Dragon Age 5th Edition - Darkspawn

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At a glance
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The key takeaways are that darkspawn were created during the First Blight and have plagued the world ever since. There are different theories about their origins. Darkspawn come in various types like alphas, emissaries, and archdemons.

The main types of darkspawn mentioned are alphas, emissaries, and archdemons. Alphas are stronger leaders, emissaries can use magic, and archdemons are the most powerful darkspawn that can command the entire horde during a Blight.

Darkspawn society is based on a hierarchy with alphas as commanders and omegas as their seconds-in-command. Emissaries ensure darkspawn follow the archdemon's will. They live in hordes but fight each other when young to establish dominance. An archdemon is the only one that can command the entire darkspawn force during a Blight.

Darkspawn

W
ith the First Blight came the darkspawn and archdemons and led the darkspawn to lay waste to the
they have been a plague on the world ever world in what would become known as the First Blight.
since. The Chantry teaches that the Dwarven Version. The dwarves give little credit to
darkspawn cannot be utterly vanquished Chantry beliefs, but they themselves have no known origin
until sin has been banished from the world, story for the darkspawn. As far as the dwarves are
for they are man’s hubris made flesh. concerned, the darkspawn simply appeared underground.
Regardless of where they first came from, The darkspawn hordes that invaded the Deep Roads ended
the legions of the darkspawn now make war upon all other up crippling the dwarven empire, leaving only Orzammar
races, emerging from the dwarven Deep Roads in vast and Kal-Sharok, the latter of which was completely isolated
numbers with each Blight. Darkspawn are malicious from the outside world until recently.
creatures, regarding all species not their own as slave labor, Tevinter Version. The Magisters of Tevinter deny their
sport, or provisions. They tend to even look upon their involvement in starting the Blight. They claim the
fellow darkspawn with disfavor and even when they travel darkspawn have always existed and the magisters have no
together in force, they will group together with their own connection to them. Slaves are not regaled with a Tevinter
kind (genlocks with genlocks, hurlocks with hurlocks, and version of the Chant of Light, so there is no confirmation if
so forth). Fortunately for the other sentients of Thedas, there is an official Imperial Chantry stance beyond typical
darkspawn despise the sun and their vision is impaired in Tevinter opinion.
daylight.
Darkspawn Society
Background Physiology & Reproduction. The darkspawn do not need
Chantry Version. According to the Chantry, they were to eat as the taint sustains them, however they can eat for
created when the magisters of the Tevinter Imperium reasons other than dietary. Furthermore, the taint provides
opened a portal into the Golden City, tainting the realm of quick healing from wounds. This healing even allows the
the Maker with their corruption and returning as the first re-creation of lost body parts after some time. The
darkspawn, their evil transfiguring them into the monsters darkspawn have very good vision in the darkness, however
they became. they generally avoid direct exposure to sunlight. During the
While underground, they grew in number and dug deeper Blights, the sun is hidden by ominous clouds as a result of
and deeper into the earth until they found the resting place blight magic.
of the Old God Dumat, where he had been imprisoned. Hierarchy. The newborn darkspawn will inevitably fight
Freed from his prison and warped by the taint the amongst themselves and try to kill each other, possibly by
darkspawn bore, Dumat became the first of the instinct. This serves to thin out the weaker darkspawn.
Occasionally one young darkspawn will be so much more .
powerful than the rest that it kills the entire brood. This
darkspawn is called an alpha. They are generally taller,
stronger, or much more intelligent than the rest of their Hivemind
kind and wear better armor. Darkspawn do not have a language of their own,
Emissaries are highly intelligent darkspawn that draw on though some of the more intelligent darkspawn
the power of the taint to cast spells. They act as "shamans" (such as Alphas and Emissaries) have learned to
or spiritual leaders to the darkspawn. Emissary alphas are speak common. Instead darkspawn communicate
the most powerful of the magic wielding darkspawn. and coordinate through a type of telepathy as a
During a Blight only an Archdemon can command the hivemind, as noted in their stat blocks. This has
the following benefits:
entire darkspawn horde. Alphas serve as the commanders
and generals of the darkspawn, while omegas are "second- All darkspawn within 120 feet of each other
in-command" to the Archdemon. The strongest alphas and share awareness of their surroundings. As
omegas receive direct orders from the Archdemon itself. such if one darkspawn becomes aware of a
Emissaries ensure that darkspawn follow the Archdemon's creature's presence (through a Wisdom
will and that alphas serve the Archdemon's interests and (Perception) check for example) then all
not their own. other darkspawn within range become aware
Without a Blight, the darkspawn remain underground of that creature.
except for raids. When there isn't an Archdemon to direct Darkspawn do not need to be able to speak or
the darkspawn, the "chain of command" within the hear each other in order to coordinate their
actions.
communal mind of the darkspawn breaks down, with
individual alphas and omegas assuming a sort of The Architect and The Mother are the only
leadership position as "tyrants", splitting the horde darkspawn presented here that are no longer part
amongst themselves and fighting for dominance. of the hivemind.
Emissaries ensure that darkspawn search for the If you do not wish to use the "Hivemind"
Archdemons outside of a Blight. feature then a simple Variant is to give all
Communication & Sapience. All darkspawn are darkspawn "Undercommon" as a language. All
connected through the taint, functioning as a hive-mind. darkspawn listed as having "Common" retain that
The darkspawn rank and file do not possess any language language.
beyond roars and grunts. Despite this, they communicate
well with one another, and some can be heard laughing
cruelly as they attack and slay their foes. At least some
emissaries and alphas are able to communicate with other
races, even if unwillingly. The Archdemons are also known
to do so. It is clear that a Blight arises when darkspawn, in their
When not already under the thrall of an Archdemon, and burrowing, unearth one of the Old Gods once worshipped
when not engaged in raids (either on each other or other by the Tevinter. The darkspawn are somehow drawn to the
sentients), the darkspawn relentlessly search for the resting places of these ancient high dragons. It may be that
sleeping Old Gods, drawn by what they hear as the "song" the Old Gods call to the darkspawn hoping to be released
of the dragons. This need seems to override nearly from their ancient prisons, or it may be that the darkspawn
anything else; the darkspawn will search without rest for an are somehow able to sense the presence of the corruptible
Old God for centuries if need be. Darkspawn worship them deities and so seek them out. Both may be true.
even in their absence. They constructing strange and In any case, upon reaching a slumbering Old God the
macabre idols, banners, and totems from bone, leather, and corruption of the darkspawn transforms the powerful being
even flesh, dedicated to their masters and convert statues into an Archdemon. Some suppose that this transformation
into their representations. One of the former Archdemon drives the deity mad, while others believe that the actions of
prisons was filled with darkspawn corpses who died such beings are beyond understanding in the first place.
praying to their god. Whatever its motivations, an unearthed Archdemon
Common knowledge is that the average darkspawn can eventually rises to the surface of the world and leads
barely be considered sapient and possesses no intelligence seemingly limitless darkspawn hordes in battle against all
beyond a simple animal cunning. Yet they should not be who oppose them.
underestimated. Thus shrieks and genlock rogues excel at Between the time an Archdemon is transformed and the
ambushing and attacking the unwary, and darkspawn have moment when it first appears on the surface of the world
been known to make use of manmade objects like ballistae the land itself begins to show signs of the growing
to combat outsiders. Darkspawn seem to show little fear, corruption. Crops shrivel, water turns foul, animals sicken
and though they will retreat if they begin to lose a fight and become twisted, people fall ill for no obvious reason. As
without an Archdemon guiding them, they will never these effects increase, darkspawn are seen with greater
surrender to their foes and will continue fighting even if frequency.
countless numbers of their brethren have been slain. Once the Archdemon appears on the surface, the Blight’s
corruption follows in its wake as it travels the land,
Blights expanding especially swiftly from any area where the
tainted Old God lairs. The longer the Blight continues the
No one knows exactly what a Blight is. The Chantry still more intense the effects become. Eventually the sky fills
teaches that Blights are the Maker’s curse on the ancient with roiling clouds that blot out the sun. The little rain that
magisters of Tevinter who breached His Golden City. The falls from such clouds is thick and viscous, yet evaporates
Grey Wardens think of Blights as a pervasive spiritual quickly.
corruption. The ever-practical dwarves do not care what
Blights are or what causes them, as long as they are fought.
A Blight only ends with the death of the Archdemon Civilized travelers are invariably hunted unless they
whose rise brought it forth. In all the history of Thedas, travel in armies, and even armies fall under attack without
only the Grey Wardens have managed to permanently slay notice. All small and most medium-sized settlements have
an Archdemon. It’s not clear whether this is the only way an been razed, their denizens now either dead or refugees in
Archdemon can be destroyed for good, but it’s certainly the other places. Larger and larger cities fall. More and more
case that most would-be slayers perish simply attempting people are killed. The Blight spreads and the darkspawn
to penetrate the foul malaise that surrounds these horrible armies grow until the Archdemon is slain.
creatures. The tide turns when the Archdemon is slain. The skies
How Blights Are Experienced: Blights advance in a clear almost immediately and the weather returns quickly
progression that the Grey Wardens now understand to normal for the season. The land can take months or
relatively well. However, the Order remains uncertain about years to recover, depending on how far into Blight various
the precise “rules” under which Blights operate. Does an areas fell. New-growth plants break the surface. Some
Archdemon’s presence cause and spread the Blight, or is it sickly animals recover and some twisted animals finally
the hordes of darkspawn that invariably travel with them? manage to breed (producing non-mutant offspring), but
Does it take all Archdemons a similar amount of time to even by life’s various means it still takes a long time for
reach the surface? What would happen if an Archdemon animal populations to reach their pre-blight levels.
were left unchecked forever? Even for the gaps in their Rebuilding old villages and founding new ones continues
knowledge, the Grey Wardens use what they do know to for human generations. Some particularly hard-hit areas
carry out their vigilant— and sometimes violent—work. never recover from the Blight. There are portions of the
Blights begin without warning, and spread quietly at first. Anderfels that have been so ravaged by two Blights that
Those on the outskirts of surface civilization begin to they are now deserts.
report darkspawn activity, but environmental effects are Grey Wardens call the recovery after a Blight the Thaw.
difficult to discern. Some assume the darkspawn have been The Order organizes Thaw hunts to kill off as many
driven to the surface by calamity below and that their disoriented and leaderless darkspawn as possible before
depredations will pass, while others immediately conclude they retreat back underground. Eventually the darkspawn
that a Blight is coming. The Grey Wardens spend much are killed or retreat, and even deep wildernesses become
time and effort investigating the activities of darkspawn— generally safe for civilized traffic.
and rumors of their activities— between Blights, always Should a Blight continue unchecked, it would lay waste
trying to become aware of the next Blight as early as to the world of men, something every realm prays will
possible. never come to pass.
If a Blight is truly on the rise, as time passes more and
more witnesses spot increasingly large forces of darkspawn
in the land. It becomes clear that the plants and animals in
the areas where the darkspawn have been most often are
sickening. Outlying villages suffer attacks. Sometimes,
despite appearances, even this level of corruption and
devastation is not truly a Blight. A particularly strong or
clever hurlock or genlock alpha can carry their minions to
great triumphs even when an Archdemon is not active in
the world. In such cases, if the horde that follows such a
leader is defeated, the land slowly recovers.
Attacks on small villages eventually give way to raids on
increasingly larger, and more central, bastions of
civilization. Even though the Archdemon has not yet been
seen, darkspawn forces include increasingly mighty
creatures. Massive armies besiege sizable cities outside a
realm’s central lands. Blight disease spreads and
intensifies. Famine arises. These manifestations can
continue for years, even decades.
By this time, only a fool would deny that a Blight has
come, even if an Archdemon has not yet been seen. Travel
becomes difficult and dangerous. Blight wolves, bereskarn,
and worse attack travelers even near towns and on major
roads. Whole armies of darkspawn march in the open.
Many villages have been devastated or abandoned. Those
that remain distrust travelers and fall under frequent
attacks. Potable water is scarce. The skies are overcast and
ominous, although there is little rain.
Eventually, the Archdemon takes the head of its
darkspawn armies, leading them into battle and smashing
the cities of civilization. Roiling clouds block the sun across
the whole of the world for months on end. Only the scarcest
pockets of healthy wilderness remain. The tainted land
itself is capable of infecting the weak or unwary; ghouls and
other weird mutants run rampant through the countryside.
Genlock Genlocks: The Klingons of DA
Most numerous of the darkspawn by far, genlocks are tough How the darkspawn were depicted changed
and stocky fighters with a penchant for wickedly hooked dramatically from Dragon Age: Origins to Dragon
axes. Unlike the majority of their brethren, they are swift to Age 2. Genlocks in particular were shown as large
take up the more complicated weapons of their enemies, ape-like creatures rather than twisted dwarfs. For
employing siege engines in battle and using clever traps to the purposes of this creation I will be using the
defend any terrain they control. Ferelden’s Circle of Magi original versions of the genlocks from DA: O. If
believes that their propensity to mine the Deep Roads for you are looking for statistics for the larger apelike
lyrium has given genlocks a resistance to magic, for they’ve genlocks, I recommend /u/Zuroyuso's version
here: https://goo.gl/MZHr9p
been known to shrug off spells in battle with little effect.
Genlocks tend to be slightly shorter than dwarves with pale
white or yellowish skin. They are invariably bald, with deep
set eyes and sunken cheeks. Their voices are low and
harsh, punctuated by occasional grunts.
Genlock
Medium monstrosity (darkspawn), chaotic evil

