The Magic Kingdom Compendium
The Magic Kingdom Compendium
I
n the untamed wilderness, far beyond the reaches of
civilization, some animals form their own hierarchies
and kingdoms. It isn't known what triggers this The Feral Children
awakening into cognizant thought, but there exists There are stories of a select few that have been
speculation that this is in fact their natural state, and raised by beasts within the jungles as one of their
only proximity to the world of men dulls their senses. own. Left behind by their own families and adopted
Regardless of the cause, these societies of beasts into an animal pack, these children are said to grow
have their own laws, customs, and even language. That is not up just as fierce as their wild brothers and sisters.
to say that every animal within their boundaries is an Consider taking the hermit or outlander
intelligent creature; as with the kingdoms of men, actual background if you feel this upbringing represents
your character well.
capacity for higher thought and reasoning vary wildly between
individuals. Still, great care should be taken while exploring
their lands, lest the game you hunt for dinner turn out to be a
member of the royal family.
The Outlands
Just as in our own societies, there exists a border of outcasts Cackle of Outlander
even among the beasts. Those that commit heinous crimes or
that cannot peacefully coexist within the confines of the Hyenas
kingdom they've built; any that are not killed outright are Huge swarm of Medium beasts, chaotic evil
banished to the literal fringes of their world, forced to
scrounge for scraps in order to survive. If the language barrier Armor Class 13
can be bridged, a lost adventuring party may find allies among Hit Points 102 (12d12 + 24)
these outlanders. They rarely harbor goodwill towards those Speed 50 ft.
that drove them away, and may offer assistance in exchange
for food.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA Pack Tactics. The swarm has advantage on an attack
roll against a creature if at least one of the swarm’s
11 (+0) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 5 (-3) allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Skills Perception +3, Survival +3
Senses darkvision 60 ft., passive Perception 13 Rampage. When the swarm reduces a creature to 0
Languages Beast Speech hit points with a melee attack on its turn, the swarm
Challenge 1/4 (50 XP) can take a bonus action to move up to half its speed
and make a bite attack.
Pack Tactics. The hyena has advantage on an attack Swarm. The swarm can occupy another creature's
roll against a creature if at least one of the hyena’s space and vice versa, and the swarm can move
allies is within 5 feet of the creature and the ally isn’t through any opening large enough for a Medium
incapacitated. hyena. The swarm can't regain hit points or gain
temporary hit points.
Rampage. When the hyena reduces a creature to 0 hit
points with a melee attack on its turn, the hyena can Actions
take a bonus action to move up to half its speed and
make a bite attack. Multiattack. The swarm makes two attacks.
2
Outlander Moray Lion Outcast
Medium beast, neutral evil Large beast, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 11 (+0) 16 (+3) 11 (+0) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 17 (+3)
3
Majestic Titanoboa Swallow. The snake makes one bite attack against a
Large or smaller creature it are grappling. If the attack
Gargantuan beast, neutral
hits, the target takes the bite's damage, the target is
swallowed, and the grapple ends. While swallowed, the
Armor Class 15 (natural armor) creature is blinded and restrained, it has total cover
Hit Points 149 (13d20 + 13) against attacks and other effects outside of the snake,
Speed 30 ft., swim 30 ft., climb 30 ft. and it takes 28 (8d6) acid damage at the start of each of
the snake's turns.
STR DEX CON INT WIS CHA If the snake takes 30 damage or more on a single turn
from a creature inside it, the snake must succeed on a
24 (+7) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 20 (+5) DC 20 Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall prone
Saving Throws Str +10, Int +6, Wis +6 in a space within 10 feet of the snake. If the snake dies,
Skills Deception +8, Perception +6, Persuasion +8, a swallowed creature is no longer restrained by it and
Stealth +7 can escape from the corpse by using 30 feet of
Damage Resistances bludgeoning, piercing, and slashing movement, exiting prone.
from nonmagical attacks Charm. The snake targets one humanoid it can see
Condition Immunities charmed within 30 feet of them. If the target can see the snake,
Senses blindsight 10 ft., passive Perception 16 the target must succeed on a DC 16 Wisdom saving
Languages Beast Speech throw against this magic or be charmed by them. The
Challenge 8 (3,900 XP) charmed target regards the snake as a trusted friend to
be heeded and protected. Although the target isn't
Captivating Presence. Any creature that starts its turn under the snake's control, it takes its requests or actions
within 30 feet of the snake must make a DC 16 in the most favorable way it can, and doesn't resist the
Wisdom saving throw. On a failed save, the creature snake's attacks.
becomes charmed by the snake for 1 minute. It can
repeat the saving throw at the end of its turn or when it Each time the snake or the snake's companions do
takes damage. On a successful save, the creature anything harmful to the target, it can repeat the saving
becomes immune to the snake's Captivating Presence throw, ending the effect on itself on a success.
for 24 hours. Otherwise, the effect lasts 24 hours or until the snake is
destroyed, is on a different plane of existence than the
Legendary Resistance (3/Day). If the snake fails a saving target, or takes a bonus action to end the effect.
throw, it can choose to succeed instead.
Reactions
Magic Resistance. The snake has advantage on saving
throws against spells and other magical effects. Protective Thrall. When the snake is hit by an attack, one
creature within 5 feet of the snake that is charmed by it
Regeneration. The snake regains 10 hit points at the must use its reaction to be hit by the attack instead.
start of its turn. If it takes cold damage, this trait doesn’t
function at the start of its next turn. The snake dies only Legendary Actions
if it start its turn with 0 hit points and doesn't The snake can take 3 legendary actions, choosing from
regenerate. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The snake regains spent legendary
Multiattack. The snake makes two attacks: one with its actions at the start of its turn.
bite and one with its tail. It can't make both attacks
against the same target. Attack. The snake makes one bite attack or one tail
attack.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one Exert Will. One creature charmed by the snake that it can
creature. Hit: 16 (2d8 + 7) piercing damage. see must use its reaction to move up to its speed as it
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft. one directs or to make a weapon attack against a target that
target. Hit: 20 (3d8 + 7) bludgeoning damage. it designates.
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., Charm (Costs 2 Actions). The snake uses its Charm.
one creature. Hit: 18 (2d10 + 7) bludgeoning damage,
and the target is grappled (escape DC 18). Until this
grapple ends, the creature is restrained, and the snake
can't constrict another target.
4
Gigantopithecus King Reckless. At the start of its turn, the ape can gain
advantage on all melee weapon attack rolls during that
Gargantuan beast, unaligned
turn, but attack rolls against it have advantage until the
start of its next turn.
Armor Class 15 (natural armor)
Hit Points 248 (16d20 + 80) Actions
Speed 40 ft., climb 40 ft. Multiattack. The ape makes three attacks: one with its
bite and two with its fists.
STR DEX CON INT WIS CHA Fist. Melee Weapon Attack: +12 to hit, reach 15 ft., one
24 (+7) 18 (+4) 20 (+5) 8 (-1) 16 (+3) 12 (+1) target. Hit: 29 (4d10 + 7) bludgeoning damage.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Saving Throws Str +12, Dex +9 target. Hit: 23 (3d10 + 7) piercing damage.
Skills Acrobatics +9, Athletics +12, Perception +8 Rock. Ranged Weapon Attack: +12 to hit, range 50/150
Damage Resistances bludgeoning, piercing, and slashing ft., one target. Hit: 35 (8d6 + 7) bludgeoning damage.
from nonmagical attacks Each creature within 5 feet of the target must make a
Senses passive Perception 18 DC 20 Dexterity saving throw, taking 14 (4d6)
Languages Beast Speech bludgeoning damage on a failed save, or half as much
Challenge 14 (11,500 XP) damage on a successful one.
Charge. If the ape moves at least 10 feet straight toward Legendary Actions
a target and then hits it with a fist attack on the same
The ape can take 3 legendary actions, choosing from the
turn, the target takes an extra 16 (3d10) bludgeoning
options below. Only one legendary action option can be
damage. If the target is a creature, it must succeed on a
used at a time and only at the end of another creature's
DC 20 Strength saving throw or be pushed up to 10
turn. The ape regains spent legendary actions at the start
feet away and knocked prone.
of its turn.
Legendary Resistance (3/Day). If the ape fails a saving
throw, it can choose to succeed instead. Attack. The ape makes a weapon attack.
Siege Monster. The ape deals double damage to objects Detect. The ape makes a Wisdom (Perception) check.
and structures. Move. The ape moves up to its speed without provoking
opportunity attacks.
5
Smilodon Alpha Evasion. If the tiger is subjected to an effect that allows
it to make a Dexterity saving throw to take only half
Huge beast, unaligned
damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Armor Class 18 (natural armor)
Hit Points 187 (22d12 + 44) Actions
Speed 60 ft., climb 60 ft. Multiattack. The tiger can use its Frightful Presence. It
then makes five attacks: one with its bite and four with
its claws.
STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 14 (+2) 14 (+2) 20 (+5) 12 (+1) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage.
Saving Throws Str +11, Dex +11, Wis +10 Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Skills Acrobatics +11, Athletics +11, Perception +10, one target. Hit: 20 (4d6 + 6) slashing damage.
Stealth +11, Survival +10 Frightful Presence. Each creature of the tiger's choice
Damage Resistances bludgeoning, piercing, and slashing that is within 90 feet of the tiger and aware of it must
from nonmagical attacks succeed on a DC 19 Wisdom saving throw or become
Senses darkvision 90 ft., passive Perception 20 frightened for 1 minute. A creature can repeat the
Languages Beast Speech saving throw at the end of each of its turns, ending the
Challenge 14 (11,500 XP) effect on itself on a success. If a creature's saving throw
is successful or the effect ends for it, the creature is
Fear of Fire. If the tiger takes fire damage, it has immune to the tiger's Frightful Presence for the next 24
disadvantage on attack rolls and ability checks until the hours.
end of its next turn.
Legendary Actions
Keen Smell. The tiger has advantage on Wisdom
(Perception) and Wisdom (Survival) checks that rely on The tiger can take 3 legendary actions, choosing from
smell. the options below. Only one legendary action option
can be used at a time and only at the end of another
Legendary Resistance (3/Day). If the tiger fails a saving creature's turn. The tiger regains spent legendary actions
throw, it can choose to succeed instead. at the start of its turn.
Pounce. If the tiger moves at least 20 feet straight
toward a creature and then hits it with a claw attack on Attack. The tiger makes one claw attack.
the same turn, that target must succeed on a DC 19 Detect. The tiger makes a Wisdom (Perception) check.
Strength saving throw or be knocked prone. If the target
is prone, the tiger can make one bite attack against it as Move. The tiger moves up to its speed without
a bonus action. provoking opportunity attacks.
Smilodon Alpha This monarch, as far as can be assumed given our current
Though we use terms like "kingdom" and "kings" to describe understanding of these kingdoms, is often an alpha predator,
the animals that have congregated into societies we one that has proven their strength and guile repeatedly
recognize, it would be inaccurate to take such usage literally. through challenges to their throne over the years. With those
These hierarchies have no dynasties, nor have they adopted a criteria in mind, you could do far worse than the mighty
feudal land ownership system, nor do they have any structure smilodon, a massive feline that bears only the most superficial
of true organized governance to speak of. Simply put, the law similarities to the tigers most are familiar with. This great
of the jungle dictates only that the strong survive, and that predator has often been sighted at the edges of neighboring
those unable to keep away from those that seek to hunt them farmlands, and has been rumored to hunt stray travelers for
end up as food and nothing more. sport. With a terrifying combination of stealth, speed, and
However, this does beg the question of what separates this cunning, this is clearly a figure of authority that all species
from the normal beasts that live among us today. In fact, there would take care to heed and steer clear of.
is apparently a kind of communal deliberation process that The civilized world's greatest advantage is that it, and by
the members of the beast kingdoms gather for, as well as extension the rest of its kingdom, seem only interested in
proclamations of laws and customs that must be adhered to. keeping to themselves and avoiding all contact with us, save
Safe passage to watering holes in times of drought, for the poor odd soul that wanders too close to their borders.
delineations of territorial boundaries, and of course strict The animals seem to have an understandable wariness for
policies regarding relations with outsiders. While these are all humanoid weapons and technology. Indeed, fire alone still
subject to discussion and debate during these large seems to be a suitable repellent for keeping all manner of
gatherings, it would seem that they are primarily decided beasts at bay, even the fearsome smilodon. It maintains an
upon and enforced by a single authority figure, a "king of the uneasy peace between our worlds, but peace nonetheless.
jungle" if such a name is needed to be assigned.
6
The Demon Bear Actions
Huge beast, unaligned Multiattack. The bear can use its Frightful Presence. It
then makes three attacks: one with its bite and two with
Armor Class 16 its claws.
Hit Points 276 (24d12 + 120)
Speed 40 ft., swim 30 ft. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 21 (4d6 + 7) slashing damage.
24 (+7) 12 (+1) 20 (+5) 4 (-3) 16 (+3) 4 (-3) Frightful Presence. Each creature of the bear's choice
that is within 90 feet of the bear and aware of it must
Saving Throws Str +12, Con +10 succeed on a DC 20 Wisdom saving throw or become
Skills Perception +8, Survival +8 frightened for 1 minute. A creature can repeat the
Damage Resistances bludgeoning, piercing, and slashing saving throw at the end of each of its turns, ending the
from nonmagical attacks effect on itself on a success. If a creature's saving throw
Senses passive Perception 18 is successful or the effect ends for it, the creature is
Languages Beast Speech immune to the bear Frightful Presence for the next 24
Challenge 14 (11,500 XP) hours.
The Demon Bear Far more massive and imposing than any normal member
As described previously, not every animal within the beast of its kind, its body is covered in the scars of those that
kingdoms is an enlightened scholar. The level of intelligence attempted to slay it and failed. The legends of its reign of
varies just as much there as it does in any other nation. terror date back centuries, emerging from its lair only to
However, the level of sentience varies just as much as well. wreak havoc among any that happen to be in its path. It may
There are some that are beasts in every sense of the word, even be too powerful for the king of beasts to challenge, which
hardly a step from their counterparts in other places of the would explain its continued existence at the border between
world. It is not known why some animals take so readily to their world and ours. With the strength of ten men and the
sentience and organization while others are impossible to ferocity of a hundred, any expedition to try and even drive the
consider anything more than simple beasts. Still others seem monster away is likely to result in severe casualties, if not
to embrace their savage nature, outright rejecting all forms of complete and utter failure. Going by the wisdom of those that
civilization and hierarchy brought about by the others came before, it might be best to simply allow the demon bear
surrounding them. The legend of the demon bear is one such to live on as a testament to beastkind's darker nature, a grim
example, a terrible monster that seems to subsist entirely on reminder of what they once were, and could still become.
its hate for all others, beast and man alike.
7
Bejeweled Juggernaut Siege Monster. The crab deals double damage to objects
and structures.
Gargantuan beast, neutral evil
Actions
Armor Class 18 (natural armor) Multiattack. The crab makes two attacks with its claws.
Hit Points 310 (20d20 + 100)
Speed 30 ft., swim 60 ft. Claw. Melee Weapon Attack: +14 to hit, reach 20 ft.,
one target. Hit: 47 (6d12 + 8) bludgeoning damage, and
the target is grappled (escape DC 22). The crab has two
STR DEX CON INT WIS CHA claws, each of which can grapple only one target.
26 (+8) 16 (+3) 20 (+5) 9 (-1) 11 (+0) 16 (+3) Dazzle. The crab flashes its shiny carapace. Each creature
within 60 feet that can see the crab must succeed on a
Saving Throws Str +14, Con +11 DC 19 Wisdom saving throw or be charmed for 1
Skills Performance +9, Stealth +9 minute. While charmed, the creature is incapacitated
Damage Resistances bludgeoning, piercing, and slashing and uses all of its movement on each of its turns to
from nonmagical attacks move closer to the crab until it is within 5 feet of it.
