Download as pdf or txt
Download as pdf or txt
You are on page 1of 16

Dungeon Master Tuz

Halloween
Bundle!

Enjoy the spooky month


with these free monsters!
Unbound Monsters: Halloween Pack
Scarecrows Scarecrows In Your Game
The Unbound Scarecrows have a distinct origin and fill
At some point in their lives, every child has left a toy the purpose of a typical low level enemy for novice ad-
somewhere it didn’t belong. It is the natural inclination of venturers. They usually are a local threat in rural areas
creatures to forget things, but few can claim their forgot- where the locals mostly have to fend for themselves.
ten toys are as dangerous as those left behind by the fey.
Created initially as playthings to sow havoc and mischief You can change the origins of Scarecrows to suit the
in the mortal world, fey-crafted constructs resembling needs of your game. Here are some ideas:
twisted scarecrows are a far-too-common threat to the
unwary. Abandoned by their masters once their ‘novelty’ • A local Hag created scarecrows to terrorize the ham-
wore off, these embittered creatures, resentful and cruel, let for her own wicked amusement!
take out their frustrations on the world they’ve been aban- • The Mad Toymaker has created unique and sadistic
doned in- to its occupants’ horror. constructs, which he unleashed from his workshop
upon the city!
Fey Hatred. Common between all Scarecrows is an in- • Every year during the tenth full moon the restless
nate hurt that has coalesced into a deep hatred of the fey. spirits of the dead escape her eternal rest for one
The pain of abandonment by their masters runs so deeply night, in a need for hosts they turn to the Scarecrows
within these twisted creatures that it is central to their of the local farming village and spread terror among
being, even if they might not understand it fully. For any the living!
fey unlucky enough to be caught by these creatures, the • An experimental spell went horribly wrong and caus-
inevitable result of this loathing is torture and death, and es inanimate objects to spring to life and attack any
Scarecrows have been known even to torment and raid creature made from flesh and blood!
fey worlds when they can find an entrance, their hatred
knowing, quite literally, no bounds.

Pillagers for Scrap. Though they tend to be solitary


creatures by nature, gathering in small groups only rarely,
the very nature of a Scarecrow’s replication requires raw
materials that can only be gathered from farms, home-
steads and villages. Gathering only to perform the occa-
sional raid on mortal settlements, these creatures take
a perverse delight in causing the mischief and mayhem
they were first intended to spread. Once they’ve gotten
what they need to produce more of their numbers (as well
as tools that, in the hands of creatures that don’t under-
stand them, are little more than crude weapons,) the mob
disperses as quickly as it formed.

Malignant Animus. What makes these Scarecrows


dangerous lies in the means through which they’ve been
brought to life. Unlike a common construct, the very life
forces of these creatures can be stockpiled, split, and be-
stowed upon other objects to animate them. It is through
these means that these constructs remain a scourge de-
spite having initially been created in fairly small numbers;
with the ability to ‘reproduce’ themselves, one Scarecrow
can become many, but it is not a perfect system. With
each replication, this magical animus becomes more and
more distorted, strange- whatever the original being was,
its twentieth, two-hundredth, or two-thousandth rendition
is a twisted, twitching mockery of it.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Tattertwig Tattertwigs
Small construct, chaotic evil These small, shoddy constructs are made from the leftover
scraps not fit to use in other, more mighty Scarecrows. Giv-
— en they’re made from whatever is on hand, these creatures
Armor Class 12
Hit Points 14 (4d6) are often misshapen and crudely made, and even their
Speed 30 ft. animus doesn’t quite seem to ‘fit right’. As a result, these
— diminutive monstrosities are unstable even by the stan-
STR DEX CON INT WIS CHA dards of their kind, and know little more by way of com-
6 (-2) 15 (+2) 11 (0) 7 (-2) 9 (-1) 12 (+1) bat than to attack in a feral frenzy of misshapen limbs and
— misplaced farming tools. Though this may be little threat
Proficiency +2
coming from one Tattertwigs, these creatures tend to trav-
Damage Immunities poison
el- and attack- in packs…
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages understands Common and Sylvan, but can’t speak
Challenge 1/4 (50 XP) Tattertwig Mob
— Large swarm (of small constructs), chaotic evil
Mob Attack. The tattertwig deals an additional 3 (1d6)
damage to a creature that is within 5 ft. of at least one of the —
tattertwig’s allies and the ally isn’t incapacitated. Armor Class 12
Hit Points 44 (8d10)
Unnerving Mob. A creature that is hit by two attacks from Speed 30 ft.
different tattertwigs since the end of its last turn must —
succeed on a DC 11 Wisdom saving throw or has disadvantage STR DEX CON INT WIS CHA
on attack rolls and concentration checks until the end of its 6 (-2) 15 (+2) 11 (0) 7 (-2) 9 (-1) 12 (+1)
turn. A creature that is immune to fear succeeds the save —
Proficiency +2
automatically. [Charisma based]
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Actions Damage Vulnerabilities fire
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Condition Immunities charmed, exhaustion, frightened,
Hit: 4 (1d4 + 2) slashing damage. grappled, paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages understands Common and Sylvan, but can’t speak
Challenge 3 (700 XP)

Ankle Stabbers. The space the swarm occupies counts as
difficult terrain for Medium size or smaller creatures.

Swarm. The swarm can occupy another creature’s space and


vice versa, and the swarm can move through any opening
large enough for a small construct. The swarm can’t regain hit
points or gain temporary hit points.

Actions
Claws (Swarm Has More Than Half HP). Melee Weapon
Attack: +4 to hit, reach 0 ft., one target in the swarm’s space.
Hit: 20 (8d4) slashing damage.

Claws (Swarm Has Less Than Half HP). Melee


Weapon Attack: +4 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 10 (4d4)
slashing damage.

