Book of Beautiful Horrors - v1.7 - Optimized Quality

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The document provides descriptions of various monsters and creatures from Slavic folklore and mythology that could be encountered in a fantasy world, along with their characteristics and challenge ratings for use in roleplaying games.

The Crones are ancient, monstrous creatures of unknown origin. According to folklore, there were originally four that came from a faraway land, and one made daughters out of dirt and water so she wouldn't be lonely. They are feared as terrors of the sea and land.

The document describes creatures such as drowners, kikimores, leshens, vampires, werewolves and more, providing details on their appearance, abilities and behaviors. They range from low challenge ratings like nekkers to very powerful monsters.

Contents

Crones
Dryad
Godling
Gorebull
Grave Hag
Great Cockatrice
Griffin
Kikimore
Leshen
Morvudd
Necrophage
Nekker
Primal Beasts
Satyr
Siren
Vampire
Warp Touched
Werewolf
Wild Hunt - Spectral
Wild Hunt - Dearg Ruadhri
Wild Hunt - White Frost's Denizen
Wraith
Zombie

Appendix A: nonplayer characters


Crowd
Northlanders

Table of Content (by Challenge)


Credit
The amazing people of the subreddit Unearthed Arcana
for all their helpful feedback and insight.
The very generous supporters of Patreon.
Designed by Nathan Haslé (/u/regerem, Facebook,
Patreon, Twitter or [email protected])
Photoshop by Nathan Haslé
The dedicated people of the Witcher Wikia
CD Projekt for the Witcher game serie.
Andrzej Sapkowski for the Witcher universe.
Warhammer online Wikia and the great fan community.
Art Source (by order of appearance) Warpstone
Crones: Loading screen, the Witcher III Wild Hunt. Warpstone Intensity
Tapestry: Ingame Screenshot, the Witcher III Wild Hunt Warp Touch
Crones: Official Concept Art, CD Project. Warp Spawn
Norn: "A Lackadaisical Lexicon" by Laggard Warp Blade
LogophilesPhoto Balewing
Dryad Uhogguath
Spriggan Dolgotha
Green Enchantress Dluur
Godling Ulfhedinn 1
Gorebull: Minotaur by PabloFernandezArtwrk on Ulfhedinn 2
DeviantArt Voref 1
Chosen of Baphomet: by artist Kenkai Kotaki Voref 2
(http://www.kekaiart.com/) Wild Hunt
Banner: Beastmen Banner, Warhammer Wikia Naglfar
Great Cockatrice White Frost
Griffins: Official art Withcher III, CD Project Red Spectral King
Spider Nest Frozen Landscape
Kikimore Queen Easnadh Huntsman
Leshen: The Witcher 3: Ancient Leshen, Marek Madej King of the Wild Hunt
Blight Tree: Neyjour (tw3wh) - deviantart.com Navigator
Leshen: Frightening Leshen submitted by Tormentor
@NoraPotworaSpriggan] Wild Hunt General
Fiend: CD Project Red, official artwork. Wild Hunt
Chort Warrior of the Hunt
Fiend Red Rider
Crypt Horror: Official Artwork, Warhammer Wikia Elemental.
Crypt Horror Horde: Official Artwork, Age of Sigmar, Frozen Portal.
Flesh Eater Courts. Hound of the Wild Hunt
Drowner: Rusalka by ~MattDeMino on deviantARt Ice Wraith
Swamp: by unknown. Nightwraith: by Marek Madej
Foglet: by Marek Madej Field at night: by unkown
Rotfiend: "Infected Final" by Darkcloud013 on Noonwraith: by Marek Madej
DeviantArt Plague Maiden: by Marek Madej
Rotfiend: Witcher II official artwork. foggy castle: by Donmalo
Nekker: CD Project Red official artwork. (http://donmalo.deviantart.com/)
Grim Road: Official art Withcher III, CD Project Red Hym: ingame Witcher 3 retouched screenshot.
Thorns: Beauty and the Beast by François Baranger Raised Stones: Skyrim concept art by unkown.
Wolves: Michal Ivan (michalivan.deviantart.com) Arch-wraith: Blood Prince by TentaclesandTeeth
Bear: Magic the Gathering official art. Tombstones: by Zdzislaw Beksinski
raven: Flying Raven Painting by unkown Wraith: art from Guild Wards II
Amber Father Arch-Wraith: “ Forever Burning Heart" by apterus
Bonfire King Bloated Zombie
Faun Feral Zombie
Leanan Ravenous Zombie
Sirens Shambling Lord
Scurver Panorama
Fleder: by J.S. (found on tumblr) Torch Rioter
Garkain Cultist
Alp by Max Bedulenko Militia
Bruxae: found on "namingthelabrats.tumblr.com" Viking Ships
Night Mother: cover illustration by EastMonkey Sea Raiders
Ekimmara Shield Maiden
Detlaff Völva
Monstrous Shape Skald
Angel & Demon Chieftain
Katakan: Katakan artwork, from CDPR artists official Jarl
artworks. Heir of Valkur
Nekurat land: Sylvania artwork, Warhammer official art.
Mula: "Demons" found on Pinterest, Smashwords.com
Vargheist: Vargheist official artwork from Warhammer
Wiki.
Skull: RNST artiste pochoir stencil on Flickr
Crones

S
ister crones, hand in hand, terrors of the sea and Earthly Goddesses. Common folk refer to the crones as
land, thus do go about, about: thrice to thine and "The Ladies of the Wood", “Norns”, or simply "The Good
thrice to mine, and thrice again, to make up Ladies." The crones act as the true sovereigns of their land,
nine.”—Macveth, Act 1, Scene 3 whose inhabitants they help survive through harsh times in
return for unquestioning obedience. In foul times, when
plague or famine steals the harvest, when the gods have
abandoned them, when the mighty do not care for their fate,
Ancient Monstrosity. The isolated corners of our world the folks turn to the Ladies for help.
harbor creatures older than humans, older than academies
and mages, older even than elves and dwarves. The crones
are such creatures. No one knows their true names, nor what
breed of monstrosity they, in fact, are. Folk say they were four A Gift from the Ladies
at first. The Mother, She-Who-Knows, the Lady of the Wood, If one listens to tales and stories, you will learn how
came here from a faraway land and, since she suffered to plea for help from a crone; such help always
terribly from loneliness, she made daughters out of dirt and comes at a price, but the ladies have the reputation
water. to always keep their word. This is how one begs
help from the Ladies:
Life-saving Parricide. A long, long time ago the Mother was Find a child, young and innocent, and search out
sole ruler of all of land. Her daughters brought her the the Ladies' shrine—that is where the Trail of Treats
people's requests and served as her voice. Each spring, begins. Set the child off on the trail and it shall
sacrifices of grain, animals, and men were made to the Lady follow its sweet track and find the Good Ladies.
of the Wood on her special night. Yet as the years passed, the The child will never want for anything ever again,
Lady of the Wood slipped deeper and deeper into madness. for the Ladies are kind and generous. Standing
before their shrine, pronounce your request and
Her madness eventually spread over the land—men took to the Good Ladies will hear, for they see and hear all
abandoning their homes and setting out into the bog, where that takes place in their demesne. If you made the
they became food for beasts. Before long, the land was offering as it must be done, your supplication will
drowning in blood. be heard.
The daughters saw their home nearing destruction and
took it upon themselves to save it. When spring came once Such boons may include but are not limited to:
more, and with it the night sacrifices, they killed their mother ability score improvements, new feats, or epic
and buried her into a bog. Her blood watered a mystical oak, boons found in the Dungeon Master’s Guide
and from then on the tree grew wholesome and hearty fruit (page 232). The gift lasts until the crone
for the people. As for the Lady's immortal soul, it refused to chooses to dismiss it or the crone dies. A wish
leave its beloved land, and so the daughters imprisoned it. To spell can also end the pact.
A creature that makes a pact with a crone gains
this day it lies trapped beneath the earth, where it thrashes a mystical brand somewhere on its body, the
about in powerless rage. brand is unique to each crone. The crone can
communicate through the person over any
distance, even from another plane of existence,
speaking through its mouth. Once per month,
the crone may charm the creature as if using
the geas spell. The creature automatically fails
the saving throw to resist the spell, and it can’t
be ended by any normal magic except for a wish
spell, which also ends the pact.
Fiendish Appetite. In the more ghastly legends, crones are Elder Magic. Crones wield powerful magic, but one different
said to know over a dozen recipes for human soup. During from that of mages. They draw power from the elements and
their sabbath, crones truly feed on human flesh, cooking men destiny and are bound to the land in which they live. The
and children in infernal pots spiced with root from the cursed crones can hear everything that happens in their woods,
trees growing in their lair. In whispered tales—for if they predict the future, twist the threads of human lives and bring
spoke too loudly the crones would hear it—villagers speak of blessings as well as curses. The crones seem for all intents
the tribute demanded in the form of human ears. The ears and purposes to be immortal. Magic elixirs keep them from
hung from trees, allowing the crones, through the use of aging and allow them to take the appearance of young
primeval magic, to hear all that happened in their land. women. These elixirs and their mystical ties to the land in
which they live also give them supernatural strength and
vitality.
Many Sisters. Although theoretically born from the same
Elder Curse mother, crones do not necessarily like or even work with each
Simple curses are easily dealt with by clerics, druids other. Truly enough, some form covens, gather for great
and wizards, becoming nothing more than a sabbath and maintain correspondence with distant sisters,
temporary annoyance for the wielders of the faith but it is equally true that some hate each other viscerally and
and arcane. However, in ancient times, magic was wage war against their brethren over feuds so ancient that
expressing itself differently, demanding sacrifices none but them can remember why. The simple truth is that
to be tamed, powering itself on blood, life essence, crones are very unique individuals, and that no simple rule
and grievous trials. Elder curses tap into these can define their complex relationships.
ancient powers: a form of magic that is primal and
raw, brutal and cruel. Such curses are not so easily A Crone's Lair
dispelled and will resist most forms of magic.
Nothing short of a wish spell can remove an elder A crone's lair isn't usually where she lives, but a mystical
curse but each elder curse also must have a single center of energy, usually tied to the death of its mother. It
means of removing the curse with some deed that holds great significance and importance in the performing of
the DM designates: her magic. Sabbaths, seasonal rites and other ceremonial
The elder curse must be casted by the crone as
sacrifices are held at the lair or in close vicinity.
a ritual, taking an hour to perform. The effects
can target one creature, without limit of Lair Traits
distance or planar location, as long as the crone A crone's lair has all of the following effects in place:
add a part of the target (strand of hair, nail
clipping, blood, etc.) as a spell component,
A crone can only cast an elder curse or control a creature
consumed during casting. that made a pact with her from within her lair.
The elder curse can duplicate the effects of a Creatures other than the crone can’t teleport into the lair
bestow curse, contagion, symbol, true or use portals and planar travel to enter the area, as
polymorph, or even, if several crones partake in though protected by a forbiddance spell.
the ritual, a wish spell (Spell DC 18, +2 per While inside her lair a crone is shielded against divination
crone performing the ritual after the first). Every magic, as though protected by a nondetection spell.
crone involved in the ritual cannot use their
innate spellcasting ability until they completed Regional Effect
a short rest. The region containing a crone lair is altered by the creature's
The deed to lift the curse must be something presence, creating one or more of the following magical
that the target can accomplish within one year, effects, based on the type of crone:
assuming the task is undertaken immediately
(burning all the spinning wheels in the Death Crone: Undead creatures lurk in the region. If the
kingdom, climbing the tallest mountain of the crone wishes so, humanoids dying in the region raise
world, slaughter an entire bloodline...). Killing within 24 hours as foglets, drowners or other type of
the crone doesn't end the curse. undead suiting the environment.
The target of the elder curse can have help Flesh Crone: Natural healing is greatly impeded in the
accomplishing the deed. In fact, someone else region. When a character expands a Hit Dice to heal and
can accomplish the deed as long as removing obtains a "1", it cannot regain hit points by any mean until
the curse is the expressed purpose of the deed. it completed a long rest or a remove curse spell ends the
If someone who doesn’t know about the curse effect.
accomplishes the deed, the curse remains. Norn: People born in the area refuse to leave the region,
tying their fate to the land. Any spell that can end a curse
can remove this coercive effect.
Primeval Crone: The crone can hear anything that is
happening in the region through severed ears hanged in
trees. Crow spies report any suspicious activity in the
region to the crown.
When a crone is killed, its regional effects fades over 30
days.
Crone Mistress of Hexes. The crone magically forces a creature
it can see within 60 feet of it to make a DC 18 Wisdom
Medium monstrosity (shapechanger), lawful evil
saving throw. If it fails, it comes under one of the
Armor Class 15 (natural armor) following effects, chosen by the crone:
Hit Points 171 (18d8 + 90) 1. Boiling Blood. The blood of the target starts boiling in its
Speed 30 ft. veins. It becomes incapacitated with excruciating pain
until the end of the crone's next turn. At the beginning of
the creature's turn, it takes 10 (3d6) fire damage and 10
STR DEX CON INT WIS CHA
(3d6) necrotic damage.
20 (+5) 10 (+0) 20 (+5) 20 (+5) 17 (+3) 13 (+1) 2. Doomed. The target has disadvantage on attack rolls and
has vulnerability to one type of damage of the crone's
Saving Throws Con +10, Int +10, Wis +8, Cha +6 choice. A creature can repeat the saving throw at the end
Skills Arcana +15, Nature +15, Religion +15 of each of its turns, ending the effect on itself on a
Damage Resistances acid, cold, fire, lightning; success
bludgeoning, piercing, and slashing from nonmagical 3. Leech. The target takes 10 (3d6) necrotic damage at the
weapons beginning of its turn, and the crone regains hit points
Senses truesight 60 ft., passive Perception 13 equal to that amount. A creature can repeat the saving
Languages Abyssal, Common, Draconic, Dwarvish,
throw at the end of each of its turns, ending the effect on
Giant
itself on a success.
Challenge 15 (13,000 XP)
4. Twisted. The hex twists horribly the appearance of the
target. The target is blinded and deafened, and its
Shapechanger. The crone can use its action to
Charisma score becomes 1 until the curse is removed by
polymorph into a Small or Medium female humanoid or
back into its true form. While in humanoid form, its a remove curse spell or similar magic.
statistics, are the same. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it Legendary Actions
dies. The crone can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Limited Magic Immunity. The crone is immune to spells can be used at a time and only at the end of another
of 5th level or lower unless it wishes to be affected. It creature's turn. The crone regains spent legendary
has advantage on saving throws against all other spells actions at the start of its turn.
and magical effects.
Magic Attacks. The crone's weapon attacks are magical. Claw. The crone makes one claw attack.
Mistress of Hexes (Costs 2 Actions). The crone use its
Actions Mistress of Hexes power.
Cast a Spell (Costs 2 Actions). The crone cast a spell
Multiattack. The crone uses its Mistress of Hexes and from its list of Innate Spellcasting (if any), using a
makes two claw attacks. daily use as normal.
Claw (Crone Form Only). Melee Weapon Attack: +10 to
hit, reach 5 ft., one creature. Hit 16 (3d6 + 5) slashing
damage.
Death Crone Flesh Crone
Death Crones have power over death and the undead, Flesh crones are gluttonous creatures, feasting constantly on
especially the ones dying in their land. They have the ability to the sacrifices made in their name. They brew stews of human
raise the fallen to serve them and can command necrotic flesh and bake pies filled with children meat. They are
energies. Some believe that death crones gained their physically larger and stronger than their sisters and can
abilities by dealing the killing blow to their mother, binding regenerate wounds quickly, while dealing terrible blows,
themselves forever to murderous magic in the process. The dismembering their victims with a single strike. They are the
presence of a death crones is usually felt first by the unusual ones that know the secrets of the elixir allowing them to
number of undead roaming the area, especially drowners and prolong their life indefinitely. Their curses usually turn their
foglets. Of all the crones, they are the ones that cast the victims into wretched beings, especially unfaithful or
nastiest curses, usually resulting in slow agonizing death. desperate women, twisting them into vile hags.

Death Crone Flesh Crone


Innate Spellcasting. The crone's innate spellcasting Regeneration. The crone regains 20 hit points at the
ability is Intelligence (spell save DC 18). The crone start of its turn if it has at least 1 hit point.
can innately cast the following spells, requiring no
material components: Uncanny Strength. The crone melee attacks score a
critical hit on a roll of 18-20. A creature taking
At will: feign death, ray of enfeeblement, witch damage from the attack suffers from a Lingering
bolt (4th level) Injury (See p. 272 of the Dungeon Master's Guide).
2/day each: cloudkill, vampiric touch (5th level)
1/day: power word kill Actions
Witch Sabbath (Recharge 6). The crone chooses
Actions what to summon and attempts a magical
Black Fog (Recharge 6). A magical fog obscures the summoning. The crone can summon 1d4 sea hags,
area and brings the dead with it. A 120-foot-radius 1d2 green hags or 1 night hag. A summoned
sphere of fog centered on a point within 120 feet creature appears in an unoccupied space within 60
of the crone appears. The sphere spreads around feet of the crone, acts as an ally of its crone. It
corners, and its area is heavily obscured. The crone remains for l minute, until it or its crone dies, or
chooses what to summon and attempts a magical until the crone dismisses it as an action.
summoning. The crone can summon 1d6 drowners,
1d3+1 foglets or 1 crypt horror. A summoned
creature appears in an unoccupied space within the
fog and acts as an ally of its crone. It remains for l
minute, until it or its crone dies, or until the crone
dismisses it as an action.
Norn Primeval Crone
The enigmatic norns, also called Fates, are crones that rule Primeval crones have an unparalleled connection with their
and prophecy the destinies of men. They are often blamed for land: They are aware of anything that happens in it thanks to
tragic fates, as they weave destinies to reach a dramatic their many crow spies and the ears they hang in trees. They
ending, causing all the malevolent and tragic events in the can control the weather and command to beasts throughout
land. Not all aspects of the norns are negative though, for they their demesne. They can tame the wildest of monstrosities
are known for visiting newborn children in order to and make them do their bidding. They have a strong affinity
determine his or her future. Sometimes, when a child has an with Fiends and Chorts and use them to destroy their enemy
exceptional destiny, they will bestow freely their blessing to or seek the ones that attempt to escape their pact. When they
assure it will fulfill its fate. The curses cast by norns curse a creature, they usually turn it into mindless beast,
manipulate events in unforeseeable and tragic ways. afflicting it with lycanthropy or driving it insane.

Norn Primeval Crone


Innate Spellcasting. The crone's innate spellcasting Innate Spellcasting. The crone's innate spellcasting
ability is Intelligence (spell save DC 18). The crone ability is Intelligence (spell save DC 18). The crone
can innately cast the following spells, requiring no can innately cast the following spells, requiring no
material components: material components:
At will: dissonant whisper (6th level), shield, At will: speak with animals
tongues 2/day each: grasping vine, insect plague,
2/day each: commune, forcecage, legend lore polymorph
1/day each: astral projection, foresight 1/day each: control weather, shapechange

Actions Actions
Etherealness. The crone magically enters the Call Chort (1/Day). The crone summons 1 chort. A
Ethereal Plane from the Material Plane, or vice summoned creature appears in an unoccupied
versa. space within 60 feet of the crone, and acts as an
ally of its crone. It remains for 1 minute, until it or
Unravel Destiny (Recharge 5-6). Melee Weapon its crone dies, or until the crone dismisses it as an
Attack: +10 to hit, reach 5 ft., one creature. Hit: 33 action.
(5d10 + 5) psychic damage. The target must make
a DC 18 Wisdom saving throw or be afflicted with
short-term madness (p. 259 in the Dungeon
Master's Guide).
Dryad
Three new fey creatures of the dryad kinship appear here,
joining the regular dryads in the Monster Manual.
Sisters of the Vale
Variant : Dryad Poison
Shrouded in Mystery. The Sisters of the Vale are dryads’ To fulfil its duty, a dryad initiated into the
member of a mystical sisterhood tied to the Feywild and the sisterhood learns the poisons of branch and briar. A
Material Plane. The Sisters’ nature and origins are shrouded creature poisoned by a dryad can suffer an
in mystery, but it is believed that they are serving a hidden additional effect that varies depending on the
archfey and that their tendrils of influence reach into many poison selected. This effect lasts until the creature
druidic circles, wood elves cultures and tribal societies is no longer poisoned by the dryad.
throughout the world. Although for all their connections, they Dreadbell. The poisoned creature is frightened of its
have never pledged allegiance to either the Seelie Court or allies.
the Unseelie Court. Imp Root. The poisoned creature speed is halved
and if it moves on its turn it must succeed a DC 14
Love and Fear. The Sisters of the Vale are both loved and Constitution saving throw or fall prone.
feared. Loved, because they respond readily to requests for Mandrake Sap. The poisoned creature can't speak,
aid; feared, because the price they exact for assistance is can't do verbal spell component and only
often more than the supplicant is willing to pay. They may understands Sylvan.
imbue young warriors with peerless battleskill, but in Night Crown. The poisoned creature is blinded.
exchange steal all kindness from their soul. They might
answer the pleas of an elf-maid forlorn in love, then years
later steal away her first-born child. It is even within their
leaders’ power, the green enchantresses, to stave off death’s
hand, but they will only do so if a life is offered in exchange,
and the petitioner is seldom permitted to choose the victim.
Sacred Oath. The Sisters have sworn an oath to defend the
world from the madness of their siblings. When a dryad loses
her tree, and begins her descent into a spriggan, the
sisterhood will find and confine her in a hidden place, called
vale of tears, enspelled into an eternal slumber. In many
ways, they have become similar to their charge, exposed
constantly to the overwhelming sadness of the spriggans,
many lose their playful nature and their fey charm ability in
their first years of service — hiding their viciousness beneath
a graceful aspect. The Sister’s secondary goal is to protect
the worldroots, the heart of spriggans, from the predation of
hags and ill-intentioned mages. Under the guise of the green
enchantresses, they fulfil their sacred duty, watching over the
vales of tears, protecting natural magical sites, fey crossings
and overhaul maintain harmony between worlds.
Subtlety over Strength. The sorority favors subtlety over
brute strength, and so when fighting, the Sisters prefer to set
ambushes and harassment maneuvers to overcome their foe.
It is exceedingly difficult to surprise them and, in most
confrontation, they will engage the enemy from a safe
distance and cover with a volley of poisonous arrows and
spells before retreating into the forest. Depending on the
success of the first engagement, they will repeat this
technique until the enemy gives up or lies dead. If muscle is
necessary they will call upon other fey and primal beasts’
allies to honor the ancient pacts of protection.
Sister of the Vale Speak with Beasts and Plants. The dryad can
communicate with beasts and plants as if they shared a
Medium fey, neutral
language.
Armor Class 13 (16 with barksin) Tree Stride. Once on her turn, the dryad can use 10 feet
Hit Points 60 (11d8 + 11) of her movement to step magically into one living tree
Speed 30 ft. within her reach and emerge from a second living tree
within 60 feet of the first tree, appearing in an
unoccupied space within 5 feet of the second tree.
STR DEX CON INT WIS CHA Both trees must be large or bigger.
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 18 (+4)
Actions
Skills Perception +7, Stealth +7, Survival +7 Multiattack. The dryad makes two attacks.
Senses darkvision 60 ft., passive Perception 17
Languages Elvish, Sylvan Longbow. Ranged Weapon Attack: +5 to hit, range
Challenge 4 (1,100 XP) 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage plus 9 (2d8) poison damage, and the target
Shapechanger. The dryad can use her action to must succeed on a DC 14 Constitution saving throw or
polymorph into a Medium beautiful female elf., or back be poisoned for 1 minute. The creature can repeat the
into her true form. Her statistics are the same in each saving throw at the end of each of its turns, ending the
form. Any equipment she is wearing or carrying isn't effect on itself on a success.
transformed. She reverts to her true form if she dies. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 9
Innate Spellcasting. The dryad's innate spellcasting (2d8) poison damage.
ability is Charisma (spell save DC 14). The dryad can
innately cast the following spells, requiring no material
components:
Reactions
Tree Merge. In response to another creature dealing
At will: animal messenger, druidcraft, hunter's mark damage to the dryad, the dryad reduces the damage to
3/day each: ensnaring strike, faerie fire 0 by stepping magically into one living tree and emerge
1/day each: barkskin, conjure woodland beings, pass in an unoccupied space within 5 feet of the tree. To do
without trace so, the dryad must see the attacker and have a Large or
Magic Resistance. The dryad has advantage on saving bigger tree within her reach. If the dryad takes fire
throws against spells and other magical effects. damage or damage from a silvered weapon, this trait
doesn't function until the end of the dryad's next turn.

Vale of Tears - Regional Effects Once every 24 hours, during a short rest taken in the vale
Vale of Tears are hidden places of natural beauty and of tears, druids, rangers and paladins of the Oath of the
splendor, with strong ties to the Feywild. In lost valleys, Ancients can choose expended spell slots to recover. The
ancient groves or other natural places inspiring peace and spell slots can have a combined level that is equal to or
contemplation, dryads have weaved permanent spells to less than half their class level (rounded up), and none of
maintain their mad siblings into constant slumber. The the slots can be 6th level or higher.
region of a vale of tears has the following magical effects: Vale of Tears Melancholy
After spending an hour inside the vale of tears, a
humanoid must make a DC 10 Wisdom saving throw. On 1- The character has disadvantage on Wisdom saving
3 throws and on Dexterity checks for initiative, and gains
a failure, a few tears start to run down the humanoid's the following flaw:"I could simply lay down and rest, the
face as an intense sadness overtakes it. Roll a d6 to world can take care of itself, and I'm so very tired."
determine the effects, using the Vale of Tears Melancholy
table. After finishing a long rest, a character can attempt 4- The character can't take the Help action, can’t use
5 reactions and gains the following flaw: "I periodically
to overcome the melancholia with a DC 15 Wisdom slip into a catatonic state, staring off into the distance
saving throw. On a successful save, the melancholia effect for long stretches of time, remembering the ones I
ends for that character. lost."
At the end of each long rest taken inside the vale of tears, 6 Whenever the character reduces a hostile creature to 0
a humanoid must make a DC 10 Wisdom saving throw. hit points it must keep attacking it until the creature is
On a failed save, the humanoid falls unconscious for 24 dead and gains the following flaw: "My hatred
hours, or until the sleeper takes damage, or someone uses consumes me. The world took everything from me and I
an action to shake or slap the sleeper awake. want to hurt it back."
Spriggan
Driven to Madness. A spriggan is a forest-dwelling fey
creature that was long ago a shy and reclusive dryad.
Persecuted by humans, the destruction of her tree drove her
into madness. Incapable of coping with the loss, the hatred
and spite within her soul transformed her, remaking her
outer appearance into a thing of horror. Her hair becomes a
twisted mass of thorns, briars and twigs, her face distorts
into a terrifying and savage visage, her limbs turn long and
wood-like, and her fingers become vicious talons capable of
rending and impaling her prey. In the soul of a spriggan, there
is neither room nor regard for compassion or mercy, merely
an uncompromising dedication to nature and vengeance that
makes even the most heartfelt vows of elves or men seem
trivial by comparison.
Heart of the Forest. When common folks talk about to the
“spirits of the woods”, they very often refer to spriggans.
Spriggan are fey made almost entirely of wood and magical
energy with a pulsing magical and vegetal heart, the source of
their power and known as a worldroot. As the incorruptible
keepers of nature, spriggans have an irrational hatred for the
undead, constructs and creatures practicing necromancy
magic. Their burning hatred is focused on anything that
disturb or alter the natural order. Each spriggan has mastery
over plants and is inextricably tied to them. Thus, if someone
destroys greenery in its domain, it immediately comes to
punish the disturber, making them the sworn enemies of
those that exploit the forest.
Uncompromising Vengeance. Spriggans are hellbent on
destroying any trace of civilization, regardless of their past
friendship or allegiance. No druid or archfey as ever
convinced a spriggan to stay its hand, for they no longer
simply wait for men to come and take their forest, they take
the fight directly to civilization, destroying town and villages,
ambushing caravans and turning the very land against them.
The most vicious of them will cut food supplies, poison wells
and kill the young. The more extreme will even purposely
destroy nature so that its resources will not be used, all that
matter is the total annihilation of the civilized world. When no
trace of man’s touch is left, the spriggan removes its
Worldroot Heart worldroot heart from its chest, and buries it in the ground,
A worldroot is a sad and beautiful thing, a green- dying a few moments later, satisfied with the certainty that its
glowing vegetal heart formed of life and fey magic. vengeance is complete and that nature will retake its right.
Growing from the despair and lifeforce of a
spriggan, its magical properties are particularly A Spriggan's Lair
soughtafter by hags, druids and dryads:
A spriggan’s lair almost always encompasses the past
If buried in the ground, the worldroot creates location of her fallen tree, when she was still a dryad. The
the same regional effects as a spriggan’s lair. lair’s ground is littered with the bones of the humanoids she
A fey hag, druid or dryad can cast the spell killed and includes abundant vegetation and magic, such as
resurrection as a ritual on a humanoid creature, moss-covered dolmens, raised stone circles or other elements
replacing its heart with the worldroot. In the associated with druidism. As spriggans have the power to
case of a hag or a dryad, the creature is
magically charmed by the fey until the fey dies.
turn nearby trees into allies, trees inside the lair should be
The charmed target is under the fey's control,
especially watched for.
unless she releases it, and the fey and the target
can communicate telepathically with each other
over any distance.
Spriggan At will: druidcraft, entangle, grasping vine
2/day each: insect plague, spirit guardians
Medium fey, chaotic evil
1/day each: antilife shell, awaken, primordial ward
Armor Class 17 (natural armor) Hybrid Nature. The spriggan is considered to be both
Hit Points 153 (18d8 + 72) a fey and a plant creature to determine the way a spell
Speed 30 ft. or effect would affect her.
Magic Resistance. The spriggan has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
16 (+3) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 20 (+5) Speak with Beasts and Plants. The spriggan can
communicate with beasts and plants as if they shared a
Saving Throws Dex +8, Wis +7 language.
Skills Perception +8, Stealth +11
Damage Vulnerabilities fire Tree Stride. Once on her turn, the spriggan can use 10
Damage Resistances bludgeoning, piercing, and slashing feet of her movement to step magically into one living
from nonmagical weapons that aren't silvered tree within her reach and emerge from a second living
Damage Immunities poison tree within 60 feet of the first tree, appearing in an
Condition Immunities poisoned unoccupied space within 5 feet of the second tree.
Senses darkvision 60 ft., passive Perception 18 Both trees must be large or bigger.
Languages Elvish, Sylvan
Challenge 11 (7,200 XP) Actions
Multiattack. The spriggan makes three attacks.
Wood Aspect. As a bonus action at the start of her turn,
the spriggan can magically shapeshift into a wood Reaching Claws. Melee Weapon Attack: +7 to hit, reach
aspect. The wood aspect lasts until the spriggan is 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage
incapacitated or choose to end it. While transformed, plus 13 (3d8) poison damage, and the target must
the spriggan gains one of the following benefits of her succeed on a DC 17 Constitution saving throw or be
choice: poisoned. While poisoned in this way, the target can't
regain hit points. The poison lasts until it is removed by
Birch. Whenever the spriggan casts a spell that has a the lesser restoration spell or similar magic.
casting time of 1 action, she can cast it using a Thorns Volley. Ranged Weapon Attack: +7 to hit, range
bonus action instead. 90/180 ft., one target. Hit: 9 (3d4 + 3) piercing
Oak. The spriggan’s AC becomes 19 and she has damage plus 13 (3d8) poison damage.
resistance to bludgeoning and piercing damage.
Willow. The spriggan is invisible and leaves no Animate Trees (1/Day). The spriggan magically animates
physical evidence of her passage unless she wishes one or two trees she can see within 60 feet of her.
to. Tracking her is impossible except by magical These trees have the same statistics as an awakened
means. tree. An animated tree acts as an ally of the spriggan.
The tree remains animate for 1 day or until it dies; until
Innate Spellcasting. The spriggan's innate spellcasting the spriggan dies or is more than 120 feet from the
ability is Charisma (spell save DC 17). The spriggan can tree; or until the spriggan takes a bonus action to turn
innately cast the following spells, requiring no material it back into an inanimate tree. The tree then takes root
components: if possible.

Regional Effects
The region containing the spriggan’s lair is imbued of natural Within 3 miles of the lair, magic defying the natural order
magic, creating the following effects: is met with violent opposition from ancient forces. When
casting a necromancy spell, the caster must make an
All normal plants become thick and overgrown. An ability check using its spellcasting ability. The DC equals
abnormally high amount of poisonous plants and 10 + the spell’s level. On a failure, the creature’s spell fails
mushrooms grow in the region. Wondrous plants, usually and has no effect.
only found in the Feywild start to grow in the region. A Within 3 miles of the lair, the spriggan is instantly aware
creature moving through the area must spend 2 feet of of the destruction or defilement of any plant life. The
movement for every 1 foot it moves. When a creature spriggan knows the exact distance to and direction of the
takes damage from natural plants in the region it takes an defilement. If the source of the defilement is a creature,
extra 7 (2d6) poison damage. the spriggan gains advantage on attack rolls against the
creature for 24 hours.
Green Enchantress
Keepers of Memory. The green enchantresses are eternal
dryads that guide the Sisters of the Vale; they are the keepers Optional: Verdant Sorcery
of the old ways; holding the knowledge of the rites and terms Some green enchantresses have a deeper
of pacts made in past eras. They uphold fey and men to their connection with worldroots magic. When such
words, even if those where uttered thousands of years ago. dryad carries a worldroot she can channel her inner
Above all else, they commemorate the memory of their fallen power through it. If the worldroot is lost or
sisters and watch over the worldroots, knowing the story of destroyed, the dryad cannot use her verdant sorcery,
each. So too are they versed in ancient curses, of words that verdant touch and verdant ward. A dryad with this
can sap strength or cause their victim to fly into a rage so option has a challenge rating of 15 (13,000 XP)
consuming that it slaughters its own kin without and the following additional trait:
compunction. Over their eternal life they learn the magical
secrets of the worldroots, gaining powerful abilities. Verdant Sorcery. The dryad has 10 sorcery points.
She can spend 1 sorcery point as a bonus action to
Eternal Guide. A green enchantress never ages and gain one of the following benefits on her elemental
succumbs to injury only briefly. Should one be slain, her bolt attack, depending on the damage type
selected:
siblings place her body upon a bier of root and ivy, and bear it Acid: the target takes 12 (5d4) acid damage at the
away to the hallowed halls beneath a vale of tears. There, she end of its next turn.
slumbers away the weeks and months until the arrival of a Cold: the target's speed is halved until the end of
new spring, where the roots of magic and life-energy restores its next turn.
her to existence. Only if her tree is destroyed or her body Fire: If the target is a creature or a flammable
irretrievable or mutilated beyond all recognition does her object, it ignites. Until a creature takes an action to
spirit flee the mortal world, leaving her bereaved sisters to douse the fire, the target takes 5 (1d10) fire
exact vengeance on her slayer. damage at the start of each of its turns.
Lightning: the target must succeed on a DC 18
Constitution saving throw or be stunned until the
end of its next turn.
Poison: the target must succeed on a DC 18
Constitution saving throw or be poisoned until the
end of its next turn.

Green Enchantress's Lair


A green enchantress lair is located within the hallowed halls
beneath a vale of tears, a place of magical secrets and beauty.
A green enchantress encountered in her lair has a challenge
rating of 15 (13,000 XP) or 16 (15,000 XP) with the verdant
sorcery option.
Lair Actions
On initiative count 20 (losing initiative ties), the dryad takes a
lair action to cause one of the following magical effects; the
dryad can't use the same effect two rounds in a row:
The dryad targets one creature she can see within 60 feet
of her. The target must succeed on a DC 18 Constitution
saving throw or age 1d4 x 10 years older or younger (the
dryad's choice), but never any younger than 1 year old or
any older than 1 year before its natural death. The aging
effect can be reversed with a remove curse spell, but only
within 24 hours of it occurring.
The dryad targets one creature she can see within 60 feet
of her. The target must succeed on a DC 18 Wisdom
saving throw or be cursed until the end of its next turn.
While cursed, the target can't move, and on its turn, it uses
its action to make a melee or ranged attack against a
randomly determined creature within range. If the target
can't attack, it does nothing on its turn. A remove curse
spell ends this effect.
Green Enchantress Verdant Blessing. The AC of the dryad includes her
Charisma bonus.
Medium fey, neutral

Armor Class 19 Actions


Hit Points 130 (20d8 + 40) Multiattack. The dryad makes two attacks.
Speed 30 ft., fly 30 ft. (hover)
Elemental Bolt. Melee or Ranged Spell Attack: +10 to
hit, reach 5 ft. or range 150 ft., one target. Hit: 18 (3d8
STR DEX CON INT WIS CHA + 5) damage of one of the following types (dryad's
10 (+0) 18 (+4) 15 (+2) 17 (+3) 20 (+5) 20 (+5) choice): acid, cold, fire, lightning or poison.
Verdant Ward (2/Day). A ward of green shimmering
Saving Throws Wisdom +10, Charisma +10 energy forms around the dryad. The dryad gains 50
Skills Nature +13, Perception +10, Religion +8 temporary hit points. While she has these temporary
Senses truesight 60 ft., passive Perception 20 hit points, the dryad has resistance to damage from
Languages Elvish, Sylvan spells. If the dryad takes force damage she loses all her
Challenge 14 (11,500 XP) temporary hit points, ending the ward.

Innate Spellcasting. The dryad's innate spellcasting Legendary Actions


ability is Charisma (spell save DC 18). The dryad can The dryad can take 3 legendary actions, choosing from
innately cast the following spells, requiring no material the options below. Only one legendary action option
components: can be used at a time and only at the end of another
creature's turn. The dryad regains spent legendary
At will: commune with nature, druidcraft, scrying actions at the start of her turn.
2/day each: bestow curse (5th-level version),
moonbeam (5th-level version), reincarnate, Elemental Bolt. The dryad makes one elemental bolt
sunbeam, transport via plants attack.
1/day each: geas, imprisonment, legend lore Cast a Spell (Costs 2 Actions). The dryad casts a spell,
using a daily use as normal.
Magic Resistance. The dryad has advantage on saving Eternal Slumber (Costs 2 Actions). The dryad targets
throws against spells and other magical effects. one creature she can see within 60 feet of her. The
Speak with Beasts and Plants. The dryad can target must succeed on a DC 18 Wisdom saving
communicate with beasts and plants as if they shared a throw or be cursed and fall unconscious into a state
language. of suspended animation. Time ceases to flow for it,
and it doesn’t grow older. The curse has no effect on
Tree Stride. Once on her turn, the dryad can use 10 feet undead or constructs. The curse lasts until it is lifted
of her movement to step magically into one living tree by a remove curse spell or similar magic.
within her reach and emerge from a second living tree Verdant Touch (Costs 3 Actions). The dryad touches
within 60 feet of the first tree, appearing in an another creature. The target magically regains 23
unoccupied space within 5 feet of the second tree. (4d8 + 5) hit points and is freed from any charm,
Both trees must be large or bigger. curse, disease, poison or petrification effect.

The dryad calls forth fey spirits of her fallen sisters. The
spirits spread from a point of the dryad’s choice within 60 Otherworldly Patron: Archfey.
feet of her to fill a 20-foot-radius sphere. The area is The mystical senses of a Green Enchantress see far
heavily obscured. A non-fey creature’s speed is halved in and wide, her gaze reaching beyond the borders of
the area, and a creature that enters the area for the first her vale. Sometimes, when a mortal catches her
time on a turn or starts its turn there takes 13 (3d8) sight or she is in need of an inconspicuous agent,
radiant damage. The fey spirits stay until initiative count she will wait for it to fall in battle or orchestrate his
20 on the next round or until the dryad is incapacitated or death and then offer to save him, replacing his
dies. heart by a worldroot. Those so blessed receive
The dryad chooses one humanoid within the lair and magic and power, becoming warlocks. A Green
instantly creates a simulacrum of that creature (as if Enchantress’ motivations are at times inscrutable,
created with the simulacrum spell). This simulacrum is but will often involve keeping the mortal and fey
formed out of bark, ivy, roots, and other natural elements, world separated, forcing a party to uphold their end
in a mystical bargain or keeping an ancient evil
but still generally resembles the creature it is imitating. contained.
This simulacrum obeys the dryad's commands and is
destroyed on initiative count 20 on the next round.
Godling
Not too long ago the areas around peasant hamlets were
chock full of guardian spirits. Today it's nigh unto impossible
to spot a brownie, bucka or lutin. And godlings, they are
always the first to go. Such is the price we pay for
civilization's forward march. — From the preface to "The
World We Have Lost," by Professor Dorregaray
A Child for the Fairies. In remote villages, when food is
scarce and winter is harsh, a desperate couple sometimes
resort to the old ways to give their newborn a better chance at
life. The legend says that when a babe is sick and weak, its
parents should bring it deep into the woods, on a fairy hillock
or in a glade were sprites and pixies can be spotted
sometimes. They should return on the next day, for their child
will have been taken by the fairfolks, to live eternally amongst
them, lacking for nothing. In exchange, a new babe will be
waiting for the parents, wearing somewhat the appearance of
their child, a godling. If cared for and nursed with love, the
godling will grow benevolent, aside from an inborn aptitude
for trickery. If mistreated or abandoned, it will shrivel and
grow bitter, becoming a vile entity, a bucka, causing death
with deadly pranks.
Childish Behavior. Godlings are woodland fey dwelling in
burrows and moss-covered hollow stumps on the outskirts of
settlements, but a few accounts exist of some living in
abandoned buildings in small towns or even cities. Godlings
are similar to children in behavior and appearance, with big
bright eyes differing in color (often blue and yellow, but lilac
and grey have been reported as well), and pale blue, deep
green or even violet skin. Like children, they delight in
mischief, especially targeting vain and selfish individuals,
which unfortunately leads to many seeing them as a
nuisance. Buckas and godlings can be hurt by an herb called
Burdock, which they despise the smell of, and is often used to
drive them away. Most are unaware that the true blessing of a
godling resides in its role of mediator between the fey world Variant: Bucka
and civilization. Many villages would have been raised by Nothing is as pure and cruel as a child, and buckas
scorned dryads or a wrathful leshen if it wasn’t for the share the same disposition. Deprived of parental
opportune intervention of a godling. love and care, they are extremely malicious, loving
to cause chaos and play elaborated pranks that
Helpful Prankster. Godlings are deeply rooted in their home often result in unlikely death. Buckas can easily be
territory and perform acts of care and guardianship to those differentiated from godlings, for they resemble a
dwelling near it. They watch over people as well as animals, shriveled old person the size of child. A bucka has
but, shy creatures by nature, they try to do so while remaining the game statistics of a godling, except it is chaotic
unseen. Godlings are drawn to joy and innocence, and so evil and has the following trait instead of the
delight in the company of children and usually only show godling's Innate Spellcasting:
themselves to the young. These mischievous fey gladly
perform small services for those in their care, asking only for Innate Spellcasting. The bucka's innate spellcasting
ability is Charisma (spell save DC 13). The bucka
respect and payment in the form of food or cast-off items in can innately cast the following spells, requiring no
return. They are easily offended by churlish, ungrateful or material components:
simply rude behavior. Godlings also treasure their peace and
quiet, but will go out of their way to help lost travelers, At will: grease, hellish rebuke, magic stone, mirror
especially in dangerous regions of the Feywild. When the image
village a godling watches over becomes too populous or its 1/day each: blindness/deafness, phantasmal force,
inhabitants forget the old ways, it will abandon its burrow for slow
good and wander into the Feywild.
Godling A Godling's Lair
Small fey, chaotic good A godling claim a burrow, small cave or an abandoned
building as it lair, including the surrounding area. The lair
Armor Class 13 usually consists of a narrow crawling space where the
Hit Points 36 (8d6 + 8) godling can rest without fear of intrusion from larger
Speed 40 ft. creatures. The lair usually includes several small but cozy
rooms, decorated with various trinkets and tools stolen from
STR DEX CON INT WIS CHA
strangers or offered for its help.
6 (-2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 16 (+3) Regional Effects
The region containing a godling's lair is influenced by fey
Skills Deception +7, Perception +4, Stealth +5 magic, creating the following magical effects:
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan Rodents and birds within 3 mile of the godling's lair serve
Challenge 2 (450 XP) as the godling's eyes and ears.
Creatures within 3 miles of the godling's lair can feel an
Innate Spellcasting. The goldling's innate unsettling presence, meddling with their fate. When a
spellcasting ability is Charisma (spell save DC 13). creature makes an attack roll, an ability check, or a saving
The godling can innately cast the following spells, throw, the godling can choose to impose advantage or
requiring no material components: disadvantage on the roll. After doing so, the godling must
succeed on a DC 10 Charisma saving throw or gain a level
At will: goodberry, grease, magic stone, mirror of exhaustion. A creature is unaffected by this magical
image, prestidigitation effect if it has the Lucky feat.
1/day each: find the path, Otto's irresistible Each time a creature that has been in the region for less
dance than a year finishes a short or long rest, it must make a
Burdock Allergy. The godling has a strong allergy DC 10 Intelligence (Investigation) check. On a failure, the
to the burdock plant. If it comes within 20 feet of creature has misplaced one possession (chosen by the
burdock flowers, it is poisoned until it leaves the player, if the creature is that player's character). The
area. possession remains nearby but concealed for a short time,
so it can be recovered with a successful DC 15 Wisdom
Fey Protection. Any creature that attempts to (Perception) check. An object that is misplaced but not
damage the godling must first succeed on a DC 14
Charisma saving throw or be charmed until the end
recovered ends up in the godling's lair 1 hour later. If the
of the creature's next turn. A creature charmed in
creature later goes to the godling's lair, its lost possessions
this way perceives everything as hilariously funny stand out in its perception and are easily recovered.
and falls into fits of laughter and falls prone, When the godling dies, all of these regional effects fade
becoming incapacitated and unable to stand up. immediately
Magic Resistance. The godling has advantage on
saving throws against spells and other magical
effects.

Actions Hags's Little Favorite


Magic Pebble. Ranged Spell Attack: +5 to hit, range Hags cherish above all the taste of godling’s flesh,
60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning their innocence is like sweet ambrosia to them,
damage. getting them drunk on power. Those that desire a
favor from a hag are certain to get her into a better
Healing Touch (2/Day). The godling touches another disposition if they sweeten the pot with a live
creature. The target magically regains 12 (2d8 + 3) godling. It is believed that a hag that devours a
hit points and is freed from any curse, disease, godling can undertake a metamorphosis into
poison, blindness, or deafness. another kind of hag with little time and effort.
Invisibility. The godling magically turns invisible
until it attacks or casts a spell , or until its
concentration ends (as if concentrating on a spell).
Any equipment the godling wears or carries is
invisible with it.
Gorebull

G
reat was the blood letting that day! The ice Madness of Baphomet
became red slush for a league or more. The d100 Indefinite Madness
minotaurs went mad with it, shrieking at the
01- "My anger consumes me. I can't be reasoned with
sky. Some of them, they drop their axes and 20 when my rage has been stoked."
leap on my fellows, biting off limbs and heads
with their teeth. We cut them bad, sliced them 21- "I degenerate into beastly behavior, seeming more
open and still they would not stop eating the 40 like a wild animal than a thinking being."
spilt gore. Dere is no wit in their heads when the blood song 41- "The world is my hunting ground. Others are my
sings, only the desire to maim and eat. Several of my cousins 60 prey."
and one of my brothers died like this. He died screaming. It 61- "Hates comes easily to me and explodes into rage."
was not a good death. —Holger Algersson, Norse Mercenary. 80
Gore and Violence. Gorebulls are the leaders of a minotaur 81- "I see those who oppose me not as people, but as
00 beasts meant to be preyed upon."
tribe, and though they may not be as strong or favored as a
Chosen of Baphomet, they are nonetheless ferocious
behemoths clad in powerful armor and hefty war-axes. When
the time is right, when the hour has come to enter the
labyrinth, the Gorebulls roar out a bellowing call that
resounds around the forest for many miles, attracting yet
more minotaurs and invoking the bloodgreed that runs
through all of their kind.

Primal Call. Soon the forest will echo to the thunder of


gargantuan hooves as minotaurs gather by the dozens at the
labyrinth gate, pawing the ground in their haste to trample
and crush. Consumed by bloodgreed after the ritual, the
minotaurs lay waste to their prey in an orgy of slaughter,
smashing through barricades and buildings alike to get at the
still-living weaklings that cower within. It is not only
minotaurs who heed the call of the bloodgreed, for
sometimes druidic circles or totemic barbarians will be swept
up in the rush of primal instinct to fight and to feed. The
gorebull at the head of the homed army lowers his head and
charges at full speed towards any who defies him, gouging his
horns deep into the foe and maiming everything within reach
with its axes. When all is laid to waste the minotaur gorges
itself on the choicest of prey while his followers fight over the
corpse-harvest at their feet.

Optional: Call of the Horned King


Gorebull and Chosen of Baphomet can conduct
brutal and simple ceremonies inside a labyrinth,
stirring the rage and greed for destruction inside
those connected to primal forces. Barbarians,
druids, rangers and their kin are especially
vulnerable to these brutal inclinations, no matter
where their allegiance lies. When the ceremony is
happening these characters experience a sudden
burst of rage and hunger, like nothing they felt
before:
While the Call of the Horned King is in effect, all
barbarians, druids and rangers within a mile (as
determined by the DM) must succeed on a DC
15 Wisdom saving throw or suffer from the
indefinite madness of Baphomet, until cured.

Madness of Baphomet
Charge. If the minotaur moves at least 10 feet straight
Gorebull toward a target and then hits it with a gore attack on
Large monstrosity, chaotic evil the same turn, the target takes an extra 13 (3d8)
piercing damage. If the target is a creature, it must
Armor Class 15 (natural armor) succeed on a DC 15 Strength saving throw or be
Hit Points 144 (14d10 + 70) pushed up to 10 feet away and knocked prone.
Speed 40ft.
Labyrinthine Recall. The minotaur can perfectly recall
any path it has traveled.
STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 7 (-2) 16 (+3) 9 (-1)
Actions
Multiattack. The minotaur uses its Primal Fury, if
available, and makes three melee attacks, only one of
Saving Throws Str +8, Con +8
which can be a gore attack.
Skills Perception +9
Senses darkvision 60ft., passive Perception 19 Battleaxe. Melee Weapon Attack: +8 to hit, reach 5ft.,
Languages Abyssal, Common one creature. Hit: 14 (2d8 + 5) slashing damage.
Challenge 7 (2,900 XP)
Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one
creature. Hit: 14 (2d8 + 5) piercing damage.
Banquet of Flesh. When the minotaur reduces a creature
to 0 hit points with a melee attack on its turn, it can Primal Fury (Recharge 4-6). The minotaur enters a state
take a bonus action to feast on the creature. The target of furious rage. Until the end of its next turn its speed
suffers 14 (3d8) piercing damage and the minotaur is doubled, it has advantage on Dexterity saving throws,
regains hit points equal to that amount. and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one
Bloodgreed. The minotaur has advantage on melee weapon attack only) or Dash action.
attack rolls against any creature that doesn't have all its
hit points.

Chosen of Baphomet
Lord of Carnage. Chosen of Baphomet, also known as
Bloodcallers, the Fathers of Rage or simply as Minotaur
Lords are the strongest and most ferocious of all minotaurs,
towering bull-headed and cloven-hoofed beasts almost as
broad as they are tall. Little more intelligent than their lesser
kin, they are instead set above others of their kind by the
sheer animal intensity of their hunger for flesh, and their
inherent ability to invoke this intense bloodlust in others. As
with human champions, a chosen of Baphomet may swear
allegiance to the demon lord and this is often reflected in
their appearance. Chosen of Baphomet often have red-tinged
flesh and fur, and their horns are sheathed in heavy brass.
They decorate their bodies with many gory trophies, and
jewelry looted from others is hammered into their bare flesh
and hung on their horns.

Leader of the Herd. Though no master of strategy or battle


doctrine, a chosen of Baphomet is capable of leadership, of a
sort. It is he that bellows the raw will of the Horned King,
triggering a terrifying stampede that can only end when the
horde's unnatural thirst is quenched with the blood of men.
As the chosen’s army smashes its way through the dark
woods, the undergrowth is flattened and trees toppled all
around. This is a truly horrifying sight for the occupants of
any settlement in its path, for it spells certain and violent
death. Yet even forewarned by the cacophony of the
stampede's approach, the defenders of such fortifications are
truly doomed, for the chosen of Baphomet and his minotaurs
will be upon them in short order.
Chosen of Baphomet 1. The attack deals an extra 18 (4d8) necrotic damage.
2. The target must succeed on a DC 17 Constitution saving
Large fiend, chaotic evil throw or be stunned until the start of the minotaur's next
turn.
Armor Class 18 (plate armor) 3. If the target has 25 hit points or fewer after taking the
Hit Points 218 (19d10 + 114)
damage of the attack, it must succeed on a DC 17
Speed 40ft.
Constitution saving throw or die.

Greataxe. Melee Weapon Attack: +10 to hit, reach


STR DEX CON INT WIS CHA
5ft., one creature. Hit: 26 (3d12 + 6) slashing damage.
22 (+6) 11 (+0) 23 (+6) 7 (-2) 16 (+3) 14 (+2)
Gore. Melee Weapon Attack: +10 to hit, reach 5ft., one
creature. Hit: 23 (3d10 + 6) piercing damage.
Saving Throws Str +10, Con +10, Wis +7
Skills Perception +11
Damage Resistances cold, fire, lightning; bludgeoning, Legendary Actions
piercing and slashing from nonmagical weapons The minotaur can take 3 legendary action, choosing
Senses darkvision 60ft., passive Perception 21 from the options below. Only one legendary action
Languages Abyssal, Common option can be used at a time and only at the end of
Challenge 15 (13,000 XP) another creature's turn. The minotaur regains spent
legendary actions at the start of its turn.
Charge. If the minotaur moves at least 10 feet straight
Detect. The minotaur makes a Wisdom (Perception)
toward a target and then hits it with a gore attack on
check.
the same turn, the target takes an extra 17 (3d10)
Charge (Costs 2 Actions). The minotaur moves up to
piercing damage. If the target is a creature, it must
its speed, then make a gore attack.
succeed on a DC 17 Strength saving throw or be
Stir Rage (Costs 3 Actions). The minotaur targets a
pushed up to 20 feet away and knocked prone.
creature that it can see within 30 feet of it. The
Labyrinthine Recall. The minotaur can perfectly recall target must succeed on a DC 17 Wisdom saving
any path it has traveled. throw. On failure, the creature takes 17 (3d10)
psychic damage and uses its reaction to make a
Actions melee attack against a randomly determined creature
within its reach. If there is no creature within its
Multiattack. The minotaur makes two melee attacks, reach, it moves up to its speed to get closer to the
only one of which can be a gore attack. If an attack hits, nearest creature.
it can cause it to create an additional effects of his
choice or at random (each effect can be used only once
per Multiattack):
Grave Hag

C
remation, now that's one thing men could learn
from gnomes. Burying bodies out in the fields,
why, it's like laying out a welcome mat for Territorial Shrew. Grave hags are territorial and aggressive
monsters! Best case scenario, some ghouls will when provoked, they will put up a fierce fight, using their
sniff them out, eat their fill and be on their great speed to rapidly close on prey. The tongue of a grave
ghoulish way. But if, gods forbid, a grave hag hag can surprise even veteran fighter with the speed and
takes to feeding at your cemetery, you'll have no range it can lash out. Being struck by it can cause temporary
end of trouble.— Jacques de Villepin, Oxenfurt Academy blindness, or even paralysis, leaving the victim unable to
properly defend themselves. The claws of a grave hag are
Deformed Scavenger. Few monsters' names fit as well as sharp, but not enough that skilled swordplay cannot defend
the grave hags'. As one might guess, these creatures resemble against them.
aged, deformed women and loiter near graveyards and
battlefields. Grave hags feed on human corpses and in Covens. Grave hags rarely join covens, as the magic they
particular on the rotten marrow which they slurp from practice is more akin to necromancy. When they do, they
human bones using their long, prehensile tongues. Most often try to lead the rituals, bickering with Night Hags about
grave hags rarely attack humans, preferring instead to feed every details, which they have an especially hard time to get
on the rotten remains they dig out of graves. Yet some along with. A grave hag that is part of a coven (see the “Hag
individuals grow bold over the years and begin sneaking into Covens sidebar” p.176 of the Monster Manual) has a
huts to steal children and kill the elderly. Once a hag has challenge rating of 10 (5,900 XP).
devoured all corpses within reach, she turns to killing men
and burying them in the cemetery as she waits for them to
decompose or raise them as servants.

Child Killer. Grave Hags are notorious child killers, making Grave Hag Items
them one of the most despised monster there is. They A grave hag carries two very rare magic items that
typically kidnap wandering children or sneak in their home at she must craft for herself. If either object is lost,
night, attracted by their innocence, glowing like a beacon in the grave hag will go to great lengths to retrieve it,
the dark for them. After they ate a child, they then use its as creating a new tool takes time and effort.
remains as magical focus, building altars of little bones to
Ebon Skull. This burned black skull allows a grave
practice their magic. The skull of a child is of special
hag to use her Twist the Innocent power while it is
importance to them, as they craft powerful talismans with it, in her possession. A creature holding the skull can
enslaving its soul. Some hags are even known to strap the use an action to cast the speak with dead spell to
entire skeleton of the child on their back, wearing it as a communicate with the dead child. Crafting an ebon
protection charm. skull takes 10 days and the sacrifice of a humanoid
child (whose skull is used to make the item).
Hand of Glory. A grave hag can craft a hand of glory
out of the hand of an elderly humanoid. While the
item is in her possession she can use her
Command Undead feature. Only the grave hag who
crafted the hand of glory can use its power.
Crafting a hand of glory takes 30 days and a
humanoid sacrifice (whose hand is used to craft
the item).
Tongue. Melee Weapon Attack: +7 to hit, reach 10ft.,
Grave Hag one creature. Hit 6 (1d4 + 4) bludgeoning damage plus
Medium fiend, neutral evil 10 (3d6) poison damage. lf the target is a creature, it
must succeed on a DC 15 Constitution saving throw or
Armor Class 17 (natural armor) be poisoned for 1 minute. While poisoned in this way
Hit Points 145 (17d8 + 68) the creature is blinded. If the target fails the saving
Speed 40ft. throw by 5 or more, it is also paralyzed for the same
duration. The creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
STR DEX CON INT WIS CHA on a success.
18 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4) Twist the Innocent (Recharge 5-6). The twisted specter
of a child appears near the grave hag, protecting it and
Skills Arcana +5, Perception +5 , Stealth +5 attacking its ennemies. The hag gains 30 temporary hit
Damage Resistances acid, cold, fire, poison; points. While it has these temporary hit points, when a
bludgeoning, piercing, and slashing from nonmagical creature enters a 20 feet radius area around the hag for
weapons that aren't silvered the first time on a turn or starts its turn there, it must
Condition Immunities frightened, poisoned make a DC 15 Wisdom saving throw. On a failed save,
Senses darkvision 120ft., passive Perception 15 the creature takes 14 (3d8) necrotic damage as the
Languages Abyssal, Common, Primordial specter slashes the target with its claws. On a
Challenge 8 (3,900 XP) successful save, the creature takes half as much
damage. If the hag takes force damage she loses all her
Innate Spellcasting. The grave hag's innate spellcasting temporary hit points, forcing the specter to retreat.
ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). The hag can innately cast the following Legendary Actions
spells, requiring no material components: The grave hag can take 2 legendary actions, choosing
from the options below. Only one legendary action
At will: detect magic, inflict wounds
option can be used at a time and only at the end of
2/day each: antilife shell, create undead
another creature's turn. The grave hag regains spent
legendary actions at the start of its turn.
Actions
Multiattack. The grave hag uses its Twist the Innocent, if Tongue (Costs 2 Actions). The hag makes one tongue
available, and makes two attacks, only one of which can attack.
be a tongue attack. Command Undead. The grave hag commands an
undead within 60 feet of it to immediately make an
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one attack or to make a dash action as a reaction.
creature. Hit 13 (2d8 + 4) slashing damage.

