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Table Of Contents
.
- 1: Monsters in alphabetical
order
- 2: Monsters by Group.
- 2.1: Dark World
- 2.2: The Undead
- 2.3: The Aberrant Archfiends
- 2.3: Dark Scorpions
- 2.4: Gate Guardian
- 2.5:The Mesmerizing Harpie Brood
- 2.6: Inpachi
- 2.7: Dragons
- 2.8: Thousand Eyes
- 2.9: Various
- 2.10: Mystic Centaurs
- 2.11: Predatory Moths
- 2.12: Fire and Magma
- 2.13: Spellcasters
- 2.14: The Warriors
- 2.15: The Gagagigo Race
- 2.16: Aliens
- 2.17: Monarchs
- 2.18: the Crystal Beasts
- 2.19: Gravekeeper's Servants
- 2.20: The Sacred Beasts
- 2.21: Egyptian Gods and Exodia
- 2.22: Subterror Behemoths and
Hunters
- 2.22: Earthbound Immortals
- 3: Monsters by CR.
- 4: Contributors Roles.
- 5: Contributors List.
- 6: Credits and legal text
T
he Dark World is a section of the Shadowfell Hierarchy
ruled by a malicious empire. The beasts of Creature Rank Monster Name
Dark World thrive off of their cut-throat society, Rank 1 Reign-Beaux
slowly taking over and brainwashing creatures
into joinging their society. Once they have Rank 2 Bronn
finished with their victims they use those they Rank 3 Lucent
have dominated as the troops to capture more
servants to perpetuate their cycle and continue their empire. Rank 4 Latinum
Rank 5 Ceruli, Gren
Brainwashing. Rank 6 Goldd, Silva
The creatures of Dark World use dark magics and sciences to Rank 7 Snoww, Grapha
manipulate the minds and bodies of their victims into Rank 8 Broww, Beiige, Renge
horrible mutations of their original forms.
Rank 9 Scarr
Beiige, Vanguard of
Dark World
Medium fiend, Lawful Evil
Actions
Glaive. Melee Weapon Attack: +5 to Hit, Reach 10
ft, one target. Hit: 8 (1d10+3) Slashing Damage
plus 2 (1d4) Lightning Damage.
Broww, Huntsman of
Dark World
Medium Fiend, Lawful Evil
Actions
Longbow. Ranged Weapon Attack: +6 to hit, reach
(150/600)ft., one target. Hit 8 (1d8+4) Peircing
damage plus 2 (1d4) Lightning damage.
Armor Class 13
Hit Points 34 (5d12+6)
Speed 30ft.
Actions
Claw. Melee Weapon Attack: +4 to Hit, Reach 5 ft,
one target. Hit: 4 (1d4 +2) Slashing Damage plus 2
Lightning Damage.
Armor Class 10
Hit Points 21 (5d8 +1)
Speed 15ft.
Actions
Greataxe. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit 11 (1d12 + 5) plus 4 (1d8)
Lightning damage.
Actions
Psychic Unleash. Gren targets one creature it can
see within 30 feet of it. That Target must succeed
on a DC 16 Wisdom saving throw or take 7(1d4+5)
Psychic damage.
Kahkki, Guerilla of
Dark World
Small Fiend, Lawful Evil
Armor Class 13
Hit Points 11 (3d4 + 5)
Speed 20ft.
Actions
Knife Swipe. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit 5 (1d4 + 3) Piercing damage
plus 1 Lightning damage.
Actions
Scepter. Melee Weapon Attack: +13 to hit, reach
10ft., one target. Hit 20 (4d6 + 8) Slashing damage
and 6 (2d6) Lightning damage.
Renge, Gatekeeper of
Dark World
Large Fiend, Lawful Evil
Armor Class 21
Hit Points 31 (5d10 + 6)
Speed 10ft.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 4 (1d6 + 1) plus 2 (1d4) Lightning
damage.
Armor Class 14
Hit Points 15(5d6)
Speed 80ft.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) Piercing damage plus 2
(1d4) Lightning damage.
Actions
Hand Scythes. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 11 (1d12 + 5) plus 5
(1d10) Lightning damage.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit 2 (1d4) plus 2 Lightning damage.
Actions
Longsword. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit 5 (1d8 +4) plus 9 (3d6)
Lightning damage.
Lucent, Netherlord of
Dark World
Large Fiend, Lawful Evil
Armor Class 19
Hit Points 114(18d12 + 6)
Speed 40ft., Fly 50ft.
Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 11 (2d6 + 5) plus 8 (2d8) Lightning
damage.
Armor Class 18
Hit Points 178 (17d10 + 85)
Speed 40ft., climb 40ft., fly 80ft
Actions
Multiattack The dragon can make three attacks, one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit 17 (2d10 + 6) piercing damage plus
3 (1d6) fire damage
Claw. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit 13 (2d6 + 6) Slashing damage .
Inferno Fire Blast (Recharge 5-6). The Red Eyes
exhales Fire in a 30ft cone. Each Creature in the
area must make a DC 17 dexterity saving throw,
taking 56 (16d6) fire damage on a failed save, or
half as much on a successful one.
Armor Class 8
Hit Points 40(6d8+14)
Speed 20ft.
Actions
Multiattack The Three Legged Zombies make two
Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: (1d6 + 3) bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) piercing damage. If the
target is a creature, it must succeed on a strength
saving throw (DC 12) or it becomes grappled. Until
the grapple ends, the creature cannot move ,has
disadvantage on dexterity saving throws and takes
1d6+2 piercing damage per turn. The Skeleton Dog
cannot bite another target for the duration.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) slashing damage.
U
nderneath our homes is the Underdark, a
horrible place, filled with the bloodthirsty
drow, despicable Mind Flayers and other Lichlords
horrors. Beneath that is the Underworld, land The tragedy that struck Zaru was millenia ago.
of Fire, brimstone, ash and hordes of undead. History presented here isn't available to most of
It is dominated by a castle floating in the air, the multiverse. Many liches go to the underworld
ruled by an archlich named Zaru. to be "apprentices" of Zaru. He dismisses them
quickly, or destroys them utterly, more often going
with the second method. However, when he does
A grave mistake this, the next time; said lich reforms next to his
Also known as the Dark Floating Castle Atupal, it was once a phylactery, the Essence of Zaru follows them, and
they gain some of his characteristics - wings, some
center of a great empire. The Empire spread across the powers, etc.
whole known world, and everyone lived in peace, and Destroying Zaru Is near impossible. Zaru doesn't
harmony. Then, a benevolent king by the name of Zaru, was have a phylactery like other liches - his soul is held
deceived by his advisor Malor. Malor told him that all that has by the gods in a saphire crown. The only way to
a begining has an ending, and that an era of happines is free Zaru from his misery would be to convince the
always followed by an era of sorrow. He told him that his gods to return the crown to Zaru, thus giving him
successors would be incompetent, that he should rule for all his mortality back. Zaru would probably just kill
of eternity - that Zaru should ascend to "godhood". However, himself when that happens, but that task alone is
no mortal is welcomed to the home of Gods, and the Gods equal to convincing a Great Old One to become a
took vengance on the fooled king. They desolate the empire cook - it is idiotic. If a fight breaks out with Zaru
with rains of fire and ash. They decimated the living with himself, use the Lichlord stat block below, just
endless plagues. And when the Empire looked like Hell on change the Hit Points to 'infinite'.
Earth, the Gods plunged the city and the rest of the Empire
into the Underworld. Zaru managed to rule his kingdom for
eternity - but not as he had hoped. The Gods wanted him to
look at the endless pain, misery and sorrow caused by his
arrogance. They made him a lich, so he lost his beauty and
humanity. They gave him Wings, so he may look at his cursed
kingdom from above. They raised his castle into the skies, so
that none can end the kings misery. Now, the lich lord of the
Underworld looks at his kingdom, waiting for the end to
come.
Castle and the Underworld.
The whole underworld is desecrated ground (see "Adventure
Enviroments" in the "Dungeon Master's guide"). While the
Castle is aloft all undead in it have the regeneration trait
described bellow. All undead created and/or animated in the
underworld serve only Zaru, and turn on the Necromancers
that animated them.
Regeneration. This creature regains 10 hit points at the
start of it's turns. This trait doesn't function if the creature
took radiant damage since it's last turn.
Fire and Ash A 10 000 ft. radius around Zaru is under
constant rain of fire and ash and is surrounded by total
darkness, unless the lich is indoors, in which case it is
centered around his Floating Castle.
31
Lichlord 6th level (2 slots): disintegrate, globe of
invulnerability
Medium undead, Any Evil Alignment
7th level (2 slots): finger of death, Fire Storm
Armor Class 17 (natural armor) 8th level (2 slots): dominate monster, power word
Hit Points 135 (18d8+54) stun
Speed 30ft., fly 60 ft. 9th level (2 slots): power word kill
Turn Resistance. The lich has advantage on saving
STR DEX CON INT WIS CHA throws against any effect that turns undead.
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
Actions
Saving Throws Con +10, Int +12, Wis +9 Paralyzing Touch. Melee Spell Attack: +12 to hit, reach
Skills Arcana +18, History +12, Insight +9, Perception 5ft., one target. Hit 10 (3d6) cold damage. The target
+9 must succeed on a DC 18 Constitution saving throw or
Damage Resistances Cold, Lightning, Necrotic be paralyzed for 1 minute. The target can repeat the
Damage Immunities Poison; Bludgeoning, Piercing, And saving throw at the end of each of its turns, ending the
Slashing From Nonmagical Weapons effect on itself on a success.
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned Legendary Actions
Senses Truesight 120 ft., passive Perception 19 Lich can take 3 legendary actions, choosing from the
Languages Common Plus Up To Five Other Languages options below. Only one legendary action option can
Challenge 22 (35,000 XP) be used at a time and only at the end of another
creature’s turn. Lich regains spent legendary actions at
Legendary Resistance (3/Day) If the lich fails a saving the start of their turn.
throw, it can choose to succeed instead.
Cantrip. The lich casts a cantrip.
Rejuvenation. If it has a phylactery, a destroyed lich
gains a new body in 1d10 days, regaining all its hit Paralyzing touch (Costs 2 Actions). The lich uses its
points and becoming active again. The new body Paralyzing Touch.
appears within 5 feet of the phylactery. Frightening Gaze (Costs 2 Actions). The lich fixes its
Spellcasting. The lich is an 18th-level spellcaster. Its gaze on one creature it can see within 10 feet of it. The
spellcasting ability is Intelligence (spell save DC 20, target must succeed on a DC 18 Wisdom saving throw
+12 to hit with spell attacks). The lich has the against this magic or become frightened for 1 minute.
following wizard spells prepared: The frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Cantrips (at will): mage hand, prestidigitation, ray of on a success. If a target's saving throw is successful or
frost the effect ends for it, the target is immune to the lich's
1st level (8 slots): detect magic, magic missile, gaze for the next 24 hours.
shield, thunderwave
2nd level (6 slots): detect thoughts, invisibility, acid Disrupt Life (Costs 3 Actions). Each non-undead
arrow, mirror image creature within 20 feet of the lich must make a DC 18
3rd level (6 slots): animate dead, counterspell, dispel Constitution saving throw against this magic, taking 21
magic, fireball (6d6) necrotic damage on a failed save, or half as much
4th level (6 slots): blight, dimension door damage on a successful one.
5th level (6 slots): cloudkill, scrying
Lichlord Template
Ambitious Liches sometimes go to the Underworld to study
under Zaru. Though all who wish to learn Zaru's secrets are
destroyed on sight, the power they are exposed to leaves its
mark. The Liches take on an aspect of Zaru in some shape or
form.
Apply some or all of these changes to a lich statblock to
make it a Lichlord:
Winged. The lichlord has a flying speed of 60 ft.
Spell slots Double all spell slots the lich has.
Broken spirits Creatures that start the turn within 60 ft. of
any Lichlord must make a DC 11 Wisdom saving throw or
lose the will to fight. If the saving throw fails by 8 or more,
they also lose the will to live.
T
hey say when a wizard wishes to pursue the
allure of promised power and the
insurmountable knowledge that becoming a Number 48: Shadow
Lich offers, one must sacrifice everything. All
that is contrived of their mortal existence is left Lich
behind, and sometimes it creates something Medium undead, chaotic evil
else in its wake...
Wandering Vestige The dark arcane magic and nefarious Armor Class 16
Hit Points 82(10d8 + 30)
pacts that go into creating a lich will sometimes leave behind Speed 0 ft., fly 60 ft. (hover)
a residual miasma of malcontent that bonds to the lich's
shadow, giving it a new form of unlife. This entity is separate
from the lich which it was created from and holds no fealty to STR DEX CON INT WIS CHA
it. Rather, it holds unkempt rage and bitterness towards the 6 (-2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 15 (+2)
lich and vows to dispose of them once it can find a way of
stabilizing its form.
Bereft of Body A Shadow Lich can move through solid Saving Throws Dex +7, Con +6
Skills Stealth +7
creatures and objects as easily as a mortal creature moves Damage Resistances acid, cold, fire, lightning,
through fog. thunder; bludgeoning, piercing, and slashing
Soul Dependant The stability of a Shadow Lich is from nonmagical attacks
unpredictable and ambiguous. They must harvest a vast Damage Immunities necrotic, poison
number of souls at least once every forty-eight months or it Condition Immunities charmed, exhaustion,
will cease to exist. It doesn't matter how many souls it reaps grappled, paralyzed, petrified, poisoned, prone,
prior to the set date, it must always complete its harvest restrained
when the time comes forth. It is cold and merciless in its task Senses darkvision 60 ft., passive Perception 12
to maintain its survival. Languages Common
Undead Nature A shadow lich doesn’t require air, food, Challenge 6 (2300 XP)
drink, or sleep.
Incorporeal Movement. The shadow lich 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.
Shadow Stealth. While in dim light or darkness, the
shadow lich can take the Hide action as a bonus
action. Its stealth bonus is also improved to +9.
Actions
Scythe. Melee Weapon Attack: +7 to hit, reach
10ft., one target. Hit 9 (1d10 + 4) slashing damage
Life Drain. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 31 (6d8 + 4) necrotic damage
The target must succeed on a DC 15 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
Shadow Jump A shadow lich can travel between
shadows as if by means of dimension door. If the
shadow lich is in dim light or darkness, it can
magically teleport up to 60 feet to an unoccupied
space it can see. The destination spaces of this
teleportation must be in dim light or darkness.
T
he Molten Zombie is a walking nightmare, an Molten Mind
undead born from a damned man burning
alive. These creatures desire for vengeance is
powerful enough to maintain a physical form
despite being reduced to slag and ash. They The curse that converts other beings into Molten
Zombies is known as the Molten Mind. When a
tend to take on forms that resembled those creature is afflicted by Molten Mind, it must
they held in life, and thus the haunting visage immediately make a DC 13 Constitution saving
of an ever burning corpse walks the land. throw or take 3 (1d6) Fire Damage and reduce its
maximum hit points by the same amount. Every 24
Warriors of Phlegethos Hours the afflicted creature must repeat this
process, its mental condition worsening with each
Molten Zombies are held together by their burning hatred failed save. If the afflicted fails three saving throws,
towards their killers. This unholy power comes from both the it bursts into flames and becomes a new Molten
souls own innate hatred, and the power of hellfire granted by Zombie. If the afflicted succeeds three saving
deals with dark entities. Normally these entities will claim the throws, the curse ends and its hit point maximum
Molten Zombie as a soldier for its army, leaving the creature will be restored after its next long rest. The Molten
to hate endlessly and never resolve its emotions. Mind curse can also be removed by a Remove
Curse or similar spell.
Driven By Vengeance
Molten Zombies get their flaming powers from the layer of
Nine-hells known as Phlegethos, the fourth circle. It is there
where the wrathful souls of the vengeful gain their strength
on the material plane, and it is there where they return
following their demise. Molten Zombies that inhabit the layer
of Phlegethos are often brought to the front lines of the blood
war due to their great strength and their ability to create
soldiers after their demise.
Cursed Expansion
Molten Zombies are cursed beings, and due to their volatile
nature are able to spread their curse after their death. When
a Molten Zombie dies, it explodes in a burst of hellfire that
curses all it touches. Any afflicted creatures will begin to take
on aspects of the Molten Zombies pre-curse personality,
reliving the beings emotional state up until its untimely end.
After a few days, the afflicted will begin to experience the
beings death, and will eventually burst into flames and
become a copy of the Molten Zombie that cursed it. This new
Molten Zombie acts as if it had died moments ago, and does
not maintain any new information the previous Molten
Zombie had learned during its time of undeath. It is reborn
anew, and must relive its agony using a different body as
kindling.
Actions
Multiattack The zombie makes two slam attacks.
Slam Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 10(2d6 + 3) plus an additional
3(1d6) fire damage.
Actions
Multiattack Yaranzo makes two Gory Body Sweep
attacks.
Gory Body Sweep. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 5 (1d10 + 3)
bludgeoning damage
Bite.(only grappled creatures) Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
+ 3) piercing damage plus 4 (1d8) necrotic
damage.
Armor Class 19
Hit Points 60(8d8 + 24)
Speed 60ft., burrow 30ft
Actions
Multiattack. The beast makes two attacks:one with
its bite and one with its claw..
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage. If
the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Claws: Melee weapon attack: +4 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Goblin Zombie
Small Undead, Chaotic Evil
Armor Class 12
Hit Points 105(16d6 + 40)
Speed 35ft.
Vulnerabilities Radiant
Damage Immunities Poison
Condition Immunities Poisoned, Charmed,
Exhaustion
Senses passive Perception 10, Blindsight 60ft(Blind
beyond that point)
Languages Understands Common but can't speak.
Challenge 3 (700 XP)
Actions
Multi attack The Goblin Zombie makes two attacks.
Two with its Scimitar or one with its weapon and
one with its breath.
Scimitar. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 7 (1d6 + 3) Slashing plus 9
(3d4) poison damage.
Toxic Breath. The zombie can vomit a part of its
rotten entrails at the form of a stinky and thick
poisonous cloud. The exhaling cloud has the shape
of a cone and each creature within 15ft of it must
succeed a DC 14 Constitution Saving Throw. On fail
the affected creature suffers 1d8 poison damage
and is poisoned for 1d4 hours, on a success the
creature becomes immune to the poisoning effect.
Actions
Grave Touch. The skeletal hand attacks every living
creature that approaches the main gravestone.
Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit 8 (2d4 + 2) Necrotic Damage
Grasps of undeath Every 1d4 rounds, 2d6 skeletal
hands appear from the ground. All Living creatures
must succeed on a DC 12 Saving Throw, on a
failure the creature is restrained and grappled and
suffers 1d6 Slashing plus 2 Necrotic Damage. If a
creature starts its turn grappled, it suffers 2
necrotic damage. A creature can retry to escape at
the end of its turn with Dexterity or Strength check
DC 12.
Actions
Multiattack. The lost souls make two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+3) piercing damage
Flame Reaper
Medium undead, Lawful Evil
Actions
Flaming Shortbow. Ranged Weapon Attack: +6 to
hit, reach 80/320 ft., one target. Hit: (1d6 + 3)
piercing damage + 1d4 fire damage. Creatures that
are hit with this attack are set ablaze and take 1d4
fire damage per round until they take an action to
douze the flames.
Actions
Multiattack. 13th Grave can make two attacks with
its greatsword or use its Eyes of the grave ability
and make one attack with its greatsword
Rusted Greatsword. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit 10 (2d4 +4) slashing
damage plus 7 (2d6) necrotic damage
Eyes of the Grave. 13th Grave forces a target to gaze
into its empty eye sockets, letting the void within
burn their soul. When a creature that can see the
13th Graves’ eyes starts its turn within 30 feet of
the 13th Grave, the 13th Grave can force it to
make a DC 12 Wisdom saving throw if the 13th
Grave isn't incapacitated and can see the creature.
On a failure the target is stunned until the end of
its next turn and suffers 14 (4d6) psychic damage.
On a success the target is not stunned, and only
suffers half of the damage.
Actions
Multiattack. The Dark Assailant makes two Psycho
Sword Attacks or two Psycho Dagger attacks.
Psycho Sword. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit 6 (1d6 + 4)slashing
damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) psychic
damage on a failed save, or half as much damage on
a successful one.
Psycho Daggers. Melee Weapon Attack: +8 to hit,
range 20/40 ft., one target. Hit 5 (1d4 + 4)
piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6)
psychic damage on a failed save, or half as much
damage on a successful one.
At will : Arms of Hadar, Cause fear, Chaos bolt • Despair fills the air feeding itself from the deepest
fears of creatures within 120 feet of Despair from the
3/day: Phantasmal killer, Evard's Black tentacles, dark, every creature in that area must succeed on a
shadow of moil wisdom saving throw DC 16 or suffer 10 (3d6)
1/day: Harm, Scatter psychic damage and be frightened, a creature can try to
overcome the fear at the end of each of its turns.
45
Zombie Master Zombie Master
A nimble figure darts through an underground crypt, Medium Undead, neutral Evil
overturning every coffin it sees. Flashes of arcane light emit
from the figure's hands, revealing a malevolent grin Armor Class 13
stretching across an undead face. With its horde now Hit Points 39 (7d6 + 14)
restored to its former glory, the Zombie Master prepares an Speed 30ft.
attack on the neighboring village.
Shards of their Master Though its name would imply that
the Zombie Master acts of its own accord, the truth is much STR DEX CON INT WIS CHA
more sinister. To ensure that their undead hordes are well 10 (+0) 16 (+3) 15 (+1) 18 (+4) 12 (+1) 12 (+1)
commanded in their absence, a Necromancer will sometimes
enact a ritual that imbues an object with dark magic. Placing Condition Immunities poisoned
this object into the body of a Zombie grants that creature a Damage Imunities poisoned
heightened intelligence and the ability to tap into the Weave. Senses darkvision 60ft, passive Perception 14
Though the undead might be intelligent, they are still Languages common, deep speech
completely under the control of their creator. Challenge 3 (700 XP)
Commander and Reanimator A Zombie Master's task is Boosted Animation > The zombie master can
to utilize their undead horde in the most efficient manner animate an additional body when they cast this
possible, and to keep their numbers growing. The Zombie Animate Dead, the creatures hit points are each
Master will craft battle strategies to subvert a towns defenses increased by 8, and gain +3 to damage rolls they
and minimize damage to the horde, and will accompany the make.
forces during their assault to reanimate any undead that fall.
In this way, the Zombie Master earned its name, as the Spellcasting The Zombie master is an eighth level
frightened survivors of these assaults mistook the Zombie spellcaster (spell save 15, Spell attack bonus +7)
Master for the controller of the undead. and knows the following spells. Cantrips (at will):
Shifting Assignment The most dangerous facet of the Chill Touch, Firebolt, Mage Hand, Toll the Dead.
Zombie Master is that it is not beholden to one body. If a 1st level (4 slots) Cause Fear, False Life, Ray of
Zombie Master ever falls, the ritual object that granted the Sickness.
creature its abilities could be removed and placed into 2nd level (3 slots) Blindness/Deafness, Gentle
another Zombie. In this case, this Zombie would be Repose, Ray of Enfeeblement.
transformed into a new Zombie Master, retaining all the
abilities and intelligence the previous Zombie Master had 3rd level (3 slots) Animate Dead*, Bestow Curse,
access to. To truly ensure that a Zombie Master has been Life Transference, Vampiric Touch
defeated, the ritual object must be destroyed. 4th level (2 slots) Blight, Evard's Black Tenticles
Undead Nature A Zombie Master doesn't need air, food, Grim Harvest once per turn when the Zombie
drink, or sleep. Master kills a target with a spell of first level of
higher, they regain hit points equel to twice the
spell's level, or three times if from the school of
necromancy, does not work on undead or
constructs.
Actions
Dagger Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 3 (1d4)
D
eep in the darkest torture chambers it lies in it must be wary, for an even greater evil will follow it. Ryu
wait. On battlefields that not only end in defeat, Kokki is the name given to the monstrosity of countless
but the horrible pillaging of homes it begins to bodies thrown together by wanton destruction. It is animated
rise from its slumber. Whenever a great evil by hate, the hate and malice of all those killed who wanted
plots to destroy the world, revenge, but not just revenge against those who slaughtered
them, revenge against the entire world that let it happen.
T
his skeletal ghost is a denizen of the afterlife,
tasked with guiding the souls of the dead to
their eternal rest. While they may seem kind,
they are unyielding in their duty. When
someone dies it means it is their time, and any
attempt to resist the next world is futile. The
Spirit Reaper will see that all souls travel to
their final destination and will not let anything or anyone stop
it.
Spirit Reaper
Medium Undead, Lawful Neutral
Armor Class 12
Hit Points 22(5d8)
Speed 0ft. 50ft hover
soul collector
The Spirit reaper ignores target's resistances to
necrotic damage
Actions
Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 10 (3d6) necrotic damage. Target
must make a DC 10 Constitution Saving throw or
its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts
until the creature finishes a long rest.The target
dies if it reduces a target to zero hit points.
Plague Wolf Pack Tactics Plague Wolf has advantage on attack rolls
against a creature if at least one of the wolf’s allies are
Medium Undead (Beast)
within 5 ft of the creature and the alley isn't
Armor Class 13 incapacitated.
Hit Points 10
Speed 40 ft. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit 5 (2d4 + 2) piercing damage. If the target is
STR DEX CON INT WIS CHA a creature it must succeed a DC 11 Constitution saving
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) throw or become infected with zombie rot.
Zombie Rot
While afflicted with Zombie Rot, a creature has the
following symptoms until cured: it counts as an
undead creature, it’s hit point maximum drops by
1d8 every 24 hours, and it is vulnerable to necrotic
damage. If the targets hit point maximum reaches
0 in this way, the target dies. If the target dies in
any way while afflicted with Zombie Rot, it is
reanimated as a Plaguespreader Zombie. Drinking
holy water will immediately cure Zombie Rot, as
will a lesser restoration spell.
Flame Ghost Torturing Heat Wave. At the start of each of the flame
ghost turns, each living creature within 15 feet of it
Medium Undead, chaotic evil
takes 2 (1 d4) fire damage.
Armor Class 14
Hit Points 33 (6d8+6) Actions
Speed 40ft. (hover) Burning Touch. Melee Weapon Attack: +5 to hit, reach
5 ft, one target. Hit: 17 (4d6 + 3) fire damage.
STR DEX CON INT WIS CHA Fiery Possession (Recharge 6). One living humanoid that
6 (-2) 17 (+4) 13 (+1) 3 (-4) 8 (-2) 8 (-1) the flame ghost can see within 5 feet of it must
succeed on a DC 13 Constitution saving throw or be
possessed by the flame ghost; the flame ghost then
Damage Vulnerabilities Cold, Force disappears, and the target is incapacitated and loses
Damage Resistances acid; fire; lightning; thunder; control of its body. The ghost now controls the body
bludgeoning, piercing, and slashing from non magical but doesn't deprive the target of awareness. The flame
attacks ghost can't be targeted by any attack, spell, or other
effect, except ones that turn undead, and it retains its
Damage Immunities fire, necrotic, poison alignment, Intelligence, Wisdom, Charisma, and
Condition Immunities charmed, exhaustion, immunity to being charmed and frightened. It
frightened,grappled, paralyzed, petrified, poisoned, otherwise uses the possessed target's statistics, but
prone, restrained doesn't gain access to the target's knowledge, class
features, or proficiencies. The possession lasts until the
Senses darkvision 60 ft, passive Perception 9 body drops to 0 hit points and receives 2:“- fire
Languages languages it knew in life damage at the end of the flame ghost's turn. The flame
ghost ends it as a bonus action, or the flame ghost is
Challenge 3 (700 XP) turned or forced out by an effect like the dispel evil and
good spell. When the possession ends, the flame ghost
Incorporeal Movement. The flame ghost can move reappears in an unoccupied space within 5 feet ofthe
through other creatures and objects as if they were body. The target is immune to this flame ghost's
difficult terrain. It takes 5 (1d10) force damage if it Possession for 24 hours after succeeding on the
ends its turn inside an object. saving throw or after the possession ends.
Armor Class 12
Hit Points 7 (2d6)
Speed 20ft.
Actions
Bite.. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. The
target must succeed on a DC12 CON saving throw
or contract Zombie Rot
C
rawling slowly but surely across the desert, these
giants harbor the dead across unfathomable
distances to reach their destination. The top of
their backs reach 30ft in the air, alerting all who
can see it of the upcoming danger they will face.
Pyramid Turtle
Huge Undead, true Neutral
Armor Class 17
Hit Points 76(8d12 + 24)
Speed 10ft.
Features
Creature Cargo The Pyramid Turtle can carry up to
660 lbs of creatures as long as they are large or
smaller. They cannot be targeted by attacks while
the pyramid turtle is alive and are traveling inside it.
