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Halloween Compendium

A collection of spooky season themed homebrew by Mythmaker for the world's greatest roleplaying
game

1
Introduction Patron Shoutouts
Spooky Season! What more is there to say? A massive thank you to all those who have supported me in
There are SO many themes I could have worked with for every way, but especially those who are part of the patreon
Halloween, which made it hard to narrow things down. Polls on community <3
patreon brought us to the Vampire Sorcerer, and a number of Your support has helped make this content and the tons of
new spells were introduced in the spell section along that same content before it possible. There are big things to come!
theme. You'll also find a few necromancy, lycanthrope, and body
horror themed spells! Distinguished Guests
I also wrote a few creatures for you all based on what was Bellaco01
inspiring me this month. Hope you enjoy! Cpt Demos
Daniel T.
About This Compendium Dogtag34
This patron exclusive compendium is partnered by JSON files Mechanaght
for all stat blocks and spells included. Those files can be found MelaninMacguyver
in the mythmaker patron google drive. Reaquan M.
Risque Rhino
Table of Contents Rusty
Page Section Spider Queen
3 Sorcerer: Vampire Zach D.

6 Spells VIPs
12 Creatures Candles
Strangest Of Them
Zirm
Playtest Disclaimer
All content within this compendium is playtest Innkeepers
content. Although utmost attention was given, Natara
balance issues might be found. Add these options to S1R1U5
your games with discretion. Any feedback you can Soshiro
provide after playtesting would be hugely
appreciated!

2
Sorcerer Subclass: Vampiric Boons
Alluring Presence. You learn the Charm Person spell. You
Vampire can cast the spell once without expending a spell slot. You
can't do so again until you finish a long rest.
A vampire sorcerer is not an actual vampire. However, imbued
with some of the same powers and weaknesses as their Blood Boil. When you use the Vampiric Spell metamagic,
namesake, a vampire sorcerer often resembles a vampire in the the attack deals extra necrotic damage equal to your
way it looks and lives. Charisma modifier.

Blooddrinker Blood Bond. You learn the Find Familiar spell. It counts as a
Starting at 1st level, you know the Vampiric Spell metamagic Sorcerer spell for you. You can sacrifice 1d6 hit points,
below. It doesn't count against your number of metamagics reducing your hit point maximum by the same amount until
known. you finish a long rest, to cast the spell as an action without
Vampiric Spell. When you cast a spell that requires an expending a spell slot.
attack roll against a single target and hit a creature that isn't a
Blooddrinker Familiar (Requires Blood Bond). When
construct or undead with the attack, you can spend a number of
you cast a spell through your familiar, you can use the
sorcery points equal to the spell's level (1 sorcery point if the
Vampiric Spell metamagic on that spell without expending
spell is a cantrip) to regain hit points equal to half the damage
sorcery points. You can use this feature once before you
dealt, or to the full amount of damage if it was a melee spell
attack. Additionally, the target's hit point maximum is reduced must complete a long rest to do so again.
by the damage dealt until it completes a long rest. Bloodstone Sorcery. You can cast the Create Bloodstone*
spell at will, without expending a spell slot.
Power of the Curse
Starting at 1st level, you gain certain supernatural abilities Cloak of the Sky Count. You can cast the Feather Fall spell
thanks to your vampiric curse. Choose two of the boons from at will, without expending a spell slot, but only targeting
the Vampiric Boons list below. You can choose another boon at yourself and up to one other creature you touch.
6th and 14th level. Some boons have a Sorcerer level
prerequisite, noted before the boon's name. Any spell your Dread Gaze. You learn the Cause Fear spell. You can cast
learn through a Boon counts as a Sorcerer spell for you. the spell once without expending a spell slot. You can't do so
These boons come at a cost. At 1st level, you must also again until you finish a long rest.
choose two of the banes from the Vampiric Banes list below. Glutton's Guise. You can cast the Disguise Self spell at will,
without expending a spell slot, but only taking on the
Blood Sacrifice appearance of creatures you have damaged with a spell
Starting at 6th level, you can sacrifice your own vitality to
affected by your Vampiric Spell metamagic.
regain some of your magic. As an action, you can expend one or
more of your remaining Sorcerer hit die, not exceeding your Lover's Face. You can cast the Familiar Face* spell at will,
proficiency bonus, to regain 2 sorcery points per hit die without expending a spell slot, but once a creature succeeds
expended. When you do, your current and maximum hit points its save against the spell, you can't affect that creature with
each decrease by the maximum value of the hit die. The the spell again for 24 hours.
reduction lasts until you finish a long rest. You can't use this
feature if it would reduce your hit points below 1. Majestic Presence. You learn the Enthrall spell. You can
cast the spell once without expending a spell slot. You can't
Feeding Frenzy do so again until you finish a long rest.
Starting at 14th level, you can enter a temporary feeding frenzy
Primal Dominion. You learn the Animal Friendship and
when you start your turn (no action required). For 1 minute,
Beast Bond spell. You can cast each spell once without
your Vampiric Spell metamagic costs 1 less sorcery point to
expending a spell slot before you must complete a long rest
use. If you end your turn without attacking a creature that isn't
to do so for that spell again.
an undead or construct, you suffer 5 psychic damage, and the
damage increases by 5 for future rounds until the frenzy ends. Intimate Eater. You gain a bonus to melee spell attacks
When the frenzy ends, you gain a level of exhaustion. Once you equal to half your proficiency bonus (round up). Your spell
use this feature, you can't do so again until you finish a long save DC for spells you cast that require you to touch the
rest. target also gains a bonus in the same amount.

Vampiric Mastery Night Court Charm. From dusk until dawn, you add your
Starting at 18th level, you have attained mastery over your proficiency bonus to Charisma ability checks, unless you
vampiric curse. Choose one of the following: already add it, in which case you gain an additional bonus
equal to half your proficiency bonus (round up).
You may remove both your Vampiric Banes, and learn one
additional Vampiric Boon that has no level prerequisite. Nightwalker. You gain darkvision to a range of 120 feet. If
you already had darkvision, the range increases by 60 feet.
You learn any one additional Vampiric Boon of your choice. Additionally, you learn the Shadow* cantrip.