Armor Class 18 (chain mail, shield)


Hit Points 37 (6d8 + 10)
Speed 25ft.

STR DEX CON INT WIS CHA


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

Damage Resistances poison


Senses Darkvision 120ft., passive Perception 11
Languages None, see "Hivemind" sidebar
Challenge 3 (700 XP)

Aggressive. As a bonus action, the genlock can


move up to its speed towards a hostile creature
that it can see.
Keen Smell. The genlock has advantage on
Wisdom (Perception) checks that rely on smell.
Magic Resistance. The genlock has advantage on
saving throws against spells and other magical
effects.
Sunlight Sensitivity. While in sunlight, the genlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The genlock makes two attacks with
its battleaxe or its handaxe.
Battleaxe. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5ft. or range 20/60 ft., one target. Hit:
6 (1d6 + 3) slashing damage.
A Fearsome Threat
When converting the the darkspawn from the
AGE system to 5th Edition I wanted to ensure
that they remained a credible threat. For that
reason the "Genlock" and "Hurlock" entries
should be considered the default type of
darkspawn characters will encounter. However, in
order to add more choice for DMs who may wish
to use darkspawn at lower levels I have included
the "Genlock Runt", "Genlock Archer", "Hurlock
Runt" and "Hurlock Bolter" entries.

Genlock Archer
Genlock Runt Medium monstrosity (darkspawn), chaotic evil
Medium monstrosity (darkspawn), chaotic evil
Armor Class 14 (studded leather)
Armor Class 15 (chain shirt) Hit Points 22 (4d8 + 4)
Hit Points 26 (4d8 + 8) Speed 25ft.
Speed 25ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 13 (+1) 8 (-1) 14 (+2) 8 (-1)
15 (+2) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
Damage Resistances poison
Damage Resistances poison Senses Darkvision 120ft., passive Perception 12
Senses Darkvision 120ft., passive Perception 11 Languages None, see "Hivemind" sidebar
Languages None, see "Hivemind" sidebar Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Escape. Opportunity attacks against the genlock
Keen Smell. The genlock has advantage on are made with disadvantage.
Wisdom (Perception) checks that rely on smell.
Keen Smell. The genlock has advantage on
Magic Resistance. The genlock has advantage on Wisdom (Perception) checks that rely on smell.
saving throws against spells and other magical Magic Resistance. The genlock has advantage on
effects. saving throws against spells and other magical
Sunlight Sensitivity. While in sunlight, the genlock effects.
has disadvantage on attack rolls, as well as on Sunlight Sensitivity. While in sunlight, the genlock
Wisdom (Perception) checks that rely on sight. has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach Actions
5ft., one target. Hit: 6 (1d8 + 2) slashing damage, Longbow. Ranged Weapon Attack: +4 to hit,
or 8 (1d10 + 3) slashing damage if used with two range 150/600ft., one target. Hit: 7 (1d8 + 2)
hands. piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to Shortsword. Melee Weapon Attack: +4 to hit,
hit, reach 5ft. or range 20/60 ft., one target. Hit: reach 5ft., one target. Hit: 5 (1d6 + 2) piercing
5 (1d6 + 2) slashing damage. damage.
Genlock Alpha
Genlock alphas are the strongest, quickest, and most
cunning of their kind, bullying their way into the leadership
of bands of lesser genlocks. They tend to be taller and more
heavily muscled than their brethren, and have a more
commanding presence, although their demeanor is more
swagger and bluster than cool leadership.