Senses blindsight 30 ft., darkvision 120 ft., passive Whenever the creature takes damage, it can repeat the
Perception 10 saving throw. An incapacitated target can also repeat the
Languages Beast Speech saving throw at the end of each of its turns. If the saving
Challenge 18 (20,000 XP) throw is successful, the effect ends on it.
Legendary Resistance (3/Day). If the crab fails a saving Ground Slam (Costs 2 Actions). The crab slams the
throw, it can choose to succeed instead. ground, triggering an earth tremor. All other creatures
on the ground within 30 feet of the crab must succeed
Shell Camouflage. While the crab remains motionless on a DC 22 Strength saving throw or be knocked prone.
with its eyestalks and pincers tucked close to its body, it
resembles a massive pile of treasure and gold. A Dazzle (Costs 3 Actions). The crab uses its Dazzle ability.
creature within 30 feet of it can discern its true nature
with a successful DC 15 Intelligence (Nature) check.
Bejeweled Juggernaut
Lurking deep in intertidal caverns is a very particular kind of Beweled Juggernaut Hoard
creature. Far larger than any crustacean has any right to be, Should the juggernaut be slain, roll on the following
the juggernaut crab decorates its shell with all manner of table to determine the treasure attached to its shell.
shiny treasures it finds washed into its lair, from gold coins Roll Treasure
and precious stones to iridescent pieces of abalone shells. It's
not clear why it engages in this behavior, whether it is a 6d6 (21) x 1000 Gold pieces
practical lure for drawing prey or simply a dragon-like 4d6 (14) x 1000 Platinum pieces
compulsion to hoard precious things. Regardless, once it has
collected enough trinkets to cover itself, the treasure acts as 2d12 (13) Precious gems (500 gp each)
quite effective camouflage, assuming that one is looking for a 1d12 (6) Precious gems (1,000 gp each)
massive crab and has no interest in a great stockpile of
valuables. 1d12 (6) Art objects (1,500 gp each)
It should be noted that, like dragons, attempting to help 1d8 (4) Art objects (2,000 gp each)
yourself to some of the juggernaut's hoard will have
immediate and fatal consequences. Common sense dictates 2d4 (5) Rare magic items
that no pile of wealth should ever be assumed to be 1d4 (2) Very rare magic items
unguarded or abandoned, and only the most foolish of
ratcatchers would even entertain the thought of stealing from
such a collection.
8
Sorcerous Origin Improved Beastkin Gifts
Faunus Lineage At 14th level, your animal gifts can last up to 10 minutes if you
spend an additional sorcery point when you activate them.
Stories of the animals and humanoid peoples of the world There are also more options, listed below.
becoming intertwined have existed throughout history, from Avian. You can glide, gaining a fly speed of 30 feet, but can
the gods taking animal forms to princes and princesses only travel horizontally in this way. Additionally, your altitude
becoming bewitched by evil curses. Many sentient races even drops by 5 feet at the end of your turn.
exist as a result of mingling with beastkin, such as minotaurs, Canine. You gain advantage on melee attacks against a
tabaxi, or aarakocra. The inherently magical nature of these creature if at least one of your allies is within 5 feet of the
bloodlines manifests itself dramatically once in a generation, target and not incapacitated.
sometimes in a person with no knowledge of their heritage. Equine. If you move at least 20 feet straight toward a target
Animal Bloodline and hit it with a melee attack on the same turn, you can roll an
At 1st level, you choose one type of beast as your lineage. additional die of damage for that attack and add it to the
result.
Animal Lineage Feline. When you hit a target with a melee attack and had
advantage on the attack roll, you can roll an additional die of
Avian Canine Equine Feline damage for that attack and add it to the result.
Insectoid Piscine Saurian Ursine
Insectoid. You gain truesight to a range of 60 feet.
Piscine. When making Strength or Dexterity checks
Additionally, you have the ability to communicate in a underwater, you can use your Charisma ability instead.
limited manner with beasts related to your lineage. They can Saurian. Bludgeoning, piercing, and slashing damage that
understand the meaning of your words, though you have no you take from nonmagical weapons is reduced by 3.
special ability to understand them in return. You have Ursine. Damage from your melee spell attacks ignore
advantage on Charisma checks you make to influence them. resistance to damage of its type.
Beast Toughness Blessing of the Beast Kings
Traits similar to your ancestors manifest into a hardy At 18th level, your faunus heritage manifests itself on your
metabolism and thick skin. At 1st level, your hit point body with permanent physical changes, listed below.
maximum increases by 1 and increases by 1 again whenever Avian. While flying, you don't provoke opportunity attacks
you gain a level in this class. when moving out an enemy's reach.
Additionally, when you aren’t wearing armor, your AC equals Canine. Your allies have advantage on all attacks against
11 + your Dexterity modifier. targets within 5 feet of you as long as you're not incapacitated.
Lastly, your animal heritage aids your ferocity in battle. You Equine. While not wearing any armor, your walking speed
learn the primal savagery cantrip. It counts as a sorcerer increases to 60 feet. Additionally, while walking you can take
cantrip for you, but doesn't count against your number of the Disengage action as a bonus action on each of your turns.
cantrips known. Feline. You can cast the spell invisibility targeting yourself
at will, requiring no material components.
Beastkin Gifts Insectoid. You can cast the spells Melf's acid arrow or web
Starting at 6th level, you can spend 1 sorcery point as a bonus at will, requiring no material components. Charisma is your
action to gain additional features based on your animal spellcasting ability for these spells.
heritage. These features last for 1 minute or until you dismiss Piscine. You gain a swim speed of 60 feet. Additionally,
them with a bonus action. while in water you can take the Dash or Disengage action as a
Avian. You gain a flying speed of 30 feet during your turn. bonus action on each of your turns.
You cannot fly long distances, and will fall at the end of your Saurian. You gain resistance to nonmagical bludgeoning,
turn if not anchored or on solid ground. piercing, and slashing damage.
Canine. You have advantage on Wisdom (Perception) and Ursine. When you make a melee attack on your turn, you
Wisdom (Survival) checks to track a target using smell. can cast the cantrip primal savagery as a bonus action on your
Equine. You can take the Dash action as a bonus action. turn.
Feline. You have advantage on Dexterity (Stealth) checks
while in dim light or are obscured.
Insectoid. You gain a climb speed of 30 feet and can climb
on difficult surfaces, including upside-down on ceilings,
without the need to make an ability check.
Piscine. You gain a swim speed of 30 feet and are able to
breathe underwater.
Saurian. While not wearing any armor, your AC increases
by an additional +2.
Ursine. When you hit with a melee spell attack, you add
your Charisma bonus to the damage dealt.
9
Monastic Tradition
Way of the Pack
Monks of the Way of the Pack specialize in working as a team,
effortlessly coordinating multiple fighters together as if they
were of one body. These warriors recognize that no single
individual is more important than the welfare of the rest of the
group and fight accordingly. They often adorn themselves with
fur and fangs as a tribute to the animals they imitate, giving
them a wild and ferocious appearance.
Pack Hunter Style
Starting when you choose this tradition at 3rd level, you
specialize in fighting as part of a team. You gain the following
benefits.
Harass Enemy. As a bonus action, you can spend 1 ki point
to target an enemy hit by one of your attacks on this turn.
Attacks made by creatures other than you against that target
have advantage until the start of your next turn.
Protect Ally. When a creature you can see attacks a target
other than you that is within 5 feet of you, you can use your
reaction to spend 1 ki point to impose disadvantage on the
attack roll. Additionally, you can use your Deflect Missiles
ability when a creature other than you within 5 feet of you is
hit with a ranged weapon attack.
Wolf Howl
At 6th level, you gain the ability to rally your teammates. As an
action, you may spend up to 5 ki points. Creatures you choose
within 30 feet of you each gain 1d6 temporary hit points for
every ki point spent this way.
Team Fight
Beginning at 11th level, you learn to work in tandem with your
team against a single foe. When a creature within 5 feet of you
is targeted by an attack, you can spend 1 ki point as a reaction
to make a melee attack against that same target. The original
attack and your attack are both made at advantage.
Change the Field
At 17th level, you gain the ability to reposition combatants
around the battlefield. As a reaction to an attack targeting a
creature within 5 feet of you, or to a creature within 5 feet of
you being forced to make a saving throw against an area
effect, you can spend 5 ki points to move a creature (either the
same or a different one) within 5 feet of you to another free
space within 5 feet of you. If the target is unwilling, it must
succeed on a Strength saving throw or be moved. If the
target's new position is out of range of the original attack or
no longer in the area of effect, they are not affected by it. If the
target's new position is now in the area effect, they must make
the saving throw as if originally affected by it.
10
The World of Men
B
etween kings and kingdoms, cities and city- Cursed Nobility
states, our world is a complicated one that
grows more complicated with each passing age. In a world as fickle and dangerous as ours, it is always wise to
If there were one trait that would define the keep a kind word on your lips and to provide generously to all
realm of humanoid civilization, it would be those that cross your path. Unfortunately, not all take heed of
eternal desire for more. Every sovereign nation this advice, and by chance or fate end up crossing powerful
strives to have more than its neighbors, much as beings who use the opportunity to make an example of those
every family strives to have more than what they have. Nations that would treat them rudely. This is not the only way people
need land for farming so that they may feed their growing are cursed into unnatural forms, of course, but in stories it
populations, and that abundance leads to even more growth, seems to be the most common, or at least the most avoidable.
which requires more land for farms. The same applies to Curses of this kind are peculiar things, and in addition to
wood from the forests, fish from the sea, and ore from the the physical transformation inflicted upon the victim, there is
mountains. We are a greedy and envious people, so it comes usually also some very specific requirement needed to be met
as no surprise that we come into conflict with the natural in order to lift the enchantment. Whether it is a blessing from
world so often. the right church or the power of true love, finding the solution
And yet, for all of our civilized societies and developed is often a great task for any single person, let alone one that is
thinking, the vast majority of our kind still eke out only a forced to bear the weight of a powerful magic upon their body.
meager existence, lives that are often nasty, brutish, and short. These stories often end in only one of two ways, most likely to
It would seem that we have not moved very far beyond the best suit the children they are designed to be told to. Firstly,
world of beasts after all, despite many claims otherwise. With and more commonly, with the accursed finding aid and so
these difficult circumstances for so many people, it is little released from their hex, often learning and growing morally
wonder that our world is full of those seeking to take that from the experience. Otherwise, as you can guess, it is that
which they want by force of arms, almost exclusively at the they are never freed from their magical bondage, and remain
expense of those far less fortunate than them. cursed until the day they perish, if they can at all.
Cursed Form. The noble is immune to any spell or effect Legendary Actions
that would alter its form until its curse is broken. The noble can take 2 legendary actions, choosing from
the options below. Only one legendary action option
Keen Smell. The noble has advantage on Wisdom can be used at a time and only at the end of another
(Perception) checks that rely on smell. creature's turn. The noble regains spent legendary
Legendary Resistance (2/Day). If the noble fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Attack. The noble makes one claw attack.
Reckless. At the start of its turn, the noble can gain
advantage on all melee weapon attack rolls during that Ground Slam (Costs 2 Actions). The noble slams the
turn, but attack rolls against it have advantage until the ground, triggering an earth tremor. All other creatures
start of its next turn. on the ground within 10 feet of the noble must succeed
on a DC 20 Strength saving throw or be knocked prone.
Unarmored Defense. While the noble is wearing no
armor, its AC includes its Constitution modifier.
11
Huntsmen It is unsurprising, then, that so many of these champion
Whether for sport or survival, hunting is the oldest activity in hunters become so narcissistic and unpleasant to be around.
our history, and will likely continue to be an activity for both Praised so much by those around them, those with less than
food and leisure for many centuries to come. Those that impressive moral integrity begin to overinflate their own
engage in it span the breadth of our society, from rich to poor, sense of self-worth, assuming that it is their inherent nature
from fit to fat, and from all nations both known and unknown. that makes them superior to others, as opposed to the skill
Those that excel at its practice are lauded by their community and dedication that brought them success in the first place.
and are often paid quite handsomely for their services. The Still, perhaps due to their contributions to the rest of their
ability to provide so reliably to one's town or family is much society, their friends and neighbors tend to rally behind them,
appreciated by nearly all that benefit from it, and can make an at times even blind to the character flaws so apparent to
otherwise unremarkable citizen into the most eligible others less familiar with their history.
bachelor for miles.
12
Roguish Archetype:
Local Champion Poacher
Medium humanoid (any race), any alignment
Hunting has existed since the dawn of civilization itself, but
Armor Class 17
has become more and more restrictive over the course of
Hit Points 75 (10d8 + 30) history. What once was a necessary activity for survival has
Speed 30 ft. become a recreational sport and rite of passage. Furthermore,
laws on what, where, and how animals are allowed to be
hunted have created a lucrative black market for those in
STR DEX CON INT WIS CHA search of rare specimens and trophies. Poachers supply that
18 (+4) 18 (+4) 16 (+3) 8 (-1) 11 (+0) 18 (+4)
demand by evading the authorities and seeking out the most
valuable beasts, either for their own collections or on behalf of
their wealthy clients.
Saving Throws Str +7, Dex +7
Skills Acrobatics +6, Athletics +6, Deception +6, Steady Shot
Perception +2, Persuasion +6, Survival +2
Senses passive Perception 12
Starting at 3rd level, you have advantage on your first ranged
Languages Common weapon attack of a turn when attacking from a prone position.
Challenge 7 (2,900 XP)
Survivalist
Brave. The champion has advantage on saving throws
When you choose this archetype at 3rd level, you gain
against being frightened. proficiency in the Nature and Survival skills if you don’t
already have it. Your proficiency bonus is doubled for any
Brute. A melee weapon deals one extra die of its ability check you make that uses either of those proficiencies.
damage when the champion hits with it (included in
the attack). Supreme Sneak
Unarmored Defense. While the champion is wearing Starting at 9th level, you have advantage on a Dexterity
no armor, its AC includes its Constitution modifier. (Stealth) check if you move no more than half your speed on
Indomitable (3/Day). The champion can reroll a saving
the same turn.
throw it fails. It must use the new roll. Sniper's Aim
Actions Starting at 13th level, your ranged weapon attacks score a
critical hit on a roll of 19 or 20.
Multiattack. The champion makes three attacks, each
of which can be with its longsword or its musket. One Shot One Kill
Longsword. Melee Weapon Attack: +7 to hit, reach 5 At 17th level, you learn to kill from absolute stillness. If you do
ft., one target. Hit: 13 (2d8 + 4) slashing damage, or not use your movement on your turn, your Sneak Attack
15 (2d10 + 4) slashing damage if used with two damage increases by 3d6.
hands.
Musket. Ranged Weapon Attack: +7 to hit, range
40/120 ft., one target. Hit: 10 (1d12 + 4) piercing
damage.
Second Wind (Recharges after a Short or Long Rest).
The champion can use a bonus action to regain 14
(1d8 + 10) hit points.
Legendary Actions
The champion can take 2 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. It regains
spent legendary actions at the start of its turn.
Weapon Attack. The champion makes a weapon
attack.
Command Ally (2 Actions). The champion targets one
ally it can see within 30 feet of it. If the target can
see or hear it, the target can make one melee
weapon attack using its reaction and has advantage
on the attack roll.
Alchemical Specialist Polymorph Potion. Ranged Weapon Attack: +3 to hit,
range 20/60 ft., one target. Hit: 3 (1d4 + 2) slashing
Medium humanoid (any race), neutral evil
damage. Each creature within 5 feet of the target must
make a DC 15 Constitution saving throw or suffer the
Armor Class 11 effects of a polymorph spell. Roll a d20 and consult the
Hit Points 90 (20d8) alchemist's potion table to determine the form the
Speed 30 ft. creatures are transformed into.