Eerie Pipe Whenever children come within 30 feet of the


This singular looking pipe is carved in the ribcage hag while it plays the pipes, the children are
bones of a child. When used by any other creature swayed by the pipes' music and become
than a grave hag it acts as a pipe of the sewers, but charmed, acting friendly toward the hag for as
when in the hands of the hag, it reveals new long as it continue to play the pipes each round
powers. The hag can play an eerie tune from the as an action. Charmed children obey the hag’s
pipe as an action, expanding a charge and creating commands, even if they are obviously suicidal
the following effects: (“jump by that cliff, walk in this river…”). If no
command is issued to a charmed child, it
The tune can only be heard by humanoid defends itself but otherwise takes no actions. If
children and creatures with advantage on a charmed child starts its turn and can't hear
Wisdom (Perception) checks. Only humanoid the pipes' music, it is no longer charmed and
children are affected by the eerie pipe. Children behaves as it normally would. After that the
that are deafened, cannot be charmed or can’t child can't be swayed by the pipes' music for
be put to sleep with magic are immune to the the next 24 hours.
pipe’s effects.
While the pipe is played, all children within half
a mile of it (as determined by the DM) are
called. Called children move toward the music
by the shortest available route.
Great Cockatrice
"Had meself eight heifers, five of 'em milchers. Then this
cockatrice sprung up nearby, and now all's I got left's dried
patties in an empty field."— Jethro, peasant from Pindal

Greater Cousin. The great cockatrice is a large creature with


the body of a beast and the head and legs of a rooster.
Supposedly, they are born of eggs laid by roosters consorting
with other roosters, the eggs must then be incubated for
forty-four days by a toad. Asserting such claims proves
difficult at best. Scholars cannot help but notice the similarity
with their smaller cousins and instead theorize that the great
cockatrice is the true form of the species, while the more
common variation a diminished, flawed, subspecies. Great
cockatrices do lay eggs of their own, but for some puzzling
reason, only small cockatrices ever hatch from them.
Regardless, the eggs hold great value as alchemical
components, for they are the prime ingredient of an ointment
that can cure petrification.

Recklessly Agressive. Great cockatrices are extremely


aggressive, attacking anything that comes in their sight with
furious cackles, even without any provocation. These
omnivores have a diet that consists of large quantities of
berries, corns, fruits, and animals such as cattle, deer and the
occasional lost shepherd. If left unchecked, they also greatly
appreciate feasting in orchards, corn fields or any place
where food is abundant. Cockatrices thrive in dark caves,
abandoned ruins, cobwebbed dungeons and old basements.
Though small compared to griffins and manticores, they are
more than capable of killing anyone who stumbles across
them in a dark corridor.

Deadly Gaze. Folktales claim that cockatrices hate


everything that lives so fiercely that its glance turns the living
to stone. This is not actually true, but the eyes of the beast
can paralyze anyone that look at it, which might be where the
confusion in the myth is coming from. However, one should
watch out for its sharp beak which carries the murderous
effect, turning a man into stone with a simple scratch. It is
also thought that a cockatrice will die instantly upon hearing
a rooster crow, which is pure nonsense, but the cockatrice
seems to hate the sound nonetheless.
Crow of the Rooster
Agile Flyer. Cockatrices do not shun direct fights, in which
they strike furiously with wings and tail in an attempt to The cockatrice has an irrational hatred for the
rooster's crow. The song of the bird will make it
exhaust their foes. However, the cockatrice isn’t a stupid
mad with anger and the creature will charge in the
adversary, it is quite aware of the chaos its gaze and its beak direction of the noise, furiously cackling its
can cause in a fight. Against multiple adversaries, it will discontentment and ravaging anything that stands
weaken its foes with its gaze and dive attacks first, before in its path. For this reason, villages around a
landing and engaging in melee. When fighting them one cockatrice hunting ground tend to have no
should target their delicate wings, for they are extremely agile chicken, for fear of angering the monster. Clever
flyers, capable of maneuvering in tight spaces and feats of adventurers can use this hatred to their advantage,
agility that most creatures of their size are incapable of. forcing the monster to show on a battlefield of
their choice or distracting it during a fight.
Paralyzing Gaze. If a creature starts its turn within 60
Great Cockatrice feet of the great cockatrice and the two of them can
Large monstrosity, unaligned see each other, the cockatrice can force the creature to
make a DC 14 Constitution saving throw if the
Armor Class 16 (natural armor), 18 while airborne cockatrice isn't incapacitated. On a failed save, the
Hit Points 102 (12d10 + 36) targeted creature is paralyzed for 1 minute. The target
Speed 30ft., fly 60ft. can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
STR DEX CON INT WIS CHA Actions
14 (+2) 20 (+5) 16 (+3) 4 (-3) 13 (+1) 6 (-2) Multiattack. The cockatrice makes three melee attacks:
one with its beak, one with its talons and one with its
Saving Throws Dex +8, Con +6 wings and tail.
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14 Beak. Melee Weapon Attack: +8 to hit, reach 5ft., one
Languages - creature. Hit: 12 (2d6 + 5) piercing damage, and the
Challenge 8 (3,900 XP) target must succeed on a DC 14 Constitution saving
throw against being magically petrified. On a failed
Agile Flyer. The great cockatrice can fly in spaces that save, the creature begins to turn to stone and is
would allow a creature of Medium size to do so. While restrained. It must repeat the saving throw at the end
it is airborne its AC increases by 2 and if the cockatrice of its next turn. On a success, the effect ends. On a
is subjected to an effect that allows it to make a saving failure, the creature is petrified for 24 hours.
throw to take only half damage, it instead takes no Talons. Melee Weapon Attack: +8 to hit, reach 5ft., one
damage if it succeeds on the saving throw, and only creature. Hit: 16 (3d6 + 5) slashing damage.
half damage if it fails.
Wings and Tail. Melee Weapon Attack: +8 to hit, reach
Fragile Inner Ear. The cockatrice's balance can easily be 5ft., one creature. Hit: 9 (1d6 + 5) bludgeoning
thrown off by loud sounds. If the great cockatrice takes damage and the target has disadvantage on attack rolls
thunder damage, it must succeed on a DC 15 based on Strength and Dexterity until the end of its
Constitution saving throw or its flying speed is reduced next turn.
to 0 feet until the end of its next turn. An airborne
cockatrice affected by this effect descends at 60 feet
per round until it reaches the ground.

Great Cockatrice's Eggs


The eggs of a greater cockatrice are known to be
one of the few remedies besides magic that can
cure petrification. Combined with other rare
ingredients and plants, it can be used to make a
ointment that will return a creature to its true form.
Stone to Flesh Ointment: A character that has
proficiency with Alchemist's Tools or Herbalism
Kit, and access to the proper equipment, can
prepare an ointment with the great cockatrice
egg. The ointment has a value of 200gp when it
comes to crafting (see crafting rules p.187 of
the Player's Handbook). Once applied to the
skin of the petrified creature, the ointment will
be turning it back to flesh in an hour.
Griffin

A
ye, half-eagle, half tomcat, just like on the lord's Loyal Partner. Griffins, to the contrary of griffons, are
crest. 'Cept this 'un was carryin' me dead cow solitary creatures. Until they reach full maturity they live in
'stead of a scepter. — Griffin attack witness, isolated territories and do not interact with other members of
name unknown their species. Once they are ready they find a mate to found a
nest, and stay loyal for life to their partner, raising their young
together. There is nothing worse than a griffin that lost its
partner, for they will slaughter everything they encounter,
Mountain Hunter. Griffins were once only found high in the mad with grief. The eggs, claws and feathers of griffins are
mountains, where they would hunt marmots and wild goats. frequently use as spell components for they carry strong
When humans encroached on their lands, however, griffins healing abilities. It is said that the feather, or claw in some
soon discovered a new source of much more plentiful and tales, of a griffin will turn black if exposed to poison, a
easier-caught prey: cows, sheep and shepherds, though they property that most king would find appealing for their safety.
are still wary of main roads and towns (where fold with the
means to hire a party of adventurers are likely to dwell). Gracious and Deadly. Survivors of griffin attacks often have
Griffins prefer their meat raw and screaming, though they'll dreams of being hunted down and rent limb from limb for
scavenge if no other prey presents itself. This is fairly rare, years afterward. Despite being large and monstrous
though, as their hunting grounds tend to range for hundreds creatures, griffins have reputations as noble beasts. This is in
of miles around their chosen mountain aerie. Their eyesight part due to their proud and regal bearing – griffins are not
is a sharp as raptors and they can see motion from miles ravenous and frenetic like manticores. Instead a griffin
away. strikes with swift and precise grace, its motion poised and
controlled. Yet this elegance in no way undermines its
Fierce and Merciless. Griffins are often mistaken for the deadliness, for a griffin is more than capable of using its
smaller griffon, which whom they share general features talons and razor beak to rip a foe apart. The cry of a griffin is
with. They are also significantly larger and stronger than the often enough to send enemies running. For the griffin, this is
classic griffon, their lesser cousin. Their bone structure differ an ideal situation as it prefers its meals on the run, and alive.
as well, with a morphology more akin to that of a wyvern, They can roar at such a high pitch that even a grown man can
having long feathery wings ending with deadly claws. It is be put off balance. From the sky, griffins try to repeatedly
impossible to tame a griffin in the way griffons can be, for claw their targets as they sweep past, or attempt to dive and
they are far more cunning and rebellious, with a strong sense grab their prey, leading it to a deadly fall.
of vengeance and grief. Skilled and efficient fighters, griffins
do not kill indiscriminately, although they show no reluctance
when hunting or protecting their territory. They are fierce and
merciless, but rarely cruel.
Magic Attacks. The griffin's weapon attacks are magical.
Griffin
Large monstrosity, unaligned Actions
Armor Class 14 (natural armor) Multiattack. The griffin makes three melee attacks: one
Hit Points 124 (13d10 + 52) with its beak, one with its claws and one with its talons.
Speed 30ft., fly 80ft. Beak. Melee Weapon Attack: +9 to hit, reach 5ft., one
creature. Hit: 15 (2d8 + 6) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one
23 (+6) 15 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1) creature. Hit: 17 (2d10 + 6) slashing damage.
Talons. Melee Weapon Attack: +9 to hit, reach 5ft., one
Saving Throws Dex +5, Con +7 creature. Hit: 17 (3d6 + 6) slashing damage, and the
Skills Perception +8 target is grappled (escape DC 16). Until the grapple
Senses darkvision 60ft., passive Perception 18 ends, the target is restrained, and the griffin can't use
Languages - its talons on another target.
Challenge 6 (2,300 XP) Stunning Screech (Recharge 5-6). The griffin emits a
powerful screech. Each creature within 20 feet of it
Flyby. The griffin doesn't provoke opportunity attacks that can hear it must succeed on a DC 16 Constitution
when it flies out of an enemy's reach. saving throw or be stunned until the end of the griffin's
next turn.
Keen Sight. The griffin has advantage on Wisdom
(Perception) checks that rely on sight.

Royal Griffin Griffin Claw


Wondrous item, rare
Noble Beast. Especially feared are the subspecies known as
royal griffins or archgriffins. Royal griffins owe their name to This claw is coming from the wing of a griffin. When you hold
the broad and thick mane that surrounds their head. Their it in your hand you can use an action to cast the detect poison
plumage range from brown to black, snow white in cold areas and disease spell for 1 hour at will and gain resistance to
or almost red in arid regions. A royal griffin distinguishes poison damage and immunity to the poisoned condition for
itself by its increased aggressivity, stouter frame and its the same duration. The claw turns black when it detects
majestic presence, a rare and unexplained ability that will put poison or disease. After the hour passes the claw loses all
doubt into the heart of even the most dedicated hunter. magic properties.
Fearsome Predator. Archgriffins represent a real threat for
civilization, for they are not afraid to hunt in small towns and
trade routes, where preys, people mostly, are abundant. Royal
griffins have few natural predators and are not afraid to Optional : Noble Beast
attack preys bigger than them, sometimes even hunting
Very few people know that griffin are nicknamed
gigantic roc birds, small dragons or giants for sustenance.
“noble beast” for a reason. Most think it refers to
Surprisingly the feathers of a royal griffin makes it immune to their natural grace or the king-mane of a royal
extreme temperatures, allowing it to live under the searing griffin, but in truth griffins are susceptible to overt
sun of the desert or in arctic climate. demonstration of respect. If one is unlucky enough
to stumble on a griffin, one should not draw its
sword but instead bow very low, pointing its eyes
at the ground. If the beast isn’t hungry and the
gesture is properly executed the creature will
answer with a singular bow of its wings, leaving the
area peacefully. This of course bears a significant
risk, for there is usually no sure way to tell if the
beast fed recently or is in the right mood.
Claws. Melee Weapon Attack: +12 to hit, reach 10ft.,
Royal Griffin one creature. Hit: 20 (2d12 + 7) slashing damage.
Huge monstrosity, unaligned
Talons. Melee Weapon Attack: +12 to hit, reach 10ft.,
Armor Class 17 (natural armor) one creature. Hit: 20 (3d8 + 7) slashing damage, and
Hit Points 230 (20d12 + 100) the target is grappled (escape DC 18). Until the grapple
Speed 30ft., fly 90ft. ends, the target is restrained, and the griffin can't use
its talons on another target.
Stunning Screech (Recharge 5-6). The griffin emits a
STR DEX CON INT WIS CHA powerful screech. Each creature within 20 feet of it
25 (+7) 17 (+3) 20 (+5) 6 (-2) 16 (+3) 8 (-1) that can hear it must succeed on a DC 18 Constitution
saving throw or be stunned until the end of the griffin's
next turn.
Saving Throws Dex +8, Con +10
Skills Perception +13
Damage Immunities cold, fire Legendary Actions
Condition Immunities frightened The royal griffin can take 3 legendary action, choosing
Senses darkvision 60ft., passive Perception 23 from the options below. Only one legendary action
Languages - option can be used at a time and only at the end of
Challenge 14 (11,500 XP) another creature's turn. The royal griffin regains spent
legendary actions at the start of its turn.
Flyby. The griffin doesn't provoke opportunity attacks
Fly. The griffin moves up to its flying speed without
when it flies out of an enemy's reach.
provoking opportunity attacks.
Keen Sight. The griffin has advantage on Wisdom Majestic Presence (Costs 2 Actions). An aura of grace
(Perception) checks that rely on sight. and majesty radiates from the griffin. Each creature
within 30 feet of the griffin that can see it must
Magic Attacks. The griffin's weapon attacks are magical. succeed on a DC 18 Wisdom saving throw or
become charmed until the end of the griffin's next
Actions turn. If a creature's saving throw is successful, the
Multiattack. The royal griffin uses its Stunning Screech, creature is immune to the griffin's aura for the next
if available and makes four melee attacks: one with its 24 hours.
beak, two with its claws and one with its talons. Savage (Costs 3 Actions). The royal griffin makes a
claws attack against each creature within 10 feet of
Beak. Melee Weapon Attack: +12 to hit, reach 10ft., him.
one creature. Hit: 18 (2d10 + 7) piercing damage.
Kikimore
"Kikimore workers rarely appear near human settlements, High Proliferation. If left unchecked, kikimore nest can
and even then, they only attack when threatened. Is there quickly get out of hand. The proliferation rate of the creatures
anything more beautiful than a kikimore — a symbol of hard is astonishingly high, as a queen can lay up to two dozen eggs
work, resourcefulness and caution?” — Master Dorregaray in per day, giving birth to a fully grown kikimore in a week or so.
“The Wonderful World of Insectoids" Kikimore eggs are thankfully easy to destroy with fire, as they
are covered of a bioprotective gel which is extremely
Insectoid Colony. Kikimores are insectoid monsters that live flammable. Kikimores are also immune to poison, which
underground. They usually prefer cooler and dry make common ways to get rid of vermin inefficient against
environment, keeping their distance from warm and damp them. Kikimore nest destruction jobs are a valuable source of
places, but some subspecies dwell in swamps as well. The income for adventurers, as the destructive and territorial
kikimores are organized not unlike a termite colony. The nature of the swarm makes it easy to convince townsfolks to
queen lays eggs from which soldiers and workers then hatch. gather a reward to get rid of the nest.
Soldiers defend the colony from enemies, while workers
build structures and supply food. This division of roles is The Threat Below. A few kikimores in town is a nuisance at
reflected in their behavior: workers turn aggressive only worst, but left unchecked they may be the downfall of a city.
when attacked or when aggression is artificially induced in Signs of a kikimore infestation are subtle at start, pets and
them, while soldiers fight any enemy they spot. vermin will start to disappear, a few sightings of strange
spider-like creatures might be reported. The work of a
Role and Purpose. Life in a kikimore colony is centered kikimore swarm can prove very destructive for a community,
around a great, unceasingly procreating female. The as the swarm settles under the town, their countless
landscape around the queen's nest looks like a desert, littered mandibles will start to chew through rock and earth as they
with the remains of unfortunate creatures which unwisely burrow and build tunnels, weakening buildings and
lingered in the area. Not even birdsong can be heard. The eventually collapsing them.
beasts' physical appearance underlines their different places
in the hierarchy. Workers are smaller, while kikimore soldiers
are more massive and protected by thick, chitinous armor.
Their horned heads and torsos, as well as the sharp thorns
on their legs, clearly identify them as dangerous creatures.
Optional: Kikimore's Venom
The venom emitted by kikimore warrior is one of
the most tenacious toxin known to man. Its effects
are instantaneous and lasting, liquefying organs and
inflicting serious internal injuries after mere
seconds:
Kikimore Venom (Injury). This poison must be
harvested from a dead or incapacitated
kikimore warrior. A creature subjected to this
poison must make on a DC 14 Constitution
saving throw. On a failed save, it takes 13
(2d12) poison damage and is poisoned. The
poisoned creature must repeat the saving throw
every 24 hours, taking 13 (2d12) poison
damage on a failed save. Until this poison ends,
the damage the poison deals can't be healed by
any means. The poison lasts until it is cured by a
lesser restoration spell or similar magic.
Kikimore venom costs 450 gp per dose.
Kikimore Hatchling Kikimore Worker
Tiny monstrosity, unaligned Small monstrosity, unaligned

Armor Class 12 Armor Class 14 (natural armor)


Hit Points 7 (2d4 +2) Hit Points 13 (3d6 + 3)
Speed 40 ft., burrow 20 ft. Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 2 (-5) 10 (+0) 4 (-3) 10 (+0) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Damage Vulnerabilities fire Damage Immunities poison


Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11
Perception 10 Languages —
Languages — Challenge 1/2 (100 XP)
Challenge 1/8 (25 XP)
Pack Tactics. The kikimore has advantage on an
Pack Tactics. The kikimore has advantage on an attack roll against a creature if at least one of the
attack roll against a creature if at least one of the kikimore's allies is within 5 feet of the creature and
kikimore's allies is within 5 feet of the creature and the ally isn't incapacitated.
the ally isn't incapacitated.
Swarm Mind. While the kikimore can see a warrior
Swarm Mind. While the kikimore can see a warrior or queen kikimore friendly to it, the kikimore
or queen kikimore friendly to it, the kikimore ignores the effects of being frightened.
ignores the effects of being frightened. Virulent Venom. If the kikimore deals poison
damage to a creature, the target's hit point
Actions maximum is reduced by an amount equal to the
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., poison damage taken. If this effect reduces the
one target. Hit: 1 piercing damage plus 2 (1d4) target hit point maximum to 0, it has disadvantage
poison damage. on death saving throws. The reduction lasts until
the target finishes a short or long rest, unless the
target is poisoned.

Actions
Kikimore Hatchling Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage plus 3
Wandering Youngs. These juvenile kikimores are at best a (1d6) poison damage.
couple of days old, they usually linger under the warrior’s
protection until their exoskeleton hardens, but will often
wander away from the swarm. If nothing is left to eat, other
kikimore will start to feed on the hatchlings. Kikimore
hatchlings are still covered in the nutritious gel of their clutch
of eggs, that they consume over a week to grow to their adult Kikimore Warrior
size. The gel is still extremely flammable, making fire attacks
and spells a sure way to easily dispose of them. Protect the Colony. A kikimore warrior is a massive
insectoid recovered by a protective chitinous exoskeleton.
Kikimore Worker Kikimore warriors defend the workers and the kikimore
queen from intruders. They are very dutiful in this, killing
Lifeblood of the Colony. In the kikimores colonies, the anything that comes near the colony. Their hardy build and
workers are the lifeblood that allows the rest of the swarm to venomous bite allows them to stand against any foe, and
function and prosper. A worker on its own can be easily killed should the enemy attack from afar, they can dig underground,
by even a weak person. It is rare indeed, however, to come protected until they reach it. Kikimore workers react to
across an isolated individual, for kikimore workers usually pheromones emitted by kikimore warriors. On command, a
move in groups of a few to a dozen or so members. The only swarm of workers might begin burrowing tunnels near
defense against a swarm of kikimores available to a normal potential prey to allow for a surprise mass attack. However, if
person is to flee. Workers will usually not attack a creature the warrior guiding a swarm is eliminated, the swarm will
keeping its distance, unless they are on the hunt for the disperse and the workers cease digging. Other creatures
colony, in which case they will swarm mercilessly any prey exposed to kikimore warrior pheromones will react
they can detect. aggressively, attacking allies and foes at random.
Kikimore Swarm Kikimore Warrior
Large swarm of Small monstrosities, unaligned Large monstrosity, unaligned

Armor Class 14 (natural armor) Armor Class 17 (natural armor)


Hit Points 45 (7d10 + 7) Hit Points 73 (7d10 + 35)
Speed 40 ft., burrow 20 ft. Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 18 (+4) 8 (-1) 20 (+5) 4 (-3) 15 (+2) 5 (-3)

Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison


Damage Immunities poison Condition Immunities exhaustion, poisoned
Condition Immunities charmed, frightened, Senses darkvision 60 ft., tremorsense 30 ft., passive
paralyzed, petrified, poisoned, prone, restrained, Perception 12
stunned Languages —
Senses darkvision 60 ft., tremorsense 30 ft., passive Challenge 4 (1,100 XP)
Perception 11
Languages — Aggression Pheromone. If a creature that isn't an
Challenge 3 (700 XP) undead, construct, or elemental starts its turn
within 5 feet of the kikimore, the kikimore can
Swarm. The swarm can occupy another creature's force the creature to make a DC 13 Wisdom saving
space and vice versa, and the swarm can move throw if the kikimore isn’t incapacitated. On a
through any opening large enough for a Small failure, the target becomes charmed until the start
kikimore. The swarm can't regain hit points or gain of its next turn, a creature can choose to fail this
temporary hit points. saving throw if it wishes. While charmed by the
kikimore, the creature has advantage on melee
Virulent Venom. If the kikimore deals poison attack rolls against any creature that doesn't have all
damage to a creature, the target's hit point its hit points. If a creature's saving throw is
maximum is reduced by an amount equal to the successful, the creature is immune to the
poison damage taken. If this effect reduces the kikimore's Aggression Pheromone for the next 24
target hit point maximum to 0, it has disadvantage hours.
on death saving throws. The reduction lasts until
the target finishes a short or long rest, unless the Fortitude. The kikimore has advantage on Strength
target is poisoned. and Constitution checks and saving throws.
Virulent Venom. If the kikimore deals poison
Actions damage to a creature, the target's hit point
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., maximum is reduced by an amount equal to the
one target in the swarm's space. Hit: 10 (3d6) poison damage taken. If this effect reduces the
piercing damage, or 7 (2d6) piercing damage if the target hit point maximum to 0, it has disadvantage
swarm has half of its hit points or fewer. The target on death saving throws. The reduction lasts until
must make a DC 13 Constitution saving throw, the target finishes a short or long rest, unless the
taking 14 (4d6) poison damage on a failed save, or target is poisoned.
half as much damage on a successful one.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus
13 (2d12) poison damage, and the target must
succeed on a DC 13 Constitution saving throw or
be poisoned. The poisoned creature must repeat
the saving throw every 24 hours, taking 13 (2d12)
poison damage on a failed save. The poison lasts
until it is removed by the lesser restoration spell or
similar magic.

Reactions
Stalwart. When the kikimore is subjected to an
effect that would move it, knock it prone or stun it,
it can use its reaction to be neither moved, stunned
nor knocked prone.
Fooling Kikimores
Naturalists know that kikimores can communicate
with long lasting pheromones, marking areas as
dangerous or as a source of food. A character that
has proficiency with Alchemist's Tools or
Herbalism Kit, and access to the proper equipment,
can prepare an oil from the pheromone gland of a
kikimore. The oil has a value of 60 gp when it
comes to crafting (see crafting rules p.187 of the
Player's Handbook).
Kikimore Queen Kikimore Oil. One bottle of oil is enough to cover
Queen of the Deep. Kikimore Queens are amongst the the ground in a 20-foot square, lasting for 24
largest and most formidable insectoid breeds to ever plague hours, unless washed away by water prematurely.
the world, so large and terrifying that she can beat a giant Once applied to a surface the oil can have one of
prey into submission and dig entire networks of spacious the following effect, chosen at its creation:
tunnels in a region. Growing larger than a townhouse, these Threat: A kikimore that enters the area or ends
kikimores are an ancient species that had lived below the its turn there must succeed on a DC 12
ground long before the arrival of mankind, where she was Intelligence saving throw or become frightened
said to stalk and entrap whole herds of deep rothé and umber until it leaves the area.
hulk into its ravenous mouth, or fight and kill larger prey such Food: When a kikimore comes within 60 feet of
as fomorians in single combat. With civilization flourishing the area, the creature must succeed on a DC 12
over time, the echoes of life reached to the kikimore’s deep Intelligence saving throw or use its movement
burrows, intriguing the queens as to what might cause such on each of its turns to enter the area. When the
promising ruckus. creature has done so, it can’t willingly move
away from the area. If an affected creature takes
Insect Abomination. Life in a kikimore colony is centered damages or is otherwise harmed, the affected
creature can make an Intelligence saving throw
around a great, unceasingly procreating female. The queen to end the effect on itself.
bears more resemblance to the soldiers, mainly because of
her bulky body. She is a mass of insect abominations with no
eyes, which would be useless at the bottom of her dark lair.
The pieces of flesh that resemble ribs and hang from her
abdomen can either be ovipositors or atrophied limbs that
have no use in her function as a constant reproducer. Once A Kikimore Queen's Lair
the kikimore queen subdues her prey with flesh-dissolving The lair of a kikimore queen usually consists of an unstable
venom, the monster would begin to drink up the liquefied network of tunnels and caverns, deep below the ground.
innards of its victim. Navigating this labyrinth is a challenge on its own, as the risk
of getting lost or be victim of hidden pitfalls and cave-ins is a
constant threat. Deep inside the lair, in complete darkness,
lies the eggs chamber, filled with countless clutch of kikimore
eggs and the kikimore queen.
A kikimore queen encountered in her lair has a challenge
rating of 9 (5,000 XP).
Kikimore Queen Pacified. The creature is charmed, and is incapacitated
    while charmed in this way. Whenever the charmed
Huge monstrosity, unaligned
    target takes damage, it can repeat the saving throw,
Armor Class 20 (natural armor)     ending the effect on itself on a success. If a
Hit Points 149 (13d12 + 65)     creature's saving throw is successful, it is immune to
Speed 30 ft., burrow 20 ft.     this effect for the next 24 hours.
Virulent Venom. If the kikimore deals poison damage to
a creature, the target's hit point maximum is reduced
STR DEX CON INT WIS CHA by an amount equal to the poison damage taken. If this
23 (+6) 6 (-2) 20 (+5) 4 (-3) 17 (+3) 5 (-3) effect reduces the target hit point maximum to 0, it
has disadvantage on death saving throws. The
Saving Throws Str +9, Con +8 reduction lasts until the target finishes a short or long
Damage Immunities poison rest, unless the target is poisoned.
Condition Immunities blinded, exhaustion, poisoned
Senses blindsight 60 ft. or 10 ft. while deafened (blind Actions
beyond this radius), tremorsense 30 ft., passive Multiattack. The kikimore makes two attacks: one with
Perception 13 its bite and one with its stinger.
Languages —
Challenge 8 (3,900 XP) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) piercing damage. If the target
Pheromone Aura. If a creature that isn't an undead, is a Medium or smaller creature, it must succeed on a
construct, or elemental starts its turn within 20 feet of DC 15 Dexterity saving throw or be swallowed by the
the kikimore, the kikimore can force the creature to kikimore. A swallowed creature is blinded and
make a DC 15 Wisdom saving throw if the kikimore restrained, it has total cover against attacks and other
isn’t incapacitated. On a failure, the creature suffers effects outside the kikimore, and it takes 10 (3d6) acid
from one of the following effects, chosen by the damage at the start of each of the kikimore's turns. The
kikimore: kikimore can have only up to two creatures swallowed
at a time.
Aggression. The creature becomes charmed until the    If the kikimore takes 20 damage or more on a single
    start of its next turn; a creature can choose to fail turn from a creature inside it, the kikimore must
    this saving throw if it wishes. While charmed by the succeed on a DC 18 Constitution saving throw at the
    kikimore, the creature has advantage on melee end of that turn or regurgitate all swallowed creatures,
    attack rolls against any creature that doesn't have all which fall prone in a space within 10 feet of the
    its hit points. If a creature's saving throw is kikimore. If the kikimore dies, a swallowed creature is
    successful, it is immune to this effect for the next no longer restrained by it and can escape from the
    24 hours. corpse by using 10 feet of movement, exiting prone.
Threat. The creature becomes frightened until the start Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.,
    of its next turn. While frightened, it must one target. Hit: 13 (2d6 + 6) piercing damage, and the
    immediately use its reaction, if available, to move as target must make a DC 15 Constitution saving throw,
    far as its speed allows away from the kikimore. taking 26 (4d12) poison damage on a failed save, or
    The creature doesn’t move into obviously dangerous half as much damage on a successful one.
    ground, such as a fire or a pit. If a creature's saving
    throw is successful, it is immune to this effect for
    the next 24 hours.

Lair Actions
On initiative count 20 (losing initiative ties), the kikimore The lair trembles violently for a moment. Each creature
queen takes a lair action to cause one of the following effects; on the floor of the lair must succeed on a DC 13 Dexterity
the kikimore queen can't use the same effect two rounds in a saving throw or be knocked prone. Kikimores
row: automatically succeed the saving throw.
A swarm of kikimore hatchlings emerges from a clutch of
Part of the ceiling collapses above one creature inside the eggs. The swarm fills a 20-foot-radius space centered on a
lair. The creature must succeed on a DC 13 Dexterity point the kikimore queen chooses within 60 feet of it. The
saving throw or take 10 (3d6) bludgeoning damage and be swarm remains until the kikimore queen uses this lair
knocked prone and buried. The buried target is restrained action again, or dies. A creature that stars or ends its turn
and unable to breathe or stand up. A creature can take an in the swarm's space takes 7 (2d6) piercing damage plus 7
action to make a DC 10 Strength check, ending the buried (2d6) poison damage.
state on a success.
Leshen
Humans have long been fascinated by the wildwood—living
in it’s vicinity was the source of tales about creatures
ferocious and benign, friendly and hostile. As they started to
settle deeper and deeper into the forests, respect for the
unknown diminished. Lumber was gathered, stone abodes
were built. As the pestilence that was humanity grew bigger,
so did the forest’s and its inhabitants’ wrath.
Wrath of nature. At the heart of the forest lies a secret. In a
place born of darkness and primeval nature, resides a mighty
and terrifying guardian. Immune to human steel, it is believed
the leshen is nature’s way of protecting the forest and the
animals that live within it from the threat humans started to
pose upon their ravaging expansion deeper into the lands.
Sometimes called leshii or leszi, leshens are ancient and
powerful forest spirits. Possessing a deer skull as a head and
tree-like limbs, the sight of a leshen is a terrifying one.
Villagers sighting one passing between trees will usually be
clever enough to leave the woods at peace, a preferable fate
than to risk the ire of the creature.
All seeing Watcher. A leshen will turn nature itself against
those that trespass on his lands. They use their inborn magic
to control the plants and animals within their territory — and
so when stalking them, half the battle is merely getting near
enough to strike. Animals, even timid and harmless ones, will
be taken by a frenzy that will only stop with the death of the
intruders, attacking on sight anyone they cross path with.
Roots will sprout from the ground, trying to grapple, crush
and strangle the unwary, burying them into deep earthy
tombs, never to be seen again.
Thankfully, it's difficult to unknowingly stumble into the
territory of a leshen. The borders of its charge are warded
with totems made of roots, stones, plants and animal bones,
hanging from trees or stacked on mounds. One may also have
to destroy a leshen's warding totems to rid a forest of its
presence. The totems are the eyes and ears of the leshen
throughout the forest and crossing or destroying one is a sure
way to declare war on the creature. leshens are also known to Variant: The Marking
be able to appear and disappear unexpectedly near their Some Leshen and Ancient Leshen can "mark" a
totems. humanoid living in the same region, leaving them
alive and unhindered by the creature's magic until
Primeval Keeper. Leshens are the herald of nature in many it needs to sap energy from them. This can allow
ways, sometimes worshipped, this creature can heal other the leshen to bring itself back to life after being
slain. When it dies, the leshen can sap the life
woodland animals and fey, and are known to care for the ones energy from its marked host, killing them and using
left at their totems, even domestic pets. With time and efforts, their energy to rejuvenate. The only known way to
a druids can work in collaboration with them if a leshen prevent it is to kill the marked host before killing
comes to recognize the druid as part of his forest. Some call the leshen or to exile that person out of the
them the Old Gods, and believe they were here before the leshen's territory. A leshen with this option has the
divinities even existed. In some small and rural communities, following additional trait:
especially the ones far from major trade routes and
industrious cities, the leshen is the only god recognized by Rejuvenation. When the leshen is killed, if the
the villagers and the glade under his protection is considered humanoid it marked is alive and in the region of
sacred ground. Leshens found in this setting tend to be more the leshen's lair, it starts to reform in the woods
lenient toward lost souls wandering into their land, giving over the course of 1d10 days, regaining all its hit
them warning sign and trying to drive them off their territory points and becoming active again. If both the
instead of killing them outright. leshen and the marked host are simultaneously
dead, it can't rejuvenate.
Ancient Leshen: A green mist fill the lair. All creatures within 60 feet of the
leshen must succeed on a DC 18 Constitution saving
Deep into the darkest forest, where no man has set foot in throw, taking 13 (4d6) poison damage on a failed save, or
centuries, lurk the ancient leshen. These leshens remember half as much damage on a successful one.
the primal state of the world, when civilisation didn't exist and
when the forest was covering most of the land. They were Regional Effects
already old when dwarfs and elves were still young races. The region containing a leshen's lair is empowered by the
Untouched by time, leshens old enough to earn the creature's presence, creating the following magical effects:
appellation "ancient" wield greater powers and use advanced Beast creatures are empowered by the leshen's presence.
tactics that make them particularly dangerous. Giant and Dire version of beasts creatures are more
common here than anywhere else. Additionally Beast
Black Root: creatures within 6 miles of the lair that have an
Leshens called "black root" are unnatural, twisted creatures Intelligence score of 2 or lower are charmed by the leshen
that were corrupted or created by vile magic. All leshens are and are agressive toward intruders in the area.
caring for their land and protecting it jealously, but the black The leshen can alter the weather at will in a 6-mile radius
root is actually straying away from his territory, actively centered on its lair. The effect is identical to the control
leading travelers and commoners astray to slaughter them weather spell.
inside its land and abduct their children. A black root was The totems of a leshen allow him to watch over his
created by a night hag or a crone. By kidnapping a child from territory within 6 miles of its lair. The effect is similar to
a village, trapping him into a tree trunk inside the leshen's lair the arcane eye spell, but the eye cannot move away from
and letting him starve to death there, a crone can corrupt a the totem.
leshen with her magic. The tree will soon grow out of When the leshen dies, all of these regional effects fade over
proportion, turning into a twisted blighted thing, sprouting 1d10 days.
gigantic black roots where blights plants (p.31 MM) start to
grow and infest the region.
A Leshen's Lair Black Root Regional Effects
A leshen lives in deep forest, usually near a grove or a Use these regional effects for a Black Roots Leshen
clearing with a large concentration of totems made of natural instead:
materials and animal bones.
Blights creature (p.31 MM) appear near the
LAIR ACTIONS blighted tree in the lair of the leshen and start
On initiative count 20 (losing initiative ties), the leshen takes a to spread their poison and uproot healthy
lair action to cause one of the following magical effects: plants, replacing them with brambles, toxic
weeds, and others of their kind. In time, any
Roots and plants burst out of the ground, grappling and land or forest near the region will turn into a
lashing at creatures. The area within 60 feet around the place of corruption.
leshen becomes difficult terrain until initiative count 20 on The leshen can alter the weather at will in a 6-
the next round. Huge or larger creatures are not affected. mile radius centered on its lair. The effect is
The leshen and allied creatures within 60 feet of the it are identical to the control weather spell.
Beasts creatures inside the region look sickish
healed of 18 (4d8) hit points. and unhealthy, carrying diseases. Eating game
from this region expose a creature to the
effects of the contagion spell, at DC 13.
Leshen Magic Resistance. The leshen has advantage on saving
throws against spells and other magic effects.
Large fey, neutral
Totem Stride. Once on its turn, the leshen can use 10
Armor Class 17 (natural armor) feet of its movement to step magically into one of his
Hit Points 210 (20d10 + 100) totem within its reach and emerge from a second
Speed 30 ft. totem within its territory, appearing in an unoccupied
space within 5 feet of the second totem.
STR DEX CON INT WIS CHA Actions
24 (+7) 9 (-1) 20 (+5) 13 (+1) 16 (+3) 10 (+0) Multiattack. The leshen makes two melee attacks.
Saving Throws Str +12, Con +10, Wis +8 Claws. Melee Weapon Attack: +12 to hit, reach 10ft.,
Skills Perception +8 one target. Hit 25 (3d10 + 7) slashing damage.
Damage Immunities poison, bludgeoning, piercing, Roots Strike (Recharge 5-6). The leshen targets up to
slashing from nonmagical weapons two creatures that it can see within 90 feet of it. Each
Damage Vulnerabilities fire target must succeed on a DC 17 Dexterity saving
Condition Immunities frightened, paralyzed, poisoned throw or take 17 (3d6 + 7) bludgeoning damage and
Senses darkvision 120ft, passive Perception 18 the target is grappled (escape DC 17). Until this
Languages Druidic, Sylvan but doesn't speak. grapple ends, the target is restrained. When a creature
Challenge 14 (11,500 XP) ends its turn restrained by this power it takes an extra
17 (3d6 + 7) bludgeoning damage as the roots
Innate Spellcasting. The leshen's innate spellcasting contract to crush it.
ability is Wisdom (spell save DC 16). The leshen can
innately cast the following spells, requiring no material Call Primal Beast (2/Day). The leshen chooses what to
components: summon and attempts a magical summoning. The
leshen can summon 1d6 Primal Murder of Crows, 1d3
At will: druidcraft, grasping vine, speak with plants, +1 Primal Wolves or 1 Primal Bear. A summoned
plant growth creature appears in an unoccupied space within 60 feet
2/day each: insect plague, polymorph, wall of thorns of the leshen, acts as an ally of its leshen. It remains for
l hour, until it or its leshen dies, or until the leshen
Magic Attacks. The leshen's weapon attacks are dismisses it as an action.
magical.

Black Root 2/day each: blight, cloudkill, dispel magic


1/day each: hallucinatory terrain, harm
Large fey, neutral evil
Magic Attacks. The leshen's weapon attacks are
Armor Class 18 (natural armor)
magical.
Hit Points 210 (20d10 + 100)
Speed 30 ft. Magic Resistance. The leshen has advantage on saving
throws against spells and other magic effects.
STR DEX CON INT WIS CHA Rejuvenation. If the black root is destroyed, it regains all
its hit points in 1d4 hours and emerge from the roots
24 (+7) 9 (-1) 20 (+5) 13 (+1) 10 (+0) 18 (+4) of its blighted tree unless a greater restoration or wish
spell is cast on the tree and the corpses of the children
Saving Throws Str +12, Con +10, Cha +9 are given a proper burial.
Skills Perception +8
Damage Immunities necrotic, poison, bludgeoning, Actions
piercing, slashing from nonmagical weapons
Multiattack. The leshen makes two melee attacks.
Damage Vulnerabilities radiant
Condition Immunities frightened, paralyzed, poisoned Claws. Melee Weapon Attack: +12 to hit, reach 10ft.,
Senses darkvision 120ft, passive Perception 18 one target. Hit 25 (3d10 + 7) slashing damage plus 14
Languages Abyssal, Sylvan but doesn't speak. (3d8) necrotic damage.
Challenge 16 (15,000 XP)
Life Drain (Recharge 5-6). The leshen targets up to three
Innate Spellcasting. The leshen's innate spellcasting creatures that it can see within 10 feet of it. Each
ability is Charisma (spell save DC 17). The leshen can target must succeed on a DC 17 Constitution saving
innately cast the following spells, requiring no material throw or take 21 (6d6) necrotic damage, and the
components: leshen regains hit points equal to the total damage
dealt to all targets.
Ancient Leshen Actions
Large fey, neutral Multiattack. The leshen makes two melee attacks.
Armor Class 20 (natural armor) Claws. Melee Weapon Attack: +14 to hit, reach 10ft.,
Hit Points 311 (27d10 + 162) one target. Hit 26 (3d10 + 8) slashing damage.
Speed 30 ft.
Roots Strike (Recharge 5-6). The leshen targets up to
two creatures that it can see within 90 feet of it. Each
STR DEX CON INT WIS CHA target must succeed on a DC 19 Dexterity saving
throw, taking 22 (3d8 + 8) bludgeoning damage and
26 (+8) 9 (-1) 22 (+6) 13 (+1) 18 (+4) 14 (+2) being grappled (escape DC 19) on a failed save. Until
this grapple ends, the target is restrained. When a
Saving Throws Str +14, Con +12, Wis +10, Cha +8 creature ends its turn restrained by this power it takes
Skills Perception +10 an extra 22 (3d8 + 8) bludgeoning damage as the roots
Damage Immunities poison, bludgeoning, piercing, contract to crush it.
slashing from nonmagical weapons
Damage Vulnerabilities fire Call Primal Beast (4/Day). The leshen chooses what to
Condition Immunities frightened, paralyzed, poisoned summon and attempts a magical summoning. The
Senses darkvision 120ft, passive Perception 20 leshen can summon 1d6 Primal Murder of Crows, 1d3
Languages Druidic, Sylvan but doesn't speak. +1 Primal Wolves or 1 Primal Bear. A summoned
Challenge 20 (25,000 XP) creature appears in an unoccupied space within 60 feet
of the leshen, acts as an ally of its leshen. It remains for
l hour, until it or its leshen dies, or until the leshen
Innate Spellcasting. The leshen's innate spellcasting dismisses it as an action.
ability is Wisdom (spell save DC 18). The leshen can
innately cast the following spells, requiring no material
components:
Legendary Actions
The leshen can take 3 legendary actions, choosing from
At will: druidcraft, grasping vine, speak with plants, the options below. Only one legendary action option
plant growth can be used at a time and only at the end of another
2/day each: insect plague, polymorph, wall of thorns creature's turn. The leshen regains spent legendary
1/day: etherealness, storm of vengeance actions at the start of its turn.
Legendary Resistance (3/Day). If the leshen fails a Claws. The leshen makes one claws attack.
saving throw, it can choose to succeed instead. Cast a Spell (Costs 2 Actions). The leshen casts a spell
from its list of Innate Spellcasting, using a daily use
Magic Attacks. The leshen's weapon attacks are magical. as normal.
Magic Resistance. The leshen has advantage on saving Flock of Crows (Costs 2 Actions). The leshen turns
throws against spells and other magic effects. into a flock of crows and teleports, along with any
equipment it is wearing or carrying, up to 120 feet
Regeneration. The leshen regains 20 hit points at the to an unoccupied space it can see.
start of its turn if it has at least 1 hit point. If the leshen Call Lightning (Costs 3 Actions). The leshen targets
takes fire damage this trait doesn't function at the start one creature that it can see within 120 feet of it. The
of the leshen's next turn. target must succeed on a DC 19 Dexterity saving
Totem Stride. Once on its turn, the leshen can use 10 throw, taking 44 (8d10) lightning damage on a failed
feet of its movement to step magically into one of his save, or half as much damage on a successful one.
totem within its reach and emerge from a second
totem within its territory, appearing in an unoccupied
space within 5 feet of the second totem.
Morvudd

T
hese denizens of dark and ancient woods are Chort
some of the most dangerous monsters known
to man. Morvudds are walking mountains of Chorts are the somewhat smaller kin of morvudds. Yet any
muscle capped with horned, tooth-filled heads. adventurer who thinks their diminutive stature means they
Like their smaller cousins, chorts, they live in present no danger commits a grave error — the kind that can
thick forests, swamps and bogs. When end his career permanently. Chorts fight with little finesse,
possible, they avoid humans, but when running straight towards their opponent and trying to mow
confronted, they kill them — and without much difficulty. him to the ground with the force of their charge. After
downing their foe, they bite, kick, and strike with their claw-
Mistaken Folktale. Legends often mistake morvudds for tipped paws.
sylvans, ascribing to them the ability to speak, stand on two
legs, gobble up cabbage, play pranks and work mischief
around the household. The arrival of a true morvudd in a
region soon puts an end to such tales. The creatures do not Third Eye of a Morvudd
speak, at best communicating with each other through The third eyes of morvudds and chorts are
grunts, snorts and moans. They get about on four legs, and as powerful magically charged organs. This disturbing
for their "mischief"... they destroy farmsteads, devouring appendice doesn't die with the morvudd. It's still
anything that can be devoured, including cabbage, if such is alert even after the creature's death. If harvested
available, but also extending to poultry, pork, the family dog, from the corpse of the creature, it can be used as
an alternative spell component. The third eye can
and then the family itself. be consumed to substitute any magical component
of up to 5,000 gold pieces value; the eye is
Hulking Menace. Their size alone makes morvudds and destroyed in the process. For this reason many
chorts extremely dangerous — one blow from their powerful wizard will pay a good price for it and some
paws can kill a knight along with its fully-armored mount. particularly brave and skilled hunters have made a
Their enormous heft also makes them almost invulnerable to lucrative carrier out of hunting the monster.
mundane weapons; the only sure way to put them down is
magic and enchanted weapons. Furthermore, any wounds
they receive heal at lightning speed. When a morvudd is
gravely wounded, it will fight with increased aggressiveness,
caring little for its own security while it deals tremendous
damage to what stands in its path. Morvudds are cunning
fighters: if they are gravely wounded, they will retreat,
counting on their regenerative ability, and charge back into
the fight, completely healed.
Third Eye. As if they weren't already tough enough,
morvudds need not rely on their strength and stamina alone
when fighting. Inexperienced hunters assume that the only
danger coming from morvudds is physical, they will die in the
seconds that follow. Morvudds can call on a more refined
weapon: the third eye located in the center of their forehead.
They can use it to impede their prey with an array of powers.
When this occurs, their victim does not see anything beyond
this single burning eye — the last thing they see before their
death. The morvudd’s third eye defines this monster as a
force with which to be reckoned.
Controversial Origin. Many theories abound on the origins
of morvudds. The most popular ones give them a demonic
ancestry, but truthfully none has ever be seen collaborating
with demons or devils. Others believe them to have originated
from the Feywild, basing this assumption on the somewhat
similar powers they share with fomorians. It's true that these
twisted giants have been known to take "pets", but imagining
that the ferocious morvudds could have ever been one of
them is a conclusion that few are willing to make.
Restless Eye
Chort Actions
Large monstrosity, chaotic evil Multiattack. The chort use its Third Eye and makes two
claw attacks.
Armor Class 14 (natural armor)
Hit Points 131 (12d10 + 72) Antlers. Melee Weapon Attack: +11 to hit, reach 5ft.,
Speed 50 ft. one target. Hit: 20 (3d8 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 21 (4d6 + 7) slashing damage.
24 (+7) 10 (+0) 22 (+6) 6 (-2) 13 (+1) 9 (-1) Third Eye. The chort magically forces a creature it can
see within 60 feet of it to make a DC 15 Charisma
Skills Athletics +11, Perception +9, Stealth +4 saving throw. If it fails, it comes under one of the
Damage resistances bludgeoning, piercing, and slashing following effects, chosen at random:
from nonmagical weapons 1. Asleep. The target falls unconscious. It wakes up if it takes
Senses darkvision 120 ft., passive Perception 19 any damage or if another creature uses its action to shake
Languages understands Abyssal but cannot speak the sleeper awake.
Challenge 10 (5,900 XP) 2. Panicked. The target is frightened. On each of its turns,
the frightened creature must take the Dash action and
Devastating Charge. If the chort moves at least 20 feet move away from the chort by the safest and shortest
straight toward a target and then hits it with an antler available route, unless there is nowhere to move. If the
attack on the same turn, the target takes and extra 11 target moves to a place at least 60 feet away from the
(2d10) piercing damage. If the target is a creature, it chort where it can no longer see it, this effect ends.
must succeed on a DC 15 Strength saving throw or be 3. Sickened. The target has disadvantage on attack rolls and
knocked prone, in which case the chort can make
ability checks. The creature can repeat the saving throw at
another attack with its claws against it as a bonus
the end of each of its turns, ending the effect on itself on
action.
a success.
Regeneration. The chort regains 10 hit points at the
start of its turn if it has at least 1 hit point.
Actions
Restless Eye
Wondrous item, rare, cursed (requires attunement)
Optional: Curse of the Restless Eye.
This fleshy, evil-looking eye is the Third Eye of a fallen When a morvudd dies, the nearest intelligent
morvudd or chort. The eye merges with your forehead, creature to its body must make a DC 18 (DC 15 for
blinking and staring independently from your eyes. The eye a chort) Wisdom saving throw. In case of failure,
has 3 charges, and it regains 1d3 expended charges daily at the creature gains a form of indefinite madness: "I
dawn. You can use an action to expend 1 of its charges to cast must keep the eye at all cost; it's now my most
the eyebite spell at DC 15 from it. Additionally you gain treasured possession".
proficiency with the Wisdom (Perception) skill or gain
advantage on this roll if you are already proficient.

Curse. The eye is cursed: a fact that is revealed only when an


identify spell is cast on the eye or you attune to it. Attuning to
the eye curses you until you are targeted by the remove curse
spell or similar magic; extracting the eye — a dangerous
operation — fails to end the curse. While cursed, if you have a
neutral or good alignment, each long rest you must succeed
on a DC 18 Charisma saving throw, suffering from a short-
term madness (p. 259 of the Dungeon Master Manual) on a
failed save. If the save fails by 5 or more, you also suffer from
a long-term madness. The short-term and long-term
madnesses can be ended with the greater restoration spell or
similar magic.
Morvudd Regeneration. The morvudd regains 20 hit points at the
start of its turn if it has at least 1 hit point.
Large monstrosity, chaotic evil

Armor Class 16 (natural armor) Actions


Hit Points 172 (15d10 + 90) Multiattack. The morvudd use its Third Eye and makes
Speed 50 ft. three attacks: one with its bite and two with its claws.
Antlers. Melee Weapon Attack: +12 to hit, reach 5ft.,
STR DEX CON INT WIS CHA one target. Hit: 25 (4d8 + 7) piercing damage.
24 (+7) 10 (+0) 22 (+6) 7 (-2) 13 (+1) 9 (-1) Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 29 (4d10 + 7) slashing damage.
Skills Athletics +12, Perception +11, Stealth +5 Claws. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Damage resistances fire, lightning; bludgeoning, one target. Hit: 24 (5d6 + 7) slashing damage.
piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 21 Third Eye. The morvudd magically forces a creature it
Languages understands Abyssal but cannot speak can see within 60 feet of it to make a DC 17 Charisma
Challenge 14 (11,500 XP) saving throw. If it fails, it comes under one of the
following effects, chosen at random:
Blinding Gaze. When a creature that can see the 1. Asleep. The target falls unconscious. It wakes up if it takes
morvudd's third eye starts its turn within 30 feet of the any damage or if another creature uses its action to shake
morvudd, the morvudd can force it to make a DC 17 the sleeper awake.
Charisma saving throw if the morvudd isn't 2. Madness. The target is charmed. The charmed creature
incapacitated and can see the creature. If the saving behaves as if under the effects of the confusion spell
throw fails, the creature is blinded until the end of its during combat. The creature can repeat the saving throw
next turn. Unless surprised, a creature can avert its eyes
at the end of each of its turns, ending the effect on itself
to avoid the saving throw at the start of its turn. If the
on a success.
creature does so, it has disadvantage on attack rolls
against the morvudd until the start of its next turn. If 3. Dazed. The target is charmed. While charmed by this
the creature looks at the morvuud in the meantime, it effect, the creature is incapacitated and has a speed of 0.
must immediately make the saving throw. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Devastating Charge. If the morvudd moves at least 20 4. Weakened. The creature has disadvantage on Constitution
feet straight toward a target and then hits it with an checks and Constitution saving throws. In addition,
antler attack on the same turn, the target takes and whenever the creature takes damage, it is stunned until
extra 11 (2d10) piercing damage. If the target is a the end of its next turn. The creature can repeat the
creature, it must succeed on a DC 17 Strength saving saving throw at the end of each of its turns, ending the
throw or be knocked prone, in which case the morvudd
effect on itself on a success.
can make another attack with its claws against it as a
bonus action.

Relic Morvudd
Crossing's Guardians. Morvudds nicknamed “relic” are
ancestral creatures that may have inspired many tales about
classic underworld guardians. These hulking monstrosities
lurk and establish their lairs near crossings to other planes.
They can instinctively feel where the barrier between the
worlds are thin and are attracted to such places. As they feed
on the lingering magical energies, they grow even larger,
rivaling in size with giants, and gain increasingly more
magical abilities.
Natural Border. Few creatures can stand against a relic
morvudd. They are usually at the top of the food chain in the
region, killing any other predator that steps into its territory.
They live in vast expanses of dark forest, in the deepest parts
of the wood. The monster leaves corridors of broken trees
and deep hoofed prints, making it quite easy to track down
and to delimit its territory. However, clever rangers usually
take these signs as natural borders and warn folks not to go
any further. Some things are simply better left alone.
Relic Morvudd Claws. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 26 (5d6 + 9) slashing damage.
Huge monstrosity, chaotic evil
Third Eye. The morvudd magically forces a creature it
Armor Class 16 (natural armor) can see within 60 feet of it to make a DC 19 Charisma
Hit Points 270 (20d12 + 140) saving throw. If it fails, it comes under one of the
Speed 60 ft. following effects, chosen at random:
1. Asleep. The target falls unconscious. It wakes up if it takes
STR DEX CON INT WIS CHA any damage or if another creature uses its action to shake
the sleeper awake.
28 (+9) 8 (-1) 24 (+7) 8 (-1) 15 (+2) 9 (-1)
2. Madness. The target is charmed. The charmed creature
behaves as if under the effects of the confusion spell
Saving Throws Str +15, Con +13, Cha +5 during combat. The creature can repeat the saving throw
Skills Athletics +15, Perception +14, Stealth +5
at the end of each of its turns, ending the effect on itself
Damage resistances fire, lightning; bludgeoning,
on a success.
piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 24 3. Weakened. The creature has disadvantage on Constitution
Languages understands Abyssal but cannot speak checks and Constitution saving throws. In addition,
Challenge 20 (25,000 XP) whenever the creature takes damage, it is stunned until
the end of its next turn. The creature can repeat the
Blinding Gaze. When a creature that can see the saving throw at the end of each of its turns, ending the
morvudd's third eye starts its turn within 30 feet of the effect on itself on a success.
morvudd, the morvudd can force it to make a DC 19 4. Feeblemind. The target takes 14 (4d6) psychic damage
Charisma saving throw if the morvudd isn't and the creature’s Intelligence and Charisma scores
incapacitated and can see the creature. If the saving become 1. The creature can’t cast spells, activate magic
throw fails, the creature is blinded until the end of its items, understand language, or communicate in any
next turn. Unless surprised, a creature can avert its eyes intelligible way. The creature can, however, identify its
to avoid the saving throw at the start of its turn. If the friends, follow them, and even protect them. At the end of
creature does so, it has disadvantage on attack rolls each day, the creature can repeat the saving throw, ending
against the morvudd until the start of its next turn. If the effect on itself on a success. The effect can also be
the creature looks at the morvuud in the meantime, it ended by greater restoration, heal, or wish.
must immediately make the saving throw.
Devastating Charge. If the morvudd moves at least 20 Legendary Actions
feet straight toward a target and then hits it with an The morvudd can take 3 legendary actions, choosing
antler attack on the same turn, the target takes and from the options below. Only one legendary action
extra 16 (3d10) piercing damage. If the target is a option can be used at a time and only at the end of
creature, it must succeed on a DC 19 Strength saving another creature's turn. The morvudd regains spent
throw or be knocked prone. If the target is prone, the legendary actions at the start of its turn.
morvudd can make another attack with its claws
against it as a bonus action. Move. The morvudd moves up to its speed without
provoking opportunity attacks.
Legendary Resistance (3/Day). If the morvudd fails a Claws. The morvudd makes one claw attack.
saving throw, it can choose to succeed instead. Third Eye (Costs 2 Actions). The morvudd uses its
Regeneration. The morvudd regains 20 hit points at the Third Eye.
start of its turn if it has at least 1 hit point. Eye Ray (Costs 3 Actions). The morvudd targets a
creature that it can see within 60 feet of it. The
Actions target must make a DC 19 Constitution saving
throw, taking 36 (8d8) necrotic damage on a failed
Multiattack. The morvudd use its Third Eye and makes save, or half as much damage on a successful one. If
three attacks: one with its bite and two with its claws. the saving throw fails by 5 or more, the target
Antlers. Melee Weapon Attack: +15 to hit, reach 5 ft., instead takes 64 necrotic damage. The target dies if
one target. Hit: 31 (5d8 + 9) piercing damage. reduced to 0 hit points by this ray.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 36 (5d10 + 9) slashing damage.
Necrophage

N
ecrophage is a loose term that designate
undead creatures feeding on humanoid
corpses. To the contrary of many undead,
they can usually be found around
civilisation, their main source of food.
Necrophage are a real plague, not only do
they often spread diseases, but they are
certainly not above killing to fulfil their craving for flesh.
Undead Nature A necrophage doesn't require air, drink or
sleep.