Also divination specifically looking for undead
creatures cannot detect them while in the pyramid.
Any creature inside can use an action to exit and
leave, or may enter if the Turtle allows it. Attacks
against the turtle from the inside function normally.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 15 (2d8 + 6)
Open Portal The Pyramid turtle can create a portal
5ft in front of it. This portal is connected to another
one created by another pyramid turtle on the same
plane. Only the undead can pass through this
portal.
Actions
Multiattack, One with katana and one with slam.
Katana Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 7 (1d10 + 2) slashing damage.
Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2)
T
hroughout the centuries, the title of Kyonshee Though the Masters were capable of overpowering almost
was given to only a select few monks. Once, any enemy, even they could not conquer death. An unknown
those known as Kyonshee were known as the force slew anyone holding the title of Kyonshee, reanimating
fiercest warriors to ever walk the earth. Where them as heartless warriors. Now those unfortunate monks
others relied on weapons of iron, the Kyonshee are forced to wander, searching for a rival worthy of
relied only on their own bodies. defeating.
Features Reactions
Undead Fortitude If damage reduces Master Kyonshee Patient Defense Master Kyonshee takes the dodge
to 0 hit points, it must make a Constitution saving action as a reaction to being attacked.
throw with a DC of 5+ the damage taken, unless the Fast Reflexes, Faster Reactions. Master Kyonshee can
damage is radiant or from a critical hit. On a success sense when a creature takes a reaction within his range
Master Kyonshee drops to 1 HP instead. (10ft) and can use his own reaction and a KI point to
Ki The Master has 8 Ki points. Also, any attack made by cancel the creature's reaction completely.
Master Kyonshee counts as magical for the purpose of Deflect Missiles When Master Kyonshee is targeted by a
overcoming resistances. ranged attack, it can use its reaction to lower the
Evasion If Master Kyonshee fails a Dexterity based damage by 1d10 +5. If this reduces the damage to 0
saving throw it only takes half damage. On a successful and Master Kyonshee has a free hand, they can make a
save, it takes no damage. ranged attack using the caught missile.
Slow Fall Master Kyonshee can use his reaction to
reduce falling damage by up to 40.
Stillness of the Mind By using a KI point, Master
Kyonshee can end one effect that is causing itself to be
charmed or frightened.
Flurry of Blows After using its multiattack, Master
Kyonshee can expend a bonus action to make a second
multiattack. Additionally, Master Kyonshee can expend
a KI point to afflict the target of this multiattack with
one of the following effects: the target must succeed a
DC 13 Strength saving throw or be pushed up to 15 ft
away, the target must succeed a DC 13 Dexterity
saving throw or fall prone, or the target cannot take
reactions until the end of Master Kyonshees’ next turn.
O
riginating as nothing more than typical
vampire bats, Oni fed on both the blood and
necrotic energies of vampires resulting in a Blue-Blooded Oni
form of pseudo-undead. Along with this the Medium Undead, Neutral Evil
Oni have formed a hive mentality amongst the
species with and, while all three are capable of Armor Class 13
being both Male and female only the female Hit Points 36(6d8)
Blue-Blooded Oni are capable of leading a brood. Any Male Speed 20ft fly, 10ft
Blue-Blooded Oni are tasked to be guards to the matriarch.
The Red-Headed Oni on the other hand are purely soldiers STR DEX CON INT WIS CHA
that guard the hive from attackers and escort the Yellow-
Bellied Oni to procure food for the hive. 15 (+2) 12 (+1) 14 (+2) 3 (-4) 6 (-2) 5 (-3)
Actions
Muiltattack. The Blue-Blooded Oni Matriarch can
use its bite attack twice.
Spell Siphon (Recharge 5-6). Target creature within
5ft. of the Oni must make a Wisdom save DC 16.
On a failure the target loses one spell slot equal to
half the Oni rounded down within 30ft. of the Blue
Blooded Oni.
Bite. Melee Attack: +3 to hit, reach 5ft., one target.
Hit 6 (1d6 + 6) piercing damage plus 1d6 necrotic
damage. The Oni gains hp equal to that amount.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 3 (-4) 6 (-2) 5 (-3) 12(+1) 10 (+0) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
Undead Fortitude. If damage reduces the Oni to 0 Undead Fortitude. If damage reduces the Oni to 0
hit points, it must make a Constitution saving hit points, it must make a Constitution saving
throw with a DC of 5 +the damage taken, unless throw with a DC of 5 +the damage taken, unless
the damage is radiant or from a critical hit. On a the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead. success, the zombie drops to 1 hit point instead.
Actions Actions
Bite. Melee attack:+3 to hit, reach 5ft., one creature. Frightening Screech. (Recharge 6) Each creature of
Hit: 5 (1d4+3) piercing damage plus 1D4 necrotic the Oni's choice that is within 30 feet of the Oni
damage. The Oni gains health equal to half that and aware of it must succeed on a DC 13 Wisdom
amount. saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
Oni's Frightful Screech for the next 24 hours.
Bite. Melee attack: +1 to hit, reach 5ft., one
creature. Hit: 3 (1d4+1) piercing damage plus 1d4
necrotic damage. The Oni gains health equal to half
that amount.
59
The Aberrant Archfiends
T
he Nine Hells, home of unspeakable horror
and beings so cruel the mind can't begin to Archfiend Warhorse
fathom. This is where they reside; the The Archfiends create their own mounts as the beasts that
Archfiends. Spread over all nine layers of Hell, inhabit the Nine Hells are not worthy enough to serve their
these monstrous aberrations bide their time forces.
until an unspoken revolution is to take place.
Until then, they take simple revelry in causing
chaos, destruction and dismay.
Unspoken Ploy The network of the Archfiends is not to be Archfiend Warhorse
scoffed at. While many an inhabitant of the Nine Hells seek Large fiend (archfiend), chaotic evil
glory and chaos wrought by their own hand, the Archfiend
conclave is a meticulously and enigmatically operated Armor Class 11
alliance of likeminded fiends. Though the purpose of such an Hit Points 19 (3d10 + 3)
alliance is currently unknown to those seeking purpose Speed 60 ft.
behind it.
Pieces on a Hellish Board Each member of the Archfiend STR DEX CON INT WIS CHA
conclave is seen as pieces on an extended chess board. Each
has a purpose or position; a role to play. Not any simple fiend 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)
can be granted the honour and title of an Archfiend. The
moves that each of these hellish beings make is precise and Damage Immunities fire
calculated, though whomever the individual moving said Damage Resistances bludgeoning, piercing, and
pieces is, they clearly know that sometimes a pawn or two slashing from nonmagical weapons
has to be sacrificed. Condition Immunities poisoned
Precarious Seduction Archfiends are a strange breed, Senses Darkvision 60 ft., passive Perception 11
despite being hideous, monstrous and grotesque atrocities, Languages Understands Abyssal and Infernal
they, unlike other denizens of the Nine Hells, have a Challenge 1 (200 XP)
tantalizing curiosity about them, almost enchanting.
Lustfulness of both mind and body, only draws mortals Trampling Charge. If the horse moves at least 20 ft.
straight toward a creature and then hits it with a
towards these unholy hellions. hooves attack on the same turn, that target must
A Cut Above the Rest The other occupants of the many succeed on a DC 14 Strength saving throw or be
layers of hell still oddly see the Archfiends as a respected sort knocked prone. If the target is prone, the horse can
of monarchy, though a monarch of what is still left to be make another attack with its hooves against it as a
determined. Many inhabitants of the Nine Hells seek out the bonus action.
Archfiends to form their own alliances, hoping to garner
some of the respect, revery and greatness these fiends are
given. However, to the mysterious ruler of the Archfiends, Actions
they are nothing more than disposable 'pawns' to further Hooves. Melee Weapon Attack: +6 to hit, reach 5ft.,
their gain. one target. Hit 8 (2d6 + 4) bludgeoning damage.
Vilepawn Archfiend
Medium fiend (archfiend), chaotic evil Archfiend Eccentrick
Medium fiend (archfiend), chaotic evil
Armor Class 16
Hit Points 65 (10d8 + 20) Armor Class 15
Speed 30 ft. Hit Points 80 (11d8 + 25)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (0) 11 (0) STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 18 (+4)
Damage Immunities fire
Damage Resistances bludgeoning, piercing, and Skills Deception +6
slashing from nonmagical weapons Damage Immunites fire
Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and
Senses Darvision 60ft., passive Perception 10 slashing from nonmagical weapons
Languages Common, Abyssal, Infernal Condition Immunities charmed, poisoned
Challenge 2 (450 XP) Senses Darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, Infernal
Actions Challenge 3 (700 XP)
Morphing Blade. Melee Weapon Attack: +5 to hit, Innate Spellcasting. The Archfiend Eccentrick's
reach 5ft., one target. Hit 6 (1d6 + 3) slashing innate spellcasting ability is Charisma (spell save
damage. DC 14). She can innately cast the following spells,
Morphing Shield Claws (As a bonus action), Melee requiring no material components:
Weapon Attack +5 to hit reach 5ft., one target. Hit At will: dancing lights, disguise self, minor illusion,
4 (1d4+3) Slashing Damage vicious mockery
Reactions 2/day each: counterspell, dispel magic, sleep
Parry The Vilepawn Archfiend adds 2 to its AC Mimicry. The Archfiend Eccentrick can mimic
against one melee attack that would hit it. To do so, animal sounds and humanoid voices. A creature
the Vilepawn Archfiend must see the attacker and that hears the sounds can tell they are imitations
have its melee weapon active. with a successful DC 14 Wisdom (Insight) check.
Actions
Scepter. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 3) bludgeoning damage.
Darkbishop Archfiend
Medium fiend (archfiend), chaotic evil
Armor Class 15
Hit Points 105 (15d8 + 40)
Speed 30 ft.
Actions
Scepter. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2)
Etherealness The Darkbishop Archfiend magically
enters the Ethereal Plane from the Material Plane,
or vice versa.
Archfiend Soldier
Medium fiend (archfiend), chaotic evil
Armor Class 17
Hit Points 110 (13d8 + 52)
Speed 30 ft.
Actions
Multiattack. The Archfiend Soldier makes two
longsword attacks. If it has a shortsword drawn, it
can also make a shortsword attack.
Longsword. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d10 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit,
reach 100/400ft., one target. Hit: 6 (1d10 + 3)
piercing damage.
Archfiend General
Medium fiend (archfiend), chaotic evil
Armor Class 19
Hit Points 150 (14d8 + 65)
Speed 30 ft., fly 60 ft.
Actions
Multiattack. The Archfiend General makes two saber
attacks.
Saber. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 5 (1d8 + 4) slashing damage.
Variant: Summon Archfiend (1/Day). The Archfiend
General chooses what to summon and attempts a
magical summoning.
A Archfiend General has a 40 percent chance of
summoning 2d6 Vilespawn Archfiends, 2d4
Archfiend Eccentrick or Archfiend Heiress' or one
Archfiend Soldier or Archfiend Cavalry.
A summoned Archfiend appears in an unoccupied
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
Archfiends. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it
as an action.
Archfiend Giant
Huge fiend (archfiend), chaotic evil
Armor Class 18
Hit Points 200 (16d12 + 96)
Speed 40 ft.
Actions
Multiattack. The Archfiend Giant makes two
greatclub attacks.
Greatclub. Melee Weapon Attack: +11 to hit, reach
15 ft., one target. Hit: (3d8 + 7) bludgeoning
damage.
Rock. Ranged Weapon Attack: +11 to hit, reach
60/240 ft., one target. Hit: (4d10 + 7) bludgeoning
damage.
Reactions
Rock Catching. If a rock or similar object is hurled at
the giant, the giant can, with a successful DC 12
Dexterity saving throw, catch the missile and take
no bludgeoning damage from it.
Summoned Skull
Large fiend (archfiend), chaotic evil
Armor Class 20
Hit Points 184 (16d10 + 96)
Speed 35 ft., fly 60 ft.
Actions
Multiattack. The Summoned Skull makes two claw
attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: (3d6 + 6) slashing damage.
Lightning Strike. Ranged Spell Attack: +7 to hit,
reach 150 ft., one target. Hit: (4d6) lightning
damage. The target must make a DC 17
Constitution saving throw, becoming paralyzed on
a failure. Those that failed can repeat the save at the
end of their turn, ending the effect on a success.
Actions
Multiattack. The Thought Ruler Archfiend makes
two claw attacks and one tail attack.
Claw. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: (3d6 + 6) slashing damage.
Tail Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: (2d6 + 6) bludgeoning damage.
Lucidity Rupture Ranged Spell Attack: +8 to hit,
reach 150 ft., one target. Hit: (4d6) psychic
damage. The target must make a DC 18 Wisdom
saving throw, becoming confused on a failure.
Those that failed can repeat the save at the end of
their turn, ending the effect on a success.
Frightful Presence Each creature of Thought Ruler
Archfiend's choice that is within 60 feet of the
Thought Ruler Archfiend and aware of it must
succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the Thought
Ruler Archfiend's Frightful Presence for the next 24
hours.
69
Red Dragon Archfiend Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: (2d6 + 6) slashing damage.
Huge fiend (archfiend), chaotic evil
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Armor Class 19 target. Hit: (2d8 + 6) bludgeoning damage.
Hit Points 212 (17d12 + 102)
Speed 40 ft., climb 40 ft., fly 80 ft. Frightful Presence. Each creature of the Dragon's choice
that is within 120 feet and aware of it must succeed on
a DC 16 WIS saving throw or become frightened for 1
STR DEX CON INT WIS CHA minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
23 (+6) 12 (+1) 23 (+6) 17 (+3) 15 (+2) 17 (+3) success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
Saving Throws Dex +6, Con +11, Wis +7, Cha +8 Dragon's Frightful Presence for the next 24 hours.
Skills Deception +7, Insight +7, Intimidation +7,
Perception +5, Stealth +6 Scorching Crimson Flare (Recharge 5-6). The Red Dragon
Damage Immunities fire Archfiend exhales fire in a 60-foot cone. Each creature
Damage Resistances bludgeoning, piercing, and in that area must make a DC 18 Constitution saving
slashing from nonmagical weapons throw, taking 56 (16d6) fire damage on a failed save,
Condition Immunities poisoned or half as much damage on a successful one.
Senses Blindsight 60 ft., Darkvision 120 ft., passive
Perception 22 Legendary Actions
Languages Common, Abyssal, Draconic, Infernal Red Dragon Archfiend can take 3 legendary actions,
Challenge 15 (13000 XP) choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Legendary Resistance (3/Day). If the Red Dragon of another creature’s turn. Red Dragon Archfiend
Archfiend fails a saving throw, it can choose to regains spent legendary actions at the start of their
succeed instead. turn.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack. The Red Archfiend Dragon can use its Tail Attack.The dragon makes a tail attack.
Frightful Presence. It then makes three attacks: one
with its bite and two with its claws. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 ft. of the dragon must
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., succeed on a DC 19 Dexterity saving throw or take 13
one target. Hit: (2d10 + 6) piercing damage plus (2d6 + 6) bludgeoning damage and be knocked prone.
(2d6)fire damage. The dragon can then fly up to half its flying speed.
71
Imprisoned Queen Magic Resistance. The Imprisoned Queen Archfiend has
advantage on saving throws against spells and other
Archfiend magical effects.
Medium fiend (archfiend), chaotic evil Mimicry. The Imprisoned Queen Archfiend can mimic
animal sounds and humanoid voices. A creature that
Armor Class 17 hears the sounds can tell they are imitations with a
Hit Points 120 (15d8 + 50) successful DC 17 Wisdom (Insight) check.
Speed 30 ft., fly 50 ft.
Spellcasting. The Imprisoned Queen Archfiend is a
12th-level spellcaster. Her spellcasting ability is
STR DEX CON INT WIS CHA Charisma (spell save DC 20, +12 to hit with spell
attacks). She requires no material components to cast
12 (+1) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 22 (+6)
her spells. The Imprisoned Queen Archfiend has the
following sorceror spells prepared:
Saving Throws Dex +10, Wis +9, Cha +12
Skills Deception +12, Intimidation +12 • Cantrips (at will): chill touch, fire bolt, poison spray
Damage Immunities fire • 1st level (4 slots): charm person, magic missile,
Damage Resistances bludgeoning, piercing, and shield, silent image
slashing from nonmagical weapons
Condition Immunities charmed, poisoned • 2nd level (3 slots): crown of madness, misty step,
Senses Darkvision 60 ft., passive Perception 15 suggestion
Languages Common, Abyssal, Infernal • 3rd level (3 slots): fear, fireball, hypnotic pattern
Challenge 17 (18000 XP)
• 4th level (3 slots): banishment, blight, confusion,
Devil's Sight. Magical darkness doesn't impede the • 5th level (2 slots): dominate person, telekinesis
Imprisoned Queen Archfiend's darkvision. • 6th level (1 slot): true seeing
Innate Spellcasting. The Imprisoned Queen Archfiend's
innate spellcasting ability is Charisma (spell save DC Actions
22). She can innately cast the following spells, Chains. Melee Weapon Attack: +7 to hit, reach 10 ft.,
requiring no material components: one target. Hit: (2d6 + 6) slashing damage. The target
At will: dancing lights, disguise self, minor illusion, is grappled (escape DC 15) if the Imprisoned Queen
vicious mockery Archfiend isn't already grappling a creature. Until this
grapple ends, the target is restrained and takes 7 (2d6)
3/day each: counterspell, dispel magic, protection lightning damage at the start of each of its turns.
against good and evil
75
Archfiend Black Skull Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: (2d6 + 10) slashing damage.
Dragon Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Gargantuan fiend (archfiend), chaotic evil target. Hit: (2d8 + 10) bludgeoning damage.
Armor Class 22 Frightful Presence. Each creature of the Archfiend Black
Hit Points 546 (28d20 + 252) Skull Dragon's choice that is within 120 feet of the
Speed 40 ft., climb 40 ft., fly 80 ft., swim 40 ft. Archfiend Black Skull Dragon and aware of it must
succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving
30 (+10) 10 (0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
throw is successful or the effect ends for it, the
creature is immune to the Archfiend Black Skull
Saving Throws Dex +8, Con +17, Wis +10, Cha +14 Dragon's Frightful Presence for the next 24 hours.
Skills Deception +14, Insight +10, Intimidation +14,
Perception +10, Stealth +8 Searing Black Burst (Recharge 5-6). The Archfiend Black
Damage Immunities fire, acid Skull Dragon exhales both acid and necrotic energy in a
Damage Resistances bludgeoning, piercing, and 60-foot cone. Each creature in that area must make a
slashing from nonmagical weapons DC 24 Constitution saving throw, taking 56 (13d6)
Condition Immunities charmed, frightened, poisoned acid and 56 (13d6) necrotic damage on a failed save,
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive or half as much damage on a successful one.
Perception 26
Languages Common, Abyssal, Draconic, Infernal Legendary Actions
Challenge 25 (75000 XP) Archfiend Black Skull Dragon can take 3 legendary
actions, choosing from the options below. Only one
Legendary Resistance (3/Day). If the Archfiend Black legendary action option can be used at a time and only
Skull Dragon fails a saving throw, it can choose to at the end of another creature’s turn. Archfiend Black
succeed instead. Skull Dragon regains spent legendary actions at the
start of their turn.
Magic Resistance. The Archfiend Black Skull Dragon has
advantage on saving throws against spells and other Detect. The Archfiend Black Skull Dragon makes a
magical effects. Wisdom (Perception) check.
Tail Attack. The Archfiend Black Skull Dragon makes a
Actions tail attack.
Multiattack. The Archfiend Black Skull Dragon can use Wing Attack (Costs 2 Actions). The Archfiend Black Skull
its Frightful Presence. It then makes three attacks: one Dragon beats its wings. Each creature within 10 ft. of
with its bite and two with its claws. the dragon must succeed on a DC 25 Dexterity saving
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., throw or take 17 (2d6 + 10) bludgeoning damage and
one target. Hit: (2d10 + 10) piercing damage plus be knocked prone. The Archfiend Black Skull Dragon
(2d6)acid damage. can then fly up to half its flying speed.
M
any thieves exist through the realms
and lands within them, few of these can
claim the same notoriety as the Dark The Gang's All Here
Scorpion Burglars, a group of 5 thieves When three or more members of the gang fight
each bringing their own special skills alongside each other they are able to support one
to the table to create a fierce another as the Dark Scorpion Gang. Each member
combination of attacks. grants benefits to the other members that last until
Many faced Thieves Many a city watch has tried to take the end of that combat (even if their numbers drop
down the Dark Scorpions only to find the gang rise up again below three). Listed under the "Gang Up" ability in
in another location some time later, leading some to theorise the members description.
that the titles of the gang are passed from one to the next to Similarly to Hag Covens this increases the
continue their legacy. As such there always seems to be a; challenge imposed by the individual members so if
their "Gang Up" Abilities would be activated the CR
"The Yellow", "The Trap Remover", "The Strong", "The of all members increases by 2.
Thorn" and "Don Zaloog" It should also be noted that some gang
Masters of Illegal Arts The Dark Scorpions are masters combinations are stronger than others, so the CR 2
of thievery in all its forms, even able to employ these skills boost is designed to cover all combinations
when facing their enemies in combat, stealing their enemies’ though specific combination results may vary.
spare weapons, planting explosive potions in their bags,
tripping them or even breaking their weapons midway
through the fight. Outside of fighting they're adept at burglary,
breaking and entering, pickpocketing, forgery and if
necessary assassination.
Strong Alone, Deadly together The members of the gang
are powerful fighters even when cornered and alone, but
when fighting alongside one another their talents are
bolstered not only but teamwork but by magical effects.
Some say this is a blessing given to them by a long forgotten
trickster god, others say it's just a rumour and others say
magical items were crafted by their leader and are handed
down with the titles.
Actions
Multiattack. Chick the Yellow may make two dagger
attacks as one action. It may instead make a single
Mallet attack.
Mallet. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 9 (1d10 + 4) bludgeoning damage
Dagger. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 4) piercing damage
Actions
Multiattack. Cliff the Trap Remover may make three
dagger attacks as a single action
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 3) piercing damage
Actions
Multiattack. Grog the Strong can make two Great
Warhammer attacks as a single action
Great Warhammer. Melee Weapon Attack: +8 to hit,
reach 10ft., one target. Hit 14 (1d12 + 8)
bludgeoning damage.
Skills Stealth +8
Senses passive Perception 12
Languages Common
Challenge 6 (2,300 XP)
Actions
Multiattack. Meanae The Thorn can make two Whip
attacks as a single action.
Whip. Melee Weapon Attack: +7 to hit, reach
5/15ft., one target. Hit 7 (1d4 + 5) slashing
damage.
Actions
Multiattack. Don Zaloog can make 2 Short sword
attacks and 1 dagger attack as a single action.
Short Sword. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit 9 (1d6 + 6) slashing
damage + 4 (1d8) necrotic damage.
Dagger. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit 8 (1d4 + 6)
E
xperimentations with magic often result in When fused together to create the Gate Guardian they are
strange encounters. In order to keep used as the legs of the being, providing the large fusion
themselves safe many masters of magic construct with the ability to move through water and are
build or bind servants to protect themselves responsible for a lot of the protection the Gate Guardian
from harm. Those wishing to protect benefits from. They are however not in control of the Gate
themselves from even the most powerful of Guardians movement as that is dictated to it by the other two
threats without risking binding a powerful beings.
fiend or celestial work to create a Gate Guardian a tricky
being to build as it requires the construction of powerful Sanga of the Thunder
constructs many of which require the binding of a elemental The incredibly rare lightning elementals are a useful tool for
as a power source and an incredibly rare type of fiend. anyone who can bind them to the material plane, however
Formed of Three A Gate Guardian is technically three there are those that seek to increase the power of even these
separate beings fused together, a Kazejin; a wind golem, a creatures. When one of these lightning elemental is captured
Suijin; a rare water fiend bound into physical form and a and placed into a specially designed hallow golem shell a
Sanga of the Thunder; a lightning golem. Gate Guardians are Sanga of the Thunder is formed. Resembling the large upper
able to utilise the power of all three-forms to complete its body of a human with massive arms, however unlike typically
masters commands, typically guarding a portal or being sent golems Sanga of the Thunders entire outer shell is constantly
out to find a powerful or rare item. charged with electrical energy. This enables Sanga of the
A Giant of Power Gate Guardians full forms tower above Thunders to hover through the air, absorb any electrical
most creatures, additionally their construction from golems, damage shoot their way, and launch lightning bolts at those
elementals and fiend energies make them resistant to most who attack them.
forms of damage and capable of shrugging off magical blows. When the Gate Guardians are formed Sangas of the
However despite this they are far from indestructible, Thunders take the role of the upper body and head of the new
targeting them with pure force, cold, radiant or necrotic fused golem, becoming the controlling force behind the giant,
damage is typically effective if it breaks past its magical kept in check by the body of the Kazejin. Additionally the
defensives. excess energy that would usually be used to kept it afloat and
Kazejin shoot lightning bolts at its enemies is now spread out over
the whole body and is less useful.
Formed by binding a wind elemental within a golem, Kazejin
typically are built as large spheres with two arm like limbs. Gate Guardian
Kazejin typically move themselves through floating slightly When the powerful binding magic covering a Kazejins body is
above the ground by manipulating air currents, however their applied to a Sanga of the Thunder and a Suijin the giant Gate
golem form is too heavy to allow for proper flight or hovering. Guardian arises. Able to shrug off most blows they a typically
Its body houses not only glyphs for binding the elemental used a servants for great tasks, such as guarding a mages
inside of the golem, and protection against transformation inner sanctum or a lich's phylactery. While it loses the some
magics but glyphs that work to bind its form to that of a of the abilities it possessed as separate pieces the fusions of
Suijin and Sanga of the Thunder. This makes the Kazejin the different magics gives it new power. Gate Guardians are
living body of the Gate Guardian giving it formidable power capable of grappling most creatures using the large
over the other two components despite the fact that its arms arms/hands inherited from Sanga the Thunder. Launching
are unusable. cursed greasy water from its Suijin form. And by channeling
Suijin its wind magic into it's fists in can slam the ground to create
small earthquakes.
Suijin are rare demons capable of manipulating a merging Occasionally the power of the Gate Guardian and the three
with water. Unlike the typical demon they are not drawn to beings it's formed from manage to break free of their masters
evil making them outcasts among their demonic brethren. bindings, typically these beings kill their former masters
When in their natural form they are basically before fleeing to the elemental planes where they take guard
indistinguishable from water, though are capable of near the entries ways into the planes to protect its fellow
manifesting a sheet like body and face. However when bound elemental beings. Even rarer are those that reach the planes
to another plane their masters typically shift their form, of the fiends where they become war machines against the
constructing them with a large pair of legs where the arms of devils.
a humanoid would typically be, while their body is replaced To counter this mages typically install laws that the
by a large face, and they are often given a small pair of arms Guardians must obey through magical glyphs though this can
beneath this. lead to unforeseen circumstances for the wizard if they
proved too clever for their own good.
Actions
Multiattack. The Sanga makes two fist attacks.
Electrifing fists. Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit: (2d10 + 6)
bludgeoning damage. If a creature is hited by this
attack must succed a DC 15 Constitution Saving
Throw. On fail suffers 1d10 Lightining Damage and
is under Electrocution effect, half as much damage
on succes and no other effects occure.
Electrocution A creature which is under this effect,
for 1d4 rounds its body doesnt cooperate it's
former will. Its attack(s) is limited to one per round,
it cant gain reactions and it has disadvantage on its
attack, Strenght and Dexterity saving throws.
Armor Class 16
Hit Points 170(15d10 + 50)
Speed 55ft.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 23(3d10 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC
15 Strenght saving throw or pushed backwards for
15ft.
Tornado fists (Recharge 4-5). Golem starts swirling
in attempt to hit any creature within radius of 10ft.
When doing so it can move up its speed. Every
creature in radius must succeed a DC 15 Dexterity
Saving Throw, on fail suffers 36(6d10) bludgeoning
damage and pushed backwards for 20ft., half as
much damage at success and no other effects
occur.
Actions
Multiattack. Suijin makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: (3d8 + 5) bludgeoning damage.
