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Astel, Naturalborn of the must succeed on a DC 20 Dexterity saving throw or take 27

(4d10 + 5) force damage.


Void Teleport. Astel teleports to an unoccupied space it can see
Gargantuan aberration, chaotic evil
within 120 feet. Each creature within 5 feet of Astel when it
Armor Class 17 (natural armor) teleports must succeed on a DC 20 Constitution saving throw
Hit Points 264 (23d20 + 23) or take 22 (4d10) force damage.
Speed 40 ft., climb 40 ft., fly 40 ft. (hover) Reverse Gravity (Recharge 5-6). Astel casts reverse gravity, using
Charisma as the spellcasting ability (spell save DC 20),
STR DEX CON INT WIS CHA requiring no components.
10 (+0) 20 (+5) 12 (+1) 10 (+0) 17 (+3) 20 (+5)
Meteorite of Astel (1/Day). Astel conjures a barrage of meteors
Saving Throws STR +7, CON +8, WIS +10, CHA +12 in a location of its choice within 300 feet of it. The area of the
Skills Arcana +7, Perception +10 barrage consists of up to ten 10-foot cubes, each of which must
Damage Resistances fire, force, lightning, radiant have at least one face adjacent to the face of another cube.
Damage Immunities cold, psychic Each creature in that area must make a DC 20 Dexterity saving
Condition Immunities charmed, frightened throw. It takes 35 (10d6) bludgeoning damage plus 35 (10d6)
Senses darkvision 300 ft., passive Perception 20 force damage on a failed save, or half as much damage on a
Languages Deep Spech successful one.
Challenge 23 (50,000 XP)
Legendary Actions
Magic Resistance. Astel has advantage on saving throws against Astel can take 3 legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Astel regains
Magic Weapons. Astel’s weapon attacks are magical. spent legendary actions at the start of its turn.
Mythic Resistance. When Astel fails a saving throw while it has Pincers. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
at least 31 hit points, it can negate any effects, other than Hit: 27 (5d8 + 5) slashing damage.
damage, that it would suffer as a result of failing the save. It
then takes 30 damage, which can’t be reduced or prevented in Wave of Darkness (Costs 1-3 Actions). Astel slams sphere of
any way. gravitational energy into the ground, creating a shockwave in a
15-foot radius around itself. Each creature in that area must
Actions succeed on a DC 20 Constitution saving throw or take 14 (4d6)
force damage. The radius increases by 15 feet and the damage
Multiattack. Astel can use its Teleport. It then makes three tail by 14 (4d6) for each additional legendary action spent.
attacks. It can use its Cosmic Burst or its Nebula in place of
making one of these attacks. Crushing Bite (Costs 2 Actions). Melee Weapon Attack: +12 to hit,
reach 5 ft., one Large or smaller target. Hit: 27 (5d8 + 5)
Tail. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: slashing damage plus 19 (4d6 + 5) force damage, and the
13 (2d12) bludgeoning damage plus 13 (2d12) piercing target is knocked prone.
damage.
Teleport (Costs 2 Actions). Astel uses its Teleport action.
Cosmic Burst. Astel fires a beam of gravitational energy. One
creature that Astel can see within 150 feet of itself must Diving Grab (Costs 3 Actions). Astel teleports to an unoccupied
succeed on a DC 20 Strength saving throw or take 26 (4d12) space directly above one Large or smaller creature it can see
force damage and be pushed 10 feet away from Astel. within 60 feet of itself. That creature must succeed on a DC 15
Dexterity saving throw or take 97 (15d12) slashing damage, as
Nebula. Astel swipes its hand, leaving behind an explosive Astel shoves the target into its pincers. If the saving throw fails
cloud of stars. One creature of Astel’s choice within 5 feet of it by 5 or more, the creature takes 195 (30d12) slashing damage
instead.

Astel: Stars of Darkness


Astel loses its Diving Grab legendary action and gains the
following legendary action, increasing its CR by 1:
Illusionary Grab (Costs 3 Actions). Up to 8 Medium or
smaller creatures that Astel can see within 60 feet of itself
must male a DC 20 Dexterity saving throw. One target of
Astel’s choice that fails its saving throw takes 97 (15d12)
slashing damage, as Astel shoves the target into its pincers.
If the saving throw fails by 5 or more, the creature takes 195
(30d12) slashing damage instead.
Mohg, Lord of Blood blood, it loses 5 (1d10) hit points at the start of each of its
turns due to a bleeding wound. Each time Mohg hits the
Large fiend, neutral evil
wounded target with this attack, the damage dealt by the
wound increases by 5 (1d10). Any creature can take an action
Armor Class 17 (natural armor) to stanch the wound with a successful DC 12 Wisdom
Hit Points 372 (24d10 + 240) (Medicine) check. The wound also closes if the target receives
Speed 30 ft. magical healing.

STR DEX CON INT WIS CHA Bloodflame Talons. Mohg claws at the air around him, leaving a
22 (+6) 10 (+0) 30 (+10) 18 (+4) 12 (+1) 17 (+3) fiery trail. One creature of Mohg’s choice within 5 feet of him
must succeed on a DC 18 Dexterity saving throw or take 21
Saving Throws DEX +7, WIS +8, CHA +10 (4d8 + 3) fire damage. A creature that is sufferring from a
Skills Arcana +11, History +11, Perception +8, Religion +11 bleeding wound takes an additional 5 (1d10) damage if it fails
Damage Vulnerabilities acid, thunder; bludgeoning, piercing, this saving throw.
and slashing damage from magical attacks
Damage Resistances force, lightning, radiant Bloodboon (Recharge 5-6). Mohg sprays incendiary blood in a 20-
Damage Immunities fire foot cone. Each creature in that area must make a DC 18
Condition Immunities charmed, frightened Constitution saving throw, taking 55 (10d10) fire damage on a
Senses darkvision 120 ft., passive Perception 18 failed save, or half as much damage on a successful one. A
Languages Abyssal, Common, Deep Speech, Infernal creature that is suffering from a bleeding wound has
Challenge 24 (62,000 XP) disadvantage on its saving throw.

Blood Teleport (1/Day). Mohg instantly teleports, along with any


Nihil (Recharges after a Short or Long Rest). If Mohg would be equipment he is wearing and carrying and any incapacitated
reduced to 0 hit points, his current hit point total instead resets creature he is grappling, to an unoccupied space of his choice
to 370 hit points, and each creature suffering from a bleeding in his lair.
wound within 30 feet of him takes damage equal to half its
maximum hit points. Additionally, he gains a flying speed equal Legendary Actions
to twice his current speed, his melee weapon attacks deal an
extra 6 (1d12) fire damage on a hit, he recharges his Mohg can take 3 legendary actions, choosing from the options
Bloodboon, and he can now use the options in the “Mythic below. Only one legendary action option can be used at a time
Actions” section for 1 hour. and only at the end of another creature’s turn. Mohg regains
spent legendary actions at the start of his turn.
Charge. If Mohg moves at least 20 feet straight toward a target
and then hits it with a melee weapon attack, the attack deals an Blood Spray. Ranged Spell Attack: +10 to hit, range 30 ft., one
extra 5 (1d10) damage to the target per 20 feet moved. target. Hit: 16 (2d12 + 3) fire damage. A target that is sufferring
from a bleeding wound takes an additional 5 (1d10) damage.
Magic Resistance. Mohg has advantage on saving throws
against spells and other magical effects. Blood Shower (Costs 2 Actions). Mohg causes incendiary blood
to rain down in a 10-foot radius, 15-foot-high cylinder centered
Magic Weapons. Mohg’s weapon attacks are magical. on a point within 5 feet of him. A creature that Mohg enters the
cylinder for the first time on a turn or ends its turn there takes
Mythic Resistance. When Mohg fails a saving throw while he has 18 (4d8) fire damage. The shower lasts until the start of Mohg’s
at least 31 hit points, he can negate any effects, other than next turn.
damage, that he would suffer as a result of failing the save. He
then takes 30 damage, which can’t be reduced or prevented in Mythic Actions
any way.
If Mohg’s Nihil trait has activated in the last hour, he can use
Actions the options below as legendary actions.

Multiattack. Mohg makes three melee weapon attacks. He can Fly. Mohg flies up to half his speed without provoking
replace one of these attacks with his Bloodflame Talons. opportunity attacks.

Trident. Melee Weapon Attack: +13 to hit, reach 10 ft., one Blood Tax (Costs 2 Actions). Mohg makes one trident attack. Hit
target. Hit: 17 (2d10 + 6) piercing damage. If the target has or miss, the target and each creature within 5 feet of it take 7
(2d6) fire damage.
Mohg, the Omen blood, it loses 5 (1d10) hit points at the start of each of its
turns due to a bleeding wound. Each time the omen hits the
Large construct, neutral evil
wounded target with this attack, the damage dealt by the
wound increases by 5 (1d10). Any creature can take an action
Armor Class 17 (natural armor) to stanch the wound with a successful DC 12 Wisdom
Hit Points 186 (12d10 + 120) (Medicine) check. The wound also closes if the target receives
Speed 30 ft. magical healing.

STR DEX CON INT WIS CHA Bloodflame Talons. The omen claws at the air around him,
22 (+6) 10 (+0) 30 (+10) 18 (+4) 12 (+1) 17 (+3) leaving a fiery trail. One creature of the omen’s choice within 5
feet of him must succeed on a DC 15 Dexterity saving throw or
Saving Throws DEX +4, CHA +7 take 16 (3d8 + 3) fire damage. A creature that is sufferring from
Skills Perception +5 a bleeding wound takes an additional 5 (1d10) damage if it fails
Damage Vulnerabilities thunder; bludgeoning, piercing, and this saving throw.
slashing damage from magical attacks
Damage Resistances force, lightning, radiant Blood Spray. Ranged Spell Attack: +7 to hit, range 30 ft., one
Damage Immunities acid, cold, fire, necrotic, psychic, poison target. Hit: 16 (2d12 + 3) fire damage. A target that is sufferring
Condition Immunities charmed, exhaustion, frightened, from a bleeding wound takes an additional 5 (1d10) damage.
incapacitated, paralyzed, petrified, poisoned, stunned,
unconscious Bloodboon (Recharge 5-6). The omen sprays incendiary blood in
Senses darkvision 60 ft., passive Perception 15 a 20-foot cone. Each creature in that area must make a DC 15
Languages Celestial, Common, Deep Speech, Infernal Constitution saving throw, taking 33 (6d10) fire damage on a
Challenge 12 (8,400 XP) failed save, or half as much damage on a successful one. A
creature that is suffering from a bleeding wound has
disadvantage on its saving throw.
Magic Resistance. The omen has advantage on saving throws
against spells and other magical effects. Bonus Actions
Actions Blood Shower. The omen causes incendiary blood to rain down
in a 10-foot radius, 15-foot-high cylinder centered on a point
Multiattack. The omen makes two melee weapon attacks and within 5 feet of him. A creature that enters the cylinder for the
uses his Bloodflame Talons. first time on a turn or ends its turn there takes 9 (2d8) fire
damage. The shower lasts until the start of the omen’s next
Trident. Melee Weapon Attack: +10 to hit, reach 10 ft., one turn.
target. Hit: 17 (2d10 + 6) piercing damage. If the target has
Morgott, the Omen King Holy Hammer. Melee Spell Attack: +14 to hit, reach 5 ft., one
Large fiend, lawful neutral target. Hit: 24 (5d6 + 7) radiant damage.

Holy Spear. Melee or Ranged Spell Attack: +14 to hit, reach 15 ft.
Armor Class 22 (Holy Defense)
or range 60 ft., one target. Hit: 16 (2d8 + 7) radiant damage.
Hit Points 276 (24d10 + 144)
Speed 40 ft. Holy Sword. Melee Spell Attack: +14 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) radiant damage.
STR DEX CON INT WIS CHA
21 (+5) 25 (+7) 22 (+6) 19 (+4) 20 (+5) 7 (-2) Holy Swords Rain (Recharge 5-6). Morgott conjures a rain of
radiant swords in a 20-foot-radius, 20-foot-high cylinder
Saving Throws DEX +14, INT +11, WIS +12, CHA +5 centered on himself. Each creature in that area other than
Skills Acrobatics +14, Athletics +12, Perception +12, Stealth Morgott must make a DC 20 Dexterity saving throw, taking 55
+14 (10d10) radiant damage on a failed save, or half as much
Damage Vulnerabilities lightning; slashing from magical attacks damage on a successful one.
Damage Resistances fire, radiant
Condition Immunities charmed, frightened Reactions
Senses darkvision 120 ft., passive Perception 22
Parry. Morgott adds 7 to his AC against one melee attack that
Languages Abyssal, Celestial, Common, Infernal
would hit him. To do so, he must see the attacker and be
Challenge 24 (62,000 XP)
wielding a melee weapon.