Crypt Horror
Crypt horrors are a variation of the common ghouls who have
consumed the blood of a vampire, giving the creature an
increased in supernatural size and strength. The malformed
monstrosities known as crypt horrors are, thankfully, a rare
sight. Spoken of in hushed whispers by night watchmen, old
priests, grave-keepers and other nocturnal citizens, the few
persistent reports of these looming and moon-mad fiends are
dismissed as the ravings of superstitious fools. At best, they
are thought to be exaggerated sightings of unnaturally large
ghouls or ghast. Unfortunately for the mortal world, the
stories are often accurate, for crypt horrors are very real.
Bloody Ascension. Once a ghoul has drunk the blood of a
vampire, its eyes turn red and it goes into a killing frenzy.
During this stage of the transformation, the crypt horror
would pull down weaker members of its own pack, dragging
its screeching prey into an open grave or a shattered tomb in
order to consume its gruesome feast undisturbed. After
finishing its cannibalistic orgy, the swollen ghoul will crawl
back to its awaiting master, hoping for another draught of its
vampiric blood. This transformation continues until by the
coming of the next full moon, the new crypt horror will have
grown to several times its original size and ferocity, thanks to
the unnatural blood of the vampire and the consumption of
extraordinary amounts of flesh.
Frenzied Monstrosity. In battle, crypt horrors muscle their Titanic Brute. A crypt horror typically towers over its smaller
way towards the front lines, eyes glowing with dire light. They ghoul brethren, and though it retains the characteristic stoop
use shattered gravestones, tomb statuary and cemetery and loping gait of its former life, its sinews become hard as
railings to smash aside those brave enough to stand before iron. Bony growths and protrusions push out from the
them, but it is their meat-encrusted fangs and talons that are creature's spine, and talons lengthen from splayed, dextrous
to be avoided at all costs. Even a shallow wound from a crypt hands. The potent diet of ghoul flesh washed down with
horror bears enough poisonous rot to kill a horse. One vampiric blood wreaks changes inside as well as out. Though
daunting fact about crypt horrors is their ability to resist most the crypt horror's freakish metabolism will soon drive the
form of conventional protection against the undead. They can creature's body to consume itself, in the meantime, the fiend's
pass the sacred seals protecting unviolated burial crypts constitution is such that it can reknit even the most horrific
without as much as a shudder, or step into hallowed ground wound with little effort. This is the main reason why the more
without any difficulty. The energies animating them even elitist vampire cliques tolerate these foul monsters. Dark
make them immune to the turning ability of the most magic, the sustaining power of necromancy, literally runs in a
powerful priests. Despised by the living and the dead alike, crypt ghoul's veins, and therefore the sheer violence it can
crypt horrors are creatures to be truly feared. unleash is not to be underestimated.
Crypt Horror Regeneration. The crypt horror regains 20 hit points at
the start of its turn. If the crypt horror takes radiant or
Large undead, chaotic evil
fire damage, this trait doesn't function at the start of
Armor Class 13 (natural armor) the crypt horror's next turn. The crypt horror is
Hit Points 125 (10d10 + 70) destroyed only if it starts its turn with 0 hit points and
Speed 40 ft. doesn't regenerate.

Actions
STR DEX CON INT WIS CHA Multiattack. The crypt horror makes three melee
22 (+6) 14 (+2) 24 (+7) 6 (-2) 13 (+1) 8 (-1) attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 15 (2d8 + 6) slashing damage. If the target
Condition Immunities charmed, exhaustion, frightened, is a creature other than an elf or undead, it must
paralyzed, poisoned succeed on a DC 13 Constitution saving throw or be
Senses darkvision 60 ft., passive Perception 11 paralyzed for 1 minute. The target can repeat the
Languages Common saving throw at the end of each of its turns, ending the
Challenge 8 (3,900 XP) effect on itself on a success.
Frightful Presence. Each non-undead creature that is Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
within 60 feet of the crypt horror and aware of it must target. Hit: 17 (3d6 + 6) piercing damage plus 14
succeed on a DC 15 Wisdom saving throw or become (4d6) poison damage.
frightened for 1 minute. A creature can repeat the Slam (Recharge 5-6). The crypt horror slams the ground
saving throw at the end of each of its turns, ending the with tremendous strength, creating shockwaves. Each
effect on itself on a success. If a creature's saving creature within 10 feet of it must succeed on a DC 15
throw is successful or the effect ends for it, the Strength or Dexterity saving throw (creature's choice)
creature is immune to the crypt horror's Frightful or be knocked prone and take 24 (4d8 + 6)
Presence for the next 24 hours. bludgeoning damage. On a successful save, the target
takes only half the damage and isn't knocked prone.
Turning Defiance. The crypt horror is immune to effects
that turn undead and to magical effects that prevent
undead to enter an area, such as the magic circle or
hallow spells.

Demonic Crypt Horror


Many believe that ghasts are the most fearsome of
all ghouls, but it is unfortunately incorrect. Though
different in the making than classic crypt horrors,
the demon lord Orcus sometimes invest a chosen
ghast with even greater power, mutating it into a
crypt horror. These "ghoul lords" wreak havoc over
entire regions in the name of their demon master,
followed by hordes of their lesser kind.
Drowner
When at the water's edge, you gotta be quiet. First of all, so as Drowned Dead
not to scare the fish. Second — so you don't attract Particularly strong and dangerous drowners are known as
drowners.''— Yanneck of Blaviken, fisherman drowned dead, vodniks and mucknixers. Simple people see
Watery Death. Sometimes a drowned man returns as a no difference between the drowner and the drowned dead —
monster, to haunt the living. Such creature is called a encountering either of them is equally deadly. We might
drowner and resembles a corpse dredged from the bottom of suppose, though, that the most gloomy legends pretending
a pond. Skinny and humped, with its huge head, slightly they can make you drown in the middle of a desert concern
protruding belly and concave chest, the drowner became a the drowned dead rather than drowners.
creature that is half-scary, half grotesque. Its eyes are round Drowned dead arise from the corpse of an executed criminal
and fishlike, granting it a rather dumb expression. It also has tossed into the water, while vodniks are the corpses of
wide palms and membranes between its fingers as well as a drowned drunkards. Mucknixers are far rarer, for they come
fin. A Drowner lives underwater and is awkward when on dry from a necromantic ritual where the victim is purposely
land... It is sickly blue or green in color, with slime and sludge drowned to rise as an undead.
oozing out of every pore and the acrid stench of rot wafting
off of it. That is why drowners – along with their more
dangerous cousins: vodniks, mucknixers and drowned dead –
arise from the bodies of those who drown in shallow water:
lost travelers falling into bogs, children who swim too far
from the shore or, in the case of vodniks, inebriated peasants
who stumble off narrow swamp trails.
Pack Hunter. Drowners are predominantly pack creatures by
nature, usually hunting in groups of three or greater. Once
they have spotted a prey, they will burrow into the ground.
This is a sure warning sign that they’re preparing an ambush
and will try to leap at a prey from beneath the ground. One
should always watch for disturbances at its feet when in a
swamp. Individually drowners are not much of a threat, but
they can become quite dangerous when attacking in pack.
Aside from their numbers, their attacks are quite fast and can
have surprising range as they usually do leaping jump-strikes;
above all else, one should never let itself get surrounded by
them. Drowners react to the deaths of their fellows by
screaming in pain. This show of mourning leaves them
defenseless for several seconds. As they are already dead,
drowners do not fear poisons, and even a large loss of blood
makes no impression on them.
Stalking Scavenger. Drowners are quite often found at the
banks of huge river with regular shipping and riverside
villages provides them with ample sustenance. Cowardly
creatures by nature, they usually stick to eating scraps they
dig out of rubbish piles and animal carcasses. Yet if a lone
traveler or careless fisherman strays into their territory, they
turn from scavengers to fearsome predators. If not
particularly hungry at the moment, they will keep their prey
under the water for a few days, aging it until it grows
deliciously tender and rotten. Drowners are particularly
active at dusk and during the night, especially if the rain is
falling, at such times they will even leave their watery homes
and venture inland.
Drowner Drowned Dead
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 22 (5d8) Hit Points 53 (7d8 + 21)
Speed 30 ft., burrow 10 ft., swim 30 ft. Speed 30 ft., burrow 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 5 (-3) 10 (+0) 6 (-2) 15 (+2) 16 (+3) 16 (+3) 8 (-1) 13 (+1) 10 (+0)

Skills Stealth +4 Skills Perception +3, Stealth +5


Damage Vulnerabilities fire, radiant Damage Vulnerabilities fire, radiant
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
poisoned poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 10 Perception 13
Languages - Languages -
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Pack Tactics. The drowner has advantage on attack Blood Frenzy. The drowned dead has advantage on
rolls against a creature if at least one of the melee attack rolls against any creature that doesn't
drowner's allies is within 5 feet of the creature and have all its hit points.
the ally isn't incapacitated.
Drowning Aura. Any living, breathing creature that
starts its turn within 10 feet of the the drowned
Actions dead must succeed a DC 13 Constitution saving
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., throw. On a failed save, a creature begins to drown
one target. Hit: 7 (2d4 + 2) slashing damage. and is restrained. The restrained creature must
Instead of dealing damage, the drowner can grapple repeat the saving throw at the end of its next turn.
the target (escape DC 12). On a success, the effect ends on the creature. On a
failure, the creature falls to 0 hit points and starts
Drag Under. The drowner can drag in deep waters or making death saving throws. If a creature's saving
mud a grappled, incapacitated, paralyzed or stunned throw is successful or the effect ends for it, the
target. The target must succeed on a DC 12 creature is immune to the drowned dead's
Strength saving throw or take 8 (2d6 + 1) Drowning Aura for the next 24 hours. Amphibious
bludgeoning damage and be knocked prone and creatures are not affected.
buried in mud. The buried target is restrained and
unable to breathe or stand up. A creature can take Actions
an action to make a DC 10 Strength check, ending
the buried state on a success. Multiattack. The drowned dead makes two claws
attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Instead of dealing damage, the drowner can grapple
the target (escape DC 13).

Reactions
Uncanny Dodge. When an attacker hits the drowned
dead with an attack it can use his reaction to half
the damage, provided it isn’t blinded and deafened.
Dark Soul. Like ghastly glowworms, their bodies emit a pale
Foglet light they use to lure those lost in the fog towards the ravines,
If night ever catches you in the swamps, stay put and wait for swamps or caves in which they make their lairs. Legends say
dawn, even if it means standing waist-deep in water with that foglets are will-o’-wisps coming from the soul of truly
leeches crawling down your trousers. Most important of all, if despicable killers. After a time, once they consumed enough
you see a light in the fog, never, and I mean never, go towards life force, they inhabit a corpse and twist it into a monstrous
it. — Johannes Strudd, guide foglet, becoming material and free to kill once more. In parts
of the world where the evil lights are common occurrences,
Lurker in the Fog. Fog is the traveler's foe. In the forest, it cultures tend to practice cremation as a funeral rites, to
can make one lose one's way, at sea, it can send one sailing prevent corpse to be inhabited by these spirits.
into the rocks. Yet such dangers are nothing compared to the Eerie Land. Foglets can appear wherever thick fog arises:
monsters known as foglets which sometimes lurk within it. swamplands, mountain passes or the shores of rivers and
These creatures have powerful arms and claws, yet what lakes. If no fog is forthcoming, they can create or summon it
makes them truly dangerous is their mastery of deception, themselves. By manipulating fog they can separate travelers
beguilement and disorientation. Many times they need not from each other, hide trails and deafen noise. While foglets
attack at all, instead simply driving their prey to madness or can disappear at will, watching for moving patches of fog or
into boggy marshlands, after which they wait patiently for it grass swaying in a path leading directly to their victims is one
to drown in the muddy waters. way to identify their location.
Vicious Fighter. Rapidly thickening fog tends to be a sign
that foglets are close. When fighting foglets, an adventurer
must remain calm and keep his wits about him no matter
what. Since foglets can take on immaterial form, a slight
shimmer of air or a rustle in the grass might be the only clues
an adventurer has to their location. Foglets create illusions of
themselves that can cause physical harm, while the real
foglet stalks the area.
Ignis Fatuus
Particularly old and vicious foglets are called ignis fatuus.
Over their long existence they have mastered the art of
trickery and can dissimulate their lair through intricate
illusions. They will often attract other wicked souls, will-o’-
wisp, and have the ability to summon a deadly lingering fog.
Ignis Fatuus's Lair
Ignis Fatuus make their lair is deep cave networks or
abandoned keeps. They usually pick places with strong
magical connection, like places of power or wild magic,
somehow feeding on its energy.
Regional Effect
The region containing an ignis fatuus is tainted by the
creature's presence, creating the following magical effects:
Large patches of thick fog roll over the countryside at all
time, carrying a strong metallic smell. The area is heavily
obscured and creatures are unable to breathe within it. A
wind of moderate or greater speed (at least 10 miles per
hour) disperses it for an hour.
People easily become lost in the region. All Wisdom
(Survival) checks are made with disadvantage. Creatures
that cannot be charmed are unaffected.
Will-o'-wisps gather in the region, congregating like moth
around a flame.
When the ignis fatuus is destroyed, all of these regional
effects fade instantly.
Foglet Rejuvenation. When the foglet's body is destroyed, a
will-o'-wisp appears in its space. If the will-o'-wisp
Large undead, chaotic evil
escapes, after 24 hours, it will inhabit another corpse
Armor Class 14 (natural armor) on the same plane of existence and regains all its hit
Hit Points 133 (14d10 + 56) points, turning into a new foglet. Destroying the will-o'-
Speed 40 ft. wisp prevents the foglet from returning.

Actions
STR DEX CON INT WIS CHA
Multiattack. The foglet makes two claws attacks.
21 (+5) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 11 (0)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills Perception +5, Stealth +5 target. Hit: 12 (2d6 + 5) slashing damage.
Damage Resistances acid, cold, psychic Killer Fog (Recharge 5-6). The foglet call forth a fog
Damage Immunities lightning, poison haunted by smoke doubles of itself. A 30-foot-radius
Condition Immunities charmed, exhaustion, frightened, fog appears, centered on a point within 60 feet of the
paralyzed, poisoned foglet and lasting for 1 minute or until its
Senses darkvision 60 ft., passive Perception 15 concentration ends (as if concentrating on a spell). The
Languages the languages it knew in life fog spreads around corners, and its area is heavily
Challenge 5 (1,800 XP) obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour)
Innate Spellcasting. The foglet's innate spellcasting disperses it. A creature’s speed is halved in the area.
ability is wisdom. The foglet can innately cast the Any creature that starts its turn in the area takes 10
following spells, requiring no material components: (3d6) psychic damage. Any creature that ends its turn
in the area must succeed on a DC 14 Dexterity saving
At will: gaseous form (self only), invisibility (self throw or take 14 (4d6) slashing damage as illusory
only), major image, mirror image foglets attack it from every side. Foglets are immune to
these effects.

Ignis Fatuus Rejuvenation. When the foglet's body is destroyed, a


will-o'-wisp appears in its space. If the will-o'-wisp
Large undead, chaotic evil
escapes, after 24 hours, it will inhabit another corpse
Armor Class 16 (natural armor) on the same plane of existence and regains all its hit
Hit Points 179 (17d10 + 85) points, turning into a new foglet. Destroying the will-o'-
Speed 40 ft. wisp prevents the foglet from returning.

Actions
STR DEX CON INT WIS CHA
Multiattack. The foglet makes two claws attacks.
23 (+6) 16 (+3) 21 (+5) 16 (+3) 17 (+3) 14 (+2)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Saving Throws Str +10, Con +9, Wis +7, Cha +6 one target. Hit: 20 (3d8 + 6) slashing damage.
Skills Perception +7, Stealth +7 Killer Fog (Recharge 5-6). The foglet call forth a fog
Damage Resistances acid, cold, psychic haunted by smoke doubles of itself. A 30-foot-radius
Damage Immunities lightning, poison fog appears, centered on a point within 60 feet of the
Condition Immunities charmed, exhaustion, frightened, foglet and lasting for 1 minute or until its
paralyzed, poisoned concentration ends (as if concentrating on a spell). The
Senses darkvision 60 ft., passive Perception 17 fog spreads around corners, and its area is heavily
Languages the languages it knew in life obscured. It lasts for the duration or until a wind of
Challenge 10 (5,900 XP) moderate or greater speed (at least 10 miles per hour)
disperses it. A creature’s speed is halved in the area.
Innate Spellcasting. The foglet's innate spellcasting Any creature that starts its turn in the area takes 10
ability is wisdom (spell save DC 15). The foglet can (3d6) psychic damage. Any creature that ends its turn
innately cast the following spells, requiring no material in the area must succeed on a DC 15 Dexterity saving
components: throw or take 14 (4d6) slashing damage as illusory
foglets attack it from every side. Foglets are immune to
At will: gaseous form (self only), invisibility (self these effects.
only), major image, mirage arcane, mirror image
2/day each: cloudkill, greater invisibility (self only), Summon Wisp (Recharge 5-6). The ignis fatuus can
stinking cloud summon 1d4 will-o’-wisp, a summoned creature
appears in an unoccupied space within 60 feet of the
foglet, acts as an ally of its foglet. It remains for l
minute, until it or its foglet dies, or until the foglet
dismisses it as an action.
Flesh Rot (see contagion spell)
Many academies throughout the world have
studied the remains of rotfiends, hoping to explain
their sudden and recurrent return. They have yet to
find the answer to their question but one troubling
fact might lead them on the right path: the
corrupted tissues of the undead always reveal the
presence of the flesh rot disease. Most concluded
that the two phenomena are inherently connected:
a flesh rot outburst is followed by a resurgence of
rotfiends and rotfiend infestations are always
followed by numerous cases of the disease.
Alternatively, a creature that takes damage from
a rotfiend must make a DC 13 Constitution
saving throw, contracting the flesh rot disease
on failure, as per the contagion spell.

Rotfiend
Course it reeks. Think they're called rotfiends because they Unwelcomed Resurgence. Rotfiends and devourers were
smell like roses? — Vesemir, witcher of the Wolf School once rarities, but in age of constant warfare and violence they
can become a veritable plague, as they feed on carrion and
Skinless Rotter. What rotfiends are, everyone can see. Even human corpses, particularly around battlefields, near cities
seeing them is not necessary, as hearing their name should afflicted by plague, or around villages touched by famine.
be enough to tell anyone what creatures might bear this They appear of a sudden, and disappear even more quickly if
unpleasant title. Rotfiends resemble decomposing human threatened, so exterminating them is difficult. They are best
bodies that have been mostly stripped of their skin. Their dealt with by cutting off their food supply, which is, burning
presence is given away by the overwhelming stench of rot all corpses in the area. Corpses must be incinerated rather
which gives them their name. than buried, for rotfiends are avid and skillful diggers.
Without sustenance, the beasts will leave in search of new
Pack Scavenger. Similar to ghouls, rotfiends roam in packs. feeding ground. See a rotfiend and you can be sure there are
Rotfiends are undead, so usual tactics against this kind of many more in the area. They usually feed in large groups and
creature might apply. Common poisons, on the other hand, thus present a danger to lone travelers – especially
are useless - the beasts have gained immunity to these by considering their speed, which can be more than a match for
devouring carcasses. Killing a rotfiend is not difficult, yet one a horse at full gallop. Rotfiends and devourers feed in the
must remember to survive the moment of the beast's death, twilight hours and at night, when they become much more
for the monster's corpse releases explosive fumes a mere dangerous than during the day.
spark could ignite. The resulting explosion can easily kill an
adventurer, but it might also kill nearby rotfiends, creating Devourer
something of a chain reaction. Thus, a dying monster should
be drawn away from its kin. Insatiable Appetite. Devourers are a particularly dangerous
kind of rotfiend marked by an insatiable appetite for human
Hysterical Strength. Backed against a wall, a rotfiend flies flesh. Most folktales on rotfied suggest that once a rotfiend
into a fury, attacking madly. This attack should be evaded, for tasted the flesh of a living humanoid it will turn into a
the beast's chaotic blows carry a strength that can only be devourer, craving the flesh of the living rather that of the dead.
called hysterical. Running is never a good idea when fighting
rotfiends, as the creatures will pursue its foe, jump on its Clever Digger. There is no distinguishable hierarchy in the
back, knock it down and overwhelm it. Stopping rotfiends rotfiend pack, but devourers are without question the best at
from escaping can be difficult as they try to burrow into the finding and digging corpses, and so the rest of the pack
ground. follows them wherever they go.
Rotfiend Devourer
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 11 (natural armor) Armor Class 13 (natural armor)


Hit Points 26 (4d8 + 8) Hit Points 45 (6d8 + 18)
Speed 50 ft., burrow 10ft. Speed 50 ft., burrow 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2) 16 (+3) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1)

Damage Vulnerabilities fire Skills Perception +3


Damage Immunities necrotic, poison Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, Damage Immunities necrotic, poison
frightened, paralyzed, poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 60 ft., passive Perception 10 frightened, paralyzed, poisoned
Languages - Senses darkvision 60ft., passive Perception 13
Challenge 1 (200 XP) Languages -
Challenge 3 (700 XP)
Death Burst. When the rotfiend dies, it explodes in a
burst of toxic fumes. Each creature within 5 feet of Death Burst. When the devourer dies, it explodes in
it must make a DC 12 Dexterity saving throw, a burst of toxic fumes. Each creature within 5 feet
taking 8 (2d8) acid damage plus 8 (2d8) poison of it must make a DC 13 Dexterity saving throw,
damage on a failed save, or half as much damage on taking 8 (2d8) acid damage plus 8 (2d8) poison
a successful one. damage on a failed save, or half as much damage on
a successful one.
Stench. Any creature other than a undead that starts
its turn within 5 feet of the rotfiend must succeed Unbearable Stench. Any creature other than a
on a DC 12 Constitution saving throw or be undead that starts its turn within 5 feet of the
poisoned until the start of the creature's next turn. rotfiend must succeed on a DC 13 Constitution
On a successful saving throw, the creature is saving throw or be poisoned for 1 minute. While
immune to the stench of all rotfiends for 1 hour. poisoned, a target can't use reactions, its speed is
halved, and it can't make more than one attack on
Actions its turn. In addition, the target can take either an
Rotting Fist. Melee Weapon Attack: +5 to hit, reach action or a bonus action on its turn, not both. The
5 ft., one creature. Hit: 6 (1d6 + 2) bludgeoning target can repeat the saving throw at the end of
damage. each of its turns, ending the effect on itself on a
success.

Actions
Multiattack. The devourer makes two rotting fist
attacks.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning
damage.
Scurver
Old Corpse Eater. Scurvers are rotfiends' larger cousins. Scurver
The bodies of these hideous, vaguely humanoid creatures are Medium undead, chaotic evil
covered in rotten scraps of flesh, under which lurk even more
rotten muscles stretched around a strong, flexible skeleton. Armor Class 15 (natural armor)
Scurvers, which feed on old, rotting corpses, prefer to make Hit Points 75 (10d8 + 30)
their hunting grounds in abandoned torture sites, forgotten Speed 50 ft., burrow 10 ft.
graveyards, and old battlefields. They are very aggressive and,
though they feed on corpses, if they come across a living STR DEX CON INT WIS CHA
person they are likely to attack.
16 (+3) 14 (+2) 16 (+3) 5 (-3) 13 (+1) 7 (-2)
Razor Spines. Scurvers usually feed underground, but
sometimes, when they catch the scent of a human, they crawl Skills Perception +4, Stealth +5
to the surface in a matter of seconds and attack their Damage Immunities necrotic, poison
potential prey. While fighting them one cannot afford to forget Condition Immunities charmed, exhaustion,
about their special boney spines, razor sharp protuberances frightened, paralyzed, poisoned
sticking out from their skeletons. When a scurver is near Senses darkvision 60 ft., passive Perception 14
death, the gasses and enzymes gathered within its body Languages —
cause it to explode, flinging these spines out at great speed, Challenge 5 (1,800 XP)
turning them into one last deadly weapon in their arsenal.
Death Burst. When the scurver dies, it explodes,
flinging spines out at great speed. Each creature
within 15 feet of it must make a DC 15 Dexterity
saving throw, taking 13 (3d8) piercing damage plus
13 (3d8) poison damage on a failed save, or half as
much damage on a successful one.
Razor Spines. A creature that touches the scurver or
hits it with a melee attack while within 5 feet of it
takes 3 (1d6) piercing damage plus 3 (1d6) poison
damage.

Actions
Multiattack. The scurver makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 15 Constitution saving
throw, taking 13 (3d8) poison damage on a failed
save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) slashing damage.
Nekker
Take heed, gents, there's nekkers under this bridge. If you all Innocence Lost. Legends say that the nekkers were once
cross at once, without slowing or stopping, there's nothing to gentle and playful fey, living quietly in the realm of Arcadia. A
fear. But if your cart throws an axle and you get stuck out powerful Archfey, known only as the Lady of Thorns, twisted
there... Well, close your eyes and pray to the gods.— Kurt their entire race and turn them into the vicious and pesky
Hammerbach, city guardsman in Vengerberg beings they are today. The Lady used the nekker to find and
trick children with the spark of magic to wander into the
Vicious Ambusher. Imagine a drowner that burrows tunnels, Feywild, never to be seen again. Some say the Lady was a
climbs trees, is more vicious than usual, and when crone or hag, keeping herself alive by feeding on the children,
ambushing its prey, it does so with many of its kin. Now you other legends pretend that she was a dryad queen. Nobody
have a good idea of what a nekker is. These primitive fey knows who the Lady really was and what happened to her.
creatures are the bane of the wilderness and found in None have heard of her in centuries, still, the nekkers remain,
numbers across the world, preferably near roads. The doing her biding.
inhabitants of forest villages fear them, and animals give their
nests a wide berth. Nekkers typically live in cave networks Overwhelming Swarm. A lone nekker is harmless. Five are
with maze of tunnels giving access to the surface, where they dangerous. Ten can kill even a veteran monster slayer.
can easily retreat if things turn sour. Some particularly bold Individual nekkers are weak, easy marks compared to other
nests will extend their tunnel to inside a settlement, monsters; Nekkers do not tend to fight as individuals. One
harassing the inhabitants day and night. must be ready to repel many foes at once. If you see one,
expect anywhere from 2-10 more. They burrow from beneath
Tribal Society. Nekkers are social creatures, gathering in the ground or fall from trees and swarm upon their prey.
something akin to tribes, for they can only repel the attacks of Though primitive, the tactic is surprisingly effective. Nekkers
stronger assailants with sheer numbers. They use war paints overwhelm their targets through sheer numbers, surrounding
to establish social status, and will occasionally fashion tribal them, then pummeling and clawing victims to death. Even
icons out of bones, wood and razorvine, which they seem veteran adventurers can fall prey to this. When facing large
particularly found of. When nekkers venture out as a war or groups of nekkers, it is best to take advantage of tactics that
hunting party, they are led by thornhearts, their prophets and can harm several opponents at once, such as spells and
leaders. Thornhearts give orders, turning a wild band into an explosives that can help thin out the swarm with ease. As
organized unit, thus they should be eliminated first. As with other agile creatures, running from nekkers is not the
malicious as they are, nekkers are cowardly creatures by best idea, for the monsters will catch up to their prey and
nature and will not hesitate to flee if too many of them are swiftly kill it with multiple hits of their claws.
slaughtered or an opponent seems too dangerous. This
obviously changes when a thornheart is leading the tribe,
exalting them.
Nekker Nekker Warrior
Small fey, chaotic evil Small fey, chaotic evil

Armor Class 11 Armor Class 13 (natural armor)


Hit Points 7 (2d6) Hit Points 27 (6d6 + 6)
Speed 40ft., burrow 30ft., climb 30ft. Speed 40ft., burrow 30ft., climb 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 7 (-2) 8 (-1) 5 (-3) 10 (+0) 15 (+2) 13 (+1) 7 (-2) 8 (-1) 9 (-1)

Skills Stealth +5 Skills Stealth +6


Senses darkvision 120ft., passive Perception 9 Senses darkvision 120ft., passive Perception 9
Languages Nekker, Sylvan Languages Nekker, Sylvan
Challenge 1/8 (25 XP) Challenge 1 (200 XP)

Fey Resilience. The nekker has advantage on saving Burrowing Devil. If the nekker moves at least 10 feet
throws against illusions, as well as to resist being with it burrowing speed toward a target, the nekker
charmed or paralyzed and magic can't put the makes its next weapon attack roll with advantage. If
nekker to sleep. the attack hits, the nekker can make another attack
with its claws against the same target as a bonus
Thorn Lurker. The nekker can attempt to hide even action.
when it is only lightly obscured by foliage.
Additionally, the nekker can pass through Fey Resilience. The nekker has advantage on saving
nonmagical plants without being slowed by them throws against illusions, as well as to resist being
and without taking damage from them if they have charmed or paralyzed and magic can't put the
thorns, spines, or a similar hazard. nekker to sleep.
Thorn Lurker. The nekker can attempt to hide even
Actions when it is only lightly obscured by foliage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., Additionally, the nekker can pass through
one creature. Hit 3 (1d4 + 1) slashing damage. nonmagical plants without being slowed by them
and without taking damage from them if they have
thorns, spines, or a similar hazard.

Actions
Nekker Warrior Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
Particularly troublesome are the larger, stronger individuals one creature. Hit 6 (2d4 + 2) slashing damage. If
known as warriors, a rarer breed of nekkers. Nekker warriors the target is a creature other than an undead or a
are a larger version of the nekker and typically distinguished construct, it must succeed on a DC 10 Constitution
by their red-painted faces. Nekker warriors support their saving throw or lose 2 (1d4) hit points at the start
smaller companions when they prepare an attack or ambush. of each of its turns due to internal injuries. Each
time the nekker hits the wounded target with this
attack, the damage dealt by the wound increases by
2 (1d4). Any creature can take an action to stanch
the wound with a successful DC 10 Wisdom
(Medicine) check. The wound also closes if the
target receives magical healing.

Reactions
Escape. The nekker adds 3 to its AC against one
melee attack that would hit it. To do so, the nekker
must see the attacker. If the attack misses, the
nekker can move from half its burrowing speed
without provoking opportunity attacks.
Phoocas
Phoocas Phoocas are a strange breed of nekker that seem to have an
Small fey, chaotic evil irrational hatred for every creature with a spark of magic, to
the exception of thornhearts that they revere like prophets.
Armor Class 14 (natural armor) They are fierce hunters and have the ability to drain the
Hit Points 39 (7d6 + 14) energy from spells, leaving spellcasters vulnerable to their
Speed 40ft., burrow 30ft., climb 30ft. vicious claws. Phoocas paint their body in dark green or
brown colors, while practicing some sort of ritual
STR DEX CON INT WIS CHA scarification, piercing their skin with razorvine thorns.
10 (+0) 17 (+3) 15 (+2) 10 (+0) 10 (+0) 9 (-1) Phoocas are somewhat the magpies of the nekkers; they steal
any magic item they can get their hands on, going to great
Skills Perception +2, Stealth +7 length and danger to acquire them. They always bring their
Senses darkvision 120ft., passive Perception 12 prize deep inside the nekker’s burrow, offering it reverently to
Languages Nekker, Sylvan thornhearts. Mages learn to protect their studies against
Challenge 2 (450 XP) these intruders, for hiring parties of adventurers to recover
prized possessions becomes quickly more than an
Fey Resilience. The nekker has advantage on saving annoyance.
throws against illusions, as well as to resist being
charmed or paralyzed and magic can't put the
nekker to sleep.
Thornheart
During rare astrological events, when the barrier between the
Sense Magic. The phoocas can pinpoint the Feywild and the Material world is thinning, the nekkers will
presence of magic within 30 feet of it, be it a venture into settlements, led by phoocas, looking for children
creature with magical abilities, an active spell or a
magic item.
with the spark of magic in them. Tragedies usually follow, as
the nekkers swarm slaughters the entire village and every
Sneak Attack (1/Turn). The phoocas deals an extra 7 mage, priest or druid they can find. The children found are
(2d6) damage when it hits a target with a weapon taken to the Thorn Garden, a fey crossing at the deepest
attack and has advantage on the attack roll, or when point of the nekker’s burrow, filled with deadly razorvines.
the target is within 5 feet of an ally of the phoocas During a strange ceremony, the heart of the children are
that isn't incapacitated and the phoocas doesn't
have disadvantage on the attack roll.
pierced with a Thornshard, one of the many magical thorns
that used to be part of the Lady of Thorn’s dress, a sacred
Thorn Lurker. The nekker can attempt to hide even item for the nekkers. The ones that survive turn into nekkers
when it is only lightly obscured by foliage. known as thornhearts, wielding a fraction of the Lady’s
Additionally, the nekker can pass through power.
nonmagical plants without being slowed by them
and without taking damage from them if they have Thornhearts are seen as prophets and heralds by the
thorns, spines, or a similar hazard. nekkers, revered as priests of the Lady. They are thought to
Actions one day find again the Lady of Thorn. Thornhearts are larger
and have more expressive faces than regular nekkers, akin to
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., the innocent face of a child. The thorn in their heart is clearly
one creature. Hit 7 (2d4 + 3) slashing damage. visible, pulsating with magic. They have some basic
Siphon (Recharge 5-6). Melee Weapon Attack: +5 to
understanding of fate magic, wielding a form of raw primitive
hit, reach 5ft., one creature. Hit 7 (2d4 + 3) power. These abilities makes them natural leaders of their
slashing damage. The target must make a DC 13 race, channeling their inner strength to inspire their cowardly
Constitution saving throw. On failure, any spell of kin to daring feats. Thornhearts often wear jewelry made of
3rd level or lower on the target ends. For each spell bones & razorvines, and mark their faces with blue and green
that ends the target take 3 (1d6) force damage and pigments.
the phoocas gains 5 temporary hit points.
Thornheart Multiattack. The thornheart uses it Thorn Charm and
Small fey, chaotic evil makes two claw attacks. It can use Thorns Volley in
place of any melee attack.
Armor Class 15 (natural armor)
Hit Points 55 (10d6 + 20) Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one
Speed 40ft., burrow 30ft., climb 30ft. creature. Hit: 7 (2d4 + 3) slashing damage.
Thorns Volley. Ranged Weapon Attack: +5 to hit, range
60 ft., one target. Hit: 7 (2d4 + 3) piercing damage
STR DEX CON INT WIS CHA
plus 3 (1d6) poison damage.
11 (+0) 16 (+3) 15 (+2) 13 (+1) 10 (+0) 16 (+3)
Thorn Charm. The thornheart touches the thorn in its
heart and target one creature that it can see within 60
Skills Stealth +7 feet of it. That target must make a DC 13 Charisma
Senses darkvision 120ft., passive Perception 12 saving throw. If the target succeeds on the saving
Languages Common, Nekker, Sylvan throw, the nekker is blinded until the end of its next
Challenge 3 (700 XP) turn and takes 2d6 psychic damage. In case of failure,
the target suffers one of the following effects at
Fey Resilience. The nekker has advantage on saving random:
throws against illusions, as well as to resist being 1. Mad Laughter. The target falls prone, becoming
charmed or paralyzed and magic can't put the nekker
incapacitated and unable to stand up until the end of the
to sleep.
thornheart's next turn and take 10 (3d6) psychic damage.
Heart of the Swarm. While the thornheart is alive, the 2. Bedeviled. Hooves, horns and fur grows on the target, it
other nekkers within 60 feet of it have advantage on has disadvantage on attack rolls and saving throws until
attack rolls against a creature if at least one of the the end of the thornheart's next turn.
thornheart's allies is within 5 feet of the creature and 3. Afflicted. The target is poisoned until the end of the
the ally isn't incapacitated. thornheart's next turn as toads, spiders and snakes crowl
Thorn Lurker. The nekker can attempt to hide even out of it, and takes 10 (3d6) poison damage.
when it is only lightly obscured by foliage. Additionally, 4. Foul's Gold. The target loses 2d6 gold pieces as they melt
the nekker can pass through nonmagical plants without and take 10 (3d6) fire damage. If the target has no gold
being slowed by them and without taking damage from pieces, nothing happens.
them if they have thorns, spines, or a similar hazard.

Actions

A Thornheart's Lair:
A thornheart lair is located deep underground, after a maze of Variant: Thornheart Spellcasters
tunnels and caves leading to a place called the Thorn Garden, Some thornhearts are granted a particularly
a crossing to the Feywild surrounded by deadly razorvine and important Thornshard, granting them additional
beautiful eerie lights. powers. A Thornheart with this option has a
challenge rating of 5 (1,800 XP) and the following
Lair Traits additional traits:
A thornheart's lair might have any or all of the following Innate Spellcasting. The thornheart's innate
effects in place: spellcasting ability is Charisma (spell save DC 13).
The nekker can innately cast the following spells,
Razorvines (p.110 Dungeon Master's Guide) are growing requiring no material components:
unpredictably and uncontrollably fast in the lair and its
surrounding. At will: druidcraft, ensnaring strike
Hallucinogenic spores float in the air. Every breathing 2/day each: entangle, grasping vine, spike growth
creature that spends more than 10 minutes in the lair 1/day: conjure woodland beings (nekker only)
without protection against inhaled poison must make a
DC 14 Constitution saving throw or become poisoned for
24 hours. While poisoned the creature suffers from a
random long-term madness (p.260 Dungeon Master’s
Guide). Fey and creatures with the Fey Ancestry trait are
immune to the spores.
A fey crossing, a portal connecting to the Feywild known
as the Thorn Garden, lies at the bottom of the burrow,
surrounded by razorvines, roots and eerie lights.
If the thornheart is killed, these effects fade over 10 days.
Primal Beasts

L
ost in the wilderness, in the most secluded
places of the world, one can meet creatures that
have never felt the touch of civilisation. Primal
and savage, these beasts are empowered by the
ancient magic of the leshens, landvaettirs and
other powerful spiritual entities. When nature
needs to defend its land, the primal beasts are
its champions, fighting restlessly with tooth, claws and talons.

Apex Predator. The primal beasts embody the perfection of


their species. They are flawless predators, perfect hunters of
the wild, honed over millenias of evolution in places
untouched by the pestilence of men. Only the strongest of Primal Wolf
their kind survived to nowadays. They come from an era Large fey, unaligned
where wild beast were ruling the land or from planes were
they run in endless hunts, such as the Feywild or the Outer Armor Class 15 (natural armor)
Hit Points 67 (7d10 + 28)
Plane of the Beastlands.
Speed 50 ft.
Servants of the Fey Pacts were sealed long ago between the
beasts and the protectors of the lands. When druids, fey or STR DEX CON INT WIS CHA
rangers are about to give their lives to protect the land, the
20 (+5) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
beasts will head their call and assist them into battle. When
called through magic the beasts will serve for a time,
understanding the necessity to put their hunt aside to partake Condition Immunities charmed, frightened
Skills Perception +4, Sneak +5
in the greater good.
Senses passive Perception 14
Languages Sylvan but cannot speak
Summoning Spell Challenge 4 (1,100 XP)
The creatures introduced in this section can all be
Pack Tactics. The wolf has advantage on melee
summoned by the conjure fey spell. As long as the
attack rolls against a creature if at least one of the
caster can expand a spell slot of a level high
wolf's allies is within 5 feet of the creature and the
enough to match the challenge rating of the primal
ally isn't incapacitated.
beast.
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Sneak Attack (1/Turn). The wolf deals an extra 13
(4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the wolf that
isn't incapacitated and the wolf doesn't have
disadvantage on the attack roll.

Actions
Multiattack. The wolf makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 16 (3d6 + 5) piercing damage. If the
target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Primal Bear Primal Murder of
Huge fey, unaligned
Crows
Armor Class 16 (natural armor) Large swarm of Small feys, unaligned
Hit Points 136(12d12 + 60)
Speed 40 ft, swim 30 ft. Armor Class 14
Hit Points 41 (6d10 + 7)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 7 (-2) 14 (+2) 7 (-2) STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 7 (-2) 14 (+2) 6 (-2)
Condition Immunities charmed, frightened
Skills Perception +6
Senses passive Perception 16 Skills Perception +6
Languages Sylvan but cannot speak Damage Resistances bludgeoning, piercing, slashing
Challenge 8 (3,900 XP) Condition Immunities charmed, frightened,
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 16
Keen Smell. The bear has advantage on Wisdom
Languages Sylvan but cannot speak
(Perception) checks that rely on smell.
Challenge 2 (450 XP)
Unstoppable (Recharge after a Short or Long Rest). If
the bear takes damage that would reduce it to 0 hit Swarm. The swarm can occupy another creature's
points, it is reduced to 1 hit point instead and the space and vice versa , and the swarm can move
bear is healed of 33 (4d8 + 15) hit points. through any opening large enough for a Small crow.
The swarm can't regain hit points or gain temporary
Actions hit points.
Multiattack. The bear makes three attacks, one with
its bite and two with its claws. Actions
Beaks. Melee Weapon Attack: +6 to hit, reach 5ft.,
Bite. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target in the swarm's space. Hit 22 (5d6 + 4)
one target. Hit 20 (2d12 + 7) piercing damage.
piercing damage and the target must succeed on a
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., DC 14 Constitution saving throw or be blinded
one target. Hit 24 (3d10 + 7) slashing damage. until the end of its next turn. The swarm's damage
change to 11 (2d6 +4) piercing damage if it has
half of its hit points of fewer.
Satyr
Four new fey creatures of the satyr kind appear here, joining
the regular satyr in the Monster Manual.
Amber Father
Amber Spring. After several lifetimes dedicated to the
pursuit of pleasure and having visited the four corners of the
world, some ancient satyrs grow tired of the life of a wayfarer
and retreat deep into the Feywild. Wiser from their numerous
experiences and travels, they take to a life of quiet and
contemplation, appreciating the simple beauty of life after the
unceasing chaos of their younger years. Almost instinctively,
some undertake a spiritual journey through the remote parts
of the plane. Their path leads them to a place of secret
wonders – the amber spring. There, they commune with the
spirits of eternal treants, drinking from the spring of liquid
amber and falling into a decades long slumber, sheltered in a
cocoon of amber. Some never wake up, sleeping forever
amidst the treants, others awake from their cocoon with
renewed purpose, size and strength.
Herald of Rebirth. Touched by the primeval spirits of the
Feywild, amber fathers take on the role of revered elders in
satyr gatherings and encourage them to protect natural
places. As they only ever reach few satyrs, they often take
personally a more active role in the safekeeping of magical
places, assuring they stay pure and outside of the reach of
malevolent forces. To fulfil their calling, they rely on the
verses of rebirth, an ancient invigorating litany taught by the
spirits and magical amber beads. With this song of hope and
life they tend the wounds of the land, traveling to places
ravaged by war, magic calamities and curses. As they heal the
land in their travel, so do they gift it with protectors, mighty
treants, awoken by their song and given form by the amber.
Altruistic Life. Amber fathers can usually be found traveling
the world, just like younger satyrs do. They listen for stories
of war or disasters, questioning travelers to learn where their
gift might be needed. Many entertain friendly relationships
with druidic organizations and temples dedicated to the
protection of nature, including farming communities. In the
Feywild, they occasionally frequent the Summer Court,
sometimes tending to the wonderful gardens and palaces,
growing their magical amber into the intricate architectural
designs and sculptures, but have no interest in the intrigues
that constantly unfold within the Court itself.
Amber Father Verses of Rebirth. The satyr can recite the verses of
rebirth while taking a short rest. Any ally who hears the
Huge fey, chaotic good
verses regains the maximum number of hit points
Armor Class 14 (natural armor) possible if it spends any Hit Dice to regain hit points at
Hit Points 142 (15d12 + 45) the end of that rest and makes all Constitution saving
Speed 40 ft. throws with advantage for 24 hours. The satyr can
confer this benefit on himself as well. All plants in a
half-mile radius centered on the satyr become enriched
STR DEX CON INT WIS CHA for 1 year. The plants yield twice the normal amount of
food when harvested and grow twice as fast.
23 (+6) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 14 (+2)
Actions
Saving Throws Wis +9, Cha +6
Skills Perception +9, Performance +10, Stealth +6 Multiattack. The satyr makes three melee attacks, only
Damage Resistances bludgeoning, piercing, and slashing one of which can be a ram attack.
from nonmagical weapons that aren't silvered Ram. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Senses passive Perception 19 one target. Hit: 23 (5d6 + 6) bludgeoning damage. If
Languages Common, Elvish, Sylvan the target is a creature, it must succeed on a DC 16
Challenge 10 (5,900 XP) Strength saving throw or be knocked prone.
Bag of Amber. The satyr possesses a bag of amber Unarmed Strike. Melee Weapon Attack: +10 to hit,
beads, collected from the sap of ancestral treants in the reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning
Feywild. He can use the amber beads as a bag of beans, damage.
choosing the effect he wants. If the bag is lost or Amber Bead. Ranged Weapon Attack: +6 to hit, range
destroyed, the satyr must craft another, which takes a 60/120 ft., one target. Hit: 18 (4d8) fire damage plus
year and a day. Only an amber father satyr can use a bag 18 (4d8) radiant damage. If the target is a creature, it
of amber. must succeed on a DC 16 Constitution saving throw or
be blinded until the end of its next turn.
Magic Resistance. The satyr has advantage on saving
throws against spells and other magical effects. Sleep Breath (Recharges 5-6). The satyr exhales sleep
gas in a 30-foot cone. Each creature in that area must
Speak with Beasts and Plants. The satyr can succeed on a DC 16 Constitution saving throw or fall
communicate with beasts and plants as if they shared a unconscious for 10 minutes. This effect ends for a
language. creature if it takes damage or someone uses an action
to wake it.

An Amber Father's Lair One creature the satyr can see within 120 feet of him
The lair of an amber father consists of a forested area that must succeed on a DC 15 Dexterity saving throw or be
has benefited from its Verses of Rebirth in the past year. In enclosed by a golden cocoon of shimmering energy.
such forest, golden spirits often appear out of the corner of Nothing—not physical objects, energy, or other spell
the eye, vanishing a second later. An amber father effects—can pass through the barrier, in or out, though a
encountered in its lair has a challenge rating of 11 (7,200 XP). creature in the cocoon can breathe there. The cocoon is
immune to all damage, and a creature or object inside
Lair Actions can’t be damaged by attacks or effects originating from
On initiative count 20 (losing initiative ties), the satyr takes a outside, nor can a creature inside the cocoon damage
lair action to cause one of the following magical effects; the anything outside it. The effect ends on initiative count 20
satyr can't use the same effect two rounds in a row: on the next round.
A host of golden fey spirits fills a 10-foot-radius sphere
The satyr chooses one beast of challenge rating 2 or lower centered on a point the satyr chooses within 60 feet of
and conjures it. This beast looks like a translucent being him. The host spreads around corners and remains until
made of amber, but still generally resembles the creature the satyr dismisses it as an action, uses this lair action
it is imitating. Otherwise, the summoned beast appears in again, or dies. The host lightly obscures its area. Any
an unoccupied space within 60 feet of the satyr and acts hostile creature that moves to a space within 10 feet of the
as an ally of the satyr. It remains until initiative count 20 host for the first time on a turn or start its turn there
on the next round, until the satyr dies, or until the satyr makes a DC 15 Dexterity saving throw. The creature takes
dismisses it as an action. 20 radiant damage on a failed save, or half as much
damage on a successful one. Any ally creature that moves
into the host’s space for the first time on a turn or start its
turn there regains 20 hits points. The host can’t heal
constructs or undead.
Bonfire King Regional Effect
The region containing a bonfire king's lair is transformed by
Deceptive Appearance. Faun are coarse and selfish the revelstone's presence, creating the following magical
creatures, driven by self-interest. Nothing is sacred to them, effects:
they obscenely mock the gods and their temples. However, The satyr's visage can appear in any fire within 6 miles of
when their debauchery reaches epic proportions, one of them its lair, allowing him to see and hear through the fire as if
might step up, having an epiphany and gaining ambitions to he was there. The satyr can speak through the fire.
become more than a simple faun, perhaps someday reaching Given days or longer to work, the satyr can make illusions
the archfey status. These creatures are called bonfire kings within 6 miles of its lair as solid as stone, forming
or reveling lords, corpulent and lazy satyrs. Since these satyrs structures and other objects as it wishes.
enjoy partaking of the fruits of others’ labors without asking Intelligent creatures within 6 miles of the satyr's lair are
permission, men do not take to them kindly and at times, prone to chaotic behavior. Even strangers can feel their
fooled by their awkward appearance, will try to solve this behavior to slowly shift. Towns and villages within the
problem using force. This often ends in tragedy, for these region have plenty more brothels, taverns and a thriving
satyr, despite their obesity, hide almost absurd amounts of illegal underworld. Overhaul hedonistic behavior are
physical strength and can call on dangerous magic. stronger and exacerbated. Over time creatures start to
Greedy Would-be Gods. Bonfire kings are egocentric above develop dark cravings that will lead to their downfall. At
all else, nasty schemers seeing themselves as divine beings, the end of each long rest taken within the influence, a
entitled to rule over all fey and men. They cannot stand to be visitor that is neither chaotic good, chaotic neutral nor
snubbed and demand worship from all they encounter. In chaotic evil must make a DC 10 Wisdom saving throw. On
such regard, they should be shown deference by all and will a failed save, the creature's alignment changes to chaotic
only speak with outsiders if a worthy offering is made. Lazy (whichever is closer to the creature's current alignment).
by nature, they would gladly spend every day in idleness, The change becomes permanent if the creature doesn't
puffing on pipes, surrounded by concubines, gorging on rich leave the influence within 7 days. Otherwise, the
foods and downing strong drinks. To honor a bonfire king, its creature's alignment reverts to normal after one day spent
faun devotees will erect large stones carvings, with somewhat away from the influence. Casting the dispel evil and good
grotesque and obscene features. At times, they can be found spell on the creature also restores its original alignment.
in barbarian tribes or small towns and villages, pushing them If the revelstone is destroyed, these effects fade over
to embrace their savagery and cravings in grand orgies instantly.
around totemic stones.
A Bonfire King's Lair
A bonfire king establishes his lair close to a settlement of
intelligent creatures and place of magical significance, ideally
a fey crossing. At the center of his lair stands a revelstone, a
massive monolith surrounded by blazing bonfires. Every
solstice, the Grand Revelry is held at the stone, a pagan orgy
where people and fey dance, merry and drink until
exhaustion, feeding the glamour magic of the bonfire king
with the flowing emotions.
Lair Traits
A Bonfire King's lair might have any or all of the following
effects in place:
Fire burns far and bright inside the lair. Flames and
magical light sources cast double the area of bright light
and dim light. A creature starting its turn with 5 feet of an
open flame must make a DC 10 Dexterity saving throw or
ignites along with its flammable objects. Until a creature
takes an action to douse the fire, the target takes 5 (1d10)
fire damage at the start of each of its turns. Creatures with
sunlight sensitivity are blinded while inside the lair.
Finishing a short or long rest involving a meal within the
lair grants a creature the benefit of a heroes’ feast spell.
Partially real illusory walls and structures block off areas
in the satyr's lair. Each wall is 6 inches thick, and a 10-foot
section has AC 5, 15 hit points, immunity to acid, cold, fire,
necrotic, poison, and psychic damage. If the satyr wishes
to move through a wall, it can do so without slowing down
and the wall section remains.
Bonfire King Actions
Large fey (shapechanger), chaotic evil Multiattack. The satyr makes three attacks: one with his
ram and two unarmed strikes.
Armor Class 15 (natural armor)
Hit Points 199 (19d10 + 95) Unarmed Strike (Beast or Satyr Form Only). Melee
Speed 40 ft. Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
10 (1d10 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA Ram (Beast or Satyr Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5)
20 (+5) 14 (+2) 21 (+5) 15 (+2) 13 (+1) 21 (+5) bludgeoning damage. If the target is a creature, it must
succeed on a DC 18 Strength saving throw or be
Saving Throws Con +10, Cha +10 knocked prone.
Skills Deception +15, Perception +5, Performance +15
Damage Resistances poison; bludgeoning, piercing, and Whims of Chaos. The satyr invokes the following
slashing from nonmagical weapons that aren't magical effects at random, choosing one to three
silvered targets it can see within 60 feet of it:
Damage Immunities fire 1. Inebriated. The targeted creature must succeed on a DC
Senses passive Perception 15 18 Constitution saving throw or if it moves on its turn it
Languages Common, Elvish, Ignan, Sylvan falls prone and it has disadvantage on attack rolls until the
Challenge 13 (10,000 XP) start of the satyr’s next turn.
2. Hallucinating. The targeted creature must succeed on a
Shapechanger. The satyr can use his action to DC 18 Wisdom saving throw or be frightened of its allies
polymorph into a specific Medium humanoid or a and charmed by its enemies until the start of the satyr’s
Medium or Large beast with horns, or back into its true next turn.
form. Other than his size and speed, his statistics are 3. Compelled. The targeted creature must succeed on a DC
the same in each form. Any equipment he is wearing or 18 Wisdom saving throw or be charmed by the satyr for 1
carrying isn 't transformed. He reverts to its true form if
minute. While charmed, the target must follow the satyr's
he dies.
commands. If the target takes damage, the effect ends.
Innate Spellcasting. The satyr's innate spellcasting ability 4. Talentless. The targeted creature must succeed on a DC
is Charisma (spell save DC 18, +10 to hit with spell 18 Charisma saving throw or until the start of the satyr’s
attacks). The satyr can innately cast the following next turn whenever it makes an attack roll, an ability check
spells, requiring no material components: or a saving throw, the target must roll a d8 and subtract
At will: dominate beast, invisibility, major image, the number rolled from the result.
pyrotechnics, scorching ray, thaumaturgy
2/day each: confusion, creation, immolation, Otto's Legendary Actions
irresistible dance The satyr can take 2 legendary actions, choosing from
1/day each: fire storm, maze, mirage arcane the options below. Only one legendary action option
can be used at a time and only at the end of another
Faun Resilience. The satyr has advantage on saving creature's turn. The satyr regains spent legendary
throws against poison, spells and other magical effects. actions at the start of his turn.
Glamoured Illusion. When he casts an illusion spell, the Unarmed Strike. The satyr makes one unarmed strike.
satyr can choose one inanimate, nonmagical object Glamour Spell (Costs 2 Actions). The satyr casts one
that is part of the illusion and make that object real. He of his at-will spells. The satyr doesn't need to
can change the object on its turn as a bonus action concentrate on this spell.
while the spell is ongoing. The object remains real for Whims of Chaos (Costs 2 Actions). The satyr uses his
10 minutes. The object can’t deal damage or otherwise Whims of Chaos.
directly harm anyone.
Legendary Resistance (2/Day). If the satyr fails a saving
throw, he can choose to succeed instead.
Faun
Debased Cousins. Fauns resemble stout satyrs, displaying Faun
harsher bestial features and demeanors, with large and Medium fey, chaotic evil
powerful antlers or horns. If satyrs crave luxury and refinery Armor Class 14 (natural armor)
in their hedonism, fauns are viewed as their debased cousins, Hit Points 59 (7d8 + 28)
gluttons gorging on meat and wine, regardless of quality or Speed 40 ft.
taste. Depicted as lustful and wild, fauns love to play on the
conflict between the lower appetites and civilized behavior in
humankind. They can summon the basest urges in people, be STR DEX CON INT WIS CHA
it temper, sex or addiction. When meeting humanoids, they 16 (+3) 12 (+1) 19 (+4) 7 (-2) 13 (+1) 14 (+2)
often require them to join in their revelry and orgies.
Partaking can be quite dangerous, especially for creatures Skills Deception +4, Perception +3, Stealth +3
lacking the faun’s stunning constitution, as they love to Damage Resistances poison; bludgeoning, piercing,
measure their personal strength and endurance in violent and slashing from nonmagical weapons that
games, that often result in death. The Summer Court have aren't silvered
banned any faun from entering its land, damning them too Senses passive Perception 13
destructive and unrefined to step into their haughty kingdom. Languages Common, Sylvan
The Unseely court, for their part, only barely tolerates faun Challenge 3 (700 XP)
on the outskirt of society.
Faun Resilience. The satyr has advantage on saving
Roving Herd. Fauns live in roving herds of various sizes, throws against poison, spells and other magical
gathered around a chieftain. They love to barge in uninvited effects.
in banquets, weddings and any kind of celebration; wreaking
havoc as they go. In lands with strong ties to the Feywild, it is Actions
common practice to leave food outside the village in hope to
appease them or to ward off the place of celebration against Multiattack. The satyr makes two attacks: one with
fey interlopers. Fauns are always males but can and do breed his ram and one with his greatclub.
with anything. In that regard they often prey on dryads and Greatclub. Melee Weapon Attack: +5 to hit, reach 5
nymphs, but are also known to carry off brides and other ft., one target. Hit: 7 (1d8 + 3) bludgeoning
women at weddings. The male offspring are always fauns. damage.
Fauns are believed to be originating from the curse of an Javelin. Melee or Ranged Weapon Attack: +5 to hit,
archfey, cast onto a satyr as punishment for seducing its true reach 5 ft. or range 30/120 ft., one target. Hit: 6
love: “May you look as beastly outside as you are inside, and (1d6 + 3) piercing damage.
may all that you sire suffer the same fate.”
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
Dark Urges. The satyr touches a creature and
magically knows the creature's current emotional
state. If the target fails a DC 13 Charisma saving
throw, the satyr also knows the creature's
alignment, and its flaw. On a failed save, the
creature must repeat the saving throw at the end of
its next turn. On a failure, the satyr magically
influences the creature to indulge in its flaw, with
no regard for consequences. Creatures that can’t be
charmed are immune to this effect. The target
pursues the course of action suggested to the best
of its ability for 1 day. If the satyr or its allies
damage the target, the effect ends. If the target
successfully saves against the effect, the target is
immune to this satyr's Dark Urges for the next 24
hours.
Variant: Menad
Leanan
Menads are trusted leanans that serve as advisors, Exotic Favors. A leanan is a female satyr, often mistaken for
judges, or emissaries of powerful archfey of the a succubus, looking like a highly attractive woman with
Seelie Court. A menad has a challenge rating of 6 horns, a tail and hooves. Many adventurers have tried to gain
(2,300 XP) and the following additional trait: their exotic favors, but most of them despise violence, and
Spellcasting. The satyr is a 10th-level spellcaster.
particularly those that live mercenary lives, fighting for
Her spellcasting ability is Charisma (save DC 14).
nothing but glory and gold. Leanans are known for seducing
The satyr has the following bard spells prepared: humanoids, regardless of race or gender, and are interested
only in men and women that have already come of age. They
Cantrips (at will) : friends, message usually do not kill without reason, if they attack, it is to
lst level (4 slots): charm person, heroism protect their life, though they do draw energy from their lover
2nd level (3 slots): calm emotions, zone of truth to sustain themselves, often until the point of exhaustion.
3rd level (3 slots): sending, tongues One notable exception concerns fauns, that they hate with
4th level (3 slots): compulsion, polymorph passion and will always fight. A leanan will consider helping
5th level (2 slots): animate objects, geas adventurers if they go against fauns or some truly vile
creature, often offering a lock of her magical hair as a token.
True Muse. Leanans are true muses, they give inspiration to
those they favor in exchange for their love and devotion. Many
masterpieces have been created under their patronage and
uninspired artist go to great lengths to catch their fickle
affection. Through their inspiration, they can attune the lower
and higher self, the instinct and the reason. This artistic
journey involves meeting your animistic self in a trance state,
a totemic beast that represents the instinct. One can lose
himself in this revelation, potentially turning into a beast
forever. It is unclear if this occurs by a lack of control from
the leanan, or from a building exposure to the fey’s magic.
Shunned and Loved. Unlike most fey creatures, leanans
tend to live close to civilization, near towns and villages
where they can easily meet young men and women eager to
know love. A good number of them even inhabit large cities.
This proximity can become problematic when moralistic
clergies learn of their presence, but on the other hand many
artistic institutions help them hide in their midst.
Unfortunately for them, the powdered horns of leanans are
very often used in the brewing of love potions and they hair is
prized for the confection of hairlock-charms, a trinket
carrying their muse-gift. This has led to the existence of a
profitable black market for fresh leanans bodies.
Hairlock Charm
Wondrous item, rare
This charm made of intertwined leanan hairs carries the
muse’s magic. When you hold it in your hand, you can use an
action to gain a supernatural charm of the GM 's choice. See
chapter 7 of the Dungeon Master's Guide for more
information on supernatural charms. After it is used, the
charm loses all magic properties.
Leanan Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the
Medium fey, chaotic good (50%) or chaotic neutral
(50%) target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Armor Class 14 (natural armor) Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
Hit Points 71 (13d8 + 13) 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Speed 40 ft.
Exhilarating Gaze. The leanan's eyes sparkle with
enchanting light as she targets one creature she can
STR DEX CON INT WIS CHA see within 30 feet of her. If the target can see the
leanan, it must succeed on a DC 14 Wisdom saving
16 (+3) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 16 (+3) throw against this magic or be charmed until the end
of the leanan's next turn. While the target is charmed in
Skills Perception +3, Performance +9, Stealth +6 this way, it is stunned.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons that aren't silvered Kiss of the Wild. The leanan kisses a creature charmed
Senses passive Perception 13 by her or a willing creature. The target makes a DC 14
Languages Common, Elvish, Sylvan Charisma saving throw. On a failed save, the creature is
Challenge 5 (1,800 XP) transformed (as the polymorph spell) into the type of
beast with a challenge rating of 1 or less that it
identifies most with (creature’s choice). In this form,
Heart Sight. As a bonus action, the leanan can choose the creature retains its mental ability scores and ability
one creature she can see within 60 feet of her and to speak. Whenever the target finishes a long rest, it
magically knows the creature's alignment, current can repeat the saving throw, ending the effect on itself
emotional state and ideal, as long as the creature isn't on a success. After three failed saving throws, the
hidden from divination magic by a spell or other transformation can be undone only by a remove curse
magical effect. spell or similar magic. If the target successfully saves
Magic Resistance. The leanan has advantage on saving against the effect, the target is immune to this leanan's
throws against spells and other magical effects. Kiss of the Wild for the next 24 hours.

