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5th Edition Conversion

1
Contents
Part 2: Character Options 95
Welcome 2
Chapter 5: Blackguard .....................................................96
Credits ..........................................................................................3 Class Features ......................................................................... 97
Original Books ........................................................................... 3 Blackguard Vices .................................................................... 99
Art Credits ...................................................................................3 Spell List ................................................................................ 103
Badooga's Homebrew ...............................................................3 Chapter 6: Subclasses .....................................................104
Introduction ........................................................................... 3 Darkness Domain .................................................................105
Preface .........................................................................................3 Death's Chosen ..................................................................... 106
Using This Document .............................................................. 4 College of the Dirgesinger .................................................. 107
Glossary .......................................................................................4 The Dread Lord .................................................................... 108
Part 1: DM Options 5 Circle of Twilight ...................................................................109
Chapter 7: Equipment ..................................................... 110
Chapter 1: Bestiary ................................................................6 Armor ......................................................................................110
Abominations ............................................................................. 7 Weapons ................................................................................. 111
Blightspawn ............................................................................. 11 Rods .........................................................................................112
Chaos Walkers .........................................................................15 Sentient Artifacts ..................................................................113
Deathtritus ............................................................................... 18 Wondrous Items ....................................................................118
Dread Brutes ............................................................................21 Undead Grafts .......................................................................119
Oozes .........................................................................................24 Special Substances ..............................................................121
Servants of Darkness .............................................................27 Positoxins ...............................................................................122
Spirits ........................................................................................31 Adventuring Gear ................................................................. 123
Undead Aviary ......................................................................... 35 Chapter 8: Spells ............................................................... 124
Unrisen ......................................................................................38 Animate Crawling Claw ...................................................... 126
Wraiths ......................................................................................41 Animate Greater Undead ....................................................126
Chapter 2: Creature Templates ....................................44 Avascular Mass ..................................................................... 126
Ghost Brute ..............................................................................44 Awaken Undead ....................................................................127
Half-Vampire ............................................................................ 46 Bite of the King ..................................................................... 127
Hooded Pupil ...........................................................................48 Clutch of Orcus ..................................................................... 127
Mummified Creature ..............................................................50 Command Horde .................................................................. 127
Necromental ............................................................................ 52 Consumptive Field ............................................................... 127
Necropolitan ............................................................................ 54 Energy Ebb ............................................................................ 128
Swarm-Shifter ......................................................................... 56 Field of Ghouls ......................................................................128
Umbral Creature .....................................................................60 Flesh Puppet ......................................................................... 128
Minor Templates ..................................................................... 62 Ghastly Stench ......................................................................128
Deathhunger .........................................................................62 Ghoul Gauntlet ......................................................................128
Guardian of the Dead ......................................................... 62 Ghoul Light ............................................................................129
Plague Spreader ..................................................................62 Grave Bolt .............................................................................. 129
Tomb Tainted ........................................................................62 Gravesight .............................................................................. 129
Chapter 3: Cults of Undeath ....................................... 63 Kiss of the Vampire ..............................................................129
Academy Necromica .............................................................. 63 Lay Waste ...............................................................................129
Blood Scion Heresy ................................................................65 Manipulate Corpse ...............................................................130
Eyes of Vecna ...........................................................................67 Mourning Mist .......................................................................130
Lurkers in Shadow ................................................................. 68 Necrotic Cyst ......................................................................... 130
Minions of the Skull ............................................................... 70 Negative Energy Burst .........................................................130
The Ruby Order ...................................................................... 71 Plague of Undead ................................................................. 130
Chapter 4: Undead Hall of Infamy ........................... 73 Protection from Life and Death .........................................131
Deities ....................................................................................... 73 Revive Undead .......................................................................131
Deity Template ..................................................................... 73 Sheltered Vitality ..................................................................131
Killing a Deity .......................................................................73 Tenebrous Phantasm ...........................................................131
Dregoth, the Dread King ....................................................... 74 Unholy Crusade .................................................................... 131
Kas, the Betrayer .....................................................................79 Unholy Union ........................................................................ 131
Osterneth, the Bronze Lich ...................................................82 Vampiric Smite ..................................................................... 132
Tenebrous, the Shadow of Orcus ........................................ 86 Veil of Undeath ......................................................................132
Vecna, the Whispered One ................................................... 90 Venomous Smite ...................................................................132
Wall of Pain ............................................................................132
Weakening Aura ....................................................................132
Wither Limb ...........................................................................133
Withering Curse ....................................................................133

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PART 0
Welcome
Credits Badooga's Homebrew
Much of the content here is ported from previous edition All of the 5e content presented in this document was
supplements. converted or made by badooga. This also includes some
flavor text for various monsters and items, as well as a few
Original Books original additions or reimaginings of my own.
If you're interested in my other homebrew or just want to
This book is primarily a conversion of content from various get in touch, check out my socials, which include my GM
supplements from 3.5e and 4e. Binder profile of finished homebrew and the PDF versions of
Libris Mortis. Converted content from Libris Mortis (3.5e) them on Google Drive.
appears in Chapters 1-3 and 6-8. This book was designed by My favorite kind of 5e homebrew is making new monsters,
Andy Collins and Bruce R. Cordell. but I've also dabbled in all sorts of content. Highlights include
Open Grave. Converted content from Open Grave (4e) revised exploration rules, psion and warlord classes based on
appears in Chapters 1, 2, 4, and 7. This book was designed by 4e, and a compendium of feats, maneuvers, and variant
Bruce R. Cordell, Eytan Bernstein, Brian R. James, Robin rules/features for martial characters.
Laws, and John Snead.
Heroes of Shadow. The blackguard class from Player Introduction
Options: Heroes of Shadow (4e Essentials) appears in
Chapter 5. This book was designed by Mike Mearls, Eytan Hushed voices tell spine-chilling tales of encounters with the
Bernstein, Claudio Pozas, Robert J. Schwalb, Matt Sernett, walking dead and other unliving horrors. No other creatures
Chris Sims, and Rodney Thompson. have evoked such fear and fascination as this dreadful
Dead Gods. Tenebrous from Dead Gods (2e) appears in menagerie of malevolent spirits and mindless shells.
Chapter 4. This book was written by Monte Cook. Along with a host of undead threats ranging from a mere
Dark Sun Creature Catalog. Dregoth from Dark Sun tomb mote to the infamous deity Vecna, this unofficial 5e
Creature Catalog (4e) appears in Chapter 4. This book was conversion provides customization options for unliving
designed by Richard Baker, Ari Marmell, and Chris Sims. monsters and heroic champions of the living alike. Cults,
City by the Silt Sea. New Giustenal from City by the Silt spells, creature templates, artifacts, if it relates to undeath,
Sea (2e) appears in Chapter 4. This book was designed by there's a good chance you can find it here.
Shane Lacy Hensley.
Preface
Art Credits This conversion has been a longstanding project of mine. It
All art used in this document is taken from official books started way back in 2019 when I was working on my Elder
from 3.5e, 4e, and 5e, in accordance with the Wizards of the Evils 5e conversion, when I noticed that a few of the
Coast Fan Content Policy. monsters used there were based on content from Libris
Libris Mortis. Dawn Murin (art director); Tom Kidd (cover Mortis. I looked up Libris Mortis to help with that conversion,
artist); Thomas Baxa, Steve Belledin, Jeff Easley, Steve Ellis, and I found myself fascinated by the content within,
Wayne England, Emmanuelle Hunter, Jeremy Jarvis, Chuck especially the undead grafts and undead cults.
Lukacs, David Martin, Michael Phillippi, Steve Prescott, So, I ultimately decided to do a conversion of Libris Mortis,
Wayne Reynolds, Brian Snoddy (interior artists); Dee which I would work on back and forth with Elder Evils
Barnett, Dawn Murin, Trish Yochum (graphic designers). whenever I'd get bored of the other. I completed the bestiary,
Open Grave. Peter Whitley, Jon Schindehette (art spell lists, and cults, but then I got busy with other D&D
directors); Chris Seaman (cover illustration); Emi Tanji, homebrew, school, and life in general, so the blackguard,
Breanne Miller (graphic designer); Thomas M. Baxa, Mark subclasses, and equipment chapters were completed at a
Behm, Steven Belledin, Daarken, Julie Dillon, Tomás snail's pace.
Giorello, Goran Josic, Mazin Kassis, Matthias Kollros, Jake At some point in 2022, I discovered Open Grave, the 4e
Masbruch, Peter McKinstry, Mats Minnigan, Sean Murray, version of Libris Mortis. This book had a collection of cool
Axel Rator, Wayne Reynolds, Daniel Rudnicki, Amanda monsters and templates that didn't appear in 3.5e, as well as
Sartor, Angga Satriohadi, Georgi "Calader" Simeonov, an Undead Hall of Infamy with stat blocks for powerful
Soutchay Soungpradith, David Sourwine, Anne Stokes, undead that are well-known in D&D pop culture. I decided to
Amelia Stoner, Francis Tsai, Derk Venneman, Anthony add these to this conversion as well, as I felt that the
Waters, Bruno Werneck, Eric L. Williams (interior additions rounded out the document quite nicely.
illustrations). Of course, this almost doubled my workload, and eventually
Heroes of Shadow. The Blackguard and Vampire I decided to cut out the pre-made encounters and the undead
drawings used were drawn by Jim Nelson, William O'Connor, variants so that I wouldn't burn myself out. So I eventually
Marc Sasso, and Alberto Del Lago. managed to convert the Open Grave content, polish up some
Explorer's Guide to Wildemount. The Holy Symbol of existing material that wasn't up to my current standards, and
Vecna art used was drawn by Claudio Pozas. then put this together in January 2023.
Monster Manual (4e). Angel of Decay: Dave Allsop. So now, I present to you this finished conversion, which is
Dark Sun Creature Catalog. Dregoth: Adam Paquette. completely free to use in your campaign. I hope you enjoy!
City by the Silt Sea (2e). Absalom: Tom Baxa.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Using This Document Glossary
This conversion is split into two parts: DM Options and The following verbiage/terms are used in parts of this
Character Options. Each chapter's content is standalone document (especially in monster stat blocks) to make the text
from the rest of the conversion and can be used more concise and easier to read.
independently.
Basic Saving Throws
DM Options If an effect says, for example, "the target takes 14 (4d6) fire
These options relate to undead creatures and the dark damage (DC 15 Dexterity save for half)", it means that the
powers they serve. target must make a DC 15 Dexterity saving throw, taking 14
Chapter 1 starts off with the Bestiary, a collection of (4d6) fire damage on a failed save, or half as much damage
undead stat blocks you can use in your campaign. on a successful one.
Chapter 2 is an assortment of ghastly Creature Templates,
which can be used to modify existing creatures to make them Bloodied
more powerful or varied. Most of the templates are A creature is bloodied when it has half of its hit points or
accompanied by an example of them being applied to existing fewer remaining. This doesn't do anything by itself, but some
creatures. effects might only trigger or apply when a creature is
Chapter 3 provides information on six Cults of Undeath, bloodied.
including monster features to give to their members and an
example NPC associated with the cult that you can use. Constant Spells
Chapter 4 concludes this part with the Undead Hall of Some creatures have spells that apply to them constantly
Infamy, which provides stat blocks for mighty deities and without the need for concentration, as denoted in the
other champions of undeath from across the planes. These Spellcasting section of their stat blocks. If dispelled (e.g. by
include the deities Tenebrous and Vecna, Vecna's heart dispel magic), the creature can recast it at will, without
Osterneth and his nemesis Kas, and the Athasian sorcerer- providing material components; when it does so, the spell
king Dregoth. becomes constant once again.
Character Options Health Drain
These options empower characters to control or combat When a creature suffers some amount of health drain, its hit
necromantic creatures and magic. point maximum is reduced by an amount equal to the value
Chapter 5 starts off with the Blackguard, an antipaladin given in the triggering effect (typically equal to some amount
variant class that uses negative emotions to draw power from of damage taken). This reduction lasts until the target finishes
the Shadowfell, rather than a sacred oath. This option a long rest. The target dies if this effect reduces its hit point
replaces the Oathbreaker subclass from the Dungeon maximum to 0.
Master's Guide. Living Creature
Chapter 6 presents subclasses for the bard, cleric, druid, A living creature is any creature that isn't an undead or
fighter, and warlock that specialize in necromancy... or its construct. Constructs are neither alive nor dead.
destruction.
Chapter 7 has magic items and other equipment used by, Magical Darkness
for, and against undead. This include undead grafts that A creature with darkvision can't see through magical
replace your body parts in exchange for great unholy power, darkness, and nonmagical light can't illuminate it.
positoxin poisons infused with holy water that can damage
fiends and undead, and sentient artifacts that fit well for use Repeating Saving Throws
in necromancy-based campaigns. If an effect with a saving throw made to avoid it is appended
Chapter 8 concludes the document with an assortment of with "(save ends)", the target can repeat the saving throw at
spells (mostly from the necromancy school). Highlights the end of each of its turns, ending the effect on itself on a
include a cantrip that allows you to puppet corpses, unholy successful one.
auras that drain life force and weaken living creatures, and a
beam that purges a target's blood vessels from its body and Targeting Objects
turns them into a web of veins that restrains nearby Abilities and other features that target or damage objects
creatures. only target objects that aren't being worn or carried, unless
the DM rules otherwise.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PART 1
DM Options
Chapter 1: Bestiary

T
his chapter offers a variety of new undead CR Creature
creatures, as well as a few that aren't undead 1/8 Tomb Mote
but otherwise are intrinsically related to
undeath and the unliving. 1 Vile Pet
The creatures in this chapter are organized 2 Desiccator
by their Challenge Rating in the table below.
2 Slaymate
3 Gravetouched Ghoul
3 Offalian
3 Quell
3 Skin Kite
4 Bloodrot
4 Skulking Cyst
4 Spectral Lyrist
5 Entomber
5 Osteopede
6 Bleakborn
6 Cinderspawn
6 Dragonscale Slough
6 Plague Blight
6 Voidwraith
7 Crypt Chanter
7 Angel of Decay
7 Atropal Scion
7 Moon Wraith
7 Skirr
7 Wheep
8 Blaspheme
9 Blood Amniote
9 Grave Dirt Golem
9 Hulking Corpse
9 Paralyth
12 Tainted Priest
12 Tombstone Golem
12 Oblivion Wraith
14 Bone Collector
16 Dream Vestige
17 Vortex Wraith
18 Rotvine Defiler
21 Discord Incarnate

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Combat
Abominations An atropal scion prefers to float high above the field of
Ageless though they are, immortals can die, and when they combat, relentlessly summoning specters and using Life
do, some return as twisted remnants of what they once were. Drain indiscriminately to take care of threats when possible.
Most abominations were created as weapons in the war If it is bloodied, the atropal lets out a screech and begins
between the gods and the primordials, but a scarce few have using its mobility in a more tactical manner. It also takes
arisen spontaneously out of the chaotic forces of the universe. advantage of its Negative Energy Aura to rebuke melee
When these beings stir, they come full of rage, craving only to opponents and its dispel magic ability to counter spellcasters
spread destruction and despair. as it sees fit.
Atropal Scion Lore
A character knows the following information with a
"This creature's hairless, overlarge head surmounts its wet, successful check made using the Arcana or Religion skill.
wrinkled, and bloated humanoid body. Its eyes are glassy and DC 20. Unlike normal atropals, atropal scions are imbued
vacant. Its arms are too slender, and its tiny hands end in with foul magic that grants them a smidgen of spellcasting.
cruelly sharpened nails, while its legs are atrophied, dead Given enough time, an atropal scion may evolve into a threat
things that hang useless below it." much greater than the undead it originally splintered off of.
Atropal scions are clots of divine flesh given form and DC 25. Atropal scions have the power to summon specters
animation by terrible catastrophies, bleak-hearted gods of to their aid, but their ability to magically locate creatures is
far deadlier. Lacking qualities such as impatience and
death, or pure chance. When a stillborn godling rises stamina that living creatures possess, an atropal scion will
spontaneously as an undead, an atropal is born. If that atropal use this ability to find undead allies and amass an army, and
is defeated, but any fragment or cast-off bit of flesh remains, to track down powerful enemies that would threaten its
an atropal scion may yet arise from those fragments, cause.
lessened in power from its divine beginnings, but no less
hateful for its stature.
An atropal scion is a power to be reckoned with, and once
animate in the world, seeks power over both life and unlife in
an unrelenting bid for domination that only its lifeless tissue
is able to sustain.

Atropal Scion At will: dispel magic, locate creature


3/day: contagion
Large undead (titan), lawful evil
Magic Resistance. The atropal has advantage on saving
Armor Class 9 throws against spells and other magical effects.
Hit Points 114 (12d10 + 48) Negative Energy Aura. Creatures within 30 feet of the
Speed 0 ft., fly 50 ft. (hover) atropal can't regain hit points, and any creature that starts
its turn within 30 feet of the atropal takes 7 (2d6)
necrotic damage. If the atropal is struck by a vorpal sword,
STR DEX CON INT WIS CHA the wielder can cut the atropal's umbilical cord instead of
16 (+3) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 19 (+4) dealing damage. If its umbilical cord is cut, the atropal
loses this feature.
Damage Vulnerabilities radiant Actions
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities cold, necrotic target. Hit: 10 (3d6) necrotic damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Life Drain. The atropal deals 21 (6d6) necrotic damage to
Senses darkvision 120 ft., truesight 120 ft., passive one creature it can see within 120 feet of it (DC 15
Perception 13 Constitution save for half). The atropal regains a number of
Languages understands Celestial but utters only obscene hit points equal to half the amount of damage dealt.
nonsense Summon Specter (Recharge 6). The atropal summons a
Challenge 7 (2,900 XP) specter which materializes within 30 feet of it in an
Proficiency Bonus +3 unoccupied space it can see. The specter obeys its
summoner's commands and can't be controlled by any
Innate Spellcasting. The atropal's innate spellcasting ability other creature. The specter vanishes when it drops to 0 hit
is Charisma (spell save DC 15). The atropal can innately points or when its summoner dies.
cast the following spells, requiring no material
components:

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rotvine Defiler If it is bloodied or slain, the defiler releases an explosion of
desecrating fumes that wither ally and enemy alike.
"A sprawling morass of mud, rotting vines, dead animals, and
writhing tendrils emerges from beneath the earth. Seemingly Lore
in pain, the abomination lets out a horrific shriek before A character knows the following information with a
resuming its rampage and destroying the terrain around it." successful check made using the Nature or Religion skills.
DC 15. A rotvine defiler is the profane remnant of an
The rotvine defiler has but one purpose: to ingest and spoil immortal being of primal origins devoted to nature or
all that is living. A profane vestige of a powerful immortal agriculture. The corrupted immortals were slain and sealed
devoted to fertility, the rotvine defiler seeks to destroy that under the ground, where the seeds of evil caused them to
which it has lost—life. In its wake, the creature leaves a trail return to life and outwardly manifest their malevolence.
of despoiled organic matter, a record of its vindictive mission. DC 20. A rotvine defiler arises when a creature makes a
sacrifice over the monster's earthly tomb, breaking the seals
Combat containing it. The creature usually retains none of its original
A rotvine defiler burrows through the ground, sending up intelligence or memories.
tentacles to grab living creatures.

Rotvine Defiler Tendril of Rot. Melee Weapon Attack: +14 to hit, reach 20
ft., one target. Hit: 15 (2d6 + 8) damage plus 7 (2d6)
Huge undead, chaotic evil
necrotic damage, and the target is grappled (escape DC
16). Until this grapple ends, the target is restrained, and it
Armor Class 17 (natural armor) takes 7 (2d6) necrotic damage at the start of each of the
Hit Points 290 (20d12 + 160) defiler's turns.
Speed 40 ft., burrow 40 ft.
Fling Object. This attack is made by flinging one Large or
smaller object grappled by the defiler's tendrils, such as
STR DEX CON INT WIS CHA one grabbed using the tendril attack from its Destroy
feature.
26 (+8) 18 (+4) 26 (+8) 8 (-1) 16 (+3) 15 (+2) Melee or Ranged Weapon Attack: +14 to hit, reach 20
ft. or range 30/90 ft., one target. Hit: 14 (1d12 + 8)
Saving Throws Int +5, Wis +9, Cha +8 damage, and the target must succeed on a DC 18 Strength
Damage Immunities necrotic, poison or Dexterity saving throw (target's choice) or be knocked
Condition Immunities poisoned prone.
Senses tremorsense 60 ft., passive Perception 13 Defile the Living (Recharge 5–6). The defiler creates a surge
Languages — of negative energy that affects each creature it is
Challenge 18 (20,000 XP) grappling. The defiler regains 10 hit points per affected
Proficiency Bonus +6 target, and each target becomes vulnerable to necrotic
damage and suffers disadvantage on all Strength,
Despoiled Morass. The defiler's tentacles cause the area Dexterity, and Constitution saving throws until the end of
within 20 feet of it to be difficult terrain. the defiler's next turn.
Putrescent Explosion. When the defiler is bloodied (145
HP), and again when it is reduced to 0 hit points, it
Bonus Actions
releases an explosion of necrotic gas. Each creature within Destroy. The defiler makes a melee attack against an object
10 feet of the defiler takes 18 (4d8) necrotic damage (DC or structure.
22 Constitution save for half). If the saving throw fails by 5
or more, the target is also poisoned until the end of its
Reactions
next turn. The defiler can take one reaction on every turn in combat.
Siege Monster. The defiler deals double damage to objects Earthly Maw. When a creature provokes an opportunity
and structures. attack from the defiler, or when a creature hits an attack
Standing Leap. The defiler's long jump is up to 40 feet and against it with advantage on the attack roll, the defiler can
its high jump is up to 20 feet, with or without a running move up to its speed towards the creature (without
start. provoking opportunity attacks) and make the following
bite attack against it, if possible.
Unbreakable (3/Day). If the defiler is incapacitated at the Melee Weapon Attack: +14 to hit, reach 5 ft., one
start of its turn, the effect causing this condition target. Hit: 24 (3d10 + 8) piercing damage, and the target
immediately ends on the defiler. takes 14 (4d6) necrotic damage (DC 22 Constitution save
for half). If the saving throw fails by 5 or more, the target
Actions also suffers health drain equal to the necrotic damage
Multiattack. The defiler makes three melee attacks. taken.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Discord Incarnate
"The being before you possesses the basic shape of an angel,
but between the red energy crackling from its wings and
sword and the twisted, malicious expression on its face, this
abomination is a clear perversion of all things holy."
At the dawn of creation, mighty couatls—winged serpents of
purity and virtue—strove to bind evil elementals and fiends.
The titanic spiritual struggle sometimes resulted in the death
of both entities and brought about a terrible fusion of body
and spirit. From these morbid unions arose discord
incarnates—perverse abominations bent on wanton
destruction.
Combat
A discord incarnate immediately flies in among its foes,
attempting to position itself within reach of as many enemies
as possible. If it is bloodied, it shifts tactics and attempts to
lock down the most vulnerable targets possible using its
Rush of Pain and Unholy Pull abilities. A discord incarnate is
a remorseless foe and never retreats except to seek a new
tactical position.
Lore
A character knows the following information with a
successful check made using the Religion skill.
DC 20. Discord incarnates arose during the cosmic war
between the gods and the primordials. After that conflict,
these creatures were destroyed or imprisoned throughout the
planes. Whenever a discord incarnate breaks free of its
prison, it roves the planes, destroying everything in its path.
Even from inside a cosmic prison, a discord incarnate can
dream fiends spectral undead into existence. Couatls, winged
serpents of purity and virtue, work hard to keep discord
incarnates and their minions contained within otherworldly
prisons. However, even their power has limits. Couatls regard
discord incarnates and the mockeries as their greatest
failure.
DC 25. Scholars speculate that a discord incarnate
spontaneously arises from the clash of two powerful,
opposing forces—a powerful demon and a couatl. Some
experts suggest that the profane union is the work of a now-
forgotten god or primordial that saw benefit in the creation of
the twisted monstrosities. It is even possible that a cache of
discord incarnates could yet lie hidden in the cosmos,
awaiting some event or signal from their creator that stirs
them to action.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Discord Incarnate Bonus Actions
Large undead, chaotic evil Create Couatl Mockeries (Recharge 5–6). The incarnate
summons spectral, intangible mockeries of couatls that flit
Armor Class 21 (natural armor) around it until the end of its next turn. During this time,
Hit Points 243 (18d10 + 144) ranged attack rolls against the incarnate have
Speed 30 ft., fly 60 ft. disadvantage, and creatures within 20 feet of the incarnate
have disadvantage on all saving throws.

STR DEX CON INT WIS CHA Reactions


26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) The incarnate can spend one legendary action to take a
reaction, even when it has already used its normal reaction.
Saving Throws Int +14, Wis +14, Cha +17 Discordant Retaliation. In response to being hit by a melee
Skills Perception +14 attack by a creature within 5 feet of the incarnate, the
Damage Resistances radiant; bludgeoning, piercing, and incarnate can make a longsword attack against that
slashing from nonmagical attacks creature. On a hit, the target must succeed on a DC 23
Damage Immunities necrotic, poison Strength saving throw or be knocked prone or pushed up
Condition Immunities charmed, exhaustion, frightened, to 10 feet away from the incarnate (incarnate's choice).
poisoned
Senses truesight 120 ft., passive Perception 24 Feed on Weakness. When a creature within 20 feet of the
Languages all, telepathy 120 ft. incarnate fails a saving throw, the incarnate gains 25
Challenge 21 (33,000 XP) temporary hit points.
Proficiency Bonus +7 Rush of Pain. If the incarnate fails a saving throw caused by
a creature it can see, the incarnate can fly up to half its
Blasphemous Weapons. The incarnate's weapon attacks are speed towards that creature. This movement provokes
magical. When the incarnate hits with any weapon, the opportunity attacks as normal.
weapon deals an extra 3d8 necrotic damage plus 3d8
radiant damage (included in the attack). Legendary Actions
Fear Aura. Any creature hostile to the incarnate that starts The incarnate can take 3 legendary actions, choosing from
its turn within 20 feet of the incarnate must make a DC 25 the options below. Only one legendary action can be used
Wisdom saving throw, unless the incarnate is at a time and only at the end of another creature's turn.
incapacitated. On a failed save, the creature is frightened The incarnate regains spent legendary actions at the start
until the start of its next turn. If a creature's saving throw of its turn.
is successful, the creature is immune to the incarnate's Unholy Pull. The incarnate uses its free hand to
Fear Aura for the next 24 hours. telekinetically pull one Huge or smaller creature or
Magic Resistance. The incarnate has advantage on saving object it can see within 120 feet of it up to 30 feet
throws against spells and other magical effects. directly towards it. If the target is an unwilling creature,
it can avoid being pulled with a successful DC 25
Shielded Mind. The incarnate is immune to scrying and to Strength or Charisma saving throw (creature's choice).
any effect that would sense its emotions, read its
thoughts, or detect its location. Weaken. The incarnate forces one creature it can see
within 30 feet of it to make a DC 25 Charisma saving
Actions throw, with advantage on the roll if it is immune to
being poisoned. On a failed save, the target can't regain
Multiattack. The incarnate makes two longsword attacks.
hit points and suffers disadvantage on all attack rolls
Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., and ability checks until the end of its next turn.
one target. Hit: 12 (1d8 + 8) slashing damage, or 13 Discord's Wrath (Costs 1-3 Actions). The incarnate expands
(1d10 + 8) slashing damage if used with both hands, plus the range of its Fear Aura by 20 feet per legendary
13 (3d8) necrotic damage and 13 (3d8) radiant damage. action spent until the end of its next turn. Each creature
within that aura when this ability is activated takes 9
(2d8) necrotic damage plus 9 (2d8) radiant damage per
legendary action spent (DC 23 Constitution save for
half).

10
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A skulking cyst prefers shadows and dark corners, only
Blightspawn revealing the horror of its form when it strikes lone victims
from hiding. Though often cloaked in the detritus of a
Putred and disgusting, blightspawn carry pestilence and previous victim, the skulking cyst's true "heart" is a 1-foot-
sickness wherever they go, threatening to contaminate the diameter spherical sac that contains fluid and semisolid
living with their disease and poison if left unchecked. necrotic flesh, which slowly undulates as if in a mockery of
breath.
Skulking Cyst
"The horrible creature walking into view is a mass of free- Combat
roaming intestines, flaccid organs, and a few odd rib bones. A creature of shadows, a skulking cyst prefers to launch
Dragging behind it like a dead weight is a lolling, maggot- attacks on lone victims from dark ceilings and sewer grates.
ridden humanoid head."
A skulking cyst is disgorged from the rotting corpse of a living
creature, born of a necrotic cyst that eventually kills its host
(see the necrotic cyst spell in Chapter 8).

Skulking Cyst Actions


Small undead, chaotic evil Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage plus 5
Armor Class 15 (natural armor) (2d4) necrotic damage, and if the target is not a construct
Hit Points 39 (6d6 + 18) or undead, the skulking cyst attaches to it. If the skulking
Speed 30 ft., climb 30 ft., swim 30 ft. cyst has advantage against the target, it attaches to the
target's head, and the target is blinded and unable to
breathe while the skulking cyst is attached. While
STR DEX CON INT WIS CHA attached, the cyst can make this attack only against the
9 (-1) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 16 (+3) target and has advantage on the attack roll. The skulking
cyst can detach itself by spending 5 feet of its movement.
A creature, including the target, can take its action to
Skills Perception +4, Stealth +6 detach the skulking cyst by succeeding on a DC 14
Damage Immunities necrotic, poison Strength check.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned Necrotic Cyst (5th-Level Spell; 1/Day). Melee Spell Attack:
Senses blindsight 60 ft. (blind beyond this radius), passive +5 to hit, reach 5 ft., one creature. Hit: The target
Perception 14 develops an internal spherical sac that contains fluid or
Languages — semisolid necrotic flesh, unless it is a construct or undead.
Challenge 4 (1,100 XP) The internal cyst is noticeable as a slight bulge on the
Proficiency Bonus +2 target's arm, abdomen, or face (wherever the skulking cyst
chose to touch the target), and is buried deeply enough in
Create Spawn. A creature slain by the skulking cyst's Blood its flesh that it is not easily identifiable without a
Drain rises as a skulking cyst after 1 minute. If a creature successful DC 13 Wisdom (Medicine) check.
dies while suffering from a necrotic cyst spell originating While the target possesses a necrotic cyst, it suffers
from the skulking cyst, a skulking cyst bursts from the from the poisoned condition, and it can't magically regain
creature's body and acts on the same turn that it emerges. hit points or benefit from resistance to necrotic damage.
Additionally, whenever the target takes damage, it must
Damage Transfer. While attached to a creature, the skulking make a DC 13 Constitution saving throw. On a failed save,
cyst takes only half the damage dealt to it (rounded down), the target suffers health drain equal to the damage taken.
and that creature takes the other half. A protection from evil and good spell prevents the
Spider Climb. The skulking cyst can climb difficult surfaces, necrotic cyst from forming, but once a necrotic cyst is
including upside down on ceilings, without needing to implanted, it can only be removed can be removed only by
make an ability check. heal or another disease-curing spell of 6th level or higher.
The target may also elect to have some well-meaning
Standing Leap. The skulking cyst's long jump is up to 30 chirurgeon remove it surgically. The procedure is a bloody,
feet and its high jump is up to 15 feet, with or without a painful process that has a chance to kill the target if done
running start. improperly. The procedure takes 1 hour, and the
Undead Fortitude. If damage reduces the skulking cyst to 0 chirurgeon must make a DC 13 Wisdom (Medicine)
hit points, it must make a Constitution saving throw with a check. On a success, the cyst is removed safely, and the
DC of 5 + the damage taken, unless the damage is radiant target suffers one level of exhaustion. On a failure, the
or from a critical hit. On a success, the skulking cyst drops target dies.
to 1 hit point instead.

11
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Bleakborn
"This frigid corpse is so cold that it is frosted with icy Bleakborn
crystals. Sensing the warmth of life, it shambles eagerly Medium undead, neutral evil
toward its victims. Its eyes reflect the vacuum of the void, its
touch chills to the bone, and its very presence seems to drain Armor Class 14 (natural armor)
the heat from your pores." Hit Points 110 (13d8 + 52)
Speed 30 ft.
When inactive, a bleakborn appears to be nothing but a
humanoid corpse, slain either by bitterly cold conditions (or if
in a warmer environment, as if by a magical cold attack so STR DEX CON INT WIS CHA
potent that the corpse still sparkles with ice crystals). 19 (+4) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 15 (+2)
However, whenever any living creature comes to within 30
feet of an inactive bleakborn, the warmth and life of the Saving Throws Con +7
interloper revive the undead creature, giving it purpose and Damage Resistances cold, necrotic
an icy semblance of life. Damage Immunities fire, poison
A bleakborn is not marked by direct violence; rather, it Condition Immunities exhaustion, poisoned
looks like a humanoid that has been flash-frozen, with Senses darkvision 60 ft., passive Perception 12
discoloration and some ruptured flesh showing here and Languages Moilian
there. Challenge 6 (2,300 XP)
Proficiency Bonus +3
A bleakborn stands a little over 6 feet tall and weighs
between 150 and 230 pounds. Create Spawn. A humanoid slain by the bleakborn rises
as a bleakborn after 1 minute.
Combat
A bleakborn actively moves toward living creatures, Fire Absorption. Whenever the bleakborn is subjected
attempting to keep them within range of its heat-draining to fire damage, it takes no damage and instead regains
aura. If possible, a bleakborn pummels a living creature with a number of hit points equal to the fire damage dealt.
its ice-cold limbs, hoping to deprive its victim of all warmth Heat-Draining Aura. At the start of each of the
and life. bleakborn's turns, each creature within 30 feet of it
takes 7 (2d6) cold damage. The bleakborn regains 5 hit
Lore points for each creature damaged by this effect.
A character knows the following information with a Infectious Chill (1/Turn). When the bleakborn deals cold
successful check made using the History skill. damage to a creature, the target must succeed on a DC
DC 15. Bleakborns are also referred to as Moil zombies in 15 Constitution saving throw against disease or be
some lesser-known tomes about undead, in supposed afflicted with a magical chill. The target suffers one
reference to the cursed city in which they first arose. They level of exhaustion, and while diseased, it has
speak the Moilian language, allowing those proficient in this disadvantage on Strength and Constitution saving
forgotten tongue to converse with them. throws.
At the end of each long rest, the target makes a DC
15 Constitution saving throw. Its exhaustion level
increases by 1 on a failed save, and it decreases by 1
on a successful one. If a successful save reduces the
infected target's level of exhaustion below 1, the target
recovers from the disease.
Undead Fortitude. If damage reduces the bleakborn to 0
hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
bleakborn drops to 1 hit point instead.

Actions
Multiattack. The bleakborn makes two melee attacks.
Chilling Grasp. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 22 (4d8 + 4) cold damage, and the
target's speed is reduced by 10 feet until the end of
the bleakborn's next turn.

12
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Plague Blight
"Soft and putrescent, this creature's form is wrapped in tight
circles of cloth, though bloated, swollen tissue still seeps
through. The odor of this creature goes beyond the stink of
carrion; the putrefaction of its body is like a physical force
that moves before it."
Plague blights are animated corpses of humanoids who died
from plague or rot. In undeath, they seek to putrefy all that is
pure. They are wily and may attempt to trick their victims into
allowing themselves get close enough to touch.
Combat
In melee combat, the stench of a plague blight sickens its
opponents. Far worse is its touch, which brings on a terrible
wasting disease in its victims, rotting the flesh in seconds and
sending tendrils of dead flesh ever inward toward the heart.

Plague Blight Actions


Medium undead, neutral evil
Multiattack. The plague blight makes two melee attacks.

Armor Class 15 (natural armor) Gangrenous Touch. Melee Weapon Attack: +7 to hit, reach
Hit Points 110 (13d8 + 52) 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage. The
Speed 30 ft. target must succeed on a DC 15 Constitution saving
throw or become diseased, and the target's skin becomes
putrescent and gangrenous. While diseased, the target
STR DEX CON INT WIS CHA can't regain hit points, and at the end of every hour, the
target must succeed on a DC 15 Constitution saving
18 (+4) 12 (+1) 19 (+4) 12 (+1) 15 (+2) 14 (+2) throw or have its maximum hit points be reduced by 4
(1d8).
Saving Throws Con +7 The target dies if this effect reduces its hit point
Skills Deception +5, Perception +5 maximum to 0. If this happens, the target's corpse sloughs
Damage Immunities necrotic, poison into a brittle, stinking mass of putrescent ruin that
Condition Immunities exhaustion, poisoned molders to nothing over the course of 24 hours, unless
Senses darkvision 60 ft., passive Perception 15 gentle repose or similar magic is cast on the corpse.
Languages the languages it knew in life The disease can only be removed by greater restoration
Challenge 6 (2,300 XP) or a disease-curing spell of 5th level or higher, but when a
Proficiency Bonus +3 lesser restoration or protection from poison spell is cast
on the target, the next saving throw made against the
Poison Absorption. Whenever the plague blight is disease automatically succeeds.
subjected to poison damage, it takes no damage and
instead regains a number of hit points equal to the poison Bonus Actions
damage dealt. Foul. Each living creature within 15 feet of the plague
blight must succeed on a DC 15 Constitution saving
Undead Fortitude. If damage reduces the plague blight to 0 throw or be poisoned until the start of the plague blight's
hit points, it must make a Constitution saving throw with a next turn.
DC of 5 + the damage taken, unless the damage is radiant
or from a critical hit. On a success, the plague blight drops
to 1 hit point instead.

13
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Wheep
"The empty orbs of this wizened corpse leak a vile, black Wheep
ichor that streaks the creature's face and body, coating its Medium undead, lawful evil
clawed limbs. As the ichor runs into the creature's mouth, it
bubbles and pops, so that its constant wailing emerges as a Armor Class 14 (natural armor)
gurgling keen." Hit Points 150 (20d8 + 60)
Speed 30 ft.
Wheeps are undead servants of more powerful unliving lords,
usually serving as bodyguards but sometimes sent on
missions to procure from guarded cemeteries the remains of STR DEX CON INT WIS CHA
particularly powerful and trusted figures. Their average size 20 (+5) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 17 (+3)
belies a powerful undead strength, fueled by their undying
sorrow. Damage Vulnerabilities psychic
Eyeless, a wheep is in constant pain, sniffling and crying Damage Resistances necrotic; bludgeoning, piercing,
aloud unless it is trying to hide or move silently. From its and slashing from nonmagical attacks
hollow eye sockets, a wheep continuously produces a poison Damage Immunities poison
with the appearance of black bile. It is easy to track wheeps Senses blindsight 60 ft. (blind beyond this radius),
that have passed through an area in the last hour, because passive Perception 12
they leave behind a trail of their poisonous tears. After an Languages the languages it knew in life
Challenge 11 (7,200 XP)
hour, the bile decomposes and evaporates. Proficiency Bonus +4
A wheep stands nearly 6 feet tall and weighs about 200
pounds. Eternal Sorrow. When the wheep takes psychic damage,
the wheep shrieks loudly in pain. Each living creature
Combat within 120 feet of the wheep that can hear this shriek
Those close enough to hear a wheep's cries may be taken takes the same damage that the wheep does.
aback, but they are likely to be far more threatened by the
creature's poison-coated claws and maw. Poison Tears (1/Turn). The poison tears that continually
pour from a wheep's empty eyes act as an injury
poison that coats the wheep's claws and fills its mouth.
When the wheep hits a creature with a melee weapon
attack, the creature must succeed on a DC 15
Constitution saving throw or become vulnerable to
poison damage for 1 hour. The target is immune to
this effect if it is immune to being poisoned.

Actions
Multiattack. The wheep makes three attacks: two with
its claws and one with its bite.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6)
poison damage. If the target is a Large or smaller
creature, it is also grappled (escape DC 15).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6)
poison damage. If the target is grappled by the wheep,
it is also poisoned until the end of its next turn.
Bonus Actions
Weeping Dirge. The wheep loudly cries and blubbers.
Each living creature within 120 feet of the wheep that
can hear its awful, grave-born sorrow must make a DC
15 Wisdom saving throw. On a failed save, a creature
has disadvantage on attack rolls and ability checks until
the start of the wheep's next turn. On a successful
save, a creature is immune to this wheep's Weeping
Durge for 24 hours.

14
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Chaos Walkers Desiccator
When an elemental is violently destroyed, the remains may Small undead, neutral evil
rise as a chaos walker that seeks to drain the living of the
elemental energies it once possessed in life. Armor Class 13
Hit Points 27 (5d6 + 10)
Desiccator Speed 20 ft., swim 60 ft.
"This small, salt-encrusted humanoid figure looks parched
and gasping. Around it, a dry, hot breeze seems to blow from STR DEX CON INT WIS CHA
nowhere."
9 (-1) 17 (+3) 14 (+2) 8 (-1) 11 (+0) 13 (+1)
Desiccators are the dried-out undead remnants of creatures
of elemental water. They long to quench their tremendous Saving Throws Con +4
thirst with the precious fluids of living creatures. Damage Resistances acid
Thanks to their withered forms, desiccators are sometimes Damage Immunities necrotic, poison
mistaken for mummies, although they wear none of the Condition Immunities exhaustion, petrified, poisoned,
wrappings common to those creatures. Cursed to remain unconscious
forever bereft of the watery form it had in life, the desiccator Senses darkvision 60 ft., passive Perception 10
Languages Aquan
envies and despises all living things. Challenge 2 (450 XP)
Most desiccators stand about 4 feet tall but weigh only 30 Proficiency Bonus +2
to 40 pounds.
Combat Actions
A desiccator opens combat with its Desiccating Breath, Draining Touch. Melee Weapon Attack: +4 to hit, reach
seeking to make opponents vulnerable to its Draining Touch. 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage,
and the desiccator gains temporary hit points equal to
half the damage dealt.
Desiccating Breath (Recharge 5–6). The desiccator
exhales desiccating air in a 15-foot cone. Each creature
in that area takes 10 (3d6) necrotic damage (DC 12
Constitution save for half). If the saving throw fails by 5
or more, a creature also gains vulnerability to necrotic
damage until the end of the desiccator's next turn
unless they have resistance or immunity to such
damage.

Bonus Actions
Aggressive. The desiccator moves up to its speed
toward a hostile creature that it can see.

15
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Cinderspawn
"This tall, gaunt, coal-black humanoid flickers with a blue- Cinderspawn
white flame. Its bright yellow eyes gleam with menace." Medium undead, chaotic evil

Cinderspawn are burnt-out undead remnants of creatures of Armor Class 13


elemental fire. They hate living creatures for their warmth Hit Points 97 (13d8 + 39)
and seek to destroy all such beings. Speed 30 ft.
Like a fire elemental, a cinderspawn takes damage from
and won't willingly enter a body of water. A body of water is STR DEX CON INT WIS CHA
an impassable barrier for a cinderspawn unless the creature
can step or jump over it. 10 (+0) 17 (+3) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

Combat Skills Acrobatics +6, Perception +4, Stealth +6


A cinderspawn chooses targets carefully, using its Sudden Damage Immunities fire, poison
Rush action to reach vulnerable opponents that might Condition Immunities exhaustion, petrified, poisoned,
otherwise be protected by comrades. unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Ignan
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Frostfire Shield. A creature that touches the


cinderspawn or hits it with a melee attack while within
5 feet of it takes 5 (1d10) cold damage as the
cinderspawn drains its body heat.
Illumination. The cinderspawn sheds bright light in a
10-foot radius and dim light for an additional 10 feet.
Water Susceptibility. For every 5 feet the cinderspawn
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.

Actions
Multiattack. The cinderspawn makes two touch attacks.
If both attacks hit the same target, the cinderspawn
also gains 10 temporary hit points.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) cold damage.
Drain Heat (Recharge 6). The cinderspawn drains the
heat of each creature within 15 feet of it. Each creature
in that area takes 27 (6d8) cold damage (DC 14
Constitution save for half). If the saving throw fails by 5
or more, a creature also suffers one level of exhaustion.
Sudden Rush. Until the end of the turn, the
cinderspawn's speed increases by 60 feet and it
doesn't provoke opportunity attacks.

16
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Voidwraith
"This creature appears to be a formless cloud of darkness, Voidwraith
broken only by two pinpoints of glowing red. A breeze blows Large undead, neutral evil
toward it, as if it were drawing air into its body."
Armor Class 15
A voidwraith is an undead manifestation of elemental air. It Hit Points 75 (10d10 + 20)
hungers for the breath of the living. Speed 0 ft., fly 90 ft. (hover)
Voidwraiths vaguely resemble wraiths in their appearance,
but are more amorphous and cloudlike. Still, they share the STR DEX CON INT WIS CHA
wraith's hatred for all living things.
A voidwraith fills an area roughly 5 feet on a side, with 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
cloudlike tendrils reaching beyond that. As an incorporeal
creature, a voidwraith has no weight. Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
Combat attacks that aren't silvered
A voidwraith lurks in dark places until it can sweep out and Damage Immunities necrotic, poison
attack a living victim. Thanks to its stealth and speed, it often Condition Immunities charmed, exhaustion, grappled,
surprises targets. paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Airless Aura. A voidwraith's body is surrounded by an


aura of near vacuum at all times. Breathing creatures
within 15 feet of the voidwraith have no air to breathe
and must hold their breath. Whenever such a creature
takes damage, it must make a DC 13 Constitution
saving throw. On a failed save, the creature begins
suffocating. If the creature is already suffocating, it
instead loses one of the rounds that it has to reach air
before dropping to 0 hit points.
Incorporeal Movement. The voidwraith can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Steal Breath. When a creature within 15 feet of the
voidwraith is reduced to 0 hit points, the voidwraith
gains 5 temporary hit points, and the creature runs out
of breath if it hadn't already.
Vacuum. Creatures within 15 feet of the voidwraith
must spend 2 feet of movement for every 1 foot they
move away from the voidwraith.

Actions
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 23 (4d8 + 5) necrotic damage.

17
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Deathtritus Tomb Mote
The presence of necrotic energy can animate flesh, but it can Tiny undead, chaotic evil
also give unlife to refuse and residue, forming a deathtritus.
Armor Class 12
Tomb Mote Hit Points 7 (2d4 + 2)
"These tiny, vaguely humanoid creatures are animated Speed 40 ft.
accumulations of tomb litter—shards of bone, lone teeth,
matted hair, bits of shattered tombstone, and grave dirt." STR DEX CON INT WIS CHA
Tomb motes sometimes spontaneously arise in graveyards 5 (-3) 14 (+2) 13 (+1) 8 (-1) 12 (+1) 6 (-2)
with a high concentration of buried magic, undead activity,
and/or mass burials. As accumulations of the animated bone, Skills Stealth +4
dust, hair, and flesh particles that accumulate in tombs, tomb Damage Resistances necrotic, poison
motes are surprisingly smart and vicious. Condition Immunities poisoned
Tomb motes weigh 5 to 8 pounds and measure no more Senses darkvision 60 ft., passive Perception 11
than 1 foot in height. Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Combat
Tomb motes scurry around in the shadows, trying to surprise
visitors in their domain. They like to harry a single target to Actions
en masse to make up for their lack of individual strength. If a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target seems threatening, they slip back into the darkness target. Hit: 4 (1d4 + 2) piercing damage. If the target is
until a weaker victim comes along. a creature, it must make a DC 11 Constitution saving
throw. On a failed save, the target is poisoned until the
end of the tomb mote's next turn. On a successful
save, the target is immune to being poisoned by any
tomb mote for 24 hours.
Bonus Actions
Nimble Escape. The tomb mote takes the Disengage or
Hide action.

18
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Offalian Combat
An osteopede skitters around the battlefield, never staying in
"Composed of butchered flesh, rotting organs, and pungent one place for long. Whenever possible, it uses its Skittering
fluids, the snakelike creature before you craves the taste of Rake to attack multiple enemies.
fresh meat."
Offalians are undead serpents that form when people or Dragonscale Slough
animals are senselessly butchered and left to rot. They are "A pile of molten scales slithers before you, possessing the
composed of the organs and bodily fluids of the slain vague shape of a dragon but none of its flesh, blood, or
creatures. The creatures are filled with an unquenchable organs."
hunger that drives them to attack most living creatures.
A dragonscale slough is made of the animated flesh and
Combat scales that fall from dragons. It is common for multiple
An offalian prefers to rush an opponent. The creature bites a sloughs to form in the lairs of older dragons. The sloughs
foe, grabbing the target and keeping it held while biting it on have many of the same attitudes and instincts of their
subsequent turns. If multiple enemies approach an offalian, it progenitors, and they are quite hostile.
hisses and releases a gout of acidic effluvia that burns and
blinds would-be attackers. Combat
Dragonscale sloughs climb up walls and then drop down on
Osteopede unwary prey. Once a slough constricts a creature, it uses
Suffocating Scales to silently choke the opponent. If caught
"Created from dirt, dust, and crushed bone, a centipedelike or surrounded, the slough will use its Dust Breath and take
creature skitters rapidly across the ground towards you." advantage of the momentary blindness to retreat into hiding
Osteopedes are undead centipedes that form from dirt and before striking again.
bone in places of death. They also sometimes arise from
pastures where bone fragments were used as fertilizer. The
creature is infused with necrotic energy, which it releases
with each bite and each slash of its jagged legs.

Offalian Keen Smell. The offalian has advantage on Wisdom


(Perception) checks that rely on smell.
Large undead, neutral evil
Undead Fortitude. If damage reduces the offalian to 0 hit
Armor Class 11 points, it must make a Constitution saving throw with a
Hit Points 67 (9d10 + 18) DC of 5 + the damage taken, unless the damage is radiant
Speed 30 ft., climb 30 ft. or from a critical hit. On a success, the offalian drops to 1
hit point instead.

STR DEX CON INT WIS CHA Actions


18 (+4) 12 (+1) 14 (+2) 1 (-5) 11 (+0) 3 (-4) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6)
acid damage. If the target is a Large or smaller creature, it
Skills Perception +2 is grappled (escape DC 14). Until this grapple ends, the
Damage Immunities poison offalian can bite only the grappled creature and has
Condition Immunities exhaustion, poisoned advantage on attack rolls to do so.
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 12 Effluvia Expulsion (Recharge 6). The offalian spits acid in a
Languages — line that is 30 feet long and 5 feet wide, provided that it
Challenge 3 (700 XP) has no creature grappled. Each creature in that line takes
Proficiency Bonus +2 14 (4d6) acid damage (DC 14 Dexterity save for half). If
the saving throw fails by 5 or more, a creature is also
Improved Critical. The offalian's weapon attacks score a blinded until the end of its next turn.
critical hit on a roll of 19 or 20 on the d20.

19
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Osteopede Dragonscale Slough
Medium undead, neutral evil Large undead, unaligned

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 90 (12d6 + 48) Hit Points 102 (12d10 + 36)
Speed 30 ft., climb 30 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 19 (+4) 3 (-4) 11 (+0) 5 (-3) 18 (+4) 13 (+1) 16 (+3) 1 (-5) 14 (+2) 8 (-1)

Damage Immunities poison Saving Throws Dex +4, Con +6, Wis +5
Condition Immunities exhaustion, poisoned Skills Stealth +7
Senses blindsight 30 ft., darkvision 60 ft., passive Damage Immunities necrotic, poison
Perception 13 Condition Immunities exhaustion, poisoned
Languages — Senses blindsight 30 ft. (blind beyond this radius),
Challenge 5 (1,800 XP) passive Perception 12
Proficiency Bonus +3 Languages —
Challenge 6 (2,300 XP)
Necrotic Frenzy. The osteopede has advantage on Proficiency Bonus +3
melee attack rolls against any creature that is bloodied.
Amorphous. The slough can move through a space as
Undead Fortitude. If damage reduces the osteopede to narrow as 1 inch wide without squeezing.
0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage Keen Smell. The slough has advantage on Wisdom
is radiant or from a critical hit. On a success, the (Perception) checks that rely on smell.
osteopede drops to 1 hit point instead.
Spider Climb. The slough can climb difficult surfaces,
Actions including upside down on ceilings, without needing to
make an ability check.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage, and if the Actions
target is a creature other than an undead or a
Multiattack. The slough makes two melee attacks.
construct, it must succeed on a DC 14 Constitution
saving throw or take 5 (1d10) necrotic damage at the Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft.,
start of each of its turns due to a deep laceration. Each one target. Hit: 11 (2d6 + 4) slashing damage, and the
time the osteopede hits the lacerated target with this target is grappled (escape DC 14). Until this grapple
attack, the necrotic damage dealt increases by 5 ends, the creature is restrained, and the slough can't
(1d10). Any creature can take an action to stanch the constrict another target.
laceration with a successful DC 14 Wisdom (Medicine)
check. The wound also closes if the target receives Suffocating Scales. Melee Weapon Attack: +7 to hit,
magical healing. reach 5 ft., one creature that the slough is grappling.
Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)
Bonus Actions necrotic damage, and the target can't speak or breathe
Skittering Rake. The osteopede moves up to half its and is suffocating until the grapple ends.
speed without provoking opportunity attacks, and it Dust Breath (Recharge 5–6). The slough exhales a cloud
can make the following attack against each creature it of dust in a 30-foot cone. Each creature in that area
moves past. takes 22 (4d10) necrotic damage (DC 14 Constitution
Melee Weapon Attack: +7 to hit, reach 5 ft., one save for half). On a failed save, a creature is also
target. Hit: 11 (2d4 + 6) slashing damage. blinded for 1 minute (save ends).