Cursed Omen (Recharges after a Short or Long Rest). If Morgott Legendary Actions
would be reduced to 0 hit points, his current hit point total
Morgott can take 3 legendary actions, choosing from the
instead resets to 270 hit points and he recharges his Holy
Swords Rain. Additionally, each creature within 30 feet of him options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Morgott
must succeed on a DC 20 Constitution saving throw or take 52
regains spent legendary actions at the start of his turn.
(8d12) radiant damage, and Morgott can now use the options
in the “Mythic Actions” section for 1 hour. Cartwheel. Morgott makes one Bloodflame Sword attack, then
moves up to his speed.
Gliding Steps. Morgott doesn’t provoke opportunity attacks
when he moves out of an enemy’s reach. Holy Daggers. Ranged Spell Attack: +14 to hit, range 30 ft., one
target. Hit: 22 (6d4 + 7) radiant damage.
Holy Defense. While Morgott is wearing no armor and wielding
no shield, his AC includes his Wisdom modifier. Holy Spear Charge (Costs 2 Actions). Morgott moves up to his
speed in a straight line towards a creature before making a
Magic Weapons. Morgott’s weapon attacks are magical.
Holy Spear melee attack against it. On a hit, the attack deals an
Mythic Resistance. When Morgott fails a saving throw while he additional 5 (1d0) piercing damage per 10 feet moved.
has at least 31 hit points, he can negate any effects, other than
damage, that he would suffer as a result of failing the save. He Mythic Actions
then takes 30 damage, which can’t be reduced or prevented in If Morgott’s Cursed Omen trait has activated in the last hour,
any way. he can use the options below as legendary actions.
Actions Bloodflame Slam (Costs 2 Actions). Morgott makes one
Bloodflame Sword attack. On a hit, the target and each creature
Multiattack. Morgott makes four attacks, at least one of which
within 5 feet of it other than Morgott must succeed on a DC 20
must be a Bloodflame Sword attack.
Dexterity saving throw or take 11 (2d10) fire damage.
Bloodflame Sword. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 7) slashing damage plus 5 (1d10) fire Holy Armament (Costs 3 Actions). Morgott makes four attacks:
one with his Holy Daggers, one with his Holy Hammer, one
damage.
with his Holy Spear, and one with his Holy Sword.
Margit, the Fell Omen
Large construct, lawful neutral

Armor Class 22 (Holy Defense)


Hit Points 138 (12d10 + 72)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 25 (+7) 20 (+6) 19 (+4) 20 (+5) 7 (-2)

Saving Throws INT +8, CHA +2


Skills Acrobatics +11, Athletics +9, Perception +9, Stealth +11
Damage Vulnerabilities slashing from magical attacks
Damage Resistances radiant
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, stunned,
unconscious
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Celestial, Common, Infernal
Challenge 12 (11,500 XP)

Gliding Steps. Margit doesn’t provoke opportunity attacks when


he moves out of an enemy’s reach.

Holy Defense. While Margit is wearing no armor and wielding


no shield, his AC includes his Wisdom modifier.

Actions
Multiattack. Margit makes three attacks, at least one of which
must be a staff attack.

Staff. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 20 (2d6 + 7) bludgeoning damage.

Holy Hammer. Melee Spell Attack: +11 to hit, reach 5 ft., one
target. Hit: 24 (5d6 + 7) radiant damage.

Holy Sword. Melee Spell Attack: +11 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) radiant damage.

Holy Dagger. Ranged Spell Attack: +11 to hit, range 30 ft., one
target. Hit: 12 (2d4 + 7) radiant damage.

Reactions
Parry. Margit adds 4 to his AC against one melee attack that
would hit him. To do so, he must see the attacker and be
wielding a melee weapon.
Rennala, Queen of the Full 3/day each: dispel magic, levitate
Moon 1/day each: conjure animals (3 dire wolves), summon aberration
Large humanoid (human), neutral
(slaad), summon draconic spirit (chromatic), summon fiend
(yugoloth)
Armor Class 19 (Carian Shimmer)
Hit Points 157 (21d10 + 42) Comet Azur (Recharge 5-6). Rennala fires a torrent of arcane
Speed 30 ft., fly 30 ft. (hover) energy in a line 100 feet long and 5 feet wide. Each creature in
the line must succeed on a DC 23 Dexterity saving throw or
STR DEX CON INT WIS CHA take 75 (10d6 + 40) force damage.
10 (+0) 13 (+1) 14 (+2) 27 (+8) 20 (+5) 17 (+3)
Rennala’s Full Moon (1/Day). Rennala encases herself in a pearly
Saving Throws DEX +8, CON +9, WIS +12, CHA +10 sphere of magical force, ending the effect of any spell of 5th
Skills Arcana +22, History +15, Religion +15 level or lower on herself. While in the sphere, she is
Damage Vulnerabilities thunder, piercing, slashing incapacitated and immune to all damage and effects. At the
Damage Resistances damage from spells end of her next turn, she emerges from the sphere, forcing one
Damage Immunities force, psychic creature she can see within 90 feet to make a DC 23
Condition Immunities charmed, frightened, poisoned Intelligence saving throw. On a failed save, the creature takes
Senses truesight 60 ft., passive Perception 15 30 (4d10 + 8) force damage, all spells of 5th level or lower on
Languages Abyssal, Celestial, Common, Draconic, Giant, the target end, and it has vulnerability to force damage for 1
Infernal, Slaad, Terran minute. An affected creature can repeat the saving throw at the
Challenge 21 (33,000 XP) end of each of its turns, ending the effect on itself on a success.

Legendary Actions
Carian Shimmer. While Rennala is wearing no armor and
wielding no shield, her AC includes her Intelligence modifier. Rennala can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Limited Magic Immunity. Rennala can’t be affected or detected a time and only at the end of another creature’s turn. Rennala
by spells of 6th level or lower unless she wishes to be. She has regains spent legendary actions at the start of her turn.
advantage on saving throws against all other spells and magical
effects. Star Shower. Ranged Spell Attack: automatic hit, range 60 ft., one
target. Hit: 26 (4d8 + 8) force damage.
Actions
Twirling Retreat. Rennala casts sword burst (17th level), then flies
Glintstone Pebble. Ranged Spell Attack: +15 to hit, range 40 ft., up to her speed without provoking opportunity attacks.
one target. Hit: 28 (8d4 + 8) force damage. Immediately before
or after making this attack, Rennala can fly up to half her speed Glintstone Cometshard (Costs 2 Actions). Ranged Spell Attack:
without provoking opportunity attacks. +15 to hit, range 120 ft., one target. Hit: 60 (8d12 + 8) force
damage.
Spellcasting. Rennala casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 23, +15 to Shattering Crystal (Costs 2 Actions). Crystal shards burst forth
hit with spell attacks): from Rennala in a 20-foot cone. Each creature in that area must
succeed on a DC 23 Dexterity saving throw or take 26 (4d12)
At will: mage hand, sword burst (17th level) force damage.
Radahn, Red Lion General Meteor Summon. Radahn magically hurls rocks at two creatures
of his choice within 30 feet of him. A chosen creature must
Huge celestial, lawful neutral
succeed on a DC 21 Strength saving throw or take 11 (2d10)
bludgeoning damage plus 11 (2d10) force damage.
Armor Class 18 (plate armor)
Hit Points 387 (25d12 + 225) Scattering Shot. While wielding his bow, Radahn looses arrows
Speed 0 ft., fly 40 ft. (hover) in a 150-foot cone. Each creature in the cone must succeed on
a DC 16 Dexterity saving throw or take 19 (3d8 + 6) piercing
STR DEX CON INT WIS CHA damage.
23 (+6) 15 (+2) 28 (+9) 18 (+4) 16 (+3) 20 (+5)
Radahn’s Rain (Recharge 5-6). Radahn fires his bow into the air,
Saving Throws DEX +10, INT +12, WIS +11, CHA +13 causing a volley to rain down on his enemies. The volley’s area
Skills Perception +11 is made up of ten 10-foot-by-10-foot panels, each of which must
Damage Vulnerabilities necrotic; piercing from magical attacks be contiguous with another panel. Each creature in the area or
Damage Resistances psychic, radiant up to 500 feet directly above it must succeed on a DC 18
Condition Immunities charmed, exhaustion, frightened, prone, Dexterity saving throw or take 63 (14d8) piercing damage. The
unconscious area counts as difficult terrain until the arrows are cleared away.
Senses darkvision 60 ft., passive Perception 21
Languages Common, Celestial, Deep Speech Legendary Actions
Challenge 25 (75,000 XP)
Radahn can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Starcaller Cry (Recharges after a Short or Long Rest). If Radahn a time and only at the end of another creature’s turn. Radahn
would be reduced to 0 hit points, his current hit point total regains spent legendary actions at the start of his turn.
instead resets to 380 hit points and he vanishes. At the end of
his next turn, he reappears in an unoccupied space within 100 Gravity Arrow. While Radahn is wielding his bow, he can force
feet of the space he left. Each creature within 15 feet of Radahn one target within 150 feet of him to make a DC 21 Strength
when he reappears must make a DC 21 Dexterity saving throw, saving throw. On a failed save, the target takes 27 (5d8 + 5)
taking 70 (20d6) fire damage and 70 (20d6) slashing damage force damage and falls prone.
on a failed save, or half as much damage on a successful one.
Gravity Step. Radahn makes one melee weapon attack. He then
Additionally, Radahn’s Cragblade deals an additional 9 (2d8)
bludgeoning damage on a hit, and he can now use the options flies up to half his speed without provoking opportunity attacks.
in the “Mythic Actions” section for 1 hour. Gravity Wave (Costs 2 Actions). Each creature within 15 feet of
Radahn must succeed on a DC 21 Strength saving throw or
Charge. If Radahn moves at least 20 feet straight toward a
target and then hits it with a melee weapon attack, the attack take 26 (4d12) force damage and be pulled 10 feet closer to
Radahn.
deals an extra 5 (1d10) damage to the target per 20 feet moved.

Magic Weapons. Radahn’s weapon attacks are magical. Mythic Actions


If Radahn’s Starcaller Cry trait has activated in the last hour, he
Mythic Resistance. When Radahn fails a saving throw while he
can use the options below as legendary actions.
has at least 31 hit points, he can negate any effects, other than
damage, that he would suffer as a result of failing the save. He Collapsing Stars (Costs 2 Actions). Ranged Spell Attack: +13 to
then takes 30 damage, which can’t be reduced or prevented in hit, range 60 ft., one target. Hit: 57 (8d12 + 5) force damage,
any way. and the target is pulled in a straight line 40 feet closer to
Actions Radahn.

Multiattack. Radahn makes two melee weapon attacks and uses Spiralling Death (Costs 2 Actions). Radahn flies up to his speed
without provoking opportunity attacks. Whenever he enters a
his Meteor Summon.
space within 5 feet of a creature for the first time during the
Cragblade. Melee Weapon Attack: +14 to hit, reach 10 ft., one move, that creature must succeed on a DC 21 Dexterity saving
target. Hit: 27 (6d6 + 6) slashing damage damage. throw or take 38 (5d12 + 6) force damage and be pushed 10
feet away from Radahn.
God-Devouring Serpent Poison Spit (Recharge 6). The serpent spits poison in a 30-foot
Gargantuan monstrosity, unaligned cone. Each creature in that area must succeed on a DC 20
Constitution saving throw or take 27 (8d6) poison damage and
Armor Class 18 (natural armor) become poisoned for 1 minute. While poisoned in this way, a
Hit Points 192 (11d20 + 77) creature takes 9 (2d8) poison damage at the start of each of its
Speed 20 ft., burrow 10 ft., swim 20 ft. turns. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
STR
23 (+6)
DEX
13 (+1)
CON
25 (+7)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Legendary Actions
The serpent can take 2 legendary actions, choosing from the
Saving Throws DEX +6, INT +2, WIS +6, CHA +2 options below. Only one legendary action option can be used at
Skills Perception +6 a time and only at the end of another creature’s turn. The
Damage Vulnerabilities cold; piercing and slashing from magical serpent regains spent legendary actions at the start of its turn.
attacks
Damage Resistances bludgeoning, force, radiant Magma Slam. The serpent slams its head into its flames,
Damage Immunities fire forcing one creature of its choice within 15 feet of it to make a
Condition Immunities charmed, exhaustion, frightened, DC 19 Dexterity saving throw. On a failed save, the creature
poisoned takes 19 (5d6) fire damage.
Senses blindsight 30 ft., passive Perception 16
Languages – Swallow. The serpent swallows one Large or smaller creature it
Challenge 14 (11,500 XP) is grappling, and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover against
attacks and other effects outside the serpent, and it takes 10
Recusant Rejuvenation. When the serpent would drop to 0 hit (3d6) acid damage at the start of each of the serpent’s turns.
points, it instead polymorphs into Rykard, Lord of Blasphemy,
using the latter’s stat block until it finishes a long rest. If the serpent takes 20 damage or more on a single turn from a
creature inside it, the serpent must succeed on a DC 20
Magic Resistance. The serpent has advantage on saving throws Constitution saving throw at the end of that turn or regurgitate
against spells and other magical effects. all swallowed creatures, which fall prone in a space within 10
feet of the serpent. If the serpent drops to 0 hit points, a
Taker’s Flames. When a creature within 30 feet of the serpent swallowed creature is regurgitated in a random space within 5
starts its turn in contact with the ground or touches it for the feet of the serpent, exiting prone.
first time on a turn, that creature takes 10 (3d6) fire damage.
Flammable objects in that area that aren’t being worn or carried Magma Thrash (Costs 2 Actions). The serpent twists in its
ignite. flames, forcing each creature within 20 feet of it to make a DC
Actions 19 Dexterity saving throw. On a failed save, a creature takes 19
(3d12) fire damage.
Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Magma Upheaval (Costs 2 Actions). The serpent plunges its
Hit: 28 (4d10 + 6) piercing damage. If the target is a creature, it head into its flames, causing an eruption in a 15-foot cube.
is grappled (escape DC 16). Until this grapple ends, the target Each creature in that area must succeed on a DC 19 Strength
is restrained, and the serpent can’t bite another target. saving throw or take 16 (2d10 + 6) fire damage and fall prone.
Rykard’s Rancor. Rykard hurls a fiery spirit at one target he can
Rykard, Lord of Blasphemy see within 60 feet. At the start of its turn, that target must
Gargantuan monstrosity, chaotic evil
succeed on a DC 20 Charisma saving throw; on a failed save,
the target and each creature within 5 feet of it take 13 (2d12)
Armor Class 18 (natural armor) fire damage. The target must repeat the saving throw at the
Hit Points 577 (33d20 + 231) start of each of its turns, causing the fiery spirit to vanish on a
Speed 20 ft. success.