Cackling Craze (Recharge 5-6). The


Tattertwig Mob makes one claws attack
against every creature in its space. Each
creature hit must succeed on a DC 11 Wisdom
saving throw or be frightened until the end of the
Tattertwig Mob’s next turn. [Charisma based]

Artwork by DM Tuz

PATREON |DMTUZ
Unbound Monsters: Halloween Pack

Artwork by DM Tuz
Cackle Kite
A terrifying flying construct unable to keep itself from
laughing constantly, the Cackle Kite’s namesake vocaliza-
tion is also the source of its abilities. Created from soft fab-
rics, sheets, straw and wool, the magic that keeps a Cackle
Kite aloft also causes it to laugh maniacally on impulse.
Swooping down on unsuspecting foes, howling with mock-
ing laughter as it does, these deformed fliers disorient and
terrify their foes, sowing chaos in their ranks and leaving
them all the more vulnerable to the attacks of other Scare-
crows.

Cackle Kite Innate Spellcasting. The Cackle Kite’s spellcasting


ability is Charisma (spell save DC 12). The Cackle Kite can
Medium construct, chaotic evil innately cast the following spells, requiring no material or
— somatic components:
Armor Class 12
At will: Gust, Mockery
Hit Points 17 (5d6)
Speed 0 ft., fly 40 ft. (hover) 1/short rest: Dissonant Whispers


STR DEX CON INT WIS CHA Actions
6 (-2) 14 (+2) 11 (0) 10 (0) 10 (0) 15 (+2)
Multiattack. The Cackle Kite makes a bite attack, if the attack

Proficiency +2 hits it cackles at the same target.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Damage Immunities poison Hit: 5 (1d6 + 2) piercing damage.
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, Cackle. The Cackle Kite lets out haunting laughter. A creature
paralyzed, poisoned, unconscious within 40 ft. of the Cackle Kite that can hear it must succeed
Senses darkvision 60 ft., passive Perception 10 on a DC 12 Wisdom saving throw or has disadvantage on
Languages understands Common and Sylvan, but can’t speak Wisdom saving throws for one minute or until it succeeds a
Challenge 1/2 (100 XP) Wisdom saving throw. If the target’s saving throw is successful,
or the effect ends on it, the target is immune to the Cackle of
— all Cackle Kites for 1 hour. [Charisma Based]
Giggling Escape. The Cackle Kite doesn’t provoke
opportunity attacks after it casts a spell or cackles until the
end of its turn.

Cackling Winds. The Cackle Kite is carried by wind created


from its laughter. When the Cackle Kite is no longer able to
laugh, or no longer audible, its flying speed becomes 0 and can
no longer hover until it laughs again.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Birdman
It may strike some as ironic, given their names, Scarecrows
harbor no ill will towards the common corvid. Born from
the fey, and despite their hatred thereof, Scarecrows follow
the same logic as their former masters, being creatures
created from imagination and ideas. Given their associa-
tion with birds, then, it is little surprise some Scarecrows
harbor an affinity towards avians, particularly crows. Pos-
sessing innate fey magic more powerful than their kin that
allows them to command and control birds, these Birdmen
change their shape to better resemble their avian ‘friends’,
looking somewhat unassuming… until you get too close.

Birdman
Medium construct, chaotic evil

Armor Class 13
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (0) 14 (+2) 16 (+3)

Proficiency +2
Saving Throws Dex +5, Con +3
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Sylvan, but can’t speak
Challenge 4 (1,100 XP)

Speak With Birds. The Birdman can speak with avian beasts
and monstrosities non-verbally.

Focused. The Birdman has advantage on Constitution saving


throws that it makes to maintain concentration on a spell.

Innate Spellcasting. The Birdman’s spellcasting ability is


Charisma (spell save DC 13). The Birdman can innately cast the
following spells, requiring no material components:

1/short rest each: Conjure Animals (Swarm of Ravens only)

Actions
Multiattack. The Birdman makes 2 claw attacks.

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


Hit: 12 (2d8 + 3) slashing damage. The target must succeed on
a DC 13 Wisdom saving throw or is frightened until the end of
the Birdman’s next turn. [Charisma Based]

Murder Wing Transposition (Recharge 5-6). The Birdman


turns into a murder of crows. Each creature within 5 ft. of
the Birdman must succeed on a DC 13 Wisdom saving throw
or be frightened until the end of the Birdman’s next turn.
The frightened target is paralzed. The Birdman then flies up
to 60 ft. without provoking opportunity attacks before it
reforms. During this move the Birdman can move through any
opening that is large enough for a tiny beast to pass through.
[Charisma based]
Artwork by DM Tuz

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Wickerman
Though innately aware of their weakness to
fire, abhorrent in its ability to destroy their flam-
mable forms, Scarecrows are nevertheless fas-
cinated by its destructive potential. Made from
flammable material surrounding a solid core,
a Wickerman is a Scarecrow that exists only to
spread as much destruction as possible through the
rather self-destructive tactic of setting it-
self alight. Rushing headlong
into a swath of fiery chaos
and destruction with cack-
ling glee, these maniacal
suicide soldiers will not
stop until they simply
burn to cinders- or
are put out of their
misery.

Artwork by DM Tuz

Wickerman Fiery Haste. A Wickerman that burns can dash as a


bonus action.
Large construct, chaotic evil

Armor Class 13 (natural armor)
Actions
Hit Points 75 (10d10 + 20) Multiattack. The Wickerman makes 2 claw attacks.
Speed 30 ft.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
— Hit: 12 (2d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
17 (+1) 12 (+1) 14 (+2) 10 (0) 10 (0) 14 (+2)
Claw (Burning). Melee Weapon Attack: +6 to hit, reach

Proficiency +3 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 7
Damage Resistances bludgeoning, piercing, and slashing (2d6) fire damage and the target must succeed on a DC 13
from nonmagical weapons Wisdom saving throw or be frightened until the end of the
Damage Immunities poison Wickerman’s next turn. [Charisma Based]
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious Reactions
Senses darkvision 60 ft., passive Perception 10 Cackling Flames (1/Short Rest). When the Wickerman
Languages understands Common and Sylvan, but can’t speak takes fire damage and is set on fire, it unleashes an explosive
Challenge 5 (1,800 XP) burst of fire with a maniacal cackle. Each creature within
— 5 ft. of the Wickerman takes 7 (2d6) fire damage and each
Burning Horror. A Wickerman that takes fire damage is set creature within 20 ft. of the Wickerman must succeed on a
on fire and will remain so until the fire is doused. Once the DC 13 Wisdom saving throw or be frightened until the end of
Wickerman burns it takes 5 fire damage at the beginning of the Wickerman’s next turn. A creature that fails the saving
its turn and any creature that starts its turn within 5 ft. of the throw by 5 or more is paralyzed as long as it is frightened.
burning Wickerman takes 7 (2d6) fire damage. The burning [Charisma Based]
Wickerman sheds bright light in a 30-foot radius and dim light
for an additional 30 feet. and gains access to new actions
(see below).

