Download as pdf or txt
Download as pdf or txt
You are on page 1of 152

Discord: discord.

gg/N7MM93a         Twitter: @TheGrimPress         Website: www.GrimPress.net


Credits About this Product
Publisher: DMs Guild They are the scuttling sounds lurking just beyond the dim
Product Oversight: Grim Press flicker of torchlight within an ancient crypt. They are the
Authors: Trevor Armstrong, Jeffrey Fischer otherworldly beings that lurk in the shadows at the edges of
Editor: Justin M. Cole perception. They are the skeletal remains of long deceased
Artists: Tsaber, Bob Greyvenstein, Bradlyvancamp, beings that loathe the very thought of the living and seek
Kingkostas, Nibelwolf, Tomas Duchek, Aaron Nakahara, Zak nothing more than to feast upon their flesh. They are the
Hennessey, Tomasz Chistowski, Katarzyna Zalecka, Ramon creatures that dwell deep within hidden grottos or long
Miranda forgotten depths of the sea. They are the wizened ancient
WotC Inspirational Works: Libris Mortis (3.5e), Open beings whose thirst for power and greed for knowledge led
Graves (4e), Ravenloft Setting them down the path of the damned. These are the Creatures
Special Thanks: Vall Syrene, Max Hickson, Aaron Gentry of the Tomb.
Contained within this supplement are over 150 statblocks
of unique creatures to unleash upon your unsuspecting
On the Cover players. Ranging from the scuttling inhabitants of long lost
A Lord of the Crypt is depicted in all of his horrifying glory, tombs to otherworldly beings that feast on the consciousness
ready to command legions of the undead in an assault on the of the sleeping, from inhabitants of the planes of hell to
realms. practitioners of long forgotten and forbidden magics, these
creatures are sure to challenge the mettle of even the most
seasoned of adventurers.
Included are brand new creations, conversions of popular
creatures from previous D&D editions, and suitable reprints
from other Grim Press products. The ultimate goal of this
supplement is to provide a wide variety of options for your
storylines, be it exploring long forgotten catacombs or
delving into the depths of the Underdark. Surely something
sinister and mysterious lies within.

Grimlore's Grimoire
While this supplement can be used as a standalone addition
in your D&D games, it was created to accompany Grimlore's
Grimoire, a spell supplement with over 200 new spells for
5th Edition. Many of the creatures in this book can cast spells
found within The Deathless One's personal tome of malice.
Download Grimlore's Grimoire for
free on the DMs Guild!

V1.1
Creature Pages
A F N T
Angel of Decay ..............................6 Fell Wolf..........................................55 Necrophagi....................................83 Teihai.............................................115
Fleshlurker......................................56 Nightspawn...................................87 Tetrabrachoid Skeletons.....116
Forgotten Ones...........................58 Nothic Despoiler........................88    Liturgist................................116
B Nuworm..........................................88    Sentry....................................116
Baelnorn Lich...................................7
G Tree of Sorrow..........................117
Blighted Trees.................................9
Bloodborne....................................11 Garm.................................................63
O
Bloodmoon Spider....................12 Ghosts.............................................64 Oneiroids........................................89
U
Burdelver.........................................12    Chilling...................................64 Ossein Serpents..........................91 Undying........................................118
   Depraved Queen................65    Snakes......................................91 Uropygos.....................................120
   Faceless..................................66    Cobras......................................92
C    Nitroki.....................................68
V
Carrion Crows..............................13 Ghouls..............................................69
Cerberic Occultists...................15    Gluttonous Ghoul..............69
P Vampires.....................................122
   Depraver.................................15    Flayed Ghoul.........................70 Plague Rats....................................93    Antipathy............................122
   Pactbearer..............................16 Gloombat........................................71 Primal Skeletons.........................95    Bloodfury............................123
   Unholy Priest........................17 Grave Hag.......................................72    Bloody.....................................95    Dhampir..............................124
Corpsehounds..............................18    Chaos.......................................98    Unclean................................125
   Frozen.....................................99 Voidmaws...................................127
H    Petrified...............................100
D Harbinger of Ill Omen.............73    Searing.................................101
W
Dark Rider.......................................20 Helsteed..........................................75    Shadow................................102
Dark Sage........................................21    Tempestuous....................103 Winterwight...............................129
Wrathborne................................130
Demilich Spiritcaller.................22 I
Demon Armor..............................23
Depvirs.............................................24 Impaler.............................................76
R Y
   Sailorsbane............................25 Infernal Charger...........................77 Revenants...................................104
   Priest of the Deep..............25    Baleful..................................104 Yuan-ti Befouler.......................131
L
Dolus.................................................26    Everbound..........................105
Dragon, Zombie..........................27    Half-Dragon.......................106
Lord of the Crypt........................79 Rime Wraith...............................107
Z
Dragons...........................................29 Zombies......................................132
   Aetheric..................................30    Rotting Soldier.................132
   Bone.........................................34 M S    Swarms................................133
   Deep.........................................37 Mummies.......................................81
Shade..............................................108
   Frozen......................................42    Dessicated Wanderer.......81
   Plague......................................46    Fenwalker...............................82
Skeletal Monoliths..................109
   Accursed.............................109
NPCs
Dread Ram.....................................51    Frozen Mummy...................82 Blight Sorcerer..........................134
   Damned...............................110
Dreadknight..................................52 Death Whisperer.....................135
   Demonweb Pits...............111
Drow Necromancer..................53 Deathseer....................................136
Spore Golems...........................112
Drowned..........................................54 Glacius Knight...........................137
Sthenos.........................................114
Grave Warden...........................138
Haunted.......................................139
Shadoweaver.............................140

4
Introduction

T
his supplement is for dungeon masters looking Anyone reading this supplement will note that there are
to add an extra bit of mystery and perhaps a numerous cases where spells from Grimlore's Grimoire have
flavor of horror to their adventures, and to been included - a pay what you want supplement containing
challenge players with something they may over 200 additional spells and receiver of numerous positive
have not seen before. Within are many original reviews.
creatures, inspired from our own
imaginations, past readings, or from further
delving into mythology to see what other beings lurk in How to Use This Book
mankind's lore. We've added in as much lore as we think is necessary to get a
The Oneiroid, for example, is derived from ancient Greek "flavor" for the creatures within. If a creature's description
mythology: an Oneiros are children of Night (Nyx) that dwell inspires you, or you feel an opportunity to adapt it to some
in a land of dreams; the Dolus is a spirit of trickery, guile, other purpose, the only limitation is your imagination.
deception and treachery in this same mythology. The beings within may lurk throughout any realm and any
Other creatures have been added in from previous versions Plane. With that said, keeping within the theme "Creatures of
of D&D, adapted for the fifth edition. Some are variations on the Tomb", we envision many of them haunting abandoned
old favorites that could add a new twist into a campaign. graveyards, lurking amidst an ancient necropolis, or shuffling
Also included are a variety of Non-Player Characters about endlessly in long forgotten tombs and crypts.
(NPCs) that can serve a variety of purposes, be it a final We sincerely hope you are inspired by some of the
loathsome enemy, a tormented spirit in need of assistance, or creatures within!
even a potential ally.
These creatures span multiple challenge ratings (CRs),
allowing a Dungeon Master many options to challenge their
players throughout their adventures.

5
Angel of Decay
Nightmarish burlesque angels that haunt dreams of the
living, angels of decay are terrifyingly ugly. The flesh stripped Angel of Decay
from their bodies is constantly swirling about them in the air Large undead, chaotic evil
nearby. Creatures that venture too close to these decayed
angels feel their bodies begin to rot from the inside, and Armor Class 17 (natural armor)
those slashed by their claws feel the blight weakening their Hit Points 102 (12d10 + 36)
very being. Angels of decay are found in the most unholy of Speed 30 ft., fly 50 ft.
places, serving as lieutenants of great undead lords or
heralds of undead gods. STR DEX CON INT WIS CHA
Undead Nature. An angel of decay doesn't require air,
food, drink, or sleep. 17 (+3) 16 (+3) 17 (+3) 16 (+3) 17 (+3) 20 (+5)

Saving Throws Wis +6


Skills Perception +6
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 16
Languages None
Challenge 8 (3,900 XP)

Feed on Decay. Whenever a creature within 15 feet of


the angel of decay fails a saving throw, the angel of
decay gains 14 (4d6) hit points.
Flyby. The angel of decay doesn't provoke
opportunity attacks when it flies out of an enemy's
reach.
   Rotting Aura. Whenever a creature that isn’t a
           construct or undead starts its turn within 15
              feet of an angel of decay, that creature must
                make a DC 16 Constitution saving throw.
                  On a failed save, the creature takes 17
                    (5d6) necrotic damage, and is poisoned
                     until the start of its next turn.

               Actions
                        Multiattack. The angel of decay makes
                    two claw attacks. If both attacks hit the
                    same target, the target takes an
                    additional 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 20 (5d6 + 3) necrotic damage.

6
Baelnorn Lich A Baelnorn's Lair
Sometimes simply called baelnorns, these extremely rare Baelnorn reside in ancient ruins, dusty libraries, magic
undead beings are elves who chose a path of prime duty to academies, or holy temples. They are tasked with
serve beyond death. Unswervingly protecting their clan and safeguarding the sacred treasures belonging to their elvish
its holdings for centuries, the majority of baelnorn were clan. A baelnorn lich encountered in its lair can draw upon its
spellcasters in life, and they maintained their mental and power to take lair actions and has a challenge rating of 18
magical abilities in their new undead state. (20,000 XP).
Ritualistic Creation. The method of becoming a baelnorn Lair Actions
is wrapped in a high magic ritual. Very few felt the need to On initiative count 20 (losing initiative ties), the baelnorn can
store their souls in a phylactery, as their undeath was gifted take a lair action to cause one of the following magical
to them by the Seldarine. These baelnorn used soulless effects; the baelnorn can't use the same effect two rounds in a
clones of themselves to avoid destruction, and their souls row:
wander to an unharmed mortal shell should they be harmed.
Singular Purpose. The choice to embrace undeath was The baelnorn rolls a d6 and regains a spell slot of that
not undertaken lightly. Allowed only in the rarest of level or lower. If it has no spent spell slots of that level or
occasions, such as a clan or settlement having need of lower, nothing happens.
lorekeepers beyond the norm. Even if an elf truly wanted to The baelnorn telepathically influences up to 8 creatures of
become a baelnorn for their clan's benefit, the Coronal, the its choice that it can see within 120 feet. Each target must
High Mages, and the elders of the particular clan had to be in make a DC 18 Wisdom saving throw. On a failed save, the
solitary to allow this sacrifice. target must use an action on its next turn to complete a
Experiences of the Past. Unlike many other forms of simple task described by the baelnorn to the best of its
undead creatures, a baelnorn retained all of the memories, ability. Creatures that can't be charmed are immune to
personality, and abilities that it possessed in life — but now this effect.
has a virtual eternity to hone its skills, inevitably becoming
immensely powerful. The baelnorn utters an ancient elven phrase. Each
Holy Undead. Baelnorn are considered holy beings despite creature of its choosing that can hear the baelnorn
their undeath. While deities tasked with overseeing the (though it does not need understand it) must succeed on a
eternal cycle of existence view the creation of undead beings DC 18 Wisdom saving throw or vanish from its current
as blights upon Faerûn, a baelnorn's quest to preserve elven plane of existence and appear in the Ethereal Plane. The
heritage against evil is considered a noble purpose beyond creature remains on this plane until the end of its next
judgement. turn, at which point it returns to an unoccupied space of
Undead Nature. A baelnorn lich doesn't require air, food, the baelnorn's choosing that it can see within 10 feet of
drink, or sleep. the space that the creature vanished from.

7
Baelnorn Lich Cantrips (at will): dancing lights, lightning lure, mage
    hand, thaumaturgy, spare the dying
Medium undead (elf), any non-evil alignment
1st level (4 slots): ceremony, chromatic orb, detect
Armor Class 16 (natural armor)     magic, shield, silent image
Hit Points 104 (16d8 + 32) 2nd level (3 slots): blur, detect thoughts, spiritual
Speed 30 ft.     weapon, zone of truth
3rd level (3 slots): animate dead, dispel magic, fear,
    remove curse, slow
STR DEX CON INT WIS CHA 4th level (3 slots): banishment, confusion, polymorph
5th level (3 slots): geas, cloud kill, hallow
10 (+0) 18 (+4) 14 (+2) 20 (+5) 18 (+4) 14 (+2) 6th level (1 slot): create undead, soul cage
7th level (1 slot): finger of death, etherealness
Saving Throws Con +7, lnt +10, Wis +9 8th level (1 slot): antimagic field, power word stun
Skills Arcana +10, History +15, Insight +9, Perception 9th level (1 slot): true resurrection
+9
Damage Resistances cold, lightning, necrotic Actions
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical weapons Suppressing Touch. Melee Spell Attack: +10 to hit, reach
Condition Immunities charmed, exhaustion, frightened, 5 ft., one creature. Hit: 10 (3d6) force damage. The
paralyzed, poisoned target must succeed on a DC 18 Constitution saving
Senses truesight 120 ft., passive Perception 19 throw or be stunned for 1 minute. The target can repeat
Languages all, telepathy 120 ft. the saving throw at the end of each of its turns, ending
Challenge 13 (10,000 XP) the effect on itself on a success.

Legendary Resistance (2/Day). If the baelnorn lich fails a Legendary Actions


saving throw, it can choose to succeed instead. The baelnorn lich can take 3 legendary actions,
choosing from the options below. Only one legendary
Rejuvenation. If it has a phylactery or clone, a destroyed action option can be used at a time and only at the end
baelnorn lich gains a new body in 1d10 days, regaining of another creature's turn. The baelnorn lich regains
all its hit points and becoming active again. The new spent legendary actions at the start of its turn.
body appears within 5 feet of its phylactery if it has one,
or assumes the clone as its new form. Cantrip. The baelnorn lich casts a cantrip.
Righteous Undead. The baelnorn lich is immune to any Suppressing Touch (Costs 2 Actions). The baelnorn lich
effect that turns undead and is not harmed by holy uses its Suppressing Touch.
water.
Fey Step (Costs 2 Actions). The baelnorn lich is briefly
Spellcasting. The baelnorn lich is an 18th-level surrounded by silvery mist and teleports up to 30 feet
spellcaster. The baelnorn lich’s spellcasting ability is to an unoccupied space that it can see.
Intelligence (spell save DC 18, +10 to hit with spell
attacks). The baelnorn lich has the following spells Arcane Explosion (Costs 3 Actions). Each creature within
prepared, which it can cast without material 30 feet of the baelnorn lich must make a DC 18
components: Constitution saving throw against this magic. A creature
takes 21 (6d6) force damage and is pushed 10 feet
away from the baelnorn lich on a failed save, or half as
much damage and is not pushed on a successful one.

8
Blighted Trees
When a vampire makes it's home in a forested region, it can
sometimes create a plague that poisons the landscape;
transforming the once vibrant green woodlands into tangled Others choose instead to embrace it, guiding the tree's
deathtraps, teeming with poison and necrosis, known to growth carefully and excavating the ground beneath to act as
many as a blightwood. When bodies are dumped in nearby a hidden crypt; a secondary resting place for those most
rivers, or blood is shed on the soil of the blighted woodland, it hunted by would-be adventurers. This kind of symbiosis can
takes root in the mottled dirt, spreading a network of tendrils be incredibly hard to remove, for as long as the crypt remains
deep under the entire forest. beneath the blight tree, the vampiric curse strengthens it's
From these dark roots sprout seedlings, vines and thickets bonds. A blightwood fed by the curse of undead becomes
which choke and infest the forest until it becomes nothing more than a poisonous, man eating forest. An addition, any
more than a singular, monstrous entity: alive and hungry for creature, be them man or beast, that perishes within the
flesh. Poisonous mushrooms form a bed on the forest floor, blightwood's foul swamps becomes infused with it's blighted
while vicious willows and menacing oaks turn to lash out at waters. Known as the blood of the blightwood, this tainted
any creature unfortunate enough to be caught within their water raises the corpses of those that drink or die within it,
reach. At the heart of this unhallowed labyrinth there lies the animating them into gibbering, blighted ghouls that guard the
heart of the forest, known as a plague tree. woodland from unwanted intruders like flesh eating, undead
Gaudy Appearance. A blight tree is easily identified by its apes.
twisting knots of branches, curled like clenching fists or Vampires that embrace the blightwood have been known to
grasping hands. Other identifiers include large volumes of employ such creatures into its service, using the tainted
stagnant, black water, and a deep green moss which vomits forest to raise creatures into a personal army, so it may better
forth poisonous mists when stepped on. A forest remains impose it's evil presence on surrounding regions.
blighted and cursed for as long as the tree remains standing Travellers brave enough to venture forth into a blightwood
within its heart. must be wary, for once a creature steps beyond the barrier of
Lair for the Wicked. Some vampires that wish not to be brambles, there is rarely time for rest or recovery. The forest
discovered or have their whereabouts revealed spring into never sleeps, and remains ever hungry for it's next
action at the first sign of a growing blight tree; taking to the unfortunate meal.
necrotic forests and burning the saplings from its roots
before the blight can truly grow.

9
Blighted Tree Sapling Rooted. The blighted tree is restrained. Its speed is 0,
Large plant, neutral evil and it can’t benefit from any bonus to its speed.
Additionally, attack rolls against the blight tree have
Armor Class 17 (natural armor) advantage and the blight tree has disadvantage on
Hit Points 95 (10d10 + 40) Dexterity saving throws.
Speed 0 ft.
Actions
STR DEX CON INT WIS CHA Poison Plume. The blighted tree emits a plume of
16 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 3 (-4) poisonous yellow fog in a 15-foot-radius sphere
centered on itself. A creature in the area must make a
Damage Vulnerabilities fire, radiant DC 15 Constitution saving throw. On a failed save, the
Damage Resistances bludgeoning, piercing, and slashing creature takes 3d8 poison damage and is poisoned until
from nonmagical attacks the end of the creature's next turn. It takes half as much
Damage Immunities necrotic, poison, psychic damage and is not poisoned on a successful save.
Condition Immunities blinded, charmed, exhaustion, Creatures are affected even if they hold their breath or
frightened, poisoned, prone don’t need to breathe.
Senses tremorsense 30 ft. (blind beyond this radius), Swamp's Scourge (Recharge 6). The blighted tree
passive Perception 10 summons 2d6 twig blights. The twig blights appear in
Languages understands Common and Druidic but unoccupied spaces within 60 feet of the blighted tree
doesn't speak and act as an ally to it. Twig blights remain until slain.
Challenge 5 (1,800 XP)

Blighted Tree Actions


Huge plant, neutral evil Poison Plume. The blighted tree emits a plume of
poisonous yellow fog in a 30-foot-radius sphere
Armor Class 19 (natural armor) centered on itself. A creature in the area must make a
Hit Points 243 (18d12 + 126) DC 20 Constitution saving throw. On a failed save, the
Speed 0 ft. creature takes 36 (8d8) poison damage and is poisoned
until the end of the creature's next turn. It takes half as
STR DEX CON INT WIS CHA much damage and is not poisoned on a successful save.
Creatures are affected even if they hold their breath or
22 (+6) 15 (+3) 25 (+7) 6 (-2) 18 (+4) 3 (-4) don’t need to breathe.

Damage Vulnerabilities fire, radiant Swamp's Pestilence (Recharge 6). The blighted tree
Damage Resistances bludgeoning, piercing, and slashing summons a tree blight. The tree blight appears in an
from nonmagical attacks unoccupied space within 60 feet of the blighted tree,
Damage Immunities necrotic, poison, psychic acts as an ally to it and remains until slain.
Condition Immunities blinded, charmed, exhaustion,
frightened, poisoned, prone Reactions
Senses tremorsense 120 ft. (blind beyond this radius), Defile the Dead. If a humanoid creature dies within 120
passive Perception 14 feet of the blighted tree, the blighted tree can raise the
Languages understands Common and Druidic but creature as a ghoul. The ghoul remains under the
doesn't speak blighted tree's control until it is slain.
Challenge 16 (15,000 XP)
Legendary Actions
Legendary Resistance (3/Day). If the blighted tree fails a
saving throw, it can choose to succeed instead. The blighted tree can take 3 legendary actions,
choosing from the options below. Only one legendary
Renew. The blighted tree regains 25 hit points at the action option can be used at a time, and only at the end
start of its turn. If the blighted tree takes fire or radiant of another creature's turn. The blighted tree regains
damage, this trait doesn't function at the start of the spent legendary actions at the start of its turn.
blighted tree's next turn.
Grasping Roots. The blighted tree selects one creature
Rooted. The blighted tree is restrained. Its speed is 0, within 60 feet of it that is standing on the ground. The
and it can’t benefit from any bonus to its speed. target must succeed on a DC 17 or be grappled (escape
Additionally, attack rolls against the blight tree have DC 17).
advantage and the blight tree has disadvantage on
Dexterity saving throws. Summon Murder of Carrion Crows (Costs 2 Actions). The
blighted tree summons a murder of carrion crows. The
Rotten to the Core. A creature that hits the blighted tree murder appears in an unoccupied space within 120 feet
with a melee weapon attack takes 9 (2d8) necrotic of the blighted tree and acts as an ally to it. The murder
damage remains until slain.
Zoetic Corruption (Costs 3 Actions). The blighted tree
gains 50 temporary hit points.
10
Bloodborne
No living creature has observed the true form of the
enigmatic shapeshifters known as the bloodborne. Little
is known about the origins of these beings, their culture,
motivations, or their ultimate goals. Their presence is
often only deduced when these beings are slain or pass
away, or those they have replaced emerge from hiding or are
found.
The mere taste of the blood from a sentient being allows
the bloodborne to assume its shape, memories, and
personality, making these metamorphs the ultimate
infiltrators and spies. Unlike dopplegangers and other
imposters who must rely on improvisation and performance
to convince others of their identity, the bloodborne's ability to
inherit the memories of their targets allows them to assume
any role with ease.
Due to their ability to assume any form, the bloodborne
often take up positions of power and wealth, so they may live
a life of luxury and splendor. Their base personalities are
often lazy, greedy, and self-centered. Other beings with
sufficient wit to deduce their presence may offer riches or
threaten to expose their true nature to entice the bloodborne
into their service.
Iron Scent. Detecting the presence of a bloodborne is nigh
impossible. Only the faint scent of iron suggests their
existence, as the scent is an ever-present companion of these
creatures.
Mind Reader. The bloodborne is able to read the thoughts
of any whose blood it has tasted through a limited telepathic
ability.
Sanguis Decay. When slain, the bloodborne bursts in a
gruesome explosion, then its remains rapidly decay into a
pool of blood - the only true telltale sign of their presence.

Bloodborne Shapechanger. The bloodborne can assume the form of


any Medium or smaller humanoid whose blood it has
Medium monstrosity, any chaotic alignment
tasted. The transformation takes 1 minute. Its statistics,
Armor Class 14 (natural armor) other than its size, are the same in each form. Any
Hit Points 110 (17d8 + 34) equipment it is wearing or carrying isn't transformed. It
Speed 30 ft. doesn't revert to its true form if it dies.

Actions
STR DEX CON INT WIS CHA Multiattack. The bloodborne makes three melee attacks.
13 (+1) 15 (+2) 14 (+2) 11 (+0) 16 (+3) 16 (+3)
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Saving Throws Wis +5, Cha +5 2) piercing damage.
Skills Deception +5, Perception +5, Performance +5
Damage Resistances psychic Read Mind. The bloodborne magically reads the
Condition Immunities charmed thoughts of one creature within 60 ft. whose blood it
Senses passive Perception 15 has tasted. The effect can penetrate any nonmetal
Languages Common plus any language of the creature barriers. While the target is in range, the bloodborne
whose blood it tasted can continue reading its thoughts as long as the
Challenge 4 (1,100 XP) bloodborne's concentration isn't broken (as if
concentrating on a spell). While reading the target's
Master Manipulator. The bloodborne has advantage on mind, the bloodborne has advantage on Wisdom
all Charisma (Deception or Performance) checks. (Insight) and Charisma (Deception, Intimidation, or
Persuasion) checks against the target.
Sanguis Decay. If the bloodborne is reduced to 0 hit
points, it explodes and decays into a pool of blood. A
creature within 10 feet must succeed on a DC 15
Dexterity saving throw or take 4 (1d8) necrotic damage
and is poisoned for 1 hour.

11
Bloodmoon Spider Burdelver
Named after the horrific silhouette cast upon cavern walls by These tiny aberrations are no bigger than the size of a spider,
flickering torchlight, the bloodmoon spider's semi- and while their anatomy might share similarities with a
transparent body causes its shadow to take on a crimson cursory glance, they are quite different. They only have six
coloration. Lending itself to this ominous vagary, these legs instead of eight and instead of possessing a
spiders are ruthless hunters, whose webs can trap even the cephalothorax, all of their bodily organs are housed in its
heartiest of prey. abdomen. Most predominantly, a large single eye adorns the
Maddening Bite. Toxin induced from the bite of a front of their body, with an equally large mouth located on the
bloodmoon spider causes its victims to become delirious, the bottom.
effects of which are passing —should its prey live long Conjugate in Swarms. Burdelvers seek out others of their
enough. kind and travel in swarms not for protection, but rather to
secure prey well beyond what this minuscule creature could
procure alone.
Bloodmoon Spider
Large monstrosity, unaligned

Armor Class 13
Hit Points 39 (6d10 + 6)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 12 (+1) 8 (-1) 13 (+1) 6 (-2)
Swarm of Burdelvers
Skills Stealth +5 Small swarm of Tiny aberrations, neutral evil
Senses darkvision 60 ft, passive Perception 11
Languages – Armor Class 12
Challenge 1 (200 XP) Hit Points 21 (6d6)
Speed 20 ft., climb 20 ft.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check. STR DEX CON INT WIS CHA
2 (+4) 14 (+2) 10 (+0) 4 (-3) 4 (-3) 1 (-5)
Web Walker. The spider ignores movement
restrictions caused by webbing.
Damage Resistances piercing, slashing
Actions Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses darkvision 120 ft, passive Perception 7
creature. Hit: 8 (1d10 + 3) piercing damage plus 5 Languages –
(1d10) poison damage. The target must succeed on Challenge 1 (200 XP)
a DC 11 Constitution saving throw or roll on the
Short-term Madness table. 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 spider.
The swarm can't regain hit points or gain temporary
hit points.

Actions
Bites. Melee Weapon Attack: +0 to hit, reach 0 ft.,
one creature in the swarm's space. Hit: The target is
infested by 4d6 burdelvers. At the start of each of
the target's turns, the target takes 1 piercing damage
per burdelver infesting it. Applying fire to the bite
wound before the end of the target's next turn deals
1 fire damage to the target and kills these burdelvers.
After this time, these burdelvers are too far under the
skin to be burned. If a target infested by burdelvers
ends its turn with 0 hit points, it dies and the
burdelvers lay eggs in the corpse, spawning a swarm
of burdelvers in 1d4 days.

12
Carrion Crow
Only in the aftermath of battle is the true horror of war
revealed. Legions of the slain lie amidst their shattered
weapons and sundered armor, covered in mud and gore while
the cries of the wounded and dying echo across the
battlefield. Priests and healers meander throughout, offering
what aid they can or easing the suffering of those too far gone
to save, while scavengers, humanoid and creature alike, pick
apart what choice desirables are left behind.
Flocks of crows and vultures often follow armies into
battle, knowing that the movement of such troops often
results in an abundance of food in the coming days. Carrion
crows are often found amidst these flocks, undead
scavengers that likewise seek a share of the spoils. Unlike
their living counterparts that merely look for a free meal,
carrion crows appear to enjoy taking part in the carnage,
focusing their efforts on inflicting more misery on the weak Carrion Crow
and dying rather than feasting on the already dead. Tiny undead, neutral evil
Carrion crows are thought to be the result of a
necromancer's experiment in creating an intelligent undead Armor Class 12
familiar. Crows, being intelligent and traditionally thought of Hit Points 5 (2d4)
as an omen of death, made the perfect subject for Speed 10 ft., fly 60 ft.
experimentation. The result was a fearful symbol that is an
unsettling addition to a necromancer's menagerie of undead STR DEX CON INT WIS CHA
servants.
Fierce. Carrion crows are smaller than other scavenging 2 (-4) 15 (+2) 10 (+0) 5 (-3) 10 (+1) 4 (-3)
birds, many bearing gaping wounds and exposed bone that
was the result of the experiments conducted upon them. Skills Perception +3
While smaller than regular crows, they are more difficult to Condition Immunities frightened
dissuade from their targets. Those that drive them off are Senses darkvision 60 ft., passive Perception 13
often harassed from above, boney talons raking across Languages -
exposed flesh whenever their offender is not vigilant. Challenge 1/8 (25 XP)
Murder of Crows. Carrion crows will surround their
chosen prey in murders, sensing the misery of their victims Keen Sight. The carrion crow has advantage on
and an opportunity to cause more suffering. Each peck of Wisdom (Perception) checks that rely on sight.
their beak and rake of a claws is maliciously intended to Flyby. The carrion crow doesn't provoke opportunity
inflict more pain, causing the slow torture of the dying as they attacks when it flies out of an enemy's reach.
await their final journey. Stoop. If the carrion crow flies at least 30 feet
Undead Nature. A carrion crow doesn't require air, food, straight toward a target and then hits it with a talon
drink, or sleep. attack on the same turn, the target takes an
additional 2 slashing damage and must make a
successful DC 13 Dexterity saving throw or be
blinded.
Disease Carriers
Owing to their diet of carrion and offal, carrion Actions
crows have been known to carry diseases and
parasites that may infect those who come into Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
contact with them. one target. Hit: 1 piercing damage.
Carrion crows are also suspected to be Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
responsible for the transmission of larval one target. Hit: 1 slashing damage.
necrophagi over long distances, allowing the
creation of new necrophagi infestations potentially
far from an initial source.

13
Swarm of Carrion Murder of Carrion
Crows Crows
Medium swarm of Tiny undead, neutral evil Large swarm of Tiny undead, neutral evil

Armor Class 12 Armor Class 13


Hit Points 31 (7d8) Hit Points 55 (10d10)
Speed 10 ft., fly 60 ft. Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 10 (+0) 5 (-3) 10 (+1) 4 (-3) 2 (-4) 16 (+3) 10 (+0) 5 (-3) 10 (+1) 4 (-3)

Skills Perception +3 Skills Perception +3


Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages - Languages -
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Mass Panic. Opportunity attacks against the swarm Inflict Suffering. If the murder has more than half its
when it flies out of an enemy's reach are made with hit points, it can use a bonus action to make beaks
disadvantage. attack.
Swarm. The swarm can occupy another creature's Mass Panic. Opportunity attacks against the murder
space and vice versa, and the swarm can move when it flies out of an enemy's reach are made with
through any opening large enough for a tiny carrion disadvantage.
crow. The swarm can't regain hit points or gain
Swarm. The murder can occupy another creature's
temporary hit points.
space and vice versa, and the murder can move
through any opening large enough for a tiny carrion
Actions crow. The murder can't regain hit points or gain
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., temporary hit points.
one target in the swarm's space. Hit: 9 (2d8)
piercing damage, or 4 (1d8) piercing damage it the Actions
swarm has half its hit points or fewer.
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the murder's space. Hit: 13 (3d8)
one target in the swarm's space. Hit: 9 (2d8) piercing damage, or 7 (2d6) piercing damage it the
slashing damage, or 4 (1d8) piercing damage if the murder has half its hit points or fewer.
swarm has half its hit points or fewer. The target Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
must make a successful DC 13 Dexterity saving one target in the murder's space. Hit: 13 (3d8)
throw or be blinded. slashing damage, or 7 (2d6) piercing damage if the
swarm has half its hit points or fewer. The target
must make a successful DC 16 Dexterity saving
throw or be blinded.

Reactions
Furor. In response to being hit by a melee attack, the
murder can make one melee weapon attack with
advantage against the attacker.

14
Catacomb Dwellers. Members of the cerberic cult are few,
Cerberic Occultists but are unquestioningly devoted to converting the living to the
worship of their god. In seeking to do so they will spread their
In an age long past, legend has it that a rarity came into the influence through their proxies, living servants who desire
world: a trio of conjoined siblings, sharing a single body and nothing more to ascend into the service of the cult.
born into a royal family. In days of yore such a being would Toward this end, while spreading their influence, the
have been deemed an abomination and left to perish in the cerberic cult may set up their covens deep within forgotten
wilderness. However, one of the advisors of the court cast catacombs. From their lairs the cult will send forth their
their auguries, and stated that the gods decreed that this proxies, seeking to catch the living unaware as the depths
being be blessed and obeyed rather than cursed and cast burst forth with all manner of undead beings.
aside. Undead Nature. A cerberic occultist doesn't require air,
Over time, the conjoined beings grew together, and despite food, drink, or sleep.
sharing a single frail body, each sibling had distinct strengths,
characters, and personalities: one sibling was a voracious
reader, taking in tomes of knowledge with a thirst for
learning; the second sibling was measured and wise in Cerberic Depraver
thought and word; the third was charming and witty, and Medium undead, neutral evil
capable of weaving stories and enchanting all who listened to
their tongue of silver. Armor Class 12
Unbeknownst to the royal court, the advisor who decreed Hit Points 66 (12d8 + 12)
Speed 30 ft.
this being blessed was in fact a warlock in service to Myrkul,
Lord of Bones, who bade the servant to twist the blessed
being toward the darkness. Over time, the servant of Myrkul STR DEX CON INT WIS CHA
was able to slowly bend the siblings to his will by enticing
them with forbidden wisdom, knowledge, and the promise of 7 (-2) 14 (+2) 12 (+1) 18 (+4) 16 (+3) 16 (+3)
unending life. In their thirst for learning naiveté, the siblings
became twisted, cruel, and vain. Saving Throws Int +6, Wis +5, Cha +5
One by one, the royal family perished in mysterious Skills Arcana +6, Deception +5, Perception +5,
circumstances: rare disease, improbable accident, infected Religion +6
Damage Vulnerabilities bludgeoning
wounds turned pestilent, until at last the blessed being Damage Immunity necrotic, poison
ascended to the throne. While many thought the blessed Condition Immunities blinded, charmed, deafened,
being in their judgement would rule wisely and justly, the frightened, paralyzed, poisoned
opposite occurred: Driven mad by the teachings of Myrkul, Senses darkvision 60 ft., passive Perception 15
the blessed being began indoctrinating their subjects, who in Languages the languages it knew in life
their devotion began experimenting on how to ascend to the Challenge 2 (450 XP)
state of the blessed being.
Through extensive, agonizing ritualistic sacrifices, at last Negative Energy Absorption. Whenever the depraver
the disciples of the blessed being succeeded in fusing is subjected to necrotic damage, it takes no damage
selected servants into a single body. Thus was born a new and instead regains a number of hit points equal to
cult devoted honoring The Reaper. Over time these beings the necrotic damage dealt.
assumed the name of the guardian of the Gray Waste of
Hades: the Cerberic Cult. Spellcasting. The depraver is a 5th level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Trio of Personalities. Humanoids chosen to ascend 14, +6 to hit with spell attacks). It has the following
alongside the blessed being were chosen for their spells prepared:
intelligence, wisdom, and cunning. Each fused being into a
single cerberic cultist has its own mind, personality, and Cantrips (at will): corruption, eidolic chains, toll the
name, and thus possesses their own preferences, quirks, and     dead, unholy flame
dislikes. As such the cerberic cultist both possesses their own 1st level (4 slots): bone storm, cause fear, rot, shield
complementary strengths, but also their weaknesses. 2nd level (3 slots): drain life, druthers, mana burn
3rd level (2 slots): summon lesser demons, lunacy
Fragile Bodies. The rituals required to bind three beings
together into a single body require significant strain about Three Heads. The depraver has advantage on Wisdom
that body. Cerberic cultists are slow and fragile, bound (Perception) checks.
together by necromantic energies that if disrupted cause the
body to easily crumble. Their gait is uneven, and the motion Actions
of their limbs is uneven, as though the three bound beings Dagger. Melee or Ranged Weapon Attack: +5 to hit,
compete for control of their limbs. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
Multicasters. Having multiple heads does, however, mean + 3) piercing damage.
the cerberic cultist is capable of casting forth spells
simultaneously, making them formidable foes to any who
cross their paths.

15
Pactbearer
Cerberic pactbearers swear fealty to deities
devoted to furthering death and destruction,
such as Myrkul - Lord of Bones, Bhaal - Lord
of Murder, or Velsharoon - Lord of the
Forsaken Crypt.
Unending Servitude. These horrifying
creatures take great pleasure in advancing
their patron's goals, seeking to sow chaos and
disorder in those who oppose them. They are
less fearful of physical violence than other
cerberic occultists, believing instead that through
violence and slaughter they may win additional favor
from their patron.
Conjoinment. Using the combined powers of their
conjoined beings, cerberic pactbearers may enter a
euphoric moment of clarity; a moment when the
three beings unleash their magic in unison. When
they cast a spell in this manner, great
devastation is guaranteed to follow.
Inspiration from the Grave. The mere
presence of a cerberic pactbearer on the
battlefield bolsters the power of their
undead companions, augmenting their
attacks with a necrotic blight.

Cerberic Pactbearer Patron's Blessing. Undead creatures of the pactbearer's


choice within 60 feet of it deal an additional 3 (1d6)
Medium undead, chaotic evil
necrotic damage on weapon attacks. Additionally, the
Armor Class 14 (armor scraps) pactbearer adds its Charisma modifier as bonus damage
Hit Points 85 (19d8) to its eldritch blast cantrip (included in the attack
Speed 30 ft. below).
Spellcasting. The pactbearer is a 10th level spellcaster.
Its spellcasting ability is Charisma (spell save DC 15, +7
STR DEX CON INT WIS CHA to hit with spell attacks). Each spell is cast as a 5th level
8 (-1) 8 (-1) 10 (+0) 19 (+4) 17 (+3) 19 (+4) spell and the pactbearer regains its expended spell slots
when it finishes a short or long rest. It knows the
Saving Throws Int +7, Wis +6, Cha +7 following spells:
Skills Arcana +7, Deception +7, Intimidation +7, Cantrips (at will): eldritch blast, Grimlore's influence,
Perception +6     toll the dead, unholy flame
Damage Vulnerabilities bludgeoning 5th level (2 slots): armor of bones, blight, cause fear,
Damage Immunity necrotic, poison     darkness, lunacy, plague, rot, shadowbind, shadow of
Condition Immunities blinded, charmed, deafened,     moil, vampiric touch
frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 16 Actions
Languages the languages it knew in life
Multiattack. The pactbearer makes two eldritch blast
Challenge 5 (1,800 XP)
attacks.
Beguiling Influence. The pactbearer has advantage on Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120
Charisma (Deception and Persuasion) checks when ft., one target. Hit: 9 (1d10 + 4) force damage
interacting with non-good aligned creatures.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
Three Heads. The pactbearer has advantage on Wisdom ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage
(Perception) checks. plus 3 (1d6) necrotic damage.
Pact of the Damned (1/Day). The pactbearer can cast the Conjoined Cast (Recharge 6). When the pactbearer uses
animate dead spell as a ritual, raising up to 3 skeletons its action to cast a spell of 1st-level or higher, the spell
or zombies. deals maximum damage.

16
Unholy Priest
Symbolizing the highest echelons of cerberic cults, these
unholy priests are responsible for converting the devout into Cerberic Unholy Priest
more of their kind, whether willingly or not. Cerberic priests Medium undead, lawful evil
possess deep knowledge of undeath, and are capable of
tapping into its mysteries to raise many different forms of Armor Class 15 (armor scraps)
slain beings into the service of their god. Hit Points 103 (23d8)
Masterful Manipulation. Cerberic unholy priests are Speed 30 ft.
largely responsible for manipulating and controlling still
living worshippers; sending them forth to spread their
influence and bring back potentially unwitting sacrifices. By STR DEX CON INT WIS CHA
channeling their gifts in the dark arts, these priests create 14 (+2) 8 (-1) 10 (+0) 17 (+3) 20 (+5) 18 (+4)
unending armies of the damned.
Myrkul's Worship. While in the presence of a cerberic Saving Throws Int +6, Wis +8, Cha +7
unholy priest, so powerful is their devotion to Lord of the Skills History +9, Persuasion +7, Religion +9
Dead that nearby undead are utterly fearless and remain Damage Vulnerabilities bludgeoning
uncowed even by the divinity channeled through servants of Damage Immunity necrotic, poison
other gods. Should one of their undead servants be turned, Condition Immunities blinded, charmed, deafened,
they will strike them down where they stand and harness frightened, paralyzed, poisoned
their fortitude for themselves. Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 6 (2,300 XP)

Multi-headed Caster. When the priest uses its action


to cast a spell of 1st-level or higher, it can also cast a
cantrip it knows as a bonus action on the same turn.
Spellcasting. The priest is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8
to hit with spell attacks). It has the following spells
prepared:
Cantrips (at will): gloom, spare the living, toll the
   dead, unholy flame
1st level (4 slots): bone storm, inflict wounds, misery
2nd level (3 slots): drain life, manacle of burden,
    silence
3rd level (3 slots): animate dead, mummify, spirit
    guardians
4th level (3 slots): army of the dead, banishment,
    hallowing curse
5th level (1 slot): armor of bones
Three Heads. The priest has advantage on Wisdom
(Perception) checks.
Turn Defiance. The priest and any undead creatures
within 30 feet of it have advantage on saving throws
against effects that turn undead.

             Actions
                     Bone Staff. Melee Weapon Attack: +5 to
                    hit, reach 5 ft., one target. Hit: 8
                   (1d12 + 2) bludgeoning damage plus 13
                   (2d12) necrotic damage.

Reactions
Scorn the Unworthy. When an undead creature that
the priest can see within 120 feet of it is affected by
any effects that turn undead, the priest can reduce
that undead creature hit points to 0. The priest gains
a number of temporary hit points equal to the hit
points lost by the undead creature.

17
Corpsehounds
War and strife is often also accompanied closely with famine
and pestilence, where times of plenty are but a memory. With
fewer able bodies to give the final honor of a decent burial,
the deceased are laid to rest in shallow graves, where less
than reputable sorts may seek meagre plunder or resources
for more nefarious deeds. These shallow graves are also set
upon by other creatures as well, seeking an easy meal of
decaying flesh - carrion crows, vultures, and other scavengers
such as corpsehounds.
Corpsehounds are small creatures descended from canine
companions that, in times of famine, have resorted to
scrounging a pitiful existence living off the corpses that litter
the area. Often starving, with gaping festering wounds and
gaunt ribcages showing, corpsehounds will wolf down any
scraps of meat they come across and squabble amongst
themselves and other carrion feeders over choice body parts.
Opportunistic. Having become accustomed to the taste of
humanoid flesh, corpsehounds may also attempt to prey upon
lone, small humanoids they view as vulnerable. Where bands
of creatures or larger foes approach, corpsehounds are easily
frightened but may trail at a safe distance, warily searching Corpsehound
for an opportunity to snatch an easy meal. Small beast, unaligned
Ravenous. Once a corpsehound gets a bite of flesh, their
hunger becomes apparent. They will rapidly snap at any Armor Class 13
morsel of flesh they can get, lost in a ravenous frenzy. From Hit Points 18 (4d6 + 4)
feasting on decaying flesh, the bite of a corpsehound can Speed 40 ft.
cause a foul infection.
STR DEX CON INT WIS CHA

Corpsehound Pup 10 (+0) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 5 (-3)


Small beast, unaligned
Skills Perception +3
Senses passive Perception 13
Armor Class 10
Languages -
Hit Points 5 (1d6 + 2)
Challenge 1/2 (100 XP)
Speed 40 ft.
Keen Hearing and Smell. The corpsehound has
STR DEX CON INT WIS CHA advantage on Wisdom (Perception) checks that rely
on hearing or smell.
10 (+0) 11 (+0) 12 (+1) 3 (-4) 9 (-1) 5 (-3)
Pestilent. Any creature hit by a corpsehound's bite
Senses passive Perception 9 attack must succeed on a DC 13 Constitution saving
Languages - throw or be diseased. If a diseased creature
Challenge 0 (10 XP) completes a long rest, the disease spreads and
causes the creature to have disadvantage on skill
Keen Hearing and Smell. The corpsehound has checks and attack rolls. The disease may be cured
advantage on Wisdom (Perception) checks that rely with a successful DC 15 Wisdom (Medicine) check
on hearing or smell. or by magical means (such as a lesser restoration
spell).
Cowardly. The corpsehound has disadvantage on Wary and Cowardly. The corpsehound has advantage
Charism (Intimidation) checks. on Wisdom (Insight) checks when near humanoids,
but has disadvantage on Charism (Intimidation)
Actions checks.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

18
Starving Corpsehound Swarm of Starving
Small beast, unaligned
Corspehounds
Armor Class 13 Large swarm of Small beasts, unaligned
Hit Points 10 (4d6 - 4)
Speed 40 ft. Armor Class 14
Hit Points 45 (10d10 - 10)
Speed 40 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 3 (-4) 12 (+1) 3 (-4) STR DEX CON INT WIS CHA

Skills Perception +3 12 (+1) 18 (+4) 9 (-1) 3 (-4) 12 (+1) 3 (-4)


Senses darkvision 60 ft., passive Perception 13
Languages - Skills Perception +3
Challenge 1/2 (100 XP) Damage Resistances bludgeoning, piercing, and
slashing
Keen Hearing and Smell. The corpsehound has Condition Immunities charmed, frightened, paralyzed,
advantage on Wisdom (Perception) checks that rely petrified, prone, restrained, stunned
on hearing or smell. Senses darkvision 60 ft., passive Perception 13
Languages -
Pestilent. Any creature hit by a corpsehound's bite Challenge 2 (450 XP)
attack must succeed on a DC 13 Constitution saving
throw or be diseased. If a diseased creature Keen Hearing and Smell. The swarm has advantage on
completes a long rest, the disease spreads and Wisdom (Perception) checks that rely on hearing or
causes the creature to have disadvantage on skill smell.
checks and attack rolls. The disease may be cured
with a successful DC 15 Wisdom (Medicine) check Pestilent. Any creature hit by a swarm's bite attack
or by magical means (such as a lesser restoration must succeed on a DC 13 Constitution saving throw
spell). or be diseased. If a diseased creature completes a
long rest, the disease spreads and causes the
Ravenous. If the corpsehound makes a successful creature to have disadvantage on skill checks and
bite attack against a target, it can use its bonus attack rolls. The disease may be cured with a
action to make a second bite attack against the same successful DC 15 Wisdom (Medicine) check or by
target with advantage. magical means (such as a lesser restoration spell).
Wary. The corpsehound has advantage on Ravenous Pack. If the swarm makes a successful bite
Intelligence (Insight) checks when near humanoids. attack against a target, it can use its bonus action to
make a second bite attack against the same target
Actions with advantage.
Bite. Melee Weapon Attack: Wary. The swarm has advantage on Intelligence
+5 to hit, reach 5 ft., one target. (Insight) checks when near humanoids.
Hit: 6 (1d6 + 3) piercing damage.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Small
corpsehound. The swarm can't regain hit points or
gain temporary hit points.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target in the swarm's space. Hit: 18 (4d8) piercing
damage, or 9 (2d8) piercing damage if the swarm
has half its hit points or fewer.
Howl (1/Day). The swarm lets out a chilling howl. Any
creature within 60 feet that can hear the swarm must
succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the creature's next turn.

19
Dark Sage
Dark sages are formidable spellcasters whose ultimate goal
Dark Sage is to amass power and rule over the weak as a tyrant. It is
Medium humanoid (any race), any non-good typical for them to enter into the service of a powerful fiend
alignment or other equally nightmarish creature, if they feel it is the
quickest way to meet their goals.
Armor Class 14 (17 with mage armor) Vessel of Deceit. Imbued with fiendish powers, dark sages
Hit Points 143 (26d8 + 26) should not be crossed lightly. Those who happen to find
Speed 30 ft. themselves indebted to a dark sage would do well to
complete their task and count their blessings if they survive
STR DEX CON INT WIS CHA the fallout. However, it is more likely that they will be under
the sage's thumb for much longer than originally thought.
8 (-1) 18 (+4) 12 (+1) 20 (+5) 12 (+1) 11 (0)

Saving Throws Int +10, Wis +6


Skills Arcana +15, Deception +5, History +15,
Religion +10
Damage Immunities fire, necrotic
Senses passive Perception 11
Languages Abyssal, Common, Infernal
Challenge 14 (11,500 XP)

Fiendish Favor (3/Day). The dark sage adds 5 (2d4) to


the result of any attack roll, ability check, or saving
throw it makes.
Spellcasting. The dark sage is an 18th-level
spellcaster. The sage's spellcasting ability is
Intelligence (spell save DC 18, +10 to hit with spell
attacks). The sage has the following spells prepared,
which it can cast without material components:
Cantrips (at will): acid splash, message, poison spray,
    thunderclap, true strike
1st level (4 slots): charm person, comprehend
    languages, inflict wounds, mage armor, magic
    missile
2nd level (3 slots): detect thoughts, enhance ability,
    levitate, spiritual weapon
3rd level (3 slots): blink, fireball, protection from
    energy
4th level (3 slots): banishment, dimension door,
    polymorph
5th level (3 slots): commune, creation, hallow
6th level (1 slot): create undead, harm, eyebite
7th level (1 slot): crown of stars, plane shift
8th level (1 slot): earthquake, power word stun
9th level (1 slot): gate, Grimlore's calamity

Actions
Dagger. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4
+ 4) piercing damage.