Variant: Greataxe
Some genlock alphas prefer to use greataxes in
place of dual wielding battleaxes. This variant is
presented below.
AC 17 (half plate)
Greataxe. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit: 11 (1d12 + 4)
slashing damage.

Sunlight Sensitivity. While in sunlight, the genlock has


Genlock Alpha disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity (darkspawn), chaotic evil (Perception) checks that rely on sight.
Armor Class 18 (half plate, dual wielder) Actions
Hit Points 90 (12d8 + 36)
Speed 25ft. Multiattack. The genlock makes three melee attacks.
Alternatively it makes two ranged attacks with its
handaxe.
STR DEX CON INT WIS CHA
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft.,
18 (+4) 14 (+2) 17 (+3) 10 (+1) 12 (+2) 13 (+1) one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage if used with two hands.
Damage Resistances poison Handaxe. Melee or Ranged Weapon Attack: +7 to hit,
Condition Immunities charmed, frightened reach 5ft. or range 20/60 ft., one target. Hit: 7 (1d6
Saving Throws Str +7, Con +6, Wis +5 + 4) slashing damage.
Senses Darkvision 120ft., passive Perception 15
Languages Common, see "Hivemind" sidebar Battle Cry (1/Day). Each creature of the genlock's
Challenge 6 (2,300 XP) choice that is within 30 feet of it, can hear it, and not
already affected by Battle Cry gain advantage on
attack rolls until the start of the genlock's next turn.
Aggressive. As a bonus action, the genlock can move
The genlock can then make one attack as a bonus
up to its speed towards a hostile creature that it can
action.
see.
Dual Wielder. When wielding a battleaxe in each hand Reactions
the genlock can make another battleaxe attack as a Redirect Attack. When a creature the genlock can see
bonus action. targets it with an attack, the genlock chooses another
Keen Smell. The genlock has advantage on Wisdom genlock within 5 feet of it. The two genlocks swap
(Perception) checks that rely on smell. places, and the chosen genlock becomes the target
instead.
Magic Resistance. The genlock has advantage on
saving throws against spells and other magical
effects.
Genlock Emissary
Medium monstrosity (darkspawn), chaotic evil

Armor Class 16 (scale mail)


Hit Points 78 (12d8 + 24)
Speed 25ft.

STR DEX CON INT WIS CHA


12 (+3) 16 (+1) 13 (+2) 15 (+1) 18 (+4) 14 (+1)

Damage Resistances poison


Condition Immunities charmed, frightened
Saving Throws Con +4, Wis +7, Cha +4
Skills Arcana +4, Religion +4, Perception +7
Senses Darkvision 120ft., passive Perception 17
Languages Common, see "Hivemind" sidebar
Genlock Emissary Challenge 6 (2,300 XP)
Particularly cunning genlock alphas cultivate skill as
Keen Smell. The genlock has advantage on
spellcasters, mainly in entropy magic. However, emissaries Wisdom (Perception) checks that rely on smell.
generally only appear during a Blight, acting to rally
darkspawn and carry out the more sensitive or intricate Magic Resistance. The genlock has advantage on
plans of the rising Archdemon. saving throws against spells and other magical
It’s not clear how genlock emissaries — said to arise effects.
from dwarf broodmothers — are able to cast spells so Spellcasting. The genlock is a 10th-level
effectively given their natural magic resistance, and how spellcaster with the Death Domain. Its
they are able to cast spells so effectively even though most spellcasting ability is Wisdom (spell save DC 15,
are usually seen armored. Some Grey Warden scholars +7 to hit with spell attacks). The genlock has the
theorize that the emissaries’ magic is similar enough to following cleric spells prepared:
blood magic that the emissaries can ignore the magic- Cantrips (at will): chill touch, guidance,
damping effects of armor by simply pillaging their minions’ resistence, spare the dying, thaumaturgy
life force to fuel their spellcasting.
1st level (4 slots): bane, bless, cure wounds,
detect evil and good, false life, healing word,
inflict wounds, ray of sickness
Design: Emissaries & Conjurers 2nd level (3 slots): hold person, ray of
When designing the Genlock and Hurlock enfeeblement, silence, spiritual weapon
Emissary I made a conscious decision to try to 3rd level (3 slots): animate dead, bestow curse,
differentiate them from each other. For that mass healing word, revivify, vampiric touch
reason the Genlock Emissary uses cleric spells
and the Hurlock Emissary uses wizard spells. This 4th level (3 slots): banishment, blight, death ward
does mean however that the Genlock Emissary 5th level (2 slots): cloudkill, mass cure wounds
has healing magic while the Hurlock Emissary
does not. Sunlight Sensitivity. While in sunlight, the genlock
If you wish to change this I suggest having has disadvantage on attack rolls, as well as on
both an Emissary and a Conjurer. An Emissary Wisdom (Perception) checks that rely on sight.
uses the spell list presented in the Genlock
Emissary, and a Conjurer uses the spell list Actions
presented in the Hurlock Emissary. Reverse the Multiattack. The genlock makes two mace attacks.
Int & Wis ability scores as needed: Emissary with
high Wis and Conjurer with high Int. Mace. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 3) slashing damage.
Hurlock Hurlock
Medium monstrosity (darkspawn), chaotic evil
The shock vanguard of the darkspawn, hurlocks are burly
Armor Class 17 (half plate) soldiers far stronger than the average human. The hurlock
Hit Points 45 (6d8 + 18) are so arrogant they even look down on other darkspawn,
Speed 30ft. convinced that they are truly the chosen race. They are
deadly fighters who wield massive two handed blades in
STR DEX CON INT WIS CHA battle, and scar or tattoo themselves regularly to denote
their kills. They typically have to wear patchwork armor, as
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 8 (-1) few full sets that can fit one of them exist. Their skin tone
ranges from pale white to dark brown. If they are not bald,
Damage Resistances poison which is common, then their hair is always black.
Skills Intimidation +2
Senses Darkvision 120ft., passive Perception 12
Languages None, see "Hivemind" sidebar
Challenge 3 (700 XP)

Martial Advantage. Once per turn, the hurlock can


deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5
feet of an ally and the hurlock isn't incapacitated.
Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The hurlock makes two attacks with
its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Hurlock Runt
Medium monstrosity (darkspawn), chaotic evil

Armor Class 15 (scale mail)


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

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 15 (+2) 8 (-1) 14 (+1) 8 (-1)

Damage Resistances poison


Senses Darkvision 120ft., passive Perception 11
Languages None, see "Hivemind" sidebar
Challenge 1 (200 XP)

Keen Smell. The hurlock has advantage on


Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Greatsword. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit: 10 (2d6 + 3) slashing
damage.