PATREON |DMTUZ
Unbound Monsters: Halloween Pack

Burn The Wickerman


The Wickerman’s core mechanic of getting additional Artwork by DM Tuz
features when set on fire implies that an encounter fea-
turing the Wickerman would need a way the Wickerman
can be set on fire.
This can be through environmental features like a open
fire, or torches, or through other creatures or the play-
Reaper
ers themselves (who were not aware of this feature). As
A Reaper is nothing short of a tool of pure destruction.
inspiration, here are a few ideas to set up a Wickerman:
When a mob of scarecrows is particularly successful in ob-
• Magic users or ranged combatants send out a
taining tools (slashing and cutting instruments like scythes
Wickerman to engage the players and then use
and axes being particular favorites,) they may take part in a
firebolt or fire arrows to set it on fire when it is in
ceremony that is part construction project, part ritual. Un-
melee.
der the light of a harvest moon, they construct a towering
• The players found an inactive Wickerman stored
effigy to sadistic intent, equipping it with both their sinis-
away in a warehouse. Circumstances lead to the
ter malice and the bulk of their stolen killing implements.
warehouse catching on fire including the Wicker-
Once awake, this creature of pure hatred only knows and
man. This activates it and makes it go on a rampage.
desires one thing- wanton destruction. For miles around,
• One or two Wickerman are within close proximity
no farmstead is safe, no hamlet secure; for as long as it
of other lesser Scarecrows to bait the players to use
lives, the Reaper knows only to kill.
Fireball to deal with them.
• A hamlet defends itself from an incoming Scare-
crow raid by setting up a wall of fire. It seems to be
highly effective against the scarecrow hordes... that
is until the Wickermen arrive.
• The Wickermen carry torches and use an action to
light themselves on fire. (Boring but effective.)

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Reaper Magic Weapons. The Reapers weapons are magical.

Large construct, chaotic evil Reaping Boon. When the Reaper reduces a creature to 0 hit
— points it gains 9 (2d8) temporary hit points.
Armor Class 14 (natural armor)
Hit Points 119 (14d10 + 42) Actions
Speed 30 ft.
Multiattack. The Reaper makes 2 attacks: one reap attack and
— one attack with its claws.
STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 16 (+3) 10 (0) 12 (+1) 17 (+3)
Reaper. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Proficiency +3 Hit: 21 (3d10 + 5) slashing damage. The target must succeed on
Saving Throws Dex +6, Con +6, Wis +4 a DC 14 Wisdom saving throw, or is frightened until the end of
Skills Intimidation +6, Perception +4 the Reaper’s next turn. [Charisma Based]
Damage Resistances bludgeoning, piercing, and slashing
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
from nonmagical weapons
Hit: 12 (3d4 + 5) slashing damage.
Damage Immunities poison
Damage Vulnerabilities fire
Terrifying Gaze. The Reaper targets all creatures it can see
Condition Immunities charmed, exhaustion, frightened,
in a 30-foot cone. If the target can see the Reaper, it must
paralyzed, poisoned, unconscious
succeed on a DC 14 Wisdom saving throw or be frightened
Senses darkvision 60 ft., passive Perception 14
until the end of the Reaper’s next turn. A creature that failed
Languages understands Common and Sylvan, but can’t speak
the saving throw by 5 or more is paralyzed for as long as it is
Challenge 7 (2,900 XP)
frightened. [Charisma Based]

Harvest Frenzy (1/short Rest). The Reaper can use a bonus The Harvest (Recharge 5-6). The Reaper moves up to its
action to make a reap attack. Once the reaper does this, it speed without provoking opportunity attacks and makes a
can’t do so again until it has finished a short rest or reduced a Reap attack against any creature it passes.
creature to 0 hit points.

Legendary Reaper Actions


Large construct, chaotic evil Multiattack. The Reaper makes 2 attacks: one reap attack and
one attack with its claws.

Armor Class 14 (natural armor)
Reaper. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit Points 153 (18d10 + 54)
Hit: 21 (3d10 + 5) slashing damage. The target must succeed on
Speed 30 ft.
a DC 15 Wisdom saving throw, or is frightened until the end of
— the Reaper’s next turn. [Charisma Based]
STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 16 (+3) 10 (0) 12 (+1) 17 (+3) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Proficiency +4 Hit: 12 (3d4 + 5) slashing damage.
Saving Throws Dex +7, Con +7, Wis +5
Terrifying Gaze. The Reaper targets all creatures it can see
Skills Intimidation +11, Perception +5
in a 30-foot cone. If the target can see the Reaper, it must
Damage Resistances bludgeoning, piercing, and slashing
succeed on a DC 15 Wisdom saving throw or be frightened
from nonmagical weapons
until the end of the Reaper’s next turn. A creature that failed
Damage Immunities poison
the saving throw by 5 or more is paralyzed for as long as it is
Damage Vulnerabilities fire
frightened. [Charisma Based]
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious The Harvest (Recharge 5-6). The Reaper moves up to its
Senses darkvision 60 ft., passive Perception 14 speed without provoking opportunity attacks and makes a
Languages understands Common and Sylvan, but can’t speak Reap attack against any creature it passes.
Challenge 9 (5,000 XP)