T
he gust of wind or the falling of brightly Queen's Rule As stated earlier, the brood is a matriarchy.
coloured feathers; this is all most creatures There can only be one acting Queen which is one of the few
witness of the elusive Harpie brood. Despite points of the Harpie brood's contention. Many worthy females
their charming appearance, they're known for will war and battle with each other in an almost spartan
an animalistic and brutal viciousness that manner to determine Queenhood. Oddly they don't kill their
would normally be associated with beasts, own in these bloody matches. Instead the potential Queen is
however, their hunts and traps stipulate a sent to a neighbouring mountain range to begin her own
complex and intelligent thought process. Like the common brood. That being said the winner's word becomes absolute
harpy or drow, their society is a matriarchal one, though law. Disregarding or breaking the Queen's word is severely
unlike the aforementioned races, they do not view their male punished.
kin as weak and useless. The brood are known to be a Of Flesh and Feathers To a Harpie broodling, the greatest
sagacious type and due to witnessing other beings, have weapon of all is that which nature has gifted them. Talons,
learned to make intricate and innovative tools and armours claws and occasionally fangs are greater and sharper than
that even blacksmiths have difficulty replicating. This begs any blade they could wield and they aware of such fact.
the question that are their ferocious temperaments one of Adventurers have witnessed them charm the hearts of man
nature or choice? with a mere gaze. Afterward their prey acts as though
A Nefarious Lineage Not many are blessed with the puppets whose only desire is to please their "Queen." The
honour of learning about these simple and mysterious Harpies ability to fly was a debated matter for some time
humanoids but those that are allowed to step foot into the before it was discovered that the Harpie does not actually
society are granted a wealth of knowledge. It has been since have the ability to fly. What keeps a Harpie broodling aloft is
discovered that the Harpie brood's lineage is in fact an unholy actually a form of subconscious aeromancy bequeath to them
union of fiend and elemental. This perplexing biology gives from their elemental roots. The inventive nature of the
them a plethora of strange abilities ranging from charm to broodlings is a more recent development caused by the
aeromancy. Some debate that their fiend blood affects their observation of mortals.
ferocity while their elemental side is their reason for
segregation from other races. Despite the individual abilities
gained through this breeding, the Harpie brood has powers
only witnessed within their own kind.
Harpie Girl
Medium humanoid (harpie), chaotic neutral
Armor Class 11
Hit Points 22 (5d8)
Speed 30 ft., fly 30 ft.
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Bewitching Glare The Harpie Girl targets one
humanoid or beast that she can see within 30 feet
of her. If the target can see the Harpie Girl, it must
succeed on a DC 14 Wisdom saving throw or be
magically charmed. The charmed creature regards
the Harpie Girl as a trusted friend to be heeded and
protected. Although the target isn't under the
Harpie Girl's control, it takes the Harpie Girl's
requests or actions in the most favorable way it can.
Each time the Harpie Girl or her allies do anything
harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until the
Harpie Girl dies, is on a different plane of existence
from the target, or ends the effect as a bonus
action. If a target's saving throw is successful, the
target is immune to the Harpie Girl's Bewitching
Glare for the next 24 hours. The Harpie Girl can
have no more than one humanoid and up to three
beasts charmed at a time.
Actions
Multiattack. The Harpie Lady makes two attacks
with her talons.
Talons. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 8 (2d6 + 3) slashing damage.
Bewitching Glare The Harpie Lady targets one
humanoid or beast that she can see within 30 feet
of her. If the target can see the Harpie Lady, it must
succeed on a DC 13 Wisdom saving throw or be
magically charmed. The charmed creature regards
the Harpie Lady as a trusted friend to be heeded
and protected. Although the target isn't under the
Harpie Lady's control, it takes the Harpie Lady's
requests or actions in the most favorable way it can.
Each time the Harpie Lady or her allies do anything
harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until the
Harpie Lady dies, is on a different plane of
existence from the target, or ends the effect as a
bonus action. If a target's saving throw is
successful, the target is immune to the Harpie
Lady's Bewitching Glare for the next 24 hours. The
Harpie Lady can have no more than three
humanoids and up to three beasts charmed at a
time.
93
The Harpie Perfumer is both a sight for sore eyes as well as
Harpie Perfumer trained for combat. This is the path taken by a Harpie Girl
who was able to gain an adequate amount of mates but not a
substantial enough amount to warrant no training. Her
concoctions while not physically harming can rain
devastation upon the body thus she does not travel alone.
Harpie Dancer Sneak Attack (1/Turn). The Harpie Dancer deals an extra
7 (2d6) damage when she hits a target with a melee
Medium humanoid (harpie), chaotic neutral
attack and has advantage on the attack roll, or when the
Armor Class 14 target is within 5 ft. of an ally of the spy that isn't
Hit Points 66 (12d8+12) incapacitated and the Harpie Dancer doesn't have
Speed 30 ft., fly 50 ft. disadvantage on the attack roll.
Actions
STR DEX CON INT WIS CHA Multiattack. The Harpie Dancer makes two attacks with
15 (+2) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 16 (+3) her talons.
Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one
Skills Deception +5, Perception +4, Stealth +5 target. Hit: 8 (2d6 + 2) slashing damage.
Damage Resistance cold
Senses passive Perception 13 Bewitching Glare The Harpie Dancer targets one
Languages Common, Primordial humanoid or beast that she can see within 30 feet of
Challenge 4 (1100 XP) her. If the target can see the Harpie Dancer, it must
succeed on a DC 13 Wisdom saving throw or be
Cunning Action. On each of her turns, the Harpie magically charmed. The charmed creature regards the
Dancer can use a bonus action to take the Dash, Harpie Dancer as a trusted friend to be heeded and
Disengage, or Hide action. protected. Although the target isn't under the Harpie
Dancer's control, it takes the Harpie Dancer's requests
Keen Sight. The Harpie Dancer has advantage on or actions in the most favorable way it can.
Wisdom (Perception) checks that rely on sight. Each time the Harpie Dancer or her allies do anything
Pack Tactics. The Harpie Dancer has advantage on an harmful to the target, it can repeat the saving throw,
attack roll against a creature if at least one of the ending the effect on itself on a success. Otherwise, the
Harpie Dancer's allies is within 5 ft. of the creature and effect lasts 24 hours or until the Harpie Dancer dies, is
the ally isn't incapacitated. on a different plane of existence from the target, or
ends the effect as a bonus action. If a target's saving
throw is successful, the target is immune to the Harpie
Dancer's Bewitching Glare for the next 24 hours. The
Harpie Dancer can have no more than three humanoids
and up to three beasts charmed at a time.
Actions
STR DEX CON INT WIS CHA Multiattack. The Harpie Oracle makes two attacks with
10 (+0) 10 (+0) 13 (+1) 18 (+4) 14 (+2) 15 (+2) her talons.
Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one
Skills Arcana +5, Insight +4, Perception +4 target. Hit: 8 (2d6) slashing damage.
Damage Resistance cold
Condition Immunities charmed Bewitching Glare The Harpie Oracle targets one
Senses passive Perception 14 humanoid or beast that she can see within 30 feet of
Languages Common, Primordial her. If the target can see the Harpie Oracle, it must
Challenge 4 (1100 XP) succeed on a DC 12 Wisdom saving throw or be
magically charmed. The charmed creature regards the
Keen Sight. The Harpie Oracle has advantage on Harpie Oracle as a trusted friend to be heeded and
Wisdom (Perception) checks that rely on sight. protected. Although the target isn't under the Harpie
Oracle's control, it takes the Harpie Oracle's requests
Pack Tactics. The Harpie Oracle has advantage on an or actions in the most favorable way it can.
attack roll against a creature if at least one of the Each time the Harpie Oracle or her allies do anything
Harpie Oracle's allies is within 5 ft. of the creature and harmful to the target, it can repeat the saving throw,
the ally isn't incapacitated. ending the effect on itself on a success. Otherwise, the
Spellcasting. The Harpist is a 5th-level spellcaster. Her effect lasts 24 hours or until the Harpie Oracle dies, is
spellcasting ability is Intelligence (spell save DC 14, +6 on a different plane of existence from the target, or
to hit with spell attacks). The Harpist Oracle has the ends the effect as a bonus action. If a target's saving
following wizard spells prepared: throw is successful, the target is immune to the Harpie
Oracle's Bewitching Glare for the next 24 hours. The
• Cantrips (at will): chill touch, dancing lights, mage Harpie Oracle can have no more than three humanoids
hand, message and up to three beasts charmed at a time.
Harpie's Brother
Medium humanoid (harpie), chaotic neutral
Armor Class 17
Hit Points 90 (15d8 + 30)
Speed 30 ft., fly 60 ft.
Actions
Multiattack. The Harpie's Brother makes one claw
attack two attacks with his talons.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 8 (2d6 + 4) slashing damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 8 (2d6 + 4) slashing damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d10 + 3) piercing damage pls
(1d6) cold damage.
Breath Weapons (Recharge 5-6). The Harpie's Pet
Baby Dragon uses one of the following breath
weapons.
Cold Breath. The dragon exhales an icy blast in a
15-foot cone. Each creature in that area must make
a DC 13 Constitution saving throw, taking 18 (4d8)
cold damage on a failed save, or half as much
damage on a successful one.
Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that area
must succeed on a DC 13 Strength saving throw.
On a failed save, the creature is pushed 30 feet
away from the dragon.
Armor Class 20
Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft.
Actions
Multiattack. The Harpie's Pet Dragon makes three
attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit: (2d10 + 6) piercing damage plus
(1d6) cold damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5ft.,
one target. Hit: (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5-6). The Harpie's Pet
Dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a
30-foot cone. Each creature in that area must make
a DC 16 Constitution saving throw, taking 54
(12d8) cold damage on a failed save, or half as
much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that area
must succeed on a DC 16 Strength saving throw.
On a failed save, the creature is pushed 30 feet
away from the dragon.
Harpie Lady Sisters Talons (swarm has more than half HP). Melee Weapon
Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d8)
Large swarm of humanoids (harpies), chaotic neutral
slashing damage.
Armor Class 19 Talons (swarm has less than half HP). Melee Weapon
Hit Points 330 (19d8 + 190) Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d8)
Speed 40 ft., fly 80 ft. slashing damage.
Triangle Ecstasy Spark The Harpie Lady Sisters discharge
STR DEX CON INT WIS CHA a powerful imbued blast in a 60-foot cone. Each
creature in the area must make a DC 17 Constitution
23 (+6) 19 (+4) 18 (+4) 16 (+3) 17 (+3) 18 (+4) saving throw, taking 48 (10d8) force damage and is
paralyzed on a failed save. On a success it takes half
Skills Athletics +11, Intimidation +9, Perception +8, damage. The creature that failed can repeat the saving
Persuasion +9 throw at the end of each of their turns, ending the
Damage Resistance cold, bludgeoning, piercing and effect on a success.
slashing from nonmagical weapons
Bewitching Glare The Harpie Lady Sisters targets three
Condition Immunities charmed, frightened, grappled,
humanoids or beasts that she can see within 30 feet of
paralyzed, petrified, prone, restrained, stunned
her. If the target can see the Harpie Lady Sisters, it
Senses passive Perception 18
must succeed on a DC 17 Wisdom saving throw or be
Languages Common, Primordial
magically charmed. The charmed creature regards the
Challenge 13 (10000 XP)
Harpie Lady Sisters as a trusted friend to be heeded
and protected. Although the target isn't under the
Flyby. Harpie Lady Sisters doesn't provoke opportunity Harpie Lady Sisters' control, it takes the Harpie Lady
attacks when flying. Sisters' requests or actions in the most favorable way it
Keen Sight. The Harpie Lady Sisters has advantage on can.
Wisdom (Perception) checks that rely on sight. Each time the Harpie Lady Sisters or her allies do
Pack Tactics. The Harpie Lady Sisters has advantage on anything harmful to the target, it can repeat the saving
an attack roll against a creature if at least one of the throw, ending the effect on itself on a success.
Harpie Lady Sisters' allies is within 5 ft. of the creature Otherwise, the effect lasts 24 hours or until the Harpie
and the ally isn't incapacitated. Lady Sisters dies, is on a different plane of existence
from the target, or ends the effect as a bonus action. If
Swarm The swarm can occupy another creature's space a target's saving throw is successful, the target is
and vice versa. The swarm can't regain hit points or immune to the Harpie Lady Sisters' Bewitching Glare
gain temporary hit points. for the next 24 hours. The Harpie Lady Sisters can have
no more than six humanoids and up to six beasts
Actions charmed at a time.
Multiattack. The Harpie Lady Sisters makes three
attacks with their talons.
Harpie Queen Talons. Melee Weapon Attack: +10 to hit, reach 5ft.,
one target. Hit: 16 (3d6 + 5) slashing damage.
Medium humanoid (harpie), chaotic neutral
Royal Summons (1/Day). The Harpie Queen lets out a
Armor Class 19 blood curdling screech, calling upon her broodlings to
Hit Points 110 (13d8 + 52) assist her in combat.
Speed 40 ft., fly 80 ft.
A Harpie Queen can summon 1d6 Harpie Girl, 1d4
Harpie Lady, 1d3 Harpie Channeler, 1d2 Harpie's
STR DEX CON INT WIS CHA Brother, or one Harpie's Pet Dragon.
20 (+5) 19 (+4) 17 (+3) 21 (+5) 18 (+4) 22 (+6) A summoned Harpie broodling arrives in 1d4 rounds
and appears in an unoccupied space within 60 feet of
the Harpie Queen, acts as an ally of the Harpie Queen,
Saving Throws Str +10, Dex +9, Cha +11
and can't summon other Harpies. The summoned
Skills History +10, Intimidation +11, Perception +9,
Harpies remain for the rest of the fight unless ordered
Persuasion +11
to retreat by the Harpie Queen or until death.
Damage Resistance cold, bludgeoning, piercing and
slashing from nommagical weapons Bewitching Glare The Harpie Queen targets one
Condition Immunities charmed, frightened humanoid or beast that she can see within 60 feet of
Senses passive Perception 19 her. If the target can see the Harpie Queen, it must
Languages Common, Infernal, Primordial succeed on a DC 19 Wisdom saving throw or be
Challenge 15 (13000 XP) magically charmed. The charmed creature regards the
Harpie Queen as a trusted friend to be heeded and
Flyby. Harpie Queen doesn't provoke opportunity protected. Although the target isn't under the Harpie
attacks when flying. Queen's control, it takes the Harpie Lady Queen's
requests or actions in the most favorable way it can.
Keen Sight. The Harpie Queen has advantage on
Wisdom (Perception) checks that rely on sight. Each time the Harpie Lady Queen or her allies do
anything harmful to the target, it can repeat the saving
Pack Tactics. The Harpie Queen has advantage on an throw, ending the effect on itself on a success.
attack roll against a creature if at least one of the Otherwise, the effect lasts 24 hours or until the Harpie
Harpie Lady Queen's allies is within 5 ft. of the creature Queen dies, is on a different plane of existence from
and the ally isn't incapacitated. the target, or ends the effect as a bonus action. If a
target's saving throw is successful, the target is
Actions immune to the Harpie Queen's Bewitching Glare for
Multiattack. The Harpie Queen makes four attacks with the next 24 hours. The Harpie Queen can have no
her talons. more than six humanoids and up to six beasts charmed
at a time.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) Piercing damage.
I
n the creation of cities, towns and villages for many
of the more civilised races the forests and woods of
the world have been cut down. This leads to animals Inpachi Spirit
and forest spirits having to flee or fight to survive, Tiny Fey, Chaotic Evil
these creatures are often weaker, either in strength
or numbers to the invaders leading to an inevitable Armor Class 22
outcome. But not all of these creatures are content Hit Points 2 (1d4)
with this. Speed fly 60ft.
The Revenge of the Woods. When dark vengeful forest
spirits come across a destroyed tree they are able to make STR DEX CON INT WIS CHA
use of the pieces to create a form more capable of damaging
those they wish to drive out. These spirits fashion these 5 (-3) 22 (+6) 10 (+0) 13 (+1) 16 (+3) 2 (-4)
pieces of lumber into a twisted caricature of the very things
that once drove them out of their homes. Thus the Inpachi Senses Passive Perception 14
were born, and so the forests themselves were able to fight Languages Understands Common and Sylvan,
back against those that seek to destroy them. cannot speak.
Challenge 0 (10 XP)
Given Life without Soul. By nature of their creation
Inpachi are difficult to kill in their entirety, the spirits that
create them can always find new trees to reform the inpachi Inpachi Possession If the Inpachi Spirit is within
10ft of a collection of Wood, Burning Wood,
body with. These spirits may even purposely damage and lose Charcoal or Wood and Metal totalling at least 20gp
their first inpachi body in order to learn about the defences of in value or sizeable enough to construct a human
the local village or group they wish to harm, then use a figure with a height of 12ft. They create an Inpachi
second form to deal the brunt of the attack. of the appropriate type.
Inpachi differ from typical constructs as they have no
feeling or free thought, they are merely the housing for the Hard to Hit All opportunity Attacks against the
spirit, the "death" of an Inpachi simply returns the wood to its Inpachi Spirit are done with disadvantage.
original form, the spirit itself can escape to fight another day.
Actions
Burning Touch. Melee Attack: +5 to Hit, reach 5ft.,
one target. Hit 3 (1d4+1) fire damage, also sets any
wooden items hit not being held, worn or used by
another creature on fire.
STR DEX CON INT WIS CHA Flammable. If hit by an attack that deals 20 or more fire
damage, the Inpachi bursts into flames taking 7 (2d6)
14 (+2) 19 (+4) 13 (+1) 13 (+1) 16 (+3) 2(-4) fire damage at the end of each of its turns, but each of
its slam attacks dealing 5 (2d4) extra fire damage.
Saving Throws Dex +8, Wis +7 Ashes to Ashes. When hit but any attack the Inpachi lets
Damage Vulnerability Fire, Bludgeoning Damage loose a small dust cloud of ash, any creature within 5ft
Damage Immunities Psychic must make a DC 10 Dexterity Saving Throw, if they fail
Condition Immunities Charmed, Exhaustion, Frightened, they make their next attack with disadvantage, this has
Paralyzed, Petrified, Poisoned no effect if they succeed on the saving throw.
Senses passive Perception 14
Languages Understands Common and Sylvan, cannot Actions
speak.
Challenge 2 (450 XP) Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 9 (2d6 + 2) bludgeoning damage
L
ong forgotten has been the mighty beat of this They feel as though they've gained enough power and have
being's wings. Some thought it may not even begun removing themselves from their recluse lifestyles and
exist, the formidable Blue Eyes had kept are ready to prove to the world just how superior they truly
recluse from the eyes of the common man. are.
Originally born from the forbidden union of a Heavenly Heights While no living creature has set eyes
chromatic and metallic dragon, the Blue Eyes upon the home of the Blue Eyes, the beast sometimes tells
is no simple draconian. Along with innate those they consider "friends" of their glorious abodes floating
talents it was born with, it is trained much of its subterfuge amongst the clouds. It has been mentioned that the weather
life honing its skills to not need anyone but itself. is frigid and inhospitable to most while still being capable of
The Blue Eyes has no interest in matters of religion, hearing the crashing waves of thunder that soothe the blue
including that of the great wars between its divine creators. dragon blood within it.
While it does not have an ill intention, the Blue Eyes does Code of Honour Despite its hatred of the Dark Magicians,
have a rather large ego, believing it needs not follow any deity. the Blue Eyes will not engage in combat unnecessarily,
This could make this creature ally or foe, depending on how avoiding an altercation with those it considers fragile or frail
one plays upon its pride. The Blue Eyes feels that with altogether. In fact, the dragon has an inclination to help
enough training, it could, in fact, attain godhood itself. innocents who are discriminated against and wronged,
If there is one way to release the unrivalled rage of a Blue becoming a loyal and fierce shield as its silver dragon blood
Eyes, it is to compare it to wizards and spellcasters. It has a would dictate.
burning hatred for scholars of magic, feeling as though they Unique Union As stated earlier, the Blue Eyes' unique
cheaply gain power by studying and using the knowledge of lineage has gifted it with abilities all its own. One such ability
another's success rather than bettering themselves. Above all is a discharge of a rare electrical phenomena resembling ball
else, the Blue Eyes despises the Dark Magicians, due to the lightning. One would expect this ability to harm them as
fact that they not only seek out more arcane secrets rather natural lightning would but instead it strikes with an intense
than creating their own but callously claim to do so in the and blinding radiance.
name of justice as opposed to their own selfish needs. If a
Blue Eyes is to encounter one, it will most definitely end in a
savage battle.
Curse of Dragon
Large Dragon, neutral
Skills Perception +4
Vulnerabilities Radiant
Damage Resistance Bludgeoning, Piercing, And
Slashing From Nonmagical Weapons
Damage Immunities Necrotic, Poison, One
elemental type
Condition Immunities Charmed, Unconscious
Senses passive Perception 13
Languages Draconic
Challenge 5 (1,800 XP)
Actions
Multiattack. The dragon makes two attacks: one
with its bite and one with its stinger.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one creature. Hit: 12 (2d6 + 4) piercing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 10
ft., one creature. Hit: 12 (2d6 + 4) piercing
damage. The target must make a DC 15
Constitution saving throw, taking 20 (4d8)
Necrotic damage on a failed save, or half as much
damage on a successful one.
Gaia the Dragon Multiattack. Champion and his dragon make three
attacks total in their round. Two with lances and one
Champion with its stinger.
Large (mounted) fiend(knight)/Dragon, any neutral
Lance Melee Weapon Attack: +6 to hit, reach 10ft., one
Armor Class 20 (Plate) target. Hit 16 (1d12 + 8)
Hit Points 155(17d8 + 47) Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Speed 10 ft., fly 70ft. one creature. Hit: 12(2d6 + 4) piercing damage. The
target must make a DC 16 Constitution saving throw,
taking 12 (3d6) poison damage on a failed save, or half
STR DEX CON INT WIS CHA as much damage on a successful one.
18 (+4) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2)
Legendary Actions.
Saving Throws Str +6, Cha +6 Skyfall (Recharge 5-6). The dragon can swoop from the
Skills Perception +5, Intimidation +6 air to impale all his enemies in a line in front it with his
Damage Resistance Bludgeoning, Piercing, And Slashing lances in 30 ft. by 5ft width line. When doing so, every
From Nonmagical Weapons. creature in radius must succeed a DC 16 Strength
Condition Immunities Poisoned, Frightened, Charmed Saving Throw. On fail suffer 20 (2d10+8) Piercing
Senses Darkvision 120 Ft., passive Perception 18 Damage and fall prone 5ft backwards, half as much
Languages Common,Dragonic, Abyssal damage on success and no other effects occur. If a
Challenge 9 (5,000 XP) creature fails its Saving Throw for 5 or more, the
dragon can grapple it and use its reaction.
Mounted Agility All opportunity attacks against
Champion and his mount, are made with disadvantage. Reaction
Curse Immunity Any spell that tries to inflict the If dragon manages to grapple a creature can Bite it as a
champion with a curse instantly fails. reaction.
Bite.: Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions grappled creature. Hit: 8(1d6 + 4) piercing damage.
The Red Eyes lair (This action can only be used if the Red Eyes has taken
damage since its last used a lair Action in this encounter.)
The Red Eyes makes it homes in mountains caves and deep The heat the Red eyes uses to transmute metal is freed
tunnels. Anywhere surrounded by thick stone will do. It does from its body by a new wound. Each creature within 30
this as it can transmit the Earth's ore around it. It creates a feet of the dragon must make a DC 15 Dexterity Saving
rare metal that can only be found in mines were the Red Eyes throw, or take 21 (6d6) fire damage.
has made its home. It is called Black steel. Because of its
strength and lightness warriors have pledged their loyalty to Regional effects
the Red Eyes simply to take advantage of a metal no other The region containing a Red Eyes Black Dragon's lair is
warrior may possess. warped by the dragon's magic, which creates one or more
of the following effects:
Lair Actions Black steel ore can be mined in the caves and
On initiative 20 (losing initiative ties), the Red Eyes takes a underground within 6 miles of the Lair.
lair action to cause one of the following effects; the red eyes Plants within 1 mile of the lair die, and new plants in the
can't use the same effect two rounds in a row; area are unable to grow.
Any caves in the area become extremely hot. Creatures
A wall of black steel erupts from the ground. The red eyes spending an extended time underground suffer from the
creates a steel wall on a solid surface it can see within effects of extreme heat (DMG pg. 110)
120 ft of it. The wall can be 30 feet long, 30 feet high, and
1 foot thick. When the wall appears, each creature within
its area is pushed 5 feet out of the wall's space, appearing
on whichever side it wants. Each 10-foot section of the
wall has AC 13, 60 HP and immunity to fire, necrotic,
poison, and psychic damage. The wall disappears when
the red eyes uses this action again or the red eyes dies.
Shards of black steel extrude from the walls shredding
any creatures in the area. The Red Eyes chooses a point it
can see within 120 feet. Each creature is a 5 foot radius
from that point must make a DC 15 Dexterity saving
throw, taking 14 (4d6) piercing damage on a failed save,
and half as much on a successful one.
Credit | Statblock: Louis jameson
119
Stardust Dragon
T
here are few things more powerful than the
heart of a star but the avatar of a star comes
quite close; the Stardust Dragon is one such
avatar. Representing the most prominent star
used in navigation by astrologists and sailors
alike, the Stardust Dragon wields some of the
most potent spellcasting ability of the dragons.
From the Heavens The creation of the Stardust Dragon
was triggered by the destruction of another celestial body,
and the remnants of the destroyed star coalesced and took
the form of the creature that had destroyed it, thus becoming
the avatar of the sister star.
Shimmering Retribution The star is seeking retribution
against the creature that destroyed its twin and has sent its
avatar to find it. If they ever do finally come upon the
destructor, it is prophesized that it could potentially bring
about the end of the world.
Star Spells The Stardust Dragon draws power from its
parent star and channels it into magical abilities both helpful
and harmful.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., Detect. The Stardust Dragon makes a Wisdom
one target. Hit: 16 (2d10 + 5) piercing damage. (Perception) check.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one Tail Attack. The Stardust Dragon makes a tail attack.
target. Hit: 10 (2d6 + 5) slashing damage. Wing Attack (Costs 2 Actions). The Stardust Dragon
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one beats its wings. Each creature within 10 ft. of the
target. Hit: (2d8 + 5) bludgeoning damage. dragon must succeed on a DC 21 Dexterity saving
throw or take 15 (2d6 + 8) bludgeoning damage and
be knocked prone. The Stardust Dragon can then fly up
to half its flying speed.
Stone Camouflage. The Life Stream Dragon has Healing Breath. The dragon exhales curative energy in a
advantage on Dexterity (Stealth) checks made to hide 60-foot cone that heals allies only. Each allied creature
in rocky terrain in that area heals 30 (5d12) hit points as well as curing
one status ailment per ally creature.
Actions Legendary Actions
Multiattack. The Life Stream Dragon can use its
Frightful Presence. It then makes three attacks: one Life Stream Dragon can take 3 legendary actions,
with its bite and two with its claws. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., of another creature’s turn. Life Stream Dragon regains
one target. Hit: 16 (2d10 + 5) piercing damage. spent legendary actions at the start of their turn.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one Detect. The Life Stream Dragon makes a Wisdom
target. Hit: 10 (2d6 + 5) slashing damage. (Perception) check.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one Tail Attack. The Life Stream Dragon makes a tail attack.
target. Hit: (2d8 + 5) bludgeoning damage.
Wing Attack (Costs 2 Actions). The Life Stream Dragon
beats its wings. Each creature within 10 ft. of the
dragon must succeed on a DC 18 Dexterity saving
throw or take 14 (2d6 + 5) bludgeoning damage and
be knocked prone. The Life Stream Dragon can then fly
up to half its flying speed.
D
eep underground, a single obsidian egg hatched
and unleashed an abomination soon to be
known as the Black-Winged Dragon. This
savage creature terrorized the denizens of the
Underdark, reaping chaos and death
everywhere it went.
Sixth Sense The Black-Winged Dragon's wings aren't
actually necessary for flight but serve as sensory organs to
detect movement in the air as it prowls the depths of the
Underdark.
Chitinous Hide The Black-Winged Dragon's body is
protected by durable chitinous plates, which make it difficult
to injure. The darkly reflective plates are effective at negating
the damage caused by force energy.
Tyrannical Terror The Black-Winged Dragon tends to
prefer subjugation of intelligent races through fear and
savage punishment of disobedience. It tends to prefer
gnomes and duergar as drow tend to be too loyal to their
spider goddess and illithids are far too clever and will avoid it.
Actions
Multiattack. The dragon makes three attacks: two
with its heads and one with its tail.
Bite. (spined head) Melee Weapon Attack: +10 to
hit, reach 10 ft., one target. Hit: (2d10 + 6)
piercing damage.
Slam. (Bullet head) Melee Weapon Attack: +10 to
hit, reach 10 ft., one target. Hit: (1d10 + 6)
bludgeoning plus (2d4+3) thunder damage.
Tail. The dragon swips its tail around it for a full
circle.Each creature within 10 feets of that area
must make a DC 17 Dexterity saving throw, taking
(3d6+4) piercing damage plus(3d4+3) thunder
damage on a failed save.