3
Touch of the Unreal. You learn the Minor Illusion cantrip (6th) Master Over Mind. You can cast the Detect Thoughts
and one 1st level Illusion spell of your choice from any spell at will, without expending a spell slot. When you do,
class's spell list. creatures more than 5 feet away from have advantage on
any saving throw against the spell.
Unnatural Constitution. You gain resistance to poison
damage and advantage on saving throws against the (6th) Mist Form. You learn the Gaseous Form spell. You
poisoned condition. can cast the spell once without expending a spell slot, but
only targeting yourself. You can't do so again until you finish
Vanish With Shadow. You learn the Invisibility spell. You a long rest.
can cast the spell once without expending a spell slot, but
only targeting yourself. You can't do so again until you finish (6th) Stygian Touch. You learn the Darkness spell. You can
a long rest. The spell immediately ends if you enter an area cast the spell once without expending a spell slot. You can't
of bright light created by sunlight. do so again until you finish a long rest. Additionally, you can
see through any magical darkness created by a spell you
Walk of the Blood Widow. You have a climbing speed cast.
equal to your walking speed, and you ignore the effects of
webs. In addition, at 3rd level, you can move up, down, and (6th) Undead Constitution (Requires Unnatural
across vertical surfaces and upside down along ceilings, Constitution). You gain resistance to necrotic damage, and
while leaving your hands free. you are immune to all effects that an undead would
normally be immune to.
Whispers of the Night. You learn the Sleep spell. You can
cast the spell once without expending a spell slot. (14th) Cloak of Oblivion. You learn the Shadow of Moil
Additionally, treat any die you roll for the Sleep spell that is spell. You can cast the spell once without expending a spell
lower than your Charisma modifier as though it rolled a slot. You can't do so again until you finish a long rest. When
number equal to your Charisma modifier (Min. 1, max. 8). you do, add your Charisma modifier to the spell's damage.

(6th) Celerity. You gain proficiency in Dexterity saving (14th) Eye of the Unseen. You learn the Arcane Eye spell.
throws. If you already have proficiency in Dexterity saving You can cast the spell once without expending a spell slot.
throws, you instead gain an additional bonus to Dexterity You can't do so again until you finish a long rest. When you
saving throws equal to half your proficiency bonus (round do, the eye can't be detected by any means.
down).
(14th) Ghostly Steps. Your steps make no sound, granting
(6th) Eyes of Oblivion. You can see into the Ethereal plane you a +5 bonus to Dexterity (Stealth) checks you make that
out to a range of 30 feet. Additionally, you learn the See rely on sound. Additionally, you leave behind no tracks or
Invisibility and Spirit Sense* spells. You can cast either spell other traces of your passage, and you can't be tracked by
once without expending a spell slot. Once you do, you can't non-magical means.
do so again until you finish a long rest.
(14th) Irresistible Voice. You learn the Dominate Person
(6th) Feral Gifts. You learn the Enhance Ability spell. You spell. You can cast the spell once without expending a spell
can cast the spell once without expending a spell slot, slot. You can't do so again until you finish a long rest.
targeting only yourself. You can't do so again until you finish
a long rest. When you do, you don't have to make (14th) Nocturnal Transformation. From dusk until
Constitution saving throws to maintain concentration on the dawn, you can cast the Polymorph spell on yourself at will,
spell due to taking 15 damage or less. without expending a spell slot, but only to take the form of a
bat or wolf. When you do, you retain your alignment and
(6th) Fleetness. Your speed increases by 10 feet. Intelligence, Wisdom, and Charisma scores. You also retain
Additionally, when you cast a Quickened spell, you can Dash all of your skill and saving throw proficiencies, in addition to
as part of the same bonus action. gaining those of the creature. If you are reduced to 0 hit
points while in this form, you can't use this feature again
(6th) Potent Influence. Your spell save DC for until you finish a long rest.
enchantment spells increases by 1. Additionally, you can use
the Heightened Spell metamagic for one less sorcery point (14th) One With Shadow (Requires Vanish With
when the affected spell is an Enchantment spell, or requires Shadow). You can cast the Invisibility spell at will, without
a Charisma saving throw from the target. expending a spell slot. The spell immediately ends if you
enter an area of bright light created by sunlight.
(6th) Protean Nature. You learn the Alter Self spell. You
can cast the spell at will, without expending a spell slot, but (14th) Plaguebringer. You learn the Contagion spell. You
only to use the Natural Weapons feature of the spell. can cast the spell once without expending a spell slot. You
can't do so again until you finish a long rest.
(6th) Lord of the Hive. You learn the Swarmskin spell. You
can cast the spell once without expending a spell slot. You (14th) Swarmspeaker. You learn the Swarmstorm* spell.
can't do so again until you finish a long rest. You can cast the spell once without expending a spell slot.
You can't do so again until you finish a long rest. While
affected by the Swarmstorm spell, your movement speed
increases by 10 feet.

4
(14th) Sanguine Step. When you use the Vampiric Spell
metamagic, you can immediately use your reaction to Vampiric Banes
teleport to an unoccupied space you can see within 5 feet of
Cursed Constitution. You can't regain hit points from magic,
the target. Once you use this feature, you must spend one
except the Vampiric Spell metamagic. If a spell or magical effect
sorcery point anytime you would use it again before you
would have a more potent effect against an undead creature, it
finish a long rest.
gains the same benefit against you.
(14th) Unnatural Evasion (Requires Celerity). When Forbiddance. You can't enter a residence without an
you take damage from an effect that required a dexterity invitation from one of the occupants. You can't cast
saving throw, reduce that damage by your Charisma Enchantment spells using Sorcerer spell slots or class features.
modifier, to a minimum of 0. Hunted. You are vulnerable to radiant damage, piercing
damage dealt by wooden weapons or ammunition, damage
(18th) Command Vitality. You learn the Power Word: dealt by silvered weapons or ammunition, or damage dealt by
Blood* spell. You can cast the spell once without expending weapons or ammunition coated in holy water. Additionally, if a
a spell slot. You can't do so again until you finish a long rest. wooden weapon hits you and the attack roll exceeds your AC by
Additionally, the sorcery point cost of using the Vampiric 5 or more, the weapon becomes lodged in your heart, and you
Spell metamagic on the Power Word: Blood spell is halved are paralyzed until it is removed as an action.
for you. Sunlight Sensitivity. While in sunlight, you have
disadvantage on attack rolls, as well as on Wisdom (Perception)
(18th) Cosmic Magnetism. You can use the Distant Spell
checks that rely on sight.
metamagic without expending any sorcery points when the
Water Weakness. You are vulnerable to cold damage caused
affected spell is an Enchantment spell, or requires a
by frost or water. You take 20 acid damage if you end your turn
Charisma saving throw. Additionally, when you cast an
Enchantment spell that requires you to see the target, you in running water.
ignore that requirement, following all the other restrictions
for choosing a target as normal.

(18th) Fountains of Blood. The sorcery point cost of the


Vampiric Spell metamagic is halved for you (round down, to
a minimum of 1).

(18th) Heightened Senses. You gain Blindsight out to a


range of 60 feet.

