Book of Beautiful Horrors - v1.7 - Optimized Quality
Book of Beautiful Horrors - v1.7 - Optimized Quality
Book of Beautiful Horrors - v1.7 - Optimized Quality
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
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.
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.
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.
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.
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.
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.
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.
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)
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
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)
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.
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.
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.
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)
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.
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
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)
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
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)
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.
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
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)
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.
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:
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.
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
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
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.
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.
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.
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.
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.
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.
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...”
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.
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.
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.
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:
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.
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.
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.
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
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 -
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.
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
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)
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.
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)
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
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)
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)
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.
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.
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