Hurlock Bolter
Medium monstrosity (darkspawn), chaotic evil

Armor Class 15 (studded leather)


Hit Points 22 (4d8 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA


17 (+1) 13 (+3) 15 (+1) 8 (-1) 14 (+2) 8 (-1)

Damage Resistances poison


Senses Darkvision 120ft., passive Perception 12
Languages None, see "Hivemind" sidebar
Challenge 1 (200 XP)

Keen Smell. The hurlock has advantage on


Wisdom (Perception) checks that rely on smell.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400ft., one target. Hit: 9 (1d10 + 3)
piercing damage.
Longsword. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit: 5 (1d8 + 1) slashing
damage, or 6 (1d10 + 1) slashing damage if used
with two hands.
Sunlight Sensitivity. While in sunlight, the hurlock has
Hurlock Alpha disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity (darkspawn), chaotic evil (Perception) checks that rely on sight.
Armor Class 20 (plate, shield) Actions
Hit Points 102 (12d8 + 48)
Speed 30ft. Multiattack. The hurlock makes three melee attacks
using either their greatsword, or their longsword and
shield.
STR DEX CON INT WIS CHA
Greatsword. Melee Weapon Attack: +8 to hit, reach
20 (+5) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 15 (+2) 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Longsword. Melee Weapon Attack: +8 to hit, reach
Damage Resistances poison 5ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Condition Immunities charmed, frightened
Saving Throws Int +5, Wis +5, Cha +5 Shield Bash. Melee Weapon Attack: +8 to hit, reach
Skills Intimidation +5 5ft., one target. Hit: 5 (1d4 + 5) slashing damage.
Senses Darkvision 120ft., passive Perception 12 Leadership (Recharges after a Short or Long Rest). For 1
Languages Common, see "Hivemind" sidebar minutes, the hurlock can utter a command or
Challenge 8 (3,900 XP) warning whenever a non hostile creature that it can
see within 30 feet of it makes an attack roll or saving
Martial Advantage. Once per turn, the hurlock can deal throw. The creature can add a d4 to its roll provided
an extra 14 (4d6) damage to a creature it hits with a it can hear and understand the hurlock. A creature
weapon attack if that creature is within 5 feet of an can benefit from only one Leadership die at a time.
ally and the hurlock isn't incapacitated. This effect ends if the hobgoblin is incapacitated.
Keen Smell. The hurlock has advantage on Wisdom Reactions
(Perception) checks that rely on smell.
Parry. The hurlock add 3 to its AC against one melee
attack that would hit it. To do so, the hurlock must
see the attacker and be wielding a melee weapon.

Though they are proficient with a longsword and shield,


Hurlock Alpha most Hurlock Alphas prefer to use greatswords - wickedly
sharp blades, stained with the blood of countless fallen
Champions of the darkspawn, hurlock alphas are fearsome
enemies.
warriors who lead marauding warbands—if not entire
armies—of lesser hurlocks and genlocks.
Hurlock Emissary
A particularly cunning hurlock alpha, rather than becoming
a fearsome warrior, may learn the arcane arts, becoming an
emissary. Hurlock emissaries are among the most feared
darkspawn, not only for their magical powers or their
command over others of their kind, but also for their
sinister deviousness. They are often deployed as an
Archdemon’s enforcers, to ensure that the Archdemon’s
generals and other minions do not become fractious or
distracted.
As with genlock emissaries, hurlock emissaries are
thought to practice a magic akin to blood magic, channeling
energy from their minions into their spells so they can gain
the protective benefits of armor that would normally
hamper their spellcasting efforts.

Hurlock Emissary
Medium monstrosity (darkspawn), chaotic evil

Armor Class 15 (chain shirt)


Hit Points 90 (12d8 + 36)
Speed 30ft.

STR DEX CON INT WIS CHA


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

Damage Resistances poison


Condition Immunities charmed, frightened
Saving Throws Dex +5, Int +7, Wis +5
Senses Darkvision 120ft., passive Perception 12
Languages Common, see "Hivemind" sidebar
Challenge 9 (5,000 XP)

Keen Smell. The hurlock has advantage on


Wisdom (Perception) checks that rely on smell.
Spellcasting. The hurlock is a 10th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 15, +7 to hit with spell attacks).
The hurlock has the following wizard spells
prepared:
Cantrips (at will): acid splash, blade ward, fire
bolt, mage hand, shocking grasp
1st level (4 slots): expeditious retreat, false life,
grease, thunder wave
2nd level: (3 slots): misty step, shatter
3rd level (3 slots): fear, fireball, lightning bolt,
vampiric touch
4th level (3 slots): blight, evard's black tentacles
5th level (2 slots): cone of cold, dominate person
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The hurlock makes two longsword
attacks.
Longsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.
STR DEX CON INT WIS CHA
The Architect
The Architect is a unique hurlock emissary and is vastly
The Architect
Medium monstrosity (darkspawn), lawful evil
different from his darkspawn brethren. Unlike other
darkspawn, it is able to think independently of the Armor Class 15 (studded leather)
darkspawn group-mind, and, as such, is able to resist the Hit Points 153 (18d8 + 72)
calling of the Old Gods. Its goal is to bring peace between Speed 30ft.
the darkspawn and the other races of Thedas at any cost. It
hopes to find a middle ground between the darkspawn and
the population of Thedas, and it believes that this middle STR DEX CON INT WIS CHA
ground is the Grey Wardens, as they are slowly 16 (+3) 16 (+3) 19 (+4) 20 (+5) 15 (+2) 18 (+4)
transformed by the taint that they take in during their
Joining. Saving Throws Dex +7, Int +9, Wis +6
Because the Architect is independent of the Old Gods' Skills Arcana +13, History +13
call, its darkspawn brethren see it with fear, and therefore Damage Resistances damage from spells; non
obey its commands - to some extent. Its control over other magical bludgeoning, piercing and slashing
darkspawn is tenuous however: if their blood lust comes to damage (from stoneskin); poison
a point, it is unable to control them. Condition Immunities charmed, frightened
The Architect has learned how to free other darkspawn Senses darkvision 120ft., passive Perception 12
from the group mind and give them independent wills and Languages Common
intelligence, by having them intake Grey Warden blood in a Challenge 13 (10,000 XP)
process he likens to the Joining.
Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Magic Resistance. The hurlock has advantage on
saving throws against spells and other magical
effects.
Spellcasting. The hurlock is a 18th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
The hurlock has the following wizard spells
prepared:
Cantrips (at will): acid splash, blade ward, fire
bolt, mage hand, shocking grasp
1st level (4 slots): detect magic, expeditious
retreat, false life, grease, thunder wave
2nd level: (3 slots): misty step, mirror image,
shatter
3rd level (3 slots): counterspell, fear, fireball, fly,
lightning bolt, vampiric touch
4th level (3 slots): banishment, blight, evard's
black tentacles, stoneskin
5th level (3 slot): cone of cold, dominate person,
scrying
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
The hurlock casts stoneskin on itself before
combat.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The hurlock makes two longsword
attacks.
Longsword. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.
STR DEX CON INT WIS CHA
Shriek
Medium monstrosity (darkspawn), chaotic evil

Armor Class 17 (studded leather)


Hit Points 33 (6d8 + 6)
Speed 40ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 12 (+1) 12 (+1) 16 (+3) 8 (-1)

Damage Immunities poison


Condition Immunities poisoned
Skills Athletics +5, Perception +6, Stealth +11,
Survival +6
Senses darkvision 120ft., passive Perception 16
Languages None, see "Hivemind" sidebar
Challenge 5 (1,800 XP)