(18th) Primal Transformation. You can cast the


Polymorph spell on yourself once without expending a spell
slot. When you do, you retain your alignment and
Intelligence, Wisdom, and Charisma scores. You also retain
all of your skill and saving throw proficiencies, in addition to
gaining those of the creature. You retain the benefit of any
features from your class, race, or other source and can use
them, provided that your new form is physically capable of
doing so. You can perform the somatic and verbal
components of a Sorcerer spell while in this form, but you
aren't able to provide material components. You can't use
any special senses you have (for example, darkvision) unless
your new form also has that sense. You can only speak if the
creature can normally speak.

(18th) Trap the Mind. You learn the Maze spell. You can
cast the spell once without expending a spell slot. You can't
do so again until you finish a long rest.

(18th) Unbound Heart. Over the course of 1 hour, you can


perform a magic ritual to remove your own heart, placing it
into a small glass jar with a platinum lid worth at least 500
gp. While your heart remains in the jar in this way, your hit
point maximum can't be reduced, and you are immune to
effects that prevent you from regaining hit points or
returning from the dead. If the jar is broken, you must touch
your heart within 1 minute, magically returning it to your
body. Otherwise, you die, and can't be raised from the dead
by anything short of a Wish spell.

*Included in the Spells section of this compendium.


5
Spells New Spells
New Spells Feral Strikes
Transmutation cantrip

Name Level School Classes Druid, Sorcerer, Warlock, Wizard


Druid, Sorcerer, Warlock,
Feral Strikes 0 Trans Casting Time: 1 bonus action
Wizard
Range: Self
Druid, Sorcerer, Warlock, Components: V, S
Jack-O-Lantern 0 Trans
Wizard Duration: 1 minute
Ghostbane Cleric, Paladin, Sorcerer, This spell unleashes a primal ferocity, enhancing your natural
1 Abj
Bindings Ranger weapon attacks. For the duration, you can use your spellcasting
Smokespike 1 Conj Sorcerer, Warlock, Wizard ability instead of Strength for the attack and damage rolls of
melee attacks using your natural weapons, and the damage die
Sunless Gaze 1 Illu Sorcerer, Warlock, Wizard
becomes a d6 if it would be lower. Any natural weapon you
Cleric, Druid, Sorcerer, possess also becomes magical for the duration, if it isn't already.
Swarm of Flies 1 Conj
Warlock
Wolf's
1 Abj Druid, Ranger
Jack-O-Lantern
Endurance Transmutation cantrip

Druid, Ranger, Sorcerer, Druid, Sorcerer, Warlock, Wizard


Batsight 2 Trans
Warlock, Wizard Casting Time: 1 action
Druid, Sorcerer, Warlock, Range: 60 feet
Corrosive Claws 2 Evo Components: V, S, M (a pumpkin seed)
Wizard
Duration: Instantaneous or 1 hour (see below)
Cleric, Druid, Sorcerer,
Circle of Vultures 3 Necro
Warlock, Wizard Crushing a pumpkin seed, you transform it into a small
pumpkin wreathed in spectral flames and launch it towards one
Ghostrift 3 Necro Sorcerer, Warlock, Wizard
creature you can see within range, or two creatures you can see
Vampiric Hunger 3 Necro Sorcerer, Warlock, Wizard within range that are within 5 feet of each other. A target must
Flesh Graft 4 Necro Sorcerer, Wizard make a Dexterity saving throw, doing so with disadvantage if it
is frightened by you. On a failed save, a target takes 1d4 fire
Silversteel Curse 4 Abj Cleric, Paladin, Ranger
damage.
Cleric, Sorcerer, Warlock,
Corpse Stride 5 Necro Alternatively, you transform the seed into a small jack-o-
Wizard
lantern with a carved design of your liking which appears in
Death Lord's Cleric, Sorcerer, Warlock, your hand. The jack-o-lantern glows dim light in a 5 foot radius.
5 Necro
Presence Wizard It is an object with AC 5 and 1 hit point. This version of the spell
Ghoul Swarm 6 Necro Sorcerer, Warlock, Wizard lasts for 1 hour. The jack-o-lantern also disappears if you cast
the spell again, or if it is destroyed. Creatures of your choice
within 5 feet of the jack-o-lantern have disadvantage on saving
Old Spells (Reference)
throws against being frightened.
Name Level School Classes
This spell's damage increases by 1d4 when you reach 5th
Shadow 0 Conj Sorcerer, Warlock, Wizard level (2d4), 11th level (3d4), and 17th level (4d4).
Create
1 Conj Sorcerer, Warlock, Wizard Ghostbane Bindings
Bloodstone
1st-level abjuration

Bard, Sorcerer, Warlock,


Familiar Face 1 Conj Cleric, Paladin, Sorcerer, Ranger
Wizard
Casting Time: 1 action
Cleric, Druid, Paladin,
Spirit Sense 2 Conj Range: 30 feet
Ranger
Components: V, S
Druid, Ranger, Warlock, Duration: Concentration, up to 10 minutes
Swarmskin 2 Conj
Wizard
You summon spectral bindings that attempt to wrap around a
Druid, Ranger, Warlock,
Swarmstorm 2 Conj Large or smaller creature you can see within range. The target
Wizard
must make a Constitution saving throw. It makes the saving
Power Word: throw with disadvantage if it is charmed, frightened, or
7 Conj Cleric, Warlock, Wizard
Blood possessed, or if it is an incorporeal undead such as a ghost,
shadow, specter, or wraith.
On a failed save, the target is Restrained for the duration. The
spell ignores any immunity to being Restrained that an
incorporeal undead might have. An incorporeal undead also
takes 1d6 force damage at the start of each of its turns for the
duration.
6
An affected target that isn't an incorporeal undead also has For the duration, as a bonus action, you can cause some of
advantage on saving throws to end any charmed or frightened the flies to aggressively swarm one creature in the spell's area.
condition affecting it, or to end a possession affecting it. The target must succeed a Constitution saving throw or lose
An affected creature can choose to repeat the saving throw concentration on any spell or effect it concentrates on.
against the spell at the end of each of its turns, ending the spell
on a success.
Why Cleric?
Smokespike Clerics also get the spell Insect Plague. This is likely
1st-level conjuration

inspired by tales of locust in the biblical accounts of


Sorcerer, Warlock, Wizard
ancient egypt.
Casting Time: 1 action
Range: 60 feet Wolf's Endurance
Components: V, S, M (a chunk of charcoal) 1st-level abjuration

Duration: Instantaneous Druid, Ranger


You launch a spike of black energy towards a creature you can Casting Time: 1 reaction, which you take when you take non-
see within range. Make a ranged spell attack. On a hit, the target magical bludgeoning, piercing, or slashing damage from an
takes 2d8 piercing damage. attack
Additionally, a trail of thick smoke follows behind the Range: Self
projectile in a line 5 feet wide between you and the target. The Components: S
smoke's area is heavily obscured. It lasts until the start of your Duration: 1 round
next turn, or until a wind of moderate or greater speed (at least You call on the magic of the great protector beasts to ward you
10 miles per hour) disperses it. from basic weaponry, the tools that oppress the wild. You can't
At Higher Levels. When you cast this spell using a spell slot cast this spell while you wield one or more weapons.
of 2nd level or higher, the damage increases by 1d8 for each You have resistance to non-magical bludgeoning, piercing,
slot level above 1st. Additionally, the duration of the smoke and slashing damage from the triggering effect and until the
increases by 1 round for each slot level above 1st. start of your next turn. Until the end of your next turn, your
eyes resemble those of a wolf, and you are capable only of
Sunless Gaze making dog-like noises -- preventing you from speaking or
1st-level illusion

casting spells with Verbal components.