Legendary Actions
STR DEX CON INT WIS CHA Black Rose Dragon can take 3 legendary actions,
21 (+5) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 20 (+5) choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Saving Throws Str +10, Dex +9, Con +10, Cha +10 of another creature’s turn. Black Rose Dragon regains
Skills Athletics +10, Medicine +6, Nature +6, spent legendary actions at the start of their turn.
Perception +7 Detect. The Black Rose Dragon makes a Wisdom
Damage Immunities necrotic, poison (Perception) check.
Condition Immunities charmed, poisoned
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Tail Attack. The Black Rose Dragon makes a tail attack.
Perception 17 Wing Attack (Costs 2 Actions). The Black Rose Dragon
Languages Elven, Primordial, Sylvan beats its wings. Each creature within 10 ft. of the
Challenge 14 (11500 XP) dragon must succeed on a DC 18 Dexterity saving
throw or take 13 (2d6 + 5) bludgeoning damage and
Legendary Resistance (3/Day). If the Black Rose Dragon be knocked prone. The Black Rose Dragon can then fly
fails a saving throw, it can choose to succeed instead. up to half its flying speed.
Necrosynthesis. Anytime the Black Rose Dragon is hit
by a necrotic attack, it doesn't take damage and heals Black Rose Dragon's Lair
the whole amount taken instead.
The lair of this magnificent beast is the entirety of the
enchanted forest surrounding it but it makes its
Actions primary residence in a clearing towards the center of
Multiattack. The Black Rose Dragon can use its the forest. Piles of decaying animal and plant matter
Charming Allure. It then makes four attacks: one with litter the grove, providing the sustenance for the Black
its bite and three with its black thorn whips. Rose Dragon.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage and Lair Actions
(1d8) poison damage. On initiative count 20 (losing initiative ties), Black
Black Thorn Whips. Melee Weapon Attack: +10 to hit, Rose Dragon can take a lair action to cause one of the
reach 15 ft., one target. Hit: (2d6 + 6) piercing following effects. It cannot use the same effect two
damage. rounds in a row:
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one Black Thorn Restraints Black thorny vines erupt from the
target. Hit: (2d8 + 5) piercing damage. ground and attempt to grapple the intruders. Each
hostile target that is standing within the terrain must
Charming Allure. Each creature of the Black Rose make a DC 18 Strength saving throw or be restrained
Dragon's choice that is within 120 feet of the Black on a failed save. For each target that is restrained, as an
Rose Dragon and aware of it must succeed on a DC 18 action on their turn they can repeat the Strength Save,
Wisdom saving throw or become charmed for 1 breaking free on a success.
minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Nourishing Compost The Black Rose Dragon extends
success. If a creature's saving throw is successful or tendrils towards the piles of decomposing bodies
the effect ends for it, the creature is immune to the nearby. The Black Rose Dragon then heals 4d10 hit
Black Rose Dragon's Alluring Presence for the next 24 points.
hours. Deadly Spores The terrain emits forth a cloud of
poisonous spores that encompasses the grove. Each
hostile target must make a DC 18 Constitution saving
throw or be poisoned on a failed save. For each target
that is poisoned, they can repeat the Constitution Save
at the end of their, ending the effect on a success.
Actions
Staff. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 2 (1d4)
Actions
Multiattack: Relinquished makes three claw attacks
or two claw attacks and one engulf attack. Any
creature hit by a claw is automatically grappled and
rolls a STR saving throw DC20 at the start of each
of its turns to escape. Relinquished can grapple up
to four creatures at one time, and if the maximum
creatures have been grappled, then the
Relinquished can no longer use a Claw attack.
Claw Attack. Melee Weapon Attack: +10 to hit,
reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing
damage plus 22 (5d8) necrotic damage.
Engulf. Relinquish Engulfs a large or smaller creature
Grappled by it. The engulfed target is Blinded,
Restrained, and incapacitated, it must succeed on a
DC 20 Constitution saving throw at the start of
each of Relinquished’s turns or take 20 (2d12+7)
bludgeoning damage and 20 (2d12+7) psychic
damage. The Engulfed creature moves with
Relinquished and Relinquished can engult only one
creature at a time. The Engulfed creature is
immediately expelled when it reaches 0 HP.
Superior Mind
Where normal constructs are powered just enough to
perform essential tasks and obey their creators, Jinzo was
infused with something more powerful. The intent was for
Jinzo to be able to perform more intensive tasks, to be able to
learn and adapt, and to act as a commander for other
constructs. Over time, Jinzo overcame it’s master and went
forth as its own individual. The fate of its former master is
uncertain, and anyone that wishes to control Jinzo will be met
with steadfast and lethal resistance.
All Seeing
As Jinzo was designed to learn and adapt, the more problems
Jinzo comes across the more solutions he formulates. Jinzo
has been wandering for an unprecedented amount of time,
and as such the construct now has a genius level intellect.
Jinzo’s mind has grown to a point that it has developed
telepathic abilities. It uses these abilities to observe the
surrounding area constantly, making it impossible to surprise
Jinzo.
Knowledge Seeker
Jinzo’s primary goal is bettering itself, and will act upon
whatever choice it believes will further that goal with the
least detriment. In short, Jinzo is a creature of logic, and will
act according to what benefits it the most. It will spend any
amount of time learning seemingly insignificant information,
if it believes that information will have some benefit in the
future. Due to this, Jinzo will occasionally accompany
adventurers at the promise of knowledge or new experiences,
provided the Jinzo believes it to be beneficial to it.
Dungeoneering Sense
One of Jinzo's original purposes was to accompany travelers
who wanted to explore and plunder old tombs and ruins. Due
to its unique creation, Jinzo had quite the penchant for
immediately disabling traps in the vicinity.
Constructed Nature.
Jinzo doesn't require air, food, drink, or sleep.
Actions
The Griggle can only take the dash,disengage and
hide actions or cast one of its innate spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage plus
5 (1d10) poison damage, and the target is grappled
(escape DC 13). Until this grapple ends, the target
is restrained, and the appetite can't bite another
target.
Swallow. The appetite makes one bite attack against
a Medium or smaller target it is grappling. If the
attack hits, the target is swallowed, and the grapple
ends. The swallowed target is blinded and
restrained, it has total cover against attacks and
other effects outside the appetite, and it takes 24
(6d6) acid damage at the start of each of the
appetite's turns. The appetite can have only two
targets swallowed at a time. If the appetite dies, a
swallowed creature is no longer restrained by it and
can escape from the corpse using 5 feet of
movement, exiting prone.
Spit. Ranged Weapon Attack: +4 to hit, range
30/60 ft., one target. Hit: 9 (2d8) acid damage and
the target must succeed on a DC 15 Constitution
saving throw or take 9 (2d8) poison damage and
become poisoned for 1 hour. At the end of each of
its turns, a creature can repeat the saving throw,
ending the effect on itself on a success
Armor Class 12
Hit Points 28 (5d8)
Speed 15 ft., fly 30 ft. (hover)
Actions
Claws (swarm has more than half HP). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit 12
(4d6) slashing damage
Claws (swarm has half HP or less). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit 6 (2d6)
slashing damage
Kamikaze Kuribohs (swarm has more than half HP
only). Each creature within 5 ft. of the Swarm of
Kuribohs must make a DC 13 Dexterity save, taking
1d10 force damage on a failed save and half as
much on a success. The Swarm of Kuribohs vanish
after this attack is triggered.
Y
ata-Garasu is a spirit traveler of the worlds. It is
a messenger of news both ill and pleasant.
There are rumors that it delivers messages
from the dead while others say that the
messages it delivers are coming straight from
the Gods. Either way Yata-Garasu is not an
aggressive creature and it will fight only as a
last resort. Legend says that if it holds a purple rose in its
beak then the news delivered will be good, if it holds a small
human part (like a finger, an eyeball or an ear) then the news
are terrible and dismay will follow soon after.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (2d4 + 2) Piercing Damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) Slashing Damage and if
the attack roll had advantage, the attack deals an
extra 2 (1d4) Damage.
Marionette Mite
Tiny monstrosity, Neutral Evil
Armor Class 10
Hit Points 2(1d4)
Speed 20 ft., climb 20 ft
Actions
Burrow. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit 1 piercing damage. On a hit the
Marionette Mite can attempt to burrow into the
target. If used on a corpse, the corpse rises as a
zombie under the mite's control. If used on an
undead target, the target makes a DC 13 Wisdom
Saving Throw. On a failed save the target is
dominated by the mite. On a successful save the
target is not dominated and the Marionette Mite
sits on the creatures skin and can still be targeted
for attacks. Once the Marionette Mite dominates a
target it cannot be targeted by attacks until the
host body is destroyed.
Meda Bat
Tiny fiend, Chaotic evil
Armor Class 15
Hit Points 29
Speed 5ft. 35 fly.
Actions
Chaos Bolt. Ranged Spell Attack: +6 to hit, Range
120ft., one target. Hit ( 2d8 + 1d6 + 1) random
Damage ( as per the spell).
Scratch attack. Melee Weapon Attack: +0 to hit,
reach 5ft., one target. Hit 3 (1d6 -1), if the hit is a
critical; the target is blinded for 1d4 turns and if
the Meda Bat was grappled it breaks free and takes
a free dash action to move away from its grappler.
Actions
Multiattack Turret warrior makes three attacks, two
with its fists (or kicks if its hands are busy with
grappling) and one with its canon.
Canon Shoulder Ranged Weapon Attack: +6 to hit,
reach 60 ft., one target. Hit: (3d4) Force damage.
Fist(or Kick) Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: (1d8 + 4) Bludgeoning
damage. A creature hitted by this attack must make
a DC 15 Dexterity or Strength Saving
Throw(creature's choice). On fain the creature is
pushed 10ft back and the Turret Warrior can
immediately attack it with its Canon Shoulder.
Number 43: Manipulator Magic Weapons This creatures claw attacks are magical.
of Souls Actions
Medium Fiend, Neutral Evil Claws Melee Weapon Attack: +8 to hit, reach 10ft., one
target. Hit 7 (2d6 + 0) slashing damage. The target
Armor Class 16 must make a DC 14 Constitution saving throw, taking
Hit Points 149(1d4 + 5) 10 (3d6) cold damage on a failed save, or half as much
Speed 30ft., fly 30ft. damage on a successful one. Summon souls Roll a d20
on a roll of 10 or higher this creature summons 1d4+1
souls and manipulates them like puppets. Once the
STR DEX CON INT WIS CHA
souls are summoned Number 43: Manipulator of Souls
10 (+0) 19 (+4) 14 (+2) 15 (+3) 19 (+5) 8 (-1) can as a bonus action choose to attach 1 soul to itself.
When attached this creature is immune to the next
Saving throws: Dex +8, Int +7, Wis +9, Cha +3 source that would deal it damage (the souls is then
Condition Immunities Grappled, charmed, feared destroyed). Instead of attaching the souls this creature
Damage Resitances cold, fire, lightning, bludgeoning, can consume a single soul to regain 1d6+2 HP
piercing, and slashing from nonmagical weapons whatever health it regains is also added to the cold
Senses Devilsight 120ft passive Perception 15 damage from its claws attack until the end of its next
Languages Abyssal, Deep Speech turn.(The souls roll their own initiative and and act as
Challenge 12 (8,400 XP) per Number 43: Manipulator of Souls wishes when not
attached or consumed)
Magic Resistance This creature has advantage on
saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 19 (3d10 + 3) piercing damage.
Target is grappled (Escape DC 13). Until this
grapple ends, the target is restrained and the yado
karu cannot bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 7 (1d8 + 3) bludgeoning damage.
Target is grappled (Escape DC 13). The yado karu
has two claws, each of which can grapple only one
target.
Feral Imp
Medium fiend, Chaotic Neutral
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 7 (1d6 + 2) slashing damage.
Headbutt. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit 4 (1d6+1d4+1)
piercing/lightning damage. If the target is a
creature, it must make a DC 12 Constitution saving
throw or be stunned for 1 minute. The stunned
target can repeat this saving throw on each of its
turns, ending the effect on itself on a success.
Armor Class 13
Hit Points 71(10d8 + 21)
Speed 40ft.
Actions
Draining Slam: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning
and (1d6) necrotic damage, and the target's
Strength is reduced by 1d4. The target dies if this
reduces its Strength to 0. Otherwise, the reduction
lasts until the target finishes a short or long rest. If
a target dies by this effect, the Ogre takes a
temporary 1d4 boost to strength that lasts until the
end of the combat. This bonus stacks with itself.
Actions
Clockwork. When Jigen Bakudan feels thats it has to
protect itself, it activates its mechanic terminal. The
indicators on its head reveals the curent phase.
Each phase changes in order every round. In case of
trigering Ordering Chaos, roll 1d4 (1=0,
2=1,3=2,4=3).
Phases: 0.Reinforcements Jigen Bakudan summons
inferrior soldiers from mechanus to maintain order.
(roll 1d4:
1:Monodronex4||2:Duodronex3||3:Tridronex2||4:Qu
1.Magnetic Field. Jigen Bakudan can as an action
transform some of the energy stored to vital force.
It can regain 5 Hit points/ spell point it uses. If it
has no s.p available it cant use this feature.
2.Banishing Chaos (Unleashes any stored energy
point with as a burst of force. Every creature within
30ft must succeds a DC 14 Inteligence Saving
Throw, on fail they suffer 1d8 force damage/s.p. , If
it has no s.p. it cant use this feature. 3.Null
Zone(Antimagic Field 30ft radius centered self)
S
angans are what forms when an animal from the Sangan have an amalgamated form of many creatures found
material plane becomes lost in the other planes. in the material plane, with scaled arms and legs end in claws
The scholars that study them argue on whether it more fitting a wolf or large cat. Their eyes have slit like pupils
was the creatures from those planes that twisted like a snakes though they have an additional one high on their
them or the nature of the planes themselves, forehead. While these traits would suggest a reptilian origin
however they do all agree that whichever it was of the creatures their main body is covered in thick brown fur
the feral Sangans left behind have no memories and their teeth are almost wolf like.
of what they once were. It is this strange combination of features that are nearly
identical across all Sangan that lead some to believe that
What Once Were Beasts there is a particular creature out in the further planes that is
While none of their memories from before they became twisting these creatures on purpose, though what the use of
Sangan remain they retain many of the instincts of the these feral beasts could be is hard to tell.
creatures they once were. If found in the wild they form packs
where they will hunt in groups to take down larger creatures A Call to fight
and quickly consume it's corpse bones and all; a pack of 10 Sangans strange mutations go beyond their appearance,
Sangan will devour an entire elk corpse within a day. despite their low intelligence the creature work with each
They are much more vicious than a normal animal other quite well and have developed a very distinct defence
resisting any attempt to placate them once they become mechanism. When slain the Sangan release a scream that
aggressive. The only way to avoid a pack of these creatures is causes primal rage within nearby creatures, causing them to
to go somewhere they can't follow or provide them with a charge to it's location and attack the creature that killed the
source of easier prey. Sangan.
Yet outside of this dying breath the Sangans seems unable
to produce anything near the level of this scream, nor do they
Sangan posses the intelligence to make use of it if they could. Despite
this adventurers often avoid attacking these creature even
Small beast, neutral evil when found by themselves lest they summon a swarm of
Armor Class 14
allies.
Hit Ponts 31(5d10 + 3)
Speed 60ft.
Actions
Claw Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3)
Armor Class 17
Hit Points 45(5d10)
Speed 30ft.
Actions
Darkness Orb. Ranged Spell Attack: +3 to hit, range
80ft., one target. Hit 7 (1d6 +3)
156
Centaur Mage Spellcasting. The centaur mage is a 5th-level spellcaster,
Large monstrosity, neutral good Its spellcasting ability is intelligence (spell save DC 12,
+4 to hit with spell attacks). The centaur has the
Armor Class 12 following wizard spells prepared:
Hit Points 45(6d10 + 12)
Speed 50ft. Cantrips (at will): Firebolt, minor illusion, poison
spray
1st level (4 slots): sheild, magic missile,
STR DEX CON INT WIS CHA charm person
14 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 2nd level (3 slots): misty step, web,
phantasmal force
3rd level (2 slots): lightning bolt, counter spell
Skills Athletics +5, Perception +4, Survival +3, Arcana
+4
Senses passive Perception 14
Actions
Languages Elven, Sylvan Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one
Challenge 3 (700 XP) target. Hit 5 (1d4 + 2) piercing damage.
Armor Class 14
Hit Points 50(6d10 + 17) Spellcasting. Chiron the Mage is a 10th-level
Speed 50ft. spellcaster, His spellcasting ability is intelligence (spell
save DC 14, +6 to hit with spell attacks). Chiron the
Mage has the following wizard spells prepared:
STR DEX CON INT WIS CHA
Cantrips (at will): Firebolt, minor illusion, poison,spray,
14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1) prestidigitation.
1st level (4 slots): shield, magic missile,
Skills Athletics +5, Perception +4, Survival +4, Arcana charm person, silent image
+4 2nd level (3 slots): misty step, mirror image,
phantasmal force
Senses passive Perception 16 3rd level (3 slots): lightning bolt, counter spell, dispel magic
Languages Elven, Sylvan 4th level (3 slots): hallucinatory terrain, ice storm
Challenge 7 (2,900 XP) 5th level (2 slots): scrying, cone of cold
Mystic Horseman
Large monstrosity, Neutral Good
Armor Class 13
Hit Points 45 (6d10 + 12)
Speed 50ft.
Actions
Multiattack. The rabid horseman makes two attacks:
one with its Greataxe and one with its hooves.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 17 (2d12 + 4) slashing.
Hooves. Melee Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
R
anging from the infant Petit Moth, all the way Larvae Moths are the unfortunate creatures that were either
up to the queen of the colony, the Perfectly unable to get enough food as a Petit, or had their cocoons
Ultimate Great Moth, these territorial moths prematurely opened or destroyed. Having not fully evolved,
are known to attack any who wander into their Larvae moths are stronger than their younger Petit
nest, as well as isolated animals and people to counterparts, but are unable to return to their cocoons
feed their young. Colony Failures When a Larvae Moth hatches, it begins
Aging Insects. Starting as small larvae, these creatures life in danger. Unable to grow to it's full potential yet still
begin as ravenous omnivores, eating anything and everything requiring immense amounts of food, Larvae Moth are
in preparation for their transformation. The creatures devour frequently killed immediately by the Great Moths in a colony.
all food that is brought to them up until three months after Their bodies are then dropped into the birthing pits, giving
their birth. Around this stage, the Petit Moths make a cocoon the newest batch of Petit Moths an easy meal.
in which they begin transforming. If the Petit Moth didn't Lone Hunters For the Petit Moths that escape the birthing
store enough nutrients, or is pulled from the cocoon pits, few live long enough to make their cocoon, and even
prematurely, a Larvae Moth is born. Not fully formed, fewer hatch undisturbed. Larvae Moths are frequently found
constantly hungry, and unable to attempt it's metamorphosis alone in the wild, having been woken from their
again, many Larvae Moth are killed by the colony to become metamorphisis early to feed. These creatures are aggressive,
food for the next batch of Petits that hatch. If a cocoon is left and tend to become awful pests for any town or village that is
undisturbed, the creature emerges as a Great Moth after a unlucky enough to have a Larvae Moth hatch near them.
month of sleep. With newfound wings and lacking the mouth
of it's prior infancy, Great Moths turn towards liquids to Cocoon of Evolution
sustain it's new form, using it's large, hornlike proboscis to Three months after hatching from their eggs, Petit Moths
suck nutrients from plants, dung, and liquids. Whatever a encase themselves in a cocoon. These cocoons solidify like
Great Moth is unable to absorb, it melts with acid to the point steel, keeping the growing moths safe from the dangers of the
of liquefaction. When a colony lacks a queen, one cocoon is outside world. While the cocoon is not a normal creature of
chosen to be given extra nutrients. As the queen sleeps in her it's own, it serves to fight off any would be predators as soon
cocoon, the Great Moths work diligently in gathering as it is first breached.
additional food, frequently bringing living creatures back to Moth Rebirth Upon entering the cocoon, the Petit Moth
the colony to feed on. As the Great Moths feast, they insert inside regurgitates all of the food it had eaten and stored over
their horns directly into the Queen's cocoon, forcing extra its three month life. The stomach acid burns the creature
nutrients into the still sleeping child. The queen takes an horribly and the body begins to knit itself back together. The
extra month to burn through all the extra food during it's Petit is in a constant fluctuation of burning and healing until
sleep, and eventually awakens as a oversized Great Moth, its body gains a natural resistance to acid, and eventually an
frequently refered to as the Perfectly Ultimate Great Moth. immunity. This same process is used to make the Perfectly
Ultimate Great Moth stronger, as the acid from the Great
Petit Moths Moths is more potent, forcing the body to toughen quicker.
Petit Moths are the infants of the Predatory Moth line. At this
stage of life, these moths are little more than mindless Great Moths
beasts, attacking creatures regardless of threat. A Petit Moth Great Moths are the backbone of the predatory moth
will not flee from a battle, fighting until it is dead, or it's prey colonies. They fill the roles of hunters, guards, and workers,
is killed. Sequestered Upbringing. Petit Moths are housed and are incredibly dangerous creatures.
separately from the rest of the colony, placed in holes. This is Complete Mutation The creature that enters the cocoon is
to keep Petit Moths from wandering off on their own to find not the same creature that emerges. Much larger than the
food, frequently getting themselves in danger. If a Petit Moth Petit Moths, these creatures have replaced their mouths with
does escape the confines it was held in, it will wander a long proboscis used for absorb nutrients and liquds, and
aimlessly in search of food until the creature is slained, or grow wings, allowing for much more mobility. While the
gathers enough food to supports it's transformation. mouth is gone, some of the teeth remain, instead now acting
Survival of the Fittest. Great Moths are a majority of a as horns used to inject their prey with a deadly acid. Great
Predatory Moth colony, acting as hunters, guards, and Moths frequently attack in swarms, quickly overpowering and
workers. When capturing food for the newly hatched Petits, melting their quarry before drinking up what is left for
Great Moths will drop the living creature directly into the sustenance.
birth pits. The prey will fight, killing as many of the Petits as
possible before being overwhelmed and eaten by the swarm.
This is how the Moths determine what Petits show the
strength worthy of becoming part of the colony, as those
killed become food for the victors. Subsequent meals brought
to the Petits are frequently dead, severely weakened, or
nonliving food.
Larvae Moths
Credit | Statblock and lore: Jon King
160
Perfectly Ultimate Great Moth
The Perfectly Ultimate Great Moth is the grand evolution of Larvae Moth
the predatory moth line. These terrifying creatures take the Medium beast, unaligned
features of the Great Moth and add an even more lethal acid,
along with greater intelligence, and are the only moth in a Armor Class 14 (natural armor)
colony that is able to lay eggs. Only one 'queen' may exist in a Hit Points 51(6d8 + 24)
colony at any given time, which is a true blessing for all other Speed 40ft.
creatures that may come in contact with a moth colony.
Perfect Evolution Due to the additional food and STR DEX CON INT WIS CHA
increased strength acid pumped into the queens cocoon, the
Perfectly Ultimate Great Moth endures a much harsher time 17 (+3) 14 (+2) 18 (+4) 2 (-4) 10 (+0) 7 (-2)
in it's metamorphosis. The time required to heal and evolve is
doubled for the queen, though the results are well worth the Damage Resistances acid
time and effort for a colony. The birth of a Perfectly Ultimate Skills Perception +2
Great Moth means the colony will continue to grow and Senses passive Perception 12
thrive. While the Great Moths are the backbone of the Languages -
Challenge 2 (450 XP)
colonies, any colony is bound for collapse once the queen is
destroyed and the Petits are killed.
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5ft.,
Petit Moth one target. Hit 5 (2d8 + 3) piercing damage plus 4
(1d8) acid damage
Small beast, Unaligned
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (2d6 + 2) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 1 (-5) 18 (+4) 2 (-4) 8 (-1) 7 (-2) 18 (+4) 16 (+3) 19 (+4) 2 (-4) 12 (+1) 10 (+0)
Primitive Butterfly
Small beast, unaligned
Armor Class 12
Hit Points 18(7d6 - 7)
Speed 10ft., fly 40ft.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2)
Growth Powder. The butterfly targets an insect
within 20ft. and releases a glittering powder that
gives it advantage on it's next attack roll. If the
powder is used on a cocoon of evolution for three
consecutive turns, the cocoon hatches immediately
into a great moth.
Vulnerabilities Cold
Condition Immunities Exhaustion, Poisoned
Damage Immunities Fire, Poison
Damage Resistances Bludgeoning, Slashing, Piercing
from non magical weapons
Senses passive Perception 12
Languages Primordial
Challenge 3 ( 700 XP)
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 14 (2d8 + 2) bludgeoning plus 8
(2d6) fire damage.
Engulf. Dissolverock can attempt to engulf a small
or smaller creature. It's target must succeeds a DC
13 Dexterity Saving Throw, on fail is engulfed and
suffers 2d6 fire damage at the start of its turns. An
engulfed creature can retry to escape at the end of
its turn.
Actions
Multiattack. *The golem makes two slam attacks
Slam. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit 20 (3d8 + 7) bludgeoning.
Scorching Hold. Melee Weapon Attack: +11 to hit,
reach 5ft., one target. Hit 20 (3d8 + 7) fire. Target
is thrown into the Golem's Chain Cage and must
make a Strength saving throw to escape (DC16)
and takes 34 (6d8 + 7) at the start of each of the
golems turns. Until the grapple ends, the target is
restrained and the Lava Golem can't restrain
another target.
Heat Blast (Recharge 4-6). The Lava Golem can
release a burst of extreme heat in a 25-foot radius
centered upon itself. Creatures within range
wielding a metal weapon or wearing a suit of metal
armor feel it grow red-hot and take 23 (5d8) fire
damage if in physical contact with the object.
Should a creature take damage in this way, it must
succeed on a DC 16 Constitution saving throw or
drop the object if it can. If it doesn't drop the
object, it has disadvantage on attack rolls and
ability checks until the start of its next turn.
Vulnerabilities Cold
Condition Immunities Exhaustion, Poisoned
Damage Immunities Fire, Poison
Damage Resistances Psychic, Bludgeoning, Slashing,
Piercing from non-magical weapons
Senses passive Perception 15
Languages Primordial
Challenge 6 (2300 XP)
Legendary Actions
Lava splash When a Physical attack hits the Laval
Burner, a portion of its body splits around it in 5ft
radius. Each Creature inside this radius must
succed a DC 15 Dexterity Saving throw, on fail
suffers 1d8 fire damage.
Actions
Multiattack. The Lava Burner makes two attacks with
his fists.
Fist Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: (2d6 + 4) Bludgeoning damage. If
the target is a creature or a flammable object, it
suffers 2d6 fire damage and ignites. Until a creature
takes an action to douse the fire, the target takes 5
(1d10) fire damage at the start of each of its turns.
Actions
Staff. Melee Weapon Attack: Reach 5 ft., one target.
Hit: 4 (1d6 + 2) bludgeoning damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range
150 ft., one target. Hit: 10 (3d6) fire damage. If the
target is a flammable object that isn't being worn or
carried, it also catches fire.
Reactions
Incinerating Rebuke. Upon witnessing any form of
healing, be it magical or potion, the fire princess
uses her Hurl Flame ability. The fire princess must
have line of vision of the healing target for this
reaction to trigger.
Actions
Multiattack. The time wizard makes two melee
attacks.
Time Mace. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage.
Time Roulette. When the time wizard's hit points
becomes less than half of its maximum, it can use
its reaction to cast slow. Flip a coin. If the coin
lands on heads, the time wizard casts the spell slow
as normal. If the coin lands on tails, time wizard
becomes the target of the spell.
173
Despite the darkness and treachery of his magical abilities,
Dark Magician his cause is one of justice. If he ever appears in civilization, it
A powerful spellcaster, the Dark Magician is a wizard that will be to defend it from the forces of evil. Anyone who meets
travels the land, fighting for his values and protecting his the Dark Magician and has the luck to interact with him can
friends. He has close ties to other spellcasters, and his magic testify that he is awkward, not very talkative, but kind hearted.
becomes even more powerful when combined with that of His one flaw is that he puts those he has to defend above his
other wizards. He uses his unparalleled arcane prowess to own safety, and that he cannot forgive those who have
cast illusionary or dark spells. Usually found roaming the wronged innocents
world, in search for mystical powers and arcane secrets, the
Dark Magician is a champion of good.
175
Dark Magician Girl
The Dark Magician Girl is an eager young spellcaster, trying
her best to follow in the footprints of her better, the Dark
Magician. Like the one she considers a mentor, her desires
and wants align with his: to shelter and nurture the innocent.
