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Birthright: Bestiary of Cerilia

A menagerie of creatures and personalities from a realm of romantic medieval fantasy.

This work contains material that is copyright Wizards of the Coast and/or other authors.

Copyright 2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emiele-
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Created by Marsupialmancer. (https://marsupialmancer.blogspot.com)
Introduction

T
he world of the Birthright setting is rife with Firstly and most simply, any spell from the school of Illusion
dangers once one meanders beyond the cast within the Shadow World (or in Cerilian locations
borders of settled kingdoms. While the world steeped in such power) by a creature with the shadow
has its examples of mundane dangers such as designator is much more powerful. Saving throws against
brigands, goblins, and the occasional giant, the such spells are at disadvantage, and if the effect of the spell is
magical nature of Cerilia and the frightening to cause damage (such as with phantasmal killer) such
Shadow World that exists along side of it gives damage is always the maximum possible result. Intelligence
rise to fearsome abominations unknown elsewhere. (Investigation) checks made to determine whether an illusion
From the terrestrial to the magical, the dangers of Cerilia is present are likewise at disadvantage; every shadow seems
are legion. real in the Shadow World.
Shadow Creatures Becoming One with the Shadow
Some of the monsters presented here possess the shadow It is possible to survive in the Shadow World in the long term.
designation after their creature type. These monsters have Though it is dangerous, a canny adventurer can eke out a
ties or are native to the Shadow World, a realm of darkness living on the unnatural vegetation or bizarre wildlife that
and sorcery that reaches out to touch Cerilia and corrupts exists there.
whatever it can. Most of the entities of the Shadow World are Should a creature manage to survive for a period of one
fiends or spectral undead, but a number of fey and other month in the Shadow World, it becomes a part of them -- they
supernatural creatures call the place home. gain the shadow designation and all powers as described
The shadow designation may inform the relevance of above. Should they return to dwell in the material world once
certain spells or abilities (such as the halfling's ability to detect more, this power fades after a period of one month.
creatures of shadow), in addition to marking the creature as If a creature dies in the Shadow World (or a place in Cerilia
an extraplanar entity. This may allow certain creatures to be that is near to it), they will return within one day's time as an
permanently banished, per the spell, where they might not be undead spirit.
susceptible in other settings.
Kingdoms of Mortals,
Other Shadow Creatures
Some other monsters that you might consider adding the Realms of Monsters
shadow designation to include the following: There are five great nations of humanity within the
boundaries of Cerilia and these lands are, by and large, settled
Any creature of the fey type. and mapped. However, there exist stretches of wilderness,
Cloaker particularly within provinces that possess a high Source
Demon (Any) rating, where simple cartography fails. The land is ancient and
Devil (Any) ever-changing, railing against the imposed stagnancy of the
Ghost human kingdoms, seeking to return to its primeval state.
Hag, Night In these places, monsters roam and the Sidhelien hunt
Invisible Stalker them. At times, hosts of dangerous creatures come together
Nightmare into a force large enough to pose a sizeable threat to settled
Shadow lands, forcing regents to intervene with armies of equal might.
Specter Typically, however, these uncharted regions act as lairs for
Wraith these monsters, where treasures from forgotten ages of
A World of Illusions Cerilia lay at eternal rest within darkened ruins. Sometimes
these places also hold gates to the Shadow World, allowing
The Shadow World is not just a world of darkness and fear, it passage to and from that haunted realm during the darkest
is one of illusions made real. Nightmares of common folk nights of the year.
often take physical form there, and if the collective fears of a Stretches of vast forests, mountain ranges, or steaming
populace are allowed to fester, it can have terrible swamps make up portions of the continent's interior. Travel
repercussions in the Shadow World just beyond the veil. This through these places is often foolish, though this does not stop
Creatures from the Shadow World never possess a the occasional would-be regent from marching into the dark
Bloodline score. They are not of Cerilia and cannot benefit wilderness with a band of prospectors and mercenaries to
from any of the powers of the divine (though, according to stake their claim. Few of these poor fools are seen again, no
some myths, the terrible Azrai tapped this realm for power in doubt falling victim to the monsters that dwell there.
his days of godhood). They can, however, manifest change in
the Shadow World in the same way that a regent with a
powerful bloodline can make the land bow to their will. This
has two primary effects.