STR DEX CON INT WIS CHA Rancor Storm (3/Day). Rykard utters a profane word. Each time
23 (+6) 13 (+1) 25 (+7) 20 (+5) 16 (+3) 12 (+1) it does so before finishing a long rest, the effect is different, as
detailed below.
Saving Throws DEX +8, INT +12, WIS +10, CHA +8
Skills Arcana +12, History +12, Perception +10, Religion +12 First Word. Magma erupts in a 50-foot radius around Rykard.
Damage Vulnerabilities cold; piercing and slashing from magical Each creature touching the ground in the affected area must
attacks succeed on a DC 20 Dexterity saving throw or take 35 (10d6)
Damage Resistances bludgeoning, force, radiant fire damage, taking half as much damage on a successful save.
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened, Second Word. Fiery spirits haunt creatures of Rykard’s choice
within 40 feet of him. Until the start of Rykard’s next turn, each
poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20 creature that starts its turn in the area or enter it for the first
Languages Abyssal, Celestial, Common, Ignan, Infernal time on a turn must succeed on a DC 20 Charisma saving
Challenge 23 (50,000 XP) throw or take 45 (7d12) fire damage.

Third Word. Rykard wreathes his sword in flames before


Magic Resistance. Rykard has advantage on saving throws slashing downward. Each creature in a 50-foot line that is 10
against spells and other magical effects. feet thick must make a DC 20 Dexterity saving throw, taking 12
(5d4) slashing damage plus 70 (20d6) fire damage on a failed
Magic Weapons. Rykard’s weapon attacks are magical. save and half as much damage on a successful one. Rykard’s
Taker’s Flames trait is then suppressed until the end of his next
Mythic Resistance. When Rykard fails a saving throw while he turn.
has at least 31 hit points, he can negate any effects, other than
damage, that he would suffer as a result of failing the save. He Legendary Actions
then takes 30 damage, which can’t be reduced or prevented in
any way. Rykard can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Taker’s Flames. When a creature within 30 feet of Rykard starts and only at the end of another creature’s turn. Rykard regains
its turn in contact with the ground or touches it for the first spent legendary actions at the start of his turn.
time on a turn, that creature takes 10 (3d6) fire damage.
Flammable objects in that area that aren’t being worn or carried Attack. Rykard makes one melee weapon attack.
ignite.
Groundshock (Costs 2 Actions). Rykard plunges the serpent’s
Actions head into the ground, causing an eruption in a 15-foot cone.
Each creature in that area must succeed on a DC 21 Strength
Multiattack. Rykard makes three melee weapon attacks, at least saving throw or take 24 (4d8 + 6) bludgeoning damage and fall
one of which must be a Blasphemous Sword attack. If all prone.
attacks hit the same target, the target also takes 10 (3d6) fire
damage and is knocked prone. Magma Leap (Costs 3 Actions). Rykard leaps into the air, landing
in a space within 30 feet, without provoking opportunity
Blasphemous Sword. Melee Weapon Attack: +13 to hit, reach 20 attacks. Each creature in that space must succeed on a DC 21
ft., one target. Hit: 24 (4d8 + 6) piercing or slashing damage Strength saving throw or take 26 (4d12) bludgeoning damage
(Rykard’s choice). and fall prone. Succeed or fail, creatures in that space are
shunted into the nearest unoccupied space of their choice.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Then, the flames around Rykard flare out, forcing each creature
Hit: 28 (4d10 + 6) piercing damage. within 20 feet of him to make a DC 22 Constitution saving
throw or take 18 (4d8) fire damage.
Lichdragon Fortissax himself. Each creature within 100 feet of that point must
succeed on a DC 18 Dexterity saving throw or take 44 (8d10)
Gargantuan undead, lawful neutral
lightning damage.
Armor Class 20 (natural armor) Fire Breath (Recharge 5-6). Fortissax exhales fire in a 60-foot
Hit Points 231 (22d20) cone. Each creature in that area must make a DC 15 Dexterity
Speed 40 ft., climb 40 ft., fly 80 ft. saving throw, taking 56 (16d6) fire damage on a failed save, or
half as much damage on a successful one.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 10 (+0) 16 (+3) 17 (+3) 21 (+5) Bonus Actions
Death Lightning. A black thunderbolt hits a point of Fortissax’s
Saving Throws DEX +7, CON +7, INT +10, WIS +10
choice that he can see within 60 feet of himself. A 5-foot-radius
Skills Perception +17
sphere of deathblight appears centered on that spot, lasting for
Damage Vulnerabilities piercing from magical attacks
1 minute. Its area is heavily obscured, and a humanoid that
Damage Resistances fire, force
enters the area for the first time on a turn or that ends its turn
Damage Immunities lightning, psychic, radiant
there must make a DC 18 Constitution saving throw if it has
Condition Immunities charmed, exhaustion, frightened,
ever been resurrected; on a failed save, the humanoid dies.
paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception Lightning Barrier. Fortissax shrouds himself in crackling
27 electricity. Until the end of his next turn, each creature that
Languages understands Celestial, Common, and Draconic but ends its turn within 5 feet of him takes 5 (1d10) lightning
can’t speak damage.
Challenge 22 (41,000 XP)
Legendary Actions
Remembrance of the Lichdragon (Recharges after a Short or Long Fortissax can take 3 legendary actions, choosing from the
Rest). If Fortissax would be reduced to 0 hit points, his current options below. Only one legendary action option can be used at
hit point total instead resets to 200 hit points and he recharges a time and only at the end of another creature’s turn. Fortissax
his Fire Breath. Additionally, he can now use the options in the regains spent legendary actions at the start of his turn.
“Mythic Actions” section for 1 hour.
Tail Swipe. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Magic Resistance. Fortissax has advantage on saving throws target. Hit: 17 (2d8 + 8) bludgeoning damage, and the target
against spells and other magical effects. must succeed on a DC 23 Strength saving throw or be pushed
Mythic Resistance. When Fortissax fails a saving throw while he 15 feet away from Fortissax.
has at least 31 hit points, he can negate any effects, other than Wing Attack. Melee Weapon Attack: +15 to hit, reach 15 ft., one
damage, that he would suffer as a result of failing the save. He target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target
then takes 30 damage, which can’t be reduced or prevented in must succeed on a DC 23 Strength saving throw or fall prone.
any way.

Actions Lightning Slam (Costs 2 Actions). Fortissax slams his electrified


claws into the ground. Each creature within 10 feet of him must
Multiattack. Fortissax can use his Frightful Presence. He then succeed on a DC 23 Dexterity saving throw or take 17 (5d6)
makes three attacks: one with his bite and two with his claws. lightning damage and fall prone.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Mythic Actions
Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) lightning If Fortissax’s Death Lightning trait has activated in the last
damage. hour, he can use the options below as legendary actions.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Fortissax’s Lightning Glaive (Costs 3 Actions). Fortissax
Hit: 15 (2d6 + 8) slashing damage. manifests a glaive of red lightning and swipes it around
Frightful Presence. Each creature of Fortissax’s choice that is himself. Each creature within 20 feet of him must succeed on a
DC 23 Dexterity saving throw or take 27 (6d8) lightning damage
within 120 feet of him and aware of him must succeed on a DC
20 Wisdom saving throw or become frightened for 1 minute. A and fall prone. Fortissax then flies up to half his speed without
provoking opportunity attacks.
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s Fortissax’s Lightning Spear (Costs 3 Actions). Fortissax slams two
saving throw is successful or the effect ends for it, the creature lightning spears into the ground, forcing each creature within
is immune to Fortissax’s Frightful Presence for the next 24 100 feet of him to make a DC 18 Dexterity saving throw. On a
hours. failed save, a creature takes 22 (5d8) lightning damage. If the
saving throw fails by 5 or more, the creature takes 45 (10d8)
Ancient Dragons’ Lightning Spear (1/Day). Fortissax slams a
spear of lightning into the ground in a point within 5 feet of lightning damage instead.
Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one Large
Fire Giant or smaller target. Hit: 22 (4d6 + 8) bludgeoning damage, and
Gargantuan giant, lawful evil
the target must succeed on a DC 22 Constitution saving throw
or be knocked prone.
Armor Class 18 (natural armor)
Hit Points 315 (18d20 + 126) Giantsflame. Ranged Spell Attack: +11 to hit, range 120 ft., one
Speed 30 ft. target. Hit: 45 (10d8) fire damage.

STR DEX CON INT WIS CHA Flame of the Fell God (Recharge 4-6). The giant sends a homing
27 (+8) 9 (-1) 25 (+7) 8 (-1) 20 (+5) 11 (+0) explosive orb after a creature he can see within 60 feet of him.
At the end of the giant’s next turn, the orb explodes, forcing
Saving Throws DEX +5, INT +5, WIS +11, CHA +6 creatures other than the giant within 10 feet of that target to
Skills Perception +11 make a DC 19 Dexterity saving throw. On a failed save, a
Damage Vulnerabilities slashing from magical attacks creature takes 27 (6d8) fire damage, or half as much damage
Damage Resistances cold, fire on a successful save.
Condition Immunities charmed, exhaustion, frightened,
unconscious Legendary Actions
Senses passive Perception 21 The giant can take 2 legendary actions, choosing from the
Languages Giant, Ignan options below. Only one legendary action option can be used at
Challenge 18 (20,000 XP) a time and only at the end of another creature’s turn. The giant
regains spent legendary actions at the start of his turn.
Flame, Fall Upon Them. When the giant would drop to 0 hit
points, he instead polymorphs into the Fell God’s Flametender, Attack. The giant makes one lid attack or stomp attack.
using the latter’s stat block. Each creature within 50 feet of the Avalanche (Costs 2 Actions). The giant slams his lid into the
giant when he transforms must succeed on a DC 20 Dexterity
ground, creating a shockwave in a line that is 50 feet long and
saving throw or take 19 (3d12) bludgeoning damage plus 19 15 feet wide. Each creature in the line must succeed on a DC 22
(3d12) fire damage.
Strength saving throw or take 26 (4d12) bludgeoning damage
Mythic Resistance. When the giant fails a saving throw while he and fall prone.
has at least 31 hit points, he can negate any effects, other than Jumping Smash (Costs 2 Actions). The giant jumps to an
damage, that he would suffer as a result of failing the save. He unoccupied space within 20 feet of him, without provoking an
then takes 30 damage, which can’t be reduced or prevented in opportunity attack. He can then smashe his lid into the ground
any way.
in a 20-foot cube, forcing each creature in that area to make a
Actions DC 22 Dexterity saving throw or take 22 (5d8) bludgeoning
damage and be stunned until the end of the giant’s next turn.
Multiattack. The giant makes two melee weapon attacks.
Roll (Costs 2 Actions). The giant moves up to his speed, without
Lid. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. provoking opportunity attack. He can enter the space of Huge
Hit: 26 (4d8 + 8) bludgeoning damage. or smaller creatures during the move, but he can’t stop there.
When he enters a creature’s space, that creature must succeed
on a DC 13 Dexterity saving throw or take 34 (4d12 + 8)
bludgeoning damage and fall prone.
Flame of the Fell God (Recharge 4-6). The giant sends a homing
Fell God’s Flametender explosive orb after a creature he can see within 60 feet of him.
Gargantuan giant, lawful evil
At the end of the giant’s next turn, the orb explodes, forcing
creatures other than the giant within 10 feet of that target to
Armor Class 18 (natural armor) make a DC 20 Dexterity saving throw. On a failed save, a
Hit Points 367 (21d20 + 147) creature takes 27 (6d8) fire damage, or half as much damage
Speed 15 ft. on a successful save.