Reactions
STR DEX CON INT WIS CHA
Faint-Hearted. If a creature makes an attack on the
6 (-2) 12 (+1) 11 (+0) 20 (+5) 14 (+2) 8 (-1) alchemist, and the alchemist is not incapacitated, it can
move 10 ft away from the attacker as a reaction, not
Saving Throws Dex +3, Int +7 provoking attacks of opportunity.
Skills Arcana +7, Deception +1, Medicine +4, Nature +7, Legendary Actions
Perception +4, Persuasion +1
Senses passive Perception 14 The alchemist can take 3 legendary actions, choosing
Languages Common from the options below. Only one legendary action
Challenge 4 (1,100 XP) option can be used at a time and only at the end of
another creature’s turn. The alchemist regains spent
Cunning Action. On each of its turns, the alchemist can legendary actions at the start of its turn.
use a bonus action to take the Dash, Disengage, or Hide Weapon Attack. The alchemist makes a weapon attack.
action.
Move. The alchemist moves up to its speed.
Legendary Resistance (2/Day). If the alchemist fails a
saving throw, it can choose to succeed instead. Frighten Foe (Costs 2 Actions). The alchemist targets one
enemy it can see within 30 feet of it. If the target can
Actions see and hear it, the target must succeed on a DC 15
Wisdom saving throw or be frightened until the end of
Dagger. Melee or Ranged Weapon Attack: +3 to hit, the alchemist’s next turn.
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
Potions Masters
Our world is a strange one, and those that dabble in the
alchemical arts make it stranger still. Synthesizing science Potion Table
with magic, alchemists are able to produce a wide array of
effects using their concoctions. They can be found in the Prolific Polymorph Potion Purveyor. The alchemist
service of kings and queens, ancient cabals, and even carries dozens of its signature potions with it, but
conducting their own secretive research out in the wilderness. they are not well organized. Roll a d20 and consult
These individuals possess a very specific set of skills, and just the following table to determine the effects of each
the right combination of careful analysis and reckless potion used:
enthusiasm. Contracting their services can grant you access d20 New Form d20 New Form
to any number of poisons, potions, or tomes of forbidden
knowledge, but it could just as easily turn you and your 1 Cat 11 Boar
entourage into helpless prisoners, ready to be used as the next 2 Deer 12 Draft horse
round of test subjects.
While as academics they may not be the most gifted 3 Frog 13 Wolf
physically, their keen intelligence makes them dangerous 4 Goat 14 Ape
opponents in battle. Attempting to infiltrate their laboratories 5 Hawk 15 Black bear
unprepared is foolhardy, as they no doubt have several layers
of security systems and defenses in place to capture or kill 6 Octopus 16 Giant wasp
intruders. Poison gas, boiling acid, or even pits full of 7 Rat 17 Tiger
crocodiles are just some of the surprises that could be in store
for those trying to gain access without an invitation. Upon 8 Scorpion 18 Rhinoceros
meeting the alchemist in person, you can be sure that they are 9 Camel 19 Elephant
armed with many of their favorite recipes, and probably some
they are looking forward to trying for the first time. 10 Poisonous snake 20 Tyrannosaurus
Underestimate these specialists at your own peril, and take
care not to find yourself transformed into something
unnatural for your trouble.
14
The Steppes Clans
Riding across the cold northern plains are the many clans of Steppes Clan Warrior
the steppes, fierce warrior tribes that use their mastery of Medium humanoid (any race), any chaotic alignment
horse riding to dominate the battlefield. Their skills in war are
so legendary that their reputation alone is enough to have
many cities and villages simply surrender at the first sign of Armor Class 13 (hide armor)
their arrival. They travel like a dark cloud, crushing all in their Hit Points 67 (9d8 + 27)
path and seeing their enemies driven before them. Speed 30 ft.
They are not unreasonable, however, and after taking their
fearsome proclivity for bloodshed aside, they can be bargained STR DEX CON INT WIS CHA
with like any other nomadic people. While they can and have
simply taken what they want from whatever area they happen 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
to be passing through at the time, offering willing services and
bargain prices for quality goods is a fine way to earn their Saving Throws Str +5, Con +5
trust. They are proud and respect strength, both physical and Skills Athletics +5, Survival +2
philosophical, and holding to your ideals can gain you favor Senses passive Perception 10
where groveling could not. If you can manage to make allies Languages any one language (usually Common)
with one of these tribes, they are an invaluable asset to any Challenge 1 (200 XP)
campaign, and will quickly turn the tide of any engagement
you call them to. Cavalry Training. When the warrior hits a target with a
melee attack while mounted, the mount can make a
melee attack against the same target as a reaction.
Actions
Steppes Clan Scout Multiattack. The warrior makes two melee attacks.
Medium humanoid (any race), any chaotic alignment Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Armor Class 14 (hide armor) (1d10 + 3) slashing damage if used with two hands.
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 20 ft.
17
Piracy on the High Seas Captain's Orders
Between the terrible storms above and the leviathan sea Career piracy is a rare thing; many join a life of crime out of
monsters below, those who sail the open ocean must also still desperation or are forced into it as captives, both fleeing when
deal with the ever present threat of piracy. These awful the opportunity for safety presents itself. Therefore, a good
brigands masquerade their colors as merchant ships, often captain finds themselves in the difficult situation of keeping
even feigning distress, and then waiting for compassionate their crew happy while still managing to turn a profit and keep
sailors to draw close enough for them to spring their trap. everyone paid. This would be a simple endeavor as a cargo
They are among the worst people our world has to offer, vessel, but it's quite obvious that placing one's crew in life-
preying upon those who would offer their aid to strangers in threatening situations on a regular basis can be damaging to
need. Worse still, if they can manage to secure their target their morale. It takes a strong leader to rally people around
with minimal damage to the ship, many pirates will them, to unite them enough that they are willing to shed blood
commandeer the ship for themselves, either killing, for each other, or even to die for each other. These bonds are
imprisoning, or enslaving the crew already aboard. It is a dark not forged easily, but when they are strong there is little in this
day when an honest sailor encounters these murderous world that can drive a wedge between them.
thieves far from port, and a lucky one if they manage to escape
with their life.
Many pirate crews are formed by former naval vessels that Crew of Marauding
have decided to abandon their allegiance to their country in
pursuit of private enterprise. As such, they are generally Pirates
already well adapted to working as a team and maintaining
the ship. Despite their flagrant disregard for law and order, a Huge swarm of Medium humanoids (any race), any
chaotic alignment
sailing crew must maintain a rigid hierarchy and chain of
command, lest key duties go overlooked and the ship fall into
disarray. Also somewhat surprising is that despite this Armor Class 11
command structure, many decisions made among the crew Hit Points 153 (18d12 + 36)
are voted on quite democratically, with each member given a Speed 30 ft., swim 30 ft.
roughly equal voice and share of their bounty. It boggles the
mind that such a culture of enlightened thinking is found STR DEX CON INT WIS CHA
alongside such violent behavior.
When they aren't terrorizing merchants and innocent 20 (+5) 12 (+1) 14 (+2) 6 (-2) 11 (+0) 11 (+0)
civilians, it is well known that pirates spend much of their
leisure time indulging in all manner of vices, from drinking Saving Throws Str +8
excessively to gambling, fighting, and visiting whatever brothel Skills Acrobatics +4, Athletics +8
their pockets can currently allow them to afford. Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses passive Perception 10
Marauding Pirate Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Medium humanoid (any race), any chaotic alignment
Strength in Numbers. The swarm has advantage on
Armor Class 11 Strength and Constitution checks and saving throws.
Hit Points 11 (2d8 + 2) As long as the swarm at least half of its hit points, it
Speed 30 ft., swim 30 ft. is immune to being grappled.
Swarm. The swarm can occupy another creature's
STR DEX CON INT WIS CHA space and vice versa, and the swarm can move
through any opening large enough for a Medium
11 (+0) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 10 (+0) humanoid. The swarm can't regain hit points or gain
temporary hit points.
Skills Acrobatics +3, Athletics +2
Senses passive Perception 10 Actions
Languages Any one language (usually Common) Multiattack. The swarm makes two attacks, each of
Challenge 1/8 (25 XP) which can be with its scimitars or its flintlocks.
Scimitars. Melee Weapon Attack: +8 to hit, reach 5 ft.
Actions one target. Hit: 14 (4d6) slashing damage, or 7
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., (2d6) slashing damage if the swarm has half of its hit
one target. Hit: 4 (1d6 + 1) slashing damage. points or fewer.
Flintlock. Ranged Weapon Attack: +3 to hit, range 30 Flintlocks. Ranged Weapon Attack: +4 to hit, range
ft./90 ft., one target. Hit: 6 (1d10 + 1) piercing 30/90 ft., one target. Hit: 22 (4d10) piercing
damage. damage, or 11 (2d10) piercing damage if the swarm
has half of its hit points or fewer.
18
Marauding Pirate
Captain
Medium humanoid (any race), lawful evil
Actions
Multiattack. The captain makes three melee attacks:
two with its rapier and one with its hook.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Hook. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) slashing damage, and the
target is grappled (escape DC 14) if it is a Medium or
smaller creature.
Flintlock. Ranged Weapon Attack: +6 to hit, range 30
ft./90 ft., one target. Hit: 6 (1d10 + 4) piercing
damage.
Reactions
Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must
see the attacker.
Legendary Actions
The captain can take 2 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. It regains spent legendary
actions at the start of its turn.
Weapon Attack. The captain makes a weapon attack.
Command Ally. The captain targets one ally it can see
within 30 feet of it. If the target can see or hear it,
the target can make one melee weapon attack using
its reaction and has advantage on the attack roll.
Rallying Cry (Costs 2 Actions). The captain and all
pirates within 30 feet that can see or hear it regain
20 hit points.
19
Adventure Capitalism
Many of our ancient ancestors believed that in death our
worldly possessions should be carried with us into the Mercenary Lieutenant
afterlife, setting a precedent for large and elaborate tombs
filled with treasures and valuables to be buried alongside Medium humanoid (any race), lawful neutral
them. This in turn created an entire industry of grave robbers,
tomb raiders, and other professionals seeking lost gold and Armor Class 14
ancient artifacts. Following legends and rumors translated Hit Points 90 (12d8 + 36)
from historical texts, these explorers seek out places long Speed 30 ft.
forgotten by the current age, often submerged beneath the
waves or hidden away by the sands of time. They must
contend with other treasure hunters, wild beasts, and traps STR DEX CON INT WIS CHA
set by the architects of these sacred sites, all of which could 14 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 18 (+4)
end one's career in a matter of seconds. Still, the promise of
wealth and glory is too alluring for most of these mercenaries, Saving Throws Str +5, Dex +7
so they press on, dreaming of claiming the riches that lay Skills Acrobatics +7, Athletics +5, Deception +7,
within. Insight +5, Investigation +4, Perception +5,
Like any other mercenary expedition, the chain of Persuasion +7, Stealth +7
command is strict and allows little room for challenge. These Senses passive Perception 15
professionals are no band of rowdy bandits; many are former Languages Common
members of various military forces from around the world, Challenge 5 (1,800 XP)
choosing to work privately in pursuit of greater rewards than
their government could afford to pay them. Additionally, a Brave. The lieutenant has advantage on saving throws
freedom from government service allows for much more against being frightened.
leeway in standards and practices, letting many of these Indomitable (3/Day). The lieutenant can reroll a saving
soldiers to engage in behavior they otherwise could not while throw it fails. It must use the new roll.
in uniform, so long as they get their jobs done, of course.
Sneak Attack (1/Turn). The lieutenant deals an extra 7
(2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the lieutenant
that isn’t incapacitated and the lieutenant doesn’t
Mercenary Soldier have disadvantage on the attack roll.
Medium humanoid (any race), any lawful alignment
Actions
Armor Class 12 Multiattack. The lieutenant makes three attacks, each
Hit Points 32 (5d8 + 10) of which can be an unarmed strike or a pistol attack.
Speed 30 ft. Unarmed Strike. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning
STR DEX CON INT WIS CHA damage.
Pistol. Ranged Weapon Attack: +7 to hit, range
11 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
50/150 ft., one target. Hit: 11 (2d6 + 4) piercing
damage.
Skills Intimidation +2
Senses passive Perception 10 Reactions
Languages any one language (usually Common)
Challenge 1/2 (100 XP) Parry. The lieutenant adds 3 to its AC against one
melee attack that would hit it. To do so, the
lieutenant must see the attacker.
Pack Tactics. The soldier has advantage on an attack
roll against a creature if at least one of the soldier's
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Actions
Multiattack. The soldier makes two melee attacks.
Bayonet. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 3 (1d6) piercing damage.
Rifle. Ranged Weapon Attack: +4 to hit, range
80/240 ft., one target. Hit: 13 (2d10 + 2) piercing
damage.
20
Mercenary Commander Actions
Medium humanoid (any race), lawful evil Multiattack. The commander makes two melee attacks. If
it has its pistol drawn, it can also make a pistol attack.
Armor Class 15
Hit Points 135 (18d8 + 54) Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Pistol. Ranged Weapon Attack: +5 to hit, range 50/150
ft., one target. Hit: 9 (2d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
Battle Cry (1/Day). Each creature of the commander’s
18 (+4) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) choice within 30 feet and can hear it gains advantage on
attack rolls until the start of the commander’s next turn.
Saving Throws Str +7, Dex +5, Con +6 The commander can then make one attack as a bonus
Skills Athletics +7, Deception +5, Perception +4, action.
Persuasion +5
Senses passive Perception 14 Reactions
Languages Common Parry. The commander adds 3 to its AC against one
Challenge 6 (2,300 XP) melee attack that would hit it. To do so, the commander
must see the attacker.
Brave. The commander has advantage on saving throws
against being frightened. Legendary Actions
The commander can take 3 legendary actions, choosing
Brute. A melee weapon deals one extra die of its damage from the options below. Only one legendary action
when the commander hits with it (included in the option can be used at a time and only at the end of
attack). another creature's turn. It regains spent legendary
Indomitable (3/Day). The commander can reroll a saving actions at the start of its turn.
throw it fails. It must use the new roll.
Attack. The commander makes an attack.
Second Wind (Recharges after a Short or Long Rest). The
commander can use a bonus action to regain 22 (1d8 + Command Ally. The commander targets one ally it can
18) hit points. see within 30 feet of it. If the target can see or hear it,
the target can make one melee weapon attack using its
Survivor. The commander regains 10 hit points at the reaction and has advantage on the attack roll.
start of its turn if it has at least 1 hit point but fewer hit
points than half its hit point maximum. Frighten Foe (Costs 2 Actions). The commander targets
one enemy it can see within 30 feet of it. If the target
Unarmored Defense. While the commander is wearing no can see and hear it, the target must succeed on a DC 15
armor, its AC includes its Constitution modifier. Wisdom saving throw or be frightened until the end of
the commander’s next turn.
Trap Disarmer
Ranger Archetype: At 7th level, you learn how to disarm traps meant to stop you.
Treasure Hunter You gain proficiency with thieves' tools and have advantage on
Investigation and Perception checks to find traps.
