Mythmaker's Halloween Compendium V 1.0 (10!30!22)
Mythmaker's Halloween Compendium V 1.0 (10!30!22)
Mythmaker's Halloween Compendium V 1.0 (10!30!22)
A collection of spooky season themed homebrew by Mythmaker for the world's greatest roleplaying
game
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Introduction Patron Shoutouts
Spooky Season! What more is there to say? A massive thank you to all those who have supported me in
There are SO many themes I could have worked with for every way, but especially those who are part of the patreon
Halloween, which made it hard to narrow things down. Polls on community <3
patreon brought us to the Vampire Sorcerer, and a number of Your support has helped make this content and the tons of
new spells were introduced in the spell section along that same content before it possible. There are big things to come!
theme. You'll also find a few necromancy, lycanthrope, and body
horror themed spells! Distinguished Guests
I also wrote a few creatures for you all based on what was Bellaco01
inspiring me this month. Hope you enjoy! Cpt Demos
Daniel T.
About This Compendium Dogtag34
This patron exclusive compendium is partnered by JSON files Mechanaght
for all stat blocks and spells included. Those files can be found MelaninMacguyver
in the mythmaker patron google drive. Reaquan M.
Risque Rhino
Table of Contents Rusty
Page Section Spider Queen
3 Sorcerer: Vampire Zach D.
6 Spells VIPs
12 Creatures Candles
Strangest Of Them
Zirm
Playtest Disclaimer
All content within this compendium is playtest Innkeepers
content. Although utmost attention was given, Natara
balance issues might be found. Add these options to S1R1U5
your games with discretion. Any feedback you can Soshiro
provide after playtesting would be hugely
appreciated!
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Sorcerer Subclass: Vampiric Boons
Alluring Presence. You learn the Charm Person spell. You
Vampire can cast the spell once without expending a spell slot. You
can't do so again until you finish a long rest.
A vampire sorcerer is not an actual vampire. However, imbued
with some of the same powers and weaknesses as their Blood Boil. When you use the Vampiric Spell metamagic,
namesake, a vampire sorcerer often resembles a vampire in the the attack deals extra necrotic damage equal to your
way it looks and lives. Charisma modifier.
Blooddrinker Blood Bond. You learn the Find Familiar spell. It counts as a
Starting at 1st level, you know the Vampiric Spell metamagic Sorcerer spell for you. You can sacrifice 1d6 hit points,
below. It doesn't count against your number of metamagics reducing your hit point maximum by the same amount until
known. you finish a long rest, to cast the spell as an action without
Vampiric Spell. When you cast a spell that requires an expending a spell slot.
attack roll against a single target and hit a creature that isn't a
Blooddrinker Familiar (Requires Blood Bond). When
construct or undead with the attack, you can spend a number of
you cast a spell through your familiar, you can use the
sorcery points equal to the spell's level (1 sorcery point if the
Vampiric Spell metamagic on that spell without expending
spell is a cantrip) to regain hit points equal to half the damage
sorcery points. You can use this feature once before you
dealt, or to the full amount of damage if it was a melee spell
attack. Additionally, the target's hit point maximum is reduced must complete a long rest to do so again.
by the damage dealt until it completes a long rest. Bloodstone Sorcery. You can cast the Create Bloodstone*
spell at will, without expending a spell slot.
Power of the Curse
Starting at 1st level, you gain certain supernatural abilities Cloak of the Sky Count. You can cast the Feather Fall spell
thanks to your vampiric curse. Choose two of the boons from at will, without expending a spell slot, but only targeting
the Vampiric Boons list below. You can choose another boon at yourself and up to one other creature you touch.