2
A blood hunter has a loosely human-like frame, but its
Blood Hunter forelimbs are gangly and elongated. A thin patagia connects
Though creatures such as vampires are not unknown in between its grotesquely-clawed fingers and down to its hip,
Cerilia, they are certainly a rarity. When a vampire spawn allowing it to glide short distances. The head of the blood
acquires a taste for the blood of scions, they slowly degenerate hunter is dog-like, with large black eyes and oversized ears.
into a creature known as a blood hunter. These beasts are of a The mouth of the blood hunter is filled with needle-sharp
fierce disposition and countenance, and were it not for its teeth and a long hollow tongue that allows the creature to
undead nature and thirst for the blood of the living, it might drink from pools of congealing blood.
not be recognizable as a vampire at all. Blood hunters are primarily found in Vosgaard and Rjurik,
seemingly drawn to cold climates where the sun is often
obscured by tall mountains or overcast skies. Naturally, they
can also be found in Brechtur, near places where the Vampire
dwells.

g y
Blood Hunter Vampire Weaknesses. The blood hunter has the following
flaws: Forbiddance. The blood hunter can't enter a
Medium undead, chaotic evil
residence without an invitation from one of the
occupants.
Armor Class 18 (natural armor)
Harmed by Running Water. The blood hunter takes 20
Hit Points 105(14d8 + 42)
acid damage if it ends its turn in running water.
Speed 30ft., climb 30ft., fly 40 ft.
Stake to the Heart. If a piercing weapon made of wood
is driven into the blood bunter's heart while the blood
STR DEX CON INT WIS CHA hunter is incapacitated in its resting place, the blood
18 (+4) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 8 (-1) bunter is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The Blood Hunter takes 20
Saving Throws Dex +7, Int +5 radiant damage when it starts its turn in sunlight. While
Skills Investigation +5, Perception +5, Stealth +7 in sunlight, it has disadvantage on attack rolls and ability
Damage Resistances bludgeoning, piercing and slashing checks.
damage from nonmagical weapons or silver, necrotic
Damage Vulnerabilities radiant Actions
Senses blindsight 30ft., darkvision 120 ft., passive Mulitattack. The blood hunter makes two claw attacks
Perception 15 and one bite attack.
Languages any spoken in life
Challenge 8 (3900 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
Regeneration. The blood hunter regains 20 hit points at blood hunter, incapacitated or restrained. Hit: 9
the start of its turn if it has at least 1 hit point and isn't (1d8+4) piercing damage plus 7 (2d6) necrotic damage
in sunlight or running water. If the blood hunter takes (or 4d6 necrotic damage against blooded scions). The
radiant damage or damage from holy water, this trait target's hit point maximum is reduced by an amount
doesn't function at the start of the Blood Hunter's next equal to the necrotic damage taken, and the blood
turn. hunter regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The
Blood Hunger. The blood hunter has advantage on saving target dies if this effect reduces its hit point maximum
throws against the effects of any blood ability used by a to 0.
scion. It can sense the presence of any blooded
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
individual within 60 feet with unerring precision.
creature. Hit: 11 (2d6+4) slashing damage. Instead of
Spider Climb. The blood hunter can climb difficult dealing damage, the blood hunter can grapple the target
surfaces, including upside down on ceilings, without (escape DC 16).
needing to make an ability check.

3
Cwn Annwn Daegandal
The cwn annwn (coon-a-NOON) are hounds of the Shadow Of the strange and eldritch creatures known as garradalaighs,
World bred to hunt the Sidhelien. Their forlorn baying strikes the daegandal is among the friendliest and most
fear into the hearts of the elves, who have dreadful stories of approachable. Though it lacks the pure mystical might of
the hounds descending upon lone Sidhelien and tearing them many of its ilk, the daegandal is an accomplished spellcaster
to pieces. It is believed the first cwn annwn were created by and historian.
Azrai before the days of Deismaar, though these days they are The creature stands anywhere between four and six feet in
exceedingly rare in Cerilia save in places where the Shadow height and may superficially be mistaken for a gnoll at
World reaches out to caress the real world. distance. However, upon approaching the daegandal, it is
Cwn annwn possess sleek black fur and eyes like burning revealed to have a healthy coat of fur with a long muscular tail
coals. and friendly eyes. It prefers to talk rather than fight, but will
defend itself with a battery of prepared spells; all daegandals
are talented wizards.
Cwn Annwn
Large beast (shadow), neutral evil
Daegandal
Armor Class 14 (natural armor) Medium fey, chaotic good
Hit Points 97(15d8 + 30)
Speed 40ft. Armor Class 14 (natural armor)
Hit Points 88(12d8 + 12)
Speed 30ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Saving Throws Dex +4, Con +4 10 (+0) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 14 (+2)
Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 120 ft., passive Perception 14 Skills Arcana +6, History +6
Languages None Senses truesight 30ft., passive Perception 12
Challenge Rating 5 (1800 XP) Languages All human languages, Sidhelien, Umbric
Challenge 6 (2300 XP)
Keen Hearing and Smell. The cwn annwn has
advantage on Wisdom (Perception) checks that rely Regeneration. The daegandal regains 10 hit points at
on hearing or smell. the start of its turn. If the daegandal takes damage
from fire or a weapon made of pure iron, this trait
Elf Tracker. The cwn annwn can innately detect the doesn't function at the start of the daegandal's next
presence and precise location of Sidhelien, half- turn. The daegandal dies only if it starts its turn with
elves, or those who have associated with elves 0 hit points and doesn't regenerate.
within the last 24 hours in a 120 foot radius.
Spellcasting. The daegandal is a 8th-level spellcaster.
Actions Its spellcasting ability is Intelligence (spell save DC
Devour. Melee Weapon Attack: +6 to hit, reach 5ft., 15, +7 to hit with spell attacks). The daegandal has
one target. Hit 11 (2d6 + 4) piercing damage, plus 7 the following wizard spells prepared:
(2d6) necrotic damage if the target is Sidhelien or Cantrips (at will): fire bolt, friends, mage hand,
half-elven. shocking grasp
Knockdown. Melee Weapon Attack: +6 to hit, reach 1st level (4 slots): comprehend languages, fog cloud,
5ft., one target. Hit 8 (1d6 + 4) bludgeoning damage magic missile, sleep
and the target must make a Strength saving throw
2nd level (3 slots): blindness/deafness, hold person,
(DC 14) or be knocked prone.
invisibility
3rd level (3 slots): counterspell, lightning bolt,
stinking cloud