Actions
Multiattack. The leanan can use her Exhilarating Gaze.
She then makes three attacks: one with her ram and
two unarmed strikes.

Masterpiece
Muse's Patronage Wondrous item, rare
A leanan that grants a character her patronage can
help him or her create a masterpiece, the A masterpiece can take many forms and shapes, as many as
masterpiece will express the true ideal of the there is ways to express art. If you are within 5 feet of the
character. A character that has proficiency with the masterpiece, you can use an action to speak its command
Charisma (Performance) ability or suitable artisan’s word and activate it. It remains activated until you use an
tools can take at least 10 days and spend 1500 gp action to speak the command word again. Any creature other
worth of rare materials to create the masterpiece. than you using an action to interact adequately with the
The character is assumed to work in company of masterpiece must succeed on a DC 15 Charisma saving
the leanan for 8 hours each of those days. The throw. On a failed save, the creature gains the ideal of the
masterpiece can take any form, it could be a masterpiece’s author, which overrides any opposing ideal. At
painting, a perfume, a song or any form the the end of each long rest, the influenced creature can repeat
character chooses to express his or her talent. the saving throw. On a successful saving throw, the creature
Corrupted Muse. A leanan of evil alignment or loses the new ideal. If a creature successfully saves against
compelled against her will to be a muse will the effect, it is immune to the influence of the masterpiece.
inevitably influence her protegee. A masterpiece Casting the dispel evil and good spell on the creature also
made under such conditions will always express removes the new ideal.
the flaw of the author in place of its ideal.
Siren
“Out at sea, if you hear a beautiful woman singing, turn the Amphibious Ambusher. Sirens work in packs, akin to
ship around at once. You understand? Even if it means sailing harpies and their ilk. Sirens prefer swooping on their prey,
straight back into a storm.” — Arike of Hindarsfjall, advice slashing with their claws, or grappling with their tails as they
given to his son before his first solo voyage sweep past their victims, throwing them into the sea or from
cliffs. On the ground, however, they are virtually defenseless,
Illusory Beauty. Sirens are sea creatures which typically and so a wise tactic is to damage their fin-like wings or fight
take the form of a half-human (male or female) with a fish's into a confined space to force them to land. If gravely
tail, a lot like mermaids or mermen. They appear to rule the wounded, a siren will retreat beneath the sea.
undersea world and wield mysterious power. Their language
is a sing-song variant of the Aquan. They can transform to Ekhidna
resemble beautiful human maidens, though with tails covered
in silver scales instead of legs. Once a naive sailor gets within Feral Worshipers. Ekhidna (the sirens’ more feral cousins)
arm’s reach of these beautiful creatures, their fair faces are a vicious and dangerous species of siren. It is possible,
suddenly turn to fang-filled, fish-like maws, and lovely tails but not confirmed, that they worship the dreaded krakens like
promising unknown delights become sharp talons. gods of the deep, becoming more powerful and feral as they
do. Ekhidna are easily distinguishable from siren by their
Aggressive Monster. One legend claims sirens were once stronger build, extra-long tail and obviously monstrous face.
friendly towards men—and supposedly were even known Needless to say, they never try to seduce sailors but instead
(albeit on rare occasions) to accept some sailors’ clumsy descend upon them with wailing fury.
attempts at courtship. In our day, however, they are decidedly
aggressive, perhaps soured by the numerous kidnappings of Terrifying Flock. Ekhidnas usually hunt in flocks, making
carried out by frustrated sea salts. Whatever the truth, one use of their numbers as well as their ability to move
thing is certain: these days the monsters display no signs of effortlessly through water and air. They love to constrict their
good will, and so when spotting them one should immediately victims, especially underwater while they drown. Ekhidna's
reach for one’s sword. scales glisten underwater, shimmering with power.
Threatened or injured ekhidnas will let out a terrifying shriek,
leaving their opponents stunned while they escape, and their
sisters swoop down for an easy attack.
Siren Ekhidna
Medium monstrosity, chaotic neutral Medium monstrosity, chaotic evil

Armor Class 11 Armor Class 14 (natural armor)


Hit Points 22 (5d8) Hit Points 65 (10d8 + 20)
Speed 10 ft., fly 40 ft., swim 40 ft. Speed 10 ft., fly 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 8 (-1) 10 (+0) 14 (+2) 17 (+3) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 11 (+0)

Skills Performance +6 Damage Resistances bludgeoning, piercing, and


Senses passive Perception 10 slashing from nonmagical attacks
Languages Aquan, Common Senses passive Perception 10
Challenge 1/2 (100 XP) Languages Aquan
Challenge 3 (700 XP)
Clumsy Moves. While the siren is neither flying nor
swimming, attack rolls against it have advantage. Clumsy Moves. While the ekhidna is neither flying
nor swimming, attack rolls against it have
Limited Amphibiousness. The siren can breathe air advantage.
and water, but it needs to be submerged at least
once every 4 hours to avoid suffocating. Dark Devotion. The ekhidna has advantage on saving
throws against being charmed or frightened.
Actions Limited Amphibiousness. The ekhidna can breathe
Multiattack. The siren makes two attacks: one with air and water, but it needs to be submerged at least
its claws and one with its tail. once every 4 hours to avoid suffocating.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., Actions


one target. Hit: 6 (2d4 + 1) slashing damage.
Multiattack. The ekhidna makes two attacks: one
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., with its claws and one with its tail constrict.
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Instead of dealing damage, the siren can grapple Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the target (escape DC 12). Until this grapple ends, one target. Hit: 7 (2d4 + 3) slashing damage.
the siren can't use its tail against another target. Tail Constrict. Melee Weapon Attack: +5 to hit,
Illusory Appearance. The siren covers itself with a reach 5 ft., one target. Hit: 12 (2d8 + 3)
magical illusion that makes it look like a beautiful bludgeoning damage, and the target is grappled
man or woman of it general size and shape. The (escape DC 14). Until this grapple ends, the
effect ends if the siren takes a bonus action to end creature is restrained, and the ekhidna can't
it or if it dies. The changes wrought by this effect constrict another target.
fail to hold up to physical inspection. For example, Shriek. Each creature within 20 feet of the ekhidna
the siren could appear to have no claws, but that can hear its shriek and that isn't a siren must
someone touching its hand might feel the claws. succeed on a DC 14 Wisdom saving throw or be
Otherwise, a creature must take an action to stunned until the end of the ekhidna's next turn. If a
visually inspect the illusion and succeed on a DC creature's saving throw is successful, the creature is
15 Intelligence (Investigation) check to discern that immune to the ekhidna's shriek for the next 24
the siren is disguised. hours.
Melusina Limited Amphibiousness. The melusina can breathe air
and water, but it needs to be submerged at least once
Medium monstrosity, lawful evil
every 4 hours to avoid suffocating.
Armor Class 18 (natural armor)
Hit Points 117 (18d8 + 36) Actions
Speed 10 ft., fly 40 ft., swim 40 ft. Multiattack. The melusina makes two attacks: one with
its claws and one with its tail constrict.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16 (+3) 17 (+3) 14 (+2) 11 (+0) 16 (+3) 17 (+3) target. Hit: 8 (2d4 + 3) slashing damage.
Tail Constrict. Melee Weapon Attack: +6 to hit, reach 5
Saving Throws Dex +6, Int +3, Cha +6 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage,
Skills Deception +6, Performance +9, Religion +3 and the target is grappled (escape DC 14). Until this
Damage Resistances lightning; bludgeoning, piercing, grapple ends, the creature is restrained, and the
and slashing from nonmagical attacks melusina can't constrict another target.
Senses passive Perception 13 Illusory Appearance. The melusina covers itself with a
Languages Aquan, Common magical illusion that makes it look like a beautiful man
Challenge 8 (3,900 XP) or woman of it general size and shape. The effect ends
if the siren takes a bonus action to end it or if it dies.
Innate Spellcasting. The melusina's innate spellcasting The changes wrought by this effect fail to hold up to
ability is Charisma (spell save DC 14). The melusina can physical inspection. For example, the melusina could
innately cast the following spells, requiring no material appear to have no claws, but someone touching its
components: hand might feel the claws. Otherwise, a creature must
take an action to visually inspect the illusion and
At will: control water succeed on a DC 20 Intelligence (Investigation) check
2/day each: tidal wave, watery sphere to discern that the siren is disguised.
1/day: control weather (at sea or coastal region only)
Spellcasting. The melusina is a 10th level spellcaster. Legendary Actions
Its spellcasting ability is Wisdom (spell save DC 14). It The melusina can take 2 legendary actions, choosing
has the following cleric spells prepared: from the options below. Only one legendary action
Cantrips (at will): guidance, thaumaturgy option can be used at a time and only at the end of
1st Level (4 slots): charm person, sanctuary another creature's turn. The melusina regains spent
2nd Level (3 slots): hold person, mirror image legendary actions at the start of its turn.
3rd Level (3 slots): blink, dispel magic
4th Level (3 slots): guardian of faith, polymorph Retreat. The melusina moves up to half its flying or
5th Level (2 slots): dominate person, hallow swimming speed without provoking opportunity
attacks.
Clumsy Moves. While the melusina is neither flying nor Claws. The melusina makes one attack with its claws.
swimming, attack rolls against it have advantage. Cast a Spell (Costs 2 Actions). The melusina cast a
Kraken's Blessing. The AC of the melusina includes its spell from its list of Innate Spellcasting or
Charisma bonus. Spellcasting feature, using a daily use or a spell slot
as normal.

A Melusina's Lair Lair Actions


Melusina are old and powerful sirens. Intelligent creatures, On initiative count 20 (losing initiative ties), the melusina
they create cults of evil humanoids and undersea creatures, takes a lair action to cause one of the following magical
especially kuo-toa, to erect statues of the “Deep Gods”, effects; the melusina can't use the same effect two rounds in
krakens. In these temples, usually a large complex of a row:
undersea caves or tall cliff islands, they serve as priestesses, The melusina sings with a heavenly voice audible within
gathering flocks of bloodthirsty ekhidnas to capture 300 feet. Creatures of the melusina's choice that can hear
sacrifices. In many coastal regions, melusina have for the song (which is sung in Primordial) must succeed on a
centuries been worshipped by the islanders as semi-divine DC 14 Charisma saving throw or be charmed until the
beings, receiving offerings to appease the storms and receive end of its next turn.
bountiful fishing. Nowadays, their lairs are given a wide berth Pools of water that the melusina can see within 120 feet
in fear of being turned into a deep scion or a sea spawns (see of it surge outward in a grasping tide. Any creature on the
Volo’s Guide to Monsters). ground within 20 feet of such a pool must succeed on a
A melusina encountered in its lair has a challenge rating of 9 DC 14 Strength saving throw or be pulled up to 20 feet
(5,000 XP). into the water and knocked prone.
Vampire

C
ontrary to popular belief, monsters are not all
alike. Like people, individual members of the
same species can each have their own unique
traits, preferences and weaknesses. A good Blood Addiction
example of this is the many species of vampires,
some very different from the others, and only When a vampire loses control of itself because of
connected by their mandatory diet: fresh blood. its Blood Addiction weakness the vampire enters a
Vampires are often referred as of the lower or higher variant. state called blood frenzy. In order to control itself
near a source of blood, the vampire must make a
There seem to be some disagreement in the academic world DC 15 Wisdom saving throw, on a failed save it
as to what makes a vampire belong to either category. Most loses control and enters blood frenzy. The blood
scholar qualifies a vampire of higher ascendancy when they frenzy ends when the vampire use its bite attack
show the ability to shapechange into a humanoid, but other successfully and inflicts necrotic damage to a
base their assumption on their intelligence and capacity to target, unless noted otherwise in its individual
use magical abilities. Other deny entirely the aforementioned description. If a vampire's saving throw is
classifications and state that higher vampires are an entirely successful or the effect ends for it, the vampire is
different species, immortal and human looking. immune to the blood frenzy for the next 24 hours.
Undead Nature. A vampire doesn't require air. While under the blood frenzy the vampire gains the
following:
Vampire as Monstrosity The vampire shapeshifts back to its vampire
For the purpose of this readjustment vampires are assumed form and cannot use its shapechanger feature
to be undead creatures, just like initial D&D vampires. until the frenzy ends.
Vampires in Sapkowski's works break with many popular The vampire has advantage on melee weapon
stereotypes. In particular, vampires are living creatures and a attack rolls, but attack rolls against it have
species of their own. Their undead nature is nothing but advantage until the frenzy ends.
folklore within the Witcher saga. If you want to stick more The vampire cannot use its Innate Spellcasting
closely to the Witcher's univers we advise that you change the or Spellcasting feature until the frenzy ends.
type of the vampires from this section to Monstrosity instead. The vampire becomes immune to the charmed
and frightened condition until the frenzy ends.
Higher Vampire
Creation Myth The almighty higher vampires remain a mystery for most,
Vampires come in many forms and shapes, but how they their enigmatic nature, erratic memory of the past and
came to be is wildly debated in occult circles. Here are some resistance to divination makes any information gathering on
of the most popular and plausible theories for each their origins almost impossible. A few pointers remain,
subspecies of the bloodsucking fiends. scattered in the distant past and deep in strange Underdark
caves. They are certainly of a planar origin, entering the
Alp Prime Material Plane during a solar eclipse eon ago, but
Folktales tell the tragic story of the noble and mysterious beyond that, only their elders might remember the truth. One
eladrin race, elves from the Feywild. Its said that when an thing is for certain though, no new higher vampire has ever
eladrin loose all hopes and take its own life, a living been seen, and it is safe to assume that whatever dreadful
nightmare is created. Dreams are powerful things in the conditions was necessary to create these beings will probably
Feywild, gaining a will of their own. The nightmare will travel never be met again, or may the gods preserve us all.
through time and planes, seeking a desperate elf, usually a
virgin if the legend is to be believed. The unfortunate fairfolk Katakan
will die of exhaustion in the following days, ceaselessly Oddly enough katakans myths have a lot in common with
tormented by visions of death. The following night, it will tales of lycanthropy, rumored to be the stillborn offsprings of
raise as an alp vampire. men and beasts. Most of this folklore probably contains a
grain of truth, but it is difficult to separate the legends told by
Bruxa illeterate peasants from the actual facts. One of the
The eerie bruxae possesses numerous myth of origin, but reoccuring myth states that a powerful lycanthrope that is
some of them are more common than most. It is said that turned into a vampire will become a katakan, or that eating a
bruxae were once the most beautiful and innocent of the fey, lamb killed by a lycanthrope will turn you into one. One point
nymphs, dryads and other lively creatures. Succumbing to the were most legends seem to coincide is that stuffing the
bite of a higher vampire, their playful nature was twisted and mouth of the dead with garlic will prevent its transformation.
turned them into manipulative killers, eager to drink the
blood of their former sisters. Ancient grimoires also speak of Mula
a degrading ritual that can turn a witch into a bruxa, similar Mula, the scourge of mankind, are born of wrath, cursed by
in principle to the ascension into lichdom. It is unclear if the an angry god. The fondation myth differs from story to story,
ritual is used as a punishment on an unwilling subject or a but the theme stays the same: a man slaughtered his own
mean to achieve immortality. family out of love for god. In his folly, to prove his faith and
devotion, he committed the most vile of sacrifices. Ashamed
Ekimmara that such a despicable act was perpetrated in its name, the
Nobody really knows how an ekimmara is made. Many god banished the fool into an unfathomable abyss. When the
legends claim to know how they came to be, but none could man emerged from the pit, he was transformed, afflicted by
be verified. Some say an ekimmara is born when a vampire an insatiable blood-lust that could only be quenched briefly by
bat feeds on the blood of a newborn illegitimately conceived the blood of the wicked. In other parts of the world mula
during the full moon, which of the child or the bat is turning vampires are supposed to raise from the grave of a killer or
is unclear. Another popular legend pretend they are the particularly bloodthirsty soldiers. The only way to prevent
damphyr children of mula and katakan vampires, conceived this is to behead the body in its grave, fill its mouth with salt
with a mortal, or that a giant bat drinking the blood of a and garlic and to drive a silver stake through its heart.
katakan will raise as an ekimmara, depending on who you
ear it from. Regardless of what scholars might think, it's Nekurat
probably for the best that nobody really knows the truth, for a Nekurats, the "cousin" of the ekimmara and katakan, are tied
deranged mind with the knowledge to create them could to astronomical events, planetary alignment and planar
unleash a terrifying plague of bloodsuckers on the realms. conjunctions. Astronomers have studied for centuries the
apparition cycle of this creature, in an effort to prevent their
Fleder rising. So far their results have been moot. It's proven that
When a giant bat feeds of the blood of the dead on desecrated nekurats appear during partial or total eclipse, when the
ground, or directly from the veins of a higher vampire it can Shadowfell crosses path with the material plane. What is
turn into a fleder. It is believed that the transformation can be unclear is if mear men are turned into one or if they
adverted by nailing the bat to a wooden surface and stuffing it somehow find a way to cross to our world during these times.
with garlic cloves. Some masters of the dark art, necromancy,
can also raise fleder from corpses directly.
Garkain
The revolting garkain are difficult subject to study. Most are
immediately burned once destroyed, by fear of the diseases
their body could spread, making it excessively difficult for
scholars to learn anything about them. Some have said that
people bitten by the vampire and succumbing to its disease
can raise the following night as a garkain. This is a frightful
thought, and an even better reason to burn the bodies.
Alp
Few other monster inspires so many myths and fallacies as
the alp. Folktales describe their charms and their beautiful,
seductive voices, as well as their loathing of virgins. What is
true beyond any doubt is that they move without a sound and
attack by surprise, rarely giving their victims as much as a
chance to scream in terror.
Blood Addict. As higher vampires, alps, or alpor as they are
also called, don't need blood to survive but are extremely
addicted to it. Of all the higher vampires, alp are the weakest
when it comes to controlling their darkest urges. They lack
the restrain and manipulative skills of the bruxa or the
cunning edge of the katakan, making it very difficult for them
to hide in the midst of civilization. To indulge in their
addiction alps rely mostly on the poor judgement or social
isolation of their prey, hunting lonely men, drunkards or
notorious perverts.
She-Devil. Alps, just like bruxae, are womanoid, exclusively
appearing as female creatures. They have the power to
change into a beautiful female humanoid, often an elf, and for
this reason they are commonly mistaken for succubi, people
believing them to be lecherous and inclined to seduce
handsome young men. Some even pretend they are able to
turn into a black dog or a venomous toad, but this is pure
nonsense.
Home Invader. If cornered, alps are more than capable
fighters, their natural magical abilities allow them to daze
and feed on their prey easily and their hands end in
dangerous claws. Truthfully though, alps prefer to attack
unconscious victims. They will sneak into bedrooms at night,
draining the blood of the sleeper and leave before dawn. The
alp will then return the following nights to feed again on the
same victim, until it's caught or the victim dies. For some
unknown reason, alps seem to develop a mystical connection
with their sleeping victims, having a hard time to let them go.
This weakness can be used against the alp, for it makes its
behavior somewhat predictable.
Optional: Dream Haunting
Between Beasts and Men. Alps are ambiguous vampires, A living humanoid bitten by an alp vampire while
they cannot stand to be too far from humanity, as they need to asleep is under the effect of the alp's curse. While
satisfy their blood addiction, nor can they hide directly among under the curse the creature will receive vivid
men, due to their lack of control. Therefor an alp is reduced erotic dreams about a beautiful elven woman
to share the same refuges and lairs than lesser vampires, during its rest, lusting over her even while awake. A
lurking between the world of men and beasts. To the contrary creature under the effect of the curse has small,
of lesser vampires, alps do care for confort and will build red marks on its scalp. The curse is lifted if the alp
their lair accordingly, garnishing it with furniture and dies or a remove curse spell is casted on the
creature.
accommodations, even art sometime.
Each time the creature takes a long rest it must
succeed on a DC 15 Wisdom saving throw,
with disadvantage if the alp bit it that night, or
gain a level of exhaustion and gain no benefits
from its long rest.
While the creature is under the effect of the
curse, the alp that bit it gains a supernatural
sense, allowing it to knows the distance to and
direction of the creature, unless the two of
them are on different planes of existence. If the
creature dies, the alp knows.
Alp Elusive. Attack rolls made against the vampire have
disadvantage unless the vampire is incapacitated or
Medium undead (shapechanger), lawful evil
restrained. No attack roll has advantage against the
Armor Class 18 (natural armor) vampire while it isn’t incapacitated.
Hit Points 82 (11d8 + 33) Vampire Weaknesses. The vampire has the following
Speed 60ft., climb 60ft. flaws:
Blood Addiction. If the temptation for blood is
STR DEX CON INT WIS CHA strong (an open wound, the smell of blood), the
vampire has disadvantage on blood frenzy saving
16 (+3) 23 (+6) 16 (+3) 14 (+2) 10 (+0) 16 (+3) throws. In the presence of the blood of a virgin the
vampire fails automatically.
Saving Throws Dex +9, Cha +6 Sunlight Hypersensitivity. The vampire takes 20
Skills Perception +3, Stealth +9 radiant damage when it starts its turn in sunlight.
Damage Resistances necrotic; bludgeoning, piercing, While in sunlight, it has disadvantage on attack rolls
and slashing from nonmagical weapons and ability checks.
Senses darkvision 60ft., passive Perception 13
Languages Common, Elvish Actions
Challenge 6 (2,300 XP)
Multiattack. The vampire makes three melee attacks,
only one of which can be a bite attack.
Innate Spellcasting. The alp's innate spellcasting ability
is Charisma (spell save DC 14). The alp can innately Claws (Vampire Form Only). Melee Weapon Attack: +9
cast the following spells, requiring no material to hit, reach 5ft., one creature. Hit: 10 (2d4 + 6)
components: slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 14).
At will: dream, gaseous form (self only), hypnotic
pattern, sleep (3rd-level version), Bite (Vampire Form Only). Melee Weapon Attack: +9 to
hit, reach 5ft., one creature that is grappled by the
Shapechanger. If the vampire isn't in sunlight, it can vampire, incapacitated or restrained. Hit: 9 (1d6 + 6)
use its action to polymorph into a Medium female piercing damage plus 7 (2d6) necrotic damage. The
humanoid or back into its true form. While in target's hit point maximum is reduced by an amount
humanoid form, its statistics, are the same. Any equal to the necrotic damage taken, and the vampire
equipment it is wearing or carrying isn't transformed. It regains hit points equal to that amount. The reduction
reverts to its true form if it dies. lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.

Deathwail Alp
Variant: Deathwail Alp Fear Addict. Deathwail Alps are older vampires that are
A deathwail alp has a challenge rating of 8 (3,900 often mistaken for banshee or bruxa, due to their ability to
XP) and the following additional action options: emit magical screams. They are called phantoms by some, a
name which fits well enough, for like phantoms they haunt
Legendary Actions and torment men, prowling near villages and attacking at
The vampire can take 2 legendary actions,
night when the moon is full. Alp favorite feeding habits
choosing from the options below. Only one
involve sneaking into a sleeping household and invoke
legendary action option can be used at a time and horrible nightmare, night terrors, into a sleeping man, for
only at the end of another creature's turn. The they love the taste of fear in their blood. Some suggest they
vampire regains spent legendary actions at the start are the cause of legends about men who go to sleep healthy
of its turn. and are found in the morning white as snow, taken by a
horrible nightmare.
Hide. The vampire makes a Dexterity (Stealth)
check. Uncanny Speed. In combat deathwail alps display incredible
Rush. The vampire may move up to its speed supernatural speed, even by vampire standards. Their
without provoking opportunity attacks and greatest asset is their agility and they can move with uncanny
makes a claws attack. speed that appears to border on the power of teleportation.
Deathwail (Costs 2 Actions). The vampire screams in One must aim one’s sword with great precision, for alps are
a 30-foot cone. Each creature in that area must unequaled in the art of evading blows. They also often rush
succeed on a DC 14 Constitution saving throw
or be knocked prone and take 18 (4d8) thunder
out of sight and hide to either drop down on you or prepare
damage. On a successful save, the creature takes
their shriek. Unlike bruxae, deathwail alps cannot turn
only half the damage and isn't knocked prone. invisible, yet like bruxae, they emit a shrieking noise whose
shock wave can incapacitate.
Bruxa
It is said that at night bruxae haunt attractive young men and Fair and Deadly. The bruxa finds the smell of garlic to be
drink their blood. This silent and seductively beautiful socially inconvenient at most, and she considers holy symbols
creature closely resembles a fey. In fact, she is a vampire, and to be interesting examples of handicraft. She endures the
one of the deadliest kind. They approaches gracefully and are light of the sun well, but she prefers the darkness of the night.
easy to overlook as a threat. These vampires move quietly in If threatened, they attack with their talons and rip the victim
the dark to suddenly emerge near their victims. An eerie cry apart, pausing only to savor the blood of their dying foe. The
echoing through corridors indicates an approaching bruxa – greatest threat comes from the bruxa's voice. The creature
at once both beauty and the beast. can scream with the might of a banshee, wrecking the mind
of the sternest man, making him easy prey for the vampiress.
Wanton Villain. Bruxae are womanoids and take the form of Blindness is as great a threat as this ghastly scream. The
beautiful women, leading some to mistake them for nymphs, pitch-black gaze of bruxae can deprive their enemies of sight,
but their long fangs and thirst for blood always betray them. or even paralyse, in order for the fiend to play cat and mouse
The bruxa is built on contradictions. She appears as a with its prey.
beautiful woman, but when she is hungry or attacking, she is
terrifying. Her black pupils and blank face contrast sharply Queen of the Night. This alluring yet frightful fiend is the
with her pale feminine silhouette. The bruxa is a higher most manipulative of vampires, to the exception maybe of the
vampire and therefor drinks blood but do not depend on it to elusive nosferat. Bruxae are experts at hiding in plain sight,
survive. She often finds a victim to become her lover and a blending in perfectly among mortals and throwing off their
constant supply of sustenance at the same time. trail easily vampire hunters. Few can tell what they really are
when they are not on the hunt. They can charm equally
undead and mortals, surrounding themselves with servants,
bodyguards and lovers, with a preference for lower vampires
and alps. The most powerful of them can enslave a creature
through their bite, binding mystically their victim to their will.
They are obediently served by an entire court of suitors and
sycophants, tending to their every twisted needs.
Wolves among Sheep. Bruxae are as far as you can possibly
be from the classical myth of the vampire inhabiting dark
crypts and ancient ruins. If they do so, its by personal taste or
because things turned sour and they are now in hiding.
Instead they favor places with a lot of traffic and where
mortals let their guard down, like brothels, merchant
outposts, inns or theaters. Some bruxae even make a
business out of their needs, trading favors against blood. Still,
bruxae are aware that people will not take kindly to their
feeding and they always prepare multiple escape plans.

Optional: Kiss of Darkness


Some of the most talented bruxae learn the ability
to enthrall a person with a kiss, much in the same
way other vampires use their gaze to do so. A bruxa
with the kiss of darkness option has a challenge
rating of 10 (5,900 XP). When a humanoid or an
undead kisses a bruxa, it must succeed on a DC 15
Wisdom saving throw or be magically charmed by
the vampire until the vampire dies or until it is on a
different plane of existence from the target. The
charmed target is under the vampire's control and
can't take reactions, and the vampire and the target
can communicate telepathically with each other
over any distance. Whenever the charmed target
takes damage, the target can repeat the saving
throw. On a success, the effect ends. No more than
once every 24 hours, the target can also repeat the
saving throw when it is at least 1 mile away from
the vampire.
Bruxa Blood Addiction. In the presence of the blood of a
fey creature the vampire fails automatically blood
Medium undead (shapechanger), lawful evil
frenzy saving throws.
Armor Class 17 (natural armor) Sunlight Hypersensitivity. While in sunlight, the
Hit Points 119 (14d8 + 56) vampire has disadvantage on attack rolls and ability
Speed 30ft., fly 30 ft. (hover) checks.

Actions
STR DEX CON INT WIS CHA Multiattack. The vampire uses its Otherworldly Gaze
18 (+4) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 22 (+6) and makes two melee attacks, only one of which can be
a bite attack.
Saving Throws Dex +9, Wis +6, Cha +10 Claws (Vampire Form Only). Melee Weapon Attack: +9
Skills Deception +10, Perception +6, Persuasion +10, to hit, reach 5ft., one creature. Hit: 12 (2d6 + 5)
Stealth +9 slashing damage. Instead of dealing damage, the
Damage Resistances necrotic; bludgeoning, piercing, vampire can grapple the target (escape DC 15).
and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 16 Bite (Vampire Form Only). Melee Weapon Attack: +9 to
Languages Common, Elvish, Sylvan, telepathy 120ft. hit, reach 5ft., one creature that is grappled by the
Challenge 9 (5,000 XP) vampire, incapacitated or restrained. Hit: 9 (1d6 + 5)
piercing damage plus 10 (3d6) necrotic damage. The
Innate Spellcasting. The bruxa's innate spellcasting target's hit point maximum is reduced by an amount
ability is Charisma (spell save DC 18). The bruxa can equal to the necrotic damage taken, and the vampire
innately cast the following spells, requiring no material regains hit points equal to that amount. The reduction
components: lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
At will: detect thoughts, enthrall, haste, misty step, Otherworldly Gaze. The vampire targets one creature it
suggestion can see within 60 feet of it. If the target can see the
2/day each: greater invisibility (self only), modify vampire, it must succeed on a DC 15 Wisdom saving
memory (6th-level slot) throw against this magic or become blinded until the
Regeneration. The vampire regains 10 hit points at end of the bruxa's next turn. If the target fails the
the start of its turn if it has at least 1 hit point. If the saving throw by 5 or more, it is also paralyzed for the
vampire takes radiant damage, this trait doesn't same duration.
function at the start of the vampire's next turn . Eerie Scream (Recharge 5-6). The vampire releases a
eerie scream, provided that it isn't in sunlight. This
Shapechanger. If the vampire isn't in sunlight, it can use scream has no effect on construct and undead. All
its action to polymorph in to a Medium female other creatures within 30 feet of it must make a DC 15
humanoid or back into its true form. While in Wisdom saving throw, taking 45(10d8) psychic
humanoid form, its statistics, are the same. Any damage on a failed save, or half as much damage on a
equipment it is wearing or carrying isn't transformed. It successful one. If a creature fails the saving throw by 5
reverts to its true form if it dies. or more, its also frightened until the end of the bruxa's
Vampire Weaknesses. The vampire has the following next turn.
flaws:

Night Mother A night mother's Lair


After surviving centuries of undeath, outwitting dozens of A night mother establishes its lair in the most luxurious place
rivals and gaining great occult powers a bruxa can pretend to its influence can allow. They often choose a vibrant place of
the title of night mother. These bruxae have mastered the art entertainment, like a coliseum, an arena or a large theater,
of intrigue and manipulate the mortal world through their where hundreds of people come and go at all time. Others
numerous undead minions and mortal agents. They conspire live in large estates at the edge of town where they host
to expand their influence through elaborated plots and place decadent balls that mortals would kill to be invited to. They
spies in every institution of a city, ruling from the shadows. weave webs of illusions and build secret passages to move
unseen through their lair, hiding their treasures in secret
vaults guarded by vampires and traps.
Lair Traits Bewitching Wine
A night mother's lair might have any or all of the following Wondrous item, rare, cursed
effects in place:
This wine, distilled from the blood of a night mother vampire,
Darkness creeps avidly over the light inside the lair. The is usually kept in a superbly adorned decanter. If drank by a
radius of all light source inside the lair is reduced by half, living creature, the creature instantly falls unconscious for 8
regardless of their origin, natural or magical. The capacity hours and age by 1d4 years. During its sleep the creature has
of living creatures to see through darkness, like the most vivid erotic dreams, more realistic than life and
darkvision, is also reduced by half. Creatures able to see fulfilling all its darkest fantasies. When it wakes up, the
through magical darkness are unaffected. creature remembers the dreams perfectly and must succeed
Undead creatures inside the lair have advantage on saving on a DC 15 Constitution saving throw, gaining a level of
throws against features that turn undead. exhaustion on failure.
Animals are terrified by the lair and refuse to step inside. Curse. The dreams induced by the wine are so intense that
If a beast creature starts its turn inside the lair it must reality pales to compare, letting the cursed creature eternally
succeed a DC 15 Wisdom saving throw, in case of failure unsatisfied. Until the curse is removed the creature gains a
its frightened for 1 minute. form of indefinite madness "I'll do everything I can to relive
If the night mother is destroyed, these effects fade over these dreams again".
instantly.

Variant: Night Mother


Night mothers grow in power and occult
knowledge over the centuries. A bruxa night
mother has a challenge rating of 12 (8,400 XP) and
the following additional traits and action options:
Spellcasting. The vampire is a 10th-level
spellcaster. Its spellcasting ability is Charisma (save
DC 18, +10 to hit with spell attacks). The vampire
has the following sorcerer spells prepared:

Cantrips (at will) : blade ward, mage hand, ray of


frost
lst level (4 slots): shield, witch bolt
2nd level (3 slots): hold person, mirror image
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (3 slots): confusion, polymorph
5th level (2 slots): cone of cold, seeming
Legendary Actions
The vampire can take 2 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
vampire regains spent legendary actions at the start
of its turn.

Otherworldly Gaze. The vampire uses its


Otherworldly Gaze.
Bite (Costs 2 Actions). The vampire makes one bite
attack.
Cast a Spell (Costs 2 Actions). The vampire cast a
spell from its list of Innate Spellcasting or
Spellcasting feature, using a daily use or a spell
slot as normal.
Ekimmara
“Bah, ain’t nothing to fear. Ekimmaras, why, they ain’t nothing Embodiment of Fear. Ekimmara are unusually cruel and
more than overgrown bats.”—Anonymous city guardsman’s exceptionally swift. They are able to quickly land blow after
last words blow capable of smashing even the best dwarven-made armor
into tiny shards. They are invulnerable to conventional steel
Chiropteran Marauder. Like other lesser vampires, and, therefore should be fought with a magical weapon. One
ekimmaras are not, despite what village gossips might say, should never attempt to tire them out or, gods forbid, wait for
undead humanoids. Unlike their portrayals in ballads and them to bleed to death. Remembering that they can
legends, they look nothing like handsome, pale aristocrats regenerate back health quickly is a crucial point when it
with charming eastern accents, though, like katakans or comes to slay them. Unfortunately, the legends are wrong and
nekurats, their stronger and clever cousins, they do bear a the sun’s rays do not turn these vampires to ash. They are
strong resemblance to overgrown bats. They also do not suck vulnerable to sunlight, however, and when the sun stands at
blood from the necks of virgins with a delicate, kiss-like bite its zenith their regeneration is considerably slowed.
— they tear them to shreds using long, sharp claws and then
slurp the splattered blood off the ground. Invisible Scourge. Ekimmara are patient hunters, they hide
in the shadows and demonstrate exceptionally acute hearing
and can turn invisible, waiting unseen while dread of their
unpreventable attack overwhelms their victim. Ekimmara
show a true sense of cruelty, for they like to display their kill
in public, leaving them in visible places for the mutilated
corpse to be found.

Optional: Mimicry
Ekimmaras base their perception on sound, literally
"seeing" the sounds they project. Some rare
subspecies have perfected this ability to the point
of being able to project their voice, making it
originate from a distant point. They use this ability
to lure, terrify and isolate preys, cunningly waiting
for a group to split up before striking.
The ekimmara can mimic any sounds it has
heard, including voices, and choose a point of
origin for the sound within 120 feet of it. They
can imitate perfectly the sound of someone in
distress, cries of a baby or screams of pain,
usually replicating the last sounds of its victims.
A creature that hears the sounds can tell they
are imitations with a successful DC 16 Wisdom
(Insight) check.

Slumbering Fiend. Like most lesser vampires, ekimmaras


usually hunt in urban areas at night, choosing a secluded
place to hide during daylight hours. If its blood source
becomes scarce and no other hunting ground is available, or
the ekimmara becomes trapped somewhere, the monster can
become dormant. Ekimmara can slumber for an extended
period of time, potentially centuries. Adventurers entering a
ruin with a past of unexplained bloody killings should make
sure they come prepared. Vampire kills never miraculously
stop and they might well be the next meal of a very hungry
ekimmara.
Ekimmara Actions
Large undead, chaotic evil Multiattack. The vampire makes three melee attacks,
only one of which can be a bite attack, or it makes two
Armor Class 16 (natural armor) melee attack and turn invisible before or after the
Hit Points 137 (13d10 + 65) attack.
Speed 40ft.
Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one
creature. Hit: 19 (2d12 + 6) slashing damage. If the
STR DEX CON INT WIS CHA target is a creature other than an undead or a construct,
22 (+6) 18 (+4) 20 (+5) 7 (-2) 14 (+2) 14 (+2) it must succeed on a DC 16 Constitution saving throw
or lose 7 (2d6) hit points at the start of each of its
Skills Perception +10, Stealth +8 turns due to internal injuries. Each time the vampire
Damage Resistances necrotic hits the wounded target with this attack, the damage
Damage Immunities bludgeoning, piercing, and slashing dealt by the wound increases by 7 (2d6). Any creature
from nonmagical weapons can take an action to stanch the wound with a
Condition Immunities frightened successful DC 14 Wisdom (Medicine) check. The
Senses blindsight 120ft., darkvision 120ft., passive wound also closes if the target receives magical
Perception 20 healing. Instead of dealing damage, the vampire can
Languages understands Common but can't speak grapple the target (escape DC 16).
Challenge 10 (5,900 XP) Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one
creature that is grappled by the vampire, incapacitated
Echolocation. The vampire can't use its blindsight while or restrained. Hit: 12 (1d10 + 6) piercing damage plus
deafened. 10 (3d6) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the
Regeneration. The vampire regains 20 hit points at the necrotic damage taken, and the vampire regains hit
start of its turn if it has at least 1 hit point. During points equal to that amount. The reduction lasts until
daylight hours the regeneration of the vampire is the target finishes a long rest. The target dies if this
reduced to 10 hit points. effect reduces its hit point maximum to 0.
Spider Climb. The vampire can climb difficult surfaces, Invisibility. The vampire magically turns invisible until it
including upside down on ceilings, without needing to attacks or until its concentration ends (as if
make an ability check. concentrating on a spell). Any equipment the vampire
Sunlight Sensitivity. While in sunlight, the vampire has wears or carries is invisible with it.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Variant: Ekimmara Scourge Cruel Slaughter (Costs 3 Actions). The vampire


Some very old and powerful ekimmaras reach makes an attack with its claws against one creature
extraordinary level of cunning and cruelty, they are it can see within 5 feet of it that has 0 hit points
nicknamed scourge. An ekimmara scourge has a and is still alive. If the attack hits, the target must
challenge rating of 12 (8,400 XP) and the succeed on a DC 16 Constitution saving throw or
following additional action options: die. If the target dies, each creature of the
vampire's choice that is within 60 feet of it and
Legendary Actions able to see it must succeed on a DC 16 Wisdom
saving throw or be frightened of the vampire for 1
The vampire can take 3 legendary actions, minute. While frightened in this way, a creature is
choosing from the options below. Only one incapacitated, can't understand what others say,
legendary action option can be used at a time and can't read, and speaks only in gibberish; the GM
only at the end of another creature's turn. The controls the creature's movement, which is erratic.
vampire regains spent legendary actions at the start A creature can repeat the saving throw at the end
of its turn. of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful
Escape. The vampire use Invisibility and may move or the effect ends for it, the creature is immune to
up to half its speed without provoking the vampire's Cruel Slaughter for the next 24
opportunity attacks. hours.
Claws (Costs 2 Actions). The vampire makes one
attack with its claws.
Fleder
Common people believe that fleders are dead heathens who Death from Above.The fleder is not a good flier, the
turned into vampires and rose from their graves. Being membranes under its arms allowing only short jumps and
vampires, they attack sleeping people and drink their blood. attacks from above. Though not particularly smart, it knows
According to peasants, a man bitten by a fleder becomes a that it gains an advantage and increases its chance of victory
fleder himself. This is nonsense, obviously, for towns would by suddenly attacking unsuspecting victims. The long,
be completely infested by them after only a few weeks due to prehensile toes on the beast's feet allow it to hang head down
the creature's ravenous appetite. from the ceiling, one of its favorite method to ambush a prey.
Fleders are terrified of sunlight and will avoid it at all cost.
Savage Killer. The fleder is a lesser vampire. Its appetite for While it is true that they don’t turn to ash while exposed to it
blood is the only thing it shares with the noble princes of the like other vampires do, they are still significantly weaker
night. A creature with animal instincts, deprived of any when expose to direct sunlight, be it natural or magical. They
humanity, it can mutilate its victims terribly. Its head — are otherwise unaffected by the current time of the day but
triangular, with a flat face and horn-like protrusions with tend to slumber during daylight hours.
certain bat-like features, including the creature's face and
ears — renders it similar to other animalistic vampires, such Terror of the Squalor. Fleder usually hunt in rundown city
as garkain or ekimmara. With its glowing red eyes the fleder districts, especially where buildings are high and cramped,
also resembles a demon and inspires terror in the heart of allowing the creature to use its agility to escape after a bloody
peasants and city folks alike. meal. They are clever enough to recognize an inebriated prey,
hunting near taverns to feed on unwary town drunks. Fleder
are usually lone, nocturnal hunters, but in large cities, where
they can cover a huge hunting ground, it can happen that a
brood of this creatures band together. They then pick a
common nest to rest during the day, often an abandoned
church tower or an old windmill. They are also found in the
wilderness, usually near cliffs and rugged, hilly lands where
they can easily hide.

Optional: Create Undead


Few can muster enough powers to raise a fleder,
only masters of the dark art have learned to create
such horrors. When you cast the create undead
spell using a 9th-level spell slot, you can animate or
reassert control over one fleder vampire.

Protofleder
Primitive Cousin. If you take a fleder and magnify all its
most primitive traits, feeding it abundantly with higher
vampire blood, you will eventually get a protofleder. This
beast, the fleder's primal cousin, is the purest expression of
its breed. In our time protofleders are rare, only appearing in
the domain of a higher vampire or hibernating in secluded
places, deep in the Underdark.
Otherworldly Glow. Similarly to their lesser cousins,
protofleders rely on their instincts rather than intelligence
and are quite sensitive to the scent of blood. The members of
this species are characterized by their considerable strength
and resilience as well as the strange glow they emit, a trait
most likely tied to their otherworldly nature. While in the
presence of the vampire even a shallow cut can feel like
bleeding to death. Agonizing pain is caused by the vampire’s
presence, as blood answers its voracious call.
Fleder Protofleder
Medium undead, chaotic evil Large undead, chaotic evil

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 77 (9d8 + 36) Hit Points 126 (12d10 + 60)
Speed 40ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 10 (+0) 20 (+5) 18 (+4) 20 (+5) 3 (-4) 16 (+3) 10 (+0)

Skills Athletics +6, Perception +3, Stealth +6 Skills Athletics +8, Perception +6, Stealth +7
Damage Resistances necrotic; bludgeoning, Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical weapons piercing, and slashing from nonmagical weapons
Senses blindsight 60ft., darkvision 120ft., passive Senses blindsight 60ft., darkvision 120ft., passive
Perception 13 Perception 16
Languages - Languages -
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)

Echolocation. The vampire can't use its blindsight Agony Aura. Any creature that doesn't have all its hit
while deafened. points that starts its turn within 10 feet of the
vampire must succeed on a DC 12 Constitution
Fear of Sunlight. While in sunlight, the vampire is saving throw or be incapacitated until the start of
frightened and has disadvantage on all saving its next turn.
throws.
Echolocation. The vampire can't use its blindsight
Leap Attack. If the vampire jumps at least 10 feet as while deafened.
part of its movement next to a creature, then hits it
with a claw attack on the same turn, that target Fear of Sunlight. While in sunlight, the vampire is
must succeed on a DC 14 Strength saving throw or frightened and has disadvantage on all saving
be knocked prone and be stunned until the end of throws.
its next turn. If the target is prone and stunned, the Leap Attack. If the vampire jumps at least 10 feet as
vampire can make one bite attack against it as a part of its movement next to a creature, then hits it
bonus action. with a claw attack on the same turn, that target
Spider Climb. The vampire can climb difficult must succeed on a DC 16 Strength saving throw or
surfaces, including upside down on ceilings, be knocked prone and be stunned until the end of
without needing to make an ability check. its next turn. If the target is prone and stunned, the
vampire can make one bite attack against it as a
Actions bonus action.
Multiattack. The vampire makes two attacks, only Spider Climb. The vampire can climb difficult
one of which can be a bite attack. surfaces, including upside down on ceilings,
without needing to make an ability check.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one creature. Hit: 11 (2d6 + 4) slashing damage. Actions
Instead of dealing damage, the vampire can grapple
the target (escape DC 14). Multiattack. The vampire makes three attacks, only
one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one creature that is grappled by the vampire, Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
incapacitated or restrained. Hit: 8 (1d8 + 4) one creature. Hit: 15 (3d6 + 5) slashing damage.
piercing damage plus 7 (2d6) necrotic damage. The Instead of dealing damage, the vampire can grapple
target's hit point maximum is reduced by an the target (escape DC 16).
amount equal to the necrotic damage taken, and Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
the vampire regains hit points equal to that amount. one creature that is grappled by the vampire,
The reduction lasts until the target finishes a long incapacitated or restrained. Hit: 10 (1d10 + 5)
rest. The target dies if this effect reduces its hit piercing damage plus 10 (3d6) necrotic damage.
point maximum to 0. The target's hit point maximum is reduced by an
amount equal to the necrotic damage taken, and
the vampire regains hit points equal to that amount.
The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.
Garkain
Medium undead, chaotic evil

Armor Class 14 (natural armor)


Hit Points 124 (13d8 + 65)
Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 20 (+5) 6 (-2) 10 (+0) 12 (+1)

Skills Perception +3, Stealth +6


Damage Resistances necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities frightened, poisoned
Senses darkvision 120ft., passive Perception 13
Languages -
Challenge 7 (2,900 XP)

Foul Presence. Any non-undead creature that starts


its turn within 10 feet of the vampire must make a
DC 15 Constitution saving throw. On a failed save,
the creature is poisoned until the end of its next
turn. If a creature's saving throw is failed by 5 or
more, it's also frightened until the end of its next
turn. If a creature's saving throw is successful, the
creature is immune to the vampire's Foul Presence
for the next 24 hours.
Spider Climb. The vampire can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Stain. If a humanoid is wounded by the vampire, it
must succeed on a DC 15 Constitution saving
throw or contract a supernatural disease. The
Garkain diseased target can't regain hit points, and its hit
point maximum decreases by 10 (3d6) for every 24
Face of Evil. No one in their right mind would qualify any of hours that elapse. If the disease reduces the target's
the bestial lesser vampires as beautiful, or pleasant to look at. hit point maximum to 0, the target dies. The
disease lasts until removed by a lesser restoration
They all are mockery of an overgrown bat, twisted monsters spell or other magic.
that defy the laws of nature. Still, none other reaches the
grotesque ugliness of the garkain. Similarly to fleder and Actions
ekimmara the garkain looks like a giant, somewhat
humanoid-looking bat. Their face is always a nightmare to Multiattack. The vampire makes two attacks, only
look at, the simple vision of a garkain inspires dread. one of which can be a bite attack.
Regardless of their powers, it is the garkain nasty feeding Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
habits that makes them truly loathsome adversary. The bite one creature. Hit: 12 (2d6 + 5) slashing damage
and claws of a garkain can transmit deadly diseases, plus 10 (3d6) necrotic damage. Instead of dealing
poisoning the blood at alarming speed after a single scratch. damage, the vampire can grapple the target (escape
DC 15).
Corpse-Eater. Garkain infestations are often mistaken for a Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
ghoul problem. The two creatures do share a similar taste for one creature that is grappled by the vampire,
the rotten flesh of corpses and favor cemeteries and incapacitated or restrained. Hit: 10 (1d8 + 5)
catacombs for their hunting ground. Garkains do not seem to piercing damage plus 10 (3d6) necrotic damage.
mind sharing their territory with other undeads, especially The target's hit point maximum is reduced by an
ghouls, wraiths and other garkains. The nature of this amount equal to the necrotic damage taken, and
phenomena is unknown but some comparisons have been the vampire regains hit points equal to that amount.
made with the ability of higher vampires to call other The reduction lasts until the target finishes a long
undeads to serve them. It's rare, but not unheard of, to find rest. The target dies if this effect reduces its hit
garkains outside of cities. In most stories they were found in point maximum to 0.
battlefields, feeding on the wounded and devouring the fallen.
Alpha Garkain Stain. If a humanoid is wounded by the vampire, it must
succeed on a DC 17 Constitution saving throw or
Large undead, chaotic evil
contract a supernatural disease. The diseased target
Armor Class 16 (natural armor) can't regain hit points, and its hit point maximum
Hit Points 212 (17d10 + 119) decreases by 10 (3d6) for every 24 hours that elapse.
Speed 30ft. If the disease reduces the target's hit point maximum
to 0, the target dies. The disease lasts until removed by
a lesser restoration spell or other magic.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 25 (+7) 8 (-1) 12 (+1) 14 (+2)
Actions
Multiattack. The vampire can use its Stun Blast. It then
Skills Perception +5, Stealth +7 makes three attacks, only one of which can be a bite
Damage Resistances necrotic, poison; bludgeoning, attack.
piercing, and slashing from nonmagical weapons Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one
Condition Immunities frightened, poisoned creature. Hit: 12 (2d6 + 5) slashing damage plus 10
Senses darkvision 120ft., passive Perception 15 (3d6) necrotic damage. Instead of dealing damage, the
Languages understands the languages it knew in life but vampire can grapple the target (escape DC 17).
can't speak
Challenge 12 (8,400 XP) Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
creature that is grappled by the vampire, incapacitated
Grievous Presence. Any non-undead creature that starts or restrained. Hit: 10 (1d8 + 5) piercing damage plus
its turn within 10 feet of the garkain must make a DC 10 (3d6) necrotic damage. The target's hit point
17 Constitution saving throw. On a failed save, the maximum is reduced by an amount equal to the
creature is poisoned for 1 minute. While poisoned in necrotic damage taken, and the vampire regains hit
this way, the creature has disadvantage on Constitution points equal to that amount. The reduction lasts until
saving throws and vulnerability to all damage. The the target finishes a long rest. The target dies if this
target can repeat the saving throw at the end of each of effect reduces its hit point maximum to 0.
its turns, ending the effect on itself on a success. If a Stun Blast (Recharge 5-6). The vampire releases psychic
creature's saving throw is successful, the creature is energies in a 60-foot cone, provided that it isn't in
immune to the vampire's Grievous Presence for the sunlight. Each creature in that area must succeed on a
next 24 hours. DC 17 Wisdom saving throw or be stunned for 1
minute. A creature can repeat the saving throw at the
Spider Climb. The vampire can climb difficult surfaces, end of each of its turns, ending the effect on itself on a
including upside down on ceilings, without needing to success.
make an ability check.

Alpha Garkain
Optional: garkain's stain
The undead body of the garkain is like a walking Sadistic Killer. An encounter with an alpha garkain almost
incubator, brewing terrible afflictions, empowered always ends in death, which is why there are not many eye-
by the entropic nature of the monster. witness accounts of them. From a few written reports, it
seems these horrible monsters do not content themselves
Contagion: A creature affected by the garkain's
stain quickly start to develop open wounds that
with drinking the blood of their victims. The investigators
never stop bleeding and festering boils. Any
concluded from the blood and guts strewn around the crime
humanoid creature that spend more than 1 scenes that alpha garkains tear their victims to shreds with
minute within 10 feet of an infected creature great delight and muck about in their bloody entrails.
must succeed on a DC 12 Constitution saving
throw or also become infected with the disease. Undeath Beacon. Alpha garkain often gather around
Once a creature succeeds on this save, it is themselves members of other subspecies of lesser vampires,
immune to the garkain's stain of that particular other garkains and fleders mainly, but also ghouls at times,
infected creature for 24 hours. acting in such situations as leaders of the pack. Their
Serum: A character that has proficiency with surprising psychic abilities instinctively draw other undead to
Alchemist's Tools or Herbalism Kit, and access them, making them especially good “accomplices” for higher
to the proper equipment, can prepare a serum vampires that can control or bribe them.
from the fangs on the initial garkain. The serum
has a value of 40gp when its comes to crafting Pack Leader. During combat, alpha garkains usually keep
(see crafting rules p.187 of the Player's their distance from their foes, trying to incapacitate them
Handbook). One batch of serum is enough to
cure 10 patients.
using a blast of mental energy provoking visions that beguile
and disorient. Despite their bestial demeanor, alpha garkains
are quite clever and will wait in ambush or maneuver lesser
members of their pack into a semblance of strategy.
Higher Vampire
Vampires Superiores. Unlike most vampires, higher Founding Tribes. Few know that higher vampires gather in
vampires, also called “pure-blood” or “true vampire”, are tribes, united by a mystical blood bound between members.
incredibly rare and often mistaken with other vampires, Tribes are mostly scattered, with a few unseen elders at the
especially katakans and bruxae. Specialists in supernatural top that call for gatherings when needed. Three of them are
species of various academies gave the name “Vampires commonly known as the founding tribes, Garasham,
Superiores” to such beings, and while many tomes and books Ammurun and Tdet and date back from when the higher
were written about their existence, their true nature changes vampire race first became stranded on the Prime Material
greatly between varied individuals. However, most of the Plane. It is believed that the tribes first emerged long ago
higher vampires do share some traits that make them truly from tunnels of the Underdark during an event recalled as
higher vampires: incredible intelligence, immortality, the “Night of the Long Fangs”. The exact location of their
immunity to steel and most mainstream ways of arrival remains hidden, locked behind secret markings,
extermination, as well as astounding regeneration. powerful wards, that can only be opened by higher vampire
blood. Still, every hundred years anniversary of the Night of
Hidden in Plain Sight. Only a mutual thirst for blood links the Long Fangs, pilgrimages are made by higher vampires
higher vampires to their distant and much more primitive wishing to remember where they hail from.
cousins. They long for their kind, as they are the only ones
that can truly relate with their unique view of the world and
understand them. They not only resemble humanoids in
appearance, but also share their behavioral patterns. This
means they do not hide in distant forest or lurk in the
shadows. On the contrary, they are particularly fond of cities,
where they live out deceivingly public life. Only the fact that
they have no reflections in mirrors or reflective surfaces can
reveal their true nature, for divination and common means to
detect the undead have no sway on them.
Unique Individuals. While they are feared and shunned in
most cultures, not all higher vampires are dangerous to
humans, as some live life that may help humanoids, or evade
them in general. As intelligent beings their morality depends
entirely of their personality and beliefs, although many higher
vampires do drink blood. While not forced to drink blood to
survive, many look down on humans as an alcoholic looks at
a good bottle. The infamous treaty “Human Husbandry and
Care”, a volume describing the herding of humans, shaped
the vision of the public against higher vampires. It is
unfortunately true that some higher vampires cultivate herds
of enslaved human to feed their blood addiction, refining the
taste of their blood through selective breeding and diet.