Sorcerer, Warlock, Wizard
Casting Time: 1 action Batsight
Range: 60 feet 2nd-level transmutation

Components: S Druid, Ranger, Sorcerer, Warlock, Wizard


Duration: Concentration, up to 1 minute Casting Time: 1 action
You weave dark essence from the shadow realm into a spectral Range: Touch
eye that sends a chilling gaze toward a creature you can see Components: V, S
within range, afflicting it with all the cold loneliness of the Duration: 8 hours
forsaken lands. The target must make a Wisdom saving throw. Your touch imbues a creature with the ability to use
On a failed save, the target is Shaken by you and Chilled for the echolocation, at the cost of its normal vision. An unwilling
duration. The target must repeat the saving throw at the end of target can make a Dexterity saving throw, avoiding the spell on
each of its turns, ending the spell on a success, or becoming a success.
Chilled again on a failure.
For the duration, an affected creature has blindsight to a
At Higher Levels. When you cast this spell using a spell slot range of 60 feet. However, it is blind in regards to its other
of 2nd level or higher, you can target one additional creature for visual senses. The blindsight doesn't function while the target is
each slot level above 1st. deafened. If the target is unwilling, it can attempt a Constitution
saving throw to overcome the spell's magic at the end of each of
Swarm of Flies its turns, ending the effect on a success.
1st-level conjuration

Cleric, Druid, Sorcerer, Warlock


Casting Time: 1 action
Design Note
Range: 300 feet Batsight is designed as a tool for allies or a weapon
Components: V, S, M (a fermented fruit and smear of feces) against enemies. It also adds some combat synergy for
Duration: Concentration, up to 10 minutes
the deafened condition, which is generally one you
can simply ignore in other cases.
Buzzing flies fill a 20-foot radius sphere centered on a point you
choose within range. The sphere spreads around corners. The
sphere remains for the duration, and its area is lightly
obscured. Creatures inside the sphere's area have a -5 penalty
to Constitution saving throws made to maintain concentration.

7
Corrosive Claws Vampiric Hunger
2nd-level evocation

3rd-level necromancy

Druid, Sorcerer, Warlock, Wizard Sorcerer, Warlock, Wizard

Casting Time: 1 action Casting Time: 1 action


Range: 10 feet Range: Touch
Components: S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

With a flick of your wrists, two large claws made of pure acid Your touch imbues a creature with an unquenchable hunger for
appear and swipe at a creature you can see within range. Make blood. An unwilling creature can make a Constitution saving
a melee spell attack for each claw. On a hit, the target takes 2d8 throw to resist the spell.
acid damage and is corroding until the end of your next turn. For the duration, once per turn, when an affected creature
At Higher Levels. When you cast this spell using a spell slot deals damage to a creature that isn't an undead or construct, it
of 3rd level or higher, the damage of each claw increases by 1d8 regains hit points equal to half the damage dealt, or 3d6
for each slot level above 2nd. (whichever is higher).
However, if an affected creature ends its turn without having
Circle of Vultures dealt any damage that turn, it gains a level of exhaustion, or
3rd-level necromancy loses 10 hit points if it already has three or more levels of
exhaustion.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Flesh Graft
4th-level necromancy

Duration: 1 hour
Sorcerer, Wizard
You mark a creature for death, causing spectral vultures to
Casting Time: 1 action
circle above it. Choose a target you can see within range. If the Range: 60 feet
target isn't missing at least 50% of its hit points, the spell fails. Components: V, S
For the duration, any healing the target would receive is Duration: Concentration, up to 1 minute
halved. The target also has disadvantage on saving throws
against Necromancy spells, and on death saving throws. This dark necromancy spell fuses the flesh of two creatures.
Additionally, when the target reaches 15 hit points for the Choose two creatures within 5 feet of each other. The spell fails
first time during the duration, the vultures swoop in for the kill, if either creature isn't made of flesh (such as a ghost, fire
automatically dealing 15 necrotic damage to the target. elemental, or steel golem).
The spell ends if the target dies or is no longer missing any Each creature must make a Constitution saving throw. If both
hit points. A remove curse spell cast on the target also ends this saving throws fail, they become bound to each other, their flesh
spell early. fused as one. The targets are restrained. When one target takes
damage of any kind except psychic, the damage is split evenly
Ghostrift between the two. If a forced movement effect would move one
3rd-level necromancy

of the targets, the other moves with it.


Sorcerer, Warlock, Wizard An affected target can attempt to forcefully tear away from
the bond as an action, making a Strength saving throw. On a
Casting Time: 1 action
success, each target takes 4d10 slashing damage, and the spell
Range: 60 feet
ends.
Components: V
Otherwise, when the spell ends, the targets separate
Duration: Instantaneous
harmlessly.
You teleport yourself to an unoccupied space you can see
within range. Immediately after you disappear, an eerie echo of
a hundred screams rings out, and each creature within 10 feet
of the space you left must make a Wisdom saving throw, taking
3d6 psychic damage on a failed save, or half as much damage
on a successful one. A creature that fails is also frightened of
you until your next turn ends. The screams can be heard from
up to 100 feet away.
You can bring along objects as long as their weight doesn't
exceed what you can carry. You can also teleport one willing
creature of your size or smaller who is carrying gear up to its
carrying capacity. The creature must be within 5 feet of you
when you cast this spell, and there must be an unoccupied
space within 5 feet of your destination space for the creature to
appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6 for each slot
level above 3rd.
8
Silversteel Curse Ghoul Swarm
4th-level abjuration