20
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Dread Brutes
Dread brutes are unholy corpses or constructs animated to
wield their overwhelming strength for labor, protection, or
most commonly, violence and destruction.
Hulking Corpse
"Tramping out of the night is a dreadful giant corpse. For all
that its eyes are lifeless and devoid of mind, the creature's
gaze still promises swift death to any that it can catch and
crush in its mighty grip."
Any undead army would be happy to recruit a hulking corpse.
Its raw power combined with its mindless devotion to
whatever master is powerful enough to command it ensures
a swift victory over lesser foes. Of course, few can command
a hulking corpse. Thus, these creatures are often found
wandering the night, seeking only to crush, destroy, and rend.
Combat
A hulking corpse never employs subtlety or strategy. It bulls
in, attempting to grab and rend its foes until they cease
moving.

Hulking Corpse Turn Resistance. The hulking corpse has advantage on


saving throws against any effect that turns undead.
Large undead, chaotic evil
Undead Fortitude. If damage reduces the hulking corpse to
Armor Class 8 0 hit points, it must make a Constitution saving throw
Hit Points 161 (14d10 + 84) with a DC of 5 + the damage taken, unless the damage is
Speed 30 ft. radiant or from a critical hit. On a success, the hulking
corpse drops to 1 hit point instead.

STR DEX CON INT WIS CHA Actions


20 (+5) 6 (-2) 22 (+6) 3 (-4) 6 (-2) 5 (-3) Multiattack. The hulking corpse makes three melee attacks.
It then attempts to grapple one creature within its reach.
Saving Throws Str +9, Con +10, Wis +2 Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Skills Athletics +9 target. Hit: 14 (2d10 + 5) bludgeoning damage.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one
paralyzed, poisoned, stunned, unconscious grappled creature. Hit: 21 (3d10 + 5) slashing damage.
Senses darkvision 60 ft., passive Perception 8 Smash (Recharge 5–6). The hulking corpse bludgeons one
Languages understands the languages it knew in life but target within its reach, dealing 38 (6d10 + 5) bludgeoning
can't speak damage to it (DC 17 Strength save for half). If a creature
Challenge 9 (5,000 XP) fails this saving throw by 5 or more, it is also stunned until
Proficiency Bonus +4 the end of the creature's next turn.

Powerful Blows. When the hulking corpse hits a Medium or Bonus Actions
smaller creature or object with a melee attack, the target Aggressive. The hulking corpse moves up to its speed
must make a DC 17 Strength saving throw. On a failed toward a hostile creature that it can see.
save, the hulking corpse can push the target up to 10 feet
away from it and knock it prone. Destroy. The hulking corpse makes a melee attack against
an object or structure.
Siege Monster. The hulking corpse deals double damage to
objects and structures.

21
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Grave Dirt Golem Combat
No one likes to be hit by a grave dirt golem because its filth
"Preceded by the smell of carrion, this humanoid creature is fouls the wounds of its enemies and reduces their hit point
formed of moist (almost muddy) earth, mixed in with small maximums. The golem can regain hit points via its Soul
bone bits, teeth, and rotting cloth scraps, topped with a dirt- Rend, but once it goes berserk, no known method can re-
encrusted humanoid skull. Its legs are short and thick, and its establish control.
chest and arms somewhat tapering."
This humanoid golem is composed of magically coherent
grave earth. A grave dirt golem wears no clothing, though
sometimes the clothing or the gear of past victims can be
found mixed in with the medium of its form.
A grave dirt golem cannot speak or make any vocal noise. It
walks and moves with a slow, clumsy gait. It weighs around
800 pounds.

Grave Dirt Golem Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Large construct, unaligned
Magic Resistance. The golem has advantage on saving
Armor Class 14 (natural armor) throws against spells and other magical effects.
Hit Points 133 (14d10 + 56) Magic Weapons. The golem's weapon attacks are magical.
Speed 20 ft.
Negative Energy Absorption. Whenever the golem is
subjected to necrotic damage, it takes no damage and
STR DEX CON INT WIS CHA instead regains a number of hit points equal to the
necrotic damage dealt.
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)
Actions
Damage Immunities necrotic, poison, psychic; Multiattack. The golem makes two slam attacks.
bludgeoning, piercing, and slashing from nonmagical
attacks that aren't adamantine Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
paralyzed, petrified, poisoned target is a creature, it must succeed on a DC 15
Senses darkvision 60 ft., passive Perception 9 Constitution saving throw or suffer health drain equal to
Languages understands the languages of its creator but the damage taken.
can't speak
Challenge 9 (5,000 XP) Soul Rend (Recharge 5–6). The golem creates a vortex of
Proficiency Bonus +4 life-draining energy in a 20-foot radius centered on itself.
Each living creature in that area takes 22 (4d10) necrotic
damage (DC 15 Constitution save for half). The golem
Berserk. Whenever the golem is bloodied at the start of its regains hit points equal to half the damage roll.
turn, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest
creature it can see. If no creature is near enough to move
to and attack, the golem attacks an object, with preference
for an object smaller than itself. Once the golem goes
berserk, it continues to do so until it is destroyed.

22
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Tombstone Golem
A stone golem becomes a tombstone golem with the Tombstone Golem
following substitutions. Rather than simple stone, the Large construct, unaligned
creature is made up of fused grave headstones, inscribed
with names in various languages, often more than one name Armor Class 17 (natural armor)
per headstone, along with birth and death dates. Second, its Hit Points 178 (17d10 + 85)
supernatural ability to slow opponents is replaced by the Speed 30 ft.
Disrupt Life ability.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Str +10, Con +9, Cha -1


Damage Immunities necrotic, poison, psychic;
bludgeoning, piercing, and slashing from nonmagical
attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4

Immutable Form. The golem is immune to any spell or


effect that would alter its form.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are
magical.
Negative Energy Absorption. Whenever the golem is
subjected to necrotic damage, it takes no damage and
instead regains a number of hit points equal to the
necrotic damage dealt.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Disrupt Life (Recharge 5–6). Each living creature within
10 feet of the golem takes 21 (6d6) necrotic damage
(DC 17 Constitution save for half). If the saving throw
fails by 5 or more, a creature also suffers one level of
exhaustion.

23
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Oozes Bloodrot
Infused with necrotic energy, undead oozes are the Medium undead, unaligned
congealed, slimy effluvia of living creatures that died horrible
deaths. Armor Class 7
Hit Points 75 (10d8 + 30)
Bloodrot Speed 20 ft., climb 20 ft.
"The writhing blob of ooze that approaches you reeks of
death, and has a partially melted human skull suspended in STR DEX CON INT WIS CHA
its gray jelly."
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 3 (-4)
Bloodrot oozes are undead jellies that form when humanoids
are melted by acid. They are most commonly found around Damage Immunities acid, cold, lightning, necrotic,
the lairs of black dragons and other creatures that employ poison, slashing
acid to slay their foes. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Combat Senses blindsight 60 ft. (blind beyond this radius),
A bloodrot ooze lurks in a dark corner, waiting until its prey passive Perception 8
comes close before striking. The creature then reaches out Languages —
Challenge 4 (1,100 XP)
and attempts to grab a target and drain the blood from it. Proficiency Bonus +2
Bloodrots crave the blood of their foes, pursuing them
without any sense of self-preservation. Amorphous. The bloodrot can move through a space as
narrow as 1 inch wide without squeezing.
Blood Growth. Any healing in excess of the bloodrot's
maximum hit points is gained as temporary hit points.
Furthermore, when a living creature within 5 feet of
the bloodrot is reduced to 0 hit points, the bloodrot
regains 25 hit points and grows one size category
larger.
Corrosive Form. A creature that touches the bloodrot or
hits it with a melee attack while within 5 feet of it
takes 4 (1d8) acid damage.

Actions
Blood Tendril. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 18 (4d8) acid damage.
Bloodsqueeze. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature grappled by a bloodrot. Hit: 17 (5d6)
necrotic damage, and the bloodrot regains hit points
equal to half the damage dealt.

Bonus Actions
Grab. The bloodrot attempts to grapple one creature
within 5 feet of it. It can have one creature grappled at
a time.
Reactions
Split. When a bloodrot that is Medium or larger is
subjected to lightning or slashing damage, it splits into
two new bloodrots if it has at least 10 hit points. Each
new bloodrot has hit points equal to half the original
bloodrot's, rounded down. New bloodrots are one size
smaller than the original bloodrot.

24
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Blood Amniote
"A clot of animate blood the size of a small house, this Blood Amniote
amoeba of failed life is hungry to add new blood to its oozing Huge undead, neutral evil
body."
The half-congealed blood of past victims gives a blood Armor Class 8
amniote its form, and its ties to the Negative Energy Plane Hit Points 171 (18d12 + 54)
give the creature animation. Mindless, it seeks only to pierce Speed 40 ft., climb 40 ft.
the fleshy carapace of all living creatures it comes upon so it
can draw out the blood beneath. STR DEX CON INT WIS CHA
Though these creatures are mindless, vestiges of past
victims completely drained of blood remain imprinted on 20 (+5) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)
them. Observers sometimes see these random memories as
faces that briefly form on the surface of a blood amniote, only Damage Immunities necrotic, poison
to fall away again to formlessness moments later. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius),
Combat passive Perception 8
When a blood amniote senses potential prey, it quickly moves Languages —
to engage, hoping to draw out the blood of its victims in full Challenge 9 (5,000 XP)
quantity. Proficiency Bonus +4

Lore Abominable Form. Creatures that can see the amniote


A character knows the following information with a have disadvantage on saving throws against being
successful check using the Religion skill. frightened.
DC 15. Scholars debate whether the blood amniote arises
spontaneously or is crafted intentionally through Amorphous. The amniote can move through a space as
narrow as 1 inch wide without squeezing.
necromantic rites and mass sacrifices.
DC 20. Legend has it that priests of Orcus once unleashed Spawn Bloodrot. When the amniote kills a humanoid,
a storm that rained burning blood on two opposing armies. the corpse rises as a bloodrot in the same space at the
The storm slew the soldiers, and from the blood-soaked start of the amniote's next turn, acting on the same
initiative as it each round.
ground arose blood amniotes.
Actions
Multiattack. The amniote makes two melee attacks.
Blood Drain. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage
plus 17 (5d6) necrotic damage. If the target is a
creature that has blood, it must succeed on a DC 15
Constitution saving throw or suffer health drain equal
to the damage taken.
Blood Thirst (Recharge 5–6). Each living creature within
10 feet of the amniote that has blood takes 22 (5d8)
necrotic damage (DC 15 Constitution save for half). A
target makes the save with disadvantage if it is
grappled by an ooze or undead. If the amniote
damages two or more creatures with this action, its
speed increases by 10 feet for 1 hour.
Bonus Actions
Grasping Tendrils. The amniote pulls each Large or
smaller creature of its choice within 20 feet of it up to
10 feet towards itself. If a target is bloodied, it is also
grappled (escape DC 15) by the amniote. Until this
grapple ends, a target is restrained and can't regain hit
points.

25
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Bone Collector Combat
Bone collectors send out masses of tendrils to snatch
"You have encountered the source of the rumbling you have opponents and drain their life. If threatened by numerous
been sensing: a massive, hunchbacked brute that lumbers foes, it will unleash a barrage of Bone Shards upon them,
through the cave ahead. Its limbs and body are composed of knowing that it can collect the shards after the battle has
assorted bones suspended in a deep purple ooze, and what been won.
you thought was its head is actually the oversized skull of a Acting purely on animalistic instinct, a bone collector might
monstrous cave dweller you have never encountered before." flee when bloodied, boring a massive tunnel through the rock
Bone collectors inhabit subterranean caverns and stalk in its wake. Most bone collectors have never had to retreat,
underground tunnels, killing and scavenging to collect bones however, as most other cave dwellers are either too weak to
to increase their mass. Three massive bone collectors, each fight it or are smart enough to leave it alone.
rumored to be over 25 feet in diameter, inhabit the
Underdark.

Bone Collector Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 20 (2d12 + 7) bludgeoning damage plus 6
Gargantuan undead, unaligned
(1d12) necrotic damage.
Armor Class 17 (natural armor) Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft.,
Hit Points 170 (11d20 + 55) one creature. Hit: 18 (2d10 + 7) bludgeoning damage
Speed 20 ft., burrow 10 ft., climb 20 ft., swim 20 ft. plus 11 (2d10) necrotic damage, and the target is
grappled (escape DC 20). Until this grapple ends, the
target is poisoned and restrained, and if it were to regain
STR DEX CON INT WIS CHA hit points, the bone collector regains them instead.
24 (+7) 15 (+2) 20 (+5) 1 (-5) 12 (+1) 1 (-5) Tendril. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit: 13 (1d12 + 7) bludgeoning damage. If the
target is a creature, it must succeed on a DC 20 Strength
Saving Throws Str +12, Con +10 saving throw or be pushed up to 30 feet away from the
Damage Immunities acid, necrotic, poison bone collector and knocked prone.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone Bone Shards (Recharge 5–6). The bone collector blasts
Senses blindsight 10 ft. (blind beyond this radius), sharp bone shards in a 60-foot cone. Each creature in that
tremorsense 90 ft., passive Perception 11 area takes 49 (9d10) piercing damage (DC 18 Dexterity
Languages — save for half).
Challenge 14 (11,500 XP) The bone collector can either immediately recharge this
Proficiency Bonus +5 ability or increase the size of its next use to a 90-foot
cone by using Absorb Corpse, or by taking a -2 penalty to
Bone Subsumption. When the bone collector deals damage AC until the end of its next turn.
to a creature with bones, the creature also suffers health
drain equal to the damage taken. Bonus Actions
Destroy. The bone collector makes a slam attack against an
Lumbering Hulk. The bone collector ignores difficult object or structure.
terrain, and magical effects can't reduce its speed or cause
it to be restrained. Absorb Corpse. The bone collector increases its mass by
Regeneration. The bone collector regains 10 hit points at absorbing the bones from a corpse within 5 feet of it. If
the start of its turn. If the bone collector takes radiant the corpse had bones in it, the bone collector's current
damage, this trait doesn't function at the start of the bone and maximum hit points increase by 10, plus an additional
collector's next turn. The bone collector dies only if it 10 hit points for every size category above Medium if the
starts its turn with 0 hit points and doesn't regenerate. corpse is Large or larger.

Siege Monster. The bone collector deals double damage to Legendary Actions
objects and structures. The bone collector can take 3 legendary actions, choosing
Tunneler. The bone collector can burrow through solid from the options below. Only one legendary action can be
rock at half its burrow speed and leaves a 10-foot- used at a time and only at the end of another creature's
diameter tunnel in its wake. turn. The bone collector regains spent legendary actions at
the start of its turn.
Actions
Lurch. The bone collector moves up to half its speed.
Multiattack. The bone collector makes one slam attack and
one constrict or tail attack. Tendril. The bone collector makes one tendril attack.
Slam (Costs 2 Actions). The bone collector makes one slam
attack.

26
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Lore
Servants of Darkness A character knows the following information with a
While most undead act on instinct or impulse, some have successful check using the Religion skill.
been created to serve a higher purpose, to help enact a dark DC 20. Long ago, the gods tried to slay the demon lord
design set forth by a deity, necromancer, or more intelligent Orcus while he was traveling outside the Abyss. They sent a
undead. host of angels to slay the demon lord, but Orcus ultimately
prevailed, killing every last one of them. When he returned to
Angel of Decay the Abyss, the Demon Lord of Undeath created the first
"A repulsive, extremely tall, humanlike creature with long, angels of decay as mockeries of those he'd slain and sent
rotting wings and peeling flesh, this monstrosity continually them to the natural world to wreak havoc on the gods'
sheds rivulets of filth and decay, creating a pool of rot in creation.
which it stands." DC 30. A legion of angels of decay serve Atropus, the
World Born Dead, as it wanders from planet to planet in its
Sometimes known as rot harbingers, these beings quest to unmake the gods' work. These angels feed off of the
superficially resemble angels, but there's nothing angelic death and decay left in Atropus's wake, and are often found
about them. Their touch causes living flesh to rot. scouring the wastelands of a dead planet for scraps of
When a healthy creature softens, crumbles, and liquefies in essence to feed off of.
death, an indefinable essence wafts away like putrid steam
off stagnant beach sand. This decomposing flesh radiates an
essential energy in its dissipation, and an angel of decay can Angel of Decay
extract the power resident therein.
Large undead, chaotic evil
Combat
An angel of decay prefers to wade into combat, literally, since Armor Class 16 (natural armor)
it produces a constantly renewing pool of liquid corruption. Hit Points 85 (10d10 + 30)
The angel of decay excels at taking hits and giving them back, Speed 30 ft., fly 50 ft.
prefering to remain close to its enemies so that it may take
advantage of its Rotting Aura and Feed on Decay traits. STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Dex +6, Wis +6


Skills Perception +6
Damage Resistances fire, lightning
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3

Feed on Decay. Whenever a creature within 15 feet of


the angel of decay fails a saving throw, the angel of
decay regains 5 hit points.
Flyby. The angel of decay doesn't provoke opportunity
attacks when it flies out of an enemy's reach.

Actions
Multiattack. The angel of decay uses its Rotting Touch
twice. If both attacks hit the same target, the target
takes an additional 7 (2d6) necrotic damage.
Rotting Touch. Melee Spell Attack: +7 to hit, reach 5 ft.,
one target. Hit: 18 (4d6 + 4) necrotic damage.

Bonus Actions
Rotting Aura. Each living creature within 10 feet of the
angel of decay takes 14 (4d6) necrotic damage (DC 15
Constitution save for half).

27
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Blaspheme
"Appearing similar to a corpse that has been dug up and Blaspheme
surgically modified, this creature stands nearly 7 feet tall, but Medium undead, neutral evil
is extraordinarily thin. Its arms are extra long, hanging nearly
to mid-calf. Its head is wide and wedge-shaped, with a split Armor Class 16 (natural armor)
mouth that opens wider than that of a normal humanoid. Its Hit Points 153 (18d8 + 72)
teeth glitter like shards of black, steaming ice." Speed 30 ft.
Crafted in bygone days by power-mad wizards searching to
create the perfect undead guardians, blasphemes still roam STR DEX CON INT WIS CHA
forgotten areas, seeking to weaken and destroy nonevil
creatures with their blasphemous bite. They are most likely 20 (+5) 12 (+1) 18 (+4) 5 (-3) 15 (+2) 10 (+0)
to be encountered near ruins of ancient cities where magic
was valued more highly than personal liberty or morals. If the Saving Throws Wis +5
secret of creating or calling a blaspheme into the world still Skills Athletics +8, Perception +5, Survival +5
exists, it is buried in just such a location. Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, frightened, poisoned,
Each blaspheme is created with parts from multiple unconscious
ancient corpses, with teeth specially harvested from Senses darkvision 60 ft., passive Perception 15
sacrifices to evil powers. However, blasphemes are not Languages Common
hulking, slow-moving constructs; rather, they are lithe and Challenge 8 (3,900 XP)
deadly, aware of their surroundings and capable of directing Proficiency Bonus +3
their own actions.
Blasphemes stand just under 7 feet tall and weigh about Turn Resistance. The blaspheme has advantage on
190 pounds. saving throws against effects that turns undead.
Undead Fortitude. If damage reduces the blaspheme to
Combat 0 hit points, it must make a Constitution saving throw
A blaspheme resonates with evil power, the focus of which is with a DC of 5 + the damage taken, unless the damage
concentrated in its teeth. Thus, blasphemes charge into is radiant or from a critical hit. On a success, the
combat in almost every situation, attempting to bite their blaspheme drops to 1 hit point instead.
victims as quickly as possible, so that its master or allies can
take advantage of its weakening effect. Actions
Multiattack. The blaspheme makes two attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 7
(2d6) necrotic damage. If the target is a non-evil
creature, it must succeed on a DC 15 Constitution
saving throw or have disadvantage on all saving throws
until the start of the blaspheme's next turn.
Bonus Actions
Aggressive. The blaspheme moves up to its speed
toward a hostile creature that it can see.
Brawler. The blaspheme attempts to grapple or shove
one creature within its reach.

28
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Gravetouched Ghoul
"This foul humanoid wears a loose shift, but its mottled, Gravetouched Ghoul
decaying flesh is still clearly visible, drawn tightly over bones. Medium undead, chaotic evil
Hairless, it has a carnivore's sharp teeth and eyes like hot
coals." Armor Class 15 (unholy grace)
Like traditional ghouls, gravetouched ghouls haunt Hit Points 39 (6d8 + 12)
graveyards, battlefields, and other places rich with the Speed 30 ft.
carrion for which they hunger. These terrible creatures lurk
wherever the stench of death hangs heavy, ready to devour STR DEX CON INT WIS CHA
the unwary.
16 (+3) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2)
Combat
This creature attacks with surprise, attempting to paralyze a Saving Throws Str +5, Dex +5, Con +4, Int +3, Wis +4,
target and drag it away from its allies before they can react. Cha +4
Skills Athletics +5, Perception +4, Stealth +5
Lore Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
A character knows the following information with a paralyzed, poisoned
successful check using the Religion skill. Senses darkvision 120 ft., passive Perception 14
DC 10. Ghouls are said to be created upon the death of a Languages Common
living sentient being who savored the taste of the flesh of Challenge 3 (700 XP)
other sentient creatures. This assertion may or may not be Proficiency Bonus +2
true, but it does explain the disgusting behavior of these
anthropophagous undead. Turn Resistance. The ghoul has advantage on saving
DC 15. Some believe that anyone of exceptional throws against effects that turn undead.
debauchery and wickedness runs the risk of becoming a Unholy Grace. The ghoul adds its Charisma modifier to
gravetouched ghoul. The transformation from living beings its Armor Class and on saving throws (accounted for in
into fell creatures of the night has warped their minds, its statistics).
making them cunning and feral.
DC 20. While most humanoids who engage in these foul Actions
activities and return from the grave are mere ghouls, in rare Multiattack. The ghoul makes two attacks: one with its
occasions the creation of a ghoul briefly draws the attention bite and one with its claws. If the ghoul successfully
of Doresain, King of the Ghouls. When this happens, the paralyzes a creature, it can grapple the creature as part
newly formed ghoul does not possess the standard statistics of this action.
for a ghoul, but instead it becomes a gravetouched ghoul.
These gravetouched ghouls are said to be "touched by the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
King." target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4)
necrotic damage. If the target is a living creature, it
must succeed on a DC 12 Constitution saving throw or
be poisoned until the end of its next turn.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. If the target is
a creature other than an elf or undead, it must succeed
on a DC 12 Constitution saving throw or be paralyzed
for 1 minute (save ends).

Bonus Actions
Cunning Action. The ghoul takes the Dash, Disengage,
or Hide action.
One With Shadows. While in an area of dim light or
darkness, the ghoul becomes invisible until it moves or
take an action, bonus action, or reaction.

29
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Entomber Combat
In melee combat, an entomber's fist is a powerful weapon.
"This shrunken and disfigured humanoid carcass moves However, the fear associated with entombers is more due to
under the power of its own animation, though the details of their ability to entomb foes with their attack. Entombers
its shape are blurred beneath a coating of filth and grave enjoy entombing unconscious foes that have no chance of
dirt." fighting back, but unless specifically commanded otherwise,
Entombers are undead animated by necromancers who entombers treat all living creatures as subjects for their
prefer to leave the dirty work to their servants. The entombing power.
entombers are perfect for putting bodies in the ground, or
bringing them out, depending on the needs of their masters.
They usually inhabit cemeteries, catacombs, or other places
where many corpses might be found. Unless specifically
commanded otherwise, entombers treat all living creatures
as subjects for their entombing power.
Entombers are filthy, streaked with dirt, and sometimes
even bits of desiccated flesh (not their own), jewelry, and
other small bits taken from the bodies they exhume or
entomb. They stink of both carrion and embalming
alchemical fluids. Closer scrutiny reveals their lips are sewn
shut.
Most entombers are about 6 feet tall and weigh about 160
pounds.

Entomber Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6)
Medium undead, lawful evil
necrotic damage.

Armor Class 15 (natural armor) Entomb. The entomber attempts to bury one creature it is
Hit Points 97 (13d8 + 39) grappling. The target must succeed on a DC 15 Strength
Speed 30 ft. saving throw or be pounded bodily into a shallow grave
that bulges out of the ground and reveals its location. This
ability doesn't work in locations with a basement or open
STR DEX CON INT WIS CHA level immediately below, nor can the creature entomb
victims in a magical substance or a floor made of solid
18 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2) metal or a similar substance.
While entombed, the creature is blinded, prone, and
Saving Throws Wis +4 restrained, and it has total cover. Additionally, the creature
Skills Athletics +7, Perception +4 is no longer grappled, but it can't breath and is suffocating.
Senses darkvision 60 ft., passive Perception 14 To escape being entombed, the target or a creature
Languages understands Common but can't speak within 5 feet of the grave can take an action to attempt to
Challenge 5 (1,800 XP) clear away the tomb by making a DC 14 Strength check.
Proficiency Bonus +3 After two of these checks succeed (they needn't be
consecutive), the target is freed from the tomb, although
Alert. The entomber has advantage on initiative rolls and it remains prone in the same space.
Wisdom (Perception) checks.
Bonus Actions
Turn Resistance. The entomber has advantage on saving Exhume. The entomber touches the top of a grave or
throws against effects that turn undead. space where a creature is buried no deeper than 10 feet.
Undead Fortitude. If damage reduces the entomber to 0 hit The body immediately rises to the surface via this magic,
points, it must make a Constitution saving throw with a leaving no hole or tunnel. A body is not harmed when
DC of 5 + the damage taken, unless the damage is radiant brought to the surface in this manner.
or from a critical hit. On a success, the entomber drops to
1 hit point instead. Grappler. The entomber attempts to grapple one creature
within its reach. On a success, the entomber has
Actions advantage on attack rolls against it while it remains
grappled.
Multiattack. The entomber makes two melee attacks.
Reactions
Defend Grave. The entomber attempts to shove one
creature that enters its reach.

30
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Spirits
Infused by dark emotions and binding necrotic energy, Quell
undead spirits wander the world's shadowy corners and Medium undead, lawful evil
crevices, persisting in a tormented, shadowy state of
existence. Armor Class 13
Hit Points 65 (10d8 + 20)
Quell Speed 0 ft., fly 60 ft. (hover)

"Two fiery green eyes glare from a shrouded, half-real visage


of this vaguely humanoid shade. Either it is dressed in robes, STR DEX CON INT WIS CHA
or its ectoplasmic flesh is naturally loose and flowing. Dark 1 (-5) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3)
symbols hang in the air just above and about its form, free-
standing glyphs that viscerally demonstrate the creature's Damage Resistances acid, cold, fire, lightning, thunder;
anathema to all things divine." bludgeoning, piercing, and slashing from nonmagical
attacks that aren't silvered
Quells are incorporeal creatures of malevolence and the Damage Immunities necrotic, poison
night. They despise all living things, as well as the light that Condition Immunities charmed, exhaustion, grappled,
nurtures them, but the urge that truly drives them is their paralyzed, petrified, poisoned, prone, restrained
hatred of those who serve deities. Senses darkvision 60 ft., passive Perception 11
If they could, quells would commit deicide, though of Languages the languages it knew in life
course such actions are far beyond a quell's power. However, Challenge 3 (700 XP)
while a quell cannot directly affect a deity, it does have a Proficiency Bonus +2
power over the connection between a deity and its followers.
Because of their powers, quells are sought out by bands of Godhate. The quell has advantage on saving throws
more powerful undead or necromancers. against divine magic, which are spells and other
magical effects originating from clerics, paladins,
Combat druids, rangers, celestials, and other sources the DM
deems appropriate.
Quells attack directly in combat. Their true power lies in their
ability to break connections between clerics and their deities. Incorporeal Movement. The quell can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Sense Divinity. The quell knows if a visible creature is a
celestial or a user of divine magic.
Sunlight Sensitivity. While in sunlight, the quell has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The quell uses its Intercession if it is
available, and then it uses its Life Drain.
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 16 (3d8 + 3) necrotic damage. The
target must succeed on a DC 13 Constitution saving
throw or suffer health drain equal to the damage taken.
Intercession (Recharge 5–6). Each creature within 45
feet of the quell that is a celestial or a user of divine
magic must make a DC 13 Wisdom saving throw. On a
failed save, a target cannot cast spells via divine magic
until the start of the quell's next turn. If the saving
throw fails by 5 or more, this effect instead lasts until
the target finishes a long rest.

31
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Spectral Lyrist
"A smiling, brightly clothed figure stands before you." Spectral Lyrist
In life, a spectral lyrist used its powers of performance and Medium undead, chaotic evil
persuasion to further the cause of evil and strife, whether by
urging listeners to commit violence or simply luring the Armor Class 12
innocent to their deaths. Cursed to forever walk the earth, it Hit Points 67 (9d8 + 27)
blames those still alive for its undead state and seeks to Speed 30 ft., fly 60 ft. (hover)
commit even greater evils against them.
A spectral lyrist can appear as any Medium humanoid, and STR DEX CON INT WIS CHA
it doesn't share the insubstantial or diaphanous appearance
of other incorporeal creatures when so disguised. A lyrist is 6 (-2) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)
weightless, regardless of appearance.
Saving Throws Wis +4
Combat Skills Deception +7, Perception +4, Performance +5
A spectral lyrist uses its ability to bluff and change its Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
appearance to present itself as a friendly creature, putting attacks that aren't silvered
victims at ease until it can use its spells on them. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Incorporeal Movement. The spectral lyrist can move


through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Innate Spellcasting. The spectral lyrist's innate
spellcasting ability is Charisma (spell save DC 13). It
can innately cast the following spells, requiring no
material components:
At will: disguise self, minor illusion, vicious mockery
2/day each: command, suggestion
1/day each: charm person, phantasmal force
Sunlight Sensitivity. While in sunlight, the spectral lyrist
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
throw or suffer health drain equal to the damage taken.
Bonus Actions
Taunt (2/Day). The spectral lyrist targets one creature
within 30 feet of it. If the target can hear the spectral
lyrist, the target must succeed on a DC 13 Charisma
saving throw or have disadvantage on ability checks,
attack rolls, and saving throws until the start of the
spectral lyrist's next turn.

32
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Crypt Chanter
"A lone, wavering figure begins a song. The haunting melody
echoes through the air, calling for you to dance. The music
makes your soul shrivel, but it also makes you smile. How can
something be so awful and so wonderful at the same time?"
A crypt chanter's voice is the perfect horror, at once
compelling and dreadful. These undead creatures sometimes
appear to be playing spectral violas, flutes, drums, or any
other instruments they choose, varying from chanter to
chanter.
Combat
A crypt chanter's strength and shield is its music. A crypt
chanter seeks to snare its victims with its music, and then
drain them of life with the same melody. If threatened, a crypt
chanter retreats into a nearby wall or other handy physical
barrier.

Crypt Chanter Actions


Medium undead, chaotic evil
Draining Melody. Each creature within 60 feet of the crypt
chanter that is charmed by it must succeed on a DC 15
Armor Class 14 Wisdom saving throw or take 14 (4d6) psychic damage
Hit Points 90 (12d8 + 36) and suffer one level of exhaustion.
Speed 30 ft., fly 60 ft. (hover)
Life Drain. The crypt chanter deals 21 (6d6) necrotic
damage to one creature it can see within 60 feet of it that
STR DEX CON INT WIS CHA isn't charmed (DC 15 Constitution save for half). The crypt
6 (-2) 18 (+4) 16 (+3) 13 (+1) 16 (+3) 18 (+4) chanter regains a number of hit points equal to half the
damage dealt.
Saving Throws Wis +6 Bonus Actions
Skills Deception +7, Insight +6, Stealth +7
Damage Resistances acid, cold, fire, lightning, thunder; Captivating Presence. Each creature within 60 feet of the
bludgeoning, piercing, and slashing from nonmagical crypt chanter that can hear its melody must make a DC 15
attacks that aren't silvered Wisdom saving throw. On a failed save, the creature
Damage Immunities necrotic, poison becomes charmed by the crypt chanter for 1 minute, until
Condition Immunities charmed, exhaustion, grappled, the creature is farther than 60 feet away from it, until the
paralyzed, petrified, poisoned, prone, restrained crypt chanter is incapacitated or dies, or until the creature
Senses darkvision 60 ft., passive Perception 13 becomes deafened. On a successful save, the creature
Languages the languages it knew in life becomes immune to the crypt chanter's Captivating
Challenge 7 (2,900 XP) Presence for 24 hours. Creatures charmed by the crypt
Proficiency Bonus +3 chanter can't willingly move away from it.
Legendary Actions
Create Spawn. The spirit of a humanoid slain by the crypt
chanter rises as a specter after 1 minute. The specter is The crypt chanter can take 2 legendary actions, choosing
under the crypt chanter's control. from the options below. Only one legendary action can be
used at a time and only at the end of another creature's
Incorporeal Movement. The crypt chanter can move turn. The crypt chanter regains spent legendary actions at
through other creatures and objects as if they were the start of its turn.
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object. Move. The crypt chanter moves up to half its speed.

Sunlight Sensitivity. While in sunlight, the crypt chanter has Enthrall. Each creature within 60 feet of the crypt chanter
disadvantage on attack rolls, as well as on Wisdom that is charmed by it and can hear its melody must make
(Perception) checks that rely on sight. a DC 15 Wisdom saving throw. On a failed save, a
creature takes 7 (2d6) psychic damage and must use its
reaction, if available, to move up to its speed towards
the crypt chanter.

33
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Dream Vestige Combat
A dream vestige uses every ability it has at its disposal to
"A mighty river of fog streams forward like an evil waterfall, disrupt and crumble the minds and bodies of the living,
swollen with storm and spray. Accompanying the shape is a seeking to draw ever more creatures into itself.
susurrus of dreamlike voices that murmur, cry, and rail
against some terrible fate. Slender tendrils of mist extend Lore
from the mass, patting and feeling for sustenance." A character knows the following information with a
A dream vestige is a hunter; it hunts for other creatures to successful check made using the History or Religion skill.
incorporate into itself—mind and body, living or undead. DC 15. The original dream vestige was born from the
Thus, even the undying have cause to fear a dream vestige, nightmares of an entire city, as all of its citizens died in
which preys on its own. It stalks prey on rooftops, behind cursed sleep (a curse that some attribute to Orcus). Since
walls, or under floors, unseen by its victims. A sudden then, that creature has spawned itself many times over.
visceral dread heralds the creature's arrival, at which time the
whispers, moans, and lamenting of its subsumed victims
becomes audibly apparent.

Dream Vestige Incorporeal Movement. The vestige can move through


other creatures and objects as if they were difficult terrain.
Huge undead, chaotic evil
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Armor Class 14
Hit Points 157 (15d12 + 60) Legendary Resistance (3/Day). If the vestige fails a saving
Speed 0 ft., fly 20 ft. (hover) throw, it can choose to succeed instead.
Magic Resistance. The vestige has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4) Actions
Multiattack. The vestige can use its Frightful Presence. It
Saving Throws Int +7, Wis +8, Cha +9 then makes three tendril attacks.
Damage Resistances acid, cold, fire, lightning, thunder
Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Damage Immunities necrotic, poison; bludgeoning,
target. Hit: 15 (2d10 + 4) necrotic damage.
piercing, and slashing from nonmagical attacks that
aren't silvered Frightful Presence. Each creature of the vestige's choice
Condition Immunities charmed, exhaustion, frightened, that is within 120 feet of the vestige and aware of it must
grappled, paralyzed, petrified, poisoned, prone, succeed on a DC 17 Wisdom saving throw or become
restrained frightened for 1 minute (save ends). If a creature's saving
Senses darkvision 120 ft., passive Perception 13 throw is successful or the effect ends for it, the creature is
Languages the languages its victims knew in life immune to the vestige's Frightful Presence for the next 24
Challenge 16 (15,000 XP) hours.
Proficiency Bonus +5
Legendary Actions
Desecrating Aura. The vestige emanates an aura of utter The dream vestige can take 3 legendary actions, choosing
desecration out to a range of 30 feet. Living creatures from the options below. Only one legendary action can be
can't regain hit points while within this aura. Additionally, used at a time and only at the end of another creature's
any undead ally of the vestige that is within the aura makes turn. The dream vestige regains spent legendary actions at
saving throws with advantage, and that ally regains 5 hit the start of its turn.
points whenever it starts its turn there.
Move. The vestige moves up to its speed.
Form Consumption. When the vestige kills a creature that
isn't a construct, the victim's body is automatically Nightmare. The vestige targets one frightened creature
engulfed and dissolved by the dream vestige, and its soul that it can see within 60 feet of it. The target must
is absorbed and added to the dream vestige's form. The make a DC 17 Wisdom saving throw. On a failed save,
dream vestige's current and maximum hit points then the target takes 11 (2d10) psychic damage, and the
increase by 3. vestige magically learns one fact or secret about the
When the dream vestige reaches 314 maximum hit target.
points, it splits into two regular dream vestiges, each one Disrupt Life (Costs 2 Actions). Each living creature within
having 157 maximum hit points as normal. 30 feet of the vestige takes 28 (8d6) necrotic damage
(DC 17 Constitution save for half).

34
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Skin Kite
Small undead, neutral evil

Armor Class 16 (natural armor)


Hit Points 33 (6d6 + 12)
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Acrobatics +5, Stealth +5


Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned
Undead Aviary Senses darkvision 60 ft., passive Perception 11
Languages understands the languages it knew in life but
Most undead are land-bound, but a few can take to the skies, can't speak
spreading corruption and death on the wing. Challenge 3 (700 XP)
Proficiency Bonus +2
Skin Kite
"A knot of flaccidly flapping membranes kites through the air, Damage Transfer. While attached to a creature, the skin
now drifting with the currents, now stooping swiftly through kite takes only half the damage dealt to it (rounded
down), and that creature takes the other half.
the air toward you."
Skin kites are undead creatures made up of the stolen skin of Actions
past victims. They feed on the skin of living beings, Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
replenishing their own constantly rotting skin, as well as creature. Hit: 7 (2d6 + 4) bludgeoning damage, and if
using new skin as spawning material for new skin kites. the target is Large or smaller, the skin kite attaches to
No two skin kites appear the same. They display a range of it. If the skin kite has advantage against the target, the
different colors, depending on the creatures from which they skin kite attaches to the target's head, and the target is
blinded and unable to breathe while the skin kite is
were harvested. Many skin kites have rotting clumps of hair attached. While attached, the skin kite can make this
or fur, unintended additional trophies from past victims. attack only against the target and has advantage on the
A skin kite has no body, only a wingspan, which is about 5 attack roll. The skin kite can detach itself by spending 5
feet. It weighs about 5 pounds. feet of its movement. A creature, including the target,
can take its action to detach the skin kite by
Combat succeeding on a DC 14 Strength check.
A skin kite attacks by landing on a victim and melding a Meld. If the skin kite is attached to a creature, that
portion of its undead membrane with its victim's skin. After creature must make a DC 14 Constitution saving
using Meld to absorb a target's skin, the skin kite attempts to throw. On a failed save, the target takes 10 (3d6)
Disengage and retreat to a safe location where it can use necrotic damage, and the skin kite regains hit points
Launch Kite without provoking opportunity attacks. equal to half the damage dealt. On a failed save of 5 or
more, the skin kite absorbs a portion of the target's
skin; the skin kite gains the Launch Kite action and can
use it once during the next minute.
Launch Kite (Available via Meld). The skin kite can use
this action to spawn a new skin kite using skin stolen
via the Meld action. The skin kite must take this action
at the start of its turn, and its speed is reduced to 0 for
the rest of the turn. This action provokes opportunity
attacks from creatures that can reach the skin kite.
The freshly launched skin kite has a number of hit
points equal to the original's current total and acts
immediately after the original skin kite on the same
initiative.

35
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Skirr
"A faint whirring sound and the stench of death precedes a Skirr
great shape scudding through the air. The creature has a Huge undead, neutral evil
humanoid form with the skull of a long-toothed bull. Its upper
arms are great wings, and its lower legs end in cruel, clawed Armor Class 16 (natural armor)
talons. No skin or fur can be seen beneath the dingy gray Hit Points 168 (16d12 + 64)
funerary wrappings that cover the entire creature like a Speed 20 ft., fly 50 ft.
mummy."
Skirrs are predators that hunt the edges of necropolises, STR DEX CON INT WIS CHA
great expanses of deadly swamps, deserts, or other places
where victims might be found alone, hurt, and pressed by 20 (+5) 16 (+3) 18 (+4) 2 (-4) 11 (+0) 8 (-1)
dangers from directions other than the sky. That's when
skirrs swoop in to attack. Saving Throws Dex +6, Con +7
Skirrs measure, wingtip-to-wingtip, 50 feet or more, and Skills Perception +3, Stealth +6
Damage Immunities necrotic, poison
weigh about 20,000 pounds. Condition Immunities charmed, exhaustion, frightened,
poisoned
Combat Senses darkvision 60 ft., passive Perception 13
Skirrs are predators that scavenge the bodies of those killed Languages —
by sudden stops. Their favored tactic is to swoop down, grab Challenge 7 (2,900 XP)
a victim, ascend to a height of at least 200 feet, and then drop Proficiency Bonus +3
the victim in a deadly fall.
Flyby. The skirr doesn't provoke opportunity attacks
when it flies out of an enemy's reach.

Actions
Multiattack. The skirr makes two attacks: one with its
bite and one with its claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage. If the target
is a Large or smaller creature, it is grappled (escape DC
15), and the skirr can't bite another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.

36
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Paralyth Combat
Paralyths have a strong sense of self-preservation, which
"From the skies descends not a bird nor winged beast, but a makes them pause at the edge of combat. They prefer to let
floating brain with its spine still attached. Crackling with their enslaved minions do the dirty work, but may swoop in
black lightning, you hear a foul cackle echo through your when the opportunity arises to unleash a blast of its Nervous
mind as your muscles begin to twitch under a will that is not Feedback.
your own."
Made sentient through foul magic, a paralyth is the animated Lore
spine and brain of a humanoid. Instead of being put in a jar, A character knows the following information with a
the brain is given the power of flight and can emit waves of successful check made using the Arcana skill.
electricity from its spinal cord. The brain is empowered with DC 15. Paralyths are created when necromancers extract
potent psionic abilities, allowing the paralyth to enslave the brains and spines from recent victims. However,
weak-minded creatures that can enact its dark will. sometimes a paralyth is created from the necromancer itself
in an attempt to preserve their sharp minds even in death.
DC 20. A few cunning paralyths will encase themselves
within the body of a construct, granting it physical protection
and the use of its limbs at the cost of its flight capabilities.

Paralyth Actions
Medium undead, any evil alignment
Pain Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one
creature. Hit: 27 (4d10 + 5) psychic damage. If the target
Armor Class 15 is Large or smaller, it can't take reactions until the end of
Hit Points 117 (18d8 + 36) its next turn, and it must succeed on a DC 17 Constitution
Speed 0 ft., fly 30 ft. (hover) saving throw or be restrained for the same duration.
Nervous Feedback (Recharge 5–6). The paralyth emits
STR DEX CON INT WIS CHA concentrated electricity in a 30-foot cone. Each creature
in that area must succeed on a DC 17 Constitution saving
4 (-3) 20 (+5) 14 (+2) 21 (+5) 18 (+4) 16 (+3) throw or take 31 (4d12 + 5) lightning damage and be
paralyzed until the end of the paralyth's next turn.
Saving Throws Int +9, Wis +8, Cha +7
Skills Acrobatics +9, Perception +8 Bonus Actions
Damage Immunities lightning, psychic Spinal Domination. The paralyth targets one creature within
Senses blindsight 120 ft. (blind beyond this radius), Detect 20 feet of it. The target must make a DC 17 Wisdom
Sentience 300 ft., passive Perception 18 saving throw. On a failed save, the paralyth chooses the
Languages understands the languages it knew in life but target's movement and actions on its next turn. A creature
can't speak, telepathy 120 ft. is immune to this ability if it is immune to being charmed.
Challenge 9 (5,000 XP) If the target has an Intelligence or Wisdom score of 6 or
Proficiency Bonus +4 lower, the target is instead charmed by the paralyth on a
failed save until the paralyth dies or until it is on a different
Detect Sentience. The paralyth can sense the presence and plane of existence from the target. The charmed target is
location of any creature within 300 feet of it that has an under the paralyth's control and follows its orders to the
Intelligence of 3 or higher, regardless of interposing best of its ability.
barriers, unless the creature is protected by a mind blank Whenever the charmed target takes damage, the target
spell. can repeat the saving throw. On a success, the effect ends.
No more than once every 24 hours, the target can also
Magic Resistance. The paralyth has advantage on saving repeat the saving throw when it is at least 1 mile away
throws against spells and other magical effects.
from the paralyth. The paralyth can only have up to 10
Paralyth Aura. At the start of each of the paralyth's turns, it creatures charmed at a time.
emits a burst of electricity that interferes with the nervous
system of any number of creatures within 20 feet of it. Shock Bolt. The paralyth sends a bolt of lightning at a
Until the start of the paralyth's next turn, every foot of creature within 60 feet of it, dealing 9 (2d8) lightning
movement costs 1 extra foot for the target, and it suffers damage (DC 17 Dexterity save for half). On a failed save,
disadvantage on Dexterity checks and saving throws. the target also takes 4 (1d8) lightning damage for every 5
feet of movement it spends on its next turn.

37
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Unrisen Vile Pet
Magic go awry, and when the magic is raise dead or a similar Small undead, neutral evil
resurrection spell, the results can be grim. The spell might
appear to be a complete failure, yet the residual energy can Armor Class 12
sometimes raise the creature days after the initial attempt. Hit Points 39 (6d6 + 18)
When this happens, the subject emerges with its soul Speed 40 ft.
fragmented and corrupted. A pet comes back from the dead,
but it is no longer the adorable feline the family once knew. A
child returns, but it is vile and depraved, caring nothing for STR DEX CON INT WIS CHA
the people it once loved. No matter what form the creature 15 (+2) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 6 (-2)
took in its past life, it returns as a vile, twisted thing—it
returns as an unrisen. Skills Perception +5, Stealth +4
Damage Immunities poison
Lore Condition Immunities charmed, exhaustion, frightened,
A character knows the following information with a poisoned
Senses darkvision 120 ft., passive Perception 15
successful check using the Arcana or Religion skill. Languages —
DC 15. An unrisen is the corrupt result of a failed attempt Challenge 1 (200 XP)
to resurrect a beast or a humanoid. After the failed ritual, a Proficiency Bonus +2
short time passes after the creature is buried before it rises
up to take revenge on nearby living creatures, which it views Keen Smell. The pet has advantage on Wisdom
as responsible for its death. The most common types of (Perception) checks that rely on smell.
unrisen are children, pets, mounts, and figures of
prominence in a community, such as mayors or priests. Malleable Bones. The pet can move through a space as
These figures are sorely missed upon their deaths, so narrow as 3 inches wide without squeezing.
companions of the people or creatures often go to great Pack Tactics. The pet has advantage on an attack roll
lengths to attempt to resurrect them. against a creature if at least one of the pet's allies is
DC 18. Unrisen are drawn to each other and can sense the within 5 feet of the creature and the ally isn't
presence of their kind. They sometimes travel the world, incapacitated.
searching for others of their kind to form vile groups. Actions
DC 21. Most unrisen are very clever. They pretend to be
normal, sometimes insinuating themselves back into their Multiattack. The pet makes two bite attacks.
former lives, convincing their friends and family that the Filthy Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
resurrection ritual worked successfully. one target. Hit: 5 (1d6 + 2) piercing damage. If the
target is a creature, it must succeed on a DC 12
Vile Pet Constitution saving throw against disease or become
poisoned until the disease is cured. Every 24 hours
"The dog before you appears not as a friendly companion, but that elapse, the diseased creature must repeat the
as a rabid beast that seeks to maim and kill anything that gets saving throw. On a failed save, the amount of food that
near it. With sickly yellow flesh made bare by missing chunks the creature needs to eat per day increases by 1 pound
of fur, it is a wonder that this animal is alive at all." until the disease is cured.

A vile pet acts much like a living beast infected with rabies,
and is characterized by uncurable pestilence of the flesh. Any
poor soul that attempts to calm it down will be met with a
filthy bite that leaves it hungrier by the day until it can no
longer sustain itself.
Combat
Vile pets tend to run in packs, overrunning commoners in
attempt to spread disease. They try to flank a target so they
can use infectious bite. However, the creatures are cowardly
and flee if faced with a threatening adversary.

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Slaymate
"This pale creature resembles a human child with slug-white Slaymate
skin. Its black eyes are too knowing for their size, and its too- Small undead, any evil alignment
wide mouth is home to rot and ruin."
When a guardian's betrayal, either outright or through Armor Class 13
negligence, leads to the death of a child, a resurrection spell Hit Points 27 (6d6 + 6)
or even pure chance may cause its corpse to rise as a Speed 30 ft.
slaymate. A slaymate's appearance is a weird and twisted
reflection of the form it had in life. STR DEX CON INT WIS CHA
Slaymates are highly prized by necromancers, and thus are
rarely encountered alone, but instead are found in the 8 (-1) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
presence of evil spellcasters and others who dabble in
necromancy. Many a slaymate can be found riding, papoose Skills Stealth +5
style, on the back of a necromancer who values the Damage Immunities poison
Condition Immunities poisoned
slaymate's special abilities. Senses darkvision 60 ft., passive Perception 10
A slaymate is about the height and weight of an eight-year- Languages the languages it knew in life
old human child. Challenge 2 (450 XP)
Proficiency Bonus +2
Combat
Slaymates prefer to attack from the shadows, preferably on Pale Aura. Necromancy spells cast by creatures within
the back of a necromancer guardian if it has one. When 10 feet of the slaymate have their durations, ranges,
forced to fight, the slaymate prefers to use its disease-laden and sizes doubled and can animate or reassert control
bite, or a small knife if provided with one. over twice as many undead. For example, a circle of
death spell would become a 120-foot-radius sphere
with a 300 foot range, and a danse macabre spell
would animate up to ten undead within 120 feet for up
to 2 hours.
Sneak Attack (1/Turn). The slaymate deals an extra 7
(2d6) damage when it hits a target with a melee
weapon attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the
slaymate that isn't incapacitated and the slaymate
doesn't have disadvantage on the attack roll.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) necrotic damage. The target must succeed on a
DC 11 Constitution saving throw against disease or be
poisoned for 1 minute (save ends).
Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. If this attack
hits while the slaymate is invisible, it is automatically a
critical hit.
Invisibility. The slaymate and any Huge or smaller
creature it is riding magically turns invisible until either
creature makes an attack roll, makes a damage roll, or
casts a spell, or until the slaymate's concentration ends
(as if concentrating on a spell). Any equipment the
slaymate or its rider wears or carries is invisible with it.

Bonus Actions
Nimble Escape. The slaymate takes the Disengage or
Hide action.

39
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Tainted Priest If given enough time to amass an undead army and to
corrupt their once-innocent followers into servants of evil, a
"The once-friendly priest slips out a wicked grin, their jagged tainted priest will attempt to destroy their church and the
teeth possessing a ghoulish yellow tint, presenting a stark settlement surrounding it. They will then pose as a refugee of
contrast to the warm smile you were once familiar with. this terrible tragedy and flee to another church of their
Black staff in hand, the priest mutters a prayer in a language original faith, rising the ranks and starting the infection
you don't understand and prepares to defend their church process again. A tainted priest may even seek to purposefully
from the interlopers before them." create other unrisen, taking advantage of "unfortunate
accidents" that kill innocent children or pets and altering
When a cleric's resurrection goes wrong, a dark god might their own resurrection magic to ensure that the victim rises
spot a chance to intervene, corrupting their connection to the as another of their kind.
divine so that the newly formed tainted priest may serve their
religion instead. With a false aura that prevents their fellow Combat
holy men from detecting their true nature, a tainted priest A tainted priest prefers to remain at a distance, using its
will slowly corrupt their former church into a blasphemous ranged spells as much as possile. If approached in melee, the
mockery of what it once was. creature uses vile eruption to weaken its opponent and then
escape. Otherwise, the priest whacks the foe with its staff,
gaining hit points before retreating.

Tainted Priest Unholy Grace. The priest adds its Charisma modifier to its
armor class and saving throws (included in its statistics).
Medium undead, any evil alignment
Actions
Armor Class 17 (Unholy Grace) Ray of Weakness (5th-Level Spell). Ranged Spell Attack: +8
Hit Points 97 (15d8 + 30) to hit, range 60 ft., one target. Hit: 27 (6d8) poison
Speed 30 ft.
damage. The target must succeed on a DC 16 Constitution
saving throw or be poisoned until the end of the priest's
STR DEX CON INT WIS CHA next turn.

11 (+0) 16 (+3) 14 (+2) 15 (+2) 19 (+4) 18 (+4) Unholy Staff. Melee Weapon Attack: Hit: to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14
(4d6) necrotic damage. If the target is a creature, it can't
Saving Throws Str +4, Dex +7, Con +6, Int +6, Wis +8, Cha
regain hit points until the end of the priest's next turn, and
+8
Skills Arcana +6, Deception +12, Medicine +8, Religion the priest regains hit points equal to the necrotic damage
+10 dealt.
Damage Immunities necrotic, poison Negative Energy Burst (7th-Level Spell; 2/Day).. A wave of
Condition Immunities charmed, exhaustion, frightened, negative energy washes out from a point of the priest's
poisoned choice within 120 feet of it. Each living creature in a 15-
Senses darkvision 120 ft., passive Perception 14 foot-radius sphere centered on that point takes 32 (5d12)
Languages any three languages necrotic damage (DC 16 Constitution save for half). A
Challenge 12 (8,400 XP) humanoid killed by this damage rises up as a zombie at the
Proficiency Bonus +4 start of the priest's next turn. The zombie pursues
whatever living creature it can see that is closest to it.
False Aura. The priest is treated as a humanoid for the Undead in the area of the spell don't make a saving
purpose of spells and magical effects that detect creature throws. Instead, each undead in the area gains half the
types, such as a paladin's Divine Sense. total damage roll as temporary hit points.