Our world is built on the backs of the civilizations that came
before, and is full of monuments to their former glory. The Evasion
treasure hunter knows how to explore these ancient ruins, Beginning at 11th level, you can dodge out of the way of
and where to find the secrets held within their walls. Whether certain area effects, such as a giant falling boulder or a glyph
to seek them out for academic study or to sell for profit, these of warding. When you are subjected to an effect that allows
explorers are part historian, part adventurer, and all business you to make a Dexterity saving throw to take only half
when it comes to unearthing the past. damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Research Proficiency
When you choose this archetype at 3rd level, you gain Dungeon Master Guide
proficiency in one of the following skills of your choice: At 15th level, you are well versed in the layouts of treasure
History, Investigation, or Religion. You have advantage on vaults. While within 30 feet of you, your allies have advantage
checks using that skill to research magic items or hidden on checks to find secret doors, mechanisms, and traps.
locations. Additionally, when an allied creature is forced to make a
Additionally, you learn one language of your choice. saving throw against a trap you can see, they make that saving
throw at advantage.
21
Minister of Justice 1st level (4 slots): cure wounds, guiding bolt, sanctuary,
shield of faith
Medium humanoid (any race), any lawful alignment
2nd level (3 slots): lesser restoration, spiritual weapon
Armor Class 13 (chain shirt) 3rd level (3 slots): crusader's mantle, dispel magic, spirit
Hit Points 77 (14d8 + 14) guardians
Speed 30 ft.
4th level (3 slots): guardian of faith, locate creature
5th level (2 slots): flame strike, holy weapon
STR DEX CON INT WIS CHA
6th level (1 slot): forbiddance, planar ally
12 (+1) 10 (+0) 12 (+1) 18 (+4) 20 (+5) 16 (+3)
Actions
Saving Throws Int +7, Wis +8, Cha +6 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Skills Deception +6, History +7, Insight +8, Persuasion one target. Hit: 5 (1d8 + 1) slashing damage, or 6
+6, Religion +8 (1d10 + 1) slashing damage if used with two hands.
Senses passive Perception 18
Languages Celestial, Common Supreme Legal Authority. The judge chooses up to three
Challenge 8 (3,900 XP) creatures it can see within 90 feet of it. Each target
must succeed on a DC 16 Intelligence saving throw or
Cavalry Training. When the judge hits a target with a the judge chooses an action for that target: Attack, Cast
melee attack while mounted, the mount can make a a Spell, Dash, Disengage, Dodge, Help, Hide, Ready,
melee attack against the same target as a reaction. Search, or Use an Object. The affected target can’t take
that action for 1 minute. At the end of each of the
Divine Eminence. As a bonus action, the judge can target’s turns, it can end the effect on itself with a
expend a spell slot to cause its melee weapon attacks to successful DC 16 Intelligence saving throw. A target
magically deal an extra 10 (3d6) radiant damage to a that succeeds on the saving throw becomes immune to
target on a hit. This benefit lasts until the end of the the judge's Supreme Legal Authority for 24 hours.
turn. If the judge expends a spell slot of 2nd level or
higher, the extra damage increases by 1d6 for each level Reactions
above 1st. Parry. The judge adds 3 to its AC against one melee
Eye for Detail. The judge can use a bonus action to make attack that would hit it. To do so, the judge must see
a Wisdom (Perception) check to spot a hidden creature the attacker and be wielding a melee weapon.
or object or to make an Intelligence (Investigation) Legendary Actions
check to uncover or decipher clues.
The judge can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the judge fails a saving the options below. Only one legendary action option
throw, it can choose to succeed instead. can be used at a time and only at the end of another
Magic Resistance. The judge has advantage on saving creature’s turn. The judge regains spent legendary
throws against spells and other magical effects. actions at the start of its turn.
Spellcasting. The judge is a 12th-level spellcaster. Its Weapon Attack. The judge makes one weapon attack.
spellcasting ability is Wisdom (spell save DC 16, +8 to
hit with spell attacks). The judge has the following cleric Cast a Spell (Costs 2 Actions). The judge casts a spell of
spells prepared: 3rd level or lower from its list of prepared spells, using a
spell slot as normal.
Cantrips (at will): light, sacred flame, thaumaturgy, toll
the dead, word of radiance Supreme Legal Authority (Costs 3 Actions). The judge
uses Supreme Legal Authority.
The Legal System Bard College:
Ministers of justice work as judges within governments of the
world, deliberating evidence and issuing sentences according College of Law
to the scale of the crimes committed and legal precedents set Bards of the College of Law include barristers, clerks,
through history. Many of these ministers have had long notaries, and many others who work to keep the legal system
careers within the world of law, and draw upon their running smoothly. They pride themselves on the knowledge of
experience to determine the most fair and just outcomes for how to make the bureaucracy work for them, and how to
society. Of course, there are also those that have gained their make it work against their enemies. While most bards seek a
station through bribery and blackmail, exploiting weaknesses certain amount of spontaneity, members of this college
and backdoor bargains in the system to attain power over generally prefer to keep their world much more ordered and
others and use the position to enrich themselves and their predictable, at least for themselves.
allies. These corrupt officials sully the office of ministers As an ally, such a bard can help people navigate the
everywhere, and are a stain on the face of any society that complicated inner workings of civic centers and court
allows them to continue their abuse of power. proceedings, utilizing the system of law to aid those without
With the amount of schooling and training necessary to enough money or schooling to help themselves. As an
understand the legal language used in codes and statutes, it is adversary, however, these bards can keep their opponents lost
little wonder that wealth plays a large role in navigating the in a sea of red tape, official documents, and endless circles,
roads of justice. Barristers charge much for their services, and unable to even move an inch forward with their case.
even just attempting to represent yourself can end up costing
a great deal in fees and approvals. A thoughtful minister might Bonus Proficiencies
waive such charges for a struggling family, but a more strict When you join the College of Law at 3rd level, you gain
judge might ignore their plight in favor of following the laws to proficiency in either Deception, History, Investigation, or
the letter, intentionally or unintentionally tilting the odds of Persuasion. You have advantage on checks using that skill
success against them. It is an unfortunate truth of our world when dealing with civic officials or legal matters.
that justice is not as blind as we wish it to be, and it is well
known that it does not always serve those most in need of it. Reliable Inspiration
Still, with the alternative of anarchy, most accept that the Also at 3rd level, your words don't have to inspire grand feats
legal system is a necessary facet of civilized society, even with of heroism, but can also help cultivate strong and dependable
its flaws. There will always be those that take advantage of the performances. A creature that has a Bardic Inspiration die
system for their own gain, but thankfully there are also those from you can expend it without rolling it, treating the d20 as if
who fight to ensure that the system serves everyone equally. it had rolled a 10 instead.
By staying well informed and well organized, corrupt officials
can be exposed to the public and removed from office, brought Mantle of Order
to justice by the same system they sought to profit from. It is At 6th level, you can use an action surround yourself with
not too great a dream to imagine a world where all such magic that helps people practice their skills at a consistent
corruption is scraped out of our governments, where the laws level. This magic lasts for 1 minute or until you are
are used to create a society where justice truly exists for all incapacitated. Whenever a creature within 30 feet of you is
that live under its protection. required to roll a d20 for an ability check, attack, or saving
throw, you may use your reaction to have that creature roll
using 3d6 instead.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Rule of Law
Starting at 14th level, you learn how to use your impressive
knowledge of legal codes and statutes to intimidate people
into inaction. As an action, choose one creature that can see,
hear, and understand you within 60 feet. That creature must
succeed on an Intelligence saving throw or become unable to
take one of the following actions: Attack, Cast a Spell, Dash,
Disengage, Dodge, Help, Hide, Ready, Search, or Use an
Object. This effect lasts for 1 minute. At the end of each of the
target’s turns, it can end the effect on itself with a successful
Intelligence saving throw. A target that succeeds on the saving
throw becomes immune to this effect for 24 hours.
23
Witch Doctors Because of this restriction, it can make the witch doctor's
Voodoo is an exotic and ancient practice of magic, utilizing goals somewhat difficult to accomplish, relying deception or
potent enchantments to ensare the mind and beguile the vague wording to mislead others into doing their bidding for
senses. This kind of magic generally works on a basis of an them. But thanks to their skill with beguiling magic, this is
equivalent trade, signed and sealed in the presence of a Loa, usually only a small obstacle in an accomplished priest's road
the mystic beings that give voodoo practitioners their power. to power. It is wise to carefully consider the specific
As the stories go, with a bargain struck, the magician can conditions of a bargain should you need to make a deal with a
conjure any number of spells and hexes, so long as they do not witch doctor, as even the smallest oversight can have long
enchant themselves. lasting consequences.
Voodoo Witch Doctor Voodoo Hex. Whenever the witch doctor casts an
enchantment spell or bestow curse, it may target a living
Medium humanoid (any race), lawful evil
creature at any distance as long as they are on the same
plane of existence as it and it uses a piece of their body
Armor Class 13 as a material component, which is consumed when the
Hit Points 81 (18d8) spell is cast. The piece may be a lock of hair, a splash of
Speed 30 ft. blood, nail clippings, or other such items, but it cannot
be more than 10 days old.
STR DEX CON INT WIS CHA Actions
8 (-1) 16 (+3) 11 (+0) 18 (+4) 14 (+2) 22 (+6) Cane. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
Saving Throws Int +7, Wis +5, Cha +9 Frightful Blast. The witch doctor blows a magic powder
Skills Arcana +7, Deception +9, Insight +5, Perception in a 30-foot cone. Each creature in that area must make
+5, Performance +9, Persuasion +9, Sleight of Hand a DC 17 Wisdom saving throw or drop whatever it is
+6, Stealth +6 holding and become frightened for 1 minute. A creature
Condition Immunities charmed can repeat the saving throw at the end of each of its
Senses darkvision 120 ft., passive Perception 15 turns, ending the effect on itself on a success. If a
Languages Common creature’s saving throw is successful or the effect ends
Challenge 7 (2,900 XP) for it, the creature is immune to the witch doctor's
Frightful Blast for the next 24 hours.
Legendary Resistance (3/Day). If the witch doctor fails a
saving throw, it can choose to succeed instead. One with Shadows. When the witch doctor is in an area
of dim light or darkness, it can use an action to become
Magic Resistance. The witch doctor has advantage on invisible until it moves or takes an action or a reaction.
saving throws against spells and other magical effects. Voodoo Mastery. The witch doctor forces one living
Ventiloquism. Whenever the witch doctor speaks, it can creature it can touch or target using its Voodoo Hex to
choose a point within 60 feet; its voice emanates from make a DC 17 Wisdom saving throw. On a failure, that
that point. creature becomes afflicted with any one condition of
the witch doctor's choice. This condition lasts until its
Innate Spellcasting. The witch doctor’s innate concentration is broken (as if concentrating on a spell),
spellcasting ability is Charisma. It can innately cast the a remove curse spell is cast on the creature, or it uses
following spells (spell save DC 17), requiring no material this feature again. The creature may repeat the saving
components: throw when they take damage, ending the condition on
At will: arcane eye, detect magic, enthrall, silent image, a success.
speak with dead
Legendary Actions
1/day each: bane, compulsion, glibness, imprisonment,
mass suggestion, slow, soul cage The witch doctor can take 3 legendary actions, choosing
from the options below. Only one legendary action
Spellcasting. The witch doctor is a 17th-level spellcaster. option can be used at a time and only at the end of
Its spellcasting ability is Charisma (spell save DC 17, +9 another creature’s turn. The witch doctor regains spent
to hit with spell attacks). It regains its expended spell legendary actions at the start of its turn.
slots when it finishes a short or long rest. It knows the
following warlock spells: Spell. The witch doctor casts a spell or uses its Voodoo
Mastery.
Cantrips (at will): friends, infestation, mage hand, minor
illusion, poison spray, prestidigitation, vicious mockery Move. The witch doctor moves up to its speed.
1st–5th level (4 5th-level slots): bane, bestow curse, Exert Will. One creature charmed by the witch doctor
blindness/deafness, charm person, confusion, that it can see must use its reaction to move up to its
command, detect thoughts, dissonant whispers, hex, speed as it directs or to make a weapon attack against a
phantasmal force, scrying, sleep, spirit guardians, target that it designates.
synaptic static, Tasha's hideous laughter
24
Otherworldly Patron: Alternate Familiar
The Loa If you choose the Pact of the Chain boon at 3rd level, you can
Your patron is a powerful Loa, an invisible and powerful spirit have your familiar take the form of a shadow double, whose
from beyond the Material Plane. While they cannot directly stats are presented below.
affect the mortal world, they often work through proxies and
priests to put their mysterious plans into motion. They are not
inherently good or evil, but each Loa has their own goals and
values that they expect their followers to adhere to. Shadow Double
Medium fiend, lawful evil
Expanded Spell List
The Loa lets you choose from an expanded list of spells when Armor Class 13
you learn a warlock spell. The following spells are added to Hit Points 9 (2d8)
the warlock spell list for you. Speed 0 ft.
Loa Expanded Spells
Spell Level Spells STR DEX CON INT WIS CHA
1st bane, command 6 (-2) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 17 (+3)
2nd augury, lesser restoration
Skills Stealth +7
3rd bestow curse, spirit guardians Saving Throws Dex +5
Damage Vulnerabilities radiant
4th compulsion, confusion
Damage Resistances bludgeoning, piercing, and
5th commune with nature, geas slashing from nonmagic weapons
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
Voodoo Control poisoned, prone, restrained
Starting at 1st level, you learn the infestation and vicious Senses darkvision 120 ft., passive Perception 11
mockery cantrips. They count as warlock cantrips for you, but Languages understands Common but can't speak
they don’t count against your number of cantrips known. You Challenge 1 (200 XP)
also have advantage on saving throws against being charmed
or frightened. Shadow Form. The shadow can occupy another
creature's space and vice versa, and move through a
Voodoo Hex space as narrow as 1 inch without squeezing.
At 6th level, whenever you cast an enchantment spell or Additionally, it can use a bonus action to teleport to
bestow curse, you may target a living creature at any distance any point on a solid surface within 60 feet and in line
as long as they are on the same plane of existence as you and of sight of its host. If the shadow is ever no longer in
you use a piece of their body as a material component, which line of sight to its host, it instantly is teleported to its
is consumed when the spell is cast. The piece may be a lock of host's space.
hair, a splash of blood, nail clippings, or other such items, but
it cannot be more than 3 days old. Actions
Telekinetic Thrust. The shadow targets a creature or
Improved Voodoo Hex unattended object within 5 feet of it. A creature
At 10th level, you can use material up to 10 days old for your must be Medium or smaller to be affected by this
Voodoo Hex. magic, and an object can weigh up to 150 pounds.
25
Tundra Sorcerer 5th level (2 slot): cone of cold, control winds
Medium humanoid (any race), neutral 6th level (1 slot): Otiluke's freezing sphere, wall of ice
Heightened Spell (2/Day). When the sorcerer casts a spell
Armor Class 12 that forces a creature to make a saving throw to resist
Hit Points 72 (16d8) its effects, the sorcerer can give the targets of the spell
Speed 30 ft. disadvantage on their first saving throw made against
the spell.
STR DEX CON INT WIS CHA Quickened Spell (3/Day). When it casts a spell that has a
casting time of 1 action, the sorcerer changes the
8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 20 (+5) casting time to 1 bonus action for that casting.
Tundra Sorcerers Of course, the extent of these powers isn't possible to truly
Although it is unknown to most, the land itself contains a gauge, but legends speak of remarkable feats. Entire castles
great deal of magic, and it is expressed quite powerfully on and towers made of pure crystalline ice, springing up
rare occasions through those born on its soil. Far to the north overnight; or vast lakes and rivers suddenly frozen solid in the
in the icy tundra, there are stories of those born with middle of summer. Some accounts discuss even the ability to
incredibly mastery of the wind and snow, manipulating the animate the ice and snow itself, creating a facsimile of life out
frigid cold as naturally as a bard might play a song. If left to of nearly nothing at all. Whether used as servants or guards,
run wild, a child with these powers might grow to become a the potential applications of such a thing is frightening. It is
despotic tyrant, covering the land in a neverending winter and difficult to imagine, but the possibility a frigid kingdom to the
laying waste to all that might challenge their authority. north with an army of unliving soldiers is almost too much to
Conversely, one that hides their abilities might forever go bear. If such a thing was ever to be discovered, it would
unnoticed by the rest of the world, living an unremarkable life certainly require the combined forces of all the kingdoms of
and never tempted by the power within them. mortals to put an end to it.
