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Shadow Realm Monster Manual

A fan made Community Project for the world's greatest roleplaying game
Inspired by the incredible art found in Yu-Gi-Oh! Monster cards, we, the fans of both D&D and Yu-Gi-Oh!, have created the Shadow
Realm Monster Manual, a fan-made project to be shared freely with anyone who loves both D&D and Yu-Gi-Oh!
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

This is a free fan-made


community project. Not
for sale.
2
Monsters in alphabetical order
Dark Scorpions: - Archfiend Black Skull Dragon Memory Crusher King (CR 5):
Chick the Yellow (CR 4): (CR 25): Memory crusher (CR 3):
Fire and Magma: Archfiend Cavalry (CR 5): Octoberser (CR 4):
Cliff the Trap Remover (CR 4):
Don Zaloog (CR 11): Dissolverock (CR 3): Archfiend Eccentrick (CR 3): Zeta Reticulant (CR 7):
Gorg The Strong (CR 8): Fire Princess (CR 5): Archfiend Emperor, the First
Meanae The Thorn (CR 6): King Pyron ( CR 10): Lord of Horror (CR 30): The Crystal Beasts:
Lava Golem (CR 14): Archfiend Empress (CR 21): Advanced Amber Mammoth (
Dark World Laval Burner (CR 6): Archfiend General (CR 8): CR 8):
Beiige, Vanguard (CR 3): - Archfiend Giant (CR 9): [Advanced Amethyst Cat (CR
Bronn, Mad King (CR 3): Archfiend Heiress (CR 3): 3):
Broww, Huntsman (CR 1): Gate Guardian: Archfiend Soldier (CR 5): Advanced Cobalt Eagle ( CR
Ceruli, Guru(CR 1): Gate Guardian (CR 15): Archfiend Warhorse (CR 1): 3):
Goldd, Wu-Lord (CR 5): Kazejin (CR 8): Darkbishop Archfiend (CR 4): Advanced Emerald Tortoise (
Grapha, Dragon Lord(CR 15): Sanga of the Thunder (CR 7): Imprisoned Queen Archfiend CR 3):
Gren, Tactician (CR 3): Suijin (CR 7): (CR 17): Advanced Ruby Carbuncle
Kahkki, Guerilla (CR 1/2): - Red Dragon Archfiend (CR15): (CR 2):
Latinum, Exarch (CR 5): Summoned Skull (CR 12): Advanced Saphire Pegasus (
Reign-Beaux, Overlord (CR10): Inpachi: Thought Ruler Archfiend CR 6):
Renge, Gatekeeper (CR 1/2): Blazing Inpachi (CR 4): (CR13): Advanced Topaz Tiger ( CR
Scarr, Scout (CR 1): Charcoal Inpachi (CR 2): Vilepawn Archfiend (CR 2): 5):
Silva, Warlord (CR 9): Inpachi (CR 3): Amber Mammoth (CR 7):
Snoww, Unlight (CR 3): Inpachi Spirit (CR 0): The Aliens: Amethyst Cat (CR 2):
Zure, Knight (CR 4): Woodborg Inpachi (CR 6): Alien Ammonite (CR 1): Cobalt Eagle (CR 2):
- Alien Dog (CR 4): Dark Rainbow Dragon (CR
-
Alien Gray (CR 2): 28):
Dragons: Mystic Centaurs: Alien Hunter (CR 4): Emerald Tortoise (CR 2):
Ancient Fairy Dragon (CR14): Centaur Mage (CR 3): Alien Hypno(CR 4): Rainbow Dragon (CR 22):
Black Rose Dragon (CR14): Chiron The Mage (CR 7): Alien Infiltrator (CR 2): Rainbow Overdragon (CR
Black-Winged Dragon (CR14): Mystic Horseman (CR 3): Alien Mars (CR 4): 27):
Blue Eyes Ultimate Dragon Rabid Horseman (CR 10): Alien Mother (CR 6): Ruby Carbuncle (CR 1):
(CR25): Alien Overlord (CR 7): Sapphire Pegasus (CR 5):
-
Blue Eyes White Dragon Alien Psychic (CR 1): Topaz Tiger ( CR 4):
(CR18): Predatory Moths: Alien Shocktrooper (CR 5):
The Earthbound
Curse of Dragon (CR5): Cocoon of Evolution (CR 6): Alien Skull (CR 3): Immortals:
Dragon Master Knight (CR27): Great Moth (CR 8): Alien Telepath (CR 4): Aslla Piscu (CR 17):
Gaia of the Dragon Champion Larvae Moth (CR 2): Alien Warrior (CR 5): Ccapac Apu (CR 17):
(CR9): Perfectly Ultimate Great Moth Brain Crusher (CR 7): Ccarayhua (CR 17):
Life Stream Dragon (CR16): (CR 12): Brain Jacker (CR 3): Chacu Challhua (CR 17):
Meteor Dragon (CR11) : Petit Moth (CR 1/2): Cosmic Fortress Gol'gar Cusillu (CR 17):
Red Eyes Black Dragon Primitive Butterfly (CR 1/2): (CR10): Uru (CR 17):
(CR10): Cosmic Horror Gangi'el (CR9): Wiraqocha Rasca (CR 20):**
-
Stardust Dragon (CR16): Interplanetary Invader 'A'
Twin Cyber Dragon (CR12): The Aberrant (CR0):
Archfiends:

This is a free fan-made


community project. Not
for sale.
3
The Egyptian Gods Harpie Lady (CR3): The Subterror Skeleton Dog, Bone Crusher's
and Exodia Harpie Lady Sisters (CR13): Behemoths and companion (CR 1/2):
Exodia Necross (CR 30): Harpie Oracle (CR4): Hunters: Skull Dog Marron (CR 5):
Exodia the Forbidden One (CR Harpie Perfumer (CR4): Dragossuary (CR 12): Souls of the forgotten (CR 3):
30): Harpie Queen (CR15): Fiendess (CR 15): Spirit Reaper (CR 1):
Obelisk the Tormentor, Harpie's Brother (CR6): Phosperoglacier (CR 16): Three Legged Zombies (CR
Awakened Form (CR 30): Harpie's Pet Baby Dragon (CR Speleogeist (CR 20): 1/2):
Obelisk the Tormentor, 4): Stalagmo (CR 20): Yaranzo (CR 3):
Monolith Form (CR 30): Harpie's Pet Dragon (CR10): Stygokraken (CR 10): Zombie Master (CR 3):
Slifer the Sky Dragon, Sonic Shooter (CR3): Subterror Hunter: Archer (CR
Awakened Form (CR 30): 3): The Warriors:
Slifer the Sky Dragon, The Monarchs: Subterror Hunter: Defender Black Luster Soldier (CR 12):
Ouroboros Form (CR 30): Angmarl the Fiendish Monarch (CR 5): Buster Blader (CR 12):
The Winged Dragon of Ra, (CR 9): Subterror Hunter: Fiendess Dark Blade (CR 6):
Awakened Form (CR 30): Caius the Shadow Monarch (CR 3): Flame Swordsman (CR 8):
The Winged Dragon of Ra, (CR 9): Subterror Hunter: Guru (CR 3): Gaia of the Fierce Knight (CR
Sphere Form (CR 30): Delg the Dark Monarch (CR 9): Subterror Hunter: Warrior (CR 7):
Ehther the Heavenly Monarch 4): Mermaid Knight (CR 5):
The Gagagigo Race: (CR 14): Ultramafus (CR 26): Panther Warior (CR 5):
Gagagigo (CR 6): Erebus the Underworld Umastryx (CR 14): Swordstalker (CR 12):
Giga Gagagigo (CR 10): Monarch (CR 14): Voltelluric (CR 18): Vox Raider (CR 3):
Gigobyte ( CR 1): Granmarg The Rock Monarch
Gogiga Gagagigo (CR 18): (CR 9): The Undead: Thousand Eyes:
Gogiga the Risen (CR 18): Kuraz the Light Monarch (CR 13th Grave (CR 5): Relinquished (CR 16):
Jigabyte (CR 4): 9): Armored Zombie (CR 1): Thousand Eyes Idol (CR 5):
Mobius the Frost Monarch (CR Berserk Dragon (CR 18): Thousand Eyes Restrict (CR
The Gravekeeper's 9): Bone Crusher (CR 3): 28):
Servants: Raiza the Storm Monarch (CR Bone Rat (CR 1/8):
Ambusher (CR 4): 9): Dark Assailant (CR 8): Various:
Assailant (CR 4): Thestalos the Firestorm Des Lacooda (CR 1/8): Abyssal Soldier (CR 4):
Cannonholder (CR 4): Monarch (CR 9): Despair from the dark (CR 17): Appetite (CR 3):
Chief (CR 5): Zaborg the Thunder Monarch Flame Ghost (CR 3): Feral Imp (CR 2):
Commandant (CR 5): (CR 9): Flame Reaper (CR 1/4): Griggle (CR 1/8):
Curse (CR 2): Goblin Zombie (CR 3): Jigen Bakudan (CR 3):
Descendant (CR 9): The Sacred Beasts Graveyard and the hand of Jinzo (CR 12):
Guard (CR 3): Raviel, Lord of Phantasms (CR Invitation (CR 1): Kuriboh (CR 1/4):
Heretic (CR 7): 23): Lichlord (CR 22): Kuriboh Swarm (CR 1):
Nobleman (CR 1): Uria, Lord of Searing Flames Master Kyonshee (CR 3): Marionette Mite (CR 1/8):
Oracle (CR 13): (CR 23): Molten Zombie (CR 5): Meda Bat (CR 2):
Priestess (CR 6): Hamon,Lord of Striking Number 48: Shadow Lich (CR Number 43: Manipulator of
Recruiter (CR 3): Thunder (CR 23): 6): Souls (CR 12):
Shaman (CR 10): Armityle ,The Chaos Phantom Oni’s ( CR 5,3,2,1): Ogre of the Black Shadow (CR
Spear Soldier (CR 2): (CR 30): Paladin of the Cursed Dragon 4):
Vassal (CR 0): (CR 7): Pale Beast (CR 1):
Visionary (CR 18): The Spellcasters: Plague Wolf (CR 1/4): Prometheus, King of the
Watcher (CR 5): Dark Magician (CR 12): Plaguespreader Zombie (CR Shadows (CR 9):
Dark Magician Girl (CR10): 1/8): Saggi the dark clown (CR 2):
The Mesmerizing Dark Magician of Chaos Pumpking The King of Ghosts Sangan (CR 1):
Harpie Brood: (CR18): (CR 16): Turret Warrior (CR 5):
Cyber Harpie Lady (CR5): Time Wizard (CR 2): Pyramid Turtle (CR 4): Yado Karu (CR 5):
Harpie Channeler (CR4): Witch of the Black Forest Red Eyes Zombie Dragon (CR Yata-Garasu (CR 3):
Harpie Dancer (CR4): (CR7): 11):
Harpie Girl (CR1): - Ryu Kokki (CR 11):
Harpie Harpist (CR4):

This is a free fan-made


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4
Dark World

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

Hierarchy. Rank 10 Kahkki

The creatures of Dark World thrive off of their society, slowly


integrating creatures into their society. The following is a
hierarchy pyramid that shows the highest levels of their
society until descending to the lower ranks.

Credit | Lore & Statblock: Chris Budden


5
Beiige, Vanguard
The creatures of the Beiige ranks are brewed quicker than
any of the other Dark World creatures. They are usually
raised and brewed in a dark magic vat within a month. Their
aim is to preserve the sovereign borders of the Dark World
empire. Afixed with many eyes, the Beiige patrols the streets
of Dark World, looking to capture any intruders and deliver
them to their dark masters to server in their ominous dark
schemes.

Beiige, Vanguard of
Dark World
Medium fiend, Lawful Evil

Armor Class 14 (Studded leather armor)


Hit Points 51 (8d6+3)
Speed 45ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 8 (-1)

Condition Immunities Frightened


Damage Immunities Lightning
Damage Resistances Necrotic
Senses Blindsight 60ft. (Blind Beyond this radius)
passive Perception 13
Languages Abyssal
Challenge 3 (900 XP)

Discard Step. When Beiige is hit with a weapon


attack it can use its reaction to teleport up to 30
feet.
Innate Spellcasting. Beiige can cast Thunderous
Smite once per day, requiring no material
components.
Multiattack. Beiige makes two attacks whenever it
takes the attack action.
Unholy Advancement. Beiige can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Beiige takes 2d4 Poison damage from
the fluid's corruptive nature. Once Beiige has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Glaive. Melee Weapon Attack: +5 to Hit, Reach 10
ft, one target. Hit: 8 (1d10+3) Slashing Damage
plus 2 (1d4) Lightning Damage.

Credit | Lore & Statblock: Chris Budden


6
Broww, Huntsman
The Broww ranks usualy patrol outside the borders of the
Dark World empire. Any creature that they find is captured
and enslaved by the Broww to be brought back for the
mutation process. Broww are created by grafting the
destroyed parts of the other Dark Word monsters that were
destroyed a long time ago. Their creation, on average, takes
three months to be completed.

Broww, Huntsman of
Dark World
Medium Fiend, Lawful Evil

Armor Class 15 (leather armor)


Hit Points 16 (5d6+1)
Speed 50ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3) 7 (-2)

Condition Immunities Frightened


Senses Darkvision 60ft, passive Perception 15
Skills Perception +5, Stealth +6
Languages Abyssal
Challenge 1 (200 XP)

Discard Soul. When Broww is hit with a weapon


attack, it can use its reaction to gain 3(1d6)
temporary hit points. If the attack was a critical hit,
it gains another 3 (1d6) temporary hit points.
Innate Spellcasting. Broww can cast Hunter's Mark
as a first level spell once per day, requiring no
material components.
Unholy Advancement. Broww can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Broww takes 2d4 Poison damage from
the fluid's corruptive nature. Once Broww has
activated this ability, it can't use it until it has
finished a short or long rest.

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.

Credit | Lore & Statblock: Chris Budden


7
Bronn, Mad King
Bronn is the King of the Dark World. Subservient to the
Overlord, Bronn oversees the internal matters of the empire,
and the things that pass within its borders. Bronn finds
nothing more enjoyable than inflicting pain to those captured
by the empire's minnions.

Bronn, Mad King of


Dark World
Medium fiend, Chaotic Evil

Armor Class 13
Hit Points 34 (5d12+6)
Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 18 (+4) 18 (+4) 6 (-2) 14 (+2)

Condition Immunities Frightened


Damage Immunities Lightning
Senses Darkvision 6oft, passive perception 8
Languages Abyssal, Common
Challenge 3 (900 XP)

Discard Strike. When it hits with a weapon attack,


Bronn can choose to take 1d4 Psychic damage to
have its attacks ignore damage resistances and
immunities.
Innate spellcasting. Bronn's innate spellcasting
ability is Charisma and it can cast Crown of
Madness without material components (DC 14).
Once it has used this ability, Bronn can't use it
again until it finishes a short or long rest.
Unholy Advancement. Bronn can activate the dark
fluids in its body, allowing it an extra action on its
turn. Once the action is completed, Bronn takes
2d4 Poison damage from the fluid's corruptive
nature. Once Bronn has activated this ability, it
can't use it until it has finished a short or long rest.

Actions
Claw. Melee Weapon Attack: +4 to Hit, Reach 5 ft,
one target. Hit: 4 (1d4 +2) Slashing Damage plus 2
Lightning Damage.

Credit | Lore & Statblock: Chris Budden


8
Ceruli, Guru
The Ceruli rank consists of the priests and shamans of the
Dark World. The Overlord consults the Ceruli rank for
everything. The Ceruli possess innate dark powers that they
use to control the populus of the Dark World. The Ceruli will
often initiate year long rituals to create another Ceruli,
though these rituals are uncommon and their secrets are well
kept.

Ceruli, Guru of Dark


World
Small Fiend, lawful Evil

Armor Class 10
Hit Points 21 (5d8 +1)
Speed 15ft.

STR DEX CON INT WIS CHA


7 (-2) 10 (+0) 12 (+1) 11 (+0) 18 (+4) 8 (-1)

Condition Immunities Frightened


Senses Darkvision 60ft, passive Perception 14
Languages Abyssal
Challenge 1 (200 XP)

Discard Turning. When Ceruli is hit with a weapon


attack, it can use its reaction to target one Fiend
within 120 feet of it. That creature is treated as if it
were just hit by a critical hit on a weapon attack.
Innate Spellcasting. Ceruli's innate spellcasting
ability is Charisma and it can cast Witch Bolt as a
first level spell, requiring no material components.
Ceruli has +2 to hit with this spell. Once Ceruli has
used this trait, it can't use it again until it finishes a
short or long rest.
Spellcasting. Ceruli is a 5th level spellcaster. Its
spellcasting ability is wisdom (+8 to hit with spell
attacks, spell save DC 15). Ceruli has the following
Cleric spells prepared:
Cantrips (At will): Light, Sacred Flame, Resistance,
Thaumaturgy
1st Level (4 slots): Bane, Detect Magic, Inflict
Wounds, Sanctuary
2nd Level (3 slots): Blindness/Deafness, Silence,
Spiritual Weapon
3rd Level (2 slots): Bestow Curse, Dispel Magic
Unholy Advancement. Ceruli can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Ceruli takes 2d4 Poison damage from
fluid's corruptive nature. Once Cerulli has activated
this ability, it can't use it until it has finished a short
or long rest.

Credit | Lore & Statblock: Chris Budden


9
Goldd, Wu-Lord Goldd, Wu-Lord of
The Goldd are the spiritual warriors of Dark World. The
Goldd are rarely used in combat but when they are they bring
devastation in their wake. The presence of a Goldd is usually
Dark World
Large Fiend, Lawful Evil
met with a hypnotic fog that the Goldd uses to capture entire
armies and bring them deep into the empire where they are Armor Class 19 (Natural Armor)
to be forever changed. Hit Points 78 (12d12 +6)
Speed 60ft, Fly 50ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 23 (+6) 14 (+2) 16 (+3) 12 (+1)

Condition Immunities Frightened


Damage Immunities Lightning
Damage Resistances Bludgeoning, Piercing and
Slashing from non magic weapons that aren't
adamantine.
Senses Darkvision 60ft., passive Perception 13
Languages Abyssal
Challenge 5 (1,800 XP)

Multiattack Wherever Goldd takes the attack action


on its turn, it can make an additional weapon attack.
Dark Smog. Goldd can use its action to create a
cloud of smoke in a 10 ft sphere around itself that
lasts until the end of its next turn. All non-fiend
creatures are blind within the sphere. Any non-fiend
creature that ends its turn in the smoke must make
a DC 15 Wisdom saving throw or become
paralyzed. The effect automatically ends on a
creature when it leaves the smoke cloud. A creature
can repeat the saving throw at the end of each of
its turns, ending the effect on a success. Once
Goldd uses this ability, it can't use it again until it
finishes a short or long rest.
Innate Spellcasting. Goldd's innate spellcasting
ability is Charisma (Spell save DC 13). It can cast
Call Lightning requiring no material components.
Once it has used this feature, Goldd can't use it
again until it finishes a short or long rest.
Unholy Advancement. Goldd can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Goldd takes 2d4 Poison damage from
the fluid's corruptive nature. Once Goldd has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Greataxe. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit 11 (1d12 + 5) plus 4 (1d8)
Lightning damage.

Credit | Lore & Statblock: Chris Budden


10
and their might is unleashed upon the enemies of Dark
Grapha, Dragon World. The Graphas are made by harnessing the anger and
The Graphas are used as the most powerful combat troops negative emotions of any creatures captured by the Dark
the Dark World has. The Graphas are kept in a constant state World. These emotions are harnessed and drained to create a
of hypnosis to avoid having their society destroyed by their Grapha over the course of five months. The only thing a
pure might. Once a Grapha is released onto the battlefield Grapha fears is a Goldd as the Goldd are the units that
the hypnosis is broken initiate the hypnosis state of the Grapha.

Grapha, Dragon Lord of Wings of Shadow. (Recharge 5-6). As a Bonus Action,


Grapha can choose an unoccupied space within 60
Dark World feet. Grapha teleports to that location as long as it is
Huge Fiend, Lawful Evil within dim light or darkness.
Innate Spellcasting. Grapha's innate spellcasting ability
Armor Class 20 (Natural Armor) is Charisma. It can cast Fear (DC 16), requiring no
Hit Points 136 (16d12 +40) material components once between long rests.
Speed 60ft., Fly 50ft.
Ominous Gaze. As a bonus action, Grapha can
extinguish all non magical lights within 60 feet of
STR DEX CON INT WIS CHA itself.
26 (+7) 13 (+1) 28 (+8) 16 (+3) 15 (+2) 12 (+1) Unholy Advancement. Grapha can activate the dark
fluids in its body, allowing it an extra action or bonus
Condition Immunities Frightened action on its turn. Once the action is completed,
Damage Immunities Lightning Grapha takes 2d4 Poison damage from fluid's
Damage Resistances Bludgeoning, Piercing and Slashing corruptive nature. Once Grapha has activated this
damage from non magic weapons, Necrotic ability, it can't use it until it has finished a short or long
Senses Darkvision 120 ft., passive Perception 12 rest.
Languages Abyssal
Challenge 15 (13,000 XP) Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
Multiattack. Whenever Grapha takes the attack action target. Hit 32 (4d12 + 9) piercing damage plus 5
on its turn, it makes 3 attacks; 1 with it's bite and 2 (1d10) Lightning damage.
with its claws.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one
Discard Strike. Whenever Grapha is hit with a weapon target. Hit 19 (2d10 + 9) slashing damage plus 5
attack, Grapha can use its reaction to target 1 creature (1d10) Lightning damage.
within 30 feet of it. That target must succeed on a DC
16 Charisma saving throw or take 2d12 Necrotic
damage, taking half as much on a successful save. If
the hit was a critical hit, the targeted creature is also
charmed for 1 minute or until Grapha deals damage to
it. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on a success.

Credit | Lore & Statblock: Chris Budden


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11
Gren, Tactician Gren, Tactician of
The Gren are the manipulators and brainwashers of Dark
World. Whenever a creature is captured by a servant of Dark
World, they are brought to the Gren. The Gren are
Dark World
Medium Fiend, Lawful Evil
responsible for the creation of all the other Dark World ranks
except for the Ceruli. The Gren are responsible for Armor Class 13 (Natural Armor)
harnessing the power of Dark World and all of the foul Hit Points 20 (5d6 + 5)
magical devices that they use to enhance the abilities of the Speed 30ft.
Dark World creatures. They fill the bodies of the Dark World
with foul tubes that contain dark magic that contort their STR DEX CON INT WIS CHA
victims and cause powerful ability boosts.
7 (-2) 12 (+1) 12 (+1) 20 (+5) 13 (+1) 10 (+0)

Condition Immunities Frightened


Damage Immunities Lightning
Senses Darkvision 60ft., passive Perception 11
Skills Arcana +8, Insight +4
Languages Abyssal
Challenge 3 (900 XP)

Discard Shatter. When Gren is hit with a weapon


attack, it can use its reaction to target a creature
concentrating on a spell or ability. That creature
must succeed on a DC 12 Wisdom saving throw or
lose its concentration.
Innate Spellcasting. Gren's innate spellcasting ability
is Charisma. It can cast Telekinesis once per day,
requiring no material components.
Spellcasting. Gren is a 5th level spellcaster. Its
spellcasting ability is Intelligence (+8 to hit with
spell attacks, spell save DC 16). Gren has the
following Wizard spells prepared:
Cantrips (At will): Blade Ward, Message, Ray of
Frost, True Strike
1st Level (4 slots): Charm Person, Detect Magic,
Magic Missile, Shield
2nd Level (3 slots): Hold Person, Invisibility,
Levitate, Shatter
3rd Level (2 slots): Counterspell, Slow
Unholy Advancement. Gren can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Gren takes 2d4 Poison damage from
the fluid's corruptive nature. Once Gren has
activated this ability, it can't use it until it has
finished a short or long rest.

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.

Credit | Lore & Statblock: Chris Budden


12
Kahkki, Guerilla
The Kahkki are all that remains of the victims of the Dark
World. Whenever the Gren finish with any of their creations,
what usually remains emerges as a Kahkki. Every Kahkki is
malformed and contorted in a unique way. The Kahkki are
the shock troops of Dark World, being sent out in massive
hordes to overwhelm and assimilate their victims.

Kahkki, Guerilla of
Dark World
Small Fiend, Lawful Evil

Armor Class 13
Hit Points 11 (3d4 + 5)
Speed 20ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 7 (-2) 8 (-1) 4 (-3)

Condition Immunities Frightened


Damage Immunities Lightning
Senses Darkvision 30ft., passive Perception 9
Skills Stealth +4
Languages Understands Abyssal but can't speak it
Challenge 1/2 (50 XP)

Discard Strike. When Kahkki is hit with a weapon


attack, it can use its reaction to deal 2 (1d4)
Necrotic damage to any targeted creature within
30 feet of it.
Unholy Advancement. Kahkki can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Kahkki takes 2d4 Poison damage from
the fluid's corruptive nature. Once Kahkki has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Knife Swipe. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit 5 (1d4 + 3) Piercing damage
plus 1 Lightning damage.

Credit | Lore & Statblock: Chris Budden


13
pervades the area and is being used to empower the
Latinum, Exarch creatures of Dark World. They are rarey seen as they remain
The Latinum are responsible for the maintenance of the in their temples of lightning.
arcane power of Dark World. They are the source of the
lightning that

Latinum, Exarch of Dark Innate Spellcasting. Latinum's innate spellcasting ability


is Charisma. It can cast Lightning Bolt requiring no
World material components (spell save DC 14) up to twice
Large Fiend, Lawful Evil between long rests.
Spellcasting. Latinum is a 5th level spellcaster. Its
Armor Class 19 spellcasting ability is Charisma (+6 to hit with spell
Hit Points 114(18d12 + 6) attacks, spell save DC 14). Latinum has the following
Speed 40ft., Fly 30ft. Sorcerer spells prepared:
Cantrips (At will): Mage Hand, Message, Minor Illusion,
STR DEX CON INT WIS CHA Shocking Grasp, True Strike
21 (+5) 12 (+1) 23 (+6) 15 (+2) 15 (+2) 16 (+3) 1st Level (4 slots): Detect Magic, False Life, Witch Bolt
2nd Level (3 slots): Blur, Misty Step
Condition Immunities Frightened
Damage Immunities Lightning 3rd Level (2 slots): Haste
Senses Darkvision 60ft., passive Perception 12 Unholy Advancement. Latinum can activate the dark
Languages Abyssal fluids in its body, allowing it an extra action or bonus
Challenge 5 (1,800 XP) action on its turn. Once the action is completed,
Latinum takes 2d4 Poison damage from the fluid's
Discard Step. When Latinum is hit with a weapon corruptive nature. Once Latinum has activated this
attack, it can use its reaction to teleport up to 120 ability, it can't use it until it has finished a short or long
feet. Then, if the hit was a critical hit Latinum can cause rest.
1 fiend within 120 feet of itself (except itself) to regain
12 (2d8 + 3) hit points. Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit 8 (1d6 + 5)

Credit | Lore & Statblock: Chris Budden


14
Reign-Beaux, Overlord Reign-Beaux, Overlord
Reign-Beaux rules all of Dark World with an Iron fist. He
always consults the Ceruli before any decision is taken.
Rarely seen at the battlefield, this creature takes pleasure
of Dark World
Huge Fiend, Lawful Evil
scheming from within the safety of its palace's walls. It is
probably better that it prefers to stay out of the battlefield as Armor Class 20 (Natural Armor)
any creatue that has ever faced a Reign-beaux has never Hit Points 136 (16d12 +40)
survived to tell the story. Speed 70ft., Fly 50ft.

STR DEX CON INT WIS CHA


27 (+8) 14 (+2) 25 (+7) 18 (+4) 15 (+2) 16 (+3)

Condition Immunities Frightened


Damage Immunities Lightning, Necrotic
Damage Resistances Bludgeoning, Piercing and
Slashing damage from non magical weapons that
aren't adamantine.
Saving Throws Strength +13, Wisdom +9, Charisma
+10
Senses Darkvision 60ft., passive Perception 12
Skills Deception +10, Insight +7, Intimidation +10
Languages Abyssal
Challenge 10 (5,900XP)

Multiattack. Reign-Beaux makes 2 attacks with its


scepter whenever it takes the attack action on its
turn.
Discard Unleash. When Reign-Beaux is hit with a
critical hit on a weapon attack, it can use its
reaction to activate this ability. It can choose to use
one of two effects: Either all creatures within 30ft.
of it that it chooses take 4d12 Lightning damage or
Reign Beaux casts dispel magic (+5) on all spells
within 30ft. of itself.
Innate Spellcasting. Reign-Beaux's innate
spellcasting ability is Charisma. It can cast Prismatic
Spray requiring no material components (spell save
DC 14) once between long rests.
Unholy Advancement. Reign-Beaux can activate the
dark fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Reign-Beaux takes 2d4 Poison damage
from the fluid's corruptive nature. Once Reign-
Beaux has activated this ability, it can't use it until it
has finished a short or long rest.

Actions
Scepter. Melee Weapon Attack: +13 to hit, reach
10ft., one target. Hit 20 (4d6 + 8) Slashing damage
and 6 (2d6) Lightning damage.

Credit | Statblock: Chris Budden / Lore


Libedrat0r Earl
15
Renge, Gatekeeper
The Renge protect the sovereign borders of the Dark World
empire. They are made from the deceased corpses of Beiege
that are filled with stone and dark magic to reanimate them
as massive hulking walls of flesh that guard the walls of the
cities of Dark World. Any creature that dares to attempt to
pass the walls of Dark World is captured and mutilated to
join the ranks of the Dark World. The Renge are responsible
for the control of the entry and exits into the cities and are
used to control the slave commerce in Dark World.

Renge, Gatekeeper of
Dark World
Large Fiend, Lawful Evil

Armor Class 21
Hit Points 31 (5d10 + 6)
Speed 10ft.

STR DEX CON INT WIS CHA


12 (+1) 7 (-2) 23 (+6) 9 (-1) 16 (+3) 4 (-3)

Condition Immunities frightened


Damage Immunities Lightning
Senses Darkvision 60ft., passive Perception 13
Languages Abyssal
Challenge 1/2 (50 XP)

Innate Spellcasting. Renge's innate spellcasting


ability is Charisma. It can cast Shield requiring no
material components once between long rests.
Unholy Advancement. Renge can activate the dark
cybernetics in its body, allowing it an extra action
or bonus action on its turn. Once the action is
completed, Renge takes 2d4 Poison damage from
the machine. Once Renge has activated this ability,
it can't use it until it has finished a short or long
rest.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 4 (1d6 + 1) plus 2 (1d4) Lightning
damage.

Credit | Lore & Statblock: Chris Budden


16
Scarr, Scout
The Scarr units are the scouts of Dark World. Each Scarr
unit pertains to a Broww unit. The Scarrs search through the
wilderness around the empire, looking for more creatures to
enslave and mutilate. The Scarrs are made over the course of
three months. They are created by the Gren by fusing pieces
of metal to the bodies of the fallen Khakki.

Scarr, Scout of Dark


World
Medium Fiend, Lawful Evil

Armor Class 14
Hit Points 15(5d6)
Speed 80ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 10 (+0) 10 (+0) 20 (+5) 12 (+1)

Condition Immunities Afraid


Damage Immunities Lightning
Senses passive Perception 17
Languages Abyssal
Challenge 1 (200 XP)

Discard Gate. When a Scarr is killed, any fiend within


60ft. can teleport to the space it was killed in.
Pack Tactics. Whenever Scarr attacks any creature
while one of its allies is within 5 feet of the target,
Scarr gains advantage on the attack.
Innate Spellcasting. Scarr's innate spellcasting ability
is Charisma. It can cast Expeditious Retreat once
between long rests, requiring no material
components.
Unholy Advancement. Scarr can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Scarr takes 2d4 Poison damage from
the fluid's corruptive nature. Once Scarr has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) Piercing damage plus 2
(1d4) Lightning damage.

Credit | Lore & Statblock: Chris Budden


17
Silva, Warlord Silva, Warlord of Dark
The Silva are a powerful rank that command all the combat
affairs of the Dark World empire. The Silva are also
diplomats that go near the enemies of Dark World in
World
Large Fiend, Lawful Evil
disguises and forge dark deals with the criminals of those
lands. Those deals mostly transform the beneficiaries into Armor Class 19 (Natural Armour)
Kahkki. Through this, the Silva manage to keep their hold on Hit Points 78 (12d12 +6)
their positions in Dark World. Silva are made the same way Speed 60ft., Fly 50ft.
as Goldd however, a key component that gives the Goldd their
magic is removed during their brewing. STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 23 (+6) 14 (+2) 12 (+1) 15 (+2)

Condition Immunities Frightened


Damage Immunities Lightning
Damage Resistances Bludgeoning, Piercing and
Slashing from non magic weapons that aren't
adamantine.
Senses Darkvision 60ft., passive Perception 11
Languages Abyssal
Challenge 9 (5,000 XP)

Multiattack. Whenever Silva takes the attack action


on its turn, it can take two additional weapon
attacks.
Dark Scheme. As an action, Silva can target a
creature it can see. That creature must make a DC
14 Charisma saving throw or take 12 (4d6)
Necrotic damage, taking half damage on a success.
A creature that fails the saving throw has its
movement halved until the end of its next turn.
Discard Step. When Silva is hit with a weapon
attack, it can use its reaction to teleport up to 120
ft. If the hit was a critical hit, It can also force one
creature within 30 feet of it to make a Charisma
saving throw or be banished to an extradimensional
space for 1 minute. The creature can repeat the
saving throw at the end of its turn, ending the
effect on a success.
Innate Spellcasting. Silva's innate spellcasting ability
is Charisma (spell save DC 14). Silva can cast
Dominate Monster requiring no material
components. Once Silva has used this feature, it
cannot use it again until it finishes a short or long
rest.
Unholy Advancement. Silva can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Silva takes 2d4 Poison damage from
the fluid's corruptive nature. Once Silva has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Hand Scythes. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 11 (1d12 + 5) plus 5
(1d10) Lightning damage.

Credit | Lore & Statblock: Chris Budden


18
Snoww, Unlight Snoww, Unlight of
Snoww are the mind controllers of Dark World. Whenever
the Gren are finished with their creations, they hand them
over to the Snoww. The Snoww parade their thralls around
Dark World
Medium Fiend, Lawful Evil
as a show of prestige, manipulating their servants to
accommodate their whims. In combat, the Snoww stand at Armor Class 11
the center of the battlefield, controlling their hordes of Hit Points 22 (5d8 + 2)
servants. The Snoww are not magically created, the only type Speed 30ft.
in Dark World to be so. Dark technologies are used to create
these part-fiend part-construct creatures. STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 20 (+5)

Condition Immunities Afraid


Damage Immunities Lightning, Necrotic
Senses Darkvision 60ft., passive Perception 12
Languages Abyssal
Challenge 3 (900 XP)

Devil's Sight. Snoww has darkvision for 60 feet and


can see in both magical and non magical darkness.
Discard World. When Snoww is hit with a weapon
attack, she can use her reaction to target any fiend
within 60 feet of her. That creature teleports to any
space within 60 feet of Snoww.
Innate Spellcasting. Snoww's innate spellcasting
ability is Charisma. She can innately cast Darkness
requiring no material components, once between
long rests.
Spellcasting. Snoww is a 5th level spellcaster. Her
spellcasting ability is Charisma (+9 to hit with spell
attacks, spell save DC 16). Snoww has the following
Warlock spells prepared:
Invocations (At will): Detect Magic, Silent Image
Cantrips (At will): Blade Ward, Eldritch Blast, Minor
Illusion
1st-3rd Level (2 3rd Level Spell slots): Misty Step,
Fear, Hex, Hunger of Hadar, Hypnotic Pattern,
Vampiric Touch
Unholy Advancement. Snoww can activate the dark
cybernetics in its body, allowing it an extra action
or bonus action on its turn. Once the action is
completed, Snoww takes 2d4 Poison damage from
the machine's dark fluids. Once Snoww has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit 2 (1d4) plus 2 Lightning damage.

Credit | Lore & Statblock: Chris Budden


19
Zure, Knight
The Zure are the foot soldiers of the Dark World. They act as
the bodyguards to the Snoww who stand at their sides to
avoid their destruction. A Zure unit is created by fusing the
dark smog of the Goldd into a Beiige unit. Once these Beiige
are imbued with this power, they slowly mutate over the
course of two months into a Zure form.

Zure, Knight of Dark


World
Medium Fiend, Lawful Evil

Armor Class 17 (Natural Armor)


Hit Points 53(8d6 + 5)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 20 (+5) 16 (+3) 15 (+2) 14 (+2)

Condition Immunities frightened


Damage Immunities Lightning
Senses Darkvision 60ft., passive Perception 12
Languages Abyssal
Challenge 4 (1,100 XP)

Multiattack. Whenever Zure takes the attack action,


it makes 3 Longsword attacks.
Innate Spellcasting. Zure's innate spellcasting ability
is Charisma. It can innately cast Compelled Duel ,
requiring no material components, once between
long rests.
Unholy Advancement. Zure can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Zure takes 2d4 Poison damage from
the fluid's corruptive nature. Once Zure has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Longsword. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit 5 (1d8 +4) plus 9 (3d6)
Lightning damage.

Credit | Lore & Statblock: Chris Budden


20
Lucent, Netherlord
The Lucent are the leaders of any division they are assigned
to. Rather than acting as a cohesive unit like the other dark
world creatures, the Lucent watch over and lead individual
factions to make sure everything is operating smoothly.

Lucent, Netherlord of
Dark World
Large Fiend, Lawful Evil

Armor Class 19
Hit Points 114(18d12 + 6)
Speed 40ft., Fly 50ft.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 23 (+6) 15 (+2) 16 (+3) 15 (+2)

Condition Immunities Frightened


Damage Immunities Lightning
Damage Resistances Bludgeoning, Piercing and
Slashing damage from non magic weapons that
aren't adamantine
Senses Darkvision 60ft., passive Perception 13
Languages Abyssal
Challenge 5 (1,800 XP)

Multiattack. Whenever Lucent takes the attack


action on its turn, it makes two attacks with its
claws.
Discard Step. When Lucent is hit by a weapon
attack, it can use its reaction to teleport up to 120
feet to an unoccupied space it can see. Then, if the
hit was a critical hit it can have any fiend within 60
feet of itself teleport to any other space within 120
feet of itself.
Innate Spellcasting. Lucent's innate spellcasting
ability is Charisma. It can cast Greater Invisibility
requiring no material components once between
long rests.
Translucent. Lucent has advantage on all Stealth
checks.
Unholy Advancement. Lucent can activate the dark
fluids in its body, allowing it an extra action or
bonus action on its turn. Once the action is
completed, Lucent takes 2d4 Poison damage from
the fluid's corruptive nature. Once Lucent has
activated this ability, it can't use it until it has
finished a short or long rest.

Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 11 (2d6 + 5) plus 8 (2d8) Lightning
damage.

Credit | Lore & Statblock: Chris Budden


21
Lair Actions
Pumpking The King of On initiative count 20 (losing initiative ties), the Pumpking
Ghosts can take a lair action to cause one of the following magical
effects; the Pumpking cant use the same effect two rounds in
Pumpking the King of Ghosts is a powerful amalgamation of a row.
necrotic energy,a blackened soul, and pure hatred. Pumpking
are formed as the result of failed necromantic rituals of great The Pumpking targets one undead it can see within 60 ft
proportion. These rituals, usually attempts at lichdom or of it. A spectral tendril lashes out and momentarily
powerful summoning, cause violent torrents of energy that attaches to them and pumps ectoplasm into them. Doing
kills those involved and merge their soul(s) and energy into so increases their Hp and max Hp by 10 and AC by 1. A
the being they were trying to call upon. creature can only benefit form this twice.
Spectral King. Pumpking the King of Ghosts takes on a The Pumpking rolls a d4 and produces specters from his
ghostly form that all other undead respect and revere, a giant mouth equal to the total. This effect can only be activated
royal jack-o-lantern with one leering eye. The creature can again after all the spectators are defeated.
communicate and command intelligent undead. The Pumpking glows with necromantic power and can
Undying Enthusiasm. When the King of Ghosts cast its next spell of 4th level or lower without expending
establishes a lair the undead under its command act as if a spell slot.
there is a functioning royal court. There is usually a parade or
celebration of some kind underway. Though quality and Regional Effects
execution of these festivities is lacklusterly performed by the The region containing Pumpking the King of Ghosts lair is
undead. influenced by the King of Ghosts creating one or more of the
Hatred for the Living. Being born a ghost, Pumpking the following effects.
King of Ghosts sees the living as a blight. They seek to use Regardless of the time of year it appears to be
their great necromantic power to "convert" the living into Autumn(October).
loyal subjects. Nothing infuriates the Pumpking more than Creatures that die within 1 mile of Pumpkings lair roll
the destruction of a fellow undead by the hands of the living. D20 on an odd number they return as an undead.
If a Pumpking grows powerful enough it will start sending The air fills with an aura of mischief and merriment.
out battalions of undead to cleanse the surrounding lands of Chaotic creatures must give into their alignment by means
its self proclaimed kingdom. These forces are usually small of childish humor and mischief.
and easily dispatched, but if left unchecked in undefended
territory the horde will begin to multiply. Depending on the
duration of the kings rein it could take a handful of strong
adventures or and entire army to stop it. Either way
casualties are exceptionally high.
Eternal Allure. The presence of Pumpking the King of
Ghosts is apparent to all undead in the area. The larger the
influence of Pumpking the wider its whereabouts are
noticable. Liches, necromancers, and other intelligent
undead will most likely seek an audience with a Pumpking, if
only to further their own ends. Whether or not these
individuals wind up in the King's favor or in its dungeon
depends on whatever ridiculous terms the king comes up
with. In this regard, the Pumpking, may have been better
suited as a jester than a King.
A Pumpking's Lair
A Pumpking of ghosts wreaks havoc on the area in which it is
brought into existence. If allowed to completely corrupt the
place of its unbirth, usually a small town or castle, an undead
utopia is formed. Everything about a Pumpkings lair screams
horror story. The undead walk the streets, ghosts haunt the
halls, spirits of all types are created or drawn to its location. A
Pumpking encountered after completing its lair has a
challenge rating of 22 (41,000 XP). Any undead empowered
by the Pumpkings lair actions increase in challenge rating by
1 or 2,(if enhanced twice).

Credit | Lore & Statblock:Devin Hardenburg


22
Pumpking The King Of 2/Day: Blight

Ghosts Legendary Resistance (3/Day) If the Pumpking fails a


saving throw it can choose to succeed instead.
Huge Undead, Lawful Evil
Magic Resistance. Pumpking has advantage on saving
Armor Class 16 throws against spells and other magical effects.
Hit Points 155(20d10 + 65) Bolster the Undead When an undead ally within 5 ft. is
Speed 30ft. Fly (hover) hit with an attack the pumpking of ghosts can use a
bonus action to grant it 1d4+2 temporary hit points.
STR DEX CON INT WIS CHA
Actions
18 (+4) 11 (+0) 20 (+5) 10 (+0) 12 (+1) 22 (+6) Multiattack. The Pumpking of Ghosts makes two
spectral tendril attacks.
Saving Throws Dex +2, Con +10, Cha +10
Skills Persuasion +18, Intimidation +18 Spectral tendril. Melee Weapon Attack +10 to hit, reach
Damage Resistances acid, fire, lightning, thunder, 30 ft, one target. Hit 19(3d8+4)
bludgeoning, piercing, and slashing from nonmagical Terrifying Glare. The Pumpking targets one creature it
weapons can see withern 30 ft. of it. If the target can see the
Damage Immunities cold, necrotic, poison Pumpking, the target must succeed on a DC17
Senses darkvision 60ft, passive Perception 11 wisdom saving throw or be magically frightened until
Languages any the casters knew in life. A language only the end of the Pumpkings next turn. The frightened
the undead can understand target is paralyzed.
Challenge 16
Legendary Actions
Ethereal Sight. The Pumpking of Ghosts can see 60 ft
into the ethereal plane when its on the material plane Pumpking the King of Ghosts can take 3 legendary
and vice versa. actions, choosing from the options below. Only one
legendary action can be used at a time and only at the
Amorphous The Pumpking of Ghosts can move end of another creatures turn. Pumpking regains spent
through a space as small as 1 inch wide without legendary actions at the start of its turn.
squeezing.
Monstorous Eye. The Pumpking of Ghosts makes one
Innate Spellcasting The Pumpkings spellcasting ability is Terrifying Glare attack.
charisma (spell save DC 20, +10 to hit with spell
attacks). The Pumpking can innately cast the following Necrotic Obsession. The Pumpking of Ghosts cast chill
spells, requiring no material components; touch (17th level).
At will: chill touch (8th level), Tasha's hideous laughter Undying King (Cost 3 Points). The Pumpking chooses
(8th level) one undead it can see within 120 feet of it. The undead
must succeed on a DC 11 wisdom saving throw, or
5/Day: charm person (2nd level) drop to 0 hit points and transfer all remaining hit
3/Day each: animate dead, bestow curse points to the Pumpking. Any undead loyal to the
Pumpking willingly fails this save.

Do you need inspiration or want to promote your Ravenloft Product?


Click here! Credit | Lore & Statblock:Devin Hardenburg
23
Berserk Dragon
Though these metallic dragons were once noble and
benevolent, they have been stripped of their grace and
kindness through the work of dark magic, becoming horrible
monstrosities. A dragon cannot survive for more than a few
weeks while corrupted in such a manner, and after this time
the Berserk Dragon will dissolve into ash, released from its
agony. However, a few days is all the time a Berserk Dragon
needs to bring fire and death to anything in its path.
Berserk Dragon Template
Only true metallic dragons can become Berserk Dragons,
and only after a dark force has corrupted them, which is not
an easy task. During the corruption process, the dragon’s
magnificent scales turn coal black, and its eyes begin to glow
with a crimson light. Whenever a metallic dragon becomes a
Berserk Dragon, the following changes must be applied.
Type. The dragon's type is changed to Undead(Dragon) as
it starts to decay.
Alignment. The dragon's alignment shifts to Chaotic Evil.
Stats. The dragon gains +2 to Strength and +1 to
Constitution score, but its Intelligence score begins to decay.
Once a dragon is transformed into a Berserk Dragon, they
lose 1 Intelligence per day while in this state. When their
Intelligence score reaches 0, the dragon dies.
Skills The dragon loses proficiency in all skills except
Intimidation.
Damage Immunities The dragon gains immunity to
bludgeoning, piercing and slashing damage from nonmagical
attacks, if it did not already have this immunity.
Languages Though a Berserk Dragon might understand
all of the languages it knew before its transformation, a
Berserk Dragon is unable to speak due to its madness.
Unstoppable Fury. The dragon has advantage on any
check or saving throw against an effect that would restrain
their movement in any way possible.
Incurable Madness. The dragon is immune to mind
altering effects, such as effects from dominate monster or
charm monster spells. Effects and spells that cure madness,
such as the greater restoration spell, do not work. Instead, the
dragon is driven to kill the creature that attempted to
manipulate it.
Reckless. The dragon has advantage on his attacks. All
attacks against the dragon have advantage.
Siege Monster. The dragon deals double damage to
structures.
Change Shape. If a dragon becomes a Berserk Dragon,
that dragon loses its Change Shape feature, if it had one.
Multiattack. The dragon can make four claw attacks
instead of his normal multiattack.
Frightful Presence. The DC for the dragons Frightful
Presence is increased by 2.

Credit | Lore & Statblock:Aleksandar Markovic


24
Berserk Adult Gold Multiattack. The dragon can use its Frightful Presence.
It then makes either four claw attacks or two attacks
Dragon with his claws and one with his bite.
Huge Undead(dragon), chaotic evil
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Armor Class 19 (natural armor) one target. Hit 19 (2d10 + 9) piercing damage.
Hit Points 275(19d12 + 152) Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Speed 40ft., fly 80 ft., swim 40 ft. target. Hit 15 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit 17 (2d8 + 9) bludgeoning damage.
29 (+9) 14 (+2) 26 (+8) 16 (+3) 13 (+1) 24 (+7) Frightful Presence. Each creature that is within 120 feet
of the dragon which is aware of it must succeed on a
DC 23 Wisdom saving throw or become Frightened for
Saving throws Dex +8, Con +13, Wis +8, Cha +13 1 minute. A creature can repeat the saving throw at the
Skills Perception +13 end of each of its turns, ending the effect on itself on a
Damage Immunities fire; bludgeoning, piercing and success. If a creature's saving throw is successful or
slashing damage from nonmagical attacks that aren't the effect ends for it, the creature is immune to the
silvered dragon's Frightful Presence for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23 Breath Weapons (Recharge 5-6). The dragon uses one of
Languages Understands Common, Draconic but is too the following breath Weapons. Fire Breath. The dragon
mad to speak. exhales fire in a 60-foot cone. Each creature in that
Challenge 18 (19,000 XP) area must make a DC 21 Dexterity saving throw, taking
66 (12d10) fire damage on a failed save, or half as
Amphibious. The dragon can breathe air and water. much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot
Legendary Resistance(3/day). If the dragon fails a saving cone. Each creature in that area must succeed on a DC
throw, it can choose to succeed instead. 21 Strength saving throw or have disadvantage on
Siege Monster. The dragon deals double damage to Strength-based Attack rolls, Strength Checks, and
structures. Strength Saving Throws for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Unstoppable Fury. The dragon has advantage on any
ending the effect on itself on a success.
check or saving throw against a effect that would
restrain their movement in any way.
Legendary Actions
Incurable Madness. The dragon is immune to mind The dragon can take 3 Legendary Actions, choosing
altering effects, such as effects from dominate from the options below. Only one legendary action can
monster or charm monster spells. Effects and spells be used at a time, and only at the end of another
that cure madness, such as the greater restoration creature's turn. Spent legendary actions are regained at
spell, do not work. Instead, the dragon is driven to kill the start of each turn. Detect. The dragon makes a
the creature that attempted to manipulate it. Reckless. Wisdom (Perception) check.
The dragon has advantage on his attacks. All attacks
against the dragon have advantage. Tail Attack. The dragon makes a tail Attack.
Actions Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 ft. of the dragon must
succeed on a DC 22 Dexterity saving throw or take 15
(2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

Credit | Lore & Statblock:Aleksandar Markovic


25
Red Eyes Zombie Dragon
With potential for greatness, however, also comes the
potential for tragedy. The Red Eyes no longer seeks
greatness, or to surpass its rivals, it does not desire anything
anymore. Now it just flies, searching for living creatures and
ending their existence, now it is death incarnate.

Red Eyes Zombie


Dragon
Large undead, Neutral Evil

Armor Class 18
Hit Points 178 (17d10 + 85)
Speed 40ft., climb 40ft., fly 80ft

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8


Skills Perception +8, Stealth +4
Damage Resistances necrotic
Damage Immunities Fire, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned.
Senses Blindsight 30ft., darkvision 120ft., passive
Perception 18
Languages Draconic
Challenge 11 (7,200 XP)

Magic Resistance The Red Eyes has advantage on


saving throws against spells and other magical
effects.
Dominon over Death If the Red Eyes Kills an undead
creature, then that creature becomes a ghoul allied
to the Red Eyes.

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.

Credit | Lore & Statblock:Louis Jameson


26
Paladin of the Cursed Paladin of the Cursed
Dragon Dragon
While it is true that not all who wander are lost - many of the Large Undead, Lawful Neutral
lost still wander. The same is true that not all who defeat
great evils are victorious - many pay too great a price in body Armor Class 19
and spirit to have any sense of victory. This is true for many Hit Points 140(15d10 + 35)
who overcome the ordeals of the Domains of Dread only to Speed 40ft., 60ft fly.
find they have lost their humanity. Many souls lay trapped and
bound in the dark corners of the Shadowfell, even if the body
that once housed it wrested itself free of that benighted STR DEX CON INT WIS CHA
realm, and too many who once held the mantle of hero return 18 (+4) 12(+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
a broken shell or a damned perversion of everything they
once held dear. Vulnerabilities Radiant
The Paladin of the Cursed Dragon is but one of those Damage Resistance Bludgeoning, Piercing, And
befouled by the sacrifices they made to claim a pyrrhic victory Slashing From Nonmagical Weapons
in the eternal games of the Dark Powers. The name of this Damage Immunities Poison, Necrotic
hero become scourge is lost to time, even from themselves. Condition Immunities Charmed, Exhaustion,
Though there is a tale told of a group of crusaders lead by a Poisoned, Unconscious,
mighty and pious Paladin of Bahamut who ventured into the Senses passive Perception 16
Shadowfell to perform a great service in the name of the Languages Common, Draconic
Platinum Dragon, unaware they were misled by the Challenge 7 (2,900 XP)
machinations of Tiamat, the evil Chromatic Dragon. Never
ones to miss out on manipulation and cruelty, the Dark Elemental Durability The Paladin of the Cursed
Powers whisked the party to Falkonvia the moment they Dragon maintains the damage immunities that the
entered the Shadowfell, where they found themselves caught original dragon had while it was alive.
between the conscripted army of Vlad Markov and hordes of Impaling Charge. The Paladin of the Cursed Dragon
the undead. Beset by enemies all around, one by one the charges in a 30 foot line that is 10 feet wide. Every
companions of the Paladin were consumed by the dead or creature in that line must make a DC 16 Dexterity
impaled upon spikes to the vile amusement of the Dark Lord. Saving Throw taking 19 (3d12) Piercing damage on
Alone and distraught, the Wyrmking reached out to the a failed save and half damage on a successful one.
Paladin, granting him a resplendent silver dragon, an army of
the righteous and renewed vigor to oppose Markov's forces. It Actions
was not until the Dread Lord's army was vanquished and Multiattack. The dragon rider makes two attacks,
began to drag themselves up as zombies that the truth of the one with its lance and one with dragon's bite.
matter was revealed.
The Paladin had flown at the head of the undead masses Lance. Melee Weapon Attack: +6 to hit, reach 10ft.,
on a foul black beast with enchanted silver armour. Driven one target. Hit 20 (2d12 + 4) Piercing plus 6
mad by the senseless waste of life, the insidious gifts of the (1d10) Necrotic Damage.
Dark Powers and the blasphemy done in Bahamut's name, Bite. Melee Weapon Attack: +6 to hit, reach 10ft.,
the Paladin struck down Markov astride his unholy steed and one target. Hit 13 (2d10 + 1) Piercing plus 7
returned home. It was not long before the Dead Lord (1d10) Necrotic Damage.
returned to his personal hell, while the Paladin returned Breath of Despair (Recharge 5-6). The Paladin of the
home a broken and twisted thing marked by undeath and Cursed Dragon exhales a torrent of thin grey gas in
insanity. The once paragon of justice now sees enemies a 30 foot cone. Each creature in that area must
everywhere they turn, striking out at all who fall before their make a DC 15 Wisdom saving throw taking 25
darkened gaze with abandon. (4d6) Necrotic damage and suffering the effects of
the Confusion spell for one round on a failed save,
or half as much damage and no additional effect on
a successful one.

Credit | Statblock: Dimitris Boutsikas / Lore:


Sebastian Amadeus Wake
27
Three Legged Zombies
When a Necromancer runs out of parts to repair their
zombies, a Three Legged Zombie might be a good idea. By
stitching their bodies together they can support each other's
weight and move as one! The need for economy in materials
has resulted in this ingenius "invention" that will at least pack
some punches before it starts crawling again!

Three Legged Zombies


Medium Undead, Neutral Evil

Armor Class 8
Hit Points 40(6d8+14)
Speed 20ft.

STR DEX CON INT WIS CHA


16 (+3) 5 (-3) 16 (+3) 3 (-4) 6 (-2) 6 (-2)

Saving Throws Wis +0


Condition Immunities Poisoned
Senses Darkvision 60ft passive Perception 12
Languages Understands All Languages It Spoke In
Life But Can't Speak
Challenge 1/2

Undead Fortitude. If damage reduces the zombie to


0 hit points, it must make a Constitution saving
throw with a DC of 5+the damage taken, unless the
damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Two as One. When the three Legged Zombies fall
under half HP they split as two normal zombies
with 11 HP each and a crawling speed of 15.
United we Stand... The Three Legger Zombies have
advantage against checks to avoid the prone
condition.

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.

Credit | Lore & Statblock: Libedrat0r Earl


28
Bone Crusher Bone Crusher
Though most skilled Necromancers do not worry about Medium undead, lawful evil
sword wielding folk, they do worry about other mages. It was
Acererak who found a solution to this problem through the Armor Class 14 (hide armor)
use of the Bone Crusher. Disguised as a simple armored Hit Points 39(6d8 + 12)
Skeleton, a Bone Crusher is a mages worst nightmare on the Speed 30ft.
battlefield. By animating the bones of a magic fearing warrior,
then imbuing the creatures bones with powerful energy
which siphons magic, Acererak managed to forge the perfect STR DEX CON INT WIS CHA
anti-mage warrior. The Bone Crusher will meet any mage 15 (+2) 14 (+2) 15 (+2) 5 (-3) 6 (-2) 5 (-2)
head on in melee combat, and when it is finally defeated, it
will expel its hidden trap. This magic coalesces into an Damage Vulnerabilities bludgeoning
explosive Antimagic Field that grows more powerful with Damage immunities poison
each spell it absorbs. Condition Immunities exhaustion, poisoned
The Bone Crushers are always accompanied by an Senses Darkvision 60ft., passive Perception 8
armored skeleton dog that assists them in battle by grappling Languages understands all languages it knew in life
the Bone Crusher's target so that it remains close to the Bone but can't speak
Crusher or its antimagic field. Challenge 3 (700 XP)

Magic Resistance. The Bone Crusher has advantage


on saving throws against magic and magical
effects.
Crush. When the Bone Crusher attacks with a
weapon that deals bludgeoning damage, it
doubles its strength modifier for attacks and
damage rolls (included in the attack).
Antimagic Explosion. When this creature is reduced
to 0 hit points, instead of falling dead
immediately, its bones begin to crack, releasing
the magic that animated them, into the air and
creating an antimagic field in a 10 ft. radius
sphere around the Bone Crusher (as per the
spell). The Bone Crusher remains animated for
1d4 rounds and gains +10 ft of Movement
Speed. The Bone Crusher cannot take any action
other than the Dash action. If the Bone Crusher
takes 15 or more damage from a single attack,
the number of rounds it stays animated is
reduced by one. Once the Bone Crusher is
defeated, it explodes in a 10 ft. radius, dealing
4d10 force damage, plus 1d10 for every spell
casted within its Antimagic Field. Every creature
in the 10 ft. radius must make a DC 15 Dexterity
saving throw, taking half as much damage on a
successful one.
Actions
Maul. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 11 (2d6 + 4)

Credit | Lore & Statblock:Aleksandar Markovic


29
Skeleton Dog,
companion
Medium Undead, Neutral Evil

Armor Class 15 ( skeleton armor )


Hit Points 19 (3d8+6)
Speed 40ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

Skills Stealth +4, Perception +3


Senses passive Perception 11
Languages -
Challenge 1/2 (100 xp )

Undead Fortitude. If damage reduces the skeleton


dog to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the zombie drops to 1 hit point
instead.
Pack Tactics. The skeleton dog has advantage on
attack rolls against a creature if at least one of the
Skeleton dog's allies is within 5 feet of the creature
and the ally isn't incapacitated.

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.

Credit | Statblock: Libedrat0r Earl / Art:


szczygly
30
Denizens of the Dark Floating Castle

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.

Credit | Lore & Statblock:Aleksandar Markovic


32
Number 48: Shadow Lich

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.

Credit | Lore & Statblock:Asha J. Panesar


33
Molten Zombie

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.

Credit | Lore : Callum Dronsfield


34
Molten Zombie
Medium Undead, Lawful Evil

Armor Class 14 (natural armor)


Hit Points 95(10d8 + 50)
Speed 30ft.

STR DEX CON INT WIS CHA


17(+3) 8 (-1) 20 (+5) 7 (-2) 11 (0) 3 (-4)

Damage Immunities Poison, Fire


Condition Immunities Poisoned
Senses passive Perception 13
Languages Any languages it knew in life.
Challenge 5 (1800 XP)

Flames of Phlegethos. A creature that makes an


attack against the Molten Zombie while within 5ft
of it takes 3(1d6) fire damage. This is also added to
any of the zombies melee attacks within 5ft
(Included in damage below)
Undead Fortitude. If damage reduces the molten
zombie to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant, cold or from a critical
hit. On a success, the zombie drops to 1 hit point
instead.
Death Burst. Upon dying, the Molten Zombie's
corpse explodes in a rain of molten slag. Creatures
in a 10ft radius centered on the Zombie must make
a DC13 dexterity saving throw, taking 7(2d6) fire
damage or half as much on a successful save.
Creatures that fail their save are affected with
Molten mind, whose effects are discribed below.

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.

Credit | Statblock: Callum Dronsfield / Art:


Luke Instonehall
35
Yaranzo
Few creatures evoke more disgust and pity than the Yaranzo. Yaranzo
The restless corpses of those who perished in the pursuit of Medium Undead(shapechanger), neutral evil
wealth Yaranzo are born of trapped miners, overambitious
thieves and foolish adventurers. Their legs and lower halves Armor Class 15 (17 in chest form)
rot off since all they need is eyes to covet, and arms to grasp. Hit Points 58 (9d8+18)
Yaranzo feed by searching out places of wealth like Speed 20ft.
treasure chests, safes, and closets from which they leap out
and attack unwary travelers. The most incredible feature of STR DEX CON INT WIS CHA
the Yaranzo is their ability to detect wealth and its hiding
places. A Yaranzo without a horde will instinctively hunt out 17(+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (+1)
places of wealth. Treasure Seekers have been known to
destroy a Yaranzos hiding place and then follow the displaced Skills Stealth +3
creature as it crawls towards a new horde. Yaranzos have Condition Immunities prone.
been used in this way to activate traps and search for hidden damage vulnerabilities Fire
troves of treasure. It is not uncommon to come across a Senses Senses darkvision 60 ft., passive Perception
10
pathetic Yaranzo scratching at a sealed chest or collapsed Languages -
entryway, desperately seeking its next horde. Challenge 3 (700 XP)
It has been argued that Yaranzo are a divine insult,
mocking the unquenchable avarice and greed of mortals. Shapechanger. Yaranzo can use a bonus action to
Others argue that they’re just maimed zombies that love polymorph into a chest or back into its true, hybrid
shiny stuff. (part zombie part chest) form. Its statistics are the
same in each form except the AC which increases
by 2 when in chest form. Any equipment it is
wearing or carrying isn't transformed.
False Appearance. While Yaranzo remains
motionless, it is indistinguishable from an ordinary
chest.
Withdraw As a reaction to a melee attack that
targets Yaranzo it withdraws inside its chest
increasing its AC by 2. Yaranzo remains inside the
chest until it uses a bonus action to exit it again.

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.

Credit | Lore: Christopher Dannenburg /


Statblock: Libedrat0r Earl
36
Skull Dog Marron
Marron was only 10 months old when his owner told him to
wait outside of his favorite grocery store. . The owner entered
the grocery shop and never came out. Marron sat outside the
grocery store for 12 years, being fed by passerby and making
his living in nearby alleys. He waited patiently for his owner,
even after the grocery store was demolished and replaced by
a super market. . Marron died when the construction of the
market was completed. However, Marron's conviction to find
his owner was so strong that he became an undead creature,
constantly searching the city for his only friend.