6th-level necromancy

Cleric, Paladin, Ranger Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self (60-foot radius)
Components: V, S, M (4 oz of alchemical silver worth at least Components: V, S
10 gp, which the spell consumes) Duration: Instantaneous
Duration: Concentration, up to 1 hour
A fell mist sweeps the air in a 60 foot radius around you as you
This monster hunter's curse weakens certain creatures of the whisper a call to monsters of the grave. Choose up to 10
night to silvered attacks. creatures touching the ground within the spell's area. Each
When you cast the spell, choose a creature you can see within target must make a Dexterity saving throw as ghoulish arms
range that has resistance or immunity to bludgeoning, piercing, and mouths burrow forth from the ground to grab them. A
and/or slashing damage from nonmagical attacks that aren't creature takes 9d6 slashing damage on a failed save, or half as
silvered. The target must make a Constitution saving throw. On much on a success. If the target is a creature other than an elf or
a failed save, the target becomes vulnerable to bludgeoning, undead and fails its saving throw, it must also succeed on a DC
piercing, and slashing damage from silvered attacks for the 10 Constitution saving throw or be paralyzed for 1 minute. The
duration. target can repeat the saving throw at the end of each of its
If the target is already vulnerable to such attacks, instead the turns, ending the effect on itself on a success.
first time each turn the affected target takes damage from a At Higher Levels. When you cast this spell using a spell slot
silvered attack, the target takes an extra 2d6 damage from the of 7th level or higher, the damage increases by 1d6 for each slot
attack. level above 6th, and the saving throw DC increases by 2 for
A remove curse cast on the target ends this spell early. each slot level above 6th.

Corpse Stride
5th-level necromancy

Cleric, Sorcerer, Warlock, Wizard


Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You gain the ability to teleport from corpse to corpse. By
touching a corpse, you instantly know the location of all other
corpses within 500 feet, except corpses that are buried.
Once per turn, you can expend 10 feet of movement while
touching a corpse to teleport to any other corpse you know of
within 500 feet. You appear in an unoccupied space within 5
feet of the corpse. If there is no room for you to appear, the
effect fails. Your movement is not expended, but you can't
attempt to teleport again in this way for the rest of the turn.

Death Lord's Presence


5th-level necromancy

Cleric, Sorcerer, Warlock, Wizard


Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Instantaneous
You wrap yourself in an aura of awesome presence that repels
the living and commands the undead. All creatures within a 30-
foot radius centered on you that can see and/or hear you must
make a Wisdom saving throw. On a failed save, a non-undead
creature is frightened of you for 1 minute, while an undead
creature is charmed by you for 1 minute. In either case, an
affected creature can repeat its saving throw at the end of each
of its turns, ending the effect on a success. Undead creatures
that are immune to being turned are also immune to this effect.

9
Familiar Face
Old Spells (Reference) 1st-level illusion

Shadow Bard, Sorcerer, Warlock, Wizard


Evocation cantrip

Casting Time: 1 reaction, which you take in response to being


Sorcerer, Warlock, Wizard damaged by a creature within 30 feet of you that you can see
Casting Time: 1 action Range: 30 feet
Range: Self (10-foot radius) Components: S
Components: V, S Duration: 1 round
Duration: Concentration, up to 1 minute You attempt to deceive the creature that damaged you with an
You emit an aura of shadow which darkens a 5-foot radius illusion, convincing them they did not hurt you, but rather
around you for the duration. Non-magical bright and dim light another creature close to them, such as a family member, close
in this area become darkness. For an additional 5-foot radius, friend, or another ally.
non-magical bright light becomes dim light. The creature which damaged you must make a Wisdom
Additionally, non-magical light sources completely inside the saving throw. On a failure, the creature is unable to target you
area, such as a torch or lantern, are temporarily suppressed, with any attack, harmful spell, or harmful ability until its next
shedding no light until they leave the spell's area. A creature turn ends.
with darkvision sees through any darkness created by this spell If you make an attack, cast a spell that affects an enemy, or
as normal. deal damage to another creature, and the creature affected by
this spell sees you do so, the effect ends on them.
Create Bloodstone
1st-level necromancy

Spirit Sense
Sorcerer, Warlock, Wizard 2nd-level divination

Cleric, Druid, Paladin, Ranger


Casting Time: 1 minute
Range: Touch Casting Time: 1 action
Components: V, S, M (a non-magical gem worth at least 50 gp) Range: Self (30-foot radius)
Duration: 8 hours Components: V, S, M (a round, white sapphire worth 100 gp)
Duration: Instantaneous or Concentration, up to 1 minute (see
You perform a ritual to imbue the gem used for the spell's
below)
casting with blood magic. To do so, you spend one hit die as
part of casting the spell. Your current hit points and hit point You instantly become aware of every living creature within
maximum are reduced by 2 for each hit die expended. range. You learn only the most basic information about each
The bloodstone holds the hit die you expend into it, and uses creature:
them for its effects. A bloodstone is a magical object that can be
Whether the creature is humanoid or a different creature
used in one of two ways:
type (you don't learn the specific type)
Heal: As a bonus action, a creature holding the bloodstone
The creature's size
can restore hit points to themselves or a creature they
touch. The amount of hit points restored equals one or more The creature's cardinal direction relative to your position
of the hit die imbued into the stone. Once used in this way,
the die are expended. If you choose to concentrate on this spell, you can, for the
duration, repeat the effect on each of your turns as a bonus
Harm: As a bonus action, a creature holding the bloodstone action.
can use it to imbue their next weapon attack with additional At Higher Levels. When you cast this spell using a spell slot
damage. Until the creature's turn ends, the next time they of 3rd level or higher, the spell's radius increases by 15 feet for
hit with a weapon attack, the attack deals additional every slot level above 1st.
necrotic damage equal to one of the hit die imbued into the
stone. A hit die used in this way is expended. If no attack hits
for the duration, no hit die is expended.

Once a stone has no hit die remaining, the spell ends. When
the spell ends, the stone becomes non-magical and the caster's
maximum hit point reduction immediately ends (although their
current hit points are not affected).
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can expend one additional hit die
into the gem for each slot level above 1st.

10
Swarmskin Power Word: Blood
3rd-level conjuration

7th-level necromancy

Druid, Ranger, Warlock, Wizard Cleric, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (the corpse of a tiny creature) Components: V
Duration: 10 minutes Duration: Instantaneous
You conjure thousands of tiny creatures, such as rats, spiders, You speak a word of power to deteriorate the life force of a
lizards, beetles, centipedes, or a similar type of beast. The creature you can see within range. If the target has 100 hit
swarm covers your skin and outerwear as the creatures crawl points or fewer, it loses half its remaining hit points (round up).
around you harmlessly, and also spreads to nearby surfaces Otherwise, the spell has no affect on it.
within your space. An affected creature is also subject to a dark affliction. While
You gain 4d4 + 4 temporary hit points which last for the under this affliction, the target can not regain hit points. A
spell's duration. Once the temporary hit points are depleted, Greater Restoration spell or similar magic can be used to end
the spell ends. this affliction.
While you have these hit points, you can use your reaction This spell has no effect on undead or constructs.
when you are hit by a melee weapon attack to gain resistance
against bludgeoning, piercing, and slashing damage from that
attack. Additionally, the creature that hits you takes piercing
damage equal to 2d4 + your spellcasting ability modifier.
Further, you have advantage on ability checks to initiate,
avoid, or escape a grapple. A creature in a grapple with you
suffers piercing damage equal to your spellcasting ability
modifier immediately when the grapple is initiated, and again
at the end of each of their turns.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the temporary hit points increase by 1d4
+ 1 for every slot level above 3rd, and the damage dealt by the
spell's reaction effect increases by 1d4 for every slot level
above 3rd.