The Night of the Long Fangs


The Night of the Long Fangs, a solar eclipse of
unprecedented scale, is believed by scholars to be
the event that brought the higher vampires from an
unknown plane (many believe it to be a Domain of
Dread or the Deep Ethereal, but no definite proof
was ever found), into the Prime Material Plane. The
transpiring events have taken root in many cultures
as a fearful night, when evil comes out to feed on
humanity and needs to be repelled with loud and
boastful celebrations. Mankind might not
remember the day of the higher vampire’s arrival,
for it happened long ago and mortals are so quick
to forget. However, the carnivals, masquerades and
ceremonies that are held on that night most likely
find their roots in this dreadful and bloody event.
Immortal Might. Higher vampires are certainly among the Stranger to Death. Defeating a higher vampire in combat
fiercest creatures recorded in history, furthermore one which does not guarantee it will stay dead. Higher vampires cannot
is impossible to kill through normal means. They are master be truly killed by just anyone. Most suffered several deaths
shapechangers, capable of turning into mist or a monstrous over the ages, each time regenerating over a period of
war form effortlessly. Their strength and speed cannot be decades. Only a higher vampire can truly kill another of its
matched by mortals, and most attacks will only graze them. kind, without the risk of regeneration, although some rare
Their regenerative abilities significantly outpace those of volume hint that they might be vulnerable during a total solar
anything else encountered or that can be possibly imagined. eclipse. This weakness built the most important law of their
Adding to the grim picture, all have unique abilities that make society: killing another higher vampire is punished by
it impossible to predict their behavior or exact capacities in a permanent exile, and eternity is a long time to spend alone.
fight. In other words, even an experienced monster slayer This law holds special significance, for the number of higher
should think twice before accepting a contract on one of vampire is finite, with no means known to create another.
these creatures, even if half a kingdom and a princess' hand
is in the balance. Eternal Body and Mind. Higher Vampires are incredibly
intelligent, but for all their intellect they cannot grasp the
concept of mortality, a thought utterly alien to them. They see
existence as a cycle, with no beginning or end, as they do not
Optional: Fog of Ages need a physical body to exist. Their experience and viewpoint
Higher Vampire cannot be permanently killed, on life and death is hard to envision for anyone else. “Death”
unless very specific circumstances are met, which for them means lingering in a state of nothingness, best
makes it quite rare for one to meet its true final described by few as “drowning in an infinite sea of perpetual
death. This immortality in no way means that death icy terror”, unable to differentiate reality from dream, time
is pleasant for them. In fact, it is one of the most from space. This maddening state lasts until they can return
traumatic event they can experience, destroying to their physical form, weakened, and recovering for months.
their mind and memories and driving them to
insanity. This phenomenon is named the Fog of
Ages:
When a higher vampire is killed, its Intelligence,
Wisdom and Charisma ability score are
permanently reduced by 2. Additionally, it loses
1d10 decades of memory, replaced by
incoherent and terrifying visions or alternatively
a false, twisted, version of past events.
If a higher vampire Intelligence, Wisdom or
Charisma ability score reaches 1 due to the Fog
of Ages it gains an incurable indefinite
madness.
Higher Vampire Rejuvenation. If the vampire is killed, it regains all its hit
points at the next sunset unless its body was
Medium undead (shapechanger), any alignment
destroyed, in which case it will take 1d10 year to
Armor Class 22 (natural armor) rejuvenate at the location of its death. If another higher
Hit Points 337 (27d8 + 216) vampire reduces its Constitution to 0 with its bite
Speed 50ft. attack or it is killed during a total solar eclipse, the
vampire is destroyed for good.
Vampire Weaknesses. The vampire has the following
STR DEX CON INT WIS CHA flaws:
26 (+8) 24 (+7) 26 (+8) 25 (+7) 25 (+7) 22 (+6) Absent Reflection. The vampire does not appear in
mirrors or reflective surfaces.
Saving Throws Con +15, Int +14, Wis +14 Blood Addiction. If the vampire used successfully its
Skills History +14, Perception +21, Stealth +14 bite or blood drain attack on a creature in the past
Damage Resistances cold, fire, lightning, necrotic 24 hours, the vampire has disadvantage on blood
Damage Immunities bludgeoning, piercing, and slashing frenzy saving throws.
from nonmagical weapons Dalvenite Allergy. The vampires is allergic to
Senses blindsight 120ft., passive Perception 31 dalvenite, a costly alloy composed of meteoric steel
Languages any six languages and silver. If the vampire starts its turn within 5 feet
Challenge 23 (50,000 XP) of dalvenite it cannot use its Shapechanger and
Monstrous Form feature until the end of its turn. The
Shapechanger. As a bonus action, the vampire can vampire automatically fails Strength ability checks to
polymorph into a Medium cloud of mist, or back into break dalvenite.
its true form. While in mist form, the vampire can't
speak, or manipulate objects. It is weightless, has a Actions
flying speed of 60 feet, can hover, and can enter a Multiattack. The vampire makes three melee attacks,
hostile creature's space and stop there. In addition, if only one of which can be a bite attack.
air can pass through a space, the mist can do so
without squeezing, and it can't pass through water. It Claws (Vampire and Monstrous Form Only). Melee
has advantage on Strength, Dexterity, and Constitution Weapon Attack: +15 to hit, reach 5ft., one creature.
saving throws, and it is immune to all nonmagical Hit: 24 (3d10 + 8) slashing damage. Instead of dealing
damage. damage, the vampire can grapple the target (escape DC
21).
Enigmatic Nature. The vampire is immune to effects
that turn undead, as well as any divination spell that it Bite (Vampire and Monstrous Form Only). Melee
refuses. Weapon Attack: +15 to hit, reach 5ft., one creature
that is grappled by the vampire, incapacitated or
Legendary Resistance (3/Day). If the vampire fails a restrained. Hit: 21 (3d8 + 8) piercing damage and the
saving throw, it can choose to succeed instead. target's Constitution score is reduced by 1d6. The
Magic Attacks. The vampire's weapon attacks are target dies if this reduces its Constitution to 0.
magical. Otherwise, the reduction lasts until the target finishes
a short or long rest.
Monstrous Form (Recharges after a Short or Long Rest). If
the vampire isn't in sunlight and if it has fewer than half Blood Drain (Mist Form Only). One creature in the
of its hit points remaining, the vampire immediately vampire's space must make a DC 21 Constitution
polymorph into a Large monstrous form for 10 saving throw (undead and constructs automatically
minutes. Its statistics, other than its size and speed, are succeed). On a failed save, the target takes 22 (4d6 +
unchanged. Anything it is wearing transforms with it, 8) necrotic damage, its hit point maximum is reduced
but nothing it is carrying does. It reverts to its true by an amount equal to the necrotic damage taken, and
form if it dies. While in monstrous form, the vampire the vampire regains hit points equal to that amount.
has the following traits: This reduction to the target's hit point maximum lasts
until the target finishes a long rest. It dies if this effect
The vampire cannot use its shapechanger feature reduces its hit point maximum to 0.
and has disadvantage on blood frenzy saving throws.
The vampire gains an additional action on each of its Legendary Actions
turns. That action can be used only to take the
Attack (one weapon attack only) or Dash action. The higher vampire can take 3 legendary actions,
The vampire gains a flying speed of 150 feet. choosing from the options below. Only one legendary
The vampire has resistance to all damage except action option can be used at a time and only at the end
radiant damage. of another creature's turn. The higher vampire regains
spent legendary actions at the start of its turn.
Regeneration. The vampire regains 30 hit points at
the start of its turn. If a magical piercing weapon made Move. The vampire moves up to its speed without
of silver is driven into the vampire's heart while the provoking opportunity attacks.
vampire is incapacitated, this trait doesn't function at Claws. The vampire makes one attack with its claws.
the start of the vampire's next turn. The vampire dies Bite (Costs 2 Actions). The vampire makes one bite
only if it starts its turn with 0 hit points and doesn't attack.
regenerate.
Blood Caller Death Weaver
All higher vampires have a special connection to blood, If one type of higher vampire had to be blamed for the awful
regardless of what might be their stand on drinking it. reputation of their entire race, fingers would certainly point at
However, none understands the mystical bind that unites all the Death Weavers. These beings have a higher
life like the Blood Callers. Higher vampires that demonstrate understanding of life and death, its endless cycle and the
such powers are rarely restraining their dark appetites and place of undeath in-between. The worst of them become the
often bath in literal fountain of blood. That said, there are vilain that everybody expect them to be, lording over a sea of
enough counterexamples of Blood Callers interested in animated corpses. On the other hand, many altruistic Death
modern medicine, especially when it comes to cure blood Weavers attempt to redeem their kind, wandering the earth
diseases, to redeem the image of such higher vampires. and practicing “miracle raising”, bringing back to life the
unfortunate they cross path with.

Blood Caller
Death Weaver
Blood Sense. The vampire can sense living creatures
that have blood or similar vital fluids in a radius of Weave the Mortal Coil. The vampire can cast raise
240 feet. dead and create undead at will, requiring no
components and at any higher level it wishes to. Its
Actions spellcasting ability for it is Charisma.
Blood Cauldron (Recharge 5-6). The vampire targets
a living creature that have blood or similar vital Actions
fluids that it can see within 30 feet of it, making its Wind of Death (Recharge 5-6). The vampire
blood boil. The target must make a DC 21 summons a gust of deathly wind in a 90-foot line
Constitution saving throw, taking 27 (5d10) that is 10 feet wide. Each creature in that line must
necrotic damage plus 27 (5d10) fire damage on a make a DC 21 Constitution saving throw, taking 67
failed save, or half as much damage on a successful (15d8) necrotic damage on a failed save, or half as
one. If the saving throw fails by 5 or more, the much damage on a successful one. A creature dies
target instead takes 50 necrotic damage plus 50 if the wind reduces it to 0 hit points. A humanoid
fire damage. slain by the wind rises 1 minute later as a zombie
under the vampire's control, unless the humanoid is
Legendary Actions restored to life or its body is destroyed.
Blood Call (Costs 3 Actions). The vampire targets
up to two living creature that have blood or Legendary Actions
similar vital fluids that it can see within 30 feet Frightening Gaze (Costs 2 Actions). The vampire
of it. Each target must succeed on a DC 21 fixes its gaze on one creature it can see within
Constitution saving throw or take 18 (4d8) 10 feet of it. The target must succeed on a DC
necrotic damage. A target's hit point maximum is 21 Wisdom saving throw against this magic or
reduced by an amount equal to the necrotic become frightened for 1 minute. The frightened
damage taken, and the vampire regains hit points target can repeat the saving throw at the end of
equal to the total damage dealt to all targets. The each of its turns, ending the effect on itself on a
reduction lasts until the target finishes a long success. If a target's saving throw is successful or
rest. A target dies if this effect reduces its hit the effect ends for it, the target is immune to the
point maximum to 0. vampire's gaze for the next 24 hours.
Feral King Night Blood
Higher vampires differentiate from their lower cousins by The Night Bloods are the true masters of the night, mist and
their might and intellect. Some however show a greater shadows. Sliding through the darkness, invisible to the world,
understanding of their feral instinct and are able to project they hunt their prey in absolute silence. Blood runs black as
the inner beast that sleeps in them, exerting control on ink in their veins, making them one with darkness. Many of
creatures of the night. Many retreat in the wilderness, avoid them are part of the mysterious Tdet tribe, exploring the
civilization and surround their haven with countless lesser Shadowfell and the Deep Ethereal, seeking the path to their
vampires to deter intruders. Others, more socially inclined, ancient homeland. If they decide to become involved in the
might act as patrons of civilization, keeping the predation of life of mortals, their predilection for secrecy often make them
lesser vampires out of “their” city. pose as spymasters and hidden advisors, or formidable
assassins for the less savory ones.

Feral King
Night Blood
Alpha Vampire. The vampire can cast
antipathy/sympathy at will, requiring no Night Blood. When it is an area of dim light or
components. Its spellcasting ability for it is darkness the vampire is invisible.
Charisma (spell save DC 21). This use of the spell
can only affect lesser vampires. Actions
Feed the Darkness (Recharge 5-6). The vampire
Actions targets a creature that it can see within 30 feet of
Feral Swarm (Recharge 5-6). A giant swarm of bats it. The target must succeed on a DC 21 Dexterity
gather around the higher vampire and descend saving throw or be magically restrained by tendrils
upon a 90-foot cone. Each creature in that area of solid shadow. It must repeat the saving throw at
must make a DC 21 Dexterity saving throw or be the end of its next turn. On a success, the effect
knocked prone and take 32 (7d8) bludgeoning ends. On a failure, the creature takes 18 (4d8)
damage plus 32 (7d8) piercing damage. On a bludgeoning damage plus 18 (4d8) necrotic
successful save, the creature takes only half the damage and is transported to a random location on
damage and isn't knocked prone. the Shadowfell. A creature so transported must find
its own way back to its plane of existence.
Legendary Actions
Ancient Might (Costs 2 Actions). The vampire makes Legendary Actions
one attack with its claws. If it hits, the attack is a Shadow Mirror (Costs 2 Actions). The vampire
critical hit. A creature taking damage from the teleports up to 60 feet to an unoccupied space it
attack suffers from a Lingering Injury (See p. 272 of can see along with any equipment it is wearing or
the Dungeon Master's Guide). carrying. Alternatively, it can choose a space within
range that is occupied by a Small or Medium
creature. If that creature is unwilling, it must make
on a DC 21 Wisdom saving throw. On a failure,
both creatures teleport, swapping places.
Katakan
"Great Mother, protect us from evil, from unclean devils and Empowered by Darkness. Katakans are notably smarter
foul demons, and most of all from the clutches of katakans and more powerful than ekimmaras. Their power only
and nekurats...” — Fragment of a prayer increases at night, and so an adventurer should take
additional precautions if they hunt one at those late hours.
Higher Hybrid. If ekimmara embrace the feral side of Alternatively, the hunter should wait for daylight, so the
vampires and bruxae their manipulative minds, katakans and katakan’s natural regeneration is impaired. When hunting a
their more dangerous kin, nekurats, are the frightening katakan it is imperative to remember one simple fact: you will
combination of both. Katakans are higher vampires, the most not get the drop on him and it is very likely that you are
dangerous kind. They ally the strength and ferocity of their already being stalked. Katakans are invulnerable to steel,
lesser kind and the intellect of their higher kin. Katakans are regenerate quickly, and demonstrate acute hearing. They also
shapechangers as well, capable to pass for perfectly humans demonstrate an exceptionnal sense of smelling, for they are
if they desire so, or to change into a monstrous hybrid of an able of identifying the blood of their favorite prey over great
enormous bat with long fangs and even longer talons. distances, much like sharks. However, for all their strengths,
katakan have one very common weakness, garlic. They find
Sofisticated Taste. Katakans on the hunt hide in the its smell simply revolting and even feel sick in its close
shadows, using their power of invisibility until they are ready vicinity. Much of the popular beliefs that all vampires are
to strike. Of all the vampire breeds katakans are the most allergic to garlic comes from stories involving katakan.
selective when it comes to their prey. Katakans almost
exclusively feed on one specific type of victim, depending on Unique Habits. To paint an average picture of a katakan's lair
the vampire's own taste. Young and fair noblewomen, is a futile task, for there is as many types of lairs as there is of
drunkards loaded on vodka, leprose's blood, all are very katakans. Few monsters show such a sense of individuality.
plausible delicacies for the vampire. A katakan will go to They are loners by essence and will very seldomly associate
great lengths to fulfill its addiction, infiltrating mortal society with other vampires, unless they can be bribed with a
and assuming a common identity or securing a haven close to constant blood source, or feel threaten by a foe they cannot
its blood source. overcome. Most katakans will not even entertain the idea,
and such unlikely alliances are always short-lived.

Supernatural Smelling
Katakans are known for their ability to smell and
track their favorite prey over great distances.
Though not necessarily reflected in term of rules, it
should be clear that they can detect preys from
very far, potentially several miles away, depending
on the conditions. This is especially true when it
comes to the scent of blood. If you wish to confine
the ability to a more defined set of rules we
suggest replicating the effects of the locate
creature spell. This ability should also be impeded
by the katakan profound disgust for garlic's smell.
Katakan Claws (Vampire Form Only). Melee Weapon Attack: +13
to hit, reach 5ft., one creature. Hit: 21 (2d12 + 8)
Large undead (shapechanger), lawful evil
slashing damage. If the target is a creature other than
Armor Class 19 (natural armor) an undead or a construct, it must succeed on a DC 18
Hit Points 184 (16d10 + 102) Constitution saving throw or lose 7 (2d6) hit points at
Speed 40ft. the start of each of its turns due to internal injuries.
Each time the vampire hits the wounded target with
this attack, the damage dealt by the wound increases
STR DEX CON INT WIS CHA by 7 (2d6). Any creature can take an action to stanch
the wound with a successful DC 18 Wisdom
26 (+8) 20 (+5) 22 (+6) 16 (+3) 16 (+3) 14 (+2) (Medicine) check. The wound also closes if the target
receives magical healing. Instead of dealing damage,
Saving Throws Str +13, Con +11, Wis +8 the vampire can grapple the target (escape DC 18).
Skills Deception +7, Perception +13, Stealth +10
Damage Resistances necrotic Bite (Vampire Form Only). Melee Weapon Attack: +13
Damage Immunities bludgeoning, piercing, and slashing to hit, reach 5ft., one creature that is grappled by the
from nonmagical weapons vampire, incapacitated or restrained. Hit: 14 (1d10 +
Condition Immunities frightened 8) piercing damage plus 14 (4d6) necrotic damage.
Senses blindsight 120ft., darkvision 120ft., passive The target's hit point maximum is reduced by an
Perception 23 amount equal to the necrotic damage taken, and the
Languages Common, any other two. vampire regains hit points equal to that amount. The
Challenge 14 (11,500 XP) reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum
to 0.
Shapechanger. If the vampire isn't in sunlight, it can use
its action to polymorph in to a Medium humanoid or Greater Invisibility. The vampire magically turns invisible
back into its true form. While in humanoid form, its until its concentration ends (as if concentrating on a
statistics, are the same. Any equipment it is wearing or spell). Any equipment the vampire wears or carries is
carrying isn't transformed. It reverts to its true form if it invisible with it.
dies.
Legendary Actions
Blood Scent. The vampire can automatically smell blood
within the range of its blindsight. The vampire can't use The katakan can take 3 legendary actions, choosing
its blindsight while deafened and unable to smell. from the options below. Only one legendary action
option can be used at a time and only at the end of
Regeneration. The vampire regains 20 hit points at the another creature's turn. The katakan regains spent
start of its turn if it has at least 1 hit point. During legendary actions at the start of its turn.
daylight hours the regeneration of the vampire is
reduced to 10 hit points. Ethereal Stride. The vampire moves up to its speed
without provoking opportunity attacks. The vampire
Vampire Weaknesses. The vampire has the following can move through other creatures and objects as if
flaws: they were difficult terrain. It takes 5 (1d10) force
Blood Addiction. In the presence of the blood of its damage if it ends its move inside an object.
favorite type of prey the vampire has disadvantage Bite (Costs 2 Actions). The vampire makes one bite
on blood frenzy saving throws. attack.
Garlic Aversion. The vampire has a strong aversion to Darkness (Costs 2 Actions.) The vampire casts
the smell of garlic, it cannot use its blindsight when darkness, no concentration requiered.
garlic is present within its blindsight range and if the Fear the Night (Costs 2 Actions). The vampire targets
vampire comes within 5 feet of a clove of garlic it is one creature it can see within 60 feet of it. The
poisoned until it leaves the area. target must succeed on a DC 18 Wisdom saving
Sunlight Hypersensitivity. While in sunlight, the throw. On a failure, when the creature is in dim light
vampire has disadvantage on attack rolls and ability or darkness, it is frightened and can't regain hit
checks. points. The curse lasts until it is removed by the
remove curse spell or similar magic.
Actions Savage (Costs 3 Actions). The vampire makes a claws
attack against each creature within 10 feet of him.
Multiattack. The vampire makes three melee attacks,
only one of which can be a bite attack or it makes two
melee attack and turn invisible before or after the
attack.
Nekurat
Empowered by their proximity to the Shadowfell, these Variant: Nekurat
katakans wield terryfying magic over the dead and entropic Nekurats are a rare breed of katakan living in the
energies, twisting and corrupting the land by their mere Shadowfell. They are rarely seen outside of places
presence. Many rule small isolated hamlets and forgotten influenced by this plane. A nekurat has a challenge
rural area, terrorising the local population to satisfy their rating of 17 (18,000 XP) and the following
bloodthurst. Much like the bruxae, the nekurat is a lord of the additional traits and action options:
night, surrounding itself with a host of shadows and shadow Spellcasting. The vampire is a 14th-level
demons. They are obscessed with their studies over the spellcaster. Its spellcasting ability is Intelligence
occult powers of necromancy. To satisfy their thurst for (save DC 16, +8 to hit with spell attacks). The
knowledge they will often maintain correspondence with vampire has the following wizard spells prepared:
creatures such as liches or other masters of the dark art. Cantrips (at will) : chill touch, minor illusion
lst level (4 slots): detect magic, fog cloud
A Nekurat's Lair 2nd level (3 slots): detect thoughts, gust of wind
In the darkest corners of the earth, in crypts, catacombs and 3rd level (3 slots): animate dead, bestow curse
derelic castles ever-filled with darkness live the nekurats and 4th level (3 slots): blight, locate creature
their immortal host. 5th level (2 slots): cloudkill, legend lore
6th level (1 slot): circle of death, create undead
7th level (1 slot): plane shift (Shadowfell only),
Regional Effect symbol
The region containing a nekurat is tainted by the creature's
presence, creating the following magical effects: Nether Bite. The bite of a nekurat is especially
dangerous. When a creature suffers from a
The sun never fully shines in the land. Even during the day nekurat's bite attack it must succeed on a DC 18
the sky is dimmed by fog or storm clouds, or the light is Constitution saving throw or become poisoned.
strangely muted. The light is still bright but isn't The poisoned creature takes (4d6) necrotic
considered sunlight for the purpose of effects and damage at the start of each of its turns, black veins
vulnerabilities, such a vampire's, tied to sunlight. spreading over its body. While poisoned in this
Crops, harvests and meat coming from this region aren't way, the creature can't regain hit points. At the end
of its turn the target can repeat the saving throw,
nutritious enough to feed properly a person, no matter ending the effect on itself on a success. If a non-
how much is ingested. A character spending a number of evil humanoid dies from the necrotic damage, a
days equal to 3 + his or her Constitution modifier shadow rises from the corpse in the next round.
(minimum 1) in the region automatically suffers one level
of exhaustion. The hunger won't kill him, but will certainly Legendary Actions
leave him in a state of constant exhaustion.
Natives from the region are born with difformities, The vampire can use the additional legendary
wrapped and twisted by the entropic energies that suffuse actions.
the land. We suggest using the mongrelfolk profile if you
own the supplement Curse of Strahd. Cast a Spell (Costs 2 Actions). The vampire cast a
The land is plagued by the undead. All matters of ghouls, spell from its list of Spellcasting feature, using a
spell slot as normal.
shadows, skeletons and zombies will randomly raise from Suffocating Darkness (Costs 3 Actions). The vampire
cemeteries, mass graves and other place with a strong surrounds itself with magical darkness for 1
connection to death. minute. The effect is identical to the darkness
When the nekurat is destroyed, all of these regional effects spell. The darkness emanates from the nekurat
fade over 10 days. and moves with him. Any creature in the
darkness suffocates, as if they are running out of
breath (see p.183 of the Player's Handbook).
Mula
When a mother wants to frighten her children into good Scourge of Mankind. All vampires have the reputation to
behavior, they often make allusion to the mythical mula "If feed on humanity, hunting in the dark corners of civilisation.
you misbehave, the mula will come to get you". Grown men Mulae though, play a particularly important role in vampire
only speak of the mula in hushed voice, warding themselves folklore. Mulae are known to prey on the wicked, going to
against evil the second after. Mulae, or moola as sometimes great length to bring their ravenous judgment on killers,
called, are nicknamed "the scourge of mankind" for a good criminals and the morally corrupted. They are famous for
reason. Once they are on the hunt their are unstoppable making their presence known in the most brutal ways,
killing machine. leaving a chance for "honest" folks to abandon the miscreants
before the mula's hunger consumes the entire town. As a
Symbol of Terror. Mulae are humanoid vampires that can prideful monster, the mula has full confidence in its abilities
somewhat pass for humans or elves if watched from a and will answer a direct challenge.
distance. From close vicinity though, nobody would mistake
them for anything else than a terrifying creature of the night. Irreverent Manslayer. Mulae vampires have a profond fear of
They are completely hairless, with hellish facial features: a everything that is holy. They will avoid sacred ground if they
mouth filled with nightmarish fangs and bloodshot frenzied can and will never enter willingly a place of worship if they
eyes. Despite their feral appearance, mulae are highly can avoid it. Most people believe that mulae are invincible,
intelligent vampires, capable of elaborate planning and abandoning their home to find shelter in temples when one is
preparation but their ravening appetite will force them into spotted. They are not that far from the truth. Mulae are
isolation. Mulae are usually seen as a masculine entity but invulnerable to common steel and can regenerate most
can be of any gender or simply androgynous. As higher wounds quickly, or almost instantly if they can feed. Putting
vampires mulae do not need blood to survive but are them down requires radiant attacks or literally cutting them
extremely addicted to it. down to piece. Even such measures might not suffice, for they
can rejuvenate if not destroyed properly.
Reoccurring Cleansing. Like the ekimmara, the mula can
enter a state of dormancy, waiting for better times to come.
Some, usually once they were destroyed, will rejuvenate in
the cold respite of a grave. Depending how badly their body
was damaged, it can take up to a decade for the creature to
reappear. Unusually thick fog over a graveyard is often the
sign that a mula is resting there. Other mulae simply enter
torpor once their bloody work is accomplished, waiting to
pick up the scent of wicked blood once more.

Optional: Reveal Wickedness


Mulae cull the wicked, slay the irreverent and
slaughter the tormented with no discrimination,
remorse or mercy. With a simple gaze, they can
assess the crimes of a person, judging it for the
darkest deed it ever committed, with no regard for
the good it did in the world. These merciless
judges are seldom fooled and only the newborn or
the saint can withstand their “justice” without fear.
As a bonus action, the vampire targets one
creature it can see within 30 feet of it. The
target must contest its Charisma (Deception)
check against the vampire's Wisdom (Insight)
check. If the vampire wins, it magically learns
the darkest act committed by the target.
Mula Blood Addiction. In the presence of the blood of an
evil alignment creature the vampire fails
Medium undead (shapechanger), lawful evil
automatically blood frenzy saving throws.
Armor Class 16 (natural armor) Fear of the Sacred. If the vampire takes radiant
Hit Points 178 (16d8 + 106) damage, it has disadvantage on attack rolls and
Speed 40ft. ability checks until the end of its next turn.
Hallowed Ground. The vampire cannot step into a
temple or a place of worship. Such places are
STR DEX CON INT WIS CHA considered under the influence of a hallow spell for
the vampire.
22 (+6) 18 (+4) 22 (+6) 14 (+2) 16 (+3) 12 (+1)
Voracious Rage. As a bonus action, if the vampire
Saving Throws Str +11, Con +11, Wis +8 used successfully its bite attack on a creature on the
Skills Athletics +11, Insight +13, Intimidation +11, previous turn, the vampire can enter a rage at the start
Perception +8, Stealth +9 of its turn. The rage lasts until the end of the vampire's
Damage Resistances necrotic next turn or until the vampire is incapacitated. While
Damage Immunities bludgeoning, piercing, and slashing raging, the vampire gains the following benefits:
from nonmagical weapons
Senses darkvision 60ft., passive Perception 18 The vampire has advantage on Strength checks and
Languages the languages it knew in life Strength saving throws.
Challenge 14 (11,500 XP) The vampire is immune against being charmed or
frightened, and against features that turn undead.
The vampire has resistance to bludgeoning, piercing,
Shapechanger. As a bonus action, if the vampire isn't in and slashing damage.
sunlight, it can polymorph into a Medium cloud of
mist, or back into its true form. While in mist form, the
vampire can't take any actions, speak, or manipulate
Actions
objects. It is weightless, has a flying speed of 60 feet, Multiattack. The vampire uses its Manifest Fear and
can hover, and can enter a hostile creature's space and makes three melee attacks, only one of which can be a
stop there. In addition, if air can pass through a space, bite attack.
the mist can do so without squeezing, and it can't pass
through water. It has advantage on Strength, Dexterity, Claws (Vampire Form Only). Melee Weapon Attack: +11
and Constitution saving throws, and it is immune to all to hit, reach 5ft., one creature. Hit: 17 (3d6 + 6)
nonmagical damage. slashing damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 18).
Regeneration. The vampire regains 20 hit points at the Bite (Vampire Form Only). Melee Weapon Attack: +11
start of its turn. If the vampire used successfully its bite to hit, reach 5ft., one creature that is grappled by the
attack on a creature on the previous turn it regains 30 vampire, incapacitated or restrained. Hit: 15 (2d8 + 6)
hit points instead. If the vampire takes radiant damage, piercing damage plus 17 (5d6) necrotic damage. The
this trait doesn't function at the start of the vampire's target's hit point maximum is reduced by an amount
next turn. The vampire dies only if it starts its turn with equal to the necrotic damage taken, and the vampire
0 hit points and doesn't regenerate. regains hit points equal to that amount. The reduction
Rejuvenation. If the vampire is killed, it regains all its hit lasts until the target finishes a long rest. The target dies
points at the next sunset unless its body was if this effect reduces its hit point maximum to 0.
destroyed, in which case it will take 1d10 year to Manifest Fear (Vampire Form Only). The vampire targets
rejuvenate in a nearby grave. If its body is burned and one creature it can see within 60 feet of it, wracking it
the ashes are dispersed in at least two separate bodies with terrible pain and psychic terror. The target must
of running water (stream, river, ocean...), the vampire is make a DC 18 Wisdom saving throw. On a failed save,
destroyed for good. it takes 17 (5d6) psychic damage and is frightened
Vampire Weaknesses. The vampire has the following until the end of its next turn. On a successful save, the
flaws: target takes half as much damage and isn't frightened.
Vicious Hunter. The vargheist first instinct is to hunt, after
Vargheist so many years deprived of blood it is desperate to rejuvenate
"The vargheist had attacked us in the night, striking and drink fresh blood. What was once a proud lord of the
simultaneously and silently from opposite sides of the dead is forever cursed to an existence as a ravening beast.
campfire. Alexander had been off to one side, relieving Vargheist are far from stupid, they are vicious hunters,
himself, and was able to shout an alarm. Fortunately for us picking weak and isolated prey, waiting for a member to stray
they flew off with their prize rather than press the attack, or I away from the group to surprise him and take him into the
fear we might all have lost our lives before we beat them off." night. More importantly, vargheist are pack hunters, working
— Kastar Handlin, travelling merchant
together to lure a quarry into a trap, maneuvering him toward
its packmates, waiting in ambush.
Winged Legend. vargheists are the darkness within a Cursed Eternity. Though each vargheist emerges from its
vampire's soul made manifest. Spoken in dark legends as prison far stronger in body, it is invariably weaker in mind.
towering winged humanoid monstrosities, these horrific After centuries of thirsty confinement, all they really want to
creatures are said to be once powerful vampires that have do is feed. They dwell in ghastly domains, within the deepest,
succumbed to the darker and more bestial side of their darkest forest or on the walls of extensive castles. These
nature due to an overexposure to dark magic and madness. creatures are easily bound to a higher vampire's will as a
Though the vargheists once walked and talked as noble lords, result, and are sent to hunt down their ennemies, terrorise
these curse-born lesser vampires have devolved into ravening the local population or simply as dreadful watch dogs.
predators desperate for the taste of blood. They prowl in
packs, ready to pounce upon the least sign of weakness,
tearing down their prey with crimson claws and bloody fangs.
Dark Metamorphosis.The creation of a vargheist is a
strange metamorphosis that takes place far from the eyes of
mortal. Those who come off worse in the endless power
struggles of the vampires often find themselves prematurely
buried, locked away in chain-bound coffins and sculpted
sarcophagi, nestle upside-down like cocoons. They are left at
the mercy of their own relentless thirsts, for there can be no
greater suffering for a vampire than to not die for aeons from
the great thirst that wracks their body and destroy their
former personality. Whilst the transformation from humanoid
into monster takes hold, the muscular vargheist will crack
open its stone prison with great efforts. Casting aside its
chains, the creature unfolds its leathery wings and rears up
into the darkness, letting loose a terrible scream of rage and
betrayal.

Children of the Night


Some vampires with the Children of the Night
feature have learned how to bind a vargheist to
their will. These vampires are feared and envied
among their peers, for enslaving such a powerful
servant is no small feat. A vampire with this option
has a challenge rating of 15 (13,000 XP).
While outdoors, provided that the sun isn't up,
the vampire can call 1d2 vargheist instead. The
called creatures arrive in 1d4 rounds , acting as
allies of the vampire and obeying its spoken
commands. The creatures remain for 1 hour,
until the vampire dies, or until the vampire
dismisses them as a bonus action.
Vargheist Flyby. The vampire doesn't provoke opportunity attacks
when it flies out of an enemy's reach .
Large undead, chaotic evil
Sunlight Hypersensitivity. The vampire takes 20 radiant
Armor Class 15 (natural armor) damage when it starts its turn in sunlight. While in
Hit Points 137 (13d10 + 65) sunlight, it has disadvantage on attack rolls and ability
Speed 30ft., fly 70 ft. checks.

STR DEX CON INT WIS CHA


Actions
Multiattack. The vampire makes three melee attacks,
20 (+5) 18 (+4) 20 (+5) 7 (-2) 15 (+2) 10 (+0) only one of which can be a bite attack.

Skills Perception +5, Stealth +7 Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one
Damage Resistances necrotic; bludgeoning, piercing, creature. Hit: 16 (2d10 + 5) slashing damage. Instead
and slashing from nonmagical weapons of dealing damage, the vampire can grapple the target
Condition Immunities frightened (escape DC 16).
Senses darkvision 120ft., passive Perception 15 Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
Languages understands the languages it knew in life but creature that is grappled by the vampire, incapacitated
can't speak or restrained. Hit: 11 (1d10 + 5) piercing damage plus
Challenge 8 (3,900 XP) 14 (4d6) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the
Blood Frenzy. The vampire has advantage on melee necrotic damage taken, and the vampire regains hit
attack rolls against any creature that doesn't have all its points equal to that amount. The reduction lasts until
hit points. the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Dive Attack. If the vampire is flying and dives at least 30
feet straight toward a target and then hits it with a
melee weapon attack, that target must succeed on a
DC 16 Strength saving throw or be knocked prone and
be stunned until the end of its next turn. If the target is
prone and stunned, the vampire can make one bite
attack against it as a bonus action.

Variant: Ancient Vargheist


Over the centuries particularly old vargheist regain
a measure of their abilities. These creatures often
become pack leaders or instead turn into lonely
hunter, their greed and thurst for blood driving
them away from the pack. An ancient vargheist has
a challenge rating of 10 (5,900 XP) and the
following additional traits:
Regeneration: The vampire regains 20 hit points
at the start of its turn if it has at least 1 hit
point. If the vampire takes radiant damage, this
trait doesn't function at the start of the
vampire's next turn .
Frightful Presence. Each creature of the
vampire's choice that is within 120 feet of the
vampire and aware of it must succeed on a DC
16 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's
saving throw is successful or the effect ends for
it, the creature is immune to the ancient
vargheist's Frightful Presence for the next 24
hours.
Warp Touched

W
arpstone, also called “Changestone”,
“Orichalcrum” or starstone, is a solidified form
of magic coming from crashed comets or Alternative Warpstone
meteors, potentially imbued by the planar If you do not wish to introduce a new type of stone
essence of the Far Realm. As such it holds to your universe there is already some
tremendous transmutatory and alchemical magimorphic (magic-formed rocks) that can be
powers. In its unrefined form, it is a stone that found in the official lore, especially in the
emits “blackness”, appearing to swallow all light from its Forgotten Realms. Darkstone is a stone of the
surroundings, and so creates a patch of darkness around Underdark that seem to drink in light, just like
itself that makes it impossible to see its exact shape. It is warpstone does, while the Sickstone of the
sometimes described as “still emitting its own green glow”, Underdark is a stone that glows with a nauseating,
which would result in a rather complex optical illusion. not-quite-green, not-quite silver light, that can kill
creatures in its vicinity at an alarming speed with a
Everyone in the vicinity of a lump of warpstone for more than magical disease. An alternative variation of these
a few hours is in danger of contracting a mutating disease stones can easily be incorporated as the warpstone
known as the Warp Touch. in your campaign.
Areas suffused with warpstone can range in size from a few
dozen feet across to several miles in diameter, and feature the
following effects.
Areas suffused with warpstone absorb light and twist it. A
faint green glow is always visible, filling it with dim light.
Regardless of this ambient luminosity, other sources of
light see their radius reduced by half, regardless of their
origin, natural or magical. The capacity of creatures to see
through darkness, like darkvision, is also reduced by half.
Creatures able to see through magical darkness are
unaffected.
Aberrations are drawn to the area and can usually be
found at the surface or deep underground, close to the
warpstone. While inside the area they have advantage on
saving throws against features that banish or repel them,
such as the banishment or banishing smite spells.
Minor warps in reality occur within the area and then
vanish 24 hours later. Marks on cave walls might change
subtly, an eerie trinket might appear where none existed
before, harmless slime might coat a statue, voices with no
origin can be heard and so on. These effects apply only to
natural surfaces and to nonmagical objects that aren't on
anyone's person.
Precious and semi-precious stones form abundantly in the
area. Treasure hoard contains on average 50% more
precious gems that usual (p.136-139 of the Dungeon
Master’s Guide), altered by the warpstone's presence.
A creature exposed to Warpstone must succeed on a
Constitution saving throw or contract the Warp Touch
disease, with a difficulty and frequency indicated on the
Warpstone Intensity table.
Though the effects of the warpstone cannot be dispelled, its
effects are temporarily suppressed in the area of an
antimagic field.
Faint Intensity
Warpstone Intensity In many parts of the world, regions suffer from the lingering
Warpstone twists and corrupts, its alien presence warps influence of Warpstone. Such effects are not always obvious,
reality in ways that science or magic cannot explain. Land and only a trained eye can detect the signs of corruption.
suffused by Warpstone can show different degrees of When a region is known for its precious stones mines,
corruption, from deadly wasteland where only death awaits, inexplicably “haunted” areas, aberrations attacks or
to strange countries populated by mutants and mongrelfolks. malformed children, there is always a chance that Warpstone
formations are hidden beneath the surface or that small
meteors crashed in the area long ago.
Warpstone Intensity Weak Intensity
Intensity Warp Touch Effects These lands only show a few signs of corruption, Warpstone
Faint Every number of months equal to a character deposits are probably located deep beneath the surface, or
Constitution Modifier passed in the area; DC 10 pockets of corruption scattered across the land. Inhabitants of
Weak Every number of weeks equal to a character
these regions tend to be born with mutations, their offspring
Constitution Modifier passed in the area; DC 13 showing the same malformations over generations. Weather
in the area is quick to change, often unpredictable, and the
Moderate Every number of days equal to a character wildlife and flora exhibit signs of corruption as well, including
Constitution Modifier passed in the area; DC 15 strange species unique to the region.
Severe Every number of hours equal to a character
Constitution Modifier passed in the area; DC 17 Moderate Intensity
Deadly Every number of minutes equal to a character Corruption taint such region anywhere you look. The air itself
Constitution Modifier passed in the area; DC 20 has a coppery taste, and the weather is always harsh and
gloomy. Mutated creatures roam the land, showing advanced
signs of corruption, making any assumption on their initial
species difficult at best. Warpstone deposits are close to the
surface, with probably some mineral veins exposed here and
there. Such land would typically only have a handful of minor
settlements, struggling for survival amongst the aberration
and mutated horrors that own this territory.
Severe Intensity
In these lands, the wind cuts like daggers and the ground is
hard as iron, making it impossible to sustain any kind of life.
Freak weather always rage over the region, while the
landscape is nightmarish, ravaged by earthquakes, pits of
balefire and storms of eldritch energies. Deposits of
Warpstone can frequently be found on the surface,
surrounded by precious gemstones. Illusions and tears in
reality constantly deceive the senses, making navigation
hazardous at best and weighting heavily on one’s sanity. The
only kind of creature encountered are deadly aberrations and
the ones driven mad by the cursed landscape.
Deadly Intensity
Such areas are usually small, probably the crash site of the
meteor itself or an extremely dense deposit of Warpstone.
The sickening green glow emitted is visible from miles
around. Apart from aberrations, nothing can survive here for
more than a couple of minutes. Each minute while present in
the area, a creature other than an aberration, construct or
undead take 10 (3d6) necrotic damage. A creature hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long
rest. A creature becomes a Warp Spawn if this effect reduces
its hit point maximum to 0.
Warp Touch
Warp touch d10 Mutation Description/Effect
One of the worst effects of raw chaos and dissolution, the 01 The body of the character mutates horribly; the
malady known as Warp Touch horribly twists the flesh of an character turns into a warp spawn and is placed under
infected creature as the body collapses under the unbearable the DM control. If this is the first mutation rolled, the
weight of corruption and is infused with the raw power of character gains a level of exhaustion instead.
change, forcing all manner of strange and disturbing 02 Multiples sets of eyes appear on the character’s body.
transformations. Once the first mutation takes hold, the It has now advantage on Wisdom (Perception) checks
creature that was once now faces the inevitable dissolution of that rely on sight. Flaw: A nearby creature can see
his mind and will, becoming something less than yet more through the extra eyes of the character, as per the
than mortal. The fate that awaits nearly all surviving mutants clairoyance spell.
is to become a warp spawn, a gibbering abomination existing 03 The character grows extra, useless and deformed,
only to spread its corruption. arms and tentacles that sometimes move of their own
accord. The character has advantage on Strength
When a character falls victim to this disease, roll immediately ability checks. Flaw: The extra appendices become
uncontrollable, as per the evard's black tentacles
on the Warp Touch table and the infected creature suffers spell, centralized on the character, moving with him
one level of exhaustion. At the end of each long rest, an and with a spell save DC 15.
infected creature must make a DC 15 Constitution saving
throw, with disadvantage if it suffers from a level of 04 The tongue of the character grows extremely long or
twisted. It can now speak Deep Speech. Flaw: The
exhaustion. On a failed save, the character must roll again on character can only speak Deep Speech for the next
the warp touch table. If the character rolls a mutation it hour.
already has, it can decide to gain a level of exhaustion or to
roll again until it gets a new mutation. A character that dies 05 Vestigial wings grow on the character’s belly, head or
back. The character can fall down up to 30 feet
out of exhaustion becomes immediately a warp spawn. without taking falling damage and can land on its feet.
Some mutations grant boons and flaws, during a long rest, Beyond that, falling distance is reduced by 30 feet.
an affected character must check if its flaws awakes, making
a DC 15 Wisdom saving throw. On a failure, the flaws of the 06 The back of the character curves and grows a hump.
The character has disadvantage on Dexterity ability
character comes into play, as described on the mutation. On a checks and its speed is reduced by 10 feet.
successful save, the character keeps control of its mutation.
Lesser restoration or similar spells cannot cure the 07 The head of the character grows disproportionally and
disease, only a heal spell is powerful enough to erase the a nightmarish face appears at the back of it. The
character can cast the spell detect thoughts once per
influence of the disease and purge the flesh and soul of all long rest. Charisma is its spellcasting ability for the
traces of corruption. A creature that turned into a warp spell. Flaw: The character suffers from a short-term
spawn can only be saved with the intervention of a wish spell. madness.
Aberrations, constructs and undeads are immune to the 08 Balefire, harmless blue and green flames, sometimes
Warp Touch. runs down the skin of the character. The characters
knows the fire bolt cantrip. Charisma is its
spellcasting ability for the spell. Flaw: Flammable
objects that aren't being worn or carried within 30
feet of the character catch fire.
09- The Warp Touch stops. The character keeps all
10 previously acquired mutations but is cured of the
disease.

Lure Weed
Lure weed is a mutated plant that only grows in
water sources tainted by Warpstone. The weed
itself is easy to spot, with a long stem ending on
bioluminescent leaves. While the weed itself is
pleasing to look at, its true value lies in the remedy
that can be brewed out of it.
Warp Touch Remedy: A character that has
proficiency with Alchemist's Tools or Herbalism
Kit, and access to the proper equipment, can
prepare a remedy with lure weed flowers. The
remedy has a value of 40gp when it comes to
crafting (see crafting rules p.187 of the Player's
Handbook). Once ingested, the Warp Touch
stops. The character keeps all previously
acquired mutations but is cured of the disease.

Warp Touch
Warp Spawn
"We saw its approach through the darkened eaves, now
crawling in the dirt, now flapping upwards, as if it could not
decide if it was a snake or a sparrow. Then it came into the
moonlight and we saw it true. Did we fight? I cannot say. All I
recall is clotted fur and an embracing drool. The stench of
cadavers and burning honey. My eyes screamed, my tongue
shook, my knees spewed. It ate my friends and drank my soul.
It took my mind I know not where, for it is no longer here
with me"— Interview with sole survivor of Reikwald forest
patrol, incarcerated in Frederheim Sanitorium
Warped by Corruption. A warp spawn is a term to describe
a whole spectrum of mutated creatures warped into being by
the corrupting influence of warpstone. Some manage to stave
off this doom for a time, but, for most, the fate of becoming a
warp spawn lies at the end of their dark and horrible road.
Warp spawn lose what little remained of their original forms,
becoming a shifting mass of tentacles and eyes. A rare few
retain just enough of their original forms to become truly
horrific. Upon the moment of devolution, the subject is
wracked with agonizing pangs as his body ripples and
undulates. The pain is so great it destroys the mind, erasing
nearly every memory, all emotion, and the capability of
forming a coherent thought.
Miserable Existence. When a warp spawn comes shambling
from its lair, it will behave in a largely unpredictable manner.
The spawn will move towards the enemy and crashes flailing
into them; teeth, claws, and tentacles tearing men limb from
limb in a shower of blood and ruination. A warp spawn is a
formidable opponent on its own, capable of slaughtering an
entire group of adventurer, but the threat is poses does not
resides solely on the brutal strength and flurry of attack of the
creature, but in the corrupting touch that it spreads. The fate
of a spawn is to die, either on the field of battle by axe or
sword, torn apart in the wilds by even more savage creatures,
or literally ripped asunder by the energies that continues to
course through its twisted body. Mindless and utterly beyond
reason, warp spawn relentlessly attack anything in their way,
the blows of their enemies merely a strange relief to the
endless insanity that is their miserable existence.
Herald of Change. Warp spawns are sometimes called
“Herald of Change” in occult societies or cults that worship Optional: Sickening Glow
the alien entities lurking in the dimension of the Far Realm.
Some eldritch ritual, involving the direct ingestion of Some aberrations radiate of the sickening glow of
the warpstone. Thankfully these creature are pretty
warpstone or inhaling incent made of it, allow demented easy to identify, manifesting the same light-
cultists to purposely turn into one of the wretched things, absorbing quality as the warpstone itself. A
each mutation bringing the cultist closer to the creature with that option has the additional trait:
“enlightenment” sought after. The creature carries the stench
of the Far Realm wherever it goes, revolting reality by its very Sickening Glow. Any creature other than an
existence. If a warp spawn is killed, the cult fashions weapons aberration, a construct or an undead that starts
out of its bone, carrying the essence of the being. These its turn within 20 feet of the aberration or
dreadful weapons are carried by cult leader or cultist of high enters the affected area for the first time on a
ranks and able to transmit the warp touch disease, spreading turn must succeed a DC 13 Constitution saving
the influence of their dark gods. throw Constitution saving throw or contract the
Warp Touch disease. If a creature's saving throw
is successful, it is immune to the aberration's
Sickening Glow for the next 24 hours.
Magic Resistance. The warp spawn has advantage on
Warp Spawn saving throws against spells and other magical effects.
Large aberration, chaotic evil
Actions
Armor Class 14 (natural armor)
Hit Points 157 (15d10 + 75) Multiattack. The warp spawn uses its Mutated Beyond
Speed 30ft. Reason and makes three melee attacks; one with its
bite, one with its claws and one with its tentacles.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
target. Hit: 22 (3d10 + 5) piercing damage.
20 (+5) 16 (+3) 20 (+5) 3 (-4) 8 (-1) 8 (-1)
Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
Saving Throws Str +9, Con +9
Skills Perception +7 Tentacles. Melee Weapon Attack: +9 to hit, reach 5ft.,
Damage Resistances fire, lightning one target. Hit: 9 (1d6 + 5) bludgeoning damage plus
Damage Immunities poison 10 (3d6) psychic damage. If the target is Medium or
Condition Immunities charmed, frightened, paralyzed, smaller, it is grappled (escape DC 15).
poisoned, prone Mutated Beyond Reason. The warp spawn mutates and
Senses darkvision 60 ft., passive Perception 17 selects one of the options below.
Languages understands Deep Speech but can't speak
Challenge 9 (5,000 XP) 1. Deadly Mutation. The spawn moves from its speed and
makes a tentacle attack.
Otherworldly Presence. If a creature starts its turn within 2. Eldritch Burst. Great bolts of eldritch energy are arcing
30 feet of the spawn and can see it, the spawn can out of the warp spawn. A line 60 feet long and 5 feet wide
force the creature to make a DC 15 Wisdom saving blasts out from it in a direction it chooses. Each creature
throw if the spawn isn't incapacitated. On a failed save, in the line must make a DC 15 Dexterity saving throw. A
the creature acquires a short term madness randomly creature takes 10 (3d6) lightning damage and 10 (3d6)
determined which lasts for 1 minute. The creature may force damage on a failed save, or half as much damage on
repeat the saving throw at the end of of its turns to a successful one.
remove the madness. A creature which already has a 3. Regeneration. The warp spawn regains 10 hit points.
short term madness, is immune to psychic damage, or
which has succeeded on a saving throw against this Reactions
spawn's Otherworldly Presence in the last 24 hours is
immune. Mask of Insanity. When a creature the spawn can see
starts its turn within 30 feet of the aberration, the
Warp Form. The warp spawn is immune to any spell or spawn can wrap its mind in psychic terror. If the
effect that would alter its form. Whenever the spawn creature can see the spawn, it must succeed on a DC
starts its turn with 50 hit points or fewer, roll a d6. On 15 Wisdom saving throw or be frightened until the end
a roll of 5 or 6, the spawn is incapacitated for one of its turn.
round as its thrashes between nightmarish forms.

Warp Blade
Weapon (any sword), very rare, cursed
You gain a +2 bonus to attack and damage rolls made with
this magic weapon.
You can use an action to cause the blade to radiate eldritch
energy, absorbing light and warping reality around it until an
attack using this weapon hits a creature. That creature must
succeed on a DC 14 Constitution saving throw or contract
the Warp Touch disease. The sword can't be used this way
again until the next dawn.
Curse. If the sword isn't used to infect a creature with the
Warp Touch within 1 minute of being drawn from its
scabbard, its wielder must make a DC 15 Charisma saving
throw. On a successful save, the wielder take 3d6 psychic
damage. On a failed save, the wielder is dominated by the
sword, as if by the dominate monster spell, and the sword
demands that it is used to spread the Warp Touch. The spell
effect ends when the sword's demand is met.
Balewing
Spared by Fate. Balewings are some of the most diseased
and disgusting of all warp spawns. It is said that the sight of
them is so horrifying that hardened warriors are rendered
incapable of any action while they gagged and retched in
disgust. Many spawns die within minutes or hours of their
transformation, being killed by their former companions or
expiring as their impossibly mutated bodies give out under
the strain. Such is not the fate of balewings, however. By
some strange quirk of fate, they grow and prosper by
ingesting and absorbing the fleshy tissues and fluids of living
creatures. They achieve this by grabbing their victims with
their tentacles, dissolving them with melting acid and
slurping the fleshy goo that is left.
Dragons of Change. Balewings are thankfully rare and can
only be found near important warpstone deposit or deep
underground, where meteor struck the world eons ago. They
are sometimes called “Dragons of the Deep” or “Dragons of
Change” for this reason. The dwarves have learned to stay
away from warpstone veins by fear of freeing such horror if
they were to dig too deep. Still, some cultists are mad enough
to wish to summon one, ongoing lengthy rituals and
sacrifices to bring these “Dragons of Change” into this world.

Magic Attack. The balewing's weapon attacks are


Balewing magical.
Huge aberration, chaotic evil
Magic Resistance. The balewing has advantage on
Armor Class 17 (natural armor) saving throws against spells and other magical effects.
Hit Points 250 (20d12 + 120)
Speed 40ft., fly 60ft. Actions
Multiattack. The balewing makes four melee attacks;
one with its bite and three with its tendrils. It can use
STR DEX CON INT WIS CHA Hurl Balefire in place of any melee attack.
25 (+7) 14 (+2) 23 (+6) 5 (-3) 10 (+0) 14 (+2)
Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit 29 (4d10 + 7) piercing damage.
Saving Throws Str +12, Con +11
Skills Perception +10 Hurl Balefire. Ranged Spell Attack: +7 to hit, range 150
Damage Resistances fire, lightning ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6)
Damage Immunities acid, poison; bludgeoning, acid damage. This damage ignores resistance and
piercing, and slashing from nonmagical weapons immunity.
Condition Immunities charmed, frightened, paralyzed, Tendrils. Melee Weapon Attack: +12 to hit, reach 15ft.,
poisoned one target. Hit 10 (3d6) acid damage plus 10 (3d6)
Senses blindsight 120 ft., passive Perception 20 psychic damage. At the end of each of its turns, the
Languages understands Deep Speech but can't speak target must make a DC 13 Constitution saving throw,
Challenge 14 (11,500 XP) taking 7 (2d6) acid damage on a failure or ending the
recurring acid damage on a success. A lesser
Otherworldly Presence. If a creature starts its turn within restoration spell cast on the target also ends the
30 feet of the balewing and can see it, the balewing recurring acid damage.
can force the creature to make a DC 18 Wisdom saving
Eldritch Breath (Recharge 5-6). The balewing exhales
throw if the balewing isn't incapacitated. On a failed
arcs of energy in an 90-foot line that is 5 feet wide.
save, the creature acquires a short term madness
Each creature in that line must make a DC 18 Dexterity
randomly determined which lasts for 1 minute. The
saving throw, taking 28 (5d10) lightning damage and
creature may repeat the saving throw at the end of of
28 (5d10) force damage on a failed save, or half as
its turns to remove the madness. A creature which
much damage on a successful one. If this damage
already has a short term madness, is immune to
reduces the target to 0 hit points, it is disintegrated, as
psychic damage, or which has succeeded on a saving
per the disintegrate spell.
throw against this balewing's Otherworldly Presence in
the last 24 hours is immune.
Dluur
“Your friend has started mutated? Then your only hope is the Dluur
pond of Stilldale, lure weed grows there, but beware the Medium aberration, neutral evil
wicked things that lurk under the surface.” – Unorna, Wise Armor Class 13
Woman of Novece. Hit Points 49 (9d8 + 9)
Speed 30ft., swim 30ft.
Aquatic Predator. Dluurs are likely mutated anglerfish,
tainted by the presence of aquatic Warpstone deposit. They
are usually found living in swamps, rivers or underground STR DEX CON INT WIS CHA
lakes where lure weed, the only known natural remedy 12 (+1) 17 (+3) 13 (+1) 5 (-3) 10 (+0) 6 (-2)
against the Warp Touch disease, is present. They are often
hiding under the surface to ambush their preys. The fleshy Skills Perception +2, Stealth +5
bioluminescent growth atop its head (called illicium) acts as a Damage Vulnerabilities lightning
camouflage for the predator, effectively disguising it as the Damage Immunities acid
surrounding lure weed to fool its prey. Senses darkvision 60ft., passive Perception 12
Languages understands Deep Speech but can't
Luring Powers. Cautious travelers can spot these creatures speak
hiding among lure weed and avoid a surprise attack. Challenge 2 (450 XP)
Otherwise, the dluur's illicium can be distinguished from the
plant by the lack of leaves of a single appendage resting on Amphibious. The dluur can breathe air and water.
the water's surface. Sometimes, the dluur's head can be
visible under the surface and mistaken for these leaves from False Appearance. While the dluur remains
afar, but will remain submerged until the prey is close motionless in water under the surface, it is
enough. The dluur is an aggressive creature with the ability to indistinguishable from a normal patch of lure weed.
spit corrosive acid and lure its prey with minor psychic Lure. If a creature starts its turn within 60 feet of
abilities. In combat, they often rely on these long ranged the dluur and can see the dluur’s illicium, the dluur
attacks, but have been observed to charge at their prey and can force the creature to make a DC 13 Wisdom
use their claws, though often they will halt mid charge to use saving throw if the dluur isn't incapacitated. On a
their preferred method. failed save, the creature becomes charmed until the
end of its next turn. While charmed, the creature
must immediately use its reaction, if available, to
move as close as its speed allows toward the dluur.
The effect ends for an affected creature if it takes
any damage or if someone else uses an action to
shake the creature out of its stupor.

Actions
Multiattack. The dluur makes two claws attacks. It
can use Acid Spit in place of any melee attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one creature. Hit: 6 (1d6 + 3) slashing damage.
Acid Spit. Range Weapon Attack: +5 to hit, range 90
ft., one target. Hit 10 (3d6) acid damage. At the
end of each of its turns, the target must make a DC
10 Constitution saving throw, taking 3 (1d6) acid
damage on a failure or ending the recurring acid
damage on a success. A lesser restoration spell cast
on the target also ends the recurring acid damage.

Reactions
Psychic Assault. When a creature the dluur can see
starts its turn charmed within 60 feet of the
aberration, the dluur can attack its mind with
psychic powers. The target must succeed on a DC
13 Wisdom saving throw or take 7 (2d6) psychic
damage and be stunned until the end of its turn.
Dolgotha
“When you see the deep fog rolling in and you smell the acrid Monster in the Fog. Dolgothas are, despite their size,
air, take your children inside and bar your doors, cover your surprisingly hard to spot. Their exoskeleton adapts to the
windows and snuff out the lights. Listen for the moan in the color of their environment, and, coupled with their uncanny
distance, if you hear it, prey.” – Midek, fisherman of Brislava ability to dissimulate in the fog, they may as well be invisible.
The dolgotha emits a characteristic sound, akin to a low and
Mutated from the Depth. Dolgothas, or fog crawlers, are deep moan, that often leads people to believe its hunting
predatory highly mutated crustacean-like creatures which live territory is haunted. It is therefore advised to always keep an
on islands, coastal regions, cold swamps or subterranean ear out, to avoid running into one by accident. The dolgothas
lakes. the overhauled anatomy of the creature points to a are nicknamed “Fog Crawlers”, for they always come with the
former aquatic crustacean, grown out of proportion due to fog. The truth is that the creature is the source of the
the Warpstone influence. It seems that at some point the supernatural fog, using it instinctively to dissimulate its
creature's head had evolved to become separate from the approach. The fog directly surrounding the dolgotha is acid,
main carapace, as well as morphed into a kind of arrowhead like its blood, and will dissolve any creature coming close.
shape for unknown reasons, possibly to be used for attacking.
These creatures are remarkably tough, fast, and quite agile Bane of Sailors. In fishing towns and remote islands the
considering their size; capable of withstanding the deadliest dolgothas are seen as boogeymen, attracted by the
spells and attacks. wickedness of witches, the smell of rotten fish or strangers in
town. These superstitions are usually false, but the presence
Fast and Deadly. The dolgothas main attacks are slicing with of one of these monsters is certainly enough to spell doom
its arms and jabbing with its head. It can also leap over a community depending on fishing. Water turns acid in
surprisingly high and slams back in to the ground, dealing the creature’s presence, and in time, it can ultimately
massive amounts of damage to anything caught in the area of compromise an entire lake or section of the ocean. The
effect. Dolgothas have few ranged attacks, a shortcoming they creature is also known to attack boats, piercing the hull with
compensate for with deceptively high speed and agility. The its head and letting the unfortunate sailors drown or burn in
monstrous creatures can cover considerable distances very the acid waters.
quickly, thus making it hard to shoot them down before they
enter melee range, while making it all the more difficult to
escape from them.

