the image of lavishness and delicacy, but rather to convey the message that this tribe is defiant and formidable enough to slay such sacred and powerful creatures. The blade, although it looks like steel, has a faint gleam in the color of the dragon. You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, when you attack a dragon of whom the type is the same as the dragon whose bones were used while forging the blade and roll a 20 on the attack roll, the dragon cannot fly for 1d6 rounds. When you kill a dragon of whom the type is the same as the dragon whose bones were used while forging the blade, Sword of Dragon Bones gets stronger and you gain an additional +1 bonus to attack and damage rolls made with this magic weapon, up to a maximum bonus of +3.
220 Sword of Shadows Weapon (greatsword), uncommon (requires attunement) Sword of Shadows is a black sword with gray carvings on it. The iron of it is forged with coal, obsidian, and black irises and is left to harden in blood at night. The gray carvings are made at dusk. Blacksmiths learned the special technique from some mad travelers who had been to a distant realm in the shadows. Rumor says that “shadows” accompany the blackmiths while they are making the sword. While wielding this sword, you have a +1 bonus to Dexterity (Stealth) skill checks. On a hit, this magic sword deals an extra 1d8 necrotic damage. Curse. While carrying this item, you see some hallucinations of shadowy figures. These figures might speak to you or just wander around you. You must succeed on DC 15 Wisdom saving throw daily at sunset in order to understand that they are not real. On a failure, you have disadvantage on your Wisdom (Perception) checks due to hallucinations. Sword of Tedious Sorrow Weapon (any sword), very rare These weapons are forged with spells and enchantments that make their foes drown in a sea of sorrows when necessary. Their sharp edges look dark and shady, and they have shiny golden hilts. When you hit a creature with this magic weapon, the target takes an extra 3d6 necrotic damage. Also, once per turn, you can choose to make a target you hit feel a deeply agonizing mental sorrow. The suffering and pain are so deep that the target can’t help but scream in pain. The target must succeed on a DC 17 Wisdom saving throw or cannot take an action on its next turn. Teeth Whip Weapon (whip), rare These weapons are made by a warlord famous for his ruthlessness. They are crafted from the teeth of his fallen enemies. You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, you can activate the whip to animate the teeth on it, piercing and tearing the flesh of the target creature. The creature must succeed on a DC 15 Constitution saving throw or take 2d10 necrotic damage. You regain a number of hit points equal to half of the necrotic damage inflicted. Undead and construct creatures are not affected by this power. Whip of Pleasure Weapon (whip), rare (requires attunement) These whips are crafted in lower planes by fiendish monarchs of corruption and desecration. They are wielded by the agents of these monarchs who wish to impose their will on the mortals that cross their path. They are used as tools of a sort of perverted worship, as well as weapons of war. The pain caused by these whips stimulates the feeling of pleasure in the mind of the target as well as a craving for more pain. When you score a critical hit with this magic whip, the target takes pleasure in the pain and any creature that makes an attack against the target has advantage on its attack rolls against the target until the start of the target’s next turn. Whip of the Dominator Weapon (whip), rare (requires attunement by a creature who has fiendish heritage) These whips are made of the skins of lesser demons by the most merciless succubi, and are specifically designed to make the enemies of their wielder obey and surrender in the face of the agony to which they are subjected. In order to become attuned to this magic whip, you should have a fiendish heritage. When you hit a creature with this magic whip once you become attuned to it, the target takes an additional 4d4 poison damage and must succeed on a DC 13 Wisdom saving throw or cannot take a bonus action on its next turn.
221 Amulet of Shades Wondrous item, very rare (requires attunement) Traveling between planes without being seen is a difficult task; only a handful of beings could manage such-a-thing. The wielder of the Amulet of Shades is a part of that lucky few. It is an amulet with an amethyst crystal in the shape of a pentagonal bipyramid in the middle of it. While you are attuned to the Amulet of Shades, you can turn invisible as an action, and you stay invisible until you attack, cast a spell, or use a bonus action to become visible again. Any equipment you are wearing or carrying turns invisible with you. Also, while using the Amulet of Shades, you have advantage on Dexterity (Stealth) checks. However, daily at dawn, if you are still invisible after using the amulet, you must succeed on a DC 15 Wisdom saving throw otherwise be teleported to another realm dominated by shadows. When this happens, you are trapped in this realm until after the next dusk. If you are aware of this property of the amulet, you may choose to be trapped in this plane willingly, by not resisting, and by not making the saving throw. You cannot use the amulet to become invisible in the realm to which you are teleported, as the amulet does not work in this realm. For every hour you spend in this realm, you will have encounters that are fit for your CR. These encounters can be avoided with a DC 15 Dexterity (Stealth) check. Within the first hour of the night, you are teleported back into your last location. However, if you die while still in the other realm, you become a mindless creature made of shadows, doomed to encounter other visitors, just as you once were. Book of Tainted Mind Wondrous item, rare (requires attunement) These books are normal-looking spell books. Their condition changes, depending on how old the book is. However, you understand that it is not a normal spell book once you become attuned to it. While writing something into this book, you spill your blood on it, dealing 5 damage to yourself and leaving a part of your mind with the book. When you do so, you have disadvantage on your Intelligencebased checks and saving throws for one day. In return, you can make sure that what you wrote is visible to your eyes alone by stating that you are doing so while you are writing in the book. Curse. When you become attuned, you must immediately make a DC 17 Wisdom saving throw. On a successful save, you understand that the book has a mystical backstory that can lead you to unlock more of its powers. This makes you wonder… As your curiosity grows, you start to research it. A DC 19 Arcana, History or Religion check will lead you to the Library of The Mad Court, where such books (as well as others) are written. On a failed save, you become obsessed with the book. You do not want others to see it or take it from you. You start to guard it with your life. If you are separated from the book, you find yourself going madder with each passing second. For each day you stay separated from the book, you must succeed on a DC 17 Wisdom saving throw or your Wisdom score permanently decreases by 1. When your Wisdom score decreases to 1, you transform into a Mind Consumer. Censer of Cadavers Wondrous item, uncommon This censer is made of polished bones, and has a skull in place of a bowl. It has yellow and red marks on its surface. One cannot open the censer and look inside, but it smells of rotting flesh and bodily fluids. By taking your whole turn, you can smash the censer onto the ground and evoke its power. The ground tremors slightly with the necromantic magic that spreads from the censer with a faint smoke. You can target a corpse within 120 feet of you and raise it as an undead creature as if you have cast an animate dead spell. You can either raise a skeleton or a zombie according to what type of corpse you target. If there are no corpses around, you can summona premature shadow, with none of its damage resistances. The creature obeys your commands for 24 hours and is destroyed at the end of this time. It acts on your turn, you can issue a command to it as a bonus action, and when you don’t issue commands to it, it defends itself against hostile creatures. This censer has 1 charge, after you use it, its power is drained and the foul smell coming from its inside fades away. It regains this charge nightly at midnight. Chalice of Deprivation Wondrous item, rare (see description for attunement) This chalice is made of a dark metal, and is decorated with various gems and ornaments. It holds a liquid that looks pitch black while within it. The liquid looks like water when it is spilled. The chalice has an ornamented cap that prevents it from spilling on top of it. Wondrous Items