Swarmstorm
4th-level conjuration

Druid, Ranger, Warlock, Wizard


Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (the corpse of a tiny creature)
Duration: Concentration, up to 10 minutes
You conjure a massive swarm of tiny creatures such as rats,
spiders, lizards, beetles, centipedes, or a similar type of beast.
The swarm covers all surfaces in a 20-foot radius circle around
you and moves with you for the duration. For the duration,
surfaces in the swarm's area are difficult terrain for creatures
hostile to you. A hostile creature suffers piercing damage equal
to your spellcasting ability modifier for every 5 feet they move
on their turn along a surface inside the area.
When you cast the spell, and as a bonus on each of your turns
for the duration, you can direct a portion of the swarm to focus
their wrath on one creature you can see within the spell's area.
The target must make a Dexterity saving throw, suffering 6d4
piercing damage on a failed save, or half as much on a success.
Additionally, a creature that fails its save is restrained until the
end of its next turn.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage dealt when you direct the
swarm to attack increases by 2d4 for each slot level above 4th.

11
Name CR Notes
Stat Blocks Field Gremlin 1/4
Rule Supplement Fieldmaster Scarecrow 2 Elite
These creatures, like all my creatures, were made using the Pumpkin Blight 1/4
Giffyglyph's Monster Maker rule supplement. The supplement
The Silent Slasher 5
affects how the stat block was created, but changes very little
about how the DM uses it. The Vulture 9 Elite
The stats are calculated using a revised table, based on the
creature's assigned role, level, and rank. If the saving throws
and attack bonus look weird to you, please understand they are
Need Help?
NOT calculated using 5e's normal rules. If you have any questions or need help scaling these
stat blocks to a different level, adjusting them to your
The main purpose of the supplement is to make it easier to
needs, or figuring out how to incorporate them into
make and run monsters, with less concern about following
your story, don't hesitate to reach to me! The
strict rules. Attacks are intended to be more free form, allowing
demiplane channel in our discord is the perfect place
the DM to improvise much more easily.
to do so.
What does x2 mean? x2, x3, etc is shorthand for
multiattack. For example, Slash (x2) means you make two
attacks when you take the Slash action. Note. Ignore
multiattack when taking a paragon action.
What does Cooldown X mean? The creature should wait X
turns before using this feature again. For example, a Cooldown
2 ability used on turn 1 shouldn't be used again until turn 4 at
the earliest (allowing 2 turns for it to cooldown). Its up to you,
the GM, whether you treat this is a suggestion or a strict rule.
This looks harder than its CR! Some enemies are Elite or
Solo. Elite enemies can serve as mini-bosses or hold their own
without allies in a normal encounter. Solo enemies are a true
boss encounter.
What is a Strike attack? You will rarely see my monsters
with a Claw, Bite, Kick, Tail, and Handaxe attack. Often I run
with a freeform Strike attack instead. You can flavor this as any
of the above. If you feel it necessary for certain attacks, drop a
damage die or add one. As the GM, you are not limited to what's
on the paper/screen. Focus on making an engaging, fun
encounter for you and your players, not just following rules.
What is a paragon action? A paragon action is basically a
freeform legendary action that allows you to use any of the
creature's normal actions, or move. This is balanced by
restrictions on the various actions a creature has. Paragon
actions are absolutely critical to helping monsters keep up with
the players' action economy advantage!
What if I don't like something? You can always adjust the
stat block however you see fit for your own table.
Still curious? Check out www.giffyglyph.com for more info!

Encounter Levels
A GM can easily scale these stat blocks to better fit the
challenge their party needs using Giffyglyph's Monster Maker
web app. The JSON files for these stat blocks are available to
patrons of all tiers.

Notes
The stat blocks in this section are organized by CR, and
then alphabetically.

12
Field gremlin
Field Gremlin Field gremlins are mischievous, tiny sprites that lurk in tall
Tiny monstrosity (Lvl 1 Lurker Grunt) fields of grass, grain, corn, and similar terrain. Farmers often
blamed their various misfortunes (poor harvests or children
Armor Class 15 lost in great fields) on imaginary gremlins. Under a cursed
Hit Points 5 harvest moon, their false excuses magically became a reality, as
Speed 40 ft. the field gremlins crawled forth from the soil.
Their appearance is like a tiny, brown goblin covered in dirt.
Their eyes are bright yellowish-orange. Some folks claim to see
STR DEX CON INT WIS CHA little glimpses of two yellow dots in the fields, between the
6 (−2) 18 (+4) 10 (+0) 7 (−2) 8 (−1) 5 (−3) sounds of rustling grass. Field gremlins move extremely quickly.
Some call them anklebiters or corn-field killers. They run past
Saving Throws Dex +6 frightened humanoids and slice at them, then disappear back
Skills Stealth +6 into the field.
Damage Resistances poison
Senses darkvision 60 ft, passive Perception 9 Tactics
Languages Terran Hit and Run. Field gremlins are cowardly little lurkers that
Challenge 1/4 (50 XP) don't want to stay in a fight. They will hide in the tall grass,
burst out with impressive speed to slice at their target, and
Field Lurkers. You can dash or hide as a bonus action. then run back into the grass to hide again.
You have advantage to hide while in a field with tall Trap. A field gremlin uses Curse of Confusion to trap its
grass, or similar terrain. target in its field.
Anklebiters. You have advantage on attack rolls against Swarm. Usually field gremlins are in groups of 2-5 and
creatures two or more size categories larger than you coordinate their attacks, which adds to the confusion and fear
(Medium or larger). inflicted on a target as they get hit from all directions but never
know where their attackers are.
Elusive Attackers. When you hit a creature with an
attack, your movement doesn't provoke opportunity
attacks from them for the rest of the turn.