Skull dog marron


Small beast, neutral good

Armor Class 19
Hit Points 60(8d8 + 24)
Speed 60ft., burrow 30ft

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 16 (+3) 19 (+5) 12 (+2) 8 (-1)

Condition Immunities None


Senses Darkvision 60 Ft., passive Perception 12
Languages understands Infernal but can't speak it
Challenge 5 (1,800 XP)

Keen Hearing and Smell. The beast has advantage on


Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics. The beast has advantage on an Attack
roll against a creature if at least one of the beast's
allies is within 5 feet of the creature and the ally
isn't Incapacitated.
Tunneler: The beast can Burrow through solid rock
at half its Burrow speed and leaves a 1-foot-
diameter tunnel in its wake.
Pounce: As a bonus action, the beast can target one
creature within 5 feet of it that is above ground.
The target must make a DC 13 Strength saving
throw or be knocked prone. If the creature is
knocked prone, the beast makes a Bite attack for
13 (2d10 - 4) piercing damage.

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.

Credit | Lore : Dionysios Christoforidis \


Statblock: Libedrat0r Earl \ Art: Shawn
Nichols
37
Goblin Zombie
This creature was send from the underworld to terrorise and
kill the living. Peasants have named them Goblin Zombies to
appeal to both appearence and chaotic nature. The creator of
the Goblin Zombie gave them this form so that they would be
underestimated, as the threat of goblins is unlikely to attract
the attention of any powerful warriors or lords. The Goblin
Zombies were sent to specific locations to create
distractions, assassinate key targets, or cause a ruckus for no
reason other than to keep an area terrorised.

Goblin Zombie
Small Undead, Chaotic Evil

Armor Class 12
Hit Points 105(16d6 + 40)
Speed 35ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 16(+3) 4 (-3) 6 (-2) 6 (-2)

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)

Mindless Persistence . If damage reduces the


zombie to 0 hit points, it must make a Constitution
saving throw with a DC of 3+the damage taken,
unless the damage is radiant or from a critical
hit(that will detroy its head). On a success, the
zombie drops to 1 hit point instead.

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.

Credit | Statblock: Dimitris Boutsikas \ Lore:


Dionysios Christoforidis
38
Graveyard and the hand of Graveyard and the
Invitation hand of Invitation
If a graveyard is disturbed one to many times; either by grave- Large Undead ,neutral evil
robber, necromancer, or otherwise, sometimes the sorrowful
spirits that inhabit it will come together to protect their Armor Class 14 (Natural Armor)
eternal home. These spirits manifest as necrotic energies Hit Points 30(8d6 + 6)
searching for an empty grave. Once one is found, these Speed 0ft.
perturbed spirits combine to form a creature known as the
Hand of Invitation. The Hand will lure those who intrude on
this sacred ground towards the empty grave, where they will STR DEX CON INT WIS CHA
be suffocated and transformed into an undead creature, 10 (+0) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 13 (+1)
cursed to guard the graveyard for eternity.
Vulnerabilities Bludgeoning, Radiant, Thunder
Damage Resistance Piercing, And Slashing From
Non Magical Weapons
Damage Immunities Poison, Necrotic
Condition Immunities Exhaustion, Grappled,
Paralyzed, Petrified, Poisoned, Prone, Restrained,
Unconscious
Senses passive Perception 13, Blindsight
120ft(blind beyond that spot)
Languages None
Challenge 1(200 XP)

False Appearance. While none alive creature is


within 50ft of the main grave, the cursed area it is
indistinguishable from a normal graveyard.
Skeletal Hand. When a living being approach the
main grave within 50ft, a spectral, glowing,
skeleton hand appears. The hand is an illusion and
invites closer anyone that it can senses. Any
creature that can see the spectral hand, must
succeed on a DC 11 Wisdom Saving Throw,
otherwise it is charmed and proceeds to the hand,
as it suggest.
Grave Invitation If a creature falls at 0 Hit Point
within 50 ft of the main grave,it must succeed a DC
10 Charisma(or wisdom*) Saving Throw DC12, on
a failed save it reanimates after one minute as
graveyard's, undead minion (Zombie). This
condition can be removed if a remove curse spell is
applied to the creature's corpse within 24 hours. If
a day passes and no remove curse is applied, the
creature remains a mindless undead thrall until it is
destroyed.

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.

Credit | Statblock: Dimitris Boutsikas \ Lore:


Libedrat0r Earl
39
Souls of the forgotten
This creature, lovingly dubbed the Souls of the Forgotten, is a
jealous band of souls that wish to experience the joys of living
once more. Knowing that they never will, this amalgamation
lashes out at anything living, believing that if they cannot
enjoy life, that none should be able to.

Souls of the forgotten


Large undead, chaotic evil

Armor Class 12 ( natural armor)


Hit Points 45 (6d10+12)
Speed 25ft. levitate

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 8 (-1) 6 (-2) 15 (+2) 14 (+2)

Condition Immunities charmed, exhaustion,


paralised, petrified, poisoned, prone, restrained.
Vulnerabilities Radiant
Damage Immunities necrotic, poison, slashing
bludgeoning and piercing from non magical
weapons.
Senses passive Perception 9
Challenge 3

Regeneration. The lost souls regenerate 5 hit points


at the beginning of their turn except if they were
hit by radiant damage.

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

Credit | Statblock: Libedrat0r Earl \ Lore: Nick


Talbott \ Art: Tragakis Manos
40
The Flame Reaper
The Flame Reaper skeleton variant was created specifically
to defend walls and other positions that invaders would find
difficult to reach. The Flame Reaper is equiped with a
common shortbow which, in the hands of the Flame Reaper,
lights any arrow nocked aflame with hellfire.

Flame Reaper
Medium undead, Lawful Evil

Armor Class 11 (Linen cape)


Hit Points 12
Speed 30ft.

STR DEX CON INT WIS CHA


10 (0) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Immunities Poisoned


Vulnerabilities Bludgeoning
Condition Immunities Exhaustion, Poisoned
Senses passive Perception 9, Darkvision 60ft.
Languages All Languages It Spoke In Life But Can't
Speak
Challenge 1/4 (50 xp)

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.

Credit | Lore & Statblock: Libedrat0r Earl


41
13th GRAVE 13th Grave
Appearing in farm towns far from the rest of the civilized Medium Undead, neutral evil
world, the 13th Grave brings misery and hopelessness to
those who fall to its sword or under its control. Little is Armor Class 14(natural armor)
known about the creatures origin, as those who investigate Hit Points 76(8d12 + 21)
the creatures never return to report their findings. Speed 25ft. burrow 30ft.
Unknown Source The 13th Grave is a curious creature, in
the fact that no one knows where it comes from. No
Necromancer is ever seen summoning one, and no vengeful STR DEX CON INT WIS CHA
soul is seen possessing the body. The 13th Grave simply 18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
appears overnight, after having dug its way out of an empty
grave, always the 13th of the towns graveyard. Saving throws Str +7, Con +6
Remnants of the Past Though no one known how the Skills Athletics +7, Perception + 4
13th Grave comes to be, there are theories about who they Damage Resistances Necrotic, slashing and piercing
were in life. The 13th Grave will sometimes appear after an from non magical weapons
individual from a village has gone missing, and some of these Damage immunities poison
creatures have been seen wearing the clothes these Condition Immunities exhaustion, poisoned,
individuals wore before their disappearance. deafened, charmed
Senses darkvision 60 ft., passive Perception 14
Languages The languages it knew in life
Challenge 5 (1,800 XP)

Undead nature. 13th Grave doesn't require air, food,


drink, or sleep.
Vengeance of the Peasant 13th Grave instantly
charms every lower class citizen,peasant or
commoner that is within 120 feet of it and can see
it. These individuals fly into a mindless rage,
defending the 13th Grave from enemies using
anything at their disposal.
Limited turn resistance 13th Grave has advantage on
saving throws against any effect that turns undead
as long as it has at least one charmed commoner
within 30 feet of it

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.

Credit | Lore & Statblock: Libedrat0r Earl \


Art: Raphaelia Pagoni
42
Dark Assailant Dark Assailant
The world of being an Assassin is a complicated, and very medium undead, lawful evil
often dangerous world. Anything and can go wrong at any
moment, and very often some of the most well placed of Armor Class 17 ( Studded Leather )
plans will just fall apart. Because of this, rising assassins will Hit Points 64 (10d6+24)
attempt to recieve help from a supernatural source. Speed 35ft.
The Help A variety of planar beings are willing to lend
their personal powers to help augment the abilities of the
assassins. Such help can stem from evil Deities, who have STR DEX CON INT WIS CHA
their domains include murder and death. To Demons and 10 (0) 18 (+4) 16 (+3) 13 (+1) 7 (-1) 10 (+0)
Devils that wish to add yet another poor soul to their
unending armies. Very often the assassins receive minor Saving Throws Dex +6 Con +4
help, such as cleric-like spells , or small trinkets that can help Damage Resistant Necrotic
them. But as with any mortal, death comes to all, and when Damage Immunity Poison
the assassin dies their soul is taken by the being that they Condition Immunities Exhaustion, Poisoned
signed a contract with. However, in rare exceptions, Senses Passive Perception 10
impressed Gods or truly malevolent fiends will trap the soul Skills Acrobatics +6, Stealth +9
inside the dead body and award them with a Psycho Sword Languages understands it's creator but can't speak
and Psycho Knives to go out and continue their work. Challenge 8 (3900 XP)
Eyes, Ears, and Blades Dark Assailants generally work as
the eyes and ears of the Mortal Plane for the fiends or deities Assassinate During its first turn, the Dark Assailant
that they have been resurrected by. Often reporting back has advantage on attack rolls against any creature
about the goings of their rivals. However, they are that hasn't taken a turn. Any hit the assassin scores
occasionally requested to carry out assassinations. Be it against a surprised creature is a critical hit.
assigned by their patron, or uncompleted ones from when Evasion If the Dark Assailant is subjected to an
they were alive. Once tasked, they do not stop unless the effect that allows it to make a Dexterity saving
target is killed or they have been destroyed. Truly sadistic, throw to take only half damage, the assassin instead
their near emotionless selves do seem to draw joy from not takes no damage if it succeeds on the saving throw,
only damaging the body, but also the mind. and only half damage if it fails.
Sneak Attack. Once per turn, the Dark Assailant
deals an extra 14 (4d6) damage when it hits a
target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet of
an ally of the assassin that isn't incapacitated and
the assassin doesn't have disadvantage on the
attack roll.
Undead Fortitude If damage reduces the zombie to
0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.

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.

Credit | Statblock: Libedrat0r Earl \ Lore: Trey


North \ Art: Dionysis Sotiropoulos
43
Shell of a Man The Despair from the Dark, being whatever
Despair from the Dark remains of a tortured soul, does retain some memories of its
This powerful spirit is the result of a truly hateful soul being past life. It might be startled at the sight of a former loved
brought back into the world after centuries of torture in the one, or stop to wonder at a place it had visited as a child.
afterlife. A creature of pure malevolence, it is the Unfortunately, these events never end in a positive manner.
embodiment of the torture one could suffer in the afterlife, Most often the Despair will take particular pleasure in
and only wishes to spread the misery that it experienced to destroying any remnant of its past life, believing it to have
others. been a factor in its damnation.
Despair Incarnate The Despair from the Dark, also Bane by Iron Due to the nature of torture in the afterlife,
known simply as Despair, is an incredibly powerful spirit the Despair from the Dark has been exposed to all forms of
that’s sole purpose is to share its own despair and hatred magic. As such, the Despair has developed a form of
with others. Though it is known what the Despair from the immunity to magic. Though it is still possible to harm the
Dark is, it is not known how one appears on the Material Despair with magic, it is impossible to kill one with any form
Plane. Some say a Despair’s power grows during its torture of magic. The only way to put a Despair from the Dark to rest
in the afterlife, and the spirit eventually becomes powerful is a simple, quick death with a mundane weapon. Something
enough to return to its home plane. Others believe that a it longed for each day during its tenure in the afterlife.
Despair originates when a fledgling necromancer performs a
summoning incorrectly, resulting in the Despair from the
Dark slaying its summoner.

Credit Statblock: Libedrat0r Earl |Lore: Nick


Talbot
44
Despair from the dark Actions
Huge undead, Chaotic evil Multiattack. Despair from the dark can make two Drain
life attacks.
Armor Class 16
Hit Points 205(16d12 + 105) Drain life. Melee Weapon Attack: +11 to hit, reach
Speed fly 60ft. (hover) 10ft., one target. Hit 32 (5d8 + 10) necrotic damage.
The target must succeed on a DC 18 Constitution
saving throw or its hit point maximum is reduced by an
STR DEX CON INT WIS CHA amount equal to the damage taken. This reduction lasts
9 (-1) 14 (+2) 22 (+6) 13 (+1) 10 (+0) 18 (+4) until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Saving throws Con +12, Cha + 10 Create wraith. Despair from the dark targets a humanoid
Damage Resistances acid, cold, fire, lightning, thunder, within 10 ft. of it that has been dead for no longer than
bludgeoning, piercing and slashing from nonmagical 1 minute and died violently. The target's spirit rises as a
attacks that aren't silvered wraith in the space of its corpse or in the nearest
Damage Immunities Necrotic, poison unoccupied space. The wraith is under the Despair
Condition Immunities charmed, exhaustion, grappled, from the dark's control. The wraith can have no more
paralyzed, petrified, poisoned, prone, restrained than three wraiths under its control at one time.
Senses Darkvision 120 ft., passive perception 14
Languages Abyssal, common, telepathy 120 ft. Darkness and Despair (Recharge 6). As a bonus action
Challenge 17 (18,000 XP) Despair from the dark can spread magical darkness in a
100 foot radius around it that lasts until the end of its
next round.
Legendary Resistance (3/Day). If Despair from the dark
fails a saving throw, it can choose to succeed instead
Legendary actions
Supernatural persistence. Despair from the dark is
immune to banishment and cannot die by any means Despair from the dark can take 3 legendary actions,
other than raw damage, damage from spells cannot choosing from the options below. Only one legendary
destroy him and the Wish cannot affect him, the killing action can be used at a time and only at the end of
blow has to be from a physical weapon. another creatures turn. Despair from the dark regains
spent legendary actions at the start of its turn.
Puppet master. Despair from the dark can wake the
dead that rest in the region where it dwells and force Teleport. Despair from the dark magically teleports,
them to do its bidding. along with any equipment it is wearing or carrying, up
Feeling of despair. All creatures within 20 ft. of Despair to 120 feet to an unoccupied space it can see.
from the dark feel as if everything is lost and death is Attack. Despair from the dark can make on Drain life
near, they must succeed on a wisdom saving throw DC attack.
15 or make all attack rolls and saving throws with
Spell(Costs 2 actions). Despair from the dark can cast a
disadvantage, a creature can try the saving throw again
spell.
at the end of each of its rounds, once a creature
succeeds it is immune for 24 hours.
Dark flames of chaos. When Despair from the dark is Lair actions
below its half hitpoints dark flames start coming out of On initiative count 20 (losing initiative ties), Despair
its body, any creature that starts its turn within 10 ft. of from the dark takes a lair action to cause one of the
it suffers 7 (2d6) fire damage plus 7 (2d6) necrotic following effects; it can't use the same effect two
damage. rounds in a row:
Incorporeal Movement. Despair from the dark can move
through other creatures and objects as if they were • The shadows of night start dancing around
difficult terrain. It takes 5 (1d10) force damage if it aggressively within 120 feet of Despair from the dark,
ends its turn inside an object. creatures caught in that area must succeed on
dexterity saving throw DC 16 or fall prone and suffer
Sunlight sensitivity. While in sunlight Despair from the 10 (3d6) necrotic damage, on a success a creature
dark has disadvantage on attack rolls as well as on does not fall prone and suffers half damage.
wisdom checks (Perception) checks that rely on sight.
• Spectral hands appear from the ground in a 30 foot
Shadow sight. Magical darkness doesn't impede Despair radius centered on a point Despair from the dark can
from the dark's vision see within 120 feet of it, creatures must succeed on a
Innate spellcasting. Despair from the dark's innate dexterity saving throw DC 16 or be restrained from the
spellcasting ability is charisma (spell save DC 18, +10 hands, a creature can try to escape from the hands as
to hit with spells) it can innately cast the following an action with a dexterity(acrobatics) check or a
spells, requiring no components. strength(athletics) check.

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)

Credit | Statblock: Louis Jameson \ Lore: Nick


Talbot
46
Ryu Kokki

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.

Ryu Kokki Body of Death Whenever Ryu Kokki reduces a


humanoid to 0 hit points with one of its attacks, the
Huge undead, chaotic evil
target instantly dies and Ryu Kokki regains 20hp.
Armor Class 17
Hit Points 168(16d12 + 64) Actions
Speed 40ft. Multiattack Ryu Kokki can make two attacks, they can
be any combination of punch, and Death Skull
STR DEX CON INT WIS CHA Punch *Melee Weapon attack: +10 to hit, reach 10ft.,
23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1) one target Hit 22 (3d10+6) blugoning damage.
Death Skull Ranged WEapon Attack: +8 to hit, range
Damage Resistances Bludgeoning, piercing and slashing 60/240ft., one target. Hit: 17 (3d8+4) necrotic
from nonmagical attacks damage.
Damage Imunities poison Skull Storm (Recharge 5-6) Ryu Kokki transforms his
Condition Immunities poisoned body into a tornado of flying bones. Every creature
Senses darkvision 60ft, passive Perception 12 within 10ft of Ryu must make a DC 16 Dexterity saving
Languages throw taking 66 (12d10) necrotic damage on a failed
Challenge 11 (7200 XP) save, or half as much on a successful one.
Cause Fear Ryu targets one living creature it can see
Magic Resistance Ryu Kokki has advantage on all saving
within 60ft of it. That target must make a DC 14
throws to resists magical effects.
Wisdom saving throw. On a failed save it becomes
Sense Life Ryu Kokki can detect the presence of all frightened, it may repeat the save at the end of each of
living creatures within 60ft of it. its turns ending it on a success. If it failed by 5 or
more, it is also paralyzed for the duration. Rolling a
Amorphous Ryu Kokki can move through spaces as following save that is less than 5 away from the DC but
small as 1ft without squeezing. still a fail does not end the paralysis.
Spirt of Death Whenever a creature touches Ryu Kokki
or hits it with a melee attack while within 10ft of it
takes 10 (3d6) necrotic damage.

Credit | Lore & Statblock: Louis Jameson


47
Spirit Reaper

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

STR DEX CON INT WIS CHA


1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances acid, cold, fire, lightning,


thunder; bludgeoning, piercing, and slashing
from non magical attacks
Damage Immunities Necrotic, poison
Condition Immunities charmed, exhausted,
grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses Darkvision 60ft., passive Perception 10
Languages Infernal
Challenge 1 (200 XP)

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.

Credit | Lore & Statblock: Louis Jameson


48
Plaguespreader Zombie Plaguespreader Zombie
Though this shambling corpse may seem like a rather Medium undead, neutral evil
bloated Zombie, the truth is much more sinister. In a bid to
further spread the plague of undeath, a follower of Orcus Armor Class 7
concocted a rather nasty disease that would slowly Hit Points 13 (2d8 + 4)
decompose those affected by it. Needing a way to spread this Speed 15ft.
illness, the necromancer created the Plaguespreader
Zombie.
Scions of Pestilence The Plaguespreader Zombie is a STR DEX CON INT WIS CHA
rather ingenious creation. The creature appears to be a 11 (+0) 4 (-3) 14 (+2) 2 (-4) 4 (-3) 3 (-4)
normal Zombie with a bloated stomach, a common
occurrence in many corpses. However, its stomach is full of a Damage immunities poison
debilitating illness known as Zombie Rot, that is released in a Condition Immunities poisoned
cloud upon the creatures demise and can be utilized as a Senses darkvision 60ft., passive Perception 6
rather disgusting projectile. Languages none
Strategic Illness Though the Plaguespreader Zombie is a Challenge 1/2 (100 XP)
unique creature, it is still a simple Zombie. It is easily
defeated, and thus must be treated carefully. A skilled Plague Burst When the Plaguespreader Zombie
necromancer will place a few Plaguespreader Zombies in reaches 0 hit points, it violently expels a necrotic
every horde, as the untrained eye will not be able to tell the cloud of pestilence. This cloud fills a 30 foot radius
walking corpses apart. Once the battle begins, and the and is centered on the Plaguespreader Zombie. Any
Plaguespreader Zombies are defeated, the enemy forces will creature, that is not undead, that begins its turn
be overcome by the unexpected illness originating from their within the cloud must succeed on a DC 14
fallen enemy. Constitution saving throw or be afflicted with
Liquid Salvation The Plaguespreader Zombie might be Zombie Rot. Any creature that succeeds this saving
weak, but the Zombie Rot it contains is anything but. The throw is immune to contracting Zombie Rot for the
next 24 Hours. Additionally, any creature that
curse will slowly decompose its victim, and animate them as begins its turn within the cloud takes 1 (1d2)
a Plaguespreader Zombie upon their death. The only way to necrotic damage. The cloud disperses after two
prevent a Plaguespreader Zombie from releasing the Zombie minutes, or if the corpse is sprinkled with holy
Rot is to sprinkle holy water on the beast. The holy water will water.
immediately disperse the cloud of disease, and will prevent
the Plaguespreader Zombie from releasing it once it is Actions
destroyed.
Slam Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit 4 (1d6+1) bludgeoning damage.
Zombie Rot
Diseased Vomit (Recharge 5-6) Ranged Weapon
While afflicted with Zombie Rot, a creature has the Attack: +4 to hit, range 15/30 ft., one target. Hit:
following symptoms until cured: it counts as an 5(1d6+2) poison damage. The creature must make
undead creature, it’s hit point maximum drops by a DC 14 Constitution saving throw or be afflicted
1d8 every 24 hours, and it is vulnerable to necrotic with Zombie Rot. Any creature that succeeds this
damage. If the targets hit point maximum reaches saving throw is immune to contracting Zombie Rot
0 in this way, the target dies. If the target dies in for the next 24 hours. The Plaguespreader Zombie
any way while afflicted with Zombie Rot, it is may not use this action if it has been in contact
reanimated as a Plaguespreader Zombie. Drinking with holy water in the past 24 hours. .
holy water will immediately cure Zombie Rot, as
will a lesser restoration spell.

Credit | Statblock: Libedrat0r Earl \ Lore:


Sebastian Amadeus Wake
49
In attempts to spread the curse of undeath across the world,
Plague Wolf the plague wolf was born. While they carry the curse of
undeath with them they have not succumb to it. Yet, they still
barely "live" as an undead moving carrier of miasma .
They are merely harbingers spreading their disease to
living creatures to raise the ranks of the undead.

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.

Skills Perception +3, Stealth +3 Bonus Actions


Senses passive Perception 13 Death Charge The Plague Wolf can enter a death
Challenge 1/4 (50 XP) charge. While in this state the Plague Wolf has
advantage on all attack rolls. At the end of each of its
Keen Hearing and Smell Plague Wolf has advantage on turns it must make a DC 11 Constitution saving throw,
all Wisdom (perception) checks that rely on hearing on a failed save it dies. It cannot deactivate this ability,
and smelling. so it will die at the end of the encounter if it uses this
ability.

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.

Credit | Lore & Statblock: Louis Jameson \ Art


Shawn Nichols
50
Now as ghosts they are unable to remember who or why
Flame Ghost brought death upon them and they can only hunt the living
Flame ghosts are humanoids who were burnt alive and not by maddened with rage and pain that never seems to fade.
accident. Their souls bound to the material plane with anger Flame ghosts are drawn to fires, wildfires, bonfires even
as they were condemned to this terrible death by either false candles. Some Believe that the Molten Zombies and the
accusations or as easy scapegoats for crimes they did not Flame ghosts where once the same creature. Only to have
commit. body and soul seperated to become two different beings of
burning hatred.

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.

Credit | Lore & Statblock: Dionysios


Christoforidis
51
Bone Rat
Bone rats were rats that once carried some flesh-eating Zombie Rot
parasites. Once the rat has had most of its internal organs While afflicted with Zombie Rot, a creature has the
destroyed, the parasites lay their eggs in the half of the host following symptoms until cured: it counts as an
that is left. Bone rats were reborn due to these strange undead creature, it’s hit point maximum drops by
1d8 every 24 hours, and it is vulnerable to necrotic
parasites and somehow they were able to move with no flesh damage. If the targets hit point maximum reaches
nor muscle left. Now these creatures are driven to consume 0 in this way, the target dies. If the target dies in
flesh in order to feed the remaining parasites and their any way while afflicted with Zombie Rot, it is
newborns.. reanimated as a Plaguespreader Zombie. Drinking
holy water will immediately cure Zombie Rot, as
will a lesser restoration spell.
Bone Rat
Tiny Undead, unaligned

Armor Class 12
Hit Points 7 (2d6)
Speed 20ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

Condition Immunities Frightened, Charmed


Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)

Pack Tactics. The bone rat has advantage on an


attack roll against a creature if at least one of the
rat's allies is within 5 feet of the creature and the
ally isn't incapacitated.
Undead Fortitude. If damage reduces the bone rat to
0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.

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

Credit | Lore & Statblock: Dionysios


Christoforidis
52
Des Lacooda Des Lacooda
Desert societies are renowned for their prejudice. Amidst Large Undead, Neutral Evil
these people, the stories and fables never run dry. Tales of
their journeys across the desert lands would be sang in Armor Class 9
taverns and mothers would put their children to bed with Hit Points 15(2d10 + 4)
them. However no one could really tell whether or not these Speed 50ft.
stories were myth or fact, for it was known that the boiling
heat of the desert could play tricks on the mind and therefore
people would laugh or question any man that would swear STR DEX CON INT WIS CHA
upon his name that what he had witnessed during his travels 17 (+3) 8 (-1) 16 (+3) 1 (-5) 4 (-3) 1(-5)
upon the dunes was true. Amongst these stories, there was
one that spoke of the Des Lacooda, creatures that seemed to Damage Immunities Poison
resemble camels. Those that claimed to have seen them Condition Immunities poisoned
swore that their bodies were draped in pieces of cloth, their Senses darkvision 60 ft, passive Perception 9
eyes a gleaming red and any underlying exposed skin would Languages None
appeared skeletal or mummified. Others spoke of entire Challenge 1/8 (25 XP)
caravans wandering around the desert, which upon closer
inspection were entirely lacking riders. And then there were Desert Strider The Des Lacoda ignores difficult
those that claimed to have gotten close to these creatures and terrain that comes from deserts or sandy
even fought with them. They spoke about them with fear, for environments.
they said they could still remember their horrifying undead
forms, and how they were far more dangerous than Undead Fortitude If damage reduces Des Lacooda to
anticipated. Unlike desert camels, the Des Lacooda seemed 0 hip points, it must make a Constitution saving
throw with a DC of 5+ the damage taken, unless
to almost effortlessly stride across the sands with an the damage is radiant or a critical hit. On a success
unnatural speed. Despite their undead form they were said to Des Lacooda drops to 1 HP instead.
be very hardy and strong creatures that when engaged in
battle would relentlessly attempt to trample and bite their Actions
foes. Some of those who claimed to have fought a Des
Lacooda bore bite mark scars on parts of their bodies, and Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 2 (1d4). The target must also make
they spoke of how the wound provoked by this creature’s bite a DC 10 constitution check. On a failed save it
became rotten in hours. Their health would continually becomes infected with Zombie Rot.
deteriorate over. These victims considered themselves lucky
to have gotten back to their town’s healer who was capable of
providing a cure for them. For according to those healers’
words, had they gone on for a few more days bearing this
wound, their lives would have been forfeit. 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.

Credit | Statblock: Louis Jameson \ lore:


Libedrat0r Earl
53
Pyramid Turtle

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.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 17 (+3) 8 (-1) 12 (+1) 10 (+0)

Senses passive Perception 11


Languages Infernal
Challenge 4 (1100 XP)

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.

Credit | Lore & Statblock: Louis Jameson \ Art


Shawn Nichols
54
Armored Zombie Armored Zombie
Metal clangs as an undead figure lurches out of the shadows, Medium Undead, neutral evil
arrows piercing through its sickly purple bloated skin and
decaying rusty armor. The creature drags a shattered blade Armor class 12 (Rusty scale mail)
through the air behind it, intent on using it to carve up its Hit Points 27 (4d8+9)
next meal. Speed 20 ft
Skilled Soldier Where most undead would rather use
their jaws, the Armored Zombie continues to make use of the
weapons it carried before its demise. As such, the Armored STR DEX CON INT WIS CHA
Zombie can be seen wielding a variety of martial weapons, 14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
though most common is a rusty katana. The creature refuses
to doff its armor, and will move to retrieve its weapon if Damage Immunities Poison, Cold, Necrotic
disarmed. However, the Armored Zombie knows no fear, and Condition Immunities Poisoned, Charmed,
will always strike at an enemy if possible. Frightened
Lost Memories Though it may seem that the Armored Senses Darkvision 60 ft., passive Perception 8
Zombie retains some memory of its past, this creature knows Languages Understands languages known in life but
nothing of who it once was. Truly, the only difference between can't speak
an Armored Zombie and a Zombie is that the former knows Challenge 1 (200xp)
how to wield a weapon and is familiar with basic battle Saving Throws Wis +0
strategy. Many a mage has given their life to determine why
this is the case, and unfortunately no conclusion was ever Undead Fortitude, If damage reduces the zombie to
made. 0 hit points, it must make a Constitution saving
Legion of the Damned Armored Zombies are most throw with a DC of 5+ the damage taken, unless
commonly seen as foot soldiers in an aspiring Necromancers' the damage is radiant or from a critical hit. On a
army. One Armored Zombie is worth ten of its standard success, the zombie drops to 1 hit point instead.
counterparts when it comes to warfare, as the Armored Ferocious Fiend, On its turn, the Armored Zombie
Zombie is less likely to fall victim to traps meant to ensnare must attack an enemy if possible.
mindless beasts. If they are not commanded by the
Necromancer themselves, they are commanded by more Glorious Shamble, The Armored Zombies’ speed
increases to 40 ft if the Armored Zombie attacked
intelligent undead such as a Wight or a Zombie Master. a creature this turn.

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)

Credit | Statblock: Travis Ryan \ Lore: Nick


Talbot
55
Master Kyonshee

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.

Master Kyonshee Flying Sword Master Kyonshee is always accompanied


by a Flying Sword which he never touches. The flying
Medium Undead, neutral evil
sword acts on the same initiative as the Master
Armor Class 17 natural armor Kyonshee
Hit Points 56(7d8+ 24)
Step of the Wind Master Kyonshee can double its jump
Speed 45ft.
distance for the round using a bonus action and a KI
point.
STR DEX CON INT WIS CHA
Actions
6 (-2) 20 (+5) 18 (+4) 3 (-4) 14 (+2) 10 (+))
Multiattack Master Kyonshee can make two unarmed
strikes.
Skills Acrobatics, stealth
Damage immunities poison Unarmed Strike Melee Weapon Attack: +8 to hit, reach
Condition Immunities poisoned 5ft., one target. Hit 9 (1d6 + 5) bludgeoning damage.
Senses passive Perception 13 The master can expend a Ki point to force the target to
Languages Master Kyonshee understands the languages make a DC 13 Constitution saving throw, on a failed
it knew in life, but cannot speak them. save the target is stunned until the end of the master's
Challenge 3 (700 XP) next turn.

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.

Credit | Lore & Statblock: Louis Jameson


56
The Oni

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)

Damage Immunities Poison


Condition Immunities Poisoned
Blue-Blooded Oni Senses Dark Vision 60 ft., passive perception 9
Languages -
Matriarch Challenge 3 (700 XP)
Large Undead, Neutral Evil
Undead Fortitude. If damage reduces the Oni to 0
Armor Class 15 hit points, it must make a Constitution saving
Hit Points 43(4d10 + 21) throw with a DC of 5 +the damage taken, unless
Speed 30ft. fly, 15ft. crawling the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
STR DEX CON INT WIS CHA
Actions
17 (+3) 15 (+2) 16 (+3) 3 (-3) 6 (-2) 5 (-2)
Spell Siphon (Recharge 6) Target creature within 5ft.
of the Oni must make a constitution save DC 13.
Damage Immunities Poison On a failure the target loses one spell slot equal to
Condition Immunities Poisoned half the Oni rounded down within 30ft. of the Blue
Senses Dark Vision 60ft., passive Perception 6 Blooded Oni.
Languages None
Challenge 5 Bite. Melee attack:+2 to hit, reach 5ft., one creature.
Hit: 4 (1d4+2) piercing damage plus 1d4 necrotic
Undead Fortitude. If damage reduces the Oni to 0 damage. The Oni gains health equal to half that
hit points, it must make a Constitution saving amount.
throw with a DC of 5 +the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the Oni drops to 1 hit point instead.

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.

Credit | Lore & Statblock: Brandon Ferguson


57
Red-Headed Oni Yellow-Bellied Oni
Medium Undead, Neutral Evil Medium Undead, Neutral Evil

Armor Class 11 Armor Class 11


Hit Points 18 (5d6) Hit Points 10 (3d6)
Speed 20 ft fly, 10 ft Speed 20ft fly, 10ft

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)

Damage Immunities Poison Damage Immunities Poison


Condition Immunities POisoned Condition Immunities POisoned
Senses Dark Vision 60 ft., passive perception 8 Senses Dark Vision 60 ft., passive perception 8
Languages - Languages -
Challenge 2 (700 XP) Challenge 1 (200 XP)

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.

Credit | Lore & Statblock: Brandon Ferguson


58
Strahd ad

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.

Credit | Lore & Statblock: Asha J. Panesar \Art:


XoX-Kat-XoX
60
Vilepawn Archfiend Archfiend Eccentrick
Serving as one of the primary frontline forces of the One of the more mischievous and unpredicatable of the
Archfiend Empire, and a less disposable pawn, these soldiers Archfiend Empire, this fiend aims to befuddle and confuse
can morph their arms to imitate a sword and shield to her targets before luring them into a trap. The Archfiend
combat their foes. Eccentrick could have the potential to rise through the ranks
and be as useful as a queen.

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.

Credit | Lore & Statblock: Asha J. Panesar


61
Archfiend Heiress Archfiend Cavalry
The opposite to the wild and unruly Archfiend Eccentrick, While the Archfiend Soldiers excel in melee skirmish on the
Archfiend Heiress is meticulous and precise in her actions, frontlines, the Archfiend Cavalry specializes in mounted
knowing how to slowly take down her enemies and clever combat. They are relentless fighters that will often be seen
planning and well placed disarming tactics. Like the commanding the Archfiend Warhorses to trample over any
Archfiend Eccentrick, this fiend also has the potential to opposing force.
become a queen, and due to her calculating nature, is more
likely to do so.
Archfiend Cavalry
Medium fiend (archfiend), chaotic evil
Archfiend Heiress
Medium fiend (archfiend), chaotic evil Armor Class 17
Hit Points 110 (13d8 + 52)
Armor Class 15 Speed 30 ft.
Hit Points 80 (11d8 + 25)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 14 (+2) Skills Animal Handling +5, Athletics +6, Perception
+5
Skills Persuasion +4 Damage Immunities fire
Damage Immunites fire Damage Resistances bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
slashing from nonmagical weapons Condition Immunities poisoned
Condition Immunities charmed, poisoned Senses Darkvision 60 ft., passive Perception 15
Senses Darkvision 60 ft., passive Perception 14 Languages Common, Abyssal, Infernal
Languages Common, Abyssal, Infernal Challenge 5 (1800 XP)
Challenge 3 (700 XP)
Devil's Sight. Magical darkness doesn't impede the
Innate Spellcasting. The Archfiend Heiress' innate Archfiend Calvary's darkvision.
spellcasting ability is Intelligence (spell save DC
14). She can innately cast the following spells, Unit Maneuvers. The Archfiend Cavalry has
requiring no material components: advantage on attack rolls against a creature if at
least one of the Archfiend Cavalry's allies is within
At will: dancing lights, dissonant whispers, 5 feet of the creature and the ally isn't
entangle, fog cloud incapacitated.
2/day each: bestow curse, slow, sleep Actions
Ambusher. In the first round of a combat, the Multiattack. The Archfiend Cavalry can make two
Archfiend Heiress has advantage on attack rolls lance attacks or two longbow attacks.
against any creature she has surprised.
Lance. Melee Weapon Attack: +6 to hit, reach 10ft.,
Actions one target. Hit: 8 (1d12 + 3) piercing damage. If
Scepter. Melee Weapon Attack: +4 to hit, reach 5ft., the Archfiend Cavalry is within 5 feet of its target, it
one target. Hit 5 (1d6 + 3) bludgeoning damage. has disadvantage on its attack roll.
Longbow. Ranged Weapon Attack: +6 to hit, reach
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing
damage.

Credit | Lore & Statblock: Asha J. Panesar


62
Darkbishop Archfiend
Advisor to highranking officials in the Archfiend Empire, the
Darkbishop Archfiend excels in offensive battle tactics and
magical abilities. Often times he will join the fray to prove his
loyalty to those seated above him.

Darkbishop Archfiend
Medium fiend (archfiend), chaotic evil

Armor Class 15
Hit Points 105 (15d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 19 (+4) 16 (+3) 17 (+3)

Skills Arcana +6, Perception +5


Damage Immunities fire
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities charmed, poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Abyssal, Infernal
Challenge 4 (1100 XP)

Innate Spellcasting. The Darkbishop Archfiend's


innate spellcasting ability is Intelligence (spell save
DC 14, +5 to hit with spell attacks). It can innately
cast the following spells, requiring no material
components:
At will: detect magic, eldritch blast, magic missile,
thunderwave
2/day each: counterspell, fireball, shatter
Magic Resistance. The Darkbishop Archfiend has
advantage on saving throws against spells and other
magical effects.

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.

Credit | Lore & Statblock: Asha J. Panesar


63
Archfiend Soldier
Another of the frontline forces of the Archfiend Empire, these
soldiers are more suited to battle with the grueling training
they endured. Those that face off against these fearsome
warriors have great difficulty in felling them.

Archfiend Soldier
Medium fiend (archfiend), chaotic evil

Armor Class 17
Hit Points 110 (13d8 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

Skills Athletics +6, Perception +5, Stealth +6


Damage Immunities fire
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Abyssal, Infernal
Challenge 5 (1800 XP)

Devil's Sight. Magical darkness doesn't impede the


Archfiend Soldier's darkvision.
Unit Maneuvers. The Archfiend Soldier has
advantage on attack rolls against a creature if at
least one of the Archfiend Soldier's allies is within 5
feet of the creature and the ally isn't incapacitated.

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.

Credit | Lore & Statblock: Asha J. Panesar


64
Archfiend General
An Archfiend Soldier that shows extradordinary talent and
cunning will be promoted to the role of Archfiend General.
These Archfiends undergo a special training that not only
vastly improves upon their skills but also their very biology.

Archfiend General
Medium fiend (archfiend), chaotic evil

Armor Class 19
Hit Points 150 (14d8 + 65)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 19 (+4) 14 (+2) 17 (+3) 16 (+3)

Saving Throws Str +7


Skills Athletics +7, Acrobatics +7, Perception +6
Damage Immunities fire
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities poisoned, prone
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Abyssal, Infernal
Challenge 8 (3900 XP)

Devil's Sight. Magical darkness doesn't impede the


Archfiend General's darkvision.
Unit Maneuvers. The Archfiend General has
advantage on attack rolls against a creature if at
least one of the Archfiend General's allies is within
5 feet of the creature and the ally isn't
incapacitated.

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.

Credit | Lore & Statblock: Asha J. Panesar


65
Archfiend Giant
In times where the Archfiends need to cover a larger area
without the expending of a substantial taskforce, they call
forth the monstrous Archfiend Giant. These huge
monstrosities are fearsome as they are powerful and the
amount of destruction they leave in their wake is no laughing
matter.

Archfiend Giant
Huge fiend (archfiend), chaotic evil

Armor Class 18
Hit Points 200 (16d12 + 96)
Speed 40 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 23 (+6) 10 (0) 14 (+2) 13 (+1)

Saving Throws Str +11, Con +10, Cha +5


Skills Athletics +11, Intimidation +5, Perception +6
Damage Immunities fire
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities grappled, poisoned
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Abyssal, Giant, Infernal
Challenge 9 (5000 XP)

Devil's Sight. Magical darkness doesn't impede the


Archfiend Giant's darkvision.

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.

Credit | Lore & Statblock: Asha J. Panesar


66
Summoned Skull
The most elite of the Archfiend forces, Summoned Skull's
reputation precedes him, causing trepidation and awe
depending on if one is ally or foe. He stands brilliantly
amongst all fiendish warriors, so much so that he even forces
his will upon the very elements summoning forth lightning as
though child's play. Many covet his great abilities so much,
they are willing to bond themselves to him for a simple
fraction of what he exudes.

Summoned Skull
Large fiend (archfiend), chaotic evil

Armor Class 20
Hit Points 184 (16d10 + 96)
Speed 35 ft., fly 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 17 (+3) 21 (+5) 16 (+3) 14 (+2) 15 (+2)

Saving Throws Str +10, Con +9, Cha +6


Skills Athletics +10, Intimidation +6, Perception +6
Damage Immunities fire, lightning
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities paralyzed, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Abyssal, Infernal
Challenge 12 (8400 XP)

Devil's Sight. Magical darkness doesn't impede the


Summoned Skull's darkvision.
Magic Resistance. The Summoned Skull has
advantage on saving throws against spells and other
magical effects.
Unit Maneuvers. The Summoned Skull has
advantage on attack rolls against a creature if at
least one of the Summoned Skull's allies is within 5
feet of the creature and the ally isn't incapacitated.

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.

Credit | Lore & Statblock: Asha J. Panesar \


Art: Lúthien Price
67
Thought Ruler Archfiend Thought Ruler
Deep in the Underdark, this creature was birthed through ill
conceived intention, utilizing the caracass of a fallen
Summoned Skull and a Mindflayer. Displaying just how
Archfiend
Large fiend (archfiend), chaotic evil
powerful the Summoned Skull was, the latent mental
connection it had to its home realms still some how radiated Armor Class 20
through its mind drawing it to its homestead. The unseen Hit Points 200 (20d10 + 76)
ruler saw the great potential in the experimental afterthought Speed 35 ft., fly 60 ft.
created by the Illithid. The ruler then decided that such a
unique creature should be added to its court using the STR DEX CON INT WIS CHA
Mindflayers own creation against them and any other threat.
22 (+6) 17 (+3) 21 (+5) 18 (+4) 14 (+2) 15 (+2)

Saving Throws Str +11, Con +10, Int +9


Skills Athletics +10, Deception +7, Insight +7,
Intimidation +7, Perception +7
Damage Immunities fire, psychic
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities blinded, poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., passive
Perception 17
Languages Common, Abyssal, Infernal, Telepathy 60
ft.
Challenge 13 (10000 XP)

Limited Magic Immunity. The Thought Ruler


Archfiend can't be affected or detected by spells of
6th level or lower unless it wishes to be. It has
advantage on saving throws against all other spells
and magical effects.

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.

Credit | Lore & Statblock: Asha J. Panesar


68
Red Dragon Archfiend
Even the chaotic red dragons are not immune to the allure of
more power... if anything, they lust for it more. Those that
seek to further their own formidable strength will at times
seek out the enigmatic Archfiends and enter into a pact. Little
too late though, they realize the true price and nature of these
fiends. Both their mind and body become forfit, thus making
them an unwilling servant to the overwhelming dark powers
of the Archfiend conclave.

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.

Credit | Lore & Statblock: Asha J. Panesar


70
Imprisoned Queen
Archfiend
When an Archfiend Eccentrick fulfills her dream of obtaining
queenhood, more often than not, she becomes dangerously
egotistical and the unpredictability she's known for only
intensifies to critical levels. At such a point she becomes too
large a liability to the ruler's overarching plans and they are
then forced to either seal or lock their former subordinate
away until needed. Oddly enough, despite this action, the
former Eccentrick still remains loyal to the ruler and eagerly
awaits the day she can once again serve them.

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

Credit | Lore & Statblock: Asha J. Panesar Free Adventure!


72
Archfiend Empress
Though it was originally desired to be a queen, on rare
occasion, can an Archfiend Heiress reach the title of
empress. There is only ever one active empress at a time and
they last for what mortals would consider to be millenias.
She is the ruler that the conclave sees and acts through and
she is the only one trusted enough to enact the ruler's will as
directed by them. Pleased with servitude, the true ruler has
gifted her both a Thought Ruler Archfiend and an Archfiend
Black Skull Dragon as her mounts.

Credit | Lore & Statblock: Asha J. Panesar


73
Archfiend Empress • 3rd level (3 slots): animate dead, counterspell, dispel
magic, fireball
Medium fiend (archfiend), chaotic evil
• 4th level (3 slots): blight, dimension door
Armor Class 17
Hit Points 135 (18d8 + 54) • 5th level (3 slots): cloudkill, scrying
Speed 30 ft., 50 ft. fly • 6th level (1 slot): disintegrate, globe of invulnerability
• 7th level (1 slot): finger of death, plane shift
STR DEX CON INT WIS CHA • 8th level (1 slot): dominate monster, power word
12 (+1) 18 (+4) 16 (+3) 22 (+6) 17 (+3) 18 (+4) stun
• 9th level (1 slot): power word kill
Saving Throws Int +13, Wis +10, Cha +11
Skills Arcana +13, History +13, Insight +9, Perception Actions
+10, Persuasion +11 Empress' Blade Melee Weapon Attack: +13 to hit, reach
Damage Immunities fire 10 ft., one target. Hit: (1d8 + 9) piercing damage.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons Submission Blast. Ranged Spell Attack: +13 to hit, reach
Condition Immunities charmed, frightened, poisoned 150 ft., one target. Hit: (4d6) necrotic damage. The
Senses Darkvision 60 ft., passive Perception 20 target must make a DC 18 Constitution saving throw,
Languages Common, Abyssal, Infernal becoming stunned on a failure. Those that failed can
Challenge 21 (33000 XP) repeat the save at the end of their turn, ending the
effect on a success.
Devil's Sight. Magical darkness doesn't impede the
Archfiend Empress' darkvision. Legendary Actions
Innate Spellcasting. The Archfiend Empress' innate Archfiend Empress can take 3 legendary actions,
spellcasting ability is Intelligence (spell save DC 21). choosing from the options below. Only one legendary
She can innately cast the following spells, requiring no action option can be used at a time and only at the end
material components: of another creature’s turn. Archfiend Empress regains
spent legendary actions at the start of their turn.
At will: dancing lights, dissonant whispers, entangle,
fog cloud Cantrip. The Archfiend Empress casts a cantrip.
3/day each: bestow curse, slow, witch bolt Submission Blast (Costs 2 Actions). The Archfiend
Empress uses its Submission Blast.
Legendary Resistance (3/Day). If the Archfiend Empress
fails a saving throw, she can choose to succeed Frightening Gaze (Costs 2 Actions). The Archfiend
instead. Empress fixes its gaze on one creature it can see within
10 feet of it. The target must succeed on a DC 18
Magic Resistance. The Archfiend Empress has
Wisdom saving throw against this magic or become
advantage on saving throws against spells and other
frightened for 1 minute. The frightened target can
magical effects.
repeat the saving throw at the end of each of its turns,
Spellcasting. The Archfiend Empress is a 18th-level ending the effect on itself on a success. If a target's
spellcaster. Her spellcasting ability is Intelligence (spell saving throw is successful or the effect ends for it, the
save DC 21, +13 to hit with spell attacks). She requires target is immune to the Archfiend Empress' gaze for
no material components to cast her spells. The the next 24 hours.
Archfiend Empress has the following wizard spells
Disrupt Life (Costs 3 Actions). Each non-undead
prepared: • Cantrips (at will): mage hand,
creature within 20 feet of the Archfiend Empress must
prestidigitation, ray of frost
make a DC 18 Constitution saving throw against this
• 1st level (4 slots): detect magic, magic missile, magic, taking 21 (6d6) necrotic damage on a failed
shield, thunderwave save, or half as much damage on a successful one.
• 2nd level (3 slots): detect thoughts, invisibility, acid
arrow, mirror image

Credit | Lore & Statblock: Asha J. Panesar


74
Archfiend Black Skull
Dragon
Witnessing the brutish totality of which the Summoned Skull
decimates his foes, some black dragons seek to make a pact
with the fiend so they may claim the such unparalleled
ferocity for themselves. For a time, they enjoy the benefits
and high such a pact brings them before the rapid decline of
their own mind and memories destruction occurs, giving the
Summoned Skull complete dominance over the untapped
potential their new draconic body brings. Rumour is spread
that the true ruler of the Archfiend monarchy will utilize the
absolute best specimen amongst the Archfiend Black Skull
Dragons as a personal mount to properly fulfill what they
deem necessary.

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.

Credit | Lore & Statblock: Asha J. Panesar


76
Archfiend Emperor, the
First Lord of Horror
The true ruler of the Nine Hells has long since been forgotten
from history itself. Although displeased when Asmodeus
overtook what is rightfully his, the Archfiend Emperor
decided to take on a more of a subtle role in the going ons of
his former home. With a band of his most loyal, his agents are
carefully sprinkled about each layer of Hell, slowly working to
return their true lord to his rightful throne in a blaze of glory.
Until that wondrous moment arrives, the First Lord of Horror
patiently bides his time, amusing himself with lesser ploys for
an almost childlike sense of entertainment.

Credit | Lore & Statblock: Asha J. Panesar


77
Archfiend Emperor, the Actions
First Lord of Horror Multiattack The Archfiend Emperor can use its Frightful
Presence. He then makes three attacks with his
Gargantuan fiend (archfiend), chaotic evil
greatsword.
Armor Class 28 Greatsword. Melee Weapon Attack: +15 to hit, reach
Hit Points 650 (30d20 + 300) 10ft., one target. Hit 20 (7d6 + 6)
Speed 40 ft., fly 60 ft.
Dark Matter Ray Ranged Spell Attack: +17 to hit, reach
150 ft., one target. Hit: (7d6) necrotic damage. The
STR DEX CON INT WIS CHA target must make a DC 23 Constitution saving throw,
becoming stunned on a failure. Those that failed can
22 (+6) 20 (+5) 29 (+9) 26 (+8) 26 (+8) 27 (+8)
repeat the save at the end of their turn, ending the
effect on a success.
Saving Throws Str +15, Dex +14, Con +18, Wis +17
Skills Arcana +17, Deception +17, Insight +17, Frightful Presence. Each creature of the Archfiend
Intimidation +17, Perception +17, Persuasion +17 Emperor's choice that is within 240 feet of the
Damage Immunities fire, lightning, poison, bludgeoning, Archfiend Emperor and aware of it must succeed on a
piercing, and slashing from nonmagical weapons DC 25 Wisdom saving throw or become frightened for
Condition Immunities charmed, frightened, poisoned 1 minute. A creature can repeat the saving throw at the
Senses Darkvision 240 Ft., Truesight 120 ft., passive end of each of its turns, ending the effect on itself on a
Perception 30 success. If a creature's saving throw is successful or
Languages Can understand all languages the effect ends for it, the creature is immune to the
Challenge 30 (155000 XP) Archfiend Emperor's Frightful Presence for the next 24
hours.
Death Throes. When the Archfiend Emperor dies, he Summons of the First Lord of Horror (1/Day) The
explodes, and each creature within 60 feet of him Archfiend Emperor can summon three Archfiends with
must make a DC 22 Dexterity saving throw, taking 70 a challenge rating of 6 or lower. A summoned
(20d6) fire damage on a failed save, or half as much Archfiend appears in an unoccupied space within 60
damage on a successful one. The explosion ignites feet of its summoner, acts as an ally of its summoner,
flammable objects in that area that aren't being worn and can't summon other Archfiends. It remains for 10
or carried, and it destroys the Archfiend Emperor's minutes, until it or its summoner dies, or until its
weapons. summoner dismisses it as an action.
Innate Spellcasting. The Archfiend Emperor's innate Legendary Actions
spellcasting ability is Charisma (spell save DC 25). He
can innately cast the following spells, requiring no The Archfiend Emperor can take 3 legendary actions,
material components: choosing from the options below. Only one legendary
action option can be used at a time and only at the end
3/day each: antimagic field, banishing smite, bestow of another creature’s turn. The Archfiend Emperor
curse, chain lightning, counterspell, dispel magic, regains spent legendary actions at the start of their
divine word, dominate person, fireball, geas, harm turn.
Legendary Resistance (3/Day). If the Archfiend Emperor
Move. The Archfiend Emperor moves up to half his
fails a saving throw, he can choose to succeed instead.
speed without provoking opportunity attacks.
Magic Resistance. The Archfiend Emperor has Attack. The Archfiend Emperor makes one greatsword
advantage on saving throws against spells and other attack.
magical effects.
Disrupt Life (Costs 3 Actions). Each non-undead
The Endless Cycle When Archfiend Emperor drops to 0
creature within 40 feet of the Archfiend Emperor must
hit points or dies, his body is destroyed but his
make a DC 23 Constitution saving throw against this
essence travels back to his domain in the Nine Hells,
magic, taking 25 (8d6) necrotic damage on a failed
and he is unable to take physical form for a time.
save, or half as much damage on a successful one.
Regeneration. The Archfiend Emperor 30 hit points at
the start of his turn if he has at least 1 hit point. If the
Archfiend Emperor takes radiant damage or damage
from holy water, this trait doesn't function at the start
of the Archfiend Emperor's next turn.

Credit | Lore & Statblock: Asha J. Panesar


78
Dark Scorpions

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.

Credit | Lore & Statblock: Daniel Edwards


79
Chick the Yellow
"The Yellow" is always the master pickpocket of the gang,
capable of taking near anything from anyone at any time.
Typically, they are fast on their feet and strike quickly before
seeking an escape from combat. However, they are also one
of the least capable fighters within the group, preferring to
avoid all combat when able.

Dark Scorpion: Chick


the Yellow
Medium humanoid, Chaotic Neutral

Armor Class 16 (Studded Leather)


Hit Points 76 (16d10 - 12)
Speed 45ft.

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 8 (-1) 14 (+2) 16 (+3) 17 (+3)

Skills Stealth +7, Perception +6


Senses passive Perception 18
Languages Common
Challenge 4 (1,100 XP)

Pack Tactics. You have advantage on an attack roll


against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Pick Pocket. As a bonus action The Yellow may
attempt to take an item from an enemy within 5ft
must make a DC15 Dexterity saving throw on a
success nothing happens, on a failure The Yellow
gains one unwielded item from its targets
inventory.
Gang Up (The Yellow). When Fighting alongside at
least two other Dark Scorpion members all other
Dark Scorpions gain access to the Flee the Fight
ability.
Flee the Fight. As a bonus action The Yellow may
move twice it's movement speed without proving
opportunity attacks. However, while using this
feature The Yellow must move away from its
nearest enemy.

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

Credit | Lore & Statblock: Daniel Edwards


80
Cliff the Trap Remover
"The Trap Remover" is the strategist and most mechanically
minded of the group, commonly a master forger or thief.
Rather than fighting one on one they tend to try to hide
explosive potions on their enemies, at a push they'll throw
both lethal and non-lethal vials at their foes to create an
escape while setting traps for those that follow.

Dark Scorpion: Cliff


the Trap Remover
Medium humanoid, Chaotic Neutral

Armor Class 15 (Studded Leather)


Hit Points 97(14d8 + 34)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 11 (+0)

Skills Perception +5, Stealth +6, Sleight of Hand +6


Senses passive Perception
Languages Common
Challenge 4 (1,100 XP)

Pack Tactics. You have advantage on an attack roll


against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Set the Trap As a bonus action Cliff may target an
enemy within 5ft which must pass a DC 17
Perception Check. On a failed check the target
takes 10 (3d6) damage of Fire, Thunder, Radiant,
Bludgeoning or Cold damage (only one damage
type per use of the ability). As an exploding potion
goes off in their pocket. On a successful save there
is no effect.
Gang Up (The Trap Remover) When fighting
alongside at least two other Dark Scorpion
members all other Dark Scorpions gain access to
the Set the Trap ability.
Loose Screw Cliff cannot be restrained, grappled or
otherwise have their movement restricted by
metallic objects. They may also dissemble any
metal object in a minute.

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

Credit | Lore & Statblock: Daniel Edwards


81
Gorg The Strong
"The Strong" is the muscle of the group, wielding a large
Warhammer or two handed mace. They prefer to overwhelm
an enemy with blows of great force, capable of ripping
through armour and breaking weapons/shields that get in the
way. The Strong aren't necessarily dumb but they tend to rely
on the others in the group to plot out attacks and jobs.

Dark Scorpion: Gorg


The Strong
Large humanoid, Chaotic Neutral

Armor Class 18 (Full Plate)


Hit Points 133 (14d12 + 42)
Speed 35ft.

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 16 (+3) 9 (-1) 17 (+3) 14 (+2)

Damage Resistances Bludgeoning, Piercing, and


Slashing
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)

Pack Tactics. You have advantage on an attack roll


against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Break Their Bodies On each attack Gorg the Strong
deals damage to an enemy’s armour or weapons.
Taking -1 to all attack rolls or AC, if a single item
reaches -5 the item is destroyed.
Break Their Spirit As an action all creatures within
60ft of The Strong must make a DC 17 Charisma
saving throw, on a failure they are frightened for the
next 3 turns, repeating the saving throw at the end
of each of their turns. On a success they become
immune to this ability for 24 hours.
Gang Up (The Strong) When Fighting alongside at
least two other Dark Scorpion members all other
Dark Scorpions gain access to the Break Their
Bodies ability.

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.

Credit | Lore & Statblock: Daniel Edwards


82
Meanae The Thorn
"The Thorn" tends to head the assassins and torturers of the
gang, though upon occasion the title has been held by a thief.
They tend to strike with controlled, vindictive precision or
tripping foes that prove too difficult to take on head on. The
Thorn lives up to their name in all ways, aside from the Don
them self they may be the most fearsome of the group

Dark Scorpion: Meanae


The Thorn
Medium humanoid, Chaotic Neutral

Armor Class 17 (Breastplate)


Hit Points 84 (13d8 + 26)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 10 (+0)

Skills Stealth +8
Senses passive Perception 12
Languages Common
Challenge 6 (2,300 XP)

Pack Tactics You have advantage on an attack roll


against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Twister As an action Meanae makes a melee attack
against all creatures within 10ft of themselves.
They must make a Dexterity saving throw against
the damage they take on a failed save they fall
prone on a successful save there is no additional
effect.
Scorpions Sting Once per turn, The Thorn deals an
extra 2d6 damage to one creature they hit with an
Attack if they have advantage on the Attack roll.
Gang Up (The Thorn) When Fighting alongside at
least two other Dark Scorpion members all other
Dark Scorpions gain access to the Scorpions Sting
ability.

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.

Credit | Lore & Statblock: Daniel Edwards


83
Don Zaloog
The Don of the Dark Scorpions heads all their operations
with great efficiency. Planning and executing the whole
operation of the gang at all times. The title has been held by
many people with seemingly no common areas other than
their ability to inspire great crime around them. The best
most commoners can hope for is to not encounter this Don.

Dark Scorpion: Don


Zaloog
Medium humanoid, Chaotic Evil

Armor Class 19 (Studded Leather)


Hit Points 158 (21d8 + 63)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 23 (+6) 17 (+3) 15 (+2) 18 (+4) 10 (+0)

Saving Throws Dex +10, Wis +8, Cha +4


Skills Perception +8, Stealth +10, Sleight of Hand
+10, Deception +4
Senses passive Perception 18
Languages Common
Challenge 11 (7,200 XP)

Pack Tactics. You have advantage on an attack roll


against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Don't Mess with the Don. Don Zaloog deals an
additional (1d8) Necrotic Damage with each Short
Sword attack, healing for half the damage dealt.
Crime Wave. Don Zaloog makes attacks of
opportunity whenever a target enters a 5ft radius of
them. Additionally, any other Dark Scorpions within
5ft range of the target may make an attack without
expending their reaction (this attack ignores any
advantages or disadvantages).
Gang Up (Don Zaloog). When Fighting alongside at
least two other Dark Scorpion members all other
Dark Scorpions gain access to the Crime Wave
ability

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)

Credit | Lore & Statblock: Daniel Edwards


84
Gate Guardian

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.

Credit | Lore: Daniel Edwards


85
Sanga of the Thunder
Large Construct, chaotic neutral

Armor Class 18(natural armor)


Hit Points 144(15d10 + 54)
Speed 50ft.(hover)

STR DEX CON INT WIS CHA


14 (+2) 22 (+6) 17 (+4) 9 (-1) 12 (+1) +0 (-4)

Damage Immunities lightning, Poison, Psychic;


Bludgeoning, Piercing, And Slashing From
Nonmagical Weapons.
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses passive Perception 13
Languages It understands Auran, but it can't speak.
Challenge 7(2,900 XP)

Lightning Absorption Whenever the Sanga is


subjected to lightning damage, it takes no damage
and instead regains a number of hit points equal to
the lightning damage dealt.
Grounding(Recharge 4-5) Sanga of the Thunder
collects and saves in its body free electrical load in
the form static electricity. Each creature that
doesnt hover and hits its body with a mettalic
weapon become earthing conductor and must
Succed a DC 15 Constitution Saving Throw , on fail
suffers 4d10 Lightining damage, and half as much
at uccess.

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.

Credit | Statblock: Dimitris Boutsikas


86
Kazejin
Large Construct, neutral

Armor Class 16
Hit Points 170(15d10 + 50)
Speed 55ft.

STR DEX CON INT WIS CHA


21 (+5) 14 (+2) 20 (+5) 6 (-2) 9 (-1) 4(-3)

Damage Resistance Lightning, Thunder, Fire,


Bludgeoning, Piercing, And Slashing From
Nonmagical Weapons
Damage Immunities Acid, Poison, Psychic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 Ft., passive Perception 11
Languages Auran, and the Language of its creator
Challenge 8 (3.900 XP)

Immutable Form. The golem is immune to any spell


or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.

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.

Credit | Statblock: Dimitris Boutsikas


87
Suijin
Large Fiend (demon), chaotic neutral*

Armor Class 18 (natural armor)


Hit Points 140(18d8 + 50)
Speed 40ft. Swim 120ft

STR DEX CON INT WIS CHA


16 (+2) 21 (+5) 20 (+5) 19 (+4) 10 (+0) 14(+2)

Vulnerabilities. Lightning, Thunder,


Damage Resistance Acid
Damage Immunities Poison, Fire , Bludgeoning,
Piercing, And Slashing From Nonmagical
Weapons.
Condition Immunities Charmed, Exhaustion,
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Unconscious
Senses Darkvision 60 Ft., passive Perception 11
Languages Aquan, Abyssal
Challenge 7 (2.900 XP)

False Appearance. While the fiend remains inside a


water volume, it is indistinguishable from the rest
liquid.
Water Prison. The fiend can attempt to entrap a
creature (medium or smaller size) within it's liquid
body. A creature must make a DC 15 Strength
Saving Throw, on a failure, it's restrained. A
restrained creature is suffocating while in this
prison. If a creature can breath underwater , the
liquid is considered toxic and thus suffers 1d8
poison damage at each round. An entrapped
creature at the end of its turns, it can repeat the
save. A Huge or larger creature succeeds
automatically.

Actions
Multiattack. Suijin makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: (3d8 + 5) bludgeoning damage.