The Daegandal: Singular or Many? 4th level (2 slots): polymorph, stoneskin


The original daegandal from the Birthright Actions
supplement, the Book of Magecraft, was a unique
creature. I've taken the liberty of making it a species Multiattack. The daegandal makes two kick attacks.
of garradalaigh that could be commonly Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
encountered. target. Hit: 7 (2d4+2) bludgeoning damage.

4
Dragon, Cerilian Destructive Fury
Cerilia's dragons are eldritch and terrible monstrosities that The dragon inflicts double damage to objects and structures
lived on and beneath the continent before the coming of that it strikes with its bite, claw, or tail attacks. Such a dragon
humankind. Legends of these ancient creatures stretch back can quickly dismantle even the sturdiest castle walls and
into Sidhelien and Karamhul memory, and even they have few topple towers.
records of a time when young dragons filled the skies. A Insidious Intellect
Cerilian dragon has short legs, engulfing wings, a thick and
heavy tail, and scales like plate armor that range in color from Dragons with this quality have devious and overwhelming
a rust-red to burnished steel. mental capabilities. They possess telepathy out to a range of
All dragons in Cerilia are unique and incredibly ancient, 120 feet, and may use it to communicate with any creature
some with lifespans stretching several thousand years -- there that has a language.
are no known young dragons. They brook no interruption of As an action, the dragon can touch the mind of any creature
their enchanted sleep, through which they gain greater power it can sense with its telepathy and force it to make an
and advanced knowledge by a process that draconic scholars Intelligence saving throw (DC 19). Failure allows the dragon
call dracomnesis. It is surmised that dragons are integrally to plant a seed within the creature's mind that allows the
tied into the mebhaighl of Cerilia, and by sleeping in locations dragon to use the detect thoughts and clairvoyance spells at
steeped in the ancient land-magic can they grow even will, with the victim as a target, for a period of one month and
stronger. with no limit to its range. During this time, the dragon can
When a dragon stirs from its slumber, it is a sign of great communicate telepathically with the victim regardless of
calamity. Dragons are a force of nature, more akin to an distance. These effects can only be removed through the
earthquake or a hurricane than they are some overgrown application of a remove curse spell if the dragon's meddling is
wyvern, and they have the potential to bring great destruction discovered at all.
wherever they go. It is not that Cerilia's dragons are
unreasonable or inherently violent; they simply ignore that Minions
which is not a threat to them and do as they please, paying Despite the dragon's fearsome temperament -- or perhaps
little heed to the fleeting kingdoms of humans and elves save because of it -- it has collected a gaggle of sycophants and
to ransack them for gleaming treasures that are pleasing to servants who kowtow to its every whim. The dragon
the ancient wyrm's eye. commands a force of 30d10 goblins, 10d10 gnolls, 8d6 ogres,
Dragons do not possess Bloodline scores (and it is believed or 1d4 monstrous creatures (such as displacer beasts,
that they cannot), but are intimately familiar with and manticores, or similar monsters).
immediately identify those bearing one of the divine These creatures bring the dragon treasures as gifts and will
bloodlines. The dragon may consider these individuals an come to the dragon's aid against those that wish it harm -- but
amusing diversion or a tasty snack in equal measure. may also be tracked back to the dragon's hidden lair as a
Should a Cerilian dragon ever be engaged in conversation, result of this activity. As such, few dragons abide the presence
they prove to be masterful at the topics of history and debate. of even the most devoted servants.
For a dragon to deign to speak to such a fleeting creature is
highly unusual, though this is more due to the rarity of Naphtha Breath
dragons and less to their proclivity for dialogue.
Dragons are given to curious personality quirks. Some The breath weapon of the dragon is a caustic, sticky expulsion
speak in poetic stanzas, quote forgotten philosophers from combining the boiling temperatures of the dragon's entrails
impossibly ancient times, or address mere mortals as though with acidic bile. The lightning damage portion from the
they were close relatives (despite the potential to eat them dragon's breath weapon becomes acid damage, and if a victim
later). Aforementioned draconic scholars can only guess at the fails its saving throw it suffers 4d6 fire damage and 4d6 acid
reason for this, but some posit that exposure to mebhaighl for damage at the beginning of its next turn following the initial
centuries at a time leads to the degradation of even the breath weapon damage. The dragon also replaces its lightning
formidable draconic intellect. resistance with acid resistance.
The statistics presented below are of a typical Cerilian
dragon, but each dragon also possesses one quality from the Overwhelming Presence
list below to differentiate it from its kin. These abilities are The mere presence of the dragon instills terror in the most
representative of the exposure a given dragon has to the stalwart of knights and the most experienced of Sidhelien
mebhaighl near its lair. wizards. All saving throws against the dragon's Frightful
Presence are at disadvantage, and those who manage to pass
Advanced Spellcasting their saving throws continue to be shaken for 1 minute,
The dragon is an even more accomplished spellcaster, suffering disadvantage on attacks against the dragon.
knowing up to six additional spells of 7th level or lower from
the sorcerer, wizard, or warlock spell lists. It can cast each of
these spells once per day.