26
Magician Courtier 6th level (1 slot): mental prison
Medium humanoid (any race), lawful evil Actions
Serpent Staff. Melee Weapon Attack: +9 to hit, reach 5
Armor Class 12 (15 with mage armor) ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
Hit Points 63 (14d8) (1d8) bludgeoning damage if used with two hands, plus
Speed 30 ft. 14 (4d6) poison damage. In addition, the target must
succeed on a DC 15 Constitution saving throw or
become poisoned for 1 minute. The poisoned target can
STR DEX CON INT WIS CHA
repeat the saving throw at the end of each of its turns,
10 (+0) 14 (+2) 11 (+0) 20 (+5) 12 (+1) 20 (+5) ending the effect on itself on a success.
Charm. The magician uses its serpent staff and targets
Saving Throws Int +9, Wis +5, Cha +9 one humanoid it can see within 10 feet of it. If the
Skills Arcana +9, Deception +9, History +9, Perception target can see the magician's staff, the target must
+5, Persuasion +9 succeed on a DC 15 Wisdom saving throw against this
Condition Immunities charmed magic or be charmed by them, as if by a charm person
Senses passive Perception 15 spell. The charmed target regards the magician as a
Languages any four languages trusted friend to be heeded and protected. Although the
Challenge 9 (5,000 XP) target isn't under the magician's control, it takes their
requests or actions in the most favorable way it can.
Legendary Resistance (3/Day). If the magician fails a This effect lasts until it is dispelled, the creature is
saving throw, it can choose to succeed instead. targeted by a remove curse spell, or the staff is
destroyed.
Magic Resistance. The magician has advantage on saving
throws against spells and other magical effects. Legendary Actions
Spellcasting. The magician is an 12th-level spellcaster. The magician can take 3 legendary actions, choosing
Its spellcasting ability is Intelligence (spell save DC 17, from the options below. Only one legendary action
+9 to hit with spell attacks). The magician has the option can be used at a time and only at the end of
following wizard spells prepared: another creature's turn. The magician regains spent
Cantrips (at will): fire bolt, light, mage hand, poison legendary actions at the start of its turn.
spray
Cast Spell. The magician casts a spell of 3rd level or
1st level (4 slots): detect magic, mage armor, magic lower.
missile, shield
Exert Will. One creature charmed by the magician that it
2nd level (3 slots): hold person, misty step can see must use its reaction to move up to its speed as
3rd level (3 slots): counterspell, fireball, fly it directs or to make a weapon attack against a target
that it designates.
4th level (3 slots): polymorph, wall of fire
Charm (Costs 2 Actions). The magician uses its Charm.
5th level (2 slots): cloudkill, conjure elemental
27
Beyond the Veil
S
trange things live in the dark corners of our world, Sea Witches
stranger even than kingdoms of beasts or people
born with miraculous powers. Creatures from Deep beneath the waves, there are those that have been cast
beyond the our plane of existence, beings made out of the undersea empires for delving too far into dangerous
entirely of dark magic, and monsters returned and forbidden magic. Still, like many other unsavory
from the grave itself; these are just a few of the professions, they persist for as long as there is a demand for
dangers that have been recounted in our most their services. These sea witches provide access to skills and
obscure legends and myths. While the accuracy of these spells otherwise unavailable among polite society, and there is
stories may forever remain unverified, it would be wise to treat no shortage of those reckless or desperate enough to seek
them as if they were true, especially if you happen to find them out. Obviously, and similar to those other unsavory
yourself traveling off the map and into the realm of the professions, the cost of a contract with them can be high, even
unknown. The world is vast, after all, and it would not be too if it does not involve gold or jewels. These witches often seek
far a stretch of the imagination to consider any one of these rare components for esoteric rituals, or they might ask for
legends being inspired by a seed of truth. Passed down from privileged information regarding the location of hidden books
generation to generation, these harrowing tales of an and relics. They might just as easily request political favors,
individual surviving an encounter with one of the many hoping to steer neighboring kingdoms towards some
bizarre denizens of the ancient world may slowly change over unknown goal. Their aims are often inscrutable, and a
time, giving us the myths we have today. conveniently small request from them may very well end up
far too much for you to bear in the end.
Sea Witch In a new form, the witch retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary
Medium humanoid (merfolk, shapechanger), lawful evil
Resistance, lair actions, and Intelligence, Wisdom, and
Charisma scores, as well as this action. Its statistics and
Armor Class 15 (natural armor) capabilities are otherwise replaced by those of the new
Hit Points 195 (26d8 + 78) form, except any class features or legendary actions of
Speed 10 ft., swim 40 ft. that form.
Actions
STR DEX CON INT WIS CHA
Multiattack. The witch makes two tentacle attacks.
16 (+3) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 20 (+5)
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the
Saving Throws Wis +4, Cha +8 target is a Medium or smaller creature, it is grappled
Skills Arcana +6, Deception +8, History +6, Insight +4, (escape DC 16). Until this grapple ends, the target is
Perception +4, Persuasion +8 restrained, and the witch can’t use this tentacle on
Damage Resistances cold another target (the witch has six tentacles). If this attack
Condition Immunities charmed is a critical hit, the target also can’t breathe or speak
Senses darkvision 60 ft., passive Perception 15 until the grapple ends.
Languages Aquan, Common
Challenge 5 (1,800 XP) Legendary Actions
Amphibious. The witch can breathe air and water. The witch can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Innate Spellcasting. The witch's innate spellcasting ability can be used at a time and only at the end of another
is Charisma (spell save DC 16). It can innately cast the creature’s turn. The witch regains spent legendary
following spells, requiring no material components: actions at the start of its turn.
At-will: friends, fog cloud, vicious mockery Attack. The witch makes a tentacle attack.
1/day each: charm person, regenerate, true polymorph Move. The witch moves up to its speed.
Shapechanger. The witch can use its action to magically Frighten Foe (Costs 2 Actions). The witch targets one
polymorph into a humanoid or beast that has a enemy it can see within 30 feet of it. If the target can
challenge rating no higher than its own, or back into its see and hear it, the target must succeed on a DC 16
true form. It reverts to its true form if it dies. Any Wisdom saving throw or be frightened until the end of
equipment it is wearing or carrying is absorbed or borne the witch's next turn.
by the new form (the witch's choice).
28
Pygmy Goblins
Atop the waves on their massive island warships, pygmy
goblins are even more diminutive than their more common Pygmy Goblin Pirate
cousins, said to be rarely larger than a cooking pot or loaf of
bread. However, it would be a grave mistake to underestimate Tiny humanoid (goblinoid), chaotic evil
them based on their stature, as these cunning warriors are far
more practiced at fighting people of our size than we would be Armor Class 13 (coconut armor)
at the reverse. Their most potent weapon is a debilitating Hit Points 5 (2d4)
poison, one capable of rendering a large adult completely Speed 20 ft., swim 20 ft.
paralyzed with but a single drop. Once the crew is disabled in
such a fasion, it would be short work for the rest of their
number to board a merchant vessel and take what they wish, STR DEX CON INT WIS CHA
leaving the derelict ship at the mercy of the winds until the 5 (-3) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 5 (-3)
poison wears off. Combined with their vast and overwhelming
numbers, meeting these pirates is no small obstacle. Skills Acrobatics +4, Perception +2
Thankfully, their warships are neither fast nor agile in the Senses passive Perception 12
water, and can be outmaneuvered if spotted early. Languages Kakamora
Challenge 1/2 (100 XP)
Actions
Crew of Pygmy Goblin Spear. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage.
Pirates Blowgun. Ranged Weapon Attack: +4 to hit, range
Gargantuan swarm of Tiny humanoids (goblinoids), 25/100 ft., one target. Hit: 1 piercing damage, and
chaotic evil the target must succeed on a DC 11 Constitution
saving throw or be poisoned for 24 hours. Until this
poison ends, the target is paralyzed.
Armor Class 14 (coconut armor)
Hit Points 147 (14d20)
Speed 20 ft., swim 20 ft.
29
Frozen Golems
Like all golems, these creatures of animated ice and snow are
purely magical constructions, formed and brought to life by Snow Golem
wizards or sorcerers seeking protection or companionship or
both. Snow golems are smaller, about the size of a child, and Small construct, unaligned
can do little more than basic tasks like carrying parcels or
cleaning. Ice golems, by contrast, are imposing monsters with Armor Class 10
sharp teeth and claws, capable of expelling a frozen breath Hit Points 11 (2d6 + 4)
that would impress even some dragons. Speed 20 ft.
Powered by the winter air itself, both varieties are stalwart
defenders of their creator, going to any length to ensure their STR DEX CON INT WIS CHA
master's safety. Whether still in service or long since
abandoned, these faithful constructs will continue to act under 4 (-3) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 11 (+0)
orders for centuries or even longer, operating so long as the
magic that sustains them continues to be fueled by the frigid Damage Resistances bludgeoning, piercing, and
cold of their environment. slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages of its creator
Ice Golem but can't speak
Challenge 1/8 (25 XP)
Large construct, unaligned
Immutable Form. The golem is immune to any spell
Armor Class 17 (natural armor) or effect that would alter its form.
Hit Points 178 (17d10 + 85)
Speed 30 ft. Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are
STR DEX CON INT WIS CHA magical.
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Actions
Damage Resistances bludgeoning, piercing, and Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one
slashing from nonmagical attacks target. Hit: 5 (2d4) cold damage, and the target's
Damage Immunities poison, psychic speed is reduced by 10 feet until the start of the
Condition Immunities charmed, exhaustion, golem's next turn.
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator
but can't speak
Challenge 10 (5,900 XP) Manual of Frozen Golem Creation
Wondrous item, very rare
Immutable Form. The golem is immune to any spell This tome contains information and incantations necessary to
or effect that would alter its form. make a particular type of golem. To decipher and use the
manual, you must be a spellcaster with at least two 5th-level
Magic Resistance. The golem has advantage on saving spell slots. A creature that can't use a manual of golems and
throws against spells and other magical effects. attempts to read it takes 6d6 psychic damage.
Magic Weapons. The golem's weapon attacks are
magical. d20 Golem Time Cost
1-15 Manual of Snow Golems 5 days 5,000 GP
Actions
16-20 Manual of Ice Golems 30 days 75,000 GP
Multiattack. The golem makes two claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., To create a golem, you must spend the time shown on the
one target. Hit: 14 (2d6 + 7) slashing damage plus 7 table, working without interruption with the manual at hand
(2d6) cold damage. and resting no more than 8 hours per day. You must also pay
Cold Breath (Recharge 6). The golem exhales a 30-
the specified cost to purchase supplies.
foot cone of frigid air. Each creature in that area Once you finish creating the golem, the book is consumed
must make a DC 18 Constitution saving throw, in eldritch flames. The golem becomes animate when the
taking 45 (10d8) cold damage on a failed save, or ashes of the manual are sprinkled on it. It is under your
half as much damage on a successful one. control, and it understands and obeys your spoken commands.
30
Shadow Loa Actions
Medium fiend, lawful evil Strength Drain. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and
Armor Class 13 the target's Strength score is reduced by 1d4. The target
Hit Points 45 (10d8) dies if this reduces its Strength to 0. Otherwise, the
Speed 60 ft. reduction lasts until the target finishes a short or long
rest.
STR DEX CON INT WIS CHA If a humanoid dies from this attack, a new shadow loa
rises from the corpse 1d4 hours later.
7 (-2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Etherealness. The loa enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material
Saving Throws Dex +5 Plane while it is in the Border Ethereal, and vice versa,
Damage Vulnerabilities radiant yet it can't affect or be affected by anything on the other
Damage Resistances bludgeoning, piercing, and slashing plane.
from magic weapons
Damage Immunities acid, cold, necrotic, poison; Possession (Recharge 6). The loa targets one Medium or
bludgeoning, piercing, and slashing from nonmagical smaller object or humanoid it can see within 5 feet. The
attacks target must succeed on a DC 13 Charisma saving throw
Condition Immunities charmed, exhaustion, frightened, or be possessed by the loa ; the loa then disappears, and
grappled, paralyzed, petrified, poisoned, prone, the target is incapacitated and loses control of its body.
restrained Objects automatically fail this saving throw. The loa now
Senses darkvision 60 ft., passive Perception 11 controls the body but doesn't deprive the target of
Languages -- awareness if it previously had it. The loa can't be
Challenge 4 (1,100 XP) targeted by any attack, spell, or other effect, except ones
that turn fiends, and it retains its alignment, Intelligence,
Amorphous. The loa can move through a space as Wisdom, Charisma, and immunity to being charmed and
narrow as 1 inch wide without squeezing. frightened. It otherwise uses the possessed target's
statistics, but doesn't gain access to the target's
Ethereal Sight. The loa can see 60 feet into the Ethereal knowledge, class features, or proficiencies. In the case
Plane when it is on the Material Plane, and vice versa. of an object, use the statistics provided for the animate
objects spell.
Shadow Movement. While on the Material Plane, the loa
take the form of shadows that move across the surfaces The possession lasts until the body drops to 0 hit
of walls, creatures, and other objects. The loa can move points, the loa ends it as a bonus action, or the loa is
across other creatures and objects as if they were turned or forced out by an effect like the dispel evil and
difficult terrain. good spell. When the possession ends, the loa
reappears in an unoccupied space within 5 feet of the
Shadow Stealth. While in dim light or darkness, the loa body. The target is immune to this loa's Possession for
can take the Hide action as a bonus action. 24 hours after succeeding on the saving throw or after
Sunlight Weakness. While in sunlight, the loa has the possession ends.
disadvantage on attack rolls, ability checks, and saving
throws.
Shadow Loa
Unlike their more benevolent brethren, these loa are dark Despite their shadowy nature, their most terrifying abilities
spirits from a plane beyond our world. It is believed they aim are those that occur as they interact with the living. It seems
to take mortal souls for some nefarious purpose, and seek to that they are able to take control of humanoids by inhabiting
corrupt our world through their mortal agents. Witch doctors one's shadow, a feat using a kind of unknown dark magic not
and voodoo priests often make pacts with the most powerful fully understood. This crude possession is as effective as it is
of these loa, borrowing some of their power in exchange for insidious, and is by all accounts convincing enough to fool
loyalty and servitude. Should one of these agents require even close friends and family. While controlling a host's body,
additional aid or numbers, their patron may allow them the they can continue their espionage for their master, as well as
command of their smaller or lesser cousins, who enter our undertake darker tasks like sabotage and assassination, all
world as creatures made of pure shadows, capable of while completely unsuspected by those around them.
traversing great distances at speed to seek that which their Their very essence is toxic to living creatures, and the touch
master requires. They make for very effective spies and of one can be fatal if left unchecked. Perhaps by manipulating
scouts, with their ability to hide unseen in the shadows and the stuff of the soul itself, they are able to replicate themselves
being uninhibited by most locks and barriers. Like many using the shadows of those they kill. This presents yet another
creatures of the dark, they are known to hide from the light, danger of infestation in towns with ties to the shadow loa, as
taking refuge in dark corners during the day and biding their even a single spirit may soon develop itself into an army of
time until night falls once again. them, hidden in the shadows and waiting for a moment to
strike.