Credit | Statblock: Dimitris Boutsikas


88
Gate Guardian Actions
Huge Construct, lawful neutral Multiattack. The guardian can use its Frightful Presence.
It then makes three attacks.
Armor Class 22(natural armor)
Hit Points 179(19d10 + 71) Fist Melee Weapon Attack: +10 to hit, reach 10ft., one
Speed 80ft., swim 60 ft. target. Hit 19 (2d10 + 7) bludgeoning plus 1d10
lightning damage. The hitted creature must succeed a
DC 18 Strength Saving Throw or is pushed 10ft
STR DEX CON INT WIS CHA backwards.
25 (+7) 12 (+1) 22 (+6) 10 (+1) 8 (-1) 12 (+1) Cable Fingers Grapple Attack: The guardian can use one
of its attacks in attempt to grapple a large or smaller
Saving Throws Str+10, Con +9 creature. It pierces its fingers in the ground and they
Skills Athletics +10 Insight +6, Perception +5 appear at the space of another creature. The creature
Damage Resistance Acid ,Fire, Lightning, Thunder, , must succeeds a DC 18 Dexterity Saving Throw or
Bludgeoning, Piercing, And Slashing From Weapons become restrained. A restrained ,like this, creature ,
that Aren't Adamantine suffers 13(1d10+7) bludgeoning plus 18 (3d8)
Condition Immunities Charmed, Exhaustion, Frightened, lightning damage per round. A creature can attempt to
Paralyzed, Petrified, Poisoned escape at the end of its turn, with a DC 18 Strength
Senses passive Perception 20, True sight 120 ft Saving Throw.
Languages Abyssal, Aquan, Auran, Common, Terran
Challenge 15 (13,000 XP) Legendary Actions
Guardian can take 3 legendary actions, choosing from
Innate Spellcasting. The hag's innate spellcasting ability the options below. Only one legendary action option
is Charisma (spell save DC 12). She can innately cast can be used at a time and only at the end of another
the following spells, requiring no material components: creature’s turn. Guardian regains spent legendary
Detect Thoughts(2/Day), Zone of Truth(2/Day), actions at the start of their turn.
Counterspell(3/day), Immutable Form. The guardian is
immune to any spell or effect that would alter its form. Guardian's Eye. The guardian makes a Wisdom
(Perception) check with advantage.
Legendary Resistance (2/Day). If the guardian fails a
saving throw, it can choose to succeed instead. Ground Slam(Costs 2 Actions) Guardian can slams the
ground with its foot and causes a small earthquake.
Magic Resistance. The golem has advantage on saving Every creature within 40ft must make a DC 18
throws against spells and other magical effects. Dexterity Saving throw. On fail suffer 18 (3d10)
Magic Attacks. The Guardian’s attacks are magical. bludgeoning damage and fall prone, half as much
damage on success and no other effects occur.
Grease(1/day) the guardian can spout from its waist
grease within 30ft radius, centered on itself. The terrain
is considered difficult and slippery. A DC 16 Dexterity
Saving Throw is required for a creature to move upon
this surface, on a fail the creature falls prone. The
Guardian's movement isn't affected.

Credit | Statblock: Dimitris Boutsikas


89
The Mesmerizing Harpie Brood

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.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
90
Harpie Girl
The Harpie Girl is the most common form of young in the
Harpie brood and the form that is expected to be hatched
unless the broodling is in the low percentage of being male.
These chicks live a mostly carefree life with the only
expectation of them being to use their charm abilities to
attract mates. It is here that her path in life is determined for
if she is unable to attract an adequate amount of mates then
she is taken to training to become a warrior and hunter of the
brood. It is at this stage that a Harpie broodling charm is at
its strongest.

Harpie Girl
Medium humanoid (harpie), chaotic neutral

Armor Class 11
Hit Points 22 (5d8)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


10 (0) 10 (+0) 10 (0) 12 (+1) 12 (+1) 18 (+4)

Skills Perception +3, Persuasion +6


Senses passive Perception 13
Languages Common, Primordial
Challenge 1 (200 XP)

Keen Sight. The Harpie Girl has advantage on


Wisdom (Perception) checks that rely on sight.

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.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
91
Harpie Lady Harpie Lady
The standard path the Harpie Girl takes is the path of the Medium humanoid (harpie), chaotic neutral
Harpie Lady. She's not known for being the strongest in the
matriarchy but she is the most sacrificing knowing that basic Armor Class 15
foot troops will be needed while greater warriors are trained Hit Points 80 (11d8 + 30)
and thus is willing to take that role. In times of great need the Speed 30 ft., fly 50 ft.
Harpie Lady will don armour and weaponry developed by the
brood. When properly dressed for battle, the Harpie Lady
begins to display a sharper mind than once thought. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 16 (+3)

Skills Athletics +5, Perception +4, Persuasion +5


Damage Resistance cold
Senses passive Perception 14
Languages Common, Primordial
Challenge 3 (700 XP)

Keen Sight. The Harpie Lady has advantage on


Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Harpie Lady has advantage on an
attack roll against a creature if at least one of the
Harpie Lady's allies is within 5 ft. of the creature
and the ally isn't incapacitated.

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.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
92
Cyber Harpie Lady Talons. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 8 (2d6 + 3) slashing damage.
Medium humanoid (harpie), chaotic neutral
Rose Whip Melee Weapon Attack: +5 to hit, reach 15
Armor Class 17 ft., one target. Hit: 4 (1d4 +2) piercing damage and
Hit Points 110 (13d8 + 52) (1d4) lightning damage.
Speed 30 ft., fly 50 ft.
Bewitching Glare The Cyber Harpie Lady targets one
humanoid or beast that she can see within 30 feet of
STR DEX CON INT WIS CHA her. If the target can see the Cyber Harpie Lady, it must
succeed on a DC 14 Wisdom saving throw or be
18 (+4) 14 (+2) 14 (+2) 16 (+3) 17 (+3) 16 (+3) magically charmed. The charmed creature regards the
Cyber Harpie Lady as a trusted friend to be heeded and
Skills Athletics +7, Perception +6, Persuasion +6 protected. Although the target isn't under the Cyber
Damage Resistance cold, bludgeoning, piercing, and Harpie Lady's control, it takes the Cyber Harpie Lady's
slashing from nonmagical weapons requests or actions in the most favorable way it can.
Senses passive Perception 16
Languages Common, Primordial Each time the Cyber Harpie Lady or her allies do
Challenge 5 (1800 XP) 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 Cyber
Keen Sight. The Cyber Harpie Lady has advantage on Harpie Lady dies, is on a different plane of existence
Wisdom (Perception) checks that rely on sight. from the target, or ends the effect as a bonus action. If
Pack Tactics. The Cyber Harpie Lady has advantage on a target's saving throw is successful, the target is
an attack roll against a creature if at least one of the immune to the Cyber Harpie Lady's Bewitching Glare
Harpie Lady's allies is within 5 ft. of the creature and for the next 24 hours. The Cyber Harpie Lady can have
the ally isn't incapacitated. no more than three humanoids and up to three beasts
charmed at a time.
Actions Reactions
Multiattack. The Harpie Lady makes two attacks with
her talons and one whip attack. Deflect Missiles. The Cyber Harpie Lady deflects the
missile when she is hit by a ranged weapon attack,
reducing the damage she takes to 0.

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 Perfumer Blinding Perfume. The Harpie Perfumer releases the


perfume in a 30-foot line that is 5 feet wide. Each
Medium humanoid (harpie), chaotic neutral
creature in that area must succeed on a DC 11
Armor Class 13 Constitution saving throw. On a failed save, the
Hit Points 66 (12d8 + 12) creature is blinded. The effects last for 1 minute. The
Speed 30 ft., fly 40 ft. creature can repeat the saving throw at the end of each
of its turns, ending the effect on a success.
Poison Perfume. The Harpie Perfumer releases the
STR DEX CON INT WIS CHA perfume in a 30-foot line that is 5 feet wide. Each
10 (0) 14 (+2) 13 (+1) 15 (+2) 16 (+3) 16 (+3) creature in that area must succeed on a DC 11
Constitution saving throw, taking 8 (3d4) poison
Skills Deception +5, Perception +5, Persuasion +5 damage on a failed save, or half as much damage on a
Damage Resistance cold successful one.
Condition Immunities charm Sleep Perfume. The Harpier Perfumer releases the
Senses passive Perception 15 perfume in a 30-foot line that is 5 feet wide. Each
Languages Common, Primordial creature in that area must succeed on a DC 11
Challenge 4 (1100 XP) Constitution saving throw. On a failed save, the
creature is put to sleep. The effects last for 1 minute
Keen Sight. The Harpie Perfumer has advantage on unless the sleeper takes damage or someone uses an
Wisdom (Perception) checks that rely on sight. action to shake or slap the sleeper awake.
Pack Tactics. The Harpie Perfumer has advantage on an Bewitching Glare The Harpie Perfumer targets one
attack roll against a creature if at least one of the humanoid or beast that she can see within 30 feet of
Harpie Perfumer's allies is within 5 ft. of the creature her. If the target can see the Harpie Perfumer, it must
and the ally isn't incapacitated. succeed on a DC 13 Wisdom saving throw or be
magically charmed. The charmed creature regards the
Harpie Perfumer as a trusted friend to be heeded and
Actions protected. Although the target isn't under the Harpie
Multiattack. The Harpie Perfumer makes two attacks Perfumer's control, it takes the Harpie Perfumer's
with her talons. requests or actions in the most favorable way it can.
Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one Each time the Harpie Perfumer or her allies do
target. Hit: 8 (2d6) slashing damage. anything harmful to the target, it can repeat the saving
throw, ending the effect on itself on a success.
Harpie's Perfume (Recharge 5-6). The Harpie Perfumer Otherwise, the effect lasts 24 hours or until the Harpie
uses one of the following perfumes. Perfumer 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 Perfumer's Bewitching Glare for
the next 24 hours. The Harpie Perfumer can have no
more than three humanoids and up to three beasts
charmed at a time.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
94
Like the non monstrous races, the Harpie brood has adapted
Harpie Harpist their battle techniques to reflect the talents and classes of
them. The Harpie Harpist is one such example utilizing
bardic techniques to strike down foes rather than sheer brute
strength. Their natural elegance and beauty makes them a
rather dangerous foe.

Harpie Harpist Pack Tactics. The Harpie Harpist has advantage on an


attack roll against a creature if at least one of the
Medium humanoid (harpie), chaotic neutral
Harpie Harpist's allies is within 5 ft. of the creature and
Armor Class 14 the ally isn't incapacitated.
Hit Points 66 (12d8+12)
Speed 30 ft., fly 40 ft. Actions
Multiattack. The Harpie Harpist makes two attacks with
her talons.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 13 (+1) 17 (+3) Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 8 (2d6 + 2) slashing damage.
Skills Perception +3, Performance +5, Persuasion +5 Bewitching Glare The Harpie Harpist targets one
Damage Resistance cold humanoid or beast that she can see within 30 feet of
Condition Immunities charm her. If the target can see the Harpie Harpist, it must
Senses passive Perception 13 succeed on a DC 13 Wisdom saving throw or be
Languages Common, Primordial magically charmed. The charmed creature regards the
Challenge 4 (1100 XP) Harpie Harpist as a trusted friend to be heeded and
protected. Although the target isn't under the Harpie
Innate Spellcasting The Harpie Harpist's spellcasting Harpist's control, it takes the Harpie Harpist's requests
ability is Charisma (spell save DC 13). It can innately or actions in the most favorable way it can.
cast the following spells, requiring no material Each time the Harpie Harpist or her allies do anything
components: harmful to the target, it can repeat the saving throw,
ending the effect on itself on a success. Otherwise, the
At will: dancing lights, minor illusion, vicious mockery effect lasts 24 hours or until the Harpie Harpist dies, is
1/day each: greater invisibility, hypnotic pattern, on a different plane of existence from the target, or
polymorph ends the effect as a bonus action. If a target's saving
throw is successful, the target is immune to the Harpie
Keen Sight. The Harpie Harpist has advantage on Harpist's Bewitching Glare for the next 24 hours. The
Wisdom (Perception) checks that rely on sight. Harpie Harpist can have no more than three
humanoids and up to three beasts charmed at a time.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
95
Like the Harpist, the Harpie Channeler has adapted her body
Harpie Channeler to match the skills and techniques most common to
adventurers. In her case she harnesses great arcane magics
generally found more in lineages then that learned by books.
However, since her magic is a form mimicry rather than
bloodline itself, it is not as potent as other spellcasters. This
by no means makes her less harmful as she's still knows how
to use these magics wisely.

Harpie Channeler • 1st level (4 slots): detect magic, magic missile,


shield, witch bolt
Medium humanoid (harpie), chaotic neutral
• 2nd level (3 slots): gust of wind, misty step, shatter
Armor Class 14
Hit Points 66 (12d8+12) • 3rd level (2 slots): counterspell, sleet storm
Speed 30 ft., fly 40 ft.
Actions
Multiattack. The Harpie Channeler makes two attacks
STR DEX CON INT WIS CHA with her talons.
13 (+1) 14 (+2) 13 (+1) 15 (+2) 13 (+1) 18 (+4)
Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 8 (2d6 + 1) slashing damage.
Skills Arcana +5, Perception +3, Persuasion +6
Damage Resistance cold Bewitching Glare The Harpie Channeler targets one
Senses passive Perception 13 humanoid or beast that she can see within 30 feet of
Languages Common, Primordial her. If the target can see the Harpie Channeler, it must
Challenge 4 (1100 XP) succeed on a DC 14 Wisdom saving throw or be
magically charmed. The charmed creature regards the
Keen Sight. The Harpie Channeler has advantage on Harpie Channeler as a trusted friend to be heeded and
Wisdom (Perception) checks that rely on sight. protected. Although the target isn't under the Harpie
Channeler's control, it takes the Harpie Channeler's
Pack Tactics. The Harpie Channeler has advantage on an requests or actions in the most favorable way it can.
attack roll against a creature if at least one of the Each time the Harpie Channeler or her allies do
Harpie Channeler's allies is within 5 ft. of the creature anything harmful to the target, it can repeat the saving
and the ally isn't incapacitated. throw, ending the effect on itself on a success.
Spellcasting. The Harpist is a 5th-level spellcaster. Her Otherwise, the effect lasts 24 hours or until the Harpie
spellcasting ability is Charisma (spell save DC 14, +6 to Channeler dies, is on a different plane of existence
hit with spell attacks). The Harpist Channeler has the from the target, or ends the effect as a bonus action. If
following sorcerer spells prepared: a target's saving throw is successful, the target is
immune to the Harpie Channeler's Bewitching Glare for
• Cantrips (at will): dancing lights, fire bolt, mage hand, the next 24 hours. The Harpie Channeler can have no
ray of frost, shocking grasp more than three humanoids and up to three beasts
charmed at a time.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
96
The Harpie Dancer is one of the more sly members of the
Harpie Dancer brood. She draws men and women alike in with her alluring
movements to strike when least expected. Despite her
welcoming title, the Harpie Dancer actually deals best with
trickery. Very few can predict the shadowy deceptions of this
creature.

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.

Credit | Lore & Statblock: Asha J. Panesar and


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A trusted adviser of the Queen and respected member of the
Harpie Oracle matriarchy, the Harpie Oracle, while not overtly powerful, is
revered. Her magical abilities allow her a great foresight
which aids in the preparation of combat, protecting of the
brood and finding suitable mates. These arcanists prefer to
avoid combat but will not hesitate to unleash frightening
magic if forced.

Harpie Oracle • 1st level (4 slots): chromatic orb, detect magic,


magic missile, shield
Medium humanoid (harpie), chaotic neutral
• 2nd level (3 slots): crown of madness, detect
Armor Class 12 thoughts, gust of wind
Hit Points 66 (12d8+12)
Speed 30 ft., fly 50 ft. • 3rd level (2 slots): clairvoyance, counterspell

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.

Credit | Lore & Statblock: Asha J. Panesar and


Shannon McCullagh
98
Harpie's Brother
Unlike the female broodlings, male chicks born are not given
the same options as a Harpie Girl. They are trained from
youth to be scouts and warriors as the brood acknowledges
that the males of most species tends to be physically stronger.
They are still treated kindly despite the matriarchy and tend
to be more in touch with the elemental side of their lineage.

Harpie's Brother
Medium humanoid (harpie), chaotic neutral

Armor Class 17
Hit Points 90 (15d8 + 30)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 20 (+5) 15 (+2) 12 (+1) 15 (+2) 12 (+1)

Skills Athletics +7, Perception +5, Stealth +8


Damage Resistances cold
Condition Immunities charm
Senses passive Perception 15
Languages Common, Primordial
Challenge 6 (2300P)

Flyby. Harpie's Brother doesn't provoke opportunity


attacks when flying.
Keen Sight. The Harpie's Brother has advantage on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Harpie's Brother has advantage on
an attack roll against a creature if at least one of the
Harpie Brother's allies is within 5 ft. of the creature
and the ally isn't incapacitated.

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.

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Harpie's Pet Dragon Harpie's Pet Baby
In some occasions, harm will come upon the broodlings eggs.
Most cases lead to the unfortunate demise of the unbirthed
chick, however, a rare event will sometimes occur in which
Dragon
Medium beast, chaotic neutral
the chicks will not die but rather adapt within the egg in a
strange mutation to protect itself and continue its life. These Armor Class 17
chicks hatch as a dragon like creature and while still Hit Points 75 (10d8 + 30)
intelligent, it is very clear that these creatures are still beasts. Speed 30 ft., fly 60 ft.
The brood then decides as they all have come from the same
eggs, that they're still accepted within their matriarchy but STR DEX CON INT WIS CHA
are raised as pets. The dragon like creature dubbed a dragon
for simplicity sake by the brood, reaches the maturity at the 17 (+3) 12 (+1) 17 (+3) 12 (+1) 8 (-1) 15 (+2)
same age a regular Harpie does. Like the brood though, the
dragon has a younger state similar to the Harpie Girl that can Saving Throws Dex +3, Con +5, Cha +4
still be utilized that differs greatly from its mature state. Skills Athletics +5, Perception +1
Damage Resistance cold
Condition Immunities charmed
Senses Blindsight 10 ft., passive Perception 9
Languages Primordial
Challenge 4 (1100 XP)

Flyby. Harpie's Pet Baby Dragon doesn't provoke


opportunity attacks when flying.
Keen Sight. The Harpie's Pet Baby Dragon has
advantage on Wisdom (Perception) checks that rely
on sight.
Pack Tactics. The Harpie's Pet Baby Dragon has
advantage on an attack roll against a creature if at
least one of the Harpie's Pet Baby Dragon's allies is
within 5 ft. of the creature and the ally isn't
incapacitated.

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.

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Harpie's Pet Dragon
Large beast, chaotic neutral

Armor Class 20
Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 23 (+6) 12 (+1) 11 (0) 17 (+3)

Saving Throws Dex +5, Con +10, Wis +4, Cha +7


Skills Athletics +10, Intimidation +7, Perception +4
Damage Immunities cold
Condition Immunities charm
Senses Blindsight 30 ft., passive Perception 14
Languages Primordial
Challenge 10 (5900 XP)

Flyby. Harpie's Pet Dragon doesn't provoke


opportunity attacks when flying.
Keen Sight. The Harpie's Pet Dragon has advantage
on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Harpie's Pet Dragon has
advantage on an attack roll against a creature if at
least one of the Harpie's Pet Dragon's allies is
within 5 ft. of the creature and the ally isn't
incapacitated.

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.

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In some cases the brood will find that the strength of a single
Harpie Lady Sisters Harpie is not enough. These instances lead to the equipped
Harpie Ladies coming together to form a small elite attack
force sharing almost a hivemind. They stand together to the
very end, knowing that if they were sent out, that fighting
alone is doomed to suicide anyhow. Fighting as sisters, they
play off each other's strengths, making them a much more
deadly adversary.

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.

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The crown gem of the brood is the Harpie Queen. It is her
Harpie Queen duty to watch over the rest of the brood, dictating all actions
taken, where to hunt, etcetera. She must also prove that she
is the strongest among them in order to rule then and only
fights when she feels her entire brood is threatened.

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.

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Sonic Shooter
The Sonic Shooter is a lower class winged creature that Sonic Shooter
works together with the Harpies as a scout. Its super-sonic Medium Humanoid(Harpie), Chaotic neutral
speed lets it fly fast over an area and collect information to Armor Class 15
deliver back to its Harpie masters. Although it is mainly used Hit Points 30
as a scout, it has some fighting abillities that it uses only if it Speed 15ft., Fly 70ft.
can't escape through the means of speed or if it is ordered by
a Harpie.
STR DEX CON INT WIS CHA
15 (+2) 20 (+4) 13 (+1) 13 (+4) 17 (+3) 11 (+4)

Condition Immunities Charm


Senses passive Perception 16
Languages Common, Primordial
Challenge 3

Flyby. Sonic Shooter doesn't provoke opportunity


attacks when flying.
Keen Sight. The Sonic Shooter has advantage on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Sonic Shooter has advantage on
an attack roll against a creature if at least one of the
Sonic Shooter's allies is within 5 ft. of the creature
and the ally isn't incapacitated.
Sonic Gore-Attack The first time the Sonic Shooter
deals damage while flying, it deals 3d6 extra
piercing damage with its Talons attack.

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) Piercing damage.

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Inpachi

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.

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105
The basic form of the Inpachi, made of the logs remaining
Wooden Inpachi from cut down trees and possessed by the vengeful and dark
spirits. These sizeable wooden men often still have the
marking used by the lumberjacks from when they were still
just a simple tree. Leading to some local legends in the more
rural areas referring to them as the numbered wooden men.

Inpachi Magic Resistance. The Inpachi has advantage on saving


Large Construct, Chaotic Evil throws against spells and other magical effects.
Armor Class 13 (Natural Armour) Magic Weapons. The Inpachis attacks are considered
Hit Points 86 (14d6 + 37) magical
Speed 35ft.
Immutable Form. The Inpachi is immune to any spell or
effect that would alter its form.
STR DEX CON INT WIS CHA Flammable. If hit by an attack that deals 20 or more fire
17 (+3) 14 (+2) 17 (+3) 13 (+1) 16 (+3) 2(-4) damage, the Inpachi bursts into flames taking 3 (1d6)
fire damage at the end of each of its turns, but each of
its slam attacks dealing 3 (1d6) extra fire damage.
Saving Throws Con +7, Wis +7
Damage Vulnerability Fire
Damage Immunities Psychic Actions
Condition Immunities Charmed, Exhaustion, Frightened, Multiattack. The Inpachi makes two slam attacks each
Paralyzed, Petrified, Poisoned turn
Senses passive Perception 14
Languages Understands Common and Sylvan, cannot Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one
speak. target. Hit 14 (3d6 + 3)
Challenge 3 (700 XP)

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106
However this comes at a cost, they often end up dealing a
Blazing Inpachi large amount of damage to body as it goes on, making them
To many villagers the simplest way to deal with an Inpachi is fairly short lived if more dangerous to the villages and towns
to set it ablaze, this burns through the body quickly and can they're often used to attack
even spread to further Inpachi. The spirits however have
learn to use this fire to their advantage, as its capability for
causing destruction is also increased meaning they may even
use their magic to set the forms alight when hoping to
destroy the invaders to their lands.

Blazing Inpachi Magic Weapons. The Inpachis attacks are considered


magical
Large Construct, Chaotic Evil
Immutable Form. The Inpachi is immune to any spell or
Armor Class 13 (Natural Armour) effect that would alter its form.
Hit Points 117 (14d8 + 54)
Speed 35ft. Flaming Form. Any creature that attacks the Inpachi
with a melee attack takes 10 (3d6) fire damage.
Additionally whenever the Inpachi hits a target with a
STR DEX CON INT WIS CHA Slam attack all wooden items not being held, worn or
used by that target within 5ft burst into flames. At the
18 (+4) 10 (+0) 19 (+4) 13 (+1) 16 (+3) 2(-4) end of each of it's turns the Inpachi takes 3 (1d6) fire
damage.
Saving Throws Con +8, Wis +7, Str +8
End of Blaze. If hit with 10 gallons of water the Inpachi
Damage Immunities Cold, Psychic
looses it's Flaming Form ability, is no longer immune to
Condition Immunities Charmed, Exhaustion, Frightened,
cold damage, and it no longer deals the fire damage
Paralyzed, Petrified, Poisoned
from each of its Slam attacks.
Senses passive Perception 14
Languages Understands Common and Sylvan, cannot
speak. Actions
Challenge 4 (1100 XP) Multiattack. The Inpachi makes two slam attacks each
turn
Magic Resistance. The Inpachi has advantage on saving
throws against spells and other magical effects. Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit 9 (2d4 + 4) plus 10 (3d6) fire damage

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107
These are likely the weakest kind of the Inpachi that can be
Charcoal Inpachi found, as their form gives them little defence and they are less
Charcoal Inpachis are formed in two ways either the spirit able to deal damage due to their fragile form.
possesses burnt wood as a last ditch effort to escape from or
kill the creatures it wishes to attack, or they are the remains
of the Blazing Inpachi where the core of the creature was
strong enough to keep going after it had been burnt down.

Charcoal Inpachi Magic Resistance. The Inpachi has advantage on saving


throws against spells and other magical effects.
Large Construct, Chaotic Evil
Magic Weapons. The Inpachis attacks are considered
Armor Class 10 (Natural Armour)
magical
Hit Points 73 (10d10 + 18)
Speed 45ft. Immutable Form. The Inpachi is immune to any spell or
effect that would alter its form.

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

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This fusion of metal and nature is feared even outside of
Woodborg Inpachi the usual villages and towns that have to deal with them as
When a normal Inpachi isn't enough and the style of attack they are the closest of the Inpachi to metal golems given true
isn't suited to a Blazing Inpachi the spirits draw in weapons free rein to do as they wish.
and other source of metal to form a Woodburg Inpachi. Now
plated in armour the Inpachi becomes much harder to
damage, and more able to deal it out, and the amount of
metal the spirit manages to gather can greatly effect how
fearsome it is for the average adventurer.

Woodborg Inpachi Magic Weapons. The Inpachis attacks are considered


magical
Large Construct, Chaotic Evil
Immutable Form. The Inpachi is immune to any spell or
Armor Class 16 (Natural Armor) effect that would alter its form.
Hit Points 130 (10d12 + 65)
Speed 25ft. Lightning Absorption. If hit by an attack dealing
lightning damage the Inpachi takes no damage and is
healed for the damage it would have taken.
STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 21 (+5) 13 (+1) 16 (+3) 2(-4)
Actions
Multiattack. The Inpachi makes two slam attacks each
turn and one Claw attack
Saving Throws Str +10, Con +10, Dex +3, Wis +8
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one
Piercing, And Slashing From Nonmagical Weapons target. Hit 14 (2d8 + 5) bludgeoning damage
That Aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one
Paralyzed, Petrified, Poisoned target. Hit 16 (2d10 + 5) slashing damage
Senses passive Perception 14 Stunning Charge (Recharges 5-6). The Inpachi moves in
Languages Understands Common and Sylvan, cannot a straight line up to twice its speed, all enemies in its
speak. path must make a DC 17 Strength Saving Throw taking
Challenge 6 (2300 XP) 22 (4d10) bludgeoning damage and becoming
stunned until the end of the Inpachis next turn on a
Magic Resistance. The Inpachi has advantage on saving failed save, taking half as much damage on a successful
throws against spells and other magical effects. save and not becoming stunned.

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The Harrowing Beast, the Blue Eyes
White Dragon

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.

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Blue Eyes White Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Huge dragon, unaligned
must succeed on a DC 21 Wisdom saving throw or
Armor Class 20 become frightened for 1 minute. A creature can repeat
Hit Points 256 (19d12 + 133) the saving throw at the end of each of its turns, ending
Speed 50 ft., climb 50 ft., fly 100 ft. 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 dragon's Frightful Presence
STR DEX CON INT WIS CHA for the next 24 hours.
28 (+9) 16 (+3) 25 (+7) 16 (+3) 15 (+2) 24 (+7) Breath Weapons (Recharge 5-6). The Blue Eyes White
Dragon uses one of the following breath weapons.
Saving Throws Str +15, Dex +9, Con +13, Cha +13 Lightning Breath. The Blue Eyes White Dragon exhales
Skills Athletics +15, Insight +8, Intimidation +13, a ball of lightning which then shoots forward in a 90-
Perception +8 foot line that is 10 ft. wide. Each creature in that line
Damage Immunites cold, lightning, radiant must make a DC 21 Dexterity saving throw, taking 66
Condition Immunities frightened, paralyzed (12d10) lightning damage on a failed save, or half as
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive much damage on a successful one.
Perception 24
Languages Common, Celestial, Draconic Paralyzing Breath. The dragon exhales paralyzing gas in
Challenge 18 (20000 XP) a 60-foot cone. Each creature in that area must
succeed on a DC 21 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
Flyby Blue Eyes White Dragon doesn't provoke saving throw at the end of each of its turns, ending the
opportunity attacks when flying. effect on itself on a success.
Legendary Resistance (3/Day). If the Blue Eyes White Radiant Breath. The dragon exhales an incandescent
Dragon fails a saving throw, it can choose to succeed blast in a 60-foot cone. Each creature in that area must
instead. make a DC 21 Constitution saving throw, taking 66
Magic Resistance. Blue Eyes White Dragon has (12d10) radiant damage on a failed save, or half as
advantage on saving throws against spells and other much damage on a successful one.
magical effects.
Legendary Actions
Spellcaster Bane. Blue Eyes White Dragon can sense the
magical nature of spellcasters and has advantage on all Blue Eyes White Dragon can take 3 legendary actions,
attack rolls against them. 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. Blue Eyes White Dragon
Actions regains spent legendary actions at the start of their
Multiattack. The Blue Eyes White Dragon can use its turn.
Frightful Presence. It then makes three attacks: one
with its bite and two with its claws. Detect.The dragon makes a Wisdom (Perception)
check.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 9) piercing damage plus Tail Attack. The dragon makes a tail attack.
(1d10) lightning damage. Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one wings. Each creature within 10 ft. of the dragon must
target. Hit: 12 (2d6 + 9) slashing damage. succeed on a DC 23 Dexterity saving throw or take 15
(2d6 + 9) bludgeoning damage and be knocked prone.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one The dragon can then fly up to half its flying speed.
target. Hit: 14 (2d8 + 9) bludgeoning damage.
White Lightning (Costs 3 Actions). The dragon makes a
lightning breath attack if available.

Credit | Lore & Statblock: Asha J. Panesar


111
Blue Eyes Ultimate
Dragon
On rare occasion, the Blue Eyes will resonate with its
powerful ancestry, being born with three heads, much like the
chromatic goddess, reflecting the fierce potential it can
achieve. These three headed hatchlings stand greater than
even its fellow brethren, though it retains more of the honour
and charisma of the opposing deities rule. It no longer sees
those below it as weaker and disposable. Perhaps this
evolution would be more susceptible to working with another,
unlike the arrogant single headed of its brood.

Credit | Lore & Statblock: Asha J. Panesar


112
Blue Eyes Ultimate Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 24 Wisdom saving throw or
Gargantuan dragon, unaligned become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 23 the effect on itself on a success. If a creature's saving
Hit Points 546 (28d20 + 252) throw is successful or the effect ends for it, the
Speed 40 ft., climb 40 ft., fly 80 ft. creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Breath Weapons (Recharge 4-6). The Blue Eyes Ultimate
STR DEX CON INT WIS CHA
Dragon has three separate breath weapons, each with
30 (+10) 14 (+2) 29 (+9) 18 (+4) 19 (+4) 28 (+9) its own recharge and type. Only one breath weapon can
be used per round.
Saving Throws Str +18, Dex +10, Con +17, Cha +17 Lightning Breath. The Blue Eyes Ultimate Dragon
Skills Athletics +18, Insight +12, Intimidation +17, exhales a ball of lightning which then shoots forward in
Peception +12 a 120-foot line that is 10 ft. wide. Each creature in that
Damage Immunities cold, lightning, radiant, line must make a DC 24 Dexterity saving throw, taking
bludgeoning, piercing and slashing from nonmagical 88 (16d10) lightning damage on a failed save, or half
attacks as much damage on a successful one.
Condition Immunities charmed, frightened, parlayzed
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Paralyzing Breath. The dragon exhales paralyzing gas in
Perception 27 a 90-foot cone. Each creature in that area must
Languages Common, Celestial, Draconic succeed on a DC 24 Constitution saving throw or be
Challenge 25 (75000 XP) paralyzed 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.
Flyby Blue Eyes Ultimate Dragon doesn't provoke
opportunity attacks when flying. Radiant Breath. The dragon exhales an incandescent
blast in a 90-foot cone. Each creature in that area must
Legendary Resistance (3/Day). If the Blue Eyes Ultimate make a DC 24 Constitution saving throw, taking 88
Dragon fails a saving throw, it can choose to succeed (16d10) radiant damage on a failed save, or half as
instead. much damage on a successful one.
Magic Resistance. Blue Eyes Ultimate Dragon has
advantage on saving throws against spells and other Legendary Actions
magical effects. Blue Eyes Ultimate Dragon can take 3 legendary
Spellcaster Bane. Blue Eyes Ultimate Dragon can sense actions, choosing from the options below. Only one
the magical nature of spellcasters and has advantage legendary action option can be used at a time and only
on all attack rolls against them. at the end of another creature’s turn. Blue Eyes
Ultimate Dragon regains spent legendary actions at the
Actions start of their turn.
Multiattack. The Blue Eyes Ultimate Dragon can use its Detect.The dragon makes a Wisdom (Perception)
Frightful Presence. It then makes five attacks: three check.
with its bite (one per head) and two with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 20 (2d10 + 10) piercing damage plus wings. Each creature within 10 ft. of the dragon must
(2d10) lightning damage. succeed on a DC 25 Dexterity saving throw or take 17
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., (2d6 + 10) bludgeoning damage and be knocked
one target. Hit: 12 (2d6 + 10) slashing damage. prone. The dragon can then fly up to half its flying
speed.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one
target. Hit: 14 (2d8 + 10) bludgeoning damage. Neutron Blast (Costs 3 Actions). The dragon exhales
three balls of lightning, one from each head, towards
three separate directions in a 120-foot line that is 10
feet wide. Each creature in the line must make a DC 25
Dexterity saving throw, taking 50 (8d10) lightning
damage and 50 (8d10) radiant damage on a failed save,
or half as much on a successful one.

Credit | Lore & Statblock: Asha J. Panesar


113
Dragon Master Knight
At some point, the Black Luster Soldier encountered the ever
elusive Blue Eyes Ultimate Dragon nearly fresh from the egg.
Both shared an unspoken bond from their strange lineage.
The soldier felt that perhaps he could raise this dragon as his
own and form a strong kinship, if not fight alongside the
three-headed beast, proving that even the mighty Blue Eyes
can be tamed. The Blue Eyes Ultimate Dragon, in turn,
imprinted on the Black Luster Soldier due to the time spent
together and would fight to its last breath if it meant keeping
the one that raised him safe. Raising the rare draconid
showed the Black Luster Soldier a new path in life, one of
benevolence, patience and kindness. Together they stand
unrivalled.

Credit | Lore: Asha J. Panesar


114
Dragon Master Knight Multiattack. The Dragon can use its Frightful Presence.
huge dragon, neutral good It then makes four attacks in combination with its
rider:
Armor Class 27 (natural & plate -rider-)
Hit Points 643(26d20 + 304) Bite. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Speed 40 ft., climb 40 ft., fly 60 ft. one target. Hit: 25 (2d10 + 9) piercing damage plus
(1d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA
target. Hit: 17 (2d6 + 9) slashing damage.
26 (+8) 14 (+2) 24 (+7) 17 (+3) 17 (+3) 24 (+7)
Greatsword Melee Weapon Attack: +16 to hit, reach 5
ft., one target. Hit: 17 (2d6 + 9) slashing damage.
Saving Throws Str +15, Dex +9, Con +14, Cha +14
Skills Athletics +15, Insight +10, Intimidation +14, Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one
Perception +10 target. Hit: 19 (2d8 + 9) bludgeoning damage.
Damage Immunities cold, lightning, poison, radiant, Frightful Presence. Each creature of the dragon's choice
bludgeoning, piercing and slashing from non magical that is within 120 feet of the dragon and aware of it
attacks must succeed on a DC 24 Wisdom saving throw or
Condition Immunities blinded, charmed, frightened, become frightened for 1 minute. A creature can repeat
paralyzed, poisoned the saving throw at the end of each of its turns, ending
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive the effect on itself on a success. If a creature's saving
Perception 22 throw is successful or the effect ends for it, the
Languages Common, Celestial, Draconic, Sylvan creature is immune to the dragon's Frightful Presence
Challenge 27 (105,000 XP) for the next 24 hours.
Breath Weapons (Recharge 5-6). The Blue Eyes White
Flyby The Dragon doesn't provoke opportunity attacks Dragon uses one of the following breath weapons.
when flying.
Paralyzing Breath. The dragon exhales paralyzing gas in
Legendary Resistance (3/Day). If the Dragon fails a a 90-foot cone. Each creature in that area must
saving throw, it can choose to succeed instead. succeed on a DC 24 Constitution saving throw or be
Magic Resistance. The Dragon and its rider have paralyzed for 1 minute. A creature can repeat the
advantage on saving throws against spells and other saving throw at the end of each of its turns, ending the
magical effects. effect on itself on a success.
Flank Tactics. The Dragon's rider can leap from it's back Radiant Breath. The dragon exhales an incandescent
in an attempt to flank their enemy. By flanking a target blast in a 60-foot cone. Each creature in that area must
(no bigger than huge size) they can get advantage on make a DC 24 Constitution saving throw, taking 66
their attacks or impose disadvantage when the target (12d10) radiant damage on a failed save, or half as
attacks. The separation can last up to two rounds. They much damage on a successful one.
use their bonus to be mounted again and while they
are separated, they can still share each other stats(AC, Legendary Actions
HP, etc) Blue Eyes Ultimate Dragon can take 3 legendary
Innate Spellcasting. The rider's innate spellcasting ability actions, choosing from the options below. Only one
is Charisma (spell save DC 24). It can innately cast the legendary action option can be used at a time and only
following spells, requiring no material components: at the end of another creature’s turn. Blue Eyes
Bane (2/day), Command (2/day), Mass Ultimate Dragon regains spent legendary actions at the
Suggestion(1/day), Hold Person (1/day), Power Word start of their turn.
Stun (1/day) Detect.The dragon makes a Wisdom (Perception)
Dominator Dragon's prodigious and mighty appearance check.
cause the respect of other nearby dragons. The rider Tail Attack. The dragon makes a tail attack.
can try to persuade other dragons to allie with them.
An unwilling dragon must make a DC 24 Wisdom Wing Attack (Costs 2 Actions). The Dragon beats its
Saving throw to resist the effect. A dragon can repeat wings. Each creature within 10 ft. of the dragon must
its Saving Throw once per 28 days. Any check to resist succeed on a DC 24 Dexterity saving throw or take 17
the persuasion is maid with disadvantage. (2d6 + 10) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying
Spellcaster's Bane. The Dragon can sense the magical speed.
nature of spellcasters and has advantage on all attack
rolls against them. Thunder(Costs 1 Action) If the living tempest is
activated, the Dragon can invoke a thunder to hit a
Living Tempest (1/ week) If the Dragon is on an open creature it can see (by any means). A creature must
area, it can affect the weather and cause a lightning succeed on a DC 24 Dexterity saving throw, on a fail,
storm. As an action he can invoke a thunderstorm he suffers 30 (5d10) lighting damage, and half as
centered on itself and in a radius of 300ft around it. much damage on success. Creatures that wear metal
The vision in the area become obscured from the armor or are made of metal have disadvantage on
raging storm. saving throw.
Actions Credit | Statblock: Dimitris Boutsikas
115
Curse of Dragon
Curse of dragon is a dark creature born in the gap between
the material plane and the Shadow Realm. Not being able to
understand the concepts of good and evil, this creature is
cursed to travel between the planes having its only purpose to
find the perfect dragon rider. Its powerful attacks are being
empowered by the dark forces of the shadow realm.

Curse of Dragon
Large Dragon, neutral

Armor Class 18 (Natural Armor)


Hit Points 110(14d10 + 26)
Speed 10 ft. fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 7 (-2) 8 (-1) 9 (-1)

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)

*Veil Pass(3-4 Recharge.) The dragon can fly


through the veil between living and dead and
vanishes for the duration(1 round). While does so,
it has visual of the living world, it regains 3d10 Hit
Points and enforces its body with necrotic energy.
When it reappears it can attacks as it has a surprise
and unleashes the necrotic energy as a burst of
shadows around it. Every creature within 5ft. range
must make a DC 15 Constitution Saving Throw, on
fail Suffers 3d10 Necrotic Damage and is blinded
for 1d4 rounds. Half as much damage at success
and no other effects occur.

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.

Credit | Statblock: Boutsikas Dimitris \ Lore:


Duke George
116
'If you start feeling strange, your breath is slower and your
Gaia the Dragon blood is cold... then be sure that you are cursed.' Gaia the
dragon champion however, is not someone that can be cursed
Champion easily. The fate of everyone who rides the curse of dragon is
to find an instant and painful death. Gaia has managed to
suspend the Dragon's Curse and convince it to let him ride it.
In its union the dragon and rider became the champion that
all shall fear. With its dark vision this monster is a perfect
predator on the starless nights many times grabbing its
victims and throwing them from the sky.

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.

Credit | Statblock: Boutsikas Dimitris \Lore:


Libedrat0r Earl
117
Red Eyes Black Dragon
The Red Eyes Black Dragon is a monster driven only by
anger and vengeance. A corrupted shell of its former self, a
Red Eyes is a Blue Eyes White Dragon that has had its spirit
and ego broken, brought to the brink of death but not killed.
As the dragon heals, the old scales begin to shed and molt,
leaving behind its metallic heritage and allowing the
chromatic hatred to boil inside and take over.
Grand Corruption The majestic creature that once was
becomes a being of pure hatred. Where the Blue Eyes will
spare or assist a weakened creature, a Red Eyes Black
Dragon only sees a target. Fueled by its prior failure, those
already suffering anger the beast by reminding the Red Eyes
of its past self, while those who stand strong and proud
become enemies worth defeating to return the Red Eyes to
its former glory. Nothing is safe from the fury of this winged
harbinger of death.
Red Hot Anger The transformation of the Red Eyes Black
Dragon is not only mental, but physical as well. Forsaking its
prior kindness as a sign of weakness, the Red Eyes embraces
the evil within itself. The radiant breath it once had instead
burns hotter than lava, causing mass destruction to anything
that stands in its way. A vicious, single minded killer, the Red
Eyes Black Dragon merely wants to watch the world burn
and rule a desolate, lifeless landscape as the only being.

Credit | Lore: Jon King


118
Red Eyes Black Dragon Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit 17 (2d10 + 6) piercing damage plus 3
Large dragon, Chaotic Evil
(1d6) fire damage
Armor Class 18 Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Hit Points 178 (17d10 + 85) one target. Hit 13 (2d6 + 6) Slashing damage.
Speed 40ft., climb 40ft., fly 80ft
Tail Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Inferno Fire Blast (Recharge 5-6). The Red Eyes exhales
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Fire in a 30ft cone. Each Creature in the area must
make a DC 17 dexterity saving throw, taking 56 (16d6)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 fire damage on a failed save, or half as much on a
Skills Perception +8, Stealth +4 successful one.
Damage Immunities Fire
Senses Blindsight 30ft., darkvision 120ft., passive Legendary Actions
Perception 18 The read eyes can take 3 legendary actions, choosing
Languages Draconic from the options below. Only one legendary action
Challenge 10 (5,900 XP) option can be used at a time and only at the end of a
creature's turn. The red eyes regains spent legendary
Legendary Resistance (2/day). If the red eyes fails a actions at the start of its turn.
saving throw, it can choose to succeed instead.
Detect The red eyes makes a wisdom (Perception)
check.
Actions
Tail Attack The red eyes makes a tail attack.
Multiattack The dragon can make three attacks, one
with its bite and two with its claws. Wing Attack (Costs 2 Actions). The red eyes beats its
wings. Each creature within 10 feet of the dragon must
succeed on a DC 18 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
The red eyes can then fly up to half its speed.

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.

Credit | Lore: Asha J. Panesar


120
Stardust Dragon Frightful Presence. Each creature of the Stardust
Dragon's choice that is within 120 feet of the Stardust
Huge celestial, neutral good
Dragon and aware of it must succeed on a DC 18
Armor Class 19 Wisdom saving throw or become frightened for 1
Hit Points 243 (18d12 + 126) minute. A creature can repeat the saving throw at the
Speed 40 ft., fly 120 ft. 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
STR DEX CON INT WIS CHA Stardust Dragon's Frightful Presence for the next 24
hours.
20 (+5) 26 (+8) 22 (+6) 16 (+3) 15 (+2) 22 (+6)
Breath Weapons (Recharge 5-6). The Stardust Dragon
Saving Throws Str +10, Dex +13, Con +11, Wis +7 uses one of the following breath weapons.
Skills Arcana +8, History +8, Perception +7, Survival +7 Cosmic Breath. The dragon exhales a frigid radiant blast
Damage Immunities cold, radiant in a 60-foot cone. Each creature in that area must make
Condition Immunities charmed, exhausted, frightened a DC 19 Constitution saving throw, taking 30 (7d8)
Senses Truesight 120 ft., passive Perception 17 cold damage and 30 (7d8) radiant damage on a failed
Languages All, Telepathy 120 Ft. save, or half as much damage on a successful one.
Challenge 16 (15000 XP)
Paralyzing Breath. The dragon exhales paralyzing gas in
a 60-foot cone. Each creature in that area must
Divine Awareness. The Stardust Dragon knows when it succeed on a DC 19 Constitution saving throw or be
hears a lie. paralyzed for 1 minute. A creature can repeat the
Innate Spellcasting. The Stardust Dragon's spellcasting saving throw at the end of each of its turns, ending the
ability is Charisma (spell save DC 21) and it has +11 to effect on itself on a success.
a ranged magic attack. The Stardust Dragon can Change Shape. The Stardust Dragon magically
innately cast the following spells, requiring no material polymorphs into a humanoid or beast that has a
components: challenge rating no higher than its own, or back into its
At will: flame sphere, gust of wind, scorching ray (level true form. It reverts to its true form if it dies. Any
5) equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice). In a new
3/day each: heal, mirror image, shield, sunbeam form, the Stardust Dragon retains its alignment, hit
1/day each: freezing sphere, meteor swarm, wall of points, Hit Dice, ability to speak, proficiencies,
force. Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
Legendary Resistance (3/Day). If the Stardust Dragon statistics and capabilities are otherwise replaced by
fails a saving throw, it can choose to succeed instead. those of the new form, except any class features or
Magic Resistance. The Stardust Dragon has advantage legendary actions of that form.
on saving throws against spells and other magical
effects. Legendary Actions
Stardust Dragon can take 3 legendary actions,
Actions choosing from the options below. Only one legendary
Multiattack. The Stardust Dragon can use its Frightful action option can be used at a time and only at the end
Presence. It then makes three attacks: one with its bite of another creature’s turn. Stardust Dragon regains
and two with its claws. spent legendary actions at the start of their turn.

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.

Credit | Statblock: Asha J. Panesar


121
Ancient Fairy Dragon
Hailing from the Feywild, the Ancient Fairy Dragon is a rare
and elusive sight. The Ancient Fairy Dragon can be
occasionally seen soaring through the skies of the Feywild, its
benevolent presence a comfort to those in need. Although this
dragon is eager to assist, sometimes its assistance can be
somewhat chaotic; such as randomly teleporting wayward
adventurers out of harm's way but not necessarily to a
controlled location.
Mischievous Illusionist The Ancient Fairy Dragon tends
to prefer non-physical forms of defence, such as illusions to
trick its enemies. Sometimes these illusions can startle those
it's trying to help as well.
Voice of the Heart The Ancient Fairy Dragon can read the
emotional state of those around it and can easily discern the
alignment of those nearby, naturally gravitating towards
those in distress due to its innate desire to help.
Spiritual Harmony Being in tuned with the fey
surroundings, the Ancient Fairy Dragon can often call upon
other fey spirits to assist those in need or to defend itself.

Credit | Statblock & Lore: Asha J. Panesar


122
Ancient Fairy Dragon Multiattack. The Ancient Fairy Dragon can use its
Charming Allure. It then makes three attacks: one with
Huge fey, chaotic good
its bite and two with its claws.
Armor Class 19 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Hit Points 184 (16d12 + 80) one target. Hit: 16 (2d10 + 5) piercing damage.
Speed 40 ft., fly 80 ft, swim 40 ft.
Claws. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: (2d6 + 5) piercing damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
20 (+5) 25 (+7) 22 (+6) 26 (+8) 18 (+4) 20 (+5) target. Hit: (2d8 + 5) piercing damage.
Charming Allure. Each creature of the Ancient Fairy
Saving Throws Dex +12, Int +13, Wis +9, Cha +10 Dragon's choice that is within 120 feet of the Ancient
Skills Arcana +13, Nature +13, Persuasion +10, Fairy Dragon and aware of it must succeed on a DC 18
Perception +9 Wisdom saving throw or become charmed for 1
Damage Immunities psychic minute. A creature can repeat the saving throw at the
Condition Immunities charmed end of each of its turns, ending the effect on itself on a
Senses passive Perception 3 success. If a creature's saving throw is successful or
Languages Common, Elven, Sylvan, Telepathy 120 Ft. the effect ends for it, the creature is immune to the
Challenge 14 (11500 XP) Ancient Fairy Dragon's Alluring Presence for the next
24 hours.
Amphibious. The Ancient Fairy Dragon can breathe air
and water. Psychic Blast (Recharge 5-6). Ancient Fairy Dragon
unleashes a torrent of psychic energy in 60-foot cone.
Heart Sight. The Ancient Fairy Dragon emits a 60-foot Each creature in that area must make a DC 21
aura that any who are currently within it reveals to the Intelligence saving throw, taking 56 (12d8) psychic
Ancient Fairy Dragon the targeted creature's current damage on a failed save, or half as much damage on a
emotional state. If the target fails a DC 18 Charisma successful one.
saving throw, the Ancient Fairy Dragon also knows the Call of the Feywild (1/Day). The Ancient Fairy Dragon
creature's alignment. Celestials, fiends, and undead can summon 6 blink dogs or 6 sprites or 4 satyrs or 2
automatically fail the saving throw. dryads. A summoned gey appears in an unoccupied
Innate Spellcasting. The Ancient Fairy Dragon's innate space within 60 feet of its summoner, acts as an ally of
spellcasting ability is Intelligence (spell save DC 21). its summoner, and can't summon other fey creatures. It
The Ancient Fairy Dragon can innately cast the remains for 1 minute until it or its summoner dies, or
following spells, requiring no material components: until its summoner dismisses it as an action.
At will: hallucinatory terrain, invisibility (self only),
programmed illusion
Legendary Actions
Ancient Fairy Dragon can take 3 legendary actions,
3/day each: hypnotic pattern, phantasmal force, choosing from the options below. Only one legendary
phantasmal killer action option can be used at a time and only at the end
1/day each: illusory dragon, mental prison of another creature’s turn. Ancient Fairy Dragon regains
spent legendary actions at the start of their turn.
Legendary Resistance (3/Day). If the Ancient Fairy
Dragon fails a saving throw, it can choose to succeed Detect. The Ancient Fairy Dragon makes a Wisdom
instead. (Perception) check.
Magic Resistance. The Ancient Fairy Dragon has Tail Attack. The Ancient Fairy Dragon makes a tail
advantage on saving throws against spells and other attack.
magical effects.
Wing Attack (Costs 2 Actions). The Ancient Fairy Dragon
Actions beats its wings. Each creature within 10 ft. of the
dragon must succeed on a DC 20 Dexterity saving
throw or take 13 (2d6 + 5) bludgeoning damage and
be knocked prone. The Ancient Fairy Dragon can then
fly up to half its flying speed.

Credit | Statblock & Lore: Asha J. Panesar


123
Life Stream Dragon
From a vast fissure in the earth caused by a magical
cataclysm, sprang forth the Life Stream Dragon as a healing
entity to close up the rift and mend the land. After its
monumental task was complete, the Life Stream Dragon set
out through the realm, its mere presence causing bountiful
harvests and good health for miles around. It stands as a
sentinel, ready to spring into action at the first sign of another
catastrophe.
From the Earth The Life Stream Dragon was formed by
the vitae of the world, a result caused by severe trauma to act
as a defence mechanism. Once this vanguard is summoned, it
takes a thousand years for the planet to regenerate the
energy to create these impressive protectors.
Life Springs Eternal This creature is formed of
concentrated life force from the planet itself and thus nearby
plants and animals benefit greatly from its presence as it
radiates that energy for miles around.
Living Lance A physical part of the Life Stream Dragon
itself, this lance has both the ability to heal and harm. There
are even legends of it being able to bring the deceased back
to life.

Credit | Statblock & Lore: Asha J. Panesar


124
Life Stream Dragon Frightful Presence. Each creature of the Life Stream
Dragon's choice that is within 120 feet of the Life
Huge elemental, neutral good
Stream Dragon and aware of it must succeed on a DC
Armor Class 20 18 Wisdom saving throw or become frightened for 1
Hit Points 225 (18d12 + 108) minute. A creature can repeat the saving throw at the
Speed 40 ft., burrow 30 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA Life Stream Dragon's Frightful Presence for the next 24
hours.
20 (+5) 19 (+4) 24 (+7) 23 (+6) 26 (+8) 22 (+6)
Lance of Vitality (3/Day). The Life Stream Dragon
Saving Throws Str +10, Con +12, Int +11, Wis +13 pierces the heart of a fallen ally within a minute of their
Skills Arcana +11, Medicine +11, Nature +11, death, breathing new life into them. This ability works
Perception +13 the same as the Revify spell and the target takes no
Damage Immunities fire, bludgeoning, piercing and damage from the lance piercing their heart.
slashing from nonmagical attacks Lance of Reclamation (3/Day). Melee Weapon Attack:
Condition Immunities petrified, poisoned, stunned +10 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5)
Senses Blindsight 60 Ft., Darkvision 120 Ft., piercing damage and the target must make a DC 20
Tremorsense 120 Ft., passive Perception 23 Constitution saving throw, becoming poisoned and
Languages Draconic, Primordial, Undercommon gaining one level of exhaustion on a failure, and no
Challenge 16 (15000 XP) effect on a success. The points of exhaustion can stack
to a maximum of three, any further successful attacks
Earth Glide. The Life Stream Dragon can burrow do not accrue more exhaustion after the third.
through nonmagical, unworked earth and stone. While Breath Weapons (Recharge 5-6). The Life Stream Dragon
doing so, the elemental doesn't disturb the material it uses one of the following breath weapons.
moves through.
Fire Breath. The dragon exhales fire in a 60-foot cone.
Legendary Resistance (3/Day). If the Life Stream Dragon Each creature in that area must make a DC 17
fails a saving throw, it can choose to succeed instead. Dexterity saving throw, taking 63 (18d6) damage on a
Magic Resistance. The golem has advantage on saving failed save, or half as much damage on a successful
throws against spells and other magical effects. one.

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.

Credit | Statblock & Lore: Asha J. Panesar


125
Black-Winged Dragon

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.

Credit | Statblock & Lore: Asha J. Panesar


126
Black-Winged Dragon Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 6) slashing damage.
Huge aberration, chaotic evil
Frightful Presence. Each creature of the Black-Winged
Armor Class 21 Dragon's choice that is within 120 feet of the Black-
Hit Points 212 (17d12 + 102) Winged Dragon and aware of it must succeed on a DC
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA success. If a creature's saving throw is successful or
26 (+8) 24 (+7) 26 (+8) 12 (+1) 16 (+3) 20 (+5) the effect ends for it, the creature is immune to the
Black-Winged Dragon's Frightful Presence for the next
Saving Throws Str +13, Dex +12, Con +13, Int +6 24 hours.
Skills Athletics +13, Deception +10, Perception +8, Shadow Squall Blast (Recharge 5-6). The Black-Winged
Stealth +12 dragon unleashes a dark force blast in a 60-foot line
Damage Immunities force, psychic that is 5 feet wide. Each creature in that line must
Condition Immunities frightened, prone, stunned make a DC 20 Dexterity saving throw, taking 28 (6d8)
Senses Blindsight 60 Ft., Darkvision 120 Ft., force damage and 28 (6d8) necrotic damage on a
Tremorsense 60 ft., passive Perception 21 failed save, or half as much damage on a successful
Languages Deep Speech, Qualith, Undercommon one.
Challenge 14 (11500 XP)
Legendary Actions
Legendary Resistance (3/Day). If the Black-Winged Black-Winged Dragon can take 3 legendary actions,
Dragon fails a saving throw, it can choose to succeed choosing from the options below. Only one legendary
instead. action option can be used at a time and only at the end
Shadow Stealth. While in dim light or darkness, the of another creature’s turn. Black-Winged Dragon
Black-Winged Dragon can take the Hide action as a regains spent legendary actions at the start of their
bonus action. Its stealth bonus is also improved to turn.
+15. Detect. The Black-Winged Dragon makes a Wisdom
Sunlight Sensitivity. While in sunlight, the Black-Winged (Perception) check.
Dragon has disadvantage on attack rolls, as well as on Bite Attack. The Black-Winged Dragon makes a bite
Wisdom (Perception) checks that rely on sight. attack.
Actions Wing Attack (Costs 2 Actions). The Black-Winged
Dragon beats its wings. Each creature within 10 ft. of
Multiattack. The Black-Winged Dragon can use its the dragon must succeed on a DC 20 Dexterity saving
Frightful Presence. It then makes three attacks: one throw or take 13 (2d6 + 8) bludgeoning damage and
with its bite and two with its claws. be knocked prone. The Black-Winged Dragon can then
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., fly up to half its flying speed.
one target. Hit: 16 (2d10 + 8) piercing damage plus
(1d8) force damage.

Credit | Statblock & Lore: Asha J. Panesar


127
Twin Cyber Dragon Twin Cyber Dragon
In the lawful and unquestionable realm of Mechanus,millenia Large Construct, Lawful neutral
ago, an alchemist who’s name is long forgotten, guided by his
enthusiasm, defied the strict law of his world, of non- Armor Class 19(Natural Armor, adamantine)
inventing anything new. The alchemist had the idea to create
an adamantine dragon-like body which it would allow a Hit Points 150(10d12 + 60)
dragon’s neural system exist forever inside it. Many elder Speed 50ft., Fly 60ft
dragons, who had heard about the alchemist’s brilliant
achievements, responded at his invitation, in order to try this
new and so forbidden creation. The alurring eternal life STR DEX CON INT WIS CHA
without the curse of becoming a dragonlich, carried great
temptation. Many adults perish during the experimental 19 (+4) 22 (+6) 17 (+3) 10 (+0) 18 (+4) 12 (+1)
transition. No matter how well his calculations was, no
construct was able to sustain the godlike serpents’ living Saving Throws Dex +3, Con +2, Wis +2, Cha +1
substance for too long. After plenty of failures the inventor Condition Immunities Poisoned, Charmed,
came to the fact that the dragon's nervous system could be Frightened, Blinded
incorporated with the diamond suit, if their brain Damage Immunities Thunder, Acid, Piercing,
Slacing, Bludgeoning from non-adamantine
hemispheres were disrupted in two separate parts. The weapons.
experiment seemed to crown successfully, or so it seemed. Senses Blindsight 30 Ft., Darkvision 120 Ft.,
Although the subjects survived the separation, no dragon passive Perception 18
could manage to maintain his spiritual integrity. Subjects, Languages Dragonic, Telepathy(120 ft.)
sneaky and furious, have escaped from the lab of the Challenge 12 (8400 XP)
alchemist and caused the absolute chaos until their action
has been suppressed by the subordinates of Primus. The lord Legendary Resistance (1/Day).
of Mordons, commanded the immediate exile of the If the dragon fails a saving throw, it can choose to
alchemist from Mechanus and placed these new creatures as succeed instead.
guardians in the passages between Mechanus and Acheron.
Though, nothing new is allowed to be invented in this realm, Twin Heads. Twin Cyber Dragon has two
the laws of the world, does not allow the destruction of heads(Spined and Bullet-type). Its heads can
anything that might serve the establishment. Every dragon cooperate to defend itself against magic and melee
attacks. Its spined head can absorb any spell of 4th-
that ever attempts to change the establishment of Mechanus level or lower that is casted against it and store the
and its strict laws, now suffers the “punishment of the suit”. spell's energy inside its body for up to three
After becoming a twin-cyber-dragon, they are placed near the rounds. As a reaction the Bullet-type head can
portal that links Mechanus and Acheron to forever serve. release the stored energy as Chain Lightning spell.
When the Bullete type head is attacked with melee
attacks the Spined head can use its reaction to
attack.

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.

Credit | Lore & Statblock: Boutsikas Dimitris


128
Meteor Dragon Meteor Dragon
It is said that these massive beasts came from the heavens. Large dragon, chaotic evil
They crashed down to the planet like a meteor, for which they
are named. This massive beast looks more akin to a massive Armor Class 19 (natural armor)
turtle with wings than that of a dragon. Wings stretching Hit Points 178 (17d10+ 85)
from its red and black marble shell. Magma glows from Speed 40 ft., climb, 40 ft., fly 80 ft.
cracks in its shell like a molten river. These alien dragons
breath molten hot magma in place of the traditional
elements. They often leave the battlefield looking like an STR DEX CON INT WIS CHA
active volcano, making this creature a formidable foe, as the 22 (+6) 11 (+1) 20 (+5) 15 (+2) 10 (+0) 19 (+4)
terrain around it burns everything, making combat difficult.
These creatures claim to come from a world of pure fire. A Saving Throws Dex +4, Con +9, Wis +4, Cha +8
storm unlike anything they have ever experienced began Damage Immunities fire
cooling their home and driving them away. The low Senses blindsight 30 ft., darkvision 120 ft., passive
temperatures make for a suffering experience and nearly Perception 18
inhospitable to many of their race. They choose to cast Languages Ignan
themselves to the heavens in search of a new home, pulling Challenge 11 (5,900 XP)
themselves into their shells and entering a hibernation while
they traveled. They are unsure for how long they traveled, or Actions
where it is they have ended up. They have spent the last
century learning this new world and its inhabitants. Meteor Multiattack. The dragon makes three attacks: one
dragons prefer live in places of extreme heat, where most do with its bite or tail and two with its claws.
not enter. Volcanoes and deserts are some of their favored Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
terrain. Not only for the extreme comfort, but more one target. Hit: 17(2d10 + 6) piercing damage plus
importantly, they are left to their own devices and not 3(1d6) fire damage.
bothered by the sentient beings that reside here. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13(2d6 + 6) slashing damage.
Magma Breath (Recharge 5-6). The dragon exhales
magma in a 30-foot cone. Each creature in that area
must make a DC 17 Dexterity saving throw, taking
47 (15d6) fire damage on a failed save, or half as
much damage on a successful one. The area
becomes covered in magma becoming difficult
terrain. A creature that enters the area or ends its
turn there must also succeed on a DC 17
Constitution saving throw. On a failed save, the
creature takes 7(2d6) fire damage or half as much
on a success.

Credit | Statblock: Justin Handlin \ Lore:


Sebastian Amadeus Wake
129
Black Rose Dragon
Deep in the depths of an enchanted forest, a small seed
began to grow on the corpse of a fallen dragon. Nourished by
the decaying corpse, a black rose bush engorged on the
magic of the fallen beast and began to transform and take on
a life of its own, becoming the Black Rose Dragon.
Guardian Thorns The thorny vines of the Black Rose
Dragon snake everywhere in the enchanted forest, serving as
feelers and alerting it when an enemy approaches. The forest
being its lair, an attack by these vines could come at any time.
Alluring Fragrance When the Black Rose Dragon sends
forth its petals, it is accompanied by the sweet smell of roses.
Unbeknownst to most adventurers, the pollen mixed with the
petals can cause a charm effect.
Absorption of Decay The Black Rose Dragon draws
strength from sources of death and decay, absorbing necrotic
energy to heal itself.