222 Rumors say that it is made by a lich or a necromancer who longed for more power over its death magic. It worked, and the methods of this necromancer were stolen and spread among others. However, in time, lesser necromancers realized that the chalice makes them addicted, and takes away their life force as a dire cost. If you take a sip from the chalice, you must succeed on a DC 15 Wisdom saving throw, or are tempted to drink it all. As an action, you can drink the liquid within the chalice. Once you do so, you have advantage on your necromancy spell attacks , and your targets have disadvantage on saving throws against them. When you drink all of the liquid, you become intoxicated with the magic within, and must succeed on a DC 15 Constitution saving throw or have disadvantage on your Wisdom and Constitution-related checks for an hour. You do not suffer from intoxication, nor do you have to make a Constitution saving throw, if you have a rotting essence of 2 or higher. When the liquid inside the chalice is finished off, it fills right back up daily at midnight. Curse. This chalice is cursed, a fact that is revealed only when an identify spell is cast on it. You automatically become attuned to the chalice, even if all your attunement slots are full. Each day, you must drink from it until midnight at the latest, or become overwhelmed by your yearning and suffer 2 levels of exhaustion. You can lift the curse with the remove curse spell or similar magic, also ending your attunement when you do so. The spell must target you, if it targets the chalice, the chalice stops functioning and becomes a mundane item. Cloak of Shadows Wondrous item, very rare (requires attunement) Cloak of Shadows looks like a regular black cloak modified with some magical markings on the inside. The cloth always feels damp and smells moldy, even from a distance. When you wear the cloak, you gain a +1 bonus to AC. Also, you can summon a black, shadowy mist to cover you, which creates an effect of blur spell for one minute. This effect can be used twice a day. The cloak gives you unnatural sleeping habits. You might not sleep for an entire week without suffering any side effects of exhaustion but then you might fall asleep in the middle of an encounter or of an important speech. You can activate this cloak as a bonus action. Roll a d100. If the result is 40 or higher you count as though you have completed a long rest, that instant. If the result is lower than 40, you instantly fall unconscious and sleep for 8 hours. You can only be awakened by means of a wish spell during these 8 hours. After you wake up, you are considered as if you have taken a long rest. Once you use this feature, you can only do so again after the next midnight. Curse. If you take off this cloak, even if you can sleep, you cannot take any benefits of finishing a short or long rest for the first 1d4 days. This curse cannot be identified by means of an identify spell. Cloth Pieces of Exiles Wondrous item, very rare (requires attunement) Cloth Pieces of Exiles look like ordinary, worn pieces of cloth. They are generally small enough to fit in the palm of a Medium humanoid. Many of them carry different magical markings. When you are attuned to one, the cloth piece magically loses its worn appearance and becomes a brand-new cloth piece. Myths say that the cloth pieces were weaved as one and then were split and scattered across the realms. You can use an action to speak the word of command, upon which the Cloth Piece of Exiles hovers and covers a part of your body determined by you. These parts and the effects that follow your covering of them are as follows; When you speak the command word and add “eyes” at the end of it, the cloth piece covers your eyes. While your eyes are covered in this way, you are blinded and can’t cast spells that require sight. Also, you, along with your footprints or ripples in water created by you, become invisible . When you speak the command word and add “nose” to it, the cloth piece will be wrapped around your nose. While your nose is covered you can’t smell anything. In addition, you have no scent and any creature who uses scent to track you can no longer track your scent. When you speak the command word and add “mouth” to it, the cloth piece will cover your mouth. While your mouth is closed, you can’t talk, eat or cast spells that have verbal components. You also radiate an aura of a 60-foot radius, centered on you. Every creature within this area is under the effects of the silence spell as long as your mouth is covered in this way. When you speak the command word and add “ears” to it,
223 the cloth piece covers your ears. While your ears are covered, you are deafened. In addition, you are immune to spells and other magical effects that require you to hear the source of the effect. Also, while your ears are covered, you are immune to thunder damage. When you become attuned to a Cloth Piece of Exiles, you can use another Cloth Piece of Exiles without attunement, unless another creature is already attuned to the additional cloth piece you want to use. Collar of Fire Wondrous item, very rare (requires attunement) Collar of Fire is a leather collar decorated with small blue gems. There is a Sylvan writing inside the collar that means “To the children of the warm home.” in Common. You can activate the collar as a bonus action. When you do so, blue flames cover your whole body for 1d20 minutes. While covered in flames, your melee attacks deal an additional 2d8 fire damage. Also, an unfriendly creature that makes a melee attack against you or touches you must succeed on a DC 15 Dexterity saving throw or it takes 2d8 fire damage. The fire damage dealt with this collar ignores any resistance to fire damage. However, creatures that are immune to fire damage are also immune to the damage dealt by the collar. A collar of fire that you are attuned to can be worn by creatures other than you. In this case, the collar can be activated by you, but it grants the benefits to the creature wearing it. The collar of fire has 2 charges, and it regains any expended charges at each dawn. Deathly Coin Wondrous item, uncommon Deathly Coin is a special item that looks like a regular gold coin, with some black carvings on the sides of it. These coins were used to close the eyes of the corpses of wealthy people, but they are usually stolen from their graves. The coin is mostly used by soldiers, investigators, and adventurers to investigate murders. To activate the coin, you must consume a little piece of flesh from the dead body of a creature, lie down, and place the coin in one of your eyes. By lying with the coin on your eyes for 10 minutes, you either discover a fact about the murder or see the last 1d4 hours of the victim. The information and the scenes are determined by the GM and are at the GM’s discretion. Deck of Devilry Wondrous item, very rare (requires attunement) This deck looks like an ordinary deck of cards. The back of the cards looks like that of any other deck . However, the front of them is marked with strange depictions of vice. There is also a small passage written on each of them telling the story of the depiction. Rumor has it that there was a rogue so deceiving that he cheated every single person in a small city. In his travels, he met a crossroads devil. The devil promised to make one of his wishes come true and he accepted. Although the devil was supposed to have something in return, he somehow managed to cheat the devil. Whether as a result of his wish or because he was someone who managed to cheat a devil, he became in possession of this deck, Deck of Devilry. If you are not attuned to the deck, a card you pick insults you in various ways. While attuned to it, however, a card you draw from it tells you a secret. Once each day, you can use your action to focus on a creature that you can see within 30 feet of you and pick a card. Once you use the deck, you regain the chance of doing it again after dawn. The card shows a weakness of the creature you focus on, to determine the nature of the weakness, roll on the table below: d4 Weakness Shown 1 A damage vulnerability or feature vulnerability, whichever is present 2 Its weakest property: hit points, armor class, or something else according to CR 3 Combat habits: you have a +1d4 on your attack rolls against the creature until you finish a long rest. 4 Social habits: you have advantage on your Charisma (Persuasion) and Charisma (Deception) checks against the creature for 10 minutes * Roll again if the result is not available (for instance, if the creature does not have any damage vulnerabilities).
224 Fairy Earrings Wondrous item, rare Legends say that once upon a time, a powerful spellcaster was obsessed with her enemies so much that she made an agreement with a fey to learn things about her enemies. She was told to craft a pair of golden earrings and dedicate it to the fey. The fey talks to the owner of the earrings through them. Since it talks about nearly everything and not all of the things it says are true, some of the owners are known to have lost their minds one by one. Some shut themselves within their castles, some started to live in total isolation and the earrings started to adorn different ears from different realms. While wearing these earrings, you can use your action to activate them by choosing a creature, and asking a question about it. You think of a question, and the earrings answer the question in your mind. The GM makes a hidden percentile roll. If the result is between 01 and 50, the fey gives wrong, redundant, or unclear information. If the result is between 51 and 100, the fey gives useful and true information. You can activate the ring five times per day, and it regains its powers daily at sunrise. Forbidden Tomes Wondrous items, see description for rarity Forbidden Tomes were created in ancient times to guide kingdoms or to keep a whole library’s cumulative knowledge in a single book. Forbidden Tomes come in a variety of types. They have one thing in common; minds of different powerful wizards are trapped in these books forever. There is no way of setting these minds free. If a Forbidden Tome is destroyed, the mind vanishes together with the book. When you open a Forbidden Tome, you are faced with the silhouette of a person’s face and pages that are completely blank. Forbidden Tomes are sentient items. They can answer questions with an attitude of their choosing. When you ask a question, the mind trapped in the book can both answer you verbally and/or choose to reflect the required information in writing, appearing as though it were written in ink. The written information vanishes when a new question is asked. Forbidden Tome / Green Dragon Scale Covered Wondrous item, uncommon Armor Class 13 (mage armor) Hit Points 10 INT WIS CHA 17 (+3) 15 (+2) 18 (+4) Saving Throws Intelligence +6, Wisdom +5, Charisma +7 Skills Arcana +7, Deception +7, History +6, Nature +6 Persuasion +7, Religion +6 Languages Common, Elvish, Dwarvish, telepathy 120 ft. Forbidden Tome / Blue Dragon Scale Covered Wondrous item, rare Armor Class 13 (mage armor) Hit Points 25 INT WIS CHA 17 (+3) 15 (+2) 18 (+4) Saving Throws Intelligence +6, Wisdom +5, Charisma +7 Skills Arcana +9, Deception +7, History +9, Nature +9, Persuasion +7, Religion +9 Languages Common, Dwarvish, Elvish, telepathy 120 ft. Forbidden Tome / Red Dragon Scale Covered Wondrous item, very rare Armor Class 13 (mage armor) Hit Points 50 INT WIS CHA 20 (+5) 18 (+4) 19 (+4) Saving Throws Intelligence +9, Wisdom +8, Charisma +8 Skills Arcana +12, Deception +8, History +12, Nature +12, Persuasion +8, Religion +12 Languages Common, Abyssal, Celestial, Draconic, Dwarvish, Elvish, Sylvan, Infernal, telepathy 120 ft. Forbidden Tome / Black Dragon Scale Covered Wondrous item, legendary Armor Class 13 (mage armor) Hit Points 100