31
The Unseelie Court
The realm of the faerie is well known for being dangerous to
Impish Goon mortals, but many do not realize the extent to which this
danger truly goes. Most are familiar with only one side of the
Small fey, chaotic evil the fey, the Seelie Court made up of jovial, if a bit mischievous,
sprites and pixies. These differ greatly from their
Armor Class 14 (hide armor) counterparts, known among scholars as the Unseelie. These
Hit Points 9 (2d6 + 2) darker faeries are not always pure malevolence, but their
Speed 30 ft. chaotic nature often leads them to harass travelers and
townsfolk for little or no reason at all. The common varieties
are not particularly intelligent or dangerous, but there are
STR DEX CON INT WIS CHA some whose powers are far beyond anything the layperson
10 (+0) 14 (+2) 12 (+1) 6 (-2) 9 (-1) 6 (-2) would be able to combat. There are even a select few
members of fey nobility that have made pacts of their own
Skills Investigation +1 with still darker powers, seeking to expand their magical
Senses darkvision 60 ft., passive Perception 9 prowess in order to lay claim to mortal kingdoms. One should
Languages any one language (usually Common) take great care to treat any of these Unseelie nobles with the
Challenge 1/4 (50 XP) utmost politeness and respect, as even the slightest
interpretation of an insult may lead to dire consequences.
Nimble Escape. The goon can take the Disengage or
Hide action as a bonus action on each of its turns.
Actions
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., Drakeling
one target. Hit: 5 (1d6 + 2) piercing damage, or 6 Medium fey, neutral evil
(1d8 + 2) piercing damage if used with two hands.
Armor Class 12
Hit Points 9 (2d8)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA Flyby. The drakeling doesn’t provoke an opportunity
attack when it flies out of an enemy’s reach.
2 (-4) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 6 (-2)
Keen Sight and Smell. The drakeling has advantage on
Skills Investigation +4, Perception +3 Wisdom (Perception) checks that rely on sight or
Senses darkvision 120 ft., passive Perception 13 smell.
Languages any one language (usually Common) Pack Tactics. The drakeling has advantage on an
Challenge 0 (10 XP) attack roll against a creature if at least one of the
drakeling's allies is within 5 feet of the creature and
Nimble Escape. The faerie can take the Disengage or the ally isn't incapacitated.
Hide action as a bonus action on each of its turns.
Actions
Mimicry. The faerie can mimic simple sounds it has
heard, such as a person whispering, a baby crying, or Multiattack. The drakeling makes two attacks: one
an animal chittering. A creature that hears the with its bite and one with its claws.
sounds can tell they are imitations with a successful
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
DC 10 Wisdom (Insight) check.
target. Hit: 9 (2d6 + 2) piercing damage.
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one one target. Hit: 7 (2d4 + 2) piercing damage. If the
target. Hit: 4 piercing damage. target is a Medium or smaller creature, it is grappled
(escape DC 12).
32
Unseelie Queen 1st–5th level (4 5th-level slots): banishment, burning
hands, call lightning, charm person, conjure woodland
Medium fey (shapechanger), chaotic evil
beings, counterspell, dimension door, far step, hellish
rebuke, hold person, polymorph, scorching ray, scrying
Armor Class 15 (18 with mage armor)
Hit Points 221 (26d8 + 104) Legendary Resistance (3/Day). If the queen fails a saving
Speed 30 ft. throw, it can choose to succeed instead.
Eldritch Master (1/Day). The queen can spend one
minute to regain all its expended spell slots.
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 18 (+4) 22 (+6) 26 (+8)
Actions
Multiattack. The queen can use its Frightful Presence. It
Saving Throws Int +9, Wis +11, Cha +13 then makes two melee attacks.
Skills Animal Handling +11, Arcana +9, Deception +13, Frightful Presence. Each creature of the queen's choice
Insight +11, Perception +11, Persuasion +13 that is within 90 feet of the queen and aware of it must
Damage Vulnerabilities bludgeoning, piercing, and succeed on a DC 21 Wisdom saving throw or become
slashing from weapons made of raw iron frightened for 1 minute. A creature can repeat the
Damage Immunities bludgeoning, piercing, and slashing saving throw at the end of each of its turns, ending the
from nonmagical attacks effect on itself on a success. If a creature's saving throw
Condition Immunities charmed, frightened, poisoned is successful or the effect ends for it, the creature is
Senses passive Perception 21 immune to the queen's Frightful Presence for the next
Languages Common, Draconic, Druidic, Elvish, Infernal, 24 hours.
Sylvan
Challenge 16 (15,000 XP) Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5
ft., one creature. Hit: 10 (3d6) necrotic damage, and the
Blessing of Mother Night. The queen is shielded against target must succeed on a DC 21 Constitution saving
divination magic, as though protected by a throw or be paralyzed for 1 minute. The target can
nondetection spell. repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Shapechanger. The queen can use its action to Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one
polymorph into a Gargantuan ancient red shadow dragon, target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10
or back into its true form. It reverts to its true form if it (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning
dies. Any equipment it is wearing or carrying is absorbed damage plus 10 (3d6) necrotic damage when used with
or borne by the new form (the queen's choice). two hands.
In a new form, the queen retains its alignment, hit
points, Hit Dice, ability to speak, proficiencies, Legendary Actions
Legendary Resistance, lair actions, and Intelligence, The queen can take 3 legendary actions, choosing from
Wisdom, and Charisma scores, as well as this action. Its the options below. Only one legendary action option
statistics and capabilities are otherwise replaced by can be used at a time and only at the end of another
those of the new form, except any class features or creature’s turn. The queen regains spent legendary
legendary actions of that form. actions at the start of its turn.
Innate Spellcasting. The queen's innate spellcasting
ability is Charisma. It can innately cast the following At-Will Spell. The queen casts one of its at-will spells.
spells (spell save DC 21), requiring no material Melee Attack. The queen uses Paralyzing Touch or makes
components: one melee attack with its staff.
At will: disguise self, false life, levitate (self only), mage Misty Escape (Costs 2 Actions). The queen turns invisible
armor (self only), silent image and teleports up to 60 feet to an unoccupied space it
1/day each: etherealness, imprisonment, maddening can see. It remains invisible until the start of its next
darkness, wall of thorns turn or until it attacks, makes a damage roll, or casts a
spell.
Spellcasting. The queen is a 20th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 21, +13 Disrupt Life (Costs 3 Actions). Each creature within 20
to hit with spell attacks). It regains its expended spell feet of the queen must make a DC 21 Constitution
slots when it finishes a short or long rest. It knows the saving throw against this magic, taking 42 (12d6)
following warlock spells: necrotic damage on a failed save, or half as much
damage on a successful one.
Cantrips (at will): chill touch, eldritch blast, fire bolt,
friends, mage hand, minor illusion, prestidigitation
33
The Land of the Dead
Crossing into the underworld is inadvisable for any number of
reasons, not the least of which is the chance of having one's River of Lost Souls
soul untimely ripped from your body. The realms of the
afterlife are full of those caught between alive and deceased, Gargantuan swarm of Medium undead, unaligned
their souls damned to wander between worlds for the rest of
eternity. Unable to truly live or die, they hunger but cannot eat, Armor Class 17
thirst but cannot drink, tire but cannot sleep. It is a torturous Hit Points 406 (28d20 + 112)
existence only relieved by absorbing the souls of those still Speed 0 ft., fly 30 ft. (hover)
living. If enough of these lost souls draw close enough to form
a herd, they can mow down entire villages overnight, adding
even further to their numbers. STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) 6 (-2) 18 (+4) 8 (-1)
34
Primal Path:
Risen Warrior Path of the Undertaker
Medium undead, lawful evil
For some, their anger is so deeply ingrained that even death
Armor Class 13 (armor scraps)
cannot stop them from unleashing their fury upon the world.
Hit Points 13 (2d8 + 4) Followers of the Path of the Undertaker embrace life after
Speed 30 ft. death, relishing it as a chance to exist solely as harbingers of
fury and doom. No longer bound to the restrictions of the
living, these mighty warriors are terrifying forces of nature,
STR DEX CON INT WIS CHA seeking nothing and yet destroying everything.
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Fueled by Fury
Starting when you choose this path at 3rd level, the anger
Damage Resistances bludgeoning, piercing, and within you is enough to sustain you. You gain the following
slashing from nonmagical attacks
Damage Immunities necrotic, poison, psychic
benefits.
Condition Immunities charmed, exhaustion, You no longer need food, water, sleep, or air to survive. You
frightened, poisoned, unconscious still require taking long rests in order to prevent the effects
Senses darkvision 60 ft., passive Perception 9 of exhaustion.
Languages understands all languages it knew in life
but can't speak
If you are reduced to 0 hit points while raging but not
Challenge 1 (200 XP)
killed outright, you must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage is
Growing Ranks. When a humanoid dies from the
radiant or from a critical hit. On a success, you drop to 1
warrior's attacks, its corpse reanimates as a new
hit point instead.
Risen Warrior at the start of the warrior's next turn.
Numb to the Pain
Undead Fortitude. If damage reduces the warrior to 0 Beginning at 6th level, you can endure extraordinary amounts
hit points, it must make a Constitution saving throw of pain. When you are dealt damage while raging, you can use
with a DC of 5 + the damage taken, unless the your reaction to gain resistance to that damage's type until the
damage is radiant or from a critical hit. On a success, start of your next turn.
the warrior drops to 1 hit point instead.
Deathly Endurance
Actions Beginning at 10th level, you can use energies from the
Multiattack. The warrior makes two melee attacks or underworld to strengthen yourself. While raging, you can use
two ranged attacks. a bonus action to gain temporary hit points equal to 1d4 plus
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
your Constitution modifier (minimum of 1). They vanish if any
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
of them are left when your rage ends.
Shortbow. Ranged Weapon Attack: +4 to hit, range Revenant Warrior
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing Starting at 14th level, a god of death embraces you. The next
damage. time you die, your body is reanimated at the next midnight,
gaining the following benefits.
Your creature type is now undead, in addition to what it
previously was.
The Risen Dead You are immune to the effects of exhaustion. Additionally,
you cannot be forced to sleep by any means.
The vile practice of necromancy has existed for generations, If you are below half your hit point maximum at the start of
and with each new crop of these dark wizards come new your turn, you regain 1 hit point.
horrors and changes to the undead they employ. Recently, it The next time you are reduced to 0 hit points, your body
has been reported that some armies of walking corpses not turns to ash and you die instantly.
only slay those in their path, but each of the bodies struck
down returns again immediately as another soldier in their
shambling host. That the summoner of this unholy legion can
exponentially add to their strength in such a way is almost too
terrible to imagine, yet it must be confronted. It may be too
late for the lands already conquered, but their deaths should
be avenged and their bodies put to rest. If not just for them
and their loved ones, but for the safety of the rest of the realm
this tyrant must be stopped.
35
Necromancer Tyrant Master of the Grave. While within 30 feet of the
necromancer, any undead ally of the necromancer
Medium undead, neutral evil
makes saving throws with advantage, and that ally
regains 1d6 hit points whenever it starts its turn there.
Armor Class 17 (natural armor)
Hit Points 170 (20d8 + 80) Turn Immunity. The necromancer is immune to effects
Speed 30 ft. that turn undead.
Actions
STR DEX CON INT WIS CHA Noxious Touch. Melee Spell Attack: +12 to hit, reach 5
ft., one creature. Hit: 14 (4d6) poison damage, and the
16 (+3) 16 (+3) 18 (+4) 20 (+5) 14 (+2) 13 (+1) target must succeed on a DC 20 Constitution saving
throw or be poisoned for 1 minute. The poisoned target
Saving Throws Con +11, Int +12, Wis +9, Cha +8 can repeat the saving throw at the end of each of its
Skills Arcana +12, History +12, Insight +9, Intimidation turns, ending the effect on itself on a success.
+8, Perception +9
Damage Resistances cold, lightning, necrotic Life Drain. The necromancer targets up to three
Damage Immunities poison; bludgeoning, piercing, and creatures that it can see within 10 feet of it. Each target
slashing from nonmagical attacks must succeed on a DC 19 Constitution saving throw or
Condition Immunities charmed, exhaustion, frightened, take 21 (6d6) necrotic damage, and the necromancer
paralyzed, poisoned regains hit points equal to the total damage dealt to all
Senses truesight 120 ft., passive Perception 19 targets.
Languages Common plus up to five other languages Shadow Teleport. The necromancer, along with any
Challenge 22 (41,000 XP) equipment it is wearing or carrying, teleport to an
unoccupied space within 500 feet of it, provided that
Spellcasting. The necromancer is an 18th-level the starting space and the destination are in dim light or
spellcaster. Its spellcasting ability is Intelligence (spell darkness. The destination must be a place the the
save DC 20, +12 to hit with spell attacks). The necromancer has seen before, but it need not be within
necromancer has the following wizard spells prepared: line of sight. If the destination space is occupied, the
teleportation leads to the nearest unoccupied space.
Cantrips (at will): chill touch, mage hand,
prestidigitation, toll the dead Legendary Actions
1st level (4 slots): detect magic, mage armor, shield, ray The necromancer can take 3 legendary actions,
of sickness choosing from the options below. Only one legendary
2nd level (3 slots): acid arrow, detect thoughts, action option can be used at a time and only at the end
invisibility, ray of enfeeblement of another creature’s turn. The necromancer regains
spent legendary actions at the start of its turn.
3rd level (3 slots): animate dead, counterspell, dispel
magic, vampiric touch Cantrip. The necromancer casts one of its cantrips.
4th level (3 slots): blight, Evard's black tentacles, Shadow Teleport. The necromancer uses Shadow
polymorph, shadow of moil Teleport.
5th level (3 slots): cloudkill, danse macabre, scrying Noxious Touch (Costs 2 Actions). The necromancer uses
6th level (1 slot): circle of death, create undead Noxious Touch.
7th level (1 slot): finger of death Disrupt Life (Costs 3 Actions). Each creature within 30
feet of the necromancer must make a DC 20
8th level (1 slot): Abi-Dalzim’s horrid wilting Constitution saving throw, taking 21 (6d6) necrotic
9th level (1 slot): power word kill damage on a failed save, or half as much damage on a
successful one.
Legendary Resistance (3/Day). If the necromancer fails a
saving throw, it can choose to succeed instead.
36
Sacred Oath: Aura of Silence
Oath of Secrets Starting at 7th level, as long as you're not incapacitated,
wearing medium armor doesn't impose disadvantage on your
The Oath of Secrets recognizes that not all threats can be Dexterity (Stealth) checks for you and friendly creatures
fought in the open. In a world where the enemy rules in broad within 10 feet of you.
daylight, the wise warrior takes the fight to the shadows, At 18th level, the range of this aura increases to 30 feet and
gathering strength and waiting for the perfect opportunity to includes heavy armor.
strike at vulnerable targets. It is not always possible to win a
fair fight against a foe that is armed with superior numbers or Sword in the Darkness
an established position, so these paladins excel at exploiting Beginning at 15th level, when you hit with an attack from
weaknesses in an opposing system, fighting the kind of invisibility or hiding, you deal an additional 1d8 damage of the
asymmetrical warfare necessary to bring down those who weapon's type.
think they've already won. They acknowledge that sometimes
the ends must justify the means, and that victory is worth the Ghostly Champion
cost of one's reputation, integrity, or conscience. At 20th level, you can transform yourself into an ethereal
being, taking on an appearance you choose. For example, you
Tenets of Secrets can make yourself appear as a horrific wraith or a featureless
Paladins who take this oath often tattoo a symbol of their shadow.
organization onto their bodies, bearing great meaning to only Using your action, you undergo a transformation. For 1
those who know how to interpret it. minute, you gain the following benefits:
The Enemy is Everywhere. Your foe has spies all around,
and even former allies can be turned with enough coin or You can move through other creatures and objects as if
torture. You must closely safeguard everything about your they were normal terrain. You take 5 (1d10) force damage
mission, and never be too quick to extend invitations to those if you end your turn inside an object.
who would join the cause. You can see 60 feet into the Ethereal Plane when you are
Live to Fight. Your life is your greatest asset to the mission. on the Material Plane, and vice versa.