21
Demilich Spiritcaller
A lich's form lasts only as long as it feeds mortal souls to its
phylactery. Liches that fail in their quest see their bones turn
to dust, leaving behind only its skull.
Acererak's Disciples. Like many of the liches who follow
who follow the Eternal, spiritcallers believed that by
becoming free of their bodies, they can continue their quest
for power beyond the mortal world. As their patron did, they
secured their remains within well-guarded vaults, using soul
gems to maintain their phylacteries and destroy the
adventurers who disturb their lairs.
However, the souls they imprison do not merely sit idly in a
soul gem waiting to be devoured. Spiritcallers continue to
torment their captives long after death —it is not until their
phylactery requires bolstering do they consume a soul. In the
meantime, these demiliches use the conquered souls of past
adventurers to thwart newcomers in kind. A vicious, and
likely, never ending cycle that sustains the demilich
spiritcaller in perpetuity.
Undead Nature. A demilich doesn't require air, food, drink,
or sleep. So great is a demilich's will to survive that it always
has the maximum number of hit points for its Hit Dice,
instead of average hit points.

Demilich Spiritcaller Legendary Resistance (3/Day). If the demilich fails a


saving throw, it can choose to succeed instead.
Tiny undead, chaotic evil
Turn Immunity. The demilich is immune to effects that
Armor Class 20 (natural armor) turn undead.
Hit Points 100 (25d4)
Speed 0 ft., fly 30 ft. (hover) Actions
Frightful Gaze. Ranged Spell Attack: +10 to hit, range 60
STR DEX CON INT WIS CHA ft., up to three creatures. Hit: 21 (6d6) necrotic
damage. A target must succeed on a DC 19 Wisdom
1 (-5) 20 (+5) 10 (+0) 20 (+5) 18 (+4) 21 (+5) saving throw or be frightened for 1 minute. A target can
repeat the saving throw at the end of each of its turns,
Saving Throws Con +5, Int + 10, Wis +9, Cha + 10 ending the effect on itself on a success
Damage Resistances bludgeoning, piercing, and slashing
from magic weapons
Damage Immunities necrotic, poison, psychic;
Legendary Actions
bludgeoning, piercing, and slashing from non magical The demilich can take 3 legendary actions, choosing
weapons from the options below. Only one legendary action
Condition Immunities charmed, deafened, exhaustion, option can be used at a time, and only at the end of
frightened, paralyzed, petrified, poisoned, prone, another creature's turn. The demilich regains spent
stunned legendary actions at the start of its turn.
Senses truesight 120 ft., passive Perception 14
Languages None Flight. The demilich flies up to half its flying speed.
Challenge 16 (15,000 XP) Restless Guardians (Costs 2 Actions). The demilich calls
forth spirits of the damned, which fill a 30-foot sphere
Avoidance. If the demilich is subjected to an effect that centered on it and remain until the end of the
allows it to make a saving throw to take only half demilich's next turn. The spirits move with the
damage, it instead takes no damage if it succeeds on demilich. Any creature of the demilich's choosing that
the saving throw, and only half damage if it fails. enters the area for the first time on a turn or starts its
turn there must make a DC 19 Wisdom saving throw. A
Corrupt the Dying. As a bonus action, the demilich can frightened creature makes this save with disadvantage.
choose a living humanoid with 0 hit points that it can On a failed save, the creature takes 3d8 necrotic
see within 30 feet of it. That creature's soul is magically damage. On a successful save, the creature takes half as
imprisoned inside one of the demilich's gems. A much damage.
creature imprisoned in this manner has disadvantage on
death saving throws. If it dies while imprisoned, the Vile Curse (Costs 3 Actions). The demilich targets one
demilich regains all of its hit points and manifests the creature it can see within 30 feet of it. The target must
creature's soul as a wraith under the demilich's control, succeed on a DC 15 Wisdom saving throw or be
which appears in an unoccupied space within 30 feet of magically cursed. Until the curse ends, the target has
the demilich. A demilich can imprison any number of disadvantage on attack rolls and saving throws. The
creatures at a time. target can repeat the saving throw at the end of each of
its turns, ending the curse on a success.
22
Demon Armor
In order to protect their life essence and thus their ascension
into greater and more powerful forms, the most powerful
demons are able to store a portion of its life essence into a
demonic amulet. However, little benefit is gained by storing
their life force in an inanimate object that serves no other
purpose and is defenseless. Toward that end, some
demonkind have devised an ingenious means of protecting
themselves: by storing a portion of their essence within a
construct of abyssal alloys, creating a set of demon armor.
Owing to the nature of its construction, one demon can
split its life essence multiple times and store it in several sets
of demon armor. This mitigates the effect of having one suit
destroyed and having the demon trapped in the Abyss should
it invade other planes.
These constructs are labor intensive to create, having been
forged in the smithies of the Abyss and etched with demonic
runes of power across their black metal surface. Their
helmets are completely encased, with no eye slots present. In
this form, they act in accordance with the commands its
creator dictated, following instructions to the best of its ability
but lacking independent thought. However, if the
consciousness of its creator is present, its fiery essence
blazes forth from within, lighting its helmet and igniting its
abyssal blade.
Linked Consciousness. In addition to acting as a
safeguard for their form, a suit of demon armor allows a
demon to project its consciousness across great distances.
This allows the demon to take physical control of its armor
and act as a surrogate through which it can direct its minions
or even take direct action itself to assault its enemies at great
distance. If destroyed however, the sundering of a portion of
its life essence creates a powerful psychic whiplash against
the demon that created it. This whiplash is particularly
dangerous if the demon's consciousness is currently present
within the construct.

Demon Armor Magical Weapon. The demon armor's weapon attacks are
magical.
Medium construct, neutral evil
Shared Consciousness. If the demon armor is destroyed,
Armor Class 16 (natural armor) its creator suffers a psychic whiplash, taking 55
Hit Points 127 (15d8 + 60) (10d10) psychic damage (or 82 psychic damage if its
Speed 30 ft. creator's consciousness is currently present).
Additionally, its creator has disadvantage on all attack
rolls and saving throws for 48 hours.
STR DEX CON INT WIS CHA
Surrogate. The demon armor may be inhabited by the
19 (+4) 12 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0) consciousness of its creator if it is within 50 miles of it.
When acting as a surrogate, the demon armor's
Damage Resistances bludgeoning, piercing, and slashing Intelligence, Wisdom, and Charisma ability scores
from nonmagical weapons become that of its creator, and its melee attacks deal
Damage Immunities fire, poison additional fire damage (detailed below).
Condition Immunities blinded, charmed, exhaustion,
frightened, paralyzed, petrified, poisoned Actions
Senses blindsight 60 ft., passive Perception 9
Multiattack. The demon armor makes two attacks with
Languages understands the language of its creator but
its infernal greatsword.
can't speak
Challenge 9 (5,000 XP) Infernal Greatsword. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
Magic Resistance. The demon armor has advantage on damage. If the demon armor is inhabited by its creator's
saving throws against spells and other magical effects. consciousness, its infernal greatsword deals an
additional 7 (2d6) fire damage.

23
Depvir
Coastal regions have historically been of great importance to
emerging civilizations, as the construction of port cities and
settlements allows expansion of trade and exploration.
However, coastal regions are also susceptible to natural
disasters such as earthquakes, tsunamis, and volcanic
eruptions that can cause the disappearance of entire regions
beneath the waves almost overnight.
The depvir are thought to be the remnants of such a
civilization that vanished due to such a natural calamity.
Knowing the fate of their civilization was sealed, the
members of the depvir clergy invoked the powers of their sea
god, beseeching them for their survival in exchange for
external service. The cost of such a pledge was high, as it
altered the form and very essence of the depvir, twisting their
forms into a cruel mimicry of life that would enable them to
survive in their watery grave of their once glorious home.
The depvir live in the ruins of once great cities deep on the
ocean floor, deep beneath the waves where little sunlight can
penetrate. Their large, pale eyes are well suited to sight in
these depths, and they are dark grey, green, or black in color
to better blend in with the silt and debris of the ocean floor.
Intricate swirling patterns adorn their bodies that illuminate
with a form of bioluminescence, a means to attract prey in
the depths.
Plundering Society. The depvir are cruel by nature,
harboring a deep bitterness toward surface dwellers in
particular but a loathing for other living beings as well. They
are in constant conflict with merfolk and other dwellers of
the shallows, raiding the coral reefs for food, slaves, and
prestige. They have also been known to emerge from deep
fjords and raid coastal villages or attack merchant vessels
passing above their territories in the depth of night.
Undead Nature. A depvir doesn't require air, food,
drink, or sleep.

Depvir Actions
Medium undead, chaotic evil Multiattack. The depvir can use its Bioluminescence. It
then makes two attacks with its claws.
Armor Class 12 (natural armor)
Hit Points 52 (8d8 + 16) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 15 ft., swim 45 ft. target. Hit: 5 (1d6 + 2) slashing damage.
Bioluminescence. While in darkness, the depvir can
STR DEX CON INT WIS CHA illuminate parts of its body. Each creature of the
depvir’s choice that is within 60 feet of the depvir and
14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 9 (-1) can see it must succeed on a DC 11 Wisdom saving
throw or become enticed by pulsing patterns. An
Saving Throws Str +4 enticed creature must spend its turns trying to move as
Skills History +3, Investigation +3, Perception +2, close to the depvir as it can. It also can't take reactions.
Survival +2 For its action, it can use only the Dash action or try to
Senses Darkvision 60 ft., passive Perception 12 escape from an effect that prevents it from moving. If
Languages Aquan, Common, and the languages it knew there's nowhere to move, the creature can use the
in life Dodge action. If a creature's saving throw is successful,
Challenge 1/2 (100 XP) the creature is immune to the depvir’s Bioluminescence
for the next 24 hours.
Amphibious. The depvir can breathe air and water.
Reactions
Cunning Action. On each of its turns, the depvir can use
a bonus action to take the Dash, Disengage, or Hide Flee. If a creature ends its turn within 5 feet of the
action. depvir, the depvir can move up to half of its speed
without provoking opportunity attacks. JMC

24
Priest of the Deep Sailorsbane
It was the priest caste of the depvir that originally implored Whereas most depvir will not willingly leave the safety of
their gods to save their people in return for eternal service. their ruins in the ocean's depths, some will venture forth
Their gods have also granted the priests of the deep control under cover of darkness to plunder sailing vessels and raid
over the wind and water in which they live, and that which coastal settlements. These raids are lightning fast and
was the downfall of their civilization. The most powerful of savage, giving rise to their moniker of "sailorsbane" by those
these priests are rumored to be able to summon forth terrible few who have survived the slaughter.
storms that they send crashing forth against nearby
shorelines.
Depvir Sailorsbane
Medium undead, chaotic evil
Depvir Deep Priest
Medium undead, chaotic evil Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Armor Class 12 (natural armor) Speed 15 ft., swim 45 ft.
Hit Points 66 (12d8 + 12)
Speed 15 ft., swim 45 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 8 (-1) Saving Throws Str +5, Dex +4
Skills Athletics +5, Perception +2, Stealth +4
Saving Throws Int +4, Wis +5 Senses darkvision 60 ft., passive Perception 12
Skills Perception +5, Religion +4 Languages the languages it knew in life
Senses darkvision 60 ft., passive Perception 15 Challenge 1 (200 XP)
Languages the languages it knew in life
Challenge 3 (700 XP) Amphibious. The depvir can breathe air and water.

Amphibious. The depvir can breathe air and water. Innate Spellcasting. The depvir's innate spellcasting
ability is Intelligence (spell save DC 10, +2 to hit
Spellcasting. The depvir is a 9th-level spellcaster. Its with spell attacks). It can innately cast the following
spellcasting ability is Wisdom (spell save DC 13, +5 spells, requiring no material components:
to hit with spell attacks). The depvir of the deep has At will: prestidigitation, shape water
the following spells prepared: 1/day each: blindness/deafness, darkness
Cantrips (at will): eidolic chains, shape water, Spined. The depvir has a +2 bonus to its armor class
   thunderclap, toll the dead (included in stats). Any creature within 5 feet of the
1st level (4 slots): create or destroy water, faerie fire, depvir that makes a successful attack roll against it
   rot, thunderwave takes 2 (1d4) piercing damage from its spines.
2nd level (3 slots): darkness, howling downpour,
   pass without trace
3rd level (3 slots): wall of water, thunderous bellow
Actions
4th level (3 slots): control water, ice storm Multiattack. The depvir can use its Bioluminescence.
5th level (1 slot): midnight It then makes two attacks with its bone trident.
Bone Trident. Melee or Ranged Weapon Attack: +5 to
Actions hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
Bioluminescence. While in darkness, the depvir can (1d6 + 3) piercing damage. On a successful attack
illuminate parts of its body. Each creature of the role, the target must make a successful DC 14
depvir’s choice that is within 60 feet of the depvir Strength check or have its movement halved on its
and can see it must succeed on a DC 13 Wisdom next turn.
saving throw or become enticed by pulsing patterns.
Bioluminescence. While in darkness, the depvir can
An enticed creature must spend its turns trying to
illuminate parts of its body. Each creature of the
move as close to the depvir as it can. It also can't
depvir’s choice that is within 60 feet of the depvir
take reactions. For its action, it can use only the Dash
and can see it must succeed on a DC 12 Wisdom
action or try to escape from an effect that prevents it
saving throw or become enticed by pulsing patterns.
from moving. If there's nowhere to move, the
An enticed creature must spend its turns trying to
creature can use the Dodge action. If a creature's
move as close to the depvir as it can. It also can't
saving throw is successful, the creature is immune to
take reactions. For its action, it can use only the Dash
the depvir’s Bioluminescence for the next 24 hours.
action or try to escape from an effect that prevents it
from moving. If there's nowhere to move, the
creature can use the Dodge action. If a creature's
saving throw is successful, the creature is immune to
the depvir’s Bioluminescence for the next 24 hours.

25
Dolus
A dolus is a mischievous, deceptive spirit brought forth from
the Ethereal to the Material Planes with the sole purpose of
manipulating mortal beings. While other spirits may be more
nefarious in nature, often seeking to kill their victims or take
their revenge, a dolus sees vengeance as a waste of energy.
They would rather deceive their intended targets, twisting
and manipulating them as puppets on a string. While often
their victims do meet a gruesome ending, the means in which
they find themselves slain is often of great amusement to the
dolus, who finds entertainment in mortals fumbling over
themselves in selfish pursuit of mundane trivial issues such
as treasure or power. As a result, a dolus will may concoct a
series of outlandish traps and tasks with which to challenge
their targets, each more absurd than the previous.
Unlike other ethereal beings, a dolus does not shy away
from contact with living entities, but engages with mortals
readily and will even offer information or service in exchange
for engaging conversation. To them, life and existence is
simply a great joke to be played upon mortals.
Once their nefarious intentions are discovered, rather than
risk a confrontation a dolus will simply disappear in search
of another being to manipulate and toy with.
Shapeshifter. The dolus is a shapeshifter, capable of
assuming any form it chooses to better interact with and
manipulate its targets. They may appear as comely beings of
great wisdom or mysterious otherworldly beings of great
knowledge, though their truest form is unclear.

Dolus Ethereal Sight. The dolus can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice
Medium undead, chaotic neutral
versa.
Armor Class 12 Incorporeal Movement. The dolus can move through
Hit Points 31 (7d8) other creatures and objects as if they were difficult
Speed 0 ft., fly 40 ft. terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
STR DEX CON INT WIS CHA Innate Spellcasting. The dolus's innate spellcasting ability
is Charisma (spell save DC 14, +6 to hit with spell
6 (-2) 14 (+2) 10 (+0) 12 (+1) 15 (+2) 18 (+4) attacks). It can innately cast the following spells,
requiring no material components:
Saving Throws Wis +4, Cha +6
At will: message, minor illusion, prestidigitation, thieves
Skills Deception +6, Perception +4, Persuasion +6
    ruse
Damage Resistances acid, cold, fire, lightning, necrotic,
3/day each: alter self, beguile, enthrall, hideous laughter,
thunder; bludgeoning, piercing, and slashing from
    magic mouth
nonmagical weapons
1/day each: drain life, druthers, suggestion
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, Actions
restrained Icy Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 14 one target. Hit: 7 (2d6) cold damage.
Languages any languages it knew in life
Challenge 1 (200 XP) Etherealness. The dolus enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the
Chaotic Manipulator. The dolus has advantage on Material Plane while it is in the Border Ethereal, and vice
Charisma (Deception, Persuasion) checks when versa, yet it can't affect or be affected by anything on
interacting with chaotic aligned creatures. the other plane.

26
Dragon, Zombie
Zombie dragons may also arise when the spirit of a dragon is Zombie Dragon Template
ritualistically separated from its body, yielding an aetheric Zombie dragons can be reanimated through the necromantic
dragon as well as the empty, soulless corpse that is more raising of a dead corpse or the separation of a dragon's
easily reanimated and controlled by necromancers. essence from its body, creating an aetheric dragon and a
A zombie dragon is devoid of any spark of intelligence, and zombie dragon. They can also be the result of a dragon's
thus obeys the commands issued by its creator. Instructions failed attempt to become a dracolich, as completing the
issued to a zombie dragon must therefore be relatively simple rituals required may result in the dragon's essence perishing
and defined, else the corpse may run amok and but its body living on in undeath.
indiscriminately destroy anything in its path. When a dragon's remains become a zombie dragon, it
These rotting remains vaguely retain the appearance they might have the following characteristics as the DM sees fit:
had in life, however in a state that no vain and proud living Type. The zombie dragon's type changes from dragon to
dragon would accept. Its scales are covered in dust, grime, undead, and it no longer requires air, food, drink, or sleep.
and rotting flesh, its wings tattered and torn, and the dragon’s Armor Class. The zombie dragon’s armor class is reduced
eyes glassy and unfocused despite the occasional worm seen by 2.
wriggling within. Hit Dice. The zombie dragon gains 25% additional hit die.
Putrefied Form. Zombie dragons emanate the stench of Speed. The zombie dragon’s movement speed is reduced
putrefaction and decay, the scent of which lingers long after by 10 feet. Its fly speed is reduced by 50 feet. If it had a
the creature has moved on from a region. As their innards burrow, climb, or swim speed, they are reduced to 0.
rot, their bodies become bloated and decaying material may Ability Scores. The zombie dragon’s Dexterity is reduced
erupt from any open wounds upon the zombie dragon’s body. by 4 (minimum 8), and its Intelligence, Wisdom, and
Nearby creatures with feeble stomachs often purge Charisma are reduced to half their base value (round down).
themselves due to the overwhelming stink of decaying dragon Skills. The zombie dragon loses all its skill proficiencies.
flesh. Damage Resistances. The zombie dragon has resistance
Foul Breath. While living, a dragon’s breath is one of its to necrotic damage.
most fearsome weapons. However, as the organs responsible Condition Immunities. The zombie dragon becomes
for metabolizing and creating their breath decay, the potency immune to the following conditions: charmed, frightened,
of their breath weapon decreases as well. Instead, their paralyzed, petrified, poisoned, stunned.
breath intermingles with a sickening stench that poisons all Senses. The zombie dragon loses its darkvision, but gains
but the hardiest of creatures exposed to it. blindsight out to 60 feet.
Languages. The zombie dragon can understand the
A Zombie Dragon’s Lair languages it knew in life, but cannot speak.
Zombie dragons inhabit regions wherever their creator New trait: Fleeting Senses. The zombie dragon has
dictates. An overwhelming stench of rotting flesh and offal disadvantage on Intelligence (Investigation) and Wisdom
lingers in the air, causing living creatures to become (Perception) checks.
nauseous. Clouds of flies give the lair an incessant buzz, and New Trait: Putrefied Body. Any creature that starts its
any slain creatures quickly putrefy and bloat, potentially turn near a zombie dragon must succeed on a Constitution
exploding in clouds of bone and entrails should they be saving throw or take poison damage and must spend its
disturbed. action on its turn retching and reeling. The damage dealt by
Lair Actions
this feature is 1d8 per size category of the dragon (a Medium
dragon wyrmling's putrefied body deals 1d8). The DC is 8 +
On initiative count 20 (losing initiative ties), the zombie the zombie dragon's Constitution modifier + its proficiency
dragon takes a lair action to cause one of the following bonus. Creatures that don’t need to breathe or are immune to
effects; the zombie dragon can’t use the same effect two poison automatically succeed on this saving throw.
rounds in a row: New Trait: Undead Fortitude. If damage reduces the
A nearby corpse explodes, sending shards of bone and zombie dragon to 0 hit points, it must make a Constitution
splattering gore outward in a 20-foot radius. Any creature saving throw with a DC of 5 + the damage taken, unless the
within this radius must succeed on a DC 15 Dexterity damage is radiant or from a critical hit. On a success, the
saving throw, taking 14 (4d6) piercing damage and zombie dragon drops to 1 hit point instead.
becoming poisoned on a failed save, or half as much New Action: Foul Bite. Any damage dealt by the dragon's
damage (no poison) on a successful one. bite in addition to piercing damage changes to poison
Clouds of flies take flight in a 20 foot radius centered on a damage. If the attack is successful and the target is a
point the dragon chooses within 60 feet of it. The flies creature, it must succeed on a Constitution saving throw or
obscure vision for one round, causing all attack rolls made be poisoned until the end of the creature's next turn.
within this radius to be made with disadvantage. New Action: Putrid Breath. The zombie dragon's breath
A rotting pustule upon the zombie dragon’s skin bursts, weapon damage type changes. It now deals half of the
sending noxious rotting blood in a 10 foot cone in a damage type from its living dragon form, and the other half is
random direction. Any creatures within the cone must replaced by poison damage.
succeed on a DC 17 Constitution saving throw or spend
their next action retching and vomiting and take 22 (5d8)
poison damage and, or take half as much damage on a
successful save (no spent action).

27
Optional Regional Effects
Young Black Zombie The region containing a zombie dragon’s lair is
warped by the dragon’s presence, which creates
Dragon one or more of the following effects:
Large undead, neutral evil
The land within 1 mile is barren and devoid of
Armor Class 16 (natural armor) life other than sickly flora and fauna.
Hit Points 170 (20d10 + 60) Mushrooms and pest insects are common.
Speed 30 ft., fly 30 ft. Water sources within 1 mile of the lair are fetid
and smell faintly of death and decay. Living
creatures that drink such water regurgitate it
STR DEX CON INT WIS CHA within minutes.
The air within 6 miles of the lair smells strongly
19 (+4) 10 (+0) 17 (+3) 6 (-2) 5 (-3) 7 (-2) of offal. The scent grows stronger as creatures
approach the zombie dragon’s lair.
Saving Throws Dex +3, Con +6, Wis +0, Cha +1
Damage Resistances necrotic
Damage Immunities acid
Condition Immunities charmed, frightened,
paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft., passive Perception 7
Languages understands the languages it knew in life
but can't speak
Challenge 7 (2,900 XP)

Fleeting Senses. The zombie dragon has disadvantage


on Intelligence (Investigation) and Wisdom
(Perception) checks.
Putrefied Body. Any creature that starts its turn within
10 feet of the zombie dragon must succeed on a DC
14 Constitution saving throw or take 9 (2d8) poison
damage and must spend its action this turn retching
and reeling. Creatures that don’t need to breathe or
are immune to poison automatically succeed on this
saving throw.
Undead Fortitude. If damage reduces the zombie
dragon 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 dragon drops to 1 hit point
instead.

Actions
Multiattack. The zombie dragon makes three attacks:
one with its bite and two with its claws.
Foul Bite. Melee Weapon Attack: +7 to hit, reach
10ft., one target. Hit: 15 (2d10 + 4) piercing
damage plus 4 (1d8) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Putrid Breath (Recharge 5-6). The zombie dragon
exhales poisonous acid in a 30-foot line that is 5 feet
wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 27 (6d8) acid damage
and 22 (5d8) poison damage on a failed save, or half
as much damage on a successful one.

28
Dragons
A dragon is a formidable and fearsome creature, among the Unless kept firmly in check by their creators, an undead
most powerful beings known. While many types of these dragon may rampage out of control - should its master be
ancient beings have been described, there are additional, less slain, an undead dragon may indiscriminately slay any if it
common and less social subspecies that exist. The deep and comes across. Over time, their personalities may even begin
plague dragons, for example, choose to dwell far from to return, or an undead dragon may start to develop its own
civilizations, and may interact with other beings only should sense of self should it survive long enough to do so.
it amuse them for a time. Much like their brethren, their Twisted Egos. In some cases where a dragon's spirit is
personalities and motivations may vary, but these two retained, such as when an aetheric dragon is created, over
subspecies in particular are vicious and unpredictable, time their personality becomes twisted in undeath. While
known for their elaborate schemes, traps, and ability to initially they are held in check by potent enchantments, over
manipulate and toy with other beings. time their senses return, along with an understanding of
precisely the curse that has befallen them. Raging against
Dragons in Undeath those who have twisted their spirits into an unholy likeness of
Only mighty and brave beings can hope to slay a dragon. their former selves, their fury and desire for vengeance often
Perhaps one of the only things a dragon may fear is being leads them into despair and madness.
controlled, and that is precisely the aim of some of the most While many sentient undead creatures may seek to end
powerful practitioners of necromantic magics - to raise the their undeath with true release, undead dragons covet their
corpse or spirit of a dragon and bend it to their will. lives however miserable they may be, and use their desire for
Unlike dracoliches, which are dragons that have willingly revenge as a twisted justification for their own continued
arisen into undeath of their own free will in the hopes of existence and even as a rationale to inflict suffering on other
achieving immortality, an undead dragon is reanimated beings.
neither their knowledge nor consent through lengthy rituals Undead Appetite. As with all undead creatures, an undead
and potent incantations uttered by a necromancer. dragon requires neither food, drink, nor air to survive. Even
Undead dragons are often slaves to their master's will, at knowing this does not stop an undead dragon from partaking,
times only shells of their former magnificence. Bone and clinging to the memory of those simple pleasures of the
frozen dragons, for example, are little more than mindless living.
killing machines that obey their creator's commands though Undead dragons do not grow, but remain at the same size
some remnants of personality may be retained. they were when slain and reanimated. They are shunned by
others of their kind, who will seek to exterminate these
abominations on sight.

29
Aetheric Dragons Lair Actions
The aetheric dragon is raised from the body of a freshly slain On an initiative count 20 (losing initiative ties), the aetheric
dragon corpse in a necromantic ritual that separates the dragon takes a lair action to cause one of the following
spirit of the dragon from its body. The ritual is long and effects; the dragon can't use the same effect two rounds in a
complex, owing to the intricacies involved in separating spirit row:
from flesh while preventing its energies from dissipating into A thick cloud of cold fog descends upon an area 120 feet
the nether, while also placing enchantments and in radius. Within the fog cloud sight is limited to 15 feet,
beguilements upon both spirit and flesh. When completed, and each turn a creature remains within the fog it must
the result is a ghostly apparition that retains some of the succeed on a DC 15 Constitution saving throw or take 5
sentience of the dragon, albeit bound and restrained by the (1d10) cold damage.
myriad of spells placed upon its consciousness, and the 1d12 phantasmal apparitions appear (movement 30 feet.,
physical remains of the dragon, which manifests as a rotting, AC 15, 1 hit point, immune to non-magical weapons) that
fetid corpse. attack nearby living creatures (+4 to hit, deals 6 (1d12)
The aetheric dragon resembles its living chromatic form at psychic damage). If struck they dissipate.
a base level, yet the self-image of and personality is reflected The tolling of iron bells is heard within an area 120 feet in
in the apparition as well. Aetheric dragons born of a radius. All creatures within the area must succeed on a
chromatic corpse tend to have pronounced teeth and jaws, DC 17 Wisdom saving throw or take 13 (3d8) psychic
additional bony projections on their skulls, and burning, damage, or half as much damage on a successful save. If a
vicious ghostly eyes. Aetheric dragons raised from a metallic creature fails its save it is also frightened for 1 turn.
corpse tend to be regal in their bearing, their faces noble and
their eyes tortured in undeath. Regional Effects
Regained Consciousness. While the mind of an aetheric The region containing an ancient aetheric dragon's lair is
dragon may be bound by the enchantments woven into its influenced by the presence of the aetheric dragon, which
mind when it's spirit was separated from its body, once the creates one of more of the following effects:
enchantments are broke through the death of the The land within 6 miles of the lair is foggy and cold
necromancer who created it or the sheer force of will of the weather conditions prevail. Vegetation growth is notably
dragon's spirit, the aetheric dragon regains its consciousness. stunted. Trees and other large vegetation is sickly and
Often the first action of a self-aware aetheric dragon is to twisted in appearance.
wreak havoc upon the being that created it. The aetheric There is an absence of wildlife, and the area is still and
dragon regains its base personality it has in life, but is also silent except for the buzz of insects.
much more sinister if raised from a chromatic dragon, or There are an unusual number of will-o'-wisps that inhabit
more prone to self-reflection and introspection if raised from the region.
a metallic dragon.
Ethereal State. In their newfound state the aetheric
dragon is able to phase in and out of the material plane and
are able to interact with the physical world, or at times enter
an ethereal state that allows it to pass through solid objects.
Ghost Breath. The exhalations the aetheric dragon was
capable of exuding in life have faded in undeath, to be
replaced by a chilling gust of wind upon which the voices of
the dead may be heard. Creatures affected by the breath of an
aetheric dragon are often driven mad with horror.
Undead Nature. An aetheric dragon doesn't require air,
food, drink, or sleep.
An Aetheric Dragon's Lair
Aetheric dragons dwell in regions they would have in life,
often their own former lairs if they yet exist. If the dragon's
lair has been plundered the aetheric dragon will seek to
reclaim every last piece of treasure they had accumulated. At
times, if the memory of the aetheric dragon's former self is
lost forever, they will seek out a new lair, often in more
isolated and desolate areas. The region in which an aetheric
dragon's lair is found is unnaturally still and peaceful, but for
a continuing sense of trepidation that grows as one
approaches its lair.

30
Ancient Aetheric Dragon Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 +5) slashing damage.
Gargantuan undead, any alignment
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
Armor Class 21 (natural armor) target. Hit: 14 (2d8 +5) bludgeoning damage.
Hit Points 297 (18d20 + 108)
Speed 40 ft., fly 80 ft. Chilling Presence. Each creature of the aetheric dragon's
choice that is within 120 feet of the dragon and aware
of it must succeed on a DC 19 Wisdom saving throw or
STR DEX CON INT WIS CHA make any attack rolls or saving throws with
disadvantage for 1 minute. A creature can repeat the
20 (+5) 20 (+5) 22 (+6) 16 (+3) 17 (+3) 15 (+2) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
Saving Throws Dex +12, Con +13, Int +10, Wis +10 is successful or the effect ends for it, the creature is
Skills History +10, Perception +10, Stealth +12 immune to the dragon's Chilling Presence for the next
Damage Resistances bludgeoning, piercing, and slashing 24 hours.
from nonmagical weapons
Ghost Breath (Recharge 5-6). The aetheric dragon
Damage Immunities acid, necrotic, poison
exhales its ghost breath in a 90-foot line that is 10 feet
Condition Immunities exhaustion, frightened, paralyzed,
wide. Each creature in that line must make a DC 22
petrified, poisoned, prone, restrained, stunned
Wisdom saving throw, taking 16 (3d10) psychic
Senses blindsight 60 ft., darkvision 120 ft., passive
damage and is frightened for 1 turn on a failed save. On
Perception 20
a successful save, the target takes half as much damage
Languages Common, Draconic, and the languages it
and isn't frightened.
knew in life
Challenge 22 (41,000 XP)
Legendary Actions
Ethereal Sight. The aetheric dragon can see 120 feet into The aetheric dragon can take 3 legendary actions,
the Ethereal Plane while it is on the Material Plane, and choosing from the options below. Only one legendary
vice versa action option can be used at a time and only at the end
of another creature's turn. The aetheric dragon regains
Incorporeal Movement. The aetheric dragon can move spent legendary actions at the start of its turn.
through other creatures and objects as if they were
difficult terrain. It takes 21 (2d20) force damage if it Detect. The aetheric dragon makes a Wisdom
ends its turn inside an object. (Perception) check.
Legendary Resistance (3/Day). If the aetheric dragon fails Tail Attack. The aetheric dragon makes a tail attack.
a saving throw, it can choose to succeed instead. Become Ethereal (Costs 2 Actions). The aetheric dragon
becomes ethereal for a brief time. For the remainder of
Actions the round any melee or ranged attacks made against the
Multiattack. The aetheric dragon can use its Chilling aetheric dragon are made with disadvantage.
Presence. It then makes three attacks: one with its bite Wing Attack (Costs 2 Actions). The aetheric dragon beats
and two with its claws. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 20 Dexterity saving throw or
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
take 14 (2d8 + 5) bludgeoning damage and be knocked
target. Hit: 18 (3d8 +5) piercing damage plus 7 (2d6)
prone. The aetheric dragon can then fly up to half its
cold damage.
flying speed.

31
Adult Aetheric Dragon Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 +4) slashing damage.
Huge undead, any alignment
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Armor Class 18 (natural armor) target. Hit: 13 (2d8 +4) bludgeoning damage.
Hit Points 147 (14d12 + 56)
Speed 40 ft., fly 80 ft. Chilling Presence. Each creature of the aetheric dragon's
choice that is within 120 feet of the dragon and aware
of it must succeed on a DC 16 Wisdom saving throw or
STR DEX CON INT WIS CHA make any attack rolls or saving throws with
disadvantage for 1 minute. A creature can repeat the
18 (+4) 20 (+5) 19 (+4) 14 (+2) 16 (+3) 13 (+1) saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
Saving Throws Dex +10, Con +9, Int +7, Wis +8 is successful or the effect ends for it, the creature is
Skills History +7, Perception +8, Stealth +10 immune to the dragon's Chilling Presence for the next
Damage Resistances bludgeoning, piercing, and slashing 24 hours.
from nonmagical weapons
Damage Immunities acid, necrotic, poison Ghost Breath (Recharge 5-6). The aetheric dragon
Condition Immunities exhaustion, frightened, paralyzed, exhales its ghost breath in a 60-foot line that is 10 feet
petrified, poisoned, prone, restrained, stunned wide. Each creature in that line must make a DC 18
Senses blindsight 60 ft., darkvision 120 ft., passive Wisdom saving throw, taking 11 (2d10) psychic
Perception 18 damage and is frightened for 1 turn on a failed save. On
Languages Common, Draconic, and the languages it a successful save, the target takes half as much damage
knew in life and isn't frightened.
Challenge 15 (13,000 XP)
Legendary Actions
Ethereal Sight. The aetheric dragon can see 120 feet into The aetheric dragon can take 3 legendary actions,
the Ethereal Plane while it is on the Material Plane, and choosing from the options below. Only one legendary
vice versa action option can be used at a time and only at the end
of another creature's turn. The aetheric dragon regains
Incorporeal Movement. The aetheric dragon can move spent legendary actions at the start of its turn.
through other creatures and objects as if they were
difficult terrain. It takes 21 (2d20) force damage if it Detect. The aetheric dragon makes a Wisdom
ends its turn inside an object. (Perception) check.
Legendary Resistance (3/Day). If the aetheric dragon fails Tail Attack. The aetheric dragon makes a tail attack.
a saving throw, it can choose to succeed instead. Become Ethereal (Costs 2 Actions). The aetheric dragon
becomes ethereal for a brief time. For the remainder of
Actions the round any melee or ranged attacks made against the
Multiattack. The aetheric dragon can use its Chilling aetheric dragon are made with disadvantage.
Presence. It then makes three attacks: one with its bite Wing Attack (Costs 2 Actions). The aetheric dragon beats
and two with its claws. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 20 Dexterity saving throw or
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
take 11 (2d6 + 4) bludgeoning damage and be knocked
target. Hit: 15 (2d10 +4) piercing damage plus 4 (1d8)
prone. The aetheric dragon can then fly up to half its
cold damage.
flying speed.

32
Young Aetheric Dragon Aetheric Dragon
Large undead, any alignment
Wyrmling
Armor Class 17 (natural armor) Medium undead, any alignment
Hit Points 110 (13d10 + 39)
Speed 40 ft., fly 80 ft. Armor Class 16 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 11 (+0) STR DEX CON INT WIS CHA

Saving Throws Dex +8, Con +6, Int +4, Wis +5 14 (+2) 17 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills History +4, Perception +5, Stealth +8
Damage Resistances bludgeoning, piercing, and Saving Throws Dex +5, Con +3, Int +2, Wis +3
slashing from nonmagical weapons Skills Perception +3, Stealth +5
Damage Immunities acid, necrotic, poison Damage Resistances bludgeoning, piercing, and
Condition Immunities exhaustion, frightened, slashing from nonmagical weapons
paralyzed, petrified, poisoned, prone, restrained, Damage Immunities acid, necrotic, poison
stunned Condition Immunities exhaustion, frightened,
Senses blindsight 30 ft., darkvision 120 ft., passive paralyzed, petrified, poisoned, prone, restrained,
Perception 15 stunned
Languages Common, Draconic, and the languages it Senses blindsight 10 ft., darkvision 60 ft., passive
knew in life Perception 13
Challenge 8 (3,900 XP) Languages Common, Draconic, and the languages it
knew in life
Ethereal Sight. The aetheric dragon can see 120 feet Challenge 2 (450 XP)
into the Ethereal Plane while it is on the Material
Plane, and vice versa Ethereal Sight. The aetheric dragon can see 120 feet
into the Ethereal Plane while it is on the Material
Incorporeal Movement. The aetheric dragon can move Plane, and vice versa
through other creatures and objects as if they were
difficult terrain. It takes 21 (2d20) force damage if it Incorporeal Movement. The aetheric dragon can move
ends its turn inside an object. through other creatures and objects as if they were
difficult terrain. It takes 21 (2d20) force damage if it
Actions ends its turn inside an object.
Multiattack. The aetheric dragon makes three attacks: Actions
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., target. Hit: 7 (1d10 +2) piercing damage plus 2
one target. Hit: 14 (2d10 +3) piercing damage plus (1d4) cold damage.
4 (1d8) cold damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 +3) slashing damage.
Ghost Breath (Recharge 5-6). The aetheric dragon
exhales its ghost breath in a 30-foot line that is 10
feet wide. Each creature in that line must make a DC
15 Wisdom saving throw, taking 5 (1d10) psychic
damage and is frightened for 1 turn on a failed save.
On a successful save, the target takes half as much
damage and isn't frightened.

33
Their eyes have long since rotted away, replaced by reddish
pinpoints of light located deep within its hollow eye sockets.
Whatever breath they were capable of exhaling in life has
long since disappeared, as their organs and other physiology
required have also decayed away.
Creatures of Habit. Although bone dragons have no
retained memories, they still keep many of their draconic
habits. If their master is slain or for some reason relinquishes
control over their subject, the bone dragon will seek out and
create its own lair and trove. Owing to its inability to fly, the
territory of a bone dragon is much smaller than living or
other sentient undead dragons. However, bone dragons are
overwhelmingly driven to slay living creatures, and will do so
relentlessly and without regard for their physical state.
Undead Nature. A bone dragon doesn't require air, food,
drink, or sleep.
A Bone Dragon's Lair
The lair of a bone dragon tends to be minimal in nature,
without displays of power that other dragons might choose.
Any horde is haphazardly strewn about rather than having
choice trophy items displayed for admiration, and there are
no signs of a dragon's pride and ego. The horde of a bone
dragon is minimal if it exists at all, and often a thick layer of
dust is found covering corners of the lair that is not habitually
trodden. The region containing a bone dragon's lair is often
devoid of any living being, trees splintered and the skeletal
remains of any creature foolish enough to approach the bone
dragon's range left behind rather than carried off to its lair for
a potential meal.
Lair Actions
On an initiative count 20 (losing initiative ties), the bone
dragon takes a lair action to cause one of the following
effects; the dragon can't use the same effect two rounds in a
row:
A cloud of dust arises from the lair floor 60 feet in radius.
Creatures within the dust cloud must succeed on a DC 15
Bone Dragons Constitution saving throw or be blinded. The dust cloud
settles after 1 round.
Bone Dragons are the animated remains of those that died 1d12 skeletons arise from the earth within 120 feet and
long ago, whether naturally or in battle, and whose flesh and attack any living creatures.
spirits have long since decayed and left. The sheer size and A cyclone of bone shards whips about in a 90-foot radius.
complexity of animating a dragon skeleton is much more Creatures within the area must succeed on a DC 15
difficult than raising smaller humanoids, although since the Dexterity saving throw, taking 12 (5d4) piercing damage
spirit of the dragon has left the necromancer does not need to on a failed save or half as much damage on a successful
contend with binding its spirit to the necromancer's will. one.
Residual Intelligence. Bone dragons lack any memory of
or connection to their past lives. They possess a rudimentary Regional Effects
intelligence that allows them to discern friend from foe, and The region containing an ancient bone dragon's lair is
have a basic level of decision making and problem solving influenced by the presence of the bone dragon, which creates
common to other undead creatures. As long as the one or more of the following effects:
necromancer that created them still lives, the bone dragon is Trees within 2 miles of the lair are petrified.
completely obedient to its master, though due to its size and Skeletons of humanoid creatures within 2 miles
power they often have to be physically controlled or reanimate and attack any nearby living creature or wander
restrained. about aimlessly until they encounter a living creature.
Flightless, Sightless, and Breathless. With their flesh Gusts of wind blow blinding dust in random directions.
and membrane from their wings long since decayed away, For every 5 minutes within a 2 mile radius of the bone
bone dragons are incapable of flight. Rather they stalk dragon's lair, a roll of 1 on a 1d8 causes a gust of dust.
through their master's domain or are bound physically or Creatures must succeed on a DC 15 Dexterity saving
magically to areas determined by their creator, heavy throw or take 3 (1d6) piercing damage and be blinded for
ponderous footsteps often heard and felt by nearby creatures. 5 minutes.

34
Ancient Bone Dragon Multiattack. The bone dragon makes three attacks: one
with its bite and two with its claws.
Gargantuan undead, neutral evil
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Armor Class 18 (natural armor) target. Hit: 23 (3d10 +7) piercing damage.
Hit Points 264 (16d20 + 96)
Speed 40 ft. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 17 (3d6 +7) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
target. Hit: 14 (2d6 +7) bludgeoning damage.
25 (+7) 18 (+4) 22 (+6) 6 (-2) 8 (-1) 16 (+3)
Legendary Actions.
Saving Throws Str +13, Con +12 The bone dragon can take 3 legendary actions,
Skills Athletics +13 choosing from the options below. only one legendary
Damage Vulnerabilities radiant; bludgeoning from action option can be used at a time and only at the end
magical weapons of another creature's turn. The bone dragon regains
Damage Resistances bludgeoning, piercing, and slashing spent legendary actions at the start of its turn.
from nonmagical weapons
Damage Immunities necrotic, poison Tail Attack. The bone dragon makes a tail attack.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned, Tail Slash (Costs 2 Actions). The bone dragon slashes its
stunned tail in a quadrant 20 feet in radius. Each creature in that
Senses blindsight 120 ft., passive Perception 9 area must make a successful DC 19 Dexterity save,
Languages - taking 20 (3d8 +7) bludgeoning damage and being
Challenge 18 (20,000 XP) knocked prone on a failed save, or taking half as much
damage on a successful one.
Legendary Resistance (3/Day). If the bone dragon fails a Impale (Costs 3 Actions.) The bone dragon rears on its
saving throw, it can choose to succeed instead. hind legs and drives forward in an attempt to impale a
single target on its sharpened bone pinions. The target
must make a successful DC 20 Dexterity saving throw
Actions to avoid the attack, taking 45 (7d10 + 7) piercing
damage on a failed save.

Adult Bone Dragon Actions


Huge undead, neutral evil Multiattack. The bone dragon makes three attacks: one
with its bite and two with its claws.
Armor Class 16 (natural armor)
Hit Points 152 (16d12 + 48) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Speed 40 ft. target. Hit: 16 (2d10 +5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 +5) slashing damage.
21 (+5) 16 (+3) 17 (+3) 6 (-2) 8 (-1) 12 (+1) Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 12 (2d6 +5) bludgeoning damage.
Saving Throws Str +9, Con +7
Skills Athletics +9 Legendary Actions.
Damage Vulnerabilities radiant; bludgeoning from The bone dragon can take 3 legendary actions,
magical weapons choosing from the options below. only one legendary
Damage Resistances bludgeoning, piercing, and slashing action option can be used at a time and only at the end
from nonmagical weapons of another creature's turn. The bone dragon regains
Damage Immunities necrotic, poison spent legendary actions at the start of its turn.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned, Move. The bone dragon moves up to half of its
stunned movement speed.
Senses blindsight 120 ft., passive Perception 9 Tail Attack. The bone dragon makes a tail attack.
Languages -
Challenge 12 (8,400 XP) Tail Slash (Costs 2 Actions). The bone dragon slashes its
tail in a quadrant 15 feet in radius. Each creature in that
area must make a successful DC 16 Dexterity save,
Legendary Resistance (3/Day). If the bone dragon fails a
taking 15 (3d6 +5) bludgeoning damage and being
saving throw, it can choose to succeed instead.
knocked prone on a failed save, or taking half as much
damage on a successful one.

35
Young Bone Dragon Bone Dragon Wyrmling
Large undead, neutral evil Medium undead, neutral evil

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 120 (16d10 + 32) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 9 (-1) 15 (+2) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 8 (-1)

Saving Throws Str +7, Con +5 Saving Throws Str +4, Con +4
Skills Athletics +7 Skills Athletics +4
Damage Vulnerabilities radiant; bludgeoning Damage Vulnerabilities radiant; bludgeoning
Damage Resistances piercing and slashing Damage Resistances piercing and slashing
Damage Immunities necrotic, poison Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, exhaustion, frightened, paralyzed, petrified,
poisoned, stunned poisoned, stunned
Senses blindsight 60 ft., passive Perception 9 Senses blindsight 45 ft., passive Perception 9
Languages - Languages -
Challenge 6 (2,300 XP) Challenge 3 (700 XP)

Actions Actions
Multiattack. The bone dragon makes three attacks: Multiattack. The bone dragon makes three attacks:
one with its bite and two with its claws. one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 13 (2d8 +4) piercing damage. target. Hit: 7 (1d10 +2) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 +4) slashing damage.       one target. Hit: 7 (2d4 +2) slashing damage.

36
Deep Dragons A Deep Dragon’s Lair
The self-proclaimed rulers of all dragonkind, the arrogant and A deep dragon spends much of its time exploring, thus its
vain deep dragons, also known as purple dragons, are one of trove may seem more minimal compared to other dragons.
the most powerful beings known. Found within the depths of However, what it lacks in gold, the deep dragon’s trove more
the Underdark where few beings have explored, deep than makes up for in rare, high quality artifacts. Its
dragons range in color from deep amethyst that cast faint subterranean cave will be a comfortable, but with numerous
glints of light to an almost midnight black. Their eyes burn as hidden entrances and exits, the better to catch any creatures
would embers of a searing forge, and sharpened curved stupid or bold enough to approach unaware. Sometimes gone
spikes line their sinuous flexible backs. exploring for weeks, deep dragons may protect their lairs
Curious explorers by nature, deep dragons constantly using any manner of traps. At times they may simply move
explore the many caverns and grottos of their underground their most coveted items to a new location closer to the
homes. In their desire to dominate and manipulate other frontiers of unexplored territory.
beings they may range great distances from their lairs for Lair Actions
many days or even weeks at a time. Their movements are On initiative count 20 (losing initiative ties), the deep dragon
graceful and deliberate as they maneuver through potentially takes a lair action to cause one of the following effects; the
narrow passageways. deep dragon can’t use the same effect two rounds in a row:
Like all dragons, deep dragons covet treasure, though they
tend to favour rarities and unique artifacts they gather on Ebon magical darkness flows from a point of the deep
their travels. In their trove they may hide seemingly less dragon’s choosing within 120 feet of it. The darkness is 30
valuable objects used in navigation and exploration, such as feet in radius, and creatures cannot see through it even
cartographers tools, sextants, maps, and the like. Being with darkvision. The darkness cannot be illuminated by
fascinated with exploration, they may even collect ancient nonmagical light sources, and any magical light sources
scrolls and murals depicting ancient civilizations or lost are dimmed: bright light becomes dim, sunlight becomes
cities. Due to their endless curiosity, deep dragons tend to be bright.
among the most intelligent of all dragonkind. A creature of the deep dragon’s choosing must succeed on
Self-proclaimed Dragonlords. The combination of a deep a DC 17 Wisdom saving throw or be encased in a 5-foot-
dragon’s deep intellect, burning curiosity, and arrogance find square transparent force energy cage. The force cage has
it seeking to demonstrate its superiority over others, AC 10, 30 hit points, and is resistant to nonmagical
particularly those of dragonkind. Cunning and manipulative, a damage. Any sound within the force wall is silenced, and
deep dragon may choose to subjugate those it deems lesser magic spells cast within fail. The force cage dissipates at
beings for either their own amusement or to amass a number the beginning of the deep dragon’s next turn.
of minions to cater to their never-ending need to satisfy their The deep dragon creates a wall of force energy within 120
ego. When they emerge from their subterranean homes, deep feet that it can see. The wall can be up to 30 feet long, 20
dragons may seek to demonstrate their superiority by picking feet high, has an AC 10 and 30 hit points. When the wall
battles with other dragons, or on a whim may seek to appears, any creature in the space where the wall appears
annihilate kingdoms simply for their own satisfaction. is randomly pushed to one side of the wall, taking 5 (1d10)
Night Hunters. Deep dragons prefer to hunt their prey force damage. The wall disappears when the dragon uses
deep in underground caverns they have long explored and this lair action again or when the dragon dies.
memorized. For their own amusement they may toy with their
prey, setting elaborate traps and lures before eventually tiring Regional Effects
of their sport and dispatching their exhausted quarry. The region containing a legendary deep dragon's lair is
Cunning Tacticians. Due to their constant thirst for warped from the dragon's magic, which creates one or more
knowledge and exploration, deep dragons are keen tacticians of the following effects:
and will choose the time, place, and nature of combat to suit Any creature within 1 mile of the deep dragon’s lair
their strengths and minimize any chances of harm. As such, becomes more arrogant and conceited. Affected creatures
should they venture into the world above, they will only do so have advantage on Charisma (Intimidation, Performance)
in the depths of night. A deep dragon’s ego will never allow it checks but disadvantage on Charisma (Deception,
to shy away from a fight nor surrender, though a “strategic Persuasion) checks.
retreat” may be called for in dire circumstances. They will Invisible walls of force (AC 10, 15 hit points, resistant to
often study their intended targets through magical means, or nonmagical damage) up to 10 feet long by 10 feet high
stalk them until a time of their choosing. Being swift learners, may block areas within 1 mile of the deep dragon’s lair. Up
a fruitless attack may result in a retreat but they will never to 6 force walls may be present.
make the same mistake twice. The deep dragon may communicate telepathically with
any creature within 6 miles of its lairs, provided the deep
dragon is aware of that creature's presence. The deep
dragon may make up to 3 telepathic attacks per day if
linked to a creature. The creature must succeed on a DC
17 Intelligence saving throw, taking 11 (2d10) psychic
damage and expending a random spell slot on a failed
save.