Spellcasting. The priest's spellcasting ability is Wisdom Bonus Actions


(spell save DC 16). It has the following spells prepared: Vile Eruption. The priest unleashes sickening miasma in a
At will: minor illusion, thaumaturgy 30-foot cone. Each living creature in the area takes 11
3/day each: cure wounds, sanctuary (2d10) necrotic damage (DC 16 Constitution save for
2/day each: calm emotions, lesser restoration half). On a failed save, a creature is also poisoned and has
1/day each: create undead, modify memory its speed halved until the end of its next turn.

40
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Oblivion Wraith
Wraiths "Just as the bride finishes saying her vows, a hooded figure
Wraiths hate the living and seek to create more of their kind drops down from the ceiling, plunging a sword into her back
by killing mortals they encounter. They are joyless beings that and out the other side. The audience shrieks in horror as
dwell in the darkness. blood drips from the wound, staining her once perfect white
dress. As she takes her last exhale, a shadowy spirit emerges
Moon Wraith from her mouth and takes form above the stage. The spirit
"The howling that interrupted your sleep grows louder and shrieks in anguish and malice, surprising the assassin and
louder, but you hear no disturbances amongst the trees wedding-goers alike, and prepares to exact revenge upon the
around you. Then, from the corner of your eye, you see a unwary hitman that was hired to ruined her wedding."
distortion in the light of the moon shining down on you. An oblivion wraith is a large, shadowy rip in reality that
Looking closer, you see a translucent werewolf floating above absorbs light and distorts its surroundings. It is created when
you, its shadowy claws twitching in anticipation for blood to a person dies violently during an important life event, such as
be spilled." a wedding or a coronation.
Moon wraiths are spectral apparitions that are created when Combat
a lycanthrope dies during its transformation. They are The oblivion wraith seeks to share its suffering with as many
strongest under moonlight or starlight.
creatures as possible via Obliviate. If attacked, it teleports
Combat away using Shadow Glide and unleashes Nihil Blasts upon
Moon wraiths use hit-and-run tactics, flying though enemies the interloper getting in the way of its twisted, hateful
with Umbral Dash as often as possible. If bloodied, they vengeance. If bloodied, the wraith isn't above fleeing and
retreat and regenerate as many hit points as possible before regaining its strength so that it may destroy the living another
diving back into the fray. day.

Moon Wraith Sunlight Sensitivity. While in sunlight, the wraith has


disadvantage on attack rolls, as well as on Wisdom
Large undead, chaotic evil
(Perception) checks that rely on sight.
Armor Class 15 Actions
Hit Points 123 (13d10 + 52)
Multiattack. The wraith makes two melee attacks.
Speed 0 ft., fly 60 ft. (hover)
Moon Wrath. The wraith makes a melee attack against each
creature of its choice within 5 feet of it.
STR DEX CON INT WIS CHA
Shadow Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
6 (-2) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 15 (+2) one creature. Hit: 14 (2d8 + 5) necrotic damage, and if
the target is Large or smaller, the wraith can either push
Skills Perception +6, Stealth +8, Survival +6 the target up to 10 feet away from it or knock it prone.
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Create Specter. The wraith targets a humanoid within 10
attacks that aren't silvered feet of it that has been dead for no longer than 1 minute
and died violently. The target's spirit rises as a specter in
Damage Immunities necrotic, poison
the space of its corpse or in the nearest unoccupied
Condition Immunities charmed, exhaustion, grappled,
space. The specter is under the wraith's control. The wraith
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 16 can have no more than seven specters under its control at
Languages the languages it knew in life one time.
Challenge 7 (2,900 XP) Bonus Actions
Proficiency Bonus +3
Umbral Dash. The wraith moves up to 30 feet in a straight
Incorporeal Movement. The wraith can move through other line to a space it can see, without provoking opportunity
creatures and objects as if they were difficult terrain. It attacks. Each living creature it passes through the space of
takes 5 (1d10) force damage if it ends its turn inside an takes 7 (2d6) necrotic damage.
object. Reactions
Regeneration. The wraith regains 10 hit points at the start Lunar Violation. When a creature within 5 feet of the wraith
of its turn. If the wraith is in sunlight or takes damage from misses it with an attack, it must succeed on a DC 14
a silvered weapon or a spell, this trait doesn't function at Constitution saving throw or be poisoned and have its
the start of the wraith's next turn. The wraith dies only if it speed halved until the end of the wraith's next turn.
starts its turn with 0 hit points and doesn't regenerate.

41
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Vortex Wraith
"You see the townsfolk fleeing en masse and letting out
shrieks of horror. Turning the corner, you see that the shrieks
come not just from the innocent civilians, but from the vortex
of blackened souls swirling through the street. Between their
cries you can hear pleas for help from these spirits, even as
the civilians they grasp at wither away and join their ranks."
A vortex wraith is an amalgamation of souls killed
simultaneously through violent means. Unaware of its death,
the vortex wraith begs for help from any living creature it
encounters, clinging onto it for help until it withers away and
joins the vortex as another oblivious victim.
Combat
The vortex wraith seeks out the nearest living creatures for
assistance, using Grasp for Help, Fearful Embrace, and
Desperate Plea to bring them closer and keep them there.
Once attacked, the wraith will become afraid and use
Summon Aid to defend itself, but will still seek to embrace
the attacker as normal. If bloodied or exposed to light, the
wraith will flee as best it can, but not without using its
abilities on the civilians it passes along the way.

Oblivion Wraith Nihil Aura. Living creatures within 30 feet of the wraith
regain half as many hit points from any healing source and
Medium undead, neutral evil
have disadvantage on Intelligence, Wisdom, and Charisma
saving throws.
Armor Class 15
Hit Points 119 (14d8 + 56) Sunlight Sensitivity. While in sunlight, the wraith has
Speed 0 ft., fly 60 ft. (hover) disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

STR DEX CON INT WIS CHA Actions


6 (-2) 20 (+5) 19 (+4) 15 (+2) 16 (+3) 20 (+5) Multiattack. The wraith makes two Nihil Blasts.
Nihil Blast. Ranged Spell Attack: +9 to hit, range 60 ft., one
Damage Resistances acid, cold, fire, lightning, thunder; creature. Hit: 27 (4d10 + 5) necrotic damage, and the
bludgeoning, piercing, and slashing from nonmagical target must make a DC 16 Intelligence saving throw. On a
attacks that aren't silvered failed save, the wraith is invisible to the target until the
Damage Immunities necrotic, poison end of the wraith's next turn.
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained Obliviate (Recharge 5–6). The wraith unleashes a wave of
Senses darkvision 60 ft., passive Perception 13 negative emotions in a 60-foot cone. Each creature in the
area takes 36 (8d8) psychic damage (DC 16 Charisma
Languages the languages it knew in life
save for half). On a failed save, a creature is also blinded
Challenge 12 (8,400 XP)
and frightened as horrific images overwhelm its vision
Proficiency Bonus +4
until the end of the wraith's next turn.
Death Blast. When the wraith dies, it explodes, and each Bonus Actions
creature within 30 feet of it takes 14 (4d6) necrotic
damage (DC 16 Constitution save for half). On a failed Shadow Glide. The wraith teleports up to 30 feet to an
save, a target also regains half as many hit points from any unoccupied space it can see.
healing source for the next 24 hours.
Create Specter. The wraith targets a humanoid within 10
Incorporeal Movement. The wraith can move through other feet of it that has been dead for no longer than 1 minute
creatures and objects as if they were difficult terrain. It and died violently. The target's spirit rises as a specter in
takes 5 (1d10) force damage if it ends its turn inside an the space of its corpse or in the nearest unoccupied
object. space. The specter is under the wraith's control. The wraith
can have no more than seven specters under its control at
one time.

42
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Vortex Wraith Actions
Huge undead, unaligned Fearful Embrace. Melee Weapon Attack: +12 to hit, reach
10 ft., any number of creatures within reach. Hit: 33
Armor Class 17 (4d12 + 7) necrotic damage, and the target is grappled
Hit Points 187 (15d12 + 90) (escape DC 16). While grappled, a target is restrained and
Speed 0 ft., fly 60 ft. (hover) can't regain hit points.
Grasp for Help (Recharge 5–6). The wraith unleashes souls
STR DEX CON INT WIS CHA in a 60-foot cone (120 feet if frightened) that grasp
desperately for help. Each creature in the area takes 18
6 (-2) 24 (+7) 22 (+6) 8 (-1) 18 (+4) 22 (+6) (4d8) necrotic damage plus 18 (4d8) psychic damage (DC
22 Charisma save for half).
Saving Throws Int +5, Wis +10, Cha +12 The souls then return to the wraith, dragging any
Damage Resistances acid, cold, fire, lightning, thunder creatures that failed the save into its space.
Damage Immunities necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical attacks that Reactions
aren't silvered Desperate Plea. When a creature leaves the wraith's reach,
Condition Immunities exhaustion, grappled, paralyzed, the wraith can latch onto it. The wraith moves with the
petrified, poisoned, prone, restrained creature until the end of the creature's turn, dragging any
Senses darkvision 120 ft., passive Perception 14 creature it is grappling along with it.
Languages the languages it knew in life
Challenge 17 (18,000 XP) Summon Aid. In response to the wraith taking damage or
Proficiency Bonus +6 failing a saving throw, a soul is released from the wraith in
the form of a specter that is hostile to the creature that
Agonizing Pain. If the wraith takes psychic damage, the created the triggering effect (if any).
wraith lets out a horrible wail, and each creature within If the triggering effect causes the wraith to be
120 feet of the wraith takes that damage as well. frightened or incapacitated, or if the wraith is already
suffering from one of these conditions, it releases 3 (1d4
Destructive Movement. The wraith can move through other + 1) specters instead.
creatures and objects as if they were difficult terrain, and it
can occupy another creature's space and vice versa. The Legendary Actions
first time it enters a the space of a creature or object on a
turn, that target takes 5 (1d10) necrotic damage. It takes 5 The wraith can take 3 legendary actions, choosing from
(1d10) force damage if it ends its turn inside an object. the options below. Only one legendary action can be used
at a time and only at the end of another creature's turn.
Fear the Light. The wraith has disadvantage on saving The wraith regains spent legendary actions at the start of
throws against being frightened. It is always frightened its turn.
while in bright light, and if it takes radiant damage or sees
a spellcaster use Channel Divinity, it is frightened until the Find Help. The wraith moves up to half its speed towards a
end of its next turn. creature it can see.
While frightened, the wraith isn't immune to Panic. Each creature the wraith is grappling must succeed
bludgeoning, piercing, or slashing damage from on a DC 22 Wisdom saving throw or be frightened until
nonmagical attacks that aren't silvered, its speed is halved, the end of its next turn. While frightened in this way, a
and attack rolls against it have advantage. However, its creature's allies appear invisible to it.
melee reach is increased to 30 feet, the size of its Grasp
for Help action doubles, and it gains advantage on attack Hug Tightly (Costs 2 Actions). Each creature the wraith is
rolls, rather than disadvantage. grappling begins to choke (PHB 183) until the grapple
ends.
Soul Amalgamation. The wraith can take one reaction on
every turn in combat, even if it is incapacitated, and it can
grapple any number of creatures simultaneously. The
wraith can't regain hit points or gain temporary hit points
from external sources.
If the wraith reduces a humanoid to 0 hit points, its soul
joins the amalgamation, causing the wraith to regain 10
hit points.

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Chapter 2: Creature Templates

U
ndead come in as many varieties as there are Ability Score Adjustment. The ghost brute's Charisma
phobias and nightmares. The templates here score is set to its Strength or Dexterity score (whichever is
transform living creatures into servants of higher). Its Strength score is then halved, to a minimum of 1.
undead (or undead themselves) and adapt Damage Vulnerabilities, Resistances, and Immunities.
existing undead into even more horrifying and The ghost brute has the same vulnerabilities, resistances,
potent creatures. and immunities as a ghost (MM 147). None of the
vulnerabilities, resistances, or immunities from the base
Ghost Brute creature are preserved.
Condition Immunities. The ghost brute can't be charmed,
Ghost brutes are the spectral remnants of animals, magical frightened, grappled, paralyzed, petrified, poisoned, prone, or
beasts, sentient plants, and other creatures without enough restrained. It also doesn't suffer from exhaustion.
Intelligence to become normal ghosts. They drift aimlessly, Senses. The ghost brute gains darkvision out to 60 feet. If
haunting the places where they died and moaning in endless the base creature already had darkvision, the radius of its
misery. darkvision instead increases by 60 feet. However, if the base
A ghost brute most often results from the same creature has blindsight and is blind beyond its radius, the
circumstances that caused its earthly companion or master ghost brute does not gain darkvision.
to remain after death. It might be the mount of a betrayed Traits, Actions, and Proficiencies. The ghost brute loses
paladin, the beloved pet of a child tragically killed, the any trait, such as Amphibious, that assumes a living
scorched oak of a ghostly dryad, or a murdered druid's animal physiology, as well as any trait that relies on being corporeal,
companion. In most cases, laying the associated being to rest such as Spider Climb or Standing Leap. The ghost brute
also puts an end to the ghost brute. might retain or lose any or all of its lair actions or inherit new
However, sometimes a bizarre circumstance might produce ones, as the DM sees fit. It also gains additional actions and
a ghost brute without an intelligent companion. For example, traits as described in the sections below. Otherwise, the ghost
a forest suddenly obliterated by an evil magical attack might brute retains the base creature's proficiencies, actions, and
remain as a ghostly grove populated by lingering spirits not traits.
even completely aware of their own destruction.
Additional Traits
In Your Campaign The ghost brute gains the traits below.
In addition to serving intelligent ghosts, ghost brutes work Ethereal Sight. The ghost brute can see 60 feet into the
well as companions to necromancers and evil cultists. A Ethereal Plane when it is on the Material Plane, and vice
brute's incorporeal nature allows it to guard enclosed spaces versa.
easily, and prevents the need for its master to keep it alive or Incorporeal Movement. The ghost brute can move
maintain its corpse. Owls and other birds that become ghost through other creatures and objects as if they were difficult
brutes are also very effective as familiars for those unafraid to terrain. It takes 5 (1d10) force damage if it ends its turn
associate with undeath. inside an object.
In a rare case, a pack of ghost brutes might terrorize a Withering Touch. The ghost brute's attacks deal necrotic
small settlement or two. The high concentration of unliving damage instead of their normal damage type.
spirits in a small area may attract the attention of sinister Additional Abilities
forces that may use it to their advantage, which is all the The ghost brute gains the action options below.
more reason for such a threat to be dealt with as soon as
possible. Etherealness. The ghost brute enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible on the
Ghost Brute Template Material Plane while it is in the Border Ethereal, and vice
versa, yet it can't affect or be affected by anything on the other
Only an unaligned beast or plant can become a ghost brute, plane.
although the DM may allow creatures of other alignments to Bloodcurling Howl (Recharge 6). The mournful howling
become ghost brutes as appropriate. When a living creature of the ghost brute chills the living to the core. Each living
(referred to as the base creature) is transformed into a ghost creature within 30 feet of the ghost brute that can hear it
brute, it retains its statistics except as described below. must succeed on a Wisdom saving throw (DC 8 + the ghost
Type. The ghost brute is an undead, and it doesn't require brute's proficiency bonus + its Charisma modifier) or be
air, food, drink, or sleep. frightened for 1 minute (save ends). If a target's saving throw
Armor Class. The ghost brute's Armor Class becomes 10 is successful or the effect ends for it, the target is immune to
+ its Dexterity modifier if it wasn't already, and it loses this ghost brute's Bloodcurling Howl for the next 24 hours.
natural armor or any other source of armor it may have had.
Speed. The ghost brute's walking speed is set to 0, and it
loses all other forms of movement. It then gains a magical
flying speed of 40 feet, and it can hover.

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Ghost Hound Incorporeal Movement. The ghost hound can move through
other creatures and objects as if they were difficult terrain.
Medium undead, unaligned
It takes 5 (1d10) force damage if it ends its turn inside an
object.
Armor Class 12
Hit Points 11 (2d8 + 2) Keen Hearing and Smell. The ghost hound has advantage on
Speed 0 ft., fly 40 ft. (hover) Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The ghost hound has advantage on an attack
roll against a creature if at least one of the ghost hound's
STR DEX CON INT WIS CHA allies is within 5 feet of the creature and the ally isn't
6 (–2) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 15 (+2) incapacitated.

Skills Perception +3, Stealth +4


Actions
Damage Resistances acid, fire, lightning, thunder; Withering Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
bludgeoning, piercing, and slashing from nonmagical one target. Hit: 7 (2d4 + 2) necrotic damage.
attacks
Etherealness. The ghost hound enters the Ethereal Plane
Damage Immunities cold, necrotic, poison
from the Material Plane, or vice versa. It is visible on the
Condition Immunities charmed, exhaustion, frightened,
Material Plane while it is in the Border Ethereal, and vice
grappled, paralyzed, petrified, poisoned, prone,
restrained versa, yet it can't affect or be affected by anything on the
Senses darkvision 60 ft., passive Perception 13 other plane.
Languages — Bloodcurling Howl (Recharge 6). The mournful howling of
Challenge 1/4 (50 XP) the ghost hound chills the living to the core. Each living
Proficiency Bonus +2 creature within 30 feet of the ghost hound that can hear it
must succeed on a DC 12 Wisdom saving throw or be
Ethereal Sight. The ghost hound can see 60 feet into the frightened for 1 minute (save ends). If a target's saving
Ethereal Plane when it is on the Material Plane, and vice throw is successful or the effect ends for it, the target is
versa. immune to this ghost hound's Bloodcurling Howl for the
next 24 hours.

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Additional Traits
Half-Vampire The half-vampire gains the traits below.
In rare circumstances, a vampire that has recently consumed Regeneration. The half-vampire regains 10 hit points at
a significant quantity of blood gains the ability to breed the start of its turn if it has at least 1 hit point and isn't in
successfully with a humanoid, creating half-vampire offspring. sunlight. If the half-vampire takes radiant damage, this trait
Also, in the unusual case of a pregnant humanoid who barely doesn't function at the start of the half-vampire's next turn.
survives a vampire's bite attack, the child may be born Sunlight Sensitivity. While in sunlight, the half-vampire
"tainted" by the attacker's vampirism. Regardless of the has disadvantage on attack rolls, as well as on Wisdom
origin, the children produced by such events are typically (Perception) checks that rely on sight.
branded as outcasts, welcome neither among the living or the
undead. Additional Abilities
A half-vampire is drawn to other living creatures, and feels The half-vampire gains the action options below.
far more comfortable when living in towns or cities. Still, half- Multiattack. The half-vampire makes two claw attacks. It
vampires know that they must keep their identities secret or can substitute one of these attacks with a bite attack.
else risk the hatred and violence of others. Bite. If the base creature already has a Bite action, the half-
Half-vampires are often physically attractive and vampire can keep it. Otherwise, this attack uses the half-
persuasive. Their skin is pale, even ashen in color. vampire's Strength modifier to determine its attack bonus
Unlike their undead forebears, half-vampires enjoy the and damage. This attack deals piercing damage to one target
freedom (or curse) of pursuing any alignment, though most that is grappled by the half-vampire, incapacitated, or
tend toward neutrality or evil. Those rare few good-aligned restrained. The damage dice of the attack is equal to one of
half-vampires often feel haunted by their heritage, sometimes the half-vampire's hit dice.
working to undo the evil of their ancestry. The target also takes necrotic damage equal to two of the
half-vampire's hit dice. The target suffers health drain equal
In Your Campaign to the necrotic damage taken, and the vampire regains hit
As humanoids, half-vampires can be as varied and interesting points equal to that amount.
as any other intelligent creature type. Most end up becoming Claws. If the base creature already has a Claw or Claws
servants of fully blooded vampires, but others may choose to action, the half-vampire can keep it. Otherwise, this attack
rebel against their bloodline and hunt down their undead uses the half-vampire's Strength modifier to determine its
brethren to serve the greater good. attack bonus and damage. This attack deals slashing damage
Most notable half-vampires keep their heritage secret, the to one target, with its damage dice being equal to one of the
reveal of which may make a great twist or plot point in your half-vampire's hit dice. Instead of dealing damage, the half-
campaign. Meanwhile, half-vampires that openly embrace vampire can grapple the target (escape DC 10 + the half-
vampire's Strength modifier).
their bloodline typically become leaders and warlords Charm. The half-vampire targets one humanoid it can see
amongst the normal humanoids of their kind, whether due to within 30 feet of it. If the target can see the half-vampire, the
their Charm ability, their natural charismatic nature, or both. target must succeed on a Wisdom saving throw (DC 8 + the
Half-Vampire Template half-vampire's proficiency bonus + its Charisma modifier)
against this magic or be charmed by the half-vampire. The
Only a humanoid can be born as a half-vampire, although the charmed target regards the half-vampire as a trusted friend to
DM may allow creatures of other types to be half-vampires as be heeded and protected. Although the target isn't under the
appropriate. When a living creature (referred to as the base half-vampire's control, it takes the half-vampire's requests or
creature) is born as a half-vampire, it retains its statistics actions in the most favorable way it can.
except as described below. If the half-vampire or the half-vampire's companions do
Ability Score Adjustment. The half-vampire's Charisma anything harmful to the target, the effect ends. Otherwise, the
score increases by 2, to a maximum of 22. effect lasts 8 hours or until the half-vampire is destroyed, is
Damage Resistances. The half-vampire gains resistance on a different plane of existence than the target, or takes a
to necrotic damage. bonus action to end the effect.
Senses. The half-vampire gains darkvision out to 60 feet. If
the base creature already had darkvision, the radius of its
darkvision instead increases by 60 feet. However, if the base
creature has blindsight and is blind beyond its radius, the
half-vampire does not gain darkvision.

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Half-Vampire Gnoll Pack Bite. Melee Weapon Attack: +5 to hit, reach 7 ft., one
creature that is grappled by the half-vampire,
Lord incapacitated, or restrained. Hit: 5 (1d4 + 3) piercing
damage plus 9 (2d8) necrotic damage. The target suffers
Medium humanoid (gnoll, half-vampire), chaotic evil
health drain equal to the necrotic damage taken, and the
gnoll regains hit points equal to that amount.
Armor Class 15 (chain shirt)
Hit Points 49 (9d8 + 9) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 7 (1d8 + 3) slashing damage. Instead of
dealing damage, the gnoll can grapple the target (escape
DC 13).
STR DEX CON INT WIS CHA Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one
16 (+3) 14 (+2) 13 (+1) 8 (–1) 11 (+0) 11 (+0) target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
Damage Resistances necrotic 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Senses darkvision 120 ft., passive Perception 10
Charm. The gnoll targets one humanoid it can see within
Languages Gnoll
30 feet of it. If the target can see the gnoll, the target
Challenge 3 (700 XP)
must succeed on a DC 10 Wisdom saving throw against
Proficiency Bonus +2
this magic or be charmed by the gnoll. The charmed target
regards the gnoll as a trusted friend to be heeded and
Regeneration. The gnoll regains 10 hit points at the start of protected. Although the target isn't under the gnoll's
its turn if it has at least 1 hit point and isn't in sunlight or control, it takes the gnoll's requests or actions in the most
running water. If the gnoll takes radiant damage, this trait favorable way it can.
doesn't function at the start of the gnoll's next turn. If the gnoll or the gnoll's companions do anything
Sunlight Sensitivity. While in sunlight, the gnoll has harmful to the target, the effect ends. Otherwise, the
disadvantage on attack rolls, as well as on Wisdom effect lasts 8 hours or until the gnoll is destroyed, is on a
(Perception) checks that rely on sight. different plane of existence than the target, or takes a
bonus action to end the effect.
Actions Bonus Actions
Multiattack. The gnoll makes two weapon attacks, only one
of which can be a bite attack. Rampage. When the gnoll reduces a creature to 0 hit
points with a melee attack on its turn, the gnoll can move
up to half its speed and make another attack.
Incite Rampage (Recharge 5-6). One creature the gnoll can
see within 30 feet of it can use its reaction to make a
melee attack if it can hear the gnoll and has the Rampage
trait.

Half-Vampire Gnoll Pack Lord


"The hyena-headed figure standing before you has a
particularly feral appearance, its muscular hands clenched
tightly around a glaive."
Combat
The half-vampire gnoll pack lord acts mostly as a normal
pack lord would. It isn't smarter or physically stronger than
the average pack lord, but the martial prowess being a half-
vampire grants alongside the ability to charm other gnolls
allows a half-vampire gnoll pack lord to lead its pack more
strictly and effectively than the typical pack lord ever could.

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Additional Traits
Hooded Pupil The hooded pupil gains the traits below.
A hooded pupil is a humanoid or a giant who was lured by Innate Spellcasting. The hooded pupil chooses four
the promises of necromancy, envious of the power the necromancy spells: one cantrip, one 1st-level spell, one 2nd or
necromancer wields and the unending existence the vampire 3rd-level spell, and one 3rd or 4th-level spell. It can cast the
enjoys, but yet are not ready to relinquish life. first two spells at will, the third spell twice per day, and the
Hooded pupils usually are found serving an fourth spell once per day. Charisma is the hooded pupil's
"apprenticeship" with a more powerful intelligent undead. innate spellcasting ability for these spells.
The undead master sometimes has need for living servants to Unholy Weapons. The hooded pupil's weapon attacks are
advance its ends in societies of the living. On the other hand, magical. When the hooded pupil hits with any weapon, the
the living pupil sees firsthand what it means to fully embrace weapon deals an extra 2d6 necrotic damage.
the darkness.
Hooded pupils are usually only created when a powerful Additional Abilities
undead bequeaths a secret of necromancy to one who The hooded pupil gains one of the bonus action options
accepts its truth. As testament to their apprenticeship, below.
hooded pupils are most often dressed in some sort of Create Undead. The hooded pupil magically summons a
ominous hooded mantle. skeleton or zombie in an unoccupied space within 30 feet of
it. Undead summoned in this way act on the same initiative
In Your Campaign count and follow the hooded pupil's order to the best of their
ability. The hooded pupil can have up to five undead
As apprentices of intelligent undead, hooded pupils usually summoned by this ability at a time, and any undead
stick close to their master, watching as they proceed with summoned by this ability crumbles into dust after 1 minute.
their experiments or advance their plans. On occasion, a Drink Blood (Recharge 5-6). The hooded pupil can suck
hooded pupil might be sent out to gain some real world or drink blood from the wounds of a creature within its reach
experience or to carry out a delicate stage of its master's that doesn't have all of its hit points. The creature must
plans. If the party encounters the pupil during such a stage, willing, grappled by the hooded pupil or one of its allies,
the pupil will most likely attempt to retreat and inform its incapacitated, or restrained. Roll a d6 a number of times
master of this threat. equal to the base creature's Challenge Rating. The target
On occasion, a hooded pupil might act on its own due to takes necrotic damage and suffers health drain equal to the
the destruction or unavailability of its master. Orphaned total, and the hooded pupil regains hit points equal to the
pupils like these use the skills they learned to become leaders damage dealt.
of cults and other organizations that serve the interests of Shadow Form (Recharge 4-6). The hooded pupil
their master, posthumously or otherwise. magically transforms into an amorphous mass of darkness
Hooded Pupil Template until the end of the turn. During this time, the hooded pupil is
immune to all damage, and it can't be grappled, petrified,
Only a humanoid or giant may become a hooded pupil, knocked prone, restrained, or stunned. Equipment worn or
although the DM may allow creatures of other types to carried by the hooded pupil remain in its possession.
become hooded pupils as appropriate. When a living creature Weakening Burst (Recharge 5-6). The hooded pupil emits
(referred to as the base creature) becomes a hooded pupil, it a burst of negative energy. Roll a d6 a number of times equal
retains its statistics except as described below. to half the base creature's Challenge Rating. Each living
Ability Score Adjustment. The hooded pupil's Charisma creature within 30 feet of the pupil takes necrotic damage
score increases by 2, to a maximum of 22 and a minimum of equal to the total of the d6s (Constitution save for half, DC 8
14. + the hooded pupil's proficiency bonus + its Charisma
Armor Class. The outermost layers of the hooded pupil's modifier). If the saving throw fails by 5 or more, a target also
skin thickens into an all-encompassing yellow callus, granting can't regain hit points and has its speed halved until the end
the hooded pupil natural armor and a +2 bonus to AC. of the hooded pupil's next turn.
Hit Dice. The hooded pupil gains 3 more hit dice, which
increases its maximum hit points.
Speed. The hooded pupil gains a magical flying speed of
20 feet.
Skills. The hooded pupil gains proficiency in Arcana and
Religion.
Damage Vulnerabilities, Resistances, and Immunities.
The hooded pupil gains resistance to cold and necrotic
damage.
Undying Nature. The hooded pupil can hold its breath
indefinitely, and it doesn't require food, water, or sleep. It also
doesn't suffer from exhaustion.

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Hooded Pupil Ettin Unholy Weapons. The ettin's weapon attacks are magical.
When the ettin hits with any weapon, the weapon deals an
Large giant, chaotic evil
extra 2d6 necrotic damage (included in the attack).
Armor Class 14 (natural armor) Wakeful. When one of the ettin's heads is asleep, its other
Hit Points 110 (13d10 + 39) head is awake.
Speed 40 ft., fly 20 ft. (hover)
Actions
Multiattack. The ettin makes two attacks: one with its
STR DEX CON INT WIS CHA battleaxe and one with its morningstar.
21 (+5) 8 (–1) 17 (+3) 6 (–2) 10 (+0) 14 (+2) Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6)
Skills Arcana +1, Perception +6, Religion +1 necrotic damage, and if the target is a Medium or smaller
Damage Resistances cold, necrotic creature, its speed is reduced by 10 feet until the end of
Condition Immunities exhaustion the ettin's next turn.
Senses darkvision 60 ft., passive Perception 16
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Languages Common, Giant, Orc
one target. Hit: 14 (2d8 + 5) piercing damage plus 7
Challenge 5 (1800 XP)
(2d6) necrotic damage, and if the target is a Medium or
Proficiency Bonus +3
smaller creature, the ettin can push it up to 5 feet away.
Innate Spellcasting. The ettin's innate spellcasting ability is Bonus Actions
Charisma (spell save DC 13). It can innately cast the
following spells, requiring no material components: Drink Blood (Recharge 5-6). The ettin can suck or drink
blood from the wounds of a creature within 5 feet of it
At will: ray of sickness, toll the dead that doesn't have all of its hit points. The creature must
2/day: animate dead willing, grappled by the ettin or one of its allies,
1/day: bestow curse incapacitated, or restrained. The target takes 14 (4d6)
necrotic damage and suffers health drain equal to the
Two Heads. The ettin has advantage on Wisdom damage taken, and the ettin regains hit points equal to the
(Perception) checks and on saving throws against being
damage dealt.
blinded, charmed, deafened, frightened, stunned, or
knocked unconscious.

Description
"A smell like an open grave heralds this hulking figure. It is
draped in ominous black folds, its features lost beneath a
night-dark hood wide enough to conceal more than a single
head."
Combat
A hooded pupil ettin relishes its heightened abilities in
combat, usually beginning any conflict by using the bestow
curse spell on the strongest looking enemy. Once threats are
dealt with, it attempts to drink the blood of any smaller
enemy it can grapple.

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Senses. The mummy gains darkvision out to 60 feet. If the
Mummified Creature base creature already had darkvision, the radius of its
darkvision instead increases by 60 feet. However, if the base
Mummies are undead creatures, embalmed using ancient creature has blindsight and is blind beyond its radius, the
necromantic lore. Often set as guardians for sacred sites, mummy does not gain darkvision.
mummies defend their charges until destroyed. Should a Traits, Actions, and Proficiencies. The mummy loses any
mummy be unable to defend its charge for any reason, it trait, such as Amphibious, that assumes a living physiology.
becomes an unreasoning spirit of vengeance, hunting those The mummy might retain or lose any or all of its lair actions
who desecrated the site it was tasked to defend. or inherit new ones, as the DM sees fit. It also gains
A mummy appears withered and desiccated, its features additional actions and traits as described in the sections
hidden beneath centuries-old funereal wrappings. It moves below. Otherwise, the mummy retains the base creature's
with a slow, shambling gait and groans with the weight of the proficiencies, actions, and traits.
ages. Symbols of the deity it once served often mark these
horrid creatures. While other undead stink of carrion, the Additional Traits
herbs and powders used to create a mummy give off a sharp, The mummy gains the traits below.
pungent odor, like that of a spice cabinet. Mummy Rot. When the mummy hits a creature with a
melee attack using a natural weapon (e.g. a claw, fist, tendril,
In Your Campaign or hoove attack), the attack deals an additional 10 (3d6)
Mummies can be used as a basic enemy type in a variety of necrotic damage, and the target must succeed on a
situations. Mummies with an Intelligence score of 7 or less Constitution saving throw (8 + the mummy's proficiency
are typically used as servants for intelligent undead or bonus + its Constitution modifier) or be cursed with mummy
otherwise end up being fodder for your party to deal with in a rot. The cursed target can't regain hit points, and its hit point
straightforward manner. The mummy's specific purpose maximum decreases by 10 (3d6) for every 24 hours that
ultimately depends on the reason behind its preservation, but elapse. If the curse reduces the target's hit point maximum to
all mummified creatures follow the specific instructions laid 0, the target dies, and its body turns to dust. The curse lasts
out by its creator when possible. until removed by the remove curse spell or similar magic.
When a mummified creature has an Intelligence score of 8
or higher, its mental facilities are typically used to lead other Additional Abilities
mummies in order to carry out their master's instructions The mummy gains the action options below.
more effectively. Sometimes an exceptionally intelligent Multiattack. If the base creature already had the
mummy can break free of the site it guards and become a Multiattack action, it can keep it; additionally, the mummy
powerful force of evil in its own right (see the sidebar below). can forgo one attack per turn to use Dreadful Glare.
Otherwise, the mummy can use its Dreadful Glare and
Mummified Creature Template makes one attack with its rotting fist.
Fist. If the base creature already had a melee attack using
Only a Huge or smaller giant, humanoid, or monstrosity may a natural weapon (e.g. a claw, fist, tendril, or hoove attack), it
become a mummified creature, although the DM may allow doesn't gain this action. Otherwise, this attack uses the
creatures of other types to be mummified as appropriate. mummy's Strength modifier to determine its attack bonus
When a living creature (referred to as the base creature) is and damage. This attack deals bludgeoning damage to one
transformed into a mummy, it retains its statistics except as target, with its damage dice being equal to two of the
described below. mummy's hit dice.
Type. The mummy is an undead, and it doesn't require air, Dreadful Glare. The mummy targets one creature it can
food, drink, or sleep. see within 60 feet of it. If the target can see the mummy, it
Armor Class. The mummy's Armor Class becomes 10 + must succeed on a Wisdom saving throw (DC 8 + the
its Dexterity modifier if it wasn't already, and it loses natural mummy's proficiency bonus + its Charisma modifier) against
armor or any other source of armor it may have had. this magic or become frightened until the end of the
Hit Dice. The mummy gains 3 more hit dice, which mummy's next turn. If the target fails the saving throw by 5 or
increases its maximum hit points. more, it is also paralyzed for the same duration. A target that
Speed. The mummy's speed is reduced by 10 feet. succeeds on the saving throw is immune to the Dreadful
Ability Score Adjustment. The mummy's Strength and Glare of all mummies (but not mummy lords) for the next 24
Charisma scores are each increased by 2, to a maximum of hours.
22 and to a minimum of 13. Its Dexterity and Intelligence
scores are each decreased by 2, to a minimum of 4.
Damage Vulnerabilities, Resistances, and Immunities.
The mummy gains resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks. The mummy is
also immune to necrotic and poison damage, and it is
vulnerable to fire damage. None of the vulnerabilities,
resistances, or immunities from the base creature are
preserved.
Condition Immunities. The mummy can't be charmed,
frightened, paralyzed, or poisoned. It also doesn't suffer from
exhaustion.
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Mummified Ogre
Mummified Ogre "A large figure covered in funeral wrappings appears before
Large undead, lawful evil you. Large gaps between the wrappings reveals its severe
lack of flesh, and the decayed state of its bones makes it clear
Armor Class 8
that this being has been dead for a long time. The creature's
Hit Points 85 (10d10 + 30) wrappings and deterioration make it hard to identify, but its
Speed 30 ft. gait and loud roar are definitively those of an enraged ogre."
Combat
STR DEX CON INT WIS CHA In melee combat, a mummified ogre delivers a powerful blow.
21 (+5) 6 (–2) 16 (+3) 4 (–3) 7 (–2) 13 (+1)
Even if it had no other abilities, its great strength and grim
determination would make it a formidable opponent.
Saving Throws Wis +0
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, slashing
from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 8
Languages Common, Giant
Challenge 4 (1100 XP)
Proficiency Bonus +2

Powerful Blows. When the mummy hits a Medium or


smaller creature or object with a melee attack, the
target must make a DC 15 Strength saving throw. On a
failed save, the target is pushed up to 5 feet away from
the mummy and is knocked prone.

Actions
Multiattack. The mummy uses its Dreadful Glare and
makes one melee attack.
From Free Mummy to Mummmy Lord
Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 When an intelligent mummy breaks free of the temple
ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage or tomb it guards, it becomes a free mummy that can
plus 10 (3d6) necrotic damage. If the target is a wander anywhere of its own choosing. Since the
creature, it must succeed on a DC 13 Constitution threat of most mummies and mummy lords are
saving throw or be cursed with mummy rot. The cursed confined to the site they were buried at, most
target can't regain hit points, and its hit point organizations are unprepared for the rise of a free
maximum decreases by 10 (3d6) for every 24 hours mummy and any army it creates. As such, even the
that elapse. If the curse reduces the target's hit point most bitter organizations will find themselves putting
maximum to 0, the target dies, and its body turns to aside their differences if it means that the free
dust. The curse lasts until removed by the remove mummy is destroyed as soon as possible.
curse spell or other magic. When a free mummy first emerges, its most likely
Dreadful Glare. The mummy targets one creature it can course of action is to find a way to ascend to mummy
see within 60 feet of it. If the target can see the lord status. Assuming its preserved heart has been
mummy, it must succeed on a DC 11 Wisdom saving lost to time along with its other organs, a free
throw against this magic or become frightened until mummy will seek out the proper materials to craft an
the end of the mummy's next turn. If the target fails artificial heart. It then seeks out or reanimates a priest
the saving throw by 5 or more, it is also paralyzed for that can magically bind the mummy to its new heart.
the same duration. A target that succeeds on the However, this process tends to be imperfect,
saving throw is immune to the Dreadful Glare of all requiring the newly created mummy lord to sustain its
mummies (but not mummy lords) for the next 24 heart with regular human sacrifices, much like a lich
hours. would require. The frequency of sacrifices begins to
increase over time, and soon enough the mummy lord
Bonus Actions finds itself raising an army to slaughter settlement
Destroy. The mummy makes a melee attack against an upon settlement in a desperate attempt to cling to its
object or structure. final remnants of unlife.

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Additional Traits
Necromental The necromental gains the traits below.
A necromental is the undead remnant of an elemental Create Spawn. An elemental slain by the necromental
creature. It retains only a fraction of the self-awareness that rises as a necromental after 24 hours.
the elemental had in life, but it becomes twisted and evil. Life Draining Aura. At the start of each of the
necromental's turns, each creature within 15 feet of it must
In Your Campaign succeed on a Constitution saving throw (DC 8 + the
Necromentals make great servants for spellcasters necromental's proficiency bonus + its Constitution modifer)
specialized in the schools of conjuration and necromancy. or take necrotic damage equal to two of the necromental's hit
They also work well as enemies in the Elemental Chaos or on dice. A target also suffers health drain equal to the damage
other planes of existence where humanoid undead aren't taken.
nearly as common. Touch of Death. When the necromental deals damage to a
While normal elementals won't treat them any differently, creature, it can change any amount of the damage to be
intelligent elementals and primordials have great disdain for necrotic damage.
necromentals and will attack them on sight. Additional Abilities
The necromental gains one of the action options below.
Necromental Template Disrupt Life (Recharge 5-6). Each living creature within
Only an elemental may become a necromental. When an 15 feet of the necromental takes necrotic damage equal to
elemental (referred to as the base creature) is transformed four of the necromental's hit dice (Constitution save for half,
into a necromental, it retains its statistics except as described DC 8 + the necromental's proficiency bonus + its Constitution
below. modifier).
Type. The necromental is an undead, and it doesn't require Steal Life (Recharge 5-6). The necromental sucks the life
air, food, drink, or sleep. force out of everything within a 15-foot cone. Each living
Armor Class. The necromental's Armor Class becomes 10 creature in the area takes necrotic damage equal to two of
+ its Dexterity modifier if it wasn't already, and it loses the necromental's hit dice (Constitution save for half, DC 8 +
natural armor or any other source of armor it may have had. the necromental's proficiency bonus + its Constitution
Hit Dice. The necromental gains 3 more hit dice, which modifier). The necromental regains hit points equal to the
increases its maximum hit points. total damage dealt to all targets.
Ability Score Adjustment. The necromental's Intelligence Weaken (Recharge 5–6). The necromental targets one or
and Charisma scores are each halved, to a minimum of 1. more living creatures it can see within 10 feet of it. Each
Damage Immunities. The necromental gains immunity to target must make a Wisdom saving throw (DC 8 + the
necrotic and poison damage. necromental's proficiency bonus + its Constitution modifier)
Condition Immunities. The necromental can't be against this magic. On a failed save, a target can't use
poisoned or unconscious. It also doesn't suffer from reactions, its speed is halved, and it can't make more than
exhaustion. one attack on its turn. In addition, the target can take either
Senses. The necromental gains darkvision out to 60 feet. If an action or a bonus action on its turn, not both. These
the base creature already had darkvision, the radius of its effects last for 1 minute (save ends).
darkvision instead increases by 60 feet. However, if the base
creature has blindsight and is blind beyond its radius, the
necromental does not gain darkvision.

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Earth Necromental Earth Glide. The earth necromental can burrow through
nonmagical, unworked earth and stone. While doing so,
Large undead, neutral evil
the earth necromental doesn't disturb the material it
moves through.
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75) Life Draining Aura. At the start of each of the earth
Speed 30 ft., burrow 30 ft. necromental's turns, each creature within 15 feet of it
must succeed on a DC 16 Constitution saving throw or
take 11 (2d10) necrotic damage. A target also suffers
STR DEX CON INT WIS CHA health drain equal to the damage taken.
20 (+5) 8 (–1) 20 (+5) 2 (–4) 10 (+0) 2 (–4) Siege Monster. The earth necromental deals double
damage to objects and structures.
Damage Vulnerabilities thunder Touch of Death. When the earth necromental deals damage
Damage Resistances bludgeoning, piercing, slashing from to a creature, it can change any amount of the damage to
nonmagical attacks be necrotic damage.
Damage Immunities necrotic, poison
Condition Immunities exhaustion, paralyzed, petrified, Actions
poisoned, unconscious Multiattack. The earth necromental makes two slam
Senses darkvision 120 ft., tremorsense 60 ft., passive attacks.
Perception 10
Languages understands Terran but can't speak Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Challenge 6 (2300 XP) target. Hit: 14 (2d8 + 5) bludgeoning damage.
Proficiency Bonus +3
Disrupt Life (Recharge 5-6). Each living creature within 15
feet of the earth necromental takes 22 (4d10) necrotic
Create Spawn. An elemental slain by the earth necromental damage (DC 16 Constitution save for half).
rises as a necromental after 24 hours.

Earth Necromental
"This walking pile of crumbling earth and stone radiates a
palpable aura of death."
Combat
An earth necromental smashes into combat like a typical
earth elemental, though with even more devastating results,
thanks to its necromantic abilities.

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Additional Traits
Necropolitan The necropolitan gains the traits below.
Necropolitans are humanoids who renounce life and Aversion of Radiance. If the necropolitan takes radiant
embrace undeath in a special ritual called the Ritual of damage, it has disadvantage on attack rolls and ability checks
Crucimigration (see below). until the end of its next turn.
A necropolitan's skin is dry, withered, and powdery. Its eyes Clarity of Death. The necropolitan is immune to any spell
are as pale as driven snow, and as lifeless. It continues to or effect that would read its thoughts, determine if it is lying,
dress in the fashion it preferred while living. Necropolitans or magically influence its thoughts or behavior.
are considered citizens of the little-known city of Nocturnus, Magic Resistance. The necropolitan has advantage on
but if their nature is revealed elsewhere, they are feared and saving throws against spells and other magical effects.
hunted like common monsters. Negative Energy Absorption. Whenever the necropolitan
is subjected to necrotic damage, it takes no damage and
In Your Campaign regains a number of hit points equal to the necrotic damage
While necropolitan aren't inherently evil, many factions in dealt.
your campaign would seek to destroy them if they discovered Turn Resistance. The necropolitan has advantage on
the existence of these undead. saving throws against effects that turn undead.
Undead Fortitude. If damage reduces the necropolitan to
Necropolitan Template 0 hit points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or
Only a humanoid, or monstrosity may become a necropolitan, from a critical hit. On a success, the necropolitan drops to 1
although the DM may allow creatures of other types to hit point instead.
become a necropolitan as appropriate. When a living creature
(referred to as the base creature) is transformed into a
necropolitan, it retains its statistics except as described
below.
Type. The necropolitan is an undead, and it doesn't require
air, food, drink, or sleep.
Ability Score Adjustment. The necropolitan's
Constitution score increases by 2, to a maximum of 22.
Damage Immunities. The necropolitan is immune to cold,
necrotic, and poison damage.
Condition Immunities. The necropolitan can't be
charmed, frightened, paralyzed, or poisoned. It also doesn't
suffer from exhaustion.
Skills. The necropolitan gains expertise with two skills of
its choice, which means its proficiency bonus is doubled for
any ability check it makes with it.
Senses. The necropolitan gains darkvision out to 60 feet. If
the base creature already had darkvision, the radius of its
darkvision instead increases by 60 feet. However, if the base
creature has blindsight and is blind beyond its radius, the
necropolitan does not gain darkvision.
Traits, Actions, and Proficiencies. The necropolitan loses
any trait, such as Amphibious, that assumes a living
physiology. The necropolitan might retain or lose any or all of
its lair actions or inherit new ones, as the DM sees fit. It also
gains additional traits as described in the sections below.
Otherwise, the necropolitan retains the base creature's
proficiencies, actions, and traits.

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Necropolitan Mage Negative Energy Absorption. Whenever the necropolitan is
subjected to necrotic damage, it takes no damage and
Medium undead, any alignment
regains a number of hit points equal to the necrotic
damage dealt.
Armor Class 12 (15 with mage armor)
Hit Points 49 (9d8 + 9) Spellcasting. The necropolitan is a 9th-level spellcaster. Its
Speed 30 ft. spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). The necropolitan has the following
wizard spells prepared:
STR DEX CON INT WIS CHA Cantrip (at will): fire bolt, mage hand, prestidigitation, toll
9 (–1) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0) the dead
1st level (4 slots): detect magic, mage armor, magic
missile, shield
Saving Throws Con +4, Int +6, Wis +4, Cha +3 2nd level (3 slots): misty step, ray of enfeeblement
Skills Arcana +9, History +9 3rd level (3 slots): counterspell, fireball, fly
Damage Immunities cold, necrotic, poison 4th level (3 slots): blight, dimension door
Condition Immunities charmed, exhaustion, frightened, 5th level (1 slot): cone of cold
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11 Turn Resistance. The necropolitan has advantage on saving
Languages any four languages throws against effects that turn undead.
Challenge 7 (2900 XP)
Undead Fortitude. If damage reduces the necropolitan to 0
Proficiency Bonus +3 hit points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is radiant
Aversion of Radiance. If the necropolitan takes radiant or from a critical hit. On a success, the necropolitan drops
damage, it has disadvantage on attack rolls and ability to 1 hit point instead.
checks until the end of its next turn.
Clarity of Death. The necropolitan is immune to any spell or
Actions
effect that would read its thoughts, determine if it is lying, Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
or magically influence its thoughts or behavior. 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Magic Resistance. The necropolitan has advantage on
saving throws against spells and other magical effects.

Necropolitan Mage Combat


This necropolitan acts much like a typical mage, though it
"This withered humanoid has eyes so blue they are more focuses its attacks on any character prominently displaying a
accurately described as white, as if drained of color and life. holy symbol or otherwise appearing to be a cleric or paladin.
The figure wears severe black clothing and clutches a thin
wand in one gnarled hand."

Ritual of Crucimigration
Any humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the
creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.
The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to
affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal
through the petitioner's fingers and up the arms is not what finally ends the petitioner's mortal life, however, since death
usually comes from asphyxiation and heart failure. As petitioners feel death's chill enter their bodies, many have second
thoughts, but it is far too late to go back-the cursed nails and chanting of the ritual ensures that the Crucimigration is
completed.
The ceremony lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three
zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing
the petitioner's last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative
Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.
If the ritual is interrupted before it is completed, the petitioner is merely dead.

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Swarm-Shifter Swarm Options
The vampire that explodes into a flock of bats, the mummy When selecting a swarm-shifter option, any swarm of Tiny
that crumbles into a pile of scorpions—these are swarm- beasts or undead with an Intelligence score of 5 or less may
shifters, undead that have been granted the dark power to qualify. In addition, the stat blocks below are designed to
become swarms. work well in tandem with the swarm-shifter template:
A swarm-shifter appears like a normal undead creature Bloodmote Cloud
until its body explodes into a swarm. There are many "This cloud of buzzing insects boils toward its victims,
varieties of swarm-shifters, and although some are more droning ominously in its strangely deep pitch and
common than others, swarm-shifters do not seem limited to accompanied by the sickly sweet aroma of blood."
certain kinds of swarms by their form of undeath.
A bloodmote cloud is made up of undead mosquitoes with a
In Your Campaign blood thirst. While a living mosquito is hardly more than an
The swarm-shifter template is primarily a mechanical tool to annoyance, and a swarm of the same is hardly cause for
make an encounter memorable, rather than a narrative tool alarm, the appearance of a concentrated swarm of undead
to make unique villains. However, the ability to turn into a bloodsuckers is a calamity.
swarm may also allow an undead to easily spy or scout out
areas without being detected.
Swarm-shifters are also adept at using their swarm form to Bloodmote Cloud
escape, which can be used to establish reoccurring villains in
your campaign. Medium swarm of tiny undead, neutral evil

Swarm-Shifter Template Armor Class 13 (natural armor)


Hit Points 39 (6d8 + 12)
Only an undead creature can become a swarm-shifter. When Speed 10 ft., fly 50 ft.
an undead (referred to as the base creature) becomes a
swarm-shifter, it gains the Shapechanger trait below. Note
that unlike most templates, an undead can potentially acquire STR DEX CON INT WIS CHA
this template more than once, gaining a new swarm option 3 (–4) 14 (+2) 15 (+2) 2 (–4) 8 (–1) 4 (–3)
with each application.
Damage Resistances bludgeoning, piercing, slashing
Shapechanger. The swarm-shifter can use its bonus action Damage Immunities poison
to polymorph into a swarm of undead creatures, chosen from Condition Immunities charmed, frightened, grappled,
the list of options below when this template was applied. The paralyzed, petrified, poisoned, prone, restrained,
swarm-shifter can choose whether its equipment falls to the stunned
ground, melds with its new form, or is worn by the new form. Senses blindsight 10 ft., darkvision 60 ft., passive
The swarm-shifter reverts to its true form if it dies or falls Perception 9
unconscious. The swarm-shifter can revert to its true form Languages —
using a bonus action on its turn. Challenge 6 (2300 XP)
While in a new form, the swarm-shifter retains its game Proficiency Bonus +3
statistics and ability to speak, but its movement modes are
replaced by those of the new form, and it gains any special Stench. Any creature that starts its turn with the
senses, proficiencies, traits, actions, and reactions that the bloodmote cloud in its space must succeed on a DC
13 Constitution saving throw or be poisoned until the
new form has but that it lacks. It loses any attack that relies start of its next turn.
on the use of its equipment or normal body, and it can cast its
spells with verbal or somatic components in its new form. Swarm. The swarm can occupy another creature's space
The new form's attacks count as magical for the purpose of and vice versa, and the swarm can move through any
overcoming resistances and immunity to nonmagical attacks. opening large enough for a Tiny mosquito. The swarm
The swarm-shifter can choose to use one of its normal attack can't regain hit points or gain temporary hit points.
bonuses or saving throw DCs in place of an attack bonus or Actions
saving throw DC of the new form, respectively. Additionally,
the swarm-shifter can choose to keep its original size, or it Blood Drain. Melee Weapon Attack: +5 to hit, reach 0
can become the size denoted in the new form's statistics. ft., one target in the swarm's space. Hit: 10 (4d4)
piercing damage plus 5 (2d4) necrotic damage, or 5
(2d4) piercing damage plus 2 (1d4) necrotic damage if
the swarm is bloodied.