Ambusher. The shriek has advantage on attack


rolls against any creature it has surprised.
Assassin. The shriek deals 10 (3d6) damage to
any creature that it has advantage against.
Keen Hearing and Smell. The shriek has advantage
on Wisdom (Perception) checks that rely on
hearing and smell.
Nimble Escape. The shriek can take the Disengage
or Hide action as a bonus action on each of its
Shriek turns.
These gaunt and animalistic darkspawn are sometimes Poison. As a bonus action the shriek can coat its
known as sharlocks, but most call them “shrieks” due to arm blades in its own poisonous blood. After the
their loud, wailing cries. Darkspawn assassins born from next successful Arm Blades attack, the target
must succeed on a DC 15 Constitution saving
elven broodmothers, shrieks prefer to approach their
throw or be poisoned for one minute. The target
victims under the cover of darkness using their echoing can repeat the saving throw at the end of each of
wails to unnerve and terrorize their prey before they strike. its turns, ending the effect on itself on a success.
They are swift and deadly, capable of using the jagged
blades mounted on their arms to slice foes to ribbons. Sunlight Sensitivity. While in sunlight, the shriek
Shrieks are known to use poison distilled from their own has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
tainted blood on their blades.
Actions
Multiattack. The shriek makes three attacks with
its arm blades.
And so is the Golden City blackened
Arm Blades. Melee Weapon Attack: +8 to hit,
With each step you take in my Hall. reach 5ft., one target. Hit: 8 (1d6 + 5) piercing
Marvel at perfection, for it is fleeting. damage.
You have brought Sin to Heaven Terrifying Shriek. Each non-darkspawn creature
And doom upon all the world. within 60 feet of the shriek that can hear it must
-Threnodies 8:13 succeed on a DC 15 Wisdom saving throw or
become frightened for 1 minute. A frightened
target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.
If a target's saving throw is successful or the
effect ends for it, the target is immune to the
shriek's Terrifying Shriek for the next 24 hours.
Nimble Escape. The shriek can take the Disengage or
Shriek Alpha Hide action as a bonus action on each of its turns.
Medium monstrosity (darkspawn), chaotic evil
Poison. As a bonus action the shriek can coat its arm
Armor Class 18 (studded leather) blades in its own poisonous blood. After the next
Hit Points 78 (12d8 + 24) successful Arm Blades attack, the target must
Speed 40ft. succeed on a DC 16 Constitution saving throw or be
poisoned for one minute. The target can repeat the
saving throw at the end of each of its turns, ending
STR DEX CON INT WIS CHA the effect on itself on a success.
17 (+3) 22 (+6) 15 (+2) 14 (+2) 18 (+4) 13 (+1) Sunlight Sensitivity. While in sunlight, the shriek has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Saving Throws Dex +9, Wis +7, Cha +4
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Actions
Skills Athletics +7, Perception +8, Stealth +14, Multiattack. The shriek makes four attacks with its
Survival +8 arm blades.
Senses darkvision 120ft., passive Perception 18
Languages Common, see "Hivemind" sidebar Arm Blades. Melee Weapon Attack: +10 to hit, reach
Challenge 9 (5,000 XP) 5ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Terrifying Shriek. Each non-darkspawn creature within
Ambusher. The shriek has advantage on attack rolls 60 feet of the shriek that can hear it must succeed
against any creature it has surprised. on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A frightened target can
Assassin. The shriek deals 21 (6d6) damage to any repeat the saving throw at the end of each of its
creature that it has advantage against. turns, ending the effect on a success. If a target's
Keen Hearing and Smell. The shriek has advantage on saving throw is successful or the effect ends for it,
Wisdom (Perception) checks that rely on hearing and the target is immune to the shriek's Terrifying Shriek
smell. for the next 24 hours.

Shriek Alpha
Shriek alphas are deadly combatants on the battlefield.
Their ability to use stealth to sneak behind enemy lines and
cause havoc has earned them the reputation of the
"darkspawn assassins". They live up to their title, as their
ambushes have turned the tide of battle many times.
The shriek alpha emerged about the same time as their
lesser kin, the shriek, although they are more intelligent,
and therefore possess more power and influence over the
regular shrieks. During a Blight, they lead their kin into
battle, preferring ambush over a straight attack. Needless
to say, they are utterly loyal to the Archdemon, and can
prove frightening on the battlefield. Shrieks are actually
called "sharlocks", but they are known as shrieks due to
their ear piercing scream in combat.
Unlike other alphas, the shriek alpha will charge in with
the rest of them, preferring straight combat to a safe
distance.
Ogre
Towering over their darkspawn kin, the massive ogres are a
rare sight on the battlefield. Traditionally, they only appear
during a Blight, but some records claim that ogres have
been spotted in the Deep Roads hunting alone or in small
groups. At least one report by the Grey Wardens claims
that an ogre was spotted alone in the Korcari Wilds in 9:19
Dragon, though it was weakened and easily dispatched. Up
to a hundred of these creatures can accompany a
darkspawn horde at any one time during a Blight, often
using their great strength to burst through fortifications
and demolish the front lines of the opposing army.
They use brute force to charge their enemies like bulls,
slam the ground with their fists to shake enemies off their
feet, and hurl great rocks into the face of oncoming foes.
Melee can be difficult against a giant that snatches a
warrior up in one hand, crushing the life out of him or
beating him into oblivion with the other hand. The nimble
can try to wiggle his way free, or an ally can attempt an
array of stunning blows on an ogre to free the comrade in
danger.
Grey Warden lore urges caution when slaying an ogre.
Unless it is ensured that they have received a major wound
to the head or the heart, it is possible that they are lying
dormant and will regenerate to full health within a matter
of minutes. During a Blight, most Grey Wardens
recommend burning all darkspawn to ashes... "dead" ogres
in particular.