Harvest Frenzy (1/short Rest). The Reaper can use a bonus Legendary Actions
action to make a reap attack. Once the reaper does this, it The Reaper can take 3 legendary actions, choosing from the
can’t do so again until it has finished a short rest or reduced a options below. Only one legendary action can be used at a
creature to 0 hit points. time and only at the end of another creature’s turn. The
Reaper regains spent legendary actions at the start of its turn.
Legendary Resistance (2/Day). If the Reaper fails a saving
throw, it can choose to succeed instead. Move. The Reaper moves up to half of its movement speed
without provoking opportunity attacks.
Magic Weapons. The Reapers weapons are magical. Reap (2 Actions). The Reaper makes a reap attack.
Crazed Cleave (3 Actions). Each creature within 5 ft. of the
Reaping Boon. When the Reaper reduces a creature to 0 hit reaper must make a DC 17 Dexterity saving throw. On a failed
points it gains 9 (2d8) temporary hit points. save a creature takes 11 (2d10) slashing damage and half as
much on a successful one.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Rat King
There is a legend that all urban
dwellers know well; if
exactly one-hundred and
sixty-nine rats become
entangled with one
another, whether by tail or
by fur, they form a terrible
creature of intertwined body
and consciousness known
as a rat king. Though this
stalker of the sewers is a
well-known entity in the minds
of city folk, the origins of such a
being are hotly contested; some blame
the existence of a rat king on magical
experiments gone awry, or arcane muta-
gens, even the presence of hags. Whatever their
beginnings, rat kings flourish in the cities of
the world, surviving by any means necessary,
and sustaining themselves on any source
they can including the city’s own inhabitants.
Artwork by DM Tuz
Vermin Lord. Though powerful, a rat king is still just
that- a collection of common vermin. Though their
individual intelligence is low, they are not to be
underestimated, as they hold dominion over the
vermin of the surrounding city, using them as their ing its strange and formless whole into a disguise of
eyes and ears. This army of meek but numerous discarded clothing and bandages to seem normal at least
‘subjects’ obey the king’s every command, seeking from a distance. Needless to say, to fight one is confus-
out this ‘leader’ instinctually, almost as though ing at best.
they know it is a means to become more than themselves.
Rat King Masterminds. Rat Kings that establish them-
Rat Cluster. Able to split and reform at will, a rat king can selves well grow both in size and intellect. Now a full-on
direct smaller portions of its ‘whole’ to specific tasks and shapeshifter, able to take on fully humanoid form, or even
locations, using this ability to control the section of a city that of a single rat, a rat king of such power may see even
it deems to be its home. In addition, due to the mutagenic greater ways to spread their influence, including through
nature of its creation, the rat king can manifest larger the city’s own criminal underground. With unique powers
versions of its vermin anatomy as needed, forming more and an unrivaled knowledge of the dark places around
powerful legs for running and climbing or a massive rat’s them, these masterminds can quickly ascend in rank,
head for defending itself. On top of this, to keep its form adding the petty criminals to their ‘empire’ of other, less
unassuming, a rat king hides itself in human garb, squeez- intelligent vermin.

Rat King Swarm Squeeze. The rat king can move through any opening
large enough for a tiny beast.
Medium monstrosity, chaotic evil
— Vermin Mastery. The rat king can communicate telepathically
Armor Class 14 (natural armor) with any rodents within 60 ft. of itself.
Hit Points 68 (9d8 + 27)
Speed 30 ft. Actions
— Multiattack. The rat king makes three bite attacks. If two
STR DEX CON INT WIS CHA
bite attacks hit the same creature, its attack deals an extra 7
8 (-1) 16 (+3) 17 (+3) 6 (-2) 13 (+1) 8 (-1)
(2d6) damage.

Proficiency +2
Skills Stealth +5 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage Resistances bludgeoning, piercing, and slashing Hit: 8 (2d4 +3) piercing damage.
Condition Immunities charmed, frightened, grappled,
Split. The rat king splits off part of its body, either creating a
paralyzed, petrified, prone, restrained, stunned
rat, a giant rat, or a swarm of rats within 5 ft. of itself. It loses
Senses darkvision 60 ft., passive Perception 11
hit points equal to the hit points of the created creature and
Languages Understands Common but doesn’t speak
its maximum hit points is reduced by the same amount. The
Challenge 4 (1,100 XP)
created rat creature dies after 1 hour. The rat king cannot
— split when its hitpoints maximum has been reduced by more
Death Throes. When the rat king dies, it explodes into a
than half.
swarm of rats that immediately scatter. The fleeing swarm
As an action, the rat king can absorb a rat creature it created
of rats makes one bite attack against each creature in a 10 ft.
or the corpse of a rat creature it created and regains its hit
radius centered on the rat king.
point maximum lost in the split and hit points equal to the
Keen Smell. The rat king has advantage on Wisdom creatures’ hit points. The rat king gains all knowledge the rat
(Perception) checks that rely on smell. creature accumulated while split from the rat king.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Cat Mimic
Tiny monstrosity, chaotic evil

Armor Class 14 (natural armor)
Hit Points 23 (5d4 + 10)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 14 (+2) 5 (-3) 12 (+1) 13 (+1)

Proficiency +2
Skills Deception +5, Perception +3, Stealth +6
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 13
Languages Understands Common, but doesn’t speak.
Challenge 1 (200 XP)

Ambusher. In the first round of a combat, the cat mimic has
advantage on attack rolls against any creature it surprised.

Claws Quarters Combat. The cat mimic has advantage on


attack rolls against any creature grappled by it, that grapples
the cat mimic, or the cat mimic is attached to.

False Appearance. While the cat mimic does not attack with
its bite, it is indistinguishable from an ordinary cat.