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Swarm of Leeches
"You look upon the horrific sight of a swarm of flesh-eating
leeches. Moving in unison, each tiny leech has razor sharp
teeth that would eat away at your skin if given the chance."
Possessed with an insatiable hunger, a swarm of leeches
constantly seeks a new creature to suck. The presence of a
swarm of leeches is typically accompanied by a trail of dead
bodies, each shriveled and devoid of any moisture or flesh.
Swarm of Scorpions
"Each scorpion in the swarm before you possesses a sharp
stinger that would most certainly poison you to death given
the chance."
Swarms of scorpions are most often found in desert areas of
the supernatural variety, and are often included as guardians
alongside a magical tomb that houses mummies and a head
mummy lord.

Swarm of Leeches Languages —


Challenge 1/2 (100 XP)
Medium swarm of tiny beasts, neutral evil
Proficiency Bonus +2

Armor Class 10 Swarm. The swarm can occupy another creature's space
Hit Points 22 (5d8) and vice versa, and the swarm can move through any
Speed 10 ft., climb 10 ft. opening large enough for a Tiny leech. The swarm can't
regain hit points or gain temporary hit points.
STR DEX CON INT WIS CHA
Actions
3 (–4) 11 (+0) 10 (+0) 1 (–5) 5 (–3) 1 (–5)
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
creature in the swarm's space. Hit: 5 (2d4) piercing
Damage Resistances bludgeoning, piercing, slashing damage, or 2 (1d4) piercing damage if the swarm is
Condition Immunities charmed, frightened, grappled, bloodied. The target also takes 5 (2d4) necrotic damage
paralyzed, petrified, poisoned, prone, restrained, (DC 10 Constitution save for half). As an exception to its
stunned Swarm trait, the swarm regains a number of hit points
Senses blindsight 10 ft., passive Perception 7 equal to half the amount of necrotic damage dealt.

Swarm of Scorpions Languages —


Challenge 1/2 (100 XP)
Medium swarm of tiny beasts, unaligned
Proficiency Bonus +2

Armor Class 12 Swarm. The swarm can occupy another creature's space
Hit Points 24 (7d8 – 7) and vice versa, and the swarm can move through any
Speed 10 ft. opening large enough for a Tiny scorpion. The swarm can't
regain hit points or gain temporary hit points.
STR DEX CON INT WIS CHA
Actions
4 (–3) 15 (+2) 8 (–1) 1 (–5) 2 (–4) 1 (–5)
Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one
creature in the swarm's space. Hit: 5 (2d4) piercing
Damage Resistances bludgeoning, piercing, slashing damage, or 2 (1d4) piercing damage if the swarm is
Condition Immunities charmed, frightened, grappled, bloodied. The target also takes 4 (1d8) poison damage
paralyzed, petrified, prone, restrained, stunned (DC 9 Constitution save for half).
Senses blindsight 10 ft., passive Perception 6

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Swarm of Tomb Motes Swarm of Worms
"At a glance, the entity before you appears to be a shifting pile "A large wriggling mass of worms emerges from beneath the
of dirt, bone, and rock. A closer inspection reveals that it is in dirt, crawling up your leg and into your shoes and pants."
fact a swarm of tiny, vaguely humanoid creatures that chitter
in unison." Lurking beneath the dirt or on the walls, a swarm of worms
can induce fear in the hearts of even the noblest of
While a single tomb mote (see Chapter 1) doesn't pose much adventurers, especially when there are enough of them to
of a threat, an entire swarm of these mischievous undead can overwhelm a victim's vision while eating away at its skin and
be enough to take down novice adventurers that aren't flesh.
prepared to deal with their skittish behavior.

Swarm of Worms
Swarm of Tomb Motes Medium swarm of tiny beasts, unaligned
Medium swarm of tiny undead, chaotic evil
Armor Class 12
Armor Class 13 Hit Points 31 (7d8)
Hit Points 27 (5d8 + 5) Speed 10 ft., burrow 10 ft., climb 10 ft.
Speed 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
2 (–4) 15 (+2) 10 (+0) 1 (–5) 2 (–4) 1 (–5)
10 (+0) 16 (+3) 13 (+1) 8 (–1) 12 (+1) 6 (–2)
Damage Resistances bludgeoning, piercing, slashing
Skills Stealth +5 Condition Immunities charmed, frightened, grappled,
Damage Resistances bludgeoning, piercing, slashing paralyzed, petrified, poisoned, prone, restrained,
Damage Immunities necrotic, poison stunned
Condition Immunities charmed, frightened, grappled, Senses blindsight 10 ft., gassive Perception 6
paralyzed, petrified, poisoned, prone, restrained, Languages —
stunned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 11 Proficiency Bonus +2
Languages —
Challenge 2 (450 XP) Swarm. The swarm can occupy another creature's space
Proficiency Bonus +2 and vice versa, and the swarm can move through any
opening large enough for a Tiny worm. The swarm can't
Swarm. The swarm can occupy another creature's space regain hit points or gain temporary hit points.
and vice versa, and the swarm can move through any
opening large enough for a Tiny tomb mote. The Actions
swarm can't regain hit points or gain temporary hit
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
points.
target in the swarm's space. Hit: 10 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm is
Actions bloodied.
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
target in the swarm's space. Hit: 14 (4d6) piercing Plague of Worms. Each creature in the swarm's space
damage, or 7 (2d6) piercing damage if the swarm is must succeed on a DC 12 Dexterity saving throw or
bloodied. If the target is a creature, it must make a DC take 5 (2d4) bludgeoning damage and be blinded by
11 Constitution saving throw. On a failed save, the the swarm until the end of the swarm's next turn.
target is poisoned until the end of the swarm's next
turn. On a successful save, the target is immune to
being poisoned by any tomb mote for 24 hours.
Bonus Actions
Nimble Escape. The swarm takes the Disengage or Hide
action.

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Scorpion-Shifter Mummy While in its new form, the mummy retains its game
statistics and ability to speak, but its movement modes are
Medium undead (shapechanger), lawful evil
replaced by those of the new form, and it gains any special
senses, proficiencies, traits, actions, and reactions that the
Armor Class 11 (natural armor) new form has but that it lacks (such actions and traits are
Hit Points 58 (9d8 + 18) included in this stat block).
Speed 20 ft. (mummy form) or 10 ft. (swarm form) The new form's attacks count as magical for the purpose
of overcoming resistances and immunity to nonmagical
attacks.
STR DEX CON INT WIS CHA
Swarm (Swarm Form Only). The mummy can occupy
16 (+3) 8 (–1) 15 (+2) 6 (–2) 10 (+0) 12 (+1) another creature's space and vice versa, and the mummy
can move through any opening large enough for a Tiny
Saving Throws Wis +2 scorpion. The mummy can't regain hit points or gain
Damage Vulnerabilities fire temporary hit points.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks; bludgeoning, piercing, and Actions
slashing (swarm form only)
Multiattack. The mummy uses its Dreadful Glare and makes
Damage Immunities necrotic, poison
one melee attack.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned; grappled, petrified, prone, Rotting Fist (Mummy Form Only). Melee Weapon Attack:
restrained, stunned (swarm form only) +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
Senses darkvision 60 ft.; blindsight 10 ft. (swarm form bludgeoning damage.
only), passive Perception 10
Languages the languages it knew in life Bites (Swarm Form Only). Melee Weapon Attack: +5 to hit,
Challenge 3 (700 XP) reach 0 ft., one creature in the mummy's space. Hit: 8
Proficiency Bonus +2 (2d4 + 3) piercing damage, or 5 (1d4 + 3) piercing
damage if the mummy is bloodied. The target also takes 4
Mummy Rot. When the mummy hits a creature with a (1d8) poison damage (DC 12 Constitution save for half).
melee attack, the attack deals an additional 10 (3d6) Dreadful Glare. The mummy targets one creature it can see
necrotic damage, and the target must succeed on a DC 12 within 60 feet of it. If the target can see the mummy, it
Constitution saving throw or be cursed with mummy rot. must succeed on a DC 11 Wisdom saving throw against
The cursed target can't regain hit points, and its hit point this magic or become frightened until the end of the
maximum decreases by 10 (3d6) for every 24 hours that mummy's next turn. If the target fails the saving throw by
elapse. If the curse reduces the target's hit point 5 or more, it is also paralyzed for the same duration. A
maximum to 0, the target dies, and its body turns to dust. target that succeeds on the saving throw is immune to the
The curse lasts until removed by the remove curse spell or Dreadful Glare of all mummies (but not mummy lords) for
similar magic. the next 24 hours.
Shapechanger. The mummy can use its bonus action to
polymorph into a swarm of undead scorpions. The
mummy can choose whether its equipment falls to the
ground, melds with its new form, or is worn by the new
form. The mummy reverts to its true form if it dies or falls
unconscious. The mummy can revert to its true form using
a bonus action on its turn.

Scorpion-Shifter Mummy Combat


A scorpion-shifter mummy acts much like a regular mummy.
"A skittering swarm of scorpions five feet across approaches It typically prefers to fight while in swarm form, but it may
you. The swarm contracts, merging together and compacting. transform back if it is bloodied. It may also transform into a
Suddenly, it coalesces into a withered corpse in funeral swarm as a method of escape; while its swarm form is even
wrappings." slower than its mummy form, its Swarm trait allows it to
escape via small openings that its mummy form wouldn't fit
through.

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Additional Traits
Umbral Creature The target gains the following traits.
Like shadows, umbral creatures are creatures of living Amorphous. The umbral creature can move through a
darkness. They hate life and light with equal fervor. Their space as narrow as 1 inch wide without squeezing.
touch bestows the painful chill of nonexistence, making them Create Spawn. When a non-evil humanoid is slain by the
very dangerous opponents. umbral creature, a shadow rises from its corpse 1d4 hours
An umbral creature looks like a shadowy version of a later.
material creature, and it may easily be mistaken for a living Shadow Stealth. While in dim light or darkness, the
creature from the Plane of Shadow. Umbral creatures are umbral creature can take the Hide action as a bonus action,
diffi cult to see in dark or gloomy areas, but they stand out and its proficiency bonus is doubled for any check it makes
starkly in brightly illuminated places. using the Stealth skill.
Natural enemies of all that live, umbral creatures are Strength Drain. When the umbral creature deals damage
aggressive and predatory. They are quick to strike and make to a creature, the target's Strength score is reduced by 1d4.
short work of those unprepared to deal with them. The target dies if this reduces its Strength to 0. Otherwise,
the reduction lasts until the target finishes a short or long
Umbral Creature Template rest.
Only an aberration, dragon, giant, beast, or monstrosity may Sunlight Weakness. While in sunlight, the umbral
become an umbral creature; humanoids become shadows creature has disadvantage on attack rolls, ability checks, and
(MM 269) instead. When a living creature (referred to as the saving throws.
base creature) becomes an umbral creature, it retains its Additional Abilities
statistics except as described below. The target gains the following action option.
Type. The umbral creature is an undead, and it doesn't Withering Touch. If the base creature already had access
require air, food, drink, or sleep. to a melee weapon attack, it doesn't gain this action; if the
Armor Class. The umbral creature's Armor Class becomes attack is made with a natural weapon (e.g. a claw, fist, tendril,
10 + its Dexterity modifier if it wasn't already, and it loses or hoove attack), it deals necrotic damage instead of its
natural armor or any other source of armor it may have had. normal damage type, while if it is made with a manufactured
Speed. The umbral creature's walking speed increases by weapon, the attack deals additional necrotic damage equal to
10 feet, and it loses all other forms of movement. one of the umbral creature's hit dice. Otherwise, this attack
Ability Score Adjustment. The umbral creature's uses the umbral creature's Dexterity modifier to determine its
Dexterity score increases by 2, to a maximum of 22 and a attack bonus and damage. This attack deals necrotic damage
minimum of 14. However, if its Strength score is higher than to one creature, with its damage dice being equal to two of
its new Dexterity score, the umbral creature's Dexterity rises the umbral creature's hit dice.
to match its Strength. Its Strength score is then halved, to a
minimum of 1.
Damage Vulnerabilities, Resistances, and Immunities. Strength Drain
The umbral creature has the same vulnerabilities, When making an umbral creature, remember that the
resistances, and immunities as a shadow (MM 269). None of Strength Drain feature is very potent, and can kill even
the vulnerabilities, resistances, or immunities from the base the strongest of parties in certain circumstances. For
creature are preserved. instance, an umbral roper would make five attacks per
Condition Immunities. The umbral creature can't be turn, meaning that it could easily drain an entire
frightened, grappled, paralyzed, petrified, poisoned, prone, or adventuring party of its Strength in two or three turns.
restrained. It also doesn't suffer from exhaustion. If you find the Strength Drain feature to be too
overbearing (whether on an umbral creature or a
Senses. The umbral creature gains darkvision out to 60 shadow), consider using the alternative feature below.
feet. If the base creature already had darkvision, the radius of Enfeebling Touch. When the umbral creature deals
its darkvision instead increases by 60 feet. The umbral damage to a creature, the target is enfeebled until the
creature loses all other senses. end of the umbral creature's next turn. During this
Traits, Actions, and Proficiencies. The umbral creature time, the target has disadvantage on Strength checks
loses any trait, such as Amphibious, that assumes a living and saving throws, and it only deals only half damage
physiology, as well as any trait that relies on being corporeal, with weapon attacks that use Strength.
such as Spider Climb or Standing Leap. The umbral creature
might retain or lose any or all of its lair actions or inherit new
ones, as the DM sees fit. It also gains additional actions and
traits as described in the sections below. Otherwise, the
umbral creature retains the base creature's proficiencies,
actions, and traits.

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Umbral Displacer Beast Avoidance. If the umbral displacer beast is subjected to an
effect that allows it to make a saving throw to only take
Large undead, chaotic evil
half damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Armor Class 14
Hit Points 85 (10d10 + 30) Displacement. The umbral displacer beast projects a
Speed 50 ft. magical illusion that makes it appear to be standing near
its actual location, causing attack rolls against it to have
disadvantage. If it is hit by an attack, this trait is disrupted
STR DEX CON INT WIS CHA until the end of its next turn. This trait is also disrupted
while the umbral displacer beast is incapacitated or has a
9 (–1) 18 (+4) 16 (+3) 6 (–2) 12 (+1) 8 (–1) speed of 0.
Skills Stealth +7 Shadow Stealth. While in dim light or darkness, the umbral
Damage Vulnerabilities radiant displacer beast can take the Hide action as a bonus action.
Damage Resistances acid, cold, fire, lightning, thunder; Its stealth bonus is also improved to +10.
bludgeoning, piercing, and slashing from nonmagical Sunlight Weakness. While in sunlight, the umbral displacer
attacks beast has disadvantage on attack rolls, ability checks, and
Damage Immunities necrotic, poison saving throws.
Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained Actions
Senses darkvision 120 ft., passive Perception 11
Languages — Multiattack. The umbral displacer beast makes two attacks
Challenge 5 (1800 XP) with its tentacles.
Proficiency Bonus +3 Withering Tentacle. Melee Weapon Attack: +6 to hit, reach
10 ft., one creature. Hit: 11 (2d6 + 4) necrotic damage,
Amorphous. The umbral displacer beast can move through and the target's Strength score is reduced by 1d4. The
a space as narrow as 1 inch wide without squeezing. target dies if this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.

Umbral Displacer
"A murky, vaguely feline shape crouches before you."
Combat
Umbral displacer beasts rely on their incorporeal-esque
nature and their natural displacement to avoid most attacks.
Due to their limited Intelligence, they don't typically take full
advantage of their abilities, such as focusing targets with less
Strength in an attempt to kill them first.

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Minor Templates Plague Spreader
The templates in this section function identically to the ones Dead bodies are a potent vector for a plague to spead across
listed earlier, but include only a handful of features and do the land. When these corpses rise as undead, they become
not have any campaign advice or sample stat blocks agents of the plague, spreading infection through their
associated with them. diseased touch.
Most plague spreaders are undead, but rarely a humanoid
Deathhunger can survive being a plague spreader for an extended period of
time, allowing it to spread its disease (accidentally or
Deathhunger cratures have an insatiable appetite for death otherwise) throughout the unexpecting population of the
that drives them to utterly consume their prey. A deathhunger settlement it lives in.
grows in power with each creature it slays. Deathhunger Contagion (1/Turn). When the plague spreader deals
increases a creature's toughness and ferocity. Most creatures necrotic damage to a creature, hits it with a melee attack, or
consider deathhunger to be a curse even for undead because touches it as an action, the target suffers the effects of the
it drives the afflicted into a mindless rage. contagion spell (save DC 8 + the plague spreader's
Most deathhungers are undead, but any creature can proficiency bonus + its Constitution modifier). The effect
become one if it has been exposed to the curse for too long. always inflicts the same disease as chosen by the DM before
Hit Dice. The deathhunger gains 3 more hit dice, which the encounter.
increases its maximum hit points. Contaminating Presence. Creatures within 30 feet of the
Bloodied Ferocity. While it is bloodied, the deathhunger plague spreader have disadvantage on all Constitution saving
has advantage on all attack rolls and ability checks. throws. If a creature is immune to poison or disease, it must
Consume (1/Turn). When the deathhunger deals damage be within 10 feet of the plague speader instead.
to a bloodied creature with a melee attack, it partially Diseased Body. A creature that touches the plague
consumes the target, regaining hit points equal to the spreader or hits it with a melee attack while within 5 feet of it
damage dealt. The target also suffers health drain equal to takes necrotic damage equal to two of the plague spreader's
the damage taken. hit dice.
Guardian of the Dead Tomb Tainted
Guardians of the dead take a variety of forms and can be of Whether born under a dark star or touched too many times
any creature type, but each is tasked by way of curse, hex, or by the hand of the undead, this living creature has been
sacred promise to guard a tomb, treasure, or resting place tainted by the grave. The creature has sallow skin, receding
from would-be grave robbers and adventurers. gums, bloodshot, watery eyes, and elongated yellow
Alert. The guardian has advantage on initiative rolls and fingernails—all signs of its connection to the dead.
Wisdom (Perception) checks. Most tomb tainted creatures are humanoids, but if it dies
Death Mark (1/Turn). When the guardian hits a creature and is reanimated as an undead, a tomb tainted still retains
with an attack roll, it is marked for death until the start of the all of the special features below.
guardian's next turn. While marked, the target has Tainted Form. The tomb tainted is immune to necrotic
disadvantage on any attack roll that isn't against the guardian, and poison damage, as well as the exhaustion and poisoned
and when the target hits a creature other than the guardian conditions. In addition, the tomb tainted doesn't require air,
with an attack, the target takes necrotic damage equal to two food, drink, or sleep.
of the guardian's hit dice. Deathly Aura. The tomb tainted can enable or disable this
Shrug it Off (Reaction). The guardian halves the damage trait as a bonus action. While active, any living creature
that it takes from an attack that hits it. The guardian must be within 30 feet of the tomb tainted can't regain hit points and
able to see the attacker. has disadvantage on saving throws against necrotic damage.
Power of the Grave. The tomb tainted has advantage on
all Constitution and death saving throws. While bloodied, it
Extra Creature Templates also regains hit points equal to twice its Constitution modifier
For more creature templates, including a Shadow at the start of each of its turns.
Dweller template that may work well in an undead-
related campaign, check out Badooga's Monster
Guidelines, the ultimate guide to monster and
encounter design in 5e.

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Chapter 3: Cults of Undeath

W
hether symbolized by the seductive nature of From the ashes of the Academy's worst failure came its first
the vampire or the sheer power of the lich, the great success. Unable to repair Master Xilian's horribly
undead have an undeniable draw to the living. broken body, the necromancers instead performed an
Over the centuries, innumerable cults, unspeakable process upon her, turning her into a lich. With a
conclaves, and organizations have sprung up newfound lease on unlife, Xilian swore vengeance upon her
dedicated to or led by the walking dead. Six enemies. She knew that patience was her ally, and over the
such groups are detailed below for inclusion in next century, quietly built up a secret but powerful
your game. Each description includes notes on incorporating organization dedicated to death and evil. Now, the time to
the cult into your campaign, two necromantic boons that can strike approaches near, yet she hesitates, fearing the
be granted to notable members of the cult, and a sample possibility of another setback.
NPC affiliated with the group. Today, the Academy Necromica prides itself on its strict
dedication to evil above petty politics, and thus remains
Academy Necromica basically neutral evil. Individual members may vary from this
ideal, but the Academy itself rarely strays into either lawful or
The Academy Necromica was founded nearly one hundred chaotic methods. Symbolic of this ideal is Xilian, the Master
and fifty years ago by the necromancer Xilian, who sought to of the Academy and a powerful necromancer in her own
establish a place where like-minded individuals could come right. As the organization's founder and most powerful
together and share the secrets of the dark arts. Over the next member, Xilian is possessed of a patience born of more than
two decades, Master Xilian slowly built up the organization, a century of unlife. She does not take unnecessary risks,
hand-picking members from those who respected (or though she also knows the value of personal involvement in
worshiped) the power of death and undeath. Soon she had a times of crisis. She spends most of her time teaching the
cadre of necromancers, evil priests, and professional killers. students of the Academy, as well as crafting long-range plans
But the Academy was infiltrated by a paladin named Rion, for the organization's future.
who used his knowledge of the group's inner workings to As one might expect, the Academy welcomes both the
organize an assault by those who opposed them. Most of the living and the dead, and it numbers a few undead (vampires,
Necromicans (as the Academy's members call themselves) specters, and the like) among its membership. To join, one
were destroyed, and Xilian herself was on death's door when must only demonstrate an appreciation for the arts of death,
loyal minions spirited her away. whether that appreciation is scholarly or more... hands-on.
In Your Campaign
Unless you run an evil-oriented campaign, the Academy
Necromica probably works best as an adversary for your
party. The characters might come across rumors of a ring of
graverobbers or bodysnatchers, which in turn could lead
them to discover the Academy's more vile activities.
Alternatively, the Academy might target one of the party
members as a likely candidate for vampirism or similar
undead transformation, hoping that experiencing death will
make the character friendlier to their aims. Or maybe one or
more characters are aligned with the forces that brought
Xilian and her Academy down the first time. If you have a
non-good necromancer in the party, the Academy might even
attempt recruitment, but only after confirming the character's
disposition towards undeath.
It's probably best not to pit the character directly against
the Academy at lower levels. The higher-ranking members
(such as Xilian or Uther Kyush, described below) could
certainly defeat a low-level party of adventurers
singlehandedly, and neither would hesitate to eliminate a
serious threat to the organization.

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Uther Kyush Sneak Attack (1/Turn). Kyush deals an extra 14 (4d6)
necrotic damage when he hits a target with a weapon
Medium humanoid (high elf), neutral evil
attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of Kyush that isn't
Armor Class 15 (studded leather armor) incapacitated and Kyush doesn't have disadvantage on the
Hit Points 78 (12d8 + 24) attack roll.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Kyush makes two shortsword attacks.

11 (+0) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 12 (+1) Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, and the
Saving Throws Dex +7, Int +6 target takes 24 (7d6) poison damage (DC 16 Constitution
Skills Acrobatics +7, Deception +5, Perception +6, Stealth save for half).
+11 Light Crossbow. Ranged Weapon Attack: +7 to hit, range
Damage Resistances necrotic, poison 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage,
Senses darkvision 60 ft., passive Perception 16 and the target takes 24 (7d6) poison damage (DC 16
Languages Common, Elvish, Thieves' Cant Constitution save for half). If the saving throw fails by 5 or
Challenge 10 (5,900 XP) more, the target is also poisoned until the end of its next
Proficiency Bonus +4 turn. It also falls prone and can't stand up while poisoned
in this way.
Assassinate. During his first turn, Kyush has advantage on Mage Hand (Cantrip). A spectral, floating hand appears at a
attack rolls against any creature that hasn't taken a turn. point Kyush chooses within 30 feet of him. The hand lasts
Any hit Kyush scores against a surprised creature is a for 1 minute or until he dismisses it as an action. The hand
critical hit. vanishes if it is ever more than 30 feet away from him or if
Evasion. If Kyush is subjected to an effect that allows him he casts this spell again.
to make a Dexterity saving throw to take only half damage, Kyush can use his action to control the hand. He can use
he instead takes no damage if he succeeds on the saving the hand to manipulate an object, open an unlocked door
throw, and only half damage if he fails. or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. He can move
Fey Ancestry. Kyush has advantage on saving throws the hand up to 30 feet each time he uses it.
against being charmed, and magic can't put Kyush to The hand can't attack, activate magic items, or carry more
sleep. than 10 pounds.
Potent Necromancy. Whenever Kyush deals necrotic Bonus Actions
damage, he can reroll the damage dice and use either total.
Cunning Action. Kyush takes the Dash, Disengage, or Hide
action.

Necromantic Boons Sample Member


Members of the Academy Necromica learn various methods After Master Xilian, the most respected member of the
and techniques that allow them to enhance their magic and Academy is Uther Kyush, who oversees all targeted slayings,
their ability to deal necrotic damage. illicit information gathering, and other criminal activities of
the Academy. Most Necromicans value Kyush's personal
Grave Magic. When the cultist casts a spell that deals involvement in the day-to-day workings of the Academy,
damage, it can change the spell's damage type to necrotic. seeing him as much more in touch with the rank-and-file
Potent Necromancy. Whenever the cultist deals necrotic membership than Xilian. Kyush employs two squads of spies
damage, it can reroll the damage dice and use either total. and cutthroats, each comprised of two spies (MM 349) and
five thugs (MM 350) that are led by one veteran (MM 350).
Kyush is rarely separated from his bodyguard/lover Ronica, a
LE female human necromancer (VGM 217).

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Blood Scion Heresy
The Blood Scion Heresy is one of a handful of so-called blood
cults dedicated to the worship of vampire lords. Cult
members willingly become thralls to these vampire lords.
The Blood Scion Heresy was founded on the principle that
blood is a holy sacrament, and through its consumption the
righteous will be blessed with eternal life. Particularly fervent
worshipers have been known to sacrifice themselves in an
unholy ritual that results in their transformation into blood
amniotes (see Chapter 1).
A cult cell attempts to limit its membership to twenty-five
members in any given city. If the cell were to grow larger, the
presence of so many vampires could be difficult to conceal. At
the top is a high preceptor, one of many vampire lords that
hold positions of responsibility within the Blood Scion
Heresy. Espousing secrecy above all, these preceptors
enforce strict rules that dictate when and where the thralls
can feed, so that hunting does not attract undue attention.
They also preach the tenets of the cult and are charged with
recruiting new members into the organization.
The cult has no true leader, but the Masked One is seen as
the organization's ultimate authority. Beyond the Masked One
and his high preceptors, the Blood Scion Heresy has no
hierarchy and is a disorganized amalgamation of landed lords
and petty nobles jockeying for positions of favor within the
society.
Necromantic Boons
Through forbidden knowledge, vampiric corruption, and
unholy worship, members of the Heresy use blood magic to
steal and weaken the life force of living creatures while
simultaneously invigorating their own.
Blood Call (Reaction). When a creature within 20 feet of the
cultist takes necrotic damage, the cultist regains a number of
hit points equal to its Constitution modifier plus its Challenge
Rating. Any excess healing is gained as temporary hit points.
Blood Storm (Bonus Action; Recharge 5-6). The cultist
unleashes a storm of blood in an aura around it out to a
radius of 20 feet. The storm lasts until the end of its next turn
and lightly obscures the area. Until the end of the cultist's
next turn, the cultist and each undead in the area have
advantage on all saving throws, and every other creature in
the area has disadvantage on all saving throws.
Sample Member
A bitter, nihilistic creature, Godfrey is a good example of the
average high preceptor. Having been flushed out of his urban
den by an order of paladins, Godfrey wandered aimlessly
until he was taken in by the Blood Scion Heresy. He now
controls a small cell of ten cultists, and is currently making
plans to destroy the holy order that once wronged him.
Godfrey prefers to use enchantment and illusion magic in
combat, and finds great pleasure in forcing even the most
righteous and noble of enemies to fight each other in combat.

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Godfrey Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by Godfrey,
Medium undead, chaotic evil
incapacitated, or restrained. Hit: 22 (4d8 + 4) piercing
damage plus 10 (3d6) necrotic damage. The target suffers
Armor Class 16 (natural armor) health drain equal to the damage taken, and Godfrey
Hit Points 161 (19d8 + 76) regains hit points equal to that amount. A humanoid slain
Speed 40 ft. in this way and then buried in the ground rises the
following night as a vampire spawn under Godfrey's
control.
STR DEX CON INT WIS CHA
Bonus Actions
12 (+1) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Shadow Stealth. Godfrey takes the Hide action while in dim
Saving Throws Dex +9, Wis +7, Cha +9 light or darkness.
Skills Acrobatics +9, Deception +9, Perception +7, Stealth Blood Storm (Recharge 5–6). Godfrey unleashes a storm of
+14 blood in an aura around him out to a radius of 20 feet. The
Damage Resistances necrotic; bludgeoning, piercing, and storm lasts until the end of his next turn and lightly
slashing from nonmagical attacks obscures the area. Until the end of Godfrey's next turn, he
Senses darkvision 120 ft., passive Perception 17 and each undead in the area have advantage on all saving
Languages Abyssal, Common, Undercommon throws, and every other creature in the area has
Challenge 15 (13,000 XP) disadvantage on all saving throws.
Proficiency Bonus +5
Reactions
Blood Form. Godfrey can move through a space as narrow Blood Call. When a creature within 20 feet of Godfrey
as 1 inch wide without squeezing. He can also spend 5
takes necrotic damage, Godfrey regains 20 hit points. Any
feet of movement to escape from nonmagical restraints or
excess healing is gained as temporary hit points.
being grappled.
Redirect Attack. When a creature Godfrey can see targets
Legendary Resistance (3/Day). If Godfrey fails a saving him with an attack, Godfrey chooses an ally within 5 feet
throw, he can choose to succeed instead.
of him. The two creatures swap places, and the chosen ally
Lurker in Shadow. While in darkness, Godfrey is invisible to becomes the target instead.
any creature that relies on darkvision to see him in that
darkness. Legendary Actions
Regeneration. Godfrey regains 20 hit points at the start of Godfrey can take 3 legendary actions, choosing from the
his turn if he has at least 1 hit point and isn't in sunlight. If options below. Only one legendary action can be used at a
Godfrey takes radiant damage, this trait doesn't function at time and only at the end of another creature's turn.
the start of his next turn. Godfrey regains spent legendary actions at the start of his
turn.
Spider Climb. Godfrey can climb difficult surfaces,
including upside down on ceilings, without needing to Whenever Godfrey takes a legendary action, he can also
make an ability check. move up to half his speed without provoking opportunity
Sunlight Hypersensitivity. Godfrey takes 20 radiant damage attacks.
when he starts his turn in sunlight. While in sunlight, he Claw. Godfrey makes one claw attack.
has disadvantage on attack rolls and ability checks.
Control Blood. Godfrey manipulates the blood of one
Actions creature he can see within 30 feet of him in order to
control its movement. If it has blood, the target must
Multiattack. Godfrey makes three attacks, only one of make on a DC 17 Constitution saving throw. On a failed
which can be a bite attack. save, the target must use its reaction to move up to half
its speed in a manner of Godfrey's choice.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 18 (4d6 + 4) slashing damage, and Godfrey Create Darkness. Godfrey creates a 10-foot cube of magical
grapple the target (escape DC 18) if it is a creature and he darkness centered on a point he can see within 60 feet
has a hand free. of him. The darkness disappears at the end of Godfrey's
next turn.

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Eyes of Vecna Necromantic Boons
Though the members of this order claim it was founded by Whether they learn these techniques from the knowledge
the lich Vecna before his ascension to godhood, this they hoard or are blessed by The Whispered One himself,
declaration seems apocryphal. Regardless of the truth, members of the Eyes of Vecna learn new spellcasting
members of this order venerate the deity of secrets as their techniques from their acquired knowledge and are adept at
divine patron. Their aim is to keep knowledge out of the hiding themselves and their secrets from unworthy spies.
hands of those undeserving to have it. At the lowest levels, Forbidden Knowledge. If the cultist has the Spellcasting
this takes the form of the theft (or destruction) of books and trait, it can choose one spell of 3rd level or lower. The cultist
scrolls from personal libraries, but can include kidnapping can cast that spell at its lowest level without using a spell slot.
and murder if necessary.
To join the Eyes of Vecna, one must prove one's worth by Veil of Secrecy. The cultist can't be targeted by any
stealing or destroying an item of forbidden knowledge (such divination magic or perceived through magical scrying
as a rare tome). Beings of evil alignment are strongly sensors.
preferred, since the Eyes of Vecna must never place the well
being of others before the group's own nefarious goals. Sample Member
The Eyes of Vecna is organized into cells of 14 (4d6) Cyranthus is a cell leader working in a large city or
members. Most large cities and metropolises have one (or metropolis in your campaign world. He prefers subtle
sometimes more than one) cell secreted somewhere within approaches to his goals, favoring stealth over brute force. His
them, but individual cells maintain their independence from cell includes thugs, spies, bards, a gladiator, and a few
one another regardless of geographical proximity. Cell guards, as well as a pair of zombie bodyguards animated by
leaders are usually evil necromancers or diviners or clerics of Cyranthus himself. Unlike many cell leaders, Cyranthus has
Vecna, typically of CR 6 or higher. Rogues and bards are no illusions about his level of authority, and dreams of joining
common members, and the order numbers many warriors, the higher ranks of the Eyes. This ambition leads him to plan
experts, and fighters among their ranks as well. ever-larger missions for his cell, which could be his undoing.
Above the cells sit more powerful leaders, who orchestrate
the activities of cells throughout a region (often without the
cells even realizing they are being influenced by an outside
power). These leaders are typically CR 11 or higher, and
some are undead creatures themselves (such as vampires or
liches). These leaders often use weaker undead as lackeys or
bodyguards, since such creatures tend to be good at keeping
secrets. Stories that the organization's leaders amputate their
left hands and put out an eye to ascend to this level of power
are unproven.
In Your Campaign
The Eyes of Vecna make a great long-term opponent for the
characters of your campaign. At low levels, the party might
unintentionally thwart the theft of a rare book from a temple
or aristocrat's library, gaining the thanks of the owner and the
attention of the Eyes. Later, characters tasked with
recovering stolen property or finding a kidnapped sage could
trace their way to a cell's headquarters, perhaps even
quashing the cell itself. This, of course, draws the ire of the
higher-ranking members, which might make the characters
the next target. At higher levels, the characters could tangle
with the leaders themselves.
As a result of their activities, the organization has a vast
storehouse of rare knowledge, granting them access to
sensitive information that many others aren't even aware of.
Thus, if your party lacks crucial knowledge that they need in
order to achieve their goals, one of their options is to
somehow acquire it from the Eyes of Vecna.

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Lurkers in Shadow
Cyranthus This cult is relatively new to the world, having formed about a
Medium humanoid (half-elf), neutral evil decade ago by the mystic theurge D'Milluhr. According to his
claims, D'Milluhr received a vision from a shadowy demonic
Armor Class 15 (studded leather armor) undead being of great power. In this vision, the theurge was
Hit Points 40 (9d8) tasked with an unholy quest for a terrible artifact: the
Speed 30 ft. dreaded Wand of Orcus.
Since that day, D'Milluhr has worked tirelessly toward that
STR DEX CON INT WIS CHA end. He knew instinctively that this quest must remain secret
from the world at large, and has thus kept to the shadows,
11 (+0) 16 (+3) 11 (+0) 12 (+1) 17 (+3) 14 (+2) never extending his reach too far. He has enlisted a small
group of allies to this cause, including rogues, diviners, and
Saving Throws Int +4, Wis +6, Cha +5 planewalking characters of all stripes. He has also attracted
Skills Arcana +4, History +7, Investigation +4, the service of a few visages (see Chapter 4), though in truth
Perception +6, Religion +7, Stealth +6 he doesn't know why these undead beings offered their
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Primordial, Thieves' Cant
allegiance to him.
Challenge 6 (2,300 XP) The truth, should D'Milluhr ever learn it, would likely
Proficiency Bonus +3 shatter his sanity. The vision was neither a message nor a
divine quest, but merely a quirk of fate, an echo of the
Fey Ancestry. Cyranthus has advantage on saving thoughts of the undead deity Tenebrous when it came into
throws against being charmed, and magic can't put being on the Astral Plane. The visages came to D'Milluhr
him to sleep. because they sensed some connection between the theurge
and their creator, Tenebrous. Worse still, the quest itself is a
Spellcasting. Cyranthus is a 6th-level spellcaster. His meaningless one, since the being known as Tenebrous has
spellcasting ability is Wisdom (spell save DC 14, +6 to regained his lost wand and returned to his previous identity,
hit with spell attacks. Cyranthus has the following
cleric spells prepared:
Orcus, Demon Prince of Undead.
But D'Milluhr suspects none of this, and remains feverishly
At will: detect magic, inflict wounds, invisibility intent on recovering the "lost" Wand of Orcus. He tracks
2/day each: bestow curse, command, suggestion down almost every lead, no matter how vague, which leads
1/day each: animate dead, clairvoyance, detect
thoughts
him on innumerable wild goose chases across the planes. He
rejects any suggestion that the Wand is in the hands of Orcus
Veil of Secrecy. Cyranthus can't be targeted by any himself, clinging to the theory that his shadowy patron
divination magic or perceived through magical scrying wouldn't have bestowed a quest as hopeless as taking the
sensors. Wand from the hands of the Demon Prince of Undead
Actions himself.
Drain Vitality (Cantrip). Cyranthus forces one creature he In Your Campaign
can see within 60 feet of him to make a DC 14
Charisma saving throw. On a failed save, the target D'Milluhr or his minions could run into the characters on any
takes 12 (2d8 + 3) necrotic damage and can't regain of a number of information hunts. The party need not be
hit points until the start of Cyranthus's next turn. involved with Orcus, Tenebrous, or indeed anything even
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or
vaguely related to the Lurkers' mission. As long as some
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing tenuous link between the characters' activities and the
damage plus 7 (2d6) poison damage. theurge's quest can be imagined, an encounter between the
party and the Lurkers in Shadow can occur.
Bonus Actions Or perhaps D'Milluhr's quest isn't as crazy as it seems.
Cunning Action. Cyranthus takes the Dash, Disengage, Maybe he's actually getting close to tracking down the Wand's
or Hide action. current destination (and perhaps it isn't currently in Orcus's
hands), and the characters learn of his goal and decide to
head him off before he gains possession of one of the most
evil artifacts in all creation.

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Tarek Duskwood Indomitable (3/Day). Tarek rerolls a failed saving throw.
They must use the new roll.
Small humanoid (ghostwise halfling), neutral evil
Slaughter (1/Turn). If Tarek makes a weapon attack with
Armor Class 16 (breastplate) advantage on the attack roll and hits a creature with it, the
Hit Points 104 (19d6 + 38) target takes an additional 7 (2d6) damage. If the target is
Speed 25 ft. frightened, incapacitated, or surprised, the attack also
becomes a critical hit.
Unwavering Seeker. Tarek can't be compelled to act in a
STR DEX CON INT WIS CHA manner that would interfere with their goals.
14 (+2) 20 (+5) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Actions
Saving Throws Str +5, Dex +8, Int +3 Multiattack. Tarek makes two melee attacks.
Skills Athletics +5, Deception +6, Insight +3, Investigation
+3, Stealth +11 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Senses passive Perception 10 one target. Hit: 8 (1d6 + 5) piercing damage, and the
target takes 14 (4d6) poison damage (DC 15 Constitution
Languages understands Common and Halfling but doesn't
save for half).
speak, telepathy 30 ft.
Challenge 8 (3,900 XP) Light Crossbow. Ranged Weapon Attack: +8 to hit, range
Proficiency Bonus +3 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage,
and the target takes 14 (4d6) poison damage (DC 15
Ambusher. Tarek has advantage on attack rolls against any Constitution save for half).
creature they have surprised.
Bonus Actions
Deadly Critical. Tarek scores a critical hit on a roll of 19 or Shadow Stealth. Tarek takes the Hide action while in dim
20 and rolls the damage dice three times, instead of twice. light or darkness.
Deathly Insight. When Tarek kills a creature or scores a
critical hit against it, they magically learn one fact or secret Cloak of Shadows (Recharge 6). Tarek becomes invisible
about the target. until the start of their next turn. This invisibility ends early
if they make an attack or damage roll.

Necromantic Boons
Some members of Lurkers in Shadow have magical boons
that aid in their search for the Wand of Orcus. These boons
are usually bestowed upon them by an echo of Tenebrous's
will or some other dark power.
Unwavering Seeker. The cultist can't be compelled to act in
a manner that would interfere with its goals.
Deathly Insight. When the cultist kills a creature or scores a
critical hit against it, it magically learns one fact or secret
about the target.
Sample Member
Tarek Duskwood is one of D'Milluhr's most competent and
loyal minions. They operate both as a lone spy or as the
leader of a group of warriors and covert agents tasked with
following up on a lead, depending on the needs of the
theurge. Though they appear harmless and friendly, their true
personality is coldly vicious. Put simply, Tarek will destroy
anyone in the way of their goal, and they prefers methods that
are unnecessarily painful.

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Minions of the Skull Necromantic Boons
To the average person on the street, the Minions of the Skull High ranking Minions are granted boons that represent a
would seem insane. Of course, the Minions know that their partial transformation into an undead being, sometimes as a
worship of all undead beings is the one true way of moving reward for faithful service, but more often as a way for an
beyond the petty concerns of flesh and blood to achieve Undead Master to gain obedience or loyalty within a given
perfect immortality everlasting. cult.
As it turns out, the person on the street would be right: the Half-Dead Nature. The cultist doesn't require air, food, drink,
Minions of the Skull are absolutely insane. However, this or sleep.
insanity makes them all the more dangerous, since they have
no compunction against destroying any living creature who Decayed Flesh. A creature that touches the cultist or hits it
poses even the slightest threat to their goals of universal with a melee attack while within 5 feet of it takes 5 (1d10)
undeath. necrotic damage.
The Minions of the Skull have no centralized leadership or
organization. Each group of cultists—which might number Sample Member
anywhere from a half-dozen to several dozen, depending on Tival was once a normal half-orc ranger that wanted to live
the community and the personality of its leader—operates on her own life. However, one of the Undying Masters cursed
its own, though occasionally charismatic leaders unite her with eternal life and forced her to become a member of
multiple branches for particularly daring or grand schemes. the Minions of the Skull for some undisclosed reason.
Such alliances rarely last very long, since the innately chaotic Compelled by her master to carry out atrocious acts of
nature of the cultists inevitably proves too strong to control. violence in the cult's name, Tival's mind has been driven to
As expected, the Minions draw the attention of many the brink of insanity, but she still searches for a way to
sentient undead creatures. Most don't have the foresight to remove this curse and to escape the cult's clutches once and
use the Minions effectively, either spending them in foolish for all.
strikes against the living or merely consuming them as food. Half-Dead Nature. Tival doesn't require air, food, drink, or
However, wiser undead (including liches, vampires, ghosts, sleep.
mummies, and the like) may use the Minions as pawns in
grander schemes.
Cult leaders, often called Undying Masters, are usually
powerful wizards or sorcerers. Since the cult doesn't
venerate any of the traditional deities (save for a few who
quietly worship Vecna the lich-god), clerics are few and far
between. They typically employ warriors and other martial
combatants as bodyguards, promising these individuals
transformation into powerful undead creatures as reward for
loyal service. An Undying Master that has already achieved
transformation into an undead uses its new status to gain
even greater respect and awe from other minions.
In Your Campaign
The Minions of the Skull make great foes for the party. Since
they're irrevocably vile and evil, most characters have few
compunctions about cutting them down by the dozens.
However, no matter how many the characters defeat, a few
more insane cultists always wait in the wings to give them a
hard time.
A typical encounter with low-ranking Minions might occur
when the characters run across (or are hired to stop) a group
of cultists stealing various relics linked to deities of death.
For a twist, have an evil temple, such as one dedicated to
Nerull, hire the party to work together against the cult. As the
characters learn more about the Minions of the Skull, they
encounter ever-tougher cultists until they finally meet an
Undying Master themselves.

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Tival Spellcasting. Tival is a 9th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 13). Tival knows the
Medium humanoid (half-orc), chaotic neutral
following ranger spells:
Armor Class 16 (breastplate) At will: alarm, ensnaring strike
Hit Points 58 (9d8 + 18) 2/day each: fog cloud, lesser restoration
Speed 30 ft. 1/day each: fear, pass without trace
Undead Fortitude. If damage reduces Tival to 0 hit points,
she must make a Constitution saving throw with a DC of 5
STR DEX CON INT WIS CHA + the damage taken, unless the damage is radiant or from
16 (+3) 14 (+2) 15 (+2) 12 (+1) 17 (+3) 10 (+0) a critical hit. On a success, Tival drops to 1 hit point
instead.
Saving Throws Dex +4, Wis +5 Actions
Skills Athletics +5, Nature +3, Perception +7, Survival +5
Senses darkvision 60 ft., passive Perception 17 Multiattack. Tival makes two longsword attacks. If she has a
Languages Common, Orc shortsword drawn, she can also make a shortsword attack.
Challenge 4 (1,100 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Proficiency Bonus +2
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +
3) slashing damage if used with two hands.
Decayed Flesh. A creature that touches Tival or hits her
with a melee attack while within 5 feet of her takes 5 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
(1d10) necrotic damage. one target. Hit: 6 (1d6 + 3) piercing damage.

Rejuvenation. Tival's body and her equipment turn to dust Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
when she drops to 0 hit points. If her master isn't 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing
destroyed, Tival gains a new body after 1d10 days, damage.
regaining all of her hit points and equipment and Bonus Actions
becoming active again. The new body appears within 1
mile of Tival's master. Lightfooted. Tival takes the Dash or Disengage action.

The Ruby Order In Your Campaign


This cult worships Wee Jas, particularly her incarnation as Of the cults presented here, the Ruby Order is the best suited
Death's Guardian. The members pride themselves on their as an ally to a typical adventuring party. As a lawful neutral
dedication and discipline and are known widely for their organization, the Ruby Order can be counted on to hold up
expertise in necromantic magic. its end of any bargain, making it a reliable source of
The existence of the Ruby Order in a given city is typically information and other resources to a like-minded party.
public knowledge. The cult respects whatever government Monks, lawful wizards and sorcerers, and other characters
rules the land, follows the law, pays taxes, and so forth. It who share a devotion to discipline can find acceptance or
draws many arcane-minded characters to its ranks, and even even training among the order's ranks.
more seek out the Order for short-term teaching. In some Conversely, the Ruby Order can be a steadfast opponent to
cities, the Order supplies advisors to local leaders, or even the characters of your campaign, particularly if those
magistrates for the courts. Characters used to dealing with characters tend more toward chaos than law (or even if they
“cults” as secretive bands of renegades are in for trouble if simply have a distaste for necromancy). If the Ruby Order
they treat the Ruby Order similarly, since it has many allies, perceives the characters as enemies, they have the will and
both legitimate and otherwise. patience to make the characters' lives a living hell.

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Marys At will: bane, chill touch, inflict wounds
3/day each: blindness/deafness, darkness, spiritual weapon
Medium humanoid (human), neutral
2/day each: bestow curse, cloudkill, contagion
1/day each: augury, ghoul gauntlet (see "Actions" below)
Armor Class 15 (Divine Protection)
Hit Points 65 (10d8 + 20) Actions
Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
STR DEX CON INT WIS CHA piercing damage plus 7 (2d6) necrotic damage.

11 (+0) 12 (+1) 14 (+2) 13 (+1) 18 (+4) 14 (+2) Ghoul Gauntlet (5th-Level Spell; 1/Day). Melee Spell Attack:
+7 to hit, reach 5 ft., one humanoid. Hit: The target is
Saving Throws Wis +7, Cha +5 poisoned for 1 minute as it begins to transform into a
Skills Deception +5, History +4, Persuasion +5, Religion ravening, flesh-eating ghoul. At the end of each of the
+4 poisoned target's turns, it must make a DC 15
Constitution saving throw. On a failed save, the target
Senses passive Perception 14
takes 14 (4d6) necrotic damage. If the target succeeds on
Languages Common
three of these saves, it is no longer poisoned, and the spell
Challenge 5 (1,800 XP)
ends. The spell can also be ended early by the greater
Proficiency Bonus +3
restoration, heal, and remove curse spells.
If the target is reduced to 0 hit points while poisoned
Divine Protection. While Marys is wearing no armor and by this spell, it dies and rises at the start of Marys's next
wielding no shield, her AC includes her Wisdom modifier. turn as a ghoul that is under her command, following her
Spellcasting. Marys is a 10th-level spellcaster. Her verbal orders to the best of its ability. The ghoul melts into
spellcasting ability is Wisdom (spell save DC 15, +7 to hit a pile of flesh and is destroyed after 24 hours.
with spell attacks). Marys has the following cleric spells Reactions
prepared:
Rebuke the Unlawful. When a creature within 30 feet of
Marys that she can see hits her with an attack, that
creature takes necrotic damage equal to the damage dealt
by its attack (DC 15 Constitution save for half).

Necromantic Boons Sample Member


As part of their dedication to discipline, the Ruby Order's Marys is a new member of the Ruby Order, and seeks to
necromantic boons are centered around the use of prove her worth to the cult by forbidding herself all earthly
necromancy to perform lawful acts and to oppose any chaotic pleasures. Unfortunately, her discipline is not yet strong
entities that would threaten them. enough to achieve this goal. After her periodic "binges", she
absolves her guilt by smiting those who tempted her. For best
Lawful Animation (1/Day). The cultist can spend 1 hour effect, characters should encounter her first while in her
performing a ritual that animates the remains of a dead ascetic mode, to set her up as a disciplined individual, only to
humanoid. If the humanoid's spirit is free and willing, it meet her later in the midst of debauchery or while striking
returns to the corpse, which rises as a undead in the same down her tempters.
space. The undead's alignment, memories, and personality
traits are the same as those that it had in life. The corpse may
rise as a wight or some other form that the DM deems
appropriate.
Rebuke the Unlawful (Reaction). When a creature within
30 feet of the cultist that it can see hits the cultist with an
attack, that creature takes necrotic damage equal to the
damage dealt by its attack (DC 15 Constitution save for half).

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Chapter 4: Undead Hall of Infamy

M
any of the luminaries that follow need Deities discorporate if you kill them, unless you manage to
no introduction to veteran players— satisfy certain conditions set by the DM. This means that
they've been around so long that it even if a deity can be bested in combat, doing so won't
seems as though they're destined to permanently change the pantheon of the setting
live forever. For the DMs that want fightable gods, this allows the party
to test their might against an epic three phase boss fight; this
Deities design has in fact been playtested and has received positive
Two of the legendary undead presented in this chapter are feedback. For the DMs that don't want fightable gods, they
deities. While deities usualy can't be defeated, some can simply not allow the full deity to be fought. For both
adventurers are foolish enough to challenge one to combat; camps, running a deity's avatar becomes as simple as
furthermore, extreme circumstances may warrant removing a single entry from a stat block.
intervention by a deity's avatar. So, this book takes the route
of creating stat blocks for these deities, the mechanics of Deity Template
which are described in the sections below. Creatures that have the deity tag share the following features.
Senses. The deity has truesight out to 120 feet and
Design Notes: Deity Stat Blocks blindsight out to 500 feet.
The mere idea of having statistics for a deity is already Languages. The deity can speak all languages and has
controversial enough --- after all, if it can be statted, it can be telepathy out to 1,000 feet.
killed by a foolhardy adventuring power. However, the notion Damage Immunities. The deity is immune to bludgeoning,
of fighting a god's avatar is far more agreeable, so at piercing, and slashing damage from nonmagical attacks.
minimum, I wanted to provide statistics for those. Discorporation. When the deity dies, its body is destroyed
So, when deciding what to do, these were the problems I but its essence travels back to its divine realm, and it is
had to address: unable to take physical form for a time.
Divine Will. The deity is immune to any spell or effect that
I want to support DMs who both desire fightable deities, would alter its form, as well as those that would read its
as well as those that don't. thoughts, determine if it is lying, or magically influence its
There are no official rules for Challenge Ratings beyond thoughts or behavior.
30 in 5e. Legendary Resistance (5/Day). If the deity fails a saving
Making stat blocks for a deity and its avatar means doing throw, it can choose to succeed instead. This can be replaced
almost twice as much work. with an equivalent set of features that help defend the deity
First, I looked at the precedents. 4th Edition includes against devastating effects that would incapacitate it or
separate stat blocks for a deity and its avatar, as well as a prevent it from properly participating in the combat
discussion of the conditions necessary to truly kill the deity. encounter.
Meanwhile, 5th Edition gives CR 30 mythic stat blocks for Mythic Trait. The deity has two mythic traits, making it a
the avatars of Bahamut in Fizban's (each possessing five three-phase boss fight; it can choose which order to activate
legendary actions), while Icewind Dale gives Auril three them in as the battle progresses. To represent the deity's
distinct legendary stat blocks (CR 9, 10, 11) that she cycles avatar, simply remove one of the mythic traits.
between. Spellcasting. The deity is always under the effects of the
Auril switching to a new stat block each phase is equal in nondetection spell, and it can cast divine word and wish in
power to gaining a mythic trait and its associated mythic combat once per day each. Its spellcasting ability can be
actions. So, inspired by her mechanics, I came up with the Constitution, Intelligence, Wisdom, or Charisma.
following design: Legendary Actions. The deity can use five legendary
actions per round and has at least three legendary action
Deities cap out at CR 30, just as other monsters do. options.
Greater deities are usually between CR 20 and 30, while Mythic Actions. The deity has six mythic actions. It gains
lesser ones can dip even lower. access to the first three once its first mythic trait activates,
Deities have five legendary actions instead of three. and it gains access to the rest once the second one activates.
Deities have three phases. By default, they are separated
by two mythic traits, and the deity gains new mythic Killing a Deity
actions during the second and third phases.
To avoid having to make an entirely new stat block for the When a deity is reduced to 0 hit points after all of its mythic
avatar, the avatar can be represented by removing one of traits have been exhausted, the deity's mind leaves its body
the mythic traits from the full deity, making it a normal and the deity is unable to assume physical form for some
mythic monster. time. The discorporation usually lasts at least a few months,
and it can last up to several years. During this time, the
deity's power is weaker, but it is far from negligible.