225 INT WIS CHA 22 (+6) 20 (+5) 20 (+5) Saving Throws Intelligence +11, Wisdom +10, Charisma +10 Skills Arcana +16, Deception +10, History +16, Nature +16, Persuasion +10, Religion +16 Languages all spoken languages, telepathy 120 ft. The Forbidden Tome / Gold Dragon Scale Covered Wondrous item, artifact Armor Class 13 (mage armor) Hit Points 250 INT WIS CHA 23 (+6) 21 (+5) 22 (+6) Saving Throws Intelligence +13, Wisdom +12, Charisma +13 Skills Arcana +20, Deception +20, History +20, Nature +20, Persuasion +20, Religion +20 Languages all spoken languages, telepathy 120 ft. Guardian Portraits Wondrous item, legendary Many people fancy the presence of portraits of themselves in their houses. Did you ever wonder why? It is not necessarily because they have a sense of grandeur about themselves; there is a slight chance that these people are mighty adventurers and that these portraits are guardian portraits. These portraits contain a sentient figure that looks exactly like you, who has the ability to move inside the frame of the painting. For example, if there is a house painted in the background of a portrait, your painted duplicate could hide in the house or move around its garden. These portraits are created by means of a captured soul and a wish spell. Therefore, your duplicate is able to speak any language you are proficient in. They are also able to cast one spell of 7th level or lower for up to three times if a specified condition occurs. For example, you could choose to make your duplicate cast fireball if someone breaks into your house and it obeys your orders by any means necessary. It is also known that some people order the portraits to look like monstrous versions of themselves, or even golems. Personality. The personalities of Guardian Portraits are the exact opposite of yours. They may love to argue with you, and constantly whine about being trapped in a painting. They may complain from time to time about how they are lonely and may even pressure you to hire an artist to paint some company for them. They obey your orders since they are bound with spells and cannot do otherwise. Despite their grumpiness, if you go along with them, it is very likely for you to be fond of one another, and maybe even have conversations about all sorts of things such as philosophy, art, or the very nature of magic. The cost of creating such a painting varies (depending on the level of the spell you want your duplicate to cast) from 50,000 to 750,000 golds (that is determined by the GM) regardless of the quality of the actual painting; because no matter what the quality is, art is inherently priceless. Horn of Horned Devil Wondrous item, very rare Horn of Horned Devil is literally a horn taken from a horned devil. You can use an action to blow this horn and summon a horned devil to a point within 60 feet of you. Once used, the horn can’t be used again until 6 days have passed. Lantern of Ethereal Sight Wondrous item, rare This lantern looks like a mundane bullseye lantern, with a brass or iron frame and a brass burning chamber. When you light it, however, it sheds an unnatural, blue light. While lit, it sheds bright light in a 60-foot cone, and dim light for an additional 60 feet. Within the 60-foot cone, the GM TIP If a non-evil creature blows the horn, the summoned horned devil attacks it. Otherwise, the horned devil follows its summoner’s commands and is friendly to the summoner and summoner’s companions. This information cannot be revealed by means of an identify spell. However, a DC 19 Intelligence (History) check reveals the information given above.
226 ethereal plane is visible, and invisible creatures are visible. A creature’s invisibility is not dispelled when it enters the cone, when it moves out of the cone, it continues to be invisible. The lantern can burn up to 1 hour, and after that, it becomes drained. Once it is drained, it renews itself after dawn. Lich’s Eye Wondrous item, very rare When you hold this eye in your hand like a lantern, it makes you aware of the presence of undead creatures within 300 feet of you. By focusing on the eye as an action, you can also discern the number of undead creatures, such as shadows or zombies, that are in the area. Once each day, you can choose to discern the type or subtype of the undead creatures you sense by focusing on them. When you do so, the eye is drained and you cannot use this feature again until after the next midnight. The eye reveals the types of undead creatures to you discreetly. Malicious Skin Wondrous item, very rare (requires attunement) This is a protective skin made of the skin of dead celestial beings flayed after they were desecrated. It covers your whole body. Malicious Skins are very hard to find; and even if you find one, there is no guarantee that you will be lucky enough to buy one. While you are attuned to the Malicious Skin, you gain darkvision out to a range of 60 feet, resistance to necrotic and poison damage, corrupted angel wings and a flying speed of 30 feet. Also, you gain a +1 bonus to AC. Curse. While wearing this skin, you have vulnerability to radiant damage. Necklace of Yabnoth’s Truth Wondrous item, rare (requires attunement) Yabnoth was a human investigator known for her research about entities of madness. One day, on a job offer, Yabnoth went to a city to examine a creature that was said to have come from another realm. During her studies, she realized that she was hearing whispers that kept her from her sleep. She slowly went mad and shut herself up in a place in the city, all the while muttering under her breath that there was something whispering to her from the depths of her mind. In the end, after countless battles fought inside her mind, she trapped the whispers in a necklace made of glass. The whispers formed an eye within the necklace, which opens when someone wears it. Yabnoth’s notes and research were found by others, in time, and more necklaces like this one were created. When you become attuned to this necklace for the first time, you must make two Wisdom saving throws. On a successful first save, nothing happens. On a failed first save, you receive a random Curse from the Maddening Essence (p.131) curse list, which is determined by the GM. On a successful second save, you receive a Gift from Maddening Essence gift list, which is randomly determined by the GM. On a failed second save, nothing happens. Curse. This necklace is cursed and possessed by mad whispers. Becoming attuned to it curses you as well. While cursed, you are unwilling to take off the necklace. Also, while wearing it, you hear constant unintelligible whispers and have disadvantage on ability checks. You can break the curse by casting banishment on the necklace. Onyx Robe Wondrous item, uncommon (requires attunement) This robe is generally used by combatant spellcasters. The Onyx Robe is made from onyx dust and silk. While wearing this robe, you are under the effect of the onyx skin* spell.
227 Robe of Thorns Wondrous item, uncommon This red and black robe adorned with thorns is made by evil monks for whenever it is necessary to show their true nature. As a bonus action, you can speak the command word of the robe (which can be learned by an identify spell) and thorns fly out of the robe with a burst, hitting the creatures that are within 5 feet of you. Creatures in the area must succeed on a DC 13 Dexterity saving throw or take 1d6 piercing damage. You can use this feature of the robe twice before you finish a long rest. Rotten Bear Mask Wondrous items, rare (requires attunement) Rotten Bear Mask is a brown leather mask that covers the mouth of the user. The leather is made of rotten bear skin and is sewn together with an iron thread. It was first made by a druid circle that wishes to rule over nature and take it under its command. The mask has 3 charges. As an action, you can change the shape of your face with it, and turn it into a rotten bear face. You grow some extra teeth and the ones you already have are sharpened. With these new features, you cannot talk but you become able to make a bite attack using a bonus action on each of your turns. When you hit a creature with the bite attack, you deal 1d8 piercing damage to it. If you can already make bite attacks, you deal an extra 1d8 piercing damage on each bite attack. This effect lasts 1d6 rounds. The mask regains 1 charge daily at dawn. Shard of Malicious Divine Wondrous item, artifact (requires attunement) Shard of Malicious Divine is an intelligent crystal of the deepest evil intentions. It is white, weighs 5 pounds and its size is similar to that of a grown human head. The shard sheds bright light with white, blue and crimson colors in a 30-foot radius and dim light for an additional 30 feet. The shard is actually a prison for a long-forgotten entity who governed chaos, darkness, despair, destruction, envy, evil, greed, lust, pride, trickery, and wrath. While its creators may be long-dead, the crystal is still able to imprison the evil entity within, although they cannot contain its influence. The entity within this shard can grant divinity by opening a hole within one’s soul that becomes a gate for universal energies to pass through. However, the entity opens the hole based on an emotion or concept it had authority over, and creates a new evil god with the power of this emotion. For example, if the entity chooses to build this hole on greed, it creates a malicious deity of greed. The entity can grant divinity to a creature once every 500 years. When it does so, it loses a portion of its power. So, during these 500 years, it searches for a place where it can safely recover, and it waits there for the perfect candidate. It communicates with creatures that are within 240 feet of it telepathically and it can speak every language. It makes itself seem as though it were a lost soul searching for a nice place to rest. Some sell it without knowing its true value, some buy it without knowing the truth about it, and the shard travels in this way from place to place for 500 years. The entity within the shard aims to create as many evil gods as it can, in hopes of discovering a way to free itself. So, while choosing a candidate of divinity, it searches for a powerful evil creature. It decides if a creature is suitable for divinity or not after it creates a bond with the creature and the creature becomes attuned to it. The shard can break the attunement between a creature and an item to open an attunement slot for itself. After finding a suitable candidate, the entity tries to convince the creature to accept the gift it offers, if the creature is not already willing to do so. The DCs of Charisma (Deception), Wisdom (Insight), Charisma (Intimidation), Charisma (Persuasion) checks made against the shard is 31. A creature willing to accept the gift of divinity must take the shard and thrust it into its heart. This creates the hole in the creature’s soul and makes the creature exposed to the energies of divinity. Since there is no known way of destroying the shard, it is rumored that there are people and organizations keeping track of the shard to prevent it from being used again. Although some succeeded at using the shard, most attempts are known to be prevented by such forces. Spectral Limb Wondrous item, rare (requires attunement) Spectral Limb is a spectral limb that can be placed in the location of a missing limb and can function just like normal limbs, except for a couple of differences. When you hold an item using this limb, it becomes a Spirit