Her Aegis for her dearest compatriots is the strongest but
this does not mean that her devotion to the people is a trifling
undertaking. Thus, she as seen as a agent of righteousness
despite these dark magics. There are a variety of differing
students of the Dark Magician, and she is but one trying to
stand up above the rest and garner attention and pride from
her teacher.
She is not one to stay in one area long, seeking out
obfuscated ciphers of the arcane and cryptic lore to
strengthen herself. Though she utilizes this nefarious
wizardry, she does so to wreak an almost karmic justice upon
the villainous. While she works hard to follow the lawful
nature of her mentor, she is still stumbling to find her own
path in life. The Dark Magician Girl's wanderlust and
nomadic lifestyle leads her to be rather apt at searching
dungeons and ruins for the most sought after secrets. Her
curiosity may be intense but it does not cloud her good
intention.
A Lady of Intellect While this young miss is indeed a
beauty, she is brains first and foremost. The Dark Magician
Girl is still as fickle as any other mortal and enjoys a good
'game'. She is willing to share knowledge with those deemed
worthy. To determine this worthiness, she is willing to assign
and request small tasks and errands so she may be sure that
her knowledge will not be abused. Generally, only those
talented in arcana and weilding an insightful eye pass these
tests. She does her best to plan these tests in a manner than
would make the Dark Magician proud and expects them to be
a difficult task for even herself to accomplish, but not
impossible.
The clever little ploys she creates for her testees can seem
meaningless or outright bewildering but not a single one of
her ideas is without purpose. Her youth and nativity blurs her
mind to the prospect that those looking to share her
knowledge and pass her tests could still have ill-intent which
only reflects her lack of training further. Regardless, the Dark
Magician Girl is willing to trust those that she shares this
information with and can be led astray from her path of good.
If she is tricked under these circumstances and ever
discovers such, as mortals due, her rage against those who
wronged her is unbridled.
Bonded Sisterhood The Dark Magician Girl is only one of
many Magician Girls studying the ways of the Weave. She
has a fairly close relationship with these others in a sorority
like manner. At times, these fellow students of the arcane
come together to assist one another. There are some that
search out a much different path, seeking out new mentors
but those remaining under the tutelage of the Dark Magician
stick together.
Though these women have a close bond, they do not form
covens like hags. The Dark Magician Girl and her fellows see
such covens as a heinous and impure act, and while it would
bolster their powers exponentially, it would also corrupt them
at their cores. Though they are not fully-fledged Magicians
like the Dark Magician, they do recognize the tantalizing lust
for power and how it can be the greatest folly of man.
Credit | Lore: Shannon McCullagh \ Art:
KevinRaganit
176
Dark Magician Girl • 1st level (4 slots): Charm Person, Mage Armor, Magic
Missile, Shield
Medium human, chaotic good
• 2nd level (3 slots): Magic Weapon, Blur, Hold Person
Armor Class 12 (15 with Mage Armor)
Hit Points 80 (11d8+33) • 3rd level (3 slots): Counterspell, Dispel Magic, Major
Speed 30 ft. Image
• 4th level (3 slots): Banishment, Blight
STR DEX CON INT WIS CHA • 5th level (2 slot): Destructive Wave
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 14 (+2) • 6th level (1 slot): Eyebite
A
s the power of a Dark Magician grows through
continual rigorous training and fighting against
the forces of evil, there comes a point in his life
where he must set about a new path to further
his own capabilities. This isn't based on the
level of his magic, but more so on his moralistic
outlook. Those who don't stray far from the
originating path of the Dark Magician will eventually take on
the role of the Dark Sage. They say with age comes great
wisdom and the understanding that the laws set in place by
man must be adhered to. However, for those that follow a
philosophy that leans towards altruistic individualism, the
role of the Dark Magician of Chaos calls upon them.
Well of Power After reaching his previous limits, the Dark
Magician found an ancient ritual of knowledge. Knowing the
potential of the ritual to expand his horizons, he went about
performing it and as a result more powerful. Though some
may consider this ritual to be a shortcut to power, the Dark
Magician of Chaos knows with great risk comes great reward.
Banishment of the Wicked The Dark Magician of Chaos
has created his own subplane to banish evildoers to. While
not foolproof to break out of like any other mere banishment
spell, those that are unsuccessful in escape are later
subjected to an attempted conditioning to change their
malevolent ways.
Power of Chaos On his many journeys to further himself
in the arcane arts, the Dark Magician of Chaos had taken
quite a liking to the way of the sorcerers and how they submit
to the wilds of the weave. He had then taken upon himself to
incorporate their ways and let the magic itself take hold of
the reigns.
Wayfaring Wizard A firm believer in constant self-
improvement, the Dark Magician of Chaos. does not yet
believe he has reached his peak and he seeks out new magic
and knowledge to add his existing arsenal. Despite this
hunger for bettering himself, it doesn't get in the way of
helping those in need and facing off against the forces of evil.
Actions
Multiattack. The Swordstalker makes three attacks.
Leap of the Damned. (Recharge 5-6) The
Swordstalker leaps up to 30ft without providing
any attacks of opportunity. From where it lands all
creatures within a 10ft radius sphere must make a
DC 15 Wisdom Saving Throw, taking 18 (6d4 + 6)
physic damage on a failed saved, and half as much
on a successful save. The Swordstalker heals for
half the damage dealt.
Longsword. Melee weapon attack: +8 to hit, reach
5ft. Hit: 9 (1d8 + 4) slashing damage plus 9 (2d8)
physic damage.
Soul Drain. Ranged spell attack: +10 to hit, reach
120ft. Hit: 6 (1d10 + 1) physic damage. DC 10
Wisdom saving throw, on a fail the Swordstalker
heals for the damage dealt.
O
n a cold rainy night, a mercenary, wounded in
battle, stumbled through the darkness.
Shivering and bleeding after a fierce battle, he Flame Swordsman
thought that his time was about to come to an Medium Elemental, Neutral Good
end. His strength nearly gone, he stumbled
into what looked like an abandoned camp, the Armor Class 17
tiny flicker of a dying fire could be seen in the Hit Points 102 (12d10+36)
fire pit. Not one to give up, the warrior found some dry wood Speed 30ft.
nearby and stoked the fire to warm himself, eventually
managing to get it roaring. He had no idea that it was a dying STR DEX CON INT WIS CHA
fire elemental and as thanks for saving -it's- life, the elemental
warmed the warrior and kept him dry as the mercenary 18 (+4) 15 (+2) 18 (+4) 14 (+2) 12 (+1) 11 (+0)
tended to his own wounds, each saving the other. Come
morning both we doing better, and the elemental had become Saving Throws: Con +7, Wis +4, Str +7
very attached to this human that had saved it. The being of Damage Immunities Fire
flame offered to be the mercenary's partner and merged with Senses Blindsight 120ft,Passive Perception 8
Languages Common, Primordial
the man's sword, lending it's power to the warrior, and thus Challenge 8 (3900 XP)
the Flame Swordsman was born.
The Blazing Sword. Within the Flame Swordsman's blade Aura of Flame. A creature that touches the Flame
resides a fire elemental that was saved by him. Emblazoned Swordsman or hits it with a melee attack while
upon the sword is the mark of that elemental, and when within 5 ft of it takes 5 (1d10) fire damage. The
called upon in battle. first time it enters a creature's space on a turn, that
Master Swordsman. The Flame Swordsman's fiery creature takes 5 (1d10) fire damage and catches
companion is not his only weapon of course. Even before he fire; until someone takes an action to douse the
became bonded to the fire elemental, he was a superb fighter fire, the creature takes 5 (1d10) fire damage at the
in his own right, a master of the sword, made only more so by start of each of its turns.
the abilities granted to him by his partner.
Of Flesh and Flame. Though the Flame Swordsman Illumination. Flame Swordsman sheds bright light in
started out as a mere human, his bonding and merging with a 10-foot radius and dim light for an additional 10
the fire elemental he had saved made him something more. feet.
Unable to be harmed by flames, but still a being of flesh. Magic Weapons. Raiza's weapon attacks are magical.
Actions
Multiattack. Flame Swordsman makes two
greatsword attacks.
Flame Sword. Melee Weapon Attack: +8 to hit,
reach 5 ft, one target. Hit:(2d6 + 4) peircing
damage, plus (1d6) Fire damage.
Actions
Multiattack. The Knight makes two attacks with his
Lances.
Lance Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit (1d12 + 5)
Legendary Actions.
The fierce Knight can use ne legendary action at his
round, choosing from bellow.
Charge(Recharge 5-6). if the Knight is able to run at
least 10ft in a straight line, can charge and attack
with his lances in 30ft by 5ft width line. When
doing so, every creature in radius must succeed a
DC 15 Dexterity Saving Throw. On fail suffer
2d10+5 Piercing Damage and fall prone 5ft
backwards.
Inspiring Presence(Recharge 5-6.) The Knight can
inspire with his words up to six non hostile
creatures within 30ft. The creature(s) must be able
to understand the spoken language and they
acquire advantage on their turn (one attack or one
Saving Throw, creature's choice).
B
uster Blader was a dragon hunter of the highest
caliber. His skill with a sword was only matched
by his hatred of dragons. One day, he was on a Buster Blader
job to slay an evil black dragon, which just so Medium humanoid, Lawful Good
happened to have young. The black dragon's
lack of concern for it's baby only confirmed in Armor Class 20
his mind that dragons were terrible and should Hit Points 163 (18d8+82)
be killed. After slaying the black dragon, however, he was left Speed 30ft.
with an infant dragon. Despite his efforts to convince himself
that slaying it too would be a mercy. In the end however, he STR DEX CON INT WIS CHA
took pity on it, and brought it home to care for it. The two
were inseperable, but a darkness was budding in the young 20 (+5) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 12 (+1)
dragon and it became obsessed with its guardian. Eventually,
Buster Blader was forced to slay his companion to free it Damage Immunities Fire; Bludgeoning, Piercing,
from the darkness that had taken hold, absorbing its essence And Slashing From Nonmagical Weapons
into himself to forever have a piece of it with him. Condition Immunities Exhaustion, Frightened
Senses Blindsight 30ft,Passive Perception 14
Equipped to Fight. Buster's sword is a truely unique and Languages Common, draconic
powerful one, absorbing the essence of the foes it defeats, Challenge 12 (8,400 XP)
and making the wielder stronger. His armour was specifically
made to protect him from a dragon's flames and its very Honed senses. Buster Blader has trained tirelessly to
strong, unable to be damaged by mundane attacks. be able sense incoming attacks without needing to
Bane of Dragons. Buster's desire to purge the lands of see the threat.
dragons is strong, actively hunting them is his life's work.
Despite this fact, being forced to kill his own drgon Magic Resistance. Buster has advantage on Saving
companion was a painful and heart-breaking experience for Throws against Spells and other magical effects due
the master swordsman. to his armour.
Magic Weapons. Buster Blader's weapon attacks are
magical.
Actions
Multiattack. Buster Blader makes three attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach
10 ft, one target. Hit:(2d6 + 9) slashing damage,
plus (1d12) thunder damage.
Destruction Sword Flash. Ranged Spell Attack: +8 to
hit, range 60ft, one target. On Hit: (5d10)
Lightning damage.
Reactions
Parry. Buster Blader adds 4 to its AC against one
melee attack that would hit it. To do so, Buster
Blader must be wielding a melee weapon.
A Kind Heart. Fearless in battle, and merciless to
those that do evil. Buster Blader however has a
compassionate heart, going as far as to adopt an
orphaned baby dragon, and raising it as his close
companion
Actions
Multiattack . The panther makes two attacks on its
turn. One with its sword and one with its cursed
dagger.
Sword. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 9 (1d6 + 5) slashing plus 1d6
Necrotic Damage
Cursed Dagger. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit 5 (1d4 + 5) plus 1d6
Necrotic Damage. If a creature is damaged by this
blade, it must succeed on a DC 14 Constitution
Saving Throw, on a fail the dagger causes 1d4
necrotic damage per turn for as long as the panther
is in combat.
Vorse Raider
Medium fiend, Chaotic neutral
Actions
Great Axe Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 10 (1d10 + 4)
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (1d6+4)
Hand Axe Melee Weapon Attack (thrown): +6 to hit,
reach 5ft (throw 20/60ft) one target, Hit 7
(1d6+4)
M
ermaid Knights are a strange lot,
consisting of an aquatic lower body and
an upper half of a humanoid. They're Mermaid Knight
known for being a rather ingenious but Medium Aquatic Humanoid, True Neutral
distrustful type. Living in the deep as
they do, they must use magic and other Armor Class 18 (Natural Armor)
methods to forge weapons and armor, Hit Points 108(6d10 + 48)
adorning themselves with anything they can find in the murky Speed 10 ft., swim 40ft.
depths. Often will you find Mermaid Knights with armor
made from shells or shipwrecked scraps. STR DEX CON INT WIS CHA
Living beneath the waves and not having libraries and
archives to fall back on, their culture is very primal. Mermaid 18 (+4) 14 (+2) 18 (+4) 11 (+0) 8 (-1) 5 (-3)
Knights will often serve under much stronger creatures as a
means to survive. They are not worldly, however, and can Saving Throws Str. +7, Con. +6
easily be outwitted if encountered without a superior of some Skills Perception +8, Intimidation + 5
sort. Condition Resistances Acid
Senses Darkvision 60ft., Passive Perception 12
Safety In Numbers. Mermaid Knights are aware they are Languages Aquan, Common
not the strongest nor the smartest of the undersea creatures Challenge 5 (1,800 XP)
and will rarely venture out alone. They are close knit amongst
themselves and will look after their own with a fierceness like Amphibious. The Mermaid Knight can breathe air
no other. They care not about such things as gender and base and water.
all judgments of the strength of a person. Only the strongest
of Mermaid Knights are allowed to breed as they have little Freeze. If the Mermaid Knight takes cold damage,
respect for those weaker than them. Their vast numbers and its speed is reduced by 20 ft. until the end of its
aforementioned attitude is often the source of their own next turn due to ice in the water.
downfall and many adventurers who come across them, even Brave. The Mermaid Knight has advantage on saving
in groups, can escape if they cleverly play off the Mermaid throws against being frightened.
Knight's hubris.
Actions
Multiattack. The Mermaid Knight makes three melee
attacks or two ranged magic attacks.
Prismatic Sword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit (2d8 + 4) slashing
damage, (1d4+4) poison damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit (2d4 + 4) bludgeoning
damage. If the target is a Medium or smaller
creature, it must succeed on a DC 15 Strength
saving throw or be knocked 10ft deeper into the
watery depths.
Blinding Splash. Ranged Spell Attack: +4 to hit,
reach 5ft., one target. Hit 5 (1d6 + 2) acid damage.
The target must make a DC 13 Dexterity saving
throw to avoid being hit in the eyes and blinded.
B
orn of the union between a dryad and an elf, this
formidable warrior believes to be destined for
great things. Roaming the world in armour
gifted to her by her elven parent, Black Luster
Soldier serves as a neutral force in the world,
mostly minding her own business but not being
opposed to helping those in need or helping
herself. With a charisma that matches her dryad parent,
Black Luster Soldier is often able to avoid having to fight by
using his words.
Fey Touched Upon his birth, a fey friend of her dryad
parent bequeathed upon her some powers, granting her the
ability to cast certain spells and enhance her combat abilities
with psychic energy. The Black Luster Soldier over time
learned to channel the psychic emanations along her blade.
Draconic Affinity In her travels, the Black Luster Soldier
has come across more than one dragon and seemed to have a
good rapport to the ones that she encountered, often making
allies of them, if not friends.
Combat Prowess Having learned to fight from her elven
parent, the Black Luster Soldier is a formidable opponent in
combat, blending her casting and unusual sword style into a
graceful dance of death.
Black Luster Armour Created in an elven forge, the Black
Luster armour provides superior protection in combat and is
an iconic item that has given the Black Luster Soldier her
name. It is rumoured that the finish on this armour reflects
an opponent's impending doom, showing the foe the strike
that will finish them.
Actions
Multiattack. The Soldier makes three attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit 9 (1d6 +5 ) plus 12 (3d6)
psychic damage.
Reactions
Shield Bash. If a melee attack against the soldier
misses, she can attempt to make an attack with her
shield. The target must succeed a DC 17 Wisdom
Saving Throw , on a failure it suffers 5 (1d8)
psychic damage and is charmed by the soldier.
F
ound deep within the lush forests of the feywild Gigobyte
and living in small colonies are a peculiar tribe
of humanoids. Upon first glance they're easily Gigobytes are the youth of the race and are more inclined to
mistaken to be like any other clan of lizardfolk, working with others. They might be small in body, but they're
but under a more scrutinized observation they big in heart, and will fight alongside those they bestow their
are revealed to be more resourceful than they let trust to.
on...
Not Your Average Lizard Although not as intellectual as
great wizards or elven folk, the Gagagios have proven to be Gigobyte
quite crafty in their own stead. While being able to survive on Small humanoid (gagagigo), chaotic neutral
the bare minimum, the Gagagigos enjoy comforts that other
reptilian humanoids, such as lizardfolk, would scoff at and Armor Class 12
believe to be unnecessary; such as constructing homes Hit Points 30 (5d6 + 5)
comparable to that of the average farmer or enjoying complex Speed 30 ft., swim 30 ft.
literature.
Remarkable Evolution One of the Gagagigo's most
fascinating traits is their ability to adapt under duress. Their STR DEX CON INT WIS CHA
bodies undergo vast physical changes, transforming them 12 (+1) 15 (+2) 14 (+2) 9 (-1) 9 (-1) 7 (-2)
into a new, stronger form depending on the crisis at hand.
Some of these changes can be something as simple as an Skills Athletics +3, Stealth +5
increase in physical strength and dexterity or even along the Senses passive Perception 9
lines of greater arcane ability. Languages Common, Draconic
Sociable Reptiles Another unforseen trait that differs the Challenge 1 (200 XP)
Gagagigo race from their lizardfolk counterparts is that these
reptilians rather enjoy the company of other intelligent races. Hold Breath Gigobyte can hold its breath for 15
They will gladly welcome any visitor into their home, minutes.
provided they are not a threat to their clan, and offer to swap
information and any skills. They have a mild lust for Actions
knowledge and any intel, no matter how small or
insignificant, will help in the furthering of their species. Any Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
learning of the other intelligent races proves to be rather one target. Hit 5 (1d6 + 2) piercing damage.
beneficial, be it how to appropriately aid a downed ally or, if a Scratch Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) slashing damage.
situation became antagonistic, using the other race's
weakness against them.
Jigabyte
Medium humanoid (gagagigo), chaotic neutral
Armor Class 18
Hit Points 110 (15d8 + 30)
Speed 40 ft., swim 40 ft.
Actions
Multiattack The Jigabyte makes two claw attacks and
one bite attack.
Shocking Bite Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 8 (1d10 + 3) piercing
damage plus (2d6) lightning damage and the target
must make a DC 12 Constitution saving throw,
becoming paralyzed on a failed save. The target can
repeat the saving throw at the end of each of their
turns, ending the effect on a success.
Lightning Claw. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 7 (1d8 + 3) slashing +
1d4 lightning damage.
Gagagigo
Medium humanoid (gagagigo), chaotic neutral
Armor Class 18
Hit Points 110 (15d8 + 30)
Speed 40 ft., swim 40 ft.
Actions
Multiattack The Gagagigo makes two claw attacks
and one bite attack, or two melee attacks, each one
with a different weapon if in possession.
Bite Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (1d8 + 3) slashing damage.
Heavy Club Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: (1d6 + 3) bludgeoning
damage.
Javelin Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: (1d6 + 3) piercing damage.
Javelin Ranged Weapon Attack: +6 to hit, reach
30/120ft., one target. Hit: (1d6 + 3) piercing
damage.
Spiked Shield Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: (1d6 + 3) piercing
damage.
Giga Gagagigo
Medium humanoid (gagagigo), chaotic evil
Armor Class 20
Hit Points 175 (17d8 + 80)
Speed 40 ft., swim 40 ft.
Actions
Multiattack The Giga Gagagigo makes two claw
attacks and one bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 7 (1d10 + 4) piercing damage plus
(2d8) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 7 (1d10 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft.,
one target. Hit: (1d10 + 4) bludgeoning damage
plus (2d8) lightning damage.
Actions
Multiattack The Gogiga Gagagigo makes two claw
attacks, one tail attack and one bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5ft.,
one target. Hit 7 (1d12 + 6) piercing damage plus
(2d8) lightning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5ft.,
one target. Hit 7 (1d10 + 6) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit: (1d10 + 6) bludgeoning damage
plus (2d8) lightning damage.
Frightful Presence. Each creature of Gogiga
Gagagigo's choice that is within 60 feet of the
Gogiga Gagagigo and aware of it must succeed on a
DC 21 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the Gogiga Gagagigos's
Frightful Presence for the next 24 hours.
Armor Class 22
Hit Points 225 (20d8 + 110)
Speed 40 ft., swim 60 ft.
Actions
Multiattack Gogiga the Risen makes two claw
attacks, one tail attack and one bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5ft.,
one target. Hit 7 (1d12 + 6) piercing damage plus
(2d8) lightning damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5ft.,
one target. Hit 7 (1d10 + 6) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit: (1d10 + 6) bludgeoning damage
plus (2d8) lightning damage.
Aura of Calm Each creature of Gogiga the Risen's
choice that is within 60 feet of Gogiga the Risen
and aware of it must succeed on a DC 21 Wisdom
saving throw or become charmed for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
F
rom where these creatures originated no one
knows. Some believe they are the work of some
mad wizard, others claim them to be denizens of Alien Ammonite
the far realm, and there are those who claim tiny aberration, lawful evil
they come from a space we are still unaware of.
Whatever their origin may be they are here now Armor Class 13
and that is what matters. Hit Points 10 (3d4+3)
Speed 0ft. fly 40ft (hover)
Cruel masters
The aliens see us as nothing more than tools to further their STR DEX CON INT WIS CHA
own ends. Some of us they enslave with their psionics
powers and bend us to their will. Others use us simply as 6 (-2) 17 (++3) 13 (+1) 14 (+2) 12 (+1) 11 (+0)
food if they see us serving no other purpose. However some
possess a very unique biology, wherein they need to use us to Skills Insight +3, Perception +3, Sleight of Hand +5,
procreate. Stealth +5
Damage resistances Psychic
Senses passive Perception 11
Alien Parasytes Languages Deep Speech, telepathy 120ft
The aliens utilize a unique weapon, we call them parasytes. It is Challenge 1 (200 XP)
a strange formless blob with teeth that adheres itself to
whatever life form it can. It cannot be targeted for attacks. It Magic Resistance. The Ammonite has advantage on
can only be removed by a DC 12 medicine check, this takes saving throws against spells and other magical
10 minutes to accomplish. While it is attached to its host, the
effects.
host suffers a -2 penalty for each parayte on it when it makes Innate Spellcasting The Ammonite's spellcasting
an attack roll against an alien. Also, if the target is a humanoid, ability is intelligence (spell save DC 12). The
it has a number of A counters equal to its challenge rating (or Ammonite can cast the following spells with no
material components:
level if a player character). When a creature with a parasyte
take a long rest, it will transform into an alien skull (if CR 0-6) 1/day each: detect thoughts, sending
or a Cosmic Horror Gangi’el (if CR 7-up, does not need to be a
humanoid). The transformation will be completed after the
Actions
same hours as the A-counter the creature has. Example: a
Stinger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3) piercing damage, and
creature of CR 4 will have 4 A-Counters thus it will transform the target must make a DC 11 Constitution saving
to a gray skull after 4 hours of long rest. throw, taking 10 (3d6) poison damage on a failed
save, or half as much on a successful one.
Invisibility. The Ammonite magically turns invisible
Alien Ammonite until it attacks or until its concentration ends (as if
concentrating on a spell.) Any equipment it is
These abhorrent monstrosities of tentacle, talon and tooth, carrying also turns invisible with it.
wrapped in an almost impenetrable chitinous, barbed and
spiked shell have been found in bodies of water and oceans
that have tributaries or cave systems adjacent to the caverns
of the Underdark. Once these aberrant horrors appear they
soon slaughter and consume all available life, before dragging
themselves towards larger prey. Some reports have even
suggested that the Alien Ammonite has the ability to propel
itself through the air, essentially making nowhere safe from
the, thankfully, rare creatures.
Speculation abounds as to how the Alien Ammonite came
into being though scholars, brave or mad enough, claim that
they could be the result of heretical arcanist Mind Flayer
experiments. It is proposed that the insane crossbreeding or
splicing of a Flail Snail and a Flumph with a Mind Flayer
tadpole has resulted in this abomination.
This small creature while not very dangerous on its own,
should be feared. The Mind Flayers use these creatures for
reconnaissance, gaining information before launching an
invasion. Possessing silent movement and incredible stealth,
these creatures are near impossible to detect.
Credit | Statblock: Louis Jameson \ Lore:
Sebastian Amadeus Wake
196
Alien Dog Alien Dog
These bizarre creatures, usually found only near the the most medium aberration, lawful evil
thriving and successful of Mind Flayer colonies, are thought
to have once been the fearsome and feral wolves of the Armor Class 15
wilderness. Selectively bred and gene-spliced with Displacer Hit Points 45 (7d8 + 14)
Beasts DNA, using eldritch sciences beyond humanoid Speed 50ft.
imagination, to such an extent they are so far removed from
their ancestral kin. This has lead to a growing number of so-
called 'forward thinkers', esoteric scribes that claim the Mind STR DEX CON INT WIS CHA
Flayer empire never truly collapsed, but rather was moved to 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
the future, holding the Alien Dog as proof that these present
and future beings have the ability to communicate and trade Skills Perception +5, Survival +5.
with one another. Damage Resistances Psychic
This new breed retains the hunting and tracking prowess Senses passive Perception 15
of its canine beast ancestors with the displacement ability Languages Deep Speech
and agility from the addition of feline monstrosity genes. This Challenge 4
elusive capacity is further enhanced with an armoured
carapace that magnifies the innate refraction of light, enabled Keen Hearing and smell. The dog has advantage on
by the Displacer Beast chromosomes, to such a degree that it all Wisdom (Perception) checks that rely on hearing
can appear to be anywhere within many yards of its location. or smell.
This confounding trait combined with the sheer viciousness
of the Alien Dog, thought to be caused by the conflicting Pack Tactics. The Alien Dog has advantage on all
genealogy at war within its aberrant mind, make them attack rolls against a creature if at least one of the
dog's allies is within 5 feet of the creature and the
extremely dangerous and effective at hunting and scouting for alley is not incapacitated.
its masters. Alien Dogs also serve as guardians of the Mind
Flayer lair, where their sensory and speed supremacy ensure Displacement. The Alien Dog projects a magical
anything coming too close is detected, destroyed or reported illusion that makes it appear to be standing near its
in mere moments. actual location, causing attack rolls against it to
Alien Dogs could also be once, a friendly creature serving have disadvantage. If it is hit by an attack, this trait
is disrupted until the end of its next turn. This trait
at man's side, now it is a slave to the aliens. When alien is also disrupted while the Alien Dog is
parasytes attach themselves to a beast like a dog or a wolf incapacitated or has a speed of 0.
this is the kind of outcome you can expect, a monster with
the ferocity of its old self, but new monstrous strength to kill. Mirror Image The alien dog is always under the
effects of a Mirror Image Spell. When the
duplicates are destroyed, the Mirror Image effect
will need 4 hours to recharge and come into play
again. This trait is disrupted while the Alien Dog is>
incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 7 (1d8 + 3) piercing damage plus 7
(2d6) psychic damage.
Parasyte Plague(Recharge 5-6). The hound breaths
out a mucus forming parasytes in a 15-foot cone.
Each creature in that area must make a DC 12
Dexterity saving throw or receive a parasite, two
parasytes if the target failed by 5 or more, or three
parasytes if the target failed by 10 or more.
E
mulating the Storm Giants creating the
Behir to combat their immense draconic
foes in seemingly endless wars in long
forgotten times, still remembered by many
Elder Brains, and perhaps even borrowing
some of the monstrosity's genes, the
Primillithid, prosperous Mind Flayers of a
dark future, set about the creation of their ultimate weapon in
their own eternal war. Using the so-called Devils of the Deep,
the Sahuagin, as their base for experimentation, after
dominating a number their Priestesses and by extension
their communities, harnessing their Blood Frenzy and
redirecting their enmity of the aquatic elves to the one true
predator of the Primillithid, the indomitable Alien Mother.
These piscine humanoids underwent extensive experiments
and augmentation that left a great, stinking heap of dead or
helplessly gasping bodies, though two separate types of gene
enhanced warriors emerged.