38
Ancient Deep Dragon Frightful Presence. Each creature of the deep dragon's
choice that is within 120 feet of the dragon and aware
Gargantuan dragon, chaotic evil
of it must succeed on a DC 19 Wisdom saving throw or
Armor Class 22 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 402 (23d20 + 161) the saving throw at the end of each of its turns, ending
Speed 40 ft., fly 80 ft., swim 40 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 for the
STR DEX CON INT WIS CHA next 24 hours.
28 (+9) 17 (+3) 25 (+7) 18 (+4) 17 (+3) 20 (+5) Force Breath (Recharge 5-6). The deep dragon's breath
weapon can be used in one of three ways:
Saving Throws Str +16, Dex +10, Int +11, Cha +12 The deep dragon exhales a 90-foot-cone of force
Skills Deception +12, Intimidation +12, Investigation energy. Each creature within that area must make a
+11, Perception +10, Stealth +10 DC 23 Dexterity saving throw, taking 77 (22d6)
Damage Immunities acid force damage on a failed save, or half as much on a
Damage Resistances psychic successful one. The creature is pushed 15 feet away
Condition Immunities charmed in the direction of the force breath.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 20 The deep dragon focuses its breath in a straight line
Languages Common, Draconic 120 feet long and 5 feet wide. A creature within this
Challenge 24 (62,000 XP) line must make a DC 23 Dexterity saving throw,
taking 105 (30d6) force damage on a failed save, or
Amphibious. The deep dragon can breathe air and water. half as much on a successful one. The creature is
pushed 20 feet away in the direction of the force
Legendary Resistance (3/Day). If the deep dragon fails a breath. Any creature within the same line takes half as
saving throw, it can choose to succeed instead. much damage and is pushed back half the distance. If
the force breath strikes a solid object within 60 feet
Shadowmeld. When in dim light or darkness, the deep of its origin such as a stone wall, that object has a
dragon has advantage on Dexterity (Stealth) checks. 50% chance of collapsing.
Tunnel Navigator. The deep dragon has advantage on
Wisdom (Perception) checks requiring hearing or sight The deep dragon emits a burst of psychic energy.
when within 6 miles of its lair. Each creature within a 60-foot radius of the dragon
must make a DC 19 Wisdom saving throw, taking 45
Actions (13d6) psychic damage and on a failed save, or half
as much on a successful one. Creatures that fail their
Multiattack. The deep dragon can use its Frightful saving throw cannot cast magical spells on their next
Presence. It then makes three attacks: one with its bite turn.
and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Legendary Actions
target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8)
acid damage. The deep dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., option can be used at a time and only at the end of
one target. Hit: 16 (2d6 + 9) slashing damage. another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one legendary actions at the start of its turn.
target. Hit: 18 (2d8 + 9) bludgeoning damage. Detect. The deep dragon makes a Wisdom (Perception)
check.
Tail Attack. The deep dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The deep dragon beats its
wings. Each creature within 15 feet of the dragon must
succeed on a DC 23 Dexterity saving throw or take 16
(2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

39
Adult Deep Dragon Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage.
Huge dragon, chaotic evil
Frightful Presence. Each creature of the deep dragon's
Armor Class 19 (natural armor) choice that is within 120 feet of the dragon and aware
Hit Points 207 (18d12 + 90) of it must succeed on a DC 16 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the creature
24 (+7) 16 (+3) 21 (+5) 17 (+3) 16 (+3) 18 (+4) is immune to the dragon's Frightful Presence for the
next 24 hours.
Saving Throws Str +13, Dex +9, Int +9, Cha +10 Force Breath (Recharge 5-6). The deep dragon's breath
Skills Deception +10, Intimidation +10, Investigation weapon can be used in one of two ways:
+9, Perception +9, Stealth +9
Damage Immunities acid The deep dragon exhales a 60-foot-cone of force
Damage Resistances psychic energy. Each creature within that area must make a
Condition Immunities charmed DC 19 Dexterity saving throw, taking 59 (17d6)
Senses blindsight 60 ft., darkvision 120 ft., passive force damage on a failed save, or half as much on a
Perception 19 successful one. The creature is pushed 10 feet away
Languages Common, Draconic in the direction of the force breath.
Challenge 19 (22,000 XP) The deep dragon emits a burst of psychic energy.
Each creature within a 60-foot radius of the dragon
Amphibious. The deep dragon can breathe air and water. must make a DC 16 Wisdom saving throw, taking 24
(7d6) psychic damage and on a failed save, or half as
Legendary Resistance (3/Day). If the deep dragon fails a much on a successful one. Creatures that fail their
saving throw, it can choose to succeed instead. saving throw cannot cast magical spells on their next
Shadowmeld. When in dim light or darkness, the deep turn.
dragon has advantage on Dexterity (Stealth) checks.
Tunnel Navigator. The deep dragon has advantage on Legendary Actions
Wisdom (Perception) checks requiring hearing or sight
when within 3 miles of its lair. The deep dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Actions option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Multiattack. The deep dragon can use its Frightful legendary actions at the start of its turn.
Presence. It then makes three attacks: one with its bite
and two with its claws. Detect. The deep dragon makes a Wisdom (Perception)
check.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) Tail Attack. The deep dragon makes a tail attack.
acid damage. Wing Attack (Costs 2 Actions). The deep dragon beats its
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 14 (2d6 + 7) slashing damage. succeed on a DC 23 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

40
Young Deep Dragon Deep Dragon Wyrmling
Large dragon, chaotic evil Medium dragon, chaotic evil

Armor Class 18 (natural armor) Armor Class 17 (natural armor)


Hit Points 136 (16d10 + 48) Hit Points 45 (7d8 + 14)
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 14 (+2) 14 (+2)

Saving Throws Str +9, Dex +7, Int +7, Cha +7 Saving Throws Str +5, Dex +4, Int +4, Cha +4
Skills Deception +7, Intimidation +7, Investigation Skills Deception +4, Investigation +4, Perception +4,
+7, Perception +7, Stealth +7 Stealth +4
Damage Immunities acid Damage Immunities acid
Damage Resistances psychic Damage Resistances psychic
Condition Immunities charmed Condition Immunities charmed
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 17 Perception 14
Languages Common, Draconic Languages Common, Draconic
Challenge 9 (5,000 XP) Challenge 3 (700 XP)

Amphibious. The deep dragon can breathe air and Amphibious. The deep dragon can breathe air and
water. water.
Shadowmeld. When in dim light or darkness, the Shadowmeld. When in dim light or darkness, the
deep dragon has advantage on Dexterity (Stealth) deep dragon has advantage on Dexterity (Stealth)
checks. checks.

Actions Actions
Multiattack. The deep dragon makes three attacks: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one with its bite and two with its claws. target. Hit: 8 (1d10 + 3) piercing damage plus 3
(1d6) acid damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus Force Breath (Recharge 5-6). The deep dragon exhales
7 (2d6) acid damage. a 15-foot-cone of force energy. Each creature within
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., that area must make a DC 13 Dexterity saving throw,
one target. Hit: 12 (2d6 + 5) slashing damage. taking 21 (6d6) force damage on a failed save, or
half as much on a successful one. The creature is
Force Breath (Recharge 5-6). The deep dragon's pushed 5 feet away in the direction of the force
breath weapon can be used in one of two ways: breath.
The deep dragon exhales a 30-foot-cone of force
energy. Each creature within that area must make a
DC 16 Dexterity saving throw, taking 38 (11d6)
force damage on a failed save, or half as much on a
successful one. The creature is pushed 5 feet away
in the direction of the force breath.
The deep dragon emits a burst of psychic energy.
Each creature within a 30-foot radius of the
dragon must make a DC 14 Wisdom saving throw,
taking 17 (5d6) psychic damage and on a failed
save, or half as much on a successful one.

41
Frozen Dragons A Frozen Dragon’s Lair
The reclusive and enigmatic frozen dragon are perhaps the Frozen dragon lairs are found in desolate and isolated
rarest of all dragon species, likely owing to the location of northern arctic regions. They may be carved deep into
their lairs. Similar to a white dragon, the frozen dragon has glaciers or on steep cliffs on the windward face of steep
scales that range from pure white to light gray in color that mountains, or in otherwise inaccessible areas. The lair itself
appear to darken in larger creatures. The most is devoid of treasure, carcasses, or other features that denote
distinguishable characteristic of a frozen dragon —should a a dragon’s cave. However, deep score marks caused by the
creature get close enough to it, are its pale blue eyes the color frozen dragon’s claws are present in the ice or stone of its lair.
of frozen sea ice, with pupils that neither respond to light nor A legendary frozen dragon’s lair is surrounded by howling
possess any spark of awareness. fierce winds that change direction at random, freezing any ill-
Frozen dragons are solitary and avoid contact with any prepared creatures. Long icicles dangle precariously from
other beings. They have not been known to engage with cave or glacier lair ceilings that may fall if a loud noise of the
others, even those of dragonkind, except to slay those who correct frequency sounds, and the region surrounding the
approach its domain, and there are no reports of any direct frozen dragons lair is prone to avalanches if in a mountainous
communication or negotiation with frozen dragons. area.
Legends of northern civilizations possess fleeting Lair Actions
references to dragon boneyards far in the north, where some On initiative count 20 (losing initiative ties), the frozen dragon
dragons were rumored to perish. The fact that these solitary takes a lair action to cause one of the following effects; the
dragons have never been reported to engage in conversation frozen dragon can’t use the same effect two rounds in a row:
or negotiation with other beings, even with others of
dragonkind, has led to rumors that frozen dragons are either Icicles from the ceiling of its lair within 120 feet of the
enthralled or undead, perhaps in service to some unknown frozen dragon that it can see collapse downward in a 10
deity. foot radius. Any creature below must succeed on a DC 15
Savage. Frozen dragons are unmatched in their ferocity Dexterity saving throw to leap clear, taking 13 (3d8)
and demonstrate no regard for their own well-being. They piercing damage plus 9 (2d8) cold damage.
will attack any creature they come across and even faced with A blast of icy air howls through the lair in a 30-foot radius.
death will never retreat. They do not demonstrate any Each creature within the affected area must make a DC
complex level of thought that other dragons will, such as 12 Constitution saving throw, taking 7 (2d6) cold damage
scheming, setting traps, or engaging with other beings. and suffering one level of exhaustion on a failed save, or
Despite their savagery, they appear to have well-defined half as much damage on a successful one.
ranges, and they have never been known to travel beyond A slain creature within the frozen dragon's lair is raised as
their territory. Should any humanoid settlements be set up a wight and attacks any random living creature it can see.
within their territories, a frozen dragon will raze structures to If no corpses are present in the lair, 1d6 ice mephits are
the ground and indiscriminately slay any within. Puzzlingly, summoned under the frozen dragon's control.
while other dragons may hunt and eat other prey, none have
observed a frozen dragon feeding, lending credence to the Regional Effects
suggestion they may be undead. The region containing a legendary frozen dragon's lair is
Unusual Blood. Few frozen dragon specimens have been warped the dragon's magic, which creates one or more of the
examined. Those few carcasses that have been studied are following effects:
the remains of those frozen dragons defeated by mighty Howling winds ceaselessly blast the area from all
beings. While anatomically similar to other dragons, when directions within 3 miles of the frozen dragon's lair. Due to
their hides are opened they do not bleed, but rather some sort the howling winds and swirling snow, creatures may
of icy fluid serves the same purpose. This unusual substance become lost. Any tracks in the snow are hidden within 10
defies classification, though it immediately draws heat into it minutes.
and instantly freezes anything it comes into contact with. A creature within 1 mile of the frozen dragon's lair must
Undead Nature. A frozen dragon doesn't require air, food, make a DC 12 Constitution saving throw every two hours
drink, or sleep. or take 4 (1d8) cold damage and suffer one level of
exhaustion.
The land within 6 miles of a frozen dragon's lair is barren,
Frozen Dragon Blood. frigid, and devoid of life. The area is seemingly
A vial of frozen dragon blood may be thrown
permanently clouded over, and lighting is dim.
(treated as a ranged weapon attack, range 60 ft.).
On contact, any creature takes 22 (5d8) cold
damage (no saving throw) and must succeed on a
DC 17 Constitution saving throw or have its
movement speed reduced 50% and make attack
rolls and saving throws with disadvantage for two
rounds.

42
Ancient Frozen Dragon Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Gargantuan undead, neutral evil
Frightful Presence. Each creature of the frozen dragon's
Armor Class 21 (natural armor) choice that is within 120 feet of the dragon and aware
Hit Points 388 (21d20 + 168) of it must succeed on a DC 19 Wisdom saving throw or
Speed 40 ft., burrow 30 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the creature
28 (+9) 16 (+3) 26 (+8) 10 (+0) 12 (+1) 18 (+4) is immune to the dragon's Frightful Presence for the
next 24 hours.
Saving Throws Str +16, Con +15 Frozen Breath (Recharge 5-6). The frozen dragon's breath
Skills Athletics +16, Perception +8, Survival +8 weapon can be used in one of two ways:
Damage Immunities cold
Damage Resistances acid, necrotic The frozen dragon exhales a blast of frigid air in a 90-
Damage Vulnerability fire foot-cone. Each creature within that area must make
Condition Immunities charmed, exhaustion, frightened, a DC 21 Constitution saving throw, taking 58 (13d8)
paralyzed, petrified, poisoned, cold damage and suffering one level of exhaustion on
Senses blindsight 60 ft, darkvision 120 ft., passive a failed save, or half as much damage on a successful
Perception 18 one (no exhaustion).
Languages - The frozen dragon focuses its breath against a single
Challenge 24 (62,000 XP) target within 60 feet of it. That target must make a
DC 22 Constitution saving throw, taking 81 (18d8)
Frozen Blood. If the frozen dragon takes piercing or cold damage and is encased in ice (incapacitated and
slashing damage from a melee attack, the creature that restrained). The creature may be freed from a block of
dealt the damage must succeed on a DC 19 Dexterity ice (AC 5, 20 hit points, vulnerable to fire damage),
saving throw or take 7 (2d6) cold damage. If the but the encased creature takes half as much damage
creature fails its save, on its next turn it can only move dealt to the block of ice.
50% of its movement speed.
Legendary Resistance (3/Day). If the frozen dragon fails a Legendary Actions
saving throw, it can choose to succeed instead.
The frozen dragon can take 3 legendary actions,
Magic Resistance. The frozen dragon has advantage on choosing from the options below. Only one legendary
saving throws against spells and other magical effects. action option can be used at a time and only at the end
of another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The frozen dragon can use its Frightful Detect. The frozen dragon makes a Wisdom
Presence. It then makes three attacks: one with its bite (Perception) check.
and two with its claws.
Tail Attack. The frozen dragon makes a tail attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
target. Hit: 20 (2d10 + 9) piercing damage plus 13 Wing Attack (Costs 2 Actions). The frozen dragon beats
(3d8) cold damage. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 22 Dexterity saving throw or
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., take 16 (2d6 + 9) bludgeoning damage plus 9 (2d8)
one target. Hit: 16 (2d6 + 9) slashing damage plus 3 cold damage and be knocked prone. The dragon can
(1d6) cold damage. then fly up to half its flying speed.

43
Adult Frozen Dragon Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Huge undead, neutral evil
Frightful Presence. Each creature of the frozen dragon's
Armor Class 18 (natural armor) choice that is within 120 feet of the dragon and aware
Hit Points 212 (17d12 + 102) of it must succeed on a DC 16 Wisdom saving throw or
Speed 40 ft., burrow 30 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the creature
21 (+5) 16 (+3) 22 (+6) 8 (-1) 10 (+0) 16 (+3) is immune to the dragon's Frightful Presence for the
next 24 hours.
Saving Throws Str +10, Con +11 Frozen Breath (Recharge 5-6). The frozen dragon's breath
Skills Athletics +10, Perception +5, Survival +5 weapon can be used in one of two ways:
Damage Immunities cold
The frozen dragon exhales a blast of frigid air in a 60
Damage Resistances acid, necrotic
foot cone. Each creature within that area must make a
Damage Vulnerability fire
DC 19 Constitution saving throw, taking 40 (9d8)
Condition Immunities charmed, exhaustion, frightened,
cold damage and suffering one level of exhaustion on
paralyzed, petrified, poisoned,
a failed save, or half as much damage on a successful
Senses blindsight 60 ft, darkvision 120 ft., passive
one (no exhaustion).
Perception 15
Languages - The frozen dragon focuses its breath against a single
Challenge 16 (15,000 XP) target within 60 feet of it. That target must make a
DC 19 Constitution saving throw, taking 54 (12d8)
Frozen Blood. If the frozen dragon takes piercing or cold damage and is encased in ice (incapacitated and
slashing damage from a melee attack, the creature that restrained). The creature may be freed from a block of
dealt the damage must succeed on a DC 17 Dexterity ice (AC 5, 10 hit points, vulnerable to fire damage),
saving throw or take 7 (2d6) cold damage. but the encased creature takes half as much damage
dealt to the block of ice.
Legendary Resistance (2/Day). If the frozen dragon fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The frozen dragon has advantage on Legendary Actions
saving throws against spells and other magical effects. The frozen dragon can take 3 legendary actions,
choosing from the options below. Only one legendary
Actions action option can be used at a time and only at the end
Multiattack. The frozen dragon can use its Frightful of another creature's turn. The dragon regains spent
Presence. It then makes three attacks: one with its bite legendary actions at the start of its turn.
and two with its claws. Detect. The frozen dragon makes a Wisdom
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one (Perception) check.
target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) Tail Attack. The frozen dragon makes a tail attack.
cold damage.
Wing Attack (Costs 2 Actions). The frozen dragon beats
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one its wings. Each creature within 10 feet of the dragon
target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) must succeed on a DC 19 Dexterity saving throw or
cold damage. take 14 (2d6 + 7) bludgeoning damage plus 4 (1d8)
cold damage and be knocked prone. The dragon can
then fly up to half its flying speed.
44
Young Frozen Dragon
Large undead, neutral evil
Frozen Dragon
Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Wyrmling
Speed 40 ft., burrow 20 ft., fly 80 ft. Medium undead, neutral evil

Armor Class 16 (natural armor)


STR DEX CON INT WIS CHA Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 15 ft., fly 60 ft.
20 (+5) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 14 (+2)

Saving Throws Str +8, Con +7 STR DEX CON INT WIS CHA
Skills Athletics +8, Perception +2, Survival +2 16 (+3) 12 (+1) 14 (+2) 5 (-3) 6 (-2) 11 (+0)
Damage Immunities cold
Damage Resistances acid, necrotic
Damage Vulnerability fire Saving Throws Str +5, Con +4
Condition Immunities charmed, exhaustion, Skills Athletics +5
frightened, paralyzed, petrified, poisoned, Damage Immunities cold
Senses blindsight 30 ft, darkvision 120 ft., passive Damage Resistances acid, necrotic
Perception 12 Damage Vulnerability fire
Languages - Condition Immunities charmed, exhaustion,
Challenge 8 (3,900 XP) frightened, paralyzed, petrified, poisoned,
Senses blindsight 30 ft, darkvision 60 ft., passive
Perception 8
Frozen Blood. If the frozen dragon takes piercing or Languages -
slashing damage from a melee attack, the creature Challenge 3 (700 XP)
that dealt the damage must succeed on a DC 15
Dexterity saving throw or take 3 (1d6) cold damage.
Frozen Blood. If the frozen dragon takes piercing or
Legendary Resistance (1/Day). If the frozen dragon slashing damage from a melee attack, the creature
fails a saving throw, it can choose to succeed that dealt the damage must succeed on a DC 13
instead. Dexterity saving throw or take 2 (1d4) cold damage.

Actions Actions
Multiattack. The frozen dragon makes three attacks: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one with its bite and two with its claws. target. Hit: 8 (1d10 + 3) piercing damage plus 3
(1d6) cold damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus Frozen Breath (Recharge 5-6). The frozen dragon's
4 (1d8) cold damage. breath weapon can be used in one of two ways:
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., The frozen dragon exhales a blast of frigid air in a
one target. Hit: 12 (2d6 + 5) slashing damage plus 3 15 foot cone. Each creature within that area must
(1d6) cold damage. make a DC 15 Constitution saving throw, taking
Frozen Breath (Recharge 5-6). The frozen dragon's 18 (4d8) cold damage and suffering one level of
breath weapon can be used in one of two ways: exhaustion on a failed save, or half as much
damage on a successful one (no exhaustion).
The frozen dragon exhales a blast of frigid air in a
30 foot cone. Each creature within that area must The frozen dragon focuses its breath against a
make a DC 17 Constitution saving throw, taking single target within 15 feet of it. That target must
27 (6d8) cold damage and suffering one level of make a DC 11 Constitution saving throw, taking
exhaustion on a failed save, or half as much 22 (5d8) cold damage and is encased in ice
damage on a successful one (no exhaustion). (incapacitated and restrained). The creature may
be freed from a block of ice (AC 5, 5 hit points,
The frozen dragon focuses its breath against a vulnerable to fire damage), but the encased
single target within 30 feet of it. That target must creature takes half as much damage dealt to the
make a DC 15 Constitution saving throw, taking block of ice.
36 (8d8) cold damage and is encased in ice
(incapacitated and restrained). The creature may
be freed from a block of ice (AC 5, 7 hit points,
vulnerable to fire damage), but the encased
creature takes half as much damage dealt to the
block of ice.

45
Plague Dragons Lair Actions
The plague dragon is a unique subspecies of the cunning and On initiative count 20 (losing initiative ties), the plague
treacherous green dragon. Rather than dwelling in ancient dragon takes a lair action to cause one of the following
forests like their ancestors, plague dragons live in festering, effects; the dragon can't use the same effect two rounds in a
stinking bogs and swamps in which all manner of biting and row:
pests insects abound. Surrounded by decay, these humid Any firm ground within a 60-foot radius centered on a
environments are the perfect breeding ground for a number point that the plague dragon can see within 120 feet of it
of virulent diseases and crippling afflictions. becomes waterlogged and saturated with thick, sticky
The scales of a plague dragon change as it grows, from mud. This area becomes difficult terrain. The mud
dark green nearly indistinguishable from a green dragon as a solidifies and hardens when the plague dragon uses this
wyrmling to a sickly mottled grey green that resembles the lair action again or when it dies, trapping creatures within
fetid waters of a bog saturated with decaying material. Due to and requiring them to make a successful DC 15 Strength
the difficulties in traversing thick, sticky mud, the plague (Athletics) check to break free.
dragon's limbs are stockier and powerfully muscled than their
ancestors, and its body is smaller to allow it to navigate A swarm (2d12) of stirges emerges from the boggy terrain
around collapsed trees and other obstacles. within 120 feet of the dragon. The stirges will attack any
Fascinated with Disease. Plague dragons are fascinated nearby creatures, ignoring the plague dragon.
with how diseases and poisons affect living beings. These A wall of rotting, waterlogged trees erupts from the
nefarious creatures take sinister delight in witnessing other swamp. The wall is up to 60 feet long, 10 feet high, and 5
beings suffer in agony as potent venoms spread throughout a feet thick, and blocks line of sight. When the wall appears,
creatures' body, causing paralysis and shutting down organs, each creature in its area must make a DC 15 Dexterity
or witnessing as a disease wreaks havoc upon the immune saving throw. A creature that fails its save takes 18 (4d8)
system. Prolonged exposure to this environment and the bludgeoning damage and is pushed 5 feet out of the wall's
diseases therein has granted the plague dragon immunity to space, appearing on whichever side of the wall it wants. A
all but the most toxic of poisons and rarest of infections. creature cannot pass through the wall, but can use its
Lazy Hunters. While many dragons hunt from the air and action to climb over with a successful DC 15 Dexterity
prefer live prey, the plague dragon chooses instead to lure (Acrobatics) check, falling off and taking 9 (2d8)
prey into regions in which biting insects are known to bludgeoning damage on a failed check. Each 10-foot
transmit lethal blood-borne illnesses. A sinister schemer, the section of wall has AC 5, 25 hit points, resistance to
plague dragon may choose to litter choice pieces of its horde piercing damage and immunity to psychic damage.
along a certain path, entice travelers with illusions, or mimic
cries for help from deep within the swamp to lure its
unsuspecting prey away from safer paths. Once infected, the Regional Effects
plague dragon may simply stalk its prey, sometimes for days, The region containing a legendary plague dragon's lair is
and wait for it to weaken or succumb to infection rather than warped by the dragon's magic, which creates one or more of
openly confront its meal. A plague dragon will simply take the following effects:
delight in watching its prey suffer, though if hungry or Biting insects and pests incessantly bite and swarm
impatient enough it will attack directly. If food is scarce it will around creatures within 1 mile of the plague dragon's lair,
consume decaying plant material, and it considers rotting and are undeterred even by heavy winds and scents that
meat a delicacy that other dragons would shun. would normally repel them. Creatures attempting a long
Manipulative. Plague dragons, like their green brethren, or short rest within this area must succeed on a DC 13
are schemers, liars, and manipulators that delight in Wisdom saving throw or take a level of exhaustion.
intimidating and twisting lesser beings. While they generally
prefer to eat humanoids that enter their realm, over many Within 1 mile of its lair, the plague dragon leaves no
years a plague dragon often becomes bored and may engage physical evidence of its passage unless it wishes to.
with other beings to keep it entertained. If it does engage with Tracking it there is impossible except by magical means.
other beings, plague dragons are fickle and often quickly tire In addition, it ignores movement impediments and
of the schemes of lesser beings, and will dispatch them in damage from plants in this area that are neither magical
short order. A plague dragon will enjoy a battle of wits with nor creatures.
other smooth-tongued beings, and will toy with such beings
before sending them into their swamp on a fool's errand There is an increased number of large and aggressive
before watching them die a slow and agonizing death. vermin in the area, such as giant centipedes, giant
poisonous snakes, rats, or giant spiders.
A Plague Dragon's Lair A creature risks contracting a virulent disease from biting
A plague dragon will make its lair in the deepest recesses of insects while within 3 miles of a plague dragon's lair.
its swamp, preferring to rest beneath a canopy of rotting Every 8 hours within this region a creature must make a
trees within a pool of stagnant and reeking water. Other successful DC 13 Constitution saving throw or contract
suitable layers will include a muddy hillside cave or beneath grey fever, swamp plague, or the quag.
an ancient ruin. Anywhere near stagnant water will suffice, so
long as there is a plethora of biting insects and other pests.
If the plague dragon dies, the insects and vermin in the
region disperse and behave normally within 1d10 days.

46
Grey Fever
A creature afflicted with grey fever exhibits symptoms within
24 hours. Initially, a creature experiences headaches, vomiting,
and joint stiffness and pain, and the creature's skin takes a
grey tone. While infected, the creature must make a DC 13
Constitution saving throw when it completes a long rest. On a
failed saving throw, the creature suffers one level of Swamp Plague
exhaustion or the creature is cured on a successful one. Creatures afflicted with the swamp plague will notice painful
Grey fever may be cured within the first 24 hours with two pustules and boils emerging from their skin 24 hours after
consecutive DC 16 Wisdom (Medicine) checks to remove the infection. These are accompanied by alternating fever and
infection. If either skill check fails, grey fever may only be chills that grow more frequent and debilitating. The creature's
cured by an item that removes disease or by magical means. muscles become tight and rigid, and over the next four days
blood and pus begin to ooze from the boils, pustules, and
orifices of the creature's body.
Each long rest the creature can make a DC 15 Constitution
saving throw to recover. If it doesn't, it has the following
effects:
After 24 hours, the creature makes Strength (Athletics) and
Dexterity (Acrobatics) checks with disadvantage, and
moves at half its normal movement speed
After 48 hours, the creature becomes poisoned.
After 72 hours, the creature must roll on the Long-term
Madness table, due to the the delirium caused by the
swamp plague fever
After 96 hours, the creature becomes paralyzed, and will
die after 120 hours.

The swamp plague may be successfully treated with a


successful DC 19 Wisdom (Medicine) check, though a roll of
14 - 18 will alleviate symptoms for 24 hours but not cure the
infection itself.

The Quaq
The quag is a mosquito-borne virus that subtly affects infected
creatures. Creatures bitten by biting insects bearing the quag
must succeed on a DC 15 Constitution saving throw or
become infected. A circular rash appears around the bite, and
muscle and joint pain in an infected limb are noticeable for the
next 24 hours. For the duration, the creature has disadvantage
on attack rolls and skill checks when using this limb, and if the
creature completes a short or long rest, it must roll on the
Short-term Madness table.
The quag can be identified by a skilled healer, requiring a
successful DC 19 Wisdom (Medicine) check. Once identified,
it can be cured by an item that removes disease or by magical
means.
Ancient Plague Dragon Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 10
Gargantuan dragon, chaotic evil
(3d6) poison damage. The target must make a
Armor Class 21 (natural armor) successful DC 15 Constitution saving throw or become
Hit Points 367 (21d20 + 147) infected with a disease as described above.
Speed 40 ft., fly 80 ft., swim 40 ft. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 22 (4d6 + 8) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage.
27 (+8) 14 (+2) 25 (+7) 18 (+4) 18 (+4) 19 (+4)
Frightful Presence. Each creature of the plague dragon's
Saving Throws Str +15, Con +14, Wis +11, Cha +11 choice that is within 120 feet of the dragon and aware
Skills Deception +11, Intimidation +11, Medicine +11, of it must succeed on a DC 19 Wisdom saving throw or
Perception +11, Persuasion +11 become frightened for 1 minute. A creature can repeat
Damage Immunities poison the saving throw at the end of each of its turns, ending
Damage Resistances necrotic the effect on itself on a success. If a creature's saving
Condition Immunities poisoned throw is successful or the effect ends for it, the creature
Senses blindsight 60 ft., darkvision 120 ft., passive is immune to the dragon's Frightful Presence for the
Perception 21 next 24 hours.
Languages Common, Draconic Noxious Breath (Recharge 5-6). The plague dragon
Challenge 23 (50,000 XP) exhales a noxious cloud of poisonous gas in a 90-foot
cone. Each creature in that area must make a DC 22
Amphibious. The plague dragon can breathe air and Constitution saving throw, taking 63 (18d6) poison
water. damage on a failed save, or half as much damage on a
successful one. Additionally, on a failed save the target
Diseased Bite. The plague dragon's bite contains the spends its next action retching and vomiting, and must
pathogens causing one of the following diseases: grey make a successful DC 13 Constitution saving throw or
fever, swamp plague, or the quag (random selection). become infected with a disease as described above.
Innate Spellcasting. The plague dragon's innate
spellcasting ability is Charisma (spell save DC 19, +11 Legendary Actions
to hit with spell attacks). It can innately case the The dragon can take 3 legendary actions, choosing from
following spells, requiring no material components: the options below. Only one legendary action option
At will: corruption, infestation, minor illusion, can be used at a time and only at the end of another
    prestidigitation creature's turn. The dragon regains spent legendary
3/day each: blight, giant insect, major image actions at the start of its turn.
1/day each: hallucinatory terrain, insect plague Cast Spell (Costs 2 Actions). The plague dragon casts a
Legendary Resistance (3/Day). If the plague dragon fails a spell.
saving throw, it can choose to succeed instead. Detect. The plague dragon makes a Wisdom
(Perception) check.
Actions
Tail Attack. The plague dragon makes a tail attack.
Multiattack. The plague dragon can use its Frightful
Presence. It then makes three attacks: one with its bite Wing Attack (Costs 2 Actions). The plague dragon beats
and two with its claws. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 23 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.

48
Adult Plague Dragon Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6)
Huge dragon, chaotic evil
poison damage. The target must make a successful DC
Armor Class 19 (natural armor) 13 Constitution saving throw or become infected with
Hit Points 195 (17d12 + 85) a disease as described above.
Speed 40 ft., fly 80 ft., swim 40 ft. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage.
23 (+6) 14 (+2) 21 (+5) 16 (+3) 16 (+3) 17 (+3)
Frightful Presence. Each creature of the plague dragon's
Saving Throws Str +11, Con +10, Wis +8, Cha +8 choice that is within 120 feet of the dragon and aware
Skills Deception +8, Intimidation +8, Medicine +8, of it must succeed on a DC 16 Wisdom saving throw or
Perception +8, Persuasion +8 become frightened for 1 minute. A creature can repeat
Damage Immunities poison the saving throw at the end of each of its turns, ending
Damage Resistances necrotic the effect on itself on a success. If a creature's saving
Condition Immunities poisoned throw is successful or the effect ends for it, the creature
Senses blindsight 60 ft., darkvision 120 ft., passive is immune to the dragon's Frightful Presence for the
Perception 18 next 24 hours.
Languages Common, Draconic Noxious Breath (Recharge 5-6). The plague dragon
Challenge 16 (15,000 XP) exhales a noxious cloud of poisonous gas in a 60-foot
cone. Each creature in that area must make a DC 18
Amphibious. The plague dragon can breathe air and Constitution saving throw, taking 49 (14d6) poison
water. damage on a failed save, or half as much damage on a
successful one. Additionally, on a failed save the target
Diseased Bite. The plague dragon's bite contains the spends its next action retching and vomiting, and must
pathogens causing one of the following diseases: grey make a successful DC 11 Constitution saving throw or
fever, swamp plague, or the quag (random selection). become infected with a disease as described above.
Innate Spellcasting. The plague dragon's innate
spellcasting ability is Charisma (spell save DC 16, +8 to Legendary Actions
hit with spell attacks). It can innately case the following The dragon can take 3 legendary actions, choosing from
spells, requiring no material components: the options below. Only one legendary action option
At will: corruption, infestation, minor illusion, can be used at a time and only at the end of another
    prestidigitation creature's turn. The dragon regains spent legendary
3/day each: giant insect, major image actions at the start of its turn.
1/day: insect plague Cast Spell (Costs 2 Actions). The plague dragon casts a
Legendary Resistance (3/Day). If the plague dragon fails a spell.
saving throw, it can choose to succeed instead. Detect. The plague dragon makes a Wisdom
(Perception) check.
Actions
Tail Attack. The plague dragon makes a tail attack.
Multiattack. The plague dragon can use its Frightful
Presence. It then makes three attacks: one with its bite Wing Attack (Costs 2 Actions). The plague dragon beats
and two with its claws. its wings. Each creature within 15 feet of the dragon
must succeed on a DC 23 Dexterity saving throw or
take 13 (2d6 + 6) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying
speed.

49
Young Plague Dragon Innate Spellcasting. The plague dragon's innate
spellcasting ability is Charisma (spell save DC 14, +6 to
Large dragon, chaotic evil
hit with spell attacks). It can innately case the following
Armor Class 18 (natural armor) spells, requiring no material components:
Hit Points 127 (15d10 + 45) At will: corruption, infestation, minor illusion,
Speed 40 ft., fly 80 ft., swim 40 ft.     prestidigitation
1/day each: giant insect, major image
STR DEX CON INT WIS CHA Actions
19 (+4) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 15 (+2) Multiattack. The plague dragon makes three attacks: one
with its bite and two with its claws.
Saving Throws Str +8, Con +7, Wis +6, Cha +6
Skills Deception +6, Intimidation +6, Medicine +6, Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Perception +6, Persuasion +6 target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
Damage Immunities poison poison damage. The target must make a successful DC
Damage Resistances necrotic 11 Constitution saving throw or become infected with
Condition Immunities poisoned a disease as described above.
Senses blindsight 30 ft., darkvision 120 ft., passive Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Perception 16 target. Hit: 11 (2d6 + 4) slashing damage.
Languages Common, Draconic
Challenge 9 (5,000 XP) Noxious Breath (Recharge 5-6). The plague dragon
exhales a noxious cloud of poisonous gas in a 30-foot
Amphibious. The plague dragon can breathe air and cone. Each creature in that area must make a DC 14
water. Constitution saving throw, taking 38 (11d6) poison
damage on a failed save, or half as much damage on a
Diseased Bite. The plague dragon's bite contains the sucessful one. Additionally, on a failed save the target
pathogens causing one of the following diseases: grey spends its next action retching and vomiting, and must
fever, swamp plague, or the quag (random selection). make a successful DC 10 Constitution saving throw or
become infected with a disease as described above.

Plague Dragon Wyrmling Amphibious. The plague dragon can breathe air and
water.
Medium dragon, chaotic evil
Innate Spellcasting. The plague dragon's innate
Armor Class 17 (natural armor) spellcasting ability is Charisma (spell save DC 11, +3 to
Hit Points 38 (7d8 + 7) hit with spell attacks). It can innately case the following
Speed 30 ft., fly 60 ft., swim 30 ft. spells, requiring no material components:
At will: corruption, infestation, minor illusion,
STR DEX CON INT WIS CHA     prestidigitation
15 (+2) 14 (+2) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 1/day each: major image

Saving Throws Str +4, Con +3, Wis +4, Cha +3


Actions
Skills Deception +3, Perception +4, Persuasion +3 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
Damage Resistances necrotic poison damage.
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Noxious Breath (Recharge 5-6). The plague dragon
Perception 14 exhales a noxious cloud of poisonous gas in a 15-foot
Languages Common, Draconic cone. Each creature in that area must make a DC 11
Challenge 2 (450 XP) Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on a
successful one. Additionally, on a failed save the target
spends its next action retching and vomiting.

50
Dread Ram
Horrible undead war steeds covered in rotting flesh, dread
rams are unnerving sights to behold; a decaying version of its Dread Ram
living form. Their oversized horns and skeletal face protrude Large undead, neutral evil
through green spectral flames that escape from its mouth
and empty eye sockets. Armor Class 13 (natural armor)
The dread ram is pure hatred incarnate. Never flinching, Hit Points 127 (15d10 + 45)
never tiring —these undead beasts serve as perfect pets for Speed 40 ft.
their masters; vile necromancers who raise these creatures
to do their bidding. Standing 6 feet tall at the shoulders and STR DEX CON INT WIS CHA
amassing over 2,000 pounds, dread rams are suitable for
almost any strenuous activity. 19 (+4) 11 (+0) 17 (+3) 4 (-3) 10 (+0) 7 (-2)
Advancing Undeath. Dread rams seldom act alone.
Typically, they are used as mounts to propel less mobile Saving Throws Con +5
undead forces to the frontlines of combat. If separated from Skills Athletics +6
their masters and confronted, they are primal in their Condition Immunities charmed, exhaustion,
behavior by raming and trampling anything caught in their frightened
path. Senses darkvision 60 ft, passive Perception 10
Languages understands the languages of its creator
Condemning Charge. The horrid sight of a charging but can’t speak
dream ram strikes fear into all who witness it, victim and Challenge 4 (1,100 XP)
bystander alike. A trailing spectral taint hangs upon the air
following the bull's path as it extracts ire upon the helpless. Charge. If the dread ram moves at least 30 ft. straight
Undead Nature. A dread ram doesn’t require air, food, toward a target and then hits it with a ram attack on
drink, or sleep. the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
knocked prone.
Frightful Presence. Any creature within 30 feet of the
dream ram when it finishes a charge must succeed
on a DC 13 Wisdom saving throw or be frightened
until the end of the creature's next turn.
Overwhelm. If the dread ram is within 5 feet of a
prone creature, it can use a bonus action to make a
trample attack against that creature.

Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (4d4 + 4) bludgeoning damage.
           Trample. Melee Weapon Attack: +6 to hit,
               reach 5 ft., one target. Hit: 8 (1d8 + 4)
                   bludgeoning damage.
                       Spectral Flame Breath (1/Day). The
                       dread ram exhales spectral green
                       flames in a 15-foot cone. Each
                   creature in that area must make a DC
                13 Constitution saving throw, taking 17
             (5d6) cold damage on a failed save, or half
        as much damage on a successful one.

51
Dreadknight
None know what being lies behind the shimmering armor of
fire and darkness that permanently shrouds a dreadknight.
These beings are thought to have originated from the
Shadowfell, perhaps as a dark reflection of those noble and
virtuous knights that inhabit other planes. A dreadknight
does not speak, but appears motivated only to snuff out all
light and good wherever it stalks.
A dreadknight is clad in armor of flames and shadow, that
lend it an otherworldly appearance. This armor, and the blade
that a dreadknight bears, are destroyed in a burst of flame if
the being is destroyed.
Dreadknights are seldom seen, and then only in the depths
of the Underdark, within the Plane of Shadow, or other
realms of darkness, fear, and shadow.
Fearcaster. Those near a dreadknight describe an endless
sense of horror and fear emanating from it. From a distance
only a minor sense of trepidation is felt, but this fear grows
with closer proximity to a dreadknight. Creatures that meet
the dreadknights gaze from behind its helmet are paralyzed
with fear, their hearts near bursting from unending and raw
terror.
Even other evil beings or those of the Shadowfell are
affected by the presence of a dreadknight. However, creatures
immune to fear are able to withstand them, and undead
beings appear to be almost drawn to the presence of a
dreadknight.

Dreadknight At will: cause fear, gloom, night terror, unholy flame


3/day: burning hands, darkness, Grimlore's
Medium fey, lawful evil
    shadowgrasp
Armor Class 18 1/day: hellfire, midnight
Hit Points 127 (15d8 + 60) Gaze of Terror. When a creature that can see the
Speed 30 ft. dreadknight's helment starts its turn within 30 feet of it,
the dreadknight can force it to make a DC 14 Wisdom
saving throw if the dreadknight isn't incapacitated and
STR DEX CON INT WIS CHA can see the creature. If the creature fails its saving
18 (+4) 12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) throw, it is paralyzed with fear. The creature remains
paralyzed as long as the dreadknight maintains
Saving Throws Str +7, Cha +5 concentration.
Skills Athletics +7, Intimidation +5, Perception +3 Unless surprised, a creature can avert its eyes to avoid
Damage Resistances fire, necrotic the saving throw at the start of its turn. If the creature
Condition Immunities blinded, charmed, deafened, does so, it can't see the dreadknight until the start of its
frightened, paralyzed, petrified, poisoned, stunned next turn, when it can avert its eyes. If the creature
Senses blindsight 60 ft., passive Perception 13 looks at the dreadknight in the meantime, it must
Languages - immediately make the save.
Challenge 8 (3,900 XP)
Shadowfell Explosion. If the dreadknight is reduced to 0
hit points, it explodes in a burst of shadow and flame.
Aura of Terror. Each creature that is within 60 feet of the Any creature within a 10-foot radius must succeed on a
dreadknight that can see it must succeed on a DC 15 DC 15 Dexterity saving throw, taking 9 (2d8) necrotic
Wisdom saving throw or become frightened of it for 1 damage plus 9 (2d8) fire damage on a failed save, or
minute. A creature can repeat the saving throw at the half as much on a successful one.
end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the Actions
effect ends for it, the creature is immune to the
dreadknight's Aura of Terror for the next 24 hours. Multiattack. The dreadknight makes two attacks with its
shadowfell blade.
Innate Spellcasting. The dreadknight's innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with Shadowfell Blade. Melee Weapon Attack: +7 to hit, reach
spell attack). It can cast the following spells innately, 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus
requiring no material components: 4 (1d8) necrotic damage and 4 (1d8) fire damage.

52
Drow Necromancer
Dark elves in service to Lolth like many others, these unholy
conjurers are specialist wizards who study the interaction of Drow Necromancer
life, death, and undeath. Uncovering secrets from the Medium humanoid (elf), neutral evil
Demonweb Pits, these drow necromancers have learned how
to animate all manner of vile undead creatures, including Armor Class 13 (16 with armor of bones)
massive skeletal monoliths devoted to the Dark Mother. Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


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

Skills Arcana +8, Deception +6, Perception +6,


Religion +8, Stealth +7
Damage Resistances necrotic
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon
Challenge 9 (5,000 XP)

Fey Ancestry. The drow has advantage on saving


throws against being charmed, and magic can't put
the drow to sleep.
Innate Spellcasting. The drow's innate spellcasting
ability is Charisma (spell save DC 14). It can innately
cast the following spells, requiring no material
components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is an 11th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16,
+8 to hit with spell attacks). The drow has the
following wizard spells prepared:
Cantrips (at will): chill touch, minor illusion, scourge,
    spare the living, toll the dead
1st level (4 slots): death's grasp, dread, ray of sickness,
    rot
2nd level (3 slots): misty step, shadow bind, web
3rd level (3 slots): animate dead, fear, mummify
4th level (3 slots): blight, greater invisibility
5th level (3 slots): armor of bones, cloudkill
6th level (1 slot): create undead
Necromancy spells of 1st level or higher
Grim Harvest (1/Turn). When the drow kills a creature
that is neither a construct nor undead with a spell of
1st level or higher, the necromancer regains hit
points equal to twice the spell's level, or three times
if it is a necromancy spell.

Actions
Withering Touch. Melee Spell Attack: +8 to hit, reach
5 ft., one creature. Hit: 5 (2d4) necrotic damage.

53
Drowned
The drowned are unfortunate creatures who've lost their lives
at sea; a fate worse than death. Once animated, they are
immediately recognizable from other undead due to the
never-ending gasping and gurgling that saturates their being,
an aftereffect from death that now manifests itself as a rage-
filled magical aura to repress the living.
Sodden Appearance. While representative of the
humanoid that passed before it, a drowned typically weighs
more due to their waterlogged body. While motionless, the
drowned is indistinguishable from a bloated corpse.
Undead Nature. A drowned doesn't require air, food, drink,
or sleep.

Drowned
Medium undead, chaotic evil

Armor Class 13 (natural armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Con +7


Damage Resistances cold
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages unable to speak but can understand
simple phrases
Challenge 4 (1,100 XP)

Drowning Aura. Each creature that requires air to


breathe and starts its turn within 30 feet of the
drowned must make a DC 14 Constitution saving
throw. On a failed save, a creature takes 4 (1d8) cold
damage and has disadvantage on attack rolls and skill
checks until the start of its next turn.
False Appearance. While the drowned remains
motionless, it is indistinguishable from a bloated
corpse.

Actions
Multiattack. The drowned makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage,
plus 4 (1d8) cold damage.

Reactions
Scorn (1/Day). If a creature that the drowned can see
hits the drowned with an attack, the drowned scorns
the creature. For the next minute, that creature has
disadvantage on attack rolls made against the
drowned, including the triggering attack.

54
Fell Wolf
There are some throughout the realms who have a deep-
seated hatred for all forms of magic, and will stop at nothing Fell Wolf
to eliminate practitioners of the magical arts. In a twist of Large beast, neutral evil
irony, many of these individuals themselves have at least
some form of limited arcane ability. Armor Class 15 (natural armor)
However, the hunting and elimination of magic users is no Hit Points 52 (7d10 + 14)
mean feat, as many magic users protect themselves with Speed 50 ft.
wards and are capable of protecting themselves against
ambush. STR DEX CON INT WIS CHA
The fell wolf is a creature that, through subtle magical
manipulations and intensive breeding and training, has been 17 (+3) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 8 (-1)
bred for a single purpose - to aid in the hunting and
elimination of magic users. While the form of the wolf has Saving Throws Dex +5
been somewhat altered due to its magical augmentation, it is Skills Stealth +5, Perception +3
capable of sensing and resisting many forms of magic as it Damage Resistances cold, fire, lightning, thunder;
pursues its quarry. bludgeoning, piercing, and slashing from
Consumer of Magic. Perhaps the most frightful of its nonmagical weapons
Senses darkvision 60 ft., passive Perception 13
augmentations is the fell wolf's ability to consume magical Languages -
energies that are directed at it. Rather than causing it harm, Challenge 3 (700 XP)
minor spells are consumed and used to create a psychic
whiplash against whomever was bold enough to unleash Arcane Hunter. The fell wolf has advantage on attack
magical energies against it. rolls made against magic users.
Consume Magic. If the fell wolf is targeted by a 2nd-
level spell or lower that deals damage, it
automatically succeeds on any saving throw required.
Instead of dealing damage, the fell wolf is healed for
half the damage that would have been dealt.
Keen Hearing and Smell. The fell wolf has advantage
on Wisdom (Perception) checks that rely on hearing
or smell.
Magic Resistance. The fell wolf has advantage on
saving throws against spells and other magical
effects.
Pack Tactics. The fell wolf has advantage on an attack
roll against a creature if at least one of the fell wolf's
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Scrying Resistance. The fell wolf is immune to scrying
and to any effect that would sense its emotions, read
its thoughts, or detect its location.
Sense Magic. The fell wolf senses magic within 120
feet of it at will. This trait works like a detect magic
spell but isn't itself magical.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 12
Strength saving throw or be knocked prone.

Bonus Action
Reflect Magic (3/Day). As a bonus action, the fell wolf
can reflect any spell of third level or lower back
toward the spellcaster.