6th and 14th level. Some boons have a Sorcerer level
prerequisite, noted before the boon's name. Any spell your Dread Gaze. You learn the Cause Fear spell. You can cast
learn through a Boon counts as a Sorcerer spell for you. the spell once without expending a spell slot. You can't do so
These boons come at a cost. At 1st level, you must also again until you finish a long rest.
choose two of the banes from the Vampiric Banes list below. Glutton's Guise. You can cast the Disguise Self spell at will,
without expending a spell slot, but only taking on the
Blood Sacrifice appearance of creatures you have damaged with a spell
Starting at 6th level, you can sacrifice your own vitality to
affected by your Vampiric Spell metamagic.
regain some of your magic. As an action, you can expend one or
more of your remaining Sorcerer hit die, not exceeding your Lover's Face. You can cast the Familiar Face* spell at will,
proficiency bonus, to regain 2 sorcery points per hit die without expending a spell slot, but once a creature succeeds
expended. When you do, your current and maximum hit points its save against the spell, you can't affect that creature with
each decrease by the maximum value of the hit die. The the spell again for 24 hours.
reduction lasts until you finish a long rest. You can't use this
feature if it would reduce your hit points below 1. Majestic Presence. You learn the Enthrall spell. You can
cast the spell once without expending a spell slot. You can't
Feeding Frenzy do so again until you finish a long rest.
Starting at 14th level, you can enter a temporary feeding frenzy
Primal Dominion. You learn the Animal Friendship and
when you start your turn (no action required). For 1 minute,
Beast Bond spell. You can cast each spell once without
your Vampiric Spell metamagic costs 1 less sorcery point to
expending a spell slot before you must complete a long rest
use. If you end your turn without attacking a creature that isn't
to do so for that spell again.
an undead or construct, you suffer 5 psychic damage, and the
damage increases by 5 for future rounds until the frenzy ends. Intimate Eater. You gain a bonus to melee spell attacks
When the frenzy ends, you gain a level of exhaustion. Once you equal to half your proficiency bonus (round up). Your spell
use this feature, you can't do so again until you finish a long save DC for spells you cast that require you to touch the
rest. target also gains a bonus in the same amount.
Vampiric Mastery Night Court Charm. From dusk until dawn, you add your
Starting at 18th level, you have attained mastery over your proficiency bonus to Charisma ability checks, unless you
vampiric curse. Choose one of the following: already add it, in which case you gain an additional bonus
equal to half your proficiency bonus (round up).
You may remove both your Vampiric Banes, and learn one
additional Vampiric Boon that has no level prerequisite. Nightwalker. You gain darkvision to a range of 120 feet. If
you already had darkvision, the range increases by 60 feet.
You learn any one additional Vampiric Boon of your choice. Additionally, you learn the Shadow* cantrip.
3
Touch of the Unreal. You learn the Minor Illusion cantrip (6th) Master Over Mind. You can cast the Detect Thoughts
and one 1st level Illusion spell of your choice from any spell at will, without expending a spell slot. When you do,
class's spell list. creatures more than 5 feet away from have advantage on
any saving throw against the spell.
Unnatural Constitution. You gain resistance to poison
damage and advantage on saving throws against the (6th) Mist Form. You learn the Gaseous Form spell. You
poisoned condition. can cast the spell once without expending a spell slot, but
only targeting yourself. You can't do so again until you finish
Vanish With Shadow. You learn the Invisibility spell. You a long rest.
can cast the spell once without expending a spell slot, but
only targeting yourself. You can't do so again until you finish (6th) Stygian Touch. You learn the Darkness spell. You can
a long rest. The spell immediately ends if you enter an area cast the spell once without expending a spell slot. You can't
of bright light created by sunlight. do so again until you finish a long rest. Additionally, you can
see through any magical darkness created by a spell you
Walk of the Blood Widow. You have a climbing speed cast.
equal to your walking speed, and you ignore the effects of
webs. In addition, at 3rd level, you can move up, down, and (6th) Undead Constitution (Requires Unnatural
across vertical surfaces and upside down along ceilings, Constitution). You gain resistance to necrotic damage, and
while leaving your hands free. you are immune to all effects that an undead would
normally be immune to.