As long as the enemy lives, you must live to fight against them. As an action, you can enter the Ethereal Plane from the
Survive long enough to see them fall. Material Plane, or vice versa. You are visible on the
Necessary Evil. The mission is paramount above all things. Material Plane while you are in the Border Ethereal, and
There is no sin too great to commit if it means setting the rest vice versa, yet you can’t affect or be affected by anything on
of the world on a better path. the other plane.
Oath Spells Once you use this feature, you can’t use it again until you
You gain oath spells at the paladin levels listed. finish a long rest.
Paladin
Level Spells
3rd alarm, disguise self
5th invisibility, pass without trace
9th glyph of warding, slow
greater invisibility, Mordenkainen's private
13th
sanctum
17th mislead, modify memory
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Cover of Darkness. As an action, you create an aura of
shadows that can conceal you and your allies. For 1 minute,
you and creatures you choose within 30 feet of you turn
invisible while in dim light or darkness. This invisibility
immediately ends when you or any of the invisible creatures
attacks or casts a spell.
Lights Out. As an action, you can reduce the level of all
magical and non-magical lights in an area. For 1 minute, all
magical and non-magical lights you can see within 60 feet of
you emit only dim light to a range of 5 feet instead of their
normal level.
Hades, God of the Dead Shapechanger. Hades can use an action to magically
polymorph into a humanoid, beast, celestial, or fiend
Gargantuan celestial (shapechanger), lawful evil
that has a challenge rating no higher than his own, or
back into his true form. He reverts to his true form if he
Armor Class 25 (natural armor) dies. Any equipment he is wearing or carrying is
Hit Points 738 (36d20 + 360) absorbed or borne by the new form (Hades's choice).
Speed 0 ft.
In a new form, Hades retains his alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary
STR DEX CON INT WIS CHA Resistance, lair actions, and Intelligence, Wisdom, and
Charisma scores, as well as this action. His statistics and
30 (+10) 6 (-2) 30 (+10) 26 (+8) 26 (+8) 30 (+10) capabilities are otherwise replaced by those of the new
form, except any class features or legendary actions of
Saving Throws Con +19, Wis +19, Cha +19 that form.
Skills Arcana +23, Deception +19, History +23, Insight
+19, Perception +28, Persuasion +19, Religion +14 Actions
Damage Resistances lightning, psychic, thunder Deathly Touch. Melee Spell Attack: automatic hit, reach
Damage Immunities cold, fire, necrotic, poison; 5 ft., one target. Hit: 60 necrotic damage. The target
bludgeoning, piercing, and slashing from nonmagical must succeed on a DC 27 Constitution saving throw or
attacks its hit point maximum is reduced by an amount equal to
Condition Immunities charmed, exhaustion, frightened, the damage taken. The target dies if its hit point
incapacitated, poisoned, prone, unconscious maximum is reduced to 0. This reduction to the target’s
Senses darkvision 120 ft., truesight 60, passive hit point maximum lasts until the target finishes a long
Perception 38 rest.
Languages all languages
Challenge 30 (155,000 XP) Summon Dead. Hades conjures 1d6 undead creatures
within 60 feet of him. The creatures each roll initiative
Empowered Attacks. Hades's attacks and the attacks of when they appear.
his conjured undead are treated as magical for the
purpose of bypassing resistance and immunity to
Legendary Actions
nonmagical weapons. Hades can take 5 legendary actions, choosing from the
options below. Only one legendary action option can be
Discorporation. When Hades drops to 0 hit points or used at a time and only at the end of another creature’s
dies, his body is destroyed but his essence travels back turn. Hades regains spent legendary actions at the start
to his domain in the underworld, and he is unable to of his turn.
take physical form for a time.
Divine Spellcasting. Hades's innate spellcasting ability is Spell. Hades casts a spell or uses his Deathly Touch.
Charisma (spell save DC 27, +19 to hit with spell Quench Magic. Hades targets one creature that he can
attacks). He can innately cast the following spells at 9th see within 60 feet of him. Any resistance or immunity
level, requiring no components: to damage that the target gains from a spell or a magic
At will: Abi-Dalzim’s horrid wilting, counterspell, create item is suppressed. This effect lasts until the end of
undead, cure wounds, danse macabre, detect magic, Hades's next turn.
dispel magic, finger of death, hold person, plane shift, Teleport (Costs 2 Actions). Hades magically teleports up
polymorph, raise dead, soul cage, speak with dead, to 120 feet to an unoccupied space he can see, along
teleport with anything he is wearing or carrying.
3/day: divine word, power word heal, power word kill, Creeping Death (Costs 2 Actions). Hades chooses a point
power word pain, power word stun on the ground that he can see within 100 feet of him. A
Legendary Resistance (5/Day). If Hades fails a saving cylinder of swirling necrotic energy 60 feet tall and with
throw, he can choose to succeed instead. a 10-foot radius rises from that point and lasts until the
end of Hades's next turn. Creatures in that area are
Limited Magic Immunity. Hades can't be affected or vulnerable to necrotic damage.
detected by spells of 6th level or lower unless he wishes
to be. He has advantage on saving throws against all Disrupt Life (Costs 3 Actions). Each creature within 60
other spells and magical effects. feet of Hades must make a DC 27 Constitution saving
throw, taking 39 (10d12) necrotic damage on a failed
Regeneration. Hades regains 50 hit points at the start of save, or half as much damage on a successful one.
his turn.
38
Pandemonium
Once a year, in the middle of Longnight, legends say that the
demons enter our world and hold grand revelries atop the Frolicking
coldest and darkest mountains. These rituals last for hours,
lighting the peaks with fire and brimstone as they dance in Pandemonium
tribute to their dark god. No mortal has ever survived climbing
one of these summits to witness what transpires there, but it Gargantuan swarm of Medium fiends (demons),
is not difficult to deduce their activities by surveying the site chaotic evil
on the morning after. Burns and scorches line the rocks, a
great clearing formed by breaking and moving many stones, Armor Class 14
and cloven hoofprints stamped repeatedly through the earth; Hit Points 406 (28d20 + 112)
these revels are great indeed. Speed 30 ft.
39
Arcane Tradition:
Demonology
Fiends from beyond the Material Plane have always intrigued
mortals, and a select few have dedicated their lives to learning
about their dark powers. These demonologists are often
shunned for their pursuit of knowledge, both by the laypeople
of the land as well as their peers in arcane study. Still, the
allure of controlling these mighty beings is enough to ensure
that any established researcher will have a steady stream of
eager apprentices more than willing to risk their bodies and
souls in hopes of gaining new insights into these hellish
creatures.
Fiendish Linguist
At 2nd level, you learn the languages of both Abyssal and
Infernal, if you didn't know them already.
Dark Ritual
Starting at 2nd level, you can use demonic magic to regain
spell slots. Over the course of a ten minute ritual, you can
expend a number of Hit Dice and roll them. Either you or a
living humanoid that is willing or incapacitated has their hit
point maximum reduced by the amount rolled on the Hit Dice.
This reduction lasts until the creature finishes a long rest. A
creature dies if this effect reduces its hit point maximum to 0.
At the completion of this ritual, you can choose expended
spell slots to recover. The spell slots can have a combined
level that is no higher than the number of Hit Dice expended,
and none of the slots can be 6th level or higher. Infernal Bargainer
At 10th level, you have learned a few tricks when dealing with
Demonic Allies fiendish creatures. You gain advantage on Charisma checks to
At 6th level, you add the summon lesser demons spell to your negotiate with demons and devils, and they have disadvantage
spellbook if it is not there already. Additionally, creatures you on Wisdom (Insight) checks made against you during these
summon using this spell are not hostile to you. negotiations.
Demonic Tutor Fiendish Servants
Starting at 6th level, you gain the services of a fiendish entity At 14th level, you learn to expand your summoning
willing to provide information in exchange for gifts or favors. capabilities. When casting the spell summon lesser demons,
Over the course of a short rest, you can make telepathic any kind of fiend may be summoned, not just demons. The
contact with your tutor in the Abyss or the Nine Hells and creatures summoned by this spell are not hostile to you and
attempt to bargain with them. While they often seek gifts of up to six other creatures you choose.
treasure or some kind of living sacrifice in exchange for
specific knowledge, they might also ask that you undertake a
dangerous quest in order to locate and deliver to them a
specific magical item or object of historical significance.
In exchange for the life of a humanoid sacrifice or a Is This a Pact?
treasure worth at least 500 gp, the tutor is willing to give you While there are similarities between bargaining
the true name of a specific demon or devil, the materials and wizards and pact-making warlocks, one could
knowledge needed to add a spell of 3rd level or lower to your imagine the difference is similar to those between a
spellbook, the location of a specific formula or magic item, or freelancer and a salaried employee. The bargain
to provide some other simple service of similar value. More between a wizard and their tutor is, at least in name,
valuable gifts or a larger quantity of sacrifices can be offered a one-time exchange, and both parties are free to
engage in services with other beings at their leisure.
for greater rewards, but such an exchange often requires Once the deal is finished, the wizard may continue
significant time and rapport in the relationship first. to build the relationship with that tutor, or to seek
The tutor will never reveal their own true name, but may out another for things the first could not offer
choose asked to be addressed by a title like "Professor" or them. This differs greatly from a pact struck by a
"Great One." warlock and their otherworld patron, as the warlock
is rarely able to seek out a new patron if their
current one does not suit them.
40
All Powerful Genie Shapechanger. The genie can use an action to magically
polymorph into any other creature, or back into its true
Gargantuan elemental (shapechanger), lawful evil
form. It reverts to its true form if it dies. Any equipment
it is wearing or carrying is absorbed or borne by the new
Armor Class 28 (natural armor) form (the genie's choice).
Hit Points 615 (30d20 + 300)
Speed 40 ft., fly 60 ft. In a new form, the genie retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary
Resistance, lair actions, and Intelligence, Wisdom, and
STR DEX CON INT WIS CHA Charisma scores, as well as this action. Its statistics and
capabilities are otherwise replaced by those of the new
26 (+8) 24 (+7) 30 (+10) 20 (+5) 16 (+3) 30 (+10) form, except any class features or legendary actions of
that form.
Saving Throws Int +14, Wis +12, Cha +19 Slave to the Lamp. Attuning to the genie's lamp grants
Skills Arcana +14, Deception +19, Insight +12, limited control over it. Once attuned, the genie will
Perception +12, Persuasion +19 grant the holder of the lamp three magic wishes.
Damage Immunities fire, lightning, poison; bludgeoning, However, the genie twists each of them to suit itself.
piercing, and slashing from nonmagical attacks Once all three wishes have been used, or the holder of
Condition Immunities blinded, charmed, deafened, the lamp dies, the genie will return to the demiplane
exhaustion, frightened, incapacitated, paralyzed, within the lamp until it has been attuned to again.
petrified, poisoned, prone, stunned, unconscious
Senses truesight 300 ft., passive Perception 22 When the genie drops to 0 hit points, a new body is
Languages all languages created within the demiplane of the genie's lamp after
Challenge 30 (155,000 XP) 1d4 days. If the genie's lamp is destroyed, the genie
dies instantly.
Cosmic Rules. The genie is bound by the rules of the Actions
lamp, and cannot directly break them. The genie cannot
grant more than three wishes to a single holder of the Multiattack. The genie makes two slam attacks or two
lamp, but within those three wishes it has the power to flame blast attacks.
accomplish anything short of the following exceptions:
firstly, the genie cannot kill a living creature, and all Slam. Melee Weapon Attack: +19 to hit, reach 20 ft.,
damage done by its attacks or spells is nonlethal one target. Hit: 18 (2d10 + 8) bludgeoning damage
damage. Second, the genie cannot cause a creature to plus 18 (5d6) fire damage.
fall in love with another through magical means. Finally, Flame Blast. Ranged Spell Attack: +19 to hit, range 250
the genie cannot raise the dead, even using the power ft., one target. Hit: 35 (10d6) fire damage.
of a wish spell. However, the genie can utilize loopholes
to work around these rules, such as employing others to Legendary Actions
act where it cannot.
The genie can take 5 legendary actions, choosing from
Empowered Attacks. The genie's slam attacks are treated the options below. Only one legendary action option
as magical for the purpose of bypassing resistance and can be used at a time and only at the end of another
immunity to nonmagical weapons. creature’s turn. The genie regains spent legendary
actions at the start of its turn.
Gaseous Form. The genie can enter a hostile creature’s
space and stop there. It can move through a space as Spell. The genie casts a spell or uses its Flame Blast.
narrow as 1 inch wide without squeezing.
Quench Magic. The genie targets one creature that it can
Innate Spellcasting. The genie's innate spellcasting ability see within 60 feet of it. Any resistance or immunity to
is Charisma (spell save DC 27, +19 to hit with spell fire damage that the target gains from a spell or a magic
attacks). It can innately cast the following spells, item is suppressed. This effect lasts until the end of the
requiring no material components: genie's next turn.
At will: counterspell, detect magic, dispel magic, fireball, Teleport (Costs 2 Actions). The genie magically teleports
hold person, polymorph, wall of fire up to 120 feet to an unoccupied space it can see.
3/day each: control weather, fire storm, greater Heat Wave (Costs 3 Actions). The genie unleashes a blast
invisibility, haste, power word pain, teleport of heat all around it. Each creature within 60 feet of the
1/day each: imprisonment, mass polymorph, wish genie must make a DC 27 Constitution saving throw
against this magic, taking 42 (12d6) fire damage on a
Legendary Resistance (5/Day). If the genie fails a saving failed save, or half as much damage on a successful one.
throw, it can choose to succeed instead. All combustible objects in that range are instantly
Limited Magic Immunity. The genie can't be affected or incinerated. Flammable objects within 100 feet of the
detected by spells of 6th level or lower unless it wishes genie that are not incinerated catch fire.
to be. It has advantage on saving throws against all other
spells and magical effects.
41
Titans of the Primordial World
A
ncient beings from the dawn of creation, titans
are some of the largest and most powerful foes a
mortal can face. Their abilities are widely varied, How Big is Big Enough?
but they all are universal in their destructive The size categories in D&D are inadequate for
capability. Thought to be locked away by the dealing with the scale necessary for these titans. For
gods themselves, the appearance of a titan in our the purposes of this book, the titans are assumed to
world is surely a sign of impending doom and have a rough size of a 100 foot cube.
ruin for all in its path. They are more like natural disasters
than sentient beings in that sense; simply a force of pure
devastation that cannot be stopped until they have run their
course. It isn't known whether a titan can ever be truly killed,
or whether such a feat was beyond even the gods at the end of Volcanic Titan
their epic struggle. Gargantuan elemental (titan), chaotic evil
Armor Class 9
Hit Points 615 (30d20 + 300)
Glacial Titan Speed 100 ft.
Gargantuan elemental (titan), chaotic evil
STR DEX CON INT WIS CHA
Armor Class 18 (natural armor) 28 (+9) 8 (-1) 30 (+10) 6 (-2) 18 (+4) 18 (+4)
Hit Points 451 (22d20 + 220)
Speed 100 ft. Saving Throws Str +15, Con +16, Cha +10
Damage Immunities fire, poison; bludgeoning,
STR DEX CON INT WIS CHA piercing, slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
24 (+7) 14 (+2) 30 (+10) 6 (-2) 18 (+4) 18 (+4) frightened, poisoned, prone, unconscious
Senses darkvision 300 ft., passive Perception 14
Saving Throws Str +13, Con +16, Cha +10 Languages Common, Primordial
Damage Immunities cold, poison; bludgeoning, Challenge 20 (25,000 XP)
piercing, slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, Fire Aura. At the start of each of the titan's turns,
frightened, poisoned, prone, unconscious each creature within 60 feet of it takes 35 (10d6)
Senses darkvision 300 ft., passive Perception 14 fire damage, and flammable objects in the aura that
Languages Common, Primordial aren’t being worn or carried ignite. A creature also
Challenge 20 (25,000 XP) takes 35 (10d6) fire damage from touching the titan
or from hitting it with a melee attack while within 10
Cold Aura. Any creature that starts its turn within 60 feet of it, and a creature takes that damage the first
feet of the titan takes 55 (10d10) cold damage. time on a turn that the titan moves into its space.