A Moan in the Fog


The characteristic moan of a dolgotha can be
recognized by a character familiar with the
creature. A successful DC 15 Wisdom (Perception)
check allows a character to identify the sound. The
moan can carry over great distances, giving a vital
warning that the fog covering the region hides
more dangers than it seems.
Amphibious. The dolgotha can breathe air and water.
Dolgotha Fog Crawler. While in the fog, The dolgotha can take the
Huge aberration, chaotic evil
Disengage or Hide action as a bonus action on each of
Armor Class 20 (natural armor) its turns and has advantage on Dexterity (Stealth)
Hit Points 290 (20d12 + 160) checks made to hide.
Speed 50ft., swim 50ft.
Actions
Multiattack. The dolgotha makes three melee attacks;
STR DEX CON INT WIS CHA one with its beak and two with its chelipeds.
28 (+9) 18 (+4) 26 (+8) 6 (-2) 16 (+3) 5 (-3)
Beak. Melee Weapon Attack: +14 to hit, reach 10ft.,
one target. Hit 27 (4d8 + 9) piercing damage.
Saving Throws Str +14, Dex +9, Con +13
Skills Stealth +9 Chelipeds . Melee Weapon Attack: +14 to hit, reach
Damage Resistances bludgeoning, piercing, and slashing 5ft., one target. Hit 19 (3d6 + 9) piercing damage.
from nonmagical weapons Deadly Leap. If the dolgotha jumps at least 15 feet as
Damage Immunities acid, poison part of its movement, it can then use this action to land
Condition Immunities poisoned on its feet in a space that contains one or more other
Senses tremorsense 60 ft., passive Perception 13 creatures. Each of those creatures must succeed on a
Languages understands Deep Speech but can't speak DC 19 Strength or Dexterity saving throw (target' s
Challenge 15 (13,000 XP) choice) or be knocked prone and take 27 (4d8 + 9)
bludgeoning damage plus 27 (4d8 + 9) slashing
Acid Blood. A creature that hits the dolgotha with a damage. On a successful save, the creature takes only
melee attack while within 5 feet of it takes 10 (3d6) half the damage , isn't knocked prone, and is pushed 5
acid damage. feet out of the dolgotha's space into an unoccupied
space of the creature's choice. If no unoccupied space
Acid Fog. A 20-foot-radius sphere of acid fog surrounds is with in range, the creature instead falls prone in the
the dolgotha. The fog spreads around corners. Its area dolgotha's space.
is heavily obscured. When a creature enters the fog for
the first time on a turn or starts its turn there, that Corrosive Breath (Recharge 5-6). The dolgotha exhales
creature must make a DC 19 Constitution saving acid in 60-foot cone. Each creature in that cone must
throw. The creature takes 23 (5d8) acid damage on a make a DC 19 Dexterity saving throw, taking 54
failed save, or half as much damage on a successful (12d8) acid damage on a failed save, and 23 (5d8) acid
one. Strong wind disperses the fog for 1d4 turns damage at the end of its next turn. On a success, the
before it returns. target takes half as much of the initial damage and no
damage at the end of its next turn.

Regional Effect
The region containing a dolgotha is tainted by the creature's Variant: Pale One
presence, creating the following magical effects:
Some legendary albino dolgothas, known as pale
The region is constantly lightly obscured by fog, and ones, have a strong connection to the Far Realm. A
creatures in the area have disadvantage on Wisdom pale one with an Intelligence of 14 (+2) and a
(Perception) checks that rely on sight. As an action, the telepathy of 120 ft. has a challenge rating of 16
dolgotha can condense the fog, making a 1 mile radius (15,000 XP) and the following additional action
area heavily obscured for one hour. option:
Water sources within 30 feet of the dolgotha are
supernaturally fouled. Creature that drink or swim in such Reactions
water take 10 (3d6) acid damage at the beginning of their Psychic Backslash. Immediately after a creature
turn while exposed. casts an illusion or enchantment spell that targets
While in the region, creatures using telepathy, including the dolgotha or includes it in its area of effect, the
spells such as detect thoughts, rary's telepathic bond, dolgotha can use its reaction to absorb the magic
telepathy or natural telepathic abilities, must first succeed of the spell, cancelling its effect. Additionally, the
on a DC 19 Wisdom saving throw. On failure, the attempt creature that casted the spell must succeed on a
fails as the mind of the creature is overcomed by a DC 19 Wisdom saving throw or take 1d8 psychic
terrifying moan and the creature gains a short-term damage per level of the spell slot absorbed.
madness (see p.259 of the Dungeon Master's Guide).
If the dolgotha dies, the effects fade over the course of
3d10 days.
Uhogguath:
“It… it was calling my name! I could hear it, crawling in the
attic, the sound of its legs on the floorboard, and the shriek,
oh gods the shriek! I’ll never sleep again!” – incoherent report
by unknown, found in Ritterbad’s Asylum archive.
Newfound Cunning. The uhogguath were once phase
spiders that shifted accidently into a nexus of eldritch
energies, tainting the creature. Instead of being torn apart by
inconceivable forces, it emerged from the rift with a
newfound cunning, a thirst for the secrets and thoughts
contained inside the head of every intelligent creature.
Ethereal Lurker. The uhogguath is a cunning predator,
lurking on the border of the Ethereal Plane in ambush,
waiting for a weak prey to come its way or stalking a group of
creature until they are vulnerable. If the creature faces
overwhelming odds it will retreat to return at more opportune
times. Some uhogguath hunt in group, building a gigantic
and twisted ethereal web that can alert them to the presence
of creatures on both planes for miles around.

Uhogguath Actions
Large aberration, neutral evil Multiattack. The uhogguath makes two melee attacks;
one with its bite and one with its tentacles.
Armor Class 14 (natural armor)
Hit Points 60 (8d10 + 16) Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
Speed 30ft., climb 30ft. target. Hit 8 (1d10 + 3) piercing damage, and the
target must make a DC 14 Constitution saving throw,
taking 22 (5d8) poison damage on a failed save, or half
STR DEX CON INT WIS CHA as much damage on a successful one. If the poison
15 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0) damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Skills Stealth +9
Senses darkvision 60 ft., passive Perception 10 Tentacles. Melee Weapon Attack: +6 to hit, reach 5ft.,
Languages Deep Speech, telepathy 60 ft. one target. Hit 9 (2d8) psychic damage. If the target is
Challenge 5 (1,800 XP) Medium or smaller, it is grappled (escape DC 14) and
must succeed on a DC 14 Intelligence saving throw or
Ethereal Sight. The uhogguath can see 60 feet into the be stunned until this grapple ends.
Ethereal Plane when it is on the Material Plane, and vice Drain Intellect (Recharge 4-6). Melee Weapon Attack: +6
versa. to hit, reach 5 ft., one incapacitated humanoid grappled
by the uhogguath. Hit: 21 (6d6) psychic damage and
Ethereal Jaunt. As a bonus action, the uhogguath can the target must make a DC 14 Intelligence saving
magically shift from the Material Plane to the Ethereal throw. On a failed save, the creature’s Intelligence and
Plane, or vice versa. Charisma scores become 1. The creature can’t cast
Spider Climb. The uhogguath can climb difficult spells, activate magic items, understand language, or
surfaces, including upside down on ceilings, without communicate in any intelligible way. The creature can,
needing to make an ability check. however, identify its friends, follow them, and even
protect them. At the end of a long rest, the creature
Ethereal Web. The ground in a 30-foot radius around can repeat its saving throw against this effect, ending
the uhogguath is covered in semi-solid ethereal webs, the effect on itself on a success. A greater restoration
making the area difficult terrain. Each creature that spell cast on the target also ends the effect.
starts its turn in that area must succeed on a DC 11
Strength saving throw or be restrained by the ethereal
web until the start of its next turn.
Werewolf - Ulfhedinn
“Ulfhedinn? What's that, some kind of fish?” - Professor An Ulfhedinn's Lair
Artibus Joannes Rack, geographer, disappeared during a
surveying expedition in the northern lands. Ulfheddin favor caves or abandonned structures located deep
in snowy forests or high in the mountains to make their lair.
Winter's Fury. Ulfhedinn are a breed of werewolf found The ground is littered with the bones from their past hunts.
mainly in arctic or cold parts of the world. The harsh and
barren conditions of these lands might explain why they Regional Effect
primarily hunt men and are stronger than their southern The region containing an ulfhedinn's lair is altered by the
brethren. They have an intimate connection with the forces of creature's presence, creating the following magical effects:
winter and thrive in freezing temperature, using blizzard and The weather is always cold and unforgiving in the region.
snow storm to dissimulate their approach. Only a few daring The ulfhedinn, can call on heavy snow storm and extreme
warriors in history have managed to defeat an ulfhedinn, and cold at will (Heavy Precipitation & Extreme Cold, p.110 of
each of them is commemorated in ballads as a hero to this the Dungeon Master’s Guide)
day. Packs of dire wolves and winter wolves roam the region.
The creatures are charmed by the ulfhedinn and are
Too Far Gone. It is believed that ulfhedinn were once simple extremely aggressive toward intruders in the area.
werewolves, but in time empowered the curse by killing and Lycanthropes can feel the power of the ulfhedinn affecting
feeding on countless human lives. As their power grew, so did them while they are in the region. A creature cursed with
the curse, and they finally became incapable to take any other lycanthropy that is taking a long rest in the region must
form than that of a deadly hybrid. The werewolf became their succeed on a DC 14 Wisdom saving throw. On failure, the
true nature, and the person they once were is definitively creature polymorph into its hybrid form and act
gone. No stories exist of ulfhedinns being freed from their accordingly to the alignment of its form of lycanthropy for
curse, and most experts agree that the curse is simply the duration of the long rest. The creature has no
impossible to break once it reaches that point. Some rare recollection of what it did while transformed.
texts also mention a potent curse that can only be performed
during the winter solstice, a curse capable of turning a When the ulfhedinn is killed, all of these regional effects
murderer dressed with a winter wolf pelt into an ulfheddin. fade over 10 days.
Predator King. Ulfhedinn are often called “Wolf King” in
ballads and legends, and indeed packs of predator seem to
instinctively defer to them, particularly dire wolves and winter
wolves. The pack show signs of respect to the werewolf,
leaving fresh kill at the entrance of its cave or directing preys
toward its lair, cutting all possible retreat and watching their
supreme alpha take the kill. Those affected by lycanthropy
can feel their inner beast stir within them as the werewolf
approaches, for these predator kings have the power to
awake the beast inside any cursed shapeshifter, forcing them
to change and serve him as the king of hunters.

Unbreakable Curse
The ulfhedinn is what awaits every werewolf that
lives long enough to take countless lives and
become a monster driven only by a constant
bloodlust. Lycanthropy can usually be cured with
magic, such as the remove curse spell or more
powerful effects, but in the case of the ulfhedinn,
such spells are useless. There is no known way to
reverse the curse once it progresses that far, the
person they once were is only vaguely present in
some small habits or the werewolf favorite prey.
Ulfhedinn Bite. Melee Weapon Attack: +12 to hit, reach 5ft.,one
target. Hit: 24 (3d10 + 7) piercing damage. If the
Large monstrosity, chaotic evil
target is a humanoid, it must succeed on a DC 16
Armor Class 16 (natural armor) Constitution saving throw or be cursed with werewolf
Hit Points 242 (23d10 + 115) lycanthropy.
Speed 50ft. Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 16 (2d8 + 7) slashing damage.
STR DEX CON INT WIS CHA Frightful Presence. Each creature of the werewolf's
choice that is within 120 feet of the werewolf and
24 (+7) 16 (+3) 20 (+5) 8 (-1) 16 (+3) 8 (-1) aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature
Saving Throws Str +12, Dex +8, Con +10, Wis +8 can repeat the saving throw at the end of each of its
Skills Perception +13, Stealth +7, Survival +8 turns, ending the effect on itself on a success. If a
Damage Immunities cold; bludgeoning, piercing, and creature's saving throw is successful or the effect ends
slashing damage from nonmagical weapons that for it, the creature is immune to the werewolf's
aren't silvered. Frightful Presence for the next 24 hours.
Senses darkvision 60ft, passive perception 23
Languages Common Legendary Actions
Challenge 16 (15,000 XP)
The ulfheddin can take 3 legendary actions, choosing
from the options below. Only one legendary action
Fury: While it has 100 hit points or lower, or the full option can be used at a time and only at the end of
moon is up in the sky, the werewolf has advantage on another creature's turn. The werewolf regains spent
attack rolls. Additionally, the werewolf's melee attacks legendary actions at the start of its turn.
score a critical hit on a roll of 18-20.
Move. The werewolf moves up to its speed without
Keen Hearing and Smell. The ulfhedinn has advantage on provoking opportunity attacks.
Wisdom (Perception) checks that rely on hearing or The Beast Within (Costs 2 Actions). The ulfheddin
smell. targets one creature cursed with lycanthropy that it
Legendary Resistance (3/Day). If the werewolf fails a can see within 60 feet of it. The target must succeed
saving throw, it can choose to succeed instead. on a DC 18 Wisdom saving throw. On failure, the
creature instantly polymorph into its hybrid form,
Magic Attacks. The werewolf's weapon attacks are cannot shapeshift back to other forms, and is
magical. charmed by the ulfhedinn. A creature can repeat the
Pounce. If the werewolf moves at least 20 feet straight saving throw at the end of each of its turns, ending
toward a creature and then hits it with a claw attack on the effect on itself on a success.
the same turn, that target must succeed on a DC 18 Eye of Winter (Costs 2 Actions). The ulfheddin targets
Strength saving throw or be knocked prone. If the one creature that it can see within 60 feet of it. The
target is prone, the werewolf can make one bite attack target must succeed on a DC 18 Constitution saving
against it as a bonus action. throw, taking 27 (6d8) cold damage on a failed save,
or half as much damage on a successful one. If the
Actions target fails the saving throw, it is also petrified,
encaised in ice until the end of the werewolf's next
Multiattack. The ulfhedinn uses its Frightful Presence, turn.
and makes two claw attacks and one bite attack.
Voref
"Wolves aren't as bad as they're made out to be. Werewolves, Bound in Death. Killing a voref for good can prove difficult,
though — they're every bit as bad and worse."— Elsa Vilge, for the magic of the curse binds it in death as well, bringing it
archer back to life if slayed. The only known way to prevent this is to
pierce its heart with a silver weapon during the full moon, or
Cursed Monster. Neither animal, nor man, the werewolf to force the spellcaster that cursed it to lift the spell. The
takes the worst from both species: the bloodlust and primal voref's curse can at times be lifted, yet there is no universal,
nature of a wolf, and the ruthlessness and cruelty of a human. surefire method for doing this. A group of adventurers
One becomes a voref werewolf as a result of a curse thrown seeking to undertake such a task must equip themselfves
by a spellcaster -- the change itself is uncontrollable and with a great deal of patience – and sturdy armors.
unwilling. The voref can be called upon by the witch that
cursed it, playing the role of unknowing assassin or enforcer. Hidden Killer.Hunting a voref is extremely hard and
A man who transforms back to his human form can’t usually dangerous due to the hidden nature of the werewolf. The
remember the atrocious acts committed as a werewolf — werewolf seems perfectly normal and do not manifest the
otherwise he would surely go mad and take his own life, to no classic symptoms of lycanthropy while the curse lies
end since the curse won’t even allow him this relief. dormant, until its master decides to trigger it. Still,
werewolves are creatures of the night and they are especially
active during the full moon, as such, vorefs must transform
during the full moon, just as other werewolves. Vorefs are
also very allergic to aconitum, also known as “wolfsbane”,
making them avoid areas where the plant grows.
Lone Hunter. A Voref usually goes hunting alone, carrying
the order of its master, as there rarely is an opponent that can
match its strength, agility and fast health regeneration. It
strike as swiftly as lightning with claws sharp as razors and
regenerate any damage received in mere moments. If a voref
actually encounters an enemy that has equivalent strength
and can fight a fair fight, the werewolf will fight to the death
to accomplish its mission, caring little for its own safety.

Curse of the Voref


The curse of a voref werewolf operates quite
differently from common lycanthropy on a mystical
level. As such, the bite of a voref does not spread
the curse, for the magic is contained inside the
unfortunate vessel. During the full moon, a
spellcaster that knows the bestow curse spell can
expand a 9th level slot to cast the curse. A wish
spell can inflict the curse as well. Until the next full
moon, the curse can be dispelled as any spell
would, but once it reaches that point only the
person that casted it can revoke it. Alternatively, a
wish spell casted specifically to break the curse will
also work if the werewolf lies dead.
Voref Voref Weaknesses. The voref has the following flaws:
Medium humanoid (human, shapechanger), chaotic Call of the Moon. During the night of the full moon
evil the true nature of the voref is revealed. The creature
automatically polymorph into its hybrid form and
Armor Class 12 in humanoid form, 14 (natural armor) in acts according to its alignment. The werewolf is also
wolf or hybrid form free to ignore its master’s order during these nights.
Hit Points 113 (15d8 + 45) Voice of the Master. The voref is completely under
Speed 30ft. (40ft. in wolf form) the thrall of the person that cursed it. It is
considered under the permanent effects of the
dominate monster spell from its master.
STR DEX CON INT WIS CHA Wolsbane Allergy. If the werewolf comes within 20
17 (+3) 15 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+0) feet of aconitum flowers it is poisoned until it leaves
the area. Weapons coated with aconitum oil ignore
Skills Perception +8, Stealth +6 the damage invulnerabilities of the werewolf.
Damage Immunities bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren't Actions
silvered. Multiattack (Humanoid or Hybrid Form Only). The voref
Senses darkvision 60ft, passive perception 18 can use its Howl at the Moon. It then makes three
Languages Common (can't speak in wolf form) melee attacks: one with its cursed bite and two with its
Challenge 10 (5,900 XP) claws.

Shapechanger. The werewolf can use its action to Claws (Hybrid Form Only). Melee Weapon Attack: +7 to
polymorph into a wolf-humanoid hybrid or into a wolf, hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing
or back into its true form, which is humanoid. Its damage, plus 7 (2d6) slashing damage if the werewolf
statistics, other than its AC, are the same in each form. has more than half of its total hit points remaining.
Any equipment it is wearing or carrying isn't Cursed Bite (Wolf or Hybrid Form Only). Melee Weapon
transformed. It reverts to its true form if it dies. Attack: +7 to hit, reach 5ft.,one target. Hit: 16 (3d8 +
3) piercing damage, plus 7 (2d6) piercing damage if
Keen Hearing and Smell. The werewolf has advantage on the werewolf has more than half of its total hit points
Wisdom (Perception) checks that rely on hearing or remaining. If the target is a creature, it must succeed
smell. on a DC 16 Constitution saving throw or be cursed.
Regeneration. The voref regains 20 hit points at the Until the curse is ended, the target can't regain hit
start of its turn if it has at least 1 hit point. If the points and has vulnerability to all damage. Greater
werewolf takes damage from a silvered weapon, this restoration, remove curse, or similar magic ends the
trait doesn't function at the start of the werewolf's next curse on the target.
turn . Howl at the Moon (Hybrid Form Only; Recharge 5-6). The
Rejuvenation. If the werewolf is killed, it regains all its werewolf howls with an insane look in its eyes. All
hit points in 24 hours, unless wolfsbane is placed on creatures within 30 feet of it must succeed on a DC 16
its body, in which case it will take 1d10 days to Wisdom saving throw or be under the effects of a
rejuvenate. If silver pierces the heart of the werewolf confusion spell for one minute. At the end of each of
during the full moon, the werewolf is truly dead. its turn a creature can reattempt the saving throw,
ending the effect on a success.
The Wild Hunt - The Tale
"The Wild Hunt is a horde of specters that roams the sky
during storms and is an omen of disaster. The appearance of
the Wild Hunt foreshadows war and woe, much as a comet
does. The spectral Wild Hunt sometimes appears in
nightmares of the cursed or those touched by Destiny." -
Lexicon entry of "Myths and Facts", by professor Joachim
Ritterberg
Omen of War. The Wild Hunt is a procession, or rather a
cavalcade of crazed specters and skeletal horsemen. They
rush across the sky on the bony remains of steeds. Clad in
rusty remnants of armor, they wear jagged swords at their
waists. The spectral cavalcade ventures out in search of
victims every several years, led by the King of the Wild Hunt,
who traverse the heavens searching for souls like themselves.
The Wild Hunt is an omen of war, which has been confirmed
beyond all doubt. It is said to appear mainly, but not
exclusively during the winter and at times of war.
Soul Harvest. According to tradition and eye witness
accounts, the Wild Hunt abducts people, forcing them to join
its mad ride in the sky. Its harvest is especially rich just
before or during a great war. Some of the abductees managed
to escape the horde back into the world of the living, but the
stories they told were so extraordinary that they were always
considered unreliable. One patient of an insane asylum
claimed to have been taken to a frozen world lost in a sea of
emptiness. When he finally escaped, he returned to this world
only to find that his children had aged and died, so many
years had passed...
Prophetical Sighting. Astronomical observation can be used
to calculate the frequency of the Wild Hunt's appearances.
This seems to confirm the hypothesis that the spectral riders
come from another world and are susceptible to magic,
especially of the ritual kind, and cosmic events. Stories of the
Wild Hunt do not appear in the dwarven and elven cultures. It
is quite interesting, for such old races must have faced the
Hunt long before humans did. As it seems, the dwarves
ignore everything on mutual terms, while the elves are
mysteriously skittish on that subject, but refer to it as "Dearg
Ruadhri", the Red Riders, and mutter hushed words about
the Ithlinne's prophecy.

Ithlinne's prophecy
Ithlinne's prophecy, also known as Aen
Ithlinnespeath is an old prediction made by the
elven prophetess Ithlinne. It predicts that the world
will perish amidst ice and glaciers and be reborn
with the new sun. The only survivors will be elves.
Several signs will herald the destruction of the
world, and the cataclysm will begin when elven
blood soaks the earth. This will mark the advent of
the 'Time of Disdain, the Axe and the Wolf's
Blizzard', which can be interpreted as a long war or
a return to barbarism.
Wild Hunt - The Truth
The White Frost
Aen Elle Fae. Few know that the oldest eladrin legends Many renowned scholar’s studies have shown that
speak of another tribe of fae and celestials - the Aen Elle. The our world is not the center of the multiverse, but
two parted ways long ago, the exact reasons have been lost to one of a thousand globes in the endless darkness
history, but involved the growing ambition and corruption of of space. This space is usually described as a
the Aen Elle king, its thirst for power threatening the balance vacuum - in which, invisible to the naked eye, lies
of the multiverse. The Aen Seidhe, the eladrins, casted the the White Frost. Thanks to the observations of
corrupted Aen Elle out of the Feywild and the Outer Planes, astronomers, we know the White Frost has already
with the help of their unicorns’ allies. The Wild Hunt is destroyed a great many worlds. The star systems in
which it appears perish into lifeless hunks of ice
composed of these fae beings, the Aen Elle, or “people of over the course of a few decades. Furthermore,
Alders” in their tongue. They refer to the eladrins and their each scholar is agreed that the White Frost will one
elven descendants as Aen Seidhe, to differentiate themselves day come to our world. Ithlinne's Prophecy, though
from their cultural heritage. They are known to have a based on magic intuition and not scientific
profound hatred for their eladrin cousins, their elven observation, thus appears to foretell the truth.
descendants, and celestials, especially unicorns.
“Verily I say unto you, the era of the sword and axe
is nigh, the era of the wolf's blizzard. The Time of
the White Chill is nigh, the Time of Madness: Tedd
Deireádh, the Time of End. The world will die
amidst frost and be reborn with the new sun.
Ess'tuath esse! Thus it shall be! Watch for the signs
I say unto you! First the earth will flow with the
blood of Aen Seidhe, the Blood of Elves...”

Curse of Exile. With unprecedented magic, the Aen Elle


were casted away, cursed out of the celestial planes, the
Feywild and the multiverse on its own. An entire race left to
fade away outside the bounds of reality, into the void. But this
was not meant to be the end of the Aen Elle. The fey
resurfaced after untold times, drained of their magical souls,
only the frozen void filling the empty space. Embracing the
darkness, they became the herald of one of the most
destructive force in the known multiverse, the void lurking
between the stars, the end of all things, the White Frost.
Channeling the power of the void, their navigators could
revert the curse and bring them back into the multiverse.
Fueled by Souls. Upon learning of their true nature many
ponder how the warrior of the Wild Hunt became such
juggernauts, straying so far from their delicate cousins. The
answer might lie in their profane consumption of souls,
fueling their might. When they returned from the void, the
Aen Elle came back as hollow shells, craving the feelings and
emotions the White Frost stripped away. They can only briefly
feel alive though the souls of others, feeding it to the
devouring void inside them, allowing them to exist a while
longer until the emptiness finally consumes them all.
Slavery or Death. Those enslaved by the Wild Hunt are
brought to their stronghold of Tir na Lia, rumored to be
located somewhere in the Astral Sea or the Frostfell. The
frozen Tir na Lia was founded on the corpse of a dead god, its
spires constantly battered by psychic winds, echoing the
sound of the tortured. There, their captives are slowly drained
of their souls through excruciating tortures, carnal sins or
soul-crushing toiling, building their fleet of naglfar ships.
Once souless, most turn into a statue of ice, but some survive
the process and are released, useless and demented, babbling
constantly about the coming of the White Frost.
Regional Effect
Spectral Hunt When the spectral hunt enters a region its mere presence is
creating the following magical effects:
Psychic Chorus. Most folks believe the Wild Hunt to be a
horde of specters, but the truth is far more bizarre than one A blisteringly cold wind blows through the region and the
could imagine, they are in fact a sort of psychic projection, temperature drops significantly, covering the region in
powered by the will of dozens of fey warriors joining in a frost in a matter of seconds. While the spectral hunt is
chorus of minds that reaches through planes and dimensions. within the region, the region is subject to Extreme Cold
Through the guidance of a navigator, the warriors of the Hunt and Strong Wind (p.110 of the Dungeon Master's Guide).
shape their will into a spectral looking horde. The Hunt can While the spectral hunt is within the region, temporary
travel vast distances in this fashion, and even abduct portals to the Frostfell form in the region, allowing
creatures from other planes. However, this show of will is not elemental creatures of the White Frost into the world to
without risk for the warriors, for the psychic feedback can be dwell nearby.
deadly, plunging them into unconsciousness for days or A creature that witnesses the spectral hunt must make a
killing them outright. DC 15 Wisdom saving throw. Fey creatures automatically
succeed on the saving throw, as do any creatures, like
Ritual Hunt. The beginning of a Hunt is not something elves, that have the Fey Ancestry trait. A creature that fails
undertaken lightly, the warriors gather ritually on the deck of the saving throw remembers nothing but brutal and
the Naglfar ship and, under the supervision of their navigator, distorted flashes of memory from the events. On a
enter a deep trance state. While the warriors open their mind, successful save, the creature's memories remain intact but
the navigator channel the impetuous energy of the psychic are a little hazy. Any spell that can end a curse can restore
winds of the Astral Sea. In the largest Hunts, when the king the creature's lost memories.
partakes, the crew of several ships merge mind, their psychic When the spectral hunt returns to the Astral Sea, any
might bolstered by the presence of the king of the Wild Hunt. unconscious creature within 5 feet of it must make a DC
To reach through other planes the naglfar needs to be in the 15 Charisma saving throw. If the creature fails this save, it
Astral Sea, near a color pool leading to the desired plane. is instantly transported to the naglfar in the Astral Sea.
When the spectral hunt leaves or is destroyed, all of these
regional effects fade instantly and the temperature slowly
returns to normal.

Soul Torment
Soul Torment is a curse that afflicts a creature
whose soul is being slowly torn apart by vile magic.
If the target dies out of exhaustion, the target’s
soul is destroyed and ceases to exist, preventing
any use of resurrection magic on the creature. The
curse lasts until removed by the greater restoration
spell or other magic.
For every 24 hours that elapse, the creature
must succeed on a DC 19 Wisdom saving
throw or suffer one level of exhaustion.
While cursed, the creature is unable to sleep
and the curse prevents the target from gaining
any benefit from resting.
The creature’s emotions become cold and
numb; it gains advantage on saving throws
against being charmed or frightened but
disadvantage on Wisdom and Charisma checks.
Naglfar Antimagic Susceptibility. The naglfar is incapacitated
while in the area of an antimagic field. If targeted by
Gargantuan construct, chaotic evil
dispel magic, the naglfar must succeed on a
Armor Class 16 (natural armor) Constitution saving throw against the caster's spell
Hit Points 297 (17d20 + 119) save DC or fall unconscious for 1 minute.
Speed 0 ft., 60 ft. (hover) Magic Resistance. The naglfar has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Soul Choir. Any creature within 30 feet of the naglfar
22 (+6) 7 (-2) 24 (+7) 3 (-4) 3 (-4) 16 (+3) that isn’t immune to be frightened hears in its mind
the screams of the hundreds of souls trapped in the
ship. As a bonus action, the naglfar can force all
Saving Throws Con +11, Wis +0 affected creatures to make a DC 15 Wisdom saving
Damage Immunities cold, poison, psychic throw. On a failure, the creature falls unconscious. The
Condition Immunities blinded, charmed, deafened, effect ends on the creature if it is waked up by the
exhaustion, frightened, paralyzed, petrified, prone lesser restoration spells or similar magic. If a creature's
Senses blindsight 120 ft. (blind beyond this radius), saving throw is successful or the effect ends for it, it is
passive Perception 6 immune to the Soul Choir for the next 24 hours.
Languages -
Challenge 12 (8,400 XP) Actions
Innate Spellcasting. The naglfar's innate spellcasting Ram. Melee Weapon Attack: +10 to hit, reach 10ft.,
ability is Charisma (spell save DC 15). The naglfar can one target. Hit: 33 (5d10 + 6) bludgeoning damage.
innately cast the following spells, requiring no material Trap Soul. The naglfar targets one creature it can see
components: within 30 feet of it that has 0 hit points and is still
At will: ice storm alive. The target must succeed on a DC 15 Constitution
2/day each: fear, sleet storm saving throw against this magic or die. If the target
1/day each: investiture of ice, otiluke's freezing dies, the naglfar regains 22 (5d8) hit points. A creature
sphere killed by this attack cannot be brought back to life until
the naglfar is destroyed.

Naglfar
Astral Vessels. During their travels through the planes, the
Wild Hunt learned the secret allowing them to build their
naglfar astral vessels, ships that protect them from the raging
psychic winds of the Astral Plane. The naglfar are built by
their many slaves out of the fingers and toe-nails of the dead,
its hull is encased in supernatural ice and its sails made of
flayed humanoid skin. A naglfar has no helm, for it is only
guided by a navigator that “speaks” to the many souls trapped
into the ship. These vessels and their crew of warriors often
cross steel with other denizens of the Astral Plane, especially
the githyanki, who they battle constantly with for supremacy
over the Astral Sea.
Diabolical Catalyst. The naglfars are more than mere astral
vessels, it is said that every slave that built it was slowly
drained of its soul by the diabolical vessel, granting it a
primitive consciousness and a thirst for souls. Simply
standing near the ship can tear apart the mind of a creature,
driving it into a magical coma. Imbued with the magic of the
White Frost, the naglfar can summon supernatural cold, but it
reveals its true potential as a magical catalyst for the powers
wielded by navigators, allowing them to breach through
dimensions or to tap into its almost limitless well of souls to
fuel their spells.
Spectral Hunt (Raiders) Herald of the Void. At the start of each of the spectral
hunt's turns, each creature within its space must make
Huge swarm of Medium fey, lawful evil
a DC 14 Constitution saving throw, taking 9 (2d8)
Armor Class 13 psychic damage plus 9 (2d8) cold damage on a failed
Hit Points 150 (20d12 + 20) save, or half as much damage on a successful one.
Speed 50 ft., fly 50 ft. Incorporeal Swarm. The swarm can occupy another
creature's space and vice versa; it can move through
other creatures and objects as if they were difficult
STR DEX CON INT WIS CHA terrain. It takes 5 (1d10) force damage if it ends its
6 (-2) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 13 (+1) turn inside an object. The swarm can't regain hit points
or gain temporary hit points.
Damage Vulnerabilities fire, force
Damage Resistances lightning; bludgeoning, piercing Actions
and slashing from nonmagical weapons Void Touch. Melee Spell Attack: +6 to hit, reach 5ft.,
Damage Immunities cold, poison one creature. Hit: 20 (5d6 + 3) psychic damage. If this
Condition Immunities charmed, frightened, paralyzed, damage reduces the target to 0 hit points, the target is
petrified, poisoned, prone, restrained, stunned stable but unconscious for 1 hour, even after regaining
Senses darkvision 60ft., passive Perception 13 hit points.
Languages Elvish, Primordial, Sylvan
Challenge 6 (2,300 XP) White Frost's Grasp. Melee Spell Attack: +6 to hit, reach
5ft., one creature. Hit: 20 (5d6 + 3) cold damage. If the
Force Disruption. Whenever the spectral hunt takes target is killed by this damage, it becomes a frozen
force damage, it has disadvantage on attack rolls and statue until it thaws.
ability checks until the end of its next turn.

Spectral Hunt (Raiders)


Ritual Hunt
A spectral hunt of this size represents usually half the crew of Twenty or more warriors of the Wild Hunt and one
a Naglfar ship, or a smaller vessel. The Hunt will typically navigator within 30 feet of each other can
target a small settlement or an isolated town, raiding and magically form the mind chorus. Each of them
killing swiftly, barely stopping, and vanishing as suddenly as must use its action and movement for 10 minutes
they appeared, taking a few prisoners with them. Such raid to enter a trance state and must maintain
leaves no chances of reaction from the defenders, striking concentration while doing so (as if concentrating
with speed and fury. on a spell). When all have finished, the spectral
hunt begins, materializing on the other plane. The
material body of the warriors are unconscious. Any
Spectral Hunt (War Host) damage or other effects that apply to the spectral
A war host gather the combined efforts of several ships, hunt have no effect on the warriors’s physical body,
nor do they persist when they return to it. The
requiring a great deal of concentration and collaboration spectral hunt can remain for 1 hour, until it or all its
from several navigators on their respective naglfar. A war participants die, or until the navigator dismisses it
host manifests as an unstoppable wave of wraith riders, as a bonus action. If the spectral hunt is destroyed
stretching to the horizon in the night sky. Typically, such or the navigator loses it concentration, all the
demonstration of strength is leaded by the spectral king itself, participants are suffering from the psychic winds
charging at the front of its spectral army. Gathering of this mental effects, failing automatically the saving
significance are rare, only happening in times of great war or throw (p.48 of the Dungeon’s Master Guide). A
disaster as the Wild Hunt can hear the call of a great many warrior can't enter the trance again until it finishes
souls, ready for the harvest. a long rest.
Spectral Hunt (War Void Touch. Melee Spell Attack: +11 to hit, reach 5ft.,
one creature. Hit: 32 (6d8 + 5) psychic damage. If this
Host) damage reduces the target to 0 hit points, the target is
Gargantuan swarm of Medium fey, lawful evil stable but unconscious for 1 hour, even after regaining
hit points.
Armor Class 15 White Frost's Grasp. Melee Spell Attack: +11 to hit,
Hit Points 345 (30d20 + 30) reach 5ft., one creature. Hit: 32 (6d8 + 5) cold
Speed 50 ft., fly 50 ft. damage. If the target is killed by this damage, it
becomes a frozen statue until it thaws.
STR DEX CON INT WIS CHA Soul Tear (Recharge 5-6). The spectral hunt targets one
creature it can see within 60 feet of it.The target must
6 (-2) 20 (+5) 12 (+1) 10 (+0) 22 (+6) 19 (+4)
make a DC 19 Wisdom saving throw, taking 61 (7d8 +
30) psychic damage on a failed save, or half as much
Saving Throws Dex +11, Wis +12 damage on a successful one. On a failure, the creature
Damage Vulnerabilities fire, force is cursed with Soul Torment (see Appendix).
Damage Resistances lightning; bludgeoning, piercing
and slashing from nonmagical weapons Legendary Actions
Damage Immunities cold, poison
Condition Immunities charmed, frightened, paralyzed, The spectral hunt can take 3 legendary actions,
petrified, poisoned, prone, restrained, stunned choosing from the options below. Only one legendary
Senses darkvision 60ft., passive Perception 16 action option can be used at a time and only at the end
Languages Elvish, Primordial, Sylvan of another creature's turn. The spectral hunt regains
Challenge 20 (25,000 XP) spent legendary actions at the start of its turn.
Boreal Winds. The spectral hunt erupts into an icy
Force Disruption. Whenever the spectral hunt takes whirlwind. Each creature within its space must
force damage, it has disadvantage on attack rolls and succeed on a DC 19 Strength saving throw or take
ability checks until the end of its next turn. 18 (4d8) cold damage and be knocked prone. On a
successful save, the creature takes only half the
Herald of the Void. At the start of each of the spectral damage and isn't knocked prone. The spectral hunt
hunt's turns, each creature within its space must make may then move up to half its flying speed.
a DC 19 Constitution saving throw, taking 13 (3d8) Attack (Costs 2 Actions). The spectral hunt makes
psychic damage plus 13 (3d8) cold damage on a failed one melee attack.
save, or half as much damage on a successful one. Flash Freeze (Costs 3 Actions). The area within the
Incorporeal Swarm. The swarm can occupy another hunt's space freezes instantly. Nonmagical fires in
creature's space and vice versa; it can move through the area are extinguished, water in the area freezes,
other creatures and objects as if they were difficult and the ground becomes difficult terrain. Spells that
terrain. It takes 5 (1d10) force damage if it ends its protect against cold damage are dispelled.
turn inside an object. The swarm can't regain hit points Glacial Vortex (Costs 3 Actions). The spectral hunt
or gain temporary hit points. chooses a point that it can see within 90 feet of it.
Each creature in a 20-foot-radius sphere centered on
Actions that point must succeed on a DC 19 Constitution
saving throw or take 27 (6d8) cold damage and be
Multiattack. The spectral hunt makes two melee attacks.
petrified, encased in ice, until the end of the spectral
When its Soul Tear is available, it can use it in place of
hunt's next turn. On a successful save, the creature
one attack.
takes only half the damage and isn't petrified.
Spectral King Soul Tear (Recharge 4-6). The spectral king targets one
creature it can see within 60 feet of it.The target must
Large fey, lawful evil
make a DC 19 Wisdom saving throw, taking 61 (7d8 +
Armor Class 17 30) psychic damage on a failed save, or half as much
Hit Points 285 (30d10 + 120) damage on a successful one. On a failure, the creature
Speed 30 ft., fly 50 ft. is cursed with Soul Torment (see Appendix).

Legendary Actions
STR DEX CON INT WIS CHA The spectral king can take 3 legendary actions,
6 (-2) 24 (+7) 18 (+4) 25 (+7) 25 (+7) 28 (+8) choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Saving Throws Dex +13, Int +13, Wis +13, Cha +14 of another creature's turn. The spectral king regains
Damage Vulnerabilities fire, force spent legendary actions at the start of its turn.
Damage Resistances lightning; bludgeoning, piercing Rend Mind. The spectral king targets one creature
and slashing from nonmagical weapons afflict ed by soul torment and that it can see within
Damage Immunities cold, poison 60 feet of the king. The creature must make a DC 21
Condition Immunities charmed, frightened, paralyzed, Wisdom saving throw. On a failure, the creature fall
petrified, poisoned, prone, restrained, stunned unconscious for 10 minutes. The effect on the
Senses truesight 120 ft., passive Perception 17 creature ends if it takes damage or if the creature is
Languages Elvish, Primordial, Sylvan no longer afflicted by Soul Torment.
Challenge 21 (33,000 XP) Phantasmal Killer (Costs 2 Actions). The spectral king
casts phantasmal killer (spell save DC 21), no
Force Disruption. Whenever the spectral king takes concentration required.
force damage, it has disadvantage on attack rolls and Soul Bound. (Costs 2 Actions). The spectral king
ability checks until the end of its next turn. targets one creature it can see within 30 feet of it. A
crackling cord of negative energy tethers the spectral
Incorporeal Movement. The spectral king can move king to the target. Whenever the spectral king takes
through other creatures and objects as if they were damage, the target must make a DC 21 Constitution
difficult terrain. It takes 5 (1d10) force damage if it saving throw. On a failed save, the spectral king
ends its turn inside an object. takes half the damage (rounded down), and the
Legendary Resistance (3/Day). If the spectral king fails a target takes the remaining damage. This tether last
saving throw, it can choose to succeed instead. until the end of the spectral king's next turn.
Doomsayer (Costs 3 Actions). The spectral king
Actions targets one creature it can see within 30 feet of it.
The target must succeed on a DC 21 Wisdom saving
Multiattack. The spectral king makes three melee throw or be magically cursed. Until the curse ends,
attacks. When its Soul Tear is available, it can use it in the target has disadvantage on attack rolls and saving
place of one attack. throws. The target can repeat the saving throw at the
Spectral Claws. Melee Weapon Attack: +13 to hit, reach end of each of its turns, ending the curse on a
5ft., one creature. Hit: 25 (4d8 + 7) psychic damage success.
plus 18 (4d8) cold damage.

The Spectral King


No enemy is more terrifying than the spectral king, who leads
a horde of ghastly riders across the sky. Doom incarnate, he
fears no opponent, for he can always decide that his
adversary is doomed, which usually determines the outcome
of any clash. Many suggest he is either an archfey or an
archwraith. Beneath his ragged robes, he wears elements of
an ancient suit of armor. The ornaments on his clothing and
crown evoke associations with bones and death. The king of
the Wild Hunt is the only known Aen Alle able to manifest his
own spectral form, the spectral king, acting independently
from any Hunt and without the help of a navigator.
Dearg Ruadhri
Ward against the Hunt
Forsaken Survivors. The Dearg Ruadhri, the elite knights of Some well versed alchemists might know how to
the forsaken eladrins, are the true, terrifying face of the Wild prepare a charm to ward off the Wild Hunt. Mixed
Hunt. They are the survivors of a highly organized military with powdered unicorn horn, extracts of mandrake
force. The civilization they rebuilt is rigid, solemn and roots and sanctified salts, this mixture is preserved
awkward. It incorporates elements of a happier time, a in a special pouch.
sorrowful legacy of the once beautiful Tyr na Lia. Loyalty to
the king is the core of their creed, and revenge on the Aen Unicorn Salts
Seidhe and unicorns its foundations. Wondrous item, uncommon (requires attunement)

Ard Gaeth. The ancestral hatred that exists between the While wearing the pouch around your neck you are
hidden from divination magic from fey creatures of
Wild Hunt and the unicorns dates back to events that evil alignment. You can't be targeted by such magic
occurred in time immemorial. Somewhere in the weave of the or perceived through magical scrying sensors. A fey
multiverse lies Ard Gaeth – the Gate of Worlds. The gods creature of evil alignment who targets you with an
tasked the pure unicorns to keep the gate shut, keeping attack or a harmful spell must first make a DC 13
realities and worlds separated. Through trickery and Wisdom saving throw. On a failed save, the
conquest, the king of the Alders once forced the unicorns to creature must choose a new target or lose the
open Ard Gaeth, seeking to use its power. Realizing their attack or spell. This effect doesn’t protect you from
foolish plan that might have endangered the entire area effects, such as the explosion of a fireball. You
multiverse, the unicorns called on the magic of the eladrins to are immune to the memory loss induced by the
banish the Aen Elle through Ard Gaeth into the void. spectral hunt and the Feywild.

Dream of Tyr na Lia. Tyr na Lia, the once magnificent home


of the Aen Elle is no more, lost in time and space. The king of
the Wild Hunt took upon himself to rebuild the city, and to Soulless Nature. A fey of the Dearg Ruadhri doesn't require
claim a new home for the Aen Elle to endure the destruction sleep, doesn't age and cannot be resurrected.
and rebirth of the world. The Dearg Ruadhri's distorted
memory and frigid hearts prevents them from remembering
the delicate and sophisticated beauty of Tyr na Lia. To
compensate for their lack of creative beauty, the Hunt deals
with creatures that can spark emotions through magic. In
their dealings, they favor trade with succubi, devils, crones,
and hags. For the same purpose, the Hunt kidnaps elven
artists, especially architects, nymphs, satyrs, dryads, or even
angels. Tragically, the constant torment they inflict on their
captives' souls saps the very inspiration they need to create,
making the task nigh impossible.
Easnadh Huntsman Relentless Pursuer. If the huntsman has even a tiny
piece of a creature or an object in its possession, such
Medium fey, lawful evil
as a lock of hair or a splinter of wood, it knows the
Armor Class 17 (studded leather) distance to and the most direct route to that creature
Hit Points 71 (11d8 + 22) or object, even if the creature or object and the
Speed 40 ft. huntsman are on different planes of existence. A
creature or an item that is hidden from divination
magic is immune.
STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 14 (+2)
Actions
Multiattack. The huntsman makes two melee attacks or
Saving Throws Dex +8, Cha +5 two ranged attacks.
Skills Perception +8, Stealth +11, Survival +5 Shortsword Melee Weapon Attack: +8 to hit, reach 5ft.,
Damage Resistances bludgeoning, piercing, and slashing one creature. Hit: 8 (1d6 + 5) piercing damage plus 9
from nonmagical weapons that aren't silvered (2d8) cold damage.
Damage Immunities cold
Condition Immunities charmed, frightened Longbow. Ranged Weapon Attack: +8 to hit, range
Senses darkvision 60 ft., passive Perception 18 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing
Languages Elvish, Primordial, Sylvan damage plus 9 (2d8) cold damage.
Challenge 8 (3,900 XP) Eldritch Shot (Recharge 5-6). Ranged Weapon Attack:
+8 to hit, range 150/600 ft., one target. Hit: 18 (3d8 +
Innate Spellcasting. The huntsman's innate spellcasting 5) force damage plus 18 (3d8) cold damage and the
ability is Charisma (spell save DC 13). The huntsman target must succeed on a DC 15 Constitution saving
can innately cast the following spells, requiring no throw or have its speed reduced to 0 until the end of
material components: its next turn.
at will: find steed, hunter's mark Summon Hounds (1/Day). The huntsman attempts to
3/day each: haste, misty step, pass without trace magically summon 1d4 + 1 hound of the wild hunt
1/day each: conjure volley, control weather, passwall with a 50 percent chance of success. If the attempt
fails, the huntsman takes 5 (1d10) psychic damage.
Frost Weapons. The huntsman's weapon attacks are Otherwise, the summoned hounds appear in an
magical. When the huntsman hits with any weapon, the unoccupied space within 60 feet of its summoner and
weapon deals an extra 2d8 cold damage (included in acts as an ally of its summoner. It remains for 10
the attack). minutes, until it or its summoner dies, or until its
summoner dismisses it as an action.

Easnadh Huntsman
Invisible Watcher. Long ago, when the walls of Tyr na Lia
stood strong, the easnadh huntsmen, the “all seeing ones”,
were tasked with keeping the borders of the realm safe.
Nowadays they are the scouts and assassins of the Wild
Hunt, scouring the planes for defenseless towns to raid and
relentlessly tracking those of interest to the Aen Elle.
Thrill of the Hunt. Silent and deadly, the huntsmen are
patient hunters. If given the occasion, they will plan elaborate
ambushes, watching their target from the shadow for days
before striking. If outmatched, the huntsmen will retreat,
confident in their abilities to find their quarry later. They are
learning with each encounter, studying the favorite tactics of
their adversary and planning accordingly. In truth, the
easnadh enjoy the thrill of the hunt, one of the few emotions
they can still feel, and will often toy with their prey.
Variant: Spectral King King of the Wild Hunt
With this option, the king has a challenge rating of
25 (75,000 XP) and the following trait:
Mysterious Ruler. For most, the king of the Wild Hunt is
nothing but a legend. Countless tales describe it in many
Spectral King (1/Day). As an action, the king ways, always dreadful. The name of the being behind the
psionically transform into the spectral king (see frightful mask, the identity of the lord of nightmares, remains
spectral hunt section), and can remain in this form unknown. It might still be the initial king of the Aen Elle,
for up to 12 hours. The king can choose whether banished eons ago, but it might just as well be a title passed
its equipment falls to the ground, melds with its down from ruler to ruler. Nothing is ever certain when it
new form, or is worn by the new form. The king can comes to the king, for centuries of tales, propaganda and
revert to its true form using a bonus action on its misinformation campaigns have created an intricated web of
turn. The king assumes the hit points of its new lies around the truth.
form, and when it reverts to its normal form, the
king returns to the number of hit points it had Destroyer of Worlds. The king is said to have once
before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries
possessed Ard Gaethe, The Gate of Worlds, a great power
over to its normal form. As long as the excess
allowing one to control space and time. With this power and
damage doesn’t reduce the king’s normal form to 0 its navigators, the Wild Hunt seemed unstoppable and tore
hit points, it isn’t knocked unconscious. While in asunder all who dared stand in their way, gaining control of
this new form, the king retains its game statistics other planes and exterminating all non-fey they could find,
and ability to speak, but its AC, movement modes, until they could be finally stopped and exiled. From this
Strength, Constitution and Dexterity are replaced distant past, the king retains the terrifying ability to open
by those of the new form, and it gains any special vortex leading directly to the void and to plunge entire
senses, proficiencies, traits, actions, reactions and regions into Everlasting Winter.
legendary actions that the new form has but that it
lacks.
Everlasting Winter
Using the power of a thousand souls and undergoing a
lengthy ritual taking 24 hours to complete, the king of the
Wild Hunt can open a permanent screaming vortex, allowing
the White Frost to pour into an entire region. One of the few
known ways to end the Everlasting Winter is to cast a wish
spell for that purpose while within 30 feet of the vortex;
alternatively, a unicorn can willingly sacrifice its life, stepping
into the vortex to close it and end the Everlasting Winter.
The region is permanently subject to Extreme Cold,
Strong Wind and Heavy Precipitation (heavy snowfall)
(p.110 of the Dungeon Master's Guide). Spells affecting
the weather conditions are ineffective and cannot improve
the weather in any ways.
Snow never ceases to fall and ice forms around surfaces.
At first, effects are minor, frost covers everything as the
temperature drops, small flora suffers the most, work and
travel become very tiring. As time passes, the situation
gets worst; after 5 days, plants die; after 10 days,
unprotected animals die, and wells and small rivers freeze
over, while regular buildings collapse or disappear under
the ice and snow; after 20 days, only the tallest buildings
are still visible, breaking through the sea of snow, rivers
are entirely frozen.
Psychic storms erupt frequently in the region. Every day,
there is a twenty percent chance that characters in this
region are caught in the path of a psychic storm moving
50 feet per round. Creatures with a passive Wisdom
(Perception) score of 15 or more receive 1d4 rounds of
warning: a screaming, maddening sound in the distance. A
psychic storm is first sensed as a rapid darkening of the
sky. After a few rounds, the area becomes as dark as a
moonless night. Each creature affected by the storm must
make a DC 15 Intelligence saving throw. On a failed save,
the creature suffers the mental effect. Roll a d20 and
consult the Psychic Wind Effects table (p.48 of the
Dungeon Master’s Guide) to determine the mental effects.
King of the Wild Hunt Proclaim Edict. The king targets up to three creatures
that it can see within 30 feet of it. Each target must
Medium fey, lawful evil
succeed on a DC 21 Wisdom saving throw. In case of
Armor Class 18 (plate armor) failure the target is under one of the following effects,
Hit Points 312 (25d8 + 200) chosen by the king:
Speed 30 ft. 1. Edict of Death. The next time the target is taking damage,
its hit point maximum is reduced by an equal amount and
the Edict ends for it. The reduction lasts until the target
STR DEX CON INT WIS CHA
finishes a long rest. The target dies if this effect reduces
26 (+8) 24 (+7) 26 (+8) 25 (+7) 25 (+7) 26 (+8) its hit point maximum to 0.
2. Edict of Despair. Whenever the target makes an attack roll
Saving Throws Con +15, Int +14, Wis +14, Cha +15 or a saving throw, the target must roll a d10 and subtract
Skills Athletics +15, Intimidation +15, Perception +14 the number rolled from the attack roll or saving throw and
Damage Immunities cold; bludgeoning, piercing, and the Edict ends for it.
slashing from nonmagical weapons that aren't 3. Edict of Obedience. If the target makes an attack or casts
silvered a spell that affects an enemy creature, the target takes 22
Condition Immunities charmed, frightened (4d10) psychic damage and the Edict ends for it.
Senses truesight 120 ft., passive Perception 24
Languages Elvish, Primordial, Sylvan Legendary Actions
Challenge 22 (41,000 XP)
The king can take 3 legendary actions, choosing from
Innate Spellcasting. The king's innate spellcasting ability the options below. Only one legendary action option
is Charisma (spell save DC 23). The king can innately can be used at a time and only at the end of another
cast the following spells, requiring no material creature's turn. The king regains spent legendary
components: actions at the start of its turn.

At will: find steed, misty step, sanctuary Teleport. The king magically teleports, along with any
2/day each: forcecage, maze, plane shift, wall of ice equipment it is wearing or carrying, up to 120 feet
to an unoccupied space it can see.
Bringer of Death. Any creature hostile to the king that Command the Hunt (Costs 2 Actions). Up to three
starts its turn within 20 feet of the king must make a friendly creature within 120 feet of the king that can
DC 21 Wisdom saving throw, unless the king is hear it can use their reactions to move up to their
incapacitated. On a failed save, the creature is speed and each make one weapon attack.
frightened until the start of its next turn. While Screaming Vortex (Costs 3 Actions). The king targets a
frightened in this way, a creature has disadvantage on space that it can see within 60 feet of it. A vertical
all saving throws. If a creature's saving throw is column of White Frost energies erupts from a
successful, the creature is immune to the king's dimensional rift at the location. Each creature in a
Bringer of Death for the next 24 hours. 10-foot radius, 40-foot-high cylinder centered on a
point must succeed on a DC 21 Strength or
Legendary Resistance (3/Day). If the king fails a saving Dexterity saving throw (target' s choice) or be
throw, it can choose to succeed instead. trapped by the vortex. While trapped, the target is
Magic Resistance. The king has advantage on saving incapacitated and take 18 (4d8) cold damage and 18
throws against spells and other magical effects. (4d8) psychic damage at the start of each of its
turns. If this damage reduces the target to 0 hit
White Frost Weapons. The king's weapon attacks are points, it dies and no mortal magic can return that
magical. When the king hits with any weapon, the creature to life. The target can repeat the saving
weapon deals an extra 4d8 cold damage and 4d8 throw at the end of each of its turns, ending the
psychic damage (included in the attack). effect on itself on a success. The target remains
there until the effect ends, at which point the target
Actions reappears in the space it left or in the nearest
Multiattack. The king can use its Proclaim Edict. It then unoccupied space if that space is occupied. If the
makes three melee attacks. effect ends for a creature, it must succeed on a DC
21 Wisdom saving throw or acquires a long-term
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 madness randomly determined.
ft., one target. Hit: 15 (2d6 + 8) slashing damage plus
18 (4d8) cold damage and 18 (4d8) psychic damage.
Honor Guard Navigator
Some chosen among the Dearg Ruadhri have the
immense honor to defend the navigators. These
Prized Officers. Navigators, or arwain' cyfren, are amongst
personal guards can draw power from the navigator the most prized advisors of the king of the Wild Hunt and, on
itself. A member of the honor guard has the account of their extraordinary abilities, high ranking officers
following traits: of the Wild Hunt. Calling on arcane magic, navigators can
guide the warriors of the Hunt along mystic pathways
Shared Spellcasting. While members of the honor through time and space in order to reach other worlds. As
guard are within 60 feet of a navigator, they can powerful mages, they rely in combat first and foremost on
each cast the following spells but must share the their spells and supernatural powers. They are also masters
daily uses among themselves: of immediate dimensional transport, such as teleportation,
At will: frostbite, misty step, ray of frost
which they make ample use of in a fight.
3/day each: armor of agathys (4th-level version),
ice storm, protection from energy
Dimensional Mastery. Navigators are the product of
1/day each: elemental bane, investiture of ice selective breeding, often unwilling, between Aen Elle and
elven or fey partners gifted with the ability to manipulate time
For casting these spells, each member of the and space, the inner gift for magic. The prized offsprings are
honor guard is a 12th-level spellcaster that uses then tutored by other navigators, a pupil spending several
Charisma as its spellcasting ability. The spell save decades under its master’s tutelage before receiving the
DC is 12 + the member's Charisma modifier, and
the spell attack bonus is 4 + the member's
command of its own naglfar ship. Some pupils cut this
Charisma modifier.
apprenticeship short by making a pact with a permafrost
elemental, creating the bond of the hjarthane. Such shortcut
War Magic. When a member of the honor guard comes with its own risk, those that fail become tormentors.
uses its action to cast a cantrip, it can also take a
bonus action to make one weapon attack. A Navigator's Lair
The “lair” of a navigator differs from common definitions. In
fact, the lair isn’t so much a place as it is a catalyst for the
navigator’s magic, a naglfar ship (see Spectral Hunt section)
or a hjarthane elemental (see White Frost Elemental section).
When the navigator is within sight of a catalyst, it is can use
its lair actions. A navigator cannot use its lair actions if its
catalyst is incapacitated, killed or unconscious.
A navigator encountered in its lair has a challenge rating of
16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the navigator
takes a lair action to cause one of the following magical
effects; the navigator can't use the same effect two rounds in
a row:
The navigator folds dimension, altering any magical travel.
Until initiative count 20 on the next turn, the destination
of any magical travel attempt, such as the teleportation,
portal or plane shift spell, done within 360 feet of the
navigator is redirected to a location of its choosing, within
the limitation of the initial effect's range.
The navigator summons the White Frost, spreading as a
wave of supernatural cold, flash freezing anything within
its path. In a 90-foot line that is 30 feet wide blasting from
the navigator in a direction it chooses, nonmagical fires
are extinguished, water is frozen, and the ground becomes
difficult terrain. Each creature that is not immune to cold
damage must succeed on a DC 18 Dexterity or
Constitution saving throw (creature's choice) or be
petrified, encased in ice until the end of its next turn.
The navigator channels the tumultuous psychic winds,
breaching the barrier between worlds in a 90-foot line that
is 30 feet wide blasting from the navigator in a direction it
chooses. Each creature in that line must succeed on a DC
18 Wisdom saving throw or suffer from the Psychic
Winds mental effects (p.48 of the Dungeon’s Master
Guide).
Navigator Actions
Medium fey, lawful evil Multiattack. The navigator makes two melee attacks or
two ranged attacks.
Armor Class 18 (plate armor)
Hit Points 172 (23d8 + 69) Ice Orb. Ranged Spell Attack: +11 to hit, range 150 ft.,
Speed 30 ft. one target. Hit: 22 (5d8) cold damage. Immediately
after the ice orb hits the target, the target and all
creatures within 10 feet of it take 9 (2d8) cold damage
STR DEX CON INT WIS CHA each.
15 (+2) 19 (+4) 17 (+3) 18 (+4) 14 (+2) 22 (+6) Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
Saving Throws Con +8, Int +9, Wis +7, Cha +11 plus 22 (5d8) cold damage or 6 (1d8 + 2) bludgeoning
Skills Arcana +9, History +9, Insight +7, Perception +7 damage plus 22 (5d8) cold damage if used with two
Damage Resistances bludgeoning, piercing, and slashing hands.
from nonmagical weapons that aren't silvered
Damage Immunities cold Summon Elemental (3/Day). The navigator magically
Condition Immunities charmed, frightened summons 1d4 + 1 hound of the wild hunt or 1d2
Senses truesight 120 ft., passive Perception 17 white frost elemental. The summoned creatures appear
Languages Elvish, Primordial, Sylvan in an unoccupied space within 60 feet of their
Challenge 15 (13,000 XP) summoner and act as an ally of their summoner. They
remain for 10 minutes, until they or their summoner
dies, or until their summoner dismisses them as an
Innate Spellcasting. The navigator's innate spellcasting action.
ability is Charisma (spell save DC 19). The navigator
can innately cast the following spells, requiring no
material components:
Legendary Actions
The navigator can take 3 legendary actions, choosing
At will: dimension door, fire shield (chill shield only), from the options below. Only one legendary action
misty step, scrying, thaumaturgy option can be used at a time and only at the end of
3/day each: arcane gate, banishment, cone of cold, another creature's turn. The navigator regains spent
telekinesis legendary actions at the start of its turn.
2/day each: commune, Otiluke's freezing sphere,
plane shift, teleport, wall of ice Permafrost Mantle. The navigator creates an icy
1/day each: foresight (self only), gate mantle of protection on itself. The next time that it
takes bludgeoning, slashing, or piercing damage, that
Sorcery Points. The navigator has 20 sorcery points. It damage is reduced to 0, and the mantle is destroyed.
can spend 1 or more sorcery points to gain one of the Absorb Essence (Costs 2 Actions). One elemental
following benefits: within 20 feet of the navigator takes 13 (3d8)
necrotic damage, and the navigator regains 3 (1d4 +
Heightened Spell: When it casts a spell that forces a 1) sorcery points, up to its maximum of 20.
creature to make a saving throw to resist the spell's Ice Orb (Costs 2 Actions). The navigator makes one
effects, the navigator can spend 3 sorcery points to ice orb attack.
give one target of the spell disadvantage on its first Mass Phase (Costs 2 Actions). Up to three friendly fey
saving throw against the spell. creatures within 30 feet of the navigator can use
Quickened Spell: When it casts a spell that has a their reactions to teleport, along with any equipment
casting time of 1 action, the navigator can spend 2 they are wearing or carrying, up to 120 feet to an
sorcery points to change the casting time to 1 bonus unoccupied spaces they can see.
action for this casting.
Frost Weapons. The navigator's weapon attacks are
magical. When the navigator hits with any weapon, the
weapon deals an extra 5d8 cold damage (included in
the attack).
Red Rider Unicorn Slayer. When the rider hits a celestial with a
weapon attack, the celestial takes an extra 10 (3d6)
Medium fey, lawful evil
damage of the weapon's type.
Armor Class 18 (plate)
Hit Points 97 (15d8 + 30) Actions
Speed 30 ft. Multiattack. The rider makes two attacks.
Loa'then Spear. Melee or Ranged Weapon Attack: +8 to
STR DEX CON INT WIS CHA hit, reach 5 ft. and range 20/60 ft ., one target. Hit: 7
18 (+4) 19 (+4) 14 (+2) 13 (+1) 13 (+1) 16 (+3) (1d6 + 4) piercing damage plus 13 (3d8) cold damage,
or 8 (1d8 + 4) piercing damage plus 13 (3d8) cold
damage if used with two hands to make a melee attack.
Saving Throws Dex +8, Con +6, Cha +7 If the target is a creature, it must succeed on a DC 15
Skills Intimidation +11, Perception +5 Constitution saving throw or it can’t regain hit points
Damage Resistances bludgeoning, piercing, and slashing until the curse is lifted by a remove curse spell or
from nonmagical weapons that aren't silvered similar magic. If the spear is thrown, it immediately
Damage Immunities cold flies back in the rider's hands after the attack.
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15 Summon Hounds (1/Day). The rider attempts to
Languages Elvish, Primordial, Sylvan magically summon 1d4 + 1 hound of the wild hunt
Challenge 9 (5,000 XP) with a 50 percent chance of success. If the attempt
fails, the rider takes 5 (1d10) psychic damage.
Innate Spellcasting. The rider's innate spellcasting ability Otherwise, the summoned hounds appear in an
is Charisma (spell save DC 15). The rider can innately unoccupied space within 60 feet of its summoner and
cast the following spells, requiring no material acts as an ally of its summoner. It remains for 10
components: minutes, until it or its summoner dies, or until its
summoner dismisses it as an action.
at will: find steed
3/day each: counterspell, misty step, staggering Reactions
smite Frost Globe (2/Day). When the rider is hit by an attack, it
1/day each: destructive wave, geas, locate creature becomes surrounded by a frost globe that has 50 hit
Frost Weapons. The rider's weapon attacks are points. Whenever the rider takes damage, the globe
magical. When the rider hits with any weapon, the takes the damage instead. If a creature hits the globe
weapon deals an extra 3d8 cold damage (included in with a melee attack, the creature takes 10 cold
the attack). damage. If the globe is reduced to 0 hit points, the
rider takes any remaining damage. While the globe
remains, the rider is incapacitated and regains 20 hit
points at the start of its turn.