Credit | Statblock & Lore: Asha J. Panesar


130
Black Rose Dragon Black Rose Gale (Recharge 5-6). The Black Rose Dragon
exhales poisonous necrotic energy in a 60-foot cone.
Huge plant, chaotic neutral
Each creature in that line must make a DC 18
Armor Class 19 Constitution saving throw, taking 28 (6d8) necrotic
Hit Points 195 (17d12 + 85) damage and 28 (6d8) poison on a failed save, or half as
Speed 40 ft., fly 80 ft. much damage on a successful one.

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.

Credit | Statblock & Lore: Asha J. Panesar


131
Thousand Eyes Idol Thousand Eyes Idol
The Thousand Eyes is a multiplaner presence born of the Small Aberration, Neutral Evil
maddening lust for knowledge and the fear of ignorance. It
struggled against the very confines of creation, breaking Armor Class 20
every barrier and dragging every secret into the light, no Hit Points 2(1d6-2)
matter how small. Higher powers sealed it behind a puzzle so Speed 20ft.
complex that no one mind could process its incredible
machinations. The Thousand Eyes realized that it could
never solve the puzzle as it was, but if it added thousands of STR DEX CON INT WIS CHA
minds to its own conciousness and scoured the multiverse of 6 (-2) 14 (+2) 6 (-2) 22 (+6) 18 (+4) 14 (+2)
new knowledge that had developed during its imprisonment
it could obtain the capacities needed to solve the puzzle. To Condition Immunities blinded
this end it tore out its own incredible mind and shattered it Senses passive Perception 19
upon the walls of its prison. Thus sending forth hundreds of Languages Telepathy
Thousand Eyes Idols, fragile but powerful mages into the Challenge 5 (1,800 XP)
Multiverse on a quest for Thralls and knowledge. Behind the Evasion When the Thousand Eyes Idol is subjected
seal it’s monsterous and contorted body known as to an effect that allows it to make a Dexterity
Relinquished is left behind. While Relinquished protects their saving throw to take only half damage, it instead
host body the Idols quest throughout the Multiverse stealing takes no damage if you succeed on the saving
minds and souls, hoarding arcane secrets and forcing throw, and only half damage if it fails. Eternal
magically gifted Thralls into their service. Once the Idols Watcher The Thousand Eyes Idol is at all times
have accumulated enough information and processing power under the effects of the spells Foresight and
to solve the question they will combine with The Mind Blank.
Relinquished to form the Thousand Eyes Restrict. A monster Vicious Cycle Whenever a creature fails a saving
far more learned and terrible than the original Thousand throw imposed by an effect created by The
Eyes. A Monster that will hoard all information in the Thousand Eyes Idol they gain one madness level
Multiverse and then ensure that no more is ever created. and the Thousand Eyes Idol can cast the spell
Thousand Eyes Idols are fragments of the Thousand Eyes's Chaos Bolt as a reaction against any target until the
unfathomable mind. The Thousand Eyes Idols have dispersed beginning of its next turn.
throughout the Multiverse to gain influence, power and, Spellcasting The Thousand Eyes Idol is a 15th
ultimately, magical knowledge. They infiltrate governments, level spellcaster with the following spells
create clandestine organizations, gather knowledge and prepared. Its spellcasting ability is Intelligence
accumulate Thralls and followers that they will sacriice to (spell save DC 17, +9 to hit with spell attacks).
process the great question. The Thousand Eyes Idol can cast disguise self
Individual Idols can develop their own quirks, and invisibility at will and has the following spells
personalities, and identities during their travels. Idols are prepared:
deeply aware of their own fragility and take every possible Cantrips (at will) : Minor Illusion, Prestidigitation,
precaution. They avoid direct conflict at all costs, preferring Mage Hand
to act through thralls and minions. They will always seek to
escape any danger, prioritizing a safe return of their hard Level One: (4 Slots) Illusory Script, Silent Image,
earned knowledge to Relinquished. Expeditious Retreat, Fog Cloud, Shield
Level Two: (3 Slots) Magic Mouth, Phantasmal
Force, Silence, Misty Step
Level Three: (3 Slots) Fear, Hypnotic Pattern, Major
Image
Level Four: (3 Slots) Greater Invisibility, Phantasmal
Killer.
Level Five: (3 Slots) Dream, Geas, Dominate Person
Level Six: (2 Slots) Mental Prison, Programmed
Illusion
Level Seven: (1 Slot) Project Image, Abi-Dalzim's
Horrid Wilting, Symbol
Level Eight: (1 Slot) Maze

Actions
Staff. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 2 (1d4)

Credit | Statblock & Lore: Christopher


Dannenburg Saudino
132
The Relinquished Relinquished
Relinquished is the vacant host and home of the Thousand Huge Aberration, Neutral Evil
Eyes Idols. It rests imprisoned and awaiting the return of its
mind and its greatest evolution. Relinquished is by all Armor Class 18
appearances dormant within the seal, requiring no Hit Points 240 (20d12+100)
sustainance and ignoring the Shadow Realm denizens that Speed 2ft.
are attracted by its presence. It will react only to direct
threats and end them with mindless aggression before
returning to rest. Its prison is permeable from the outside STR DEX CON INT WIS CHA
and many who would prevent the reappearance of the 28 (+9) 16 (+3) 24 (+7) 14 (+2) 18 (+4) 12 (+1)
Thousand Eyes have met their end at the impassive and
uncaring claws of Relinquished. Condition Immunities Charmed, Frightened, Prone
Senses passive Perception 18, True Sight 120 Ft
Languages None
Challenge 16 (15,000 XP)

Absorption Force. While a creature is Engulfed by


Relinquished all damage dealt to Relinquished is
dealt to the Engulfed creature instead.
Relinquished’s attack rolls, saving throws and armor
class are all improved by the Engulfed creature’s
proficiency bonus so long as the creature is
Engulfed by Relinqushed. At the end of each round
in which the Engulfed creature takes damage all
creatures not friendly to Relinquished within 200
feet take one fifth of the damage dealt as psychic
damage. Relinquished does not need to be aware of
a creature for them to be effected.

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.

Credit | Statblock & Lore: Christopher


Dannenburg Saudino
133
Noxious gases form a cloud in a 30-foot-radius sphere
The Thousand Eyes centered on a point the Thousand Eyes Restrict can see
within 120 feet of it. The sphere spreads around corners, and
Restrict its area is heavily obscured. It lasts until initiative count 20 on
The Thousand Eyes Restrict is the Ultimate Evolution of The the next round. Each creature that starts its turn in the cloud
Thousand Eyes. If the Thousand Idols return to Relinquished must succeed on a DC 16 Constitution saving throw or be
with enough knowledge and power to solve the Impossible poisoned until the end of its turn. While poisoned in this way,
Puzzle the Thousand Eyes Restrict will come to be. It will a creature is incapacitated.
immediately seek all knowledge of the Universe, and finally Thousand Eyes Restrict Causes a psychic shockwave
ensure that no more is created. causing each creature within 120 feet concentrating on spells
The Thousand Eyes Restrict is a revealer of secrets and to make a DC 15 Constitution check with disadvantage. If
can accumulate an incredible following. Liches, Greater they fail they are dealt 3d10 psychic damage. The border
Demons and morbid researchers are drawn to the creature, between the Shadow Realm and the Material World fades,
which helps them to flourish under its great teachings and causing the entire lair to be covered in Magical Darkness
tutelage. For the mere cost of revealing all of their knowledge until the beginning of the next round.
and discoveries to the creature and subjecting themselves to
psychic infiltration its Thralls can recieve a faint glimpse into Achille's Heel
the magnificent mind of the Thousand Eyes Restrict. Many One way to deal with the impecable strength of the Thousand
Warlocks will gladly pledge their alleigance to the Thousand Eyes Restrict is to turn its powers against it. This can be
Eyes Restrict, finding it a powerful Patron of the Great Old done with a single but valuable way. Although the Restrict is
One Lineage. immune to the blinded condition, there is an item that would
The Thousand Eyes Restrict is a creature of pure render its eyes obsolete. A Robe of Scintilating colors is the
calculation. It seeks all the secrets of creation and has only item known to be able to stun the Restrict but not many
decided any means were acceptable to do so. It has no ego, know this secret. You might want to add a quest that the party
anger, mercy or fear and will act exclusively to pursue its goal. has to complete to be able to possess such a rare item. The
In combat the Thousand Eyes Restrict quickly assesses the Thousand Eyes Restrict instantly fails any saving throws (and
area, scanning all foes to percieve their level of threat and can't choose to succeed) that the Robe requires and becomes
magical potential. It prefers to spare interesting enemies if stunned releasing any engulfed and grappled creature.
possible, but has no tolerance for threats to its safety and
mission. It will gladly use all terrain, followers and traps it
has at its disposal to increase its chances of winning but if
forced into combat it will immediately dive onto and engulf
the enemy it determines to be the greatest threat and then
use their abilities to systemically hunt down its comrades.
The creature will never fight to the death if it can be avoided,
holding the pursuit of its final goal above all else.
Regional Effects The region beholden to The Thousand
Eyes Restrict is warped by its very presence, which creates
one or more of the following effects:
• Heavy lightning storms constantly affect the area
• Water sources within 3 miles of the lair are poisonous.
• Caves and crevices within 1 mile of The Thousand Eyes
Restrict’s lair form portals to the Shadow Realm, allowing
creatures of the Shadow Realm into the world to dwell
nearby. Should the Thousand Eyes Restrict die or relocate,
these effects fade over the course of 1d10 years
Lair Actions
On initiative count 20 (losing initiative ties), the Thousand
Eyes Restrict takes a lair action to cause one of the following
effects; the Thousand Eyes Restrict can’t use the same effect
two rounds in a row:
Thousand Eyes Restrict can summon Minions. It can
summon any combination of Undead or Abberations up to
CR 5, if using Shadow Realm Content it can alternatively
summon creatures up to CR 7 of creatures originating from
the Shadow Realm in any combination.

Credit | Statblock & Lore: Christopher


Dannenburg Saudino
134
Thousand Eyes Restrict Innate Spellcasting The Thousand Eyes Restrict has the
casting abilities and spell selection options a 20th
Huge Aberration, Neutral Evi
Level Wizard with 27 intelligence and each day selects
Armor Class 22 a new set of spells from the Wizard Spell list. It does
Hit Points 630(20d12+ 400) not require spell components. The Thousand Eyes
Speed 80. Fly Restrict’s spellcasting ability is intelligence (DC 23
+13 Spell Attack Rolls) The Thousand Eyes Restrict can
also cast the following spells at will:
STR DEX CON INT WIS CHA detect magic, major image, dispel magic, fear,
30 (+10) 22 (+6) 26 (+8) 27 (+8) 24 (+7) 20 (+5) phantasmal killer, confusion

Condition Immunities Charmed, Frightened, Exhaustion,


Stunned, Blinded
Actions
Damage Immunities Psychic, Necrotic, Bludgeoning, Multiattack: Thousand Eyes Restrict makes three claw
Piercing or Slashing from nonmagical attacks. attacks or two claw attacks and one engulf attack. Any
Senses passive Perception 25, True Sight 120 Ft creature hit by a claw is automatically grappled.
Languages Telepathy Thousand Eyes Restrict can grapple up to four
Challenge 28 (120,000) 30 in Lair (155,000 ) creatures at one time. Each creature grappled must
succeed on a DC 23 STR save to break the grapple. The
Absoprtion Force While a creature is Engulfed by restrict can have a maximum of 4 creatures at a time
Thousand Eyes Restrict all damage dealt to The grappled and it can't use its claw attack if that limit is
Thousand Eyes Restrict is dealt to the Engulfed reached.
creature. Thousand Eyes Restrict’s attack rolls, saving Claw Attack. Melee Weapon Attack: +10 to hit, reach
throws and armor class are all improved by the 15 ft., one target. Hit: 40 (4d12 + 14) slashing damage
Engulfed creature’s proficiency bonus or 1/4th CR so plus 22 (5d8) necrotic damage.
long as the creature is Engulfed by The Thousand Eyes
Restrict. At the end of each round in which the Engulf. Thousand Eyes Retrict Engulfs a large or smaller
Engulfed creature takes damage all creatures not creature Grappled by it. The engulfed target is Blinded,
friendly to The Thousand Eyes within 200 feet take one Restrained, and incapacitated, it must succeed on a DC
fifth of the damage dealt as psychic damage. The 20 Constitution saving throw at the start of each of
Thousand Eyes Restrict does not need to be aware of a Relinquished’s turns or take 20 (2d12+7) bludgeoning
creature for them to be affected. damage and 20 (2d12+7) psychic damage. The
Engulfed creature moves with Thousand Eyes Restrict
Magic Weapon Thousand Eyes Restricts weapon attacks and Thousand Eyes Restrict can engult only one
are magical. creature at a time. The creature is immediately expelled
Mind Rake When The Thousand Eyes Restrict rolls a when it reached 0 HP.
natural 20 on a Claw Attack it automatically casts the
Feeblemind Spell (DC 23) on a randomly determined Legendary Actions
enemy within range. Should the enemy fail the saving The Thousand Eyes Restrict can take 5 legendary
throw The Thousand Eyes Restrict will gain fifty actions each round, choosing from the options below.
temporary hit points and the effects of the spell Only one legendary action can be used at a time and
Sanctuary (DC 23) only at the end of another creature’s turn. Thousand
Magic Reader The Thousand Eyes Restrict is aware of all Eyes Restrict regains spent legendary actions at the
creatures concentrating on spells within 200 feet of it start of his turn.
at all times. It is aware of their health totals, locations Blink Attack: The Thousand Eyes Restrict teleports up
and surface thoughts to 40 feet and makes a Claw attack.
The Arcane Incarnate Checks made using the Spell Eldritch Mastermind: Thousand Eyes Restrict may cast
Counterspell against Spells cast by the Thousand Eyes one if its spells, expending the relevant spell slot.
Restrict are done with disadvantage. Should the caster
fail they take 11 (2d10) psychic damage. Chorus of Agony (2 Actions.): Thousand Eyes Restrict
can cast the Spell Weird expending no spell slots and
Immutable Form The Thousand Eyes Restrict is immune needing no spell components. (DC 23 Wisdom Saving
to any spell or effect that would alter its form. Throw)
Eternal Watcher The Thousand Eyes Restrict is at all Manipulate: The Engulfed creature animates under the
times under the effects of the spells Foresight and control of Thousand Eyes Restrict and takes one action
Mind Blank. If either of these spells are removed or and one bonus action of the Thousand Eyes Restricts
dispelled in any way they will be automatically recast choice. This effect can only be used once per round.
on the Thousand Eyes Restrict at the start of its next Any effects used are expended by the Engulfed
turn using no action or spell slots. Creature.
Legendary Resistance If Thousand Eyes Restrict fails a
saving throw, it can choose to succeed instead.(3/day)

Credit | Statblock & Lore: Christopher


Dannenburg Saudino
135
Jinzo
If one wishes to become a god, what better starting point then
creating life in their own image? Unfortunately for these
individuals, but luckily for others, these visions of grandeur
fall apart swiftly. The creator wishes for their masterpiece to
be perfect in all ways, and rarely do these attempts live up to
their expectations. Especially when the creation is given a
mind of its own. Jinzo is an example of a creation that has
outperformed its creator, breaking free from its constraints
and striking out on its own.

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.

Credit | Lore: Asha J. Panesar \ Art: Luke


Instone-Hall
136
Jinzo Lightning Absorption. Whenever Jinzo is subjected to
lightning damage, it takes no damage and instead
Medium construct, unaligned
regains a number of hit points equal to the lightning
Armor Class 19 damage dealt.
Hit Points 160 (15d10 + 80) Magic Resistance Jinzo has advantage on saving throws
Speed 30 ft. against spells and other magical effects.
Magic Weapons Jinzo's weapon attacks are magical.
STR DEX CON INT WIS CHA Trap Disabler Jinzo emits a 60 ft. aura from self that is
20 (+5) 12 (+1) 20 (+5) 24 (+7) 22 (+6) 5 (-3) constantly active. Any normal or magical traps that fall
within this aura are disabled. They will resume
Saving Throws Con +9, Int +11, Wis +10 functionality once they are out of Jinzo's aura.
Skills Insight +10, Investigation +11, Perception +10
Damage Immunities lightning, poison, psychic, Actions
necrotic; bludgeoning, piercing, and slashing from Multiattack Jinzo can make two slam attacks.
non magical weapons that aren't adamantine
Condition Immunities charmed, exhausted, frightened, Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one
paralyzed, petrified, poisoned target. Hit 24 (4d8 + 6) bludgeoning damage
Senses truesight 120 ft., passive Perception 20 Optic Laser. Ranged Weapon Attack: +11 to hit, reach
Languages Telepathy, understands the language of its 60ft., one target. Hit 39 (6d10 + 6) force damage
creator
Challenge 12 (8400 XP) Psychic Release (Recharge 5-6) Jinzo lets out a psychic
burst that is 120 ft. from self. Each creature within the
radius must make a DC 19 Intelligence saving throw or
Immutable Form Jinzo is immune to any spell or effect
take 10d8 psychic damage on a failed save, or half as
that would alter its form.
much damage on a successful one.

Credit | Statblock: Asha J. Panesar


137
Griggle Griggle
The Griggles are evil fey plants that endlesly wander alone Tiny Fey(plant), Neutral evil
until they find an adventuring party to stick with. The Griggle
will do anything in its power to appear friendly and make the Armor Class 11
adventurers believe that they found a new pet or a party Hit Points 3(1d4)
mascot. It will always appear happy and playful arround them Speed 30ft.
until they find themselves facing a great opponent. The
griggle will then quickly run as in fear to hide and then will
proceed healing the enemy with its silent healing word spells. STR DEX CON INT WIS CHA
When it uses all of its available healing word slots (3) it will 5 (-3) 12 (+1) 10 (0) 10 (0) 4 (-3) 12 (+1)
run and take total cover behind the enemy that the
adventurers are fighting and will cast either Cure Wounds or Vulnerabilities Fire
Heal depending on the Monster's current health. The Griggle Senses passive Perception 7
might appear useless or silly but woe to any adventurer that Languages -
doesnt know its capabilities and traitorus nature. Some Challenge 1/8
adventurers might foolishly believe that killing a Griggle fast, Innate Spellcasting: A Griggle can innately cast the
will solve all problems. This might help a bit by making sure following spells, requiring no material components
it won't heal any opponents but the problems are not over. An with Charisma >as its spellcasting abillity:
adventurer that kills a Griggle will find themselves afflicted
with the Griggle's Curse of Gloom! The adventurer that kills a 3/day each: Cure Wounds,Silent Healing word(both
Griggle will be cursed to feel incompitent and depressivly as a level 3 spell).
useless until a Remove Curse or similar spell is used on 1/day: Heal
them.
Fade away. The Griggle can hide as a bonus action
and rolls with advantage to do so.
Curse of Gloom
When someone kills a Griggle they immediately fall
prey to the Griggle's Curse. The adventurer who
landed the final blow to kill the griggle rolls all
abillity checks , saving throws and attack rolls with
disadvantage until a remove curse or similar spell is
used on them.

Actions
The Griggle can only take the dash,disengage and
hide actions or cast one of its innate spells.

Credit | Lore & Statblock: Libedrat0r Earl


138
Appetite Appetite
These demons (fiends), called Appetite, were originally Large fiend, chaotic evil
Manes who had an enormous appetite for consuming other
demons whole. They crawled into the lowest planes of the Armor Class 13 (natural armor)
abyss, consuming each other endlessly. After hundreds of Hit Points 57 (6d10 + 24)
years of mutual consumption, some of them increased their Speed 30ft.
strength evolving to Appetites. Their sole purpose now is to
escape the abyss and consume juicy creatures, accelerate
their growing power and fill their lust for hunger. STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 18 (+4) 8 (-1) 9 (-1) 6 (-2)

Damage Resistances cold, fire, lightning


Damage Immunities poison, acid
Condition Immunities charmed, frightened,
poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP)

Magic Resistance. The appetite has advantage on


saving throws against spells and other magical
effects.
Consume. If a swallowed living creature dies inside
appetite's stomach, appetite's hit points are
restored to its maximum.

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

Credit | Statblock & Lore: Dionysios


Christoforidis
139
Kuriboh Kuriboh
Every spellcaster, both novice and master, knows the magic Tiny fiend, chaotic neutral
does not always work in that way that it was intended,
especially summoning magic. Many a wizard has sought to Armor Class 12
summon a fearsome fiend to fight at their side, only to be Hit Points 10 (3d4 + 2)
disappointed at the arrival of a rather cute ball of fur with Speed 15 ft., fly 30 ft. (hover)
sharp claws and large eyes known as a Kuriboh. These little
troublemakers take any opportunity to escape from the Nine
Hells and will exploit any summoning spell that is not STR DEX CON INT WIS CHA
performed perfectly. 6 (-2) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 12 (+1)
Underestimated Despite their adorable appearance, the
Kuriboh is not as harmless as it appears. It’s fur hides nasty Condition Immunities prone
fangs and those adorable little paws can inflict some nasty Senses Darkvision 60 Ft., passive Perception 11
damage. Although they aren't the most intelligent of Languages Infernal, Understands Common But Can't
creatures, they do tend to remember key points or Speak
memorable occurrences and can carry out simple tasks, Challenge 1/4 (50 XP)
making them a useful familiar to spellcasters.
Misunderstood Though most fiends are considered evil, Pack Tactics. The Kuriboh has advantage on an
the Kurbioh has a more neutral temperament then its more Attack roll against a creature if at least one of the
powerful demonic cousins. They're drawn especially to kind Kuriboh's allies is within 5 ft. of the creature and
hearted children, though they do not mean them any harm. the ally isn't Incapacitated.
To those that they form a special bond with, they will fight
and protect them with a ferociousness that many would not Variant: Familiar. The Kuriboh can serve another
creature as a familiar, forming a magic, telepathic
expect from such a harmless looking creature. bond with that willing companion. While the two
Strength in Numbers While one Kuriboh proves to be are bonded, the companion can sense what the
relatively harmless, many together can be deadly. In numbers, Kuriboh senses as long as they are within 1 mile of
like a school of fish, they coordinate very well. The magical each other. At any time and for any reason, the
properties within the little creature on its own can be Kuriboh can end its service as a familiar, ending the
unpredictable, but when grouped with more of its kind, telepathic bond.
reaches unstable levels and often results in catastrophic
explosions... Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit 4 (1d4 + 2) slashing damage.

Credit | Lore & Statblock: Asha J. Panesar


140
Swarm of Kuribohs
Medium swarm of tiny fiends, chaotic neutral

Armor Class 12
Hit Points 28 (5d8)
Speed 15 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 16 (+4) 9 (-1) 12 (+1) 12 (+1)

Damage Resistance bludgeoning, piercing, slashing


Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
stunned
Senses Darkvision 60 Ft., passive Perception 11
Languages Infernal, Understands Common But Can't
Speak
Challenge 1 (200 XP)

Pack Tactics. The Kuriboh has advantage on an


Attack roll against a creature if at least one of the
Kuriboh's allies is within 5 ft. of the creature and
the ally isn't Incapacitated.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Tiny bat.
The swarm can't regain hit points or gain temporary
hit points.

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.

Credit | Lore & Statblock: Asha J. Panesar


141
Yata-Garasu

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.

Yata Garasu Flyby. Yata-Garasu doesn't provoke Opportunity Attacks


when it flies out of an enemy's reach.
Small celestial, Neutral
Keen Sight. Yata-Garasu has advantage on Wisdom
Armor Class 15
(Perception) checks that rely on sight.
Hit Points 52 (8d8+16)
Speed 25ft, fly 60ft
Actions
Multiattack. Yata-Garasu makes two talon attacks.
STR DEX CON INT WIS CHA
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft, one
6 (-2) 20 (+5) 10 (+0) 16 (+3) 14 (+2) 10 (+0) target. Hit:(1d6 + 5) piercing damage. Target must
make a DC 13 strength save or have their weapon
Senses Passive Perception 13 stolen. Yata-Garasu can only do this to one weapon at a
Languages Common, Auran time, and will drop the weapon upon taking damage.
Challenge 3 (700 XP)
Ethereal Glide. The Yata-Garasu magically enters the
Ethereal Plane from The Material Plane, or vice versa.

Credit | Lore: George Duke \ Statblock: Erin


Ouellette \ Art: Giorgos Platirrachos
142
Pale Beast Pale Beast
Pale Beasts are fearsome creatures that inhabit the hidden Medium Monstrosity, Chaotic Neutral
rocky crags of mountainsides. They act in groups,
strategically, targeting stragglers or the weakest members of Armor Class 15
a group. They attempt to attack and kill prey that is alone and Hit Points 22 (5d10 + 2)
finish off their target before being detected. Speed 35ft. , 30ft. (Climb)
The Pale Beasts do not have a hierarchy or system of order,
surviving with each other only because of mutual need or
convenience. Members of their pack who are not adequately STR DEX CON INT WIS CHA
useful are killed and devoured like any other common prey. 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 5 (-3)
Two Faced. Every Pale Beast would be willing to kill every
other Pale Beast to ensure its own survival. The only reason Saving Throws Strength (+4)
that it doesn’t, is because it fears that the others could Skills Athletics (+4), Perception (+3), Stealth (+3)
overpower it. Condition Immunities Blinded, Sleep.
Sleepless Horrors. No Pale Beast trusts any other being, Senses Darkvision 60ft. Passive Perception 13
especially another Pale Beast. Pale Beasts adapt to this Languages Pale Beast
mistrust by never letting their guard down. Because of this, Challenge 1 (200 XP)
they refuse to sleep, instead watching the other Pale Beasts
to make their move when they let their guards down. Alert. The Pale Beast is immune to the surprised
Cannibal's Creation. Pale Beasts were first created when condition and doubles its dexterity modifier when
an ancient druid clan committed cannibalism in order to determining initiative. Additionally, attacks do not
survive. From that point, the Pale Beasts spawned from the gain advantage against the Pale Beast as a result of
ravenous hunger and began to feast on the life around them. being invisible.
Awakened. The Pale Beast doesn't require sleep and
is immune to any effect that would put it to sleep.
Pack Tactics. The Pale Beast has advantage on any
attack roll against a target while an ally of the Pale
Beast is within 5 feet of the attacks target.
Two Faced. The Pale Beast has advantage on any
Wisdom (Perception) checks that rely on sight and
has advantage on Saving throws against the
Charmed and Stunned conditions.

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.

Credit | Statblock & Lore: Chris Budden \ Art:


Thomas Bennett Jobling
143
Marionette Mite
Where most parasites infect their hosts to feed off of their life
force, the Marionette Mite infects only corpses or undead.
These Mites diet subsists only of decaying flesh, which the
Marionette Mite consumes rapidly. As it eats, the Marionette
Mite creates a substantial amount of necromantic energy,
enough to reanimate an empty corpse or to take control of an
undead soldier.
Evil Infiltrators Though many may see the Marionette
Mite as an unwanted pest, the Mite is actually quite
intelligent when in control of a body. During times of war,
Marionette Mites can be used to infect dead soldiers, turning
corpses into more powerful undead soldiers. During times of
peace, a Marionette Mite can be used to impersonate a
recently deceased individual. The disguise is not perfect
however, as the Mite does not have access to its hosts
memories. Eventually, the decay of their host bodies will give
them away. Nevertheless, it is well known that one good spy
can change the world in a day.
Necromantic Pets As Marionette Mites are drawn to
locations that house plenty of dead bodies, the Mites very
regularly encounter Necromancers. Though these dark
wizards once saw the Mites as disruptive pests hellbent on
ruining their research, many Necromancers have learned
how to control Marionette Mites, and have began breeding
them as biological weapons and pets, so that they may make
use of their unique appetites.

Marionette Mite
Tiny monstrosity, Neutral Evil

Armor Class 10
Hit Points 2(1d4)
Speed 20 ft., climb 20 ft

STR DEX CON INT WIS CHA


2 (-2) 12 (+0) 10 (+0) 10 (0) 10 (0) 12 (+1)

Senses darkvision 30 ft, passive perception 9


Languages Common, Deep Speech (When in
control of a body)
Challenge 1/8 (25 XP)

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.

Credit | Lore & Statblock: Louis Jameson


144
Meda Bat
These tiny and cowardly fiends lurk in dark areas spying on
any who enter into their master's lair with a single,
unblinking eye. They will first take fight to reach a safe height
then start bombarding their target with chaos bolts from
safety. If they see that they cannot defeat their enemy they
will quickly retreat to inform their master of the intruder's
presence. They will never fight in melee but if someone
manages to grab one of them, it will start scratching the
grapplers face with fury until it is free.

Meda Bat
Tiny fiend, Chaotic evil

Armor Class 15
Hit Points 29
Speed 5ft. 35 fly.

STR DEX CON INT WIS CHA


9 (-1) 20 (+5) 10 (0) 6 (-2) 12 (+1) 8 (-1)

Condition Immunities Prone


Senses Darkvision 60ft, passive Perception 11
Languages understands abyssal but cant speak.
Challenge 2

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.

Credit | Lore & Statblock: Libedrat0r Earl \


Art: Shawn Nichols
145
Abyss Soldier Abyssal Soldier
Orphans of the Watery Abyss Large Demon, Neutral Evil
At the stygian depths at the very bottom of the ocean, far
beneath marine life and the various aquatic kingdoms there Armor Class 18(Natural Armor)
can be found trenches so deep that nothing natural can live. Hit Points 108(10d12 + 28)
Speed 30ft. , Swim 60
Here there are caverns under such immense pressure that
the veil between the planes is forced apart; here there are
caves lit by azure twinkling lights, where the elemental plane STR DEX CON INT WIS CHA
of water's eternal rivers flow into the sea, but there are also 18 (+4) 12 (+1) 17 (+3) 8 (-1) 12 (+1) 7 (-2)
cavities bathed in blood that lead to the Abyss. The distance
between such portals can infinitesimal, causing creatures
that emerge from these planes to undergo a violent Vulnerabilities Thunder, Radiant
transformation that binds their very nature to the plane they Condition Immunities Sleep
Damage Resistance Frost, Necrotic, Piercing, And
emerged within the proximity of. These abominations, such Slashing From Non Magical Weapons
as the Abyss Soldier, are no longer of their hone plane, that Senses Blind Sight 60ft, Passive Perception 14
which has disfigured them or the plane they find themselves Languages Abyssal,
orphaned on, alien and alone. Challenge 4 (1,100 XP)
These fiends take many forms, most often that of aquatic
creatures with additional limbs, vestigial wings or horns. Amphibious. Abyss Soldier can breath at air and in
Their minds are forever touched by the Abyss, leaving them water.
feral and ferocious predators of the sea, often rising up and
harrying the aquatic empires and peoples of the seas. Echolocation Abyss Soldier can use its sonar to
However, with their broken minds they are very easily swayed locate other creatures and to understand its
by the influences of Demon Lords or powerful enough surrounding environment.
priestesses and shaman of the deep, and can become a
deadly and dedicated fighting force for their master. Actions
Multy Attack. Abyss Soldier makes two attack with
its trident each round, or one with its trident and
one with its screech.
Trident. Melee Weapon Attack: +5 to Hit, reach 10
ft, 12 (1d8+6) Piercing plus 1d6 Poison Damage.
Screech. Range Psychic Attack: Abyss Soldier
screeches a hypersonic wave as a cone AoE for 30ft
in front of it(90ft in water). Every creature that is in
his radius suffers 1d10 psychic Damage and must
make a DC 14 Wisdom Saving Throw. On fail the
creature is Incapacitated for 1d4 rounds

Credit | Statblock: Boutsikas Dimitris \ Lore:


Sebastian Amadeus Wake
146
Turret Warrior Turret Warrior
These cyclopean constructs are created by only the most Huge Construct, lawful neutral
immensely powerful transmutation spellcasters, to protect
their towers and keeps, ensuring their experimentation, Armor Class 17
research and relaxation goes uninterrupted. Encountering a Hit Points 134(14d10 + 35)
Turret Warrior is such a terrifying sight that it often has the Speed 40ft.
desired effect to discourage visitors, as a belfry or minaret
begins its booming transformation, tearing itself free of
foundations, stretching gargantuan stone limbs and often STR DEX CON INT WIS CHA
testing added defences such as gouts of flame or rudimentary 18 (+4) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 5 (-3)
cannons concealed with crenellations.
Due to striking so much fear into would-be callers or Vulnerabilities Thunder
defilers, it is extremely rare for the Turret Warrior to engage Condition Immunities Exhaustion, Charm,
in combat, all potential enemies usually fleeing in fear or Unconscious, Poison
petrified in one way or another (depending on any additional Damage Immunities Fire
Enchanted defences). However, due to the length of time and Damage Resistances Slashing & Piercing from non
transmutation mastery involved in the creation of Turret magical weapons
Warriors, their creators can move or pass on, without any Senses Tremorsense 120ft(blind beyond that
warning to the locals of their awesome and deadly guardians, radius, passive Perception 12
so on occasion treasure seekers and adventurers can Languages Understands the language of its creator
suddenly awaken these immense constructs amid ruins but can't speak.
aeons after their creation. Some even take to hopelessly Challenge 5 (1,800 XP)
wandering the land in search of their lost masters, leaving a
trail destruction in their wake. Grab. Turret Warrior can shoot its hand in attempt
to grab a medium or smaller creature in front of it
within 30ft range. A creature must succeeds a DC
15 Dexterity Saving Throw or otherwise is
grappled. As the hand's mechanism resets, the
grappled creature is pulled to the construct before
the start of its next turn. When Turret Warrior
brings a grappled creature at 10ft or closer to its
body, makes a fist attack as a reaction. Any creature
grappled this way, is considered restrained for the
purpose of the attack.A grappled creature can
escape at the end of its turns with a DC 15
Strength Saving Throw.
Poisonous Gas (recharge 4-5) Warrior Turret exhales
a poisonous gas from its mouth, as a 20ft-radius
sphere, centered it self, that remains for two
rounds. Every creature in radius must make a DC 12
Constitution Saving Throw, on fail suffers 2d8
poison damage. The area is heavily obscured and if
the gas contacts any source of fire, ignites
immediately causing 2d6 fire damage to every
creature inside its radius.

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.

Credit | Statblock: Boutsikas Dimitris \ Lore:


Sebastian Amadeus Wake
147
Once these forlorn souls die, the Manipulator will consume
Number 43: Manipulator of them partially. Once the Manipulator has had its fill, it will
place these souls into a jar, where it allows them to heal. This
Souls provides an excellent source of nutrition for the Manipulator,
This fiend captures the souls of dying creatures, claiming its and gives it the ability to call upon its victims memories.
prize and retreating to its home in the Shadowfell.
Sometimes the Manipulator will strike deals with those that
wish to prolong their existence. The Manipulator will return
these souls to their original form to get a "second chance".

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.

Soul Tiny Undead, True neutral

Armor Class 19 Ephemeral. The soul can’t wear or carry anything.


Hit Points 22
Speed 0ft. Fly 60ft. (hover) Incorporeal Movement. The soul can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
STR DEX CON INT WIS CHA turn inside an object.
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+1) Difficult to Harm If you hit the soul with a melee attack,
the attacker takes 3(1d6) Cold damage.
Damage Resistance All damage
Condition Immunities Exhaustion, Grappled, Paralyzed, Actions
Poisoned, Prone, Restrained, Unconscious Radiant Pulse Ranged spell Attack: +4 to hit, reach
Senses Blindsight 60ft. passive Perception 5 60ft., one target. Hit 5 (1d6 + 2) Cold damage
Challenge 2 (450 XP)

Credit | Statblock: Mathieu Daniel Lemire \


Lore:
148
Even as a youth, Prometheus identified its rightful place as
Prometheus, King of the an overlord of mortals, Shadows and lesser devils. As a child
raised to be King of the Shadows from his father side, and if
Shadows anything happen to his mother take her place as the ruler of
The Prometheus is the offspring of Glasya and a shadow. the sixth circle of Hell.
Prometheus inherited aspects of both parents, but their
shadow appearance and his cruel eyes are hallmarks of their Royal Blood.
otherworldly parentage. Prometheus is the grandson of Asmodeus Supreme Ruler of
the Nine Hells and the god of sin. Asmodeus only see his
Born to Be King. grandson once and and gave him a part of him. The King.
Prometheus grow into ruthless adults devils whose After Prometheus age of passage become the king of
wickedness and perversion horrifies even the most devoted Shadows from Shadowfell. While his palace is there, he
mortal parent. prefer to Stay in Hell with his mother, and waiting for
Asmodeus (his grandfather) to give him attention.

Prometheus, King of the Legendary Resistance (3/Day). If the Prometheus fails a


saving throw, it can choose to succeed instead.
Shadows
Large Fiend (devil), Neutral Evil Actions
Multiattack. Prometheus can makes four attacks: two
Armor Class 16(Half Breastplate Armor) with its Golden Gloves and two with its Golden
Hit Points 205 (25d10+55) Scorpions attached on his half breastplate armor.
Speed 30ft. Alternatively, it makes one attack with its Shadow Dart
and casts one spell.
STR DEX CON INT WIS CHA Golden Gloves. Melee Weapon Attack: +9 to hit, reach
18 (+4) 16 (+3) 14 (+3) 18 (+4) 14 (+2) 12 (+2) 5ft., one target. Hit 10 (1d10 + 4) bludgeoning
damage.
Saving Throws Str +8, Con +7, Wis +6 Golden Scorpions. Melee Weapon Attack: +9 to hit,
Damage Vulnerabilities Radiant reach 10ft., one target. Hit 15 (2d10 + 4) Piercing
Damage Resistance Fire, Bludgeoning, Piercing, And damage and the target must make a DC 16
Slashing From Nonmagical Weapons Constitution saving throw, taking 6 (1d10) poison
Damage Immunities Necrotic damage on a failed save and become Poisoned.
Condition Immunities Frightened, Blightened, Paralyzed Shadow Dart. Range Weapon Attack: +9 to hit, reach
SensesTruesight 120 Ft., passive Perception 16 120ft., one target. Hit 49 (10d8 + 4) necrotic damage
Languages Infernal, Telepathy 120 Ft. and the target drifts in the shadows. Until the end of
Challenge 9 (5,000 XP) the targets next turn, the target becomes
incapacitated.
Innate Spellcasting. The Prometheus spellcasting ability
is Intelligence (spell save DC 16). Prometheus can Pull the Shadows (1/Day). The Prometheus magically
innately cast the following spells, requiring no material calls 2d4 Shadows. The called creatures arrive in 1d4
components: rounds, acting as allies of Prometheus and obeying its
spoken commands. The beasts remain for 1 hour, until
At will: darkness, dispel magic 1/day each: confusion, the Prometheus dies, or until the Prometheus
power word stun dismisses them as a bonus action.
Cloak of Shadows. Prometheus cloak let him become
one with the shadows. When he are in an area of dim
Reactions
light or darkness, he can use your action to become Shadow Evasion. Once per round when a ranged attack
invisible. He remain invisible until he make an attack or hits him, Prometheus manipulate the shadows that
are in an area of bright light. surround him and choose to redirect the damage back
to attacker as Necrotic damage.

Credit | Statblock & Lore:: Tasos Tsitsiras


149
The Yado Karu Yado Karu
A fierce ambush predator known for its crushing power, Large Monstrosity, neutral evil
incredible durability, cunning intellect and short term
memory loss. The Yado Karu is a monsterous creature that Armor Class 15 (natural armor)
hides in shells that strain to contain its immense power and Hit Points 45 (7d7 +14)
girth. Some legends say that the rest of the Yado Karu’s body Speed 30 ft., burrow 20 ft.
extends into an Evil Elemental Plane, some build on this
theory claiming that all Yado Karu are but hairs and
extensions of an incredibly powerful whole. This theory is STR DEX CON INT WIS CHA
supported the immense spines and limbs that slowly emerge 16 (+3) 14 (+2) 14 (+2) 6 (-2) 11 (+0) 4 (-3)
from a Yado Karu’s shell. These growths that penetrate to a
Yado Karu’s shell have led many biologists to believe that a Saving Throws Str +4, Dex+4, Wis +2
Yado Karu’s size is limited only by the size of its residence. Skills Perception +4
This theory has been confirmed on three separate occasions Damage Immunities poison
where collossal Yado Karu where found in the hull of a Trade Condition Immunities poisoned
Ship, in the rotten Skull of an immense creature and once on Senses darkvision 60 ft., tremorsense 60 ft., passive
land dragging an enormous fortress behind it, every inch of Perception 10
the structure bristling with spines and appendages. Yado Languages Abyssal, Common, Draconic
Karu have been known to create incredible and elaborate Challenge 5 (1,800 XP)
tunnels, pit traps and attack plans enlisting the aid of unusual
aquatic allies and baleful spirits. Yado Karu would be a Withdraw. The yado karu may withdraw into its shell
premiere danger to Adventurers if not for their bizarre flaw as a bonus action. Withdrawing increases its AC to
where they become so overstimulated by imminent danger 18. All melee attacks against the shell deal 6 (2d4
and their immense calculating intellects that they have been +4) damage due to its spikes.
observed to confuse themselves and end up doing nothing Magic Resistance. The yado karu has advantage on
despite their grand planning. saving throws against spells and other magical
effects.
Reckless. At the start of its turn, the yado karu can
gain advantage on all melee attack rolls it makes
during that turn, but attack rolls against it have
advantage until the start of its next turn. It may not
use its Withdraw ability until its next turn.

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.

Credit | Statblock: Joseph Michael Stash III \


Lore: Christopher Dannenburg
150
Feral Imp
These impetuous and mischievous lesser fiends are
considered the vermin of the Lower Planes. Undomesticated
and especially nasty, they tend to follow demons and devils to
the Material Plane before breaking away to cause as much
havoc as possible. These are usually short holidays for the
stoways, as a swift sword, crushing mace, or rather
dangerous rolling pin, will often send them packing.
Occasionally, a patron that is unimpressed or bored with
their servants might send a Feral Imp in place a regular one
during a Find Familiar ceremony. It soon becomes clear to
the summoner that this creature is an awful familiar as it will
refuse to follow orders, ransack packs and pockets for
snacks, and verbally and physically abuse its summoner. This
tends to be a great source of amusement for the patron, while
also being a fitting punishment for their servant.

Feral Imp
Medium fiend, Chaotic Neutral

Armor Class 14 (Natural Armor)


Hit Points 30(6d10)
Speed 25ft., fly 30ft

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 12 (+2) 10 (+0) 9 (+0)

Condition Immunities frightened


Senses darkvision 60ft., passive Perception 15
Languages Abyssal
Challenge 2 (450 XP)

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.

Credit | Statblock: Dearan Lee \ Lore:


Sebastian Amadeus Wake
151
Ogre of the Black Shadow
An ogre that is possessed by a shadow fiend creature. The
powers of the dark have driven it crazy but also empowered it
beyond any ogres physical capabilities. Nobody can
rationalise with such a creature and only a few can withstand
its rapid charge. Although its barely sentient, it fights with
tact and brutallity at the same time. This creature will
teleport towards the weakest combatant it can see and drain
their strength until it falls. Then it will withdraw and attack at
a later time if its opponents are superior in strength or
numbers, or finish the job with the temporary boost gained
thanks to its victim.

Ogre of the Black


Shadow
Large giant, chaotic evil

Armor Class 13
Hit Points 71(10d8 + 21)
Speed 40ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (0) 16 (+3) 7 (-2) 9 (-1) 8 (-1)

Condition Immunities exhaustion, frightened,


paralyzed, petrified, poisoned.
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities necrotic, poison
Senses Darkvision 60ft., Passive Perception 9
Languages giant, Abyssal
Challenge 4

Shadow Stealth. While in dim light or darkness, the


ogre of the black shadow can take the Hide action
as a bonus action.
Shadow Step. The Ogre of black shadow can
teleport through shadows, as part of its movement
action, that are within 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.

Credit | Lore & Statblock: Libedrat0r Earl


152
Jigen Bakudan Jigen Bakudan
Mechanus the great clockwork plane of Law is home to many Small Construct, lawful neutral
strange creatures, the most plentiful being the modrons.
However hidden deep within its inner workings lies hidden Armor Class 14 (natural armor)
chambers full of constructs designed to be activated when Hit Points 58(8d6 + 26)
Mechanus is under great threat. Speed 0ft. Fly 30 ft(hover)
Living Law Magic Jigen Bakudans are powered by ancient
law magic making them capable of absorbing magic
channelled in their presence. This helps power their in built STR DEX CON INT WIS CHA
magic drives which can call upon this law magic to summon 8 (-1) 10 (+0) 12 (+1) 15 (+2) 14 (+2) 14 (+2)
aid, restore their physical forms, cast it's own spells or even at
their most power create pure antimagic fields to maintain Damage Resistance Bludgeoning, Piercing, And
order. Jigen Bakudans were primarily designed to sap the Slashing From Nonmagical Weapons
magic of any being forcing its way into Mechanus however Damage Immunities Lightning, Poison
over time this ancient order made them see even friendly Condition Immunities Charmed, Frightened,
beings as too Chaotic, too likely to disturbe the perfect order Exhaustion, Poisoned, Sleep, Unconscious
they are forever driven to create. Thus most were sealed Senses passive Perception 15, Darkvision
away only to be called upon if the forces of law seek to defend Languages Common, Modron
themselves from or remove the forces of chaos. Challenge 3(700 XP)
Unbreakable Methods The Jigen Bakudans are
themselves bound by the law magic that gives them power. As Magic Resistance. The Jigen Bakudan has advantage
such they must fight in very specific ways based on their on saving throws against spells and other magical
accumulated energies. A dial inbuilt into their heads was effects.
designed to allow other modron and allies to monitor what Ordering Chaos. While an unathorized spell is about
they are capable of doing in that moment to adjust their to be casted near Jigen Bakudan, it can attemp to
fighting style accordingly, unfortunately this also allows prevent this chaotic act of energy. If its senses
enemies to learn through observation to abuse this. Try as identify any hostile (to it or its companions) spell
they might Jigan Bakudan cannot break their orders and casting within 60ft, it attempts to absorb the
must follow these specific fighting ways even when it invoked energy. Any spell ,within area, of second
disadvantages them. level or lower automatically fails(like with Counter
Spell ). The spell's energy is transfered to mordrons
core and activates the Clockwork action as a
reaction.
Magical Battery. Jigen Bakudan can store the energy
of spells it absorbs. It can store up to five points (1
point/spell level) and use it to cast one of the
following spells : Ressistance(self only,1pt), Mage
Armor(2pts), Magic Missile(2pts), Calm
Emotions(3pts, DC 14).

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)

Credit | Statblock: Boutsikas Dimitris


153
Sangan

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.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 1 (-5) 14 (+2) 2 (-4)

Condition Immunities blinded, charmed


Senses darkvision 120ft, passive Perception 14
Languages None
Challenge 1 (200 XP)

Death Scream. When the Sangan dies it lets lose a


rallying scream with it's last breath. All CR 2 or
lower creatures within 10ft of the Sangan can use
their reaction to make a single attack against the
creature that killed the Sangan.
Pack Tactics. The Sangan has advantage on an attack
roll against a creature if at least one of the hounds
allies is within 5ft of the creature and isn't
incapacitated.
Untameable. The Sangan is almost impossible to
tame by magical or natural means. The Sagan gains
advantage to resist any attempts to calm or control
it.

Actions
Claw Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3)

Mutated By Other Forces


Credit | Lore & Statblock: Daniel Edwards
154
Saggi the Dark Clown
Saggi was firstly created as an illusion to attract attention
away from the caster. The ritual required flesh materials, the
caster casted the spell again and again due to his useful
nature, but one day the spell didn't fade away. The spell was
permanent. Saggi was given life and a name through the
caster's magic that repeated this spell again and again. Saggi
roams as a clown - jester and collects flesh every now and
then to create more of its kind.
Dark Clowns, being a common phobia, are frequent
appearances in The Shadowfell Plane thanks to the original
Saggi the Dark Clown who created many in his image. The
nature of their origin is disputed but their tactics are even
more erratic and confusing. Despite carrying no visible
equipment these creatures can always be relied upon to have
the most convenient and cruel weapons in hand. Giant
scissors when you are scaling a rope, a vial of poison when
you are cooking a stew. Some say that your very insecurities
and worries arm Dark Clowns. Just like deep seated fears
they are also incredibly resilient and difficult to remove. Dark
Clowns under pressure have been known to teleport,
disappear, rearrange their anatomies and spray ink and
noxious gas from their wounds. Some find Dark Clowns
terrifying, some repulsive and even the most stouthearted
and fearless of Adventurers find them at the very least
extremely irritating.

Saggi the dark clown


Medium Human, Chaotic Neutral

Armor Class 17
Hit Points 45(5d10)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (+0) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 7 (-2)

Condition Immunities prone


Senses blindsight 120ft., passive perception 12
Languages Common
Challenge 2 (350 XP)

Abnormal movement Saggi can move its limbs in an


abnormal way to avoid ranged attacks. As a reaction
Saggi can dodge a ranged attack and take 0 damage
from it.
Saggi's Hideous Laughter Saggi can use an action to
cast Tasha's Hideous laughter once per day but it
targets up to 5 creatures instead of one.
Limited Teleportation Saggi can use a bonus action
to teleport 30ft away in an unoccupied place that it
can see.

Actions
Darkness Orb. Ranged Spell Attack: +3 to hit, range
80ft., one target. Hit 7 (1d6 +3)

Credit | Statblock: Daniel Edwards \ Lore:


Christopher Dannenburg \Art: Tragakis Manos
155
Centaur Mages
Through the worship of Hoovaldi, the centaur goddess of
knowledge and astronomy, Centaur mages are born. A
centaur must be born under the correct star pattern to be
chosen to by Hoovaldi, and even then only a select few
centaurs are chosen to wield her power. Those that have
been selected are granted Star Tears by the goddess herself,
signifying their worthiness.
The mages that wield Star Tears are incredibly gifted and
talented spellcasters, and normally given positions of power
within their tribe. The centaur mages use their power to
benefit their tribe in anyway they can, from crafting magical
armor and weaponry for their brethren to hiding their
encampment in fog from would-be attackers.
However, there is one mage who stands above the rest.
Chiron, one of the oldest of the Centaur Mages, has tapped
deeper into the mystical arts than any centaur before him. He
wields a staff studded with Star Tears, and his tribe reveres
him as their savior. His people participate in vast rituals with
Chiron as the centerpiece, trusting that he will use the magic
they have helped amass for the right reasons.
One of the more notable facts about Chrion and his tribe is
their nomadic nature. Whereas most Centaurs prefer to roam
one forest, the tribe of Chrion brings the forest with them.
Whenever Chiron’s tribe decides to settle for any period of
time, Chiron uses his magic to sprout an enchanted forest
throughout the area. The forest is created to ward off
trespassers, and will physically combat any invaders.
However, it is well known that Chiron has a soft spot for
cosmic knowledge, and will let outsiders into this forest if
they have information or artifacts he may be interested in.

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.

Chiron the Mage Large monstrosity, neutral good

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

Stars Tear Staff. +1 magic weapon, (1/Day) impose Actions


disadvantage on creature(s) attempting to pass one of Staff. Melee Weapon Attack: +4 to hit, reach 5ft., one
your spell dice checks. target. Hit 7 (1d6 + 3) bludgeoning damage.
Shield of Chiron. When you cast the shield spell roll d6.
On a roll of 6 you dont expend a spell slot.

Credit | Lore & Statblock: Devin Hardenburg


157
The Mystic Horseman
The Mystic Horsemen were the result of Centaurs that they
took part in the teaching of the Arcane arts. As the Centaurs
tried to defend the forest from fiends and other magical
creatures, they discovered that they were many foes that they
just couldn’t touch. They asked the help of Dryads to initiate
them into fighting their new foes. Dryads obliged and
assisted their Centaur allies into teaching them of the Arcane
arts and providing information on their new foes. Mystic
Horsemen were deployed at the flanks for surprise attacks to
confident enemies and break their morale. They also served
as healers and the oldest among them in frequent occasions
became tribe leaders.

Mystic Horseman
Large monstrosity, Neutral Good

Armor Class 13
Hit Points 45 (6d10 + 12)
Speed 50ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 14 (+2)

Skills Perception +5, Survival +5, Arcana +3


Senses passive Perception 15
Languages Common, Elven, Sylvan
Challenge 3 (700 XP)

Charge. If the centaur moves at least 30 ft. straight


toward a target and then hits it with a scythe attack
on the same turn, the target takes an extra 10
(3d6) slashing damage.
Spellcasting. Spellcasting. The Mystic Horseman is
an 1st-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 13, +5 to hit with spell
attacks). The mystic horseman can cast the
following spells:
Cantrips (at will): lighting lure, booming blade,
green-flame blade
1st level (3 slots): thunderous smite, hunter's mark,
protection from evil
Multiattack. The centaur makes two attacks: one
with its scythe and one with its hooves or one
cantrip.
Scythe. Melee Weapon Attack: +4 to hit, reach 10
ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 8 (2d6 + 1) bludgeoning
damage.

Credit | Statblock and lore: Dionysios


Christoforidis \ Art: Manos Tragakis
158
Rabid Horseman Rabid Horseman
Rabid Horsemen are ruthless creatures, they descent from Large Fiend, Chaotic Evil
Centaurs however they were pushed to take part into a
Demonic ritual to enhance their powers as the invaders were Armor Class 17 (half plate armor)
becoming more brutal and their numbers were increasing. Hit Points 110 (13d10 + 39)
The Rabid Horsemen were very powerful but most of them Speed 50ft.
got mad with fury and pain. They were kept among the
Centaur ranks for some time, however their evil nature was
soon revealed. Centaurs cast them out and some even died as STR DEX CON INT WIS CHA
they turned on the other Centaurs. This ritual was forbidden, 19 (+4) 15 (+2) 16 (+3) 6 (-2) 9 (-1) 17 (+3)
however the knowledge was there and the easy way to grow
in strength was there too. Saving Throws Str +6, Con +5
Skills Athletics +8, Perception +2, Intimidation +7
Damage Resistances cold, fire
Damage Immunities poison, necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 10 (5,900 XP)

Magic Resistance. The rabid horseman has


advantage on saving throws against spells and other
magical effects.
Magic Weapons. The rabid horseman's weapon
attacks are magical.
Dreadful Charge. If the rabid horseman moves at
least 10 feet straight toward a target and then hits
it with a gore attack on the same turn, the target
takes an extra 9 (2d8) slashing damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be pushed up to 10 feet
away and knocked prone.
Dreadful Recklessness. At the start of its turn, the
rabid horseman can gain advantage on all melee
weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start
of its next turn.
Fiendish Weapons. When the rabid horseman hits
with a melee weapon attack, it deal an additional 9
(2d8) necrotic damage to the target as a bonus
action.

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.

Credit | Statblock and lore: Dionysios


Christoforidis
159
Predatory Moths

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

Armor Class 13 (natural armor)


Hit Points 22(3d8 + 9)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 17 (+3) 2 (-4) 8 (-1) 7 (-2)

Senses passive Perception 9


Languages -
Challenge 1/2 (100 XP)

Pack Tactics. The moth has advantage on attack rolls


against a creature if at least one of the moth's allies
is within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (2d6 + 2) piercing damage.

Credit | Statblock and lore: Jon King


161
Cocoon of Evolution Great Moth
Large monstrosity, unaligned Large Beast, unaligned

Armor Class 25 (natural armor) Armor Class 16 (natural armor


Hit Points 51(6d8 + 24) Hit Points 114(12d10 + 48)
Speed 0ft. Speed 15ft., fly 60ft.

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)

Damage Resistances nonmagical bludgeoning, Damage Immunities acid


piercing, and slashing Skills Perception +3
Damage Immunities acid Senses passive Perception 13
Condition Immunities blinded, charmed, Languages -
frightened,paralyzed, petrified, prone, stunned Challenge 8 (3,900 XP)
Senses passive Perception 9
Languages - Pack Tactics. The moth has advantage on attack rolls
Challenge 6 (2300 XP) against a creature if at least one of the moth's allies
is within 5 feet of the creature and the ally isn't
Magic Resistance. The cocoon of evolution has incapacitated.
advantage on saving throws against spells and other
magical effects. Actions
Acidic Splash. When the cocoon takes damage of Multiattack. The moth makes two attacks: one with
any type other than psychic, each creature within its claws and one with its fangs.
10 feet of the cocoon takes 9 (2d8) acid damage
Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
Imperfect Creature. When the cocoon reaches 0 hit one target. Hit 13 (2d8 + 4) slashing damage. If the
points, it dies immediately, and a Larvae Moth takes target is a Medium or smaller creature, it is
it's place with half the normal hit points. grappled (escape DC 14). Until this grapple ends,
Defensive Attacks. Until damaged by something the target is restrained, and the moth can't claw
other than psychic, the cocoon is unable to attack. another target.
Fangs. Melee Weapon Attack: +7 to hit, reach 5ft.,
Actions one target. Hit 9 (1d8 + 4) piercing damage plus
Acid Toss. Ranged Weapon Attack: +6 to hit, reach 18 (4d8) acid damage
60ft., one target. Hit 18 (4d8) acid damage Acid Toss. Ranged Weapon Attack: +7 to hit, reach
60ft., one target. Hit 18 (4d8) acid damage
Paralysis Powder (Recharges 6) The moth flaps its
wings, releasing spores in a 30 foot cone. Each
creature within the cone must make a DC 14
Constitution save or become paralyzed for 1
minute on a failed save. A creature may attempt a
new saving throw at the end of each of its turns,
ending the effect on a success.

Credit | Statblock and lore: Jon King


162
Perfectly Ultimate Claws. Melee Weapon Attack: +10 to hit, reach 5ft.,
one target. Hit 20 (3d8 + 6) slashing damage. If the
Great Moth target is a Large or smaller creature, it is grappled
Huge monstrosity, unaligned (escape DC 17). Until this grapple ends, the target is
restrained, and the moth can't claw another target.
Armor Class 18 (natural armor) Fangs. Melee Weapon Attack: +10 to hit, reach 5ft.,
Hit Points 184(16d10 + 96) one target. Hit 15 (2d8 + 6) piercing damage plus 23
Speed 15ft., fly 80ft. (5d8) acid damage
Acid Toss. Ranged Weapon Attack: +10 to hit, reach
STR DEX CON INT WIS CHA 60ft., one target. Hit 23 (5d8) acid damage
22 (+6) 16 (+3) 22 (+6) 8 (-1) 15 (+2) 12 (+1) Paralysis Powder (Recharges 5-6) The moth flaps its
wings, releasing spores in a 60 foot cone. Each
Skills Perception +5 creature within the cone must make a DC 17
Damage Resistances nonmagical bludgeoning, piercing, Constitution save or become paralyzed for 1 minute on
and slashing a failed save. A creature may attempt a new saving
Damage Immunities acid throw at the end of each of its turns, ending the effect
Senses passive Perception 10 on a success.
Languages -
Challenge 12 (1630 XP) Legendary Actions
The moth can take 3 legendary actions, choosing from
Legendary Resistances (3/day) If the moth fails a saving the options below. Only one legendary action option
throw, it can choose to succeed instead. can be used at a time and only at the end of another
creature's turn. The moth regains spent legendary
Magic Resistance The moth has advantage on saving actions at the start of its turn.
throws against spells and other magical effects.
Detect. The moth makes a Wisdom (Perception) check.
Pack Tactics. The moth has advantage on attack rolls
against a creature if at least one of the moth's allies is Fangs The moth makes a fangs attack
within 5 feet of the creature and the ally isn't Wing Attack (Costs 2 actions). The moth beats its wings
incapacitated. into a gale force windstorm. Each creature within 15
feet must succeed on a DC 17 Strength saving throw
Actions or take 13 (2d6 + 6) bludgeoning damage and be
Multiattack. The moth makes two attacks: one with its knocked prone. After beating its wings this way, the
claws and one with its fangs. moth can fly up to half its flying speed without
provoking attacks of opportunity.

Credit | Statblock and lore: Jon King


163
Primitive Butterfly
The primitive butterfly is a delicate creature that relies on it's
symbiotic realtionship with predatory moths and other
insects in return for protection. The primitive butterfly can
use the glittering powder on it's wings to strengthen it's allies.
For the predatory moths in particular this creature is
invaluable, as it is able to detect which petit moths are
suitable to eventually become perfectly ultimate great moths.
It's powder is potent enough to seep through the cocoon of
evolution, quickening it's metamorphosis into a great moth.

Primitive Butterfly
Small beast, unaligned

Armor Class 12
Hit Points 18(7d6 - 7)
Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA


6 (-2) 15 (+2) 8 (-1) 2 (-4) 11 (+0) 12 (+1)

Senses passive Perception 10


Languages -
Challenge 1/2 (100 XP)

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.

Credit | Statblock and lore: Jon King


164
King Pyron
Long ago in ancient land a King was foretold of his doom by a
seer of the land. Fearing death Pyron struck up a deal with
the Lord of Hell Asmodeus to be able to circumvent his own
death. The price would be the life of his twin brother burned
upon in his own home. Pyron complied and set aflame his
brother's house where he burned alive screaming in agony.
After the flames had died away Pyron himself became a
manifestion of Flame with his brother's soul bound to him by
hate. As time went on The Kingdom went up in flames and
Pyron soon lost everything he had loved no longer being able
to touch anything. He could not die but he could also not live,
he was now a creature of pure Flame.

Credit | Art: Luke Instone-Hall


165
King pyron Illumination. King Pyron sheds bright light in a 30-foot
radius and dim light in an additional 30 ft..
Medium Elemental, Lawful Evil

Armor Class 15(Natural armor) Actions


Hit Points 150(15d8 + 60) Multiattack. King Pyron can make two Fire Grasp
Speed 30ft., fly(hover) 40ft. attacks.
Fire Grasp. Melee Weapon Attack: +9 to hit, reach 10ft.,
STR DEX CON INT WIS CHA one target. Hit 15 (2d8 + 5) fire damage. If the attack
11 (+0) 16 (+3) 20 (+5) 18 (+4) 8 (-1) 14 (+2) hits King Pyron can choose to grapple the target with
his fiery hand (escape DC 16), if the creature is
grappled it takes 5 (1d10) fire damage at the start of
Saving throws Dex +6, Con +8 each of its turn.
Skills Acrobatics +6, Arcana +7
Damage Resistances bludgeoning, piercing, slashing, Flame Typhoon. King Pyron conjures a typhoon
from nonmagical weapons originating from his body on a 60 foot radius, each
Damage Immunities Fire, Poison creature caught in that area must succeed on a
Condition Immunities exhaustion, grappled, paralyzed, dexterity saving throw DC 16 or take 30(6d10) fire
petrified, poisoned, prone, restrained, unconscious damage and gain one level of exhaustion, a succesful
Senses Darkvision 60 ft. Passive Perception 9 saving throw results in taking half damage and no
Languages Ignan exhaustion.
Challenge 10 (5900 XP) Summon Royal Servant (Once per short rest) King Pyron
can summon within 30ft. of him a loyal servant to fight
Trail of fire. As King Pyron walks he leaves a fiery trail for him, the servant is a Fire Elemental (MM) and
behind him in a straight line, whoever crosses or remains obedient until it dies or King Pyron dies.
touches the trail suffers 11(2d10) fire damage, if the
target is a creature or a flammable object it ignites, Kneel! King Pyron can force every creature it can see to
suffering 11(2d10) fire damage at the start of each of kneel before him, creatures around him that hear his
its turns,until it takes an action to try to douse the fire. command must succeed on a charisma saving throw
DC 16 or fall prone.
Flame Retaliaton. Whenever a creature succesfuly hits
King Pyron, flames jump out from his body striking and
burning the attacker, each creature landing a
succcefuly melee attack against King Pyron suffers 1d6
fire damage.