55
Fleshlurker
The result of horrific magical experimentation, the
Newspawned fleshlurker is a mass of muscle, sinew, and chitin cobbled
Fleshlurker together from the remains of numerous humanoids and other
unknown creatures. These creatures, having been
Medium monstrosity, unaligned ritualistically sacrificed in a dark and agonizing ceremony,
Armor Class 13 (natural armor)
are fueled by pain and torment and show no mercy to the
Hit Points 104 (16d8 + 32)
living. Fleshlurkers are often found in necromancer lairs,
Speed 30 ft., climb 30 ft. underground caverns, and sewer systems where they lurk in
the darkest recesses of the underground while seeking fresh
victims.
STR DEX CON INT WIS CHA Ritual of Agony. The creation of a fleshlurker is a dark and
15 (+2) 9 (-1) 15 (+2) 7 (-2) 10 (+0) 6 (-2)
grueling process. The necromancer responsible for crafting
the fleshlurker first submits their unwilling victims to flaying
and dismembering while still conscious and fully aware,
Saving Throws Con +5
Damage Resistances acid, necrotic, poison;
inflicting as much suffering as possible before their victims
bludgeoning, piercing, and slashing from
succumb to their wounds. The dismembered pieces are then
nonmagical weapons reassembled in the desired orientation and fused with
Condition Immunities blinded, deafened, frightened negative energy. Flesh and bone from different creatures fuse
Senses tremorsense 120 ft. (blind beyond this as one, accounting for the awkward gait and movements of
radius), passive Perception 10 the fleshlurker.
Languages none Once fused, an incantation to the most sinister dark gods
Challenge 6 (2,300 XP) imbues the fleshlurker with a twisted semblance of life. The
fleshlurker, deformed and writhing in pain, manifests into a
Blood Frenzy. The fleshlurker has advantage on melee mound of tissue and viscera that seeks to engulf any
attack rolls against any creature that doesn't have all unfortunate creatures unfortunate enough to encounter it.
its hit points. Feast of Flesh. When a fleshlurker ingests a victim, it
tears its victim apart and uses the remains to incorporate into
Regeneration. The fleshlurker regains 5 hit points at
the start of its turn. If the fleshlurker takes fire
itself. Once they reach a size in which they have difficulty
damage, this trait doesn't function at the start of the
moving about, the fleshlurker may split apart giving rise to
fleshlurker's next turn. The fleshlurker dies only if it two foul, deformed offspring.
starts its turn with 0 hit points and doesn't Twisted Predator. The fleshlurker is blind, the eyes of its
regenerate. progenitors having been removed during its creation.
However, the fleshlurker has heightened senses, and can
Actions sense its prey's movement through faint movements in its
Multiattack. The fleshlurker makes two attacks with
domain.
its bone claw.
Bone Claw. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) slashing damage.

56
Mature Fleshlurker Massive Fleshlurker
Large monstrosity, unaligned Huge monstrosity, unaligned

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 110 (13d10 + 39) Hit Points 126 (11d12 + 55)
Speed 30 ft., climb 30 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 17 (+3) 9 (-1) 10 (+0) 9 (-1) 19 (+4) 6 (-2) 20 (+5) 10 (+0) 12 (+1) 7 (-2)

Saving Throws Con +6 Saving Throws Con +9


Damage Resistances acid, necrotic, poison; Damage Resistances acid, necrotic, poison;
bludgeoning, piercing, and slashing from bludgeoning, piercing, and slashing from
nonmagical weapons nonmagical weapons
Condition Immunities blinded, deafened, frightened Condition Immunities blinded, deafened, frightened
Senses tremorsense 120 ft. (blind beyond this Senses tremorsense 120 ft. (blind beyond this
radius), passive Perception 10 radius), passive Perception 11
Languages none Languages none
Challenge 8 (3,900 XP) Challenge 10 (5,900 XP)

Blood Frenzy. The fleshlurker has advantage on melee Blood Frenzy. The fleshlurker has advantage on melee
attack rolls against any creature that doesn't have all attack rolls against any creature that doesn't have all
its hit points. its hit points.
Regeneration. The fleshlurker regains 7 hit points at Regeneration. The fleshlurker regains 10 hit points at
the start of its turn. If the fleshlurker takes fire the start of its turn. If the fleshlurker takes fire
damage, this trait doesn't function at the start of the damage, this trait doesn't function at the start of the
fleshlurker's next turn. The fleshlurker dies only if it fleshlurker's next turn. The fleshlurker dies only if it
starts its turn with 0 hit points and doesn't starts its turn with 0 hit points and doesn't
regenerate. regenerate.
Magic Resistance. The fleshlurker has advantage on Magic Resistance. The fleshlurker has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.

Actions Actions
Multiattack. The fleshlurker makes three attacks with Multiattack. The fleshlurker makes three attacks with
its bone scythes its bone scythes
Bone Scythe. Melee Weapon Attack: +6 to hit, reach Bone Scythe. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. 10 ft., one target. Hit: 15 (2d10 + 4) slashing
damage.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 16 (3d8 + 3) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 23 (3d12 + 4) bludgeoning damage.

Reactions
Split. When the fleshlurker is reduced to 0 hit points,
it splits into two newspawned fleshlurkers. Each
newspawned fleshlurker acts on its own initiative,
which is rolled after the fleshlurker splits.

57
Forgotten Ones Forgotten Slave
Many ancient rulers and nobles believed that in death their The forgotten slaves represent the lowest echelon of ancient
earthly possessions would accompany them into the afterlife. societies. Often bought and sold on the whim of the wealthy,
Toward this end, some spent their lifetimes in pursuit of slaves in the ancient world were little more than disposable
wealth and earthly possessions of great significance to be labor for construction of tombs of their masters. These pitiful
buried alongside them in hidden tombs where they might undead are often stooped and hunched over, and often move
enjoy the spoils of their life for eternity. These often paranoid about with an awkward gait that was the result of years of
rulers, seeking to preserve their wealth against would-be backbreaking work with little nutrition. In life they would
looters, would construct their tombs in secret locations, have their tongues torn out so they would be unable to speak
taking great lengths to conceal the whereabouts of their final of the locations of the tombs they constructed, so forgotten
resting place. To do so, often the slaves, servants, guards, and slaves can do little other than amble about, moaning
viziers of the nobility would be sealed within the crypt of their piteously. Unwittingly sealed within their final resting places,
master while still alive, so that they too would be able to their fingers have been worn to the bone, the tips sharpened
accompany their liege on their next journey to the afterlife. to vicious points as they tried in vain to claw their way out of
After these pitiful souls perished of hunger, thirst, or strife their tombs before succumbing to thirst and starvation.
amongst each other, their bodies were raised by powerful
incantations to the gods that have been woven into the
construction of their masters' lairs. Now these forgotten ones Forgotten Slave
endlessly roam the cold stone mausoleums of their liege, Medium undead, neutral evil
serving them in undeath as they did in life.
Forgotten Crypts. Due to the great lengths taken by these Armor Class 11 (rotten padded)
ancients to conceal their crypts, most remain forgotten, Hit Points 45 (7d8 + 14)
buried within the sands of time. These vaults are constructed Speed 20 ft.
with devilish traps and hidden passages, the inscriptions on
the walls imbued with incantations to long-forgotten gods. STR DEX CON INT WIS CHA
They contain concealed treasure rooms with the wealth of
their masters, all of which are carefully tended to by the 13 (+1) 10 (+0) 14 (+2) 7 (-2) 7 (-2 ) 6 (-2)
forgotten ones.
Undead Servants. The forgotten resemble desiccated, Damage Vulnerability thunder
mummified remains that smell vaguely of dry rot and dust. In Damage Immunity poison
the dryness of their tomb their bodies are remarkably well Condition Immunities blinded, frightened, poisoned
preserved, and retain many features of their living selves such Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
as strands of hair and facial features. Over the years their Languages understands the languages it knew in life
eyes have rotted away, leaving unsettling eye sockets glaring Challenge 1/2 (100 XP)
forth - not that eyes would have been of any use in the
darkness of their lairs. They often bear the tools and weapons Ears of the Tomb. The forgotten slave has advantage
they would have borne in life, forgotten guards clad in their on Wisdom (Perception) checks that rely on hearing.
armor and bearing well preserved weapons, though the less The forgotten slave is vulnerable to thunder damage,
disciplined slaves and servants are unarmed and shamble and must make a successful DC 15 Constitution
about aimlessly in the dark, only pausing to hunt and saving throw or be deafened if it takes thunder
consume the odd vermin that scuttle within their masters' damage.
cold stone halls.
Senses of the Crypt. The long forgotten tombs and crypts Forgotten Eyes. The forgotten slave can't use its
in which the forgotten are found have been silent for many blindsight while deafened.
such years. While the forgotten cannot see, their sense of Actions
hearing is keen, and they are able to detect the faintest of
sound from the scuttling of beetles and spiders to the Multiattack. The forgotten slave makes two attacks
scurrying of rats. However, their highly attuned hearing with its fingerbones.
makes the forgotten vulnerable to loud noises, which are Fingerbones. Melee Weapon Attack: +3 to hit, reach
exceptionally painful for these creatures. 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Gaze of the Forgotten. The eye sockets of the forgotten
provide a chilling reminder that undeath may last forever. Gaze of the Forgotten. The forgotten slave gazes at
Only the brave may meet the gaze of the forgotten, with many one creature within 30 feet of it. The target must
beings driven into hysteria at the sight the soulless depths of make a DC 11 Wisdom saving throw. On a failed
undeath. save, the target becomes frightened for 3 rounds.
The creature may make an additional saving throw at
Undead Nature. The forgotten ones don't require air, food, the end of each of its turns to remove this effect. A
drink, or sleep. target that succeeds on its saving throw is immune
to the Gaze of the Forgotten for 24 hours.

58
Forgotten Servant
Unlike forgotten slaves, the servants of the rich and wealthy
of yore were treated well and handsomely paid. They were Forgotten Servant
tasked with entertaining dignitaries of foreign lands, running Medium undead, neutral evil
the daily affairs of their employers, and any miscellaneous
duties that suited the whim of their employers. Such was Armor Class 13 (rotten studded leather)
their value to their patron that as part of their contract they Hit Points 39 (6d8 + 12)
were bound to serve them even unto death, but they did so Speed 30 ft.
knowing their family line would be generously compensated
for generations to come. The forgotten servants are often
clad in the ragged tatters of expensive garments that would STR DEX CON INT WIS CHA
befit their importance to the households they proudly serve 10 (+0) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-2)
even now. Though centuries may have perhaps passed
without speaking a word, forgotten servants retain the ability Saving Throws Wis +2
to speak and will describe the rich history of their patrons, Skills History +2
though they remain loyal to protecting their final resting Damage Immunity poison
place from would-be thieves. Condition Immunities blinded, frightened, poisoned
Damage Vulnerability thunder
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages understands the languages it knew in life
Challenge 1/2 (100 XP)

Ears of the Tomb. The forgotten servant has


advantage on Wisdom (Perception) checks that rely
on hearing. The forgotten servant is vulnerable to
thunder damage, and must make a successful DC 15
Constitution saving throw or be deafened if it takes
thunder damage.
Forgotten Eyes. The forgotten servant can't use its
blindsight while deafened.
Loyal Servant. The forgotten servant has advantage on
Charisma (Deception) checks made when interacting
with any intruders into its crypt.

Actions
Multiattack. The forgotten servant makes three
attacks with its ornamental dagger.
Ornamental Dagger. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing
damage.
Gaze of the Forgotten. The forgotten servant gazes at
one creature within 30 feet of it. The target must
make a DC 11 Wisdom saving throw. On a failed
save, the target becomes frightened for 3 rounds.
The creature may make an additional saving throw at
the end of each of its turns to remove this effect. A
target that succeeds on its saving throw is immune
to the Gaze of the Forgotten for 24 hours.

59
Forgotten Guards
The guards of the ancient nobility were selected not just for Forgotten Elite Guard
their prowess in battle, but more importantly for their Medium undead, neutral evil
undisputed loyalty to their households. The ultimate sacrifice Armor Class 15 (rotten scale mail)
of a guard was to voluntarily have their tongue removed such Hit Points 105 (14d8 + 42)
that they could remain privy to, but not share, their lord's Speed 30 ft.
secrets. Such is their loyalty that the forgotten guards
accompanied their liege to the grave. Bearing the arms and
armor they wore in life, they will zealously guard the final STR DEX CON INT WIS CHA
resting place of their lord. 18 (+4) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 9 (-1)

Saving Throws Str +6


Forgotten Guard Damage Vulnerability thunder
Medium undead, neutral evil Damage Immunity poison
Condition Immunities blinded, frightened, poisoned
Armor Class 15 (rotten scale mail) Senses blindsight 60 ft. (blind beyond this radius),
Hit Points 84 (13d8 + 26) passive Perception 9
Speed 30 ft. Languages understands the languages it knew in life
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Ears of the Tomb. The forgotten elite guard has
16 (+3) 12 (+1) 15 (+2) 8 (-1) 8 (-1) 9 (-1) advantage on Wisdom (Perception) checks that rely
on hearing. The forgotten guard is vulnerable to
Saving Throws Str +5 thunder damage, and must make a successful DC 14
Damage Vulnerability thunder Constitution saving throw or be deafened if it takes
Damage Immunity poison thunder damage.
Condition Immunities blinded, frightened, poisoned Forgotten Eyes. The forgotten elite guard can't use its
Senses blindsight 60 ft. (blind beyond this radius), blindsight while deafened.
passive Perception 9
Languages understands the languages it knew in life Lord's Servant. If the forgotten elite guard is within
Challenge 2 (450 XP) 30 feet of an undead creature it serves and it can
hear the creature, the forgotten guard has advantage
Ears of the Tomb. The forgotten guard has advantage on its attack rolls.
on Wisdom (Perception) checks that rely on hearing.
The forgotten guard is vulnerable to thunder damage, Actions
and must make a successful DC 15 Constitution Multiattack. The forgotten elite guard makes two
saving throw or be deafened if it takes thunder attacks with its scimitar.
damage.
Greatsword Melee Weapon Attack: +5 to hit, reach 5
Forgotten Eyes. The forgotten guard can't use its ft., one target. Hit: 11 (2d6 + 4) slashing damage
blindsight while deafened. plus 3 (1d6) necrotic damage).
Lord's Servant. If the forgotten guard is within 30 feet Gaze of the Forgotten. The forgotten guard gazes at
of an undead creature it serves and it can hear the one creature within 30 feet of it, which must make a
creature, the forgotten guard has advantage on its DC 11 Wisdom saving throw. On a failed save, the
attack rolls. target becomes frightened for 1 minute. The
creature can repeat the saving throw at the end of
Actions each of its turns, ending the effect on itself on a
Multiattack. The forgotten guard makes two attacks success.
with its scimitar.
Reactions
Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., Parry. The forgotten elite guard adds 2 to its AC
one target. Hit: 6 (1d6 + 3) slashing damage, plus 3 against one melee attack that would hit it. To do so,
(1d6) necrotic damage. the forgotten elite guard must see the attacker and
Gaze of the Forgotten. The forgotten guard gazes at be wielding a melee weapon.
one creature within 30 feet of it, which must make a
DC 11 Wisdom saving throw. On a failed save, the
target becomes frightened for 1 minute. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

60
Forgotten Vizier
Every great ruler has had an intelligent and ambitious advisor
alongside them, providing sage wisdom and counsel Forgotten Vizier
whenever called upon. Whether or not such counsel is in the Medium undead, chaotic evil
best advice of the ruler remains another matter entirely. As
with their slaves, servants, and guards, the most trusted Armor Class 11 (14 with mage armor)
counsellor to a noble was often entombed alongside them, Hit Points 121 (22d8 + 22)
willingly or not. Such ambitious beings do not take to Speed 30 ft.
entombment lightly, so knowing their fate the forgotten
viziers and counsellors willingly studied necromantic magics
such that they could one day rise from the darkness of their STR DEX CON INT WIS CHA
lord's tomb. Knowing they might have millennia to study the 10 (+0) 12 (+1) 12 (+1) 18 (+4) 16 (+3) 14 (+2)
secrets of undeath, forgotten viziers are formidable magic
users and extremely knowledgeable. Unbeknownst to them, Saving Throws Int +7, Wis +6
however, the arcane inscriptions within their master's tomb Skills Arcana +7, History +7
have kept them within, bound to their patron's resting place Damage Immunity poison
until released from service. Damage Vulnerability thunder
Cowled and clad in dark, flowing robes, such advisors are Condition Immunities blinded, frightened, poisoned
often vain, choosing to remove any traces of flesh and Senses blindsight 60 ft. (blind beyond this radius),
mummified remains to embrace a more intimidating and passive Perception 13
fearsome presence. Languages understands the languages it knew in life
Challenge 5 (1,800 XP)

Ears of the Tomb. The forgotten vizier has advantage


on Wisdom (Perception) checks that rely on hearing.
The forgotten vizier is vulnerable to thunder damage,
and must make a successful DC 12 Constitution
saving throw or be deafened if it takes thunder
damage.
Forgotten Eyes. The forgotten vizier can't use its
blindsight while deafened.
Spellcasting. The forgotten vizier is a 9th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 15, +7 to hit with spell attacks). The
forgotten vizier has the following spells prepared:
Cantrips (at will): chill touch, prestidigitation, ray of
    frost, toll the dead
1st level (4 slots): chaos bolt, cause fear, mage
    armor
2nd level (3 slots): blindness/deafness, dust devil,
    misty step
3rd level (3 slots): animate dead, wall of sand,
    vampiric touch
4th level (3 slots): blight, confusion
5th level (1 slot): danse macabre, enervation

Actions
Multiattack. The forgotten vizier makes two attacks
with its quarterstaff.
Quarterstaff Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage.
Gaze of the Forgotten. The forgotten guard gazes at
one creature within 30 feet of it, which must make a
DC 11 Wisdom saving throw. On a failed save, the
target becomes frightened for 1 minute. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

61
Forgotten Lord
The pinnacle of many societies, ancient lords ruled over vast
swaths of the ancient world, believing it was their divine
birthright to rule over all. Many were cruel and selfish,
thinking little of expending the lives of those they ruled to
further their own ambitions of wealth, land, and prowess.
Born into power, the forgotten lords received all manners of
training in the arcane and martial arts. Being taught the
secrets of the afterlife by ancient mystics, forgotten lords
decreed that their bodies be preserved and embalmed much
like that of a mummy, though through a myriad of ancient
enchantments even their organs were successfully preserved.
However, the cost of everlasting life in undeath was never
truly understood by the forgotten lords, thus they view their
undead reanimate state as the result of a false promise, when
the lords were told of a blissful afterlife rather than a cold
slumber in the darkness for countless centuries.
Unbound Inclination. Unlike mummies, which reanimate
only according to the conditions decided by necromantic
powers used during the mummification process, a forgotten
lord retains its own free will within its crypt. They cannot
escape however, as forgotten lords are magically bound until
such time that the unwitting unseal their resting place and
they are set free to rule once more. Once set upon the world
again, they will draw both willing and unwilling
followers to them once again.

Forgotten Lord Legendary Resistance (1/Day). If the forgotten lord fails a


saving throw, it can choose to succeed instead.
Medium undead, lawful evil
Spellcasting. The forgotten lord is a 9th-level spellcaster.
Armor Class 14 (rotten studded leather) Its spellcasting ability is Wisdom (spell save DC 13, +5
Hit Points 180 (24d8 + 72) to hit with spell attacks). The forgotten lord has the
Speed 30 ft. following spells prepared:
Cantrips (at will): minor illusion, sacred flame, toll the
STR DEX CON INT WIS CHA     dead, thaumaturgy
1st level (4 slots): cause fear, charm person, ceremony
16 (+3) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 15 (+2) 2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): animate dead, bestow curse,
Saving Throws Str +6, Con +6, Cha +5     vampiric touch
Skills History +5, Persuasion +5, Religion +5 4th level (3 slots): banishment, death ward
Damage Immunity poison 5th level (1 slot): legend lore
Damage Vulnerability thunder
Turn Defiance. The forgotten lord and any forgotten
Condition Immunities blinded, frightened, poisoned
ones within 30 ft. of it have advantage on saving throws
Senses blindsight 60 ft. (blind beyond this radius),
against effects that turn undead.
passive Perception 12
Languages understands the languages it knew in life Wisdom of the Ancient World. The forgotten lord has
Challenge 8 (3,900 XP) advantage on Charisma (Persuasion) checks when
interacting with evil aligned creatures, and has
Ears of the Tomb. The forgotten lord has advantage on advantage on all Intelligence (History and Religion)
Wisdom (Perception) checks that rely on hearing. The checks.
forgotten vizier is vulnerable to thunder damage, and
must make a successful DC 15 Constitution saving Actions
throw or be deafened if it takes thunder damage. Multiattack. The forgotten lord makes three attacks with
Forgotten Eyes. The forgotten lord can't use its its ancient maul.
blindsight while deafened. Ancient Maul Melee Weapon Attack: +6 to hit, reach 5
Gaze of the Forgotten. As a bonus action, the forgotten ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.
lord gazes at one creature within 30 feet of it. The Lord's Decree. The forgotten lord utters a word of power
target must make a DC 11 Wisdom saving throw. On a in a long forgotten ancient tongue that can overwhelm
failed save, the target becomes frightened for 3 rounds. the minds of up to three creatures in a 30 foot radius
The creature may make an additional saving throw at that can see and hear the forgotten lord. Each creature
the end of each of its turns to remove this effect. A must succeed on a DC 15 Wisdom saving throw or be
target that succeeds on its saving throw is immune to controlled by the forgotten lord until the end of the
the Gaze of the Forgotten for 24 hours. creature's next turn

62
Garm
Humanoids are not the only creatures that may be cursed
with undeath and reanimated by necromantic magics. The Garm
garm are gaunt, zombified hounds that bear only a passing Small undead, lawful evil
semblance to their living brethren. Often used as loyal
servants, cruel demon lords and necromancers, garm are Armor Class 14 (natural armor)
used as watchdogs, trackers, and guard animals. Unlike Hit Points 45 (10d6 + 10)
hellhounds that possess a malevolent intelligence and would Speed 50 ft.
turn against their masters if mistreated or not allowed to
indulge in their murderous tendencies, garm grovel at the STR DEX CON INT WIS CHA
very sight of the whips of their masters and will do anything
to please them. The garm are speedy, agile, obedient, and 13 (+1) 16 (+3) 13 (+1) 4 (-3) 10 (+0) 5 (-3)
relentless pack hunters.
Burning Eyes. Perhaps the most unsettling feature of the Saving Throws Dex +5
garm are their burning eyes, sometimes the only feature Skills Perception +2
visible in the darkness before the pack attacks. Those that Condition Immunities charmed, frightened
encounter these undead hounds report that if one meets the Senses darkvision 60 ft., passive Perception 12
gaze of the garm, the empty rage within can paralyze even the Languages understands Abyssal or Infernal but can't
speak it
bravest of warriors with fear. The howls of the garm, Challenge 1 (200 XP)
particularly at night, make the blood of those who hear it run
icy with fear. Keen Senses. The garm has advantage on Wisdom
Ravenous. The garm have been drilled into total obedience (Perception) checks that rely on hearing or smell.
to their masters by the cruelest training imaginable, tortured
and starved of both affection and food. As a result they are Overwhelming Attacks. If three or more garm are
ravenously hungry at all times, never knowing what meager within 5 feet of a creature, and the garm aren't
scraps they might be fed, and will tear into their prey with a incapacitated, each successful attack roll against that
viciousness not seen in living creatures. Packs of garm have creature deals an additional 3 (1d6) piercing damage
been known to squabble over the scraps, sometimes even and the creature must make a DC 15 Strength or
slaying each other over the most meager of meals. Dexterity saving throw or be knocked prone.
Undead Nature. A garm doesn't require air, food, Pack Tactics. The garm has advantage on an attack
drink, or sleep. roll against a creature if at least one of the garm's
allies is within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Garm's Gaze. The garm gazes at one creature it can
see within 30 feet of it. The target must make a DC
12 Wisdom saving throw. On a failed save, the
creature is paralyzed for 1 round. A creature that
successfully saves against the effect is immune to
the garm's gaze for the next 24 hours. Undead
creatures aren't affected by it.

Reactions
Pack Mentality. In response to an ally being reduced
to 0 hit points within 30 feet of the garm, the garm
makes a melee attack.

63
Ghosts
When the souls of once-living creatures have unfinished and
are taken before their time, their souls linger; they become Chilling Ghost
bound to haunt a specific location, creature, or object that Medium undead, unaligned
held significance to it in life.
Undead Nature. A ghost doesn't require air, food, drink, or Armor Class 12
sleep. Hit Points 27 (6d8)
Speed 0 ft., fly 40 ft. (hover)
Chilling Ghost
When an unfortunate creature perishes due to extreme cold, STR DEX CON INT WIS CHA
their soul is tethered to the material plane in the form of a 1 (-5) 15 (+2) 11 (0) 10 (0) 12 (+1) 14 (+2)
chilling ghost. Due to the horrific manner in which they die,
these poor creatures rarely remember the reason they are Saving Throws Dex +4, Cha +4
bound to an object or location in the first place. This can Skills Intimidation +4, Stealth +4
frustrate even the most compassionate who wish to help Damage Vulnerabilities fire
these lost souls. Damage Resistances acid, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Any languages it knew in life
Challenge Rating 2 (450 XP)

Chilling Presence. As a bonus action, the ghost can


chill the air around it within 10 feet until the end of
its next turn. Small non-magical flames are
extinguished in its presence and water begins to
freeze.
Relief in Winter. In snowy terrain, the ghost can cast
invisibility at will as a bonus action. It can also see
perfectly in snowy conditions.
Soul Phasing. The ghost can pass through enemy
spaces as though they were difficult terrain, but
cannot end its turn in a space occupied by another
creature.
Warmth Sensitivity. While in areas above 100 degrees
Fahrenheit, the ghost has disadvantage on attack
rolls, saving throws and skill checks.

Actions
Ice Shard. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one creature. Hit: 4
(1d4 + 2) cold damage.
Freezing Drain (Recharge 6). Melee Spell Attack: +4 to
hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage.
The ghost regains hit points equal to half the amount
of cold damage dealt.

Reactions
Tendency (1/Day). When targeted with an attack, the
ghost can briefly possess the target's mind. The
attacker must succeed on a Wisdom saving throw or
be unable to attack the ghost for this round; the
attacker must choose a new target or else lose the
attack.

64
Depraved Queen
Everlasting beauty and vitality is not just a goal for some
monarchs, but an obsession. The depraved queen has made a Depraved Queen
pact with otherworldly forces, trading away the souls of those Medium undead, any chaotic alignment
they rule over as a currency in exchange for immortality and
everlasting beauty. By day, they hold court under the guise as Armor Class 13
a radiant and beautiful regal queen: a being of bearing as Hit Points 81 (18d8)
would befit any other noble. However, by night, their Speed 0 ft., fly 40 ft.
humanoid self fades away, causing them to appear with a
twisted visage, restlessly wandering the quiet passageways of
their castle. STR DEX CON INT WIS CHA
Vanity over Reason. The depraved queen, being obsessed 5 (-3) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 17 (+3)
with appearances, surrounds itself with those who would
cater to a fragile and unstable ego. With each passing day, the Saving Throws Wis +3, Cha +6
influences with which everlasting beauty and immortality Skills History +5, Intimidation +6
were negotiated slowly drives the depraved queen further Damage Resistances acid, fire, lightning, thunder;
into despair. bludgeoning, piercing, and slashing from
Wail of the Queen. The depraved queen is tormented by nonmagical weapons
the hideous reflection of its nightly self. In the darkest of Damage Immunities cold, necrotic, poison
nights when servants have retired to their room, the wails of Condition Immunities charmed, exhausted,
the depraved queen can be heard echoing down the hallways frightened, grappled, paralyzed, petrified,
of its abode. Those who hear these haunting cries become poisoned, prone, restrained
distraught themselves, obsessed with the sorrow of their Senses darkvision 60 ft., passive Perception 12
depraved queen. Languages Common, Elvish, plus one additional
language
Challenge 6 (2,300 XP)

Incorporeal Movement. The depraved queen can


move through other creatures and objects without
movement penalty. It takes 5 (1d10) force damage if
it ends its turn inside an object.
Innate Spellcasting. The depraved queen's spellcasting
ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells,
requiring no material components:
3/day each: charm person, enthrall, hold person
Translucence. The depraved queen has disadvantage
on attack rolls made in bright light.

Actions
Chilling Touch. Melee Spell Attack +6 to hit, reach 5
ft., one target. Hit: 13 (3d6 + 3) frost damage.
Queen's Lament. The depraved queen unleashes a cry
filled with sorrow and despair. Any creature within
30 feet that can hear the depraved queen must
succeed on a DC 15 Wisdom saving throw or take
16 (3d10) psychic damage and is charmed by the
depraved queen for 1 hour. A charmed creature
regards the depraved queen as a friendly
acquaintance. When the effect ends, the creature
does not know it was charmed.
Gaze of the Queen (1/Day). Each non-undead creature
within 60 feet of the depraved queen that can see
her must succeed on a DC 15 Wisdom saving throw
or be knocked unconscious for 1 minute.
Unconscious creatures will awaken if they take
damage or another creature spends its turn waking
the target.

65
Faceless
The manifestation of dreams of torture, torment, and pain, a
faceless phantom is the stuff of nightmares. These loathsome Faceless Phantom
beings appear to spontaneously arise of the deepest, darkest Medium undead, chaotic evil
night terrors. It has been suggested their manifestation arises
through the influence of evil and malevolent deities, their Armor Class 14
subtle magical intervention giving rise to the unspoken fears Hit Points 54 (12d8)
of sentient beings. Speed 0 ft., fly 40 ft.
Faceless phantoms are seldom seen outside of the darkest
hours of moonless nights. Those who claim to have seen
them describe them as little more than silhouettes flitting STR DEX CON INT WIS CHA
about in the darkness, billowing cloaks of shadow floating 3 (-4) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 8 (-1)
silently about them as they slowly glide through the darkness.
Their faces are entirely covered in their cloaks, giving rise to Saving Throws Dex +7, Wis +5
their names. Skills Perception +5, Stealth +7
Faceless phantoms may be found haunting deserted Damage Vulnerabilities radiant
graveyards, crypts, catacombs, torture chambers, and tombs. Damage Resistances. cold, fire, lightning, thunder
When hungry, they will venture forth from their haunts in Damage Immunities acid, necrotic, poison;
search of their only known source of food: the energies given bludgeoning, piercing, and slashing damage from
off by a soul in torment. A faceless phantom rarely hunts as nonmagical weapons
they seldom need to feed, but when they do the only Condition Immunities blinded, charmed, deafened,
indication of their presence is the body of a deceased being, a exhaustion, frightened, grappled, incapacitated,
bloodless face gazing upward with a look of utter terror upon paralyzed, petrified, poisoned, restrained, stunned
their face as they were slain in the night be an unseen Senses blindsight 60 ft., passive Perception 15
predator. Their victims have nary a mark left upon them, as Languages any languages it knew in life
Challenge 5 (1,800 XP)
the faceless phantom instead drains the psychic energy of
their prey and replaces it with horrific images of suffering
and torment. Cloaked in Shadows. The faceless phantom has
advantage on Dexterity (Stealth) checks while in
A faceless phantom will target lone creatures so their darkness.
presence remains undetected, perhaps inhabiting an area for
a decade or more given the infrequency of their hunts. Yet if Incorporeal Movement. The faceless phantom can
desperate for food, a faceless phantom may choose to prey move through other creatures and objects as if they
upon a small group of beings, selecting its target carefully were difficult terrain. It takes 5 (1d10) force damage
before fleeing back to its haunt. If confronted a faceless if it ends its turn inside an object.
phantom will likely flee and attempt to find a new location Innate Spellcasting. The faceless phantom's innate
with unsuspecting and therefore vulnerable prey. spellcasting ability is Intelligence (spell save DC 14,
Phantasmal Manifestations. As manifestations of the +6 to hit with spell attacks). The faceless phantom
mind, a faceless phantom is incapable of physically can innately cast the following spells, requiring no
interacting with corporeal beings. Nonmagical weapons pass material components:
through their bodies, and all but the most potent of magics At will: expeditious retreat, gloom, manipulate
have little effect upon them, though the light of day is said to     shadow, night terror
drive them away. 3/day: darkness, drain life, necrotic visage
Summoners of Darkness. In order to disguise their 1/day: phantasmal killer
presence, a faceless phantom is capable of summoning forth Phantasmal Presence. The faceless phantom is
impenetrable darkness and shadow. This ability is useful both immune to nonmagical attacks.
to avoid detection while hunting and escape if detected.
Faces of Dread. While faceless phantoms are cautious and Sunlight Hypersensitivity. While in sunlight, the
seldom need to feed, some more sinister manifestations, faceless phantom has disadvantage on attack rolls,
perhaps born of evil dreams of murder and acts of torture, saving throws, and ability checks.
appear to instead revel in feeding and will do so at every Actions
opportunity. These faceless horrors are so ravenous they will
indiscriminately attack even small groups, greedily and Psychic Drain. Melee Weapon Attack: +7 to hit, reach
fearlessly feasting upon their victims psychic energies. 5 ft., one target. Hit: 14 (4d6) psychic damage. The
Rather than fleeing, a faceless horror will stand its ground, target's hit point maximum is reduced by an amount
draining its victims and empowering itself evenas it is being equal to the damage taken, and the faceless phantom
assaulted. regains hit points equal to half the damage dealt. The
target must succeed on a DC 17 Wisdom saving
throw or be incapacitated. The target can make a
saving throw at the end of each round to remove the
effect, but suffers one level of exhaustion per round
incapacitated until it completes a long rest.

66
Faceless Horror Innate Spellcasting. The faceless horror's innate
spellcasting ability is Intelligence (spell save DC 15, +7
Medium undead, chaotic evil
to hit with spell attacks). The faceless horror can
Armor Class 14 innately cast the following spells, requiring no material
Hit Points 81 (18d8) components:
Speed 0 ft., fly 40 ft. At will: dread, gloom, manipulate shadow, night terror,
    silent image
3/day: darkness, drain life, fear, misty step, necrotic
STR DEX CON INT WIS CHA     visage
3 (-4) 18 (+4) 10 (+0) 18 (+4) 14 (+2) 8 (-1) 1/day each: phantasmal killer, synaptic static
Phantasmal Presence. The faceless horror is immune to
Saving Throws Dex +7, Wis +5 nonmagical attacks.
Skills Perception +5, Stealth +7
Sunlight Hypersensitivity. While in sunlight, the faceless
Damage Vulnerabilities radiant
horror has disadvantage on attack rolls, saving throws,
Damage Resistances. cold, fire, lightning, thunder
and ability checks.
Damage Immunities acid, necrotic, poison; bludgeoning,
piercing, and slashing damage from nonmagical
weapons Actions
Condition Immunities blinded, charmed, deafened, Psychic Drain. Melee Weapon Attack: +7 to hit, reach 5
exhaustion, frightened, grappled, incapacitated, ft., one target. Hit: 21 (6d6) psychic damage. The
paralyzed, petrified, poisoned, restrained, stunned target's hit point maximum is reduced by an amount
Senses blindsight 60 ft., passive Perception 15 equal to the damage taken, and the faceless horror
Languages any languages it knew in life regains hit points equal to half the damage dealt. The
Challenge 7 (2,900 XP) target must succeed on a DC 17 Wisdom saving throw
or be incapacitated. The target can make a saving throw
Cloaked in Shadows. The faceless horror has advantage at the end of each round to remove the effect, but
on Dexterity (Stealth) checks while in darkness. suffers one level of exhaustion per round incapacitated
until it completes a long rest.
Incorporeal Movement. The faceless phantom can move
through other creatures and objects as if they were Psychic Siphon. All creatures within a 30-foot radius
difficult terrain. It takes 5 (1d10) force damage if it must make a DC 15 Wisdom saving throw, taking 14
ends its turn inside an object. (4d6) psychic damage on a failed save, or half as much
damage on a successful one. The faceless horror regains
hit points equal to 25% of the damage dealt.

67
Nitroki
The nitroki are a race of cunning shapechanging spirits that
lurk in ancient graveyards, crypts or mausoleums where an Nitroki
abundance of wealth is hidden with the deceased. Nitroki are Small undead (shapechanger), chaotic evil
obsessed with idols, gold and wealth, and often search
through burial grounds of wealthy kings and nobles in search Armor Class 12
of such items even though they are of little use to these Hit Points 90 (20d6 + 20)
beings. Speed 0 ft., fly 40 ft.
The origins of the nitroki are unknown, though it is
rumored they are the spirits of greedy beings slain by the
dead whose lust for wealth bound them to forever seek it. Be STR DEX CON INT WIS CHA
it tomb raiders or crypt thieves, they have a fondness for 14 (+2) 15 (+2) 13 (+1) 10 (0) 17 (+3) 15 (+2)
luring their victims into elaborate traps found within the
environments in which they lurk. Skills Deception +5, Persuasion +5
The nitroki possess some minor magical powers which Damage Immunities cold, necrotic, poison
they use to manipulate and lure the unwary into their Damage Resistances acid, fire, lightning, thunder;
schemes. bludgeoning, piercing, and slashing from
Curse of the Nitroki. These voracious spirits have a nonmagical weapons
strange natural defence, which serves as both a boon and a Condition Immunities charmed, exhausted,
curse. If a living creature can see the nitroki, that creature frightened, grappled, paralyzed, petrified,
cannot harm them, nor can they harm it. This renders a poisoned, prone, restrained
nitroki unable to feed unless its prey is incapacitated or Senses darkvision 120 ft., passive Perception 13
otherwise devoid of sight and protection. As a result, nitroki Languages any languages it knew in life
will often assume a non-threatening form such as that of a Challenge 5 (1,800 XP)
small ghostly child if they know they are to be seen to lure
unwary adventurers into a sense of false security. The nitroki Ethereal Sight. The nitroki can see 60 feet into the
will often attempt to enlist the aid of such beings, preying on Ethereal Plane when it is on the Material Plane, and
good and noble intentions while luring them into deadly vice versa.
traps, incapacitating situations, or combat with other beings Innate Spellcasting. The nitroki's spellcasting ability is
of greater power. Wisdom (spell save DC 14, +6 to hit with spell
attacks). It can cast the following spells innately,
requiring no material components:
At will: dancing lights, prestidigitation, message,
    minor illusion
3/day each: charm person, invisibility, silent image
1/day each: major image, suggestion
Incorporeal Movement. The nitroki 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.
Nitroki's Curse. If a living creature can see the nitroki
at the start of its turn, it becomes cursed by the
nitroki until the start of its next turn. A cursed
creature becomes immune to all damage dealt by the
nitroki, and the nitroki becomes immune to all
damage dealt by the cursed target for the duration. A
creature that isn't suprised can avert its eyes at the
start of its turn. If it does so, it can't see the nitroki
until the start of its next turn, when it can avert its
eyes again. If it looks at the nitroki in the meantime,
it falls under the nitroki's curse immediately.

Actions
Multiattack. The nitroki makes two attacks with its
touch.
Nitroki's Touch. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
damage.

68
Ghouls
Feasting on the flesh of humanoids, ghouls are easily defined
by their emaciatingly-decayed form; skin stretched tightly Gluttonous Ghoul
over their sickly frames. Their sharpened teeth mean their Medium undead, chaotic evil
victims need for their lives, a fear worsened by the ghoul's
infamous ability to paralyze prey, rendering their victims Armor Class 9
incapable of defending themselves. Hit Points 52 (7d8 + 21)
Undead Nature. A ghoul doesn't require air, food, drink, or Speed 20 ft.
sleep.
STR DEX CON INT WIS CHA
Gluttonous Ghoul 18 (+4) 8 (-1) 16 (+3) 7 (-2) 10 (+0) 5 (-3)
In stark contrast to their sickly-looking kin, these paunchy
ghouls continually lust for their next meal - trying to fulfill an Skills Athletics +6
insatiable hunger that can never be satisfied. Their powerful, Damage Resistances necrotic
perpetually blood-caked hands are extremely proficient in Damage Immunities poison
pulling the limbs clean off of their next meal. Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 3 (700 XP)

Dismember. As a bonus action, the ghoul can


attempt to dismember a target it has grappled. The
target and the ghoul make contesting Strength
(Athletics) checks. If the target is successful, it is
freed and can use its reaction to move up to half of
its movement speed without provoking attacks of
opportunity. If the ghoul is successful, it deals 13
(3d8) bludgeoning damage to the target.

Actions
Multiattack. The ghoul makes three attacks: one with
its bite and two with its claws. If both of its claw
attacks hit the same target that is Medium or smaller,
it is grappled (escape DC 13).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. If the
  target is a creature other than an undead, it must
   succeed on a DC 13 Constitution saving throw or
   be paralyzed for 1 minute. The target can repeat
 the saving throw at the end of each of its turns,
   ending the effect on itself on a success.

    Reactions
      Fresh Meat. When a creature that is not undead
      within 5 feet of the ghoul is hit with an attack
     that deals damage, the ghoul can make a bite
   attack against the creature that was hit.

69
Flayed Ghoul
Not only do necromancers learn about the physiology of
undead tissue through their experimentation, the most evil
and depraved of them also satisfy an unholy urge to inflict
pain and suffering upon their victims. A flayed ghoul has had
their skin carefully and methodically removed, potentially to
serve as a cover for grimoires of pain and tomes of suffering.
Whether the skin was flensed while a victim was still alive or
after it succumbed to ghoul fever is irrelevant, as the result is
the same - a creature that pursues and devours its prey with a
desperate savagery, as though seeking revenge for the
excruciating agony it has experienced.
Flayed ghouls bear the notable presence of deformities
caused by the experiments conducted upon them. They may
be missing limbs, be disembowled, blinded, or bear other
wounds designed solely to inflict pain upon them. Flayed Ghast
Feral Savagery. A flayed ghouls moves more rapidly and Medium undead, chaotic evil
with less cunning intent compared to their more common
undead brethren. They lack the subtlety and cunning to set Armor Class 12
ambushes, but move and attack with unbridled ferocity. Hit Points 36 (8d8)
Tortured Existence. Being subjected to all manner of Speed 30 ft.
unspeakable horrors and necrotic magics, the flayed ghoul is
immune to necrotic damage and no longer fears anything, not
even the holy power of divine beings. STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 10 (+0) 8 (-1) 6 (-2) 8 (-1)

Flayed Ghoul Damage Immunities necrotic, poison


Medium undead, chaotic evil Condition Immunities charmed, exhaustion,
frightened, poisoned
Armor Class 11 Senses darkvision 60 ft., passive Perception 8
Hit Points 27 (6d8) Languages Common
Speed 30 ft. Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 ft. of


STR DEX CON INT WIS CHA the ghast must succeed on a DC 10 Constitution
16 (+3) 13 (+1) 10 (+0) 8 (-1) 6 (-2) 8 (-1) saving throw or be poisoned until the start of its next
turn. On a successful saving throw, the creature is
immune to the ghast's Stench for 24 hours.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, Turn Defiance. The ghast and any ghouls within 30 ft.
frightened, poisoned of it have advantage on saving throws against effects
Senses darkvision 60 ft., passive Perception 8 that turn undead.
Languages Common
Challenge 1 (200 XP) Actions
Multiattack. The ghast makes two attacks with its
Actions claws or one with its claws and one bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the one target. Hit: 10 (2d6 + 3) slashing damage. If the
target is a creature other than an undead, it must target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or be succeed on a DC 10 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending saving throw at the end of each of its turns, ending
the effect on itself on a success. the effect on itself on a success.
Reactions Reactions
Aggression. When a creature that the ghoul can see Aggression. When a creature that the ghast can see
dies, the ghoul can move up to half its speed toward dies, the ghast can move up to half its speed toward
another creature and make a bite attack. another creature and make a bite attack.

70
Gloombat
Found in the darkest of caves and tombs, gloombats are
shadowy flying creatures that somewhat resemble a large,
black bat except for a pair of overpronounced blood-red eyes
and an enlarged jaw filled with razor-sharp teeth. They are
perfectly camouflaged within their natural habitats, and even
the calls of their echolocation resemble their less dangerous
cousins. The only feature that might suggest the presence of
a gloombat is their disproportionate red eyes peering down at
those travelling through their domains.
Unlike their more common kin, gloombats feed not on
insects, fruit, nor blood, but rather seem to be sustained by
feeding off magical energies given off by enchantments,
hexes, and curses found in the blackest of tombs. Gloombats
are solitary by nature, but may aggregate in larger areas
where magical energies are more concentrated or potent.
Gloombats are intelligent and wary creatures, able to
detect even the subtlest ebbs and flows of magic. As a result
they are highly sought after to be trained as familiars by
powerful wizards and wizards, provided they are properly fed.
Magic Hunter. Where magical energies are not found, the
gloombat may choose instead to hunt down and prey upon
magical creatures instead, draining them of their powers.
Being a small creature vulnerable when not in flight, the
gloombat will stalk its prey over long distances, waiting in
silence for their victims to rest in the darkness before landing
and feasting upon the psychic energies emitted by magic
users as they attempt to regenerate their abilities.
Shadow Flight. Due to their magical diet, gloombats
appear to trail wisps of shadow as they fly about through the
shadows. If well fed, a gloombat is also capable of teleporting
short distances, an ability mainly used to escape if the
gloombat has been detected.

Gloombat Echolocation. The gloombat can't use its blindsight


while deafened.
Medium beast, unaligned
Keen Hearing. The gloombat has advantage on Wisdom
Armor Class 15 (Perception) checks that rely on hearing.
Hit Points 66 (12d8 + 12)
Speed 10 ft., fly 60 ft. Sense Magic. The gloombat can sense the presence of
magic within 120 feet of itself. The gloombat can sense
magic through most barriers, but is blocked by 1 foot
STR DEX CON INT WIS CHA of stone, 1 inch of metal, or 3 feet of wood or dirt.
13 (+1) 18 (+4) 12 (+1) 12 (+1) 12 (+1) 6 (-2) Sunlight Sensitivity. While in sunlight, the gloombat has
disadvantage on attack rolls, Dexterity (Stealth) checks,
and Wisdom (Perception) checks.
Saving Throws Dex +6
Skills Perception +3, Stealth +6 Shadowy. The gloombat has advantage on Dexterity
Condition Immunity blinded (Stealth) checks made while in darkness.
Senses blindsight 60 ft., passive Perception 13 Shadow Flight (3/Day). The gloombat surrounds itself
Languages - with shadow, teleporting up to 30 feet to an
Challenge 2 (450 XP) unoccupied space it can see. Any creature caught in the
gloombat's flight path takes 4 (1d8) necrotic damage
Arcane Predation. The gloombat has advantage on all
attack rolls made against creatures tat can cast spells. Actions
Drain Magic. If the gloombat makes a successful melee Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attack, the target must make a successful DC 15 target. Hit: 8 (1d8 + 4) piercing damage. If the target is
Intelligence check or be drained of two random a magic user, it must make a successful DC 15
available spell slots. The target takes 5 (1d10) psychic Intelligence saving throw or be drained of magic as
damage per spell slot level. described above.

71
Grave Hag
Venturing out only under night's veneer, grave hags silently
stalk their prey for it is under an umbral sky that they are at Grave Hag
their most influential. Grave hags rely on deceit to fulfill their Medium fey, neutral evil
retched goals and the guise of night gives them such an
opportunity. Armor Class 17 (natural armor)
Appalling Stratagem. While other hags consume the Hit Points 110 (13d8 + 52)
living progeny from human bloodlines, grave hags instead Speed 30 ft.
scour the land searching for the intact remains of babies who
have passed in a horrific manner. They work to trick or STR DEX CON INT WIS CHA
deceive grieving parents with a promise to bring their
perished youth back from the dead. Once in their possession, 16 (+3) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 18 (+4)
the hag consumes the remains and gives birth to a child that
resembles its once-living form. Upon the child's thirteenth Skills Deception +8, Religion +5
birthday, it transforms into the spitting image of its hag Damage Resistances necrotic
mother. Senses darkvision 120 ft., passive Perception 12
Defiled Lairs. Grave hags are fiercely territorial creatures Languages Abyssal, Common, Sylvan
who make their lairs in the long-abandoned burial sites that Challenge 4 (1,100 XP)
populate the realm.
Covens. A grave hag that is part of a coven (see the "Hag Innate Spellcasting. The death hag's innate
Covens" sidebar in the Monster Manual) has a challenge spellcasting ability is Charisma (spell save DC 14, +6
to hit with spell attacks). It can innately cast the
rating of 6 (3,900 XP). Typically, they form Death Covens following spells, requiring no material components:
(VGtM pg.58).
At will: chill touch, death's grasp, toll the dead
2/day each: ray of sickness, hold person, vampiric
    touch
Necromantic Insights. The grave hag automatically
succeeds on saving throws against necromancy
spells.
Undead Sense. The hag is aware of the presence of
undead creatures within 2 miles of it. It knows the
distance and direction to each creature, but can't
sense anything else about it.

Actions
Claws (Hag Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing
damage.
Change Shape. The hag magically polymorphs into a
Small or Medium female humanoid, or back into her
true form. Her statistics are the same in each form.
Any equipment she is wearing or carrying isn't
transformed. She reverts to her true form if she dies.
Unearthed Graves (1/Day). The hag uses its unholy
          power to call forth 2d6 zombies, which pull
             themselves up through the ground in
             unoccupied spaces within 60 feet of the hag.
              The zombies act at the end of the hag's
                turns each round, and remain until slain.