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If the party wishes to truly kill a deity, it must fulfill one or Combat
more conditions specific to that deity. This could require
destroying the deity's most prominent temple, or finding an Dregoth spends most of his time in a kaisharga form; he
artifact that can deliver the killing blow. If the specific appears as a gray-scaled, dragonlike humanoid whose eyes
conditions are satisfied, the deity cannot discorporate and burn with green fire, but often disguises as a typical dray to
can instead be killed. blend in with the masses. However, this only gives way to his
true form, an undead dragon with wings, scales, a tail, claws,
Lair Actions and a devastating breath weapon. This form was badly
One of the requirements for truly killing a deity is typically to damaged by the attack of the sorcerer-kings. So, Dregoth's
do so in its own divine realm. However, a deity's domain is wings are torn, his body still wears the wounds inflicted upon
precisely where it is at its full power, as the deity has the it, and gaping holes show exposed bone in many places. The
power to freely customize the terrain and its ambient magic. armored skin that remains is stretched thinly over the
In addition to a typical set of lair actions, the deity's skeleton beneath.
influence warps the area containing its divine realm, creating Kaisharga Form
a number of regional effects the party may have to contend In his first form, Dregoth is a fearsome spellcaster, using his
with. strongest spells first via his legendary actions to take out
threats as soon as possible. For damage, he prefers to stay
Dregoth, the Dread King back and use Supreme Defiling, Drain Moisture, and Defiling
Beneath Giustenal's ruins, a dark master bides his time. Gaze while his undead minions draw the opponents'
Dregoth's people treat him like a god, and the Dread King attention. If threatened in melee, he uses Telekinetic
rules his reborn city in absolute secrecy. He burns for Movement and Telekinetic Backlash as repositioning tools,
vengeance against the other sorcerer-kings, who slew him and uses his Multiattack with Paralyzing Attack to render
centuries ago but neglected to prevent his fell rebirth. them useless as soon as possible.
Dragon Form
Lore As an undead dragon, Dregoth is fearless, using Nightmare
Characters do not know the following lore, as Dregoth's Travel to dive into the fray, Aura of Fear to send his foes
continued existence remains a secret to all. running, and then Draconic Might and Telekinetic Slide to
After millennia, Dregoth still covets godhood. He has control the battlefield. He still possesses the spellcasting of
succeeded at godlike tasks, such as the adoption of a his kaisharga form, however, and may use his action to cast
dragonlike aspect and the creation of the dray (dragonborn) any of his remaining spells if his Defiling Breath isn't
as his chosen people. In the past, however, his naked available. When he can catch two or more creatures in it at
ambition unnerved Athas's other sorcerer-kings. once, he uses Psychic Crush on them and attacks his stunned
Abalach-Re warned the other city-states' overlords, and opponents with advantage and without fear of reprisal.
they partnered to destroy Giustenal and its defiler dragon
monarch. The shattering of Giustenal scattered the surviving
dragonborn inhabitants and flooded the spirit world with the
trapped souls of those who died in the titanic arcane battle.
Giustenal became a literal city of ghosts.
The sorcerer-kings ultimately failed in their task, though.
Dregoth returned to Athas as a monstrous and powerful
undead being. He led his loyalists to a cavern far beneath the
surface. The site had been prepared for a settlement during a
bygone era, but it was never occupied. Dregoth required all
inhabitants of New Giustenal—slave and citizen, noble and
templar—to undergo the dragonborn transformation. The
Dread King believes the worship and devotion of this new
race will bring him deific apotheosis.
Dregoth is a lichlike kaisharga, and his soul resides in a
hidden phylactery in New Giustenal. If slain, he rises again in
three days, a secret none but his high priest Absalom knows.

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Dregoth (Kaisharga Form) Pain Lash. Melee Spell Attack: +13 to hit, reach 30 ft., one
creature. Hit: 14 (4d6) necrotic damage plus 14 (4d6)
Medium undead, chaotic evil
psychic damage. If the attack roll had advantage or was a
critical hit, the target also has disadvantage on
Armor Class 17 (natural armor) Intelligence, Wisdom, and Charisma saving throws until
Hit Points 299 (26d8 + 182) the end of its next turn.
Speed 30 ft., fly 30 ft.
Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5
ft., one creature. Hit: 10 (3d6) cold damage, and the target
STR DEX CON INT WIS CHA must succeed on a DC 24 Constitution saving throw or be
paralyzed for 1 minute (save ends).
18 (+4) 20 (+5) 25 (+7) 27 (+8) 22 (+6) 26 (+8)
Supreme Defiling (Recharge 4–6). Dregoth draws the
moisture from every living creature in a 30-foot cube
Saving Throws Con +15, Wis +14, Cha +16 centered on a point he chooses within 150 feet of him.
Skills Arcana +24, History +24, Medicine +14, Religion Each target takes 54 (12d8) necrotic damage (DC 24
+24 Constitution save for half). On a failed save, a creature is
Damage Resistances cold, fire, lightning, necrotic also poisoned until the end of Dregoth's next turn.
Damage Immunities poison; bludgeoning, piercing, and Plants and water elementals make this saving throw
slashing from nonmagical attacks with disadvantage. Nonmagical plants in the area that
Condition Immunities charmed, exhaustion, frightened, aren't creatures, such as trees and shrubs, wither and die
paralyzed, poisoned instantly, and any water in the area is instantly destroyed.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16 Bonus Actions
Languages all, telepathy 30 ft.
Challenge 26 (90,000 XP) Drain Moisture (5th-Level Spell). Dregoth chooses a point
Proficiency Bonus +8 he can see within 60 feet of him. Each living creature
within 10 feet of the point takes 14 (4d6) necrotic
Immutable Form. Dregoth is immune to any spell or effect damage (DC 24 Constitution saving throw for half). On a
that would alter his form. failed save, Dregoth also gains 5 temporary hit points.

Incomplete Apotheosis (Mythic Trait; 1/Day). When Dregoth Psychic Cleanse. Dregoth uses psionics to end one
drops to 0 hit points, or if he takes an action to do this condition on himself, even if he is incapacitated.
early, his body undergoes a horrific transformation into his
dragon form instead of dying or falling unconscious. He
Reactions
transforms back to his kaisharga form after 1 hour. Telekinetic Backlash. In response to taking damage from a
melee attack, Dregoth can push the attacker up to 30 feet
Magic Resistance. Dregoth has advantage on saving throws away from him (DC 24 Strength save for half distance).
against spells and other magical effects.
Rejuvenation. Dregoth's body turns to dust when he drops Feed on Death. When a creature within 60 feet of Dregoth
to 0 hit points, and his equipment is left behind. Dregoth is reduced to 0 hit points or dies, Dregoth regains 30 hit
gains a new body in his kaisharga form after three days, points.
regaining all his hit points and becoming active again. The
new body appears within 5 feet of Dregoth's phylactery. Legendary Actions
Spellcasting. Dregoth is a 20th-level spellcaster. His Dregoth can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
spellcasting ability is Intelligence (spell save DC 24).
time and only at the end of another creature's turn.
Dregoth has the following spells prepared, and can cast
them without components: Dregoth regains spent legendary actions at the start of his
turn.
Constant: eyebite, nondetection
At will: command (5th level), disguise self, misty step Telekinetic Movement. Dregoth uses psionics to
3/day each: cone of cold, counterspell, dispel magic telekinetically move himself or one creature of his
2/day each: create undead (9th level), dominate person, choice within 30 feet of him up to 30 feet in a straight
scrying line horizontally. An unwilling target can resist this with
1/day each: feeblemind, incendiary cloud, power word kill a successful DC 24 Strength saving throw.
Turn Immunity. Dregoth is immune to effects that turn Defiling Gaze. One living creature Dregoth can see within
undead. 90 feet of him takes 30 (4d10 + 8) necrotic damage
(DC 24 Charisma save for half). On a failed save, the
Weakening Aura (5th-Level Spell). Dregoth creates an aura target's speed is halved, and if the save fails by 5 or
of negative energy that weakens the life force of nearby more, the target also falls prone and can't stand up until
creatures. Living creatures of Dregoth's choice within 30 the end of Dregoth's next turn.
feet of him can't regain hit points and have disadvantage
on death saving throws, saving throws against exhaustion, Attack. Dregoth makes one melee attack.
and saving throws against effects that would reduce their Cast a Spell (Costs 2 Actions). Dregoth casts a spell or uses
hit point maximum. one of the actions from eyebite.
Actions
Multiattack. Dregoth makes three Pain Lash attacks. He can
replace one of them with the use of Paralyzing Touch.
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Dregoth (Dragon Form) Defiling Breath (Recharge 5–6). Dregoth exhales defiling
energy in a 90-foot cone. Each living creature in that area
Gargantuan undead, chaotic evil
takes 88 (16d10) necrotic damage (DC 24 Constitution
save for half). On a failed save, a creature is also poisoned
Armor Class 22 (natural armor) until the end of Dregoth's next turn.
Hit Points 546 (28d20 + 252) Water elementals, plants, and plant creatures in the area
Speed 40 ft., climb 40 ft., fly 60 ft. wither and die instantly, and any water in the area is
instantly destroyed. Furthermore, any surfaces hit by this
defiling breath become desecrated ground for 1 minute.
STR DEX CON INT WIS CHA Undead other than Dregoth that stand on this desecrated
30 (+10) 20 (+5) 28 (+9) 27 (+8) 22 (+6) 26 (+8) ground have advantage on all saving throws.
Bonus Actions
Saving Throws Str +18, Dex +13, Con +17, Int +16, Wis
+14, Cha +16 Aura of Fear. Each creature of Dregoth's choice that is
Skills Arcana +24, Athletics +18, History +24, Intimidation within 120 feet of him and aware of him must succeed on
+24, Medicine +14, Perception +14, Religion +24 a DC 24 Wisdom saving throw against psionics or become
Damage Resistances cold, fire, lightning, necrotic frightened for 1 minute (save ends). If a creature's saving
Damage Immunities poison; bludgeoning, piercing, and throw is successful or the effect ends for it, the creature is
slashing from nonmagical attacks immune to Dregoth's Aura of Fear for the next 24 hours.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned Psychic Cleanse. Dregoth uses psionics to end one
Senses truesight 120 ft., passive Perception 24 condition on himself, even if he is incapacitated.
Languages all, telepathy 120 ft. Telekinetic Slide. Dregoth uses psionics to telekinetically
Challenge 28 (120,000 XP) move any number of creatures within 60 feet of him. Each
Proficiency Bonus +8 target is moved up to 15 feet in a direction of Dregoth's
choice (DC 24 Strength save for half distance if unwilling).
Draconic Might. Dregoth's weapon attacks are magical and
deal double damage to objects and structures. When he Reactions
hits a target with a melee attack, if the attack roll meets or Tail Riposte. In response to a creature hitting Dregoth with
exceeds the target's passive Strength (Athletics) score, an attack or provoking an opportunity attack from him,
Dregoth can push it up to 10 feet away. Dregoth can make the following tail attack against the
creature.
Immutable Form. Dregoth is immune to any spell or effect Melee Weapon Attack: +18 to hit, reach 20 ft., one
that would alter his form. target. Hit: 19 (2d8 + 10) bludgeoning damage. If the
Magic Resistance. Dregoth has advantage on saving throws target is a creature, it must succeed on a DC 27 Strength
against spells and other magical effects. saving throw or be knocked prone.
Mind Defiler. Living creatures of Dregoth's choice within Feed on Death. When a creature within 60 feet of Dregoth
30 feet of him have disadvantage on Intelligence, Wisdom, is reduced to 0 hit points or dies, Dregoth regains 30 hit
and Charisma saving throws. Undead allies of his choice in points. If the creature dies and isn't undead, it rises as a
the area gain advantage instead. zombie in the same space that acts on the original
Shared Traits. Dregoth has the same Rejuvenation and creature's initiative count.
Spellcasting traits as his kaisharga form.
Legendary Actions
Turn Immunity. Dregoth is immune to effects that turn
Dregoth can take 3 legendary actions, choosing from the
undead.
options below. Only one legendary action can be used at a
Actions time and only at the end of another creature's turn.
Dregoth regains spent legendary actions at the start of his
Multiattack. Dregoth makes three attacks: one with his bite turn.
and two with his claws.
Nightmare Travel. Dregoth becomes incorporeal and flies
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one up to half his flying speed (without provoking
target. Hit: 21 (2d10 + 10) piercing damage plus 13 opportunity attacks), allowing him to pass through
(2d12) necrotic damage. creature's spaces. Each creature he moves through the
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one space of takes 14 (4d6) force damage, and is knocked
target. Hit: 19 (2d8 + 10) slashing damage. If the target is prone if it is Huge or smaller.
a Huge or smaller creature, it is grappled (escape DC 20), Psychic Crush (Costs 2 Actions). Dregoth creates a 20-foot
restrained, and has disadvantage on Constitution saving cube of psychic energy centered on a point within 60
throws until this grapple ends. Dregoth can have only one feet of him. Each creature in that area takes 17 (5d6)
creature grappled this way at a time. psychic damage (DC 24 Intelligence save for half). On a
failed save, a creature is also stunned until the end of
Dregoth's next turn.
Cast a Spell (Costs 2 Actions). Dregoth casts a spell or uses
an action from eyebite.

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New Giustenal Absalom
Giustenal rests on the edge of the Silt Sea, its ruins bleached Absalom was born human. He was selected as Dregoth's new
like scattered bones, and just as dead. The land around the high priest after Giustenal's fall. He was among the first
forlorn ruins abounds with life, varied terrain, and danger. survivors the undead sorcererking transformed into dray.
Giustenal's dark shadow has stained the lives and lore of the After transfiguring Absalom, Dregoth slew his high priest and
folk that surround its silt-covered walls, and the eerie winds raised him as an undead servitor. Absalom preaches of the
that whistle through its abandoned spires evoke the haunting Dread King's godhood, but his true loyalty is to the
melodies of their legends. dragonborn, or dray, of New Giustenal.
After his death and rebirth, Dregoth led the survivors of
Giustenal to a cavern far below the surface of Athas. While Combat
this cavern had been prepared for a halfling settlement Absalom hurls insults at his fiercest enemy, marking it as the
during the Blue Age, it was never occupied. Dregoth and his first to die. He starts combat attacking from range with his
followers found an empty paradise waiting to be filled. Grave Bolt and other spells, using Baleful Teleport to
Nothing in New Giustenal is as stark or oppressive as reposition enemies into his Unmaking Breath. But Absalom
Dregoth's Dread Palace in the northern section of the city. is as much warrior as he is priest: once bloodied, he moves
The stone of its walls is blackest obsidian, and the bones of boldly amongst his foes, slashing at them with his claws and
great wyrms decorate much of its surface. empowered by his Enfeebling Smite. He saves his fell attacks
For more information, see the 2nd Edition box set City by for opponents that threaten his king or his people, otherwise
the Silt Sea. preferring to use Psychic Leadership on his minions so that
they may do the dirty work.
Lair Actions
On initiative count 20 (losing initiative ties), Dregoth can take
a lair action to cause one of the following effects; he can't use
the same effect two rounds in a row:
Channel Negative Energy. Dregoth magically unleashes
negative energy. Creatures within 60 feet of Dregoth can't
regain hit points until initiative count 20 on the next round.
Sense Life. Each undead creature in the lair can pinpoint
the location of each living creature within 120 feet of it
until initiative count 20 on the next round.
Telekinesis. Dregoth uses psionics to cast telekinesis (spell
save DC 20) on an object that he can see in the lair,
requiring no components. The spell requires no
concentration and ends on the next initiative count 20.
Regional Effects
The tunnels of New Giustenal are warped by Dregoth's
magic, which creates one or more of the following effects:
Bravery. Dray and undead in the region have advantage on
saving throws against being charmed or frightened, and
against features that turn undead (if relevant).
Continual Light. Magical light suffuses the region, acting as
dim light for dray and undead only.
Undead Rebirth. Humanoids that die in the region rise as
skeletons or zombies in the same space on initiative count
20 of the following round. Dray that die in this manner
retain their memories, proficiencies, languages, and
Intelligence, Wisdom, and Charisma saving throws.

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Absalom Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6)
Medium undead (dray), lawful evil
necrotic damage.
Armor Class 19 (natural armor) Grave Bolt (Cantrip). Ranged Spell Attack: +11 to hit, range
Hit Points 195 (23d8 + 92) 120 ft., one target. Hit: 22 (4d10) necrotic damage, or 26
Speed 40 ft., fly 40 ft. (Limited Flight) (4d12) necrotic damage if the target is a plant or plant
creature.
Unmaking Breath (Recharge 5–6). Absalom exhales
STR DEX CON INT WIS CHA destructive psionic energy in a 60-foot cone. Each living
15 (+2) 20 (+5) 18 (+4) 15 (+2) 17 (+3) 20 (+5) creature in the area takes 27 (5d10) necrotic damage plus
27 (5d10) psychic damage (DC 19 Charisma save for
half). If the save fails by 5 or more, a creature also suffers
Saving Throws Dex +11, Con +10, Wis +9, Cha +11 disadvantage on Strength, Dexterity, and Constitution
Skills Arcana +14, Deception +11, History +8, Perception saves until the end of his next turn.
+9, Persuasion +11, Religion +14
Damage Resistances necrotic, poison, psychic Bonus Actions
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical attacks Absalom can't use the same bonus action two rounds in a
Condition Immunities charmed, exhaustion, frightened, row.
poisoned
Senses darkvision 60 ft., passive Perception 19 Enfeebling Smite. When Absalom hits a creature with a
Languages all (tongues) melee attack on his turn, he can use this ability to deal an
Challenge 18 (20,000 XP) additional 13 (2d12) necrotic damage to the target (DC
Proficiency Bonus +6 19 Constitution save for half). On a failed save, the target
also deals only have damage with weapon attacks until the
end of Absalom's next turn.
Aura of Despair. Absalom emanates an aura of
hopelessness and sorrow. Hostile, living creatures within Psychic Leadership. Absalom uses psionics to aid five allies
30 feet of Absalom suffer a -3 penalty on attack rolls and he can see within 60 feet of him. Until the end of his next
ability checks, provided that he isn't incapacitated. turn, the targets can add a d8 to their attack rolls, ability
checks, and saving throws.
Immortal Will. If damage reduces Absalom to 0 hit points,
he must make a Charisma saving throw with a DC of 5 + Spirit Siphon. Absalom assaults the mind of a creature
the damage taken, unless the damage is radiant or from a within 60 feet of him, dealing 11 (2d10) psychic damage
critical hit. On a success, Absalom drops to 1 hit point to it (DC 20 Charisma save for half). On a failed save, the
instead. target's speed is also halved until the end of Absalom's
next turn. Absalom or one ally of his choice within 60 feet
Limited Flight. Absalom has a flying speed equal to his of him gains temporary hit points equal to the damage
current walking speed. This benefit works only in short dealt.
bursts; he fall if he ends his turn in the air and nothing else
is holding him aloft. Legendary Actions
Psionic Resilience. Absalom gains 5 temporary hit points at Absalom can take 3 legendary actions, choosing from the
the start of each of his turns if he has at least 1 hit point options below. Only one legendary action can be used at a
and isn't incapacitated. time and only at the end of another creature's turn.
Absalom regains spent legendary actions at the start of his
Spellcasting. Absalom's spellcasting ability is Charisma turn.
(spell save DC 20). He has the following templar spells
prepared: Baleful Teleport. Absalom uses psionics to target one
Constant: find familiar, tongues hostile creature he can see within 60 feet of him. The
At will: command (3rd level), darkness, hex target must make a DC 20 Charisma saving throw. On a
2/rest each: protection from energy, stinking cloud, wall of failed save, Absalom can teleport the target to an
sand unoccupied space that he can see within 15 feet of the
1/rest each: animate dead, circle of power, disguise self target. That space must be on the ground or on a floor.
Attack. Absalom makes an attack with his claw or Grave
Actions Bolt.
Multiattack. Absalom makes two attacks. Spellcasting (Costs 2 Actions). Absalom casts a spell.

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Kas is cunning, having learned much of his craft from
Kas, the Betrayer Vecna. He prefers to fight opponents in areas of darkness,
where he has no risk of losing his regeneration. If
Long ago, when Vecna was still mortal, Kas was Vecna's most outnumbered, Kas relies on spellcasting allies that can cast
trusted lieutenant. He served Vecna faithfully for centuries, supportive spells on him to ensure victory. Kas revels in
first as an evil human paladin and later as a vampire lord. combat and tries to engage as many opponents as possible.
Over time, Kas came to envy Vecna's power and began However, even while engaging multiple foes, he retains
plotting against him. In the final ritual of Vecna's apotheosis, wisdom and cunning. Kas is confident of his abilities but
Kas struck out, hoping to become a god in Vecna's stead. makes strategic retreats if necessary. In melee, he disengages
Kas's attempt to destroy Vecna failed, but he did manage to with an enemy only long enough to cast command or charm
sever Vecna's hand and cut out one of his eyes in the epic person on them, which he makes sure to target on the
battle. So great was the fight that it destroyed Vecna's tower opponent most skilled in melee.
and flung Vecna and Kas across the planes. Kas's plot failed,
though he retains his power. Castle Tovag
Lore Kas rules the domain of Tovag in the Demiplane of Dread,
A character knows the following information with a where his vampiric minions amass prisoner-soldiers and
manufacture war machines in preparation for a final assault
successful check using the History or Religion skill. against The Whispered One. At its heart is Castle Tovag, a
DC 20. Kas is one of the most powerful humanoids who is base operations fit for a true vampire king. There, he
not a deity. He is a powerful vampire lord and is rumored to coordinates the movements of his servants across the planes
have defeated several lesser deities and primordials. He and develops battle plans for defeating Vecna's minions.
commands armies of living and undead followers, and is
worshiped and revered by vampires and debased mortals. Lair Actions
DC 25. Kas is known also as Kas the Betrayer and is the On initiative count 20 (losing initiative ties), Kas can take a
sworn enemy of Vecna. He was originally Vecna's trusted lair action to cause one of the following effects; he can't use
lieutenant, but he betrayed Vecna in an effort to become a the same effect two rounds in a row:
god in Vecna's stead. Kas severed Vecna's hand and eye, and Alter Gravity. Until initiative count 20 of the next round,
though both survived the battle, each now seeks the other's gravity in the lair is affected by a reverse gravity spell,
destruction. Kas was once an evil paladin, and he still values except that Kas can orient gravity in any direction. Kas can
some knightly principles. He is exceptionally proud and never choose any number of targets to be unaffected by this
forgets or forgives insults to him or his honor. effect.
Two artifacts are associated with Kas, the Sword of Kas Bat Swarm. A swarm of bats swoops through the lair,
(DMG 226) and the Silver Mask of Kas (see Chapter 7). passing up to five creatures of Kas's choice. Each target
These items are no longer in his possession and now filter must succeed on a DC 20 Constitution saving throw or be
through the planes, corrupting those who are unfortunate blinded until initiative count 20 of the next round.
enough to find them. Darkness. Kas casts the darkness spell four times, targeting
DC 30. Kas regularly travels the planes, but he has two different areas with the spell. Kas doesn't need to
primary bases of operation. He commands a kingdom in the concentrate on the spells, which end on initiative count 20
Shadowfell, where vampires rule over the living with an iron of the next round.
fist. This kingdom is tolerated by the Raven Queen, whom
Kas has appeased by the sharing of information regarding
Orcus and Vecna. Kas also spends time in a hidden
mountainous keep within the Bleak Eternity of Gehenna. The
keep is a stronghold of near total darkness with furnishings
made from finely polished obsidian. Surrounding this keep is
a moat fed by water from the River Styx. Some of the
prisoners from Kas's kingdom within the Shadowfell are
brought to the dominion as food for Kas and his allies who
dwell there.
Combat
Kas has a twisted sense of honor that compels him to offer
the appearance of a fair fight to any creatures he considers
equals. He quickly dispatches challengers of obvious
inferiority. Kas usually strikes first and without warning, and
he attempts to subdue an opponent rather than kill it. He has
no reservations about attacking an unarmed opponent, but
the creature must have access to a nearby weapon. If a
combatant proves a good challenge, Kas transforms the
creature into a vampire spawn under his control after he
defeats it.

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Kas Actions
Medium undead, lawful evil Multiattack. Kas makes three melee attacks. Alternatively,
he makes one melee attack against each creature and
Armor Class 20 (plate, shield) object of his choice within his reach.
Hit Points 273 (26d8 + 156)
Speed 40 ft., climb 40 ft. Unholy Avenger. Melee Weapon Attack: +16 to hit, reach 5
ft., one target. Hit: 18 (2d8 + 9) magical slashing damage
plus 11 (2d10) necrotic damage.
STR DEX CON INT WIS CHA Blood Drain. Melee Weapon Attack: +13 to hit, reach 5 ft.,
22 (+6) 16 (+3) 22 (+6) 16 (+3) 17 (+3) 23 (+6) one willing creature, or a creature that is grappled by Kas,
incapacitated, or restrained. Hit: 15 (2d8 + 6) piercing
Saving Throws Str +13, Dex +10, Con +13, Wis +10 damage plus 21 (6d6) necrotic damage. The target suffers
Skills Athletics +20, Insight +10, Intimidation +20, health drain equal to the necrotic damage taken, and Kas
Perception +17 regains hit points equal to that amount. A humanoid slain
in this way and then buried in the ground rises the
Damage Resistances bludgeoning, piercing, and slashing
following night as a vampire spawn under Kas's control.
from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
Bonus Actions
poisoned, unconscious Brawler. Kas attempts to shove one creature within his
Senses darkvision 300 ft., passive Perception 27 reach, and counts as a Huge creature for the purpose of
Languages all doing so. He can attempt a grapple instead if he has a
Challenge 23 (50,000 XP) hand free.
Proficiency Bonus +7
Kas's Challenge. When Kas hits a creature with a melee
attack on his turn, he can use this ability to mark them for
Special Equipment. Kas wears wields an unholy avenger
1 minute, until he is incapacitated or dies, or until he uses
longsword, a twisted variant of a holy avenger that he this ability again. While marked, the target has
wields especially well (accounted for in his statistics). disadvantage on all attack rolls against targets other than
While wielding the unholy avenger, Kas and allies within Kas until the end of Kas's next turn.
30 feet of him have advantage on saving throws against
spells and other magical effects. Terrifying Smite (Recharge 5–6). When Kas hits a creature
with a melee attack on his turn, he can use this ability to
Charge. If Kas moves at least 20 feet straight towards a deal an additional 14 (4d6) psychic damage to the target
creature and then hits it with a melee attack on the same (DC 21 Charisma save for half). On a failed save, the target
turn, that target must succeed on a DC 18 Strength saving is also frightened and has its speed halved until the end of
throw or be pushed up to 10 feet away and knocked its next turn.
prone.
Deadly Critical. Kas scores a critical hit on a roll of 19 or 20 Reactions
and rolls the damage dice three times, instead of twice. Kas can take one reaction on every turn in combat.
Devil's Sight. Magical darkness doesn't impede Kas's Brace. When a creature moves into Kas's reach, Kas can
darkvision. make one melee attack against it, or he can use his Brawler
Martial Superiority (Mythic Trait; Once Per Rest). If Kas is ability against it.
reduced to 0 hit points, he doesn't die or fall unconscious. Scornful Rebuke. When a creature hits Kas with an attack,
Instead, he resets to maximum hit points, and for 1 hour, that creature takes 6 psychic damage if Kas isn't
Kas can take 5 legendary actions each round instead of 3, incapacitated.
has his speed doubled, and has advantage on ability
checks. Legendary Actions
Regeneration. Kas regains 20 hit points at the start of his Kas can take 3 legendary actions, or 5 legendary actions
turn if it has at least 1 hit point. If Kas takes radiant while his mythic trait is active, choosing from the options
damage, this trait doesn't function at the start of his next below. Only one legendary action can be used at a time
turn. and only at the end of another creature's turn. Kas regains
Spider Climb. Kas can climb difficult surfaces, including spent legendary actions at the start of his turn.
upside down on ceilings, without needing to make an Move. Kas moves up to half his speed without provoking
ability check. opportunity attacks.
Sunlight Sensitivity. Kas takes 20 radiant damage when he Attack (Costs 2 Actions). Kas makes one melee attack.
starts his turn in sunlight. While in sunlight, he has
disadvantage on attack rolls and ability checks. Spellcasting (Costs 2 Actions). Kas casts charm person,
command, dispel magic, or gaseous form at 3rd level, or
Unstoppable. Kas can end one condition on himself at the at 5th level while his mythic trait is active. His
start of each of his turns. spellcasting ability is Charisma (spell save DC 21).

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Regional Effects Blackstar Knight
The dread domain of Tovag is suffused with powerful shadow
magic, creating the following effects: Blackstar knights are undead spirits housed in vessels of
animate black stone. Each knight serves Kas unswervingly,
Bat Infestation. There is a noticeable increase in the though stories of similar beings under the control of other
population of bats in the region. Some of these bats may creatures have begun to surface.
actually be familiars of Kas or his servants, reporting on
the activities of living creatures in the region. Lore
Creeping Fog. A creeping fog clings to the ground within A character knows the following information with a
most areas of Tovag, lightly obscuring the region. The fog successful check using the Arcana or Religion skill.
occasionally takes eerie forms, such as grasping claws and DC 25. These blank-faced stone warriors house souls
writhing serpents. bound to their rocky forms. The ritual for creating them
Wandering Shadows. Shadows cast within the region seem remains a deeply guarded secret, and possibly one that Kas
abnormally gaunt and sometimes move as though alive. no longer controls. The presence of blackstar knights and
While asleep, a living creature's shadow wanders off as an similar beings in the service of other masters aside from Kas
undead shadow that seeks to fulfill an unknown purpose. supports the possibility that Kas's defenses have been
If the creature wakes up, its shadow only returns after the compromised and his secrets revealed.
creature is alerted to its absence by a successful DC 15
Wisdom (Perception) check, at which time the undead Combat
shadow is destroyed. Blackstar knights use Death Mark on a single target and
relentlessly pursue them using No Escape until either the
target or the knight is destroyed, or until commanded by a
superior to change its tactics. If ordered to defend a location
or creature, it will use Brace to punish creatures that try to
breach its defensive position.

Blackstar Knight Radiant Susceptibility. When the knight takes radiant


damage, its speed is reduced by 10 feet and it can't take
Medium construct, unaligned
reactions until the end of its next turn.

Armor Class 17 (natural armor) Soldier's Duty. When the knight dies, one construct or
Hit Points 150 (20d8 + 60) undead ally of its choice within 30 feet of it gains 25
Speed 30 ft. temporary hit points.

Actions
STR DEX CON INT WIS CHA Multiattack. The knight makes two melee attacks.
21 (+5) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 13 (+1) Deathsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 27 (7d6 + 5) necrotic damage.
Saving Throws Con +7, Wis +6
Skills Athletics +9, Perception +6 Bonus Actions
Damage Resistances bludgeoning, piercing, and slashing Death Mark. The knight marks one creature it can see
from nonmagical attacks that aren't adamantine within 30 feet of it for 1 minute, until the knight is
Damage Immunities necrotic, poison, psychic incapacitated or dies, or until the knight uses this bonus
Condition Immunities charmed, exhaustion, frightened, action again. While marked, the knight adds a d4 to its
paralyzed, petrified, poisoned attack rolls against the target, and the target subtracts a d4
Senses darkvision 120 ft., passive Perception 16 from attack rolls made against creatures other than the
Languages Common, Primordial knight. Furthermore, the marked target has disadvantage
Challenge 11 (7,200 XP) on Dexterity (Stealth) checks made to hide from the
Proficiency Bonus +4 knight.
Formation Tactics. The knight has advantage on ability No Escape. The knight teleports up to 60 feet to an
checks and saving throws against being shoved, grappled, unoccupied space it can see within 5 feet of a target it has
or restrained while it is within 5 feet of at least one ally. marked. To teleport in this way, it must be able to see the
marked target.
Immutable Form. The knight is immune to any spell or
effect that would alter its form. Reactions
Martial Advantage (1/Turn). The knight can deal an extra 21 Parry. The knight adds 4 to its AC against one melee attack
(6d6) necrotic damage to a creature it hits with a weapon that would hit it. To do so, the knight must see the
attack, if that creature is within 5 feet of an ally of the attacker and be wielding a melee weapon.
knight that isn't incapacitated, or if it is marked by the
knight. Brace. The knight can make one melee weapon attack
against a creature that enters its reach.

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Osterneth, the Bronze Combat
Osterneth relies heavily on the presence of undead allies,
Lich using them as meat shields via Redirect Attack and
Known as the supreme seed of darkness and the Heart of the positioning tools via Transposition. She starts combat by
Whispered One, Osterneth is Vecna's mightiest servant. attempting to dominate one of the party's melee combatants,
Osterneth is tasked with subverting governments, corrupting spending her action on subsequent turns to cast a spell or to
good people, and spearheading Vecna's takeover of the world. use Void Lightning if it is available, and then using mislead
In public, Osterneth appears as a seductive, aristocratic and the terrain around her to hide via Cunning Action.
human female in her late twenties with dark hair and bronze If threatened in melee, Osterneth uses her Paralyzing
skin. Her look of demure gentility is emphasized by a rich Touch to paralyze the threat or Luring Glare to move them
wardrobe and a charming smile that melts men's hearts. away from her. While her Shadow Rays are viable enough to
Claiming nobility from a distant land, Osterneth uses her use for damage instead of her other spells, Osterneth is
guile and charisma to gain favor among the scions of high always on the lookout for opportunities to catch at least three
society. With their interest peaked, the Heart of the enemies in a fireball or to use power word kill to remove a
Whispered One then seduces the world's greatest leaders, threat from the board.
bringing them willingly into the worship of Vecna. Once her mythic trait is activated, Osterneth's true malice
In actuality, Osterneth is an ancient lich from a kingdom is revealed, and her trickery only becomes more disorienting
lost to memory; her true form is a fleshless skeleton of to deal with. She uses Vanishing Act to reposition even in the
bronzed bones inlaid with soul gems. Within the empty cavity absence of allies, and repels melee attackers that dare to
of her chest pulses the heart of Vecna, a shriveled relic approach her using Disrupt Life. Osterneth otherwise
preserved from the desiccated remains of Vecna's original unleashes as many of her damaging abilities as much
body. The eyes of Osterneth's naked skull blaze with a possible, with her Void Lightning mythic action having a huge
prismatic radiance that creates a powerful glamour effect, blast radius that can potentially hit the entire party at once.
hiding her true appearance from all but her most trusted
servants.
Lore
A character knows the following information with a
successful check using the History skill.
DC 20. Osterneth is a beautiful, charming noblewoman
educated in the arcane arts. She rarely speaks of her past,
but claims descent from a distant family of aristocrats in a
far-off kingdom.
DC 25. Osterneth is very evasive when pressed for details
of her past. A veil of mystery surrounds her, and some
suspect she is more than she appears.
DC 30. Osterneth's interest in magic is focused on the
necromantic arts, though she feigns only mild interest. The
disappearances of several people close to her has led to
suspicion. Some claim she is involved in a cult of some kind.
Social Encounters
In social situations where she presents as herself, Osterneth
uses her keen intuition and superior observation skills to find
the right strings to pull. She toes a fine line between
impressing her targets with her intelligence and flattering
them with compliments, preferring to downplay herself if it
means a target can be lured into thinking they are superior
and thus are more willing to flaunt all of the cards they hold.
Osterneth prefers only to use her spellcasting as a last
resort or to ensure success in an important endeavor; while
her spells are cast without components, she still is adverse to
the unnecessary risk of being detected somehow. When a
hapless fool or perceptive opponent discovers something
about her that she doesn't want revealed, she prefers to use
modify memory to erase their knowledge of it instead of
killing them, which has the added advantage of allowing her
to implant false memories that work to her advantage.

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Osterneth Constant: glibness, mind blank, Nystul's magic aura*
At will: charm person, seeming, suggestion
Medium undead, neutral evil
3/day each: dominate person, fireball, scrying
2/day each: disintegrate, eyebite, mislead
Armor Class 19 (natural armor) 1/day each: finger of death, modify memory, power word
Hit Points 199 (21d8 + 105) kill
Speed 30 ft.
*Osterneth uses False Aura to appear as though no magic
is affecting her or being used by her.
STR DEX CON INT WIS CHA Turn Resistance. Osterneth has advantage on saving throws
14 (+2) 18 (+4) 20 (+5) 27 (+8) 21 (+5) 24 (+7) against effects that turn undead.

Saving Throws Con +12, Int +15, Wis +12


Actions
Skills Arcana +22, Deception +21, History +22, Insight Multiattack. Osterneth makes two Shadow Ray attacks
+12, Perception +12, Persuasion +14, Religion +15 against different targets.
Damage Resistances cold, lightning, psychic
Shadow Ray. Ranged Spell Attack: +15 to hit, range 120 ft.,
Damage Immunities necrotic, poison; bludgeoning,
one creature. Hit: 35 (6d8 + 8) necrotic damage, and the
piercing, and slashing from nonmagical attacks
target can't regain hit points until the start of Osterneth's
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned, next turn.
stunned Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5
Senses truesight 120 ft., passive Perception 22 ft., one creature. Hit: 10 (3d6) cold damage, and the target
Languages Abyssal, Celestial, Common, Elvish, Infernal, must succeed on a DC 20 Constitution saving throw or be
Primordial, telepathy 60 ft. paralyzed for 1 minute (save ends).
Challenge 23 (50,000 XP, or 100,000 XP as a mythic
Void Lightning (Recharge 5–6). Osterneth unleashes void
encounter)
lightning in a 60-foot cone. Each living creature in the area
Proficiency Bonus +7
takes 24 (7d6) lightning damage plus 24 (7d6) necrotic
damage (DC 20 Constitution save for half). On a failed
Heart of Vecna (Mythic Trait; Once Per Rest). If Osterneth is save, a creature also has its speed halved and can't take
reduced to 0 hit points, she doesn't die or fall reactions for 1 minute (save ends).
unconscious. Instead, the heart of Vecna resets her to
maximum hit points, but causes any disguise from the Bonus Actions
seeming spell to end on herself. Furthermore, magical
darkness fills a 60-foot-radius sphere centered on Cunning Action. Osterneth takes the Dash, Disengage, or
Osterneth, remaining until the end of her next turn. Each Hide action.
living creature in the area when this darkness first appears
Piercing Sight. Osterneth gains the ability to see through
takes 36 (8d8) psychic damage (DC 23 Intelligence save objects that are up to 1 foot thick within 60 feet of her
for half). until the start of her next turn.
Legendary Resistance (3/Day). If Osterneth fails a saving
throw, she can choose to succeed instead. Reactions
Magic Resistance. Osterneth has advantage on saving Osterneth can spend one legendary action to take a
throws against spells and other magical effects. reaction, even when she has already used her normal
reaction.
Regeneration. Osterneth starts combat with four filled soul
gems (see Trap the Soul). Constantly exploiting the souls Redirect Attack. When a creature Osterneth can see targets
in them, Osterneth regains 5 hit points per soul at the her with an attack, Osterneth chooses an ally within 5 feet
start of her turn if she has at least 1 hit point. If Osterneth of her. The two swap places, and the chosen ally becomes
takes radiant damage, this trait doesn't function at the the target instead.
start of her next turn. Trap the Soul. Osterneth captures the soul of a humanoid
Rejuvenation. Osterneth's body turns to dust when she killed within 60 feet of her and imprisons it in a soul gem.
drops to 0 hit points, and her equipment is left behind. This is identical to the soul cage spell, but the spell lasts
She gains a new body after 1d10 days, regaining all her hit indefinitely, and she can't use its Steal Life option (see
points and becoming active again. Her new body appears Regeneration instead). Furthermore, Osterneth can exploit
within 5 feet of her phylactery and is invisible for 1 hour. a soul using the spell any number of times without the
soul ever being released. If a gem is crushed, the soul is
Spellcasting. Osterneth is a 20th-level spellcaster. Her released to the Shadowfell.
spellcasting ability is Intelligence (spell save DC 23).
Osterneth has the following spells prepared, and she can
cast them without components:

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Summit of Truth
Osterneth While they normally communicate via spells like sending,
leaders of cults dedicated to the Maimed God gather once
Legendary Actions per year for the reclusive "Summit of Truth" hosted by
Osterneth, where they provide updates on their countless
Osterneth can take 3 legendary actions, choosing from schemes and plots, exchange magical items and lore, and
the options below. Only one legendary action can be coordinate cooperation between multiple cult cells. Hosted in
used at a time and only at the end of another creature's a long forgotten temple of Ioun and protected against
turn. Osterneth regains spent legendary actions at the
start of her turn.
divination magic by powerful wards, the Summit of Truth is
the only place the various cults of Vecna can guarantee
Transposition. Osterneth chooses an ally she can see absolute privacy from even the gods themselves.
within 45 feet of her. Her and that ally magically Osterneth's phylactery is a decapitated statue of Ioun
teleport and swap places. placed in the central courtyard of the temple --- after all,
Luring Glare. Osterneth targets one creature she can nobody would suspect a servant of Vecna to use his rival's
see within 60 feet of her. The target must make a image as their source of eternal unlife. At every summit,
DC 23 Wisdom saving throw. On a failed save, the Osterneth brings her collection of captured souls and feeds
target takes 14 (4d6) necrotic damage, and them to her phylactery, providing her enough sustenance for
Osterneth chooses the target's movement on its the next year to come. The statue appears nonmagical due to
next turn. A creature is immune to this ability if it is a Nystul's magic aura spell cast on it, but can be identified for
immune to being charmed. what it is after 10 minutes of careful study and a successful
Attack. Osterneth uses Paralyzing Touch or Shadow DC 25 Intelligence (Arcana) check. One of the conditions for
Ray. destroying the phylactery includes restoring the head of the
Cast a Spell (Costs 2 Actions). Osterneth casts a spell, or statue, whether by reattaching the original head or by
she uses one of the actions from an eyebite spell constructing a sufficient replacement (e.g. using stone shape).
she is concentrating on.
Lair Actions
Mythic Actions On initiative count 20 (losing initiative ties), Osterneth can
If Osterneth's Heart of Vecna trait has activated in the take a lair action to cause one of the following effects; she
last hour, she can use the options below as legendary can't use the same effect two rounds in a row:
actions. Conjure Walls and Doors. Osterneth causes up to four
Vanishing Act. Osterneth becomes invisible, teleports doors within the lair to become walls and an equal number
up to 45 feet to an unoccupied space she can see, of doors to appear on walls where there previously were
and takes the Hide action. The invisibility end at the none.
start of Osterneth's next turn, if she takes damage, Link Doors. Osterneth causes up to four doors in the lair to
or if she uses any of her abilities. magically link to an equal number of other doors of her
Withering Shadows. Osterneth makes a Shadow Ray
choice, causing a creature that enters a doorway to exit the
attack. On a hit, the target is also poisoned for 1 other doorway in its pair, and vice versa. While open, a
minute. The target can make a DC 23 Constitution doorway is obscured by black mist that prevents viewing of
saving throw at the end of each of its turns, taking the doorway's exit.
14 (4d6) necrotic damage on a failed save, and Programmed Illusion. Osterneth casts the programmed
ending the effect on a successful one. illusion spell somewhere in the lair. She can only maintain
Disrupt Life (Costs 2 Actions). Each living creature four of these illusions at a time.
within 30 feet of Osterneth takes 36 (8d6 + 8) Regional Effects
necrotic damage and is pushed up to 30 feet away
from her (DC 23 Constitution save for half damage
The region containing the temple for the Summit of Truth is
and distance). protected by powerful wards, creating the following effects:
Void Lightning (Costs 2 Actions). Osterneth uses her False Divination. Creatures and locations within 6 miles of
Void Lightning if it has recharged, and its area is the temple can't be successfully targeted by any divination
increased to a 120-foot cone. magic or perceived through magical scrying sensors.
Attempts to do so instead yield misleading results, as
determined by the DM.
Foil Telepathy. Telepathic communication does not work
within 6 miles of the temple.
No Teleportation. Attempts to teleport to a location within 6
miles of the temple from outside the region instead lead to
a similar temple on the opposite side of the continent, as
determined by the DM. Teleportation from creatures
already the region works normally.

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Ascetic of Vecna Combat
Ideally, an ascetic of Vecna never has to fight at all --- it
Wearing only a death shroud, the ascetic of Vecna is a true typically remains locked away in a meditation chamber
devotee of the Undying King. An ascetic of Vecna spends its hidden away from prying eyes, using Dream Stride to direct
existence contemplating the Maimed God's secrets. The only its underlings' activities and to destroy any possible threats as
break from its meditation occurs when the ascetic ventures soon as possible. If a confrontation is inevitable, it will use
into the world to collect esoteric knowledge. An ascetic of clairvoyance, find familiar, and scrying to gather as much
Vecna is so devoted to the acquisition of knowledge that it information on its enemies' numbers and capabilities.
fights or kills others to obtain even a minor piece of In combat, the ascetic will focus on the melee threats while
information. One of these mages gladly exchanges its life to its minions try to attack any ranged attackers from behind; it
uncover knowledge for its sinister master. uses Crushing Bludgeon and telekinesis to interfere with
Osterneth works with a circle of powerful ascetics to their movements, and it assaults them with Mind Cannon
amass occult lore in the name of The Undying King. These knowing that their mental defenses are probably weak.
ascetics use spiritual projections to direct the cults they lead Ideally catching at least two opponents in the area, it uses
while their true selves remain in silent contemplation within Creeping Rot when possible to drain their hit points over
hidden chambers known only to other members of the circle, time.
only emerging once per year to gather for the Summit of
Truth or to bare arms in dire circumstances.

Ascetic of Vecna Actions


Medium humanoid (any race), neutral evil Crushing Bludgeon. The ascetic bludgeons a creature
within 90 feet of it with telekinetic force. The target takes
Armor Class 17 (Psychic Defense) 32 (6d8 + 5) force damage (DC 18 Strength save for half).
Hit Points 93 (17d8 + 17) On a failed save, the target is also knocked prone if it is
Speed 30 ft. Large or smaller, and it can't stand up until the end of the
ascetic's next turn.

STR DEX CON INT WIS CHA Dream Blade. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 23 (5d6 + 5) psychic damage. The attack
10 (+0) 14 (+2) 12 (+1) 20 (+5) 19 (+4) 18 (+4) roll is made with advantage if the target is in dim light or
darkness.
Saving Throws Int +10, Wis +9, Cha +9
Creeping Rot (Recharge 5–6). The ascetic unleashes
Skills Arcana +15, Deception +9, History +15, Religion
negative energy that withers creatures in a 60-foot cone.
+10
Each living creature of the ascetic's choice in the area
Damage Resistances damage from spells
takes 26 (4d12) necrotic damage (DC 16 Constitution
Condition Immunities charmed, exhaustion, frightened,
poisoned save for half). On a failed save, a creature is also poisoned
Senses truesight 30 ft., passive Perception 14 for 1 minute. At the end of each of its turns, the target
Languages any six languages, telepathy 90 ft. repeats the saving throw. It takes 13 (2d12) necrotic
Challenge 13 (10,000 XP) damage on a failed save, and the effect ends for it on a
successful one.
Proficiency Bonus +5
Bonus Actions
Psionics. The ascetic's spellcasting ability is Intelligence
(spell save DC 18). It can cast the following spells using Mind Cannon. The ascetic mentally assaults one creature it
psionics, requiring no components: can see within 90 feet of it. The target takes 16 (2d10 +
5) psychic damage (DC 18 Intelligence save for half).
Constant: detect magic, nondetection
At will: find familiar, telekinesis Dream Stride (1/Day). The ascetic projects a portion of its
3/day each: detect magic, sending spirit out of its body. This effect is identical to the project
2/day each: clairvoyance, scrying image spell (save DC 18), but it lasts until dispelled or
1/day each: contact other plane, legend lore destroyed (no concentration), and it can be controlled
using a bonus action.
Psychic Defense. The ascetic adds its Intelligence modifier
to its AC. Reactions
Psychic Deflection. When the ascetic is hit by an attack or
it fails a saving throw, it gains a +2 bonus to its AC against
that attack or a +4 bonus to that saving throw.

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Tenebrous prefers spending his legendary actions on
Tenebrous, the Shadow of eyebite and telekinesis, inflicting conditions that prevent the
party from pursuing him as he teleports away. Tenebrous
Orcus knows that combat is a game of attrition, and is not afraid of
Just before ascending to godhood, the demon lord Orcus was dragging out the fight if it means ensuring victory. The party's
murdered. Rising as an undead god deep within the Astral best chance of defeating Tenebrous is to lay a trap or to
Sea, Tenebrous sought to enact vengeance on his usurpers otherwise force a particular choice of arena that leaves
and to reacquire the Wand of Orcus so that he may resurrect Tenebrous exposed with few hiding spots.
as a true demon god of the unliving. Master of Undeath is usually the mythic trait Tenebrous
activates first; an example of what he might summon is two
Lore beholder zombies and two deathlocks (MPMM 86) to
provide ranged attacks and debuffs, two slaymates (see
A character knows the following information with a Chapter 1) riding the beholder zombies to make them
successful check using the History or Religion skill. invisible, and an ogre zombie to act as a tank. These undead
DC 20. Orcus is a massive, bloated demon prince—bloated aren't enough to challenge the party by itself, but between
on spite, bile, and contempt. His worship had spread so far Bolster Minions being used to buff them, any other undead
that he was on the cusp of godhood, but with his wars against that were already present before the battle began, and
Demogorgon and Graz'zt waning, he became complacent and Tenebrous himself, the undead from this ability can quickly
was murdered and deposed. overwhelm the party.
DC 23. But then Orcus rose from the dead as an undead Tenebrous also uses Elude the Living to create hiding
god and took the name Tenebrous, hiding in the shadows, spots for himself and his minions to hide, since they are not
waiting to take his revenge. affected by the magical darkness. If threatened in melee by
DC 26. Tenebrous sought the Wand of Orcus so that he multiple combatants, he may use Destructive Burst to push
may resurrect as a true deity, wandering the planes and them away.
slaying other gods along the way using an ancient power Once both of his mythic traits are active, Tenebrous
known as the Last Word. At one point, he slew Primus and acknowledges the threat to his continued existence and may
assumed his identity, sending his modrons across the planes flee. If this is impossible, he will use Antilife Barrier to deter
in the Great Modron March in search of the wand. the party from pursuing him as he attempts to regenerate his
DC 29. Orcus revitalized his wand, and with its strength hit points. If afflicted with a harmful condition or spell, he
initiated a spell of resurrection cast by one of his last faithful may use Consume Energy on any remaining minions,
servants, the half-ogre Quah-Namog. Heroes from the although this comes with the tradeoff of losing another body
Material Plane seemingly disrupted this ceremony at the in the fight that could potentially draw attention from the
eleventh hour, causing Orcus to rise not as a god of undeath, party. When an opportunity presents itself, he will use
but as the demon lord he once was. Creeping Death to inflict necrotic vulnerability on as many
party members as possible, following up with circle of death
Combat or Grave Bolt as soon as possible.
The stat block presented below represents the full might of Killing Tenebrous
the undead deity Tenebrous in his prime. If Tenebrous was Since Orcus was killed before he could ascend to a true god,
already destroyed in your world, perhaps a lingering shadow Tenebrous lacks the Discorporation trait that other gods
of his former glory, equivalent in strength to Tenebrous's possess, forcing him to act in the shadows so that his rivals
avatar, may still wander the planes in search of power to do not band together to vanquish him.
amass and deities to slay. However, if Tenebrous manages to become a true deity,
Tactics
here are some sample quests that can enable his demise
Tenebrous doesn't fight fairly: he seeks to overwhelm his foes once again.
with swarms of undead minions while he lurks in the Orb of Light. The Orb of Light (see Chapter 7), the divine
shadows, only emerging from stealth to unleash a furious spark of a deity slain by Tenebrous, must be used to fight or
assault when he knows he wouldn't be attacked in return. kill him.
On his turn, Tenebrous will generally use circle of death to Raven Queen's Blessing. An artifact stolen from the
damage multiple party members at once, opting to use Raven Queen by the Demon Prince of Undeath must be
Multiattack for single target damage if a particular character returned to her in exchange for a divine blessing that allows
is a more urgent threat than the others that round. If his Tenebrous to be vanquished.
Finger of Doom is available, he uses it to guarantee critical Wand of Orcus. The Wand of Orcus must be permanently
hits with his Claw attacks in melee against a paralyzed destroyed, as described in the item's description (DMG 227).
victim.