Variant: Armed & Armoured


Ogres are usually found wearing little or no
armour. However, sometimes they are
encountered and seen to be wearing patchwork
armour fashioned from discarded shields and
breastplates which have been strung together to
provide a modicum of extra protection.
Ogres also rarely use weapons, preferring to
crush their foes beneath their fists and feet.
Sometimes however, particularly clever ogres will
wrench a tree from the earth or use parts of
destroyed siege weapons or building supports as
clubs.
Variants for these options are presented below
and can be mixed and matched with both ogres
and ogre alphas.
Armoured Ogre: AC 18 (plate).
Armed Ogre:
Multiattack. The ogre makes two attacks with
its slam or greatclub.
Greatclub. Melee Weapon Attack: +12 to hit,
reach 10ft., one target. Hit: 22 (3d8 + 9)
bludgeoning damage.
Pound ability. It then makes two slam attacks or a
Ogre rock attack.
Huge monstrosity (darkspawn), chaotic evil
Slam. Melee Weapon Attack: +13 to hit, reach 10ft.,
Armor Class 15 (natural armour) one target. Hit: 18 (3d6 + 9) bludgeoning damage.
Hit Points 174 (12d12 + 96) Instead of dealing damage, the ogre can grapple the
Speed 40ft. target (escape DC 20).
Rock. Ranged Weapon Attack: +13 to hit, range
60/240ft., one target. Hit: 31 (4d10 + 9)
STR DEX CON INT WIS CHA bludgeoning damage.
28 (+9) 12 (+1) 26 (+8) 6 (-2) 14 (+2) 8 (-1) Pound (Recharge 5-6). The ogre pounds its fists into
the ground causing the very earth to shake. All
Damage Resistances poison; bludgeoning, piercing, creatures within 20 feet of the ogre must succeed a
and slashing from non magical weapons DC 17 Dexterity saving throw or become prone.
Condition Immunities charmed, frightened Frightful Presence. Each non-darkspawn creature
Skills Athletics + 13, Perception +6 within 120 feet of the ogre that can see it must
Senses darkvision 120ft., passive Perception 16 succeed on a DC 17 Wisdom saving throw or
Languages None, see "Hivemind" sidebar become frightened for 1 minute. A frightened target
Challenge 12 (8,400 XP) can repeat the saving throw at the end of each its
turns, ending the effect on a success. If a target's
Keen Smell. The ogre has advantage on Wisdom saving throw is successful or the effect ends for it,
(Perception) checks that rely on smell. the target is immune to the ogre's Frightful Presence
for the next 24 hours.
Regeneration. The ogre regains 10 hit points at the
start of its turn if it has at least 1 hit point. If the ogre
takes fire damage this trait doesn't function at the
Reactions
start of the ogre's next turn. The ogre dies only if it An ogre who has successfully grappled a target can
starts its turn with 0 hit points and doesn't make a special Crush or Throw attack as a reaction.
regenerate.
Crush. Melee Weapon Attack: +13 to hit, reach 10ft.,
Siege Monster. The ogre deals double damage to one target that is grappled by the ogre. Hit: 20 (2d10
objects and structures. + 9) bludgeoning damage.
Sunlight Sensitivity. While in sunlight, the ogre has Throw. Ranged Weapon Attack: +9 to hit, range
disadvantage on attack rolls, as well as on Wisdom 30/120ft., one target that is not grappled by the
(Perception) checks that rely on sight. ogre. Hit: 22 (3d8 + 9) bludgeoning damage to the
target. The grappled target is thrown during this
Actions attack, taking 19 (3d6 + 9) damage whether the
Multiattack. The ogre uses its Frightful Presence or attack hits or not. The grappled target is no longer
grappled.
Rock. Ranged Weapon Attack: +16 to hit, range
Ogre Alpha 60/240ft., one target. Hit: 38 (5d10 + 10)
Huge monstrosity (darkspawn), chaotic evil bludgeoning damage.
Armor Class 16 (natural armour) Pound (Recharge 5-6). The ogre pounds its fists into
Hit Points 248 (16d12 + 144) the ground causing the very earth to shake. All
Speed 40ft. creatures within 20 feet of the ogre must succeed a
DC 19 Dexterity saving throw or become prone.
Frightful Presence. Each non-darkspawn creature
STR DEX CON INT WIS CHA within 120 feet of the ogre that can see it must
30 (+10) 12 (+1) 28 (+9) 10 (0) 14 (+2) 8 (-1) succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A frightened target
can repeat the saving throw at the end of each its
Damage Resistances poison; bludgeoning, piercing,
turns, ending the effect on a success. If a target's
and slashing from non magical weapons
saving throw is successful or the effect ends for it,
Condition Immunities charmed, frightened
the target is immune to the ogre's Frightful Presence
Skills Athletics +16, Perception +8
for the next 24 hours.
Senses darkvision 120ft., passive Perception 16
Languages Common, see "Hivemind" sidebar
Challenge 20 (25,000 XP)
Reactions
An ogre who has successfully grappled a target can
Keen Smell. The ogre has advantage on Wisdom make a special Crush or Throw attack as a reaction.
(Perception) checks that rely on smell.
Crush. Melee Weapon Attack: +16 to hit, reach 10ft.,
Legendary Resistance (3/Day). If the ogre fails a saving one target that is grappled by the ogre. Hit: 27 (3d10
throw, it can choose to succeed instead. + 10) bludgeoning damage.
Regeneration. The ogre regains 15 hit points at the Throw. Ranged Weapon Attack: +10 to hit, range
start of its turn if it has at least 1 hit point. If the ogre 30/120ft., one target that is not grappled by the
takes fire damage this trait doesn't function at the ogre. Hit: 23 (3d8 + 10) bludgeoning damage to the
start of the ogre's next turn. The ogre dies only if it target. The grappled target is thrown during this
starts its turn with 0 hit points and doesn't attack, taking 24 (4d6 + 10) damage whether the
regenerate. attack hits or not. The grappled target is no longer
grappled.
Siege Monster. The ogre deals double damage to
objects and structures. Legendary Actions
Sunlight Sensitivity. While in sunlight, the ogre has The ogre can take 3 legendary actions, choosing
disadvantage on attack rolls, as well as on Wisdom from the options below. Only one legendary action
(Perception) checks that rely on sight. option can be used at a time and only at the end of
another creature's turn. The ogre regains spent
Actions legendary actions at the start of its turn.
Multiattack. The ogre uses its Frightful Presence or
Pound ability. It then makes two slam attacks or a Detect. The ogre makes a Wisdom (Perception)
rock attack. check.
Slam. The ogre makes a slam attack.
Slam. Melee Weapon Attack: +16 to hit, reach 10ft.,
one target. Hit: 24 (4d6 + 10) bludgeoning damage. Pound (Costs 2 actions). The ogres makes a pound
Instead of dealing damage, the ogre can grapple the attack if it can. Alternatively the ogres pound attack
target (escape DC 26). automatically recharges.
Broodmother
Broodmothers give birth to a large litter at once, between
twenty and fifty children. They emerge from her womb as
toddlers, often already able to walk, and grow rapidly in
their first few weeks of life. A broodmother will birth
thousands of darkspawn young in her lifetime.
Female captives are usually made broodmothers by the
darkspawn. They contract the taint by being force-fed
darkspawn tissue. This gives them cannibalistic urges but
also mutates them. These females turn into fully-fledged
broodmothers after devouring massive amounts of flesh
even from their own kin.
The race of the broodmother determines which kind of
darkspawn she will give birth to. An elven broodmother will
spawn shrieks, a dwarven broodmother genlocks, a human
broodmother hurlocks, and a Qunari or kossith
broodmother ogres. Each broodmother is capable of
spawning thousands of darkspawn.

Sweep. The broodmother makes a sweeping strike


Broodmother with one of her tentacles. Creatures within a 15 foot
Huge monstrosity (darkspawn), chaotic evil cone must make a DC 17 Dexterity saving throw. On
a failed save the creature suffers 11 (1d0+6)
Armor Class 17 (natural armour) bludgeoning damage and is knocked prone.
Hit Points 225 (18d12 + 108)
Speed 0ft. Vomit. The broodmother vomits all over her grappled
target and the surrounding area. Creatures within 5
feet of the target must succeed on a DC 17 Dexterity
STR DEX CON INT WIS CHA saving throw. On a failed save the creature suffers 14
(2d8+5) acid damage, or half as much on a
21 (+5) 6 (-2) 22 (+6) 7 (-2) 13 (+1) 4 (-3) successful save. The grappled target automatically
fails this saving throw. The affected area counts as
Damage Resistances poison difficult terrain for the next 1d4 turns.
Condition Immunities encumbered, poisoned, prone Birth (Recharge 5-6). The broodmother spawns
Senses darkvision 120ft., passive Perception 11 darkspawn to aid her in the fight. 1d6+1 unarmoured
Languages None, see "Hivemind" sidebar and unarmed genlock or hurlock (dependent on
Challenge 12 (8,400 XP) broodmother origin) runts spawn in unoccupied
spaces within 5 feet of the broodmotther.
Keen Smell. The broodmother has advantage on
Wisdom (Perception) checks that rely on smell. Legendary Actions
Sunlight Sensitivity. While in sunlight, the The broodmother can take 3 legendary actions,
broodmother has disadvantage on attack rolls, as well choosing from the options below. Only one
as on Wisdom (Perception) checks that rely on sight. legendary action option can be used at a time and
only at the end of another creature's turn. The ogre
Unholy Stench. Any non-darkspawn creature that
regains spent legendary actions at the start of its
starts its turn within 60 feet of the broodmother
turn.
must succeed on a DC 17 Constitution saving throw
or be poisoned until the start of the creature's next Tentacle. A tentacle emerges from the ground within
turn. On a successful saving throw, the creature is 30 feet of the broodmother and makes one tentacle
immune to the stench of all broodmothers for the attack. The tentacle has 10 hit points, and an AC of 8.
next 24 hours. Until the tentacle is reduced to 0 hit points, any time
the broodmother makes a tentacle attack she can
Actions choose to use one of these tentacles instead.
Multiattack. The broodmother makes three melee Sweep. The broodmother makes one sweep attack.
attacks: one with its sweep and two with its
tentacles. If the broodmother has grappled an Birth (Costs 2 actions). The broodmother uses its
opponent it can substitute one of its tentacle attacks birth action if it can. Alternatively the broodmother's
with a vomit attack. birth action automatically recharges.
Scream. The broodmother lets out an ear splitting
Tentacles. Melee Weapon Attack: +9 to hit, reach
scream. All creatures with 10 feet must make a DC
15ft., one target. Hit: 14 (2d8 + 5) bludgeoning
17 Constitution saving throw. On a failed save the
damage. If the target is a creature, it is grappled (DC
creature suffers 10 (1d10+5) thunder damage and is
17 to escape). Until this grapple ends, the target is
deafened for the next two turns. On a successful
restrained.
save the creature takes half damage and is not
deafened.
The Mother
The Mother is a broodmother who was freed from the call
of the Old Gods by the Architect. However, contrary to the
Architect's expectation, the Mother was not grateful,
instead driven to insanity by the deprivation from her
"sweet music" and the realization that she had become a
monster. Now she strives to reconnect herself and her loyal
darkspawn to the Calling.

The Mother
The broodmother presented on the previous
page is almost identical to the one created by
/u/Zuroyuso's here: https://goo.gl/MZHr9p. I saw
no way in which to improve on his design so
instead have presented The Mother here as a
form of "Broodmother Alpha". She is meant to be
used in conjunction with "The Children", below.