200
Alien Hunter Alien Shocktrooper
The Alien Hunter retained much of its ancestor's appearance, Alien Shocktroopers, incorrectly thought by the esoteric
though far stronger and able to fight in almost all scribes to be the soldiers of the Primillithid empire, used to
environments. Clad in armour far superior to the shell crush and subjugate species and cultures resistant to their
pauldrons of the Sahuagin, though still favouring the trident, psionics and mind control, which they almost certainly would
both of which crackle with an eldritch energy that radiates excel at with there phenomenal strength, sabres crackling
from orbs set in them containing focussed psionic energy. with psionic energy and devastating lighting breath. In reality,
Alien Hunters make up the bulk of the Primillithid army that the Alien Shocktroopers are the elite warriors of the
stand in defence of their empires and colonies. Unlike, the Primillithid's defensive armies and the pinnacle of their
Alien Warriors, seen by their masters as mindless guard bioengineering, taking on the hulking muscle and
dogs, the Alien Hunters are given a modicum of respect, or spellcasting from the Sahuagin Baron and Priestess DNA as
what little they are capable of offering, knowing that they are well as the form and breath weapon from the Behir genes,
all that stands between them and total annihilation. both of which lay dormant in the Alien Hunter. Though much
fewer in number than their lesser siblings, their sheer size
and range of abilities enable a single Alien Shocktrooper to
Alien Hunter mount enough of a defence and/ or distraction against the
Alien Mother, surviving just long enough for waves of Alien
Medium Aberration, lawful evil Hunters to swarm the battlefield, while the Alien Warriors
Armor Class 15
form a last line of defence of their diminutive Alien Grey
Hit Points 78 (12d8 + 24)
masters.
Speed 30ft.
Actions
Multiattack. The shocktrooper makes three
longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 10 (1d10 + 4) slashing damage.
Actions
Multiattack. The Zeta Reticulant makes two attacks
with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 14 (3d4 + 5) Slashing Damage.the
target must succeed a DC15 Wisdom Saving Throw
or suffers 2d10 Psychic Damage and effect of a
Slow Spell, or half as much damage on success and
no other effects apply.
Actions
MultiAttack. Melee Weapon Attack: Mars makes
three tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 5 (1d4 + 3) bludgeoning
damage and the target is grappled (escape DC 13).
to three creatures can be grappled at once with this
way.
Lightning Constriction A creature that starts its turn
grappled by the Mars alien, takes 1d6 lightning
damage.
Actions
Multiattack. The mother can make two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 8 (1d8 + 3) slashing damage. Also
the target must make a DC 14 Constitution saving
throw or become poisoned. The target can repeat
the saving throw at the end of each of its turns
ending it on a success.
Alien Psychic
Tiny aberration, Lawful evil
Armor Class 10
Hit Points 14(3d8)
Speed 20ft.
Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 5 (1d4 + 2) psychic damage
Actions
Hypnotic Waves As an action Alien Hypno vibes
binaural waves. Each creature within 30 ft radius
must succeed a DC 14 Wisdom Saving Throw. On
fail the creature suffers 4d8 Psychic Damage and is
under Malefic Dreams for 1 minute. On success the
creature suffers half damage and is immune to
Malefic Dreams for 24 hours.
Malefic Dreams A creature under this condition
experiences hallucinatory events. Alien Hypno is
invisible for it and all other creatures that it can see
(by any means), seems like hostile monstrous
beings to it.(At DM's discretion : This hallucination
force the affected creature to attack the
surrounding "monsters" )
Actions
>BIte. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 19 (3d10+3) piercing damage.
Parasyte Flame The Telepath destroys parasites on
another creature by causing them to explode,
burning all creatures near them. The target must
make a DC 13 Dexterity saving throw with
disadvantage, taking 9 (2d8) fire damage, for every
parasyte they had on their body when this power
was activated on a failed save, or half as much on a
successful one. All creatures within 10 ft of the
target must make the saving throw normally, only
taking 7 (2d6) fire damage on a failed save, or half
as much on a successful one.
Cosmic Fortress
Gol'gar
Gargantuan aberration, lawful evil
Armor Class 17
Hit Points 171 (18d10 + 72)
Speed 0ft. fly 50ft (hover)
Actions
Multiattack. The fortress makes 3 laser attacks
Lazer. Ranged Spell Attack: +10 to hit, range 120ft.,
one target. Hit 16 (2d10 + 5) radiant damage.
Tackle Melee ranged attack: +9 to hit, reach 5ft.,
one target hit: 17 (3d8 +5) bludgeoning damage.
True Dispel Magic The fortress casts dispel magic
against every possible target of its choice. It's
spellcasting ability is intelligence. Also all
spellcasters in the area, of the fortress's choice
must make a DC 17 intelligence saving throw, or
lose concentration on any spells they are casting.
For every spell dispelled, the fortress can place a
parasite on a creature within 120ft.
Legendary actions
The fortress has 3 legendary actions, choosing from
the options below. Only one type of legendary
action can be used at a time and only at the end of
another creature's turn. The fortress regains spent
legendary actions at the start of its turn.
Detect The fortress makes a perception check.
Lazer The fortree makes two lazer attacks.
Parasyte Death (Costs 2 Actions). The fortress
targets 1 creature with a parasyte on it. The target
takes 10 (3d6) psychic damage for each parasyte
on it.
Cosmic Horror
Gangi'el
Huge Aberration, Lawful evil
Armor Class 18
Hit Points 202(15d10 + 120)
Speed 40ft.
Actions
Multiattack The horror makes three stinger attacks,
or it makes one stinger attack and one parasyte
fling.
Sting. Melee Weapon Attack: +11 to hit, reach
15ft., one target. Hit 16 (2d7 + 7) piercing damage.
Parasyte fling Ranged weapon attack: +6 to hit,
range 80ft., one target hit: the target gets a
parasyte.
Parasyte Swarm (Recharge 5-6). The Overlord
Unleashes a swarm of Parasites on all nearby
creatures. Each creature within a sphere with a 15ft
radius must succeed on a DC14 Dexterity saving
throw or get a parasyte, two parasytes if it is a
failure by 5 or more, three, if it is a failure of 10 or
more. All creatures also take 4 (1d6) poison
damage for each parasyte attached this way.
Legendary Actions
Brain Crusher can take 2 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. Brain
Crusher regains spent legendary actions at the start
of their turn.
Spell Reflect Brain Crusher's magical enforced rosin
skin can reflect any spell of 2nd level or lower that
hits it directly. Doing so, it can redirect the spell at
a new target with +6 as a spell attack.
Hide in light(2 Actions) Brain Crusher can force the
light to slip around its body, at will, and thus
becomes invisible, until it decides to reappear or if
it attacks.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) slahing damage.
Brain cocktail. Melee Weapon Attack: +2 to hit,
reach 1ft., grappled target. Hit 15 (3d10 + 5)
necrotic damage.
Armor Class 14
Hit Points 45(6d8 + 18)
Speed 30ft. 40ft fly
Armor Class 15
Hit Points 87 (11d8 + 38)
Speed 30ft. fly 40ft
Actions
Memory Crush. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit 7 (1d8 + 3) psychic
damage. The target must make a DC 14 Intelligence
saving throw. On a failed dave it takes 13 (3d8)
psychic damage and it loses all memories of the
past 1d4 days. Any experience points gained during
that time is lost.
Reactions
Dark Core. As a reaction to a melee attack, Caius can
reach out and suck the attacker into a black void.
DC 16 Strength save or be banished, the target
returns at the end of their turn.
Reactions
Shield Wall. Granmarg adds 4 to its AC against one
melee attack that would hit it. To do so, Granmarg
must see the attacker and be wielding a shield.
Reactions
Parry. Thestalos adds 3 to its AC against one melee
attack that would hit it. To do so, Thestalos must
see the attacker and be wielding a melee weapon.
Reactions
War Horse. As a reaction, when Zaborg is hit with a
melee attack, his mount can launch one attack
against the attacker with it's hooves. Melee
Weapon Attack: +6 to hit, reach 5 ft, one target.
Hit: (2d8 + 4) bludgeoning damage plus
(2d6)thunder damage.
T
he old adage "opposites attract" often proves Note
true, and you can't get much more "opposite"
than light and dark. Life or death. Erebus was If your players are having too easy a time of things, and are
the ruler of his own demiplane of death and taking Erebus down too quickly, it might be a good idea to
darkness. A powerful undead entity, but he was save one or even two of the Legendary Resistances to
not without feelings or emotions. One day he succeed on the Undead Fortitude's constitution saving throw.
ventured from his home, leaving the demiplane This could give you an extra round or two to make your
more out of boredom than anything, and on this excursion he players sweat a little more.
came across a luminous beauty on a cliff looking out over the
land in full golden plate as the sun rose at dawn. He was so
stunned by her might and majesty in that moment that he
sought to find out more about the mysterious woman. He
learned her name was Ehther, a being much like himself with
a demiplane of her own. Erebus despite his duties to his
realm became driven to distraction, returning to that cliff to
see the being of light that had so captured his heart.
Eventually, he introduced himself and began the courting.
Ehther was quite taken as well, she saw him as a powerful
and mysterious man, but never quite saw the -real- Erebus.
The two grew close, spending a night with one another, and
eventually Erebus invited Ehther to come to his realm. She
agreed, and that is where things started to sour. Erebus
started showing his true colours. His ruthlessness as a ruler
startling Ehther. Erebus was determined to keep Ehther's
heart for himself and did everything he could think of to show
his affection, tormenting the dead in his realm, offering her
slaves to punish, even going so far as to put on a display of
slaughter and suffering for her, all the things he could
imagine that might prove his devotion. Ehther was a
fundamentally different being, and saw all of the attempts as
horrific and fled back to her own demiplane. When next they
met Erebus asked why she had left so suddenly, genuinely
confused by her reaction. Angrily, Ehther told him that she
could never love someone who had such a chaotic and cruel
heart. She drew her weapon vowing that she would end his
hateful and violent existence. Erebus confused and angered,
drew his own weapon and the two fought. The battle ended in
a draw, both beings returning to their own realms battered
and bleeding and vowing each, that they would end the other.
From the Void. Erebus was a being born of pure chaos, a
primal being forged of dark, necrotic power and lacking the
same understanding of morality that other beings did. He
honestly saw no "evil" in anything he did, and as a result, his
love for Ehther was doomed from the start.
Broken Heart. Despite his vow to end Ehther's life, a part
of him still cares for her deeply, and he has never seen
another who stirred his emotions the way she did. Under the
rage at his rejection is a sorrow and pain that will never leave
him.
The Underworld Monarch. Erebus ruled over a
demiplane that formed around him after he came into
existence, a realm of darkness and undead where he riened
supreme. A demiplane he dubbed Tartarus.
Armor Class 20
Hit Points 145(17d8 + 69)
Speed 30ft.
Actions
Multiattack. Erebus makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach
5 ft, one target. Hit:(2d6 + 9) slashing damage, plus
(1d10) necrotic damage
Death Ray. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (5d10) necrotic damage.
Legendary Actions
Erebus 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. Erebus regains spent
legendary actions at the start of their turn.
Greatsword Wrath. Erebus makes a third strike with
his greatsword.
Revenge Ray (costs 2 actions) Erebus makes a Death
Ray attack.
T
he old adage "opposites attract" often proves From the Light. Ehther wasn't born as a human would be.
true, and you can't get much more "opposite" Her life sprung forth from a ray of the purest light. She
than light and dark. Life or death. Ehther was naturally was inclined to kindness and compassion, but could
a being born of light and good. It is said that to at times have a fiery temper.
look upon her is akin to looking at a new dawn, Dark Betrayal. Ehther had opened her heart to Erebus,
awe inspiring and beautiful. She was a kind grown to care for him dearly. It was this fact that made his
and noble being, a warrior with the heart of a true nature such a hard thing for Ehther to accept. How could
lion and the compassion to match. Ehther rules over her own she have ever cared for someone so callous and cruel?
demiplane, but frequently visited the material realm to watch The Heavenly Monarch. Upon Ehther's creation, a
the breaking dawn, and take in its beauty. One day she sensed demiplane formed around her, one of wide open sunny fields
eyes upon her, which she chose to ignore at the time. This and just law. In this plane, Ehther rules as queen, just and
happened several more times before finally a dark being kind. Her castle floats high above the land, a glistening edifice
came to her and professed that he believed he had fallen in of golden crystal called Heaven's Keep.
love with her. At first, the being called Erebus would come
and join her on the cliff and watch the dawn with her. He was
quite charming and she enjoyed his company and the
conversations they shared, and the single night they shared as
well. Eventually Erebus invited her to his demiplane and she
saw the monster beneath his skin. His cruel torture and
savage violence was shocking, and what was worse, he was
doing it for her, to please her. She felt deceived and betrayed.
She had opened her heart to Erebus and now he was
showing his true colours and they were cruel. Angered by the
deception, her noble sense of justice riled, she fought Erebus.
The fight ended in a draw, both Ehther and Erebus battered
and bloody, each retreating to their own demiplanes, vowing
to eliminate one another. Later, Ehther gave birth to two sons.
Ehther the Heavenly Magic Weapons Ehther's weapon attacks are magical.
Monarch Actions
Large Celestial, Lawful Good Multiattack. Ehther makes two glaive attacks.
Armor Class 20 Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft,
Hit Points 145(17d8 + 69) one target. Hit:(1d10 + 9) slashing damage, plus
Speed 30ft. (1d10) radiant damage
Heavenly Ray. Ranged Spell Attack: +9 to hit, range
STR DEX CON INT WIS CHA 120ft, one target. On Hit: (5d10) radiant damage.
20 (+5) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4) Legendary Actions
Ehther can take 3 legendary actions, choosing from the
Saving Throws Dex +9, Wis +7, Cha +9 options below. Only one legendary action option can
Skills Perception +7, Stealth +9 be used at a time and only at the end of another
Damage Immunities Fire, Radiant creature’s turn. Ehther regains spent legendary actions
Damage Resistance Poison; Bludgeoning, Piercing, And at the start of their turn.
Slashing From Nonmagical Weapons.
Condition Immunities Charmed, Exhaustion, Frightened, Glaive Mastery. Ehther makes a third strike with his
Paralyzed, Petrified, Poisoned greatsword.
Senses Truesight 120ft,Passive Perception 17
Languages Celestial, Common, Telepathy 120 ft Heaven's Wrath (costs 2 actions) Ehther makes a
Challenge 14 (11,500 XP) Heavenly Ray attack.
Note
Legendary Resistance (3/day). If Ehther fails a saving If you want to spice things up a little, have Ehther
throw, he can choose to succeed instead. accompanied by a pair of Deva that serve as her
Magic Resistance Ether has advantage on saving throws leutenants, but keep in mind, she is lawful good, and if
against spells and other magical effects. challenged to one on one combat, those deva would
not get involved.
Aura of Light Magical darkness is dispelled in a 60ft
radius around Ehther
Credit | Statblock & Lore: Erin Ouellette \ Art:
zechrx
228
Angmarl the Fiendish Angmarl the Fiendish
Monarch Monarch
Deep in the depths of the nine hells the struggle for power is Large Fiend, Chaotic Evil
never ending. For those with less power, allying themselves
under a stronger being's banner is their best course of action. Armor Class 18
Angmarl is one of those creatures that found it to his Hit Points 130(14d10 + 56)
advantage to stand under the influence of the Archfiend Speed 30ft, 40 fly
Emperor: The Lord of First Horror. Serving as one of them
Emperor's Lieutenants, Angmarl himself had legions of low
level fiends at his command, and serves as their ruler. STR DEX CON INT WIS CHA
Emperor's Lieutenant. Serving as the Emperor's 17 (+3) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2)
lieutenant, Angmarl leads infernal forces to carry out his
master desires. A king in his own right, he hopes to take Damage Immunities Necrotic, Fire; Bludgeoning,
advantage of his Emporer's ambitions, and perhaps one day, Piercing, And Slashing From Nonmagical
make them his own. Weapons
The Warrior King. Well versed in the art of combat, and Condition Immunities Charmed, Exhaustion,
commanding those below him, Angmarl is a warrior first and Frightened, Paralyzed, Petrified, Poisoned
foremost, allowing his Emperor to do the thinking while he Senses Devilsight 120ft,Passive Perception 9
revels in the violence of the battlefield. Languages Infernal, common.
The Fiendish Monarch. Having crawled up from the Challenge 9 (5000 XP)
dredges of hell to a place of power over lesser fiends,
Angmarl has followers that are willing to fight and die for Immutable Form. Angmarl is immune to any spell or
him, both out of fear and out of ambition. effect that would alter its form.
Magic Resistance. Angmarl has advantage on Saving
Throws against Spells and other magical effects.
Magic Weapons. Angmarl's weapon attacks are
magical.
Actions
Multiattack. Angmarl makes two attacks.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft,
one target. Hit:(1d12 + 5) slashing damage, plus
(1d10) fire damage.
Fiendbolt. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (2d10) necrotic damage,
2d10 fire damage.
Reactions
Impish Minon. As a reaction to an attack he can see,
Angmarl can summon up an imp to take one hit on
his behalf.
Notes
Angmarl is best used in conjunction with minions, such as
imps or other low level hellish critters. He's best played as
battle hungry, but not unintelligent. Finding a good balance of
"commander" and "Warrior" can be tricky, but experiement
and you'll find the right balance.
Reactions
Blinding Radiance. As a reaction to being attacked
by an attack he can see, Kuraz can impose
disadvantage by radiating bright light to obscure his
movements.
Reactions
Dark Embrace. As a reaction to a target dropping to
0hp, Delg can cast darkness centered on the fallen
foe to hinder it's revival.
L
ong ago, seven gems were formed using energy Darkness and Light The Crystal Beasts are beings of
from the Positive Plane. These powerful gems positive energy, however this doesn't make them immune to
were used to seal away a great beast, and were corruption. If exposed to a surplus of negative energy, the
then scattered into the far reaches of the Crystal Beasts will transform into evil and more lethal forms
wilderness. Centuries passed, and the gems known as the Advanced Crystal Beasts. This transformation
began to grow restless. The gems created can be reversed through two means; by leaving the gems in
artificial forms so that they could move about nature long enough for them to revert naturally, or by
the planet, looking to reunite their splintered form. exposing them to enough positive energy. If the Crystal
Ancient Power Each of the gems, and by extension the Beasts are reunited while in their corrupted forms, none are
creature each gem formed, contains a small amount of the sure of the outcome.
power from both the Positive Plane and from the great beast Summoning the Great Beast If all seven of the Crystal
that they had sealed. This grants the Crystal Beasts access to Beasts are within 30 feet of each other, they will revert to
power not seen in other creatures. their gem forms and begin to slowly float through the air
Seven Parts of a Whole Though there is a prophecy towards each other. It takes five rounds for all of the gems to
pertaining to the reunion of the gems, its outcome is unclear. touch in the center of this area. Once all of the gems touch,
Some believe that those who helped reunite the Crystal the Rainbow Dragon is released. A DC 25 Strength check can
Beasts will gain the powers of the great beast they sealed, be made to pull one of the gems away from the ritual, in
while others believe that their reunion will release the great which case the ritual ceases until the gems are returned to
beast. The Crystal Beasts themselves clearly wish to be within 30 feet of one another. Additionally, if any of the seven
rejoined, but their placement throughout nature makes this gems are in their dark forms when the ritual is completed, the
impossible without additional assistance. Dark Rainbow Dragon is released instead.
STR DEX CON INT WIS CHA Gem Form. When reduced to 0 hit points the
Advanced Amber Mammoth transforms into a Dark
26 (+8) 8 (-1) 19 (+4) 11 (+0) 8 (-1) 13 (+1) Amber Crystal worth 60gp. If left in a natural
environment it reforms into the Amber Mammoth
Senses tremorsense 30ft, passive Perception 10. in ten days. Once per day a Creature holding this
Languages Understands Common but can't speak gem may use the Dark Thunderous Trumpet ability.
Challenge 7 (3000 XP)
Trampling Charge. If the Amber Mammoth moves at
Gem Form. When reduced to 0 hit points the least 20 feet straight toward a creature and then
Amber Mammoth transforms into an Amber Crystal hits it with a gore attack on the same turn, that
worth 50gp. If left in a natural environment it target must succeed on a DC 19 Strength saving
reforms into the Amber Mammoth in ten days. throw or be knocked prone. If the target is prone,
Once per day a Creature holding this gem may use the Advanced Amber Mammoth can make one
the Amber Magnet ability. stomp attack against it as a bonus action.
Gem Form. When reduced to 0 hit points the Advanced Gem Shell. When a creature attacks the
Emerald Tortoise transforms into an Emerald worth Advanced Emerald Tortoise with a melee attack it
50gp. If left in a natural environment it reforms into takes 5 piercing damage or twice as much (10) if
the Emerald Tortoise in fourteen days. Three times the attack misses.
per day a Creature holding this gem may use the
Shard Shell ability (It counts as a dex based weapon, Actions
which the user is proficient in). Multiattack. The Advanced Emerald Tortoise makes
two Dark Shell Slam attacks.
Gem Shell. When a creature attacks the Emerald
Tortoise with a melee attack it takes 3 piercing Dark Shell Slam. Ranged Weapon Attack: +6 to hit,
damage or twice as much (6) if the attack misses. reach 25ft., one target. Hit: 10 (2d6 + 4) piercing
damage plus 7 (2d4+3) poison damage. Once used
Actions the Armor Class of the user increases by 5 until its
Shard Shell. Ranged Weapon Attack: +4 to hit, reach next turn. The Advanced Emerald Tortoise can only
10ft., one target. Hit: 13 (3d6 + 2) piercing increase its Armor Class once per turn.
damage plus 2 (1d4) poison damage. Once used
the armour class of the user increases by 9 until its
next turn.
Reactions
Cobalt Deflection: When hit by a spell attack or
caught in a spells area of effect, from a spell cast at
4th level or lower, the cobalt eagle can dodge the
spell completely.
STR DEX CON INT WIS CHA Gem Form. When reduced to 0 hit points the
15 (+2) 20 (+5) 12 (+1) 13 (+1) 15 (+2) 7 (-1) Advanced Amethyst Cat transforms into a Dark
Amethyst worth 60gp. If left in a natural
environment it reforms into Amethyst Cat in seven
Skills Perception +5, Stealth +8 days. Once per day a Creature holding this gem may
Senses passive Perception 15 use the Dark Claw ability.
Languages Understands Common but can't speak
Challenge 2 (450 XP) Pounce. If the Advanced Amethyst Cat moves at
least 15 feet straight toward a creature and then
Gem Form. When reduced to 0 hit points the hits it with a claw attack on the same turn, that
Amethyst Cat transforms into an Amethyst worth target must succeed on a DC 15 Strength saving
50gp. If left in a natural environment it reforms into throw or be knocked prone . If the target is prone,
Amethyst Cat in seven days. Once per day a the Advanced Amethyst Cat can make one bite
Creature holding this gem may use the Amethyst attack against it as a bonus action.
Pierce ability. Dark Claw The user automatically hit their target
Pounce. If the Amethyst Cat moves at least 20 feet with their chosen attack, but all damage is
straight toward a creature and then hits it with a converted to necrotic
claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be Actions
knocked prone . If the target is prone, the Amethyst Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Cat can make one bite attack against it as a bonus one target. Hit: 11 (3d4 + 5) piercing damage.
action.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft .,
Amethyst Pierce The user can grant their target one target . Hit: 9 (2d6 + 2) slashing damage plus
resistance to all the damage of their attack in order 7 (1d10+2) physic damage.
to automatically hit the target.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft .,
one target . Hit: 6 (1d8 + 2) slashing damage plus
4 (1d8) physic damage.
242
Dark Rainbow Dragon Dark Radiance The Dark Rainbow Dragon sheds non-
magical darkness in a 20ft radius from its body, any
Gargantuan Dragon, neutral evil
non-magical light source that enters this darkness is
Armor Class 23 (Natural Armour) destroyed. Magical light is unaffected.
Hit Points 523 (26d20 + 242)
Speed fly 80ft. Saving Throws Dex +8, Con +16, Int +9, Wis +10
Skills Insight +9, Perception +18, Intimidation +9
STR DEX CON INT WIS CHA Damage Immunities Necrotic
Damage Resistances Radiant
27 (+8) 13 (+1) 29 (+9) 15 (+2) 17 (+3) 18 (+4) Senses Blindsight 60ft, Darkvision 120ft, passive
Perception 28
Legendary Resistances (3/day) If the Dark Rainbow Languages Common, Draconic
Dragon fails a Saving Throw it can chose to succeed it Challenge 23 (50,000 XP)
instead
Dark Crystals Power When summoned the Dark Actions
Rainbow Dragon absorbs all seven crystal gems turning Multiattack The Dark Rainbow Dragon can make three
them into the equivalent dark gem; each gem allows attacks, two with its bite and one with its tail.
for the force damage of its attacks to be considered as
another element (only one other damage type may be Bite Melee Weapon Attack: +16 to hit, reach 15ft., one
used at a time) and a unique ability as seen in the Dark target. Hit 19 (2d8 + 10) piercing damage plus 10
Gem Powers Table. When the Unique ability is used the (3d6) force damage
gem falls to the ground within 20ft of the Dark Tail Melee Weapon Attack: +16 to hit, reach 20ft., one
Rainbow Dragon. target. Hit 25 (2d12 + 12) bludgeoning damage
Dark Gem Powers Breath Weapon (Recharges 5-6) The Dark Rainbow
Damage Dragon launches a burst of energy in either a 90ft
Gem Type Unique Ability Cone or 150ft long line that is 10ft wide. Each
Ruby Fire As an action, the Dark Rainbow Creature makes a DC 22 Dexterity Saving Throw taking
Dragon launches 2; 5th level 3 (1d6) Force Damage plus 14 (4d6) Force Damage
(10d6 fire damage) fireball for each gem it still possesses on a failed save, and half
centred at two separate points, as much on a successful one.
with DC 19. Dark Destruction Burst Can only be used when the Dark
Amber Thunder As an action, the Dark Rainbow Rainbow Dragon is below 200 hit points, and has 3 or
Dragon can make a Wing Attack more gems left. By removing all remaining gems (they
with using legendary actions. fall together within 20ft of Dark Rainbow Dragon) all
creatures within 60ft of Dark Rainbow Dragon must
Topaz Lightning As an action, the Dark Rainbow
Dragon can teleport up to 150ft, make a DC 25 Dexterity Saving Throw, taking Dark
dealing 23 (5d8) Lightning Rainbow Dragons remaining health as force damage on
damage to all creatures within a a failed save and half as much on a successful one.
10ft radius of it's ending point.
Legendary Actions
Emerald Poison As a reaction, the Dark Rainbow
Dragon can become resistance to The Dark Rainbow Dragon can take 3 legendary
the damage types it would take actions, choosing from the options below. Only one
from one attack. legendary action option can be used at a time and only
at the end of another creature’s turn. The Dark Rainbow
Cobalt Radiant As a reaction, the Dark Rainbow Dragon regains spent legendary actions at the start of
Dragon can take no damage from
a Line Spell or spell that targets their turn.
the Dark Rainbow Dragon of 5th Detect Dark Rainbow Dragon makes a Wisdom
level or lower. Roll a d6, on a 5-6
the spell is reflected as if it (Perception) check.
originated from the Dark Rainbow Tail Attack Dark Rainbow Dragon makes a tail attack.
Dragon with the caster as the
target. Wing Attack (Costs 2 Legendary Actions) The Dark
Rainbow Dragon beats its wings. Each creature within
Sapphire Cold As a bonus action, the Dark 10 ft. must succeed on a DC 25 Strength saving throw
Rainbow Dragon regains two or take 22 (4d6 + 8) bludgeoning damage and be
crystals it had previous used that knocked prone. The dragon can then fly up to half it's
are not in the possession of flying speed.
another creature.
Amethyst Physic As an action each creature of the
D.R.D's choice that is within 120
feet of the dragon and aware of it
must succeed on a DC 19
Wisdom saving throw or become
frightened for 1 minute. A
creature can repeat the saving Credit | Statblock & Lore: Daniel Edwards
throw at the end of each of its
turns, ending the effect on itself 243
on a success.