228 Item. However, it reverts to its normal form when you put it down. You can activate or deactivate your spectral limb as a bonus action. Additionally, when you touch a creature with the Spectral Limb, you drain life from them. You can make a melee weapon attack against a creature, using a spectral limb. It deals 2d6 + Strength modifier necrotic damage on a hit, and the creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by half of the necrotic damage dealt. This reduction lasts until the target finishes a long rest. Teeth Socket Wondrous item, see description for rarity Teeth Socket is more of a service than an item. Your skull and inside of your tooth are carved in a way that a tiny tube could fit into it. You can place various potions, drugs, and poisons inside your skull into these sockets in case you need healing or need to commit suicide, for instance, to escape the fate of dying at the hands of your enemies . You can also fill the teeth socket with poison and make your kisses deadly. In short, this socket could help you escape from uncomfortable situations, provided you put the right thing in it . Each tooth socket costs 150 gp. You can require this uncommon service from a surgeon or from wicked barbers under the counter. A successful operation requires a DC 15 Wisdom (Medicine) check and it takes 5 hours to complete the process. As a bonus action, you can push your tooth and activate the tooth socket. The potion, drug, or poison immediately takes effect. Your tooth; however, falls inside your mouth due to the pressure it is subjected to. You may want your surgeon to create the teeth socket with the benefits of regenerate spell, if you would like to keep your tooth after you used the item. In that case, you regain your tooth in one hour. However, the item becomes rare and its price rises accordingly. The Tombstone Wondrous item, legendary (requires attunement) The Tombstone is a literal tombstone of a being whose existence is connected with the concept of death. There are debates among philosophers about whether the being is an angel of death, a dead god of death, or the first creature that ever died in the universe. The Tombstone still carries a part of the consciousness of the being and has some mystical powers. The Tombstone lets everyone use these powers as death is neutral and everyone will die one day. However, using them comes at a price. To use any one of The Tombstone’s powers, you have to offer a soul. Here are the details of the powers you can gain and the price at which they come; Talking With The Dead. You can talk to the spirits of the dead. While you are attuned to The Tombstone, when you want to talk to such a spirit, the stone creates a connection between you and the spirit for 10 minutes. This connection can be broken by the ruler of the realm the spirit is resting in. To be able to communicate with a spirit, you and the spirit should be able to speak a common language. Locate Spirit. The Tombstone can show you the exact location of a spirit if you and the spirit are in the same plane of existence; or the plane the spirit is resting in if you are not. Raising The Dead. By placing The Tombstone upon the grave of another creature, you can raise the creature lying in the grave from the dead. When The Tombstone stays on the grave for 8 hours, the dead can be raised as a skeleton, a zombie, or a remnant. Paying The Price. You must offer a humanoid soul to The Tombstone each time you want to use one of its powers. You must kill a humanoid creature while it is touching The Tombstone and let its blood spill on the stone. This way, the creature’s soul is consumed by the stone, and is lost forever. Destroying The Tombstone. The Tombstone can only be destroyed if it is healed for 1500 hit points by spells such as cure wounds and heal. Unholy Prayer Rug Wondrous item, uncommon This is a prayer rug made of humanoid skin. It is generally crafted by members of dark cults from the skin of the sacrifices offered to their dark masters. Each cult decorates the rug with marks related to their own master (for instance, a demon worshipping cult decorated the rug with Abyssal runes that praise the demon master) . It is believed that praying to an evil entity while standing over an unholy prayer rug dedicated to the entity is more likely to be
229 heard and answered. Also, by performing a 1-hour ritual, you can ask about an action whether it will affect your alignment and your standing with your deity. The answer can be “yes”, “no”, or silence if the action is too complex and if it will affect too many outcomes or too many of your future actions, which also alter your alignment. Wings of Bone Wondrous item, rare (requires attunement) Not all spellcasters excel in schools of magic that can shape bodies. A group of necromancers, famous for their extensive research on the functions of the flesh and constructing creatures out of flesh, created these wings to fly. Wings of Bone are magical wings made of bones and stitched leather, resembling the wings of a bat. When you spread these wings, it is a frightening sight to behold, giving you the appearance of a feral vampire or a bat-like creature. In order to become attuned to it, you must make cuts on your back, next to your scapula. Then, you push the bones into your flesh. The process deals 6d4 slashing damage to you that cannot be lowered by any means, and you suffer 1 level of exhaustion because of the pain. After this process is done, it leaves two wide, gray scars on your back. While you are attuned to them, you can use your action to spread these wings. Spreading the wings reopens the scars, dealing 2d4 slashing damage to you. Once you do so, you gain a flying speed of 60 feet for 1 hour. Once you use this item, you cannot do so again until after the next midnight.
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231 Monsters Avatar of Woe - Undead Arae 1/8 Fey Aberrant Visage 1/4 Aberration Blob 1/4 Monstrosity Dimling 1/4 Elemental Rotface 1/2 Fey Unwanted 1/2 Undead Aberrant Visage 1 Aberration Cinder Soul 1 Fey Corpse Squire 1 Undead Corpse Warhorse 1 Undead Helnore 1 Fey Rammed Force 1 Elemental Zadulus 1 Undead Aberrant Visage 2 Aberration Blood Scarab Swarm 2 Monstrosity Lustrous Amphithere Wyrmling 2 Dragon Mind Consumer 2 Aberration Rampage Goblin 2 Humanoid Relic Sentry 2 Construct Aberrant Visage 3 Aberration Dead Servants 3 Undead Eyepoker 3 Ooze Swarm of Blood Bats 3 Elemental Aberrant Visage 4 Aberration Faceless Slave 4 Undead Flesh Ooze 4 Ooze Night’s Grim 4 Fey Vampire Minion 4 Undead Blood Bat 5 Fiend Blood Elemental 5 Elemental Ablentor 8 Construct Death Moss 8 Fiend(Plant) Grim Knight 8 Celestial Young Lustrous Amphithere 8 Dragon Tlaxtil 8 Aberration Grave Giant 9 Giant Gravekeeper 9 Undead Xathzxis the “Blue Fever” 10 Aberration Cloud of Whispers 11 Aberration Angel of Graves 12 Undead Liquid Silver 12 Ooze Dark Phoenix 13 Monstrosity Malicious Incarnations 13 Fiend Bloody Lady 14 Fey Adult Lustrous Amphithere 15 Dragon Wicked Avatars 17 Celestial Zuqnaux 17 Fiend Ancient Lustrous Amphithere 22 Dragon Bloodweed 5 Plant Corruptive Mass 5 Aberration Ghost of the Past 5 Undead Mana Devourer 5 Undead Tryzgus 5 Fiend Typhee 5 Monstrosity Assassin Sculpture 6 Construct Flesh Construct 6 Construct Grave Elemental 6 Elemental Temptation Demon 6 Fiend Wicked Forest 6 Plant Bartur The Swallower 7 Fiend(Devil) Minotaur Golgothan 7 Undead Pariah 7 Undead Monster Name CR Type Monster Name CR Type