5
Dragon, Cerilian Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one
target. Hit 21 (2d10 + 10) piercing damage, plus 14
Gargantuan dragon, chaotic neutral
(4d6) fire damage.

Armor Class 22 (natural armor) Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one
Hit Points 615 (30d20 + 300) target. Hit 19 (2d8 + 10) bludgeoning damage.
Speed 40 ft., climb 40 ft., fly 80 ft. Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
30 (+10) 10 (+0) 30 (+10) 18 (+4) 10 (+0) 21 (+5) the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
Saving Throws Dex +7, Con +17, Wis +7, Cha +12 is immune to the dragon's Frightful Presence for the
Skills Arcana +18, History +18, Intimidation +19, next 24 hours.
Perception +14
Damage Resistances bludgeoning, piercing, and slashing Cataclysmic Breath. The dragon exhales a gout of
damage from nonmagical weapons, fire, lightning crackling fire in a 90 foot cone. Each creature in the area
Senses blindsight 60 ft., darkvision 120 ft., passive must make a DC 24 Dexterity saving throw, taking 46
Perception 24 (13d6) fire damage and 46 (13d6) lightning damage on
Languages Draconic, Goblin, Karamhul, Sidhelien a failed save, or half as much damage on a successful
Challenge Rating 24 (62000 XP) one.

Legendary Resistance (3/Day): If the dragon fails a saving Legendary Actions


throw, it can choose to succeed instead.
The dragon can take 3 legendary actions, choosing from
Innate Spellcasting: The dragon's spellcasting ability is the options below. Only one legendary action can be
Intelligence (spell save DC 19). The dragon can innately used at a time and only at the end of another creature's
cast the following spells, requiring no material turn. The dragon regains spent legendary actions at the
components: start of its turn.
At will: comprehend languages, detect magic Detect. The dragon makes a Wisdom (Perception)
3/day each: charm person, detect thoughts check.
1/day each: polymorph, wall of fire Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 15 feet of the dragon must
Multiattack. The dragon can use its Frightful Presence. It succeed on a DC 25 Dexterity saving throw or take 17
then makes three attacks: one with its bite and two with (2d6+10) bludgeoning damage and be knocked prone.
its claws. The dragon can then fly up to half its flying speed.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one


target. Hit 17 (2d6 + 10) slashing damage.

Cerilian Dragon Lair Actions Ley Line Stride


Dragons in the Birthright setting can manipulate the By drawing latent mebhaighl, the dragon can cloak itself in
mebhaighl in their demesne to create spectacular effects. A fog, ash, or a burst of autumn leaves and teleport up to 100
typical dragon's territory extends up to 20 miles from the feet to any place it can see. The area within its space at the
location where it sleeps, and it can use lair actions while point where it vanishes is filled with the effects of a fog cloud
within this territory. until the end of its next turn.
Some examples of these effects are as follows, and use all Source Eruption
of the same rules as the lair effects of other dragons; on Raw magical force explodes upwards from the earth, sending
initiative count 20 (losing initiative ties), the dragon may take a showers of volatile energy raining across the battlefield. The
lair action for one of the following effects. It cannot use the dragon chooses up to three 20 foot cubes whose centers are
same effect two rounds in a row. within 120 feet of itself. Any creatures there must succeed on
Landshaper a DC 19 Dexterity saving throw or suffer 6d6 force damage.
The dragon magically shapes the terrain to confound
opposition. It can create up to ten 5 foot cubes worth of
difficult terrain anywhere it pleases within 120 feet of itself
that also function as forms of three-quarters cover.