Actions
Slash. Melee Weapon Attack: +5 vs AC. Hit: 5 slashing
damage and the targets speed is halved until its next
turn ends.
Curse of Confusion. One creature you can see within 30
feet that can hear you. A magic whisper floats into
their ear. DC 13 save vs Wis. Fail: The target's head
spins and its vision becomes blurry. It has disadvantage
on Wisdom ability checks. Additionally, it is magically
bound to a 60-ft radius around the location where it
gained this effect. If it tries to move beyond that radius,
in confusion it turns around and circles back, although
it doesn't fully realize it is doing so. Target can repeat
the saving throw at the end of each of its turns to end
the effect.

Reactions
Manifestation of Mischief. As a reaction when a
creature you can see within 30 feet of you makes an
ability check or saving throw, you can impose
disadvantage on the roll (only before the roll is made).

13
Fieldmaster Scarecrow Paragon Actions
Medium construct (Lvl 4 Striker Elite) You can take 1 paragon action(s), choosing to either
move or perform one action. Only one paragon action
Armor Class 11 can be used at a time and only at the end of another
Hit Points 60 creature's turn. You regain spent paragon actions at the
Speed 30 ft. start of your turn.

Lair Actions
STR DEX CON INT WIS CHA
On initiative count 20 (losing initiative ties), you may
13 (+1) 14 (+2) 16 (+3) 2 (−4) 8 (−1) 10 (+0) take a lair action to cause one of the following effects.
You can't use the same effect two rounds in a row.
Saving Throws Con +5, Wis +1
Skills Intimidation +4, Stealth +4 Haunted Wind. An eerie wind blows through the field,
Damage Vulnerabilities fire extinguishing all flames and non-magical lights. For 1
Damage Resistances bludgeoning, piercing, and round, creatures of your choice in the field have
slashing from non-magical attacks disadvantage on Wisdom ability checks and saving
Damage Immunities poison throws.
Condition Immunities charmed, exhaustion, frightened, Field Mice. Choose up to 3 creatures you are aware of
paralyzed, poisoned, unconscious within your field. Swarms of field mice briefly assail the
Senses blindsight 60 ft, passive Perception 9 chosen creatures, who must make a DC 11 Dex save.
Languages — Fail: 5 (2d4) piercing damage and speed halved until
Challenge 2 (450 XP) end of next turn.
False Appearance. While you remain motionless, you Living Roots. Creatures in the field must succeed a DC
are indistinguishable from an ordinary, inanimate 11 Dex save or be Restrained for 1 round, as roots in
scarecrow. the ground reach up to grab them.

Swift Glare. You can use your Terrifying Glare as a bonus


action. When you do, the target does not become
paralyzed unless it was already frightened. Fieldmaster Scarecrow
Fear Slayer. Your attacks have advantage against A scarecrow with a deep, magical connection to its field might
frightened creatures. become a fieldmaster scarecrow. Able to command its field as
its own lair, this scarecrow is an elite monster amongst its kind.
Final Harvest (1/rest). When you deal damage to a Sometimes they command a number of lesser scarecrows, or
frightened creature that is at or below half its hit point other creatures such as a Field Gremlin, Haunted Corn, or
maximum, you can use this to double the damage (no Pumpkin Crawler.
action required).
When you reduce a creature to 0 hit points, you regain Tactics
use of this ability. The fieldmaster scarecrow isn't the toughest in a straight fight,
Enflamed Fears. When you take fire damage, you ignite. so it will use stealth, fear, minions, and movement control to
While ignited, you take 1 fire damage at the end of debilitate and weaken its targets as much as possible before
each of your turns, but your attacks also deal 1d4 extra going in for the kill. Nonetheless, it isn't a lurker and will fight
fire damage on a hit, and your saving throw DCs are aggressively once it's got some debuffs on its enemies.
increased by 2.
Elusive. While in your field, you can hide as a bonus
action, and you make Dexterity (Stealth) checks with
advantage.

Actions
Slash. Melee Weapon Attack: Up to two adjacent
creatures within 10 feet of you, +6 vs AC. Hit: 10
(3d4+2) slashing damage.
Terrifying Glare. You target one creature you can see
within 30 feet of you. If the target can see you, the
target must succeed on a DC 13 Wisdom saving throw
or be magically frightened until the end of your next
turn. The frightened target is paralyzed.

14
Pumpkin Blight The Silent Slasher
Small plant (Lvl 1 Strikger Grunt) Medium humanoid (Lvl 11 Lurker Grunt)

Armor Class 11 Armor Class 14


Hit Points 15 Hit Points 56
Speed 20 ft. Speed 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 9 (−1) 12 (+1) 4 (−3) 8 (−1) 3 (−4) 20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Damage Vulnerabilities fire Saving Throws Str +7, Con/Cha +3, Dex/Int/Wis +0
Condition Immunities blinded, deafened Skills Intimidation +10, Stealth +10
Senses blindsight 60 ft (blind beyond this radius), Condition Immunities charmed, frightened
passive Perception 9 Senses darkvision 120 ft, passive Perception 11
Languages Understands Common but can't speak it Languages Understands common but doesn't speak
Challenge 1 (200 XP) Challenge 5 (1800 XP)

False Appearance. While you remain motionless, you Attacks +9 to hit. Hit: 35 damage
are indistinguishable from a rotting pumpkin. Attack DCs Primary DC 17, Secondary DC 14
Harvest Moon Horror. Frightened creatures within 20 Surprise Strikes. Any hit you score against a surprised
feet of you have a -1 penalty to ability checks and
creature or a creature from whom you were hidden is a
saving throws (can stack up to 5 times). critical hit.
Actions Murder Mark. As a bonus action, you can designate a
creature you can see within 60 feet for death. A
Bash. Melee Weapon Attack: +3 to hit. Hit: 2
remove curse mark ends the effect early. You have
bludgeoning damage. advantage on Wisdom (Perception) checks to find or
Roots. One creature you can see within 20 feet. DC 13 track that creature, and your attacks deal an extra 1d6
vs Str. Fail: Grappled and restrained for 1 min. Can damage to it.
attempt to escape as an action, or cut/burn roots (AC Plot-portation (Cooldown 2). As a bonus action, you can
8, 1 hit point). teleport up to 300 feet to an unoccupied point within
Foul Breath. 10 ft cone, DC 13 vs Con. Fail: 3 (1d4+1) 15 feet of a creature marked by your Murder Mark. You
poison damage and target is Poisoned for 1 min don't need to see the creature or the point you
(repeat save end of turns). teleport to. When you arrive at your destination, you
can immediately Hide (no action required).
Strike Fear. Whenever a creature sees you, it must
Pumpkin Blight make a Wisdom saving throw. On a failed save, it
becomes Frightened of you for up to 1 minute
Like Twig, Vine, and Thorn blights, the Pumpkin Blight is an (repeating the save at the end of its turns to end the
awakened plant corrupted by dark magic. Most common during effect). While frightened in this way, the first time each
the cursed season of the harvest moon, pumpkin blights can be turn that the target attempts to move, it must make a
found crawling through fields looking for living creatures to DC 11 Dexterity saving throw or fall prone. If a creature
make victim. Often a pumpkin blight serves as a minion to a succeeds its saving throw, it becomes immune to the
Fieldmaster Scarecrow or similar monster. effect for 1 hour.