STR DEX CON INT WIS CHA Burn, O Flame (1/Day). Pillars of fire erupt in a 50-foot-radius,
27 (+8) 9 (-1) 25 (+7) 8 (-1) 20 (+5) 11 (+0) 30-foot-high cylinder centered on a point within 5 feet of the
giant. Each creature in that area other than the giant must
Saving Throws DEX +6, INT +6, WIS +12, CHA +7 make a DC 20 Constitution saving throw, taking 55 (10d10) fire
Skills Perception +19 damage on a failed save, or half as much damage on a
Damage Vulnerabilities slashing from magical attacks successful one.
Damage Resistances cold, fire
Condition Immunities charmed, exhaustion, frightened Reactions
Senses passive Perception 29
Fell God’s Rebuke. When a creature within 5 feet of the giant
Languages Giant, Ignan
deals damage to it, the giant can deal 10 fire damage to that
Challenge 21 (33,000 XP)
creature.

Mythic Resistance. When the giant fails a saving throw while he Legendary Actions
has at least 31 hit points, he can negate any effects, other than
The giant can take 3 legendary actions, choosing from the
damage, that he would suffer as a result of failing the save. He
then takes 30 damage, which can’t be reduced or prevented in options below. Only one legendary action option can be used at
any way. a time and only at the end of another creature’s turn. The giant
regains spent legendary actions at the start of his turn.
Actions Swipe. The giant makes one swipe attack.
Multiattack. The giant attacks twice. Alternatively, he can use
his Flame of the Fell God twice, if available. Roll (Costs 2 Actions). The giant moves up to his speed, without
provoking opportunity attack. He can enter the space of Huge
Giantsflame. Ranged Spell Attack: +12 to hit, range 120 ft., one or smaller creatures during the move, but he can’t stop there.
target. Hit: 45 (10d8) fire damage. When he enters a creature’s space, that creature must succeed
on a DC 14 Dexterity saving throw or take 34 (4d12 + 8)
Swipe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. bludgeoning damage and fall prone.
Hit: 22 (4d6 + 8) bludgeoning damage, and the target must
succeed on a DC 23 Strength saving throw or be pushed 10 feet Breath of the Fell God (Costs 3 Actions). The mouth of the Fell
away from the giant. God breathes fire in a line 30 feet long and 15 feet wide. Each
creature in that area must succeed on a DC 20 Dexterity saving
throw or take 44 (8d10) fire damage.
Sir Gideon Ofnir Knowledge Above All. Gideon places a curse on creatures of his
choice that he can see within 60 feet of himself. Whenever
Medium humanoid (human), lawful evil
Gideon forces a cursed target to make a saving throw, the
Armor Class 17 (half plate) target has disadvantage on the save. The curse lasts for 1
minute, or until Gideon ends the effect on all creatures as a
Hit Points 130 (20d8 + 40)
Speed 30 ft. bonus action on his turn. For the duration, Gideon has
vulnerability to damage from spells.
STR DEX CON INT WIS CHA Law of Causality. A luminous crest appears on Gideon’s chest.
12 (+1) 17 (+3) 14 (+2) 20 (+5) 20 (+5) 17 (+3) The next time he takes damage before the start of his next turn,
each creature within 15 feet of him takes 31 (7d8) radiant
Saving Throws INT +10, WIS +10 damage.
Skills Acrobatics +8, Arcana +15, History +15, Investigation
+15, Perception +10, Religion +15 Reactions
Damage Vulnerabilities lightning, psychic
Damage Resistances acid, cold Uncanny Dodge. Gideon halves the damage he takes from an
Condition Immunities charmed attack that hits him. He must be able to see the attacker.
Senses truesight 30 ft., passive Perception 20
Languages Celestial, Common, Draconic, Giant, Legendary Actions
Undercommon Gideon can take 1 legendary action, choosing from the options
Challenge 16 (15,000 XP) below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Gideon regains
All-Knowing. Gideon can give himself a bonus to initiative rolls spent legendary actions at the start of his turn.
equal to his Intelligence modifier. When he rolls initiative, he
can immediately take one of his bonus actions as a reaction, Black Flame Ritual. Gideon releases pillars of black flame in a
provided he isn’t surprised or incapacitated. 10-foot radius around himself. Each creature in that area must
succeed on a DC 18 Charisma saving throw or take 10 (3d6)
Evasion. If Gideon is subjected to an effect that allows him to fire damage and be cursed for 1 minute. A cursed creature can’t
make a Dexterity saving throw to take only half damage, he regain hit points, automatically fails death saving throws, and
instead takes no damage if he succeeds on the saving throw, must repeat the Charisma saving throw at the end of each of its
and only half damage if he fails. turns, taking 10 (3d6) damage on a failed save, or ending the
effect on itself on a successful one.
Magic Resistance. Gideon has advantage on saving throws
against spells and other magical effects. Bloodboon. Gideon sprays incendiary blood in a 20-foot cone.
Each creature in that area must make a DC 18 Constitution
Actions saving throw, taking 33 (6d10) fire damage on a failed save, or
half as much damage on a successful one.
Multiattack. Gideon makes four Comet attacks.
Comet Azur. Gideon fires a torrent of arcane energy in a line 100
Comet. Ranged Spell Attack: +10 to hit, range 30 ft., one target. feet long and 5 feet wide. Each creature in the line must
Hit: 12 (2d6 + 5) force damage. succeed on a DC 18 Dexterity saving throw or take 34 (4d6 +
20) force damage.
Triple Rings of Light. Gideon hurls three rings of light in a 30-foot
cone. Each creature in that area must succeed on a DC 18 Rykard’s Rancor. Gideon hurls a fiery spirit at one target he can
Dexterity saving throw or take 12 (5d4) radiant damage. At the see within 60 feet. At the start of its turn, that target must
start of Gideon’s next turn, each creature in that area must also succeed on a DC 18 Charisma saving throw; on a failed save,
make the saving throw or take this damage. the target and each creature within 5 feet of it take 16 (2d12)
fire damage. The target must repeat the saving throw at the
Scepter of the All-Knowing. Melee Weapon Attack: +7 to hit, reach start of each of its turns, causing the fiery spirit to vanish on a
5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. successful one.
Bonus Actions Scarlet Aeonia. Gideon can move to an unoccupied space he
can see within 15 feet of himself without provoking opportunity
Carian Phalanx. Luminous swords appear around Gideon.
attacks. Each creature within 10 feet of that space must
When a creature starts its turn within 30 feet of Gideon or when
succeed on a DC 18 Constitution saving throw or take 9 (2d8)
it enters the area for the first time on a turn, Gideon can force
necrotic damage and become infected with scarlet rot for 1
that creature to succeed on a DC 18 Dexterity saving throw or
minute. An infected creature must repeat the saving throw at
take 31 (7d8) force damage.
the end of each of its turns, taking 9 (2d8) necrotic damage on
Crimson Flask (1/Day). Gideon regains 65 hit points. a failed save, or ending the disease on itself on a successful
one.
Gideon Ofnir Comet. Ranged Spell Attack: +10 to hit, range 30 ft., one target.
Medium humanoid (human), lawful evil Hit: 11 (2d6 + 4) force damage.

Armor Class 17 (half plate) Triple Rings of Light. Gideon hurls three rings of light in a 30-foot
Hit Points 130 (20d8 + 40) cone. Each creature in that area must succeed on a DC 18
Speed 30 ft. Dexterity saving throw or take 12 (5d4) radiant damage. At the
start of Gideon’s next turn, each creature in that area must also
STR DEX CON INT WIS CHA make the saving throw or take this damage.
12 (+1) 17 (+3) 14 (+2) 19 (+4) 19 (+4) 17 (+3) Scepter of the All-Knowing. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Saving Throws INT +10, WIS +10
Skills Arcana +10, History +10, Investigation +10, Perception Bonus Actions
+10, Religion +10
Damage Vulnerabilities lightning, psychic Carian Phalanx. Luminous swords appear around Gideon.
Damage Resistances acid, cold When a creature starts its turn within 30 feet of Gideon or when
Condition Immunities charmed it enters the area for the first time on a turn, Gideon can force
Senses truesight 30 ft., passive Perception 20 that creature to succeed on a DC 18 Dexterity saving throw or
Languages Celestial, Common, Draconic, Giant, take 31 (7d8) force damage.
Undercommon
Challenge 13 (10,000 XP) Crimson Flask (1/Day). Gideon regains 65 hit points.

Knowledge Above All. Gideon places a curse on creatures of his


All-Knowing. Gideon can give himself a bonus to initiative rolls choice that he can see within 60 feet of himself. Whenever
equal to his Intelligence modifier. When he rolls initiative, he Gideon forces a cursed target to make a saving throw, the
can immediately take one of his bonus actions as a reaction, target has disadvantage on the save. The curse lasts for 1
provided he isn’t surprised or incapacitated. minute, or until Gideon ends the effect on all creatures as a
bonus action on his turn. For the duration, Gideon has
Evasion. If Gideon is subjected to an effect that allows him to vulnerability to damage from spells.
make a Dexterity saving throw to take only half damage, he
instead takes no damage if he succeeds on the saving throw, Law of Causality. A luminous crest appears on Gideon’s chest.
and only half damage if he fails. The next time he takes damage before the start of his next turn,
each creature within 15 feet of him takes 31 (7d8) radiant
Magic Resistance. Gideon has advantage on saving throws damage.
against spells and other magical effects.
Reactions
Actions
Uncanny Dodge. Gideon halves the damage he takes from an
Multiattack. Gideon makes four Comet attacks. attack that hits him. He must be able to see the attacker.
Dragonlord Placidusax Ageless Roar. Each creature of Placidusax’s choice that is within
Gargantuan dragon, lawful neutral 120 feet of him and aware of him must succeed on a DC 24
Charisma saving throw or gain 1 level of exhaustion. If a
Armor Class 21 (natural armor) creature’s saving throw is successful, the creature is immune to
Hit Points 445 (27d20 + 162) Placidusax’s Ageless Roar for the next 24 hours.
Speed 30 ft., fly 120 ft.
Ancient Dragons’ Lightning Strike (Recharge 6). Placidusax
STR DEX CON INT WIS CHA conjures a thunderstorm that rages until the start of his next
27 (+8) 14 (+2) 23 (+6) 21 (+5) 22 (+6) 26 (+8) turn or until he becomes incapacitated. Each creature that
starts its turn within 300 feet of Placidusax must make a DC 22
Dexterity saving throw, taking 72 (16d8) lightning damage on a
Saving Throws DEX +10, CON +14, WIS +14, CHA +16
failed save, or half as much damage on a successful one.
Skills History +13, Perception +22, Religion +13
Damage Vulnerabilities piercing from magical attacks Bolt of Placidusax (1/Day). Placidusax slams a bolt of lightning
Damage Resistances acid, cold, fire, force, lightning, necrotic, into the ground in a point within 5 feet of himself. At the start
poison, psychic of his next turn, if Placidusax isn’t incapacitated, each creature
Condition Immunities charmed, exhaustion, frightened within 60 feet of that point other than Placidusax takes 77
Senses truesight 120 ft., passive Perception 32 (14d10) lightning damage.
Languages Draconic
Challenge 27 (105,000 XP) Legendary Actions
Fortissax can take 3 legendary actions, choosing from the
Thundercloud Form (Recharges after a Short or Long Rest). If options below. Only one legendary action option can be used at
Placidusax would be reduced to 0 hit points, his current hit a time and only at the end of another creature’s turn. Fortissax
point total instead resets to 440 hit points, he recharges his regains spent legendary actions at the start of his turn.
Ancient Dragons’ Lightning Strike, and he can now use the
options in the “Mythic Actions” section for 1 hour. Additionally, Tail Swipe. Melee Weapon Attack: +16 to hit, reach 20 ft., one
each creature in a line within 300 feet of Placidusax that is up to target. Hit: 17 (2d8 + 8) bludgeoning damage, and the target
100 feet long and 20 feet wide must succeed on a DC 22 must succeed on a DC 24 Strength saving throw or be pushed
Dexterity saving throw or take 35 (10d6) lightning damage plus 15 feet away from Fortissax.
35 (10d6) slashing damage, as Placidusax momentarily
teleports before mowing down his foes. Wing Attack. Melee Weapon Attack: +16 to hit, reach 15 ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target
Magic Weapons. Placidusax’s weapon attacks are magical. must succeed on a DC 24 Strength saving throw or fall prone.
Mythic Resistance. When Placidusax fails a saving throw while Fire Exhalation (Costs 2 Actions). Placidusax breathes fire in a 20-
he has at least 31 hit points, he can negate any effects, other foot cube. Each creature in that area must succeed on a DC 25
than damage, that he would suffer as a result of failing the Dexterity saving throw or take 18 (4d8) fire damage.
save. He then takes 30 damage, which can’t be reduced or
prevented in any way. Mythic Actions
Actions If Placidusax’s Thundercloud Form trait has activated in the last
hour, he can use the options below as legendary actions.
Multiattack. Placidusax can use his Ageless Roar or his Ancient
Dragons’ Lightning Strike, if available. He then makes three Teleportation. Placidusax teleports to an unoccupied space he
attacks: two with his bite and one with his claws. can see within 60 feet of himself. He can then make one claw
attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage. Placidusax’s Ruin (Costs 3 Actions). If Placidusax used his
Ancient Dragon’s Lightning Strike on his last turn, he can fire
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. two beams from his mouths in a 200-foot cone. Each creature
Hit: 15 (2d6 + 8) slashing damage plus 16 (3d10) lightning in that area must succeed on a DC 22 Dexterity saving throw or
damage. take 88 (16d8) fire damage.
Godfrey, First Elden Lord 10 (3d6) bludgeoning damage plus 13 (2d12) thunder damage
and be knocked prone. If the saving throw fails by 5 or more,
Large humanoid (human), lawful neutral
the creature is stunned until the end of Godfrey’s next turn.
Armor Class 17 (half plate) Frightful Presence. Each creature of Godfrey’s choice within 120
Hit Points 225 (18d10 + 126) feet of him and aware of him must succeed on a DC 16
Speed 40 ft. Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its
STR DEX CON INT WIS CHA turns, with disadvantage if Godfrey is within line of sight,
29 (+9) 18 (+4) 25 (+7) 15 (+2) 16 (+3) 14 (+2) ending the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature is
Saving Throws STR +15, DEX +10, WIS +9, CHA +8 immune to Godfrey’s Frightful Presence for the next 24 hours.
Skills Athletics +15, Perception +15
Damage Vulnerabilities lightning; piercing from magical attacks Regal Roar (Recharge 4-6). Godfrey roars to bolster himself. Until
Damage Resistances acid, cold, radiant the start of his next turn, his weapon attacks and his Stomp
Condition Immunities charmed, frightened deal an additional 10 (3d6) bludgeoning damage, and the area
Senses darkvision 120 ft., passive Perception 25 of effect of his Stomp becomes a 120-foot radius.
Languages Celestial, Common
Fissure (1/Day). Godfrey crashes his axe into the ground,
Challenge 18 (20,000 XP)
causing energy to erupt in a line centered on him that is 120
feet long and 30 feet wide. Each creature in the line other than
Beast Regent. When Godfrey would drop to 0 hit points, he Godfrey must succeed on a DC 21 Dexterity saving throw or
instead polymorphs into Hoarah Loux, Warrior, using the take 44 (8d10) bludgeoning damage plus 44 (8d10) thunder
latter’s stat block. damage, taking half as much damage on a successful save.