Whispers of the Night. You learn the Sleep spell. You can
cast the spell once without expending a spell slot. (14th) Cloak of Oblivion. You learn the Shadow of Moil
Additionally, treat any die you roll for the Sleep spell that is spell. You can cast the spell once without expending a spell
lower than your Charisma modifier as though it rolled a slot. You can't do so again until you finish a long rest. When
number equal to your Charisma modifier (Min. 1, max. 8). you do, add your Charisma modifier to the spell's damage.
(6th) Celerity. You gain proficiency in Dexterity saving (14th) Eye of the Unseen. You learn the Arcane Eye spell.
throws. If you already have proficiency in Dexterity saving You can cast the spell once without expending a spell slot.
throws, you instead gain an additional bonus to Dexterity You can't do so again until you finish a long rest. When you
saving throws equal to half your proficiency bonus (round do, the eye can't be detected by any means.
down).
(14th) Ghostly Steps. Your steps make no sound, granting
(6th) Eyes of Oblivion. You can see into the Ethereal plane you a +5 bonus to Dexterity (Stealth) checks you make that
out to a range of 30 feet. Additionally, you learn the See rely on sound. Additionally, you leave behind no tracks or
Invisibility and Spirit Sense* spells. You can cast either spell other traces of your passage, and you can't be tracked by
once without expending a spell slot. Once you do, you can't non-magical means.
do so again until you finish a long rest.
(14th) Irresistible Voice. You learn the Dominate Person
(6th) Feral Gifts. You learn the Enhance Ability spell. You spell. You can cast the spell once without expending a spell
can cast the spell once without expending a spell slot, slot. You can't do so again until you finish a long rest.
targeting only yourself. You can't do so again until you finish
a long rest. When you do, you don't have to make (14th) Nocturnal Transformation. From dusk until
Constitution saving throws to maintain concentration on the dawn, you can cast the Polymorph spell on yourself at will,
spell due to taking 15 damage or less. without expending a spell slot, but only to take the form of a
bat or wolf. When you do, you retain your alignment and
(6th) Fleetness. Your speed increases by 10 feet. Intelligence, Wisdom, and Charisma scores. You also retain
Additionally, when you cast a Quickened spell, you can Dash all of your skill and saving throw proficiencies, in addition to
as part of the same bonus action. gaining those of the creature. If you are reduced to 0 hit
points while in this form, you can't use this feature again
(6th) Potent Influence. Your spell save DC for until you finish a long rest.
enchantment spells increases by 1. Additionally, you can use
the Heightened Spell metamagic for one less sorcery point (14th) One With Shadow (Requires Vanish With
when the affected spell is an Enchantment spell, or requires Shadow). You can cast the Invisibility spell at will, without
a Charisma saving throw from the target. expending a spell slot. The spell immediately ends if you
enter an area of bright light created by sunlight.
(6th) Protean Nature. You learn the Alter Self spell. You
can cast the spell at will, without expending a spell slot, but (14th) Plaguebringer. You learn the Contagion spell. You
only to use the Natural Weapons feature of the spell. can cast the spell once without expending a spell slot. You
can't do so again until you finish a long rest.
(6th) Lord of the Hive. You learn the Swarmskin spell. You
can cast the spell once without expending a spell slot. You (14th) Swarmspeaker. You learn the Swarmstorm* spell.
can't do so again until you finish a long rest. You can cast the spell once without expending a spell slot.
You can't do so again until you finish a long rest. While
affected by the Swarmstorm spell, your movement speed
increases by 10 feet.
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(14th) Sanguine Step. When you use the Vampiric Spell
metamagic, you can immediately use your reaction to Vampiric Banes
teleport to an unoccupied space you can see within 5 feet of
Cursed Constitution. You can't regain hit points from magic,
the target. Once you use this feature, you must spend one
except the Vampiric Spell metamagic. If a spell or magical effect
sorcery point anytime you would use it again before you
would have a more potent effect against an undead creature, it
finish a long rest.
gains the same benefit against you.