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Tenebrous Divine Will. Tenebrous is immune to any spell or effect that
would alter his form, as well as those that would read his
Huge undead (deity, demon), chaotic evil
thoughts, determine if he is lying, or magically influence
his thoughts or behavior.
Armor Class 17 (natural armor)
Hit Points 405 (30d12 + 210) God Slayer. Tenebrous deals double damage to gods and
Speed 40 ft., fly 40 ft. (hover) celestials, bypassing their resistances and immunities. If
Tenebrous reduces a god or celestial to 0 hit points, he
kills them instantly.
STR DEX CON INT WIS CHA Half-Incorporeal. While in dim light or darkness, Tenebrous
6 (-2) 24 (+7) 25 (+7) 20 (+5) 20 (+5) 27 (+8) can move through other creatures and objects as if they
were difficult terrain. If he ends his turn inside an object,
he takes 5 (1d10) force damage and is shunted out into
Saving Throws Con +15, Wis +13, Cha +16 the nearest unoccupied space.
Skills Arcana +13, Deception +16, Insight +13,
Intimidation +16 Innate Spellcasting. Tenebrous's innate spellcasting ability
Damage Resistances acid, cold, fire, lightning is Charisma (spell save DC 24). He can innately cast the
Damage Immunities necrotic, poison; bludgeoning, following spells, requiring no material components:
piercing, and slashing from nonmagical attacks Constant: eyebite, nondetection, telekinesis
Condition Immunities charmed, exhaustion, frightened, At will: circle of death, soul cage
grappled, paralyzed, petrified, poisoned, prone,
2/day each: divine word, power word kill
restrained, unconscious 1/day each: plane shift, wish
Senses truesight 120 ft., blindsight 500 ft., passive
Perception 15 Master of Undeath (Mythic Trait; Once Per Rest). If
Languages all, telepathy 120 ft. Tenebrous is reduced to 0 hit points, he doesn't die or fall
Challenge 26 (90,000 XP, or 180,000 XP as a mythic unconscious. Instead, he resets to maximum hit points
encounter) and conjures undead creatures of CR 5 or lower whose
Proficiency Bonus +8 combined average hit points don't exceed 400. These
undead magically rise up from the ground or otherwise
Aura of Divine Hunger. Tenebrous emits an aura of undeath form in unoccupied spaces within 300 feet of Tenebrous
that feeds on positive energy within 30 feet of him, or 60 and obey his commands until they are destroyed or until
feet while either of his mythic traits are active. While in they are dismissed after 1 hour.
the aura, living creatures can't benefit from resistance to Regeneration. Tenebrous regains 15 hit points at the start
necrotic damage, automatically fail death saving throws, of his turn if he has at least 1 hit point and isn't in
and have their speed halved. Furthermore, if a creature sunlight. If Tenebrous takes radiant damage, this trait
regains hit points while in the aura, Tenebrous regains the doesn't function at the start of the Tenebrous's next turn.
hit points instead of them.
Unbreakable. If Tenebrous would be incapacitated or
Dark Speech (Mythic Trait; Once Per Rest). If Tenebrous is stunned, his speed is halved until the end of his next turn
reduced to 0 hit points, he doesn't die or fall unconscious. instead.
Instead, he resets to maximum hit points, and each
creature of Tenebrous's choice within 60 feet of him that
can hear him takes 18 (4d8) psychic damage (DC 24
Charisma save for half). On a failed save, a creature is also
overwhelmed by visions of widespread death and decay
across the planes; the creature is poisoned, and while
suffering this condition, it falls prone and can't stand up.

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Tenebrous Teleport. Tenebrous magically teleports up to 60 feet to an
unoccupied space he can see.
Actions Attack. Tenebrous makes a Claw or Grave Bolt attack.
Multiattack. Tenebrous makes three attacks. Cast a Spell (Costs 2 Actions). Tenebrous casts an innate
spell, or he uses one of the actions from his constant
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one eyebite and telekinesis effects. Once he casts a spell, he
target. Hit: 20 (3d8 + 7) slashing damage plus 13 (2d12) can't cast that spell again with this ability until the start
necrotic damage, and the target is pushed up to 10 feet of his next turn.
away from Tenebrous.
Grave Bolt. Ranged Spell Attack: +16 to hit, range 120 ft.,
Mythic Actions
one creature. Hit: 34 (5d10 + 7) necrotic damage. If the If one of Tenebrous's mythic traits were activated in the
attack roll had advantage, the target suffers health drain last hour, he can use the first three options below as
equal to the necrotic damage taken. legendary actions. If both traits were activated in the last
hour, he can instead use any of the options below.
Finger of Doom (Recharge 6). Tenebrous points at one
creature he can see within 300 feet of it. The target must Bolster Minions. Tenebrous targets up to five undead
succeed on a DC 24 Wisdom saving throw or take 26 within 30 feet of him. Each target grows one size
(4d12) necrotic damage and become frightened until the category larger, has its speed doubled, and has
end of Tenebrous's next turn. While frightened in this way, advantage on attack rolls, lasting until the end of the
the creature is also paralyzed. target's next turn.
The Last Word (1/Week). Tenebrous speaks a blasphemous Elude the Living. Magical darkness spreads within a 20-foot
word of unmaking and targets one creature within 60 feet cube centered on a point Tenebrous chooses within 60
of him that he can see. If the creature has 150 hit points feet of him. Non-living creatures can see through the
or fewer, it dies, even if it has unused mythic traits. The darkness as if it were dim light. The darkness dissipates
slain creature cannot be revived by any means, even if it is at the end of Tenebrous's next turn.
a deity or some other planar ruler.
Destructive Burst (Costs 2 Actions). Tenebrous unleashes a
Bonus Actions burst of divine energy. Each creature of his choice
within 60 feet of him takes 4d6 necrotic damage plus
Shadow Stealth. Tenebrous takes the Hide action while in 4d6 thunder damage (DC 24 Constitution save for half).
dim light or darkness. On a failed save, a creature is also pushed up to 15 feet
Create Undead. Tenebrous targets any number of away from Tenebrous and knocked prone.
humanoid corpses within 60 feet of him. Each corpse Consume Energy. Tenebrous chooses one undead of his
rises as an undead of CR 10 or lower of Tenebrous's choice within 30 feet of him that he created or
choosing. These undead act on their own initiative count summoned. Tenebrous reduces the undead to 0 hit
and follow Tenebrous's orders to the best of their abilities. points, allowing him to end one spell or condition of his
choice on himself.
Assume Identity. Tenebrous polymorphs into the form of a
demon, into a creature he has killed within the last week, Antilife Barrier (Costs 2 Actions). Tenebrous creates a
or back into his true form. His statistics, other than his barrier of antilife at a point of his choice within 120 feet
size, are the same in each form. Any equipment he is of him. The barrier is made up of ten 10-foot-by-10-foot
wearing or carrying isn't transformed. He reverts to his panels; each panel must be contiguous with another
true form if he is reduced to 0 hit points or dies. panel. The panels behave as the antilife shell spell,
preventing living creatures from passing or reaching
Reactions through. The barrier disappears at the end of
Dampen Spell (Recharge 6). Tenebrous halves the damage Tenebrous's next turn, if they are hit by an attack (AC
he takes from a spell that doesn't deal radiant damage. 15), or if they take radiant damage.

Legendary Actions Creeping Death (Costs 3 Actions). Tenebrous chooses a


point within 100 feet of him that he can see. A 20-foot-
Tenebrous can take 5 legendary actions, choosing from radius sphere of swirling necrotic energy emerges from
the options below. Only one legendary action can be used that point and lasts until the end of Tenebrous's next
at a time and only at the end of another creature's turn. turn. living creatures in that area have vulnerability to
Tenebrous regains spent legendary actions at the start of necrotic damage.
his turn.

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Oblivion's Gate Visage
While not wandering the planes or assuming the identity of a "This creature appears only somewhat solid, with a mostly
deity he has slain, Tenebrous resides in Oblivion's Gate, an shapeless body. Its only definite features include a pale,
ancient citadel positioned at a planar crossing between the white, masklike face bearing a perpetual grin and a pair of
Astral Sea and the Negative Energy Plane. Built by an particularly long and nasty claws."
unknown race of immortals in the time before the dominance
of the gods, knowledge of this citadel's existence was lost The visage is a devious undead creature that steals the
during the Dawn War, making it the perfect site for identity of its victims to further its chaotic and evil aims. The
Tenebrous to dwell without the risk of being detected by first visages were formed from the spirits of demons by
interlopers. Orcus, Demon Prince of Undead, while he had assumed the
identity of Tenebrous. When he reassumed his true identity
Lair Actions and mantle, however, Orcus discarded the visages from his
On initiative count 20 (losing initiative ties), Tenebrous can service, and since that time, they have reproduced by
take a lair action to cause one of the following effects; he spawning new visages from any evil outsiders.
can't use the same effect two rounds in a row: Though a visage appears incorporeal, it does not actually
Grasp of the Dead. Tenebrous causes skeletal arms to rise possess that quality. A visage isn't very dense, though, and
from an area on the ground in a 20-foot square that he can only weighs about 75 pounds despite its size. In its normal
see. They last until the next initiative count 20. Each form, it is sometimes mistaken for a wraith.
creature in that area when the arms appear must succeed Combat
on a DC 23 Strength saving throw or be restrained until Visages prefer subterfuge to overt combat, since their
the arms disappear or until Tenebrous releases them (no physical attacks aren't very threatening. They use their
action required). dominate person and lucidity control abilities to influence
Overwhelming Despair. The surrounding negative energy weak-willed individuals, hoping to draw them to places where
threatens to overwhelm living creatures in the lair. Each they can finish them off secretly and assume their identities.
target must succeed on a DC 20 Intelligence saving throw Then, the visage uses this new identity to sow chaos and
or be frightened until initiative count 20 of the next round. discord as long as possible.
Shriek of the Damned. The spirits of the damned let out a
terrible shriek. Each living creature in the lair must
succeed on a DC 20 Charisma saving throw or be deafened
until initiative count 20 of the next round.
Regional Effects
Oblivion's Gate is affected by the planar magic of the Astral
Sea and the Negative Energy Plane, creating one or more of
the following effects:
Ambient Negative Energy. Due to the influence of the
Negative Energy Plane, hit points regained by living
creatures from any source are halved, death saving throws
are made with disadvantage, and living creatures can't
benefit from resistance to necrotic damage.
Subjective Gravity. Due to the influence of the Astral Plane,
a creature's walking speed (in feet) is equal to five times its
Intelligence score, and it can use this movement to fly in
any direction.
Suppressed Lighting. Tenebrous's influence suppresses
light in the area. Bright light in the area becomes dim light,
and dim light in the area becomes darkness.

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Vecna, the Whispered One
Visage Vecna is known by many names: The Whispered One, Master
Medium undead, chaotic evil of the Spider Throne, The Undying King, Lord of the Rotted
Tower, and the Maimed God. These titles are but a few that
Armor Class 14 describe the secretive and incomparably ambitious god. Little
Hit Points 78 (12d8 + 24) is known about Vecna's current ambitions, but that doesn't
Speed 30 ft., fly 60 ft. (hover) stop his cultists from developing their own plots.
STR DEX CON INT WIS CHA
Lore
6 (–2) 19 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4) A character knows the following information with a
successful check using the Religion skill.
Saving Throws Dex +8, Wis +5 DC 10. Vecna is the lord of undead, god of secrets, and
Skills Deception +12, Insight +5, Perception +5, patron of necromancers. He has tried many times to take
Stealth +8 over the world.
Damage Resistances acid, cold, fire, lightning, thunder; DC 15. Two of Vecna's chief rivals are the Raven Queen
bludgeoning, piercing, and slashing from nonmagical and Orcus. Both claim dominion over death, though each,
attacks including Vecna, has a different vision of what the afterlife
Damage Immunities necrotic, poison should be. Vecna believes that creatures should serve him in
Condition Immunities exhaustion, frightened, paralyzed,
petrified, poisoned
both life and death.
Senses darkvision 60 ft., passive Perception 15
DC 20. Vecna once had a powerful lieutenant known as
Languages the languages it knew in life Kas. He was originally Vecna's trusted lieutenant, but he
Challenge 9 (5000 XP) betrayed Vecna in an effort to become a god in Vecna's stead.
Proficiency Bonus +4 Kas severed Vecna's hand and an eye, and though both
survived the battle, each now seeks the other's destruction.
Create Spawn. An aberration, celestial, fey, or fiend slain Cultists of Vecna are on the lookout for the sword of Kas,
by the visage rises as a visage after 1 minute. fearing that the artifact might be used to slay their lord.
DC 25. Vecna's hand and eye are powerful necromantic
Innate Spellcasting. The visage's innate spellcasting
ability is Charisma (spell save DC 16, +8 to hit with
artifacts, constantly sought after by his followers so that they
spell attacks). It can innately cast the following spells,
may reunite them with their rightful owner. To be used, the
requiring no material components: hand must be grafted to a humanoid's wrist where the hand
has been severed. The eye must be placed in an empty
At will: minor illusion, toll the dead humanoid eye socket.
3/day each: darkness, finger of death
2/day each: charm person, suggestion
Unlike many deities, Vecna has no fixed domain or
1/day each: dominate person, phantasmal force location. He prowls the planes, searching for secrets. Most
often, though, Vecna travels the Astral Sea, visiting the
Shadow Stealth. While in dim light or darkness, the dominions of dead gods.
visage can take the Hide action as a bonus action.

Actions Combat
Mutiattack. The visage makes two melee attacks. As one of the smartest beings in the multiverse, Vecna is a
hard being to find, let alone kill. The party's only hope is to
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one somehow avoid getting on Vecna's radar, perhaps foiling his
target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) spies and divination with the help of an allied deity; even
necrotic damage. then, Vecna has contingencies in place in case anyone
Assume Identity. The visage polymorphs into a Small or attempts to exploit this weakness of his.
Medium humanoid it has killed within the last week, or
back into its true form. Its statistics, other than its size, Tactics
are the same in each form. Any equipment it is wearing If given advanced notice, Vecna will prepare and pre-cast
or carrying isn't transformed. It reverts to its true form spells that are specifically tailored to the situation at hand.
if it dies. For example, he may use simulacrum to create a duplicate of
himself to keep the party distracted while he uses scrying to
observe the party's tactics in taking it down (if they can even
manage that).
With an Intelligence score of 30, Vecna will generally be
able to predict or identify the party's actions for what they
are. There are no surprises when it comes to the god of evil
secrets. That said, he holds onto his wish spell for as long as
possible, using it as a trump card in case the party does
anything unexpected that may throw a wrench into his battle
plans.

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In a standard encounter, Vecna is a formidable ranged Contingency. Vecna speaks a command word, and the lair
spellcaster, starting with a dominate monster spell on the activates a contingency that allows Vecna to cast any spell
weakest-willed brute of the party and sending it to attack the of 5th level or lower on himself. Typical options include
spellcasters. Vecna knows that spellcasters will be his most greater restoration to remove debilitating effects, armor of
dangerous opponents, so he always makes sure to focus on Agathys (5th level) or mirror image to hamper a melee
them with ranged abilities like circle of death, finger of death, opponent, and protection from energy to defend against a
Ray of Death, and Vile Curse. If threatened in melee, Vecna specific damage type.
will use Teleport to get out of their reach; if Vecna possesses Telekinesis. Instinctively following Vecna's dark will, the lair
his Hand, he may be embolded and use Liquify Bones to itself uses telekinesis to manipulate a creature or object, as
reduce the melee combatant to 1 hit point. the telekinesis spell (save DC 20), lasting until intiative
By the time one of his mythic traits have been activated, count 20 of the next round.
Vecna will be accustomed to the party's tactics and will adjust Regional Effects
accordingly. He generally uses the same tactics alongside the The region containing Vecna's lair is warped by his dark
upgrades from Greater Teleport and Beam of Death; magic, which creates one or more of the following effects:
furthermore, he can use Dark Speech to blind a spellcaster,
preventing them from targeting him with their spells. False Divination. Divination spells cast within the lair by
With both mythic traits active, Vecna can rely on his creatures other than Vecna have a 75 percent chance to
Discorporation to survive and simply take revenge against the provide misleading results, as determined by the DM. If a
party another day; if the party has completed one of the divination spell already has a chance to fail or become
quests that would enable his demise, he may choose to use unreliable when cast multiple times, that chance becomes
wish to teleport somewhere else using plane shift. If he must a guarantee.
fight to the death, he uses all of the tools at his disposal, Maddening Whispers. Creatures constantly hear faint,
including the use of Undying Grasp to teleport the party into indecipherable whispering in their ear, imposing
a small area that he can barrage with Necrotic Web. disadvantage on Intelligence and Wisdom checks.
Whispered One's Gaze. When a creature expends a spell
Killing Vecna slot while within 1 mile of the lair, Vecna can immediately
While killing the god of evil secrets is a nigh impossible task, cast scrying on them (save DC 20).
here are some sample quests that would enable his demise.
Eye and Hand of Vecna. The Hand of Vecna and Eye of
Vecna (DMG 224) must be found and destroyed. For example,
the Hand may be in the possession of Arkhan the Cruel, the
champion of Tiamat.
Heart of Vecna. Osterneth, the bronze lich, must be found
and destroyed, and Vecna's heart must be recovered from her
body and then also destroyed.
Sword of Kas. The sword of Kas (DMG 226), the ancient
weapon of Vecna's treacherous former lieutenant, must be
used to fight or kill Vecna.
Whispering Tower
Instead of ruling a divine realm, Vecna wanders the planes in
search of forgotten artifacts and arcane lore to add to his
vast, unknowable collection. However, he does own a hidden
black tower within the Windswept Depths of Pandemonium,
a cache of magical objects and tomes that represent a small
fraction of what he truly possesses. Its aura of magical power
drowned out by the howling winds of the plane surrounding
it, adventurers that seek to defeat Vecna may attempt to find
him here, although the preparations made by the Whispered
One beforehand all but ensure the party's doom.
Lair Actions
On initiative count 20 (losing initiative ties), Vecna can take a
lair action to cause one of the following effects; he can't use
the same effect two rounds in a row:
Glyph of Warding. Vecna utters an incantation, and the lair
creates a 3rd-level glyph of warding spell (save DC 20) on a
surface in an unoccupied space within 60 feet of him that
triggers if a creature other than Vecna steps on it. If he
chooses a spell rune, typical options include bestow curse
to weaken an opponent, darkness to obstruct line of sight,
or silence to prevent verbal spellcasting in an area.
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Vecna Eye and Hand of Vecna. If Vecna possesses the Eye of
Vecna and/or the Hand of Vecna, instead of using the
Medium undead (deity), neutral evil
statistics of these items, he gains extra traits and abilities
as noted in this stat block.
Armor Class 17 (natural armor)
Hit Points 402 (35d8 + 245) Legendary Resistance (5/Day). If Vecna fails a saving throw,
Speed 30 ft., fly 30 ft. (hover; Limited Rejuvenation only) he can choose to succeed instead.
Limited Rejuvenation (Mythic Trait; Once Per Rest). If Vecna
dies, his body reforms at the start of his next turn,
STR DEX CON INT WIS CHA resetting to maximum hit points and becoming active
20 (+5) 16 (+3) 24 (+7) 30 (+10) 28 (+9) 26 (+8) again. He then gains a magical flying speed of 30 feet for
1 hour.
Saving Throws Int +19, Wis +18, Cha +17 Magic Resistance. Vecna has advantage on saving throws
Skills Arcana +28, Deception +26, History +28, Insight against spells and other magical effects.
+27, Perception +18, Religion +28 Spellcasting. Vecna's spellcasting ability is Intelligence
Damage Resistances force, lightning, psychic (spell save DC 27, +19 to hit with spell attacks). Vecna has
Damage Immunities cold, necrotic, poison; bludgeoning, the following spells prepared:
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Constant: detect thoughts, nondetection, protection from
paralyzed, petrified, poisoned, unconscious evil and good
Senses truesight 120 ft., blindsight 500 ft., passive At will: circle of death, danse macabre (no concentration),
Perception 28 dispel magic
Languages all, telepathy 1,000 ft. 3/day each: counterspell, dominate monster, mislead
Challenge 30 (155,000 XP, or 310,000 XP as a mythic 2/day each: banishment, disintegrate, finger of death
encounter) 1/day each: divine word, power word kill, wish
Proficiency Bonus +9 Turn Immunity. The Vecna is immune to effects that turn
undead.
Aura of Weakening. Vecna emits an aura of negative energy
out to a radius of 30 feet, or 60 feet while either of his Vecna's Ambition (Mythic Trait; Once Per Rest). If Vecna is
mythic traits are active. While in the aura, undead allies of reduced to 0 hit points, he doesn't die or fall unconscious.
Vecna have advantage on all saving throws, and living Instead, he resets to maximum hit points and can
creatures have disadvantage on ability checks and can't immediately take an action, but he can't use his Legendary
regain hit points. Resistance trait until the end of his next turn.
Regeneration (Eye and Hand Only). Vecna regains 20 hit
Discorporation. When Vecna dies, his body is destroyed
points at the start of his turn if he has at least 1 hit point.
but his essence travels to a location of his choice, and he
is unable to take physical form for a time. X-Ray Vision (Eye Only). Vecna can see into and through
Divine Will. Vecna is immune to any spell or effect that solid matter out to a radius of 120 feet. To him, solid
would alter his form, as well as those that would read his objects within that radius appear transparent and don't
prevent light from passing through them.
thoughts, determine if he is lying, or magically influence
his thoughts or behavior.

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Vecna Mythic Actions
If one of Vecna's mythic traits were activated in the last
Actions hour, he can use the first three options below as legendary
Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 actions. If both traits were activated in the last hour, he
ft., one creature. Hit: 19 (3d6 + 2d8) cold damage. The can instead use any of the options below.
target must succeed on a DC 25 Constitution saving Greater Teleport. Vecna teleports up to 60 feet to an
throw or be paralyzed for 1 minute (save ends). unoccupied space that he can see.
Liquify Bones (Hand Only; Recharge 6). Melee Spell Attack: Beam of Death. Vecna unleashes a beam of negative energy
+19 to hit, reach 5 ft., one creature. Hit: The target is in a line that is 5 feet wide and 100 feet long. Each
reduced to 1 hit point. living creature in the area takes 28 (4d8 + 10) necrotic
Change Shape. Vecna magically polymorphs into any damage (DC 27 Constitution save for half).
creature he has seen, retaining his game statistics (other Dark Speech. Vecna forces one creature that he can see
than his size). This transformation ends if Vecna is within 60 feet of him to make a DC 27 Wisdom saving
reduced to 0 hit points or uses his action to end it. throw. On a failed save, the target is blinded and
deafened by hallucinations of death and destruction
Legendary Actions until the end of its next turn. The target has advantage
Vecna can take 5 legendary actions, choosing from the on the save if it is immune to being frightened.
options below. Only one legendary action can be used at a Undying Grasp (Costs 2 Actions). Vecna targets up to five
time and only at the end of another creature's turn. Vecna creatures he can see within 60 feet of him. Each target
regains spent legendary actions at the start of his turn. is teleported to an unoccupied space that Vecna can
Teleport. Vecna teleports up to 30 feet to an unoccupied see within 60 feet of him. That space must be on the
ground or on a floor.
space that he can see.
Whispers of Madness (Costs 2 Actions). Vecna chooses up
Ray of Death. Ranged Spell Attack: +19 to hit, range 60 ft.,
to three living creatures he can see within 60 feet of
one target. Hit: 28 (4d8 + 10) necrotic damage.
him. Each target must succeed on a DC 27 Wisdom
Paralyzing Touch (Costs 2 Actions). Vecna uses his saving throw, or it takes 32 (4d10 + 10) psychic
Paralyzing Touch. damage and must use its reaction to make a melee
weapon attack against one creature of Vecna's choice
Cast a Spell (Costs 2 or 3 Actions). Vecna casts a spell with
that Vecna can see.
a casting time of one action or bonus action. If the spell
is capable of dealing damage, it costs 3 legendary Necrotic Web (Costs 3 Actions). Vecna unleashes a necrotic
actions, rather than 2. web centered on a point he can see within 120 feet of
him. Each creature within 15 feet of that point takes 43
Vile Curse (Costs 3 Actions). Vecna targets one creature he
(6d10 + 10) necrotic damage (DC 27 Dexterity save for
can see within 30 feet of him. The target must succeed
half). On a failed save, a creature is also restrained for 1
on a DC 27 Wisdom saving throw or be magically
minute, and can repeat the saving throw at the end of
cursed. While cursed, the target has disadvantage on
each of its turns. It takes 14 (4d6) necrotic damage on a
attack rolls and saving throws (save ends).
failed save, and the effect ends for it on a successful
one. For 1 minute after using this ability, the area
spanned by the web is difficult terrain, and a creature
that ends its turn in the area must make the initial
saving throw described at the start of this ability.

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Enigma of Vecna Combat
In its initial form, enigmas keep away from the fray, using
Enigmas of Vecna are the shells of petitioners who have Shock Bolt and Memory Ripper to wear down foes.
angered Vecna by sharing secrets or otherwise failing their Once a bloodied enigma completes its gruesome
secretive god. These strange humanoids use arcane magic to transformation, it leaps forward and engages the enemy in
harry Vecna's enemies from afar. When injured, an enigma of melee, the terrible display of its Horrific Visage causing
Vecna transforms into a shrieking, clawed berserker. enemies to recoil before the enigma uses its long, sharp
In its normal form, an enigma of Vecna is a bald human claws to rend their flesh.
with vague features. Enigmas usually wear simple robes, and
each carries a dagger. Once bloodied, they undergo a horrific
transformation. They sprout long claws, and reveal a fanged,
twisted vistage as their skin falls away, leaving behind a flayed
form.
A character knows the following information with a
successful check using the Religion skill.
DC 20. Enigmas are found guarding places sacred to
Vecna. They also travel with his honored servants, acting as
bodyguards. They have the ability to shock an enemy and
leave them shaken up.
DC 25. Enigmas are actually horrid fiends bound in human
form. If pressed in battle, they transform into shrieking,
clawed berserkers.

Enigma of Vecna Constant: darkvision, mage armor


At will: mage hand, minor illusion
Medium humanoid, neutral evil
2/day each: compulsion, locate creature
1/day each: guardian of faith, passwall
Armor Class 16 (mage armor)
Hit Points 91 (14d8 + 28) Blood Frenzy (Flesh Ripper Only). The enigma has advantage
Speed 30 ft., climb 30 ft. (Flesh Ripper only) on melee attack rolls against any creature that is bloodied.
Regeneration (Flesh Ripper Only). The enigma regains 10 hit
points at the start of each of its turn if it has at least 1 hit
STR DEX CON INT WIS CHA point.
18 (+4) 16 (+3) 15 (+2) 18 (+4) 14 (+2) 18 (+4)
Actions
Saving Throws Wis +5, Cha +7 Multiattack. The warlock makes two melee attacks.
Skills Arcana +10, History +7
Senses darkvision 60 ft., passive Perception 12 Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach
Languages any two languages 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4)
Challenge 6 (2,300 XP) piercing damage plus 10 (3d6) lightning damage.
Proficiency Bonus +3 Rend Flesh (Flesh Ripper Only). Melee Weapon Attack: +7
to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing
Flesh Ripper Rage (Once Per Rest). Once the enigma has damage, and the enigma can push the target up to 10 feet
been bloodied, it undergoes a vile transformation that away.
lasts for 1 hour. During that time, the enigma can't cast Shock Bolt (Cantrip). Ranged Spell Attack: +7 to hit, range
spells and gains a new set of traits and abilities. 90 ft., one creature. Hit: 14 (3d6 + 4) lightning damage,
Horrific Visage. At the start of each of the enigma's turns, and until the end of its next turn, the target's speed is
each creature within 15 feet of the enigma that can see it halved and it can't take reactions.
must succeed on a DC 15 Wisdom saving throw or take Memory Ripper (Recharge 5–6). The enigma rends the
10 (3d6) psychic damage. memories of living creatures in a 20-foot cube within 60
Spellcasting. The enigma's spellcasting ability is feet of it. Each target in that area takes 9 (2d8) psychic
Intelligence (spell save DC 15). It has the following spells damage (DC 15 Intelligence save for half). On a failed
prepared: save, a target is also stunned until the end of its next turn,
and the enigma magically learns one fact or secret about
the target.

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PART 2
Character Options
Chapter 5: Blackguard

T
he world knows paladins to be shining Creating a Blackguard
paragons who champion lofty ideals such as
compassion, nobility, sacrifice, and valor. Such The most important aspect of a blackguard character is their
virtuous figures are symbols to the common background and how they became a member of this class.
people, icons from which they draw the Are you a fallen paladin, or did you gain the power of vice via
strength and courage to stand fast against the some other method? Did you find yourself unwillingly
encroaching darkness. Yet in every light a consumed by negative emotions, or did you willingly plunge
shadow lurks—the brightness of these noble warriors is yourself into the shadows? Do you seek some sort of positive
equaled by the shadow spreading from their sinister change, or do you continue to stray closer and closer to evil?
counterparts, the blackguards. In particular, take a moment to establish the relationship
between your alignment and your levels in this class. Are you
Wielders of Negative Emotions an evil-aligned that has fully embraced your dark emotions,
Blackguards are shadow warriors who embrace the power of or are you good-aligned in spite of them? Do you attempt to
what most people consider to be a vice or a dark emotion. A control your emotions using a structured, lawful approach, or
blackguard's vice becomes a central focus for that individual's do you channel them in a free, chaotic manner? If you are
divine power. Dominance, fury, and pride are among the neutral along either axis, how do you maintain this balance
forces that blackguards cultivate to fuel their might. when the shadows continually attempt to eat away at your
Because malevolent deities and wicked forces in the sense of self?
cosmos are more likely to hold a vice in esteem, most Quick Build
blackguards are villains. Nevertheless, blackguards who cling You can make a blackguard quickly by following these
to higher ideals do exist. A heroic blackguard might be born suggestions. First, Strength should be your highest ability
when a divine soldier who tries to exemplify virtue cannot score, followed by Charisma. Second, choose the soldier
control their anger or some other base emotion. Such background.
blackguards are referred to as fallen paladins. Other heroic
blackguards cleave to a vice that a non-evil religion or deity
promotes as an asset, or they have learned by necessity to Blackguards and Paladins
turn their negative tendencies into a divine focus so that they When a paladin actively breaks their oath and falls
can lead productive lives. down the path of darkness, the DM may choose to
replace their paladin levels with blackguard levels,
The Temptation of Evil rather than using the Oathbreaker in the Dungeon
Master's Guide. Similarly, if a blackguard completes
The power of vice is alluring because it offers fewer some sort of quest for atonement, they may be able
restrictions than virtue does. Though the power comes easily, to make a sacred oath that allows them to replace
a blackguard always faces the worst temptations of his or her their blackguard levels with paladin levels.
vice, as well as that of other negative emotions that echo the Blackguards have the same requirements and
vice. Scruples can be hard to maintain in the face of such a benefits as a paladin for the purpose of multiclassing.
lure. A truly heroic blackguard can never give in and take the However, characters aren't allowed to have levels in
easy path. the blackguard class and the paladin class at the same
Heroic blackguards have a hard road to travel. Their truly time.
immoral counterparts form orders that actively oppose In general, blackguards generally have access to the
virtuous knights and cavaliers. Whether or not a specific same magic items, optional class features, and other
blackguard is a member of such a dark order, those same options that paladins can access, except when the
DM says otherwise.
knights and cavaliers rarely understand that a person can
channel divine power through a vice without becoming
debased. The common people rightly fear all blackguards the
same way they fear the black knights of legend. A blackguard
who uses the divine power of the dreaded vices to combat evil
still has difficulty finding a wide array of allies. He or she
rarely enjoys a hero's accolades.

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The Blackguard
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Shroud of Shadow, Unholy Vigor - - - - -
2nd +2 Fighting Style, Spellcasting, Dread Smite 2 - - - -
3rd +2 Inured to Decay, Blackguard Vice 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Dark Blessing 4 2 - - -
7th +3 Blackguard Vice feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Hate 4 3 2 - -
11th +4 Improved Dread Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Vile Touch 4 3 3 1 -
15th +5 Blackguard Vice feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blackguard Vice feature 4 3 3 3 2

Equipment
Class Features You start with the following equipment, in addition to the
As a blackguard, you gain the following class features. equipment granted by your background:
Hit Points (a) a martial weapon and a shield or (b) two martial
Hit Dice: 1d10 per blackguard level weapons
Hit Points at 1st Level: 10 + your Constitution modifier (a) five javelins or (b) any simple melee weapon
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution (a) a priest's pack or (b) an explorer's pack
modifier per blackguard level after 1st Chain mail and a holy symbol
Proficiencies Shroud of Shadow
Armor: All armor, shields 1st-level blackguard feature
Weapons: Simple weapons, martial weapons
Tools: None You learn to shroud your dark emotions from those that
Saving Throws: Wisdom, Charisma would oppose their usage. You have advantage on checks
Skills: Choose two from Athletics, Insight, Intimidation, made to mislead others about your true emotions and
Medicine, Persuasion, and Religion alignment, and you have advantage on saving throws against
effects that allow other creatures to know your alignment or
to read your thoughts or emotions.

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Unholy Vigor For example, if you are a 5th-level blackguard, you have
four 1st-level and two 2nd-level spell slots. With a Charisma
1st-level blackguard feature of 14, your list of prepared spells can include four spells of
1st or 2nd level, in any combination. If you prepare the 1st-
You can use your dark power to invigorate yourself. As a level spell inflict wounds, you can cast it using a 1st-level or a
bonus action, you can grant yourself temporary hit points 2nd-level slot. Casting the spell doesn't remove it from your
equal to your Charisma modifier + your blackguard level. list of prepared spells.
These temporary hit points disappear after 1 minute. You can change your list of prepared spells when you finish
Once you use this feature, you can't do so again until you a long rest. Preparing a new list of blackguard spells requires
finish a short or long rest. time spent in silence and contemplation: at least 1 minute
per spell level for each spell on your list.
Fighting Style
2nd-level blackguard feature Spellcasting Ability
Charisma is your spellcasting ability for your blackguard
You adopt a style of fighting as your specialty. Choose one of spells, since their power derives from the strength of your
the following options. You can't take a Fighting Style option dark ambitions. You use your Charisma whenever a spell
more than once, even if you later get to choose again. refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Defense blackguard spell you cast and when making an attack roll
While you are wearing armor, you gain a +1 bonus to AC. with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma
Dueling modifier
When you are wielding a melee weapon in one hand and no Spell attack modifier = your proficiency bonus + your
other weapons, you gain a +2 bonus to damage rolls with that Charisma modifier
weapon.
Spellcasting Focus
Great Weapon Fighting You can use a holy symbol as a spellcasting focus for your
When you roll a 1 or 2 on a damage die for an attack you blackguard spells.
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The Dread Smite
weapon must have the two-handed or versatile property for 2nd-level blackguard feature
you to gain this benefit.
Protection
When you hit a creature with a melee weapon attack, you can
expend one spell slot to deal necrotic damage to the target, in
When a creature you can see attacks a target other than you addition to the weapon's damage. The extra damage is 2d8
that is within 5 feet of you, you can use your reaction to for a 1st-level spell slot, plus 1d8 for each spell level higher
impose disadvantage on the attack roll. You must be wielding than 1st, to a maximum of 5d8. The damage increases by 1d8
a shield. if the target is a celestial, to a maximum of 6d8.
Additionally, when you select a Vice at 3rd level, you gain
Spellcasting the ability to change the damage type of your Dread Smite
2nd-level blackguard feature whenever you use it. The damage type you can change it to is
dependent on your choice of Vice, as listed in the table below.
You have learned to draw on divine magic through the
strength of your negative emotions. Vice Damage Type
Despair Cold
Preparing and Casting Spells
The Blackguard table shows how many spell slots you have Domination Psychic
to cast your blackguard spells. To cast one of your blackguard Fury Thunder
spells of 1st level or higher, you must expend a slot of the
spell's level or higher. You regain all expended spell slots Pride Radiant
when you finish a long rest. Treachery Poison
You prepare the list of blackguard spells that are available
for you to cast, choosing from the blackguard spell list. When
you do so, choose a number of blackguard spells equal to Inured to Decay
your Charisma modifier + half your blackguard level, rounded 3rd-level blackguard feature
down (minimum of one spell). The spells must be of a level
for which you have spell slots. By 3rd level, the negative energy flowing through you makes
you immune to disease.

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Blackguard Vice Aura of Hate
3rd-level blackguard feature 10th-level blackguard feature
When you reach 3rd level, you gain the vice that binds you as You and any allied fiends and undead within 10 feet of you
a blackguard forever. Up to this time you have been tempted gain a bonus to melee weapon damage rolls equal to your
by your dark emotions, standing along the boundary between Charisma modifier (minimum of +1).
light and darkness. Now you choose from one of the Vices At 18th level, the range of this aura increases to 30 feet.
detailed at the end of the class description.
Your choice grants you features at 3rd level and again at Improved Dread Smite
7th, 15th, and 20th level. Those features include vice spells 11th-level blackguard feature
and the Channel Divinity feature.
By 11th level, your heart is so suffused with shadow essence
Vice Spells that all your melee weapon strikes carry dread power with
Each vice has a list of associated spells. You gain access to them. Whenever you hit a creature with a melee weapon, the
these spells at the levels specified in the vice description. creature takes an extra 1d8 damage. The damage type of this
Once you gain access to a vice spell, you always have it effect can be necrotic damage, or it can be the damage type
prepared. Vice spells don't count against the number of spells associated with your Vice.
you can prepare each day.
If you gain a vice spell that doesn't appear on the Vile Touch
blackguard spell list, the spell is nonetheless a blackguard
spell for you. 14th-level blackguard feature
Channel Divinity You can use your action to make a melee spell attack against
Your vice allows you to channel divine power to fuel magical a hostile creature within your reach. On a hit, the target has
effects. Each Channel Divinity option provided by your vice disadvantage on all saving throws until the start of your next
explains how to use it. turn.
When you use your Channel Divinity, you choose which You can use this feature a number of times equal to your
option to use. You must then finish a short or long rest to use Charisma modifier (a minimum of once). You regain
your Channel Divinity again. expended uses when you finish a long rest.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals Blackguard Vices
your blackguard spell save DC. Each blackguard selects one vice to embrace above all
Ability Score Improvement others, but only evil blackguards embrace all vices as a way of
life. Five vices are included in this document: despair,
4th-level and higher blackguard feature domination, fury, pride, and treachery.
When you reach 4th level, and again at 8th, 12th, 16th, and Vice of Despair
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by The Vice of Despair is what a blackguard gains when they
1. As normal, you can't increase an ability score above 20 turn their back on the living and pledge themselves to the
using this feature. cause of undeath. By amplifying the negative energy already
suffused into their souls, these blackguards command
Extra Attack necromantic energies and undead creatures alike and use
them as a means to whatever nihilistic end they seek. Such
5th-level blackguard feature necromancers sometimes become death knights beyond the
You can attack twice, instead of once, whenever you take the grave, often serving archfiends or other evil entities in
Attack action on your turn. exchange for dark boons and gifts of power.

Dark Blessing
6th-level blackguard feature
Whenever you make a saving throw while you are conscious,
you gain a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1).
You can't benefit from this feature and a paladin's Aura of
Protection simultaneously.

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Vice Spells While the aura lasts, you can use a bonus action on your
3rd-level Vice of Despair feature turn to cause the shadows in the aura to attack one creature.
Make a melee spell attack against the target. On a hit, the
You gain vice spells at the blackguard levels listed. target takes necrotic damage equal to 3d10 + your Charisma
modifier.
Vice of Despair Spells After activating the aura, you can't do so again until you
Level Blackguard Spells finish a long rest.
3rd bane, inflict wounds Vice of Domination
5th darkness, ray of enfeeblement Blackguards of domination demand submission from their
9th animate dead, bestow curse enemies. They impose order by force whenever necessary,
crushing resistance and making others do their bidding.
13th blight, phantasmal killer Surrender on the blackguard's terms is the only hope for any
17th contagion, destructive wave foe. Those who fail to capitulate can expect to be crushed and
displayed as bloody examples of what it means to oppose the
Channel Divinity blackguard's resolve. In the hands of evil, dominance
3rd-level Vice of Despair feature becomes tyranny.
Most blackguards of this vice are former paladins of the
You gain the following two Channel Divinity options. Oath of Conquest. Not all evil paladins of this oath become
Control Undead. As an action, you target one undead blackguards, however. Rather, a conquest paladin becomes a
creature you can see within 30 feet of you. The target must blackguard when the desire to harm others begins to
make a Wisdom saving throw. On a failed save, the target outweigh their quest to establish order. Enjoying the use of
must obey your commands for the next 24 hours, or until you violent force to subjugate foes, as well as taking delight in the
use this Channel Divinity option again. An undead whose suffering of others, is a distinct sign that a conquest paladin
challenge rating is equal to or greater than your blackguard has fallen down the path of darkness.
level is immune to this effect. Despite this connection to the Oath of Conquest,
Disrupt Life. As an action, you channel negative energy blackguards of this vice needn't serve the forces of law. For
and focus it into a burst of life-destroying power. Each living example, a chaos-based blackguard that serves a demon lord
creature within 20 feet of you of your choice must make a might use this vice's power to dominate others as a display of
Constitution saving throw, taking necrotic damage equal to their master's supremacy. With this in mind, non-lawful
2d10 + your blackguard level on a failed save, or half as much blackguards of domination are few and far in between,
damage on a successful one. typically because some other vice fits their personality more.
Aura of Despair Oath of Conquest Features
7th-level Vice of Despair feature Blackguards of the Vice of Domination gain the same
features as paladins of the Oath of Conquest (XGE 37).
You emanate an aura of hopelessness and sorrow. Hostile, However, they needn't follow any tenets associated with that
living creatures within 10 feet of you suffer a penalty on paladin oath.
attack rolls and ability checks equal to half your Charisma A former conquest paladin may wish to continue upholding
modifier (rounded up, minimum of a -1 penalty), provided that their oath if it aligns with their views as a blackguard.
you aren't incapacitated. However, a blackguard of domination does not derive power
At 18th level, the range of this aura increases to 30 feet. from such an oath. Rather, they draw their strength from the
negative emotions associated with their quest to establish
Unliving Fortitude power over others.
15-level Vice of Despair feature
Vice of Fury
You gain resistance to necrotic and poison damage. You also
have advantage on saving throws against effects that inflict The Vice of Fury is for blackguards who particularly enjoy
exhaustion or the poisoned condition. violence, murder, and the obliteration of their enemies. Many
of these blackguard of fury channels raw anger into the
Dread Lord violence required for victory. In battle, blackguards of fury are
20th-level Vice of Despair feature wild killers, impulsive, bloodthirsty, and destructive. They
answer every offense or injury with overwhelming retaliation,
You can use your action surround yourself with an aura of and their enemies receive little mercy. Allies can expect a
gloom that lasts for 1 minute. The aura reduces any bright blackguard of fury to rush to the forefront of any armed
light in a 30-foot radius around you to dim light. Whenever an conflict and to bring foes to ruin as quickly as possible. Evil
enemy that is frightened by you starts its turn in the aura, it blackguards of fury allow the vice to rule them entirely, not
takes 4d10 psychic damage. Additionally, you and allied just on the battlefield.
creatures in the aura are draped in deeper shadow. Creatures
that rely on sight have disadvantage on attack rolls against
creatures draped in this shadow.

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Oath of Vengeance Features Aura of False Divinity
Blackguards of the Vice of Fury gain the same features as 7th-level Vice of Pride feature
paladins of the Oath of Vengeance. However, they needn't
follow any tenets associated with that paladin oath. You exude an aura of awe-inspiring energy that makes it
A former vengeance paladin may wish to continue easier for you to influence others. Any creature of your choice
upholding their oath, as it may align with their views as a that starts its turn within 10 feet of you must make a Wisdom
blackguard. However, a blackguard of fury does not derive saving throw, provided that you aren't incapacitated. On a
power from such an oath. Rather, they draw their strength failed save, the creature is charmed by you. A creature
from their anger, bloodlust, and destructive impulses, and not charmed in this way can repeat the saving throw at the end of
any commitment to the ideals of justice or order. Thus, rather each of its turns, ending the effect on itself on a success.
than punishing evildoers for their sins, a blackguard of fury Once it succeeds on the saving throw, a creature is immune
may focus their destructive ire against anything—and anyone to your Aura of False Divinity for 24 hours.
—that stands in the way of their goals. At 18th level, the range of this aura increases to 30 feet.
Vice of Pride Self-Importance
15th-level Vice of Pride feature
The Vice of Pride is for blackguards who are overtaken by
conceit and narcissism. Some of these "false paladins" Whenever you take damage, you can use your reaction to
knowingly use this guise to achieve evil ends. Others are target one creature within 30 feet of you, other than the
paladins that are so deluded in their self-importance that they source of the damage. The target must make a Charisma
still believe themselves to be on the path of righteousness, saving throw against your spell save DC. If the target is a
even going as far as to only use radiant smites and other willing creature, or if it is charmed by you, it fails the saving
abilities that they perceive as being holy in nature. Either way, throw automatically. On a failed save, you take only half the
most blackguards of this vice use their silvered words and damage dealt to you (rounded down), and the targeted
demonstrations of power to influence others to their benefit, creature takes the other half.
some even going as far as to attract a cult of followers in
order to be worshiped as a god. Herald of Salvation
20th-level Vice of Pride feature
Vice Spells
3rd-level Vice of Pride feature You can assume the form of a divine being, taking on an
angelic appearance tailored to your personality and
You gain vice spells at the blackguard levels listed. characteristics.
Using your action, you undergo a transformation. For 1
Vice of Pride Spells minute, you gain the following benefits:
Level Blackguard Spells
You manifest a pair of spectral wings, granting you a flying
3rd charm person, cure wounds speed equal to your walking speed. You also shed bright
5th detect thoughts, suggestion light out to 30 feet, and dim light 30 feet beyond that.
Creatures that are charmed by you follow your verbal
9th beacon of hope, daylight commands to the best of their ability, even if doing so
13th charm monster, compulsion would compromise their moral integrity or would
obviously be harmful to them.
17th dominate person, geas Creatures within 10 feet of you have disadvantage on
Wisdom and Charisma saving throws against your
Channel Divinity blackguard spells and your Vice of Pride features.
3rd-level Vice of Pride feature Once you use this feature, you can't use it again until you
You gain the following two Channel Divinity options. finish a long rest.
Honeyed Words. You can use your Channel Divinity to
augment your influence with blasphemous power. As a bonus Vice of Treachery
action, you grant yourself a +5 bonus to Charisma The Vice of Treachery for blackguards who care only for their
(Deception) checks for the next 10 minutes. own power and survival, and are faithful only to themselves.
Radiance of the Savior. You use your Channel Divinity to Anyone desperate enough to follow one of these blackguards
harness sunlight, banishing darkness and dealing radiant does so because, while deceitful, these blackguards
damage to your foes. As an action, you present your holy command great power. Those who follow them without
symbol, and any magical darkness within 30 feet of you is falling prey to their treachery hope to indulge in wanton
dispelled. Additionally, each hostile creature within 30 feet of violence and accumulate great treasure. Many of these
you must make a Constitution saving throw. A creature takes blackguards pay homage to demon lords, especially Grazz't
radiant damage equal to 1d10 + your blackguard level on a and Orcus. Even the Lords of Hell are loath to ally with these
failed save, or half as much damage on a successful one. A champions of chaos, but sometimes Baalzebul and Glasya
creature that has total cover from you is not affected. find a kindred spirit in a blackguard's penchant for double
dealing and treachery.

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Vice Spells Icon of Deceit
3rd-level Vice of Treachery feature 20th-level Vice of Treachery feature
You gain vice spells at the blackguard levels listed. You gain the ability to emanate feelings of treachery. As an
action, you can magically become an avatar of deceit, gaining
Vice of Treachery Spells the following benefits for 1 minute:
Level Blackguard Spells
You are invisible.
3rd charm person, expeditious retreat If a creature damages you on its turn, it must make a
5th invisibility, mirror image Wisdom saving throw against your spell save DC. On a
failed save, you control the creature's movement and
9th gaseous form, haste action on its next turn, provided that you aren't
13th confusion, greater invisibility incapacitated on that turn. A creature automatically
succeeds on the save if the creature is immune to being
17th dominate person, passwall charmed.
If you have advantage on an attack roll, you gain a bonus
Channel Divinity to its damage roll equal to your paladin level.
3rd-level Vice of Treachery feature Once you use this feature, you can't use it again until you
You gain the following two Channel Divinity options. finish a long rest.
Cloak of Shadows. You can use your Channel Divinity to
vanish from sight. As an action, you become invisible until the
end of your next turn. You become visible if you attack or cast
a spell.
Poison Strike. You can use your Channel Divinity to make
a weapon deadlier. As a bonus action, you touch one weapon
or piece of ammunition and conjure a special poison on it.
The poison lasts for 1 minute. The next time you hit a target
with an attack using that weapon or ammunition, the target
takes poison damage immediately after the attack. The
poison damage equals 2d10 + your blackguard level, or 20 +
your blackguard level if you had advantage on the attack roll.
Aura of Treachery
7th-level Vice of Treachery feature
You emanate an aura of discord, which gives you the
following benefits.
Cull the Herd. You have advantage on melee attack rolls
against any creature that has one or more of its allies within
5 feet of it.
Treacherous Strike. If a creature within 5 feet of you
misses you with a melee attack, you can use your reaction to
force the attacker to reroll that attack against a creature of
your choice that is also within 5 feet of the attacker. The
ability fails and is wasted if the attacker is immune to being
charmed. You can use this ability three times, and you regain
expended uses of it when you finish a short or long rest.
Betrayer's Escape
15th-level Vice of Treachery feature
You gain the ability to slip away from your foes. Immediately
after you are hit by an attack, you can use your reaction to
turn invisible and teleport up to 60 feet to a spot you can see.
You remain invisible until the end of your next turn or until
you attack, deal damage, or force a creature to make a saving
throw. Once you use this feature, you must finish a short or
long rest before you can use it again.

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Spell List
A blackguard has access to the following spells. A spell with an asterisk (*) next to its name can be found in Xanathar's Guide to
Everything, a spell with two asterisks (**) can be found in Tasha's Cauldron of Everything, and a spell with three asterisks (***) can
be found in Chapter 8 of this book.
1st Level Magic Circle
Bane Remove Curse
Cause Fear* Spirit Shroud**
Charm Person Stinking Cloud
Command Summon Lesser Demons*
Compelled Duel Summon Shadowspawn**
Detect Poison and Disease Summon Undead**
Compelled Duel Thunder Step*
Detect Evil and Good Unholy Crusade***
Hellish Rebuke Vampiric Smite***
Hex Vampiric Touch
Inflict Wounds 4th Level
Protection from Evil and Good Banishment
Ray of Sickness Blight
Searing Smite Charm Monster*
Shield of Faith Confusion
Thunderous Smite Consumptive Field***
Venomous Smite*** Death Ward
Wrathful Smite Dominate Beast
2nd Level Find Greater Steed*
Blindness/Deafness Locate Creature
Branding Smite Phantasmal Killer
Crown of Madness Shadow of Moil*
Darkness Staggering Smite
Find Steed Summon Greater Demon*
Ghastly Stench*** 5th Level
Invisibility Antilife Shell
Locate Object Banishing Smite
Magic Weapon Circle of Power
Protection from Poison Cloudkill
Ray of Enfeeblement Contact Other Plane
Suggestion Contagion
Weakening Aura*** Danse Macabre*
Wither Limb*** Destructive Wave
Zone of Truth Dispel Evil and Good
3rd Level Dominate Person
Bestow Curse Enervation*
Blinding Smite Geas
Dispel Magic Hallow
Elemental Weapon Infernal Calling*
Enemies Abound* Modify Memory
Fear Negative Energy Flood*
Lay Waste*** Wall of Pain***

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Chapter 6: Subclasses

E
ach class offers a character-defining choice
at 1st, 2nd, or 3rd level that unlocks a series Subclass Descriptions
of special features, not available to the class
as a whole. That choice is called a subclass. The table below summarizes each of the subclasses
Each class has a collective term that presented in this section.
describes its subclasses; in the fighter, for Subclass Class Description
instance, the subclasses are called martial
archetypes, and in the warlock, they're otherworldly patrons. Darkness
Draws strength from the
This chapter provides a selection of five subclasses, as well Domain
Cleric shadows and those that lurk
as some advice for including them in your campaign world. within them
Uses negative energy to
Design Notes Death's Chosen Fighter
enhance their martial prowess

This section describes the design process that went into College of the
Channels death-related
these subclasses, and is directed towards DMs that are Dirgesinger
Bard emotions such as grief and
considering them for their games. sorrow
Equipped with sword in hand,
Flavor and Thematics The Dread Lord Warlock
commands a legion of undead
The subclasses included relate to the themes of death, Circle of Twilight Druid
Protects the natural order of life
darkness, undeath, and negative energy, whether they and death
harness these powers directly or instead choose to combat
them. In a game world, these archetypes can be used by
player characters and NPCs alike. For instance, a powerful
guardian that serves the lich or vampire that the party is
facing might have features from or reminiscent of the Death's
Chosen archetype, while a Circle of Twilight druids might be
a key faction or location involved in your campaign's story.
Feel free to take inspiration from the flavor text for these
subclasses when creating adventures, factions, NPCs, and
other elements of your campaign, especially when one or
more of them are being used by the characters in your party.
Features and Mechanics
The "Creating New Character Options" section in Chapter 9
of the Dungeon Master's Guide provides advice for making or
modifying races, classes, and subclasses. In particular, the
"Creating New Class Options" subsection describes how a
subclass you make is allowed to have similar features or
feature overlap with existing options, and that you may wish
to find existing features that can be used as models for new
ones. This design process helps ensure that the options
created are balanced (since the features or mechanics they
use have already been playtested), while also preventing the
need to "reinvent the wheel" by creating similar features that
from scratch.
Following this advice, many of the subclasses below use,
reflavor, or transform features from existing subclasses into
new ones, or otherwise model their mechanics off of such
features. For instance, the Death's Chosen martial archetype
includes a power progression akin to that of the Psi Warrior
archetype. Meanwhile, the Circle of Twilight is built off of the
Unearthed Arcana subclass of the same name, but includes a
few fixes and changes that make it feel more balanced and
polished.