72
Harbinger of Ill Omen
Not all celestial messengers bring glad tidings or omens from
the noble gods. Deva, for example, act as divine messengers Celestial Archenemies. As they travel down the path into
and agents of greater beings bringing courage and hope to despair, a harbinger of ill omen will often harbor a deep-
good mortal beings. However, not even these noble and rooted hatred for their former lives. Should they encounter a
virtuous beings are immune from corruption. The glad celestial that resembles that which they once represented,
tidings and hope borne forth from immortal beings is at times their hatred will lend strength to their arms and fury toward
misinterpreted by mortal beings, who take even the most their blows for the harbinger's false perception of the
righteous of edicts and twist them toward the aims of mortals celestial's message of good.
- toward greed, lust, envy, and wrath. Form of Despair. The harbinger of ill omen may assume
Seeing their good intentions and messages of hope and any form it chooses, though often it will appear as a creature
peace corrupted by the actions of lesser beings may fall into associated with war and the spread of disease - that of a rat,
despair. Over long millennia, these beings may become jaded, of a vulture, or even a carrion-feeding insect. It will use its
turning toward the darkness that seems to inevitably follow magical abilities to project whatever images it chooses or
such sins. whisper its dire warnings into the ears of mortals, seeking to
These celestials that fall into despair are often manipulated slowly bend lesser beings onto less than righteous paths.
by the whisperings and hidden machinations of other higher When appearing as humanoid, the harbinger of ill omen
beings who sense the opportunity to corrupt one so pure appears as an effigy of its former noble self, as death itself:
toward the darkness. Thus, over time messages of fellowship, gaunt, skeletal, and bearing a scythe to reap whatever souls it
brotherhood, and peace give way to messages of division, of can.
despair, of famine and the inevitable end of all beings. Thus is Immortal Nature. A harbinger of ill omen doesn't require
born a harbinger of ill omen. food, drink, or sleep.
The harbinger of ill omen is the polar opposite of the noble
deva and other celestial beings. Instead of bringing forth
knowledge and wisdom from a place of good and hope, the
harbinger of ill omen brings forth dire warnings of plague,
pestilence, famine, and despair that will slowly take root in
the minds of mortals, turning them toward dark and selfish
paths.

73
Harbinger of Ill Omen Magic Resistance. The harbinger of ill omen has
advantage on saving throws against spells and magical
Medium celestial, chaotic evil
attacks.
Armor Class 17 (natural armor) Whispers of Despair. The harbinger of ill omen has
Hit Points 161 (19d8 + 76) advantage on Charisma (Deception) checks made when
Speed 30 ft. fly 90 ft. interacting with evil-aligned creatures.

STR DEX CON INT WIS CHA


Actions
Multiattack. The harbinger of ill omen makes two melee
20 (+5) 18 (+4) 18 (+4) 18 (+4) 16 (+3) 20 (+5) attacks.

Saving Throws Str +9, Int +8, Wis +7 Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Skills Deception +9, Insight +7, Perception +7 one target. Hit: 11 (1d12 + 5) slashing damage plus 18
Damage Resistances necrotic; bludgeoning, piercing,, (4d8) necrotic damage.
and slashing from nonmagical weapons Touch of Despair (3/Day). Melee Spell Attack: +9 to hit,
Condition Immunities charmed, exhaustion, frightened reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. If
Senses darkvision 120 ft., passive Perception 17 the target is a creature, it must succeed on a DC 17
Languages all, telepath 120 ft. Wisdom saving throw or be cursed. While cursed, the
Challenge 12 (8,400 XP) target makes all attack rolls and saving throws with
disadvantage, and the target only regains half hit points
Celestial Hatred. The harbinger of ill omen deals an from magical healing effects. The curse can only be
additional 18 (4d8) necrotic damage to any celestial removed by magical means (such as a remove curse
creatures. spell).
Corrupted Weapons. The harbinger of ill omen's weapon Change Shape (1/Day). The harbinger of ill omen
attacks are magical. When the harbinger hits with any magically polymorphs into a humanoid or beast that has
weapon, the weapon deals an extra 18 (4d8) necrotic a challenge rating equal to or less than its own, or back
damage (included in the attack). into its true form. It reverts to its true form if it dies.
Any equipment it is wearing or carrying is absorbed or
Innate Spellcasting. The harbinger of ill omen's innate borne by the new form (the harbinger's choice).
spellcasting ability is Charisma (spell save DC 17, +9 to
hit with spell attacks) It can innately cast the following In a new form, the harbinger of ill omen retains its game
spells, requiring no material components: statistics and ability to speak, but its AC, movement
modes, Strength , Dexterity, and special senses are
At will: cause fear, detect evil and good, protection replaced by those of the new form, and it gains any
    from evil and good, toll the dead (11th level) statistics and capabilities (except class features,
3/day each: animate dead, bestow curse, geas legendary actions, and lair actions) that the new form
1/day each: contact other plane, modify memory has but that it lacks.

Harbinger's Scythe
Weapon (scythe), rare
The scythe is a martial weapon, which deals 1d12 slashing
damage and has a reach of 10 feet. If you make a successful
attack against a celestial creature with this weapon, it deals an
additional 4d8 necrotic damage to the target.
Additionally, you can magically polymorph yourself into a
humanoid or beast that has a challenge rating equal to
or less than your own (or level if it doesn't have a challenge
rating) once per day, recharging at dawn. The transformation
lasts until you drop to 0 Hit Points or dismiss your form as a
bonus action. Game Statistics, except your mental ability
scores, are replaced by the statistics of the chosen beast. You
retain your alignment and personality.
You assume the Hit Points of its new form. When you revert
to your normal form, you return to the number of hit points
you had before you transformed. If you revert as a result of
dropping to 0 hit points, any excess damage carries over to
your normal form. As long as the excess damage doesn't
reduce your normal form to 0 hit points, you aren't knocked
unconscious.

74
Helsteed
Living within the deepest layers of the Nine Hells, the
helsteed is a terrifying four-legged creature that roams freely Helsteed
across the barren planes. These monstrous, ill-tempered Large monstrosity, lawful evil
creatures resemble demonic horses, their heads sprouting
sharpened and curling horns. Their skin, in places that Armor Class 14 (natural armor)
haven't been flayed away to expose the tissue beneath, is Hit Points 123 (13d10 + 52)
scaled and reptilian, capable of turning aside the keenest of Speed 60 ft.
blades. The reek of decay and offal precedes them, and is
often the first clue indicating the presence of these creatures. STR DEX CON INT WIS CHA
When trained by the devils and demonic forces that call
Baator home, helsteeds make cantankerous and fierce 19 (+4) 12 (+1) 18 (+4) 9 (-1) 8 (-1) 6 (-2)
mounts, their cruel spirit an equal match for their devilish
riders. They are used as calvary for demonic armies, sowing Saving Throws Str +7, Con +7
fear and division in opposing ranks as they crash through Damage Resistance necrotic, poison
opposing lines. They are tireless and immensely strong, Condition Immunity poisoned
capable of bearing heavy loads over long distances. Senses darkvision 60 ft., passive Perception 9
Often cruelly treated, the helsteed is prone to lashing out Languages understands Abyssal, Common, and
Infernal but can't speak.
against any nearby creatures including their riders if they Challenge 6 (2,300 XP)
have the chance. When agitated, their unearthly calls that
resemble that of a screaming humanoid cause even the Charge. If the helsteed moves at least 30 feet straight
bravest to shudder in fear. toward a target and then hits it with a headbutt
Fearsome Mount. The helsteed, whether bearing a rider attack on the same turn, the target takes an
or not, is a fierce opponent. Aside from their horned heads additional 13 (3d8) piercing damage.
that can deliver a deadly charge, their mouths are filled with
sharpened fangs, and their bite injects a potent paralytic Hellish Resistance. The helsteed has resistance to
venom. Their limbs end in two-toed reptilian feet with wicked necrotic and poison damage.
curved claws that can deliver a tremendous blow to nearby Tortured Cry. The helsteed can issue a tortured cry
creatures, and their scaled, snake-like tails whip about with using its bonus action. Any creatures within 60 feet
such force that they can slice through armor, flesh and bone of it that can hear the helsteed make their next
alike. melee attack with disadvantage.

Actions
Multiattack. The helsteed makes three attacks with its
bite or headbutt, claws, and tail lash.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage. The target
must make a successful DC 15 Constitution saving
throw or be paralyzed for 5 (2d4) rounds. The
paralyzed target can repeat the saving throw on each
of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
Headbutt. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) piercing damage.
The target must succeed on a DC 15 Strength or
Dexterity saving throw or be knocked prone.
Tail Lash. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 11 (2d6 + 4) slashing damage.

75
Impaler
The impaler is a large construct composed of the bodies of
numerous decaying bodies cobbled together and armored in
spiked iron plates. Unlike other golems, whose bodies are
infused with a spirit from the Elemental Plane of Earth, the
impaler's body has been brought to life with a malicious
spark from one of the Lower Planes of existence. Thus, while
it will unerringly obey the commands of its creator, the
impaler is capable of some level of interpretation of its
master's wishes, and these interpretations almost always
lead to the dismemberment of any creatures that confront it.
Foul Armor. Whether through the command of its creator
or by the sinister spark of life inhabiting the impaler's body,
once it dispatches it's foe, the impaler will adorn the spikes
on its armor with the remains of the fallen. Over time, its
armor becomes stained in dried and rotten blood, and the
area guarded by the impaler reeks of the overwhelming scent
of offal and decay. Any living creature impaled upon its armor
may become afflicted with a blood-borne poison from its
fouled spikes.
Ponderous. Despite the impaler being immensely strong,
it is slow and ponderous owning to its thick and heavy armor
that its flesh components must bear. The approach of an
impaler is often felt and smelled before it is seen, as their
slow, heavy footsteps and rank odor foreshadow its presence.
It is, however, capable of charging its foes in an effort to
impale them on its armor, but such a reckless attack leaves
an impaler open to counterattack.

Impaler Magic Resistance. The impaler has advantage on saving


throws against spells and other magical effects.
Large construct, neutral evil
Putrid Stench. The impaler is surrounded by a putrid,
Armor Class 13 (spiked armor) nauseating stench. Any creature within 20 feet of the
Hit Points 126 (12d10 + 60) impaler must make a DC 13 Constitution saving throw
Speed 15 ft. at the start of its turn. On a failed save, the creature
spends its action retching and vomiting. Creatures that
don't need to breathe or are immune to poison
STR DEX CON INT WIS CHA automatically succeed on this saving throw.
22 (+6) 7 (-3) 20 (+5) 3 (-4) 10 (+0) 3 (-4) Spiked Armor. Any creature within 5 feet of the impaler
must make a DC 15 Dexterity saving throw at the end
Damage Immunities necrotic, poison; bludgeoning, of its turn. On a failed save, the creature takes 4 (1d8)
piercing, and slashing from nonmagical weapons that piercing damage and must succeed on a DC 13
aren't adamantine Constitution saving throw or become poisoned.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Actions
Senses darkvision 120 ft., passive Perception 10
Multiattack. The impaler makes two slam attacks or one
Languages understands the languages of its creator but
charge attack.
can't speak
Challenge 9 (5,000 XP) Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 15 (2d8 +6) bludgeoning plus 4 (1d8)
Berserk. If the impaler starts its turn with less than 30 piercing damage. The target must succeed on a DC 13
hit points, roll a d4. On a roll of 4, the impaler goes Constitution saving throw or become poisoned.
berserk. On each of its turns while berserk, the impaler
attacks the nearest creature it can see. If no creature is Reckless Charge. The impaler charges at double its
near enough to move to and attack, the impaler charges movement speed in a straight path toward its target and
toward the nearest creature. Once the impaler goes makes a slam attack. If successful, the target takes 24
berserk, it continues to do so until it is destroyed or it (4d8 +6) bludgeoning damage plus 13 (3d8) piercing
regains all its lost hit points. damage. The target must succeed on a DC 13
Constitution saving throw or become poisoned. The
Immutable Form. The impaler is immune to any spell or impaler has a -2 penalty to its AC until the start of its
effect that would alter its form. next turn.

76
Regional Effects
Infernal Charger Transformed by the infernal charger's twisted presence, the
Denizens of the Nine Hells bear an unending hatred for good domain of an infernal charger might include any of the
creatures that are seemingly incorruptible. Their loathing following magical effects:
knows no bounds, thus they take glee in torturing and Spontaneous flaring of open, nonmagical flames such as
bending any such good creature to their will. One such campfires and torches that scorch creatures within 5 feet
creature that is the ultimate symbol of what is good and pure for 2 (1d4) fire damage.
in the planes of existence is the unicorn, protectors sent by Creatures native to the Nine Hells have an easier time
benevolent gods to ward enchanted forests and glades. hiding; they have advantage on all Dexterity (Stealth)
Generations ago, a force of demons did the unthinkable: checks made to hide.
stealing into the Material Plane, they stalked and captured a When an evil-aligned creature casts a spell or uses a
unicorn and spirited it back to the Nine Hells. There, over magical effect that deals necrotic damage, it does the
years of magical experimentation, attempts at crossbreeding maximum damage possible for the spell or effect.
with nightmares, and layers upon layers of enchantments, Any saving throws made by good or neutral aligned
finally the antithetical counterpart to the unicorn was brought creatures against being cursed, frightened, or charmed are
into existence to serve as its evil counterpart: the infernal made with disadvantage.
charger.
Where a unicorn is a symbol of purity and protection for If the infernal charger dies, these effects end immediately.
good-hearted creatures, the infernal charger is a symbol that
even the most noble and chaste creatures may be twisted
toward nefarious ends. When sent forth to the Material Plane
they are tasked with sowing chaos and division, and seeding
the ground with decay in preparation for the arrival of more
demonic forces.
Lords of Barrens and Swamps. Where a unicorn is found
wandering and warding enchanted forests and glades,
infernal chargers are found roaming across the barren
wastelands and swampy marshlands of the Nine Hells,
drinking from the fouled waters of slow-moving toxic rivers
and feeding on the dead, dying, and decaying remains of
plants and animals that once lived there.
Defiled Horns. Like its holy progenitor, an infernal charger
bears a single spiraling horn that sprouts from its forehead.
However, unlike its ancestor's holy golden horn, the infernal
charger's obsidian-like horn draws energy into itself, leaving
any living thing it touches withered and decayed. Any liquid
that is touched by the horn of an infernal charger becomes
foul and undrinkable. The powdered horn of an infernal
charger can be made into a potent, incurable poison that
inflicts excruciating pain until its victim succumbs to it.
Unholy Mounts. An infernal charger, being malevolent by
nature, does not take well to being mounted unless ridden by
an evil being whose spirit mirrors their own. Even then they
are difficult to guide, and do not tolerate directions without a
firm hand on their reins. When mounted by a champion of
the Nine Hells they are a symbol of hatred and a direct
challenge to the celestial forces of the upper planes.
An Infernal Charger's Lair
An infernal charger's lair might be a deep, dark cave in
lifeless mountains, a rocky outcropping found in a barren
desert, a clearing surrounded by tangles of thorny vines deep
within a fetid swamp or marshland, or some other location of
death and decay.

77
Infernal Charger Magic Horn. The infernal charger's horn attacks are
magical.
Large fiend, chaotic evil

Armor Class 13 Actions


Hit Points 112 (15d10 + 30) Multiattack. The infernal charger makes attacks: one
Speed 50 ft. with its claw and one with its horn.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 15 (+2) Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 +4) piercing damage plus 7 (2d6)
Damage Vulnerability radiant necrotic damage. The infernal charger regains hit points
Damage Resistances fire, necrotic equal to half the necrotic damage dealt.
Damage Immunities poison Teleport (1/Day). The infernal charger magically teleports
Condition Immunities charmed, frightened, paralyzed, itself and up to three willing creatures it can see within
poisoned 5 feet of it, along with any equipment they are wearing
Senses Darkvision 60 ft., passive Perception 12 or carrying, to a location the infernal charger is familiar
Languages Abyssal, Infernal, telepathy 60 ft. with, up to one mile away.
Challenge 7 (2,900 XP)
Legendary Actions
Charge. If the infernal charger moves at least 20 feet
straight toward a target and then hits it with a horn The infernal charger can take 3 legendary actions,
attack on the same turn, the target takes an extra 9 choosing from the options below. Only one legendary
(2d8) piercing damage. If the target is a creature, it action option can be used at a time and only at the end
must succeed on a DC 15 Strength saving throw or be of another creature's turn. The infernal charger regains
knocked prone. spent legendary actions at the start of its turn.

Infernal Resistance. The infernal charger is resistant to Move. The infernal charger moves up to its half speed
fire and necrotic damage, and has advantage on saving without provoking opportunity attacks.
throws against spells and other magical effects. Claw. The infernal charger makes one claw attack.
Innate Spellcasting. The infernal charger's innate Infernal Shield (Costs 2 Actions). The infernal charger
spellcasting ability is Charisma (spell save DC 13, +5 to creates a magical field around itself or another creature
hit with spell attacks). The infernal charger can innately it can see within 60 feet of it. The target gains
cast the following spells, requiring no material resistance to fire and necrotic damage, and creatures
components: within 5 feet take 3 (1d6) fire damage at the end of
At will: corruption, detect evil and good, pass without their turn. The shield lasts until the end of the infernal
    trace charger's next turn.
1/day each: dispel evil and good, darkness, summon
    lesser demons

Horn of the Infernal Charger


Wondrous item, rare
The horn salvaged from an infernal beast. While you possess
this item, you gain resistance to fire and necrotic damage.
You can use an action to magically affix the horn to any
horse. Over the next 2d4 days, the horse gradually undergoes
a horrific transformation: its fur turns black, eyes become
crimson red, front hooves become clawed appendages, and it
develops fangs. Once the transformation is complete, the
horse becomes an infernal charger.
Each day for 7 days thereafter, you must succeed on a
Wisdom (Animal Handling) check contested by a Wisdom
(Insight) check made by the infernal charger. If you are of non-
evil alignment, you make the check with disadvantage. Each
day, if you are successful, the infernal charger is friendly to you
and your allies. After 7 days, the infernal chargers becomes
your companion. Failing a check at any point causes the
infernal charger to become hostile.

78
A Crypt Lord's Lair
Lord of the Crypt Crypt Lords reside in desecrated catacombs. A crypt lord
As far beyond liches as liches are beyond mere dabblers of encountered in its lair can draw upon its power to take lair
the arcane arts; a crypt lord holds dominion of all manner of actions and has a challenge rating of 30 (155,000 XP).
undead creatures within its haunting catacombs.
Enlightened Immortality. Becoming a crypt lord does not Lair Actions
occur through simple happenstance. The impending thought On initiative count 20 (losing initiative ties), the crypt lord can
of a forthcoming demise leads many arcane scholars down take a lair action to cause one of the following magical
the path to study immortality, and potentially lichdom. If effects; the crypt lord can't use the same effect two rounds in
successful, many liches are content to conduct their research a row:
unhindered by the passage of time.
However, there are others that become frustrated with the The crypt lord rolls a d8 and regains a spell slot of that
thought of spending untold centuries in seclusion poring over level or lower. If it has no spent spell slots of that level or
tomes hoping to find the many arcane mysteries of the lower, nothing happens.
multiverse. Instead, they use the immortality provided by The crypt lord telepathically commands up to 6 undead
undeath to persuade others to their cause; where one might creatures within 120 feet of it to use a reaction to make an
take an eon to solve an enigma, a collective will not. attack against a creature within range.
Undead Nature. A crypt lord doesn't require food, drink, or
sleep.

Crypt Lord Turn Resistance. The crypt lord has advantage on saving
throws against any effect that turns undead.
Large undead, neutral evil
Dominate Undead. An undead creature that starts its
Armor Class 20 (natural armor) turn within 120 feet of the crypt lord must succeed on
Hit Points 210 (20d10 + 100) a DC XYZ Wisdom saving throw or be charmed by the
Speed 0 ft. fly 40 ft. (hover) crypt lord for the next 24 hours. For the duration, a
charmed creature is under the crypt lord's precise
control, and can only do actions the crypt lord allows
STR DEX CON INT WIS CHA (doesn't require the crypt lord's action to issue orders).
12 (+1) 18 (+4) 20 (+5) 25 (+7) 18 (+4) 19 (+4) Rejuvenation. If it has a phylactery, a destroyed crypt
lord gains a new body in 1d10 days, regaining all its hit
Saving Throws Con +13, Int +15, Wis +12 points and becoming active again. The new body
Skills Arcana +15, History +15, Insight +12, appears within 5 feet of its phylactery.
Investigation +15, Perception +12, Religion +23
Damage Resistances cold, lightning Actions
Damage Immunities necrotic, poison; bludgeoning,
Waning Touch. Melee Spell Attack: +16 to hit, reach 5
piercing, and slashing from nonmagical weapons
ft., one creature. Hit: 18 (4d8) necrotic damage, and the
Condition Immunities charmed, exhaustion, frightened,
target's Strength score is reduced by 1d6. The target
paralyzed, poisoned
dies if this reduces its Strength to 0, and is raised as an
Senses truesight 120 ft., passive Perception 22
undead creature with a CR equal to or less than the
Languages all, telepathy 120 ft.
creature's level. Otherwise, the reduction lasts until
Challenge 28 (120,000 XP)
restored by magical means (such as a remove curse
spell).
Spellcasting. The crypt lord is a 20th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 24,
+16 to hit with spell attacks). The crypt lord has the Legendary Actions
following spells prepared, which it can cast without The crypt lord can take 3 legendary actions, choosing
material components: from the options below. Only one legendary action
option can be used at a time and only at the end of
Cantrips (at will): eidolic chains, poison spray, scourge, another creature's turn. The crypt lord regains spent
    toll the dead legendary actions at the start of its turn.
1st level (4 slots): dark pact, detect magic, Larloch's
    minor drain, rot Cantrip. The crypt lord casts a cantrip.
2nd level (3 slots): blur, desecration, detect thoughts,
    invisibility Waning Touch (Costs 2 Actions). The crypt lord uses its
3rd level (3 slots): animate dead, dispel magic, fear, Waning Touch.
    lunacy, slow Grasp of the Damned (Costs 3 Actions). Spectral hands
4th level (3 slots): banishment, confusion, polymorph rise up from the ground in a 20-foot square starting
5th level (3 slots): cloud kill, defile, scrying from a point that the crypt lord can see within 60 feet
6th level (2 slots): disintegrate, Myrkul's efficacy of it. Each creature within the area DC 18 Strength
7th level (2 slots): Grimlore's doom, finger of death saving against or be restrained for 1 minute. A
8th level (1 slot): ascendancy of Vecna, power word restrained creature can repeat the saving throw at the
    stun end of each of its turns, ending the effect on itself on a
9th level (1 slot): blasphemous, power word kill success. If a creature's saving throw is successful or the
effect ends for it, the target is immune to the crypt
Legendary Resistance (5/Day). If the crypt lord fails a
lord's Grasp of the Damned for the next 24 hours.
saving throw, it can choose to succeed instead.
80
Mummies
Mummies are the long forgotten but well-preserved remains
of ancient humanoids, raised by ancient funerary rites to Dessicated Wanderer
walk amidst their temples, pyramids, and crypts once again. Medium undead, lawful evil
Any who disturb these sealed resting places may be punished
with an ancient curse or face the wrath of the residents Armor Class 11 (natural armor)
within. Hit Points 45 (7d8 + 14)
Through a lengthy embalming process, the brain and vital Speed 20 ft.
organs are removed and preserved in canopic jars depicting
the gods of the deceased. Despite having their organs STR DEX CON INT WIS CHA
removed, the dark rites cast upon a mummy and the potent
magics of its resting place allow them to maintain the 13 (+1) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
presence of their spirit within their brittle, linen-wrapped
bodies. Saving Throws Str +3, Con +4
Many mummies can bestow curses upon those who disturb Damage Vulnerabilities fire, radiant
either their rest or their mission. A mummy's tocuh can cause Damage Resistances necrotic, poison; bludgeoning,
afflicted beings to slowly wither away into dust, permanently piercing, and slashing from nonmagical weapons
weakening them or cause a being to rot. Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned
Over time, a mummy can have ancient knowledge Senses darkvision 60 ft., passive Perception 10
bestowed upon them through centuries of research into Languages the languages it knew in life
tomes of knowledge or even granted by higher powers Challenge 2 (450 XP)
themselves.
Undead Nature. A mummy doesn't require air, food, drink, Innate Spellcasting. The dessicated wanderer's innate
or sleep. spellcasting ability is Wisdom (spell save DC 10, +2
to hit with spell attacks). It can innately cast the
Dessicated Wanderer following spells, requiring no material components:
While many mummies are preserved with the aim of At will: corruption, scourge, toll the dead
everlasting life and are often accompanied by their riches and 1/day each: bestow curse
their servants, necromantic rituals are not the only means
through which a soul can remain within the dessicated and Actions
dried husks of once living beings. Should a creature's essence Multiattack. The dessicated wanderer can use its
be so firmly bound to its purpose, the dark gods of death may Desert Glare and make one melee attack.
grant that being the opportunity to fulfil that purpose in
undeath. This does require certain specific conditions, for Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
example when a body is rapidly covered by blistering hot one target. Hit: 4 (1d6 + 1) bludgeoning damage.
sand in a desert khamsin. Rotting Touch. Melee Weapon Attack: +3 to hit, reach
The dessicated wanderer is one who has long been buried 5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage. If
beneath the sands, and once exposed to the elements is the target is a creature, it must succeed on a DC 12
bound to wander the dunes once more in search of its Constitution saving throw or be cursed with desert
purpose. They are often responsible for haunted oases and rot. The cursed target can't regain hit points, and its
waypoints, preying on unsuspecting travellers and cursing the hit point maximum decreases by 7 (2d6) for every
dunes with their mere presence. They are often clad in the 24 hours that elapse. Additionally, its Constitution
tattered remains of desert garb, and bear the weapons they ability score permanently decreases by 1 for every
did in their former lives. 24 hours that pass. If the target's maximum hit
points or Constitution is reduced to 0, the target
dies and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
          Desert Glare. The dessicated wanderer targets
          one creature it can see within 60 feet of it. If
         the target can see the dessicated wanderer, it
      must succeed on a DC 11 Wisdom saving throw
      against this magic or become frightened until the
  end of the dessicated wanderer's next turn. If the
target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that
succeeds on the saving throw is immune to the
Dreadful Glare of all mummies (but not mummy
lords) for the next 24 hours.

81
Fenwalker Frozen Mummy
Fens, swamps, and quagmires may provide ideal conditions Another means of preserving a body is through extreme ice
to preserve the bodies of those trapped within quicksand or and cold. Frozen remains of humanoid explorers may be
silt. Fenwalkers are waterlogged mummies prone to found throughout northern climates and high mountain
releasing noxious gases should their bloated bodies be passes, and at times conditions allow the retention of even
damaged in some ways. They slowly slog through the fens in stomach contents. Much like other wandering mummies,
which they perished uttering ghastly moans from their frozen wanderers traverse their frozen domains, in death
decaying bodies. Unlike other mummies, once they emerge searching for whatever mission drove them forward in life.
from their boggy resting places, a fenwalker quickly decays as
it is exposed to air.
Frozen Mummy
Medium undead, lawful evil
Fenwalker
Medium undead, lawful evil Armor Class 12 (natural armor)
Hit Points 75 (10d8 + 30)
Armor Class 9 (natural armor) Speed 20 ft.
Hit Points 39 (6d8 + 12)
Speed 15 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 6 (-2) 8 (-1) 12 (+1)
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 14 (+2) 6 (-2) 8 (-1) 10 (+0) Saving Throws Str +4, Con +5
Damage Resistances fire; bludgeoning, piercing, and
Saving Throws Str +3, Con +4 slashing from nonmagical weapons
Damage Vulnerabilities radiant Damage Immunities cold, necrotic, poison
Damage Resistances fire, necrotic, poison; Condition Immunities charmed, exhaustion,
bludgeoning, piercing, and slashing from frightened, paralyzed, poisoned
nonmagical weapons Senses darkvision 60 ft., passive Perception 13
Condition Immunities charmed, exhaustion, Languages the languages it knew in life
frightened, paralyzed, poisoned Challenge 4 (1,100 XP)
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life Icy Presence. Any creature that ends its turn within
Challenge 1 (200 XP) 10 feet of the frozen mummy must succeed on a DC
12 Constitution saving throw or take 3 (1d6) cold
Bloated Corpse. If the fenwalker takes piercing or damage.
slashing damage, its body ruptures and emits a
noxious gas. Any creature within 15 feet of the Actions
fenwalker must succeed on a DC 13 Constitution
saving throw, taking 4 (1d8) poison damage and Multiattack. The frozen mummy can use its Icy Stare
spend its next action vomiting and retching. and make one melee attack.
Creatures that don't need to breathe or are immune Icy Touch. Melee Weapon Attack: +3 to hit, reach 5
to poison automatically succeed on this saving ft., one target. Hit: 12 (3d6 + 2) cold damage plus 7
throw. (2d6) necrotic damage. If the target is a creature, it
Waterlogged. The fenwalker is resistant to fire must succeed on a DC 13 Constitution saving throw
damage. or be afflicted with a praestrictus curse. The cursed
target can't regain hit points, and its hit point
Actions maximum decreases by 10 (3d6) for every 24 hours
that elapse. Additionally, the target suffers one level
Waterlogged Fist. Melee Weapon Attack: +3 to hit, of exhaustion for every 24 hours that pass. If the
reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning target's maximum hit points are reduced to 0, the
damage plus 7 (2d6) necrotic damage. If the target is target dies and its body turns to ice. The curse lasts
a creature, it must succeed on a DC 12 Constitution until removed by the remove curse spell or other
saving throw or be cursed with bog rot. The cursed magic.
target can't regain hit points, and its hit point
maximum decreases by 7 (2d6) for every 24 hours Icy Stare. The frozen mummy targets one creature it
that elapse. Additionally, its Strength ability score can see within 60 feet of it. If the target can see the
permanently decreases by 1 for every 24 hours that frozen mummy, it must succeed on a DC 13
pass. If the target's maximum hit points or Strength Wisdom saving throw against this magic or become
is reduced to 0, the target dies and its body rots paralyzed until the end of the frozen mummy's next
away. The curse lasts until removed by the remove turn. If the target fails the saving throw by 5 or more,
curse spell or other magic. it also suffers one level of exhaustion. A target that
succeeds on the saving throw is immune to the
Glare of all mummies (but not mummy lords) for the
next 24 hours.

82
Necrophagi Necrophagi Larvae
Decay and decomposition is greatly accelerated in hot, The larvae of a necrophagous resemble large eyeless white
humid, and swampy areas. The remains of dead flora and maggots 6 inches in length, with a powerful set of mandibles
fauna are quickly rotted away by any number of decomposing capable of latching onto an unsuspecting target. Their saliva
bacteria, fungi, and insects, their bodies quickly decaying and contains a mild toxin that causes numbness or even paralysis
becoming part of the environment, often in a matter of days. to a susceptible target, enabling the larvae to rapidly
Death can come quickly in such environments, be it from consume their victim. While they greatly prefer decaying and
fever and disease, starvation, or a more violent demise. necrotic flesh, they will also swarm and attack living
Decomposition begins to set in almost immediately, the first creatures if they approach. While weak individually,
visitors to a corpse being insects which lay their eggs that necrophagi nests may contain dozens or even hundreds of
spawn larvae to rapidly begin the process. While bodies may larvae if the colony is well established.
be reanimated or resurrected if done so in a timely manner,
the process is much more difficult if a body has begun to
decay. Larval Necrophagous
The necrophagi are thought to be the result of necromantic Tiny aberration, neutral
reanimation of a body in an advanced state of decomposition
gone horribly wrong. Rather than resurrecting the deceased Armor Class 8
being, the necrotic energies used in the attempt twisted and Hit Points 4 (3d4 - 3)
corrupted the essence of the decomposers within, merging it Speed 10 ft.
with that of the deceased humanoid. This caused numerous
side effects, including a massive boost to the insect's growth, STR DEX CON INT WIS CHA
reproductive capabilities, and intelligence. A new species
emerged as a result. 8 (-1) 6 (-2) 9 (-1) 3 (-4) 5 (-3) 4 (-3)
The necrophagi are humanoid in structure, but are insect-
like in appearance, with numerous bulging compound eyes Condition Immunities poisoned
and chitinous appendages ending in scythe-like blades. They Senses Blindsight 15 ft. (blind beyond this radius),
communicate in unearthly clicking and whistling sounds, and passive Perception 7
some may possess a rudimentary knowledge of the Common Languages None
Challenge 0 (10 XP)
tongue.
Necrophagi populations tend to arise in remote, difficult to
reach areas, which is well lest they obtain an abundant supply Paralytic Saliva. A creature bitten by a larval
necrophagous must succeed on a DC 10
of food in which to breed. Constitution saving throw or be paralyzed for 1
Rapid Reproduction. Similar to their insect progenitors, round. For each bite suffered in a round, the DC
necrophagi reproduce rapidly, needing only a steady supply of increases by 1.
decaying bodies in which to lay their eggs. Within hours,
larvae burst forth and rapidly consume their food supply, Actions
maturing in a matter of days to fully mature adults. This
results in exponential growth of a necrophagi population. Mandibles. Melee Weapon Attack: +1 to hit, reach 5
However, their life cycle is short, with mature adults living ft., one target. Hit: 1 (1d4 -1) piercing damage.
only around 10 days. Despite their rapid reproduction and Creatures must also succeed on a DC 10
life cycles, like a virus they will decimate the local wildlife and Constitution saving throw or be paralyzed as above.
nearby settlements, only to die out as their food supply Latch. Upon making a successful melee attack, the
diminishes. However, only a single hermaphroditic larval necrophagous makes a DC 12 Strength check.
necrohpagous offspring is required to survive and begin a If successful, it latches onto its target, and on its
new outbreak of these hideous abominations. next round the target takes 2 (1d4) piercing damage
Hive Structure. The necrophagi live in areas in which they as the larvae drains its targets' blood. The larvae
can construct dome-like hives of mud and chewed wood fiber remain latched until it reaches
similar to that of a wasps's nest. Drone necrophagi will drag 0 hit points or the target succeeds
corpses for the queen to deposit an egg into, acting as on a DC 12 Strength check to
incubators. They possess a hive-like social structure and remove it.
hierarchy similar to that of social nesting insects consisting
of necrophagi larvae, immature young, drones, soldiers, and a
single queen. While they may be able to communicate
somewhat with other creatures, they view other beings more
as a source of food as opposed to having any desire to
interact on more than a predator-prey basis.

83
Immature Necrophagous Necrophagi Drones
After one day of rapidly consuming rotting flesh, larval The drone necrophagi act as workers for the hive, following
necrophagi rapidly grow and begin to grow limb buds and soldiers to bring back fresh victims for consumption by larvae
their chitinous exoskeleton, which remains soft. Compound and immature young, chewing plant material for use in
eyes begin to form yet remain sightless. While relatively constructing the growing hive, and tending to the larvae,
defenseless, their mandibles are more powerful, their saliva immature young, and queen. They have mottled grey, green,
more toxic, and they can move about more rapidly in a or brown exoskeletons, limbs resembling a humanoid but
writhing, worm-like manner compared to their larval state. In with oddly shaped joints ending in chitinous blades, and
the absence of an abundance of food, the immature strong mandibles used for chewing plant material for hive
necrophagi will relentlessly consume their larval siblings, construction. Their saliva loses its toxicity once immature
which may lead to the collapse of a colony unless a sufficient necrophagi mature after 3 days. They are grotesque
supply of rotting flesh is available. humanoid in form, able to move about in a stuttering, jerking
movement, and communicate in clicks, whistles, and
posturing body language. If intruders enter the colony, they
Immature Necrophagous will aggressively protect it without hesitation. Their
Small aberration, neutral compound eyes are large and several may be present at
unusual places around the skull of the drone, and while they
Armor Class 10 (natural armor) see well in bright light they function poorly in the dark.
Hit Points 10 (3d6) 80% of the larvae and immature young grow into drones,
Speed 20 ft. which stay close to the hive unless accompanying soldiers on
a hunt. They possess a base level of intelligence and are
capable of acting independently, but will follow the queen's
STR DEX CON INT WIS CHA instructions relentlessly without pause.
9 (-1) 8 (-1) 10 (+0) 5 (-3) 6 (-2) 6 (-2)

Condition Immunities poisoned Necrophagous Drone


Senses Blindsight 30 ft. (blind beyond this radius), Medium aberration, neutral evil
passive Perception 8
Languages None Armor Class 13 (natural armor)
Challenge 1/8 (25 XP) Hit Points 22 (4d8 + 4)
Speed 30 ft.
Paralytic Saliva. A creature bitten by an immature
necrophagous must succeed on a DC 12
Constitution saving throw or be paralyzed. The target STR DEX CON INT WIS CHA
can repeat the saving throw at the end of each of its 12 (+1) 10 (+0) 13 (+1) 8 (-1) 7 (-2) 7 (-2)
turns, ending the paralysis on a successful saving
throw.
Saving Throws Con +3
Skills Perception +0
Actions Condition Immunities charmed, frightened, poisoned
Mandibles. Melee Weapon Attack: +1 to hit, reach 5 Senses passive Perception 10
ft., one target. Hit: 2 (1d6 -1) piercing damage. Languages None
Creatures must also succeed on a DC 12 Challenge 1/4 (50 XP)
Constitution saving throw or be paralyzed as above.
Compound Eyes. While in darkness, the necrophagus
Embedded Mandibles. Upon making a successful drone has disadvantage on attack rolls and Wisdom
melee attack, the immature necrophagous makes a (Perception) checks that rely on sight. While in
DC 14 Strength check. If successful, it latches onto bright light, the necrophagus drone has advantage on
its target, and on its next round the target takes 3 Wisdom (Perception) checks that rely on sight.
(1d6) piercing damage as the immature necrophagus
drains its targets' blood. The immature Drone Mentality. When a drone is within 10 feet of
necrophagous remains latched until it reaches 0 hit another drone, it adds an additional 2 (1d4) to the
points or the target succeeds on a DC 14 Strength result of each attack roll.
check to remove it. If removed before it is killed, the
Insect Mind. The necrophagus drone is immune to
target takes an additional 3 (1d6) slashing damage
being charmed or frightened.
from the embedded mandibles.
Actions
Chitinous Claws. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage.

84
Necrophagous Soldier
About 20% of necrophagi larvae grow into soldiers that are
responsible for defending the hive and seeking out fresh food
supplies. They typically roam within a three-mile radius of the
hive, but paradoxically rarely past their territory which can
lead to rapid colony collapse as the food supply in their range
rapidly diminishes or leaves. Their eyes are more advanced
structurally, their chitinous exoskeletons hardened, and their
humanoid limbs ending in vicious chitinous blades attached
to their otherwise humanoid limbs. Unlike drones,
necrophagi soldiers may don shreds of clothing taken from
their victims, though this serves an unknown purpose. They
may speak in limited common accentuated with clicks,
buzzes, and whistles, but rarely engage in such
communication as they view humanoids merely as a source
of food.
A typical necrophagi raiding party will depend on the
population of their food supply, which is often scouted by a
single soldier in advance. They prefer to overwhelm their
victims, and will do so without pause for their own safety.
Often drones will accompany a soldier raiding party in a 2:1
ratio so they may efficiently bring their victims back to the
hive.

Necrophagous Soldier
Medium aberration, lawful evil

Armor Class 14 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 15 (+2) 9 (-1) 9 (-1) 8 (-1)

Saving Throws Str +4, Con +4


Skills Athletics +4, Perception +1
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)

Compound Eyes. While in darkness, the necrophagus


soldier has disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight. While in
bright light, the necrophagus soldier has advantage
on Wisdom (Perception) checks that rely on sight.
Insect Mind. The necrophagus soldier is immune to
being charmed or frightened.

Actions
Multiattack. The necrophagous soldier makes three
attacks with its chitinous scythes.
Chitinous Scythe. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing
damage.

85
Necrophagous Queen
The heart of a necrophagi nest, the queen is a twisted effigy
of human and insect. The queen will rarely if ever leave the Necrophagous Queen
hive structure, only doing so in dire circumstances such as to Large aberration, lawful evil
escape destruction. Covered in thick chitin with the
appearance of flesh, a necrophagus queen's primary Armor Class 13 (natural armor)
responsibility is to lay eggs and give rise to a brood. Longer Hit Points 97 (13d10 + 26)
lived than other necrophagi, on occassion a larva will give Speed 15 ft.
rise to a young queen, which results in a deathmatch in which
the victor rules over the hive.
The queen directs her lesser attendants with their own STR DEX CON INT WIS CHA
insect-like language consisting of body posturing, hisses, 12 (+1) 15 (+2) 15 (+2) 12 (+1) 12 (+1) 11 (+0)
buzzing, and clicking, but is also able to communicate in the
Common tongue. It has been rumored that necrophagi Saving Throws Dex +4, Con +4
queens are also able to call and control other insects to them Skills Perception +3
as well. Condition Immunities charmed, frightened, poisoned
To date, the only need for communication with other Senses passive Perception 13
humanoids has been either during the pending destruction of Languages Common
a necrophagi hive or the desperate promise from a captive to Challenge 2 (450 XP)
bring a new potential food supply. Queens are cunning,
ruthless, and merciless. Compound Eyes. While in darkness, the
necrophagous queen has disadvantage on attack rolls
and Wisdom (Perception) checks that rely on sight.
While in bright light, the necrophagous queen has
advantage on Wisdom (Perception) checks that rely
on sight.
Innate Spellcasting. The necrophagous queen's innate
spellcasting ability is Wisdom (spell save DC 11, +3
to hit with spell attacks). It can cast the following
spells innately, requiring no material components:
At will: infestation, poison spray
3/day each: conjure animal (insects only), pass
    without trace
1/day: giant insect
Insect Mind. The necrophagus queen is immune to
being charmed or frightened.

Actions
Multiattack. The necrophagous queen makes four
attacks with its chitinous claws.
Chitinous Claws. Melee Weapon Attack: +4 to hit,
reach 10 ft., one target. Hit: 5 (1d8 + 2) slashing
damage.

Reactions
Vengeful Strike. In response to a necrophagi being
reduced to O hit points within 30 feet of the
necrophagous queen, the necrophagous queen
makes a melee attack.

86
Nightspawn
When a creature is slain in the dark of a moonless night, its
shadow may be magically separated from its owner at the
moment of death, creating a nightspawn. While shadows of
humanoid creatures will retain their humanoid appearance, a
nightspawn is capable of shifting its form to anything vaguely
bipedal in nature and will often assume a horrifying, savage
visage that reflects the agony and fear of the moment of their
progenitor's passing.
Nightspawn have the ability to subtly manipulate the
shadows of other beings, causing them to move
independently of their masters. This unsettling ability often
causes trepidation in even the most experienced of
adventurers. Those who have encountered a nightspawn have
reported a sudden gust of wind, even in the stillest of
environments, that extinguished blazing torches as a prelude
to a nightspawn attack.
Light Hypersensitivity. While shadows exist even on the
brightest of days, any source of bright light causes the
excruciating pain to a nightspawn. When created a
nightspawn will flee underground, taking refuge in dark
grottos or crypts where the only infrequent source of light is
perhaps the torch of an unsuspecting adventurer or tomb
raider.
Shadowstalker. A nightspawn will shy away from light
sources, preferring to stalk its prey from the shadows well
outside its radius. When the light source dies down or fades
completely away, a nightspawn will swiftly and silently
dispatch whatever creature bore the light before moving on
and slaying whatever other creatures lie nearby, or
relentlessly pursue any intruders who dared bright light into
the nightspawn's domain.

Nightspawn Innate Spellcasting. The nighspawn's innate spellcasting


ability is Wisdom (spell save DC 11, +3 to hit with spell
Medium undead, chaotic evil
attacks). It can innately cast the following spells,
Armor Class 12 requiring no material components:
Hit Points 33 (6d8 + 6) At will: gloom, manipulate shadow, shadow embrace
Speed 40 ft. 1/day: darkness, gust of wind
Light Hypersensitivity. While in bright light or sunlight,
STR DEX CON INT WIS CHA the nightspawn has disadvantage on attack rolls, ability
checks, and saving throws and takes 3 (1d6) radiant
7 (-2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 7 (-2) damage at the end of its turn if it remains in bright light
or sunlight.
Skills Peception +3 Stealth +5
Shadow Stealth. While in dim light or darkness the
Damage Vulnerabilities radiant
shadow can take the Hide action as a bonus action.
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
weapons Actions
Damage Immunities necrotic, poison Shadow Touch. Melee Weapon Attack: +4 to hit, reach 5
Condition Immunities exhaustion, frightened, grappled, ft., one target. Hit: 10 (2d6 + 3) necrotic damage, and
paralyzed, petrified, poisoned, prone, restrained the creature's Strength and Constitution scores are
Senses darkvision 60 ft., passive Perception 13 reduced by 1d4. The target dies if either score is
Languages - reduced to 0. Otherwise, the reduction lasts until the
Challenge 1 (200 XP) target finishes a short or long rest.

Amorphous. The nightspawn can move through a space A shadow rises from the corpse 1d4 hours later. This
as narrow as 1 inch without squeezing. shadow has a 50% chance of being a new nightspawn if
the target was slain on a moonless night or
underground.

87
Nothic Despoiler Nuworm
A nothic's origins are a tale well-known to those seeking These minuscule creatures swim in stagnant waters, waiting
eldritch knowledge themselves. Sometimes, a nothic's for warm-blooded creatures to unwittingly enter into their
continued lust for magical secrets in its deformed state will putrid habitats. Typically, nuworms are less than 1-inch in
lead it into further trouble, turning it into a husk of arcane length and colored like the rancid waters where they reside,
greed. which makes them practically invisible to all but the most
Voracious Nature. A nothic despoiler's gaze is not to be astute eyes.
trifled with. Much like a nothic's gaze will rot flesh and bone, Undead Nature. A nuworm doesn't require air, food, drink,
a despoiler's gaze will also sap the energy from any gifted or sleep.
with magical ability, converting it into strength for the
wretched creature

Nothic Despoiler
Medium aberration, neutral evil

Armor Class 15 (natural armor)


Hit Points 51 (6d8 + 24)
Speed 30 ft.
Nuworm
STR DEX CON INT WIS CHA Tiny undead, neutral evil
16 (+3) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 6 (-2) Armor Class 14
Hit Points 7 (2d4 + 2)
Skills Arcana +4, Insight +8, Perception +6 Speed 0 ft., swim 30 ft.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Senses truesight 120 ft., passive Perception 16 STR DEX CON INT WIS CHA
Languages Undercommon, telepathy 60 ft. 1 (-5) 19 (+4) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
Challenge 3 (700 XP)
Skills Stealth +8
Keen Sight. The nothic has advantage on Wisdom Senses blindsight 60 ft. (blind beyond this radius),
(Perception) checks that rely on sight. passive Perception 8
Languages –
Actions Challenge 1/2 (25 XP)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage, plus 7 Swim Away. If the nuworm misses with a bite attack
(2d6) necrotic damage. on its turn, it can move away without provoking an
opportunity attack from its target.
Covetous Gaze. The nothic targets one creature it can
see within 30 feet of it. The target must succeed on Unseen. On each of its turns, the nuworm can use a
a DC 13 Constitution saving throw against this bonus action to take the Dash or Hide action.
magic or take 10 (3d6) necrotic damage. If the Additionally, it can move at full speed while being
target has an available 1st-level stealthy.
spell slot, it is consumed by
the nothic and the nothic Actions
gains 11 temporary hit Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
points. target. Hit: 6 (1d4 + 4) piercing damage. If the target
is a creature, it must succeed on a DC 14 Dexterity
saving throw or the nuworm burrows under the
target's skin. At the end of each of its turns
thereafter, the target takes 2 (1d4) poison damage. If
a nuworm-infested creature is targeted by an effect
that cures poison or disease, any nuworms infesting
the target wither away.

88
Oneiroid
Thought to be visitors from an outer plane of existence, the
oneiroid have a form unlike that of any other creature known.
Those who claim to have been visited by an oneiroid describe
them otherworldly beings that hover above the ground and
slowly drift about as though lazing about on air currents.
Three sets of thin, bony limbs with long grasping three-
fingered hands protrude from a mottled sickly grey, green, or
black central body. What appears to be the head of an
oneiroid is on the underside of the body, where a pair of
smaller sets of bony arms protrude alongside a lamprey-like
maw with several rows of small, sharpened teeth.
Visitation from an oneiroid in the night is a cause of
madness, hallucinations, and delirium. Creatures that go to
bed of sound mind and with no outward symptoms may wake
up in a fit of madness after an oneiroid visitation, lashing out
violently and indiscriminately while some never fully awaken,
instead becoming catatonic and unresponsive or muttering
incoherently to themselves forever more. The motivations of
an oneiroid are a complete mystery, as none have Oneiroid
successfully communicated with one. The oneiroid inserts Medium aberration, neutral
confusing images and unknown symbols into the mind of a
creature that confronts it as though attempting to Armor Class 14 (natural armor)
communicate in a language not understood by creatures of Hit Points 44 (8d8 + 8)
the material plane. The oneiroid does not appear malicious in Speed 0 ft., fly 30 ft.
nature, possibly just seeing other beings as they would see
cattle for consumption. STR DEX CON INT WIS CHA
Those who have seen an oneroid and observed its behavior
report it slowly drifting about, searching slowly and 12 (+1) 16 (+3) 13 (+1) 18 (+4) 15 (+2) 10 (+0)
methodically for a sleeping victim. Once it has identified its
target, the oneiroid slowly hovers above its victims skull, Saving Throws Dex +5, Int +6, Wis +4
gently caressing it with its limbs as though it were naught but Skills Investigation +6, Perception +4, Stealth +5
a gentle lover before descending its maw upon the victim's Damage Immunity psychic
face to feed, presumably through a proboscis that emerges Condition Immunities blinded, charmed, frightened,
from the oneiroid's mouth. unconscious
Senses blindsight 60 ft., passive Perception 14
Sleep Touch. The oneiroid's touch causes a creature to Languages telepathy 120 ft.
become sedated and drowsy, ensuring its victim remains Challenge 3 (700 XP)
asleep while the oneiroid feeds upon it.
Planar Teleportation. Once sated, an oneiroid will drift Innate Spellcasting (Psionics) The oneiroid's innate
past its victim and enter what appears to be a portal of spellcasting ability is Intelligence (spell save DC 14,
darkness into another plane. None who have peered at the +6 to hit with spell attacks). It can innately cast the
portal have remained sane, and none have ever claimed to following spells, requiring no material components:
have been to or returned from the oneiroid's realm.
At will: night terror, prestidigitation, silent image,
Oneiroid Elder     sleep
3/Day: darkness, detect thoughts, mind spike
Some oneiroids are larger and more ravenous, and rather 1/Day: phantasmal killer
than simply draining the victims of their psychic energy will Otherworldly Mind. The elder oneiroid is immune to
consume their minds. psychic damage and can't be blinded, deafended,
If an oneiroid elder latches onto a victim with its maw, its charmed, or frightened, and magic can't put the
proboscis enters the creature's skull through its upper palate oneiroid to sleep.
and begins slowly digesting and liquifying its victim's brain
tissue. An oneroid elder seldom kills its victims, but rather Actions
devours just enough to sate itself before returning to whence Caress. Melee Weapon Attack: +5 to hit, reach 5 ft.,
it came. one target. Hit: 4 (1d8) psychic damage. if the target
is a creature, it must succeed on a DC 16
Oneiroid matriarch Intelligence saving throw or be stunned until the end
Oneiroid matriarchs are ravenous beings that destroy the of the creature's next turn.
minds of their victims. Those who survive and encounter with
an oneiroid matriarch are often driven insane by having their
brains and beings violently penetrated.