(14th) Unnatural Evasion (Requires Celerity). When Forbiddance. You can't enter a residence without an
you take damage from an effect that required a dexterity invitation from one of the occupants. You can't cast
saving throw, reduce that damage by your Charisma Enchantment spells using Sorcerer spell slots or class features.
modifier, to a minimum of 0. Hunted. You are vulnerable to radiant damage, piercing
damage dealt by wooden weapons or ammunition, damage
(18th) Command Vitality. You learn the Power Word: dealt by silvered weapons or ammunition, or damage dealt by
Blood* spell. You can cast the spell once without expending weapons or ammunition coated in holy water. Additionally, if a
a spell slot. You can't do so again until you finish a long rest. wooden weapon hits you and the attack roll exceeds your AC by
Additionally, the sorcery point cost of using the Vampiric 5 or more, the weapon becomes lodged in your heart, and you
Spell metamagic on the Power Word: Blood spell is halved are paralyzed until it is removed as an action.
for you. Sunlight Sensitivity. While in sunlight, you have
disadvantage on attack rolls, as well as on Wisdom (Perception)
(18th) Cosmic Magnetism. You can use the Distant Spell
checks that rely on sight.
metamagic without expending any sorcery points when the
Water Weakness. You are vulnerable to cold damage caused
affected spell is an Enchantment spell, or requires a
by frost or water. You take 20 acid damage if you end your turn
Charisma saving throw. Additionally, when you cast an
Enchantment spell that requires you to see the target, you in running water.
ignore that requirement, following all the other restrictions
for choosing a target as normal.
(18th) Trap the Mind. You learn the Maze spell. You can
cast the spell once without expending a spell slot. You can't
do so again until you finish a long rest.
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Corrosive Claws Vampiric Hunger
2nd-level evocation
3rd-level necromancy
With a flick of your wrists, two large claws made of pure acid Your touch imbues a creature with an unquenchable hunger for
appear and swipe at a creature you can see within range. Make blood. An unwilling creature can make a Constitution saving
a melee spell attack for each claw. On a hit, the target takes 2d8 throw to resist the spell.
acid damage and is corroding until the end of your next turn. For the duration, once per turn, when an affected creature
At Higher Levels. When you cast this spell using a spell slot deals damage to a creature that isn't an undead or construct, it
of 3rd level or higher, the damage of each claw increases by 1d8 regains hit points equal to half the damage dealt, or 3d6
for each slot level above 2nd. (whichever is higher).
However, if an affected creature ends its turn without having
Circle of Vultures dealt any damage that turn, it gains a level of exhaustion, or
3rd-level necromancy loses 10 hit points if it already has three or more levels of
exhaustion.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Flesh Graft
4th-level necromancy
Duration: 1 hour
Sorcerer, Wizard
You mark a creature for death, causing spectral vultures to
Casting Time: 1 action
circle above it. Choose a target you can see within range. If the Range: 60 feet
target isn't missing at least 50% of its hit points, the spell fails. Components: V, S
For the duration, any healing the target would receive is Duration: Concentration, up to 1 minute
halved. The target also has disadvantage on saving throws
against Necromancy spells, and on death saving throws. This dark necromancy spell fuses the flesh of two creatures.
Additionally, when the target reaches 15 hit points for the Choose two creatures within 5 feet of each other. The spell fails
first time during the duration, the vultures swoop in for the kill, if either creature isn't made of flesh (such as a ghost, fire
automatically dealing 15 necrotic damage to the target. elemental, or steel golem).