Rainbow Overdragon
B
lessed by power from beyond the material plane Not without flaws
Rainbow Overdragons are the creations of
powerful deities sent to deal with problems they Rainbow Overdragons are almost insurmountable foes but
believe outside the power of their usual power this great cannot come without a cost. When each is
champions. One of these dragons was the great made a device (or devices) must also be made that can
beast originally sealed by the seven gems of the destroy the creatures and contain the remnants of their
positive plane as mentioned in the "The Crystal power. A rival being to the one that creates the dragon may
Beast" section. find and distribute this weakness to whomever it wishes,
some beings even give their intended victims the device(s)
Heralds Of Destruction directly to give them a fighting chance out of a sense of fair
These dragons spell the end for near all creatures that play.
encounter them, they are single minded in the mission they Samples of these weaknesses include: Legendary
are created to do which is normally destroy a being that has Weapons, Crystals formed from pure energy, A single feather
angered a powerful god. that if touched to the dragon direct would destroy it, A single
They are not malicious beings by nature, it is merely their arrow that must pierce its heart. It matters not so long as it is
devotion to a goal given to them that sees them become a possible to complete the objective; a feather that must cut
symbol of destruction to those that oppose the being that through its neck in one blow for example would not work.
created it. Though underestimating the power of these beings The weakness may not be something physical but the
because they are servants to a master is an unwise move, that completion of the task, such as not attempting to fight the
has lead to a number of beings now with names long dragon, or rescuing someone else from it.
forgotten to their doom. Far from invincible
These dragons are vanquishable without the use of their
intended critical weakness, not only can they be bested by a
physical or prophetical weakness intended for another one of
their kind, but they can be also be killed in combat as with
any other mortal creature. While whatever bests them would
have to be powerful it doesn't make them invincible, and a
being strong enough to create a Rainbow Overdragon can
always create more of them to strike down the overconfident
slayers of these near unstoppable foes.
Gravekeeper's
Ambusher
Medium humanoid, lawful evil
Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 30 ft.
Actions
Multiattack. The Ambusher makes 2 attacks: one
with its kukri, and one with its hidden blade.
Kukri. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 8 (1d6 + 4) slashing damage
Hidden Blade. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 7 (1d4 + 4) piercing
damage
Black-powder Bomb. Ranged attack: +7 to hit, range
20ft., 15ft radius. All creatures in the area must
succeed on a DC14 DEX saving throw or take 3d6
fire damage. The Ambusher can only use this
abillity once .
Gravekeeper's
Cannonholder
Medium Humanoid, Lawful Evil
Armor Class 16
Hit Points 112 (15d8 + 45)
Speed 30ft.
Skills Athletics +7
Senses passive Perception 11
Languages Common
Challenge 4 (1,100 XP)
Actions
Multiattack. The Cannonholder makes 2 Cannon
Bash attacks.
Cannon Bash. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 11 (1d12 + 4)
bludgeoning damage
Cannonball. The Cannonholder takes aim at a spot
within 60 ft. and fires their cannon. Any creature or
object within 10 ft. of the spot chosen must make
a DC 14 Dexterity saving throw. On a failed save,
the creature takes 32 (8d6) bludgeoning damage,
or half as much on a successful save. After the
cannon has been fired, it cannot be fired again
unless the Cannonholder takes the Reload Cannon
action.
Reload Cannon. The Cannonholder loads another
cannonball into their cannon, and on subsequent
turns may now take the Cannonball action again.
Gravekeeper's Chief
Medium Humanoid, lawful Evil
Armor Class 12
Hit Points 78 (12d8 + 24)
Speed 30ft.
Actions
Rod. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 6 (1d6 + 2) bludgeoning damage
Gravekeeper's
Commandant
Medium humanoid, lawful evil
Actions
Multiattack. The Commandant makes 2 Greatsword
attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 12 (2d6 + 4) slashing damage.
Gravekeeper's Curse
Medium Humanoid, chaotic evil
Armor Class 12
Hit Points 27(5d8 +5)
Speed 30ft.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage
Gravekeeper's
Descendant
Medium humanoid, chaotic evil
Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30ft.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage
Gravekeeper's Guard
Medium humanoid, lawful evil
Actions
Multiattack. The Guard can attack twice with their
Pike.
Pike. Melee Weapon Attack: +5 to hit, reach 10ft.,
one target. Hit 9 (1d10 + 3) piercing damage.
Gravekeeper's Heretic
Medium humanoid, neutral evil
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage
Gravekeeper's
Nobleman
Medium humanoid, lawful evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30ft.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage
Actions
Multiattack. The Oracle can make 2 attacks: 1 with
their Maul and one with Voices of the Dead.
Maul. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 14 (2d6 + 6) bludgeoning damage +
10 (2d8) necrotic damage.
Voices of the Dead. Ranged Spell attack: +9 to hit,
range 60/120 ft., one target. Hit 15 (3d6) necrotic
damage.
Gravekeeper's Priestess
Medium humanoid, lawful evil
Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30ft.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 3) piercing damage.
Gravekeeper's
Recruiter
Medium humanoid, lawful evil
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 3) piercing damage.
Gravekeeper's Spear
Soldier
Medium humanoid, lawful evil
Actions
Multiattack. The Spear Soldier makes two attacks
with their spear.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/60 ft., one target. Hit 6 (1d6
+ 3) piercing damage or 7 (1d8 +3) piercing
damage if used with two hands to make a melee
attack.
Gravekeeper's Vassal
Medium humanoid, lawful evil
Armor Class 9
Hit Points 10 (2d10)
Speed 30ft.
Actions
Rock. Melee or Ranged Weapon Attack: +1 to hit,
reach 5 ft. or range 10/30 ft., one target. Hit 2 (1d4
- 1) bludgeoning damage
Steal. The Vassal makes a sleight of hand check vs.
the target's acrobatics or athletics check. If the
Vassal succeeds, they steal 1d10 gold or a small
item of the DM's choice from the target. The Vassal
must be within 5 feet of the target to attempt to do
this, and cannot do so without being noticed.
Gravekeeper's Watcher
Medium humanoid, lawful evil
Actions
Tablet of Necropolis. Melee Weapon Attack: +6 to
hit, reach 5ft., one target. Hit 6 (1d6 + 3)
bludgeoning damage and 1d6 necrotic damage.
T
he Sacred Beasts are creatures of great Gods or Demons? All three of the Sacred Beasts have been
elemental power that existed long ago. Each a worshipped in the past as Gods, and there are some that
being of destruction, bound within great seals believe the destruction the Sacred Beasts bring is divine
to contain their immense power the Sacred action to ferry souls to a much better afterlife. Indeed, this is
Beasts represent primal forces of the universe why the beings of destruction are known as Sacred Beasts in
that are capable of great acts of destruction the first place, for they are sacred tools of the Gods made to
and damnation. meet out judgement on the souls of the pure and the wicked.
Long ago, the Sacred Beasts were sealed away due to their There are however, a larger number of people who see the
immense power, and it is believed that should all three ever Sacred Beasts for what they are. Beings of primal chaos that
be free at the same time their destructive might will clash and are beyond the morality of the divines and instead embody
in time bring about the apocalypse. their own elements traits in as pure and destructive a sense
There are three Sacred Beasts known to the world. The as one could fathom.
first, Uria represents the destructive might of fire capable of
burning away all in existence. The second, Hamon represents
the pure strength of lightning and its ability to wipe away
existence. Finally, the most subtle of the three, Raviel. Raviel
represents the all consuming might of darkness and the
shadows that dwell within.
Regional Effects Raviel can see through the eyes of any sentient creature in
The region within 6 miles of Raviel's lair is warped by heat this region and use all their other senses, but only one
and fire, which creates one or more of the following effects. target at a time. While doing this, Raviel can force the
creature to make a DC17 wisdom save or take control of
Sapient creatures within the region hear whispers telling the creature to do one action.
them to commit attrocious deeds. Creatures in the area
must succeed on a DC13 Wisdom Saving throw every day
or gain a form of temporary madness as dictated in the
madness table (DMG PXXX)
Phantasms appear and wander around the area, stat as
Phantasm. These phantasms are not hostile unless
attacked.
Armor Class —
Hit Points 315(30d20)
Speed 40ft., teleport 80ft.
Actions
Multiattack Armityle makes a random number of
attacks with its slam. Roll 2d4+1 to determine the
number of attacks it makes.
Slam Melee Weapon Attack: +? to hit, reach 15ft.,
one target. Hit 17(3d10)
Cast Spell Armityle rolls 1d8+1 and then casts a
sorcerer spell equal to the rolled level or less. It can
always choose to cast Chaos Bolt at 6th level. It
makes this choice after seeing the roll on the die.
R
e-Horakhty was at unrest as he stared down The Eternal Serpent Some debate its length is as great as
upon the world, watching as the chaos and the world serpent that held all within its coils. Upon
disorder unfurled. He felt a great concern awakening, true to its name, it remains writhing within itself,
weigh upon his shoulders and felt he had to preparing to loosen its grip and its might on whom its master
take the necessary measures to rectify such desires.
injustices. It was then he felt that he and his Master of the Skies Slifer the Sky Dragon has a mastery
fellow pantheon needed greater tools to use in of the skies and can never be knocked to the earth. Because
their divine purpose. of its rule, it can summon ancient lightning to wake at a
The great sun god deliberated many a day, many a night whim. A great storm always follows this terrifying creature
over the possibility of more chaos depending on how many of wherever it goes.
these titans he created. Thus, he felt starting with a simple Eternal Devour While its biology can leave one confused,
two was the best course of action at this current time so he it is known that its second mouth can both absorb and repel
could see how his subjects would handle the situation or if magic that is meant to bring harm upon the titan.
his work would be all for naught. The Endless Cycle Slifer the Sky Dragon can, with great
One of these two creations, the eternal serpent, drew in the difficulty, be slain. However, as the endless cycle of the
curious desires of both Osiris and Apep. There was always a ouroboros devouring its tail, so to is the titan Slifer endless,
conflict between the two, however, Re-Horakhty didn't want to promising to return one day.
show favouritism and instilled a test of strength for who
would be most suited to govern over the mighty titan. Both
fought fervently refusing to give way to the other as both
coveted the great power of the new titan. After many gruelling
years, Osiris stood victorious over his fallen opponent and
claimed his rightful prize.
Actions
Dragon Cry Each creature within 120 feet of it must
succeed on a DC 23 Constitution saving throw. On
a failed save they take 40 (10d6) thunder damage
and are deafened; those that succeed only take half
as much damage and are not deafened. Those that
failed can repeat the save at the end of their turn,
ending the effects on a success.
Frightful Presence Each creature of Slifer the Sky
Dragon's choice within 120 feet of it and aware of
it must succeed on a DC 17 Wisdom saving throw
or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, with disadvantage if Slifer the Sky Dragon is
within line of sight, ending the effect on itself on a
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to
Slifer the Sky Dragon's Frightful Presence for the
next 24 hours.
A
fter the trials and tribulations of the other two Cleansing Embers The Winged Dragon of Ra is not immune
titans, Re-Horakhty discerned that his project to that which plagues the earth, however, as a divine beast, it
was a success. This led to his decision to make can ignite to burn away the impurities that were inflicted
this final titan, the Winged Dragon of Ra. This upon it. Born anew, it does not retain any of the earthly
beast would stand above the others with the blights and is ready once more for the dance of battle.
purpose of keeping both Slifer and Obelisk in Vengeful Incineration The anger of this titan is no
line, should they ever act out. Likewise, it would laughing matter, even to those who claim to best flames. This
be a personal servant to Re-Horakhty. is because the Winged Dragon of Ra can burn an individual
Learning from the other two titans, the Winged Dragon of away from the inside. No amount of preparation or natural
Ra was made more condensed. This meaning while it held immunities can spare one from the divine heat and will still
the same power, it was much more free of movement and less falter before it.
restricted than its predecessors. This gave the beast greater Bonds of Sacrifice The Winged Dragon of Ra holds a
speed and mobility, being able to carry out many more tasks great appreciation for the spark of life. To those willing to
for Re-Horakhty. give up that which sustains them, only bolsters the titan's
Re-Horakhty wished for this titan to reflect himself. He strength. The bond of the given life becomes like a sword for
blessed the creature with a golden radiance and fierce it to cleave its foes down.
flames, hot as the sun themselves. Its gleaming body was also The Endless Cycle The Winged Dragon of Ra can, with
enforced with strange energies, making it that much harder great difficulty, be slain. With every death of a star, a new one
to remove the titan. This makes the Winged Dragon of Ra a is born from its ashes. Like a phoenix, the Winged Dragon of
most formidable and precise foe. Ra promises to return one day.
Actions
Blinding Cinders. Each creature within 120 feet of it
must succeed on a DC 23 Dexterity saving throw.
On a failed save they take 40 (10d6) fire damage
and are blinded; those that succeed only take half
as much damage and are not blinded. Those that
failed can repeat the save at the end of their turn,
ending the effects on a success.
Frightful Presence. Each creature of the Winged
Dragon of Ra's choice within 120 feet of it and
aware of it must succeed on a DC 18 Wisdom
saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, with disadvantage if the Winged
Dragon of Ra is within line of sight, ending the
effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the Winged Dragon of Ra's
Frightful Presence for the next 24 hours.
W
hile Slifer's ownership went to one strong of Anubis and Obelisk's relationship was a very fortuitous one
body, Re-Horakhty felt that Obelisk, who's as Anubis' domain of judgement suited well with the powerful
already vastly powerful, should be given to and relentless nature of the titan. Obelisk itself began to see
somebody strong of mind and resolve. Like themselves as a Fist of Judgement, overseeing the mortal
before, the god of the sun constructed a test realm when its master could not. However, a titan knew that
for this titan as well. Whilst Slifer's test was its role was that of a tool and it did not overstep boundaries.
being performed, Obelisk's test would be done This makes Obelisk a dangerous foe, to say the least, having
simultaneously to prevent a single god from gaining both an astute mind to back its formidable blows.
ownership of more than one titan. Two gods, in particular, Unstoppable Strength While not the strongest of all the
took interest; Set and Anubis. titans, when it comes to physical prowess, Obelisk is
Though it not as labouring, the test undertook by Set and unmatched. Rumours say it is possible its strength is even
Anubis was still a long and gruelling one. Anubis stood strong greater than that of the god it serves.
and firm, but in actuality, it was Set's wiles and clever Essence of Death Unlike the serpent chasing its tail,
thinking that ended up winning the trials. However, when Obelisk does not follow a cycle. It simply is the Essence of
seeking to claim his reward, the titan itself rejected its new Death, and Death cannot be killed, only delayed. The simple
master. Set was enraged but Obelisk stated clearly and firmly presence of it fills one with the intimidating power of Death
that it was a tool created by Re-Horakhty to be used for the itself.
people, not one's own selfish gain. It could sense Set's Brutish Titan Obelisk cannot be negotiated with, it would
intention to abuse the power that it held. Thus true rather solve its problems with its fists. Like judgement, it
ownership went to Anubis. thinks in absolutes.
The Endless Cycle Obelisk the Torment can, with great
difficulty, be slain. While Obelisk can be felled, its body
returns to the earth which then sprouts a large obsidian
monolith, containing the essence of the titan, promising to
return one day.
Actions
Ominous Pulse Each creature within 120 feet of it
and standing on the ground must succeed on a DC
23 Dexterity saving throw. On a failed save they
take 40 (10d6) force damage and are knocked
prone; those that succeed only take half as much
damage and are not knocked prone.
Frightful Presence Each creature of Obelisk the
Tormentor's choice within 120 feet of it and aware
of it must succeed on a DC 17 Wisdom saving
throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, with disadvantage if Obelisk the
Tormentor is within line of sight, ending the effect
on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
immune to Obelisk the Tormentor's Frightful
Presence for the next 24 hours.
Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., Move. Obelisk the Tormentor moves up to half its
one target. Hit 40 (4d12 + 10) bludgeoning damage. speed.
Stomp (Costs 2 Actions). Obelisk the Tormentor makes
one stomp attack.
A
fter creating the three celestial titans, Re-
Horakhty realized that he could benefit greatly
by bestowing one of these creatures upon his
advisor, Thoth. Set having overheard this and
having missed his opportunity to lay claim to
Obelisk, decided that if he wasn't going to have
one, no one else should either and sought to
sabotage the new creation.
As Re-Horakhty put the final touches on his creation,
bestowing its name and finalizing its power, Set made his
move and the sabotage took hold, causing an imperfect titan
by the name of Exodia. Unfortunately, the subversion did not
go quite as planned, Exodia's power being far more than the
dark god anticipated. Upon the Exodia's awakening, the titan
attempting Set's obliteration. Re-Horakthy arrived just in time
to witness that his fourth creation was uncontrollable due to
the sabotage and was forced to sunder it into five pieces,
sending them to separate far corners of the realm in hopes
they would never be assembled again.
Now those five pieces are sought after by those hungry for
power and if they are ever to be assembled, Exodia would rise
again and reap destruction upon the world.
Mind of the Master Exodia takes on a lawful or chaotic
alignment depending on who assembles the pieces. If the
person to assemble is lawful, Exodia latches onto its
strongest desire and does anything in its power to carry it
out. If the assembler is anything but lawful, Exodia rages out
of control, killing and destroying everything in its path.
Bent on Destruction Regardless of Exodia's resulting
alignment, its tendency is to reach those goals through
destruction. For example, a king desiring peace for his
kingdom may have that wish granted by Exodia destroying
the other kingdoms around him. A noble desire twisted by
the titan's flawed state.
Rage of the Imprisoned If in the presence of any of the
other three titans that Re-Horakhty created, Exodia turns its
destructive power onto them. Sensing in the other titans
power akin to its own, the damaged titan believes it can
eliminate its own imperfections by destroying its brothers.
The Endless Cycle Exodia the Forbidden One can, with
great difficulty, be slain. This, however, is not permanent. In
defeat, Exodia is separated into its five parts, which then
scatter until they're reunited once again.
E
xodia Necross is the chaotic result from
being summoned by an evil being unlike
Exodia the Forbidden One who is
summoned by one who has righteous
ideals. Both variants will result in a
destructive creature, however, Exodia
Necross is far more offensive compared to
the original.
D
eep underneath the earth, far beyond the reach Hunted and Hunters
of the average adventurers the Behemoths
spend most of their time asleep, undisturbed by With few (if any) natural predators the Behemoths were
even the races who live deep in the underdark. fierce hunters when active, leading nearby races like Drow,
However when they wake these creatures can Duegar and Svirfneblin to send hunting parties after them.
cause mass destruction, and the young of their Eventually when a few Behemoths attacked the surface races
kind can often cause damage to nearby the Subterror Hunters were formed. The subterror hunter
settlements, leading to many fighters training to defeat them were specially trained to take on these gigantic beasts
and other giant threats found both above and below ground. however their overzealous hunting the Behemoths were
driven to near extinction which in turn has made them even
Forces of Nature more dangerous and feral as they try to protect their lands
Even the weaker Subterror Behemoths are capable of and young.
destruction in line with Dragons, Krakens and other famous For groups intending to take some of the more fearsome
creatures of land and sea. However in terms of their behemoths on it would be advisable to recruit the assistance
capabilities for destruction the strongest of the Behemoths of a few of the Subterror Hunters if able, though those
are almost rivals to the Tarrasque though their seclusion wanting to prove themselves should be able to take on the
from most civilisations make them much less famous or creatures without great difficulty.
feared. Types of Behemoth
The Behemoths were named by some of the first Subterror
Hunters that discovered them after both creatures they were Behemoths come in many types throughout the land, but the
reminded of when fighting them and for types of rock/natural most common of them can be fond detailed below, it should
features of the land. Some claim that the Behemoths are be noted that the descriptions included are for adult versions
linked to the land they are found in, created by old nature of each of the Behemoths as the young are often kept in very
magic to protect the area from encroaching civilisations or well hidden nests for their protection:
darker forces but this is nothing more than a theory.
Actions
Multiattack. The Stygokraken makes one bite or
swallow attack and one tail attack as one action.
Though the two attacks must be used on two
separate targets.
Bite. Melee Weapon Attack: +8 to hit, reach 10ft.,
one target. Hit 11 (2d6 + 4) piercing damage. If the
target is a medium or smaller creature that creature
is grappled (escape DC20). Until this grapple ends,
the target is restrained, and the Stygokraken can't
bite another target.
Swallow. The Stygokraken makes a bite attack
against a grappled creature, if the attack hits the
creature is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects
outside the stygokraken, and it takes 28 (8d6) acid
damage at the start of each of the stygokraken's
turns. If the stygokraken takes 25 damage or more
on a single turn from a creature inside it, the
stygokraken must succeed on a DC 15 Constitution
saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space
within 10 feet of the stygokraken. If the
stygokraken dies, a swallowed creature is no longer
restrained by it and can escape from the corpse
using 10 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +6 to hit, reach 15ft.,
one target. Hit 21 (3d10 + 4) bludgeoning damage.
Actions
Multiattack. The Dragossuary makes three attacks:
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft.,
one target. Hit 17 (2d10 + 6) piercing damage
Claw. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit 13 (2d6 + 6) slashing damage
Tail. Melee Weapon Attack: +11 to hit, reach 15ft.,
one target. Hit 15 (2d8 + 6) bludgeoning damage
Stone Breath (Recharge 5-6). The Dragon exhales
sharp stones in a 60ft cone. Creatures within that
area must make a DC 18 Dexterity Saving Throw,
taking 45 (10d8) bludgeoning damage on a failed
save and being knocked prone, they take half as
much damage on a successful save and are not
knocked prone.
Umastryx
Gargantuan Monstrosity, unaligned
Actions
Multiattack. The Umastryx makes two claw attacks,
and one bite attack as a single action.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft.,
one target. Hit 16 (2d10 + 5) piercing damage
Claw. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit 16 (3d6 + 5) slashing damage
Horn. Melee Weapon Attack: +11 to hit, reach
15ft., one target. Hit 24 (3d12 + 5) piercing
damage
Phosperoglacier
Gargantuan Dragon, unaligned
Actions
Multiattack. The Phosperoglacier can make four
slam attacks as a single attack action. Or make two
claw attacks and one bite attack as a single attack
action
Claw. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit 16 (2d8 + 7) slashing damage plus
5 (2d4) cold damage
Bite. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit 20 (2d12 + 7) piercing damage
Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 21 (3d8 + 7) bludgeoning damage
plus 7 (2d6) cold damage
Voltelluric
Large Monstrosity, unaligned
Actions
Multiattack The Voltelluric can make two claw
attacks as a single action, or three lighting Blitz
attacks
Claw. Melee Weapon Attack: +11 to hit, reach 10ft.,
one target. Hit 12 (2d6 + 5) slashing damage plus
10 (2d6 + 3) lightning damage
Lighting Blitz. Ranged Attack: +14 to hit, range
150/600ft., one target. Hit 18 (4d4 + 8) lightning
damage.
Bolt out of the Blue The Voltelluric teleports up to
300ft to a point it can see, any creature within 30ft
of its start or end point takes 14 (4d6) Lightning
damage.
Actions
Multiattack. The Stalagmo makes two claw attacks
and one stomp attack as a single action.
Claw. Melee Weapon Attack: + to hit, reach 20ft.,
one target. Hit 32 (4d12 + 10) slashing
Stomp. Melee Weapon Attack: + to hit, reach 10ft.,
one target. Hit 21 (2d12 + 10) bludgeoning,
additionally all creatures within 10ft of the target
take half as much damage.
Legendary Actions
Stalagmo 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. Stalagmo regains spent
legendary actions at the start of their turn.
Claw Attack. Stalagmo makes a claw attack
Detect. Stalagmo makes a perception check
Bellow of the Caverns (3 Legendary Actions).
Stalagmo unleashes a powerful roar dealing 23
(5d8) thunder damage to all creatures within 60ft,
a successful DC 23 Constitution Saving Throw
halves this damage.
Saving Throws Str +17, Dex +9, Con +15, Cha +12
Skills Perception +13
Damage Immunities Slashing, Piercing and
Bludgeoning from non-magical weapons.
Damage Resistances Fire, Necrotic, Radiant
Senses blindsight 120ft., truesight 60ft., passive
Perception 23
Languages None
Challenge 20 (25,000 XP)
Actions
Multiattack The Speleogeist makes three claw
attacks and one radiant burst attack as a single
action.
Claw. Melee Weapon Attack: +14 to hit, reach 10ft.,
one target. Hit 18 (2d10 + 7) slashing damage plus
15 (2d4 + 10) fire damage
Radiant Burst. One target the Speleogeist can see is
bathed in radiant light. They gain advantage on their
attacks until the start of the speleogeist next turn at
which point all creatures within 10ft of them
(including themselves) take radiant damage equal
to that twice that creatures hit die.
Hellfire Purge. (Recharges 5-6) The Speleogeist
targets a point it can see within 60ft, the area
erupts in spectral flames all creatures within a 20ft
radius must make a DC 22 Dexterity saving throw
taking 35 (10d6) fire and 35 (10d6) necrotic
damage on a failed save and half as much is
successful.
Actions
Multiattack. The Fiendess makes three attacks one
with its bite and two with its claws as a single
action.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 17 (3d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: (2d8 + 6) bludgeoning damage.
Arcane Breath. (Recharges 5-6) The Fiendess
unleashes 10 magical darts as described in the
magic missile spell.
Blazing Claws and Teeth: The Ultramafus deals an extra Eruption (Recharges 5-6). All Creatures with 200ft of
5d6 fire damage on all it's attacks (included in the Ultramafus must make a DC 25 Dexterity saving throw,
attacks). taking 112 (32d6) fire damage half on a failed save and
half as much on successful save. Additionally all
Fire Aura: All creatures which start their turn with 30ft creatures with 30ft are knocked prone regardless of
of the Ultramafus take 23 (5d8) fire damage their saving throw.
Magic Resistance: The Ultramafus has advantage on all
saving throws, except dexterity saving throws. Legendary Actions
Legendary Resistance (3/day): If the Ultramafus fails a Ultramafus can take 3 legendary actions, choosing
saving throw, it can choose to succeed instead. from the options below. Only one legendary action
option can be used at a time and only at the end of
Siege Monster: Ultramafus deals double damage to another creature’s turn. Ultramafus regains spent
structures legendary actions at the start of their turn.
U
nderdark hunters don't take kindly to folks Meet the Crew
straying into their hunting grounds, especially
if they're tracking rare beasts. This can lead Hunters come in all shapes and sizes but in general they get
to the normally friendly hunters turning on categorised into one of the following:
unwitting adventures or lost surface folks in Defenders Skilled at protecting their allies in combats
the name of preserving a hunt or ensuring Defenders are clad in thick armour and commonly carry
that they get the money for the parts of the around a shield used to protect themselves and allies from
creature they are hunting down. the attacks of the beasts they hunt together.
Archers Masters of ranged combat you'll find Archers
Geared Up for Greater Things scouting out for their group or pearched where they can get
Subterror hunters wield gear and know tactics for hunting vantage over the whole battlefield. Their bows are almost as
large creatures based in the underdark, this can make them large as they are but they wield them as skilfully and
valuable allies when hunting one of those creatures however confidently as any other bow, their arrows are specially
when fighting smaller and more agile creatures they lose designed to pierce tough hides of the terrors they face in the
some of these advantages. depths.
Hunters also tend to work together quiet well becoming Warriors Ready to charge into combat at a moments
much less effective when separated from their usual notice Warriors tend to call the shots on the field sticking
partners, this isn't too say they cannot fight the average close to their Defenders for security but knowingly exactly
adventures, underdark hunters train for years and must when to dash into close quarters to deliver powerful blows
complete serval training missions before they can go into the with their swords, axes or maces.
underdark this selection process makes sure only the best of Gurus Outside of direct combat these are the brains of the
the best can call themselves Subterror Hunters. operation in most hunter groups, becoming masters of
knowledge in relation to all creatures and monsters found in
the wild wherever their group goes. While not expert fighters
Allies in the depths they are capable of holding their own in melee combat
The hunters are a diverse group of races and backgrounds usually serving as secondary warriors sticking with Archers
allied by common goals and their training as such even some or Fiendesses.
races normally viewed with suspicion may find a home with Fiendesses Fiendesses are the magic wielders of hunter
the Subterror Hunters. Even races that commonly fight groups, named after their great power and capability of
against one another have been known to form close bonds damage (they became known as Fiends of the hunting field).
due to their time in the group. Meaning persuading a Their magic is used to track monsters as much as it is to kill
member to turn on another often ends up backfiring for the them, though a few specialise in protecting allies from danger
trickster rather than their intended target. in case of emergency when a defender is down for the count.
Of Many Races
The creatures found in the stat blocks for the Subterror
Hunters are based off their depiction in the cards of the
Subterror archetype, however you may wish to change their
races and possibly some of their abilities to accommodate
this. The suggested race is placed in brackets in each creatures
descriptions and the abilities unique to the race are noted in
the stat blocks. As a DM you may wish to change any/all of
these and should feel free to do so.
Actions
Multiattack. The Defender makes one Warhammer
and one Shield Slam attack as a single action
Warhammer. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 8 (1d8 + 5) bludgeoning
damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 8 (1d10 + 3) piercing damage
Shield Slam. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 10 (2d4 +5) bludgeoning
damage.
Actions
Multiattack. The Archer makes one two attacks
Greatbow. Ranged Weapon Attack: +8 to hit, range
200/800 ft, one target. Hit 9 (1d10 + 4) piercing
damage
Dagger. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 4) piercing damage.