232 Aberrant Visage Medium aberration, chaotic evil Armor Class 11 / 12 (natural armor) / 13 (natural armor) / 14 (natural armor) / 15 (natural armor) Hit Points 6 (1d8 + 2) / 19 (3d8 + 6 ) / 32 (5d8 + 10) / 45 (7d8 + 14) / 65 (10d8 + 20) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 14 (+2) 10 (+0) 5 (-3) 2 (-4) Damage Resistances acid, cold, fire Damage Vulnerabilities lightning, necrotic, radiant Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages Understands Deep Speech but cannot talk Challenge ¼ (50 XP) / 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100 XP) Amorphous. The aberrant visage can move through a space as narrow as 1 inch wide without squeezing. Symbiotic Cord. The Aberrant visage can connect to a creature using its symbiotic cord. This cord is a vein that physically connects the bodies of the creature and the aberrant visage to one another. To keep this connection from forming, a creature must succeed on a DC 13 Charisma saving throw or become connected to it until it dies, the aberrant visage dies, or the cord is physically broken. The Symbiotic Cord’s AC is 11 and it has 6 hit points. When the cord drops to 0 hit points it is severed and the connection is broken. The cord can also be broken by means of spells such as dispel magic. Without a cord, the aberrant visage must form a new connection with a living creature within 10 minutes, or it dies. The aberrant visage can choose to hide within a creature’s body. In such a case, it can only be detected by powers that can detect aberrations. If a creature drops to 0 hit points while the cord (and hence the connection) is still active, it does not fall unconscious, instead; the aberrant visage takes control of the creature. It has the ability to use all the powers that the creature normally has, while in this form. ACTIONS Multiattack (CR 1 / CR 2 /CR 3 / CR 4). The aberrant visage makes two / three / four / five acidic touch attacks. Acidic Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) acid damage. Aberrant visages are symbiotic aberrations. They cannot exist unless they are connected to a living creature and they connect to one purely for the purpose of corrupting it. The origins of aberrant visages are unknown and their symbiotic abilities are beyond understanding. Although there are debates as to their exact purpose and origin, the most accepted theory is that aberrant visages are made of the blood drops of aberrant gods and that they each serve the master, the blood of whom they come from . An aberrant visage looks like a huge drop of green-purple blood. It has no eyes and it cannot talk even though it is intelligent. These foul creatures generally inhabit places that have a connection to aberrations. They can be encountered in aboleth lairs, aberration temples, underwater ruins, and in many more places. Although they are intelligent and have their own will, they generally act on order from their masters. It is also rumored that an aberration controlling an aberrant visage can also control a creature that is being controlled by the aberrant visage. Aberrant Visage
233 Ablentor Large construct, lawful evil Armor Class 17 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 8 (-1) Saving Throws Strength +6, Constitution +7 Skills Athletics +6 Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understand all languages but can’t speak Challenge 8 (3,900 XP) Desecrated Regeneration. The ablentor regains 10 hit points when it enters a desecrated ground or it ends its turns in a desecrated ground. If the ablentor is targeted by a divine spell or ability (such as those cast by a cleric or paladin), this feature doesn’t function on its next turn. Immutable Form. The ablentor is immune to any spell or effect that would alter its form. Magic Resistance. The ablentor has advantage on saving throws against spells and other magical effects while it is in a desecrated ground. Magic Weapons. The ablentor’s weapon attacks are magical when it is in a desecrated ground. Also, when it is in a desecrated ground, it makes an additional slam attack. ACTIONS Multiattack. The ablentor makes two slam attacks, or three slam attacks if it is on desecrated ground. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. The target hit by the ablentor must succeed on a DC 13 Strength saving throw or be knocked prone REACTIONS Grapple the Prone. The ablentor can grapple a creature that is prone within 5 feet of it. It can then throw the creature to a range of 15 feet horizontally or vertically. Ablentors are constructs made of stone that were created by fiends. They usually protect important places by order of their masters and can generally be found in desecrated grounds, as some of their features are activated and their endurance is higher in these areas. They are aggressive towards anyone but their masters, their own kind, and the owners of the place they protect. They attack anyone else without question. They have huge stone bodies that stand on all fours. They have arms that look like stone columns. They also have huge hands that have three fingers each. Ablentor
234 Angel of Graves Large undead, neutral evil Armor Class 18 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 17 (+3) 16 (+3) 19 (+4) 12 (+1) Skills Athletics +9, History +7, Perception +12, Religion +11, Stealth +6 Damage Resistances cold, necrotic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious Senses darkvision 60. ft, passive Perception 22 Languages The angel of graves can speak and understand all languages of creatures that it killed Challenge 12 (8,400 XP) Legendary Resistance (3/Day). If the angel of death fails a saving throw, it can choose to succeed instead. Soul Keeper. If a creature dies 300 ft. near the angel of graves, its soul is automatically trapped within the angel. Such souls cannot be called, summoned or resurrected by any means unless the angel is killed and the soul is freed. It can also learn information from such souls, asking 4 questions to a soul between two long rests. Spellcasting. The angel of graves is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it does not require material components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): chill touch, ray of frost, spare the dying, thaumaturgy 1st level (4 slots): bane, inflict wounds 2nd level (3 slots): blindness/deafness, gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, bestow curse, dispel magic 4th level (3 slots): death ward, phantasmal killer 5th level (2 slots): cloudkill, contains, legend lore, raise dead, scrying 6th level (1 slot): harm ACTIONS Multiattack. The angel of graves makes two ghostly halberd attacks. Ghostly Halberd. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 5 (1d10) necrotic damage. This halberd cannot be disarmed or sundered and vanishes if the angel of graves is killed. Although these creatures are not angels, they are called as such because of how they look. They are servants of the concept of undeath. They have the head of a giant raven, skeletal wings, chest and arms; all made of a ghostly, dark and necrotic material. They wear a tattered black robe. They carry a halberd, which looks as though it were some extension of their necrotic body. They are created by the massive amounts of necrotic energy that is ever-present in places of misery, pain and death. Mass graves, places of mass murders or battlefields; in other words, venues that have witnessed many atrocities can be these creatures’ places of origin. They serve evil divine and cosmic powers related to death as well as the undead. They can be emissaries of demon lords, archdukes, warlock patrons and gods & goddesses of the undead. They bear the burden of the tragedies created by these entities and phenomena, and they make other living creatures suffer through the same pain. They capture souls and carry them to the powers they serve. They can be found and negotiated with, for specific souls. The prize of a specific soul generally equals another specific soul. Angel of Graves
235 Arae Tiny fey, neutral evil Armor Class 12 Hit Points 4 (3d4 - 3) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 9 (-1) 14 (+2) 15 (+2) 18 (+4) Saving Throws Dexterity +4, Charisma +6 Skills Acrobatics +4, Deception +6, Stealth +6, Persuasion +4 Senses darkvision 120 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1/8 (25 XP) Maddening Grudge. When an arae finds out one of its friends is wronged and left an unfinished cause due to a person or people, it holds a grudge. The arae swears to take its friend’s revenge. It hunts down the malefactor and watches it from a distance, long enough to know its target’s routines. The arae waits for its target to fall asleep, then sneaks at its target and uses its maddening grudge. The arae interferes with the target’s dreams and changes them to drive them crazy. The arae visits its target’s dreams each night until it is insane. The target must succeed on a DC 15 Wisdom saving throw. On the third failure the target takes one curse of maddening essence (p.131). On a success, nothing happens and the target does not realize it is targeted by the maddening curse. ACTIONS Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 1 necrotic damage. Heart Sight. The arae touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the arae also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. The arae magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the arae wears or carries is invisible with it. Araes are little sprites who have pale bodies and who look as if they were wearing raggedy black dresses. Their little wings are gray. They can be found in graveyards since they keep the dead, who cannot let go one way or another, company. Araes befriend the dead and they serve as faithful companions to them. An arae abandons the graveyard in which it lives only if it finds out that its friend left behind some unfinished business, at which point it tries to find those who wronged its friend, and it takes vengeance regardless of whether its target was innocent or not. Usually, their victims end up losing their minds due to sheer pain and agony they are subjected to Arae