89
Elder Oneiroid Otherworldly Mind. The elder oneiroid is immune to
psychic damage and can't be blinded, deafened,
Medium aberration, neutral
charmed, or frightened, and magic can't put the
Armor Class 15 (natural armor) oneiroid to sleep.
Hit Points 88 (16d8 + 16) Sleep Paralysis. An unconscious creature that starts
Speed 0 ft., fly 40 ft. (hover) within 30 feet of the elder oneiroid takes 6 (1d12)
psychic damage.
STR DEX CON INT WIS CHA Actions
12 (+1) 16 (+3) 13 (+1) 20 (+5) 17 (+3) 10 (+0) Multiattack. The elder oneiroid makes two caress
attacks.
Saving Throws Dex +6, Int +8, Wis +6
Skills Investigation +8, Perception +6, Stealth +6 Caress. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunity psychic target. Hit: 4 (1d8) psychic damage. if the target is a
Condition Immunities blinded, charmed, frightened, creature, it must succeed on a DC 16 Intelligence
unconscious saving throw or be paralyzed for 1 minute. A creature
Senses blindsight 60 ft., passive Perception 16 can repeat the saving throw at the end of each of its
Languages telepathy 120 ft. turns, ending the effect on itself on a success.
Challenge 6 (2,300 XP) Proboscis. The elder oneiroid chooses a creature that is
paralyzed, stunned, or unconscious that it can see
Innate Spellcasting (Psionics) The elder oneiroid's innate within 60 feet of it and attempts to pierce its mind. It
spellcasting ability is Intelligence (spell save DC 16, +8 must succeed on a DC 12 Intelligence saving throw or
to hit with spell attacks). It can innately cast the its Intelligence or Wisdom score (creature's choice) is
following spells, requiring no material components: reduced by 1d4.
At will: darkness, detect thoughts, mind spike, night Planar Teleportation (1/Day). The elder oneiroid
    terror, silent image, sleep summons an interplanar portal large enough for a
3/day each: hypnotic pattern, lunacy, phantasmal killer, Medium creature to pass through. The portal lasts one
    silence turn before closing.
1/day: synaptic static

Oneiroid Matriarch Otherworldly Mind. The oneiroid matriarch is immune to


psychic damage and can't be blinded, deafened,
Medium aberration, neutral
charmed, or frightened, and magic can't put the
Armor Class 16 (natural armor) oneiroid to sleep.
Hit Points 137 (25d8 + 25) Sleep Paralysis. An unconscious creature that starts
Speed 0 ft., fly 40 ft. (hover) within 30 feet of the oneiroid matriarch takes 6 (1d12)
psychic damage.
STR DEX CON INT WIS CHA Actions
12 (+1) 16 (+3) 13 (+1) 22 (+6) 19 (+4) 12 (+1) Multiattack. The oneiroid matriarch makes two caress
attacks.
Saving Throws Dex +7, Int +10, Wis +8
Skills Investigation +10, Perception +8, Stealth +7 Caress. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunity psychic target. Hit: 4 (1d8) psychic damage. if the target is a
Condition Immunities blinded, charmed, frightened, creature, it must succeed on a DC 18 Intelligence
unconscious saving throw or be paralyzed for 1 minute. A creature
Senses blindsight 60 ft., passive Perception 18 can repeat the saving throw at the end of each of its
Languages telepathy 120 ft. turns, ending the effect on itself on a success. If the
Challenge 10 (5,900 XP) creature fails its save, it suffers long-term madness
(Dungeon Master's Guide, pg. 260).
Innate Spellcasting (Psionics) The oneiroid matriarch's Proboscis. The oneiroid matriarch chooses a creature
innate spellcasting ability is Intelligence (spell save DC that is paralyzed, stunned, or unconscious that it can
18, +10 to hit with spell attacks). It can innately cast see within 60 feet of it and attempts to pierce its mind.
the following spells, requiring no material components: It must succeed on a DC 12 Intelligence saving throw
or its Intelligence or Wisdom score (creature's choice)
At will: catnap, darkness, detect thoughts, mind spike,    is reduced by 1d4.
    night terror, silent image
3/day each: hypnotic pattern, lunacy, phantasmal killer, Planar Teleportation (1/Day). The oneiroid matriarch
     synaptic static summons an interplanar portal large enough for a
1/day: mental prison, power word stun Medium creature to pass through. The portal lasts one
turn before closing.

90
Ossein Serpents
An ossein serpent, commonly found in moist, swampy ruins
and ancient temples or tropical rainforests, may arise
through either natural influence of higher beings or by a
simple necromantic ritual that raises the dead. These
serpents slither throughout their territory, largely behaving as
they did in life, hunting rats and other vermin despite their
lack of need for food. Unlike their living counterparts, in
undeath ossein serpents no longer have a need to sun
themselves, thus they are more prevalent in dark places and
may at times be found in colder regions as well. They are also
more aggressive in nature and more territorial, and will
attack small creatures with little hesitations.
Ambush Predator. Ossein snakes are typically ambush
predators, sensing their prey through the vibrations felt
through the stone floors of their territory more than by sight.
They are often found hiding in darkened holes and cavities,
waiting motionless for prey to pass by in perfect silence.
Once they lash out, they will latch on with their sharpened
fangs, wrapping their bodies around smaller creatures and
constricting them to death.
Undead Nature. An ossein serpent doesn't require air,
food, drink, or sleep. Giant Ossein Snake
Large undead, unaligned

Ossein Snake Armor Class 14 (natural armor)


Hit Points 39 (6d10 + 6)
Small undead, unaligned Speed 30 ft., swim 30 ft.
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5) STR DEX CON INT WIS CHA
Speed 30 ft., swim 30 ft.
16 (+3) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 3 (-3)

STR DEX CON INT WIS CHA Skills Perception +3, Stealth +4
13 (+1) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 2 (-4) Damage Vulnerability bludgeoning
Condition Immunities charmed, exhaustion,
frightened, poisoned
Skills Perception +2, Stealth +4 Senses blindsight 30 ft., tremorsense 60 ft., passive
Damage Vulnerability bludgeoning Perception 13
Condition Immunities charmed, exhaustion, Languages -
frightened, poisoned Challenge 1/2 (100 XP)
Senses blindsight 15 ft., tremorsense 30 ft., passive
Perception 12
Ambusher. The giant ossein snake has advantage on
Languages -
attack rolls against any creature it has surprised.
Challenge 1/4 (50 XP)
Keen Hearing. The giant ossein snake has advantage
Ambusher. The ossein snake has advantage on attack on Wisdom (Perception) checks that rely on hearing.
rolls against any creature it has surprised.
Suppressed Attack. The giant ossein snake deals an
Keen Hearing. The ossein snake has advantage on extra 4 (1d8) piercing damage when it bites a
Wisdom (Perception) checks that rely on hearing. grappled target.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 7 (1d8 + 3) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 Constrict. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. ft., one target. Hit: 8 (1d10 + 3) bludgeoning
If the target is a Smaller or smaller creature, it is damage. If the target is a Large or smaller creature, it
grappled (escape DC 14). Until this grapple ends, the is grappled (escape DC 16). Until this grapple ends,
target is restrained. The serpent can only grapple one the target is restrained. The serpent can only grapple
creature at a time. one creature at a time.

91
Ossein Cobra
In hot, arid regions, dangerous serpents such as cobras may
inhabit tombs of ancient nobility where incantations to the
gods and necromantic energy abounds, altering the form of
the snakes that stalk their halls in search of prey and
reanimating them once their lives have ended. The elongated
ribs that extend the cobra's hood fuse and harden over time,
giving it a fearsome appearance.
Venomous. The potent venom of the cobra remains well
preserved within their hollow fangs, though the mechanism
through which more is generated despite the decay of their
venom glands remains a mystery. The ossein cobra can
deliver a lethal dose with a single bite, and is capable of Giant Ossein
spitting its venom at its opponent from a distance.
Cobra
Large undead, unaligned
Ossein Cobra Armor Class 15 (natural armor)
Medium undead, unaligned
Hit Points 52 (7d10 + 14)
Armor Class 14 (natural armor) Speed 30 ft.
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 3 (-4) 10 (+0) 4 (-3) Skills Perception +3, Stealth +5
Damage Vulnerability bludgeoning
Skills Perception +2, Stealth +5 Damage Immunities poison
Damage Vulnerability bludgeoning Condition Immunities charmed, exhaustion,
Damage Immunities poison frightened, poisoned
Condition Immunities charmed, exhaustion, Senses blindsight 30 ft., passive Perception 13
frightened, poisoned Languages -
Senses blindsight 30 ft., passive Perception 12 Challenge 1 (200 XP)
Languages -
Challenge 1/2 (100 XP) Aim for the Eyes. The giant ossein cobra deals critical
damage on an attack roll of 19 or 20. If the target is
Aim for the Eyes. The ossein cobra deals critical required to make a saving throw as part of the ossein
damage on an attack roll of 19 or 20. If the target is serpent's attack, it does so with disadvantage.
required to make a saving throw as part of the ossein Opportunistic Strike. If the giant ossein cobra hits a
serpent's attack, it does so with disadvantage. poisoned creature with its bite attack, the creature
Keen Hearing. The ossein cobra has advantage on takes an additional 10 (4d4) poison damage.
Wisdom (Perception) checks that rely on hearing. Keen Hearing. The giant ossein cobra has advantage
on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
poison damage. If the target is a creature, it must target. Hit: 7 (1d8 + 3) piercing damage plus 7 (3d4)
succeed on a DC 11 Constitution saving throw or poison damage. If the target is a creature, it must
become poisoned until the end of the creature's next succeed on a DC 12 Constitution saving throw or
turn. become poisoned for one minute. A creature can
repeat the saving throw at the end of each of its
Spit Venom. Ranged Weapon Attack: +5 to hit, range turns, ending the effect on itself on a success.
20/40 ft., one target, Hit: 5 (2d4) poison damage.
The target must succeed on a DC 15 Dexterity Spit Venom. Ranged Weapon Attack: +5 to hit, range
saving throw or become blinded until the end of the 20/40 ft., one target, Hit: 10 (4d4) poison damage.
creature's next turn. The target must succeed on a DC 15 Dexterity
saving throw or become blinded until the end of the
Reactions creature's next turn.
Flee. If a creature misses it with an attack, the ossein
cobra can move up to half of its speed. This
movement does not provoke opportunity attacks.

92
Plague Rat
Rats are adaptable, ubiquitous creatures commonly
encountered throughout the world. These semi-intelligent
rodents have adapted to many environments, ranging from
the streets and sewers of large urban environments to
isolated swamps and bogs, from abundant farmlands where
food is plentiful to underground tombs and crypts.
Prolonged exposure to necrotic energies found in some
tombs, crypts, and catacombs have caused the common rat to
mutate over the course of many generations, giving rise to a
new species of rodent: the plague rat. Plague rats are highly
adapted to life underground, with keen senses of hearing and
smell. Over time, their mutation has caused them to develop
scaled skin more akin to a reptile, an evolution that is thought
to be the result of increased interspecies conflict arising from
competition for their favored food: the entombed remains of
other creatures. The plague rat has also evolved stronger
limbs ending in wickedly clawed toes capable of viciously
raking their prey or finding crannies in even the smoothest of
masonry, allowing the plague rat to climb the walls of their
haunts.
Aggressive Predator. While common rats are omnivorous
and tend to shy away from humanoids and other predators, Plague Rat
plague rats exist in an environment of scarcity, where rotting Small beast, unaligned
flesh and decaying material is the only food source. As a
result, plague rats are much more aggressive than their Armor Class 13
distant relatives. While they can be social and gather in packs Hit Points 13 (3d6 + 3)
if food is plentiful, they will cannibalize each other without Speed 30 ft., climb 15 ft.
hesitation if food is scarce. In some cases plague rats may
grow to the size of a small dog, even taking to stalking STR DEX CON INT WIS CHA
smaller creatures if hungry enough.
Diseased. While their larger size and aggression make the 9 (-1) 16 (+3) 12 (+1) 3 (-4) 9 (-1) 2 (-4)
plague rat dangerous in and of themselves, they also carry a
virulent bacteria that may cause a debilitating and highly Saving Throws Dex +5
infectious disease in humanoids. This disease, known as Skills Acrobatics +5, Perception +1, Stealth +5
tomb plague, rapidly weakens its victims and if untreated will Damage Resistances poison
eventually lead to death. Senses darkvision 60 ft., passive Perception 11
Languages -
Challenge 1/4 (50 XP)

Tomb Plague Keen Senses The plague rat has advantage on


Any humanoid bitten by a creature carrying tomb Wisdom (Perception) checks that rely on smell or
plague must succeed on a DC 13 Constitution hearing.
saving throw or become infected. Stealthy. The plague rat has advantage on Dexterity
A creature afflicted with tomb plague shows no (Stealth) checks while in darkness.
immediate symptoms. After a long rest, the
creature notices minor symptoms such as shaking
hands, fever, cold sweats, and weakness in the
Actions
limbs. The creature suffers one level of exhaustion Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
and regains no hit points from each subsequent target. Hit: 5 (1d4 + 3) piercing damage. A bitten
long rest (it can regain hit points through magical creature must make a successful DC 13 Constitution
means). saving throw or be afflicted with tomb plague.
After each subsequent long rest, an afflicted
creature may make a DC 16 Constitution saving
throw to recover naturally from a tomb plague
infection, or the creature suffers an additional level
of exhaustion. After three unsuccessful saving
throws, the creature is also blinded and its mind
becomes compromised, causing any spells the
creature casts to have a 50% chance of failure.

93
Swarm of Plague Rats Giant Plague Rat
Medium swarm of small beasts, unaligned Medium beast, unaligned

Armor Class 13 Armor Class 13


Hit Points 38 (7d8 + 7) Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 15 ft. Speed 30 ft., climb 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 5 (-3) 9 (-1) 5 (-3) 11 (+0) 16 (+3) 12 (+1) 5 (-3) 11 (+0) 5 (-3)

Saving Throws Dex +5 Saving Throws Dex +5


Skills Acrobatics +5, Perception +1, Stealth +5 Skills Acrobatics +5, Perception +2, Stealth +5
Damage Resistances poison; bludgeoning, piercing, Damage Resistances poison
slashing Senses darkvision 60 ft., passive Perception 12
Condition Immunities charmed, frightened, paralyzed, Languages -
petrified, prone, restrained, stunned Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 11
Languages - Keen Senses The giant plague rat has advantage on
Challenge 1 (200 XP) Wisdom (Perception) checks that rely on smell or
hearing.
Keen Senses The swarm of plague rats has advantage
on Wisdom (Perception) checks that rely on smell or Stealthy. The giant plague rat has advantage on
hearing. Dexterity (Stealth) checks while in darkness.
Vicious Predator. The giant plague rat deals an extra 3
Swarm. The swarm can occupy another creature's
(1d6) damage if it makes a successful bite attack and
space and vice versa, and the swarm can move
has advantage on the attack roll.
through any opening large enough for a small beast.
The swarm can't regain hit points or gain temporary
hit points. Actions
Multiattack. The giant plague rat makes one bite
Actions attack and one attack with its claws.
Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one target. Hit: 13 (3d6 + 3) piercing damage, or 6 target. Hit: 6 (1d6 + 3) piercing damage. A bitten
(1d6 + 3) piercing damage if the swarm has half of creature must make a successful DC 13 Constitution
its hit points or fewer. A bitten creature must make a saving throw or be afflicted with tomb plague.
successful DC 13 Constitution saving throw or be
afflicted with tomb plague. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.

Reactions
Ire. In response to being hit by a melee attack, the
giant plague rat can make one bite attack against the
attacker, and then move up to half of its movement
speed without provoking opportunity attacks.

94
Bloody Bones
Medium undead, chaotic evil

Armor Class 13 (natural armor)


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

STR DEX CON INT WIS CHA


Primal Skeletons 14 (+2) 12 (+1) 15 (+2) 4 (-3) 9 (-1) 6 (-2)
The animation of skeletal remains is a somewhat
rudimentary skill accomplished by modestly talented Damage Immunities poison
practitioners of necromancy. Skeletons in their base forms Condition Immunities exhaustion, poisoned
are useful servants that when directed correctly and clearly, Senses darkvision 60 ft., passive Perception 9
however they are somewhat limited in their abilities and Languages understands all languages it knew in life
combat capabilities. With augmentation of primal powers, but can't speak
skeletons become much more fearsome combatants. Challenge 2 (450 XP)
Infused with a presence pulled from locals external to the
Material Plane and grafted into a skeletal framework grants Bloody Footprints. The skeleton leaves behind blood-
the undead additional abilities, while bestowing a level of soaked footprints when it walks. These footprints
independent thought and problem solving ability. The result last for 24 hours and are noticeable with a DC 7
is a skeleton that is able to perform complex actions and Wisdom (Medicine or Perception) check.
advanced combat maneuvers, but typically renders them Horrifying Form. Any creature of the skeleton's
vulnerable to opposing forces. choosing that starts its turn within 10 feet of it must
Undead Nature. A skeleton doesn't require air, food, drink, succeed on a DC 13 Wisdom saving throw or be
or sleep. frightened until the end of its next turn. If a
creature’s saving throw is successful, the creature is
Bloody Bones immune to the skeleton’s Horrifying Aura for the
next 24 hours.
Bloody bones, or bloody skeletons, are crude abominations
formed from remains of ghouls that were unable to satisfy Actions
their lust for humanoid flesh. Driven an unending hunger that
eventually turns the ghouls upon one another; their gnarled Multiattack. The skeleton makes two weapon attacks
with its crude weapon.
bones are typically the only things that remain. These bones,
when infused with an essence from Banehold's River of Crude Weapon. Melee Weapon Attack: +4 to hit,
Blood, are granted another semblance of unnatural life. reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic
In some cases, the remains available for this necromantic damage. If the target is a creature, the skeleton
enchantment are unsuitable, so rudimentary appendages and regains a number of hit points equal to the necrotic
weaponry are used in their place. damage done.

95
Bloody Berserker Bloody Mage
When the remains required to create a bloody skeleton are While performing the ritual to create a bloody skeleton, the
more-or-less intact, a practitioner of the dark arts might strive practitioner infuses the remains with a bit of their innate
to make a bloodied berserker instead of a lesser creation. essence, giving the skeleton a limited ability to practice blood
magic.
Bloody Berserker
Medium undead, choatic evil Bloody Mage
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 102 (12d8 + 48) Armor Class 14 (natural armor)
Speed 30 ft. Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 18 (+4) 8 (-1) 10 (+0) 12 (+1) STR DEX CON INT WIS CHA
8 (-1) 12 (+2) 15 (+2) 14 (+2) 10 (+0) 16 (+3)
Saving Throws Con +7
Skills Intimidation +5 Saving Throws Con +7
Damage Resistances piercing and slashing from Damage Resistances piercing and slashing from
nonmagical weapons nonmagical weapons
Damage Immunities poison Damage Immunities necrotic, poison, psychic
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life Languages understands all languages it knew in life
but can't speak but can't speak
Challenge 5 (1,800 XP) Challenge 3 (700 XP)

Bloody Footprints. The skeleton leaves behind blood- Bloody Footprints. The skeleton leaves behind blood-
soaked footprints when it walks. These footprints soaked footprints when it walks. These footprints
last for 24 hours and are noticeable with a DC 7 last for 24 hours and are noticeable with a DC 7
Wisdom (Medicine or Perception) check. Wisdom (Medicine or Perception) check.
Horrifying Form. Any creature of the skeleton's Gesticulating Caster. The skeleton is able to cast
choosing that starts its turn within 10 feet of it must spells using only a somatic component.
succeed on a DC 15 Wisdom saving throw or be
frightened until the end of its next turn. If a Horrifying Form. Any creature of the skeleton's
creature’s saving throw is successful, the creature is choosing that starts its turn within 10 feet of it must
immune to the skeleton’s Horrifying Aura for the succeed on a DC 15 Wisdom saving throw or be
next 24 hours. frightened until the end of its next turn. If a
creature’s saving throw is successful, the creature is
Reckless. At the start of its turn, the skeleton can gain immune to the skeleton’s Horrifying Aura for the
advantage on all melee weapon attack rolls during next 24 hours.
that turn, but attack rolls against it have advantage
until the start of its next turn. Innate Spellcasting. The skeleton's innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It can cast the following spells innately,
Actions requiring no material components:
Multiattack. The skeleton makes two weapon attacks,
3/day: blood dagger (11th level), dark pact, toll the
one with its bloody claw and one with its bonesword.
    dead
Bloody Claw. Melee Weapon Attack: +6 to hit, reach 1/day: drain life, hemorrhage
5 ft., one target. Hit: 8 (2d4 + 3) slashing damage Primal Exhaustion. If the skeleton expends all its spell
plus 5 (2d4) necrotic damage. If the target is a slots within 24 hours, its elemental spirit becomes
creature, the skeleton regains a number of hit points drained. It makes saving throws with disadvantage,
equal to the necrotic damage done. moves at half its normal movement speed, and any
Bonesword. Melee Weapon Attack: +6 to hit, reach 5 attacks made against it are made with advantage.
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Actions
Blood Dagger. Melee Spell Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (3d4) slashing damage.

96
Blood Fountain
So tainted by the River of Blood were these remains that they
now have difficulty maintaining their ossien structure. When
their concentration is burdened, they revert to their true form:
a puddle of blood.

Blood Fountain
Medium undead, chaotic evil

Armor Class 8
Hit Points 199 (19d8 + 114)
Speed 30 ft. (0 ft. in puddle form)

STR DEX CON INT WIS CHA


17 (+3) 6 (-2) 22 (+6) 4 (-3) 9 (-1) 15 (+2)

Damage Immunities necrotic, poison


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Languages understands all languages it knew in life
but can't speak
Challenge 6 (2,300 XP)

Shapechanger. The blood fountain can use its action


to polymorph into a Medium skeleton, or back into
its true form, which is a puddle of blood. Its statistics
are the same in each form. It reverts to its true form
if it dies.
Amorphous (Puddle Form). The blood fountain can
move through a space as narrow as 1 inch wide
without squeezing.
False Appearance (Puddle Form). While the blood
fountain remains motionless, it is indistinguishable
from a pool of red liquid.
Maker's Burden (Skeleton Form). The blood fountain
must concentrate while in its skeleton form, as if it
were concentrating on a spell.

Actions
Pseudopod (Puddle Form). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 30 (5d10 + 3)
necrotic damage. The blood fountain gains hit points
equal to the necrotic damage taken by the target.
Blood Spike (Skeleton Form). Ranged Spell Attack: +5
to hit, range 45 ft., one target. Hit: 22 (5d8) necrotic
damage.

Reactions
Blood Drain. When the blood fountain is hit with a
melee attack, it can drain blood from the attacker.
The attacker must make a DC 18 Constitution saving
throw, taking 11 (2d10) necrotic damage on a failed
save, or half as much damage on a successful one.
The blood fountain gains temporary hit points equal
to the necrotic damage taken.

97
Chaos Skeleton Chaos Mage
In rare cases a necromancer may summon forth a more The rarest of primal skeletons, the chaos mage bears a more
powerful and pure elemental essence from the farthest powerful imprisoned primal essence than a chaos skeleton.
reaches of the elemental planes, where primal energies Casting swirling beams of chaotic energy against distant foes,
collide and intermix. Imprisoning such a chaotic essence into with each spell they cast they emit their maddening laugh.
a fragile skeletal framework causes it to jerk and twitch They are more fragile however, and explode outward with
uncontrollably, with swirls of chaotic energy occasionally more violence if slain.
bursting forth at random. The essence within is
unpredictable and volatile, thus chaos skeletons, while more
powerful than other primal skeletons, is prone to random fits Chaos Mage
of insane laughter echoing forth from its skull as it randomly Medium undead, chaotic evil
assaults any nearby creatures. When slain, the chaotic
essence burst forth violently before dissipating into the ether. Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Chaos Skeleton
Medium undead, chaotic evil STR DEX CON INT WIS CHA
Armor Class 13 (armor scraps) 12 (+1) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 6 (-2)
Hit Points 39 (6d8 + 12)
Speed 30 ft. Damage Vulnerabilities bludgeoning
Damage Resistance cold, fire, lightning
Damage Immunities necrotic, poison
STR DEX CON INT WIS CHA Condition Immunities exhaustion, poisoned
14 (+2) 14 (+2) 15 (+2) 7 (-2) 7 (-2) 6 (-2) Senses passive Perception 9
Languages understands all languages it knew in life
Damage Vulnerabilities bludgeoning but can't speak
Damage Resistance cold, fire, lightning Challenge 2 (450 XP)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned Chaotic Eruption. If the skeleton is reduced to 0 hit
Senses passive Perception 8 points, its chaotic essence violently discharges. Any
Languages understands all languages it knew in life creatures within 10 feet must succeed on a DC 15
but can't speak Wisdom saving throw or take 11 (2d10) damage of a
Challenge 2 (450 XP) random type type (roll a d6: 1 = cold; 2 = fire; 3 =
lightning; 4 = necrotic; 5 = radiant; 6 = thunder) and
Chaotic Eruption. If the skeleton is reduced to 0 hit be stunned until the end of the creature's next turn.
points, its chaotic essence violently discharges. Any Gesticulating Caster. The skeleton is able to cast
creatures within 10 feet must succeed on a DC 15 spells using only a somatic component.
Wisdom saving throw or take 11 (2d10) damage of a
random type type (roll a d6: 1 = cold; 2 = fire; 3 = Innate Spellcasting. The skeleton's innate spellcasting
lightning; 4 = necrotic; 5 = radiant; 6 = thunder) and ability is Intelligence (spell save DC 11, +3 to hit
be stunned until the end of the creature's next turn. with spell attacks). It can cast the following spells
innately, requiring no material components:
Actions 3/day: chaos bolt, elemental anguish, magic missile
Multiattack. The skeleton uses its Maddening Laugh 1/day: confusion, mind spike
and then makes two attacks with its longsword. Unstable Casting. If the skeleton casts a spell, it must
roll on the Wild Magic Surge table (PHB), with the
Longsword. Melee Weapon Attack: +4 to hit, reach 5 result occuring once the spell's effects are complete.
ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Maddening Laugh (Recharge 6). The skeleton emits a Actions
haunting chuckle. Each creature of the skeleton's Shortsword. Melee Weapon Attack: +4 to hit, reach 5
choosing within 30 feet of the skeleton that can hear ft., one target. Hit: 5 (1d6 + 2) piercing damage.
it must succeed on a DC 13 Wisdom saving throw or
use its reaction to move its movement speed in a
random direction. To determine the direction, roll a
d8 and assign a direction to each die face.

98
Frozen Skeleton Frozen Mage
If a skeleton is infused with an essence from the elemental A skeleton bound to a more powerful essence from the
plane of water, it causes the skeleton to freeze and become Elemental Plane of Water becomes capable of manipulating
encased in a layer of rime and ice. The frozen skeleton draws small quantities of water with or even casting frozen beams
ambient heat into itself, causing the temperature of its at distant enemies.
surroundings to drop drastically. In humid environments this
can cause the frozen skeleton to be surrounded by a layer of
thick fog that can obscure the vision of nearby creatures. Frozen Mage
Medium undead, lawful evil

Frozen Skeleton Armor Class 15


Hit Points 26 (4d8 + 8)
Medium undead, lawful evil
Speed 30 ft.
Armor Class 15
Hit Points 26 (4d8 + 8)
Speed 30 ft. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 11 (+0) 9 (-1) 6 (-2)
STR DEX CON INT WIS CHA
Damage Vulnerabilities fire; bludgeoning
12 (+1) 14 (+2) 15 (+2) 8 (-1) 9 (-1) 6 (-2) Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities fire; bludgeoning Senses darkvision 60 ft., passive Perception 9
Damage Immunities cold, necrotic, poison Languages understands all languages it knew in life
Condition Immunities exhaustion, poisoned but can't speak
Senses darkvision 60 ft., passive Perception 9 Challenge 1 (200 XP)
Languages understands all languages it knew in life
but can't speak Freezing Presence. Any creature within 5 feet of the
Challenge 1 (200 XP) skeleton takes 2 (1d4) cold damage if it is within
this radius at the start of its turn. If a creature
Freezing Presence. Any creature within 5 feet of the remains within 5 feet of the skeleton for 2 rounds or
skeleton takes 2 (1d4) cold damage if it is within more it must make a successful DC 13 Constitution
this radius at the start of its turn. If a creature saving throw or have its movement speed halved and
remains within 5 feet of the skeleton for 2 rounds or make attack rolls with disadvantage for 5 minutes.
more it must make a successful DC 13 Constitution
Frozen to the Core. The skeleton is encased in a
saving throw or have its movement speed halved and
protective casing of ice, granting it a +3 bonus to
make attack rolls with disadvantage for 5 minutes.
AC. The skeleton makes Dexterity checks and saving
Frozen to the Core. The skeleton is encased in a throws with disadvantage.
protective casing of ice, granting it a +3 bonus to Gesticulating Caster. The skeleton is able to cast
AC. The skeleton makes Dexterity checks and saving spells using only a somatic component.
throws with disadvantage.
Innate Spellcasting. The skeleton's innate spellcasting
Obscured. The skeleton is obscured by a thick cloud ability is Intelligence (spell save DC 10, +2 to hit
of fog, heavily obscuring the area in a 15 foot radius with spell attacks). It can cast the following spells
sphere around the skeleton. The skeleton's senses innately, requiring no material components:
are not affected by the fog.
3/day: frostbite, ray of frost, shape water
Actions 1/day: ice knife, snilloc's snowball swarm
Multiattack. The skeleton makes two attacks. Primal Exhaustion. If the skeleton expends all its spell
slots within 24 hours, its elemental spirit becomes
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 drained. It makes saving throws with disadvantage,
ft., one target. Hit: 5 (1d6 + 2) piercing damage plus moves at half its normal movement speed, and any
2 (1d4) cold damage. attacks made against it are made with advantage.
Shortbow. Ranged Weapon Attack: +4 to hit, range Obscured. The skeleton is obscured by a thick cloud
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing of fog, heavily obscuring the area in a 15 foot radius
damage. sphere around the skeleton. The skeleton's senses
are not affected by the fog.

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

99
Petrified Skeleton Petrified Mage
Magically enhanced with the presence of an essence from the If a magic user has summoned forth an earthen elemental
elemental plane of earth, a petrified skeleton is heavy and essence, at times it can grant its shell a limited magical
ponderous, slower than many other undead. Due to the stone ability. These petrified mages can mold nearby earth and
nature of its body, a petrified skeleton is incredibly durable stone, causing stone hands to reach forth and restrain
and resistant to many forms of magical damage. However, opponents, or even summon forth small explosions of earth
loud noises such as the clap of thunder reverberate heavily and stone that can stun or slow opponents.
throughout its body, weakening it.
Petrified skeletons often wield massive stone mauls that
other less sturdy undead would be unable to bear. They are Petrified Mage
immensely strong and can easily crush any opponent it can Medium undead, lawful evil
reach.
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Petrified Skeleton Speed 15 ft.
Medium undead, lawful evil
STR DEX CON INT WIS CHA
Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15) 16 (+3) 7 (-2) 14 (+2) 5 (-3) 14 (+2) 6 (-2)
Speed 15 ft.
Damage Vulnerabilities thunder; bludgeoning
Damage Resistances acid, cold, fire, force; piercing
STR DEX CON INT WIS CHA and slashing from nonmagical attacks
18 (+4) 7 (-2) 17 (+3) 8 (-1) 7 (-2) 6 (-2) Damage Immunities poison
Condition Immunities charmed, exhaustion,
Skills - Athletics +6 frightened, paralyzed, poisoned
Damage Vulnerabilities thunder; bludgeoning Senses darkvision 60 ft., passive Perception 12
Damage Resistances acid, cold, fire, force; piercing Languages understands all languages it knew in life
and slashing from nonmagical attacks but can't speak
Damage Immunities poison Challenge 2 (450 XP)
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned Earthen Resilience. The skeleton cannot not be
Senses darkvision 60 ft., passive Perception 8 unwillingly moved through magical means and has
Languages understands all languages it knew in life advantage on Strength saving throws and ability
but can't speak checks.
Challenge 4 (1,100 XP)
Gesticulating Caster. The skeleton is able to cast
spells using only a somatic component.
Earthen Resilience. The skeleton cannot not be
unwillingly moved through magical means and has Immutable Form. The skeleton is immune to any spell
advantage on Strength saving throws and ability or effect that would alter its form.
checks. Innate Spellcasting. The skeleton's innate spellcasting
Immutable Form. The skeleton is immune to any spell ability is Wisdom (spell save DC 12, +4 to hit with
or effect that would alter its form. spell attacks). It can cast the following spells innately,
requiring no material components:
Magic Resistance. The skeleton has advantage on
saving throws against spells and other magical 3/day: earthen grip, earth tremor, mold earth
effects. 1/day: erupting earth, Maximilian's earthen grasp

Ponderous. The skeleton has disadvantage on Magic Resistance. The skeleton has advantage on
Dexterity saving throws and ability checks. saving throws against spells and other magical
effects.
Actions Ponderous. The skeleton has disadvantage on
Multiattack. The skeleton makes two melee attacks. Dexterity saving throws and ability checks.
Primal Exhaustion. If the skeleton expends all its spell
Stone Maul. Melee Weapon Attack: +6 to hit, reach slots within 24 hours, its elemental spirit becomes
10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning drained. It makes saving throws with disadvantage,
damage. moves at half its normal movement speed, and any
attacks made against it are made with advantage.

Actions
Stone Mace. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

100
Searing Skeleton Searing Mage
Infused with a branding spark of essence from the elemental If the elemental spirit of fire contained within the skeleton is
plane of fire, a searing skeleton radiates heat and glows with powerful enough, it grants its shell the ability to hurl bolts of
flame. When a searing skeleton perceives a living creature, its flame or conjure sheets of flame that emanate forth from its
fury bursts into life, igniting nearby flammable fuel sources fingertips, much like living practitioners of magical arts.
and scorching nearby creatures. Due to the intense heat However these searing mages quickly expend their stores of
given off by a searing skeleton it is unable to wield any magical energy, leaving them physically vulnerable to
weapons made of flammable materials such as bows or counterattack unless the elemental spirit has sufficient time
crossbows. to regenerate its potency.

Searing Skeleton Searing Mage


Medium undead, lawful evil Medium undead, lawful evil

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 26 (4d8 + 8) Hit Points 18 (4d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 8 (-1) 9 (-1) 6 (-2) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 9 (-1) 6 (-2)

Damage Vulnerabilities cold; bludgeoning Damage Vulnerabilities cold; bludgeoning


Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life Languages understands all languages it knew in life
but can't speak but can't speak
Challenge 1 (200 XP) Challenge 2 (450 XP)

Fire Absorption. Whenever the skeleton is subjected Gesticulating Caster. The skeleton is able to cast
to fire damage, it takes no damage and instead spells using only a somatic component.
regains a number of hit points equal to the fire
damage dealt. Innate Spellcasting. The skeleton's innage spellcasting
ability is Intelligence (spell save DC 11, +3 to hit
Heated Weaponry. The skeleton's sword is heated as with spell attacks). It can cast the following spells
though in a forge, dealing 3 (1d6) additional fire innately, requiring no material components:
damage (included below).
3/day: control flames, fire bolt, flaming sphere
Searing Presence. Any creature within 5 feet of the 1/day: Aganazzar's scorcher, burning hands
searing skeleton takes 3 (1d6) fire damage if it is
Primal Exhaustion. If the skeleton expends all its spell
within this radius at the start of its turn. Any
slots within 24 hours, its elemental spirit becomes
flammable materials within 5 feet are ignited,
drained. It makes saving throws with disadvantage,
burning for 2 rounds before turning to ash.
moves at half its normal movement speed, and any
attacks made against it are made with advantage.
Actions
Searing Presence. Any creature within 5 feet of the
Multiattack. The skeleton makes two melee attacks. skeleton takes 3 (1d6) fire damage if it is within this
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 radius at the start of its turn. Any flammable
ft., one target. Hit: 5 (1d6 + 2) piercing damage plus materials within 5 feet are ignited, burning for 2
3 (1d6) fire damage. rounds before turning to ash.

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

101
Shadow Skeleton Shadow Mage
A shadow skeleton has been bound to a dark spirit from the Shadow mages are capable of not only emanating darkness
shadowfell, and is seemingly wrapped in darkness. Nearby from within themselves, but also of manipulating it and
light sources are dimmed in the presence of a shadow bending shadows to their will. These constructs sow terror
skeleton, and weak flickering nonmagical sources may be and confusion in their wake as the darkness around their
snuffed out. The sounds of their movement are muffled as victims closes in upon them.
well, making a shadow skeleton more stealthy than other
reanimated remains.
Shadow Mage
Medium undead, lawful evil
Shadow Skeleton
Medium undead, lawful evil Armor Class 13 (natural armor)
Hit Points 18 (4d8)
Armor Class 14 (natural armor) Speed 30 ft.
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 14 (+2) 9 (-1) 6 (-2)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 8 (-1) 9 (-1) 6 (-2) Skills Stealth +4
Damage Vulnerabilities radiant; bludgeoning
Skills Stealth +5 Damage Immunities necrotic, poison
Damage Vulnerabilities radiant; bludgeoning Condition Immunities exhaustion, poisoned
Damage Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 9
Condition Immunities exhaustion, poisoned Languages understands all languages it knew in life
Senses darkvision 60 ft., passive Perception 9 but can't speak
Languages understands all languages it knew in life Challenge 2 (450 XP)
but can't speak
Challenge 2 (450 XP) Gesticulating Caster. The skeleton is able to cast
spells using only a somatic component.
Shadowy Presence. Magical darkness emanates in a
60-foot-radius sphere around the skeleton. Undead Innate Spellcasting. The skeleton's innate spellcasting
creatures are able to see normally in this darkness. ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). It can cast the following spells
Sunlight Weakness. While in sunlight, the shadow innately, requiring no material components:
skeleton has disadvantage on attack rolls, ability 3/day: Grimlore's shadowblight, manipulate shadow,
checks, and saving throws.     night terror, shadow embrace
1/day: darkness, shadow blade
Actions
Primal Exhaustion. If the shadow mage expends all its
Multiattack. The shadow skeleton makes two melee spell slots within 24 hours, its elemental spirit
attacks. becomes drained. It makes saving throws with
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 disadvantage, moves at half its normal movement
ft., one target. Hit: 6 (1d6 + 3) piercing damage plus speed, and any attacks made against it are made with
3 (1d6) necrotic damage. advantage.
Shadowy Presence. Magical darkness emanates in a
60-foot-radius sphere around the skeleton. Undead
creatures are able to see normally in this darkness.

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

102
Tempestuous Skeleton Tempestuous Mage
A skeleton infused with an elemental essence from the plane When the summoned elemental spirit of air is more powerful
of air becomes a blustering and fierce undead creature. than usual, it grants the skeleton containing it the ability to
These tempestuous skeletons are much quicker than others summon gusts of wind and kick up small dust devils to blind
of their kind, and are able to rapidly close down their its opponents. These tempestuous mages are fragile despite
opponents. Doing so causes the air around them to swirl as their magical abilities, and easily shattered.
gusts of wind kick up dust and debris, blinding nearby
creatures for a brief time. Their strikes are more rapid and
uncontrolled, however, tempestuous skeletons are more Tempestuous Mage
fragile than other primal skeletons. Medium undead, lawful evil

Armor Class 13
Tempestuous Skeleton Hit Points 13 (3d8)
Speed 40 ft.
Medium undead, lawful evil

Armor Class 13
Hit Points 16 (3d8 + 3) STR DEX CON INT WIS CHA
Speed 40 ft. 10 (+0) 16 (+3) 10 (+0) 11 (+0) 8 (-1) 6 (-2)

Damage Vulnerabilities force; bludgeoning


STR DEX CON INT WIS CHA
Damage Resistance thunder
10 (+0) 16 (+3) 13 (+1) 8 (-1) 8 (-1) 6 (-2) Damage Immunities lightning, poison
Condition Immunities exhaustion, poisoned
Damage Vulnerabilities force; bludgeoning Senses darkvision 60 ft., passive Perception 9
Damage Resistance thunder Languages understands all languages it knew in life
Damage Immunities lightning, poison but can't speak
Condition Immunities exhaustion, poisoned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life Gesticulating Caster. The skeleton is able to cast
but can't speak spells using only a somatic component.
Challenge 2 (450 XP)
Innate Spellcasting. The skeleton's innate spellcasting
ability is Intelligence (spell save DC 10, +2 to hit
Static Charge. If the skeleton moves at least 20 ft. and with spell attacks). It can cast the following spells
then hits with a shortsword attack on the same turn, innately, requiring no material components:
the target takes an extra 7 (2d6) lightning damage.
3/day: gust, thunderclap, thunderwave
Actions 1/day: dust devil, warding wind
Multiattack. The tempestuous skeleton makes three Primal Exhaustion. If the skeleton expends all its spell
attacks with its shortsword or two with its shortbow. slots within 24 hours, its elemental spirit becomes
drained. It makes saving throws with disadvantage,
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 moves at half its normal movement speed, and any
ft., one target. Hit: 6 (1d6 + 3) piercing damage. attacks made against it are made with advantage.
Shortbow. Ranged Weapon Attack: +5 to hit, range Static Charge. If the skeleton moves at least 20 ft. and
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing then hits it with a shortsword attack on the same
damage. turn, the target takes an extra 7 (2d6) lightning
damage.
Reactions
Dust Cloud (Recharge 6). When targeted with an
Actions
attack, the skeleton can create a small dust storm Shortsword. Melee Weapon Attack: +5 to hit, reach 5
around itself that lasts until the start of its next turn. ft., one target. Hit: 6 (1d6 + 3) piercing damage.
While active, the dust storm imposes disadvantage
on attacks made against the skeleton for the Reactions
duration.
Dust Cloud (Recharge 6). When targeted with an
attack, the skeleton can create a small dust storm
around itself that lasts until the start of its next turn.
While active, the dust storm imposes disadvantage
on attacks made against the skeleton for the
duration.

103
Revenants
These undead creatures were horrifically slain in life and
have returned in undeath to take revenge on their murderer.
Whether in their deceased form or that of another matters
little, for it is just a vessel being consumed to extract their
unending hatred.
Undead Nature. A revenant doesn't require air, food, drink,
or sleep.
Baleful Revenant
A revenant that returns to the land of living to seek revenge,
only to be bested again by its sworn adversary, has a 10%
chance to respawn as a baleful revenant instead. When this
happens, the revenant's to find revenge is shortened to a ten-
day. Should the baleful revenant fail to kill its adversary in
this time, or die trying, its form crumbles to dust and its soul
is bound to the current plane, existing endlessly but unable to
materialize itself in any form. Only if the baleful revenant is
successful in killing its adversary can its soul truly be at
peace.
Singular Focus. With little time to extract its revenge, the
lives of others mean little to a baleful revenant. Collateral
damage that is likely to ensue is not even a thought that
enters the revenant's mind while this in pursuit of its mark.
Bound After Failure. Should a baleful revenant fail to
obtain its revenge, there is a chance its soul becomes
tethered to its adversary. For the rest of the revenant's rivals'
existence, the revenant is forced to silently watch the focus of
its distant prosper in life.

Baleful Revenant Turn Immunity. The revenant is immune to effects that


turn undead.
Medium undead, neutral evil
Vengeful Tracker. The revenant knows the distance to
Armor Class 14 (studded leather) and direction of any creature against which it seeks
Hit Points 136 (16d8 + 64) revenge, even if the creature and the revenant are on
Speed 30 ft. different planes of existence. If the creature being
tracked by the revenant dies, the revenant knows.
STR DEX CON INT WIS CHA Actions
20 (+5) 14 (+2) 20 (+5) 9 (-1) 11 (+0) 21 (+5) Multiattack. The revenant makes two fist attacks. If both
attacks hit the same creature against which the baleful
Saving Throws Str +8, Con +8, Wis +3, Cha +8 revenant has sworn vengeance, the target is stunned
Skills Athletics +8 until the end of the creature's next turn.
Damage Resistances necrotic, psychic
Damage Immunities poison Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
paralyzed, poisoned, stunned target is a creature against which the baleful revenant
Senses darkvision 60 ft, passive Perception 10 has sworn vengeance, the target takes an extra 14 (4d6)
Languages the languages it knew in life bludgeoning damage. Instead of dealing damage, the
Challenge 6 (2,300 XP) baleful revenant can grapple the target (escape DC 16)
provided the target is Large or smaller.
Regeneration. The baleful revenant regains 20 hit points Vengeful Glare. The baleful revenant targets one creature
at the start of its turn. If the revenant takes fire or it can see within 30 feet of it and against which it has
radiant damage, this trait doesn't function at the start of sworn vengeance. The target must make a DC 16
the revenant's next turn. The revenant's body is Wisdom saving throw. On a failure, the target is
destroyed only if it starts its turn with 0 hit points and paralyzed until the baleful revenant deals damage to it,
doesn't regenerate. or until the end of the baleful revenant's next turn.
When the paralysis ends, the target is frightened of the
Reckless. At the start of its turn, the baleful revenant can baleful revenant for 1 minute. The frightened target can
gain advantage on all melee weapon attack rolls during repeat the saving throw at the end of each of its turns,
that turn, but attack rolls against it have advantage until with disadvantage if it can see the baleful revenant,
the start of its next turn. ending the frightened condition on itself on a success.

104
Everbound Revenant
The lust for revenge or shackles of unfinished business that
compel wrathful spirits to remain in the material world are Everbound Revenant
well-established phenomena. The case of the everbound Medium undead, neutral
revenant, however, is less well-known to the waking world. A
tortured spirit, bringing its wrath down upon those whose Armor Class 18 (plate)
doom it promised through the postponement of its own true Hit Points 190 (20d8 + 100)
death, strikes the final blow upon its quarry only to remain Speed 30 ft.
tethered to the mundane realm. Scholars are unsure what
causes this phenomenon; has the revenant taken too long to STR DEX CON INT WIS CHA
finish its final business, making its rebuke of death's clutches
permanent? Or has it managed to become Something Other: 20 (+5) 14 (+2) 21 (+5) 11 (+0) 11 (+0) 18 (+4)
part living, part dead, and wholly damned?
Finding Purpose. An everbound revenant may recognize Saving Throws Str +9, Con +9, Wis +4, Cha +8
that something is wrong, with what base cunning it still Damage Resistances psychic; bludgeoning, piercing,
possesses in its state of undeath. The revenant may reason and slashing from nonmagical weapons
that it has unfinished business, targeting all known Damage Immunities necrotic, poison
associates of its quarry as well: acquaintances, friends, and Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, stunned
family. Some will fail to connect these logical dots, and Senses darkvision 60 ft., passive Perception 10
simply enter a rage even more murderous than that of a Languages the languages it knew in life
standard revenant, lashing out at anyone and everything in its Challenge 12 (8,400 XP)
path. Yet others will become despondent, entering a dormant
state until disturbed. Regardless of the revenant's reaction to Regeneration. The revenant regains 10 hit points at
the hitch in supernatural processes that keeps it from its final the start of its turn. If the revenant takes fire or
death, the end result is the same: the revenant remains, and radiant damage, this trait doesn't function at the start
succumbs to a slowly growing madness. of the revenant's next turn. The revenant's body is
Joyless Immortality. Without the final release of death, an destroyed only if it starts its turn with 0 hit points
everbound revenant has no goals, no drive, other than to and doesn't regenerate.
share their tortured nature with the world. They may be
found in any locale, often mingling with other undead: Turn Immunity. The revenant is immune to effects
whether this is through a desire for companionship and a that turn undead.
sense of belonging, or driven by some other instinct, is Unending Madness. When the revenant's body is
unknown. The revenant in such a group may be mistaken for destroyed, its soul lingers. After 24 hours, the soul
a typical undead, only demonstrating its skill and fury once it inhabits and animates another humanoid corpse on
has been attacked. And should a hapless adventuring party the same plane of existence. The revenant regains all
happen to kill it, the revenant may find a new purpose: its hit points and must roll on the Long-Term
hounding its most recent killer until one or the other meets Madness table (DMG pg.260), the effects of which
oblivion. remain until the next time its body is destroyed.
Undead Nature. A revenant doesn't require air, food, Actions
drink, or sleep.
Multiattack. The revenant makes two greataxe attacks.
Greateaxe. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 11 (1d12 + 5) slashing damage
plus 13 (2d12) necrotic damage.
Vengeful Glare. The revenant targets one creature it
can see within 30 feet of it. The target must make a
DC 17 Wisdom saving throw. On a failure, the target
is paralyzed until the revenant deals damage to it, or
until the end of the revenant's next turn. When the
paralysis ends, the target is frightened of the
revenant for 1 minute. The frightened target can
repeat the saving throw at the end of each of its
turns, with disadvantage if it can see the revenant,
ending the frightened condition on itself on a
success.