Keen Smell. The cat mimic has advantage on Wisdom


(Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Artwork by DM Tuz Hit: 13 (2d10 +2) piercing damage.
Cat Mimic Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 +2) slashing damage. If the target is surprised
Though a common sight in any urban setting, it is unwise and size small or smaller, it is grappled, escape DC 10. If the
to pet any old stray cat you might see scampering about. target is surprised and size medium or bigger, the cat mimic
There are many an urban legend about stray felines that attaches itself on the target. The attached cat mimic moves
seem unassuming, even friendly, only to manifest rows of with the target whenever the target moves, without using the
sharp, jagged teeth from their bodies, tearing off the limbs cat mimic’s movement. The cat mimic can detach itself by
of foolish citizens who try to give them a stroke. These spending 5 feet of its movement on its turn. A creature can
‘cats’ are, in actuality, living traps waiting to be sprung, use its action to make a DC 10 Strength check to detach the
mimics that assume the shape of creatures that most cat mimic. Until the grapple ends, or as long as the cat mimic is
sentient races find too cute to ever assume ill intent from. attached, it can’t use its claws attack against another creature.
Do not be fooled by their cute appearance and sweetheart
chirrups, for the cat is a predator, and the common man
its prey!

Hag’s Familiars. Cat mimics, given their almost needless- Customizing an Alchemical Ooze
ly cruel methods of hunting, are seen as a sure sign of a Alchemical Oozes are creatures created by pure chance,
Hag’s presence in a city by experienced inquisitors and therefore none two are alike. Reflect it by changing
monster hunters. For a Hag, spreading misery and suffer- the ooze’s list of random effects with actual spells. An
ing in the most terrible ways possible is an art form, and alchemical ooze casting a spell that needs concentration
a mimic that pretends to be one of man’s most treasured does not need to concentrate on it, but the spell effect
companions certainly fits that bill. It is believed that the will end as soon as it casts another spell. Here is a tem-
first cat mimics were created by Hags, and it is almost plate for the distribution of random spells an alchemical
always within their vile company that these creatures are ooze could contain:
seen. • 1-2: 1st level spells
• 3-4: 2nd level spells
Cruel Predators. Just like the ones that created them, • 5-6: 3rd level spells
cat mimics are cruel and sadistic beings. Even when a • 7-8: 4th level spells
victim falls prey to their monstrous ambush, losing limbs
or being horrifically maimed, it is rare that a mimic will do Alternatively, an Alchemical Ooze can consist of one
little more than scurry off. Far from a means of survival, it specific spell ingredient, in which case it will always
seems that these beings really do seek only to spread ru- cast the correlating spell as an alchemical reaction. For
mor and terrible tales of their encounters with unwitting example, an Alchemical Ooze entirely created out of bat
souls, spreading feline fear far and wide. guano, would cast Fireball. This may take away from the
Ooze’s random nature, but makes for a unique encoun-
ter nonetheless.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack

Artwork by DM Tuz

Jersey Devil Jersey Devil


Jersey Devils are horse-like Fey who are driven by mis- Medium fey, chaotic evil
chief and disaster, and their lives revolve around inflicting

both on mortals. These horse-headed creatures with Armor Class 13 (natural armor)
bulging eyes, strange, curving horns, batlike wings and Hit Points 32 (5d8 + 10)
claws may resemble imps or other such fiendish beasts, Speed 30 ft., climb 30 ft., fly 40 ft.
but their penchant for trouble is anything but infernal. —
Rather than waiting at lonesome crossroads or in dank STR DEX CON INT WIS CHA
caverns, jersey devils prefer to keep to populated urban 16 (+3) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 8 (-1)
centers and cities, where the rich tapestry of daily interac- —
Proficiency +2
tion is ripe for the spoiling, and their distinct screeching, Skills Perception +3, Stealth +4
which seems to be tailored to be as jarring and annoying Senses darkvision 60 ft., passive Perception 13
as possible, is a sound any seasoned urban dweller learns Languages Common, Sylvan
to fear. Challenge 1 (200 XP)

Malicious Prankster. The jersey devil’s delight in mischief



Surprising Startle. A creature that are not aware of the
may seem childish, even crude, but these Fey are anything jersey devil has disadvantage on its saving throw against the
but stupid. Possessing keen intelligence and analytical jersey devil’s Startling Scream.
minds, a Devil will wait patiently, studying a potential
disaster in the making for the moment a wrench in the Innate Spellcasting. The jersey devil’s spellcasting ability is
works can have its most potent effect. Though this can be Charisma (spell save DC 9). The jersey devil can innately cast
accomplished in a number of ways, and any jersey devil the following spells, requiring no material components:
worth its wings has a big bag of tricks, sometimes all it
1/day each: Expeditious Retreat
takes is one well-timed screech to send a normal gather-
ing spiraling into wonderfully entertaining chaos.
Actions
Screech and Gone. However, don’t think the moments Multiattack. The jersey devil makes two attacks with its claws.
after a well-timed prank are the time to strike back.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Surprisingly patient for their immature nature, jersey
Hit: 6 (1d6 + 3) slashing damage.
devils possess magical powers befitting any Fey, and can
disappear from a scene as quickly as they arrive. For the Startling Scream. The jersey devil unleashes a high-pitched
unlucky victim of a Devil’s ‘pranks’, this can make discov- scream. Each creature within 20 ft. of the jersey devil that
ering the true cause of their sudden ‘misfortune’ extreme- can hear it must make a DC 12 Wisdom saving throw. On
ly difficult. a failed save a creature uses its reaction to move up to its
speed away from the jersey devil. Creatures that are immune
to the frightened condition automatically succeed on the
saving throw. After the creature’s saving throw, the target is
immune to the jersey devil’s Startling Scream for 1 minute.
[Constitution Based]

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Bloody Mary
Medium fey, neutral evil

Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (0) 8 (-1) 14 (+2)

Proficiency +2
Skills Perception +1, Stealth +7
Damage Resistances bludgeoning, piercing and slashing
damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish, Elvish, Gnomish, Halfling,
Sylvan
Challenge 2 (450 XP)

Ambusher. In the first round of combat, the bloody mary has
advantage on attack rolls against any creature that is surprised.