Innate Spellcasting. The titan's innate spellcasting Illumination. The titan sheds bright light in a 60-foot
ability is Constitution (spell save DC 24, +16 to hit radius and dim light for an additional 60 feet.
with spell attacks). It can innately cast the following Lava Form. The titan can enter a hostile creature’s
spells at 9th level, requiring no material components: space and stop there. It can move through a space as
At will: ice storm, Otiluke's freezing sphere, wall of narrow as 5 feet without squeezing if lava could pass
ice through that space.
Legendary Resistance (3/Day). If the titan fails a saving Legendary Resistance (3/Day). If the titan fails a saving
throw, it can choose to succeed instead. throw, it can choose to succeed instead.
Actions Actions
Blizzard Breath. The titan exhales an icy blast in a Spew Lava. The titan shoots lava in a 300-foot line
200-foot cone. Each creature in that area not behind that is 15 feet wide. Each creature in that line must
total cover must make a DC 24 Constitution saving make a DC 24 Dexterity saving throw. On a failure, a
throw. On a failure, a target takes 45 (10d8) piercing target takes 42 (12d6) bludgeoning damage and 42
damage and 45 (10d8) cold damage and is (12d6) fire damage and is restrained. On a success, a
restrained. On a success, a target takes half the target takes half the damage, but is not restrained. A
damage, but is not restrained. target can free itself by spending an action to make a
DC 24 Strength check.
42
Summit Titan Cyclone Titan
Gargantuan elemental (titan), chaotic evil Gargantuan elemental (titan), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 6 (-2) 18 (+4) 18 (+4) 24 (+7) 30 (+10) 30 (+10) 6 (-2) 18 (+4) 18 (+4)
Saving Throws Str +16, Con +16, Cha +10 Saving Throws Str +14, Con +16, Cha +10
Damage Resistances cold, fire Damage Immunities lightning, poison, thunder;
Damage Immunities poison; bludgeoning, piercing, bludgeoning, piercing, slashing from nonmagical
slashing from nonmagical attacks attacks
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, poisoned, prone, unconscious frightened, poisoned, prone, unconscious
Senses darkvision 300 ft., passive Perception 14 Senses darkvision 300 ft., passive Perception 14
Languages Common, Primordial Languages Common, Primordial
Challenge 20 (25,000 XP) Challenge 20 (25,000 XP)
Earth-Shaking Movement. As a bonus action after Empowered Attacks. The titan's attacks are treated as
moving at least 30 feet on the ground, the titan can magical for the purpose of bypassing resistance and
send a shock wave through the ground in a 300- immunity to nonmagical weapons.
foot-radius circle centered on itself, creating difficult
terrain. Each creature and structure in the area takes Legendary Resistance (3/Day). If the titan fails a saving
21 (6d6) thunder damage. Checks made to maintain throw, it can choose to succeed instead.
concentration on a spell from this damage have Living Storm. The titan is always at the center of a
disadvantage. storm 1 mile in diameter. Heavy precipitation in the
form of either rain or snow falls there, causing the
Empowered Attacks. The titan's attacks are treated as
area to be lightly obscured. Heavy rain also
magical for the purpose of bypassing resistance and
extinguishes open flames and imposes disadvantage
immunity to nonmagical weapons.
on Wisdom (Perception) checks that rely on hearing.
Legendary Resistance (3/Day). If the titan fails a saving
In addition, strong winds swirl in the area covered by
throw, it can choose to succeed instead.
the storm. The winds impose disadvantage on
Siege Monster. The titan deals double damage to ranged attack rolls. The winds extinguish open
objects and structures. flames and disperse fog.
Two Heads. The titan has advantage on saving throws Siege Monster. The titan deals double damage to
against being blinded, deafened, and stunned. objects and structures.
Actions Actions
Slam. Melee Weapon Attack: +16 to hit, reach 60 ft., Tornado. Each creature within 60 feet of the titan
one target. Hit: 136 (12d20 + 10) bludgeoning must make a DC 24 Strength saving throw. Flying
damage. The target must succeed on a DC 24 creatures make this saving throw with disadvantage.
Strength saving throw or be pushed 60 feet back and On a failure, a target is drawn into the titan's body
be knocked prone. and takes 65 (10d10 + 10) bludgeoning damage.
The target is also grappled (escape DC 24). Until this
Hurl Boulder. Ranged Weapon Attack: +16 to hit, grapple ends, the target is restrained.
range 500 ft., one target. Hit: 49 (6d12 + 10)
bludgeoning damage. Each creature within 20 feet of At the start of each of the titan's turns, each target
the impact must succeed on a DC 24 Dexterity grappled by it takes 43 (6d10 + 10) bludgeoning
saving throw. On a failure, a target takes 26 (4d12) damage. A creature within 5 feet of the elemental
bludgeoning damage and is knocked prone, taking can pull a creature or object out of it by taking an
half as much damage and not being knocked prone action to make a DC 24 Strength check and
on a success. succeeding.
43
The Firebird The aftermath of a firebird's devastation is a terrible thing
Quite possibly the most ancient ancestor to all phoenixes, the to behold. While not fast relative to its own great size, the
mountain firebird is like a volcanic eruption incarnate. Once speed at which it descends the mountain is far greater than
awakened, it will simply expand and consume everything in most can run on foot or horseback. Those caught in the initial
the surrounding countryside, burning down entire forests and pyroclastic wave are left dead where they stand, like eerie
cities unfortunate enough to be in its path. Even should its statues once the air has cooled.
progress be somehow halted, the nature of its magic will However, it should be noted that with every eruption,
simply return it to a dormant state, waiting until the next time parallel to the death and rebirth of the firebird itself, there is
it is roused from its slumber in the future. Unlike its smaller always a period of regrowth and recovery. Though it may take
descendants, thankfully, there are no accounts of the firebird a generation or more for people to populate the affected areas
being capable of true flight, restricting it to the area once again, over time the wounds of the land will heal and
surrounding the mountain that it calls home. new life will flourish as it takes root in the soil.
44
Benthic Guardian Actions
Gargantuan construct (titan), unaligned Multiattack. The guardian makes four attacks: two with
its greater claws and two with its lesser claws.
Armor Class 28 (natural armor)
Hit Points 820 (40d20 + 400) Greater Claw. Melee Weapon Attack: +19 to hit, reach
Speed swim 5000 ft., fly 5000 ft. 500 ft., one target. Hit: 115 (10d20 + 10) slashing
damage, and the target is grappled (escape DC 27). The
guardian has two greater claws, each of which can
STR DEX CON INT WIS CHA grapple only one target. This attack has disadvantage
against targets Huge and smaller.
30 (+10) 8 (-1) 30 (+10) 6 (-2) 12 (+1) 6 (-2)
Lesser Claw. Melee Weapon Attack: +19 to hit, reach
100 ft., one target. Hit: 75 (10d12 + 10) slashing
Saving Throws Str +19, Con +19 damage, and the target is grappled (escape DC 27). The
Skills Perception +10 guardian has two lesser claws, each of which can
Damage Immunities cold, poison, psychic; bludgeoning, grapple only one target.
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Beam Weapon (Recharge 5–6). The guardian fires a
paralyzed, poisoned, unconscious destructive ray in a 5,000 foot line that is 15 feet wide.
Senses darkvision 5000 ft., passive Perception 20 Each creature in that line must make a DC 27 Dexterity
Languages -- saving throw, taking 78 (12d12) radiant damage on a
Challenge 30 (155,000 XP) failed save, or half as much damage on a successful one.
Magic Resistance. The guardian has advantage on saving Move. The guardian moves up to its speed.
throws against spells and other magical effects. Sweep (Costs 3 Actions). The guardian makes a greater
Siege Monster. The guardian deals double damage to claw attack against each creature within 500 feet of it.
objects and structures.
45
The Burning One Rooted. The titan automatically succeeds on all Strength
saving throws and cannot be knocked prone.
Gargantuan elemental (titan), chaotic neutral
Water Susceptibility. For every 5 feet the titan moves in
Armor Class 25 (natural armor) water, or for every gallon of water splashed on its, it
Hit Points 410 (20d20 + 200) takes 1 cold damage.
Speed 100 ft., burrow 500 ft. Actions
Slam. Melee Weapon Attack: +19 to hit, reach 60 ft.,
STR DEX CON INT WIS CHA one target. Hit: 75 (10d12 + 10) bludgeoning damage
plus 35 (10d6) fire damage. The target must succeed
30 (+10) 6 (-2) 30 (+10) 10 (+0) 18 (+4) 30 (+10) on a DC 27 Strength saving throw or be pushed 60 feet
back and be knocked prone.
Saving Throws Con +19, Wis +13, Cha +19
Damage Immunities fire, lightning, poison; bludgeoning, Molten Meteor. The titan chooses a point within 1000
piercing, and slashing from nonmagical attacks feet of it. All creatures within 20 feet of that point must
Condition Immunities charmed, exhaustion, frightened, succeed on a DC 27 Dexterity saving throw, taking 70
poisoned, prone, unconscious (20d6) fire damage and 70 (20d6) bludgeoning damage
Senses darkvision 120 ft., passive Perception 14 on a failed save, or half as much damage on a successful
Languages Primordial one. All flammable objects in the area catch fire.
Challenge 30 (155,000 XP)
Legendary Actions
Empowered Attacks. The titan's attacks are treated as The titan can take 5 legendary actions, choosing from
magical for the purpose of bypassing resistance and the options below. Only one legendary action option
immunity to nonmagical weapons. can be used at a time and only at the end of another
creature’s turn. The titan regains spent legendary actions
Illumination. The titan sheds bright light in a 60-foot at the start of its turn.
radius and dim light for an additional 60 feet.
Immutable Form. The titan is immune to any spell or Spell. The titan casts a spell or uses Molten Meteor.
effect that would alter its form. Fire Breath (Costs 2 Actions). The titan breathes fire in a
Innate Spellcasting. The titan's innate spellcasting ability 90-foot cone. Each creature in that area must make a
is Charisma (spell save DC 27, +19 to hit with spell DC 27 Dexterity saving throw, taking 91 (26d6) fire
attacks). It can innately cast the following spells, damage on a failed save, or half as much damage on a
requiring no material components: successful one.
At will: fire storm, incendiary cloud, wall of fire Heat Wave (Costs 3 Actions). The titan unleashes a blast
of heat all around it. Each creature within 60 feet of the
Legendary Resistance (5/Day). If the titan fails a saving titan must make a DC 27 Constitution saving throw
throw, it can choose to succeed instead. against this magic, taking 42 (12d6) fire damage on a
Magic Resistance. The titan has advantage on saving failed save, or half as much damage on a successful one.
throws against spells and other magical effects. All flammable objects in that range are instantly
incinerated. Flammable objects within 100 feet of the
Regeneration. The titan regains 100 hit points at the titan that are not incinerated catch fire.
start of each of its turns if it has at least 1 hit point and
has taken less than 50 cold damage since the start of its Sweep (Costs 3 Actions). The titan makes a slam attack
last turn. against each creature within 60 feet of it.
46
Czernobog the Dark God Rooted. Czernobog automatically succeeds on all
Strength saving throws and cannot be knocked prone.
Gargantuan fiend (demon, titan), chaotic evil
Actions
Armor Class 25 (natural armor) Multiattack. Czernobog can use his Frightful Presence.
Hit Points 410 (20d20 + 200) He then makes two slam attacks.
Speed 0 ft.
Slam. Melee Weapon Attack: +19 to hit, reach 60 ft.,
one target. Hit: 75 (10d12 + 10) bludgeoning damage
STR DEX CON INT WIS CHA plus 35 (10d6) necrotic damage. The target must
30 (+10) 6 (-2) 30 (+10) 26 (+8) 26 (+8) 30 (+10) succeed on a DC 27 Strength saving throw or be
pushed 60 feet back and be knocked prone.
Saving Throws Con +19, Wis +17, Cha +19 Frightful Presence. Each creature of Czernobog's choice
Skills Insight +26, Perception +26 that is within 300 feet of Czernobog and aware of him
Damage Immunities cold, fire, necrotic, poison; must succeed on a DC 27 Wisdom saving throw or
bludgeoning, piercing, and slashing from nonmagical become frightened for 1 minute. A creature can repeat
attacks the saving throw at the end of each of its turns, ending
Condition Immunities blinded, charmed, deafened, the effect on itself on a success. If a creature's saving
frightened, poisoned, prone, stunned throw is successful or the effect ends for it, the creature
Senses darkvision 300 ft., truesight 120 ft., passive is immune to Czernobog's Frightful Presence for the
Perception 36 next 24 hours.
Languages Abyssal, telepathy 500 ft. Summon Minions. Czernobog conjures 1d6 fiends or
Challenge 30 (155,000 XP) undead creatures within 60 feet of him. The creatures
each roll initiative when they appear.
Empowered Attacks. Czernobog's attacks and the attacks
of his conjured minions are treated as magical for the Dark Sacrifice. Czernobog throws 1d6 allied creatures
purpose of bypassing resistance and immunity to within 60 feet of him into his pit of fire where they die
nonmagical weapons. instantly. He regains 10 hit points for every creature
sacrificed this way. Creatures within 60 feet of
Discorporation. When Czernobog drops to 0 hit points Czernobog must make a DC 27 Dexterity saving throw,
or dies, he retreats back into his mountain, and he is taking 91 (26d6) fire damage on a failed save, or half as
unable to take physical form for a time. much damage on a successful one.
Divine Spellcasting. Czernobog's innate spellcasting Legendary Actions
ability is Charisma (spell save DC 27, +19 to hit with
spell attacks). He can innately cast the following spells Czernobog can take 5 legendary actions, choosing from
at 9th level, requiring no components: the options below. Only one legendary action option
can be used at a time and only at the end of another
At will: counterspell, dispel magic, finger of death, creature’s turn. Czernobog regains spent legendary
hellish rebuke (within 300 ft.), hold person actions at the start of his turn.
3/day: divine word, power word kill, power word pain,
power word stun, storm of vengeance Spell. Czernobog casts a spell or uses Dark Sacrifice.
Immutable Form. Czernobog is immune to any spell or Fire Breath (Costs 2 Actions). Czernobog breathes fire in
effect that would alter his form. a 90-foot cone. Each creature in that area must make a
DC 27 Dexterity saving throw, taking 91 (26d6) fire
Legendary Resistance (5/Day). If Czernobog fails a saving damage on a failed save, or half as much damage on a
throw, he can choose to succeed instead. successful one.
Limited Magic Immunity. Czernobog can't be affected or Wing Attack (Costs 2 Actions). Czernobog beats his
detected by spells of 6th level or lower unless he wishes wings. Each creature within 60 feet of Czernobog must
to be. He has advantage on saving throws against all succeed on a DC 27 Dexterity saving throw or take 49
other spells and magical effects. (6d12 + 10) bludgeoning damage and be knocked
Sunlight Sensitivity. While in sunlight, Czernobog has prone.
disadvantage on attack rolls and on Wisdom Sweep (Costs 3 Actions). Czernobog makes a slam attack
(Perception) checks that rely on sight. He also in unable against each creature within 60 feet of him.
to regain hit points while in direct sunlight.