6
Ogre, Warmain Orog, Cerilian
Ogres do not often march to war in organized fashion. The The brutal orogs are a subterranean race of violent
brutes tend toward sloth and gluttony, as well as possessing a humanoids with a history of warfare against the Karamhul
cowardly streak in the face of bristling pikes or charging and Sidhelien alike. Long before humans first arrived in
cavalry. However, an ogre trained and equipped for battle by Cerilia, orogs massed in the deeps and invaded surface
its tribe becomes a force of destruction, rampaging across settlements by night for food, slaves, and iron.
battlefields and crushing common soldiers with swings of its The typical orog is a hulking, misshapen brute standing
gigantic iron mace. between six and seven feet in height, with thick ropy muscles,
a sloped forehead, and leathery gray or black skin. Stringy
hair hangs from their heads, and some sprout short horns
from their temples, but otherwise orogs are completely
Ogre, Warmain hairless. Despite their appearance, orogs are reasonably
Large giant, chaotic evil intelligent and understand tactics and warfare, which makes
them especially dangerous to those that underestimate them.
Armor Class 17 (half-plate armor)
Orog culture is rudimentary and their origins are largely
Hit Points 102(12d10 + 36) unknown. They rarely bother to speak with most peoples they
Speed 40ft. see as subjects of their conquest, but readily associate with
goblins, gnolls, or ogres. Orogs loathe sunlight and almost
never establish settlements on the surface world. Their
STR DEX CON INT WIS CHA primary industry revolves around war; orogs produce vast
20 (+5) 8 (-1) 16 (+3) 6 (-2) 7 (-2) 7 (-2)
quantities of armor and weapons for use by their warriors,
who are quickly bred for battle to replenish the ranks of their
warbands.
Skills Athletics +8
Senses passive Perception 8
Languages Giant
Challenge Rating 5 (1800 XP)
Orog, Cerilian
Medium humanoid (orog), neutral evil
Actions
Multiattack. The ogre makes 2 giant mace attacks. Armor Class 14 (chain shirt)
Giant Mace. Melee Weapon Attack: +8 to hit, reach 5 Hit Points 26(4d8 + 8)
ft., one target. Hit: 14 (2d8+5) bludgeoning damage. Speed 30ft.
Javelin. Ranged Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 12 (2d6+5) piercing STR DEX CON INT WIS CHA
damage.
16 (+3) 10 (+) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Pummel. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8+5) bludgeoning damage Senses passive Perception 10
and target must succeed on a DC 13 Strength saving Languages Orog
throw or be knocked prone. Challenge Rating: 1 (200 XP)

Sunlight Sensitivity: While in sunlight, the orog has


disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.

Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (1d12+3) slashing damage.
Throwing Axe. Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target. Hit: 6 (1d6+3) slashing
damage.

7
These spirits are drawn to those who have experienced loss
Shadow Haunt and attempt to slay them in an effort to create other shadow
When the spirits of mortal champions die alone with a haunts to satisfy their terrible loneliness. Such efforts are in
purpose unfulfilled, they sometimes end up as haunts that vain; shadow haunts cannot abide one another's company for
return to the world of the living. long, and drift off to perpetuate the cycle.

g
Shadow Haunt Inhabit. As an action, the shadow haunt can enter or
leave any object of Small size or bigger. While inside of
Medium undead (shadow), neutral evil
the object, the shadow haunt is immune to damage and
undetectable by mundane examination. Its presence can
Armor Class 16 be felt as a strong necromantic magical aura by the
Hit Points 120(16d8 + 48) detect magic spell or similar divinations. The shadow
Speed 30ft. haunt can be forcibly expelled from the object by
exposing it to bright light or radiant damage, at which
point the haunt immediately appears and is stunned
STR DEX CON INT WIS CHA until the end of its next turn.
15 (+2) 13 (+1) 17 (+3) 12 (+1) 10 (+0) 16 (+3) Actions
Damage Immunities necrotic Multiattack. The shadow haunt makes 2 wrathblade
Damage Resistances bludgeoning, piercing and slashing attacks.
damage from nonmagical weapons Wrathblade. Melee Spell Attack: +6 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 10 one target. Hit: 13 (3d6+3) necrotic damage. Wrathbolt.
Languages any spoken in life Ranged Spell Attack: +6 to hit, reach 5 ft., or range
Challenge Rating 7 (2900 XP) 60/120 ft., one creature. Hit: 18 (4d8) necrotic
damage.
Haunting Visage. Each shadow haunt wears the face of
someone close to the viewer who has died. This Wrathbolt. Ranged Spell Attack: +6 to hit, reach 5 ft., or
unnerving countenance causes any attack roll against range 60/120 ft., one creature. Hit: 18 (4d8) necrotic
the shadow haunt to suffer disadvantage. A creature can damage.
take an action to wrestle against the shadow haunt's
power and make a Charisma saving throw (DC 15).
Success breaks the power of the shadow haunt's visage
against that character.