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Darkness Domain Rebuke the Light
1st-level Darkness Domain feature
If the Light Domain represents the beauty and joy of day and
the Twilight Domain the calm and serenity of dusk, then the You can rebuke attackers with the power of darkness. When a
Darkness Domain represents the full submersion into creature within 5 feet of you that you can see hits you with an
unknowable night. Upholding the ideals of nihilism, secrecy, attack, you can use your reaction to cause the creature to
and self-reliance, clerics of darkness often reject their pride make a Constitution saving throw. On a failed save, the
and material desires and instead focus on the pursuit of creature is blinded until the end of your next turn.
training and self-improvement. Acknowledging their You can use this feature a number of times equal to your
insignificance in this world and yet refusing to fade away proficiency bonus. You regain all expended uses when you
completely, clerics of darkness typically act as assassins, finish a long rest.
mercenaries, monster hunters, vigilantes, gatekeepers of
knowledge, and other professions typically seen as Channel Divinity: Shadow Purge
"undesirable" or beyond the threshold of normal society. 2nd-level Darkness Domain feature
Evil deities such as Lolth, Tenebrous, and Zehir are most
known for being gods of darkness, but gods of trickery, You can use your Channel Divinity to harness darkness,
illusion, or death, such as Mask, Sehanine, and The Raven banishing light and dealing necrotic damage to your foes.
Queen, may also extend their influence to the Darkness As an action, you present your holy symbol, and any
Domain. On a rare occassion, even a god of light might take magical light sources within 30 feet of you are dispelled.
on clerics of darkness, drawing on the power of the divine Additionally, each hostile creature within 30 feet of you must
shadow they cast to create servants that can operate make a Constitution saving throw. A creature takes necrotic
effectively in corners of the world that traditional clerics of damage equal to 2d10 + your cleric level on a failed saving
light would normally avoid. throw, and half as much damage on a successful one. A
creature that has total cover from you is not affected.
Darkness Domain Spells
Cleric Level Spells Shadow Step
6th-level Darkness Domain feature
1st arms of Hadar, hex
3rd blindness/deafness, darkness
You can draw on the mystical power of night to rise into the
air. As a bonus action when you are in dim light or darkness,
5th fear, vampiric touch you can magically give yourself a flying speed equal to your
7th blight, Evard's black tentacles
walking speed for 1 minute. You can use this bonus action a
number of times equal to your proficiency bonus, and you
9th contagion, enervation regain all expended uses when you finish a long rest.
Pierce the Night Potent Spellcasting
1st-level Darkness Domain feature 8th-level Darkness Domain feature
Your dread power allows you and your allies to see through You add your Wisdom modifier to the damage you deal with
the darkness. You have darkvision out to a range of 120 feet. any cleric cantrip.
In that radius, you can see in dim light as if it were bright Hungry Darkness
light and in darkness as if it were dim light. 17th-level Darkness Domain feature
As an action, you can magically share the darkvision of this
feature with willing creatures you can see within 10 feet of You gain vitality from darkness itself. When you start your
you, up to a number of creatures equal to your proficiency turn in dim light or darkness, you regain hit points equal to 5
bonus. The shared darkvision lasts for 1 hour. Once you + your Wisdom modifier if you have no more than half of your
share it, you can't do so again until you finish a long rest, hit points left. You don't gain this benefit if you have 0 hit
unless you expend a spell slot of any level to share it again. points.

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Death's Chosen Unnatural Presence
7th-level Death's Chosen feature
A death's chosen is a fighter that turns its back against life
and the living. Tainted by dark powers, a death's chosen As a bonus action, you can regain one expended Negative
combines necromantic abilities with martial prowess in order Energy die, but you can't do so again until you finish a short
to become elite, unholy warriors of evil. Many of these hateful or long rest. In addition, you have mastered new ways to use
fighters pledge their lives to the service of a dark god or your unholy powers, detailed below.
powerful undead. Others simply fuel their dark powers via
evil acts and spiteful behavior. Drain Aptitude. Whenever you use a Dread Power that
targets a hostile creature, you steal some of the target's
Dread Power aptitude towards certain tasks. Until the end of your next
3rd-level Death's Chosen feature turn, you gain a bonus to ability checks, while the target
suffers a penalty to them; this bonus or penalty takes the
A pit of negative energy festers within your soul. This energy form of the expended Negative Energy die, which you roll
is represented by your Negative Energy dice, which are each and add to or subtract from the check's total.
a d6. You have a number of these dice equal to twice your Unnatural Presence. When you make a Charisma check,
proficiency bonus, and they fuel various dread powers you you can expend one Negative Energy die, rolling it and
have, which are detailed below. adding the result to the total.
Some of your powers expend the Negative Energy die they
use, as specified in a power's description, and you can't use a Vigor of the Chosen
power if it requires you to use a die when your dice are all 10th-level Death's Chosen feature
expended. You regain all your expended Negative Energy dice Your powers taint you to be more like the undead you consort
when you finish a long rest. In addition, as a bonus action, with. You gain resistance to necrotic damage, and if damage
you can regain one expended Negative Energy die, but you reduces you to 0 hit points, you can make a Constitution
can't do so again until you finish a short or long rest. saving throw with a DC of 5 + the damage taken, unless the
When you reach certain levels in this class, the size of your damage is radiant or from a critical hit. On a success, you
Negative Energy dice increases: at 5th level (d8), 11th level drop to 1 hit point instead.
(d10), and 17th level (d12).
Annihilating Strike. You can empower your attacks with Negative Energy Aura
necrotic energy. Once on each of your turns, immediately 15th-level Death's Chosen feature
after you damage a target within 30 feet of you with a You can surround yourself with a field of unholy energy. As a
weapon attack, you can expend one Negative Energy die, bonus action, you can create an aura out to a range of 10 feet
rolling it and dealing necrotic damage to the target equal to from you that lasts for 1 minute or until you're incapacitated.
the number rolled plus your Charisma modifier. Within this aura, hostile creatures can't regain hit points,
Life Drain. You gain vitality from the wounds of your can't benefit from resistance to necrotic damage, and take
enemies. When a hostile creature within 30 feet of you necrotic damage equal to your Charisma modifier if they end
takes damage, you can use your reaction to expend one their turn there.
Negative Energy die, roll the die, and gain temporary hit Once you take this bonus action, you can't do so again until
points equal to the number rolled plus your Charisma you finish a long rest, unless you expend a Negative Energy
modifier (minimum hit points of 1). die to take it again.
Withering Rebuke. You curse those that would attack you or
your allies. When you or another creature you can see Immortal Servant
within 30 feet of you takes damage from another creature 18th-level Death's Chosen feature
within that range, you can use your reaction and expend
one Negative Energy die to curse the target until the end of At 18th level, you gain the following benefits:
its next turn. During that time, whenever the target makes
an attack roll or saving throw, you roll the Negative Energy You don't suffer from exhaustion, and you no longer age.
die and subtract the number rolled from the total. You are immune to disease, necrotic and poison damage,
and the poisoned condition.
The range of your Negative Energy Aura increases to 30
feet.

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College of the Dirgesinger Song of Awakening
6th-level College of the Dirgesinger feature
Dirgesinger bards voice melodies not of celebration and joy,
but of sorrow and grief. They seek to spread this melancholy Your music has the ability to awaken a corpse and animate it.
outlook far and wide, believing that only those who give in to As an action, you can animate a dead beast or humanoid that
their sadness can truly understand the world. is Small or Medium within 10 feet of you, causing it to stand
Dirgesingers hold high positions in death-obsessed up immediately with 1 hit point. The creature uses the
cultures. Serving as members of a secret guild or as part of a zombie stat block in the Monster Manual. It remains animate
hierarchy of death priests, they are entrusted with the serious for 1 hour, after which time it collapses and dies.
responsibility of composing suitable laments for the dead. In combat, the zombie's turn comes immediately after
The more important the deceased, the more sorrowful and yours. It obeys your mental commands, and the only action it
moving her lament is expected to be. No one will remember can take is the Attack action, making one melee attack.
the dead queen in a few short generations, but a great lament You can use this feature a number of times equal to your
might be sung a thousand years hence. proficiency bonus, and you regain all expended uses of it
However, most dirgesingers do not belong to any special when you finish a long rest.
hierarchy or guild. Instead, they are rootless wanderers who
travel from place to place, wrapped in inconsolable grief from Infectious Grief
some personal tragedy. These sad wanderers seek to express 14th-level College of the Dirgesinger feature
their grief through songs that teach the hearts of their
listeners the meaning of true sorrow. Some of these fallen When you play your Dirgesong, the negative emotions
bards want nothing more than for others to understand the inflicted by it can now spread to someone else. When you use
depths of their loss. A few are sinister creatures who believe your Dirgesong ability, you can target one additional creature
that, since joy has been extinguished for them, they must in within 60 feet of you. The next time that creature makes an
turn extinguish the joy of others by using their powers to attack roll, ability check, or damage roll within the next
teach folk the folly of love, the futility of hope, and the finality minute, you can use your Dirgesong against it without
of the grave. Dirgesingers of this last sort often associate expending your reaction or any uses of your Bardic
themselves with powerful undead, serving in the courts of Inspiration feature.
vampire lords or lich-kings. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Veil of Sorrow you finish a long rest.
3rd-level College of the Dirgesinger feature
You learn how to use negative emotions to defend your mind
from further harm. You gain advantage on saving throws
against being charmed or frightened. At 10th level, you also
gain resistance to psychic damage.
Dirgesong
3rd-level College of the Dirgesinger feature
You also learn how to use your magic to inflict grief and
sorrow upon your foes. When a creature that you can see
within 60 feet of you makes an attack roll, an ability check, or
a damage roll, you can use your reaction to expend one of
your uses of Bardic Inspiration, rolling a Bardic Inspiration
die and subtracting the number rolled from the creature's roll.
You can choose to use this feature after the creature makes
its roll, but before the DM determines whether the attack roll
or ability check succeeds or fails, or before the creature deals
its damage. The creature is immune if it can't hear you or if
it's immune to being frightened.

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The Dread Lord In combat, the zombie's turn comes immediately after yours.
It obeys your mental commands, and the only action it can
You have made a pact with a malevolent being with power take is the Attack action, making one melee attack.
over death that spearheads legions of undead in their You can use this feature a number of times equal to your
shambling march to battle. It might be a powerful undead proficiency bonus, and you regain all expended uses of it
warlord, such as a death knight or vampire warrior, or it when you finish a long rest.
might be a fearsome champion, deity, or demon lord, such as
Kas, Orcus, Soth, or Vecna. Feed on Weakness
Regardless of its identity, the Dread Lord seeks to bring 10th-level Dread Lord feature
death and destruction to all planes of existence. It rules the When a hostile creature within 30 feet of you fails a saving
living and the dead alike with an iron fist. Even if you are throw, you can use your reaction to gain temporary hit points
opposed to such a grim future, you wield the Dread Lord's equal to half your warlock level.
power as your own, using it to further your own goals.
Expanded Spell List Undead Army
The Dread Lord lets you choose from an expanded list of 14th-level Dread Lord feature
spells when you learn a warlock spell. The following spells You have infinite uses of your Undead Servants feature. Each
are added to the warlock spell list for you. undead you create with that feature gains a bonus to its
Dread Lord Expanded Spells
attack rolls and saving throws equal to your Charisma
modifier (minimum of +1). Additionally, whenever you use
Spell Level Spells Feed on Weakness, each undead ally within 30 feet of you
1st command, inflict wounds also receives the same temporary hit points.
2nd blindness/deafness, magic weapon
3rd phantom steed, spirit guardians
4th phantasmal killer, staggering smite
5th destructive wave, dominate person

Bonus Proficiencies
1st-level Dread Lord feature
You acquire the training necessary to effectively arm yourself
for battle. You gain proficiency with medium armor, shields,
and martial weapons.
Invoke Dread
1st-level Dread Lord feature
When you hit a creature with a melee attack, or when you
target a hostile creature within 30 feet of you with a spell of
1st level or higher, you can choose to assault the creature
with magical menace. The target must make a Wisdom
saving throw. On a failed save, the target is frightened of you
for 1 minute. If the frightened target ends its turn more than
30 feet away from you, it can attempt another Wisdom saving
throw, ending the effect on a success.
Once you use this feature to successfully frighten a target,
you can't use it again until you finish a short or long rest.
Undead Servants
6th-level Dread Lord feature
You can use your dark power to animate the corpses of your
foes. If a beast or a humanoid that is Small or Medium dies
within 10 feet of you, you can use your reaction to animate it,
causing it to stand up immediately with 1 hit point. The
creature uses the zombie stat block in the Monster Manual. It
remains animate for 1 hour, after which time it collapses and
dies.

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Circle of Twilight Speech Beyond the Grave
6th-level Circle of Twilight feature
Druids of the Circle of Twilight seek to exterminate undead
creatures and preserve the natural cycle of life and death that You gain the ability to reach beyond death's veil in search of
rules over the cosmos. Their magic allows them to knowledge. Using this feature, you can cast speak with dead
manipulate the boundary between life and death, sending without expending a spell slot or material components, and
their foes to their final rest while keeping their allies from you understand what the target of this casting says. It can
that fate. understand your questions, even if you don't share a language
These druids seek out lands that have been tainted by or it is not intelligent enough to speak.
undeath. Such places are grim and foreboding. Once vibrant Once you use this feature, you can't use it again until you
forests become gloomy, haunted places devoid of animals and finish a short or long rest.
filled with plants dying a slow, lingering death. The Circle of
Twilight goes to such places to banish undeath and restore Watcher at the Threshold
life. 10th-level Circle of Twilight feature
Circle Spells You gain resistance to necrotic and radiant damage. In
Your ability to tap into the cycle of life and death grants you addition, while you aren't incapacitated, allies within 30 feet
access to certain spells. At 2nd level, you learn the spare the of you gain the same damage resistances and have advantage
dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access on death saving throws.
to the spells listed for that level in the Circle of Twilight
Spells table. Bountiful Harvest
Once you gain access to one of these spells, you always 14th-level Circle of Twilight feature
have it prepared, and it doesn't count against the number of The energy you harvest with your Harvest's Scythe can be
spells you can prepare each day. If you gain access to a spell reused against other foes. When you reduce one or more
that doesn't appear on the druid spell list, the spell is hostile creatures to 0 hit points with your Harvest's Scythe,
nonetheless a druid spell for you. you also gain two expended dice, or four expended dice if at
Circle of Twilight Spells least one of the slain creatures was undead. Additionally,
Druid Level Circle Spells
when you damage an undead with your Harvest's Scythe, it
also suffers disadvantage on the next saving throw it makes
3rd gentle repose, lesser restoration before the end of your next turn.
5th magic circle, speak with dead Paths of the Dead
7th aura of life, death ward 14th-level Circle of Twilight feature
9th hallow, mass cure wounds Your mastery of death also allows you to tread the paths used
by ghosts and other spirits. Using this feature, you can cast
Harvest's Scythe etherealness. Once the spell ends, you can't cast it with this
2nd-level Circle of Twilight feature feature again until you finish a short or long rest.
You learn to unravel and harvest the life energy of other
creatures. You can augment your spells and other attacks to
drain the life force from creatures. You have a pool of energy
represented by a number of d10s equal to your druid level.
When you roll damage for a spell or for a melee attack
while you are transformed by Wild Shape, you can increase
that damage by spending dice from the pool. You can spend a
number of dice equal to half your druid level or less. Roll the
spent dice and add them to the damage as necrotic or radiant
damage (your choice). If you reduce one or more hostile
creatures to 0 hit points with an effect augmented in this way,
you or an ally of your choice that you can see within 30 feet of
you regains 2 hit points per die spent, or 5 hit points per die
spent if at least one of the slain creatures was undead.
You regain the expended dice when you finish a long rest.

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Chapter 7: Equipment

T
his chapter describes a variety of mundane, Ghost Shroud
alchemical, and magic items that might be Armor (light or medium), rare (requires attunement)
common in campaigns that prominently
feature undead. Some function as weapons A ghost shroud appears as a winding cloth in which the body
against the walking dead, while others serve is wrapped, as if for burial. The shroud sometimes appears,
the cause of undeath itself appropriately enough, ghostly and partially translucent.
When you take the Dash action while wearing this armor,
Magic Items you can also choose to become incorporeal until the end of
the turn. During this time, you can move through other
Any world that includes a significant number of undead can creatures and objects as if they were difficult terrain, but you
be expected to develop a wide range of new magic items can't end your movement there. If you do so, you are ejected
designed to interact with those creatures. Some are intended to the nearest unoccupied space, and you can't use this
for combat, while others are more utilitarian in nature. property again for 1 hour.
Armor Curse. Once you don this cursed armor, you can't doff it
unless you are targeted by the remove curse spell or similar
Made by the living, some magical armor is used to provide magic. If you die while wearing this armor, your spirit rises as
crucial defense against the attacks of undead creatures. a ghost (MM 147) in the same space. Your ghost is bound to
However, necromancy magic can also be used to extract haunt this armor, shares your size, alignment, and languages,
necromantic residues from undead creatures to craft undead and can only move on to the afterlife or be resurrected once
armor. Despite its name, undead armor can be used by any your death has been avenged.
creature that has the appropriate proficiencies.
Ghost Ward
Bonemail Armor (light, medium, or heavy), rare (requires attunement)
Armor (spiked armor), rare (requires attunement) This armor is infused with positive energy that protects its
Bonemail is spiked armor crafted from interlocking bones wearer from attacks made by incorporeal undead.
and shards of bone extracted from an undead skeleton. While wearing this armor, you have advantage on saving
While wearing this medium armor, you can calculate your throws against effects that would possess you, reduce your
AC as 14 + your Dexterity modifier (max 2). In addition, when hit point maximum, or cause you to be frightened.
you use the Attack action to shove a creature, the target takes In addition, you take half damage from attacks made by
6 piercing damage if your check succeeds, and it can be creatures with the Incorporeal Movement trait. If you are hit
pushed up to 5 feet away from you in a straight line. by such an attack, the armor creates a backlash of positive
You also have disadvantage on Dexterity (Stealth) checks energy that deals 2d6 radiant damage to the attacker.
while wearing this armor.
Ghoul Shell
Day Armor Armor (light, medium, or heavy), very rare (requires
Armor (medium or heavy), very rare attunement)
Typically used by vampires and other intelligent undead, day A suit of ghoul shell armor consists of shaped and fitted
armor is a special item that prevents light or sunlight from sections of ghoul hide sewn and interlocked to cover the
harming the wearer during combat. entire body, save for head, hands, and feet. Necromantic
While wearing this armor, you ignore the effects of traits residue remaining in the ghoul shell keeps the armor pliant
such as Light Sensitivity, Sunlight Sensitivity, and Sunlight and responsive.
Hypersensitivity that harm you while you are in light or While wearing this armor, you can use your action to target
sunlight. Additionally, you gain resistance to radiant damage, the corpse of a creature that is within 5 feet of you, has been
and you have advantage on saving throws against being dead for no longer than 1 minute, died violently, and isn't a
blinded. construct. When you do so, the armor consumes the corpse
and grants you a bonus to AC: +1 if the corpse is Medium or
smaller, +2 if it is Large or Huge, or +3 if it is Gargantuan or
larger. This bonus to AC lasts for 1 hour or until you use this
action again.

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Shadow Veil Weapons
Armor (light or medium), rare (requires attunement)
Some of the special weapons here are intended for the
A shadow veil appears as a indistinct, enveloping covering of weapons of characters who fight undead, while others work
darkness. best for weapons in the hands of the undead themselves.
While wearing this armor, the shadows emanating from it
cause you to be lightly obscured to others. In addition, while Necrotic Focus
you are in dim light or darkness, you have advantage on Weapon (any), uncommon
Dexterity (Stealth) checks made to hide, and your speed is This magic weapon serves as a channel for negative energy.
increased by 20 feet. While you are wielding the weapon, you can use it as a
Vampire Hide spellcasting focus. When you deal damage with an attack or
Armor (light or medium), very rare (requires attunement) spell while holding this focus, you can change the damage
type to necrotic damage.
This armor is prepared from a single layer of vampire skin.
Necromantic residue remaining in the cloak keeps the armor Profane Weapon
pliant and responsive. Weapon (any), rare (requires attunement)
While wearing the cloak, you gain the following benefits: A profane weapon is sheathed in crackling black negative
Bat Transformation. If you aren't in sunlight or running energy.
water, you can use your action to cast polymorph on yourself, While you are wielding the weapon, it deals an extra 2d6
transforming into a bat. While you are in the form of the bat, necrotic damage to any target it hits.
you retain your Intelligence, Wisdom, and Charisma scores.
The cloak can't be used this way again until the next dusk. Sacred Weapon
Darkvision. You gain darkvision out to a range of 60 feet. If Weapon (any), rare (requires attunement)
you already have darkvision, its range increases by 60 feet.
Spider Climb. You can climb difficult surfaces, including A sacred weapon is sheathed in luminous positive energy.
upside down on ceilings, without needing to make an ability While you are wielding the weapon, it deals an extra 2d6
check. radiant damage to any target it hits.
Vampiric Charm. Creatures that can see you have
disadvantage on saving throws against being charmed by you
or one of your companions.
Wight Shield
Armor (shield), rare (requires attunement)
A wight shield is a buckler covered in the undead hide of a
wight.
When you succeed on a check made to shove a creature
using this shield, the creature also suffers disadvantage on
the next Strength, Constitution, or death saving throw it
makes before the end of your next turn.
Wrapped Tower
Armor (shield), rare (requires attunement)
A wrapped tower is a large shield wrapped in the funerary
wrappings of an undead mummy.
The shield has 6 charges, and it regains 1d4 + 2 expended
charges daily at dusk. While holding it, you can use an action
to expend some of its charges to cast one of the following
spells from it (spell save DC 13, +5 to hit with spell attacks):
bestow curse (3 charges), blight (4 charges), fear (3 charges),
inflict wounds (1 charge), ray of enfeeblement (2 charges).

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Vampire Killer Rods
Weapon (whip), artifact (requires attunement)
Magic rods contain unique effects and abilities. Some
The Vampire Killer, also known as the Morning Star in some function as weapons, while others have no combat abilities
forms, is a magical whip created and wielded by a long line of beyond their magical properties. The four rods described
vampire hunters. While the whip is most potent against here might all be found in a campaign that features undead.
vampires, its magic makes it a deadly weapon against other
forms of evil as well. Nightstick
The Vampire Killer is a magic whip that grants a +3 bonus Rod, rare (requires attunement by a cleric)
to attack and damage rolls made with it. It scores a critical hit This black rod carved of darkly stained wood is inset with
on a roll of 19 or 20 on the d20. religious symbols of various deities.
Random Properties. The Vampire Killer has the following When you use your Channel Divinity to Turn Undead, the
random properties: range of the ability increases to 60 feet.
1 minor beneficial property
1 major beneficial property Rod of Defiance
Rod, uncommon (requires attunement)
Quick Strikes. You can make one attack with the whip as a
bonus action on each of your turns. In addition, when you roll This white cudgel-like rod is covered in magical runes that
a 19 or 20 on the d20 when attacking with this weapon, or glow with a holy light.
when you reduce a creature to 0 hit points with an attack The rod emits dim light in a 30-foot radius. Undead in this
from this weapon, you can immediately make an additional area have disadvantage on saving throws against effects that
attack with the whip (no action required). You can only make turn undead.
this additional attack once per turn.
Sacred Burst. When this whip deals damage to a fiend or Rod of Undead Mastery
undead, fiery radiance bursts out from the impact. The target, Rod, rare (requires attunement by a spellcaster)
as well as each fiend and undead within 10 feet of it, takes This metal rod is carved to resemble a stack of miniature
2d10 radiant damage. skulls.
Battle Fervor. While the whip is on your person, you add a The rod has 8 charges, and it regains 1d6 + 2 expended
d10 to your initiative at the start of every combat, and your charges daily at dusk. As an action, you can spend 1 charge to
speed is increased by 10 feet. reassert control over one undead you have animated.
Vampire Slayer. Once per turn when this whip deals
damage to a vampire, you can cause the vampire to become Scepter of the Netherworld
vulnerable to radiant damage until the start of your next turn Rod, very rare (requires attunement)
(no action required). This vulnerability doesn't apply to the
triggering damage. This plain steel baton contains several glyphs incised along
Additionally, when a hit from this weapon reduces a its length that promise power over the undead.
vampire to 0 hit points, the radius of the hit's explosive strike While holding the rod, you know the exact location and
increases to 30 feet. type of all undead within 1,000 feet of you. You can
telepathically communicate with an undead within range, or
Weapon of Ghost Striking you can broadcast your thoughts to all undead within range.
Weapon (any), uncommon The undead receiving your broadcasted thoughts have no
A weapon of ghost striking is surrounded by the soft glow of special means of replying to them.
ectoplasmic residue. The rod has 3 charges. As an action, you can expend 1
Attacks made with this weapon deal radiant damage to charge to cast dominate monster (save DC 21), which affects
creatures with the Incorporeal Movement trait, instead of its undead only. (The spell fails and the charge is wasted if you
normal damage type. Furthermore, any creature with the target any creature that's not undead.) If an undead can see
Incorporeal Movement trait can't move through the weapon you when you cast this spell on it, the undead knows you
(e.g. a net), and must interact with it as though it were a tried to charm it. The rod regains all its charges 24 hours
corporeal creature. after its last charge is expended.
If you are not undead, using the rod's dominate monster
property in the Shadowfell has a 10 percent chance of
attracting a death knight, which arrives on the back of a
nightmare mount in 1d4 hours. The death knight tries to
recover the rod, killing you if necessary to obtain it. If it gets
the rod, the death knight tries to deliver it to its master.

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Sentient Artifacts While the stone orbits your head, you gain the following
benefits.
Each sentient artifact is part of a larger story, a slice of the Random Properties. The Stone has the following
world's history. An artifact's back story might be glorious or properties, determined by rolling on the tables in the
ignominious, uplifting or disheartening, portentous or rooted "Artifacts" section in chapter 7 of the Dungeon Master's
firmly in the past. Artifacts associated with death and the Guide:
undying are just as common as any other kind. 1 major beneficial property
Jet Black Ioun Stone 1 minor beneficial property
Wondrous item, artifact (requires attunement) 1 minor detrimental property
A unique and powerful Ioun stone, this artifact appears as a Lethal Strikes. Your weapon attack rolls score a critical
pure black void, forever traveling in a slow, patient orbit. hit on a roll of 1 or 20 on the d20. On a critical hit, the target
takes an additional 15 poison damage and is poisoned until
For the most part, Ioun stones are not unique in their nature the end of your next turn.
—any number of dark blue, pale aquamarine, moss green, Shadow Stalker. As an action, you can use the Stone to
and other colored stones proliferate throughout the world. become invisible until you use your bonus action to end the
Their creator Ioun seeks to distribute knowledge in all its effect. This invisibility ends early if you make an attack roll or
forms. a damage roll, cast a spell or activate some other power, or
Still, even deities are responsible for items they wish they enter an area of magical light, such as the daylight spell.
could unmake. A unique and powerful powerful Ioun stone Thrive in Darkness. You can see normally in darkness,
without copy or sibling, the Jet Black Ioun Stone appears as a both magical and nonmagical, to a distance of 300 feet.
pure black void, forever traveling in a slow, patient orbit. It is Additionally, dim light within a 60-foot radius aura around
thought that Ioun crafted it at the behest of Zehir, deity of you turns into darkness, and bright light in the same area to
darkness, poison, and assassins. The lord of knowledge dim light. At the start of each of your turns, you can activate
might have felt compelled to create the Stone so that Zehir or deactivate the aura, and you can also change the radius to
could use it in the pursuit of understanding—even if that a distance between 10 feet and 60 feet (no action required).
learning involved better ways to find and kill his victims. In Spellcasting. Using the Stone, you can cast the following
truth, the Stone proved a powerful tool, often bestowed spells at will (spell save DC 17, +9 to hit with spell attacks),
directly by Zehir upon a worthy follower to aid in a requiring no material components: blur, darkness,
particularly dangerous assassination attempt. darkvision, pass without trace, ray of sickness (3rd level),
Invested with a sizable portion of Ioun's magical energy, the silence, and sleep (5th level).
Stone gained a semblance of self-awareness. After years of Sentience. The Stone is a sentient neutral evil item with
aiding in the murder of so many, the Stone has seen its an Intelligence of 13, a Wisdom of 15, and a Charisma of 17.
personality become twisted and darkened. Its reputation has It has hearing and darkvision out to a range of 120 feet. The
grown as well. It has become—however dangerous it might be Stone communicates telepathically with its wielder and can
to possess—a compelling prize for assassins. speak, read, and understand all languages.
When you use an action to toss the stone into the air, the Personality. The Stone is not so much an item of moral
stone orbits your head at a distance of 1d3 feet and confers a evil as of amoral killing. Created to obtain knowledge about
benefit to you. Thereafter, another creature must use an opponents in battle—regardless of principles—it has been
action to grasp or net the stone to separate it from you, either subverted through constant use in assassination attempts. It
by making a successful attack roll against AC 24 or a now understands no other purpose but killing. The Stone
successful DC 24 Dexterity (Acrobatics) check. You can use does not care who its owner chooses to kill, as long as the
an action to seize and stow the stone, ending its effect. owner is forever hunting someone to slay. The Stone has
The stone cannot be damaged or destroyed by developed a lust for murder, but requires a mortal partner to
conventional means. It is considered to be an object that is carry out the deed. Its goals include:
being worn while it orbits your head. Locate opponents, especially those in hiding or wanted by
authorities.
Harry such opponents, targeting them for attack.
Partner with an assassin or brute who is active in combat
and killing.
The Stone communicates with its owner as a whispered
chorus in the possessor's mind. These voices rise in volume
and intensity when the owner targets a new bounty, pointing
out its location and offering advice on ways to kill it. If the
possessor listens closely, the voices of defeated bounties
subsequently added to this chorus can be heard.
If its lust for blood is ignored, the Stone may come into
conflict with its owner (see "Sentient Magic Items" in chapter
7 of the Dungeon Master's Guide).

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Mirror of Secrets Explore the magic of shadows, death, undead, and
Wondrous item, artifact (requires attunement) illusions to break down the barriers between worlds.
This large platinum hand mirror is inlaid with jade and onyx. Trebarra is decidedly macabre, having lost all vestiges of
humanity over the years. More than a century of time in a
In a rare show of unity, the worshipers of the deities Vecna shadow prison has corrupted Trebarra Kan's form, turning
and Zehir formed a secret pact. The combined group was the him into an insubstantial spirit. He no longer understands
idea of its leader Trebarra Kan, a powerful priest who, by human goals and motivations. He also no longer has any
adeptly leading a double life, managed to become ordained by interest in religion, having long since given himself wholly to
the temples of both deities. The revelation of his twin shadow magic.
loyalties drew faithful from both sides, and the pact between If its goals are ignored, the Mirror may come into conflict
them became both powerful and wideranging. Power brought with its owner (see "Sentient Magic Items" in chapter 7 of the
discord, however, and a competition for allegiances followed. Dungeon Master's Guide).
As his careful plans began unraveling, Trebarra Kan Orb of Light
attempted to create a magic mirror that would bend Wondrous item, artifact (requires attunement)
insurgents to his will and drive others mad. At a particularly
delicate stage of the item's creation, open warfare broke out The Orb of Light appears to be a large and faintly glowing
between the factions. The mix of magical forces sparked a white pearl. A closer look reveals the faint wisps of an angelic
conflagration that enveloped Trebarra Kan and trapped him figure in an unknown land.
forever inside his creation.
Random Properties. The Mirror has the following The Orb of Light is the last remnant of a dead god slain by
properties, determined by rolling on the tables in the Tenebrous. Annihilated by the undead god using the power of
"Artifacts" section in chapter 7 of the Dungeon Master's the Last Word, this deity shed their divine spark at the last
Guide: moment and entrusted their last remaining followers to keep
1 major beneficial property it safe. Sealed within a magical sphere and embued with the
1 minor beneficial property ability to communicate, this newly created Orb of Light is
1 minor detrimental property now the best defense against Orcus and his minions, as well
as the unliving celestial abomination created from this deity's
Reveal Truth. The reflection of the Mirror reveals all corpse that now roams and terrorizes the planes.
manners of illusions and trickery, granting you truesight out Random Properties. The Orb has the following
to a range of 30 feet. properties, determined by rolling on the tables in the
Weaken Will. Creatures of your choice within 60 feet of "Artifacts" section in chapter 7 of the Dungeon Master's
the mirror have disadvantage on saving throws against being Guide:
charmed or frightened and can't benefit from resistance to 1 major beneficial property
psychic damage. 1 minor beneficial property
Spell Focus. You can use the Mirror as a spellcasting
focus that grants you a +3 bonus to spell attack rolls and to Aura of Light. The Orb emits bright light in a 30-foot
your save DC. Additionally, divination spells cast through the radius and dim light for an additional 30 feet. The light is
Mirror don't require any material components. sunlight. You can use a bonus action to expand or reduce its
Spellcasting. Using the Mirror, you can cast the following radius of bright and dim light by 10 feet each, to a maximum
spells at will (spell save DC 17), requiring no material of 60 feet each or a minimum of 10 feet each.
components: bestow curse, contact other plane, creation, Within the range of the bright light, saving throws made
eyebite, major image, mislead, and shadow of moil (XGE against effects that turn undead have disadvantage, and
164). undead can't benefit from resistance to radiant damage.
Sentience. The Mirror is a sentient chaotic evil item with Whenever they do take radiant damage, the Orb adds an
an Intelligence of 20, a Wisdom of 15, and a Charisma of 16. additional 2d10 damage to the roll. Similarly, living creatures
It has hearing and darkvision out to a range of 120 feet. The in the bright light have resistance to necrotic damage and
Mirror communicates telepathically with its wielder and can advantage on saving throws against effects that deal necrotic
speak, read, and understand all languages. damage.
Personality. The Mirror acts as a medium for Trebarra Spell Focus. You can use the Orb as a spellcasting focus
Kan from his prison plane. He communicates with its owner that grants you a +3 bonus to spell attack rolls and to your
both telepathically and verbally, using the latter only when save DC. Additionally, when you cast a damaging spell, you
others are not around to hear the conversation. Trebarra Kan can use the Orb to can change the damage type to radiant
is impatient and insistent, constantly trying to steer the damage.
owner toward his goals. Those goals include: Spellcasting. Using the Orb, you can cast the following
spells at will (spell save DC 17), requiring no material
Spread duplicity, weave illusions, and create intrigue components: aura of purity, blinding smite, daylight, heroism,
wherever possible. moonbeam, sanctuary, and sunbeam.
Find the ancient relics of Trebarra Kan and those who
came after him, including the Tome of Shadow.
Free Trebarra Kan from his prison plane.

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Sentience. The Orb is a sentient neutral good item with an Spellcasting. Using the Mask, you can cast the following
Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It spells once per dusk each (spell save DC 17), requiring no
has hearing and darkvision out to a range of 120 feet. The material components: bless (5th level), command (5th level),
Orb communicates telepathically with its wielder and can dominate person, and mass suggestion.
speak, read, and understand all languages. Vecna's Sight. This property is not detected by the identify
Personality. The Orb of Light rarely speaks to its owner. spell, and the Mask's sentience is unaware of it and capable
Instead, it sends the possessor emotions and, on occasion, of controlling it. Once per day, Vecna can cast scrying on the
inspirational images. Before a particularly dangerous and Mask's wearer. When he does so, he needn't be on the same
difficult battle against the undead, it might help its wielder plane of existence, and the target makes the saving throw
feel less afraid by revealing a brief vision of all the people with disadvantage.
whose lives will be saved if the monsters are vanquished. Sentience. The Mask is a sentient neutral evil item with an
The Orb has the following goals: Intelligence of 18, a Wisdom of 24, and a Charisma of 23. It
has hearing and darkvision out to a range of 120 feet. The
Destroy the undead, which are abominations on the earth. Mask communicates telepathically with its wielder and can
Protect the living from the depredations of the undead. speak, read, and understand all languages.
Defeat the plans of Orcus and his allies and servants. Personality. The Mask is a soft-spoken tempter. Instead of
If its goals are ignored, or if its owner commits acts of evil, ordering or begging its possessor to perform an action, it
the Orb may come into conflict with its owner (see "Sentient offers quiet suggestions that help both the owner and the
Magic Items" in chapter 7 of the Dungeon Master's Guide). item's agenda. Sometimes it whispers into the owner's ear; at
other times, its thoughts manifest in its possessor's mind and
Silver Mask of Kas are indistinguishable from naturally occurring ones. The
Wondrous item, artifact (requires attunement) owner also has regular dreams revealing the power and glory
attainable if the Mask's directions are followed. The artifact is
This solid silver mask is fashioned in the form of a fanged especially eager to suggest that its possessor betray any
skull. It was originally forged for the exarch Kas by his fellows and aid the undead against the living.
overlord Vecna. The Mask has the following goals:
In a time long past, Vecna corrupted the blood of a deva and Aid the undead against the living.
used it to craft a powerful mask that could aid Kas in his Gain followers of Kas.
duties as the Bloody Handed. Imbued with a powerful Convince noble warriors that personal power and
sentience, the Mask was made to compliment Kas's martial advancement are the most important goals.
prowess by supplementing his diplomatic and tactical skills.
However, the Mask also had a secondary purpose: it enabled If its goals are ignored, the Mask may come into conflict
Vecna to magically scry Kas and see through the Mask's eyes, with its owner (see "Sentient Magic Items" in chapter 7 of the
allowing him to personally view his warlord's battles and Dungeon Master's Guide).
conquests. One apocryphal tale claims that Vecna also used
this scrying function to watch for any signs of betrayal, and
that Kas's discovery of this ability helped convince him to
betray his master and take the throne for himself.
In any case, Kas abandoned the Mask and placed it an
unknown vault some time before his fateful battle with Vecna.
If found, its sentience still serves the will of Kas, but the
scrying magic that remains in still allows The Whispered
One to spy on its wielder wherever it goes.
Random Properties. The Mask has the following
properties, determined by rolling on the tables in the
"Artifacts" section in chapter 7 of the Dungeon Master's
Guide:
1 major beneficial property
1 minor beneficial property
1 minor detrimental property
Mental Defenses. The Mask defends your mind against
external attacks, granting you resistance to psychic damage
and advantage on Intelligence, Wisdom, and Charisma saving
throws.
Warlord's Diplomacy. The Mask subconsciously aids you
in your social endeavors, granting you advantage on all
Charisma checks.

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Soul Sword Find remnants of ancient Kortaja. This activity includes
Weapon (greatsword), artifact (requires attunement) but is not limited to repairing lost artifacts, searching out
ancient dragons who knew of the empire, and excavating
This artifact is a flawlessly crafted, weighty two-handed ruins.
weapon that shines with its own internal light. The opal If its goals are ignored, or if its owner commits acts of evil
pommel stone shines or grows dull depending on the sword's or treachery, the Sword may come into conflict with its owner
mood. (see "Sentient Magic Items" in chapter 7 of the Dungeon
Thousands of years ago, the empire of Kortaja stood as a Master's Guide).
beacon of the divine. Toward the end of that civilization, the Tome of Shadow
glass citadel and its deific armies were besieged by Wondrous item, artifact (requires attunement)
primordial forces. Kortaja's secret weapon was a set of seven
fabled swords forged by the dwarf kings and wielded by the This thick volume is bound in a dark hide etched with
empire's seven greatest generals. In the last battle, six of the elaborate silver symbols. The stretched-skin pages and tightly
seven swords were shattered by the blast from a magic, scrawled writing are bathed in shadow, even under the
primordial trumpet. The seventh weapon was lost in time. brightest light.
Deific servants have been searching for it for millennia.
The Sword is a magic, sentient greatsword that grants a +3 Maikedhon was a mage living in the Shadowfell during the
bonus to attack and damage rolls made with it. It scores a time of the secret pact between the worshipers of Vecna and
critical hit on a roll of 19 or 20, and deals an extra 2d10 Zehir (see the Mirror of Secrets item). He created a number
radiant damage to fiends and undead. of artifacts related to shadows and shadow creatures, the
Random Properties. The Sword has the following most important of which was a great magic tome. The battle
properties, determined by rolling on the tables in the between the sects of the secret pact that swallowed Trebarra
"Artifacts" section in chapter 7 of the Dungeon Master's Kan also opened a portal to Maikedhon's tower, sucking his
Guide: items into the world.
Maikedhon's items came into the possession of some
1 major beneficial property survivors from the pact who were obsessed by shadow. They
1 minor beneficial property eventually met up with the shadowmage, returning his book
Holy Avenger. While you hold the drawn Sword, it creates in exchange for being tutored in shadow magic. Together, the
an aura in a 15-foot radius around you. You and all creatures arcanists tested the limits of the medium, exploring the
friendly to you in the aura have advantage on saving throws depths of the Shadowfell. The students of shadow were
against spells and other magical effects. The radius of the eventually lost in a deep abyss in the Shadowfell, but the book
aura increases to 30 feet if you are a paladin, and increases was later discovered near the opening of the chasm. It did not
again to 45 feet if you have 17 or more levels in the paladin last long in the hands of its new owner, however; the book
class. finds ways to get rid of a wielder who does not meet its
Reveal Truth. The divine power of the Sword opposes all expectations. Over the years, it has appeared intermittently in
forms of deceit and duplicity, granting you truesight out to a the hands of a gnome merchant, a drow battle mage, and a
range of 30 feet. human princess, but now it is once again lost.
Spellcasting. Using the Sword, you can cast the following Random Properties. The Tome has the following
spells at will (spell save DC 17), requiring no material properties, determined by rolling on the tables in the
components: aura of life, blinding smite, crusader's mantle, "Artifacts" section in chapter 7 of the Dungeon Master's
and detect evil and good. Guide:
Sentience. The Sword is a sentient lawful good item with 1 major beneficial property
an Intelligence of 16, a Wisdom of 22, and a Charisma of 18. 1 minor beneficial property
It has hearing and darkvision out to a range of 120 feet. The 1 minor detrimental property
Sword communicates telepathically with its wielder and can
speak, read, and understand all languages. Shadow Blink. The Tome allows you to teleport by using
Personality. The Soul Sword communicates telepathically the Shadowfell as a brief shortcut. As a bonus action, or as a
with its wielder, expressing its desires calmly and reaction after you are hit with a melee attack, you can
respectfully. It makes clear that it will defy and counter teleport up to 30 feet to an unoccupied space you can see.
inappropriate behavior on the part of its owner. The Sword is Shadowfell Reference. You can reference the Tome
happy if the goals of its wielder lead toward challenging whenever you make an Intelligence check to discern
deceit, especially that caused by undead creatures, and information about the Shadowfell. When you do so, you can
searching for remnants of Kortaja. It is obsessive about this, add double your proficiency bonus to the check.
but does not push hard unless its wielder is being negligent. Shadow Tome. You can use the Tome as a spellcasting
The Sword has the following goals: focus that grants you a +3 bonus to spell attack rolls and to
your save DC. When you cast a damaging spell, you can also
Destroy all undead. use the tome to change the damage type to necrotic damage.
Challenge deviousness wherever encountered. Additionally, you can use the Tome as a spellbook for your
wizard spells (if any), as a ritual book for the Ritual Caster
feat, and as a Book of Shadows for the Pact of the Tome
warlock feature.

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Spellcasting. Using the Tome, you can cast the following Random Properties. The Sword has the following
spells at will (spell save DC 17), requiring no material properties, determined by rolling on the tables in the
components: bestow curse, creation, Evard's black tentacles, "Artifacts" section in chapter 7 of the Dungeon Master's
eyebite, inflict wounds (3rd level), ray of enfeeblement, and Guide:
shadow of moil (XGE 164).
Sentience. The Tome is a sentient neutral evil item with 1 major beneficial property
an Intelligence of 22, a Wisdom of 16, and a Charisma of 21. 1 minor beneficial property
It has hearing and darkvision out to a range of 120 feet. The 1 minor detrimental property
Tome communicates telepathically with its wielder and can Feed. Whenever you use it to reduce a creature to 0 hit
speak, read, and understand all languages. points, the Sword can choose to feast on its blood (only if it
Personality. The Tome does not tolerate incompetence has any). When it does so, you regain 4d8 hit points, and any
and becomes incensed if it feels that its goals are being excess healing is granted as temporary hit points. Your speed
ignored. The Tome communicates telepathically, speaking in is then doubled until the end of your next turn, and you gain
short, clipped sentences, never wasting a word. It finds waste advantage on all attack rolls, ability checks, and saving
disdainful and criticizes an owner who fails to fully utilize the throws for the same duration.
tools available to them. Vampiric Traits. The Sword makes you more akin to a
The Tome has the following goals: vampire. You gain the following traits:
Learn all there is to know about the Shadowfell. Flight of Night. As a bonus action, you can grant yourself a
Find secret planar portals to the Shadowfell. climbing and flying speed equal to your walking speed until
Make sure that the tome is not found by agents of the the end of the turn; for the same duration, you can also move
Mirror of Secrets. across any liquid surface as if it were harmless solid ground.
You fall if you end your turn in the air and nothing else is
If its goals are ignored, the Tome may come into conflict holding you aloft.
with its owner (see "Sentient Magic Items" in chapter 7 of the Shadowy Presence. You do not cast a reflection, and you
Dungeon Master's Guide). gain a +5 bonus to Dexterity (Stealth) checks made in dim
light or darkness.
Von Zarovich Family Sword Vampiric Sight. You can see normally in darkness, both
Weapon (longsword), artifact (requires attunement) magical and nonmagical, to a distance of 120 feet. You can
also see invisible creatures and objects within 30 feet of you
Commissioned by Count Strahd, this weapon is the family as if they were visible.
sword of the von Zarovich clan, symbol of its sovereign rule Spellcasting. Using the Sword, you can cast the following
over Barovia. spells at will (spell save DC 17), requiring no material
Long ago, the vampire lord Count Strahd von Zarovich components: eyebite, fear, gaseous form, and hex.
commissioned a weapon from a crafter known only as the Sentience. The Sword is a sentient lawful evil item with an
Alchemist. Impatient with the work, the count infected the Intelligence of 20, a Wisdom of 15, and a Charisma of 16. It
Alchemist with vampirism to give him the proper strength, has hearing and darkvision out to a range of 120 feet. The
endurance, and insight with which to create a sword fit for Orb communicates telepathically with its wielder and can
the von Zarovich family. speak, read, and understand all languages.
Strahd found the sword so perfect that he used it to Personality. The von Zarovich Family Sword presents
decapitate the Alchemist—the man would never again create itself as a dignified, haughty servant of the von Zarovich
a work of its equal. The Alchemist's life force was infused into family. It soon becomes apparent, however, that it believes
the Sword. Far more than a mere weapon, it became an itself to be a pure, symbolic embodiment of the von Zarovich
entity unto itself. family name. The Sword communicates silently with its
Strahd might have placed the Sword in the tomb of his owner, often lecturing on all that the family has done and all
brother Sergei as repayment for his murder, or perhaps he that the owner needs to achieve to live up to the family's
gave it to Tatyana, his unrequited love. However it came to be, name. Only if the Sword has not fed for some time does its
at some point the Sword left the land of Barovia. personality change, offering shrill critiques and complaints
The Sword is well aware of its heritage and the powerful that its thirst essentially serves as an insult to the entire von
icon it represents for both the von Zarovich clan and Barovia Zarovich family.
as a nation. The weapon draws strength from its own Beyond advancing the von Zarovich name and influence,
vampiric nature, equating its hunger with a need to spread the Sword has the following goals:
the family's honor. It demands an owner who respects these Slay the living, especially clerics, and rule the night.
needs. Feast on the blood of the von Zarovich's enemies.
The Sword is a magic, sentient longsword that grants a +3 Be wielded by a powerful and noble warrior.
bonus to attack and damage rolls made with it. It scores a
critical hit on a roll of 19 or 20, and deals an extra 2d10 If its goals are ignored, or if its owner knowingly assaults a
slashing damage to celestials, clerics, paladins, and other member of the von Zarovich family, the Sword may come into
divine servants. conflict with its owner (see "Sentient Magic Items" in chapter
7 of the Dungeon Master's Guide).

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Wondrous Items You receive a brief telepathic answer for each question,
which you can understand regardless of the language used.
The assortment of miscellaneous items here runs the gamut The occupant knows only what it knew in life, but it must
of utility, from offensive tools to defensive protections to the answer you truthfully and to the best of its ability. The answer
purely utilitarian. is no more than a sentence or two and might be cryptic.
Instead of asking a question, you can choose to give the
Cloak of Turn Resistance occupant new information that it may not have known during
Wondrous item, uncommon life. The occupant remembers this information and can use it
to answer questions in the future.
This unholy item surrounds any undead that wears it with a Once all ten questions have been answered, the globe
halo of shadows. deactivates, and it can't be activated again until 7 days have
While wearing this cloak, you hav advantage on saving passed.
throws against effects that turn undead.
Instrument of the Damned
Ectoplasmic Ichor Wondrous item, rare (requires attunement by a bard)
Potion, common
When played, this instrument helps to bolster undead against
This thick, translucent paste emits a soft green glow when harmful effects.
held up to the light. You can use an action to play this instrument and to target
As an action, you can spread this ichor across a Medium or any number of undead you can see within 60 feet of you. If
smaller object. For 10 minutes, any creature with the the undead can hear you, they gain advantage on all saving
Incorporeal Movement trait can't move through the object, throws until the end of your next turn.
and must interact with it as though it were a corporeal
creature. Instrument of the Restful Soul
Wondrous item, very rare (requires attunement by a bard)
Globe of Sunlight
Wondrous item, legendary When played, this instrument weakens the ability of undead
creatures to resist harmful effects.
This golden fist-sized orb contains a sphere of pure sunlight You can use an action to play this instrument and to target
at its center. any number of undead you can see within 60 feet of you. If
The globe sheds bright sunlight in a 30-foot radius and dim the undead can hear you, they suffer disadvantage on all
sunlight for an additional 30 feet. saving throws until the end of your next turn.
As an action, the globe can be hurled up to 50 feet. It
shatters on impact, releasing a sunburst spell centered on the Nycoptic Manuscripts
point of impact (spell save DC 18). Wondrous item, rare
Goggles of Day These twin papyrus scrolls are inscribed with ancient tales
Wondrous item, uncommon and cryptic prophecies by an anonymous, almost-certainly
insane author. Despite their dubious accuracy, the
The lenses of this item are made of silvered crystal. manuscripts contain many useful descriptions of magic
While wearing these goggles, you have advantage on saving associated with the school of necromancy.
throws against effects that deal radiant damage or cause you You can reference the manuscripts whenever you make an
to be blinded. Intelligence check to recall information about death or
necromancy. When you do so, double your proficiency bonus
Goggles of Lifesight on that check.
Wondrous item, uncommon In addition, you can use the manuscripts as a spellcasting
The lenses of this item glow with a soft white light. focus. When you cast a damaging spell, you can use these
While wearing these goggles, you automatically know manuscripts to change the damage type to necrotic damage.
whether a visible creature within 30 feet of you is alive, dead, Sunlight Lamp
undead, or neither alive nor dead (such as a construct). Wondrous item, rare
Husk Globe A sunlight lamp is a special bullseye lantern that emits
Wondrous item, very rare undead-harming sunlight.
The bodies of humanoid creatures sacrificed according to A sunlight lamp casts bright light in a 60-foot cone and dim
special rituals of necromancy can be placed in large globes of light for an additional 60 feet. Once lit, it burns for 6 hours on
glass or crystal, so they remain perfectly preserved and on a flask (1 pint) of oil.
display indefinitely. The light emitted by the lamp is sunlight. Additionally,
You can run a hand across the surface of the globe and undead that end their turn within the lamp's bright light
command the occupant to speak. If you use the occupant's suffer disadvantage on all attack rolls and ability checks until
correct name, the globe activates, and you can ask the the end of their next turn.
occupant up to ten questions.