Tentacles. Melee Weapon Attack: +12 to hit, reach


The Mother 15ft., one target. Hit: 15 (2d8 + 6) bludgeoning
Huge monstrosity (darkspawn), chaotic evil damage. If the target is a creature, it is grappled (DC
19 to escape). Until this grapple ends, the target is
Armor Class 17 (natural armour) restrained.
Hit Points 250 (20d12 + 120)
Speed 0ft. Sweep. The broodmother makes a sweeping strike
with one of her tentacles. Creatures within a 15 foot
cone must make a DC 19 Dexterity saving throw. On
STR DEX CON INT WIS CHA a failed save the creature suffers 11 (1d0+6)
bludgeoning damage and is knocked prone.
22 (+6) 6 (-2) 22 (+6) 14 (+2) 13 (+2) 12 (+1)
Vomit. The broodmother vomits all over her grappled
target and the surrounding area. Creatures within 5
Damage Resistances poison
feet of the target must succeed on a DC 19 Dexterity
Condition Immunities encumbered, poisoned, prone
saving throw. On a failed save the creature suffers 15
Skills Arcana +7, Deception +6, Insight +7,
(2d8+6) acid damage, or half as much on a
Perception +7, Persuasion +6,
successful save. The grappled target automatically
Senses darkvision 120ft., passive Perception 12
fails this saving throw. The affected area counts as
Languages Common
difficult terrain for the next 1d4 turns.
Challenge 18 (20,000 XP)
Birth (Recharge 5-6). The broodmother spawns
Innate Spellcasting. The broodmother's innate darkspawn to aid her in the fight. 2d4 Childer Grubs
spellcasting ability is Intelligence (spell save DC 16, spawn in unoccupied spaces within 5 feet of the
+8 to hit with spell attacks). She can innately cast the broodmotther.
following spells, requiring no material components:
Legendary Actions
3/day: dispel magic The broodmother can take 3 legendary actions,
Keen Smell. The broodmother has advantage on choosing from the options below. Only one
Wisdom (Perception) checks that rely on smell. legendary action option can be used at a time and
only at the end of another creature's turn. The
Legendary Resistance (3/Day). If the broodmother fails
broodmother regains spent legendary actions at the
a saving throw, it can choose to succeed instead.
start of its turn.
Sunlight Sensitivity. While in sunlight, the
broodmother has disadvantage on attack rolls, as well Tentacle. A tentacle emerges from the ground within
as on Wisdom (Perception) checks that rely on sight. 30 feet of the broodmother and makes one tentacle
attack. The tentacle has 10 hit points, and an AC of 8.
Unholy Stench. Any non-darkspawn creature that Until the tentacle is reduced to 0 hit points, any time
starts its turn within 60 feet of the broodmother the broodmother makes a tentacle attack she can
must succeed on a DC 19 Constitution saving throw choose to use one of these tentacles instead.
or be poisoned until the start of the creature's next
turn. On a successful saving throw, the creature is Sweep. The broodmother makes one sweep attack.
immune to the stench of all broodmothers for the Birth (Costs 2 actions). The broodmother uses its
next 24 hours. birth action if it can. Alternatively the broodmother's
birth action automatically recharges.
Actions
Scream. The broodmother lets out an ear splitting
Multiattack. The broodmother makes three melee scream. All creatures with 10 feet must make a DC
attacks: one with its sweep and two with its 19 Constitution saving throw. On a failed save the
tentacles. If the broodmother has grappled an creature suffers 11 (1d10+6) thunder damage and is
opponent it can substitute one of its tentacle attacks deafened for the next two turns. On a successful
with a vomit attack. save the creature takes half damage and is not
deafened.
STR DEX CON INT WIS CHA
The Children Childer Grub
The Children are born by the Mother, an unusually Tiny monstrosity (darkspawn), chaotic evil
intelligent broodmother. The Children usually sleep in large
white cocoons unless they feel another living being nearby. Armor Class 12
If awoken, they emerge from their cocoon as childer grubs, Hit Points 8 (5d4 - 5)
Speed 20ft.
their larval form. They then proceed to attack and devour
their unfortunate prey, which in turn allows them to
transform into the more advanced childer hatchling. STR DEX CON INT WIS CHA
As opposed to their worm-like larval state, the childer
5 (-3) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 4 (-3)
hatchling develop spindly feet and small claws, which make
them more agile and stronger, even though their
transformation is not yet complete. Damage Resistances poison
Upon gorging itself yet again, they transform into the Senses darkvision 60ft., passive Perception 11
Languages -
fully grown adult childer. These horrifying creatures are
Challenge 1/4 (50 XP)
stronger and even deadlier than all previous forms. Their
claws have grown long and sharp, and their body is
Keen Smell. The childer grub has advantage on
encased by a protective carapace, making them much
Wisdom (Perception) checks that rely on smell.
harder to kill than a childer grub or hatchling. They are also
frighteningly fast; adult childers are capable of speed Spider Climb. The childer grub can climb difficult
unmatched by every other type of darkspawn. surfaces, including upside down on ceilings,
Other darkspawn also tend to avoid them, since the without needing to make an ability check.
Children are not particularly picky about their food and will Sunlight Sensitivity. While in sunlight, the childer
eat other dead or even living darkspawn, if given the grub has disadvantage on attack rolls, as well as
chance. The best method to dispose of the Children is to on Wisdom (Perception) checks that rely on
kill them while they are still in their larval form. sight.

Actions
Feed. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 4 (1d4 + 2) piercing damage, and
the childer grub regains HP equal to the damage
dealt.
Poison Spit. Ranged Weapon Attack: +4 to hit,
range 30/120ft., one target. Hit: 5 (1d6 + 2)
poison damage.

Reactions
Metamorphosis. If, over the course of a battle, the
childer grub feeds for a total greater than its
maximum hit points (8), the childer grub
transforms into a Childer Hatchling. Subtract any
damage taken in grub form from the maximum
hit points of the childer hatchling.

“When the Blight pushed the darkspawn to the surface,


human expeditions were able to venture deep underground
for the first time in centuries, meeting very little resistance
apart from stragglers. Then people started disappearing.
Men would make camp and wake to find one of their
number missing. Scouts left on missions, never to return.
Search parties found no trace of the lost men, not even their
bones. Some saw movements in the darkness, a shifting of
shadows that torchlight would reveal as nothing. When a
single warrior survived from one squad, he spoke of nothing
comprehensible except grinning worm monsters that
devoured his companions. The expeditions made haste back
to the city.
STR DEX CON INT WIS CHA