Labyrinthos TT/RPG Blog


Credit | Statblock: Dionysios Christoforidis \
Lore: Libedrat0r Earl
166
Dissolverock
Born when the magical manipulation of lava goes wrong, the Dissolverock
Dissolverock is a horrendous monster burning with hatred. It Large elemental, chaotic neutral
wishes for nothing more than to consume all around it. Armor Class 12
Hit Points 110(8d10 + 30)
Speed 20ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 6 (-2) 4(-2) 3 (-4)

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)

False Appearance: While the Dissolverock remains


motionless it is indistinguishable from a heated
rock.
Igniteful When an object comes in contact with its
lava-maden body of ignites due to its extremely
high temperature. Same happens if it passes
through flammable terrain.
elting Metal Any weapon made of metal that hits
the Dissolverock, starts melting as it reaches
extremely high temperatures. The attacker must
succeed a DC 12 Constitution Saving Throw,
suffering 1d6 fire damage on a failed save. After
dealing damage, any non-magical weapon takes a
permanent and cumulative -1 penalty to Damage
Rolls. If its penalty drops to -5, the weapon is
destroyed. Non Magical Ammunition made of
metal that hits the Lava is destroyed after dealing
damage. Weapons with Frost properties, are
unaffected and won't heat up or melt.
va Trail When Dissolverock moves, it leaves
behind it a trail of lava for 20ft length to 5ft
width. The trail lasts for 1 round and every
creature that starts or end its turn upon it must
succeeds a DC 12 Saving throw, on fail suffers
1d6 fire damage.

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.

Credit | Statblock: Boutsikas Dimitris \ Lore:


Dionysios Christoforidis
167
Lava Golem Lava Golem
Created when the a weakened Magma Elemental is Huge Construct, unaligned
imprisoned within the body of a Stone Golem, the Lava
Golem is a creature of immense power. It has been known to Armor Class 17
weather the strongest of blows, and retaliate with a blast of Hit Points 180 (18d10 + 90)
intense heat radiating from it’s body. This is largely in part Speed 30ft.
due to its malleable yet powerful form, as the Lava Golem’s
body consists of slowly moving lava, with sporadic obsidian
shards jutting from underneath the exterior. STR DEX CON INT WIS CHA
It heats all metal around it, causing most weapons to be 23 (+6) 10 (+0) 20 (+5) 4 (-3) 10 (+0) 1 (-5)
unusable in the first place. Due to the creature’s incredible
power, and the high mortality rate among would-be creators Damage Immunities fire, lightning, poison, psychic,
of Lava Golems, the process of creating one is a highly piercing, slashing, and bludgeoning from
guarded secret. nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Vulnerabilities cold
Senses darkvision 120ft, passive Perception 10
Languages understands languages of it's creator but
can't speak.
Challenge 14 (12,000 XP)

Immutable form The golem is immune to any spell


or effect that would alter its form.
Magic Resistance The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons The golem's weapon attacks are
magical.

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.

Credit | Lore & Statblock: DM John


168
Laval Burner Laval Burner
This creature was originally meant to be a Lava Golem, but Large Elemental, Chaotic Neutral
due to the hubris of its creator the Flame Elemental that
serves as the core of the Lava Golem was fused into a more Armor Class 16
powerful form. The design was meant to channel the fiery Hit Points 156(15d10 +35 )
power into specific locations, thus increasing the creations Speed 35ft.
power. The creation was a success, though the result was a
disaster. The creation took form and destroyed the laboratory
and its creators, and now wishes to bring destruction to the STR DEX CON INT WIS CHA
Material Plane. 18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 11 (+0)

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)

Igniteful When an object comes in contact with the


laval-made body of a Laval Burner, it ignites due to
its extremly high temperature. Same happens to
flammable terrain that the laval Burner moves
through.
Melting Metal Any non-magical weapon made of
metal that hits the Laval Burner has a chance of
becoming liquid due to extremly high
temperatures. The attacker must succed a DC 15
Constitution Saving Throw, or suffers 1d6 fire
damage. After dealing damage, any non-magical
weapon takes a permanent and cumulative -1
penalty to Damage Rolls. If its penalty drops to -5,
the weapon is destroyed. Nonmagical Ammunition
made of metal or rock and wood that hits the Laval
is destroyed after dealing damage. Weapons with
Frost property, ignores any DC required.

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.

Credit | Statblock: Dimitris Boutsikas \ Lore:


Dionysios Christoforidis
169
Fire Princess Fire Princess
Stories are told of women with harrowing control over Medium Humanoid, Chaotic Evil
flames, bringing both landscapes and travelers to their knees.
These Fire Princesses are elegant in appearance, draped in Armor Class 15
expensive clothing, with soft flames licking their body. Hit Points 65 (10d8 + 20)
Though these women may be beautiful, they are known to be Speed 30ft.
insane, though they would prefer the term “enlightened”. If
one crosses paths with a Fire Princess, it is best to head in
the opposite direction, or better yet towards the nearest STR DEX CON INT WIS CHA
source of water. 10 (+0) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
A Princess in Name Alone. Scholars often need to clarify
that the Fire Princess moniker is one given to themselves of Saving Throws CON +4, INT +4
those that fear them, due to their royal appearance and Skills Arcana +6, Perception +2
personality. Normally these searing women are not royalty of Damage Immunities Fire, Poison
any kind. They were once young women interested in the Damage Weaknesses Cold
arcane, whose studies went poorly, and found themselves Condition Immunities Restrained, grappled,
being tormented by vindictive elementals. These elementals poisoned
would torment and torture the poor women, until they lost Senses passive Perception 12
their mind. Through some unknown process, the now mad Languages Common, Ignan or Infernal
mage and the elemental were bonded together, giving the Challenge 5 (1,800 XP)
deranged woman control over fire. This is normally what a
Fire Princess considers their “coronation”. Floating Ember The fire princess is capable of
Share The Gift. Fire Princesses do not consider summoning embers that float around her her
themselves mad. In their mind, they are cleansing the lands of commonly. She can manipulate the direction of the
impurity and will often offer others the chance to join them in embers, using it as a utility.
their quest. If and when they decline the Fire Princess will Ember Illumination. The fire princess sheds bright
consider them an impurity and will attempt to burn them light in a 30-foot radius and dim light in an
away. If a Fire Princess feels she had been disrespected in additional 30 feet from her embers when they are
anyway, she will be sure to annihilate any who she feels active.
responsible for her slight. Magic Resistance. The Princess has advantage on
Black and White and Red While it is known that Fire Saving Throws against Spells and other magical
Princesses are intelligent, it is a fools endeavour to try and effects.
reason with one. In their eyes, you either join their cause or
die. Some Fire Princesses have been known to amass a large Spellcasting. The fire princess is an 5th-level
amount of followers, believing that the Fire Princess is some spellcaster. Its Spellcasting ability is Intelligence
kind of deific being who has come to deliver the world from (spell save DC 15 to hit with spell attacks). The fire
princess has the following Wizard Spells prepared:
sin. Though many of her followers attempt to mimic their
masters power, some have been considered “enlightened” by Cantrips (at will): Control Flames, firebolt, green
the Fire Princess and blessed with power not unlike her own. flame blade, create bonfire
1st level (4 slots): Burning hands, Shield, Absorb
Elements, Tasha's Hideous Laughter
2nd level (3 slots): Aganazzar's Scorcher, Crown of
Madness, Misty Step
3rd level (2 slots): Counterspell, Fireball

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.

Credit | Lore & Statblock: Shannon McCullagh


170
Time Wizard Time Wizard
This oddly shaped construct is similar to that of a clock. A Small Construct, Unaligned
creature was brought to life by a powerful mage who was
obsessed with magic surrounding time. His goal was to Armor Class 13
master all aspects of time through magical manipulation. The Hit Points 33(6d8 + 6)
mage found it extremely difficult to focus and bend time to its Speed 30ft.
will on his own. He ended up developing a powerful conduit
to control the power. The mage made many iterations of the
powerful sentient construct, but in spite of his best efforts, STR DEX CON INT WIS CHA
many malfunctioned, or failed entirely to produce a 15 (+2) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 13 (+1)
satisfactory effect. As a result the Time Wizards use of magic
extremely unreliable and dangerous for both the Time Condition Immunities charmed, exhaustion,
Wizard and its enemies. frightened, paralyzed, petrified, poisoned
Last Gamble. The time wizard knows that its magic is Senses passive Perception 10
unpredictable. For that reason, it only uses it when it has no Languages common
other options. The mace it carries resembles a magical wand. Challenge 2 (450 XP)
On the end of the mace is a wheel that contains four faces
with an arrow that spins in the center. There are two different Spellcasting. The time wizards is a 4th-level
alternating faces, a skull, representing a negative effect and spellcaster. its spellcasting ability is Intelligence
star, that represents a positive effect. When the time wizard (spell save DC 12, +4 to hit with spell attacks). The
casts its time magic the roulette spins and randomly lands on time wizard has the following wizard spells
a face that determines the magical effect. prepared:
Cantrips(at will): booming blade, firebolt, minor
illusion
1st level(4 slots): absorb elements, magic missile,
shield
2nd level(3 slots): mirror image, phantasmal force

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.

Credit | Lore & Statblock: Justin Handlin \ Art:


Comi Ilia
171
Witch of The Black Forest Some druids, elves and on occasion other creatures who
are daring enough have managed to win the hearts of the fey
Austere, apathetic, but oddly enchanting, Witches of the women. In turn, they are wholly devoted to that person so
Black Forest wish very little to do with creatures not of their long as they do not impede the natural desires to protect the
homestead forests, often engaging travellers and adventurers forests. Only under the most dire of circumstances in these
alike with an immediate hostility. Much like druids, these fey relationships will the Witch harm their beloved forests in
creatures hold nature in the highest of reverence and think of order to protect that which they deem their mate. In these
those that traverse the landscapes for treasure and fame as a rare instances, she will either request to leave the forest as
blight encroaching upon sacred ground. Those unlucky she felt she had wronged it and seek a new one with her mate
enough to catch sight of a witch of the black forest often otherwise her mental state will degrade along with the dying
meets an untimely demise. However, they are not without forest. The rarest of occurrences are those in which their
intelligence and therefore reason. mate had proven so devoted to the land itself that she will
These fey received their name from the odd darkness their travel alongside them in their quest to protect all the lands
presence brings, causing even the brightest of forests to rather than a specific forest.
become overwhelmed with an intangible, overwhelming
shade. Despite this, they cause no harm to the forest or its
creatures themselves. Rather, they use the underutilized and Witch Biology
clandestine powers of shadows that all living things possess. The Witch of The Black Forest has a very unique
They willingly chose to leave the feywild as they felt it was biology despite her humanoid appearance. Some
more than adequately protected. wizards and scholars have written papers about
Magically Treasured. Witches of the Black Forest believe how much more dangerous these creatures would
they have enough reason to hate interlopers in their forest be if they could utilize the condensed magic within
without magic involved. When the arcane is brought into the their bodies.
equation, their disate and intense animosity only grows. Due Eyes of The Witch. The Witch of the Black
Forest's humanoid eyes remained closed at all
to the enchanting beauty they possess, ‘thrill seekers’ and times; the only exception to this is those she
adventures are often paid to take them from their forests to deems trustworthy. In these moments, she willingly
be unwillingly married off. Furthermore, they are also hunted closes her other eyes and looks to be a simple
by great wizards, sorcerers and magical dabblers alike as the maiden. A Witch of the Black Forest's eyes are the
odd wing-like appendages on their head and their eyes source of her aura regardless of its position on her
contain and powerful and condensed form of necrotic magic. body. An amulet containing one's eye is a very rare
They are also a commodity in the social ‘underground’ for but highly favoured trinket of a rogue or assassin.
their ability to cast the darkened shroud upon everywhere Feathered Senses. The source of a Witch of The
they go. Often times, rogues and cheats will deceive and lie Black Forest's blindsense is the strange wing-like
their way into a partnership with these Witches, reaping the appendages on her head. It have been discovered
benefit of their magic in exchange for ridding the women of that they use the vibrations in the air to sense the
‘undesirables’ that may seek out their forests. This usually location and position of others. While the truth
ends with their partners profiting by convincing the witch to behind it is still unproven, some say that a single
leave their forest and selling them off, or simply killing them feather from her appendage can be used by
intelligent spellcasters to cast a powerful
and taking their magical commodities once they deem the Whirlwind spell.
partnership ‘completed’.
Undying Loyalty While hostile and uncaring towards
anything but their goals, a Witch of the Black Forest is still an
intelligent creature that can be convinced and negotiated
with. Those with a close natural bond, a love of nature or a
connection to the feywild have a better chance of calming the
Witch’s aggression. If one is able to make a deal with one of
these creatures, they will honor their end of the bargain
without any trickery or twisting of the discussed. If the
individual manages to earn their trust, the Witch of the Black
Forest will become as fiercely loyal to the individual as they
would the forest itself.

Credit | Statblock, Art & Lore: Shannon


McCullagh
172
Witch of the Black 2/day each: plane shift (self only), ray of enfeeblement,
sleep
Forest Spellcasting. The Witch of the Black Forest is a 7th-level
Medium Fey,Chaotic Neutral spellcaster. Her spellcasting ability is Charisma (spell
>save DC 15, +5 to hit with spell attacks). The Witch
Armor Class 17(Natural Armor) of The Black Forest has the following spells prepared:
Hit Points 112 (15d8 + 45)
Speed 30ft. Cantrips (at will): guidance, toll the dead, resistance
1st level (4 slots): cure wounds, entangle, longstrider,
inflict wounds
STR DEX CON INT WIS CHA
2nd level (3 slots): heat metal, lesser restoration
18(+4) 15(+3) 17(+3) 16(+3) 14(+2) 19(+4)
3rd level (3 slots): Bestow Curse, counterspell, speak
Saving throws CHA +6 with plants
Skills Perception +6, Insight +5, Nature +6, Stealth +7, 4th level (1 slot): Blight
Intimidation +5
Damage Resistances Poison, Cold, Bludgeoning, Black Aura. A 20-foot radius of magical Darkness
Piercing, and Slashing from non magical weapons extends out from the Witch of the Black Forest, moves
that aren't silvered with it, and spreads around corners. The Darkness lasts
Damage Immunities Necrotic so long as the Witch of the Black Forest keeps her two
Condition Immunities Sleep, Charm ‘humanoid’ eyes remain closed.. Darkvision can't
Senses Blindsense 60 ft. Passive Perception 16 penetrate this Darkness, and no natural light can
Languages Common, Sylvan illuminate it. If any of the Darkness overlaps with an
Challenge 7 (2,900 XP) area of light created by a spell of 2nd level or lower, the
spell creating the light is dispelled.
Unearthly Grace. While the Witch of the Black Forest is Actions
wearing no armor and not wielding a shield, her AC
includes her Charisma modifier. Additionally, when the Multiattack. The Witch of the Black Forest makes two
Witch of the Black Forest makes a Strength, Dexterity, attacks with her claws.
Constitution, Intelligence, or Wisdom saving throw, she
can make a Charisma saving throw instead. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
Innate Speallcasting. The Witch of The Black Forest Enchanting Glimpse (Recharge 5-6). The Witch of the
spellcasting’s ability is Charisma (spell save DC 14, +6 Black Forest attempts to charm a creature within 30
to hit with spell attacks). The Witch of the Black Forest feet of her with a look. If that creature and the Witch of
can innately cast the following spells, requiring no the Black Forest can see each other, the creature must
material components: succeed on a DC 14 Constitution saving throw or be
At will: detect magic, druidcraft, magic missile charmed. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on a
1/day: dimension door success

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.

Dark Magician • 5th level (1 slot): Destructive Wave


Medium human, lawful good • 6th level (1 slot): Contingency*
Armor Class 14 (17 with Mage Armor) • 7th level (1 slot): Teleport
Hit Points 82 (11d8+33) • 8th level (1 slot): Antimagic field
Speed 30 ft.
• 9th level (1 slot): Pοwer Word Kill
*The Dark Magician casts these Spells on itself before
STR DEX CON INT WIS CHA Combat
10 (+0) 16 (+3) 12 (+1) 20 (+5) 14 (+2) 12 (+1)
Actions
Saving Throws Int +9, Wis +6
Skills Arcana +13, Religion +13 Staff Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Resistances acid, cold, fire, lightning, psychic, target. Hit 6 (1d8 + 3)
thunder
Senses Darkvision 30 ft., passive Perception 12 Combat
Languages Common, Abyssal, Infernal, Elven The Dark Magician is trained in the art of combat, and
Challenge 12 (8400 XP) thus has centered his arcane arsenal around it. Being
always prepared, he has the spells Mage Armor and
Magic Resistance. The Dark Magician has advantage on Blur cast on himself. He also has the spell Contingency
Saving Throws against Spells and other magical effects. cast on himself, with the spell Magical Hats.
Spellcasting The Dark Magician is a 19th-level
spellcaster. His Spellcasting ability is Intelligence (spell
save DC 17, +9 to hit with spell attacks). The Dark Spells
Magician has the following Wizard Spells prepared: The Dark Magician is well known for using a wide array
of spells, modified to fit his dark magic powers. The
• Cantrips (at will): Toll the Dead, Light, Mage Hand, following table introduces some of the most well
Prestidigitation known spells he uses and their typical names.
• 1st level (4 slots): Detect Magic, Mage Armor*,
Dark Magic Attack - Antimagic Field
Magic Missile, Shield
Dark Magic Curtain - Teleport
• 2nd level (3 slots): Arcanist’s Magic Aura, Blur*, Hold
Person Thousand Knives - Power Word Kill
• 3rd level (3 slots): Counterspell, Magic Circle, Major Illusion Magic - Blur
Image Spellbinding Circle - Hold Person
• 4th level (3 slots): Banishment, Dimension Door

Credit | Statblock & Lore: Jason Bakos


174
Magical Hats
5th-level conjuration

Casting Time: 1 reaction


Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Wizard
You call forth three large magical hats, identical
to each other. The hats appear around you, one or
two creatures of your choice and any item. The hat
can only fit large or smaller creatures. After the
hats appear, any creature inside them must
succeed on a Charisma saving throw or be
randomly teleported to another hat. Then, assign
the hats a number from 1 to 3, and roll 1d3. The
Dark Magician teleports to the hat with the
corresponding hat. Then, the occupant of this hat
will teleport to one of the other hats. Assign the
other two hats a number, 1 or 2, and roll 1d2 to
determine the creature’s destination. The hats will
only disappear when they are attacked. Any attack
on the hats magically passes on to the creature or
item contained within the hat. While inside the
hats, the creatures cannot be heard from any other
creature outside, and cannot escape the hat except
with teleportation.

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

Saving Throws Int +8, Wis +5 Actions


Skills Arcana +10, Investigation +10
Damage Resistances acid, cold, fire, lightning, psychic, Magician's Staff Melee Weapon Attack: +6 to hit, reach
thunder 5 ft., one target. Hit 6 (1d8 + 3)
Senses Darkvision 30 ft., passive Perception 11 Mourner's Condemnation If the Dark Magician Girl is in
Languages Common, Abyssal, Infernal, Elven battle with a Dark Magician or Dark Magician of Chaos
Challenge 10 (5,900 XP) and they are felled before her, all spell damage
increases by 1d6. If she is in combat with both and
Magic Resistance. The Dark Magician Girl has advantage they are killed before her, her spell modifier increases
on Saving Throws against Spells and other magical to +5 along with an additional d6 damage to all spells.
effects.
Dark Burning Attack(1/day) The Dark Magician Girl's
Spellcasting The Dark Magician Girl is a 12th-level potential is focused and released in a devastating
spellcaster. His Spellcasting ability is Intelligence (spell attacks causing one creature she can see within range
save DC 16, +8 to hit with spell attacks). The Dark to die instantly. If the creature she chooses has 100 hit
Magician Girl has the following Wizard Spells prepared: points or fewer, it dies. Otherwise, the spell does 7d8
+ 30 necrotic damage. This attack leaves the Dark
• Cantrips (at will): Toll the Dead, Dancing Lights ,
Magician Girl stunned.
Mage Hand, Prestidigitation, Firebolt

Credit | Statblock & Lore: Shannon McCullagh


177
Dark Magician of Chaos

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.

Credit | Statblock & Lore: Shannon McCullagh


178
Dark Magician of Chaos • 7th level (2 slots): firestorm, teleport
Medium human, chaotic good • 8th level (1 slot): antimagic spell, maze
Armor Class 16 (19 with Mage Armor) • 9th level (1 slot): gate, pοwer word kill
Hit Points 135 (18d8 + 54) Wild Magic Anytime the Dark Magician of Chaos casts a
Speed 30 ft. spell that is of 5th level or higher, roll a d20. On a 1,
roll twice on the Wild Magic Surge table and choose
one of the two rolls to create a magical effect. If a spell
STR DEX CON INT WIS CHA is cast that normally requires Concentration, it doesn’t
11 (+1) 17 (+3) 15 (+2) 24 (+7) 17 (+3) 15 (+2) require Concentration in this case; the spell lasts for its
full Duration.
Saving Throws Con +9, Int +13, Cha +8 If 99-00 is rolled on the Wild Magic Surge Table, roll
Skills Arcana +13, Intimidation +8, Persuasion +8 1d6 and based on the result, the Dark Magician of
Damage Resistances acid, cold, fire, lightning, necrotic, Chaos regains all spell slots of the number rolled. (ie. A
psychic, thunder 4 is the result rolled on a 1d6, thus all level 4 spell
Condition Immunities frightened slots are regained.)
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Abyssal, Infernal, Elven
Challenge 18 (20000 XP) Actions
Chaos Scepter. Melee Weapon Attack: +9 to hit, reach
Legendary Resistance (3/Day). If the Dark Magician of 5ft., one target. 6 (1d10 + 3) bludgeoning damage.
Chaos fails a saving throw, he can choose to succeed
instead. Chaos Scepter Blast. Ranged Spell Attack: +13 to hit,
reach 60ft., one target. Hit (3d6) necrotic damage. The
Magic Resistance. The Dark Magician of Chaos has target must succeed on a DC 16 Constitution saving
advantage on saving throws against spells and other throw or be stunned for 1 minute. The target can
magical effects. repeat the saving throw at the end of each of its turns,
Spellcasting The Dark Magician of Chaos is a 20th-level ending the effect on itself on a success.
spellcaster. His Spellcasting ability is Intelligence (spell Repentance Transmission (Recharge 5-6). The Dark
save DC 21, +13 to hit with spell attacks). The Dark Magician of Chaos banishes one creature he sees to his
Magician has the following Sorceror and Wizard Spells subplane. The target remains there unless Dark
prepared: Magician of Chaos is killed or it escapes the realm.
• Cantrips (at will): fire bolt, light, mage Hand, The target can use its action to attempt an escape. It
prestidigitation, toll the dead must make a DC 21 Intelligence saving throw,
escaping on a success and reappears in the space it left
• 1st level (4 slots): detect magic, mage armor, magic
or if that space is occupied, in the nearest unoccupied
missile, shield
space. If the target is of evil alignment, the save is
• 2nd level (3 slots): arcanist’s magic aura, blur, hold made at disadvantage. There is no limit to the number
person of creatures that can be banished to Dark Magician of
• 3rd level (3 slots): counterspell, haste, magic circle Chaos' subplane.

• 4th level (3 slots): banishment, dimension door, Opening Pandora's Box


greater invisibility Not only are any trapped party members set free from
• 5th level (3 slots): destructive wave, dominate the subplane if the Dark Magician of Chaos is killed,
person, rary's telepathic bond but also any other evil entities he has kept trapped
there that haven't been reformed as of yet...
• 6th level (2 slots): contingency, disintegrate

Credit | Statblock & Lore: Asha J. Panesar


179
Swordstalker Swordstalker
Vengeful souls slain in combat can often be drawn to the Large Fiend (devil), Lawful Evil
Nine Hells, where their hatred and anger are given form and
new life as a Swordstalker. Driven only by its want for Armor Class 16
vengeance, swordstalkers become powerful units in the Hit Points 167 (20d10 + 57)
armies of devils, pulling the souls from those they face to Speed 30ft.
keep themselves at full power.
Assault on the Soul Swordstalkers attack their victims
souls as much as their physical forms, drawing in their STR DEX CON INT WIS CHA
energy to keep their physical form. Even those who manage 18 (+4) 20 (+5) 16 (+3) 8 (-1) 6 (-2) 12 (+1)
to slay a swordstalker can find themselves weakened long
after the battle and may succumb to unseen wounds long Saving Throws Dex +8, Con +6, Str +7, Wis +1
after their fight. These souls are slowly ripped apart, fading Damage Resistances psycic; bludgeoning, piercing,
into nothingness as their life ends. and slashing from nonmagical weapons
Unending War Swordstalkers seek out violence without Damage Immunities necrotic, poison
rest, unlike most devils they care not for bargaining or Condition Immunities exhaustion, poisoned,
manipulation and will simply slay any mortal foolish enough restrained, unconscious
to summon them to the material plane. This trait, as Senses truesight 60ft, blindsight 10ft, passive
dangerous as it is, is useful as many archdevils have been Perception 15
slain by a swordstalker they once commanded once it feed on Languages All Languages It Knew In Life, Infernal
too many souls in battle. Challenge 12 (8,900 XP)
The souls that form the swordstalkers form need not have
agreed in life, in fact many of the archdukes/archduchess of Soul Absorption. When a creature dies within 30ft
the Nine Hells will purposely create them out of opposing of the Swordstalker, the Swordstalker regains 10 hit
souls so that the creature will always have a source of anger points. It also gains +5 to its next attack and deals
to feed on. +5 damage.
Weapons of Vengeance The Longsword attacks of
the Swordstalker are fuelled and formed by it's
vengeance so deal an extra 9 (2d8) physic damage.
Eternal Vengeance. If damage would reduce a
Swordstalker to 0 hit points it makes a Constitution
saving throw of DC equal to the damage it took,
unless the damage was radiant or from a critical hit.
On a success it is reduced to 1 hit points instead.

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.

Credit | Statblock & Lore: Daniel Edwards


180
Flame Swordsman

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.

Credit | Statblock & Lore: Erin Ouellette


181
Gaia the Fierce Knight
Gaia the fierce knight is an abyssal fiend who retains no
moral of what is good and what is evil. He is a mercenary who
is paid with the finest souls. directing his attack with his
lances, he is rumored to always complete his quest in the
most accurate way. Foolish are the ones who cause his wrath
or don't pay the mercenary's fee.

Gaia the Fierce Knight


Large(Mounted) Fiend, lawful Neutral

Armor Class 20 (Plate)


Hit Points 148(15d8 + 38)
Speed 60ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Strength +8, Charisma +7


Condition Immunities Poisoned, Charmed
Skills Athletics +8, insight +4
Senses passive Perception 14
Languages Common, Abyssal
Challenge 7 (2.900 XP)

Brave. Knight and his horse have advantage on


Saving Throws against being Frightened.
Mounted Agility All opportunity attacks made
against the Knight and his mount, are made with
disadvantage.

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).

Credit | Statblock: Boutsikas Dimitris \Lore:


Duke George
182
Buster Blader

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

Credit | Statblock & Lore: Erin Ouellette


183
Panther Warrior Panther Warior
Korath’s Gift Medium Humanoid, Chaotic Neutral
In the sunless realm of the shadowfell, Korath, one of the four
new Gods, decided to create a rank of elite guards. The Armor Class 16
invitation spread across the realms to whoever may be Hit Points 75(10d8 + 15)
Speed 35ft. Climb 30ft.
interested. But only those who are worthy enough to pass his
trials would accept a portion of his divine substance in order
to become Demigods who would serve at his side. Those who STR DEX CON INT WIS CHA
manage to survive Korath’s impossible trials are called to 12 (+2) 15(+2) 14 (+2) 12 (+1) 11 (+0) 14 (+2)
withstand the very last step of his dark gift. Winners’ mortal
vessel had to survive a transformation to be qualified as his
Champions. Senses Darkvision 120ft, passive Perception 14
Languages Common, Abysal
Challenge 5 (1800 XP)
Blessed to be cursed
Since he was a mortal, Korath considered the black panthers Lurker. While the Panther remains in a dark area, it
as the ultimate nocturnal predators. His obsession followed is impossible to be detected, except by magical
him at his new level of existence, which is obvious among his means.
servants. The transformation will not only deprive ex-mortals Pack Tactics. Panther warriors knows how to work
of their gender, but their physical morphology too. Black fur together at their best. The Panther Warriors has
and feline characteristics are awaiting them as final a stage of advantage on an Attack roll against a creature if at
his gift. The black fur that covers their new bodies provide least one of the Panther's allies is within 10 ft. of
them the ultimate camouflage in the shady realm they thrive. the creature and the ally isn't Incapacitated.
Claws allow them to climb easy at most vertical surfaces
and their new elastic muscles and skeletons place them Pounce. If the panther moves at least 10 feet
straight towards a creature, it can jump on it. That
among the most efficient assassins of the Shadowfell. target must succeed on a DC 14 Dexterity saving
throw or be knocked prone. If the target is prone,
the panther can make one attack against it with its
weapon as a bonus action.
Hack and Slash. If the panther's target falls at 0 hit
points, his feline agility allows him to attack
immediately another target within 10 ft. as a bonus
action.

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.

Credit | Statblock: Boutsikas Dimitris \ Lore:


Sebastian Amadeus Wake
184
Vorse Raider
Among the formless wastes of their primordial plane, Vorse
Raiders are bloodthirsty brutes existing in a pure state of
fury. These demons are bloodlust, savagery and unfettered
battle rage made manifest. Vorse Raiders never experience a
moment of peace, instead obsessively training with their
wicked double bladed axes and gore-choked glaives, often
fighting their own foul kin when waiting for the clarion call of
war.
While other fiends prefer to make bargains, establish cults
for their self-aggrandisement and gaining of power, or enact
meticulously planned vengeance, the Vorse Raider exists
solely for the ecstacy of war. They can even be found fighting
shoulder to shoulder with evil-aligned barbarians and fighters
in the thick of battle, using the frenzy of blood and violence as
a means to enter the material plane. In their lust for blood
Vorse Raiders will often turn on their allies or each other to
keep the battle going when there is nothing else to slaughter.

Vorse Raider
Medium fiend, Chaotic neutral

Armor Class 16 (Chain mail)


Hit Points 84(8d8 + 20)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 13 (+2) 8 (-1) 14 (+2) 7 (-2)

Condition Immunities None


Senses passive Perception 12
Languages Common, Abyssal
Challenge 3 (3072 XP)

Rampage. When the Vorse Raider reduces a


creature to 0 hit points with a melee attack on its
turn, The raider may take a bonus action to move
up too half its movement speed and make a bite
attack.
Blood Frenzy. The Vorse Raider has advantage on
melee Attack rolls against any creature that doesn't
have all its Hit Points.

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)

Credit | Statblock: Mathieu Daniel Lemire \


Lore: Sebastian Amadeus Wake
185
Dark Blade Dark Blade
Dark Blades are humanoid warriors from the Shadowfell Medium Humanoid, Neutral Evil
who are often associated with shadow dragons. Many serve
powerful broods of shadow dragons, carrying out their will in Armor Class 18 (plate armor)
the Shadowfell and the material plane alike. Others dedicate Hit Points 145 (16d10 + 57)
themselves to other powerful entities of the Shadowfell, such Speed 30ft.
as certain evil deities.
Dreaded Warriors. Wearing dreadful spiked plate armor
and wielding wicked dual blades, a Dark Blade is a force to STR DEX CON INT WIS CHA
be reckoned with in battle. Most warriors from the material 18 (+4) 12 (+1) 17 (+3) 11 (0) 12 (+1) 14 (+2)
plane would sooner fall on their own blades than face a Dark
Blade in single combat. Saving Throws Str +7, Con +6
Warriors of the Shadow Realm. Dark Blades carry the Skills Athletics +7
twisted, crushing gloom of the Shadowfell with them Senses Darkvision 60 ft., passive Perception 11
wherever they go, even those that make it to the material Languages Common, Draconic
plane. With rare exception, almost all Dark Blades are Challenge 6 (2,300 XP)
malicious toward most other humanoid life, spreading death
and misery wherever they roam. People who have survived Actions
encounters with Dark Blades say that their dreadful, shadowy
presence still haunts them years afterwards. Multiattack. Dark Blade can make three Dark Blade
attacks.
Dragon Manipulators. Through their time in the
Shadowfell and in service to shadow dragons, many Dark Dark Blade. Melee Weapon Attack: +7 to hit, reach
Blades have learned to manipulate young dragons and lesser 5ft., one target. Hit 14 (2d8 + 4) slashing damage
dragonkin. They have been known to compel young dragons Enthrall Dragon. Dark Blade can target one dragon-
and wyverns in particular to serve as their mounts. type creature of challenge rating 6 or lower that can
Sometimes Dark Blades who serve shadow dragon broods see them within 30 feet. That creature must make a
are sent into the material plane to bring young dragons back wisdom saving throw (DC 14). On a failed save, the
to the Shadowfell using this ability. Those dragons are then creature is charmed by Dark Blade, and obeys their
corrupted by the Shadowfell's dark energy and join the commands. If Dark Blade or an ally of Dark Blade
shadow dragon brood. deals damage to the enthralled creature, it may
repeat the saving throw, and is no longer charmed
on a success. A creature that succeeds on the
saving throw is immune to Enthrall Dragon for the
next 24 hours.

Credit | Lore & Statblock: Jon Kyle \ Art:


Gianfranco Villantoy
186
Mermaid Knight

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.

Credit | Statblock , Art & Lore: Shannon


McCullagh
187
Black Luster Soldier

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.

Credit | Lore: Asha J. Panesar


188
Black Luster Soldier
Medium humanoid, unaligned

Armor Class 21 (Plate)


Hit Points 185(17d10+83)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 15 (+2) 12 (+1) 11 (+0) 21 (+5)

Saving Throws Dex +7, Con +6, Wis +4, Cha +9


Skills Deception +9,Insight +5, Perception +5
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Sleep
Senses Darkvision 120ft ,passive Perception 18
Languages Celestial, Elvish, Sylvan
Challenge 12 (8,400 XP)

Archfey Gifts. The weapon's attacks are magical and


deal an extra 3d6 psychic damage on hits(included
in the attacks).
Innate Spellcasting. The soldier's innate spellcasting
ability is Charisma (spell save DC 17). he can
innately cast the following spells, requiring no
material components: Bane (2/day), Command
(2/day), Faery Fire(1/day), Hold Person (1/day)
Legendary Resistance (1/Day). If the soldier fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The soldier has advantage on
saving throws against spells and other magical
effects.

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.

Credit | Statblock: Dimitris Boutsikas


189
The Gagagigo Race

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.

Credit | Statblock & Lore: Asha J. Panesar


190
Jigabyte
A few members of the Gagagigo race can have a strong
connection to the elemental plane. The element of lightning
in particular seems rather appealing to these scaled beings
and they will absorb its electrifying power into their form,
invoking an evolution that increases their speed and even a
mild ability to harness the energy as a form of attack. The
downside, however, is their intellectual growth is stunted.

Jigabyte
Medium humanoid (gagagigo), chaotic neutral

Armor Class 18
Hit Points 110 (15d8 + 30)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 14 (+2) 9(-1) 12 (+1) 10 (+0)

Damage Immunities lightning


Condition Immunities paralyzed
Senses passive Perception 11
Languages Common, Draconic
Challenge 4 (1100 XP)

Hold Breath Jigabyte can hold its breath for 15


minutes.

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.

Credit | Statblock & Lore: Asha J. Panesar


191
Gagagigo
The Gagagigo is the main evolution of the Gagagigo race,
hence the naming as such. They are the main evolution of the
race and are the most talented without drawback. They are
incredibly versatile in using the environment to their benefit
such as making crude tools if lacking, setting traps and the
like. Generally the chieftains of the village are of this
evolution.

Gagagigo
Medium humanoid (gagagigo), chaotic neutral

Armor Class 18
Hit Points 110 (15d8 + 30)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (+0)

Skills Stealth +7, Survival +6


Damage Resistances poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, Draconic
Challenge 6 (2300 XP)

Camouflage While in dim light or darkness in their


home terrain, the Gagagigo can take the Hide
action as a bonus action. Its stealth bonus is also
improved to +7.
Hold Breath Gagagigo can hold its breath for 15
minutes.

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.

Credit | Statblock & Lore: Asha J. Panesar


192
Giga Gagagigo
As some Gagagigos witnessed the bigotry, racism and
general hatred from other races towards one another, and
most importantly towards their own, did their disgust and
rage grew to a great need to remove such undesirables from
the realms. While they're still as intelligent as their brethren,
their actions are often unpredictable due to being blinded by
these emotions. Using the knowledge they gained, and what
they learned through their Jigabyte brethren, they have
modified themselves to strike against those that oppose
them.

Giga Gagagigo
Medium humanoid (gagagigo), chaotic evil

Armor Class 20
Hit Points 175 (17d8 + 80)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 20 (+5) 18 (+4) 17 (+3) 12 (+1) 15 (+2)

Saving Throws Str +9, Dex +9, Int +7


Skills Athletics +9, History +7, Intimidation +6
Damage Resistances poison, bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities charmed, frightened,
poisoned, prone
Senses darkvision 30 ft., passive Perception 15
Languages Common, Draconic
Challenge 10 (5900 XP)

Hold Breath Giga Gagagigo can hold its breath for


15 minutes.
Magic Weapons Giga Gagagigo's weapon attacks are
magical.

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.

Credit | Statblock & Lore: Asha J. Panesar


193
Gogiga Gagagigo
Further down the path the most xenophobic of Gagagigos Gogiga Gagagigo
trek, has caused them to become nothing more than raw Medium humanoid (gagagigo), chaotic evil
emotions, seeking knowledge as their basic drive dictates and
the power that comes with it. Turned away by even their own, Armor Class 22
they have become the very definition of monster worse than Hit Points 225 (20d8 + 110)
those they wanted to purge. While no longer as intelligent, Speed 40 ft., swim 60 ft.
the raw unadulterated force behind this creature has become
a great menace to the land. STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 7 (-2) 10 (+0) 17 (+3)

Saving Throws Str +13, Dex +11, Con +11


Skills Athletics +13, Intimidation +9
Damage Immunities lightning, poison, bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened,
poisoned, prone
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic
Challenge 18 (20000 XP)
Amphibious. Gogiga Gagagigo can breathe air
and water.
Magic Resistance Gogiga Gagagigo has advantage
on saving throws against spells and other magical
effects.
Magic Weapons Gogiga Gagagigo's weapon attacks
are magical.

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.

Credit | Statblock & Lore: Asha J. Panesar


194
Variant: Gogiga the Risen
In a brief moment of respite, what was an enraged Gogiga
Gagagigo becomes aware that they became the very thing
they set off to destroy. Pulling themselves from the brink of
chaos, they turn their efforts to rectify the damage they have
done.

Gogiga the Risen


Medium humanoid (gagagigo), lawful good

Armor Class 22
Hit Points 225 (20d8 + 110)
Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA


24 (+7) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 15 (+2)

Saving Throws Str +13, Dex +11, Con +11


Skills Athletics +13, History +9, Insight +10,
Persuasion +8
Damage Immunities lightning, poison, bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened,
poisoned, prone
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic
Challenge 18 (20000 XP)

Amphibious. Gogiga the Risen can breathe air and


water.
Magic Resistance Gogiga the Risen has advantage
on saving throws against spells and other magical
effects.
Magic Weapons Gogiga the Risen's weapon attacks
are magical.

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.

Credit | Statblock & Lore: Asha J. Panesar


195
Aliens

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.

Credit | Statblock: Louis Jameson \ Lore:


Sebastian Amadeus Wake
197
It has been theorised the Illithids are themselves out of their
Interplanetary Invader 'A' natural time sent backwards to avoid the end of their
Mind Flayers have many twisted experiments designed to Primillithid empire. Interplanetary Invader 'A's seem to be a
serve them in all their work. One of the fiercest of these are parasitic creature given life by illithid experiments but only
the walking brains known as intellect devourers capable of vaguely resemble creatures found in the natural world adding
taking control of a body to do with as it wishes, but they are fuel to this theory. The are small slivers of a fleshy brain like
not the only twisted creation of the illithid empires. substance with tentacles and eyes placed haphazardly all
over. This flesh scuttles through ear canals on insect like legs
Out of Place, Out of Time? before sticking it strange proboscis into the brain of its
victim.
Knowledge Seekers
Interplanetary Invader As do not seek to consume the brains
of their victims for sustenance like other illithid creations but
instead seek to pilot their chosen forms to force them to
reveal secrets and lure in new victims to an ambush of the
Illithids design. This allows them to venture far from their
dens to bring those both near and far to the underground
cities they call home.

Interplanetary Invader Mind Leech. The Interplanetary invader sticks it's


proboscis into it's targets brain. Roll 2d8 if the result is
'A' higher than the targets intelligence the Interplanetary
Tiny aberration, lawful evil Invader 'A' gains control of the body as detailed in
"Body Control". If less the target becomes aware of the
Armor Class 12 creatures presence and may make a DC 14 Dex Saving
Hit Points 2 (1d4 + 0) Throw, on a success the Interplanetary Invader is
Speed 25ft. thrown out of the targets head and leaves behind a
parasyte. On a failure the target takes 1 intelligence
damage. The target may repeat this saving throw on
STR DEX CON INT WIS CHA each of it's turns so long as the Interplanetary Invader
'A' does not have control. If
1 (-5) 20 (+5) 10 (+0) 14 (+2) 8 (-1) 11 (+0)
Body Control. While controlling a creature, the
Skills Stealth + 6 Interplanetary Invader A has total cover against attacks
Condition Immunities blinded and other effects originating from outside its host. The
Senses blindsight 60ft, darkvision 30ft, passive Interplanetary Invader A retains its Intelligence,
Perception 9 Wisdom, and Charisma scores, as well as it's
Languages understands Deep Speech but can't speak, understanding of Deep Speech, its telepathy, and its
telepathy 60ft. traits. It otherwise adopts the target's statistics. It
Challenge 0 (10 XP) knows everything the creature knew, including spells
and languages.
Detect Sentience. The Interplanetary Invader 'A' can If the host body drops to 0 hit points, the
sense the presence and location of any creature within Interplanetary Invader A must leave it. A protection
300 feet of it that has an Intelligence of 3 or higher, from evil and good spell cast on the body kills the
regardless of interposing barriers, unless the creature is Interplanetary Invader A and restores the brain to it's
protected by a mind blank spell. original state. By spending 5 feet of its movement, the
The Interplanetary Invader A can voluntarily leave the
Spider-like Climb. The Interplanetary Invader 'A' can
body, teleporting to the nearest unoccupied space
climb any surface including upside down.
within 5 feet of it. A wish spell can also be used to
Creeping Crawly. A creature the Interplanetary Invader restore the bodies original brain functions which kills
'A' is climbing on cannot feel the Interplanetary Invader the Interplanetary Invader 'A'.
'A' on itself until it uses its 'Mind Leech' action
So long as the target has more than 0 intelligence,
once every 24 hours the target may attempt a DC 14
Actions Dexterity Saving Throw, on a success the Interplanetary
Invader is thrown out of the targets head. On a failure
the target takes 1 intelligence damage.

Credit | Statblock: & Lore: Daniel Edwards


198
Alien Grey Alien Gray
These creatures are the heralds of an invasion. Before the small aberration, lawful evil
fighters take to the battlefield, the grey infiltrate their cities
and spread their parasytes to as many hosts as possible. Armor Class 12
Then when the hunters and warriors arrive, it is not a battle Hit Points 21(6d4 + 6)
its a harvest. Speed 30ft.
There is next to nothing known about the illusive Alien
Grey, as no humanoid has survived contact with them. The
scant information on the Alien Grey has been gleaned by STR DEX CON INT WIS CHA
spellcasters unfortunate enough to be within the range of the 8 (-1) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 10 (+0)
their violent psionic emergence or the harrowing psychic
screams of their victim's death throes. Skills Perception +2, Stealth +4
Each of the divination adepts mind's who bore witness Damage Resistances psychic
were shredded by the horrifying visions, but diligent esoteric Senses passive Perception 12
scribes pieced together the manic scrawls and deranged Languages Deep Speech, telepathy 120ft
ravings to paint an abhorrent scene; a silver room lined with Challenge 2 (450 XP)
Mind Flayers genuflecting before a grey being, flanked by
immense armoured guardians, emerging from a blinding Parasyte Plague. When the grey dies all creatures
portal of light. The Alien Grey raising tendrilous hands within 5ft must make a DC 12 Dexterity saving
towards a humanoid bound in a psionic field, flexing and throw, or get 1 alien parasyte.
twisting their elongated fingers, as if beckoning. Liquified
brain matter erupting from the victim's orifices in a geyser of Actions
gore, willed across the room by the deft undulations of the Multiattack The grey makes 1 attack with its
aberration digits. Finally, streaming into the Alien Grey's tentacles and another with its parasyte fling.
lifeless scarlet eyes. This is the outcome of a humanoid being
infected with an Alien Parasyte. Tentacles. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 7 (2d4 + 2) psychic damage.
Parasyte Fling. Ranged Weapon Attack: +4 to hit,
reach 5ft., one target. Hit the target gets 1 alien
parasyte.
Brainwashing Beam.(Recharge 5-6) The grey targets
1 creature it can see within 20ft that has at least 1
alien parasyte. The target must succeed on a DC 12
Intelligence saving throw or become dominated by
the grey. It suffers a -2 penalty on this saving throw
for each parasyte attached to it. It can repeat the
saving throw at the end of each of its turns ending
it on a success.

Credit | Statblock: Louis Jameson \ Lore:


Sebastian Amadeus Wake
199
Alien Hunter and Alien Shocktrooper

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.

STR DEX CON INT WIS CHA


Alien Shocktrooper
Medium aberration, Lawful evil
12 (+1) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
Armor Class 17
Saving Throws Dex +5 Int +2 Hit Points 112 (15d8 +45)
Damage Resistances Psychic Speed 50ft
Skills Perception +4, Stealth +7, Survival +4
Condition Immunities Frightened
Senses darkvision 60ft, passive perception 14 STR DEX CON INT WIS CHA
Languages Deep speech 18 (+4) 15 (+2) 16 (+3) 12(+0) 12 (+1) 13 (+1)
Challenge 4 (1100 XP)
Saving Throws Str+7, Dex+5, Con+6
Hunting Instinct. The hunter knows the exact Skills Athletics +10, perception +5
location of all creatures with parasites on them Damage Immunities Psychic
within 300ft. Creatures with parasites cannot Senses passive Perception 14
benefit from concealment. It also knows the Languages Deep Speech
creatures type and how many hit points it has left. Challenge 5 (1800 XP)
Killing Instinct. The hunter has advantage on all
attack rolls against creatures with parasites. If it
Improved Critical The shocktrooper scores a critical
reduces a creature with a parasite to zero hit points
hit when it rolls a 19 or 20.
it can make an additional attack.
Brute. The shock trooper’s weapons deal an extra
Actions die of damage when they hit with an attack
(included in the attack).
Multiattack. The Hunter makes two attacks with its
trident. Lightning Breath (Recharge 5-6). The shock trooper
exhales a line of lightning that is 20 ft. long and 5
Trident. Melee Weapon Attack: +5 to hit, reach 5ft., ft. wide. Each creature in that line must make a DC
one target. Hit 7 (1d8 + 3) piercing damage. 14 Dexterity saving throw, taking 24 (4d10)
lightning damage on a failed save, or half as much
damage on a successful one.

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.

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Zeta Reticulant Zeta Reticulant
The Zeta Reticulant are the pinnacle of the Primillithids Medium Aberration, any evil
genetic tampering, a creature that combines the pisonic
might of an Illithid, the brute force of the Aliens, and the Armor Class 17
obedience of a broken slave. Though their origins are little Hit Points 110(10d10 + 35)
more than an accident, these creatures are incredibly Speed 35ft. climb 30ft
powerful, and their small numbers make up the personal
forces for the council of Elder Brains that lead the
Primillithids. STR DEX CON INT WIS CHA
Accidental Perfection The Zeta Reticulant was not 14 (+2) 17 (+3) 13 (+1) 16 (+3) 17 (+3) 4 (+2)
created on purpose, but rather evolved naturally from the
genetic tampering that created the first Aliens. After Damage Resistance Psychic ,Poison, Piercing And
centuries of steady evolution, both natural and forced, the Slashing From Nonmagical Weapons
first Zeta Reticulant was found working among the Alien Damage Immunities Poison
Shocktroopers as if it was one of them, despite the clear Condition Immunities Frightened, Poisoned
difference in size and power. Once the first was found, the Senses Darkvision 120 ft., passive Perception 17
Primillithids scoured their forces searching for any more of Languages Deep Speech, Telepathy
these genetic jackpots. Challenge 7
Domesticated Power Though the Zeta Reticulant has the
power of both the Illithids and the Aliens at its disposal, it is Camouflage. If the Reticulant remain motionless in
incapable of tapping into its full potential. The Zeta front of a vertical surface for 1 round and the
Reticulant is the perfect slave, and it is genetically surface is at least two sizes larger than its body(e.g.
predispositioned to use its psionic abilities only to enhance tree, wall, etc), it becomes one with surface and
its own Alien abilities, resulting in camouflage and a short adopts the natural colour of that surface. While it is
range teleport. If a Zeta Reticulant was freed from its mental in this condition, it can only be spotted with a
shackles, it has the potential to be a massive threat to the successful Perception Check DC 22.
Primillithids, possibly rivaling an Ulitharid in power. That is Blink. Reticulat can as a bonus action to teleport up
why the Zeta Reticulant’s are used only for special missions to 25 ft in an unoccupied space. When it takes this
that other Aliens could not complete, and are otherwise kept action it can immediately make a single attack with
far from any outsiders who might influence them. its Claw, and the attack has advantage.

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.

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Alien Infiltrator Alien Infiltrator
While the Amorites make excellent spies, the infiltrators are small aberration, lawful evil
the choice for assassination. Gifted with nimble feet, stealth
and silent killing. Few have ever seen one. Armor Class 16
Eldritch lightning crackles across the bizarre armour that Hit Points 32(4d8 + 18)
encompasses this hulking aberration, its tentacles sparking Speed 25ft. climb 25ft
with untold psionic power. Impressive and powerful figures
that the esoteric scribes believe to be an elite and prestigious
part of the Primillithid's forces, described in visions as STR DEX CON INT WIS CHA
electrifying and crushing all that opposed it. As is so often, 13 (+1) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 10 (+0)
the scholars are as wrong as they are right; the Alien
Infiltrator does wield awesome coruscating power, but it is all Skills Acrobatics +8, Stealth +8, Sleight of Hand +8
but a mindless slave and weapon of the collective, a figure of Damage Resistances psychic
scorn and mistrust. Senses passive Perception 10
The empires and colonies of the so-called Futureflayer feel Languages deep speech, telepathy 120th
they have no need for the Ulitharid to create new colonies, as Challenge 2 (450 XP)
they have their own plans, and if left unchecked the rare
tadpole could grow into the feared Alien Skull. Many of such Sneak Attack. When the infiltrator attacks a target
spawn are consumed on the spot, though some colonies have and it has advantage or an ally is standing adjacent
devised a way of encasing the growing larvae in an armoured to it, it deals an extra 3d6 damage on a hit.
suit fitted with a number of powerful minds from the colony's
brain library encased in orbs that bombard it with psionic Electrified Dissordance Field The alien Infiltrator has
force to break its mind, so they can dominate and control it. advantage to stealth checks as long as it has not
taken damage during the previous turn. The first
As the Ulitharid grows, its arms and four of its six tentacles creature that damages (with a melee weapon
are twisted and held by the suit, leaving room for only two to attack) the infiltrator, takes 1d8 lightning damage
protrude that are covered in a conducting alloy. The helmet and is pushed 5ft away. The field then stops
effectively blocks the mouth of the Alien Infiltrator, starving it functioning until one turn has passed without the
of all, but the psionic energy the Elder Brain allows, keeping infiltrator taking damage.
them physically weak mindless drones. While usually kept as
guards and servants of the Elder Brain, if a colony is attacked Actions
the Alien Infiltrator can act as a conduit for its master's Tentacle. Melee Weapon Attack: +6 to hit, reach
phenomenal power hurling crackling actinic rays of psionic 5ft., one target. Hit 9 (1d8 + 4) piercing damage.
force capable of consuming the trespassers from the inside
out, leaving nothing but ashes, or a wave of such dominating Actinic Ray Ranged spell attack +7 to hit, range
power that all but the most powerful of minds Instantly 30ft., one target Hit 11 (2d8+5) Psychic damage, if
become slaves of the colony. On the rare occasion that the the target is killed after this attack it must make a
Alien Infiltrator can break free of its mental shackles, it turns CON saving throw (DC14) or its body crumbles to
its psionic potential back at its masters. Many of these freed dust.
Alien Infiltrators die of starvation, cut off from their only form
of sustenance, with those that survive desperately searching Bonus Actions
for a power source to feed on, obliterating anything that gets Cunning action The infiltrator can take 1 of the
in their way. following actions on its turn: dash, disengage, hide.
Uncanny Dodge When the infiltrator is hit with an
attack it can use its reaction to half the damage it
receives.

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Alien Mars Alien Mars
While initially weak these are one of the most dangerous Medium Aberration, lawful evil
types of aliens to encounter. While psionic masters, few
aliens have a proclivity for arcane magic. Mars levels that Armor Class 12
playing field, crippling spellcasters of their power, making Hit Points 66 (12d8 + 12)
them helpless against the hunters and warriors. Speed 30ft.
The Alien Mars' body is encased in an arcane armour seen
in many of aberrations associated with the Primillithid,
providing protection and a series of containment crystals STR DEX CON INT WIS CHA
designed to enhance the creature's sensitivity to electrical 16 (+3) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 14 (+2)
fields and store the awesome power it can withstand. The
tentacles are sheathed in a conductive alloy enabling the Damage resistances psychic
Alien Mars to absorb a phenomenal amount of electricity, Damage Immunities Lightning
most often from lightning attacks. In turn, the galvanised Senses passive Perception 11
tentacles act as a conduit to unleash this devastating Languages Deep speech
absorbed power, directed by the focusing orb attached Challenge 4
directly to its frontal lobe.
These tentacular, floating creatures are thought to be Magic Nullification. Any creature within 60ft of mars
distantly related to the Grell. While the Alien Mars does share with a parasyte cannot cast spells of 3rd level or
a number of similarities to the beaked brain, they are a tool of lower except spells that deal lightning damage.
the Primillithid essentially a mobile generator for their
strange contraptions and vehicles. Despite serving a rather Lightning Explosion After a spell which deals
mundane function for the colony, the Alien Mars can be a lightning damage has been casted within 60ft of
the Alien Mars, then the Mars can absorb the
deadly foe, swinging sparking tentacles and unleashing high energy and use a reaction to cast Thunderwave as a
level Thunder Waves when threatened. level equal to the spell level of the spell that was
casted. This effect does not harm allies of the Alien
Mars.

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.

Credit | Statblock: Louis Jameson \ Lore:


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Alien Mother Alien Mother
Aliens do not reproduce naturally. To procreate, they must Large Aberration, Lawful evil
use humanoid hosts as a base, and let their paraytes
transform them into aliens. The mother is here to expedite Armor Class 14
the process. Her claws are covered with a horrible toxin that Hit Points 108(12d10 + 42)
when it strikes a creature rapidly expedites its transformation Speed 30ft.
into an alien.
While many theories abound about the Primillithid, the
esoteric scribes, compiling their research work with such STR DEX CON INT WIS CHA
fragmented accounts from the broken minds of mages, 16 (+3) 14 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1)
labour under the delusion that the so-called Futureflayer are
a united species or empire. Alien Mother's are the deadly Saving Throws Str +6, Int +6
embodiment of just how wrong they are. Skills Medicine +2, Perception +2
The Alien Mother is the result of a Neothelid that has Damage Resistances Psychic
managed to worm its way from the birthing chamber to Elder Senses Darkvision 60ft passive perception 10
Brain, devouring everything in its way, until sets about Languages Deep Speech
consuming the mind of the colony. Absorbing the awesome Challenge 6 (2300 XP)
intellect and psionic powers of the Elder Brain can kill all but
the most hardy of Neothelid, but those that survive undergo a Innate Spellcasting. The Mother's innate spellcasting
violent metamorphosis, resulting in the Alien Mother. The ability is intelligence (Spell save DC 13). The
wanton barbarity and brute strength of the Neollithid now mother can innately cast the following spells,
has one of the most powerful and cunning minds in all the requiring no material components.
realms, and an insatiable hunger for brains, the older, larger Cantrips (at will): guidance, poison spray
and richer in intellect the better.
Unlocking the secrets of time travel, only known to the 1st level (4 slots): bless, cure wounds, comprehend
Elder Brains, the Alien Mother gorges itself on the thriving languages, Grease, Jump.
Mind Flayer empires of the future. Where once the 2nd level (3 slots): aid, lesser restoration.
Primillithid had all but total dominance, the Alien Mothers,
though few in number and thankfully predominantly a lone 3rd level (3 slots): bestow curse, mass healing
word.
predator, hunt and harry them with a rapacious and
unslakable hunger and determination. 4th level (3 slots): dominate beast, phantasmal
killer, Dimension Door.
5th level (2 slots): Contagion, Antilife Shell.
6th level (2 slots): Magic Jar, True Seeing, Freezing
Sphere.
7th level (1 slot): Teleport, Plane Shift.
Immediate Transmutation If the mother kills a
creature with a parasyte by using its claw attack, it
immediatly rises as an alien skull with full hit
points, friendly to the mother.

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.

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Alien Overlord Alien Overlord
Commanding over their legions this alien is perhaps the Large Aberration, lawful evil
strongest in existence. After 100 years, a weaker alien such a
Shocktrooper or warrior, has a chance of evolving into an Armor Class 18
overlord. Called the Alien father, no one faces this monster Hit Points 127(15d10 + 45)
and leaves unscathed. Toxins lurking under the monster's Speed 30ft.
fangs and blade-like nails, drain his foes of their strength
until they are ready to submit.
These gargantuan aberrations are the creation of the Alien STR DEX CON INT WIS CHA
Mother. Bioengineering greater defences using the worthy 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 13 (+1)
Alien Hunter and Alien Shocktrooper. Where once the Alien
Mothers, predominantly solitary hunters, could ravage Saving Throws Str+ 7, Con +6, Int +5, Wis +3
empires and feast upon their enemies with impunity, even Skills Athletics +10, Perception +6
their gargantuan force and prodigious intellect alone are not Damage Resistances Psychic
enough to overwhelm heavily defended colonies. The Alien Senses Darkvision 60ft, passive perception 16
Overlord acts as a first wave attack, allowing a coordinated Languages Deep Speech
pincer strike with the Alien Mother taking advantage of the Challenge 7 (2900 XP)
mayhem their loyal attack dog causes. When the fighting
becomes a life and death struggle for its master, the Alien Rage of the fallen. If an Alien Mother dies in the
Overlord will fight to the last to protect them, even sacrificing pressence of an Alien Overlord, it forces a reaction
itself if need be, being so dedicated and dominated to have through chemicals ,that were released in the air
almost no free will. from the mother's body, to the Overlord's brain.
The Alien Overlord is created by the cultivation of The overlord comes under the effect of Rage ( as
Neothelids by the Alien Mother, by devouring a colony but per barbarian) and has advantage to all of its attacks
leaving their tadpoles. The Alien Mother then watches with until all living creatures surrounding him (even
great interest and amusement as the tadpoles turn on one allies) are dead or until the overlord is incapacitated
or can't find more creatures to kill.
another and devour their brood mates until only one remains,
emerging as a Neothelid. These gargantuan vermicular
aberrations are kept like prized pets, reaving colonies at their Actions
master's heel. In the aftermath of these raids, the Alien
Mother allows the Neothelid to feed on a share of the spoils, Multiattack. The Overlord can make three Toxin
intellect and greed ensuring that their pet does not feed claw attacks or four Toxin Claw attacks with
enough to become an Alien Mother in its own right. advantage if under the rage of the fallen effect.
Controlled feeding and experimentation in ransacked Toxin Claw. Melee Weapon Attack: +7 to hit, reach
dissection chambers, allow for the creation of the mindless, 10ft., one target. Hit 11 (2d6 + 4) slashing damage.
acid-spewing behemoth that is the Alien Overlord. In the rare A creature struck by this attack must make a DC 12
instances of their master being slain, the Alien Overlord saving throw or lose 1d4 Strength until its next
becomes overwhelmed with rage and hunger, devouring any long rest.
and all brains it can get its claws on and attacking without
restraint or reason, akin to a rabid dog.

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Alien Psychic
One of the weaker aliens, they are still indispensable support
in battle. What they lack in strength they make up for in
psionics. Any creature that approaches it with a parasyte,
activates a psychic link connected to the psychic sealing its
doom as the psychic eats their energies.
The Alien Psychic's physical body is what remains of a tiny
fey that has had its magical and mental resistances broken on
a wheel of psionic bombardment. This physical form is
trapped within an arcane sarcophagus, which negates the
creature's ability to become invisible and escape, with only
the vestigial wings visible. The limbs are broken and stretch
into tentacles covered with an alloy that acts as a conduit for
its immense magical power. This phenomenal power
resulting from the breaking of the fey creature's mind and the
focusing orbs attached to its carapace. These abilities make
them extremely efficient at keeping prisoners, prey and test
subjects contained, studying their minds for secrets and
flavours most appealing to their masters.
The magical nature of the Alien Psychic's abilities mean
that they are seen as heretical by some mind flayer colonies.

Alien Psychic
Tiny aberration, Lawful evil

Armor Class 10
Hit Points 14(3d8)
Speed 20ft.

STR DEX CON INT WIS CHA


9 (-1) 10 (+0) 9 (-1) 16 (+3) 12 (+1) 12 (+1)

Damage Immunities psychic


Senses passive Perception 13
Languages deep speech telepathy 120ft
Challenge 1 (200 XP)

Alien Drain Every creature within 60ft of the


psychic suffers a -2 penalty to their Strength,
Dexterity, and Constitution scores for each Parasyte
on it. If this lowers any of their attributes to zero,
that creature becomes incapacitated.
Innate Spellcasting (Psionics) The Psychic
spellcasting ability is Intelligence (spell save DC
13). The psychic can cast the following spells with
no material components:
1/day each: detect thoughts, dissonant whispers,
phantasmal force.

Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 5 (1d4 + 2) psychic damage

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Alien Hypno Alien Hypno
These warped beings are thought to be some kind of mutated Medium aberration, neutral evil
future Mind Flayer or to use the currently agreed colloquial
term, Futureflayer. (It is worth noting that staffs and spells Armor Class 13
have been slung by the most aged and respected bio- Hit Points 95(14d6 + 30)
theologians over the proposed terms, with Primillithid Speed 5ft.
seeming to having the consensus, despite critics claiming
there is no way to know these so-called Primillithids are even
one united species or race). It is supposed that the Alien STR DEX CON INT WIS CHA
Hypno is a master Psion, created after ruminating on its 6(-2) 7 (-2) 10 (+0) 20 (+6) 14 (+2) 15 (+2)
powers in specially designed epoch capsule adjoining the
colony's library and dissection chamber. Once Psionic Skills Deception +4, Persuasion +4, Insight +5
enlightenment has been reached the, now atrophied, body is Vulnerabilities Bludgeoning
quickly transferred into a vial of cerebral fluid. If successful, Damage Resistance Piercing, And Slashing From
the tendrilous fingers snake out of the briny fluid, swollen and Nonmagical Weapons
radiating psionic energy, much like its bulbous and lolling Damage Immunities Psychic, Poison
head, overflowing with power. Condition Immunities Poisoned, Charmed
What the role of this glorious scion of psionic mastery is a Senses passive Perception 14, Truesight 120 ft
question of great debate, with one theory claiming the Alien Languages Deep Speech , Telepathy 120ft
Hypno is a long range weapon of war, raining psionic death Challenge 4 (1100 XP)
upon all foes on the planar battlefields. The sad truth is these
prodigies are the perfect caretakers of the Elder Brains, Dimension Jump. Alien Hypno can move through
gently caressing and bathing their master's grey matter in dimensions at will. As a bonus action can teleport
cerebral fluid and undulating waves of psionic force. The Alie up to 35ft in an unoccupied space.
Hypno can act as a supplementary final defense of the Eder Innate Spellcasting Alien's Hypno innate spellcasting
Brain Chamber, but the true reasons for its being is as ability is Intelligence (spell save DC 14).
masseuse and carer for the cerebral overlord of the colony.
It can innately cast the following spells, requiring
no material components: At will: detect magic,
detect thoughts 3/day each: plane shift (self only),
sleep, suggestion, confusion
Magic Resistance. The Alien has advantage on saving
throws against spells and other magical effects.