105
Half-Dragon Revenant
Times are known when half-dragons have met cruel and
undeserving fates during their lives. During particularly
savage deaths, their souls have clawed back into their body
and reanimated them with powerful mystical magic, with one
goal: to seek revenge. Superficially, it resembles an animate
corpse - a zombie, but a burning within an undead half-
dragon's eyes is the will and steadfastness to hunt the one
who wronged it in life.
If the half-dragon revenant's body is destroyed or otherwise
unavailable, the spirit of the revenant enters another available
humanoid corpse. No matter what body the revenant uses,
the person or creature who wronged it in life will soon learn
of the revenant's presence.
Insatiable Hunger for Revenge. Normally, a revenant only
has one year to exact revenge, but the naturally-magical blood
of dragons has extended this tenfold. For a full decade, the
half-dragon revenant's soul will continue to hunt its
adversary. When its target dies, or if the revenant fails to kill
its adversary before its time runs out, it crumbles to ash and Sample Half-Dragon
its soul fades into the afterlife. If its foe is too powerful for the The Half-dragon here is a half-white dragon. Use
revenant to destroy on its own, it may seek out worthy allies the half-dragon template found in the Player's
to help fulfill its blight. Handbook to create other half-dragon types.
Undead Nature. A revenant doesn't require air, food, drink,
or sleep.

Half-Dragon Revenant Turn Immunity. The half-dragon revenant is immune to


effects that turn undead.
Medium undead, neutral
Vengeful Tracker. The half-dragon revenant knows the
Armor Class 18 (plate) distance to and direction of any creature against which
Hit Points 112 (15d8 + 45) it seeks revenge, even if the creature and the half-
Speed 30 ft. dragon revenant are on different planes of existence. If
the creature being tracked by the half-dragon revenant
dies, the half-dragon revenant knows.
STR DEX CON INT WIS CHA
18 (+3) 11 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0) Actions
Multiattack. The half-dragon revenant makes two
Saving Throws Str +6, Con +6, Wis +3, Cha +3 greataxe attacks or one attack with its breath weapon.
Skills History +6, Perception +3
Damage Resistances cold, necrotic, psychic Greateaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses blindsight 10 ft., darkvision 60 ft., passive one target. Hit: 11 (1d12 + 5) slashing damage.
Perception 13 Cold Breath (Recharge 5-6). The half-dragon revenant
Languages Common, Draconic exhales an icy blast of hail in a 15-foot cone. Each
Challenge 7 (2,900 XP) creature in that area must make a DC 12 Constitution
saving throw, taking 22 (5d8) cold damage on a failed
Savage Attacker (1/Turn). When the half-dragon revenant save, or half as much damage on a successful one.
rolls damage for a melee weapon attack, they can reroll
the weapon's damage dice and use either total. Vengeful Glare. The half-dragon revenant targets one
creature it can see within 30 feet of it and against
Regeneration. The half-dragon revenant regains 10 hit which it has sworn vengeance. The target must make a
points at the start of its turn. If the half-dragon revenant DC 15 Wisdom saving throw. On a failure, the target is
takes fire or radiant damage, this trait doesn't function paralyzed until the half-dragon revenant deals damage
at the start of the half-dragon revenant's next turn. The to it, or until the end of the half-dragon revenant’s next
half-dragon revenant's body is destroyed only if it starts turn. When the paralysis ends, the target is frightened of
its turn with 0 hit points and doesn't regenerate. the half-dragon revenant for 1 minute. The frightened
target can repeat the saving throw at the end of each of
Rejuvenation. When the half-dragon revenant's body is its turns, with disadvantage if it can see the half-dragon
destroyed, its soul lingers. After 24 hours, the soul revenant, ending the frightened condition on itself on a
inhabits and animates another humanoid corpse on the success.
same plane of existence and regains all its hit points.
While the soul is bodiless, a wish spell can be used to
force the soul to go to the afterlife and not return.

106
Rime Wraith
Not dissimilar to their unchilled brethren who only care to
seek out life and destroy it, rime wraith's also share a similar
origin. Beings bound to eternal damnation due to actions
they took in life, rime wraiths differ from other wraiths only
because of actions another took upon them in life.
Once members of the tight-knit communities, those who
become rime wraiths did such disservice to their comrades
that they were publicly ostracized - bound and left waiting for
winter's chill to take them into the afterlife. However, it is at
this moment that the soul was corrupted, and their spirit
bound to the Material Plane, seeking revenge towards those
who instilled such a horrific fate.
Spiteful Existence. A rime wraith's hatred for the living
runs deep, something they are unable to control when they
sense the warmth of life near them. They will seek to
obliterate the living out of spite for the life they no longer
possess.
Frigid Command. Due to the nature of their passing, rime
wraiths become immune to the cold, going so far as to being
healed by it. They also possess limited control over this
element and are able to wield it as a weapon against the
living.
Undead Nature. A rime wraith doesn't require air, food,
drink, or sleep.

Rime Wraith Sunlight Sensitivity. While in sunlight, the wraith has


disadvantage on attack rolls, as well as on Wisdom
Medium undead, neutral evil
(Perception) checks that rely on sight.
Armor Class 14
Hit Points 85 (10d8 + 40) Actions
Speed 0 ft., fly 60 ft. (hover) Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 13 (2d8 + 4) necrotic damage plus 9
(2d8) cold damage. The target must succeed on a DC
STR DEX CON INT WIS CHA 15 Constitution saving throw or take one level of
7 (-2) 18 (+4) 18 (+4) 9 (-1) 13 (+1) 19 (+4) exhaustion.
Frost Breath (Recharge 5-6). The wraith exhales a 60-foot
Damage Resistances acid, lightning, thunder; cone of freezing air. Each creature in the area must
bludgeoning, piercing, and slashing from non magical succeed on a DC 15 Constitution saving throw. A
weapons that aren't silvered creature takes 36 (8d8) cold damage on a failed saving
Damage Immunities cold, necrotic, poison throw or half as much damage on a successful one.
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Legendary Actions
Languages the languages it knew in life The wraith can take 3 legendary actions, choosing from
Challenge 8 (3,900 XP) the options below. Only one legendary action option
can be used at a time and only at the end of another
Cold Absorption. Whenever the wraith is subjected to creature’s turn. The wraith regains spent legendary
cold damage, it takes no damage and instead regains a actions at the start of their turn.
number of hit points equal to the cold damage dealt. Move. The wraith moves up to half its speed.
Incorporeal Movement. The wraith can move through Cold Embrace (Costs 2 Actions). If the wraith is in a cold
other creatures and objects as if they were difficult environment, it gains 4d8 temporary hit points.
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object. Frost Breath (Costs 3 Actions). The wraith uses its frost
breath if it is available.

107
Shade
Medium undead, lawful evil

Armor Class 12
Hit Points 18 (4d8)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


1 (-5) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)

Skills Stealth +4
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities necrotic, poison
Damage Vulnerability radiant
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 9
Languages all the languages it knew in life
Challenge 1/2 (100 XP)

False Appearance. While the shade remains


motionless in darkness, it is indistinguishable from
Shade other shadows.
A shade is created when the body of an undead creature is Incorporeal Movement. The shade can move through
destroyed, yet its essence remains bound to the material other creatures and objects as if they were difficult
world for whatever task it has yet to complete. While the terrain. It takes 5 (1d10) force damage if it ends its
essence of some undead will coalesce within a newly turn inside an object.
reformed body through magical means or inhabit the body of Innate Spellcasting. The shade's innate spellcasting
another humanoid corpse, some possess no magical means ability is Intelligence (+2 to hit, spell save DC 10). It
of regaining corporeal form. Rather undead whose mind and can cast the following spells innately, requiring no
will are focused on their unfinished business will instead be material components:
released from their physical body in the form of a shadowy At will: gloom, manipulate shadow, night terror,
manifestation.     shadow embrace
Shades appear as fragile and semi-transparent cloaked 3/day each: cause fear, murmurs of the restless,
beings with ebon shadows flowing around them. Tendrils of     silent image
darkness emanate forth from their bodies that cause pain to 1/day each: darkness, shadow bind
the living, though any source of light will cause these tendrils Light Sensitivity. While in sunlight, the shade has
to withdraw within the central body of the shade. While disadvantage on attack rolls, as well as on Wisdom
incapable of physically interacting with the material world, (Perception) checks that rely on sight. The shade
shades can utter sounds and communicate with other beings takes 3 (1d6) radiant damage if it ends its turn in
telepathically. bright light or sunlight.
From the Shadows. While in darkness shades are
indiscernible from their surroundings. They are capable of Actions
manipulating darkness, sowing confusion and chaos in the Multiattack. The shade makes three attacks with its
midst of any living beings they encounter. Unlike the physical shadow tendrils.
bodies they once inhabited, shades can pass through physical
materials at will and will often flee if confronted by beings of Shadow Tendrils. Melee Spell Attack: +4 to hit, reach
greater power. 15 ft., one creature. Hit: 3 (1d6) necrotic damage.
Undead Nature. A shade doesn't require air, food, drink, or
sleep.

108
Spirits Within. Those creatures focused or skilled enough
Skeletal Monoliths may be able to hone in on a single voice amidst the myriad of
Many ancient cultures have constructed temples and other voices clambering over each other to be heard. The voices
structures to honor or worship the spirits of the deceased. within bear witness to events long past and throughout
Some even utilize the bones of their ancestors as building history if one can but interpret the spirits within the
materials adorning the walls and ceilings of chapels, monolith.
catacombs, and other ossuaries. From this idea, unholy
necromancers constructed horrific monoliths from corpses of
the deceased.
Undead Nature. A skeletal monolith doesn't require air,
food, drink, or sleep.
Accursed Monolith
An accursed monolith is a towering structure composed of
the bones of countless skeletal remains that has been
constructed to worship the fallen. These monuments may
tower as high as 40 feet, and serve as a solemn memorial of
great battles, terrible plagues, or have simply been added to
over numerous generations. Once the monolith reaches a
critical size, the vestiges of any restless spirits whose
business in life remains unfinished coalesce within the
monument. While contained within a static structure, these
spirits yearn to break free to roam the realm of the living
once more. Thus, the accursed monolith becomes a haunted
place that living beings avoid at all cost.
Forbidding Aura. The earth surrounding an
accursed monolith is sterile and lifeless, containing
scattered bone fragments from its construction.
Those that approach the monolith describe it as
constantly emitting a piteous, mournful cry as
though from so many spirits yearning to rest
at long last.

Accursed Monolith Forbidding Aura. A living creature within 60 feet of the


monolith of the dead makes Intelligence, Wisdom, and
Large undead, neutral evil
Charisma saving throws and ability checks with
Armor Class 10 disadvantage.
Hit Points 102 (12d10 + 36)
Speed 0 ft. Actions
Shriek of the Dead. Each living creature within 60 feet of
the monolith of the dead that can hear it must succeed
STR DEX CON INT WIS CHA on a DC 13 Wisdom saving throw or take 5 (2d10)
10 (+0) 1 (-5) 16 (+3) 3 (-4) 15 (+3) 3 (-4) psychic damage and be frightened for 1 minute. A
frightened target can repeat the saving throw at the end
Damage Resistances force; bludgeoning, piercing, and of each of its turns with disadvantage if the target is
slashing from nonmagical weapons within 60 feet of the monolith, ending the effect on
Damage Immunities necrotic, poison, psychic itself on a success. If a target's saving throw is
Condition Immunities charmed, exhaustion, frightened, successful or the effect ends for it and the target is
grappled, paralyzed, petrified, poisoned, prone, immune to being frightened by the monolith for the
restrained next 24 hours, but will take psychic damage from the
Senses tremorsense 60 ft., passive Perception 13 Shriek of the Dead.
Languages all, telepathy 120 ft. Storm of Bones. The monolith of the dead creates a
Challenge 2 (450 XP) swirling vortex of bone shards that rise from the ground
in a 15-foot radius around it. Any creature within this
Detect Life. The monolith of the dead can magically radius must make a successful DC 13 Dexterity saving
sense the presence of living creatures up to 1 mile throw, taking 10 (4d4) piercing damage on a failed
away. It knows a creature's general direction they're in saving throw or half as much damage on a successful
but not their exact location. one.

109
Monolith of the Damned
Unlike the accursed monolith, which entered a state of semi-
sentience due to the coalescing of countless restless spirits Monolith of the
from the skeletal remains entombed within, the monolith of
the damned was intentionally designed and constructed to Damned
harbor the souls of evil creatures. This monument has been Large undead, chaotic evil
cursed with necromantic energy, with the spirits contained
constantly probing and seeking ways to burst free. On Armor Class 13 (natural armor)
occasion they are capable of doing so, particularly if the Hit Points 119 (14d10 + 42)
physical integrity of the monolith has been damaged. The Speed 0 ft.
earth surrounding the monolith of the damned has been
desecrated, constantly leaching the life force out of any STR DEX CON INT WIS CHA
nearby creature.
10 (+0) 1 (-5) 16 (+3) 3 (-4) 15 (+3) 3 (-4)

Damage Resistances force; bludgeoning, piercing, and


slashing from nonmagical weapons
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses tremorsense 60 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 4 (1,100 XP)

Aura of Desecration. A living creature makes saving


throws and ability checks with disadvantage if it is
within 120 feet of the monolith of the damned.
Additionally, a living creature that starts its turn
within this radius takes 5 (1d10) necrotic damage.
The monolith gains hit points equal to the necrotic
damage done.
Detect Life. The monolith of the damned can
magically sense the presence of living creatures up
to 1 mile away. It knows a creature's general
direction they're in but not their exact location.
Release Spirit. If the monolith starts its turn with 80
hit points or less, it rolls a d8. On a roll of 1, a
specter emerges from the monolith in an
unoccupied space within 10 feet of it. If the
monolith has under    40 hit points, it rolls a d4
instead.

Actions
Shriek of the Damned. Each living creature within 120
feet of the monolith of the damned that can hear it
must succeed on a DC 15 Wisdom saving throw or
take 11 (2d10) psychic damage and be frightened
for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns with
disadvantage if the target is within 120 feet of the
monolith, ending the effect on itself on a success. If
a target's saving throw is successful or the effect
ends for it and the target is immune to being
frightened by the monolith for the next 24 hours,
but will take psychic damage from the Shriek of the
Damned.
Raise the Dead (Recharge 6). The monolith of the
damned casts animate dead, animating 1d6
skeletons or zombies (bones or corpses are not
needed), which appear in unoccupied spaces within
120 feet of the monolith of the damned.

110
Monolith of the Demonweb Pits
Corpses produced during the exploties of raiding parties in
servitude to Lolth, Queen of Spiders, can be a valuable
resource. Piled high and cursed by her priestesses, these
sentient beacons of anguish portray a warning to those
foolish enough to venture in the Underdark.

Momentous Monolith
of the Demonweb Pits
Gargantuan undead, chaotic evil

Armor Class 17 (natural armor)


Hit Points 290 (20d20 + 80)
Speed 0 ft.

STR DEX CON INT WIS CHA


19 (+4) 1 (-5) 18 (+4) 3 (-4) 16 (+3) 3 (-4)
Monolith of the
Demonweb Pits
Damage Resistances force; bludgeoning, piercing, and Huge undead, chaotic evil
slashing from nonmagical weapons
Damage Immunities necrotic, poison, psychic Armor Class 14 (natural armor)
Condition Immunities charmed, exhaustion, Hit Points 161 (17d12 + 51)
frightened, grappled, paralyzed, petrified, Speed 0 ft.
poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft. STR DEX CON INT WIS CHA
Challenge 12 (8,400 XP)
16 (+3) 1 (-5) 16 (+3) 3 (-4) 15 (+2) 3 (-4)
Aura of Darkness. Magical darkness covers a 60-foot-
radius sphere centered on the monolith. Drow are Damage Resistances force; bludgeoning, piercing, and
able to see through the magical darkness created by slashing from nonmagical weapons
a monolith. Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion,
Blight of Lolth. A creature that touches or hits the frightened, grappled, paralyzed, petrified,
monolith with a melee weapon attack takes 26 poisoned, prone, restrained
(4d12) necrotic damage. Senses blindsight 60 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Innate Spellcasting. The monolith's innate spellcasting Challenge 5 (1,800 XP)
ability is Wisdom (spell save DC 15). The monolith
can innately cast the following spells, requiring no
material components: Aura of Darkness. Magical darkness covers a 30-foot-
radius sphere centered on the monolith. Drow are
At will: danse macabre, toll the dead (17th level) able to see through the magical darkness created by
a monolith.
Actions
Blight of Lolth. A creature that touches or hits the
Multiattack. The monolith makes 4 attacks with its monolith with a melee weapon attack takes 18 (4d8)
claws. necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one creature. Hit: 17 (2d12 + 4) bludgeoning Actions
damage plus 6 (1d12) necrotic damage, and the Multiattack. The monolith makes 2 attacks with its
target is grappled (escape DC 16) provided the claws.
target is Large or smaller. Until this grapple ends, the
target is restrained and takes 13 (2d12) necrotic Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
damage at the start of each of its turns. The monolith one creature. Hit: 12 (2d8 + 3) bludgeoning damage
has eight bone mandibles, each of which can grapple plus 4 (1d8) necrotic damage, and the target is
one target. grappled (escape DC 13) provided the target is Large
or smaller. Until this grapple ends, the target is
restrained and takes 9 (2d8) necrotic damage at the
start of each of its turns. The monolith has four bone
mandibles, each of which can grapple one target.

111
Spore Golems
Spore Golems are ancient constructs, composed of stone and
fossilized bone, held together by tendrils of vines and moss. Spore Golem
Druidic Guardians. When a barrow, ancient grove, or Large construct, unaligned
other druidic burial site is created, the area is infused with
mysterious natural magic - a final act of protection to ensure Armor Class 18 (natural armor)
no creature disturbs the deceased or their effects within. Hit Points 153 (18d10 + 54)
This magic seeps into the ground, sprouting around the Speed 40 ft.
barrows and tombs as vibrant yellowing mushrooms, filled
with spores. Over time, these spores spread, eventually STR DEX CON INT WIS CHA
settling atop rocks and stones nearby. When the sacred
ground is threatened by outsiders, the spores mold 21 (+5) 10 (+0) 17 (+3) 4 (-1) 14 (+2) 11 (0)
themselves into thick, twisting vines; lashing together masses
of stone and earth to form powerful constructs with which to Damage Resistances acid; bludgeoning, piercing, and
defend themselves. slashing from nonmagical weapons
A Lonely Madness. While not entirely sentient, once Damage Immunities poison
created a spore golem can't be broken back down into its Condition Immunities charmed, exhaustion,
natural materials unless the magic which holds them is frightened, poisoned
Senses blindsight 120ft (blind beyond this radius).,
removed, or they are destroyed. Over hundreds of years, the passive Perception 12
golems are bound into servitude, neither alive nor dead; Languages Druidic
cursed to remain within the barrow's region forever. The Challenge 8 (3,900 XP)
longer a spore golem remains alive, the more its mind
develops and grows; eventually attaining a basic, child-like Immutable Form The spore golem is immune to any
understanding of its surroundings and eternal solitude. This spell or effect that would alter its form.
can often result in many spore golems falling into a deep pit
of madness; their already fragile, undeveloped psyche Innate Spellcasting. The spore golem's innate
shattered beneath the crushing weight of loneliness. spellcasting ability is Wisdom (spell save DC 13, +5
Spores of Anguish. Ancient spore golems are far larger to hit with spell attacks). It can cast the following
and more powerful than their younger, unthinking spells innately:
counterparts. Such constructs have long since stepped over At will: animal friendship
the cliff into insanity, drawing upon the druidic magic 2/day each: dissonant whispers, hex, sleep
drenched from years of magical warding to further enhance Fueled by Druidcraft. If dispel magic is cast on the
their strength and capabilities. These fearsome creatures are spore golem, it must succeed on a Constitution
capable of manipulating the spores that create them, saving throw against the caster's save DC or suffer
spreading a wild, viral infection of madness into all creatures 21 (6d6) force damage as it's druidic magic
that cross their path. weakens. In addition, the spore golem regains 10 hit
points at the start of each of it's turns if it has at
least 1 hit point remaining. If the spore golem takes
fire damage, or fails it's saving throw against dispel
Sporebloom magic, it doesn't regain hit points on its following
Adventuring gear (consumable), common turn.
The presence of these green
mushrooms populating an area Actions
means that a spore golem has Multiattack. The spore golem makes three slam
been here for some time. While attacks.
edible, this fungi must be Slam. Melee Weapon Attack: +8 to hit, reach 10ft.,
consumed within 24 hours of one target. Hit: 11 (1d12 + 5) bludgeoning damage.
harvest - while the blue plume still covers Spore Cloud (Recharge 5-6). Poisonous spores burst
its crown, otherwise they become very toxic. out from the golem in a 20-foot-radius sphere.
If consumed within 24 hours after being Creatures in the area must make a DC 16
picked, a mushroom restores 1 hit point Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much on a
and provides enough nourishment to sustain a
successful one. If a creature fails this saving throw by
creature for one day. Additionally, the eater gains 5 or more, it is also poisoned for 1 hour. This doesn't
darkvision for 8 hours. affect creatures that don't need to breathe.
The blue plume covering the crown wilts and
turns black after 24 after being picked. If a
wilted sporebloom is consumed, the eater must roll on the
Short-term Madness table.

112
Ancient Spore Golem
Huge construct, unaligned

Armor Class 19 (natural armor)


Hit Points 250 (20d12 + 120)
Speed 50 ft.

STR DEX CON INT WIS CHA


28 (+8) 6 (-2) 22 (+6) 12 (+1) 19 (+4) 11 (0)

Damage Immunities poison, psychic; bludgeoning,


piercing, and slashing from nonmagical weapons
Damage Resistances acid
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses blindsight 120ft (blind beyond this radius).,
passive Perception 14
Languages Druidic
Challenge 14 (11,500 XP)

Immutable Form The spore golem is immune to any


spell or effect that would alter its form.
Innate Spellcasting. The spore golem's innate
spellcasting ability is Wisdom (spell save DC 17, +9
to hit with spell attacks). It can cast the following
spells innately:
At will: animal friendship
2/day each: crown of madness, dissonant whispers,
    hex
1/day each: enemies abound, fear
Fueled by Druidcraft. If dispel magic is cast on the
spore golem, it must succeed on a Constitution
saving throw against the caster's save DC or suffer
21 (6d6) force damage as it's druidic magic
weakens. In addition, the spore golem regains 15 hit
points at the start of each of it's turns if it has at
least 1 hit point remaining. If the spore golem takes
fire damage, or fails it's saving throw against dispel
magic, it doesn't regain hit points on its following
turn.

Actions
Multiattack. The spore golem makes three slam
attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 15ft.,
one target. Hit: 21 (2d12 + 8) bludgeoning damage.
Spores of Madness (Recharge 5-6). Toxic spores burst
out from the golem in a 20-foot-radius sphere.
Creatures in the area must succeed on a DC 18
Wisdom saving throw or suffer a level of short term
madness. A creature subject to short term madness
in this way can make this saving throw again at the
end of each of their turns, ending the effect on
themselves on a success. Creatures that don't need
to breathe automatically succeed on this saving
throw.

113
Sthenos
Having pored over tombs of curses and magic throughout
centuries of cursed existence caused by their own vanity and
narcissism, some medusas have willingly subjected
themselves to a second curse, that of undeath, in an attempt
to alleviate their own vulnerability to petrification. These dual
cursed medusas, known as sthenos, are even more cruel than
their brethren. Rather than choosing to live in seclusion,
sthenos choose to surround themselves with undead
servants, minions that tirelessly cater to their every whim.
Sthenos' Abode. Unlike the solitary and bitter medusa,
sthenos live in remote abandoned estates and villas, isolated
from society yet inhabited with all manner of undead.
Zombies and ghouls shuffle about, slowly obeying their
mistress or master's commands out of fear of being turned to
stone should the sthenos be displeased. Ghosts often lurk
within the darkened hallways of a sthenos lair, these ethereal
companions being the only ones able and unafraid to meet
the gaze of a sthenos.
A sthenos necropolis is often littered with petrified remains
of heroes and past admirers, but also with statues of servants
who suffered the displeasure of their master.
Untethered Rumination. In contrast to their living
counterparts, a sthenos is not bothered by seeing its
reflection in a mirror.
Undead Nature. A sthenos doesn't require air, food, drink,
or sleep.

Sthenos Unless surprised, a creature can avert its eyes to avoid


the saving throw at the start of its turn. If the creature
Medium undead, lawful evil
does so, it can't see the sthenos until the start of its
Armor Class 15 (natural armor) next turn, when it can avert its eyes again. If the
Hit Points 142 (19d8 + 57) creature looks at the sthenos in the meantime, it must
Speed 30 ft. immediately make the save.
Control Undead. Any undead creature that starts its turn
within 60 feet of the sthenos that can hear it must
STR DEX CON INT WIS CHA succeed on a DC 15 Charisma saving throw or be
12 (+1) 16 (+3) 17 (+3) 14 (+2) 13 (+1) 17 (+3) compelled to obey any command uttered by the
sthenos (requires no action).
Saving Throws Dex +6, Cha +6 Empower Undead. If a creature attempts to turn undead
Skills Deception +6, Intimidation +6, Perception +4, within 30 feet of the sthenos, it can use its reaction to
Stealth +6 speak a counter-invocation. Each creature within 30
Condition Immunities frightened, petrified, poisoned feet of the sthenos must make a DC 16 Wisdom saving
Senses darkvision 60 ft., passive Perception 14 throw, becoming stunned until the end of its next turn.
Languages Undercommon
Turn Defiance. The sthenos automatically succeeds on
Challenge 6 (2,300 XP)
saving throws against any effect that turns undead.
Petrifying Gaze. When a creature that can see the Actions
stheno's eyes starts its turn within 30 feet of the
sthenos, the sthenos can force it to make a DC 16 Multiattack. The sthenos makes either three melee
Constitution saving throw if the sthenos isn't attacks - one with its snake hair and two with its
incapacitated and can see the creature. If the saving shortsword - or two ranged attacks with its longbow.
throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft.,
to turn to stone and is restrained. The restrained one target. Hit: 5 (1d4 + 3) piercing damage plus 14
creature must repeat the saving throw at the end of its (4d6) poison damage.
next turn, becoming petrified on a failure or ending the Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
effect on a success. The petrification lasts until the one target. Hit: 6 (ld6 + 3) piercing damage.
creature is freed by the greater restoration spell or other
Longbow. Ranged Weapon Attack: +6 to hit, range
magic.
150/600 ft., one target. Hit: 7 (ld8 + 3) piercing
damage plus 7 (2d6) poison damage.

114
Teihai
Foul and cunning undead creatures that inhabit swamps,
forests, and other densely treed areas, the solitary teihai
resemble a cross between beast and some predatory
humanoid that was brought forth from some magical
experimentation gone awry. These nocturnal beings are well
muscled, with limbs ending in wicked curved talons and
slavering jaws filled with wicked fangs capable of tearing
gaping wounds into any creature unfortunate enough to
encounter one.
Despite their formidable physical attributes, a teihai
prefers to stalk and ambush its prey rather than engage in
open combat. They will often lie in wait within a dense
treetop canopy, or track potential victims through underbrush
while waiting for an opportune time to strike.
Crazed Gaze. Perhaps the most unsettling feature of a
teihai is its sightless, pale eyes that are said to be gateways to
insanity. Any who meet the crazed gaze of a teihai are driven
mad, and should they survive an encounter with a teihai the
might never be the same again.
Silent Stalker. The teihai are nearly silent when stalking
their prey, and leave humanoid tracks only the most skilled
tracker is capable of noticing. On rare occasions where a
teihai utters a sound, it is most often a cry of rage at the
depths of night should their quarry elude them.

Teihai Light Sensitivity. While in bright light or sunlight, the


teihai has disadvantage on attack rolls and saving
Medium undead, neutral evil
throws, as well as on Wisdom (Perception) checks that
Armor Class 14 rely on sight.
Hit Points 91 (14d8 + 28) Silent Stalker. The teihai has advantage on Dexterity
Speed 30 ft. (Stealth) checks while in darkness.

STR DEX CON INT WIS CHA


Actions
Multiattack. The teihai makes two attacks: one with its
15 (+2) 18 (+4) 14 (+2) 8 (-1) 12 (+1) 12 (+1) bite and one with its claws.

Saving Throws Dex +6 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Acrobatics +6, Stealth +6, Perception +3 target. Hit: 11 (2d6 + 4) piercing damage, and the
Condition Immunities charmed, frightened, poisoned target must succeed on a DC 13 Constitution saving
Senses darkvision 60 ft., passive Perception 13 throw or be poisoned for 1 minute. If the saving throw
Languages — fails by 5 or more, the target is also paralyzed while
Challenge 3 (700 XP) poisoned in this way. The target can repeat the saving
throw on each of its turns, ending the effect on itself on
Crazed Gaze. When a creature that can see the teihai's a success.
eyes starts its turn within 30 feet of the teihai, the Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
teihai can force it to make a DC 14 Wisdom saving target. Hit: 8 (1d8 + 4) slashing damage.
throw if the teihai isn't incapacitated and can see the
creature. If the creature fails the saving throw, it must
roll on the Short-term Madness table. If the creature
fails its save by 10 or more, it must roll on the Long-
term Madness table instead.

115
Tetrabrachoid Skeletons
Necromancers and medical practitioners, whether
benevolent or nefarious in nature, have long dissected and
examined the remains of the dead to better understand the
structure and function of living creatures. In doing so, they
have also learned how to manipulate and modify bodily
structures, creating new and improved variants that can then
be infused with dark magics and made to serve once again.
Tetrabrachoid skeletons are relatively simple modifications
to humanoid skeletons in which an extra pair of
glenohumeral joints are attached below the typical humanoid
shoulders. Doing so allows the skeleton to wield an
additional weaponry.
Undead Nature. A skeleton doesn't require air, food, drink,
or sleep.

Tetrabrachoid Skeletal
Liturgist
Medium undead, lawful neutral

Armor Class 13
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA Tetrabrachoid Skeletal


9 (-1) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 14 (+2)
Sentry
Damage Vulnerability bludgeoning Medium undead, lawful evil
Damage Immunities poison
Condition Immunities exhaustion, poisoned Armor Class 11
Senses darkvision 60 ft., passive Perception 9 Hit Points 19 (3d8 + 6)
Languages understands all languages it knew in life Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Innate Spellcasting. The skeleton's innate spellcasting
ability is Charisma (spell save DC 12, +4 to hit with 12 (+1) 13 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
spell attacks). The skeleton can innately cast the
following spells, requiring no material components: Damage Vulnerability bludgeoning
Damage Immunities poison
At will: eidolic chains, spare the living, toll the dead Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Actions Languages understands all languages it knew in life
Multiattack. The skeleton makes four scimitar attacks. but can't speak
It can replace one of those attacks with a cantrip. Challenge 1/2 (100 XP)

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) slashing damage. Actions
Multiattack. The skeleton makes four attacks with its
Reactions scimitars.
Spell Reflection. If the skeleton makes a successful Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
saving throw against a spell, or a spell attack misses one target. Hit: 4 (1d6 + 1) slashing damage.
it, the skeleton can choose another creature
(including the spellcaster) it can see within 30 feet Reactions
of it. The spell targets the chosen creature instead of
the skeleton. If the spell forces a saving throw, the Parry. The skeleton adds 2 to its AC against one
chosen creature makes its own save. If the spell was melee attack that would hit it. To do so, the
an attack, the attack roll is rerolled against the tetrabrachoid skeleton must see the attacker and be
chosen creature. wielding a melee weapon.

116
Tree of Sorrow
A tree of sorrow arises from the earth that exists in places of
calamity such as unmarked mass graveyards, areas where Tree of Sorrow
large numbers of innocents were slaughtered, or regions Huge undead, neutral
where multitudes perished due to pestilence or plague. Due
to the tragedy that has befallen these areas, they are often Armor Class 14 (natural armor)
barren and infertile, and living creatures shy away from. Yet Hit Points 94 (9d12 + 36)
undeath sprouts from such desolate areas, and a tree of Speed 0 ft.
sorrow can arise from the earth where the remains of a great
many beings are buried. STR DEX CON INT WIS CHA
Monument to Suffering. The size of a tree of sorrow
depends on the number of slain beings buried below, though 20 (+4) 3 (-4) 19 (+4) 3 (-4) 6 (-2) 6 (-2)
some may tower as high as an oak. Ribs, spines, and skulls
form a sturdy trunk; legs and feet the roots upon which the Skills Athletics +7
bone tree slowly shambles about, and limbs form the Damage Resistances piercing and slashing from
branches, with a multitude of graspeing hands reaching forth nonmagical weapons
fom the ends of the limbs. Faint mournful moans issue forth Damage Immunities necrotic, poison
from the bone tree, echoing the sorrow that has given rise to Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned, prone,
this monument to the suffering whose remains lie within. restrained, stunned
Unnatural Growth. While living trees take nourishment Senses blindsight 30 ft., passive Perception 8
from the earth, sunlight, and rain, the tree of sorrow grows in Languages -
an unnatural counter to the living world. In darkness, it is Challenge 8 (3,900 XP)
capable of uprooting and slowly shambling about, and grows
by incorporating any bones or creatures' remains it can into Dismember. As a bonus action, the tree of sorrow
itself. In daylight, it remains motionless unless provoked. can attempt to dismember a target it has restrained
Any living creature foolish enough to approach is grasped using four of its bone limbs. The target and the tree
by the limbs of the tree of sorrow, which are capable of of sorrow make contesting Strength (Athletics)
dismembering the living in short order. checks. If the target is successful, it is freed and two
of the bone tree limbs are incapacitated; if the bone
tree is successful, it deals 33 (6d10) bludgeoning
damage to the target.
Regeneration. The tree of sorrow regains 10 hit
points at the start of its turn if it has at least 1 hit
point. If the tree is in sunlight, this trait doesn't
function.
Sorrowful Moans. A creature that starts its turn within
30 feet of the tree of sorrow and can hear it must
succeed on a DC 15 Wisdom saving throw or make
attack rolls with disadvantage until it completes a
long rest. A creature that succeeds on its saving
throw is immune to the tree of sorrow's Sorrowful
Moans for the next 24 hours.
Unnatural Strength. The tree of sorrow has advantage
on Strength (Athletics) checks made when
attempting to grasp or restrain Medium or smaller
creatures.

Actions
Multiattack. The tree of sorrow makes six attacks with
its bone limbs.
Bone Limb. Melee Weapon Attack: +7 to hit, reach
15 ft., one target. Hit: 8 (1d8 + 4) slashing damage
and the target is grappled (escape DC 15). The tree
of sorrow has six limbs, each of which can grapple
one target or make an attack with advantage against
a creature it has grappled with another limb. If
successful, each additional limb grapples the target,
increasing the escape DC by 2. If a creature is
grappled by three or more limbs, it is restrained.

117
Undying
The undying are thought to be ancient manifestations of pure
negative energy arising from the collapse of the Plane of
Death. These shadowy creatures appear in their true
form as thick ebon swirling mists, though they can
solidify and assume the form of gaunt, skeletal humanoids
cloaked in billowing shadows. Behind their cowls lies
nothing but darkness, and their long, cadaverous limbs
grasp long scythes or other menacing weapons made of
coalesced necrotic energy that they wield with ease.
The motivations of the undying remain a mystery, as
these beings seldom appear in the material plane. When
they do it is often to raise and lead armies of the dead,
perhaps in an attempt to invade and conquer other realms
and subjugate their inhabitants to create a new realm of
death.
The undying will only come forth at night, as their essence
dissipates with the coming of the sun. Even then they avoid
moonlit nights, choosing instead to appear in the blackest
nights. Rumor has it that eclipses foreshadow their arrival
in the material plane, heralding a coming assault of the
undead.
Ancient Shadow Magics. The undying wield potent
shadow magics either unseen or long forgotten. Time has no
meaning to these creatures and as they have been in
existence potentially for millenia their knowledge of shadow
magics appears to be limitless.
Death Rattle. Those few who have heard the telepathic
voice of the undying echoing in their minds and maintained
their sanity describe it as hearing the death rattle of a
thousand damned souls echoing within their souls. Those
who hear it have their psyches assaulted and are often left
completely drained of vitality.
Deathly Gift. Should an undying be slain, it leaves
behind a final gift: its scythe, imbued with powerful
shadowy energies. However, using it comes at a great
cost to those that bear it.
Ebon Scythe of the Undying
Weapon (scythe), very rare
This scythe is a martial weapon that deals 1d12 slashing
damage plus 3d8 necrotic damage. On a successful attack,
you are healed for half of the necrotic damage done.
Additionally, this scythe has 3 charges. While holding it, you
can cast the animate dead spell from it. The scythe regains
1d3 charges at midnight.
Curse. This scythe is cursed to creatures of non-evil
alignment, a fact that is revealed
only when an identify spell is cast on
the scythe or you attune to it.
Attuning to the scythe curses you until
you are targeted by the remove curse spell or
similar magic: dropping the scythe fails to end the curse.
While cursed you have hypersensitivity to sunlight. Any attack
rolls, skill checks, and saving throws you make while in
sunlight are made with disadvantage. Additionally, each time
you complete a long rest while attuned to this scythe, you
must roll on the Short-term Madness table at the end of the
long rest.

118
Undying At will: corruption, grim scythe, spare the living, toll the
    dead
Medium undead (shapechanger), chaotic evil
1st level (4 slots): cause fear, death's grasp, rot
Armor Class 17 (natural armor) 2nd level (3 slots): darkness, necrotic visage, shadow
Hit Points 150 (20d8 + 60)     bind, ray of enfeeblement
Speed 30 ft., fly 60 ft. (ebon mist form) 3rd level (3 slots): animate dead, fear, Grimlore's
    affliction
4th level (3 slots): army of the dead, blight, plague
STR DEX CON INT WIS CHA 5th level (3 slots): danse macabre, defile, negative
    energy flood
18 (+4) 14 (+2) 16 (+3) 20 (+5) 18 (+4) 17 (+3) 6th level (2 slots): circle of death, create undead, harm
7th level (2 slots): finger of death, symbol
Saving Throws Str +10, Int +11, Wis +10 8th level (1 slot): maddening darkness, mind blank
Skills Arcana +11, Perception +10, Stealth +8, 9th level (1 slot): astral projection, Grimlore's calamity
Damage Vulnerability radiant
Damage Resistances acid, cold, fire, lightning, thunder; Actions
bludgeoning, piercing, and slashing from nonmagical
weapons Multiattack. The undying makes two attacks with its
Damage Immunities necrotic, poison, psychic ebon scythe.
Condition Immunities charmed, exhaustion, frightened, Ebon Scythe. Melee Weapon Attack: +10 to hit, reach
grappled, paralyzed, petrified, poisoned, prone, 10 ft., one target. Hit: 17 (2d12 +4) slashing damage
restrained plus 13 (3d8) necrotic damage. The undying regains hit
Senses blindsight 60 ft., passive Perception 20 points equal to half the necrotic damage dealt.
Languages Undercommon, telepathy 60 ft.
Challenge 17 (18,000 XP) Death Rattle (Recharge 5-6). Each creature of the
undying's choice that is within 60 feet of the undying
Legendary Resistance (3/Day). If the undying fails a and aware of it must succeed on a DC 17 Intelligence
saving throw, it can choose to succeed instead. saving throw or take 22 (5d8) psychic damage and
must roll on the Short-term Madness table, or take half
Regeneration. The undying regains 15 hit points at the damage on a successful save. If the creature fails its
start of its turn. If the undying takes radiant damage, save by 10 or more, it must roll on the Long-term
this trait doesn't function at the start of the undying's Madness table instead.
next turn. Siphon Life (ebon mist form only). Melee Weapon Attack:
Relentless Assault (1/Turn). If the undying scores a +10 to hit, reach 10 ft., one target. Hit: 36 (8d8)
critical hit against a target, it can immediately use its necrotic damage. The undying regains hit points equal
bonus action to make another attack against the same to half the necrotic damage dealt, and the target must
target. succeed on a DC 19 Constitution saving throw or take
one level of exhaustion.
Shapechanger. If the undying isn't in sunlight, it can use
its action to polymorph into a medium ebon mist or Legendary Actions
back into its humanoid form. While in its ebon mist
form, the undying can't take any actions other than its The undying can take 3 legendary actions, choosing
siphon life ability, speak, or manipulate objects. It is from the options below. Only one legendary action
weightless, has a flying speed of 60 feet, can hover, and option can be used at a time, and only at the end of
can enter a hostile creature's space and stop there. In another creature's turn. The undying regains spent
addition, if air can pass through a space, the ebon mist legendary actions at the start of its turn.
can do so without squeezing. It has advantage on
Strength, Dexterity, and Constitution saving throws, and Detect. The undying makes an Intelligence
it is immune to all physical damage. (Investigation) check or Wisdom (Perception) check.
Spellcasting. The undying is a 17th-level spellcaster. Its Ebon Scythe. The undying makes an attack with its ebon
spellcasting ability is Intelligence (spell save DC 19, scythe.
+11 to hit with spell attacks). It has the following spells Well of Shadows (Costs 2 Actions). The undying gains 30
prepared, which it can cast without material temporary hit points.
components:

119
Uropygos Cunning and Solitary Creature. Having been granted
An uropygos is a horrific reanimated skeletal construct sentience through the necromantic rites used to reanimate it,
painstakingly built from the bones of multiple creatures, an uropygos is both patient and cunning, using the terrain of
painstakingly assembled and infused with dark necromantic whatever desolate area they inhabit to their advantage. They
energy to grant it sentience. These wretched undead are for the most part solitary unless bound into service by a
constructs are perfectly silent stalkers designed with one master of the undead. Deep within their haunting eyes lies a
purpose in mind: to hunt down and slay the living. deep hatred and loathing, as though it would destroy any
Bone Arachnids. The uropygos is arachnid or scorpion- beings if only given the chance to do so.
like in form, with six bone limbs ending in sharpened points Crypt Stalker. A uropygos prefers to operate in complete
capable of piercing inch-thick steel and a pair of frontal silence and darkness, where its magically enhanced senses
pedipalps with razor-sharp bone scythes in place of their allow it to stalk its unsuspecting victims through whatever
chelae. To augment their already formidable arsenal, a crypts and caves it might inhabit. A formidable foe, the
flexible, scorpion-like bone tail with a barbed tip extends uropygos takes an almost sinister glee in striking from the
behind its abdomen. Most unsettling is the haunting, shadows, a flash of bone impaling its prey and dragging it
humanoid skull bearing sharpened fangs whose baleful eyes backward into the shadows. The screams and sounds of its
are often the last things its victims behold in this world. victim being dismembered serve as a gruesome
Hardened Carapace. Extending from its back and along foreshadowing of the fate that awaits its next target. The
what would be its more vulnerable sections of its thorax are a uropygos is highly sensitive to bright light and loud noises,
series of petrified bone spikes and plates that make the however, and will flee from intense sources of either.
uropygos almost invulnerable to piercing attacks.

120
Uropygos Actions
Large undead, chaotic evil Multiattack. The uropygos makes four attacks: two with
its bone appendages and two with its chelae scythes; or
Armor Class 17 (natural armor) three attacks: one with its bite or barbed tail, and two
Hit Points 217 (29d10 + 58) with its chelae scythes.
Speed 40 ft.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage. The target
STR DEX CON INT WIS CHA must make a successful DC 17 Strength saving throw
18 (+4) 20 (+5) 14 (+2) 8 (-1) 13 (+1) 4 (-3) or be restrained.
Bone Appendages. Melee Weapon Attack: +9 to hit,
Saving Throws Str +9, Dex +10 reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing
Skills Athletics +14, Perception +6, Stealth +10 damage.
Damage Vulnerabilities thunder, radiant, bludgeoning
Damage Resistances acid, piercing Chelae Scythes. Melee Weapon Attack: +9 to hit, reach
Damage Immunities necrotic, poison 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Condition Immunities charmed, exhaustion, frightened, Barbed Tail. Melee Weapon Attack: +9 to hit, reach 20
paralyzed, petrified, poisoned ft., one target. Hit: 20 (3d10 + 4) piercing damage. The
Senses darkvision 120 ft., tremorsense 60 ft., passive target must make a successful DC 17 Strength saving
Perception 16 throw or become impaled (restrained) upon the barbed
Languages — tip of the tail. The creature can make a saving throw at
Challenge 15 (13,000 XP) the beginning of each or its turns, breaking free of the
tail but taking 7 (2d6) slashing damage
Cunning Action. On each of its turns while in dim light
or darkness, the uropygos can use a bonus action to Reactions
take the Dash, Disengage, or Hide action. Bulwark. The uropygos adds 2 to its AC against one
melee attack that would hit it. To do so, the uropygos
Immutable Form. The uropygos is immune to any spell
must see the attacker and be wielding a melee weapon.
or effect that would alter its form.
If the attack still hits, the uropygos can move up to half
Legendary Resistance (2/Day). If the uropygos fails a of its movement speed away from the attack without
saving throw, it can choose to succeed instead. provoking opportunity attacks.
Petrified Carapace. Any creature that starts its turn within
5 feet of the uropygos must make a successful DC 15 Legendary Actions
Dexterity saving throw each round or take 4 (1d8) The uropygos can take 3 legendary actions, choosing
piercing damage from the petrified spikes along its from the options below. Only one legendary action
carapace. option can be used at a time, and only at the end of
Sneak Attack (1/Turn). The uropygos deals an extra 14 another creature's turn. The uropygos regains spent
(4d6) damage when it hits a target with a weapon legendary actions at the start of its turn.
attack and has advantage on the attack roll, or when the
target is within 5 ft. of an ally of the uropygos that isn't Bite. The uropygos makes a bite attack.
incapacitated and the uropygos doesn't have Night Stalker (Costs 2 Actions). The uropygos uses the
disadvantage on the attack roll. Hide action and moves up to half of its movement
Turn Resistance. The uropygos has advantage on saving speed.
throws against any effect that turns undead. Spiked Carapace (Costs 3 Actions). The uropygos shoots
Umbral Hypersense. The uropygos has advantage on out spikes from its carapace. Each creature in a 30-foot-
attack rolls, saving throws, and skill checks while in dim radius sphere centered on the uropygos must make a
light or darkness, but disadvantage while in bright light. DC 15 Dexterity saving throw. A target takes 36 (8d8)
piercing damage on a failed save, or half as much
damage on a successful one.

121
Vampires
Dominated by an insatiable need for blood, these undead
creatures stalk the night and our worst nightmares alike.
While their primal fury is legendary, most vampires are not
simply ruthless killers. Instead, they are cunning and
deceitful, often trying to lure their victims to an untimely
demise, and the resolute the target, the more enjoyment they
get from the chase.
Undead Nature. A vampire does not require air.
Antipathy Vampire Spawn
Striving to be more like their masters instead of associating
with the savagery prevalent with other spawned kin, these
vampires spawn try to maintain a more cultured appearance.
However, the disdain they possess for their current form is
rarely able to be hidden, and thus they have developed the
moniker: antipathy spawn.
Self-loathing. These vampire spawn wish nothing more
than to become full-fledged vampires. As most master
vampires choose not to relinquish control over their spawn,
antipathies secretly pursue their freedom by exploring
necromantic magics. While they rarely find the answers they
seek, many become serviceable spellcasters in this journey.

Antipathy Vampire Spawn Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to
Medium undead, neutral evil
make an ability check.
Armor Class 15 (natural armor) Vampire Weaknesses. The vampire has the following
Hit Points 91 (14d8 + 28) flaws:
Speed 30 ft.
Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
STR DEX CON INT WIS CHA Harmed by Running Water. The vampire takes 20 acid
16 (+3) 16 (+3) 15 (+2) 17 (+3) 11 (+0) 12 (+1) damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed it a
Saving Throws Dex +6, Int +6 piercing weapon made of wood is driven into its heart
Skills Arcana +6, History +6, Religion +6, Stealth +6 while it is incapacitated in its resting place.
Damage Resistances necrotic; bludgeoning, piercing,
Sunlight Hypersensitivity. The vampire takes 20 radiant
and slashing from nonmagical weapons
damage when it starts its turn in sunlight. While in
Senses darkvision 60 ft., passive Perception 10
sunlight it has disadvantage on attack rolls and ability
Languages the languages it knew in life
checks.
Challenge 7 (2,900 XP)
Actions
Regeneration. The vampire regains 10 hit points at the
start of its turn if it has at least 1 hit point and isn't in Multiattack. The vampire makes two attacks, only one of
sunlight or running water. If the vampire takes radiant which can be a bite attack.
damage or damage from holy water, this trait doesn't
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
function at the start of its next turn.
target. Hit: 8 (2d4 + 3) slashing damage. Instead of
Spellcasting. The vampire is a 7th-level spellcaster. Its dealing damage, the bloodfury can grapple the target
spellcasting ability is Intelligence (spell save DC 15, +7 (escape DC 13).
to hit with spell attacks). The vampire has the following Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
wizard spells prepared: willing creature, or a creature that is grappled by the
Cantrips (at will): manipulate shadow, spare the living, vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4)
    toll the dead piercing damage plus 7 (2d6) necrotic damage. The
1st level (4 slots): comprehend languages, death's target's hit point maximum is reduced by an amount
    grasp, rot equal to the necrotic damage taken, and the vampire
2nd level (3 slots): darkness, mirror image, ray of regains hit points equal to that amount. The reduction
    enfeeblement lasts until the target finishes a long rest. The target dies
3rd level (3 slots): animate dead, fear, bestow curse, if this effect reduces its hit point maximum to 0.
    nondetection
4th level (1 slot): blight

122
Bloodfury
While the majority of a vampire's victims are transformed
into vampire spawn under their master's control, on occasion
an even more savage undead being is brought forth —the
result of an unusually bloodthirsty mortal being afflicted by a
vampire's bite. The curse of vampirism brings forth an even
more primal rage that borders on lust for many of these
beings.
Where a vampire is a sophisticated, intelligent, and
dispassionate undead being obsessed with symbols that
reflect their deepest desires, the bloodfury's fixation is only
on slaughter. Thus, they will often collect gory trophies from
those they have slain, reminders of past dark deeds.
Cunning Manipulator. Bloodfuries are exceptionally
seductive and manipulative, desiring freedom from the
servitude toward their creator. They lack any semblance of a
conscience, and use their exceptional ability to interpret
nuance and manipulate the unknowing to toy with potential
prey. Often a bloodfury will direct their attention to their vain
masters, showering them with flattery and seduction with the
intent of eventually sampling enough blood to free
themselves from servitude.
Despite being bound to their master's control, in its
cunning a bloodfury will take creative liberty with any
directives issued to it, often resulting in the mass slaughter of
as many beings as cross paths with it. Bloodfuries may seek
to manipulate and beguile exceptionally powerful beings that
cause it to take pause.