The spell ends if the target dies or is no longer missing any Each creature must make a Constitution saving throw. If both
hit points. A remove curse spell cast on the target also ends this saving throws fail, they become bound to each other, their flesh
spell early. fused as one. The targets are restrained. When one target takes
damage of any kind except psychic, the damage is split evenly
Ghostrift between the two. If a forced movement effect would move one
3rd-level necromancy
6th-level necromancy
Corpse Stride
5th-level necromancy
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Familiar Face
Old Spells (Reference) 1st-level illusion
Spirit Sense
Sorcerer, Warlock, Wizard 2nd-level divination
Once a stone has no hit die remaining, the spell ends. When
the spell ends, the stone becomes non-magical and the caster's
maximum hit point reduction immediately ends (although their
current hit points are not affected).
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can expend one additional hit die
into the gem for each slot level above 1st.
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Swarmskin Power Word: Blood
3rd-level conjuration
7th-level necromancy
Swarmstorm
4th-level conjuration
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Name CR Notes
Stat Blocks Field Gremlin 1/4
Rule Supplement Fieldmaster Scarecrow 2 Elite
These creatures, like all my creatures, were made using the Pumpkin Blight 1/4
Giffyglyph's Monster Maker rule supplement. The supplement
The Silent Slasher 5
affects how the stat block was created, but changes very little
about how the DM uses it. The Vulture 9 Elite
The stats are calculated using a revised table, based on the
creature's assigned role, level, and rank. If the saving throws
and attack bonus look weird to you, please understand they are
Need Help?
NOT calculated using 5e's normal rules. If you have any questions or need help scaling these
stat blocks to a different level, adjusting them to your
The main purpose of the supplement is to make it easier to
needs, or figuring out how to incorporate them into
make and run monsters, with less concern about following
your story, don't hesitate to reach to me! The
strict rules. Attacks are intended to be more free form, allowing
demiplane channel in our discord is the perfect place
the DM to improvise much more easily.
to do so.
What does x2 mean? x2, x3, etc is shorthand for
multiattack. For example, Slash (x2) means you make two
attacks when you take the Slash action. Note. Ignore
multiattack when taking a paragon action.
What does Cooldown X mean? The creature should wait X
turns before using this feature again. For example, a Cooldown
2 ability used on turn 1 shouldn't be used again until turn 4 at
the earliest (allowing 2 turns for it to cooldown). Its up to you,
the GM, whether you treat this is a suggestion or a strict rule.
This looks harder than its CR! Some enemies are Elite or
Solo. Elite enemies can serve as mini-bosses or hold their own
without allies in a normal encounter. Solo enemies are a true
boss encounter.
What is a Strike attack? You will rarely see my monsters
with a Claw, Bite, Kick, Tail, and Handaxe attack. Often I run
with a freeform Strike attack instead. You can flavor this as any
of the above. If you feel it necessary for certain attacks, drop a
damage die or add one. As the GM, you are not limited to what's
on the paper/screen. Focus on making an engaging, fun
encounter for you and your players, not just following rules.
What is a paragon action? A paragon action is basically a
freeform legendary action that allows you to use any of the
creature's normal actions, or move. This is balanced by
restrictions on the various actions a creature has. Paragon
actions are absolutely critical to helping monsters keep up with
the players' action economy advantage!
What if I don't like something? You can always adjust the
stat block however you see fit for your own table.
Still curious? Check out www.giffyglyph.com for more info!
Encounter Levels
A GM can easily scale these stat blocks to better fit the
challenge their party needs using Giffyglyph's Monster Maker
web app. The JSON files for these stat blocks are available to
patrons of all tiers.
Notes
The stat blocks in this section are organized by CR, and
then alphabetically.
12
Field gremlin
Field Gremlin Field gremlins are mischievous, tiny sprites that lurk in tall
Tiny monstrosity (Lvl 1 Lurker Grunt) fields of grass, grain, corn, and similar terrain. Farmers often
blamed their various misfortunes (poor harvests or children
Armor Class 15 lost in great fields) on imaginary gremlins. Under a cursed
Hit Points 5 harvest moon, their false excuses magically became a reality, as
Speed 40 ft. the field gremlins crawled forth from the soil.