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" )

Credit | Statblock: Dimitris Boutsikas \ Lore:


Sebastian Amadeus Wake \ Art: Ntina Sia
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Alien Skull Alien Skull
Once the cells have sucked the life out of their host all that is Medium aberration, lawful evil
left is a skeleton, but not one of this world, it has transformed
into an abomination. It has no memories of its former life, Armor Class 15
now it just seeks to serve the will of the Aliens. After a year, it Hit Points 54 (8d8 + 18)
will evolve into another species of alien like the Alien Hunter. Speed 30ft.
Clad in armour fashioned from the skulls of their victims,
warped and galvanised by brute psionic force, powered by
harvested cerebral fluid held in sloshing orbs, these brutes STR DEX CON INT WIS CHA
are truly the stuff of nightmares. However, these nightmares 15 (+2) 14 (+2) 16 (+3) 15 (+2) 13 (+1) 10 (+0)
are horrifyingly real, as told by the few remaining esoteric
scribes still able to wildly scratch at parchment or whose Damage Resistances necrotic, psychic
incessant screaming pauses long enough for them to Senses darkvision 60ft, passive perception 11
stammer. These same two words scrawled over and over, in Languages Deep Speech, Telepathy 60ft.
scripts and sigils of all the known realms and those never Challenge 3 (700 XP)
seen before; whispered and barked in fervour, terror and
supplication, "Alien Skull", time and again until the conveyor Telepathic Decay Any creature that tries to read the
convulses into apoplexy or lapses into catatonia. It seems thoughts of an Alien Skull or have any divination /
that these aberrations posses the sickening ability to enter psychic contact with it, takes 3d10 psychic
the sleeping minds of those who have gleaned fleeting images damage and must succeed on an INT saving throw
of the Alien Greys, tearing through their dreams and erupting DC13 or come under the Crawling Skull Madness
out the bloody portal that was once the unfortunate until its next long rest.
spellcaster's body onto the material plane. Leaving towers,
taverns and colleges repugnant charnel houses, eldritch
patterns daubed on the walls in blood and sickening Actions
arrangements of bodies, all devoid of brains, in what some Multiattack The skull can make two attacks, one
theorise is some barbaric form of the Mind Flayer script, with its claws, another with its bite.
Qualith.
While wild theories abound, the Alien Skull is a quirk of Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) piercing damage.
Mind Flayer evolution, as are the dominant, yet diminutive,
Alien Grey. The colonies within the future empires of the Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
Primillithid operate under a strict rule of a council of Elder one target. Hit 7 (1d10 + 2) piercing damage plus
Brains who have seen fit to promote the psionically gifted at 5 (1d8) necrotic damage.
the expense of strength, which they feel is efficiently covered Psychic Decay(5-6). The alien Skull tried to
by their enslaved races and biologically created protectors. penetrate the mind of its victim to cause psychic
This council rules that Ulitharid are no longer necessary, due damage from within. A creature that the Alien Skull
to wanting to choose their own candidates for new colonies can sense within 60ft must succeed on an
and, more importantly that aeons have mutated these scions Intelligence saving throw DC 13 or take 3d10
of psionics into huge, psychotic berserkers that care nothing psychic damage. A creature that fails the save by 5
for the collective, hunger and bloodshed their only needs. or more obtains the Crawling Skull Madness at the
Those that are not destroyed or subjugated while still in end of the combat and it lasts until its next long
tadpole form, grow up to be Alien Skulls. The tadpol parasyte rest.
enters the brain of its host eating it and then transforing the
body to an alien skull during a time where its body is inactive.
Crawling Skull Madness
A creature that was mentally weak to resist a psychic decay of
an alien Skull starts feeling boney fingers scratching the inside
of its head. The victim believes that there are things inside his
skull trying to get out and is driven to a panic state. The victim
cannot concentrate on any spells or complex tasks and will
quickly run from combat to hide as if frightened. The effect of
this madness ends when they take a long rest.

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Alien Telepath Alien Telepath
Once aliens are on the offence this creature it bound to Large Aberration, lawful evil
appear. The telepath is the alien's firepower, being able to
shoot bolts of fire from their antenna. Armor Class 13
After breaking the minds of the amphibious Kuo-Toa, Mind Hit Points 97(13d10 + 26)
Flayers discovered that the insane brains of their once-slaves Speed 30ft.
were quite the delicacy when consumed raw. Thriving
colonies of Mind Flayers now breed these fishlike folk as
cattle, discovering the enzymes that enable the Kua-Toa's STR DEX CON INT WIS CHA
phenomenal subconscious powers provide exceptional 16 (+3) 13 (+1) 15 (+2) 16 (+3) 15 (+2) 14 (+2)
nutrients.
Alien Telepaths are the result of Mind Flayer larvae that Damage Resistances Fire, Psychic
have feasted upon such a glut of Kuo-Toa brains that they Senses darkvision 60ft., passive perception 12
have grown into their own limacine (sluglike) morph, without Languages Deep Speech
ever needing to find itself a host. The Mind Flayer Challenge 4 (1100 XP)
consciousness and insane creativity of the Kuo-Toa combine
in the Alien Telepath; a psychic and psionic prodigy, as Innate Spellcasting The telepath’s innate spellcasting
powerful as they are psychotic. If their kin ever find a way to ability is Intelligence (spell save DC 13). It can cast
harness these mad adepts, even the gods will cower before the following spells requiring no material
them… components.
At will: firebolt, detect magic
3/day each: aganazzar's scorcher, burning hands,
flaming sphere, scorching ray.
2/day each: fireball

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.

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Alien Warrior Alien Warrior
These hulking humanoids clad in carapace armour of an Medium aberration, Lawful evil
arcane and aberrant design are believed to be the guardians
seen alongside the Alien Greys in the fevered visions and Armor Class 15
deranged ravings of diviners, as compiled by the esoteric Hit Points 68 (8d10 + 24)
scribes derisively called 'forward thinkers'. These academics Speed 30ft
of sorts believe Mind Flayers have the ability to travel great
distances in time, with their once proud empire remaining
splendiferous in some dark distant future, somehow linked to STR DEX CON INT WIS CHA
the most thriving colonies of their lowly ancestors in the 18 (+4) 15 (+2) 16 (+3) 11 (+0) 114 (+2) 9 (-1)
present as we know it.
These 'forward thinkers' theorise that the Alien Warrior Saving Throws Str+7 Con+6
was once the humble Underdark dwelling Quaggoth. Skills Athletics+7 Perception +5
Hypothesising aeons of selective breeding, accelerated Damage Resistances Psychic
evolution and experimentation, particularly around Senses Darkvision 60ft, passive perception 10
domestication and the expansion of their psionic potential, Languages Deep Speech
have bred the once minion into the ultimate bodyguard. The Challenge 5 (1800 XP)
armour that covers them serves to augment their already
immense bestial strength with orbs filled with adrenal fluids Death Burst. When the warrior Dies all creatures
that flood the Alien Warrior’s system when in battle or called within 10 ft must make a DC 13 Dexterity saving
to defend. The Alien Warrior's improved psionic abilities both throw, on a failed save the target gets a parasyte, on
serve in the protection and maintenance of their masters, as a fail of 5 or more they get two parasytes.
well as enabling them to search out the greatest threats and Reckless Attack. The warrior can choose to attack
most nutritious morsels, often residing within the same recklessly, this turn it has advantage on attack rolls,
cranium. While being marvels of bioengineering and but attacks against it have advantage until its next
essential protection for the Alien Grey, the Alien is still turn.
considered little more than any other slave race by its
masters. Actions
Charging at the frontlines of battle are the alien warriors. Multiattack The warrior makes three claw attacks.
These soldiers are made with tough armor only the sharpest
of blades can penetrate. Then even if you are so lucky to kill Claw Melee Weapon Attack: +7 to hit, reach 5ft.,
it, parasytes leap from its body to find new hosts. Warriors one target. Hit 9 (1d10 +4) slashing damage
charge in, only to allow the hunters and shocktroopers to kill
the enemy.

Credit | Statblock: Louis Jameson \ Lore:


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Cosmic Fortress Gol'Gar
This monstrosity is the ultimate weapon of the aliens, some
say it is the original alien that spawned all the others. The
Cosmic fortress is a living siege weapon, a giant organism
that commingled with other aliens living inside of it.

Cosmic Fortress
Gol'gar
Gargantuan aberration, lawful evil

Armor Class 17
Hit Points 171 (18d10 + 72)
Speed 0ft. fly 50ft (hover)

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 18 (+4) 21 (+5) 15 (+1) 9 (-1)

Saving throws Str +9 Dex +6 Int +9


Damage Resistances psychic
Senses Darkvision 60ft passive Perception 11
Languages Deep speech, telepathy 120ft
Challenge 10 (5900 XP)

Magic Resistance The fortress has advantage on


saving throws against spells and other magical
effects.

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.

Credit | Statblock: Louis Jameson \ Lore:


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Cosmic Horror Gangi'el
When strong monsters succumb to the power of the
parasytes, it does not create a skull. Instead the parasyte flesh
grows and grows until it just becomes one giant parasyte.
The Horror cannot be controlled like other aliens. It likes the
sapiance that others possess. It does not seek out and
destroy aliens, but it becomes the most simple type of
monster, one that just seeks to devour all that comes across
it.

Cosmic Horror
Gangi'el
Huge Aberration, Lawful evil

Armor Class 18
Hit Points 202(15d10 + 120)
Speed 40ft.

STR DEX CON INT WIS CHA


24 (+7) 14 (+2) 23 (+6) 11 (+0) 10 (+0) 11 (+0)

Saving Throws Str +11 Con +10 Int +4


Damage resistances bludgeoning, piercing, slashing,
and psychic.
Senses Darkvision 60ft
Languages None
Challenge 9 (5000 XP)

Magic Resistance The horror has advantage on


saving throws against spells and other magical
effects.

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.

Credit | Statblock: Louis Jameson \ Lore:


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Brain Crusher Brain Crusher
Not all Neogi are created equal, which is clear from their truly Large Monstrosity, Neutral Evil
alien society of dominance and slavery, as well as their
varying spellcasting abilities. These abilities, granted by their Armor Class 16(Natural Armor)
pacts with evil aberrant entities during their mass migration Hit Points 132 (12d10+40)
from their home somewhere on the material plane. Just as Speed 30ft., 40ft. flying.
with the Neogi, not all of these starlike beings were created
equally either. The elder star, Fawdar, known as the Chaos
Star, formed of a dazzling inferno of arcane and unknowable STR DEX CON INT WIS CHA
colours within an ever-changing riot of malice, only made 14 (+2) 16 (+3) 12 (+2) 17 (+3) 14 (+2) 12 (+2)
itself known to the most powerful and ruthless of Neogi. The
secrets gained by these chosen gave them access to magic Damage Resistance Psychic
beyond the dreams of most Neogi Masters and the strength Condition Immunities Charmed
of mind enough to dominate said Masters, and so the Brain SensesDarkvision 120 Ft., Echolocation 60ft.,
Crusher were born. They were also changed physically, their passive Perception 14
bodies reflecting the morass of hues and mercurial nature of Languages Deep Speech
the Chaos Star. This manifests in their kaleidoscopic Challenge 7 (2,900 XP)
chitinous covering and their innate abilities to shapechange
to or project whatever form best suits the subjugation of Magic Resistance Brain Crusher's translucent rosin
inferiors, which amounts to all life in their eyes, as well as skin makes it extremely resilient against magic
driving them quite insane. attacks
Leaving the trappings and name of their subjacent siblings,
the Brain Crushers have few drives that consume their entire Actions
existence; dominate all life they encounter, subjugate every Multiattack. Brain crusher can makes two attacks:
Neogi in existence, thereby proving their superiority, and two with its Scythe Fingers or one with Scythe
finally ensure that they they are the arbiters of all realms and Fingers and a Swoop.
planes, as they believe is there place. This is an all-consuming
obsession for them, and it seems the longer it takes to Scythe Fingers. Melee Weapon Attack: +6 to hit,
achieve the more crazed they become. reach 5ft., one target. Hit 15 (2d10 + 3) Slashing
damage plus 7 (2d4+3) Psychic damage.
Swoop Brain Crusher can attempt to Grapple a
creature with its fangs. A DC 15 Dexterity or
Strength is required to avoid the grapple. A
Grappled creature at the start of its turn loses 1
point of Intelligence and suffers 2d4 Piercing
damage plus 2d8 psychic damage. A grappled
creature can retry to escape at the end of its turn.
The lost points of intelligence can be restored only
with a Greater Restoration Spell.

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.

Credit | Statblock: Boutsikas Dimitris \ Lore:


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Brain Jacker Brain Jacker
The sight of a Brain Jacker instills a fear and revulsion that Small aberration, Chaotic Evil
paralyses those unfortunate enough to come across these
foul creatures, both from their repulsive form and their innate Armor Class 11
ability to detect and project their prey's greatest fear into its Hit Points 20(5d8 + 1)
mind with the merest glance of its rheumy, perpetually Speed 10ft., fly 40ft.
weeping eye stalk. Once their victim is paralysed by terror,
the Brain Jacker will force its sensory proboscis into the skull
of its quarry, usually through the eye sockets, feasting on the STR DEX CON INT WIS CHA
dread induced cocktail of chemicals. 2 (-4) 8 (-1) 10 (+0) 19 (+5) 1 (-4) 6 (-2)
Resembling their progenitors, the Intellect Devourer, the
Brain Jacker is the result of a thriving Intellect Devourer that Condition Immunities prone
has gorged enough to evolve the ability to repurpose the Senses Passive Perception 4
brains of its hosts, sending them back to the Mind Flayer Languages understands Deep Speech but can't
colony. This necessitates using whatever parts of the host or speak
other creatures the Intellect Devourer can find in its Challenge 3 (400 XP)
subterranean domain, explaining great deviations in the
Brain Jacker's composition. These abnormalities sometimes Innate spellcasting The Brain Jacker can cast the
inspire Mind Flayers to keep Brain Jackers as pet projects, following spells innately without the need of
slicing and grafting their pliable grey matter to suit their materials as many times as it wants. Innate Spells:
whims. Phantasmal Killer, Detect thoughts.
Madness. Any creature within 10 feet of this
creature at the start of their turn must make a DC
13 Wisdom saving throw. On a failed save, the
target becomes frightened for 1 minute. A creature
that successfully saves against the effect is immune
to this Brain Jacker’s madness for the next 24
hours.
Insidious Grab. Any creature that is frightened by
the Brain Jacker has disadvantage against being
grappled by the Brain Jacker. While grappled by the
Brain Jacker, the creature loses its ability to control
its own actions and must obey any commands
given to it by the brain jacker to the best of its
ability. The Brain Jacker remains attached to its
target until it chooses to release its target or is
removed by another creature.
Absolute Control. A creature who suffers 4 Brain
Cocktail attacks, gives complete control of their
body to Brain Jacker. Brain Jacker will force the
controlled creature to use the Dash action to leave
combat. Brain Jacker will guide the creature to the
Mind Flayer colony to be harvested.

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.

Credit | Statblock: Dearan Lee \ Lore:


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Octoberser Octoberser
These strange creatures of the deep are rarely spotted, Medium Aberation, Lawful evil
preferring to hunt alone in the darkness of the deepest
trenches. However, when they gather in number they can Armor Class 14 (Natural Armor)
cause great destruction with their tactics and seeming Hit Points 50(8d10 + 5)
fearlessness in battle. This has lead to much speculation Speed 45ft.
from the people aquatic and coastal cities over the origin of
Octoberser that differ from culture to culture. Some believe
they may have come from one of the many portals to the STR DEX CON INT WIS CHA
myriad planes at depths no humanoid could withstand, 7 (-1) 18 (+4) 12 (+1) 17 (+3) 13 (+2) 10 (+0)
possibly even sharing a history with creatures like the Abyss
Warrior, while others theorise them to be the result of Condition Immunities prone
biological experimentation, the fusing of various seas animals Senses darkvision 120 ft., passive Perception 13
and people for some unknown purpose, whilst others posit Languages Deep speech
that they could be some ancient and forgotten creature or Challenge 4 (600 XP)
race brought into existence by the Kuo-Toa, possibly after
finding a warrior of a piscine race laying dead and half- Magic Resistance. The Octoberser has advantage on
consumed by a giant octopus. saving throws against spells and other magical
However they came to be, the Octoberser propels effects.
themselves using their tentacles and hunting with spears and
tridents, often scavenged from more adept races, such as the Broken Will : As an action, Octoberser target a
Sahuagin. They keep mostly to themselves, but in the rare creature it can see. The target makes an Intelligence
occurrence that these strange creatures begin to group, a saving throw. On a failed save, Octoberser chooses
the target’s movement and action on its next turn.
madness seems to overtake them with a fervour for battle On a successful save, the target is unaffected and
and destruction. Whether this is caused by external means or Octoberser cannot use this ability on that creature
another quirk of their makeup is unknown, due to them again until it finish a long rest.
speaking no known language and often killing and eating
anyone trying to study them, seeing them as a threat. Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach
10 ft., one creature. Hit: 12 (2d10 + 2)
bludgeoning damage. If the target is Medium or
smaller, it is grappled (escape DC 15) and must
succeed on a DC 15 Intelligence saving throw or be
stunned until this grapple ends.
Javelin. Melee Weapon Attack: +5 to hit, range
30/120, one target. Hit: 6 (1d6 +3 ) piercing
damage.
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft,
one target. Hit: 8 (1d10 +3 ) piercing damage.

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When a colony is claimed by a Memory Crusher and its
Memory Crusher and Elder Brain ritually butchered and consumed, the raw psionic
power and intelligence flows through the demon, carefully
Memory Crush King shaped by the Demon Lord of Illusions, creating a Memory
The life of a Mind Flayer Arcanist is never as easy as those of Crush King by driving one of his talons trough the its brain in
its hive mates. They are seen as deviants and shunned, even the process that forms into a gnarled horn. These fiend's
forcibly removed from their colony for experimenting in grow to an immense size, gaining far greater strength of body
Weave and dabbling in the Art. This strange obsession is and mind, as they are literally touched by the power of the
thought to be caused by the gaining of the arcane traits from Demon Lord, gaining a far greater depth of spellcasting,
consuming the brains of or using the body of a spellcaster as reflecting that of its master's, and the foolish thought that has
their hosts. These lost aberrations often wander the gained all this power for itself and its deity. In truth the
Underdark alone, finding what servants and sustenance they Memory Crush King is merely a pawn, one possessed of such
can, often falling into despair and madness of that which deadly power and cunning that it haunts the nightmares of
comes with isolation from Mind Flayer collective, as well as even the mightiest sentient creature, colony and empire of
the many fearsome creatures that dwell in the subterranean the Underdark, but still it is just a pawn in Fraz-Urb'Luu's
shadows. scheming.
Preying on these mentally weakened and more magically
susceptible Mind Flayers, the Demon Lord, Fraz-Urb'Luu,
Prince of Deception, reaches out to these lost and damned,
using his mind-bending ways to appear as an ancient illithid
god or the original Elder Brain Prime, from whatever time
and place the aberrations first came, using their victim's
minds to create the communion they so crave. Given purpose
and bolstered by the lesser servants of the Demon Lord, the
Arcanists quickly set about creating infernal fanes, twisted
reflections of the Mind Flayer colony, in which every brain
feasted upon, creature subjugated and host taken over is a
sacrifice. Through these sacrifices Fraz-Urb'Luu gains a
greater foothold on the material plane and can bestow a
measure of his power upon the Arcanist, creating a hybrid of
aberration and fiend. Over time this corrupts and reshapes
the Mind Flayer's form, stretching tentacles back that harden
and twist into horns, exposing the expanding and pulsating
brain underneath. The body mass increases and black,
veined pinions erupt from its back as it reaches full
demonhood, taking upon the title of Memory Crusher. The
metamorphosis affects the mind as much as the body of the
once Mind Flayer, replacing all other drives with a burning
hatred for those that cast it out, apostates and worshippers of
heretical Elder Brains that do not serve the illithid's true
purpose; worship and sacrifice in the name of the illithid's
true god or Elder Brain Prime.
Once a Memory Crusher has gained enough power and an
army of slaves, often drawing other outcast Arcanists to it as
acolytes, they will declare war on their former colony, sending
waves of slaves, bolstered by demons to claim the colony for
their dark master. These clashes in the Underdark are
thankfully rare, Drow and Mind Flayer alike, putting down
these fanes before they gain a foothold, but when they do
occur they are savage affairs resulting in countless deaths, all
the while Fraz-Urb'Luu watches with glee, claiming each soul
as his own.

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217
Memory crusher
Medium Aberration, Neutral

Armor Class 14
Hit Points 45(6d8 + 18)
Speed 30ft. 40ft fly

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 13 (+1)

Damage Immunities psychic


Condition Immunities charmed
Senses Darkvision 60ft., passive Perception 11
Languages Deep Speech
Challenge 3 (700 XP)

Memory Crush. Melee Weapon Attack: +4 to hit,


reach 5ft., one target. Hit 5 (1d6 + 2) psychic
damage. The Target must make a DC 12
Intelligence saving throw. On a failed save it takes
10 (3d6) psychic damage and it loses all memories
of the past 1d4 hours. Any experience points
gained during that time is lost.

Memory Crusher King


Medium Aberration, neutral

Armor Class 15
Hit Points 87 (11d8 + 38)
Speed 30ft. fly 40ft

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 17 (+3) 16 (+1) 13 (+1) 13 (+1)

Damage Immunities Psychic


Condition Immunities charmed
Senses passive Perception 11
Languages Deep speech
Challenge 5 (1800 XP)

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.

Credit | Lore: Sebastian Amadeus Wake


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219
Caius, the Shadow Caius the Shadow
Monarch Monarch
King Caius was a cruel and unjust king in life, claiming that Large construct, Chaotic Evil
everything he did was for the good of the kingdom.
Eventually, as his power began to wane, Caius entered into a Armor Class 21
pact with a dark entity that granted him immense power. His Hit Points 133(14d10 + 56)
reign continued for many long years after this, with his Speed 30ft.
citizens living in fear and squalor. Eventually, a hero chosen
by the people waged war against Caius, and put the cruel
king to rest at the end of his blade. Unbeknownst to the STR DEX CON INT WIS CHA
people, Caius spirit lived on, trapped within his monstrous 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2)
horned helm. The helm was placed onto one of the remaining
statues of Caius, meant to serve as a reminder of the Damage Immunities Poison, necrotic; Bludgeoning,
atrocities that occurred under his rule. The helm merged Piercing, And Slashing From Nonmagical
with the statue, animating it and imbuing it with the kings Weapons That Aren't Adamantine
dark pact magic. Now known as Caius the Shadow Monarch, Condition Immunities Charmed, Exhaustion,
the reborn king roams the land, seeking to impose his will Frightened, Paralyzed, Petrified, Poisoned
over all. Senses Darkvision 120ft,Passive Perception 9
Twisted and Cruel. In life, Caius was a savage king. He Languages Common
would torture or kill anyone that opposed him, and would Challenge 9 (5000 XP)
normally do so publically, to set an example for the rest of his
citizens. This philosophy is continues into his undeath. Immutable Form. Caius is immune to any spell or
The Horned King. Every king of note has a prized effect that would alter its form.
possession, and Caius’ was his dreadful horned helm. The Magic Resistance. Caius has advantage on Saving
helm is still considered a symbol of fear and despair, both on Throws against Spells and other magical effects.
and off the battlefield.
The Shadow Monarch. Caius obtained his dark powers Magic Weapons. Caius' weapon attacks are magical.
via a pact with a dark entity, thought to be draconic in nature.
The king used this power to earn greater fear from both his Actions
citizens and his enemies, allowing him to rule with an iron Multiattack. Caius makes two sword attacks.
fist. It is said that those who angered Caius before his court
were swallowed into a black vortex, never to be seen again. Longsword. Melee Weapon Attack: +9 to hit, reach
5 ft, one target. Hit:(1d8 + 5) slashing damage, plus
(1d10) necrotic damage
Shadow . Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (4d10) necrotic damage.

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.

Credit | Statblock & Lore: Erin Ouellette


220
Granmarg The Rock Granmarg the Rock
Monarch Monarch
King Granmarg was the ruler of a wealthy mining country. He Large construct, Neutral Good
was a stern but fair king, keeping his emotions in check at all
times. The people of his kingdom prospered under his rule. Armor Class 22
Jobs in the mines were plentiful, trade was abundant, and Hit Points 130(14d10 + 56)
relations with neighboring kingdoms were exceptional. These Speed 30ft.
relationships became ever important when an entity arose
that would threaten all kingdoms. Ultimately King Granmarg
and his allies, King Thestalos and King Zaborg, would STR DEX CON INT WIS CHA
sacrifice themselves to summon a creature that could defeat 20 (+5) 10 (+0) 20 (+5) 16 (+3) 10 (+0) 14 (+2)
the invading entity. The kingdoms were saved, at the cost of
the King’s lives. However, Granmarg’s spirit clung to this Damage Immunities Poison, lightning; Bludgeoning,
world and bound itself to his iconic shield, causing the statue Piercing, And Slashing From Nonmagical
displaying it to become empowered with his spirit. Weapons That Aren't Adamantine
Stone Cold. Granmarg was a model king, and these traits Condition Immunities Charmed, Exhaustion,
have carried over to his new form. He is stoic, stern, and Frightened, Paralyzed, Petrified, Poisoned
quite imposing. Granmarg believed that a King must be stand Senses Blindsight 120ft,Passive Perception 9
tall and strong for those that he ruled over, and he lived his Languages Common
life accordingly. Challenge 9 (5000 XP)
The Steadfast King. Every king of note has a prized
possession, and Granmarg’s was his mighty tower shield. The Immutable Form. Granmarg is immune to any spell
shield instilled confidence in Granmarg’s allies and fear in his or effect that would alter its form.
opponents. It is said that Granmarg was defended an entire Magic Resistance. Granmarg has advantage on
squadron of soldiers from archers on his own, using the Saving Throws against Spells and other magical
massive shield and his speed to block every arrow. effects. Magic Weapons. Granmarg's weapon attacks
The Rock Monarch. Granmarg was known as the are magical.
Kingdom’s Rock to many, and was given this moniker for
many reasons. His stern behavior, his stalwart defensive Actions
strategies and the stability that he provided his people. In his Multiattack. Granmarg makes two War-Slam attacks.
new form, Granmarg has taken to calling himself the Rock
Monarch, as an acknowledgement of what he now literally War-Slam. Melee Weapon Attack: +9 to hit, reach 5
embodies. ft, one target. Hit:(1d10 + 5) bludgeoning damage,
plus (1d10) force damage
Force Bolt. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (4d10) force damage.

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.

Credit | Statblock & Lore: Erin Ouellette


221
Mobius The Frost Monarch Mobius the Frost
King Mobius’ domain was perched in the frozen north, with
his capital city high upon a mountain. The frost-bitten
landscape never lost its snow, and the cold never left the
Monarch
Large construct, Lawful Neutral
bones of its denizens. Despite their environment, the people
were hearty and happy under the rule of Mobius, and he did Armor Class 20
his best to keep things that way. All of the his citizens were Hit Points 133(14d10 + 56)
his family, and he would give his life for any one of them. Speed 30ft.
Despite his and his citizens solitary nature, King Mobius was
on good terms with the neighboring kingdoms. He held court STR DEX CON INT WIS CHA
with Kings Thestalos, Granmarg, and Zaborg occasionally to
discuss relations between the nations, and when an entity 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2)
arose that would threaten all of their kingdoms Mobius was
called upon to help stop the threat. Mobius and the other Damage Immunities Poison, cold; Bludgeoning,
kings summoned an entity that could defeat the invading Piercing, And Slashing From Nonmagical
force, and gave their life in the process. Sometime after his Weapons That Aren't Adamantine
death, King Mobius’ wayward spirit would find purchase in Condition Immunities Charmed, Exhaustion,
the world by inhabiting his greatsword, causing the statue Frightened, Paralyzed, Petrified, Poisoned
that displayed it to take on a life of its own. Senses Darkvision 120ft,Passive Perception 9
Survival of the Fittest. Due to their surroundings, King Languages Common
Mobius and his people developed a heartiness and natural Challenge 9 (5000 XP)
strength unseen in normal men, a fact that influenced their
culture significantly. Both King Mobius and his former Immutable Form. Mobius is immune to any spell or
citizens value strength above all else, believing it to be the key effect that would alter its form.
to their own survival. Magic Resistance. Mobius has advantage on Saving
The Frozen King. Every king of note has a prized Throws against Spells and other magical effects.
possession, and Mobius’ was his blue-steel greatsword. Magic Weapons. Mobius' weapon attacks are
Forged from a special ore found at the peak of a frozen magical.
mountain, the sword was a symbol of strength and resilience,
and is now the vessel from which Mobius’ spirit walks the Actions
earth again.
The Frost Monarch. Mobius exemplified the most Multiattack. Mobius makes three greatsword
prominent traits of his people. His solitary nature, calm mind, attacks.
and passive attitude reflected the frozen landscape that he Greatsword. Melee Weapon Attack: +9 to hit, reach
called home. He ruled from a place amongst his people, 5 ft, one target. Hit:(2d6 + 5) slashing damage, plus
rather than claiming dominion over them. He preferred the (1d10) cold damage
solitude and peace of his crisp, snowy peak, and would avoid Ice Spear. Ranged Spell Attack: +9 to hit, range
dealing with the problems of other kingdoms unless it 120ft, one target. On Hit: (4d10) cold damage.
affected his own.
Reactions
Hale and Hearty. As a reaction to an attack that he
can see, Mobius can halve the incoming damage of
one attack per turn.

Credit | Statblock & Lore: Erin Ouellette


222
Raiza the Storm Monarch Raiza the Storm
Raiza’s kingdom rested upon a stormy plateau, and was
constantly beset by tornadoes, floods, and thunderstorms.
Despite the natural threats, the people of this kingdom were
Monarch
Large construct, Lawful Evil
happy and productive, and under Raiza’s young rule brought
prosperity to a kingdom that had no right to have it. The Armor Class 21
people of the neighboring valley grew envious, and attacked Hit Points 125(14d10 + 56)
Raiza’s kingdoms. Though the natural hazards held them at Speed 60ft.
bay for a time, the invaders eventually triumphed,
slaughtering Raiza and most of his people. Soon after the STR DEX CON INT WIS CHA
defeat of Raiza’s people, the storms surrounding the plateau
became more violent. The winds blew away the camps of the 16 (+3) 18 (+4) 16 (+3) 16 (+3) 8 (-1) 16 (+3)
invaders, the floods tore down the stone structures of the
cities. The invaders could not understand what had Damage Immunities Poison, Force; Bludgeoning,
happened, until they came face to face with the source of the Piercing, And Slashing From Nonmagical
storm. Raiza’s furious spirit had gained control over the Weapons That Aren't Adamantine
storms, and inhabited his father's old armor. Now a force of Condition Immunities Charmed, Exhaustion,
destruction and retribution, Raiza used his newfound power Frightened, Paralyzed, Petrified, Poisoned
to destroy the invading people completely and utterly. Raiza Senses Blind sight 120ft,Passive Perception 9
now rules a ruined and empty kingdom, using his power over Languages Common
storms to destroy and who would dare step into the graveyard Challenge 9 (5000 XP)
of his people.
Naivete of the Pure. Before the massacre of his people, Immutable Form. Raiza is immune to any spell or
Raiza had sent an envoy of peace to the people of the valley. effect that would alter its form.
He was willing to share his wealth with those who needed it, Magic Resistance. Raiza has advantage on Saving
but due to his youth he underestimated the greed that had Throws against Spells and other magical effects.
taken over the invaders and was unprepared for the assault. Magic Weapons. Raiza's weapon attacks are magical.
Now in control of the storms themselves, Raiza expects the
worst of those he does not know, believing that it is simply Actions
human nature to act upon evil thoughts.
The King of Thunder and Lightning. Every king of note Multiattack. Raiza makes three rapier attacks.
has a prized possession, and Raiza’s was his ceremonial Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft,
cloak. The cloak was a symbol of the royal family, and one target. Hit:(1d8 + 5) peircing damage, plus
represented their ruling philosophy. The kingdom, like the (1d10) Force damage.
cloak, rested upon the shoulders of the king.
The Storm Monarch. Raiza was known to his people as Wind Needle. Ranged Spell Attack: +9 to hit, range
the King of Storms, an ancestral title that was passed from 120ft, one target. On Hit: (4d10) force damage.
king to king. However, this title became more literal after his Reactions
return to the world.
Storm's Swiftness. As a reaction, when Raiza is
attacked with a melee attack, he can use his
reaction to disengage and move half his movement
away from the attacker.

Credit | Statblock & Lore: Erin Ouellette


223
Thestalos The Firestorm Thestalos the
Monarch Firestorm Monarch
Thestalos was once a warrior-king who ruled over a kingdom, Large construct, Lawful Evil
his capital at the base of a dormant volcano. His people were
largely unhappy, due to Thestalos religious beliefs. In hopes Armor Class 20
of appeasing the gods and preventing the volcano from Hit Points 133(14d10 + 56)
erupting, King Thestalos decided that purifying the kingdom Speed 30ft.
of the unjust was necessary. Murderers, arsonists, even petty
thieves were dropped into the molten core of the volcano
upon his command, as tribute to the angry gods. His people STR DEX CON INT WIS CHA
quickly grew to hate him for this, as even those not proven 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2)
guilty might suffer the wrath of the mountain. Eventually, a
threat appeared that would cause King Thestalos and the Damage Immunities poison, fire; bludgeoning,
neighboring rulers to come together and sacrifice their lives piercing, And slashing From nonmagical
to summon an entity that could stop the threat. The people weapons that aren't adamantine
celebrated the passing of their king, disguising their Condition Immunities charmed, exhaustion,
happiness that the king was gone as gratitude towards his frightened, paralyzed, petrified, poisoned
sacrifice. However, Thestalos’ spirit saw through their ruse, Senses darkvision 120ft, passive Perception 9
and bound itself to his now-empty armor. Thestalos now Languages Common
roams his kingdom, continuing to punish those he deems Challenge 9 (5000 XP)
unworthy, believing it to be for the best of his domain.
Burning Wrath. Thestalos continues his crusade against Immutable Form. Thestalos is immune to any spell
those he deems unworthy, believing that these sacrifices keep or effect that would alter its form.
the god’s wrath at bay. He tends to punish those with chaotic Magic Resistance. Thestalos has advantage on
tendency rather than evil, believing that the law of his Saving Throws against Spells and other magical
kingdom is perfect and true. effects.
The Volcanic King. Every king of note has a prized
possession, and Thestalos’ was his ornate, golden armor. His Magic Weapons.Thestalos' weapon attacks are
armor gleamed like the sun on the battlefield, shining as a magical.
beacon of hope to those that followed his laws. Though his Actions
people might not have loved him, they did respect his military
might. Multiattack. Thestalos makes three longsword
The Firestorm Monarch. Thestalos was known as the attacks.
Firestorm Monarch due to both his domain and his temper. Longsword. Melee Weapon Attack: +9 to hit, reach
He was known to be laughing and happy, and suddenly roar 5 ft, one target. Hit:(1d8 + 5) slashing damage, or
into an inferno of righteous anger at the sight of those he (1d10 + 5) slashing damage if used with two
disregarded his kingdoms laws. hands, plus (1d10) fire damage
Firebolt. Ranged Spell Attack: +9 to hit, range 120ft,
one target. On Hit: (4d10) fire damage.

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.

Credit | Statblock & Lore: Erin Ouellette


224
Zaborg the Thunder Zaborg the Thunder
Monarch Monarch
King Zaborg was not handed his crown, he had to fight for it. Large construct, Neutral
He gathered an army and conquered town after town, slowly
increasing the size of his forces until he had carved out a Armor Class 19
kingdom of his own. He took time to settle in his new role as Hit Points 125(14d10 + 56)
king, but was never quite satisfied with what he had. He Speed 60ft.
wished to rule more, and was planning invading the
neighboring domain of King Granmarg, but was stopped
when a dark entity arose to destroy all of their kingdoms. The STR DEX CON INT WIS CHA
kings of these nations convened, agreeing that they would 17 (+3) 16 (+3) 18 (+4) 16 (+3) 8 (-1) 14 (+2)
attempt to summon a creature that could destroy the entity,
while King Zaborg planned on using the ensuing chaos to Damage Immunities poison, thunder; bludgeoning,
invade the lands of Granmarg. However, his plan would not piercing, and slashing from nonmagical weapons
come to pass, as he and the other kings gave their life to that aren't adamantine
complete the ritual. Years later, a man wearing Zaborg’s Condition Immunities charmed, exhaustion,
armor appeared in the capital, claiming that he would frightened, paralyzed, petrified, poisoned
conquer the world with the people's assistance. While some Senses tremor sense 120ft, passive Perception 9
followed him, most stayed behind, believing that this hulking Languages Common
figure was an imposter. Challenge 9 (5000 XP)
The Right to Rule. Though many kings claim their right to
rule through blood, Zaborg claimed his throne through Immutable Form. Zaborg is immune to any spell or
warfare. He was conqueror by nature, believing that the only effect that would alter its form.
way to ensure his control over what he had conquered was to Magic Resistance. Zaborg has advantage on Saving
conquer more. If all the world was ruled by one man, who Throws against Spells and other magical effects.
would rise up to take what was his?
The Thunderous King. Every king of note has a prized Magic Weapons. Zaborg's weapon attacks are
possession, and Zaborg’s was his steed. An impressive magical.
charger, both swift and powerful. This magnificent horse was
rumored to never tire, and could match a soldiers deadliness Actions
on the battlefield on its own. Multiattack. Zaborg makes two lance attacks.
The Thunder Monarch. King Zaborg earned the title of
the “Thundering Monarch” in part due to his booming voice, Lance. Melee Weapon Attack: +9 to hit, reach 10 ft,
and in how his mounts thunderous hooves could be heard one target. Hit:(1d12 + 5) peircing damage, plus
(1d10) thunder damage.
whenever he rode into battle. Even after his passing, his new
forms arrival is always marked with a thunderous clap. Thunderbolt. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (4d10) thunder damage.

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.

Credit | Statblock & Lore: Erin Ouellette


225
Erebus the Underworld Monarch

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.

Credit | Statblock & Lore: Erin Ouellette


226
Erebus the Underworld
Monarch
Large undead, Lawful Evil

Armor Class 20
Hit Points 145(17d8 + 69)
Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9


Skills Perception +7, Stealth +9
Damage Immunities Poison, Necrotic
Damage Resistance Cold; Bludgeoning, Piercing,
And Slashing From Nonmagical Weapons.
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120ft,Passive Perception 17
Languages Infernal, Abyssal, Telepathy 120 ft
Challenge 14 (11,500 XP)

Legendary Resistance (3/day). If Erebus fails a saving


throw, he can choose to succeed instead.
Undead Fortitude If damage reduces the zombie to
0 Hit Points, it must make a Constitution saving
throw with a DC of 5+the damage taken, unless the
damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Devil Sight Magical darkness doesn’t impede
Erebus' darkvision.
Magic Weapons Erebus' weapon attacks are magical.

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.

Credit | Statblock & Lore: Erin Ouellette


227
Ehther the Heavenly Monarch

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.

Credit | Statblock & Lore: Erin Ouellette


229
Kuraz the Light Monarch Kuraz the Light
Born of the union of Erebus and Ehther, Kuraz tended more
toward his mother's side of the family, he was a being of light.
His twin brother Delg being the flip side of that coin, and
Monarch
Large Celestial, Lawful Neutral
taking after their father, a being of darkness. But being an
entity of light didn't mean that Kuraz was innately good. It Armor Class 20
was his mother's kindness and nurturing that brought out the Hit Points 133(14d10 + 56)
best in him, though it took some work on her part. Kuraz was Speed 30ft.
a natural fighter, and an eager one at that. He hungered for it,
but at very least that hunger for battle was channeled into STR DEX CON INT WIS CHA
helping others. Both Kuraz and his brother Delg knew
nothing of their father, but did seek to find out more together. 20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1)
The twin brothers were inseparable, traveling together in
search of their father and in Kuraz's case, looking for a good Damage Immunities Poison, radiant; Bludgeoning,
fight. Piercing, And Slashing From Nonmagical
Light Side of the Moon. Kuraz was a being of light, and as Weapons
such he tended to be a little on the righteous side, though Condition Immunities Charmed, Exhaustion,
often that righteousness was more an excuse to fight. He Frightened, Paralyzed, Petrified, Poisoned
wasn't -bad- but he certainly had his own reasons for doing Senses Truesight 120ft,Passive Perception 9
things. Languages Common, celestial
Search for the Sire. Both Kuraz and his brother Delg are Challenge 9 (5000 XP)
interested in finding out who their father is, as their mother
Ehther refuses to discuss him. They take her statements of Immutable Form. Kuraz is immune to any spell or
deceit and cruelty with a grain of salt, choosing to reserve effect that would alter its form.
their opinions for when they've met him themselves, though Magic Resistance. Kuraz has advantage on Saving
the search is proving to be difficult. Throws against Spells and other magical effects.
The Light Monarch. Kuraz's title as the Light Monarch is Magic Weapons. Kuraz's weapon attacks are
one strictly based on appearance. His skin, hair and eyes are magical.
luminescent as the the sun and the world around him seems
brighter in his presence. His armour, like his mother's is a Actions
bright golden suit with superior protective qualities.
Multiattack. Kuraz makes three spear attacks.
Spear. Melee Weapon Attack: +9 to hit, reach 5 ft
(20ft/60ft thrown), one target. Hit:(1d6 + 5/
1d10+5 two handed) piercing damage, plus (1d10)
radiant damage
Sun Strike. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (2d10) radiant damage.
Also make a DC 15 str save or be knocked back
20ft, if the target hits a solid object such as a wall
before traveling the full 20ft, take 1d4 bludgeoning
damage for each 5ft traveled before impact with
the object.

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.

Credit | Statblock & Lore: Erin Ouellette


230
Delg the Dark Monarch Delg the Dark
Born of the union of Erebus and Ehther, Delg tended more
toward his father's side of the family, he was a being of
darkness. His twin brother Kuraz being the flip side of that
Monarch
Large Celestial, Lawful Neutral
coin, and taking after their mother, a being of light. But being
a dark entity didn't mean that Delg was innately cruel. In fact Armor Class 20
he was quite a kind being, having been nurtured by the Hit Points 133(14d10 + 56)
Heavenly Monarch herself. But just because he was a gentle Speed 30ft.
soul didn't mean that he wasn't able to fight. In fact, he was
quite good at it, training hard so that perhaps one day he STR DEX CON INT WIS CHA
could please his mother. Delg and Kuraz were inseparable,
doing everything together, pushing each other to better one 20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1)
another, all the while seeking to find out who their father was,
as Ehther refused to tell them, stating only that their father Damage Immunities Poison, necrotic; Bludgeoning,
was deceitful and not worth their time. The two brothers Piercing, And Slashing From Nonmagical
continue to search however, growing in power as they do. Weapons
Dark Side of the Moon. Delg, being a of the darkness is a Condition Immunities Charmed, Exhaustion,
fact he doesn't seem to let define him. He doesn't feel Frightened, Paralyzed, Petrified, Poisoned
compelled to do evil, or play into the stereotypes of "dark Senses Blindsight 120ft,Passive Perception 9
creatures" If anything his dark nature drives him to try to be a Languages Common, celestial
better person, as a sort of counter balance. Challenge 9 (5000 XP)
Search for the Sire. Both Delg and his brother kuraz are
interested in finding out who their father is, as their mother Immutable Form. Delg is immune to any spell or
Ehther refuses to discuss him. They take her statements of effect that would alter its form.
deceit and cruelty with a grain of salt, choosing to reserve Magic Resistance. Delg has advantage on Saving
their opinions for when they've met him themselves, though Throws against Spells and other magical effects.
the search is proving to be difficult. Magic Weapons. Delg's weapon attacks are magical.
The Dark Monarch. Delg's title as the Dark Monarch is
one strictly based on appearance. His skin, hair and eyes are Actions
black as the void and the light seems to dim in his presence.
His impressive armour is a reflection of this as Delg doesn't Multiattack. Delg makes three glaive attacks.
feel the need to hide his dark nature. Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft,
one target. Hit:(1d10 + 5) slashing damage, plus
(1d10) necrotic damage
Blind Bolt. Ranged Spell Attack: +9 to hit, range
120ft, one target. On Hit: (2d10) necrotic damage.
Also make a DC 15 con save or be blinded. The
save can be repeated at the end of the target's next
turn.

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.

Credit | Statblock & Lore: Erin Ouellette


231
The Crystal Beasts

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.

Credit | Statblock & Lore: Daniel Edwards


232
Ruby Carbuncle Advanced Ruby
Placed near a natural portal to the Fey Wilds, the ruby gem
took the form of a carbuncle, a small feline-esque creature
with a small gem on its forehead. Though the Ruby
Carbuncle
Small Beast, neutral evil
Carbuncle may be the least threatening of the beasts it is able
to briefly blind any assailants through the use of its gem. Armor Class 18
Hit Points 41 (6d8 + 16)
Speed 30ft.
Ruby Carbuncle
Small Beast, neutral good STR DEX CON INT WIS CHA
10 (0) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
Armor Class 17
Hit Points 30 (4d8 + 12)
Speed 40ft. Damage Resistances Fire
Senses darkvision 120ft, passive Perception 13
Languages Understands Common but can't speak
STR DEX CON INT WIS CHA Challenge 2 (450 XP)
8 (-1) 18 (+4) 13 (+1) 11 (+0) 10 (+0) 15 (+2)
Gem Form. When reduced to 0 hit points the
Advanced Ruby Carbuncle transforms into a Dark
Senses darkvision 120ft, passive Perception 10 Ruby worth 60gp. If left in a natural environment it
Languages Understands Common but can't speak reforms into the Ruby Carbuncle in seven days.
Challenge 1 (200 XP) Once per day a Creature holding this gem may use
the Dark Burst ability.
Gem Form. When reduced to 0 hit points the Ruby
Carbuncle transforms into a Ruby worth 50gp. If Actions
left in a natural environment it reforms into the
Ruby Carbuncle in seven days. Once per day a Claw. Melee Weapon Attack: +6 to hit, reach 5ft,
Creature holding this gem may use the Ruby Shine one target. Hit: 9 (2d6 + 2) slashing damage and 4
ability (and is immune to its effects). (1d4+2) fire damage
Dark Burst. All creatures within 10ft radius of the
Actions user must make a DC 15 Dexterity Saving Throw,
Ruby Shine. As an action the user can shine bright taking 7 (2d6) necrotic damage, on a failed save
light through the gem. All creatures within a 15ft they are knocked prone, on a successful save they
radius must make a DC 15 Constitution Saving take half damage and are not knocked prone.
Throw, on a fail they are blinded until the start of
Ruby Carbuncles next turn, on a success this has no
effect
Claw. Melee Weapon Attack: +4 to hit, reach 5ft,
one target. Hit: 7 (1d6 + 4) slashing damage and 2
(1d4) fire damage

Credit | Statblock & Lore: Daniel Edwards\


Art: PhuiJL
233
Amber Mammoth Advanced Amber
The amber gem was confined to a tundra in the far north,
trapped in ice. After centuries, a group of mammoths cracked
the ice that held the gem, freeing it from its prison. The gem
Mammoth
Huge Beast, neutral evil
took on the form of the mammoths that rescued it, and uses
its newfound form to crush unprepared foes and to defend its Armor Class 16
allies. Hit Points 167 (16d12 + 65)
Speed 40ft.

Amber Mammoth STR DEX CON INT WIS CHA


Huge Beast, neutral good 27 (+8) 8 (-1) 22 (+6) 9 (-1) 7 (-2) 11 (+0)
Armor Class 14
Hit Points 146 (14d12 + 55) Senses tremorsense 30ft, passive Perception 10.
Speed 40ft. Languages Understands Common but can't speak
Challenge 8 (3900 XP)

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.

Trampling Charge. If the Amber Mammoth moves at Actions


least 20 feet straight toward a creature and then Gore Melee Weapon Attack: +12 to hit, reach 10ft,
hits it with a gore attack on the same turn, that two targets. Hit:27 (4d8 + 9) piercing damage.
target must succeed on a DC 18 Strength saving
throw or be knocked prone. If the target is prone, Stomp. Melee Weapon Attack: +12 to hit, reach 5
the Amber Mammoth can make one stomp attack ft., one prone creature. Hit:25 (3d10 + 9)
against it as a bonus action. bludgeoning damage plus 22 (3d10+6) thunder
damage.
Actions Dark Thunderous Trumpet. All enemy creatures
Gore Melee Weapon Attack: +11 to hit, reach 10ft, within a 20ft radius must make a DC 18
two targets. Hit:26 (4d8 + 8) piercing damage. Constitution Saving Throw, taking 17 (5d6)
thunder damage, on a failure until the start of the
Stomp. Melee Weapon Attack:+11 to hit, reach 5
users next turn attacks made against a target other
ft., one prone creature. Hit:19 (2d10 + 8)
than the user are done at disadvantage, on a
bludgeoning damage plus 15 (2d12+4) thunder
success the target takes half the damage.
damage.
Amber Magnet. All enemy creatures within a 30ft
radius must make a DC 20 Wisdom Saving Throw,
on a failure for the next minute attacks made
against a target other than the user are done at
disadvantage, on a success the target becomes
immune to this effect for the next 24 hours.

Credit | Statblock & Lore: Daniel Edwards


234
Topaz Tiger Advanced Topaz Tiger
The topaz gem was left in a dense jungle, and decided to take Large Beast, neutral evil
the form of its apex predator. The Topaz Tiger is relentless
and vicious, and will continue to attack a singular foe until Armor Class 13
that creature has been defeated. Its mindset is simple, once Hit Points 90 (10d10 + 35)
its target stops breathing, it moves on to the next one. Speed 35ft.

STR DEX CON INT WIS CHA


Topaz Tiger 18 (+4) 12 (+2) 18 (+4) 10 (+0) 6 (-2) 10 (+0)
Large Beast, neutral good

Armor Class 15 Senses darkvision 60ft, passive Perception 15


Hit Points 70 (9d10 + 20) Languages Understands Common but can't speak
Speed 40ft. Challenge 5 (1800 XP)

Gem Form. When reduced to 0 hit points the


STR DEX CON INT WIS CHA Advanced Topaz Tiger transforms into a Dark Topaz
18 (+4) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 12 (+1) gem worth 60gp. If left in a natural environment it
reforms into the Topaz Tiger in two days. Once per
day a Creature holding this gem may use the Dark
Senses darkvision 60ft, passive Perception 15 Strike attack ability (as a Dex Based spell attack).
Languages Understands Common but can't speak
Challenge 4 (1100 XP) Keen Senses. Advanced Topaz Tiger has advantage
on Wisdom (Perception) checks.
Gem Form. When reduced to 0 hit points the Topaz Pounce. If the Advanced Topaz Tiger moves at least
Tiger transforms into a Topaz gem worth 50gp. If 10 feet straight toward a creature and then hits it
left in a natural environment it reforms into the with a claw attack on the same turn, that target
Topaz Tiger in two days. Up to ten times per day a must succeed on a DC 16 Strength saving throw or
Creature holding this gem may use the Topaz Strike be knocked prone. If the target is prone, the
attack (It counts as a finesse weapon, which the Advanced Topaz Tiger can make one bite attack
user is proficient with). against it as a bonus action.
Keen Smell. The Topaz Tiger has advantage on
Wisdom (Perception) checks involving smell. Actions
Pounce. If the Topaz Tiger moves at least 20 feet Bite Melee Weapon Attack: +7 to hit, reach 5 ft.,
straight toward a creature and then hits it with a one target. Hit: 18 (2d8 + 9) piercing damage plus
claw attack on the same turn, that target must 7 (2d6) lightning damage.
succeed on a DC 14 Strength saving throw or be Claw Melee Weapon Attack: +7 to hit, reach 5 ft.,
knocked prone. If the target is prone, the Topaz one target. Hit: 13 (2d6 + 7) slashing damage plus
Tiger can make one bite attack against it as a bonus 6 (1d6 + 3) lightning damage.
action.
Dark Strike. Ranged Spell Attack: +4 to hit, reach 15
Actions ft., one target. Hit 29 (4d10 + 7) lightning damage,
and must succeed on a DC 14 Strength saving
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., throw, or be knocked prone and pulled 10ft
one target. Hit: 10 (1d10 + 5) piercing damage towards the Advanced Topaz Tiger.
plus 4 (2d4) lightning damage.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage plus
4 (1d4 + 2) lightning damage.
Topaz Strike. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit 4 (1d8) piercing damage, each
time this deals damage to the target increase the
amount of damage die by 1 (to a maximum of 5d8)
resetting after one minute without a successful
attack.

Credit | Statblock & Lore: Daniel Edwards


235
Emerald Tortoise Advanced Emerald
The emerald gem was confined to a vast desert, and created
a form that was able to traverse the harsh landscape and
defend itself against predators. The Emerald Tortoises’ single
Tortoise
Medium Beast, neutral evil
minded goal of reuniting with its fellow Crystal Beasts
normally prevents it from attacking. It would rather ignore Armor Class 12
combat and continue its march across the sands. Hit Points 57 (8d10 + 13)
Speed 5 ft.

Emerald Tortoise STR DEX CON INT WIS CHA


Medium Beast, neutral good 12 (+1) 8 (-1) 22 (+6) 10 (+0) 17 (+3) 10 (+0)
Armor Class 11
Hit Points 43 (6d10 + 10) Condition Immunities prone
Speed 10 ft. Senses passive Perception 10
Languages None
Challenge 3 (750 XP)
STR DEX CON INT WIS CHA
Gem Form. When reduced to 0 hit points Advanced
8 (-1) 10 (0) 20 (+5) 12 (+1) 16 (+3) 12 (+1) Emerald Tortoise transforms into a Dark Emerald
worth 60gp. If left in a natural environment it
Condition Immunities prone reforms into Emerald Tortoise in fourteen days.
Senses passive Perception 8 Three times per day a Creature holding this gem
Languages Understands Common but can't speak may use the Dark Shell Slam ability (It counts as a
Challenge 2 (450 XP) dex based weapon, which the user is proficient in).

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.

Credit | Statblock & Lore: Daniel Edwards


236
Cobalt Eagle Advanced Cobalt Eagle
The cobalt gem was left high on a mountaintop, where it was Large Beast, neutral evil
scooped up by an eagle. Eventually the cobalt gem took on
the form of the eagle, assuming that the creatures mobility Armor Class 16
would aid it in its search for the other Crystal Beasts. The Hit Points 42 (6d10 + 8)
coat of the Cobalt Eagle grants it the ability to deflect magic, Speed 10ft., fly 60ft
allowing it to continue its search unperturbed.
STR DEX CON INT WIS CHA

Cobalt Eagle 18(+4) 20 (+5) 13 (+1) 8 (-1) 14 (+2) 6 (-2)


Large Beast, neutral good
Skills Perception +9
Armor Class 14 Senses passive Perception 19
Hit Points 34 (5d10 + 6) Languages Understands Common but can't speak
Speed 10ft., fly 80ft Challenge 3 (700 XP)

Gem Form. When reduced to 0 hit points Advanced


STR DEX CON INT WIS CHA Cobalt Eagle transforms into a Dark Cobalt
17 (+3) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 8 (-1) gemstone worth 60gp. If left in a natural
environment it reforms into Cobalt Eagle in five
days. Once per day a Creature holding this gem may
Skills Perception +8 use the Dark Reflection reaction ability.
Senses passive Perception 18
Languages Understands Common but can't speak
Challenge 2 (450 XP) Actions
Multiattack. The Advanced Cobalt Eagle makes two
Gem Form. When reduced to 0 hit points Cobalt attacks: one with its beak and one with its talons.
Eagle transforms into a Cobalt gemstone worth
50gp. If left in a natural environment it reforms into Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Cobalt Eagle in five days. Once per day a Creature one target. Hit: 11 (3d4 + 4) piercing damage.
holding this gem may use the Cobalt Deflection Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. ,
reaction ability. one target. Hit: 13 (2d8 + 4) slashing damage plus
4 (2d4) radient damage.
Actions
Multiattack. The Cobalt Eagle makes two attacks:
Reactions
one with its beak and one with its talons. Dark Reflection: When hit by a spell attack or caught
in a spells area of effect, from a spell cast at 5th
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., level or lower, the Advanced Cobalt Eagle can
one target. Hit: 10 (2d6 + 3) piercing damage. reflect the damage it would take from the spell at
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft. , the caster. The Advanced Cobalt Eagle must be able
one target. Hit: 10 (2d6 + 3) slashing damage plus to see the spells caster to do this.
3 (1d6) radiant damage.

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.

Credit | Statblock & Lore: Daniel Edwards


237
Sapphire Pegasus Advanced Sapphire
The sapphire gem, much like its cobalt counterpart, took on
the form of a creature of the skies. The Sapphire Pegasus is
one of the more aggressive Crystal Beasts, and is known to
Pegasus
Large Beast, neutral evil
be incredibly protective of its brethren. If a Crystal Beast ever
reverts to its gem state, the Sapphire Pegasus will prioritize Armor Class 17
rescuing the gem and allowing it to return to its Crystal Beast Hit Points 111 (14d10 + 34 )
form. It is also the only Crystal Beast able to locate the others Speed 40ft., 75ft.
across vast distances.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 8 -1) 14 (+2) 17 (+3)
Sapphire Pegasus
Large Beast, neutral good Saving Throws Dex +7, Wis +5, Con +6.
Senses passive Perception 14
Armor Class 16 Languages Understands Common but can't speak
Hit Points 96 (12d10 + 30 ) Challenge 6 (2300 XP)
Speed 60ft., 90ft.
Gem Form. When reduced to 0 hit points the
STR DEX CON INT WIS CHA Advanced Sapphire Pegasus transforms into a Dark
Sapphire worth 60gp. If left in a natural
17 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3) environment it reforms into Sapphire Pegasus in
seven days. Once per day a Creature holding this
Saving Throws Dex +5, Wis +5, Int +3. gem may use the Dark Rush action.
Senses passive Perception 16
Languages Understands Common but can't speak
Challenge 5 (1800 XP)
Actions
Multiattack. The Advanced Sapphire Pegasus can
Gem Form. When reduced to 0 hit points the makes two hoove attacks and one gore attack as
Sapphire Pegasus transforms into a Sapphire worth one action.
50gp. If left in a natural environment it reforms into Hooves. Melee Weapon Attack: +6 to hit, reach 5ft,
Sapphire Pegasus in seven days. Once per day a one target. Hit: 21 (3d10 + 4) bludgeoning damage
Creature holding this gem may use the Sapphire plus 6 (1d12) cold damage.
Dash action.
Gore. Melee Weapon Attack: +12 to hit, reach 5ft,
Gem Location Horn. The Sapphire Pegasus is able to one target. Hit 25 (3d10 + 9) cold damage.
gain the location of the other crystal beast by
performing a 5 minute ritual. Dark Rush. The moves 100ft in a straight line
without providing attacks of opportunity, each
creature it passes through must make a DC 16
Actions Dexterity Saving Throw taking 17 (3d8 + 4) cold
Multiattack. The Sapphire Pegasus can makes two damage on a failed save and half as much on a
hoove attacks as one action. successful save.
Hooves. Melee Weapon Attack: +7 to hit, reach 5ft,
one target. Hit: 14 (3d6 + 3) bludgeoning damage
plus 5 (1d10) cold damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5ft,
one target. Hit 16 (3d10) cold damage.
Sapphire Dash. The user moves up to 100ft in a
straight line without providing attacks of
opportunity. If it ends this dash within 5ft of an
enemy it can make one melee attack, if not it the
user cannot attack this turn.

Credit | Statblock & Lore: Daniel Edwards


238
Amethyst Cat Advanced Amethyst Cat
Sleek and stealthy, the Amethyst Cat resembles a crystalline Medium Beast, neutral evil
panther. This Crystal Beast is known to fight carefully, aiming
for weak points in opponents armor or structure. It is also Armor Class 15
one of the few Crystal Beasts that will retreat from combat, Hit Points 79 (12d8 + 25)
knowing that it is better to live and fight another day. Speed 45ft., climb 25ft

STR DEX CON INT WIS CHA


Amethyst Cat 16 (+3) 18 (+4) 15 (+2) 11 (+0) 13 (+1) 6 (-2)
Medium Beast, neutral good

Armor Class 13 Skills Perception +5, Stealth +7


Hit Points 54 (8d8 + 18) Senses passive Perception 14
Speed 50ft., climb 40ft Languages Understands Common but can't speak
Challenge 3 (700 XP)

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.

Credit | Statblock & Lore: Daniel Edwards


239
The Rainbow Dragon
Formed when the seven gems are reunited, the great
Rainbow Dragon once again takes to the skies. The Rainbow
Dragon is able to draw upon the power of all of the Crystal
Beasts, as well as its own inborn power, to vanquish any foe.