Bloodfury Vampire Weaknesses. The bloodfury has the following


flaws:
Medium undead, chaotic evil
Forbiddance. The bloodfury can't enter a residence
Armor Class 15 (natural armor) without an invitation from one of the occupants.
Hit Points 187 (22d8 + 88)
Speed 30 ft. Harmed by Running Water. The bloodfury takes 20 acid
damage when it ends its turn in running water.
Stake to the Heart. The bloodfury is destroyed it a
STR DEX CON INT WIS CHA piercing weapon made of wood is driven into its heart
18 (+4) 16 (+3) 18 (+4) 14 (+2) 18 (+4) 18 (+4) while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The bloodfury takes 20
Saving Throws Str +8, Wis +8, Cha +8 radiant damage when it starts its turn in sunlight. While
Skills Deception +8, Perception +8, Persuasion +8 in sunlight it has disadvantage on attack rolls and ability
Damage Resistances necrotic; bludgeoning, piercing, checks.
and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 18 Actions
Languages the languages it knew in life
Multiattack. The bloodfury makes two attacks, or four
Challenge 9 (5,000 XP)
attacks if it has fewer than half of its hit points
remaining; only one of these attacks can be a bite
Blood Fury. The bloodfury has advantage on melee attack.
attack rolls and deals critical damage on an attack roll of
18, 19, or 20 against any creature that has less than half Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
its maximum hit points. target. Hit: 9 (2d4 + 4) slashing damage. Instead of
dealing damage, the bloodfury can grapple the target
Master Manipulator. The bloodfury has advantage on (escape DC 15).
Charisma (Deception, Perception) checks made when
interacting with creatures of the opposite gender. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
Regeneration. The bloodfury regains 10 hit points at the bloodfury, incapacitated, or restrained. Hit: 7 (1d6 + 4)
start of its turn if it has at least 1 hit point and isn't in piercing damage plus 7 (2d6) necrotic damage. The
sunlight or running water. If the bloodfury takes radiant target's hit point maximum is reduced by an amount
damage or damage from holy water, this trait doesn't equal to the necrotic damage taken, and the bloodfury
function at the start of its next turn. regains hit points equal to that amount. The reduction
Spider Climb. The bloodfury can climb difficult surfaces, lasts until the target finishes a long rest. The target dies
including upside down on ceilings, without needing to if this effect reduces its hit point maximum to 0.
make an ability check.
123
Unclean Vampire
Vampires often consider themselves amongst
the elite aristocracy, the highest of their exalted station
to be surrounded by servants whilst they obsess over their
darkest desires. Yet despite all their undead glory, not
all vampires desire to be as they are, and over millennia
of being chained to their grave they may seek to release
themselves from their purgatory.
Some vampires have come to believe that the secret of
their curse may lie in the exchange of blood, as their curse
may originate as the result of a horrible pact sealed
with the spilling of this vital humor. A vampire might
spend many long years poring over ancient manuscripts
and tomes containing secrets of blood curses and magics
as they research a means to end the abomination that is their
existence.
By attempting to ritualistically purge themselves of the
curse of vampirism and cleanse their own blood, vampires
displease the dark powers that created them through their
pact. In their attempts at ending their curse, these vampires
are tortured and mutilated by their displeased patrons and
become disfigured mockeries of their once regal selves.
Those beings who behold these disfigured beings
shun their very sight, and other vampires who have
witnessed such attempts at ending the vampirism
curse have deemed these individuals unclean.
While other vampires draw other undead or creatures
unto them, an unclean vampire is further cursed to a
solitary existence with only the lowliest vermin for
companionship.
Blood Magics. Their research into ancient curses and
magics have granted an unclean vampire a powerful insight
over this vital fluid, as well as diseases and afflictions that
affect the living.
Chained No More. Through the rituals they have
conducted an unclean vampire is no longer bound to its
gravesite where it would normally need to slumber during the
day. The unclean vampire can therefore travel in darkness
wherever it pleases, but is still burned by the light of day.
Through the partial lifting of their curse, an unclean
vampire is also unaffected by running water and can
enter residences without invitation. However, they
are bound to their disfigured humanoid form unable
to assume other forms, a constant reminder of their
failure to end their curse.
Creature of the Shadows. Due to their
horrible disfigurement, unclean vampires seldom
venture forth outside of crypts and mausoleums.
They prefer to dwell away from the scrutiny of other
beings, unlike others of their ilk who may seek to
dominate and rule over other beings. When they do
venture forth from their lairs they will do so only in
the dark of night. An unclean vampire is prone to
violence if confronted, but will seldom seek out other
beings as they prefer solitude in their misery.

125
Unclean Vampire Sunlight Hypersensitivity. The unclean vampire takes 20
radiant damage when it starts its turn in sunlight. While
Medium undead, lawful evil
in sunlight, it has disadvantage on attack rolls and ability
Armor Class 16 (natural armor) checks.
Hit Points 165 (22d8 + 66)
Speed 30 ft. Actions
Multiattack. The unclean vampire makes two attacks,
only one of which can be a bite attack.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 18 (+4) 17 (+3) 12 (+1) Unarmed Strike. Melee Weapon Attack: +9 to hit, reach
5 ft., one creature. Hit: 8 (1d4 +4) bludgeoning
damage. Instead of dealing damage, the unclean
Saving Throws Dex +9, Int +9, Wis +8 vampire can grapples the target (escape DC 18)
Skills Arcana +9, History +9, Perception +8, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, Unclean Bite. Melee Weapon Attack: +9 to hit, reach 5
and slashing from nonmagical weapons ft., one willing creature, or a creature that is grappled by
Senses darkvision 120 ft., passive Perception 18 the unclean vampire, incapacitated, or restrained. Hit: 7
Languages the languages it knew in life (1d6 + 4) piercing damage plus 14 (4d6) necrotic
Challenge 15 (13,000 XP) damage. The target's hit point maximum is reduced by
an amount equal to the necrotic damage taken, and the
Legendary Resistance (3/Day). If the unclean vampire unclean vampire regains hit points equal to half that
fails a saving throw, it can choose to succeed instead. amount. The reduction lasts until the target finishes a
long rest. The creature must also make a DC 17
Regeneration. The unclean vampire regains 20 hit points Constitution save or be paralyzed. The target dies if this
at the start of its turn if it has at least 1 hit point and effect reduces its hit point maximum to 0. A humanoid
isn't in sunlight. If the unclean vampire takes radiant slain in this way rises after 1 round as a ghast under the
damage or damage from holy water, this trait doesn't unclean vampire's control.
function at the start of its next turn. Unclean Children. The unclean vampire magically calls
Spellcasting. The unclean vampire is a 9th-level 2d4 plague rats provided the sun isn't up. While
spellcaster. Its spellcasting ability is Intelligence (spell outdoors, the vampire can call 2d4 corpsehounds
save DC 17, +9 to hit with spell attacks). The unclean instead. The summoned creatures arrive in 1d4 rounds,
vampire has the following spells prepared: acting as allies of the unclean vampire and obeying its
spoken commands. They remain for 1 hour, until the
Cantrips (at will): blood siphon, blood link, night terror, unclean vampire dies, or until the unclean vampire
    spare the living dismisses them. If the unclean vampire dies, the
1st level (4 slots): acrid delight, charm person, creeping summoned creatures enter a berserk state, making
    crawling hand, toll the dead melee attacks with advantage, but creatures making
2nd level (3 slots): analyze blood, drain life, shadow melee attacks against them also have advantage.
    bind
3rd level (3 slots): Grimlore's affliction, bestow curse, Legendary Actions
    mummify
4th level (3 slots): hallowing curse, plague The unclean vampire can take 3 legendary actions,
5th level (1 slot): enervation choosing from the options below. Only one legendary
action option can be used at a time, and only at the end
Spider Climb. The unclean vampire can climb difficult of another creature's turn. The unclean vampire regains
surfaces, including upside down on ceilings, without spent legendary actions at the start of its turn.
needing to make an ability check.
Vampire Weaknesses. The unclean vampire has the Move. The unclean vampire moves up to its speed
following flaws: without provoking opportunity attacks.
Stake to the Heart. If a piercing weapon made of wood Into the Shadows. The unclean vampire makes a
is driven into the unclean vampire's heart while it is Dexterity (Stealth) check.
incapacitated, it is paralyzed until the stake is removed. Unarmed Strike. The unclean vampire makes one
unarmed strike.
Bite (Costs 2 Actions). The unclean vampire makes one
bite attack.

126
Voidmaw
Various Planes of Existence have been well documented
through exploration, interaction with extraplanar beings, or
described in texts and manuscripts from those bold or
powerful enough to travel between the planes. However,
many remain unexplored, and potentially countless other
outer or demiplanes may yet exist.
Thought to be travelers from an unexplored demiplane, the
voidmaw is an unusual being that appears to be drawn to
areas where magical energies are highly concentrated or
regions where bursts of arcane powers have been expended
in a short period of time. For example, these beings have
been seen hovering above battlefields where powerful mages
have been observed engaged in devastating combat. It is
hypothesized that a voidmaw feeds on the remnants of
magical energies, bringing these energies back into their
plane of existence for some unknown reason.
Voidmaws do not appear malevolent in nature, as they do
not seek direct interaction with other beings. They have
been observed trailing magic users, as though studying
them, but no reports have been made of a voidmaw
initiating aggression.
Magical Immunity. A voidmaw appears to be immune to
all known forms of magic. Instead whenever magical
energies are expended in their vicinity they appear
emboldened and empowered. If a spell is directly cast
against them, the voidmaw will target the caster
directly, draining all magical essence from the caster
unless driven away. It is unknown if a voidmaw truly
dies, as they appear to dissipate rather than die if they
are assaulted.

Voidmaw Extraplanar Sight. The voidmaw can see 60 feet into any
plane of its choice when it is on the Material Plane, and
Medium aberration, true neutral
vice versa.
Armor Class 13 (natural armor)
Incorporeal Movement. The voidmaw can move through
Hit Points 44 (8d8 + 8)
other creatures and objects as if they were difficult
Speed 0 ft., fly 40 ft.
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
STR DEX CON INT WIS CHA Magical Siphon. If the voidmaw is hit with a spell attack
8 (-1) 12 (+1) 12 (+1) 18 (+4) 14 (+2) 12 (+1) that would deal damage, the voidmaw instead regains
hit points equal to the damage dealt. Any additional hit
points are added as bonus hit points lasting 1 hour.
Saving Throws Int +6, Wis +4
Skills Arcana +6, Investigation +6 Void Dissipation. If the voidmaw takes damage that
Damage Immunities acid, cold, fire, lightning, necrotic, reduces it to 0 hit points, it dissipates into a burst of
poison, psychic, radiant, thunder; bludgeoning, shadows. It re-coalesces within 2 days on a plane of its
piercing, and slashing from magical weapons choosing.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, Actions
restrained Drain Essence. Ranged Spell Attack: +6 to hit, range 60
Senses darkvision 60 ft., passive Perception 12 ft., one target. Hit: 9 (2d8) psychic damage. If the target
Languages - is a magic user, it expends one unused random spell
Challenge 2 (450 XP) slot and takes an additional 3 (1d6) psychic damage per
spell level.

127
Voidmaw Disruptor Voidmaw Planeswalker
Medium aberration, true neutral Medium aberration, true neutral

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 91 (14d8 + 28) Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 40 ft. Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 12 (+1) 20 (+5) 14 (+2) 12 (+1)

Saving Throws Int +8, Wis +6 Saving Throws Int +7, Wis +4
Skills Arcana +8, Investigation +8 Skills Arcana +7, Investigation +7
Damage Immunities acid, cold, fire, lightning, Damage Immunities acid, cold, fire, lightning,
necrotic, poison, psychic, radiant, thunder; necrotic, poison, psychic, radiant, thunder;
bludgeoning, piercing, and slashing from magical bludgeoning, piercing, and slashing from magical
weapons weapons
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 12
Languages — Languages —
Challenge 5 (1,800 XP) Challenge 3 (700 XP)

Extraplanar Sight. The voidmaw disruptor can see 60 Extraplanar Sight. The voidmaw planeswalker can see
feet into any plane of its choice when it is on the 60 feet into any plane of its choice when it is on the
Material Plane, and vice versa. Material Plane, and vice versa.
Incorporeal Movement. The voidmaw disruptor can Incorporeal Movement. The voidmaw planeswalker
move through other creatures and objects as if they can move through other creatures and objects as if
were difficult terrain. It takes 5 (1d10) force damage they were difficult terrain. It takes 5 (1d10) force
if it ends its turn inside an object. damage if it ends its turn inside an object.
Innate Spellcasting. The voidmaw disruptor's innate Innate Spellcasting. The voidmaw planeswalker's
spellcasting ability is Intelligence (spell save DC 16, innate spellcasting ability is Intelligence (spell save
+8 to hit with spell attack). It can cast the following DC 15, +7 to hit with spell attack). It can cast the
spells innately: following spells innately:
At will: darkness, mana burn, silent image 3/day each: darkness, displacement, mana burn,
3/day each: boundary, displacement, midnight, misty     misty step
    step 1/day each: demiplane
1/day each: spellsteal, synaptic static, demiplane Magical Siphon. If the voidmaw planeswalker is hit
Magical Siphon. If the voidmaw disrupter is hit with a with a spell attack that would deal damage, the
spell attack that would deal damage, the voidmaw voidmaw instead regains hit points equal to the
instead regains hit points equal to the damage dealt. damage dealt. Any additional hit points are added as
Any additional hit points are added as bonus hit bonus hit points lasting 1 hour.
points lasting 1 hour.
Void Dissipation. If the voidmaw planeswalker takes
Void Dissipation. If the voidmaw disruptor takes damage that reduces it to 0 hit points, it dissipates
damage that reduces it to 0 hit points, it dissipates into a burst of shadows. It re-coalesces within 2 days
into a burst of shadows. It re-coalesces within 1 hour on a plane of its choosing.
on a plane of its choosing.
Actions
Actions Drain Essence. Ranged Spell Attack: +7 to hit, range
Drain Essence. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d8) psychic damage. If
60 ft., one target. Hit: 18 (4d8) psychic damage. If the target is a magic user, it expends one unused
the target is a magic user, it expends one unused random spell slot and takes an additional 5 (1d10)
random spell slot and takes an additional 9 (2d8) psychic damage per spell level.
psychic damage per spell level.

128
Winterwight
Medium undead, chaotic evil

Armor Class 20 (natural armor)


Hit Points 241 (21d8 + 147)
Speed 30 ft.

STR DEX CON INT WIS CHA


26 (+8) 22 (+6) 24 (+7) 10 (+0) 22 (+6) 24 (+7)

Saving Throws Str +14, Cha +13


Damage Immunities cold, necrotic, poison;
bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, stunned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Infernal
Challenge 18 (20,000 XP)

Blightfire. At the start of each of the winterwight's


turns, each creature within 5 feet of it takes 10
(3d6) cold damage and must succeed on a DC 21
Constitution saving throw or its Constitution score is
reduced by 1d6. The target dies if this reduces its
Constitution to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest.
Innate Spellcasting. The winterwight’s innate
spellcasting ability is Charisma (spell save DC 21).
The winterwight can innately cast the following
spells, requiring no material components:
At will: cone of cold, control weather, dimension
door, sleet storm, wall of ice
Magic Resistance. The winterwight has advantage on
saving throws against spells and other magical
effects.
Rend. If the winterwight attacks the same creature
with two claw attacks on the same turn and they
both hit, the creature takes an additional 36 (8d8)
slashing damage.
Winterwight Sunlight Sensitivity. While in sunlight, the winterwight
Created from the souls of the unfortunate who perished in has disadvantage on attack rolls, as well as on
the dismal winter environments, winterwights now comb the Wisdom (Perception) checks that rely on sight.
tundra for prey to claim with their frigid, life-draining claws. Actions
Usually standing 7 feet tall, an icy grip has strengthened their
frostbitten skin to form an impervious armor. Multiattack. The winterwight makes two claw attacks.
Winterwights take great joy in hunting and tormenting
their victims, haunting them on the frozen plains for a time Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 26 (4d8 + 8) slashing damage, plus
before openly confronting prey. Typically, winterwights can be 18 (4d8) cold damage. The winterwight regains hit
found alone or possibly in pairs, but on rare occasions groups points equal to half the cold damage done. If the
of several can be found, making the frozen tundra a truly target is a creature, it must succeed on a DC 24
terrifying place. Constitution saving throw or its hit point maximum
A Greater Purpose. There have been times where is reduced by an equal amount to the damage taken.
immoral deities have cursed winterwights into their employ. This reduction lasts until the target finishes a long
Auril, Thyrm, and even Talos have used winterwights as rest. If this effect reduces the target’s hit point
heralds or assassins. maximum to 0, it dies, and its body is destroyed,
Undead Nature. A winterwight doesn't require air, food, leaving behind nothing but shards of ice.
drink, or sleep.

129
Wrathborne
When a vengeful creature dies, often its last act is to curse
the cause of its demise. If the dying creature's bitterness and
hatred is deep enough it can conjure a manifestation of this
desire for retribution in the form of a dark spirit known as the
wrathborne.
Clad in ebony and wreathed in murky shadows, a
wrathborne glides silently through the darkness seeking any
living being to destroy. The spirit bears a spectral umbral
blade that effortlessly pierces even the thickest steel. These
beings do not utter a single word, and even the most
despairing of pleas do not sway them.
Essence of Darkness. These creatures of darkness only
manifest in darkness. They are never observed when even a
glimmer of natural sunlight is present, and are often found
deep underground in caves, grottos, catacombs, and other
places of the deep. Natural sunlight dissipates their essence
entirely, though it will slowly coalesce over a period of several
days. Magic and firelight are engulfed by the shadow of the
wrathborne, though magical light will keep the wrathborne at
bay for a time.
Shadow Jumper. Being creatures of shadow, a wrathborne
is able to shift its being away from a counterstrike, merging
into shadow and shifting its location to anywhere nearby
provided it is in darkness. Moments later they reappear to
continue their relentless assault against their victim.

Wrathborne Innate Spellcasting. The wrathborne's innate spellcasting


ability is Wisdom (spell save DC 14, +6 to hit with spell
Medium undead, neutral evil
attacks). It can innately cast the following spells,
Armor Class 14 requiring no material components:
Hit Points 104 (19d8 + 19) At will: minor illusion, night terror, shadow embrace,
Speed 0 ft., fly 40 ft.     toll the dead
3/day each: cause fear, darkness, shadow bind
1/day each: shadow of moil
STR DEX CON INT WIS CHA
Sunlight Hypersensitivity. While in sunlight, the
14 (+2) 19 (+4) 13(+1) 12 (+1) 16 (+3) 10 (+0) wrathborne has disadvantage on attack rolls, as well as
on Wisdom (Perception) checks that rely on sight.
Saving Throws Dex +7
Skills Perception +6, Stealth +7 Actions
Damage Vulnerability radiant
Umbral Blade. Melee Weapon Attack: +7 to hit, reach 5
Damage Resistances acid, fire, thunder; bludgeoning,
ft., one target. Hit: 14 (3d6 + 4) necrotic damage. The
piercing, slashing from nonmagical weapons
wrathborne regains hit points equal to half the damage
Damage Immunities cold, necrotic, poison
dealt. If the target is a creature that is incapacitated,
Condition Immunities charmed, exhaustion, frightened,
paralyzed, or stunned, it takes an additional 27 (5d10)
grappled, paralyzed, petrified, poisoned, prone,
necrotic damage. If this attack reduces the target to 0
restrained
hit points, it is automatically killed and cannot be
Senses darkvision 60 ft., passive Perception 16
resurrected by any means short of a wish.
Languages -
Challenge 6 (2,300 XP)
Reaction
Darkness Incarnate. The wrathborne has advantage on Shadow Phase (3/Day). If the wrathborne is targeted by a
Dexterity (Stealth) checks while in dim light or melee weapon attack from a creature within 5 feet of it
darkness. that can see it, the wrathborne can make a DC 15
Dexterity saving throw. On a successful save, the attack
Deep Shadow. The radius of any magical or nonmagical automatically misses and the wrathborne can teleport
light is reduced by 75% when a wrathborne is within to any space it can see within 30 feet.
100 feet of the light source.

130
Yuan-ti Befouler
Yuan-ti abominations are horrific serpent-like
creatures in life, and become even more
unnerving in undeath. Forming the highest
caste of yuan-ti society as the most
prestigious members, abominations
typically serve as the leaders of their
cities, bowing only to yuan-ti anathema,
which meant that their death did not
always signal an end to their journey.
Twisted by necrotic magics channeled by
their underlings, a befouler's form
becomes something more grotesque than
it was while alive. Their features take on macabre
elements —elongated appendages, dreadful fangs and
ossein protrusions that were not present before. These
undead beasts are referred to as yuan-ti befoulers and don
their new form with pride.
Memories Remain. Undeath does not take with it an
abomination's impetus to rid its lands of repugnant human
life, only intensify it. Their hatred towards humans is so
predominant that it persists throughout the ritual to animate
their forms.
Underground Dwellers. Yuan-ti befoulers
leave behind the humid jungles populated by
their living counterparts, instead preferring to
live in tombs and catacombs beneath the surface.
Watching over the tribe's buried dead becomes their
eternal ambition.
Undead Nature. An yuan-ti befouler doesn't require
air, food, drink, or sleep.

Yuan-ti Befouler
Large undead, chaotic evil

Armor Class 15 (natural armor)


Hit Points 85(10d10 + 30)
Speed 11ft.

STR DEX CON INT WIS CHA Innate Spellcasting. The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 15).
19 (+4) 13 (+1) 17 (+3) 9 (-1) 15 (+2) 19 (+4) The yuan-ti can innately cast the following spells,
requiring no material components:
Skills Perception +5, Stealth +4
Damage Vulnerability bludgeoning At will: toll the dead
Damage Immunities necrotic, poison 3/day: bone storm
Condition Immunities charmed, exhaustion, frightened, 1/day: fear
poisoned
Senses darkvision 60 ft., passive Perception 15 Actions
Languages Abyssal, Common, Draconic Multiattack. The yuan-ti makes three attacks, but can use
Challenge 6 (2,300 XP) its bite and constrict attacks only once each.

Emanation of Dread. When a creature of the yuan-ti's Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
choosing makes a saving throw within 10 feet of it, the creature. Hit: 7 (1d6 + 4) piercing damage plus 10
creature must roll a d4 and subtract the number rolled (3d6) necrotic damage.
from the saving throw. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage, and
Magic Resistance. The yuan-ti has advantage on saving the target is grappled (escape DC 14). Until this grapple
throws against spells and other magical effects. ends, the target is restrained, and the yuan-ti can't
Turn Defiance. The yuan-ti has advantage on saving constrict another target.
throws against effects that turn undead. Bone Axe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.

131
Zombies
Mindless corpses groaning in the darkness, zombies are
driven only by a primal urge to kill the living. They no longer Rotting Soldier
have any semblance of life in the hollow eyes; no independent Medium undead, neutral evil
thought, personality, or creativity. All that remains is a desire
to attack creatures that gain its attention. Armor Class 14 (armor scraps, shield)
Undead Nature. A zombie doesn't require air, food, drink, Hit Points 27 (5d8 + 5)
or sleep Speed 10 ft.

Rotting Soldier STR DEX CON INT WIS CHA


One can easily lose their way in the festering marshlands 14 (+2) 6 (-2) 13 (+1) 5 (-3) 6 (-2) 5 (-3)
found throughout the realm. These regions teem with beasts
and insects, treacherous quicksand, bogs, and a myriad of Damage Resistances fire
other threats. Rotting soldiers represent the ones who Damage Immunities necrotic, poison
became lost in these foul swamps, slowly succumbing to their Condition Immunities exhaustion, poisoned
fate. Now reanimated by necromantic magic, rotting soldiers Senses darkvision 60 ft., passive Perception 8
reek of decay brought on by their environment, as they Languages understands all languages it spoke in life
lumber through the ruins of ancient cities, temples, and ruins but can't speak
that have been overtaken by the encroaching swamp. Challenge 1/2 (100 XP)

Stench of Decay. The rotting soldier emits a foul,


nauseating stench. A creature that starts its turn
within 10 feet of the rotting soldier must succeed on
a DC 13 Constitution saving throw or be poisoned
until the start of its next turn. A creature poisoned in
this manner can't take reactions and spends its
action retching and vomiting. Creatures that don't
need to breathe automatically succeed on this saving
throw.
Undead Fortitude. If damage reduces the rotting
soldier 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 rotting soldier drops to 1 hit point
instead.
Waterlogged. The rotting soldier is saturated with
water from its time spent in swampy terrain, making
it resistant to fire damage.

Actions
Multiattack. The rotting soldier makes two longsword
attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit: 6 (1d8 + 2) slashing damage.

132
Zombie Swarms
Zombies serve as adequate sentries for their creators, but are
frequently forgotten and abandoned when their masters Horde of Zombies
move on to bigger and better plans, or when adventurers take Gargantuan swarm of Medium undead, neutral evil
issue with necromantic overlords in the area. Zombies that
are left behind seem to be drawn to one another —possibly Armor Class 9
subconsciously, and begin to form expansive hordes of Hit Points 145 (10d20 + 40)
undead creatures, flocking together with little purpose. Speed 20 ft.

Swarm of Zombies STR DEX CON INT WIS CHA


Huge swarm of Medium undead, neutral evil 16 (+3) 8 (-1) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Armor Class 9 Saving Throws Wis +0


Hit Points 95 (10d12 + 30) Damage Resistance bludgeoning, piercing, slashing
Speed 20 ft. Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
STR DEX CON INT WIS CHA Languages understands all languages it spoke in life
15 (+2) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3) but can't speak
Challenge 4 (1,100 XP)
Saving Throws Wis +0
Damage Resistance bludgeoning, piercing, slashing Horde. The horde can occupy another creature's
Condition Immunities charmed, frightened, paralyzed, space and vice versa, and the horde can move
petrified, prone, restrained, stunned through any opening large enough for a Medium
Senses darkvision 60 ft., passive Perception 8 zombie. The horde can't regain hit points or gain
Languages understands all languages it spoke in life temporary hit points.
but can't speak Zombie Resilience. If the horde takes damage equal
Challenge 2 (450 XP) to 25% or more of its current hit points from a
single attack, it must make a Constitution saving
Swarm. The swarm can occupy another creature's throw with a DC the damage taken, unless the
space and vice versa, and the swarm can move damage is radiant or from a critical hit. On a success,
through any opening large enough for a Medium the horde only takes half the damage instead.
zombie. The swarm can't regain hit points or gain
temporary hit points. Actions
Zombie Resilience. If the horde takes damage equal Slam (horde has more than half HP). Melee Weapon
to 25% or more of its current hit points from a Attack: +5 to hit, reach 0 ft., one target in the
single attack, it must make a Constitution saving swarm's space. Hit: 29 (4d12 + 3) bludgeoning
throw with a DC the damage taken, unless the damage, and if the target is Huge or smaller, it is
damage is radiant or from a critical hit. On a success, grappled (escape DC 13). Until this grapple ends, the
the horde only takes half the damage instead. target is restrained. The horde can grapple a number
of creatures in its space.
Actions
Slam (horde has half HP or less). Melee Weapon
Slam (horde has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the
Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (2d12 + 3) bludgeoning
swarm's space. Hit: 20 (4d8 + 2) bludgeoning damage, and if the target is Large or smaller, it is
damage. grappled (escape DC 11). Until this grapple ends, the
target is restrained. The horde can grapple a number
Slam (horde has half HP or less). Melee Weapon
of creatures in its space.
Attack: +5 to hit, reach 0 ft., one target in the
swarm's space. Hit: 11 (2d8 + 2) bludgeoning
damage.
   Reactions
              Feeding Time. If a creature is reduced to 0
              hit points within 20 feet of the horde, the
                   horde can move up to its speed and
                      make a slam attack against the dying
                       creature.

133
NPCs
This section contains statistics for various humanoid
nonplayer characters; friends and foes alike! Blight Sorcerer
Medium humanoid (any race), any non-good
Blight Sorcerer alignment
Blight Sorcerers have studied the unique necrotic energies of Armor Class 13 (16 with mage armor)
decay. Rather than focusing on the merits of repurposing the Hit Points 54 (12d8)
dead such as a necromancer would, these sorcerers are more Speed 30 ft.
fascinated with the processes by which the dead melt away,
leaving the barest of traces. While some seek to understand
this event at its base, academic level, others pursue this STR DEX CON INT WIS CHA
knowledge in order to manipulate the process to their own 8 (-1) 17 (+3) 11 (0) 12 (+1) 16 (+3) 18 (+4)
nefarious ends.
Master of Decay. The study of decay has yielded fruit for Skills Arcana +4, Stealth +6
these powerful sorcerers. They are well armed with Damage Resistances necrotic, poison
knowledge of spells able to melt even the toughest steel, to Condition Immunities poisoned
cause an entire village to flee in nauseous terror, or even Senses darkvision 60 ft., passive Perception 13
instantaneously rot the innards of those foolish enough to Languages Common plus up to two other languages
challenge them. Challenge 5 (1,800 XP)

Emanation of Decay (1/Turn). At the start of each of


the sorcerer's turns, a creature it chooses within 15
feet of it takes 10 (3d6) necrotic damage.
Innate Spellcasting. The sorcerer's innate spellcasting
ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). The sorcerer can cast the following
spells innately, requiring no material components:
At will: acid splash, darkness, fog cloud, mage armor
3/day each: gaseous form, melf's acid arrow, shield,
    stinking cloud
1/day each: blight, cloud kill, contagion

Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d6 - 1) bludgeoning damage, or
3 (1d8 - 1) bludgeoning damage if used with two
hands, plus 3 (1d6) poison damage.

Reactions
Vaporous Form (3/Day). The blight sorcerer can turn
into a vaporous cloud when it is targeted by a melee
attack that would hit it. The triggering attack misses
and the blight sorcerer can move up to 15 feet in any
direction without provoking attacks of opportunity.
To do so, the blight sorcerer must see the attacker.

134
Death Whisperer
The death whisperer is inherently curious about the contrast
between death and undeath. Rather than focusing on one
topic and shunning others, the death whisperer chooses
instead to view these states holistically. They are interested in
both the physical and spiritual nature of existence. This
philosophy lends itself instead to listening to and
understanding the undead rather than seeking domination
over them; they have no interest in enslaving these once-living
beings for their own purpose by twisting magic toward their
own nefarious ends as a necromancer would.
Instead, death whisperers seek to glean knowledge of the
dead in an effort to understand them, should they reveal long
forgotten secrets or reveal unseen paths forward. Death
whisperers carefully listen to the knowledge offered by the
departed that others can seldom hear.
Auguries of Death. Through experience, the death
whisperer has mastered the art of interpreting the dead's
cryptic statements. Understanding the incoherent ramblings
of a spectral visage, it seems, is a fine line between
comforting or subjugating those over whom the death
whisperer can commune.
Undead Acclimation. The very presence of a death
whisperer draws forward the mindless undead to reach out,
almost as though those unwillingly afflicted with the curse of
undeath seek to be heard by the living once again. Likewise,
dead creatures will eagerly seek to share their knowledge
with a death whisperer; their souls craving for a partisan with
which to share their living legacy, even in death.

Death Whisperer Spellcasting. The death whisperer is an 11th-level


spellcaster. Its spellcasting ability is Intelligence (spell
Medium humanoid (any race), true neutral
save DC 16, +8 to hit with spell attacks). The death
Armor Class 14 (hide armor) whisperer has the following spells prepared:
Hit Points 130 (20d8 + 40) Cantrips (at will): chill touch, mage hand, message, ray
Speed 30 ft.     of frost, spare the dying
1st level (4 slots): comprehend languages, detect
    magic, false life, identify, protection from evil and
STR DEX CON INT WIS CHA     good
13 (+1) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 11 (0) 2nd level (3 slots): arcanist's magic aura, detect
    thoughts, gentle repose, magic mouth, zone of truth
Skills History +8, Investigation +8, Perception +6, 3rd level (3 slots): animate dead, clairvoyance, dispel
Religion +11     magic, remove curse, speak with dead
Damage Immunities necrotic 4th level (3 slots): blight, locate creature, phantasmal
Senses darkvision 60 ft., passive Perception 16     killer, resilient sphere
Languages Any four languages 5th level (2 slots): legend lore, modify memory, scrying,
Challenge 6 (2,300 XP)     telepathic bond
6th level (1 slots): create undead, eyebite, true seeing
Augury of Death. The death whisperer can take 10 Undead Affinity. If an undead targets the death whisperer
minutes to prepare a ritual. Once complete, it casts the directly with an attack or a harmful spell, that creature
bones from a creature that has died in the last year and must make a Wisdom saving throw (DC 16). On a failed
receives an impression from an otherworldly being save, the creature must choose a new target or forfeit
about the creature's demise. targeting someone. On a successful save, the creature
is immune to this effect for 24 hours. An undead is also
Calm the Undead. As a bonus action, the death immune to this effect for 24 hours if the death
whisperer can attempt to suppress hostility in a group whisperer targets it with an attack or a harmful spell.
of mindless undead. Each undead creature with an
intelligence of 6 or less in a 30-foot-radius sphere Actions
centered on a point the death whisperer can see within
60 feet of it must succeed on a DC 16 Charisma saving Staff of the Damned. Melee Weapon Attack: +4 to hit,
throw. On a failure, it becomes indifferent about reach 5 ft., one target. Hit: 11 (2d10) necrotic damage.
creatures of the death whisperer's choice that it is
hostile toward for up to 24 hours. This indifference
ends if the target is attacked or harmed by a spell.

135
Deathseer
A deathseer recognizes that death is unavoidable, and when
someone's time has come is decided for reasons far beyond Deathseer
the understanding of brief mortality. Deathseers pursue this Medium humanoid (any race), any neutral alignment
devotion by signing a contract with a deity whose motivations
lie in guiding their reapers to maintain the balance between Armor Class 17 (splint)
life and death; binding the deathseer to carry out their Hit Points 221 (26d8 + 104)
obligations. Speed 30 ft.
Contractually Bound. Deathseers devote their lives to
keeping the balance between life and death. Different
deathseers may focus on various aspects in an effort to keep STR DEX CON INT WIS CHA
this balance, but all are bound by the contracts they sign; 17 (+3) 10 (0) 19 (+4) 13 (+1) 16 (+3) 18 (+4)
contracts that grant unique abilities, so work can be
completed without objection. Whatever their personal Saving Throws Str +7, Con +8
motivations, their deity expects their reapers to honor their Skills Athletics +7, Insight +7, Intimidation +8,
commitment above all else. When their deity marks someone Medicine +7, Perception + 7, Religion +5
for expiration, a deathseer makes it their utmost priority to Damage Resistances necrotic, poison
make sure that soul passes into the afterlife. Senses passive Perception 17
Languages Common plus up to two other languages
Challenge 11 (7,200 XP)

Harrowing Strike. The deathseer's weapon attacks are


magical. When the deathseer hits with its
greatsword, the weapon deals 14 (4d6) additional
necrotic damage (included in the attack).
Shroud of Necrosis. The deathseer and friendly
creatures within 30 feet of it are resistant to necrotic
and poison damage, and have advantage on
Constitution saving throws against poison while the
deathseer is conscious.
Spellcasting. The deathseer is a 3rd-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 16,
+8 to hit with spell attacks). The deathseer has the
following spells prepared:
1st level (4 slots): arms of hadar, bane, cause fear,
    protection from evil and good
2nd level (2 slots): darkness, gentle repose, misty
    step, zone of truth
Touch of Respite (1/Day). The deathseer can use its
bonus action to touch a willing creature that has
expended all of its hit dice. The creature will regain
1d4 hit dice.

Actions
Multiattack. The deathseer makes three greatsword
attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) magical slashing
damage plus 14 (4d6) necrotic damage.

Reactions
Death's Embrace (3/Day). The deathseer's
understanding of the ebbs and flows of life and death
allow it to grant an ally it can see within 60 feet that
just failed a death saving throw to reroll the save,
taking the second result.

136
Glacius Knight
Medium humanoid (any race), any alignment

Armor Class 17 (splint)


Hit Points 156 (24d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 15 (+2) 11 (+0) 13 (+1)

Saving Throws Str +6, Con +5, Int +5


Skills Arcana +5, Athletics +6, Perception +6
Damage Immunities cold
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)

Bonded Weapon. The glacius knight is bonded to its


glacial greatsword. It cannot be disarmed unless the
glacius knight is incapacitated, and it can summon
its greatsword instantly as a bonus action if it is on
the same plane of existence.
Glacial Presence. As a bonus action, the glacius knight
draws ambient heat from its environment to
empower its greatsword. Their weapon attacks deal
an additional 7 (2d6) cold damage on a successful
Glacius Knight attack (included in the attack). Additionally, a
creature that starts its turn within 5 feet of the
Eldritch spirits are the ghostly presences of long deceased glacius knight must succeed on a DC 13
beings. While most of their essence has faded away over Constitution saving throw or have its movement
time, echoes of their existence are still found in all corners of speed reduced by half feet until the start of the
the world. The influence of eldritch energies is often creature's next turn.
perceived by layfolk as a prickling sensation on the nape of
the neck, a sudden shiver and puckering of gooseflesh on Spellcasting. The glacius knight is a 4th-level
spellcaster. The glacius knight's spellcasting ability is
even the hottest of days, or a sense of déjà vu that causes one Intelligence (spell save DC 13, +5 to hit with spell
to pause and peer over their shoulder. attacks). The glacius knight has the following spells
Learning to manipulate such magical energies usually prepared:
requires intensive training and discipline, leaving little time
for attuned creatures to master martial disciplines such as Cantrips (at will): booming blade, frostbite, ray of
swordplay. However, some warriors possess an intimate     frost, resistance
ability to tune into the arcane, and their inherent intelligence 1st level (4 slots): absorb elements, ice knife,
    protection from evil and good, shield
and curiosity has enabled them to pick up an understanding 2nd level (3 slots): pass without trace, shatter,
of the mystical arts to compliment their martial training. This     snilloc's snowball swarm
allows them to augment their martial prowess with a limited
ability to cast magical spells, and the glacius knight is one Actions
such warrior.
Chilling Bond. The greatsword of the glacius knight can Multiattack. The glacius knight makes three glacial
greatsword attacks.
be wielded by no other - it is bonded to its master. The
energies within obey only the glacius knight; other creatures Greatsword. Melee Weapon Attack: +6 to hit, reach 5
attempting to wield it find the blade with leap and jerk while ft., one target. Hit: 10 (2d6 + 3) slashing damage
in their grasp as though the weapon were possessed. plus 7 (2d6) cold damage.
Eldritch Mist. The glacius knight has learned how to
channel the eldritch mist, forming a bond that allows it to Reaction
rapidly move across the battlefield to evade foes or come to Chilling Mist (3/Day). When the glacius knight takes
an ally's aid. Creatures within the path of the glacius knight damage from an attack, it can surround itself with an
feel an icy chill as it passes by them. icy mist and teleport up to 30 feet to an unoccupied
space that it can see.

137
Grave Warden
Grave Wardens are magic users obsessed with the study of
life and death, specialising in incantations that allow them to Grave Warden
harness the very life-force that flows through all creatures. Medium humanoid (any race), any non-good
Where a life-force is not present, they are able to instill a alignment
mimicry of foul life, raising these dead creatures from their
once peaceful earthen resting places. Armor Class 12 (15 with mage armor)
Undead Perpetuity. These arcane casters draw on Hit Points 204 (24d8 + 96)
necromantic lore that provides a macabre power all its own. Speed 30 ft.
They aspire to live forever, effectively becoming immortal by
taking on traits belonging to their undead cohort.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 18 (+4) 19 (+4) 16 (+3) 16 (+3)

Saving Throws Int +8, Wis +7


Skills Arcana +8, History +8, Religion +8
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 13
Languages Common plus up to two other languages
Challenge 12 (8,400 XP)

Grave's Rebuke (3/Day). When the grave warden


succeeds on a death saving throw or stabilises a
creature with spare the dying, the grave warden
regains 14 (2d8 +5) hit points.
Spellcasting. The grave warden is a 13th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 16, +8 to hit with spell attacks). The
grave warden has the following spells prepared:
Cantrips (at will): chill touch, ray of frost, resistance,
    spare the dying
1st level (4 slots): blindness/deafness, death's
    grasp, mage armor, ray of enfeeblement
2nd level (3 slots): acid arrow, detect thoughts,
    invisibility, mirror image, misty step
3rd level (3 slots): animate dead, bestow curse,
    counterspell, dispel magic, slow
4th level (3 slots): blight, dimension door,
    phantasmal killer
5th level (3 slots): cloudkill, danse macabre,
    dominate person
6th level (1 slot): create undead, disintegrate
7th level (1 slot): finger of death
Undead Affinity. The grave warden can hold its breath
indefinitely, and it doesn't require food, water, or
sleep. Additionally, undead have disadvantage on
attack rolls against the grave warden, and the grave
warden has advantage on saving throws against
spells and other magical effects created by undead.

Actions
Undead Graft. Melee Spell Attack: +8 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) necrotic damage. If
the target is a creature other than an undead, it must
succeed on a DC 16 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.

138
Haunted
Medium humanoid (any race), neutral

Armor Class 13 (16 with mage armor)


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

STR DEX CON INT WIS CHA


9 (-1) 17 (+3) 16 (+3) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Con +6, Wis +5


Skills History +8, Religion +8
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 12
Languages all
Challenge 7 (2,900 XP)

One with the Dead. An undead creature must succeed


on a DC 16 Wisdom saving throw to target the
haunted directly with an attack or a harmful spell. On
Haunted a successful save, the creature is immune to this
effect for 24 hours.
Due to a plethora of bloodcurdling nightmares that
consumed their childhoods, the haunted are never fully Commune with Spirits. The haunted is able to speak
aware if they are in control of their surroundings while with a spirit belonging to a humanoid creature that
awake. This blight plagues them well into their early adult has died in the last 24 hours.
years, but not all is as perilous as it seems. Through many Obscure. As a bonus action, the haunted can
restless nights, the haunted are able to slowly learn how to summon or dismiss spirits that swirl about its body.
commune with that which terrifies when they close their eyes While active, a creature has disadvantage on attack
- spirits caught inbetween this life and the next: a perpetual rolls against the haunted.
purgatory. Innate Spellcasting. The haunted's innate spellcasting
Whisperer for Lost Souls. Although it is not clear how to ability is Intelligence (spell save DC 16, +8 to hit
help those who cannot pass on, the spirits welcome a with spell attacks). The haunted can innately cast the
presence they can communicate with. While this is initially following spells, requiring no material components:
unsettling to many haunted, they eventually begin to At will: chill touch, dancing lights, mage armor, misty
understand the figures that populated their dreams as a child     step, thaumaturgy
are not a threat to them; rather, they are communicating in 3/day each: animate dead, bane, shield, spirit
the only way they are able. Many haunted will spend their     guardians
days searching for the reason these lost souls can't travel 1/day each: danse macabre, etherealness, hallow,
peacefully into the afterlife and try to help them, should they     forcecage
be able.
Gifts from Beyond the Grave. Spirits that commune with Actions
the haunted are able to affect the Material Plane through Assault the Living. Ranged Spell Attack: +8 to hit,
sheer force of will, using the haunted's body as a vessel. range 60 ft., one target. Hit: 39 (6d12) necrotic
Seemingly supernatural occurrences, eventually the haunted damage. This has no effect on undead or constructs.
are able to focus this power to assist them in life.
Unsettling Powers. While not practised spellcasters, the Grasping Spirits. Ranged Spell Attack: +8 to hit, range
haunted have learned what may appear as arcane spells to 60 ft., one Large or smaller creature. Hit: 13 (2d12)
others: magic twisted due to the forces present in their being. necrotic damage, and the target is grappled for 1
The spell shield would look like spirit skulls swirling about minute (escape DC 18) as spirits rise out of the
ground and hold the creature. Until this grapple ends,
the haunted instead of an invisible barrier of magical force, the target is restrained.
for example.

139
Shadoweaver
Clad in inky black robes and cowled within a heavy cloak, a
shadoweaver is an intimidating sight. It is uncertain whether
these beings are living or dead, as their curious and inhuman
eyes peer forth from shockingly pale skin that contrast
sharply with its accoutrement.
Shadoweavers are mostly encountered in graveyards,
burial grounds, and necropoli and then most often during the
night. They are curious beings, prone to intense focused
study of areas where the dead reside, though whether it is to
deduce the nature of creation of the undead or their behavior
is unknown. Some speculate that shadoweavers themselves
are undead immortals seeking to uncover how to reverse
their state of being, a fact supported by the fact that undead
seem to be drawn to the presence of a shadoweaver.
Nomadic. Shadoweavers have never been known to tarry
in a single place for more than a short time, and they never
stay in populated areas such as taverns and inns, preferring
instead the solitude and silence of the nearby wilderness.
When they speak to others, their tones are soft and their
words measured, as though each word uttered bears a
tremendous weight and significance. After a brief time in an
area, they will simply melt away into the darkness of
midnight.
Shadow Magics. Those who have encountered a
shadoweaver claim they command darkness as though it
were a trivial matter. Some claim as well that the undead
respond to the the slightest gesture of a shadoweaver, a
power that many necromancers would covet. When
confronted by force, a shadoweaver simply melts
away into the shadows and disappears.

Shadoweaver Cantrips (at will): gloom, Grimlore's influence, night


    terror, prestidigitation, toll the dead
Medium undead, neutral
1st level (4 slots): cause fear, cursed with undeath,
Armor Class 14     death's grasp, unseen servant
Hit Points 156 (24d8 + 48) 2nd level (3 slots): darkness, desecration, necrotic
Speed 30 ft.     visage, misty step
3rd level (3 slots): animate dead, bestow curse,
    vampiric touch
STR DEX CON INT WIS CHA 4th level (3 slots): blight, myrkul's power, shadow of
    moil
12 (+1) 18 (+4) 15 (+2) 20 (+5) 17 (+3) 15 (+2) 5th level (2 slots): danse macabre, enervation
6th level (1 slot): soul cage
Saving Throws Dex +8, Int +9, Wis +7 7th level (1 slot): finger of death
Skills Arcana +9, History +9, Stealth +8, Perception +7
Damage Vulnerabilities radiant Sunlight Sensitivity. While in bright light, the
Damage Immunities necrotic shadoweaver has disadvantage on attack rolls and spell
Condition Immunities charmed, exhaustion, frightened, attack rolls, as well as on Wisdom (Perception) checks
petrified, poisoned that rely on sight.
Senses darkvision 120 ft., passive Perception 17 Umbral Stealth. While in darkness, the shadoweaver is
Languages Common plus the languages it knew in life invisible to any creature that would rely on darkvision to
Challenge 9 (5,000 XP) see it in that darkness. The shadoweaver has advantage
on Dexterity (Stealth) rolls while in darkness.
Gloombat Companion. The shadoweaver is bonded to a
gloombat. The gloombat acts on its own initiative, but Actions
otherwise obeys the shadoweaver's commands. As a Multiattack. The shadoweaver makes two attacks with its
bonus action, the shadoweaver can command the Stygian staff.
gloombat to use its reaction to take the Dash,
Disengage, Dodge, or Help action. Stygian Staff. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 +4) bludgeoning damage, or
Spellcasting. The shadoweaver is a 13th-level spellcaster. 8 (1d8 + 4) bludgeoning damage if used with two
Its spellcasting ability is Intelligence (spell save DC 17, hands plus 18 (4d8) necrotic damage. On a successful
+9 to hit with spell attacks). It has the following spells attack roll, the target must make a successful DC 15
prepared: Wisdom saving throw or be blinded for 2d4 rounds.

140
Cerberic Cultist's Summoning Alter (DM Map)

142
Crypt Lord's Catacombs (DM Map)

143
Dark Sage's Underground Passageway (DM Map)

144
Dreadknight's Abyssal Gateway (DM Map)

145
Drow Necromancer's Underdark Mausoleum (DM Map)

146
Forgotten One's Slumbering Ruins (DM Map)

147
Grave Hag's Cemetary (DM Map)

148
Harbinger's Underground Sanctuary (DM Map)

149
Necrophagi Earthen Abode (DM Map)

150
Teihai's Swampen Retreat (DM Map)

151

You might also like