Magic Weapons. Godfrey’s weapon attacks are magical. Legendary Actions


Mythic Resistance. When Godfrey fails a saving throw while he Godfrey can take 3 legendary actions, choosing from the
has at least 31 hit points, he can negate any effects, other than options below. Only one legendary action option can be used at
damage, that he would suffer as a result of failing the save. He a time and only at the end of another creature’s turn. Godfrey
then takes 30 damage, which can’t be reduced or prevented in regains spent legendary actions at the start of his turn.
any way.
Attack. Godfrey makes one melee weapon attack.
Actions
Axe Toss (Costs 2 Actions). Ranged Weapon Attack: +18 to hit,
Multiattack. Godfrey can use his Frightful Presence or his Regal range 40 ft., one target. Hit: 25 (2d12 + 12) slashing damage
Roar, if available. He then makes three Axe of Godfrey attacks. plus 21 (6d6) bludgeoning damage. Immediately after making
He can forgo two attacks to use his Stomp. this attack, Godfrey can move up to his speed towards the axe
to retrieve it, without provoking opportunity attacks.
Axe of Godfrey. Melee Weapon Attack: +18 to hit, reach 10 ft.,
one target. Hit: 25 (2d12 + 12) slashing damage. Whirlwind (Costs 3 Actions). Godfrey makes melee weapon
attacks against each creature within 10 feet of him, with a
Stomp. Godfrey stomps the ground. Each creature in a 20-foot separate attack roll for each target.
cone must succeed on a DC 21 Strength saving throw or take
Stomp. Hoarah Loux stomps the ground. Each creature in a 20-
Hoarah Loux, Warrior foot cone must succeed on a DC 26 Strength saving throw or
Large humanoid (human), chaotic evil
take 10 (3d6) bludgeoning damage plus 13 (2d12) thunder
damage and be knocked prone. If the saving throw fails by 5 or
Armor Class 21 (Unarmored Defense) more, the creature is stunned until the end of Hoarah Loux’s
Hit Points 350 (28d10 + 196) next turn.
Speed 50 ft.
Dreadful Roar. Hoarah Loux emits a terrible roar audible within
STR DEX CON INT WIS CHA 300 feet. Each creature within 30 feet of Hoarah Loux must
30 (+10) 18 (+4) 25 (+7) 15 (+2) 16 (+3) 14 (+2) succeed on a DC 18 Wisdom saving throw or be frightened
until the end of Hoarah Loux’s next turn. While frightened in
Saving Throws DEX +12, CON +14, WIS +11, CHA +10 this way, a creature is also paralyzed. If a creature’s saving
Skills Athletics +18, Perception +11 throw is successful or the effect ends for it, the creature is
Damage Vulnerabilities slashing from magical attacks immune to Hoarah Loux’s Dreadful Roar for the next 24 hours.
Damage Resistances acid, cold, psychic, radiant
Condition Immunities charmed, frightened Hoarah Loux’s Earthshaker (Recharge 5-6). Hoarah Loux plunges
Senses passive Perception 21 his hands into the ground before exploding it upwards. Each
Languages Celestial, Common creature within 30 feet of him must succeed on a DC 26
Challenge 28 (120,000 XP) Dexterity saving throw or take 65 (10d12) bludgeoning damage
plus 65 (10d12) thunder damage, taking half as much damage
on a successful save.
Hoarah Loux’s Rage. When Hoarah Loux starts his turn with 150
hit points or fewer, he gains advantage on all melee weapon Legendary Actions
attack rolls and he has resistance to all damage but slashing
damage. Hoarah Loux can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Magic Weapons. Hoarah Loux’s weapon attacks are magical. a time and only at the end of another creature’s turn. Hoarah
Loux regains spent legendary actions at the start of his turn.
Mythic Resistance. When Hoarah Loux fails a saving throw while
he has at least 31 hit points, he can negate any effects, other Move. Hoarah Loux moves up to half his speed, without
than damage, that he would suffer as a result of failing the provoking opportunity attacks.
save. He then takes 30 damage, which can’t be reduced or
prevented in any way. Slam. Hoarah Loux slams one creature he is grappling into the
ground. The creature must succeed on a DC 26 Strength saving
Unarmored Defense. While Hoarah Loux is wearing no armor throw or take 54 (8d10 + 10) bludgeoning damage on a failed
and wielding no shield, his AC includes his Constitution save.
modifier.
Earth-Shattering Stomp (Costs 2 Actions). Hoarah Loux stomps
Actions the ground. Each creature within 120 feet of him must succeed
on a DC 26 Strength saving throw or take 21 (6d6) bludgeoning
Multiattack. Hoarah Loux can use his Dreadful Roar. He then damage plus 26 (4d12) thunder damage and be knocked prone.
makes four unarmed strikes. He can forgo two attacks to use If the saving throw fails by 5 or more, the creature is stunned
his Stomp. until the end of Hoarah Loux’s next turn.
Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., Power Bomb (Costs 3 Actions). Hoarah Loux can move up to 10
one target. Hit: 23 (2d12 + 10) bludgeoning damage, and if the feet without provoking opportunity attacks. He then attempts
target is Large or smaller, Hoarah Loux can grapple it (escape to throw a creature within his reach into the air, before
DC 28) or knock it prone (his choice). slamming it into the ground. The creature must succeed on a
DC 26 Strength saving throw or take 145 (8d10 + 100)
bludgeoning damage.
Golden Shade of Godfrey
Large construct, lawful evil Actions
Armor Class 17 (half plate) Multiattack. The shade can makes three greataxe attacks. It can
Hit Points 225 (18d10 + 126) forgo two attacks to use its Axe Toss or its Stomp.
Speed 40 ft.
Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 22 (2d12 + 9) slashing damage.
STR DEX CON INT WIS CHA
29 (+9) 18 (+4) 25 (+7) 15 (+2) 16 (+3) 14 (+2) Axe Toss. Ranged Weapon Attack: +14 to hit, range 40 ft., one
target. Hit: 22 (2d12 + 9) slashing damage plus 21 (6d6)
Saving Throws WIS +8, CHA +7 bludgeoning damage. Immediately after making this attack, the
Damage Vulnerabilities lightning; piercing from magical attacks shade can move up to its speed towards the axe to retrieve it,
Damage Resistances radiant without provoking opportunity attacks.
Damage Immunities acid, cold, necrotic, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned Stomp. The shade stomps the ground. Each creature in a 20-
Senses darkvision 120 ft., passive Perception 13 foot cone must succeed on a DC 22 Strength saving throw or
Languages understands Celestial and Common but can’t speak take 10 (3d6) bludgeoning damage plus 13 (2d12) thunder
Challenge 14 (11,500 XP) damage and be knocked prone.
Beast Clergyman Actions
Huge monstrosity, lawful neutral
Multiattack. The clergyman attacks twice.
Armor Class 20 Shortsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Hit Points 77 (14d10) target. Hit: 20 (3d6 + 10) slashing damage.
Speed 120 ft., climb 120 ft.
Bestial Sling. Ranged Spell Attack: +11 to hit, range 30 ft., one
STR DEX CON INT WIS CHA target. Hit: 16 (3d6 + 6) piercing damage.
26 (+8) 30 (+10) 10 (+0) 17 (+3) 23 (+6) 19 (+4)
Beast Claw. The clergyman rends the air in a 30-foot cone. Each
Saving Throws CON +5, INT +8, WIS +11, CHA +9 creature in that area must succeed on a DC 19 Dexterity saving
Skills Acrobatics +15, History +8, Perception +11, Religion +8, throw or take 18 (4d8) slashing damage.
Stealth +15
Damage Resistances acid, cold, fire, force, lightning Ground Rupture (Recharge 6). The clergyman shatters the
Damage Immunities psychic, radiant ground and hurls the debris up in the air. Each creature within
Condition Immunities charmed, frightened 30 feet of him must make a DC 21 Dexterity saving throw,
Senses darkvision 120 ft., passive Perception 21 taking 16 (3d10) bludgeoning damage on a failed save, or half
Languages Celestial, Common as much damage on a successful one. The debris falls back
Challenge 14 (11,500 XP) down at the start of the clergyman’s next turn, causing each
creature in that area other than the clergyman to take 14 (4d6)
bludgeoning damage.
Rune of Death. When the clergyman would drop to 0 hit points,
he instead polymorphs into Maliketh, the Black Blade, using Legendary Actions
the latter’s stat block.
The clergyman can take 3 legendary actions, choosing from the
Gliding Steps. The clergyman doesn’t provoke opportunity options below. Only one legendary action option can be used at
attacks when he moves out of an enemy’s reach. a time and only at the end of another creature’s turn. The
clergyman regains spent legendary actions at the start of his
Keen Hearing and Smell. The clergyman has advantage on turn.
Wisdom (Perception) checks that rely on hearing or smell.
Quick Slash. The clergyman makes one shortsword attack
Magic Resistance. The clergyman has advantage on saving against a creature within reach, then moves up to his speed
throws against spells and other magical effects. without provoking opportunity attacks.