Their appearance is like a tiny, brown goblin covered in dirt.
Their eyes are bright yellowish-orange. Some folks claim to see
STR DEX CON INT WIS CHA little glimpses of two yellow dots in the fields, between the
6 (−2) 18 (+4) 10 (+0) 7 (−2) 8 (−1) 5 (−3) sounds of rustling grass. Field gremlins move extremely quickly.
Some call them anklebiters or corn-field killers. They run past
Saving Throws Dex +6 frightened humanoids and slice at them, then disappear back
Skills Stealth +6 into the field.
Damage Resistances poison
Senses darkvision 60 ft, passive Perception 9 Tactics
Languages Terran Hit and Run. Field gremlins are cowardly little lurkers that
Challenge 1/4 (50 XP) don't want to stay in a fight. They will hide in the tall grass,
burst out with impressive speed to slice at their target, and
Field Lurkers. You can dash or hide as a bonus action. then run back into the grass to hide again.
You have advantage to hide while in a field with tall Trap. A field gremlin uses Curse of Confusion to trap its
grass, or similar terrain. target in its field.
Anklebiters. You have advantage on attack rolls against Swarm. Usually field gremlins are in groups of 2-5 and
creatures two or more size categories larger than you coordinate their attacks, which adds to the confusion and fear
(Medium or larger). inflicted on a target as they get hit from all directions but never
know where their attackers are.
Elusive Attackers. When you hit a creature with an
attack, your movement doesn't provoke opportunity
attacks from them for the rest of the turn.
Actions
Slash. Melee Weapon Attack: +5 vs AC. Hit: 5 slashing
damage and the targets speed is halved until its next
turn ends.
Curse of Confusion. One creature you can see within 30
feet that can hear you. A magic whisper floats into
their ear. DC 13 save vs Wis. Fail: The target's head
spins and its vision becomes blurry. It has disadvantage
on Wisdom ability checks. Additionally, it is magically
bound to a 60-ft radius around the location where it
gained this effect. If it tries to move beyond that radius,
in confusion it turns around and circles back, although
it doesn't fully realize it is doing so. Target can repeat
the saving throw at the end of each of its turns to end
the effect.
Reactions
Manifestation of Mischief. As a reaction when a
creature you can see within 30 feet of you makes an
ability check or saving throw, you can impose
disadvantage on the roll (only before the roll is made).
13
Fieldmaster Scarecrow Paragon Actions
Medium construct (Lvl 4 Striker Elite) You can take 1 paragon action(s), choosing to either
move or perform one action. Only one paragon action
Armor Class 11 can be used at a time and only at the end of another
Hit Points 60 creature's turn. You regain spent paragon actions at the
Speed 30 ft. start of your turn.
Lair Actions
STR DEX CON INT WIS CHA
On initiative count 20 (losing initiative ties), you may
13 (+1) 14 (+2) 16 (+3) 2 (−4) 8 (−1) 10 (+0) take a lair action to cause one of the following effects.
You can't use the same effect two rounds in a row.
Saving Throws Con +5, Wis +1
Skills Intimidation +4, Stealth +4 Haunted Wind. An eerie wind blows through the field,
Damage Vulnerabilities fire extinguishing all flames and non-magical lights. For 1
Damage Resistances bludgeoning, piercing, and round, creatures of your choice in the field have
slashing from non-magical attacks disadvantage on Wisdom ability checks and saving
Damage Immunities poison throws.
Condition Immunities charmed, exhaustion, frightened, Field Mice. Choose up to 3 creatures you are aware of
paralyzed, poisoned, unconscious within your field. Swarms of field mice briefly assail the
Senses blindsight 60 ft, passive Perception 9 chosen creatures, who must make a DC 11 Dex save.