8
Source Fiend Varsk
These strange creatures are the bane of wizards, for they The varsk is a shaggy, furred lizard indigenous to the
subsist on a diet of mebhaighl and scour Cerilia seeking heartless wastes of Vosgaard. When the Vos tribe of humanity
Sources of magic to consume. As most powerful Sources exist settled in the region, they domesticated these creatures to
in remote areas, even commonfolk prone to believing in tall carry their chiefs into battle. Most Cerilian horses
tales find the mere idea of Source fiends difficult to believe. experienced difficulty in traversing the uneven terrain and
A Source fiend is a parasitic creature about the size of a surviving the land's bitter winters, something to which the
halfling, roughly humanoid in shape and configuration of varsks were accustomed.
limbs, with scaly white flesh that glows a soft blue for several A domesticated varsk still possesses an ornery
hours after the Source fiend feeds. The eyes are bulbous, wet temperament and subsists on a diet of small animals such as
green spheres with no discernable pupils or sclera. snow hares and ground birds. They are poor combatants and
When drawn to a Source holding, the fiend slowly mounts in warmer climates, and are only rarely found outside
consumes the ambient mystical energies each night for a of Vosgaard.
period of one month. Once the creature has fully gorged itself
in this way, it permanently decreases the level of the Source
holding by 1. The fiend then lays a single spherical egg
somewhere on the holding grounds, typically buried deep in Varsk
the soil, before moving on to other hunting grounds. Large beast, unaligned

Armor Class 13 (natural armor)


Source Fiend Hit Points 24 (3d10 + 6)
Speed 50ft.
Small fiend, neutral

STR DEX CON INT WIS CHA


Armor Class 14
Hit Points 57(8d6 + 8) 18 (+4) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
Speed 25ft.
Skills Perception +2
Damage Resistances Cold
STR DEX CON INT WIS CHA Senses passive Perception 12
14 (+2) 18 (+4) 12 (+1) 8 (-1) 15 (+3) 8 (-1) Languages None
Challenge Rating 1 (200 XP)
Condition Immunities petrified, poisoned
Senses passive Perception 13 Jaw Lock. A target bitten by a varsk is considered
Languages None grappled by the beast. If a varsk is grappling a target,
Challenge Rating 3 (1800 XP) it cannot use its bite attack on another target, but
has advantage to bite the grappled creature until the
Flesh Glamour. While the source fiend remains grapple is broken.
motionless, it is invisible. Heat Anxiety. Varsks suffer disadvantage on attack
Source Field. The source fiend gains a bonus to rolls, ability checks, and saving throws in warm
saving throws and the damage of its Disgorge Magic temperatures (80F/26C).
attack equal to the Source rating of the province in Actions
which it is located.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Actions target. Hit: 11 (2d6+4) piercing damage.
Venomous Bite. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit 4 (1d4 + 2) plus 7 (2d6)
poison damage.
Disgorge Magic Ranged Spell Attack +5 to hit, range
60ft., one creature. Hit 11 (3d6) force damage plus
the Source rating of the province in which it is
located.

9
Will-o'-Shadows
Whereas the will-o'-wisp is a tiny undead spirit lurking in bogs
and deep forests, the will-o'-shadows is a much more
dangerous creature of the same stripe that haunts the
Shadow World or places metaphysically near to it. Hungry for
the life essence of the living, the will-o'-shadows eagerly
crosses over to Cerilia whenever possible to feed.
A will-o'-shadows is a small sphere of purple light when
caught in dim or bright conditions, but is completely invisible
in darkness or when in the Shadow World regardless of
illumination. It can be detected with a see invisibility spell in
either case.