Childer Hatchling Childer Adult


Medium monstrosity (darkspawn), chaotic evil
Small monstrosity (darkspawn), chaotic evil
Armor Class 16 (natural armour)
Armor Class 13 Hit Points 66 (12d6 + 24)
Hit Points 36 (8d6 + 8) Speed 40ft.
Speed 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+2) 17 (+4) 12 (+2) 5 (-3) 14 (+2) 6 (-2)
13 (+1) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 6 (-2)
Damage Resistances poison
Damage Resistances poison Senses darkvision 120ft., passive Perception 12
Senses darkvision 120ft., passive Perception 12 Languages -
Languages - Challenge 2 (450 XP)
Challenge 1 (200 XP)
Keen Smell. The childer adult has advantage on
Keen Smell. The childer hatchling has advantage Wisdom (Perception) checks that rely on smell.
on Wisdom (Perception) checks that rely on
smell. Pounce. If the childer adult moves at least 20 feet
straight toward a creature and then hits it with a
Spider Climb. The childer hatchling climb difficult claw attack on the same turn, that target must
surfaces, including upside down on ceilings, succeed on a DC 12 Strength saving throw or be
without needing to make an ability check. knocked prone. If the target is prone, the childer
Sunlight Sensitivity. While in sunlight, the childer adult can make one feed attack against it as a
hatchling has disadvantage on attack rolls, as well bonus action.
as on Wisdom (Perception) checks that rely on Virulent Blast. When the childer adult dies, it
sight. explodes in a burst of poisonous ichor. Each
creature within 10 feet of it must make a DC 12
Actions Dexterity saving throw, taking 7 (2d6) poison
Multiattack. The childer hatchling makes two damage and becoming prone on a failed save, or
melee attacks, only one of which can be feed. half as much damage and not become prone on a
successful one.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., Spider Climb. The childer adult can climb difficult
one target. Hit: 7 (1d6 + 3) slashing damage. surfaces, including upside down on ceilings,
Feed. Melee Weapon Attack: +4 to hit, reach 5ft., without needing to make an ability check.
one target. Hit: 8 (2d4 + 3) piercing damage, and Sunlight Sensitivity. While in sunlight, the childer
the childer hatchling regains HP equal to the adult has disadvantage on attack rolls, as well as
damage dealt. on Wisdom (Perception) checks that rely on
Poison Spit. Ranged Weapon Attack: +5 to hit, sight.
range 30/120ft., one target. Hit: 10 (2d6 + 3)
poison damage. Actions
Multiattack. The childer adult makes two melee
Reactions attacks, only one of which can be feed.
Metamorphosis. If, over the course of a battle, the
childer hatchling feeds for a total greater than Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
half its maximum hit points (18), the childer one target. Hit: 10 (2d6 + 3) slashing damage.
hatchling transforms into a Childer Adult. Subtract Feed. Melee Weapon Attack: +6 to hit, reach 5ft.,
any damage taken in grub form from the one target. Hit: 11 (3d4 + 3) piercing damage,
maximum hit points of the childer adult. and the childer adult regains hit points equal to
the damage dealt.
Poison Spit. Ranged Weapon Attack: +6 to hit,
range 30/120ft., one target. Hit: 14 (3d6 + 4)
poison damage.
The Archdemon
Masters of darkspawn and bringers of the Blight, there are
few things in Thedas as dangerous as an Archdemon.
Created when the darkspawn find one of the Old Gods and
corrupt it, these ultimate foes take the form of great,
blighted dragons.
Terrifying to behold and vastly powerful, Archdemons are
incredibly intelligent and unrelentingly evil. Using their
powers and cunning they control and coordinate the
darkspawn, transforming them from a hive-mind of violent
monsters into a coordinated army. This campaign becomes
the Blight and will not stop as long as the Archdemon lives.
They rarely appear on the surface, except in raids and
small invasions. Similarly, the Archdemon rarely fights on
the surface during Blights unless direct intervention is
necessary, though through the hive-mind, the Archdemon
communicates with and commands the entire horde
whether in their presence or not; Grey Wardens often
"hear" the Archdemon in their dreams, veteran Wardens
even claiming to understand parts of the Archdemon's
speech.
Each Archdemon has its own name and personality,
though it is said that they all seek to destroy and corrupt all
non-darkspawn. Prior to the beginning of the Dragon Age
there had been four previous Blights, each led by an
Archdemon: Dumat, the Dragon of Silence; Zazikel, the
Dragon of Chaos; Toth, the Dragon of Fire; and Andoral,
the Dragon of Slaves. The Archdemon of the current age is
Urthemiel. Originally the Tevinter goddess of beauty, she is
now terrifying, evil, and hungry.
archdemon can take the Hide action as a bonus
The Archdemon action.
Gargantuan monstrosity (darkspawn), chaotic evil
Sunlight Sensitivity. While in sunlight, the archdemon
Armor Class 22 (natural armour) has disadvantage on attack rolls, as well as on
Hit Points 585 (30d20 + 270) Wisdom (Perception) checks that rely on sight.
Speed 40ft., climb 40ft., fly 80ft.
Actions
Multiattack. The archdemon can use its Frightful
STR DEX CON INT WIS CHA Presence. It then makes three attacks: one with its
30 (+10) 17 (+3) 28 (+9) 23 (+6) 21 (+5) 20 (+5) bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15ft.,
Saving Throws Dex +11, Con +17, Wis +13, Cha +13 one target. Hit: 21 (2d10 + 10) piercing damage
Damage Resistances poison; necrotic; bludgeoning, plus 14 (4d6) necrotic damage
piercing, and slashing from non magical weapons
Damage Immunities fire Claw. Melee Weapon Attack: +18 to hit, reach 10ft.,
Condition Immunities charmed, frightened one target. Hit: 17 (2d6 + 10) slashing damage.
Skills Perception +21, Stealth +11 Tail. Melee Weapon Attack: +18 to hit, reach 20ft.,
Senses blindsight 60ft., darkvision 120ft., passive one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Perception 31
Languages None, see "Hivemind" sidebar Frightful Presence. Each non-darkspawn creature
Challenge 27 (105,000 XP) within 120 feet of the archdemon that can see it
must succeed on a DC 22 Wisdom saving throw or
become frightened for 1 minute. A frightened target
Blight on the Land. The archdemon's very presence can repeat the saving throw at the end of each its
changes the world around it. For half a mile in every turns, ending the effect on a success. If a target's
direction around the archdemon the sky becomes a saving throw is successful or the effect ends for it,
roiling storm of black and purple cloud. The entire the target is immune to the archdemon's Frightful
region is considered to be in dim light, and for the Presence for the next 24 hours.
purposes of creatures affected by sunlight (such as
other darkspawn's Sunlight Sensitivity) this darkness Corruption Breath (Recharge 5-6). The archdemon
blocks out the sun. This effect grows by another half exhales coruscating purple flame in a 90-foot cone.
a mile for every day the archdemon stays in the same Each creature in that area must make a DC 22
location, to a maximum of 30 miles. Dexterity saving throw, taking 49 (14d6) fire damage
and 42 (12d6) necrotic damage on a failed save, or
Detonate Darkspawn. As a bonus action, the half as much damage on a successful one.
archdemon causes a darkspawn within 30 feet of it
to explode. Each creature within 10 feet of the Legendary Actions
darkspawn must make a DC 22 Dexterity saving
throw, taking 18 (4d8) necrotic damage on a failed The archdemon can take 3 legendary actions,
save, or half as much damage on a successful one. choosing from the options below. Only one
legendary action option can be used at a time and
Legendary Resistance (3/Day). If the archdemon fails a only at the end of another creature's turn. The
saving throw, it can choose to succeed instead. archdemon regains spent legendary actions at the
Nigh Immortal. It is a closely guarded secret of the start of its turn.
Grey Wardens that if anyone but a Warden kills an Detect. The archdemon makes a Wisdom
Archdemon, its soul travels to the nearest tainted (Perception) check.
creature. This is usually a darkspawn and in 1d10
weeks the Archdemon will return to its former might. Tail Attack. The archdemon makes a tail attack.
The only way to permanently destroy an Archdemon Wing Attack (Costs 2 actions). The archdemon beats
is to have a Grey Warden make the killing blow. In its wings. Each creature within 15 feet of the
this case the Archdemon’s soul will enter the Grey archdemon must succeed on a DC 22 Dexterity
Warden’s body and both souls will be destroyed. This saving throw or take 17 (2d6 + 10) bludgeoning
is fatal for the Warden. damage and be knocked prone. The archdemon can
Shadow Stealth. While in dim light or darkness, the then fly up to half its flying speed.
Notes & Credits
Created by Emmet Byrne (/u/Emmetation).
This creation was intended as a conversion of the
darkspawn creatures found in Green Ronin's Dragon Age
AGE system, but was also influenced by the creature's
abilities as depicted throughout the Dragon Age video
game series.. It is intended for use in the Dragon Age
setting and as such much of the lore may not make sense
for a standard D&D campaign.
I'd like to again credit /u/Zuroyuso for the Broodmother
creation, which I have only minorly tweaked. His original
version, along with other excellent darkspawn options can
be found here: https://goo.gl/MZHr9p.
All artwork is property of their respective owners, and
was sourced primarily from the Dragon Age Wiki and the
official Bioware Dragon Age sites.
Text descriptions are a combination of my own as well as
those found on the Dragon Age Wiki
(http://dragonage.wikia.com/wiki/Dragon_Age_Wiki), and
in Green Ronin's Dragon Age RPG.

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