Actions
Multiattack. The warrior makes two greatsword
attacks as a single action.
Greatsword Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit 11 (2d6 + 4) slashing damage.
Handaxe Ranged Weapon Attack: +6 to hit, range
40/120 ft, one target. Hit 6 (1d6 + 3) slashing
damage.
Actions
Multiattack. The guru makes two longsword attacks
as a single action.
Longsword Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 7 (1d8 + 3) slashing damage.
304
Earthbound Immortal Aslla Piscu
W
hen looking at a bird in flight, seldom do Birds of a Feather Wiraqocha Rasca and Aslla Piscu had
people consider if it is being held aloft by developed an irreplaceable bond, one that even the other
something. Air is all around us, but is often Earthbound Immortals do not share. The two avians look
taken for granted. The great condor upon each other as if they are siblings, and whenever they are
Wiraqocha Rasca wished to find an not preoccupied with their duties, they spend their time
appropriate protector for the mantle of the air; soaring through the skies and simply enjoying one another's
one who would not take the endless properties company. Aslla Piscu was especially doting of his “big sister”
of air for granted, and one who shared the great condors own when she became stressed over the growing conflicts of the
love for the skies. Finally, the great condor came upon a lively other Earthbound Immortals.
hummingbird who was flitting amongst the flowers busily, Heart of Compassion Aslla Piscu is a stalwart supporter
enthralled by its task. The great condor gazed upon the of the great condor's desire for balance. He spoke out against
hummingbird and decreed "You may be small, but within you Ccapac Apu when the enraged Earthbound Immortal
beats a big heart, I know you care for the sky as I do. I bestow proposed the eradication of any creature that was
upon you the power to protect those winds that you love. responsible for upsetting the equilibrium of the Earth. The
From this day forth your name is now Earthbound Immortal hummingbird argued that destruction cannot be balanced by
Aslla Piscu, Guardian of the Air!" more destruction, only by creation.
The great condor then dropped a single black feather onto Whispers on the Wind To aid in his task of maintaining
the tiny hummingbird, and it melted into its petite form. Vast balance, Aslla Piscu will often listen into the currents of the
elemental energies began to cause a great change in the wind as they travel across the far reaches of the world,
avian, and transformed it into the Guardian of the Air. bringing back details of what is occurring and if any specific
areas require stabilization.
The Endless Cycle An Earthbound Immortal can, with
great difficulty, be slain. However, their connection to that
which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
STR DEX CON INT WIS CHA Earthbound Immortal Aslla Piscu's
20 (+5) 28 (+9) 18 (+4) 18 (+4) 18 (+4) 24 (+7) Lair
Earthbound Immortal Aslla Piscu's lair is a vast,
Saving Throws Dex +15, Con +10, Cha +13 bountiful meadow full of sweet smelling flowers. Here
Skills Acrobatics +15, Perception +10, Persuasion +13 the Guardian of Air has supreme mobility and can
Vulnerabilities force create any type of windstorm that he pleases with a
Damage Immunities poison, thunder beat of his mighty wings.
Condition Immunities charmed, exhausted, frightened,
paralyzed, petrified, poisoned
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive
Lair Actions
Perception 20 On initiative count 20 (losing initiative ties),
Languages Primordial, Telepathy 120 Ft. Earthbound Immortal Aslla Piscu can take a lair action
Challenge 17 (18000 XP) to cause one of the following effects. He cannot use
the same effect two rounds in a row:
Immutable Form Earthbound Immortal Aslla Piscu is Allies of the Wind Earthbound Immortal Aslla Piscu calls
immune to any spell or effect that would alter his form. forth the element of the air to assist him in engaging
Innate Spellcasting. Earthbound Aslla Piscu's innate hostile creatures. Air Elementals appear next to up to
spellcasting ability is Charisma (spell save DC 21). five hostile creatures that Earthbound Immortal Aslla
Earthbound Immortal Aslla Piscu can innately cast the Piscu can see, makes an attack against the creature,
following spells, requiring no material components: and then disperses.
At will: charm person, levitate Stun Spores Earthbound Immortal Aslla Piscu kicks up a
special pollen that seeps into all hostile creatures
1/day each: ice storm, shatter, wind wall within the lair, attempting to slow their movements.
Keen Sight. Earthbound Immortal Aslla Piscu has Each creature must make a DC 18 Constitution save.
advantage on Wisdom (Perception) checks that rely on On a failed save the creature is stunned and must
sight. repeat the saving throw at the end of each of their
turns, ending the effect on a success.
Magic Resistance Earthbound Immortal Aslla Piscu has
advantage on saving throws against spells and other Superior Gust of Wind Earthbound Immortal Aslla Piscu
magical effects. directs the force that emits from his wings to all
hostile creatures within the lair. Each creature must
Magic Weapons Earthbound Immortal Aslla Piscu's make a DC 19 Strength save. On a failed save the
weapon attacks are considered magical. creature is knocked prone.
Preternatural Speed. Earthbound Immortal can use a
bonus action to take the Dash or Disengage action.
W
hen discussing metal, most think of constructs Rage of the Impassioned When Ccapac Apu first began his
created by man such as armour, weapons, and tenure as the Guardian of Metal, he was quite enthusiastic
jewelry. However, metal in its raw form is about protecting his element and representing mankind to
more than a mere rock. The great condor the other guardians. However, his enthusiasm soon soured
Wiraqocha Rasca was aware of the minerals into righteous anger. Ccapac Apu was forced to watch as his
potential, but was unsure of whether metal former brothers abused the land he now protected, as the
needed its own guardian. On the verge of other guardians did not wish to take drastic action. His wrath
abandoning her quest, a human appeared before her, having was such that he proposed the destruction of the destroyers
sought her on his own. The man told Wiraqocha Rasca that to the other guardians, an idea that was met with a mixed
not only would he be a suitable guardian due to his deep love reception. Ccapac Apu and Aslla Piscu often butted heads
of nature, but that he could also serve as a representative of over the matter.
mankind to the great condor. Wiraqocha Rasca was A New Identity The other guardians, being of animal
reluctant, but eventually saw that the man's sincerity and origins, often referred to Ccapac Apu as human. However,
passion were true, and that he would indeed be a suitable this displeased Ccapac Apu due to his newfound hatred of
guardian. The great condor spoke, granting him power. “It is humanity. Thus, the Guardian of Metal adopted the nickname
undeniable that man is a part of this land so I bequeath to Giant to match his great size.
you the power to help me protect it. From this day forth, your Metal Manipulation Ccapac Apu is able to utilize and
name is now Earthbound Immortal Ccapac Apu, Guardian of repurpose the metal in his surroundings in any way he sees
Metal!" fit, be it creating weapons, armor, or attracting or repelling
The great condor then dropped a single black feather onto anything made of metal. He is rather fond of using the latter
the expectant human. As it melted into his form, the vast against foolish mortals who think that they can wield his
elemental energies began to cause a great change in the man, element against him.
and soon transformed him into the Guardian of Metal. The Endless Cycle An Earthbound Immortal can, with
great difficulty, be slain. However, their connection to that
which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
F
ire has been a tool for many centuries, but it was With Age Comes Wisdom Ccarayhua has been in this world
not always so. Fire was once a primal element, for a long time, even before becoming the Guardian of Fire.
untamable and unpredictable. Being such a In his time he has seen much, and as such he is a valued
dangerous aspect of nature, the great condor advisor to Wiraqocha Rasca. However, being the second
Wiraqocha Rasca wished for a guardian who oldest of the Earthbound Immortals after the great condor,
had the worldly experience to understand the the youth of the other Immortals can sometimes grate on
power and responsibility that came with Ccarayhua's nerves.
wielding eternal flame. Upon her travels through the vast Sun Worship Ccarayhua's love of basking in the sun's rays
deserts she spotted a fiery red salamander that was lounging is more than just a pleasant pastime. When exposed to its
on a stone, basking in the rays of sun, observing its rays or by contact with direct flame, his life force is
surroundings. When the reptile met the gaze of the mighty replenished. Those foolish enough to wield fire against him
condor, Wiraqocha Rasca announced her presence. “Fear seldom live to tell the tale.
not, for I am not here to eat you, but to grant you a gift and a Kinship of the Flame Although dragons tend to be
new role in this world. The look in your eyes tells me you solitary, those that breathe fire are on amicable terms with
have seen much in your time. I wish to make use of your Ccarayhua and sometimes seek him out for casual
experience. From this day forth, your name is now conversation or swapping information. There is, however, a
Earthbound Immortal Ccarayhua, Guardian of Fire!" begrudging respect between the dragons and Ccarayhua, and
The great condor then dropped a single black feather onto the dragons tend to believe they are mightier than the
the diminutive lizard. As it melted into its scaled form, vast Immortal.
elemental energies began to cause a great change in the The Endless Cycle An Earthbound Immortal can, with
reptile. The salamander was transformed into the Guardian great difficulty, be slain. However, their connection to that
of Fire. which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
T
hough water is normally associated with life Noble Mediator Chacu Challhua was known for listening to
and healing, the depths have their wrathful both sides of a story. When his fellow Earthbound Immortals
side as well. Water can bring life to the weary, were discussing the problem of the humanoids, Chacu
where tsunamis and monsoons can bring Challhua kept a cool head and considered both sides of the
death to entire villages. It is for this reason issue. Though he ultimately sided with Aslla Piscu in favor of
that the great condor Wiraqocha Rasca wished the humans, the Guardian of Water understood Ccapac Apu’s
for a patient and wise guardian to preside over issues and tried to find a solution favorable to all.
the element of water. One day, as she was soaring over the Marine Melody Chacu Challhua has a deep love of song,
seas, she spotted the telltale plume of a mighty whale making one that has not faltered over his immeasurable time on this
its way through the ocean. As it powered its way through the planet. Not only can his voice be heard anywhere throughout
surf, the condor met its steady pace and spoke. "I have heard the oceans, the harmonious reverberations also have a
tales of the wisdom and patience of your kind. I think that you healing property.
would make a fitting guardian for the life spring of this world. Strong But Gentle Though Chacu Challhua is impressive
From this day forth, your name is now Earthbound Immortal in size, his size is matched by his compassion and
Chacu Challhua, Guardian of Water!" understanding. Although many situations could easily be
The great condor then dropped a single black feather onto dealt with force, he is of the mind that open dialogue is often
the noble orca. As it melted into its form, the vast elemental the better option.
energies began to cause a great change in the whale, and The Endless Cycle An Earthbound Immortal can, with
transformed it into the Guardian of Water. great difficulty, be slain. However, their connection to that
which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
Saving Throws Con +16, Int +15, Wis +13 Earthbound Immortal Chacu
Skills Animal Handling +12, Insight +13, Persuasion
+12
Challhua's Lair
Vulnerabilities lightning The lair of Earthbound Immortal Chacu Challhua is
Damage Immunities cold, poison located in the depths of the sea. Notable features are
Condition Immunities charmed, exhausted, frightened, the towering coral growths and abundant marine life.
paralyzed, petrified, poisoned
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Lair Actions
Perception 22
Languages Primordial, Telepahty 120 Ft. On initiative count 20 (losing initiative ties),
Challenge 17 (18000 XP) Earthbound Immortal Chacu Challhua can take a lair
action to cause one of the following effects. He cannot
use the same effect two rounds in a row:
Immutable Form Earthbound Immortal Chacu Challhua
is immune to any spell or effect that would alter his Abyssal Whirlpool Earthbound Immortal Chacu Challhua
form. commands a whirlpool to open, threatening to suck in
any hostile creatures. Each creature must make a DC
Innate Spellcasting. Earthbound Immortal Chacu 22 Strength saving throw. On a failed save, the creature
Challhua innate spellcasting ability is Wisdom (spell takes 10d6 bludgeoning damage and is pulled in the
save DC 21). Earthbound Immortal Chacu Challhua can vortex and is trapped until the end of their next turn
innately cast the following spells, requiring no material and is unable to take any actions.
components:
Healing Waters Earthbound Immortal Chacu Challhua
At will: confusion (20 ft. sphere), misty step calls upon its element to replenish his strength. He
1/day each: cone of cold, globe of invulnerability, heals 50 HP and all negative status effects on Chacu
thunder clap (max damage) Challhua end.
Keen Hearing Earthbound Immortal Chacu Challhua has School of Sharks Earthbound Immortal Chacu Challhua
advantage on Wisdom (Perception) checks that rely on summons forth the predators of the sea to attack all
hearing. hostile creatures. Giant Sharks appear next to up to five
hostile creatures that Earthbound Immortal Chacu
Magic Resistance Earthbound Immortal Chacu Challhua Challhua can see, makes an attack against the creature
has advantage on saving throws against spells and and then disperses.
other magical effects.
W
ood is utilized in many crafts, as well as the Monkey See Monkey Do Out of all the Earthbound
construction of homes; but the wood that is Immortals, Cusillu gets along with Ccapac Apu the best. It
used in everyday items comes from the heart may have something to do with the similarities between
of a tree, and a tree is the heart of the forest. monkeys and man. They both share a strong opinion on how
The great condor Wiraqocha Rasca wished to to deal with the threats towards the world; so strong in fact
find someone appropriate to take up the that it is not uncommon to see Cusillu side with the Giant
mantle to protect the forest, but also wished to over the other Earthbound Immortals, who tend to have a
find someone who was clever enough to do it right. She came more passive view.
upon a resourceful little monkey who was using a sharpened Fierce Defender Cusillu takes his oath of protecting the
stone to crack open a particularly tough nut. The great forests seriously and will aggressively deal with any threats
condor watched with fascination as this monkey made that arise. He can be rather brash when it comes to dealing
several precise strikes before finally breaking open the nut. with the problems that fall into his lap, and he doesn't always
She then declared to the little simian thus. "I require a consider all of the options before him. He is a firm believer
guardian to look over the vast forests and I believe that you that offense is the best defense.
and your cleverness would serve the world well. From this Woods of Renewal Cusillu's presence in any given area
day forth, your name is now Earthbound Immortal Cusillu, tends to increase the fertility of the land around him.
Guardian of the Forests!" However, his extended presence causes fauna and flora to
The great condor then dropped a single black feather onto grow to gargantuan sizes, growing well taller than Cusillu
the energetic monkey and as it melted into its lithe form, vast himself. The plants and animals of Cusillu’s home forest even
elemental energies began to cause a great change and receive the benefits of extended life due to their lush
transformed it into the Guardian of the Forests. surroundings.
The Endless Cycle An Earthbound Immortal can, with
great difficulty, be slain. However, their connection to that
which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
STR DEX CON INT WIS CHA Earthbound Immortal Cusillu's Lair
The key feature of Earthbound Immortal Cusillu's lair
24 (+7) 26 (+8) 20 (+5) 24 (+7) 18 (+4) 18 (+4)
are the monolithic trees that dominate the area. The
Guardian of the Forest is easily supported by their
Saving Throws Str +13, Dex +14, Int +13 mighty branches, allowing him to move through the
Skills Athletics +13, Acrobatics +14, Survival +10 canopy with ease. Trespassers into the Guardian's
Vulnerabilities necrotic domain must beware of the enormous fauna that
Damage Immunities poison, radiant dwells within.
Condition Immunities charmed, exhausted, frightened,
paralyzed, petrified, poisoned
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Lair Actions
Perception 23 On initiative count 20 (losing initiative ties),
Languages Primordial, Telepathy 120 Ft. Earthbound Immortal Cusillu can take a lair action to
Challenge 17 (18000 XP) cause one of the following effects. He cannot use the
same effect two rounds in a row:
Immutable Form Earthbound Immortal Cusillu is
Carnivorous Plants Earthbound Immortal Cusillu
immune to any spell or effect that would alter his form.
commands nearby flesh-eating plants to devour hostile
Innate Spellcasting. Earthbound Immortal Cusillu's creatures. Each creature within the lair must make a DC
innate spellcasting ability is Intelligence (spell save DC 22 Dexterity Save. On a failed save, the creature is
21). Earthbound Immortal Cusillu can innately cast the swallowed by the carnivorous plant and takes 3d8 acid
following spells, requiring no material components: damage at the start of their turn. The target can then
use an action to make a DC 21 Strength save, breaking
At will: hallucinatory terrain, hideous laughter free of the carnivorous plant on a success.
1/day each: heal, mirror image, tree stride Entangling Vines Earthbound Immortal Cusillu awakens
Magic Resistance Earthbound Immortal Cusillu has the nearby thorny vines to strike out at all hostile
advantage on saving throws against spells and other creatures. Each creature within the lair must make a DC
magical effects. 22 Dexterity Save. On a failed save, the creature is
restrained by the vines and takes 2d8 piercing damage
Magic Weapons Earthbound Immortal Cusillu's weapon at the start of their turn. The target can then use an
attacks are magical. action to make a DC 21 Strength save, breaking free of
Rampage When Earthbound Immortal Cusillu reduces a the thorny vines on a success.
creature to 0 Hit Points with a melee Attack on its Poisonous Snakes Earthbound Immortal Cusillu
turn, he can take a Bonus Action to move up to half his summons a swarm of serpents from the depths of the
speed and make a slam Attack. jungle against all hostile creatures. The swarm of
poisonous snakes appears next to up to five hostile
Actions creatures that Earthbound Immortal Cusillu can see,
makes an attack against that creature, and then
Multiattack Earthbound Immortal Cusillu makes three disperses.
attacks: two with his slam attacks and one with his
prehensile tail.
A
s life springs from the Earth, so too do we Weave Sense The power of the Weave flows throughout
return. Though many take from the bountiful nearly all the far reaches of the world, and Uru is connected
Earth, most do nothing to help restore the to it all. Though she cannot manipulate the Weave to assist in
planet after it has been damaged. So, the her protection of the land, she can tap into it and look to the
downward spiral of the Earth continues. The far corners of the Earth to see where it is in danger.
great condor Wiraqocha Rasca searched far A Premonition of the Future At times Uru is gifted a brief
and wide for a being who could take up the glimpse of the future; she is shown the variables of what is
mantle of Guardian of the Earth, so that they could protect yet to come to pass. One such vision told Uru of the horrors
the planet from its steadying destruction. In its search the that the civilized world would inflict upon the planet, and that
great condor came upon a spider, and despite its small the civilized world would lead to the planets doom. While
stature, was able to strike fear into so many. The great condor Uru might not hate those civilized beings, unlike some of the
spoke to the little spider and proclaimed "The webs of your other Earthbound Immortals, she will do whatever is
numerous children spread far across the land and their eyes necessary from preventing her vision from becoming reality.
can be everywhere. Use your vast sight to watch over the land Hatred of Monstrous Arachnids Uru strongly believes
that birthed us. If the land is in danger you will step forth and that what is birthed from the Earth is beautiful and perfect.
be its protector. From this day forth, your name is now Any manipulated or monstrous creations from the hands of
Earthbound Immortal Uru, Guardian of the Earth!" others, even those of the Gods, leaves her seething. However,
The great condor then dropped a single black feather onto none of this compares to the foul rage that overcomes Uru at
the little spider, and as it melted into its tiny form, vast the sight of malformed, manipulated, or unnatural arachnid
elemental energies began to cause a great change in the beings. Uru will eliminate such abominations on sight,
arachnid. Thus, the Guardian of the Earth was born. believing it to be a mercy to the once perfect animal.
The Endless Cycle An Earthbound Immortal can, with
great difficulty, be slain. However, their connection to that
which they protect can never be severed. After one century
they will be born anew and will thus continue the protection
of their charge.
N
othing is truly immortal. Life can be Bond of Water Her relationship with the Guardian of
extended, but it will always come to an end. Water is one of peace and harmony, a fitting feeling to have
Nothing can escape it, not man, not the towards the peacekeeper of the Earthbound Immortals.
undead, nor even the Gods. Condors are Whenever Wiraqocha Rasca must discuss a matter that one
known to be the harbingers of death, of the other Guardians might be biased on, the great condor
soaring high above their ill-fated prey. always turns to Chacu Challhua.
Though they feed on death, one condor in Grave Mockery Wiraqocha Rasca carries a heavy burden.
particular took no pleasure in this, doing it merely out of The pain and suffering of those who die are felt intensely by
necessity. When this avian's body finally succumbed to age, her. The great condor has always find death distasteful, and
her spirit found no rest. Her loathing for death caused the as such sees her position as the Guardian of Death as a cruel
grave to shun her, leaving her spirit to linger and grow; no joke. In moments of weakness, the torrent of emotions
longer feasting on the flesh of the dead, but rather the emanating from the dead are maddening. However, she
energies released by death. Eventually, the condor grew to performs her duties to the best of her abilities, believing that
understand that death was a part of life. With this acceptance she was chosen for a reason. Whenever Wiraqocha Rasca
came change, and the condor transformed from an infuriated feels as though her duty might weigh too heavily, she will turn
spirit into the Guardian of Death. to her fellow Guardians for comfort, knowing that they will
Rather than wallow in her new power, the condor decided always be with her.
to use it to better the world. She decided that she would Soul Sight Being the Guardian of Death, Wiraqocha
share her power with like minded creatures, so that they Rasca has the ability to gaze into one's soul and see their true
could help her protect the world from those who would abuse intentions. Even those that live with undeath, their deeds are
its gifts. After centuries of searching, the great condor found like an open book. Anything that has the capability to die
her champions. Now known as the Earthbound Immortals, cannot be hidden from her.
Wiraqocha Rasca and her council watch over the world and The Endless Cycle An Earthbound Immortal can, with
maintain the balance of the planet, for better or worse. great difficulty, be slain. However, their connection to that
Guardian Bonds Wiraqocha Rasca's bonds with the other which they protect can never be severed. After one century
Immortals are complex and not always harmonious. they will be born anew and will thus continue protection of
However, when push comes to shove they will cooperate with their charge.
one another.
Bond of Earth There is both admiration and respect
between Wiraqocha Rasca and Uru. The great condor never
ceases to be amazed at how something that was so small
could instill such fear, simply by existing. She does, however,
worry that Uru's own fear can control the spider's actions.
Bond of Air Wiraqocha Rasca has a certain fondness for
Aslla Piscu, that of an older sister towards a younger brother.
The relationship between the two is the strongest of all the
Earthbound Immortals, due to its familial nature, as opposed
to a professional one. It also has the most devastating effect
on the great condor when the hummingbird is slain.
Bond of Forests The great condor's feelings of admiration
for the Guardian of Forest's keen mind can at times become
envious. It is not uncommon for solutions that have eluded
the great condor for years to come to the monkey with ease.
Though this might make the Guardian of Death jealous, it is
also exactly why Cusillu was chosen as Guardian of the
Forest.
Bond of Fire The great condor tends to see the world from
above, and choose the lizard due to his position firmly on the
ground. Not only does this provide a different perspective but
also a much-valued advisor. Additionally, the great condor
finds comfort in having another creature almost as long-lived
as herself amongst the guardians.
Bond of Metal Her relationship with the Guardian of
Metal is an interesting one. On one hand, the great condor
feels as though it may have been a mistake choosing a human
to guard the planets precious metals, but on the other she
cannot help but acknowledge the good he has done. Regrets
aside, their contradictory views ultimately benefit one
another.
Lore Writters
__Aleksandar Markovic
Asha J. Panesar
Brandon Ferguson
Callum Dronsfield
Chris Budden
Christopher Dannenburg Saudino
DM John
Daniel Edwards
Dearan Lee
Devin Hardenburg
Dimitris Boutsikas
Dionysios Christoforidis
Erin Ouellette
George Von Zarovich (Libedrat0r Earl)
Jason D. Mpakos
Jon King
Jon Kyle
Justin Handlin
Louis Jameson
Nick Talbott
Sebastian Amadeus Wake
Shannon McCullagh
Trey North
Tasos Tsitsiras
This is a free fan-made community
project. Not for sale.
321
CONTRIBUTOR'S LIST
In Alphabetical order:
Name Email Site
Aleksandar Markovic aleksandarmarkovic448@gmail.com
Asha J. Panesar setokaibasgirl@hotmail.com https://www.facebook.com/The-Mist-Factor-Publishing-
1691872897585952/
Brandon Ferguson zombiemaster823@gmail.com
Callum Dronsfield callumdronsfield@hotmail.com
Chris Budden chrisbudden006@gmail.com
Christopher Dannenburg Chrissaudino@gmail.com
Saudino
Daniel Edwards daniel.edwards841@gmail.com
Dearan Lee impaleddearan@yahoo.com
Devin Hardenburg dhardenburg08@gmail.com
Dimitris Boutsikas boutsikas_dim@hotmail.gr http://www.labyrinthos.info/
Dionysios Christoforidis dionysischri@gmail.com https://tinyurl.com/DioChrisGuild
Dionysis Odysseas dennis.785@hotmail.com
Sotiropoulos
Duke George George.bano.sc@gmail.com
DM John sorcejj@yahoo.com
Erin Ouellette erinjay100@hotmail.com
George Von Zarovich Libedrat0r@yahoo.gr https://www.dmsguild.com/browse.php?
author=Libedrator%20Earl
Gianfranco Villantoy gianfranco.villantoy@gmail.com https://www.facebook.com/CrashChief/
Giorgos Platirrachos giorgos_plat@hotmail.gr
Ilia Comi soulmate-san@hotmail.com
Jason Bakos Jason.bakos@hotmail.com https://www.dmsguild.com/browse.php?
author=Jason%20Bakos
Jon King hangedmanvideos@gmail.com
Jon Kyle jonkyle326@gmail.com
Joseph Bingaman joebing69@gmail.com https://sites.google.com/view/jhalkgames
Justin Handlin critacademy@gmail.com https://www.critacademy.com
Louis Jameson Louis@louisjameson.com
Luke instone-hall lihofficialart@gmail.com https://www.instagram.com/dire_wolf_art/
Lúthien Price luthien_price@hotmail.com https://www.deviantart.com/luvian-elf
Manos Tragakis tragolis@gmail.com https://www.deviantart.com/enendill
Mathieu Daniel Lemire Lemi.matt@outlook.com
Nick Talbott tntalbott.pro@gmail.com
Ntina Sia konsiap@hotmail.com
Raphaelia Pagoni elia.page@hotmail.com https://www.instagram.com/akunopriestess/
Sebastian Amadeus Wake sebswake@gmail.com https://curseofsebs.tumblr.com
Shannon McCullagh Shannon.McCullagh@gmail.com https://www.deviantart.com/sa-chan-the-bunny
Shawn Nichols hayloskien@gmail.com https://pixels.com/profiles/2-shawn-nichols.html
Tasos Tsitsiras tasozz@gmail.com
Thomas Bennett Jobling bennettjobling@gmail.com https://www.artstation.com/darth_bennett
Travis Ryan travisrsowards@gmail.com
Trey North Gallantcreators@gmail.com https://gallantcreations.tumblr.com/
This is aNot
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Then contact us at our page and help us expand the manual by looking documents!
contributing! We are looking for Monster Makers, Artists and Project Manager and Designer: Libedrat0r Earl
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https://www.facebook.com/ShadowRealmManual/ Main Proof-Reader: Nick Talbot
Special thanks
Disclamer: To all of the hard working contributors that worked with
such enthusiasm to make this manual a reality.
This is a fan-made Community Project made by fans of Yu-Gi-
Oh! and D&D, from all over the world, which is not to be sold. Wanna buy me a Coffee?
Nobody recieved any kind of payment for contributing to this
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project. We do not have any affiliations with Yu-Gi-Oh! or
Thank you very much!
Wizard's of the Coast. We do not claim ownership for any of
the art included except for the art drawn by our artists. The
Registered Trademarks of Konami and everyone related to the
included art and names, which we do not own, are used for the
purpose of identification only. This project is not affilliated
with/or endorsed by these manufacturers.
2018 Shadow Manual FAN PRODUCT FREE DISTRIBUTION,
ALL RESPECTIVE RIGHTS BELONG TO KONAMI Holdings and
or any other corporations or individuals who might have legal
rights on the Artwork / Names of the Yu-Gi-Oh! monsters.
Document Identity:
The following items are hereby identifed as Product Identity,
as defined in the Open Game License version 1.0a, Section
1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, place names, new
deities, etc.), dialogue, plots, story elements, locations,
characters, artwork, graphics, sidebars, and trade dress.
(Elements that have previously been designated as Open
Game Content are not included in this declaration.)
Open Game Content:
The Open content in this book includes the monster names,
descriptions, monster statistics, and monster abilities. No
other portion of this work may be reproduced in any form
without permission.
Beware
The creators and contributors of this project accept no
responsibility for the grim, but highly educational, future
which might meet those who dwell in the shadows trying to
investigate strange noises, pet a Kuriboh, assume that riding
the Curse of Dragon is a safe way to travel, ask the alegiance of
any of the Monarchs, offer their bodies as a host to the alien's
parasyte by saying “What harm could they do? They’re tiny.”.