Mirrorwalk. A bloody mary can enter and exit reflective


surfaces such as mirrors, polished metals, or quiet bodies of
water (referred to as Mirror) as a bonus action. To be able to
enter and exit a Mirror, it’s surface must be large enough for
the bloody mary to squeeze through. When the bloody mary
is inside a Mirror she cannot be targeted directly by attacks,
spells and effects. A bloody mary can reach out of a Mirror to
interact with objects or to attack creatures within her reach,
provided the Mirror’s surface is large enough. The inside
Artwork by DM Tuz of the Mirror is only the immediate surrounding the Mirror

Bloody Mary reflects. When a Mirror the bloody mary occupies is shattered,
the bloody mary takes (9) 2d8 force damage and can no longer
exit the Mirror unless she uses her Mirror Jump.
Among the Fey, there are few beings as ill-tempered or
single-minded as the bloody mary. Beings fond of gather- Mirror Stealth. A bloody mary can use a bonus action to hide,
ing where mortals in close concentration hold ill intent as long as she is in a Mirror.
and bear grudges, a bloody mary delights in bloody,
violent murder above all else, and it is through this desire Sneak Attack (1/turn). The bloody mary deals an extra 14
that they ply a dark trade. For those who bear the obscure (4d6) damage when it hits a target with a weapon attack and
knowledge to summon one, a bloody mary can be called has advantage on the attack roll, or when the target is within 5
upon to strike down one’s rival in a fit of violence untold- ft. of an ally of the bloody mary that isn’t incapacitated and the
but like any hired killer, their services come with a price. bloody mary doesn’t have disadvantage on the attack roll.

Mirror Stalkers. To summon a bloody mary- as foolish of Actions


a venture as that would seem to anyone with even a lick of Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
common sense- two things are required. The first is any Hit: 5 (1d4 + 3) piercing damage.
sort of mirrored surface; unique amongst Fey, a bloody
mary can travel between any such surfaces, which act as Mirror Jump. To use this action, the bloody mary must be in
portals for them. This allows them to travel incredibly a Mirror. She teleports into another Mirror within 60 ft. that
quickly, and partially explains their preference for urban she can see.
environments, where such surfaces are abundant.

Calling Name. The second component required to Born From Grudge. It is hatred that feeds a bloody mary,
summon a bloody mary is their true name. This is not and indeed, it is hatred that brings them into being. They
knowledge spread openly, but in the whispers of the live it, breath it, and this bears out in their nature; vindic-
occult-minded, and many such names have passed into tive and spiteful, a mary is quick to anger and quicker to
urban myth as words never to be spoken. But for a person lash out with violent rage, almost always disproportion-
blinded by rage and with hate in their heart, all that is ately. For the person to summon one they are as much a
needed is to speak one such name in front of a mirror danger as they are to their intended victim, and the misery
three times… and wait. they spread is near universal. Indeed, some ancient writ-
ings even indicate that particularly cruel and hateful hu-
Dealings. Impatient even for the mercurial Fey, a bloody mans might be suitable candidates for becoming a bloody
mary must be dealt with quickly once summoned. With mary, but if knowledge of this transformation process is
little use for money or precious things, a mary often asks known to the Fey, it is well-hidden indeed.
for something no sane soul would part with, offering
trades of a sadistic and cruel nature that their ‘employer’
often has just enough time to sober up and regret making
before the mary returns, demanding payment… and only a
fool doesn’t pay up.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Bogeyman
Medium fey, neutral evil

Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 11 (0) 13 (+1) 17 (+3)

Proficiency +3
Skills Perception +4, Stealth +10
Damage Resistances bludgeoning, piercing and slashing
damage from nonmagical weapons
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 7 (2,900 XP)

Your Worst Nightmare. If a creature fails its saving
throw against the bogeyman’s Detect Thought spell, it has
disadvantage on Wisdom saves against the bogeyman’s Incite
Fear for 1 hour.

No Escape. As long as the bogeyman frightens a creature


and the creature is on the same plane of existence as the
bogeyman, the bogeyman is always aware of its exact position,
as well as anything within 10 ft. of the creature as if it the
bogeyman is able to see it.

Slasher Attack (1/turn). The bogeyman deals an extra 28


Artwork by DM Tuz (8d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is
frightened of the bogeyman and the bogeyman doesn’t have
disadvantage on the attack roll.

Bogeyman Innate Spellcasting. The bogeyman’s spellcasting ability is


Charisma (spell save DC 14). The bogeyman can innately cast
Bogeymen are born from perhaps the most universal of the following spells, requiring no material components:
mortal emotions: Fear. Creatures of pure nightmare, they
skulk across darkened streets and quiet alleyways, prey- At will: Detect Thoughts, Thaumaturgy
ing on the terror of a city’s populace in a feast of torment. 3/day: Invisibility
Motivated to spread fear by any means possible, they bear 2/day: Fear
indistinct forms when not observed, but quickly change
when faced with a potential victim, taking on the shape of Actions
their greatest phobia. Given the depths of fear that dwell Multiattack. The bogeyman uses Behind You if available. It
in the hearts of men, particularly those living in the rela- then makes two weapon attacks.
tive safety of an urban settlement, the facades a bogeyman
may take on are as numerous as they are horrible. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Fear Cultivation. Though the easiest way for a bogeyman
Behind You (Recharge 4-6). The bogeyman teleports to an
to spread the fear they crave is with swift, straightforward unoccupied space within 10 ft. of a creature that is frightened
violence, it is not simply for the sake of violence that they by the bogeyman.
do so. A living victim that, in the wake of a short, brutal
assault will then spread the bogeyman’s legend is of far Incite Fear. The bogeyman assumes a terrifying form to
more value than a murder victim- yet in such situations frighten a creature that can see it within 60 ft, of itself. The
where their ‘prey’ expires, they may still serve their creature must make a DC 14 Wisdom saving throw or becomes
purpose. Ample evidence is left in the cases where such frightened for 10 minutes. A creature can repeat the saving
deaths occur, so that a terrified populace may know the throw at the end of each of its turns, ending the effect on
bogeyman’s calling card well. itself on a success. If the creature’s saving throw is successful,
or if the effect ends on it, the creature has advantage on
Sadistic Research. Like many Fey, bogeymen possess saving throws against the Incite Fear of all bogeymen (but not
powerful magics, chief amongst which is a strong form of legendary bogeyman) for 1 hour. [Charisma Based]
telepathy, which they use to learn their victim’s deepest,
darkest fears. Stalking a potentially juicy ‘target’ as long
as they need to so that they may weave a perfect tapes-
try of the victim’s worst nightmares, when a bogeyman
strikes, it is with horrors hand-picked from the worst
frights imaginable. In the twisted mind of a bogeyman,
this is nothing short of an art form, a painting of terror
upon a canvas of unsuspecting victims.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Legendary bogeyman Actions
Medium fey, chaotic evil Multiattack. The bogeyman uses its Incite Fear. It then makes
two attacks with its claws (or weapon) or uses its Panic Attack
— if available.
Armor Class 18 (natural armor)
Hit Points 144 (17d8 + 68)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 9 (1d8 + 5) slashing damage.