Credit | Statblock & Lore: Daniel Edwards


240
Rainbow Dragon Illuminating Body The Rainbow Dragon sheds daylight
in a 60ft radius from its body, this doesn't pass
Gargantuan Dragon, neutral good
through magical darkness
Armor Class 22 (Natural Armour)
Hit Points 467 (24d20 + 257) Saving Throws Dex +9, Con +15, Int +10, Wis +11
Speed fly 100ft. Skills Insight +10, Perception +17, Intimidation +8
Damage Immunities Radiant
STR DEX CON INT WIS CHA Damage Resistances Necrotic
Senses Blindsight 60ft, Darkvision 120ft, passive
25 (+7) 14 (+2) 27 (+8) 16 (+3) 19 (+4) 21 (+5) Perception 27
Languages Common, Draconic
Legendary Resistances (3/day) If the Rainbow Dragon Challenge 22 (41,000 XP)
fails a Saving Throw it can chose to succeed it instead
Crystals Power When summoned the Rainbow Dragon Actions
absorbs all seven crystal gems each gem allows for the Multiattack The Rainbow Dragon can make three
force damage of the Rainbow Dragons attacks to be attacks, two with its bite and one with its tail.
considered as another element (only one other damage
type may be used at a time) and a unique ability as seen Bite Melee Weapon Attack: +15 to hit, reach 15ft., one
in the Gem Powers Table. When the Unique ability is target. Hit 17 (2d8 + 8) piercing damage plus 7 (2d6)
used the gem falls to the ground within 20ft of the force damage
Rainbow Dragon. Tail Melee Weapon Attack: +15 to hit, reach 20ft., one
Gem Powers target. Hit 21 (2d10 + 10) bludgeoning damage
Damage Breath Weapon (Recharges 5-6) The Rainbow Dragon
Gem Type Unique Ability launches a burst of energy in either a 90ft Cone or
Ruby Fire As an action, All Creatures within 120ft long line that is 10ft wide. Each Creature makes
30ft of the Rainbow Dragon must a DC 20 Dexterity Saving Throw taking 3 (1d6) Force
make a DC 25 Constitution Saving Damage plus 10 (3d6) Force Damage for each gem it
Throw, or be blinded for one still possesses, on a failed save and half as much on a
minute. An affected creature successful one.
repeats the Saving throw at the Rainbow Burst Can only be used when the Rainbow
start of each of its turns until the
effect ends. Dragon is below 150 hit points, and has 4 or more
gems left. By removing all remaining gems (they fall
Amber Thunder As an action, the Rainbow Dragon together within 20ft of Rainbow Dragon) all creatures
can cast Thunderwave at 7th Level within 60ft of Rainbow Dragon must make a DC 25
with DC 27. (8d8 Thunder Dexterity Saving Throw taking the Rainbow Dragons’
damage). remaining health as force damage on a failed save and
Topaz Lightning As a bonus action, the Rainbow half as much on a successful stage.
Dragon can Teleport up to 500ft.
Emerald Poison As an action, the Rainbow Dragon
Legendary Actions
can increase its Armor Class by 7 The Rainbow Dragon can take 3 legendary actions,
and gains +5 to all saving throws choosing from the options below. Only one legendary
until the end of its next turn. action option can be used at a time and only at the end
of another creature’s turn. Rainbow Dragon regains
Cobalt Radiant As a reaction, the Rainbow Dragon
can take no damage from a Magic spent legendary actions at the start of their turn.
Missile Spell, Line Spell or spell Detect The Rainbow Dragon makes a Wisdom
that Targets the Rainbow Dragon
of 5th level or lower. Roll a d6, on (Perception) check.
a 6 the caster takes the Tail Attack The Rainbow Dragon makes a tail attack.
damage/effects the Rainbow
Dragon would have. Wing Attack (Costs 2 Legendary Actions) The Rainbow
Dragon beats its wings. Each creature within 10 ft.
Sapphire Cold As an action, the Rainbow Dragon must succeed on a DC 23 Strength saving throw or
freezes the Ground within a 60ft take 15 (2d6 + 8) bludgeoning damage and be
radius of itself, turning it into knocked prone. The dragon can then fly up to half it's
magical difficult terrain. flying speed.
Amethyst Physic As an action, all Creatures within a
15ft radius of the Rainbow
Dragon make a DC 21 Wisdom
Saving Throw on a fail they
become Stunned for two rounds.
Repeating the Saving Throw at the
end of its turn.

Credit | Statblock & Lore: Daniel Edwards


241
Dark Rainbow Dragon

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.

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244
Rainbow Overdragon Legendary Resistances (3/day) If the dragon fails a
saving throw, it can choose to succeed instead.
Gargantuan Dragon, Same Alignment as its creator
Born of Magic The dragons attacks are considered
Armor Class 24 (Natural Armour) magical for the purposes of overcoming resistances to
Hit Points 563 (32d20 + 127) damage
Speed fly 100ft.,
Actions
STR DEX CON INT WIS CHA Multiattack The dragon can use its Frightful Presence. It
28 (+9) 12 (+1) 30 (+10) 18 (+4) 18 (+4) 10 (+0) then makes three attacks: one with its tail and two with
its bite.
Saving Throws Dex +9, Con +14, Int +8, Wis +8 Frightful Presence Each creature of the dragon's choice
Skills Perception +24, Intimidation +8 that is within 120 feet of the dragon and aware of it
Damage Resistances Slashing, Bludgeoning and Piercing must succeed on a DC 24 Wisdom saving throw or
Damage from non-magical weapons become frightened for 1 minute. A creature can repeat
Senses darkvision 120ft., truesight 240ft., passive the saving throw at the end of each of its turns, ending
Perception 34. the effect on itself on a success. If a creature's saving
Languages Understands all, Can speak Draconic and throw is successful or the effect ends for it, the
Common creature is immune to the dragon's Frightful Presence
Challenge 27 (105,000 XP) for the next 24 hours.
Destruction Breath (Recharges 5-6) The dragon breath
Energy Charge At the start of each of it's turns Rainbow out radiant energy in a 90ft Cone, each Creature in that
Overdragon increases it energy level by 1: area must make a DC 27 Dexterity saving throw or take
73 (21d6) radiant damage (this increases by 2d6 per
Energy Charge Table energy Level), or half as much on a successful save.
Level Effects Gained This damage cannot be reduced by other abilities,
1 The dragon gains resistance to Fire Damage. All resistances, immunities or effects.
creatures that end their turn within 30ft of the Bite Melee Weapon Attack: +16 to hit, reach 15ft., one
dragon take 10 (3d6) Fire Damage
target. Hit 32 (4d8 + 14) piercing
2 The dragon gains resistance to Radiant and
Necrotic Damage. The dragon gains 25 hit Tail Melee Weapon Attack: +17 to hit, reach 20ft., one
points at the end of each of its turns. target. Hit 28 (3d10 + 12) bludgeoning damage
3 The dragon gains resistance to Lightning Legendary Actions
damage. The damage dice for its bite and tail
attack increases by 2 each Rainbow Overdragon can take 3 legendary actions,
choosing from the options below. Only one legendary
4 The dragon gain immunity to Slashing, action option can be used at a time and only at the end
Bludgeoning and Piercing damage from non- of another creature’s turn. Rainbow Overdragon regains
magical weapons. And gains resistance to spent legendary actions at the start of their turn.
Slashing, Bludgeoning and Piercing damage from
magical weapons. Detect Rainbow Overdragon makes a Wisdom
5 The dragon gains immunity to all status (Perception) check.
conditions. And cannot be effected by spells of Tail Attack Rainbow Overdragon makes a tail attack.
4th level or lower.
Wing Attack (Costs 2 Legendary Actions) Rainbow
6 The dragons breath weapon recharges. The Overdragon beats its wings. Each creature within 10 ft.
dragons now gains 50 health at the end of its must succeed on a DC 25 Strength saving throw or
turn. All Creatures within 150ft of Rainbow
Overdragon must succeed on a DC 23 take 26 (2d12 + 15) bludgeoning damage and be
Constitution saving throw or take a level of knocked prone. The dragon can then fly up to half it's
exhaustion and 26 (4d12) radiant damage. flying speed.
7 All Creatures within 150ft of Rainbow Divine Intervention (Costs 3 Legendary Actions) Can only
Overdragon must make a DC25 Constitution be used if the dragon is below 75 health. The dragons
Saving Throw taking the dragons remaining Energy Charge increases to level 6 but doesn't increase
health as radiant damage on fail and half as at the start of its next turn.
much on a success, this damage is not effected
by resistances or immunities. The energy level is
reduced to 0 after this

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245
Gravekeeper's Servants
These are the humanoid servants of a being many refer to as Today, the Gravekeeper employs his humanoid servants as
the Gravekeeper. Each of them is devout and fiercely loyal to well as undead and certain beasts of the desert to fight for
their master, willing to give their lives for him or destroy him and guard his hidden lair. It is not uncommon to find
anyone who stands in his way. mummies, wights, ghouls, and their kind among the servants
The Gravekeeper. According to the legends, the of the Gravekeeper, and sometimes even vampires will serve
Gravekeeper was once part of a family that dedicated itself to him. Some people believe that the Gravekeeper himself is
the protection and preservation of tombs belonging to past some kind of sentient undead, such as a mummy lord or a
rulers of an ancient kingdom. His father was so strongly vampire, though there is no conclusive proof of this.
devoted to the kingdom and its living ruler at the time that he Exactly how much of this story is true and how much is
would never leave the ancient crypts, nor would he allow his rumor is unknown, and should be up to the DM's discretion.
children to. But the Gravekeeper wanted to see the outside The Gravekeeper himself, as well as the nature of the
world, so he resented both his father and his ruler. kingdom he comes from and its current state, should be
Eventually, after many years of serving dutifully and decided by the DM to fit into their world as they like.
receiving nothing but abuse in return, the Gravekeeper
murdered his father to stop him in the middle of a ritual that
would have left his brother horribly scarred. His betrayal now
complete and his freedom won, he rallied supporters from
the other disgruntled tomb keepers and from various
rebellious sects in the kingdom and set about achieving his
new goal: wielding the power of the gods to destroy the
kingdom and build his own empire.

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246
Gravekeeper's Ambusher
Mysterious hooded figures wielding kukri and wrist-mounted
hidden blades. The Gravekeeper employs them to lie in wait
for his foes in cities and wilderness alike, setting up the
perfect trap and striking from the shadows. They remain
hidden in cities by blending in with crowds and stalking their
prey from the rooftops, among other methods. In the
wilderness, they tend to wear clothes that allow them to
camouflage themselves in the environment, leaping out to
strike their prey from what appeared to be an innocent rock
or pile of leaves. Should the Gravekeeper's domain ever come
under assault, the attackers can count on ambushers being
poised to strike them from every strategic position they
encounter.

Gravekeeper's
Ambusher
Medium humanoid, lawful evil

Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 10 (0)

Skills Acrobatics +7, Perception +5, Stealth +7


Senses passive Perception 15
Languages Common
Challenge 4 (1,100 XP)

Sneak Attack. When the ambusher has advantage on


an attack roll, the target is unaware of the
ambusher's presence, or there is an ally of the
ambusher who is not incapacitated within 5 feet of
the target, the ambusher can deal an additional 4d6
of the weapon's damage type once per turn on a
successful hit. The Ambusher cannot do this if they
have disadvantage on the attack roll.
Pack Tactics. When an ally of the Ambusher is
within 5 feet of an enemy and engaged in combat
with that enemy, the Ambusher has advantage on
attack rolls against that enemy.

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 .

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247
Gravekeeper's Assailant Gravekeeper's
These dagger and scimitar wielding assassins are experts in
the use of various poisons, as well as techniques that hinder
their prey, rendering opponents unable to defend themselves
Assailant
Medium humanoid, lawful evil
in combat. The Gravekeeper employs these assassins almost
exclusively in urban environments, as their skills with poison Armor Class 14
allows them to use more subtle methods to eliminate their Hit Points 66 (12d8 + 12)
targets. It is not uncommon for an assailant to poison their Speed 30ft.
target's food or drink in a bar, afflicting them with various
conditions such as violent sickness or slow-acting paralysis. STR DEX CON INT WIS CHA
Even if an assailant needs to fight, they can use their poisons
to set up advantageous conditions, leading to a much shorter, 10 (0) 16 (+3) 13 (+2) 16 (+3) 14 (+2) 8 (-1)
quieter struggle.
Skills Stealth +7, Sleight of Hand +7
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)

Poison Expert. If the Assailant can access their


target's food or drink successfully without being
discovered, they can lace it with a tasteless,
odorless poison that has one of the following
effects, each with a constitution save of DC 15:
15 minutes after finishing the poisoned food or
drink, the target takes 6d8 poison damage, or
half that amount on a successful save. The target
becomes violently ill on a failed save.
30 minutes after finishing the poisoned food or
drink, the target becomes incredibly lethargic
and suffers from the effects of the Slow spell for
1 minute, at the end of which they suffer a point
of exhaustion. A successful save leaves the target
feeling unusually tired, but otherwise unaffected.
30 minutes after finishing the poisoned food or
drink, the target will become paralyzed. At the
end of each of their turns once paralyzed, they
can repeat the saving throw.
Actions
Multiattack. The Assailant makes 2 attacks: one
with its scimitar and one with its poisoned
dagger.
Scimitar. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 7 (1d6 + 3) slashing damage
Poisoned Dagger. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 6 (1d4 + 3) piercing and
8 (2d6) poison damage.

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248
Gravekeeper's
Cannonholder
Muscular individuals wielding compact, shoulder-mounted
cannons. These are some of the Gravekeeper's most feared
and devastating soldiers. Many societies in a typical
Dungeons and Dragons setting would be completely baffled
by the technological wonder that is this soldier's weapon.
Their cannon can inflict massive damage on a small area at a
distance, but it can also be used as a powerful bludgeoning
weapon should their foes get within melee range of them.
Many dwarven and gnomish inventors envy whoever first
designed the cannonholder's signature weapon, and would
pay high prices to any adventurer that could provide them
with one to attempt to reverse-engineer.

Gravekeeper's
Cannonholder
Medium Humanoid, Lawful Evil

Armor Class 16
Hit Points 112 (15d8 + 45)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 12 (+1) 10 (0) 8 (-1)

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.

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249
Gravekeeper's Chief
Elite servants of the Gravekeeper, the chiefs serve as leaders
to his lesser servants, and priests that venerate the
Gravekeeper himself as a god. In battle they provide support
to their more combat-inclined allies, and bring the
Gravekeeper's wrath down upon their foes. They can be
found in the Gravekeeper's temples, leading depraved rituals
and inducting new followers into the order.

Gravekeeper's Chief
Medium Humanoid, lawful Evil

Armor Class 12
Hit Points 78 (12d8 + 24)
Speed 30ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 14 (+2) 19 (+4) 16 (+3)

Skills Perception +7, Insight +7, Medicine +7


Senses passive Perception 17
Languages Common
Challenge 5 (1,800 XP)

Spellcasting The Chief is a 7th-level spellcaster (+7


to hit, DC 15 saves), with the following spells
prepared:
Cantrips: Thaumaturgy, Sacred Flame, Toll the
Dead, Spare the Dying
First Level (4 slots): Bless, Command, Guiding Bolt,
Cure Wounds, Healing Word, Sanctuary, Shield of
Faith
Second Level (3 slots): Aid, Enhance Ability, Lesser
Restoration, Spiritual Weapon
Third Level (3 slots): Spirit Guardians, Mass Healing
Word, Animate Dead
Fourth Level (1 slot): Banishment

Actions
Rod. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 6 (1d6 + 2) bludgeoning damage

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250
Gravekeeper's
Commandant
While the Chief assumes the role of a spiritual leader, the
Commandant focuses on leading his comrades into battle.
They wield a combination of weapons and magic, charging
into the fray first and inspiring their allies to fight fiercely in
the name of the Gravekeeper. Being led by a Commandant
inspires the Gravekeeper's minions to reach new heights in
combat, but if a Commandant falls in battle, their soldiers are
likely to lose morale, and may even retreat.

Gravekeeper's
Commandant
Medium humanoid, lawful evil

Armor Class 18 (plate armor)


Hit Points 112 (15d8 +45)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 10 (0) 14 (+2) 17 (+3)

Condition Immunities charmed, frightened


Senses passive Perception 12
Languages Common
Challenge 5 (3290 XP)

Inspiring Presence. All other Gravekeeper's creatures


within 30 ft. of the Commandant are under the
effects of the spell Heroism. If they move more
than 30 ft. away, they lose the effect, and can
regain it by moving back within range. However, if
the Commandant dies, any Gravekeeper's creature
within their Heroism range must make a DC 15
Wisdom saving throw. On a failed save, they are
frightened of the Commandant's killer. At the end
of their turns they can repeat the saving throw.
Spellcasting. The Commandant is considered a 7th-
level Paladin for the purposes of spellcasting (+6 to
hit, DC 14 saves). They have the following spells
prepared:
1st level (4 slots): Compelled Duel, Bless, Divine
Favor, Shield of Faith
2nd level (3 slots): Find Steed, Magic Weapon,
Protection from Poison
Gravekeeper's Smite. The Commandant can expend
a spell slot to deal additional necrotic damage on a
successful melee weapon attack hit. A 1st level slot
deals 2d8 necrotic damage, and a 2nd level slot
deals 3d8 necrotic damage.

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.

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251
Gravekeeper's Curse
Mysterious spellcasters who deal primarily in hexes and
curses. It is said that they have made some pact with the
Gravekeeper to be able to inflict terrible curses on their own
enemies, in exchange for their service to him. The
Gravekeeper uses them to inflict these dark hexes on his
foes, both hindering their enemy in battle and subtly placing
curses on the targets of an Ambusher or Assailant in a city.

Gravekeeper's Curse
Medium Humanoid, chaotic evil

Armor Class 12
Hit Points 27(5d8 +5)
Speed 30ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 10 (0) 14 (+2) 16 (+4) 16 (+3)

Skills Stealth +5, Sleight of Hand +5, Deception +6


Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)

Spellcasting. The Curse is considered a 5th-level


spellcaster (+6 to hit, DC 14 saves). They know the
following cantrips and spells, and can cast any spell
of first level or higher only at 3rd level, using 2 spell
slots that replenish on a short rest.
Cantrips: Eldritch Blast, Friends, Chill Touch, Minor
Illusion
Spells (2 3rd level slots/short rest): Hex, Hellish
Rebuke, Crown of Madness, Darkness, Bestow
Curse, Hypnotic Pattern, Fear
Minor Hex. The Curse can place a small curse on
someone that can hinder them in various ways. This
cannot be done in combat, and is typically used in
cities as a setup for Ambushers or Assailants to
strike later. A hex will last until the target takes a
long rest, and can be removed by the spell Remove
Curse. The DM is encouraged to get creative with
the type of hexes the Curse can place upon their
prey. For example, a Curse may hex the player
character who acts as the party face by making
them smell of rotting corpses, making social and
stealth difficulties higher. Applying a hex can be as
simple as muttering a few words in passing, or it
could require an intense ritual that uses a lock of
the target's hair or some similar material
component. Typically the Curse would want to be
discreet in this action, though it is possible that
they could successfully hex someone despite being
caught in the act.

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage

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252
Gravekeeper's Descendant
The Gravekeeper's own descendant of any number of
generations, who wields powerful magic passed down from
the Gravekeeper's blood. Depending on how you as a DM
insert the Gravekeeper into your setting, perhaps this
character is the Gravekeeper's son or daughter, perhaps a
great-grandchild, or perhaps the Gravekeeper created them
through a magical ritual that imitates life based on himself.
No matter how many generations from their powerful
ancestor or how they were created, the Gravekeeper will be
very protective of any of his descendants that may exist.
Should anyone kill one of the Gravekeeper's Descendants,
they will be relentlessly pursued by his other minions for the
rest of their days.

Gravekeeper's
Descendant
Medium humanoid, chaotic evil

Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 20 (+5)

Saves Charisma +9, Constitution +7


Senses passive Perception 12
Languages Common
Challenge 9 (5,000 XP)

Spellcasting. The Descendant is considered an 11th


level spellcaster (+9 to hit, DC 17 saves). They have
the following spells available:
Cantrips: Fire Bolt, Toll the Dead, Mage Hand, Chill
Touch, Thaumaturgy
1st level: Shield, Fog Cloud, Inflict Wounds
2nd level: Misty Step, Hold Person, Mirror Image
3rd level: Animate Dead, Counterspell, Fireball
4th level: Wall of Fire, Banishment, Dimension
Door
5th level: Wall of Force, Cone of Cold, Dominate
Person
6th level: Disintegrate, Create Undead
Metamagic. The Descendant can use the following
Metamagic options, as per the Sorcerer player
class: Quickened Spell, Twinned Spell, Heightened
Spell.

Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage

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253
Gravekeeper's Guard
Pike-wielding brutes who can be found protecting any of the
Gravekeeper's bases of operation, including his own domain.
Their sole purpose is the protection of the Gravekeeper's
territory, and their loyalty to him in this task is unshakeable.

Gravekeeper's Guard
Medium humanoid, lawful evil

Armor Class 16 (chain)


Hit Points 52 (8d8 + 16)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (0) 14 (+2) 10 (0)

Skills Perception +4, Intimidation +2, Athletics +5


Senses passive Perception 14
Languages Common
Challenge 3 (700 XP)

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.

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254
Gravekeeper's Heretic
Radicals who defied the traditions of their civilization's
pantheon of deities and threw their lot in with the
Gravekeeper in pursuit of greater power. They study arcane
magic tirelessly, learning all they can to help the Gravekeeper
crush those who branded them heretics. They are
particularly skilled in antimagic techniques, and have become
resistant to lower-level spells.

Gravekeeper's Heretic
Medium humanoid, neutral evil

Armor Class 12 (15 with mage armor)


Hit Points 45 (9d8 + 5)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 13 (+2)

Skills Arcana +7, Perception +6


Senses passive Perception 16
Languages Common
Challenge 7 (2,900 XP)

Spellcasting. The Heretic is a 9th-level spellcaster,


and its spellcasting ability is Intelligence (+7 to hit,
DC 15 saves). They have the following spells
prepared:
Cantrips: Fire Bolt, Chill Touch, Mage Hand,
Message
1st level (4 slots): Mage Armor, Shield, Chromatic
Orb
2nd level (3 slots): Blur, Shatter,
Blindness/Deafness, Dragon's Breath
3rd level (3 slots): Counterspell, Lightning Bolt,
Animate Dead
4th level (3 slots): Confusion, Blight
5th level (1 slot): Cloudkill
They also know the following ritual spells, which
they can cast as rituals without having them
prepared: Detect Magic, Find Familiar, Alarm,
Detect Poison and Disease, Comprehend
Languages, Magic Mouth, Phantom Steed
Magic Resistance. The Heretic has advantage on all
saves against spells and magical effects, and is
completely unaffected by any spell of 2nd level or
lower (including cantrips).

Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage

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255
Gravekeeper's Nobleman
The Gravekeeper spreads his influence into the politics of
enemy nations. Some nobles and politicans fall victim to his
promises of power and wealth, and make deals with him to
promote his interests in their courts. These nobles and
politicians are given some magical ability, but it is mostly the
power to affect the minds of other mortals. They are not
typically prepared for a direct fight, but to corrupt and charm
others to sway them toward the Gravekeeper's interests.

Gravekeeper's
Nobleman
Medium humanoid, lawful evil

Armor Class 12
Hit Points 22 (5d8)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 17 (+3)

Skills Deception +7, Persuasion +7, Insight +4


Senses passive Perception 12
Languages Common and 2 others
Challenge 1 (200 XP)

Spellcasting. The Nobleman is a 3rd level


spellcaster, and Charisma is their spellcasting ability
(+5 to hit, DC 13 saves). They know the following
spells:
Cantrips: Eldritch Blast, Friends, Minor Illusion,
Presitdigitation
Levels 1-2 (has 2 2nd-level spell slots/short rest):
Charm Person, Expeditious Retreat, Crown of
Madness, Enthrall, Suggestion

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2) piercing damage

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256
Gravekeeper's Oracle Gravekeeper's Oracle
While Chiefs can be likened to a priest, an Oracle is more like Medium humanoid, lawful evil
a bishop. Entire regions that could consist of multiple cities,
or even entire nations' populations of the Gravekeeper's Armor Class 17
minions are overseen by an Oracle. These high priests are Hit Points 178 (17d10 + 85)
gifted with the ability to see into the future, and are almost Speed 30ft.
always consulted on any matters of strategy in gaining or
maintaining control of an area. They are also incredibly
powerful spellcasters who are devastating in battle. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 15 (+2) 20 (+5) 16 (+3)

Condition Immunities frightened, charmed


Saving throws Wisdom +9, Con +7
Senses passive Perception 15
Languages Common
Challenge 13 (10,000 XP)

Spellcasting. The Oracle is a 13th-level spellcaster,


and their spellcasting ability is wisdom (+9 to hit,
DC 17 saves). They have the following spells
prepared:
Cantrips: Toll the Dead, Sacred Flame,
Thaumaturgy, Spare the Dying, Guidance
1st level (4 slots): Cure Wounds, Guiding Bolt,
Inflict Wounds, Healing Word, False Life, Ray of
Sickness
2nd level (3 slots): Blindness/Deafness, Hold
Person, Spiritual Weapon, Silence, Ray of
Enfeeblement, Augury
3rd level (3 slots): Animate Dead, Vampiric Touch,
Bestow Curse, Revivify, Sending, Spirit Guardians
4th level (3 slots): Blight, Death Ward, Banishment,
Divination
5th level (2 slots): Antilife Shell, Cloudkill,
Contagion, Insect Plague, Raise Dead
6th level (1 slots): Word of Recall
7th level (1 slot): Fire Storm
You could also have the Oracle use any Cleric spells
that may seem appropriate outside of combat, such
as Hallow or Scrying.
Inescapable Destruction. Any necrotic damage the
Oracle deals ignores resistance to necrotic 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.

Credit | Statblock & Lore: Jon Kyle


257
Gravekeeper's Priestess
Devoted followers of the Gravekeeper who are feared by his
enemies as witches, but among the most highly revered of his
servants. The Priestesses are masters of the creation of
undead soldiers, and when one of the Gravekeeper's servants
dies, their body is brought before the Priestesses so that they
may serve again in death.

Gravekeeper's Priestess
Medium humanoid, lawful evil

Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 15 (+2) 15 (+2) 18 (+4) 16 (+3)

Condition Immunities frightened


Skills Perception +7
Senses passive Perception 17
Languages Common
Challenge 6 (2,300 XP)

Spellcasting. The Priestess is an 8th-level


spellcaster, and her spellcasting ability is Wisdom
(+7 to hit, DC 15 saves). She has the following
spells prepared:
Cantrips: Toll the Dead, Thaumaturgy, Mending,
Guidance
1st level (4 slots): false life, ray of sickness, guiding
bolt, inflict wounds, sanctuary, shield of faith
2nd level (3 slots): blindness/deafness, ray of
enfeeblement, hold person, spiritual weapon, gentle
repose
3rd level (3 slots): animate dead, vampiric touch,
bestow curse, speak with dead
4th level (2 slots): blight, death ward, banishment
Master of the Dead. The Priestess is able to perform
a ritual that turns the body of a fallen Gravekeeper's
servant into a Mummy. If used on an Oracle,
Descendant or Visionary, this ritual can produce
sentient Mummy Lords. A Priestess is always
guarded by at least 2 faithful mummies.

Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 3) piercing damage.

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258
Gravekeeper's Recruiter
These are the ones who bring the Gravekeeper new mortal
servants. They can often be found living in heavily populated
cities, promising a better life to those who are down on their
luck, or even magically dominating the minds of the weak-
willed to force them into servitude.

Gravekeeper's
Recruiter
Medium humanoid, lawful evil

Armor Class 14 (leather armor)


Hit Points 68 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 19 (+4)

Skills Deception +10, Persuasion +10


Senses passive Perception 12
Languages Common and two others
Challenge 3 (700 XP)

Enthralling Presence. The Recruiter can draw crowds


easily, and enthrall them with their honeyed words
just as easily. Any person who listens to the
Recruiter speak must make a DC 15 Wisdom save.
If they fail, they perceive the Recruiter in whatever
way the Recruiter desires that can be summed up in
one or two words (for example, they may choose to
appear trustworthy or knowledgeble). If they
succeed, they are unaware of any attempt to
influence them. The Recruiter has advantage on
persuasion and deception checks against any
person affected by this ability.
Spellcasting. The Recruiter is a 5th-level spellcaster
and their spellcasting ability is Charisma (+7 to hit,
DC 15 saves). They know the following spells:
Cantrips: eldritch blast, friends, minor illusion,
mage hand
1st level and higher (2 slots of 3rd level per short
rest): charm person, unseen servant, expeditious
retreat, crown of madness, darkness, gaseous form,
hunger of hadar

Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 3) piercing damage.

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259
Mystics who ritually remove their eyes so that they may see in
Gravekeeper's Shaman a different way. They wield powerful magic that invokes the
elements and nature to aid their allies and hinder their foes.
They also summon and command snakes to do their bidding.

Gravekeeper's Shaman Master of Serpents. The Shaman is always accompanied


by 2d4 Poisonous Snakes. They can communicate with
Medium humanoid, neutral evil
the snakes, and the snakes follow their directions.
Armor Class 13 (leather armor) Spellcasting. The Shaman is a 15th-level spellcaster, and
Hit Points 161 (17d10 +68) their spellcasting ability is Wisdom (+10 to hit, DC 18
Speed 30ft. saves). They have the following spells prepared:
Cantrips: produce flame, guidance, druidcraft, poison
STR DEX CON INT WIS CHA spray, shillelagh
12 (+1) 12 (+1) 14 (+2) 17 (+3) 20 (+5) 11 (+1) 1st level (4 slots): animal friendship, faerie fire, fog
cloud, speak with animals
Condition Immunities blinded 2nd level (3 slots): animal messenger, beast sense,
Skills Animal handling +10, Medicine +10 gust of wind, heat metal, hold person, moonbeam,
Senses blindsight 60 ft., passive Perception 14 spike growth
Languages Common
3rd level (3 slots): call lightning, conjure animals,
Challenge 10 (5,900 XP)
dispel magic, sleet storm
Sight Beyond Sight. The Shaman is blind, but sees the 4th level (3 slots): blight, dominate beast, giant insect,
spiritual energy of everything around them. This sight polymorph, wall of fire
also gives them brief glimpses into the future a few 5th level (2 slots): antilife shell, contagion, insect
seconds from the present from time to time, and the plague
ability to subtly pull on the strings of fate to change
that immediate future. Upon completing a long rest, 6th level (1 slot): wall of thorns
the Shaman rolls 2 d20s, and records those numbers. 7th level (1 slot): fire storm
As a reaction, they can replace any attack roll, saving
throw, or ability check made by themself or a creature 8th level (1 slot): feeblemind
they can perceive within 60 ft. with one of those
foretelling rolls. Each of those two rolls can only be Actions
used once. Quarterstaff (shillelagh). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit 10 (1d8 + 5)
bludgeoning damage.

Credit | Statblock & Lore: Jon Kyle


260
Gravekeeper's Spear
Soldier
The essential front line soldiers of the Gravekeeper's living
servants. Individually, they are not exceptionally strong, but
together they can form a wall of jagged spears that is near
impenetrable.

Gravekeeper's Spear
Soldier
Medium humanoid, lawful evil

Armor Class 16 (chain)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 11 (0)

Senses passive Perception 11


Languages Common
Challenge 2 (450 XP)

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.

Credit | Statblock & Lore: Jon Kyle


261
Gravekeeper's Vassal
Servants that are too weak of body and mind to serve in
battle, these small, almost rat-like humanoids have the pallor
and spindly limbs of a corpse. They run about the
Gravekeeper's domain, performing their duties as servants to
the being they see as a god among men.

Gravekeeper's Vassal
Medium humanoid, lawful evil

Armor Class 9
Hit Points 10 (2d10)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Skills Sleight of Hand +5


Senses passive Perception 10
Languages Common
Challenge 0 (10 XP)

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.

Credit | Statblock & Lore: Jon Kyle


262
Gravekeeper's Watcher
The Gravekeeper's Watchers are fallen priests of evil deities
that have been sent to the shadow realm to watch the
graveyards for the eternity. These priest were granted the
luxury of choice to either remain on service for ever or be
judged and move to the next world. As most of them were not
faithful enough or they didn't achieve their mission, they
forgot about their previous self. Each Watcher received a
Tablet of Necropolis which trapped their soul, if they lose
their Tablet that means that they also lose their souls.
Watchers remain bound to service but they never fight till the
bitter end and they are always clever in their approach of
intruders.

Gravekeeper's Watcher
Medium humanoid, lawful evil

Armor Class 16 (Chain mail)


Hit Points37 (5d8 + 15)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 13 (+1)

Skills Perception +10, Persuasion +4, Religion +5


Senses passive Perception 18
Languages Common, Abyssal
Challenge 5 (1,800 XP)
Watchful Eye. The Watcher adds double its
proficiency bonus (3) to its Perception checks.

Tablet of Necropolis. As a bonus action, the watcher


can expend a spell slot to cause its spell attacks to
magically deal an extra 10 (3d6) necrotic damage
to a target on a hit. This benefit lasts until the end
of the turn. If the priest expends a spell slot of 2nd
level or higher, the extra damage increases by 1d6
for each level above 1st.
Spellcasting. The watcher is a 5th-level spellcaster
and he is using its Tablet of Necropolis as a focus
which also adds +1 to spell attacks. Its spellcasting
ability is Wisdom (spell save DC 15, +8 to hit with
spell attacks).
The watcher has the following spells prepared:
Cantrips (at will): Eldritch Blast, Friends,
Prestidigitation
1st level (4 slots): cure wounds, guiding bolt,
sanctuary
2nd level (3 slots): expeditious retreat, crown of
madness, enthrall, suggestion
3rd level (2 slots): dispel magic, spirit guardians

Actions
Tablet of Necropolis. Melee Weapon Attack: +6 to
hit, reach 5ft., one target. Hit 6 (1d6 + 3)
bludgeoning damage and 1d6 necrotic damage.

Credit | Statblock & Lore: Dionysios


Christoforidis
263
The chosen prophet of the Gravekeeper, who answers only to
Gravekeeper's Visionary the Gravekeeper himself. The exact identity of the Visionary
is unknown, though there is a rumor that this high prophet is
the Gravekeeper's own brother. Regardless, they are an
immensely powerful magic user, likely among the strongest in
the world. Raising the dead, seeing the future, and even
ending a life are as easy for the Visionary as breathing for a
normal person.

Gravekeeper's Visionary 4th level (3 slots): blight, death ward, banishment,


freedom of movement
Medium humanoid, lawful evil
5th level (3 slots): antilife shell, cloudkill, contagion,
Armor Class 17 flame strike, greater restoration, mass cure wounds
Hit Points 210 (20d10 + 100)
Speed 30 ft. 6th level (1 slot): harm, heal
7th level (1 slot): fire storm, plane shift
STR DEX CON INT WIS CHA 8th level (1 slot): antimagic field, earthquake
18 (+4) 15 (+2) 17 (+3) 16 (+3) 20 (+5) 16 (+3) 9th level (1 slot): power word: kill

Saving Throws Strength +10, Constitution +9, Wisdom


Actions
+11, Charisma +9 Multiattack. The Visionary makes three attacks with
Skills Athletics +10, Insight +11, Perception +11. their +3 longsword.
Religion +9
Condition Immunities charmed, frightened +3 longsword. Melee Weapon Attack: +13 to hit, reach
Senses passive Perception 21 5ft., one target. Hit 11 (1d8 + 7) slashing damage and
Languages Common plus up to three other languages 8 (2d8) necrotic damage, or 12 (1d10 +7) slashing
Challenge 18 (20,000 XP) damage and 8 (2d8) necrotic damage if used with two
hands.
Legendary Resistance (3/day). If the Visionary fails a
saving throw, they can choose to succeed instead.
Legendary Actions
The Visionary can take 3 legendary actions, choosing
Spellcasting. The Visionary is an 18th-level spellcaster, from the options below. Only one legendary action
and their spellcasting ability is Wisdom (spell save DC option can be used at a time and only at the end of
19, +11 to hit with spell attacks). The Visionary has the another creature's turn. The Visionary regains spent
following spells prepared: legendary actions at the start of their turn.
Cantrips: toll the dead, thaumaturgy, guidance, sacred
Cantrip. The Visionary casts a cantrip.
flame
Longsword Attack. The Visionary makes an attack with
1st level (4 slots): command, cure wounds, guiding
their +3 longsword.
bolt, healing word, inflict wounds, shield of faith, false
life, ray of sickness Vision of Battle (Costs 2 Actions). The Visionary chooses
one target they can see, and makes an insight check vs.
2nd level (3 slots): blindness/deafness, hold person,
that target's deception check. If the Visionary rolls
lesser restoration, silence, spiritual weapon, ray of
higher, the target has disadvantage on attack rolls
enfeeblement
against the Visionary, and the Visionary has advantage
3rd level (3 slots): animate dead, bestow curse, dispel on the target's saving throws, both until the end of the
magic, mass healing word, remove curse, revivify, spirit target's next turn.
guardians, vampiric touch

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264
The Sacred Beasts

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.

Credit | Statblock & Lore: Callum Dronsfield


265
Uria creates a jet of heat that drys up the water around it.
Uria, Lord of Searing Uria chooses a point within 60ft, creatures within 5ft of
that point must succeed on a DC21 constitution saving
Flames throw or gain one level of exhaustion.
Uria, the Lord of Searing Flames is a great beast, whose long Uria causes a small jet of fire to erupt from the earth. Uria
serpentine body can be seen reaching up into the sky's and makes a ranged spell attack against one creature within
whose draconic appearance my cause onlookers to fear it for 60ft. If it hits, that creature takes 18(4d8) fire damage.
what it appears as. A dragon. However, those onlookers will
surely be saddened to find that this beast is far more
dangerous and destructive than any regular dragon. Indeed, Regional Effects
Uria is a being that embodies the purest form of fire. All The region within 6 miles of Uria's lair is warped by heat and
consuming, and forever hungry the Lord of Searing Flames fire, which creates one or more of the following effects.
seeks to consume all in fire and take the world as a whole All water within the area dries up, meaning that rivers
into his domain. become river beds, lakes disappear leaving craters and all
Born Of Fire Uria was formed in the very first fire to exist, plant life shrivels up and dies. Water brought into the area
a being originating before the Plane of Fire came to be. As that is contained is not dried up but water left in an open
such, Uria represents the fire it was born from far more container evaporates at a rate of 1 cubic foot a minute.
closely than any other. Like the relationship of sentients with
fire, Uria's relationship with the world is one of balance. Uria Once fertile land becomes arid sand and animals in the
has been known to use his flames to shape continents and area die as the heat becomes too much. Creatures that
change landscapes while at the same time destroying what venture into this land must make DC15 constitution
once was representing the powers of fire to change what checks every our or gain a level of exhaustion due to the
exists into something new. shear heat.
Kind Apocalypse As a representation of Fire, Uria is a
contradicting being. Beautiful and Warm, yet Gluttonous and
Destructive. In Uria's mind, the destruction and death it
brings is a kindness for it unites us all in the burning power
of fire and frees us from the slow and painful existance that is
life. Indeed, Uria is not one to seek the pain of others but
instead acts to cure the world like fire cauterises wounds.
Bringer of Drought Wherever Uria dwells, the land
around it is plagued with searing heat and burning winds
causing the water in the area to evaporate and plants to
shrivel up and die. This means that those who live close to
where Uria is sealed away, or where he nests when free are
forced to deal with harsh, almost uninhabitable conditions
and must go far in search of food and water that has not been
burned away by Uria's searing heat.
Uria's Lair
Uria tends to lair in places of high heat, such as within
volcanos or near underwater heat vents. It is also at home in
places where there is a lot of sun, and very little rain such as
in deserts. Wherever Uria nests, the area around is plagued
with an aura of heat that desolates any fertile lind around
rendering it arid and dry.
Lair Actions
On initiative count 20 (losing initiative ties), Uria takes a lair
action to use one of the following effects. It cannot use the
same effect two rounds in a row.
Uria creates a billowing wave of fire centered at one point
it can see within 120ft of it. All creatures within a 20ft
radius of that point must succeed on a DC21 Dexterity
saving throw, taking 28(8d6) fire damage or half as much
on a successful save.
Uria casts Wall of Fire without expending a spell slot. The
wall lasts until initiative count 20 the next round and does
not require concentration.

Credit | Statblock & Lore: Callum Dronsfield \


Art: Luke Instone-Hall
266
Uria, Lord of Searing At Will: Fireball, Wall of Fire, Conjure Elemental (Fire),
Conjure Minor Elemental (Fire), Immolation
Flames 3/day: Sunbeam, Investiture of Flame, Flame strike
Gargantuan Elemental, Chaotic Good
1/day: Fire storm, Incidiary cloud, Meteor Swarm
Armor Class 18 (Natural Armor)
Hit Points 495(30d20 + 180) Actions
Speed 20ft., 80ft fly. Multiattack Uria makes four attacks: One with it's bite,
two with it's claws and one with it's tail.
STR DEX CON INT WIS CHA Bite Melee Weapon Attack: +15 to hit, reach 15ft., one
27 (+8) 10 (0) 22 (+6) 18 (+4) 12 (+1) 14 (+2) target. Hit 19(2d10 + 8) plus an additional 7(2d6) fire
damage. A creature hit by this attack must succeed on
a DC23 dexterity saving throw or be grappled by Uria.
Saving Throws Con + 13,, Int + 11, Wis +8, Cha +9
Damage Resistances Poison, Bludgeoning, Piercing and Claw Melee Weapon Attack: +15 to hit, reach 15ft., one
Slashing damage from non-magical weapons target. Hit 15(2d6 + 8) plus an additional 7(2d6) fire
Damage Immunities Cold damage
Condition Immunities Prone, Charmed, Poisoned Tail Melee Weapon Attack: +15 to hit, reach 20ft., one
Senses Truesight 120ft, passive Perception 12 target. Hit 17(2d8 + 8) plus an additional 7(2d6) fire
Languages Primordial (Ignan) damage
Challenge 23(50000 XP)
Legendary Actions
Legendary Resistance 3/day If Uria fails a saving throw, it
can choose to succeed instead Each round Uria gets three legendary actions and can
use one action at the end of another creatures turn.
Burning Body Any creature that makes a melee attack Move Uria moves up to half its movement in any
against Uria within 10ft, takes 7(2d6) fire damage if direction.
they hit.
Bite Uria makes one Bite attack
Fire's Blessing Whenever Uria would take fire damage, it
is instead healed that much instead. Blazing Wind (3 Actions) Uria beats its wings assailing
targets with scolding air. Creatures in a 30ft cone in
Slippery Behemoth Uria is constantly under the effects front of Uria must succeed on a DC21 constitution
of a Freedom of Movement and Find Traps spell. saving throw, taking 18(4d8) fire damage or half as
Innate Spellcasting Uria's innate spellcasting ability is much on a successful save. Creatures that fail the save
constitution (spell save DC 21, Spell attack bonus gain 1 level of exhaustion.
+13). It can innately cast the following spells, requiring
no components:

Credit | Statblock & Lore: Callum Dronsfield


267
Hamon draws on the power of the magic in its lair,
Hamon, Lord of Striking releasing an explosion of magical force from its body. All
creatures within 20ft of hamon must make a DC21
Thunder dexterity saving throw taking 4d10 force damage or half
Hamon, Lord of Striking Thunder is a being that truely as much on a successful save.
embodies the primal chaos of the Sacred Beasts. Appearing
as a giant gold birdlike creature with skeletal plates and jet Regional Effects
black wings held together by golden clawed fingers. This The region within 6 miles of Hamon's lair is warped by
creature is one of magic, drawing energy from the magics storms and thunder, which creates one or more of the
that permeate the world and converting it into pure energy following effects.
from which its lightning forms. Rain gathers overhead and large thunderstorms below
Born of Lightning Hamon was born from the first spark of releasing lightning upon the ground below. Rivers that
electricity in the universe and as such represents the brief yet wouldn't normally flood overflow.
brilliant nature of Lightning and Thunder. Hamon's Creatures in the area become erratic and violent, and
relationship with others is not like Uria or Raviel, instead more likely to lash out at people.
Hamon like lightning is indifferent of what it strikes. It is a Weak magical objects (Common or lower) refuse to work
being that only thinks of itself and its own actions caring not and to use more powerful magical objects a creature must
for the machinations of others. As well as this, Hamon has a succeed on a DC17 wisdom save upon entering the region
natural antimagic aura around it that constantly converts and every day thereafter.
magical energy into lightning to keep it going. If Hamon is
deprived of energy for too long, it can be sent into a deep
slumber although there are very few that can possibly deprive
the Lord of Striking Thunder what it desires.
Apathetic Apocalypse Hamon represents the nature of
Lightning, being a fickle and spontaneous being that acts in
brief flashes before fading away. He acts not out of any
fundamental goal or ideals but on whims and is not one to be
triffled with in that regard. He is just as likely to destroy a
country as his power is to help it and he is one whose mood
determines his ideals at any time. Unlike Uria, whose acts of
destruction and creation it sees as a kindness or Raviel who
does what it does out of loathing and cruelty Hamon is truely
indifferent to the suffering of the beings beneath him and he
acts only on what he wills.
Bringer of Storms The areas surrounding Hamon are
home to an eternal storm that circles around the great beast.
All who dwell beneath Hamon's roost are assailed with bolts
of lightning and the cracks of thunder that boom across the
sky. Rain falls endless and the winds tremble at the passing
of the Sacred Beast of Lightning and Thunder.
Hamon's Lair
Hamon tends to lair in areas of high magical energy,
preferably high up such as in mountain temples or atop
wizard towers. Hamon is also fond of areas known to face
frequent storms being drawn to the powerful lightning
present in such locations.
Lair Actions
On initiative count 20 (losing initiative ties), Hamon takes a
lair action to use one of the following effects. It cannot use
the same effect two rounds in a row.
A bolt of lightning decends from above striking the ground
at a spot within 120ft of Hamon. A creature hit by this
lightning bolt must succeed on a DC21 dexterity saving
throw taking 8d6 lightning damage or half as much on a
successful save.
Hamon draws in the power of one of the creatures in its
lair. Dispel all 6th level or lower spells affecting a creature
within 60ft of hamon, and hamon regains 1d6 hit points
for each level of spell dispelled this way.
Credit | Statblock & Lore: Callum Dronsfield \
Art: Luke Instone-Hall
268
Hamon, Lord of Striking Innate Spellcasting Uria's innate spellcasting ability is
constitution (spell save DC 21, Spell attack bonus
Thunder +13). It can innately cast the following spells, requiring
Gargantuan Elemental, Chaotic Neutral no components:
At Will: Call lightning, Lightning Bolt, Sleet Storm,
Armor Class 24 (Natural Armor) Dispel Magic (5th level),
Hit Points 429(26d20 + 156)
Speed 20ft., 80ft fly. 3/day: Investiture of Wind, Whirlwind, Chain Lightning
1/day: Storm of Vengeance, Control Weather
STR DEX CON INT WIS CHA
Actions
25 (+7) 22 (+6) 22 (+6) 14 (+2) 18 (+4) 12 (+1) Multiattack Hamon makes four attacks: One with it's
__ bite, two with it's claws.
Saving Throws Con + 13,, Int + 9, Wis +11, Cha +8 Bite Melee Weapon Attack: +14 to hit, reach 15ft., one
Damage Immunities Thunder target. Hit 19(2d10 + 7) plus an additional 7(2d6)
Condition Immunities Prone, Charmed, Paralyzed lightning damage. A creature hit by this attack must
Senses Truesight 120ft, passive Perception 14 succeed on a DC21 constitution saving throw or be
Languages Primordial (Auran) paralyzed for 1 round.
Challenge 23(50000 XP)
Claw Melee Weapon Attack: +14 to hit, reach 15ft., one
target. Hit 15(2d6 + 7) plus an additional 7(2d6)
Legendary Resistance 3/day If Hamon fails a saving lightning damage
throw, it can choose to succeed instead
Charged Body Any creature that makes a melee attack
Legendary Actions
against Hamon within 10ft, takes 7(2d6) lightning Each round Uria gets three legendary actions and can
damage if they hit. use one action at the end of another creatures turn.
Move Hamon moves up to half its movement in any
Storm's Blessing Whenever Hamon would take direction.
lightning damage, it is instead healed that much
instead. Bite Hamon makes one Bite attack
Magic Eater Hamon is immune to spells of 6th level or Thunderstruck (3 Actions)* Hamon shrieks letting out a
lower and instead regains 1d6 hit points per spell level burst of concussive air. Creatures in a 20ft radius
when hit by a spell of 6th level or lower around Hamon must succeed on a DC21 Dexterity
Magic Resistant Hamon has advantage on saving throws saving throw, taking 18(4d8) thunder damage or half
against spells and other magical effect. as much on a successful save. Creatures that fail the
save are pushed back 20ft and knocked prone.

Credit | Statblock & Lore: Callum Dronsfield


269
Shadows darken an area of Raviel's choosing. Raviel
Raviel, Lord of Phantasm chooses one point within 120ft, creating darkness within
Raviel is the most humanoid of the Sacred Beasts and this is a 20ft radius centered on this spot. This darkness
reflected in what Raviel represents. The lord of Phantasms functions as the darkness spell except it dispels light
acts as a mirror, showing the darkness inside others and spells of 6th level or lower.
revealing to them their deepest and most horrible secrets Raviel uses the Command spell on all creatures in 10ft of
about themselves. The youngest of the three beasts Raviel it.
was not formed until the first sentient thoughts happened. He
was formed from the first evil thoughts created when the first
sentient being acted out of malice and since then has been a
catalyst for the darkness within others. He appears as a
Phantasm
Medium Elemental, Unaligned
collosal blue humanoid, with little flesh, only showing muscle
and bony armor. His head is crowned with three horns, and Armor Class 10
from his back jut two black wings. Hit Points 22(5d8)
Born of Darkness Raviel was born of the darkness within Speed 15ft.
mens hearts and as such he represents the cruelty and evil all STR DEX CON INT WIS CHA
sentient beings hold within them. Unlike his siblings who
represent the destructive power of the elements Raviel 10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)
represents the destructive power of the living and as such
holds a particular place of fear amongst the hearts of mortals. Damage Immunities Psychic
As the lord of Phantasms, Raviel is capable of creating Senses passive Perception 10
mirrors of others using his magic through which they see the Challenge 1 ( XP)
darkest parts of themselves and many go mad from this. Actions
Raviel seeks only to remind the world of its own evil and
stand at the top of the dark world he would create. Shadow Explosion The Phantasm explodes in a burst
Cruel Apocalypse Raviel is a being that represents the of destructive shadow energy, all creatures in a 10ft
darkest parts of mortal minds, being a cruel and callous radius centred on the phantasm must make a DC19
individual. His apocalypse is one of man's own making rather Dexterity saving throw, taking 17(5d6) necrotic
than one born of love or indifference. He seeks to cast the damage and 17(5d6) psychic damage or half as
much on a successful save. The Phantasm is then
world in the darkness of people's hearts and bring about destroyed.
destruction and death through indirect means, twisting
others into his pawns and using his phantasmal creations
where that is not possible. Raviel will destroy any he can in
his quest to bring all in existence down to his level and will
not stop until the true nature of sentience is revealed.
Bringer of Malice Those that surround Raviel are cursed
with madness, the areas around where he lurks are cast in
darkness with ominous clouds always floating ahead.
Whispers and figures are heard and seen where none exist
and people are driven to commit cruel and evil deeds by the
voices of their dead loved ones, members of the community
or even themselves when in reality no one speaks but Raviel.
Indeed, his is the most well hidden of the three as his
destruction is brough about by his pawns rather than his own
actions.
Raviel's Lair
Raviel tends to nest in the dark places beneath civilization.
Sewers and caves beneath towns are often potential lairs for
Raviel. He is also known for building his own lairs, using his
phantasms and those he enthralls to build castles for him to
dwell.
Lair Actions
On initiative count 20 (losing initiative ties), Raviel takes a lair
action to use one of the following effects. It cannot use the
same effect two rounds in a row.
A phantasm rises in an unoccupied space within 30ft of
Raviel. The phantasm can only use the Help or Dodge
action this turn.

Credit | Statblock & Lore: Callum Dronsfield \


Art: Luke Instone-Hall
270
Raviel, Lord of At Will: Charm Person, Charm Monster, Command,
Suggestion, Hold Person, Dissonant Whispers
Phantasms 3/day: Modify Memory, Dominate Person, Dominate
Gargantuan Elemental, Chaotic Evil Monster, Geas
Armor Class 18 (Natural Armor) 1/day: Glibness, Feeblemind, Weird
Hit Points 493(34d20 + 136)
Speed 40ft., 60ft fly. Actions
Multiattack Raviel makes five attacks with its Claws
STR DEX CON INT WIS CHA Claw Melee Weapon Attack: +17 to hit, reach 15ft., one
30 (+10) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 18 (+4) target. Hit 17(2d6 + 10) plus an additional 7(2d6)
Psychic damage
Saving Throws Con + 11,, Int + 9, Wis +8, Cha +11 Devour Soul Raviel targets a creature within 30ft of
Damage Vulnerabilities Bludgeoning,piercing and itself, using that creatures soul to empower itself. The
slashing damage from a magical weapon wielded creature must succeed on a DC19 Wisdom saving
good aligned creatures. throw, taking 8d8 necrotic damage or half as much on
Damage Resistances Bludgeoning, piercing and slashing a successful save. If a creature fails the save, Raviel's
damage from a non-magical weapon, claws deal additional damage equal to half that
Damage Immunities Psychic, Bludgeoning, piercing and creatures level/CR during it's next turn. If a phantasm is
slashing damage from a non-magical weapon targeted by this ability it is instead destroyed, and
wielded evil aligned creatures Raviel's damage per claw attack is increased by 10 for
Condition Immunities Charmed, Blinded, Deafened, the next round.
Frightened Summon Phantasm (Recharge 5-6) Raviel summons a
Senses Truesight 120ft, passive Perception 12 phantasm (See above) to an unoccupied space within
Languages Common, Abyssal, Infernal 30ft of it.
Challenge 23(50000 XP)
Legendary Actions
Legendary Resistance 3/day If Raviel fails a saving throw,
it can choose to succeed instead Each round Raviel gets three legendary actions and can
use one action at the end of another creatures turn.
Shadowed Body Raviel is shrouded in an area of thick Move Uria moves up to half its movement in any
darkness that extends 5ft from it's body in all direction.
directions, granting disadvantage to all attacks from
creatures that cannot see through magical darkness. Claw Raviel makes one Claw attack
This cannot be dispelled by a light producing spell of Fright (3 Actions) Raviel imposes its will to cause
less than 5th level. intense fright to one person. That creature must
Death's Blessing Whenever Uria would take Necrotic succeed on a DC19 Wisdom save or spend its next
damage, it is instead healed that much instead. turn moving as far from Raviel as able. It can only use
its action, bonus action or any other actions to use the
Phantasmal Urgings Creatures within 30ft of Raviel have dash action which it does if able. Creatures that are
disadvantage on Wisdom saving throws. immune to frightened are still affected by this abilities.
Innate Spellcasting Uria's innate spellcasting ability is
constitution (spell save DC 19, Spell attack bonus
+11). It can innately cast the following spells, requiring
no components:

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.

Credit | Statblock & Lore: Callum Dronsfield


271
Armityle, Phantom of
Chaos
Apocalypse Now
Armityle is what is born if all three Sacred Beasts are
brought together. Representing the untamed chaos of the
three beasts, Armityle is a being that is filled with
inconsistency. It is there, and it is not. It is life, and it is
Death. It creates and destroys, burns and freezes, is both
stormy and calm. Indeed, Armityle is a being of raw chaos
that is said to be the true bringer of the apocalypse due to its
incongruous existance. Whether that is true of not, this being
is mighty indeed.

Armityle, The Chaos


Phantom
Gargantuan Abberation, Chaotic Neutral

Armor Class —
Hit Points 315(30d20)
Speed 40ft., teleport 80ft.

STR DEX CON INT WIS CHA


— — — — — —

Condition Immunities Paralyzed, Charmed,


Deafened, Blinded, Restrained, Petrified
Senses Truesight 120ft, passive Perception —
Languages Telepathy 1 mile.
Challenge 30 (155000 XP)

Random Resistance Each turn, roll 2d8 and Armityle


gains resistance to the rolled damaged types as
determined by the following: 1. Fire, 2. Cold, 3.
Acid, 4. Poison, 5. Necrotic, 6. Thunder,
7.Lightning, 8.Radiant. If you roll the same number
on both dice, Armityle instead gains immunity to
that damage type. These resistances reset at the
start of each turn.
Magic Resistance Armityle has advantage on saving
throws against magic.

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.

Credit | Statblock & Lore: Callum Dronsfield /


Art: Luke Instone-Hall
272
Chaos Incarnate Ability scores
As a being of chaos Armityle is never the same at any given Since Armityle is a being of chaos, there are two methods to
time and as such should you wish to represent this the determine its stats. Either roll 1d6 for the following numbers:
following table gives options for random abilities. As a 30, 27, 24, 20, 15, 8 and assign the stats in order (1 -
suggestion, roll 1d4+1 determine the number of additional strength, 2 - Dexterity etc) or roll 4d6 + 4 for Armityle's stats.
features and then roll 1d20 that many times to select these Armityle gains 30 hit points times its constitution modifier,
abilities. If the same ability would be gained twice, it is only it's AC is given by 10 + It's dexterity modifier + It's
gained once. constitution modifier and it's attack modifier is 9 + it's
Extra Abilities strength modifier. Increase the damage of it's slam by it's
Roll Ability strength modifier. Armityle's spell attack bonus is 9 + highest
modifier out of intelligence, wisdom and Charisma. It's spell
1 Chaotic Decay At the beginning of each of it's
turns, Armityle and all creatures within 15ft of it save DC is equal to 17 + it's wisdom modifier.
take 10 damage that cannot be prevented. Alternatively, Armityle has a Strength of 27, Dexterity of 15,
2 Tall Armityle's body is stretched and distorted, Constitution of 30, Intelligence of 20, Wisdom of 24,
taller even than a regular gargantuan creature. It's Charisma of 8. It's Hit points are 615, its AC is 22, its attack
reach increases by 15ft. modifier is +18, it's spell save DC is 24 and it's spell attack
3-4 Extra Arms Armityle grows 1d4 extra arms and can bonus is +16
use his slam attack an additional time when using
multiattack for each arm.
7-8 Chaotic Regeneration At the end of each of it's
turns, Armityle regains 1d20 + it's constitution
modifier hit points
9- Avoidance . If Armityle is subjected to an effect
10 that allows it to make a saving throw to take only
half damage, it instead takes no damage if it
succeeds on the saving throw, and only half
damage if it fails.

11- Tides of Chaos If a creature within 30ft of Armityle


12 cast a spell, roll a d6. If the roll is a 1, they must
also roll on the sorcerer wild magic table.
13- Metaphysical Form When a creature attacks
14 Armityle with a melee attack, it must make a DC17
Wisdom saving throw or deal no damage. A
creature that succeeds this save does not need to
make it again until the end of the round.
15- Corrosive Body Armityle's body becomes made of
16 a corrosive liquid. When a creature makes an attack
while within 10ft of Armityle, it takes 9(2d8) acid
damage. Any non-artifact, non-legendary weapon
used to attack Armityle corrodes. A corroded
weapon takes a -1 penalty to attack and damage,
when the total accumulated penalty equals -5 plus
an additional 1 for each rank of rarity of a magical
item above common, the weapon is destroyed
17- Malefic Backlash Whenever a creature within 60ft
18 hits Armityle with an attack, roll a d6. On a roll of
1, that creature takes damage equal to the damage
dealt by their attack.
19 Strange Body Armityle takes on an odd eldritch We need Contributors! Are you an
form. Creatures that gaze at Armityle must make a
DC23 Wisdom Saving throw or be frightened of artist or a writter? Maybe you want
Armityle repeating the save at the end of each of
it's turns. On a successful save, the creature is to create statblocks? Then contact
immune to this ability for the next 24 hours but a us at our FB page!
creature that fails three consecutive saving throws
is subjected to the effects Feeblemind spell. This
effect can only be cured with a Wish.
20 True Insanity Roll an additional time on this table.
Additionally, Armityle gains an additional +2 to
each ability score.

Credit | Statblock & Lore: Callum Dronsfield


273
Slifer the Sky Dragon

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.

Credit | Statblock & Lore: Asha J. Panesar


274
Slifer the Sky Dragon, Ouroboros
Form Slifer the Sky Dragon,
Ouroboros Form
The dormant form of this titan will not unfurl until Gargantuan celestial (titan), lawful neutral
it takes at least 150 HP worth of damage. It will
then transform into its Awakened Form, heals to Armor Class 26
full and continues in its designated initiative order. Hit Points 676 (33d20+330)
If the party retreats before at least 150 HP worth Speed 0 ft., fly 20 ft. (hover)
of damage is delivered to Slifer the Sky Dragon,
Ouroboros Form, the titan will not follow the party.
STR DEX CON INT WIS CHA
15 (+2) 0 (0) 30 (+10) 10 (+0) 10 (+0) 15 (+2)

Saving Throws Con +19, Cha +11


Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened,
paralyzed, poisoned, prone
Senses Blindsight 60 ft., passive Perception 10
Languages Celestial
Challenge 30 (155000 XP)

Legendary Resistance (3/Day). Slifer the Sky Dragon


fails a saving throw, it can choose to succeed
instead.
Magic Resistance. Slifer the Sky Dragon has
advantage on saving throws against spells and other
magical effects.
Reflective Carapace. Any time Slifer the Sky Dragon
is targeted by a magic missile spell, a line spell, or a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, Slifer the Sky Dragon is unaffected. On a 6,
Slifer the Sky Dragon is unaffected, and the effect is
reflected back at the caster as though it originated
from Slifer the Sky Dragon, turning the caster into
the target.

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.

Credit | Statblock & Lore: Asha J. Panesar


275
Slifer the Sky Dragon, Dragon Cry. Each creature within 120 feet of it must
succeed on a DC 23 Constitution saving throw. On a
Awakened Form failed save they take 40 (10d6) thunder damage and
Gargantuan celestial (titan), lawful neutral are deafened; those that succeed only take half as
much damage and are not deafened. Those that failed
Armor Class 25 can repeat the save at the end of their turn, ending the
Hit Points 676 (33d20+330) effects on a success.
Speed 20 ft. (hover), fly 100 ft. 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 18 Wisdom saving throw or
STR DEX CON INT WIS CHA
become frightened for 1 minute. A creature can repeat
30 (+10) 22 (+6) 30 (+10) 12 (+1) 12 (+1) 20 (+5) the saving throw at the end of each of its turns, with
disadvantage if Slifer the Sky Dragon is within line of
Saving Throws Str +19, Dex +15, Con +19, Cha +14 sight, ending the effect on itself on a success. If a
Damage Immunities lightning, poison; bludgeoning, creature's saving throw is successful or the effect ends
piercing, and slashing from nonmagical weapons for it, the creature is immune to Slifer the Sky Dragon's
Condition Immunities Charmed, frightened, paralyzed, Frightful Presence for the next 24 hours.
poisoned, prone Thunder Force. Two strikes of lightning burst forth from
Senses Blindsight 120 ft., passive Perception 10 both of Slifer the Sky Dragon's maws. Both lightning
Languages Celestial strikes form a line of 100 feet long and 15 feet wide;
Challenge 30 (155000 XP) the secondary mouth blast is elevated 10 feet above
the primary mouth blast. Each creature in the line must
Flyby Slifer the Sky Dragon doesn't provoke make a DC 23 Dexterity saving throw. A creature takes
opportunity attacks when flying. 50 (12d6) lightning damage on a failed save, or half as
much damage on a successful one. The lightning
Legendary Resistance (3/Day). Slifer the Sky Dragon fails ignites flammable objects in the area that aren’t being
a saving throw, it can choose to succeed instead. worn or carried.
Magic Resistance. Slifer the Sky Dragon has advantage
on saving throws against spells and other magical Reactions
effects. Repel Blast Any time Slifer the Sky Dragon is targeted
Magic Weapons. Slifer the Sky Dragon's weapon attacks by a magic missile spell, a line spell, or a spell that
are magical. requires a ranged attack roll Slifer the Sky Dragon is
unaffected, and the effect is reflected back at the
Siege Monster. Slifer the Sky Dragon deals double caster as though it originated from Slifer the Sky
damage to objects and structures. Dragon, turning the caster into the target.
Actions Legendary Actions
Multiattack Slifer the Sky Dragon can use its Frightful
Presence. It then makes four attacks: two with its bite Slifer the Sky Dragon can take 3 legendary actions,
(with each mouth) 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: +19 to hit, reach 10ft., one of another creature’s turn. Slifer the Sky Dragon regains
target. Hit 40 (4d12 + 10) piercing damage. spent legendary actions at the start of their turn.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., Attack. Slifer the Sky Dragon makes one claw attack.
one target. Hit: 30 (4d8 + 10) slashing damage.
Move. Slifer the Sky Dragon moves up to half its speed.
Bite (Costs 2 Actions). Slifer the Sky Dragon makes one
bite attack.

Credit | Statblock & Lore: Asha J. Panesar


276
The Winged Dragon of Ra

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.