Magic Weapons. The clergyman’s weapon attacks are magical. Stone of Gurranq. Ranged Spell Attack: +11 to hit, range 60 ft.,
one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Mythic Resistance. When the clergyman fails a saving throw
while he has at least 31 hit points, he can negate any effects, Gurranq’s Beast Claw (Costs 2 Actions). The clergyman rends the
other than damage, that he would suffer as a result of failing air around himself in a 20-foot radius. Each creature in that
the save. He then takes 30 damage, which can’t be reduced or area must succeed on a DC 19 Dexterity saving throw or take 18
prevented in any way. (4d8) slashing damage.
Maliketh, the Black Blade Mythic Resistance. When Maliketh fails a saving throw while he
Huge monstrosity, lawful neutral has at least 31 hit points, he can negate any effects, other than
damage, that he would suffer as a result of failing the save. He
Armor Class 20 then takes 30 damage, which can’t be reduced or prevented in
Hit Points 290 (29d10) any way.
Speed 120 ft., climb 120 ft.
Standing Leap. Maliketh’s long jump is up to 40 feet and his
STR DEX CON INT WIS CHA high jump is up to 20 feet, with or without a running start.
26 (+8) 30 (+10) 10 (+0) 17 (+3) 23 (+6) 19 (+4)
Actions
Saving Throws CON +9, INT +12, WIS +15, CHA +13 Multiattack. Maliketh makes four attacks. He can forgo two
Skills Acrobatics +19, History +12, Perception +15, Religion attacks to use his Piledriver or his Blade Vortex, if available.
+12, Stealth +19
Damage Resistances acid, cold, fire, force, lightning Blade of Death. Melee Weapon Attack: +17 to hit, reach 10 ft.,
Damage Immunities psychic, radiant one target. Hit: 29 (6d6 + 8) slashing damage.
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 25 Black Blade. Ranged Spell Attack: +15 to hit, range 30 ft., one
Languages Celestial, Common target. Hit: 22 (3d10 + 6) radiant damage.
Challenge 29 (135,000 XP)
Piledriver. Maliketh stabs at the ground, releasing an explosion.
Each creature within 5 feet of Maliketh must succeed on a DC
Destined Death. When Maliketh damages a creature, that 25 Dexterity saving throw or take 27 (5d10) radiant damage.
creature is cursed with destined death. The cursed target can’t
regain hit points or be resurrected, and its hit point maximum Blade Vortex (Recharge 6). Magical blades spin around Maliketh.
decreases by an amount equal to the damage taken. The cursed Each creature within 15 feet of Maliketh must make a DC 25
target must make a DC 21 Charisma saving throw at the end of Dexterity saving throw, taking 72 (16d8) slashing damage on a
each of its turns, taking 33 (6d10) damage on a failed save, or failed save, or half as much damage on a successful one.
ending the curse on itself on a successful one. Only a wish spell
or a successful Divine Intervention can end the curse on a dead Legendary Actions
creature.
Maliketh can take 3 legendary actions, choosing from the
Evasion. If Maliketh is subjected to an effect that allows him to options below. Only one legendary action option can be used at
make a Dexterity saving throw to take only half damage, he a time and only at the end of another creature’s turn. Maliketh
instead takes no damage if he succeeds on the saving throw, regains spent legendary actions at the start of his turn.
and only half damage if he fails.
Quick Slash. Maliketh makes one Death Sword or Black Blade
Fear Aura. Any creature hostile to Maliketh that starts its turn attack. He can move up to half his speed immediately before or
within 20 feet of him must make a DC 21 Wisdom saving throw, after making this attack, without provoking opportunity attacks.
unless Maliketh is incapacitated. On a failed save, the creature
is frightened until the start of its next turn. If a creature’s saving Death Howl (Costs 2 Actions). Maliketh emits a terrible howl.
throw is successful, the creature is immune to Maliketh’s Fear Each creature within 5 feet of him that is frightened must
Aura for the next 24 hours. succeed on a DC 21 Wisdom saving throw against this magic
or drop to 0 hit points.
Keen Hearing and Smell. Maliketh has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Whirlwind (Costs 3 Actions). Maliketh makes melee weapon
attacks against each creature within 10 feet of him, with a
Magic Weapons. Maliketh’s weapon attacks are magical. separate attack roll for each target.
Radagon of the Golden saving throw or take 13 (2d12) radiant or thunder damage
(Radagon’s choice) and be knocked prone.
Order Teleport. Radagon magically teleports, along with any
Medium celestial, lawful neutral
equipment he is wearing and carrying, up to 90 feet to an
Armor Class 24 (Holy Defense) unoccupied space he can see. Each creature within 5 feet of
Hit Points 406 (29d8 + 174) Radagon when he reappears takes 10 (3d6) radiant damage.
Speed 35 ft. Draining Field (Recharge 6). Radagon conjures a golden spear in
a point within 5 feet of him which lasts until the start of his next
STR DEX CON INT WIS CHA turn. Each creature that starts its turn within 30 feet of the
23 (+6) 21 (+5) 22 (+6) 28 (+9) 29 (+9) 24 (+7) spear or that enters the area for the first time on a turn must
make a DC 26 Constitution saving throw. On a failed save, a
Saving Throws DEX +14, CON +15, WIS +18, CHA +16 creature takes 72 (16d8) radiant damage, and Radagon regains
Skills Arcana +18, Perception +18 a number of hit points equal to the damage dealt. On a
Damage Vulnerabilities fire; bludgeoning from magical attacks successful save, a creature takes 36 (8d8) radiant damage.
Damage Resistances cold, necrotic, piercing, poison, slashing
Damage Immunities acid, psychic, radiant Bonus Actions
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned Elden Grab. Melee Spell Attack: +16 to hit, reach 5 ft., one
Senses truesight 120 ft., passive Perception 28 creature. Hit: the target falls prone and is grappled (escape DC
Languages all 17). Until this grapple ends, the creature has vulnerability to
Challenge 29 (135,000 XP) bludgeoning damage, and Radagon can’t grapple another
target or take bonus actions.

Elden Summon. When Radagon drops to 0 hit points, each Holy Spear Fan. Radagon hurls five radiant spears in a 60-foot
creature in combat with him is instantly transported to the cone. Each creature in that area must succeed on a DC 26
demiplane inhabited by the Elden Beast, appearing in Dexterity saving throw or take 18 (4d8) radiant damage.
unoccupied spaces within 60 feet of the latter. Every creature in
the demiplane must reroll initiative. Spell Resistance. Radagon gains resistance to damage from
spells until the start of his next turn.
Holy Defense. While Radagon is wearing no armor and wielding
no shield, his AC includes his Wisdom modifier. Reactions
Magic Weapons. Radagon’s weapon attacks are magical. Deflection. Radagon adds 9 to his AC against one ranged attack
that would hit him. To do so, he must see the attacker and
Mythic Resistance. When Radagon fails a saving throw while he must not be grappling a creature.
has at least 31 hit points, he can negate any effects, other than
damage, that he would suffer as a result of failing the save. He Legendary Actions
then takes 30 damage, which can’t be reduced or prevented in
any way. Radagon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Regeneration. Radagon regains 30 hit points at the start of his a time and only at the end of another creature’s turn. Radagon
turn, provided he has at least 1 hit point. regains spent legendary actions at the start of his turn.

Actions Attack. Radagon makes one Marika’s Hammer or Radagon’s


Spear attack.
Multiattack. Radagon can use his Stomp or his Teleport. He
then attacks twice. Teleport. Radagon uses his Teleport action.

Marika’s Hammer. Melee Weapon Attack: +18 to hit, reach 5 ft., Gold Breaker (Costs 2 Actions). Radagon stomps the ground,
one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the causing a radiant shockwave in a 30 foot radius around himself.
weapon emits a radiant burst that deals 17 (5d6) radiant Each creature in that area must succeed on a DC 26 Dexterity
damage to each creature within 30 feet of Radagon. saving throw or take 28 (8d6) radiant damage. Radagon can
then move up to his speed without provoking opportunity
Radagon’s Spear. Ranged Spell Attack: +18 to hit, range 120 feet, attacks and make one Marika’s Hammer attack.
one target. Hit: 19 (4d4 + 9) radiant damage. Hit or miss, the
target and each creature within 10 feet of it must succeed on a Elden Shattering (Costs 3 Actions). Radagon smashes his
DC 26 Dexterity saving throw or take 17 (5d6) radiant damage. hammer into the ground three times, forcing creatures in a 30-
foot-cone to make a DC 26 Dexterity saving throw. For each
Stomp. Radagon stomps the ground. Each creature in a 10 foot failed saving throw, a creature takes 28 (8d6) radiant damage.
radius around Radagon must succeed on a DC 26 Strength
Elden Beast Elden Stars. The Elden Beast sends out a golden projectile that
Gargantuan aberration (titan), neutral evil harries one creature the Elden Beast can see within 90 feet of
itself. At the start of each of its turns, the target must make a
Armor Class 23 (natural armor) DC 27 Charisma saving throw, taking 44 (8d10) radiant damage
Hit Points 585 (30d20 + 270) on a failed save, and dispelling the projectile on a successful
Speed 60 ft., fly 60 ft. (hover), swim 180 ft. one.

STR DEX CON INT WIS CHA Nebula. The Elden Beast swipes its hand, emitting an explosive
20 (+5) 18 (+4) 28 (+9) 25 (+7) 30 (+10) 30 (+10) cloud of stars in a 150-foot line that is 10 feet wide. Each
creature in the line must succeed on a DC 27 Dexterity saving
Saving Throws STR +14, DEX +13 throw or take 44 (8d10) force damage.
Skills Perception +19
Damage Resistances fire, force, lightning Golden Breath (Recharge 6). The Elden Beast spews yellow
Damage Immunities acid, cold, necrotic, poison, psychic, flames at a point it can see within 150 feet of itself. Upon
radiant impact, the flames blossom into a golden explosion. Each
creature in a 20-foot-radius sphere centered on that point must
Condition Immunities charmed, exhaustion, frightened,
petrified, poisoned make a DC 27 Dexterity saving throw. A target takes 130
(20d12) radiant damage on a failed save, or half as much
Senses truesight 120 ft., passive Perception 29
Languages understands all languages but can’t speak damage on a successful one.
Challenge 30 (155,000 XP)
Legendary Actions
Incorporeal Dive. The Elden Beast can swim through solid, The Elden Beast can take 3 legendary actions, choosing from
nonmagical surfaces. While doing so, the Elden Beast doesn’t the options below. Only one legendary action option can be
disturb the material it moves through. used at a time and only at the end of another creature’s turn.
The Elden Beast regains spent legendary actions at the start of
Magic Resistance. The Elden Beast has advantage on saving its turn.
throws against spells and other magical effects.
Attack. The Elden Beast makes one Relic Sword or Flying
Magic Weapons. The Elden Beast’s weapon attacks are magical. Crescent attack.

Mythic Resistance. When the Elden Beast fails a saving throw Elden Ring (Costs 1-3 Actions). The Elden Beast summons
while it has at least 31 hit points, it can negate any effects, energy rings around one point it can see within 100 feet, which
other than damage, that it would suffer as a result of failing the explode in a 5-foot-radius, 40-foot-high cylinder. Each creature
save. It then takes 30 damage, which can’t be reduced or in that area must make a DC 27 Intelligence saving throw,
prevented in any way. taking 18 (4d8) radiant damage on a failed save, or half as
much damage on a successful one. The radius increases by 5
Actions feet and the damage by 18 (4d8) for each additional legendary
action spent.
Multiattack. The Elden Beast makes four attacks. It can forgo
two attacks to use its Divine Punishment, its Elden Stars, or its Black Hole (Costs 2 Actions). The Elden Beast swims up to 20
Nebula. feet, without provoking opportunity attacks. Each creature
within 5 feet of the space it left must succeed on a DC 27
Relic Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one Strength saving throw or take 40 (9d8) force damage and be
target. Hit: 23 (4d8 + 5) slashing damage plus 22 (4d10) pulled 5 feet into the space.
radiant damage.
Golden Spears (Costs 2 Actions). Ranged Spell Attack: automatic
Flying Crescent. Ranged Spell Attack: +19 to hit, range 150 ft., hit, range 60 ft., one target. Hit: 55 (10d10) radiant damage.
one target. Hit: 32 (4d10 + 10) radiant damage.
Wave of Gold (Costs 2 Actions). The Elden Beast waves its
Divine Punishment. Melee Spell Attack: +19 to hit, reach 5 ft., sword, emitting a wave of radiant energy in a 20-foot-cube.
one Large or smaller creature. Hit: 65 (10d10 + 10) radiant Each creature in that area must succeed on a DC 27
damage, and the target is grappled (escape DC 15). Until this Constitution saving throw or take 42 (12d6) radiant damage.
grapple ends, the creature is restrained, and the Elden Beast
can’t grapple another target.
Malenia, Blade of Miquella Actions
Medium celestial, lawful neutral
Multiattack. Malenia makes three melee weapon attacks. She
Armor Class 17 can use her Malenia’s Dance before or after making these
Hit Points 187 (25d8 + 75) attacks.
Speed 35 ft. Hand of Malenia. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 20 (2d10 + 9) slashing damage.
STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 16 (+3) 15 (+2) 20 (+5) 20 (+5) Malenia’s Dance. Malenia moves up to her speed in a straight
line, without provoking opportunity attacks. She can enter a
Saving Throws CON +11, INT +10, WIS +13, CHA +13 hostile creature’s space during the move, but she can’t end her
Skills Acrobatics +15, Perception +13 turn there. If she moves through a creature’s space, that
Damage Vulnerabilities cold, fire creature must succeed on a DC 25 Dexterity saving throw or
Damage Resistances radiant take 20 (2d10 + 9) slashing damage.
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, frightened, poisoned Waterfowl Dance (Recharge 5-6). Malenia moves up to her speed
Senses blindsight 60 ft. (blind beyond this radius), passive without provoking opportunity attacks. Whenever she moves
Perception 23 within 10 feet of a creature for the first time on this turn, that
Languages Celestial, Common creature must make a DC 25 Dexterity saving throw as she
Challenge 25 (75,000 XP) unleashes a flurry of slashes. A creature takes 75 (12d10 + 9)
slashing damage on a failed save, or half as much damage on a
successful one.
Scarlet Bloom. When Malenia would drop to 0 hit points, she
instead polymorphs into the Goddess of Rot, using the latter’s Reactions
stat block. She immediately uses her Scarlet Aeonia action,
expending one of her daily uses, provided she isn’t Uncanny Dodge. Malenia halves the damage she takes from an
incapacitated. attack that hits her. She must be able to see the attacker.

Avoidance. If Malenia is subjected to an effect that allows her to Legendary Actions


make a saving throw to take only half damage, she instead
takes no damage if she succeeds on the saving throw, and only Malenia can take 3 legendary actions, choosing from the
half damage if she fails. options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Malenia
Lifesteal. When Malenia deals piercing or slashing damage to a regains spent legendary actions at the start of her turn.
creature, she regains a number of hit points equal to half the
damage dealt. Attack. Malenia makes one Hand of Malenia attack.