Languages — Fail: 5 (2d4) piercing damage and speed halved until
Challenge 2 (450 XP) end of next turn.
False Appearance. While you remain motionless, you Living Roots. Creatures in the field must succeed a DC
are indistinguishable from an ordinary, inanimate 11 Dex save or be Restrained for 1 round, as roots in
scarecrow. the ground reach up to grab them.
Actions
Slash. Melee Weapon Attack: Up to two adjacent
creatures within 10 feet of you, +6 vs AC. Hit: 10
(3d4+2) slashing damage.
Terrifying Glare. You target one creature you can see
within 30 feet of you. If the target can see you, the
target must succeed on a DC 13 Wisdom saving throw
or be magically frightened until the end of your next
turn. The frightened target is paralyzed.
14
Pumpkin Blight The Silent Slasher
Small plant (Lvl 1 Strikger Grunt) Medium humanoid (Lvl 11 Lurker Grunt)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 9 (−1) 12 (+1) 4 (−3) 8 (−1) 3 (−4) 20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
Damage Vulnerabilities fire Saving Throws Str +7, Con/Cha +3, Dex/Int/Wis +0
Condition Immunities blinded, deafened Skills Intimidation +10, Stealth +10
Senses blindsight 60 ft (blind beyond this radius), Condition Immunities charmed, frightened
passive Perception 9 Senses darkvision 120 ft, passive Perception 11
Languages Understands Common but can't speak it Languages Understands common but doesn't speak
Challenge 1 (200 XP) Challenge 5 (1800 XP)
False Appearance. While you remain motionless, you Attacks +9 to hit. Hit: 35 damage
are indistinguishable from a rotting pumpkin. Attack DCs Primary DC 17, Secondary DC 14
Harvest Moon Horror. Frightened creatures within 20 Surprise Strikes. Any hit you score against a surprised
feet of you have a -1 penalty to ability checks and
creature or a creature from whom you were hidden is a
saving throws (can stack up to 5 times). critical hit.
Actions Murder Mark. As a bonus action, you can designate a
creature you can see within 60 feet for death. A
Bash. Melee Weapon Attack: +3 to hit. Hit: 2
remove curse mark ends the effect early. You have
bludgeoning damage. advantage on Wisdom (Perception) checks to find or
Roots. One creature you can see within 20 feet. DC 13 track that creature, and your attacks deal an extra 1d6
vs Str. Fail: Grappled and restrained for 1 min. Can damage to it.
attempt to escape as an action, or cut/burn roots (AC Plot-portation (Cooldown 2). As a bonus action, you can
8, 1 hit point). teleport up to 300 feet to an unoccupied point within
Foul Breath. 10 ft cone, DC 13 vs Con. Fail: 3 (1d4+1) 15 feet of a creature marked by your Murder Mark. You
poison damage and target is Poisoned for 1 min don't need to see the creature or the point you
(repeat save end of turns). teleport to. When you arrive at your destination, you
can immediately Hide (no action required).
Strike Fear. Whenever a creature sees you, it must
Pumpkin Blight make a Wisdom saving throw. On a failed save, it
becomes Frightened of you for up to 1 minute
Like Twig, Vine, and Thorn blights, the Pumpkin Blight is an (repeating the save at the end of its turns to end the
awakened plant corrupted by dark magic. Most common during effect). While frightened in this way, the first time each
the cursed season of the harvest moon, pumpkin blights can be turn that the target attempts to move, it must make a
found crawling through fields looking for living creatures to DC 11 Dexterity saving throw or fall prone. If a creature
make victim. Often a pumpkin blight serves as a minion to a succeeds its saving throw, it becomes immune to the
Fieldmaster Scarecrow or similar monster. effect for 1 hour.
15
Morbid Magic (3/rest). You spread your wings, rear your
The Vulture head, and utter a spinetingling cry, bringing the fear of
Medium humanoid (aarakocra) (Lvl 13 Elite Lurker) the grave onto your enemies. Creatures of your choice
within 60 feet that can see and hear you must make a
DC 20 save vs Wisdom or become Frightened of you.