236 Assassin Sculpture Medium/Large construct, unaligned Armor Class 16/18 (natural armor) Hit Points 47 (5d8 + 25)/ 52 (5d10 + 25) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 1 (-5) Skills Stealth +8 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 8 Languages — Challenge 6 (2,300 XP) / 8 (3,900 XP) Dark Initiation. The assassin sculpture can only move or take actions in darkness. Any bright or dim light stops its movement immediately. Immutable Form. The assassin sculpture is immune to any spell or effect that would alter its form. Magic Resistance. The assassin sculpture has advantage on saving throws against spells and other magical effects. Magic Weapons. The assassin sculpture’s weapon attacks are magical. Sculpture Stealth. As long as the assassin sculpture is standing perfectly still it is indistinguishable from a normal sculpture. Sneak Attack (1/Turn). The assassin sculpture deals an extra 14 (4d6) / 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin sculpture that isn’t incapacitated and the sculpture doesn’t have disadvantage on the attack roll. Targeted Assassination. The assassin sculpture’s only aim is to eliminate the target creature. If the target is not within its line of sight, assassin sculpture knows its exact location via the bound item and uses its every action to get closer to it. If the target is within its line of sight but there are other creatures between the assassin sculpture and the targeted creature, assassin sculpture may attack other creatures. ACTIONS Multiattack. The assassin sculpture makes two attacks; one with its stone fist and one with its sculpture shortsword. Sculpture Shortsword (Medium). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Stone Fist (Medium). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Sculpture Shortsword (Large). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Stone Fist (Large). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage. Assassin Sculpture is a sculpture that is animated by spells, similar to golem creation. Its only purpose is to kill the creatures that it has been ordered to kill. To do so, an enhanced item, which marks the sculpture’s target, must be given to the target. Assassin sculptures may look different from one another and can be seen anywhere that sculptures are common; from the hallways of a castle to the depths of a cultist dungeon. As they are often crafted according to the style of where they are placed, one can look like a beautiful humanoid figure grasping a mighty sword, while another can look like a four-armed monstrosity. The Assassin Sculpture’s target is determined by an item. When the sculpture is constructed, a bond between the sculpture and another item (a gem, a dagger, a coin etc.) is built via magic. By giving the item to a creature, one can target that creature as the target of assassin sculpture. Assassin Sculpture
237 Avatar of Woe Medium undead, neutral evil Armor Class 20 (natural armor) Hit Points It has half the hit point maximum of its summoner Speed 60 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 20 (+5) Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., truesight 60 ft. Languages It knows all languages that its summoner knows Challenge - (0 XP) Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Turning Immunity. The avatar is immune to features that turn undead. ACTIONS Woeful Grasp. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (2d8 + 5) psychic damage. The Avatar of Woe is a ghostly figure wearing a tattered black robe. It feeds on the agony of other creatures. These undead spirits can only appear in places where they are summoned. Rumors tell of a group of bards, who summon these Avatars to help them feed on the misfortunes of others, and use them (p.37 College of Woe). A huge burst of emotions, full of pain and suffering, is enough to summon an avatar of woe. Even sometimes, the intensity of such emotions attracts an avatar’s attention and it can appear on such places without being summoned. Once summoned, an avatar of woe feeds from the emotions that called it and tries to destroy the ones that acts against woe. Avatar of Woe
238 Bartur The Swallower Medium fiend (devil), lawful evil Armor Class 16 (natural armor) Hit Points 76 (9d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) Saving Throws Constitution +7, Wisdom +5, Charisma +6 Skills Arcana +6, Athletics +6, Deception +9, Perception +5, Persuasion +6, Stealth +4 Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal, telepathy 120 ft. Challenge 7 (2,900 XP) Crossroads Deal (1/13 Days). Bartur makes a wish of a creature that it made the deal with come true as if it cast a wish spell. It eats the victim’s most loved relative, friend, or possession right after it makes a wish come true. If it is prevented from eating the person or object for 7 days after the wish, the wish is dispelled. As Bartur is very deceptive, it is often quite hard to realize what it is about to do after it grants the wish. If Bartur successfully swallows the victim’s loved one, the victim gains 3 points of foul essence. If the victim does not feel remorse, it gains 6 points of foul essence instead. ACTIONS Multiattack. Bartur makes two quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Lick. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 21 (6d6) poison damage and become poisoned for 1 minute. It can repeat its saving throw at the end of each of its turns to break free from the effect. Swallow (Recharge 5-6). Bartur’s mouth enlarges and its tongue shoots out, grappling a creature of Large or smaller size within 10 feet on a successful Strength (Athletics) check. It swallows the creature it grappled. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Bartur, and it takes 21 (6d6) acid damage plus 21 (6d6) poison damage at the start of each of Bartur’s turns. Bartur can have only one creature swallowed at a time. If the bartur dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Bartur is a devil that makes foul deals with mortals. It resides at crossroads at night, waiting for a commoner to pass by. When it meets a commoner, it proposes to make one of its wishes come true, and says that the only tiny catch in its deal is that it will eat a loved one or a beloved possession of its victim. Bartur is a good talker, it presents the downside of the deal in such a way that it may be too late when the victim realizes someone they love is about to be eaten. As the creature looks like a normal humanoid when it wants to, it is hard to realize its true fiendish nature. Bartur The Swallower
239 Blob Small monstrosity, chaotic evil Armor Class 11 (natural armor) Hit Points 13 (2d8+4) Speed 15 ft. STR DEX CON INT WIS CHA 10 (+0) 9 (-1) 14 (+2) 3 (-4) 4 (-3) 4 (-3) Skills Perception +1, Stealth +1 Condition Immunities charmed, exhaustion, frightened, prone Senses blindsight 30 ft., passive Perception 7 Languages - Challenge 1/4 (50 XP) Many Eyes. Blob has many eyes that can see all around itself; thus, it has double proficiency on its Wisdom (Perception) checks, and it can’t be surprised. Random Form. Blob can have arms or legs that it can use. If it has legs its speed becomes 30 feet and if it has arms it can make melee attacks with it and hold items. To determine its random limbs, roll a d4. On a 1, the blob doesn’t have any limbs thus it can only use its bite. On a 2, the blob has an arm and it can use its claw or it can carry a weapon to attack. On a 3, the blob only has legs. On a 4, the blob has both legs and arms. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Blob is an abomination created as a result of twisted necromancy experiments, and is usually disposed of after being thought to be unusable. Blob has no specific physical shape. It is a combination of an array of flesh: it may have 3 heads and 2 arms, 4 legs and no head; or any other combination one could think of. Blobs are in constant pain and are usually driven mad by it. These monstrosities can generally be found in abandoned laboratories of wizards who study on school of fleshwarping, or in places that a lot of necromantic experiments that used body parts were conducted within. The magic that creates a blob tries to keep the body of the blob intact. However, because of this magic, a blob constantly feels immense physical pain and whatever left of its consciousness is driven mad. This madness causes an unending aggression and neverending hunger. Because of all of these, a blob cannot think anything but devouring flesh, and killing others (including other blobs). There are rumors about some blobs that get humongously big after hundreds of years of devouring others. Blob
240 Blood Bat Medium fiend, neutral evil Armor Class 17 (natural armor) Hit Points 91 (14d8 + 28) Speed fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 15 (+2) 13 (+1) 13 (+1) 15 (+2) Skills Perception +4, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Languages Abyssal, Celestial, Common, Infernal, telepathy 60 ft. Challenge 5 (1,800 XP) Acid Antipathy. Acid disrupts the integrity of the blood bat’s body. When the blood bat is totally covered with acid, it must succeed on a DC 15 Constitution saving throw or it turns back to the realms of Milena. Blood Feeding. A blood bat can feed from the blood of a creature that is alive or has been dead for less than 10 minutes. This feeding takes 1 minute and the blood bat drinks all the blood of the creature. While doing so, it also devours the soul. The blood and souls devoured in this way are delivered to Milena. A spell or another magical effect that can bring the creature back such as resurrection or true resurrection has a %25 chance to fail. Keen Hearing. The blood bat has advantage on Wisdom (Perception) checks that rely on hearing. Innate Spellcasting. The blood bat’s innate spellcasting ability is Charisma (spell save DC 13). The blood bat can innately cast the following spells, requiring no material components: At will: minor illusion, pass without trace 1/day each: charm person, dimension door, invisibility, suggestion ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage. Blood Bats are the emissaries of Milena. Milena creates them out of the endless rivers of blood flowing through her realm and sends them out to other realms to show the residents of these realms that she is watching. Also, these bats can carry the blood and soul of the creatures they drain. There are rumors stating that Milena uses this blood to control and dominate creatures. A blood bat looks like a bat made out of blood, with long fangs of blood, and and eyes that are glowing red. Blood Bat
241 Blood Elemental Large elemental, neutral Armor Class 15 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 6 (-2) Damage Resistances acid; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Understands Common but cannot speak Challenge 5 (1,800 XP) Blood Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) necrotic damage Blood Drain (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 11 (2d10) necrotic damage. The elemental pulls the target’s blood by osmosis and gains half of the damage done as temporary hit points. The elemental can also drain the blood of a creature that is freshly dead (blood not dried). If it does so, it gains a number of d4s equal to the HD of the creature as temporary hit points. The origin of the blood elemental is not clear. Some say that they were born as a result of blood magic, while others say they are natives of a plane unknown to most people. In any case, a blood elemental is a terrifying creature. It feeds off the very vitality and blood of mortal races and creatures, leaving them as empty husks, completely drained of blood. However, not everyone is afraid of these creatures; there are some who even chase and hunt them. It is said that their body of blood is a huge source of nutrition for vampires. Additionally, some blood cults and blood mages are also constantly in search of these creatures, as they wish to use them as spell components, or perhaps to gain control of them and have them fulfill other evil purposes. Blood Elemental