Red Rider
Inner Circle. Each Wild Hunt warrior has gone through a
rigorous selection process, but the king's personal cavalcade
includes only the most brutal and most ferocious of the Aen
Elle. The inner circle, as they are sometimes called, are the
initial members of the Dearg Ruadhri, the true red riders.
They still wear their red heraldry, and all swore the zvaere
loa’then, the oath of hatred, to exterminate all the unicorns
and pursue their bloody crusade across the planes. Their
signature weapon is the loa’then spear, a magical spear
forged with the horn and the blood of a slayed Unicorn.
Honor Guard. A red rider that is part of the honor guard (see
the "Honor Guard" sidebar, in the Navigator section) has a
challenge rating of 11 (7,200 XP).
Tormentor
Botched Navigator. Many navigator aspirants lack the Psychic Leech. What magical essence lied in the tormentor
patience and dedication to master their powers, they are the was absorbed by the White Frost, filling the void left with
ones that turn to permafrost elementals, venturing deep into otherworldly psionic energies. Tormentors are psychic leech,
the Frostfell. Some manage to tame the elemental, merging slavers and torturers. They break the will of the prisoners,
their essence in the hjarthane bound and finding a balance draining them avidly of their soul and inflicting excruciating
between the destructive power of the White Frost and their torment until nothing is left but a servile, broken, captive.
ego. The ones too weak to oppose their will are swallowed all Tormentors use their insidious powers to fashion partially
by the devouring hunger of the void, leaving behind nothing real substitute of a creature, formed from ice or snow, and
more than a hollow shell. infused with a fragment of the creature’s soul. These fetches,
as they are called, take the place of a creature, living its life as
Traitor to the Creed. If all members of the Dearg Ruadhri the creature would have until its master requires its service.
have a weeping wound inside them, the tormentors have a Fetches are often released after raids, pretending to be
gaping gash, peering directly into the void’s maw. Tormentors returning survivors, spreading fear and misinformation on
are completely unconcerned with the ideals of the Wild Hunt, the Wild Hunt. In other cases, when the disappearance of a
for naught is left of their personality, and they care nothing person would cause too much of a commotion, or when the
for the fate of the Aen Elle or their past. Many turn "traitors", tormentor would gain to have a pawn in a strategic location, a
disassociated with the Wild Hunt and taking on their own, person is kidnaped purposely to be replaced by a fetch.
only interested in hasting the coming of the White Frost and
feeding their insatiable hunger. Navigators especially despise
them, for the weakness they showed and the wasted potential
they represent. The ones that do stay, find convenience in the
raids of the Hunt, facilitating their acquisition of souls. Still,
the role that tormentors play in Tyr na Lia, and the Wild Hunt
as an all, is essential. They are tolerated as a necessary evil to
advance a bigger cause.

Fetch
When a tormentor takes a hold of someone’s soul,
it can imprint a part of it in a simulacrum called a
fetch. Created with the simulacrum spell, a fetch
can only replicate a creature that is afflicted by Soul
Torment from the tormentor. A tormentor can have
five fetches at any one time, disregarding the
limitation of the simulacrum spell. A fetch has the
following traits:

Perfect Replica. A fetch can access the integrality of


the memory from the creature it impersonates,
mimicking perfectly its emotions and thoughts.
When the fetch makes a Charisma check to
impersonate, it can replace the number it rolls with
a 15. Additionally, no matter what it says, magic
that would determine if it is telling the truth
indicates that it is being truthful.

Twin Souls. Whenever the fetch takes damage, the


creature it impersonates must make a DC 15
Wisdom saving throw. On a failed save, the fetch
takes only half the damage dealt to it, and the
creature takes the other half.
Psychic Report (Recharges after a Short or Long Rest).
While the fetch maintains concentration, for 10
minutes (as if concentrating on a spell), it
telepathically transmits its memories of the last 24
hours to its master, regardless of distance, so long
as they are both on the same plane of existence.
Regional Effect
Tormentor Psyblade. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage plus 9
Medium fey, neutral evil
(2d8) psychic damage or 9 (1d10 + 4) slashing
Armor Class 18 (plate armor) damage plus 9 (2d8) psychic damage if used with two
Hit Points 142 (15d8 + 75) hands.
Speed 30 ft. Psychic Whip. Melee Spell Attack: +9 to hit, reach 20
ft., one creature. Hit: 23 (4d8 + 5) psychic damage and
the target is grappled (escape DC 17) if it is a Large or
STR DEX CON INT WIS CHA smaller creature. If the target is a Large or smaller
18 (+4) 17 (+3) 20 (+5) 20 (+5) 8 (-1) 16 (+3) creature, it is pulled up to 20 feet closer to the
tormentor. Until this grapple ends, the target is
Saving Throws Int +9, Wis +3, Cha +7 restrained, and the tormentor can't use its psychic
Skills Deception +7, Intimidation +11, Perception +3 whip on another target.
Damage Resistances bludgeoning, piercing, and slashing Soul Drain (Recharges 5-6). The tormentor targets one
from nonmagical weapons that aren't silvered creature it can see within 5 feet of it that isn't an
Damage Immunities cold, psychic undead, elemental or construct. The target must make
Condition Immunities charmed, frightened a DC 17 Wisdom saving throw, taking 37 (5d8 + 15)
Senses darkvision 60 ft., passive Perception 13 psychic damage on a failed save, or half as much
Languages Elvish, Primordial, Sylvan, telepathy 120 ft. damage on a successful one. On a failure, the creature
Challenge 12 (8,400 XP) is cursed with Soul Torment (see Appendix).

Innate Spellcasting (Psionics). The tormentor's innate Legendary Actions


spellcasting ability is Intelligence (spell save DC 17). It The tormentor can take 2 legendary actions, choosing
can innately cast the following spells, requiring no from the options below. Only one legendary action
components: option can be used at a time and only at the end of
At will: detect thoughts, misty step another creature's turn. The tormentor regains spent
2/day each: fear, phantasmal killer, staggering smite legendary actions at the start of its turn.
1/day each: circle of power, dream, geas, simulacrum Psychic Leech. One creature that the tormentor is
Psychic Absorption. Whenever the tormentor is grappling with its psychic whip takes 9 (2d8)
subjected to psychic damage, it takes no damage and psychic damage and the tormentor regains hit points
instead regains a number of hit points equal to the equal to that amount.
psychic damage dealt. Torment (Costs 2 Actions). The tormentor targets one
creature afflicted by soul torment and that it can see
Psychic Weapons. The tormentor's weapon attacks are within 30 feet of the tormentor. The creature must
magical. When the tormentor hits with any weapon, the make a DC 17 Wisdom saving throw. On a failure,
weapon deals an extra 2d8 psychic damage (included the creature is frightened until the end of its next
in the attack). turn and the tormentor immediately recharges Soul
Drain. While frightened in this way, whenever the
Actions tormentor takes damage, the target must make a DC
17 Constitution saving throw. On a failed save, the
Multiattack. The tormentor makes two attacks, only one tormentor takes only half the damage dealt to it, and
of which can be with its psychic whip. the creature takes the other half.

Regional Effect When a creature magically divines information, such as


The territory within 2 miles of a tormentor is altered by the through an augury or clairvoyance spell, the tormentor can
creature's psionic presence, which creates one or more of the provide false information. The tormentor can shape the
following effects: contents of any vision granted to the creature, creating
false landscapes, creatures, and other sensory
Sleep is plagued by ominous nightmares, painting a phenomena. Alternately, the tormentor can impersonate a
terrifying picture of the White Frost’s coming. A humanoid contacted entity, providing false or misleading answers.
resting for at least 3 hours within 2 miles of a tormentor The creature can make a DC 18 Wisdom (Insight) check
must makes a DC 12 Wisdom saving throw. On a failed after the divination ends. On a success, the creature
save, the supernatural nightmares last the duration of the becomes aware that something is wrong and the
creature’s sleep and the creature gains no benefit from its information received has been tampered with. The nature
rest. Creatures that don’t sleep, such as elves, are of the tormentor, however, remains hidden.
unaffected. A protection from evil and good spell cast on a
creature prevents the nightmares, as does a magic circle. If the tormentor dies, these effects immediately end.
Fetches created by the tormentor are empowered by its
presence and have advantage on all saving throws.
Wild Hunt General Juggernaut. A weapon deals two extra dice of its
damage when the general hits with it (included in the
Medium fey, lawful evil
attack). The general deals double damage to objects
Armor Class 21 (plate armor) and structures.
Hit Points 187 (25d8 + 75) Pain Indifference. The general's AC includes its
Speed 30 ft. Constitution modifier.

STR DEX CON INT WIS CHA


Actions
Multiattack. The general can use its Booming Teleport
25 (+7) 19 (+4) 17 (+3) 13 (+1) 13 (+1) 18 (+4) or Inspire Dread. It then makes two attacks.

Saving Throws Str +13, Con +9, Wis +7, Cha +10 Maul. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Skills Athletics +13, Intimidation +16, Perception +7 one target. Hit: 21 (4d6 + 7) bludgeoning damage plus
Damage Immunities cold; bludgeoning, piercing, and 18 (4d8) cold damage and the target must succeed on
slashing from nonmagical weapons that aren't a DC 18 Constitution saving throw or be stunned until
silvered the start of the general's next turn.
Condition Immunities charmed, frightened Booming Teleport. The general, along with any objects it
Senses darkvision 60 ft., passive Perception 17 is wearing or carrying, teleports up to 60 feet to an
Languages Elvish, Primordial, Sylvan unoccupied space it can see. Each creature within 5
Challenge 17 (18,000 XP) feet of the general before it teleports must succeed on
a DC 18 Constitution saving throw or take 18 (4d8)
Innate Spellcasting. The general's innate spellcasting force damage and be pushed up to 10 feet away and
ability is Charisma (spell save DC 18). The general can knocked prone. If the saving throw is successful, the
innately cast the following spells, requiring no material creature takes half the force damage and isn't flung
components: away or knocked prone.
At will: find steed, misty step, thaumaturgy Inspire Dread (Recharges 5-6). The general exudes
3/day each: fear, staggering smite magical terror. Any creature hostile to the general
2/day each: banishing smite, destructive wave within 30 feet of the general must succeed on a DC 18
Wisdom saving throw or be frightened for l minute.
Frost Weapons. The general's weapon attacks are While frightened in this way, a creature has
magical. When the general hits with any weapon, the disadvantage on Intelligence, Wisdom and Charisma
weapon deals an extra 4d8 cold damage (included in saving throws. If a frightened target ends its turn more
the attack). than 30 feet away from the general, the target can
repeat the saving throw, ending the effect on itself on a
success.

Wild Hunt General


Immortal Nightmare. Those that cross path with generals of
the Wild Hunt are destined to see them appear in their
nightmares for the rest of their lives. Generals of the Wild
Hunt wield great power and make for formidable opponents.
Experts in the art of war, they fought in the countless battles
and campaigns for conquest waged by the Aen Elle in other
worlds. General’s armors are covered with blade marks—
mementos earned during their thousands of battles. They
prize physical confrontation above all else, seeking out direct,
bloody skirmishes where opponents pit their strength, agility
and training against each other in a contest to the death.
Weakness of the Flesh. Empowered by the thousands of
souls they consumed over the course of centuries, generals
became immune to physical pain and nearly invulnerable to
all blows. However, the high cost required to maintain their
immortality also left them weakened against more common
desires and delights. To the contrary of most Aen Elle,
generals are prone to wallow in corporeal pleasures, reveling
in fiendish orgies and crones' sabbath.
Wild Hunt Warrior Variant: Corsair
Medium fey, lawful evil Corsairs spend most of their time on naglfar ships,
sailing the Astral Sea and honing their skills in
Armor Class 18 (plate armor) skirmishes against githyanki warriors, githzekai
Hit Points 44 (8d8 + 8) monks and other creatures of this dangerous plane.
Speed 30ft. A corsair has a challenge rating of 5 (1,800 XP)
and the following additional traits:
STR DEX CON INT WIS CHA Action Surge (Recharges after a Short or Long
16 (+3) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Rest). On its turn, the corsair can take one
additional action and a possible bonus action.
Endless Hunt (Recharges after a Short or Long
Saving Throws Dex +5, Cha +4 Rest). When the corsair takes damage that
Skills Intimidation +6, Perception +3 reduces it to 0 hit points, it immediately regains
Damage Resistances bludgeoning, piercing, and 20 hit points.
slashing from nonmagical weapons that aren't
silvered Honor Guard. A corsair that is part of the honor
Damage Immunities cold guard (see the "Honor Guard" sidebar, in the
Condition Immunities charmed, frightened Navigator section) has a challenge rating of 7
Senses darkvision 60 ft., passive Perception 13 (2,900 XP).
Languages Elvish, Primordial, Sylvan
Challenge 3 (700 XP)

Innate Spellcasting. The warrior's innate spellcasting


ability is Charisma (spell save DC 12). The rider can
innately cast the following spells, requiring no
material components:
At will: find steed
3/day each: misty step, wrathful smite
Frost Weapons. The warrior's weapon attacks are
magical. When the warrior hits with any weapon,
the weapon deals an extra 1d8 cold damage
(included in the attack).

Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 10 (2d6 + 3) plus 4 (1d8) cold
damage.
Halberd. Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit: 8 (1d10 + 3) plus 4 (1d8)
cold damage.

Reactions
Arcane Rush. After a magical teleport the warrior
can make one melee weapon attack with advantage.

Wild Hunt Warrior


Merciless Brigade. The warriors of the Wild Hunt are
members of this elite cavalry brigade, commanded by their
ambitious and ruthless king. These fearless and highly
trained fighters can be found wherever the Hunt goes, filling
the crews of naglfar ships or riding on their spirit steeds. In
combat, they focus their attacks on dangerous enemies,
especially enemy spellcasters.
Honor Guard. A Wild Hunt warrior that is part of the honor
guard (see the "Honor Guard" sidebar, in the Navigator
section) has a challenge rating of 5 (1,800 XP).
White Frost's Denizen
Frozen Essence. Very little is known of the elemental force
called the White Frost. Invisible and ineluctable it prowls at
the border of the known multiverse or manifest amidst the Hound of the Wild
eternal ice of the Frostfell. Few creatures can survive its
touch, and only a handful of elemental species are known to Hunt
be created from its deleterious force. Elementals of the White Medium elemental, neutral evil
Frost are rarely found outside of frozen regions, for they
thrive in cold climates, still, some talented conjurer might Armor Class 15 (natural armor)
bend one to its will and summon it in unusual places. Outside Hit Points 32 (5d8 + 10)
Speed 50 ft.
of tundra and glaciers they can alternatively be found in the
Wild Hunt’s wake, reveling in its path of destruction.
STR DEX CON INT WIS CHA
Hound of the Wild Hunt 14 (+2) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)
Strange Beasts. Born, or so some experts believe, of magical
ice crystal, the hounds of the Wild Hunt are frequently found Skills Perception +3, Stealth +4
within the Wild Hunt ranks of smaller minions or wandering Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and
the frozen wastes of the Frostfell. “Hound” is a bit of a slashing from nonmagical weapons
misnomer, for these are no normal dogs, but strange four- Damage Immunities cold
legged beasts born in some nameless place far beyond our Senses passive Perception 13
world and time. At a glance, one can see that any relation Languages understands Primordial but can't speak
these hounds have to dogs is very distant indeed. Their heads Challenge 1 (200 XP)
feature blunt snouts and almost no neck whatsoever, melding
abruptly into their barrel-chested abdomen. Ice Walk. The hound can move across and climb icy
surfaces without needing to make an ability check.
Merciless Hunter. This monster runs on four widely-spaced Additionally, difficult terrain composed of ice or
legs tipped with sharp claws. Its grotesque body is covered in snow doesn't cost it extra movement.
hard, coarse armor. The hounds are pack hunters and
merciless creatures that obey their master’s every command, Pack Tactics. The hound has advantage on an attack
killing with brutal efficiency. Their elemental nature allows roll against a creature if at least one of the hound's
them to summon ice spikes within melee reach, making long allies is within 5 feet of the creature and the ally
range attacks or reach weapon necessary against them. isn't incapacitated.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) slashing damage plus 4
(1d8) cold damage.
Ice Spikes (Recharges after a Short or Long Rest). The
hound magically summons ice spikes out of the
ground. Each creature within 5 feet of the hound of
the wild hunt must succeed on a DC 12 Dexterity
saving throw or take 10 (3d6) cold damage.
Ice Wraith Jörmungandr
"These ice wraiths are lucid, serpentine creatures of magic, "The serpent grew so large that it was able to surround the
as if conjured from the frozen tundra and glaciers of the world and grasp its own tail. Thus, we gave him the name of
Frostfell itself." - Galmar Stone Fist Jörmungandr, the World Serpent. When it releases its tail, the
end times will begin." - Northern tale of the end times.
Elemental Serpent. The creature known as ice wraith is an
elemental creature with a serpent-like body that usually only World Serpent. In northern lands, the ice wraiths hold a
appears in the Frostfell and snowy places. It can be very significant role in tribal cultures. They symbolize the
difficult to see due to its transparency and frosty glow. It unforgivable winter, the incarnation of the end times, the
typically avoid large group of enemies and despise fire. One serpents that will devour the world. Impressive bonfires are
should carry many torches and other open flames in hope to lit at night to protect the villages and repel them. None was
keep them at bay. Ice wraith are commonly seen in pairs or more feared that the one they called Jörmungandr, the
alone. They are especially deadly when they hunt in pairs, “World-Serpent”. If the legends are to be believed,
coordinating their attack on the weakest members of the Jörmungandr was a serpent so large that it wrapped itself
group, hoping to force the others to abandon them. around the world, plunging it into an ice age. When it was
defeated by the gods, it shattered into thousands of ice
Fearsome Ambusher. During an ambush, an ice wraith shards. The tribes believe that each of the shards fled into a
usually waits for a prey to pass by, blending perfectly with its smaller version of the World Serpent, each carrying a piece
environment. When it attacks, it inflicts as much damage as it of its essence. These figures are often represented on murals
can before retreating as quickly as it appeared. It is an biting their own tail, a reference to their dreadful power.
extremely agile creature; moving through the air with
slithering motions that makes it very difficult to hit at range, Ouroboros. Jörmungandrs are notably larger than regular ice
and once it enters melee it is incredibly evasive. It slithers in wraiths, some are rumored to be of the size of a whale or
and out of reach with fearsome unpredictability, striking fast small dragon. Their serpentine body is barely visible under
and then withdrawing out of reach again. If it meets some any circumstances, as if they were only slightly peering
resistance it will disappear in the wilderness for a time, through reality. Their disincarnated nature allows them to
letting its bite weaken the wounded before returning. shift from plane to plane in an instant, making them
extremely difficult to fight by conventional means. Perhaps
Cruel Scavenger. Unless compelled to, ice wraiths do not even more frightening is their ability to form the ouroboros,
serve the Wild Hunt, but can often be seen at the site of an the ring of frost. When a jörmungandr bites its own tail, it
ongoing raid, feeding on the stragglers and the survivors. In opens a rift of freezing elemental energy, swallowing any
this regard, they are akin to vultures following a pack of unfortunate soul close to the monster. Few have ever escaped
predators, they hover above the wounded, reveling in their from the rift, but their testimony is always terrifying. Some
suffering and waiting for the frostbites to incapacitate them believe this is how the world will end one day, when all the
and start eating them alive. jörmungandr will gather in the sky, reforming the World
Serpent and consume everything in a ring of frost.
Ice Wraith Evasion. If the ice wraith is subjected to an effect that
allows it to make a Dexterity saving throw to take only
Large elemental, chaotic evil
half damage, it instead takes no damage if it succeeds
Armor Class 19 on the saving throw, and only half damage if it fails.
Hit Points 75 (10d10 + 20) Snowy Stealth While in a snowy environment, the ice
Speed 0 ft., 40 ft. (hover) wraith has advantage on Dexterity (Stealth) checks
made to hide, and it can take the Hide action as a
bonus action.
STR DEX CON INT WIS CHA
17 (+3) 28 (+9) 14 (+2) 6 (-2) 15 (+2) 7 (-2) Actions
Freezing Bite. Melee Weapon Attack: +12 to hit, reach
Saving Throws Dex +12 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage
Skills Perception +5, Stealth +12 plus 9 (2d8) cold damage. The target must succeed on
Damage Vulnerabilities fire a DC 14 Constitution saving throw, or for 1 minute,
Damage Resistances bludgeoning, piercing, and slashing take 9 (2d8) cold damage at the start of each of its
from nonmagical weapons turns, its speed is halved; it can take either an action or
Damage Immunities cold, poison a bonus action on each of its turns, not both; and it
Condition Immunities grappled, paralyzed, poisoned, can't take reactions. The target can repeat the saving
prone, restrained throw at the end of each of its turns, ending the effect
Senses darkvision 120 ft., passive Perception 15 on itself on a success.
Languages Primordial
Challenge 6 (2,300 XP) Reactions
Deadly Ambusher. In the first round of a combat, the ice Slither Away. The ice wraith adds 3 to its AC against one
wraith can make a Freezing Bite attack as a bonus melee attack that would hit it. To do so, the ice wraith
action and has advantage on attack rolls against any must see the attacker. If the attack misses, the ice
creature it surprised. wraith moves up to its speed and doesn't provoke an
opportunity attack when it moves out of an enemy's
reach.

Jörmungandr Snowy Stealth While in a snowy environment, the


jörmungandr has advantage on Dexterity (Stealth)
Huge elemental, chaotic evil
checks made to hide, and it can take the Hide action as
Armor Class 17 a bonus action.
Hit Points 172 (15d12 + 75)
Speed 0 ft., 50 ft. (hover) Actions
Multiattack. The jörmungandr makes two melee attacks.
STR DEX CON INT WIS CHA Freezing Bite. Melee Weapon Attack: +11 to hit, reach
20 (+5) 24 (+7) 20 (+5) 8 (-1) 15 (+2) 7 (-2) 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage
plus 18 (4d8) cold damage. The target must succeed
on a DC 15 Constitution saving throw, or for 1 minute,
Saving Throws Con +9, Dex +11 take 18 (4d8) cold damage at start of each of its turns,
Skills Perception +6, Stealth +11 its speed is halved; it can take either an action or a
Damage Vulnerabilities fire bonus action on each of its turns, not both; and it can't
Damage Resistances bludgeoning, piercing, and slashing take reactions. The target can repeat the saving throw
from nonmagical weapons at the end of each of its turns, ending the effect on
Damage Immunities cold, poison itself on a success.
Condition Immunities grappled, paralyzed, poisoned,
prone, restrained Ouroboros (Recharge 5-6). The jörmungandr bites its
Senses darkvision 120 ft., passive Perception 16 own tail and start spinning on itself, opening a rift of
Languages Primordial supernatural frost to the Frostfell. Each creature within
Challenge 12 (8,400 XP) 10 feet of the jörmungandr must succeed on a DC 15
Strength or Dexterity saving throw (target' s choice) or
Etherealness. As a bonus action, the jörmungandr be trapped by the rift. While there, the target is
magically enters the Ethereal Plane from the Material incapacitated and take 21 (6d6) cold damage at the
Plane, or vice versa. start of each of its turns. If the target is killed by this
damage, it becomes a frozen statue in the Frostfell. The
Evasion. If the jörmungandr is subjected to an effect target can repeat the saving throw at the end of each of
that allows it to make a Dexterity saving throw to take its turns, ending the effect on itself on a success. The
only half damage, it instead takes no damage if it target remains there until the effect ends, at which
succeeds on the saving throw, and only half damage if point the target reappears in the space it left or in the
it fails. nearest unoccupied space if that space is occupied.
White Frost Elemental
White Frost Elemental “I thought to myself - what's a hunk of ice doing in the middle
Large elemental, neutral evil of some lab? And then that hunk of ice got up and broke my
Armor Class 16 (natural armor)
legs.” – Yarrick Lovt, burglar
Hit Points 114 (12d10 + 48)
Speed 30 ft.
Extinguish all Warmth. A white frost elemental is a mass of
frozen water animated by the White Frost magic. Deprived of
conscience, this single-minded elemental is incarnating the
STR DEX CON INT WIS CHA White Frost, it is bound to consume and destroy any source
18 (+4) 10 (+0) 18 (+4) 5 (-3) 10 (+0) 7 (-2)
of heat it encounters. This creature reacts in one possible
way when meeting with warm-blooded living creature: kill
them all. They can detect a source of heat within miles
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and
around them, when they do, they rush in a straightforward
slashing from nonmagical weapons
line, moving in an unstoppable path of destruction that
Damage Immunities cold, poison cannot be reasoned with.
Condition Immunities exhaustion, paralyzed,
poisoned, unconscious Accidental Summoning. Adventurers have thankfully few
Senses darkvision 60 ft., passive Perception 10 chances to cross path with this creature, unless they make a
Languages Primordial specialty of visiting the most inaccessible pics and the
Challenge 5 (1,800 XP) harshest frozen wastelands of the world. On rare occasions
the botched summoning of any kind of elemental can call a
Detect Heat. The elemental can magically sense the white frost elemental. Most conjurers are puzzled as to how it
presence of heat sources, including warm-blooded is even possible, but, sadly, there are enough documented
creatures, up to 5 miles away. It knows the general cases to simply disregard the eventuality. This occurs
direction they're in but not their exact locations. significantly more often at times of Wild Hunt sightings or
Drain Warmth. When a creature of the elemental's
during cold, clear, winter nights
choice starts its turn within 60 feet of the
elemental, the elemental can force the creature to
make a DC 13 Constitution saving throw if the
elemental isn't incapacitated. On a failed save, the
creature has vulnerability to cold damage for 1
minute, until it has immunity to cold damage. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the
elemental's Drain Warmth for the next 24 hours. A
lesser restoration spell ends this effect.
Ice Walk. The elemental can move across and climb
icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of
ice or snow doesn't cost it extra movement.

Actions
Multiattack. The elemental makes two slam attacks.
Hurl Ice. Ranged Weapon Attack: +7 to hit, range
60/240 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage plus 9 (2d8) cold damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage
plus 4 (1d8) cold damage.
Optional: Pale Night
When the Wild Hunt rides in the night sky or the
pale dead stars are aligned, most conjurers know it
is folly to call upon elemental servants. When a
spellcaster attempt to summon an elemental
creature with a spell such as conjure elemental, it
must make on a DC 16 Wisdom saving throw. On a
failed save, the spell conjures a hostile white frost
elemental, as if it had lost concentration on its
spell.
Permafrost Elemental Ice Walk. The elemental can move across and climb icy
surfaces without needing to make an ability check.
Large elemental, neutral evil
Additionally, difficult terrain composed of ice or snow
Armor Class 18 (natural armor) doesn't cost it extra movement.
Hit Points 142 (15d10 + 60)
Speed 30 ft. Actions
Multiattack. The elemental makes two slam attacks, and
uses its Freeze Heart if it can.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 5 (-3) 10 (+0) 7 (-2) Hurl Ice. Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning
damage plus 9 (2d8) cold damage.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
from nonmagical weapons target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9
Damage Immunities cold, poison (2d8) cold damage.
Condition Immunities exhaustion, paralyzed, poisoned, Freeze Heart (Recharge 5-6). The elemental targets one
unconscious creature it can see within 60 feet of it that isn't an
Senses darkvision 60 ft., passive Perception 10 undead, elemental or construct. The target must make
Languages Primordial a DC 16 Constitution saving throw, taking 13 (3d8)
Challenge 10 (5,900 XP) cold damage on a failed save, or half as much damage
on a successful one. On a failure, the creature is cursed
Detect Heat. The elemental can magically sense the with Soul Torment (see Appendix).
presence of heat sources, including warm-blooded
creatures, up to 5 miles away. It knows the general Reactions
direction they're in but not their exact locations.
Condemn Fire. The elemental can force a creature
Drain Warmth. When a creature of the elemental's within 60 feet of it that is casting a spell that can deal
choice starts its turn within 60 feet of the elemental, fire damage to make a DC 16 Constitution saving
the elemental can force the creature to make a DC 16 throw. On a failed save, the creature takes 1d8 cold
Constitution saving throw if the elemental isn't damage per level of the spell, and the spell has no
incapacitated. On a failed save, the creature has effect and is wasted.
vulnerability to cold damage for 1 minute, until it has
immunity to cold damage. If a creature's saving throw Heinous Reprisal. In response to being hit by a melee
is successful or the effect ends for it, the creature is attack that deals fire damage, the elemental can make
immune to the elemental's Drain Warmth for the next one melee weapon attack with advantage against the
24 hours. A lesser restoration spell ends this effect. attacker.

Permafrost Elemental
Variant: Hjarthane Ice Juggernaut. Permafrost elementals have no qualms
An elemetal can gain power from a pact with a about carrying out their destructive purpose. Gifted with
navigator. A hjarthane has a challenge rating of 12 incredible strength, they are completely invulnerable to
(8,400 XP) and the following additional traits: poison, deprived of sensitive organs, hard as permafrost and
all in all incredibly difficult opponents. Above all, one should
Hjarthane Bound. The elemental is magically bound refrain from using against them what might seem their
to a navigator. As long as the navigator and its
hjarthane are on the same plane of existence, the
logical bane, fire, for it will fuel the creature's unbridled fury.
navigator can telepathically call the hjarthane to
It is especially true when it comes to fire magic, as they will
travel to it, and the hjarthane knows the distance turn it against its wielder. Beyond that remains only prayer.
and direction to the navigator. If the hjarthane is
within 60 feet of the navigator, half of any damage Hjarthane Bound. Permafrost elementals are rarely seen
the navigator takes (rounded up) is transferred to joining directly the Wild Hunt. Similarly to ice wraiths and
the hjarthane. hounds, they follow the pathways opened by the spectral hunt
to enter our world but do not hold any influence inside the
Regeneration. The hjarthane regains 20 hit points at Wild Hunt. There is a notable exception regarding navigators,
the start of its turn. If the hjarthane takes fire that deal closely with the creatures to learn and empower
damage, this trait doesn't function at the start of their magic. When a pact is made between the two, the frozen
the hjarthane's next turn. The hjarthane is killed heart of the navigator is placed inside the elemental, encased
only if it starts its turn with 0 hit points and doesn't by the ice of its massive body. The permafrost elemental
regenerate. equally gains from the symbiosis, becoming a Hjarthane.
Wraith

A
wraith is malice incarnate, concentrated into an Entropy
incorporeal form that seeks to quench all life. By essence, ghost are entropic creatures, forces of decay
The creature is suffused with negative energy, infused with necrotic energies. The creature can use the
and its mere passage through the world leaves bestow curse, ray of enfeeblement and vampiric touch spells
nearby plants blackened and withered. Animals once per short rest.
flee from its presence. Even small fires can be
extinguished by the sucking oblivion of the Gravetouched
wraith's horrifying existence. Unexplainable cold spots are often associated with haunted
Undead Nature. A wraith doesn't require air, food, drink, places and many ghost do have the power to summon
or sleep. supernatural cold. The creature can use the ray of frost
cantrip at will and the sleet storm and cone of cold spells
once per short rest.
Optional: Wraith Rejuvenation Madness
Often, simply destroying the physical form of a Many ghosts are utturly mad, driven insane by an eternity in
wraith isn't enough to get rid of it permanently. constant sorrow. Some of them have the ability to project that
Most wraith haunt a specific location and sending madness. The creature can use the crown of madness,
them to their final death will require some extra
work. If destroyed, a wraith will regain all its hit
confusion and fear spells once per short rest.
points in 24 hours, unless prevented to in the
following ways: Supernatural Lockdown
The creature is able to lockdown a place, preventing anyone
Nightwraith. Reforms at the place of its haunting to enter or leave it without powerful magic. The ghost can use
unless a dispel evil and good or greater the spell arcane lock at will and the mordenkainen's private
restauration spell is used on its remains and its sanctum and wall of force spells once per short rest.
bones are splashed with holy water and then
burned. Telekinesis
Noonwraith. Reforms at the place of its haunting Many ghost have the ability to move object and people with
unless a remove curse spell is used on the the sheer strength of their will. The creature can use the
anchor bounding it to this world. The anchor cantrip mage hand at will and the spell telekinesis once per
could be a wedding ring, a bride's veil, wedding
vows or even, in some cases, a person or its
short rest.
remains.
Plague Maiden. Reforms somewhere in the Ubiquitous
region unless it was destroyed in the area of Some ghost are known to haunt multiple places at once, or to
effect of a hallow spell specifically casted for be able to appear instantly from a location to another, even
this purpose. when separated by great distances. The creature can use the
Hym. Reforms unless the hym's initial victim is simulacrum and teleport spell once per short rest to move
freed from the indefinite madness of the wraith. between places related to its story.
Warp
Many ghosts have the ability to manipulate reality, shapping it
to reflect the constant pain they are experiencing. The
creature can use the animate object, seeming and silence
Extra Powers spells once per short rest.
Ghost and wraith were once people, with their own Innate Spellcasting - Spell DC
personalities, dreams, hopes and flaws. When they died some
of their abilities carried in undeath. You can add the following Challenge Rating Spell DC Spellcasting level
Innate Spellcasting options to any kind of ghost, specters or 0-4 13 1st
wraith to make it more unique. These abilities are affecting 5-8 15 5th
the CR of the creature as indicated. Please note that, in some
case, the ability might be more powerful or useful when 9-12 16 11th
combined with some other feature already included in the 13-16 18 17th
creature's profile. To know the spell DC of the powers refer
yourself to the Spell DC table. 17-20 19 20th

Number of options CR Increase


1-2 +1
3+ +2
Nightwraith Nightwraith
When the sun sets, the fields become the domain of midnight Medium undead, neutral evil
demons who draw their power from moonlight. Dark as the
night itself and filled with grief, they roam the fields lit by Armor Class 14
silver light. Woe to those who are spotted by a nightwraith. Hit Points 110(13d8 + 52)
Speed 0ft., fly 60 ft. (hover)
Born of Grief. Some say you should fear a nightwraith as
much as you should pity it. Nightwraiths exude an immense
sadness, coupled with an helpless wrath. One can feel STR DEX CON INT WIS CHA
instantly the profond distress coming from the wraith, 6 (-2) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 17 (+3)
pouring out of it like a well of endless despair. The story of a
nightwraith is always a tragic one, they were killed by loved Damage Resistances acid, fire, lightning, thunder,
ones, betrayed by a close friend or the victim of an hideous bludgeoning, piercing, and slashing from
plot. Some legends say you can put a nightwraith to rest by nonmagical weapons that aren't silvered
avenging it, bringing its tormentor to justice or making their Damage Immunities cold, necrotic, poison
killer weep for them sincerely on their grave. The truth is, Condition Immunities charmed, exhaustion,
nothing is ever so easy. grappled, paralyzed, petrified, poisoned, prone,
restrained
Terror of the Night. Like noonwraiths, nightwraiths are Senses darkvision 60ft., passive Perception 12
mostly found in rural areas and only a handful of cases Languages the languages it knew in life
involving a nightwraith have been reported in cities. Travelers Challenge 7 (2,900 XP)
fall victim to them most often, but if legends are to be
believed they also sneak into huts at times and murder Incorporeal Movement. The nightwraith can move
peasants in their sleep. Do not believe the old wife tales and through other creatures and objects as if they were
think yourself completely safe from nightwraiths during the difficult terrain. It takes 5 (1d10) force damage if it
day. They appear under the light of the sun as well, but are ends its turn inside an object.
much weaker then than after dusk. Nightwraiths are, like Moonlight Dance. Each non-undead creature within
most wraith, drown to the site of many deaths and their 60 feet of the nightwraith that can see it must
presence increase near battlefields or mass graves. succeed on a DC 15 Wisdom saving throw or
become charmed, joining the wraith in its
maddening dance. The creature is free from the
enchantment if it takes any damage. Each hour
passed dancing, the creature gains one level of
exhaustion. A charmed target can repeat the saving
throw each hour, with disadvantage if the
nightwraith is within line of sight, ending the effect
on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is
immune to the nightwraith's Moonlight Dance for
the next 24 hours.
Sunlight Hypersensitivity. The nightwraith takes 5
radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.

Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach
5ft., one creature. Hit 27 (5d8 + 4) necrotic
damage. The target must succeed on a DC 15
Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage
taken. This reduction last until the target finishes a
long rest. The target dies if this effect reduces its
hit point maximum to 0.
Deathly Projection (2/Day). The nightwraith creates
3 Deathly Projection of itself that appear in an
unoccupied spaces within 30 feet of it and turns
invisible until it attacks. Any damage inflicted by the
projections heals the nightwraith by an equal
amount.
Deathly Projection Optional: Curse of the Night Maiden
Medium undead, neutral evil In some parts of the world nightwraith are known
under a different name, night maiden. These
Armor Class 14 creatures, always female of appearance, are known
Hit Points 17 (2d8 + 8) for visiting at midnight pregnant women that were
Speed 0 ft., fly 60 ft. (hover) wronged by the man that impregnated them. The
wraith curses the child growing in her womb. The
following pregnancy is plagued with nightmares
STR DEX CON INT WIS CHA and constant exhaustion, as the growing child
6 (-2) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 17 (+3) drains away the life of the unfortunate mother. If
the pregnancy comes to terms, it will always result
Damage Resistances acid, fire, lightning, thunder, in the death of the mother and the birth of a
bludgeoning, piercing, and slashing from stillborn child. In the following night the child will
nonmagical weapons that aren't silvered raise as a botchling, hellbent on killing his father.
Damage Immunities cold, necrotic, poison The only known way to prevent the curse to follow
Condition Immunities charmed, exhaustion, its course is to cast the remove curse spell on the
grappled, paralyzed, petrified, poisoned, prone, mother, ending the pregnancy in a miscarriage.
restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge -

Incorporeal Movement. The projection 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.
Life Drain Aura. The deathly projection drains the life
of all living creatures around it. All non-undead
creatures within 10 feet around the projection
automatically suffer 7 (2d6) necrotic damage at the
beginning of the projection’s turn.
Noonwraith
Noonwraith Noonwraiths are born at high noon out of heat, sadness and
Medium undead, neutral evil the sweat of ploughmen. In the hot air above the fields, they
Armor Class 15
gather to dance madly, creating air vortexes, but the specters
Hit Points 110 (13d8 + 52) dislike being watched. Those who peep are forced to dance
Speed 0 ft., fly 60 ft. (hover) with them.
Innocence Lost. Crops swaying in the fields on a windless
STR DEX CON INT WIS CHA day indicate that a noonwraith is nearby. These monsters kill
6 (-2) 21 (+5) 18 (+4) 12 (+1) 14 (+2) 17 (+3) humans who venture into the fields at noontime, thus,
farmers return home or seek shelter in the shade at this time
Damage Resistances acid, lightning, thunder,
of the day. The noonwraith is a sun-burned old woman.
bludgeoning, piercing, and slashing from Clothed in a linen, she hovers just above the ground, her hair
nonmagical weapons that aren't silvered white from constant exposure to the sun. Streaks of light drift
Damage Immunities fire, necrotic, poison about her, and when necessary she uses these to blind her
Condition Immunities charmed, exhaustion, opponents. The noonwraith's frock and shoes suggest she
grappled, paralyzed, petrified, poisoned, prone, once was a young girl, who venturing into the fields, joined in
restrained a spectral dance and thus entered the spirit world as a
Senses darkvision 60 ft., passive Perception 12 wraith.
Languages the languages it knew in life
Challenge 8 (3,900 XP) Wronged Brides. The noonwraiths are the spirits of young
women and girls who died violent deaths right before their
Incorporeal Movement. The noonwraith can move weddings. Driven mad with pain or anger, they wander the
through other creatures and objects as if they were fields searching for their unfaithful lovers or backstabbing
difficult terrain. It takes 5 (1d10) force damage if it rivals, though they will kill anyone who does not get out of
ends its turn inside an object. their way in time. They are often held in this world by some
Midday Dance. Each non-undead creature within 60 object of intense emotional significance. That is why, if one
feet of the noonwraith that can see it must succeed ever finds a wedding ring or torn veil in the middle of a field,
on a DC 15 Wisdom saving throw or become one should not pick it up, but instead back away as quickly as
charmed, joining the wraith in its maddening dance. possible. Contrary to popular belief, noonwraiths can also be
The creature is free from the enchantment if it encountered at night, but are much weaker then than during
takes any damage. Each hour passed dancing, the the day.
creature gains one level of exhaustion. A charmed
target can repeat the saving throw each hour, with
disadvantage if the noonwraith is within line of
sight, ending the effect on itself on a success. If a
target's saving throw is successful or the effect
ends for it, the target is immune to the
noonwraith's Midday Dance for the next 24 hours.
Moonlight Sensitivity. At night, the noonwraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Life Drain. Melee Weapon Attack: +8 to hit, reach
5ft., one creature. Hit 32 (6d8 + 5) necrotic
damage. The target must succeed on a DC 15
Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage taken
and the noonwraith regains hit points equal to that
amount.. This reduction last until the target finishes
a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Searing Heat (Recharge 4-6). The noonwraith wraps
heat and dust around her. Every creature within 20
feet of the wraith must make a DC 15 Dexterity
saving throw, taking 22 (6d6) fire damage on a
failed save and being blinded until the end of their
next turn. Creatures take half as much damage on a
successful saving throw and are not blinded.
Regional Effects
Plague Maiden The region containing a plague maiden suffers of the
When plague ravages a region, a spirit will sometimes walk creature's insidious presence, creating the following magical
its lands, a ghost resembling an ill woman whose flesh rots effects:
off her bones and in whose wake crawls a cavalcade of rats Using natural and magical healing is a difficult thing in the
and vermines. No one knows whether this spirit brings the region. All Wisdom (Medicine) checks are made with
pox with her or is merely drawn to it like a moth to a light. Yet disadvantage and casters that want to use healing magic
it is certain that she delights in dealing pain and suffering, in must first make a DC 13 Charisma saving throw. On a
hearing the howling and moaning of men. failure the spell has no effect and the spell slot used is
Subtle Influence. Many have called into question the very wasted.
existence of plague maidens, or pestae, as they are Epidemics start to spread quickly in the region. Saving
sometimes called. Only two confirmed sightings of such a throws made against diseases in the region have
creature have ever been recorded, both during times of raging disadvantage and incubation time is reduced by half.
epidemic. The truth is that the work of a pestae can most of Vermins, especially rats and flies, start to converge toward
the time be attributed to natural causes. It's very difficult to the region and show signs of unusual swarm behavior and
assert with certainty the presence of the creature and only increased aggressiveness. These swarms are always
the most knowledgeable of scholars, wraith-hunters and carrying diseases.
apothecaries can detect its work. When the plague maiden is destroyed, all of these regional
effects fade over 10 days.
Deceitful Spirit. Some suggest that plagues maiden can
pass for other type of ghost or wraith, hiding their presence
and true identity on purpose. As the name “plague maiden”
suggests, these wraiths take the appearance of females,
though exactly why that is remains a mystery. Most scholar
speculate they, like other such wraiths, arise from the
powerful emotional charge associated with certain
circumstances of death, such as death preceded by a long and
particularly painful illness. To the difference of many other
wraith the plague maiden are not bound to a location and can
travel great distances, they go were epidemics spread or
move to new regions to start them, which of the two is
uncertain.
Feverish Worship. Those afflicted by the supernatural
disease of a pestae will sometime experience fever induced
visions, showing them a feminine figure floating over them.
In some regions raging with epidemics, plague cults have
spread, actively exposing members to the disease to receive
the "blessing" of the lady. In some rare cases some of these
individuals are living in an inexplicable state of harmony with
a devouring cancer, wrapping their body with scabs and boils
but somehow keeping them alive, sometime long after their
life expectancy.
Plague Maiden 2. diseases: The creature is unable to regain hit points by any
means.
Medium undead, neutral evil
3. diseases: the creature takes 14 (3d8) poison damage.
Armor Class 16 4. diseases: The creature gains a level of exhaustion.
Hit Points 211 (17d8 + 136)
Speed 0 ft., fly 60 ft. (hover) Regeneration. The plague maiden regains 20 hit
points at the start of its turn if it has at least 1 hit point.
If the plague maiden takes radiant damage this trait
STR DEX CON INT WIS CHA doesn't function at the start of the pestae's next turn.
6 (-2) 22 (+6) 26 (+8) 20 (+5) 14 (+2) 17 (+3) Supernatural Plague. The body of a pestae contains
simultaneously all diseases that ever existed,
Saving Throws Dex +11, Con +13, Int +10 aggravated by the wraith. The DC of all diseases
Skills Deception +13, Stealth +13 originating from the wraith is raised to 18. All diseases
Damage Resistances acid, cold, fire, lightning, thunder, have supernatural origins and bypass the immunity of
bludgeoning, piercing, and slashing from nonmagical characters usually immune to them (like druids, monks
weapons that aren't silvered or paladins). When a feature refers to the contagion
Damage Immunities necrotic, poison spell, the disease immediately takes effect and lasts for
Condition Immunities charmed, exhaustion, grappled, 7 days.
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12 Actions
Languages the languages it knew in life Plague Caress. Melee Weapon Attack: +11 to hit, reach
Challenge 14 (11,500 XP) 5ft., one target. Hit 20 (3d8 + 6) necrotic damage plus
14 (3d8) poison damage. The creature make a DC 18
Contagious Ichor. When a creature within 10 feet of the Constitution saving throw, contracting a disease on
pestae hits it with an attack it must make a DC 18 failure, as per the contagion spell.
Constitution saving throw, contracting a disease on
failure, as per the contagion spell. Legendary Actions
False Appearance. The plague maiden can modify its The plague maiden can take 3 legendary actions,
appearance to look like any other kind of ghost, specter choosing from the options below. Only one legendary
or wraith. Nothing short of a true seeing spell or action option can be used at a time and only at the end
equally powerful magic can pierce the illusion. of another creature's turn. The plague maiden regains
Incorporeal Movement. The plague maiden can move spent legendary actions at the start of its turn.
through other creatures and objects as if they were Teleport. The plague maiden magically teleports,
difficult terrain. It takes 5 (1d10) force damage if it along with any equipment its wearing or carrying, up
ends its turn inside an object. to 120 feet to an unoccupied space it can see.
Pestilence Aura. At the start of each of the plague Plague Caress. The pestae makes one plague caress
maiden's turns, each creature affected by a disease attack.
within 90 feet of it must make a DC 18 Constitution Fetid Breath (Costs 2 Actions). The plague maiden
saving throw, suffering from the full effect of the aura exhales a 30-foot cone of flies and noxious gaz. Each
on failure, based on the number of diseases contracted. creature in that area must make a DC 18
The pestae can decide to exclude a creature from the Constitution saving throw, contracting a disease on a
aura. The effects of the levels of infection are failed save, as per the contagion spell.
cumulative:
1. disease: The creature takes 14 (3d8) necrotic damage.
Hym's Madness
d100 Indefinite Madness Hym
01- "My anger consumes me. I can't be reasoned with Some men have got good reason to fear their own shadows. A
20 when my rage has been stoked." tyrant slowly looses grip over his kingdom, shutting out all his
21- "Someone is plotting to kill me. I need to strike first advisers, accusing his most loyal knights of plotting against
40 to stop them!" him. The father that drown his children during the last
famine screams at them in the street, asking for forgiveness
41- "I have intermittent hallucinations and fits of
60 catatonia."
one second and cursing them the other. These are all signs of
Hym's haunting. These wraith torment the guilty, the wicked
61- "I convince myself that things are true, even in the and the mad, driving them always further down the path of
80 face of overwhelming evidence to the contrary." insanity.
81- "My perception of reality doesn't match anyone
00 else's. It makes me prone to violent delusions that Attracted by Wickedness. Monsters most commonly claim
make no sense to anyone else." innocents as their victims: tardy merchants, reckless children
and travelers who wander into dark woodlands out of
misplaced curiosity. None of the above need fear hyms,
however. These wraiths only latch onto particularly
despicable or guilty individuals who have committed some
unspeakable crime. To all others, they remain completely
invisible, hiding in the Border Ethereal. When they do show
themselves to the one they torment, they appear as a tall,
shadow-clad, humanoid silhouette with long, sharp claws.
Tormentors. Yet hyms do not sink these claws into their
victims. Instead, they sap their strength indirectly, through
inflicting suffering. Speaking in a voice only the victim hears,
they drive him to commit acts of violence, aggression and
self-harm. A hym will seize on a guilty person’s worst fears
and weave out of them hideous visions, slowing driving the
poor soul into madness. Evil creatures are certainly the ones
that should fear the hym most, but those that committed acts
of wickedness in the name of a greater cause should equally
fear for their soul.
Descent into Madness. Those tormented by a hym are
incapable of restful sleep, for they are tormented by ever-
more-frequent, incredibly-realistic nightmares. At times the
victim will become extremely on edge, yelling pleas or threats
at invisible phantoms or confessing his guilt out loud in the
hope this will end her torment. This act does not, however,
bring any relief, for the hym will not leave until it has addled
its victim’s wits completely or driven him to suicide.

Optional: Tricking a Hym


In theory, a hym can be tricked to leave its victim.
Hyms attack those who have guilty conscience and
can be tempted to take a new, fresher host.
Tricking the creature is a daunting task though. The
trickster can't know its a trick, he needs to truly
believe he committed a fool deed. If the new host
doesn't feel true sorrow the hym will sense it and
won't take the bait. When the hym realizes it has
been tricked, it will be forced to leave, giving its
sanity back to its victim and abandoning its lair.
Hym Shadow Being. While in dim light or darkness, the hym
gains +3 to its AC, Dexterity saving throw and can take
Large undead, neutral evil
the Hide action as a bonus action.
Armor Class 16 (19 in dim light or darkness)
Hit Points 158 (15d10 + 75) Actions
Speed 30 ft. Multiattack. The hym makes three attacks, one with its
sapping tether and two with its shadow claws.
STR DEX CON INT WIS CHA Shadow Claws. Melee Weapon Attack: +11 to hit, reach
6 (-2) 22 (+6) 20 (+5) 20 (+5) 14 (+2) 19 (+4) 10ft., one target. Hit 24 (4d8 + 6) necrotic damage.
The target must succeed on a DC 17 Constitution
saving throw or its hit point maximum is reduced by an
Saving Throws Dex +11 (+14 in dim light or darkness), amount equal to the damage taken. This reduction last
Con +10 until the target finishes a long rest. The target dies if
Skills Stealth +11 this effect reduces its hit point maximum to 0.
Damage Resistances acid, cold, fire, lightning, thunder,
bludgeoning, piercing, and slashing from nonmagical Sapping Tether. Melee Weapon Attack: +11 to hit, reach
weapons that aren't silvered 10ft., one target. Hit 17 (2d10 + 6) psychic damage
Damage Immunities necrotic, poison and the target's Wisdom score is reduced by 1d6. The
Condition Immunities charmed, exhaustion, grappled, target gains a Hym's Indefinite madness if this reduces
paralyzed, petrified, poisoned, prone, restrained its Wisdom to 0. Otherwise, the reduction lasts until
Senses truesight 120 ft., passive Perception 12 the target finishes a short or long rest.
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP) Legendary Actions
The hym can take 3 legendary actions, choosing from
Innate Spellcasting. The hym's innate spellcasting ability the options below. Only one legendary action option
is Charisma (spell save DC 17). The hym can innately can be used at a time and only at the end of another
cast the following spells, requiring no material creature's turn. The hym regains spent legendary
components: actions at the start of its turn.
At will: darkness, dream, phantasmal force Shadow Step. The hym magically teleports up to 60
3/day each: evard's black tentacles, phantasmal killer feet to an unoccupied space it can see that is in dim
1/day: weird light or darkness. It then has advantage on the next
melee attack before the end of its next turn.
Etherealness. The hym enters the Ethereal Plane from Shadow Claws. The hym makes one shadow claw
the Material Plane, or vice versa with a bonus action. attack.
The hym is invisible while on the Border Ethereal and it Torment (Costs 3 Actions). The hym targets on
can't affect or be affected by anything on the other creatures with Hym's indefinite madness that it can
plane. see within 60 feet of it. the target must succeed on a
Incorporeal Movement. The hym can move through DC 17 Wisdom saving throw, taking 33 (6d10)
other creatures and objects as if they were difficult psychic damage on a failed save, or half as much
terrain. It takes 5 (1d10) force damage if it ends its damage on a successful one. If the saving throw is
turn inside an object. failed by 5 or more the creature gains a short-term
madness.