Armor Class 17
While frightened in this way, a creature has -2 AC. If
Hit Points 100
the creature is already frightened by you, it gains a
Speed 20 ft., fly 50 ft
further -2 AC penalty, which can stack up to three
times, and suffers 18 (4d8) psychic damage.
STR DEX CON INT WIS CHA Swarm (Cooldown 1). As an action, you command up to
10 (+0) 22 (+6) 14 (+2) 18 (+4) 16 (+3) 12 (+1) three willing allies to move up to their speed towards a
creature marked by your Circle of Death and make a
Saving Throws Dex +11, Int/Wis +7, Str/Con/Cha +2 single attack against it.
Skills Deception +6, Intimidation +6, Stealth +11
Damage Resistances poison Reactions
Senses darkvision 120 ft, passive Perception 13
Languages Auran, Common The Call of Death. When you reduce a creature to 0 hit
points, you can use a reaction to use your Morbid
Challenge 9 (5000 XP)
Magic action, ignoring any use limit.
Attacks +13 to hit. Hit: 54 damage
Attack DCs Primary DC 20, Secondary DC 17
Paragon Actions
You can take 1 paragon action(s), choosing to either
Flyby. Your flying movement doesn't provoke move or perform one action. Only one paragon action
opportunity attacks. can be used at a time and only at the end of another
creature's turn. You regain spent paragon actions at the
Deadly Dive. If you are flying and dive at least 30 feet start of your turn.
straight toward a target and then hit it with a melee
weapon attack, the attack deals +10 damage to the
target. The Vulture
Scavenger. You have advantage on attacks against The vulture is an aarakocra corrupted by necromancy. Its
creatures that have 50% or fewer hit points remaining. appearance resembles a vulture, rather than the more typical
Elite Defense (1/round). You can add 1d10 to a saving eagle or hawk influence of most aarakocra.
throw you make (before or after you roll, no action The Vulture is an elite enemy intended to lead lesser minions.
required). Undead, cultists, or bandits would be fitting henchman. You
could even use low level demons, or some other monster from
Vulture Vanish (Cooldown 1). As a bonus action, a
this compendium.
whirlwind of feathers and dust surrounds you as you
vanish. A 5-ft radius centered on the point you occupy
is heavily obscured for 1 round. Additionally, you Tactics
become invisible and make no sound until the start of Avoid Melee. As a lurker, the vulture wants to move in and out
your next turn (ending if you attack or cast a spell). of melee but never stay engaged on the front lines.
Scavenge the Weak. The vulture prepares its prey with
Circle of Death. As a bonus action, you can mark an
Circle of Death and Morbid Magic. Like a true scavenger, it seeks
enemy for death. Spectral vultures circle above it. For 1
the weak, wounded, or near dead as its target. It will target
minute, the target can't regain hit points and has
squishy enemies and send its minions to weaken them first
disadvantage on saving throws. The effect ends early if
before it truly joins the fray.
you use it again.
Dive In and Out. The vulture uses its flight speed and Flyby
Actions trait to kite in and out of combat while making talon attacks,
which benefit from its deadly dive. It only uses its Scythe when
Talons (x2). Melee Weapon Attack: +13 vs AC. Hit: 18 surrounded by multiple enemies.
(5d6 + 1) slashing damage. If this attack benefits from Paragon Actions. The vulture prefers to use its paragon
Deadly Dive, it receives +20 damage instead of +10. action to fly away from enemies, rather than attack them, to
ensure it stays out of harms way.
Scythe. Melee Weapon Attack: Target up to three
adjacent creatures within 10 feet. +13 vs AC. Hit: 27
(4d10 + 5) slashing damage. If a target is marked by
Circle of Death, it also takes 11 (2d10) necrotic
damage.
16
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