Magic Weapons. Malenia’s weapon attacks are magical. Move. Malenia moves up to her speed, without provoking
opportunity attacks.
Mythic Resistance. When Malenia fails a saving throw while she
has at least 31 hit points, she can negate any effects, other than Lunging Grab (Costs 2 Actions). Melee Weapon Attack: +15 to hit,
damage, that she would suffer as a result of failing the save. reach 5 ft., one Large or smaller creature. Hit: 42 (6d10 + 9)
She then takes 30 damage, which can’t be reduced or prevented piercing damage and the target is grappled (escape DC 17).
in any way. Until this grapple ends, Malenia can’t grapple another target.
Goddess of Rot Scarlet Explosion. The goddess chooses one creature within 10
Medium celestial, lawful neutral feet of her. That creature must succeed on a DC 26 Dexterity
saving throw or take 20 (8d4) necrotic damage and have
Armor Class 18 disadvantage on the next Constitution saving throw it makes
Hit Points 319 (29d8 + 87) before the end of the goddess’s next turn.
Speed 35 ft., fly 70 ft. (hover)
Scarlet Aeonia (2/Day). The goddess can fly to an unoccupied
STR DEX CON INT WIS CHA space she can see within 35 feet of herself without provoking
25 (+7) 27 (+8) 16 (+3) 15 (+2) 20 (+5) 28 (+9) opportunity attacks. Each creature within 30 feet of that space
must succeed on a DC 26 Constitution saving throw or take 28
Saving Throws DEX +17, CON +12, INT +11, WIS +14 (8d6) necrotic damage and become infected with scarlet rot for
Skills Acrobatics +16, Perception +14 1 minute. An infected creature must repeat the saving throw at
Damage Vulnerabilities cold, fire the end of each of its turns, taking 28 (8d6) necrotic damage on
Damage Resistances radiant a failed save, or ending the effect for itself on a successful one.
Damage Immunities necrotic, poison
Waterfowl Dance (Recharge 5-6). The goddess moves up to her
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive speed without provoking opportunity attacks. Whenever she
moves within 10 feet of a creature for the first time on this turn,
Perception 24
Languages Celestial, Common that creature must make a DC 27 Dexterity saving throw as she
Challenge 29 (135,000 XP) unleashes a flurry of slashes. A creature takes 87 (14d10 + 10)
slashing damage on a failed save, or half as much damage on a
successful one.
Avoidance. If the goddess is subjected to an effect that allows
her to make a saving throw to take only half damage, she Legendary Actions
instead takes no damage if she succeeds on the saving throw,
and only half damage if she fails. The goddess can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Lifesteal. When the goddess deals piercing or slashing damage a time and only at the end of another creature’s turn. The
to a creature, she regains a number of hit points equal to half goddess regains spent legendary actions at the start of her
the damage dealt. turn.

Magic Weapons. The goddess’s weapon attacks are magical. Thrust. The goddess moves up to half her speed, without
provoking opportunity attacks, and makes one Hand of
Mythic Resistance. When the goddess fails a saving throw while Malenia attack.
she has at least 31 hit points, she can negate any effects, other
than damage, that she would suffer as a result of failing the Lunging Grab (Costs 2 Actions). Melee Weapon Attack: +16 to hit,
save. She then takes 30 damage, which can’t be reduced or reach 5 ft., one Large or smaller creature. Hit: 43 (6d10 + 10)
prevented in any way. piercing damage plus 28 (8d6) acid damage, and the target is
grappled (escape DC 17). Until this grapple ends, the goddess
Actions can’t grapple another target.

Multiattack. The goddess makes three melee weapon attacks. Phantom Spirits (Costs 3 Actions). The goddess makes one Hand
She can then use her Scarlet Explosion. of Malenia attack against up to 5 creatures of her choice that
she can see within 60 feet of herself. She can then teleport to an
Hand of Malenia. Melee Weapon Attack: +19 to hit, reach 10 ft., unoccupied space she can see within 5 feet of one of the
one target. Hit: 21 (2d10 + 10) slashing damage plus 14 (4d6) targets she hit or missed.
acid damage.
Godskin Apostle the creature is immune to the apostle’s Horrific Garb for the
next 24 hours.
Large monstrosity, chaotic evil
Magic Weapons. The apostle’s weapon attacks are magical.
Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60) Actions
Speed 30 ft.
Multiattack. The apostle makes two Godskin Peeler attacks.
STR DEX CON INT WIS CHA
Godskin Peeler. Melee Weapon Attack: +8 to hit, reach 10 ft., one
16 (+3) 18 (+4) 19 (+4) 14 (+2) 20 (+5) 11 (+0) target. Hit: 15 (2d10 + 4) slashing damage. If the target is a
Large or smaller creature, the apostle can pull it 5 feet closer to
Saving Throws DEX +8, WIS +9, CHA +4 itself.
Skills Intimidation +8, Religion +6
Damage Vulnerabilities acid; slashing from magical attacks Black Flame. Ranged Spell Attack: +9 to hit, range 60 ft., one
Damage Resistances fire, radiant target. Hit: 22 (4d10) fire damage.
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Celestial but can’t speak Windmill. The apostle twirls its weapon, choosing one creature
Challenge 10 (5,900 XP) it can see within the reach it has with its weapon. That creature
must succeed on a DC 15 Dexterity saving throw or take 33
(6d10) slashing damage.
Stretch Skin. Whenever the apostle starts its turn with 60 or
fewer hit points, the reach of its melee weapon attacks Black Flame Whirlwind (Recharge 6). The apostle twirls its
becomes 40 feet until the end of the turn. Immediately after it weapon, creating a vortex of black flames in a 30-foot radius
hits with a melee attack, it can use its bonus action to move to around itself. Each creature in that area must make a DC 17
an unoccupied space within 5 feet of the target, without Dexterity saving throw, taking 44 (8d10) fire damage on a failed
provoking opportunity attacks. save, or half as much damage on a successful one.
Black Flame Servant. Whenever the apostle deals fire damage to
a creature, that creature is cursed for 1 minute. A cursed
Bonus Actions
creature can’t regain hit points, automatically fails death saving Black Flame Revival (1/Day). The apostle targets one dead
throws, and must make a DC 17 Charisma saving throw at the godskin noble it can see within 60 feet of itself that has died
end of each of its turns, taking 10 (3d6) damage on a failed within the last minute. That creature returns to life with all its
save, or ending the effect on itself on a successful one. hit points.

Horrific Garb. Any humanoid that starts its turn within 30 feet of Reactions
the apostle and can see the apostle must make a DC 12
Wisdom saving throw. On a failed save, the creature is Scouring Black Flame. When a creature the apostle can see
frightened for 1 minute. A creature can repeat the saving throw within 60 feet of itself regains hit points, the apostle can
at the end of each of its turns, with disadvantage if the apostle immediately make a Black Flame attack, targeting that creature.
is within line of sight, ending the effect on itself on a success. If
a creature’s saving throw is successful or the effect ends for it, Uncanny Dodge. The apostle halves the damage it takes from an
attack that hits it. It must be able to see the attacker.
Godskin Noble sight, ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the creature
Large monstrosity, chaotic evil
is immune to the noble’s Horrific Garb for the next 24 hours.
Armor Class 16 (natural armor) Magic Weapons. The noble’s weapon attacks are magical.
Hit Points 157 (15d10 + 75)
Speed 35 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The noble makes two melee weapon attacks.
20 (+5) 16 (+3) 21 (+5) 13 (+1) 18 (+4) 11 (+0) Godskin Stitcher. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) piercing damage.
Saving Throws DEX +7, CHA +4
Skills Athletics +9, Intimidation +8 Black Flame. Ranged Spell Attack: +8 to hit, range 60 ft., one
Damage Vulnerabilities acid; slashing from magical attacks target. Hit: 22 (4d10) fire damage.
Damage Resistances bludgeoning, fire, radiant
Senses darkvision 60 ft., passive Perception 14 Black Flame Ritual (Recharge 6). The noble releases pillars of
Languages understands Common and Celestial but can’t speak black flame in a 15-foot radius around itself. Each creature in
Challenge 10 (5,900 XP) that area must make on a DC 16 Charisma saving throw, taking
35 (10d6) fire damage on a failed save, or half as much damage
on a successful one.
Bloat Skin. Whenever the noble starts its turn with 70 or fewer
hit points, it can use its action to move through the space of
Large or smaller creatures until the end of the turn, without
Bonus Actions
provoking opportunity attacks. The first time it enters a Black Flame Revival (1/Day). The noble targets one dead
creature’s space on a turn, that creature must make a DC 17 godskin apostle it can see within 60 feet of itself that has died
Strength saving throw or take 22 (4d10) bludgeoning damage within the last minute. That creature returns to life with all its
and be knocked prone. hit points.

Black Flame Servant. Whenever the noble deals fire damage to a Reactions
creature, that creature is cursed for 1 minute. A cursed creature
can’t regain hit points, automatically fails death saving throws, Belly Shove. When a creature that the noble can see within 5 feet
and must make a DC 16 Charisma saving throw at the end of of itself misses th enoble with a melee attack, the noble can
each of its turns, taking 10 (3d6) damage on a failed save, or force that creature to make a DC 17 Strength saving throw or
ending the effect on itself on a successful one. be knocked prone. If the noble has 70 or fewer hit points, each
creature within 10 feet of the noble when it uses this reaction
Horrific Garb. Any humanoid that starts its turn within 30 feet of also takes 10 (3d6) fire damage.
the noble and can see the noble must make a DC 12 Wisdom
saving throw. On a failed save, the creature is frightened for 1 Scouring Black Flame. When a creature the noble can see within
minute. A creature can repeat the saving throw at the end of 60 feet of itself regains hit points, the noble can immediately
each of its turns, with disadvantage if the noble is within line of make a Black Flame attack, targeting that creature.
Godrick the Grafted Storm Blade. Ranged Spell Attack: +10 to hit, range 40 ft., one
Large monstrosity, neutral evil target. Hit: 13 (2d12) slashing damage.

Armor Class 16 (natural armor) Stormcaller. Godrick surrounds himself with a cyclone.
Hit Points 148 (11d10 + 88) Creatures within 5 feet of him must succeed on a DC 18
Speed 20 ft., climb 20 ft. Strength saving throw or take 16 (3d10) slashing damage and
be knocked prone. Until the start of Godrick’s next turn, ranged
STR DEX CON INT WIS CHA attacks against him are made at disadvantage.
23 (+6) 18 (+4) 27 (+8) 9 (-1) 12 (+1) 9 (-1)
Storm Assault (Recharge 5-6). Godrick leaps into the air before
making one attack with his greataxe. Hit or miss, the target and
Saving Throws DEX +8, INT +3, WIS +5, CHA +3
Skills Athletics +10, Perception +5 each creature within 5 feet of it other than Godrick must make
Damage Vulnerabilities thunder; bludgeoning, piercing, and a DC 18 Strength saving throw, taking 19 (3d12) thunder
slashing from magical attacks damage on a failed save, or half as much damage on a
Damage Resistances radiant successful one.
Condition Immunities charmed, frightened
Senses passive Perception 15
Legendary Actions
Languages Common, Celestial Godrick can take 3 legendary actions, choosing from the
Challenge 11 (7,200 XP) options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Godrick
Sweeping Flame (Recharges after a Short or Long Rest). If Godrick regains spent legendary actions at the start of his turn.
would be reduced to 0 hit points, his current hit point total Roll. Godrick moves up to his speed, without provoking
instead resets to 140 and he instantly recharges his Storm opportunity attacks.
Assault. Additionally, he can now use the options in the “Mythic
Actions” section for 1 hour, during which time his Stormcaller Command (Costs 1-3 Actions). Godrick slams his axe into the
and his Storm Assault deal an additional 5 fire damage. Each ground, creating a shockwave. Creatures within 10 feet of him
creature in a 30-foot cone originating from Godrick must make must succeed on a DC 18 Strength saving throw or take 6
a DC 20 Dexterity saving throw when he transforms, taking 21 (1d12) thunder damage for each legendary action spent and fall
(6d6) fire damage on a failed save, or half as much damage on prone.
a successful one.
Whirlwind (Costs 3 Actions). Godrick makes melee weapon
Grafted Arms. Godrick has dozens of arms and can grapple up attacks against each creature within 10 feet of him, with a
to 10 Medium or smaller creatures. Once on each of his turns, separate attack roll for each target.
when he misses with a melee attack, he can make one
additional attack against the target he missed. Mythic Actions
Mythic Resistance. When Godrick fails a saving throw while he If Godrick’s Sweeping Flame trait has activated in the last hour,
has at least 31 hit points, he can negate any effects, other than he can use the options below as legendary actions.
damage, that he would suffer as a result of failing the save. He
then takes 30 damage, which can’t be reduced or prevented in Biting Flame (Costs 2 Actions). Melee Weapon Attack: +10 to hit,
any way. reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus
10 (3d6) fire damage.
Actions
Flaming Rain (Costs 3 Actions). Godrick’s dragon arm rains fire
Multiattack. Godrick attacks twice. upon his foes in a 50-foot-line that is 10 feet wide. Each
creature in that area must succeed on a DC 20 Dexterity saving
Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one throw or take 21 (6d6) fire damage.
target. Hit: 19 (2d12 + 6) slashing damage.
Multiattack. Godefroy attacks twice.
Godefroy the Grafted
Large monstrosity, neutral evil Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (2d12 + 6) slashing damage.
Armor Class 16 (natural armor)
Hit Points 148 (11d10 + 88) Storm Blade. Ranged Spell Attack: +9 to hit, range 40 ft., one
Speed 30 ft., climb 30 ft. target. Hit: 13 (2d12) slashing damage.