The Silent Slasher Actions


Inspired by classic horror movie villains in slasher films,
Slash. Melee Weapon Attack: +9 vs AC. Hit: 35 (14d4)
slashing damage.
specifically Michael Meyers in Halloween. A slow moving, silent
killer, this villain is terrifying for many reasons, but their calm, Knockback. Melee Weapon Attack: DC 17 vs Strength.
unstoppable approach may be the scariest. The Silent Slasher Hit: the target is pushed up to 10 ft away and knocked
has a slow walking speed, but thanks to plot devices, always prone.
seems to conveniently appear when it's time for a character to
die. It is often deadly in one or two hits, making it a perfect
monster for some cat and mouse tension, rather than a hit-
point-slog combat.

15
Morbid Magic (3/rest). You spread your wings, rear your
The Vulture head, and utter a spinetingling cry, bringing the fear of
Medium humanoid (aarakocra) (Lvl 13 Elite Lurker) the grave onto your enemies. Creatures of your choice
within 60 feet that can see and hear you must make a
DC 20 save vs Wisdom or become Frightened of you.
Armor Class 17
While frightened in this way, a creature has -2 AC. If
Hit Points 100
the creature is already frightened by you, it gains a
Speed 20 ft., fly 50 ft
further -2 AC penalty, which can stack up to three
times, and suffers 18 (4d8) psychic damage.
STR DEX CON INT WIS CHA Swarm (Cooldown 1). As an action, you command up to
10 (+0) 22 (+6) 14 (+2) 18 (+4) 16 (+3) 12 (+1) three willing allies to move up to their speed towards a
creature marked by your Circle of Death and make a
Saving Throws Dex +11, Int/Wis +7, Str/Con/Cha +2 single attack against it.
Skills Deception +6, Intimidation +6, Stealth +11
Damage Resistances poison Reactions
Senses darkvision 120 ft, passive Perception 13
Languages Auran, Common The Call of Death. When you reduce a creature to 0 hit
points, you can use a reaction to use your Morbid
Challenge 9 (5000 XP)
Magic action, ignoring any use limit.
Attacks +13 to hit. Hit: 54 damage
Attack DCs Primary DC 20, Secondary DC 17
Paragon Actions
You can take 1 paragon action(s), choosing to either
Flyby. Your flying movement doesn't provoke move or perform one action. Only one paragon action
opportunity attacks. can be used at a time and only at the end of another
creature's turn. You regain spent paragon actions at the
Deadly Dive. If you are flying and dive at least 30 feet start of your turn.
straight toward a target and then hit it with a melee
weapon attack, the attack deals +10 damage to the
target. The Vulture
Scavenger. You have advantage on attacks against The vulture is an aarakocra corrupted by necromancy. Its
creatures that have 50% or fewer hit points remaining. appearance resembles a vulture, rather than the more typical
Elite Defense (1/round). You can add 1d10 to a saving eagle or hawk influence of most aarakocra.
throw you make (before or after you roll, no action The Vulture is an elite enemy intended to lead lesser minions.
required). Undead, cultists, or bandits would be fitting henchman. You
could even use low level demons, or some other monster from
Vulture Vanish (Cooldown 1). As a bonus action, a
this compendium.
whirlwind of feathers and dust surrounds you as you
vanish. A 5-ft radius centered on the point you occupy
is heavily obscured for 1 round. Additionally, you Tactics
become invisible and make no sound until the start of Avoid Melee. As a lurker, the vulture wants to move in and out
your next turn (ending if you attack or cast a spell). of melee but never stay engaged on the front lines.
Scavenge the Weak. The vulture prepares its prey with
Circle of Death. As a bonus action, you can mark an
Circle of Death and Morbid Magic. Like a true scavenger, it seeks
enemy for death. Spectral vultures circle above it. For 1
the weak, wounded, or near dead as its target. It will target
minute, the target can't regain hit points and has
squishy enemies and send its minions to weaken them first
disadvantage on saving throws. The effect ends early if
before it truly joins the fray.
you use it again.
Dive In and Out. The vulture uses its flight speed and Flyby
Actions trait to kite in and out of combat while making talon attacks,
which benefit from its deadly dive. It only uses its Scythe when
Talons (x2). Melee Weapon Attack: +13 vs AC. Hit: 18 surrounded by multiple enemies.
(5d6 + 1) slashing damage. If this attack benefits from Paragon Actions. The vulture prefers to use its paragon
Deadly Dive, it receives +20 damage instead of +10. action to fly away from enemies, rather than attack them, to
ensure it stays out of harms way.
Scythe. Melee Weapon Attack: Target up to three
adjacent creatures within 10 feet. +13 vs AC. Hit: 27
(4d10 + 5) slashing damage. If a target is marked by
Circle of Death, it also takes 11 (2d10) necrotic
damage.

16
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names and descriptions of Characters, Spells, enchantments, 9. Updating the License: Wizards or its designated Agents may
personalities, teams, personas, likenesses and Special publish updated versions of this License. You may use any
abilities; places, locations, environments, creatures, authorized version of this License to copy, modify and
Equipment, magical or supernatural Abilities or Effects, distribute any Open Game Content originally distributed
logos, Symbols, or graphic designs; and any other trademark under any version of this License.
or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which 10. Copy of this License: You MUST include a copy of this
specifically excludes the OPEN Game Content; (f) License with every copy of the Open Game Content You
"Trademark" means the logos, names, mark, sign, motto, Distribute.
designs that are used by a Contributor to Identify itself or its
11. Use of Contributor Credits: You may not market or advertise
products or the associated products contributed to the Open
the Open Game Content using the name of any Contributor
Game License by the Contributor (g) "Use", "Used" or unless You have written permission from the Contributor to
"Using" means to use, Distribute, copy, edit, format, modify, do so.
translate and otherwise create Derivative Material of Open
Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content


that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or
subtracted from this License except as described by the
License itself. No other terms or Conditions may be applied
to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You


indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to


use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, nonexclusive License with the exact
terms of this License to Use, the Open Game Content. 17
12. Inability to Comply: If it is impossible for You to comply with
any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open
Game Material so affected.

13. Termination: This License will terminate automatically if


You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be


unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright


2000, Wizards of the Coast, LLC. System Reference
Document 5.1 Copyright 2016, Wizards of the Coast, LLC.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave
Arneson.
 
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