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In addition, you can use the lamp as a spellcasting focus. The cord grants you gain the following benefits:
When you cast a damaging spell, you can use the sunlight
lamp to change the damage type to radiant damage. You are immune to necrotic damage, exhaustion, and
poison.
Unholy Shrouds You don't require air, food, drink, or sleep.
Wondrous item, rarity varies As a bonus action, you can activate or deactivate an aura
out to a range of 30 feet. In the aura, creatures can't
These shrouds look like ordinary funerary wrappings for regain hit points, and they take 3d6 necrotic damage at
dead bodies and are often decorated with symbols and icons the start of each of your turns.
representing the dead rising. As an action, you can summon a wraith which
If you wrap the body of a dead humanoid in the shrouds materializes within 30 feet of you in an unoccupied space
over the course of 10 minutes, and the command word you can see. The wraith obeys your verbal commands to
spoken, it returns as an undead creature, and the shrouds the best of its ability. The wraith vanishes after 1 hour,
turn to dust. The undead is charmed by you for 24 hours or when it drops to 0 hit points, or when you die. Once used,
until you or your companions do anything harmful to it. When this summoning property can't be used again until the
the charmed condition ends, the undead chooses whether to next dusk.
remain friendly to you, based on its capacity for intelligent Curse. The cord's direct connection to the Negative
thought and how you treated it while it was charmed. Energy Plane causes you to become cursed when you attune
The type of undead the creature is raised as is determined to it. As long as you remain cursed, you are unwilling to part
by the shrouds' rarity, as detailed below. with the cord, and you suffer the following drawbacks:
Basic Shrouds (Common). The creature rises as a ghoul
or specter (your choice). At times when you are sleeping or distracted, you can be
Lesser Shrouds (Uncommon). The creature rises as a caught uttering obscene nonsense in the Celestial
ghast or poltergeist (your choice). language.
Normal Shrouds (Rare). The creature rises as a mummy You are treated as an undead creature for the purpose of
or wight (your choice). features and effects that detect, target, or exclude them.
Greater Shrouds (Very Rare). The creature rises as a However, you can't be instantly destroyed by a cleric's Turn
wraith or vampire spawn (your choice). Undead feature.
Legendary Shrouds (Legendary). The creature rises as a If you lose a body part, the cord causes the missing part to
vampire. regrow over the course of 1 hour. However, the regrown
Mythic Shrouds (Artifact). The creature rises as a lich. part is atrophied and composed of dead flesh, causing it to
be dysfunctional unless cured by a greater restoration
Undead Grafts spell or similar magic.
If you die, the umbilical cord ruptures into a portal to the
Undead grafts are formed of nonliving flesh attached to a Negative Energy Plane and is destroyed. A nightwalker
still-living body, the results of vile experimentation by living (MTF 216) then emerges from the portal on initiative
necromancers and death priests seeking to become more like count 20 of the next round.
what they revere while remaining on this side of death.
Undead grafts follow the rules for magic items described in Bodak's Eye
the Dungeon Master's Guide. To attune to an undead graft, Wondrous item (undead graft), legendary (requires
you must remove an appropriate body part and replace it with attunement)
the graft. For example, if the graft is a hand, you must lop off
one of your hands at the wrist and the press the graft against This white, empty eye fits into an empty eye socket and
the stump; if the graft is an eye, you must gouge out your own appears to be devoid of any moisture or movement.
eye and press the graft into the empty socket. Once you have This eye has 4 charges. It regains 1d4 charges daily at
attuned to it, the graft becomes a functional replacement of dusk.
the removed body part. If the graft is ever removed, your As an action, you can expend 1 charge and target one
attunement to it immediately ends. creature you can see within 30 feet of you. If the target can
see this grafted eye and has fewer than 50 hit points, it must
Atropal's Umbilical Cord succeed on a DC 13 Constitution saving throw or be reduced
Wondrous item (undead graft), legendary (requires to 0 hit points, unless it is immune to the frightened condition
attunement) or has legendary actions.
Unlike a normal umbilical cord, this shriveled tube of rotten Enervating Arm
flesh can replace one of your limbs, your lower jaw, or one of Wondrous item (undead graft), very rare (requires
your eyes. The cord extends out from your body and floats in attunement)
the air, and appears to trail off into nothing.
If you are struck by a vorpal sword, the wielder can cut the An enervating arm is a gaunt limb of desiccated, leathery
umbilical cord instead of dealing damage. If your umbilical flesh.
cord is cut, your attunement to it ends as normal, and you You can use a bonus action to cast the vampiric touch spell
also take 8d8 necrotic damage, which can't be reduced or (save DC 15) through the arm, no concentration required.
prevented in any way. Until the spell ends, you can make the attack again on each of
your turns as a bonus action.

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When you hit a creature with an attack from a vampiric touch Lich's Brain
spell, you can cause the creature to also suffer one level of Wondrous item (undead graft), legendary (requires
exhaustion. Once used, this exhaustion property can't be used attunement by a spellcaster)
again until the next dusk.
This detached brain is of a sickly and pale color, and still has
Ghostly Arm bits of a spinal cord hanging off of it.
Wondrous item (undead graft), uncommon (requires Unlike other grafts, a lich brain can be attached to your
attunement) neck or skull, rather than replacing your brain.
This gray, incorporeal arm can't be used to manipulate solid While attuned to this brain, you gain the following benefits:
objects. However, it grants you the following benefits: You gain a +3 bonus to AC and saving throws.
The arm can move through other creatures and objects at You gain advantage on all Intelligence (Arcana) checks.
half its normal speed. Your Intelligence score increases by 2, to a maximum of
You can use the arm to grapple any creature with the 22.
Incorporeal Movement trait, even if it would normally be You can use your action to regain one of your spell slots.
immune to the grappled condition. Howevever, you can't After using this property, you can't use it again until the
use the arm to grapple corporeal creatures that lack this next dusk.
trait. Spell Sharing. If the lich brain is willing, it may share
Unarmed strikes made using the arm deal necrotic knowledge of one spell it knows with its owner for a short
damage, instead of their normal damage type. period. If you are of a level that can cast the spell, you
You can use the arm to interact with creatures and objects automatically learn that spell or have it automatically
on the Ethereal Plane, as though it were corporeal, while prepared for the next 24 hours, even if that spell isn't on your
you are on the Material Plane, and vice versa. class's spell list.
Ghoul Glove Sentience. The esoteric knowledge granted by this graft
Wondrous item (undead graft), rare (requires attunement) comes at a cost. Most lich brains retain enough desires,
thoughts, and memories from the original lich for it to be an
This mottled glove replaces the skin on your hand and fuses extension of its evil will.
with your own flesh, making your hand appear gaunt and The lich brain is a sentient undead graft of any evil
rotting. alignment with an Intelligence of 20, a Wisdom of 14, and a
The glove is a natural melee weapon, which you can use to Charisma of 16. It has hearing and truesight out to a range of
make unarmed strikes. You can add your Dexterity modifier, 120 feet. The brain can speak, read, and understand
instead of your Strength modifier, to the attack and damage Common and up to five other languages, and can
rolls when you attack with this glove. It deals 2d4 slashing communicate with its wielder telepathically. In addition, the
damage on a hit. brain learns the greatest desires of any creature that
When you roll a 20 on an attack roll with this glove made communicates telepathically with it.
against a creature other than an elf or undead, the target While the brain's behavior depends on the personality of
must also make a DC 10 Constitution saving throw. On a the original lich, a lich brain generally only provides
failed save, the target is paralyzed until the end of its next knowledge or other aid if its owner commits an evil act, feeds
turn. it with useful knowledge, or otherwise provides it with
In addition, you have a climbing speed equal to your something of equal value. If its demands are ignored, it may
walking speed as long as the hand that this glove is attached come into conflict with its owner (see "Sentient Magic Items"
to can be used to climb. in chapter 7 of the Dungeon Master's Guide).
Curse. This brain is cursed, and becoming attuned to it
Insectoid Exoskeleton extends the curse to you. As long as you remain cursed, you
Wondrous item (undead graft), very rare (requires are unwilling to part with the brain, keeping attuned to it at
attunement) all times and opposing any efforts made to remove it. If your
attunement to it ends, you suffer a -3 penalty to all attack
This armor replaces most of the skin on your chest and torso rolls, ability checks, and saving throws for the next 72 hours.
with a thick layer of insect-like bone. Spikes of bone protrude
from six different locations along the exoskeleton. Mohrg's Tongue
You have a +1 bonus to AC while attuned to this Wondrous item (undead graft), very rare (requires
exoskeleton. attunement)
In addition, you can use your bonus action to cause the This long, cartilaginous tongue bears sharp claws at its tip.
spikes of bone on the exoskeleton to extend outwards,
becoming 5-foot long appendages that have three joints each. While attuned to this tongue, you can use it as a natural
While these appendages are extended, you can move up, weapon with the finesse and reach properties. The tongue
down, and across vertical surfaces and upside down along deals slashing damage and has a damage die of 1d8.
ceilings, while leaving your hands and legs free. You also gain When you roll a 20 on an attack roll with this tongue made
a climbing speed equal to your walking speed. You can use against a living creature, the target must also make a DC 15
this bonus action again on subsequent turns to retract these Constitution saving throw. On a failed save, the target is
spikes of bone to their original length. paralyzed until the end of its next turn.

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In addition, you can use the tongue to climb or to hold Vampiric Fangs
objects. The tongue grants you a climbing speed equal to Wondrous item (undead graft), rare (requires attunement)
your walking speed, and you can use it to wield any item that
you could normally hold with one hand, other than a weapon This set of sharp teeth replaces your existing teeth.
or a shield. While attuned to these teeth, your fanged bite is a natural
Mummified Eye
weapon, which counts as a simple melee weapon with which
Wondrous item (undead graft), rare (requires attunement) you are proficient. You add your Constitution modifier,
instead of your Strength modifier, to the attack and damage
This hard, round orb fits into an empty eye socket and looks rolls when you attack with this bite. It deals 1d4 piercing
much like a normal eye at first glance, but it has a distinctly damage on a hit. While you are missing half or more of your
dry appearance and does not move in the socket. hit points, you have advantage on attack rolls you make with
This eye has 4 charges. It regains 1d4 charges daily at this bite.
dusk. In addition, you can use these fangs to drain blood from a
As a bonus action, you can expend 1 charge and target one humanoid that is grappled, restrained, or incapacitated. As a
creature you can see within 60 feet of you. If the target can bonus action, make an unarmed strike against the target
see this grafted eye, it must succeed on a DC 11 Wisdom using these fangs. On a hit, the target takes an additional 2d6
saving throw against this magic or become frightened until necrotic damage, and you gain temporary hit points equal to
the end of your next turn. If the target fails the saving throw the necrotic damage dealt.
by 5 or more, it is also paralyzed for the same duration. Zombie Arm
Mummified Hand Wondrous item (undead graft), uncommon (requires
Wondrous item (undead graft), uncommon (requires attunement)
attunement) A zombie arm is a perpetually rotting limb.
This withered hand is swathed in the remnants of funeral The arm is a natural melee weapon, which you can use to
wrappings. make unarmed strikes. If you hit with it, you deal bludgeoning
The hand is a natural melee weapon, which you can use to equal to 1d6 + your Strength modifier.
make unarmed strikes. On a hit, you deal bludgeoning or You also gain a +5 bonus to any Strength check that uses
necrotic damage (your choice) equal to 1d4 + your Strength this arm. Additionally, at the start of each of your turns, any
modifier. creature grappled by this arm takes bludgeoning damage
In addition, you can use your bonus action to touch one equal to your Strength modifier (minimum of 1).
creature within 5 feet of you with this hand. The target must
succeed on a DC 12 Constitution saving throw or be cursed Mundane Items
with a weaker form of a mummy rot for 1 hour. During this The nonmagical items in this section are particularly suited
time, the target can't regain hit points, and it has for characters who deal with undead on a regular basis
disadvantage on death saving throws and on any ability check (either as enemies or allies).
or saving throw that uses Strength or Constitution.
Shadow Crus Special Substances
Wondrous item (undead graft), rare (requires attunement) This section lists useful substances that interact with or
otherwise involve undeath and undead creatures.
This graft replaces your legs with an amorphous mass of
shadowy wisps. You gain the following benefits while attuned Brittlebone
to this item: Adventuring gear, 25 gp (per flask)
You have advantage on checks and saving throws made to This unguent must be spread over a set of bones before
avoid being knocked prone or grappled, as well as those animation as a skeleton. When the skeleton suffers a critical
made to escape being grappled or restrained. hit or is reduced to 0 hit points, the ointment causes its bones
You don't leave behind any footprints or other tracks, and to splinter and fly apart, sending shards in all directions.
Wisdom (Perception) checks made to hear your Each creature within 5 feet of the skeleton takes piercing
movement have disadvantage. damage equal to the number of Hit Dice the skeleton has.
You gain a +5 bonus to Dexterity (Stealth) checks made to Spreading britlebone over a creature's bones requires an
hide while in dim light or darkness. action. A single flask of the substance is sufficient for a single
Undead Skin creature of Medium size or smaller. A Large creature
Wondrous item (undead graft), uncommon (requires requires two flasks, a Huge creature requires four flasks, and
attunement) a Gargantuan creature requires eight flasks.
This mottled gray hide protects you against poison that
would normally harm the living. You are immune to the
poisoned condition and have immunity to poison damage.

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Embalming Fire Any poison can be turned into a positoxin through a
Adventuring gear, 25 gp (per flask) process that combines it with holy water. A positoxin made in
this manner is worth 50% more gp than its base poison; you
This bitter-smelling liquid must be poured over a corpse and must use an amount of holy water equal to a fourth of the
allowed to soak for at least 1 minute before the corpse is base poison's selling cost (half of its crafting price) in order to
animated as a zombie via normal means. Once animated, any convert it to a positoxin. The new positoxin is identical to its
creature that touches the zombie or hits it with a melee base poison, except that it undergoes the changes listed
attack while within 5 feet of it takes 5 (1d10) fire damage. above.
Spreading embalming fire over a creature's body requires In addition, a selection of unique positoxins and their
an action. A single flask of the substance is sufficient for a effects are listed below.
single creature of Medium size or smaller. A Large creature
requires two flasks, a Huge creature requires four flasks, and Variant: Cheaper Poisons and Positoxins
a Gargantuan creature requires eight flasks.
The prices listed for the positoxins below are based
Ghostoil on the prices for the poisons in the Dungeon Master's
Adventuring gear, 25 gp (per flask) Guide. However, in a setting that heavily involves
assassinations and espionage, poisons might be more
This clear oil has a slight tint of gray, and strange, wispy abundant and cheaper to make. In such a setting, you
forms seem to swirl through it. When an action is used to may wish to reduce the costs of all poisons and
positoxins to half of their listed values. For the basic
apply it to a weapon, ghostoil allows the weapon to overcome poison presented in the Player's Handbook, you can
the damage resistances and immunities of any creature with choose to reduce its cost to 20 gp.
the Incorporeal Movement trait for the next 2 rounds.
Liquid Night
Adventuring gear, 50 gp (per flask) Bloodwine
Poison (positoxin, ingestion, injury), 400 gp (per dose)
This dark, sticky fluid provides a light-sensitive creature with
temporary protection from the sun's deadly rays. Once This thick, crimson positoxin includes garlic in its creation,
applied, the creature can ignore the drawbacks of the making it particularly harmful to vampires and other undead
Sunlight Sensitivity or Light Sensitivity traits for 1 hour. that are weak to garlic. Such creatures have disadvantage on
Spreading liquid night over a creature's body requires an saving throws against this positoxin.
action. A single flask of the substance is sufficient for a single A fiend or undead subjected to this positoxin must succeed
creature of Medium size or smaller. A Large creature on a DC 16 Constitution saving throw or take 3 (1d6) radiant
requires two flasks, a Huge creature requires four flasks, and damage and become frightened of every other creature. The
a Gargantuan creature requires eight flasks. frightened creature must repeat the saving throw every 24
hours, taking 3 (1d6) radiant damage on a failed save. Until
Unholy Water this effect ends, the damage the positoxin deals can't be
Adventuring gear, 25 gp (per flask) healed by any means. After seven successful saving throws,
the effect ends and the creature can heal normally.
Unholy water is an evil variant of holy water. It deals necrotic
damage instead of radiant damage, and it targets celestials Boneshard Paste
and fey instead of fiends and undead. Poison (positoxin, contact), 300 gp (per dose)
Unholy water follows the same creation process as holy
water and can be used as a substitute for any item or feature This positoxin includes bone fragments in its recipe, giving it
that requires it. a pale color.
In addition, unholy water can be used to neutralize out an A fiend or undead subjected to this positoxin must succeed
equivalent mass of holy water, causing both to turn into on a DC 13 Constitution saving throw or be frightened of
regular water. every other creature for 1 minute. The frightened creature is
stunned. The creature can repeat the saving throw at the end
Positoxins of each of its turns, ending the effect on itself on a success.
Positoxins are special alchemical substances distilled from Celestial Essence
holy water and laced with positive energy. To fiends and Poison (positoxin, injury), 500 gp (per dose)
undead, a positoxin functions much like a poison would to a
humanoid. This viscous golden substance seems almost to shine with an
Compared to a normal poison, a positoxin only works on inner radiance.
fiends and undead, deals radiant damage instead of poison A fiend or undead subjected to this positoxin must succeed
damage, and causes the target to become frightened of every on a DC 15 Constitution saving throw or take 10 (3d6)
other creature in place of the poisoned condition. Otherwise, radiant damage and become frightened of every other
a positoxin follows the same rules as a regular poison. creature for 1 hour. The frightened creature is blinded.

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Gravedust A holy lamp casts bright light in a 30-foot radius and dim
Poison (positoxin, contact), 100 gp (per dose) light for an additional 30 feet. Once lit, it burns for 4 hours on
a flask (1 pint) of holy water. As an action, you can lower the
This gray-brown powder derives its name from its hood, reducing the light to dim light in a 5-foot radius.
resemblance to the grime common to tombs and other long- Within the range of the lamp's bright light, undead can't
enclosed areas. benefit from being hidden or invisible.
A fiend or undead subjected to this positoxin must make a Holy Water Sprinkler
DC 10 Constitution saving throw, taking 9 (2d8) radiant
damage on a failed save, or half as much damage on a Weapon (maul), 50 gp
successful one. The oversized, hollow head of this heavy maul is actually a
Lichbane reservoir that can hold the contents of four flasks of holy
Poison (positoxin, injury), 1,000 gp (per dose) water. When full, the reservoir has eight uses. Filling the
reservoir requires an action.
This bone-white unguent is dangerous to intelligent fiends When this mace is used to hit a creature, one use can be
and undead, such as liches and other spellcasters. expended to release some of the water inside of it (no action
A fiend or undead subjected to this positoxin must succeed required). If the target is a fiend or undead, it takes 1d6
on a DC 15 Constitution saving throw or suffer disadvantage radiant damage.
on checks and saving throws that use Intelligence, Wisdom,
and Charisma for 1 hour. Priest's Bullet
Ammunition (sling bullet), 12 gp
Liquid Mortality
Poison (positoxin, injury), 4,000 gp (per dose) These hollow glass sling bullets are filled with holy water.
When they strike a target, they immediately shatter, dousing
This potent oil is thought by most undead creatures to be the target with half a pint of holy water and dealing 1d6
mere myth. additional radiant damage to fiends and undead.
A fiend or undead subjected to this positoxin must make a Slayer's Crossbow
DC 19 Constitution saving throw, taking 49 (14d6) radiant
damage on a failed save, or half as much damage on a Weapon (crossbow), 250 gp
successful one. If this damage leaves the creature with 30 hit A slayer's crossbow is a special weapon that combines the
points or fewer, the creature is immediately destroyed. properties of a hand crossbow, light crossbow, and climber's
Sunlight Oil kit into one ultimate multi-tool. Its name comes the use of
Poison (positoxin, contact), 2,000 gp (per dose) these crossbows, alongside silvered bullets and other special
equipment, by monster slayers to raid vampire dens and lairs.
This thin, slippery liquid seems to emit a soft glow, even in Slayer's crossbows (and the knowledge to craft them) can
the absence of a light source. only usually be acquired from the reclusive monster hunters
A fiend or undead subjected to this positoxin must make a that are known for wielding them. The ability to purchase
DC 15 Constitution saving throw, taking 24 (7d6) radiant them or their crafting formula should generally only be
damage on a failed save, or half as much damage on a unlocked after the party completes a short adventure of the
successful one. On a failed save, the target also becomes slayers' choosing.
more sensitive to light for 1 hour. During this time, all light A slayer's crossbow is a martial ranged weapon. It deals
sources are treated as sunlight for the purpose of Sunlight 1d6 piercing damage on a hit and has the ammunition
Sensitivity and similar traits possessed by the target. If the (30/120 ft.) and loading properties. It also has the following
creature has the Light Sensitivity trait, it is instead blinded special properties:
and incapacitated for the same duration. Grappling Hook. As a bonus action, you can launch the
crossbow's rope-tethered grappling hook and fire at a
Adventuring Gear stationary object within its short range. Make an attack roll
against the object; on a hit, if the bolt sufficiently pierces the
While magic is often wielded during battles between the object or otherwise wraps around it, you become anchored to
living and the dead, there is a variety of mundane equipment it. If the anchoring object supports your weight, you can use
that can be used as well. Such equipment typically involves the rope to swing or climb as you please. You can retract the
the use of holy water (or unholy water), or otherwise takes hook at will (no action required), and you can repair a broken
advantage of certain properties that undead are vulnerable to. hook using tinkers' tools and appropriate materials as part of
Holy Lamp
a long rest.
Adventuring gear, 100 gp Versatile. Through the use of springs and panels that can
be compressed and released in an instant, this crossbow can
A holy lamp is a special hooded lantern that is fueled by holy be used with one or two hands. While wielded in two hands,
water instead of oil, allowing it to reveal the presence of the weapon has a damage die of 1d8, and its range increases
nearby undead. to 80/320 feet.

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Chapter 8: Spells

T
his chapter presents an array of spells
designed for use by characters and monsters
alike. Some are used by those who would
control or serve undead, others are used to
oppose undead, and others are simply used by
undead creatures themselves.
Usage
Before diving into the spell descriptions, this section primes
DMs for the use of these spells in their games.
In Your Campaign
These spells are all meant for player use. For each one, the
classes that can access them were handpicked based on class
balance and whether or not they would be appropriate for
that class's theme. For instance, spells that channel positive
energy are typically excluded from the wizard spell list, while
powerful spells of 5th level or lower that would be
overbearing or overpowered if spammed many times per day
are excluded from the warlock spell list.
However, many of these spells work well in the hands of
NPCs too, and may even function better when used by them.
For example, ghoul light might be used throughout a lich's
lair to prevent clerics from turning all of their minions, while
field of ghouls can be used by enemy spellcasters to create
hordes of unliving monsters for the party to fight. Some
spells, such as animate crawling claw, ghoul gauntlet,
necrotic cyst, and plague of undead, can have a significant
impact on the narrative by justifying the existence of certain
monsters or by being a story element for the party to
experience and deal with.
Summary
The next section contains new spells that the DM may add to
a campaign, making them available to player character and
monster spellcasters alike. The Summary of Spells table
below lists the new spells presented in this chapter, ordering
them by level. The table also notes the school of magic of a
spell, whether it requires concentration, whether it bears the
ritual tag, and which classes have access to it.
If you'd like to use any of these spells, talk to your DM, who
may allow some, all, or none of them.

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Summary of Spells
Level Spell School Conc. Ritual Class
0 Grave Bolt Necromancy No No Sorcerer, Warlock, Wizard
0 Manipulate Corpse Necromancy No No Sorcerer, Warlock, Wizard
1st Animate Crawling Claw Necromancy No Yes Warlock, Wizard
1st Flesh Puppet Necromancy No Yes Warlock, Wizard
1st Ghoul Light Necromancy No No Cleric, Sorcerer, Wizard
1st Venomous Smite Evocation Yes No Blackguard, Paladin
Bard, Blackguard, Cleric, Sorcerer, Warlock,
2nd Ghastly Stench Necromancy Yes No
Wizard
2nd Gravesight Divination Yes Yes Cleric, Sorcerer, Warlock, Wizard
2nd Weakening Aura Necromancy No No Bard, Blackguard, Cleric
2nd Wither Limb Necromancy No No Bard, Blackguard, Sorcerer, Warlock, Wizard
2nd Withering Curse Necromancy No No Cleric, Sorcerer, Warlock, Wizard
3rd Clutch of Orcus Necromancy Yes No Cleric, Sorcerer, Warlock, Wizard
3rd Command Horde Necromancy Yes No Cleric, Wizard
3rd Kiss of the Vampire Enchantment No No Bard, Cleric, Warlock, Wizard
3rd Lay Waste Necromancy Yes No Blackguard, Cleric, Sorcerer, Warlock, Wizard
3rd Mourning Mist Necromancy No No Cleric, Sorcerer, Wizard
3rd Protection from Life and Death Abjuration Yes No Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
3rd Unholy Crusade Necromancy Yes No Blackguard, Warlock
3rd Vampiric Smite Necromancy Yes No Blackguard, Paladin
4th Consumptive Field Necromancy Yes No Blackguard, Sorcerer, Warlock, Wizard
4th Energy Ebb Necromancy Yes No Cleric, Sorcerer, Wizard
4th Tenebrous Phantasm Illusion Yes No Bard, Sorcerer, Warlock, Wizard
5th Avascular Mass Necromancy Yes No Sorcerer, Warlock, Wizard
5th Ghoul Gauntlet Necromancy No No Cleric, Sorcerer, Wizard
5th Necrotic Cyst Necromancy No No Cleric, Sorcerer, Wizard
5th Wall of Pain Necromancy Yes No Blackguard, Cleric, Sorcerer, Warlock, Wizard
6th Animate Greater Undead Necromancy No No Warlock, Wizard
6th Revive Undead Necromancy No No Cleric, Warlock, Wizard
6th Sheltered Vitality Abjuration No No Bard, Cleric, Druid, Warlock
6th Veil of Undeath Necromancy No No Cleric, Sorcerer, Warlock
7th Awaken Undead Necromancy No No Warlock
7th Field of Ghouls Necromancy No No Cleric, Sorcerer, Warlock
7th Negative Energy Burst Necromancy No No Warlock, Wizard
8th Bite of the King Necromancy No No Cleric, Sorcerer
9th Plague of Undead Necromancy No No Cleric, Sorcerer, Warlock, Wizard
9th Unholy Union Necromancy No No Warlock

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On each of your turns, you can use a bonus action to
Spell Descriptions mentally command any creature you made with this spell if
the creature is within 60 feet of you (if you control multiple
The spells here are presented in alphabetical order. creatures, you can command any or all of them at the same
Animate Crawling Claw time, issuing the same command to each one). You decide
1st-level necromancy (ritual) what action the creature will take and where it will move
during its next turn, or you can issue a general command,
Casting Time: 1 minute such as to guard a particular chamber or corridor. If you issue
Range: 10 feet no commands, the creature only defends itself against hostile
Components: V, S, M (a butcher's knife) creatures. Once given an order, the creature continues to
Duration: Instantaneous follow it until its task is complete.
Classes: Warlock, Wizard The creature is under your control for 24 hours, after
This spell binds the life force of a murderer to its severed which it stops obeying any command you've given it. To
hand, haunting and animating it. Choose a severed hand you maintain control of the creature for another 24 hours, you
can see within range. The hand must have been severed from must cast this spell on the creature again before the current
the body of a humanoid murderer within the last seven days. 24-hour period ends. This use of the spell reasserts your
If the murderer is dead and its spirit already manifests as control over one undead of CR 5 or lower that you have
another undead creature, or if its dead spirit has long passed animated with this spell, rather than animating a new one.
on to another plane, the spell fails. At Higher Levels. When you cast this spell using a spell
The target hand becomes a crawling claw, the statistics of slot of 7th level or higher, the maximum challenge rating of
which can be found in the Monster Manual. It is under your creatures you can animate or reassert control over increases
control for 24 hours, after which the hand becomes inactive by 1 for each slot level above 6th.
and can't be animated again. On each of your turns, you can Avascular Mass
use a bonus action to mentally command the crawling claw.
You decide what action the creature will take and where it 5th-level necromancy
will move during its next turn, or you can issue a general Casting Time: 1 action
command for it to follow to the best of its understanding. If Range: 60 feet
you issue no commands, the claw follows its last command to Components: V, S
the best of its ability. Once given an order, the claw continues Duration: Concentration, up to 10 minutes
to follow it until its task is complete. Classes: Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell You shoot a ray of necromantic energy from your
slot of 2nd level or higher, the crawling claw remains active outstretched hand, causing one creature of your choice within
for an additional 24 hours for every slot level above 1st. range to violently purge blood vessels through its skin.
When cast using a spell slot of 6th level or higher, the Constructs and undead are not affected by this spell. The
crawling claw remains active until slain. target must make a Constitution saving throw, taking 8d10
Animate Greater Undead necrotic damage on a failed save, or half as much damage on
6th-level necromancy a successful one.
On a failed save, the target's purged blood vessels are
Casting Time: 10 minutes magically animated, creating a many-layered mass of
Range: 10 feet magically strong, adhesive tissue that trap those caught in
Components: V, S, M (one clay pot filled with grave dirt, one them. The avascular mass instantaneously erupts in a 20-foot
clay pot filled with brackish water, and one black onyx radius sphere centered on the target. The avascular mass is
stone worth 300 gp) difficult terrain and lightly obscures their area.
Duration: Instantaneous If the avascular mass isn't anchored between two solid
Classes: Warlock, Wizard masses (such as walls or trees) or layered across a floor, wall,
This spell creates an undead servant. Choose a pile of bones or ceiling, it collapses on itself, and the spell ends at the start
or a corpse of a Huge or smaller creature within range. The of your next turn.
creature must have been a beast, giant, or plant of CR 5 or Each creature that starts its turn in the avascular mass or
lower. Your spell imbues the target with a foul mimicry of life, that enters it during its turn must make a Dexterity saving
raising it as an undead creature. The target retains the throw. The original target of the spell automatically fails this
statistics that it had in life, except for the following saving throw. On a failed save, a creature is restrained as long
modifications: as it remains in the avascular mass or until it breaks free.
A creature restrained by the avascular mass can use its
The target is immune to poison and exhaustion. action to make a Strength check against your spell save DC.
The target loses any trait, such as Amphibious, that If it succeeds, it is no longer restrained.
assumes a living physiology. Any 5-foot cube of avascular mass that takes more than 10
The target can't cast spells, and thus loses the radiant damage on a single turn disintegrates. When the spell
Spellcasting and Innate Spellcasting traits if it had them. ends, the blood vessel mass becomes a small layer of limp,
The target's Intelligence, Wisdom, and Charisma scores decaying tissue.
are reduced to 6 (-2), if they weren't already lower.

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Awaken Undead Clutch of Orcus
7th-level necromancy 3rd-level necromancy
Casting Time: 1 hour Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a humanoid fingerbone) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Warlock Classes: Cleric, Sorcerer, Warlock, Wizard
This spell grants intelligence to mindless undead such as One humanoid of your choice that you can see within range
skeletons and zombies with an Intelligence score of 6 or begins to suffer a magic-induced heart attack. The target
lower. Choose up to ten undead within range that fit this must succeed on a Constitution saving throw or take 3d8
criteria. The targets must be within range for the entire necrotic damage and be stunned for the duration. At the end
casting of the spell. At the completion of the casting, the of each of its turns, the target repeats the saving throw. It
targets regain the memories, the languages, and the takes 3d8 necrotic damage on a failed save, and the spell
Intelligence, Wisdom, and Charisma scores that they had in ends on the target on a successful one.
life. They also regain the weapon and armor proficiencies
they had in life (if any), and they gain advantage on saving Command Horde
throws against effects that turn undead. 3rd-level necromancy
Bite of the King
Casting Time: 1 action
Range: 120 feet
8th-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch Classes: Cleric, Wizard
Components: V When you cast this spell, and as an action on each of your
Duration: 1 minute turns for the duration, you can command up to four undead
Classes: Cleric, Sorcerer that you can see within range that are under your control. You
Your maw suddenly opens many times its normal size as it give the same command to each target. You choose from one
attempts to swallow your victim whole. After the attempt, it of the following commands each time you use this effect:
immediately returns to its normal size. Advance. Each target can use its reaction to move up to its
Make a melee spell attack against a creature you can reach. speed.
On a hit, the target takes 6d12 piercing damage, and it must Apprehend. Each target can use its reaction to attempt to
make a Dexterity saving throw. On a failed save, the target is grapple one creature within its reach. The undead can all
immediately banished to the "stomach dimension" for the grapple the same target or can split their grapples between
duration. different targets.
The stomach dimension is a demiplane that adjusts its size Attack. Each target can use its reaction to make one attack
to squeeze the largest creature that is currently inside of it. against a creature they can see. The undead can all attack the
While in the stomach dimension, a creature is blinded and same target or can split their attacks between different
restrained, and it takes 4d6 acid damage plus 4d6 targets.
bludgeoning damage at the start of each of your turns. To At Higher Levels. When you cast this spell using a spell
escape, a creature must deal 35 damage to the walls of the slot of 4th level or higher, you can target two additional
stomach dimension on a single turn. The walls of the undead for each slot level above 3rd.
stomach dimension have an AC of 21 and are immune to
acid, necrotic, poison, and psychic damage. Consumptive Field
A creature that successfully exits the stomach dimension 4th-level necromancy
or is still alive at the end of the duration appears next to you Casting Time: 1 action
in the nearest unoccupied space, seemingly being expelled Range: Self (15-foot radius)
through a rip between dimensions that originates from your Components: V
stomach. Duration: Concentration, up to 1 minute
Each caster of this spell has a personal stomach dimension Classes: Blackguard, Sorcerer, Warlock, Wizard
that this spell links to. If a creature dies while in your
stomach dimension, you can choose to eject its corpse and A consumptive death field radiates from you in an aura with a
the items it had on its person, or you can let it remain as a 15-foot radius. Until the spell ends, the aura moves with you,
warning for future victims of this spell. centered on you. When a hostile creature enters the aura for
the first time on a turn or starts its turn there, it must make a
Constitution saving throw. On a failed save, the creature
takes 2d6 necrotic damage, and you regain hit points equal to
half the necrotic damage dealt. Undead are unaffected by this
spell.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for
each slot level above 4th.

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Energy Ebb Additionally, as an action, you can see through your
4th-level necromancy puppet's eyes and hear what it hears until the start of your
next turn, using its normal senses instead of your own.
Casting Time: 1 action During this time, you are deaf and blind with regard to your
Range: 60 feet own senses.
Components: V, S
Duration: Concentration, up to 1 minute Ghastly Stench
Classes: Cleric, Sorcerer, Wizard 2nd-level necromancy
You point your finger and utter a foul incantation, releasing a Casting Time: 1 action
black needle of crackling negative energy that assaults the Range: Self (15-foot radius)
life force of living creatures. When you cast this spell, and as Components: V, S
an action on each of your turns until the spell ends, you can Duration: Concentration, up to 10 minutes
target one creature you can see within range. If the target Classes: Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard
isn't undead, it must succeed on a Constitution saving throw You emanate the putrid stench of a ghast. For the duration,
or take 4d8 necrotic damage and suffer one level of each creature that starts its turn within 15 feet of you must
exhaustion. If the target is undead, you instead roll 4d8. The succeed on a Constitution saving throw or be poisoned until
target gains half the total as temporary hit points. the start of its next turn.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage and temporary hit point slot of 3rd level or higher, you can increase the radius of this
dice increase by 1d8 for each slot level above 4th. spell by 5 feet for each slot level above 2nd.
Field of Ghouls Ghoul Gauntlet
7th-level necromancy 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: 1 minute
Classes: Cleric, Sorcerer, Warlock Classes: Cleric, Sorcerer, Wizard
You transform the ebbing life force of all nearby badly Your touch gradually transforms a living victim into a
wounded creatures and use it to create ghouls. Each living ravening, flesh-eating ghoul. The transformation process
creature within 30 feet of you is poisoned until the end of begins at the limb or extremity (usually the hand or arm)
your next turn. Targets with 30 hit points or fewer must also touched, and spreads outwards as the target's body slowly
make a Charisma saving throw. If a target has 0 hit points, it dies and is transformed into a ghoul's cold, undying flesh.
automatically fails this saving throw. On a failed save, a target Make a melee spell attack against a humanoid within your
dies. reach. On a hit, the target is poisoned.
A humanoid killed by this spell rises at the start of your At the end of each of the target's turns, it must make a
next turn as a ghoul that is under your command, following Constitution saving throw. On a failed save, the target takes
your verbal orders to the best of its ability. Any ghoul created 4d6 necrotic damage. If the target succeeds on three of these
by this spell melts into a pile of flesh and is destroyed after 24 saves, it is no longer poisoned, and the spell ends. The spell
hours. can also be ended early by the greater restoration, heal, and
Flesh Puppet remove curse spells.
1st-level necromancy (ritual) If the target is reduced to 0 hit points while poisoned by
this spell, it dies and rises at the start of your next turn as a
Casting Time: 1 action ghoul that is under your command, following your verbal
Range: 10 feet orders to the best of its ability. The ghoul melts into a pile of
Components: V, S, M (a piece of a corpse worth at least 1 sp) flesh and is destroyed after 24 hours.
Duration: 1 hour
Classes: Warlock, Wizard
You create a Tiny construct made of flesh and bone, a puppet
that obeys your telepathic commands, in a space within
range. It has no thoughts or senses of its own, but it can
telepathically communicate what it senses to you. Once on
each of your turns, you can telepathically command the
construct to walk up to 30 feet and interact with objects. The
puppet can't attack, activate magic items, or carry more than
10 pounds, but it can perform simple tasks that require no
actions such as pushing, pulling, or lifting objects.
The puppet has AC 10, 1 hit point, and a Strength of 2. If it
drops to 0 hit points, if it is ever more than 60 feet away from
you, or if you cast this spell again, the puppet crumbles into a
pile of bones and flesh and the spell ends.
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Ghoul Light Kiss of the Vampire
1st-level necromancy 3rd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (a bit of rendered fat) Components: V, S, M (a black onyx worth at least 50 gp that
Duration: 8 hours has been carved with the image of a fang-mouthed face)
Classes: Cleric, Sorcerer, Wizard Duration: 1 minute
A sickly green flame, equivalent in brightness to a torch, Classes: Bard, Cleric, Warlock, Wizard
springs forth from an object that you touch. The effect looks You target one living creature you can see within 30 feet of
like a regular flame, except for its green hue, but it creates no you. If the target can see you, it must succeed on a Wisdom
heat and doesn't use oxygen. The flame can be covered and saving throw or be charmed by you for the duration. The
hidden, but not smothered or quenched. charmed target regards you as a trusted friend to be heeded
Undead within 30 feet of this light have advantage on and protected. Although the target isn't under your direct
saving throws against effects that turn undead. If an undead control, it takes your requests or actions in the most favorable
already had advantage on such saving throws before entering way it can.
the area, it instead gains immunity to effects that turn undead The charmed target can repeat the saving throw at the end
while within the area. of each of its turns. It takes 3d6 psychic damage on a failed
At Higher Levels. When you cast this spell using a spell save, and the spell ends for it on a successful one.
slot of 3rd level or higher, the effect persists until it is At Higher Levels. When you cast this spell using a spell
dispelled. slot of 4th level or higher, you can target one additional
humanoid for each slot level above 3rd.
Grave Bolt
Necromancy cantrip Lay Waste
Casting Time: 1 action 3rd-level necromancy
Range: 120 feet Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
Classes: Sorcerer, Warlock, Wizard Duration: Concentration, up to 10 minutes
You launch a bolt of negative energy at a creature or object Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
within range. Make a ranged spell attack against the target. You create six tiny orbs of negative energy in your space.
On a hit, the target takes 1d10 necrotic damage. If this attack They float in the air and orbit you for the spell's duration.
hits a tree, a plant creature, or some other form of vegetation, When you cast the spell—and as a bonus action on each of
the target instead takes 1d12 damage. your turns thereafter—you can expend one or two of the orbs,
The spell's damage increases by one die when you reach sending them streaking toward a point or points you choose
5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th within 120 feet of you. Once a orb reaches its destination or
level (4d10 or 4d12). impacts against a solid surface, the orb explodes. Each
creature within 5 feet of the point where the orb explodes
Gravesight must make a Constitution saving throw. A creature takes 2d6
2nd-level divination (ritual) necrotic damage on a failed save, or half as much damage on
Casting Time: 1 action a successful one.
Range: Touch At Higher Levels. When you cast this spell using a spell
Components: S slot of 4th level or higher, the number of orbs created
Duration: Concentration, up to 1 hour increases by two for each slot level above 3rd.
Classes: Cleric, Sorcerer, Warlock, Wizard
You touch an undead creature that is under your control. For
the duration of the spell, you can use your action to see
through the undead's eyes and hear what it hears, and
continue to do so until you use your action to return to your
normal senses. While perceiving through the target's senses,
you gain the benefits of any special senses possessed by that
target, though you are blinded and deafened to your own
surroundings.

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Manipulate Corpse While the target possesses a necrotic cyst, it suffers from
Necromancy cantrip the poisoned condition, and it can't magically regain hit
points or benefit from resistance to necrotic damage.
Casting Time: 1 action Additionally, whenever the target takes damage, it must make
Range: 60 feet a Constitution saving throw. On a failed save, the target's hit
Components: V, S, M (strings to control a marionette with) point maximum is reduced by an amount equal to the
Duration: Instantaneous damage taken. This reduction lasts until the creature finishes
Classes: Sorcerer, Warlock, Wizard a long rest. The target dies if this effect reduces its hit point
You manipulate the corpse of one creature you can see within maximum to 0.
range, creating up to two of the following effects: A protection from evil and good spell prevents the necrotic
cyst from forming, but once a necrotic cyst is implanted, it
The corpse contorts its body in a manner of your can only be removed can be removed only by heal or another
choosing, even if it wouldn't be able to do so in life. disease-curing spell of 6th level or higher. The target may also
The corpse speaks a short message in a language that you elect to have some well-meaning chirurgeon remove it
know, even if it lacks the parts that normally govern surgically. The procedure is a bloody, painful process that has
speech. a chance to kill the target if done improperly. The procedure
The corpse moves up to 10 feet along the ground in a takes 1 hour, and the chirurgeon must make a Wisdom
direction of your choice. (Medicine) check against your spell save DC. On a success,
The corpse grapples or shoves one creature within 5 feet the cyst is removed safely, and the target suffers one level of
of it. Instead of a Strength (Athletics) check, you can make exhaustion. On a failure, the target dies.
a melee spell attack instead. If you choose the grapple
option, the grapple ends automatically at the start of your Negative Energy Burst
next turn. 7th-level necromancy
Mourning Mist Casting Time: 1 action
3rd-level necromancy Range: 120 feet
Components: V, M (a broken bone and a square of black silk)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet Classes: Warlock, Wizard
Components: V, S, M (a bottle of black ichor) A wave of negative energy washes out from a point of your
Duration: 1 round choice within range. Each living creature in a 15-foot-radius
Classes: Cleric, Sorcerer, Wizard sphere centered on that point must make a Constitution
You hurl a globule of black mist at a point within range. Each saving throw, taking 5d12 necrotic damage on a failed save,
living creature in a 20-foot-radius sphere centered on that or half as much damage on a successful one. A humanoid
point must make a Constitution saving throw. On a failed killed by this damage rises up as a zombie at the start of your
save, a creature takes 4d10 necrotic damage, and each next turn. The zombie pursues whatever living creature it can
undead ally of your choice has advantage on attacks against see that is closest to it.
the creature until the end of your next turn. Undead in the area of the spell don't make a saving throws.
Instead, each undead in the area gains half the total damage
Necrotic Cyst roll as temporary hit points.
5th-level necromancy
Casting Time: 1 action Plague of Undead
Range: Touch 9th-level necromancy
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Classes: Cleric, Sorcerer, Wizard Components: V, S, M (one or more black sapphires whose
Make a melee spell attack against a creature within your total value equals or exceeds 10,000 gp)
reach. On a hit, the target develops an internal spherical sac Duration: Instantaneous
that contains fluid or semisolid necrotic flesh, unless it is a Classes: Cleric, Sorcerer, Warlock, Wizard
construct or undead. The internal cyst is noticeable as a slight Great necromantic power causes any number of Small or
bulge on the target's arm, abdomen, or face (wherever you Medium corpses you can see within range to animate. Each
chose to touch the target), and is buried deeply enough in its corpse immediately stands up and becomes undead. You
flesh that it is not easily identifiable without a successful decide whether a corpse becomes a zombie or a skeleton.
Wisdom (Medicine) check against your spell save DC. These undead are permanently under your command and
follow your verbal orders to the best of its ability. They also
gain a bonus to their attack and damage rolls equal to your
spellcasting ability modifier for the next 24 hours.

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Protection from Life and Death As a bonus action on your turn, you can direct each
3rd-level abjuration phantasm to move up to 30 feet and perform one of the
following actions:
Casting Time: 1 action Grapple or Shove. The phantasm attempts to grapple or
Range: Touch shove one creature within 5 feet of it. The target must
Components: V, S succeed on a Strength or Dexterity saving throw (its choice)
Duration: Concentration, up to 1 hour or be grappled by the phantasm.
Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard Fear. The phantasm attempts to induce fear in one
For the duration, the willing creature you touch has creature within 5 feet of it. The target must succeed on a
resistance to necrotic and radiant damage. Wisdom saving throw or be frightened until the end of your
next turn.
Revive Undead Manipulate Object. The phantasm takes the Use an
6th-level necromancy Object action. The phantasm can't activate magic items or
Casting Time: 1 minute carry more than 50 pounds.
Range: Touch Shadow Touch. The phantasm touches one creature
Components: V, S, M (a black pearl worth at least 500 gp) within 5 feet of it. The target must succeed on a Wisdom
Duration: Instantaneous saving throw or take 2d6 necrotic or psychic damage (your
Classes: Cleric, Warlock, Wizard choice).
If a phantasm takes damage or is ever more than 60 feet
Your restore animation to the remains of an undead creature away from you, it is destroyed. If a creature succeeds on an
you touch. The target reanimates with all of its hit points, but Intelligence (Investigation) or Intelligence (Arcana) check
it it is under no compulsion to behave in any particular way against your spell save DC, it realizes the phantasms are
unless it was under your control before it was destroyed. This illusions that can be destroyed. When a phantasm is
spell fails if the target was destroyed by a Turn Undead effect, destroyed, any creature within 5 feet of it that doesn't realize
or if its body was otherwise completely obliterated by a spell it's an illusion must make a Wisdom saving throw or be
or other effect. The undead must have been inactive for no frightened until the end of its next turn.
more than a week, and its Challenge Rating must be equal to
or less than your character level (or Challenge Rating, if you Unholy Crusade
don't have a class level). 3rd-level necromancy
Sheltered Vitality Casting Time: 1 action
6th-level abjuration Range: Self (30-foot radius)
Components: V
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch Classes: Blackguard, Warlock
Components: V, S, M (a diamond worth at least 500 gp)
Duration: 1 hour Unholy power radiates from you in an aura with a 30-foot
Classes: Bard, Cleric, Druid, Warlock radius, infusing your allies' weapons with negative energy.
Until the spell ends, the aura moves with you, centered on
One willing creature you touch gains advantage on saving you. While in the aura, each nonhostile creature in the aura
throws against the following effects for the duration: (including you) deals an extra 1d4 necrotic damage when it
Effects that reduce its ability scores hits with a weapon attack.
Effects that reduce its hit point maximum Unholy Union
Effects that cause its exhaustion level to increase 9th-level necromancy
Tenebrous Phantasm Casting Time: 1 hour
4th-level illusion Range: Touch
Casting Time: 1 action Components: V, S, M (a black onyx worth at least 5,000 gp,
Range: 60 feet which the spell consumes)
Components: V, S, M (a pinch of powder or a small crystal) Duration: Instantaneous
Duration: Concentration, up to 10 minutes Classes: Warlock
Classes: Bard, Sorcerer, Warlock, Wizard You create an unholy union between a living creature and an
Drawing energy from the Shadowfell, you create up to four undead. The first target is an undead creature that must be
shadowy phantasms within range that persist for the willing or magically compelled into agreeing with the spell.
duration. These phantasms can be of any creature or object The second target is a willing living creature, or the corpse of
you are familiar with. The phantasms appear to be real and a living creature that has been dead for no longer than one
animate, but also translucent. Their AC equals your week whose soul is willing, which be fused with the undead.
spellcasting ability, they fail all Strength, Dexterity, and Both creatures must be within 5 feet of you for the full
Constitution saves, and they pass all Intelligence, Wisdom, casting time.
and Charisma saves.

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When the casting is complete, the living creature fuses with Venomous Smite
the undead, its soul entering the combined body and turning 1st-level evocation
it into a new creature. The new creature's game statistics are
the same as the undead, though it also gains the traits, Casting Time: 1 bonus action
abilities, proficiencies, class features, and feats of the living Range: Self
creature. The new creature can use the ability scores and Components: V
proficiency bonus of either target, choosing from whichever is Duration: Concentration, up to 1 minute
higher for each. Classes: Blackguard, Paladin
The new creature possesses the memories of both targets, The next time you hit a creature with a melee weapon attack
but its personality is either that of the undead, the living during the spell's duration, your attack deals an extra 1d6
creature, or a combination of both (your choice). Its poison damage. Additionally, the target must make a
appearance is some combination of the two targets' Constitution saving throw or be poisoned until the spell ends.
appearances of your choice. As an action, the creature can make a Constitution check
against your spell save DC to overcome the poison and end
Vampiric Smite this spell.
3rd-level necromancy
Casting Time: 1 bonus action Wall of Pain
Range: Self 5th-level necromancy
Components: V Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120 feet
Classes: Blackguard, Paladin Components: V, S
The next time you hit a creature with a weapon attack before Duration: Concentration, up to 1 minute
this spell ends, you siphon away some of the target's life Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
force. The attack deals an extra 3d6 necrotic damage to the You create a wall of negative energy on a solid surface within
target, and you regain hit points equal to half the amount of range. You can make the wall up to 60 feet long, 20 feet high,
necrotic damage dealt. and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20
At Higher Levels. When you cast this spell using a spell feet high, and 1 foot thick. The wall is opaque and lasts for
slot of 4th level or higher, the damage increases by 1d6 for the duration.
each slot level above 3rd. When the wall appears, each living creature within its area
must make a Constitution saving throw. On a failed save, a
Veil of Undeath creature takes 4d8 necrotic damage and has its speed halved
6th-level necromancy until the end of their next turn. On a successful save, it takes
Casting Time: 1 action half as much damage and does not have its speed halved.
Range: Self A living creature makes the same save when it enters the
Components: V, S, M (a black sapphire worth 1,000 gp) wall for the first time on a turn or ends its turn there. The
Duration: 1 hour other side of the wall is harmless.
Classes: Cleric, Sorcerer, Warlock An undead that passes through either side of the wall has
You gain many of the traits common to undead creatures. You its speed increased by 10 feet until the end of your next turn.
gain the following benefits for the duration: At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for
Your body appears sick and ghastly, as though you were a each slot level above 5th.
walking corpse. Undead with an Intelligence score of 6 or
lower won't attack you except in self defense or when Weakening Aura
ordered to, and you are detected as an undead by a 2nd-level necromancy
paladin's Divine Sense feature. Casting Time: 1 bonus action
You don't require air, food, drink, or sleep. Range: Self (30-foot radius)
You are immune to necrotic damage. Whenever you are Components: V, S
subjected to necrotic damage, you instead gain a number Duration: 1 minute
of temporary hit points equal to half the necrotic damage Classes: Bard, Blackguard, Cleric
you would have taken.
You are immune to the poison, disease, and exhaustion. You create an aura of negative energy that weakens the life
force of nearby creatures. Creatures within 15 feet of you
can't regain hit points and have disadvantage on death saving
throws, saving throws against exhaustion, and saving throws
against effects that would reduce their hit point maximum.
On each of your turns before the spell ends, you can use
your bonus action to temporarily disable the field until the
start of your next turn.

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Wither Limb Withering Curse
2nd-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: 1 minute
Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock, Wizard
Choose one creature that you can see within range to make a You unleash a curse on one creature you can see within
Constitution saving throw. On a failed save, you can choose to range. The target must make a Charisma saving throw, taking
wither one of its limbs or appendages, preventing it from 2d8 necrotic damage on a failed save, or half as much
using it for the duration. damage on a successful one. On a failed save, the target also
For example, if you wither a leg, the target can't use that leg becomes cursed for the duration of the spell or until a remove
and may fall prone for the duration, and withering a wing curse spell is cast on it.
may cause it to fall if it is flying. If you wither an arm, the While cursed, the target can't regain hit points, and it must
target drops any item it is holding with that arm, and until the repeat the saving throw at the end of each of its turns. It takes
spell ends, it can't use that arm to use or hold items, to make 1d6 necrotic damage on a failed save, and the curse ends on
attacks, or to perform somatic components for spells. the target on a successful one.
The target can repeat the save at the end of each of its If the target dies while cursed by this spell, it crumbles into
turns, ending the spell on itself on a success. a cloud of dust.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional slot of 3rd level or higher, the initial damage increases by 1d8
humanoid for each slot level above 2nd. for each slot level above 2nd.

133
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nightmares
From Beyond
The Grave
Whispered tales speak of an eldritch tome
crafted by necromancers and filled with spine-
chilling facts about a vile menagerie of undead
horrors—unnatural things known to haunt the
gloom-filled corners of the world and beyond.
Beware! This is that tome.

With over 130 pages of content from 3rd


Edition's Libris Mortis, 4th Edition's Open Grave,
and a few other supplements from previous
editions, this conversion has everything you
need to run an undead campaign in 5e, ranging
from monsters, cults, and deities to subclasses,
spells, and magic items. If your game involves
the unliving, you've come to the right place.

This completely free homebrew supplement


has been handcrafted for you by badooga. For
more of my homebrew, including a similar
conversion of Elder Evils from 3rd Edition, check
out the documents on my GM Binder profile and
the PDFs in my Google Drive folder.

WWW.GMBINDER.COM

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