STR DEX CON INT WIS CHA Stormcaller. Godefroy surrounds himself with a cyclone.
23 (+6) 18 (+4) 27 (+8) 9 (-1) 12 (+1) 9 (-1) Creatures within 5 feet of him must succeed on a DC 17
Strength saving throw or take 16 (3d10) slashing damage and
be knocked prone. Until the start of Godefroy’s next turn,
Saving Throws INT +2, WIS +4, CHA +2
Skills Athletics +9 ranged attacks against him are made at disadvantage.
Damage Vulnerabilities thunder; bludgeoning, piercing, and Storm Assault (Recharge 6). Godefroy leaps into the air before
slashing from magical attacks making one attack with his greataxe. Hit or miss, the target and
Damage Resistances radiant each creature within 5 feet of it other than Godefroy must make
Condition Immunities charmed, frightened a DC 17 Strength saving throw, taking 19 (3d12) thunder
Senses passive Perception 11 damage on a failed save, or half as much damage on a
Languages Common, Celestial successful one.
Challenge 7 (2,900 XP)
Bonus Actions
Grafted Arms. Godefroy has dozens of arms and can grapple up Roll. Godefroy moves up to his speed, without provoking
to 10 Medium or smaller creatures. Once on each of his turns, opportunity attacks.
when he misses with a melee attack, he can make one
additional attack against the target he missed. Command. Godefroy slams his axe into the ground, creating a
Actions shockwave. Creatures within 10 feet of him must succeed on a
DC 17 Strength saving throw or take 6 (1d12) thunder damage
and fall prone.
Regal Ancestor Spirit there. When it moves into the space of a creature for the first
time on a turn, that creature must succeed on a DC 15
Huge fey, unaligned
Dexterity saving throw or take 14 (4d6) slashing damage. Prone
creatures have disadvantage on this save.
Armor Class 11
Hit Points 71 (11d12) Magic Resistance. The spirit has advantage on saving throws
Speed 50 ft. against spells and other magical effects.

STR DEX CON INT WIS CHA Turn Susceptibility. The spirit can be affected by any effect that
16 (+3) 12 (+1) 10 (+0) 3 (-4) 16 (+3) 10 (+0) turns undead.

Saving Throws CON +4, INT +0, WIS +7, CHA +4 Actions
Damage Vulnerabilities fire, radiant; slashing from magical Multiattack. The spirit makes two attacks: one with its horns
attacks and one with its hooves. It can’t make both attacks against the
Damage Resistances acid, cold, force, necrotic, poison same target.
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, Horns. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
paralyzed, petrified Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or
Senses passive Perception 13 smaller creature, it must succeed on a DC 15 Strength saving
Languages – throw or be pushed 5 feet away from the spirit.
Challenge 11 (7,200 XP)
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (3d4 + 3) bludgeoning damage.
Rebirth (4/Day). If the spirit would be reduced to 0 hit points, its
current hit point total instead resets to 35 hit points, and it Soul Siphon (Recharge 6). Each creature within 10 feet of the
teleports to an unoccupied space it can see within 90 feet of spirit must make a DC 15 Constitution saving throw. Fey
itself. On its next turn, it must take a special action. Each time creatures make this saving throw with disadvantage. A creature
it is reborn before finishing a long rest, the action is different, takes 18 (4d8) necrotic damage on a failed save, or half as
as detailed below. much damage on a successful one. The spirit then regains hit
points equal to the necrotic damage dealt.
First Rebirth. The spirit makes one Horns attack. On a hit, the
attack deals an additional 16 (3d10) force damage. If the target
is a Large or smaller creatures, it takes an additional 7 (2d6)
Legendary Actions
bludgeoning damage and is knocked prone. The spirit can take 1 legendary action, choosing from the
options below. Only one legendary action option can be used at
Second Rebirth. The spirit moves up to its speed in a straight a time and only at the end of another creature’s turn. The spirit
line, without provoking opportunity attacks. It can enter the regains spent legendary actions at the start of its turn.
space of a Large or smaller creature during the move, but it
can’t stop there. When it moves into the space of a creature, Prancing Drop. The spirit flies up to half its speed. It it ends its
the spirit can make a Horns attack against that creature, move on the ground, each creature within 5 feet of it must
dealing an additional 7 (2d6) bludgeoning damage on a hit. succeed on a DC 15 Dexterity saving throw or take 10 (3d6)
bludgeoning damage and fall prone.
Third Rebirth. The spirit leaps to three unoccupied spaces it can
see within 40 feet of itself, without provoking opportunity Spirit Vapor. The spirit flies up to its speed, drizzling an
attacks. Each time it lands in a space within 5 feet of a creature, otherwordly mist in a 10-foot cube directly underneath itself.
it can make a Hooves attack against that creature, dealing an The mist lingers on the ground until the end of the spirit’s next
additional 7 (2d6) bludgeoning damage on a hit. turn. A creature that starts its turn in the mist must succeed on
a DC 15 Constitution saving throw or take 10 (4d4) force
Fourth Rebirth. The spirit moves up to 150 feet, without damage. A creature also takes this damage for every 5 feet it
provoking opportunity attacks. It can enter the space of a travels in the area.
Medium or smaller creature during the move, but it can’t stop
Ancestor Spirit
Huge fey, unaligned

Armor Class 11
Hit Points 71 (11d12)
Speed 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 10 (+0) 3 (-4) 16 (+3) 10 (+0)

Saving Throws CON +3, INT -1


Damage Vulnerabilities fire, radiant; slashing from magical
attacks
Damage Resistances acid, cold, force, necrotic, poison
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified
Senses passive Perception 13
Languages –
Challenge 5 (1,800 XP)

Magic Resistance. The spirit has advantage on saving throws


against spells and other magical effects.

Turn Susceptibility. The spirit can be affected by any effect that


turns undead.

Actions
Multiattack. The spirit makes two attacks: one with its horns
and one with its hooves. It can’t make both attacks against the
same target.

Horns. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.


Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or
smaller creature, it must succeed on a DC 14 Strength saving
throw or be pushed 5 feet away from the spirit.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 10 (3d4 + 3) bludgeoning damage.

Bonus Actions
Prancing Drop. The spirit flies up to half its speed. It it ends its
move on the ground, each creature within 5 feet of it must
succeed on a DC 14 Dexterity saving throw or take 10 (3d6)
bludgeoning damage and fall prone.

Spirit Vapor. The spirit flies up to its speed, drizzling an


otherwordly mist in a 10-foot cube directly underneath itself.
The mist lingers on the ground until the end of the spirit’s next
turn. A creature that starts its turn in the mist must succeed on
a DC 14 Constitution saving throw or take 10 (4d4) force
damage. A creature also takes this damage for every 5 feet it
travels in the area.
Death Rite Bird creature within 5 feet of a point the death rite bird can see
within 5 feet of itself must succeed on a DC 16 Constitution
Large undead, lawful evil
saving throw or take 9 (2d8) thunder damage.
Armor Class 13 Peck. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium
Hit Points 143 (26d10) or smaller creature. Hit: 25 (10d4) piercing damage, and the
Speed 25 ft., fly 60 ft. target falls prone.

STR DEX CON INT WIS CHA Death Screech (Recharge 6). The death rite bird screams. Each
11 (+0) 17 (+3) 10 (+0) 20 (+5) 21 (+5) 18 (+4) creature within 5 feet of it must make a DC 17 Constitution
saving throw or take 6 (1d12) necrotic damage plus 6 (1d12)
Saving Throws DEX +8, CON +5 thunder damage and suffer 1 level of exhaustion.
Skills Perception +10, Religion +10
Damage Vulnerabilities radiant; bludgeoning from magical Legendary Actions
attacks The death rite bird can take 3 legendary actions, choosing from
Damage Resistances lightning, piercing the options below. Only one legendary action option can be
Damage Immunities acid, cold, poison, psychic used at a time and only at the end of another creature’s turn.
Condition Immunities charmed, exhaustion, frightened, The death rite bird regains spent legendary actions at the start
paralyzed, poisoned of its turn.
Senses darkvision 300 feet, passive Perception 20
Languages understands all languages but can only speak Ancient Death Rancor. The death rite bird shoots ghostflame
Deathbird feathers in a 30-foot cone. Each creature in the area must
Challenge 13 (10,000 XP) succeed on a DC 18 Dexterity saving throw or take 7 (2d6) cold
damage plus 7 (2d6) fire damage.
Ghostflame. When the death rite bird starts its turn with 100 or
Explosive Ghostflame. The death rite bird ignites ghostflame in
fewer hit points, its Death’s Poker attack deals an additional 5 a 10-foot radius around itself. Each creature that starts its turn
(1d10) cold damage plus 5 (1d10) fire damage until the start of
within 10 feet of the death rite bird must make a DC 18
the death rite bird’s next turn. Constitution saving throw, taking 7 (2d6) cold damage plus 7
Sunlight Hypersensitivity. The death rite bird takes 5 radiant (2d6) fire damage on a failed save, or half as much damage on
damage when it starts its turn in sunlight. While in sunlight, it a successful one. The ghostflame vanishes at the start of the
has disadvantage on attack rolls and ability checks. death rite bird’s next turn.

Turn Resistance. The death rite bird has advantage on saving Flying Sweep. The death rite bird flies up to half its speed,
throws against any effects that turn undead. without provoking opportunity attacks. It can then make one
Death’s Poker attack.
Actions Ghostflame Ignition (Costs 2 Actions). The death rite bird
Multiattack. The death rite bird can use its Death Screech, if summons an orb of ghostflame, which then explodes in a 60-
available. It then makes two Death’s Poker attacks. It can use foot line that is 5-feet wide or in a 30-foot radius around the
its Two-Handed Slam in place of making one of these attacks. death rite bird (the death rite bird’s choice.). Each creature in
the area must succeed on a DC 18 Constitution saving throw or
Death’s Poker. Melee Weapon Attack: +8 to hit, reach 10 ft., one take 13 (2d12) cold damage plus 13 (2d12) fire damage.
target. Hit: 12 (2d8 + 3) piercing damage. If the target is a
Medium or smaller creature, the death rite bird can pull it 5 feet Spearcall Ritual (Costs 2 Actions). The death rite bird rains down
closer to itself. mystical spears in a 50-foot-tall cylinder with a 40-foot radius
centered on a point within 50 feet of the death rite bird. Each
Two-Handed Slam. The death rite bird clutches its Death’s creature in the area must succeed on a DC 18 Dexterity saving
Poker with two hands and slams it into the ground. Each throw or take 22 (5d8) force damage, taking half as much
damage on a successful save.

Scaling Death Rite Birds


Decreasing the Death Rite Bird’s legendary actions by 1 (for a
total of 2 legendary actions each round) causes the
creature’s CR to become 12; reducing them by 2 (for a total
of 1 legendary action each round) causes the creature’s CR to
become 10.
Deathbird
Large undead, lawful evil

Armor Class 13
Hit Points 44 (8d10)
Speed 25 ft.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 10 (+0) 10 (+0) 14 (+2) 9 (-1)

Skills Perception +4
Damage Vulnerabilities radiant; bludgeoning from magical
attacks
Damage Resistances lightning, piercing
Damage Immunities acid, cold, poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 300 feet, passive Perception 14
Languages Deathbird
Challenge 4 (1,100 XP)

Sunlight Hypersensitivity. The deathbird takes 5 radiant damage


when it starts its turn in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.

Actions
Multiattack. The deathbird can use its Death Screech, if
available. It then makes two Poker attacks. It can use its Two-
Handed Slam in place of making one of these attacks.

Poker. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.


Hit: 10 (2d6 + 3) piercing damage. If the target is a Medium or
smaller creature, the deathbird can pull it 5 feet closer to itself.

Two-Handed Slam. The deathbird clutches its Poker with two


hands and slams it into the ground. Each creature within 5 feet
of a point the deathbird can see within 5 feet of itself must
succeed on a DC 13 Constitution saving throw or take 7 (2d6)
thunder damage.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium


or smaller creature. Hit: 20 (8d4) piercing damage, and the
target falls prone.

Death Screech (Recharge 6). The deathbird screams. Each


creature within 5 feet of it must make a DC 9 Constitution
saving throw or take 6 (1d12) necrotic damage plus 6 (1d12)
thunder damage and suffer 1 level of exhaustion.

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