STR DEX CON INT WIS CHA Behind You. The bogeyman teleports to an unoccupied space
19 (+4) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 18 (+4) within 10 ft. of a creature that is frightened by it.

Proficiency +5
Panic Attack (Recharge 5-6). Melee Weapon Attack: +10
Saving Throws Con +9, Wis +6, Cha +9
to hit, reach 5 ft., one creature frightened by the bogeyman.
Skills Intimidation +14, Perception +8, Stealth +16
Hit: 9 (1d8 + 5) slashing damage and the creature must make
Damage Resistances bludgeoning, piercing, and slashing
a DC 17 Wisdom saving throw. On a failed save a creature
from nonmagical weapons
takes 33 (6d10) psychic damage and is stunned until the end
Condition Immunities charmed, frightened
of the bogeyman’s next turn. On a successful save a creature
Senses darkvision 120 ft., passive Perception 18
takes half as much psychic damage and is not stunned.
Languages Common, Sylvan
[Charisma Based]
Challenge 14 (11,500 XP)
— Incite Fear. A creature within 60 ft. of the bogeyman must
Feast of Fear. At the beginning of its turn, the bogeyman succeed on a DC 17 Wisdom saving throw or is frightened
heals 5 hit points for each creature that is frightened by it. for 10 minutes. A creature can repeat the saving throw at the
end of each of its turns, but has disadvantage on the saving
Legendary Resistance (3/Day). If the bogeyman fails a
throw if it is within the bogeyman’s Nightmare Aura. If the
saving throw, it can choose to succeed instead.
creature’s saving throw is successful, or if the effect ends on it,
Nightmare Aura. The bogeyman is emanating an aura of the creature has advantage on saving throws against the Incite
terror in a 20-foot aura. This aura manifests in shaping the Fear of all bogeymen (but not legendary bogeyman) for 1 hour.
world around it into images that reflect a creature’s deepest [Charisma Based]
fears. A creature that begins its turn within the aura must
succeed a DC 16 Wisdom saving throw, or becomes frightened Legendary Actions
for as long as it stays within the aura. If a creature’s saving The bogeyman can take 3 legendary actions, choosing from
throw is successful or the effect ends for it, the creature is the options below. Only one legendary action can be used
immune to the bogeyman’s Nightmare Aura for the next 1 hour. at a time and only at the end of another creature’s turn.
The bogeyman regains spent legendary actions at the start
No Escape. As long as the bogeyman frightens a creature of its turn.
and the creature is on the same plane of existence as the
bogeyman, the bogeyman is always aware of its exact position, Move. The bogeyman moves up to its movement speed. This
as well as anything within 10 ft. of the creature as if it the movement does not provoke opportunity attacks.
bogeyman is able to see it. Detect. The bogeyman makes a Wisdom (Perception) check.
Attack (2 Actions). The bogeyman attacks with its claws
Slasher Attack (1/Turn). The bogeyman deals an extra 28 or weapon.
(8d6) damage when it hits a target with a weapon attack Behind You (3 Actions). The bogeyman teleports to
and has advantage on the attack roll, or when the target is an unoccupied space within 10 ft. of a creature that is
frightened of the bogeyman and the bogeyman doesn’t have frightened by it.
disadvantage on the attack roll.

Innate Spellcasting. The bogeyman’s spellcasting ability is


Charisma (spell save DC 17). The bogeyman can innately cast
the following spells, requiring no material components:

At will: Darkness, Detect Thoughts, Gaseous Form, Invisibility,


Silent Image, Thaumaturgy
3/day each: Fear, Hold Person, Phantasmal Killer
1/day: Dream, Scry

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Leather Apron
Medium fey, chaotic evil

Armor Class 16 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 10 (0) 12 (+1) 14 (+2)

Proficiency +2
Skills Acrobatics +6, Stealth +6, Survival +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 4 (1,100 XP)

Killing Intent. The leather apron deals an extra 7 (2d6)
damage to the target of its Hunter’s Mark instead.

Slay The Loner. The leather apron has advantage on all attack
rolls against a creature that has no ally that isn’t incapacitated
within 5 ft. of it.

Innate Spellcasting. The leather apron’s spellcasting ability


is Charisma (spell save DC 12). The leather apron can innately
cast the following spells, requiring no material components:

3/day: Hunter’s Mark


1/day: Locate Creature

Actions
Multiattack. The leather apron makes two weapon attacks.