242 Blood Scarab Swarm Medium swarm of Tiny monstrosities, neutral evil Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 14 (+2) 4 (-3) 10 (+0) 10 (+0) Damage Resistances necrotic; bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages - Challenge 2 (450 XP) Chitin Noise. Blood Scarabs constantly move their wings and hit them against their thick chitin, creating a disturbing noise. Creatures within 5 feet of the swarm make their Concentration checks with disadvantage. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. ACTIONS Flesh Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 6 (1d6 + 3) necrotic damage or 3 (1d6) piercing damage plus 3 (1d6) necrotic damage if the swarm has half of its hit points or fewer. The swarm drinks the target’s blood and regains hit points for an amount equal to the necrotic damage dealt with this attack. The Blood Scarab Swarm is a swarm of blood drinking rotten scarabs. They generally accompany corrupted druids and undead lifedrinkers. They can also be found in ruins in deserts. Blood scarab swarms are generally created when scarabs come into contact with necrotic energies that twist their bodies and make them hunger for blood and flesh. Blood Scarab Swarm
243 Bloodweed Gargantuan (plant), neutral evil Armor Class 14 (natural armor) Hit Points 77 (5d20 + 25) Speed swim 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 20 (+5) 4(-3) 8 (-1) 3(-4) Skills Perception +2 Condition Immunities blinded, charmed, deafened, frightened, grappled, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 5 (1,800 XP) Amphibious. The bloodweed can breathe air and water. Splash. The bloodweed can jump from the surface of the water up to 30 feet as an action. ACTIONS Multiattack. The bloodweed makes two melee weapon attacks. Leaves. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) necrotic damage and 4 (1d8) poison damage. The target must also succeed on a DC 10 Constitution saving throw or it is poisoned for one minute. Pull It Over. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage 9 (2d8) necrotic damage. The target must succeed on a DC 10 Strength saving throw or it is grappled by one of the leaves. If the target cannot escape for three rounds, Bloodweed pulls it over under the water. The bloodweed wants to consume its victims at the depths of the sea, it uses stickier and heavier leaves to pull people into the sea. They are ancient seaweed that evolved to consume flesh and blood. They are common in the old seas and lakes, and are generally seen alone, although they might live in large colonies. Even though bloodweed is a plant, they do not depend on soil and they can move freely in the water. They can hunt sea creatures and ships for fresh meals, just as they can sustain themselves on carrion. The plant pulls its victims down to the depths and sucks the life out of each of them. They are often the subject of sailor tales with their reddish-brown color, distinct rotten smell of salt and flesh, and enormous leaves that still cling to skulls and bones. Bloodweed
244 Bloody Lady Medium fey, neutral evil Armor Class 16 Hit Points 170 (20d8 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 18 (+4) 13 (+1) 16 (+3) 15 (+2) Saving Throws Dexterity +11, Constitution +9, Wisdom +8, Charisma +7 Skills Deception +7, Intimidation +7, Perception +8, Stealth +11 Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 18 Languages Common, Draconic, Sylvan Challenge 14 (11,500 XP) Immutable Form. The bloody lady is immune to any spell or effect that would alter its form. Limited Invisibility. The bloody lady is invisible unless it is making an attack. It can only be seen through reflections, or with abilities or spells that allows seeing invisible creatures. Making an attack on the bloody lady while looking at it through a reflection is not easy and the attacking creature has disadvantage on its attack roll. Magic Resistance. The bloody lady has advantage on saving throws against spells and other magical effects. Magic Weapons. The bloody lady’s weapon attacks are magical. Reflection Sensitivity. Creatures in the vicinity of the bloody lady become more conscious of reflections if they are within 150 feet of the lady. At the end of each of their turns, the creatures within 150 feet of the lady must succeed on a DC 18 Dexterity saving throw or they instinctively have a glimpse upon a reflective surface around them, which leaves them susceptible to Reflection Haunt. ACTIONS Multiattack. The bloody lady makes 3 (1d6) attacks with its bloody knife. Bloody Knife. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage and the creature bleeds unless it has resistance to piercing damage, taking 7 (3d4) piercing damage at the start of its next turn. This bleeding effect also decreases the hit point maximum of the creature by the same amount, and it can stack. REACTIONS Reflection Haunt. If a creature within 150 feet of the lady is looking at a reflective surface and is able to see itself, the bloody lady can use her action to magically teleport, appearing right behind the creature and making a surprise attack. The bloody lady can also break free from any grapple or other restraining effects when she uses this feature to teleport. LEGENDARY ACTIONS The bloody lady 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 lady regains spent legendary actions at the start of its turn. Mirror Recall. The bloody lady can teleport itself to an unoccupied space within 10 feet of a reflective surface that is within 150 feet of her, which is in the surface’s line of reflection. Mirror Strike (Costs 2 Actions). The bloody lady can strike a creature as if it is using the Reflection Haunt reaction, but without actually teleporting itself there. Bloody lady is an urban story popular among the youth. According to legend, if the name “Bloody Lady” is chanted three times while looking at a mirror with a dim candle in the left hand, she will show herself, and show the person who called her the person they are to wed with. The same legends also say that the lady may also present a skull to indicate that the young person who summoned her will die unwed. In all variations of the legend, the bloody lady is a malevolent one. It heeds the calls of youth at the cost of blood. It is said that, whenever this creature is summoned, things will always end in blood, whether this is the blood of the young one, or that of someone close. In truth, the bloody lady is a type of dark fey that is quite rare to come by and it feeds off the yearning of innocent young mortals. It tricks them into summoning it into the material realm by using a wish with one of the purest of emotions; love. Haunted Mirror. When a bloody lady is summoned, it is done so through a mirror. This mirror acts as the anchor for the fey in the material realm. The haunting on the mirror can be detected by means of a true sight, or detect magic spell; it has magical, bloody letters written in Sylvan that flows over the surface of the mirror. Whenever the lady is threatened, it can choose to use its movement to teleport back to the fey realms, while the mirror is intact. Additionally, if the mirror is broken, the lady is banished back to its realm in 1d10 days. If the lady is slain in the material realm while the mirror is broken, it is destroyed. Bloody Lady
245 Cinder Soul Small fey, neutral evil Armor Class 13 Hit Points 18 (4d6 + 4) Speed 20 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 16 (+3) Skills Stealth +5 Damage Vulnerabilities cold, radiant Damage Immunities fire, necrotic Senses darkvision 60 ft., passive Perception 10 Languages Ignan, Sylvan Challenge 1 (200 XP) Cinder Burst. When the cinder soul dies, it explodes in a burst. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 3 (1d6) fire damage and 3 (1d6) necrotic damage on a failed save, or half as much damage on a successful one. False Appearance. While the cinder soul remains motionless, it is indistinguishable from an ordinary piece of burning wood. Innate Spellcasting (1/day). The cinder soul can cast heat metal (spell save DC 13), requiring no material components. Its innate spellcasting ability is Charisma. ACTIONS Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) fire damage. Vengeful Fire (Recharge 6). The cinder soul creates a 15-foot cone of fire out of its hands. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5 (1d10) fire damage and 5 (1d10) necrotic damage on a failed save, or half as much damage on a successful one. When a fey feels deep feelings of hatred or vengeance, its emotions come together to form a shape and a cinder soul appears somewhere in the fey realms. Cinder souls burn with the intensity of these emotions, and they have an intelligent soul within. They follow their desires blindly, yet with cunning. A cinder soul looks like a small piece of wood in the shape of a humanoid, that is also on fire. For uneducated eyes, it is very hard to distinguish an ordinary piece of wood from a cinder soul if neither is moving. When a cinder soul dies, the fires consume its wooden body and after the flame dies out, what remains is a tiny piece of ember. This ember has Ignan and Sylvan carvings on it. A DC 15 Intelligence (Investigation) check may reveal the story of the fey and the event that created the cinder soul, at the GM’s discretion. It is rumored that some fey are powerful enough to create hundreds of cinder souls when they are consumed with feelings vengeance. Cinder Soul