Credit | Statblock & Lore: Asha J. Panesar


277
The Winged Dragon of Ra, Sphere
Form The Winged Dragon of
Ra, Sphere Form
The dormant form of this titan will not ignite until Gargantuan celestial (titan), lawful neutral
it takes at least 150 HP worth of damage. It will
then transform into its Awakened Form, heals to Armor Class 26
full and continues in its designated initiative order. Hit Points 676 (33d20+330)
If the party retreats before at least 150 HP worth Speed 0 ft., fly 30 ft. (hover)
of damage is delivered to The Winged Dragon of
Ra, Sphere Form, the titan will not follow the party.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 30 (+10) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Con +19, Wis +10


Damage Immunities fire, poison, radiant;
bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, frightened,
paralyzed, poisoned, prone
Senses Blindsight 60 ft., passive Perception 11
Languages Celestial
Challenge 30 (155000 XP)

Legendary Resistance (3/Day). The Winged Dragon


of Ra fails a saving throw, it can choose to succeed
instead.
Magic Resistance. The Winged Dragon of Ra has
advantage on saving throws against spells and other
magical effects.
Reflective Carapace. Any time the Winged Dragon of
Ra is targeted by a magic missile spell, a line spell,
or a spell that requires a ranged attack roll, roll a d6.
On a 1 to 5, the Winged Dragon of Ra is
unaffected. On a 6, the Winged Dragon of Ra is
unaffected, and the effect is reflected back at the
caster as though it originated from the Winged
Dragon of Ra, turning the caster into the target.

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.

Credit | Statblock & Lore: Asha J. Panesar


278
The Winged Dragon of Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one
target. Hit: 20 (4d6 + 10) bludgeoning damage. If the
Ra, Awakened Form target is a creature, it must succeed on a DC 23
Gargantuan celestial (titan), lawful neutral Strength saving throw or be knocked prone
Blinding Cinders. Each creature within 120 feet of it
Armor Class 26 must succeed on a DC 23 Dexterity saving throw. On a
Hit Points 676 (33d20+330) failed save they take 40 (10d6) fire damage and are
Speed 50 ft., fly 100 ft. 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
STR DEX CON INT WIS CHA
effects on a success.
30 (+10) 26 (+8) 30 (+10) 14 (+2) 12 (+1) 20 (+5)
Frightful Presence. Each creature of the Winged Dragon
of Ra's choice within 120 feet of it and aware of it
Saving Throws Str +19, Dex +17, Con +19, Cha +14 must succeed on a DC 18 Wisdom saving throw or
Damage Immunities fire, poison, radiant; bludgeoning, become frightened for 1 minute. A creature can repeat
piercing, and slashing from nonmagical weapons the saving throw at the end of each of its turns, with
Condition Immunities charmed, frightened, paralyzed, disadvantage if the Winged Dragon of Ra is within line
poisoned, prone of sight, ending the effect on itself on a success. If a
Senses Blindsight 120 ft., passive Perception 10 creature's saving throw is successful or the effect ends
Languages Celestial for it, the creature is immune to the Winged Dragon of
Challenge 30 (155000 XP) Ra's Frightful Presence for the next 24 hours.
Purifying Flame. The Winged Dragon of Ra cures itself
Legendary Resistance (3/Day). The Winged Dragon of Ra
of all inflicted conditions.
fails a saving throw, it can choose to succeed instead.
Allies Sacrifice (1/Day). All allies within a 120 foot
Magic Resistance. The Winged Dragon of Ra has radius of the Winged Dragon of Ra transfer all of their
advantage on saving throws against spells and other hit point minus 10 to the titan, healing it for double
magical effects. the amount. Until the start of the Winged Dragon of
Magic Weapons. The Winged Dragon of Ra's weapon Ra's next turn, all hostile targets gain advantage to
attacks are magical. attacking the titan's allies.
Reflective Carapace. Any time the Winged Dragon of Ra Reactions
is targeted by a magic missile spell, a line spell, or a
spell that requires a ranged attack roll, roll a d6. On a 1 Surge of Radiance Any time the Winged Dragon of Ra is
to 5, the Winged Dragon of Ra is unaffected. On a 6, targeted by an attack, the Winged Dragon of Ra is
the Winged Dragon of Ra is unaffected, and the effect unaffected, and unleashes a radiant blast of up to 60
is reflected back at the caster as though it originated feet. Each creature in the blast must make a DC 23
from the Winged Dragon of Ra, turning the caster into Dexterity saving throw, taking 56 (16d6) radiant
the target. damage on a failed save and half as much damage on a
success.
Siege Monster. The Winged Dragon of Ra deals double
damage to objects and structures.
Legendary Actions
Unmatched Blaze. Any creature who has a resistance or
immunity to fire and radiant is nullified when engaged The Winged Dragon of Ra can take 3 legendary actions,
in combat with the Winged Dragon of Ra. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
of another creature’s turn. The Winged Dragon of Ra
Actions regains spent legendary actions at the start of their
Multiattack The Winged Dragon of Ra can use its turn.
Frightful Presence. It then makes three attacks: one
with its bite and two with its claws. Attack. The Winged Dragon of Ra makes one claw or
tail attack.
Bite. Melee Weapon Attack: +19 to hit, reach 10ft., one
Move. The Winged Dragon of Ra moves up to half its
target. Hit 40 (4d12 + 10) piercing damage.
speed.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft.,
Bite (Costs 2 Actions). The Winged Dragon of Ra makes
one target. Hit: 30 (4d8 + 10) slashing damage.
one bite attack.

Credit | Statblock & Lore: Asha J. Panesar


279
Obelisk the Tormentor

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.

Credit | Statblock & Lore: Asha J. Panesar


280
Obelisk the Tormentor, Monolith
Form Obelisk the
Tormentor, Monolith
The dormant form of this titan will not burst forth
until it takes at least 150 HP worth of damage. It
Form
will then transform into its Awakened Form, heals Gargantuan celestial (titan), lawful neutral
to full and continues in its designated initiative
order. Armor Class 26
If the party retreats before at least 150 HP worth Hit Points 676 (33d20+330)
of damage is delivered to Obelisk the Tormentor, Speed 0 ft., fly 20 ft. (hover)
Monolith Form, the titan will not follow the party.
STR DEX CON INT WIS CHA
17 (+3) 0 (0) 30 (+10) 10 (+0) 10 (+0) 15 (+2)

Saving Throws Str +12, Con +19


Damage Immunities force, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened,
paralyzed, poisoned, prone
Senses Blindsight 60 ft., passive Perception 10
Languages Celestial
Challenge 30 (155000 XP)

Legendary Resistance (3/Day). Obelisk the


Tormentor fails a saving throw, it can choose to
succeed instead.
Magic Resistance. Obelisk the Tormentor has
advantage on saving throws against spells and other
magical effects.
Reflective Carapace. Any time Obelisk the
Tormentor is targeted by a magic missile spell, a
line spell, or a spell that requires a ranged attack
roll, roll a d6. On a 1 to 5, Obelisk the Tormentor is
unaffected. On a 6, Obelisk the Tormentor is
unaffected, and the effect is reflected back at the
caster as though it originated from Obelisk the
Tormentor, turning the caster into the target.

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.

Credit | Statblock & Lore: Asha J. Panesar


281
Obelisk the Tormentor, Ominous Pulse Each creature within 120 feet of it and
standing on the ground must succeed on a DC 23
Awakened Form Dexterity saving throw. On a failed save they take 40
Gargantuan celestial (titan), lawful neutral (10d6) force damage and are knocked prone; those
that succeed only take half as much damage and are
Armor Class 28 not knocked prone.
Hit Points 676 (33d20+330) Frightful Presence Each creature of Obelisk the
Speed 50 ft., fly 60 ft. Tormentor'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
STR DEX CON INT WIS CHA
the saving throw at the end of each of its turns, with
30 (+10) 20 (+5) 30 (+10) 14 (+2) 12 (+1) 20 (+5) disadvantage if Obelisk the Tormentor is within line of
sight, ending the effect on itself on a success. If a
Saving Throws Str +19, Dex +14, Con +19, Cha +14 creature's saving throw is successful or the effect ends
Damage Immunities force, poison; bludgeoning, for it, the creature is immune to Obelisk the
piercing, and slashing from nonmagical weapons Tormentor's Frightful Presence for the next 24 hours.
Condition Immunities charmed, frightened, paralyzed, Fist of Fate Obelisk the Tormentor sets forth to seize at
poisoned, prone two targets within range of 15 feet. The creatures the
Senses Blindsight 120 ft., passive Perception 10 titan is attempting to grab must make a DC 23
Languages Celestial Dexterity saving throw. A creature takes 50 (12d6)
Challenge 30 (155000 XP) bludgeoning damage on a failed save and becomes
grappled (escape DC 23), or half as much damage on a
Devastating Tremor. Every time that Obelisk the successful one and the creature is not grappled. Each
Tormentor moves, each creature that is within 60 feet time Obelisk the Tormentor attacks with its fists while
of it and standing on the ground must succeed on a DC a creature is grappled, the grappled creature takes 14
23 Dexterity saving throw. On a failed save, the (2d6 + 10) bludgeoning damage on each successful
creature is knocked prone. hit.
Legendary Resistance (3/Day). Obelisk the Tormentor Reactions
fails a saving throw, it can choose to succeed instead.
Frightful Counter Any time Obelisk the Tormentor is
Magic Resistance. Obelisk the Tormentor has advantage targeted by a melee attack, Obelisk the Tormentor is
on saving throws against spells and other magical unaffected, and half the damage that is dealt is
effects. returned to the original attack source. Obelisk the
Magic Weapons. Obelisk the Tormentor's weapon Tormentor then follows up with one fist attack on the
attacks are magical. attacker.
Siege Monster. Obelisk the Tormentor deals double
damage to objects and structures. Legendary Actions
Obelisk the Tormentor can take 3 legendary actions,
Actions choosing from the options below. Only one legendary
Multiattack Obelisk the Tormentor can use its Frightful action option can be used at a time and only at the end
Presence. It then makes four attacks: two with its fists of another creature’s turn. Obelisk the Tormentor
and two with its stomps. regains spent legendary actions at the start of their
turn.
Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one
target. Hit: 30 (4d8 + 10) bludgeoning damage. Attack. Obelisk the Tormentor makes one fist attack.

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.

Credit | Statblock & Lore: Asha J. Panesar


282
Exodia the Forbidden One

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.

Credit | Statblock & Lore: Asha J. Panesar


283
Exodia the Forbidden Willful. Exodia the Forbidden One cannot be ordered to
do anything. It has a mind of its own and will do as it
One pleases.
Gargantuan celestial (titan), lawful neutral
Actions
Armor Class 28 Multiattack Exodia the Forbidden One can use its
Hit Points 676 (33d20+330) Frightful Presence. It then makes four attacks: two with
Speed 50 ft. its fists and two with its stomps.
Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one
STR DEX CON INT WIS CHA target. Hit: 30 (4d8 + 10) bludgeoning damage.
30 (+10) 15 (+3) 30 (+10) 26 (+8) 26 (+8) 20 (+5) Stomp. Melee Weapon Attack: +19 to hit, reach 10ft.,
one target. Hit 40 (4d12 + 10) bludgeoning damage.
Saving Throws Str +19, Con +19, Int +17 Wis +17 Frightful Presence. Each creature of Exodia the
Damage Immunities fire, poison, psychic; bludgeoning, Forbidden's choice within 120 feet of it and aware of it
piercing, and slashing from nonmagical weapons must succeed on a DC 25 Wisdom saving throw or
Condition Immunities charmed, frightened, paralyzed, become frightened for 1 minute. A creature can repeat
poisoned, prone the saving throw at the end of each of its turns, with
Senses Blindsight 120 ft., passive Perception 18 disadvantage if Exodia the Forbidden One is within line
Languages All Languages of sight, ending the effect on itself on a success. If a
Challenge 30 (155000 XP) creature's saving throw is successful or the effect ends
for it, the creature is immune to Exodia the Forbidden
Devastating Tremor. Every time that Exodia the One's Frightful Presence for the next 24 hours.
Forbidden One moves, each creature that is within 60
feet of it and standing on the ground must succeed on Obliterate (Recharge 4-6). Energy coalesces in Exodia's
a DC 23 Dexterity saving throw. On a failed save, the palm and is released in a line that is 60 feet long and
creature is knocked prone. 20 feet wide. Each creature in a line must make a DC
23 Dexterity saving throw. A creature takes 104
Innate Spellcasting Exodia the Forbidden One's spell (26d8) fire damage on a failed save, or half as much
casting ability is Intelligence (spell save DC 25). It can damage on a successful one.
innately cast the following spells, requiring no material
components: Reactions
At will: dispel magic, earthquake, fireball, magic missile Appropriation. Any time Exodia the Forbidden One is
(5th level) targeted by a single target spell, Exodia the Forbidden
One is unaffected, and absorbs the energy of the spell,
3/day each: dimension door, disintegration, wall of
recharging one of its 3/Day spells.
stone
1/day each: feeblemind (9th level), power word kill Legendary Actions
Legendary Resistance (3/Day). Exodia the Forbidden Exodia the Forbidden One can take 3 legendary
One fails a saving throw, it can choose to succeed actions, choosing from the options below. Only one
instead. legendary action option can be used at a time and only
Magic Resistance. Exodia the Forbidden One has at the end of another creature’s turn. Exodia the
advantage on saving throws against spells and other Forbidden One regains spent legendary actions at the
magical effects. start of their turn.
Magic Weapons. Exodia the Forbidden One's weapon Attack. Exodia the Forbidden One makes one fist
attacks are magical. attack.
Siege Monster. Exodia the Forbidden One deals double Move. Exodia the Forbidden One moves up to half its
damage to objects and structures. speed.
Stomp (Costs 2 Actions). Exodia the Forbidden One
makes one stomp attack.

Credit | Statblock & Lore: Asha J. Panesar


284
Variant: Exodia Necross

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.

Credit | Statblock & Lore: Asha J. Panesar


285
Exodia Necross Willful. Exodia Necross cannot be ordered to do
anything. It has a mind of its own and will do as it
Gargantuan celestial (titan), chaotic evil
pleases.
Armor Class 28
Hit Points 676 (33d20+330) Actions
Speed 50 ft. Multiattack Exodia Necross can use its Frightful
Presence. It then makes four attacks: two with its fists
and two with its stomps.
STR DEX CON INT WIS CHA
30 (+10) 15 (+3) 30 (+10) 26 (+8) 26 (+8) 20 (+5) Fist. Melee Weapon Attack: +19 to hit, reach 15ft., one
target. Hit: 30 (4d8 + 10) bludgeoning damage.
Saving Throws Str +19, Con +19, Int +17 Wis +17 Stomp. Melee Weapon Attack: +19 to hit, reach 10ft.,
Damage Immunities necrotic, poison, psychic; one target. Hit 40 (4d12 + 10) bludgeoning damage.
bludgeoning, piercing, and slashing from nonmagical Frightful Presence. Each creature of Exodia Necross'
weapons choice within 120 feet of it and aware of it must
Condition Immunities charmed, frightened, paralyzed, succeed on a DC 25 Wisdom saving throw or become
poisoned, prone frightened for 1 minute. A creature can repeat the
Senses Blindsight 120 ft., passive Perception 18 saving throw at the end of each of its turns, with
Languages All Languages disadvantage if Exodia Necross is within line of sight,
Challenge 30 (155000 XP) ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Devastating Tremor. Every time that Exodia Necross creature is immune to Exodia Necross' Frightful
moves, each creature that is within 60 feet of it and Presence for the next 24 hours.
standing on the ground must succeed on a DC 23
Dexterity saving throw. On a failed save, the creature is Oblivion Reap (3/Day). Exodia Necross unleashes a
knocked prone. draining aura, aiming to sap the life of those around it.
Each creature within 90 feet of Exodia Necross must
Innate Spellcasting Exodia Necross' spell casting ability make a DC 23 Constitution saving throw or be reduced
is Intelligence (spell save DC 25). It can innately cast to 1 HP on a failed save. Exodia Necross then heals
the following spells, requiring no material components: 100 HP. If a target is already at 1 HP, this ability does
nothing to them.
At will: blight, lightning bolt, magic missile (5th level),
shatter (3rd level) Reactions
3/day each: disintegration, finger of death, firestorm Mana Drain. Any time Exodia Necross is targeted by a
1/day each: meteor swarm (damage type fire and single target spell, Exodia Necross is unaffected, and
necrotic), power word kill absorbs the energy of the spell, recharging one of its
3/Day spells.
Legendary Resistance (3/Day). Exodia Necross' fails a
saving throw, it can choose to succeed instead.
Legendary Actions
Magic Resistance. Exodia Necross has advantage on
saving throws against spells and other magical effects. Exodia Necross can take 3 legendary actions, choosing
from the options below. Only one legendary action
Magic Weapons. Exodia Necross' weapon attacks are option can be used at a time and only at the end of
magical. another creature’s turn. Exodia the Forbidden One
Savage Revenge. Whenever Exodia Necross reduces a regains spent legendary actions at the start of their
target to 0 HP, it can then make an extra melee attack turn.
(it is possible for this to chain).
Attack. Exodia Necross makes one fist attack.
Siege Monster. Exodia Necross deals double damage to Move. Exodia Necross moves up to half its speed.
objects and structures.
Stomp (Costs 2 Actions). Exodia Necross makes one
stomp attack.

Credit | Statblock & Lore: Asha J. Panesar


286
Subterror Behemoths

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.

Credit | Statblock & Lore: Daniel Edwards


287
Stygokraken Stygokraken
Stygokraken are leviathan like creatures, which live in the Huge Monstrosity, unaligned.
lakes of the underdark, one of the least aggressive of the
Behemoths these creatures tend to only attack those that Armor Class 17 (Natural Armor)
enter their territory and occasionally those that come to the Hit Points 173 (16d10 + 85)
lakeside for rest or to gather water. Speed 10ft., swim 80ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 17 (+3) 6 (-2) 4 (-3)

Saving Throws Str +8, Con +8, Dex +4, Wis +2


Skills Perception +6, Athletics +10, Intimidation +
10
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons, cold.
Condition Immunities Frightened, Paralysed
Senses darkvision 120ft., passive Perception 16
Languages None
Challenge 10 (5,900 XP)

Amphibious. The Stygokraken can breath air and


water.
Freedom of Movement. The Stygokraken ignores
difficult terrain, and magical effects can't reduce its
speed or cause it to be restrained. It can spend 5ft
of movement to escape from non-magical
restraints or being grappled.

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.

Credit | Statblock & Lore: Daniel Edwards


288
Dragossuary Dragossuary
Dragossuary appear like large semi petrified dragons, under Huge Undead, unaligned
inspection they seem to be creature formed of the rocks
themselves, though they do curiously reeking of decay though Armor Class 18 (Natural Armor)
this may be due to them naturally being located in pockets of Hit Points 184 (16d12 + 82)
sulphuric gases. Speed 40ft., burrow 80ft., fly 30ft.,

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 26 (+6) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Dex +6, Con +11, Wis +4, Cha +5


Skills Perception +4, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons.
Damage Immunities Necrotic, Poison.
Condition Immunities Charmed, Exhausted,
Frightened, Paralysed, Poisoned.
Senses darkvision 120ft., passive Perception 14
Languages None
Challenge 12 (8,400 XP)

Undead Fortitude. If damage reduces the


Dragossuary to 0 hit points, it must make a
Constitution saving throw with a DC of 5+the
damage taken, unless the damage is radiant or from
a critical hit. On a success, the Dragossuary drops
to 1 hit point instead.
Negative Energy Aura. The Dragossuary emits an
aura of negative energy in a 20ft radius. A Creature
in that aura can't regain hit points. Any humanoid
that dies within the aura rises as a zombie under
the Dragossuary's control. It retains its position in
the initiative order and rises at the start of its next
turn provided its body wasn’t completely
destroyed.
Legendary resistance (2/day). If the Dragossuary fails
a saving throw, it can choose to succeed instead.
Siege Monster: Ultramafus deals double damage to
structures

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.

Credit | Statblock & Lore: Daniel Edwards


289
Umastryx
Umastryx are some of the largest of the Behemoths but far
from the fiercest, they appear like large snake like beasts with
a few sets of legs, like a Basilisk or Behir. Their scales seem
to be partially covered in obsidian giving them a particularly
tough hide.

Umastryx
Gargantuan Monstrosity, unaligned

Armor Class 20 (Natural Armor)


Hit Points 196 (20d12 + 66)
Speed 50ft., climb 40ft., burrow 60ft

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 26 (+8) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +6, Con +11, Wis +4, Cha +5


Skills Perception +7, Stealth +5
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons.
Condition Immunities Exhausted, Frightened,
Paralyzed.
Senses darkvision 120ft., tremorsense 30ft.,
passive Perception 17
Languages None
Challenge 14 (11,500 XP)

Obsidian Scales When the Umastryx takes damage


roll a d6, subtract the result from the damage
before applying it's resistance.
Ambush Tunneller When the Umastryx tunnels at
least 10ft., before making a Horn attack the attack
roll is done with advantage.
Siege Monster: Ultramafus deals double damage to
structures

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

Credit | Statblock & Lore: Daniel Edwards


290
Phosperoglacier
Phosperoglaciers are found in the coldest of underdark
locations, resembling dragons without wings these
Behemoths have large sheets of ice attached to their joints
giving them both protection and also an additional source of
attacking, slamming them into their attackers if needed.

Phosperoglacier
Gargantuan Dragon, unaligned

Armor Class 18 (Natural Armor)


Hit Points 256 (20d12 + 126)
Speed 60ft.

STR DEX CON INT WIS CHA


24 (+7) 15 (+2) 26 (+8) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Dex +8, Con +14, Wis +8, Cha +6


Skills Acrobatics +8, Stealth +8, Insight +8,
Perception +8
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons, Fire.
Damage Immunities Cold.
Condition Immunities Prone, Grappled, Charmed.
Senses darkvision 120ft., truesight 60ft., passive
Perception 18
Languages None
Challenge 16 (15,000 XP)

Glacial Shard Armour When the Phesperoglacier is


hit with a melee attack the attack takes 10 (4d4)
cold damage.
Frozen Footsteps The Phosperoglacier moves by
freezing the ground beneath it to increase its
speed, as such all opportunity attacks against it are
done at disadvantage
Legendary Resistance (3/day) If the Dragossuary fails
a saving throw, it can choose to succeed instead.
Ice Slam The Phosperoglacier can reduce it's
armour class by up to 6 to add that much to its
slam attacks for that turn
Siege Monster: Ultramafus deals double damage to
structures

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

Credit | Statblock & Lore: Daniel Edwards


291
Voltelluric
One of the smallest kinds of Behemoths, Voltellurics fly
through large caverns using their natural produced electricity
to flash fry any creatures they spot. Their unusual colour
makes them easy to spot and keep track of when hunting,
though they shouldn't be underestimated when compared to
their larger and more camouflaged kin.

Voltelluric
Large Monstrosity, unaligned

Armor Class 21 (Natural Armor)


Hit Points 152 (18d10 + 53)
Speed 50ft, fly 150ft.

STR DEX CON INT WIS CHA


20 (+5) 27 (+8) 12 (+1) 16 (+3) 18 (+4) 15 (+2)

Saving Throws Str +11, Dex +14, Wis +10, Cha +8


Skills Perception +10
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons.
Damage Immunities Lightning.
Condition Immunities Incapacitated.
Senses blindsight 120ft., passive Perception 20
Languages None
Challenge 18 (20,000 XP)

Lightning Aura All Creatures within 120ft of the


Voltelluric (including itself) take 11 (2d10)
lightning damage at the start of it's turn
Lightning Absorbance When the Voltelluric is dealt
lightning damage it instead regains that may hit
points
Super Conduction When the Voltelluric hits a
creature wearing metal or welding a metal weapon
with lightning damage they take an extra 7 (2d6)
damage
Legendary Resistances (3/day) If the Voltelluric fails
a saving throw, it can choose to succeed instead.

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.

Credit | Statblock & Lore: Daniel Edwards


292
Stalagmo Stalagmo
Stalagmos are as tall as storm giants but much more Huge Giant, unaligned
dangerous to the average adventurer, they are also fairly
intelligent, able to build armour from the boulders they find Armor Class 18 (Full Plate Armor), 22 (from behind)
in their homes, coating them with oil to stop creatures Hit Points 347 (21d20 + 127)
climbing over the armour towards their exposed bits of skin. Speed 40ft.
Some have even built large back mounted cloaks to help
disguise themselves and protect them from flanking attacks
from the Subterror Hunting groups. STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 27 (+8) 18 (+4) 15 (+2) 10 (+0)

Saving Throws Str +17, Dex +5, Con +15


Skills Perception +9, Stealth +5
Damage Immunities Slashing, Piercing and
Bludgeoning from non-magical weapons,
Lightning.
Senses blindsight 120ft., tremorsense 30ft., passive
Perception 19
Languages None
Challenge 20 (25,000 XP)

Rock Armor The Stalagmo wears armor made out of


rocks that counts as full plate armor
Oiled Up The Stalagmo is coated in oil, giving
disadvantage to any checks to climb up it's body
Boulder Cape The Stalagmo cannot be flanked due
to the large cloak that protects its back.
Additionally its back has a +4 to AC.
Stone Camouflage The Stalagmo has advantage to all
stealth checks made to hide in with a rocky
environment
Siege Monster: Ultramafus deals double damage to
structures

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.

Credit | Statblock & Lore: Daniel Edwards


293
Speleogeist Speleogeist
Speleogiests are unusual even within the Behemoths Gargantuan Fiend, unaligned
seemingly otherworldly in nature, these creatures somehow
have metallic and complex armour though display little Armor Class 20 (Natural Armor)
intelligence. Some of the famous hunters have theorised that Hit Points 320 (24d10 + 188)
they are fiends of some kind they became lost in the Speed 50ft., fly 100ft
Underdark many millennium ago, slowly becoming more
feral with time passing.
STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 26 (+8) 18 (+4) 23 (+6) 20 (+5)

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)

Magic Armor The Speleogeist has advantage on all


saving throws and all spell attacks made against it
are done at disadvantage.
Otherworldly The Speleogeist is surrounded my
magical energy, all it's attacks are considered
magical.
Fear Aura Any creature hostile to the Speleogeist
that starts its turn within 20 feet of the Speleogeist
must make a DC 21 Wisdom saving throw, unless
the Speleogeist is incapacitated. On a failed save,
the creature is frightened until the start of its next
turn. If a creature's saving throw is successful, the
creature is immune to the Speleogeist's Fear Aura
for the next 24 hours.
Siege Monster: Ultramafus deals double damage to
structures

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.

Credit | Statblock & Lore: Daniel Edwards


294
Fiendess Fiendess
Little is known about the creature called the Fiendess, only Huge Dragon, unaligned
rumours are whispered outside of the Subterror Hunters,. If
any hunter has survived an attack of a Fiendess it is unknown Armor Class 17
to those outside of the organisation. The creature seems to Hit Points 201 (18d12 + 84)
be named partially from the scars left on their victims and the Speed 40ft., fly 80ft.
hunters of the same name.
STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 15 (+2) 20 (+5) 17 (+3) 12 (+1)

Saving Throws Dex +11, Wis +8, Cha +6


Skills Perception +8, Stealth +11, Arcane +10
Damage Resistances Slashing, Piercing and
Bludgeoning from non-magical weapons.
Senses truesight 75ft., passive Perception 18
Languages None
Challenge 15 (13,000 XP)

Magic Armour The Fiendess has advantage on all


saving throws made against spells and spell attacks
made against them are done at disadvantage.
Glyphed Scales The Fiendess can change their
scales glyph pattern as a bonus action on each of
their turns into one of the following, gaining it's
benefits until they switch the glyph pattern:
Attack Pattern: The Fiendess has advantage on all
their attacks
Arcane Pattern: The Fiendess has resistance to all
damage dealt by spells. It also gains access to it's
Arcane Breath
Shield Pattern: The Fiendesses armour class is
increased by 2
Destruction Pattern: Can only be used when the
Fiendess is below 40 HP, all creatures with 60ft
must make a DC 15 Constitution saving throw
taking 30 (10d4 + 5) poison damage on a failed
save and half as much on a successful one. If this
attack reduces a creature to 0 hit points they are
considered dead as if they failed 3 saving throws.
Magic Scaring The Fiendesses attacks are
considered magical. Additionally any creature killed
by the Fiendess appear to have been killed the
Magic Missile spell.

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.

Credit | Statblock & Lore: Daniel Edwards


295
Ultramafus
Ultramafus are turtle like creatures which have over time
adapted to volcanic conditions, able to hold molten rocks in
their shells and throughout their skin to work as both an
offence by launching it at possible attackers and as a
defensive second skin.

Credit | Statblock & Lore: Daniel Edwards


296
Ultramafus Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one
target. Hit 31 (6d6 + 10) piercing damage plus 23
Gargantuan Beast, unaligned
(5d8) fire damage. If the target is a creature it is
Armor Class 20 grappled (escape DC 20). Until this grapple ends, the
Hit Points 421 (25d20 + 158) target is restrained, and the Ultramafus can't bite
Speed 40ft. another target
Stomp. Melee Weapon Attack: +18 to hit, reach 20ft.,
one target. Hit 21 (2d10 + 10) bludgeoning damage
STR DEX CON INT WIS CHA plus 23 (5d8) fire damage
30 (+10) 10 (+0) 30 (+10) 8 (-1) 18 (+4) 10 (+0) Swallow. The Ultramafus makes one bite attack against
a Large or smaller creature it is grappling. If the attack
Saving Throws Dex +8, Con +18, Cha +8 hits, the target takes the bite's damage, the target is
Skills Perception +12 swallowed, and the grapple ends. While swallowed, the
Damage Immunities Fire, Poison, Acid creature is blinded and restrained, it has total cover
Damage Resistances Slashing, Piercing and Bludgeoning against attacks and other effects outside the
from non-magical weapons, Ultramafus, and it takes 42 (12d6) fire damage at the
Senses tremorsight 240ft., truesight 100ft., passive start of each of the Ultramafus' turns. If the Ultramafus
Perception 22 takes 45 damage or more on a single turn from a
Languages None creature inside it, the Ultramafus must succeed on a
Challenge 26 (90,000 XP) DC 20 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
Magma Armour: The Ultramafus ignores all damage prone in a space within 10 feet of the Ultramafus. If
dealt from it's outside that deals 25 damage or less the Ultramafus dies, a swallowed creature is no longer
regardless of type. This ability only works when restrained by it and can escape from the corpse by
Eruption is charged. using 30 feet of movement, exiting prone.

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.

Actions Attack. Ultramafus makes a stomp or bite attack.


Multiattack. The Ultramafus makes two stomp attacks Move. The Ultramafus moves up to half its speed.
and one bite attack as a single action. Molten Core (Costs 2 actions). The Ultramafus can
attempt to recharge their Eruption action.

Credit | Statblock & Lore: Daniel Edwards


297
Subterror Hunters

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.

Credit | Statblock & Lore: Daniel Edwards


298
Subterror Hunter:
Defender
Medium Humanoid (Minotaur), any alignment

Armor Class 20 (Plate armor + shield)


Hit Points 122 (15d10 + 40)
Speed 20ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 18 (+4) 12 (+1) 15 (+2) 15 (+2)

Saving Throws Str +7, Con +8, Wis +6


Skills Perception +6, Athletics +7, Intimidation +10,
Nature +5
Senses darkvision 60ft., passive Perception 16
Languages Common plus any one other language
(usually Undercommon)
Challenge 5 (1800 XP)

Terror Shield The Defender carries a shield capable


of covering themselves and up to two allies within
5ft of the Defender. This grants an extra 2 AC per
size category larger the attacking creature is
compared to the Defender. The Defender also adds
their shield AC bonus to Str and Dex saving throws.
These Bonuses are also granted to Allies within 5ft.
Bane of Giants When battling a creature larger than
itself the defender adds a damage dice per size
category difference to all attacks.
Hammering Horns (Minotaur Ability). When the
Defender makes a melee attack it can shove a
creature of size category large or smaller 10ft as a
bonus action.
Goring Rush (Minotaur Ability) When the Defender
uses the dash action on its turn it can make a horn
attack as a bonus action
Labyrinthine Recall (Minotaur Ability) The Defender
remembers any path it has travelled with perfect
accuracy

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.

Credit | Statblock & Lore: Daniel Edwards


299
Subterror Hunter:
Archer
Medium Fey, any alignment

Armor Class 14 (Hide armor)


Hit Points 64 (9d8 + 24)
Speed 35ft.

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 15 (+2) 14 (+2) 16 (+3) 10 (+0)

Saving Throws Dex +9, Int +6, Wis +7


Skills Perception +8, Acrobatics +7, Nature +5
Senses darkvision 60ft., passive Perception 18
Languages Common plus any one other language
(usually Undercommon)
Challenge 3 (700 XP)

Terror Bow. When attacking a creature larger than


itself the archer adds +2 to its hit per size category
difference. Additionally the hunter ignores damage
resistances and immunities when attacking.
Bane of Giants. When battling a creature larger than
itself the archer adds a damage dice per size
category difference to all attacks.
Fey Blooded (Fey ability). Cannot be charmed or put
to sleep by magical means.
Natural Blend (Fey ability). When in a natural
environment the Archer can cast Invisibility at will
as a bonus action.
Fey Trance. (Fey ability) Feys don't need to sleep
instead they enter a 2 hour trance while in a natural
environment or 6 hour trance if not, while
remaining completely aware of their surroundings.
This trance counts as a long rest.

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.

Credit | Statblock & Lore: Daniel Edwards


300
Subterror Hunter:
Warrior
Medium Humanoid (Human), any alignment

Armor Class 17 (Half plate)


Hit Points 87 (11d10 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2)

Saving Throws Str +8, Wis +7


Skills Perception +7, Insight +7, Athletics +8,
Nature+4
Senses darkvision 60ft., passive Perception 18
Languages Common plus any one other language
(usually Undercommon)
Challenge 4 (1100 XP)

Terror Sword When attacking a creature larger than


itself the warrior as +1 to hit and +5 to damage per
size category difference.
Bane of Giants When battling a creature larger than
itself the warrior adds a damage dice per size
category difference to all attacks.
Warriors Eyes As a bonus action the warrior may
grant an ally within 10ft a +5 bonus to hit on its
next attack. The ally must be able to hear.
Great Weapon Master (feat, Human Ability) If the
warrior hit with a critical or reduces an enemy to 0
hit points it may make another attack as part of the
attack action. Additionally the warrior can take a -5
to hit to gain a +10 to the damage dealt by an
attack.

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.

Credit | Statblock & Lore: Daniel Edwards


301
Subterror Hunter:
Guru
Medium Humanoid (Dragonborn), any alignment

Armor Class 15 (Chain Shirt


Hit Points 79 (10d8 + 34)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 8 (-1) 14 (+2) 18 (+4) 16 (+3) 15 (+2)

Saving Throws Wis +7, Cha +6, Int +8


Skills Perception +7, Insight +7, Nature +8
Senses darkvision 60ft., passive Perception 17
Languages Common plus any one other language
(usually Undercommon)
Challenge 3 (700 XP)

Terror Blade. When the guru attacks a creature larger


than itself, the guru adds +2 to hit for each size
category difference. Additionally the damage dealt
is of a type the enemy does not resist.
Bane of Giants. When battling a creature larger than
itself the guru adds a damage dice per size category
difference to all attacks.
Gurus Knowledge. If the Guru studies a creature for
1 minute it learns, It's resistances, immunities and
invulnerabilities, and its health to the next highest
hundred.
Draconic Breath (Dragonborn Ability). As an action
the Guru can let out a stream of lightning in a 5ft
by 30ft dealing 7 (2d6) lightning damage to all
caught in it, a DC 12 dexterity saving throw halves
this damage.
Draconic Resistance (Dragonborn Ability). The Guru
has resistance to Lightning 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.

Credit | Statblock & Lore: Daniel Edwards


302
Subterror Hunter: Spellcasting The Fiendess is a level 7 spellcaster,
charisma is it's spellcasting ability, its spell attack
Fiendess bonus is +8, its spell DC is 16:
Medium Humanoid (Succubus-Human form), any Cantrips (at will): Firebolt, Light, Minor Illusion
alignment
1st Level (4 spell slots): Chaos Bolt, Magic Missile,
Armor Class 15 (Chain Shirt Feather Fall, Shield, Witch Bolt
Hit Points 66 (12d8 + 12) 2nd Level (3 spell slots): Enlarge/Reduce, Scorching
Speed 30ft, fly 60ft. Ray, See Invisibility, Suggestion
3rd Level (3 spell slots): Blink, Lightning Bolt, Haste,
STR DEX CON INT WIS CHA Fireball, Slow
8 (-1) 15 (+2) 11 (0) 16 (+3) 14 (+2) 18 (+4) 4th level (1 spell slot): Polymorph, Dominate Beast,
Banishment.
Saving Throws Cha +8, Wis +6, Telepathic Bond. (Succubus Ability) The fiendess ignores
Skills Nature +7, Persuasion +8, Deception +8 the range restriction on its telepathy. The two don't
Senses darkvision 60ft., passive Perception 12 even need to be on the same plane of existence.
Languages Common plus any one other language
(usually Undercommon) Actions
Challenge 3 (700 XP)
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft. Hit
4 (1d4+2) piercing damage
Terror Orb. When casting spells using this orb as the
focus the fiendess can re roll damage dice equal in Charm. (Succubus Ability) One humanoid the fiendess
number to the size difference when used against a can see within 30 feet of it must succeed on a DC 15
creature of size large or greater. Additionally all targets Wisdom saving throw or be magically charmed for 1
of size large or greater have disadvantage on saving day. The charmed target obeys the fiendesses' verbal or
throws against a Fiendesses spells. telepathic commands. If the target suffers any harm or
receives a suicidal command, it can repeat the saving
Bane of Giants. When battling a creature larger than throw, ending the effect on a success. If the target
itself the fiendess adds a damage dice per size successfully saves against the effect, or if the effect on
category difference to all attacks and spells. it ends, the target is immune to this fiendesses Charm
Telepathy. (Succubus Ability) The fiendess can for the next 24 hours. The fiendess can have only have
telepathically communicate with creatures within one target charmed at a time. If it charms another, the
150ft of itself. effect on the previous target ends.

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303
The Earthbound
Immortals
The Earthbound Immortals are depicted as terrifying godlike
beasts with no true motive known to man. They say the story
begins that they were born from a winged being that
encompassed Death, and from its feathers, six more of these
overwhelmingly formidable behemoths burst forth into
existence. Covering a vast majority of the base elements
within their power, they fight fiercely for that which they
believe must be protected. Over time their vision split from a
unified front, causing dissension in the ranks. While they do
not strike against one another, there is great displeasure
when having to work together for the same goal. With this
frail cohesion amongst themselves, mankind has realized
that even the greatest can be felled...

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.

Credit | Statblock & Lore: Asha J. Panesar


305
Earthbound Immortal Actions
Aslla Piscu Multiattack. Earthbound Immortal Aslla Piscu makes
two attacks: one with his beak and one with his talons.
Gargantuan elemental, chaotic neutral
Peck. Melee Weapon Attack: +15 to hit, reach 15ft.,
Armor Class 24 one target. Hit 34 (4d12 + 8) piercing damage.
Hit Points 341 (22d20 + 10)
Speed 20ft., fly 120 ft. Talons. Melee Weapon Attack: +15 to hit, reach 10ft.,
one target. Hit 30 (4d10 + 8) slashing damage.

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.

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306
Earthbound Immortal Ccapac Apu

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.

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307
Earthbound Immortal Slam. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit 32 (4d10 + 10) bludgeoning damage.
Ccapac Apu Stomp Melee Weapon Attack: +16 to hit, reach 10 ft.,
Gargantuan elemental, chaotic neutral one target. Hit 26 (3d10 + 10) bludgeoning damage. If
the target is a creature, it must succeed on a DC 24
Armor Class 25 Strength saving throw or be knocked prone.
Hit Points 341 (22d20 + 10)
Speed 40 ft. Reactions
Repulse Metal Earthbound Immortal Ccapac Apu
STR DEX CON INT WIS CHA imposes disadvantage on one target who attacks him
with a weapon made of metal. He must be able to see
30 (+10) 18 (+4) 28 (+9) 20 (+5) 22 (+6) 24 (+7)
the attacker to impose the disadvantage.
Saving Throws Str +16, Con +15, Cha +13
Skills Athletics +16, History +11, Intimidation +13 Earthbound Immortal Ccapac Apu's
Vulnerabilities fire Lair
Damage Immunities force, poison The lair of Earthbound Immortal Ccapac Apu is located
Condition Immunities charmed, exhausted, frightened, in the bowl of a dormant volcano, rich in ores. This ore
paralyzed, petrified, poisoned rich location serves as the perfect place as he can
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive manipulate his surroundings easily.
Perception 22
Languages Primordial, Telepathy 120 Ft.
Challenge 17 (18000 XP) Lair Actions
On initiative count 20 (losing initiative ties),
Immutable Form Earthbound Immortal Ccapac Apu is Earthbound Immortal Ccapac Apu can take a lair action
immune to any spell or effect that would alter his form. to cause one of the following effects. He cannot use
the same effect two rounds in a row:
Innate Spellcasting. Earthbound Immortal Ccapac Apu
innate spellcasting ability is Charisma (spell save DC Iron Spires Earthbound Immortal Ccapac Apu summons
21). Earthbound Immortal Ccapac Apu can innately forth metallic obelisks from the ground that resonate
cast the following spells, requiring no material with magnetic power. All creatures within the lair who
components: wear or wield metal must make a DC 24 Strength
saving throw. On a fail, those that wield metallic
At will: fabricate, lightning bolt weapons are disarmed and the weapons attach to the
1/day each: banishment, blade barrier, fire shield spires. For those that failed the save and are wearing
metallic armour, are pulled to the spire and are
Magic Resistance Earthbound Immortal Ccapac Apu has consider restrained for the duration of that round.
advantage on saving throws against spells and other
magical effects. Steel Rain Earthbound Immortal Ccapac Apu calls down
meteorites from the heavens against all hostile
Magic Weapons Earthbound Immortal Ccapac Apu's
creatures. Each creature must make a DC 18 Dexterity
weapon attacks are magical.
saving throw, 10d6 fire damage and 10d6 bludgeoning
Spell Immunity Earthbound Immortal Ccapac Apu is damage on a failed save, or half as much damage on a
immune to the following three spells: heat metal, successful one.
lightning bolt and reverse gravity. Xorn Reinforcements Earthbound Immortal Ccapac Apu
calls forth the treasure seeking elementals to assault
Actions the hostile creatures. Xorns appear next to up to five
Multiattack. Earthbound Immortal Ccapac Apu makes hostile creatures that Earthbound Immortal Ccapac
two slam attacks. Apu can see, makes an attack against the creature, and
then disperses.

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308
Earthbound Immortal Ccarayhua

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.

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309
Earthbound Immortal Multiattack Earthbound Immortal Ccarayhua makes
three attacks: two with its claws, one with its tail.
Ccarayhua Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Gargantuan elemental, chaotic neutral
one target. Hit 30 (4d10 + 8) slashing damage.
Armor Class 23 Tail Melee Weapon Attack: +13 to hit, reach 10 ft., one
Hit Points 341 (22d20 + 10) target. Hit 30 (4d10 + 8) bludgeoning damage.
Speed 40 ft.
Swallow Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit 30 (4d10 + 8) piercing damage and the
STR DEX CON INT WIS CHA target is swallowed. The swallowed target is Blinded
and Restrained and at the start of each of their turns,
24 (+7) 20 (+5) 26 (+8) 24 (+7) 22 (+6) 18 (+4) they take 3d10 acid damage. To escape, the target
must make a DC 21 Strength saving throw, breaking
Saving Throws* Con +14, Int +13, Wis +12 free on a success.
Skills History +11, Perception +12, Survival +10
Vulnerabilities cold Earthbound Immortal Ccarayhua Lair
Damage Immunities fire, poison Earthbound Immortal Ccarayhua's lair is situated in a
Condition Immunities charmed, exhausted, frightened, rocky crag in a sprawling desert. Adventurers who are
paralyzed, petrified, poisoned not well equipped to handle the heat may suffer
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive exhaustion while engaging the Guardian of Fire.
Perception 22
Languages Primordial, Telepathy 120 Ft.
Challenge 17 (18000 XP) Lair Actions
On initiative count 20 (losing initiative ties),
Immutable Form Earthbound Immortal Ccarayhua is Earthbound Immortal Ccarayhua can take a lair action
immune to any spell or effect that would alter his form. to cause one of the following effects. He cannot use
the same effect two rounds in a row:
Innate Spellcasting. Earthbound Immortal Ccarayhua's
innate spellcasting ability is Intelligence (spell save DC Desert's Wrath Earthbound Immortal Ccarayhua
21). Earthbound Immortal Ccarayhua can innately cast summons powerful vents of hot air from beneath the
the following spells, requiring no material components: terrain against all hostile creatures. Each creature must
At will: dispel magic, fireball make a DC 19 Dexterity saving throw, taking 10d6 fire
damage on a failed and half as much on a success.
1/day each: counterspell, greater invisibility, wall of fire
Sand Scorpions Earthbound Immortal Ccarayhua
Magic Resistance Earthbound Immortal Ccarayhua has summons a swarm of scorpions from beneath the sand
advantage on saving throws against spells and other to strike against hostile creatures. The swarm of
magical effects. scorpions (use swarm of poisonous snakes stat block)
Magic Weapons Earthbound Immortal Ccarayhua's appears next to up to five hostile creatures that
weapon attacks are magical. Earthbound Immortal Ccarayhua can see, makes an
attack against that creature, and then disperses.
Regeneration Earthbound Immortal Ccarayhua regains
20 hit points at the start of his turn as long as he is in Scorching Heat Earthbound Immortal Ccarayhua turns
direct sunlight or in contact with flame. If he takes cold the element of its lair against all hostile creatures. Each
damage, this trait doesn't function at the start of his creature within the lair must make a DC 22
next turn. Constitution Save. On a failed save, the target suffers
one level of exhaustion. Any target that has a resistance
to fire has advantage on the saving throw. Any
Actions additional failed saves when this lair action activates
again will stack, ending the target's life when they've
accumulated six levels of exhaustion.

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310
Earthbound Immortal Chacu Challhua

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.

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311
Earthbound Immortal Magic Weapons Earthbound Immortal Chacu Challhua's
weapon attacks are magical.
Chacu Challhua
Gargantuan elemental, chaotic neutral Actions
Multiattack Earthbound Immortal Chacu Challhua
Armor Class 20 makes three attacks: two with its bite and one with its
Hit Points 341 (22d20 + 10) tail.
Speed swim 80 ft., fly 60 ft.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit 30 (4d10 + 8) piercing damage.
STR DEX CON INT WIS CHA
Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one
26 (+8) 18 (+4) 30 (10) 20 (+5) 24 (+7) 22 (+6) target. Hit 30 (4d10 + 8) bludgeoning damage.

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.

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312
Earthbound Immortal Cusillu

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.

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313
Earthbound Immortal Slam. Melee Weapon Attack: +13 to hit, reach 10ft.,
one target. Hit 30 (4d10 + 8) bludgeoning damage.
Cusillu Prehensile Tail Melee Weapon Attack +13, reach 20ft.,
Gargantuan elemental, chaotic neutral one target. Hit 32 (4d12 + 8) bludgeoning damage.
The target is grappled (escape DC 21). Until this
Armor Class 21 grapple ends, the creature is restrained, and
Hit Points 341 (22d20 + 10) Earthbound Immortal Cusillu can't use its prehensile
Speed 40 ft., climb 60 ft. tail another target.

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.

Credit | Statblock & Lore: Asha J. Panesar


314
Earthbound Immortal Uru

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.

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315
Earthbound Immortal Multiattack Earthbound Immortal Uru can make two
claw attacks and one bite attack.
Uru Claw. Melee Weapon Attack: +13 to hit, reach 15ft.,
Gargantuan elemental, chaotic neutral
one target. Hit 30 (4d10 + 8) slashing damage.
Armor Class 20 Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one
Hit Points 341 (22d20 + 10) target. Hit 34 (4d12 + 8) piercing damage plus (2d8)
Speed 50 ft., climb 50 ft. poison damage and the target must make a DC 19
Constitution saving throw, taking 9 (2d8) poison
damage on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA successful one. If the poison damage reduces the
22 (+6) 25 (+7) 20 (+5) 19 (+4) 24 (+7) 18 (+4) target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Saving Throws Dex +13, Con + 12, Wis +13
Skills Arcana +10, Perception +13, Stealth +13
Vulnerabilities radiant Earthbound Immortal Uru's Lair
Damage Immunities poison, necrotic Earthbound Immortal Uru's lair is a cave deep within
Condition Immunities charmed, exhausted, frightened, the crust of the Earth. Tunnels stretch for hundreds of
paralyzed, petrified, poisoned miles from her cave, the walls coated with webbing.
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Upon closer inspection, the webbing can be seen to
Perception 23 pulse with magical energy.
Languages Primordial, Telepathy 120 Ft.
Challenge 17 (18000 XP) Lair Actions
On initiative count 20 (losing initiative ties),
Immutable Form Earthbound Immortal Uru is immune
Earthbound Immortal Uru can take a lair action to
to any spell or effect that would alter her form.
cause one of the following effects. She cannot use the
Innate Spellcasting. Earthbound Immortal Uru's innate same effect two rounds in a row:
spellcasting ability is Wisdom (spell save DC 21).
Poison Cloud Earthbound Immortal Uru expels a cloud
Earthbound Immortal Uru can innately cast the
of poisonous fumes to all hostile creatures within 60
following spells, requiring no material components:
feet of her. At the start of each target's turn, they must
At will: poison spray, web make a DC 19 Constitution save against the poison.
1/day each: blight, darkness, fear On a failed save, the creature spends its action that
turn retching and reeling. Creatures that don’t need to
Magic Resistance Earthbound Immortal Uru has breathe or are immune to poison automatically
advantage on saving throws against spells and other succeed on this saving throw.
magical effects.
Spider Swarm. Earthbound Immortal Uru summons
Magic Weapons Earthbound Immortal Uru's weapon swarms of her arachnid brethren to attack hostile
attacks are magical. creatures in her territory. The swarm of spiders appears
Spider Climb Earthbound Immortal Uru can climb next to up to five hostile creatures that Earthbound
difficult surfaces, including upside down on ceilings, Immortal Uru can see, makes an attack against that
without needing to make an ability check. creature, and then disperses.
Web Sense While in contact with a web, Earthbound Web of Entanglement Earthbound Immortal Uru expels
Immortal Uru knows the exact location of any other forth web to ensnare all hostile creatures within 60
creature in contact with the same web. feet of her. Each target within the radius must make a
DC 22 Strength Save or be restrained on a failed save.
Web Walker Earthbound Immortal Uru ignores For each target that is restrained, as an action on their
movement restrictions caused by webbing. turn they can repeat the Strength Save, breaking free
on a success. The webs are flammable. Any 5-foot cube
Actions of webs exposed to fire burns away instantaneously,
dealing 2d10 fire damage to any creature that starts its
turn in the fire.

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316
Earthbound Immortal Wiraqocha Rasca

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.

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317
Earthbound Immortal Peck. Melee Weapon Attack: +14 to hit, reach 10ft.,
one target. Hit 34 (4d10 + 12) piercing damage.
Wiraqocha Rasca Talons. Melee Weapon Attack: +14 to hit, reach 15ft.,
Gargantuan elemental, chaotic neutral one target. Hit 34 (4d10 + 12) slashing damage.
Armor Class 25 Soul Penance Each creature of Earthbound Immortal
Hit Points 487 (25d20 + 225) Wiraqocha Rasca's choice that is within 120 feet of her
Speed 30 ft., fly 100 ft. and aware of her must succeed on a DC 22 Wisdom
saving throw or become Stunned. A creature can repeat
the saving throw at the end of each of its turns, ending
STR DEX CON INT WIS CHA the effect on itself on a success.
26 (+8) 26 (+8) 30 (+10) 20 (+5) 26 (+8) 22 (+6)
Reactions
Saving Throws Con +16, Wis +14, Cha +10 Harmony of the Grave Earthbound Immortal Wiraqocha
Skills History +11, Intimidation +12, Perception +14, Rasca can absorb one attack, nullifying the damage and
Survival +14 healing for half, rounded down.
Vulnerabilities psychic
Damage Immunities bludgeoning, piercing, and slashing Earthbound Immortal Wiraqocha
from nonmagical weapons, poison
Damage Resistances cold, fire, force, necrotic, radiant,
Rasca's Lair
thunder Earthbound Immortal Wiraqocha Rasca's lair is not
Condition Immunities charmed, exhausted, frightened, located on the material plane. This is both to prevent
paralyzed, petrified, poisoned innocent bystanders from accidentally coming upon it,
Senses Blindsight 120 Ft., Darkvision 120 Ft., Truesight as well as giving her enemies a harder time to seek her
120 Ft., passive Perception 24 out. Within this demiplane, it is eternal night and the
Languages Primordial, Telepahty 120 Ft. landscape of a neverending graveyard. Her tower perch
Challenge 20 (25000 XP) looks out over her domain and is the single tallest
building in her realm.
Command over Death Earthbound Immortal Wiraqocha
Rasca is immune to the Power word Kill spell. Lair Actions
Enduring Spirit Earthbound Immortal Wiraqocha Rasca On initiative count 20 (losing initiative ties),
has advantage on all constitution checks and saving Earthbound Immortal Wiraqocha Rasca can take a lair
throws. action to cause one of the following effects. He cannot
use the same effect two rounds in a row:
Immutable Form Earthbound Immortal Wiraqocha
Rasca is immune to any spell or effect that would alter Carrion Eaters Earthbound Immortal Wiraqocha Rasca
her form. calls up a hoard of centipedes against all hostile
creatures. The swarm of centipedes appears next to all
Innate Spellcasting. Earthbound Immortal Wiraqocha hostile creatures, makes an attack against the creature
Rasca's innate spellcasting ability is Wisdom (spell save and then disperses.
DC 22). Earthbound Immortal Wiraqocha Rasca can
innately cast the following spells, requiring no material Hands of the Grave Earthbound Immortal Wiraqocha
components: Rasca commands the deceased to reach up and grasp
at the hostile creatures. Each creature must make a DC
At will: black tentacles, hold person, inflict wounds, 22 Dexterity saving throw. On a failed save they are
speak with dead restrained and can use their action to make a DC 22
1/day each: etherealness, finger of death, guardian of Strength save, breaking free from the grasping hands
faith, incendiary cloud, power word kill on a success.
Keen Sight. Earthbound Immortal Wiraqocha Rasca has Restless Rigormortis Earthbound Immortal Wiraqocha
advantage on Wisdom (Perception) checks that rely on Rasca utilizes the encroaching fog of her domain to
sight. render all hostile creatures powerless. Each creature
must make a DC 24 Constitution saving throw. On a
Magic Resistance Earthbound Immortal Wiraqocha failed save they take 5d6 necrotic damage and are
Rasca has advantage on saving throws against spells paralyzed; those that succeed only take half as much
and other magical effects. damage and are not paralyzed. Those that failed can
Magic Weapons Earthbound Immortal Wiraqocha repeat the save at the end of their turn, ending the
Rasca's weapon attacks are magical. effects on a success.
The Immortal Convergence (1/Day) Calling forth the
Actions power of her subordinates, Earthbound Immortal
Multiattack Earthbound Immortal Wiraqocha Rasca Wiraqocha Rasca renders herself invulnerable to any
makes three attacks: one with her beak and two with damage for 1d4+1 rounds. This ability cannot be
her talons. prevented with the exception of the Wish spell or
Divine Intervention.

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318
Appendix: Challenge Rating
CR 0 Alien Gray, Vox Raider, Latinum, Exarch of Dark
Gravekeeper's Vassal, Alien Infiltrator, Yaranzo, World,
Inpachi Spirit, Amethyst Cat, Yata-Garasu, Memory Crusher King,
Interplanetary Invader 'A', Charcoal Inpachi, Zombie Master, Mermaid Knight,
Cobalt Eagle, Molten Zombie,
CR 1/8 Emerald Tortoise, CR 4 Panther Warior,
Bone Rat, Feral Imp, Abyssal Soldier, Sapphire Pegasus,
Des Lacooda, Gravekeeper's Curse, Alien, Skull Dog Marron,
Griggle, Gravekeeper's Spear Soldier, Alien Dog, Subterror Hunter: Defender,
Marionette Mite, Larvae Moth, Alien Hunter, Thousand Eyes Idol,
Plaguespreader Zombie, Meda Bat, Alien Mars, Turret Warrior,
Red-Headed Oni, Alien Telepath, Yado Karu,
CR 1/4 Saggi the dark clown, Blazing Inpachi,
Flame Reaper, Time Wizard, Dark Scorpion: Chick the CR 6
Kuriboh, Vilepawn Archfiend, Yellow, Advanced Saphire Pegasus,
Plague Wolf, Dark Scorpion: Cliff the Trap Alien Mother,
CR 3 Remover, Cocoon of Evolution,
CR 1/2 Advanced Amethyst Cat, Darkbishop Archfiend, Dark Blade,
Kahkki, Guerilla of Dark Advanced Cobalt Eagle, Gravekeeper's Ambusher, Dark Scorpion: Meanae The
World, Advanced Emerald Tortoise, Gravekeeper's Assailant, Thorn,
Petit Moth, Alien Skull, Gravekeeper's Cannonholder, Gagagigo,
Primitive Butterfly, Appetite, Harpie Channeler, Gravekeeper's Priestess,
Renge, Gatekeeper of Dark Archfiend Eccentrick, Harpie Dancer, Harpie's Brother,
World, Archfiend Heiress, Harpie Harpist, Laval Burner,
Skeleton Dog, Bone Beiige, Vanguard of Dark Harpie Oracle, Number 48: Shadow Lich,
Crusher's companion, World, Harpie Perfumer, Woodborg Inpachi,
Three Legged Zombies, Blue-Blood Oni Harpie's Pet Baby Dragon,
Bone Crusher, Jigabyte, CR 7
CR 1 Brain Jacker, Octoberser, Alien Overlord,
Alien Amorite, Bronn, Mad King, Ogre of the Black Shadow, Amber Mammoth,
Alien Psychic, Centaur Mage, Pyramid Turtle, Brain Crusher,
Archfiend Warhorse, Dissolverock, Subterror Hunter: Warrior, Chiron The Mage,
Armored Zombie, Flame Ghost, Topaz Tiger, Gaia of the Fierce Knight,
Broww, Huntsman of Dark Goblin Zombie, Zure, Knight of Dark World, Gravekeeper's Heretic,
World, Gravekeeper's Guard, Paladin of the Cursed
Ceruli, Guru of Dark World, Gravekeeper's Recruiter, CR 5 Dragon,
Gigobyte, Gren, Tactician of Dark 13th Grave, Sanga of the Thunder,
Gravekeeper's Nobleman, World, Advanced Topaz Tiger, Suijin,
Graveyard and the hand of Harpie Lady, Alien Shocktrooper, Witch of the Black Forest,
Invitation, Inpachi, Alien Warrior, Zeta Reticulant,
Harpie Girl, Jigen Bakudan, Archfiend Cavalry,
Kuriboh Swarm, Master Kyonshee, Archfiend Soldier, CR 8
- Pale Beast, Memory crusher, Blue-Blooded Oni Matriarch, Advanced Amber Mammoth,
Ruby Carbuncle, Mystic Horseman, Curse of Dragon, Archfiend General,
Sangan, Snoww, Unlight of Dark Cyber Harpie Lady, Dark Assailant,
Scarr, Scout of Dark World, World, Fire Princess, Dark Scorpion: Gorg The
Spirit Reaper, Sonic Shooter, Goldd, Wu-Lord of Dark Strong,
Yellow-Bellied Oni, Souls of the forgotten, World, Flame Swordsman,
Subterror Hunter: Archer, Gravekeeper's Chief, Great Moth,
CR 2 Subterror Hunter: Fiendess, Gravekeeper's Commandant, Kazejin,
Advanced Ruby Carbuncle, Subterror Hunter: Guru, Gravekeeper's Watcher,

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319
CR 9 CR 12 Phosperoglacier, CR 23
Angmarl the Fiendish Buster Blader, Pumpking The King of Armityle,Lord of Searing
Monarch, Dark Magician, Ghosts, Flames,
Archfiend Giant, Dragossuary, Relinquished, Hamon,Lord of Striking
Caius the Shadow Monarch, Jinzo, Stardust Dragon, Thunder,
Cosmic Horror Gangi'el, Number 43: Manipulator of Lord of Phantasms,
Delg the Dark Monarch, Souls, CR 17
Gaia of the Dragon Perfectly Ultimate Great Despair from the dark, CR 25
Champion, Moth, Earthbound Immortal Aslla Archfiend Black Skull Dragon,
Granmarg The Rock Summoned Skull, Piscu, Blue Eyes Ultimate Dragon,
Monarch, Swordstalker, Earthbound Immortal Ccapac
Gravekeeper's Descendant, The Warriors: Black Luster Apu, CR 26
Kuraz the Light Monarch, Soldier, Earthbound Immortal Ultramafus,
Mobius the Frost Monarch, Twin Cyber Dragon, Ccarayhua,
Prometheus, King of the Earthbound Immortal Chacu CR 27
Shadows, CR 13 Challhua, Dragon Master Knight,
Raiza the Storm Monarch, Gravekeeper's Oracle, Earthbound Immortal Cusillu, Rainbow Overdragon,
Silva, Warlord of Dark World, Harpie Lady Sisters, Earthbound Immortal Uru,
Thestalos the Firestorm Thought Ruler Archfiend, Imprisoned Queen CR 28
Monarch, Archfiend, Dark Rainbow Dragon,
Zaborg the Thunder CR 14 Thousand Eyes Restrict,
Monarch, Ancient Fairy Dragon, CR 18
Black Rose Dragon, Berserk Adult Gold Dragon, CR 30
CR 10 Black-Winged Dragon, Blue Eyes White Dragon, Archfiend Emperor, the First
Cosmic Fortress Gol'gar, Ehther the Heavenly Dark Magician of Chaos, Lord of Horror,
Dark Magician Girl, Monarch, Gogiga Gagagigo, Exodia Necross,
Giga Gagagigo, Erebus the Underworld Gogiga the Risen, Exodia the Forbidden One,
Gravekeeper's Shaman, Monarch, Gravekeeper's Visionary, Obelisk the Tormentor,
Harpie's Pet Dragon, Lava Golem, Voltelluric, Awakened Form,
King Pyron, Umastryx, Obelisk the Tormentor,
Rabid Horseman, CR 20 Monolith Form,
Red Eyes Black Dragon, CR 15 Earthbound Immortal Raviel,The Chaos Phantom,
Reign-Beaux, Overlord of Fiendess, Wiraqocha Rasca, Slifer the Sky Dragon,
Dark World, Gate Guardian, Speleogeist, Awakened Form,
Stygokraken, Grapha, Dragon Lord of Dark Stalagmo, Slifer the Sky Dragon,
World, Ouroboros Form,
CR 11 Harpie Queen, CR 21 The Winged Dragon of Ra,
Dark Scorpion: Don Zaloog, Red Dragon Archfiend, Archfiend Empress, Awakened Form,
Meteor Dragon, The Winged Dragon of Ra,
Red Eyes Zombie Dragon, CR 16 CR 22 Sphere Form,
Ryu Kokki, Life Stream Dragon, Lichlord,
Rainbow Dragon,

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320
Contributor's Roles
Project Creator and Manager _
George Von Zarovich (Libedrat0r Earl) Artists
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Tasos Tsitsiras

Lore Writters
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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/
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Saudino
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Dionysis Odysseas dennis.785@hotmail.com
Sotiropoulos
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George Von Zarovich Libedrat0r@yahoo.gr https://www.dmsguild.com/browse.php?
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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
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Shawn Nichols hayloskien@gmail.com https://pixels.com/profiles/2-shawn-nichols.html
Tasos Tsitsiras tasozz@gmail.com
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Travis Ryan travisrsowards@gmail.com
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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.”.

This is a free fan-made


community project. Not
for sale.
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