A Hym's Lair Unholly energy suffuse through the lair, all undead
creatures in the lair have advantage on all saving throws
A hym's lair completely depends on the nature of the person until initiative count 20 on the next round.
its currently haunting. The lair will usually have a The temperature drops significantly inside the lair,
significance for the victim, probably where she committed slippery ice forms on surfaces, making a 20 foot radius
her fool deed. difficult terrain. When a creature moves onto it for the
first time on a turn, it must succeed on a DC 10 Dexterity
LAIR ACTIONS (Acrobatics) check or fall prone.
On initiative count 20 (losing initiative ties), the hym takes a
lair action to cause one of the following magical effects:
Signs of haunting are manifested, blood poors over the
walls, black gooey ectoplasme boils on the ground or
dreadful screams echo in the lair. All non-undead
creatures must succeed on a DC 10 Wisdom saving throw
or become frightened until the end of their next turn.
Arch-Wraith
The arch-wraith, also sometimes called draug, deathless,
grim-reaper or koschei is a mythical creature, straight from
ancient legends of heroes and epic deeds. When the hero
enters the burning hells to rescue his beloved, or when he has
to avenge his father's death, the arch-wraith is often his
opponent. Why are poets so keen to cast this monster as the
arch-enemy? Well, the creature is a wraith, so it fits any dark
story featuring a curse or vengeance from the beyond. There's
no telling how it actually looks like, so its terrifying visage can
be described in many ways without risking accusation of
confabulation. Furthermore, it is a powerful creature, a
prince of the damned, so it makes an ideal villain.
Born from Tragedy. Wraith of such power are exceedingly
rare, the combination of emotional charge and brutality
needed to create the creature occur maybe once in a century.
When entire armies are slaughtered in a day, when a town
disappear in a cataclysm or a sudden disease wipes out a
country, an arch-wraith can be born. Still it requires a leader
with an exceptionally strong will to raise as such. There is
always a constant in the creation myth of an arch-wraith, the
leader played a major part in the destruction of its people,
enslaving their soul in its passing. As they served it in life, so
shall they in death.
Kingdom of Nightmare. The arch-wraith can be described in
various ways, as has been said, but is always a lethal foe.
Forget its huge strength, invulnerability to most weapons,
fearlessness and supernatural abilities. One cannot just
defeat such a creature using conventional means. As with
every wraith, there is some tragic event connected to it,
forcing the creature to remain among the living. The wraith is
untouchable, unreachable for anyone who is not part of that
story, hidden in a Domain of Dread that leaks through the
material world. That is why the mythical hero has to get
involved in various brawls and pass through many trials. By
overcoming these obstacles, he enters the wraith's world and
becomes worthy of facing the monstrosity. When confronting
an arch-wraith, it will always be on its own terms.
Prince of the Damned. As a leader, the creature never stood
to do anything with its own hands. It has lackeys for that,
always wraiths, revenants or other restless spirits. Having
been a king, religious leader or a commander in life, the arch-
wraith retains its charisma in death, and its deathly
subordinates always blindly obey its orders. Thus one needs
to exterminate all manner of servants on the way to its
underground palace, wilderness keep or other foreboding
abode. Only then can one face the arch-wraith itself.
Perverted Psychopomp. Many believes that the immense
powers of an arch-wraith comes from its capacity to deny a
soul passage into the afterlife, trapping it into a state of
undeath and servitude. Some of the most powerful arch-
wraith have trapped hundreds of souls, if not thousands,
endlessly replaying over and over the tragic events that lead
to the arch-wraith's emergence. When fighting an arch-wraith
one should always remember what failures means: the
enslavement of one's soul for eternity.
An Arch-Wraith's Lair
An arch-wraith stands at the center of its Domain of Dread. Beyond the Mist
The fortress of the wraith can take many shapes, depending The land under an arch-wraith's influence contains
on who it was in life. A crumbling keep in a forest of a supernatural mist, hanging between the world
tombstones, a flesh cathedral surrounded by hundred of men see and the one they cannot. By stepping into
worshiping souls, a bone-made spire topping a jagged cliff, all the mist, a shadow crossing really, one can break
are possible lairs. through the veil between worlds and enter the
arch-wraith's Domain of Dread in the Shadowfell.
LAIR ACTIONS The domain is entirely under the arch-wraith
On initiative count 20 (losing initiative ties), the arch-wraith control, making it a god-like entity in its kingdom, a
takes a lair action to cause one of the following magical god trapped in its own tragic story. As for the rest
effects: of the Shadowfell, the domain is a twisted and
warped-distorted reflections of the region haunted
The arch-wraith wraps itself into a shroud of magical by the wraith. The domain is an infinite expanse,
darkness, until initiative count 20 on the next round. While expanding far beyond the geographical limits of its
under the shroud the arch-wraith is immune to spells of Material Plane equivalent.
6th level or lower unless it wishes to be affected. It has Undead creatures can cross in and out the mist
advantage on saving throws against all other spells and at will, but when doing so they are not driven by
magical effects and has resistance to radiant damage. reason and logic, but by a thoughtless, irrational
The arch-wraith summons a swarm of mad wraith and need, carrying the will of the arch-wraith.
specters, howling unbearable sounds of madness and A living creature entering the mist must
despair as they pass through the battlefield. Each non- succeed on a DC 15 Charisma saving throw or
undead creature that can hear must succeed on a DC 18 be trapped, incapable of leaving the domain of
Wisdom saving throw or be frightened until the end of its dread by simply walking out of the mist. This
next turn. saving throw is made with advantage if the
The arch-wraith calls forth the enslaved souls at its creature knows the mist's nature, and
command. Specters and wraiths materialize and attack constructs succeed on the saving throw
one creature that the arch-wraith can see within 60 feet of automatically. Creatures trapped in the mist
it. The target must succeed on a DC 18 Constitution don't age. A creature trapped within the domain
can escape using magic that permits planar
saving throw, taking 52 (15d6) necrotic damage on a failed travel. Otherwise, the creature is confined to
save, or half as much damage on a success. The specters the domain until freed.
and wraith then retreat. The gloomy atmosphere and almost tangible
despair that seeps through the domain affects
Regional Effects all living creatures stepping through it. Creature
A region haunted by an arch-wraith suffers from its nefarious must resist the Shadowfell Despair (see p. 51 of
energy, creating the following magical effects: the Dungeon Master's Guide) after only an hour
passed in the domain of dread.
Mystical mist spread over the region. The mist is a The soul of a creature dying in the domain of
shadow crossing leading to the arch-wraith's Domain of dread becomes trapped here, joining the ranks
Dread in the Shadowfell (see p. 51 of the Dungeon of the enslaved wraith and specters serving the
Master's Guide). arch-wraith. Until the arch-wraith is destroyed
The arch-wraith can expand or shrink the size of its permanently the creature cannot be resurrected
Domain of Dread at will. It can modify as well the or brought back to life by any mean, unless the
geographical features, creating chasm filled with bones, arch-wraith is willing to bargain for it (see the
hill of corpses, river of blood or any kind of terrain it Bargain).
wishes. The change takes 1 minute to occur.
Throughout the land, apparitions manifest and reenact
scenes of the tragic events that took place. Some of these
apparitions happen at random, while other reenact at
precise times of the day or the year. A character
witnessing one of these apparitions must make a DC 15
Wisdom saving throw or become charmed, assuming the
personality of one of the apparition and playing its part in
the drama until it unfolds.
When the arch-wraith is destroyed, all of these regional
effects fade over 1d10 days.
Terms of the Bargain
The Bargain d100 Terms
Tales of heroes braving countless dangers to 01- The creature must leave the Domain without
rescue their true love from the clutch of an arch- 20 sleeping or sustaining itself. If it sleeps, eats or
wraith abode for a reason. The only known way to drinks it will suffer from amnesia, forgetting his
free the souls captured by the monster is to slay it, entire past with the person it came to save. The
an impossible task for most mortals, or to bargain domain of dread will expand almost indefinitely,
with it. These tails always end up tragically, the tempting it along the way as the climate and the
hero striking an impossible deal with the creature journey become increasingly harsher.
in hope to save their beloved. In theory though, it 21- The creature must take a cursed artefact, connected
is possible, after overcoming many challenges, to 40 to the arch-wraith story, outside the domain. Doing
bargain for a specific soul with the arch-wraith. The so allows the wraith to expand its influence over a
wraith will always put nearly impossible conditions new region.
to fulfill if it agrees (see Terms of the Bargain for
examples). Once the bargain is made, the arch- 41- The creature must leave the domain of dread in a
wraith can use its magic to cast a true resurrection 60 limited time, with only just enough time to do so if
it hurries. Dangerous obstacles will appear along the
spell. If the bargain's terms are broken the way, with a safer but longer alternative offered to
resurrected creatures crumbles to dust and the avoid them.
arch-wraith is free to raise the soul into one of its
most powerful servant, a remnant. 61- Every morning the creature will die, while its loved
80 one is resurrected. Every evening the loved one will
die, as the creature is resurrected. The two will only
cross path briefly for a minute while they trade
places in life or death.
Remnant 81- The character can never name or look at the dead
00 person, otherwise she will disappear as dust taken
A remnant is a powerful undead reanimated by an arch- by a supernatural wind.
wraith with the power of a broken bargain. Sometimes called
draugir, remnants are usually death knights, revenants,
wights or even, in rare cases, mummies. Remnants are
keeping their personality and memories but are twisted by
the arch-wraith's power, always turning evil. These creatures
live to torment the ones that made a bargain to free their soul
from the clutch of an arch-wraith but failed ultimately,
breaking the terms. The remnant is identical to its usual type
of undead and gains the following features:
The remnant has advantage on attack rolls and saving
throws against the creature that made the bargain to save
it. The creature has disadvantage on all attack rolls and
saving throws made against the remnant.
The remnant knows the distance to and direction of any
creature that made the bargain to save it, even if the
creature and the remnant are on different planes of
existence. If the creature being tracked by the remnant
dies, the remnant knows.
A remnant can arise anew even after it has been
destroyed. Only when its soul has been freed from the
arch-wraith can it be truly destroyed.
Arch-wraith Multiattack. The arch-wraith makes three attacks, one
Huge undead, neutral evil with its grave's touch and two with its life drain.

Armor Class 21 (natural armor) Life Drain. Melee Weapon Attack: +16 to hit, reach
Hit Points 406 (28d12 + 224) 10ft., one creature. Hit 32 (5d8 + 9) necrotic damage.
Speed 0 ft., fly 80 ft. (hover) The target must succeed on a DC 20 Constitution
saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction last
STR DEX CON INT WIS CHA until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
28 (+9) 18 (+4) 27 (+8) 20 (+5) 14 (+2) 24 (+7)
Grave's Touch. Melee Weapon Attack: +16 to hit, reach
Saving Throws Str +16, Con +15, Int +12, Cha +14 10ft., one target. Hit 34 (5d10 + 9) cold damage and
Damage Resistances acid, fire, lightning, thunder; the target's must succeed on a DC 20 Constitution
bludgeoning, piercing and slashing from magic saving throw, becoming petrified, encased in ice, until
weapons the end of its next turn on a failure.
Damage Immunities cold, necrotic, poison; bludeoning,
piercing and slashing from nonmagical weapons Legendary Actions
Condition Immunities charmed, exhaustion, frightened, The arch-wraith can take 3 legendary actions, choosing
grappled, paralyzed, petrified, poisoned, prone, from the options below. Only one legendary action
restrained option can be used at a time and only at the end of
Senses darkvision 120 ft., passive Perception 13 another creature's turn. The arch-wraith regains spent
Languages the languages it knew in life, telepathy legendary actions at the start of its turn.
limitless in its Domain of Dread
Challenge 23 (50,000 XP) Grave's Touch. The wraith makes one grave's touch
attack.
Detect Life. The arch-wraith can magically sense the Whirlwind (Costs 2 Actions). The arch-wraith turns
presence of living creatures anywhere in its Domain of into a frigid whirlwind, draining away the life of
Dread. It knows the general direction they're in but not nearby creatures. All creatures within 30 feet of it
their exact locations. must succeed on a DC 20 Dexterity saving throw,
taking 21 (6d6) cold damage plus 21 (6d6) necrotic
Incorporeal Movement. The arch-wraith can move damage on a failure, or half as much damage on a
through other creatures and objects as if they were success.
difficult terrain. It takes 5 (1d10) force damage if it Dead Silence (Costs 3 Actions). The arch-wraith can
ends its turn inside an object. rob a creature with 60 feet of it from its senses,
leaving it in pitch-black darkness. The creature must
Legendary Resistance (3/Day). If the arch-wraith fails a
succeed on a DC 20 Wisdom saving throw,
saving throw, it can choose to succeed instead.
becoming blinded and deafened on failure for 1
Turn Immunity. The arch-wraith is immune to effects minute. The target can repeat the saving throw at the
that turn undead. end of each of its turns, ending the effect on itself
on a success.
Actions
Zombie Bloated Zombie
Necromantic energies come from many sources and can
Medium undead, neutral evil
affect radically differently a creature, based on its past,
condition and environmental factors. Some necromancers Armor Class 10
constantly experiment on their creations, trying to raise Hit Points 53 (7d8 + 21)
always deadlier servants, while diseases spreading from Speed 30 ft.
terrible places can also raise the dead under the right
circumstances.
STR DEX CON INT WIS CHA
Bloated Zombie 16 (+3) 10 (+0) 16 (+3) 3 (-4) 10(+0) 6 (-2)
Bloated zombies are repulsive creatures, even by zombie
standards. Their bloated body is full of acid bile they can Damage Immunities poison
spew at nearby enemies. They are as mindless and stupid as Condition Immunities poisoned
regular zombie and explode in a shower of acidic fluids, Senses darkvision 60ft., passive Perception 10
Languages understands the languages it knew in life
bones and gore when destroyed.
but can’t speak
Challenge 3 (700 XP)
Feral Zombie
Feral zombies are the most aggressive zombies that can be Death Burst. When the zombie is destroyed, it
found, they roam in packs and run after any source of food explodes in a burst of acid and guts. Each creature
they can find. They are surprisingly fast compared to their within 10 feet of it must make a DC 12 Dexterity
slower kind. What makes them truly dangerous is that, at first saving throw, taking 7 (2d6) acid damage plus 7
glance, nothing allows to tell them apart from regular (2d6) necrotic damage on a failed save, or half as
much damage on a successful one.
zombies, until they start moving at an alarming speed.
Undead Fortitude. If damage reduces the zombie to
Horde of Zombies 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
A single zombie isn’t too dangerous, even for an
the damage is radiant or from a critical hit. On a
inexperienced group of adventurers. Two or more starts to success, the zombie drops to 1 hit point instead.
become more of challenge, but things start to smell rotten
when the undeads congregate into unstoppable swarm of Actions
flesh craving corpses. The mindless host devour everything in
its path, pilling over preys and tearing them to pieces before Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 3) piercing damage plus 7
moving to its next victim.
(2d6) acid damage.
Ravenous Zombie Spew Bile (recharge 5-6). The zombie spews bile in
15-foot line. Each creature in that line must make a
Ravenous zombies are the incarnation of the hunger that DC 12 Constitution saving throw, taking 10 (3d6)
afflicts them all. They always look famish and are constantly acid damage plus 10 (3d6) necrotic damage on a
searching for a source of food, never standing around. They failed save, or half as much damage on a successful
are just skin and bones, no matter how much they gorge one.
themselves and a light of malevolent cunning glean in their
eyes. Any creature that comes close to them can feel their life
force sucked out by the undead, feeling the devouring hunger
growing into them. Food spoils instantly in their presence,
milk turns sour and any ration rot instantly.
Feral Zombie Horde of Zombies
Medium undead, neutral evil Huge swarm of medium undead, neutral evil

Armor Class 12 Armor Class 8


Hit Points 22 (3d8 + 9) Hit Points 66 (12d6 + 24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 3 (-4) 7(-2) 6 (-2) 18 (+4) 6 (-2) 14 (+2) 5 (-3) 8(-1) 4 (-3)

Damage Immunities poison Damage Resistances bludgeoning, piercing, slashing


Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60ft., passive Perception 8 Condition Immunities poisoned, charmed,
Languages understands the languages it knew in life frightened, paralyzed, petrified, prone, restrained,
but can’t speak stunned
Challenge 1/2 (100 XP) Senses darkvision 60ft., passive Perception 9
Languages understands the languages it knew in life
Aggressive. As a bonus action, the zombie can but can’t speak
move up to half its speed toward a hostile creature Challenge 3 (700 XP)
it can see.
Plagued. When the swarm hits with an attack, it
Undead Fortitude. If damage reduces the zombie to deals an extra 10 (3d6) necrotic damage (included
0 hit points, it must make a Constitution saving in the attack).
throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a Swarm. The swarm can occupy another creature's
success, the zombie drops to 1 hit point instead. space and vice versa, and the swarm can move
through any opening large enough for a Medium
Actions humanoid. The swarm can't regain hit points or gain
temporary hit points.
Ravage. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. Undead Swarm Fortitude. The swarm fights at full
strength until it is completely destroyed.

Actions
Multiattack. The horde uses its pull under ability if
able, then uses its gnaw and claw attack.
Gnaw and Claw. Melee Weapon Attack: +6 to hit,
reach 0ft., one target in the swarm’s space. Hit: 7
(1d6 + 4) piercing damage plus 10 (3d6) necrotic
damage, and the target must succeed a DC 12
Constitution saving throw or become poisoned
until the end of their next turn.
Pull Under. The horde attempts to envelope a
creature within its space. The target must succeed
on a DC 12 Strength saving throw or be knocked
prone and considered grappled (escape DC 12) as
they are pinned to the ground under a sea of
zombies. This ability can only be used if the horde
is above half of its maximum hit points.
Undead Fortitude. If damage reduces the zombie to 0
Ravenous Zombie hit points, it must make a Constitution saving throw
Medium undead, neutral evil with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
Armor Class 12 zombie drops to 1 hit point instead.
Hit Points 85 (10d8 + 40)
Speed 30 ft. Voracious Aura. Any living creature that starts its turn
within 20 feet of the zombie or enters the affected
area for the first time on a turn must succeed a DC 14
STR DEX CON INT WIS CHA Constitution saving throw. On a failed save, the target's
hit point maximum is reduced by 7 (2d6), and the
18 (+4) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1) zombie regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The
Saving Throws Con +7 target dies if this effect reduces its hit point maximum
Skills Perception +5, Stealth +5 to 0.
Damage Immunities poison
Condition Immunities poisoned Actions
Senses darkvision 60ft., passive Perception 15
Multiattack. The zombie makes two unarmed strike
Languages understands the languages it knew in life but
attacks and one bite attack.
can’t speak
Challenge 5 (1,800 XP) Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6)
Blood Frenzy. The zombie has advantage on melee necrotic damage.
attack rolls against any creature that doesn't have all its
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach
hit points.
5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Herald of Decay. All food and liquid within 60 feet of Instead of dealing damage, the zombie can grapple the
the zombie spoils instantly. Rations turn bad, meat target (escape DC 14).
rots, bread becomes stale and water becomes unsafe Devour. Melee Weapon Attack: +7 to hit, reach 5ft.,
to drink. Small nonmagical plants wither and die, while one creature that is grappled by the zombie,
trees become sick and start to rot. Perishables incapacitated or restrained. Hit: 22 (4d8 + 4) piercing
protected by air-sealed containers are unaffected. damage. A creature taking damage from the attack
suffers from a Lingering Injury (See p.272 of the
Dungeon Master's Guide).

Optional : Infestation
Some zombies can transmit a terrible affliction that
will in time kill anyone they wound, turning it into
one of the undead.
Infestation. When a living creature is wounded
by a zombie, it must succeed on a DC 12
Constitution saving throw or become diseased.
The diseased target can't regain hit points, and
it gains one level of exhaustion for every 24
hours that elapse. If the target dies, it rises as a
zombie in the following turn. The disease lasts
until removed by the lesser restoration spell or
other magic.
Shambling Lord
“There will come a day so dark you will pray for death. On
that day your prayers will be answered.” – Minaldra, the Vizag
Atum.

Psionically Gifted. Shambling lords are zombies imbued


with psionic powers, inherited from their mortal life.
Shambling lords can be ritually created through the dark art
of necromancy, but most of the rituals where lost or
destroyed by religious orders a long time ago. Still, some
secrets regarding their creation might linger in sealed library
and forbidden archives. On rare occasions, a shambling lord
will rise from the corpse of a psionically gifted humanoid,
keeping its memories and somewhat twisted personality, but
enslaved by an overwhelming craving for the flesh and brains
of the living.

Master of the Endless Tide. Shambling lords possess


powerful psionic abilities, and can induce a hive mind in their
lesser kind, creating swarms as zombies bound in tight
clutter and follow the will of its superior mind. This make
hordes of zombies especially dangerous as a single zombie
can bring down an army of undead should it find a source of
food, or the target of its master's wrath. In battle a shambling
lord tend to stay at long range, bombarding its enemies with
psychic attacks while swarms of zombies assail them from all
side. If threatened, the shambling lord will retreat, sacrificing
its endless minions to get away.

Secrets of a Corpse. Shambling lords are also known for


their extensive knowledge on an incalculable number of
topics, ranging from ancient history to the latest town gossip.
This well of knowledge seems to come from the hive mind
they generate, allowing them to recollect any information
known by a member of the horde or from the brains they like
to feast on. Daring scholars, or plainly insane occultists, will
sometime seek the lost knowledge only known by these
strange undead, often ending up joining their legions of
servants and adding their own insights to the common mind.

Unpredictable Minds. Most necromancers would never


raise a shambling lord on purpose, for they are too
unpredictable servants, capable of turning on their master.
The other reason is that almost all shambling lords are
utterly mad creatures, their mind separated and shared
amongst potentially hundreds or thousands of individuals.
The personality of a shambling lord consist of several
dominant traits from the strongest characters inside the hive
mind, battling for control over the hordes or the shambling
lord’s body.
Well of Knowledge. The shambling lord can recollect all
Shambling Lord the knowledges and memories stored in the collective
Medium undead, neutral evil hive mind of its hordes or the brains it devoured. It has
advantage on Intelligence and Wisdom skill checks.
Armor Class 10
Hit Points 128 (15d8 + 60) Innate Spellcasting (Psionics). The shambling lord's
Speed 30 ft. innate spellcasting ability is Intelligence (spell save DC
16). The zombie can innately cast the following spells,
requiring no material components:
STR DEX CON INT WIS CHA At will: command, blindness/deafness, detect
18 (+4) 10 (+0) 18 (+4) 19 (+4) 12(+1) 8 (-1) thougts
2/day each: confusion, dominate person, hold
monster, legend lore
Saving Throws Con +8, Int +8, Wis +5
Skills History +12, Nature +8, Religion +8
Damage Vulnerabilities psychic Actions
Damage Immunities poison Multiattack. The shambling lord uses its Shambling
Condition Immunities poisoned Hordes feature, if available, and makes two rotting fist
Senses darkvision 60ft., passive Perception 11 attacks and one bite attack.
Languages telepathy 5 miles
Challenge 10 (5,900 XP) Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 8 (1d6 + 4) piercing damage 17 (5d6)
necrotic damage
Hive Mind. All zombies within 5 miles of the shambling
lord are tied into an instinctive hive mind, linked to the Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5ft.,
lord. Within the range of the telepathic bond, the one target. Hit: 11 (2d6 + 4) bludgeoning damage plus
shambling lord can see through the eyes of any 7 (2d6) necrotic damage.
zombies, speak through them or mentally command
Psychic Assault. The shambling lord magically assault
any zombie within reach (if it controls multiple
the mind of three targets the zombie can see within 90
creatures, it can command any or all of them at the
feet of it. A target must make a DC 16 Wisdom saving
same time, issuing the same command to each one).
throw, taking 22 (4d10) psychic damage on a failed
Magic Resistance. The shambling lord has advantage on save, or half as much damage on a successful one. If
saving throws against spells and other magical effects. the target fails the saving throw by 5 or more, it is also
stunned until the end of the zombie's next turn.
Regeneration. The zombie regains 20 hit points at the
start of its turn. If the zombie takes radiant damage or a Shambling Hordes (recharge 5-6). The shambling lord
critical hit, this trait doesn't function at the start of the can summon one horde of zombies, a summoned
zombie's next turn. The shambling lord is destroyed horde appears in an unoccupied space within 60 feet
only if it starts its turn with 0 hit points and doesn't of the shambling lord, acting as an ally. It remains for l
regenerate. minute, until it or the shambling lord dies, or until the
shambling lord dismisses it as an action.
Appendix A: Nonplayer Characters
Crowd

T
he world is a dangerous and cruel place. Wars, Mob
plagues and the predation of terrible monsters
can destroy whole towns and force their A mob represents a large group of people, acting toward a
inhabitants to become beggars, vagabonds and single goal. Tightly massed and driven, they are difficult to
brigands. All who endure such hardships are stop and will only disperse after the death or incapacitation of
hardened by their losses, staring at the face of many of their ranks. A mob could represent a local
danger and saying, “no more!”, taking their organization, or form in a small hamlet, village, or maybe a
protection into their own hands. modest district of a larger town.
Unity is Strength. Fear and resignation are the strength of Riot
monsters and tyrants, despair is the fuel of revolt. Despair A riot represents most of the population of a small town or a
makes you stand and fight until the last men. When third of a city, gathering large masses of people. The sheer
abandoned by lords, gods and fate, the common man turns numbers represented make them almost impossible to
toward his neighbor for mutual protection. If separately they contain, requiring consequent resources’ or important
are no match for a monster or a trained swordsman, an entire fortifications to impede their progress. A cult or organization
village or town banding together and fueled by despair, faith that could gather such numbers would certainly have a
or hatred can take down their foe. Theses masses can nationwide influence.
become a force to reckon with, embodying the proverb “unity
is strength”. A crowd can potentially include several
individuals of high power, which would be left standing or Uprising
escape once the crowd disperses. An uprising can encompasse countless numbers and only an
army or a group of incredibly powerful individuals could hope
Crowd Mind. Racist pogrom chasing elves down the streets, to stand against a crowd of that extent. An organization
slaves fighting for their freedom and ousting a tyrant or mustering such numbers has a worldwide influence,
frenzied cultists spilling blood for their dark master; all are gathering members from many regions into a single location.
good examples of a crowd. A crowd is moved by its own A entire city or metropolis revolting could provide the
motivations and the individuals that form it can differ widely, numbers for an uprising, spreading over several districts and
but once the crowd mind takes them, they act in unison unto the countryside.
toward a single purpose. Reasoning with a crowd can prove
difficult, as the behaviors of both the individual crowd
members and the crowd is heavily influenced by the loss of
responsibility of the individual and the impression of
universality of behavior, increasing with the size of the crowd.
Challenge 5 (1,800 XP)
Mob Swarm. The swarm can occupy another creature's space
Huge swarm of Medium humanoids, any chaotic and vice versa, and the swarm can move through any
alignment opening large enough for a Medium humanoid. The
swarm can't regain hit points or gain temporary hit
Armor Class 11 (makeshift armor) points.
Hit Points 91 (14d12)
Speed 30 ft.
Actions
Multiattack. The swarm makes two improvised weapons
STR DEX CON INT WIS CHA attacks.
17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Improvised Weapons. Melee or Ranged Weapon Attack:
+6 to hit, reach 0 ft. or range 20/60 ft., one target in
Damage Resistances bludgeoning, piercing, slashing the swarm's space or within range. Hit: 10 (3d6)
Condition Immunities charmed, frightened, paralyzed, bludeoning damage plus 10 (3d6) piercing damage, or
petrified, prone, restrained, stunned 7 (2d6) bludgeoning damage plus 7 (2d6) piercing
Senses passive Perception 10 damage if the swarm has half of its hit points or fewer.
Languages any one language (usually Common)
Challenge 5 (1,800 XP)

Riot Strength in Numbers. The swarm has advantage on


Gargantuan swarm of Medium humanoids, any chaotic Strength and Constitution checks and saving throws.
alignment
Swarm. The swarm can occupy another creature's space
Armor Class 11 (makeshift armor) and vice versa, and the swarm can move through any
Hit Points 199 (19d20) opening large enough for a Medium humanoid. The
Speed 30 ft. swarm can't regain hit points or gain temporary hit
points.

STR DEX CON INT WIS CHA Actions


20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Multiattack. The swarm makes three improvised
weapons attacks.
Damage Resistances bludgeoning, piercing, slashing Improvised Weapons. Melee or Ranged Weapon Attack:
Condition Immunities charmed, frightened, paralyzed, +9 to hit, reach 0 ft. or range 20/60 ft., one target in
petrified, prone, restrained, stunned the swarm's space or within range. Hit: 10 (3d6)
Senses passive Perception 10 bludeoning damage plus 10 (3d6) piercing damage, or
Languages any one language (usually Common) 7 (2d6) bludgeoning damage plus 7 (2d6) piercing
Challenge 10 (5,900 XP) damage if the swarm has half of its hit points or fewer.

Uprising Strength in Numbers. The swarm has advantage on


Gargantuan swarm of Medium humanoids, any chaotic Strength and Constitution checks and saving throws.
alignment
Swarm. The swarm can occupy another creature's space
Armor Class 11 (makeshift armor) and vice versa, and the swarm can move through any
Hit Points 315 (30d20) opening large enough for a Medium humanoid. The
Speed 30 ft. swarm can't regain hit points or gain temporary hit
points.

STR DEX CON INT WIS CHA Actions


24 (+7) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Multiattack. The swarm makes four improvised
weapons attacks.
Damage Resistances bludgeoning, piercing, slashing Improvised Weapons. Melee or Ranged Weapon Attack:
Condition Immunities charmed, frightened, paralyzed, +12 to hit, reach 0 ft. or range 20/60 ft., one target in
petrified, prone, restrained, stunned the swarm's space or within range. Hit: 14 (4d6)
Senses passive Perception 10 bludeoning damage plus 14 (4d6) piercing damage, or
Languages any one language (usually Common) 10 (3d6) bludgeoning damage plus 10 (3d6) piercing
Challenge 15 (13,000 XP) damage if the swarm has half of its hit points or fewer.
Cultists Fanatics
Fooled by false prophets, possessed preachers or worshiping Religion can be beautiful and welcoming, just as it can be
unexplainable bizarre phenomenon, these flocks of demented ugly and intolerant. Fanatics are the worst of the two sides,
cultists rally under the banner of some evil entity. Giving over imposing their vision of the world on others. Such
their body and soul to their master, they have no self- unfortunates flock like moths to a flame, to hear the
preservation and spread mayhem and chaos in their wake. despairing speeches of lunatic doomsayers. They join these
The goal of such crowd is usually to allow entry into our zealots in their rants about lost hope, the guilt of other faiths
world for the dangerous creature it serves, when the killing and the misuses of magic. Together, these deluded bands of
frenzy takes over the crowd, cultists start to end their own fanatics roam the land at will, spreading their gospel of
lives to breach the walls of planes and dimensions. desolation before them. In desperate times, it is a common
sight to see groups of fanatical madmen brandishing torches
and religious icons, as they travel from village to village to
preach their nightmarish vision of ruin and punish the
Cultists enemies of their faith.

Frenzied. If the swarm has half of its hit points or


fewer at the start of its turn, roll a d6. On a roll of 5
or 6, the swarm uses its action to make a melee
attack against a randomly determined creature
Fanatics
within its reach. If there is no creature within its Bad Omens. If the swarm has half of its hit points or
reach, the swarm does nothing this turn. fewer at the start of its turn, roll a d6. On a roll of 5
or 6, the swarm has a speed of 0 and has
Sacrifice. When the swarm hits a Medium or smaller
disadvantage on ability checks and attack rolls until
target with a melee weapon attack, it is grappled
the start of its next turn.
(escape DC 13). Until this grapple ends, the target
is restrained, the swarm can automatically hit the Burn the Heretics. While inside the swarm's space,
target with its melee weapon attacks. The target any creature that tries to cast a spell must avoid the
dies if reduced to 0 hit points while grappled by the wrath of the fanatics. The creature can choose
swarm. another action, but if it tries to cast the spell, it
must make a DC 15 Dexterity saving throw. On a
Actions failed save, it takes 1d6 fire damage per level of the
Open the Gate. The swarm reduces itself to 0 hit spell, and the spell has no effect and is wasted.
points, summoning a fiend or aberration creature of Purified by Fire. When the swarm hits with any
challenge rating equal to its own or lower, or half of weapon, if the target is a creature or a flammable
its challenge rating (rounded up) if it has half of its object, it ignites. Until a creature takes an action to
hit points or fewer. The creature appears in an douse the fire, the target takes 5 (1d10) fire
unoccupied space within the swarm’s space. The damage at the start of each of its turns.
summoned creature disappears when it drops to 0
hit points.
Militia Rebels
A militia is a term that describes the men and women from Revolutions are fought by the downtroddens, the ambitious
neighboring towns or villages that have taken up arms to and idealists. What they may lack in proper combat training
defend the lands of their birth. Equipped with mostly they compensate in eagerness to take to fight to the current
makeshift armor and weapons, which will particularly include ruling power. Rebels have the destruction of the established
assortments of rural communities, such as pitchforks or order in mind, and therefor come prepared to take down the
grain-scythes, their lack of experience can grow into zealous symbols of power and oppression. No stronghold, statue or
devotion in their efforts to ensure that their homes and any kind of representation of the oppressor will stand in their
families shall not suffer a horrifying fate. Often, they way. Passion burns bright and hot, and many, even innocent
incorporate retired grizzly veterans who have left the military bystanders if necessary, will be sacrificed on the altar of
and settled down in a peaceful life many years ago, and it is revolutionary ideals.
their wisdom and courage that has held the militia together.

Rebels
Militia
Impetuous. If the swarm has half of its hit points or
Reactive. The swarm can take one reaction on every fewer at the start of its turn, roll a d6. On a roll of 5
turn in a combat. or 6, the swarm uses up all its movement to move
toward the nearest and most obvious seat of power.
Unruly. If the swarm has half of its hit points or The swarm moves toward the seat of power by the
fewer at the start of its turn, roll a d6. On a roll of 5 most direct route.
or 6, the swarm uses up all its movement to move
in a random direction. To determine the direction, Sworn Enemy. The swarm has a sworn enemy, which
roll a d8 and assign a direction to each die face. The include every identified member of an organization
swarm doesn’t take an action this turn. or government. When the swarm makes a melee or
ranged attack roll against its sworn enemy, it has
Reactions advantage on the roll. In addition, its target gains no
benefit from cover, other than total cover. If the
Countercharge. In response to a creature entering its
attack hits, the sworn enemy takes an extra 10
reach, the swarm can make one melee weapon
(3d6) damage.
attack with advantage against the creature.
Destructive. The swarm deals double damage to
objects and structures.

Actions
Inspirational Ideals (Recharge 4-6}. Up to three allies
within 120 feet of the swarm that can hear it can
use their reactions to be freed from any charm and
fright effect.
Northlanders

T
he fierce people known as northlanders have Sea Raider
been amongst the first to set foot on the
continent. The isles of their homeland are Sea Raiders are the bulk of the northlanders warriors. When
scoured by strong winds and powerful waves, a thane is mounting a raiding party, they embark on longships
and also suffer biting, bone-chilling cold for for a share of the loot. When the ice and the winds allow it,
most of the year. In deepest winter, the inlets they raid coastal communities, striking quickly and retreating
are choked with ice, and fog lingers late into before local militia can react. As most Northlanders, they are
the day, if it breaks at all. Most wear furs to keep out the cold, fierce warriors that don’t scare easily.
and those going to war supplement their protection with
thicker hides, and helms lined with wool or fur. They disdain Clan Warrior
magic and glorify battle, to the point that most communities Clan warriors are hardened veteran that have pledge fealty to
grow restless when they don't have an enemy to fight. one of the thanes of the isles. They have proven their worth in
Warriors and Sailors. Because the northlanders are good at battle during many raids and wear colored tattoos that
fighting and sailing, and perfectly willing to attack ships close recount their deeds and allegiance. To the opposite of the
to their shores, best to be cautious around any Northlander common raiders that usually go back to their farm or trade
Isles, especially if you haven't been assured of safe passage, outside of the raiding season, a clan warrior spends the rest
and often even then. Still, they are great sailors, thanks to of the year training and preparing for upcoming wars.
their reliable and sturdy longships and their navigation
techniques. The consensus on northlanders is that they are Shield Maiden
violent folks who raid and pillage at will and seek to enslave Shield Maidens are women warriors amongst the
any outlanders they capture on or near their island. Northlanders. As fierce as clan warriors, their status varies,
depending of the clan they serve or the isle they were born to.
Sons and Daughters of Valkur. Northlanders pay homage to Most jarl do not distinguish them from their male
several deities, but they most honor Valkur, a hero-god of counterpart, but on some island women are forbidden to
their own who exemplifies the qualities their warriors hold partake in raids, caring for homes, forges and farms instead.
most dear: fierceness, cunning, courage, strength and sailing
skill. Take care not to question or insult this veneration in Huskarl
their presence. They consider rule over other races and the
cities of the coast to be their birthright. Merchants can The men and women that gained the honorary title of huskarl
occasionally trade with northlanders but usually don't risk are renowned throughout the isles. They have taken part in
such a stopover if they can help it. One never knows when the countless raids and came back victorious, loaded with loot,
clans are going to be at war, and any ship within sight of the gold and slaves. Such great warriors are usually found at the
island when it is will be fair prey. side of jarls and thanes, protecting their leaders and siting at
the table of honor in the longhouse. Though not necessary
charismatic, they inspire their comrades with deeds of valor.
Sea Raider Clan Warrior
Medium humanoid (human), neutral Medium humanoid (human), neutral

Armor Class 17 (chain shirt, shield) Armor Class 14 (ring mail)


Hit Points 19 (3d8 + 6) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)

Skills Athletic +4, Perception +2 Saving Throws Con +5


Senses passive Perception 12 Skills Athletic +5, Perception +3, Survival +3
Languages Common, Illuskan Senses passive Perception 13
Challenge 1/4 (50 XP) Languages Common, Illuskan
Challenge 2 (450 XP)
Mariner. The raider can hold its breath underwater
for twice as long and has proficiency with Brave. The warrior has advantage on saving throws
navigator's tools. The northlander is also naturally against being frightened.
adapted to cold climates, as described in chapter 5
of the Dungeon Master’s Guide. Mariner. The warrior can hold its breath underwater
for twice as long and has proficiency with
navigator's tools. The warrior is also naturally
Actions adapted to cold climates, as described in chapter 5
Battleaxe or Longsword. Melee Weapon Attack: +4 of the Dungeon Master’s Guide.
to hit, reach 5ft., one creature. Hit: 6 (1d8 + 2) Reckless. At the start of its turn, the warrior can gain
slashing damage, or 7 (1d10 +2) slashing damage if advantage on all melee weapon attack rolls during
wielded with two hands. that turn, but attack rolls against it have advantage
Handaxe Melee or Ranged Weapon Attack: +4 to until the start of its next turn.
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d6 + 2) slashing damage. Actions
Longbow. Ranged Weapon Attack: +4 to hit, range Multiattack. The warrior makes two melee attacks.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Greataxe. Melee Weapon Attack: +5 to hit, reach
damage. 5ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Reactions Boarding Harpoon. Ranged Weapon Attack: +4 to
hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2)
Wall of Shields. When the raider is within 5 feet of a piercing damage. If the target is Medium or smaller,
creature that has the Mariner trait and is bearing a it is grappled (escape DC 12) and pulled 10 feet
shield, it can use their reaction to make a wall of toward the warrior. If this bring the grappled
shields. The involved raider and creature gain half creature within 5 feet of the warrior, the warrior can
cover, provided they are bearing a shield. make a melee weapon attack against it as a bonus
action.

Berserker
Northlanders barbarians are renowned berserkers, furious
warrior with unbridled fury boiling in their veins. In the
northern isles, they are the purest expression of the warrior,
living out of social conventions. While revered, they are also
feared, for their legendary rage often claimed allies that stood
in the path of their blind fury.
Berserkers never die of old age, when they feel their time as
come they take a pilgrimage to a remote island, lost amist the
ice, to find one of the great white tree. If they survive the
journey, they return stronger than ever, as true sons and
daughters of Valkur, empowered with the might of their
ancestors and ready to meet a glorious death in battle.
Shield Maiden Huskarl
Medium humanoid (human), neutral Medium humanoid (human), neutral

Armor Class 18 (studded leather, shield) Armor Class 18 (chain mail, shield)
Hit Points 45 (6d8 + 18) Hit Points 105 (14d8 + 42)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 13 (+1)

Saving Throws Dex +6 Saving Throws Con +6, Wis +4


Skills Athletic +4, Acrobatic +6, Stealth +6 Skills Athletic +7, Intimidation +4, Perception +4
Senses passive Perception 11 Senses passive Perception 14
Languages Common, Illuskan Languages Common, Illuskan
Challenge 3 (700 XP) Challenge 7 (2,900 XP)

Lightfooted. The maiden can take the Dash or Brute. A melee weapon deals one extra die of its
Disengage action as a bonus action on each of her damage when the huskarl hits with it (included in
turns. the attack).

Mariner. The maiden can hold her breath Deadly Strike (1/Turn). Any hit with a melee weapon
underwater for twice as long and has proficiency attack the huskarl scores against a prone creature is
with navigator's tools. The maiden is also naturally a critical hit.
adapted to cold climates, as described in chapter 5 Indomitable (2/Day). The huskarl can reroll a saving
of the Dungeon Master’s Guide. throw it fails. It must use the new roll.
Actions Mariner. The huskarl can hold its breath underwater
for twice as long and has proficiency with
Multiattack. The maiden makes two melee attacks or navigator's tools. The huskarl is also naturally
two ranged attacks. adapted to cold climates, as described in chapter 5
Javelin. Melee or Ranged Weapon Attack: +4 to hit, of the Dungeon Master’s Guide.
reach 5 ft. or range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage. Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach Multiattack. The huskarl makes either three melee
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. attacks — two with its longsword and one with its
spiked shield — or two ranged attacks with its
Reactions longbow.
Counterattack. When a creature misses the maiden Longsword. Melee Weapon Attack: +7 to hit, reach
with a melee weapon attack, the maiden can make 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
one melee weapon attack with advantage against Longbow. Ranged Weapon Attack: +5 to hit, range
the creature. 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
Spiked Shield. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. If the target is a Medium or smaller
creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.

Reactions
Bulwark. When an ally the huskarl can see within 5
feet of it is attacked, the huskarl switches places
with the ally. The two ally swap places, and the
huskarl becomes the target instead.
Skald
Warriors, poets and chroniclers, skalds are the living memory Skald
of the northlander culture. As wandering storytellers, they Medium humanoid (human), neutral
deliver news throughout the holds, exchange stories with
their peers and reminisce sagas of old at the longhouses. Armor Class 16 (scale mail)
Skald balance a violent spirit with the veneer of civilization, Hit Points 75 (10d8 + 30)
recording events such as heroic battles and the deeds of great Speed 30 ft.
leaders, enhancing these stories in the retelling.
STR DEX CON INT WIS CHA
As keepers of the memory, skalds are often presiding funeral
rites in isolated islands. They are also expected to keep track 16 (+3) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2)
of the nyr sidr (new ways) and the forn sidr (old ways) making
sure the northlanders are staying true to the ways of Valkur Saving Throws Str +5, Cha +4
and do not adopt foreign customs, or even worse, magic. Skills History +6, Intimidation +4, Performance +6
Senses passive Perception 10
Skalds are northlanders first, and artists second. They value Languages Common, Illuskan
martial prowess as much as any clan warrior and are eagerly Challenge 4 (1,100 XP)
joining the raids. In battle, they blow their war horn and
galvanize their battle brothers and sisters, pushing them to Brave. The skald has advantage on saving throws
make their ancestors proud. against being frightened.
Mariner. The skald can hold its breath underwater
for twice as long and has proficiency with
navigator's tools. The skald is also naturally adapted
to cold climates, as described in chapter 5 of the
Dungeon Master’s Guide.
Shout of Valor (Recharges after a Short or Long Rest).
The skald can utter a powerful warcry. For 1 minute,
whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a
damage roll. The creature can add a d6 to its roll
provided it can hear and understand the skald. A
creature can benefit from only one Shout of Valor
die at a time. This effect ends if the skald is
incapacitated or frightened.

Actions
Multiattack. The skald makes two melee attacks or
two ranged attack.
Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
War Horn (Recharge 5-6). The skald blows in its
horn. Each hostile creature within 120 feet of the
skald that can hear it must succeed on a DC 14
Wisdom saving throw or be frightened until the end
of the skald's next turn or until the skald is
incapacitated. A frightened target that starts its turn
within 30 feet of the skald must use all its
movement on that turn to get as far from the skald
as possible, must finish the move before taking an
action, and must take the safest available route
away from the skald. A target that successfully
saves is immune to the War Horn of all skalds for
the next 24 hours.
Völva
Throughout the Northlanders Isles, groups of wise women, Völva
herbalists or seeresses are nurtured by the clans. Unmarried, Medium humanoid (human), neutral
these women are called the völur, singular völva, which
literally translates as “wand-wed”. Honored and sought for Armor Class 15
their counsel, they can travel alone without fear and be Hit Points 78 (12d8 + 24)
welcomed by any hearth fire. If a völva comes to visit a thane Speed 30 ft.
or a jarl, the leader must give up its high seat to her,
acknowledging her as bearing the authority of the gods. They STR DEX CON INT WIS CHA
live outside and above the normal hierarchy of society.
8 (-1) 12 (+1) 14 (+2) 17 (+3) 18 (+4) 15 (+2)
Völva are versed in herbology, mythology and omen
interpretation, they advise the rulers of the isles in matters of Saving Throws Int +6, Wis +7
spirituality, politic and the divine. They wander alone or in Skills Arcana +6, History +6, Insight +10, Medicine
groups of 9 or 13 with their wands and staffs. Actual temples +7, Religion +6
are exceedingly rare in the isles, for the northlanders revere Senses truesight 60 ft., passive Perception 14
their gods in wild, sacred places, but when there is a need for Languages Common, Illuskan, any two languages
the will of the gods to be known, völur organize a grand Challenge 5 (1,800 XP)
ceremony that lasts for several days, involving animal
sacrifices and communal feastings. At the end of the rites, the Lore Keeper. The völva has advantage on
völur reveal the awaiting prophecy in a divination called the Intelligence and Wisdom ability checks.
“völupsa” or “song of the seeresses”. Mariner. The völva can hold her breath underwater
for twice as long and has proficiency with
navigator's tools. The völva is also naturally adapted
to cold climates, as described in chapter 5 of the
Dungeon Master’s Guide.
Seeress. The völva can't be surprised and attack rolls
against her have disadvantage unless the völva is
incapacitated or restrained. While the völva is
wearing no armor, her AC includes her Wisdom
modifier.
Wand-Wed. The völva carries a staff carved out of
the wood of a mystical white tree, that is a focus for
her inner power. She can use the staff as if it were a
staff of healing (Wisdom spellcasting ability). If the
staff is lost or destroyed, the völva must craft
another, which takes a year and a day. Only a völva
can use the staff.

Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach
5 ft., one target. Hit: 2 (ld6 - 1) bludgeoning
damage, or 3 (ld8 - 1) bludgeoning damage if used
with two hands.
Tormenting Vision. The völva targets one creature
she can see within 60 feet of her. The target must
succeed on a DC 14 Wisdom saving throw. On a
failure, the target is under one of the following
effects, chosen by the völva:
The target takes 16 (3d10) psychic damage and
is frightened until the end of the völva's next
turn.
On its turn, the target can't move, and it uses its
action to make a melee or ranged attack against a
randomly determined creature within range. If
the target can't attack, it does nothing on its
turn.
The target falls unconscious until the end of its
next turn. The target wakes up if it takes damage
or if another creature takes an action to shake it
awake.
Berserker Unarmored Defense. While the berserker is wearing no
armor, its AC includes its Constitution modifier.
Medium humanoid (human), neutral
Unbridled Rage (Recharges after a Short or Long Rest). As
Armor Class 16 a bonus action, the berserker can enter a rage at the
Hit Points 110 (13d8 + 52) start of its turn. The rage lasts for 1 minute or until the
Speed 40 ft. berserker is incapacitated. While raging, the berserker
gains the following benefits:
STR DEX CON INT WIS CHA The berserker has advantage on Strength checks and
Strength saving throws
18 (+4) 14 (+2) 18 (+4) 8 (-1) 13 (+1) 7 (-2) When it makes a melee weapon attack, the berserker
gains a +3 bonus to the damage roll.
Saving Throws Str +7 Con +7 The berserker has resistance to bludgeoning,
Skills Athletic +7, Perception +4, Survival +4 piercing, and slashing damage.
Senses passive Perception 14
Languages Common, Illuskan Actions
Challenge 8 (3,900 XP)
Multiattack. The berserker makes three melee attacks.
Brute. A melee weapon deals one extra die of its Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
damage when the berserker hits with it (included in the one target. Hit: 13 (2d8 + 4) slashing damage.
attack).
Islander's Fortitude (2/Day). If damage reduces the
Reactions
berserker to 0 hit points, it must make a Constitution Retaliation. In response to being hit by a melee attack,
saving throw with a DC of 5 + the damage taken, the berserker can make one melee weapon attack with
unless the damage is from a critical hit. On a success, advantage against the attacker.
the berserker drops to 1 hit point instead.
Intimidating Presence. When a creature the berserker
Mariner. The berserker can hold its breath underwater can see starts its turn within 30 feet of the berserker,
for twice as long and has proficiency with navigator's the berserker can intimidate it. If the creature can see
tools. The berserker is also naturally adapted to cold the berserker, it must succeed on a DC 14 Wisdom
climates, as described in chapter 5 of the Dungeon saving throw or be frightened until the end of
Master’s Guide. berserker's next turn.

Optional: Seeing Red


Berserkers are notably unpredictable warriors,
prompt to fly into mindless rage in the battlefield,
caring not if their axes are slaying friends or foes.
At your option, berserkers might have the following
trait.

Seeing Red. When the berserker reduces a creature


to 0 hit points, the berserker must make a DC 15
Wisdom saving throw. On a failed save, the
berserker must make a melee attack against a
random target within its reach on its next turn. If it
has no targets within its reach even after moving, it
loses its action on that turn.
Thane Actions
Medium humanoid (human), neutral Multiattack. The thane makes three melee attacks: one
with its battleaxe and two with its longsword.
Armor Class 18 (plate)
Hit Points 212 (25d8 + 100) Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 14 (2d8 + 5) slashing damage and the
target must succeed on a DC 17 Constitution saving
throw or be stunned until the end of its next turn.
STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +10 to hit, reach 5
20 (+5) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 16 (+3) ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the
thane scores a critical hit, it rolls the damage dice three
Saving Throws Str +10, Dex +6, Con +9 times, instead of twice.
Skills Athletic +10, Intimidation +8, Perception +7
Senses passive Perception 17 Legendary Actions
Languages Common, Illuskan
Challenge 13 (10,000 XP) The thane can take 2 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
Brute. A melee weapon deals one extra die of its creature's turn. The thane regains spent legendary
damage when the thane hits with it (included in the actions at the start of its turn.
attack).
Attack. The thane makes one longsword attack.
Indomitable (3/Day). The thane can reroll a saving throw Command Ally. The thane targets one ally it can see
it fails. It must use the new roll. within 30 feet of it. If the target can see and hear the
Mariner. The thane can hold its breath underwater for thane, the target can make one weapon attack as a
twice as long and has proficiency with navigator's reaction and gains advantage on the attack roll.
tools. The thane is also naturally adapted to cold Inspire Ally. The thane targets one ally it can see
climates, as described in chapter 5 of the Dungeon within 30 feet of it. If the target can see and hear the
Master’s Guide. thane, the creature gains 20 temporary hit points.
Rally Ally. The thane targets one ally it can see within
Martial Superiority (1/Turn). The thane can deal an extra 30 feet of it. If the target can see and hear the thane,
17 (5d6) damage to a creature it hits with a weapon it is freed from any charm and fright effect.
attack. Rush (Costs 2 Actions). The thane moves up to its
Reckless. At the start of its turn, the thane can gain speed to a creature it can see and slams into it. The
advantage on all melee weapon attack rolls during that target must succeed on a DC 17 Strength saving
turn, but attack rolls against it have advantage until the throw or take 14 (2d8 + 5) bludgeoning damage and
start of its next turn. be pushed up to 10 feet away and knocked prone.

Actions
Thane
The society of the northlander reflects the isles they live in:
harsh and unforgiving. Most thane got to their position by
killing the previous leader in single combat. They must
constantly secure their position at the head of a clan, for to be
weak is to invite challenge. Thanes answer only to jarls and
kings, until they prove too weak to be served and must be
challenged too.
A thane must honor the gods, especially Valkur, and heed the
counsel of its priests in its stronghold, especially the
wandering völur. Aside from the priests, huskarls, a group of
trusted warriors, and skalds, warrior poets, also have the ear
of the thane. Few things outside death can depose a thane,
but the birth of a magically gifted heir can easily lead to its
downfall, as it brands him as disfavored by Valkur.
Thanes are formidable warriors and leaders of men. On the
battlefield, they shout orders and lead the charge, killing as
many enemies as they can, laughing at the cowardly generals
that hide behind their army. At time of peace they dispense
justice inside their hold, plan for the next raiding season and
plot against one another to expand their land.
Jarl Longsword. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the
Medium humanoid (human), neutral
jarl scores a critical hit, it rolls the damage dice three
Armor Class 18 (breastplate, shield) times, instead of twice.
Hit Points 256 (27d8 + 135) Javelin. Melee or Ranged Weapon Attack: +10 to hit,
Speed 30 ft. reach 5 ft. or range 30/120 ft., one target. Hit: 15 (3d6
+ 5) piercing damage.
STR DEX CON INT WIS CHA Reactions
20 (+5) 14 (+2) 20 (+5) 12 (+1) 14 (+2) 18 (+4) Parry. The jarl adds 5 to its AC against one melee attack
that would hit it. To do so, the jarl must see the
Saving Throws Str +10, Con +10, Wis +7 attacker and be wielding a melee weapon.
Skills Athletic +10, Intimidation +9, Perception +7
Senses passive Perception 17 Legendary Actions
Languages Common, Illuskan
Challenge 15 (13,000 XP) The jarl can take 3 legendary actions, choosing from
the options below. Only one legendary action option
First Axe. A weapon deals two extra dice of its damage can be used at a time and only at the end of another
when the jarl hits with it (included in the attack). creature's turn. The jarl regains spent legendary actions
at the start of its turn.
Mariner. The jarl can hold its breath underwater for
twice as long and has proficiency with navigator's Marked for Death. The jarl targets one creature it can
tools. The jarl is also naturally adapted to cold climates, see within 120 feet of it. The next attack roll made
as described in chapter 5 of the Dungeon Master’s against this target before the end of the jarl's next
Guide. turn has advantage.
Deathblow (Costs 2 Actions). The jarl makes one
Survivor. The jarl regains 10 hit points at the start of its weapon attack. If it hits, the attack deals maximum
turn if it has at least 1 hit point but fewer hit points damage and the target can't regain hit points until
than half its hit point maximum. the end of its next turn.
Unleash the Fury (Costs 2 Actions). Up to three
Actions friendly creature within 120 feet of the jarl that can
Multiattack. The jarl makes three melee attacks or three hear it can use their reactions to move up to their
ranged attacks. speed and each make one weapon attack.

Jarl
Jarls, also called First Axe, are bloodthirsty warlords that rule
over a cluster of isles or a part of one the larger isles. Jarls are
conquerors, they view the isles as their ancestral home, but
the cities of the coast are theirs to rule and plunder. They
come from a nation of chosen warriors and explorers that
founded many of the prosperous coastal cities, and are very
aware of this birthright.
Jarls own the most important economical asset of the isles,
longboats. Without the raids, the meager natural resources of
some isles would not be able to support their population and
the Northlanders Isles could not exist. Jarls allow the thanes
under them to charter their fleet, proven they get the lion’s
share on slaves, loot and that they take an oath to serve them.
No true northlander would accept the rule of an unproven
jarl, and all are expected to be peerless warriors. To step on
its throne a jarl must challenge and defeat the previous ruler,
but even before doing so, must prove worthy by
accomplishing a heroic deed, such as slaying an ice giant or a
powerful sea monster. Ultimately, most jarls aspire to become
High King of the isles, but becoming High King isn’t
necessarily as hard as keeping the throne under the constant
threat of assassination and overthrow attempt of rivals.
Heir of Valkur Mariner. The heir can hold its breath underwater for
twice as long and has proficiency with navigator's
Medium humanoid (human), neutral
tools. The heir is also naturally adapted to cold
Armor Class 19 climates, as described in chapter 5 of the Dungeon
Hit Points 287 (25d8 + 175) Master’s Guide.
Speed 40 ft. Unarmored Defense. While the heir is wearing no armor,
its AC includes its Constitution modifier.
STR DEX CON INT WIS CHA Unbridled Rage. As a bonus action, the heir can enter a
rage at the start of its turn. The rage lasts until the heir
24 (+7) 14 (+2) 24 (+7) 8 (-1) 15 (+2) 7 (-2) is incapacitated or choose to end it. While raging, the
heir gains the following benefits:
Saving Throws Str +13, Dex +8, Con +13
Skills Athletic +13, Perception +8, Survival +8 The heir has advantage on Strength checks and
Damage Resistances cold, lightning Strength saving throws
Condition Immunities charmed, frightened When it makes a melee weapon attack, the heir gains
Senses passive Perception 18 a +4 bonus to the damage roll.
Languages Common, Illuskan The heir has resistance to bludgeoning, piercing, and
Challenge 17 (18,000 XP) slashing damage.

Aggressive. As a bonus action, the heir can move up to


Actions
its speed toward a hostile creature that it can see. Multiattack. The heir makes two melee attacks or four
melee attacks if it has fewer than half of its hit points
Ancestor's Protection. The heir has advantage on saving remaining. On a hit, the heir can cause an additional
throws against any spell that targets only the heir. If the effect, choosing from the options below (each effect
heir's saving throw succeeds and the spell is of 7th can be used only once per turn):
level or lower, the heir is unaffected, and the effect is
reflected back at the caster as though it originated The attack deals an extra 18 (4d8) slashing damage.
from the heir, turning the caster into the target. The target must succeed on a DC 17 Wisdom saving
throw or be frightened until the end of the
Brute. A melee weapon deals one extra die of its northlander's next turn.
damage when the heir hits with it (included in the The attack bypass the damage resistances of the
attack). target.
Magic Weapons. The heir's weapon attacks are magical.
Greataxe. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 20 (2d12 + 7) slashing damage.

Heir of Valkur
Seen as the living incarnations of Valkur, these berserkers
are truly on the brink of death. When a berserker receives a
prophetic dream of a great white tree it knows that its time
will soon come. Most rejoice, for it has been chosen by
mighty Valkur to be its champion, and there is no greater
honor than to die in its name.
The blessed barbarian must take a long and perilous journey
toward the coldest islands, facing frost giants, sea monsters
and bitter weather along the way. Once it reaches its
destination, it will find the great white tree and drink from its
sap. When the heir of Valkur returns, all rejoice in the hold,
feasts and celebrations are held in its honor, for it is an
excellent presage for the raids to come.
The heir is transformed by the pilgrimage, exalted and
imbued with the power of the god. Still, this is a double-edged
sword, for the body of mortals cannot contain such might for
very long. The final raid of each heir of Valkur is recorded in
the sagas, narrated by skalds in the longhouses. It leads the
charge and cares nothing for its own safety, bringing death to
the enemies of the northlanders.
Table of Content (by challenge)
Name Size Type Challenge
Kikimore Hatchling Tiny Monstrosity 1/8
Nekker Small Fey 1/8
Drowner Medium Undead 1/2
Feral Zombie Medium Undead 1/2
Kikimore Worker Small Monstrosity 1/2
Siren Medium Monstrosity 1/2
Hound of the Wild Hunt Medium Elemental 1
Nekker Warrior Small Fey 1
Rotfiend Medium Undead 1
Dluur Medium Aberration 2
Godling Small Fey 2
Phoocas Small Fey 2
Primal Murder of Crows Large Swarm of Fey 2
Bloated Zombie Medium Undead 3
Devourer Medium Undead 3
Drowned Dead Medium Undead 3
Ekhidna Medium Monstrosity 3
Faun Medium Fey 3
Horde of Zombies Huge Swarm of Undead 3
Kikimore Swarm Large Swarm of Monstrosity 3
Thornheart Small Fey 3
Wild Hunt Warrior Medium Fey 3
Fleder Medium Undead 4
Kikimore Warrior Large Monstrosity 4
Primal Wolf Medium Fey 4
Sister of the Vale Medium Fey 4
Foglet Large Undead 5
Leanan Medium Fey 5
Ravenous Zombie Medium Undead 5
Scurver Medium Undead 5
Uhogguath Large Aberration 5
White Frost Elemental Large Elemental 5
Alp Medium Undead 6
Griffin Large Monstrosity 6
Ice Wraith Large Elemental 6
Spectral Hunt (Raiders) Huge Swarm of Fey 6
Garkain Medium Undead 7
Gorebull Large Monstrosity 7
Nightwraith Medium Undead 7
Crypt Horror Large Undead 8
Easnadh Huntsman Medium Fey 8
Grave Hag Medium Fiend 8
Great Cockatrice Large Monstrosity 8
Kikimore Queen Huge Monstrosity 8
Melusina Medium Monstrosity 8
Name Size Type Challenge
Noonwraith Medium Undead 8
Primal Bear Huge Fey 8
Proto Fleder Large Undead 8
Vargheist Large Undead 8
Bruxa Medium Undead 9
Red Rider Medium Fey 9
Warp Spawn Large Aberration 9
Amber Father Huge Fey 10
Chort Large Monstrosity 10
Ekimmara Large Undead 10
Ignis Fatuus Medium Undead 10
Permafrost Elemental Large Elemental 10
Shambling Lord Medium Undead 10
Voref Medium Humanoid 10
Spriggan Medium Fey 11
Alpha Garkain Large Undead 12
Jörmungandr Huge Elemental 12
Naglfar Gargantuan Construct 12
Tormentor Medium Fey 12
Bonfire King Large Fey 13
Hym Large Undead 13
Balewing Huge Aberration 14
Green Enchantress Medium Fey 14
Katakan Large Undead 14
Leshen Large Fey 14
Morvudd Large Monstrosity 14
Mula Medium Undead 14
Plague Maiden Medium Undead 14
Royal Griffin Huge Monstrosity 14
Chosen of Baphomet Large Fiend 15
Crone Medium Monstrosity 15
Dolgotha Huge Aberration 15
Navigator Medium Fey 15
Black Root Large Fey 16
Ulfhedinn Large Monstrosity 16
Nekurat Large Undead 17
Wild Hunt General Medium Fey 17
Ancient Leshen Large Fey 20
Relic Morvudd Huge Monstrosity 20
Spectral Hunt (War Host) Gargantuan Swarm of Fey 20
Spectral King Large Fey 21
King of the Wild Hunt Medium Fey 22
Arch-Wraith Huge Undead 23
Higher Vampire Medium Undead 23

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