Butcher Knife (Shortsword). Melee Weapon Attack: +6 to


hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Ripper (Recharge 5-6). The leather apron makes 3 weapon


attacks with disadvantage against one creature. Each creature
within 20 ft. of the leather apron that can see it, must succeed
on a DC 12 Wisdom saving throw or is frightened until the end
Artwork by DM Tuz of the leather apron’s next turn. [Charisma Based]

Leather Apron
Though modern city living provides security unheard of in
a quiet country hamlet or small town, they are not without
their own sources of anxiety and fear. Labyrinths of alley- Leather Shell. Given it is their calling card and standard
ways and side streets can make one feel lost, the strange garb, it’s little surprise that the leather apron’s coat is, in
feeling of being around so many people, yet sometimes so fact, their reason for committing their heinous acts. Made
alone can leave a person isolated, vulnerable. A person on from the skin of their victims and added to with each kill,
their own in a city is as much in danger as someone living this protective garment is more like a shell or carapace in
in a cabin in the wood - especially when a leather apron which they cloak their true form. So weak and pathetic is
is on the prowl. Looking vaguely humanoid, but shrouded this visage that a leather apron will find the sight of their
in a patchwork leather coat (for which they are named,) true selves unbearable, a vulnerability that is often the
these urban predators stalk loners, outcasts- the dregs of best way to defeat one. Of course, this is easier said than
society who, should they disappear in a flash of blood and done; the skin cloak is a prize few such creatures will part
violence, would hardly be missed… with willingly… or easily.

Unseen Victims. Creatures of paranoia and isolation, Leather Apron’s True Form
leather aprons are born from the profound loneliness The leather apron’s greatest weakness is it’s incredible
of a city’s denizens. Feeding off of those feelings, these shame over its true form. A leather apron, that is laid bare
creatures actively hunt those poor souls who resonate must succeed on a Wisdom saving throw or is frightened
such sensations, their fear and desperation for help that until the end of its next turn. It will try to cover itself up
simply will not come providing these sadistic creatures or otherwise escape onlookers. If it, at the end of its next
a filling meal. In an urban center rich with such people, turn is still being looked at, it must succeed on another
these beings need not even be tactful in their hunts- loners Wisdom saving throw or is banished back into the world
disappear all the time in such places, what’s one more? In- of the Fey.
deed, as a leather apron can often act with near impunity, The DC for the Wisdom saving throw is 12 + the num-
the only signs of their activity is their gristly calling card: bers of creatures looking at the leather apron’s true form
the large patches of skin pulled from their victim’s bodies, of which the leather apron is aware off.
and added to their ‘attire’.

PATREON |DMTUZ
Unbound Monsters: Halloween Pack
Killer Clown
Medium fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 8 (-1) 9 (-1) 16 (+3)

Proficiency +2
Skills Performance +7
Senses darkvision 60 ft., passive Perception 9
Languages Common, Sylvan
Challenge 3 (700 XP)

Splattering Spectacle. If the killer clown scores a critical hit
or reduces a creature to 0 hit points with a weapon attack, its
Incite Violence gains the following additional effect until the
end of its turn:
On a failed saving throw the creature becomes charmed
for 1 minute. The charmed creature must use its action on
each of its turns to make a melee attack against the closest
creature other than itself, moving up to its speed to reach the
random creature if necessary. The charmed creature repeats
the saving throw at the end of its turns. On a success, it is no
longer charmed.

Innate Spellcasting. The killer clown’s spellcasting ability is


Charisma (spell save DC 13). The killer clown can innately cast
Artwork by DM Tuz the following spells, requiring no material components:

At will: Acid Splash, Enlarge/Reduce (self only), Prestidigitation,


Shocking Grasp

Killer Clown Actions


In the hectic hustle and bustle of a big city, who hasn’t felt Multiattack. The killer clown makes two weapon attacks. If
like lashing out from time to time? An errant bump in the one of its attacks hit, it uses its Incite Violence.
marketplace, a dirty look in passing, a vendor pushing Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
their wares a bit too forcefully- it’s only natural to want to Hit: 11 (2d6 + 4) bludgeoning damage.
smack someone around on occasion, even shut them up
for good, isn’t it? If there’s one thing a city deals in more Incite Violence. The killer clown invites a humanoid creature
than any form of commerce, it’s stress: urban centers are of its choice within 60 ft. of itself to partake in its violence.
a hotbed of built-up tensions waiting to boil over, and to The creature must succeed on a DC 13 Wisdom saving throw
the peculiar fey known as killer clowns, there’s nothing or uses its reaction to move up to half its speed towards a
better than a pot in need of kicking over. After all, isn’t it random creature it can see and make a weapon attack against
best to let tensions go? And who is better at getting those it. A creature that is immune to being charmed is automatically
feelings out than a clown? succeeds its saving throw. [Charisma Based]

Contagious Violence. A killer clown wants nothing more


than for the poor, pent-up people of the world to join the
fun. Unfortunately for most sane, rational creatures, this
fey’s notion of ‘fun’ is synonymous with ‘outright slaugh-
ter’. A master of mental manipulation and charms, the
killer clown tugs at intrusive thoughts of violence and Paradoxical Forms. As driven by and shaped from the
anger, turning weaker minds to act on these impulses. thoughts of man as they are, killer clowns take on a form
Responsible for a shockingly large number of cases where that can vary from individual to individual, but generally
someone ‘suddenly snapped’ or ‘seemed to turn’, the killer resembles a typical circus performer or jester. Gaudy
clown wants nothing more than for people to act on the colors, ludicrous makeup, bells and whistles galore, these
impulses that bring it sickening glee. beings are rather unassuming, if gaudy, for the acts they
seek to inspire. This is, perhaps, an extension of how they
Join The Show. Of course, as is typical for the fey, it’s see themselves: For a killer clown, they’re simply a per-
unclear as to whether a killer clown even knows- or cares- former for an audience- willing or not- who needs nothing
what the consequences of its manipulations are. For more than a little release in their lives. For these fey, it’s
them, the notion of bringing otherwise-sane men to froth- levity- for their victims, it’s something far, far worse.
ing violence is part of a show, a grandiose performance
with the city as its stage. Gleeful and delighted in their
acts, acts that would horrify and sicken nearly anyone
else, these paradoxical creatures want nothing more than
to draw a reaction from their ‘fans’- no matter what the
reaction is.

PATREON |DMTUZ

You might also like