Will-o'-Shadows
Tiny undead (shadow), chaotic evil

Armor Class 23
Hit Points 54(12d4 + 24)
Speed 0 ft., fly 50ft. (hover)

STR DEX CON INT WIS CHA


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

Damage Immunities necrotic, poison


Damage Vulnerabilities radiant
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 13
Languages Umbric
Challenge Rating 4 (1100 XP)

Draining Aura. The constant feeding of the will-o'-


shadows has an effect on all life near to it. Any
creature that is not undead that enters or begins its
turn within 20 feet of the will-o'-shadows must
succeed on a DC 14 Constitution saving throw or
suffer 7 (2d6) necrotic damage. The will-o'-shadows
regains hit points equal to the amount of necrotic
damage inflicted on each victim.
Ephemeral. The will-o'-shadows can't wear or carry
anything.
Incorporeal Movement. The will-o'-shadows 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.
Invisible In Darkness. The will-o'-shadows is always
invisible in conditions of complete darkness or when
in the Shadow World.
Light-Fearing. As a creature of pure shadow, the will-
o'-shadows abhors daylight and must move at its
maximum speed away from the source of light
should it begin its turn within an area of daylight.
Actions
Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage.

10
Unique Creatures

T
he monsters presented herein are individuals, When the armies of Azrai came, Raesene saw his chance to
one-of-a-kind opponents who range from the ascend to true lordship. As the armies of the Andu made for
heroic to the villainous. Regardless of their Mount Deismaar for the final battle, Raesene betrayed his kin
differentiation in power, none should be taken and joined the forces of the enemy, though it was for naught.
lightly and their presence in a campaign may When the battle was decided and the gods were destroyed,
change its shape forever. Raesene absorbed a great portion of Azrai's power -- not
enough to become god himself, as his half-brother Haelyn did,
but enough to make him perhaps the first and mightiest of the
The Gorgon awnsheghlien. The power of Azrai twisted the already black
Son of the Lord of the First House of Andu, young Raesene heart of the bastard prince and deformed his body. His flesh
was always destined for greatness. As a bastard child, grew hard like stone and his once-handsome visage became
however, his opportunities within the rigid Andu society were terrifying and cruel. He became the Gorgon.
limited. Though he was taught all of the skills he would Now, from his fortress of Kai-Saitharak in the Gorgon's
otherwise need to know as heir, that honor was due to his Crown, he is kept company only by his own seething hatred
brothers. That truth planted a dark seed within his heart. for his circumstances. A vast legion of goblins, gnolls, orogs,
After years spent fighting in wars on behalf of his family, ogres, and even a single dragon is at his command, but it is
Raesene returned soaked in blood and bitterness. The title him against all of Anuire and beyond. Where first shall he
given unto him by his father -- "Black Prince" -- did little to begin his conquest?
assuage his seething hatred.

The Gorgon 4th level (3 slots): banishment, black tentacles,


confusion, fire shield
Large monstrosity (awnsheghlien), lawful evil
5th level (2 slots): dominate person, wall of force
Armor Class 26 (plate armor +3 and shield +3) 6th level (1 slot): disintegrate, globe of invulnerability
Hit Points 609(42d10 + 378)
Speed 40ft. 7th level (1 slot): finger of death
8th level (1 slot): dominate monster
STR DEX CON INT WIS CHA BLD Actions
24 12 28 16 13 18 25 Multiattack. The Gorgon makes 4 attacks with his
(+7) (+1) (+9) (+3) (+1) (+4) (+7) tighmaevril greatsword.
Kick. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Skills Arcana +11, Athletics +15, History +11, target. Hit: 14 (2d6+7) bludgeoning damage and the
Intimidation +12, Persuasion +12 target must succeed on a DC 22 Strength save or be
Damage Resistances bludgeoning, piercing, and slashing knocked prone.
damage from nonmagical weapons
Senses darkvision 120 ft., passive Perception 18 Tighmaevril Greatsword. Melee Weapon Attack: +15 to
Languages Andu, Anuirean, Draconic, Karamhul hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing
Challenge 25 (75000 XP) damage plus 2d6 additional damage to blooded
creatures.
Legendary Resistance 3/Day. If the Gorgon fails a saving
throw, he can choose to succeed instead. Legendary Actions
The Gorgon can take 3 legendary actions, choosing
Bloodline. The Gorgon has a bloodline derivation of from the options below. Only one legendary action can
Azrai. He possesses the following blood abilities: be used at a time and only at the end of another
Alertness, Divine Aura, Long Life, Poison Sense, creature's turn. The Gorgon regains spent legendary
Regeneration actions at the start of his turn.
Magic Resistance. The Gorgon has advantage on saving
Stone Gaze. The Gorgon glares at a creature within 60
throws against spells.
feet that he can see. That victim must succeed on a DC
Spellcasting. The Gorgon is a 16th-level spellcaster. Its 19 Constitution saving throw or be slowed. At the end
spellcasting ability is Intelligence (spell save DC 19, +11 of their next turn, the victim must make another saving
to hit with spell attacks). The Gorgon has the following throw. If this second saving throw succeeds, the slow
wizard spells prepared: effect ends. If the saving throw fails, the creature is
petrified.
Cantrips (at will): fire bolt, friends, message, shocking
grasp, true strike Kick. The Gorgon makes a single Kick attack with one of
his cloven hooves against an adjacent target.
1st level (4 slots): feather fall, magic missile, shield
Reflexive Casting. The Gorgon casts a single prepared
2nd level (3 slots): blur, crown of madness, invisibility
spell of 3rd level or lower.
3rd level (3 slots): counterspell, dispel magic, fireball