246 Cloud of Whispers Large aberration, chaotic evil Armor Class 14 (17 with mage armor) Hit Points 110 (20d10) Speed fly 60 ft., swim 60 ft. STR DEX CON INT WIS CHA 0 (-5) 18 (+4) 10 (+0) 23 (+6) 5 (-3) 6 (-2) Saving Throws Intelligence +10, Wisdom +1 Skills History +14, Perception +5 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 Languages Deep Speech, telepathy 120 ft. Challenge 11 (7,200 XP) Metaphysical Body. The cloud of whispers’s origin of existence is the whispers, magical voices of maddening entities. It is just a group of words. So, it does not have a physical form that can be observed normally. As a result, the cloud of whispers is constantly invisible. Cloud of Whispers. Since the cloud of whispers does not have a physical body, it can end its turn in a place occupied with another creature. Such a creature must make a Concentration check while concentrating on a spell and it has disadvantage on its Concentration and Wisdom (Perception) checks that relies on hearing while occupying the same place with the cloud of whispers. Innate Spellcasting. The cloud of whisper’s spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: command, detect evil and good, detect magic, glyph of chaos*, glyph of slime*, mage armor 3/day each: hold person, hold monster, glyph of slavers*, glyph of deep waters* 1/day each: dimension door, dominate person, dominate monster, plane shift, resilient sphere ACTIONS Multiattack. The cloud of whispers makes three Whisper attacks. Whisper. Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 11 (1d10 + 6) psychic damage. When the cloud of whispers successfully hits a creature with this attack, the creature must succeed on a DC 15 Wisdom saving throw or it loses a portion of its sanity. If a creature fails the saving throw for a number of times equal to its Wisdom modifier + its proficiency bonus, its existence is forfeit along with its sanity and it becomes a whisper within the cloud of whispers. Only a wish spell or killing the cloud of whispers and casting a true resurrection spell can restore it to life. Aberrations and constructs are immune to this effect. Cloud of Whispers are enigmatic and mysterious aberrations. They are a cloud of magical words that were once uttered by entities moulded by madness. They seek creatures, to drive them mad by whispering maddening words to them, and to create even more chaos. They can be found nearly everywhere, and they leave behind a trail of insanity, adorned with their victims that they drove mad. Although a cloud of whispers has no physical appearance that can be observed with sight, its original form is a mass of monstrous mouths. Cloud of Whispers
247 Corpse Squire Medium undead, lawful evil Armor Class 14 (breastplate) Hit Points 15 (2d8 + 6) / 22 (3d8 + 9) / 30 (4d8 + 12) / 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 12(-1) 10 (+0) 14 (-2) Skills Athletics +4, Perception +2 Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks that aren’t silvered Damage Immunities cold, poison Condition Immunities charmed, exhausted, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages it knew in life but can’t speak Challenge 1 (200 XP) / 2 (450 XP) / 3 (700 XP) / 4 (1,100 XP) Disciplined Squire. The corpse squire has advantage on all its attack rolls. Unholy Swordmaster (CR 3 / CR 4). The corpse squire’s melee weapon attacks that it makes with its Dead Sword deals an extra 3 (1d6) / 7 (2d6) necrotic damage. ACTIONS Multiattack (CR 2 / CR 3 / CR 4). Corpse squire makes two Dead Sword attacks. Dead Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Also, if the sword is broken or it is disarmed, the corpse squire can create a new one or call the existing one to its hand as an action. Corpse Squires are undead squires of Corpse Knights or other types of undead masters. They commit hideous atrocities under the influence of their masters, and desire to become a knight one day to train their own squires. A corpse squire can be of any race, but it has a decayed body and rotten presence. It carries a special sword that is bound to itself. Corpse Squire
248 Corpse Warhorse Large undead, neutral evil Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 8 (-1) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Understands the languages of its rider but can’t speak Challenge 1 (200 XP) Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Unholy Hooves. If its rider wants, the horse can leave unholy traces that can be detected as desecrated by features such as Divine Sense. ACTIONS Unholy Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 1 necrotic damage. These unholy steeds are generally created by Corpse Knights. Some vampires, liches and other powerful undead creatures have also been seen riding these rotten warhorses. A corpse warhorse is a rotten version of a normal warhorse. Its hooves desecrate the ground on which they touch, its decayed body is surprisingly strong, and its hateful eyes glow with a frightening green hue. A corpse warhorse feels very comfortable in a battle. Exploding spells, warcries, warriors butchering each other cannot frighten this unholy steed. A corpse warhorse may even want to attack its rider’s enemies, breaking their bones and rotting their flesh with its unholy hooves. Different versions of corpse warhorse is not unheard of. As long as the GM approves, camel, elephant, griffon, hippogriffs, mastiff, pegasi, sea horse, and many more creatures can be turned into a corpse steed like Corpse Warhorse. However, the challenge of the steed can also change depending on the creature. Corpse Warhorse
249 Corruptive Mass Medium aberration, neutral evil Armor Class 15 (natural armor) Hit Points 42 (4d8 + 24) Speed 10 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 23 (+6) 5 (-2) 12 (+1) 5 (-2) Skills Athletics +7 Damage Vulnerabilities bludgeoning Damage Resistances necrotic; piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities blinded, deafened, frightened, grappled, incapacitated, exhaustion, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages -- Challenge 5 (1,800 XP) Consume-Born. If the corruptive mass deals damage to a living creature equal to the creature’s hit point maximum, the corruption spreads and a new corruptive mass is created. Eater of Anything. The corruptive mass deals double damage to constructs, objects, and structures. Otherworldly Consumption. The corruptive mass tries to consume everything, especially living creatures, it touches. When it does so, it creates an otherworldly and unbelievably wicked scene that all creatures within 30 feet must succeed on a DC 14 Wisdom saving throw or they become frightened until the end of its next turn by what they see. Simple Minded. The corruptive mass perceives the surroundings as edible things. If it is charmed, it is compelled to the charmer to consume it instead of having a friendly attitude. ACTIONS Multiattack. The corruptive mass makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is killed by this damage, the corpse is consumed totally and a new corruptive mass is created. However, the items remain. Consume. A creature within 30 feet of the corruptive mass is consumed by the mass if it fails an Athletics check. The creature is grappled by the corruptive mass and the mass starts to consume the items worn or held by the creature. Nonmagical and common magical items are destroyed within 1 round. Uncommon and other items with higher rarities are destroyed if they fail a DC 13 Constitution saving throw three times. Legendary items and artifacts cannot be destroyed. Corruptive masses are highly resilient and barely intelligent aberrations that aim to consume anything and everything in their paths, including each other. A corruptive mass looks otherworldly with its morbid body that has many mouths, countless eyes, and an ambiguous shape. Corruptive masses are generally found in the temples of deities of destruction, or they can be sent across the realms by such destructive or otherworldly forces to punish their enemies. Corruptive Mass
250 Creatures With Corruption Template All creatures can become corrupted. A creature changes differently depending on the source of corruption. A creature with corruption keeps its statistics except as follows. Alignment. The corrupted creature’s alignment changes based on the source of corruption. Source Alignment Fiendish Lawful Evil (Devil) or Chaotic Evil (Demon) Nature Neutral Evil Necromantic Varies Aberrant Chaotic Evil New Feature: Aura of Corruption. A corrupted creature reflects the maddening emotions the corruptions invoked within it and emanates an aura of 10-foot radius. Any creature who enters the aura or ends its turn within the aura must make a Wisdom saving throw or it takes 1d10 psychic damage. If a creature fails the saving throw for 3 times within 1 minute, it becomes corrupted. Challenge. The creature’s challenge rating increases by 1. Senses. The corrupted creature’s eye changes color. It can even become pitch black completely. As a result of this change, the creature gains Darkvision with a radius of 60 feet. If it already has Darkvision with a radius of 60 feet, the creature gains Blindsight with a radius of 10 feet Language. The corrupted creature gains a language according to the source. Source Language Fiendish Abyssal or Infernal Nature - Necromantic - Aberrant Deep Speech Resistances. The corrupted creature gains resistance to a type of damage based on the source of corruption. Source Damage Type Fiendish Fire or Poison Nature Acid or Poison Necromantic Necrotic Aberrant Radiant There are many forces in the universe that can corrupt creatures. Corruption can come in many different forms depending on its source. In whichever form it appears, it grants and places both powers and curses upon anyone that it interacts with. Corruption changes a creature both physically and spiritually, as corruption is a form of energy. A dwarf’s skin can turn to red with fiendish corruption, or a halfling with aberrant corruption may leave slimy traces behind. Their intentions and behaviors change accordingly, as well. Fiendish corruption may cause a creature to be more destructive or insidious, while necromantic corruption makes a creature obsessed with death. Different creatures become corrupted on different occasions, determined at the GM’s discretion. For instance, a commoner can be corrupted instantly when it is exposed to a font of fiendish energy in a forgotten cave; while an angelic creature can be infused with aberrant energies after having been exposed to them for 1 year. Creatures With Corruption