11
When skirmishes broke out, Ulovar's decree was violated.
Ulovar the Sablemane Later, when the Battle of Deismaar shook the continent,
When a creature as pure and beloved as the unicorn falls to Ulovar was further shaken by his unwilling infusion of divine
evil, the world is made a darker place. In the days when the power.
Sidhelien walked the forests of Cerilia alone, Ulovar the Maddened and despairing, he became a terrible force
Sablemane walked with them. A beautiful creature with a against both humans and Sidhelien. None were spared when
pearlescent horn and a hair of deepest midnight, Ulovar had hosts of beasts, with Ulovar at their command, overran
only one decree for the Sidhelien; his woods must remain villages and tore the throats from settlers regardless of their
peaceful and free of unneeded bloodshed. species.The forests of the Rjurik Highlands now have yet
Then the humans came, and with them came the another terror in their shadowed boughs, one which brooks
resentment of the Sidhelien as they pushed ever-deeper into the presence of no being that walks on two legs.
the primeval forests in search of lumber and sites for new
villages.

Ulovar the Sablemane Actions


Large celestial, neutral evil Multiattack. Ulovar makes two attacks: one with its
hooves and one with its horn.
Armor Class 19 (natural armor)
Hit Points 209(22d10 + 99) Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Speed 50ft. one target. Hit: 18 (4d6+4) bludgeoning damage.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 17 (3d8+4) piercing damage.
STR DEX CON INT WIS CHA BLD
Teleport (1/Day). Ulovar magically teleports himself and
18 14 18 13 18 16 20 up to three willing creatures he can see within 5 feet of
(+4) (+2) (+4) (+1) (+4) (+3) (+5) him, along with any equipment they are wearing or
carrying, to a location Ulovar is familiar with, up to 1
Damage Immunities poison mile away.
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60ft., passive Perception 14 Legendary Actions
Languages Celestial, Sidhelien, Sylvan Ulovar can take 3 legendary actions, choosing from the
Challenge 11 (7200 XP) options below. Only one legendary action can be used at
a time and only at the end of another creature's turn.
Legendary Resistance 3/Day. If Ulovar fails a saving throw, Ulovar regains spent legendary actions at the start of his
he can choose to succeed instead. turn.
Bloodline. Ulovar has a bloodline derivation of Reynir. He Entrapping Roots. Ulovar forces one target he can see to
possesses the following blood abilities: Divine Aura, make a Strength saving throw (DC 17) or be restrained.
Enhanced Sense, Regeneration An affected creature can use a slashing weapon and
their action to cut themselves free on their turn, or
Charge. If Ulovar moves at least 20 feet straight towards
repeat the saving throw at the end of their turn. Success
a target and then hits it with a horn attack on the same
results in escape.
turn, the target takes an extra 30 (6d8) piercing
damage. If the target is a creature, it must succeed on a Burning Gaze Of The Unicorn. Ulovar affixes one target
DC 17 Strength saving throw or be knocked prone. he can see within 100 feet with a smoldering gaze. The
victim must make a Constitution saving throw (DC 17)
Magic Resistance. Ulovar has advantage on saving throws
or suffer 15 (4d6) fire damage. No damage is suffered
against spells and other magical effects.
on a successful saving throw.
Magic Weapons. Ulovar's weapon attacks are magical.
Trample. Ulovar moves toward one creature he can see
Innate Spellcasting. Ulovar's spellcasting ability is within 50 feet. This movement may pass through
Wisdom (spell save DC 16). Ulovar can innately cast the spaces occupied by enemies. He may perform a single
following spells, requiring no material components: hooves or horn attack against any creature whose space
he enters throughout this move. Ulovar cannot use this
3/day each: detect magic, faerie fire, thunderwave 1/day
ability if he is restrained or his speed is otherwise
each: call lightning, conjure woodland beings, giant
reduced to zero. Ulovar's Charge ability applies to this
insect, hallucinatory terrain, insect plague, sleet storm,
legendary action, but each struck target resets his
tree stride
minimum movement required.

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